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Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Friday, 15 November 2013

QUBI: A new Android powered media center for YOUR TV

There are already some serious players in the industry fighting for control over your living room—whether it’s the Roku, the Apple TV, or the Xbox. However, with the growth of devices keen to extend the potential of the humble TV, whether it be by adding gaming capabilities or media streaming options, it’s a little too easy for certain devices to excel at one thing rather than be a great all-rounder. This is where upcoming Kickstarter project, Qubi, features, hoping to do everything you could want, all in one stylish package.

Qubi: A New Android-Powered Media Center For Your TV
Combining an Android gaming console, local and streaming media center, as well as access to Google Play, Qubi hopes to simplify the entire process for those wanting just the one device under their TV set.
Thanks to the flexibility of Android, Qubi will be able to access all the streaming services that smartphones can already handle, such as Netflix, Hulu+, Pandora, Spotify, and many more. It will also be able to work with Android based gamepads such as the Nyko Playpad, PowerA’s Moga, and Steelseries Free. Plus, there will be a remote, specifically designed for the Qubi, and offering convenient shortcut buttons as well as a backlit QWERTY keyboard.
That’s where Qubi could shine above other existing products—the sheer ease in which you can browse through its Launcher interface, making it a breeze to access all of your entertainment products. It looks set to be the kind of interface that young and old should be able to figure out, ensuring that more time can be spent gaming or watching movies on Netflix, rather than stumbling through an awkward menu system. It’s hard to know whether Qubi has the momentum to truly compete with set top boxes like the Roku, but one thing is for sure: the interface looks fantastic.
That doesn’t stop Qubi being aimed at more technically minded folk, either, however. The code behind the project is available as one of the backer rewards, for those keen to get more actively involved.
With just over three weeks to run on the Kickstarter campaign, it’s early days for Qubi, but also the ideal time to chip in. With a selection of Early Bird offers, potentially saving investors some valuable funds, it’s definitely worth taking a look at.

Wednesday, 6 November 2013

Moga’s New Android Game Controllers Provide a Battery Boost

Review: Moga’s New Android Game Controllers Provide a Battery Boost at a Cost


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Jared Newman for TIME

This week, Moga is releasing two new controllers, the Moga Pro Power ($80) and the Moga Hero Power ($60). The former looks a lot like the original Pro and is $30 more expensive, while the latter is a revamp of last year’s original (and disappointing) Moga Pocket controller. The big addition to both controllers is the ability to charge your smartphone through a small Micro-USB cable, which plugs into the controller’s backside.I enjoyed using the Moga Pro when I reviewed it over the summer. With its retractable grip that props up the phone, it’s a clever way to turn your Android phone into a handheld gaming device with actual buttons, thumbsticks and triggers.
I’ve spent a bit of time with the Moga Pro Power and Hero Power. While they both include some welcome design changes, the extra battery power can be a headache because of how it drains the life from the controller.
To test the charging features, I simply looked at how much battery life they restored to an idle HTC One. The Moga Hero Power restored about 40% battery life to my phone over a couple hours, while the Moga Pro Power provided about 50% due to its slightly larger battery.
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Jared Newman for TIME
But there’s a trade-off: Both the controller and phone draw from the same battery, and within a few hours, the phone sucks up all the juice. Unless you keep a close eye on the battery indicator, you’ll be left with a dead controller that takes a few hours to recharge. The charging concept is great, but it’d be better in practice with a reserve battery to keep the controller going.
Both controllers do have some redeeming qualities beyond their charging capabilities. The Moga Hero Power, in particular, is a major update that fixes many of the original Moga Pocket’s shortcomings. The inaccurate analog nubs are gone, replaced by small thumbsticks like the ones Sony uses on its Playstation Vita handheld. Moga also added a directional pad, and the controller now runs on a built-in rechargeable battery instead of AAAs. The smaller frame still isn’t quite as comfortable for adult hands, and it’s a little top-heavy, but these aren’t crippling compromises; the Hero is still a worthy choice if you prefer its smaller profile over the Moga Pro.
The Moga Pro Power’s design changes are less drastic. The hand grips are now smooth instead of ridged, and as with the Hero Pro, it gets a four-step battery indicator on the front. On the downside, the buttons and D-Pad are still pretty noisy, potentially annoying the people around you. Minus the added battery, it’s not a significant upgrade from the original Pro.
If you’re wondering which Android games work with the controller, Moga tries to help out with its own “Moga Pivot” app. This app guides you through the Bluetooth pairing process and presents a list of roughly 150 “Moga Enhanced” games. The new controllers and the original Moga Pro also offer a secondary “Bluetooth HID” mode, so you can play other controller-supported games that weren’t designed specifically for Moga devices. This mode is a must-have for classic console emulators.
Moga’s approach to game selection is a serviceable, if imperfect, solution to Android’s gaming problem. Sticking with Moga’s app takes the guesswork out of finding supported games, but it also limits your options. You can venture into the Google Play Store to find more games that work in Bluetooth HID mode, but there’s no easy way to track them down. This situation will stay messy unless Google creates some kind of standard for physical game controls, like Apple has done in iOS 7. (A separate Moga controller is coming for iOS; Moga’s Android controllers won’t support Apple devices.)
Despite the potential battery headaches, Moga’s Power controllers could come in handy for road trips and long flights, especially if you’re looking to keep your kids entertained. But in that case, I’d pick the $60 Moga Hero Power for its portability and lower price. If you’re mostly playing games around the house, the original $50 Moga Pro is the best option. You lose the charging capabilities, but you get a better controller than the Hero for less money, and can always plug your phone into an outlet before or after a play session. Both options are gift-worthy as the holidays approach.

