Friday, March 29, 2019

(Latest) Top 15 Best Highest Paying URL Shortener To Earn Money 2019

  1. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  2. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  3. Shrinkearn.com

    Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  4. Linkrex.net

    Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  5. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  6. Cut-win

    Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  7. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  8. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  9. Oke.io

    Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
    Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.
    • The payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-20%
    • Payout options-PayPal, Payza, Bitcoin and Skrill
    • Payment time-daily

  10. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  11. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  12. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  13. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  14. Bc.vc

    Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
    Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.
    • The payout for 1000 views-$10
    • Minimum payout -$10
    • Referral commission-10%
    • Payment method -Paypal
    • Payment time-daily

  15. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

All Systems Works! / Tutti I Sistemi Ripristinati!

ENGLISH
Ok, all games are available again for download thanks to Game Jolt and Indie Expo!
Thanks everybody for the reports!

ITALIANO
Ok, tutti i giochi sono nuovamente disponibili per il download grazie a Game Jolt e Indie Expo!
Grazie a tutti per le segnalazioni!

GTA V Thanos Script Mod - Download


This is my Thanos script mod for GTA V

Download



Also download the ped model (ThanosIW_big):
https://www.gta5-mods.com/player/thanos-marvel-cinematic-universe-add-on-ped

The mod goes with a sample suit .ini file for that model, you can install any suit, you just need the .ini file in Suits folder to show it in menu.

Plugins setup: https://www.youtube.com/watch?v=evp8URzfGDo
Script setup: https://youtu.be/l88lGn96E7U

***
If you want share or make videos of this mod, please use the following link as reference in description:https://gtaxscripting.blogspot.com/2018/06/gta-v-thanos-script-mod-download.html

Thanks
***

Installation:  Extract all files to game Scripts folder. Check this post for more info.

You NEED UPDATED ScripthookVDotNet installed and working to run my mods ;)

Case you have issues with login in game, send message in my Patreon page.



Hotkeys

-Ctrl+N: Show mods menu*
-Left mouse button (Right trigger): Attack with special powers/thrown
-R (Right shoulder) Attack with basic melee attacks/thrown
-R (Right shoulder) when falling: Attack with Power Stone (Ground smash)
-E (Left shoulder): Hold to show power selection or simple press to switch power
-T (DPad right): Open portal for teleport in targeted ground position or
in targeted waypoint indicator
-Q (B): Grab/lift target, hold to grab with telekinesis (Mind stone)
-Shift (A): Sprint
-Space (X): Jump
-Delete (DPad left): Delete targeted portal/black hole
-Double click right mouse button (Left trigger): Toggle time freeze On/Off
|For attack buttons: Hold to increase power/keep attack

*Controller
-Hold left and right shoulders (in vehicles hold right and left triggers and press DPad Right) to show mods menu

Features

-Power shoot with Power stone
-Portal creation with Space stone
-Turn things into stone, animals or water with Reality stone
-Throw meteors with Space and Power stone
-Grab and throw entities
-Ground smash with Power stone
-Time slow down with Time stone
-Create black holes with Space stone
-Steal people souls with Soul stone
-Kill half of population with a snap of fingers
and more.

Credits

Script by JulioNIB
ASI Loader + ScripthookV by Alexander blade
ScriptHookVDotNet by Crosire

Screens



















Change log

-v1.0.5
-Fixed missing "Soul pieces FX" in steal soul attack
-Improved Black holes, turn into water\animal to reduce chances of game crash
-Improved create powers/ally/enemy showing messages for possible errors related to ped model
-Improved AI attack:
-Increased keep attack time and remove dead targets time
-Added ground smash attack (Power stone)
-Improved custom cameras
-Improved shoot targetting
-Fixed stone glow FX position
-Added tool to help set stone glow FX position (Check options menu)
-Fixed player health issue after toggle powers Off
-Added option to delete portals and black holes
(aim and press Del/DPad left)
-Added controller support, check Controls in menu
-Added option to auto delete temporary portals
-Changed portal remove FX
-Removed Black hole size limit
-Added feature to make Black holes interact and turn into one (be careful)
-Increased enemy spawn distance and spawn style
-Added option to reduce enemy damage coef. (in script .ini file)

-v1.0.4
-Fixed black holes leaving entities without gravity
-Fixed grab with mind leaving entity with transparency
-Added handoffset variable for suits .ini files to make possible customization of different Thanos ped models
-Improved wanted level increment

