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Ballad of Solar


In a land of enchantment, torn by evil, a hero arrives to save the day! His name is Solar, and he brings courage, bravery, and skill with a sword. No orc can stop him, no troll can trip him up, and no goblin can gobble him for dinner! Guide Solar and his band of helpers as they set out to stop the dark sorcerer Groan from achieving eternal life and to rescue the fair Lumina. As you go, you'll put your time and resource management skills to work rebuilding towns, completing quests for friends you make along the way, and stopping the enemy from striking. Told with a laugh and a wink, Ballad of Solar is a colorful, challenging and utterly unforgettable adventure for all ages!

Key Game Features

A heroic adventure!
Seven magical lands!
Dozens of challenging levels!
A cast of charming characters!
Two game modes!



Eles Bakery


Ele is an Elephant who has a rare Genetic Problem in Growth so he stays at the Size of a newly born Elephant despite his age of 20. Because of his size a Circus company made a contract with him to perform on their shows. After a while Ele quit the job and returned home. Ele learned cooking from humans so he decides to open a Bakery in the Forest. Help him in his task!

Features:
-100 levels of Classic Match-3 along with 10 mini games
-Lots of Customers waiting to taste the Cakes, Donuts, Sandwiches, Ice creams, etc.
-Loads of Customers
-Wintery graphics and funny characters
-Hoard of assistants with Different Powers



Ball-Buster Collection


Enjoy classic gameplay, amazing 3D graphics and surprising bonuses in Ball-Buster Collection! Catch, bounce and bust balls through complex 3D constructions in 4 eye-popping worlds: Stone Age, Ancient Greece, Candy World and Fantasy Forest. Beat your best score by collecting wild powerups, including weapons, magnetic paddles, shields and more. With over a dozen bonuses, 300 kinds of blocks and 1001 incredible 3D levels, Ball Buster Collection is non-stop, no-holds-barred, action-packed fun!

1001 levels in 4 different worlds
More than 15 power-ups and power-downs
Eye-catching 3D graphics



And this is News?

It must be quite frustrating to be HHS Secretary Shecantbeserious - she's almost a "reverse Midas." That is, pretty much everything she and her minions touch become massive fails.

Latest case in point:

"Medicare paid billions in taxpayer dollars to nursing homes nationwide that were not meeting basic requirements to look after their residents ... One out of every three times patients wound up in nursing homes ... they landed in facilities that failed to follow basic care requirements laid out by [Ms Shecanthbeserious]"

This is basic, day-one stuff, not advanced health care metrics. And yet we expect these ... people ... to run our entire health care system with any more competence?

Riiiight.

Health Wonk Review: Insightful Nuggets edition

Jaan Siderov hosts this week's compendium (hey, I thought we were the only folks who used that term!) of wonky healthcare-related posts. As usual, he does it with elan and good humor (not to mention modest acumen).

Wednesday LinkFest

■ As we've long noted (most recently here), The ObamaTax has proven quite lethal to the job market. As if more evidence was needed, we offer this little tidbit:

"Henderson Properties in Charlotte, has 48 employees and seven job openings. But he’s considering a hiring freeze ... if he hires two more employees, he’ll reach the 50-employee threshold that [triggers the ObamaTax Employer Mandate]"

Mr H best be thinking outside that box, as well: too many part-timers and he's screwed, too.

The science is settled! You and your fellow passengers can now breathe easier (or maybe not):

"A three-thousand word treatise published by The New Zealand Medical Journal on Friday has given anxious flyers prone to bouts of flatus good cause to breathe easy again, after a highly-scientific conducted by actual scientists produced empirical evidence supporting those in favour of farting on planes"

Ah, fresh air!

And because it's making its way - rapidly - across the 'net, here's more proof that ObamaTax advocates remain clueless:


Matt's Missed Mark

Sometimes I despair of the modern media. Case in point, Matthew Yglesias and his inane take on a recent Time article on the cost of health care. As co-blogger Nate pointed out, the magazine got almost everything wrong. But that doesn't stop the illustrious Mr Yglesias from piling on, only adding to the torrent of misinformation.

To wit:

"Time’s long investigation of American health care prices missed one thing: We pay our doctors way too much."

Really, Matt? That's what Brill missed?

First, though, it's only fair to point out that Mr Y acknowledges one rather obvious elephant in the room, one that the press routinely ignores:

"[T]he best deal of all goes to the biggest insurer around: the federal government"

This simple statement goes a long way towards explaining how programs like Medicare and Medicaid distort the cost of health care for the rest of us.

Even a blind squirrel...

Unfortunately, that's the  last time he makes sense. Consider this example of his craft:

"America has the highest-paid general practitioners in the world. And our specialists make more than specialists in every other country except the Netherlands."

So. What?

Hey Matt, ever hear of tort law? Malpractice insurance? RAC's?

In fact, our own Kelley Beloff destroyed this myth almost three years ago:

"Government has mandated that all physicians implement an Electronic Medical Records system by 2014 or face punishments ... Government has mandated that all physicians must have on staff a certified coder by 2012 or face punishment ... Any efficient medical office needs three staff members to every provider."

And the list goes on. Hey Matt, who do you think pays for all that?

But this barely hidden gem is the real prize of his vapid little excercise:

"If doctors earned less money, fewer people would want to be doctors"

Wow, Matt, that's some brilliant, almost Krugmanesque economic and financial insight there. Good thing we have a glut of practitioners to handle the influx of all those newly insured folks thanks to The ObamaTax.

