Showing posts with label street. Show all posts
Showing posts with label street. Show all posts

Saturday, 25 August 2012

Apple-Samsung Verdict Is In (in South Korea)

The Seoul District Court ruled a split decision in the patent case between Samsung and Apple, the Wall Street Journal reports.

Apple was found guilty of infringing Samsung's patents with the iPhone 3GS, iPhone 4, and its first two iPad generations. It has been barred from selling them in South Korea, and must pay Samsung what works out to $35,000 in damages.

Samsung, meanwhile, has to stop selling the Galaxy S and SII, along with the Galaxy Tab and Tab 10.1 and pay Apple about $22,000.

So Apple pays an $11,000 speeding ticket, and both companies can still sell all their latest products (the iPhone 4S, the new iPad, the Galaxy SIII and the Galaxy Tab2 were all released after the lawsuit was filed)? Could've been worse.

But the case still results in an immediate sales ban on numerous products in South Korea. The ban affects the iPhone 3GS, iPhone 4, iPad 1 and iPad 2, and Samsung’s Galaxy S, S2, Galaxy Tab and Tab 10.1, IDG said.

The ban does not affect products released after the case was filed, such as the latest iPad, the iPhone 4S, or the Samsung Galaxy S3.

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN.


Source : ign[dot]com

Saturday, 18 August 2012

Copper: "Surviving Death" Review

Advance Review: From TV crime veteran Tom Fontana (Oz, Homicide: Life on the Street) comes BBC America's first ever original scripted series, Copper - a gritty, gloppy "Uptown/Downtown" look at law and order in 1864 New York City. And you don't have to look much further than the cinematic world of Five Points, Manhattan in Scorsese's The Gangs of New York to know that justice rarely reared its head in this time and area that we now consider to be a fascinating hotbed of socioeconomic strife.

Copper has the appealing grime and soot for a show dedicated to showing the corruption that permeates through an entire city system, but I never quite felt invested in any of the characters; especially (and most importantly) the hero of the tale, Irish immigrant Officer Kevin Corcoran (Tom Weston-Jones). Within this first episode, entitled "Surviving Death," we're loaded up with so much back-story that there's almost no way one leading man can live up to all the potential.

Old Timey Pew Pew Pew!

Corcoran is a beloved Civil War hero and a former prized pugilist looking for his missing wife and a mysterious ship all while mourning the death of his six year old-daughter, Maggie. Sure, he's corrupt, but only enough to make him fit in with his historical surroundings, and nowhere near as corrupt as his higher-ups. As a man with - conveniently - no prejudices, Corcoran is able to utilize the entire city in order to solve a crime - from a black forensic expert named Matthew who's opinion no one will accept, to a posh city-aristocrat who Corcoran saved in the war. Copper never stops being interesting, but the predictable way that Corcoran is allowed to be, for example, the only one who cares about the death of a young prostitute sinks the show into the mire a little bit.

Business does pick up however when Corcoran starts running into bureaucratic walls after his investigation begins pointing to places and people whose reputations simply won't allow for sordid accusations. And so while a case might get solved in the pilot episode, it doesn't necessarily mean that things will play out the way we might expect them to on a contemporary cop show. And I'm not sure whether the loose ends from this premiere will get wrapped up as soon as the second episode, or if they'll play out in a Terriers/Luther-style through the rest of the season.

I will admit to enjoying watching how Matthew (Ato Essandoh) uses the science and lab techniques available at the time to run his CSI: Five Points experiments, even though anybody who's watched enough procedural autopsy TV could look at the dead girl's body and tell you the exact murder weapon.

As Copper moves forward, with several mysteries yet to play out, we'll watch issues of immigration, segregation and voter rights texturize the background, giving the series extra weight and significance. And like Scorsese showed us previously, any hero of this era is mostly likely marked by past tragedy as a way of helping us believe that he would want to see true justice served. A yearn for vengeance works well in that respect too. Unfortunately, any hero surrounded by so much interesting history can be easily overshadowed and made bland. Run Lola Run's Franka Potente is also on board as Eva, a hooker with a heart of silver - aka Corcoran's lust interest. As female characters go on this series, it'll probably be hard to find one that isn't a prostitute or a princess as such was the times.

Copper has some good seeds planted down in its muddy Mulberry Street and I'm hoping that the reason that some of it came off as bland to me is due to the fact that I've seen a lot of these characters before; in Westerns and other films and shows taking place post-Civil War. Still, a decent start.

Copper premieres Sunday, August 19th at 10/9c on BBC America.

Matt Fowler is a writer for IGN. Follow him on Twitter at @TheMattFowler and IGN. WARNING: No Nudity!


Source : ign[dot]com

Tuesday, 7 August 2012

Beyond Good & Evil HD to Hit Retailers

Ubisoft is set to release Beyond Good & Evil HD on the high street alongside two other popular digital games.

The Xbox Live Hits Collection will hit shelves on September 21, and is made up of Beyond Good & Evil HD, From Dust and Outland.

Interestingly, we first heard about this collection back in January when a listing on Play.com prematurely outed the game. Back then it was slated for a March release on both Xbox 360 and PS3, but only today's news only covers Microsoft's platform.

