– Posted on October 20, 2011Posted in: Video Games
Originally, I was going to launch into a tirade on how ridiculous it was that the only way to change your Origin (EA) ID was to download the iPhone or Android version of Scrabble and deep dive into the option menus within the app.
You read that correctly.
It took an creative thinker on Reddit with an almost encyclopedic knowledge of EA software on multiple platforms to solve a seemingly trivial problem.
Why is this so important? Well, as most of us found out last week during the Battlefield 3 beta, the game uses your Origin ID as your only unchangeable identification within the multiplayer experience. It’s fine and dandy if you picked an appropriate nom de plume to begin with. Unfortunately, if you made the same decision I did and had your real full name as your Origin ID, you probably felt out of place on the Battlefield 3 scoreboard next to folks named “n00b_K1ll3r_69” and “HOT BLOOD FART.”
Googling and forums wading at the time basically said that your only recourse was to spend 30 minutes on live chat or phone with EA customer service to maybe see what they could do.
Did Not Want.
Fortunately, someone at EA convinced someone else that resources were worth putting towards a “real” solution and as of this afternoon, you can now change your Origin ID with a simple form on origin.com.
I never thought there would come a day when I would prefer playing a particular game title on my phone rather than a “real” portable game console from Sony or Nintendo.
Well, that day is here.
Developer 5th Cell’s port of its “indie” Nintendo DS hit, Scribblenauts Remix is an absolute joy to play on the iPhone and iPad and is one of the few iOS releases that had me hooked enough to want to complete the game in one day.
(To be fair, I also never thought that there would come a day where there would actually be a good licensed superhero video game. What can I say? We live in magical times.)
For those who are unfamiliar with the franchise, Scribblenauts is a puzzle/platforming game based on one core mechanic — your imagination. You see, you can bring in almost any object or living thing into the game world by simply typing it into Max’s notebook. It’s a very “wow”-inducing mechanic when you experience it for the first time because we’re so used to being limited to the constraints of what game designers have set for us.
The goal in each level is for Max to obtain a Starite by following the hints on screen. The first level’s Starite is dangling on a tree that is just out of reach. There’s many ways to solve the puzzle, depending on your level of creativity. Some might opt for the straightforward solution of creating a ladder for Max to climb. Me? My first inclination was to give Max a large chainsaw to cut down the tree, letting the Starite fall down to me, because I’m a f’in boss. You could also give Max a jetpack and have him float up there to reach it as well. Or maybe you could make a giant yellow beaver to gnaw down the tree. I’m sure you get the idea by now.
The game has a portly database of over 20,000 words so chances are that the game will have a better chance of stumping you rather than the other way around. Unfortunately, this doesn’t include proper nouns or places (for obvious reasons) or vulgar terms. Believe me, I was disappointed that I could not make a flaming pile of poop, but hey, what’s that really going to help you do?
All of the levels are fairly straightforward, which isn’t necessarily a bad thing. The danger with a game that provides so much freedom is in overwhelming the player with too many choices and possibilities. At no point in Scribblenauts Remix did I feel “lost.” The difficulty curve was nice and easy – almost too easy, in fact. Some of the more interesting levels have several “phases” involved, and I expected the levels to get more and more epic the further I progressed. Sadly, many levels remained very superficial in their goals. Fortunately, for those who want a more free form sandbox to play in, there’s a “Playground Mode” where you can just create objects and things and have them interact with each other.
One of the most exciting features about the game is that it supports iCloud for game saves. For people who own both an iPad and an iPhone, this feature is a godsend. I tend to play mobile games on my phone when I’m not home, but if I’m just lounging around, I’d rather use that larger screen real estate. Previously, you were essentially locked into choosing either the iPhone or iPad version to play, even if the game was a universal build. Sure, you could switch over, but you’d lose all of your gameplay progress to do so. And who would want to do that, other than shortsighted marketing folks who only look at features as checklist fodder?
There’s 50 levels included within the $4.99 universal iPhone/iPad release of Scribblenauts Remix. 40 of which are culled from the previous two Scribblenauts releases on the Nintendo DS. The remaining 10 are “exclusive” to the iOS version of the game. In full disclosure, I never finished the original game on the Nintendo DS because, quite honestly, I was annoyed by the controls in having to tap each word individually with my stylus on the onscreen keyboard. However, on iOS, inputting words is a joy because it’s a natural function of the device – just like writing a text message. A control pad isn’t necessary for this game since there’s no precision platforming to be done. Add it all up and you have a title that feels much more at home on a touch screen than on a portable game console.
