Showing posts with label xbox. Show all posts
Showing posts with label xbox. Show all posts

Wednesday, September 18, 2013

Apple iOS 7 Drops today.

Apple iOS 7 could be a bigger change than iPhone 5s and 5c

The question is whether iOS 7 will reinvigorate iPhone demand or will frustrate users and developers as they try to learn the software's interface.

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SAN FRANCISCO — While Apple's new iPhones have hogged the spotlight in recent days, a seemingly more mundane software update may be far more crucial to the tech giant.
On Wednesday, Apple will make available for free a radically redesigned iOS 7 mobile operating system that Apple Chief Executive Tim Cook described as the biggest change to the iPhone since the device's introduction in 2007.
Indeed, some analysts say the iOS 7 represents a bigger departure for users and developers in terms of the experience than the new iPhone 5s and iPhone 5c that go on sale Friday.
The question now is whether iOS 7 will reinvigorate the gadget that launched the smartphone revolution — but has seen growth slow this year — or will frustrate users and developers as they try to learn the software's interface.
"I think people aren't anticipating how big of a deal the new iOS 7 will be," said Carl Howe, a Yankee Group analyst. "The software is very different than where they've been. And the thing that is going to blow people's mind is that it's going to make it feel like they're getting a new phone."
For that reason, some analysts have even speculated that iOS 7 could damp new iPhone sales this weekend. Will people put off an iPhone purchase because the software makes it feel like they just got a new phone for free?
Analysts will be watching closely for reactions. Some time on Wednesday, iOS 7 will be available as a free download for most Apple mobile devices: the iPhone 4 or later; the iPad 2or later; the iPad Mini; and the 5th generation iPod Touch.
The iOS 7 software arrives almost a year after Cook announced a management overhaul that saw Scott Forstall, who had been in charge of iOS for years, pushed out.
The development of iOS 7 was overseen by his replacement, Craig Federighi, Apple's senior vice president of software engineering. The interface of the new software was created by a team led by Jonathan Ive, Apple's senior vice president of design, who saw his role expand last year to include software as well as hardware designs.
"We're going to witness an event almost unprecedented in our history when overnight virtually hundreds of millions of people download iOS 7 and begin a fantastic new experience with their new devices," Federighi said last week during Apple's iPhone press event.
The new iOS ditches some familiar elements, such as designs meant to mimic real-world equivalents like bookshelves with wood grain. These types of tricks were intended to create a feeling of familiarity when Apple was introducing a revolutionary new device.
But now that smartphones are commonplace, Apple is introducing a new interface with what is being called a more modern look and feel.
On iOS 7, the home screen has a more three-dimensional look, with the apps appearing to float far above the background wallpaper image. The apps have what is described as a "flatter look," losing some of the fake lighting effects that made them appear to be rounded.
Apple has also added new swipe gestures to allow quicker access to control settings. There is a translucent look that lets a user see through different apps that might be running simultaneously. Apps will automatically update as new versions become available. And iOS 7 also includes iTunes Radio, Apple's new streaming music service.
If all goes well, Apple projects that iOS 7 will be used by more people than any single version of the rival Google Android operating system.
"Since we make updates easy, and make them available to as many customers as possible, iOS 7 will quickly become the world's most popular mobile operating system," Cook said at the unveiling of the new iPhones last week.
Still, this has created a big challenge for developers who have been scrambling in recent months to rework their apps for iOS 7.

How To Install GTA V On Xbox 360 Without Hurting Performance

How To Install GTA V On Xbox 360 Without Hurting Performance

Today, Rockstar support advised Xbox 360 players not to install Grand Theft Auto V's second "play disc" to their hard drives. Doing so, they suggested, would affect performance.P
The 360 version of GTA V comes on two DVDs. One is an 8GB "install disc" that you must install, and a second one is a "play disc" that you use to play the game. (The PS3 version comes on a single Blu-Ray.) As you can see in this video up top from Digital Foundry, the 360 version with the play disc installed to the hard drive is noticeably laggy compared to the off-disc version. It's not a huge deal, but the lag is present.P
Fortunately, the same folks at Digital Foundry have already found a solution: If you want to play GTA V on Xbox 360 without the noise of a spinning DVD, install the first disc on your 360 hard drive like you normally would, then install the play disc to a USB thumb drive. They're sure to point out that your your mileage may vary depending on your thumb drive, but say that the approach made their lag problems go away.P
See a demonstration here:P

LDiscuss

Wednesday, September 4, 2013

DON’T PANIC, THERE ARE STILL PLACES TO PRE-ORDER THE XBOX ONE AND PS4 [UPDATED]

xbox one playstation 4 pre orders
If you are hoping to pre-order a PlayStation 4 or an Xbox One, you might want to hurry. All around the country, major retailers are listing the consoles as “sold-out,” leading up to what is looking more and more like a shortage on launch day. That may be good for Sony and Microsoft (and their stock prices), but it’s bad for a consumer hoping to get their hands on what are shaping up to be two of the hottest items this holiday season.

