Showing posts with label Information about Computer dan Game. Show all posts
Showing posts with label Information about Computer dan Game. Show all posts

Friday, September 16, 2011

Preview: The new design of the Xbox 360 dashboard

The current Xbox 360 dashboard is kind of a clusterf*ck. Netflix, Hulu, and ESPN integration are great (as I use them pretty much daily), but a redesign is clearly needed. You can point the finger at Microsoft for its state of disarray, but really the madness can be attributed simply to the rules of Chaos Theory: the belief that everything constantly moves from order to disorder.

When the last Xbox 360 dashboard makeover (NXE) arrived, everything was peaches n' cream. Avatars were populating like rabbits, and Facebook, Zune, and Netflix found a nice balance among the Xbox Live marketplace. Everything was in order.

Then Twitter, Last.fm, and Hulu joined the mix, the XBL marketplace exploded with content, Kinect finally launched, and thus the chaos began. Longtime 360 owners have learned to deal with how all these crazy things work. But for those unfortunate to have just stumbled into the dash, finding the latest and greatest through a sea of tabs and ads can be a chore. Oh, and for the 10+ million Kinect users out there who were promised voice and gesture connectivity innovation -- the kind the world has never seen -- well, don't get me started.

Performance, discoverability, and voice. These three simple things were etched into my brain as Albert Penello, Sr. Director of product management and planning at Microsoft, walked me through me the new dashboard last week. After meeting with Penello to check out this fall's dashboard refresh, I have to say Microsoft might finally have all the entropy they’ve created under control.

With the new dash fired up, speed and performance improvements were instantly noticeable. Whatever your navigation tool of choice is -- be it controller or gestures/voice for Kinect users -- getting from one end of the dash to the other is lightning-quick. Everything has a home under a much-better-structured tab system. Friends now fall under the social tab, and all the apps you’ve come to love or hate are under an appropriate app tab that “potentially opens up the possibility to do non-gaming apps," Penello said. It's not in the plans as of now, he added, but is definitely something Microsoft has thought about or is open to, at the very least.

Along with performance, Kinect integration is another aspect of the new dash I was taken back by. While the NXE eventually shoehorned in some functionality, support was very limited outside of starting and stopping videos with voice or pantomiming to pop up a separate interface. With the latest update, everything on the dash is Kinect-enabled. I watched Penello slide tabs over with his hands while sitting down as effortlessly as he would have with a controller.

Perhaps the most impressive aspect of the Kinect support is just how well voice commands work. Like the gesture support, everything on the dash is accessible via speech. "The voice stuff is getting better and better all the time," Penello said. "A lot of the learning for voice is in the service; it's up in the cloud." And speaking of the cloud, it's still coming along with roaming profiles and some other unnamed gaming features.

While the new look is quite sexy, it would be a complete waste if Microsoft couldn’t deliver on discoverability with the new dash. For starters, the new layout -- which is very similar to their Windows Phone 7 "Metro" setup -- is extremely easy on the eyes. No longer do ads clutter up the navigation experience, nor are you required to scroll endlessly though sections to find the latest deal of the week. Everything is organized, and thanks to Bing Search, can be discovered in a matter of seconds.

As the cornerstone of this for the new dash, Bing Search makes finding content quick and reliable via voice or text. If it exists on XBLA, Zune, Netflix, or any other service on the network, Bing will find it. At the moment, Bing is limited to title search -- it can't handle in-depth searches on categories such as actors, directors, and genres -- but the possibility wasn’t ruled out. One thing that is cool about the search results is being able to have it display only movies, music or games via Kinect, simply by saying “Xbox show movies” or “Xbox show games.”

My only concern with Bing, right now, is how it delivers its results. The user interface isn't final, and thus there is currently no way of telling which service content is being selected from. For example, the show 30 Rock exists on both Netflix and Hulu, but how Bing will separate the search in case of multiples is still undecided. However, it’s still quite amazing to be able to find content without having to enter any applications.

Outside of design and functionality aesthetics, the biggest addition for gamers is the new “beacons” feature. Essentially, beacons are game invites that don’t expire. Want to play Halo or watch Netflix with friends, but don’t want to wait for them to get online to invite them? Set a beacon. Your friends will get an alert -- called a “toast” -- anywhere they are signed into Live (Windows Phone 7, Internet, and Facebook). They’re a great way to organize all online activities.
For the Achievement whore, Gamerscore will now be tied to Facebook without the help of a third-party program. Don't worry about being bombarded with updates, though, as the process is completely manual. Get a rare Achievement and want to rub it in your friends’ faces? The choice is yours. One interesting thing about Facebook that Penello did discuss -- more as a vision than an actual feature -- would be the ability of sharing thoughts about a movie you just watched, straight from the dashboard, rather than logging onto Facebook afterwards and typing it up.

