Thursday, March 29, 2012

Angry Birds Space Review | Unlockables, Cheats, Secret, Cheat Codes, FAQ, Walkthroughs, Guide for iPhone, iPad, PC

Today, with the boom in mobile applications and games for smartphones and tablets, it is normal to find franchises or franchise enjoying unprecedented popularity in recent years, and are, almost unquestionable, children of a new form to understand the game. Angry Birds, Rovio success, we confirmed at the time, the entry into the era of apps. The formula playable (throwing birds against structures inhabited by pigs that had stolen the eggs of those birds) proved to be a simplicity and accessibility bombproof, adding an important basis on which platforms such as Apple, sustained over time to attract players of all types and consolidate your iOS devices like real tactile consoles and media players. After several deliveries, reviews and sequelae of dubious quality, Rovio brings us back to the birds but with one important exception: this time, the adventure will travel into space. Angry Birds is all a mass phenomenon. Very few users, players are veterans or newcomers, have escaped their advantages and necessities playable.



Angry Birds Space is the latest installment of the franchise to land on the App Store, offering a formula similar playable, but seasoned and combined with a new space background and a series of changes in the mechanics that will appeal to more than one. The user who has played any of the sequels and the franchise's previous titles, you will notice the similar distribution and similar start to run the application on your iPhone or iPad. Once again, we have a nice (but brief) introduction animation that will put us in position and give us the perfect excuse to understand space travel of our birds into space. Within seconds, less than whether we are impatient, and we have the first screen in front of our eyes, and when we will be aware of the change, visual and playable, to this delivery. This time, the gravitational attraction and gravity fields associated with each planet or planetoid, are the real stars. Now, every time we release a brave bird to destroy the position or structure on which to take refuge everlasting green pigs, we calculate the exact trajectory of our trip, trying to discern clearly the possible way forward, taking advantage of size and the gravitational field of each asteroid, planet or satellite. We launched our bird directly from pigs or try to do a somersault following a particular orbit? Thousands of possibilities at each level.

The puzzles will be there, and although the first screens will be relatively simple and can get the three stars without too much difficulty, we shall see as playable formula presents new challenges. Later, we find that there will be levels where you will not find any planet or asteroid, and where we throw the birds directly to the vacuum of space. Thus, not only have to calculate the force or the trajectory of the shot with the slingshot, also we will have to dodge obstacles and landing near pig structures in the best way possible to guarantee to its demolition. If we have new levels (perhaps less than it should), new gameplay mechanics and some other increased difficulty resulting from the change of atmosphere (there are some golden eggs quite hard to come). What about birds? A lime and sand. The birds mostly remain exactly the same, except the purple bird, which makes its debut special. That is, the yellow and speed, the standard red, blue and its division into three smaller birds...


Few changes to what you would expect from a sequel so different from the above, although undoubtedly already raised tenor of the gameplay, it seems that still works like a charm. As for the technical section, Angry Birds Space, maintains its humorous and lighthearted tone, again offering a fun and visually appealing aesthetic to which the change of location, it is pretty good. Now we have planets in various shapes and colors, new scenarios and a physics engine and animation that looks more powerful and deeper than ever with the added gameplay derived from gravity and the trajectory of our rabid birds. Rovio is worth noting that, once again, has been to translate the application, although no details have any influence on the final title (not to read too), does not seem to get given the low level of text found in the game. The music, as usual, correct and charismatic.

It is business as usual (destroy structures and kill birds that inhabit all the pigs inside) but improved. The formula is playable virtually identical, with little change beyond the introduction of the gravitational forces of the planets (which is no small, eye) or the brand new setting, but the truth is that still works. Rovio may be squeezing the most of your goose that lays the golden eggs, and that its decisions to pay for a few extra levels is not entirely correct (Angry Birds Space brings 60 new levels, which can be passed with not too much effort, by the way), but still just as fun. If you ever engaged in these friendly but warring birds, do not think too much: Angry Birds Space is the expected delivery. Angry Birds Space costs $0.99 in the iPhone version, and $4 in adapting to the iPad.

