Sunday, February 13, 2011

Review: Chair Entertainment / Epic Games Infinity Blade

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In short, Infinity Blade follows a family of nameless warriors as they embark for reasons unknown on a mission to slay an evil king. You start by taking control of a single character who confronts the king and then dies at his hands, creating a seemingly infinite loop of vengeance that will see his son, grandson, great-grandson, and future successors repeat the same fatal mistake. Or will they? Each fallen fighter leaves all of his possessions to the next warrior, enabling you to grow in power, weaponry, and defense as the game continues. At some point, one of the sons will have the right combination of sword, shield, armor, ring, magic, health bar, and experience points—plus your skills—to defeat the king and end the loop. This brilliant little concept makes it possible for you to adventure your way through similar backdrops again and again, with each loop requiring a half-hour or so of playtime, possibly less if you explore less and fight faster.

Chair has structured the game ideally to facilitate adventuring and fighting for whatever time you have. The king is protected by a series of boss-caliber opponents rather than an army of one-hit losers, with each fight taking two or so minutes. Between fights, you needn’t concern yourself with granular movement within the fully 3-D world; instead, you tap on glowing points to move from scene to scene, controlling only your head as you reach each new point. This, combined with deliberately skewed and obscuring camera angles, turns each area into a hiding spot for potions, bags of gold, and inventory items such as helmets, swords, armor, and rings, which can be tapped on when you see them. Some merely boost strength or defense, while others add various magical and related abilities. A poison sword will leech life; a ring will let you stun an opponent with electricity; a suit of armor will also multiply your experience points when worn.

Fights are much better than we had expected. Epic and Chair haven’t tried to replicate the joystick and button arrays of Street Fighter IV or other incredibly successful console games; instead, it gives you dodge buttons on the sides of the screen, magic and special attack buttons in the two top corners, a block button at bottom center, and plenty of space elsewhere to swipe your weapon to your heart’s content. Occasionally, a glowing point will appear on your opponent for a stabbing attack, but most of the action focuses on dodging, slashing, or parrying attacks by following the direction they come from. It feels entirely unlike great console fighters, but it works really well on these devices.

Again, the camera angles and dramatic interruptions at key stages of both sides’ lifebars aid the experience: fights are third-person behind your character but very close in, making great use of the screen, and your goal is to stagger or dodge your enemy’s attack to open him up for a flurry of slashes. A big stagger leads to a brief cinematic, and the final one offers you the chance to rack up extra experience points by swiping as many times as possible in a “finishing” sequence. Sometimes, your foe goes off a bridge or staircase at the end of a fight, and most often, your warrior get pierced by the king’s magical sword before the game awakens to a Groundhog Day-like view of the castle in the distance. In any case, there’s no dead time in these fights; they’re all action, and evolve to become smarter as you keep playing.

Thanks to its comparative simplicity, the experience-building system is more addictive here than in games that radically overcomplicate the statistical exercise of leveling up. You have a handful of categories to bolster with points earned through battle, and you gain separate experience points for each inventory item you use, with the option to use gold currency to either purchase new items or more experience if you don’t want to adventure for them. We’re thrilled that Epic didn’t insert an in-app ATM system to turn these acquisitions into paid purchases, but we’d also like to see a little more ability to actually customize your family of fighters beyond just swapping their gear, and the per-item experience levels are arguably surplusage: even after boosting experience, you’re still knocking off modest numbers of hit points per slice or stab of your enemies, so keeping the focus on acquiring decidedly better weapons is important.

Epic’s 3-D graphics engine, based on Unreal Engine 3, is frankly 75% of the reason that Infinity Blade has received all of its buzz. The demonstration version called Epic Citadel provided a character-free tour through the game’s countryside and buildings, but offered only a minimal taste of what the action would be like, and no clue as to how the engine would hold up when both backgrounds and fighters were present. There’s mostly good news on this point: as discussed in our look at Epic Citadel, Infinity Blade’s environments are outstanding. Sometimes stunningly faceted with polygons. Incredibly textured on even the high-resolution iPad, iPhone 4, and iPod touch 4G, all of which are natively supported for the $6 asking price. The characters are, too. They don’t look real, but they look better than any combination of characters and backgrounds on any iOS game released thus far; the warriors are in most cases textured with distressed materials that look old, worn, and gothically beautiful—just like the castle and its surroundings. GPU-punishing details that could have been omitted, like circular-edged buildings and metalworks, spiraling staircases, and lifelike grass, all are present as if they were effortless to include within the Unreal Engine; special effects receive comparatively short shrift. That aside, only triple-A titles from triple-A developers have a prayer of approaching what has been accomplished here visually.

The compromise is in frame rate. On the iPad, iPhone 4, and iPod touch, the frame rate is consistently under 25 frames per second, and probably more in the sub-20 range if we had to guess. Infinity Blade is fluid enough to feel great, particularly with its ambient audio track and menacing sound effects, which include voice samples every time you return to do battle with the king. Turn off the audio, though, and it’s obvious that the game stutters a little here and there because the developers wanted to pack the game with so much detail. The trade-off’s acceptable this time, but a sequel is going to need to smooth its motion in order to evolve to the next level.