Wait, what?

[Hat Tip: FoIB Holly R]

Heroes from the Past: Joan of Arc


Help Joan of Arc to build a new Kingdom and change the fate of the people. Journey through beautiful scenery, relaxing music and the thrilling process of building a city in this engaging Match 3 game. Dive into an epic story of honor and courage and save the day in Heroes from the Past: Joan of Arc!

Build a medieval city
Three game play modes: swap, pop, chain
Exciting adventure


unrar n play: RapidGator


Strangestone


While researching your family archives, you discover that you’ve inherited a mansion! Now you and your brother are meeting your real estate agent there for an appraisal. However, something’s not right about this old house. Soon you will discover that inheritance never comes easy in this thrilling hidden-object puzzle adventure game! Can you survive the night and uncover your ancestor’s secret?

Incremental puzzle difficulty
Achievements
Beautifully-detailed locations
Thrilling atmosphere



Sorry, Pool's Closed

As promised, the gates to the ObamaTax High Risk Health Insurance Pool are quickly closing.

Via email from Medical Mutual:

"[HHS Secretary Shecantbeserious] directed us to suspend enrollment for new applicants into the Ohio High Risk Pool as of the end of the day March 2, 2013 ... We will accept applications until Saturday, March 2."

Now, this (ostensibly) doesn't affect folks already on the plan, which is slated to sunset at the end of this year, when the power of the fully functioning ObamaTax goes into effect.

Oh, goody.

Medicare Advantage Plans Lose Under Obamacare Cuts


If you like the Medicare Advantage plan you have . . . get over it. The rest of us were told if we liked our plan we could keep it but that isn't working out very well.

For those who have not been playing along, Obamacare imposes very strict requirements on carriers that sell fully insured health insurance plans. Most of the press has discussed the merits and negatives of the imposed MLR (medical loss ratio) and the impact it has had so far and will have going forward on pricing of health insurance plans.

Until now, it was felt the MLR only applied to individual major medical plans for those under age 65 and employer group health insurance plans.

Apparently we were mistaken.

The MLR rules that require carriers to spend at least 85% of premium dollars on medical claims will also apply to Medicare Advantage plans (MAPD).

The CMS (Medicare) propaganda line is as follows.
Similar MLR requirements are already benefitting consumers in the private health insurance market, says the Centers for Medicare and Medicaid Services (CMS), which has sent the proposed rule to the White House Office of Information and Regulatory Affairs (OIRA).
“We are working to ensure that people with Medicare have affordable access to health and drug plans, while making certain that plans are providing value to Medicare and taxpayers,” said Jonathan Blum, acting principal deputy administrator at the CMS and director of the agency’s Center for Medicare.

It's too early to tell how Medicare Advantage plans will be impacted, but here is what we have seen in the under age 65 major medical market.

Premiums have continued to rise, not fall, and in most cases the new business rates and renewal rates are HIGHER than they would have been without Obamacare.

Several carriers have already left the market while others are indicating they will no longer offer health insurance after 2013.

Every carrier has laid off employees, which leads to longer hold times when policyholders call customer services, and delays in issuing policies.

In addition to higher premiums, carriers are reducing benefits on most plans.
If you think your Medicare Advantage plan is immune to this kind of action you are wrong.
The proposed new rule will require Medicare Advantage and Medicare Prescription Drug plans to meet a minimum MLR from the start of next year. “Plans must spend at least 85% of revenue on clinical services, prescription drugs, quality improvements, and or/direct benefits to beneficiaries in the form of reduced Medicare premiums. Enrolled seniors and individuals with disabilities will get more value and better benefits as plans spend more on health care,” says CMS.
The MLR rules will impact not only Medicare Advantage plans, but drug plans as well.

Higher premiums. Higher copay's. Fewer drugs covered under the formulary.

How is paying higher premiums and more for services considered "more value"?

Medicare supplement plans are apparently not included in these cuts.

Why is it the folks in DC that feel empowered to say anything and yet their pants never seem to catch on fire.

Hmmm . . . Freelancers? . . . Freelancers? . . .

Oh yeah, now I remember.  The Washington Examiner has the story:

A health insurance company headed by an old friend from when President Obama was an Illinois state senator got a $340 million federal loan to establish Obamacare co-ops in New York, New Jersey and Oregon despite having a chronic record of consumer and regulatory complaints.. . . The New York-based Freelancers Insurance Company has been rated the "worst" insurer for two straight years by state regulators

[Hat Tip: InstaPundit]

Please read the whole thing.  But - first - I would check my supply of Milk of Magnesia.  I think we're all beyond surprise and shock when stuff like this comes to light, but plain old nausea is harder to stifle.

You can read even more here where InsureBlog commented on the Freelancers' CEO giggling over her big score a couple months ago:

“It’s like venture capital for health care,” said Sara Horowitz, the group’s executive director." 

Just what we need – a federal snowstorm of high-stakes venture-capital wagers, based on political calculations, not business calculations. Another wager like Solyndra. 

Can I be the only one who is beginning to think that ACA functions best when used as a cover for laundering & distributing political pork?

