iPad Pro: Imitation is the Most Sincere Form of Flattery.

Apple are the kings of taking what appears to be failed product ideas and turning them into gold mines. The iPhone took the smartphone market from a niche market of the geeky and technical elite into a worldwide sensation that continues today. The iPad managed to make tablet computing popular, even after both Apple and Microsoft tried to crack the elusive market. However the last few years haven’t seen a repeat of those moments with the last attempt, the Apple Watch, failing to become the sensation many believed it would be. Indeed their latest attempt, the iPad Pro and its host of attachments, feels like simple mimicry more than anything else.


The iPad Pro is a not-quite 13″ device that’s sporting all the features you’d expect in a device of that class. Apple mentions that the new 64bit A9X chip that’s powering it is “desktop class” able to bring a 1.8X CPU performance and 2X graphics performance improvement over the previous iPad Air 2. There’s also the huge display which allows you to run two iPad applications side by side, apparently with no compromises on experience. Alongside the iPad Pro Apple has released two accessories: the smart keyboard, which makes use of the new connector on the side of the iPad, and the Apple Pencil, an active stylus. Whilst all these things would make you think it was a laptop replacement it’s running iOS, meaning it’s still in the same category as its lower powered brethren.

If this is all sounding strangely familiar to you it’s because they’re basically selling an iOS version of the Surface Pro.

Now there’s nothing wrong with copying competitors, all the big players have been doing that for so long that even the courts struggle to agree on who was there first, however the iPad Pro feels like a desperate attempt to capture the Surface Pro’s market. Many analysts lump the Surface and the iPad into the same category however that’s not really the case: the iPad is a tablet and the Surface is a laptop replacement. If you compare the Surface Pro to the Macbook though you can see why Apple created the iPad Pro, their total Mac sales are on the order of $6 billion spread across no less than 7 different hardware lines. Microsoft’s Surface on the other hand has made $1 billion in a quarter from just the Surface alone, a significant chunk of sales that I doubt Apple has managed to make with just the Macbook alone. Thus they bring out a competitor that is almost a blow for blow replica of its main competitor.

However the problem with the iPad Pro isn’t the mimicry, it’s the last step they didn’t take to make the copy complete: putting a desktop OS on it. Whilst it’s clear that Apple’s plan is to eventually unify their whole range of products under the iOS banner not putting the iPad Pro on OSX puts it at a significant disadvantage. Sure the hardware is slightly better than the Surface is but that’s all for naught if you can’t do anything with it. Sure there’s a few apps on there but iOS, and the products that it’s based on, have always been focused on consumption rather than production. OSX on the other hand is an operating system focused on productivity, something that the iPad Pro needs in order to realise its full potential. It’s either that or iOS needs to see some significant rework in order to make the iPad Pro the laptop replacement that the Surface Pro is.

It’s clear that Apple needs to do something in order to re-energize the iPad market, with the sales figures being down both in current quarters and year on year, however I don’t believe that the iPad Pro will do it for them. The new ultra slim Macbook has already cannibalized part of the iPad’s market and this new iPad Pro is going to end up playing in the same space. However for those seeking some form of portable desktop environment in the Apple ecosystem I’m failing to see why you’d choose an iPad Pro over the Macbook. Had they gone with OSX the value proposition would’ve been far more clear however this feels like a token attempt to capture the Surface Pro market and I just don’t think it will work out.


Data Sovereignty, Cloud Services and the Folly of the USA’s Borderless Jurisdiction.

If you’ve worked in IT with a government organisation you’ll know the term “data sovereignty”. For those who haven’t had the pleasure the term refers to the laws that apply to data in the location that it’s stored in. When dealing with government entities this means that service providers have to make guarantees that the data won’t leave the Australian shores. Because, if it did, then the data wouldn’t be subject to Australian law any more and whatever government got a hold of it would be outside Australia’s jurisdiction. This has been the major limiting factor in the Australian Government’s adoption of cloud services as, until just recently, the major providers didn’t have an Australian presence. However even that might not suffice soon as the US government is attempting to break the idea of data sovereignty by requiring companies to disclose data that’s not within their jurisdiction.


This issue has arisen out of a long running court case that the US government has had against Microsoft. Essentially authorities in the USA want access to information that is stored on Microsoft servers in Dublin, Ireland. Their argument is that since Microsoft is in control of the servers they’re on the hook to provide the data. Microsoft’s argument has been that the US government should make that request from authorities within that jurisdiction. Indeed senior legal counsel from the Irish Supreme Court has said that such a request could be made under the Mutual Legal Assistance Treaty. This hasn’t satisfied the US authorities who believe that since the company is based in the USA all the data they control should be made available to them under their legal jurisdiction.

