I was never much of a fan of adventure style games as a kid which is why I find it oddly surprising that I’ve grown to love them as an adult. Sure the pixelart style brings with it that warm blanket of nostalgia but I really can’t say I enjoyed these types of games back in their original heyday. The renaissance that these types of games are going through has helped me make up for lost time somewhat, especially considering the number of games I churn through in a year. A Golden Wake, developed by Grundislav Games and published by Wadjet Eye Games, is the latest installment in the pixelart adventure genre, sporting craftsmanship that’s well above it’s 1 man studio station.
Alife Banks had everything going for him, a great job in the best city in the world and the respect and admiration of his peers. At least that’s what he thought as his namesake bred jealousy among his peers and one fateful day he was framed for something he didn’t commit. Undeterred however Alfie set out for the wild lands of Miami where a new real estate development, called Coral Gables, was underway. It was here that he’d restore the family name to the glory that it once had, all while making him rich and famous in the process.
I’ve come to notice that there’s 2 distinct kinds of pixelart games: those that use the medium for it’s minimalistic nature (often imbuing their own artistic style into it) and those who seek to recreate the style that was present during the golden age of gaming. A Golden Wake is very much the latter, lovingly recreating the arts style that was made popular by the numerous titles released under the LucasArts brand. It’s not exactly what you’d call a pretty game but the style is most certainly deliberate, an attempt at capturing the essence of what the 1920s would have been like.
A Golden Wake plays like your traditional adventure game although, like many of its modern brethren, it manages to avoid many of the pitfalls that plagued such titles of decades past. You’ve got a small inventory which holds all the items you’ll find on your adventures (of which you’ll ever only have a handful of) and a number of puzzles that you’ll have to solve before you can move the story forward. Some of these puzzles are pretty rudimentary, like having to speak to certain people, whilst others will force you to look around the environment searching for that clue which will allow you to progress forward. If you’re a long time fan of the adventure genre you’ll definitely feel at home in A Golden Wake but even newcomers to the genre should find it easy enough to pick up.
For the most part the game plays pretty well as the puzzles are logical, sequential and can often be solved within the space you’ll find them in. There are a few puzzles which had me stumped for a good while however, mostly because I was following a line of thinking that didn’t match up with the creator’s. It’s hard for me to fault the game for this as once I found the answers it was obvious that I was overthinking the solution. The game also tries to prod you in the right direction by leaving areas open that you still need to visit in order to do something which can be a huge help when you think you were done with a particular area.
There seem to be a few teething issues with the initial release however, seemingly around the Steam overlay and ALT-TABing the game. If I ever answered a chat message from one of my friends within the game it seemed to think one of the keys was stuck down and any dialogue would rapidly flit by. This would be fine if I could, say, reload from a checkpoint to hear it again but unfortunately that relies on you saving constantly. Whilst I don’t think I missed any super critical dialogue because of it (when it happened I’d immediately save and restart the game) it happened often enough to cause me a non-trivial amount of frustration.
Like I’ve said numerous times before I can often forgive even some of the gravest mistakes a game makes if the story is good however for A Golden Wake there’s not much I can overlook, unfortunately. Whilst I can appreciate the effort put into building Alfie’s character up the eventual turn happens far too suddenly and, if you choose certain dialogue choices, makes absolutely 0 sense. The last half is definitely far more engaging than the first which you could potentially attribute to all the setup that happens however it honestly feels like the story just goes no where for a while before finally making up its mind on where it needs to be. Credit is to be given for creating what feels like a realistic depiction of the 1920s however, and not just the romanticised version that many writers would have otherwise created.
A Golden Wake might not seem like an ambitious project on the surface, being yet another pixelart adventure game, however I can’t think of any other game that I could directly compare it to. Sure the adventure game mechanics are familiar and the art style is straight out of the LucasArt playbook but none have tried to create an experience like that found in A Golden Wake. Whilst it’s far from a perfect execution, including a story that goes no where for half the play time and a client that still harbors a few bugs, I do admire the ambition behind it. Still it’s hard for me to recommend it for anyone but die hard fans of the genre as they’re probably the only ones who’ll appreciate the craftsmanship and ambition behind A Golden Wake.
A Golden Wake is available on PC right now for $14.99. Total play time was 4 hours with 22% of the achievements unlocked. A copy of this game was provided to The Refined Geek by Wadjet Eye Games for the purposes of reviewing.
