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Why Project Natal Doesn't Kinect |
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Written by neildittmar
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Tuesday, 22 June 2010 10:07 |
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At the 2009 E3 event, Microsoft introduced the public to its attempt at motion control for the Xbox 360. Called Project Natal at the time, the potential in the various tech demos displayed was certainly apparent. Completely forgoing a remote, a wand, or other hand held device entirely, Natal promised that gamers own bodies would be the controller. Want to race cars down the street? Simply position your hands as if you were holding a steering wheel and shift your foot for the gas and brake pedal accordingly. Want to punch some angry looking thug in the face? Ball up your fists and let 'em fly with jabs, uppercuts, and even an elbow to the nose! Even that Milo thing they showed, while completely creepy and offputting, still made for an intriguing demo, if only for the possibilities of true real-time interaction.
At the end of that presentation, I came away with a couple strong feelings. First, Microsoft (much like Sony) was conceeding that Nintendo was winning this round of the console wars by putting emphasis on innovative control. Second however was that unlike Sony, Microsoft was not trying to reinvent the Wii-mote. They knew they needed motion control to innovate like Nintendo had done several years ago, but they introduced their solution in a completely different way. Nintendo knew that a remote control is fairly intuitive. Microsoft realized that hand gestures, body motions, and speech are ultimately so. The latter had seemingly taken the concept of motion control and cranked it up quite a few notches past the Wii. We were even promised a mass-market consumer price point and an emphasis on hardcore gamer-style games to go along with the new peripheral.
My my, what a difference a year makes. Now formally called Kinect, Microsoft has succeeded in taking something that really piqued my interest and got me legitimately excited, to introducing a "me too" peripheral full of "me too" titles, along with a "me too" price point. Let me explain...
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Bioshock 2 (PC) |
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Written by neildittmar
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Friday, 12 February 2010 11:23 |
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Having played and thoroughly enjoyed the original Bioshock multiple times in order to see everything, as well as achieve all the endings, I was extremely hyped up for Bioshock 2. The game was originally scheduled to release in the Fall of 2009, and needless to say I was disappointed when it got pushed back. Nevertheless, the game released recently and after much debate on which version to purchase (I have a PC as well as an Xbox 360), I broke down and picked up the Games For Windows Live version. The $10 cheaper price tag and the option for "free multiplayer" were pretty much what made the decision for me.
Bioshock 2 once again takes place in the underwater city of Rapture, 10 years after the original story. Sofia Lamb, the complete antithesis to the originals Andrew Ryan, has taken control of the remaining splicers whom she has dubbed "the family." Opposite to Andrew Ryan's focus on "the self being entitled to the sweat of his brow", Lamb concerns herself more with the collective, proclaiming that Rapture will rise once again with the emphasis now being on common cause and groupthink. Of course, Lamb borders on the other extreme, even going so far as taking her own daughter (once transformed into a Little Sister) and proclaiming her the mesiah of the new Rapture family movement. Meanwhile, random girls are also disappearing from the surface where Lamb is suspected in kidnapping them, turning them into Little Sisters as well.
This time around, you play as a Big Daddy... the first "successfully implemented" Big Daddy in fact, codenamed Delta. After being forced to commit suicide by Lamb, you surprisingly wake up not knowing what is going on or how you survived the incident. You find that you've somehow broken free from Lambs mind control and can now impose free will on your surroundings. Throughout the course of the game, you will battle other Big Daddies so that you may "adopt" the Little Sisters paired up with them. These and other events provide moral choices where your decisions will directly shape how the storyline of the game progresses and completes. While not quite as captivating as the one seen in its predecessor, the narrative in Bioshock 2 is effectively "good enough" and keeps the player interested throughout the single player campaign.
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Digital Distribution vs. Physical Product - Providers Can't Have It Both Ways |
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Written by neildittmar
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Thursday, 01 April 2010 10:20 |
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Whether you want to call it software as a service like Microsoft started doing nearly 10 years ago, or cloud computing as all the super cool tech players refer to it now, the end result is essentially the same. Distribution of content (including music, movies, games, and even books) is moving at a rapid pace from the physical realm to the digital one. Numbered are the days where we will go to actual stores to purchase "hard copies" of the media that we acquire. Instead, an internet connection will effectively be the primary (if not sole) delivery method for which new media is located, purchased and obtained.
As for contemporary examples, iTunes has showed that consumers are more than willing to embrace a business model where they don't own physical media. If anything, consistently declining CD sales and the sheer number of failed proceeding formats (Minidisk, SACD, DVD-Audio, et al.) is proof positive of that. In the movie industry, the Blockbusters and Movie Galleries of the world are giving way to much more accessible alternatives, particularly On Demand options from Pay TV providers, online distributors like NetFlix, and even game consoles. Speaking of the gaming industry, services like Steam and Direct2Drive are continuing to experience exponential growth, while retail sales have began shrinking a bit. This is particularly evident in the PC market where the presence of titles in your typical Gamestop store ranges from extremely slim to absolutely nil.
So the utopia of digital distribution that content providers have been touting is finally starting to come to fruition. For years we've been told that this delivery system holds so many more benefits than traditional brick-and-mortar models where physical media is exchanged. For providers, it gives them greater control over their products, particularly the distribution aspects falling more in line with the licensing of content that commercial games, movies, and music are subjected to. In fact, digital distribution is the content delivery embodiment of the classic licensing model that says buyers really don't own anything but permitted access.
With consumers begining to jump on the bandwagon and critical markets once dominated by retail sales of physical copies starting to switch over as well, what are the benefits to the consumer? Other than the lack of requiring said media to be physically "in-hand" when accessing, not much. Quite honestly, buyer perks really should be more than this and consumers should start demanding those benefits before their omission is assumed rather than just overlooked.
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Wii Fit Plus: The Game, The Workout, The Results |
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Written by neildittmar
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Thursday, 04 February 2010 10:45 |
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Upon it's release a couple years back, I was pretty intrigued with Wii Fit. In the companys continued effort to get gamers off the couch and become more active, Nintendo had stuck its neck out a bit and introduced a product specifically targeted at improving balance, body weight, and general overall health. Previous entries in this genre had only been met with limited success. The NES Power Pad, the Sega Activator, and a slew of other forgotten peripherals immediately spring to mind. So why was the company once again going back to a well that had never reaped the kind of profits one would expect.
Two words: Balance Board.
Simple in design and so intuitive a small child can figure it out fairly quickly, this peripheral (along with the entire motion controlled nature of the Wii) is undoubtedly the catalyst for the success of Wii Fit. On sight, it looks like a "step" not much different than one would find in the fitness department at Kmart. The difference is the tech that lurks underneath. It's not just a step for performing physical movements, but it also measures weight and balance, along with minute shifts in both. It is fairly accurate at calculating even the slightest differences in movement. By design, this nearly forces the user to maintain correct posture, positioning, and weight distribution when performing the various games and exercises included in Wii Fit. How do I know if I'm doing something right or wrong? On-screen indicators tell me with easy to understand visual cues. It couldn't get anymore simpler than that.
So the technology definitely works, it fits in with Nintendo's push for motion control this generation, and the game/device combo is still flying off the shelves at stores everywhere. From that standpoint it is an undeniable success. However, the more pertinent question for the inactive or overweight individual considering a purchase is "does it work?" A secondary question may be "is it fun?" By the end of this review, hopefully I'll have answered both.
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