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JOHNSTOWN - Local leather businessman Larry Razzano announced this week he is seeking the Republican nomination for city mayor.
"I am honest, up front, true to my word," he stated. "As you all know, I call a spade a spade. I would like to lead this city to a new motto: 'Let's Go to the Basics.'"
The 66-year-old Razzano - a political newcomer and lifelong Johnstown resident - is in a three-way GOP primary for mayor. Current Republican Mayor Sarah Slingerland is not running for a third-consecutive. four-year term.
Also seeking the Republican nomination for mayor in the Sept. 10 primary are 3rd Ward Councilwoman Helen Martin and city Water Board member Scott Jeffers. The winner will face Democrat Michael Julius, a retired pharmacist, in the Nov. 5 general election. Martin also is on the Conservative ballot in November.
Razzano owns Razzano Leather at 30 S. Melcher St. He said he has been in the trucking and leather business for more than 42 years but is now "semi-retired."
"I know a lot about the city," the businessman said.
Razzano said he will be very accessible to the public at City Hall as mayor.
Razzano said he first thought to run for mayor about four years ago. He said his business knowledge, contacts, and past experience with previous and current officials in Johnstown make him an especially good candidate for mayor. He also noted the city is moving toward possibly cleaning up the old Karg Bros. tannery site off North Perry Street, to make it developable. He said it is something he has "had in mind" for many years and will certainly assist with as the new mayor.
"My thing is to clean up that project," Razzano said.
As mayor, he said he hopes to foster a culture in the city that utilizes "common sense" approaches to government and an environment where there are "people working with people." Razzano said he hopes to run a smooth city government in which people are given a chance to improve "that great city of Johnstown."
"Being a lifelong Johnstownian, I know most of the people here in Johnstown and they know me," Razzano said. "I am well known to everyone here in the community. I was in the trucking business for 19 years and in the leather business for 23 years."
Because he already knows the city officials - as well as state Sen. Hugh T. Farley, R-Niskayuna, and state Assemblyman Marc W. Butler, R-Newport - he said will get things done.
"I know I can work with these people," Razzano said.
Razzano and his wife, Laura, live at 318 N. Perry St. The couple has four grown children.
The Johnstown High School graduate has served on many civic organizations over the years. He played for the Glove Cities Colonials for 11 years and has been a 44-year member of the Johnstown Eagles Club. With the Eagles, he was a six-year treasurer, 28-year trustee and served 18 years as head of the bell-jar program, with a more than $1 million handle for the state Racing and Wagering Board.
Razzano has been inducted into three "hall of fames" - New York state Eagles, Fulton County Bowlers, and Glove Cities Colonials.
Michael Anich covers Johnstown and Fulton County news. He can be reached at manich@leaderherald.com.
Source: http://www.leaderherald.com/page/content.detail/id/557738.html
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ROME (AP) ? In a bid to protect its ancient glories from modern perils, Rome has banned cars and motors scooters from the boulevard that slices through the city's ancient Roman forums toward the Colosseum.
Traffic police started enforcing the new restrictions at dawn Saturday, diverting private cars and motor scooters to side streets so they will no longer clog the famed Via dei Fori Imperiali.
Only buses, taxis, bicycles and pedestrians will be allowed on that boulevard, which was constructed in the 1930s by dictator Benito Mussolini so military parades could roll past reminders of the ancient Roman empire.
Rome's new mayor, Ignazio Marino, says the ban will stop the Colosseum from being a traffic "roundabout" and reduce pollution.
Sidewalks have been widened so people can stroll in leisure down the boulevard.
?
?2013 Associated Press. All rights reserved. This material may not be published, broadcast, rewritten, or redistributed.
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GameCentral talks to the lead designer of the latest Total War game about next gen consoles and next generation artificial intelligence.
If you click here you?ll find our hands-on preview of Rome II: Total War, the latest strategy epic from British developer The Creative Assembly. But we?ve also been able to chat to a couple of the developers involved: lead designer James Russell and communications manager Al Bickham.
Russell was able to talk about the nitty gritty of designing the game and balancing historical realism with deep but accessible gameplay. But with Bickham we chatted about the past, present, and future of Total War and why the top-selling PC games never seem to get as much attention as the biggest console titles?
GC: I?ve always enjoyed the Total War games but even though on paper I prefer the Empire time period I have to admit that it?s Rome that works the best. It just seems to have the perfect setting and scale for the series?
