This selection of 26 essays constitutes a not easy examine smooth society.
the rules of capitalism are being battered by way of a flood of altruism, that's the reason for the trendy world's cave in. this is often the view of Ayn Rand, a view so substantially against triumphing attitudes that it constitutes a big philosophic revolution. during this sequence of essays, she provides her stand at the persecution of massive enterprise, the explanations of warfare, the default of conservatism, and the evils of altruism. here's a difficult new examine sleek society by way of some of the most provocative intellectuals at the American scene. This version contains articles by way of Ayn Rand which failed to look within the hardcover variation: The Wreckage of the Consensus, which provides the Objectivists perspectives on Vietnam and the draft; and Requiem for Man, a solution to the Papal encyclical Progresso Populorum. This number of 26 essays comprises twenty through Ayn Rand in addition to 3 essays by way of Alan Greenspan, by way of Nathaniel Branden, and one through Robert Hessen.
Progressives desire a essentially new method of politics. they've been wasting not only simply because conservatives have a lot more cash and gear, but in addition simply because they've got authorised the conservatives' framing of political debates. they've got approved a framing the place conservatives wish industry results while liberals wish the govt. to intrude to result in results that they think about reasonable.
"Economists and the strong: handy Theories, Distorted evidence, plentiful Rewards" explores the workings of the fashionable international financial system – an economic climate within which festival has been corrupted and tool has a ubiquitous impact upon monetary habit. in response to empirical and theoretical reviews by means of uncommon economists from either the previous and today's, this examine argues that the genuine workings of capitalism are very various from the preferred myths voiced in mainstream economics.
This booklet examines "the nice contraction" of 2007–2010 in the context of the neoliberal globalization that all started within the early Eighties. This new section of capitalism vastly enriched the head five percentage of usa citizens, together with capitalists and monetary managers, yet at an important price to the rustic as an entire.
An fundamental advent to the corporate that would outline the twenty-first century economy.
Edited by way of one of many nation's preeminent exertions historians, this publication marks an formidable attempt to dissect the complete quantity of Wal-Mart's company operations, its social results, and its function within the U. S. and global economic climate. Wal-Mart is predicated on a spring 2004 convention of top historians, company analysts, sociologists, and hard work leaders that instantly attracted the eye of the nationwide media, drawing profiles within the long island occasions, l. a. instances, and the hot York assessment of Books. Their contributions are tailored the following for a basic audience.
At the top of the 19th century the Pennsylvania Railroad declared itself "the typical of the area. " in additional fresh years, IBM after which Microsoft appeared the template for a brand new, worldwide info economic system. yet on the sunrise of the twenty-first century, Wal-Mart has overtaken all opponents because the world-transforming fiscal establishment of our time.
Presented in an obtainable structure and broadly illustrated with charts and graphs, Wal-Mart examines such themes because the vast retailer's managerial tradition, innovative use of technological innovation, and arguable pay and promotional practices to supply the main entire advisor but on hand to America's greatest corporation.
The role of chance, accident, or tradition, in this context, is the same as their role in the life of an individual: their power stands in inverse ratio to the power of a culture's (or an individual's) philosophical equipment, and grows as philosophy collapses. It is, therefore, by reference to philosophy that the character of a social system has to be defined and evaluated. Corresponding to the four branches of philosophy, the four keystones of capitalism are: metaphysically, the requirements of man's nature and survival—epistemologically, reason—ethically, individual rights—politically, freedom.
THE NEW FASCISM: RULE BY CONSENSUS 21. THE WRECKAGE OF THE CONSENSUS 22. THE CASHING-IN: THE STUDENT "REBELLION" 23. ALIENATION 24. REQUIEM FOR MAN APPENDIX: MAN'S RIGHTS APPENDIX: THE NATURE OF GOVERNMENT RECOMMENDED BIBLIOGRAPHY INDEX CAPITALISM is the only system geared to the life of a rational being and the only moral politico-economic system in history. AYN RAND and the Objectivists launch a major offensive in the name of a new morality. , 80 Strand, London WC2R 0RL, England Penguin Ireland, 25 St.
But what was the nature of the "moral or cultural disapproval"? The article does not tell us explicitly, but gives one eloquent indication:Such as they were, however, both tendencies and realizations [of capitalism] bear the unmistakable stamp of the businessman's interests and still more the businessman's type of mind. Moreover it was not only policy but the philosophy of national and individual life, the scheme of cultural values, that bore that stamp. Its materialistic utilitarianism, its naive confidence in progress of a certain type, its actual achievements in the field of pure and applied science, the temper of its artistic creations, may all be traced to the spirit of rationalism that emanates from the businessman's office.


text:
Q: CGBitmapContextCreateImage on flipped context I've got a context, on which i've performed some drawing. Now i want to save a result. Because of inverted context y-axis first i want to flip everything, then create image:
// 1. Flip Y
CGContextTranslateCTM(context, 0, height);
CGContextScaleCTM(context, 1.0, -1.0);

// 2. Create image
CGImageRef rawMask = CGBitmapContextCreateImage(context);

However the image is not flipped. Even if i change the order of action 1 with 2, the image still is not flipped. I can't understand why and how to fix it. More important is 'why', because in my logic, if i flip the context with upside down drawing, it should be ok.

A: The CTM affects the drawing operations you perform after you set the CTM.  That is to say, changing the CTM can change which pixels are modified by your subsequent drawing operations.
The CTM does not affect CGBitmapContextCreateImage directly.  CGBitmapContextCreateImage simply copies the pixels out of the context into an image.  It doesn't look at the CTM at all.
Thus you have omitted a critical part of your program from your question: the part that actually modifies the pixels.  The correct order is this:
// 1. Flip Y axis.
CGContextTranslateCTM(context, 0, height);
CGContextScaleCTM(context, 1.0, -1.0);

// 2. Draw into context.  For example:
CGContextBeginPath(context);
CGContextAddEllipseInRect(context, someRect);
CGContextSetFillColorWithColor(context, ...);
CGContextFillPath(context);

// 3. Create image.
CGImageRef rawMask = CGBitmapContextCreateImage(context);

A: CGContextRef context = UIGraphicsGetCurrentContext(); //Check if this is valid

CGContextTranslateCTM(context, 0, height);
CGContextScaleCTM(context, 1.0, -1.0);

CGImageRef rawMask = CGBitmapContextCreateImage(context);
UIImage* img = [UIImage imageWithCGImage:rawMask];
CGImageRelease(imgRef);

If the UIGraphicsGetCurrenContext(); is not valid then:
If you just want an image: use UIGraphicsBeginImageContext() to create a context, then UIGraphicsGetImageFromCurrentImageContext() to extract a UIImage (no need for the intermediary CGImage), then UIGraphicsEndImageContext() to clean up.