For the last 6 months I’ve been on the lookout for the next phone that will replace my Xperia Z. Don’t get me wrong, it’s still quite a capable phone, however not a year has gone by in the past decade that there hasn’t been one phone that triggered my geeky lust, forcing me to part ways with several hundred dollars. However the improvements made since I acquired my last handset have just been evolutionary steps forward, none of which have been compelling enough to make me get my wallet out. I had hoped that the Nexus 6 would be the solution to my woes and, whilst it’s not exactly the technological marvel I was hoping for, Google might just be fortunate enough to get my money this time around.
The Nexus 6 jumps on the huge screen bandwagon bringing us an (almost) 6″ display boasting a 2560 x 1440 resolution on an AMOLED panel. The specs under the hood are pretty impressive with it sporting a quad core 2.7 GHz SOC with 3GB RAM and a 3220mAh battery. The rest of it is a rather standard affair including things such as the standard array of sensors that everyone has come to expect, a decent camera (that can do usable 4K video) and a choice between 32GB and 64GB worth of storage. If you were upgrading every 2 years or so the Nexus 6 would be an impressive step up however compared to what’s been available in the market for a while now it’s not much more than a giant screen.
You can’t help but compare this phone to the recently released iPhone 6+ which also sports a giant screen and similar specifications. In terms of who comes out ahead it’s not exactly clear as they both seem to win out in various categories (the Nexus 6 has the better screen, the iPhone 6+ is lighter) but then again the main driver of which one of these you’d go for would be more heavily driven by which ecosystem you’d already bought into. I’d be interested to see how these devices compare side by side however as there’s only so much you can tell by looking at spec sheets.
As someone who’s grown accustom to his 5″ screen I was hoping there’d be a diminutive sister of the Nexus 6, much like the iPhone 6. You can still get the Nexus 5, which now sports Android L, however the specs are the same as they ever were which means there’s far less incentive for people like me to upgrade. Talking to friends who’ve made the switch to giant phones like this (and seeing my wife, with her tiny hands, deftly use her Galaxy Note) it seems like the upgrade wouldn’t be too much of a stretch. Had there been a smaller screen I would probably be a little bit more excited about acquiring one as I don’t really have a use case for a much bigger screen than what I have now. That could change once I get some time with the device, though.
So whilst I might not be frothing at the mouth to get Google’s latest handset they might just end up getting my money anyway as there just enough new features for me to justify upgrading my near 2 year old handset. There’s no mistaking that the Nexus 6 is the iPhone 6+ for those on the Android ecosystem and I’m sure there will be many a water cooler conversation over which one of them is the better overall device. For me though the main draw is the stock Android interface with updates that are unimpeded by manufacturers and carriers, something which has been the bane of my Android existence for far too long. Indeed that’s probably the only compelling reason I can see to upgrade to the Nexus 6 at the moment, which is likely enough for some.
If you’ve ever spent a decent amount of time playing a MMORPG chances are you’ve come up against the terror that is the Random Number Generator (RNG). No matter how many times you run a dungeon to get that one item to complete your set or kill that particular mob to get that item you need to complete that quest it just never seems to happen. However, sometimes, everything seems to go your way and all your Christmases seem to come at once and the game has you in its grasp again. Whilst RNGesus might be a cruel god to many he’s the reason that many of us keep coming back and now there’s solid science to prove it.
It’s long been known that random rewards are seen as more rewarding than those that are given consistently. Many online games, notably those on social networks, have tapped into that mechanic in order to keep users engaged far longer than they would have otherwise. Interestingly though this seems to run contrary to what many players will tell you, often saying that they’d prefer a guaranteed reward after a certain amount effort or time committed. As someone who’s played through a rather large number of games that utilize both mechanics I can tell you that both types of systems will keep me returning however nothing beats the rush of finding a really good item from the hands of RNGesus.
Indeed my experience seems to line up with the recent study published by the University of Chicago which shows that people are more motivated by random rewards than they are by consistent ones. It sounds quite counter-intuitive when you think about it, I mean who would take a random reward over a guaranteed one, but the effect remains consistent across the multiple experiments that they conducted. Whilst the mechanism of what triggers this isn’t exactly known it’s speculated that randomness leads to excitement, much like the the infinitesimally small odds of winning the lottery are irrelevant to the enjoyment some people derive from playing it.
