Showing posts with label Plants. Show all posts
Showing posts with label Plants. Show all posts

Saturday, 21 September 2013

EPA Wants To Limit Greenhouse Gases From New Coal Power Plants

Mississippi Power's Kemper County energy facility near DeKalb, Miss., seen under construction on Nov. 13, 2012. Carbon dioxide will be captured from this plant and used to stimulate production of oil from existing wells.

Mississippi Power's Kemper County energy facility near DeKalb, Miss., seen under construction on Nov. 13, 2012. Carbon dioxide will be captured from this plant and used to stimulate production of oil from existing wells.

Rogelio V. Solis/AP

The Environmental Protection Agency's second stab at a proposal to set the first-ever limits on greenhouse gas emissions from new power plants would make it impossible for companies to build the kind of coal-fired plants that have been the country's biggest source of electricity for decades.

Under the proposal, released Friday, any new plant that runs on coal would only be permitted to emit about half as much carbon dioxide as an average coal plant puts into the air today.

EPA administrator Gina McCarthy tells NPR the steps the EPA is proposing in the rule to address climate change "can actually form the basis for a sound economy, while at the same time we can begin to tackle what is essentially the most significant public health challenge of our time."

The gasifier facility, still under construction at Mississippi Power's Kemper County energy plant on Nov. 13, 2012. Under the EPA's proposed rules, new plants that run on coal would have to find ways to emit less than half the carbon dioxide current coal plants emit.

Rogelio V. Solis/AP The gasifier facility, still under construction at Mississippi Power's Kemper County energy plant on Nov. 13, 2012. Under the EPA's proposed rules, new plants that run on coal would have to find ways to emit less than half the carbon dioxide current coal plants emit. The gasifier facility, still under construction at Mississippi Power's Kemper County energy plant on Nov. 13, 2012. Under the EPA's proposed rules, new plants that run on coal would have to find ways to emit less than half the carbon dioxide current coal plants emit.

Rogelio V. Solis/AP

The EPA proposal aims to help The White House meet its plan to cut greenhouse gas emissions by attacking the largest single source in the United States: Power plants pump out 40 percent of the nation's greenhouse gases.

The EPA's new proposal sets a limit for future power plants of 1,000 pounds of carbon dioxide per megawatt-hour for large electricity generators that are powered by natural gas. And it sets a slightly higher limit of 1,100 pounds of CO2 per megawatt-hour for small natural gas generators and for coal-fired generators.

Although the EPA says its rule is legally sound, electric utility companies are already arguing that it goes further than the law allows.

The only technologies that exist to make coal plants clean enough to meet this proposed standard, industry executives say, are far too expensive and haven't been proven at a commercial scale. Making coal plants clean enough, they say, would add hundreds of millions of dollars to the already steep price tag of coal plants.

"Our customers have to agree to foot that bill," says Nick Akins, president and CEO of American Electric Power, one of the country's largest utilities.

Akins says his customers won't go for it.

A few years ago, American Electric Power built a temporary, small-scale project that successfully captured carbon and stored it deep underground at its massive Mountaineer coal-fired power plant in West Virginia. The company proposed building a larger version at the same site and passing the costs on to consumers. But state regulators rejected that project in the end because it would increase electricity costs.

If the EPA's proposal goes forward, Akins says, companies won't build coal plants; natural gas plants are cheaper. But that strategy would make companies and their customers vulnerable to future spikes in natural gas prices, he says.

The revised proposal comes after loud complaints from industry about the first version of the proposed rule, which was released 18 months ago. That initial version proposed one standard for all power plants, regardless of their size, or the type of fuel they use.

Greenhouse gas emissions from the electricity industry already have declined because economic considerations have led utility companies to start turning away from coal. These days, utilities are building natural gas plants and wind farms instead. New technologies for drilling into deep shale deposits have opened up abundant supplies of relatively low-cost natural gas. And subsidies and technological improvements have made wind farms competitive.

Electricity companies fought hard against the EPA's first proposal largely because they see it as as a bad precedent for upcoming regulation of greenhouse gas emissions from power plants that already exist.

President Obama has told the EPA to come up with a proposal by June of 2014 to clean up the older plants. (Even though companies are already developing fewer new coal-fired plants, they're likely to rely on many of the existing coal plants for decades to come).