JR: Yeah, I think with Empire obviously you?ve got almost the entire world and it?s all about empire-building and European powers going across the different continents. But with Rome I think there?s something? I think you?re absolutely right that it is the perfect setting for an empire-building strategy game, because it is, in people?s heads, the kind of great era of empire-building. I think the fact that it?s in one continental block means that you don?t have these distinct theatres but you?ve still got a huge amount of variety and there?s a continuity to it.
And I think the ancient world, it?s just the sheer visual variety, and cultural variety, you get just makes it really, really exciting to build a strategy game around. Because you?ve got all these cultures that play very differently; visually they?re very different? There?s something absolutely unique about Rome and how the Roman military looked. And you?ve got Greek phalanxes, the Ptolemaics? all these different cultures with their own fighting styles that have a real unique look and feel.
And we?ve also tried to reflect that, not just in the units but in things like the cities. So we?ve got an absolute crazy amount of different cityscapes that we?ve built that are unique for each culture. So we?ve got barbarian settlements and you?ve got these Eastern cities, and they all sort of grow as you build up on the campaign map.
GC: I always got the feeling that some of the earlier games played pretty loose with historical accuracy, but how do you balance the demands of gameplay with realism? The obvious thing to do if you?re just making a game is set-up some sort of rock-paper-scissors relationship between units. But if that doesn?t exist in the real world do you create it? Do you exaggerate what is there?
JR: That?s a good question. Generally we don?t find that there?s a conflict between what history says and how we want the game to work. Our kind of method, as it were, is to recreate? to immerse you in this historical world, right? So we have a very, very historically accurate starting position. So this is how the world was at this time. But from there the player has their own agency, they can do whatever they want. If you?re Rome you can just build a huge navy and decide to go straight for Scotland if you want.
GC: Had they invented whisky at that point?
JR: [laughs] I don?t know. But because you can develop your society and your civilisation as you want you change history, you write your own history. So what we want to do is recreate the dilemmas and the worries of a Roman leader at that time, if you?re playing as Rome.
But in terms of different units and tactics, what?s amazing about history is it almost is gameplay. Every society created a military tactic that its enemies would potentially fall victim to, and they would often counter it. They?d be like, ?Oh god, we got destroyed! How are we going to deal with that tactic?? So they create a counter, and then that counter ? the other enemy, they respond to that.
So the nature of civilisation and conflict is tactic, success, counter, and counter-counter. And so it works very well in the context of the game. And so what we want to do is establish these opportunities and tactics and counter-tactics, and let the player kind of explore that space. But we don?t feel we have to make it up, because this is the stuff of civilisational conflict. It?s very interesting.
GC: Whenever I talk to a console developer about a new sequel one of the questions is inevitably about dumbing down, or if it?s an old franchise of ?modernising?. Is that a problem with Total War? Does being on PC shield it from that or is there anything you?ve had to fight to include in the attempt, presumably, to broaden the appeal?
JR: What?s really important to us is to maintain the gameplay depth. It?s really important to us that the game is deep and interesting, and we add gameplay features that add depth, right? But it?s also important to make sure those things don?t make the game inaccessible. It?s the classic kind of mantra of what makes a great game. What makes a great game is something that?s easy to pick up and takes a lifetime to master.
And that?s obviously what every kind of game designer strives for, right? To create a game that anyone can understand the rules and what you?ve gotta do, but actually there?s a lot of subtle depth there that means that real expert players can use things that the other players aren?t necessarily worried too much about.
But it?s also important, in battle for instance it?s very much part of our philosophy to have real world features working in the game. What that means is that if a tactic works in the real world it should work in the game. So things like flanking, morale, we?ve got this new line of sights system ? if you?re hiding behind a hill you can?t see so you need to do scouting behaviour and so on.
These are deep features that will allow hardcore players to become much more effective as they learn how to wield them properly. But they?re also intuitive, you know? Fundamentally the battles are relatively straightforward to pick up and play. You select a unit and you tell it to attack another unit, or move to a particular place.
But if you want to play with the advance tactics you really just have to think about what would work in the real world. And I think that?s the way we try and have our cake and eat it in terms of what you were talking about? about making it accessible to a wider audience. I think we can do that, we try to do that without creating a tension between catering for the hardcore fans or the new players. We can try and do both.
And that makes the game better because we can make the game deeper and we can make it more accessible. Those two things aren?t conflicting. They?re hard to do, but I don?t necessarily see them as conflicting.
GC: The longest standing criticism by far with Total War is the artificial intelligence, which I assume you?re going to tell me is much better than it used to be. But how much of a priority has it really been? Considering it?s not something you can show off in a screenshot or video.
