Showing posts with label USA News. Show all posts
Showing posts with label USA News. Show all posts

Thursday, October 31, 2013

Larry Brown wants NBA to honor retired Allen Iverson

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DALLAS — When Larry Brown first told his SMU players a few weeks ago which former NBA player was scheduled to speak to them, freshman Keith Frazier became so emotional he started crying.

Other former pros like David Robinson and Avery Johnson also gave inspired talks to Brown's SMU players this month. But there was one in particular, Allen Iverson, who left players in awe.

"Allen was phenomenal," Brown said Wednesday. "He told them a lot of things kids needed to hear. He was really humble. He spoke for about 45 minutes. He could have spoken for three hours and nobody would have moved."

LEGACY: How we should remember Iverson

IVERSON'S SPEECH: "I don't regret anything"




As Iverson prepares to officially retire in a pregame ceremony Wednesday night before the Philadelphia 76ers host the Miami Heat, Brown reflected on his ex-star's legacy and influence.

"He is the best player his size to ever play the game," Brown, who coached Iverson from 1997 to 2003, said of the 6-0, 165-pound guard. "And maybe the toughest, maybe as good of an athlete that has ever played our game, and as good of an competitor. I hope everyone understands that."

As the Sixers' coach, Brown understood Iverson's appeal because, he said, many people just knew him as the man who coached Allen Iverson and made him practice. But he fully grasped Iverson's influence in recent years when, while out of coaching, he would visit college practices and "every kid wanted to talk to me about Allen."

"It was always about Allen," Brown said. "I used to tell him all the time, 'You don't know just what you mean to so many people.' He would never fathom that."

Iverson, who famously crossed Michael Jordan over as a rookie in March 1997, was known for his irrepressible scoring ability and for how hard he always played (in games, not necessarily in practice).

"I just wish there was some way the league could honor him," Brown said. "It is one thing doing it in Philly when they retire his jersey. But he needed to go to every arena and have people show what he meant."

Posted By Latansa Travel12:04 AM

Monday, October 28, 2013

WWE Hell in a Cell 2013 Results: Biggest Stars from Latest PPV Event

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The skilled worker may are voted adult male. Hell in a Cell as an award for his overall performances among the gimmick match itself, but his absence from this pay-per-view failed to mean that it had been devoid of star power.

Rather, there were quite a few superstars World Health Organization came out of the event trying more important than they've been recently-or in some cases, have ever been before.

At a careless glance, you'd assume this would be an easy list of just the folks participating within the world title matches, but that is not the case.

Several of the participants in high-profile matches is throw away as others stepped up and helped build this pay-per-view a intensify from the unsatisfactory one that preceded it, piece of land.

So, just World Health Organization are the wrestlers World Health Organization were the highlights of the event? Let's take a glance.

Posted By Latansa Travel3:55 AM

Wednesday, October 9, 2013

Beyond two souls reviewed on PS3

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Look, don't touch.


Reviewed on PlayStation 3
October 8, 2013 If you are the type who scrolls down a review to see the score before reading the text, know this first: I have never found assigning a number to a game so difficult. This is principally because Beyond: Two Souls takes the vision that writer/creative director David Cage and his team at Quantic Dream have held onto for so long - that interactive drama is the way to make gamers conditioned to meaningless violence feel something in the depths of our brittle souls - to unprecedented extremes. But Beyond is a game that made me feel too much like a passive participant, which made “playing” it a very confusing and unrewarding experience.
Indeed, if there was ever a game that suggested that Cage is a frustrated film director at heart, it’s this one. Beyond is an opus – a muddy and unfocused one, but an opus – packed with so much plot it feels like Cage has indulged his every whim and want in a single project. Unlike Heavy Rain before it, which dipped into silliness but was at least thematically consistent, Beyond’s only consistency is its focus on Jodie Holmes, the game's tragic heroine. She’s a character wonderfully realized by actress Ellen Page, who proves to be much of Beyond’s saving grace.
Jodie’s story is told in chapters out of chronological order across 15 years of her life. Beyond dances between these chapters: Jodie as a little girl, Jodie as a stubborn teen, Jodie as a young woman, Jodie as a little girl again, and so on. Her plight is driven by an unwanted tethering to a Poltergeist-like spirit she calls Aiden, whom you can also control depending on the circumstance.
This flitting back and forth across multiple eras of Jodie’s life presents a couple of problems. It gives Beyond a schizophrenic, alienating feeling, and left me constantly rying to catch

