About Author: Andy Yen

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E3 2010 Recap And Big Picture Musings

After making it alive out of downtown Los Angeles last week, I thought I’d start the week off by posting my big picture E3 2010 recap first and then work on putting up individual title previews as the week progresses, Memento-style. I’ve got a ton of good stuff from E3 and I’m just one dude, so bear with me this week while the sausage is made.

Contrary to what some sensationalists will say, the gaming industry is not crumbling before our very eyes. E3 2010 was not a complete disaster, nor was it an undeniable success. It was, for lack of a better term, average. Generally, the most memorable E3 years tend to be those where new console generations are announced or a blockbuster game franchise debuts on said new consoles. Unfortunately, we just happen to be in the current generation’s mid-life point. A new Halo title for Xbox 360 just doesn’t have that “wow” factor of being the first Halo title on the Xbox 360. In spite of this, it was still exciting to try out new ways of playing games in the form of motion and 3D gaming. Whether or not this actually panned out…well that’s an issue we’ll get to.

The Press Conferences

I want to address the “Big 3” press conferences first. Video game pundits and fanboys alike take part in the yearly ritual of declaring “Who won E3?” as if  the show was a competition. I’m not going to pretend I’m above this sort of thing, so here’s my ranking of the press events:

1. Nintendo

2. (tie) Sony and Microsoft

Nintendo’s event was far and away the most compelling of the show. It was tightly presented, contained minimal gaffes (only miyamoto’s controller issues), and had the most “surprises” in terms of great games we didn’t know about prior to the show (Goldeneye, Kirby, Donkey Kong Country, Epic Mickey). To top it off, Nintendo announced a new piece of hardware that we had heard only rumors of before, the 3DS. With a robust roster of developers and franchises (e.g. Metal Gear, Resident Evil, Kingdom Hearts), the 3DS looks like it’ll be a force to be reckoned with next year.

Sony’s event wasn’t as embarrassing as Microsoft’s, presentation-wise, but didn’t provide much in the “wow” department. A new David Jaffe-helmed Twisted Metal game is pretty cool, but it doesn’t quite carry the weight of a Donkey Kong Country or Goldeneye remake. An appearance and endorsement by Valve’s Gabe Newell as “best” platform for Portal 2 was a huge coup for Sony’s credibility. Playstation Move wasn’t as cringe-inducing as Kinect’s demos the day before, but didn’t do much to sell the platform as anything more than a glorified Wiimote.

I had already written about Microsoft’s presentation last week. It had some really cool moments (ESPN and New Xbox 360s for everyone!) balanced by some facepalmy ones too (every word uttered by an executive, Kinectimals). Overall, I felt it evened out to around Sony’s level once I took into account the peaks and valleys of the presentation.

As a short aside, I really feel that Apple has raised the bar for geek press events since the iPhone announcement in January, 2007. Steve Jobs’ and crew are incredibly well rehearsed keynote machines. Say what you want about the guy, but he doesn’t give ho-hum or embarrassing (wifi issues withstanding) presentations. Every time you hear him talk, you can’t help but feel the urge to buy whatever he’s selling to you. Sony/Nintendo/Microsoft? Not so much.

The Show Floor

If you’ve never been to E3 before, the best way to describe it is an indoor Times Square. There is an overwhelming rush of sensory overload the moment you walk into either of the large halls. Gigantic 100+ inch HD screens pepper the showfloor. Disneyland-like booth constructions, like a haunted house or a post-apocalyptic shelter, are the norm. It’s quite unlike anything you’ve seen indoors.

There’s no way I could see everything at the show, even over the course of three days, so I tried to sample the titles I’ve been anticipating prior to the show along with the new hardware that was announced. I also kept my eyes and ears open for stuff people were buzzing about and caught a couple of interesting titles I would’t have thought of otherwise.

All three console manufacturers (Sony, Nintendo, and Microsoft) and virtually all of the major games software publishers had a presence at the show. Countless other small games publishers and accessories manufacturers had booths as well. There was even a company called “Gamer Grub” that sells “performance snack foods.” Yeah. Really.