MassMutual Takes the (Reverse) Plunge

As we've long noted, Long Term Care insurance rates have been headed ever higher. While John Hancock may have led the charge, other carriers haven't been lagging, and now MassMutual is set to raise new business rates in a few days. From email:

"Effective March 1, Illinois, Ohio, Puerto Rico and Vermont will be added to the list of jurisdictions approved for the SignatureCare® 500 long-term care insurance (LTCi) updated rates"

There doesn't seem to be a specific percentage available at this time. We'll update this post if that changes.

Oh, the message?

If you're thinking about buying Long tern Care insurance, don't wait too* long to make up your mind. It'll cost ya.

MVNHS© Fail: Private vs Public

We've been highlighting the many failures of the Much Vaunted National Health System© since 2006, and explaining why our own private-sector system - while flawed - is superior. Of course, we bring a certain bias to the discussion (and by "bias" we mean "factual analysis").

It's certainly easy to dismiss these items as self-serving, but perhaps this news from the home of the MVNHS© will put to rest such criticism:

"The first NHS trust to be run entirely by a private firm has one of the highest levels of patient satisfaction in the country ... the trust has slashed losses at the hospital by 60 per cent and will soon begin to pay off burgeoning debts built up over years of mismanagement"

Well, well, well.

So as we (metaphorically, one hopes) throw out our own baby with the bathwater, perhaps we should stop a moment and consider the consequences. The ObamaTax (based substantially on the Brits' system) looms on our horizon, yet the folks who actually live under that system now can plainly see that it is a failure:

"Hundreds of hospital patients died needlessly. In the wards, people lay starving, thirsty and in soiled bedclothes, buzzers droning hopelessly as their cries for help went ignored. Some received the wrong medication; some, none at all."

That way lies madness, no?

Halo Combat Evolved

HALO COMBAT EVOLVED - IDWS


Here it is! :D The first installment of Halo Series, fortunately it's on PC ^^ 
anyway, the size will be about 600MB, single link and host is Indowebster ;) 




Runs Perfectly on my Laptop^^ All in Highest Settings and Full Resolution, FPS without V-Sync : 220+ FPS with V-Sync : 60 (Locked) 

System Requirements :

Microsoft Windows 98SE/Me/XP/2000
PC with 733 MHz equivalent or higher processor
128 MB of system RAM
1.2 GB available hard disk space

Download :

Single Link | Host : IDWS | Size : 596MB 
Password : hendra:onion-86: 

How To Install :

Extract
Insert Password 
Rename Halo.vcd -> Halo.iso
Mount with Daemon Tools / Extract with Power Iso
Install game.. Serial Key : insert anything you want, it won't matter :D 
Play! 

Awakening: The Skyward Castle


Awakening: The Skyward Castle tells the tale of young Princess Sophia, who awakens from a magical century-long slumber into a land threatened by an ancient evil. Braving the dangers of an unfamiliar world, Princess Sophia has travelled far to discover the fate of her exiled kingdom. Having no magic of her own in a land built with living magic, she must overcome the many foes, perils and obstacles with her wit, skill and allies. Can Princess Sophia lift the curse that plagues her people? Find out in this epic conclusion!



Silent Scream II: The Bride


Jessica would never imagine that her big day would turn out to be a nightmare; they had an accident and Jonathan McNealy, her husband is missing. Things just got more and more bizarre when she encountered a mysterious girl who seemed to be leading her to Jonathan. Jessica had a feeling that the girl was connected to Jonathan. Did she cause the car accident in the first place? Return to the abandoned mansion and search for clues in Silent Scream II : The Bride.

Re-playable cut scenes
Engaging Mini-Games
Interactive tutorial
Hints/tips for every puzzle
Twisted storyline


unrar n play:  RapidGator


The Keepers: The Orders Last Secret Collectors


The Order of the Keepers has been lik your second family, ever since you discovered it tied to your own past. But when you’re summoned to Spain to investigate a dead archaeologist, you’re swept into a confrontation with ancient evil forces that have been waiting five-hundred years for revenge. Explore the colorful streets of Seville, Spain, gathering clues that span across the eras of history. Who killed Pedro Alvarez? What’s inside the box he unearthed? Uncover the truth in The Keepers: The Order’s Last Secret, an exciting Hidden-Object Puzzle Adventure game.
The Collectors Edition includes: Bonus Chapter! Replay mini-games and videos Download Wallpapers and Music Browse the Concept Art gallery

Thanks to Velocity


UploadedNet: Part 1 Part 2 RapidGator:  Part 1 Part 2



Does its 3% admin cost mean Medicare is efficient?

Many people believe the admin cost for original Medicare (Part A and Part B) is lower than private insurance admin cost, because  Medicare's cost is "only 3%".  These people also believe that private insurance admin costs are much higher, up to 20% or 30%.  So Medicare, they believe, is obviously more efficient.  Well, let's look at it.  
 
Based on CBO projections of Medicare benefit costs for 2013, a 3% admin cost for original Medicare is equivalent to about $31-$32 per month, per enrolled person.  

