Showing posts with label Feature. Show all posts
Showing posts with label Feature. Show all posts

Monday, 20 September 2010

Feature: PlayStation Move: The Verdict

There is no doubting the Wii’s initial success; it was the right time, and the right place for motion controls to really start to take off. Promises of life-like, eventual 1:1 motion, combined with that feel-good, family fun factor when people come together to play were all jostled about like F1 cars battling for that coveted no.1 spot. However, amongst all the hype, the potential to change the face of traditional gaming forever, was the hard reality that, for all Nintendo’s promises the Wii had largely failed to deliver on them as a whole.

The lack of true 1:1 motion control led to what is known as the ‘waggle’ factor being included in games; a series of predefined moves in the game where by the data from the Wii remote and sensors would be processed and interpreted by the Wii console into these actions. The result: a mere illusion of proper motion control, in which you were simply waving your arms around (or the flick of a wrist) in order to do what seemed like a number of overly flashy button presses.

Nintendo finally brought in the Motion Plus upgrade to alleviate the problem, finally delivering on that original 1:1 promise. And although it did, by and large succeed, it was far too late, and the end results were less than impressive. There was still some form of waggle being present, and the lag in titles which actually used full 1:1 tracking was noticeably high. Suffice to say the Motion Plus was too little, too late, and by that time both Sony and Microsoft were eying up the market for them selves.


Whereas MS are clearly aiming themselves at the casual gaming market with their completely controllerless solution in Kinect, Sony, with PlayStation Move, are in fact attempting to cross over into the best of both worlds; luring gamers with the incredibly high-precision of their device, whilst also catering for the mainstream via a selection of highly accurate mii-too sports and entertainment titles.

Unlike Nintendo, who in the beginning promised accurate 1:1 motion tracking and a fast, responsive solution, Sony have actually delivered on just that. The sheer accuracy and precision of the Move is simply incredible. Not only is true 1:1 tracking fully available, along with advanced depth perception, it is also able to operate with in just 1 or 2 frames of latency (that’s between 66ms and 132ms of lag), with just an additional 22ms stemming from the Move device relaying data to the PS3 itself.

If those numbers at first seem a little high, remember that most 60fps titles operate with 66ms latency at standard, with 30fps titles hitting around the 100ms mark. Interestingly, both Halo 3 and the forthcoming NFS Hot Pursuit operate at 100ms, whilst Killzone 2 is around 150ms. Incredibly, that puts the Move right up there with standard controller response times in an average to best scenario. This completely overshadows Microsoft’s Kinect, which on average operates at around 200ms latency when using full body tracking.

Indeed, a few of the Move’s launch titles show off the device’s unflinching precision when it comes to movement tracking. Pin-point accuracy is commonplace in the best titles, whilst latency is noticeably well below levels found on all the best Wii games. What this means is that the most accomplished launch titles for the Move don’t suffer from having that bolted on, or artificial ‘waggle’ feeling to them.

Case in point: Sports Champions demonstrates uncannily realistic 1:1 motion tracking in it’s Table Tennis game, carefully replicating nearly every subtle movement of the player onscreen. Granted, the demo does seem to feature some kind of additional assist function auto-enabled, though this can be turned off in the final game for exact precision tracking.


All this is only made possible because of the unique make up of the Move hardware itself, and it’s relationship with Sony’s own PlayStation Eye camera. Whereas Nintendo went for a combination of infrared tracking, and built-in accelerometers to detect motion and positioning, Sony on the other hand have used a whole array of extra sensors, including LED marker tracking (by far the most important) in order to replicate true 1:1 mapping in a 3D space, whilst also using the PS Eye camera for a simpler form of full body tracking like seen in MS’s Kinect.

The combination of Move’s motion sensors, LED light, and PS Eye camera is just what gives its incredible accuracy. The glowing orb on the end of the controller is tracked by the PS Eye camera, which in turn uses both the data from the internal Move sensors, and the LED light on the front, to intricately track the position of the controller in full 3D. Effectively, it uses the size of the orb within its viewpoint as a guide to determining the distance of the Move, and thus tracking it accordingly.

It’s only when the Move is obscured behind various objects (people, furniture, etc) does the precise nature of the tracking go off-kilter, instead briefly, for a moment reverting back to Wii methods of determining position and movement. When this happens the precision is temporarily lost, resulting in less accurate tracking and an increase in controller latency. However, the Move quickly corrects this as the LED orb on the front of the controller comes back into view.

From a technical standpoint then, the Move offers not only the best of both worlds; precision 1:1 motion control, and full body tracking as well, but also manages to clearly be the most responsive and overly accurate of all three current motion solutions.


Onto the actual hardware itself, and you can see that both the Move and the Navigation Controller (Nav Con) have been lavished by Sony’s high-end design expertise. Both are very comfortable to hold, and benefit from their ergonomically crafted, curved and rounded shape. Compared to the blocky Wii Remote, the Move remains comfortably in your hand for far longer, weighing less, whilst providing better grip and control. The same principles apply to the Nav Con, which feels weighty, but light at the same time.

The fact that both controllers effectively almost weigh the same, and pretty much feel the same, is a big plus. Where as Nintendo went for the most iconic handheld device in the home (the TV remote control) as the base of it’s Wii motion controller design, complementing it with a more traditional feeling Nunchuck, Sony have instead unified their design in a more succinct, albeit stylish manner.

Both the Move and the Nav Con are wireless, working off bluetooth like with the Dual Shock 3 controller, and feature rechargeable lithium-ion batteries. Charging is done via the same USB cable that the Sixaxis and DS3 use to connect up to the PS3, and you can expect each full charge to last between seven and eight hours; which isn’t at all bad considering what the Move has to do, although far less than a regular Sixaxis pad.

Seeing as Sony doesn’t provide any additional USB cables with either the Move or the Nav Con, you might want to invest in one of the few double charging stations that are available. The Sony one in particular features a similar high build quality to that of the Move itself, although more expensive than the lesser third-party solutions available.


In terms of button placement and functionality, both Move and the Nav Con provide ample options as a replacement to the standard Dual Shock controller. The Nav Con features an analogue stick closely matching that of Sony’s DS3 and Sixaxis pads, whilst also having both an L2 analogue trigger and the L1 button (feeling much like the ones on a DS3) slightly beneath the front of it. The Move itself features a new custom T-Trigger on its underside (more like a trigger from a gun than the one from the DS3 pad, it has a softer resistance to it compared to the L2 trigger on the Nav Con) whilst also having the standard four face buttons situated around the brand new Move button, which serves as the units main action/start button.

Furthermore, the PS home button is featured on both the Move and the Nav Con; indented into the controllers to prevent accidental presses from occurring, and on the Move, the Start and Select buttons from the DS have also been lowered into the plastic casing for the same reason.

Annoyingly, the main face buttons feel rather small, and have a cheap, but strong resistance to them. Pushing down on these feels like it requires more effort than it should, as it also does with both Start and Select buttons, making using them slightly uncomfortable. It would have been better to not only make these buttons (the main four face ones) bigger, but also giving them a softer click when pressed.

Thankfully, the rest of the controller is a complete joy to use with no more such mishaps; a quick pull on the T-Trigger, a move using the Nav Con’s analogue stick, or a push of the Move button is quite satisfying, reiterating the high build quality of both devices.

Perhaps the only real downside is that the Nav Con is lacking any kind of motion tracking at all in its innards, making its use somewhat limited compared to the Wii’s Nunchunk. Instead, games that may well work best with two motion controllers require the user to have two Move’s, thus limiting the experience in other areas as the Move doesn’t feature either a d-pad or an analogue stick.