-v1.0.3: First release
-Fixed target set fail for some entities like Ironman armors
-Added "Snap fingers" ultimate attack
-Added Enemy and Ally feature
-Added option to set max health in suit .ini file
-Added option to set damage coef. in suit .ini file

-v1.0.2: WIP 3 release
-Added slowmo time when holding Aim button (Mind stone)
-Added Grab and throw target with telekinesis (Mind stone)
-Increased Steal Soul damage
-Added Black Hole target attack
-Fixed Black Hole placement on ground and walls
-Added "Teleport a Car crash" attack (Space and Reality stones)
-Added option to disable enemy helicopters

-v1.0.1: WIP 2 release
-Fixed walking animation when using custom camera
-Changed sprint anim speed
-Added new sound for Portal creation
-Added delayed meteor creation time
-Added 'Splash it' (Turn into water) for reality stone
-Added 'Wild it' (Turn into animal) for reality stone
-Added new images for Power selection HUD

-v1.0.0: WIP 1 release - Mod is "born"

How We Fought Bad Apps And Malicious Developers In 2018

Posted by Andrew Ahn, Product Manager, Google Play

Google Play is committed to providing a secure and safe platform for billions of Android users on their journey discovering and experiencing the apps they love and enjoy. To deliver against this commitment, we worked last year to improve our abuse detection technologies and systems, and significantly increased our team of product managers, engineers, policy experts, and operations leaders to fight against bad actors.

In 2018, we introduced a series of new policies to protect users from new abuse trends, detected and removed malicious developers faster, and stopped more malicious apps from entering the Google Play Store than ever before. The number of rejected app submissions increased by more than 55 percent, and we increased app suspensions by more than 66 percent. These increases can be attributed to our continued efforts to tighten policies to reduce the number of harmful apps on the Play Store, as well as our investments in automated protections and human review processes that play critical roles in identifying and enforcing on bad apps.

In addition to identifying and stopping bad apps from entering the Play Store, our Google Play Protect system now scans over 50 billion apps on users' devices each day to make sure apps installed on the device aren't behaving in harmful ways. With such protection, apps from Google Play are eight times less likely to harm a user's device than Android apps from other sources.

Here are some areas we've been focusing on in the last year and that will continue to be a priority for us in 2019:

Protecting User Privacy

Protecting users' data and privacy is a critical factor in building user trust. We've long required developers to limit their device permission requests to what's necessary to provide the features of an app. Also, to help users understand how their data is being used, we've required developers to provide prominent disclosures about the collection and use of sensitive user data. Last year, we rejected or removed tens of thousands of apps that weren't in compliance with Play's policies related to user data and privacy.

In October 2018, we announced a new policy restricting the use of the SMS and Call Log permissions to a limited number of cases, such as where an app has been selected as the user's default app for making calls or sending text messages. We've recently started to remove apps from Google Play that violate this policy. We plan to introduce additional policies for device permissions and user data throughout 2019.

Developer integrity

We find that over 80% of severe policy violations are conducted by repeat offenders and abusive developer networks. When malicious developers are banned, they often create new accounts or buy developer accounts on the black market in order to come back to Google Play. We've further enhanced our clustering and account matching technologies, and by combining these technologies with the expertise of our human reviewers, we've made it more difficult for spammy developer networks to gain installs by blocking their apps from being published in the first place.

Harmful app contents and behaviors

As mentioned in last year's blog post, we fought against hundreds of thousands of impersonators, apps with inappropriate content, and Potentially Harmful Applications (PHAs). In a continued fight against these types of apps, not only do we apply advanced machine learning models to spot suspicious apps, we also conduct static and dynamic analyses, intelligently use user engagement and feedback data, and leverage skilled human reviews, which have helped in finding more bad apps with higher accuracy and efficiency.

Despite our enhanced and added layers of defense against bad apps, we know bad actors will continue to try to evade our systems by changing their tactics and cloaking bad behaviors. We will continue to enhance our capabilities to counter such adversarial behavior, and work relentlessly to provide our users with a secure and safe app store.

How useful did you find this blog post?

