Microsoft has been pursuing its unified platform strategy for some time now with admittedly mixed results. The infrastructure to build that kind of unified experience is there, and indeed Microsoft applications have demonstrated that it can be taken advantage of, but it really hasn’t spread to third party developers and integrators like they intended it to. A big part of this was the fact that their mobile offering, Windows Phone, is a very minor player that has been largely ignored by the developer community. Whilst its enterprise integration can’t be beaten the consumer experience, which is key to driving further adoption of the platform, has been severely lacking. Today Microsoft has announced a radical new approach to improving this by allowing iOS and Android apps to run as Universal Applications on the Windows platform.
The approach is slightly different between platforms however the final outcome is the same: applications written for the two current kings of the smartphone world can run as a universal application on supported Windows platforms. Android applications can be submitted in their native APK form and will then run in a para-virtualized environment (includes aspects of both emulation as well as direct subsystem integration). iOS applications on the other hand can, as of today, be compiled directly from Objective-C into Universal Applications that can be run on Windows Phones. Of course there will likely still be some effort required to get the UX inline but not having to maintain different core codebases will mean that the barriers to developing a cross platform app that includes Windows Phone will essentially drop to nothing.
Of course whether or not this will translate into more people jumping onto the Windows Phone ecosystem isn’t something I can readily predict. Windows Phone has been languishing in the single digit market share ever since its inception and all the changes that Microsoft has made to get that number up haven’t made a meaningful impact on it. Having a better app ecosystem will be a drawcard to those who like Microsoft but haven’t wanted to make the transition but this all relies on developers taking the time to release their applications on the Windows Phone platform. Making the dev experience easier is the first step to this but then it’s a chicken and egg problem of not having enough market share to make it attractive for both ends of the spectrum.
Alongside this Microsoft also announced the ability for web pages to use features of the Windows Phone platform, enabling them to become hosted web pages with enhanced functionality. It’s an interesting approach for enabling a richer web experience however it feels like something that should probably be a generalized standard rather than a proprietary tech that only works for one platform. Microsoft has shown that they’re willing to open up products like this now, something they never did in the past, so potentially this could just be the beachhead to see whether or not there’s any interest before they start pushing it to a wider audience.
This is definitely a great step in the right direction for Microsoft as anything they can do to reduce the barrier to supporting their ecosystem will go a long way to attracting more developers to their ecosystem. There’s still a ways to go to making their mobile platform a serious contender with the current big two but should this app portability program pay dividends then there’s real potential for them to start clawing back some of the market share they once had. It’s likely going to be some time before we know if this gamble will pay off for Microsoft but I think everyone can agree that they’re at least thinking along the right lines.
I’ll be honest here: my faith in OUYA has long since faded away.
Wind back 3 years and you’d get a completely different story; the idea of a console freed from publishers and big money marketers appealed to the guy who wanted to see the indie renaissance turn into a full blown revolution. I wasn’t alone in thinking this and many of the backers saw the OUYA as the key to unlocking a console market for indie devs that, back then, wasn’t really available. The late release to backers and dated hardware meant that it wasn’t much of a platform indie devs wanted to find themselves on which meant that users really couldn’t find much to love about the console either. Couple that with the fact that the major consoles are now extremely friendly to indie devs and the OUYA has lost the mission it was the champion of. The result of this is that OUYA has been struggling and now it’s looking for someone to rescue it.
Over its life OUYA has taken in some $23 million in both Kickstarter funds as well as venture capital making it quite a well funded startup comparatively. A quick search around will reveal a lot of vanity metrics, like the fact they’ve got over 1000 games and 40,000 developers signed up but no where will you find number of units shipped nor any solid figures on how many titles developers are able to move on the system. Indeed even those metrics they tout paint a pretty grim picture of the OUYA as only 1 in 40 developers signed up to the program have actually released a title on it, a mere 2.5%. Mix in the conversion rate of users actually on the console and it’s really no wonder that they’re looking for a buyer as the revenue on their sales, both hardware and software, can’t be good.