Other than Blizzard (who are so big they have their own yearly expo, Blizzcon), the only major games publisher that was conspicuously absent from the show floor this year was parent company Activision. However, the big A-B’s presence was still felt during the week as Uncle Bobby Kotick put on an absolutely ridiculous $6 million concert/party on Monday. We’re talking indoor fireworks and a private concert that would put many music festivals to shame. (some artists: Eminem, Rihanna, Chris Cornell, deadmau5, David Guetta, Usher, Maynard James Keenan, Jane’s Addiction) I mean, why spend the money on an E3 booth when you can just throw the most insane party ever. Fuck Cirque du Soleil’s Kinect premiere, why didn’t MTV broadcast this event?

The Takeaway Themes

I came away from E3 2010 taking away 3 prevalent themes: Motion Gaming, 3D Gaming, and Sequels Galore. I had originally intended to elaborate on these themes in this recap, but ended up with a 3000 word monstrosity, so I split this up into another article. You can read that here.

Here is the TL;DR version:

  1. 3D Gaming – They work as advertised. The effect isn’t annoying and is actually kind of cool. Not significant enough to warrant replacing your home theater or current Nintendo DS, though.
  2. Sequels Galore – We’re getting too many sequels too frequently. They’re becoming too predictable and unexciting. It’d be great if we increased the time between major franchise entries at the very least. Ideally, the interim years would see the release of more original titles.
  3. Motion Gaming – Mixed bag here. The first party Kinect and Playstation Move titles were generally uninspiring, but there were a couple of standout third-party games that make convincing arguments for buying a motion gaming controller. Dance Central by Harmonix and Child of Eden by Ubisoft are titles that couldn’t have been done with current consoles and provide truly fun experiences. If I had to pick between the Kinect or Move, I would go with the Kinect. Simpler, cheaper, and true hands-free motion gaming is hard to argue with.
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Three Major Themes From E3 2010

3D Gaming

My two biggest concerns with 3D gaming going into the conference were: “Does it work without being a hassle?” and “Do I really need 3D in my games?” After some hands on experience with 3D, I came away from E3 2010 with an answer to at least one of those questions.

I had some hands on time with both the Nintendo 3DS and Killzone 3 on the PS3. Microsoft was conspicuously mum on the 3D front, deciding to focus all its energies on the Kinect. (I believe Crysis 2 is the only 3D enabled title on the 360, but didn’t have a chance to demo it) On both the PS3 and 3DS, I could say that the 3D definitely added a sense of depth that wasn’t there before.

Nintendo’s 3DS worked as advertised in bringing a 3D display to the venerable DS platform. Although most of the demo content was not playable, they served to show off the 3D display fairly well. Watching the Resident Evil and Metal Gear 3D tech demos, I could definitely see distinct people and environments in the foreground and background.

Sony was wise to feature a snowy level to show off Killzone 3 in 3D. Falling snowflakes clearly popped out without becoming distractions. HUD elements and updates were made salient by the added depth. As for the 3D glasses themselves, I can attest that I didn’t even notice them once they were on. In fact, they fit comfortably over my existing glasses without much issue. All in all, I was fairly impressed by the fact that going 3D on the PS3 didn’t detract from the experience at all.

The meatier question is if 3D enhanced the gameplay experience at all, and based on what I experienced, I’d have to lean towards no. Talking with Killzone developers at the Sony booth made it crystal clear that the actual game itself was identical with the 3D version. Apparently, you’re not missing anything crucial by not going 3D, just some visual eye candy. I came to the same conclusion after the 3DS hands on as well. Of the playable games there (Nintendogs and a novel face-mapping picture shooter), none showcased any mechanics that couldn’t be done with current hardware.

Perhaps I’m being too idealistic about my expectations for 3D. After all, visual eye candy can be a big draw in playing new video games. My issue with 3D currently is that developers aren’t building titles from the ground up as 3D titles. They’re adding it in their games almost as an afterthought. It’s just another bullet point for hardware manufacturers to sell new devices. The reason Avatar was such a big draw for me in 3D was because James Cameron intended for viewers to watch the film in 3D. Most films use 3D as a gimmick, a way to charge more for tickets. When compelling, high quality games start coming out using 3D in an integral way, that’s when I’ll start to take a real hard look at it.

