Games of 2014: Candy Crush Saga

candy crush saga cheatsA year ago, film critic Mark Kermode came out in defence of the Twilight movies. “The world is full of people… Who feel not just enabled but dutybound to be sniffy about Twilight without having seen the films, read the books, or attempted to understand why they mean so much to so many,” he wrote.

“The sight of stuffy, bespectacled greying men berating films aimed primarily at teenage girls is as farcical as it is depressing.”

This is how I feel. Not about Twilight, which is hokey old nonsense that sends out dubious messages about gender roles and obsessive behaviour through the medium of Robert Pattinson’s hair. (I’ve read all the books and seen all the films, obviously.)

It’s how I feel about Candy Crush Saga, the match-three puzzle game everyone loves to hate. Much of this loathing is based on misconceptions. Such as…

Myth #1: “Isn’t it just Bejeweled?”

That’s like saying, “Oh, I see golf is played with small white balls, isn’t it just Hungry Hippos?”

It’s true that Candy Crush involves swapping brightly coloured objects around so they match up and disappear. But in Bejeweled, the goal is simply to score as many points as possible. In Candy Crush, every level is an individually designed puzzle with a specific objective. Completing the harder missions requires strategic planning, tactical risk-taking and a zen-like ability to resist smashing your iPad against the wall and using one of the shards to carve “I HATE YOU, LEVEL 125″ into your own face.

When it comes to gameplay, Candy Crush has more in common with Tetris. Both games are about set-ups and pay-offs. Success is achieved by turning random chance to your advantage while monitoring a constantly fluctuating playing field.

In this sense, Candy Crush is also reminiscent of backgammon. New backgammon players often assume winning is largely down to luck, because there are dice involved. It’s only over time, and usually while getting thrashed by an expert, that they realise it’s about strategy and skill.

Myth #2: “Isn’t it just for middle-aged women?”

Candy Crush has been downloaded half a billion times. It is played by over a hundred million people every month. It is hard to believe all of them are middle-aged women.

OK, I say that as a middle-aged woman. But if we’re accepting anecdotal evidence, here’s a challenge: try walking the length of a tube carriage without passing someone playing Candy Crush. I bet you won’t manage it, and I bet they won’t all be middle-aged women.

I bet they won’t all be casual gamers, either. Here’s a post I found at random on the IGN forums, by ‘Fettster777′: “Seriously, f*** this game. Been stuck on level 39 for a week now. And it’s the only thing I have at work to help pass the time. F***ing lives and s***, have to wait 30 f***ing minutes for a life. F***ing piece of s***, now what am I supposed to do?”

Fettster777 has been a member of the IGN message boards for 10 years and has written more than 50,000 posts. I doubt his other worries include what time Waitrose closes and whether he left his copy of 50 Shades of Grey in Barbara’s Qashqai.

In any case – so what? There are plenty of games out there for the hardcore. The shelves are stacked with Battlefields and FIFAs and Forzas. Maybe we could let middle-aged women have this one thing.

Myth #3: “It’s a massive rip-off.”

Candy Crush is a free-to-play game that makes tons of money – an estimated $900,000 a day, in fact. However, it doesn’t automatically follow that the game is a scam. Yes, it’s addictive, but all the best games are – take World of Warcraft, for example, which costs an obligatory £8.99 a month.

It’s possible to complete Candy Crush without spending a penny. The temptation to buy extra lives is strong, but there’s no hard sell and no obligation. The same goes for power-ups.

You don’t even have to buy levels – they can be unlocked by completing quests, if you’re patient enough to wait a few days. (Levels are the only things I’ve ever purchased, and having played the game solidly for six months, I’ve spent about a tenner. I think that’s good value.) In short, paying out just speeds things up.

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Games News – How Dragon Age Inquisition Improves Dragon Combat

Friv games – Dragon Age Inquisition will completely change the way its players fight dragons when it releases later this year.

“When I’m attacking a dragon, I’m not just hitting all of it,” producer Cameron Lee told IGN. “I’m hitting its leg, I’m hitting its wing, and that should matter. It should matter where I attack a dragon…that’s something we’re really trying to lean on, and when we come to E3, we’ll really be able to show it in all its glory.”

Dragon combat isn’t changed in mechanics alone — the types of dragons you’ll take on differs considerably from previous games.

