Friday, July 29, 2016

Apple CEO Tim Cook outs himself as a huge 'Pokeymans' fan

Does tech chief’s butchering of word Pokémon, during company spiel about augmented reality, show he’s a true fan?, review journal


What’s in the pronunciation of a word? It can give you away as a complete noob, someone from another world, or a massive fanboy, but for Apple chief executive Tim Cook’s butchering of the word Pokémon, it’s not easy to see which description is correct.

When asked about how Cook and his company were responding to the surge in interest in augmented reality fuelled by the phenomenon of Niantic’s Pokémon Go, the Apple boss said: “In terms of AR and the Pokeyman [sic] phenomenon it’s incredible what has happened there, and it’s a testament to what happens with innovative apps and the power of a developer of being able to push a button so to speak, and off their product around the world.

“One thing is to make sure our products work well with other developer’s kinds of products like Pokeyman [sic], and so that’s the reason you see so many iPhones out there in the wild chasing Pokeymans [sic].”
Now, on the one hand you could say that Cook made a blunder and that everyone in the world knows it’s a contraction of Pocket Monsters (oh, you didn’t? well, now you do) and that the acute accent is pronounced. Also, the plural of Pokémon is, unsurprisingly, Pokémon, not Pokémons or Pokémans etc.

But, you could also give Cook the benefit of the doubt. Pokeymans, at least in some circles, is a term of endearment for the childhood friend that Pokémon have been for so many over the years. Maybe what Cook has done here has outed himself as a Pokémon superfan, and perhaps that’s why he’s up at 3.45am every morning for an hour of emails, then the gym by 5am - really, he’s chasing Pokémon.

After all, people will do almost anything to get an edge.
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Wednesday, July 13, 2016

Pokemon Go: Everything you wanted to know here

Newly launched Pokemon mobile game is having some issues.


Games review, now that Pokemon Go is available to download, developer Niantic Labs hasupdated its website with a rundown of all of the game's major known issues.

One of the problems is the "You already own this item" error message on Android devices, while another bug makes your progress temporarily reset to level 1. Additionally, Niantic Labs warns that Pokemon Go can zap your battery when playing for a long time. "We are working on a solution," the developer said about the battery life issue.

Other problems include distorted audio and drifting or jittery GPS location service. "Please ensure location/GPS enabled and set to high-accuracy mode," Niantic said about this. "We're constantly working to improve GPS accuracy and stability. In general, GPS accuracy largely depends on the device you're using and your signal/connection strength."

Additionally, Pokemon Go has been experiencing some server issues. Its servers were unavailable for some users at periods last week, preventing them from playing. Niantic Labs has since acknowledged these problems and "paused" the game's international rollout as a result.

Scroll down to see all of the Pokemon Go known issues, as well as some workarounds where available. All of the text is written by Niantic Labs (via Kotaku).

The AR game is free with microtransactions, though if you want limited access to the game without unlocking your phone, you can buy a $35 optional accessorywhen it becomes available in the time ahead. The accessory vibrates when a Pokemon is nearby, at which point you'll have to press a button to catch the creature.

For more on Pokemon Go--which challenges players to find, catch, and collect Pokemon in the real world-- It covers where to find Pokemon, how to hatch eggs and evolve, and the in-game Pokemon Gyms.
Pokemon Go Known Issues (as of July 11):

PokeCoins and premium items do not appear in my account

Please try the following steps if you're having trouble seeing PokeCoins or premium items in your account:
Sign out and sign back into Pokemon Go. Open Pokemon Go, touch Main Menu > Settings and then select "Sign out."
If that does not resolve the issue, try powering off your device and restarting.

Receive "You already own this item" error message (Android only)

If your device loses internet connectivity while purchasing PokeCoins from the shop, you may receive the "You already own this item" error message. Please power off and restart your device to resolve this issue.


