╫ ╫ ╫ Football is back on smartphone! free-to-play football simulation is now even richer, more immersive and more realistic. ╫ BETTER, FASTER, STRONGER ╫ official NFL license allows you to choose favorite team among any of 32 frances. ╫ Enjoy revamp graphics as ll as smoor animations an even more realistic football experience. ╫ ITS LIKE YOURE ON FIELD ╫
READ MORE - NFL Pro 2013 v1.1.8
Monday, 8 October 2012
Pointdroidapps.blogspot.com |Framed Simplicity Theme v1.3
Fram Simplicity me v1.3 ╫ : Andro 1.6 and up ╫ Overview: A mul-launcher me with white icons on a border transparent background. ╫ ╫ ╫ 1. QUICK FO ╫ --------------------- ╫ - me works with GO Launcher, ADW Launcher and LauncherPro. ╫ - Folder Organizer or Better C allows icons to be dividually pick and us most launchers. ╫ - Widget sks are clud all
READ MORE - Pointdroidapps.blogspot.com |Framed Simplicity Theme v1.3
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Download Android Apps
Thursday, 4 October 2012
PC Satisfaction Increased by Tablets?
Recent news on PCs have been mostly negative with most people in the tech industry saying that the PC is dead, due in large part to the incredible rise of the tablet PC. Many people have been saying that tablets are killing the PC business and that it is only a matter of time before tablets completely make PCs obsolete. However, recent reports are suggesting that tablets may actually be boosting the rate at which consumers appreciate their PCs.
Personal computer satisfaction increased by 2.6% this year, giving it a record high score of 80 on the American Consumer Satisfaction Index (ASCI). According to the index, the reason for this satisfaction increase is probably due to rise in tablet use among consumers.
When you think about it, this seems a little contradictory, though ASCI founder Claes Fornell has a theory. Fornell's theory is that when unsatisfied PC users move to Apple and other tablet makers, only the most loyal and happy users are left using traditional PCs, such as Dell, HP and Acer computers. That actually makes a lot of sense. If all the unsatisfied people switch to tablets, then only the happy and satisfied customers are left to take the surveys.
There may be an additional reason that tablet growth has increased PC customer satisfaction. Tablets typically server as an ancillary device, meaning they are viewed as second in importance to a PC. If this is true then tablets, instead of taking the place of a PC, are used solely for the tasks that they are best at, like surfing the internet, watching movies or checking Facebook. This leaves PC users fully aware of everything that their PC offers and everything that their tablet doesn't, further increasing their satisfaction.
Source: PC World - Tablets might actually be increasing PC customer satisfaction
Personal computer satisfaction increased by 2.6% this year, giving it a record high score of 80 on the American Consumer Satisfaction Index (ASCI). According to the index, the reason for this satisfaction increase is probably due to rise in tablet use among consumers.
When you think about it, this seems a little contradictory, though ASCI founder Claes Fornell has a theory. Fornell's theory is that when unsatisfied PC users move to Apple and other tablet makers, only the most loyal and happy users are left using traditional PCs, such as Dell, HP and Acer computers. That actually makes a lot of sense. If all the unsatisfied people switch to tablets, then only the happy and satisfied customers are left to take the surveys.
There may be an additional reason that tablet growth has increased PC customer satisfaction. Tablets typically server as an ancillary device, meaning they are viewed as second in importance to a PC. If this is true then tablets, instead of taking the place of a PC, are used solely for the tasks that they are best at, like surfing the internet, watching movies or checking Facebook. This leaves PC users fully aware of everything that their PC offers and everything that their tablet doesn't, further increasing their satisfaction.
Source: PC World - Tablets might actually be increasing PC customer satisfaction
Wednesday, 26 September 2012
Wii U Launch Titles Confirmed; 23 Games to Satiate Your Wallet on Day 1
Nintendo has confirmed all 23 launch titles for the Wii U. Which ones are actually worth the money, that's up to you. Glancing over it - multi-platform and/or re-releases aside - there are some great games available, with about 15 titles (give or take) that I would be interested in, such as Assassin's Creed 3 or Ninja Gaiden 3. Remove those aforementioned factors, and the list diminishes to just two: New Super Mario Bros. U and ZombiU.
Regardless, here's your launch titles, and you can find the remainder of the "launch window" games - defined as those with release dates between November 19 and March 31 - after the break. I've taken the liberty of bolding any titles that are of worthy consideration:
- Assassin's Creed 3
- Batman: Arkham City Armored Edition
- Call of Duty Black Ops 2
- Darksiders 2
- Disney Epic Mickey 2: The Power of Two
- EA Sports FIFA Soccer 13
- ESPN Sports Connection
- Game Party Champions
- Just Dance 4
- New Super Mario Bros. U
- Ninja Gaiden 3: Razor's Edge
- Nintendo Land
- Rabbids Land
- Scribblenauts Unlimited
- Sing Party
- Skylanders Giants
- Sonic & All-Stars Racing Transformed
- Tekken Tag Tournament 2 Wii U Edition
- Transformers Prime
- Warriors Orochi 3 Hyper
- Wipeout 3
- Your Shape: Fitness Evolved 2013
- ZombiU
There are games defined as launching in November, but without a solid date:
- Chasing Aurora
- Cloudberry Kingdom
- Little Inferno
- Madden NFL 13
- Mighty Switch Force HD
- Nano Assault Neo
- Toki Tori 2
- Trine 2: Director's Cut
With this little guy launching sometime in Janurary:
- Runner2: Future Legend of Rhythm Alien
Here's your launch window games:
- 007 Legends
- Cabela's Dangerous Hunts 2013
- Rapala Pro Bass Fishing
- Aliens: Colonial Marines
- Funky Barn
- JEOPARDY!
- Wheel of Fortune
- LEGO City: Undercover
- Pikmin 3
- Wii Fit U
- The Wonderful 101
- Marvel Avengers: Battle for Earth
- Rayman Legends
- Mass Effect 3
- NBA 2K13
- Rise of the Guardians: The Video Game
- Ben 10 Omniverse
- Family Party: 30 Great Games Obstacle Arcade
Labels:
launch titles,
nintendo,
wii u
Sunday, 23 September 2012
[REVIEW] Mark of the Ninja
Release Date: September 7, 2012
System Reviewed: Xbox 360
Plays Like: Shadow Complex, 2D Castlevania, Metroid
What's Great: Classic, two-dimensional exploration. There have been games that have dabbled with stealth in 2D, but this game almost nails it. The controls, once mastered, make you feel like a ninja, as you're flying across the screen, grappling to a fro, ducking into air vents, hiding out of sight.
Terrorizing guards is a absolute treat. The game's stealth is done to a point, where you could distract one guard, who's mid-conversation with another, while you dangle down from a perch point, haul him up
Lastly, the stealth improvements are phenomenal, especially the whole "fog of war". You can't see what your character literally cannot see. Whatever is out of his line of sight becomes blurry, and any enemy that was once visible that walks away becomes blurry, then disappears, with his own last known location appearing. There's even the rings of sound that emanate from their source, be it footsteps or a dart that hits a surface.
What's (Not So) Great: Some may find the structured way that new abilities are doled out a bit of a downer, as your ability tree is slowly unlocked as you beat story-missions. One of the most powerful moves is the last thing you learn (part of the whole "tattoos give you powers" line), but is tied to a suit you have to wear, rather than an innate ability, such as freezing time. Then again, it's a trade-off, but it'd be nice to be this "all powerful" ninja.
Bottom Line: Mark of the Ninja has quickly shaped what other stealth games should be doing. Be it a new Shinobi title or Metal Gear Solid: Ground Zeroes, every game within the genre should take some pointers from this game. The guys and gals at Klei have been on a rampage since N+, followed up with the Shank games. The entire game is great, and comes highly recommended to many gamers.
Grade: A-
(Played the game in it's entirety, but wasn't masochistic enough for New Game+. Earned 22 out of 30 Achievements, worth 265 points.)
Labels:
mark of the ninja,
review,
xbox 360
Saturday, 22 September 2012
Basic Concept of PLC (Programmable logic controllers).
What is PLC?
Cost effective.
Easy maintenance
User friendly
Easy programming
Easy troubleshooting
Components of a PLC
CPU (Central processing unit )
I/O Modules (Input ouput module)
Communication module
PLC programming languages
Ladder logic
Functional block diagram
Structured test
Sequential flow chart
Instruction list
Download free PLC programming software with Simulator
Next blog post is about "How to do ladder logic programming in allen bradly PLC.
Related posts:
Difference between control panel and MCC
What is control panel?
Basic networking : Industrial automation
How to read electrical relay diagram
PLC is a solid state device which control output device based which control output device based on input device and user developed program. It performs relay equivalent functions.Modern PLCs can perform complex operations like PID control and Analog signal processing.
Advantages of PLC over relay logic.
Easy maintenance
User friendly
Easy programming
Easy troubleshooting
Components of a PLC
CPU (Central processing unit )
I/O Modules (Input ouput module)
Communication module
PLC programming languages
Ladder logic
Functional block diagram
Structured test
Sequential flow chart
Instruction list
Download free PLC programming software with Simulator
Next blog post is about "How to do ladder logic programming in allen bradly PLC.
Related posts:
Difference between control panel and MCC
What is control panel?
Basic networking : Industrial automation
How to read electrical relay diagram
Labels:
Automation,
PLC
Thursday, 20 September 2012
Microsoft Issues Fix It Patch for Internet Explorer Vulnerability
Microsoft has just released what it is calling "Fix It" software that was designed to protect Windows users from a critical hole in Internet Explorer that was being exploited by hackers. While this is all well and good, it isn't the big fix that everybody has been waiting for. Instead, this is merely a temporary fix until Microsoft releases a cumulative update for Internet Explorer.
According to Trustworthy Computer Director for Microsoft Yunsun Wee, the Fix It tool "is an easy, one-click solution that will help protect your computer right away. It will not affect your ability to browse the web, and it does not require a reboot of your computer. This will not only reinforce the issue that the Fix It addressed, but cover other issues as well, including four other critical remote code execution issues."
This isn't some minor hole, however. In fact, the vulnerability is so severe that the German government and security experts have been advising people to avoid using Internet Explorer altogether until the vulnerability is patched entirely, which won't happen until the larger update is released. That update, which has a severity rating of Critical, should come out any day now, meaning users won't have long to wait until they can get back to viewing the internet in peace.
This vulnerability, more specifically, was uncovered within the past week and could very well compromise the PCs of every single Internet Explorer user who visits a malicious site. The flaw itself is being actively exploited to deliver a back-door Trojan known as Poison Ivy. My recommendation is that you download the patch as soon as it is available so as to not risk any critical harm befalling your PC.
Source: CNET - Microsoft issues fix for IE hole; full update coming Friday
According to Trustworthy Computer Director for Microsoft Yunsun Wee, the Fix It tool "is an easy, one-click solution that will help protect your computer right away. It will not affect your ability to browse the web, and it does not require a reboot of your computer. This will not only reinforce the issue that the Fix It addressed, but cover other issues as well, including four other critical remote code execution issues."
This isn't some minor hole, however. In fact, the vulnerability is so severe that the German government and security experts have been advising people to avoid using Internet Explorer altogether until the vulnerability is patched entirely, which won't happen until the larger update is released. That update, which has a severity rating of Critical, should come out any day now, meaning users won't have long to wait until they can get back to viewing the internet in peace.
This vulnerability, more specifically, was uncovered within the past week and could very well compromise the PCs of every single Internet Explorer user who visits a malicious site. The flaw itself is being actively exploited to deliver a back-door Trojan known as Poison Ivy. My recommendation is that you download the patch as soon as it is available so as to not risk any critical harm befalling your PC.
Source: CNET - Microsoft issues fix for IE hole; full update coming Friday
Wednesday, 19 September 2012
How to Calibrate Differential Pressure Level transmitter with actula pressure
DP level transmitter with actual pressure
*Hook up HART Communicator and verify some parameters by refer to data sheet. Typical parameters are, tag number, PV, LRV and URV.
*Isolate the instrument from the process.
