Thursday, 10 May 2012

....REALLY??

First time ive read anything like this in a manga!!!!


Palm Rolling



Again, as with anything I post regarding dreadlocks, this is based upon my experiences from growing my own and helping several others grow their dreads. Palm rolling is another controversial topic in the dread community. some say its pointless, and the biggest argument from this camp is that you merely press and flatten hairs against the dreads when you palm roll, meaning the affects only last moments before the hairs become visibly messy again. The majority of dread heads swear by it and see palm rolling as an essential part of maintaining dreads. Palm rolling is when you take a single dread between your palms (imagine the usual Christian prayer stance), and roll the dread back and forth, slowly moving from as close to the root as you can get down to the tip and back up, varying the pressure.
 It may seem very simple but it does take a little getting used to before you can do this yourself. I found that once you know how to angle your head so your dreads fall towards the floor but coming away from your head. It is far easier if your dreads are longer than around shoulder length, as they fall away from the head better when leaning to do this. You will notice a warming sensation to your palms when doing this, obviously heat generating from the friction being caused. My dreads vary in length and thickness, for the shorter and thinner ones I find it far easier and more affective to finger roll, take a dread between your thumb and first finger and again roll back and forth moving up and down the dread, but it's harder to mover up the dread when finger rolling. It is common for your scalp to become mildly irritated after a good palm roll sesh, thanks to the pulling and sly tugging at the roots whilst rolling, so don't worry, and palm rolling has caused barley minimal hair breakage if any at all. What I have found from palm rolling is your dreads will be straight and even if you roll often. The pressure and the slow up and down movement helps flatten out any kinks, folds, bumps, etc... I highly recommend allot of palm rolling after crochet hook sessions. The crochet hook can gather quite allot of hair into the same area of a dread giving them those random bulges that are so much more compact and hard to squeeze, palm rolling during and straight after crochet hook maintenance can reduce this. The dreads to the back of my head are harder to get to and have far more kinks and bulges as I don't tend to palm roll these as often as the dredies on the side and top of my head. It really comes down to the look your going for, if any. Some people, myself included, like the look of the odd kink or bend, its almost a personal characteristic for that single dread. Others like the uniform dread look where each individual dread is the same length and thickness and the placement of the dreads is perfect. Some even take action to cause their dreads to form uneven and wobbly looking. The use of and how frequent you palm roll need to be considered if you are aiming for a specific style. As most other dreadlock maintenance revolves around the pulling in, tucking away, generally hiding loose hairs, and palm rolling does not people may think its pointless, but i beg to differ. If nothing else palm rolling, like anything else hands on with your dreads, only strengthens the bond between you and them. Feeling and seeing first hand the affects of what your doing to them, be it good or bad, is something that all proper dread heads can appreciate. My advice.... Get rolling.

Thursday, 12 April 2012

Prototype




In honour of the coming Prototype2, I'm here to explain why the first Prototype is one of my favourite games to date. I don't think Prototype is a game you can easily apply a simple out of 10 score to, there is so much on offer from this game but most of it can be, and in allot of cases has been, overlooked or just not used during game play.
You play as Alex Mercer, in a predictable story, which has you awaking at the start finding you have mentally insane uber powers. You obviously don't know why, how, who or when, and set off to find the answers. The game has you slicing clean through enemies, launching them stupidly long distances with so much force they'll splat if they meet a surface on their travels, jumping of buildings with mutated hammer fists first towards the ground utterly obliterating whatever should be within radius of where you land. Going through the list of powers at your disposal is too long winded for someone like me to do, so here is something I scraped of Wikipedia;

Offensive powers include the large and powerful Blade, fast razor-sharp Claws (which can also erupt large spikes from the ground), the telescoping Whipfist, Musclemass that augments his strength, and the slow but powerful Hammerfists. Defensive options consist of a large shield for blocking ballistic attacks that needs to regenerate after excessive damage, and full body armour that exchanges agility and speed for toughness in hand to hand combat; both will allow Alex to plough through most obstacles when active. Vision modes include thermal vision, which allows Alex to see enemies through smoke and other obstacles at the expense of a decreased vision range, and Infected vision, which highlights those infected with the BLACKLIGHT virus as well as military units
And this doesn't include the insane running speed, jumping even the Hulk would be in awe of, gliding, brutal general strength... and so on and so forth.
 

Yet another roaming game set in a New York'esq setting, probably because its easiest to design and work on/with this type of setting, but the game could have easily been set in any type of surrounding and terrain and have been a solid title, perhaps the city environment didn't do the title justice? The game looks and slightly feels too much like the early roaming Spiderman titles (I'm assuming it’s the same engine, but cba to research it), which is not a terrible thing, it just doesn't keep you engaged for too long. Hardly any variation in settings either, just heavily congested with pillars of buildings or a bit more open.
 
