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Thursday, October 6, 2011

iPhone 4S Hands-On


The Apple iPhone 4S is here, and as soon as Tim Cook’s keynote was over we spent some hands-on time with the new iOS 5 smartphone. Much of the magic is now hidden behind a familiar face, but things like Siri, the boosted camera and a core speed improvement will be enough reason for many to upgrade. Check out our full first-impressions after the cut.


The fact that Apple has left the external design unchanged may frustrate many would-be upgraders, though it’s hard to be too disappointed when the handset – even over a year old – remains the thinnest smartphone around. It’s still 9.3mm thick, impressive when you think Apple has made it a single World Phone with support for both GSM and CDMA networks. We won’t be able to speed-test the HSPA support until we have more time with a review unit, but Apple is promising speeds that are the equivalent of what some networks – and rival devices – claim is 4G. Still, we compared load times of the New York Times homepage over Verizon’s EVDO Rev.A connection and Apple’s WiFi network, with only a couple of seconds difference.
In the hand it may feel like the same device, but in practice the “S” in 4S could easily stand for “Speed.” Now with the dual-core 1GHz Apple A5 inside, with what is claimed to be 2x the performance and 7x the graphics speed of the iPhone 4, it’s all round a faster phone. Navigating between apps has never been slow, but there’s literally no lag to be found. Webpages rendered instantly, while pinch-zooming was silky smooth.

The camera app – 2-3x faster, Apple says, than rival devices such as the DROID Bionic – is further evidence of the speed boost. Simplicity has always been one of the iPhone photography strong points, and while there are new settings options in the iPhone 4S, such as image stabilization and control over exposure, it’s still very intuitive. For the first time there’s 1080p Full HD video recording, at 30fps, while the VGA resolution front camera – which also supports 30fps – handles FaceTIme video calls.
Siri is arguably the main draw. Apple’s new voice-control assistant, Siri makes promises that we’ve learnt to be wary about over the years, but after a brief test we’re surprisingly impressed. Easily activated, with a new microphone icon on the regular on-screen keyboard, Siri managed just what it did on-stage during the keynote. We could ask it local information, such as the weather or to find nearby stores, while online searching and complex questions for Wolfram Alpha were handled with little delay. Speed can be the killer for services like this – people just won’t wait if their phone takes 30 seconds to look up an answer – but Siri delivered in just seconds.

Even complex tasks, like accurate transcription, seems comfortably within Siri’s abilities. It’s the interaction between existing data – like calendar entries – and new commands, such as setting up appointments by voice that are likely to really impress users, however. Usability is slick as well: whether you’re in the lock screen or the homescreen, you can hold the iPhone 4S to your ear and Siri will automatically kick in. Again, we’ll have to put it through its paces when we review the iPhone 4S, but first-impressions are very, very good.

Factor in the fact that the same accessories will work with the iPhone 4S as do with the iPhone 4, and that the pricing is the same, and there’s plenty to like.
Update: Apple wasn’t allowing live photos and video from the hands-on session post-keynote, so we’ll have to wait for the review to show you all the details!

Steve Jobs Tributes: Visionary and Leading Light


A visionary, a great entrepreneur and the “leading light” of the digital age: some of the most prominent names in the tech industry and beyond have joined in praised Apple’s Steve Jobs, who passed away yesterday at the age of 56. Uncompromising and focused, Jobs was responsible in no small part for a ground shift in computing, and his death has prompted an outpouring of tributes in the hours since the announcement. We’ve gathered together some of the comments that have particularly caught our attention, as we think on what Jobs achieved in his time with us.