Another, is that the PS Eye is maybe a little too basic in its spec for advanced full body tracking without lag, and that its relatively low resolution display (640 x 480) sometimes makes tracking the LED sphere on the Move difficult in brightly lit areas. I personally found the bright morning sun shining through a window behind me, to the side, mildly affecting its overall performance.

The onscreen image produced from the camera is also very grainy. It’s not so bad in daytime conditions, but in low light situations clarity is replaced with plenty of grain and some digital noise. Having the camera’s lower resolution feed upscaled to match the output resolution of the software using it doesn’t help much either, and the difference in sharpness between the two images (game and camera feed) only provide a disconnect from the experience. Having a HD camera would have been far more beneficial, giving not only better image quality, but also more accurate bright light and body tracking as well.

Saying that, outside of these issues there’s very little, if anything to complain about, and Sony have clearly produced something that is as functional as it is stylish. The accuracy and lack of any heavy latency in accomplished games is obviously the Move’s main talking point, secondary to it treading old ground where early ideas are concerned.


However, all this is in vein if the software doesn’t accurately represent what the tech is actually capable of, and this is one area where the Move is distinctly let down. Out of the Move specific launch titles there is only maybe one of two games worthy of your attention, with some of the best ones being PSN-based download titles.

For this reason alone, I decided not to purchase any games off-hand for review purposes, instead opting to playtest the various demos available via both the Starter Disc that comes packaged with the Move and the PS Eye, and from the PSN.

Sports Champions is clearly the main draw out of all the games and demos available. It is the game which really showcases the Move’s potential over and above that of both the Wii and Microsoft’s forthcoming Kinect. On the Starter Disc two separate games from this title are available for demonstration: Table Tennis, and Disc Golf. Both are incredibly accurate in terms of the way they play, the kind of 1:1 tracking expected, and with regards to their extremely low latency.

In Table Tennis pretty much all of my movements were accurately mapped using the Move, from the angle of my shots, to the speed in which I was moving. The amount of lag that was detectable was minuscule, practically absent, and better than most normal games in framerate dropping situations. To word it better: it WAS like using your arm as an instant controller. The only downside with the demo, is that it had some kind of assist function activated so that hitting the ball was made easier, though its reactions weren’t always as realistic as they could be. Apparently this doesn’t happen in the higher difficulty modes (demo is on easy) as no assist takes place.


Disc Golf was also very accurate and responsive. I could make both drastic and subtle changes to how I wanted to throw the disc by naturally throwing it differently each time, and the Move would pick up on this. The delay was slightly higher than in Table Tennis, with you needing to let go of the T-Trigger just a tad earlier to get the desired effect. Even then adjusting to this took only moments, and the result was still far in advance of anything comparable on the Wii.

Tiger Woods was a huge let down. Although the quality of the actual motion tracking seemed pretty good, there was still a noticeable amount of lag going on – not as much as say Motion Plus Tiger on the Wii, but still more than expected.

Thankfully putting fared much better than on the Wii title. Unlike with Motion Plus Tiger 10, the delay in my movements to the actions on screens was relatively small, and I could see my character’s club moving almost as the Move controller was. On the Wii I had to swing harder than I needed to for the game to respond to my movements, but not so here with the PS3 Move version. This meant that I could accurately gauge both my position and power of my shots quite easily in comparison.

Sadly, the controls are let down by having to hold down one of the face buttons in order to put spin on the ball, and that you need to use a Dual Shock in order to start the game and navigate the menus.


Start The Party was pretty much an enhanced Eye Toy affair, with the player using a virtual fly swatter to hit various insects that appeared on the screen. Video feed of the player is projected on screen, along with the image of the swatter you are holding in place of the Move itself. Control was really poor, lag was instantly apparent, and on many occasions it felt like the game wasn’t registering all of my hits. It was also difficult for me to determine distance in a 3D space on screen when 3D graphics are laid over a video feed, leading to missed shots and bouts of frustration. Despite the novelty of seeing you hold a virtual racket on screen, Eye Toy Play’s Kung Fu was a far better game.


EyePet: Move Edition seemed a little pointless. Although it uses the Move quite well, it’s also made redundant by the fact that the game is far more fun by simply using your hands to interact with your creature. Having Move support didn’t add anything to the overall experience, not when you can already touch and play with your virtual pal without it. The new stuff is a nice diversion for a short gaming (if you can call it that) session or so , but that’s about it.


Interestingly, my favourite game out of the bunch of demos that I played, was the PSN game, Tumble. The concept is very simple: the idea is that you have a certain number of blocks that you have to stack up onscreen, each having different properties such as size, shape and weight. The starting block at the bottom has to be touching the pressure pad on the floor, and you can only build on top of this. Obsticales are also presented to the player, such as avoiding moving objects, and another challenge sees you blowing up an existing tower seeing how far away you can blast the blocks.

The control seemed to me to be pretty accurate, although the cursor speed didn’t react quite as fast a my movements. This can be remedied by upping the Move’s sensitivity in the XMB menu however, so not really an issue. You can turn and flip blocks using a quick flick of the Move in any of the four main directions (left, right, up and down), and navigate the onscreen pointer around the on screen environment by literally Moving the Move controller around the room. The best part however, was both the simplicity and fun of the whole concept; the demo had me glued for about an hour repeatedly trying out new things. It’s hardly revolutionary, but lots of fun.


Other than the Move specific game demos found on the Starter Disc and PSN, there are a few other titles with added Move functionality worth considering. Ruse looks especially suited to the device, and the new Move controls in Heavy Rain are quite well thought out, definitely bringing the player even closer to the game than before. There’s also Resident Evil 5 Gold Edition, which has Move support enabled in the latest download patch, although its implementation leaves a lot to be desired. But more on that in another report if I get the time.

Overall, the range of software for the Move is decidedly a mixed bag of sorts. On one hand, you’ve got the likes of Sports Champions clearly showcasing just what Sony’s motion controller can do, Ruse and Heavy Rain showing genuine improvements over the standard DS3 controller. On the other, there’s shovelware type rubbish as seen with Start The Party, and missed opportunities with the latest Tiger Woods, neither of which really make you feel that the Move was a worthy investment. Even the impressive Sports Champions suffers from a total lack of personality. It feels bland and completely soulless like many of the other Move-specific offerings. At least the art style doesn’t try and patronise you like say Start The Party or anything.

So software-wise the Move doesn’t quite deliver on all accounts. Despite some genuinely impressive flashes of brilliance, there’s a lot that needs serious improving. Nothing out of the current line-up of titles screams of being an essential purchase, a real reason to own the Move. Hardcore gamers are likely to enjoy downloading and trying out the various game demos that are available on PSN, especially Heavy Rain and Tumble, whilst casual gamers may well wonder just what all the fuss is about.


Going back to the hardware though, and it is apparent that Sony have absolutely succeeded in delivering something that not only works as promised, but also something manages to offer a level of precision and accuracy not found in other motion control solutions. Sure, the full body tracking capabilities of the Move + PS Eye camera may not be able to match the Kinect in this area, but the tracking of the Move itself and the upper body is easily as good, with overall accuracy being to a far higher standard with vastly lower latency.

Certainly, the experience of proper 1:1 tracking with precise depth perception is undeniably impressive, and seeing it implemented here with minimal latency – were talking about 1 to 2 frames as standard (66ms to 132ms) - is arguably Sony’s coup d'état against both Nintendo and Microsoft. But it remains to be seen if that’s really enough.

There’s no question that for a variety of experiences, from family party games, to high-end hardcore FPS’s that the Move unquestionably provides the strongest baseline to work from; you’re going to need an additional control device for some types of game to work on kinect, but not with Move. However, the issue is whether or not Sony can convince developers to spend the extra time in crafting advanced AAA Move experiences. Unlike Kinect, there doesn’t appear to be the same amount of processing overhead when using the device so I don’t see why not. But time, and consumer spending will dictate whether or not that uptake will happen.