JR: I think the AI is absolutely a critical thing for making a satisfying, deep experience for players. And absolutely I?ll say it?s better than ever before, because it absolutely is! [laughs]
GC: But why should I believe you when you say that now? As I?m sure it?s what you?ve said before the release of all the other games too.
JR: Well, I think the proof is in the pudding, so hopefully when the game is out there people will see. But to give some concrete examples, first of all we?ve got more programmers working exclusively on AI than we?ve ever had before. So we?ve got small teams of programmers working exclusively on the campaign AI, we?ve got a team working exclusively on the battle AI. I think the campaign AI moved on a lot in Shogun 2, and it?s moving on a lot again.
But it?s also about letting the player have insight into how the AI?s thinking, and making it feel human and convincing. You want to understand why the AI might get ****ed off at you or why the AI might want to attack you, right? On the battlefield I think we?ve got a programmer who?s just been working on siege AI.
And we?ve got new features around the data, to give the AI a real good understanding of streets and open squares and choke points, so it can understand that it needs to guard that particular street or that that particular breach is really fundamental. So there?s new data actually in the maps themselves that helps the AI understand. And we?re still balancing the strengths of those behaviours, so we?ve got specific behaviour types for different things?
GC: It must be difficult as well because if you read history battles are very often lost because of an idiotic mistake, which is obviously a problem when you?re trying to make a game of it?
JR: That is true as well!
GC: It?s a bit like driving games where if they stick too close to the racing line computer-controlled opponents just seem utterly robotic.
JR: There is an element of that, but I think the main thing is we want the AIs to be convincingly human and also? the system needs to have a bit of noise in it. Because otherwise the AI can become predictable. So what you want to do is make sure that you?re kept guessing.
And another thing that?s important is that the new line of sight system means there?s a lot more uncertainty and tension in the battles. Because you don?t necessarily know where all the enemy forces are, and that creates this kind of emotional uncertainty around the way you encounter the AI that really makes it different from before.
GC: OK, that?s great. Thank you.
JR: Thank you!
GC: This is a kind of general PC question that I?ve been mulling over recently, but I?m always struck by how difficult it is to tell if a PC game is successful or not. Something like League Of Legends, for example, apparently has 21 million players or something but I?ve never met a single person that?s ever even mentioned the game, and I work in the games industry. So I?ve no idea if Total War is actually successful or not. I assume it is because you keep making them, but that?s about all I?ve got to go on?
AB: That?s an interesting point, it is odd how they?re very compartmentalised.
GC: So how big a franchise is Total War really, and do you find it all frustrating that its success isn?t more obvious?
AB: I think it can be frustrating when the world?s just looking for the next big triple-A console game. And we?re like, ?But we?re the world?s next big triple-A PC game!? [laughs] But we do really well. I guess the yardstick you could use to measure that is how much the team?s grown and how much Sega has invested in us over the last couple of years, it?s been phenomenal.
It?s enabled us to achieve what we wanted to achieve with Rome II, which is to grow that scope and put some exciting new features in. And create the kind of variety that people crave when they say, ?When?s Rome II coming out?? Because the original Rome was the one that people remember, even if they don?t know the other games.
GC: I was saying that just now to James Russell, it does seem as if the setting is perfect in terms of scale and just the fact that you immediately get the game because of when it?s set.
AB: Exactly, and it?s iconic. Shogun 2 isn?t necessarily a cultural reference point for everybody, they don?t know about the medieval period of Japan, so that?s more niche. But I think everybody in the world knows something about Ancient Rome. If I showed you a Roman Centurion, you?d know what that was and roughly what period it was from.
GC: It always amazes me what ridiculous efforts console games have to go through to have any setting that?s in any way out of the ordinary. It?s hilarious with Titanfall, for example, how they?re desperately trying not to use the word ?mecha? in case anyone thinks it?s too much like Japanese anime. But PC games never tend to have that trouble, they just pick a subject and go with it?
AB: [laughs] I think there?s possibly a certain assumption that when it comes to mass-marketing a video game you have to be as simple as possible.
GC: Exactly, which is why I ask how the sales were.
AB: It?s a difficult one. We sell really well, we sell more with each iteration of Total War. I can?t talk numbers but the pre-orders for Rome II have been pretty spectacular. So to my mind that just says there are a lot of PC gamers out there who like games with depth. And I don?t see why that shouldn?t be true on a console.
I remember back in the PS one days I had a game called Carnage Heart, which to be fair was pretty niche. But oddly enough it was a Japanese mecha game, it was about building mechs, but designing the circuit boards that gave them AI. It was really complicated but it worked very well.
