понедельник, 3 июня 2013 г.

gta sa how to get ghostride






hello i wanna show u how to get ghostrider in gta sa 1. get a bike 2. type: jcnruad 3.then fire at it until it burns 4. then fast get on it and then u got it...
Video Rating: 3 / 5

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E3 Is Being Built, Right Now. Here's What It Looks Like.

E3 Is Being Built, Right Now. Here's What It Looks Like.


Gaming's biggest show doesn't kick off until next week, but expert teams of booth fairies and constructobots are already hard at work building E3's cavernous displays.


If only the real show was this spacious. Or quiet.


You can see an interactive 3D panorama of the floor below; squint and you can already imagine what each booth's secrets reveal (spoilers: PR staff and sweaty control pads).


E3 2013 [360 Panorama, via Wario64]




Kotaku

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GTA San Andreas PC Cheats






Weapons, Health, Armor & Money LXGIWYL = Weapon Set 1, Thug's Tools PROFESSIONALSKIT = Weapon Set 2, Professional Tools UZUMYMW = Weapon Set 3, Nutter Tools ...
Video Rating: 0 / 5








GTA San Andreas Profi Moder Packet Download: http://www.gamefront.com/files/22752303/GTA+San+Andreas+Profi+Moder+Pack.rar GTA San Andreas Downgrader Pack ink...
Video Rating: 4 / 5

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Gunpoint: The Kotaku Review

Gunpoint: The Kotaku Review

Good things often come in small packages. Gunpoint is just such a good thing, in just such a small package. Like the diminutive buildings you'll spend the game circumnavigating and infiltrating, Gunpoint itself is an intricate array of interlocking circuits and gears, finely tuned and waiting for you to bend it to your will.


You play as Richard Conway, a trenchcoated spy-for-hire who, after a job gone wrong, finds himself caught up in a paranoid, 70s-style corporate espionage plot. You'll guide him on infiltration missions as he sneaks into apartment buildings, high-security compounds, office complexes and weapons-manufacturing labs, all in a fairly laid-back pursuit of the truth.


Gunpoint may be a stealth game, but Conway isn't some Sam Fisher-wannabe, crouching in the shadows and garroting unsuspecting guards. His methods are a bit flashier, and a hell of a lot of fun. He owns a pair of super-powered trousers that allow him to launch himself hundreds of feet into the air and land without harm. Players line up his leap by holding down the left mouse button, sort of like taking aim in Tanks or Worms. Release, and sproiiing!


Every wee building Conway infiltrates is staffed with wee guards who are no less sharp-eyed and deadly for being so wee. If you stray into a guard's field of vision, you'll be shot in an instant. This occurs with shocking immediacy and very little fanfare. It therefore becomes very important to negotiate your way around the guards to whatever corner computer or hidden prototype you're trying to hack or steal.


To do that, you'll have to re-wire the building's security devices and appliances, which is where Gunpoint finds sets itself apart from other stealth games. Through a wonderfully simple interface, players can flip over to a hacking overlay called the "crosslink," which lets them access the wiring of the building and manipulate it.



It's easier to watch it in action (as in that trailer above) than to explain, but I'll give it a shot: There's a guard on the floor above you, pacing left and right. You're standing next to a lightswitch. By entering the overlay view, you see a wire going from your lightswitch to the light above your head (naturally.) However, flicking over to crosslink mode, you can rewire your lightswitch to open a door on the level above you. If you time it right, you can cause it to open onto the guard, knocking him out. Or you can rewire the lightswitch to send a charge to a power outlet, electrocuting him as he walks by. Or have it open a trapdoor, dropping him to his death. Or you can turn off the lights and sneak up behind him, taking him down with a well-timed jump. Or, or, or.


The game, then, is made up of a collection or reprogrammable binary equations. Except for the guards, every object in the world has two states: on/off, open/closed, activated/not activated. By layering so many fundamentally simple variables on top of one another, Gunpoint manages to be complex without feeling overwhelming.