*Release both pressure and drain low side liquid only through manifold drain.
*PRECAUTION 1: During this process, please do not open the equalizing valve at the manifold.
*Open both plug at seal pot
*Top up the seal liquid for low side until half of seal pot.
*Remove the tubing at high side of the flange (not at the manifold side) to drain remaining liquid in equalizing tube.
*PRECAUTION 2: Do not remove the process fluid in B. Please ensure it is full with process liquid.
*Install back both plug and connect back tubing at high side of the flange
*Hook up a multimeter in series with the signal to the DCS to measure current signal.
*Open low side (top) isolation valve only and high side (bottom) isolation valve remain closed
Multimeter should show 4mA If not, do zero adjustment at transmitter using HART Communicator.
Isolate back low side (top) isolation valve and released the pressure through high side vent valve seal pot.
Close the vent at seal pot
*Fill up the equalizing tube until full with product by removed the top fitting and slowly open the isolation valve (high side) until the equalizing tube is full (or up to 100% level) with product. Close the high side isolation valve.
*Install back any fitting that was remove for filling up the equalizing tube
*Open low side (top) isolation valve only and high remain closed.Multimeter should show 20mA
If not, do span adjustment at transmitter using HART Communicator
Note:
The reason to open the low side (top) isolation valve is to get the actual pressure vessel
Example Calculation:
Product S.G=0.89
Glycol S.G = 1.02
A= 2000mm (measurement length)
B= 100mm (off set)
C=A+B=2100mm
Dp = pressure at high side – pressure at low side
LRV = (B x Product S.G) – (A x Glycol S.G)
= (100mm x 0.89) – (2000 x 1.02)
= 89 – 2040
= -1951 mmH2O
URV = (C x Product S.G) – (A x Glycol S.G)
= (2100mm x 0.89) – (2000 x 1.02)
= 1869 - 2040
= -171 mmH2O
Note:
LRV and URV calculation may have small variation as compare with HART communicator reading due to calibration with actual pressure.
Related Post:
Calibrate Displacer Type Level transmitter
Differential Pressure Level transmitter Capillary type
Flow transmitter Pitot tube
Differential Pressure Flow transmitter
*Isolate the instrument from the process.
*Release both pressure and drain low side liquid only through manifold drain.
*PRECAUTION 1: During this process, please do not open the equalizing valve at the manifold.
*Open both plug at seal pot
*Top up the seal liquid for low side until half of seal pot.
*Remove the tubing at high side of the flange (not at the manifold side) to drain remaining liquid in equalizing tube.
*PRECAUTION 2: Do not remove the process fluid in B. Please ensure it is full with process liquid.
*Install back both plug and connect back tubing at high side of the flange
*Hook up a multimeter in series with the signal to the DCS to measure current signal.
*Open low side (top) isolation valve only and high side (bottom) isolation valve remain closed
Multimeter should show 4mA If not, do zero adjustment at transmitter using HART Communicator.
Isolate back low side (top) isolation valve and released the pressure through high side vent valve seal pot.
Close the vent at seal pot
*Fill up the equalizing tube until full with product by removed the top fitting and slowly open the isolation valve (high side) until the equalizing tube is full (or up to 100% level) with product. Close the high side isolation valve.
*Install back any fitting that was remove for filling up the equalizing tube
*Open low side (top) isolation valve only and high remain closed.Multimeter should show 20mA
If not, do span adjustment at transmitter using HART Communicator
Note:
The reason to open the low side (top) isolation valve is to get the actual pressure vessel
Example Calculation:
Product S.G=0.89
Glycol S.G = 1.02
A= 2000mm (measurement length)
B= 100mm (off set)
C=A+B=2100mm
Dp = pressure at high side – pressure at low side
LRV = (B x Product S.G) – (A x Glycol S.G)
= (100mm x 0.89) – (2000 x 1.02)
= 89 – 2040
= -1951 mmH2O
URV = (C x Product S.G) – (A x Glycol S.G)
= (2100mm x 0.89) – (2000 x 1.02)
= 1869 - 2040
= -171 mmH2O
Note:
LRV and URV calculation may have small variation as compare with HART communicator reading due to calibration with actual pressure.
Related Post:
Calibrate Displacer Type Level transmitter
Differential Pressure Level transmitter Capillary type
Flow transmitter Pitot tube
Differential Pressure Flow transmitter
Thursday, 13 September 2012
Bayonetta 2 Announced, Wii U Exclusive, Nintendo Published
No release date, but it certainly is surprising.
No gameplay was shown, just bullets, guns on feet, more bullets, and an adversary in the distance.
Wii U Launches November 18, Two SKUs, Starting at $300
Boom.
Reggie just announced the Wii U is launching 2 weeks prior to the Japanese release, hitting the States on November 18, in two flavors.
The Deluxe edition, primarily the one just about everyone will be buying, has everything listed in the shot:
And yes, that's Nintendo Land as the pack-in game. For those with strained eye-sight:
- Wii U console
- Wii U GamePad
- AC adapter for each
- HDMI cable
- Wii U sensor bar
- Additional memory (32 GB)
- GamePad charging cradle
- Stands for GamePad and Console
- Nintendo Land
The Basic pack has everything north from the additional memory; you're only getting 8 GB here.
As stated, we have two months until release, and here's your pricing:
Enjoy the wallet crunching, ladies and gents; it's going to be a bumpy holiday season.
Tuesday, 11 September 2012
[EDITORIAL] What Nintendo Needs to Do With the Wii U; End Game
We're almost done! The fifth, and final, installment of this editorial of mine on the Wii U. Exactly how does Nintendo expect to win over their long-time fans, those they swooned with the Wii, and the developers they desperately need to create invigorating experiences? Where can Nintendo go from here, and how can they make sure they utilize their one year's head start and keep Microsoft and Sony off of their heels? Keep reading to find out...
Asides from their established franchises, Nintendo severely needs to bring in some new IPs. They have their major ones to fall back on, but they haven't made a new IP in years. Acquire third-party exclusivity, being wary of your acquisitions (don't even look at Capcom), or even make some yourself.
Mistwalker would be a great choice (minds behind The Last Story, as well as Blue Dragon and Lost Odyssey, both on the Xbox 360), but I'm not so sure how Square would like the fact of Nintendo, their formerly adoptive parent during the (S)NES days, own the creator of Final Fantasy, Hironobu Sakaguchi. That in itself may spell bad news would it come to any future Final Fantasy, or even Dragon Quest games, on Nintendo hardware.
If studio acquisitions isn't your bag, then how about acquiring some IPs? A rumor that popped up recently is Nintendo reacquiring Banjo-Kazooie from Microsoft, or Rare altogether. Since some of Rare's prime talent left for, wait for it, Retro Studios, it doesn't surprise me how well Donkey Kong Country Returns was. Some of Retro's prime talent left for other studios - most notably 343 Industries - so looks like we have some developer swapping going on, yet they still make some great games.
One great idea for the GamePad would be one touched on by Penny Arcade: Dungeons & Dragons, where you are the Dungeon Master, if you hold the GamePad. Better yet, bring Left 4 Dead 3 to the Wii U, and the player with the GamePad is The Director, laying out hordes and special infected placements.
I've already got ideas on how L4D3 could work: the Director has a certain amount of points, and can set placements of his infected throughout the map. Then, as you're playing with your 3-4 survivors, with each downed player, you get a certain amount of points. You can use those points to set special infected (SI) placements, but you are only allowed to set, say, 2-3 SI before you are forced to place down ammo reserves or health packs. The higher the difficulty, the more SIs you are allowed to place before having to send in aid.
In the words of Gabe: You're fucking welcome.
With each of these ideas that come up, you have to remember, this is how Miyamoto works. He draws inspiration from how the controller works when creating his games; he throws hardware specs to the wayside. I wish more developers would look at creating new games this way, rather than waiting for Nintendo to do it, as I feel it would bring in more creativity, and we wouldn't have this issue of "rehashing" and "remakes" that people lambast. Nintendo needs new IPs, and the GamePad can be a great way to draw that inspiration.
During the course of the PS3's lifespan, Sony has introduced a flurry of new IPs: Uncharted, Infamous, Resistance, The Last of Us, All-Stars Battle Royal, and MotorStorm, for a few. These were just this generation. How many new IPs did Nintendo dole out? Not enough.
Some of these studios aren't first-party developers, either. Both of Quantic Dreams' games - Heavy Rain and Beyond: Two Souls - are system exclusive, look fantastic, have pedigree behind them, but they're not Sony-owned. Insomniac is behind Ratchet & Clank, but their newest game, Fuse (formerly Overstrike), is third-party multiplatform. Thatgamecompany made the trio of games - flOw, Flower, and Journey - that were contracted under Sony. These studios I've mentioned are what's known as "second-party" developers, or subsidiary; these developers are not owned by a company (they are independant), but they release exclusively for one particular system, by contract or simply personal preference. My point here is this: Sony has power, they have the franchises, and they keep coming out with new ones. Nintendo loves Mario and Link, and that's about it.
READ MORE - [EDITORIAL] What Nintendo Needs to Do With the Wii U; End Game
Over the years, Nintendo has never really been known for having powerful hardware, but more of having a powerful library of IPs and franchises they could put on that hardware. Between their top franchises - Mario, Pokémon, and The Legend of Zelda, to name a few - Nintendo has a very compelling catalog. Asides from the already announced New Super Mario Bros. U, along side Pikmin 3, they are the only "main" Nintendo properties on the system announced thus far. It's assumed we'll see Link in Hyrule Field soon enough (whether or not it'll be similar to the HD demo we've seen is yet to be known, so don't go believing rumors quite yet), and we're hoping for a new Metroid and StarFox entry within a reasonable time. We haven't gotten wind of what's going on, but that's OK. What concerns me the most is that, despite Nintendo already having a fairly solid lineup for the system, their third parties are only content with bringing ports, and the Wii U needs more than that.
Having Assassin's Creed III and Batman: Arkham City - the two power-house third-party games - on the system is great; the crowds were almost over-gasped when they announced them. Arkham City was a great game, but it's a year old. Assassin's Creed III is bound to be a fantastic entry, but it's a month and a half after it's initial release on other systems that people already own. I've yet to meet someone who is holding out for the Wii U versions of these games. We don't need ports that restructure the game and make it appear "tailored" to the Wii U; remember back to Sony saying they don't want Wii ports for the Move. There needs to be fresh experiences, and being exclusive helps.
Two prime examples are ZombiU and Rayman Legends. Coincidentally, they're both from Ubisoft, who has stated they don't plan on investing too much into the system, but after the purported shit-storm Nintendo caused between themselves and EA over using the Nintendo Network as an Origin platform, it looks more like Ubisoft and Nintendo are best buds. I don't expect too much from EA, as the gimped Madden 13 doesn't speak well for their integrity with their Wii U releases, but there are plenty of other third party developers Nintendo can woo.
Having Assassin's Creed III and Batman: Arkham City - the two power-house third-party games - on the system is great; the crowds were almost over-gasped when they announced them. Arkham City was a great game, but it's a year old. Assassin's Creed III is bound to be a fantastic entry, but it's a month and a half after it's initial release on other systems that people already own. I've yet to meet someone who is holding out for the Wii U versions of these games. We don't need ports that restructure the game and make it appear "tailored" to the Wii U; remember back to Sony saying they don't want Wii ports for the Move. There needs to be fresh experiences, and being exclusive helps.
Two prime examples are ZombiU and Rayman Legends. Coincidentally, they're both from Ubisoft, who has stated they don't plan on investing too much into the system, but after the purported shit-storm Nintendo caused between themselves and EA over using the Nintendo Network as an Origin platform, it looks more like Ubisoft and Nintendo are best buds. I don't expect too much from EA, as the gimped Madden 13 doesn't speak well for their integrity with their Wii U releases, but there are plenty of other third party developers Nintendo can woo.
Asides from their established franchises, Nintendo severely needs to bring in some new IPs. They have their major ones to fall back on, but they haven't made a new IP in years. Acquire third-party exclusivity, being wary of your acquisitions (don't even look at Capcom), or even make some yourself.