MotorStorm RC Review | PS Vita, PS3

MotorStorm premiered a few years ago the last console from Sony, PlayStation 3, and now does the same with PlayStation Vita. With a different approach, we propose Evolution Studios Micro Machines-style fun, but without forgetting the essence of the series. Though not go for the eyes as other titles in PS Vita, the title promises old-fashioned fun and meet the expectations of "social console" with which Sony had labeled the new laptop. Want to know if these cars are radio controlled to match their big brothers? Right now we tell you everything. In the previous MotorStorm, we joined a radical championship in which, through exotic and extreme scenarios, we played a living by driving a lot of different vehicles which increased in each game. MotorStorm RC proposes a similar experience, but more relaxed. The championship this time will accommodate radio control cars, and the risk of losing our lives are reduced to choking with the juice. The game begins in a park, where we will see the tutorial of the game, allowing us to choose the type of control allows us to adapt better to the overhead view. We are normal in the car just turn to the left or right, and the other control alternative, in which the car will go there to where we turn the stick. I know it may sound confusing on paper, but simply to those who find it difficult to turn in terms of where you see the car with an overhead camera.



After the tutorial, where you learn to drive our car radio and test the different models available, we walk through this park, which has a small circuit, a skating rink, a soccer field and basketball court street. The last three parts of this park are unlocked gradually depending on our progress in the main mode, and perform certain challenges or spend time training in this area will allow us to unlock hidden cars. In this area we can, similarly, to test different types of cars to get familiar with them.

This is just one aspect that convey the essence of MotorStorm. We will have eight types of vehicles at our disposal, off-road buggies from supercars, passing trucks. All offer different types of driving, and adapt to a greater or lesser extent to the areas in which we run. Moreover, within each class can be found at least four different vehicles, with the customization options MotorStorm own. We can choose between various colors and various styles or vinyl to put our car radio to our liking, but to be honest, not that the cars have a level of exquisite detail. This is not something negative, much less, since they are also model cars on screen at a considerable distance, in fact, I believe that even so, that Evolution has given us this opportunity of customization is something noteworthy. In case you need more personalized experience, since we can adjust the control settings to your preferences by editing the default aspects, such as acceleration and braking, which is assigned to the right stick and found it slightly uncomfortable.


With respect to the stage, we find an unceasing homage to the series that includes four titles MotorStorm had so far, with four tracks by title of honor. We begin, obviously, with themed tours through the most representative tracks MotorStorm, whose curves arid lands are delimited by rocks that have no mercy when it comes to stop us. The second block, as expected, consists of miniature circuit based on the most iconic locations MotorStorm: Pacific Rift, where the sand and foliage show us the way. Surprisingly for me, the third block includes scenarios of inspiration taken from MotorStorm: Artic Edge, chapter of the saga that was successfully adapted to PSP, in which our driving skills will be tested by slippery ice circuits.

The set of scenarios, the closes (not including downloadable content), as expected, MotorStorm: Apocalypse. Miniature portions of a city destroyed will be this time in charge of transporting to the environments of the last game of the series for PlayStation 3. One strength is that the scenarios are varied not only between blocks, where the differences are enormous, but between those who share issue also. In addition, all show an interesting design that avoids the tedium of having to repeat a particular event.

In graphics, the scenarios are designed, mostly, with some detail, and often have little elements of interactivity, as objects that can wipe out our cars, such as boxes or plastic cups (elements of a relevant size for cars drones). We also find lights or shadows that brighten or darken our vehicles in real time. Interestingly, the shadow of the cars in PS Vita (but not on PS3) is no more than a handful of semi-transparent pixels stuck to the base of our car, which give a feeling a bit seedy when, for example, perform a jump, and disappears abruptly.


Removing this small detail, the graphics easily meets, without actually excel. The cars move in a realistic way, colliding with each other and against the natural environment than proportional Havok engine, and although the textures are nothing exceptional, fulfill their purpose more than aided by the furrows left by cars or dust raised. Vita PS Although the game does not looks as good as the PlayStation 3, the quality is quite similar, and almost perpetual flow. It shows the missing filters, which are simplified textures and lighting effects are lower, but the difference does not change radically.

While visually the game meets and exceeds the noise level just met. The effects are correct. The cars have different sounds, ground skidding sound subtly, and when we heard the shots we hit. But that's it. No more. In a game of remote control cars is difficult to extend the noise level far beyond that, so you can not negatively criticize that aspect. Instead, the soundtrack is somewhat monotonous me.

