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Be Awesome at a Moment's Notice: A Guide to Powering Up Your Brain

August 27th, 2012Top Story

Be Awesome at a Moment's Notice: A Guide to Powering Up Your Brain

By Adam Dachis

Be Awesome at a Moment's Notice: A Guide to Powering Up Your Brain You're already awesome, but sometimes you're tired, busy, or for some other reason can't be at your best 100% of the time. When you need to be, however, you can manipulate your brain and body to rise to the challenge. Here's how to fool yourself into living up to your full potential in a moment's notice.

Wouldn't it be great if you could absorb a power star or some sort of video-game-style power-up when you needed to overcome an obstacle that you just don't have the energy for? It's an alluring idea, and in ways, it's more possible than you might think.

Look at it this way: your reasons for avoiding everything from work to exercise to social activity are all self-inflicted. We're subconsciously playing tricks on our brains to avoid doing work. In this post, we're going to look at how reverse the behaviors that cause common problems to solve them instead.

Work When You Want to Procrastinate

Be Awesome at a Moment's Notice: A Guide to Powering Up Your BrainBecause we're so bad at predicting the future and, therefore, almost unaware of the ramifications of our current actions, we're great at procrastinating. Even though you know you'll regret it later, you do it anyway because you can't (yet) feel the inevitable pain that's a direct result of your procrastination—poor work, unfinished work, and compounded stress. Several methods help you beat procrastination, but nothing fools your mind into wanting to work like using procrastination's greatest weapon against itself: emotion.

You procrastinate because you want immediate gratification. When pitted against a murky future that has no associated emotion, you're inclined to choose the happiness you can achieve right now. On top of that, delaying gratification just increased your desire. In order to make work a priority, it needs to feel more gratifying than hopping on Facebook or watching television. You accomplish this by explaining why you want to do something rather than simply knowing what needs to be done.

For example, tell yourself you want to do your laundry right now because your favorite shirt is dirty and you want to look your best tomorrow. Looking good matters to you because you have an important meeting and want to feel confident. When you consider the reasons behind an action you want to take, you inevitably unleash the emotions you've associated with it. This is often enough to convince you to get started, and getting started is everything.

What keeps you working is curiosity. (If you need proof, visit this page and see if you can win.) While laundry isn't going to inspire your sense of wonder, you can fool your brain when it comes to grander, less-tedious tasks. They key is providing your brain with cliffhangers or, more specifically, just don't stop working when you're done with a task—stop in the middle. Doing so keeps you thinking about where you'll go next. This not only elicits and eagerness to pick up your work where you left off, but will allow your mind to solve problems when you're not working. By turning procrastination's greatest asset against itself and remaining endlessly curious, you'll have little trouble working despite any distractions.

Socialize More Effectively

Be Awesome at a Moment's Notice: A Guide to Powering Up Your BrainNobody's born with a magnetic personality and impeccable social skills. Sometimes you're capable of charming the room, but sometimes you're tired and don't want to put in the effort. When those times come, just use a couple of simple tasks to push your brain and body to a more social place.

First, exercise is your best friend. It helps get you in the mood for a social situation because of the cognitive benefits it provides, such as am effect similar to antidepressants and lower levels of anxiety. This makes it easier to feel happy and less-inhibited when socializing. In fact, a lack of physical activity makes it harder to think, so you're not only gaining a greater social capacity but countering negative effects as well. The good news is that these basic benefits require very little work. Just 20 pushups or a brisk walk can do the trick (although a full routine is ideal).

But socializing is easier when you feel good, and exercise boosts your happiness through the production of chemicals called endorphins. While we don't know everything there is to know about endorphins, we do understand that they play a large role in inciting a pleasure response and blocking the transmission of pain signals. HowStuffWorks explains how physical activity causes this wonderful chemical reaction in your brain:

Exercise stimulates endorphin production as well, but for a different reason. You're probably familiar with the term "runner's high," which refers to the euphoric feeling one sometimes gets when exercising. Researchers have found that light-to-moderate weight training or cardiovascular exercise doesn't produce endorphins, only heavy weights or training that incorporates sprinting or other anaerobic exertion.