Mistwalker would be a great choice (minds behind The Last Story, as well as Blue Dragon and Lost Odyssey, both on the Xbox 360), but I'm not so sure how Square would like the fact of Nintendo, their formerly adoptive parent during the (S)NES days, own the creator of Final Fantasy, Hironobu Sakaguchi. That in itself may spell bad news would it come to any future Final Fantasy, or even Dragon Quest games, on Nintendo hardware.
If studio acquisitions isn't your bag, then how about acquiring some IPs? A rumor that popped up recently is Nintendo reacquiring Banjo-Kazooie from Microsoft, or Rare altogether. Since some of Rare's prime talent left for, wait for it, Retro Studios, it doesn't surprise me how well Donkey Kong Country Returns was. Some of Retro's prime talent left for other studios - most notably 343 Industries - so looks like we have some developer swapping going on, yet they still make some great games.
* * *
Why hasn't this been thought of yet?!? |
I've already got ideas on how L4D3 could work: the Director has a certain amount of points, and can set placements of his infected throughout the map. Then, as you're playing with your 3-4 survivors, with each downed player, you get a certain amount of points. You can use those points to set special infected (SI) placements, but you are only allowed to set, say, 2-3 SI before you are forced to place down ammo reserves or health packs. The higher the difficulty, the more SIs you are allowed to place before having to send in aid.
In the words of Gabe: You're fucking welcome.
With each of these ideas that come up, you have to remember, this is how Miyamoto works. He draws inspiration from how the controller works when creating his games; he throws hardware specs to the wayside. I wish more developers would look at creating new games this way, rather than waiting for Nintendo to do it, as I feel it would bring in more creativity, and we wouldn't have this issue of "rehashing" and "remakes" that people lambast. Nintendo needs new IPs, and the GamePad can be a great way to draw that inspiration.
During the course of the PS3's lifespan, Sony has introduced a flurry of new IPs: Uncharted, Infamous, Resistance, The Last of Us, All-Stars Battle Royal, and MotorStorm, for a few. These were just this generation. How many new IPs did Nintendo dole out? Not enough.
Some of these studios aren't first-party developers, either. Both of Quantic Dreams' games - Heavy Rain and Beyond: Two Souls - are system exclusive, look fantastic, have pedigree behind them, but they're not Sony-owned. Insomniac is behind Ratchet & Clank, but their newest game, Fuse (formerly Overstrike), is third-party multiplatform. Thatgamecompany made the trio of games - flOw, Flower, and Journey - that were contracted under Sony. These studios I've mentioned are what's known as "second-party" developers, or subsidiary; these developers are not owned by a company (they are independant), but they release exclusively for one particular system, by contract or simply personal preference. My point here is this: Sony has power, they have the franchises, and they keep coming out with new ones. Nintendo loves Mario and Link, and that's about it.
* * *
As I said in our first entry, "Nintendo is constantly seen as a key innovator". They have that power to do so, and they keep trying to show us these new toys they work on. The Wii's controllers were so radical, people lost their shit over it: "holy fuck, I can move my controller, and it works in-game?!" Unfortunately, the Wii U is far more drastic than what the Wii was 6 years ago. We've seen tablet gaming crop up due to Apple, but people haven't thought of combining it with traditional gaming, which is what Nintendo is trying to do. Microsoft's SmartGlass is driving home one key point: it's free, outside of the device you need to download it on, which, they're releasing it on just about every tablet or smartphone you can think of. Where SmartGlass fails - touch-screen only, and an "after thought", much like what the Wii remotes were originally intended as for the GameCube - the GamePad succeeds: it's fully integrated into the system from the start, and acts as the main controller.
Nintendo's most recent handheld, the 3DS, is already showing it's age, especially from the Vita's competition. Sony sold 1.8 million Vita's at the end of their viscal year in March worldwide since it's Japan release of December 17, and 600,000 after the US release in February; in just over 3 months, it's sold nearly half of the established 3DS install base. The 3DS had sold 4 million units by the time the Vita launched, gaining another half a million in the next 3 months. It only sold about 1.25 million within the first 4 months of release. Compare those numbers, and the Vita came out of the gates stronger than the 3DS, and performed better over the course of the next quarter.
The XL, despite being a larger system and better screens, isn't what we need. The first redesign of the 3DS is far from what we need, and it hurts a little that Nintendo, damn well knowing what their fans want, aren't giving it to them. They blame the lack of a second thumb stick on the size of the system, saying it needs to be bigger to accomodate it. The Circle Pad Pro XL is yet another attachment, but it brings in two additional trigger buttons. The system isn't too small; Nintendo's ambitions with the 3DS are too big, and they gimped the system.
Over the course of the past three weeks, it may have appeared I was giving Nintendo a hard time, and I was. The Wii U is so drastic, it makes a long time Nintendo fan weary of what they're doing. Hell, I'm on the outskirts of the "Nintendo Has Gone Bat-Shit Crazy" camp. Innovators are seen as the crazy ones, bucking trends and saying "fuck you, we're doing it our way", and I absolutely applaud them for doing so. The craziest they ever were, were when they released the NES in the States amidst the gaming industry crash of the 80s; they proved to people that, yes, gaming can be fun, you just need quality.
As much as I hate them, IGN ranked Nintendo's EAD (Entertainment and Analysis Division) as the #1 "video game makers" to date, and I wholeheartedly agree with that. They were responsible for Metroid, Ocarina of Time, Wii Sports, Brain Age, and the other big guns that have made Nintendo the household name it is today. Every year, we look forward to something new from Nintendo, as they are the ones who are keeping everyone else on their toes; without Nintendo, the industry would be in a very different place, one I probably wouldn't want to be a part of, to be honest.
The Wii U does appear to be fun, but unless Nintendo acknowledges their short-comings, the system is not going to fair as well as they hope it to. We only have a little while longer until Nintendo's Wii U preview starts, which is when, hopefully, most of our qualms will be put to rest.
Nintendo's most recent handheld, the 3DS, is already showing it's age, especially from the Vita's competition. Sony sold 1.8 million Vita's at the end of their viscal year in March worldwide since it's Japan release of December 17, and 600,000 after the US release in February; in just over 3 months, it's sold nearly half of the established 3DS install base. The 3DS had sold 4 million units by the time the Vita launched, gaining another half a million in the next 3 months. It only sold about 1.25 million within the first 4 months of release. Compare those numbers, and the Vita came out of the gates stronger than the 3DS, and performed better over the course of the next quarter.
Oh my god! My eyes! My eyes! |
The XL, despite being a larger system and better screens, isn't what we need. The first redesign of the 3DS is far from what we need, and it hurts a little that Nintendo, damn well knowing what their fans want, aren't giving it to them. They blame the lack of a second thumb stick on the size of the system, saying it needs to be bigger to accomodate it. The Circle Pad Pro XL is yet another attachment, but it brings in two additional trigger buttons. The system isn't too small; Nintendo's ambitions with the 3DS are too big, and they gimped the system.
* * *
Over the course of the past three weeks, it may have appeared I was giving Nintendo a hard time, and I was. The Wii U is so drastic, it makes a long time Nintendo fan weary of what they're doing. Hell, I'm on the outskirts of the "Nintendo Has Gone Bat-Shit Crazy" camp. Innovators are seen as the crazy ones, bucking trends and saying "fuck you, we're doing it our way", and I absolutely applaud them for doing so. The craziest they ever were, were when they released the NES in the States amidst the gaming industry crash of the 80s; they proved to people that, yes, gaming can be fun, you just need quality.
As much as I hate them, IGN ranked Nintendo's EAD (Entertainment and Analysis Division) as the #1 "video game makers" to date, and I wholeheartedly agree with that. They were responsible for Metroid, Ocarina of Time, Wii Sports, Brain Age, and the other big guns that have made Nintendo the household name it is today. Every year, we look forward to something new from Nintendo, as they are the ones who are keeping everyone else on their toes; without Nintendo, the industry would be in a very different place, one I probably wouldn't want to be a part of, to be honest.
The Wii U does appear to be fun, but unless Nintendo acknowledges their short-comings, the system is not going to fair as well as they hope it to. We only have a little while longer until Nintendo's Wii U preview starts, which is when, hopefully, most of our qualms will be put to rest.
That's it! We're done with this creature that has been birthed. Keep your eyes peeled this Thursday, as Nintendo is expected to give us everything we need to know about the Wii U: pricing, availability, launch configurations, and possibly even the final launch lineup.
If you've enjoyed my ramblings, thought I could do better, want to drop in some (constructive) criticism, or just want to say "you suck", email me at the link in the top-left.
Post-Script: Oh, and hey, look at that! This is my 400th published post on the blog of (now) just over 3 years! Go team!
If you've enjoyed my ramblings, thought I could do better, want to drop in some (constructive) criticism, or just want to say "you suck", email me at the link in the top-left.
Post-Script: Oh, and hey, look at that! This is my 400th published post on the blog of (now) just over 3 years! Go team!
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Friday, 7 September 2012
[EDITORIAL] What Nintendo Needs to Do With the Wii U; Installment 04
We're back with part 4 of this massive editorial, focusing on Nintendo's direction competition: Sony, Microsoft, and Apple, and what they have geared up for their respective futures. Nintendo has a conference coming up on September 13, where the final bits of news is expected to be released. History has shown that Nintendo loves September announcements for pricing/availability for their upcoming systems, so expect this day to be the day we learn how much of a hit our credit cards are to take.
This year, we see Nintendo not only initiate the eighth generation of home consoles, but this is the first time in Nintendo's history since the NES that they've released a console before their competition. Not only is this an incredibly bold move by Nintendo, but it's also naive. They're allowing their competition know how they're handling their new system, giving them a deep insight to their plans, and adjust accordingly. Assuming the Wii U lands in November, that gives Microsoft and Sony 7 months between then and E3 next year to tweak their battle plans and come out swinging. That is, if Nintendo is tight-lipped on pertinent info that won't come to light until the release; otherwise, if this upcoming press conference is much more info than just pricing and release date, that makes it 9 months. Seven to nine months is enough time to tweak just about anything they need to; if Microsoft can take SmartGlass from initial on-paper design to displayable prototype to the masses in twelve months, then three-fourths of that time is ample.
Microsoft has it's own portable platform, but not in the manner of Nintendo or Sony, but more akin to Apple: Windows Phone. With the introduction of WP7 - and the impending upgrade to WP8 - Microsoft finally made a gaming handheld that talked to it's bigger brothers, what with the promise of cross-device save transfers and everything. Sadly, WP7 never really exploded as they thought it would, but with things such as Surface and SmartGlass coming up, Microsoft's mobile platform may actually be considered a competitor this time around. Combine this with the name of Xbox, and Microsoft is gearing up to create a hell of an ecosystem.
The final tier of the Xbox platform is the LIVE service. Since the 2002 inception, Microsoft has been paving the way for the premiere online service. Unfortunately, it's become laden with this biggest fucksticks you've met in your life; anonymity is the downfall of sanity and common decency. With a $60-per-year price tag, a shit load of apps, and the "if you want to do anything short of scratching your ass, you have to pay us to do it", people hate the service as a whole. Making Xbox LIVE free is a fanboy's wet dream, and it will never happen, as much as I want it to. Microsoft has made so much money, and they have a ton of subscribers, they will never decimate a nearly pure-margin platform.
Three things need to happen to strengthen the brand: stop charging us to use apps (as a former retail employee, people scoff at the idea of paying to use Netflix or Hulu Plus outside of the fees they're already paying to us them), stop displaying ads for those who are Gold members, and start policing your community better than having your community do it themselves. With a cheaper LIVE rate, no ads when you buy into it, plus not hearing obscenities that would make Randal Graves cringe, would be a huge boost for the entire platform.
How would Nintendo handle these changes, or better protect themselves? Make the Nintendo Network free, keep it free, and hire some amazing network engineers that can make the Double-N run as smooth as Xbox LIVE. A way to make it better is to utilize that social networking we've recently heard about. By making Nintendo Network more social and, thusly, your members more engaged with one another, you may help curb the agonizing pain that is the complete twats that exist on Xbox LIVE and PSN. Bring down the iron curtain on anonymity, and people will ease up and become human. To help combat SmartGlass, utilize cross-play between the 3DS and the Wii U with not just games, but the devices and functionality, as well.
