text:
A system and method are provided for direct-conversion of a modulated radio-frequency (RF) signal. After receiving an RF signal, the RF signal is mixed with a plurality of oscillator signals with different phases in an interleaving manner.
1. A method of processing a signal, the method comprising:
receiving the signal; and
mixing the signal with a first phase interleaved Local Oscillator (LO) signal to generate a frequency downconverted first phase interleaved signal, the downconverted first phase interleaved signal interleaving at least downconverted in-phase and quadrature signal;
mixing the signal with a second phase interleaved LO signal to generate a second phase interleaved signal, the second phase interleaved signal interleaving at least downconverted in-phase and quadrature signals; and
maintaining a phase offset of the first phase interleaved LO signal relative to the second phase interleaved LO signal.
2. The method of
3. The method of
4. The method of
5. The method of
6. The method of
7. The method of
8. The method of
generating a LO signal;
generating a plurality of phases of the LO signal; and
interleaving the plurality of phases of the LO signal.
9. A method of processing a modulated radio-frequency (RF) signal, the method comprising:
receiving the modulated RF signal; and
mixing the modulated RF signal with a plurality of phase interleaved LO signals to generate a plurality of in-phase and quadrature interleaved baseband signals, wherein mixing the modulated RF signal includes:
mixing the modulated RF signal with a first phase interleaved LO signal to generate a first interleaved baseband signal; and
mixing the modulated RF signal with a second interleaved LO signal to generate a second interleaved baseband signal, wherein the second interleaved baseband signal is in quadrature with the first interleaved baseband signal.
10. The method of
receiving a signal-ended modulated RF signal; and
generating a differential modulated RF signal.
11. The method of
12. The method of
13. The method of
selectively coupling a first in-phase and quadrature interleaved baseband signal to an in-phase baseband signal path based at least in part on a phase of a first of the plurality of phase interleaved LO signals; and
selectively coupling a second in-phase and quadrature interleaved baseband signal to an in-phase baseband signal path based at least in part on a phase of a second of the plurality of phase interleaved LO signals.
14. The method of
15. A method of processing a signal, the method comprising:
generating first and second interleaved signals from a received RF signal, wherein each of the first and second interleaved signals interleaves in-phase and quadrature periods; and
deinterleaving the first and second interleaved signals to generate in-phase and quadrature signals, wherein deinterleaving the first and second interleaved signals comprises selectively routing the second interleaved signal to an in-phase signal path.
16. The method of
17. An apparatus for processing an input signal, the apparatus comprising:
a Local Oscillator (LO) subsystem configured to generate a first interleaved LO signal having in-phase and quadrature states;
a first mixer configured to mix the input signal with the first interleaved LO signal to generate a first interleaved baseband signal; and
a second mixer configured to mix the input signal with the second interleaved LO signal that is in quadrature with the first interleaved LO signal to generate a second interleaved baseband signal,
wherein the first interleaved signal comprises 0, 90, 180, and 270 degree phase offset states.
18. An apparatus for processing an input signal, the apparatus comprising:
a Local Oscillator (LO) subsystem configured to generate a first interleaved LO signal having in-phase and quadrature states;
a first mixer configured to mix the input signal with the first interleaved LO signal to generate a first interleaved baseband signal; and
a second mixer configured to mix the input signal with the second interleaved LO signal that is in quadrature with the first interleaved LO signal to generate a second interleaved baseband signal,
further comprising a deinterleaver coupled to the first mixer and configured to selectively switch the first interleaved baseband signal to one of an in-phase signal path or a quadrature signal path, based on the state of the first interleaved LO signal.
19. An apparatus for processing an input signal, the apparatus comprising:
means for receiving a modulated Radio Frequency (RF) signal; and
means for mixing the modulated RF signal with a plurality of phase interleaved LO signals to generate a plurality of in-phase and quadrature interleaved baseband signals, wherein a first of the plurality of in-phase and quadrature interleaved baseband signals is in quadrature with a second of the plurality of in-phase and quadrature interleaved baseband signals.
20. The apparatus of
21. The apparatus of
means for selectively coupling the first in-phase and quadrature interleaved baseband signal to an in-phase baseband signal path based at least in part on a state of a first of the plurality of phase interleaved LO signals; and
means for selectively coupling the second in-phase and quadrature interleaved baseband signal to an in-phase baseband signal path based at least in part on a state of a second of the plurality of phase interleaved LO signals.
22. The apparatus of
This application is a continuation of U.S. patent application Ser. No. 10/807,208, filed Mar. 22, 2004, which claims the benefit of priority under 35 U.S.C. 119(e) to provisional U.S. Patent Application No. 60/456,510 filed Mar. 24, 2003, all of which are incorporated herein by reference in their entirety.
The present invention relates to circuitry, and more particularly to direct-conversion circuitry.
Direct-conversion is a wireless receiver architecture particularly suited to highly integrated, low-power terminals. Its advantage over traditional superheterodyne architectures is that the received signal is amplified and filtered at baseband rather than at some higher intermediate frequency. This architecture results in lower current consumption in the baseband circuitry and a simpler frequency plan.
In direct-conversion receivers, the most serious drawback is that the direct current (DC) offset generated by the down-conversion mixers and baseband circuitry. This offset appears in the middle of the down converted signal spectrum, corrupting the signal.
The first cause of DC offset is the transistor mismatch of the baseband components such as the down-conversion mixers and buffers. This is static DC offset. In addition, there is dynamic DC offset. One source of dynamic DC offset occurs when the local oscillator (LO) leaks into the front end of the receiver through the integrated circuit substrate. This signal is down converted to DC. Another source of dynamic DC offset occurs when the LO leaks out the antenna and reflects off external objects and back into the receiver. This too is down converted to DC.
DC offsets may be removed through capacitive coupling if the signal modulation is tolerant to the phase distortion cause by capacitor-resistor (CR) coupling. In addition, DC offsets may be estimated and digitally removed at the cost of additional hardware size and complexity.
Another problem in direct-conversion receivers is in-phase and quadrature ("IQ") imbalance of the LO and receiver. In the art, it is well known that direct-conversion transmitter and receivers need a local oscillator with quadrature outputs for vector modulation and demodulation. However, when the quadrature outputs are not equal in amplitude and not exactly 90 degrees out of phase, demodulation becomes more difficult requiring a higher signal-to-noise ratio to properly decode the signal.
Quadrature phases are typically derived by passing a reference local oscillator through a CR-RC phase shift network. Ideally, this creates two signals with equal amplitude and 90 degrees of phase difference. However, this depends on the accuracy of resistors and capacitors which make up the phase shift network. The resistors and capacitors can vary by up to 15 percent in a typical integrated circuit causing the in-phase and quadrature components to have different amplitudes and a phase difference not equal to 90 degrees.
In addition, layout differences between the in-phase and quadrature paths can cause additional amplitude/phase imbalance. Contributing to further in-phase/quadrature imbalance is the circuits in the in-phase and quadrature paths, such as amplifiers and mixers, the physical properties of which differ slightly. Many feedback calibration schemes have been proposed and implemented to mitigate quadrature imbalance at the cost of hardware and/or system complexity.
In addition to DC offset and quadrature imbalance, radio-frequency (RF) integrated circuits suffer from self-generated interference. Specifically, signals from one part of the integrated circuit couple to another part of the integrated circuit. The RF section of an integrated circuit is the most susceptible portion since the received signal has not been fully amplified. One way to combat this problem is to turn the signal from single-ended to differential. A differential signal is comprised of a negative and a positive component. This adds to the signal's resilience to self interference.