Putting aside the privacy concerns for the moment (and believe me there are many) if the US courts compel Microsoft to provide data from outside their jurisdiction then the notion of data sovereignty on any cloud service becomes null and void. No longer will anyone be able to assume that their data is subject to the laws of the country it resides in which raises a whole host of legal issues. Do companies that make use of locally provided but not locally owned services need to comply with US data retention laws like SOX? Are these requests for data going to be held to the same level of evidence requirements that other countries have? What’s stopping the US government from compelling US based companies from requesting other government’s data on these services? I could go on but it all comes down to the issue of the US government completely overstepping its jurisdiction.

For someone like me, who works primarily in the large government IT space, the attack feels even more personal. I’ve been a champion of cloud services for years and it’s only been recently that I’ve been able to make use of the public cloud with my clients. Should the US government continue with (and win) this case the ramifications will be instantaneous: all the government services running on cloud services will be in-housed as soon as possible. That’s not to mention the potential effects it could have on how international companies like mine will interact with government. Suddenly we wouldn’t be able to work with any client related data except when we’re on site, a tremendous blow to the way we do business.

The US government needs to realise just how damaging something like this could be both to their reputation internationally and the business that US based companies do elsewhere. Data sovereignty laws exist for a reason and breaking them just because your law enforcement agency doesn’t want to go through the proper channels isn’t a good enough excuse. If they continue down this path the IT industry will suffer immensely as a result and for nothing more than some saved paperwork and inflated egos.

Grow up, USA. Seriously.


Last Generation Consoles Here to Stay, For Now.

It’s been almost 2 years since the release of the current generation of consoles yet, strangely, it doesn’t really feel like it has. Usually this long after a new console generation the previous one has become a ghost town, long abandoned by developers in favour of the latest and greatest hardware. However here we are 2 years later and games are still be released for the PlayStation3 and Xbox360. This isn’t just isolated to a few small titles either, pretty much every AAA title that has a cross platform release will end up support no less than 5 distinct platforms, 2 of them almost a decade old at this point. I honestly couldn’t fathom why this would be the case, that was until I followed the money.

20111018035734_Untitled-1If you head over to VGChartz’s global weekly chart and have a trawl through previous week’s sales figures you’ll begin to see what I’m talking about. Whilst we don’t have the very latest figures (you’ll have to pay them a rather large fee to get that) it’s clear that the previous generation consoles are still generating massive revenues in terms of game sales. Indeed until the end of March this year the platforms with the most game sales were previous generation consoles. It was only after then that the PS4 managed to stay at the top but it’s always been closely hounded by both the PS3 and Xbox360 for the top position ever since.

Some of the blame for this lies at the feet of the XboxOne which has unfortunately failed to pull as many people across into the current generation as its competitor has. The XboxOne sales have been about half that of PlayStation4 for some time now, a trend that doesn’t seem to be changing any time soon. This also feeds into the trend of the Xbox360 routinely outselling it’s current generation counterpart, only changing when a new release comes out. Considering how close the previous generations were in sales this disparity will continue until the majority of current Xbox360 users make the switch. How long until that happens I couldn’t tell you, but it still seems like a fair way off at this point.

Primarily though it’s due to the unprecedented longevity of the previous generation. Prior to the PS3 and the Xbox360 you could expect a new console generation every 5 years or so, with developers having fully transitioned to the new platform within a year or two afterwards. The previous generation of consoles is well past that point and that means there’s going to be a lot more more inertia in switching away from them. It’s just like what happened with Windows XP and the transition to Vista and beyond, consumers and third parties alike got comfortable with the platform and held onto it for far longer than was healthy. Thankfully the turn around rate doesn’t seem that bad when you compare it to Windows XP vs 7, but it’s still slow enough to mean that the previous generation is here to stay for some time.

The tide is turning however. Every new release sees a new wave of people upgrading their consoles in order to enjoy the latest game. Exclusives too are still proving to be a powerful motivating force for consumers, even critical flops like The Order 1886 being able to boost console sales by 10% or more. It’s going to be a far slower transition than we’re used to, I’d hazard a guess for at least another year of cross platform releases targeting previous generation, but the trends are clear. Hopefully the transition will mean more resources dedicated to actual games rather than cross platform code but I’m not holding my breath in that regard.



