Thursday, August 23, 2007

MyEclipse 6.0 Released - Spring/JPA Integration, Java 6, Europa

Genuitec has announced the release of the commercial MyEclipse 6.0, offering advanced features and integration for Spring and Java Persistence Architecture (JPA) development. This Eclipse plugin set allows users to create entity managers and transaction manager beans, generate entities and DOA and much more through the cross-capabilities bridge created by MyEclipse.

MyEclipse 6.0 includes the following enhancements over previous releases:
  • Platform and Installation Support
    • Eclipse 3.3/Europa 1.0 compatible
    • Java 5 & Java 6 support
    • Windows (XP, Vista), Linux, Mac
  • Java EE 5 & Spring Feature Improvements
    • EJB3 improved project flexibility, bean generation from DB schema
    • JPA
      • Project actions to generate Entities and DAOs from DB schema
      • Automatically maintains entity classes in persistence.xml
      • Improved JPA project capabilities configuration
      • Improved documentation and examples
    • Spring 2.0 upgrade with enhanced configuration and management
    • Hibernate upgrade
    • Advanced Spring-JPA Integration
      • JPA-Spring project configuration creates:
        • Spring EntityManagerFactory and JpaTransactionManager beans
        • annotation-driven configuration
      • JPA Entity and DAO generated by reverse engineering from DB schema
      • Updated documentation and examples
  • AJAX Development & Testing
    • Apple Macintosh Support – all AJAX features now on Mac
    • Improved AJAX Web Browser
    • Improved AJAX Tools
      • DOM Inspector – added filter/search support
      • DOM Source view – real-time status and dynamic source editing
      • Improved JavaScript Console
      • New DOM Watcher View
      • New CSS Viewer
      • New JavaScript View
      • New DOM Compare View
    • Enhanced JavaScript Debugging
      • JavaScript Scripts Inspector - added support dynamic resource types
      • Suspend On conditions: (debugger keyword, exceptions, errors, startup)
      • Launch configurations now support project files and URLs
      • Launch configurations can be saved in projects
  • RAD Web Development
    • Struts – 1.3 support with full libraries/configuration
    • Facelets
      • Extended JSF Designer to support the for editing content-assist and validation.
  • Matisse4MyEclipse Visual Swing Designer
    • Matisse4MyEclipse Visual Swing Designer can now be installed in any Eclipse 3.3 instance without the full MyEclipse IDE Core. Get the most popular and advanced Swing Designer for Eclipse in a light-weight plugin footprint.
  • Rapid Java EE Deployment and Testing
    • Automated project deployment and launch services
      • Debug On MyEclipse Server & Run On MyEclipse Server
        • Automatically deploys project and launches server in specified debug or run modes
        • Automatically stops a running server before deployment
        • Automatically redeploys an existing application deployment
    • Sun Glassfish V2 new deployment/reloads
    • MyEclipse Tomcat 6 Server – local integration, launches in one second
    • MyEclipse Derby Server
      • Automatically launch server on JDBC connection
      • Configurable startup options
  • MyEclipse Learning Center (Help & Educational Material)
    • Integrated example Java EE source code projects repository
    • One-Click install of MyEclipse Java EE example projects
from: http://www.theserverside.com/news/thread.tss?thread_id=46653

Monday, August 6, 2007

The Forbidden Kingdom

Directed by Rob Minkoff, Yuen Woo-ping (action director)
Produced by Ryan Kavanaugh, Casey Silver,
Written by John Fusco (screenplay)
Wu Cheng'en (story)
Starring Jackie Chan
Jet Li
Michael Angarano
Liu Yifei
Cinematography Peter Pau
Editing by Eric Strand
Distributed by Lionsgate
The Weinstein Company
Release date(s) 2008
Country USA
Language English



The Forbidden Kingdom
is a film collaboration between Jackie Chan and Jet Li, with action choreography by Yuen Woo-ping. The film is currently in production as of July 11, 2007. As of April 2007 the film is officially titled The Forbidden Kingdom, before it had been often referred to as The J & J Project. Director Rob Minkoff (who previously helmed such films as The Lion King and the Stuart Little films) will be behind the camera while Yuen Woo Ping will handle the fight choreography. Film studios Lionsgate and The Weinstein Company, will share distributing duties.

Actor

Jackie Chan AS ---> Lu Yan

Jet Li AS ---> Sun Wukong The Monkey King / Lan Cai He

Lie Bingbing AS ---> White Haired Demoness

Liu Yi Fei AS ---> Golden Sparrow

Michael Angarano AS ---> Jason Williams

Collin Chou AS --> Warlord


In a posting on his official blog at Alivenotdead.com, Jet Li sheds light on his character(s) in the highly anticipated movie "The Forbidden Kingdom," in which he pairs (finally!) with Jackie Chan in a Westernized take on the classic "Journey to the West" tale.

In this re-telling, an American teenager (Michael Angarano) discovers a staff which transports him to ancient China where he joins in a quest to return the staff to the Monkey King. Jet Li plays the dual role of the Monkey King and Silent Monk while Jackie Chan will play a kung fu master named Lu Yan.

"[W]hen I first received the script three years ago the producer approached me to play the role of the Monkey King, but at that time there were problems with the script ... At that time they portrayed the Monk as a great fighter [which is a huge departure from the original story]," he writes.

Feeling Asian audiences would not accept this drastic of a change, Jet suggested they have the Monkey King transform into the monk. "Since the Monkey King knows the 72 'earthly methods for transformations,' he can pull one of his hairs out and transform himself into the Monk."

Other than that, Jet suggested to the producer they take more liberties with the story saying, "This is a dream of this American kid's interpretation of these characters so there is a lot of room for creativity."

As for "Fearless" being billed as Jet Li's final martial arts movie, you wouldn't believe in all that marketing spin, would you?

"Forbidden Kingdom" is directed by Rob Minkoff ("Stuart Little") for a 2008 release; the film also stars Collin Chou, Li Bingbing, and Liu Yifei. Yuen Woo-ping will choreograph all the action.

Monday, July 30, 2007

Final Fantasy XIII

Pretty much everyone on the planet expected Square Enix to announce another Final Fantasy title at its E3 press conference this year, but few could have guessed it would announce three Final Fantasy of them that bear the moniker "XIII." The series is collectively being called Fabula Nova Crystallis (that's "the new tale of the crystal" to those of us not fluent in Latin) with two of the titles appearing on PS3 and one on mobile phones. The premiere title, simply known as Final Fantasy XIII, was the most talked about and had a wild (mostly real-time) trailer to back up the discussion.