Thursday, March 28, 2019

On Level Generation In General, And A New Competition

Procedural content generation has been a thing in games at least since Rogue and Elite in the early 80s. Plenty of games feature some kind of procedural generation, for example of levels, maps or dungeons. There's also lots of generation of more auxiliary things, such as skyboxes, trees and other kinds of vegetation, and patterns in general. While Spelunky relit the interest in PCG among indie game developers, AAA developers are increasingly looking at generating various parts of their games. There is also a very active research community on procedural content generation, with lots of papers published every year on new ways of generating things in games. We even wrote a book on this.

Anyway. You probably already knew this, given that you somehow found your way to this blog. What I'm going to say next is also rather obvious:

Essentially all PCG systems are limited to a single game. The level generator for Spelunky only generates Spelunky levels, and will not work with Civilization, or Diablo, or even Super Mario Bros. The Civilization map generator will not work with The Binding of Isaac, or Phoenix, or FTL, or... well, you get my point. In many cases the general algorithm (be it L-systems, binary space partition, diamond-square or something else) could be made to work on other games, but various amounts of game-specific engineering (hacking?) would be necessary; in other cases, the PCG method itself is mostly game-specific engineering and it's hard to discern a general algorithm.

Now, this is actually a problem. It is a problem because we want reusability. We don't want every game designer/developer to have to develop their own PCG method for each new game. Wouldn't it be great if there was software we could just grab, off the shelf to do level generation (or generation of some other kind) in your game? Even for those designers who see PCG as a canvas for creative expression, wouldn't it be great to have something to start with? Most game developers now use some kind of game engine, where physics, collision detection, rendering etc are available out of the box. Even some kinds of PCG is available this way, in particular vegetation through SpeedTree and similar packages. Why couldn't this be the case for level generation?

Let's make another analogy. In research on game-playing AI, there is a growing realization that working only on a single game has its limits. Trying to create champion-level players of Go, Poker, StarCraft or Unreal Tournament is in each case a worthy endeavor and the results are valuable and interesting, but at the same time the resulting solution tends be pretty domain-specific. The world's best Go AI is worthless at any other game than Go, and the same goes for all the other games in the list. There's simply a lot of game-specific engineering.

This is the problem that some recent competitions and frameworks are aiming to overcome. The General Game Playing Competition, the Arcade Learning Learning Environment and the General Video Game AI Competition (GVGAI) each focus on testing game-playing agents on multiple different games. There are many differences between their respective approaches, but also strong similarities.

Tying these threads together, what would it mean to create level generators (or other kinds of game content generators) that without modifications would create good content for a large number of different games? In other words, what would general level generation look like? This is not only a question of making game designers' lives easier (I am of course always interested in that; making game designers' lives easier, or replacing them), but also a very interesting AI and computational creativity problem in its own right.

In a new paper, General Video Game Level Generation, we explore this question. We design a framework based on the GVGAI framework, that allows level generators to connect to any game that is defined in the Video Game Description Language (the basis of GVGAI). The interface gives the level generator information about how the game works, and the level generator then returns a game level in a specified format. In the paper, we describe three different generators based on different approaches, and we test them using both computational means (which agents can play these levels) and through user studies with human players.

Better yet, we are not content with doing this ourselves. We want you to get involved too. That is why we are setting up a level generation track of the General Video Game AI Competition. The competition will run at the International Joint Conference on Artificial Intelligence this year, and we have extensive documentation on how to participate. It is easy to get started, and given how important the question of general level generation is, participating in the first ever competition on general level generation could be a very good investment of your efforts.

Looking forward to seeing what you will do with our framework and competition!

WWE ALL STARS ANDROID GAME 370MB

WWE ALL STARS ANDROID GAME 350MB ONLY|


WWE All Stars It is also the only WWE video game to be available for the Nintendo 3DS and the last WWE video game to be released on the PlayStation 2 and PlayStation Portable. WWE All Stars has 3 modes which are Fantasy Warfare, Path of Champions and Exhibition.


DOWNLOAD: DOWNLOAD HERE ☑

☑ No Skip Add
☑ No Link Shrink
☑ No Fake
☑ No Verification

SUBSCRIBE TO MY YOUTUBE CHANNEL FOR MORE VIDEO TUTORIALS.YouTube☑

Welcome To Flights Of Fantasy Books & Games!






Flights of Fantasy is Now a
Pokemon Go Destination!