The guards are the game's x-factor, and they're what sets Gunpoint apart from the superficially similar (though differently enjoyable) iOS game Beat Sneak Bandit. Guards behave according to simple but realistic AI programming, meaning that half the time, you'll have to progress through a level by manipulating them like you'd manipulate a keypad or a door. If you turn off the lights in one room, you'll learn that the guard in the room will immediately go and flick the lightswitch. So, if you first rewire the guard's lightswitch to open a vault door you can't access, then turn off the lights in his room, he'll inadvertently open the vault for you.


Gunpoint: The Kotaku Review


Gunpoint is never all that difficult, particularly if you don't mind leaving a sizable body count in your wake. That said, you'll be rated for your performance at the end of each building, and achieving a perfect rating without killing anyone requires a much defter, more creative touch.


Despite the many times Conway took a bullet over the course of my time with the game, I never felt punished. That's thanks in part to the ingenious quicksave implementation, which is one of Gunpoint's smartest ideas. Upon death, you'll be given several quickload options, each one going a few seconds further back in time. It serves to encourage experimentation and the near-instant load-times mean that failure only sets you back a matter of seconds. The system did go a bit haywire on me, particularly during the final level, when an annoying bug lost me a couple of minutes' progress. But I'm guessing that was just a bug, and will be quickly worked out.


Gunpoint: The Kotaku Review


Gunpoint's script is also a winner. In between missions, Conway will engage in text-message conversations with his various contacts and employers, and they're laced with droll (and, it must be said, distinctly British) humor that will make fans of 90s point-and-click games feel a bit misty. It runs at a sort of "low chuckle" setting, and Conway's mellow, sardonic approach to death-defying wetwork stands in welcome contrast to your average oh-so-serious video game antihero.


(Also of note: Gunpoint has some of the funniest Steam achievements I've seen in a while. Why can't every game have this much fun with achievements?)


The soundtrack, too, deserves a mention, though it's a tad uneven. (That makes sense, given that it was written by three separate composers.) At its best, it conjures the smokey jazz of classic noir cinema. The strongest tunes feature a live jazz ensemble, though some others devolve into overly-frantic sampled instruments when they would've done better to keep things understated. (While a couple of the pieces feature lovely tenor sax solos, another features keyboard sax. Yeah. Keyboard sax. What is this, a mid-90s They Might Be Giants album? (You know what, don't answer that.)) In another cool touch, each the music for each level has been recorded twice, flipping to a more synth-heavy, atmospheric vibe when you switch to the crosslink overlay. It's nifty, and conjures fond memories of Ghost Trick: Phantom Detective.


Gunpoint: The Kotaku Review


Somewhat astonishingly, Gunpoint is by and large the work of one man—it was designed, programmed and written by Tom Francis, working in off-hours from his day job as a writer for PC Gamer magazine. (I don't really know Francis personally, but I do think he's a fine writer and a smart critic.) It's difficult to believe this is his first game; it isn't just well-written and fun, it's immaculately designed and contains some genuinely new ideas. He's kept a great collection of development diaries, and his process has been welcomely transparent. He's even posted a manifesto regarding the kinds of games he wants to make. Reading over it, it's clear that he designed Gunpoint with each of those goals in mind.


There's more, of course. Gunpoint comes with a full level-editor that lets players design their own missions, and it ends with a delightful bonus that I won't spoil, though I don't imagine it'll remain a secret for long once the game is released. But suffice it to say, Gunpoint is smart, creative, responsive, surprising, and possessed of an uncommon respect for the player.


Midway through the story, as twist piles upon backstab piles upon double-cross, Conway remarks, "I love this job."


It shows.


To contact the author of this post, write to kirk@kotaku.com or find him on Twitter @kirkhamilton.




Kotaku

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GTA San Andreas - cheats and crap (1)






GTA San Andreas for the PC Cheats and crappy fun... I'll mention the cheat codes I used in the video.
Video Rating: 4 / 5

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Why People Rage Quit Games

Why People Rage Quit Games

Last night, after a grueling episode of Game of Thrones, a good number of people swore they would never watch the show again. Take a look at the retweets on this Twitter account, which chronicles the extreme reaction to the Rains of Castamere episode, to see what I mean. (Don't visit the link if you're trying to avoid spoilers!) You might say they "rage quit" Game of Thrones.