A conventional direct-conversion receiver is illustrated in
Furthermore, the receiver multiplies the RF signal not with one but with two different phases 11, 12 of the LO. The two phases 11, 12 of the local oscillator are 90 degrees apart and thus, are known as the in-phase (I) 11 and quadrature (Q) 12 components. Through this disclosure, the in-phase local oscillator signal is denoted LOI and the quadrature local oscillator signal is denoted LOQ. The mixer outputs 13, 14 are known as baseband signals since they are at a lower frequency than the RF signal. The baseband signals are in-phase and quadrature corresponding to the in-phase and quadrature local oscillator signals. The baseband signals are low pass filtered as to remove unwanted interfering signals. Through this disclosure, the in-phase baseband signal is denoted BBI and the quadrature baseband signal is denoted BBQ. The resulting filtered baseband signals 15, 16 can be represented by Equations 1 and 2.
Another conventional direct-conversion architecture is shown in
Similarly, the differential direct-conversion architecture shown in
Collectively, these four signals 206, 207, 208, 209 are referred to as polyphase local oscillator signals. To facilitate the description of this embodiment, these signals are denoted 206, 207, 208, 209 as LO0, LO180, LO90, LO270 corresponding to their phase shift compared to the local oscillator 203. It is well known in the art that shifting a sinusoidal signal 180 degrees in phase is the same as inverting the signal. Therefore, the equivalent single-ended in-phase and quadrature LO signals are described mathematically as in Equations 4 and 5.
The differential RF signal 201, 202 is then routed to the differential mixers 210, 211 where it is multiplied by the differential local oscillator signals. At the first mixer 210, the differential RF signal is multiplied by the in-phase LO (LOI) to generate the differential in-phase baseband signal 212, 213 (BBI). Likewise, at the second mixer 211, the differential RF signal is multiplied by the quadrature LO (LOQ) to generate the differential quadrature baseband signal 214, 215 (BBQ). Equations 6 and 7 describe the mixing process of the differential signals to generate the BBI and the BBQ.
As in the single-ended case, the baseband signals 212, 213, 214, 215 can be filtered to remove unwanted interfering signals to produce filtered baseband signals 216, 217, 218, 219.
Now, to elucidate the problems with direct-conversion receivers, DC offset and imbalance distortions will be added to Equations 6 and 7. DC offsets are added to the output of the mixers. DC 1 represents the differential DC offset of the first mixer 210 and DC2 represents the differential DC offset of the second mixer 211. Likewise the amplitude and phase imbalance of the mixers and the polyphase LO signals can be accounted for at the output of each mixer. A complex multiplicative term, A1ejP1, represents a random amplitude variation (A1) and a random phase variation (P1) introduced by the first mixer 210 and the signal path and LO path connected to the mixer. Likewise, A2eP2 represents a random amplitude and phase variation introduced by the second mixer 211 and the signal and LO paths connected thereto. Thus, with these distortions added, Equations 6 and 7 become Equations 11 and 12.
As seen in Equations 11 and 12, the baseband in-phase and quadrature signals imbalance grows as A1 and A2 differ and as P1 and P2 differ. As the imbalance increases, it is harder for the signal to be received and decoded. Likewise, as DC1 and DC2 get larger, and thus depart from the ideal of no DC offset, it becomes more difficult for the signal to be received and decoded.
A system and method are provided for direct-conversion of a modulated radio-frequency (RF) signal. After receiving an RF signal, the RF signal is mixed with a plurality of oscillator signals with different phases in an interleaving manner.
In one embodiment, the RF signal may be converted to a differential RF signal. Further, the RF signal may be modulated over a finite bandwidth.
In another embodiment, the oscillator signals may include an oscillator signal frequency substantially equal to an RF signal frequency of the RF signal. Optionally, the oscillator signals may have phase differences of 0, 90, 180 and 270 degrees.
In still another embodiment, the mixing may be carried out by a plurality of mixers. Further, the oscillator signals may be input to the mixers in the interleaving manner. For example, the oscillator signals may be input to the mixers in the interleaving manner by switching which oscillator signals are input to which mixers.
As an option, such switching may occur at a rate that is faster than a bandwidth of the RF signal. Further, the switching may occur in a substantially random manner, or even in a completely random manner.
In still yet another embodiment, a modulation of the RF signal may be reconstructed as a quadrature baseband signal and an in-phase baseband signal with a de-interleaving operation. Optionally, such de-interleaving operation may include inverting and routing operations.
Still yet, low-pass filtering may be applied to the in-phase baseband signal and the quadrature baseband signal.
In use, a direct current (DC) offset of the in-phase baseband signal and the quadrature baseband signal may thus be removed. Further, an amplitude and a phase distortion in the in-phase baseband signal and the quadrature baseband signal may be equated or reduced.
Turning to one embodiment in
To establish additional notation to unify the description the signals in
In state 1 as illustrated in
Through this method, each mixer input sees each polyphase LO signal LO0, LO90, LO180, LO270. Thus, if a phase or amplitude imbalance of one mixer distorts one LO component then it distorts all components. For the four states, the output of the first mixer 341 is described by Equations 13, 14, 15 and 16, and the output of the second mixer 340 is described by Equations 17, 18, 19, and 20.
In the context of the present description, "interleaving" may refer to the plain and ordinary meaning thereof, as well as any sort of switching, exchanging, toggling, swapping, interchanging, etc.
The BBDI 330 undoes the interleaving that the LOPI introduced. The baseband de-interleaver 330 circuit interleaves between one of four combinations of connections illustrated in
To further clarify the corresponding notations between
In state 1 illustrated in
Returning to
A higher-order delta-sigma modulator 321 running off a clock 322 higher than the RF signal 300 modulation bandwidth is used to choose the LOPI and BBDI state. The delta-sigma modulator 321 generates a pseudo-random number from 1 to 4. As an example, a Bluetooth™ signal's bandwidth is 1 MHz, thus the interleaving may occur faster than 1 MHz such as 10 MHz. To continue the example, the delta-sigma pseudo random number modulator 321 would generate 1.0 million random numbers per second; these numbers generated from the set 1, 2, 3 and 4. Delta-sigma pseudo random numbers force the switching noise to higher frequencies. As an option, the numbers may be completely random.
For the in-phase signal component, the DC offset has 4 values DC1,−DC1, DC2,−DC2 corresponding to states 1, 2, 3, 4 respectively. Likewise the quadrature baseband signal has 4 DC offset values each corresponding to a different interleaving combination. The amplitude and phase imbalance distortion has two values for the in-phase baseband signal: A1ejP1 for states 1 and 2 and A2ejP2 for states 3 and 4. The quadrature baseband signal follows the opposite pattern for amplitude and phase imbalance.
Since a low pass filter can be interpreted as a time averaging function, the DC offset introduced by the mixers is averaged out in the baseband signals. With equal numbers of switching matrix states occurring, the DC offset is removed. This is summarized in the Equation 29.
Similarly, the in-phase and quadrature baseband signal imbalances average to the same value denoted in Equations 30 and 31.
So while the amplitude and phase distortion are still present in the I and Q baseband signals, the distortion is now equal in the I and Q baseband signals. Since the signals are balanced, the amplitude and phase distortion does not degrade the system performance. With only the addition of a complex multiplicative term, Equations 30 and 31 are identical to Equations 1 and 2 which are the expressions for an ideal direct-conversion receiver.
The present technology thus provides a solution for important drawbacks of a direct-conversion receiver: DC offset and quadrature imbalance.
In the wireless communication system of
Referring again to
Control station 120 provides circuitry for routing communications between wireless communication devices operating in various base station coverage areas, as well as between remote stations and land-line telephone users through a Public Switch Telephone. Network, shown in
Control station 120 typically comprises a telecommunications switch (not shown) and a Base Station Controller (BSC) (also not shown). The telecommunication switch provides a switching interface to PSTN 130 while the BSC provides the necessary hardware and software for communications to take place between base stations. Control station 120 provides other functions in the communication system as well, such as billing services and data services.
Control station 120 may be coupled to the base stations by various means such as dedicated telephone lines, optical fiber links, or microwave communication links. When a call is initiated by a wireless communication device, a paging message is transmitted to one or more base stations proximate to the wireless communication device initiating the call, generally over a paging channel. The paging message is routed to control station 120, where it is processed and routed either to PSTN 130 or to one or more base stations proximate to a wireless communication device for which the call is intended. When a call is initiated from PSTN 130, a paging message is received by control station 120 where it is then converted into a format suitable for the particular wireless communication system.