We've reached out to Ubisoft for comment, and will share any details about the PS3 version's fate as soon as we have them.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Friday, 27 July 2012

Foosball 2012 Review




Foosball as a recreational activity has a pretty dualistic nature. It's actually not unlike how games such as Street Fighter and Marvel vs. Capcom are seen in the video game world. The overwhelming majority of people who play them have no idea what they're doing, but still manage to have a great time spastically spinning rods or mashing buttons. On the other hand you have a small, but passionate minority of players who elevate the game to a near art form. Who do you make your game for, then? In the case of Foosball 2012, the game was made for both, but sadly it largely fails to satisfy either.


It certainly isn't for a lack of trying though. I mean, if you really think about the mechanics of foosball, a series of 4 rods that get rapidly moved, angled and spun with to-the-millimeter precision, it becomes tough to imagine how a video game controller can do it justice. Foosball 2012 valiantly attempts to make these mechanics accessible with what are essentially a series of assist systems working in tandem, but ultimately they end up robbing you of any sense of control you might have had.







Take ball movement as an example. Rather than actually control your foosmen, the left analog directs where you want the ball to move. Depending on the ball's current position relative to your nearest line, the game will attempt to manipulate your men to move the ball accordingly. Sometimes, for the sake of being user friendly, the ball will even be magically “vacuumed” towards the closest man. Shooting is likewise simplified, with all basic shots being handled by tapping the right analog stick in the direction you want to shoot.


This may sound like a blessing, since trying to precisely manipulate your men as you would in real life would prove too daunting for most players. But remember, this is foosball – not hockey or soccer. It's a completely different animal. The mechanics are the game. The techniques used to maneuver and shoot the ball are the basis of all of its depth. Sure, we use our controllers to simplify the complex mechanics of throwing a football or doing kung fu to bad guy's faces, but those actions usually exist in a more fleshed out and strategic context. No such context exists in foosball. There's only one direction you ever want the ball to go and that's towards your opponent's goal. Taking out all the technique really sucks much of the fun out along with it.


Even if the technical nuances of foosball are lost on you, this set up also cheats you out of the joyous, mind numbing fun of drunkenly spinning and shoving the foosball handles (like I may have done myself once or twice). Incessantly tapping and holding the analogs to the right (or left for player two) until someone scores a goal isn't even good for a casual chuckle. What did eke out a smile from me, and even a couple of moments of elation was playing with a pair of Move wands. While motion control devices are usually there to make a game more accessible (and often less functional), the opposite proves true here.


The Move transforms Foosball 2012 into a full on simulation wherein you push, pull and rotate the wands as if you were actually standing over a real life foosball table. The level of fluidity and precision on display here impressed me, and while the lack of assist functions made everything harder to do, it also made everything a lot more fun. There's just something uniquely tactile and entertaining about foosball, even if you're mostly just flailing about like an idiot (my favorite tactic). That raucous fun gets swallowed whole by the standard control scheme, but the Move recreates it remarkably well. Though I probably put the ball in my own goal as many times as my opponent's, there were a few solid passes from the 2 line to the 3 line, and one brilliantly executed pull kick that felt so right I wanted to turn pro. screen-06jpg


The thing is, there aren't a ton of folks with a Move controller, and using one to play the game competently can be almost as hard as playing on a real life table. While it makes the Move experience more authentic and rewarding in the long run, playing locally or online against someone using a Dual Shock or a Vita is straight suicide. The automated systems that accompany the standard controller make it too easy for beginners to go wild on their analogs, scoring goals faster than even the most skilled pro player, and you can't filter opponents by control type. Still, taking on a buddy locally with both players using a Move controller is as close as you can get to the real thing without heading down to your local pub.


As a value proposition, the game presents a mixed bag. $7.99 gets you the PS3 version and the identical Vita version bundled together, which seems like a really good deal at first, especially considering that your progress in one is always reflected in the other. At the same time, the way the various “trick shots” must be unlocked leaves a sour taste. Foosball staples such as the snake shot and pull shot can only be pulled off by pressing one of the face buttons and having the game do them for you, thanks again to the lack of direct control over your men. But first, you have to unlock the right to use them by either grinding for them in-game, or purchasing them at the Playstation Store. For the uninitiated, this would be like buying a tennis game and then paying extra for the ability to perform a lob or a drop shot. It's exactly the kind of underhanded money grab we all think of when we hear the word “micro-transactions”.



Source : ign[dot]com

Tuesday, 24 July 2012

Nike+, Kinect Sesame Street, Nat Geo TV Release Dates Set

Microsoft has announced release dates for Kinect Sesame Street TV, Kinect Nat Geo TV and Nike+ Kinect Training. Kinect Sesame Street TV and Nat Geo TV will be available for $29.99 each and will be in stores on September 18th. Nike+, meanwhile, will arrive on October 30th for $49.99.

According to Xbox Live’s Major Nelson, Nat Geo TV and Kinect Sesame Street TV allow players to “engage, interact and learn like never before.” Each game contains eight 30-minute interactive episodes, and individual episodes will be available for purchase for 400 Microsoft Points ($4.99) via Xbox Live.

Nike+ Kinect Training offers instant feedback for players as they train. Players can be reminded by phone when they’re due for a workout, and every four weeks players can receive a workout update.

Interactive TV for Kinect was originally announced at CES, while Nike+ Kinect was revealed at E3 2012.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com