— aka.spvn

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January, 2009 Monthly archive

Quake Live LogoFor those who don’t know, I got into the Quake Live closed beta just this month after they decided to expand the player base. Unfortunately, there currently aren’t any Asian servers for Quake Live, and while that’s bound to change by the time Quake Live goes live (no pun intended), little ol’ me is stuck with 300ms ping in every single server thus far. It’s a pain I tell you, to have shotgun pellets take like forever to hit the wall and to watch your lightning gun beam bend and turn really slowly as you turn your mouse. It’s practically impossible to kill anyone, save for the random kills I get whilst spamming rockets away. Really, spamming rockets at every single thing you see (including walls and floors even if there’s no one there) is the only way to kill anybody with such great lag.

Thus, I’m relegated to playing with bots all the time, and guess what: it’s still loads of fun.

Fast Paced Action… Period.

Before I go any further, I’d better explain that Quake Live is a reboot of the game Quake 3 Arena which was released back in 1999. To me, Quake 3 (and now Quake Live) will always be my favourite game of all time. The numerous yet manageable number of weapons, great level design, infinite level of customisation for players with different wants and needs, etc. Everything in this game helped contribute to its unparalleled fast paced gameplay.

Quake 3 LogoFor some reason, games don’t do this any more, developers seemed to have stop bothering about fast paced FPSes for a looooooooong time. The two greatest FPSes to me? Quake 3, and the original Unreal Tournament, which was also released in 1999. For a decade, not a single other game has come close to offering the same level of excitement and tension these 2 games offered. Quake 4 was a complete failure in my opinion and it lost a lot of what made Quake 3 so much fun. Sure the single player campaign was fun, but the multiplayer aspect was a huge step backward. As for Unreal Tournament? They decided to ditch the fast paced, small scale gameplay and instead opted for a more Battlefield-esque shooter, having large fields of play and vehicles to boot.

Strategising!!!

What made Quake 3 so great? It has everything a video game needs. Most people might simply think it’s just a matter of how good you are at aiming in a video game, and that’s true for most FPSes nowadays, but Quake 3 was so much more. Strategising (a concept that FPSes of today seem to be completely unaware of) is so important in this game that it’s probably as important, if not more, than the player’s skill.

  • First you got to know the map like the back of your hand. Which doorway leads to where, which teleporter goes where.
  • That means you’ll have to keep track of where your opponent is, for example if you see him in one part of the map you’ll have to immediately infer where he’s able to go to next or what items he has in his vicinity to pick up.
  • Then you have to remember where all the weapons are around the map so that you know which one to go to for a particular situation
  • Then you gotta remember where all the health is scattered around the map so you know where to quickly retreat to if you’re under attack. No, you don’t have magical health-regenerating abilities like what every single FPS seems to be going for nowadays.
  • Then there’s the mega-health, which basically gives you a ton of health when picked up (as the name obviously implies). Thing is, once it’s picked up, the mega-health will respawn every 35 seconds (in Quake Live at least), so whenever you pick it up or hear your opponent pick it up, you gotta take note of the time and subtract/add 35 seconds so that you’ll know when it’s back there for you to pick it up again, to prevent your opponent from getting it.
  • Then there’s the issue of different types of armor (which protect you from too much damage, obviously) which respawn every 25 seconds and once again you got to time them to make sure you get them first instead of your opponent
  • Some levels even have multiple armors around the map (some even have 3). That means that including the timing for the mega-health, veterans of the game will have 3-4 timings in their heads at all times while navigating around the map, reaching the correct spots at the correct timings, collecting weapons along the way.
  • All that, on top of the fact that you’ve got to battle an opponent everytime you meet him, having to switch to the correct weapon on the fly for the correct situation. For example railguns when he’s real far away, rocket launchers for causing splash damage, shotguns for close range attacks, grenade launchers to lay traps, etc.

In fact, this isn’t even a complete list of strategies one goes through when playing a game of Quake, each weapon has its own strategy and way to use it, each map has sweet spots and strategies you can use to your advantage. For example the railgun hits the enemy instantly but has a really long cool down time of around half a second to one second (yes that’s considered long in Quake) which will leave you vulnerable. The rocket launcher can help you reach higher places using a rocket jump, but you lose a substantial amount of health in the process. The plasma gun is pretty strong, but takes time to hit the enemy who can easily dodge the incoming bullets, etc.

There’s just so many things that a player has to keep track of, consider and evaluate within literally split seconds. Hanging in the air for less than half a second while in clear sight of your enemy usually means instant death from the railgun. It’s really hard to put in words how insanely difficult, and thus rewarding, this game is. On top of all the strategising, you still have to hone your accuracy at aiming and shooting, which require flicks of the wrist and finger-twitching mouse clicks.

The Revival

If Quake 3 was so great, why’d I stop playing it? Easy, because there weren’t enough people left (in my region especially) still playing that game. With Quake Live however, which is going to be a completely free, easy to install game, that looks set to change. It doesn’t hurt that Quake Live makes several improvements upon the old Quake 3 engine, for example having faster movement which only serves to make the game all the more fast-paced and thus all the more fun. Gamers who are used to FPSes like Counter Strike, Call of Duty, Battlefield, Team Fortress, etc will be in for a big shock if they ever try out this game. None of that camping, magical regenerating health, reloading crap here. Just an old-school fast paced frag fest unlike any other game has or will ever offer.