… you may have to go a little deeper down the rabbit hole of online shopping…
With stores like GameStop and Best Buy both listing Sony and Microsoft’s consoles as sold out, you may have to go a little deeper down the rabbit hole of online shopping leading up to the as yet unannounced launch dates. The PS4 is listed with a generic release date of December 31 (in other words, sometime this year), while the Xbox One is listed by several retailers as November 27. Whatever the exact dates, expect them both to release before the yearly shopping Super Bowl that is Black Friday, which this year lands on November 29.

Sony and Microsoft are still hoping to meet all launch day demands, although that probably isn’t going to be possible. At the moment, several stores are still accepting pre-orders but you should expect stock to disappear quickly. We’ll try to keep this list updated throughout the coming months, but don’t be surprised if the stores below sell out, and soon.
(If you find that a store on this list has changed its status to “sold out,” please let us know and we’ll update it accordingly. We’ll also add more stores in the weeks to come.)
[UPDATE:] 
  • Despite stories to the contrary, there are still PS4s (and Xbox Ones) available for pre-order in the U.S. (as of 8/15/13). Sony has, however, stopped accepting pre-orders in the UK.
  • The PlayStation 4 is no longer accepting pre-orders in most stores.  

Both Systems

There are very few PlayStation 4s still available, at least online. Stores like Fry’s and some Best Buys have stock based on the individual store that is separate from the online inventory. You may want to call and check your local store.   

PlayStation 4 Only

Sony Store: Sony’s own store is offering the PS4, of course, along with free shipping and no apparent limit on the number of units you can pick up. It is currently not accepting pre-orders, but it will notify customers when they sign up. If anyone is going to have more to seel prior to launch, it will be Sony’s own site. 

Xbox One Only

Fry’s Electronics: The national electronic giant is not offering in-store pickups, but it will ship to you. You will need to pay shipping, so factor that into your budget. The website is no longer offering PS4s for sale, but it does still have the Xbox One listed for sale, under the generic December 30 date used to signify an unknown release date this year.  
Kmart: The Xbox One is available for pre-order, but the site is no longer accepting pre-orders for the PS4, even though it does have a notification option. 
Microsoft Store: You can purchase an Xbox One from Microsoft’s own store, and that also extends to the Xbox 360′s dashboard. If you are an Xbox 360 user, just connect online and look for the Xbox One icon, and you can pre-order directly from there. Free shipping, and a limit of one per household. 
Sears: Although not generally thought of as an electronic store, Sears offered both the PS4 andthe Xbox One for pre-order, and international shipping is available. The PS4 pre-sale option has been removed, but the Xbox One is available still.
Target: As with most stores, Target is not offering in-store pickup, but it is offering free shipping. Target is also offering a 2-year warrant for $49.99, which covers all repairs, including damage from accidents like dropping it. The plan will also cover up to five games purchased (from Target) during that time frame. The Xbox One[/affiliate-link] currently ships with a one-year limited warranty, so this might be worth your consideration. Limit one per household. The option to purchase a PS4 has been removed.

Major retailers that are sold out of both systems

Amazon, Best Buy, GameStop, Toys R Us, and Walmart


Tuesday, March 26, 2013

Bioshock Infinite OUT TODAY!


When I finished BioShock Infinite – don’t worry, I won’t spoil anything – I was dumbfounded. I wanted to tell someone what I thought, but for a moment I had absolutely no idea. I’d experienced a kind of excited panic, then total delight, then momentary confusion, and then a rush of extraordinary sights, powerful scenes and sudden twists that left me struggling to keep up.
It’s a spectacular ending. It’s just a shame it doesn’t make a lick of sense.

“The plot really does jump the shark. It jumps a lot of sharks. It jumps BioShark Infinisharks”

Infinite is wonderful. Every single person who can play it, should play it. It’s a fascinating and gruesomely fun adventure in a genuinely unique, magnificent place. But the plot really does jump the shark. It jumps a lot of sharks. It jumps BioShark Infinisharks. That’s not uncommon in cinematic first-person shooters, but I mention it now because the game’s mysteries are such a big part of its appeal.
You’re on a flying city of magical racists in 1912, and that soon drops to being only the fifth or sixth most puzzling thing about your situation. Who are those two? Why are they talking about me? What’s with the giant cyborg bird? What does AD stand for? How does he know… why does she think… when did they… why can I shoot crows from my hands? And how do these pants help me reload?