If someone handed me a free 3D enable TV, sure I’d play the 3D version of Killzone 3 on it. It was kinda cool and didn’t cause me discomfort or anything. Would I redo my entire home theater for the experience? No, it’s just not worth it yet. The same goes for the 3DS, albeit on a much smaller scale. I might end up picking one up simply because I’m a gadget junkie, but I’d actually be more excited about the games now possible with the added analog stick rather than the 3D display.

Sequels and Remakes Galore

I’m worried the games industry is falling into the same trap that Hollywood and the music industry did by depending too much on the “guaranteed” money of a blockbuster sequel. Take a look at some of the more ballyhooed titles from this year’s E3: Halo Reach, Call of Duty: Black Ops, Gears of War 3, Twisted Metal, Gran Turismo 5, Portal 2, The Legend of Zelda: Skyward Sword, Donkey Kong Country Returns, and the list goes on and on. What do you notice? That’s right, they’re all sequels or franchise “reboots”.

Part of the reason why E3 gets less exciting each year is that most of the new titles announced are predictable sequels. We know they’re coming and we know roughly what to expect from all of these. Publishers sometimes use this sense of familiarity to sell us on franchises we’d given up on. During my hands on demo with the new Castlevania: Lord of Shadows at the Konami booth, I was asked if I was a fan of old school Castlevania. Naturally I answered,”Of course.” The Konami rep then proceeded to reassure me that I would “love” this new title because it was a return to the series’ roots. Only I couldn’t really tell from the two demo levels I played since I felt like I just played God of War with holy water and throwing daggers. It definitely was a return to a series’ roots, just not Castlevania’s. Later, he explained that the E3 demo was a taste of pure action levels. He reassured me that the famous Castlevania level structure would be present in the full game. I’ll take his word for it.

The point I’m getting to is that sequels are not necessarily a “bad thing.” It’s just that they narrow the possibilities of what developers can create and what consumers can play. With an established franchise, there’s only so much developers can innovate and experiment with there before they run the risk of alienating potential sales. On the flip side, consumers only have so much time and money to devote to video games. Given the choice between say, Call of Duty 7 or Vanquish, most people browsing in the store are going to go with the established franchise. This in turn encourages publishers to devote more and more resources in repeating that “hit” and tighten the leash up on developing brand new properties.

I’m not advocating that the games industry stop producing sequels. Every industry needs its cornerstone products. Hell, I’m personally excited to play each and every one of the titles I mentioned earlier. What I’m suggesting is perhaps a toning down of the frequency of sequel production. Give us a few years to breathe between installments. Make each successive franchise entry a truly monumental event. (Yes, I realize that it’s been a few years since Gran Turismo or Donkey Kong Country entries, but isn’t that why they got the ovations they did in their respective presentations?) Challenge developers and gamers in the meantime. Give us more titles like Portal or Braid or Rez. Who knows, maybe these new titles can be the foundation for a new generation of money printing machines.

Motion Gaming

Microsoft and Sony made their motion gaming intentions known at last year’s E3 with their respective announcements of the Kinect (Project Natal) and Playstation Move. This year, both devices were actually available for everyone to play. I had a chance to try both of them out and couldn’t help but wonder one thing:

What the hell were the first party developers doing for the last year?

The derivative gameplay offered by Sony and Microsoft’s titles left me decidedly dismayed. Kinect Sports (developed by the once proud Rare) was essentially a Wii Sports clone. Kinect Adventures was a glorified Wii Play mini-game collection. And Kinectimals? Sorry, Microsoft, I’m not 9 years old and I don’t need to pay $60 to play with virtual tigers on screen. Sony didn’t fare much better with its lineup either. Beyond your obligatory minigame collections in titles such as Sports Champions and Start the Party, Sony showed some glimmers of hope with Echochrome and Sorcery. Echochrome incorporates the move controller as a light source puzzle game, while Sorcery evokes images of Harry Potter spell-casting. At least these two titles looked like games one would want to play for more than one session. None of the above mentioned games would sell me on a new device, though.