Sony's future is pretty...barren. We have virtually nothing to run off of with the PS4/Orbis (I'll be using them interchangeably, so keep up), because, despite their track record with leaks, Sony's been keeping a tight guard on what's coming down the road, compared to Microsoft. The only thing we really have to go off of is the Vita.
The Vita completely did away with the XrossMediaBar (XMB) the PSP introduced in 2005 (which the PS3 refined a year later), and brought to us the LiveArea; in my own words, it "seems like it would work better on touch-enabled cameras." LiveArea is touch input only (unless you have the 1.8 firmware update), which limits our imagination with the Orbis' GUI. The Vita, however, is more on bringing interactivity and connectivity between itself and the PS3: Cross Play, Cross Controller, hell, even Cross Buy is blurring the lines even further. This tells me that the Vita and Orbis are going to be bringing Sony's environment full circle. Ever wonder why people are calling the PS4 'Orbis'? Go ahead and plug "Orbis Vitae" ('Vitae' is a strict Latin conversion for 'Vita') into Google Translate and let me know what you get.
The only way that the Vita and Orbis will be able to have a seamless integration with each other is the PlayStation Network. Yes, Sony may have more members (90 million as of March, compared to the "40 million subscribers" on Xbox LIVE; neither camp wants to say what percentage of users are paying for their membership), but my experience with the service has been horrid. Between all three recent Sony systems, I've had slow load times, terrible download speeds, and software patches come through in a tizzy. Before you begin to scream "Change your network settings!", my Xbox 360 is on a wired connection, just like my PS3; a 1 GB demo takes far less time on my Xbox than my PS3. Software updates run by in a flash on my 360. Things actually work. Sony needs to work on connection speed, stable connections, and reduce firmware update frequency (and tell us what's in those updates). Working with this, Sony can make the PlayStation Network more formidable.
Another coil in the noose for Sony would be ignorance to their pricing structure. They caught serious flak for releasing the PS3 at the ridiculously high $500-600 price tags, specifically due to using Blu-Ray in the system. Sony never saw a big boost in sales within the first year of the system's life. They need to keep the price of the PS4 low (sub $400) to make any dent in the Wii U's head start, and combat anything that Microsoft is doing.
One thing that I can't harp on is Sony's first-party offerings, and the fantastic teams behind them. Naughty Dog, Team ICO, Insomniac, Santa Monica, Sucker Punch...they all are phenomenal teams, with fantastic portfolios under their arms. Sony has amazing games coming out for the PS3 - such as The Last Guardian, The Last of Us, Fuse (formerly Overstrike), God of War: Ascension - but the problem is, they're all current-gen games, mostly slated for release next year. Sony is throwing all of these great games onto the PS3, and not saving anything for the launch of the PS4. Unless these studios have a secret team working on a new entry or new IP for the system, Sony is going to have problems at launch. Without a solid lineup come next holiday season, no one is going to care, and they're going to focus on the Wii U's second-round offerings and the Wii's back catalogue of games. Speaking of which, allow backwards compatibility, and don't break it 2 years into the systems lifespan; this will allow us to play those amazing games coming out next year on our new system when we upgrade.
Nintendo has two primary concerns here: they absolutely need to offer their own version of the "Cross" feature, and work on establishing new IPs, or acquire studios that can do that for them. The 3DS needs to be able to act as a GamePad, the Wii U needs to be able to play 3DS games (and vice-versa), and your games should go back and forth on applicable titles. While Nintendo has a slew of IPs of their own, Sony has not just quantity over Nintendo, but they also offer quality behind their first-party titles. Nintendo needs to step it up with their current offerings, and bring in new IPs that will make people want to buy a Wii U.
Just as with Sony, we don't know what Apple's plans are, asides from the theories that fans put together from the code in iOS firmwares and leaked images from Foxconn.
One theory that used to border on ludicrous was Apple turning the Apple TV itself into a gaming console. It's been found that recent iOS updates hint at the Apple TV using apps from the App Store, and this would be absolutely killer. There are 6.8 million Apple TVs floating around, and simply updating their firmware would instantly turn their Apple TV into a gaming system. With 365 million iDevices sold (80% of them running iOS 5; that's 292 million), that's a lot of controllers. Don't like it? Use the controller they patented a few months ago.
Listen, the key point is this: everyone and their mother has an iDevice, be it iPhone, iPod touch, or iPad. They already have the controller. A ton of people have the Apple TV. Just apply that firmware update OTA, and blammo, you've got yourself a new console! People are already neck-deep in the Apple ecosystem, so a free firmware update would by dynamic; Mountain Lion's AirPlay streaming from Mac to TV is just the beginning.
Nintendo needs to look at Apple for just one thing this time, despite already doing so in the past with hardware design: ecosystem. Apple's ecosystem works, and it works simplistically. Work on seamlessly bringing the Wii U and 3DS together. I sound like a broken record, but allowing your devices to talk to each other asides from saying "Hi!" is essential to getting people to want to own your products, and get them into your ecosystem of devices.
Nintendo has always had some steep competition, with Sony always on their heels; just look at their record since the PlayStation's inception. Sony has been doing some great things with how the Vita and the PS3 talk, all the while using the PlayStation Network as the bridge. Microsoft's SmartGlass has some great potential, especially when you mix in Windows 8 and Windows Phone 8, especially with the tablets they're pumping out. Apple's ecosystem sells itself; once you have one piece, you'll want to be a part of it everywhere. The Wii U's focus needs to be on connectivity between established systems, and they need a network to stand on. Create that ecosystem that people want to be a part of.
Connectivity is just half of the problem. It's been a tried - yet true - argument, but they need software. They need quality and quantity, and they need it within the launch window. They have a one year head start, so they and their third parties have plenty of time.
We'll be bringing it to a close in our final installment, where we examine exactly what Nintendo can prove with the Wii U's launch, how they can prove it, and where we go from here. The final installment comes to us just in time when we learn what's left to learn about the Wii U and Nintendo's plans for ushering in the eighth generation.
READ MORE - [EDITORIAL] What Nintendo Needs to Do With the Wii U; Installment 04
This year, we see Nintendo not only initiate the eighth generation of home consoles, but this is the first time in Nintendo's history since the NES that they've released a console before their competition. Not only is this an incredibly bold move by Nintendo, but it's also naive. They're allowing their competition know how they're handling their new system, giving them a deep insight to their plans, and adjust accordingly. Assuming the Wii U lands in November, that gives Microsoft and Sony 7 months between then and E3 next year to tweak their battle plans and come out swinging. That is, if Nintendo is tight-lipped on pertinent info that won't come to light until the release; otherwise, if this upcoming press conference is much more info than just pricing and release date, that makes it 9 months. Seven to nine months is enough time to tweak just about anything they need to; if Microsoft can take SmartGlass from initial on-paper design to displayable prototype to the masses in twelve months, then three-fourths of that time is ample.
* * *
To date, Microsoft hasn't said shit on the Xbox Next (or Durango, Xbox 720, Xbox Infinite, what have you). If you recall that document leak back in June, Microsoft actually confirmed it to be legitimate, even if it was "out-dated" by their measures. Regardless, it's interesting information. Things such as Project Fortaleza (or "Kinect Glasses") seems to bridge Kinect elements with Google Glasses concepts. Halo 5 isn't billed as a launch title, but it's coming shortly after. The Kinect 2 appears to want to talk to Xbox controllers for further integration. The system itself is to be $200-300, the same price range it's at now. There's a lot going on in there, but the juiciest information is right above.
Microsoft's back catalog of games needs some love, especially Rare. They've been on the front lines lately, with the various Kinect Sports games, and the minds behind Avatars. Despite this pivotal piece for Microsoft, Rare hasn't done shit with their respective properties since Banjo-Kajooie: Nuts & Bolts. What about Killer Instinct 3? Where the hell has Joanna Dark been? My most important question is "why hasn't Rare made a new IP?". That question may be answered with the next generation; hell, we may even get to see that realistic Kameo sequel. If you unleash Rare, the last few ounces of faith I have in them tells me that, since they've been away from their original IPs over the course of the 00s, they can very well come back with a slew of fresh ideas for Banjo, Perfect Dark, and Kameo.
I've already talked my head off of how SmartGlass may very well become something great; I'm not going to banter on any further. I will, however, drop this nugget in here: if they really wanted to be sly enough, release the SmartGlass app on the 3DS and the Vita.
Microsoft has Windows 8 coming out in just one month's time, and being a huge platform release - considering the LIVE integration going on - they could very easily further bridge the gap between Xbox LIVE and the rebranded Xbox Windows, making it a seamless experience. Problem is, we've heard so much shit being slung Microsoft's way about how "happy" some of the most prolific faces in the industry would be if Windows 8 didn't exist, or how bad it is for PC gaming. Honestly, I'm actually scared that Microsoft won't take this to heart, and progressively avoid acknowledging them, considering how well the Xbox's success has been. "Locking down" PC gaming in such a manner after all this time would be a detriment to PC developers because there's a reason they've developed for it for so long: it was an open platform.
Wikipedia |
Microsoft has Windows 8 coming out in just one month's time, and being a huge platform release - considering the LIVE integration going on - they could very easily further bridge the gap between Xbox LIVE and the rebranded Xbox Windows, making it a seamless experience. Problem is, we've heard so much shit being slung Microsoft's way about how "happy" some of the most prolific faces in the industry would be if Windows 8 didn't exist, or how bad it is for PC gaming. Honestly, I'm actually scared that Microsoft won't take this to heart, and progressively avoid acknowledging them, considering how well the Xbox's success has been. "Locking down" PC gaming in such a manner after all this time would be a detriment to PC developers because there's a reason they've developed for it for so long: it was an open platform.
Microsoft has it's own portable platform, but not in the manner of Nintendo or Sony, but more akin to Apple: Windows Phone. With the introduction of WP7 - and the impending upgrade to WP8 - Microsoft finally made a gaming handheld that talked to it's bigger brothers, what with the promise of cross-device save transfers and everything. Sadly, WP7 never really exploded as they thought it would, but with things such as Surface and SmartGlass coming up, Microsoft's mobile platform may actually be considered a competitor this time around. Combine this with the name of Xbox, and Microsoft is gearing up to create a hell of an ecosystem.
The final tier of the Xbox platform is the LIVE service. Since the 2002 inception, Microsoft has been paving the way for the premiere online service. Unfortunately, it's become laden with this biggest fucksticks you've met in your life; anonymity is the downfall of sanity and common decency. With a $60-per-year price tag, a shit load of apps, and the "if you want to do anything short of scratching your ass, you have to pay us to do it", people hate the service as a whole. Making Xbox LIVE free is a fanboy's wet dream, and it will never happen, as much as I want it to. Microsoft has made so much money, and they have a ton of subscribers, they will never decimate a nearly pure-margin platform.
Three things need to happen to strengthen the brand: stop charging us to use apps (as a former retail employee, people scoff at the idea of paying to use Netflix or Hulu Plus outside of the fees they're already paying to us them), stop displaying ads for those who are Gold members, and start policing your community better than having your community do it themselves. With a cheaper LIVE rate, no ads when you buy into it, plus not hearing obscenities that would make Randal Graves cringe, would be a huge boost for the entire platform.
How would Nintendo handle these changes, or better protect themselves? Make the Nintendo Network free, keep it free, and hire some amazing network engineers that can make the Double-N run as smooth as Xbox LIVE. A way to make it better is to utilize that social networking we've recently heard about. By making Nintendo Network more social and, thusly, your members more engaged with one another, you may help curb the agonizing pain that is the complete twats that exist on Xbox LIVE and PSN. Bring down the iron curtain on anonymity, and people will ease up and become human. To help combat SmartGlass, utilize cross-play between the 3DS and the Wii U with not just games, but the devices and functionality, as well.