PS Vita review (2013)

PS Vita review (2013)


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The PS Vita hasn't exactly gone according to Sony’s plan. Unveiled in Tokyo at the start of 2011, the PSP's successor was supposed to be a world-beating handheld console with PS3-level graphics and smartphone sensibilities. But despite strong reviews for the hardware itself, sales never took off, and it never attracted much in the way of high-profile games.
Sony isn't giving up, though. It cut the Vita's price earlier this year and has positioned the brand as the "ultimate accessory" for the highly anticipated PlayStation 4 — you’ll be able to stream next-generation games straight to the portable console, and the upcoming PS Vita TV set-top box promises to take the platform into the living room. The new, slimmer, and lighter 2000-series Vita has just launched in Japan, and though Sony tells us it doesn’t have “specific plans” to release the new model elsewhere, history suggests it should make it out of Asia at some point.
Nearly two years after the Vita’s initial release, and on the eve of the PS4, the system's refresh is an appropriate time to check in on how the system is doing. Sony got full marks for effort first time around — but turning Vita into a viable gaming platform is a much steeper task.
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New and yet familiar

The new Vita may look much the same as the old, but it feels quite different. Sony has trimmed 20 percent of fat from the original unit, and the reduction is striking. It's much more comfortable to hold, with subtle tapers and sloping corners that dig into your hands far less, and the slightly textured matte plastic on the rear panel feels a lot nicer than the glossy material used before. While the original Vita is ergonomic enough, it's hard to go back to after using the 2000-series — even if you probably still won’t want to cram the new model in your pocket.
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SLIMMER, THINNER, MUCH MORE COMFORTABLE

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The original Vita forced users to buy expensive proprietary memory cards to save and store games, so thankfully the new model improves things slightly. It comes with 1GB of internal storage, which won't get you very far if you want to download games, but will at least guarantee that you have somewhere to store saved files for physical Vita titles. You can't use this in tandem with a memory card, though — the system will only recognize one or the other.
One unexpected change is to the rear touchpad, which lets you control some games and apps by tapping and swiping the back of the device — it’s been slightly shrunken and is now noticeably smaller than the touchscreen in front of it. This was presumably done to avoid accidental presses, which was an occasional problem for me on the old model, but the alteration does mean that the pushing-through-the-screen metaphor doesn't quite work as well. Very few Vita games to date have used the input effectively, however, so it's not a big loss. Another minor omission is the mysterious expansion port on the top edge of the system, which Sony never managed to find a use for.
More importantly, the proprietary charging and data connector has also been removed in favor of the far more convenient Micro USB. As for the battery itself, I found that the new Vita lasted slightly longer than its predecessor — you can expect around six hours of mixed use on a full charge, which isn’t as much as you’d hope for from a smartphone, but is probably more than you’d get if that phone was constantly running Infinity Blade.
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The biggest visual change is that the new model no longer uses a single plastic front-panel, instead separating the screen from the rest of the device — an aesthetic step back, for my money. I liked the way that the original Vita's screen appeared to blend into the rest of the device, and the new model's design adds a seam where there doesn't need to be one.
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The new Vita does look better in one important way, though: color. It comes in six colorways, including the typical all-black and all-white options, but the other four use a two-tone effect that matches a colored back panel to a black or white facade.
The effect is great — you can see the color coming through on parts of the system even from the front, and it adds flourish to an otherwise staid design. My review unit came in an attractive light blue and white, but I also like the khaki and black option, and the pink and black model I used at the Tokyo Game Show isn’t without its charm.
Overall, Sony has given the Vita a series of welcome nips and tucks that improve the experience of using the system, if not quite revolutionizing it. Most of the changes appear to have been made in direct response to niggles with the original model, and the result is a smoother, more refined device. But Sony made one change that is likely to prove far more divisive.
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The original Vita's headline feature was its beautiful 5-inch 960 x 544 OLED display, but Sony has made the somewhat controversial decision to replace it with an LCD for cost-saving reasons. On paper, that’s not necessarily a bad thing: LCD technology has improved leaps and bounds since the Vita's introduction, and many of the best screens in the smartphone world are LCDs.
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But the Vita is a fixed gaming platform, so upgrading the resolution was likely never an option for Sony. The new model’s 220 ppi LCD is decidedly behind the curve on paper, then — more like a two-year-old smartphone than an HTC One — but in practice it's not really a problem for the Vita. Despite Sony's continued reputation for putting out phones with less-than-top-tier displays, this panel does reasonably well in terms of contrast, color reproduction, and viewing angles, and the resolution is more than sufficient for games and the system's chunky OS.
Some may even prefer the LCD, as it doesn’t exhibit color shift when viewed at an angle. Still, the punchy colors and fast response time of OLED are perfectly suited to video games, and for me the old model has the better screen overall. It shouldn't be a big issue for first-time buyers, but many with an original Vita will want to think twice about upgrading.
Software-wise, the new Vita is exactly the same as the old. That's not to say that there haven't been improvements since the system's original launch, however; Sony has released several updates to improve and expand the Vita's functionality. The browser's rendering is a little speedier, you can transfer files over Wi-Fi, and the Control Center-style sheet that pops up anywhere when you hold the Home button has been revised. Notable omissions from launch, such as PSone game support and a Mac syncing client, have since been added.
THE VITA SOFTWARE ISN'T NEW, BUT IT'S CHANGED A LOT IN TWO YEARS
This week’s firmware update was more significant than most — among other things, version 3.00 prepares the Vita for the PlayStation 4’s launch with features that enable the two consoles to work with each other. Remote Play will let Vita owners stream PlayStation 4 games to the handheld, PS4 Link allows for Wii U or SmartGlass-style second-screen functionality, and cross-system chat has also been added. I wasn’t able to test any of this out before launch, but the Vita should be most useful to anyone planning to pick up a PS4.
Sony also now includes dedicated apps for Google Maps and email with the OS, alongside extras in the PlayStation Store such as Skype, Flickr, Netflix, and so on. You'll almost certainly prefer to use smartphone equivalents at any given time, but I'm sure someone's life has been saved by needing to email on their Vita for urgent Google Maps directions with no other device available, so it's nice to have the option. And the LiveTweet app somehow remains one of my favorite Twitter clients on any platform.
Overall, my assessment of the Vita OS is much the same as it was two years ago: it has its quirks and its gaudy bubble-based interface is no more attractive, but it's fast, stable, and functional. Of course, the OS is just a small part of the software story.
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In the game

