The best price of Lenovo Ideapad 310 (80TV00XXIH)(i5 7th Gen/8GB/1TB/DOS/2GB GFX) is Rs. 48,890. You can buy Lenovo Ideapad 310 (80TV00XXIH)(i5 7th Gen/8GB/1TB/DOS/2GB GFX) at best price from Tech2enjoy via mrpsyclone. We update prices multiple times a day, the latest update was done today i.e. 22nd June 2017. We have looked across 2 stores for the best price of all Lenovo offerings for you. This price, EMI and COD (Cash On Delivery) offers is given by the merchant like Flipkart, OnlyMobiles, Snapdeal, Shopclues, eBay, Amazon etc whom we work with to offer Lenovo Ideapad 310 (80TV00XXIH)(i5 7th Gen/8GB/1TB/DOS/2GB GFX) to you. Our services don’t cost you anything extra. All prices in INR & generally valid in all cities like Mumbai, Delhi, Bangalore, Hyderabad, Kolkata, Chennai & Pune. Please do report any errors in specs of Lenovo Ideapad 310 (80TV00XXIH)(i5 7th Gen/8GB/1TB/DOS/2GB GFX).
Lenovo Ideapad 310 (80TV00XXIH)(i5 7th Gen/8GB/1TB/DOS/2GB GFX) is a laptop with a screen size of 15.6 inch and bears a resolution of 1366 x 768 pixels. This machine features a Intel Core i5 (7th Gen) running at 2.5GHz. Complementing the processor is 8GB of RAM of the DDR4 variety. It has a 1TB Hard Drive (HDD). The rotational speed of the internal hard drive is 5400 RPM. The front-facing camera on bears a resolution of 0.3MP. For connecting peripherals like a keyboard or mouse, this laptop features USB 2.0 ports. Lenovo has been generous to include USB 3.0 connectivity as well. You can install games and other applications from CDs and DVDs using the optical drive. To transfer photos from a digital camera to this laptop, you can use the following media cards: SD, SDHC, SDXC.
Intensive graphics requirements are catered to using the 2GB Graphics that are onboard the GPU. The audiophile in you will have to make do with the following ports: Headphone + Microphone Combo Jack. The sound output you have 2 x 1.5W Speakers provided in Ideapad 310 (80TV00XXIH)(i5 7th Gen/8GB/1TB/DOS/2GB GFX). Like most computers today, Lenovo ships this laptop with WiFi connectivity support. Bluetooth connectivity is supported for wireless pairing with computer accessories. In case you’re wondering about the weight of this computer, it is 2.2 kg. The manufacturer claims that the battery life can last for 5 hours. Typing long documents is aided by the QWERTY + Numpad kind of keyboard. Out of the box, you get DOS with this laptop. In case something goes wrong it, you need not worry because it comes with a 3 Year warranty.
Divide by Sheep is a puzzle game that requires math, advanced planning, and sometimes just a little bit of luck. That description might sound less than exciting, but the game makes up for this by making you drown the sheep, feed them to wolves, slice them to pieces, and generally have some fun with the cuddly critters. Developer Bread Team has created some of the fluffiest looking cartoon sheep in the world, and then gone out of the way to let you torture them with impunity as you ostensibly try and save a few of them from inevitable death. The game has been released now for iOS and Steam, with an Android version in the works.
There’s a bit of a story at the beginning of the game, setting things up, but much like Cut the Rope, the exposition is minimal, and safe to skip. The comparison makes sense – while Cut the Rope was a physics puzzler and Divide by Sheep is a series of math puzzles, the two games have a lot in common, such as fiendishly clever gameplay hidden under a very cute exterior, coupled with excellent audio and art design.
The story – if you must know – is that the Grim Reaper is lonely, and decides to cause a flood so there will be lots of dead sheep for him to spend time with. Your job is to help the sheep jump past a series of obstacles and make their way to waiting rafts, to escape this grim fate.
The basic gameplay is simple – you have blocks of land scattered around each level, and there will be a number of sheep on these blocks. Each sheep requires a full block of land, and you have to guide the sheep across the map to reach three waiting rafts – each has a capacity and you need to get that number of sheep onto the raft to get a star.
To do this, you need to swipe from one block of land to the next – all the sheep on your starting block of land will jump, so if you’ve got six sheep on a large block of land, and you make them jump towards a smaller piece of land that only has three cells, then you’ve consigned three sheep to a watery grave. On the other hand, if you jumped three sheep onto a bigger block that already had two sheep and four empty slots, you’ll have five sheep that will now move together.