For the time being then, PlayStation Move is definitely worth a look. The technology is clearly up to scratch, and there is a fair amount of free content to try out if the likes of Sports Champions isn’t quite your thing. It’s just a shame that some of the software fails to live up to the Move’s potential, failing to expand outside of the mii-too clone market and into something a little more polished and unique.

So, at this very moment the Move represents an impressive technological demonstration, but lacks any true must have titles to really back it up. The promise of what it was supposed to be able to do has been fulfilled. All that’s left is for more games to do the same thing.

Thursday, 9 September 2010

Feature: Halo Reach Legendary Edition Unboxing

Being a huge fan of the halo franchise I was extremely excited when I was able to get my hands on the Bungie space crate. Following a delicate unboxing I was not disappointed. Fans planning on getting their hands on this edition of Halo Reach will be getting not only the definitive edition of the game, but also a whole lot of fan service in the form of notes letters from the Halo universe. Then of course there is the Noble team monument and Dr. Halsey's personal diary on creating a Spartan.


The crate in which all this goodness is packaged in is a fairly durable collectors piece itself, designed to be something you would expect to find in the halo universe. Once inside you are greeted with the collectors edition of the game and a letter both snugly fitted in to tight polyester. What grabbed my attention was not only the quality of design of the collectors edition box but the accompanying letter. The letter explains on how the Noble team monument was actually a museum piece which was rescued and had been passed down eventually to you.


The collectors edition packaging is actually one of the most satisfying pieces of game packaging I have ever handled, and I do like my collectors editions of games. This even trumps the legendary edition of Halo 3 in terms of case quality. Though I don't think anything could beat the Halo 3 helmet in terms of functionality - being able to store the master chiefs trilogy plus ODST in one commemorative helmet was a master stroke. But the Reach packaging stand alone is not only durable but impressive - the feel of it as you pull it from the outer ONI black box is nothing short of legendary.


The game is encased in it's own little section which detaches away from the main box. It is here where you get some of the best fiction a company has ever released as an companion piece. Dr. Halsey's journal is a work of sheer quality as is the various clippings featured with it. I don't wish to ruin it so I shall leave it at that, fans of Halo will not be disappointed.


The Noble team monument, crafted by the guys at McFarlane toys, is every bit the quality collectable any halo fan would want. Sculpted and moulded to perfection, complete with adjustable weapons this monument captures each of the noble team with pinpoint accuracy. This piece along with the letter explaining it's origin, plus all the contents of the collectors edition is what makes this Legendary edition of Halo Reach truly Legendary.

Leon Goldstone, Contributor

Monday, 19 July 2010

Feature: Hands-On With The Xbox 360 S

On Friday 16th July gamers in the UK were finally graced with the release of the brand new Xbox 360 S; a slimmer, quieter version of the current Elite model 360, with a 250gb hard drive and built-in wireless adaptor. It comes as no surprise that early sales of the machine have been brisk, with many stores opening up on midnight in order to generate further hype for the launch. And by and large it has been largely successful, bar perhaps the odd complaint of having a faulty hard drive, or trouble with the new machine recognising the Data Transfer cable.


Naturally, I took it upon myself to pick up one of these new slim consoles in order to write this in-depth report for IQGamer, in which we’ll be covering the machine’s design, connectivity, build quality, and of course operating noise.

On first impressions, and before holding the unit for the first time, the 360 S appears better in every single way than the old ‘fat’ models that came before – especially compared to my original 20gb launch unit (just about going strong) – although on further inspection it is clear that not all is quite so perfect. But then again, it doesn’t really matter given the massive improvements that have been made in almost ever area with the new machine.



The first thing you’ll notice is that upon initial viewings the packaging is pretty similar to the one that housed the old 360, featuring the same square shape, whilst instead having bottom-opening flap allowing easy access to the contents inside. If you haven’t seen the old box in a while then the new one looks to be the same size, maybe only slightly smaller. However, side-by-side comparisons show a clear inch or two being cut off the sides, whilst being slightly taller overall.

Seeing as the actual console is almost the same size as the old 360 it isn’t at all surprising to see a similarly sized box that keeps it all together. However it does weigh noticeably less than my 20gb Premium when boxed up, although by no means light, simply commanding less strength in order to lug it from the retail store to the bus stop, and then home than the older model.


Inside, the 360 S is packaged similarly to before, except that now the individual compartments for holding the controller and other accessories are better organised allowing for things to be unboxed and boxed up again more easily. Underneath where the actual console sits are four distinct compartments, each housing the different peripherals that come with the machine. The largest one contains the controller and wired headset, whilst the two on either side contain the power cable and composite lead, along with the scart adaptor. At the end of these three compartments is where the power supply lives.

The overall internal layout is much simpler this time around, thus making it easier to pack away the console if need be in the future. Also, two of the sections are clearly marked with small stickers dictating what should occupy these specific spaces just in case you forget. Yet another improvement over the horridly packaged ‘fat’ model 360.


In terms of the actual console, noticeably, Microsoft have gone to town in producing a sleeker, more high-end looking aesthetic for their new Xbox 360 S. The old matt plastic look has been replaced with a smooth, glossy finish that only comes in black. Chrome highlights provide a small contrast between the black contours synonymous with the Xbox 360 Elite; the new power button and both outer edges of the machine benefiting from this touch of class. Round the back the aesthetics again change slightly, instead becoming a combination of the new shiny gloss design with a slight hint of the old matt finish around the various ports.

Annoyingly, this new shiny design as stylish and sexy as it is, is prone to attracting dust and fingerprints which can cover the machine in seconds if you’re not careful. Likewise, the 360 S also scratches really easily. Even using a fine micro fibre cloth regularly used for cleaning the PSP and ‘fat’ PS3 can leave very slight marks. Although these are only visible in certain lighting conditions and from a specific angle, so its not too much of a problem.


The previous inhaled design remains on the ‘S’, although now it is complemented by a new angular focus with sharpish curves leaning inwards on both the front and back of the machine. Initially this looks somewhat strange, especially when resting the machine in its standard horizontal position. However, standing upright it looks incredibly stylish and far more desirable than the old console. This new look and feel is accentuated by the use of touch-sensitive buttons for powering on/off the unit, and for opening and closing the disc tray, which remains a traditional slot loading drive.

Surprisingly, the new 360 S is still rather heavy, more so than I expected, and the overall build quality is superior to the old versions of the console. However there are some parts of the design which feel decidedly cheap to the touch. Like with the plastic casing on both the top and bottom of the machine, which tends to creak as you hold it. The console also feels a touch softer and more flexible too - no doubt made this way to better enable the plastic to constrict and contract as the internal temperature of the machine heats up during use, and cools down after.



Compared to the old 360, the ‘S’ is only slightly smaller in size covering almost the entire length of the original console, though it is slightly shallower as well. For something rumoured, and sometimes officially recognised as the 360 Slim in passing it’s quite disappointing how similar in size to the original it is, especially when you consider that the power supply is still external. Sony, with their Slim PS3 should really be commended on their engineering prowess seeing as both the power supply and hard drive are both built-in, and the machine itself runs a little bit quieter overall.

Despite this, Microsoft’s first entry into redesigning a console midway through its life-cycle has much to offer, and the use of the old-fashioned slot-loading DVD makes shrinking down the internals that much harder. Effectively how much smaller can you make that drive, is the question you should be asking.

Either way the new ‘S’ variant of the 360 hardware looks far more sophisticated, and highly stylized.