In the exemplary embodiment, the wireless communication device 100 is able to communicate in at least two modes, or types, of communications, data communications and voice communications. Data communication mode is used when it is desirous to send or receive information generally suitable for digital computational devices, such as laptop computers. Data is generally transmitted in discreet segments called packets. Each data packet generally contains overhead information used for a variety of purposes. For example, many data packets contain a data field used to store an error detection code. The error detection code may be used to check a received data packet to ensure that it was received intact; that is, the data was not corrupted during the transmission process.
Voice communication mode is used when it is desirous to transmit acoustic information, including human speech, facsimile tones, music, or other audible forms of communication. In voice communication mode, audio information is transmitted using one or more well-known wireless communication modulation techniques, such as CDMA, TDMA, AMPS, and others.
During typical voice communications, an over the air channel is established between one or more base stations and a wireless telephone. The channel is maintained throughout the duration of the voice call, no matter how much or little voice activity is occurring between the wireless telephone and the base station. In many instances, voice data is digitized and formatted into packets prior to transmission. Voice packets differ from data packets in that no information as to a destination address is contained within the voice packets. That is, a connection is first established between two locations, then voice data is transmitted between the two locations. No address information need be contained within the voice packets as the source and destination of the voice packets are predetermined by the connection.
Data mode may further include a capability of transmitting voice in certain applications. In this scenario, voice is digitized using techniques well known in the art. The digitized voice signals may be encrypted to provide for secure voice transmissions over the air. The digitized voice signals are then formatted into data packets, which are then transmitted over the air using well-known data transmission protocols. As explained above, each data packet contains information as to the address, or destination, of where the data packet is to arrive.
Wireless communication device 100 is capable of multi-mode communications, meaning that it can operate in several modes of communications, such as voice communications or data communications. It should be understood that voice communications comprise any audio information including speech, music, or audible tones used for call processing, modems, and facsimile machines. Data communications comprise synchronous or asynchronous data transmission. In addition to these modes, wireless communication device is also capable of other modes of communications as well.
A user of wireless communication device 100 initiates communications generally by using input device 200. Input device 200 comprises a keypad in the exemplary embodiment, however, input device 200 could be any device which accepts user commands, such as a voice response device which converts voice commands into electrical signals suitable for processing by controller 202. During voice communications, the user speaks into microphone 204, which transforms acoustic energy into electrical energy and sends the electrical signals to controller 202 for processing.
Microphone 204 may be substituted for input device 200 in an application where a second audio input device is undesirable. In many instances, a voice encoder/decoder, generally known as a Codec, is used between microphone 204 and controller 202, or is incorporated within controller 202, to convert the electrical signals from microphone 204 into a format more suitable for transmission over a limited bandwidth air interface.
Speaker 206 is used to convert received electrical signals into acoustic signals. Speaker 206 may comprise a speaker suitable for low volume acoustic outputs, typically for use in a traditional telephone application, or speaker 206 may comprise a loudspeaker, suitable for high volume acoustic outputs, typically for use in a dispatch applications. In another embodiment, speaker 206 may comprise a combination of the high volume and low volume acoustic speakers.
Wireless communication device 100 further comprises display 208 for allowing a user to view operational characteristics of the wireless communication device. Such displays are common in many of today's wireless devices including telephones and remote data terminals.
Data port 210 serves as an interface between controller 202 and external hardware devices. Data port 210 generally allows a variety of bi-directional data communications to take place between wireless communication device 100 and the external device. Such external devices include laptop computers, facsimile machines, and remote data terminals, among others.
When a user initiates voice or data communications, an identification code corresponding to a second communication device, generally a telephone number, is entered using input device 200. In the exemplary embodiment, input device 200 comprises keys corresponding to digits 0 through 9, as well as additional function keys, such as SEND, END, and so forth. Input device 200 may also comprise one or more keys used to classify an outgoing communication as being a data communication or a voice communication.
For example, a user wishing to initiate a data communication might press a key designated for data communications, then dial a telephone number corresponding to a data device that the user wishes to communicate with. In one embodiment, all calls from wireless communication device 100 are assumed to be voice calls, unless classified as some other mode of communication, as described by one of the methods above.
Controller 202 serves as the main computational unit of wireless communication device 100. Although controller 202 is shown as a single element in
To facilitate the transmission and receipt of wireless RF signals in the foregoing context, an RF transceiver 212 and an antenna 214 are coupled to controller 202 for sending and receiving such signals. Similar to the controller 202, one or more ASICs in combination with memory devices, bus controllers, etc. may be used to provide the RF transceiver 212. Moreover, the aforementioned direct-conversion receiver may be incorporated into the RF transceiver 212 and/or controller 202 in any desired capacity for providing an improved system.
Working in conjunction with the controller 202 is memory 216. The memory 216 is a device used to store information represented in digital format. Examples of memory 216 include random access memory (RAM), electrically erasable programmable read-only memory (EEPROM), non-volatile memory, and other known storage devices.
While various embodiments have been described above, it should be understood that they have been presented by way of example only, and not limitation. Thus, the breadth and scope of a preferred embodiment should not be limited by any of the above-described exemplary embodiments, but should be defined only in accordance with the following claims and their equivalents.
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ApplianceKenmore Washer
Level of DifficultyReally easy
Time to do repairLess than 15 mins
Age of ApplianceMore than 10 years
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The dispenser ring was loose due to the broken plastic dispenser. Replacement was too easy.Removed the old, and snapped the new one in place. Took all of 1 minute. Now I'm back up and running
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Alan Silberberg and Ray Wang, principals, Constellation Research Group
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Wednesday - 11/10/2010, 8:31pm EST
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Gov 2.0 tools have become important to every agency. But it's changing all the time, and maybe that's slowed you down.
Alan Silberberg and Ray Wang started a new research firm, Constellation Research Group, that looks at the innovations and the disruptions in the government marketplace.
Silberberg and Wang told the DorobekINSIDER how their firm helps clients achieve "sustainable and pragmatic solutions."


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I'm creating a wee fire squid, because frankly who WOULDN'T] want a fire squid, and I've been merrily rigging the beastie up when suddenly I noticed that when I select my figure as a whole, it is now 90 degrees outside its bounding box.
I have no idea how I did this and no idea how to get it back the way it's supposed to be. Is there a way I can fix this or do I have to start from scratch again?


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Recent Philadelphia Reviews
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No words to describe this place. It was the perfect getaway house for my group. Very spacious, it accomodated us all and there was still a full basement level with room. The house was furnished beautifully - bathrooms, kitchen and entertainment space all had amenities one could want in a vacation home. And the location was perfect too. Nice, quiet secluded neighborhood. Mike the Owner was very helpful and made sure our needs were met. He even allowed a later check out time. This is truly a great place and the pictures here, nor my words above do it justice. I felt like a King staying here. Better yet, The Fresh Prince of Bel Air!
I had a 40th birthday party with friends and family, and this place was amazing! It was perfect for cooking all out family meals! Some enjoyed the pool, while others enjoyed the game room. It was like a mini vacation for us all! And Bill was amazing! Showed us around, and made us feel at home! We look forward to enjoying this home again in the near future!


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Anterra Energy Inc. conducts exploration, development and production of oil and natural gas in Canada. The Company acquires mineral rights or prospects for exploration and development of crude oil and natural gas in Western Canada.
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Just spotted Deus Ex 2 at Wal-Mart
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Posts: 502
Originally posted by NAZCA M12
Careful there! Because if i'm bitching about it, your repeated ass-kissing attitude makes me think you're a major shareholder of ISA. Likewise, the fact that you loved it, doesn't mean that whoever disagrees with you is an ignorant or something. Yes, you got that right, i don't like a lot of things about it. So do a couple of thousands of people as well (who also signed for the game to be delayed) who had the same expectations with me only to apparently, get a port of the Xbox version, badly rushed to the PC with Q&A testing made by Stevie Wonder and Ray Charles (apologies to them, no disrespect meant). If you think i'm the only one here, read the thread again. You can always go to the ISA forum and ask what's wrong with the PC version of the game. But seriously now, you've got a great excuse. That one...