Microsoft co-founder and current chairman Bill Gates was for many years pitted as Jobs’ arch rival, and points out that he and the Apple founder were “colleagues, competitors and friends” for more than half their lives:
“I’m truly saddened to learn of Steve Jobs’ death. Melinda and I extend our sincere condolences to his family and friends, and to everyone Steve has touched through his work.
Steve and I first met nearly 30 years ago, and have been colleagues, competitors and friends over the course of more than half our lives.
The world rarely sees someone who has had the profound impact Steve has had, the effects of which will be felt for many generations to come.
For those of us lucky enough to get to work with him, it’s been an insanely great honor. I will miss Steve immensely.” Bill Gates, chairman, Microsoft
Apple co-founder Steve Wozniak told the BBC that Jobs’ strength was in”the little details, the tiny little nuances between one product or another.” He would remember him for “knowing what made sense in a product” and Jobs’ “very quick mind”. Meanwhile, US President Barack Obama describes Jobs as “a visionary”:
“The world has lost a visionary. And there may be no greater tribute to Steve’s success than the fact that much of the world learned of his passing on a device he invented. Michelle and I send our thoughts and prayers to Steve’s wife Laurene, his family, and all those who loved him.” President Obama
Sergey Brin and Larry Paige, Google co-founders, highlight Jobs’ focus on user experience and his “passion for excellence”:
“From the earliest days of Google, whenever Larry and I sought inspiration for vision and leadership, we needed to look no farther than Cupertino. Steve, your passion for excellence is felt by anyone who has ever touched an Apple product (including the macbook I am writing this on right now). And I have witnessed it in person the few times we have met. On behalf of all of us at Google and more broadly in technology, you will be missed very much. My condolences to family, friends, and colleagues at Apple.” Sergey Brin, co-founder, Google
“I am very, very sad to hear the news about Steve. He was a great man with incredible achievements and amazing brilliance. He always seemed to be able to say in very few words what you actually should have been thinking before you thought it. His focus on the user experience above all else has always been an inspiration to me. He was very kind to reach out to me as I became CEO of Google and spend time offering his advice and knowledge even though he was not at all well. My thoughts are with his family and the whole Apple family.” Larry Paige, CEO and co-founder, Google
Mark Zuckerberg, Facebook founder, emphasizes the potential world-changing power that technology can have, a reminder that, just because we may not all own an iPhone or other Apple product, the technology we do use inevitably bears some element of its design or concept to products Jobs had a hand in.
“Steve, thank you for being a mentor and a friend. Thanks for showing that what you build can change the world. I will miss you.” Mark Zuckerberg, CEO, Facebook
Apple and Samsung have, most recently, been locked in fierce legal battles over innovation and design, but CEO Choi Gee-sung of the Korean company put that aside to praise Jobs’ “revolutionary” input to the industry and his “innovative spirit”:
“Samsung Electronics is saddened to hear of Chairman Steve Jobs’ passing and would like to extend our deepest condolences.
Chairman Steve Jobs introduced numerous revolutionary changes to the information technology industry and was a great entrepreneur.
His innovative spirit and remarkable accomplishments will forever be remembered by people around the world. We would like to again express our sincerest condolences to Mr. Jobs’ family and his colleagues” Choi Gee-sung, CEO, Samsung Electronics
Sony was said to be Jobs’ great inspiration, with one-time Apple CEO John Sculley claiming in an interview last year that the Japanese company became “Steve’s point of reference” for the setup of the Macintosh factories and the focus on design and build quality. Sony CEO Sir Howard Stringer suggests that Jobs’ own legacy will be one of inspiration:
The digital age has lost its leading light, but Steve’s innovation and creativity will inspire dreamers and thinkers for generations” Sir Howard Stringer, CEO, Sony
Meanwhile, popular web comic xkcd (make sure to mouseover the picture for the alt text) commemorated Jobs in its own bittersweet way, one of numerous online tributes (including the wide-spread “Thanks Steve” Apple logo at the top of the page, a design by art student Jonathan Mak). Finally, 9 to 5 Mac dug up a video of Apple’s first “Here’s to the Crazy Ones” commercial, where Steve Jobs narrates the iconic advert. It seems a fitting way to remember a man who had a huge impact on an industry we love.

Bio-Diesel



A simple brewing formula.

The recipe for making biodiesel is very simple although there are plenty of dangers involved. This recipe is here for information purposes only and we do not recommend that you attempt to make biodiesel at home. Protective chemical proof gloves, an apron, and goggles must be worn, and vapours released are poisonous so a dust mask is recommended.