Here are my calculations:

1.  CBO Part A and Part B benefit costs         $528 bn 
2.  Less M'Care Advantage benefit costs        $145 bn
3.  Net Part A and Part B benefit costs           $383 bn

4.  Allowance for admin @3%  (divide by:)      0.97  
5.  Cost of benefits + admin                            $395 bn
6.  Base administration cost ($395-$383)       $   12 bn
7.  Plus CBO mandatory admin add-ons        $      2 bn
     (ACA mandated e.g. quality, fraud, others)             
8.  Total admin cost                                        $    14 bn
9.    CBO Medicare enrollment                           51 mn
10.  Less M'Care Advtge enrollment                   14 mn
11.  Net Medicare enrollment                              37 mn

The monthly per person admin cost is therefore $31-$32      
                         $14 bn / (37 mn x 12)

Private large-group admin costs
Current admin costs for large groups generally run in the range of $20 to $25 per person per month.  I’ve seen lower and I’ve seen higher, but most fall within that range.   (By “large” group plans, I mean plans covering more than 20,000 persons; large, but nowhere near as large as Medicare.)

Conclusions
Comparing these results suggests the typical per-person admin cost for large private group plans is distinctly less than original Medicare, using the assumption that original Medicare admin is "only 3%" of its total cost.  Even if one excludes the ACA-mandated add-ons from the analysis, the Medicare admin cost per person, per month works out to $27 which still leaves large private groups with an admin cost advantage.

This result makes sense for several reasons.  Most important, seniors have higher medical costs than the working-age population, mainly because of chronic conditions related to age.  That's why Medicare premiums are so much higher than for working age people. But higher claims don't mean higher admin expenses; it does not cost 100X's as much to adjudicate a $10,000 claim vs a $100 claim.  A (%) of premiums uses the much higher Medicare premiums in the denominator.  Using this higher denominator produces a lower answer, which says nothing about the actual relationship between admin costs.  So comparing Medicare admin expenses to other insurance as a percentage of premiums is faulty.  Comparing admin expenses to enrollment is analytically superior.  Keep in mind that private insurance companies administer original Medicare under contract with HHS; there is no reason their admin charges should differ greatly between their large private groups and their Medicare contracts.  Nor is Medicare otherwise regarded as an efficient federal bureaucracy.  (If there is one.)

So yes, “3%” may be arithmetically correct – but it's misleading nevertheless.  It leads to the mistaken notion that Medicare is more efficient than private insurers when in fact the reverse is most likely true.   

Whenever you hear someone claim that Medicare admin is "only 3%" the smart follow-up questions are "3% of what?" and “compared to what?”  The preceding analysis suggests an answer for both of these follow-up questions.   

I've relied on CBO Medicare projections for 2013.  The private plan information is from my own experience working in three major insurance companies, a national consulting firm, and head of benefits for a large employer.  The analysis is approximate, but I believe basically sound.

Hopeful Breast Cancer news

While breast cancer is generally pretty treatable (given early detection and regular exams), some forms of the disease are especially pernicious. Now, the Feds have "approved a new "smart bomb" drug ... that can help women with one of the most hard-to-cure types of breast cancer."

Called Kadcyla, it attacks HER2-positive form of breast cancer; it's not necessarily a cure, but it does appear to add several months to victims' lives. It's actually a hybrid, combining an older drug (Herceptin) with the powerful chemo med DM1.

Does it work as advertised?

You be the judge:

"In a trial of 991 women with advanced HER2 breast cancer, those who got Kadcyla lived on average 5.8 months longer than those getting more standard chemotherapy ... meant about 2 ½ years of life after diagnosis, compared to two years for those on standard therapy."

Pretty convincing.

There's some bad news, though:

"A nearly 10-month course of therapy costs $94,000"

And who knows if it'll be covered under The ObamaTax. Not to mention the new taxes on medical device and other research companies.

Kadcyla, we barely knew ya.

With this ring...Ooops

Way back in Aught Eight, Bob posted on an interesting, and growing, phenomenon:

"[A] poll conducted by the Kaiser Family Foundation, a leading health policy research group, found that in the past year 7 percent of U.S. adults married so one or the other could get on a partner's health insurance plan."

He remarked at the time that this was quite extraordinary, and wondered if we'd be seeing more of this.

Well, we may never know, because thanks to The ObamaTax, that avenue is being quickly cut off:

"By denying coverage to spouses, employers not only save the annual premiums, but also the new fees ... This year, companies have to pay $1 or $2 “per life” covered on their plans, a sum that jumps to $65 in 2014"

That extra fee is to help offset the cost of adding so many folks to the rolls of the insured, thereby making insurance even more expensive (very Orwellian, really: "we'll cut your premiums by 3000% by increasing your premiums"). New ObamaTax regs will require employers to offer coverage to dependent children (if by "children" you mean "26 year old adults"). Curiously, though, there's no such provision (yet) requiring such coverage for spouses. This has been going on for a while now: many employers require working spouses - whose employers offer health insurance - to take that coverage instead. This latest just codifies the practice.

Of course, that presents a new challenge: what if the spouse's employer doesn't offer coverage, or the spouse doesn't work outside the home? The Exchanges seem tailor-made for this, if they work as advertised.

Any bets on that?

The Veil Of Mystery: Seven Little Gnomes


According to a legend, before he vanished, Edward J. Smith created a secret chamber deep underground on his estate and described it in his diary. The only one who knew where they were hidden, is no longer among the living. Seven Gnomes hold the secret,waiting in silence. Take up the hunt If you dare and the Gnomes will reveal the path that leads to the Chamber of Fortune in this treasure hunt adventure.