“There will be multiple, different types of dragons with different breath attacks, elemental attacks…some dragons are more armored than others,” Lee said. “That difference in elements, armor types, and properties of the dragon definitely inform how you approach them from a combat perspective. The team synergy, the party synergy, the difference in abilities in combat can strengthen your ability to fight this thing.”

To that end, there are multiple differences in the way those dragons behave during battle.

Dragons will destroy the world around them, “which we definitely haven’t done in the past, and I haven’t seen any games do,” Lee said.

“They definitely spend a lot more time flying in combat, leaping around the battlefield, so they’re not that typical, static kind of creature anymore. They’ll charge at you, pounce around the battlefield, take off, do strafing runs, they’ll come back. There’s a whole different suite of locomotion mechanics and movement mechanics, which are a challenge.” Those behaviors, it appears, could change if players disable legs, wings, or other dragon parts.

As Lee explained, we’ll see more from Dragon Age Inquisition at E3 in June. For the full list of confirmed games at E3 this year, check out the IGN E3 2014 wiki.

 

kizi – New PS Vita Model Coming to North America

kizi – Today, Sony revealed that the new PS Vita Model — the so-called “Slim” design — will be coming to North America this Spring. Additionally, a Borderlands 2 bundle will be available upon launch.

Little else is known about the new PS Vita Model when it comes to its North American launch, such as pricing or a specific release date (though the Borderlands 2 bundle specifically will cost $199). However, Sony did show-off the Borderlands 2 bundle’s box. Presumably, PS Vita Slim will also be available on its own.

Vita’s slim model was originally revealed last summer and launched in Japan soon thereafter, boosting Vita’s profile in the east. Earlier this year, it was revealed for Europe, and has been available there as of February 7th.

PS Vita Slim is 15 percent lighter than the original PS Vita, as well as 20 percent slimmer. It also has a gigabyte of built-in memory. Unfortunately, it also replaces its OLED screen with an LCD screen. You can read our full review of PS Vita Slim here.

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friv game news – EA’s Digital Business Grows as Next-Gen Game Sales Start Strong

friv – Although it didn’t reach its targets, Electronic Arts had a strong third fiscal quarter thanks in large part to its digital business and next-gen game sales, the company announced today.

For the quarter ending December 31, 2013, total GAAP net revenue was $808 million, a decline of just about 8.8% compared with the same quarter the year prior. What sticks out most when comparing the two quarters is the where the bulk of the revenue was coming from.

During this past quarter, fiscal Q3 2014, digital net revenue was $410 million, while net revenue from publishing packaged goods was $370 million. A year earlier, digital revenue was just $321 million compared with $568 million for packaged goods.

EA was helped during Q3 by not just the expansion of its digital business, but also by the strength of its next-gen games. EA claims it was the number one publisher on both PlayStation 4 and Xbox One during December in the west, where FIFA 14 and Battlefield 4 were two of the top three selling games. For the full quarter, EA-published games made up 35 percent of sales in the west on PS4 and Xbox One.

Despite all this, GAAP net losses for the quarter were $308 million, compared with just $45 million during the same period a year earlier. The decline of sales on current-gen consoles was blamed for EA missing its revenue target. CEO Andrew Wilson stated, “As other have noted, industry sales of major games for PlayStation 3 and Xbox 360 consoles declined in Q3 at a faster-than-anticipated rate, and that softness was the primary driver of our revenue shortfall in Q3.

The problematic launch of Battlefield 4 was also addressed by Wilson, although, as you’d expect, the extent to which players have been faced with issues was downplayed.

“Launching Battlefield 4 was a complex effort, with our teams at DICE delivering a massive game packed with innovative new features for players on next-gen consoles, current-gen consoles and PC,” he said. “Shortly after Battlefield 4 went live, we began hearing from some players in the community who were experiencing issues with the game.

“The Battlefield team acted swiftly to address the issues through game updates, and they continue to make refinements as part of our live service to ensure a great game experience for all Battlefield 4 players. Battlefield 4 is an amazing game in size, scope and gameplay, and we’re confident that gamers will be playing for a long time to come.”

EA is now expecting a net loss of $130 million for the full fiscal year, which runs through March 31, 2014. If you like to play the most played friv games then sites for you juegos friv

y8 games – The Last of Us DLC News Arriving Tomorrow

y8 games – Downloadable content news for The Last of Us will be coming tomorrow alongside information regarding changes to the game’s Season Pass, Naughty Dog has announced.