In terms of connectivity the new 360 S features the standard two USB ports situated around the front of the machine, under a flap next to the new rectangular shaped controller sync button. The disc tray remains a slot loader like the previous models of the console, although it is much quieter and feel a tad more solidly built. Round the back you have a further three USB ports, along with an Ethernet port, optical output, one HDMI port, multi-AV out, and a special port design solely for powering and interfacing with the Kinect unit.

Like with the Pro and Elite model 360’s, it is still possible to use the HDMI cable with the AV audio adaptor if you require the option of analogue stereo sound from the machine going into a hi-fi system or external amplifier.

The machine also features the use of a semi-built-in hard drive located on the bottom, or right hand side of the unit depending on whether you have it laying flat or standing up. I say semi-built-in as although the HDD is housed inside the 360 itself, it is fully removable and comes locked away in its own plastic casing. As we first revealed here, the HDD is a Hitachi HTS545025B9SA00 1.5Gbps hard drive which connects to the 360 using a standard SATA connector.


Moving on to the controller, and you can see that Microsoft have made similar aesthetic changes in order for it to match the new style of the console. The entire controller, save for the four face buttons and the Guide button have been made uniformly black. The underside of the pad is now finished in glossy black rather than the matt grey of the Elite and Pro models, or the shiny metallic silver of the Core and Premium units. Both the D-Pad and analogue sticks have also gone through a similar change, appearing black instead of dark grey, while the Guide button has given a shiny chrome finish representative of the highlights present on the console.


Other than the look of the controller not much else has changed. The D-Pad does feel slightly more responsive compared to the one that came with the controller with my launch unit, although it doesn’t appear to have full eight-way precision like the on the Japanese Sega Saturn pad. In that respect, playing fighting games using this new D-Pad is still a chore with certain quarter-circle type movements being incredibly fiddly to pull off. At least all four directions actually work this time around, unlike on my launch 360 controller in which parts of the D-Pad have always been largely unresponsive requiring a heavy push in order for the press to be recognised.

Outside of the console and controller both the hated power supply unit, and AV cables have been given a complete makeover, appearing to match the new styling present for the entire range of ‘S’ accessories and hardware.


Styled in black, with a matt finish, the PSU is now much smaller and lighter than before. Curved in its appearance it can finally be considered stylish for the first time, though more importantly it seems to accompany the main hardware pretty well, rather than looking like an eyesore trailing out from behind the 360. The power cable that goes from the PSU to the 360 also slots into the back of the machine almost effortlessly; a stark contrast with the constant wiggling and pushing required to get it coonected with the old non-HDMI models.


The same principles when it comes to styling have been applied to the AV cables, which now have a more angular look to them. They are less rounded compared to the old ones, but still display just enough of the smooth curves to be consistent with both the 360 brand as a whole while matching the new 360 S console.


Sure enough, from a purely design and aesthetics point of view the new 360 S is lovely, but all that isn’t going to count for much if it still sounds like a Jumbo Jet taking off from Heathrow now, is it? And the less we talk about the noise problems of prior versions of the old console the better.

However Microsoft have made waves with this new design, the newly fabbed Valhalla chipset demonstrating some noticeable decreases in operating temperature, and most importantly, noise, especially when inserting a game disc into the system.

Powering on the console for the first time using the touch sensitive button on the front of the unit, you are almost immediately graced with a fairly loud, but smooth ‘bing’ sound coming from the machine. It’s s very welcoming and goes well with the aesthetic style Microsoft have created for the console, and the new sound effects used in the NXE 360 dashboard.

Reassuringly, this is the most noticeable noise to come from the console at start up.


One of the main complaints about previous models of 360 was the high level of operating noise coming from the machine, especially when a disc-based game was inserted into the system. Installing games onto the hard drive partially solved this problem on the old 360, but now this is no longer required for an all-round quieter experience. Claims by Microsoft of the new unit being ‘whisper quiet’ were initially to be taken with a pinch of salt. However, when idling the new 360 is actually barely audible unless turned on in a completely silent room. By contrast my 20gb launch unit can be heard at all times whether or not a disc has been loaded into the system.

Like with my 20gb Premium, installing games into the new 360 S leads to an even quieter gaming experience. When playing a game via a disc however, the fan speed still ramps up on this new model and the familiar electronic humming noise appears, albeit no longer drowning out the sound coming from the TV. Installing the game means that this never happens, with the fan speed sticking at idling levels for the duration of your gaming session.

Installing games then is still the best possible way to experience just what the 360 can deliver, with less noise leading to greater levels of immersion and less in the way of a distraction. But does the new HDD equate to shorter install times and quicker loading compared to standard disc-based approach?

In short, yes and no. You see whilst I found the new 360 S quicker to load up games off the hard drive I also found it slightly slower in installing them in the first place. Right off the bat I can tell you that average install times for the few games that I tested (Alan Wake, Halo 3, VF5, Gears 2, and Resident Evil 5) was about one to two minutes slower than on my 20gb Premium. Loading times however, were either on par or slightly faster, as was the case when trying out Bungie’s Halo 3 on both machines.

This is an interesting find to say the least, but also somewhat confusing as I’m not too sure why it should be happening. Could the size of the hard drive have something to do with it? Or perhaps something to do with cache size and speed. Maybe we shall do a proper investigation into this later on at IQGamer, as our initial results are surprising.


In conclusion, from all my time spent with the new Xbox 360 S I can definitively say that the machine IS what the original 360 console should have been. Even though it isn’t that much smaller – in fact it’s pretty much the same size – it looks a whole lot nicer and runs far quieter than any of the old models. It should also be noted that we shouldn’t be seeing any more of that RROD death problem which plagued most original and Falcon chipset 360’s, not least of all because the rend ring physically doesn’t exist on the new model, but simply due to the reductions in operating temperature and better cooling provided by the 45nm Valhalla revision to the CPU and GPU.

So, in the end the 360 S represents an improvement over the previous design in almost every way, minus perhaps the shiny finish which will certainly see the unsightly disfiguration of many consoles before reaching the end of their natural life-cycle, and shows how much time has been spent consolidating the hardware, and making changes where necessary.

Outside of the sleeker look, quieter operating noise, and built in wi-fi and 250gb hard drive there isn’t much to sound off about, and a much to be content with. Some may complain that the machine isn’t really a ‘slim’ version of the console, but given the technological and financial constraints it is unlikely at this point in time that Microsoft could have done any better. The end result is a highly polished successor to the long running line of original Xbox 360 consoles, and a brief look at the future of the platform.

Monday, 10 May 2010

Feature: The Future Of Videogame Trade-Ins?

The notion of trading in your old games for new ones, or just simply buying the latest new releases in second hand form seems to be a thorn in the side of videogames publishers. Or so it may seem, especially when reading reports on how companies like EA and Sony are gearing up for a battle to salvage sales of brand new ‘mint’ games whilst putting a dent into preowned, both in terms of sales and the customer trading in. Many of these companies are tired of sitting back and watching whilst the retailer makes money over and over again on titles in which the publishers can only sell once.

However, what if retailers gave back a small percentage of the profits created by used game sales, what about then? Would publishers now be willing to ‘play ball’ with the retailers on the current situation they find themselves in, or would they still be gunning to drastically cut down all preowned transactions? Well, an answer may be here sooner than you think, as GreenManGaming.com attempts to put all the benefits of used game trade-ins and sales to customers, whilst at the same time giving publishers and developers the support they need.


I’ve been saying for years that retailers should be giving back a percentage of their preowned profits to the publishers, and that if they did do such a thing, then the development community wouldn’t have so much of a problem with people wanting to trade-in and save money whilst still obtaining the latest releases. That idea, it seems, is also very favourable to the development community, who with the service offered at GreenManGaming’s new online portal, seem to be strongly in favour for the notion of trading in, and seeing cheaper versions of their latest products available, if only because they finally see some of the return on these sales.