Features:
-Avoid deadly traps
-Solve unique puzzle mini-games
-Solve the riddles
-Beautiful graphics



Zooloretto Animal Tycoon


In this addictive adaption of the award winning original boardgame, you will travel around the globe to save the inhabitants from their abusive Zoo owners. Winning the Zooloretto game against 36 unique opponents will achieve your quest.As the owner of a Zoo you must collect groups of animals in order to attract visitors to your Zoo. But be careful, the zoo must be carefully managed and planned. Before you know it, you have toomany animals and no more room for them. The game follows the rules of the board game but adds the strengths of a computer game to it.The boardgame won more than 20 Awards, including the prestigious “Game of the Year” in Germany. Its Zoo theme and intuitive gameplay fits perfectly with the audience of families, women and children.



Surface: The Soaring City


Search for your brother, Jeremy, in a beautiful world where the sky is as wide as your imagination in the Hidden Object Puzzle Adventure game, Surface: The Soaring City! Jeremy was a great inventor who discovered a magnificent land soaring in the sky. He created wings for the people, making them free. The new citizens were happy...until one day Jeremy was kidnapped and blamed for conducting inhumane experiments. It's up to you to save your brother from imprisonment and redeem his good name.




Botanica: Into the Unknown Collectors Updated


You are Dr. Ellie Wright, a botanist stranded on a strange planet called Botanica. Full of curious creatures and exotic landscapes, Botanica is like nothing you've ever seen! Test your wits as you navigate through lush forests, steampunk villages, and more. But danger lurks at every corner; make both friends and enemies as you try to outsmart the cunning Queen Kassandra. Can you survive Botanica and find your way back home?



Finally the problem is not insurance it is the cost of Healthcare

It is Time, hardly a mainstream or respected publication anymore, but that makes it all the more shocking they finally came around to the cost problem, not evil greedy insurance companies.

http://healthland.time.com/2013/02/20/bitter-pill-why-medical-bills-are-killing-us/

"Stephanie was then told by a billing clerk that the estimated cost of Sean’s visit — just to be examined for six days so a treatment plan could be devised — would be $48,900, due in advance. Stephanie got her mother to write her a check"

"About a week later, Stephanie had to ask her mother for $35,000 more so Sean could begin the treatment the doctors had decided was urgent."
"Sean was held for about 90 minutes in a reception area, she says, because the hospital could not confirm that the check had cleared. Sean was allowed to see the doctor only after he advanced MD Anderson $7,500 from his credit card."
"The total cost, in advance, for Sean to get his treatment plan and initial doses of chemotherapy was $83,900."
The whole article is great for how infuriating it is.  So much was wrong with this entire situtation.

  1. We already have small group reform which guarantees them coverage and subsidized rates. How can they borrow $83,900 to pay for treatment but couldn't borrow $500 to $1,000 a month for a real insurance policy?
  2. Max rates $5K HSA with Anthem wouldn't have cost that much more than their worthless $469 a month policy. 
  3. $5,628 a year in premium for a $2,000 daily hospital benefit is absurd. 
  4. Finally the most important part, they could have gone to UH Ajiuha new cancer center and had an entire course of treatment for $83,900. Hospitals charge these ridiculous amounts because people pay them. CTCA is just as bad. 
 I would argue the system worked perfectly this time.  Someone made a bad decision by not buying the proper insurance. They then followed it up and made another bad decision by insisting on going to an overpriced hospital. They paid for it themselves, that is exactly how it should work.

It's when they bring to light the hospitals charges we see the problem;

 "Dozens of midpriced items were embedded with similarly aggressive markups, like $283.00 for a “CHEST, PA AND LAT 71020.” That’s a simple chest X-ray, for which MD Anderson is routinely paid $20.44 when it treats a patient on Medicare, the government health care program for the elderly.

Every time a nurse drew blood, a “ROUTINE VENIPUNCTURE” charge of $36.00 appeared, accompanied by charges of $23 to $78 for each of a dozen or more lab analyses performed on the blood sample. In all, the charges for blood and other lab tests done on Recchi amounted to more than $15,000. Had Recchi been old enough for Medicare, MD Anderson would have been paid a few hundred dollars for all those tests. By law, Medicare’s payments approximate a hospital’s cost of providing a service, including overhead, equipment and salaries."

The more stories like this printed maybe the politicians will stop beating up on the payors and do something about the providers and abusive charges.


Age of Mahjong


Tile-matching gets an epic makeover in Age of Mahjong, a story-based adventure in which you build a magnificent Chinese city even as you tear down cleverly designed stacks of game pieces. Follow the story of an ancient Emperor and his wife as they struggle to undo a spell that cast their son in a deep sleep and labor to build a city that will stand as a shining beacon of Chinese culture. Learn the benefits of peace and harmony over war and violence as you match tiles, unlock bonus items by completing the corresponding layouts, and gather the resources you need to build your metropolis. With 56 levels in Story mode, a bonus game to unlock, and visuals and sounds that will sweep you away to an exotic land of ages ago, Age of Mahjong will captivate you for hours on end!

18 locations
56 Story mode levels
Unlockable bonus game
Eight bonus items
28 trophies




Hallowed Legends Ship of Bones Collectors


You’ve just crash-landed near the village of Erlenbourg, where a ghostly figure has been stealing souls. Follow the trail of the mysterious woman in white and discover the secret behind her terrible task! Once you find the Book of Fire, you’ll have fun matching its relics to the game world, in a special added feature of Hallowed Legends: Ship of Bones.