Keep in mind, that Final Fantasy XIII is not a prequel or sequel to the other two FFXIII titles in the traditional sense. As Square Enix explained, the trio is linked through a common mythology but do not have any common characters, worlds, or stories. They all take place in the same universe, but aren't related to each other directly.

The video trailer of Final Fantasy XIII featured a futuristic world with a female protagonist who kicks some serious ass with a short sword-gun combo, similar in appearance to Squall's Gunblade from Final Fantasy VIII [Editor's Note: the video shown at Square Enix's conference was actually longer than the one shown at Sony's later in the day]. The video began with the woman soaring through a city and then followed her onto a train as she fought soldiers in a battle where she was clearly outnumbered. The train sequence ended with a giant mechanical scorpion monster attacking from above.

A collective gasp was heard in the audience when the movie went from what appeared to be pre-rendered footage to a full set of menus indicating that nearly everything we saw was made using the in-game engine. We were then taken through a series of environments ranging from futuristic cities to dense jungles. All of them were lushly detailed with plenty going on in both the character's immediate vicinity and in the background. Square Enix reps have told IGN that other than a few sequences, the majority of the demo is indeed real-time.

Everything we saw in the trailer pointed towards a title that leans heavily towards the action side of the RPG spectrum. The press release also described "intuitive controls" and an emphasis on real-time gameplay. Although much about Final Fantasy XIII is still up in the air, one thing is for sure -- this is one incredible looking game.


The video trailer for FFXIII shown at TGS was only remixed version of the E3 teaser. The movie kicked off in a speeding train much like the E3 teaser, but quickly shifted to other locations, such as a populated city.

The movie also illustrated how the heroine is able to move with accuracy and speed and highlighted a special device she uses that allows her to levitate when not moving and move faster than a normal human being. This might make sense in battles (the game still uses menu-driven combat and it's rumored that while making decisions on what to do, the action will slow down Matrix-style while waiting for your commands).

FFXIII's presentation ended in the same fashion as the E3 original: with our heroine squaring off against a giant monster. Hopefully, we'll know more details about how the game will play for real sometime in the near future.

From the footage shown at E³ 2006, battles in the game appear to be in real-time, similar to Final Fantasy XI and Final Fantasy XII, but without the colored target arcs linking player to target, as confirmed by Square Enix.

In a developer interview, Toriyama stated that the E³ trailer shows what is known as the 'Gravity Bomb', known as the spell 'Gravity' in previous games. Presumably, it refers to the electrical energy field that surrounds the young woman shown in the trailer. She can use it to defy gravity or to attack enemies/

In the upper right-hand corner of the battle screen, a circle-shaped gauge is visible. Once the number inside this circle and other conditions have been met, the protagonist can enter a so-called Overclock status. This status has a slow-motion effect, slowing down everyone but the player. It has been suggested that this Overclock system would replace the traditional limit break system found in previous Final Fantasy games. Overclock seems to resemble the Trance mode in Final Fantasy IX. Once Overclock is activated a number appears inside the meter and decreases, probably signifying the duration of the Overclock mode.

Summons were also revealed in Jump Festa, shown as part Mecha and are featured not only for battle support, as Toriyama states, "The treatment of summons beasts has changed quite a bit," he said, "The fact that the players can summon will not change, but what happens after that will be something totally different." The example he pointed to was Shiva and her transformation into a motorcycle. Toriyama hinted that Lightning may ride Shiva in battle.

Although the main focus of Final Fantasy XIII will be offline, producer Yoshinori Kitase has stated in the developer interview that players will also be able to take advantage of special online features

Battle system

Toriyama comments on Final Fantasy XIII's battle system, "Final Fantasy XIII took on the challenge of seeing how much of the battles in Final Fantasy VII Advent Children can be recreated in a game. The battles that were impossible to be presented in current Final Fantasy games were shown in Final Fantasy VII Advent Children. In reverse, Final Fantasy XIII will show how much of that can be represented in the game." Toshiro Tsuchida, creator of the Front Mission franchise and, previously, the battle director of Final Fantasy X, will return as the battle system director for the game. He has reaffirmed that random encounters will not return, whilst suggesting individual enemies may be given personalities and background stories. The battle system is somewhat of a timed-button input style. This system was made as a sequence for Final Fantasy X's overdrives where a series of buttons were displayed on the screen. When input in the right order, the amount of damage is at its fullest. It will also use Active Time Battle as seen in the screenshots in Official PlayStation Magazine's Issue 107 in August 2006.


Resident Evil 5 Revealed

Only six months after the release of the critically praised Resident Evil 4 onto GameCube, Capcom has already followed up with the first official details on Resident Evil 5, the next survival horror game in the latest issue of Famitsu. The surprise? It's not headed to GameCube, but PlayStation 3 and Xbox 360. No more exclusivity for Nintendo, it seems.

Scans of the publication originated from website Game Front before their servers overloaded and message boards lurkers took over. The low quality of the scans means translation work hasn't made it's way out just yet, but while I slowly work through my Japanese-to-English dictionary, we already a vague idea of what to expect from the first screen shots.

Producer Jun Takeuchi of Street Fighter 2 and the Onimusha series is overseeing the project. Current speculation suggests the main character featured in the screens is none other than Resident Evil 1 and Code Veronica star Chris Redfield, but we can't confirm that just yet. It's already obvious Capcom's following in the successful footsteps of Resident Evil 4, with several in-game images clearly mimicking the game's over-the-shoulder action style.

What is surprising, however, is the game's bright atmosphere, a stark contrast to the dark, dreary environments usually found in Resident Evil games. There's even one screen shot where a blaring sun high up in the sky blocks the camera's view of several approaching enemies who happen to look suspiciously like zombies. Could we be seeing a return to classic form this time? Time will tell.

We'll be watching for an official announcement from Capcom soon. Expect more information on Resident Evil 5 (and likely other Capcom next-generation games) during the upcoming Japanese conferences from Microsoft and Sony.


Iraq- Champions Of Asia!

A second half Younis Mahmoud header gave Iraq a 1-0 victory over Saudi Arabia and the Asian Cup for the first time in the country’s history.

With the smoke from the fireworks that lit up the sky above the Gelora Bung Karno Stadium in Jakarta still lingering, it is a great time to take a quick look back at the good and bad points of the 2007 Asian Cup.

The Good

1 – The football

The conditions may not have been conducive to fast-paced thrilling football but entertainment-wise, the 2007 Asian Cup more than holds its own against the 2006 World Cup. There were some great goals and good games. Saudi Arabia’s quarter and semi-final against Uzebkistan and Japan respectively were as exciting and open as anything you will see this year.

2- The co-hosts

Malaysia apart, the tournament showed that South-east Asian nations have what it takes to compete with the best that the continent has to offer, though home advantage certainly helped.