1. I never said I loved the game. I said that it was worth checking out for the story and that the bugs (to me) were tolerable for it. Pleasantly surprised is a far cry from loved.
2. I never said that anyone who disagrees with me is ignorant, nor do I think it. To assume that would be ignorant.
3. I know lots of people don't like this game. I know that a lot of disappointment is going around about this game. Big deal, it happens for every game. Someone is always unhappy about something in some game. I thought Call of Duty was mediocre at best, you don't like DE2, so what. The point is, bitching about it on and on is not going to do any good.
As for my 'excuse', it's not excuse, it's pretty much a truth. How many sequels can you think of off the top of your head that were as good as or better than the first of their series? Not many can you? So you tell me, who's making excuses?
All in all, I think you need to do some hard thinking before you post next on this. Really.
"The large print giveth, and the small print taketh away." - Tom Waits
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Eyz' Superheroic A-to-Z Alphabet Challenge! - B -
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Eyz' Superheroic Alphabet Challenge!
Today, B is for... The B.P.R.D.!!
New letter!
I wasn't sure if I was gonna keep this alphabet strictly "superheroic" or not...but I guess I won't only be using "capes" for this personal challenge!
Today's character is © by Dark Horse comics


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Sade finally confirms San Diego concert
Veteran singer to perform Aug. 23 at Cricket Wireless Amphitheatre -- tickets on sale Saturday; pre-sale begins Wednesday
As for the aforementioned VIP Package options, well, it appears the economy has bounced back from the recession! The prices for VIP Packages in San Diego remain elusive as of this writing. But for Sade's Aug. 30 show at the Honda Center in Anaheim, said packages are priced at $225 ("Silver Hot Seat"), $360 ("Gold Hot Seat") and $560 ("Hospitality Package), each. (Just in case you're wondering, none of those options include the opportunity to meet Sade.)
But maybe we're over-reacting and these prices are a better deal than we think. What do you think? Tell us in the comments section below.


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The Idol Wing-Criminal Investigation Department on Tuesday produced before the Madras High Court Bench here seven idols that were recovered by the police after they were reportedly stolen from Sri Viswanathaswamy Temple in Tirupanandhal in Thanjavur district on December 16, 1990.
Additional Public Prosecutor C. Ramesh produced the idols before Justice P.N. Prakash who was seized of a criminal appeal filed by the Idol Wing-CID, challenging the acquittal of nine individuals by a Special Court for idol theft cases in Kumbakonam on June 25, 2002.
The appeal was filed before the Principal Seat of the High Court in Chennai in 2003, and got transferred to the Madurai Bench after its inception in July 2004. It had now been posted for final hearing. Idol Wing Deputy Inspector General of Police Pon. Manickavel was present in the court on Tuesday.
After recording the current status of the idols, most of which were broken, and comparing them with the photographs shot in the temple before the theft, the judge directed the police to take them back to Icon Centre, established by the State for safeguarding such idols, in Kumbakonam.
Later, he adjourned the hearing till Thursday.
Keywords: Sri Viswanathaswamy Temple, stolen idols, idol theft


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Bestnet Releases a New Music Video, 'Hope is the Light,' as Part of the Fight Against Malaria
KOLDING, Denmark, Nov. 11, 2010 /PRNewswire/ — Bestnet Europe Ltd. will host a star-studded party in Kolding this evening for the world premiere of a new music video, "Hope is the Light." Award-winning singers, songwriters and producers will be present to celebrate the release of the new music video. Many of these notable talents volunteered their time and efforts to create the music video to increase awareness about malaria and the deadly toll it takes, in particular, on the vast number of pregnant women and children under 5 who succumb to this disease each year.
The song "Hope is the Light" was inspired by the experiences of Trine Angeline Sig, Bestnet Managing Director. "The song is about the hope to safely see the light of day. We want to educate people about protecting themselves and their loved ones against malaria transmission," said Sig. Once the concept was fully developed, the song was written and produced in the HIP CAT Studios in Denmark by local musicians Michael Skouboe and Danny Otto with hit singer James Sampson (also known as the winner of a Danish version of "American Idol") and South African rapper Edward V providing the vocals.
The song "Hope is the Light" was originally released on World Malaria Day, April 25, 2010 at a public health conference in Copenhagen. The video to accompany the song was filmed in Uganda in June 2010 by film producer Johannes Berggreen from Datmus Films. Johnny Mortensen, Bestnet Logistics Manager, accompanied both Johannes Berggreen and James Sampson to a small village in Uganda to shoot the actual footage for the video. "After the overwhelming and positive reception of the song, Bestnet decided to create a music video to accompany it. The old adage that pictures speak louder than words is very often true when attempting to get the message of sleeping under a mosquito net across to people whose lives may be in danger from malaria, a deadly, yet completely preventable disease," said Mortensen.
"Each year, malaria is responsible for the death of one million people. In fact, somewhere in the world, a child dies about every 30 seconds from malaria," said Mortensen. He continued, "Bestnet contributes every day to the global fight against malaria by producing Netprotect ® – our insecticide incorporated mosquito nets. But now we have taken an alternative approach to direct the world's eye towards this deadly disease."
"My great hope is that this video leaves viewers and listeners with the message that they must be responsible and take action now. At the end of the day, all it requires is simply sleeping under an insecticide incorporated mosquito net," said Sig.
About Bestnet Europe Ltd.
Bestnet Europe Ltd., manufacturers of the long-lasting mosquito net Netprotect ®, supports the many ministries of health and relief organizations worldwide working for a life without malaria. Bestnet now produces more than 2 million Netprotect ® mosquito nets per month.
More information about "Hope is the Light" is available at http://www.bestneteurope.com or by contacting Bestnet Director Trine Angeline Sig, firstname.lastname@example.com, mob.: +45 2826 2600.
This press release was issued through eReleases(R). For more information, visit eReleases Press Release Distribution at http://www.ereleases.com.
SOURCE Bestnet Europe Ltd.


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The tornado that tore through parts of Chowan County including Edenton was on the ground for more than 20 minutes before the NationalWeather Service issued a tornado warning.
This is the EF-2tornado that claimed the life of 11-month old Gavin Soto who died Sunday from injuries he suffered.
Areport issued by the weather service on Saturday says the tornado was on the ground from 7:37 to 8:30 PMand had a 40 mile long path (1/4 of a mile wide). They did not issue a tornado warning until just after 8 PM.
83-year-old Louise Bonner lost her home off Burnt Mill Road during the storm Friday night.'All of a sudden everything just picked up. I could feel the house falling apart. It's a miracle I got out.' she says.
Other homes on Bonner's block suffered major damage.
13News Now Chief Meteorologist Jeff Lawson explains ' There were 4 confirmed tornadoes Friday night in NE NC. One was a weak EF-0, one was a weak EF-1, and two were EF-2s with winds of 125 mph. 3 of the 4 tornadoes ended either in or very close to Elizabeth City. All 3 of the stronger storms formed without any official tornado warnings in effect. The two EF-2s started near Edenton in Chowan County at 7:20 and 7:37 respectively. The third tornado struck around 7:50. Official tornado warnings were issued a minute or two after 8 pm'.


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Located in beautiful historic Myers Park, in the Manor Theatre Shops on Providence Road in the center of the "Myers Park Mile", Providence Gallery first opened its doors in 1978.
Having served the community for 37 years in the same location, the gallery has rightfully earned a stellar reputation for offering a combination of custom framing of the highest caliber and an extensive combination of fine art.