Growing Up on a Farm Prevents Asthma.

I grew up in a rural community just outside of Canberra. Whilst we had a large plot of land out there we didn’t have a farm, but many people around us did including a friend of mine up the road. We’d often get put to work by their parents when we wandered up there, tending to the chickens or help wrangle the cows when they got unruly. Thinking back to those times it was interesting to note that barely anyone I knew who lived out there didn’t suffer from asthma. Indeed the only people I knew who did were a couple kids at school who had grown up elsewhere. As it turns out there’s a reason for this: “farm dust” has shown to have a protective effect when it comes to allergies, meaning farm kids simply won’t develop conditions like asthma.


There’s been research in the past that identified a correlative relationship between living on a farm and a resistance to developing allergies and asthma. Researchers at the Vlaams Instituut voor Biotechnologie (VIB) in Belgium took this idea one step further and looked for what the cause might be. They did this by exposing young mice to farm dust (a low dose endotoxin called bacterial lipopolysaccharide) and then later checked their rates of allergy and asthma development against a control group. The research showed that mice exposed to the farm dust did not develop the severe allergic reactions at all whilst the control group did at the expected rate.

The researchers also discovered the mechanism by which farm dust provides its benefits. When developing lungs are exposed to farm dust the mucus membranes in the respiratory tract react much less severely to common allergens than those without exposure do. This is because when the dust reacts with the mucus membranes the body produces more of a protein called A20 which is responsible for the protective effects. Indeed when the researches deactivated the protein the protective effects were lost, proving that it was responsible for the reduction in allergen reactivity.

What was really interesting however was the genetic profiling that the VIB researchers did of 2000 farm kids after their initial research with mice. They found that, for the vast majority of children who grew up on farms, that they had the protection granted to them by their increased A20 production. However not all the children had it but for them it was found that they had a genetic variant which caused the A20 protein to malfunction. This is great news because it means that the mouse model is an accurate one and can be used in the development of treatments for asthma and other A20 related conditions.

Whilst this doesn’t mean a month long holiday at the farm will cure you of your asthma (this only works for developing lungs, unfortunately) it does provide a fertile area for further research. This should hopefully lead to the swift development of a vaccine for asthma, a condition that has increased in prevalence over the past couple decades. Hopefully this will also provide insight into other allergies as whilst they might not have the exact same mechanism for action there’s potential for other treatment avenues to be uncovered by this research.

Beyond Eyes Review Screenshot Wallpaper Title Screen

Beyond Eyes: Learning to See Again.

There are few games that manage to grab me with just a concept. Put simply it’s because I’ve seen it all, the vast swath of games I’ve played over the years covering the far reaches of the gaming spectrum. To put it in perspective over the 4 years or so that I’ve been doing this I’ve played some 200 different games and it’s easy to see the patterns emerging when you play that many games. However there are still exceptions, games that bring new ideas or new ways of looking at old ideas. Such games are of instant intrigue to me and Beyond Eyes, whilst not being the greatest experience overall, certainly sold itself to me just on its concept alone.

Beyond Eyes Review Screenshot Wallpaper Title Screen

You are Rae, a young girl who wants nothing more than kids of her age do. However, one day, she’s unfortunately struck blind, her world now one of total darkness. As she comes to grips with her new reality she meets a new friend; Nani the neighbourhood cat. Rae and Nani become the best of friends, the ring of Nani’s bell the ever present reminder that her friend is there with her. One day though Nani stops coming to visit Rae and so she sets out into the world to find her lost companion.


Beyond Eyes is one of the few Unity games that manages to avoid the same aesthetic that many games built on the platform have. Beyond Eyes has a kind of watercolour style to it, almost as if it was ripped straight out of the children’s books of my formative years. The watercolour aesthetic is taken one step further by the reveal mechanic which feels like water creeping across paper. Probably the most interesting thing about the look of Beyond Eyes though is just how deceptive the mostly white environment is, making you feel like you’re in a much larger world than you actually are. This is most certainly intentional and is something I’ll dive into deeper shortly. Suffice to say I feel Beyond Eyes is one of the most unique looking Unity games I’ve seen in a long time.