The obvious downside is that a tiny bit of exercise isn't going to give you many happy chemicals, so you'll need to work hard to gain that benefit. Nonetheless, exercise is good for you so you'll be improving your health while tricking your brain into feeling like a social butterfly.

In addition to exercise, priming your brain using neuro-linguistic programming (NLP) can put you in the right mindset. This involves reciting a given set of words that are designed to alter the way you're thinking. If this sounds dubious and like something you'd find in a fantasy novel, you're not the first person to think that. NLP is backed by Yale studies and found its way into one of Malcolm Gladwell's books, The Tipping Point. There's no clear proof that this technique works, but I use it sparingly when I need to convince myself to do something. Perhaps it's the placebo effect taking root in my brain, but either way I'm able to motivate myself by attempting to shift my perspective with words. It doesn't take very much time to try, so give it a shot if you want or just stick to exercise if you don't like it.

So how does it work? You just read a bunch of words (out loud) that are reminiscent of the way you want to feel. While the individual words have no specific value, together they have an associative value that can change your current perspective. In our case, we want a list of words you can recite to prime your brain for social activity. Here's an example:

smile, enjoy, see, together, go, good, free, shine

This list provides positive associations, but is generic. You'll want to expand it to include other words that have the same effect for you, personally. Priming your brain with your expanded list will help to put you in a better mindset for social activity. It's no magic trick, and a little recitation isn't going to instantly turn you into the life of a party, but it might alter the way you approach social situations for the better. Personally, I prefer to just talk myself into a social activity I don't feel up to—sort of like a self-pep talk. NLC isn't really that much different, but just fragmented and less-specific. Any type of talking to yourself may help or may feel like a waste of time. Either way, it only takes a few minutes to find out.

Make Exercise Easier

Be Awesome at a Moment's Notice: A Guide to Powering Up Your BrainMany people are blessed with aspirations of great health and fitness, but few with the desire to actually exercise. It's exhausting, hard work that requires a shower afterwards, making it a prime target for excuses. But just as your brain can figure out plenty of ways to keep you off of the treadmill, you can take measures to trick your brain into ignoring them.

As with everything, the key is to take an action to get you started because that will alert your brain that you are actually going to exercise. One of the simplest starting points is to consume a little caffeine. While the substance has numerous effects on your brain and body, in small amounts (i.e. ~30-70mg) it can help you ignore muscle fatigue. On top of that, being slightly more alert can help you muster the energy you need to get through that seemingly torturous workout. Tea is an ideal option as it also contains theobromine and theophylline, which can relax your muscles. Taking this small action gives you first step towards exercise and a slight edge when you do.

While getting started is the hardest part, staying motivated can be a challenge at times as well. A study conducted at the Research Institute for Sport and Exercise Sciences at Liverpool John Moores University found that you'll work harder when listening to uptempo music, meaning you need to get a good playlist in order. All the music you choose should have have a tempo in the range of 120 to 140 beats per minute (BPM). There are several ways to calculat the BPM of your songs, but you can save yourself the trouble by using Jog.fm. It's a clever tool that helps you discover uptempo, energizing music that will help keep you moving. A fast-paced playlist won't necessarily make your exercise feel easier, but it will trick your brain into pushing your body hard enough to complete your routine.

Use These Tricks Sparingly, or They'll Stop Working

Be Awesome at a Moment's Notice: A Guide to Powering Up Your BrainHere's the unfortunate catch to this whole idea: If you use these tricks too frequently, they'll start to fail you. Initially, you allow yourself to be fooled because you're hopeful and lured in by potential, but if these techniques become too familiar, you run the risk of reducing their efficacy. Moderation is key. You can help yourself out by using these tricks when you need them, but you'll waste a good thing if you use them too frequently. Think of these methods as a secret weapon, and not as an everyday solution.

This post was illustrated by Dominick Rabrun. You can find his illustrations on his personal web site, or works in progress on his blog.

