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DCEmu Forums:: The Homebrew & Gaming Network :: PSP Dreamcast Nintendo DS Wii GP2X Xbox 360 GBA Gamecube PS2 Forums - Dreamcast News Forum -
4 hours and 31 minutes ago
Newly released for Apple Iphone
AAA i-Gun Pro 1.0
Category: Entertainment
Price: $0.99 ( iTunes)
Description:
Simulate a fire fight with your friends using this App!
GUNS INCLUDED:
- P90
- AK-47
- MP5
- XM1014
- M3 Super 90 Combat
- Steyr TMP
- Beretta Elite
- glock 18
- Desert Eagle
- Steyr Scout Sniper Rifle
- Steyr AUG
- Arctic Warfare Magnum/P
- Five seveN
- G3/SG-1 Sniper Rifle
- FN M249
- M4A1
- Mac10
- Sig p228
- FN P90
- Sig 550
- SSG552 Commando
- UMP45
- USP
This is not a game, but a reference application for those interested in these weapons.
If you have ideas for this application then leave a review with what you would like and i'll add
it. I read reviews and if people have valid complains I'll change the application.
AAA i-Gun Pro
More...
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Joystiq -
8 hours and 6 minutes ago
 Got a great idea
for a hat or weapon for Team Fortress
2? Valve wants to hear about it -- better yet, Valve wants you to make it. The TF2 blog
reports that Valve has already
seen plenty of solid submissions -- items you can get a hold of in today's update. If you're the
creator of one of these items, you'll find a special version waiting for you in your backpack.
Hooray for bragging rights!
And for you budding designers out there, don't just think of it as a way to get some experience
under your belt, but think of it as a service for these guys. Heavy above always had an image
problem (thanks, male pattern baldness!), but now he's feeling good and going out on dates like
every night!
[Via
Big Download]
Valve adds
user-created items to Team Fortress 2 originally appeared on Joystiq on Fri, 19 Mar 2010 20:30:00 EST. Please see our terms for use of feeds.
Read | Permalink | Email
this | Comments
|
Joystiq -
8 hours and 6 minutes ago
 Got a great idea
for a hat or weapon for Team Fortress
2? Valve wants to hear about it -- better yet, Valve wants you to make it. The TF2 blog
reports that Valve has already
seen plenty of solid submissions -- items you can get a hold of in today's update. If you're the
creator of one of these items, you'll find a special version waiting for you in your backpack.
Hooray for bragging rights!
And for you budding designers out there, don't just think of it as a way to get some experience
under your belt, but think of it as a service for these guys. Heavy above always had an image
problem (thanks, male pattern baldness!), but now he's feeling good and going out on dates like
every night!
[Via
Big Download]
Valve adds
user-created items to Team Fortress 2 originally appeared on Joystiq on Fri, 19 Mar 2010 20:30:00 EST. Please see our terms for use of feeds.
Read | Permalink | Email
this | Comments

|
Read/WriteWeb -
9 hours and 6 minutes ago
This week
we've got a book hot off the presses for your weekly dose of entrepreneurial reading as 37signals founders Jason Fried and David Heinemeier Hansson are back
with their second book in four months. Released earlier this month, Rework, a no-nonsense rethinking of how to successfully
start and run a business, comes hot on the heels of their first book Getting Real: The smarter, faster, easier way to build a
successful web application, which published in November of 2009.
Sponsor
This time Fried and Hansson take a more general approach to business by examining the ways that
new companies are disrupting traditional business practices and making a big splash. They cover
their entrepreneurial bases by reminding us that "no time is no excuse" and that "a business
without a path to profit isn't a business, it's a hobby," but then also elaborate on less
traditional practices that have helped them succeed.
The main theme of the book is to trim the fat and do fewer things better; simplifying every
aspect of your business and doing a smaller number of things at a higher quality is far better
than trying to do too much and a mediocre level. There were times when customers of their
products wanted more features and they refused to comply because it would slow them down and
decrease efficiency. They decry time-stealing meetings, lengthy contracts, childish office
politics and bloated inventories because they weigh down companies from reaching their full
potential.
Rework is a great read for entrepreneurs because it is very focused and
doesn't waste any time with lengthy use cases. The book itself is an example of the principals it
teaches; the quality of a written work is not based on it's length, so why should company be
judged by how many features it offers? Fried and Hansson admit that the book, which comes in at a
dense but brief 288 pages, was originally drafted to be nearly twice as long, but why say in 600
pages what you can say under 300? Another reason the book is a great read is because of the
authors' open and honest tone.