Thailand disposed of Oman and lived with Australia for 80 minutes. Vietnam saw off Gulf Cup champs UAE and Indonesia shocked Bahrain and fought toe-to-toe with Saudi Arabia and South Korea. The challenge is to maintain the standards.

3 – Jakarta and Hanoi

The ones who watched their heroes in Indonesia and Vietnam created atmospheres that would be hard to match elsewhere. The sights and sounds of over 90,000 Indonesian fans cheering on their heroes will live long in the memory.

4- Media interest

Often, finding things to read about Asian football in the mainstream media has been an exercise in frustration. However, July has witnessed an explosion of reporting about the competition. It remains to be seen how long this lasts but at least, awareness of Asian football is at its highest ever level. Media facilities were pretty good too.

5 –Iraq

Iraq’s triumph was a fairy tale and a welcome boost to a troubled country.

The Bad

1 - Crowd Numbers

The big problem with the tournament has been the fact that the majority of games have been played in front of largely empty stadiums. It would be optimistic in the extreme to expect all games to be sold out but the fact that in the knockout stage, only the final was played in front of anything approaching a full house was disappointing.

Little has been said on this matter by the Asian Football Confederation or the respective national bodies but this should have been objective number one from day one. With the media taking Asian football to new audiences, the first thing on view was rows of empty seats – not a good advert for Asian football.

2- Play-acting

After the World Cup, patience with the fakers and time-wasters was already wearing thin and perhaps the antics at the Asian Cup will be the straw that broke the camel’s back. ‘Grass-rolling’ happens to some extent almost everywhere but certain west Asian nations are the worst.

The sight of Saudi goalkeeper Yasser Al Mosailem literally writhing on the ground in the semi-final against Japan after hardly being touched was embarrassing.

3 –Refereeing

Hardly exclusive to the Asian Cup. Perhaps it is a fact of life in major tournaments that the standard of officiating is questionable but some of the decision-making has been erratic. Uzbekistan’s disallowed goal in the quarter-final with Saudi Arabia was the worst and some of the cards handed out have been harsh to say the least.

Sunday, July 29, 2007

Korea Defeat Japan To Take Third Place

Goalkeeper Lee Woon-jae was again the hero for a resilient South Korea team that defeated Japan 6-5 on penalties Saturday evening to take third place in the 2007 Asian Cup.

After 120 minutes of goalless action, in which Kang Min-soo was controversially sent off for Korea, the 2002 World Cup semi-finalists fought for almost an hour with ten men to enter extra time and penalties for the third time in six days.

The win means that Korea will qualify automatically for the 2011 Asian Cup.

It was a lively first half with both sides having chances. Korean corners caused problems for the Japanese defence and a Yeom Ki-hoon shot from outside the area fizzed just wide of the post.

Just before the break, Lee Woon-jae pulled off a super reflex save from Yuji Nakazawa who blasted the ball goalwards from a yard out.

Lee Chun-soo almost headed Korea in the lead ten minutes after the restart but saw his effort bounce overt the bar.

A minute later, Korea were down to ten men as defender Kang Min-soo was shown a second yellow card after a foul on Naohiro Takahara. It was a very harsh decision as contact seemed minimal.

Coach Pim Verbeek and two members of his coaching staff were also given marching orders for protesting the decision.

After 73 minutes, Korea’s goalkeeper was in action again, saving smartly from a shot from Naotake Hanyu who let fly from inside the area.

Korea defended with spirit and dedication as they entered a third extra-time in the space of six days. In extra-time Hanyu came the closest when his fierce shot was blocked on the line by substitute Kim Chi-gon after 116 minutes.

Two minutes later, Lee saved well from Hisato Sato.

Penalty shootout (Korea first)

1: Cho Jae-jin scored. Shunsuke Nakamura scored

2.Oh Beom-seok scored. Yasuhito Endo scored.

3: Lee Keun-ho scored. Yuki Abe scored.

4: Lee Ho scored. Yuichi Komano scored.

5: Kim Jin-kyu scored. Yuji Nakazawa scored.

6: Kim Chi-woo scored. Naotake Hanyu saved.

Saturday, July 28, 2007

West Asian Final - Brazilian Style

Sunday’s Asian Cup final between Saudi Arabia and Iraq may be an all West Asian affair but the two men at the helm are both Brazilian.

Saudi boss Helio dos Anjos and Jorvan Vieira of Iraq will pit South American wits against each other at the Gelora Bung Karno Stadium in Jakarta and Vieira can’t wait.

“This is good for Brazil. It’s a very special moment – two Brazilian coaches in one final in Asia,” Vieira was quoted as saying by the AFC official site.

“Maybe it might also happen one day in the World Cup because there are so many Brazilian coaches training national teams, you never know.

“But this is the Asian Cup - the top of the top on the Asian continent - and to have two Brazilians coaching here is very important and a very powerful statement for us.”

“We have so many coaches in Brazil who could perhaps show better than me but they have not had the opportunity. We have good standards and a good school and we have proved it as five-time World Cup champions.

“And nobody expected that we would win the recent Copa America but we did it with a new generation, new players and new coach.It’s like a gold mine of football talent and the more you look, the more you will find.”

Asian Cup 3/4 Play-Off Preview: Japan - South Korea

What: Asian Cup 3/4/place play-off
Who: South Korea, Japan
When: Saturday, July 28, (12:35 GMT)
Where: Jaka Baring Stadium, Palembang, Sumatra


It is the game that no team wants to play, the dreaded third and fourth place play-off.

This game however, has something at stake. The winner will not have to qualify for the 2011 Asian Cup, though it is debatable if that is a good thing or not.

South Korea:

“The most terrible game in football,” said coach Pim Verbeek. The team always said it would return to Indonesia after the group stage but the expectation was that the capital Jakarta would be the venue, not the Sumatran city of Palembang.

The Taeguk Warriors must be tired. Two 120 minute-games in the past six days in gruelling conditions and heavy pitches have taken their toll and there are sure to be some new faces for the clash with the old enemy.

Korea failed to score in the knockout stage and found the target just three times in the competition as a whole. Japan’s defence is more generous than most – seven goals conceded so far.

Japan

The champions are also less than overjoyed about the clash.

Japan have been one of the most impressive teams of the tournament and have hit the back of the net 11 times so far. It won’t be easy to do so against a Korean defence that has only conceded three.

The 3-2 defeat in the semi-final against Saudi Arabia was the best game of the competition.

Osim has promised changes to the tired team that lost to Saudi Arabia.

Recent History

The two last met during the 2005 East Asian Cup when a Yuji Nakazawa goal gave Japan a 1-0 win in the Korean city of Daegu.

