11.07.07
Posted in Gaming at 12:08 pm by Silesti
So this is my latest gaming related purchase.. the ChatPad.
I remember when I first had to ‘type’ anything into the ’360, feeling how awkward it was and not enjoying the experience at all. This was compounded when I played the evaluation version of Phantasy Star Universe. The interaction with other folks on-line was REALLY stilted due to my lack of a) proficiency with the point and click typing and b) knowledge of the various shortcuts people were using. It’s a shame because it actually put me off the game and I’ve not looked at it since.
Anyhoo… I was really pleased when I found out that Xbox Live and Live Messenger were to be linked together and the the ChatPad became a ‘must-have’. The installation of the Pad itself is beyond simple, it simply snaps into place at the front of the controller with connections for the audio pass through (a new head-set is included in the box too) and the data connection points. There are two little lugs on the Pad which locate into the screw holes on the underside of the controller hand-grips providing a solid link between the two.
Once in place the ChatPad, for me at least, seems to actually add to the feel of the controller. I’ve got big hands and the additional piece gives more balance to the controller and also somewhere for my little fingers to rest. The keyboard buttons are nice to use too, they give a good positive ‘click’ when pressed and are pretty well spaced out so even sausage thumbs like me can avoid the dreaded key mash. The only critical comment I’d make is that I would have like to have seen the Enter key being larger, it’s position just under the thumb joint is perfect for the quick hit but it’s size means a more deliberate approach needs to be taken.
Overall though, it’s a really nice add-on for the controller and if you do any amount of ‘typing’ on your ’360 I’d heartily recommend it!
- Silesti
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10.25.07
Posted in Gaming at 9:47 am by Silesti
When I saw the case, sitting innocently on the rack I have to admit to a frisson of excitement! PGR3 was my favourite driving game on the 360, the benchmark against which all others have been measured since. Could this new one be as good.. better.. different..? It has bike in! Hmm well if you are a biker like me this is a mixed blessing, and let me explain why.
The dynamics and experience of riding a motorcycle are a unique, physically immersive, experience. One which it is VERY difficult to reproduce on screen. when you are actually riding a bike your attention and focus is well ahead of where you actually are. On track you are looking at the next corner as you are running through the current one, on the road you are scanning ahead, running a constant risk assessment for potholes, overbanding, manhole covers, branches, idiot car drivers on mobiles phones etc, etc, etc.
The most realistic on-board view of any motorbike sim is the one where you remain fairly level and the bike moves underneath you, however in real life you are only peripherally aware of the screen, dash etc as your focus is well ahead as I’ve already described. The crisply focussed and detailed rendering of the bike in PGR4 and the others (MotoGP etc), while very pretty, actually detracts from the gameplay and takes you’re eye away from where it should be. My solution would be that as the speed increases the dash becomes more transparent allowing you to focus only on the where the main action is.
The other unique element of riding a motorbike is the point and speed at which when you turn the bars left, you turn right. It’s a slow speed thing, at the lower speeds turning the bars in the direction you want to go it the right thing to do, but once you are rolling you use the rolling radius of the tyres to change direction, a gentle movement of the bars to the left causes the bike to roll onto the right hand side of the tyre and the curvature of the tyre means the bike goes right too. Try it with a disposable cup it’s the same thing, the wider rim travels further than the narrower base so it changes direction.. neat huh?!
Now I realise that translating these physics into something which is reproducable in a game engine may be a stretch, and certainly we are not going to see anything like the immersive physical experience of actually riding a bike for a good while yet so this is a largely academic discussion, BUT it is surely not beyond the realms of possibility to have the slow speed manoeuvering sorted out?! At standstill and walking pace, bikes do not pivot round some magical central point, when pulling away or moving at a slow rate they don’t get steered by flopping from knee to knee… gravity has an issue with that kind of thing!
ANYWAY! PGR4… I’m very impressed. The technical elements have been improved immensely, in particular exercises like the cone gates. In PGR3 these were the simply 2 cones and I found them a little hard to judge. In PGR4 they are well defined, and offer more of a guide to where you should be.
The graphics are superb, in particular I was running around the Nurburgring F1 track in the rain and when looking down the straight you can see the rain sweeping across the track in bands.. you’ve seen it happen in real life, there’s a gentle wind blowing, the rain is coming down and as it bounces on the road you can see the waves and curtains moving ahead of you. It’s actually quite lovely!
BBRRAAGH! Sorry got a bit poetic there… It’s fast, loud, tense, challenging and the new format for progression – running through a calendar and choosing which championships to run in – provides a much more dynamic element to the career progression. The cars are fantastic (I’m a Mercedes fan all over again) and even the bike bits are OK, if you separate yourself from real-life biking experience.
If you haven’t got it, buy it! If you have, find me on Live!
- Silesti
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09.05.07
Posted in Gaming at 9:37 am by Silesti
I have to be honest, I didn’t really have any solid expectations of TDU. I played the demo and thought it was generally OK (apart from the motorbike riding dynamics of course.. being a biker and racer in the past NOTHING ever really works properly in this area – actually MOTOGP come close, only close though).
The best I can come up with is that TDU is a driving simulator in arcade mode so there’s no damage. There’s racing in there too, street-style in the mold of Need for Speed with all of the attendant risks of oncoming traffic etc and this is used to win money to allow you to buy and drive faster cars. The racing also progresses you through the difficulty levels which opens up more races and facilities too.
The cash element of the game is also important in buying property, the garages of which you keep your cars in which kind of makes sense.. in a PGR kind of way I suppose. But then there is another form of currency in play too.. the fashion voucher/credit which you can use to purchase clothes and accessories for your character. This is no doubt the most obvious and blatant piece of advertising I’ve seen in a game so far (I mean driving games are going to have cars in so you can forgive the manufacturers being there), this even goes as far as having an achievement for owning all of the items from a particular brand! It’s quite strange.
Now, I’ve reached Pro level, I have 1 house and 2 cars, so I’m sure there will be TDU fans out there who will say that so far I’ve only just scratched the surface of this game, and for sure I’ve not engaged in any multi-player antics (although the full time on-line play is actually quite cool!), so I’m prepared and more than happy to continue running through and expanding my real-estate empire and racking up the miles. So I’ll probably be back when I’m done!
Silesti.
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