Where was the truly novel and amazing stuff like last year’s Milo demonstration for Kinect? Was it all just smoke and mirrors? Why are we stuck with clones of pre-existing Wii titles? I imagine it must be a low-risk way of cashing in the casual market by showing the general public, “Hay! We can do intuitive casual games just like Nintendo!” I’m not sure if shoving the same gameplay experiences down even casual consumers’ throats will work so well, no matter how much more accurate than the Wii your motion controller is.

That’s not to say all is doom and gloom for these motion inputs, though. Harmonix and Ubisoft both showed great titles that have pretty much sold me on fun experiences that couldn’t have been done on a normal controller. Harmonix’s Dance Central made dancing with yourself (sup Billy Idol) look cool. Full body dance tracking is something that has never been done on a game console before and I’m not sure it could have been done without the Kinect powering it. Not only that, the game is actually pretty fun even if you are a dance club wallflower. Tetsuya Mizuguchi’s (Rez, Lumines) new psychadelic music shooter Child of Eden impressed the shit out of me at Ubisoft’s press event. It’s a bit hard to explain so I’ll let this video demonstration do the talking. Since it’s published by a third party, I wouldn’t be surprised to see this one on both Move and Kinect.

Interestingly enough, I think a compelling solution may be to combine both movement input systems as one. I could imagine wanting to hold a controller for a swordplay game, while I wouldn’t want to be holding anything if I was learning a dance routine. Ostensibly Microsoft has more room to work with in this scenario, as Kinect’s camera is much more precise than Sony’s Playstation Eye. It’d be easier to add a control peripheral than to sell users on an expensive new tracking device.

All of this leads us to the million dollar question: Is all this stuff worth it?

For me, Dance Central and Child of Eden have sold me on the Kinect. Hell, the novelty of being able to act out Minority Report almost sells me by itself, shitty minigames be damned. If I had to go with one motion controller solution, it’d have to be the Kinect if just for the simplicity factor. Coupled

With Move, there’s three separate peripherals to keep track of: the Playstation Eye Camera, the Move “motion” controller, and the Move “navigation” controller.

Milkawha?!

I just had to look up all that stuff and will probably get the “motion and “navigation” controllers messed up for the rest of eternity. I guarantee you that the average consumer will get confused by all of this come Christmas shopping time too. Sony will have you believe that their motion gaming is “only” $49.99, but you’ll have to buy a $40 Playstation Eye camera and a $29.99 “navigation” controller in order to get the full experience. You won’t need a new camera for each additional player, but you’ll have to get another set of Move controllers per person. It’ll end up being $200 for a “full” 2-player Move experience, while the Kinect is simply $150 for all you will need.

Pricing issues aside, the Kinect has the added benefit of being truly hands-free. During my Move hands-on at the Sony booth, I had to recalibrate the controller by holding the controllers in several positions like a traffic cop. Each time someone new wants to play, you’ll have to do this. It’s no small annoyance if you have a big group of people wanting to play. Kinect requires recalibration too, but there’s no wristband tethered controllers to take off and pass around.

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E3 2010 Days 1 and 2 Photodump

It’s been an absolutely crazy first two days at E3! I’ve barely had time to sit down and gather my thoughts. Rest assured that over the next few days I will be posting some thoughts and previews on some of the more noteworthy titles I had a chance to get some quality hands on time with.

In the meantime, I’m putting up all of the photos I’ve taken on the showfloor the past couple of days. There’s no captions yet, but you should be able to figure out what’s what.

Day 3 awaits!

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Six Impressions From Microsoft’s 2010 E3 Press Conference

Seriously, if I hear another video game executive speak the words “redefine”, “amazing”, “entertainment phenomenon”, or “transformation” again, I’m going to RAGE quit gaming.

Microsoft’s 2010 E3 presentation was filled with hyperbolic marketing speak, planned pauses for nerd applause, unrehearsed speakers, and awkward catcalls from the audience whenever an attractive woman took the stage. It reminded me of the much maligned Nintendo presentation from 2008 where the Big N just talked about how much money they made and finished with a dude air drumming for Wii Music. Only the strength of Microsoft’s gaming franchises and a couple of other big announcements kept this presentation from real embarrassment.