Beyond Eyes Review Screenshot Wallpaper Nani

Beyond Eyes is essentially a walking simulator at heart as all you do is trundle through the various environments, making your way around blockages until you move onto the next section. You can’t see everything that’s around you however, only the things that you’ve been near or, in the case of later levels, only the things that are right next to you. This is a powerful way to evoke the same feelings that a blind person would have as you really have no idea of what’s in front of you or if the sounds you’re hearing are coming from what you think they are. It’s an incredibly well executed concept in my mind as it does a great job of putting you in the mindset of someone who’d recently lost their sight.

There are some puzzles to speak of but they’re mostly just a function of finding the right thing to unblock your next path. Most of these can be as simple as taking an alternate path whilst others will require you to find an item in order to progress. They’re really not hard by any stretch of the imagination with most of them putting the solution right in front of you if you explore far enough. In all honesty though there’s not a whole lot of point in exploring too much as the rewards for doing so are minimal and don’t progress the story much beyond the little snippets of text you get every so often. I think even the most hardened achievement hunters would struggle to find much reason to go after them, honestly.

Beyond Eyes Review Screenshot Wallpaper What A Beautiful Day

The various mechanics employed to emulate the world that the blind “see” is by far the strongest aspect of the game. The world being revealed to you, styled in a childlike fantasy, as you walk by everything is truly inspired. The replacement of objects, like a fountain turning into a drain pipe, gives you an idea of the struggles that people without sight go through. Even small things like barking dogs making Rae upset take on a new perspective when you realise that she would have no way of knowing if that dog was being aggressive or simply chasing a toy. It was this initial concept that sold me on Beyond Eyes and I’m glad to say it delivers aptly in that respect.

However whilst the mechanics are great the story is just too basic to take the whole experience to the next level. Games in this genre live and die by their story and the emotional engagement they can evoke with its players and, even though this might be based around a true story, is too short to have any meaningful impact. The ending was also just a poor attempt at tugging at the heart strings when, in reality, the character had absolutely no reason to come to the conclusion they did. The epilogue then feels like a ham fisted attempt at a bitter-sweet ending but, due to the lack of character development, just feels hollow. It’s a real shame honestly as I completely appreciate the goals they set out to achieve here, and in terms of replicating what it’d be like to be blind I feel they’ve achieved that, however the story they’ve used to demonstrate that experience is just not up to scratch.

Beyond Eyes Review Screenshot Wallpaper Youre Not Alone

Beyond Eyes set out with the ambitious goal of giving the sighted a portal into the world of the blind and, at a mechanical level, they have achieved that. The dreamy, watercolour aesthetic is a beautiful backdrop for the small pieces of the world that are revealed to you. How that world is revealed to you, through all the sights, sounds and smells of the world, is fantastically implemented, able to evoke what I feel are the feelings that the blind would have venturing out into the world. However the story simply fails to deliver, leaving this game to simply be a mechanical masterpiece rather than the emotional journey it strives to be. For any other genre this would still make it a game I’d recommend to a wide audience however, for Beyond Eyes, it’s really only a game for fans of the genre.

Rating: 7.0/10

Beyond Eyes is available on PC right now for $14.99. Total play time was 1.5 hours with 30% of the achievements unlocked.

3D Printed Model Jet Engine Demonstrates Reverse Thrust.

Have you ever wondered how planes manage to slow down so fast? It’s not that they have amazing brakes, although they do have some of the most impressive disc brakes you’ll ever see, no most of the work is done by the very thing that launches them into the sky: the engines. The way they achieve this is called thrust reversal and, as the name would imply, it redirects the thrust that the engine is generating in the opposite direction, slowing the craft down rather than accelerating it. The way modern aircraft achieve this is wide and varied but one of the most common ways is demonstrated perfectly with this amazing 3D printed scale model:

The engine that the model is based off of is a General Electric GEnx-1B, an engine that’s found in the revamped Boeing 747-8 as well as Boeing’s new flagship plane the 787. Whilst this model lacks the complicated turbofan internals that its bigger brothers have (replaced by a much simpler electric motor) the rest of it is to specification, including the noise reducing chevrons at the rear and, most importantly, the thrust reversal mechanism. What’s most impressive to me is that the whole thing was printed on your run of the mill extruder based 3D printer. If you’re interested in more details about the engine itself there’s an incredible amount of detail over in the forum where the creator first posted it.

As you can see from the video when the nacelle (the jet engine’s cover) slides back a series of fins pop up, blocking the fan’s output from exiting out of the rear of the engine. At the same time a void opens up allowing the thrust to exit out towards the front of the engine. This essentially changes the engine from pulling the craft through the air to pushing back against it, reducing the aircraft’s speed. For all modern aircraft, even ones that use a turboprop rather than a fan, this is how they reduce their speed once they’ve touched down.