MTG RAvnica NEWS!
Ravnica Allegiance is a 264 card set. Darkness is coming to Ravnica. A conflict that could tear apart the world itself looms large, and the fragile peace between the guilds is strained to its breaking point. Now, with everything on the line, it`s time to step up, prove your loyalty, and fight for your guild.

BUY-A-BOX



For MTG trade/buy/store credit please contact Maria or Dave thru the store or availability (excluding Saturday mornings) 
If you want cash, you must accept Paypal! 

MTG PLAYERS! 
We have millions of MTG cards in stock from Alpha thru current set and will be online soon with a TCG E-store at www.tcgplayer.com

Come on by and check them out!

CHECK OUT OUR EXCITING NEW FEATURE!
Games with James!



Flights of Fantasy's Store Clerk James gives you the low-down on great games available right in the store!

Flights of Fantasy now has signed copies of the following authors' books:

Elizabeth Bear
Anne Bishop
Ben Bova
Peter Brett
David Brin
Kristen Britain
Terry Brooks
Lois McMaster Bujold
SC Butler
Patricia Bray
Chelsea Cain
Barbara Campbell
James Cambias
Cinda Williams Chima
David Coe
Glen Cook
Larry Correia
Julie Czerneda
Charles De Lint
Stephen Donaldson
David Drake
Sarah Beth Durst
Ian Esselmont
Steven Erikson
Charles Gannon
Max Gladstone
Alex Gordon

Charlaine Harris
Eloisa James
Les Johnson
Jack McDevitt
Sharon Lee & Steve Miller
Gregory Maguire
L. E. Modesitt
Kim Newman
Garth Nix
Joshua Palmatier
Rachel Pollack
Robert Redick
Mike Resnick
John Ringo
Kim Stanley Robinson
Pamela Sargent
Robert Sawyer
Alex Shvartsman
Rik Spoor
Kristine Smith
Allen Steele
Carol Stevermer
Charles Vess
Jo Walton
David Weber
Chelsea Quinn Yarbro
George Zebrowski 

Check out our web store of  collectibles here. To waive shipping, email us at fof.net@gmail.com, then visit the store to pay for and pick up your item!


Find us on www.tcgplayer.com with our online store

Search Sellers :  FlightsOfFantasy or: https://shop.tcgplayer.com/sellerfeedback/13dc220f



We are located at 381 Sand Creek Road, Albany, NY 12205.
Find us on Google Maps!
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Wednesday, March 27, 2019

An Update On Android Things

Posted by Dave Smith, Developer Advocate for IoT

Over the past year, Google has worked closely with partners to create consumer products powered by Android Things with the Google Assistant built-in. Given the successes we have seen with our partners in smart speakers and smart displays, we are refocusing Android Things as a platform for OEM partners to build devices in those categories moving forward. Therefore, support for production System on Modules (SoMs) based on NXP, Qualcomm, and MediaTek hardware will not be made available through the public developer platform at this time.

Android Things continues to be a platform for experimenting with and building smart, connected devices using the Android Things SDK on top of popular hardware like the NXP i.MX7D and Raspberry Pi 3B. System images for these boards will remain available through the Android Things console where developers can create new builds and push app updates for up to 100 devices for non-commercial use.

We remain dedicated to providing a managed platform for IoT devices, including turnkey hardware solutions. For developers looking to commercialize IoT products in 2019, check out Cloud IoT Core for secure device connectivity at scale and the upcoming Cloud IoT Edge runtime for a suite of managed edge computing services. For on-device machine learning applications, stay tuned for more details about our Edge TPU development boards.

Tuesday, March 26, 2019

He's Back.

I had hoped to go through March without a single post. I was close too.

He's been silent on Facebook outside of a horrible thing he said about Stoneman Douglas survivor Emma Gonzalez, I chose not to address it fearing the political maelstrom that would follow.
Puppet Steve has been the same shit since he came back from ToyFair. Though there was this one massive 10:25 minute video discussing a toyline called, and I am not kidding, Poopeez. A line of toilet themed toys. I chose not to cover it because I couldn't last a minute without the assistance of hard liquor. Just imagine someone doing a fake annoying laugh after showing every single thing. View at your own risk.