At the end of the day I do realize that it’s a presentation on video games from video game executives. Still, would it kill them to actually read and rehearse what they’re doing? It’s not a trivial amount of money being thrown at these things, you know. Plus, Microsoft is trying to reach a “mainstream” audience by live-broadcasting this event all over the web and on television. Why take the chance of embarrassing your company and your products on the big stage?

Here are 6 impressions I came away with from the press conference:

  1. Awesome Sequels – We saw Call of Duty (7): Black Ops, Halo: Reach, Gears of War 3, Fable 3, and Metal Gear Rising (granted, not a “true sequel” but clearly wouldn’t be a big deal without the name attached) demonstrated. All of these titles look great and will be huge sellers. However, did anyone really need to be convinced of this? It’s cool seeing these titles being played live, but as a fan of previous franchise entries, you’re going to buy them regardless of what Microsoft shows. Where are the original new games? Where’s the stuff that really “redefines entertainment?”
  2. Kinect UI – Finally we’re entering the age of Minority Report-esque screen interfaces. If it’s as responsive as demoed, it could really change the way we consume media on a console. Voice commands? Meh. It’s almost always less cumbersome to navigate via a physical input device. Controller < Mouse < Pointing with finger. Seeking in a video file is a perfect example of how great the interface can be.
  3. ESPN – LOVED this announcement at first. The only reason I even have cable TV is because I enjoy live sporting events. ESPN on my console would save me a ton of money each month from my cable bill. Add an interactive score ticker, HD streaming, rewind/fast forward capability, and some neat polls/trivia widgets and you have a real compelling product for sports fans. Acouple of things tempered this excitement, though. 1) You need to have an ISP provider that plays ball with ESPN. I’m not sure if you need to have cable TV service too, but that would just make things pointless if so. 2) The service is basically ESPN 3, which isn’t necessarily a bad thing. It just means that we’re not getting a simulcast ESPN-prime for free – that means no Sportscenter, no Around the Horn, etc. We’re getting one off live events at their programming whim. Regardless, it’ll be a welcome addition since we don’t have to pay for it.
  4. Kinect Games – If this is the stuff that “redefines entertainment,” I want my old entertainment back. Kinect Sports, Kinectimals, Kinect Joy Ride, Kinect Adventures, Your Shape, and Dance Central are the Kinect titles demonstrated. With the exception of Your Shape and Dance Central, all of these are first party titles. Let’s talk about the Kinect____ titles first. They all look like Wii Sports/Wii Play/Wii Fit minigame knockoffs. I seriously hope Microsoft isn’t planning to charge $59.99 for each of these, because I’d have a hard time justifying that for a bundle of all of them. Every one of those titles looks like something I would play once and never touch again. Regarding Ubisoft’s Your Shape – *yawn*, “fitness genre”. I will say it looks a lot more useful than having to deal with a Wii Fit balance board, though. Dance Central by Harmonix was by far the most interesting title demonstrated. The technology to execute a real dance-move game has not been available until now and it looks quite fun, even for someone like me who’s normally too embarrassed to dance.
  5. Kinect Proof of Concept Games – We’re treated to a glimpse of the future with a short Star Wars trailer and a Forza tech demo. The Star Wars stuff may as well be CGI without knowing how the actual gameplay works in a live setting. Also, it took us how long to get a decent modern Star Wars game? Consider me skeptical until proven otherwise. As for the Forza stuff, it looks graphically impressive and I’ll definitely want to check it out on the floor. There’s lots of menus and choices to be made in a racing simulation and the Kinect UI should help out greatly there. I can’t help but be concerned over the long term viability of controlling a driving game holding your hands out and pantomiming, though. Where are the pedals? Won’t my arms get tired? Just because something is intuitive doesn’t necessarily make it a great experience in the long run.
  6. New Xbox 360 (Stealthbox) – What? We got an extended demo of a little Asian girl playing with a virtual tiger and barely a couple of minutes to describe an radical redesign of your flagship product? And it’s shipping right now?! Milkawha??  The new Xbox 360 does look pretty sleek (albeit slightly ZOMG STEALTH FIGHTER COMPUTER CASE mod), with built in 802.11n and vastly superior noise reduction. If I didn’t own an Elite, I would jump at the chance to upgrade. As it is, I can’t justify the $299 price for what amounts to more hard drive space and less noise. Definitely a good time to buy an Xbox 360 for the first time, though.