Here’s hoping to an imminent release date for Quake Live.

UPDATE: Quake Live is going open beta on the 24th of February! Without ANY Asian servers whatsoever! WTF! For information about it, read on here.

(Leave a comment about your opinion on Quake Live and FPSes nowadays as a whole)

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There’s been news recently about the victimless plane crash in the Hudson River. First of all let me say kudos to the pilot for somehow managing to land the plane safely on water. All 155 passengers on board were certainly lucky to have him as their pilot for that day.

The Hero of the Day

And as a sidenote and for the record, the pilot was 57-year-old Chesley Suleenberger III. It’s funny how news reports are talking about him over and over again about how he managed to save 155 people with his insane landing skills, and yet most reports merely refers to him as “the pilot”. Honestly, a man like this ought to deserve more recognition, he fricking saved 155 people from dying. HELLO?!

Annoying Reporters

Yes anyway, after landing the plane on water, the boats nearby came to help and eventually all passengers and crew were evacuated. And so the passengers finally get on to land, and who’s there to greet them? Nothing like a warm bunch of reporters to harrass you with questions:

Stupid Questions

This guy just went through a near death experience and the moment he gets back on to dry land you have to go and BOMBARD him with questions?! I mean he’s obviously still shaken from the whole experience and was shivering throughout the “interview” (I put interview in quotes because it was more of a let’s-annoy-the-heck-out-of-the-guy-who-almost-died-session) but yet reporters stuck to their mantra of annoying people as much as possible. Not only do they not give the guy a break, they ask completely pointless questions, like something along the lines of:

Annoying Reporter: How did you all get out?
Shaken Survivor: I don’t know man… I don’t know, by the luck of God I guess…
Annoying Reporter: No, how did you get out, the front, the back, the middle? (Yeah she asked if they got out through the middle)
Shaken Survivor: … Through the front

and

Another Annoying Reporter: How strong was it when you hit the water?
Shaken Survivor: It was pretty bad…

Simply WTF.

What in the world is the point of asking whether they got out through the front, the back, or (for crying out loud) the middle? Oh and what kind of question is “how strong was it?” How strong do you think it was when an effing aeroplane crashes into water? What’d you expect him to say?

“Oh it was a nice, soft landing, kudos to the pilot once again”

or

“Well we hit the water at a velocity of 4738495m/s, which in turn meant that the plane exerted a force of 47532N on the water, which in turn exerted 28473N upwards on the plane, so yeah, with a resultant force of 19059N (taking downards as positive), I’d say the landing was pretty bad.”

Why do these people persist on making life miserable for people like him, they don’t even let him finish his answers before cutting in with 5 of them asking different questions all at once while he’s in mid-sentence. Does it really matter whether they got out through the middle of the plane or not? Am I going to go:

“Oooh this article/news station is really good because they found out that the passengers got out through the front of the plane. How silly of me to think they might have gotten out through the middle or something *face palm*”

or

“Wow, I never knew that a plane crashing down into water would be a “pretty bad” impact. Thank you Oh-So-Brilliant reporter for asking such an insightful question”

Still…

Hudson Plane CrashDon’t get me wrong, I don’t exactly despise reporters for asking pointless questions all the time (after all most of them make a living out of asking pointless questions), but couldn’t they have the courtesy of asking their stupid questions AFTER the survivor has settled down, recovered from the shock, gotten extra layers of clothing on (seeing as how it was freezing cold), etc. Oh and while you’re at it, wouldn’t it be nice if you didn’t bombard the single survivor with like 10 questions at a time, let him actually finish his answers and sentences, and possibly not ask stupid questions (like if you got out of the plane through its middle).

Wait what am I saying, they’re reporters…

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Darkly Dreaming DexterI’ve given up on many books halfway through in the past. Books like the Lord of the Rings series and Les Miserables. They often delve too deep into describing the surrounding environment and each individual character to such detail that you’d know the exact shade of his/her clothing at times. While these books definitely allow the reader to completely immerse him or herself into the world the book is creating, it doesn’t stop them from being boring. I really can’t stand books like that.

Darkly Dreaming Dexter is almost the exact opposite of such books. There’s practically next to little introduction to characters and the setting as a whole, allowing the reader to imagine what the Miami-Dade Police Department would be like instead of dictating every last detail. The book tells the story of Dexter, a serial killer who works as a blood splatter analyst for the Miami-Dade police when a new string of murders crops up. I don’t want to give anything else away, all I’ll say is it’s a pretty cool story, though by no means groundbreaking (though it does have a twist at the end).

The unique thing about this book is though, is the way it is narrated. Author Jeff Lindsay writes the entire book in a first person perspective, taking on the role of serial killer Dexter. The way he pens down the thoughts of his character is unlike anything I’ve ever read before, there can be pages of “monologue” by Dexter and it doesn’t even seem boring because of the way he writes it. His constant reference to the insatiable appetite of the Dark Passenger, the “monster” in him that gives him the drive and the urge to kill people, really delves into the mindset of a serial killer. The interesting thing about it though, is that Dexter will only kill people who have escaped the arms of the law and who he deems should be punished by death. This moral code which he lives by provides for even more interesting dilemmas which he goes through throughout the book, especially at the climax. The constant musings of Dexter are entertaining to say the least, especially how the author regularly points out about how he as absolutely no emotion at all. I would love to go on more, but without spoiling much else, let’s just say Dexter is one of my favourite (though not necessarily likable) characters of all time.