Visually the game is lacking but not by enough to let the whole thing down. Anyway you can’t have a game the moves as swiftly and with as much action as this AND have beautiful visuals... that's just greedy. Personally Id go with better game play over visuals any day. Don't worry there is enough detail in there for you to get the sweet sense of satisfaction after brutally smashing someone/thing to a bloody pulp. Alex Mercer himself... BADASS! Assassins Creed'esq hood, not much expression of emotion, menacing grin, modern clothing... All adds up to fan boy and girl worthiness.

Back to my initial point, the fact this game has so much going on can make it seem desperate and can also can also be quite intimidating if you’re not looking to get chin deep into a game, especially one that on first appearance doesn't look very fulfilling. Plenty of varied civilian and military vehicles and a small range of weapons to use, ample special powers and abilities which are all upgradable BY CHOICE, hand to hand and weapon based combat, story lines that follow each the main character and the company you fight, side missions and challenges with a nice mix of difficulties that varies the game play nicely, exploration that, once you've gotten to grips with the game, is fun for hours a time, tons of collectables (think crackdown)... With so much going on and so much to potentially do, how to best play this game, but once you've mastered the controls, navigation, and combat this game can be picked up and put down however many times is called for, which to me is what makes a great game.




Looking forward to Prototype2, I can see already that the visual side of things has been addressed, far glossier looking and better detailing, but I hope this does not mean the pace of the game will be slower. A new power I'm excited about is the ability to infect enemies and use them as various kinds of weapons. We shall see...

Thursday, 5 April 2012

CHAVette hits far east!!

I apologise on behalf of the UK for creating suce beings....

 

Gears of War 3




I've completed all 3 Gears of War campaigns, and played a little online with Gears 2, I'm not a big online player so this only covers the campaigns.
First thing I noticed with GoW3 is the characters are no longer inhumanely large and muscular, now they are just great dirty beasts of men within human realms, and the addition of a couple new characters who are all allot slimmer. 
Maybe this was done to add to the far smoother and swifter feel to the game compared to the previous 2 titles. The environments played in are, as with the previous titles, dark and destruction filled, but there is far less underground action. I think player would have gotten fed up of the underground stuff if it continued with the GoW3. The movement feels far smoother and fluent, which I feel was needed in this game but not too much. GoW1 and 2, I feel, where massively let down by the sluggish movement, I know it pushes you to use the cover system much more, but titles such as Army of Two use a pretty much exactly the same cover system and also have fluent game play out of cover and it works fine. The cover system doesn't feel or act any different from the previous titles, but this is definitely not a bad thing as it’s the best cover system I have used on any game on any console! There is a bit more out of cover game play in 3 than the previous titles, and your AI teammates are often seen gunning it out of cover which is fun to watch at the least, sometimes they can get a little manic! This also allows you to sit back and pick off enemies whilst they take the attention, similar to Army of Two. The AI for your team needs a few minor tweaks, they seem to charge ahead of you sometimes, and don't come back to revive you if they have, resulting in a game over. On occasion they will get in the line of fire blocking your shots to the enemy, and will try to revive you when it would be smarter to clear enemies first. These issues often leave you very frustrated with the game but they are occasional problems. Enemy doesn't seem to have changed too much, just more aggressive, which causes the player to take more desperate actions, for the first time in any GoW game I have HAD to blind fire over cover to prevent enemies from getting too close whilst I recover. There are a few surprising twists in the story, but nothing that you wouldn't have seen coming if you had paid attention in the previous games. With Dom's death and confirmation that Marcus' father is alive there is enough to keep you in the game though. In GoW3 you get a better feel for the political side of things in the Gears universe, it wasn't until 3 I realised that immulsion is almost as oil is today, the most used fuel, controlled by corrupt governments and causing war! With added emphasis on this you feel more empathy for the Gears and the remaining civilians which is always a good thing in a game.
It’s not often you come across a game with game play and cinematic appeal. Gears of War 3 had plenty of both done very well. The ending was very simple, 'all the bad guys are gone so now we live happily ever after', but as you feel like you have been one of the gears from start to finish, you don't feel let down by this, almost relieved it’s over, which is odd for a video game of any type, probably due to the subtle changes in the characters from GoW1, not that the characters were clean cut then, but you can see they have grown and bonded. Such as arguments with Baird are much shorter as the team understand he's just pessimistic and Carmine having far larger balls rushing into action and speaking up when needed. I can’t see it a game I will be revisiting over and over, but can see myself replaying with a friends online. Over all definitely one for the keepsies pile!