However the will of RNGesus needs to be given a guiding hand sometimes to ensure that he’s not an entirely cruel god. Destiny’s original loot system was a pretty good example of this as you could be bless with a great drop only to have the reveal turn it into something much less than what you’d expect it to be. Things like this can easily turn people off games (and indeed I think this is partly responsible for the middling reviews it received at launch) so there needs to be a balance struck so players don’t feel hard done by.
I’d be very interested to see the effect of random rewards that eventually become guaranteed (I.E. pseudo-random rewards). World of Warcraft implemented a system like this for quest drops a couple years ago and it was received quite well. This went hand in hand with their guaranteed reward systems (tokens/valor/etc.) which have also been met with praise. Indeed I believe the mix of these two systems, random rewards with guaranteed systems on the side, seems to be the best mix in order to keep players coming back. I definitely know I feel more motivated to play when I’m closer to a guaranteed reward which can, in turn, lead to more random ones.
It’s always interesting to investigate these non-intuitive behaviours as it can give us insight into why we humans act in seemingly irrational ways when it comes to certain things. We all know we’re not strict rational actors, nor are we perfect logic machines, but counter-intuitive behaviour is still quite a perplexing field of study. At least we’ve got definitive proof now that random rewards are both more rewarding and more motivating than their consistent brethren although how that knowledge will help the world is an exercise I’ll leave up to the reader.
The spacesuit of today is much the same as the one of the last few decades. It’s an incredibly complicated device, combining all the systems necessary to keep an astronaut alive in the vacuum of space into a wearable package. However it’s not the easiest thing to use, often requiring extensive training not only to get familiar with it but also to train your muscles in how to use it. This is mostly because the design, which makes even the slimmest astronaut look something like the Michelin Man, is centred on ensuring that the pressure on the astronaut’s body is kept constant. This is currently done using an inflated lining which is quite restrictive however future designs, like the one from MIT, could provide the same protection whilst giving astronauts far more freedom.
Our bodies are accustomed to 1 atmosphere of pressure which, on the grand scheme of things, really isn’t that much. Indeed the difference between what we’d consider normal pressure and a complete vacuum is about the same as going 10m under water, something SCUBA divers do on a regular basis. However the trick is ensuring that that pressure stays consistent and constant over your entire body which is what led to the spacesuits today. Interestingly though it doesn’t matter how that pressure is generated so the traditional method can easily be replaced with something that’s mechanical in nature, which is what the new BioSuit from MIT seeks to do.
Instead of covering the astronaut’s body in what amounts to dozens of inflated pillows the BioSuit instead looks to use Shape Memory Alloys (think nitinol wire, if you’ve ever played with it) to provide the pressure. Essentially they’d have a full body tourniquet that would be embedded with this wire and, upon heating, it would contract around the astronaut’s body, providing the required pressure. How that pressure would be maintained is still a problem they’re working out (as keeping the astronaut heating constantly isn’t exactly ideal) but seem to be making good progress with various clip designs that would keep the suit tight over the duration of a spacewalk. They’d still have to have the traditional fish bowl on the head however as employing a system like this on the head wouldn’t really be feasible.
Whilst a suit like this wouldn’t provide complete freedom of movement (think a wetsuit that feels like it’s a size too small) it would be a vast improvement over the current design. Right now every time an astronaut wants to move a part of their body they essentially have to compress the protective bubble of gas in their suit, something which ends up being extremely tiring over the course of a long duration spacewalk. A design like this would likely require far less energy to manipulate whilst also allowing them to move a lot more freely, significantly reducing the time they’d need to spend outside.
For me though it’s just yet another piece of sci-fi making its way into reality as we’ve long dreamed of spacesuits that would be like a second skin to its wearers. Better still it’s being made with technology that we have available to us today and so no exotic material sciences is required to bring it to fruition. We likely won’t see any astronauts wearing them any time soon (the cycles for these things are on the order of decades) but as time goes on I think it’ll be inevitable that we’ll move to suits like this, just because of the vast number of advantages they offer.