It’s fair to say that the vision of a pocket-sized PS3 didn’t quite come to pass — blockbuster AAA titles have been thin on the ground or, in the case of Call of Duty, an outright disaster. Most major developers have largely stayed away from producing out-and-out exclusive titles for the Vita, either bestowing the system with lightweight ports or ignoring it completely.
But there's another side to the Vita's lineup. Over the past year or so, the system has emerged as an unlikely haven for indie games. The hardware is powerful enough to run just about any game created on an indie budget these days, the simple and catchy nature of indie releases tends to be well-suited to portable play, and the myriad of control options means that most of them work at least as well as they would on PC and console. Sony's indie outreach means that Vita owners will get access to many games headed to PlayStation 3 and 4, often for no additional cost. That's been the case for the likes of Hotline Miami, Limbo, Guacamelee, Sound Shapes, Retro City Rampage, and more.It’s a shame, because in the right hands it’s an extraordinarily potent console. I spent much of my review period playing the recently released Killzone Mercenary, the latest entry in Guerrilla Games’ first-person shooter series that Sony often uses to show off the power of its PlayStation systems, and came away impressed on a technical level. Its bleak setting and brutal gameplay may not be my cup of tea, exactly, but it executes well on the console-in-your-hands dream with tight controls and graphical pyrotechnics. Unfortunately, there aren't many Vita-exclusive games like it. Early titles such asGravity Daze and Wipeout 2048 showed what the system could do, but the well of high-budget games designed to play to the Vita’s strengths has largely dried up.
Coupled with the steady stream of free content that comes with a PlayStation Plus subscription, Vita owners with a PS3 will rarely be stuck for something to play, even if they're not actively buying Vita-specific titles. The platform is also rich with HD remakes of PS2 games, which often hit PS3 and the portable console simultaneously. They might not be the most exciting releases in the world, but that doesn't mean I had any less of a blast playing through excellent portable versions ofMetal Gear Solid 2 and 3 earlier in the year.
A COMPELLING $200 LUXURY EXTRA FOR GAMERS
 The Vita hasn't quite blossomed into an essential system in its own right, then; instead, it's a compelling $200 luxury extra for hardcore gamers. Don't buy one expecting access to a huge library of games that you can't play anywhere else — buy one because you want to play games that you know and love on the go. Anyone planning to buy a PlayStation 4 should consider a Vita, too, with its Remote Play support promising to make for the greatest bedtime console ever.
But should they wait for the newer model to leave Japan and come around the world? That's a tougher call. At $199, the original Vita isn't any more expensive than the 2000-series will likely be, and it has the benefit of being available on US store shelves today. If you're the kind of person still doggedly hanging onto your plasma TV as manufacturers switch to LCD panels, you'll probably find it equally hard to let go of the launch model's OLED screen. That's understandable, but I think the physical improvements to the 2000-series will be enough for most to consider it the better buy. Whichever model you go for, though, the PS Vita is a surprisingly solid offering at this point in time — just not really in the way that anyone expected.

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