But then, I got a surprise. I have been informed that Chris uploaded something new to "CB Network", formally the Irate Gamer channel. It's not ghost related.
What we get is a minute long video, and despite that it could have been shorter. The first 30 seconds focus entirely on a TV with Super Mario Bros paused on screen. Chris walks by and unpauses the game at the 30 second mark (see what I mean by shorter?) He jumps right into a Bullet Bill, dies, and lets out a cartoonish "DAMN IT". He then throws a pillow at his Samsung TV. Don't do that, that's a nice TV.

Then we get a little montage. Quotes like "You asked for it!" "Rebooted for 2018" "So get ready" and "Coming soon". Through out that we see Chris throwing a Genesis controller, holding a radio (what), and one last shot looking into the camera and saying "We're back baby!" In all his scenes, Chris is wearing these dorky looking neon glasses that glow in the dark. No, those look terrible, you can't be serious. Are you trying to be "80's" again? Even Ernest Cline would tell you to tone it down.

So yeah, Irate Gamer is coming back. Guess Puppet Steve isn't paying the bills anymore. Who knows, Chris never talks about why he does what he does outside of vague notions or outright lies. He'll probably try to do both IG and Puppet Steve, especially since he can basically turn Puppet Steve into a Mad Libs script.

One of the bigger changes is the channel name. It's no longer "CB Network", it's now "CHRIS-TUBE" (in all caps). The channel avatar is Chris in those dumb neon glasses. The channel banner shows the Chris-Tube logo and lists three things under it. "Video Games. Unboxings. Pop Culture". I sense more of the same shit he did when his channel was dying before this...
He also changed his Twitter name. The handle is still "@ChrisBoresIG", but the name is changed to "Chris NEO". So more of the same but with less effort? Just like IG Neo?

Sooooo yeah. Guess I've got more material in the future. I'll be seeing you then. Just don't expect same-day delivery.

Resident Evil 4 (Capcom, 2005)

Ahead of its re-release on current-gen platforms at the end of this month - I thought it would be a good idea to discuss what made Resident Evil 4 one of the best action adventure horror games ever made. Unlike the titles in the series that were to follow, this game didn't take itself seriously in the slightest - which means that as well as the stellar gameplay we were paradoxically treated to some wonderfully awful dialogue with the most extravagantly cheesy and over the top villains in the series. 

resident evil 4 review

I was a few years late to this game, I picked up the Wii version around the time when I was in college (2009/10) and despite it being regarded as one of the best games of all time I had no expectations as I'd been ignorant to such reviews prior to making the purchase. The story is a fairly generic tale of secret agent Leon Kennedy who is sent to rescue the presidents daughter from a group of cultists that all turn out to be infected with a virus. But really it doesn't matter, Resident Evil 4 is like playing your way through a b-movie written by a ten year old (watch this cutscene for evidence). This isn't a criticism though, the creators seemed to know they were making a game that was goofy, campy fun and in no way deep or intellectual - and it's so much more fun because of it. 

Resident Evil 4 marked a massive shift for the beloved horror series, fixed camera angles and lock-on aiming were removed, puzzles were simplified and exploration no longer required you to rely so much on a map. Much of what was was included and taken away served to make it much more of an action game than survival horror. The new free-aim feature for example meant that combat had much more strategy built into it, as shooting at different body parts of the enemies yielded various useful animations depending on what part of the enemy you damaged. How you used such tactics would change depending on each and every encounter, for example if you were surrounded it would usually be best to spray your machine gun bullets low at the enemies legs to trip them all up, giving you time to make your escape, while at other times it was sensible to simply go for a headshot. Despite this action focus you never ever feel overpowered, in fact at any one time you're usually running around with less handgun bullets than you are in Silent Hill 2. Added to this there are lots of one-hit kill enemies that you must face, and it's wonderfully panic inducing when you've run out of bullets are are left to scramble around the environment breaking boxes while the sound of a chainsaw wielding mad man is behind you.  

Lots of other mechanics work together in order to create a great tension. First off you can't move while shooting, and the over-the-top camera perspective zooms in whilst readying your gun - severely restricting your field of vision. The enemies tend to walk straight towards you but the levels are fairly open ended which means there are lots of blind spots where your vulnerable from enemies swarming you on all sides.  Silent Hill's distant camera angles were employed to make you feel more alone in a large & sprawling town, but Resident Evil 4's claustrophobia meant that you had to constantly move Leon to avoid getting ambushed. 