* * *
Sony's future is pretty...barren. We have virtually nothing to run off of with the PS4/Orbis (I'll be using them interchangeably, so keep up), because, despite their track record with leaks, Sony's been keeping a tight guard on what's coming down the road, compared to Microsoft. The only thing we really have to go off of is the Vita.
The Vita completely did away with the XrossMediaBar (XMB) the PSP introduced in 2005 (which the PS3 refined a year later), and brought to us the LiveArea; in my own words, it "seems like it would work better on touch-enabled cameras." LiveArea is touch input only (unless you have the 1.8 firmware update), which limits our imagination with the Orbis' GUI. The Vita, however, is more on bringing interactivity and connectivity between itself and the PS3: Cross Play, Cross Controller, hell, even Cross Buy is blurring the lines even further. This tells me that the Vita and Orbis are going to be bringing Sony's environment full circle. Ever wonder why people are calling the PS4 'Orbis'? Go ahead and plug "Orbis Vitae" ('Vitae' is a strict Latin conversion for 'Vita') into Google Translate and let me know what you get.
The only way that the Vita and Orbis will be able to have a seamless integration with each other is the PlayStation Network. Yes, Sony may have more members (90 million as of March, compared to the "40 million subscribers" on Xbox LIVE; neither camp wants to say what percentage of users are paying for their membership), but my experience with the service has been horrid. Between all three recent Sony systems, I've had slow load times, terrible download speeds, and software patches come through in a tizzy. Before you begin to scream "Change your network settings!", my Xbox 360 is on a wired connection, just like my PS3; a 1 GB demo takes far less time on my Xbox than my PS3. Software updates run by in a flash on my 360. Things actually work. Sony needs to work on connection speed, stable connections, and reduce firmware update frequency (and tell us what's in those updates). Working with this, Sony can make the PlayStation Network more formidable.
Another coil in the noose for Sony would be ignorance to their pricing structure. They caught serious flak for releasing the PS3 at the ridiculously high $500-600 price tags, specifically due to using Blu-Ray in the system. Sony never saw a big boost in sales within the first year of the system's life. They need to keep the price of the PS4 low (sub $400) to make any dent in the Wii U's head start, and combat anything that Microsoft is doing.
On the right, Sony. On the left, the PS4's launch lineup. |
One thing that I can't harp on is Sony's first-party offerings, and the fantastic teams behind them. Naughty Dog, Team ICO, Insomniac, Santa Monica, Sucker Punch...they all are phenomenal teams, with fantastic portfolios under their arms. Sony has amazing games coming out for the PS3 - such as The Last Guardian, The Last of Us, Fuse (formerly Overstrike), God of War: Ascension - but the problem is, they're all current-gen games, mostly slated for release next year. Sony is throwing all of these great games onto the PS3, and not saving anything for the launch of the PS4. Unless these studios have a secret team working on a new entry or new IP for the system, Sony is going to have problems at launch. Without a solid lineup come next holiday season, no one is going to care, and they're going to focus on the Wii U's second-round offerings and the Wii's back catalogue of games. Speaking of which, allow backwards compatibility, and don't break it 2 years into the systems lifespan; this will allow us to play those amazing games coming out next year on our new system when we upgrade.
Nintendo has two primary concerns here: they absolutely need to offer their own version of the "Cross" feature, and work on establishing new IPs, or acquire studios that can do that for them. The 3DS needs to be able to act as a GamePad, the Wii U needs to be able to play 3DS games (and vice-versa), and your games should go back and forth on applicable titles. While Nintendo has a slew of IPs of their own, Sony has not just quantity over Nintendo, but they also offer quality behind their first-party titles. Nintendo needs to step it up with their current offerings, and bring in new IPs that will make people want to buy a Wii U.
* * *
Some may roll their eyes, but I'm including Apple in on this one. My interest in Apple has recently been waning, but just because you aren't interested in them, doesn't mean you can brush them off.
Just as with Sony, we don't know what Apple's plans are, asides from the theories that fans put together from the code in iOS firmwares and leaked images from Foxconn.
One theory that used to border on ludicrous was Apple turning the Apple TV itself into a gaming console. It's been found that recent iOS updates hint at the Apple TV using apps from the App Store, and this would be absolutely killer. There are 6.8 million Apple TVs floating around, and simply updating their firmware would instantly turn their Apple TV into a gaming system. With 365 million iDevices sold (80% of them running iOS 5; that's 292 million), that's a lot of controllers. Don't like it? Use the controller they patented a few months ago.
Listen, the key point is this: everyone and their mother has an iDevice, be it iPhone, iPod touch, or iPad. They already have the controller. A ton of people have the Apple TV. Just apply that firmware update OTA, and blammo, you've got yourself a new console! People are already neck-deep in the Apple ecosystem, so a free firmware update would by dynamic; Mountain Lion's AirPlay streaming from Mac to TV is just the beginning.
Nintendo needs to look at Apple for just one thing this time, despite already doing so in the past with hardware design: ecosystem. Apple's ecosystem works, and it works simplistically. Work on seamlessly bringing the Wii U and 3DS together. I sound like a broken record, but allowing your devices to talk to each other asides from saying "Hi!" is essential to getting people to want to own your products, and get them into your ecosystem of devices.
* * *
Nintendo has always had some steep competition, with Sony always on their heels; just look at their record since the PlayStation's inception. Sony has been doing some great things with how the Vita and the PS3 talk, all the while using the PlayStation Network as the bridge. Microsoft's SmartGlass has some great potential, especially when you mix in Windows 8 and Windows Phone 8, especially with the tablets they're pumping out. Apple's ecosystem sells itself; once you have one piece, you'll want to be a part of it everywhere. The Wii U's focus needs to be on connectivity between established systems, and they need a network to stand on. Create that ecosystem that people want to be a part of.
Connectivity is just half of the problem. It's been a tried - yet true - argument, but they need software. They need quality and quantity, and they need it within the launch window. They have a one year head start, so they and their third parties have plenty of time.
We'll be bringing it to a close in our final installment, where we examine exactly what Nintendo can prove with the Wii U's launch, how they can prove it, and where we go from here. The final installment comes to us just in time when we learn what's left to learn about the Wii U and Nintendo's plans for ushering in the eighth generation.
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[REVIEW] The Elder Scrolls V: Skyrim - Hearthfire
The Elder Scrolls V: Skyrim - Hearthfire
Release Date: September 4, 2012
System Reviewed: Xbox 360
Plays Like: Minecraft, The Sims
What's Great: It's something else to do. We've spent a hundred hours in the game killing and wandering, so being able to relax and build a house and adopt some kids is nice. Adopting is probably the oddest part out of the entire expansion, especially for those that never started the Dark Brotherhood story line. With the raw materials, you're not out gathering them like ingredients; most can be purchased at a general store.
What's (Not So) Great: Tracking down a general store that actually sells glass or hay is probably the most frustrating, or even a sawmill that's willing to part with their lumber. I bought the plot of land just north of Morthal, and I ended up having to fast-travel to Riverwood just to buy lumber; the saw mill in Morthal never gave me the option to purchase lumber, and the general store is more of an apothecary's general store. Again, Riverwood ended up being my general store of choice here.
Bottom Line: A radically different expansion than what many were expecting before the official revealing, Hearthfire is more of a content add-on or a mod, rather than a full-blown expansion, like Dawnguard. If you like chores, then you may very well like this. It's an enjoyable content pack, as you can fully customize your own home, rather than buying one in-town and not being able to much outside of having the steward do it for you (even though you can hire one for your new house). It's not terrible, but if you've been playing for quite a while, you may have a ton of iron ores/ingots (like myself), and you can crank out a house in a matter of minutes, which reduces the perceived value of the expansion. Then again, it's only $5.
Grade: C+
(Bought the plot just north of Morthal, and built a full house with 3 wings. Stocked a ton of shit in the house, butnever put any kids in there ended up adopting the little flower girl in Windhelm.)
READ MORE - [REVIEW] The Elder Scrolls V: Skyrim - Hearthfire
Release Date: September 4, 2012
System Reviewed: Xbox 360
Plays Like: Minecraft, The Sims
What's Great: It's something else to do. We've spent a hundred hours in the game killing and wandering, so being able to relax and build a house and adopt some kids is nice. Adopting is probably the oddest part out of the entire expansion, especially for those that never started the Dark Brotherhood story line. With the raw materials, you're not out gathering them like ingredients; most can be purchased at a general store.
What's (Not So) Great: Tracking down a general store that actually sells glass or hay is probably the most frustrating, or even a sawmill that's willing to part with their lumber. I bought the plot of land just north of Morthal, and I ended up having to fast-travel to Riverwood just to buy lumber; the saw mill in Morthal never gave me the option to purchase lumber, and the general store is more of an apothecary's general store. Again, Riverwood ended up being my general store of choice here.
Bottom Line: A radically different expansion than what many were expecting before the official revealing, Hearthfire is more of a content add-on or a mod, rather than a full-blown expansion, like Dawnguard. If you like chores, then you may very well like this. It's an enjoyable content pack, as you can fully customize your own home, rather than buying one in-town and not being able to much outside of having the steward do it for you (even though you can hire one for your new house). It's not terrible, but if you've been playing for quite a while, you may have a ton of iron ores/ingots (like myself), and you can crank out a house in a matter of minutes, which reduces the perceived value of the expansion. Then again, it's only $5.
Grade: C+
(Bought the plot just north of Morthal, and built a full house with 3 wings. Stocked a ton of shit in the house, but
Saturday, 1 September 2012
First Footage of Metal Gear Solid: Ground Zeroes Emerges
First there was the official unveiling, now there's the direct-feed footage of 11 minutes of absolute glory.
Metal Gear Solid: Ground Zeroes is, apparently, hitting Xbox 360 and the PS3 sometime next year. You know what also hits next year? The Xbox Next and PS4.
This game looks too good to be running on current gen systems (yes, this has been confirmed to be real-time, not pre-rendered), so this demo must be running on hardware spec'd out as if it were next gen, much like the speculation for Remember Me and Star Wars 1313. If this ends up being a launch title for next-gen, I won't be shocked.
If this ends up on the Wii U, then I will be.
[REVIEW] The Walking Dead: Episode 3 - Long Road Ahead
The Walking Dead: Episode 3 - Long Road Ahead
Release Date: August 29, 2012
System Reviewed: Xbox 360
Plays Like: The other Walking Dead chapters; The Secret of Monkey Island
(Ed. Note: It goes without saying, but some may find spoilers in here, despite them not being blatant. You have been warned.)
What's Great: A continuation of the great story so far. It escalates fairly quickly, but it gets just as shocking as the last two chapters, so it definitely keeps you on your toes. Just like in the last episode, prior events do shape how things change and proceed, so you may want to freshen up on your decision choices before plunging into it.
What's (Not So) Great: The story's escalation. In the second chapter, shit didn't happen until later in the tale, whereas here, it goes down within the first 30 minutes or so. I still find issue with the controls (moving the cursor with the right-stick, and making decisions with the face buttons isn't exactly prime, nor is using the D-Pad for choices as an alternative, forcing you to move away from the left-stick). Some of the reaction times during fights seem to have been shortened, so you may find yourself dying more than you did previously.
Bottom Line: The entire story arc is getting better, with some of the side-stories either coming to a close, or escalating beyond belief. During the first hour or two, I had Ron Burgandy's voice calmly saying:
The game is getting better, what with twists and turns become more prevalent. The ending wasn't as shocking as the last, and there was more "to do" than there was story, but it still has me anticipating Episode 4.
Grade: B
(Played the entirety of the Episode. Kind of hard to tell you what I did, considering that there's not much branching off you can do.)
READ MORE - [REVIEW] The Walking Dead: Episode 3 - Long Road Ahead
Release Date: August 29, 2012
System Reviewed: Xbox 360
Plays Like: The other Walking Dead chapters; The Secret of Monkey Island
(Ed. Note: It goes without saying, but some may find spoilers in here, despite them not being blatant. You have been warned.)