"Ever seen those weapons prisoners make out of soap, or a spoon? They make do with what they've
got," one passage humorously points out. "Now we're not saying you should go out and shank
somebody, but get creative, and you'll amazed with what you can make with just a little."
Other useful and easily digestible analogies for their unique business ideas include comparing
your company to a hot dog stand. They advise that the best way to trim down an inflated company
is to find the "epicenter" by asking yourself, "If I took this away, would what I'm selling still
exist?" The best hot dog stand doesn't worry about the decorations on the stand, or the
condiments - it worries about the hot dogs.
There are dozens of other valuable pieces of advice in Rework that are sure to inspire
any entrepreneur or small business owner. But as LeVar Burton famously said at the end of each
episode of Reading Rainbow, you don't have to take my word for it. Seth Godin, who has
authored several books on business and entrepreneurship including The Dip
which we profiled earlier this year, had nothing but high praise for Rework.
"Jason and David have broken all the rules and won. Again and again they've demonstrated that the
regular way isn't necessarily the right way," says Godin. "They just don't say it, they do it.
And they do it better than just about anyone has any right to expect."
This book is an obvious buy not only because the of the expert advice dispensed by the successful
founders of 37signals, but also because the book is an easy, quick and inexpensive read.
Personally, in a few short hours I was able to breeze through the audio version, which can be
found online for less than $10. But if you prefer reading words on a page, the Kindle version is
also $10, or a hardback copy is just $3 more at some online retailers.
Discuss


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MAKE Magazine -
10 hours and 6 minutes ago
It's about time somebody made a media award that actually does something other than serve as a
impromptu murder weapon. At this years SXSW festival, the Web Awards were built around Bleep
Labs' Thingamagoop 2, the analog synth toy (which now has digital/Arduino-control capability).
Bleep Labs
In the Maker Shed:


Thingamagoop
2
Our Price: $100.00
Make, mod, hack, and bend your own analog noise monster! Great for beginners with its detailed
instructions and photos of each step. Advanced users can taking advantage of Arduino integration,
control voltage in and out, or just bend it like crazy! Choose from 3 colors!
Read more |
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Digg this!
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Comics Should Be Good! -
14 hours and 35 minutes ago
What the crap? A French comic? Are the French even allowed to make comics? Aren't they too busy
being snooty and smoking Gauloises and wearing inappropriate swimwear? Where do they find the
time to make comics, anyway?*
Well, the French can do all those things as long as they keep making comics this good, I tell ya.
West Coast Blues is a cracking good crime comic, not really noir but definitely a tale
of bad people doing bad things to each other. It's also, oddly enough, very wryly humorous, in a
way we don't often see in crime comics here in the States. It was a novel by Jean-Patrick
Manchette in 1976, and in 2005, Manchette's old collaborator, Jacques Tardi, finally adapted it
to comics (and then Kim Thompson translated it into English). Presumably, had DC's association
with Humanoids continued, this would have been a DC book. As it is, Fantagraphics has published it in the States. Good for them!
The plot is deceptively simple, as for most of the book, we have no idea what's going and
Manchette simply follows his main character around.
We begin in the present with George Gerfaut, cruising around in his Mercedes in
the middle of the night listening to West Coast style jazz (hence the name of the book - George
digs the jazz!). After a few pages, we're introduced to another man, Alonso Emerich y Emerich, a
Dominican of German descent who used to be in military intelligence. We have, initially, no idea
what his purpose is, because we quickly get back to George, who is passed by two cars, one
chasing the other. The first car crashes, the second car takes off, and George helps the first
driver to the hospital. Then he returns to his house. A few days later, his family heads out on
vacation. It takes us a few pages to realize that this is happening in time well before the
opening scene, because Manchette doesn't give us any indication that we've flashbacked. That's
okay, though - the transition between the "present" and the "past" is interesting because
Manchette links them through George driving late at night. While we may be a bit lost initially,
we quickly regain our footing.
George doesn't realize he's being tailed by two hitmen in the employ of Alonso, who goes by Mr.
Taylor. Again, we don't know why they want to kill George (we can figure out it has something to
do with the driver of the car, but we don't know what), but that's part of the fun. Because as
the follow George to the seaside, the plot kicks into high gear. It's rather humorous - the
hitmen can't kill George. Through, really, very little effort on his part, he manages to elude
them. In their first attempt, he manages to grab one of the killer's balls, which of course tends
to put him off. This attempt switches something on in George, and he abandons his wife and
returns to Paris. The killers can never quite catch up with him, and when they do, he escapes
again, killing one of them almost accidentally. Then he flees into the forest and ends up in the
foothills of the Alps, where he's found by a slightly eccentric woodsman. And he simply stays
there. He becomes someone else completely, learning how to be self-sufficient, hooking up with a
woman, and changing his appearance by growing a beard.