Many of us have likely seen jet engines doing exactly that but the view that this model gives us of the engine’s internals is just spectacular. It’s one of those things that you don’t often think about when you’re flying but without systems like these there’s no way we’d be flying craft as big as the ones we have today.


Information Might Not be Lost to Black Holes, Hawking Posits.

Black holes are a never ending source of scientific intrigue. They form when a star of appropriate mass, approximately 5 to 10 times the mass of our own star, reaches the end of its life and begins to fuse heavier and heavier elements. At this stage the outward pressure exerted by those fusion reactions cannot overcome the gravity from its mass and it slowly begins to collapse inwards. Eventually, in a calamitous event known as a supernova, it shrinks down to a point mass of infinite density and nothing, not even light, can escape its gravitational bounds. Properties like that mean black holes do very strange things, most of which aren’t explained adequately by current models of our universe. One such thing is called the Information Paradox which has perplexed scientists for as long as the idea as black holes has been around.


The paradox stems from the interaction between general relativity (Einstein’s description of gravity as a property of spacetime) and quantum mechanics (the processes that affect atoms, photons and other particles). Their interaction suggests that physical information about anything that crosses the black hole’s event horizon could be destroyed. The problem with this is that it violates the generally held idea that if we have information about a system in one point in time we should be able to determine its state at any point in time. Put simply it means that, when you’re looking at a black hole, if something falls into it you have no way of determining when that happened because the information is destroyed.

However renown physicist Stephen Hawking, whose work on black holes is so notable that one feature of them (Hawking Radiation) is named after him, has theorized that the information might not be lost at all. Instead of the information being lost or stored within the black hole itself Hawking states that the information is stored as a super-translation (or a hologram, a 2D representation of 3D data) in the event horizon. Whilst for all practical purposes this means that the information is lost, I.E. you likely wouldn’t be able to reconstruct the system state prior to the particles crossing the event horizon, it would solve the paradox.

The idea might not be as radical as you first think as other researchers in the area, like Gerard t’Hooft (who was present at the conference where Hawking presented this idea), have been exploring similar ideas in the same vein. There’s definitely a lot of research to be done in this area, mostly to see whether or not the idea can be supported by current models or whether it warrants fundamental changes. If the idea holds up to further scrutiny then it’ll solve one of the most perplexing properties of black holes but there are still many more that await.

Trine 3 Artifacts of Power Review Screenshot Wallpaper Title Screen

Trine 3: Artefacts of Power: A Whole New Dimension.

The Trine series has captured many people’s attention over the years, mostly thanks to the incredibly inventive physics based game play. It’s been a long time between drinks for the series what with the previous installment, Trine 2, being released almost 4 years ago. This can be partly attributed to Frozenbyte focusing some of its efforts on their iOS platform Splot, however most of the long development time has been spent on Trine 3 itself. Indeed when you hear that Trine 3 incorporates 3D into the mix, after the last 2 being 2D platformers, you can get a feel for why it stayed in development for so long. However Frozenbyte’s ambition may have been its undoing as it’s clear that Trine 3 fell short of its ultimate goal.

Trine 3 Artifacts of Power Review Screenshot Wallpaper Title Screen

Once again our heroes: Amadeus, Pontius and Zoya, are trying to live their lives as they were before the Trine started interfering with them. Amadeus was finally spending time with his family, taking them to see the giant turtle migration. Pontius continued to be a hero of the people, ensuring that no thief or neerdowell went unpunished. Zoya continued her quest for treasure, tracking down a giant emerald. However, just like always, the Trine showed up at the most inopportune time to whisk them away on an adventure. Little did they know that this one would take them to the heart of the Trine itself and the darkness which lied within.

Trine 3 makes use of Frozenbyte’s own custom engine and, whilst I’d warn most indie developers about doing that, what they’ve managed to create is, put simply, absolutely stunning. Trine 2 managed to have some great vistas however, due to the 2D nature, they were always somewhere off in the background. With the inclusion of 3D in Trine 3, and the addition of the vastly improved artwork, Trine 3 is yet again another step up from its predecessor. The art style and direction is retained, with vibrant colours and effects everywhere, along with the great soundtrack and voice acting. Indeed Trine 3 feels like a AAA title in almost all respects as there are few indies who can produce such quality work.