Thursday, July 26, 2007

Need for Speed: ProStreet

Release Date:11/15/2007
ESRB Rating: Rating Pending
Genre: Racing
Publisher: Electronic Arts
Developer: Black Box

The limp charm of The Fast and the Furious has mercifully died, which is why the makers of Need for Speed are focusing their next game, ProStreet, on where they think racing will end up 10 years from now.

For starters, the game spotlights a car's ability to perform instead of its showiness (goodbye cheesy neon!), and that means you'll have to stack aftermarket parts onto your car to make it a winner. But you better take care of your ride -- instead of a magical autofix after each race, now your car will sop up damage until it can't go anymore. If you win a rough race, you'll earn money. But the question is: Will you spend it on improving the engine, or fixing the busted bumper that's barely attached?

In real street racing, zip-ties will hold a bumper steady, and that sort of money-saving shortcut is available in ProStreet. The realistic crashes add consequences to your actions -- the equivalent of Carbon's police, if you will. But with your car's health at stake, the game adds lots of tension and excitement: Are you going to risk a ruined fender -- and the cost to fix it -- for first place? Or is playing it safe, and finishing second, good enough?

The customizations aren't just eye-candy, either. Tweak your spoiler, and it'll affect the performance. Want more speed, more drag? Up to you. Think your car's perfect? Then upload the blueprint online, and some newbie sap can use your design -- but don't sweat him getting all the credit: Once you create a blueprint, your name stays with it.

So what's the point? You'll race on tracks, in iconic locations, in five different race types -- speed challenge (where you'll drive at hyper speed, and have to keep your car under control), drag, drift, and grip (circuit) racing. Once you beat the master at each of the disciplines, you'll be crowned Street King.

This is tip of the iceberg stuff, and if you want more, you're going to get it. Next week, we'll feature a full week of ProStreet content in an exclusive cover story, which will tell you just about everything you want to know about the game.

Beratnya menjadi GIGOLO... (True story..)

Teman-teman, Bacalah kisah di bawah
ini:
(Cobalah ambil hikmahnya.. jangan
terburu-buru silau oleh harta)

Seorang pemuda frustasi mencoba-coba
jadi gigolo.
Pengalaman pertamanya bertemu seorang
ibu muda perlente dengan mobil mewah.
Pemuda itu dibawa dengan mobil mewah
menuju ke sebuah rumah besar milik
wanita itu.

Sesampainya dirumah, Dia dimasukkan kea
dalam sebuah kamar. Si pemuda itu
merasa nevous karena ini adalah pertama
kalinya masuk ke kamar wanita lain.

Pikirannya sudah macam-macam, bingung
dan juga kikuk. Semakin berpikir
seperti itu, birahinya juga makin
muncul.

Sebelum melakukan apa-apa, wanita itu
berkata, "Kamu lepas dulu baju kamu dan
tunggu disini dulu ya, jangan ke mana-
mana," ujar wanita itu kemudian keluar
dari kamar. Pemuda itu makin bingung
karena ditinggal sendirian.

Sebetulnya dia malu untuk telanjang
karena tubuhnya kurus. Akhirnya dia
melepas semua bajunya,dan menunggu di
kamar. "Ah sudah kepalang tanggung,"
pikirnya.

Tak lama kemudian, ibu itu masuk ke
dalam kamar. Kali ini diikuti oleh dua
orang anak kecil.

Ibu itu berkata kepada kedua anak kecil
itu, "Nah, Wati dan Budi, harus banyak
makan. Kalau tidak, nanti badannya
kurus seperti Om ini"

Huahaha..ha. .ha..
Serius Amat Bacanya... Ayo kerja..
kerja ...

Iraq Boss Overjoyed With Final Place

Iraq coach Jorvan Vieira was delighted with his team as they downed South Korea on penalties to book a place in the Asian Cup final for the first time.

After 120 minutes of goalless football, Iraq took the shootout 4-3.

“Everyone is happy and we have reason to be happy because this victory brings us to the final and we deserved that,” said Vieira after the game according to the AFC official site.

“Korea is a very strong team, with very fast players and we had to take care,” said Vieira.

“We were able to neutralise Korea well and we missed some opportunities. We missed more opportunities than Korea, especially in the second half and in extra time. The Koreans were down on fitness. We were tired too but we were better on the fitness side and it’s a game that will never be forgotten, especially by us.”

Iraq face Saudi Arabia in the final in Jakarta on Sunday.

“We are in the final now, we are still here and you have to support us for one more game,” said Vieira. “I’m very happy.

Saudi Coach Hails Deserved Final Place

After watching his team defeat Japan 3-2 in the semi-final of the Asian Cup Saudi Arabian coach Helio Anjos declared that the result demonstrated that his team deserved to be in the final

Two goals from Malek Maaz and a strike from Yasser Al-Qahtani sent the Saudis into a Sunday final date with Iraq in Jakarta

"One thing that I have heard throughout this tournament is that we have been lucky," Helio Dos Anjos was quoted as saying by the AFC official site.

"Luck might happen in one game but not in every game and tonight we have answered the people that have said we have been lucky."

"Tonight we saw a very tough game and one of the best in the tournament so far," added dos Anjos. "I am very happy with the victory because it was over one of the best teams in the continent, especially when they have possession of the ball."

Dos Anjos has been in charge for four months and is looking forward to the west Asian final.

"Today was a victory for Arabian football, especially for Iraq because everyone knows what is happening there. These victories will bring happiness to the people of Iraq and of Saudi Arabia.

"It is nice also that while the two finalists are from the Arab school they are both being coached by Brazilians."

Wednesday, July 25, 2007

AFC Schedule

FINAL :

SUNDAY 29/07/2007 : ARAB VS IRAQ at Gelora Bung Karno, Jakarta


PLACE 3rd & 4th:

SATURDAY 28/07/2007 : SOUTH KOREA VS JAPAN at Sriwijaya, Palembang

Saudis Down Japan To Reach Final

In the best game of the tournament so far, Saudi Arabia defeated defending champions Japan 3-2 in Hanoi on Wednesday to book a final date with Iraq in Jakarta on Sunday.

Three times the Saudis took the lead, with Malek Maaz grabbing two, twice Japan equalized but a third leveler proved to be just out of their reach.

The result means that the final will be an all West Asian affair after Iraq defeated South Korea on penalties earlier in the evening.

Japan dominated the early exchanges and had the Saudis chasing blue shadows without troubling the goalkeeper too much. One of the few times the west Asians crossed the halfway line, Yasser Al-Qahtani saw his shot from outside the box deflected over the bar by Yuki Nakazawa with goalkeeper Yoshikatsu Kawaguchi stranded.