The Tesla Model S as we know it today is quite an impressive car. Whilst it’s not exactly within the everyman’s price range yet (getting one landed in Australia likely won’t see much change from $100K) it’s gone a long way to making a high performing electric vehicle available to the masses, especially considering Tesla stance on their patents. Before that electric cars were more of a niche product for the ultra environmentally conscious, combining tiny engines with small frames that would have just enough power to get you to work and back. Now they’re far more easily compared to high end luxury cars and with the new things that Elon announced last week electric cars are heading into a class all of their own.
Elon teased last week that he was going to unveil the D soon (and seemingly forgot how much of a dirty mind the entire Internet has) and “something else”. The D was for their new drive train system that incorporates 2 motors, making the Tesla Model S one of the few fully electric all wheel drive cars. The something else turned out to be the debut of their autopilot system, a sort of cut down version of the Google self-driving car. Whilst the D version of the Model S won’t be available for another couple months (although you can order one today) all Model S cars built within the last couple weeks shipped with the autopilot hardware. Suffice to say both these announcements are pretty exciting although the latter probably more so.
The dual motors is an interesting upgrade for the Model S as it’s a pretty common feature among higher end luxury cars, something which it has been lacking. Of particular note is how the dual motor upgrade affects the various aspects of the car, like slashing 0.8 seconds off the 0-100 time (3.2 seconds) and increasing range by about 3.5%, all whilst granting the benefits that all wheel drive provides. Typically you’d be taking a decent hit to range and efficiency due to the increased weight and power requirements but the Model S has managed to come out on top in all respects. Should those figures hold up in real world testing then it’ll speak volumes to the engineering team that Tesla has managed to cultivate.
However the most interesting part for me was the debut of Tesla’s autopilot system. Elon Musk had always been of the mind that a self driving car didn’t need to be an all encompassing thing, instead they should aim to do the majority of tasks first before looking to take the next leap into full automation. Tesla’s autopilot system is the embodiment of that philosophy, taking some of the technology that’s currently available (emergency braking, lane keeping, collision avoidance) and combining it into one seamless package. It won’t get you from point A to point B without human intervention but it’ll happy take over on the highway, park itself in the garage and even meet you at a certain location. It might not be as comprehensive at what Google is looking to create but it’s available today and does almost everything you’d need it to.
I really shouldn’t be surprised that a Musk created company is managing to innovate so quickly in an industry that has long been one of the slowest movers but honestly these two announcements blew me away. The dual motors might not exactly be a revolutionary piece of technology but the way Telsa has done it speaks volumes to the calibre of people that they have working there. The introduction of autopilot in just over a year since they first talked about it really is quite amazing and whilst it might not be the all encompassing system that Google is seeking it will likely be the standard for many years to come. I can’t wait to see what Tesla has in store for us next as they don’t seem to have any intentions of stopping their brisk innovating pace any time soon.
We seem to be going through a revolutionary period in gaming where IP from other mediums is suddenly finding its feet, becoming on par with (and even surpassing) experiences that were born within the gaming genre. Many will agree that this started 5 years ago when Rocksteady Studios released their seminal title: Batman Arkham Asylum. Since then many other titles have followed in its wake, staying true to the original IP whilst creating an experience that you simply could not get in any other medium. The latest addition to this style of games is Middle Earth: Shadow of Mordor, set between J.R.R Tolkien’s novels The Hobbit and The Lord of the Rings, which takes the source material and turns it into an experience that is among the best I’ve played this year.
You are Tailon, ranger captain stationed at the Black Gate in Mordor, sworn to keep watch over Mt Doom and all the horrors that dwell within it. The dark lord that dwelled within those lands had not been idle however, growing his vast army of grotesque orcs and uruk quietly, leaving the world of man to think they were safe once more. One fateful day he unleashed them upon the Black Gate, killing everyone within it. But your life wasn’t to be taken, instead you were bound to an unknown wraith spirit in a horrific blood sacrifice, unable to die and bound to the mortal plane. Now, with your new found wraith powers, you look for vengeance and the means with which to end this existence so you can be with your family once again.
Shadow of Mordor is quite the pretty game with scenes ranging from sprawling vistas to cramped caves and busy garrisons. The graphics still have that last-gen feel to them, mostly attributable to the choice of colour palette, however they’re certainly not bad on the eye. It’s also probably due to the choice of engine as well as Shadow of Mordor uses the LithTech Engine which hasn’t seen a game on it in the past 2 years. Still it manages a good level of graphical fidelity given its open world nature which manages to run smoothly even on my now aging rig. I’ll admit that I might be giving it a bit of an easy pass in this regard since I’m coming fresh off the horror that was Dead Rising 3 as by comparison Shadow of Mordor is liquid smooth.