GC: Is there any sense that with the power of the next gen consoles and things like SmartGlass that it?s finally got to the point where you can have a Total War game on consoles? Obviously you?re not going to announce anything today but is this the generation it could happen, are there any technological barriers left?
AB: I think the barrier in the past has always been hardware spec, its how much memory does a console have? We couldn?t really port Total War to a console before. Now consoles are obviously better specced, the next gen consoles are looking pretty nice, so I think a lot of those barriers are lifting. We?re not planning to but?
GC: But in terms of horsepower it?s enough now for you to work with?
AB: Yeah, I would say so. It probably is. Good multicore CPUs, plenty of memory? 8GB is it?
GC: Both of them, yeah. The PS4 has that magic fast RAM that I don?t remember the name of.
AB: [laugh] And decent GPUs, it?s all there. The thing is it?s about the hardware, and it?s about finding a good user interface that you can control the game with. But maybe? this game has been specifically designed for PCs and the way you play PC games. But maybe we have to design the game differently to make it work on consoles. It?s an interesting question.
GC: I?m willing to bet that if you do make one on consoles there?ll be an option where you get to control a soldier manually.
AB: Dynasty Warriors style!
GC: You already have the start of it with being able to man the catapults manually.
AB: Yeah, you can control the ballista, that?s right.
GC: But is it really just a question of power and interface? Isn?t it also the audience? I got very upset when XCOM: Enemy Unknown didn?t sell on consoles even though it worked great on a controller.
AB: That might be the misconception though. Because I own an Xbox 360 and a PlayStation 3 and I play select games on both those things. I enjoy Uncharted, I enjoy Halo. But I?ll still put time aside to pour tens of hours into a Total War game. I think it?s very easy for the world to categorise and say console guy or PC guy, but a lot of people have both.
GC: That used to be my view, before XCOM, but now I?m more pessimistic. Because that was successful on PS one, but it wasn?t this gen.
[At this point we?re told to wrap up by the PR guy, but unusually it?s Bickham that asks to continue.]
GC: That?s a first, it?s usually me trying to steal a few more minutes!
AB: [laughs] I?ll just be quick, but what does excite me is the explosion of indie gaming on PC. I mean, who knows where that?s gonna go eventually but it?s really cool.
[The PR guy is distracted so we sneak in an extra question.]
GC: The only problem with doing Rome II is that it implies Empire II is next and Medieval III after that. Will we ever see another setting or will it just be those four cycling round for ever?
AB: The most diplomatic answer I can give to that [laughs] is that we have a list as long as my arm of Total War games and periods that we have or haven?t visited that we want to do. It?s just the order we want to do them in.
GC: Is there any particular reason why some of them haven?t been done already?
AB: We have some stronger ideas than other. We look to the future. But? I can?t say any more.
GC: That?s fine, thanks for your time.
AB: No problem, thanks.
Formats: PC
Publisher: Sega
Developer: The Creative Assembly
Release Date: 3rd September 2013
Thoughts? Email gamecentral@ukmetro.co.uk or leave a comment below
Source: http://metro.co.uk/2013/08/02/total-war-rome-ii-interviews-history-is-gameplay-3908799/
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"); }); });quentin tarantino jessica chastain jessica chastain oscars jane fonda abc bradley cooper
99 articles
Germany?s electric and gas suppliers always seem to be making energy headlines. As an alternative energy leader and with all the nation?s sweeping energy reforms, the nation?s traditional and alternative electric and gas suppliers have had a lot to deal with?and rather quickly at that. Since 2011 when Germany declared its plans to abandon nuclear in the wake of the Fukushima disaster in Japan, the energy industry has been awash with change?and much of it good. Most recently, for example, Germany made headlines when it announced it would reduce its dependence Russia?s Gazprom and increase ties with Canada.The Problem with Gazprom
Gazprom is Russia?s state-owned gas supplier and, according to Forbes, ?provides enormous amounts of energy to both Eastern and Western Europe? while fueling its own needs too. The state-owned every giant has been viewed in Europe, however, as monopolistic and Germany is hardly the only nation to desire a reduction in dependence. Recently Lithuania has also made plans to increase liquefied gas imports rather than rely completely on its energy-powerful neighbor.