Trine 3 Artifacts of Power Review Screenshot Wallpaper Pretty Boats

The core of Trine remains largely the same with the platforming, puzzle solving and emergent, physics based game play all making an appearance. The abilities of the three heroes are largely the same as well although the game has been radically simplified when compared to its predecessors. Amadeus can summon just one box, Pontious’ abilities have been reduced to a charge and slam and Zoya’s arrows are merely garden variety now, although she can now attach things together through the use of her grappling hook. The talent system is completely gone and progression now comes in the form of collecting shiny triangles which you’ll use to unlock further story and side missions. All in all Trine 3 feels like a far more streamlined game, one that would be far more welcoming to newcomers to the series.

The introduction of 3D changes the core platforming and puzzle mechanics significantly as now you have a whole extra dimension to contend to when attempting to solve the puzzles. It’s not true full 3D in all aspects however as it seems, for simplicity’s sake, that there are some constraints on your movement. If you jump off a wall in one direction you’ll essentially be locked to moving in that direction. For things parts of the environment that spin or move this can lead to some unpredictable behaviour as mistiming your jump means you move in a completely different direction to the one you intended. The same rules seem to apply to using the grappling hook as well, locking you into one direction to swing across (I.E. you can’t say, swing around in a loop). I’m sure I’m not explaining this well enough but once you play Trine 3 you’ll see what I’m getting at.

Trine 3 Artifacts of Power Review Screenshot Wallpaper Enter

Combat feels largely the same, being one of the few times that you’ll use Pontius for something. You’ll be able to complete most combat sections by just mashing buttons and jumping around randomly however some of the later fights do require a bit more finesse. The only really challenging combat encounters are the boss fights (of which there are 2 from memory) and the various side quests which lock you into a single character requiring you to figure out how to best use them in combat. For long time fans of the series this will feel largely in step with previous games in the series as combat was always something of an also-ran, a curious distraction to break up the platforming and puzzle solving.

The emergent gameplay is as rampant as ever with most puzzles having numerous unintended solutions. Most of these are born out of their basis on physics, allowing you to exploit various things in order to make the puzzle think it’s solved. One of the most egregious things you can exploit is, yet again, the wizard’s ability to move boxes and other objects around. Whilst you can’t box surf like you once could you can, say, jump off a box and then lift it up with blazing speed, launching you far above whatever obstacle was in front of you. It’s certainly not as crazy as previous Trine games were but you can still pull off some rather crazy feats if you put your mind to it.

Trine 3 Artifacts of Power Review Screenshot Wallpaper Story Time

Emergent gameplay does have a dark side however, coming in the form of glitches and unintended behaviour. You’ll more than likely come across your fair share of glitchy enemies, puzzles that don’t work for whatever reason or deaths that don’t feel like they’re entirely your fault. There’s nothing in there that I’d consider game breaking, indeed most of the time you can work your way around whatever glitch you’re stuck on, however it does mean that some of the puzzles are far more frustrating than they need to be. Some of the glitches are hilarious too, like when enemies clip through the floor and then rocket back out. I guess when you think in terms of the overall Trine series Trine 3 is the least glitchy of the lot, which is saying something.

The story is where Trine 3 falls down, not for the content mostly, that at the very least retains it’s mostly passable qualities, the real issue comes with its length. You see Trine 3 was Frozenbyte’s most ambitious game getting triple the budget of its predecessor. Whilst this is most certainly reflected in the quality of the game it still wasn’t enough for them to finish the game in the way they wanted to. Thus the game ends at what feels like the first third of the story, leaving you on a cliffhanger that feels like it should’ve been somewhere in the middle of the game rather than at the end of it. This is what has led to much frustration from the wider gamer community, something which Frozenbyte has acknowledged and provided some insight on. In my mind the quality of the game they’ve created isn’t in question however it’s obvious that Trine 3 has fallen far short of their vision.

Trine 3 Artifacts of Power Review Screenshot Wallpaper The Adventure is Just Beginning

Trine 3 is an absolutely stunning game, one that keeps true to the Trine roots but unfortunately fell prey to the sin of ambition. The artwork, soundtrack and cinematography are still top notch, showcasing production values that I’ve come to expect from the series. The core mechanics and gameplay are still there, just streamlined a bit in order to reduce friction. However the game is clearly only a third of the creator’s original vision, with numerous levels and story left undeveloped, never to be explored by us gamers. It’s really quite unfortunate as parts of Trine 3 we’ve got are just incredible but that quality has obviously come at a cost. Hopefully this isn’t the death of the series as it would be a real shame to see it go just as Frozenbyte was reaching its peak.