While not unique to multiplayer games—there's the Game of Thrones example, and I've definitely rage quit single-player games—chances are that if you play online games, you're well-acquainted with rage-quitters. These are the people who end up leaving a match mid-progress instead of waiting for the game to end. Maybe they were losing. Maybe the match was annoying because they kept teleporting everywhere—bad connection. Maybe they're a bad sport. Maybe the same person kept killing them again and again just 30 seconds after they'd spawn.


The reason doesn't matter so much as the act of leaving in frustration does. Hence, you know, the rage part of rage quitting. But it's not always as simple as being pushed to the brink of your tolerance. While quitting mid-match can be seen as 'rage-quitting,' there are a lot of different scenarios that will illicit a similar response.


It sounds silly—and it is—but it's still a huge part of multiplayer games. People rage quit all the time, to the point that some games have measures or achievements associated with the practice. Some games might give you a penalty of some sort: if you leave a match early, you don't get any experience in your next game. That's a common measure. Sometimes, games like to have more fun with the practice—Team Fortress 2's "BarbeQueQ" achievement comes to mind, which Pyros can get if the player they "dominate" leaves the server.


On the whole, rage-quitting is seen as an act of bad sportsmanship, although troll-culture makes it so that a rage quit isn't necessarily an undesired outcome. Sure, it sucks if you have someone on your team leave a game before it ends—but on the flipside, it can also feel gratifying to think you are the specific reason someone feels angry. The fact there's an entire culture around this should not be understated: there are forums, websites and more dedicated to presenting people with irritating material, posing that if you let it affect you, you've lost.


Only the stoic can win—or, put another way, you rage you lose! Of course there's such a big problem with bullying online when that's the case. Hazing breeds hazing, and only those able to keep it together even when under immense, possibly unfair pressure, are worthy of respect.


Seen in that light, there's always a bigger 'game' going on when you play against someone. You can lose the video game, but you can still win the more important 'game.' You can still be the better man and leave with your head held high, so to speak—or at least you can make it look that way.




You can lose the video game, but you can still win the more important 'game.'




Appearances and dignity are a huge part of rage quitting, after all—and so the feeling of frustration is not the whole picture here. Remember, we've got stats and leaderboards to consider as well. A match that doesn't go in your favor is not a thing you can hide when most games keep track of information like win/loss ratio or kill/death ratio. As a result, many people are willing to take a loss by disconnecting from a game if it means they can keep their precious statistics intact. They might not necessarily be raging because they're losing: they might simply leave because it's a way to save face.


It's just as (arguably) scummy of a reason, but there's technically no "rage" happening in that rage quit. Which is to say, the reasons that someone leaves a match might be more complex than losing a game, or even just because "they mad." A recent look into the practice in DOTA 2 by Valve reveals the following:



The outcome of matches doesn’t correlate at all to the likelihood of quitting. Losing a bunch of Dota 2 games doesn’t seem to cause people to quit.



Instead, one of the primary reasons why people left matches was because of unpleasant communication between players. The things that make people rage quit, then, may not be related to the immediate game at all.


This makes me curious about other people's rage-quitting habits—because let's be real, many of us have probably left a match before it was over. I've definitely left a match before I got too pissed off to be able to have any fun or contribute meaningfully to the team's effort. In the case where my repeated death can have consequences for the entire team, leaving seems like an imperative. I don't want to be fodder for someone to repeatedly get a kill streak, or make it so that the team's life pool becomes endangered because I can't keep my shit together. In that case, leaving might even be a boon for the team.


That's a whole lot of justification for a kind of shitty act, but hey, these things happen. I find that more often than not, I see rage-quitting as an opportunity to prove myself—situations where my team wins despite being a man down feel that much more rewarding. I'll stay in these matches just to prove a point.


But that's enough about me. I'm curious about you guys. Do you have hard rules about when you can leave a game? Do you care about how it might affect others at all, or do you put your own enjoyment of the game before sportsmanship? And if you don't really play online games, have you ever found yourself rage-quitting media—like Game of Thrones? What does it take to push you to the brink such that you give something up, be that a match or a show?


The Multiplayer is a weekly column that looks at how people crash into each other while playing games. It runs every Monday at 6PM ET.