While electronic music fans are in luck, many of the players who enjoyed the first titles in the series will miss more aggressive, such as items that were included Slipknot, Nirvana, or "Gods of Gothenburg "in Flames, whose musical styles seem far more appropriate to the" violence "of this saga. We can not say to what extent is personal, but while electronic music seems perfect for titles like WipEout, in MotorStorm RC, the soundtrack conveys the feeling of being a decision motivated more by the popularity of dubstep than anything else . Anyway, we can hear the music that we stored in the system, so you always have the option to resort to our favorite songs.


One of the strongest points of this title is its gameplay. Although at first, as we have said, it enters the eye, as we begin to give us the first walk in the park and try out different cars you will realize the potential behind these miniature cars. Discover that not only need a few minutes to make us forget the control and the older brothers desktop, but once we are immersed in the game, we find that from one car to another need to adjust to a greater or lesser extent, our way of driving, and likewise we will have to adapt to the surfaces on which we run (sometimes even within the same track), it is not the same going into corners on sand to catch it on wet rock.

MotorStorm at the heart also resides in the difficulty curve, which readily go from first place to sweat blood to get third almost without realizing it, but learning from your mistakes to mastering the game. Yes, the game controls are only "physical", ie, only with buttons. There is no possibility of using any of the functions of PS Vita beyond the touch screen to move between menus. Given that PS is developed for Vita and PS3, not surprising that they have resorted to standard controls. Personally, the only thing I miss is playable appearance in the turbo, non-existent in this release.

But overall, there is more that we missed in this title. You have certainly heard of MotorStorm RC as a title with platform gameplay options, right? Well, if you are thinking of something like WipEout, you are wrong, is something completely different. In this case we will not have online multiplayer between two systems. In fact, we will have neither PS Vita multiplayer (on the PS3 it is up to four players split-screen) itself. The two versions of the game are synchronized with each other, allowing us to continue the progress we make in PS Vita PS3, and vice versa, including trophies, times and items unlocked.


In an effort to strengthen social skills PlayStation Vita, similar to that seen in recent games Criterion (developer known for the series Burnout and Need For Speed: Hot Pursuit). While in the park, you will see messages that informs you that your friends (or strangers unknown), whether in Vita or PS3, you have been shattered, insulted, humiliated or similar in certain scenarios beating your record time. If you keep pressing the X button will direct you to make it up to that challenge. From the main menu, you can easily access a list of these challenges to try to break records of others, to ensure that the rivalry is maximal.

In order to enhance the social aspect mentioned, the game offers this rivalry even while running, because arrows will show us the path of other players, offering the possibility of overcoming their times. In addition, we share our best scores around or through the PlayStation Network, or Facebook. These possibilities are available for all the tests within the main game mode, which are many and varied, ranging from the races and time trials of life, to more innovative, such as passing a certain number of opponents in the shortest time possible to score points or skidding.

Apart from this mode, called the Festival, which will have to get as many medals as we can (one to three, in inverse proportion to our position in the race), we have a free mode, which tests against the clock or simply , play vehicles or to test the circuits. These, and collection mode, where we can organize our cars, join the Park and Wall Boxes (the list of challenges) that we discussed earlier. These modes provide us with hours of entertainment that will be extended if we get all the trophies. It is difficult to say how many hours we will take complete MotorStorm RC, as it depends on our ability at the wheel (or radio control), but I have to get the platinum could be around ten hours.


MotorStorm RC is designed to be a fun title, and Evolution Studios does not disappoint in this regard. While it is true that a shot had online multiplayer fun to unsuspected limits, makes up these gaps with the virtues outlined above, which seem to us more than adequate for a downloadable title that we can enjoy both PlayStation 3 and PlayStation Vita by a single payment of $8. It also gives a taste of what can be the platform gameplay, which can bring new experiences to users of both consoles.

The decision is easy. The racing games top-down perspective that popular Micro Machines are scarce, and those are fun, even more. And better not talk about games remote control cars. If you like any of these two, or both, set out on this title. If you like MotorStorm, give it a chance beyond the tutorial and a career. MotorStorm RC offers hours of fun in small or large doses, and that is something that not many games can offer us today.