Trainer progress temporarily resets to Level 1

You may have inadvertently created two Pokemon GO accounts: one account using Google and one using Pokemon Trainer Club. If you create an account with one login method and later attempt to use the other login method, a second account is created. To resolve this issue, log out of your account via the Settings menu and then log back in with your original login method.

Distorted audio

In some situations, music and sound effects within Pokemon Go app may become distorted or delayed. This issue often occurs while connected to Bluetooth audio. We are aware of the issue and we are actively working on a solution.

Heavy battery use

Some devices may experience battery drain while playing Pokemon Go for prolonged periods of time. We are working on a solution.

My location is incorrect, unavailable, or jitters/drifts

We're constantly working to improve GPS accuracy and stability. In general, GPS accuracy largely depends on the device you're using and your signal/connection strength. To improve your device's location, please review the following settings:
  • Pokémon GO has location permissions enabled
  • Internet connectivity is enabled (3G, 4G, Wi-Fi)
  • Device location/GPS is enabled
  • Location/GPS set to high-accuracy mode

Receive "This item is not available in your country" error when trying to download the app

Please check your Google Wallet settings to ensure your address is based in the proper country. If this doesn't work, you could also try reaching out to the Google Play support team via their Help Center.
Just for fun you can access here cool animal facts to explore
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Monday, July 4, 2016

Diablo 3 Director Leaves Blizzard

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After it was reported that Blizzard Entertainment was hiring a new game director for a Diablo project, it was unknown what that meant for Diablo III's current director, Josh Mosqueira. Now, Blizzard has confirmed that Mosqueira has left the company altogether.

"With Diablo III in a good place at this point, Josh felt that now was a good time to pursue other opportunities with minimal impact to the team," Blizzard toldPolygon. "We'll be filling the director role either from within Blizzard or externally."


Mosqueira replaced Jay Wilson as Diablo III's game director in 2013. As for Wilson, he has since left Blizzard.

Wilson and Mosqueira aren't the only recent high-profile departures from Blizzard. The lead designer on Diablo III, Leonard Boyarsky, left the developer earlier this year.

Concerning the job listing, it remains to be seen if it's for a sequel to Diablo III, a new expansion, or something else. The position is located at Blizzard's headquarters in Irvine, California, and the job ad was published this week, according to BlizzPro. The listing calls for someone with "outstanding communications skills, proven experience in creative direction, strong ability in system design, and a stellar track record of shipping AAA games."

A successful candidate will "lead the Diablo series into the future." For more information you can click here full reviews
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'Teeny Titans' Review - A Little Teeny, but You'll Want To Lick the Plate Clean-y

Games review, for all the years that mobile gaming has been around, there are still a lot of publishers and developers who still don't quite get the platform. I don't mean to complain about that. After all, even games ported directly from consoles or PCs essentially untouched can add to the diversity of the overall software catalogue. But it sure is great when a developer makes something that feels perfectly tailored to mobile, and that's just what Grumpyface Studios has been doing for the last several years. Their recent efforts with various Cartoon Network properties have been especially wonderful, and are some of the best licensed games on any platform lately. What's even more remarkable is the spread of genres they've been trying out and succeeding with: inventive action games like Adventure Time Game Wizard [$4.99], light RPGs like Attack the Light - Steven Universe [$2.99], and hectic puzzle games like Powerpuff Girls - Flipped Out [$2.99].

Teeny Titans [$3.99] marks Grumpyface's return to the RPG genre. It comes at the genre from a slightly different angle than the Steven Universe game, but it's equally approachable and even more enjoyable overall. While Attack the Light riffed on Nintendo'sMario & Luigi games, Teeny Titans throws itself in the vague direction of Pokemon, challenging you to collect figures, level them up, and win all of the tournaments taking place in Jump City and beyond. Although they're very different games, Teeny Titansshares a lot in common with Attack the Light, good and bad. Both games have excellent production values, simple yet compelling gameplay systems, and a streamlined approach to exploration. They're also both a little on the short side and have some balancing issues. Neither of those things are enough to spoil the fun, but I really wanted this game to continue more than just about any other game I've played in recent months.