Since I didn’t play the previous titles, I can’t say whether the “right” levels were picked or if the 10 new levels are worth the admission price for those who have already played the game on the DS. At $4.99, though, no one’s going to laugh at you for paying 50 cents a “new” level, especially since it’s quite apparent that 5th Cell will be adding additional level packs to the game as time goes on. For anyone who hasn’t played the DS games though, oh ho-ho are you going to have fun. Unless you don’t like words. In which case, I’ll direct you to this app instead.
The highest praise I can give to Scribblenauts Remix is that I was so enamored with the game that I wanted to not only complete the levels, but also obtain all the achievements as well. Think about it – how many games do you have on your phone? And how many do you actually want to finish, let alone get all the achievements on?
Scribblenauts Remix is available now as a universal iPhone/iPad build on the iTunes App Store.
Infinity Blade is the best gaming experience I’ve had on the iPhone.
Seriously. You can take your Angry Birds, Fruit Ninja, and all of your lame tower defense game clones and shove them in your favorite orifice because this game makes those look like amateur hour. From the time I downloaded Infinity Blade on my phone last Thursday, all I’ve wanted to do is play it nonstop.
To put this in perspective, you’re talking a guy who has all of the video game consoles, a gaming-ready PC, a Kindle, a Blu-Ray player, Netflix, a backlogged DVR of TV shows, and a sports fan. Needless to say, I’ve got a lot of entertainment that I could/should have been plowing through instead.
Nope, I had to max out my Infinity Blade character first.
It sucks they’re not launching in the US initially, but I’m guessing they’re trying to throttle network stress. The app doesn’t sound super exciting, but don’t underestimate the value of being able to mastubatorily (If that’s not a word, it should be) look at your own trophies on the go.
Frankly, I wish Microsoft would go cross-platform with Xbox Live Mobile. Locking themselves into Windows Phone 7 puts themselves at a disadvantage if Sony’s willing to spread the love. At the very least, give me the features I get from just going to Xbox.com.
With the 1.0 versions, users will be able to monitor their PlayStation Network trophies as well as friends’ games and online statuses. The apps will also deliver gaming news and PlayStation announcements, and it will let users share news or interesting product details via Twitter, Facebook and email.
– Posted on December 16, 2010Posted in: Video Games
Now that I think about it, Infinity Blade would make a whole lot of sense on the Kinect. Just hold a plastic tube in your hands and you’ve got a ready made Kinect game.
Chair co-founder Donald Mustard:
“We always have some cool ideas on deck, and kind of the inception of Infinity Blade began as a discussion around: ‘If we were going to make a Kinect title, what would we make? What would a Chair Kinect game look like?’,”
Windows Mobile has become somewhat of a a joke in recent years, no thanks to the proliferation of Android and iPhone phones topped off by the utterly disastrous Microsoft Kin launch earlier this year. However, after watching this walkthrough video, I admit I’m warming up to the idea that Windows Phone 7 could actually be a good product. (Especially given that its release is imminent.)
I’m particularly interested in the Xbox Live implementation on a mobile device because from the looks of it, Microsoft’s clearly ahead of Apple, Google, Sony, Nintendo, and anyone else in terms of gaming platforms on the go. Not only is there seamless integration with your existing Xbox Live profile, the potential is there for real time multiplayer gaming with not only other mobile users, but with Xbox players.
It’s just too bad it’s confined to Windows Phone 7 devices at the moment. As much as I don’t mind Microsoft establishing another great smartphone platform, I sure as hell aren’t buying a new phone anytime soon. If it works out as promised, I wouldn’t mind paying for the Xbox Live functionality on my iPhone, though. Perhaps it may behoove Microsoft to be the go to service for all mobile gaming, rather than tying it to a potential dead end product.
Start watching at around 9:30 for the Xbox Live stuff. If you want a run down of the entire Windows Phone 7 experience, feel free to start from the beginning. Just try and tune out the awkwardly nerdy interviewer.
Cutting Through The Potty is a new segment where we break down large announcements into TL;DR takeaway points, provide real world-based conclusions, and posit some nitpicky snark (if applicable)
The issues surrounding the iPhone 4’s antenna have been fodder for one of the biggest product backlashes in recent memory. I’m sure most readers are aware of the fact that the iPhone 4 seems to lose cellular reception if you hold the phone in a “natural way.” Today, Apple addressed those concerns in a 30 minute presentation along with a Q/A session.
Takeaways:
Free Cases – Every iPhone 4 owner gets a free case until Sept. 30. You can choose from Apple’s Bumper or other unspecified 3rd party ones. If you bought a bumper already (but not any other case) you’ll get a refund.
No Restocking Fee Refunds – If you continue to be dissatisfied, Apple will allow you to refund the iPhone 4 within 30 days of purchase with no restocking fees. You will also get your AT&T contract refunded too.
