Tuesday, April 22, 2014

Super hero Captain : Chris Evans Muscle Up, before and after

Chris Evans Muscle Up!
See these Pics!
Don't panic.


Before muscle up...



After muscle up!


Is he Hulkkkkkkkkkkkkkkkkkkk???????!!!!!!!

Wednesday, April 16, 2014

PLANTS VS. ZOMBIES 2 REVIEW

PLANTS VS. ZOMBIES 2 REVIEW : Most not Wanted? But I really like it!





In the pantheon of epic showdowns, plants versus zombies would have to be somewhere between rocks versus rainbows and Labradors versus raptors (also known as Tokyo Jungle). That’s the point, of course; it’s a deliberately daft concept, driven entirely by the charm of its presentation and the robustness of its gameplay.
For the long-awaited sequel, PopCap hasn’t reinvented the gameplay wheel, instead opting to expand upon the original’s tried-and-true mechanics, while moving to a free-to-play pricing structure. Gamers wary of sequelitis and aggressive in-game monetisation need not fear, however - the gameplay changes are thoughtful and a great deal of fun, while PvZ2 offers up an enormous amount of content for free. You can get to every single level without spending a cent, with only a handful of optional plants and perks locked behind a paywall.
If you’ve played Plants vs. Zombies before then you know the basics of the sequel: grow plants to defend against the waves of zombies jonesing for your sweet, sweet brain. Many of the classic plants return, as does Crazy Dave – alongside some kind of sentient food truck – but instead of fighting around the house you’re taken on a trip through time and space. It’s a safe change. The new themes – Ancient Egypt, the Wild West and the Pirate Seas – are nothing if not archetypal. Thankfully, they’re executed with the bubbly personality the series is famous for, and each setting introduces its own twists on the core mechanics.

In Pirate Seas levels, for instance, zombie pirates attempt to board your ship. The number of full lanes is often cut right back, with murky depths lurking to either side

Anomaly 2Zoombies: Animales de la MuerteSanctum 2 of the gangplanks. You may have less room to plant, but you can also use the Spring Bean to bounce zombies into the nearby water, which can be a hugely rewarding one-hit-kill tactic.




The Wild West, meanwhile, introduces railroad tracks. These also reduce the amount of space you have to work with, but being able to plant atop the mobile mine carts that can shift lanes on the fly opens up a host of new possibilities, and PopCap's design very much takes advantage of them.
The zombie bestiary changes with each world too, and – as you’d expect – many of the designs are adorably goofy. In the Wild West alone you’ll face grizzled prospectors propelled deep into your garden by dynamite, battle pianists that summon dancing cowboys, and fight a dude with a flock of chickens strapped to his body. Why? Who knows! But they leave a lasting impression.
Plants vs. Zombies 2's new plants are great fun to experiment with, too. Take Bonk Choy; this fist-fighter has a limited range but packs a wallop, and can still be devastatingly effective from behind a defensive Wall-nut. Lightning Reed is fun too – this plant fires electricity down its lane and adjacent lanes, and the lightning strikes chain between zombies. It’s a low-damage attack against one enemy, but can be quite effective against crowds.




The new arsenal is greatly enhanced by the introduction of Plant Food; useful plant steroid collected during levels which can be banked until you want to use it. Then, when the moment is right and the zombies are closing in, you drag it onto any plant to trigger a unique super attack. A standard Peashooter, for instance, unleashes a concentrated burst of peas down one lane, while the Melon-pult lobs a volley of watermelons all over the screen, and the Bloomerang sends boomerangs flying horizontally and vertically. It’s a solid inclusion that adds another layer of tactics – you’ll need to consider each unit’s Plant Food ability at the selection screen, as these supers can be the difference between victory and defeat when used effectively.
As in the original, there’s no right way or wrong way to play, allowing a rewarding sense of freedom in your zombie-killing strategy. Maybe you like to plant offensive units as early as you can, building your arsenal slowly but steadily, or perhaps you prefer to get your sun economy humming as quickly as possible, using stalling tactics during the first few waves for a bigger pay-off later. Maybe your strategy is built around multi-lane attackers, or maybe you’re into high-impact, single-lane strike forces.
Of course, you’ll have to adjust your tactics depending on the zombies in each level and the rules in play, meaning that while you’ll have favourites, you’ll wind up using a fair slice of the available arsenal over the course of the campaign. You should use them all too, if for no other reason than to see the animations. Zombies and plants alike are crisply drawn and brimming with personality, and you can really see the love that’s been poured into every frame.




