I was finally able to test drive Kinect for myself recently, and I am finally able to give my own account and form my own opinion.
Full story…Tuesday, July 27, 2010
Sunday, July 18, 2010
Connecting with Kinect
I am fortunate to live in an area not far from a Microsoft Store, and, being suddenly full of free time, I decided to head over there to check it out.
I walked in and was greeted by one of the retail sales grunts, who pointed out the 3D TV at the front of the store. She indicated that, not only was it being driven by a Windows PC, but the Xbox 360 connected to it was also 3D capable. Unfortunately, they didn't have a 3D game available for demonstration. I thought it was interesting, considering what a big deal Sony has made of hyping up their system's 3D capabilities, that the 360's capabilities don't seem to be getting any press.
I asked if the Kinect was on display, and she pointed to the back fo the store. I asked if there was an official price for it, and she said, without any hesitation, "$149." Is that an official confirmation of the price, or just a random employee answering a question without knowing the weight of what I tried to ask? Probably the latter, but I'm not hopeful about the former.
I made my way to the display area in the back of the store. A group of young kids, probably around kindergarten age, all in matching T-shirts, were taking turns playing the Kinect Adventures game that was presented at this year's E3. It was an opportunity to see how kids reacted to the new device, and, in general, the reaction was favorable. The kids seemed to have a good time. Some were more into it than others, but I don't think it was any worse than one might expect from a group of kindergarteners at any activity.
Once the kids were done, and as the Microsoft Store rep was ushering them out, I was able to walk up and get a close look at the device. Its black, shiny, slightly angled shell has a very similar look to the new 360. It's about a foot and a half wide, stands barely a foot tall on its stand, and pretty much looks exactly like its pictures. I actually think it looks a little smaller in person, which only means it'll be easier to place at home. Although it doesn't help the impression that it's way overpriced, when you can take one look at it and think, "$150 for that little thing?"
The Microsoft Store rep came back and asked if I wanted a turn. She started up the demo with a wave of her hand, and we played the rafting game. Almost exactly as the E3 videos, we raced down a whitewater canyon, steering the raft by stepping left and right and getting air by jumping in unison. Except we didn't seem to have much success. I think the left-right movement might've been hampered by my not wanting to run into the Microsoftie, so I was a little conservative. My jumping, it became apparent, was severely mis-timed. The game takes actual pictures of game play, and at the jumping moments, the Microsoftie was in the air when I was very clearly still on the ground. She had obviously had a lot more practice in knowing when to jump at the correct time, and the game knew it. The cynic in me would say she knew the limits of the system and how to "correct" for them, but there are just too many variables for me to identify the issue — was it that, was it that I was mis-reading the timing of the game itself, was the software not cueing my jump clearly, was it my own slower reflexes?
Next, a group of three older teenage girls arrived. I played the next game with one of them, the handcart race. Again, my lateral movement seemed to be a little under-accepted. I had more trouble moving left than right, and again, I'm sure that was due to my own hesitation in moving left so as not to slam into the other player standing there. But for making my avatar move to the right side of a handcart that's barely two avatar-widths across, it seemed like it wanted me to shift my own body two or three whole steps to the side. Is that a Kinect problem, or a software problem? While some people may say they're one in the same (if the games are crap, it doesn't matter how good the console is), I think it's an important distinction (not all 360 games turned out like Perfect Dark Zero, which wasn't bad but definitely wasn't the best the 360 would ever have to offer), and, unfortunately, it's impossible to say which is at fault. Again, I had a little issue timing my jumping, but my ducking was a little better.
I stepped aside after this game to let the other girls play. I would've liked to play more, to get more of a "feel" for Kinect, but I didn't want to hog the system. As I stepped aside, though, I realized that my heart was racing, and I was a little out of breath. I suppose it was a good thing I was taking a break. I make no pretense about being in any kind of healthy cardiovascular shape, but I was surprised at how much of a workout those two minigames had given me.
The two remaining girls stepped in front of the camera, and the console started up the "wall-ball" game, where dodge balls are smacked towards blocks until they bust. They were a little uncoordinated, which seemed to be a function of their own hand-eye coordination and not a fault of the game itself. This game moved a little faster, and it seemed to me like any input lag would be very pronounced in this demo. The Microsoftie kept encouraging the players to "swing earlier", which felt like a need to compensate for input lag (although, there were definitely times when the girls' own lack of coordination was clear in that they were physically swinging after the ball passed their avatar — could this be a candidate for being improved by 3D?).