redpajama_set_name: RedPajamaStackExchange


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Brexit has been postponed again, until at least 31 October 2019, but with the possibility that it may occur sooner, maybe even within a few weeks.
While a "no-deal" Brexit remains a default possibility, both the UK and EU seem as a practical matter determined to avoid it. Revocation of the Article 50 notice has entered discourse as an option favoured by a substantial minority, but is not under active consideration.
The UK government continues to seek a majority in the UK Parliament to support the Withdrawal Agreement; and if Parliament ratifies the agreement at any point before then, Brexit could happen before October. The focus currently is on discussions between the government and the Labour Party. In this update we review what has been agreed by the EU, as well as the main issues under discussion between the government and Labour: a Customs Union and the Single Market.
the UK will remain a Member State with full rights and obligations, and is expected to act in a constructive and responsible manner in accordance with the treaty duty of "sincere cooperation." This aims to address the perceived risk of the UK holding EU decisions hostage in order to secure improvements to the terms of its departure.
12 April: UK was due to leave the EU, following postponement of the original 29 March deadline.
23 May: UK must hold elections to the European Parliament if the Withdrawal Agreement has not been ratified.
31 May: UK leaves the EU if it has not held European Parliament elections.
20-21 June: European Council "stocktake" of Brexit, but no decisions are required.
2 July: European Parliament inaugural session.
31 October: new deadline for UK to leave the EU. Coincides with the end of the term of the present European Commissioners: the new Commission will take office on 1 November.
Having failed three times to secure a majority in Parliament for the Withdrawal Agreement, the government announced on 2 April2 that it would begin talks with the opposition Labour Party to seek an agreement between them on the future relationship with the EU.
There is no deadline for these talks, but the government has said that if it cannot reach agreement with Labour, it will instead aim to agree with them on options for the future relationship that could be put to Parliament in a series of votes to determine which course to pursue; and the government has said it would abide by the decision of Parliament.
potentially, a confirmatory public vote (i.e. a second referendum) on whatever deal is approved by Parliament.
The following sections summarise the main issues at stake in establishing a customs union with the EU and close alignment with the Single Market.
It is far from clear whether the government or Parliament would accept a UK customs union with the EU as proposed by Labour, or some variant of it. But since this appears to be a key area of difference between them, it may be helpful to recall the main arguments.
Members of a customs union apply no tariffs to trade between them and a common set of tariffs to imports from third countries. In the EU, the common external tariff is established by the European Commission, which also negotiates free trade agreements with third countries on behalf of the EU. Some sectors, such as agriculture, may be excluded (as in the case of Turkey, which has a customs union agreement with the EU).
A customs union is likely to be readily negotiable with the EU, which supports it.
Being in a customs union but outside the Single Market would achieve the UK's objectives of controlling the movement of people from the EU, not being obliged to follow EU policies or law, not being subject to the Court of Justice of the EU (CJEU) and ending obligatory contributions to the EU budget.
It would significantly eliminate friction on UK-EU trade in goods by avoiding customs declarations, tariffs, quotas and onerous rules of origin requirements, thereby helping to maintain existing cross-border supply chains and facilitate new ones.
A customs union would in effect prevent the UK from negotiating its own free trade agreements with third countries. While it could in principle strike agreements on trade in services, securing greater access to services markets would be unlikely if the UK cannot offer concessions on access to its goods markets.
The UK would have a reduced voice in the negotiation of new EU free trade deals, while having to accept whatever terms are agreed. Labour has proposed that the UK should have a seat at the negotiating table for EU free trade deals, but securing EU agreement is by no means certain.
New EU free trade deals would grant third countries access to the UK's market without the UK automatically benefiting from reciprocal rights to the third countries' markets. The UK would need to negotiate such access separately. But since access to the UK market would already have been granted, it would have little to bargain with. This is a significant weakness of the EU-Turkey customs union and the UK would need to reach a stronger agreement on this with the EU.
A customs union alone would not enable a frictionless border. Without regulatory alignment for at least those goods subject to border checks (e.g. agricultural goods, food, chemicals, electrical goods), such checks would still be required. A customs union would not therefore remove the need for the contentious "Northern Ireland Backstop" in the Withdrawal Agreement (to prevent a hard border having to be established between Northern Ireland and the Republic of Ireland).
A customs union in itself would not address UK-EU trade in services, which comprises some 80% of UK GDP and 45% of UK exports. As noted above, without being able to offer access to the UK goods markets, the UK would struggle to gain greater access to third countries' services markets, which has been presented as a major opportunity arising from Brexit.
Neither the UK government nor Labour has proposed that the UK should remain in the EU Single Market, since this would oblige the UK to accept free movement of people from the EU; make payments into the EU budget; and to accept the jurisdiction of the CJEU. While both parties favour some form of alignment with the Single Market, the details on both sides remain unclear.
The Political Declaration sets the aim of "an ambitious, wide-ranging and balanced economic partnership" underpinned by provisions ensuring a level playing field for open and fair competition covering state aid, competition, social and employment standards, environmental standards, climate change and relevant tax matters, and for regulatory approaches for both trade and services that avoid "unnecessary barriers" and are "compatible to the extent possible." On goods, the UK will "consider aligning with Union rules in relevant areas." However, in sectors such as financial services the ambition does not go beyond equivalence frameworks that allow each party to declare the other's regulatory and supervisory regime equivalent for relevant purposes.
Without clarity on what is proposed it is difficult to assess the pros and cons of "alignment to the Single Market" beyond recognising the key trade-off: while close alignment with EU rules would facilitate trade, it would limit UK autonomy to set its own regulations ("being a rule-taker rather than a rule-maker") and to strike its own trade deals (the U.S. has already indicated that it would expect changes in UK regulations to enable greater access for U.S. goods).
What this does lay bare is the reality that concluding the Withdrawal Agreement would be no more than the end of the beginning: negotiation of the future new relationship promises to be long and contentious, with the clock already running down on the time available for these negotiations during the intended transition period (until end 2020, extendable to end 2022). The Political Declaration contains things to please both sides, and aspirational sentiments – but deeply embedded in caveats and qualifiers.
Uncertainty over the outcome of the Brexit process continues, while those who had hoped for a longer postponement, to provide a period of relative stability, will be disappointed. Short of a breakthrough in the cross-party talks or in Parliament – both of which pose substantial challenges – it remains unclear when a resolution will be reached. While remote, there remains the possibility of a "no-deal" Brexit by miscalculation or after a major change in political sentiment. Being so, companies are advised against unwinding their contingency planning.


text:
Home Page Chess Life Online 2012 March Gareev and Ramirez Share Samford Scholarship
Gareev and Ramirez Share Samford Scholarship
By IM John Donaldson
GM Alejandro Ramirez, Photo Betsy Dynako 2011
The FRANK P. SAMFORD, JR. CHESS FELLOWSHIP, marking its twenty-sixth annual award, has selected Grandmasters Timur Gareev of Brownsville, Texas, and Alejandro Ramirez of Garland, Texas, as its 2012 Fellows. The Samford is the richest and most important chess fellowship in the United States. It identifies and assists the best young American chess masters by providing top-level coaching, strong competition and access to study materials. The Fellowship also supplies a monthly stipend for living expenses so that the winners may devote themselves to chess without having financial worries. The total value of the Fellowship has been increased several times over the years and is now $42,000 annually, which will be divided equally between the two winners. The prize is awarded for one year and can be renewed for a second year. The winners' term begins July 1st, 2012.
All in all, it gives these brilliant young American Grandmasters the support and resources necessary to enhance their skills and reach their full potential.
Currently rated 2654 by FIDE, Timur Gareev was awarded the GM title at the age of 16. He won the championship of his native Uzbekistan in 2007 and last year took first place in both the Chicago Open and the 11th Metropolitan FIDE Invitational tournament in Los Angeles. Timur is currently a student at the University of Texas at Brownsville which he attends on a chess scholarship.
A native of Costa Rica, Alejandro Ramirez earned the title of Grandmaster at the age of 14, being the first (and still the only) player from Central America to ever hold that title. A graduate of the University of Texas at Dallas with a Master's Degree in Arts & Technology / Design and Production of Videogames, Alejandro won the 2008 Morelia Open and finished at the top of the 2010 US Open.
The winners were chosen by the Samford Fellowship Committee, consisting of Frank P. Samford III (son of Samford Fellowship founder Frank P. Samford, Jr.), former U.S. Chess Champion Grandmaster Arthur Bisguier and International Master John Donaldson. The winner's potential was determined based on his chess talent, work ethic, dedication and accomplishments. The Fellowship is administered by the U.S. Chess Trust with particularly valuable services provided by Barbara DeMaro.
GM Timur Gareev
The Samford Chess Fellowship was created by the late Frank P. Samford, Jr. of Birmingham Alabama. Mr. Samford was a distinguished attorney and CEO of Liberty National Life Insurance Company (now Torchmark). He was active in civic, business, political, educational and cultural affairs. Mr. Samford was also an enthusiastic competitor in chess tournaments. After providing financial support for several chess projects he decided to do something significant for American chess. The result was the Samford Fellowship.
Since its inception the Fellowship has proven very successful. Many Samford Fellows have become strong Grandmasters, members of the United States Olympiad team and US Champions. America's two top players, Gata Kamsky and Hikaru Nakamura, are not only rated in the top 15 in the world but are former Samford Fellows.
Generous contributions from the late Mrs. Virginia Samford and the Torchmark Corporation support the Fellowship. The Samford Fellowship is a fitting memorial to an extraordinary man. The dedication, creativity and achievement that marked Mr. Frank P. Samford, Jr.'s life are examples for all chessplayers to admire and emulate.
Previous Samford Winners:
1987 Joel Benjamin
1988 Maxim Dlugy
1989 Patrick Wolff
1990 Alex Fishbein
1991 Ilya Gurevich
1992 Alex Sherzer
1993 Ben Finegold
1994 Gata Kamsky
1995 Josh Waitzkin
1996 Tal Shaked
1997 Boris Kreiman
1998 Dean Ippolito
1999 Greg Shahade
2000 Michael Mulyar
2001 Eugene Perelshteyn
2002 Varuzhan Akobian
2003 Dmitry Schneider
2004 Rusudan Goletiani
2005 Hikaru Nakamura
2006 David Pruess
2007 Josh Friedel
2008 Irina Krush
2008 Vinay Bhat
2009 Ray Robson
2010 Robert Hess
2011 Alex Lenderman
(28 so far)
March - Chess Life Online 2012
Gareev and Ramirez Share Samford Scholarship World Champ Vishy Anand to Visit Los Angeles Hess and Shankland to Clash in Online Match Denker & Barber Events Set for Vancouver, Washington New to New to Chess: Castling in 60 Seconds IM Norm Tourney Underway at NorCal House of Chess Five-Way Tie at Mid-America Open Second Grade Girl Wins High School ChampionshipHolt and Robson Score in Texas GMs Benjamin, Gelashvili, Kekelidze & Kudrin Top Long Island Open Americans in ReykjavikFinal Four of Chess Offers Summer Internships to Top College PlayersCaruana Wins Clear in Iceland Western Class: The Young and the Veteran US Junior Congress Brings Talent to San FranBrooklyn Castle Premieres at SXSWCaruana Leads Reykjavik Open The March Check is in the Mail Philip Wang Wins 16th Metropolitan InvitationalPack Your Pieces and Go: A Southern Rocky StoryChess Queen Kosteniuk on Chess King Joseph Henry Condon, Belle Computer Creator, Dies28th North American Masters Mikko Markkula, 1947-2012 Darwin Yang: Solo at the Top Giving Class Players Their Due