Thinking back on it though there’s really no one defining problem that I can point to that really soured OUYA, more it was death by a myriad of little problems that just compounded the impending irrelevance it was facing. Not getting the console into the hands of the enthusiasts, I.E. the backers who were genuinely excited to see the product come to life, long before anyone could get their hands on it meant that when it did finally release there was no Kickstarter fuelled fanfare to go with it. Taking as long as it did to release meant the hardware was long since surpassed and whilst it was sufficient at the time it quickly started to show its age. The quality of the console, whilst decent for the price point, wasn’t great and only helped to compound the idea that it was a gimmick and not much more. All of this, and more, has meant that the OUYA has just faded from the greater gaming community’s conscious and I don’t think it’s likely to return.
I won’t pretend to have a solution for their woes as I don’t. As far as I’m concerned the ship has long since sailed on the OUYA idea and now, with the major console players coming onboard with better support for indie developers, there really isn’t any room for them to play in. Today most people would much rather just play Android games on their Android phone and, should they want it, pairing it up with the controller of their choice. If OUYA manages to find a willing buyer I’d be very surprised as I can’t really see a future for OUYA that ends with them becoming a successful niche console.
My Xperia Z managed to last almost 2 years before things started to go awry. Sure it wasn’t exactly a smooth road for the entire time I had the phone, what with the NFC update refusing to apply every time I rebooted my phone or the myriad of issues that plagued its Android 4.4 release, but it worked well enough that I was willing to let most of those problems slide. However the last month of its life saw its performance take a massive dive and no matter what I did to cajole it back to life it continued to spurt and stutter making for a rather frustrating experience. I had told myself that my next phone would be a stock Android experience so I could avoid any potential carrier or manufacturer issues and that left me with one option: the Nexus 6. I’ve had this phone for just over a month now and I have to say that I can’t see myself going back to a non-stock experience.
First things first: the size. When I moved to the Xperia Z I was blown away by how big it was and figured that anything bigger would just become unwieldy. Indeed when I pulled the Nexus 6 out of the box it certainly felt like a behemoth beside my current 5″ device however it didn’t take me long to grow accustomed to the size. I attribute this mostly to the subtle design features like the tapered edges and the small dimple on the back where the Motorola logo is which make the phone both feel thinner and more secure in the hand than its heft would suggest. I definitely appreciate the additional real estate (and the screen is simply gorgeous) although had the phone come in a 5″ variant I don’t think I’d be missing out on much. Still if the size was the only thing from holding you back on buying this handset I’d err on the side of taking the plunge as it quickly becomes a non-issue.
The 2 years since my last upgrade have seen a significant step up in the power that mobile devices are capable of delivering and the Nexus 6 is no exception in this regard. Under the hood it’s sporting a quad core 2.7GHz Qualcomm chip coupled with 3GB RAM and the latest Adreno GPU, the 420. Most of this power is required to drive the absolutely bonkers resolution of 2560 x 1440 which it does admirably for pretty much everything, even being able to play the recently ported Hearthstone relatively well. This is all backed by an enormous 3220mAh battery which seems more than capable of keeping this thing running all day, even when I forget that I’ve left tethering enabled (usually has about 20% left the morning after I’ve done that). The recent updates seem to have made some slight improvements to this but I didn’t have enough time before the updates came down to make a solid comparison.
Layered on top of this top end piece of silicon is the wonderful Android 5.1 (codename Lollipop) which, I’m glad to say, lives up to much of the hype that I had read about it before laying down the cash for the Nexus 6. The material design philosophy that Google has adopted for its flagship mobile operating system is just beautiful and with most of the big name applications adhering to it you get an experience that’s consistent throughout the Android ecosystem. Of course applications that haven’t yet updated their design stick out like a sore thumb, something which I can only hope will be a non-issue within a year or so. The lack of additional crapware also means that the experience across different system components doesn’t vary wildly, something which was definitely noticeable on the Xperia Z and my previous Android devices.
Indeed this is the first Android device that I’ve owned that just works, as opposed to my previous ones which always required a little bit of tinkering here or there to sand off the rough edges of either the vendor’s integration bits or the oddities of the current Android release of the time. The Nexus 6 with its stock 5.1 experience has required no such tweaking with my only qualm being that newly installed widgets weren’t available for use until I rebooted my phone. Apart from that the experience has been seamless from the initial set up (which, with NFC, was awesomely simple) all the way through my daily use through the last month.