up with the progression of the narrative. Next to something like Quentin Tarantino’s Pulp Fiction, this experiment with chronology feels unfocused; we are frequently thrust into deeply dramatic scenes that claw at our tear ducts far too early, before we’ve had the chance to fully invest in characters and their circumstances. In truth, Beyond’s plot would still feel disjointed even if it were told in order. Those familiar with Quantic’s previous works, most notably Fahrenheit/Indigo Prophecy, should not expect anything more focused here. The story takes us from horror (where the influence of Brian de Palma and Adrian Lyne is strong) to drama, action, and sci-fi, and it’s peppered with pulp: evil government conspiracies, supernatural enemies, and cackling bad guys from distant climates abound.
Cage has said in interviews that switching between genres and tone was a conscious choice, as nobody’s life is ever one flat note. But this is not a real life. This is a story about a girl and her ghost, and there is a reason filmmakers tend to stick with one genre or another: so as to craft a cohesive narrative. It is unfortunate there is no such discipline to be found here.
Occasionally, the plot does sing, and is dotted with moments that compelled me to continue playing. Cage’s best work comes out in the quieter, more human moments in his stories. Helping a teenage Jodie agonize over which music to choose at a party is one such moment; playing guitar on the streets in the middle of a bitter winter to earn enough money to buy food is another.
In these scenes, Ellen Page has the opportunity to really make us care for Jodie. Page is an eminently likeable and capable actress and gamely takes on Cage’s crazy twists and turns, delivering her lines with nothing less than utter sincerity. The rest of the cast don’t always grant him the same favour, and frequently slip into broad theatrical strokes (“for the love of God, she’s a monster!”) because the writing grants them this luxury. Page – and yes, Willem Dafoe, although he’s simply doing his Norman Osborne routine here – knows when to downplay the crazy and put emphasis on those smaller moments. It is principally thanks to her, although Cage does deserve some credit here too, that I felt a lump in my throat at the end.
What’s missing, then, is the actual game built around this story. The system that allows us to interact with Jodie’s world has been streamlined for the better since Heavy Rain, and for the most part the action buttons - those much-maligned perpetrators of quick-time events (QTEs) - have been discarded. They’re replaced with more intuitive contextual interactions on the right thumbstick, or iPhone touchscreen if you choose to play with an even further-simplified control scheme.
Anything you can interact with in the world is indicated by a white dot; move the right stick in the direction that feels natural, and Jodie will do the predictable thing: pick up a doll, take a shower, sit down on a chair. There are the occasional instances of QTE prompts in moments of high tension, although they are relatively unobtrusive and feel natural within that context.
Navigating Aiden, too, is easy enough. You can switch to him when Jodie needs help, and a press of the triangle button will propel you into a first person view with a satisfying woosh. In his form you can pass through walls and ceilings to possess certain enemies (why some but not all is not explained), kill certain enemies (ditto), move certain items and occasionally feed Jodie flashbacks via a telepathic link so she knows how to progress. There is little coherency to the system, for Aiden’s usefulness is determined on a contextual basis by Quantic. Rarely did I feel as if I was using Aiden to progress based on my own intuition alone.
When he is required, Jodie will use one of a handful of verbal prompts: “help me Aiden,” “get rid of them, Aiden,” and so on. His goals tend to be blatantly signposted - a character to possess immediately to the left, an interactive bit of ghost dust in the room above. Further, you can’t always switch to him; it seems Aiden is a stubborn spirit. This simplistic gameplay and Aiden’s limitations are disappointing, particularly if one considers the potential for dynamic puzzle-solving interplay between Jodie and Aiden in co-op mode.
Combat is the weakest aspect of Quantic’s new control scheme. Time slows down during physical fights, and you must move the right stick in the same direction as Jodie’s body to block or punch or kick. Her body isn’t always easy to read –and you only have a couple of seconds in which to do so – so frequently I found myself ducking instead of kicking, or moving backwards instead of forwards.
It’s no matter: the outcome will be the same regardless. Jodie can get stabbed, beat up, pushed off the side of a building; she’ll always be fine on the other side. In circumstances where this invulnerability system is overtly nonsensical – when she gets shot for example – Aiden will simply heal her.
This constant push and pull between our sense that we are impacting the story and the story itself has always been at the heart of everything David Cage has created, but it’s examples like these that highlight just how passive Beyond made me feel. There are, of course, choices: on Quantic’s whim, you can choose how Jodie responds in conversation, whether she’ll dance at a party or not, or take revenge on someone who has wronged her. But unlike the critical decisions you make in Heavy Rain, Beyond’s choices feel small, and the story will storm onward no matter how they are played out, never pausing to toss you a crunchy moral quandary to change its direction in any way that feels significant. It’s disappointingly unadaptable.
I can illustrate this by comparing two scenarios. In one, Jodie is preparing for a date: you have the ability to choose her outfit, what she’ll cook for dinner, if she cleans up her apartment or not, and so on. How she completes these tasks will affect the outcome of the date. In another, Jodie is instructed to kill a man. You have no choice in this.
These restrictions are, of course, understandable from a technical perspective. Each time Quantic offers us a major decision, there is more game that must be made to accommodate, plus the developer only had so much flexibility with a solo protagonist. But it is unwise to build up our expectations of being able to choose our actions and then take that away from us where it feels most important.
It should be noted that Beyond’s linearity also extends to general exploration, but this is an understandable decision on Quantic’s behalf; opening up its world would cause chaos with Beyond’s tightly scripted story. You still can bask in the beautifully detailed trappings of suburbia Quantic has carefully created, or the glistening sterility of a research base, or the vast desert plains of the Great Southwestern Nowhere. These stunningly realized backdrops are triumphs of technical craftsmanship, but they are indeed backdrops, built for looking at rather than touching; a thought that perhaps encapsulates this game in its entirety.
Scene by scene, Beyond: Two Souls is compelling enough, principally thanks to a remarkable performance from Ellen Page. But never before have I felt like such a passive participant in a video game, my choices and actions merely icing on a dense, multi-layered cake. Playing Beyond is a memorable experience, yes, but a good video game it is not; and while the credits were rolling I admit to thinking I would have been happier to sit back and watch a movie version that was eight-and-a-half hours shorter.