But the second killer tracks him down, and George ends up back in the world, ready
to find out exactly why these two men were sent to kill him.
The fascinating thing about this story is the character of George. Actually, Carlo and Bastien,
the two hitmen, are pretty interesting as well, but George is the central character, so he ought
to be fascinating. As I pointed out, he doesn't escape from the killers because he's tougher than
they are; he might be a bit smarter, but he's also really lucky. Manchette doesn't make it a
ridiculous, corny kind of luck, but he does show that George happens to do things that throw them
off the track without knowing he's doing it. This makes the pursuit rather odd and darkly
humorous. The book is full of violent death, and it's definitely not a comedy, but just the fact
that these two professional killers have such a tough time blowing away this rather inept sales
manager makes it border on the surreal. Then, we think the book will be about George becoming
more of an independent dude and less of a simpering whiner, as he's forced to live in the wild
for so many months. But Manchette doesn't quite give us that, either. George is a complicated guy
who realizes certain things about the way society is structured but still yearns for other
things. By the end of the book, we're back on the freeway, but Manchette has made us see that
George has changed, just maybe not enough that we would expect. West Coast
Blues is, in my mind, very "European" in that regard - this is a broad generalization, but
Europeans are more bound by history, both societal and personal, than Americans, so if this book
had been written by a Yankee, it probably would have ended much, much differently. That it
doesn't is a testament, I think, to Manchette's storytelling - he never takes the easy way out,
even if George's fate might seem like he does. George has been affected by what happens to him,
but in not so overt (American?) way.
Tardi's art is quite stellar, as well. He's amazingly detailed, but he doesn't pull any tricks on
the reader - his work is very straight forward.
He relies on very strong storytelling skills, as he simply takes us through
George's story. We get a great sense of place from Tardi, either in the urban settings or, even
more impressively, in the rural interlude George experiences. Tardi does masterful work with the
characters, too - they look and move like people, stumbling when you might expect it, breaking
bones when you'd expect it, acting like human beings. His best work might be with Carlo and
Bastien, as George remains very low-key throughout (except for one brief scene). Carlo and
Bastien, however, have a fun relationship, and Tardi helps with it. Manchette gives them good
banter, but Tardi manages to portray their care for each other even as he keeps their faces
impassive. It's a very verbose comic, but Tardi matches Manchette with panels that demand a great
deal of attention - this is a visual feast as well as a literary one.
I suppose the only problem one might have with the book is its somewhat excessive narration,
because often Manchette simply tells us what the pictures already do (and Tardi adapted it to
comics, so why he didn't cut some more of it is beyond me). Occasionally, the narration is
absurdly excellent - when Manchette lists all the weapons Carlo and Bastien have in their car,
for instance, it's a comic mini-masterpiece - but occasionally, we can tell exactly what's going
on and don't need to be told. Again, this is a comic adapted from a book into French and then
translated into English, so there are many filters for it to go through. I don't have too big an
issue with the words, but I should caution you that it feels bloated every once in a while.
Other than that, West Coast Blues is a very good crime comic. The fact that it has a
slightly different sensibility than most American crime fiction makes it refreshing, and the fact
that Manchette has a wry sense of humor about the material works well, too. And it looks great.
And Ed Brubaker thinks Tardi is great. Dare you go against Ed Brubaker????
* Before you jump my shit, I'm joking. I am well aware of the long French tradition of comics,
and cut my teeth on Asterix and Obelix before I had even heard of the X-Men when I was
but a lad. Chillax, people!
Next: Can it be more Tardi? Well, of course it can!

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Eurogamer - News -
21 hours and 52 minutes ago
Valve "really excited" about future.
Valve's released the first "bunch" of user-made items and weapons for Team Fortress 2 on Steam.
These were submitted to the new Team Fortress 2 Contribution Site, and Valve's excited about the
potential this has for the future.
"This is really exciting for us here at Valve," reads a post on the TF2 blog. "This update
represents the next step in that process. The line between developers and players is getting very
blurry, and we think that's a great thing. "
Read more...
|
GamesIndustry.biz -
1 days and 1 hours ago
Battlefield: Bad Company 2 has become the best-selling March release on record in North America
and Europe after shifting over 2.3 million copies.