Online, it seems is the perfect testing ground for this idea, and the ailing PC market also lends itself nicely for such an experiment with users constantly expecting lower prices, and struggling against some particularly aggressive DRM measures. This is where GMG and their website comes in. It is at first, like any other website selling downloadable PC games. Create an account, add in your credit/debit card details, download your selected game, and away you go. However, the site unlike any other on the market, offers its users the option of trading back in their digitally downloaded games when they have finished with them.

So how does this work, how can some give back an existing download on their computer at home for a new download of another game? Well, you're not quite giving back the download itself.

When you purchase any software from GMG’s website you are given an activation code, just like with boxed PC games, and it’s this that you effectively trade back in. All you have to do once you want to trade back in a game, is click on the ‘trade in’ option below the box art on the game page and then that’s it, your game gets traded. Of course, you are given a trade in value for your title beforehand, and if you choose to accept, you are given credit to purchase further games from the GMG website. Your original code gets re-generated into a new one, and is then sold off at a cheaper price, depending of course on its market value.

This means that it is not only possible to trade in your old GMG website purchases for new ones, but also the ability to buy cheaper versions of other games which have been traded in. All of the games are new, there is nothing except for the price that could be considered preowned. In terms of pricing, everything is determined by market value, just like how actual bricks and mortar shops operate. So, the more people that are trying to buy one particular title will send both its trade and purchase prices right up. Whereas if a certain title is being constantly traded in, its purchase price drops accordingly, as does its trade price, just as you’d expect it would.

At the same time, highly popular or rarer titles will maintain there market value over longer periods of time, unlike in some regular retail stores in which some popular titles see both their trade and purchase prices reduced massively over time. GMG’s system should be fairer, with customers through their own buying and selling habits dictating the overall price of certain items. New releases however, are likely to be price protected for a short period, as you would expect.

Of course, for such a system to work securely, away from the hands of pirates whilst satisfying the publishers, there has to be some form of DRM involved. In this case, SecuROM. However, GMG’s implementation of this somewhat hated form of DRM isn’t quite as intrusive as the ones used in previous boxed retail copies of high profile titles. Instead, after installing the newly downloaded game onto your computer it will register itself with GMG’s online servers, verifying its authenticity and thus allowing you to play. This authentication needs to be done via an Internet connection every three days. Although if you are away for long periods of time it is still possible to activate the game again after the three-day period, it’s just that the game won’t work after three days unless you re-activate it.

The system may sound harsh, but looking at the increasing number of titles which require a continuous internet connection, it is a pretty fair compromise, especially if gamers are getting all the benefits of cheaper titles and the ongoing option to trade in old titles. For the PC market, this would actually be the first, as previously hardly any shops would take in PC games with their reliance of activation codes and online registration.

So far, a few companies including PlayLogic, JoWood Productions, Midas and Namco Bandai have signed up to have their games available on the site, and apparently GMG is in talks with the likes of Rockstar, THQ and Sega to see if they are interested in at least trying out the service.

If the security measures are good, and the overall service is popular enough, then I suspect many more will come on board, as there is very strong evidence to suggest that people who trade in more games, also buy a lot more games as a result. This seems to be the view held at GMG as well, so they are very positive that their service will offer gamers a new way to empower themselves by trading and buying new titles online. Certainly, the aim is to make things fairer for both the publishers and the gamers.

GMG’s service will be launching here in the UK first with a planned roll out into many other territories, starting with the United States in a few months time. Currently gamers anywhere in the world can use the site, however the prices and currency are all localised for users in the United Kingdom. Later on when you visit the site from other territories other than the UK, a specifically localised version will instead appear with the correct pricing and currency for that particular territory.

Other than having an eventual worldwide presence and new release game sales, GMG also are hopeful that their service will attract titles that have failed to garner a publishing deal, and that might have otherwise been left upon the scrap heap. Instead they hope that developers will release their gamers independently on the service fee of needing any kind of publishing deal. The likelihood of which, means that there is a high probability that titles featuring original ideas, or simply independent IP, will eventually appear on the site, giving gamers both choice and variety on the site.

Overall, GMG’s revolutionary service could well be the way forward for traditional retail outlets to maximise trade-ins and preowned software sales, whilst at the same time satisfying large publishers and developers, in addition to the smaller ones who struggle to break even, let alone make a solid profit these days. I imagine that traditional retail will be looking at how successful GMG’s service is, both in terms of profits and market penetration, before perhaps adopting a similar system further on down the line.

If the service is successful, then there is no reason why bricks and mortar retailers also couldn’t start giving back a percentage of profits made from their sales of preowned games. After all, in the long run it would benefit the entire industry, from the developers and publishers, to the gamers, and even the retailers themselves.

Of course, it has to be done at the right price, and it has to be fair on the consumer, fairer than the current retail system in which you pay near £40 for a preowned title, only to be given around half that when you trade it in days later. Personally, I think it’s pretty obvious that this change isn’t going to happen overnight, but a change is necessary, especially for the industry to continue to thrive and push forward the boundaries of interactive entertainment.

GreenManGaming’s site (greenmangaming.com) opened to the public earlier this week. We definitely suggest that you pop along and check it out, as it could well be the future in the making.

Thursday, 29 April 2010

Editorial: No Instructions Included?


Late last week Ubisoft announced that it was ditching the use of printed instruction booklets for all of its upcoming games released later this year, starting with Shaun White Skateboarding, and following through with every new title thereafter. Their recent decision will effect all future PS3, 360 and PC titles in a scheme that the company says will not only save them a considerable amount of money, but that will also be responsible for a more environmentally friendly approach to producing videogames - they have already commissioned the use of the eco-box for its PC games, packaging which uses less overall plastic than regular boxes used for DVDs and games.

Laurent Detoc, president of Ubisoft North America stated that "Eco-friendly initiatives are important to the global community and introducing in-game digital manuals on Xbox 360 and PS3 is just the latest example of Ubisoft's ongoing commitment to being a more environmentally conscious company".

The company also claimed that the removal of instruction booklets would be beneficial to gamers, as more work would be put into creating a “more robust” digital manual held on the game disc, which would provide “easier and more intuitive access” to game information on the fly, when they say gamers need it the most.

Of course, Ubisoft’s statements uttering the fact that in this day and age that the ‘instruction booklet’ as we know it is largely redundant, is a viewpoint also held by a vast majority of mainstream gamers, evident by the lack of complaints, or even comments surrounding the increasingly paper thin booklets given with most new releases these days. One only has to look at the recent Call Of Duty outings (especially Modern Warfare 2) along with Need For Speed, and Ubi’s own Assassins Creed, to determine that by and large, in their current form, these booklets are pretty pointless. Almost to the point it seems, of being there just to fulfil a tradition started with single-coloured square pixel type games of the late seventies and the early eighties, a time in which videogame graphics were far too basic to effectively house an in-game tutorial.

Looking at these modern instruction booklets, the vast majority these days for the yearly franchise titles, and for the big annual heavy hitter sequels (COD, NFS etc), seem mainly to contain a brief handful of pages, filled with black and white text describing the controls, and maybe providing a single in-game screenshot showing off the HUD. In which case their inclusion is pretty pointless at worst, and complimentary at best, being ignored I imagine by the vast majority of gamers who pick up those titles.

Other games, like with Epic’s Gears Of War Series, Capcom’s Resident Evil 5, Street Fighter IV, or Nintendo’s Super Mario Galaxy, all have well thought out and carefully crafted booklets, which not only show players how to control the game, what the items are, and weapons available, but also provide a gamers with a back story for it’s characters, unseen artwork, hints and tips, or even just a nice read through about the world you’ll be entering as soon as the disc enters your chosen gaming machine.