There Is A Reception Problem, “But It Only Affects A Small Percentage of Users” – Though it was obfuscated in the presentation at first, Apple did acknowledge that the iPhone 4 did seem to suffer from a real issue of losing cell reception when gripped. Jobs wasted no time in pointing out that Blackberry, Android, and Windows Mobile phones also exhibit the same behavior. He then concluded that this issue only affected a small percentage of users.
The Stats Support That Conclusion – Lots of statistics were presented to put the problem in Apple’s perspective. Out of the 3 million iPhone 4’s sold, only 0.55% of those reported problems to AppleCare. 1.7% of iPhone 4 users have returned their phone, compared to the 6% return rate of the iPhone 3GS. 5,000 people have emailed Steve Jobs personally saying they have no issue. iPhone 4 drops less than 1% more calls than the iPhone 3GS.
My Take:
Let me start by disclosing that I am indeed an iPhone 4 user and that this antenna issue did affect my phone. I can make the bars go down on the display by covering up the antenna at the right spots. It’s a neat parlor trick that you can do at parties and bars, but honestly hadn’t noticeably affected my real world use of the phone. However, I don’t like the nagging feeling that the way I hold my phone could cause decreased usability. It’s a crappy feeling to be lurking in one’s subconscious. Hence, I bought a bumper not only to prevent reception problems, but also because i liked the gripability of the case and the buffer it creates for putting the phone down on public tables.
Nothing in the presentation was especially surprising. The announcement of free cases to given away (and refunds for previous bumper purchasers) was certainly welcome and a sigh of relief that I didn’t just get jacked $32. The restocking fee waiver seemed like a no-brainer too. I doubt most people would return their iPhone 4’s over this, so it’s an easy bone for Apple to throw.
All the stats Jobs rattled off were a nice way to shift perceptions away from the “overblown” media hype. I mean what looks better: 16,500 people have complained about the issue to AppleCare or that 0.55% of all iPhone 4 users did? (Hint: they’re the same) Can’t blame them for doing this though, the tech bloggers and mainstream media have made this out to be a “doomsday”-like scenario. Even non-techies know about this issue. It’s only fair Apple gets to frame perceptions too.
Troll all you want on the web about principles and Apple apologists, but the antenna is simply not a deal-breaking issue. If you’ve decided that the iPhone 4 is the best phone for you, go ahead and buy it. Yes, it’s an admitted issue. No, you shouldn’t interpret that as the Scarlet Letter and avoid the phone solely because of it. Shit, take advantage of the 30 day grace period Apple is giving you now. You can always return it if the antenna issue bugs you so much.
Ultimately, both the media and Apple can be attributed blame for this mess. Consumer Reports’ “non recommendation based on the antenna issue” was simply a shameless attempt at retrieving relevancy again. Apple’s an easy target now because of their success and prominence. It doesn’t hurt that people love reading this stuff too. We’re a society that delights in schadenfreude, especially when the most successful are involved. While it’s easy to poke fun at Apple’s egomania and hubris, there has to be some sort of journalistic restraint involved.
Apple also fucked up in not addressing this as a problem sooner and by initially blaming the user for “holding it wrong.” It’s one thing to stay silent, but it’s another to dismiss a clearly demonstrated problem by blaming the customer. Had they been more transparent and admitted the issue earlier, the media may not have been able to reach the fever pitch that it has in recent days. The issue may even have been contained and forgotten by now.
The Snark:
So Steve Jobs rattled on about “working their butts off” over the last 22 days to find solutions and the solution was “show videos of other smartphones dropping bars when gripped”? That’s the best their $100 million testing facilities employing more PHD’s than a full NBA roster could come up with? Come on, at least show us some “hard numbers” as the fruits of your labor. Anandtech has written up two very detailed and articulate reports using less than $100 million of equipment. Tell me why Apple can’t provide us with something similar instead of talking down to us like we’re Luddites (or the New York Times).
Along those lines, I got why they showed one of each Blackberry, Android, and Windows Mobile phones, but why the Droid Eris? Why not show something more relevant, like an EVO or Incredible or even a Nexus One? Maybe these phones didn’t exhibit so many dropped bars…
image courtesy of Engadget.com
Think someone failed on the slide showing the table with the 3 other phones’ “Min” and “Max” bars. Those columns on the table seem to be flipped.
Gruber asked the Apple execs if they used bumpers or cases for their iPhone4s. Each of them whipped out their phones to show that none of them do. That’s a pretty telling image.
Steve Jobs explained the delay in making a public stance by needing to collect “hard data”. It’s understandable, but there’s no reason to let this fester without comment for so long or blaming the customer for “holding it wrong.”