Environmental groups, too, are closely reading Friday's proposal, hunting for clues to how stringent the administration is likely to be when it turns in 2014 to developing new rules for existing plants.

"The sooner we get these protections in place," says Vickie Patton, general counsel of the Environmental Defense Fund, "the clearer the signal [will be] that new power plants must do their fair share in addressing the heavy burden of carbon pollution on human health and the environment."


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Wednesday, 28 August 2013

Plants vs. Zombies 2: It's About Time (for iPad)

Pros Same general, addictive game play. Strong art, music.

Cons A plethora of features results in some interface bloat. Paid extras mostly uninteresting, but almost a requirement for advancement. Currently available only for iOS devices. Bottom Line Propelling the eternal battle between flora and the undead into the past, Plants vs. Zombies 2: It's About Time builds on its predecessor—but not in ways all casual gamers will appreciate.

By Matthew Murray

That pleasant aroma wafting through the summer air is not, as you may expect, vegetables. That would unquestionably be appropriate for a game like Plants vs. Zombies 2: It's About Time, which returns us after four years to the universe of that wacky garden patch that's the only thing standing between humanity and undead annihilation. But no, the smell that surrounds PopCap's sequel to its 2009 smash hit is something more like candy—Candy Crush Saga, that is. Plants vs. Zombies 2 has adopted that ultra-popular game's "free-to-play" aesthetic wholeheartedly, and turned in commensurate results. If you loved the first Plants vs. Zombies, more than enough is right with this one to all but guarantee you'll respond to it, too. But the pleas for money and a few other small adjustments dilute an almost perfect casual gaming experience into one that's just a little overripe.

Back to Basics
The basics of Plants vs. Zombies 2 are identical to those of the previous game. Zombies are shambling from the right side of the playing field to the left, and it's up to you to stop them by any vegetal means necessary. Sunflowers (which emit the sun you use to acquire plants) are essentially required, but everything else is optional: You can choose from Peashooters to cover long distances in a straight line; Cabbage-pults, which can launch big heads of ammo over many squares; Wall-nuts, which provide armored protection; and many more. The zombies may appear plain, arrive armored (with buckets on their heads, or maybe carrying shields and other objects), set fires, or cause other kinds of mischief, but once you've stopped them, you've won—and can move on to the next level.

It's worth noting that, unlike the original Plants vs. Zombies, which was available on a wide array of devices, Plants vs. Zombies 2 is an iOS-only exclusive. I played it on a Retina display–equipped Apple iPad, but if you prefer gaming on a PC or Android device, you're out of luck for now.

Plants vs. Zombies 2: Pirate Seas

Derivative Dangers
Though the art and music remain delightful accompaniments, and have received only gentle tweaks, in some ways Plants vs. Zombies 2 diverges greatly from its predecessor. First, as the title suggests,  time travel is involved: Your oddly minded ally from the first game, Crazy Dave, accidentally teleports you back centuries (on the search for a masterful taco—don't ask) so you can battle in Ancient Egypt, the Pirate Seas, and the Wild West, with a futuristic setting also apparently in the works. This means you get the expected differences in visuals (for example, the lawnmowers, which provide a last-ditch line of defense once the zombies are about to overtake you, appear as little motorized pyramids in the Egypt levels), but not so much in game play: Fighting in King Tut's backyard isn't that much different than fighting in your own. Inherited from Angry Birds and other similar games are "stars," which you receive for completion of a level within certain requirements (spend only a certain amount of sun, don't lose more than two plants, and so forth), and more significantly a map that lets you easily move between levels and see how many stars you still need to acquire, and so on.

If these changes don't affect the game much by themselves, together they give Plants vs. Zombies 2 a strong derivative feel. Whereas the original really was original, so altering the tower defense formula that it was all but unrecognizable, this one feels like most other games on the market, absent the freshness and individuality that so distinguished the first incarnation. Adding new plants is one thing—there are a number of fun ones, but I particularly loved the bonk choy, which can reach across two squares to continuously pound a brain-muncher—but watching my flora fight the zombies across the desert sands seemed unduly silly; and though there's something strangely endearing about zombies sporting traffic cones for head protection or inflatable ducks for flotation, I never warmed quite the same way to the sight of one lumbering around while stuffed in a sarcophagus.