In a PlayStation Blog post commemorating Outbreak Day, the date in The Last of Us where the Cordyceps infection reaches a “critical mass,” Naughty Dog creative director Neil Druckmann mentioned that more information about plans for The Last Of Us DLC will be announced tomorrow, September 27. Additionally, he promised that news will include “some additions to the Season Pass.”

The Season Pass was originally set to consist of two multiplayer DLC releases and one single-player story add-on; these additions may indicate Naughty Dog is straying away from that original plan, perhaps by splitting the story DLC into more than one release.

The Last of Us game director Bruce Straley recently indicated DLC news would be arriving sometime this week. It’s unknown whether this announcement will be about more multiplayer content (following last month’s announcement of Interrogation mode) or the single-player DLC.

In the meantime, Druckmann has shared a video originally shown at PAX Prime last month that features an alternate ending of sorts for The Last of Us. It’s a spin on how things actually play out in the game, and while it’s certainly different, you’ll want to avoid it until you’ve completed the game if you’re wary of spoilers.

Stay tuned to IGN for details on The Last of Us DLC as they are made available also if your into online flash games then please do check out this spin off games website of y8.com for the best of what y8 has to offer here you go – y8

Business News – Chile: Strike closes world’s top copper mine

business opportunities – Some 2,500 workers at the world’s biggest copper mine, in northern Chile, have begun an unannounced strike over pay and other demands.

The strike at the Escondida mine was initially planned to last 24 hours, union leader Marcelo Tapia said.

But the movement’s officials will meet again to assess whether to extend it.

Chile produces a third of the world’s copper, a metal widely used in alloys and electric cables.

Workers are demanding better pay, an annual bonus and improved working conditions.

Presidential vote

“All operations have been halted. It is due to a variety of issues that the company has not been responding to,” Mr Tapia told Reuters.

Workers at two other Chilean mines controlled by international company BHP Billiton – Spencer and Cerro Colorado – have also joined the stoppage, Mr Tapia said.

BHP Billiton and Rio Tinto, which owns 30% of the mine, have not commented on the industrial action.

The Escondida mine, in the Atacama desert, produces more than a million tonnes of copper per year. That amounts roughly to 20% of the Chilean output.

The last strike at the Escondida mine, in July 2011, lasted two weeks and pushed up international copper prices.

Mining plays a key role in the Chilean economy. The country goes to the polls in November to choose a new president, and miners will be keen to put their demands across. If you are searching for online business opportunities then loo no further.

Research Chemicals – Controlling the Band Gap Energy of Cluster-Assembled Materials

Research Chemicals – Cluster-assembled materials combine the nanoscale size and composition-dependentproperties of clusters, which have highly tunable magnetic and electronic properties useful for a great variety of potential technologies. To understand the emergent properties as clusters are assembled into hierarchical materials, we have synthesized 23 cluster-assembled materials composed of As73–-based motifs and different countercations and measured their band gap energies.

We found that the band gap energy varies from 1.09 to 2.21 eV. In addition, we have carried out first principles electronic structure studies to identify the physical mechanisms that enable control of the band gap edges of the cluster assemblies.

The choice of counterion has a profound effect on the band gap energy in ionic clusterassemblies. The top of the valence band is localized on the arsenic cluster, while the conduction band edge is located on the alkali metal counterions. Changing the counterion changes the position of the conduction band edge, enabling control of the band gap energy.

We can also vary the architecture of the ionic solid by incorporating cryptates as counterions, which provide charge but are separated from the clusters by bulky ligands. Higher dimensionality typically decreases the band gap energy through band broadening; however band gap energies increased upon moving from zero-dimensional (0D) to two-dimensional (2D) assemblies.

This is because internal electric fields generated by the counterion preferentially stabilize the adjacent lone pair orbitals that mark the top of the valence band. Thus, the choice of the counterion can control the position of the conduction band edge of ionic cluster assemblies. In addition, the dimensionality of the solid via internal electric fields can control the valence band edge.

Through covalently linking arsenic clusters into composite building blocks, we have also been able to tune the band gap energy. We used a theoretical description based on cluster orbital theory to provide microscopic understanding of the electronic character of the composite building blocks and the observed variations in the band gap energy.

Buy research chemicals from BRC UK. Also, we have shown how dimeric linkers can be used to control the band gap energy. Lastly, we also investigated the effects of charge transfer complexes of M(CO)3 on the band gap energy.