What's Great: A continuation of the great story so far. It escalates fairly quickly, but it gets just as shocking as the last two chapters, so it definitely keeps you on your toes. Just like in the last episode, prior events do shape how things change and proceed, so you may want to freshen up on your decision choices before plunging into it.
What's (Not So) Great: The story's escalation. In the second chapter, shit didn't happen until later in the tale, whereas here, it goes down within the first 30 minutes or so. I still find issue with the controls (moving the cursor with the right-stick, and making decisions with the face buttons isn't exactly prime, nor is using the D-Pad for choices as an alternative, forcing you to move away from the left-stick). Some of the reaction times during fights seem to have been shortened, so you may find yourself dying more than you did previously.
Bottom Line: The entire story arc is getting better, with some of the side-stories either coming to a close, or escalating beyond belief. During the first hour or two, I had Ron Burgandy's voice calmly saying:
The game is getting better, what with twists and turns become more prevalent. The ending wasn't as shocking as the last, and there was more "to do" than there was story, but it still has me anticipating Episode 4.
Grade: B
(Played the entirety of the Episode. Kind of hard to tell you what I did, considering that there's not much branching off you can do.)
Labels:
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Friday, 31 August 2012
[EDITORIAL] What Nintendo Needs to Do With the Wii U; Thrice
If you caught the subtle music reference, good on you.
In this third installment, we're all about how you interact with the Wii U, primarily, the GamePad. We're gearing up for the September 13 conference Nintendo is holding. History has shown that Nintendo loves September announcements for pricing/availability for their upcoming systems, so expect this day to be the day we learn how much of a hit our credit cards are to take.
The biggest hurdle that Nintendo has in this generation, asides from not knowing a fucking thing that Sony and Microsoft are doing, is convincing people - customers and developers - that the GamePad is worth the investment. The GamePad, in itself, is an amalgamation of various technology knick-knacks we've grown accustomed to over the years. One part tablet, one part controller, squeeze in some social networking, add a touch of NFC (Near-Field Communication), and you've got a clusterfuck of gizmos.
By and large, it's main goal is to be a controller. In reality, it's nothing more than a gigantic, single-screened DS. Think about it: your TV would be the top screen, delivering the goodies to your noodle, while the controller's screen - a touch enabled screen, mind you - is where you interact with the game, with menu inputs, maps, inventory management...all the shit we've seen in DS games over the past 8 years. If the GamePad is allowing you to play the Wii U games on the controller, what's the point of the 3DS?
Between the 3DS, the GamePad, and the Wii U, cross-play gaming should be a no-brainer. Sega, of all companies, started the whole cross-play aspect with the Dreamcast and the Visual Memory Unit (or the VMU); sadly, it didn't catch on like it should have, as the technology then was severely limiting it. Then, Nintendo caught on with the GameCube and the GameBoy Advance, and the connection using the Link Cable; this was a hindrance, as some games (such as Final Fantasy: Crystal Chronicles) didn't suggest using the GBA, it was almost forced. Next up to the plate was Sony, and while the PSP was a great move forward with interlinking home console and portable system, the Vita is where it took off, as your game saves could go back and forth, making the Vita a true "portable PlayStation", despite some severe limitations. Where Sega started, Nintendo innovated, and Sony took on full-force.
The Vita, despite having sluggish sales and a poor library thus far (with a few gems), the connection there between it and the PS3 is fairly remarkable. I recently picked up WipEout 2048 on the Vita, but only after it was announced that WipEout HD's content was going to be a free download for anyone who owns both versions. It was a great step forward for the cross-compatibility, but there are huge hurdles that need to be gotten rid of. Main point? Why the fuck do I need to own a copy on both systems in order to bring it over? Much like Digital Copy and Ultraviolet for DVDs, or even ripping my CDs to my computer and dumping them on my iPhone, why in the name of fuck can't I get a digital download of the Vita version if I buy the PS3 version? Thankfully, Sony has recently unveiled their Cross Buy platform at Gamescom, where if you buy the PS3 version, you get the Vita version for free. They've yet to detail the program - Can I buy the Vita version and get the PS3 verison? Is it a digital version of the Vita game? - but Sony has some big games lined up for the service, and is definitely a welcomed addition.
With the 3DS and Wii U, Nintendo needs to make cross-play not just a feature, but a prominent feature. Take a cue from Sony, and make the interoperability between the two systems. While not all titles will not work properly due to technical limitations (mostly the Wii U being more powerful, and the 3DS lacking a second thumbstick), these games should have some kind of connection. I don't care if my 3DS won't play every single title, but that's where the next iteration of the 3DS comes into play. No, not the 3DS XL, but the 3DS 2 (or DS 3, DS Next, GameBoy 2...whatever you want to call it). This new system will fill - and should fill - that gap of technological limitations between the two, and, much like history has shown us, would be introduced part-way through the Wii U's lifecycle; not too far into it, but well within the first 2 years. If it hits around the purported half-way mark, then it needs to be future proof to accomodate the successor to the Wii U.
Crossing streams, the 3DS should be able to transmit it's games through the Wii U onto the big screen. Much like the Super GameBoy or the GameBoy Player for the GameCube, the 3DS should connect via a local network and play games directly on the TV, with the GamePad acting as your "base" hardware and touchscreen. The 3DS XL is a huge player here, considering the extravagant size of the system; the top half of the system alone is roughly the same size as the Vita. Not only would the XL work as a great controller, it should have been the controller. I'm not talking about packing in the XL with the Wii U, but with a good enough marketing campaign, the XL could prove to be a great alternative to the GamePad. Hell, I wouldn't be surprised if retailers would have worked on a combo deal, such as "buy the Wii U, get the 3DS XL for so-much-money off". The only thing keeping the XL from being a GamePad is the lack of a secondary thumbstick. Pop on another one of these bad boys, and you've got a handheld system that not only doubles as a GamePad, but can perform cross-play capabilities with 3DS games being played on the Wii U and vice-versa.
READ MORE - [EDITORIAL] What Nintendo Needs to Do With the Wii U; Thrice
In this third installment, we're all about how you interact with the Wii U, primarily, the GamePad. We're gearing up for the September 13 conference Nintendo is holding. History has shown that Nintendo loves September announcements for pricing/availability for their upcoming systems, so expect this day to be the day we learn how much of a hit our credit cards are to take.
The biggest hurdle that Nintendo has in this generation, asides from not knowing a fucking thing that Sony and Microsoft are doing, is convincing people - customers and developers - that the GamePad is worth the investment. The GamePad, in itself, is an amalgamation of various technology knick-knacks we've grown accustomed to over the years. One part tablet, one part controller, squeeze in some social networking, add a touch of NFC (Near-Field Communication), and you've got a clusterfuck of gizmos.
By and large, it's main goal is to be a controller. In reality, it's nothing more than a gigantic, single-screened DS. Think about it: your TV would be the top screen, delivering the goodies to your noodle, while the controller's screen - a touch enabled screen, mind you - is where you interact with the game, with menu inputs, maps, inventory management...all the shit we've seen in DS games over the past 8 years. If the GamePad is allowing you to play the Wii U games on the controller, what's the point of the 3DS?
Between the 3DS, the GamePad, and the Wii U, cross-play gaming should be a no-brainer. Sega, of all companies, started the whole cross-play aspect with the Dreamcast and the Visual Memory Unit (or the VMU); sadly, it didn't catch on like it should have, as the technology then was severely limiting it. Then, Nintendo caught on with the GameCube and the GameBoy Advance, and the connection using the Link Cable; this was a hindrance, as some games (such as Final Fantasy: Crystal Chronicles) didn't suggest using the GBA, it was almost forced. Next up to the plate was Sony, and while the PSP was a great move forward with interlinking home console and portable system, the Vita is where it took off, as your game saves could go back and forth, making the Vita a true "portable PlayStation", despite some severe limitations. Where Sega started, Nintendo innovated, and Sony took on full-force.
* * *
A fantastic idea. Also, the worst infographic ever. |
With the 3DS and Wii U, Nintendo needs to make cross-play not just a feature, but a prominent feature. Take a cue from Sony, and make the interoperability between the two systems. While not all titles will not work properly due to technical limitations (mostly the Wii U being more powerful, and the 3DS lacking a second thumbstick), these games should have some kind of connection. I don't care if my 3DS won't play every single title, but that's where the next iteration of the 3DS comes into play. No, not the 3DS XL, but the 3DS 2 (or DS 3, DS Next, GameBoy 2...whatever you want to call it). This new system will fill - and should fill - that gap of technological limitations between the two, and, much like history has shown us, would be introduced part-way through the Wii U's lifecycle; not too far into it, but well within the first 2 years. If it hits around the purported half-way mark, then it needs to be future proof to accomodate the successor to the Wii U.
Image credit: inentertainment.co.uk |
* * *
Back at E3 of this year, Microsoft finally unveiled the long-rumored SmartGlass platform. SmartGlass will exist as an app for your touch-screen-device-of-choice, and will allow you to control your Xbox, and even unlock content in your games. The biggest advantage to Microsoft here is their understanding of the mobile market. Rather than make a whole new tablet to throw on display to entice people to buy into it - thus segregating the market even further - Microsoft is allowing anyone who has purchased a mobile device from the major players - Apple, Motorola, and Samsung, just to name a few - to get in on the fun. I've actually covered this entire thing, so go play catch up; I'll wait.
The one thing to take away from that is this: SmartGlass is succeeding where the GamePad is already failing, and that is forcing customers to have yet another bulky, expensive piece of technology; this may be, in fact, a huge turn off for many. Nintendo thought they were doing something absolutely fantastic, and we all pondered on the possibilities the controller could deliver. Then, over the course of twelve months following the unveiling, Microsoft makes their own, solidifies the ideas behind it, creates the platform, then shits all over the concept of the GamePad. Lacking physical buttons is a detriment to the system, but it's minimal, considering the wide-spread coverage the SmartGlass would have. Think of SmartGlass as Microsoft's own jar of Nutella: they spread it around all the delectable tablets that you own, and you'll knowingly eat it, because, let's be honest, who denies themselves Nutella?
A great way for Nintendo to combat SmartGlass? Allow the 3DS to act as a controller for the Wii U.
The one thing to take away from that is this: SmartGlass is succeeding where the GamePad is already failing, and that is forcing customers to have yet another bulky, expensive piece of technology; this may be, in fact, a huge turn off for many. Nintendo thought they were doing something absolutely fantastic, and we all pondered on the possibilities the controller could deliver. Then, over the course of twelve months following the unveiling, Microsoft makes their own, solidifies the ideas behind it, creates the platform, then shits all over the concept of the GamePad. Lacking physical buttons is a detriment to the system, but it's minimal, considering the wide-spread coverage the SmartGlass would have. Think of SmartGlass as Microsoft's own jar of Nutella: they spread it around all the delectable tablets that you own, and you'll knowingly eat it, because, let's be honest, who denies themselves Nutella?
A great way for Nintendo to combat SmartGlass? Allow the 3DS to act as a controller for the Wii U.
* * *
We've gotten this far, but it's far from over. Looking into the immediate future of what the Wii U can do is dandy and all, but what about what Nintendo is facing next year? Will Microsoft integrate SmartGlass into Xbox Durango to keep it from being labeled a "gimmick" by some? What about the PlayStation Orbis and the Vita; will the latin naming system really bring it "full circle"*? How will the whole Apple TV pan out with apps? Come back for Installment 04; it's going to be just as big as what it's name is paying homage to.
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[REVIEW] Darksiders II
Darksiders II
Release Date: August 14, 2012
System Reviewed: Xbox 360
Plays Like: The Legend of Zelda, God of War, Prince of Persia
What's Great: The combat has gotten much better, as your magical prowess is expanded, and the abilities you can use are actually worthwhile. The magical abilities are far more useful than the crap that War had, as these abilities grow on with one another in the skill tree. The game world definitely feels larger, especially with the different realms that you do visit; they rarely feel like "mirror worlds" of one another. Having Despair (your horse) from the very beginning is so goddamned welcome after the debacle that was the first game.