Unfortunately, the rest of the book is more like a framework to hold up the actual concrete that is the character of Dexter. The other characters in the book are more or less stereotypical characters which aren’t really explored in depth, while Dexter is in the middle of all of them. Like I said above, it’s does have a pretty cool story, but that’s mainly due to the interesting premise in the first place, the plot itself is relatively uninteresting in fact. The only incentive to keep reading the book is really to see how Dexter reacts to each situation and whatever thoughts run through his head.

The twist at the end wasn’t anything much, sure it was surprising (or it wouldn’t be called a twist), but after reading it I was going “Oh, OK… If you say so.” I mean unlike other twists that I’ve read (try out the collection of short stories by Jeffery Archer called A Twist in the Tale), it doesn’t make you see the entire story in a different light (which is what a twist should do, or it wouldn’t really be a “twist” now would it). All it is, is a surprising ending to the plot. In fact, the more I think about it as I write this, the more I think that the twist is actually quite lame. Ok so maybe it isn’t a twist after all… OK nevermind I can’t make up my mind.

So in short, amazing character for a protagonist + so-so everything else = interesting book. If you’re looking for a unique kind of book, Darkly Dreaming Dexter is definitely a book you should check out, if for nothing else but the style in which the protagonist is portrayed. After all, it’s a relatively thin book which can be finished pretty quickly, (that is unless you read as slow as I do).

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Windows 7 DesktopSo despite not having installed Windows 7 beta the day it got leaked onto the Internet (I was too lazy to partition my iMac hard drive), I finally got around to installing it and finally running it, with much difficulty. I’m typing this now in Firefox on Windows 7 beta build 7000, and thus far it’s more or less a love/hate relationship with this OS. I’ve heard so much good stuff about this beta that I expected it to do wonders, unfortunately it seems my expectations might have been a tad bit too high.

A Whole New Taskbar

Reviewers all over the net have been gushing about their love for the new taskbar, some going so far as to saying it’s the “best of both worlds” from both the traditional Windows taskbar as well as Mac OSX’s iconic Dock. In my opinion, this new taskbar isn’t exactly the best that the taskbar could be. The traditional Windows taskbar was intuitive the first few times you used it, as was Mac OSX’s Dock. Windows 7′s taskbar on the other hand will take some getting used to.

For example, when using the new IE 8 beta, it displays thumbnail previews of every single open tab instead of having one thumbnail preview for the entire window, which a major plus point. However, this means that one cannot simply hit the IE icon in the taskbar and have it pop up with the last closed window. Instead, you have to hover your mouse over the icon (or click it), let the thumbnails surface, then click on the one you want to open. Either way you do it, it takes more time (because there’s a lag between the time you hover your mouse over the icon and when the thumbnails actually pop up) or more clicks (2 clicks + time taken to figure out which tab you last had open). Microsoft really needs to at least give the user the option to revert this simple act of “opening a minimised window” to how it was done in the past. I sent a feedback in to Microsoft about this behaviour, but I’m not quite sure if they’ll even bother about my feedback, seeing as how I’ve never seen any other person talk about it.

Windows 7 taskbar

UPDATE: This doesn’t only affect IE, but any application with multiple windows open. For example if you have your Firefox download box open alongside your usual browsing window, it’ll take you 2 clicks and longer to open your browser instead of simply clicking once on the taskbar. I’ve sent another feedback to Microsoft which I’ll post here soon in a separate post since it’s quite long.

Your Naggy OS

UAC nag screenFirst, the way so many other reviewers described the OS it seemed like Windows 7 finally stopped being the naggy OS that Windows Vista was, for example allowing users to toggle how stringent they wanted the naggy UAC to be. That sounds like a brilliant feature obviously, but in reality, the ability to toggle that setting isn’t really that useful at all. There are only 4 different levels available to choose from, and the system defaults to the second highest setting. However, the only difference between the default setting and the third highest setting is that the background applications no longer dim out, allowing you to interact with them. However, the naggy UAC screen still pops up at exactly the same frequency as the default setting, which makes this feature quite useless. The lowest security setting completely disables the naggy screen (which is what I’ve chosen) and I don’t even want to find out how naggy UAC becomes on the highest setting.

Really, I expected Microsoft to find some way to make it such that the naggy screen only pops up when a suspicious program is opened, instead of asking a user if he/she is sure he/she wants to do any action. Apparently, they finally realised that the OS should only confirm an action when it’s initiated by software instead of by the user (ie. it won’t ask you if you’re sure you want to open a program like, say, Notepad), which is what they should have thought of doing in Vista in the first place. However, I’m still suffering annoyances, and this is on the 2nd lowest level, when I try to install programs like Firefox. So for me, I’m just going to completely switch it off for now.

Why hide the menu?

Menu BarIf I’m not wrong, Vista did this as well, but I’m not a hundred percent certain seeing as how I’m coming from XP (I never bothered with Vista, and that’s a story for another time). In Windows 7, the traditional menu bar (no idea what it’s “officially” called) isn’t there on most Window applications. I’m referring to the one with the “File”, “Edit”, Tools”, “Help”, etc menu buttons. Windows XP had these permenantly visible no matter what application you’re using, however with Windows 7 it’s only permenantly visible in third party applications like Firefox. Stuff like Windows Live messenger and even Internet Explorer have the menu bar permenantly hidden. The only way to reveal it is to hit the Alt key or F10, which is pretty stupid.