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17 Things About Resident Evil 6 That You Should Know

August 27th, 2012Top Story

17 Things About Resident Evil 6 That You Should Know

By Stephen Totilo

17 Things About Resident Evil 6 That You Should KnowIt's not that scary.

Its first campaign might be its worst.

But after making a bad impression when I played it back in May, Resident Evil 6 is now a game I'm looking forward to a lot.

What changed? Oh, I played it for about seven hours this weekend.

I think it should be obvious the spoilers are about to shamble forth, groaning at you. So either stand your ground or run away right now.

1. No, it's not scary.

Unless one jump scare in seven hours counts. Does it? I say no. The game is divided into three main five-chapter campaigns (it seems that a fourth is unlocked later on). Each stars a different pair of characters and each is supposed to have a different tone, with the campaign led by Resident Evil 2 and 4 Leon Kennedy leading off as the creepiest, most old-fashioned one. Which I guess means it's supposed to be scary.

I played about an hour of Chris' campaign and, yeah, at one point, there was a zombie waiting for me on the other side of a door. Creepy! Shocking! I did not expect him and had to shoot him quickly. Otherwise, I encountered no dogs-jumping-through-the-windows moments, if you know what I mean. The other two campaigns aren't even trying to scare you, not in their first two chapters which I almost completed across about six hours.

2. … but playing it is a tense experience.

I was low on ammo throughout much of the game, even, somewhat implausibly, during the action-heavy RE5-ish Chris Redfield campaign in which we are leading a team of special forces (the BSAA, to all you franchise fans out there).

17 Things About Resident Evil 6 That You Should Know

These are not the kinds of people who should be low on ammo, but this is not the kind of game that would be as interesting if you had a bucket of bullets. The combat balance works as follows: you can move and shoot, but you will run out of bullets if you try to pick your enemies off by shooting at them at range or from cover or after you dive to the ground (all of which are possible in this sequel), so you need to rush in to either initially weaken enemies with melee attacks before shooting them or you need to weaken them by shooting them and then run in to do the melee. Your melee moves are extremely powerful and persistently available, since they are mapped to a pull of the right trigger, but here too there is balance, since this game introduces a stamina system that drains if you spam the melee button too much. Zero-stamina melee moves barely have impact.

All of this comes together exceedingly well in Chris' campaign, and suggests RE6 could be a game that distinguishes itself not for its tone but for its combat system, one that requires the same kind of care and strategic focus as the hardest modes do in the game's obvious American counterpart, Gears of War. Put more simply, this is a game that will require you to take a deep breath and jump into a crowd of enemies to beat them up; it's no hands-clean at-a-distance shooter.

3. The quick-shot is great.

A new and nearly perfect combat option is a sort of quick-shot that is activated when you swiftly pull both the left (aim) trigger and the right (shoot) trigger. The result is a sudden shot at a nearby enemy who is otherwise about to maul you. The gesture required here is fitting, as you're basically jolting your hands to cause this sudden action, making the sort of twitchy reflex move you would when you're springing to panicked action. The resulting shot is powerful but saps your stamina, preventing you from just running around the game's levels shooting from the hip. The effect on the enemy is a quick stun, which opens them up to devastating melee finishers.

4. Chris' campaign feels the most modern and, for lack of a better way of putting it, the most American.

Dragon's Dogma players got early access this summer to a small demo chunk of Chris' campaign, which was set mostly on the rooftops of the game's fictional Chinese city, Lanshiang. That first chapter took me an hour and 40 minutes to clear but was only prelude to that campaign's second campaign, a flashback mission in eastern Europe that might as well have been a third-person level of a Call of Duty or a slightly more realistic (and Earth-bound) chunk of Gears of War. In this second chapter, we're advancing up streets in an old snow-covered European city, crossing a bridge, engaging a tank, blowing up a train car and fighting hordes of mercenaries.