Rating: 7.5/10

Trine 3 is available on PC right now for $21.99. Total playtime was 4 hours with 64% of the achievements unlocked.


Latest LHC Results Suggest Non-Standard Model Physics Afoot.

If you cast your mind back to your high school science days you’ll likely remember being taught certain things about atoms and what they’re made up of. The theories you were taught, things like the strong/weak forces and electromagnetism, form part of what’s called the Standard Model of particle physics. This model was born out of an international collaboration of many scientists who were looking to unify the world of subatomic physics and, for the most part, has proved extremely useful in guiding research. However it has its limitations and the Large Hadron Collider was built in order to test them. Whilst the current results have largely supported the Standard Model there is a growing cache of evidence that runs contrary to it, and the latest findings are quite interesting.


The data comes out of the LHCb detector from the previous run that was conducted from 2011 to 2012. The process that they were looking into is called B meson decay, notable for the fact that it creates a whole host of lighter particles including 2 leptons (called the tau lepton and the muon). These particles are of interest to researchers as the Standard Model makes a prediction about them called Lepton Universality. Essentially this theory states that, once you’ve corrected for mass, all leptons are treated equally by all the fundamental forces. This means that they should all decay at the same rate however the team investigating this principle found a small but significant difference in the rate in which these leptons decayed. Put simply should this phenomena be confirmed with further data it would point towards non-Standard Model particle physics.

The reason why scientists aren’t decrying the Standard Model’s death just yet is due to the confidence level at which this discovery has been made. Right now the data can only point to a 2σ (95%) confidence that their data isn’t a statistical aberration. Whilst that sounds like a pretty sure bet the standard required for a discovery is the much more difficult 5σ level (the level at which CERN attained before announcing the Higgs-Boson discovery). The current higher luminosity run that the LHC is conducting should hopefully provide the level of data required although I did read that it still might not be sufficient.

The results have gotten increased attention because they’re actually not the first experiment to bring the lepton universality principle into question. Indeed previous research out of the Stanford Linear Accelerator Center’s (SLAC) BaBar experiment produced similar results when investigating lepton decay. What’s quite interesting about that experiment though is that it found the same discrepancy through electron collisions whilst the LHC uses higher energy protons. The difference in method with similar results means that this discrepancy is likely universal, requiring either a new model or a reworking of the current one.

Whilst it’s still far too early to start ringing the death bell for the Standard Model there’s a growing mountain of evidence that suggests it’s not the universal theory of everything it was once hoped to be. That might sound like a bad thing however it’s anything but as it would open up numerous new avenues for scientific research. Indeed this is what science is built on, forming hypothesis and then testing them in the real world so we can better understand the mechanics of the universe we live in. The day when everything matches our models will be a boring day indeed as it will mean there’s nothing left to research.

Although I honestly cannot fathom that every occurring.

Everybodys Gone to the Rapture Review Screenshot Wallpaper Title Screen

Everybody’s Gone to the Rapture: The Light Fantastic,

In the 3 or so years since I reviewed Dear Esther, a game which in my opinion was an incoherent mess, I’ve come to appreciate the walking simulator genre. They’re definitely not for everyone, what with the achingly slow pace and reliance a strong story to really make them, however they can shine beautifully when done right. If I’m honest though had I known that Everybody’s Gone to the Rapture was done by The Chinese Room (the guys behind Dear Esther) I probably wouldn’t have played it. Thankfully though I didn’t find that fact out until I was a fair way in as Everybody’s Gone to the Rapture deserves to be judged on its own merits and not its heritage.

Everybodys Gone to the Rapture Review Screenshot Wallpaper Title Screen

It’s a beautiful day in the quiet small town of Yaughton in Britain. It’s one of those places where you feel like you could hear a pin drop a mile away, the only sounds being the rustling of the leaves with the occasional bird chirp or quiet rumbling of a car off in the distance. That stillness belies something far more sinister however as you quickly discover that this town is bereft of people and the only thing that remains is an eerie ball of light that dances through the streets. As you walk through the town it begins to reveal its story to you and that of the people of Yaughton.

