Jumat, 31 Agustus 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.

* * *

A fantastic idea.
Also, the worst infographic ever.
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.

Image credit: inentertainment.co.uk
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.

* * *

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.

* * *

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.

[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.)

Selasa, 28 Agustus 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).

Senin, 27 Agustus 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.

Best joke ever!
Image credit: http://www.roboawesome.com/?p=16875
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.

* * *

"Here's my last two fucks,
but I'm saving them for
a special occasion!"
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.

"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.

Jumat, 24 Agustus 2012

Walking Dead: Episode 3 Could Actually Be Released Before the Month's End


Surely, you've been sore about the "mid-August" release date for Long Road Ahead coming and going, aren't you?

Well, if Telltale is any indication, the third episode has been sent for review, and should be out early as "next week".

[IGN]

SquareEnix Countdown Disappointment: World Ends With You Coming to iOS?


Remember that count down site on Square's website that was about The World Ends With You? The one everyone thought was going to be a sequel? Well, Square's been trolling hard, as a leak on their Japanese eShop says it's for an iOS port of the same game with new music.

Take of it what you will, but if Square thinks charging a total of $30 for episodic Final Fantasy in the form of Final Fantasy Dimensions, then Thor only knows where this could go...

[Joystiq]

Looks Like Toejam & Earl is Coming to XBLA/PSN

ToeJam & Earl is coming to digital platforms sometime soon, as Xbox360Achievements have gotten a hold of the Achievements list. It's even tagged under "Sega Vintage Collection", so it appears there are other Sega classics included in the fourth volume.

No word on when it's to hit, though, but seeing as the Achievements are out, I'd say within one or two months.

[Joystiq]

Rabu, 22 Agustus 2012

[EDITORIAL] What Nintendo Needs to Do With the Wii U


The Next Big Innovation?
What you're witnessing is the first part of a planned five for a 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.

May we look at Nintendo's competitors - or their own history - as inspiration for the Wii U's success? What about where they look for inspiration? What proof do we currently have that the Wii U may, or may not, be successful?

It's coming. It's inevitable. We stand on the precipice of a new generation's step forward into the spotlight. Nintendo is ushering in the eighth generation at the end of this year, and with it brings another flurry of criticisms and skepticisms. We saw it when Nintendo showed off the Wii's controller, unveiled the system as the 'Wii', and when they laid out technical specs on the system; just Google around for it, and you'll see it around the internet. Hell, it even happened with the GameCube (what with it's purple lunchbox attire) and the Nintendo 64 with it's cartridge-based games; Nintendo always receives criticism when a new system comes out.

When Nintendo first showed us the (then named) Revolution's controller, I, myself, was taken aback. It was a radical approach to a growing problem: lack of innovation. Nintendo broke conventional means of controller design they themselves created in the mid-80s, and every other console manufacturer stuck to since. Nintendo gave us some fine examples of what the controller could do, what with the pointer acting as an excellent approach to first-person games, or the accelerometers acting as their own method of input; Nintendo was ready to reinvent, or out-right create, new genres. The most ludicrous - or, dare I say, crazy - part about the entire endeavor? They knew people would buy it, and ended up ushering in the fitness craze in video games with their own Wii Fit, and others followed suit. The (purely) motion controlled games such as the pack-in Wii Sports - where there was minimal button pressing, and actually acting out what you wanted to do - was groundbreaking at the time; Nintendo is constantly seen as a key innovator in this field.

Six years later, Nintendo is in full pre-production of the Wii U, getting it's brand new system geared up for the holiday release. The Wii proved successful, because it hadn't been done before. One factor Nintendo is banking on to encourage customers to buy into their name all over again is the backwards compatibility. Not with just the games, but with every accessory made for the Wii, including games, downloaded or not; Nintendo could easily market this as "buy the new system, keep all of your old shit". The Wii U, on the other hand, is building off of two things: the established success of the Wii by keeping the name - falling victim to "sequelitis", much like the Xbox and PlayStation - and the booming success of the tablet craze Apple ushered in with the iPad.

Yes, I'm saying it: Nintendo is looking to Apple for ideas.

* * * 

"Just hanging out in the afterlife,
waiting to slap down a patent 
infringement..."
Apple brought forth tablet computing to crazed masses - I am a huge detractor to tablets - and it blew up like Dig Dug got a hold of it. Prior to the iPad, Apple wasn't in it for gaming; they marketed the iPod touch as an "iPhone without the phone", and people ate that shit up. When Apple realized Jay Freeman was on to something with Cydia, they brought in the App Store, and, unbeknownst to them, they created their own gaming handheld. iDevices eventually became the house for casual gaming, and Apple was able to score big names to make games exclusive to it; Infinity Blade ring a bell? It is with this that Nintendo took yet another page from Apple's success (for more examples, just look at their hardware design from the DS lite onwards), and crafted the GamePad tablet controller for the Wii U.

Some may call it an enlarged Vita, others say it's the iPad on crack. The Vita has been dubbed as a cross-over between dedicated gaming handhelds and tablets (I saw this myself when I worked in a Best Buy store just prior to launch). The GamePad, regardless of how you look at it, plans to bridge users stuck in the tablet craze with traditional gaming systems, hopefully to bring them back to the good side.

The audience is there, but how successful will Nintendo be at capturing it?

* * *

Over the past 15-20 years, we've seen Nintendo going further and further with their designs, doing things that others will end up taking cues from. Prime example: Sony. Since their fallout with Nintendo after the ill-fated Play Station (not to be confused with the PlayStation), Sony has taken their design inspirations from Nintendo. Look at the original PlayStation Controller (predecessor to the DualShock); it's nothing more than a Super Nintendo controller with handles and L2/R2 buttons. Then, the Rumble Pak made it's way from N64 accessory to built-in to every goddamned controller ever made since then. Finally, the biggest (blatant) rip-off from Sony's camp is the PlayStation Move controllers; these are nothing more than Wii controllers in black with a Bingo blotter on top. Sadly, despite being more accurate, the Move controllers haven't picked up like Sony has wanted; it's never a good thing when you only report units shipped instead of sold.