As long as you get the right number of sheep onto even one raft, you can progress to the next level, and try out new puzzles, but completionists will no doubt want to keep retrying a level until they get all three stars.
Early on, the game offers very little challenge as it is just introducing the mechanics to you. In the first 30 levels, we got a 3-star rating on almost every puzzle in the first try itself. As you progress though, the game gets trickier, and starts to introduce a lot of new mechanics that make things a lot harder.
It starts off with some fences that your sheep can’t jump over, and then introduces wolves who will eat your sheep. You can move the wolves around too, and need to rescue them at times. They can be essential when you want to thin down your flock, and at other times, you’re going to want to push them off into the water to meet the numbers required by a level.
Further complications quickly come in the form of laser fences, which slice your sheep into two. These now take up double the space on land, but two halves still count as just one sheep -which can lead to some tricky juggling to make sure everyone arrives as planned.
Trampolines that bounce you back, and splitters that divide your flock are just some of the obstacles that the game comes up with to keep you on your toes. With 120 levels across four worlds to explore, and more apparently coming, there’s a lot of puzzles to solve, and as you explore the game, it really gets challenging. Despite the difficulty of some levels, the game doesn’t ever leave you feeling stranded either; while you might not get a three-star rating on every level, you probably won’t get stuck either.
The charm of this game lies in its silly, cute visuals and cheerful audio, mixed together with a very dark sense of humour. The sense of humour reminds us of Unpleasant Horse, an endless runner which was all about crushing pretty ponies to death. But, under the fluffy wrapper, Divide by Sheep is a sharp game you really should play – just like Cut the Rope.
We played the game using a review code provided by the developers. The game is nowavailable on iTunes for $2.99 or Rs. 190. The Steam version of the game is available now for $4.49 or Rs. 285.
Examined on paper, I can easily understand how point-and-click adventure game Armikrog accrued nearly a million dollars during its 2013 crowdfunding campaign: claymation visuals that defy expectation, an offbeat world full of talking dogs and fuzzy monsters, classic puzzle-solving that harkens back to adventure gaming’s golden age.
And then there’s Armikrog’s pedigree. Indie developer Pencil Test Studios’ core creative team consists of the same people who created Earthworm Jim and The Neverhood, the influential cult classic that pioneered Armikrog’s visual style and whose hero bares an uncanny resemblance to this new game’s protagonist, Tommynaut. That team in turn recruited some top voice talent—including Jon Heder (Napoleon Dynamite), Rob Paulsen (Pinky and the Brain), and Michael J. Nelson (Mystery Science Theater 3000)—to bring its quirky world to life.
According the the Magic Eight Ball of Expectation, all signs point to the game being excellent. After playing Armikrog on the E3 2015 showfloor last week, however, some concerns about the puzzle design brought me back down to earth. But let’s start with the good: The opening cinematic is short and sweet, elegantly framing Tommynaut and his bizarre canine companion Beak Beak as explorers who’ve crash landed on a hostile world. In fleeing from a silly-looking monster, they dive through a portal and a door slams shut behind them, leaving them no choice but to move forward through a series of rooms.
It’s a fairly basic setup, sure, but at least it avoids tedious exposition. Plus, it fast tracks players to the game’s true star: controlling characters in Armikrog’s world of clay. Screenshots alone may have already sold you on the aesthetic, but seeing it in action confounds all expectations. The animations are just so incredibly smooth and seamless, I could hardly believe the world I was seeing was actually reacting to my inputs. I know this isn’t the first game to utilize stop motion claymation, but I can’t remember anything else that looked quite this good doing it.
Appropriately, the world itself somehow feels like a natural extension of the art style, embracing all the weird and wonderful quirks of the medium. Tommynaut, for example, stores items by simply shoving them into his squishy clay stomach, and one of the later rooms I encountered during my demo seemed to melt into shape as I entered it. From the character design to the (somewhat limited) dialogue, everything about Armikrog effuses this very particular offbeat quality.
Unique as the world may be, however, the gameplay still fell flat—at least in the limited portion I was able to play. I experienced several moments that made me think, “Am I an idiot or was this actually not super well designed?” Maybe I am an idiot, but either way, that thought’s not a great sign. To give you an idea of what I mean: When I walked up to the Armikrog kiosk, the Indiecade rep manning the station was trying desperately to exit a tile puzzle that provided no instructions and that couldn’t be abandoned once players clicked into it. She eventually had to quit out of the game entirely.