Why in the world would Windows want to hide it by default? Even the most casual and technologically illiterate person has grown accustomed to searching for the menu bar at the top of the window, so if this is an attempt at making Windows more user friendly, it’s a huge step backwards. Not to mention it’s annoying for seasoned Windows users to have to hit a key first before being able to see it. I’m sure there’s some tweak available out there which will show the menu bar, but why have it hidden by default?

Not too shabby Redmond…

All in all though, Windows 7 is a really great operating system thus far, and the only reason why I’m listing such negative . Plenty of stuff is working, but minor graphical glitches and other small bugs are constant reminders that this is a still a beta. However, the gripes I listed above are definitely not related to it being a beta, but they’re stuff that are obviously planned for the final release. I really hope some of them gets changed, especially my first gripe.

Still, Windows 7 looks to be the OS that will finally get me off XP (and finally enter the world of DirectX 10).

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PSP

UPDATE 1: Sony decided that “Hey! We don’t have enough multi-coloured PSPs already! Let’s introduce more!!!

UPDATE 2: Stupid Sony’s still trying to revamp the hardware apparently. Read on here to find out how stupid I think Sony is for doing this.

When the first generation PSP was first announced in 2003 and released in Japan in December of 2004, it seemed to be a gaming console sent from heaven. With hardware capable of pumping out almost PS2 quality graphics, wifi capability and hence support for online play, an in built browser, video player, music player, etc. And best of all, it was but a handheld console. With such wonderous statistics, it was no wonder the console’s launch in every region in the world was such a huge success, selling around 200,000 units on the very first day in many regions. Alas, as with so many other things, what sounds astounding on paper doesn’t translate into an astounding device.

PSP Picks Up Steam

In fact, the PSP had some relatively good launch titles, for example Ridge Racer, Dynasty Warriors, Lumines (which still remains one of my

  • Ridge Racer – A really fun and addictive arcade racer
  • Dynasty Warriors – For pure button mashing fun
  • Lumines – A puzzle game that debut as an unassuming PSP launch title, but still remains one of my favourite puzzle games of all time, not to mention it’s been ported to mobile phones, PS2 and the PC as well.
  • Need for Speed: Underground – A Need for Speed game as a launch title, need I say more?
  • NFL Street 2 Unleashed – A relatively fun “arcade” version of more traditional football games
  • Tony Hawk’s Underground 2 Remix

Most other regular consoles get launch titles of regular game consoles usually consist of current games ported to the console in question, plus a few more extra “crapware” games. The PSP though had an arguably strong launch lineup, because of the simple fact that it was almost impossible for developers to directly port games over to the PSP since it had a lot less horsepower. Despite that, many of the launch title games were pretty fun, especially when you consider how they’re meant for a handheld device and thus short bursts of arcady fun.

In the period of time after the release of the console, the PSP did seem to pick up some steam in terms of games. For example SOCOM was introduced into the PSP game library, offering a thus far unrivalled online shooter experience, for it allowed large groups of players to connect to an online game and play together. I personally loved the idea and played quite a bit of SOCOM online, because it did almost feel like one was playing any other online shooter, except this was on a handheld device. Still, being a relatively new game in the PSP library, it had its flaws, but seemed like an optimistic sign of what was to come for the PSP.

It Starts To Go Wrong

PSP gamesThen there were games like Syphon Filter, Wipeout, Coded Arms, Fifa games, Grand Theft Auto, Star Wars Battlefront, etc. The more “mainstream” games if you could call them that. Games that hardcore gamers would recognise, or would be interested in, those with 3D graphics and the ones that were supposed to deliver “near PS2 quality” graphics. Unfortunately, it was about this time that the flaws in the PSP became more an more apparent. It seemed the PSP simply wasn’t designed to play certain types of games well. For example, first person shooters were out of the question with the PSP’s single analog stick; third person games seemed likely, but the level of detail in the PSP’s graphics simply made them unplayable, especially with the dim screen; sports games were simply just ports of its console brethrens except with worse graphics and lacking features; strategy games were almost non-existant. The only games it seeemd to work well with were racing games (which get boring quickly especially when there are so many different versions of racing games out there), RPGs (of which good ones were far and few in between) and puzzle games (of which good ones are possible to develop for almost any kind of platform).

From then on, most of the PSP games that were released were of pretty low quality, and others seemed to be half hearted ports of the original ones. That’s not to say it didn’t have its bright moments, unfortunately most of them were just overlooked. Few people have experienced the thrill of riding down a mountain in the PSP’s version of SSX, or figured out one of “Exit’s” many puzzles (when I have to put a game’s name in quotes just to make sure people know it’s a game, that goes to show how overlooked some of these games were), watch one of Jeanne d’Arc’s captivating cutscenes or experience its story as well, or simply having loads of fun with LocoRoco. The PSP ports of the Lego games were probably the only games that were almost identical to their console counterparts, and they were pretty good as well, except that on a small screen, everything looks worse.

Then 2008 came…

In fact, 2008 was probably the best year the PSP had, and that’s saying something (which I’ll get on to in just awhile). It had plenty (in relative to previous years) quality titles.

