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Written by neildittmar
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Tuesday, 08 June 2010 10:02 |
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What a difference a year makes
As technology constantly becomes better/cheaper/faster, the size of that technology shrinks accordingly. Sound familiar? These are the same exact words I used in the intro to my review on the HP Mini 1000 netbook I purchased last year. In that article, this concept was very much a focal point along with the specific benefits of that particular machine. These included its small footprint and lightweight design, 92% scale keyboard, and gorgeous display just to name a few. What wasn't covered as much were more of the downsides of not only that specific machine, but the netbook platform in general.
Now don't get me wrong, I would still place just as large of a stamp of approval on the Mini 1000 today as I did a year ago. There is nothing wrong with it per se, it's just that for better or worse... I outgrew it. The once marvelous 10.1" high definition display now seems tiny when considering 12.1 and even 11.6 inch displays on more contemporary products. The 92% scale keyboard is now standard, with some models approaching a size identical to those found on higher end laptops and even desktop PCs. As I used the machine more and more (and particularly after installing Windows 7) I found that the 16GB hard drive was becoming crammed. I literally couldn't install programs that I wished to simply because of lack of drive space. While the option of an SD card expansion up to 32GB was nice, the speed of that solution was significantly slower than the included solid state drive. What sealed the Mini 1000's fate was its complete inability to play games later than circa 2003. Even on titles that would run, the image quality settings and frame rate often times left a lot to be desired.
The search for a new "netbook"
So with that in mind, I began shopping around for a new netbook. I liked the idea of ultra portability, but I just had to have more in the areas where I felt my current netbook was lacking. Initially my sights were set on the Asus 1201n, which sports a dual-core Atom processor, nVidia ION graphics, 250GB hard drive, and 2GB of 800Mhz DDR2 RAM with expansion up to 8GB. With credit card in hand, and following Quebus excellent review of the system, I was ready to buy. Literally the moment before completing the order, I thought it best to take a trip over to Youtube to really see what the 1201n could do in regards to gaming. To be quite blunt, I was rather disappointed.
Much like the Mini 1000, I'm not here to rescind and say that the 1201n is a bad machine. In fact, it's a very very good one and very well put together. The problem then? It simply wasn't enough. It still contained an Atom processor and all the benefits/detriments that this choice entails. Its dedicated NVIDIA graphics could only play contemporary games at the lowest settings smoothly, and its 5400RPM hard drive seemed slowish. If I was going to abandon the Mini 1000 that I loved so much and used so often, it had to be for something significantly better. Something many magnitudes more powerful, perhaps something that wasn't even a netbook by strict definition.
Netbook? Ultra-portable?
Enter the Alienware M11x. Those familiar with the Alienware brand know that their machines are specifically designed for games. The engineers specialize in cramming all the latest and greatest hardware into their systems while adding more "aggresive" features like built-in overclocking and elaborate lighting assemblies. The build quality, along with the price premium for these machines, is usually quite high but in most cases you get what you pay for. At release, these systems will typically run anything you throw at them and even without additional upgrades, will often continue that trend for the next year or two at least.
Though it completely encompasses all the attributes that have come to define the Alienware brand, the M11x is somewhat of a different animal though. At its core, the system represents the companys first entry into the ultra-portable computing market while still being very gamer-centric. Notice I didn't use the term "netbook" here, as applying this moniker to the M11x would be almost criminal for a variety of reasons. The price is much less than typical Alienware fare (starting at $799 USD and topping out at around 2 grand), but at least 30% higher than even the most expensive netbooks available. Though the display is in fact very netbook-like at 11.6" (1366x768 native resolution), the weight (about 4.5lbs) and the height (about an inch and a half thick closed) is clearly much larger than typical netbook offerings from ASUS, HP, and even Dell.
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Written by Quebus
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Wednesday, 02 June 2010 08:12 |
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A few weeks back Mortley was out shopping at one of the warehouse membership stores in town and saw the Atari Flashback 2+. Given we spent a good deal of our youth in front of an Atari 2600 and given also the low price point of this retro console (roughly $40), he picked one up for the hell of it and dropped it off here for me to give it the once over.
I glanced at the list of ROM-based titles (this is a self-contained unit that has 40ish games onboard) and thought that this might be a fun way to illustrate an important point with my kids – “good graphics” is not a synonym for “good game”.