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text:
Listen to the Radio
Whether you're interested in music, news, the national syndicator NPR, talk, live streaming, or radio broadcasts from back in the day, you'll find it here:
102.7 The Coyote (country music from Boulder City, Nevada, broadcasting to the Las Vegas, Nevada area)
5FM (top 40 music format from South Africa)
883 JIA FM (CAMOKAKIS Music Stations playing both Mandarin and English all-time favorite ballads from the 1980s to current hits)
Audacy (live streaming, various stations and genres)
BBC (British Broadcasting Corporation)
Bloomberg Radio (24-hour business news radio)
CapeTalk (news, sport, business and actuality programming, with plenty of phone-in debates, from Cape Town, South Africa)
CBC Radio One Toronto (pop, rock, news)
Český rozhlas (the public radio broadcaster of the Czech Republic, based in Prague)
Deutschlandfunk Kultur (based in Berlin, this station is part of Deutschlandradio, a set of national radio stations in Germany, dealing with German culture)
DUMB (listen to old time radio shows online)
FBi Radio (local alternative music in Sidney, Australia)
France Culture (talk, arts, culture)
France Inter (culture, music, news)
Horror Theatre (ghost stories, rare stories and much more)
KDFC (classical music)
METRO 95.1 (a broadcast radio station in Buenos Aires, Argentina, providing Adult Contemporary Top 40 Pop and Rock music)
New York Times – Backstory (interview, news, politics)
New York Times – Talk (talk, podcast, interview, society)
NPR (news and cultural programming)
Radio 3 (based in Spain, the station features news, talk and contemporary music)
Radio City (India's first private FM radio station broadcasting from from Mumbai, Bengaluru, Lucknow, and New Delhi, offering Hindi, English and regional songs, entertainment related news, videos, and other music-related features.)
Radio Newark (science, environment, health)
Radio Cut 92.1 FM (Buenos Aires, Argentina, Radio Cut lets you listen to radio programs from hours or days ago. Also you can create cuts, describing segments of these programs to share with other users.)
Radio ZET (Warsaw, Poland, news and adult contemporary music)
Rai Radio 1 (based in Rome, Italy, this station specializes in news, sports, talk, and popular music)
Rai Radio 2 (based in Rome, Italy, this station specializes in popular music and entertainment)
Rai Radio 3 (based in Rome, Italy, this station specializes in culture and classical music)
Roswell UFO Radio (Sci-Fi from the Golden Age of Radio)
Sfera FM 102,2 (from Athens, Greece, music)
The Health Wyze Report (health)
Triple R 102.7 (talk programs and music from Melbourne Australia)
WMTR (Classic Oldies)
WQXR (an American classical radio station licensed to Newark, New Jersey and serving the North Jersey and New York City area)


text:
Q: Create .Net Standard object from C++ Due to third-party software dependencies, I cannot go into details about, we need the ability to create a DotNet standard class object written in C# from within a C++ project compiled without the /clr flag and invoke methods on that object. Can this be done?
To be clear, the DotNet standard is a separate assembly which has objects and methods to be invoked from VC++ DLL compiled without the /clr flag. Basically, we need to deploy the assemblies on machines that don't have the full DotNet Framework Runtimes, but will have DotNet Core/Standard SDK installed (or will be deployed as self-contained deployment).
Please don't respond with "try this", unless you know that the interop approach actually works in the above scenario.

A: There are a variety of ways to interop with .NET from C++, some of which don't require /clr.  However, none of them will help avoid

we need to deploy the assemblies on machines that don't have the full DotNet Framework Runtimes

If you have an assembly containing MSIL, you'll need .NET Framework installed (at least the Client Profile).  That's because these assemblies do not contain executable code, only a portable description that serves as input to the .NET runtime's Just-in-Time (JIT) compiler.

There are a couple toolchains that can compile from C# to native code, with varying levels of required runtime support, but none that would be considered "production quality" when working with arbitrary .NET Framework libraries.  (.NET Native would work for libraries targeted to WinRT).  And there are significant limits to the code that these tools can process (for example, reflection is severely limited, only introspection, no runtime code generation or even composition of types).  These limits would apply to not just your code but all your dependencies.

If you are deploying the version of .NET required by your assembly (Note: question was edited to say .NET Core, instead of just "don't have .NET"), then you can use the Hosting API which says "this tutorial will cover constructing a C++ application to host .NET Core"

*

*Write a custom .NET Core host to control the .NET runtime from your native code
In the process, you'll dynamically link (GetProcAddress) functions such as coreclr_initialize, coreclr_execute_assembly, and coreclr_create_delegate.  The latter of these is described as "Creates a function pointer to a managed method."
It appears that this API does not support calling constructors, because the designers considered it trivial to write a factory function as a static method, which coreclr_create_delegate does support.


If the plan by the management of the Buffalo Sabres was to build support for a new arena, the idea came to a successful conclusion in the fall of 1996. That's when the new Marine Midland Arena opened, a mere block from Memorial Auditorium.
Most of the Bandits from the championship team made the walk. "There's no doubt, we liked the chemistry of last year's team," Bandits coach Les Bartley said.
Jim Veltman didn't, and he'd be missed. Veltman and his wife went on an 18-month humanitarian mission to Uganda. Mike Hasen also was missing from the roster of the 1997 team, but the rest of the group was intact. League-wide, Charlotte had disappeared from the league after a dismal year.
When it was time to start the season on January 4, the Rochester Knighthawks came in to spoil the party. The Knighthawks took a 19-17 decision before a sellout crowd of 18,595, a number that set a league attendance record.
"We had a lot of extra-man opportunities and we took advantage of them," said Rochester's Paul Gait, whose team capitalized on 16 Buffalo penalties with eight power-play goals. "When you play five against four, you should get open shots by moving the ball around. We played pretty smart and they took penalties down near the end that cost them."
That was the start of an up-and-down season in which the Bandits never did get a great deal of momentum. Buffalo split two games with Boston, and then won three in a row to move to 4-2. But the Bandits lost that momentum with defeats at the hands of New York and Philadelphia. The latter, a 16-8 thumping right in HSBC Arena, sent quite a message.
"As soon as we started getting into that penalty stuff, that was the end for us," Bartley said. "They get eight power-play goals, that's the game right there. Everything else is fairly even on the (stat) sheet. People start taking things into their own hands, playing foolishly, and what you come up with is a game like this."
Wins over the Wings and Baltimore merely got Buffalo above .500 for the 10-game season at 6-4. That was a game behind Philadelphia for first place in the six-team league, and tied for second with New York.
John Tavares led the team in scoring, like he had for every other season, with 37 goals and 66 points. It was another first-team MILL effort. Darris Kilgour (second team all-league) was second at 42 points, followed by Ted Dowling at 39 points. Rich Kilgour had 35 points in only nine games. Troy Cordingly suffered a severe ankle injury midway through the season, and that hurt the offense. Coach Les Bartley gave most of the goaltending work to Ross Cowie, as he played in 410 of the 600 minutes and went 5-4. Pat O'Toole was relegated to backup duty.
The Bandits hosted the Saints in the first round game on April 5, and Buffalo made quick work of New York in a 19-10 romp. Cowie was named game MVP. "I don't know that a goaltender could play better than Ross did for the first three quarters last week," Bartley said, referring to Cowie's 42-save performance. Dowling had four goals and Tavares and Luke added three each. The game was played before 12,155.
That set up the championship game a week later, and the Bandits caught a break -- so they thought when they discovered that Rochester had surprised Philadelphia, 15-13, in the other semifinal. It meant that the Wings would not play in a title game for the first time since 1991. The Bandits' hopes of defending their title, though, came to an end when Rochester took a 15-12 victory before 18,055. Steve Dietrich of the Knighthawks was the game MVP. Tavares had four goals, but no one else had more than two.
"Too many penalties by us, too much good goaltending by them," said Tavares, whose team took 14 penalties for 31 minutes compared to 11 for 22 for the Knighthawks. "We had our opportunities but we weren't scoring. Sometimes it's hard to keep everybody focused on the game at hand when that happens."
The Bandits needed to enjoy the hoopla of a championship game, because they wouldn't be seeing one for quite a while.