Mario Galaxy for example, has detailed artwork showcasing the various moves the character has in the game, along with the various power ups he can pick up, and how they change his abilities and interactions with his environment. All of which are represented with numerous images and notes, and are a pleasure to read as well as to lovingly gaze at. Nintendo it seems understands the value of such an inclusion, not necessarily because casual gamers need to have such a thing, because most are just as likely to ignore it, but because largely, it is something that not only fans will appreciate, but also because it is a tried and tested tradition of out industry, to have a cool and colourful set of printed materials with every new purchase. It makes an item of its kind feel complete.

Likewise, the inclusion of a printed booklet in Epic’s Gears Of War serves to highlight the rich back-story surrounding the characters and locations in which the game is set, describing ‘emergence day’ and the early conflict with the Locust forces long before Marcus Fenix was imprisoned for treason. Filled with a muddy, reddish brown hue throughout, and containing intricately hand drawn artwork complementing the words about the weapons and conflict surrounding the game’s universe. It is far more than just a quick guide to how the game will, control, acting as more of a reference to a bigger world than what the actual game provides.

The same thing can be seen in most of the old 16 and 8bit titles, with games like Sonic The Hedgehog featuring descriptions and drawings of most of the enemies in the game, along with the stages that you’ll be playing through, minus the secretive last few stages, and most importantly, the actual game story itself. All this also applies to the likes of Mario, James Pond, Mortal Kombat, Street Fighter, Shinobi and pretty much every single title released in that era worth its salt.

Looking at instruction booklets in this way, you can see why there is still some value left to be had including one in your latest blockbuster hit, not just for completion sake, but perhaps to add a little more to the experience than just the digital content stored on the disc. I for one, like the ability when unsealing the game for the first time, to take a few moments to look over what’s included, maybe have a whiff of the box and manual when it first opens, before flicking through the pages in anticipation of what the game has in store for me.

Most, I suspect won’t care about this ‘feature’, and with the likes of Call Of Duty and Assassins Creed, I completely agree. The inclusion of the three or four page booklet with a brief controls description and photo of the game’s HUD, along with the obligatory warranty details is utterly pointless, and in my opinion a waste of time for all involved. In that case, it’s a perfect example of a series (or a game) which would benefit in not having a booklet included at all, especially when in both aforementioned titles, a definitive and easy to access controls refresher is available from the in-game pause menu.

Of course, maybe companies like Ubisoft should perhaps be looking at this from another angle entirely. Most games today are designed around strong narrative progression and focused character driven gameplay, so it would make a lot of sense in keeping the fat down with regards to background in-game cinematics, with a brief look on such a thing in the game’s instruction booklet instead. Combined with fresh, unseen artwork, introductions to all the lead characters, along with all the usual stuff, it could well be something to consider investing in. Maybe, and I would hate this to happen myself, is that the instruction booklet we know could become some checkbox feature on some collectors edition, doling out content that would have been commonplace in games just a decade or so ago, with the standard edition completely barren of such wares.

Overall, this debate on whether or not we ‘need’ or require an instruction booklet to go along with our games, is something which will definitely rear its head again. I imagine that in the near future we will have some developers that absolutely value what the inclusion of printed materials does for a product, whilst some all too keen to cut back costs and provide a perhaps more customisable digital alternative to suit the 21st century gamer. Either way, I can still see a road in which the loved, hated, instruction book can continue.

For better or worse times are changing, as are the people that play games and make games, in which it is inevitable that certain things will change in order to find the right balance between necessity and nostalgia.

Personally, I won’t be shedding any tears for lack of printed materials in any of Ubisoft’s, Activision’s, or EA’s offerings, but if the day comes when developers who put so much efforts into crafting a finely designed traditional instruction booklet comes to an end, then I suspect that I won’t be in the least bit pleased, and decidedly saddened by the whole affair. Maybe it’s time that more gamers stood up and actually started to care about what comes inside their much loved videogame packages, rather than trying to get everything for as little as possible, or maybe, we should except that the market and its audience as changed so much, that the ‘gamer’ and ‘videogaming’ as us old timers know it, is well and truly a thing of the past.

Saturday, 13 March 2010

PlayStation Move: The Complete Report

Motion controls are definitely being seen as the next big thing to embrace videogaming this decade. Driven by the success of Nintendo’s Wii, both Sony and Microsoft are now attempting to steal away some of the Big N’s dedicated fan base with their own attempts at motion control. While Microsoft are pursuing a controller less system of body and movement tracking, Sony are playing the head to head game with Nintendo, featuring a wand-style controller design, along with head tracking and more advanced movement in conjunction with using their PS Eye camera.

At GDC10, Sony revealed a near finished version of what they are now calling the PlayStation Move, previously known by the codenames of Gem, or more recently PlayStation Arc, and originally referred to as simply, the ‘PlayStation Motion Controller’. Two individual parts making up a complete set of controls for the device was shown, one recognising various movements and actual screen positioning, and the other used as a secondary option for games also requiring more traditional controls in addition to motion recognition. Both serve as Sony’s higher end tech approach to Nintendo’s Wii Remote and Nunchuck.

Sony first showed off the ‘Move’ at E3 2009, in which audiences were presented with a device not too dissimilar from the Wii Remote, but featuring a more curved ergonomic shape, and a round glowing ball on the end. On first impressions the Move looks much like a highly modified Microphone controller for use with Singstar, but with the glowing Ping Pong ball attached. However the device is flatter on the underside, and features an array of buttons found on the Dual Shock 3 and Sixaxis controllers. The controller also features the full rumbling capabilities of the Dual Shock 3, and vastly superior motion handling compared to the Sixaxis.


On the underside of the Move, near the end, you have one analogue trigger, whilst on the front you have the main ‘Move’ button, surrounded by the ‘square’ and ‘cross’ buttons on one side, and ‘triangle’ and ‘circle’ on the other. Below this sits the iconic ‘home’ button with the familiar ‘PS’ logo on it. Further down sees a Sony logo placed above the small and familiar, square-shaped red light, used to indicate power and connection of the controller with the PS3. The Move itself is fully wireless, featuring a built in battery just like the standard Official PS3 controllers, and is charged by using the same USB cable as those. The port for this sits underneath the bottom of the Move controller directly, just where on the Wii Remote the Nunchuck would plug into.

Using different sphere colours for each controller, up to four Move controllers can be tracked at once with the PlayStation Eye. At the GDC Sony showed off demos for the PlayStation Move using one Move motion controller, as well as some which used two motion controllers, where the user hold one in each hand. Initially, Sony has stated that all launch titles for the device would be playable with just a single Move controller, with additional options for use with multiple motion controllers. This is being done to minimize the cost for the user, to make it more appealing for the casual gamer, and to allow a faster uptake of the device, otherwise hindered by an additional expense of buying several controllers.

The other part of the Move experience is the Sub-Controller, which looks very similar to the Move itself, having almost the same rounded, ergonomically designed shape, but featuring a slight downwards curve on the underside at the front. The Sub-Controller is essentially Sony’s Nunchuck companion to the main Move device, and is used to facilitate the duties usually carried out by the Dual Shock 3 controller.


Around the font, and at the top of the controller, sits a single Dual Shock 3 style analogue stick. Below this sits the ‘cross’ and ‘circle’ buttons, whilst a traditional d-pad is situated directly below these. Just down from this is the ‘home’ button, marked again by the ‘PS’ wording printed on top. Like with the Move controller the ’Sub’ also features a printed Sony logo at the bottom, along with the power and sync light. Lastly, on the underside of the unit, situated at the front, you’ll find both an L1 button, and L2 analogue trigger. Unlike the Move controller the Sub has no rumble or motion handling capabilities. It is unclear whether this is the case due to either a lack of software using these features, or simply, that the controller just lacks these abilities outright.