In terms of game play Shadow of Mordor feels like it’s a cross between several different titles, taking aspects from each whilst integrating a new mechanic that binds and elevates the whole experience. At its core Shadow of Mordor is an open world game,. giving you dozens of missions to do any of which will help progress your character, the story or will help you get all those collectibles which so many people seem to lust after. The combat takes after the Arkham series of games in the classic beat ’em up fashion. Then there’s the RPG elements in the character levels and talents alongside the gear upgrade path which takes the form of runes and a kind of currency that you’ll need to spend to unlock more slots. However the best part of the game is the Nemesis system, whereby members of enemy faction grow stronger, fight with each other for power and provide you with challenges to avenge your friends who’ve been cut down by them. Shadow of Mordor really does pack a lot of game into it’s (non-Australian taxed) asking price and I’m sure there’s double the amount of game play in it for dedicated fans.
Whilst the game wasn’t developed by either Rocksteady or Warner Brothers Studios the combat feels like they lifted the entire system right out of one of their Arkham series titles. As anyone who’s played those games can attest combat systems such as those are incredibly enjoyable to play, offering the right balance of challenge and reward, at least at the start anyway. You’ll start out struggling to deal with large crowds of orcs but you’ll soon morph yourself into an unstoppable killing machine, nigh on impervious to any attack the game might throw at you. It can get a little repetitive though as the ultimate abilities are simply unlimited versions of regular abilities but most of the time you’ll still feel like the ultimate badass when you come out on top of the two dozen orcs you happened across.
The upgrade system is well thought out in most respects, giving you the feeling of progression often enough that you won’t find yourself feeling like you’ve gone hours without the game rewarding you. There’s 2 stages of progression for your character namely your ability points and power level. The ability points are gained in the regular way, getting XP via missions and killing things, however power is only gained when you resolve power struggles, kill captains/warchiefs or do any of the other assorted red missions. It really doesn’t take long to unlock all tiers of abilities, enough so that I had access to the final tier about halfway through the game. If you’d prefer to keep the challenge up then all you need do is avoid the red missions however if you want to become ridiculously overpowered you’re no more than an hour or two away from doing so.
The loot and gear upgrades feels a little less polished as you’ll get runes from defeating captains but what you get is a little random. You can ensure a drop of a certain type by exploiting weaknesses and fears but unless you’ve deliberately died to a captain several times over you’re not likely to get a good drop from them. You can break down the runes into the currency to fuel the other upgrades however I feel like it would’ve been better to have a rudimentary crafting system in there to upgrade them. I usually had several runes of a type that I really liked but they weren’t powerful enough to use on their own. If I could combine say, three into one, to get an upgrade I feel like that would’ve been a lot better than praying to RNGesus every time I killed a captain or warchief.
I couldn’t publish this review without mention just how awesome the nemesis system is as it provides this kind of player driven narrative on top of the core story of Shadow of Mordor that’s just incredible. Essentially the uruks fight each other in order to gain power and you fight them to gain power as well. Should you die to one they’ll grow in power and, potentially, move up the ranks and get followers. If you’re so inclined you can even influence them to move up ranks, get them to usurp their own captains or turn on each other. Couple that with the wide variety of responses that the uruks have upon seeing you (knowing you’re using someone to betray them, how many times they’ve killed you and so on) and even facing the same enemy again doesn’t lose its lustre. It’s an incredibly deep system and one that’s sure to provide enjoyment to both story players like myself and those that just revel in open world games.
Whilst the story probably isn’t the strongest part of Shadow of Mordor it is most definitely above the average dreck that I’ve been making my way through this year. The main premise probably needed a bit more development in order to make that initial emotional moment a bit more impactful, and thus make me empathise with the main character a little more, but it didn’t take me long to get into it. Since this is drawing on the wider Tolkien IP it does manage to get away with not explaining a lot of things that would otherwise need some rigorous explaining which does aid the story quite a bit. I’ll also have to admit that the ending was so-so, missing that final climclimactictle that I was so looking forward to with my incredibly overpowered character at the ready. So overall I think it’s ok, although on the proviso that you’re already familiar with The Lord of The Rings IP.