Vegetable oil is too thick to use directly in a diesel car's engine. Therefore its viscosity must be reduced using a chemical process which strips the glycerin from the esters (vegetable molecules). By replacing the glycerin with an alcohol (methanol or ethanol) by the process of transestrification we obtain a useable fuel - biodiesel. As vegetable oil is acidic, an alkaline (sodium hydroxide NaOH also known as lye or caustic soda) is used to break the molecules.The following details are for new unused oil. If you intend to use old vegetable oil then the amount of sodium hydroxide must be modified to take into account the increased acidity and extra free fatty acids that need to be neutralised before they gunge up your fuel lines.

To make a sample amount of biodiesel - e.g. 1 litre you need the following:
1. 1 litre of vegetable oil.
2. 200 millilitres of methanol (95% pure).(This is not Methalated Spirit)
3. 5 grams of sodium hydroxide.


The first step is to dissolve the sodium hydroxide in the methanol to generate sodium methoxide. This must NOT be done in a plastic bottle as the sodium hydroxide will attact the bottle and fill it with holes. Instead use a large glass jar with a very tightly fitting lid. Drop the sodium hydroxide into the methanol, replace the lid immediately, and shake/swirl the mixture for around 10 minutes until all of the sodium hydroxide has dissolved. A lot of heat will be generated during this process.Then this solution is added to the vegetable oil which has been pre-heated to 60°C. Get a 2 litre plastic drinks bottle and a funnel. Pour the warm oil through the funnel into the bottle and then (in a well ventilated area) add the methoxide. Remove the funnel and replace the top on the bottle screwing it down tightly. Shake the bottle vigorously for 30 seconds. For best results shake the mixture for 5 seconds four times over the space of one hour.The mixture can then be left to settle with biodiesel appearing at the top, and glycerine at the bottom. Within an hour most of the glycerine will have settled out, but it is best to leave the mixture overnight to settle more fully. Next morning slowly pour off the biodiesel to use as fuel and put the glycerine on your compost heap or use it to make soap.

To improve the quality of your biodiesel it should be washed in order to remove the soap it contains. To do this pour your one litre of biodiesel into another two litre bottle. Add 1/2 litre of 40°C water gently to the bottle. Replace the bottle top tightly and then turn the bottle end over end gently for 30 seconds. As long as you are gentle, the cloudy (soapy) water and biodiesel will seperate quickly. Turn the bottle upside down and slowly release the water (which will form a layer at the bottom) using your thumb as a valve. Repeat this process 2 or 3 times slowly increasing the level of agitation and the length of time you rotate the bottle. By wash four and five you can shake the bottle fairly vigorously. If you shake the bottle too early you will create an emulsion that will take days if not weeks to settle out. When you have finished the water should come out of the bottle pretty much clear. Then you can leave the biodiesel for a couple of days to settle and dry afterwhich it will be clear and ready to use as fuel in your diesel engined car.

This same process with modifications can be used for larger quantities. Industrial process are also similar to this but some methods are incorporated into them to make them faster and also more efficient but the basic idea is same.


(Kanika Science Fair Theory behind Electricity from salt water,Human battery &Biodiesal

https://docs.google.com/document/pub?id=1-lMnEsXfYZha-KN8vdpgxH9To2hEe13SIMGeqCTCuzA



Thursday, September 8, 2011

Video: Photo Browser 2.0 demoed on Nokia N8, available at Ovi Store





Do you remember that cool looking app called Nokia Photo Browser? It made S60 and S60 5th devices look extremely modern with that cooliris like photo browsing experience. a demo of Nokia Photo Browser 2.0 on the Nokia N8 which is available at Ovi Store. (Note: not from Nokia, but looks a lot like that Nokia app)
  • Tilts when scrolling

