Sunday, February 26, 2012

Playstation Vita LED Mod

PS Vita LED Mod By Zaini



There are 8 screw need to be unscrew to openup vita , 4 on the side , 2 is on the bottom and the other 2 screw is near this connector


to openup vita after unscrew all the screw u need to take out all the memory card, gamecard and simcard holder then pry from top..if pry from bottom its more likely u gonna ruin the touchpad ribbon and battery connector


rear back plate , battery and touchplate ribbon







black smoke trigger,,only white led will be suitable for this kind of trigger



sorry this will not be a tutorial because i dont want people screw up their psvita for modding attempt :)

Thursday, February 23, 2012

Sony PlayStation Vita (3G/Wi-Fi) Review

Console-quality gaming arrives on a portable, but at a cost.



Ever since it was first announced, I’ve been dying to get my hands on the PlayStation Vita. In December, I got my chance with a model imported from Japan, but due to a variety of factors, many features and much of the launch lineup was inaccessible. Now, at long last, the system is making its debut in North America, UK and Australia and bringing with it new software features, an expanded array of games and unhindered access to its full suite of online features.

While the system still suffers from the limitations of its proprietary technology, unintuitive software and steep price, my experience with the U.S. version has me hopeful for the future of Sony’s new portable platform.

In terms of the hardware, the U.S. version is identical to the Japanese unit I imported in December, save for a few small changes to the model identification on the rear panel. As noted in my review in January, despite having an all-plastic build, the PS Vita has a premium look and feel with silver, metallic-finish accents and edge work. The focal point of the design is the massive 5-inch OLED display, which delivers the best visuals of any handheld and even rivals the iPhone 4S’ retina display. Even at its lowest brightness setting, the screen is crisp and vibrant, producing millions of colors.

In order to keep the overall footprint of the system low, the d-pad, action buttons and joysticks that flank the display are small and placed closely to each other. Although considerably smaller than a standard DualShock, the controls are just as effective. The buttons are tightly mounted and responsive. The shoulder buttons are springy and loose but detect depressions accurately.

Overall, the touchscreen and rear touch panel are fairly accurate, though performance varies by application and game. For instance, swipes and taps are detected 1:1 on the main user interface, but gesture controls in games like ModNation Racers: Road Trip are slower to respond.

The system also makes use of built-in accelerometers and a gyroscope to detect motions such as tilting for control input. In some cases, the sensors can be a bit too sensitive and need to be adjusted, but otherwise it works well across most applications. Those who prefer traditional controls will be relieved to know that the touch- and motion-based controls are used as optional alternative control schemes that can be disabled.

The only substantial flaw with the design is the high-gloss finish of the front panel, which is so reflective that the unit is hard to use in direct sunlight. What’s more, the display collects smudges and dirt after only moments of use.

The PS Vita comes in two flavors--a Wi-Fi-only model and a 3G model, priced at $249 and $299, respectively. The 3G model’s service is furnished by AT&T in the U.S. and offers constant connectivity to the PSN, turn-based multiplayer, the system’s mobile browser and social functions. Leading up to launch, we outlined the benefits to investing in the 3G model, as well as some more cost-effective solutions, but now that we’ve been able to test it extensively, there are performance factors to consider.



As expected, enabling 3G increases energy consumption, but the impact on battery life is actually far greater than I would have expected. While I was able to get close to 5 hours of juice out of the Wi-Fi only model, 3G connectivity diminishes battery life to roughly 3 hours per charge. Disabling the 3G function and changing other settings, like lowering the brightness, returns optimal battery life to the 5 hour range. Obviously, having 3G enabled all of the time isn’t necessary, but having to turn it off and on in order to preserve the battery is less than ideal.

The speed of the 3G connection also is also inconsistent. Network performance is largely dependent on your location, but during my testing in San Francisco, I achieved speeds as little as 1.3Mbps and up to 1.7Mbps. Basic messaging between friends was speedy, but web browsing and other media-rich activities were slow. Low data speeds and network congestion limits the features accessible via 3G to messaging, downloads from the PSN that are 20MBs or less and asynchronous (turn-based) multiplayer. In the United States, AT&T is charging $14.99 for an entry-level 250MB monthly plan or $29.99 for 3GBs of data, and based on the impact on the battery and the range of apps that use it, it doesn’t seem worth the cost.