The intro says you’re Booker DeWitt, a private investigator tasked with retrieving a girl named Elizabeth. But I played more like a crazed amnesiac looter, scouring the city for spare change and story clues. In cheerful contrast to the original BioShock’s deep-sea madhouse, the flying city of Columbia is still thriving, still beautiful, and still populated – albeit with magical racists. That means it can give you little pieces of these puzzles in more interesting ways, and hoovering them up into a wonky jigsaw is a joy.

“You get to know Columbia as a tourist: a dazzling dream of an impossible city in an impossible place – tranquil, prosperous and happy.”

I think it still would have been, even if a tear had opened in the fabric of spacetime and future alterno-Tom, stroking his goatee, had told me that the plot ultimately doesn’t add up. So I’m telling you in the hope that you’ll still enjoy the process of assembling that wonky jigsaw, without being quite so disappointed when the game itself cuts all the nobbly bits of the pieces so it can cram them together the way it wants to.
Really, it’s just a pleasure to have a game this substantial to explore – and one that gives you the breathing room to do so. You still spend a lot of time killing things in BioShock Infinite, but it knows when to give you space. You get to know Columbia as a tourist: a dazzling dream of an impossible city in an impossible place – tranquil, prosperous and happy.
Shops, blocks and districts waft wonkily through the air, listing as they cruise in to dock with each other. Bells chime, children play, locals picnic. There’s a fair on, and everyone’s out in their 1912 Sunday best. The sun is dazzling, the views are breathtaking, and everyone you meet is chattering happily. As heavy metal clamps lock a tailor’s shop in place, I realise the times on the sign outside aren’t their opening hours: they’re arrivals and departure times.

Your arrival is one of gaming’s few truly perfect scenes: a chapel, floors awash with holy water, stone walls echoing with the calming harmony of a gospel choir. Stained glass dioramas flood the space with brilliant gold light, and the heat from a hundred candles creates a gentle haze. The only hint that you’re not actually in the afterlife is an occasional, very distant clanking, as some chunk of the city drifts against its restraints. It’s more than atmospheric; it’s exquisite. That kind of ridiculous artistic flair runs throughout: staggering works of sculpture, transformative use of light, perfectly judged ambience, and music that both nods to the plot and subtly changes the mood. The mileage this game gets out of the song Will The Circle Be Unbroken alone – all four times it’s used – deserves some kind of award.

“Your arrival is one of gaming’s few truly perfect scenes”

Columbia is a less restrictive setting than BioShock’s Rapture, and each district has a different vibe. That makes your adventure through it fascinating, and each new area exciting to discover. Even close to the end, you’re visiting remarkable new places with radically different moods.
I keep wanting to say that it’s ‘directed’ brilliantly, the elements fit together so well. But that’s not the right word, because the other thing it does well is keeping you in control. There are no cutscenes, no switching to third person, no agency-limiting tropes like mounted gun sections. The few times you’re not free to move are generally when your character physically wouldn’t be.
Maintaining that respect for the player, even when you need to tell a character-driven story, is a rare and wonderful thing. Like Half-Life 2, Infinite doesn’t feel like a game made by frustrated filmmakers. It feels like a game made by people who know how to make films, and decided to make something else.

Early on, the times when combat does break out are the low points. There seems to have been some internal rule against adding any exotic weapons, so Infinite’s guns stick religiously to convention: pistols, shotguns, three types of machinegun, rifles, grenade launchers and a rocket launcher. None of them let you choose an ammo type the way BioShock did, and only the revolver and shotguns are really satisfying to use. Those aren’t available in the early fights, when guns are your primary tools.
It gets better the more you drink. You acquire magical abilities by downing Vigors, which come in beautiful custom bottles relating to what they do. A lot of the early ones just let you disable and damage a group of enemies – by swarming them with crows, setting fire to them, or floating them into the air. But they get more interesting.

“There seems to have been some internal rule against adding any exotic weapons, so Infinite’s guns stick religiously to convention”

Charge lets you dash to a group of enemies and hit them with explosive force. Return to Sender absorbs incoming damage while you hold the button, then releases it as a projectile when you let go. Undertow can knock enemies back with a wave of water – often the end of your day, in a flying city. Or you can hold the button down to reach out with Donnie Darko-style tendrils and yank distant snipers to your doorstep. The water even holds them still while you line up a headshot.
Some of them form natural combos: soaking wet Undertow victims are really hoping that you’re not going to- oh, you’re electrocuting them before they can get up, classy. Enemies currently being pecked to death would like to request that you don’t set the crows… well, they’re on fire now, but for future reference.
There are only eight Vigors, and they’re all free when you find them. You only specialise when you buy upgrades: expensive but significant perks for each, some of which introduce new rules.
I wasn’t wild about Murder of Crows until I bought the perk that creates a nest every time someone dies during the pecking process. If anyone steps on it, that nest erupts in a new flock of crows. If anyone dies during that crow storm, you get new nests! Plenty of fights involve new waves of enemies flooding into the same area, and this self-perpetuating cycle of flapping and screaming and dying is a guilty pleasure.