According to EA's DICE, over 2.9 million hours have been played online in one 24 hour period, and
the game has logged 230,000 peak concurrent-users.
81 billion points have been earned in online multiplayer sessions and 43 million weapons and
gadgets have been unlocked.
Read more...
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Guardian Unlimited: Gamesblog -
1 days and 1 hours ago
New fantasy hack and slasher looks promising
Dungeon crawler games have fallen way
out of fashion in the last 10-15 years, so the genuine excitement shown by the developers of new
title Hunted: The Demon's Forge
at the recent press launch was understandable. Clearly the standard marketing and focus group
considerations would have been taking into consideration when green lighting the game but you
definitely got the feeling that Hunted is a labour of love for the team. Not surprising, perhaps,
when you consider that the project lead is Bard's Tale veteran
Brian Fargo.
Hunted is a third-person, co-op based, action RPG with a standard fantasy setting that felt very
familiar. The decent enough visuals won't win any awards either but this doesn't look like a game
where you'll be gawping at the scenery. The demo showed a lot of hack and slash action and even
more of the female protagonist – yes, this isn't a good example to use in any
"games have grown up, honest!" style argument - but it does look like it could be fun to play,
especially in co-op. The dynamic between the male melee character and the female archer was an
obvious co-op design decision and the demo showed what could be a common sight
– the archer picking off enemies from range while the melee character hacks
away up close. This all sounds very MMO-like but while customisation is available you will not be
able to create your own character from scratch. I spoke to game director Maxx Kaufman about
design, influences and how co-op will work.
What is the background to the game?
Being huge fans of fantasy and Dungeon & Dragons, we were inspired to create a game that
would allow us to get lost in a dungeon, fight AND explore a really cool fantasy world. As a kid
I always dreamed of fighting monsters with a sword and a bow as well as exploring for magic and
treasure. Now in Hunted I can do that. It is an exhilarating experience to see this world come to
life.
Why is now the time to relaunch the dungeon crawler genre?
In the past these games have always been very successful but I think that they've gotten lost
with the MMO craze. We really felt that it was time to bring the dungeon crawl back
– but in a way that made sense to today's gamer.
Hunted is a cover action game at its core but it also allows the player the opportunity to
explore the game's vast environments. At certain times in the game the player will be fighting
waves of enemies while at other times they'll be searching through dark, eerie dungeons.
Do you think the linear dungeon crawl experience will appeal to gamers used to the wide
open worlds of Fallout and World of Warcraft?
The world in which Hunted takes place is really rich and exciting. We like to think of it as
getting on a roller coaster whether you are alone or with a friend – it's just
a really engaging experience either way. Players will be on an adventure that takes them through
numerous locales – they'll go deep into underground dungeons, make their way
through really awe-inspiring outdoor environments and wind their way through these old towns. Our
goal is to create a compelling experience that gives players the sensation of being in a Lord of
the Rings-esque movie.
How important is the co-op to the game?
Co-op is vital to our game. It was planned from the very beginning that this would be a co-op
game and our design and story is based around that. In the past co-op games have had a tendency
to tether players together. We have implemented the opposite philosophy that we call co-op at a
distance. We encourage the players to separate and support one another from a distance.
All of our spells and skills are based around the idea of players being apart but able to help
each other. For example you can heal a downed player by throwing a re-gen vial at a distance.
This avoids the tedious task of running to your partner and slapping them back to life. Ice
arrows will allow Elara, our ranged character, to shoot and freeze enemies from a distance.
Caddoc will then simply smash them into pieces. Caddoc has a levitation skill that will allow him
to create a radius of levitation around his sword that will cause enemies in the area to float
harmlessly around him. Elara is then able to shoot them from a distance.
Co-op at a distance is threaded through every aspect of Hunted's design, from enemies to spells,
and in the level design. It even carries over to the single-player mode. A player can play the
game with an AI partner and still get a similar experience.
How important is the story to the game?
For us, the story sets the mood and it gives us an important frame work from which to create the
game.
For players, as with most games, the story unfolds as they make their way through the game. Those
who want to delve deeper in the story can find clues and information to the game's 500 year plus
lore. Alternatively, if you are the type of player who is only interested in action, you can play
through the game and still have a rich experience.
How does online play work - do you get XP etc in someone else's game?
Players that play online will gain crystals, which are the currency used to gain spells and
skills. For example, if you play online and you are further ahead in the game than I am, I can
play with you, and the crystals I gain can be transferred back to my single player campaign.