Al-Qahtani showed why he has been one of the tournament’s stars with the opening goal after 35 minutes. A free-kick was headed down in the area and ‘The Sniper’ reacted first to half-volley the ball into the net from near the penalty spot.

Just like their quarter-final fixture against Australia, Japan hit back immediately. A minute later Nakazawa headed home a Yasuhito Endo corner to level proceedings.

Two minutes after the restart, the Saudis were back in front. Ahmed Al Bahri crossed neatly from the right for the incoming Malek Maaz, one of the smallest players on the pitch, to head powerfully into the net.

Again, Japan hit back – this time from their other central defender Yuki Abe and this time the champions needed five minutes. An Endo corner was headed back into the danger zone by Shunsuke Nakamura and Abe showed fine technique to volley home from inside a crowded penalty area.

Three minutes later Saudi Arabia were back in front in style. Malek Maaz burst into the left side of the box, twisted past two defenders and blasted the ball home.

With nine minutes remaining, Japan were a whisker away from a third equalizer. Substitute Naotake Hanyu let fly from 30 yards but his strike cannoned off the crossbar and the Saudis were soon celebrating.

Iraq Reach Final With Shootout Win Over Korea

Iraq reached their first ever Asian Cup final with a 4-3 penalty shootout victory over South Korea in Kuala Lumpur on Wednesday evening after two hours of football ended goalless.

Goalkeeper Noor Sabri was the hero, saving from Yeom Ki-hoon. Kim Jung-woo, who scored the winning spot kick in Korea’s quarter-final victory over Iran three days previously, then hit the post.

It was a tough way for Korea to exit the tournament as the Taeguk Warriors dominated the game for long periods and attacked in numbers but couldn’t find the breakthrough.

Iraq will face either Japan or Saudi Arabia in the final in Jakarta on Sunday.

Iraq's in-form striker Younis Mahmoud had the first real chance of the game after 15 minutes but the Desert Fox’s snapshot from inside the area flew into the side-netting.

In a slow first half, Korea enjoyed more of the possession in wet conditions in the Malaysian capital but it was Mahmoud who went the closest five minutes before the break. The striker collected the ball on the left corner of the penalty area, turned his defender, and while his diagonal low shot beat goalkeeper Lee Woon-jae, the ball rolled the wrong side of the left post.

The 2002 World Cup semi-finalists stepped up a gear in the second half and Cho Jae-jin went close with a header on the hour.

Korea continued to pile on the pressure but Iraq almost snatched the lead with 20 minutes remaining as Mahdi Karim shot just wide inside the area.

Immediately after, Lee Chun-soo pounced on a poor defensive header inside the area. The attacker had more time than he realized and hooked the dropping ball just wide of the post.

Despite their superiority, Korea couldn’t find the breakthrough and were forced into a second extra time period in four days.

Korea continued to have the upper hand in extra time but Iraq came so close to taking the lead just before the end of the first period. A cross from the right had Lee Woon-jae in problems. The veteran goalkeeper was prostrate when Hawar’s shot from the left edge of the six yard-box hit the inside of the right post and was smartly cleared off the line by Kim Jin-gyu.

That was as close as either team came to a goal before the Kuwaiti referee signaled the end of 120 minutes and the start of penalties.

Penalty Shootout (Korea first)

1: Lee Chun-soo scored. Hawar Mulla Mohammed scored

2: Lee Dong-gook scored. Qusai Munir scored

3; Cho Jae-jin scored. Haidar Abdul Amer scored

4: Yeom Ki-hoon saved. Ahmed Menajed scored

5: Kim Jung-woo missed

The Simpsons Movie

The Simpsons Movie is a 2007 animated comedy film based on the animated television series The Simpsons, directed by David Silverman, and scheduled to be released worldwide by July 27, 2007. The film was produced by James L. Brooks, Matt Groening, Al Jean, Mike Scully, and Richard Sakai and written by eleven of the television series' most prolific writers: Scully, Jean, Brooks, Groening, George Meyer, David Mirkin, Mike Reiss, John Swartzwelder, Jon Vitti, Ian Maxtone-Graham and Matt Selman. It stars the regular television cast of Dan Castellaneta, Julie Kavner, Nancy Cartwright, Yeardley Smith, Hank Azaria, Harry Shearer, Pamela Hayden, and Tress MacNeille and features Albert Brooks and Green Day in prominent guest roles.

After previous attempts to create a film version of The Simpsons had failed due to script length and lack of staff, production began in 2001. Numerous plot ideas were conceived by the writers, with Matt Groening's being developed into the film. The script was re-written one hundred times, continuing even after animation had begun. This meant that "two films' worth" of finished material was cut, including cameos from Isla Fisher, Minnie Driver and Erin Brockovich. Tie-in promotions were made with 7-Eleven, who transformed their stores into Kwik-E-Marts, and other companies such as Burger King. The film premiered in Springfield, Vermont, who had won the right to hold it through a Fox competition.


Plot

Homer decides to buy a pig, whose droppings Homer puts in a silo. Later that day Green Day are holding a concert at the lake. Their barge is dissolved by the pollution in the lake and sinks, killing the band. Lisa starts a project about climate change called "An Irritating Truth", however she becomes distracted by an Irish boy named Colin. A community effort is successful in cleaning up the lake, that is, until Homer dumps the silo of pig (and his own) waste into the lake to save time and make it to a free donut giveaway. The lake becomes horribly contaminated, mutating a squirrel into a (small) thousand-eyed monster. The EPA discovers the mutated animal and gets the go-ahead from President Arnold Schwarzenegger to take over Springfield, placing a giant dome over the town so that it will not affect the environment any more. The Simpsons find a way to sneak out of the dome before a raging mob kills them and flee to Alaska as the rest of the town now hates Homer. During the escape, 742 Evergreen Terrace is burned and vandalized, and sinks into a giant sinkhole and is destroyed, along with Homer's pink car and Bart's treehouse. The family drives to Alaska in a new pickup truck. Homer and Marge nearly break up when Homer refuses to go back to the town to save it from becoming the new Grand Canyon, the dome began to chip and break so the EPA decided to detonate a gigantic bomb inside it, destroying Springfield. Eventually Homer is led by a mystical native woman (whom he calls "boob lady") who swings her gigantic breasts to point the direction back to Springfield after a mystical dream he has (a la the hot chili episode). Homer returns to Springfield and saves the town, his marriage, and his status as "dad" with Bart, who had adopted Ned Flanders as a father figure by using skills he developed in the "Ball of Death" fair game to zoom around the inside of the dome with Bart holding the bomb, which he throws out the small hole in the top, saving the town.

What is Hybrid vehicle....?