The game reviews is of course based on Teen Titans Go!, the comedy-focused series of shorts featuring DC's Teen Titanscharacters. The original Teen Titansanimated series, while excellent, was already pretty far from the source in a lot of ways, and it's safe to say that Teen Titans Go! has people even more split. One of the great things about Teeny Titans, though, is that no matter which camp of fans you're from, the game has something for you. The fanservice in this game is pitch-perfect, with plenty of stuff that calls back to the comics, the original animated series, and even particular episodes of Teen Titans Go!. Since it matches the style of Go in both appearance and humor, however, you should expect a great deal of absurdity in general. That goes right down to the premise, which has the Titans going loopy over the latest toy craze sweeping Jump City. The Amiibo-like Teeny Titans figures are hotter than the sun, and just about everyone is obsessed with becoming the Teeny Titan champion, none more so than Robin, the game's protagonist.

You get a nice animated introduction that sets all of this up, with all of the voice actors from the series reprising their roles. Once you start the game, you're given a few brief tutorials to show you how everything works before being tossed into the small but open world of Jump City's downtown. As you progress in the game, more of the map will open up, giving you access to new shops and new Teeny Titan figures. Old shops will occasionally get in new stock, as well. You don't need all 70 of the figures to beat the game, mind you. Even checking off all of the quests really only requires a handful. But as you watch that number climb up with each new acquisition, the obsession with filling out the entire roster slowly creeps in. Before long, you'll find yourself flying into new shops like a maniac, frantically rifling through the selection to see if any new characters are hidden in the back somewhere. You'll start buying every mystery figure pack in hopes of something new popping out. Oh, that's just the start of your troubles, my friend.

While you'll spend a fair bit of time shopping and wandering around the city map, the meat of the game is in the battle system. Your party consists of up to six different figures, with the remainder going into storage where they can be retrieved at any time outside of battle. You can field up to three Teeny Titans in each battle, but only one member can act at a time. Switching between them mid-battle doesn't cost you anything, so it's safe to plan a strategy around flipping between them liberally if that's what you'd like. Characters can belong to one of six different classes, with each one being strong against one class and weak against another. You'll always be able to see which kinds of figures your opponent is bringing into battle, so it's easy to take advantage of this system if you have a variety of figures leveled up.

When the battle starts, you'll have a split view showing you and your opponent. A bar fills up for each of you over time, giving you access to one of three different moves per character. Weaker attacks and buffs are usually set to the first slot where they can be used quickly and repeatedly, while stronger attacks and major buffs are often in the third slot, requiring nearly a full meter to use. The meter is shared among your whole team, as are most buffs and debuffs, adding a bit of extra strategy to an otherwise simple system. For example, you can build your team so that two of your characters have attack buffs in their first slots, with the third having a weak attack in that position. Buff once, switch, buff again, switch to the third and deal hefty strike. You'll also want to keep an eye on the enemy's meter, particularly if you're using a move that can be interrupted. Sometimes it's best to wait for them to hit you before you try to launch your own attack.
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As you win battles, you'll earn experience points that are distributed among all of the Teeny Titans in your party whether they joined the battle or not. Like Attack the Light, when a character levels up, you're asked to choose one of three bonuses, allowing you to customize your team to an extent. After you reach level 5 with a figure, you can feed it other figures to unlock more powerful versions of its three moves. You'll get the best bang for your buck if you feed a figure copies of itself, so you'd better head back to those shops again to see if you can scrounge up an extra 1980s Starfire or two. You can also equip your figures with a mod chip, special enhancements that convey various benefits. These include basic things like stat boosts along with other more interesting effects such as starting battles with an active buff or giving you more money when you win fights. With all of these options combined with a 70-character roster, it's quite unlikely that your end-game party will resemble anyone else's.