text:
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John Woo presents Stranglehold
Overall: Stranglehold is the video game continuation of John Woo's cl@!%#*!ic fast action movie: "Hard Boiled" starring Chow Yun Fat.
Stranglehold is John Woo's vision of his style of action movies converted to video game format.
John Woo has inspired many action movies like "The Matrix" and has introduced the concept of "Bullet-time" slow motion video into games such as Max Payne.
Director/Producer John Woo's style of weapon oriented action movies represent a sort of onscreen ballet of violence. Characters wielding two guns at once, very choreographed stylish movements, liberal use of slow motion and spiraling camera angles. It was only a matter of time before the full vision of John Woo's stories and his pursuit of personifying the action movie genre would be fully realized as a video game.
You play as the character Police Detective John Tequila, as portrayed by the actor Chow Yun Fat. John Tequila, much like he was in the movie "Hard Boiled" is a maverick detective. He has a strong sense of duty and honor, but he's willing to break the rules and disregard orders to get the mission done.
To best personify who John Tequila really is, there is a line in which the police superintendent admonishes John for going into a situation alone, and John merely replies "I was not alone, I had my two friends with me," as he pats his two signature Berreta 92F pistols.
Stranglehold begins with the investigation of a mission Hong Kong policeman. As the story continues, Detective Tequila takes the matters personally and the further he fights his way through the case, the deeper he goes he himself finds himself in a stranglehold between life, his family and the crime syndicate he's pursuing.
Gameplay: This is John Woo's vision of a game, therefore you are thrust into the game as if on the set of one his movies. You are expected to create as much damage as possible to everything around you right off the bat. Very little is out of bounds even if that means shooting a large sign fixture until it drops on top of one of your enemies thusly killing him, then by all means do so.
The environment around you is either partially destructible or somehow can be used by you during gameplay. Whether be by taking cover behind something or being able to easily use environmental items to do some very stylish maneuvers. I'm talking about jumping on a grocery cart and body surfing it across a room and shooting at people in slow motion with a gun in each hand.
Or how about sliding under a table and kicking the table up to use as cover? Looks familiar?
Because things like that are what made John Woo popular. You are awarded for creativity during battle. Sliding across tables shooting, jumping backwards and sliding backwards on your back while shooting, diving and shooting, kicking off of walls while shooting are just a few activities you are expected to do.
So you are awarded for destructiveness and your general ability for @!%#*! kickery. You are awarded with Tequila Bombs. These bombs are special moves that can be pulled off when you have satisfactorily maintained a special meter that measures your scale of action. In general, the more outrageous you get the more you can do and more often it can happen.
You are awarded with the ability to heal yourself partially initially. As time goes on you awarded with the other bombs such as the precision shot. Activating the precision shot stops the game play for brief second allowing you to aim exactly where you want at a distance. Once your selection is made, John pulls a snap shot and you are awarded with a camera-following-bullet view as it strikes whoever it was you aimed at. Where you aim cues certain animations, shooting somebody in the groin, in the eye and so forth.
One of my personal favorites is the "Barrage Mode." Activation the barrage treats you to a animation sequence of John Tequila with Chow Yun Fat's near signature smirk on his face, reloading his gun and for a brief moment in time the game slows down, you become immune to damage and you have unlimited ammunition and your gun fires in continuous streams of death . Use this wisely, but trust me you won't be disappointed when you get a shotgun and do a barrage with it.
Stranglehold does offer an interesting sequence that occurs when you get surrounded called "standoff". It's very similar to Army of Two's back to back mode. The game goes into slow motion and the screen rotates around giving you a few seconds to engage the closest enemy. They fire back but you can use that time to dodge the bullets with a small movement of your body like what you saw in "The Matrix." Bullet trails included.
Graphics: Though the graphics are very good and the representations of Chow Yun Fat and even John Woo who makes a cameo in the game are outstanding, there are some minor graphic flaws. There are some minor clipping issues with character protrusions going through the game map elements. Sometimes walls disappear and reappear and occasionally the mission maps seem very repetitive.
Though nothing wrong with the missions, it's just that sometimes I began to wonder if I'm ever going to look at something different than what I've been looking at for the past 10 minutes.
A nice touch is that John bleeds when he's injured. The more hurt he gets, the bloodier he gets. Which looks really cool during that infamous barrage weapon loading scene if you've been shot up a bit.
The slow motion views are represented well and done convincingly. The reddish haze over the camera sometimes obscures brightly colored elements that may be important, but you can turn off slow motion and turn it on at will with a press of a button.
Audio: You can't go wrong here. The voices are the voices of the real characters, the audio is in sync with people's mouths and of course, the guns sound like guns which is really all you need.
The sound track to this game is essentially you shooting everybody all the time with a great many bullets. All other sounds are nonessential.
Suggestions: To be honest, the multiplayer over Xbox Live could be completely avoided. Sure it could be fun, but with so many great online games like Call of Duty 4 and Gears of War, it's hard to compare. I'll be honest, I never played Stranglehold online because I never saw the need to. I absolutely love this game, but it's just one of those games that I just don't feel compelled to play because i have other great games to play online.
Since we're suggesting things here, I'd suggest a sequel but done with a co-op mode.
Overall Score: 9.2 / 10 Tom Clancy's Rainbow Six: Vegas 2
Overall: OK, here we go. Back to Sin City. If you think about it, this isn't really a story line sequel. It's more of a parallel story line that is occuring right before and during the previous game's story. Essentially your team is after a terror cell @!%#*!ociated with the one that Logan's team went after.
A few things get introduced to the series such as the new ACEs system in which you earn weapons, equipment and uniform upgrades with the acculumilation of points earned for performing actions @!%#*!ociated with different aspects of tactical battle. Another welcomed addition is the ability use your custom face that you create with the Vision camera accessory and have it put on your character in the normal story mode, not just online play. Also, depending on your level of completion was on the the first Vegas game, you are awarded perks and bonus points in this game.
I guess my biggest issue with this game is the actual story. Like the first one.. come on! Seriously, if over 50 bad guys with guns are running around in a building do you think in reality somebody is going to send 3 guys in after them?
But hey.. that's the beauty of a video game!
Gameplay: Not much has really changed from the last game to this one. It generally makes me feel like Ubi-Soft has followed the "if it ain't broke, don't fix it" mantra. Controls are just the same with addition of a much needed "sprint" mode. Hold down a bumper button and your character will now let go of his gun and run like crazy for a short distance. The caveat to that is that your team does not sprint with you so don't go too far.
Gameplay is still tactical based, so don't expect to get into Halo'esque running firefights unless you like to die often. Success is always based on planning and having the right equipment for the job.
I did notice some little tweaks like the shotguns are a bit better this time, a bit more accurate and the killing radius is improved to a more realistic level.
There are new guns of all types in the game now but despite that the Famas and the UMP45 seem to be a constant favorite to me.
From a tactical perspective, your team is much improved. They are quicker on the draw and more accurate. However they really haven't smartened up too much. How they pick their targets is beyond me because I can watch them ignore the closest enemy to engage a distant one.
Graphics: Vegas 2 looks a lot like like the first game. You do notice that Dodge has every car in the game a model of one of their cars, much like the first time. The graphics are hit and miss. Some things are beautifully details, some things look like they got largely ignored. Character models are very detailed but walk up to something like.. say.. one of those Dodge cars and details get blocky and pixelated.
Despite the addition of civilians to avoid killing you'll notice that like the enemies, they all begin to look alike. All civilians, short of the story specific ones will look like the same basic set regardless of where they are. All enemies despite the story specific ones are of one variety or the other and it makes you wonder.. how the heck did all these bad guys get in here?
Audio: You know.. of all things about this game that goes well, it's always the audio that doesn't seem to please me. Even with the first game, the sounds of grenades are very plain and generic. It's hard to explain but the audio in this game just seems to sit there, it doesn't really stand out.
The same generic enemies all say the same generic lines every time you meet them. You get tired of every fifth bad guy saying "shoot them in the head!" or "I need back up!"
Suggestions: Well, it's a very good game. Rainbow Six never dissapoints.
Overall Score: 9.7 / 10 Conflict: Vietnam
Conflict: Vietnam is the latest offering from Pivotal Games and SCI. Their latest game is the continuation of the 4 player squad combat sleeper series Conflict: Desert Storm and Conflict: Desert Storm 2 "Back To Baghdad". Conflict: Vietnam was nearly doomed earlier this year when it's developer, Gotham Games went out of business shortly after the Conflict: Desert Storm 2 game was released. Fortunately, developer The Gathering was tapped to picked up the game and bring it to fruition. So with the continuation of a great series with a brand new development team at the wheel, Conflict Vietnam gets a fresh start and a new look since the last two games.
It seems lately there is a large flux of video games covering the Vietnam War on the market. Each game tries to stand out on it's own with some unique aspect of game play. Today, I'm going to take you into the jungle with The Gathering's Conflict: Vietnam and see what it's all about.
If you are any sort of familiar with the Conflict game line, you know that the series is built around a 4-player squad combat game. You can play the games with up to 4 people split screen cooperatively, or alone using the computer to control your teammates.
Conflict Vietnam continues where the franchise left off and makes large improvements in several categories.
As your campaign begins you begin as the role of your unit's brand new combat field medic. You are stationed with the 101st Airborne currently deployed in Vietnam. Everyone has a nickname "in country" and since you are brand new to the bush, they call you Cherry right off from the start.
Conflict Vietnam has the familiar training level in the beginning of the game but instead of the boot camp phase like the last two games, you have to run around the base camp completing storyline advancing objectives to become familiar with the control scheme. The entire introduction phase ties in with the story as soon as it gets done you're thrown into the action seamlessly.
As Cherry you control a squad of three other soldiers in your unit.
As said before, you are the medic. Your squad comprises of men named Ragman who is you close quarter combat specialist armed with a submachine gun and shotgun. Junior is your sniper, and Hoss is your M60 gunner and heavy weapons specialist.
Each skill is performed best by the specialist attached to it, so if a particular action requires to be done, you have to utilize that specialist to achieve the best results. Though you can trade weapons and actions around, if you want the best, you'd let that particular person do it.
Through different control schemes, you can arrange movement and firing orders. You can have your men fan out, move to an area, cover down, return to you, hold fire or fire at will. You can switch between any person in your squad at will and personally control them. Whoever you switch to becomes the squad leader. You have no obligation to control one man throughout the entire game. You are actually expected at some points to switch around to achieve optimum results.
Between each mission your actions of each member is tallied up into points. These points can be used to purchase statistic points used to upgrade your character's skills. Each character has several core skills and each can be upgraded as you wish. You could in theory actually change your character?s primary skill to something else through this manner.
I found that your squad does have fairly good artificial intelligence. They won't try to get themselves killed, but they won't do much beyond what you tell them to do. They will patch themselves up, they do protect themselves and they do give you tips on what you are supposed to be doing. In fact, you notice that each character has specific and noticeable personality traits as you play along. They tend not to feel like robots.
As for the Vietcong's intelligence, as far as I've gotten in the game I only have been able to detect 3 actions from your enemy. They either hide and snipe at you, they set up ambushes on you, or you hear their battle bugle sound in the distance and they come out rushing you. The enemy does put up good fights and marksmanship does apply greatly to your fight. You can blow people's heads off for the instant kill, or anything less then a center mass shot will just wound them. Be forewarned though that sometimes the fallen enemy laying on the ground is not dead. Many times an enemy wounded on the ground will pull a grenade out and throw it at your feet when you come to inspect your work.