Integrated Strategy Guide
Bonus game sending the woman in white home again
Concept art and wallpaper
Screensavers and soundtracks


 Uploaded: Part 1 Part 2 

RapidGator: Part 1 Part 2


In Memorium: Raymond E Mincer, CLU

In Judaism, when one learns of a death, one praises God, saying: "Baruch atah Adonai, Dayan HaEmet," "Praised are you, O God, the Righteous Judge."

Ray Mincer, who passed away this morning at the ripe young age of 78, certainly deserves the Good Lord's attention. I was privileged to know, and be close friends with, Ray for the past 23 or so years. He was a true mensch.

We met when he dropped by the office one day to help out our agency's founder on a case, and for the next couple of years, Ray helped me with some of my more .. um.. interesting cases. Then, in 1993, Ohio adopted a Continuing Education requirement for agents. That fall, we both attended a - how to put it nicely? - "less-than-compelling" (but very expensive) all-day CE seminar. At one of the breaks, we got to talking, and decided that we could do this, too (well, not the boring part, of course). And thus was born Miami Valley Insurance Educators.


Although a practicing and proud Lutheran, Ray had an uncanny Yiddish accent (much to my own chagrin - I have none). More often than I care to think, he would slay me with a classic Jewish joke, delivered dead-pan, in a flawless Yiddish dialect.

Over the past half dozen or so years, Ray fought - successfully - a series of various cancers. This last one, though, proved too much: after the latest, unsuccessful, round of chemo, and with several "appliances" attached to his failing body, he finally declared "enough."

Two weeks ago, my better half and I traveled to Cleveland (where Ray and Joyce had moved a few years ago, to be near their terrific son and his family). I am so glad we did: it was a special time to reconnect, and to see him laugh, and grimace, joke and reminisce.

Cancer may have taken my friend, but nothing can take the years of joy we shared, and the memory of his wry smile from me.

Godspeed, Ray, Godspeed.

Unclear on the concept: Teacher Fail

The crybabies  "educators" in the Mason, Ohio (northern Cincinnati suburb) Education Association seem to have missed the news that The ObamaTax would, in fact, affect them:

"The union representing 640 teachers and their families has filed a grievance over TrueCost ... several teachers who were pregnant were forced to deliver their babies at another hospital, or face the alternative of thousands of dollars in medical bills"

Boo. Hoo.

As regular IB readers know, managing networks has become a favored new tool for reining in health care costs:

"What if you could unbundle your provider network, and steer your insureds to cheaper/more efficient docs and hospitals? Might not that improve the bottom line?"

It doesn't help, though, when the district itself keeps waffling on how they're going to resolve the standoff. In the end, it looks like they'll stick to their original plan and keep TrueCost in place.

The teachers themselves seem not to have learned much the past few years. According to noted rocket surgeon and local teachers' union president Karrie Strickland, "It is not our responsibility to alter the way health insurance costs, claims and bills are paid in the health care industry in Cincinnati."

Sorry, Karrie, but you get an F (for Fair Share).

[Hat Tip: FoIB Holly R]

Puzzles, what are they good for?



I recently came a across this article from AdventureGamers about puzzles, and it got me thinking. The article covers the different ways in which puzzles have been swapped for other activities over the years, something that I am very interested in. There is so much great about adventure games that just seem to be held back by their puzzles. It always seem that they break the flow of the experience. I find that many adventure games are more engaging to play when you have a walkthrough close at hand. Of course, consulting a guide has it own share of problems, and is far from an optimal way to play. Some other solution must exist.

Ever since we started Frictional Games, a big goal has been to try and fix this somehow. With each game we have incorporated new ideas in order to deliver a more streamlined experience; to try and minimize the problems that puzzles tend to cause.

When we started our Super Secret Project our initial idea was to get rid of traditional puzzles entirely. A focus from the start was to have levels where the goal was very clear. We wanted to create "scenes of drama" where the player would be free to role play without worrying about solving puzzles. But as the project has progressed, more and more traditional puzzle design have slipped in. I have been aware of this for quite a while, but the AdventureGamers article slapped me in the face with it. Despite all our efforts to the contrary, we seem unable to remove the puzzles entirely. There is just something that makes them a crucial ingredient.

The three main reasons seem to the be following:
  • Goal. They give the player a goal. When a situation is set up in the form a of a puzzle it is so much easier for the player to understand what to do next. It sets up a framework on how to behave, act and what outcomes to strive for. Actually, it is more accurate to say that setting up situation in a comprehensive manner gives you a puzzle. So the puzzle-element is simply a sort of side effect. (For those interested, here is an entire blog post dedicated to this subject).
  • Structure. It is an excellent way to set up a structural framework and provide flow. It is impossible, and story-telling wise unwanted, to allow the player to go in whichever way or do whatever they please. It is necessary to set up scenes in such a way that it confides the player to a certain path (or paths). Puzzles provide bottlenecks that are implicit and goes along with the narrative. If you want the player to visit rooms A, B and C before going to room D, you can set up a puzzles that achieves this. This system also lets the player drive the story forward. Instead of it the game telling the player when it is time to move on, the player is the ones in control. It also sets up a nice way to control the flow of the narrative. For instance, if the player is required to slow down and remain in an area for a while, you can have them searching for clues or engage in other puzzle related activities.
  • Immersion. Puzzles are a great way for the player to become part of the story. When solving a puzzle players use their knowledge of the game's world in a way that has an effect on the narrative. Players become one with the story and base their decisions on that. The puzzle is not there to test the player's wits and/or hinder progress, but to increase the sense of presence. By having something that requires the player to connect the dots often makes it much more engaging. Like how a description in a book can be more compelling if written in an indirect and/or metaphorical fashion.
I find all of these strong arguments for having puzzles. But at the same time the problems of puzzles remain. The AdventureGamers article point a few ways in which games have worked around puzzles; but the problem is that this mostly also removes what is so good about puzzles. For instance, The Walking Dead uses important dialog options to make the player part of the story. But in order to this, the game needs to have long cut scenes and reduce its scope of interaction. Players no longer push the story forward or get implicit goals. The game simply tells them what to do and when it is time to move on. For all its accomplishments, The Walking Dead fail to deliver a game where you play all the way through. This is not the kind of experiences we want to make at Frictional Games.