I really hope the Kinetic titles are much better in person. The idea of affordable motion capture technology is very compelling, but most of the titles Microsoft showed here were uninspiring at best. Harmonix has the right idea with Dance Central, but it’s not a system seller. Where’s the Halo or the God of War or the Mario of Kinect?

Sony and Nintendo, the ball is in your court.

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DJ Hero 2 Announced, Free Lady GaGa vs. Deadmau5 Track Released For Original


DJ Hero gets a bad rap for being another tendril of Uncle Bobby Kotick’s profit machine. While I won’t argue the shamelessness of charging $149.99 for a game with plastic peripheral, the actual gameplay of DJ Hero harkened back to the halcyon days of music gaming before expensive plastic peripherals entered the picture. I’m talking about games like Frequency or Amplitude which were more about good music and good hand-eye coordination skills, rather than cramming in motion captured artists or non-fail gameplay modes so Grandma can strum a plastic guitar with the family.

Activision announced the sequel a couple of days ago, and it’s looking like they’re trying to make it a “party” game. Microphone support and “battle” gameplay modes are the big additions. I’m not too excited about pretending to “outscratch” my friends at social gatherings, but I am excited for some awesome new mixes. The mash-ups in DJ Hero were by and large very cool and stuff I wouldn’t be embarrassed to listen to away from the game.

Case in point: They’re giving away a free Lady GaGa – Let’s Dance vs. Deadmau5 – Ghosts ‘n’ Stuff DLC for owners of the original game until June 14th. I’ve played it and it’s good times. It’s worth dusting off the old plastic turntable for.

Download the GaGa/Deadmau5 mix for free on Xbox Live Marketplace.

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Rock Band 3 To Actually Teach You How To Play Real Music

Plastic Axe has a really interesting interview with Harmonix on the goals and new features of Rock Band 3.

For Pro mode, for the guitar, are you basically learning the song? Like, if you got up to Expert in Pro mode, and you played the song, would you then just be able to go pick up any other regular guitar and play that song?

DS: Effectively, yes. The underlying design of Rock Band Pro across all the instruments is that whatever you’re doing in the game translates to some form of genuine musical ability outside of the game. So on the keyboard, even if you’re playing on Easy or Medium, the notes that you’re playing, or the notes that the game is cueing you to play, are pitch-accurate.

And in guitar, it’s the same way. We’ve designed an interface that covers everything from single notes and single-note runs, to power chords, to full barre chords and open chords. It gets pretty complex.

We have arpeggio language — it does take you all the way through to Expert, which is note-for-note authoring…for ridiculous songs! Like, “Crazy Train,” or “Rainbow in the Dark,” or whatever — these songs that have blistering solos — in order to beat those songs in Pro mode on Expert, you will have to learn the song.

The interview also talks about how the new guitar and keyboard peripherals will have MIDI out.

This is huge.

The line between video games and music creation is officially blurred.

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New E3 Vanquish Trailer Has In Game Footage

https://videopress.com/v/wp-content/plugins/video/flvplayer.swf?ver=1.21

From Shinji Mikami (Resident Evil) and Platinum Games/Sega comes this epic game of US robots vs Russian robots over the demise of San Francisco.

Yeah.

It does look pretty fun though. I’m reminded of the fast paced movement of Virtual On with the wackiness of Bayonetta and the big budget effects of Gears of War. If all of those hunches play out, we could have a new standard for awesome.

I’ll definitely be checking this out at E3 next week.

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Some iPhone 4 Thoughts

It’s kind of a shame we had so many iPhone leaks before Steve Jobs’ keynote today at WWDC. He may not admit it, but it definitely took some wind out of  the announcement sails from a consumer perspective. That being said, it’s still an impressive looking device on paper. However, like the iPad, it’s beginning to look like hands on exposure to the device is what’s really going to determine it’s necessity.