There's a lot of depth here in theory. There are tons of characters, lots of ways to modify them, and even if they only have a few moves apiece, that still adds up to a lot of potential strategies. Like Pokemon, however, there's considerable overlap in the skills, leaving class and starting stats as the main differentiating factors between many figures. As in Attack the Light, there are a couple of quick and easy battle strategies that essentially dominate the game. In this case, a character with an attack in the first slot and a mod chip that hastes your battle meter works as an instant win button for most of the game. Throw in a healer in case of emergencies and you're set. It's that old Cyan problem from Final Fantasy 6 [$15.99]. Yes, the more advanced moves scale up in damage and usefulness appropriately, but it's almost always a more effective tactic in the long run to spam low level attacks because of how long it takes to fill the meter. The Wonder Raven I got near the beginning of the game ended up carrying me through the entire thing. I sometimes used different characters for specific quests, but other than that, there was little reason to even swap characters mid-battle.

The funny thing is, you probably won't even care about the broken balance, particularly on your first run through the game. You'll likely be too busy looking for secrets, hunting down figures, and soaking up sly references. And it's not as though other party configurations aren't viable. In fact, just about any party set-up is viable as long as they're level-appropriate for the fight at hand. So if you want to roll a team entirely made up of different types of Beast Boy, go right on ahead. You'll have fun. But if you know your way around RPGs pretty well and are looking for a challenge, you won't find much bite here until very late in the game. That said, if questionable balancing and an overall light challenge bothered me that much, Final Fantasy 5[$15.99] wouldn't be one of my favorite RPGs, and we all know how I feel aboutthat game. Click here car driving games to dowload and play games

One way that Teeny Titans differs greatly from Attack the Light is in the stuff that happens outside of battles. In that game, the battle system had to carry the whole works, because the dungeon exploration was deliberately streamlined to make it swipe-friendly. Teeny Titans gives you a ton of things to do outside of fights. There are coins on the road to collect, shiny spots to search for cash or figures, a couple of mini-games, and quite a few scavenger hunts. Events will happen at regular intervals, challenging you to get to a certain location in exchange for a prize of some sort. Even the simple act of shopping is fun, since you can touch and interact with the packaged toys on the shelves. Figures are often shelved three or four deep, and the best ones are usually hidden at the back. Touching the packages and flinging them out of the way to get at the toys in behind is more fun than it really should be.


As I mentioned before, the biggest bummer in Teeny Titans is how soon it ends. It's a hard game to put down, which makes it feel like it flies by even faster. You'll get a few days out of it at least, but when you finally nail down that 70th figure, it feels a bit like December 26th. Opening a ton of presents in a single day is totally awesome, but can't we have a second day of opening a ton of presents? I guess it's not the worst problem to have, but I sure hope this game gets a sequel or even a solid content update, because in spite of all it does, I can see potential for so much more. It's hard to be too upset at what you get here for the asking price, however, particularly since it's rare for games of this type to have no IAP whatsoever. Teeny Titans could have been a nasty and probably quite effective free-to-play money-cruncher, but I'm quite happy it took the road less-traveled.

In spite of the balance issues and the fact that the darned thing ends, Teeny Titans is still one of my very favorite games of 2016. The timing of this game's release is such that I had far more important things to be doing during the last few days, yet I still couldn't stop playing this game until I had done just about everything in it. I have no idea which genre Grumpyface will take on with their next game, but if they keep turning out fine efforts like this one, I hope they'll be swinging back around to RPG-ville before too long. Free shooting games online from agreview.net
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'Monster Hunter Freedom Unite' is Updated and Back in the App Store Reviews

It's been a long road, but Monster Hunter Freedom Unite [Full reviews] has been updated to work with the latest version of iOS and is back on the App Store. The iOS port of the classic PSP title had been broken since the arrival of iOS 9 back in September of 2015, barely a year after the game had launched worldwide. At the time, Capcom seemed to have no plans to fix the game and pulled it from the App Store, disappointing many fans who had come to love the game on their mobile devices.