The Nexus line of handsets always got a bad rap for the quality of the camera but, in all honesty, it seems about on par with my Xperia Z. This shouldn’t be surprising since they both came with one of the venerable Exmor chips from Sony which have a track history of producing high quality cameras for phones. The Google Camera software layered on top of it though is streets ahead of what Sony had provided, both in terms of functionality and performance. The HDR mode seems to actually work as advertised, as demonstrated above, being able to extract a lot more detail of a scene than I would’ve expected from a phone camera. Of course the tiny sensor size still means that low light performance isn’t its strong suit but I’ve long since moved past the point in my life where blurry pictures in a club were things I looked on fondly.
Overall I’m very impressed with the Google Nexus 6 as my initial apprehension had me worried that I’d end up regretting my purchase. I’m glad to say that’s not the case at all as my experience has been nothing short of stellar and has confirmed my suspicions that the only Android experience anyone should have is the stock one. Unfortunately that does limit your range of handsets severely but it does seem that more manufacturers are coming around to the idea of providing a stock Android experience, opening up the possibility of more handsets with the ideal software powering it. Whilst it might not be as cheap as other Nexus phones before it the Nexus 6 is most certainly worth the price of admission and I’d have no qualms about recommending it to other Android fans.
My phone is a pretty boring place, filled with productivity applications that are more focused on work than pleasure. It wasn’t always this way, indeed I used to find all sorts of weird and wonderful titles to play on my phone mostly because I had the time to play through them during the hours I’d spend in transit to work every day. However I simply haven’t had that time to myself any more and so the world of mobile games has passed me by, with likely many good titles falling by the wayside. Today I finally make the return back to the platform and if there are many more titles like Monument Valley I believe I’ll need to make an effort to stay.
You are Ida, princess of a realm long forgotten. The world you inhabit is beautiful but barren, bereft of almost any signs of life yet filled with the signs that many have been here before you. Somehow though you can’t help but feel responsible for this and the quest for forgiveness is what keeps pressing you forward. So many questions lay before you, who built this place, where are they now and what led to their apparent downfall?
Monument Valley is a fantastic example of minilmalism, combining solid colours, soft gradients and simple lighting effects to great effect. Every puzzle screen has its own unique style to it which means that the game never gets visually boring or confusing. This is complimented by the use of Escher-esque style drawings with impossible structures and non-Euclidean geometry which, whilst also being amazing samples of this style of work, also function as the game’s main puzzle mechanic. Overall Monument Valley makes a great visual impression, one I’m sure many other games will draw inspiration from.
The core game play of Monument Valley is in the style of other non-Euclidean based games like Anitchamber or The Bridge (although it’s much closer to the latter) where you’re required to figure out how the rules of the geometry in your world work. The things start off relatively simple, only requiring you figure out that your perspective is the key, however you’re quickly thrown into the deep end where the world never behaves as you’d initially expect it to. The puzzles are very well laid out however as you’ll often be introduced to the prime mechanic in its most simple form at the start of the puzzle before you’re introduced to a use case that will require some lateral thinking on your part. There’s also a lot of visual red herrings to ensure that the puzzles aren’t too obvious but they’re uncommon enough as to not be overly frustrating.
This all culminates in a game that’s an absolute joy to play. The beautiful visual elements combined with the inherently non-intuitive puzzle elements just gave me this feeling of exuberance that few games have. There were so many times I’d be stuck on a puzzle for a few minutes before figuring out the solution which would give me a grin that wouldn’t go away for a long time. Probably by far my favourite puzzle out of the lot was the box as the way it was designed evoked this child like excitement in me every time I opened it in a different way. It speaks volumes to the developer’s ability to create an experience that is as fun as what they’ve created.
Monument Valley does suffer from a few usability issues, at least on my Xperia Z. A lot of the touch controls felt like they were either far too sensitive, making me spin the puzzle pieces wildly with little input, or not sensitive enough, leaving me to think that certain pieces couldn’t be moved. I’m willing to admit that this might be a hardware issue rather than something wrong with the game itself however it did make some sections more frustrating than they needed to be. Since I’m on Android though your mileage may vary as I’m sure some more mainstream handsets will function better than my now aging Sony.