  • N+ – A brilliant puzzle/platformer that everyone simply has to play
  • Final Fantasy VII: Crisis Core – A high quality RPG in a class of its own, not to mention a PSP exclusive game as well
  • God of War: Chains of Olympus – Another really high quality game, and its a God of War game to boot, yet another platform exclusive game
  • Star Wars: The Force Unleashed – I’d go so far so as to say that the PSP version was probably better than the XBOX360/PS3 version, taking into account that it’s on a handheld console
  • Lego Batman: The Video Game – As I already mentioned, a Lego game
  • Madden NFL ’09 – Another pretty decent port
  • Patapon – It was released in December of ’07, but only gained popularity in ’08
  • Pro Evolution Soccer – A much better soccer game on the PSP as compared to Fifa.

Sounds pretty good right? Though there were pretty fun games for the PSP in previous years, they were never of such high quality before. The PSP was beginning to look like a console that was full of potential.

Then suddenly, the games just stopped coming.

People say that summer is the prime time of movies, in that case, the holiday season is definitely the prime time for video games. Every holiday season (or at least the second half of the year), the major triple-A titles are hurriedly pushed through the door for all platforms. The PS3 got games like Resistance 2 and Little Big Planet, the Xbox 360 got Gears of War 2 and Fable 2. What did the PSP get? Zilch. Not a single game really worth playing. Except for games like Star Wars: TFU and N+, the PSP didn’t have much to offer this holiday season.

The Great PSP Game Drought

PSP games screenshotsI’ve stopped bothering about my PSP for a long time now, there simply isn’t much to play anymore. It seems like developers have completely given up on the console, or at least have given up trying to produce quality games for the PSP. That’s probably a wise business decision.

In the handheld console market now, there are really only 2 competitors, the Sony PSP and the Nintendo DS Lite, and the PSP is just getting completely beaten, trashed, owned, etc by the Nintendo DS because the DS caters to a wider audience. Thus it only makes sense that developers would turn their attention to other consoles.

What results is a maddening drought of games for the PSP. With so few developers left who have any faith in the PSP at all, we don’t even see the usual flow of “crapware” games for the PSP, all those games have gone to the DS as well, where even crapware games are able to fly off shelves as long as they’re about Barbie Princess or Spongebob. Most might say it’s a good thing there are so few low quality games, but the problem is that there are hardly any games worth playing now at all.

And it’s not just developers who are shying away from the PSP, critics aren’t responding favourably towards the PSP either. Since God of War, Final Fantasy and Star Wars, little to no hype has been generated for any other PSP game in recent times. Critics start up a PSP game expecting it to be lousy, and it obviously reflects in their scores because they rated a game based on the overall experience, which is never as good on a PSP as compared to other consoles. This meant that any game that got a 6 or 7 out of 10 was probably a pretty good game for the PSP already. The low scores for PSP games in general were partly responsible for driving potential PSP owners away from the device.

In fact, the Gamespot list of top 10 PSP games at the time of this writing is quite interesting (this list is generated based on how many times readers view news or anything related to a game in that day). Out of the 10 games, only 3 were released in recent times (after June 2008), 2 of them are yet to be released, while half of the list are relatively older games. That’s a stark difference as compared to other consoles, where all the games in the list are either relatively new games or ones that are still yet to be released. This goes to show how few games there are on the PSP that are worth playing at all. Oh and not to mention there are still PSP games from as far back as September that are still yet to be reviewed on Gamespot. And I’m not talking about games that no one cares about here, I’m talking about games like WWE Smackdown vs. Raw 2009, Lego Batman and Need for Speed Undercover. Yeah, all these triple-A titles have been pushed aside and it doesn’t seem like they’re ever going to be reviewed, because of the simple fact that they all belong on the PSP.

Just consider, the only 2 PSP exclusive games that receieved critical acclaim across the board that were released this year are Final Fantasy 7: Crisis Core and God of War: Chains of Olympus. The Final Fantasy series has always been a staple of Playstation consoles, developed by Square Enix. As for God of War? It was developed by Sony themselves, for their own console. When only Square Enix and Sony themselves are willing to invest time to develop quality PSP games while everyone else is shying away from the platform just 3 years after the device was introduced and even after 2 updates to the hardware, you know your console’s in trouble. And Sony knew that.

The BIG Solution

PSP 3000Sony’s answer to this problem? “Since the reason why it’s doing so badly is because of hardware sales, let’s introduce NEW hardware… AGAIN!” Hence, the birth of the PSP-3000, which besides a brighter screen and an in-built microphone, didn’t introduce much significant changes. Note, this is already the third generation PSP in just 3-4 years, in comparison, Nintendo only introduced a single reiteration of its original DS, the DS Lite, in 2006, and it’s still selling like hotcakes up till this day. Along with the new hardware, Sony introduced new features such as the PSN store which allowed users to download games off the internet onto their PSP.

My question to Sony is… What’s the point? What’s the point of introducing a new PSP just one year after the previous generation of PSPs when there’re still no games to play on it? What’s the point of having a microphone when people view a PSP as being a gaming device more than anything else? What’s the point of the online store when most of the games are still only available in physical form and like I said before, most aren’t worth playing anyway?

Did they really think a new console would help boost sales? Well sure, sale figures of the console did increase in the week the PSP 3000 was introduced, but the week after that, the figures immediately went back down to previous levels, and stayed there till the holiday season when all other consoles got an increase in number of units sold. In fact, both the PSP and the DS reached their peak in the same week (21st December 2008) and the DS sold three times the number of units the PSP sold, moving around 1.8 million units as compared to the PSP’s 600,000 or so.