Compare this to Microsoft's runaway hit, the Kinect. It set the Guinness World Record for "fastest selling consumer electronics device", pushing 10 million units within 5 months, 8 million within the first 2; that's the definition of crack if I ever saw it in video game form. Microsoft could very well be the best example of "making it big" in a market (that being the motion gaming field) that already has proven dominance. With Microsoft's own success with the Kinect, can this be the proof we need that Nintendo can be successful with the Wii U and, more importantly, the GamePad?

* * *

Even with proven success, just how well can this old dog really do in the next generation? Can the Wii U, what with it just now implementing modern entertainment staples such as HDMI and - at the very least - 720p, be enough for Nintendo? What about the Nintendo Network, Nintendo's answer to the Xbox LIVE and PlayStation Network digital platforms? And will this one-year head start they'll have on Microsoft and Sony work in their favor? Come back Monday evening for part two to find out.

Selasa, 07 Agustus 2012

[REVIEW] Deadlight

Deadlight
Release Date: August 1, 2012
System Reviewed: Xbox 360
Plays Like: Shadow Complex; Limbo; Trine

What's Great: My kind of game. Deadlight is a classic 2D platformer that dabbles in action elements, but is more 2D than 2.5D, in that, the visuals and environments are fully 3D (much like Shadow Complex), but the game is strictly up/down, left/right movement. There are no upgrades to your weapons, but you do gather a handful of different weapons to work with, such as an axe or shotgun. The story, while a tad shallow, does pick up the pace later in; the twist, while some could guess at, is a nice surprise, one that hasn't been used all that often as of late.

What's (Not So) Great: Some puzzle solutions are not incredibly obvious, but not a huge hindrance. Climbing and jumping - key elements of a platformer - aren't as solid as you would hope, especially when it comes to climbing down, which has been my biggest issue; the window of opportunity to tell Randall when to grab a hold of a lower ledge is sporadic. The spoken dialogue is fucking horrendous, and the writing could be just a smidge better. Shadows (what this game calls their zombies) can be deadly when there are more than one, which is what it should be, however, several axe swings later, they still haven't lost a limb, their head, or at least fallen over; combat en masse is the burden to this game.

Bottom Line: This is a fun game, do not let others tell you otherwise. If you are a fan of classic platformers, you'll fall right in line here. This may be another post-apocalyptic zombie game, but a great, fresh take on the genre; don't expect anything like Left 4 Dead, but more akin to The Walking Dead episodic game currently out there, as it's more focused on story and exploration, rather than zombie maiming. It is fairly short, so some may have a hard time swallowing that $15 price tag. If need be, wait until a sale, but you may be kicking yourself in the ass when that sale comes, as you didn't experience this game now.

Grade: B-

(Downloaded the game from Xbox LIVE Arcade for the full 1200 MSP. Played the game entirely, earning all 30 Achievements, taking just under 2 hours to complete the game altogether.)

(Ed. Note: I updated the 'Plays Like' field to be more accurate; referencing 15+ year old games isn't necessarily a good way to do it.)

Jumat, 03 Agustus 2012

Double Fine Adventure Backer Goodies Now Arriving!

If the mailmen are now coming
into your house and leaving packages,
it appears I may have a problem.
I stumble through my front door, with my various knick-knacks in hand after a week's worth of work, two cases of Sam Adam's Octoberfest under my arms, and as I get settled in at my computer, I see something standing there, on my desk, presumably left there by the girlfriend: a large cardboard tube with my name on it.

Pray tell, what could it be?

I pop the lid, and, low and behold, I discover something:


Sadly, I recognize that font anywhere.

I hastily dump the contents onto my desk, and here is the treasure trove of goodies sent from Double Fine studios, themselves:


The poster, shirt, pin, and sticker, all for the backers get for sending them a certain amount of money; I, myself, pledged $100 towards them.


I'll be wearing that shirt tomorrow.

Rabu, 01 Agustus 2012

How to calibrate Dp level transmitter for low side dry leg

 Differential level transmitter for low side dry leg
level_differential_pressure_transmitter_dry_leg_calibration_installation_commissioning


















Calibration Procedure:

*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.
*Remove connection at manifold to the process after release the process pressure
*Connect pressure calibrator to high side of manifold
*Expose the low side to atmosphere
*Hook up a multimeter in series with the signal to the DCS to measure current signal.
*Apply pressure as per data sheet LRV
Multimeter should show 4mA
If not, do zero adjustment at transmitter using HART Communicator
*Apply pressure as per data sheet URV
Multimeter should show 20mA
If not, do span adjustment at transmitter using HART Communicator
*Verify the linearity by increasing and decreasing the pressure (0%,25%,50%,75%,100%,75%,50%,25% and 0%of range)


Note
LRV and URV range from data sheet should include the pressure effect from bottom flange height to the transmitter and the SG of process liquid.

Example calculation
S.G=0.89
A= 2000mm (measurement length)
B= 100mm (off set)
C=A+B=2100mm
Dp = pressure at high side – pressure at low side
LRV    = (B x S.G) – pressure at low side
    = (100mm x 0.89) – 0
    = 89 mmH2O
URV     = (C x S.G) – pressure at low side
    = (2100mm x 0.89) – 0
    = 1869 mmH2O

Related posts:
Displacer level transmitter calibration and installation consideration
Capillary type DP level transmitter
Flow transmitter pitot type calculation and calibration
DP Flow transmitter calculation and calibration.