In 2006, Providence Gallery expanded their exhibition space to double its original size. This has allowed the gallery to welcome new artists from across the Southeastern United States as well as nationally and internationally recognized artists.
The gallery's offers a mixture of traditional landscapes, seascapes and still life works along with contemporary abstract and figurative paintings, collage, and mixed media.
We are constantly expanding our inventory of artworks to include mediums and subject matter in every genre, to continue to offer a wide selection of artwork for residential and corporate design.
Owner Deborah Campbell-Bass and gallery manager Rod Wimer offer their clientele a combined 67 years of framing and design experience; and both are well versed in all aspects of custom framing.
Join Us for an Eclectic Exhibit
New Paintings by the Over 30 Artists Represented by PROVIDENCE GALLERY
A Wide Variety of Styles Sure to Suit Every Collector's Palette
On Display May 5 - 30
Pink Sun, Fell Like Glass, 36" x 36" oil/acrylic on canvas, $2,500
Jessica Singerman
Timbuktu, 19" x 21" multimedia on canvas, $600
Rod Wimer


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HoopsHype Scott Skiles rumors
Skiles, who coached three teams from 1999 to 2013, is believed to want to coach again and has received interest from other franchises with vacancies, Glass said. Skiles, 50, had a 443-433 record and six playoff appearances across tenures with Phoenix, Chicago and Milwaukee. St. Paul Pioneer Press
Sources told ESPN.com this week that veteran coach Scott Skiles is among the candidates Wolves president Flip Saunders has interviewed in his search for Adelman's successor. ESPN.com
Darren Wolfson: On #Twolves coaching front: ESPN has Scott Skiles as interviewing. Told he will NOT be the next coach here. Twitter @DarrenWolfson
The Magic have invited Shaquille O'Neal to be an honoree, but he couldn't (wouldn't?) work it into his schedule. Joining The Big Franchise Wrecker on the list of former Magic players who turned down the franchise's generous gesture was Scott Skiles, Mr. Sentimental. Orlando Sentinel
Sam: Actually, Phil and Skiles. I know it's probably hard to believe with Skikes and his snarl. But Scott has a wicked, biting sense of humor that I enjoyed. His bosses don't always. Phil used to love to bait people as well in his quirky way and rarely, if ever, was someone upset or not trying to break the tension with a joke, which was very difficult with the basically humorless Jerry Krause. Stan Albeck was enjoyable with a good sense of humor, but just around one season. Doug Collins was, as you can guess, pretty intense. Tim Floyd was pretty much working his good ol' boy routine most of the time. Bill Cartwright was serious but easy to joke with. Vinny was relaxed and could take a joke, but not much for offering them. And Thibs, well he's misunderstood. You can have a fun time with him, but he doesn't like many to know that. NBA.com
And if the owners are looking for someone "exotic," they could go with Boston-born David Blatt, who is currently head coach of the Israeli pro team Maccabi Tel Aviv, or Italy's Ettore Messina, currently coaching CSKA in Moscow and considered one of the top coaches in Europe. "There are five or six 'names' like Lionel Hollins and George Karl and Alvin Gentry and Scott Skiles," a league source said. "Then you look at the younger guys — and there aren't a lot of them that are hot names right now." Boston Globe
Looking at the hard-driving Thibodeau model, the Nets also have done background checks on Scott Skiles. But while he hasn't totally been taken off their radar, there is some fear that Skiles could clash with some of the veteran stars and have a short shelf life. ESPN.com
What is surprising, though, is that the Nets also have put Scott Skiles on their short list. Skiles was fired by the Bucks in January after four-plus tumultuous seasons in Milwaukee. Under Skiles, the Bucks had constant internal issues and qualified for the playoffs just once. Racine Journal-Times
The Nets, who fired Avery Johnson in late December and decided not to re-sign interim P.J. Carlesimo after their first-round playoff loss to Chicago, are expected to turn their attention to the coaching candidates not named Jackson now. According to two people with knowledge of the search, that list includes Indiana Pacers assistant Brian Shaw, longtime NBA coach and current Southern Methodist University coach Larry Brown, and former Milwaukee and Chicago coach Scott Skiles. USA Today Sports
While the Jackson situation has to play out before some of the other candidates will be considered, former Milwaukee Bucks and Chicago Bulls coach Scott Skiles is also on the Nets' list, according to that same person. USA Today Sports
Charles F. Gardner: Jim Boylan is out as Bucks coach, source indicates. He went 22-28 at end of season after replacing Scott Skiles. Twitter @cf_gardner
A source close to former Miami and Orlando coach Stan Van Gundy said Van Gundy has no interest in coaching any of the three current openings in the NBA: in Philadelphia, Detroit or Cleveland. Ex-Portland and Seattle coach Nate McMillan might have some interest in the Cavs' job, but if the Sacramento Kings move to Seattle, he'd be earmarked for that position. Former Milwaukee coach Scott Skiles is available. He's hard-nosed and a defensive coach, but he is known to wear down everyone around him with his relentless style. News-Herald
The Cavs also have an interest in former Orlando Magic coach Stan Van Gundy and former Milwaukee Bucks coach Scott Skiles, and Mike Malone is a former assistant under Brown in Cleveland and Miami Heat assistant coach David Fizdale has intriguing ties to Grant. Fizdale and Grant were college teammates at the University of San Diego, he is an up-and-coming assistant on Erik Spoelstra's staff in Miami and has close ties to LeBron James. Akron Beacon Journal
One major change that happened mid-season was the mutual decision between the team and head coach Scott Skiles that he would relinquish his duties as coach. The Bucks were 16-16 and riding a four-game losing streak when Jim Boylan took over. "Jim's done a nice job with the team and I think we're all seeing these situations that have occurred," Hammond said. "It's not a rarity in the NBA to have something like this happen. It's not normalcy, but it's not rarity by any stretch, so it happens. Most of the times when these sort of things happen, the situation goes south and goes south very quickly, but Jim has done a great job of working with our guys and communicating with our guys and motivating them to play hard. He deserves a lot of credit." HoopsWorld
The latest word on veteran center Samuel Dalembert, meanwhile, is that the Bucks are actually more inclined to keep him than move him now in the wake of Dalembert's fine fill-in work since Sanders was sidelined by a back injury. For much of the season -- largely when he was barely playing under Scott Skiles -- Dalembert was regarded as one of the players most likely to be traded this season. ESPN.com
Since his ouster in Milwaukee last month, ex-Bucks coach Scott Skiles has been hanging out in Bloomington, Ind., where Indiana University is located. Interestingly, when Skiles became the Bucks coach five years ago, he bought his house from Tom Crean, Indiana's head coach. Racine Journal-Times
Why do you think Skiles' attitude toward you changed? Sam Dalembert: We had a talk briefly at a shootaround; I forgot where it was. I think it was in Boston. After that talk, everything went downhill. After the game in Chicago, you said Skiles had attacked your integrity in that talk. Can you elaborate? Sam Dalembert: He told me some different things and I explained to him that I'm a happy person. And the reason I'm happy is I grateful for coming from where I came from, Haiti, and I'm grateful for every single day of my life. I'm grateful to wake up and see I'm able to have a home here, a home there and be able to help so many kids go to school back home (through his foundation) and help my family. For that, it's a blessing. To me, being a happy person, I don't think there's anything wrong with that. Racine Journal-Times
Can you be more specific about what Skiles said that upset you? Sam Dalembert: No, I really don't want to go into detail. I don't want to go into it because it really hurt me. I had to express myself. I had to let him know where I'm coming from, the root of who I am today, what is defining me. It's my country defining me. Anybody who knows me, you can ask any of my teammates, I am the most enthusiastic, happy person coming in the morning. I'm the player where I am always very respectful. I don't know what happened between us. I'm not going to say that conversation was 100 percent the reason for what happened (not him being demoted) but for some reason there was nothing said to me again and everything went downhill. There was no explanation. There was no conversation. Nothing was said to me. He didn't say, 'Hey, this is what I want you to focus on or anything like that.' It wasn't just me. Other guys were going through the same thing with him, guys who have been here way before me. So you can only imagine what they were going through. For me, it was new. I never got a chance to know him or what he didn't like about me. Racine Journal-Times
Any rumor missing? E-mail us at firstname.lastname@example.com.