The story elements are pretty light on in Monument Valley, told only in the snippets before each puzzle and when you find the old lady hiding wherever she is, but it’s enough to elevate the game above other pure puzzlers. Given Monument Valley’s rather short length it’d be unfair for the story to develop much more than it did but I definitely feel there’s potential for this world to be expanded upon more, possibly with additional puzzles. Needless to say I’d love to see Monument Valley get the full release treatment as I believe the concept still has a lot of legs in it.
Monument Valley is a testament to what the mobile platform is capable of creating, combining gorgeous minimalistic graphics with great game mechanics to create an experience that’s up there with many high budget titles. Whilst it falls short in a couple categories, namely it’s overall play time and so-so controls, it makes up for it in spades in almost every other regard. It’s not a game I’d recommend for everyone, indeed any minimalist title is exclusionary by nature, however for lovers of good puzzle games you really can’t go past Monument Valley.
Monument Valley is available on Android and iOS right now for $4.99 and $4.99 respectively. Game was played on a Sony Xperia Z with about an hour of total play time.
I’ve only really owned one tablet, the original Microsoft Surface RT, and try as I might to integrate it into parts of my life I honestly really can’t figure out where it fits in. Primarily I think this is a function of apps as whilst the Surface is capable in most respects there’s really no killer feature that makes me want to use it for that specific purpose. Indeed this is probably due to my heavy embedding within the Android ecosystem, with all the characteristics that make my phone mine persisted across Google’s cloud. With that in mind when ASUS offered me a review unit of their new Transformer Pad TF103C for a couple weeks to review I was intrigued to see how the experience would compare.
The TF103C is a 10.1″ tablet, sporting a quad core, 64 bit Intel Atom processor that runs at up to 1.86GHz. For a tablet those specs are pretty high end which, considering the included keyboard signals that the TF103C is aimed more towards productivity than simply being a beefy Android tablet. The screen is an IPS display with a 1200 x 800 resolution which is a little on the low side, especially now that retina level displays are fairly commonplace. You can get it with either 8GB or 16GB of internal storage which you can easily upgrade to 64GB via the embedded SDHC slot. It also includes the usual affair of wireless interfaces, connectors and sensors although one feature of note is the full sized USB port on the dock. With a RRP of $429 (with street prices coming in well under that) there’s definitely a lot packed in the TF103C for the price.
As a full unit the TF103C is actually pretty hefty. coming in at a total 1.1KGs although the tablet itself only makes up about half that. The keyboard dock doesn’t contain an additional battery or anything else that you’d think would make it so heavy, especially considering other chiclet style keyboards come in at about half that. Considering my full ultrabook weighs in at about 1.5KGs it does take away some of the appeal of having a device like this, at least from my perspective. That being said I’m not exactly the biggest tablet user, so the use of two different form factors is lost on me somewhat.
When used in docked form the TF103C is actually quite capable, especially when you attach a mouse to the dock’s USB port. I had wondered how Android would fair when used in a more traditional desktop way and it actually works quite well, mostly since the web versions of your typical productivity applications have evolved a lot in the past couple years. The keyboard is probably a little on the small side for people with larger hands but it was definitely usable for quick tasks or replying to email. It falls a little short if you’re going to use it on your lap however due to the fact that the screen can’t be tilted back past a certain point. It’s still usable but it’s a much better experience when used on a desk.
The quad core Intel Atom powering the TF103C is extremely capable, as evidenced by the fact that everything on it runs without a stutter or hiccup. I threw a few of the more intensive games I could find at it and never noticed any slowdown, commendable for a tablet in this price range. When you’re using such performance however the battery life does take quite a hit, knocking the rated 9.5 hours of run time to less than 4. That being said it managed to stay charged for about a week when it was idle making it quite usable as a casual computing device.
All in all I was impressed with the capabilities the TF103C displayed, even if I couldn’t really see it replacing any one of the devices I have currently. There’s a few missed opportunities, like integrating a battery into the keyboard and allowing the screen to tilt more, however overall it’s a very capable device for the asking price. I could definitely see it having a place on the coffee table as something to be used when needed with the added keyboard dock capability coming in handy for more grunty work. It might not end up replacing the device you have now but if you’re looking for a decent tablet that can also be productive then you wouldn’t go wrong with the TF103C.
A review unit was provided to The Refined Geek for 2 weeks for reviewing purposes.