As you get comfortable with the game, the story places you at the beginning of the Tet Offensive and the action just becomes insanely intense. From then on the game becomes a paranoid and intense fight. The jungles give a very good paranoid feeling of not seeing your enemy and the fact you can hear them sometimes but not see them adds to that factor.
The visual factor of this game takes a giant improvement from the last two games in this series. It looks familiar and it plays the same as the last, but there are many improvements in the graphics department. There are a lot more visual details in the game and a great way has been gone to maintain authenticity with the visuals.
I would hardly call it more of the same from this franchise, but it's more accurate to say that it's a very large and satisfactory improvement in the series. The only disappointment I could find in regards to the visuals is that in the split screen multiplayer mode, the outdoor settings make it very difficult to view your corner of the screen and see what the full scope of what is happening. It's hard to appreciate the game in that mode and it nearly comes off as a disappointment because the 4-player aspect is what built that game. In this game, too much of a good thing is practically true.
To be honest, I guess it wouldn't be a 1960's era game without the 60's era music. The game's original score does include several songs from that era including the classic Rolling Stone's song "Paint it Black." But, if there was anything that made this franchise noticeable was the sound in the games. The musical score for Conflict Vietnam is excellent. It builds ambience and mood, but it doesn't interfere with the game play. Conflict Vietnam also carries on the tradition of utilizing the Xbox's custom soundtrack mode and remaining one of the few action games that does that. As for the rest of the sound scheme, all sounds heard in the game are found to be authentic and realistic in all its surround sound glory. The Conflict games always had good sound environments. But this time, more emphasis has been placed on the gun battles and the first things you notice is that the guns are loud. Much louder than must games and that's the way it should be. Guns roar when fired and that's portrayed in the game.
The one thing I found extremely striking about this game is the amount of voice acting in the game. There is just an incredible amount of spoken dialogue in the game. Your squad communicates to you, characters in the game communicate to you, and it?s all very well done and very realistic.
Now, I'm no prude or anything, but I'll have to admit that it has to be at least since the Vice City videogame have I heard the amount of curse words used constantly in the game. Every curse word I can think of is used on a routine basis. Does it detract from the game? I don't think so, I think it builds the personalities and helps build the feel of the game. But a word of advice to parents or younger players is that game uses an excessive amount of foul language. But it's marked on the ESRB rating.
Suggestions: If there is anything I would like to suggest to the developers in the next game in the series is that they should implement Xbox Live for the cooperative game play. With over a million subscribers to Live, there is no excuse for a squad warfare game to not utilize the services of XBL to promote that mode. It's hard enough using split screen to enjoy the game.
Overall Score: 9.0 / 10 Conflict: Desert Storm II : Back to Baghdad
No rest for the weary. Our heroes from the first Desert Storm missions: Bradley ? Team Leader, Foley- Sniper, Connors-Heavy Weapons, Jones-Medic have been called into action once again. It?s time to head back to Iraq and get back to work.
Before there was Brute Force, last year?s Conflict Desert Storm was the first game to bring 4 player squad combat to the Xbox. A sleeper hit that didn?t bring very much attention, but still managed to sell a million copies. Conflict brought gamers into the first Gulf War and combined elements of arcade shooter with military squad tactics. The missions where based on real missions that took place during the war, and it put the gamer directly into the boots of either a US Army Delta Force squad or that of the British Special Air Service. The player took control of one character and had 3 others in his squad. Much like Brute Force, you could switch between any character at any time, and your squad would react as a team or independently, depending on the situation. Each member in your squad has a skill that is just as important as the next. The AI controlled teammates played themselves to be useful, and they where completely competent to handle combat duties while you fought alongside them. The game was touted as Xbox?s answer to the Playstation 2?s SOCOM Navy Seals. One of the main features of the Conflict series was that 4 players could play through the game as one squad. If you had less than 4 players, then the AI would control the extra man, though he would always be under command of player one for his orders.
Though in all, the first installment turned out to be a very good game, it was not without its various problems. Now that Conflict: Desert Storm 2 ? Back to Baghdad has been released, it?s time to see if the new game is worth the trip back into combat.
Within the first few seconds of playing the game, I knew immediately changes where made. Everything from the menu screens to the game?s graphics has been revamped. A new change is the introduction of the user profile. Now, you can create your own personal profile and save your settings. This is a great addition when you play this game with three other people on a regular basis. Once the game started, it felt familiar, but the changes where for the better. A new and better mission briefing cut scene has been done, and it looks great. Now it?s time to play the game, after you choose which Special Forces team you are going to play as. From the get-go, the action is fast, and it?s intense. The first mission kicks you off right, and you know for sure that this is a new improved game. You can certainly tell that this game is in the style of an arcade shooter, but that?s good right? There are already a few games that stray towards the military-sim variety, so this is a good thing if you just want to hop in and start killing everything quickly. New features to the combat system have been added, like the peek mode. Now you can peek around corners without risking getting shot first. A roll mode has been provided.
Now you can roll out of fire. Finally, a means to dodge incoming fire. The controls have been tightened up and there?s a lot more response than in the first game. I had no problem navigating my soldiers, and issuing squad orders. The squad order system remains unchanged from the first game, but at least it feels faster and more precise. So actually playing the game was a joy. It felt like a lot of things where improved over the first game. But sadly there is one flaw that carries from the first game. There had been a problem with sniping. You have a sniper with you, and it?s a vital function. But there seemed to have been a ?collision detection? problem when it came to sniping. Every now and then, if you had to make a precise shot that involved shooting near a piece of scenery, your bullet just doesn?t reach its target and it hits the environment near the target. Well, it was never fixed, and it?s very obvious. Meaning, I was trying to snipe a soldier on a rooftop from the street below. I was positioned down an alley, and my shot was clear. The trick was that I had to shoot through a crumbled hole in a wall. You could plainly see your target, and it was just a matter of flinging a bullet through a large hole. Well, it wouldn?t happen. The bullets would just hit the wall harmlessly. This problem persisted when trying to shoot over wrecked cars, or destroyed tank hulls. It was a nagging problem in the first game, and it persists in this game. What a shame, because the first game was good, and this one is so much better, but that one single problem is detrimental to a gamer who plays primarily as a sniper.
One interesting change from the first game is the introduction of the Xbox Live Service. Though not playable over Live servers, Desert Storm 2 boasts download abilities. This means in the future new missions could be acquired, maybe even new team members. It?s good to see more game companies looking to the future and incorporating Live into their product. This would actually add life to the game and open the opportunities for improvement.
The graphics of Conflict Desert Storm2 are good. They are not the best that the Xbox has ever seen, but they range from average to good throughout. It certainly looks better than the first game, but it still falls below what some hardened gamers would expect. There are some nice touches like shadows, and the explosions are very nice.
So there are some good aspects about the graphics department. But I will tell you that it?s good enough to keep you engaged. If you where a fan of the first game then you will continue to like this game. Just think about the graphics of the first game, and think that they where improved.
As always one of the greatest things about the first game was the sound. The sound was outstanding, and it does not disappoint with the new game. From the ambiance of the environment, the weapons, radios, and the background score, it?s all done very well. This game, like the last includes the custom soundtrack feature of the Xbox. Thus replacing the in game musical score with your own tunes. Like last time, I never felt the need to do that.
Even though I felt it was good that finally an action game gets the soundtrack mode, I felt that it was distracting in the game, and it took from the efforts to create the environment. Sound in very important when trying to recreate a location and trying to keep the authenticity alive. Especially when you make a series of games based on a real life event.
Suggestions: Though I like the game, I felt that a few things could be improved:
Fix the issue with sniping and bullets hitting the scenery instead of target.
Continue to improve the graphics.
Provide a squad command for ?Cover me!?
Let the players adjust the look sensitivity for their controls. I noticed that between 4 people playing, not everyone liked the how the sensitivity was.
Overall Score: 9.0 / 10 WWE Raw 2
Does THQ?s WWF Raw 2: Ruthless Aggression lay the smacketh down? Let?s get ready to rumble as we delve into the latest installment of the WWE on the Xbox.
Right off the bat, this game completely sidewalk slams the original WWE Raw game that came out for the Xbox. Every category has been revamped over last year?s installment. In this year?s game, players are treated to various modes of game play for either a single player or up to four players. A quick start match to just get into the action, a tournament mode, an exhibition mode to set up your dream match, the famous royal rumble, and finally there?s the season mode. Here you pick your favorite superstar and start at the beginning on the road to wrestlemania. This is where the game takes a turn for simulation. Now players can set their agendas for the upcoming weeks with activities such as manipulating other wrestler?s alliances, interfering with matches, resting between your own bouts, and just doing what ever you can to gain the crowd approval, and lowering it for your enemies. The best part is that four players can participate in the season mode too.
Before the show even begins, this game touts one of the most expansive ?create a superstar? modes I?ve seen yet. You can easily spend hours just making a character exactly what you want him, her or it to be. This time, the game let?s you use your songs from your custom soundtrack for your entrance theme music. Speaking of which, you could possibly spend just as long making a grand entrance, complete with custom lighting, pyro, to down right choosing the signs the fans will have in their hands.
Once you get that done, don?t forget to use the option to create a team. Everyone needs friends in this business, and now you can arrange who they are going to be. From superstars to your own created squad, or a mix of both. Give your team an entrance, and you?re set to start stomping candy ass. So right off the bat, you can tell that this game is big. Bigger than the first Raw game, and it set?s the stage for a great wrestling game.
The actual game play is fun; and the controls feel tight and responsive. Though at times the fighting doesn?t feel intuitive, and sometimes it boils down to the fastest button mashing.
As for a few other quirks: From time to time, the computer controlled characters seem to not know what to do, and they act erratically, occasionally punching or kicking at the air, or trying to grapple the last place you where standing, should you have been knocked down. A few things manage to bring this iron horse down though. I thought that THQ could have at least provided an instruction book that could be of use. I for one enjoy learning secrets in a game, and I understand that?s it no fun to have everything spelled to you. But the included booklet doesn?t even cover the season mode in the slightest bit, leaving it up to me to guess what?s happening. Learning how to tag your team mate is totally up to you, and the instruction book gives no advice or instruction on how to remove an opponent using the proper method during a royal rumble. One of the worst flaws that I?ve noticed playing the game is that the computer is extremely repetitive. I noticed that when I played against the computer alone, that regardless of whom you fight, the computer might use maybe 3 different moves against you. Then things get lopsided from there, and the computer retains all the advantage against you. One of the worst being that the computer will do is go into an endless pin loop. Occurring several times throughout the game, at one point the computer will attempt to pin you, regardless of what your health is like. Then you will kick out, and while you?re still laying there, it?ll pin you again. During one match against Spike Dudley, he got lucky and knocked me down, and proceeded to pin me no less than 8 times in a row, back to back, without letting me get up. I noticed that this occurred with all the computer controlled wrestlers. At that point I turned the game off, because I got tired of mashing the buttons to get up for no reason. At its worst you?ll have two or three computer controlled wrestlers standing around your fallen body and taking turns trying to pin you. You kick one off, and the other jumps on. This sometimes went on so long that they eventually win. I thought that was extremely cheap. I do remember that this was a problem in the first Raw game, so I guess not every quirk was resolved in this sequel. Finally, the last strange thing about game is that against three other computer characters, the fight will take an extremely long time. The computer will refuse to let you get a pin and every time, the other characters will stop what they?re doing and interfere with your pin, regardless of team affiliation or whatever they are doing at the time. There is a way around that, but at first it?s extremely frustrating and it gets annoying that you have to intentionally distract the other players to just get one simple thing done every time. Don?t get me wrong, the game is fun to play; it?s just that every so often the computer characters do things that defy all logic and turn a fun game into something entirely frustrating.