One of the earliest hybrid vehicles were simply boats with both sails and oars, such as the Greek/Phoenician trireme warships. These used a sail for traveling with the wind, and the oars for when there was insufficient wind, or in circumstances that the sail was unfavorable (such as naval combat, in the case of the triremes).

Hybrid types by vehicle

Two-wheeled and cycle-type vehicles

Mopeds and electric bicycles are a simple form of a hybrid, as power is delivered both via an internal combustion engine or electric motor and the rider's muscles.

  • In a parallel hybrid bicycle human and motor power are mechanically coupled at the pedal drive train or at the rear or the front wheel, e.g. using a hub motor, a roller pressing onto a tire, or a connection to a wheel using a transmission element. Human and motor torques are added together. Almost all manufactured models are of this type. See Motorized bicycles, Mopeds and [1] for more information.
  • In a series hybrid bicycle (SH) the user powers a generator using the pedals. This is converted into electricity and can be fed directly to the motor giving a chainless bicycle but also to charge a battery. The motor draws power from the battery and must be able to deliver the full mechanical torque required because none is available from the pedals. SH bicycles are not yet commercially available. They will become feasible if extremely high-efficiency generators and motors are available at competitive prices, especially for recumbent bicycles and tandems, where problems associated with the complexity of a long chain drive can be avoided. [2].
The first known prototype and publication of a SH bicycle is by Augustus Kinzel (US Patent 3'884'317) in 1975. In 1994 Bernie Macdonalds conceived the Electrilite SH lightweight vehicle which used power electronics allowing regenerative braking and pedaling while stationary. In 1995 Thomas Müller designed a "Fahrrad mit elektromagnetischem Antrieb" in his 1995 diploma thesis and built a functional vehicle. In 1996 Jürg Blatter and Andreas Fuchs of Berne University of Applied Sciences built a SH bicycle and in 1998 mounted the system onto a Leitra tricycle (European patent EP 1165188). In 1999 Harald Kutzke described his concept of the "active bicycle": the aim is to approach the ideal bicycle weighing nothing and having no drag by electronic compensation. Until 2005 Fuchs and colleagues built several prototype SH tricycles and quadricycles.

Heavy vehicles

Hybrid power trains are used for diesel-electric or turbo-electric railway locomotives, buses, heavy goods vehicles, mobile hydraulic machinery, and ships. Some form of heat engine drives an electric generator or hydraulic pump which power one or several electric or hydraulic motors. There are advantages in distributing power through wires or pipes rather than mechanical elements especially when multiple drives - e.g. driven wheels or propellers - are required. There are disadvantages due to the power lost in the double conversion. With large vehicles the advantages often outweigh especially as the relative conversion losses decrease with size. Generally there is no or relatively little energy storage capacity, e.g. auxiliary and emergency batteries and hydraulic accumulators.


Hybrid types by engines

Hybrid-electric petroleum vehicles

When the term hybrid vehicle is used, it most often refers to a Hybrid electric vehicle. These encompass such vehicles as the Toyota Prius, Toyota Camry Hybrid, Ford Escape Hybrid, Honda Insight and others. A petroleum-electric hybrid most commonly uses internal combustion engines (generally gasoline or Diesel engines, powered by a variety of fuels) and electric batteries to power electric motors. There are many types of petroleum-electric hybrid drivetrains from Full hybrid to Mild hybrid which offer varying advantages and disadvantages [3].

Continuously Recharged Battery Electric Vehicle (BEV)

Given suitable infrastructure, BEVs can be recharged while the user drives. The BEV establishes contact with an electrified rail, plate or overhead wires on the highway via an attached conducting wheel or other similar mechanism (see Conduit current collection). The BEV's batteries are recharged by this process - on the highway - and can then be used normally on other roads.

This provides the advantage of virtually unrestricted highway range. Since most destinations are within 100 km of a major highway, this reduces the need for expensive battery systems.

The technology for such infrastructure is old and well established - (see Conduit current collection, trams, electric rail, trolleys, third rail). Electricity and infrastructure costs can be funded by toll revenue, gasoline taxes or other sources.

Hybrid fuel (dual mode)

In addition to vehicles that use two or more different devices for propulsion, some also consider vehicles that use distinct energy input types ("fuels") using the same tank and engine to be hybrids, although to avoid confusion with hybrids as described above and to use correctly the terms, these are described as dual mode vehicles:

  • Some electric trolleybuses can switch between an on board diesel engine and overhead electrical power depending on conditions (see dual mode bus). In principle, this could be combined with a battery subsystem to create a true plug-in hybrid trolleybus, although as of 2006, no such design seems to have been announced.
  • Flexible-fuel vehicles can use a mixture of input fuels (petroleum and biofuels) in one tank — typically gasoline and bioethanol or biobutanol, though diesel-biodiesel vehicles would also qualify. Liquified petroleum gas and natural gas are very different from each other and cannot be used in the same tanks, so it would be impossible to build an (LPG-NG) flexible fuel system.
  • Some vehicles have been modified to use another fuel source if it is available, such as cars modified to run on autogas (LPG) and diesels modified to run on waste vegetable oil that has not been processed into bio-diesel.
  • Power-assist mechanisms for bicycles and other human-powered vehicles are also included.
  • A Plug-in hybrid electric vehicles (PHEV) is an emerging type of automobile which can use traditional liquid combustibles and electricity as fuels. Such vehicles could reduce fossil fuel consumption, pollution, and operating costs. If equipped with vehicle to grid technology they could also help stabilize the electric grid by acting as load balance devices. By reducing the amount of liquid fuel required they could also help biofuels meet a larger portion of our fuel demands.

Ferrari’s Dino reborn

It's the supercar scoop of the year! Auto Express has had exclusive access to insider details and can now reveal all the details of the Italian legend’s most important new model of the decade. Yes, the Dino is back!

Despite being conceived more than two years ago, the whole project only got the green light in September, and is scheduled to be unveiled at a major motor show in 2009.

Taking the latter part of its name from Enzo Ferrari’s son, our contacts are confident that the eventual title will be ‘420 Dino’, with the number referring to the V8 engine’s size.

Back in Italy, one fierce debate is still raging between Ferrari, Pininfarina – the car’s designer – and Ferrari’s owner, Fiat. While all indicators still lean toward the Dino being a coupé-cabriolet with a folding hard-top, some bosses would prefer to launch the entry-level model as a berlinetta hard-top GTB first, followed soon after by a targa GTS.

This would follow the trend set by the 246 Dino GT and GTS from 1968 and 1971, and the 308 GTB and GTS from 1975 and 1977.

Whatever is chosen, annual Dino production is figured to be anywhere between 3,500 and 5,000 cars, and Ferrari has actively sought partners to help lower and spread out the massive manufacturing costs. One company involved is aluminium specialist Alcoa, who will be making the spaceframe chassis in a new facility in Modena, Italy. The outer shell will be constructed from carbon fibre.