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User Reviews
The Beatles Rock Band (Wii) - 13 reviews
The Beatles Rock Band On the Wii is another project of Rock Band that follows suit to the new era of full band rhythm of games, but Beatles stand out from the rest of the competition as it is the only one with a real life band. The all Beatles play list has made a sense of strong continuity between the sons, while maintaining the musical diversity enough to keep things interesting and varied. Rock out as one of the Fab 4 in the Story Mode, and you'll unlock a bevy of photographs and videos that translates the humanity of the larger than life members of The Beatles.
The Story Mode starts with a theatrical trailer that will give you a brief history and insight into the Beatles' musical and artistic careers. As you progress in the game, the connection between you players and the band members is reinforced as you play in legendary venues. Cutscenes bring to life and bridge the chapters in the Story Mode while unlockable photos and video clips provide snippets from the Beatles' career. Plating along the songs gives you a visual treat as well due to the artistic elements incorporated. Each song has a one of a kind video that accompanies it, and it reflects the song's themes and its place in the career of the Beatles.
Of course, by playing this version of Rock Band, only Beatles content is entertained. There is no character creation, you cannot customize the looks of the band members and songs previously downloaded won't work in this version. There are cooperative and competitive online modes, but as with all Rock Band games, they all shine singularly. The most significant new game play feature is the vocal harmonies.
Before you play the song, you choose which of the two vocal harmonies you are: either solo or harmonies. Harmony parts are displayed in the same area as the lead vocals. Visually, the differentiation did a great job, but it's up to you to sing them. If you have trouble harmonizing, there is a practice mode available to sort things out. You can highlight the part you want to learn, and then you can drop the pitch out to make sure you got it.
This game is already great since the Beatles and their music legacy is great; but the real exquisiteness has been captured by the way it causes excitement I playing as a united band. The Beatles Rock Band is not just about playing their music; it transcends into a more personal level and knits your band mates closer.
User Reviews
Assassin's Creed III - Wii U - 13 reviews
As anyone who has been following the series knows, Assassin's Creed 3 is by no means the third game in the Assassin's Creed series. In fact, not counting portable spin offs, there have been five games, including this, the latest entry in the series.
Most people consider Assassin's Creed II to be the first "good" game in the series, followed up by a superior sequel in Assassin's Creed Brotherhood. However, when Assassin's Creed Revelations came out, it became clear that Ubisoft had plans to continue the games as a yearly franchise, no matter the quality of the games they were putting out every year. Ubisoft quickly came out and publicly claimed that Assassin's Creed 3 would be a return to the level of quality their fans expected, but did they succeed?
When the game starts, you very quickly realize it is very much still an Assassin's Creed game, as you slowly make your way through the tutorials teaching you how to kill people quickly and quietly. This part of the game seems to take forever, but plenty of games have slow starts, right? After several excruciatingly slow hours of exposition and tutorials, the game finally lets you out into its open world, which turns out to be rather similar to the open worlds of past games. Thankfully, traversal sees an improvement when compared to previous games, resulting in far fewer instances of jumping in the wrong direction and a more pleasant open world as a result.
The core combat remains more or less the same as previous games. You'll find yourself parrying and then countering more blows than you can count as usual, but games like Sleeping Dogs have done this kind of combat system so much better at this point.
The biggest problem with Assassin's Creed 3 has very little to do with either the story or the combat. Even though this game spent a massive amount of time in development (at least for a yearly franchise), the game feels like it spent very little time being tested for bugs. While I did not personally encounter any game breaking bugs, I can certainly attest to their existence through third party accounts, but the much larger issues are the "smaller" bugs. Personally, thanks to bugs, I had to completely restart several extremely long missions and found several others far more difficult than they should have been.
Most importantly for Wii U users, how does the game use the tablet? In short, not very well. The game certainly supports mirroring, which is great if you use that feature, but as a second screen, the tablet is only used as a map. While this is certainly convenient, I can think of much better ways they could have used a completely second screen.
If you've liked Assassin's Creed and its story so far, Assassin's Creed 3 wraps up things nicely even if it is a bit buggy, but its hard to recommend to people that aren't particularly invested in the series already.
The story of the game filled the numerous gaps in the Command & Conquer game series at a quick pace. For instance, the first segment took place in between the 2nd and 3rd Tiberium struggles and the second segment moves quickly to events which happened between the 1st and 3rd Tiberium combats. During the 3rd act, the game begun to hit the correct notes but came to an end, with hopes of fulfilling a promise of another growth .Once you are in control of the place of battle, things will eventually pick up, though not as you have anticipated from an improved pack. As the player, you are the Nod faction all throughout the entire campaign with thirteen missions. This seems to be alright but failed to make the most out of the concise Scrin campaign of the Tiberium struggles.
On the other hand, this is exactly the gameplay similar to last year which contributed to its success. It is enjoyable with pacing that is fast and highly playable. Once the game puts stress on these strong points just like when you embark on a mission to arrest a GDI researcher, the gameplay will definitely rise. There are various brand new toys accessible due to the presence of subfactions in the game. These are to be used if you want to get the good parts because they carry along ingenious and exciting additions.
Several of the new units are obtainable to both the primary and subfaction. For instance, the entire GDI players will have the helicopter of hammerhead type which can be used for the transportation of troops and can still function for a long time with no need to refuel. Moreover, the Scrin mechapede is most wanted because you will be able to extend its dimension by placing more pods of which you can utilize 4 kinds. This kind of pliability will make the unit very versatile.
With regards to the controls, there have been improvements compared to last years game. The sidebar is substituted with a command wheel which can be pulled upwards with ease using the correct trigger. With this control, you will have the chance to gain access to lines, special skill and control units. If there is no click and drag ability of the controller, choosing the units will be difficult. Yet, the games interface is easy and with no hassles.
With Kanes Wrath, the Global Conquest mode transparent in the PC version of the game is replaced with the Kanes Challenge mode and through this, the game is filled with furious action at its best. This will also better prepare for playing online. Though the additions are insignificant, the basic gameplay is really good and has good performance on the platform.
User Reviews
Sniper Elite III - Xbox One - 13 reviews
'Sniper Elite III' on the Xbox One is the third installment in the video game series, the game is a first-person action shooter which was published by 505 Games and developed by Rebellion Developments for the Xbox One.
The Sniper Elite series originates with the company Rebellion Developments who also made the first two titles. Throughout the first three games of the series they have released their product for just about every major market console around, including the Xbox One and PS4 with their most recent release, Sniper Elite III. The third installment of the Sniper Elite series is set several years prior to the exploits of the second game. We get to follow our man, Karl Fairburne, as he does the work that only he can do in World War II. The story isn't particularly invigorating, rehashing several common World War II tropes that we've seen before, but it does appropriately set the mood. 'Sniper Elite III' does a ton of stuff right but there are still some problems with this new shiny package. Let's take a look at what you need to know about 'Sniper Elite III'.
If you spent much time playing Sniper Elite II then you know that there were some major problems with the core of the game. The linear story telling felt restrictive and the stiffness of the gameplay often overshadowed some of the really cool elements at play. Elite V3 immediately sought to change the tenor of the series by creating a big spectacled, free reign sort of war game. Don't get us wrong though, even with improvements to certain 'shiny' aspects of the game the core still resides between the cross hairs of our hero.
When your game is based on a single gameplay mechanic rather than any other overarching element you need to make sure that you do things right. The core element of 'Sniper Elite III' is the dramatic, almost pornographic nature of the sniper kills. In V3 you can slow down time in order to properly aim your rifle. Following your special aiming capabilities is a slowed down bullet tracking system that allows you to experience the thrill of your kill in first person. The bullet flies, your enemy seems trapped, and in a moment it all ends for them. Why would you ever use another gun with this at your disposal?