Will Infinity Blade evolve? The developers say yes. A section of the game’s menu system promises new items, enemies, and dungeons are going to be added “soon,” along with a Game Center-aided multiplayer mode. The latter feature will be extremely interesting to see implemented—will it be cooperative, competitive, or both?—but the first three could be great or nauseating. As impressive as this title is right now, we’re concerned that the developers may try to turn it into a cash machine with in-app purchases, such that the “red sword” will cost you 99 cents, and accessing the new dungeons might be a few dollars. The game doesn’t say whether the additions will be purchasable. Finding the right balance between free and paid upgrades is going to be tricky.

If anyone can pull that off, Epic and Chair seem like leading candidates. Releasing this game at a wholly reasonable $6 price point with full iPad, iPhone, and iPod touch compatibility was precisely the right move, rather than fragmenting purchasers into different platform-specific apps with different prices, and though the experience will differ somewhat from device to device because of hardware capabilities, Infinity Blade delivers a fully realized fighting adventure game in any case. It’s astonishing to consider how much better of an experience you get for the price here than with either the $5 Click Wheel iPod Games released years ago, or the split-version, higher-priced apps some developers are trying to sell today. Based on the quality of the game, the impressiveness of its technology, and the developers’ pricing thus far, Infinity Blade deserves to be the most successful game yet released for iOS devices. It receives our exceedingly rare flat A high recommendation, and is worthy of attention on literally any iOS device capable of playing it.

A Note From the Editors of iLounge: Though all products and services reviewed by iLounge are "final," many companies now make changes to their offerings after publication of our reviews, which may or may not be reflected above. This iLounge article provides more information on this practice, known as revving.

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Friday, February 11, 2011

: Releases Abvio updated major Runmeter, Cyclemeter and Walkmeter

Abvio has published updates to Runmeter, Cyclemeter and Walkmeter, his trio of iPhone apps fitness based on GPS for tracking exercise performance. All three applications are built the same Foundation, each optimized for running, cycling and walking, respectively. Applications allow users to track their workouts these data such as time, location, distance, altitude, and speed of recording and then view their results on maps and charts organized by tracks and activities with a summary of different periods. Users can also automatically publish status updates to Twitter and Facebook training and hear responses of their online friends during their workout using the built-in text-to-speech engine. Version 5.0 adds integration with major social community dailymile.com allowing users to automatically synchronize and share their workouts in real-time with dailymile community and hear messages of encouragement from friends of dailymile to training sessions. The new version also introduces a virtual competition feature that allows users to import a route to add a competitor virtual to run, cycle or walk against. Routes can be imported drives previously recorded, friends workouts, fitness social sites or any other source of data from GPX compatible.

Other new features in the latest update includes a text-to-speech engine increased with a new integrated voice and enhanced. Another 16 voice options, and dialects for text-to-speech functionality are also available via-app purchase, including male and female voices in America, English British, German, French and Canadian French. The update includes also the 25 configurable voice announcements of distance, time, speed and improved voice quality and more. Additional improvements include a configurable display stopwatch with up to 40 different statistics, the ability to enter notes before and during a workout, improvements to the flexibility of the speed and pace displays, support for tracking the descent burn grade and energy in kilojoules and more. Three Runmeter, Cyclemeter and Walkmeter applications are sold separately in the App store for $5 each. Text-to-speech voice is available via-app purchase for $1 per vote.


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: WordUs2 family friendly update releases

Dawn binary, Interactive has released an update of WordUs2, its popular word game for iOS, adding new dictionaries for three and four letters devices suitable for young learners. In WordUs2 players test their vocabulary by trying to guess a mystery word given that the first letter. Players try to guess the word one letter at a time and must guess not only the letters of the word, but also where they appear in the word. The game includes a dictionary of thousands of words and four game modes including a mode "Calm & collected" with unlimited time and assumptions and three modes of additional challenge where players are given a limited number of assumptions or a limited amount of time. WordUs2 is available on the App Store for $2.

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Wednesday, February 9, 2011

Behind the scenes: MacBook Air 11 "Muse gets Moshi + Speck SeeThru Satin"

A great sensation by hand is one of the things that we are looking for - and only sometimes find - for MacBook, particularly given that the MacBook Air is small and thin enough that you'll wind up holding a palm or one arm at a certain time when you are walking with her 11 "." It is a point not insignificant when we watched week last Covenant United leather pouch and noted that the smooth texture of the case dear envelope-style might not work for some users; a bit of tack can turn a long way when device hand-holding for long periods of time. Two new cases for MacBook Air offers completely different approaches to the protection of the laptop, but both 11 "use textures to differentiate himself from competing products."

Muse 11 of Moshi ($35) is undoubtedly just a longest ever-so-slightly darker grey version and Muse for iPad, adding just enough length to accommodate the MacBook Air in one of his two pockets of Rabat 11 "society." The other pocket for accessories - say that included eating Air - but made enough room for a full iPad inside, assuming that you're ready to go through some insertion and deletion of the contortions Moshi or we would truly recommend. In any case, it is a great Pocket second, and the contrast colour front flap is sealed with a couple of magnets hidden, then topped with a few nice metallic name badge.