A few months later, after the release of the free-to-play spin-off Monster Hunter Explore, Capcom updated the Japanese website for Monster Hunter Freedom Unite with a statement indicating the game would be fixed after all, and gave a window of Spring 2016 for the update. As we closed in on the end of May, Capcom again updated the Japanese site to say that they were having some issues and could no longer promise the compatibility update by the end of June. While they promised they were still working on a fix, they had no firm release date in mind. Many expected the situation to drag out the way 2K Games has (shamefully, in my opinion) done with Bioshock, but a new statement at the end of June on Monster Hunter's website stated that the new version would be ready to go by the 10th of July. Check out video game reviews, many things interesting are waiting you.


Well, you can call it a little late, a little early, or long overdue, but the wait is over. Monster Hunter Freedom Unite is back in the App Store and works like a charm. One can only hope we don't face this problem again when iOS 10 hits later this year, but if nothing else, Capcom more or less made good on their promises. Personally, I'm just happy to once again be able to whip out my phone and play what many consider to be the highlight installment of the series. It's got a nice old-school flavor of difficulty that goes well alongside newer, friendlier releases like the upcoming 3DS release Monster Hunter Generations. Subscribe for the latest gaming news and the latest car driving games
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Sunday, July 3, 2016

Dragon Ball Xenoverse 2 Gets Much Requested Features--Just Saiyan'

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Bandai Namco has revealed a new trailer for its upcoming action game Dragon Ball Xenoverse 2, and the video reveals a long-requested feature for players: Super Saiyan 3 transformations for custom made characters. In addition, the trailer shows the player character using the move Final Kamehameha; an attack hitherto only used by Vegito and Gogeta.

Final Kamehameha is a fusion of both Vegeta's Final Flash and Goku's Kamehameha--hence why it is typically only used by Vegito or Gogeta. This will mark the first time another character is able to execute Final Kamehameha.

Dragon Ball Xenoverse 2 is scheduled for release on PS4 and Xbox One from October 25, with a PC release to follow on October 28. The game will also feature Grammy-nominated DJ Steve Aoki as a musical contributor and a non-playable character.

Check out what's new and improved with Dragon Ball Xenoverse 2 in GameSpot's overview article. To name a few, the customization system has more options, the hub city is larger, and the frame rate has been doubled. Want to see what the game looks like so far? Watch Turles vs. Future Gohan in some gameplay footage here shooting games online
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Zero Escape: Zero Time Dilemma Reviews - full video game reviews

Reviews: Zero Escape: Zero Time Dilemma is a game that refuses to be pinned down. It explores quantum physics and meta probability, horror tropes and memory loss, revealing hidden nuances as it unfolds like an origami swan. There are a slew of minor problems that mire its intriguing story, but nonetheless, Zero Time Dilemma wields complex topics to paint a morbid tale about the essence of human nature.

This is the third in a series of adventure games that eschew linear storytelling techniques. As in the first two titles, Zero Time Dilemma focuses on nine individuals who have been locked up by the villain Zero, forced to compete against each other in "escape room" puzzle situations. In this case, the victims are trapped in a bomb shelter miles underground--in order to get the six codes necessary to open the exit door, Zero tells them, six people must die.

This is the basic setup. From here, though, the story branches in every which direction, doubling back on itself and correcting plot holes that weren't actually plot holes to begin with. At the beginning of each chapter, Zero Time Dilemma asks you to select one of the three teams--each with three members--and play through one of their memory "fragments." They're titled as such because at regular intervals, bracelets on the characters' wrists knock their wearers out, injecting memory loss drugs that upend the victims' sense of time.

There's no guarantee that you're playing these events chronologically, and the characters know it, too. "We slept for seven hours," one character mutters, glancing at the timer on his bracelet. "Or," says his teammate. "We woke up several times, and don't remember anything at all." Check out video game reviews to get more information


This facet of Zero's "game" creates some of the more horrific and intriguing situations of the story. Teams build up trust between each other, only to forget it all once they wake from a deep sleep hours later--earlier?--and start from scratch. Without memories, is it possible to build trust? "When we lose our memories, are we reborn?" a character wonders, in one of the game's more potent moments. Despite the fact that it's up to us who dies, there's still a genuine tension in seeing how characters and teams distrust each other to the point of considering murder.