Middle Earth: Shadow of Mordor is a game where the sum of its parts is much greater than its whole. The combat is fast paced and satisfying, the progression well paced and the overall look and feel just feels a level above other similar games of recent memory. The nemesis system is really what pulls the whole game together, adding another layer on top of the game that really ramps up how engaged you’ll be with Shadow of Mordor. It’s not a perfect experience by any stretch of the imagine, with the middling story being the biggest mark against it, but the whole package helps to patch over the various minor faults. In all honesty I think most gamers will find something to like in Middle Earth: Shadow of Mordor as its wide variety of mechanics and styles ensures that it caters to an incredibly wide audience.
Middle Earth: Shadow of Mordor is available on PC, PlayStation3, PlayStation4, Xbox360 and XboxOne right now for $39.95, $99.95, $89.95, $89.95 and $99.95 respectively. Game was played on PC with 13 hours of total playtime with 61% of the achievements unlocked.
The war against bullshit is asymmetrical. I couldn’t tell you how many times I’ve had someone stumble across my blog post and rattle off a paragraph or two which then took me 10 times as long to debunk. It’s not so much that I don’t have the evidence, they are always demonstrably wrong, however the amount of time required to provide the proof to debunk them always outweighs the time it takes for them to spout it. Thus whenever I come across something that can aid me and my fellow crusaders against bullshit I feel compelled to share it, in the hopes that one day we can turn the asymmetry over to our side so that, one day, spouting bullshit becomes the harder proposition.
And to that end I share with you the below video:
I’ve come across pretty much every argument in that video before however I’ve often struggled to find an answers that are succinct as his. Of course I’m under no delusions that this video would turn a hardcore denier around, they’re a different breed of stubborn, however it does a great job of highlight the faults in the arguments that many more reasonable people make. His previous videos showed just how scattered the public’s knowledge is on this subject and so this follow video will hopefully go a ways to improving that.
There’s still a long fight ahead to convince the right people that proper action needs to be taken, something which us Australians should hopefully be able to rectify at the next election.
The time has long since past when a computer manufacturer could get by on shipping tin. The margins on computer equipment are so low that, most of the time, the equipment they sell is just a loss leader for another part of the business. Nowadays the vast majority of most large computer company’s revenue comes from their services division, usually under the guise of providing the customer a holistic solution rather than just another piece of tin. Thus for many companies the past couple decades have seen them transform from pure hardware businesses into more services focused companies, with several attempting more radical transformations in order to stay relevant. HP has become the most recent company to do this, announcing that they will be splitting the company in half.
HP will now divest itself into 2 different companies. The first will be Hewlett Packard Enterprise comprising of their server market, services branch and software group. The second will be purely consumer focused, comprising of their personal computer business and their printing branch. If you were going to split a PC business this is pretty much how you’d do it as whilst these functions are somewhat complimentary to each other (especially if you want to be the “end to end” supplier for all things computing) there’s just as many times when they’re at odds. HP’s overarching strategy with this split is to have two companies that can be more agile and innovative in their respective markets and, hopefully, see better margins because of it.
When I first heard the rumours swirling about this potential split the first question that popped into my head was “Where is the services business going?”. As I alluded to before the services business is the money maker for pretty much every large PC manufacturer these days and in this case the enterprise part of HP has come away with it. The numbers only give a slight lead to the new enterprise business in terms of revenue and profit however with the hardware business has been on a slow decline for the past few years which, if I’m honest, paints a bleak picture for HP Inc. going forward. There’s nothing to stop them from developing a services capability (indeed parts of the consumer business already have that) however in its current form I’d put my money on HP Inc. being the one who’s worse off out of this deal.
That could change however if HP’s rhetoric has some merit to it. HP, as it stands today, is an amalgamation of dozens of large companies that it acquired over the years and whilst they all had a similar core theme of being in the IT business there really wasn’t a driving overarching goal for them to adhere to. The split gives them an opportunity to define that more clearly for each of the respective companies, allowing them to more clearly define their mission within each of their designated market segments. Whether that will translate into the innovation and agility that they’re seeking is something we’ll have to see as this is yet another unprecedented change from a large IT conglomerate.