You can tweak your abilities a little more with Gear – like the aforementioned pants that mysteriously help you reload. I also carry three magical hats, two spare shirts, a spare pair of shoes, and I’ve now upgraded to pants that make me explode when I land from a great height.
The system is insane and wildly incongruous, but it does allow for some entertaining configurations. If someone walks into one of my crow traps, I can then land on them to set the crows ablaze. If they try to hit me, my hat electrocutes them. And by then they’ve taken enough damage that my shirt will let me break their neck with one blow. This causes my shoes to heal me, as a reward for getting a melee kill.

“I’m wearing pants that make me explode when I land from a great height.”

Vigors are very similar to BioShock’s Plasmids, of course, and Gear is the new version of its Tonics. Alone, they’re not enough to make Infinite’s combat much better than BioShock’s. But it is, and for a different reason: space.
The game’s biggest fights take place in huge open areas, sometimes several city blocks, and metal Sky Rails snake through the air between them. These rails are inverted rollercoasters: you hold a magnetic wheel gizmo that lets you dangle from them, then ride their curves with improbable speed. This changes the format of combat completely: instead of ducking behind cover when you’re in trouble, you leap up and ride off, too fast to be hit. As you zoom along you can aim for a landing spot, pounce on an enemy, switch to a different rail or – best of all – leap onto a hoverboat.
These boats swoop in at the start of a fight, touring the combat space before settling on a spot from which to pelt you with rockets. If you’ve got the sea legs for it, you can leap onto one of them as it’s cruising around, smash all its troops off, then jump off when it drifts near enough to another Sky Rail. The battlefield itself is in motion.

The final new element in Infinite’s fights relates to Elizabeth, the woman you’re here for. She can open ‘tears’ in space that lead to alternate universes. In combat, those universes seem to be full of heavy weapons, medkits, and turrets that are mysteriously on your side. She can only do it at predefined points: you see a ghostly image of the various things she can bring in at different spots, and you press ‘use’ on one to order her to make it real.

“If this isn’t sounding contrived yet, I’m not explaining it properly.”

If this isn’t sounding contrived yet, I’m not explaining it properly. These tears are the very heavy hand of the level designer offering you a menu of choices, and they often make the fights feel staged. You can only open one at a time, but that decision is almost always an easy call: of course you want the turret. When you need health, opening the medkit tear is just one more press of the ‘use’ key, then you can bring the turret back. These things might as well be part of the level.
Elizabeth herself is nice. I liked her. If you were hoping for something more – perhaps even the fabled Strong Female Character™ – you might be disappointed. When you’re together, she’s relegated to the role of caddy, limited to passing you a new weapon when you run out of ammo, and only ever using her own abilities when you command her to. And when you’re separated, the plot repeatedly underscores how helpless she is without you. Again, this is not unusual in videogames, it’s just that the sublime introduction to Infinite’s story led you to expect more from it.
You do have a handful of really lovely character moments with her. But the few times that she does something of her own free will, the significance of the act is undermined by the plot’s broken logic, and so is the chance of building a more interesting relationship.

It’s awkward: I want to tell you why the plot failed for me, but I have to be vague. It has many, many leaps of questionable logic, but the ones that really hurt are when your terrible predicament seems to be the direct consequence of decisions that didn’t make sense at the time.

“your solution to a simple logistical problem is the equivalent of setting off an atom bomb to clear a cobweb”

At one point, your solution to a simple logistical problem is the equivalent of setting off an atom bomb to clear a cobweb. So when anything bad happens from then on, you’re thinking, “Boy, it almost seems like setting off that atom bomb was an insane, unnecessary and irrational thing to do.”
You don’t set off an atom bomb. That was a metaphor.
The worst culprit is the ending. The plot’s final emotional sting is an action that just doesn’t seem like it would achieve anything. It seems to be assuming some new rule about how this world works – but since those rules were never established, any drama that hinges on them feels arbitrary.
That completely deflates the ending’s potentially enormous impact. And not just for me: two other reviewers and I discussed it at length, trying to come up with a compelling version of the logic, and none of us could find one.

But all these scenes, even the stupid ones, are depicted with the same artistic flair I gushed about earlier. Even as you’re wondering why the hell anyone is doing any of this, you’re thinking, “God, that is beautiful, though.”
In a sense, that beauty makes it even more of a shame that the writing doesn’t manage to put all this spectacular work to better use. But it also means that these moments end up being emotional anyway. It’s like a surreal arthouse movie where nothing really makes sense, but where each scene is strangely compelling nonetheless.
It’s a weird note to end on, after a game that’s so magnificent in so many other ways. But it doesn’t change the conclusion: BioShock Infinite is something extraordinary, and no one should miss it.