In examining how memories affect our perception of time, Zero Time Dilemma also reaches into more complicated topics about humanity itself. Are we inherently good, capable of altruism in dire circumstances? Or are we animals with predetermined instincts that merely extend our chances for survival?

The game raises the question, but doesn't pretend to have the absolute answer. Some characters resort to suspicion and torture, while some rely on the goodness of the other teams, despite the lack of communication between them. Zero Time Dilemma veers suddenly into horror to illustrate the extreme measures some characters will go to, regardless of the guilt they'll feel in the aftermath. While the blatant shocks and sometimes fetishistic gore lend some surprise to proceedings, they often feel out of place--Zero Time Dilemma may be a chaotic collection of memory fragments, but it also struggles to find the right tone.


In examining how memories affect our perception of time, Zero Time Dilemma also reaches into topics about humanity itself.

What's compelling isn't the story itself, though. The real hook is the actual process of piecing things together. Playing Zero Time Dilemma is akin to reading a book out of order as someone hands you one random page at a time--you can reread pages, absorb new ones, and rearrange them all to make more sense as time goes by. Zero Time Dilemma is the rare game that places structure over substance, and for much of the time, gets by on doing so.

But Zero Time Dilemma's structure is so daring that it can't support meaningful character development. The cast wades through expository dialogue and poorly written conversations throughout the majority of the game's chapters, only saying anything worthwhile once you've suffered through boring monologues and cloying clichés.

To be clear, the characters' confusion is justified--they don't have memories and prior understanding to fall back on, after all. But their vapid personalities don't make the trek any better. They're one-dimensional mannequins with sometimes shocking secrets to share, but they mainly exist to move the plot forward, backward, sideways and in circles around itself.


It's no surprise Zero Time Dilemma relies on its characters for exposition, because its mediocre presentation doesn't help at all. Whereas 999 and Virtue's Last Reward--the previous games in the series--use graphic novel formats to tell their stories, the new entry uses animated 3D cinematics. This is a mistake. For get detail you can see more at here new free games

I can't decide which is worse: characters' facial animations or their movement. The former consist of blank stares and stiff turns-of-the-head. The latter are extremely limited as well--it feels as if Zero Time Dilemma doesn't know how to portray anything more complex than walking, pointing a gun, or lying on the floor. In fact, often when something momentous is happening, the camera cuts to the same shot of the same ceiling panel, opting instead to convey the scene through audio cues such as gunshots, screams, or explosions.

It's telling that the actual escape-room puzzles take such a back seat to the story. This is due in large part to the non-chronological narrative--but also to the inconsistent quality of the puzzles themselves. Many of them are well designed: one particular room with rotating walls toys with your sense of spatial reasoning, while another conveys hints through small statues in various significant poses.

"Too many of the escape rooms eschew the subtle guidance of a good puzzle, and make the same mistakes as old school adventure games."

But too many escape rooms ignore the lessons learned from the missteps of old school adventure games. Too many require constant clicking on seemingly innocuous details on the screen. Too many eschew the subtle guidance of a good puzzle, opting instead to rely on point-and-click mechanics, creating frustration and removing you from the experience almost as much as the poor animation and dialogue do.

Nevertheless, my understanding of Zero Time Dilemma during its first hour and my understanding as it came to a close could not be more different. It's a complex narrative built around a chaotic, intriguing structure. It may stumble too many times with its dialogue, fail to find much substance in its characters, and lack any impressive presentation. But it uses that fragmented structure to keep you guessing, and engaged, right up to its numerous depressing, hopeful, gruesome endings. Learn more about this game you can dowload and play at here car driving games 
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