My initial thoughts on the words and pictures sent forth from WWDC today:

  • Design – It looks great. A logical evolution of the “iPhone shape”. I definitely would not be embarrassed to be carrying it around. The one “unknown fact” about the device was that the aluminum siding on the phone is actually the antenna. Hopefully, this will help network usage out. (I’m not holding my breath on AT&T, but will be open to pleasant surprise.)
  • Screen – Looks to be the best mobile screen on the market. IPS LCD means the highest consumer quality panel tech, while still being fully readable in direct sunlight. The pixel density of the display is almost unheard of for a device so small. It’s approaching native 720p on a 3.5″ screen! However, all the slides, videos, and words in the world can only convey so much. According to everyone at WWDC who’s handled the device, you have to see this thing with your own eyes to really appreciate it.
  • Faster processor(A4 chip, same as in the iPad) – This doesn’t sound very exciting, but it’s HUGE if you’re upgrading an older iPhone. If it’s one thing i abhor about my current iPhone, it’s that it takes so damn long to load almost anything. Not to mention sluggish frame rates in games and app animations.
  • Gyroscope – Ok, can’t say this excites me greatly. I mean, Sony had SIXAXIS movement 4 years ago and everyone pooh pooh’d that to oblivion. I’d love for there to be awesome new games based on this, but the pragmatist in me worries that this might be a Wii MotionPlus situation where most developers are just going to develop for the lowest common denominator (iPhone 3g tech).
  • Camera – 5 megapixels with LED Flash. Finally. This is probably the biggest feature for me. I find myself increasingly unwilling to carry a separate camera around with me to the point of just forgoing photo taking unless I plan in advance. The camera on my iPhone 3G is atrocious in low light conditions and is truly frustrating when I want to take pictures at concerts or dimly lit bars.
  • Video Recording– 720p resolution recording at 30 fps. Fuck. Yes. Flip who? We’ll see if the quality is up to snuff, but if the iPhone 4 can really obviate the need for a point and shoot camera and Flip-like video camera, I will be overjoyed. LOVE how you are able to send recorded videos to Youtube/email/mms with 2 taps. Mobile video blogging will also be feasible now with the front facing camera. I may have to try my hand at that.
  • iMovie – At first I was like “WHOA!” Then I was like “Ehh, would I really use my phone to edit videos when I already have a Macbook Pro.” But now, I’m thinking that it might actually be a godsend. If it’s one thing I hate about the current iPhone/computer syncing paradigm, it’s the plain annoyance of shuffling content from one to the other. If I can do most edits and production on the phone and publish it, well, that would definitely be worth $4.99.
  • iOS4 Stuff – Multitasking, folders, iBooks, iAds, etc. We saw all this stuff in March – it’s needed and will be welcomed.
  • Battery/802.11n antenna/dual mics – Longer battery, faster WiFi throughput, and better sound input. Not exactly sexy-sounding, but who wouldn’t want these things?
  • FaceTime – This is the “WOW” feature of the new phone. I have to admit, it looks to be the best video conference solution out there in that it “just works.” There’s no account creation, no logins, no setup required. Everything is automagically done via the iPhone. That’s going to be crucial in getting video communication widespread adoption with the mainstream. When Grandma Luddite can video chat with little Timmy, then you’ve got something special. That being said, I can’t see this taking off for a couple more years. Communication methods are only truly compelling once everyone is using them and it’s going to take some time for the required hardware to disseminate. I see myself using it a couple of times for the novelty, but probably not on a regular basis.

If you’ve been following mobile technology at all over the past couple months, none of the iPhone 4 feature announcements should come as a big surprise. That doesn’t mean they should be dismissed though. All of the new features are significant and definitely place the new iPhone on par, if not ahead of other smartphone options out there. However, I think the days of Apple with a 2 year features lead on the competition are over.

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Marvel Comics Inches Ever So Slowly To The Digital Age

Today, Marvel announced that the upcoming Invincible Iron Man Annual will be available on their iPad app “day and date” with the paper release of the book on June 30th.

I’d like to look at this with optimistic eyes. It’s the first step to being able to buy and read all of my comics on my wonderful iPad device the day they are released. There’s a catch though.

According to Marvel:

“Fans going to their local comic store can pick up the entire Invincible Iron Man Annual at a low price that day or all three chapters through the Marvel Comics app.”