I was never really a big fan of doing books of puzzles, like crosswords or sudoku. I understand the attraction to some degree, once you’ve got a modicum of skill in doing them such puzzles can be relaxing as you don’t really think about much else while you’re doing them. Since I’m primarily an escapist when it comes games the idea of doing puzzle only games like Lyne didn’t really appeal to me at first but after playing for a couple hours it became more of an optimization problem, one which had a very simple set of rules that could create rather complicated problems.
The basic premise of Lyne is simple, there’s a bunch of different coloured shapes and all you need to do is connect them all together. All of the shapes of one colour must be connected together so you can’t be tricky and skip certain blocks to make your life easier. Additionally every path can only be crossed once which means that the path you take for one colour will determine what paths are left available for the remaining ones. The number of puzzles available in Lyne is rather staggering, on the order of 600 or more by my guess, which should be enough to keep even the most intrepid puzzle solver busy for a while.
Lyne is incredibly simplistic in its aesthetic, using solid colours and distinct shapes for everything. At first I thought the unlocking of additional colour palettes was a bit of a gimmicky way of getting you to play for longer but they actually function really well as a visual break. Since the style is so basic everything starts to blend into each other after a while so changing up the colours helps to stop that from happening. The pallette unlocks seem to be spaced out evenly enough so that you’ll get a new one before you get bored of your current one which, I admit, did make me play for longer than I’d first anticipated.
The puzzle sets are well thought out, starting out easy in order to introduce the concept for that set and then ramping up the difficulty as you make your way through each of the puzzles. For me personally the most challenging ones always seemed to be somewhere in the middle of the set, usually because I was missing some trick that would enable me to progress through it. Indeed the more puzzles you do the more patterns you’ll recognise , something which can both simplify and complicate a puzzle for you. For me some basic rules like finding out which paths must go somewhere and dividing the board up by colour helped to get me past some of the trickier puzzles although even those could some times leave me in a tizzy.
The daily puzzles were an interesting aside from the regular sets as, from what I could tell, they are generated on the day using some kind of algorithm. In fact I think this is how most of the puzzles were likely generated however the sets have been guided somewhat by the developer whilst these sets seem to be far more random, with some of them being incredibly easy whilst the others horrendously complex. Still if you’re the kind of person that likes doing a puzzle daily then this will be a brilliant little feature for you as it’s almost guaranteed that these puzzles will be unique every day.
Lyne is an interesting minimalistic puzzle game that looks deceptively simple on first look. The mechanics are simple enough that you can figure it out without instruction but, like many things with simple origins, mastering those rules will prove to be far more challenging. Like all games of this nature though it does tend to become somewhat repetitive after a while however if you’re the kind of person who thrives on technical challenges like this then Lyne will provide endless hours of enjoyment.
Lyne is available PC, Windows Phone, Android and iOS right now for $2.99, $2.49, $2.99 and $2.99 respectively. Game was played on the PC with4 hours of total play time and 27% of the achievements unlocked.
I can remember my first encounter with virtual reality way back in the 90s. It was a curiosity more than anything else, something that was available at this one arcade/pizza place in the middle of town. You’d go in and there it would be, two giant platforms containing people with their heads strapped into oversized head gear. On the screens behind them you could see what they were seeing, a crude polygonal world inhabited by the other player and a pterodactyl. I didn’t really think much of it at the time, mostly since I couldn’t play it anywhere but there (and that was an hour drive away) but as I grew older I always wondered what had become of that technology. Today VR is on the cusp of becoming mainstream and it looks like Google wants to thrust it into the limelight.
Meet Google Cardboard, the ultra low cost virtual reality headset that Google gave out to every attendee at I/O this year. It’s an incredibly simple idea, using your smartphone’s screen and to send different images to your eyes. Indeed if you were so inclined a similar system could be used to turn any screen into a VR headset, although the lenses would need to be crafted for the right dimensions. With that in mind the range of handsets that Google Cardboard supports is a little limited, mostly to Google Nexus handsets and some of their closely related cousins, but I’m sure that future incarnations that support a wide range of devices won’t be too far off. Indeed if the idea has piqued your interest enough you can get an unofficial version of it for the low cost of $25, a bargain if you’re looking to dabble with VR.