What's (Not So) Great: The GUI and the gun. Learning that the UI team was fired back in March only helps to aid my hatred for the menus. It's generic, it's old, it's terrible to look at. It works (hardly), but it's ugly. The worst offender in the menus are the stats. If I'm looking at changing my gear around, why is it showing what the numbers are going up to rather than what they going up by?
For example, let's say I have a cowl equipped that grants an additional 20 point of Defense. If I find another shoulder piece that's better, but doesn't offer that much added Defense, it shouldn't be showing "▼16", but rather "▼4", as in the new piece of equipment is dropping 4 points; this makes it seem like you're dropping 16 points of added Defense, but it means it's dropping to an increase of 16 points. This forces you to go to the currently equipped item, memorize it's stats, then go back, and see if it's worth the minus 4 points for the added 5% gilt drop. There's also the issue that some item stats actually don't appear when viewing another item. Having a gauntlet that grants an extra 5% Experience is great, but when you see a better one that gives a whole bunch of stuff but added Experience, show me that the extra Experience rate is being removed, rather than not show it at all.
What should have happened was show the stats of the currently selected item, then the stats of the currently equipped item, and compare stats between the two. You know, like every other fucking RPG out there. THQ axing the entire UI team 5 months before the release was a detriment, because it's evident that a programmer finalized the touches, and not a graphic designer; it's functional, but ugly as sin.
Bottom Line: Looking back at my time with the first Darksiders, I thoroughly enjoyed the game, but it had the little annoyances that bugged me. Two and a half years later, THQ delivers with a promising sequel, not only making the game feel richer, but the nuances I had discovered were calmed. Was every issue I had fixed? No, not quite; matter of fact, with a new RPG system, there arises several issues. However, Darksiders II is a worthy sequel, and, with THQ this close to going under, I hope that we see more entries in the series.
Grade: B
(Rented the game from GameFly, finishing the game on Normal difficulty. Never went too far out of my way for tokens or non-essentials, but if there was a treasure chest, you can bet your ass I went after it. Obtained 33 Achievements worth 530 GamerScore over 17.5 hours.)
READ MORE - [REVIEW] Darksiders II
Release Date: August 14, 2012
System Reviewed: Xbox 360
Plays Like: The Legend of Zelda, God of War, Prince of Persia
What's Great: The combat has gotten much better, as your magical prowess is expanded, and the abilities you can use are actually worthwhile. The magical abilities are far more useful than the crap that War had, as these abilities grow on with one another in the skill tree. The game world definitely feels larger, especially with the different realms that you do visit; they rarely feel like "mirror worlds" of one another. Having Despair (your horse) from the very beginning is so goddamned welcome after the debacle that was the first game.
What's (Not So) Great: The GUI and the gun. Learning that the UI team was fired back in March only helps to aid my hatred for the menus. It's generic, it's old, it's terrible to look at. It works (hardly), but it's ugly. The worst offender in the menus are the stats. If I'm looking at changing my gear around, why is it showing what the numbers are going up to rather than what they going up by?
For example, let's say I have a cowl equipped that grants an additional 20 point of Defense. If I find another shoulder piece that's better, but doesn't offer that much added Defense, it shouldn't be showing "▼16", but rather "▼4", as in the new piece of equipment is dropping 4 points; this makes it seem like you're dropping 16 points of added Defense, but it means it's dropping to an increase of 16 points. This forces you to go to the currently equipped item, memorize it's stats, then go back, and see if it's worth the minus 4 points for the added 5% gilt drop. There's also the issue that some item stats actually don't appear when viewing another item. Having a gauntlet that grants an extra 5% Experience is great, but when you see a better one that gives a whole bunch of stuff but added Experience, show me that the extra Experience rate is being removed, rather than not show it at all.
What should have happened was show the stats of the currently selected item, then the stats of the currently equipped item, and compare stats between the two. You know, like every other fucking RPG out there. THQ axing the entire UI team 5 months before the release was a detriment, because it's evident that a programmer finalized the touches, and not a graphic designer; it's functional, but ugly as sin.
Bottom Line: Looking back at my time with the first Darksiders, I thoroughly enjoyed the game, but it had the little annoyances that bugged me. Two and a half years later, THQ delivers with a promising sequel, not only making the game feel richer, but the nuances I had discovered were calmed. Was every issue I had fixed? No, not quite; matter of fact, with a new RPG system, there arises several issues. However, Darksiders II is a worthy sequel, and, with THQ this close to going under, I hope that we see more entries in the series.
Grade: B
(Rented the game from GameFly, finishing the game on Normal difficulty. Never went too far out of my way for tokens or non-essentials, but if there was a treasure chest, you can bet your ass I went after it. Obtained 33 Achievements worth 530 GamerScore over 17.5 hours.)
Labels:
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Tuesday, 28 August 2012
DmC Reboot Get It's Box Art
On the Devil May Cry Facebook page, Capcom has unveiled the box art for the I-Don't-Like-White-Hair reboot.
It's sad there are still people out there that, simply because Dante's hair is a different color, they refuse to play the game. Dante's hair was still white in Devil May Cry 2, and you people still played it, despite being horrible.
I can't wait to play DmC, purely because I enjoy Ninja Theory's games. Despite never actually finishing Heavenly Sword, I enjoyed it, and Enslaved was a fantastic fucking game.
Skyrim's Second Expansion, Hearthfire, Officially Announced; Arrives In One Week
Well, we had our fun at speculation, but Bethesda dropped in this announcement video for Skyrim's next expansion, Hearthfire. No, it's not quite what you'd expect, as this is far from what Dawnguard was.
From their YouTube page:
"With this official add-on to The Elder Scrolls V: Skyrim, you can purchase land and build your own home from the ground up - from a simple one-room cottage to a sprawling compound complete with an armory, alchemy laboratory, stable, garden, and more. Use all-new tools like the drafting table and carpenter's workbench to transform quarried stone, clay, and sawn logs into structures and furnishings. Even transform your house into a home by adopting children."
Yes, we're going to be able to adopt kids. Unless I can use them as followers and send them to battle a dragon, no thanks.
Hearthfire hits Xbox LIVE on September 4th for the measly price of 400 MSP (that's $5 in real money).
Monday, 27 August 2012
[EDITORIAL] What Nintendo Needs to Do With the Wii U; Part Deux
Here's part two of my mass-editorial I will be publishing, focusing on Nintendo, the Wii U, and just how plausible its success really is, leading up to the conference they're holding on September 13. History has shown that Nintendo loves September announcements for pricing/availability for their upcoming systems, so expect this day to be the day we learn how much of a hit our credit cards are to take.
A powerful system cannot be the only crutch Nintendo can lean on. They need help, and they need to make people know they're still innovating. Sadly, their own innovation may be their own downfall, as others are quick on their heels, even before they get out the door...
Since the GameCube, Nintendo has been showing its age. When the Wii launched, many gave Nintendo hell, referring to it as the "GameCube 1.5", as it didn't have the technical glitz nor glamour as the Xbox 360 or the PS3; it was only slightly more powerful than the Xbox. Yes, the GameCube could do [insert advantage here] and the PS2 could do [insert another one here], but the Xbox was often regarded as the powerhouse of the last generation.
Despite the lack of power, the Wii held its own while completely ignoring HDMI and (at the very least) 720p, two modern entertainment staples. Microsoft even caught itself in a fault, and added HDMI to the Xbox 360 mid-life-cycle, something fans and critics alike had hoped for in a revised Wii HD. Regardless, Nintendo skipped the revision and came full force with the Wii U (much like how they skipped on bringing the Wii Remote to the GameCube and made it less of an afterthought and more of the main attraction), including many missed opportunities the Wii left behind. It has been reported by third parties that the Wii U will be drastically underpowered compared to the Xbox Next and PS4/Orbis; Epic says that Unreal Engine 4-powered games won't find life on the Wii U past the first generation without being severely dumbed down.
Fortunately, that may not be the case...
A recent report from BGR says that the Xbox Next (or Durango; what have you) will be running an eight-core CPU with 8 GB of RAM. Despite this sounding fairly powerful, this same report puts it at six times more powerful than the 360. If this report is true - which I'm taking it with the largest grain of salt known to man - then that means it's only marginally more powerful than the Wii U, which has been described as "definitely more powerful than Xbox 360 and PlayStation 3" by 5th Cell (the guys behind Scribblenauts). This puts the Wii U at about 2-4 times more powerful than the Xbox 360.
This becomes a contradiction with a recent statement from Sumo Digital's executive producer Steve Lycett (Sonic & Sega All-Stars Racing Transformed) saying the Wii U "looks as good any of the HD platforms". He quickly brings our hopes back up with this number: "The Wii U has way more memory, so we can take advantage of that with less compression on elements and textures, so [Sonic & Sega All-Stars Racing Transformed] will look all lovely and shiny."
Now, we all know that we shouldn't be asking "how many more times" is one system more powerful than another, but used as a general rule of thumb; despite the GameCube being regarded as an inferior system, it could still do things better than the PS2 and Xbox, something I'm hoping repeats itself with the Wii U.
Nintendo knows they're already at a disadvantage entering the next-gen before their competition, but in third place in terms of system specs; frankly, they've just run out of fucks to give. Look at it through Nintendo's eyes: a more powerful machine causes for a higher price tag for the system overall (pack-in accessories and games included), which instantly alienates new customers and wards off those upgrading/switching systems (PS3, anyone?). Nintendo's business model is along the lines of "enter cheap; keep it cheap". The Wii received flak when Nintendo announced the $250 price tag, people began undermining them, saying the price was too much for a Nintendo system, and was just slightly short of Microsoft's low-end pricing of the (then named) Xbox 360 Core unit at $300. Regardless, it looks like we'll be finding out come September 13.
Looking back, it was nowhere near the shit-storm they caused when they announced the 3DS with a $250 price tag slapped on it; reasons as to why the system was announced, detailed, and released way too early resulting in the high price is a story all in it's own. Just 5 months after the release, Nintendo drops the price by 80-fucking-dollars when StarFox64 3D launched with a new color, and that caused even more nerd-rage. Those who bought into the system at the original price point was awarded 20 downloadable NES and GBA games. Yes, the dollar value exceeds $80, but a good chunk of those games aren't worth the bandwidth.
If Nintendo did, in fact, release a more powerful system - we'll just put it just as powerful as Durango and Orbis - then we're looking at one of two things: Nintendo would enter the market with a low-priced system, making them little to no money (or even losing money), or they would throw on a high price tag with room for margin. Sadly, neither option bodes well with their business model (see above).
One aspect that I'm hoping Nintendo really doesn't fuck up on is the Nintendo Network. At first, when it leaked on the Final Fantasy Theatrhythm boxart, we initially took it as a rebranding of the Wi-Fi Connection. Then, when more info came to light, we took it to be Nintendo's own version of Xbox LIVE or the PlayStation Network, with all the bells and whistles we've grown accustomed to.
The Nintendo Network may have roots in EA and Origin, if this IGN forum post is to be believed. If what is stated here is true, then the Nintendo Network owes a debt to EA's IT department for simply being structured, but came drastically close to being, essentially, Origin on Wii U; it would have to run Origin, and only Origin. Being smart, Nintendo gave one of those above fucks to EA to run home with, as they shut them down. This helps to ease the burn that is the gimped version of Madden 13 on the Wii U. This move by Nintendo to shun EA has, apparently, paved the way for major third-party developers to cross Nintendo's thresholds and develop for them; ever wonder why Nintendo and Ubisoft are becoming more and more friendly with each other, especially since Rayman Legends went from multiplatform to Wii U exclusive?
Sadly, Nintendo came out, saying they are still implementing Friend Codes - albeit, in a slightly less dickish way - with the Wii U and 3DS will share a universal account (finally allowing the Nintendo Points currency to carry over between systems, rather than having two separate wallets), and having a DLC marketplace. Unfortunately, it doesn't appear to be the most well implemented infrastructure; hell, this is Nintendo we're talking about.