Image credit: Shutterstock.




Kotaku

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GTA San Andreas:Ghost Rider!(no mods)






A vid i made cause of BOREDOM & cause i liked the movie Ghost Rider,a way to make a Ghost Rider with no mods...yup...

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Massive Layoffs At Zynga

Massive Layoffs At Zynga


The company behind FarmVille just got a little smaller. Zynga, the troubled developer responsible for a number of social games, laid off 520 staff today—18% of the company's employees. The goal: refocus on mobile gaming.


"None of us ever expected to face a day like today, especially when so much of our culture has been about growth," CEO Mark Pincus said in a company memo today. "But I think we all know this is necessary to move forward."


Zynga is also shutting down its New York, Dallas, and LA offices, according to a report by AllThingsD.


The massive social game maker, responsible for popular games like FarmVille and Words With Friends, has been facing financial difficulties for quite some time now. Zynga spent $ 210 million to buy Draw Something, a game that immediately tanked, and they've had trouble figuring out how to make significant profits off their Facebook games. Last summer, Zynga's stock plummeted, and the company has been reeling ever since.


Here's the full memo Pincus sent to staff today:



To our Zynga Community,


Today is a hard day for Zynga and an emotional one for every employee of our company. We are saying painful goodbyes to about 18% of our Zynga brothers and sisters. The impact of these layoffs will be felt across every group in the company.


None of us ever expected to face a day like today, especially when so much of our culture has been about growth. But I think we all know this is necessary to move forward. The scale that served us so well in building and delivering the leading social gaming service on the Web is now making it hard to successfully lead across mobile and multiplatform, which is where social games are going to be played.


These moves, while hard to face today, represent a proactive commitment to our mission of connecting the world through games. Mobile and touch screens are revolutionizing gaming. Our opportunity is to make mobile gaming truly social by offering people new, fun ways to meet, play and connect. By reducing our cost structure today we will offer our teams the runway they need to take risks and develop these breakthrough new social experiences.


Because we’re making these moves proactively and from a position of financial strength, we can take care of laid off employees. We’re offering generous severance packages that reflect our appreciation for all of their work and we hope this will provide a foundation as they pursue their next professional steps.


Although these are hard decisions, I’m confident that our strategy of building leading franchises and supporting them with the largest network is the right one for the long term. I’m encouraged by our recent progress. Running With Friends is a great example of the quality player experience we can deliver, already receiving an average 4.5 app star rating from 22,000 players in less than one month after launching. Our FarmVille franchise teams continue to innovate and deliver ground breaking new social experiences like County Fair which, despite only being available on the web, is engaging 39 million monthly players.


I want to thank every one of you for the spirit, creativity and energy that you’ve invested in Zynga. You’ve reintroduced a generation of people to gaming and through these games offered them new ways to connect with their families, make new friends and even sometimes find love.


Everyone will be affected by these changes and I’m sure there will be many follow up questions to this email. If you have specific questions relating to your project or team, please talk to your manager. For any other feedback or thoughts feel free to email me directly.





Kotaku

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Interested in Tegra 4 gaming but don't want to drop $350 on a Shield handheld?


Interested in Tegra 4 gaming but don't want to drop $ 350 on a Shield handheld? Asus' newly-announced Transformer Pad Infinity will be one of the first non-Nvidia devices to feature the world's fastest mobile processor.




Kotaku

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GTA San Andreas - Intro & Mission #1 - Big Smoke, Sweet & Kendl (HD)






Grand Theft Auto: San Andreas Opening Intro and First Mission Guide / Walkthrough Video in High Definition Mission No. 001 - The Introduction Location: Los S...

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Survey: Half of You Won't Tolerate Any Online Requirement for Xbox One

Survey: Half of You Won't Tolerate Any Online Requirement for Xbox One

Just over half of the more than 400 respondents to an informal Kotaku survey about the Xbox One say they will not accept an online requirement for single-player gaming.


The other half said they would be able to live with it but offered wildly divergent replies as to how long they'd tolerate their single-player games working online on Microsoft's next console before having to connect to the Internet. Of that group, the most popular limit mentioned— given by nearly 60 people—was one month. They'd accept their single-player games running without an Internet connection on Xbox One for up to a month.