Instead of thinking about what to replace puzzles with, it is more rewarding to consider how to evolve them. How to improve them in a way that keeps the good traits and removes the bad. The first step towards this is to consider why we have puzzles at all. I think a major reason many adventure games gets problems with puzzles is because they are never justified. Every puzzle is seen as a "fun challenge", a feature with intrinsic value that should not be questioned.  I think that simply asking the question: "how does this puzzle serve the overall experience" is bound to be a good start.

Once it has been decided that a puzzle is really needed, the next question is what kind of complexity it should have. If you want a game that is about engaging the player in a narrative, you really want the puzzle to be as simple as possible without losing any of the benefits  So what is simple enough? My current gold standard is:

"A puzzle should make players to do something in such a way that they feel they came up it themselves."

This means that the puzzle must give the player some kind of "revelation" and must not feel spoon fed. The path from encountering the obstacle to performing the solution should not be too obvious or simple. However, this often means puzzles become too complex and/or difficult. The solving problems then devolves into "guess the designer" which ruins the intended effect. The player should be kept inside the game's world and never be forced to think outside of that. What follows are some of the ways we try and solve this:
  • Locality. All ingredients for solving a puzzle should be in close proximity to one another. This makes sure the player does not get stuck because of missing a clue or an item at a now distant location.
  • Multiple Solutions. Having many ways to solve a puzzle is often used as a replayability feature. In our games, it is instead used to make sure that the solution feels natural and intuitive to a wide range of players. In many cases we have actually implemented whatever fitting approaches that testers have tried (to the point of even allowing button mashing as a way to progress). 
  • Low Item Density. By making sure there are not too many locations, objects, characters, etc, one can avoid confusing the player and leading them on stray paths. Too few items can also be a problem of course, so one has o have a bit finesse.
  • Coherent Simulation. This means that mechanics work globally and are consistent throughout the game. For instance, a pickax is able to break any object made of ice. Most of the recent great puzzle games like Braid and World of Goo use this approach; however all these games are set in fantastic realms where the mechanics come before the story. In a narrative driven game aimed to have a sense of "reality", it is much harder to be 100% consistent. We have tried it with physics and it comes with all sort of trouble. More info here.
  • See it as an Activity. When possible it is often rewarding to think of puzzles as an activity. This push you out of mindset of just thinking about having clever solutions. If you want to have puzzles that are there to enhance our storytelling, they need to stop being seen as challenges. 
  • Part of the World. The most obvious, and also hardest one: puzzles should always stay consistent with the story. If not, it will be painfully obvious when one is encountered. Resident Evil is a poster child of this; very few of its puzzles make sense in the game's world.
  • Story Coherent Hints. I think the best way to make sure that the player is not stuck is to have protagonist comments, notes, or whatever auxiliary means, show the puzzle from different angles. This in order to make sure that the player has not misunderstood some concept and is seeing the puzzle in the "right way". If players get stuck, the most common cause is that there is some step in the logic that they failed to catch. By having subtle hints it is possible to minimize this from happening
The above tips are meant to facility a smoother experience for the player while trying to solve the puzzle. Another important issue is how to make it clear that there is a goal at all. Player often get stuck in games because they do not realize what their objective is, what puzzle it is that they are supposed to solve.  Here are three ways that can help overcome this problem:
  • A Clear Goal. This is probably what we have tried to use in most of our games. It basically means that you make sure players know where to go next. In Amnesia we always tried to have some obvious obstacle or let some kind of note/vision give a hint. As a back-up we also employed a somewhat immersion consistent todo-list, where further hints where given. 
  • Hidden, but guided. Sometimes it is possible to never tell the player exactly what to do, but guide and/or confine them in such a way that they will stumble upon it eventually. A simple, but effective, example is in Silent Hill 2 where you need to escape a well by finding a loose rock. It is a great way to create a sense of panic, and since the solution is so easily found it never becomes frustrating.
  • Spelled out Solution. This is when you just tell the player front up exactly what they are supposed to be doing. This might seem kind of of boring, but can work really well in some situations. A perfect example is the food rationing in The Walking Dead. Here it is obviously clear what you need to be doing, but a quite hard to decide who to give food.
Despite following all these rules, it is not sure that you come up with a puzzles. It is vital to not see them as stumbling blocks along the players's journey. You want something that enhances the player's time in the game's virtual world. Not something that reduce it.

A very bad example of this is in the remake of Broken Sword. When encountering a locked door, a sliding puzzle pops suddenly pops up. Disregarding that I loath sliding puzzles, this is really bad. It has nothing to do with the game's narrative. I gain nothing in terms of a connection with the story by solving this. It is simply there to hinder my path. What makes it worse is that the obstacle itself, a locked door, is not really interesting. The designer has taken an uninspiring set up and made it worse. This is a bad usage of puzzles.