These two separate parts, and the use of the PS Eye make up the complete overall motion experience that is PlayStation Move. In many ways usage of this system should be almost identical o that of Nintendo’s Wii. Certainly judging by the early reports from GDC 10, this seems to be the case, although one single element sticks out from Ninty’s system, and also borrows a chunk right out of Natal. This is the Move’s ability for accurate body and face recognition features in addition to the standard motion controls available.

By using the PS Eye camera’s ability to track head movements in combination with the sensors inside the Move, and through the ball on the end, allows the system to track basic body movements in a 3D space, much like how Natal does. However the Move and the PS Eye system in combination can operate within just 1 or 2 frames of additional lag, meaning that at best only around 66ms of lag will be present on the console side of things. Most decent HDTV’s will add around 15 to 38ms of lag on top of that, which in total is on roughly on par with what games like Halo 3 are providing, minus additional lag via the TV. In worst case scenarios total lag is likely to be around 150ms including HDTV lag, in a fully optimised title. This however is still much better than the kind of lag most Natal titles are having to deal with, but sadly, there was nothing software-wise remotely finished enough at GDC to make any solid technical statements to back these up, other than the raw factual data about how the Move operates.


So the Move can handle at least basic body recognition, and is extremely accurate with very little control lag. But how does it do this, and why does it have the potential to work so well?

Well, we’ll start off by explaining how the actual Move wand works itself. The glowing ball on the end of the controller glows in a range of colours using the built-in RGB LEDs, these colours serve as a marker of sorts in which the PS Eye can track along in its image plane. The rounded shape of the ball, and the size of the light, allows the PS3 to determine the distance of the controller from the PS Eye via the light’s image size, enabling the controller’s position to be tracked in three dimensions, with a great deal of accuracy. This sphere-based calculation method, allows the controller to operate with minimal processing lag compared to other ways of image processing via the camera. Which is why there is expected to be slightly more lag when using the PS Eye to help track body movements, even though is likely to be no more than around 2 or 3 fames at most.

In addition to this, the Move also features a range of internal sensors to also help with movement and position tracking, especially in situations in which the device is hidden from the PS Eye camera. A pair of inertial sensors inside the controller, along with a three-axis linear accelerometer, and a three-axis angular rate sensor, are used to track rotation and overall motion of the device. In addition to this, an internal magnetometer is used for calibrating the controller against the Earth’s magnetic field to aid in correcting cumulative errors, or drift, if you will, in the inertial sensors. All these sensors can be used to track the position of the controller when obscured from the camera, such as when held behind the player’s back, or behind another player in the same room. Meaning that the Move isn’t completely reliant on the PS Eye in order to function correctly at all times.

In terms of the level of precision this system provides, Eye Toy creator Richard Marks stated that “the sphere's position along the camera's image plane can be resolved at a really sub-pixel level”, which in terms of accuracy, allows for some pin-point adjustments and subtleties not available to either Natal or the Wii Remote with Motion Plus enabled. This means that one-to-one recognition will be available as standard, and will be easier to achieve than on Nintendo’s Wii Remote and Motion Plus. Also, that this kind of accuracy should be available when talking about the full body tracking made possible by using the PS Eye.


More information was forthcoming at Sony's GDC press conference, with David Coombes, and Anton Mikhailov showcasing a number of technical demonstrations, many of which showed audiences the Move's pinpoint precision and low latency. Along with these, they also discussed how the Move supports full body tracking, showing a demo of an on-screen puppet being controller by the use of the Move and PS Eye, not unlike similar demos for Natal.

Like I mentioned earlier, body tracking is made possible by the combined use of the Move and the PS Eye’s head tracking abilities. According to the GDC presentation, the PS3 will also be able to detect faces, identifying individuals through face contour and feature detection. It will also be able to recognize gender, age, smiles and when eyes open and close, in addition to tracking movement. All of this is also done with minimal processing lag, hopefully allowing maximum responsiveness on the users end.

Coombes explained during the presentation, that all the calculations to do with the image processing are done by the Cell CPU, which is perfectly suited to the high levels of floating point calculations needed for such a task. Apparently the raw data taken from the Move and PS Eye can be processed in “under a frame” in optimum circumstances to around one to two fames in most others. The amount of memory usage for the whole process is also only around 1-2MB of system memory, which Mikhailov described as being truly “insignificant”.

Essentially what this means, is that the Move when used with the camera, can not only handle direct one-to-one motion tracking, but also what amounts to augmented reality applications too, all with extremely high levels of accuracy, without too much impact on user control or fluidity. Of course it will be down to the software, and developers to make sure everything is implemented and optimised in a way in which to take advantage of these advanced features. If they do so, the Move could well be an impressive solution to handling some of the controller less type games so integral to the Natal experience, whilst also providing a platform for ‘core’ gamers to enjoy the benefits of motion control.

Unfortunately, Sony failed to show off any unique, or particularly polished software at their GDC press conference. Most of the titles simply featured merely serviceable levels of motion control, with noticeable lag being present, or in some cases a complete lack of on-to-one motion handling at all. Some of the Sports titles displayed seemed to rely more on gesture-based systems than the high end tracking available with Move.


However Sony did manage to demonstrate two or three games, which used the Move in the precise ways shown in their technical demos. The first of these was the newly revealed SOCOM 4, which used the Move in combination with the Sub-Controller exactly like Resident Evil 4, or Metroid Prime 3 on the Wii. The Move device handled all the aiming and shooting, while the Sub-Controller was used for moving your character around amongst other things. Sony showed a demo of SOCOM 4 in action, using the two-controller set-up. The difference being that the pointer precision was far more accurate than on Nintendo’s console, and the motion detection seemed to have a greater range of sensitivity; The second was another in-house Sony product, titled Motion Fighters, a boxing game showing off the full body tracking capable by the Move, and lastly, camera-enabled real time 3D interaction in Move Party. For each of these demos the Move was shown to be incredibly accurate, with regards to response time and tracking. However the software had a number of glitches, and Move support was obviously very early, leading to problems with lag and calibration issues.

So far, what has been revealed, shows off a tantalizing potential for Sony's Move device, producing a one-fits-all controller which could well become the new standard in motion-based gaming. However despite this, Sony had very little in the way of real polished software, certainly nothing screaming out as essential as to buying the Move, plus, as of now, there are still far too many questions left unanswered. We still don’t know if the Sub-Controller has any motion capabilities, and nothing concrete was revealed on the pricing structure, or if any solid bundles featuring the PS3 and the complete Move package would be available at launch.

Sony did confirm that they were looking into providing something along these lines, though obviously subject to change at the moment.

- A basic starter kit, which includes a PlayStation Move controller, along with a PlayStation Eye and a demo disc, for no more than $100. This seems to be the basic entry package.

- A pack which includes a PlayStation 3 console, DualShock 3, PlayStation Eye, and PlayStation Move motion controller.

- Lastly, a bundle with a PlayStation Move controller with selected games.

Other than the rough $100 entry package, no other specific pricing details were revealed, and disappointingly there was no mention of a complete package with a Sub-Controller, leading me to believe that you may well have to buy it separately. On top of the above options, you can expect to be able to buy extra Move controllers, and Sub-Controllers separately. Though again, no pricing details were announced at this time.

It is believed that Sony will be making a full unveiling of the PlayStation Move, along with pricing and more polished software at this year’s E3 expo. There we shall be able to see if they’re on target to deliver some of the initial promises of actually having the most accurate, and most responsive motion control system this generation. We shall also will be able to see how the Move stacks up against Microsoft’s Natal, and to see which one provides the user with a greater range of motion controlled gaming experiences.