The new Dino started life as a Maserati in 2004. However, Ferrari’s then sister firm changed its plans, deciding to develop a luxurious Quattroporte-based coupé to rival the Mer­cedes CL instead. So Ferrari adopted the chassis and technology for the Dino.

Unlike the classic original, the newcomer will get a front-mounted V8. The unit is expected to be an all-aluminum 90-degree 4.2-litre unit with around 480bhp.


Inside, the Dino will be the first Ferrari to get standard-fit satellite navigation. The cabin promises to be practical, and alongside the carbon fibre trim shown, an aluminium finish will also be available. Transmission options haven’t been confirmed, but the paddleshifters are likely to control an automated manual.

Aimed squarely at Porsche’s 911 Turbo and Aston Martin’s V8 Vantage, the Dino will be priced between £82,000 and £90,000. This will make the Ferrari badge more accessible, but will also leave room for the F430 to move upmarket. We can also reveal plans to give that model a 550bhp 5.0-litre V10 by the end of 2008. An all-new replacement for the F430 is also already on the drawing board, and is scheduled for 2010.

Pentaho Data Integration (Kettle) Release 2.3.0 Now Available

The Pentaho Data Integration team has done an incredible job producing the latest release, along with managing an explosion of community support and overall popularity.

Pentaho Data Integration 2.3.0 offers numerous features and fixes, including overall performance enhancements, new Steps, search metadata functionality, added parameterization functionality, new localizations, and much more. Check out the change log for details on all of the improvements and new features release 2.3.0 brings!

The Pentaho Data Integration release 2.3.0 is now shipping in the latest Pentaho Open BI Suite release (Stable Milestone 1.1.7), or you can download it independently from http://www.javaforge.com/proj/doc.do?proj_id=318.

Pentaho Release Stable Milestone 1.1.7 Now Available

Stable Milestone Release 1.1.7 of the Pentaho Open BI Suite is now available for download.

This release includes a new look and feel for the Pentaho demo that you must see! Among the many other improvements made in the release, here is a list of the highlights:

  • built many new samples,
  • squashed a ton of bugs,
  • added if statement support to the action sequence
  • and integrated the new Kettle release in support of data integration job execution
Download the release today from http://www.pentaho.org/download/latest.php.

Shin Megami Tensei: Persona 3

The PlayStation 2 may have reached its twilight years, but there is no shortage of great games being released for it. Enter Persona 3, the latest in the Shin Megami Tensei series to reach American shores. Luckily, you won't need any previous experience with the Persona franchise to appreciate its uniquely dark sensibilities, though series fans will find plenty of familiar references in which to revel. This is a quality role-playing experience that weaves distinctive gameplay elements into a fascinating story that unfolds slowly but keeps you constantly guessing. It's also atypically mature, but then again, any game that features your party members repeatedly shooting themselves in the head isn't for the squeamish. Indeed, the game's signature mechanic is this: To summon your inner self--or persona--you point a pistol at your head and pull the trigger.


At the outset of the game, you name your character, who has just transferred to Gekkoukan high school. But it's clear that not everything is kosher at the seemingly average campus. Mysterious creatures called shadows are threatening the locals, spreading an enigmatic disease called apathy syndrome that leaves their victims as listless as the name implies. However, their activity is generally confined to the dark hour: an hour sandwiched between midnight and 1 a.m. Most people are oblivious to this hour, while others are distinctly aware of the creepy dark hour in which the undulating gloom seals most of humanity in gothic coffins. Those unseemly heroes are in touch with their personas, which can be summoned to fight shadows in the realm of Tartarus, where most of them are restricted. At Gekkoukan, known persona users have created the Specialized Extracurricular Execution Squad and are determined to wipe the shadows off the face of the earth.

Saving humanity isn't a new concept, but you'd be wrong to assume that Persona 3 is limited to such a pat description. Instead, the gruesome nature of the dark hour is offset nicely by Persona 3's more traditional boarding school setup, in which your character attends classes, plays sports, and joins the student council. You have the opportunity to establish a good number of relationships with many of the inhabitants of the gameworld, from a love-struck classmate to the injured kendo team captain. Each of these inhabitants has a story of his or her own, and you will find yourself feeling involved with their struggles, no matter how seemingly insignificant. However, your school day meandering and extracurricular activities are more than just contrasting gameplay: How you spend your time here directly affects your combat performance during the dark hour.

This occurs in one of two ways. The more obvious way is to increase your stats by performing activities that directly affect them. For example, studying before bed or at the library will increase your academics, while watching chick flicks at the local theater increases your charm. The other aspect of your school day is your burgeoning relationships. The friendships and romances you build directly affect the personas that you summon in battle because each persona is strengthened by the associated social link. For example, a prospering friendship will earn you the blessing of the magician arcane, which means all personas associated with that arcana will benefit. But you have limited time each day to pursue those interests, so you need to spend your time wisely and concentrate on the activities that build a character that best suits your gameplay style.

Once you've finished tooling around school and town during the day, it's off to Tartarus for the dark hour, though you aren't forced to head there most nights, if you'd rather study or rest up instead. Tartarus is essentially a multistory skyscraper in which you climb from one floor to the next, defeating enemies as you gradually level up to handle the foes on floors above. You can take up to three other party members who have various strengths and weaknesses with you, yet unlike in most other role-playing games, you have no direct control over them. However, you can set up general tactics for each one if you like, such as support/healing. This may seem limiting at first, but as you earn more and more personas for your own character, you'll find that it's intimidating enough handling them all without adding three others to the mix.


You've got standard weaponry handily doled out by a sympathetic cop, but the bread and butter of your turn-based battles are the personas themselves. Each one brings with it any number of skills, and to use them, you first need to activate that particular persona. Once you have the right one in place, you select the spell to use, choose your enemy, and shoot yourself in the head. Granted, it's not a real pistol you use but an instrument called an evoker. Still, you can see shards of your soul flying from your head every time, and it's as macabre at the end of the game's 50 hours as it is the first time you do it. Most foes have a particular weakness that can be exploited with a particular persona skill or a critical hit from your standard weapon. Most of the time, hitting an enemy's weak point in this manner knocks it down and earns you an additional turn. If you manage to knock down every enemy, you can then activate an all-out attack, which sends your party into a hysterical-looking, cartoonlike skirmish, complete with comic book "thwaps" and "bams."