I appreciate the way PvZ2 mixes up the gameplay as well. There’s a heap of ways levels are shaped to create a new challenge – some have a standalone design, such as making you match symbols to kill zombies or plan your defensive formation in full before the enemies start rolling in. Others simply tweak the rules a little, limiting you to a specific set of plants, a certain amount of sun, having no more than a certain number of plants active at one time, getting through a level without losing more than X number of plants, or defeating a certain number of zombies within a set period of time. Most levels will throw a few stipulations at you simultaneously, creating some nicely challenging combinations.
While there’s a fair bit of variety on offer here, it certainly doesn’t match where the original game is at right now, with all its mini-games and additional modes. Also note the absence of night levels, as well as fog. That’s fine though – Plants vs. Zombies 2 is doing its own time-travel thing, and PopCap has said that new worlds and content will be released on an ongoing basis.


Besides, it’s not like you’re short on content out of the gate. There’s a huge amount of gameplay here – I’m talking 50-odd challenges in each world and dozens of hours of play. You don’t need the perks and plants behind the paywall, but if you want to spend a couple of bucks to get the Snow Pea, you can. Hell, if you want to pay to open up every world and every level right from the start you can do that too. It’s up to you, but I personally got an enormous amount of enjoyment out of Plants vs. Zombies 2 for next to nothing.

There's one unnecessary and unfortunate byproduct of the switch to free-to-play, however, in the Power Up attacks. These cost in-game coins to use (which can be earned at a slow but fair rate or bought for real money) and offer up three new means for dispatching enemies: frying them to a crisp, popping their heads off, and flinging them off the screen. Each is wildly overpowered and essentially lets you buy your way to victory. I don’t want a “get out of jail free” option – I want to win because I’m a badass gardener. Thankfully, I found I could completely ignore the Power Ups, and cutting them out of the picture left an excellent challenge that ramps up smoothly.




THE VERDICT

Like the beloved original, Plants vs Zombies 2's gameplay never stands still – it’s always evolving, layering in fresh plants and new twists. No matter how you play, the gameplay is founded on the tension between your game plan and the fact that you’ll almost never have enough sun or space to fully execute said game plan. But that’s the point: when things invariably go wrong, the fun is in scrambling to adapt and emerging battered but victorious. Plants vs. Zombies 2 sometimes forgets that with its overblown Power Up system. Even so, it’s an excellent – if overly safe – sequel, and as beautifully presented as it is absorbing to play.


Original Article Source : www.ign.com














Best of the Mobile Game Review : Clash of Clans



This is a freemium game review, in which we usually give our impressions immediately after booting a game up, again after three days, and finally after seven days. However, Clash of Clans has been out for months, and I've been playing for a good long while, so I'm going to be doing things a bit different this time round...

Clash of Clans hit the App Store in its full 1.7 release on June 13th 2012, after spending some time in closed beta.

I was introduced to the game by my main man Jon Jordan through the Pocket Gamer Podcast a few months later, after hearing about his love of the game, and the staggering amount of money he'd ploughed into the freemium title.

I've always been interested in freemium games, and I've sunk more than my fair share of time in them. But by the time I played Clash of Clans I'd become frustrated with the failing common to many freemium world-building titles: there's very little skill or strategy involved in success.



One small step for barbarian man

To me, Clash of Clans represents a tentative but significant step towards changing this, though it's a step that few take the time to recognise. See, Clash of Clans asks you to be good at the game as well as patient, and for that it deserves recognition.

Clans asks you to build a village and populate it with everything the warring tribe you're leading might need. A town hall for leadership, a gold mine for money, an army camp to hold your warriors, an Elixir collector to gather up this additional resource from the ether - pretty soon you've got plenty of architectural work to be getting on with.

As you build and expand your small camp into a burgeoning fortress you unlock more building types, but never enough to weigh you down with choices. Hit a high enough level and you can take over the Clan Castle, allowing you to forge allegiances with other players, upgrade your barracks, and create different types of unit.

There are more than enough types of unit to unlock, but not enough for any of them to seem perfunctory on the battlefield.