Once I started a fresh game, the first puzzle consisted of picking up a lever, attaching it to a door, walking through an empty room, pushing a block back the way I came, and finally retrieving the original lever by sending Beak Beak through a hole in the wall. The only challenge came from the fact that I didn’t immediately notice the slot by the second door where I was meant to place the lever, which was more frustrating than challenging. It’s probably safe to assume Armikrog’s puzzles grow more sophisticated as the game progresses, but I didn’t get to see evidence of that in the demo.
Admittedly, the E3 showfloor is far from an ideal setting for first impressions, and the team at Pencil Test Studios still has a few months left to polish (good thing, considering the opening cutscene still consists largely of black and white placeholder sketches). We’ll see the complete picture when Armikrog is out on August 18.
“A clean shot to the head,” drones the villain known as Arkham Knight. “That’s all it will take.” At every opportunity, the Knight speaks of the horrific deeds he might perform, doing his best to drive fear into Batman’s heart throughout the open-world adventure game that features his name. Scarecrow similarly trades on Batman’s doubts, attempting to convince the troubled hero of his own impotence at every turn. “All eyes, all hopes upon a man who fails his friends,” calls out Scarecrow through Gotham’s public networks, reminding Bruce Wayne that he, too, bears responsibility for the losses his loved ones endure.
Batman is a troubled hero, and past Arkham games haven’t shied away from exploring his dark side. Arkham Knight is no exception: the caped crusader growls his way through one confrontation after another in which he must question his role in Gotham’s current crisis. We’ve seen these themes before, many times over, and Batman: Arkham Knight’s villains repeat them ad nauseum, as if you weren’t already choking on heavy-handed metaphors at every turn. It’s fortunate, then, that Arkham Knight, for all its ham-fisted storytelling and frequent returns to well-trod ground, features the qualities developer Rocksteady has infused its previous games with: superb production values, hard-hitting combat, and a wonderful sense of freedom as you soar above the skies of Gotham.
Scarecrow, Arkham Knight, and the legacy of the now-dead Joker loom large over this freedom. There is another, more surprising obstacle which you must overcome if you wish to retain your ownership of Gotham’s skies, however: the Batmobile. For the first time in this series, you can leap into the iconic vehicle and zoom down the streets, drifting around tight turns and pursuing key vehicles as they speed away. The driving itself is slick and satisfying, as long as you can overlook Rocksteady’s tendency to wrest away camera control to show you some dramatic sight or another. Yet there’s no beating the incredible rush of using your line launcher to fling yourself through the sky–and it’s worth mentioning that taking to the air is usually faster than settling behind the wheel. As a result, Arkham Knight is constantly trying to justify the Batmobile’s presence, forcing it upon you at nearly every opportunity.
Particularly in the latter third of the story, you’re frequently forced to take part in vehicular battles against remotely manned drones. When you first engage in this kind of combat, which turns the Batmobile into an agile tank, it’s a delight. You strafe from side to side, sliding the vehicle into safe areas between the visible lines that indicate the path of incoming enemy rockets. All the while, you fire your cannons at the drones and use small fire to eliminate missiles fired upon you; the dark sky lights up during these battles, giving vehicular combat an initial spark, and making you the director of a spectacularly violent fireworks display.
But in spite of the upgrades the Batmobile earns over time–EMP blasts, the ability to hack enemy drones, and so forth–the Batmobile battles never become more interesting, just more monotonous, as they seem to go on forever. The story’s final hours succumb to a series of same-ish battles that play out more or less like the last, lending an air of tedium to what should be the game’s most poignant surprises. The Batmobile is also the centerpiece of a number of mediocre boss encounters, all manner of puzzles, boring cat-and-mouse games with superpowered tanks, and even some of the Riddler’s many optional challenges scattered across the city. Don’t be surprised should you end up muttering to yourself, “Too. Much. Batmobile.”
Arkham Knight is at its best when you are given the freedom of movement you both need and deserve. What a treat it is to look down upon this beautiful and derelict city as you glide through the thick, black air. Gotham has been deserted by most citizenry due to Scarecrow’s most recent threat to release a hallucinogenic toxin into the streets, making the clouded heavens and the stoic statues all the more imposing. The bat-symbol cuts an impressive silhouette in the sky, drawing you towards your next mission objective–and the objective itself may be a structure like the grandiose Panessa Movie Studios, where climbing ivy and guardian statues warn you of potential danger.