Wednesday, March 28, 2012

Gears of War 3: Forces of Nature Unlockables, Cheats, Secret, Cheat Codes, FAQ, Review, Walkthroughs, Guide for Xbox 360

Great place to find out cheats, codes, secrets, cheat codes, guide, unlockables, achievements, and walkthroughs for Gears of War 3: Forces of Nature Xbox 360.

Unlockables DLC Forces of Nature

20G

Horde Natural
Complete 20 consecutive waves of Horde on any Forces of Nature map without going down or dying.

Hunter Gatherer
Bag and Tag 20 opponents while playing as the Savage Hunter in Versus multiplayer (any mode).

I've Got This!
Kill 10 opponents as the leader in a round of Guardian on a Forces of Nature map.

Natural Selection
Complete all 12 waves of Beast on all Forces of Nature maps.

Stock Piled
Achieve the maximum level on all fortifications in Horde mode.

25G

Elemental
Get 25 kills with any of the hidden elementally charged Cleavers in Horde.

Force Multiplayer
Win a match of Guardian on all Forces of Nature maps.

Unstoppable Force
Complete all 50 waves of Horde on any of the Forces of Nature maps.

Witty Repairtee
Build or repair 50,000 worth of fortifications as Mechanic Baird LE.

50G

Force Multiplier
Kill a Lambent Berserker with a team comprised of 5 Forces of Nature characters in Horde.

Fun! Fun! Minigolf Touch! Review | Nintendo 3DS

The German developer Shin'en has been one of the leading companies in recent years within the Nintendo platforms. He became known first for his sound tools that were used in Gameboy Advance in many games, soon to move to highlight the quality of their productions. If Iridion 3D was the first brilliant, with the arrival of Nintendo DS, the company won full recognition from the fans with Nanostray. Since then there have been many games, the latter being the most prolific years with productions of recognized technical know-how and quality playable, as Art of Balance, Fast Racing League or Jet Rocket, the three for WiiWare. After the premiere in 3DS with Nano Assault (which unfortunately has not yet been published in our country) comes a casual bet all the way, and that leaves us a little disappointed by the high expectations we have always with the company, but continues to be a very entertaining mini golf offer at the right price. Fun! Fun! Minigolf Touch! is, as its name makes clear, a miniature golf game that can be played with the touchscreen, but can also play with traditional controls. In fact, among the possible combinations, the most convenient and effective we thought was the combination of the two methods, managing the direction of the shot with the Slide Pad and controlling force of the blow with the touch screen as control direction of the shot with the touch screen is too precise and easier to point the Slide Pad, while adjusting the force pulling the stick with the touch screen is much more accurate and satisfying than giving a button at the right time to stop a stick oscillating on the strength bar automatically.



Importantly, when we hit to be attentive to the accuracy of the coup, which is represented as a point of impact to the ball oscillating on it automatically, so we have to make the impact at the right time, although can sometimes be important to love him on one side to the ball, as this gives you rotary motion which varies the movement in rebounding significantly. Discuss the possibility of a mode of control or other is available at any time without any configuration change.

We have 27 holes divided into three glasses, most channels through which we will attempt to make good use of the boards at the edges, trying to dodge obstacles encountered on the track and avoiding as far as possible that our ball defined exit route. Of these twenty-seven holes have three variations organized as extra glasses, which do nothing but add barriers or additional coins that force us to try to chart a different stroke in each case, although the holes as such do not change. As for the game, saying that there is nothing special to note. We simply have to try to hit the ball to one stroke into the safe zone, or if you have to pull back from the original position in question.


In each case have a limited number of strokes set individually for each hole, and if not we'll just get to the next hole with the point penalty that means. On the other hand, we have nine areas of acrobatics, where the goal is not to introduce our ball in the hole, but we have to contrive by many rebounds as possible because every rebound wide bonus for our ball touches all currencies there are scattered throughout the playing area, that since there will be full of obstacles.

In Fun! Fun! Minigolf Touch! every time you finish a drink received a rating. Getting first place is quite complicated in all circuits and do not know if there is a prize to get it at all, but what I can say is that you require to do a lot of patience and a good memory to remember in each case as more than a hole with greater chance of success. However, what motivates us to keep playing is not so much get the medal for first place, but get money with which to buy more drinks then, acrobatic feats, extra strokes or some merely decorative details. In this sense, the game works very well because the wrong that we do whenever we get a lot of money to keep playing anime. The only downside has been found that available in the store is rather low, and the cups they are still the same holes but with obstacles. Clearly, the development team has refused to engage at any time in excess of game content, we assume that intentions to adapt production to the lowest possible price.