These were the most popular replies to a question I posed to readers two Fridays ago in the hope of getting some clear statements about what gamers will or won’t tolerate in the next generation of gaming.




Just 14 people out of about 400 said they’d be okay with being required to connect a single-player game within 24 hours of playing it. That was the duration suggested in our interview with Microsoft.




The survey question was prompted by Microsoft’s acknowledgement last month that the Xbox One would require an online connection though not need one persistently. An Xbox executive had told us that the system might require an online check every 24 hours, though Microsoft has subsequently declined to re-state that and instead has now said that its policies are not finalized.


Microsoft has offered a variety of reasons for the system requiring an online connection for any game, including the potential use of cloud-computing to make games run better. But the company has not presented the requirement as an option, allowing the inference that the online check is also a DRM or security measure.


No gaming system has ever required a connection to the Internet to run ostensibly single-player games. In mandating such a thing, Microsoft is moving into new territory, but would gamers move there with them? To find out, I had posed the following question:



If the Xbox One must use the Internet but can run online, then I will accept an offline gaming mode that lasts as little as ________ hours/days/weeks/months. (Put N/A if you are sure you would simply never accept such a mode.)



In the 10 days since I posted that, Kotaku readers have offered a wide array of answers. I’ve read through some 405 responses to that survey question and have counted at least 210 people responding with either “N/A” or otherwise saying they would not tolerate an online requirement for offline gaming. Some answers were vague and it's possible someone could have replied using two different user counts, so I can’t provide exact scientific numbers. I can say, though, that the tolerance for an offline mode split the responses just about perfectly in half.


Amid all of those replies from people saying they wouldn’t stand for a console that requires an online connection for gaming, about a dozen did say they’d be ok with at least an initial online registration of a new game. That type of registration has become common in PC gaming. It has never been required for console gaming, though that appears to be changing. Microsoft has said that online registration will be required when first playing an Xbox One game (Sony has said that such a requirement would be left to game publishers on its next console, the PlayStation 4.)


Of the nearly 200 people who said they would be able to live with some sort of online requirement for single-player gaming, about 60 people said they’d be okay if the system had to connect online once a month, just over 50 said they’d settle for a requirement of one week. A few dozen other respondents said they’d be ok with a variety of different day and week counts.


Just 14 people said they’d be okay with being required to connect a single-player game within 24 hours of playing it. That was the duration suggested in our interview with Microsoft.


A few said they’d be fine with an even tighter restriction on the Xbox One's offline gaming mode. One said they'd go with two hours, two said they'd go with one, one said five minutes, one said less than a minute.


Five people said they simply didn’t care and would be fine with any online requirement.


Taking it to the other extreme, some wanted the new Xbox to be able to be offline for a long, long time. Six said they’d tolerate a need to connect online once a year. One said they’d settle for once every 20 years, one for every 25 and one for every 9,861 days.


Survey: Half of You Won't Tolerate Any Online Requirement for Xbox One


Some highlights from the responses:



“Will not accept this - don't want my entertainment put in the hands of anyone else other than my electric company.” - A reader who said they wouldn’t tolerate any online requirement.


“I won't accept any online requirement. Period. Maybe it makes me a dinosaur, I don't care. I've stated numerous times how my middle class lifestyle has had Internet go out for various reasons and I expect several of those will happen again. If the benefit is faster load times or smoother frame rate, you can keep it. I want to play by myself BY MYSELF. That can't be difficult to understand. No ads, no notifications, no access. I want to play the game the way I want to and that only requires a TV, a console, a game and me.” - A reader who said they wouldn’t tolerate any online requirement.


“This is hard for me, because I'm always connected. My system now is hardwired in. But considering I live in North Texas and the brush of bad weather we've had and the destruction in Oklahoma and in Granbury TX, the possibility of service going down is pretty high. I think the system shouldn't have a time limit. It should be able to just play the single player portion of a game without issue, especially if the game is bought used. Just taking natural disaster into consideration, many major services get disrupted. Survivors maybe able to go back home and have electricity, but cable/satellite service may still be down. You can't condemn a person from being unable to play a game because a hurricane or a tornado blew through town.” - A reader seemingly leaning toward not being ok with any online requirement.