As our camera tests illustrated, the PS Vita’s front- and rear-facing cameras leave much to be desired, falling short of the quality offered by the Nintendo 3DS or even the iPhone 3G, which was released in 2008. Still, they are sufficient for augmented reality games like Little Deviants and for apps like Skype and Twitter. In a recent software update, Sony added support for 640x480 video recording at 29 frames-per-second. Images and video produced by the cameras are grainy with washed out colors, so the PS Vita won’t be replacing your smartphone camera anytime soon.

And then there’s the PS Vita’s primary UI, which remains one of the system’s biggest weaknesses. Each menu, application and game is presented as a bubble icon that, when tapped, opens a new window that displays links to DLC on the PSN, recent friend activity and the a button for launching the game or app itself. While the utility of these shortcuts can be handy, having at least two steps between the main menu and every function is anything but quick and intuitive.

Friday, January 13, 2012

The Biggest Xbox 360 Games of 2012

TOP 10 most anticipated XBOX Games

10.The Witcher 2: Assassin of Kings

The Witcher has been a sleeper franchise for the PC, and stands as one of the top fantasy RPG franchises in a sadly waning genre. The Witcher 2 marks the first time the series appears on consoles, bringing its foulmouthed, hack 'n' slashing, witching protagonist Geralt to the Xbox 360. The original Witcher was a great game that launched the IP with fantastic and engrossing combat mechanics, a great world and a cool story. The Witcher 2 on PC improved on its predecessor in some great ways, and we couldn't be more excited to see what the franchise has in store for its Xbox 360 debut.

9.Kingdoms of Amalur: Reckoning

A title that has seen a long development and some sea changes along the way, Kingdoms of Amalur will finally be released this year. Kingdoms of Amalur has some lofty expectations surrounding it, no doubt due to some of the ginormous names attached to the project (R.A. Salvatore, Todd MacFarlane, Ken Rolston). However, Amalur might be one of the precious few times that a game will stand up to the hype, as what we've seen out of the game definitely has our eye.

8.Far Cry 3

The pedigree of the Far Cry series is huge, and each game in the series has managed to carve out its own unique feel and gameplay mechanics. Be it the original's tropical island setting or the complete 180 pulled by the sequel's African plains setting, the Far Cry series has never been content to stay in the same place, and the third iteration will shake things up even more. The game sees a return to the tropical style setting of the original game while adding in an eclectic and engaging cast of supporting characters not unlike Far Cry 2. If the other Far Cry games are any indication, the third entry looks to blend the best of both its predecessors for a great new experience not to be missed.

7.Transformers: Fall of Cybertron

I could simply say "Grimlock" and leave it at that, but there's even more to be excited about in Fall of Cybertron. The team behind was is the best Transformers game to date, War for Cybertron, is looking to build on that experience with a more focused story and even more intense action, awesome gameplay, and new playable transformers. Fall of Cybertron is shaping up to be a huge improvement over its already awesome predecessor. Did I mention Grimlock?

6.Tomb Raider

While Lara Croft remains an iconic figure in the world of gaming, she hasn't been on a truly new adventure since 2008 (outside 2010's downloadable foray). That's why the new look, new gameplay, and new world of this fall's Tomb Raider shine with such promise. Everything we've seen so far reveals a new, gritty, action-packed experience set before the original game that made her famous. The new take on the series features a home base, upgrades, horror, and heart. If all the pieces fit together tightly, then Tomb Raider might just be one of the best experiences of 2012.

5.Borderlands 2

Borderlands, 2009's cell-shaded, desert-centric, loot-fest, was both hilarious, entertaining, and expansive; but it wasn't for everyone. With this year's sequel, Gearbox Software aims to ratchet up the story, environments, and polish that weren't the high points of the original game. With snowy mountains, grassy fields, and a range of new character classes, Borderlands 2 looks to make everything the original game did better. And for that, it has the potential to be one of the best games this year.

4.Alan Wake's American Nightmare

As a follow up to the beloved 2010 horror game, many gamers initially took issue with the fact that Alan Wake's next game, American Nightmare, would be available as a downloadable title through Xbox LIVE Arcade. However, after learning more about the game, it's pretty safe to say that those fears are unfounded. American Nightmare is as fully-fledged as they come, with a full campaign and even an exciting new arcade mode for those just looking to get their hands dirty against some Taken. American Nightmare is set to change the way gamers think about Xbox LIVE Arcade titles, but more importantly, we can't be more excited to meet up with Alan again.