What customization options are available?
There are various weapons and items the player can pick up that will boost certain abilities, but
the real customization comes in with our skills and spells system. The players trade in crystals
they find throughout the world for various skills. Because the characters have unique abilities
there is a lot of variation in the types of customization that can be achieved.
E'lara will gain spells and skills that are related to her bow while Caddoc's skills are based
around his melee combat. Some of these skills are common to both characters, but there are many
skills that are unique to each character based on their strengths, such as Levitation for Caddoc
and Ice Arrow for E'lara. Ultimately playing Hunted will be a very different experience based on
the customizations you choose.
Do you think co-op is more important than competitive play in online gaming
generally?
It's not a case of one being more important than the other. In the case of Hunted, it was about
what made the most sense and what people would want, and that's to experience this alongside a
friend or someone else, not fighting head-to-head.
Can you explain how the levelling up and RPG elements work?
The leveling occurs when you meet up with an ethereal spirit named Seraphine. She tasks the
player with collecting crystals and in return she will grant you spells and skills. By finding
better weapons that are throughout the world, players can also upgrade their weapons. If you are
the type of player that enjoys exploration we have tons of secrets. The more challenging secrets
will yield better items and loot.
What sort of audience do you think Hunted will attract?
Because fantasy games have such a large fan base I think Hunted has broad appeal. We are melding
two popular game genres – fantasy and action - into one game which makes its
appeal even wider.
While the MMO fans will enjoy the ability to just pick up and play, they will also be taken on a
cinematic adventure in the genre they love.
The metal soundtrack and scantily clad ladies suggest a traditional gamer but do you
think a wider audience may be interested?
We're going for a soundtrack similar to the movie "300". And who doesn't like scantily clad
ladies? Both of these elements will appeal to a large audience and fit within the context on the
game.
Is Hunted a reaction to more complex RPGs that have sprung up over the last 10
years?
Hunted is a reimagining of the forgotten dungeon crawl category using today's technology and
gameplay styles, for today's gamer.
Hunted: Demon's Forge is released on PC, 360 and PS3 later this year
Greg Howsonguardian.co.uk © Guardian News & Media Limited 2010 | Use
of this content is subject to our Terms & Conditions | More Feeds

|
Wired Top Stories -
1 days and 14 hours ago
How can a simpleton skit from Saturday Night Live serve as the basis for an entertaining feature
film? Director Jorma Taccone seems to have cracked the nut, serving up a sharply written comedy
with a not-so-secret weapon: the amazing Kristen Wiig. A report from the movie's star-studded South
by Southwest premiere.

|
FT.com - World, Europe -
1 days and 14 hours ago
A top Pentagon official has expressed concern at what she describes as Russia's increasing reliance
on nuclear weapons, a trend the US says is at odds with its arms control agenda
|
FT.com - World, Europe -
1 days and 16 hours ago
The UN urges Russia and the US to agree a new arms control pact as soon as possible as Hillary
Clinton, US secretary of state, arrived in Moscow for talks on nuclear weapons and Iran
|
Eurogamer - News -
1 days and 17 hours ago
New story! Co-op! Make your own hero!
Warner Bros. has excitedly announced a "mature", action-RPG take on The Lord of the Rings for PC,
PS3 and Xbox 360.
Subtitled War in the North and due next year, this instalment pursues new storylines and ventures
to unseen lands in the company of less familiar characters - although the more well-trodden areas
of Middle-Earth are not forgotten.
There will be online co-op for up-to three people, and it seems as though characters will be
created from scratch to write their own place in Tolkien's world. You'll get to pick from
Dwarves, Elves and Race of Man, judging by the official website. Promised are "extensive"
customisation and development, "expansive" co-op options, and upgradeable skills, weapons and
abilities.
Read more...
|
Eurogamer - News -
1 days and 17 hours ago
Best-selling March release ever.
Shopper enthusiasm for Battlefield: Bad Company 2 may not have been as fervent as for Modern
Warfare 2, but DICE's shooter has gone on to break a record of its own, becoming the best-selling
March release on record in North America and Europe.
Released in the first week of the month, Bad Company 2 has now sold over 2.3m copies - according
to EA's internal counter.
Players have amassed 81bn points during online multiplayer battles and unlocked 43m weapons and
gadgets. Also, more than 6m YouTube videos of gameplay have been recorded and the BFBC2 Twitter
account has 44,000 fans - the most of any EA game and more than Eurogamer's Johnny Minkley.
Read more...
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