Compared to the original OculusVR specs most smartphones are more than capable of driving Google Cardboard with an acceptable level of performance. My current phone, the Sony Xperia Z, has a full 1080p resolution and enough grunt to run some pretty decent 3D applications. That combined with the bevy of sensors that are in most modern smartphones make Google Cardboard a pretty brilliant little platform for testing out what you can do with VR. Of course that also means the experience you can get with this will vary wildly depending on what handset you have but for those looking for a cheap platform to validate ideas on it’s hard to argue against it.
Of course this begs the question as to what Google’s larger plan is for introducing this concept to the world. Ever since the breakaway success that was the OculusVR it’s been obvious that there’s consumer demand for VR and it only seems to be increasing as time goes on. However most applications are contained solely within the games industry with only a few interesting experiments (like Living with Lag) breaking outside that mould. There’s a ton of augmented reality applications on Android which could potentially benefit from widespread adoption of something like Cardboard, however beyond that I’m not so sure.
I think it’s probably a gamble on Google’s part as history has proven that throwing out a concept to the masses is a great way to root out innovative ideas. Google might not have any solid plans for developing VR of this nature themselves but the community that arises around the idea could prove a fruitful place for applications that no one has thought of before. I had already committed myself to a retail version of an Oculus when it came out however so whilst Cardboard might be a curiosity my heart is unfortunately promised to another.
The number of games that were mobile exclusives that make the transition to another platform, whether that’s PC or consoles, is vanishingly small. It’s obvious to see why this is as many of the concepts used in mobile gaming like, touch input and interface design, simply don’t translate readily between those platforms. Platform transition issues have always been a problem for developers, as was shown with the consolization of PC games, but the problem space has been well mapped out over the course of the past decade. Mobile games still struggle with this unfortunately and whilst I really wanted to like Deus Ex: The Fall it was a glaring example of the struggles that developers face when doing mobile to PC transitions.,
You are Ben Saxon, an ex-military agent who served with the Belltower corporation during the Australian civil war. Your career with them was ultimately cut short when bad intel sent you straight into the middle of war zone, your entire team lost when your transport was shot down. However in the midst of all the chaos you managed to meet with someone, Jarron Namir, who recruits you into his special operations team called The Tyrants. With your new augs and all the resources you could ever want at your disposal the future looks good, that is until you uncover the truth about why you were sent into Australia.
Deus Ex: The Fall is a game based on the Unity engine and in that regard it’s actually quite impressive. The graphics are comparable to Deus Ex: Invisible War with a few lighting and rendering tricks helping it to feel a little more modern. Compared to Human Revolution though, a game that was released 3 years ago, it looks like a bad rip off. On a smaller screen, say a tablet or your phone, they’d look a little bit more impressive but on a PC it just feels streets behind everything else. This would mean that if you were craving a taste of the new Deus Ex universe and couldn’t run Human Revolution, for some reason, then it’d be a good place to start.
The Fall essentially a cut down version of Human Revolution in almost every sense, from the skill trees to the weapons to the environments that you’ll be playing in. It’s very clear that everything about The Fall was designed with the mobile market in mind with most of the levels and missions broken down into chunks that can be completed in 5 to 15 minutes. The core game mechanics are still there with the stealth functioning largely the same and the gun combat comparable but, again, modified for the mobile interface. Whilst there’s definitely been a non-zero amount of work done on the transition from mobile to PC the unfortunate reality is that The Fall still contains numerous glitches, bugs and weird quirks on game play mechanics that heavily mar the overall experience.
Human Revolution really got the stealth mechanic nailed down tight and it was nice to see that the majority of mechanics had made their way into The Fall. Most of the levels have numerous different pathways snaking through them allowing you to sneak up on nearly every enemy and take them out silently. However there’s a discrepancy between what you can see in first person mode and what the NPCs can “see”, allowing them to sometimes detect you through walls when, from your point of view, there’s nothing that can be seen. Once you’re aware of this it’s not too hard to work around however it’s a glaring reminder of the limitations of mobile as a gaming platform as I’ve never had this kind of issue with other stealth games on PC.