It is a design certainly sharp - research, but let's be frank: there are many nice there sleeve MacBook research. The thing that makes it stand out you we really is texture, which, like the iPad, version resembles the surface of a high quality sofa rather than a typical case. Microfibre Moshi, which marks it as Terahedron, is sufficiently flexible be used to clean up the MacBook screen and plush enough to feel as if it is inflated. Each time that we receive, we want to reach some more - it is just as nice. For the price of $35, it has just the right look and feel; If the idea take your MacBook Air bare or with a sleeve film appeals to you, this is a really great option.

Speck has a completely different but equally compelling solution in the form of SeeThru Satin for MacBook Air 11 " ($50)." Several generations of SeeThru and SeeThru Satin cases have been released for previous MacBook (and, of course, iPod, iPhone and iPads), but this version is probably the best yet for a laptop. It is supposed to be 50% thinner than the last generation MacBook cases, a difference which is evident when the hull plastic lasts is disabled, because it can flex a little despite its edges molded precision. Yet when he is on the MacBook Air, he does no less protection than feel before, just more thin. And it seems all so cool.

Rubber touch outside is called Satin because it feels like that: rail at microscopic without be shiny or slippery, a difference between this and standard SeeThru cases. It adds a translucent frosted coating black air which allows Apple, logo to shine from above, diminished somewhat, while providing port areas open and antenna/rear hinged access if necessary. That it can align 11 "Air to all them should not be taken for granted having regard to the thinness of the computer to its minimum points;" Speck uses very small clips to keep the case attached to the edges of the MacBook and rubberized bottom pads to cover rubber black ones on the computer.

Just as with the Muse, SeeThru Satin feels really well - "right", same - and offers a truly minimalist protection form if you are simply looking to keep most of scratch-free Air aluminum frame. Then the $ 50 price tag feels like scope given that Speck costs the same price for larger and heavier for the 17 versions "15" and 13 MacBook Pros,"he does there not getting around the fact that the MacBook Air version 11" sentiment accurate, crisp, who deserves a kind of premium version of SeeThru Satin iPhone, itself a true standout of rivals through his company appearance. It's a franchise that Speck has consistently improved safe in every generation, improved versions of each year as large those who preceded them, and if we weren't such enormous fans of protective films for the MacBook Air, we would use Satin every day. It is easy to install, solidly constructed and complement good appearance really nice Air.


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Friday, February 4, 2011

News: Report: iPad 2 G have two cameras and view high-res

The second generation iPad will have two cameras face-front and rear, among several other improvements, according to a new report. Citing familiar with four people, reports Reuters tactile chip designer Wintek Simplo Technology battery manufacturer and cover maker AVY Precision are all ramps for a new cycle of production in the first quarter of 2011, with two sources claiming that the ramp in place is for the second-generation iPad. Curiously, the report comes just one day after many supposed case iPad second-generation appeared online, who wore holes on the back for a rear-facing camera.

With cameras, a source told Reuters that the new model is going to be thinner, lighter and have a higher resolution screen. Camera optical electronics engineering and Precision Largan module manufacturers have also by two sources of new contracts supply starting with Apple, although no source was able to confirm the Apple products are designed modules. As mentioned yesterday, recent rumours pegged iPad 2 G as input in the coming days release 100.


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Thursday, February 3, 2011

News: Report: white iPhone 4 laid down by the new Japanese painting

A Japanese report of Macotakara suggests that new paint developed material is responsible for producing white model woes fixation. Citing an anonymous source, the report says that new equipment allows the paint layer thickness to be specified prior to application, which apparently better yields and fewer faulty products. A separate report of July 2010 has indicated that the technology of lens, a small Chinese company responsible for fine raw glass transformation in the final, iPhone glass panel was the cause of delay in the white iPhone. According to this report, the company could find the right mix of paint thickness and opacity to allow the attachment of the digitizer while keeping the Panel of the correct color of white, a claim that seems to justify this new report. 4A white iPhone was spotted on the Web sites and several retailers iPhone inventory systems 4 and carriers, suggesting that Apple will be able to hit its previously announced spring 2011 schedule for the launch of the device.

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News: Verizon confirms unlimited data plan for $30 for iPhone (update)

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Speaking with the Wall Street Journal, Verizon COO Lowell McAdam has confirmed that the company will offer an unlimited data plan for $30 for iPhone users. "I won't shoot me in the foot," McAdam said, referring to the many iPhone users AT & T rights were acquired in with unlimited data prior to moving the AT & T to a system of prices for the year last data at multiple levels. The report notes also that the anticipation of a Verizon iPhone launch appears selected sales during Q4 Verizon. While analysts are generally satisfied with the growth of the Subscriber, the McAdam was not said: "this isn't what I hope, it will be. Verizon Wireless will launch the iPhone 4 February 10.

Last updated:. McAdam said that the unlimited data plan for iPhone will be a temporary offer and stated that Verizon moves data at various levels of prices for the iPhone in the "not too distant future."

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