From a console perspective, they’ve done a pretty good job with this. It’s roughly 2/3rds the size of the original but has the vibe right. A few buttons have been moved and redesigned (gone is the “plunger” reset switch and small “difficulty” switches on the back) largely for the better. The joysticks seem robust enough and replicate the feel (and frustration) of the originals.

Turning the console on, you get a spartan menu that you navigate with a joystick and the titles are sorted loosely into genres. You scroll down within a genre and “fire” to select a game from a list – intuitive to the point of being self explanatory.
After sampling a few titles, I can report that gameplay is a bit spotty (at least on the combination of console and TV we have, a 40” Samsung LCD). Adventure was a huge personal favourite of mine back in the day and it’s a title they nailed exactly right according to my memory banks. Switching to Asteroids, we had some trouble. It seemed that our ship was invisible, making the task of staying out of the path of the asteroids even more challenging than usual. Admittedly, I didn’t troubleshoot this on another TV so I couldn’t say whether it was a bug or a rendering issue.
Considering the price point, it doesn’t make a lot of sense to really beat up on the Atari Flashback 2+ but it bears mentioning a number of points that render it more of a qualified success than a true hit (although I understand it has sold pretty well).
As one of the earliest examples of a “de facto” standard in gaming platforms, the Atari 2600 had a ton of titles and benefitted from ports of many of the best contemporary arcade games at the time. It also drew new game development from some of the best 3rd party developers at the time (eg. Activision). I’m sure an Atari historian or enthusiast could set me straight but from my semi-layman’s perspective, it was these arcade ports and 3rd party games that really represented the best of the Atari 2600. Back in the day, the system shipped with Combat but my recollection is that I didn’t spend a ton of time playing the 276 variations of “tank pong” on that cartridge very long. The Atari 2600 Flashback 2+ suffers from "some killer and a lot of filler” in my opinion. Some of the filler even resorts to homebrew games and “previously unreleased prototypes”. I’m sure this is titillating for the people who make annual sojourns to Atari conventions but for the rest of us? Not so much.
In doing a bit of reading it seems that the previous version (Flashback 2) actually had Pitfall and River Run from Activision but they were removed for this release. From my vantage point, this makes the “Flashback 2+” more of a minus. A "best of of the Atari 2600" needs to include the best.
Once again, with the caveat “for the price”, this thing should have had a cartridge slot. Apparently it can be modded to play the original cartridges so why not include the feature? The carts are still out there and if you have any laying around, chances are they represent the titles you would be most motivated to nostalgia on if you were given the chance.
I opened this thing to play Adventure and Yar’s Revenge but where are Defender and Demon Attack? Where is Pac Man for crying out loud? I’m sure there are perfectly good business–oriented answers to these questions but from my perspective as a gamer, they really would have been further ahead to bump the price point up a bit and allow the system to support the original ROM cartridges. They’re on Ebay and in garage sales and who knows, maybe in your closet too. This would have made the Atari Flashback 2+ a true plus but instead, for the same $40ish dollars, you may scratch your retro itch more effectively by simply hunting down an original in decent playing condition.
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Written by Quebus
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Monday, 12 April 2010 12:49 |
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I have to say that this is a fairly oddly-paced flick that evokes a range of impressions. As a male in his early 40s, I kept getting these feelings like I’d seen this before – not the movie specifically so much as a number of scenes, clichés, conventions, concepts (if that word isn’t too charitable) and shticks. Then I did a quick look up on some of the people in and around the film and yep, they’re mostly around my age. Then it struck me – The Hangover seems like a sort of patchwork homage to the screwball comedies I grew up watching. I wouldn’t call it plagiarism exactly – more like a somewhat fresh combination of familiar (even clichéd) ingredients.
We have the bachelor party motif, the “different group of cats as best friends” motif (so different in fact that the “glue” or common thread in their friendship is not really clear), the comedic buffoon motif (as contributed by Zach Galifianakis) and the Snatch styled “rewind” plot.
We start the movie with preparations for a seemingly idyllic wedding and then a phone call comes from a panicked individual telling the bride to be that the bachelor party in Vegas has gone very, very wrong. Then it’s “rewind time” to figure out just exactly how our protagonists got themselves into this dilly of a pickle.
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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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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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