No actual numbers are given in the press release, but we know the paper comic is going to be $4.99. A la carte digital comics are $1.99 through the Marvel app. With a little conjecture from the “three chapters” wording, one can quickly deduce that the digital version will cost $5.97.

I can’t help but think of the bullshit we’ve gone through (and are still going through) with the music industry and mp3s. Digital consumers are again being treated as second class citizens. Higher prices than the “real” product. We’re supposed to be excited about getting ONE comic “day and date” with the paper release? Is it that hard to scan in 32 pages per book each week and program in the guided view? Why isn’t everything available digitally at the same time as the paper release?

Comics are expensive nowadays. $4-$5 per issue isn’t a trivial cost anymore, especially when you follow multiple titles a month. Like in the music industry, we need a proper subscription model here. I realize there’s a fine balance with the retailers that have to be kept, but as a consumer, it’s just becoming too cost prohibitive to continue reading what I’ve been reading, much less trying out new titles. Also, trying to convert the average movie-going audience into comic buyers with a $4 monthly book may be a pipe-dream out of the RIAA playbook. Try convincing casual radio listeners to buy $14 CDs nowadays.

A monthly unlimited digital subscription fee for iPad/tablet users might be a good first step. The traditional comic buyers are still going to go to the store for the paper copies. You’d expand your readership into the mainstream with a better chance of convincing them to become lifelong comics fans.

Hell, you might even get some double-dip cash from tech savvy readers like me.

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What Happened To Passionate Lakers Fans At Staples Center?

Indulge me a bit for a semi-off topic post.

I really wish you could pick what kind of people you sat with when you buy tickets to a live NBA game. It’s something I think I would actually pay a small fee for the option to pick the type of crowd you are surrounded by.

I don’t know about you but I love to be around rowdy  and fun people at sporting events especially if it’s a game deep into a playoff run. For me, the biggest reason to pay the money to attend a live game is to be around the energy of passionate fans who root for the same home team as you do. I want people to be heckling the opposing team and their fans, standing and cheering at the right times, and throwing out creative chants. If you don’t want to do any of those things, why bother spending the $80-$500 to come out to the game? You’d most likely get a better view at home on your TV plus you get announcers. (Obviously this argument is less effective the better your seats are. I’m assuming a ticket price that average people can afford.)

I’ve been very fortunate to be able to attend two Laker playoff games this year (1 game at each of the Suns and Jazz series) and Game 1 of the NBA finals last year. Now, I had seats in the upper deck because that’s all I could afford. You’d think that’s where the “true” Laker fans would be. The blue collar, rowdy “Laker Faithful” who saved up all year to be able to root for their team during go time. You’d think it’d be a riot zone up there with the heckling and potential drunken skirmishes with enemy fans.

You’d be wrong.

All three playoff games felt like a routine regular season game. There were empty seats around me every time. People didn’t even bother show up to a Western Conference Final game. Everyone around me acted nonplussed for most of the game. I felt almost embarrassed to stand up and actually show emotion after important plays. I was worried I’d have to turn around and apologize to people behind me for having the gall to obstruct their view as if it were the opera.

Now, there were definitely pockets of fun going around the upper deck of the arena. Dudes yelling random shit out, heckling the players, chanting “WE WANT BOSTON,” going nuts after dunks. It just wasn’t happening around me.

Which takes us back to my idea for crowd-type choice when buying tickets. Everyone wins out here. People like me who want to be passionate can be around each other and feed off the energy. The opera-goers can have their sedentary experience with the families who don’t want their kids hearing bad words. The Lakers/Ticketmaster make an extra $5 per person for matchmaking. (It’d be great for this to be a free service, but we know those bastards will invariably want moar moneyhats.) It’d just take some extra web/database tweaking on the ticket sales end.

Bill Simmons over at ESPN seemed to have a different experience than I did. But then again, he had comped tickets in the lower level. Maybe it’s a completely different experienced down there. Hopefully I’ll get to sample it one day when I make my first million. Maybe the upper deck at Staples for the Celtics/Lakers Finals going on now is everything I wanted a game experience to be. For now, though, I think I’m going to just stay home until either A) I get rich enough to sit with the celebrities or B) they let me choose what kind of crowd I want to sit with.