Click to view We're also fighting more than one Rancor-sized giant monster and these mercenaries are really skilled, mutated fighters—J'Avo—so it's not that realistic. But this is the campaign that seems most made for fans of western games. It also feels the most confidently-designed and controls the best. To give you a sense of the hell-yeah flavor in the game's second chapter, there's a moment when an ally needs to detonate some explosives to launch a train car into the air… Chris and friends run under the momentarily-airborne train car to run to the next area, before the train car lands behind them, blocking any enemies in pursuit.

5. There are no puzzles in the first two chapters of Chris' campaign.

Zero!

6. Jake's campaign is wonderfully wacky.

The third campaign, starring the evil Wesker's son, Jake, is for people who like Resident Evil when it is at its most goofy. I played it as Sherry Berkin. This campaign has drawn comparison to Resident Evil 3: Nemesis because it appears that we'll be spending much of it (all of it?) being pursued by a very tough enemy, in this case the monstrous Ustanak.

But let's just compare it to any moment when RE was its most cartoonish because, through the 1 1/2 chapters I played, I can confirm that this is the campaign that will have you firing a turret gun out of the back of one helicopter to shoot down the monster hanging from one of three attack helicopters that are pursuing you.

Click to view This is the campaign that includes a snowmobile chase. And I think this is going to be the campaign that turns into a corny romance, but that's just a guess.

7. It will make a difference who you choose.

You can play any of the campaigns with a friend, each of you controlling a protagonist, but if you play solo you can only pick one hero. I played Jake's campaign as Sherry, who is armed with a pistol that shoots one or three bullets at once. But her better weapon is something Jake didn't seem to have: a shock stick that was devastating at close range. Jake, who was controlled by the computer, could swing from special red poles in the environment that allowed him to reach places Sherry couldn't.

8. Jake's campaign includes at least one fetch quest and, in its second chapter, suddenly introduced a mini-map.

Weird! I think this is the experimental campaign.

9. Leon's is the campaign I remain worried about.

Leon Kennedy and new character Helena Harper star in the most old-school of the game's campaigns. This one is the one you're supposed to skulk your way through. The other two campaigns begin with battles against the mutated-soldier J'Avo enemies who more or less act like super-powered bad-guy troops from modern action games, but in Leon's adventure, we've got slow-moving zombies—and a couple of runners—who groan, swing axes at you and chip away bit by bit as you shoot them.

The problem is that his campaign makes the game feel like a dinosaur. From the start, as players of the demo already know, we're in a game that suffers from the worst of the environmental uncanny valley. You'll stand in a big party hall that is filled with long tables, knocked over chairs and other ruined-party detritus. You'll know you need to get from one end of the room to the other. But you can't just push a chair out of the way. It's as fixed into position as a boulder. You have to walk around the table the designers want you to walk around, then past the chair they will allow you to move past. This kind of thing happens in room after room. You are a highly-trained zombie killer, but you can't move an easel out of the way.

A different sort of problem arises when the zombie-fighting begins, because here, against slow-moving zombies, we see how badly the game's melee system syncs with the animations of some of its enemies. I punched and kicked right through my enemies, and often the attacks didn't register. These problems persist and add up to one major issue: in Leon's campaign, the gap between what the player wants to do and what the game will permit them to do is unpleasantly wide.

10. My colleague Chris says Leon's campaign gets better.

He says you're eventually holding off a horde of zombies in a gun store while protecting a bunch of survivors.

Click to view He captured some video so we could see it. Thanks, Chris!

He says it's intense. I didn't get to that, but that's good news. Where I left off, I was running past zombies in a sewer. No. Correction: I was running past some of them. One of them… I ran at full-steam-ahead and leapt at them with a flying sidekick. Not scary! (But kind of awesome!)

11. Sure, there's cornball dialogue. It's a Resident Evil!

Helena and Leon flee from some zombies, crash a car and have to hurry down a manhole to find safety. Helena appears uneasy. Leon sneers: "What's the matter? Not a fan of sewers?"

12. There was a locked-door moment in Leon's campaign that required me to run elsewhere to find a key and then return to the locked door.