The graphical representations of the various wrestlers are outstanding. Minute details are translated into the game, from the scar that?s on Booker T?s back to the menacing scowl of Stone Cold Steve Austin. Even details to certain wrestler?s tattoos are exhibited. For proof, take a look at the work on the Undertaker, or Rey Mysterio?s back piece. THQ did a good job keeping the wrestlers totally authentic. Over 30 wrestlers in this game are represented, complete with their appropriate intros and costumes and alternate costumes. The game even captures Ric Flair?s old school strut down the ramp with impeccable detail. I could honestly say that an outstanding job was done taking the visual sense of the WWE Raw on TV and translating it to the game. Sadly though, with so much attention going this time to properly represent the way the wrestlers look and act, I don?t understand how could the wrestlers not blink as they walk? You could plainly see as the wrestlers make their way down the ramp that they do not blink what so ever. Strangely enough though, the characters exhibit emotions and they show pain on their faces well. Even then they close their eyes when they take a hit.
What can I say? It sounds like the TV show. From the sounds of hits to the mat, to the superstar?s intro music. There is an exception though with the music. Stacy Kiebler?s Kid Rock version of ?Legs? and Victoria?s ?Tatu? intro songs are not included. There is something similar being played, but it?s obvious that it?s not the original song. But, at least the game?s sound is done in 5.1 surround sound. You can use a song from your custom soundtrack added to your wrestler?s introduction. That alone is a great improvement over the first. But strangely enough, you cannot substitute your custom soundtrack for the game?s in match music. There are background songs that play during the match. The songs are nothing special, and most of the time, I just turn them down. It would have added to the coolness factor to hear my own songs. Maybe the next game in the Raw lineup would have in game commentary. Commentary is absent from this game, and it?s sort of odd to participate in a WWE event and not hear the outrageous commentary.
Suggestions: Though an outstanding game in itself, I do not see why this game does not support high definition TV?s. That should be a standard feature now in all games.
More details in the instruction book.
Where?s the commentary? You can?t have a wrestling game without Jerry ?The King? Lawler talking about someone?s puppies.
More utilization of the custom soundtrack feature in the game.
Make the wrestlers appear even more real by having them blink.
Overall Score: 9.6 / 10 Mace Griffin: Bounty Hunter
Mace Griffin is a man on a mission. A mission for revenge. At one point in Griffin's life, he was a Ranger. Part of an elite group of soldiers trained and deployed to keep the peace throughout the colonies. Then on one fateful mission, Mace's world changes forever. While adherring to his orders, he gets framed for the death of his squad during a mission. Mace Griffin get's sent to prison for 10 years. Once he get's out, you assume the role of Mace Griffin, and you will set out and seek revenge. Just like he says in the game's introduction movie: "Besides, who wants to go to hell alone?"
The gameplay of Mace Griffin pans out rather interestingly. You get an assignment from your boss, you get in your spaceship and you fly yourself to your destination. You get there, dock and then begin. You encounter hostiles and you engage in space dogfighting along the way. Sometimes, the hangar you land in will have bada guys. You can use your ships weapon system to make a safe place for you to get out. So basically we're looking at 2 games in one. Unfortunately, the space portions are rather short.
Once engaged on a mission, the missions are incredibly long. Like Halo style long, complete with in game loading zones. Through this though, you can comeback from death without having to go through someplace you've already been through. The combat system is very solid and intense. The enemy AI ranges from smart, to essentially stupid. But I think the game throws the dumb enemies at you to lead you into false confidence. A majority of the enemies essentially refuse to die and will take cover, regroup and attempt to flank you. They will keep you busy.
The graphics of this game range from average to exceptional. Some of the character models seemed kind of blucky, but the enviroments where richly detailed. Your weapons are highly detailed, and the game uses "motion blurring" quite well. The visuals will not disapoint. Also, the space graphics where outstanding.
Henry Rollins is Mace Griffin's voice. His tone, his inflection, everything. He tells the story, you hear him speak, and he does a !&%$@#* fine job. The soundtrack to the game is rather nice, but I too noticed that sometimes it didn't seem appropriate at times. But I will give massive kudos points for including the Rollins Band song: "Shine" in the intro movie.
Suggestions: First I would suggest keeping the graphics quality consistent throughout the game. It's great in most places, but sometimes it's lacking in others.
Second, I would find a better way than to interupt the game to load the next sequence. I like the ingame loading thing, but I don't like how it stips the game sometimes.
Third, I noticed that sometimes the game gets buggy, and wouldn't load a sequence properly. That's something to look into.
Please make a sequel with Henry Rollins.
I'm not so concerned about online or deathmatch play, sometimes a good FPS can be a single player game too. And this game is perfectly fine as a solo game. Not every FPS in the world needs to be Co-Op.
Overall Score: 9.0 / 10 Red Faction II
You are going to hear "It's not Halo" from certain people. It's true. Red Faction II is not Halo. There are no Warthogs, Covenants or Cortana anywhere in this game. What you do get is: A new first person shooter game that introduces a largely destructible scenery. The story line is deep and has it's twists and turns. So thankfully there is some depth to the game. There is an interesting feeling of immersion in this game. Good sound, good graphics, I pretty much felt like I was out there hunting down the Red Faction.
RFII has it's own great features like a ton of weapons, enemy AI that is fairly creative, the geomod system that let's you destroy the enviroment as you wish, and a pretty extensive multiplayer mode complete with tons of maps and programable bots.
RFII can hurl you into some quick and intense action. There can be some lulls in the game as you wander around trying to get your bearings, but once the fighting starts, it'll keep you on your toes. The game makes you get creative and you have to switch your strategy up as you go. Meaning you can't just blast your way through the game. You have to sneak, snipe, explode, and generally cause mayhem to survive. There are levels that include vehicles, you are basically rhe gunner in most cases, but it's an interesting change of pace to let someone else to the driving.
I am very pleased with this game. Though in some very few aspects Halo would technically be the father of all Xbox FPS games, RFII can stand on it's own and provide the gamer with a different experience and still be a lot of fun.
The graphics are good in this game. There is quite the spectrum of quality. Meaning, sometimes you will encounter something that you wish it would have looked better, but for the most part, everything is presented well, and easily able to recognize. Does it capture the power of the xbox? No, of course not. But then, what game truly does? For what it's worth, the graphics are good.
The sound and voice acting is done very well. One of the voice actors is actually Lance Henricksen, well known actor. If you remember, he was Bishop - the android, from Aliens and he starred in a lot of science fiction movies and TV shows. Every now and then the sound effects seem to clash with the music and one or the other seems to get drowned out, but that doesn't happen too often. The background music is quite good. Weapons sound good, and explosions on a theater system rumble convincingly.
Suggestions: Probably the most noted absent item that must be put in if there was a sequel would be a Co-op mode. I was stunned that it wasn't included. Even with such an expansive mulitplayer mode, co-op would be nice. That's my real concern.
Maybe make the sniper rifle a little faster to chamber a round. I figure in the future we wouldn't still be using a bolt action sniper rifle.
More bots in the multiplayer. Having six players is cool, but 8 would be better. Since there is no link or live, 4 humans against 4 crazy hard bots would be nice.
Overall Score: 8.0 / 10 Conflict: Desert Storm
In Gotham Game's Conflict Desert Storm, you take comand of either an Amercian or British Special Forces Team through various missions that where based on actual events during the Gulf War. Before each mission you recieve a briefing and you are given a set of orders to carry out. These missions range from located and escorting dignataries or scientists, destroying scud missle launchers, to clearing anti aircraft batteries for an impending air raid. You are the team leader of a 4 man squad. Your squad composes of a rifleman, a machine gunner, a sniper and a demolitions expert who also doubles as your medic. Each soldier has a certain specialty and you will need all of them to be successful. During the game, you can switch freely among the soldiers and control them, or you can give orders and have them carried out. The orders you give are limited to basically movement and positioning, but this is important if when you want to set up for certain task. The computer controls the other soldiers with accurancy and when it is left to the computer to engage the enemy, they are confident in a firefight and for the most part they make good decisions for themselves. The game also has a multiplayer mode where 3 of your friends can play along and set out on the various missions of the game. The multiplayer mode alone can keep you and your buddies occupied for some time.
If the thought of comanding a squad seems a little strange at first, fear not because the game has a training mode tin the style of a bootcamp. During bootcamp the game instructs you how to peform perform the tasks that are expected in the game. Training includes, movement, markmanship, driving, and commanding squad movements. It's more than enough to make you familiar with the game.
Gameplay can be intense. When you become engaged in firefight, you have to consider what you are doing and what your team is doing. You have to keep up with their health and ammo status. If you lose a team mate, you have 2 minutes to get him a first aid kit and heal his wounds. If the time expires before you get to him, he dies and you lose him. You have to carry out the mission without him and afterwards a replacement will be provided. But the replacement soldier is nowhere near as good as the guy you just lost. There are experience levels in the game and awards given for performance. The more xp points you get, the higher your skill levels get.
This game is authentic to the actual war. The hardware and the few vehicles you drive are true to life. This game combines elements of strategy to a shooting action game. You have to learn how to work as a team, or you will get killed quickly. Basically it boils down to laying cover fire for you men and chosing the right man to do the right thing, and I can't stress enough to utilize your sniper as much as possible. Not only is the sniper valuable to taking care of distant threats, but he can be used to identify targets at great distances, further helping you make choices about how to perform a certain portion of the mission.
For the most part, the graphics are good. They are not the best, but they are good. Everything looks as if it should. For the purpose of a rating scale, I would say that the graphics where overall middle of the road. But you can feel like you're really in there at some points. I have to say though, the night vision perspective is accurate and true to real life.
The overall sounds in this game are really good. From the squeaking metal on metal of a tank rolling down a street, to the sound of your rifle. It is accurate. The game throws realism in with voices and other ambiant sounds. A good thing about this game is the soundtrack support mode. It wa especially inspiring to use my own music to motivate me through the missions.
Suggestions: I only have a few things to suggest. Mainly to tighten up the graphics. Second I would suggest making more missions. On the highest difficulty the game takes a long time, but I wanted more in the long run. And third, tightenn up your team's AI. It's really good, but I hated how your team had a tendency to huddle up behind you while you where moving, making you prone to explosives wiping out your entire team all at once.
Overall Score: 8.0 / 10
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text:
Het tennistoernooi van Indian Wells van 2022 werd van 9 tot en met 20 maart 2022 gespeeld op de hardcourt-buitenbanen van de Indian Wells Tennis Garden in de Amerikaanse plaats Indian Wells. De officiële naam van het toernooi was BNP Paribas Open.