“Needs to be able to be offline completely. Lets face it. Some places in the U.S. still do not have Internet connection. On top of that, what would happen if Microsoft decided to kill off the servers for Xbox One in 20 years? I still play my SNES, N64, Gameboy Color and so on....You'd be left with a 'Liquid Black' Paper Weight!” - A reader who said they wouldn’t tolerate any online requirement other than for an initial registration of a new game.


“Seriously, it's not a big deal to connect once a day is it? You don't even need fast Internet for it. It's just a system check so you aren't stealing games. The slow Internet thing only becomes an issue when you have to download something. And you know games are going to have some kind of label that says ‘cloud connection required’ or something to that effect.”- A reader who said they’d be okay with an offline mode of one day.


“I can see where Microsoft is going with the analogies of smartphones being always connected, but in sleep mode, etc. Wish it wasn't a requirement, but I can live with it.” - A reader who said they’d be okay with an offline mode of one day.


“72 hours. I live in hurricane country and that was how long I was without internet after Isaac last year.” - A reader who said they’d be okay with a three-day limit.


“I think once a week is acceptable. I think MOST people who would want to buy a next gen console will be able to connect at least once a in an entire week.” - A reader who said they’d be okay with an offline mode of one week.


“I use Spotify and some other cloud-based services that require a login or some form of "call home" once every 30 days. I will accept that from the Xbox One. Once every 30 days is fine with me.” - A reader who said they’d be okay with an offline mode of one month.


“If I have power (the lights are on), I'll have an Internet connection. I'd be content with an always-online system. I hope that an expectation that there will be an Internet connection available will allow game developers the freedom to come up with interesting new mechanics, like messages/invasions in Dark Souls or the companions in Dragon's Dogma.” - A reader who said they’d be okay with an always-online requirement.



Several readers said they'd like to see the Xbox One's offline mode last as long as that of the PC gaming service Steam. But Steam's offline mode seems to last different lengths for different people, likely contingent on game publisher requirements. Gamers have reported that service's offline mode lasting for the game they were playing on it for everything from two weeks to many months (a spokseperson for Steam didn't reply to a request for clarification).


So what’s it actually going to be? We will hopefully find out what Microsoft’s Xbox One online requirements for gaming are on June 10 when the company kicks off E3 week with a gaming-centric showcase of their next console. We’ll keep you posted.


To contact the author of this post, write to stephentotilo@kotaku.com or find him on Twitter @stephentotilo.




Kotaku

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Best GTA San Andreas (SA) BMX tricks, big bike jumps :)






Watch my skill :) "Big jump" is not a cheat, it's bug of the game. (Jump and press fire button at good moment). I don't use any cheats.








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Video Rating: 4 / 5

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Nouveau lien!! Si vous regardez cette vidéo, merci de regarder elle svp !!!!! http://www.youtube.com/watch?v=15P5jznWS5Q Merci d'avance! Voici une video de m...

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Parents Donate Dead Son's Organs To Save Other Patients

We've seen this story many times; a Chinese gamer partakes in a grueling marathon of Internet gaming and then passes away. These stories rarely have a good ending, however for five people in Guangzhou, China the untimely death of one young man means a new life.


Reported on Sunday by the New Express paper, 18 year-old Guo Quan had passed out after a 24-hour gaming session at a local Internet cafe in May. After several attempts to save his life, Guo ended up brain dead but alive on life support. Yesterday, his parents decided to pull the plug and donate his organs to people who needed it.


Guo had originally left his home in Yunnan province for work in neighbouring Guangdong province. Guo had received a job working at a shoe factory making shoes. During his time working at he shoe factory, Guo was introduced to Internet cafe's and online games by a co-worker. In the process Guo started playing long sessions, often for 24 hours a day.


On May 19, Guo had finished a 24 hour session, as he was walking out of the net cafe, he collapsed and stopped breathing. Emergency systems arrived on the scene after passersby called dialed 120 (China's 911). Unfortunately for Guo's parents doctors weren't able to resuscitate their son.