While your objectives rarely change throughout the game the way in which you do them is much more entertaining than in past passages. Your trip through South Africa is less constrictive than you might think. Players are given a relatively free rein to explore the world and take out zombies in any which way that they feel like. This is a part of war that is rarely ever touched upon in other games detailing the era and, because of that, it feels refreshing and new--even if the story that goes underneath it seems laughable due to cliches and cheesy writing. Part of the appeal is just how large each level is that you will experience. You no longer see clearly delineated paths to follow and each level is big enough to keep you on the edge of your toes. You never know when you'll turn a corner in the bush only to be brought face to face with a German motor pool.
The campaign of 'Sniper Elite III' consists of eight different levels with each level lasting around an hour or two of total play time. The investment in this play time includes the numerous re-starts that you will be forced to undertake thanks to the sheer difficulty of your tasks at hand. Whether you have to destroy motorized vehicles or go all tactical by steeling secret documents, your job will always be hard. Accidents happen and you won't always have the drop on your enemy. So get used to optimizing your playing abilities in order to get the most out of your fresh spawns, you'll definitely need them.
The AI that you will experience in Elite III ranges on the scale of 'Lazy' all the way to 'Way too competent'. In fact enemy guards are so adept at spotting your soldier that you are forced to take things slow. This is also encouraged by your style of fighting: with a sniper rifle. The stealth element never takes center stage, not completely anyway, but it does add some much needed gravitas to the game.
'Sniper Elite III' on the Xbox One is an uneven experience that dabbles in excellence. There are moments of pure joy that are immediately weighed down by a laughable script and poor voice acting. All in all you get what's on the cover with this game and that's all you can ask for.
This game features its strong and very satisfying plot that spans a lot of generations and gives you the role of being a lonely boy. Being a boy that has been rejected by society, you begin to suffer numerous tragedies and try to survive living alone. As you grow older, you will be trying to make improvements in your life by unraveling your past and reconciling it with your destiny. The destiny that you seek will be answered as you progress through the game from slaying bad guys and performing tasks that each level requires.
On top of your screen, you will witness an expansive map that you will be exploring as you go through your quests. On each of the map that you will be having, you will need to engage in every place on the map and ask the locals that live in it for the things that you will be looking for. There will be a lot of confusing directions and hints on every map however; you will still find it easy to cross each map through the use of the party chat.
Of course a role-playing game is not complete without the battles. On the top of your screen, you will be able to control your main character through the top screen outlining all the information as well as the weapons and skills that you can use. Also, the enemies as well as the battlefields will be confined on the bottom part of your screen. On both screens, you will be able to control your party. You can use the individual skills like use magic, attack an enemy or command all your units to heal together. You will find this game challenging and not boring because of the variation of enemies and their skills that you will be facing. As you move along each level, you will find that the enemy grows stronger.
This game enables you to tame and recruit more than 50 different monster types by defeating each one in the battle. Just like your character, you can let them use and wear anything you like. The total hours to finish this game are about 40 hours, however, that will be accomplished only if you don't make any errors on the quest. Therefore to make it close to that time, you will need to master and practice every skill and every monster ability that you tame. If you fail, you can always start from the beginning.
User Reviews
Bladestorm: The Hundred Years War (PS3) - 13 reviews
As the player, you will be a mercenary searching for recognition and wealth and at the same time, monitoring places of battles from a conventional third-person standpoint. For that matter, you will be following your goals by handling troops or struggling as part of a group. The primary difference between this kind of strategy and the usual lone actioner is that as the leader you need to make a short stop to convince a group of guys to fight along without the need to attack rival positions on your own. This basic control system will lead Bladestorm to downfall. The commanding troops are so one-dimensional that it is alright to overlook that you are not alone.
Meanwhile, the battles are very simple considering that their performances are similar. All you need to do is run amok across a French countryside in every mission, conquering every camp base you encounter until such time you will arrive at the specific settlement and eliminate it. Variations in battle fights is less, the combats are usually filled with troops creating chaos. Bladestorm is the kind of game that endeavors to portray certain realities of fighting with large number of soldiers. Consequently, the whole thing will be similar to arcade. Also, the artificial intelligence is very unrealistic. The opponents will be reluctant in their attacks to the point that they will just sit back until such time, you will hit their heads.
Depth in between fights makes the game fairly fascinating. You will take time to prepare in order to conquer the tavern's field. In addition, you will also improve the books dealing with various kinds of troops, purchase equipment and units to prepare for immediate deployment in combats soon. It is fundamentally amazing if you have the capacity to customize outfits for the troops and enhance their combat skills by way of books.
Bladestorm version in Xbox 360 and PS3 have no existing accompaniments and both do not provide a game mode that is multiplayer. The video and the audio qualities are quite bad on both. Graphics have been set near the original levels of Xbox since there are a huge number of troops on the screen at the same time. Thus, the movement of the game is smooth but has no appeal. On the other hand, the visual design is not that impressive due to the flat color palette which makes it hard to distinguish the various types of troops in a separate manner. Despite the hard rock, action-first-squad-combat concept, the game will succeed as half done. The brand new concepts of the gameplay as well as the European backdrop have to be further amplified in order to achieve Bladestorm's purpose.
User Reviews
F1 2012 (Xbox 360) - 13 reviews
F1 2012 is a Formula One racing game that is brought to us by Codemasters. The game is the third that Codemasters has created for the F1 genre, after they completed F1 2010 and F1 2011. The game has received mostly positive reviews, particularly when compared to the previous versions. We will take a look at the game modes, some changes compared to F1 2011, and what is still flawed in this great looking Formula 1 game.
F1 2012 has several game modes. The simplest game mode is the Single Race, where you can choose any of the official 2012 F1 races and drive there as a race weekend. You can also choose any of the drivers that were part of the 2012 F1 world championship. The race settings can be altered, which includes the difficulty, what rules are active, how long the race is, and what the weather is like. This ability to adjust and customize is what makes this game so great.
Another game mode is the Career Mode. In a change from F1 2011, the career mode now has two separate routes. The first is the traditional career where you can change your team after each season, depending on how well you have done. The second is the "Rival Challenge", where you pick a rival on the grid. If you beat that rival in the next three races, you get to take their race seat. So, even if you are with the worst team on the grid, you can challenge someone like Vettel or Alonso. If you beat them over three races, you will find yourself in the Red Bull or Ferrari.
Challenge Mode is another interesting edition to F1 2012. As there were so many past champions on the 2012 F1 grid, the game decided to take advantage of that. Each challenge has you pitted against a F1 champion. Your goal is to beat them and win the challenge. You can do this in three difficulty settings. Once you win the challenge, you move onto a harder challenge. The challenges go on until you meet 7 time champion Michael Schumacher for the final challenge.
The online mode for F1 2012 is decent but it is nothing to rave about. There are very few games going on and mostly you will have to get a group of friends together who can set up an online game through Steam. This is what most choose to do, as the regular online games can be very unpredictable.
Many people have plenty of issues with this game and some of those comments are warranted. The rules are still not implemented well, particularly in online situations. There are times when someone will take your car out completely, but you will also get a penalty as a result of the crash. Tire wear is still a problem, especially in wet conditions.
The best improvement from F1 2011 is the handling. It feels more real and it is very sensitive to changes that are made to the car. This makes F1 2012 the best simulation to date, even if there are still chinks in the armor.
User Reviews
Cartoon Network: Punch Time Explosion (3DS) - 13 reviews
All time favorite cartoon network characters in one video game. Punch time explosion offers the pace and excitement of a fighting game with the characters that have come to be loved and adored over the years. This game offers all the action of a fighting game and exceptional graphics. Anyone who enjoys cartoon network and action games will be well pleased.
Punch time is a bit different when speaking of DS games. This has an intricate story line that flows smoothly along with the action. Enough thought was out into this game that players tend to lose track of time as they find themselves further and further drawn into the action. The fact that this is for the 3DS makes it even better. The characters seemingly jump off the screen to make this one game that is sure to have both novices and experienced game players wanting more.