Yep! Old school.

17 Things About Resident Evil 6 That You Should Know

13. The three campaigns intersect.

Which is cool when it happens but jarring when the events you play through don't pan out the same way (I killed the same boss as Chris in his campaign and then as Sherry while Chris watched in Jake's—huh?).

14. No more inventory Tetris.

The sequel's creators have stayed away from the series' wackier inventory-management systems and will let you pack a lot of gear. You don't pause when accessing your inventory, so you'll have to learn how to mix herbs and heal yourself while running around. Tricky, but not impossible.

15. Gun-buying? Nah. Skill-buying.

I didn't see a way to buy new guns in the game, but you can acquire skill points by killing enemies, searching nooks/crannies and can then spend them on all sorts of ability improvements. Here they are:


Firearm: Slightly increases firearm power.
Melee: Slightly increased power during melee attacks.
Defense: Slightly reduced damage from enemy firearms.
Lock-On: Steadies hand when shooting.
Rock Steady: Reduces recoil after shooting
Critical Hit: Slightly increases the chance of scoring a critical hit.
J'avo Killer: Increases strength of attacks on a J'avo.
???: Kill 30 zombies
Eagle Eye: Adds an extra level of magnification to sniper rifle scope.
Quick Reload: Reload your weapons quickly.
Last Shot: Greatly increases the strength of your final remaining shot.
Shooting Wild: Removes your targeting sight, but increases your firepower.
Combat Gauge Boost: Increases your Combat Gauge by 3 blocks.
Breakout: Allows you to break free easily from an enemy's grasp.
Item Drop Increase: Causes more defeated enemies to drop items.
Recovery: Speeds up recovery time when dying
Team-Up: Strengthens your partner's attacks when you are near each other.
Field Medic: Allows your partner to give you a few health tablets when you're rescued.
Lone Wolf: Keeps your partner from helping you when you're in trouble.
AR Ammo Pickup Increase: Allows you to pick up an increased amount of 5.56 NATO ammo.
Shotgun Shell Pickup Increase: Allows you to pick up an increased number of 10- and 12-gauge shotgun shells.
Magnum Ammo Pickup Increase: Allows you to pick up an increased amount of .50 Action-Express and .500 S&W Magnum ammo.
Rifle Ammo Pickup Increase: Allows you to pick up an increased amount of 7.62 NATO and 12.7mm ammo.
Grenade Pickup Increase: Allows you to pick up an increased number of 40mm explosive, avid, and nitrogen rounds.
Arrow Pickup Increase: Allows you to pick up an increased number of normal and pipe bomb arrows.
???: Get 800 kills with grenades
???: Get 1,500 kills with handguns
???: Get 1,000 kills with shotguns
???: Get 800 kills with Magnums
???: Get 1,000 kills with sniper rifles
???: Get 1,500 kills with machine pistols
???: Get 800 kills with grenade launchers
???: Get 800 kills with crossbows
???: Unlocked after all campaigns have been completed.

16. The star of the game may be the enemies.

Some may feel that Resident Evil games are defined by the series' horror or ammo-scarcity; others might celebrate the storytelling or focus on the controls. RE6's best early moments suggest a different element is worthy of our appreciation: the enemy design.

17 Things About Resident Evil 6 That You Should Know

Resident Evil enemies have been as wonderfully specific in their behaviors as the best Mario Goombas or Pac-Man ghosts. Good enemies force players to focus on specific counter-strategies. In the past we've had enemies in Resident Evils who required headshots to dispose of or who were, well, dogs. Here we've got shambling zombies who are armed with brutal melee weapons but who, when engaged properly, can be stunned and then countered so that their melee weapons are used against them.

In the J'Avo we've got mutated enemies who will shoot guns at us but who might also sprout wings or spider-legs (the better to crawl on the ceiling with). One J'Avo surprised me by showing that his mutation gave him a big shield on his arm; another leapt toward me, his mutation giving his legs super-powered enhancements. Chris' campaign seemed especially rich with distinct enemies, each of whom required different techniques to defeat. This created its own set of puzzles, I supposed, causing each encounter to be its own interesting mini-game of movement, shooting, melee, counter-attack and survival. It was my favorite aspect of the game.