All the other new game-play elements also make things feel busier than they should.  I didn't want to accidentally tap the counter of coins (distributed at the end of level, and used for buying power ups) when trying to plant a Potato Mine, or activate swiping gestures (available for only 800-1,200 coins each!) while trying to collect another couple of doses of sun. I just wanted to play the game, and the added filigree made that difficult at times.

Plants vs. Zombies 2: Wild West Zombies

Candy Crush Commerce
As for the paid upgrades, getting all the new plants will currently only run you about $20—the price of the original game. For another $14 you can get all the upgrade bonuses (more sun when shoveling, more starting son, more Plant Food or seed slots).  Or you can save some money through buying bundles, which combine certain plants and certain bonuses; all three of these will run you $22.  Want to accelerate access to Pirate Seas before you've unlocked enough stars?  Just $4.99 will get you there.  You can also buy bags of coins (from $2.99 for 5,000 coins to $99.99 for 450,000) that you can then trade in for more Plant Foods or gesture usages.  But PopCap doesn't stop there:  It also forces you to view frequent ads for your various possible purchases, in case you've forgotten or you really want to get 30 percent off your Jalapeno (one of the most useful plants, and a paid holdover from the first Plants vs. Zombies). This points up one of the biggest and most annoying problems with Plants vs. Zombies 2: It eventually gets too difficult to reasonably play (or play at all) without the use of the paid upgrades.

That's the Candy Crush Saga business model, after all, and if Plants vs. Zombies 2 doesn't get quite as shameless quite as quickly in begging for your cash, it won't stay completely free for most people for long. That's not necessarily a bad thing: Quality is definitely worth paying for, as the original Plants vs. Zombies proved. And if you're in the mood for more of the same, you'll unquestionably get that here, if in a more piecemeal package.  But rather than just build and expand lightly on what worked before, PopCap has played with the formula so much that sometimes you have to strain to see the charms that are still buried within.


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Tuesday, 20 August 2013

Review: Plants vs Zombies 2 sticks to its roots, but paywall leaves us feeling dead inside

A man wearing a steel pot for a hat tells you that he wants to enjoy the taco he just ate again, so he's going back in time with the help of his talking camper. That's essentially the plot of Plants vs. Zombies 2, the long-awaited sequel to the much beloved tower defense game that pits vegetation against the undead. This time your adventures in gardening take you to Ancient Egypt, 17th-century pirate-infested waters, and eventually the Old West. Despite a freemium model that nearly spoils the crop, PvZ2 is still a blue-ribbon mobile title with a charm and humor that is beyond garden-variety.

Plants vs Zombies 2 eschews the linear formula of the first-game for a more classic board game format. While you’ll still deploy little planted peapods and sunflowers to confront rows of bumbling zombies, the levels exist in a larger world now and beating a stage unlocks another along the path. There are forks in the road that let you decide how you'd like to proceed, and even keys to find that open up new areas. Ultimately your goal is to work your way to a star gate which takes you to the next world.

The pirate-themed world in PvZ2

Instead of simply defeating several sequences of increasingly complex and uniquely-powered zombies, the main campaign has some welcome variety in “last-stand” challenges, maps with specific restrictions, and new world-specific enemies. You’ll slay tombstone-raising zombies in Egypt and later confront undead sea captains with their nefarious parrots and rope-swinging brethren. While the pacing suffers into lulls at times, the overall experience is more varied and full than the original, thanks in large part to the scale: Now you’re no longer just a homeowner, you’re a time-traveling adventurer.

To respond to these new threats and challenges, your botanical arsenal has been augmented with bloomerangs, coconut cannons, iceberg lettuce, and adorable “spring” beans among others. The character design is as charming as ever, with the plant almanac full of chuckle-inducing introductions and adorable biographies. The art is also much improved over the first first title, with superior animations, worlds, and environmental effects.

Your green thumb also gets a huge upgrade: Now you can also feed your plants special plant food that will give them temporary boosts. Sunflowers spit out a huge amount of sun, while peashooters suddenly become gatling-gun-like repeaters that level everything in their path. Experimenting with the different upgrades and unleashing them in timely fashion is one of the best new elements of Plants vs Zombies 2.