It's in the battles that you first appreciate the necessity for skill. The first few battles with the AI are easy-peasy. Simply build enough Barbarians to overrun the Goblin hideout, and watch them take it apart.

Then you're given access to archer units, and you're thinking, "well, this is easy, I'm storming through these."



Brick by brick

Then you run up against an enemy barricade with a few cannons and a big chunky wall, and you're done for. Your hand-to-hand units can't tear the wall down fast enough, and your archers are too busy plundering resources to notice that they're being fired on by cannons.

So you upgrade your Barracks and after a while you have Giants and Wall Breakers. Now you can smash through those same walls with a well-placed bomb, and your Giants are dismantling cannons with ease.

The game builds like this, requiring more and more sophisticated units, asking you to strategise and really think about which elements you should focus on building within your camp.

Next you'll find that having overwhelming numbers just isn't going to cut it - you'll need to specifically think where and when you'll deploy troops, and how they're going to interact with the enemy camps.

Lots of cannons guarding an entrance? You'll want an aerial unit to rain fire from above. Bomb traps lying in wait around the back? Go through the walls at the side.

There's even narrative justification for these systems of play, should you need it. You're wrangling a riotous clan, of course you don't have complete control over all your troops, but you can give general orders as their chief.

This, of course, is all training for when you first get raided by another real-life player. The first time you see your base wiped out, you'll watch the replay to see how it happened, rebuild, and perhaps shore up certain areas of your base. Then it's time to train troops and go show them who's boss.



Coming home

The pressure to continue formulating better defences or more deadly forms of attack keeps you coming back, and the well-calibrated match-making system ensure you'll never grow too frustrated or bored.

It's not a perfect game, of course - hence the Gold Award and not the Platinum. But the issues are few and far between.

Occasionally, the game will mistake you scrolling across your camp as you wanting to move a building, which can be a pain. And it's quick to boot, but seems to reset the loading process whenever you return to the iPhone's home screen and then jump back in.

It was never the best-looking game. It's not ugly by any means, but the presentation is all isometric 2D and the number of frames of animation could have been a little higher.

And perhaps it takes slightly longer than desirable to buildings to go up. It's not excessive, and it gives you time to walk away and think about how you want to move forward, but when you just want to get on and execute on your strategies it can be a pain.



But these are minor gripes. Clash of Clans is a superb game, freemium or otherwise, with more nuance than most give it credit for. That's why it's passed the test of time since its launch and still has an active community devotedly constructing elaborate fortresses in the hope of becoming invincible.

So go and grab it. It's free, it's easy to get into, and it's a superb example of how freemium should work.

That's our experience of the game, what's yours been? Let us and the rest of the Pocket Gamer Community know by leaving us a comment in the box below.





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Sunday, April 13, 2014

'Captain America: The Winter Soldier' Screening Show Time : Chris Evans, Cobie Smulders Take New York

'Captain America: The Winter Soldier' Team Screening Show Time









Captain America: The Winter Soldier is set for release on March 28th in the UK and April 4th in North America, with Evans and Mackie joined in the cast by Marvel veterans Scarlett Johansson (Black Widow), Sebastian Stan (Bucky Barnes / The Winter Soldier), Samuel L. Jackson (Nick Fury), Cobie Smulders (Agent Maria Hill), Hayley Atwell (Peggy Carter), Toby Jones (Arnim Zola) and Maximiliano Hernandez (Agent Jasper Sitwell), while other newcomers to the MCU include Emily VanCamp (Revenge) as Sharon Carter / Agent 13, Frank Grillo (Zero Dark Thirty) as Brock Rumlow / Crossbones, George St-Pierre (Death Warrior) as Georges Batroc / Batroc the Leaper, and Robert Redford (All Is Lost) as Alexander Pierce.




Thursday, April 10, 2014

Mobile Game Recommand, Real Addicting Game : Coin Dozer

Real Addicting Game : Coin Dozer for Mobile Game



Coin Dozer is a free game app that attempts to bring back the classic arcade game of pushing coins on android mobile devices.

The game you’ve spent countless hours of playing and nickels from your favorite arcade or fair park can now be enjoyed at the comfort of your Android device. Though the game applies the original rules of the medal game machine, it features impressive visuals that are enough to get players hooked on the game.