Combat is extremely clunky which, when coupled with the extremely rudimentary AI, makes it unchallenging and ultimately not satisfying. The recoil mechanic functions by zooming your view in and moving it up slightly, something which is horrifically jarring and doesn’t really add any challenge. Now I played Human Revolution as a primary stealth character and I played The Fall in much the same way however the times when I felt like it’d be fun to run and gun instead were stopped dead in the tracks because of how bad the mechanics are. It’s for that reason that I never really ventured into the buy screen as I could get past every section without using a single weapon.
The talent trees contain familiar upgrades including all the hacking and stealth upgrades from Human Revolution. They pretty much all function pretty much the same as they did previously with the main difference being just how quickly you’ll be able to unlock most of them. Much Human Revolution The Fall seems to be optimized for hacker/stealth players as the majority of things are hidden behind hackable panels and in long air ducts.I have no doubt that if you took the time to thoroughly investigate all of the levels you’d be able to unlock every ability without too much trouble as I managed to get ~60% of them before I got bored and just bypassed everything.
As I alluded to earlier The Fall suffers from many issues due to its transition from the mobile version of Unity to the PC. The first issue I noticed was that sounds just refused to play which also meant the subtitles didn’t stay up either. I traced this back to my headphones (a pair of Logitech G35s) as once I unplugged them everything seemed to work fine. It wasn’t limited to that either as the hacking screen would simply refuse to be moved around which was something of a necessity considering how limited the zoom was. I’m pretty sure this is due to the way you’d handle input on mobile (with DragStart and DragEnd events) which doesn’t directly translate to how PCs with mice work (MouseClick even and then track pointer movement). There were also some rendering issues apparent in a couple levels which wasn’t game breaking but was rather annoying.
The story was semi-interesting although it was so simplistic that it was hard to get into it. There are some familiar faces that appear in the previous games which I thought would be a cool way to give some more backstory on them. However they’re really only there to show their faces before the real meat of the game continues so it just feels like a tease to those who enjoyed the story of Human Revolution. Probably the worst part about it is the huge, glaring TO BE CONTINUED at the end which means seems to indicate that this is going to be an episodic adventure although we’re fast approaching a year since its initial release with no more content in sight.
Deus Ex: The Fall is yet another unfortunate example of how mobile-first games simply don’t translate well into the PC world. It feels like the same amount of time and effort could have been dedicated to implement this as a DLC for Human Revolution, something which I think would’ve seen this story done a lot more justice than what it was on the mobile platform. I may be singing a different tune if I had played this through on my phone but the fact is this was made available through Steam as a game for the PC. In that regard it’s hard to not call it as it is, a bad port that needed a lot more work to even be mediocre.
Deus Ex: The Fall is available on Android, iOS and PC right now for $10.49, $7.49 and $9.99 respectively. Game was played on the PC with 4 hours of total play time with 57% of the achievements unlocked including the pacifist one even though I killed multiple people.
Ever since Microsoft and Nokia announced their partnership with (and subsequent acquisition by) Microsoft I had wondered when we’d start seeing a bevy of feature phones that were running the Windows Phone operating system behind the scenes. Sure there’s a lot of cheaper Lumias on the market, like the Lumia 520 can be had for $149 outright, but there isn’t anything in the low end where Nokia has been the undisputed king for decades. That section of the market is now dominated by Nokia’s Asha line of handsets, a curious new operating system that came into being shortly after Nokia canned all development on Symbian and their other alternative mobile platforms. However there’s long been rumours circling that Nokia was developing a low end Android handset to take over this area of the market, predominately due to the rise of cheap Android handsets that were beginning to trickle in.
The latest leaks from engineers within Nokia appear to confirm these rumours with the above pictures showcasing a prototype handset developed under the Normandy code name. Details are scant as to what the phone actually consists of but the notification bar in does look distinctly Android with the rest of the UI not bearing any resemblance to anything else on the market currently. This fits in with the rumours that Nokia was looking to fork Android and make its own version of it, much like Amazon did for the Kindle Fire, which would also mean that they’d likely be looking to create their own app store as well. This would be where Microsoft could have its in, pushing Android versions of its Windows Phone applications through its own distribution channel without having to seek Google’s approval.