Familiar faces make an appearance, but there are plenty of new plants to play with, too.

One element that doesn’t feel quite at home is the new god-like powers that you can now utilize. While before you were merely a homeowner with an undead problem, time travel somehow gave you the ability to flick zombies off screen, pinch their heads, or strike them dead with lightning. While relatively easy to deploy via the touchscreen, they make any mission a near-walk due to their sheer power. Thankfully, they’re somewhat expensive to purchase using the in-game currency, but if you’re willing to throw down real money, you’ll find the game much, much easier.

This ability to pay money to make the game easier is a common trope of modern iOS games, but with PvZ, a franchise that prides itself on strategy and clever-thinking, such free-passes seem blasphemous. The main issue players will have with PvZ2 is likely dependent on how much they care about the freemium model’s awkward game balance issues. Developer PopCap had to satisfy fans of the series who have come to expect certain gameplay elements, while publisher EA likely pushed for every opportunity to squeeze more money from the player. The result is a game that can be completed without paying, but seems to punish you in every way imaginable if you choose not to.

The game's in-app purchases aren't exactly a high-point.

If you’re playing without paying, you’ll see many of your favorite plants locked away behind paywalls ($3 for squash!?), you’ll have to trudge through levels again and again to mine for stars (which are used to open star gates), and you’ll be handicapped in the use of your super powers. The game is simply a much longer, thinner, and monotonous experience if you decide to keep a tight hold on you wallet. Meanwhile, if you throw down some money, you can use your godlike powers with impunity, have access to the full arsenal of plants, and unlock new worlds instantly. But it’s not just a few dollars, it’s a lot of money: Unlocking every plant will cost you about $20, while unlocking a new world will cost you $5. It just feels like needlessly milking a fanbase that is already falling over itself to buy your game.

Despite my qualms with the freemium model, PvZ2 remains an exceptional, charming tower defense title that expands on the original while taking you in new and exciting directions. So strap on your steel pot helmet, grab some fertilizer: You’ve got some zombies to kill.


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Saturday, 17 August 2013

Et tu, PopCap: Plants Vs Zombies vs in-app purchases

Whenever Electronic Arts rears its head, much of the internet’s gaming population does a sort of collective shudder. The company has risen to infamy by tossing gobs of cash into acquiring successful developers and grinding their beloved franchises into the dust, all in a myopic bid to reach the wallets of that nebulous critter, the casual gamer. Our best defense is to shrug and give our cash to someone else, but sometimes it gets a little personal. Sometimes EA buys PopCap, creator of the beloved Plants versus Zombies, and we learn that the long-awaited sequel will be free-to-play with more in-app purchasing opportunities than you can shake a reasonably large stick at.

Well, it’s here, and it’s Plants versus Zombies in all its glory. Just... better. The action, charm, and replayability that made the first one such a smashing success are captured and improved. But it’s also leaves me a little sad. Because while the game retains all the charm and grace of its predecessor—and then some—it also bears the hallmarks of the most odious forms of the free-to-play genre. You’ll have a great time and likely won’t even spend a cent. But that pervasive need to nickel-and-dime, however optional, leaves a slimy sort of film on the goodwill PopCap has earned through excellent game development.

A primer: zombies are attacking, and your platoon of sunshine-powered plants are tasked with defending our brains. This time there’s a taco and space travel involved—it’s weird, just download it (Free, iOS only). The animation oozes charm, and you can’t help but smirk as sunflowers smile and laugh, or puffy-cheeked pea shooters rain death on the undead. The music is catchy, and the environments, challenges, and mini-games are as inventive as ever.

Most important, you can play through the entire game and earn most of the paywall-restricted goodies without ever dropping a dime, and be treated to a challenging—but fair—experience that honestly eclipses its predecessor.

The first hit is always free. The trouble starts with Plant Food, a powerup that can supercharge your floral forces, and is dropped by random glowing zombies. You can only carry three at a time, but they flow fairly regularly—until they don’t. The random number god is a fickle beast; in some levels, I had more plant food than I knew what to do with, and would flick it at my minions just to see what it would do. Other levels required a bit more careful management, or simply doing without.