Experts aren?t entirely sure about how much money Gazprom funnels into the Kremlin, but they are fairly sure that ?its profits are clearly quite sizable and this money clearly helps bolster the government and keep the Russian economy afloat,? according to the Forbes report. Yet until recently with the boom in shale gas and increased production of alternative energies, Russia has been, more or less, like the gas industry god father and generated no small amount of resentment when it comes to high rates?rates which few other nations could negotiate down. Essentially, Europe could count on Gazprom, as Forbes notes, to be both non-transparent and unpredictable. Consequently, nobody is really shocked that Gazprom?s international customers would be willing to dump the utility giant when a better offer came along.
Oh Canada
For Germany, that better energy offer comes from the ?the Canadian company Pieridae Energy,? according to RT. According to a new deal, ?will supply five million tonnes of liquefied natural gas (LNG) to Western Europe for an unspecified several billion euros,? according to the RT report. While Germany isn?t abandoning its Gazprom imports entirely, it does reduce the nation?s reliance on Russia. Germany has stated that the high cost of German gas has led to losses for its own electric and gas suppliers. Now, Germany has a better handle on energy stability since its energy base will be far more diversified.
The Project?s Launch
Germany?s largest energy provider E.ON will begin importing gas from the Canadian company by 2020. According for the Centre for Eastern Studies, the contract involves ?the purchase of 6.5 billion m3 of liquefied natural gas (LNG) a year for 20 years beginning 2020. This volume amounts to 7% of Germany?s annual gas consumption?. The overall deal, according to the centre, will be ?the first contract in history for supplies of such large volumes of gas from North America to Europe.?
The Dynamic Energy Market in Europe
Supplies of LNG and shale gas are transforming the energy sector in Europe. Gazprom is one of the major energy players on the continent so it?s not surprising that is has a tremendous amount of change in store. Some of the change, of course, may be due to its own practices. As the Forbes writer pointed out, given the fact that it was the same distance, through similar pipeline, and the same product?why was Gazprom charging the Czech Republic thirty percent more that product than Hungary, for instance? Price gaps are just one of the reasons why many nations are looking to secure their energy from other sources just as Germany has.
The market is also waiting to hear whether France will lift its ban on shale gas exploration and fracking?a development that could also impact the energy dynamic. Additionally, the UK is exploring its own shale stores and coming to grips with a new energy future. Put simply, Europe?s energy scene is in flux and major developments seem to be occurring on a monthly basis. Experts also say that renewable energies are increasing at a fast rate in many nations which is going to impact the energy trade in one way or another. For now, Germany is readying itself for a new energy partner and the Canadians are happy to have the honor.
About author: Laura Ginn
?Laura Ginn understands the controversy and debate surrounding fracking as a means of producing cheaper electric and gas. If you are searching for energy saving tips, uSwitch has lots of helpful money saving advice on offer.
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BOSTON (AP) ? James "Whitey" Bulger revealed Friday that he wouldn't be testifying in his own defense, but he said the decision was "involuntary" and that his racketeering trial was a "sham."
Defense attorney J.W. Carney Jr. met with Bulger on Friday morning and returned to the courtroom to tell Judge Denise Casper that he had finished presenting witnesses.
Bulger then told the judge, without the jury present, that he had decided not to testify "involuntarily."
"I feel that I've been choked off from having an opportunity to give an adequate defense," he said. "As far as I'm concerned, I didn't get a fair trial. This is a sham."
He railed about the judge's decision prohibiting his lawyers from using an immunity defense. Bulger has claimed he received immunity from a now-deceased federal prosecutor. Casper ruled before trial that that was not a legal defense to crimes including murder.
Bulger, 83, is on trial in a broad racketeering indictment that accuses him of participating in 19 murders in the 1970s and '80s as leader of the Winter Hill Gang. He has pleaded not guilty.
Bulger fled Boston in 1994. He was one of the nation's most wanted fugitives until he was captured in Santa Monica, Calif., in 2011.
Source: http://news.yahoo.com/bulger-wont-testify-calls-trial-sham-150833201.html
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New pictures of the Sony Honami surfaced today and we wanted to share them with you. One picture gives us a good look at the camera lens, as well as the ?G? lens label.
This picture gives us a view of the camera?s UI, which confirms the 20MP sensor.
The side view of the Honami show where the dock connector?s magnetic pins are located.
The last picture was supposedly taken with an early version of the Honami and uploaded to Facebook. We cannot really tell any information about the quality or EXIF info, as Facebook strips that away during its uploads.
The Sony Xperia Honami is rumored to have with a 5? 1080p display, 20 MP Camera, a fast Snapdragon 800, Android Jelly Bean (probably 4.2.2) and be water resistance. It is expected it to be announced at IFA in Berlin this September 4.
Source: http://briefmobile.com/new-sony-xperia-honami-photos
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