You can expect a fully featured tech article at IQGamer later on in the year, along with a full hands-on with both Controllers. Until then, we’ll be sure to fill you in on any details passing our way.

Sunday, 7 March 2010

Feature: Hands-On Nintendo DSi XL

Perhaps I should’ve known better, but after launching the DSi I didn’t expect Nintendo to be releasing another version of their ultra successful NDS range of handhelds so soon. Counting up the various revisions brings the current total up to four, including the latest DSi XL, and exceeding variations available for both the original GameBoy and the GameBoy Advance. Whilst most of these updates have resulted in a smaller, more compact edition being released, with the DSi XL Nintendo have gone down the opposite route and given us the biggest DS yet.

Surely people aren’t going to fall for yet another version of the same thing, especially one which is simply larger than all the others, and features a small amount of built in software?


Well judging by sales of the new console in Japan, and by the pre-order numbers here in the UK, it looks like Nintendo have another hit on their hands, albeit a much smaller one that with the DS lite. At the same time with the XL, Nintendo don’t seem to be aiming the system at everyone - how many times have you heard grandma, or one of your aunties talk about using ‘that’ touch screen handheld at home; “I’ve just finished the Professor Layton game” or “that new brain game is what I’m going to be after next” along with “never thought I’d be into this, but it’s really quite fun” type scenarios - these are the kinds of people that Nintendo are pushing the system towards, ones that spend more time playing their DS’s at home rather than taking them out anywhere.

With that idea in mind, Nintendo have made the DSi XL the largest version of the DS yet, with what they are calling 93% bigger screens, though the logic isn’t quite so sound, but more on that later. Also, they’ve seen fit to include two bite-size pieces of software to keep the masses entertained for a little while after they first turn on the system. For Europe we’ve been given Dr. Kawashima’s: Little Bit of Brain Training: Arts Edition and Dictionary 6 in 1 with Camera Function, along with the enhanced DSi Browser, all of which come pre-installed on the machine. Again, showcasing the intended target audience outside regular gamers, and younger folk.


Nintendo’s DSi XL is available in two different colours here in the UK, with the options being a two-toned Dark Brown system, or a red one, referred to as Wine Red. The red XL lacks the two-tone coloured appearance of the brown but does feature the dual glossy top, shiny matte sides and bottom surfaces.

The overall look of both XL’s is immediately much sleeker than with the previous DSi models, featuring a stylish, glossy and smooth reflective finish on top, with shiny matte finish around the screen and on the undersides of both systems. However the Dark Brown model features a two-toned appearance, using a slightly lighter colour for the matte finish around the sides and underneath. This choice is slightly odd, but in my opinion makes the Dark Brown version appear more like a premium product, looking rather stylish, though some people at work strongly disagree, thinking it looks cheap as a result.

The XL measures 161 x 91.4 x 21.2 mm, and weighs 314 grams, compared to the DS Lite's 218g and the original DS's 300g, so it’s sizably weightier in addition to being a noticeably larger handheld.

The screens measure 4.2 inches diagonally across (3.36" x 2.52"), whilst the DSi's screens are 3.25 inches, and the DS Lite's screens are 3 inches respectively, making the XL screen size 93% larger than DS Lite's. However this official measurement uses an eschewed but legitimate method when working out the increased screen size, as the XL’s screen isn’t nearly twice as large as the DS Lite’ s, but instead being more like 50% physically bigger, which is exactly as it looks on the life-size comparison picture on the XL’s packaging, and when both machines are side by side.


The resolution of the XL’s screen is exactly the same as the ones found in all three of the other DS’s, a mere 256×192, which unfortunately due to the much larger screen size, creates a noticeably blockier look to games running on the XL when compared to the DSi or DS Lite. Effectively the pixel size is larger and more noticeable than before, giving off a screen-door effect to everything that is being displayed. What this means is that although things are larger and sometimes easier to see, they aren’t always as sharp or as clear. However this isn’t likely to be a problem for older audiences who mostly play titles such as Brain Training, or the Professor Layton style investigative type games, in which text is easier to read and the overall sense of scale increased, making it a more comfortable affair for longer sessions.

At least the screens are still native resolution, as having a higher resolution would require upscaling of all DS software, and the effect of this would be much worse than what we are seeing with the XL. To be honest, the DSi also suffered from the same problem due to having a larger screen also, however the issue was far subtler compared to what we are seeing here, and in the end most people won’t notice, or really care all that much. For pure clarity and sharpness though, nothing beats the good old DS lite.

In terms of d-pad, face buttons, and placement, the DSi XL features the same sturdier buttons and pad found on the DSi, feeling more plasticky than the ones used on the Lite, although they do seem slightly looser and more responsive than before, which is a nice improvement and makes playing the likes of Mario Kart easier, whilst not quite reaching the DS Lite level of comfort. All the buttons and d-pad sizes are exactly the same as with the DSi and DS Lite, although the DSi style power button has been given a smooth and shiny finish, which feels good when you press down on it.

The only complaint that comes to my mind with the current design, is that given the much larger size of the XL, the buttons feel so small in comparison to the rest of the system and would have benefited from being just a tad bigger. Doing this would have made the system even bigger, and I’m not sure that anybody would want that.

Despite a few issues and improvements, the DSi XL feels pretty comfortable to hold, and the larger screen size makes playing certain games a lot more fun, even with the blockier look, which I have to say has the opposite effect some games. The XL doesn’t feel like it weights too much, and given its size is perfect to rest on the edge of a sofa whilst playing if it becomes too heavy. I can see this being perfect for casual gamers who want something larger and easier to use at home, whilst still having their DSi or DS Lite for when out and about.


Like all the other DS’s that have gone before, the DSi XL features a stylus that slots into the unit itself, which is 4mm longer than the stylus on the DSi; so pretty much the same overall, in addition to a much chunkier, 129.3mm-long pen-shaped stylus, which can be tied onto the back of the XL if need be.

The DSi XL also comes with the same AC adaptor that changed the standard DSi, the first time that any of the NDS models have shared the same charger. Also Nintendo claims that the battery life in a fully-charged DSi XL with out last the DSi on both the lowest and the highest brightness settings. You can expect around 13-17 hours of playtime on the lowest brightness setting, compared to 9-14 on the DSi, and around 4-5 hours on the highest setting, one hour more than the DSi.

Overall, the DSi XL is a very nice addition to the NDS family of systems, weighing the same amount as the original DS, whilst looking considerably sleeker, packing more built-in features, and at the same time, increasing usability for anyone having trouble before due to the more compact nature of the handheld. There are some negatives though; mainly the blockier looking picture you get with the bigger screen, which looses some clarity in the process, and the fact that having the pen stylus attached to the back of the system feels a little awkward. However these concerns aren’t likely to be felt by most, who arguably just want something larger and easier to hold for prolonged sessions around the house. In which case the DSi XL succeeds.


For those looking to upgrade from an old DS Lite, that has maybe seen a little too much use, then I would probably recommend picking up the DSi instead, seeing as that particular system has similar screen quality to the Lite, whilst being compact enough to easily take with you on short notice journeys. The DSi XL on the other hand, represents a good investment for those looking to have two DS systems, one for extended home use, and one for travelling and outdoors, but not as a replacement for a standard DS system.

Either way it seems that Nintendo have once again caught the public’s imagination via another incremental upgrade to a now aging five year old handheld. Though I’d argue the point that maybe it’s time for them to be taking the next step, showing off a true successor to the NDS at some point later this year, one which has full backwards compatibility with the current systems, whilst bringing in a new style of gameplay and much better graphics. It’s not like they can get way with ‘another’ revision of the existing DS’s, especially since they have practically covered all bases.