I mentioned input lag, and I do believe it was there. However, I don't believe it was extreme. In the moments when I could see a 1:1 coorelation between the avatar and a human body (including my own), the lag was extremely slight — I'd say within a tenth of a second. It's visually perceptible, but barely. It wasn't nearly as bad as the Microsoft press conference, ironically, made it look (I'd almost bet money there was a video signal delay getting the display on the huge screen behind the presenters that made it look a little more laggy than what I witnessed).
For input calibration, there was none. A player walked in, and that was it. Now, the Microsoftie did "guide" people a bit. She was encouraging the kids to stand a little further apart. This could've easily been as much for their own safety as it was for Kinect's benefit (there's a lot of flailing around). She did, however, make the comment "not too far apart, or you'll 'disappear' from the game". Well, I guess that's only fair; the camera's not going to have a fish-eye field of view. One thing that did surprise me, though, was that when one of the kids' adult companions came and grabbed the kid's shoulder to give them a little tug to help pull them apart, the avatar extended its hand to the left, as if it identified the adult's hand and arm touching the shoulder as the kid's. It seemed like a bit of a tracking error that Kinect was supposed to not make (i.e. not get confused by a random distraction entering the camera range), but perhaps physical contact will throw it off.
The Microsoftie did mention that there was a bit of a "calibration" process where Kinect learns the layout of your living room, where furniture is and such. What it does with this information, I don't know; and how much of this information is important, I also don't know — will it get confused if my room is clean one day, and the kids have left their toys all over the floor the next?
So, all told, what do I think? Not much different than I thought before, to be honest. I couldn't shake the feeling that I was playing something much like a Wii, even if I didn't have a remote strapped to my wrist. I do think my kids will love it, seeing how much fun they have on the Wii whenever they visit their grandma. Technologically, it's impressive, how it identifies anyone who walks up to it and lets them play without any extra setup. I just don't know what to think. I'm a hardcore gamer, and it's not made for me; that much is certain. My kids are young enough to straddle the line easily. My wife has shown some interest in the fitness and latin dance games, so there may be some hope there. It's still hard for me to get excited about Kinect for me. But for my family? Yeah, I think it'll be good. Chances are good we'll have one in the home for Christmas.
Thursday, July 8, 2010
MAHG - Can Sony Promote without Bashing?
Sony is insecure. They have a quality product with laudable features, but where they should be spending their promotional time and dollars advertising themselves and why they have a superior offering, they can’t seem to stop attacking and belittling their competition.
Thursday, July 1, 2010
MAHG - Kinect vs. Move
Nintendo has been a runaway success with the Wii console. Where motion controls and casual games were at best a niche market when it came to consoles, they proved that consumers would buy the hardware as fast as they could make it. Hoping to capitalize on the idea, both Microsoft and Sony have introduced new devices that promise to “change the way [we'll] play games” on their respective consoles. But how are they doing it, and will it pay off?
Tuesday, June 29, 2010
A new gig - Mad As Hell Reviews
I'm taking on a new assignment, which hopefully will motivate me to write a lot more (or at least more consistently) than I have been up 'til now. I am now the Editorial Commentator for Mad As Hell Reviews, the opinion and editorial section of Mad As Hell Gamers.
MAHG is the creation of JediChric and SparkStalker, the ones who started the podcasting movement at GeezerGamers.com. They decided to branch out and do their own thing, creating their own brand as it were.
Since game reviews are the domain of some of the other contributors there, I'll likely keep my own game reviews (when I have time for them) over here, when I get around to them. But, I may end up throwing a review over there instead, if it happens to fill in a gap they need to have covered.
In any case, look for my first post, coming very soon. I won't spoil it, but I'll give you a hint as to the topic: it may move you, you may connect with it, and it'll change the way you read blog posts this holiday season.
Tuesday, May 25, 2010

Released this month was the beta for Halo Reach, Bungie's last game in the Halo franchise; and all people with a copy of Halo ODST were invited to jump in the beta (in a matter very similar to Crackdown and the Halo 3 beta three years ago).
I think it goes without saying that I, of course, jumped in.
It definitely feels like Halo. The look, the sounds, the weapons, they are all very at home in the Halo universe. But there are a lot of differences, too, that make it new and exciting.