One of the better aspects of this game is the WIFI access that allows multi-player action. This is coupled with amazing graphics. The characters are true to their cartoon network forms and as the 3D functions are kicked in, they seem to come to life right in front of your eyes. A lot of thought and care was put in to the development off the story line and the characters.
The characters all bring with them special weapons and abilities making gameplay that much more challenging. Finding the character that best suits the players taste is half the fun. The settings change as the characters are moved through the map of the game. These settings are vivid and well developed so as to be believable for the characters and situations.
The music is not quite as remarkable as the graphics and plots. While it can get a little repetitive after a while, it is not as annoying as one would think. At least the music is appropriate for the action going on the screen. The tempos fit the action, and when there are lulls in the action, the music is at least fitting.
These are all factors that aid in offering an exceptional reason to get a copy of the game. Whether the player is experienced in this format or another gaming system, they are sure to find Punch Time to be a pleasant surprise over other DS games. For the experienced video gamer this will offer a chance to refine skills and pit your favorite Cartoon Network characters against one another. The game player with less experience will find that Punch Time is an excellent means to enhance gaming abilities and enjoy a venue that has otherwise been untapped.
Whether young or old, most will find this to be an enjoyable game and nice way to pass some time. This is definitely a game that the player will lose track of time with. It is definitely a good addition to any DS game collection as it is fun to play and easy to follow. Overall this is a game worth owning.
User Reviews
Medal of Honor: Warfighter (PC) - 13 reviews
Medal of Honor Warfighter is the follow-up to EAs Medal of Honor series reboot of 2010. That game was not a critical success but was still a solid first attempt to bring the franchise back to its former glory. Developer Danger Close is ready for round 2 with Medal of Honor: Warfighter. How did they fair this time around? Read on to find out.
Single Player: 8/10
The single player in Medal of Honor Warfighter is a rather short experience. Even novice first-person shooter players should be able to wrap the whole thing up in less than 12 hours. Veterans of the genre shouldnt have any trouble beating the game in five to seven hours. The graphics youll find in the single player are first rate, and better than those in multiplayer for some reason. The opening cinematic goes directly from cut-scene to player control and if youre not careful youll miss the cut because there is little drop in graphical quality from cut-scene to gameplay. The sound is also very good and really does a great job of making you feel like youre on the battlefield. Each primary and secondary weapon has its own unique sound which youll come to easily recognize with no visual help. I dont really want to go into very much detail with the narrative in single player since its a really interesting story that I dont want to spoil. As much as I would love to give the single player a ten because of how interesting and exciting it is, I just cant justify it since its over so fast.
Multiplayer: 8/10
This is where most gamers will spend the majority of their time with Medal of Honor Warfighter, and any first-person shooter really. I usually dont like to start a review section off with a complaint, but I have to express my disappointment with the maps in multiplayer. Dont get me wrong the maps have good flow and look tremendous. My problem is the lack of maps, with Warfighter featuring only eight. That pales in comparison to the 16 released with each years new Call of Duty game. My only other complaint with the multiplayer is the poor damage dished out by the shotguns. Unless youre at point-blank range you can absolutely forget getting a one-hit kill. I know shotguns are supposed to be short-range weapons but surely you could kill someone from three feet away with a buckshot blast.
By far the best aspect of the multiplayer is that it does really go a long way to instill a sense of brotherhood among teammates that you just dont find in enough first-person shooters. Teammates will provide health and ammo for each other and if only one player is alive, the respawning teammate spawns on him. This works great as long as your teammate is willing to recognize the situation and adjust his position accordingly. If he's taking heavy fire and won't take cover as you spawn, you may be dead before your character model's feet hit the ground. You'll also earn points for everything your partner does right. It all goes back to that brotherhood thing I was talking about earlier. Help your teammate and help yourself.
Final Score: 8/10
User Reviews
The Beatles: Rockband - Value Edition (Wii) - 13 reviews
The Beatles Rock Band On the Wii is another project of Rock Band that follows suit to the new era of full band rhythm of games, but Beatles stand out from the rest of the competition as it is the only one with a real life band. The all Beatles play list has made a sense of strong continuity between the songs, while maintaining the musical diversity enough to keep things interesting and varied. Rock out as one of the Fab 4 in the Story Mode, and you'll unlock a bevy of photographs and videos that translates the humanity of the larger than life members of The Beatles.
The Story Mode starts with a theatrical trailer that will give you a brief history and insight into the Beatles' musical and artistic careers. As you progress in the game, the connection between you players and the band members is reinforced as you play in legendary venues. Cutscenes bring to life and bridge the chapters in the Story Mode while unlockable photos and video clips provide snippets from the Beatles' career. Plating along the songs gives you a visual treat as well due to the artistic elements incorporated. Each song has a one of a kind video that accompanies it, and it reflects the song's themes and its place in the career of the Beatles.
Of course, by playing this version of Rock Band, only Beatles content is entertained. There is no character creation, you cannot customize the looks of the band members and songs previously downloaded won't work in this version. There are cooperative and competitive online modes, but as with all Rock Band games, they all shine singularly. The most significant new game play feature is the vocal harmonies.
Before you play the song, you choose which of the two vocal harmonies you are: either solo or harmonies. Harmony parts are displayed in the same area as the lead vocals. Visually, the differentiation did a great job, but it's up to you to sing them. If you have trouble harmonizing, there is a practice mode available to sort things out. You can highlight the part you want to learn, and then you can drop the pitch out to make sure you got it.
This game is already great since the Beatles and their music legacy is great; but the real exquisiteness has been captured by the way it causes excitement playing as a united band. The Beatles Rock Band is not just about playing their music; it transcends into a more personal level and knits your band mates closer.
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I've lived in this peaceful Santa Cruz home for 17 years. I'm a 2001 graduate of Environmental Studies from University of California at Santa Cruz, and I have been a Massage Therapist for 15 years. The name of my practice is Whole Body Peace Therapeutic Massage.
Some favorites of mine are tinkering around on the guitar, running with puppy dawgs on the beach, riding my bike along the coast or having a cozy beach bonfire, morning or night. Coastal Redwood hikes, day-trips, enjoying great live local music, twirling through Salsa and Swing classes, Mmmm-ing over ridiculously creative rolls at Mobo Sushi and then maybe catching an Independent film at one of our great movie houses downtown. Relaxing, rejuvenating Yoga classes at Divinitree or The Pacific Cultural Center are another new love of mine too!
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Baxter Hosting Investor Conference on October 9, 2012
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Baxter Hosting Investor Conference on October 9, 201209:15 EDT Wednesday, September 05, 2012 DEERFIELD, Ill. (Business Wire) -- Baxter International Inc. (NYSE: BAX) previously announced that it will host its 2012 Investor Conference on Tuesday, October 9, 2012 at the Ritz-Carlton Hotel in Chicago, IL, from 8:00 a.m. until approximately 3:30 p.m. CT. Please visit the investor section of Baxter's website at www.baxter.com to obtain additional details, including a link to register for the event. A limited number of rooms are available at a negotiated price at the Ritz-Carlton, Chicago. Please make your room reservations by calling the Hotel directly at 312-266-1000 and requesting the Reservations Department prior to September 7, 2012. Please indicate you are attending the Baxter Investor Conference when making your reservation to ensure the group rate is extended. Baxter International Inc. develops, manufactures and markets products that save and sustain the lives of people with hemophilia, immune disorders, infectious diseases, kidney disease, trauma, and other chronic and acute medical conditions. As a global, diversified healthcare company, Baxter applies a unique combination of expertise in medical devices, pharmaceuticals and biotechnology to create products that advance patient care worldwide. Baxter International Inc.Media ContactsDeborah Spak, (224) 948-2349orInvestor ContactsMary Kay Ladone, (224) 948-3371orClare Trachtman, (224) 948-3085


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