Arkham Knight is constantly trying to justify the Batmobile’s presence, forcing it upon you at nearly every opportunity.
Batman is beautifully animated and an absolute joy to control. To soar towards Man-Bat and tackle the shrieking beast in one of the game’s many side missions, and to zip to higher vantage points only to descend onto a rioter and deliver a hard kick, are the moments that represent Arkham Knight at its very best. Every mechanical edge is oiled to maximum slickness: Batman glides through Gotham with the confidence of an experienced predator, and exhibits the exact right amount of stickiness as he approaches surfaces. There is an astounding amount of flavor voiceover; Batman comments on the task at hand should you try to leave the area you are confined to, enemies remark on the number of fallen comrades they have counted during stealth encounters, and the annoyingly chatty thugs swarming the streets have more speaking lines than any number of film scripts. Few games are this rich in audiovisual details.
Don’t forget: Batman isn’t killing anyone in his rampage against Gotham’s enemies, though he delights just enough in breaking bones that it’s hard not to nod your head along to the Arkham Knight’s insistence that Batman is just as responsible for Gotham’s dereliction as anyone else. The storytelling gymnastics the game performs to remind you that Bruce Wayne is not a murderer are ridiculous. The Batmobile is using nonlethal rounds, you are told, and when you run over criminals, a little zap lets you know that you’re not squishing them under your tires, just giving them an electrical jolt as you pass. I could dismiss this mounting nonsense easily as forgivable video game logic if the narrative didn’t devote so much time explaining (and re-explaining, and re-re-explaining) that Batman lives by a non-killing code. Rocksteady tries to have it both ways, representing this code as an emotional conflict that figures heavily into the story, then letting you plow through crowds of bad guys without consequence. Even in the oft-illogical world of video games, the dissonance is striking.
Then again, this is a story about a billionaire in a bat suit, so perhaps there is only so much plausibility to be expected. It might be hard to believe Batman isn’t sending men to the morgue during Arkham Knight’s melee battles, but the series’ rhythmic hand-to-hand combat continues to set the bar high. Batman is a frightening, almost otherworldly creature as he tumbles and slides from one target to another, and his fists exhibit the raw power of any hammer or club. Stealth combat sequences, which offer astounding flexibility in how you approach enemies, are as good as ever. Slinking through vents, taking down a goon, and zipping away is as rewarding as it is to sabotage your armed foes with your disruptor rifle, causing their weapons to malfunction and leaving their owners open to attack. Smart level design and a large array of gadgets–a remote electrical charge, a machine that emulates villains’ voices, a hacking device, and so forth–keep each predator room as interesting as the last.
Batman’s many talents give rise to a terrific amount of variety. He is a scientist and a detective in addition to being Gotham’s scowling savior; he has a computer that knows the answers to every imaginable question (except the ones that drive the plot, of course); and he possesses the memory of an elephant rather than a bat–a nice skill to have when solving the murder mystery that serves as one of the game’s better side plots. Arkham Knight finds great ways of incorporating these talents into gameplay. For instance, you re-create a kidnapping by activating the returning bat-vision mode and scouring the street for clues. The crime’s events are then depicted on screen, allowing you to forward and reverse through them at will in your search for answers.
Puzzles like this are clever, and the related tasks, such as scanning a corpse’s tissue to find anomalies, make you feel like an active participant in a real forensic analysis. The game constantly digresses, asking you to team up with comrades like Nightwing and Robin to deliver cooperative beatdowns, and to perform all number of secondary missions, which incorporate villains like Penguin, Two-Face, and Firefly. Some set pieces, such as one in which you defuse a set of bombs as a villain stands on a rotating platform, are particularly noteworthy for smart use of camera angles, and for the way the gameplay assists in characterization, teaching you about the miscreants at hand not just through dialogue and plotting, but through the way you interact with them.
Arkham Knight is loaded with villains, actually, including the one that gives the game its name: Arkham Knight himself. His identity is meant to be the game’s greatest mystery, but conspicuous foreshadowing, and a reliance on age-old storytelling cliches, make every reveal as surprising as the time The Mighty Ducks won that big hockey game. There are some tense story beats and moving events, but your two primary goals–to stop Scarecrow’s evil toxin plot, and to confront and unmask the Arkham Knight–are too predictable to be compelling.