Het toernooi bestond uit twee delen:
 WTA-toernooi van Indian Wells 2022, het toernooi voor de vrouwen
 ATP-toernooi van Indian Wells 2022, het toernooi voor de mannen

Toernooikalender
 Bron: Competition Schedule op bnpparibasopen.com

2022
Indian Wells

redpajama_set_name: RedPajamaWikipedia


text:
NATIONAL NIGHT OUT AGAINST CRIME
TUESDAY, AUGUST 3, 2021 - 6pm to 9pm
Turn on your porch or patio lights, and step outside for the 2021 National Night Out!
While there are still many pandemic uncertainties ahead, there's one thing we've all learned: With a little caution and lots of creativity - we can accomplish almost anything, together! National Night Out is about building community; making our neighborhoods safer by getting to know our neighbors and neighborhood partners.
Considering a National Night Out event in your neighborhood? Even with many people vaccinated, it's still a good idea to consider events that naturally offer a little social distance.
We want our neighborhoods to feel safe and welcome.
Invite a Lake Forest Park Police officer to come by and say hello.
Email rlehman@cityoflfp.com, for more questions.
Share your great ideas on social platforms like Nextdoor!
National Night Out enhances the relationship between neighbors and law enforcement while bringing back a true sense of community. It furthermore provides an opportunity to bring police and neighbors together. Neighborhoods across the nation host block parties, festivals, parades, cookouts and other community events with safety demos, seminars, youth events, visits from emergency personnel and exhibits.
Registration Forms are available at the Police Department or online here at:
Registration Form - National Night Out
Special Event Permit Form - National Night Out
Invitation - National Night Out
NNO Coordinator: Casey Krzyminski
Lake Forest Park Police Department
Why a National Night Out?
The purpose of National Night Out, which is organized in conjunction with various police organizations nationwide, is to inform the public about various police and community programs.
National Night Out is an annual community-building campaign that promotes police-community partnerships and neighborhood camaraderie to make our neighborhoods safer, more caring places to live. National Night Out enhances the relationship between neighbors and law enforcement while bringing back a true sense of community. Furthermore, it provides a great opportunity to bring police and neighbors together under positive circumstances. Millions of neighbors take part in National Night Out across thousands of communities from all fifty states, U.S. territories and military bases worldwide on the first Tuesday in August.
All about National Night Out
National Night Out was first established in 1984 by Matt Peskin of the National Association of Town Watch.
The first National Night Outs were fairly simple. In most communities, it amounted largely to "lights on" vigils and some basic information being delivered to the community. The event was popular and attracted more than 2 million participants in both Canada and the United States.
Today, National Night Out draws in over 37 million people from over ten thousand different communities across North America, and the event has changed in other ways, too.
Now, the focus of National Night Out is on bringing neighbors and communities together with festivals, block parties, cookouts, parades, and various other events as common ways for communities to come together on National Night Out.
The organization behind National Night Out is, of course, always looking to add new communities to their rosters, and they make it very easy for unrepresented communities to join their ranks. After all, there's no better way to fight crime than with community spirit -- and lots of laughs.
More about National Night Out around the Web:
Videos on National Night Out
National Night Out - The official site with the latest updates and community happenings around the country, including video presentations, visitor submitted photos, FAQ, related neighborhood safety resources.
National Crime Prevention Council - Traditional partners against crime with the NNO, with helpful information on preventing crime and staying safe at home, school or work, with helpful tips on forming a neighborhood watch in our community.
Online Resources for National Night Out - Helpful tips on how to hold a block party, and build community, with related resources for hosting a successful National Night Out in your neighborhood.
Neighborhood Block Watch
Victim Notification Program
Victims of Domestic Violence
Found and Stolen Items