  • It has that nice magnifying glass mode when you long press
  •  
  • I don’t think camb078 showed it, but it should have face detection feature. When you double tap on a face, you centre in on just faces and you can swipe left or right to the next face.  
  •  
  • Not sure if this works instantly or needs some time to collect all the pictures on your phone like the old photo browser. (Well, even the gallery asks to refresh media every now and again) Update: Camb078 says it took 40 minutes to get his 1000 photos. Well once you’ve done that the successive pics taken won’t take long.
http://www.youtube.com/watch?v=OatT1yJIQBg
Get it from Ovi Store:

http://store.ovi.com/content/64435

Nokia Sleeping Screen Updated: Install away from C drive to save space

Nokia Beta Labs have released an update for their popular Sleep Screen App. You can now thankfully install it anywhere, which means AVOIDING C:Drive which is positively anaemic.
Disk space is also saved as your own sleep screen images are compressed.
http://betalabs.nokia.com/blog/2011/09/07/nokia-sleeping-screen-beta-updated-install-now-on-any-drive?
  • Nokia Sleeping Screen can now be installed on any drive. We recommend “Mass memory” so that it does not occupy valuable C: drive space.
  • User-created images are now compressed when saved to the installation drive. This too saves on disk space.
  • Added error texts in Settings UI if Qt Quick Components are missing or out-of-date.
  • Bug fixes in 2nd clock-only theme (the so-called “Tron clock” with blue animated rays)

Draw Slasher Available for Symbian^3

Click here to find out more!



One of those games was Draw Slasher, a very popular iOS game, like a bloodier version of fruit ninja – with pirate zombie monkeys.
 you can get it on Ovi Store for Symbian^3.
http://store.ovi.com/content/185398



Symbian Belle – the Facts & the Features

The next version of Symbian, called Symbian Belle, is announced today. 

Hot on the heels of the Symbian Anna release, the latest version of our smartphone operating system looks and works better than ever before. Headline features are gorgeous new widgets, more customisation options, new apps and built-in NFC functionality. As before, the upgraded operating system will be available on new Symbian smartphones and will be made available as a free update for users with phones running Symbian Anna.


Symbian Belle adds to the work done by Anna to improve and modernise the Symbian experience. Here are some of the highlights of what you’ve got to look forward to:


Free-form, resizable, live widgets:
widgets like the clock, email, music player, favourite contacts and the calendar have been redesigned and now come in five different sizes. They can also be resized and rearranged to create a completely personalised set of screens. There are also new ‘Toggle’ widgets for tasks like switching on Bluetooth and changing profiles.


More homescreens:
 with Symbian Belle the maximum number of homescreens rises from three to six, so now you can have absolutely everything close at hand.

Improved status bar: the status bar sports a modern, flat look and incorporates a pull down notifications tab that incorporates common settings and notification of incoming messages, missed calls and the rest.

Modernised navigation: the navigation and options bar at the bottom of the screen sports a modern, new look, similar to that first seen on the Nokia N9.



New apps: a new suite of powerful business apps from Microsoft includes Lync (IM for businesses, like Microsoft Communicator), Sharepoint, OneNote, Exchange ActiveSync and PowerPoint Broadcaster.

Informative lock screen: the lock screen now tells you about missed calls, messages in your inbox and more, so you can check your phone at a glance. You can now also add a coloured wallpaper to your lock screen.

NFC devices: With Symbian Belle, Near-Field Communications (NFC) is now deeply integrated into the operating system, so you can share pictures, connect with accessories, and check-in – all with just a tap.



Visual multitasking: Now you can flick between larger live images of your open apps to see what’s going on at a glance and move quickly between your apps.






Wednesday, June 15, 2011

'Halo' and creators move on after divorce.




Click to play
What's next for 'Halo'?

Working from a new home base in a converted movie theater, the developers of Bungie are toiling away on their next video game, one that will have nothing to do with the franchise that put them on the map.

About 200 programmers, designers and managers collaborate in the Bellevue Galleria mall across Lake Washington from Seattle. The rooms are decorated with futuristic combat helmets and familiar alien creatures, all memories of the blockbuster "Halo" game series they unleashed on the world nearly a decade ago.
Hanging on one wall is a framed comic strip, perhaps there as a reminder about why Bungie recently took some significant risks in ending a comfortable relationship with its former parent company, Microsoft.
The strip depicts a level of "development hell" and shows three Bungie employees, surrounded by flames and taking orders from a hideous alien, who barks, "The Demo will be completed by E3!" The panel's header reads: "Level 14: Forced to create Halo game after Halo game."