A good example is found in Call of Cthulhu: Dark Corners of the Earth, where you need to open a passage to a priest's secret hideout. Upon arriving at the church you are not aware of there even being a hide-out and need to read this in a note. Here is also a clue on how to access it; the church bell must be rung in a certain order and opening up a secret passage way downstairs. I think this sort of puzzle is great; it requires a combination of lore, exploration and force the player to make narrative connections. It also lets you interact with the environment in an interesting fashion. By both discovering and opening the secret passageway the player has an active role in the progression of the story. 

There is a catch though. The mechanism for opening the hideout makes little sense. The whole town would notice whenever the priest wants to go to his lair. But in the end, it does not matter. It satisfy enough criteria to still be a good puzzle. This is a really important aspect of the craft.

Coming up with puzzles is hard. Coming up with puzzles that are coherent, engaging and fit with the flow of the narrative is extremely hard. If you want to make an engaging and varied adventure, it is impossible to make every puzzle perfect. Above all else, the puzzle must fit with the experience that you want to create. Players can see past strange mechanics (like the above bell puzzle), live with simplified inventory system (like in The Walking Dead) and other sub-optimal solutions as long as it serves to enhance the experience. This is very important to remember when creating a puzzle. 

The goal is not to make players think you are clever or to do the most complex set up. The goal is to make sure all parts serve the experience as a whole. It is very easy to forget this (I have done so many times myself) and it does not help that puzzles are fiendishly hard to evaluate. But I think that with the right mindset, it should not be an insurmountable challenge.

As mentioned in the start, over the years puzzles have been pushed aside for other mechanics. Games with more progressive design either push the puzzle elements into the background (eg Uncharted) or base all around a specific mechanic (eg Portal). I do not think it is time to give up on the more classical adventure game puzzles yet though. By this I do not mean that we should go back to the interconnected puzzle design of old days (as explained here). Instead we should try and look at puzzles in a different light and see how we might change them and reinterpret their role. This post has been an attempt to do just that, but I think there is a lot more to explore. It would be very bad to abandon the quest to combine storytelling and puzzles just yet.

Those interested in more puzzle discussion might want to take a look at series of articles on puzzle that I wrote a few years back while working on Amnesia. They can be found here. The posts go through some other aspects of puzzles design that should be of interest..

I am also interested in getting your input and/or links to other articles on this subject. It is not easy to come by good writing on puzzles, and even harder to find something that discuss narrative-serving puzzles, so I am very grateful for any feedback and tips!

DmC - Devil May Cry Bloody Palace DLC

DmC - Bloody Palace DLC-Cracked


No Devil May Cry is complete without Bloody Palace Mode! Take on wave after wave of increasingly difficult enemies and hone your skills as the ultimate demon hunter.

Download : 

                               



Single Links (Size 211MB) 
Putlocker - http://adf.ly/JWWTo
Password : eagle3zio.blogspot.com 

Gameplay : 

How To Install :

1.Copy all files from DLC folder to game directory
2.Copy Crack
3.Play! :D 

Universal Non-Health Insurance

The folks at Universal Orlando have read the Obamacare tea leaves and decided providing health insurance for their part time employees is not in the cards. Part-timers health insurance benefits will terminate 12/31/2013.
Universal currently offers part-time workers a limited insurance plan that has low premiums but also caps the payout of benefits. For instance, Universal's plan costs about $18 a week for employee-only coverage but covers only a maximum of $5,000 a year toward hospital stays. There are similar caps for other services.
Orlando Sentinel

OK, so it's not comprehensive coverage, but the point is, the employer is dropping coverage due to Obamacare constraints.

While other employers are laying off employees, and reducing hours to less than 30 hours per week, here is a company dropping existing coverage.

This idea of universal health insurance isn't playing out so well.

Unboxing videos and posts from around the web


I have a few things to cover in this post.

1)      The Forums are up Yay! The old forum suffered catastrophic failure due to my ISP changing database format without warning Boo! I suppose if I look on the bright side it means I will have a fresh start with the KS backers (I will send out invites to the private section of the forum when I have time to dedicate to game development)

2)      Updated instructions are now available in PDF format on the main product page of the website. This includes the updated Crusader instructions. You will also find them here in the bolg in the INSTRUCTIONS page (right hand column)

3)      If you are a retailer that is stocking DreamForge product, I would like to add you to my links. Please post a comment here and I will add your information. You don’t need a web presence, I am happy to add the address and phone numbers of brick and mortar locations.

I took a moment to use a little Google-fu and search for unboxing videos and builds. Here are a few that I was able to come up with so far, displayed in no particular order. I know I am missing some, I apologize if I overlooked your post; if you would like to be added, just post a comment to this story and I will update the links. And a BIG thank you for all those posting these!


 
Mordian 7th   Part1   Part 2   Part3
Reobeast    Part1  Part2   Part3

Games and life   Link

Between the Bolter and me   Link

Pick a damn army  Part1  Part2  Part3

Moon tank   Link

Warpstone pile  Link

Tabletop Online (German)   Link

A Gentalman's War   Link

Photos  Link


 And now for some YouTube action ;)

Warchild40k

 
 
 

 The Second Founding





Spikey Bits


 

Silver Skull Gamer