What Batman: Arkham Knight does well, however, it does really well. Gotham is a dazzling playground where neon lights pierce through the rain and mist; all it takes is a single glimpse to tell you that this is a city in need. Moreover, many individual elements are so carefully constructed, and presented with such flair, that appreciation is the only reasonable reaction. Yet most of these elements–excellent acting, wonderful animations, moody soundtrack–are ones that Batman: Arkham City also excelled in, making Arkham Knight’s missteps all the more noticeable. Rather than escape the pull of the games that spawned it, The Bat’s newest adventure refines the fundamentals; it is a safe but satisfying return to the world’s most tormented megalopolis.
After launching its high-end smartphone, the One ME Dual SIM, in China earlier this month, HTC on Wednesday launched the smartphone in India at Rs. 40,500. The smartphone would hit the shelves by the end of this month in Meteor Grey and Classic Rose Gold colour variants.
HTC One ME Dual SIM’s claim to fame is the 64-bit MediaTek Helio X10 processor, which was launched during MWC 2015 in March. The handset also appears to be the first smartphone announced to be powered by the Helio X10 processor. The SoC features eight Cortex-A53 cores clocked at 2.2GHz and is clubbed with 3GB of RAM.
The smartphone sports a 5.2-inch QHD (1440×2560 pixels) resolution display and runsHTC Sense 7 UI on top of Android 5.0 Lollipop. The smartphone, like the flagship HTC One M9, comes with 32GB of inbuilt storage, which can be further expanded via microSD card (up to 2TB).
As for the camera, the One ME Dual SIM features a 20-megapixel rear camera with BSI sensor and f/2.2 aperture, and 4-UltraPixel front-facing camera with f/2.0 aperture. The handset also comes with a fingerprint sensor besides an ambient light sensor, proximity sensor, accelerometer, digital compass, and gyroscope.
The 4G-enabled HTC One ME Dual SIM also includes NFC, Bluetooth 4.0, GPS/ A-GPS, dual-band Wi-Fi 802.11 b/g/n/ac, DLNA, and Micro-USB 2.0 connectivity. As with most of the HTC smartphones, the handset features HTC BoomSound dual-front speakers powered by Dolby Audio.
Measuring 150.99×71.99×9.75mm and weighing 155 grams, the HTC One ME Dual SIM is backed by a 2840mAh battery that is rated to deliver up to 23.3 hours of talk time and 598 hours of standby time on 3G networks.
“Known for its expertise in design, as well as for offering the best in class features customised as per their consumers lifestyle, HTC doesn’t disappoint, offering brilliant performance in a stunning device which reinterprets the HTC way that people can relate to.” said Faisal Siddiqui, President, South Asia, HTC during the launch. “The HTC One ME Dual SIM is an outstanding device to perfectly suit your style in its own unique way.”
In a tasty science experiment, 10 Melbourne families will host a 3D printer in their home that will make chocolate treats based on how much they exercise.
The trial aims to study if printing chocolate is enough to make exercise enjoyable, Royal Melbourne Institute of Technology researcher Rohit Ashok Khot told Mashable Australia, as well as explore new ways to represent corporeal data.
The subject’s daily exercise data will be tracked, and each evening, chocolate will be printed on the EdiPulse 3D printer reflecting the energy they expended over the entire day. If the user is on track with his fitness goal, for example, he will get a smiley face printed. If he is sedentary, he will get a frowny face. Flowers and messages such as “Well done, Mate!” can also be printed.
“We think of it as positive reinforcement,” Khot said. “It’s not directly looked at in terms of the size and quantity, but the more exercise you do, the more cheerful and beautiful the chocolate becomes.”
Khot’s work is focused on exploring new ways to represent information, including in an edible fashion. “People like to track their exercise data using things like Fitbits, but that only gets seen in numbers and graphs on a screen,” he said. “Now that we can track exercise, why not connect it to an edible material?”
And don’t worry, the subjects can’t run their way into obesity — the dark chocolate treats will be restricted to around 30 millilitres a day. Khot hopes the study will be completed by September.
So, why chocolate? While everybody enjoys chocolate, it’s the best possible food that can be printed today from a technical standpoint. In the future, Khot hopes to be able to print healthy snacks.
There could be commercial applications for his research, but for now, Khot is hoping to inspire others to look differently at food printing and consider new ways of quantifying the self. “In the future, people could have such appliances in the home and we are exploring how they could use them,” he added.