Summertime, and the livin' is easy. While you're soaking up the sun, read up on the best family staycations, Jackson Ward's unsung civil rights hero, and modern-day moonshiners. Plus, we roll out our annual list of Richmond's Best New Restaurants.
112 / Best New Restaurants From Southern seafood to Southeast Asian cuisine, here are the Richmond area's top 10 new restaurants as selected by our team of food writers, plus the city's best fast-casual spots, trends and more. We hope you brought your appetite.
144 / VCU dental students are Jamaica bound for a 30th year.
23 / Richmonder of the Month Because not all who win this title represent shining moments in the city, we salute you, Redskins Training Camp.
32 / News A town proud of its railroad past debates its railroad future.
36 / Flashback This month, 234 years ago, Richmond's first governing body was elected. By Harry Kollatz Jr.
39 / Datebook Dan Auerbach and The Arcs, USA Taekwondo National Championships and the seventh annual Gospel Music Fest are among this month's happenings.
42 / Q&A The creator of the "ID Sniper" rifle hoax reflects on truth and art.
88 / Shop Talk Life is better on two wheels at Shift Bicycles.
Clarksville, VA. Photo courtesy Courtesy Clarksville Lake Country Chamber of Commerce.
170 / Ingredient Dive into summer with a crab-and-heirloom tomato salad.
Brooks punctures each pepper for better infusion. Photo by Stephanie Breijo.
So let me get this straight: 770 dentists were mailed letters in April to nominate THEIR dentists in THEIR own practices for the Top Dentists list? Seriously?? I can assume, therefore, that no patients' opinions were involved. So why even create the list at all? It appears the Top Docs list is generated the same way. I understand peer review, but how does such biased results help the average patient? What a joke-not in the least bit helpful.
Thank you for your comment. In the survey that we send, we ask that doctors share to whom they would send family and friends. This is just one tool that readers can choose to use when making their dental and medical provider choices.


AKN-083 is a potentially best-in-class preclinical farnesoid X receptor (FXR) agonist in development for the treatment of NASH, and is highly complementary to compounds in development by Tobira Therapeutics, Cenicriviroc (CVC) and Evogliptin. Allergan announced the acquisition of Tobira earlier today.
Allergan management will host a conference call to discuss the Tobira Therapeutics, Akarna Therapeutics and other recent R&D acquisitions Wednesday, September 21, 2016 at 8:30 a.m. EST. The number to call from withinthe United States is (877) 251-7980, conference ID 85674735. From international locations, the conference call can be accessed at (706) 643-1573 using the same conference ID. The call will also be webcast and can be accessed through the companies' websites at www.allergan.com. To access the slides go to Allergan's Investor Relations Web site at http://ir.allergan.com. A replay of the conference call will also be available by calling (855) 859-2056 in the U.S. or (404) 537-3406 outside of the U.S., conference ID 85674735.
NAFLD and NASH affect approximately 30% and 5%, respectively, of the US populationv and NAFLD affects more than 20% of the population worldwide.vi NASH is the fastest growing cause of liver cancer and liver transplant in the U.S.i The increasing prevalence of NASH is attributed to the growing obesity epidemic and the disease is often diagnosed in patients who have diabetes, high cholesterol or high triglycerides.iii There is currently no approved treatment for NASH.
Farnesoid X receptor (FXR) is a nuclear hormone receptor expressed in the liver, intestine, kidney and fat. FXR has been closely studied over the past decade because of its role as a master regulator of carbohydrate and lipid metabolism, bile-acid homeostasis, inflammation and fibrosis, all of which are associated with the pathology and progression of NASH. FXR is recognized as a clinically validated target for NASH and other liver diseases.
Allergan is an industry leader in Open Science, the Company's R&D model, which defines our approach to identifying and developing game-changing ideas and innovation for better patient care. This approach has led toAllergan building one of the broadest development pipelines in the pharmaceutical industry with 65+ mid-to-late stage pipeline programs in development.
Our Company's success is powered by our more than 15,000 global colleagues' commitment to being Bold for Life. Together, we build bridges, power ideas, act fast and drive results for our customers and patients around the world by always doing what it is right.
Statements contained in this press release that refer to future events or other non-historical facts are forward-looking statements that reflect Allergan's current perspective of existing trends and information as of the date of this release. Except as expressly required by law, Allergan disclaims any intent or obligation to update these forward-looking statements. Actual results may differ materially from Allergan's current expectations depending upon a number of factors affecting Allergan's business. These factors include, among others, the difficulty of predicting the timing or outcome of FDA approvals or actions, if any; the impact of competitive products and pricing; market acceptance of and continued demand for Allergan's products; difficulties or delays in manufacturing; and other risks and uncertainties detailed in Allergan's periodic public filings with the Securities and Exchange Commission, including but not limited to Allergan's Annual Report on Form 10-K for the year ended December 31, 2015 and Quarterly Report on Form 10-Q for the quarter ended June 30, 2016 (such periodic public filings having been filed under the "Actavis plc" name). Except as expressly required by law,Allergan disclaims any intent or obligation to update these forward-looking statements.
Allergan expects to commence a cash tender offer to purchase all of the outstanding shares of Tobira common stock. The tender offer for the outstanding common stock of Tobira has not yet commenced. The description of the Tobira acquisition contained in this press release is neither an offer to purchase nor a solicitation of an offer to sell any securities. The solicitation and the offer to buy shares of Tobira common stock will be made pursuant to an offer to purchase and related materials that Allergan intends to file with the Securities and Exchange Commission. At the time the offer is commenced, Allergan will file a tender offer statement on Schedule TO with the Securities and Exchange Commission, and thereafter Tobira will file a solicitation/ recommendation statement on Schedule 14D-9 with respect to the offer. The tender offer statement (including an offer to purchase, a related letter of transmittal and other offer documents) and the solicitation/recommendation statement will contain important information that should be read carefully and considered before any decision is made with respect to the tender offer. These materials will be sent free of charge to all stockholders of Tobira when available. Additionally, Tobira and Allergan will file other relevant materials in connection with the proposed acquisition of Tobira by Allergan pursuant to the terms of the merger agreement. All of these materials (and all other materials filed by Tobira with the Securities and Exchange Commission) will be available at no charge from the Securities and Exchange Commission through its website at www.sec.gov. Free copies of the offer to purchase, the related letter of transmittal and certain other offering documents will be made available byAllergan and when available may be obtained by directing a request to Allergan's Investor Relations Department at (862) 261-7488. Investors and security holders may also obtain free copies of the documents filed with theSecurities and Exchange Commission by Tobira by contacting Tobira Investor Relations at (650) 351-5013.
i Anderson, C.D. Curr Surg Rep (2015) 3: 24. doi:10.1007/s40137-015-0101-6.
iii Nonalcoholic fatty liver disease: A systematic review. ME, Rinella. Journal of the American Medical Association, 2015, Vol. 313, pp. 2263-2273.
iv Sattar N, et al. Non-alcoholic fatty liver disease. Available from: ttp://www.bmj.com/content/349….
v Nonalcoholic fatty liver disease: A systematic review. ME, Rinella. Journal of the American Medical Association, 2015, Vol. 313, pp. 2263-2273.
vi Sattar N, et al. Non-alcoholic fatty liver disease. Available from: ttp://www.bmj.com/content/349….


text:
Darren Berry to join as Pakistan fielding coach in September
Berry's name was shortlisted after fellow Australian Steve Rixon completed his contract with the PCB and left for home after the T20I series in Scotland, instead of preferring to extend his contract.
Karachi 26 June, 2018 16:16 IST
Berry, it is understood, has informed the PCB that he cannot take up the fielding coach's assignment until the Asia Cup in September due to his existing commitments in Australia. - Getty Images
Pakistan will be without a fielding coach on its upcoming tour of Zimbabwe after Australia's Darren Berry, who has been shortlisted for the job, informed the Pakistan Cricket Board that he won't be able to join the team before the Asia Cup in September.
Berry, it is understood, has informed the PCB that he cannot take up the fielding coach's assignment until the Asia Cup in September due to his existing commitments in Australia.
The former Australian First-Class wicketkeeper-batsman, who played for South Australia and Victoria and has also taken to top coaching positions at the state level, has apparently been recommended by Pakistan head coach Mickey Arthur.
READ: Umar Akmal faces anti-corruption unit after making spot-fixing claims
Though, officially the reason given for Rixon not wanting to continue as fielding coach was family commitments, but it is no secret that he had issues with the PCB over the non-compliance of some of the clauses in his contract.
He is said to have even refused to come to the ground on the eve of the second Test at Headingley in England in June after his monthly salary was delayed.
Pakistan is set to play five One-Day Internationals in Zimbabwe starting July 13.
Darren Berry
Zimbabwe vs Pakistan
Pakistan vs Zimbabwe