Surely, many fans of the company expected a portent of this title graphic that demonstrated the potential of Nintendo 3DS, aspect that often points to the production of Shin'en. However, Fun! Fun! Minigolf Touch! have not wanted much less involved in this. In fact, we can say that removing some high quality textures, the game does not stand or artistic or technically in any of the three continental atmospheres have. It is curious to see the deal that made Miis (with the subsequent approval of Nintendo), which will have a full body extremities in conjunction with some animations, render them quite rare to see. Moreover, we find that the nine cups available lack a high level of detail, being what he misses most is the lack of life in the environment, and that removing some firefly and a car through the streets of circuits around there is no soul, and that's a shame especially since permission for the use of Miis.


However, focusing on what's important to play, which is the clarity and visibility of the holes, we have not seen major problems. Maybe comment that it is very difficult to try to understand the trajectory of the ball rebounding, being very intuitive physics of this. Further, the lack of a free camera that allows us to move with ease on the circuit, since in some holes will need to preview the route to think about the shot we want to do and sometimes the possibilities of this camera are not enough. As for the sound, we have a lively electronic music that goes well with the experience, together with effects that reflect quite accurately what happens. Once more. The amount of sound effects is not too much, and we had the feeling, after playing for a couple of long sessions, to be a little tiresome. Luckily we have a set of retro sound effects that can cool the ears, although the player will have to pay for it in-game currency.

In general, Fun! Fun! Minigolf Touch! turns out to be a game of miniature golf fun to spend a good hour. You can squeeze in order to get the medals or buy all objects, even so many players will miss a game mode that allows you to compete with other players either through online gambling, or StreetPass SpotPass. The circuit design and physics used make a game like we have been right, but not as fun as other games in the genre on other platforms, and the content it offers little known to us. However, it is an ideal game to play on the laptop, first by how well it works control and the other by the type of game that requires session, as required care is not at all constant and makes it ideal for play wherever we can not put the five senses in the game.

As we said before, Shin'en has left us a bit cold by the expectations we had put in the title and miss more work in its contents, but we recognize that for the $9 it costs the game is not bad option, especially bearing in mind the experience ideal for a portable game, and taking into account that not all players in the world are dedicated to this entertainment. We assume that who would really like to enjoy mini golf Fun! Fun! Minigolf Touch!, And nevertheless its visual style is ideal for everyone. Devoted to experiences we have to wait for someone to bring us Assault Nano promises to be the most spectacular of Shin'en shooter to date.

Ridge Racer Review | PS Vita

Ridge Racer is always associated with brand new consoles. It was not always so, the saga golden age in PS One with Rage Racer and Ridge Racer Type 4 in particular, considered by many the most revolutionary of them all, partly to get away from that little content derived from leisure-few tracks and cars - to provide a thorough campaign with hundreds of vehicles to unlock. But Namco Bandai relegated this series of astonishing speed and skidding unrealistic primarily to the launch of new platforms: PlayStation 2, Nintendo DS, PSP, Xbox 360, PlayStation 3, Nintendo 3DS and now PS Vita. Saving deliveries created during the cycle of consoles such as the aforementioned Type 4, R: Racing Evolution or Ridge Racer Unbounded, one of the first games to reach the new technology has its advantages and disadvantages. In PS Vita history repeats itself, but this time, faults shine above the virtues, which is a small setback to what we were used in what was one of the old banners in 32-bit Namco with Tekken and Ace Combat. Some of the problems stem from game design and the policy adopted by the publisher or developer, Cellius. The idea is to sell one game at a lower price than normal and extend the content in the coming months with more tracks and cars that the player can decide whether to buy or not to your liking. As a strategy we can not demonize, even if we might like downloadable content is interesting, created post-game untrimmed-and especially while waiting enjoy the game enough to want more. Ridge Racer has no such grounding in origin and that is the most serious problem in a game that has not met expectations, which has failed to be that essential purchase for fans of the first buyers Vita speed as it was, by example, in PSP.