Visually, I'd say Reach is "grittier" than the other Halo games. It is set immediately before the events of Halo 1, and it's made to look older and less polished than the games set in a later time. (Whether that "makes sense", considering Reach fell in a very short time before Halo 1's opening, is I'm sure a matter of debate.) Spartan armor is mottled and scuffed instead of smooth and shiny, and even the medals that appear on-screen have a dirty, textured look to them.
The "equipment" feature from Halo 3 has evolved into "armor abilities". Instead of picking up a piece of equipment, you spawn with a certain ability as part of your "loadout" (which is a combination of your armor ability — constant until you die — and your starting weapons — which can be replaced with what you find on the battlefield). You may choose a loadout with Sprint, Armor Lock, Jetpack, or Cloak. (Elites, in the game types where you can play them, have a Roll/Evade ability in place of the Sprint, and they have no Armor Lock.)
The loadout feature is nice, in that it gives you the option to tailor your abilities to your playing style. Also, since you can choose a new loadout every time you spawn, you're not locked into something for the entire game — you can switch abilities
between deaths depending on how the enemy is reacting or how the game is playing. (In traditional capture-the-flag games, I was partial to using Cloak to get in or guard the flag, and then switching to Sprint once the flag was in motion.)
Also new are assassinations. When you come up behind someone, you can tap your melee button for an instant kill. That's not new. But if you hold the button down, you will perform an assassination move that lets your opponent know they've been owned, with a knife in the back, or a neck-breaking head twist, or a pound to the ground. That's new. They don't seem like much, but they add a lot to the game,
especially when you sprint up behind the enemy flag carrier, jump up behind him, and do a two-fisted pummel to smash him into the ground inches before the score point to save the game. The only danger is, during the assassination animation, you are vulnerable, and someone can kill you to save their teammate. Or, someone can kill your victim and steal your kill (you are awarded with an "assist", for holding them still, I suppose). The beta did seem overly sensitive in turning quick-touch kills into animated assassinations, which resulted in a few vulnerable deaths in close quarter intense firefights; that may have been intentional, to show off and test the assassination code.
One of the interesting problems in making a prequel game is adding new elements to make the game interesting, but without adding things that make the past seem better than the future and leave you wondering, "What happened to R2-D2's thrusters?" I don't know if they've succeeded here or not. It could be argued that these armor abilities were only in development on Reach and were therefore lost when the planet fell. Maybe the campaign will address this, or maybe it'll just sweep it under the rug. While it may not be important to Reach's game play, it will have an effect on the overall Halo universe; and for a company that has dedicated much into the building of this universe's story, it will be important, especially to maintain the immersion. I suppose we'll see how it plays out when the game launches.
In all, I'm excited for the new Halo. It's different enough from Halo 3 to be new, but enough of the same to be worth playing. My preorder is in for the retail release, which, I'm sure by no coincidence, has been announced for exactly 117 days after the end of the beta.
Monday, May 24, 2010
Piracy Causes Everything
Many software publishers and developers like to blame piracy for everything, from less-than-expected sales to the reason for DRM, but this is a new one. Sony America's Senior VP of Public Relations Rob Dyer gave an interview to Gamasutra recently. In the interview, Gamasutra brought up the lagging sales of the PSP handheld consoles. Dyer's response:
… And we also believe that there's a way that you will be able to, not stop, but slow down the piracy in the first 30 to 60 days from a tech perspective. There's some code that you can embed that we've been helping developers implement in order to get people at least to see a 60-day shelf life before it gets hacked and it shows up on BitTorrent.
That's been the biggest problem, no question about it. It's become a very difficult proposition to be profitable, given the piracy right now. And the fact that the category shrunk inside of retail.
It's true; you can't hit any torrent tracker site without seeing thousands of download links for a Sony PSP.
Wait, no.
Last time I checked, you can't download hardware. And if pirates are actively seeking out games to download and play, it stands to reason they'd need a piece of hardware to play them on. So, rampant piracy of games, if anything, should have an increase of hardware sales, no? Heck, I'd be more inclined to buy a PSP if I knew I could easily hack it and get a bunch of free games for it (if I did that sort of thing).
Piracy may have an impact on the revenue the entire division brings in, when you combine hardware and software; but until we can hook up a replicator to BitTorrent, you'll have a hard time convincing me that the failure to move hardware is a fault of piracy.