17. Mercenaries mode is back.

But I didn't have much time to play the three maps in my preview build. It didn't seem that different. It's set on levels modified from the campaigns. You're still on a timer, melee kills add time, as does the cracking of big glowing hourglasses.

***

Leon's campaign worried me last May when I first played this game. It made me take Resident Evil 6 for a modern relic. A longer session with Leon and a lot of time with the other two campaigns now has me thinking I made a mistake. Or maybe Capcom did in starting Leon's adventure out so awkwardly.

This game feels like three games. Two of these games are ones I certainly want to play more of. And the third is getting better. We've had a lot of this franchise in 2012. After the enjoyable 3DS game Resident Evil: Revelations and the miserable multiplayer shooter Operation Raccoon City I thought I had enough Resident Evil this year. Nope. I want this new one. It's got my attention. It's leaning toward being very good.

Resident Evil 6 will be out in North America on October 2 for the Xbox 360 and PlayStation 3. It will be released for PC later.

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'Neil Armstrong - LYING PIECE OF MASON SH*T: Good RIDDANCE': Moon Truthers Mourn a Legend

August 27th, 2012Top Story

'Neil Armstrong - LYING PIECE OF MASON SH*T: Good RIDDANCE': Moon Truthers Mourn a Legend

By Max Read

'Neil Armstrong - LYING PIECE OF MASON SH*T: Good RIDDANCE': Moon Truthers Mourn a LegendNeil Armstrong, the first human being to ever set foot on the moon, died over the weekend, triggering an avalanche of eulogies, remembrances, and memorials. Both from the vast majority of human beings who are in awe of Armstrong's feat — and from the few hundred weirdos on the internet who believe the moon landing was faked by Illuminati Reptilians.

Since Armstrong, Buzz Aldrin and Michael Collins landed on the moon in 1969, people have been claiming that the whole thing was a hoax — staged and filmed (some say by Stanley Kubrick) as a political distraction, or a propaganda exercise, or an occult ritual. Or maybe all three. There's a long and extensive debunking of the conspiracy on Wikipedia. Toward the end of his life, Armstrong took the theorizing in stride — "People love conspiracy theories, they're very attractive. But they were never a concern to me," he told an Australian television station earlier this year — but they never stopped. Not even with his death.

As always, the place to start to find the best of the conspiratorial web is the Godlike Productions message board. It doesn't disappoint:


Of these posts, the best might be "Wake up! Alien voice sound bite from HOLOGRAPHIC MOON! Neil Armstrong is an alien on the holographic moon!!!":




The "alien voice soundbite" is a nine-second video of a car driving down a road.

Click to view Meanwhile, "BREAKING!! Neil Armstrong Has Died! There is Rumor That He Was About To Blow The Whistle And Announce The Moon Land Was A Hoax!!" links to several videos featuring Neil Armstrong's public statements played backwards, revealing messages like "We will not survive."

One poster darkly hints at Armstrong's motivation:




In contrast, the anonymous Hong Kong resident who started the thread "Did Neil Armstrong leave a 'Dead Man's Trigger'?" is more concerned with numerology:



Also deeply concerned with numerology is UndercoverAlien, who started "HAH, Lance 'ARMSTRONG' loses titles, 'DIES' professionally... ONE day later, Neil 'ARMSTRONG' literally dies. WTF?"



"if the third celebrity death is another 'armstrong', then you might be on to something," writes a Malaysian contributor. "Who knows? it could be the US signing the UN small arms treaty, after a couple more 'random' shootings."
But for pure unhinged poetry, no other GLP thread is as breathtaking as "Neil Armstrong - LYING PIECE OF MASON SHIT: Good RIDDANCE." Take it away, T Ceti H.C. Radnarg:



Rest in peace, Neil Armstrong. At least you'll never have to deal with these crazies again. Number of comments