The main goal is to gain numerous coins as possible by dropping a single coin on the medal game machine. The machine pushes the coins constantly toward the price bin and a single coin might cause it to drop a lot of coins depending on the players luck. You can get teddy bears, fuzzy dice and sparkling gems as prices for successfully getting enough coin points for it.

Coin Dozer also demonstrates impressive 3-D graphics, amazing realistic physics, special effects and over 30 special coins and prices.










Tuesday, April 8, 2014

Supercell's 'Boom Beach' Review - Assaulting the Next Freemium Beachhead

3.5 stars, Free, Games, iPad Games, iPhone games, iPod touch games, Reviews, Strategy, Time Management, Universal



Take a gander at the top grossing games on iOS and one game that’s been there for an incredibly long time is Supercell’s Clash of Clans [Free]. Combining freemium elements with base building and combat, Supercell managed to create a compelling system to encourage players to come back (and spend some money). Now, the freemium powerhouse has returned with the worldwide launch of Boom Beach [Free], the spiritual successor to Clash. Offering a similar experience in a different setting with just enough tweaks to make it unique, Boom Beach isn’t going to offer a radically different experience, but that might not be a bad thing in terms of approachability.
If you’ve played Clash of Clans, then Boom Beach is going to look pretty familiar to you. Players start out with a simple island base with the goal being to explore the surrounding areas and free the surrounding island natives from villainous servitude. You’ll free them by building and upgrading ships, namely a gunship and landing boats, that you’ll use to deploy landing parties and take out opposing headquarters. Freeing islands rewards both immediate and long term resources. In addition, islands are constantly being taken back, affording players an opportunity to retake and earn additional supplies. Eventually, the retaken islands become player islands which, provide even more resources along with medals, which are the primary measure of success.


Sounds simple, but you’d expect from Supercell there’s a bit of strategy involved. Landing boats can be outfitted with a wide variety of different units, each having pros and cons in terms of health, strength and weapons. Gunship weapons, as well as each of the landing units, can be upgraded as well as the ships themselves. Meanwhile, base buildings include the standard defensive mechanisms, as well as resource gatherers, structures that allow the aforementioned upgrades, and so on. Of course, all the building and upgrading is buttressed by a freemium timer system that applies to all facets of the game.
As someone that was a bit intimidated by Clash of Clans, I was surprised by how inviting the introductory phases of Boom Beach were. Currency is simplified at the onset with secondary currencies slowly introduced as you upgrade your headquarters. Premium currency, which plays the standard role of speeding up timers, doled out on a regular basis (although still a bit slow for my tastes). Even the game’s combat system is paced really well with a player’s zone of influence (and potential opponents) being small at the onset but gradually expands at whatever pace the player desires.

Of course, as friendly and interesting Boom Beach is, it’s important to note that it’s still a freemium game at its heart. The building, recruiting, upgrading and resource systems are all premised on timers, with the only alternative to patience being to use premium currency to speed up the timers. Also, once you get into mid-game and additional currencies start appearing, Beach has a nasty habit of pushing you to instantly upgrade fundamental buildings for said new currency. Considering the fact that combat only occurs when you explore new regions (which take coins and radar upgrades) or when conquered islands are retaken (which take time), long session players will quickly find that Boom Beach plays best in smaller, more frequent sessions. I won’t get into a theoretically debate about freemium, but all I’ll say is this style of play fits perfectly for my lifestyle, which is why it doesn’t bother me in the slightest.
Now, I’m a fan of the streamlined gameplay but it does come with some costs. As far as building bases is concerned, there’s some loss in customization. In fact, taking a glance at the top players it also seems like there’s some loss in terms of viable endgame strategies as everyone seems to have the same exact base layout. There’s also very little in social integration currently available, which I thought was a pretty big part of Clash. I’m sure such additions will get updated into Boom Beach eventually, but right now it’s a bit bare.

Regardless, pacing, balance and approachability are important facets to a successful freemium game, and I think Boom Beach succeeds well in both in its other non-base defense aspects. Assuming you aren’t too obsessed with the end-game or social aspects (and you don’t have an irrational hatred for freemium games) Boom Beach continues the showing seen in Clash of Clans. Whether it has enough staying power as its spiritual predecessor will depend greatly on the inevitable tweaks to the core gameplay. Meanwhile, it’s worth a shot.