So… What now?

facepalmThe answer to the PSP’s sorry state is so painfully obvious: Sony needs to attract more quality developers to the platform instead of trying to sell as many units as possible. If they continue trying to chase after the consumer with more hardware and software improvements, the PSP is going to die out faster than you can say “PSP-4000″  or “4th generation PSP”. As long as quality games start arriving for the PSP, consumers will tag along. Maybe, just maybe, Sony can revitalise the PSP.

However, no matter what they do, it might be too little to late. At the end of the 2008 holiday season and as we enter the new year, the DS holds 70% of the market share, with around 97 million units sold thus far. The PSP on the other hand has only sold around 43 million, holding just a third of the market. Furthermore, the PSP has always been known for shoddy games, and that legacy might be passed down to every other PSP game that’s going to come out. It’s the reason why so many quality PSP games like Jeanne D’Arc were overlooked over the years. With dwindling unit sales as well, there’s really little incentive for developers to start a quality game from scratch exclusively for this platform.

Sony better come up with a stroke of genius soon, maybe something like distributing a SDK that makes developing for the PSP even more easier or something like that (I’m no programmer, just taking a wild stab in the dark here). Regardless, whatever they do, they’d better do it well, and soon. And I mean really soon, before the PSP drowns among all the DS Lites.

Oh and then there’s still that teeny tiny problem of the DSi

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So I was skimming through Microsoft’s CES ’09 keynote (which can be viewed online here) when I came across a pretty interesting part. They were showing off some games on Xbox Live (if I’m not wrong) and I was pretty impressed by their gameshow game “1 vs 100″ where a hundred people can play together on Xbox Live. But that’s a story for another time.

After that demo, they began talking about another game called Kodu, and they brought a 12-year-old girl named Sparrow up on stage to help demo the game. At first I was mildly amused that she was called Sparrow, but that’s when I was greeted with this:

Actual 12-year-old girl

Honestly? “ACTUAL 12-YEAR-OLD GIRL”. It seemed that Microsoft was trying REALLY hard to convince us she was ACTUALLY REAL. You know, just in case we thought she was a robot or cyborg or something like that. Or maybe we’d think she’s a guy? Or that she wasn’t 12-years-old?

Or maybe we’d think she was a bird?

Jokes aside though, the game is pretty interesting, it’s more of a game creator for kids, teaching them the fundamentals behind programming. For example Sparrow showed us how she could build a factory, and tell it to create a Wisp after 10 seconds, and then close after 11 seconds. The level of customisation available to the player looks pretty deep as well, with the presenter going “I’m glad you’re the one who’s doing this”, because of the way she navigated through the many, many radial menus, it’s clear this “programming language” takes some time to learn.

For now though, we’ll have to settle for an ACTUAL 12-YEAR-OLD GIRL to show us what the game is like.

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Apple LogoAt roughly 4am or so in the morning (Singapore time of course), Apple held what was going to be its final Macworld keynote. After more than 2 decades of releasing its brand new products at what is arguably the world’s largest Mac convention, it has finally decided that 2009 will be the last time they’ll participate in Macworld.

So I booted up my computer early this morning, hoping to hear about some great new stuff Apple was going to introduce, considering how this was going to be their last year and they’d want to go out with a big bang. At first, things seemed pretty cool, but I realised how boring the whole keynote was going to be halfway through.

Phill’s first and last Macworld keynote

Before I get into the keynote though, there’s one thing I want to say about Phil Schiller. In every single Macworld keynote in the past, Steve Jobs has always been the one to give the keynote. No matter how big or small the new products were, every single Mac fan couldn’t wait to watch Steve Jobs unveil it. So it was quite surprising that he wasn’t going to be doing it this year, instead handing it over to Phil Schiller. I have to say, the first few minutes Phil stepped on stage and began talking about how successful Apple stores all over the world were doing, he seemed, of all things, nervous, even as the crowd applauded his every announcement. I suddenly realised the reason why this small emotion was so starking, because this never happened with Steve Jobs. Steve basked in the audience’s applause, encouraged by it, and you could almost see his face glow with glee everytime the crowd applauded. It almost seemed like the same smugness and glow that he had at 1984′s Macworld when he introduced the first ever Macintosh. Alas, things were different with Phil. You could just tell he was a much more humble person on stage, accepting the crowd’s applause, but not exactly basking in it like Jobs usually does. After a few minutes though, he no longer had much of a problem of “stage fright” and did a pretty good job on stage.

As for the keynote itself? Here’re roughly a list of things Apple introduced:

  • iLife ’09
    • iPhoto ’09 has new features like face recognition and support for geotagging so you can organise photos according to where you take them
    • iMovie ’09 builds upon last year’s (terrible) version of iMovie, adding new features that’ll hopefully make it a more robust movie editing software (hopefully as good as iMovie ’06).
    • Instructional videos in Garageband that teach you how to play instruments. Extra $5 videos are sold where various artists teach you how to play simplified versions of their songs.
    • Apparently updated versions of iDVD and iWeb as well, but were not covered in keynote
  • iWork ’09
    • Pages has a new fullscreen view (ala WriteRoom), ability to sync tables with Numbers, so when you edit the table in Numbers, it will update the same one in Pages as well, dynamic outline feature similar to the sidebar you’d see in Microsoft Powerpoint and Keynote
    • Keynote has new transitions, plus “Magic Move”, which is really cool. You set up your 2 slides, and Keynote automatically transitions them for you using advanced transitions that wouldn’t be possible manually. Some new themes and charts, etc.
    • Keynote Remote, an application for iPod Touch/iPhones. Control slides via Wifi, advance slides by swiping, can even view next slide/presenter notes.
    • Numbers has new formulas/functions for more advanced users, table categories to organise tables by a certain column, etc.
  • iWork.com
    • an online portal that’s in beta stage for now. Users can upload documents and have others collaborate on the same document by sending them emails. Sound familiar? (I’ll get to that in a moment)
  • 17″ Macbook Pro
    • Unibody, plus all the standard stuff you’d expect in a Macbook Pro now. 3 USB ports, one Firewire 800 port. Up to 2.93 Intel Core 2 Duo, up to 8GB RAM, GeForce 9600M GT graphics card, etc.
    • The biggest thing? 8 hour battery life. Yeah, EIGHT hours.
  • iTunes
    • Songs now priced at $0.69, $0.99, $1.29. Obviously, older songs are going to be priced at $0.69 while new releases at $1.29.
    • All songs eventually going to be DRM-free (Hooray!), must pay to “upgrade” them and remove DRM (rip-off).
    • Download songs through 3G on iPhone

Macbook Pro

And… that’s it. Zero hardware updates, no earth shattering announcements (except perhaps 8 hours battery life). The most interesting things were probably the 8 hour battery life, Keynote Remote and iPhoto’s nifty new features. If your more interesting announcements are your very first announcement and an iPhone app that you cover for 2 minutes, you know your keynote is boring.

It seems like the market agreed as well, seeing as how Apple’s stock dipped slightly immediately following the keynote, which is to be expected I guess, considering how lackluster their FINAL keynote at Macworld was. The biggest announcement was probably the 8 hour battery life, which is really something to boast about. Hopefully this will force other laptop manufacturors to research batteries which have longer battery lives.

Other than that, the rest of the keynote was pretty lackluster. But 2 announcements really stand out as major letdowns: iWork.com and DRM free music.

Pay for Google Documents?

iWork and iLife

Honestly, I can’t imagine how many people will be willing to actually PAY for iWork.com. Phill stated that it’s currently free as it’s in open beta, but apparently it’s going to become a paid service when it’s out of beta, which is just stupid. Why? Because Google Documents has been offering the same service for ages now, for free. Sure, you can’t leave comments, and don’t have a “chatbox” in the sidebar with Google Documents, but that’s hardly a big deal, knowing how Apple will charge some exorbidant  fee for iWork eventually. Not to mention you can actually EDIT the documens (within the browser as well) using Google Docs while you can only leave notes/comments for others in iWork.com. And am I really the only one who noticed that you can’t even scroll through the whole document in iWork.com? You have to select the individual pages in the sidebar and thus can only view one page at a time. The only way to see the next page is to click on it in the sidebar instead of simply scrolling down. What kind of UI design is that?!

Pay to do what you want with YOUR music?

As for the new DRM free music, it’s really a waste of time. According to Apple, people who shop on the iTunes store have to PAY more just to get rid of DRM? Meaning they have to pay more just so that they can do whatever they want with a file they’ve already bought? What kind of logic is that?! Furthermore, many users’ libraries aren’t small, and at 30 cents per song (just to “upgrade” them), it amounts to a few hundred dollars for some users to get rid of the annoying DRM. Why we users have to pay more just to do what we want with a song is beyond me.

All in all, it’s sad to see Apple go out on a low note at their last ever Macworld keynote. We were all really expecting something more. Alas, it seems we’ll have to wait awhile longer for major annoucements. It’s just such a shame that Apple’s final Macworld keynote will go down in history as one of its most boring and disappointing ones.

And on a random note, seems like the Silent Keynote campaign was a  complete failure, considering how the crowd cheered at every small announcement.

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Quake Live Logo

According to the NDA (non-disclosure agreement), I (unfortunately) cannot discuss anything about the game with readers at all. Seeing as how I still want to be part of the closed beta, I’ll keep it that way until it expires (no idea when the NDA will expire though).

I will tell you this: it’s great thus far.

For those of you who don’t know, Quake Live was originally named Quake Zero when it was first announced back in 2007 by John Carmack. It’s basic code is going to be that of Quake 3, id Software’s game that was released to much fanfare all the way back in December of 1999, almost 10 years ago now. Yet, Quake 3 has undoubtedly got to be my most favourite game of all time. For some reason, even 10 years after its introduction, no other developer has bothered to emulate the style of gameplay that games like Quake 3 and even Unreal Tournament first created back in the day. The only game that came close thus far was Painkiller, an extremely underrated game with an amazing multiplayer component. Unfortunately, so few people play that game now.

Quake Live ScreenshotSure, after Quake 3, Raven Software released both Quake 4 and Enemy Territory: Quake Wars, and both those games Sucked with a capital S. Quake 4′s multiplayer component was so lackluster and boring as compared to Quake 3 that only its single player campaign was worth playing at all. While Enemy Territory: Quake Wars was so different from traditional games in the franchise that it didn’t feel like a Quake game at all. Rather it seemed to be trying to be a Battlefield clone, with large scale battles and such.

Quake has never (prior to the 4th version) been about large scale battles. They’ve been about what’s most imporatnt in shooters. Fast paced action that requires split second timing. And when I say split second timing, I mean it. A single second in Quake feels like such a long time, a person hanging in the air for half a second 20 feet away is more than enough time for you to switch to your railgun and put him out of his misery. The first Unreal Tournament captured this feel perfectly as well, which was why I loved it so much. Unfortunately, since then, the UT series has seem to gone the way of ET: QW, moving towards large scale battles and such.