Such a plan almost wholly relies on the fact that Nokia is the trusted name in the low end space, managing to command a sizable chunk of the market even in the face of numerous rivals. Even though Windows Phone has been gaining ground recently in developed markets it’s still been unable to gain much traction in emerging markets. Using Android as a trojan horse to get uses onto their app ecosystem could potentially work however it’s far more likely that those users will simply remain on the new Android platform. Still there would be a non-zero number who would eventually look towards moving upwards in terms of functionality and when it comes to Nokia there’s only one platform to choose from.
Of course this all hinges on the idea that Microsoft is actively interested in pursuing this idea and it’s not simply part of the ongoing skunk works of Nokia employees. That being said Microsoft already makes a large chunk of change from every Android phone sold thanks to its licensing arrangements with numerous vendors so they would have a slight edge in creating a low end Android handset. Whether they eventually use that to try and leverage users onto the Windows Phone platform though will be something that we’ll have to wait to see as I can imagine it’ll be a long time before an actual device sees the light of day.
One of the biggest arguments I’ve heard against developing anything for the Android platform is the problem of fragmentation. Now it’s no secret that Android is the promiscuous smartphone operating system, letting anyone and everyone have their way with it, but that has led to an ecosystem that is made up of numerous devices that all have varying amounts of capabilities. Worse still the features of the Android OS itself aren’t very standard either with only a minority of users running the latest software at any point in time and the rest never making a true majority. Google has been doing a lot to combat this but unfortunately the unified nature of the iOS platform is hard to deny, especially when you look at the raw numbers from Google themselves.
Android developer’s lives have been made somewhat easier by the fact that they can add in lists of required features and lock out devices that don’t have them however that also limits your potential market so many developers aren’t too stringent with their requirements. Indeed those settings are also user controllable as well which can allow users you explicitly wanted to disallow being able to access your application (ala ChainFire3D to emulate NVIDIA Tegra devices). This might not be an issue for most of the basic apps out there but for things like games and applications that require certain performance characterisitcs it can be a real headache for developers to work with, let alone the sub-par user experience that comes as a result of it.
This isn’t made any easier by handset manufacturers and telecommunications providers dragging their feet every time an upgrade comes along. Even though I’ve always bought unlocked and unbranded phones the time between Google releasing an update and me receiving them has been on the order of months, sometimes coming so late that I’ve upgraded to a new phone before they’ve come out. This is why the Nexus range of phones directly from Google is so appealing, you’re guaranteed those updates immediately and without any of the cruft that your manufacturer of choice might cram in. Of course then there was that whole issue with supply but that’s another story.
For what it’s worth Google does seem to be aware of this and has tried to make inroads to solving it in the past. None of these have been particularly successful but their latest attempt, called Google Play Services, might just be the first step in the right direction to eliminating at least one aspect of Android fragmentation. Essentially instead of most new feature releases coming through Android updates like they have done in the past Google will instead deliver them via the new service. It’s done completely outside the Play store, heck it even has its own update mechanism (which isn’t visible to the end user), and is essentially Google’s solution to eliminate the feet dragging that carriers and handset manufacturers are renown for.
On the surface it sounds pretty great as pretty much every Android device is capable of running this which means that many features that just aren’t available to older versions can be made available via Google Play Services. This will also help developers immensely as they’ll be able to code against those APIs knowing that it’ll be widely available. I’m a little worried about its clandestine nature however with its silent, non-interactive updating process which seems like a potential attack vector but smarter people than me are working on it so I’ll hold off on bashing them until there’s a proven exploit.
Of course the one fragmentation problem this doesn’t solve is the one that comes from the varying hardware that the Android operating system runs on. Feature levels, performance characteristics and even screen resolution and aspect ratio are things that can’t be solved in software and will still pose a challenge to developers looking to create a consistent experience. It’s the lesser of the two problems, granted, but this is the price that Android has to pay for its wide market domination. Short of pulling a Microsoft and imposing design restrictions on manufacturers I don’t think there’s much that Google can do about this and, honestly, I don’t think they have any intentions to.
How this will translate into the real world remains to be seen however as whilst the idea is good the implementation will determine just how far this goes to solving Android’s fragmentation issue. Personally I think it will work well although not nearly as well as controlling the entire ecosystem, but that freedom is exactly what allowed Android to get to where it is today. Google isn’t showing any signs of losing that crown yet either so this really is all about improving the end user experience.