3.Mass Effect 3

Everything we've worked toward for the past five years is finally coming to a head. The Mass Effect story's been building since 2007, and the reality of our decisions in the first two games is starting to dawn on us. Where do we stand with Illusive Man? What are the repercussions of keeping the Reaper technology? What role does Legion play, will we see the return of the Rachni, and how will the Shadow Broker benefit our goal to save the Earth from invasion? If you haven't played previous games, that probably reads like gibberish, and we can't recommend enough that you rectify this problem. Mass Effect 3 concludes something we've poured hours and emotion into, and much as we're excited to rip the Reaper army a new one, we fear for the fates of our favorite allies. More importantly, we're afraid of where the end will leave us -- we adore this world, and want to interact with its populous and problems for the rest of our lives. We're dying to see where we leave off, and where Mass Effect will take us next -- with or without Shepard.

2.Bioshock Infinite

We'd give Ken Levine's team the benefit of the doubt by default -- that BioShock Infinite looks as impressive as it does leaves us vibrating in impatience.The first BioShock was one of this generation's first truly great games. Gears of War and Oblivion certainly rocked our world, but neither had the strong, thoughtful voice saying powerful things BioShock brought to the table. It was equal parts game and social commentary, and each complemented the story and message in meaningful ways. Irrational Games has set the bar remarkably high for itself, but we aren't worried. BioShock Infinite, in the limited demos we've seen, has characters with personality and complex relationships that rival any of its progenitor's characterization. Hero Booker DeWitt swinging on airborne train tracks and accomplice Elizabeth's reality ripping abilities are wonderful complements to Infinite's civil war story setup, political undertones, and distinct aesthetic. Oh, apparently you can shoot stuff too. We often forget about that part.

1.HALO 4

Bungie left Master Chief in capable hands when it retired from Halo. 343 Industries is a collection of some of the industry's elite talent, some of which are Halo veterans, and its Halo: Combat Evolved remake proved the developer's devotion to the franchise. We still only know the basics about Microsoft's second Master Chief trilogy, but its existence is enough to get us excited. Halo 4 has the opportunity to do a lot of interesting things within a familiar framework. The Halo 4 announcement trailer showed us new weaponry and an intriguing setting, and we're hoping to learn more about Master Chief and Cortana as deep characters, to see their relationship develop, and explore vast new worlds. Oh, and to shove sticky grenades down enemy throats. We're likely going to have to wait until E3 2012 for concrete details, which only adds to our anticipation.

Tuesday, January 3, 2012

MINECRAFT REVIEW

The only limit is your imagination


IGN SCORE = 9/10 ( Amazing )

No other video game has unleashed my creativity like Minecraft. I've spent countless hours chipping away at blocks, gathering the necessary materials to complete the next masterpiece that would otherwise only occupy my mind's eye. I've also spent just as many hours exploring, spelunking and slashing my way through monsters with bravado. My character – my entire Minecraft world – constantly evolves into whatever I want it to be. I tell my own stories, I write my own destiny and I bring my fantasies to life one brick at a time.

Minecraft stands out not only for the way it inspires me creatively, but also because of its unique aesthetic. Look, I know the visuals look dated and a bit silly, but few games have visuals so endearing and charming. I know I'm not the only one who feels that way either, or else Minecraft's graphics wouldn't be so iconic. Could you take a texture from Gears of War, Halo or Uncharted, put it on a shirt and have players identify it? I doubt it. The looks just work, giving the game a super unique appearance that's memorable, and brings up a bit of nostalgia in me for 8-bit era games.



I love creating in Minecraft, but my gratification is due, at least partially, to the fact that I have to earn everything. Survival Mode generates a random world with nothing to your name, forced to gather resources in order to construct food, shelter and tools. By the time I crafted and installed a wooden door in my first mud hut I felt a sense of ownership . Other games let you buy a home with the money you earn, but none of them really challenge you to forage for the materials and build it yourself. When I look at my home and see every piece of furniture and wall is exactly where I wanted it, I love it all the more or change it at my whim. From the moment my home was built, my mission was clear: tunnel into the earth in order to get whatever I needed to carve out a fortress in my little part of the world.