There are many reasons why John Carmack and id Software chose to use Quake 3 as the base code for this new version of Quake. First of all, being a 10 year old game, it’s a great game to “distribute” through the web for free, because most likely practically anyone can run the game no matter how old their computer is (that is unless you’re still cooped up in your basement with a Pentium 2, but even then I suspect the game might still run pretty well).

Second of all, it’s a darn good game. John Carmack has specifically stated himself that it’s his favourite id Software game, while Fatal1ty (probably the most popular professional electronic sports player and an avid FPS gamer) places Quake 3 as his second favourite FPS game of all time (interestingly enough, Painkiller is his first). Having personally watched him win the now defunct CPL championships in Singapore 2 years ago where he was playing Painkiller, it’s not hard to understand why he loves the game so much. As I said before, Painkiller’s multiplayer component is highly underrated, it’s probably the best multiplayer FPS game besides Quake 3, though Quake does it better for me.

Quake Live Screenshot 2Anyway, back to Quake Live. It’s going to be a free game which will be released to everyone who has an internet connection when it’s done. The great thing about it is that besides being of such high quality, this game is going to be a “browser based” game to a certain extent. When I was chatting with another gamer in-game about how I wondered how they actually managed to make it fit in a browser, he remarked how every game should be like this. And rightfully so. Such a method of distributing the game removes the hassle of having to download hundreds of megabytes and then installing them, opening up a new program just to play it and all. It will definitely help introduce more casual gamers to the game of Quake with it being so easy to install and all, though I pity the new guy who comes in and starts getting owned by everyone else who’s been playing Quake 3 for almost a decade by now (literally).

With what I’m playing thus far, the game seems pretty stable even in closed beta, and that’s not surprising considering how they used an even earlier version of the game as a tournament game back in QuakeCon ’08 in August. You can even watch the entire 1V1 finals with commentary here.

If anyone were to ask me when I think Quake Live is going to be out, I honestly don’t know. There’re a few bugs to fix, but a lot of work is put into balancing both the maps and the weapons with a lot of changes being made and newer versions introduced. They’re going to test the servers soon to see how well they can handle the load and etc. So much work still needs to be done that even the developers themselves aren’t really sure when it’s going to be released, sticking to the age old line of “it’s done when it’s done”. But judging by how stable and fast the game currently is (I can run it at 100 FPS on average on a mid-range laptop), I wouldn’t be surprised if it had a 2009 release date.

Still, I hope it’s released ASAP, so that more people will finally realise what a true gem Quake 3 was, and still is to this day.

Small note: I edited the original Quake Live logo at the top, adding the red background and cleaning it up a bit.

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Quake Live Logo

As most can see, I’ve changed the theme on this blog, there are still a few kinks to work out, but I’ll get to them later. I booted up my computer this morning, planning on blogging about the changes in theme, when I stumbled across a much more important email.

There, in my Gmail inbox, lo and behold, a Quake Live beta key.

I signed up for the beta ages ago, and more or less forgot about it. I never expected the beta key to actually arrive since I’ve never really beta tested anything before. You have no idea how fast my heart was beating when I signed up for the beta account, I haven’t started playing yet but I will immediately after I finish this post.

For those who don’t know what’s Quake live, go visit its wiki page for now, I’ll post more about it later, including screenshots (if I’m allowed) and stuff like that. For now, I don’t have time, I’ve got frigging QUAKE LIVE to play.

Subscribe to my feed to keep up with my experiences with Quake Live :)

Note: Do NOT ask me for the software however, I will NOT give out the software itself even if it were possible. This is a closed beta for a very good reason. Please respect ID software’s decisions.

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Face PalmI recently finished a 2000+ word post (I’m not going to reveal what it’s about for now), and was adding pictures to it to post it up on this blog when I realised it just wouldn’t do. That post was unreadable with this current blog theme.

You see, the problem is that I prefer to have pictures aligned right next to the content of my post instead of above it (as can be seen in this post). When I align it as such, what happens is that the text itself gets squeezed so that it only covers half of what it would originally cover. This makes for very difficult reading because 1) my sidebar is so wide and 2) this theme has a fixed width and it’s pretty narrow in general as compared to other themes. Furthermore, with 2000 words, I like to sprinkle images throughout the article so that it doesn’t get too boring. However, when I do it to this article with this theme, it becomes too much of an eyesore. Paragraphs are so crammed together that it makes it extremely difficult to read and the images become more of a hindrance than anything else.

Hence, reading a 2000+ word article in such a narrow space will make anyone’s eyes bleed (as I discovered when I previewed the post). Thus, I am now in search of a new theme that 1) has a fluid width (ie. it adjusts according to the resolution of the reader’s monitor at that time) and 2) has a narrower sidebar, so that the content will take up a considerable portion of the screen for users with traditional 1024 by 768 screens.

Surprisingly, it’s actually quite hard to find such a theme. Fixed width themes seem much more popular (probably because they’re a lot easier to code) and for some reason, people seem to adore wide sidebars. Why in the world do bloggers like sidebars that take up so much space till the point where it makes it harder for the reader to actually read the content.

Thus my search begins, I’ll be playing around with a few themes on this blog to see how they look.

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