![]() However, if you do not have these ingredients, simply skip them and use chicken stock or vegetable stock instead of water to make your soup.Ĭooking notes 1. If you use these ingredients, your soup will turn out more like the Chinese restaurant version. It is a mildly flavored fungus that adds a crunchy texture to the dish.Ĭhinese families always have these ingredients on hand because they allow a cheaper and healthier way to create a flavorful broth. The other dry ingredient is wood ear mushrooms. It is the best vegan broth and you should use it to make the soup base. Once you rehydrate them, the rehydrating water will turn a dark brown color as it becomes infused with the great flavor. They both have a very concentrated smoky, earthy, and woody aroma. The foundation of the broth consists of dried lily flowers and dried shiitake mushrooms. I previously discussed how to use Chinese dried veggies to create a superior flavor in another recipe – Buddha’s Delight, a Jai (Buddhist vegetarian) dish. ![]() But if you don’t want to make the extra effort, you can totally skip these ingredients. My recipe uses some dried ingredients that might require a trip to an Asian market or a purchase on Amazon. And the spiciness comes from the white pepper powder. The sourness of the soup comes from the Chinkiang vinegar.
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![]() It would also be nice to have the option for the Console to hide channels that don’t have an active routing destination in the I/O Matrix, as would the ability to have names entered in one area mirrored elsewhere. It would be useful if the Show/Hide function could be made to operate on an entire class of input channel, so that you could for instance hide all ADAT channels or all Virtual channels with a single click. This all works well, but to my mind, there’s more that could be done to make large Console setups manageable. ![]() An overview window at the top, which looks a little like the Universe view in Pro Tools, displays all non‑hidden channels, complete with miniature meters, and you can drag around a grey frame representing the main viewing area to quickly focus on the channels of your choice. You are free to name channels, inputs, outputs and entire Apollos according to the scheme of your choice, and there’s also a Show/Hide function that can be used to make unused channels disappear from the mixer. ![]() To help you cope when the size of the Console threatens to get unwieldy, UA have added a number of helpful management features. Instead, a Console setup can contain up to four Cue busses, fed either from the main mix or from sends, and it is these Cue busses that are routed to the headphone outputs. Unusually, it’s not possible to address the headphone outputs directly from DAW software. You can’t, for instance, route the first analogue input on one Apollo to the line outputs on another, nor to a Virtual channel. Console channels themselves are routed to the master Monitor bus by default this routing can be changed, but only to another physical output on the same Apollo. This can be essential when you’re overdubbing to previously recorded material, especially as there is no positive gain available on the input channel faders, only attenuation. This means you never need run into that awkward situation where Pro Tools can’t ‘see’ a particular input because it happens not to be one of the first 32 presented by the driver.ĭAW output streams don’t have Console channels, so if you need the ability to adjust their playback level within Console, you’ll need to route the relevant DAW returns to Virtual channels, rather than directly to physical outputs. Here, you can choose whether you want the Apollo driver to present eight, 16, 32, 64 or 128 inputs and/or outputs to the DAW, and freely map these DAW inputs and outputs to physical inputs and outputs. This last is a particular problem for Pro Tools, which can only access a maximum of 32 ins and outs on a non‑HDX system, and is dealt with through the I/O Matrix page of the Settings dialogue. The review system sported around 70 physical inputs, and each Apollo also provides eight Virtual channels in this sort of configuration, the Console channel count can become intimidatingly large, and the driver can present a huge number of possible inputs and outputs to your DAW software. ![]() No matter how many Apollo devices you have in your system, they are all controlled from a single instance of UA’s Console utility, which expands to accommodate everything. ![]() It’s a decent brawler, and the extra segments, particularly the on-rails segments, are noteworthy. Though Captain America avoids falling in the pile of crappy movie-to-game adaptations, it can’t quite justify its high price tag. That’s hard to swallow considering the $40 asking price. You can unlock additional outfits, but outside of that, there are no bonus clips, no new modes, not really much of anything. That said, once you’re done with it, which should only take about a few hours, there’s little reason to go back. The audio isn’t bad either, with plenty of voice samples and decent music that won’t drive you batty over time. This does prevent errors from happening with the segments, but there’s a slight feeling of disconnection here.Īside from 3D issues, the graphics don’t look half bad, and the level design is spot-on when it comes to capturing the tone of the Marvel universe that Captain America stems from. Still, it does add a little something else to do, aside from the beating up.Ĭontrols work fine, though there are times it feels like the Captain is on autopilot, particularly when it comes to jumping around ledges. It’s a matter of flipping switches and figuring a way around parts to reach the next area, and only takes about a minute or so. The puzzle-solving plays its own part too, though it’s hardly the kind of elaborate “I need to think this through” puzzle set-up. To be honest, you can power up some combos to make the Cap’n more efficient in battle, especially when it comes to shield throws. Captain’s “smack enemies around, move along, and smack up some more” gets old after the first twenty minutes or so, though comic book fans who like that sort of thing won’t be so annoyed by it. While it sounds like that’s a pretty diverse package, it does get a little old after a while. Along with the running maneuvers, you’ll also see some cool flying sequences, plenty of beat-em-up action, and puzzle solving. (We just wish the look worked full-time.)Īs for the gameplay, it’s divided into sections. You can turn the 3D off with the slider, and the game works slightly better, but just make sure you switch it back for the on-rails running segments, which actually looks decent in the format. It’s also easy to misjudge the location of some enemies as a result. As a result, you’re likely to get distracted easily, particularly with some of the Captain’s sudden movements, such as swinging on pole. Like the previously released Thor: God of Thunder, Sega was trying to go a little too much “all out” when it came to integrating 3D effects into the game. Part of that is the distracting use of 3D itself. It too has its moments that keep it from being movie-licensed drivel, though it doesn’t quite live up to the same level of greatness as the other versions. Now, in time for the movie’s home release on DVD and Blu-Ray, Sega has brought the Avenger to the 3DS with another game based on Super Soldier. When Captain America: Super Soldier came out in theaters this summer, Sega released a startlingly good movie-based game for Xbox 360 and PlayStation 3 that let players control the shield-throwing patriot as he battled Arnim Zola and his fellow soldiers in a Nazi-packed castle. |
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