Secondly, the tank controls serve to make this movement much more drawn out compared to modern third person games like Max Payne for example. Luckily there is a button function that allows you to quickly snap Leon around 180 degrees should you need to run away (and that will happen, alot) - but these controls are not what I would describe as fluid. Again this isn't a criticism, it's a restriction that was an intended stylistic choice that further increases how vulnerable you feel in a firefight and it's impossible to imagine this game without it. There is alot of backlash against this 'tank' style of control and while the inability to strafe when aiming may not be realistic, the alternative would probably end up making Resident Evil 4 look and play like Gears Of War. 

Thirdly, the enemies themselves are incredibly varied, ranging from simple, shuffling human-like beings, to giant mosquito's and infested wolves (also, lest we forget - a midget Napoleon man who transforms into one of the biggest bosses in a game littered with them). Despite being a pretty long
game, you never get tired of fighting these bad guys, alot of them have weak spots that are pretty easy to notice, this stops the combat from turning into a simple shooting gallery. Furthermore, there is often a vertical nature to the level design so you'll not only have to contend with the melee attacks that enemies deal when they get close to you but also the zombies who are positioned on a higher level shooting bows and throwing dynamite. It's not necessary a scary game, but the grotesque creature designs and Leon's violent death animations really get under your skin, and there isn't a moment where you're not on edge dreading the next big fight.


As well as creating dread when you can hear the muffled noise of enemies whispering or readying their weapons in the distance, it uses music to establish its moments of relaxation too. Rather than constantly ramping up the action and maintaining a unending stream of bad guys so much so that you become desensitised - it knows that there will be many occasions where you have escaped from a particularly hairy fight from the skin of you teeth and will give you a little respite. The castle section arguably drags on a bit, but yet again the satisfaction you get from the combat means that at no point does it feel like a pain to play. Unlike many first person military shooters, the pacing in Resident Evil 4 shifts between high octane scripted sections and exploration where you're free to collect the ammo from the bodies of the ten hundred zombies you've killed... just in  time for another barrage of them. In keeping with the plot that makes no sense, there is a merchant who seems to follow you around, popping up every so often to give you a chance of selling the treasures you've just looted, buying new weapons and upgrading those you already own. Often these encounters will be accompanied by ambient music to let you know when you're finally safe. (If you've already played this game than you know this song - it let's players know that they can breathe a sigh of relief, at least for a few minutes)


The only criticism I have of the game is its habit of randomly interrupting cutscenes to make you play a QTE - they come out of nowhere and are only in a tiny fraction of cutscenes so it's impossible to be prepared for them, especially on harder difficulties when they're incredible unforgiving - and if you fail it's back to watching the whole dialogue exchange again. The ones that occur during gameplay are perfectly fine, during combat, a boss battle or a running sequence they do a great job of adding adrenaline to your play through, but the ones in the middle of cutscenes come off as just frustrating. Also, Resident Evil 5's inventory management system was dumb (how does a grenade launcher take up the same amount of space as a herb?) but I liked how you had to look after your health and ammo in real-time. You attache case in Resident Evil 4 is a great addition because arranging your items to optimise space is a puzzle in itself, but it would have been nice to have seen how it worked without it pausing your game when you opened it.

But this is nitpicking, play any third person action game today and chances are it's been influenced by Resident Evil 4. The quick time events, the camera angles, the set pieces, the weapon upgrade system... it reinvented the series and helped to set the reference point for a generation of games after it. Resident Evil 5 was relatively unchanged in terms of combat so it was still fun to play, but it took a much more serious tone with its story so was not nearly as memorable - remember, the first Resident Evil had this cutscene in it, so why they would ever attempt to scramble any kind of normality out of the series continuity is difficult to understand. But if you've never played it, do yourself a favour and grab a copy of Resident Evil 4 this month - there is simply no other horror game that you'll have more fun with.  

(Don't just take my word for it, Badger and Skinny Pete like this game too it seems, but for completely different reasons)

Queen: The Eye


With Bohemian Rhapsody winning all kinds of awards, the awesome musical stylings of Queen are again on everyone's minds - if they ever left. But on the outskirts of their rock anthems and operatic concept albums sits a band with a keen interest in science-fiction. We all know Flash Gordon, and some may have seen the Orwellian We Will Rock You on the stage, but most fascinating is Queen: The eYe (yes, that's how it's spelt), a little-known action-adventure published by Electronic Arts in limited numbers back in 1998.

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Saturday, March 23, 2019

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