And then there are the keys that will unlock doors scattered across the map. They too drop randomly, and while the doors don’t necessarily impede your progress, they do block access to new plants you’ve yet to acquire. And finally there are stars—that basic metric of level completion for today’s mobile games. Complete challenges to unlock stars, and you’ll unlock a gate that’ll take you to the next map.

Want more plant food? Just spend 1000 coins, which are occasionally acquired by defeating enemies (at random, of course)—you’ll also get up to 50 coins if you complete a level without any major mishaps. Want more keys? Just keep playing and replaying levels until more drop, and spend them wisely. Naturally, you can just open up your wallet and buy all the coins and keys you’ll need. But I refuse—it’s a shortcut all too akin paying to win, and I’ll be damned if I’ll have that on my conscience.

And just like that, everything becomes too awesome to use. I play conservatively, stockpiling plant food and only spending it when I’ve reached the cap and a glowing zombie makes an appearance, securing my supply line. Any keys are simply hoarded—that plant looks pretty nice, but I’ve only got seven of these things and who knows what’ll be available on the next map.

But my heart didn’t well and truly sink until I was introduced to the touch-centric powerups. Pinch zombies to pluck their heads off. Swipe them up into the air, and then flick them off the screen. Or press and hold to zap one, then drag your finger across the screen to fry his buddies. Incredibly fun, well-balanced abilities (only active for a few seconds) that serve as a sort of Hail Mary pass when the game is at its most hectic. But they’ll cost you a considerable number of coins—more coins than you’ll earn in fair number of levels. Unlike plant food there’s no way of accruing them “naturally,” so I play knowing that those powerup icons sitting on the bottom of my screen may as well not be there, as I’d feel foolish ever wasting that much currency on them.

Grind for stars, or shell out the price of a premium app. I paid $20 for the original Plants versus Zombies. And then I purchased it again, for my iPad. And then it was released on the iPhone, which is a lot easier to hold when you're standing on a bus, so there goes a bit more cash—I’m not averse to rendering unto PopCap what’s theirs. But I’m pretty sure I’ll never shell out any cash for Plants versus Zombies 2, and this irks me.

What was once a fun, fluid tower defense-esque experience can at times feel more like a sort of a resource management sim—not because of scarce resources, but because those resources cost real money. Still fun, but forever plagued by that nagging sensation that you’re only worried about playing so efficiently because you know you could be wielding awesome power for just a few bucks. And have a full arsenal of plants to choose from—many of them old favorites—for just a few bucks. Look, I love the Snow Pea ($4). But is a single plant really worth as much rymdkapsel?

To be fair, Snow Pea is pretty great. You can also pay to avoid a hefty amount of repetition: The new time periods are locked behind “star gates,” so you’ll need to hoard stars by playing new challenges on old stages before you can proceed. Or forking over five bucks. To be fair, the nature of Plants versus Zombies’ gameplay means that “stages” are mere backdrops, and no level ever feels the same. But the first game kept things moving at a refreshing pace: A few levels in the backyard begets a night zone with new plants begets a new play dynamic with aquatic-zombies, before heading to the roof for an entirely different experience. Quaint as the Plant versus Zombies 2 experience is, you’ll get sick of hanging around Egypt before too long.

This could have been much worse: consider SimCity or Real Racing, series that could once do no wrong rendered nigh unplayable or cynically expensive by decisions aimed at converting every moment of our entertainment into cold hard cash.

In Plants versus Zombies 2 we’re never nagged to spend money, or forced to pay to make progress or post quips to Facebook in exchange for extra sunshine or whatever. It’s far more insidious than that, as the very essence of the game involves separating the wheat from the proverbial chaff.

“Core” gamers will have their challenge, with a decidedly brisker pace than the original game and challenges to play over and over and occasionally, over again until they’ve perfected their build order. The casual gamer, otherwise known as the family member or friend we introduced the original game to, might instead feel a bit overwhelmed. Perhaps they’ll shell out some cash on powerups to beat a level or two. Or maybe they’ll chuckle at the comical narrative and set the game aside—it was free, after all—wondering what the heck all the fuss was about.

Don’t think twice about grabbing this game (unless you don’t own an iOS device, natch). It’s incredibly fun, and free, and well worth your time. But its in-app purchases are worryingly over-priced, and while seasoned gardeners won’t have much trouble, I worry about the precedents it sets.


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