Bungie split from Microsoft in 2007, shortly after the release of "Halo 3" for the Xbox 360. Even so, the company still developed two more games for Microsoft, all "Halo" affairs. Microsoft, which acquired Bungie in 2000 to help launch its first home game console, has invested a minority stake in the new independent Bungie.
The longtime partners had "forged a deep and long-term development and publishing relationship," Bungie said in a 2007 statement. Harold Ryan, Bungie's studio head, also said in a statement then that developing for Microsoft platforms was his "primary focus."
2010's "Halo: Reach" was just one of many hits in the 
blockbuster game franchise.
2010's "Halo: Reach" was just one of many hits in the blockbuster game franchise.
But those agreements are mostly coming to an end. And within the next few years, Microsoft will find itself competing directly with a new game from its former golden goose.
"Bungie was a fantastic developer," said Kevin Unangst, a senior director for Microsoft Game Studios. "They built a number of great 'Halo' games for us."
With the goose gone, Microsoft is now trying to clone its golden eggs. The company has given Frank O'Connor, a former community evangelist for Bungie, the keys to the machine.
Microsoft installed O'Connor as the public face of 343 Industries, a subsidiary that takes its name from an untrustworthy character in "Halo." As the franchise development director, his job is to shepherd new "Halo" games and an endless supply of ancillary products, such as a best-selling novel, "Halo: Cryptum," and an upcoming Marvel comic-book series.

Waiting on a new 'Halo' game
When it comes to new games, though, Microsoft is keeping "Halo" details close to its chest.
The 343 division in Redmond, Washington, can't seem to hire fast enough, posting several job openings for game developers each week. It has also hired a few people from Bungie, as well as high-profile executives such as a producer for some of the "Metal Gear Solid" games.
O'Connor, a former gaming journalist who started his first studio job at Bungie when the team was wrapping up "Halo 2," is steering the $2 billion franchise and its fans' insatiable appetites.
"It's a big, giant machine, and it's much more complicated than it used to be," he said. "I'd just like people to rest assured that we are taking incredibly careful, diligent, imaginative steps to make sure that the 'Halo' universe remains true to itself and continues to grow organically and profoundly in exciting new ways."
To satisfy fans who have come to expect a new "Halo" game every year, O'Connor will soon need to put a disc in gamers' hands. He said announcements are planned for later this year but declined in a recent interview to provide details.
Some reports say Microsoft is planning to revive the series debut, called "Halo: Combat Evolved," for an Xbox 360 release around the winter holidays, adding top-of-the-line high-definition visuals and support for 3-D televisions. Saber Interactive, the studio reportedly working on the game, didn't respond to a request for comment.
Last month, Microsoft reached a milestone when it offered the first new "Halo" game content that wasn't made by Bungie: a downloadable Defiant Map Pack, which includes new levels and was developed by a Dallas group called Certain Affinity. The reception was positive.

Passing the baton quietly
Bungie's waning involvement in "Halo" and with Microsoft is little known outside the industry. Microsoft would like to keep it that way.
"343 Industries is doing a phenomenal job and continues to shepherd that franchise in a fantastic way that the gamers are going to be excited about," said Unangst, the Microsoft director. "The same people are running the franchise. That hasn't changed at all."
Microsoft is hoping the transitions are made seamlessly and without drawing attention, say Microsoft and Bungie representatives. For one, Bungie will hand over the reins on managing many aspects of "Halo: Reach," the newest game, but will continue to host statistic tracking for players, said Bungie spokesman Eric Osborne.
While 343 has existed for about two years, it's difficult to downplay Bungie's importance to the series it created and grew over a decade.