Everybody’s Gone to the Rapture utilizes the Crytek 3 engine and definitely makes good use of the capabilities that it provides. Whilst it’s not the pinnacle of graphical mastery that the engine’s flagship game was it’s still a decidedly pretty game. Indeed the sweeping views of an idyllic English countryside backdropped by columns of light are some of most enjoyable and serene set pieces I’ve seen in a long time. However what really sets Everybody’s Gone to the Rapture apart from all others in its genre is the absolutely stunning soundtrack, one that wouldn’t be out of place as a movie score. It definitely pleased me to find out that Jessica Curry, the composer, has received a BAFTA for her efforts as her current work shows just how capable she is.

Everybodys Gone to the Rapture Review Screenshot Wallpaper So Tired

As the genre would suggest Everybody’s Gone to the Rapture is essentially a sightseeing tour, one that will walk you through the town of Yaughton and gradually reveal the story to you. Unlike most walking sims though there’s a guide to show you the way, a small ball of light that will dance and flit around from point to point, urging you to follow it. Then, when you reach certain trigger points, you’ll see events of the past rendered in a shower of light, the voices clear but the people seeming like ghosts playing out their past lives. The only real game mechanic to speak of is tilting your controller one way or the other to sync up with the light but beyond that it’s a lot of holding the left stick forward.

Walking sims generally encourage you to explore the environment, usually with the promise of revealing more of the story to you or opening up a shortcut. The addition of a guide, in this case the ball of light that races around from place to place, would seem to be contrary to that but it’s something that I actually came to enjoy later on. You see, whilst it’s easy enough to figure out what general direction you should be heading in, there’s a lot of places you can get yourself into which don’t lead anywhere. Following the ball, and straying from the path where it seems obvious to do so, seems to be the best way to play Everybody’s Gone to the Rapture.

Everybodys Gone to the Rapture Review Screenshot Wallpaper Eerie Beauty

One mistake that was unfortunately repeated by The Chinese Room was providing avenues of exploration, ones that seemed wholly intentional, that lead to absolutely nothing. The best example of this was the church early on in the game which, when you first go to it, you can’t access the second half of. However if you look around it’s clear there’s another path available to you but you’ll have to go all the way around to get to it. Naturally I did that only to be greeted by sweet fuck all when I arrived there. In any other game this would be a minor annoyance but in a walking simulator it was a 15 minute ordeal, even with the sprint button pegged down. This was the same issue I found so much frustration with in Dear Esther and it pains me to see them making the same mistake.

Thankfully the one mistake they didn’t repeat was delivering the story to you in randomized, disjointed sections. Whilst the story is still far from linear, delivered in vignettes as you stumble across key locations, it at least has a sense of flow and timing to it. Each section follows a particular individual’s story over the course of the events that preceded your arrival, revealing more and more details about their particular part they played. There’s also optional bits of dialogue that you can trigger by picking up phones or turning on radios which are key to understanding the central character’s motivations.

Everybodys Gone to the Rapture Review Screenshot Wallpaper Is That You Kate

For me the way the story was delivered was the key difference between Dear Esther and Everybody’s Gone to the Rapture. In Dear Esther I struggled to have any empathy for any of the characters as it was hard to tell where I was in the story and how that section fit into it. With Everybody’s Gone to the Rapture on the other hand whilst the vignettes might be told in any order they’re at least internally consistent and often reference a point in time in the larger story. This means that there’s a flow to the larger story that its predecessor lacked, giving you a much better sense for how the events that led up to your arrival unfolded.

The story itself does meander a bit but it’s interleaved with enough background and character development that you feel drawn into their lives and the minutia of this small town. It grips you early on, especially with one scene (pictured in the second screenshot) where a desperate mother struggles to understand what’s going while being comforted by the local priest. The slightly disjointed nature means you know the ending long before it happens however the final few reveals were still an emotional journey. It may not have left me an emotional wreck like other similar games have done but it was definitely one of the more memorable stories in recent memory.

Everybodys Gone to the Rapture Review Screenshot Wallpaper Where It All Began

Everybody’s Gone to the Rapture aptly demonstrates the talent that The Chinese Room team has. Everything about this game, from the graphics to the story to the soundtrack, are well above par in all regards. They may make the same mistake of opening up paths of exploration without reward however there’s many more issues that plagued Dear Esther that are simply not present in their latest title. Indeed Everybody’s Gone to the Rapture is one of the few games in this genre that I feel would have appeal beyond that of genre fans as it truly is a great experience.

Rating: 9/10

Everybody’s Gone to the Rapture is available on PlayStation4 right now for $29.99. Total play time was approximately 5 hours.