Steve Jobs gives himself plausible deniability on his public email replies by saying that “some of them are made up!” Great, now we’ll never know which assholic dismissals are real or not.
On the topic of the iOS 4.0.1 update yesterday that “fixes” the reception display algorithm: Someone brought up the fact that Apple supposedly “fixed” the reception bar display algorithm two years ago. Jobs feigned ignorance at this. Uh huh. I still think two years ago they updated the display to show 5 bars even when reception wasn’t that good and now that it’s bit them in the ass, they’re changing it again. Cell phone reception bars are such a load of crap. Personally, I’d love an option to show real dB readings.
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.
So the big news today in the tech world is that AT&T Wireless will be drastically changing their smartphone data plan options on June 7th.
It boils down to the following for smartphone users:
No more $30 “unlimited”(actually 5gb) data plan (if you have one now you can still be on it, even if you buy the new iPhone, but you won’t be able to get it back if you change plans)
Choice 1: “DataPlus” $15 a month for 200mb of data (Overages: $15 for each additional 200mb)
Choice 2: “DataPro” $25 a month for 2gb of data (Overages: $10 for each additional 1gb)
If you want to tether your data, you’ll have to choose the DataPro plan and pay an additional $20. (Shitty, but unsurprising)
Naturally, the first thing that went through my mind when i saw this was, “ZOMG WTF!! FUCK YOU AT&T YOU ARE THE WORST!”
Then, once I was done nerd raging, I thought, “Hmm, how much data do I actually use each month?”
I’ve gone over the hypothetical 200mb plan only twice, and didn’t even come close to a 2gb limit. I can’t remember what I did in November, but I do know that in May I had been streaming more live baseball games using the MLB At Bat app. Using the iPhone for Twitter, Foursquare, and looking random shit up while you are out does not use up a ton of bandwidth. It’s pretty clear streaming media is going to be the deciding factor for a lot of people. Since I’m paying $30 a month for data currently, I could be saving either $15 or $5, depending on how much I want to limit myself to.
That’s the good news. The concerning news is how this will affect rumored features in the new iPhone, such as video calls and a cloud-based iTunes. According to Wired, 200mb is roughly 7 hours of streaming audio. Thats like 2 baseball games, or a few commutes. Live, 2-way video streaming just sounds like it would eat up bandwidth like Brian ate poop in last month’s Family Guy episode. While I don’t see myself using video chat regularly, I’d like the option to, without feeling like I’m wasting precious allocated bits.
Maybe it was just wishful thinking to assume I could save $15 a month on my phone bill. It’s looking pretty tough to get by on only 200mb if you’re looking to stream any sort content. Ideally, Pandora, Spotify, iTunes, or whatever music cloud service ends up winning will over a robust caching feature so I can just preload all of my music at home before heading out into the wild.
Another silver lining in all of this is that AT&T will let you figure out which plan you want without much dicking:
The carrier’s going to be very flexible about changing between the DataPlus and DataPro plans — if you’re on DataPlus, for example, and you discover that you’re blowing past your allotment, you can choose either to start DataPro the following billing cycle, pro-rate it, or apply the higher plan retroactively to the beginning of your current billing cycle.
I look at this whole thing as hey, at least I’ll probably be saving $5 a month at the very least.
Many people wonder why their beloved iPhones, iPod Touches, and iPads (iDevices) don’t support Flash. People often cite this lacking feature as a reason to avoid Apple mobile products. Today, Steve Jobs published an open letter arguing Apple’s case.
Here’s the TL;DR of what he had to say:
Adobe’s Flash is a proprietary and closed platform. Apple’s pushing HTML5, which is an open web standard not owned by Apple.
Most video on the web is actually in a format viewable by iDevices, H.264. Yes, you can’t play Flash-based games, but games from the app store are better anyway.
Flash is the number one cause for Mac crashes, is full of security holes, and has never performed well on a mobile device.
Most Flash video drains battery life at almost double the rate of H.264.
Flash was designed for mice, not touch devices.
Allowing developers to use Flash for mobile app development means apps created for the lowest common denominator, rather than apps created to maximize the capabilities of iDevices.
Reading this letter made a whole lot of sense to me. I’m a power user. I own both a Mac and a PC. I know firsthand that Flash makes my Macbook fan spin like a tornado and my PC browser crash every day. I couldn’t care less about what format my web videos play in if they load fast, look good, and don’t slow down my device. Yes, it sucks that I can’t play the latest fad flash game on my iDevice, but rare is the case that I run out of things to do on my mobile that I clamor for it.
I don’t have an allegiance to either company; I just want the day to come where I can go to a restaurant website and not have my browser crash.