Creating items in Minecraft is one of the most important actions you do. The problem, though, is the necessary information isn't found in Minecraft. The first time I beat my way through some trees and gathered wood, I had no clue what to do with it. Thankfully, like many Minecraft players, I had a mentor who pointed me to the various online forums, communities and wikis. I have pages that I return to all the time, often tabbing out of the game itself when I can't remember exactly how to craft an item. For many this is just a rite of passage, but mostly it's an obtuse way to handle crafting. I'd love for the recipes to be integrated into the game somehow, even if I had to find them throughout the world. There's not much of a sense of accomplishment in reading a wiki and just following instructions verbatim.

Even after you find a good resource, it still takes a lot of effort to learn everything. The sheer amount of recipes and items you work with in the game is intimidating and time consuming to learn. Many games have poor documentation, but Minecraft has none at all, and what's available isn't easily digestible.

But Minecraft is still more than fun enough to warrant the learning curve. The addiction, though, really begins as you craft items and gain mastery over your surroundings. Suddenly night time, when monsters spawn and take over the unlit portions of the world, isn't as scary. I mean, it's always a bit scary, but having a sword in hand – even a simple, wood one – instills a sense of power. Like a caveman whittling their first spear or stoking their first fire, building simple tools and torches in Minecraft makes me feel safer, like I am the master of my fate because I have the power to create the items that can save me.




Beyond safety, crafting creates a whole new set of goals in Minecraft. I crafted items as needed (tools and torches), but eventually I expanded my repertoire to include superfluous pieces. To finish my first stone keep I had to craft stairs and ladders; simply jumping up a simple series of platforms was unbecoming of the king of the land, after all. Crafting slowly became something I did less to survive, and more to complete the next big project I set out for myself. Creating panes of glass didn't really give me an edge in my world, for instance, but it did make the viewport of my scale Star Wars AT-AT look a lot more badass. Crafting even gets more complex if you want it to. You can create tools and buildings or elaborate self-powered rail systems, taking you from the stone age to the 20th century,, and making you feel like the fate of my world lies squarely in my hands. It's exhilarating, and instills a sense of power that I rarely feel in games.

After I secured a plot of land in my world, my intentions during a session with Minecraft changed. Each session became an adventure, wherein I challenged myself to go exploring for the next crucial component parts needed for the next recipe. These self-imposed quests are why I sometimes venture into the Nether, a hellish other world where monsters – who just so happen to drop precious materials – live. Other times I venture into dark caves, donning crafted armor and enchanted weapons so that I can tackle whatever enemies I come across. I don't know what exactly I'll find, or what terrors I'll face, but I do it all in the name of finding precious blocks – and the thrill of the experiencing the unknown.

That thrill, that experience of unplanned and unpredictable adventure, makes every session with Minecraft exhilarating. Sometimes I might end up spending the evening doing mundane activities like farming or hunting for food, but other nights I might end up stumbling upon a gigantic, randomly generated mine that's full of monsters and treasure. Because each world is procedurally created, I never know just what I'll stumble upon next. One day my character may be a simple builder, the next he's a dungeon conquering hero who slays horrors in the dark.

Of course, adventuring is always better with friends, and Minecraft's multiplayer is great fun if you can get it working. It isn't broken or a completely buggy mess, but requires a lot steps to get started compared to most games. If you want to start a game you'll need to download additional software, and go through all kinds of online tutorials to get it working. Players who just want to join a game have to know the server's I.P. address, since there is no server browser built into the game. Still, annoyances and tedium aside, if you have the option to play with others you definitely should; exploring, adventuring and building up epic structures is a lot more fun with friends. Besides, if you're going to spend hours of your life building gigantic monuments, you might as well have someone else to show them to. You can post them in online videos, but it just isn't the same as having your friend right next to you sharing in your accomplishment. Or, even better, having them log on after a period of inactivity to be stunned at the marvels you've built in their absence.



If you're not the type to play with others, and you don't want to earn all your materials, you can always jump into Creative Mode. In this world you're invincible, and have access to every item in the game. It's great if you want to, say, create a gigantic Wampa from Star Wars, but it doesn't give me the same sense of reward or accomplishment I get when playing Survival since I don't have to earn the blocks or fend for my life while doing so. Many blocks take considerable effort to acquire (some even make you journey into monster filled labyrinths), so when I build them in my Survival Mode it's a lot more impressive. Still, it's a fun distraction.