You will initially find new personas as loot, though after-battle goodies are handled differently than in most RPGs. In Persona 3, you choose from multiple potential rewards, which are shown onscreen as cards and then shuffled Three-card Monte style. This allows you to choose the one you want as long as you paid close attention to where the desired card ended up. But once you earn a couple personas, you are able to fuse them together by making a trip to the violet room. The violet room is presided over by a mysterious old man and friendly young woman; its existence is one of the game's many secrets. But once inside, you can combine two or three personas into a brand-new one of much higher level. There is a bit of mystery to this process because you don't necessarily know exactly what spells this new persona will brandish, but it will generally be a big improvement over the lost ones. Still, there is always a risk when fusing personas. For example, one of your personas may be your only source of an important healing spell, and you won't know exactly what abilities a persona brings to the table before fusing it.

Fusing personas and developing their linked relationships can be an intricate affair. However, Persona 3 is somewhat simple at its core, and you may find that the game's main structure a little tedious. You'll spend the day increasing skills and developing relationships, the pace of which is halted by frequent loading times, then return to the dorm to set up the night's foray into the dark hour. The hallways of Tartarus also get monotonous because each hallway ends up looking more or less the same. Thankfully, the occasional repetition is broken up by multiple story elements that get you into combat away from Tartarus. Yet there is a certain amount of grinding inherent to the game because each section of Tartarus is broken up by a boss character that must be defeated to move forward. If you aren't strong enough to handle it, you will need to revisit floors you've already explored countless times until you can manage. In fact, you'll need to backtrack a lot as it is because you cannot just enter on any floor but only on floors you've managed to climb to and activate a portal. This often means that you'll be running through the same floors multiple times until you've reached the next level with a portal to activate.

Most of the game's other annoyances are simple things that could have been avoided. You can gain the upper hand on the enemies that wander about by attacking them first to initiate the battle, which requires a well-timed button press. However, with your whole party squeezed together, it's easy to select one of them instead, which throws off the timing and tosses you into a battle in which the enemy has the upper hand. Additionally, you cannot cycle through your party's inventory very easily because you are required to walk up to each one and swap out any armor or weapons. It's made doubly silly by the fact that you are all clumped together, so it's easy to select the wrong party member. This would have been alleviated by the standard setup in which you can just enter your own inventory and cycle through the party from there.

Persona 3 looks fantastic and is dripping with flair, from character models to monster designs. Battles are the definite highlight here, from each member's personal manner of pointing the evoker to the imposing personas themselves. The school portions are equally nice to look out, thanks to subtle, expressive animation that brings you even closer to the characters that drive the narrative. Also of note are the incredible anime cutscenes that set the dark tone for the chilling events that inevitably follow. The sound is almost as equally well done, with plenty of loud, eerie sound effects and solid voice acting. The soundtrack is outstanding, with a mix of ghostly chords and Japanese pop tunes that feel just right in the moments they're used.

Persona 3 is a game you will remember, if not for the complex characters or intriguing story, then most certainly for the endlessly shocking pseudo suicides you're subjected to time and time again. Some of the initial intricacy gives way to tedium over time, but this is an undoubtedly great game that is both darkly envisioned and slickly executed. The fact that it manages to stand out in an overflowing crowd of RPGs on the PS2 is no mean feat, and if you appreciate a smart story, it will be an excellent addition to your library.

Metal Gear Solid 4 Update - The Old Boy's Still Got It

Hideo Kojima answers the age-old question of what happens when you drop an aging soldier into a war zone with a high-tech catsuit and a small arsenal of weapons.

We caught a live demo of Metal Gear Solid 4 at Konami's recent 20th anniversary party commemorating the franchise's longevity. Though the demo was similar to Kojima's earlier presentation of the game at a Sony event last week, it afforded us the opportunity to do a bit of dissecting. We picked up on a number of subtle elements in the game's presentation and gameplay mechanics that have left us intrigued.

The first standout was Snake's animation, which features a number of variations. Some of these are tied specifically to his new moves, and some were put in to help him move more fluidly. Crouched running, the ability to flip onto your back while crawling on your belly (to facilitate shooting fools behind you), and the ability to hang from a ledge all add to your evasive options while playing. They also feed into a system that we like to call the Agile Grumpy Old Man system (or A.G.O.M. for short). Gout, arthritis, and rheumatism be damned, Snake moves like greased (albeit occasionally creaky) lightning in the demo. We have mixed emotions about some of the frisking animations, but punching someone in the junk certainly qualifies as grumpy enough.

The second intriguing gameplay element that caught our eye is the circle that appears around Snake at all times during gameplay. In speaking with Konami reps, it sounds as though it's something players will come to use as a gauge of your surroundings, since it reacts to sounds and activity. As such, it will offer useful (and sometimes key) feedback about your surroundings based on its appearance.

We're also intrigued by the various camera options in the game, be it the standard view we expected, or the new first-person view. In some cases, the action appeared to have a camera that's almost too dynamic, making it a challenge to get your bearings, though it's nice to have so many options. Snake's little remote-controlled Metal Gear is also an interesting mechanic that might make for some unique combat solutions.

As far as the visuals go, the game continues to look better, although we're starting to get tired of the same town environment we've been seeing since the game was first unveiled. Still, the level of detail and interactivity is cool. Snake's various camouflages are rendered nicely and factor into gameplay in some very interesting ways. Particle and smoke effects are all nicely done and all add to the chaos, especially when structures are taken down. There is some of the expected performance weirdness, but we're still hopeful the frame rate will be solidified for the game's release.

There's no doubt that Metal Gear Solid 4 will be one of the most scrutinized PlayStation 3 games when it ships early next year. Given what we've seen and the team working on it, we're going to say that it has a very good chance of being able to stand up to that scrutiny. Kojima Productions is doing some interesting stuff with the gameplay, and the visuals are pretty slick, so we certainly like what we've seen so far. Look for more on Metal Gear Solid 4 later this year at Tokyo Game Show and in the months leading up to its 2008 release.

Virtua Fighter 5 for Xbox 360

Fighting fans have been waiting years for online play to be added to the Virtua Fighter series. Now they finally know exactly when that waits ends, as Sega today confirmed for GameSpot that the Xbox 360 edition of Virtua Fighter 5 will ship Tuesday, October 30.

Originally released earlier this year on the PlayStation 3, Virtua Fighter 5 featured 17 fighters--two of them new to the series--as well as the ability to customize characters with new items purchased with in-game prize money. The big change for the Xbox 360 version of the game will be online play. Other additions include leaderboards and the ability to download matches from the top contenders so as to study their fighting styles. Players will also be able to purchase downloadable Virtua Fighter 5 content through the Xbox Live Marketplace.

As far as changes that affect the offline experience, the Xbox 360 edition will have vibration support for the Xbox 360 controller. It will also be based on the latest arcade hardware revision, and players will be able to go through a quest mode featuring more rivals than before. There will also be new training options in the dojo mode.