So far, I'm disappointed in the information we've received, but I hope Nintendo catches wind of just how much more we expect out of these online networks, due to the majority of us being spoiled with Microsoft and Sony's networks. If there's one field I would love to see Nintendo innovate in, it's the online community, something that is in desperate need of renovation; if the online space is being overtaken by the vast amount of fucksticks I've encountered, Odin help those that want something better.
The biggest issue facing Nintendo as they gear up for Gen 8 is their own, self-created issue: they have no goddamned idea what Sony and Microsoft are doing. Last generation, Nintendo showed off the Wii, but left out one crucial piece of evidence: the controller. This was a false hand played by them, making Sony and Microsoft believe they were just making a regular system. Nintendo held this card very close to their chest, so close, in fact, that they didn't show it off until the Tokyo Game Show in 2005, just two months prior to Microsoft releasing the Xbox 360. Then, in July of the very next year (ten months after the Wii Remote unveilng), Sony filed a patent for what would eventually become the Move controller, released 4 years later.
Earlier that year, Microsoft showed off the Xbox 360 in high-profile fashion at MTV's The Next Generation Xbox Revealed. Microsoft threw a fuck-ton of money at the event, making it known to everyone who was a Killers fan that the Xbox 360 was coming. Sony, on the other hand, revealed everything but the price at E3 2005; the price came at E3 2006 at the Original-iPhone-like levels of $500-600. Sony had the luxury of knowing exactly what Nintendo was doing, which is held up by that controller patent they filed.
Nintendo has been playing first dog here in the past 2 years, and it's been working to their (severe) disadvantage; they're letting their biggest competition know what they're doing, giving them ample time to revise their current plans and make something better. At E3 2010, Nintendo officially unveiled - not including a rush, one-page press release thanks to the Japanese press - the 3DS. Around the same time in 2011, Sony unveiled what would eventually be known as the Vita, as a much more powerful system, with the key feature of the DS (touch), with more. In the same year, Nintendo showed off the Wii U with its GamePad controller. Exactly one year later, Microsoft comes out with the SmartGlass platform that essentially does exactly what the GamePad does, but for the Xbox 360, as a free app, and made for any phone or tablet; they even admitted they began work on it "12 months prior" to its unveiling. One advantage the GamePad does have is physical buttons, which, from what I've heard, comes in handy when it comes to playing games.
Sony very well may be the smartest of the three, as they haven't said a goddamned word about the PS4/Orbis. Rather than fucking themselves over and letting Microsoft know what they're doing, they're keeping their secrets a secret until the same time Microsoft is unveiling theirs, making it too late to do any revisions, as they will have to hit the factories shortly after E3 2013.
The Wii U's success relies on Nintendo's innovation. Despite being that key innovator, Nintendo is giving their secrets away far too early, allowing Sony and Microsoft to do what they're doing, but better. Nintendo needs to make the Nintendo Network something absolutely extravagant, easily accessible, offer services that neither Sony or Microsoft are currently offering, make it cheaper (or free), and do it better. Sadly, the Nintendo Network cannot be their saving grace, as the GamePad already has a hefty investment in it.
Exactly what can the GamePad do for the Wii U, Nintendo, and gaming as a whole? That's exactly what I'm talking about in my next installment.
Next time, we'll focus purely on Nintendo's new controller itself: the GamePad. How has the recent unveil of Microsoft's SmartGlass impacted the controller? What about turning the 3DS (XL or not) itself into a controller, avoiding the inevitable qualms amongst friends when playing multi-player? Regardless, the GamePad brings its own slew of issues and criticisms, which we'll discuss this Friday, the 31, in part 3.
READ MORE - [EDITORIAL] What Nintendo Needs to Do With the Wii U; Part Deux
A powerful system cannot be the only crutch Nintendo can lean on. They need help, and they need to make people know they're still innovating. Sadly, their own innovation may be their own downfall, as others are quick on their heels, even before they get out the door...
Since the GameCube, Nintendo has been showing its age. When the Wii launched, many gave Nintendo hell, referring to it as the "GameCube 1.5", as it didn't have the technical glitz nor glamour as the Xbox 360 or the PS3; it was only slightly more powerful than the Xbox. Yes, the GameCube could do [insert advantage here] and the PS2 could do [insert another one here], but the Xbox was often regarded as the powerhouse of the last generation.
Despite the lack of power, the Wii held its own while completely ignoring HDMI and (at the very least) 720p, two modern entertainment staples. Microsoft even caught itself in a fault, and added HDMI to the Xbox 360 mid-life-cycle, something fans and critics alike had hoped for in a revised Wii HD. Regardless, Nintendo skipped the revision and came full force with the Wii U (much like how they skipped on bringing the Wii Remote to the GameCube and made it less of an afterthought and more of the main attraction), including many missed opportunities the Wii left behind. It has been reported by third parties that the Wii U will be drastically underpowered compared to the Xbox Next and PS4/Orbis; Epic says that Unreal Engine 4-powered games won't find life on the Wii U past the first generation without being severely dumbed down.
Best joke ever! Image credit: http://www.roboawesome.com/?p=16875 |
A recent report from BGR says that the Xbox Next (or Durango; what have you) will be running an eight-core CPU with 8 GB of RAM. Despite this sounding fairly powerful, this same report puts it at six times more powerful than the 360. If this report is true - which I'm taking it with the largest grain of salt known to man - then that means it's only marginally more powerful than the Wii U, which has been described as "definitely more powerful than Xbox 360 and PlayStation 3" by 5th Cell (the guys behind Scribblenauts). This puts the Wii U at about 2-4 times more powerful than the Xbox 360.
This becomes a contradiction with a recent statement from Sumo Digital's executive producer Steve Lycett (Sonic & Sega All-Stars Racing Transformed) saying the Wii U "looks as good any of the HD platforms". He quickly brings our hopes back up with this number: "The Wii U has way more memory, so we can take advantage of that with less compression on elements and textures, so [Sonic & Sega All-Stars Racing Transformed] will look all lovely and shiny."
Now, we all know that we shouldn't be asking "how many more times" is one system more powerful than another, but used as a general rule of thumb; despite the GameCube being regarded as an inferior system, it could still do things better than the PS2 and Xbox, something I'm hoping repeats itself with the Wii U.
* * *
"Here's my last two fucks, but I'm saving them for a special occasion!" |
Looking back, it was nowhere near the shit-storm they caused when they announced the 3DS with a $250 price tag slapped on it; reasons as to why the system was announced, detailed, and released way too early resulting in the high price is a story all in it's own. Just 5 months after the release, Nintendo drops the price by 80-fucking-dollars when StarFox64 3D launched with a new color, and that caused even more nerd-rage. Those who bought into the system at the original price point was awarded 20 downloadable NES and GBA games. Yes, the dollar value exceeds $80, but a good chunk of those games aren't worth the bandwidth.
If Nintendo did, in fact, release a more powerful system - we'll just put it just as powerful as Durango and Orbis - then we're looking at one of two things: Nintendo would enter the market with a low-priced system, making them little to no money (or even losing money), or they would throw on a high price tag with room for margin. Sadly, neither option bodes well with their business model (see above).
* * *
One aspect that I'm hoping Nintendo really doesn't fuck up on is the Nintendo Network. At first, when it leaked on the Final Fantasy Theatrhythm boxart, we initially took it as a rebranding of the Wi-Fi Connection. Then, when more info came to light, we took it to be Nintendo's own version of Xbox LIVE or the PlayStation Network, with all the bells and whistles we've grown accustomed to.
The Nintendo Network may have roots in EA and Origin, if this IGN forum post is to be believed. If what is stated here is true, then the Nintendo Network owes a debt to EA's IT department for simply being structured, but came drastically close to being, essentially, Origin on Wii U; it would have to run Origin, and only Origin. Being smart, Nintendo gave one of those above fucks to EA to run home with, as they shut them down. This helps to ease the burn that is the gimped version of Madden 13 on the Wii U. This move by Nintendo to shun EA has, apparently, paved the way for major third-party developers to cross Nintendo's thresholds and develop for them; ever wonder why Nintendo and Ubisoft are becoming more and more friendly with each other, especially since Rayman Legends went from multiplatform to Wii U exclusive?
Sadly, Nintendo came out, saying they are still implementing Friend Codes - albeit, in a slightly less dickish way - with the Wii U and 3DS will share a universal account (finally allowing the Nintendo Points currency to carry over between systems, rather than having two separate wallets), and having a DLC marketplace. Unfortunately, it doesn't appear to be the most well implemented infrastructure; hell, this is Nintendo we're talking about.
So far, I'm disappointed in the information we've received, but I hope Nintendo catches wind of just how much more we expect out of these online networks, due to the majority of us being spoiled with Microsoft and Sony's networks. If there's one field I would love to see Nintendo innovate in, it's the online community, something that is in desperate need of renovation; if the online space is being overtaken by the vast amount of fucksticks I've encountered, Odin help those that want something better.
* * *
The biggest issue facing Nintendo as they gear up for Gen 8 is their own, self-created issue: they have no goddamned idea what Sony and Microsoft are doing. Last generation, Nintendo showed off the Wii, but left out one crucial piece of evidence: the controller. This was a false hand played by them, making Sony and Microsoft believe they were just making a regular system. Nintendo held this card very close to their chest, so close, in fact, that they didn't show it off until the Tokyo Game Show in 2005, just two months prior to Microsoft releasing the Xbox 360. Then, in July of the very next year (ten months after the Wii Remote unveilng), Sony filed a patent for what would eventually become the Move controller, released 4 years later.
Earlier that year, Microsoft showed off the Xbox 360 in high-profile fashion at MTV's The Next Generation Xbox Revealed. Microsoft threw a fuck-ton of money at the event, making it known to everyone who was a Killers fan that the Xbox 360 was coming. Sony, on the other hand, revealed everything but the price at E3 2005; the price came at E3 2006 at the Original-iPhone-like levels of $500-600. Sony had the luxury of knowing exactly what Nintendo was doing, which is held up by that controller patent they filed.
"I'd like to take this time to thank Nintendo for letting us know ahead of time what they were doing with the GamePad, so we can swoop in and fuck them. Royally." |
Nintendo has been playing first dog here in the past 2 years, and it's been working to their (severe) disadvantage; they're letting their biggest competition know what they're doing, giving them ample time to revise their current plans and make something better. At E3 2010, Nintendo officially unveiled - not including a rush, one-page press release thanks to the Japanese press - the 3DS. Around the same time in 2011, Sony unveiled what would eventually be known as the Vita, as a much more powerful system, with the key feature of the DS (touch), with more. In the same year, Nintendo showed off the Wii U with its GamePad controller. Exactly one year later, Microsoft comes out with the SmartGlass platform that essentially does exactly what the GamePad does, but for the Xbox 360, as a free app, and made for any phone or tablet; they even admitted they began work on it "12 months prior" to its unveiling. One advantage the GamePad does have is physical buttons, which, from what I've heard, comes in handy when it comes to playing games.
Sony very well may be the smartest of the three, as they haven't said a goddamned word about the PS4/Orbis. Rather than fucking themselves over and letting Microsoft know what they're doing, they're keeping their secrets a secret until the same time Microsoft is unveiling theirs, making it too late to do any revisions, as they will have to hit the factories shortly after E3 2013.
* * *
The Wii U's success relies on Nintendo's innovation. Despite being that key innovator, Nintendo is giving their secrets away far too early, allowing Sony and Microsoft to do what they're doing, but better. Nintendo needs to make the Nintendo Network something absolutely extravagant, easily accessible, offer services that neither Sony or Microsoft are currently offering, make it cheaper (or free), and do it better. Sadly, the Nintendo Network cannot be their saving grace, as the GamePad already has a hefty investment in it.
Exactly what can the GamePad do for the Wii U, Nintendo, and gaming as a whole? That's exactly what I'm talking about in my next installment.
Next time, we'll focus purely on Nintendo's new controller itself: the GamePad. How has the recent unveil of Microsoft's SmartGlass impacted the controller? What about turning the 3DS (XL or not) itself into a controller, avoiding the inevitable qualms amongst friends when playing multi-player? Regardless, the GamePad brings its own slew of issues and criticisms, which we'll discuss this Friday, the 31, in part 3.
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