As a Bungie employee, O'Connor said he contributed ideas to the "Halo" storylines, as most within the company are encouraged to do. But that invitation was revoked once he took the job at Microsoft, and 343 did not contribute to development of the "Halo" games, Bungie's Martin O'Donnell said.
O'Donnell is the composer who scored the game's powerful soundtracks and an early Bungie employee. At one time, O'Donnell was O'Connor's boss, a Bungie spokeswoman said.
Bungie operated almost entirely independent of Microsoft in terms of product development. Microsoft quickly learned that its ideas about how to run the game franchise weren't welcome.
"When we were purchased by Microsoft, we told them: You need to keep us isolated," O'Donnell said. "If we just stayed good employees, they would have been thrilled."
But Bungie began to grow restless a few years into its life at Microsoft. Eventually, the situation became untenable, and the agreement to split was mutual, O'Donnell said. "There wasn't bad blood between us," he added.

Bungie hard at work on new game series
Bungie has mostly been laying low since then.
But the company drew attention to itself a year ago when it signed a 10-year partnership agreement with Activision Blizzard, Microsoft Game Studios's chief competitor. Activision announced then that unlike Microsoft's Xbox-exclusive "Halo," the new games would be available for multiple systems.
"Bungie is always looking for the best partner to bring our universes and stories to a worldwide audience," Bungie's Ryan said then in prepared remarks. "Activision is the best partner for this."
As with Microsoft, Bungie has made it clear that it's not looking for input on how to make its games, and Activision has remained hands off, O'Donnell said. Activision also makes the popular "Call of Duty" series.
Bungie has spurned multiple requests to provide details on its new game. The company recently posted a page to its website seeking people to test beta versions of its software. But an announcement about the project is not expected any time soon.
O'Donnell did say the new game wouldn't be radically different from "Halo," which could mean another action game is in the works. "We're always about evolving things," he said. "It wouldn't make sense for us to think about a (radical) departure."
More important to Bungie, the company will own the rights to its new franchise, which it began working on in 2007, and will get to make the call about when to shoot it in the head. "We are definitely ready to not be in the 'Halo' universe," O'Donnell said.
Events in the next few months may make it tough to avoid it.

'Halo' turns 10
On July 7, Bungie will hold its annual celebration, where it will give prizes to "Halo" fans. Osborne, the spokesman, declined to outline specific plans.
Then, starting on August 26, Microsoft will host a three-day event called Halo Fest as part of the Penny Arcade Expo (PAX), a gamer festival in Seattle.
"This year for us is in some ways, weirdly, going to be one of the biggest 'Halo' years," 343's O'Connor said. The official 10-year anniversary is on November 15, pegged to the launch of "Halo: Combat Evolved," he said.
Bungie had used previous PAX conventions to unveil first looks at "Halo 2" and "3." Mike Fehlauer, Penny Arcade's sales executive, believes Microsoft might use the PAX event as a launchpad for a new "Halo" game but says he is not privy to what Microsoft is planning.
"It could be pretty odd to have a celebration of 10 years of 'Halo' without a Bungie presence," Osborne said. "We know that they want us to have a presence there." He indicated that Bungie would likely be there but declined to say much more.
"You can't really separate Bungie from 'Halo,'" Fehlauer said.

Courtsey:

Mark Milian

'Infamous 2' brings back electrifying action.!

Which side will you choose: good or evil?
Which side will you choose: good or evil?