As someone who’s been involved in the IT industry for the better part of 2 decades now the amount of change that’s happened in the last couple years has been, honestly, staggering. We’ve seen IBM sell off some of its core manufacturing capability (the one no one got fired for buying), Dell buy back all its stock to become a private company again and now HP, the last of the 3 PC giants, divest itself into 2 companies. It will likely take years before all the effects of these changes are really felt but suffice to say that the PC industry of the future will look radically different to that of the past.
FULL DISCLOSURE: The writer is a current employee of Dell. All opinions expressed in this article are of the writer’s own and are not representative of Dell.
After their initial flurry of activity launches over 7 years ago Bigelow Aerospace has become rather quiet, cancelling its 2 further prototypes and pursuing other activities. Presumably this was because they were a little ahead of their time as there just wasn’t any private (or public even) launch systems available to take would be space tourists to any of their modules. This, combined with them reducing their staff a couple years ago, meant that their requirements to deliver additional prototypes into space were dramatically reduced and they have instead been focusing on developing their technology with NASA. Now it seems, after almost a decade since their first launch, Bigelow will be making their return into space next year with the Bigelow Expandable Activity Module (BEAM).
The BEAM is probably derived from Bigelow’s Galaxy craft as it shares much of the same characteristics as that prototype was slated to have. Comparatively it’s a small part of the ISS, coming in with 16m³ worth of liveable volume, but it will contain all the elements necessary to support astronauts on orbit. For the most part it will be a demonstration and testing module, designed to measure things like leakage rates, radiation exposure levels and testing all the systems required to maintain it. The total mission duration is set for 2 years with the astronauts only entering it on occasion. The results from this will likely end up heavily influencing Bigelow’s next module, the behemoth of the BA330.
The total cost of the module is, by ISS standards, a steal coming in at just over $17 million. Although this doesn’t include the launch cost which, considering that it’s on the back of a Falcon-9, would likely be around $54 million putting the total cost at about $71 million. Still even if the further missions doubled the cost of the module you’d still be looking at an incredibly cheap way to add liveable volume to the ISS, something which is very much at a premium up there. More though it makes Bigelow’s Commercial Space Station seem that much more feasible as previously the amount of capital required just to get their modules into space was very cost prohibitive.
The BEAM module won’t be a one shot wonder, however. Bigelow plans to build another one of the modules to serve as an airlock on its future space station which would allow up to 3 astronauts (or more likely, space tourists) to space walk at a time. The ISS can currently handle only 2 astronauts at a time so it’s definitely a step up and I can imagine NASA acquiring another BEAM type module in the future if they were looking to expand the ISS’ operations. It might not sound like much but it could drastically reduce the amount of spacewalking time that astronauts have to undertake, which can sometimes be up to 10 hours at a time.
It’s great to see Bigelow back in the game again with firm timelines for delivering modules into space. The fact that they’ll be delivering capability to the ISS is even better as there’s huge potential for NASA to increase the lifetime of our only space station using Bigelow’s technology. Whilst no space launch date is ever set in stone I’m hopeful that we’ll see BEAM attached to the ISS in the not too distant future and, hopefully, the BA330 not too long thereafter.
The original Dead Rising was one of those games that every owner of a Xbox360 had on their shelves. It was just the right combination of not taking itself seriously and solid zombie killing action, long before the dearth of zombie based titles we have today. There was enough variety that pretty much any player could find something to like in it although the constantly ticking down clock ensured that you’d never get everything you wanted done in a single play through. The latest instalment, Dead Rising 3, continues along the series’ tried and true lines, although the experienced is marred by both performance and design level issues.
It’s been 10 years since the last outbreak when suddenly Los Perdidos finds itself in the grip of another zombie apocalypse. You are Nick Ramos, a young mechanic in this city who’s trying to find a way to get himself and his crew out of there. After a routine search for supplies you find out that the army is going to fire bomb Los Perdidos in order to contain the outbreak, giving you just 6 days to get yourself out of there. However as you ready your escape it becomes clear that there’s far more to this outbreak than would appear and it’s up to you to stop it.
Considering that Dead Rising 3 is a next-gen only title you’d expect the graphics to be a bit of a step up from its predecessor however it looks largely the same as many of its previous generation counterparts. This is partly due to the fact that the scale of the game has been ramped up significantly, going from an apocalypse inside a mall up to an entire city being taken over. That increase in scale also means an order of magnitude of zombies on screen, something which is at odds with high end visuals. I’ll touch on the performance later however suffice to say that Dead Rising 3’s graphics are pretty average, even when you take into account the scale that it’s operating at.