After learning that their son's body could be used to save other patients, Guo's parents decided to donate his organs to other patients in need. Guo's kidneys, liver, and corneas were transplanted into five different patients in Guangzhou.

When asked why they did what they did, Guo's father answered, "Our son died very young. It is very tragic that it happened, we hope that he can help renew someone else's life."


Organ donation in China is still in its infancy with the majority of donated organs being harvest organs of dead convicts. That's not to say that there is no organ donation in China, there is. In an interview with the WHO in November of 2012, Dr. Wang Haibo, director of the China Organ Transplant Response System Research Center of the Ministry of Health said that China's main issue with Organ donation is that the government system is still behind the times.


Kotaku East is your slice of Asian Internet culture, bringing you the latest talking points from Japan, Korea, China and beyond. Tune in every morning from 4am to 8am.


[18岁少年泡网吧一昼夜猝死 器官移植给5名病患] [Express News via People's Daily]


Eric is Beijing based writer and all around FAT man. You can contact him @ FatAsianTechie@gmail.com or follow him on Twitter @FatAsianTechie.




Kotaku

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BLACK OPS 2 Invincibility Glitch Tutorial (Black Ops 2 Zombies Tranzit Glitch)






Like & Comment to WIN a copy of Black Ops 2! BLACK OPS 2 Invincibility Glitch Tutorial Director's Channel: http://www.youtube.com/user/MrZapasant Follow us o...
Video Rating: 4 / 5








Hi guys this is a quick vid of me showing you some codes for San Andreas! Remember to leave a like, comment and subscribe to my channel! Enjoy Here is the we...

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Frontiers, that "Elder Scrolls at a leisurely pace" game we showed you last month, now has an IndieG


Frontiers, that "Elder Scrolls at a leisurely pace" game we showed you last month, now has an IndieGoGo campaign. If you saw the clip and felt like giving someone money to get the game finished, now's your chance.




Kotaku

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How to get a Big Plane on GTA San Andreas (No Missions)






How to get one of the biggest planes on Grand theft auto San Andreas without doing any cheats or missions.
Video Rating: 4 / 5

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воскресенье, 2 июня 2013 г.

Let's Show GTA San Andreas (PC) Cheats: Flying Car






lolz first "Lets Show" The Cheat code is RIPAZHA this cheat is for the pc version.

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Predator Action Figures! You Son Of A B**ch!

Predator Action Figures! You Son Of A B**ch!


Many companies have released many takes on the Predator franchise over the decades, but sadly, none has ever given us what we really wanted: little plastic renditions of the entire assault squad from the first movie.


So thank you, djblizzard, for finally delivering the goods. The custom toy builder has made his own squad of misfits and Predator bait, taking the new NECA Dutch figure as a starting point before building out the entire outfit, right down to Dillon and Jesse Ventura himself.


While the accuracy of the outfits and gear is great, it's the faces that really get me, how he's managed to capture each likeness right down to their expressions, even on such small figures.


No guarantee, as nice as they are, that these figures will make you a Goddamm sexual tyrannosaurus.


Predator Action Figures! You Son Of A B**ch!


Custom NECA Predator Dutch's Team - DJBlizzard Customs [The Fwoosh, via Toycutter]




Kotaku

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PC Games: GTA San Andreas Cheats Part 1 Weapons, Health , Armor & Money






This is the first part of my GTA San Andreas Cheat Codes: Weapons, Health , Armor & Money.

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Screw Racing, This Driving Game Is About Getting Stuck In The Mud


One of the best things about driving games on the PC is that they're not all about racing sports cars. There's stuff like Euro Truck Simulator. And now this, Spintires, which is basically a game about trying to keep trucks on the road on some of the world's worst roads.


It's a hardcore all-terrain simulation, tasking the player with performing seemingly mundane tasks like navigation and...driving on a road, but which become tough thanks to things like weather, lighting and, most important of all, a ridiculously realistic driving model.


The developers are currently looking to fund completion of the game on Kickstarter, but you can try it out now with a downloadable demo.


Spintires — The ultimate off-road challenge! [Kickstarter]




Kotaku

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