Posted By Latansa Travel7:37 AM

Kris Jenner and Bruce Jenner Announce Separation

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Bruce medico|doctor|doc|physician|MD|Dr.|medico} and crease Jenner have separated.
PHOTO: Bruce Jenner and Kris Jenner arrive at the Brent Shapiro Foundation: The Summer Spectacular  on September 15, 2012 in Beverly Hills, Calif.

"We live one by one and that we are a lot of happier this way," the couple of more than 20 years told E! News in an exceedingly statement. "But we'll perpetually have a lot of love and respect for every alternative. even supposing we tend to are separated, we'll perpetually stay best friends, and as always, our family can stay our No. 1 priority."

Kanye West Talks Family with kris jenner

The Olympian, 63, and therefore the Kardashian matriarch, 57, were married in 1991. they have 2 daughters along, Kendall, 17, and Kylie, 16, and each have four youngsters from previous marriages.

In April, the couple celebrated their twenty second wedding anniversary amid rumors of a split, however placed on brave faces.

Related: within Khloe Kardashian and Lamar Odom's Struggles: can Their wedding Survive?

"Happy day of remembrance Bruce!!!!" kris jenner wrote on Instagram. "Best twenty two years I may ever have unreal. ... Hope future twenty two is even a lot of fabulous. ... i like you!"

Since then, however, the 2 are outlay longer apart, as was pictured in their E! reality TV series, "Keeping Up With the Kardashians." (Bruce Dr. had been staying at a aim Malibu, Calif., whereas kris jenner stayed at the couple's house in Calabasas.)

A rep for the couple couldn't be reached for comment.

Posted By Latansa Travel7:33 AM

Tuesday, October 8, 2013

After Bad Press and Confusion, Justice Department Restores Federal Amber Alert Website

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After Bad Press and Confusion, Justice Department Restores Federal Amber Alert Website
After being taken down, officially because of the government shutdown, the federal website dealing with alerts about abducted children – AmberAlert.gov – was restored Monday morning.
"The Amber Alert system was never interrupted, but to eliminate any confusion, the informational site maintained by the Justice Department has been restored,” Justice Department spokesman Brian Fallon told CNN.
The website for the Office of Justice Programs, which hosts Amber Alert information, has been "shut down" due to funding issues, a senior Justice Department official told CNN.
The official told CNN that the website is informational only, detailing the department's role in providing training to states on how to have an Amber Alert system, and that the alerts themselves were not affected. Amber Alerts are issued jurisdictionally, by county or state, the official said, adding that the Amber Alert system, which consists largely of press notifications, highways signs, and tweets, is functional and not affected by the shutdown.
The AmberAlert.gov website links to that of the National Center for Missing and Exploited Children.
“The Office of Justice Programs had the funds to run through Friday,” October 4, after which it “furloughed all of employees. So since they couldn’t staff and monitor those websites, they were put behind a firewall so as to keep from hacking or security issues,” said Fallon.
If there isn’t a Justice Department employee working to monitor the sites, Fallon said, “it’s a cyber-security risk for sites to be posted but not maintained or supervised.”
“We had to bring in a furloughed employee to re-open the site,” Fallon said, adding that it’s “unclear if we will have the funds to monitor” the site.
The decision was made, a senior Justice Department official said, because there was a “public safety worry because of incorrect reporting that the program itself was down,” as opposed to just the federal website.
Amber stands for “America's Missing: Broadcast Emergency Response.” The program was named after 9-year-old Amber Hagerman who in 1996 was abducted and murdered in Arlington, Texas. Her case remains unsolved.

Posted By Latansa Travel3:40 AM