Dead Rising 3’s game play follows the same formula as its predecessors, putting you in charge of a single character who has to make his way through untold hordes of zombies using anything he can find. As you massacre your way through you’ll be rewarded with levels and points which you can spend on improving various aspects of your character. The crafting system also makes a return however this time you’re also able to craft vehicles as well, something you’ll be doing a lot of if you want to get across town in any sort of reasonable time. You can now also bring survivors along with you, equipping them with weapons so they won’t just be zombie attractors who will die shortly after you rescue them. This, combined with the usual affair of achievements and collectables, means there’s dozens of hours of play time within Dead Rising 3, more than enough to keep even the most keen achievement hunters busy.
The combat feels largely the same as its predecessors, retaining the same 3rd person beat ’em up style that the Dead Rising franchise is known for. The variety of weapons ensures that you’re always finding news ways to dispatch large numbers of zombies quickly however it doesn’t take long to find the really overpowered combos that you’ll want to exploit. This is counterbalanced by the fact that some apparently powerful looking combos are pretty lacklustre although thankfully you won’t be spending a lot of time tracking down components in order to make them. The grim reaper, for example, trivializes much of the game and the store you originally find it in has enough to make 2 of them, enough to kill 1000 zombies.
The inclusion of vehicles in Dead Rising 3 is a necessity, given the scale, however the vehicle crafting adds a little entertainment to what would otherwise be one of the game’s more annoying aspects. Again there are certain combos which are just insane, like the turret rig, but their limited life means you likely won’t have access to one every time you need it. One more annoying aspect of the vehicles is that you’ll need to find one with enough seats for your crew if you’re going to use one otherwise you’ll simply leave them behind, never to be found again. Whilst this isn’t an issue if you’re near a garage often you’ll find yourself in the middle of no where needing some form of transportation and the 2 seater varieties seem to be far more common than their larger counterparts.
Which brings me to my next point: the survivors in your possie are usually a liability more than anything else which is frustrating considering there doesn’t seem to be a way to tell them to stay at a safe house. Their AI is incredibly basic, often getting stuck in wide open spaces, unable to figure out how to proceed until you knock them over and they redo their pathing. This is only made worse by the fact that they don’t seem to understand how to use their weapons properly as they’ll either do nothing until you do the same motion (I.E. they won’t melee unless you do) or they’ll wait until they’re swamped before attempting to do something. The only time they become useful is during boss fights but apart from that you’re better off just letting them meet their end.
As many other PC reviewers have noted Dead Rising 3 suffers from some major performance issues right off the bat, often struggling to render a single frame for seconds at a time. It’s largely tied to when you first see a large group of zombies for the first time however there are also random times when it occurs, often leaving the sound playing which ends up with the characters being wildly out of sync. Creating a user.ini file to unlock the framerate (it’s capped at 30 fps natively) and knocking down the graphics a couple notches pulls it into the realms of playable but it still manages to peg all aspects of my system, even when there isn’t much going on. This is even after a couple patches which you’d presume would’ve made the experience better but, honestly, in its default form Dead Rising 3 is an unplayable mess.
This is only made worse by the lacklustre story which attempts to err more towards the serious side of things rather than the more comedic style of its predecessors. Sure, the essence of the not-so-serious nature of Dead Rising games is still there (like your costume appearing in cut scenes or the cartoony boss fights) but overall it feels like they’re trying too hard to make the story serious. Whilst I admit you’d never play a Dead Rising game for its deep story content it still feels like a good chunk of what made Dead Rising games so fun was lost in the latest instalment which is a real disappointment.
Dead Rising 3 is another solid instalment in the series, one which is unfortunately marred by performance problems and lacklustre story elements. The essence of what made this franchise good is still there, like the ridiculous combat and comedic game elements, however it just falls short of the “must have” status that the original had. It’s still a blast to play, especially when you unlock some of the more overpowered combos, however there’s probably not enough in there to keep me coming back for untold hours at a time. I’m sure long time fans of the series will find a lot to like in Dead Rising 3 but don’t be fooled into thinking it’s flawless.
Dead Rising 3 is available on PC and XboxOne right now for $49.99 and $57 respectively. Game was played on the PC with a total of 7 hours play time and 25% of the achievements unlocked.