As announced by Namco Bandai for months, the game is sold as a starter pack for the price of 30 euros, cheaper than the releases "complete" in the console but in the long term is not as tender, and that for a limited time buyers receive a 'Gold Pass' has three separate circuits, making a total of six-and five additional cars, plus extra music. As we see, the more content we are reminded of the origins of the series, where it was customary even a circuit with three alternative routes. Even legends like Sega Rally or Daytona USA also had a larger list of tracks, but what was valid in arcade and 15 years need not be so today. Even if one could understand the fun, options and ability to sting the player would be maintained with these tracks, but is not the case when well-known circuits are reused in a very questionable game modes. Ridge Racer only weeks will keep you glued to the Vita if you're a fan of debugging your times to the absolute limits and over again or you do fully in multiplayer.

This time, instead of a traditional style campaign mode, Namco is committed to a major mode associated with the network game where you play to lead one of four teams in the competition to the top so adding records global. On paper, not bad. But choosing one of the teams-each shaped icons PlayStation: triangle, square, circle and X-has no charm for another problem of this Ridge Racer: it is very cold, lack charisma and human presence. Retrieving the said Ridge Racer Type 4, he choose a team-associated with a difficulty level, you put as the protagonist of a story about teams of various roles, from the most modest to the demanding. In Ridge Racer's choice of equipment is almost irrelevant and the only difference will be the opponents that we touch every day. Once our sponsor can ally with other equipment, two against two, in other fighting only against one. Practically irrelevant and unmotivated for the user.


This not only has no spark, also reveals another feature of this Ridge Racer: connection is essential to be enjoyed fully, otherwise you will be seeing further reduced their chances. If for example your PS Vita is not 3G model and you're playing on any means of transportation, or off of Wi-Fi, you will most fun of racing against AI-a race against the computer with no-or modes trial on the few tracks included. Nor could download ghosts of global competitors or close-to-Near. In short, the reward for victory becomes blurred, as we do not feel too much appreciation for supporting our company by adding points, or belong to one or another affects us in any real way.

Fortunately, online play for up to eight players we've tested does not give problems of delay, there are also ad-hoc. But again the options are surprisingly neglected, without further to create rooms with a minimum configuration, look for similar level or all the available, forget about tournaments, for example. Our only goal will be long term rather than winning or not, earn points to improve our vehicles in a branching system to enhance nitros or speed. Intuit as a player, this means that someone with experience and a very powerful car can compete with an advantage over a novice, which reduces the network games against users must always be the same level, or else the victory will depend not only our ability. It's a bit frustrating.


Clearly, Ridge Racer is weighted more strategic decisions for their quality. It's something that has hurt us as fans of the series, because when running offers fun as ever, no major news, but no major faults. Cars skid when cornering to get nitro, a minimum error can be decisive and electronic music, although less than at other times sugarcane-goes well. Also mention that there are packs on PlayStation Store that rescue topics from previous deliveries. The point is that the circuits included already knew of Ridge Racer 7, and so we planned a question: can we recommend this game to the fan who already has the delivery shelf completely? Should I buy almost the same but has already tied to purchase of packs to provide a comparable content? No matter how good the control or the playability, the feel is similar to what we have playing a show.

As for the graphics, a lime and sand. We have to admit that the game's interface is beautiful and functional, the modeling of the vehicles are pretty good and that the scenario has improved over PSP in texture and complexity. But the jump is much smaller than expected and is not up to Vita, since it runs at 30 frames per second when in these games is a noticeable difference. No motion blur to soften the change and the developers have taken from the manga a curious effect of channel distortion of the image, is curious but not the same. We have reason to believe it could be more polished and give a most important step forward compared to that seen in the previous Sony laptop, which squeezed over the limited power of PSP.

If the problem has been Cellius time, should have seriously considered delaying the game a few months to get a starting amount of content deep enough to not depend on downloads, as well as offline options that do not justify a permanent connection as now to be enjoyed in full. Even today you can not assume that any player has Wi-Fi, let alone a laptop. Quite simply, not a bad game as far as the fun races provide. But it offers nothing new to the series-in just 10 minutes we have explored almost all of its contents, and the value is an inconvenience that can not be overlooked, especially when for ridiculous prices now are available PSP games compatible with Vita. Many players wanted a console Ridge Racer from day one, but surely the quality not good enough. This is an unnecessary drift in the history of a veteran series that hopefully will have another chance in PS Vita.
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