"Infamous 2," the sequel to the sprawling 2009 PlayStation 3 video game, brings back electrifying (pun intended) action with a revamped karma system and a unique way of integrating user-generated content.
Cole MacGrath, the hero from the first game, returns and is on a quest to learn more about his electricity powers. He will need all the strength he can muster in order to battle the great evil known as the Beast.
Developer Sucker Punch Productions and publisher Sony Computer Entertainment wanted to improve on the critically acclaimed "Infamous" without creating a short circuit, Sucker Punch producer Brian Fleming said. Combat, powers, characters and story were all aspects that could be improved, he said.
"We're probably our own harshest critics," Fleming said. "Let's leave no stone unturned. Let's step forward in every direction. We were probably very aggressive about what we wanted to try with ('Infamous 2')."
The production value of the game is better than the original. The look of the open-world environment is appropriately detailed to represent New Orleans -- I mean, New Marais.
Characters behave and look more realistic because of the use of motion-capture technology. It helped make Cole's facial features reflect his moods and cut scenes look like they could have been straight out of a movie.
But character movement is twitchy. Cole does his best imitation of Spider-Man, climbing walls, walking along wires and power cables, and scaling poles, but the actions appear jerky and spastic.
Cole's powers get an upgrade, not only in their look but in how they are used during combat. Fleming said these "ionic powers" really have a big impact and flare in the heat of battle.
"The ionic vortex that Cole can unleash is one of a collection of powers that are a dramatic difference from the last game in terms of their scope," Fleming said.
The electric powers (and additional powers you get later in the adventure) can be exchanged or upgraded as the game progresses by performing certain actions -- say, knocking five enemies off a roof or levitating over a certain distance.
Combat is natural, doesn't feel like a button-masher and has a visceral effect in the game.
The enemies, though, get to be repetitive as the game progresses.
One adversary looks like an armored tank with a face poking out occasionally. Whether it was a glitch or a very unusual creature, the monster just stood there passively, waiting to be destroyed.
Groups of enemies ballooned in later levels, but their attacks didn't change much compared with earlier in the game. Still, using big-area attacks on a group of enemies was pretty cool.
A key feature in the sequel is user-generated content, which is available during the story and can have an effect on how the game plays out.
Players can create their own missions that show up in various locations throughout New Marais. These missions can involve combat, speed tests or special limitations on Cole that force players to hone other skills.
Fleming said he thinks "Infamous 2" is the first game to use user-generated content in an open sandbox environment in this way and presents a different take on how that content is integrated into the game.
"Whether you decide to make (user-generated content) in the industrial district or the flooded town or the French Quarter, those are your choices," he said. "Players who create highly rated missions will get those auto-populated into the city itself for players all around the world."
User-generated missions have a green icon to differentiate them from regular missions. I tried out a couple created by the Sucker Punch team, and they provide fun without getting in the way of the story's overall flow.
"Infamous 2" continues the use of the karma system, in which choices about whether to steal and who to kill affect how the story plays out, what missions can be undertaken and which powers Cole can use. The karma system in this game does a better job of reflecting relationship dynamics between characters.
"We wanted to make those choices seem more impactful on your heart and soul rather than on your brain," Fleming said. "You might be choosing to partner up with Nix (bad karma) or Kuo (good karma), and ... the other character will be disappointed or frustrated or angry with you. We felt like that added a component that made it more emotionally relevant."
I chose to follow the path of virtue in my quest. Because of that, the police and citizens of the city seemed to be more friendly and helpful in some missions. Cole's clothing also changed as I leveled up to the rank of "champion" in the karma system.
However, there were certain moments when I ventured to the wild side and racked up some negative karma points. Collecting blast shards throughout the game increases Cole's power, and it was hard to resist stealing from people who found them before I did.
Fleming said that about a quarter of the game's content changes depending on which way the player goes on the karma scale. He said fans of the game want the choices to matter, and karma-specific missions are one way to do that.
The story of Cole's search for more power and his ultimate showdown with the Beast seemed plodding at points. Some of the missions were rather blah and failed to advance the plot.
Besides the user-generated missions, there are plenty of side missions as well. These can affect your karma standing or can be easily bypassed in favor of the standard missions.
I can envision many reasons to want to replay the game, thanks to the alternative karma paths and the ever-changing user-generated missions. Completing the story takes quite some time.
"Infamous 2" raises the bar over its predecessor by improving the graphics, powers and, thanks to the user-generated content, collaboration. The combat is exciting, but enemy intelligence is low in later parts of the game.
Overall, it provides hours of enjoyment and an outlet (pun intended) for creating your own Cole adventures. Besides, who doesn't like playing with electricity with no consequences?

''Infamous 2" is an exclusive title for the PlayStation 3 available on June 7. It is rated T for Teen due to blood, drug references, language, sexual themes, use of alcohol and violence. There is no multiplayer option for the game. Testing for this review was done using a retail copy.

Cortsey: CNN
-BlackNinja.

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