Unfortunately, the much-anticipated Live TV, On Demand, UFC, and YouTube features weren’t ready to be shown. Microsoft is absolutely committed to delivering live TV and promised to have great announcements this fall. If they are as equally executed as the rest of the new dashboard, then Xbox 360 users have a lot to be excited for later this year.
What do you think of this redesign? Order achieved?

Source :  http://www.destructoid.com/preview-the-new-design-of-the-xbox-360-dashboard-211133.phtml


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Review: BloodRayne: Betrayal

Very few people can claim to love BloodRayne as a franchise, and there's a reason for that. The original titles were critically derided, the series of Uwe Boll movies are particularly grotesque, and the comic books are obscure as Hell. However, when someone's looking for fans of BloodRayne, they need look no further than myself.

So, when news of a new BloodRayne game dropped, I was beyond excited. The fact that it appeared to be taking its cues from Castlevania was an added bonus, and the stage was set for a game that would finally make BloodRayne a respectable series as opposed to an eternally guilty pleasure.
However, this game's name -- Betrayal -- is stunningly appropriate, because I feel like I've been stabbed in the back.
BloodRayne: Betrayal is a sidescrolling platform/beat 'em up game that aims to take the old school approach to difficulty in games. Unfortunately, the "old school approach" means taking gameplay from a time when challenge wasn't about tight design and strategy, but about using broken mechanics to artificially inflate the danger, while lazily throwing as much crap at the player as possible. If that was WayForward's goal, then it passed with flying colors.
The biggest problem with Betrayal is that its controls are entirely too sloppy for a game that requires very precise commands. A big part of this problem lies in the art style. Games that take a hand-drawn visual style often feel "floaty" due to the indulgently animated characters and lack of distinct attack boundaries. There's a lacking sense of tactility to the fighting when compared to something that uses sprites or polygons, and if Betrayal's combat was insistent on being such a chaotic mess, it really ought to have sacrificed the pretty comic book aesthetic in order to take a graphical approach that complimented, rather than directly hindered, the gameplay.
This problem is exacerbated due to the fact that Rayne controls like garbage. For a start, she can't simply walk, instead breaking into a full sprint the moment you nudge the D-Pad (and you have to use the D-Pad, because analog sticks confuse her). She also cannot stop running without a lengthy "skid" animation, which makes her utterly useless for the game's myriad, ridiculously punishing platform sections. To give us a character that can't move without sprinting and can't stop without skidding, then throwing her into platform sections where moving ledges are thinner than she is, seems almost to satirize the problems inherent in games that put style over substance.

Betrayal's awful lack of appreciable control is carried over into the combat, which can quite accurately be described as a cluster of the purest fuck. There's a fairly predictable formula to the game, with each level splitting itself evenly between platform sections and miniature "arena" areas where a pre-set number of enemies spawn. I'm having a hard time deciding which section is the least fun.
As stated earlier, WayForward took the Battletoads approach to game design, where a developer feels it can just throw a ton of enemies around and exploit broken design elements in order to call itself tough. For starters, Rayne can't block attacks, and her only means of defense is a worthless dash move that propels her a pathetically short distance and usually just throws her into fresh trouble. Whenever Rayne gets knocked down, she takes too long to get back up, allowing the half-dozen enemies on-screen to ready a new attack. It's not uncommon to get knocked down, then get knocked down again as soon as Rayne recovers. In fact, this can happen repeatedly, all because WayForward thought a lengthy recovery animation was more important than creating a protagonist that was halfway useful.
Rayne is laggy due to the extra hand-drawn animations, unresponsive for reasons unknown to me, and seems willing to fight the player's commands to her own detriment. Even something as simple as turning around to face an enemy behind you seems impossible to do in a swift and efficient manner. She has some contextual attacks that usually just get her hurt -- for instance, she'll stomp on a downed enemy, which is rather useless when you want to attack the opponent that's still standing up and happens to be stood next to the grounded one. Rayne can hit an enemy, then hold a button to suck its blood for health, but if the potential victim is stood next to a creature that cannot be drained, Rayne invariably attempts to grab the one that blocks her attacks, which opens her up to a counter-move from the foe player's really wanted. Don't even get me started on the random attacks that have forward moment even when Rayne's stood still, which is great for sending her off ledges and toward her doom.

There's not even a lot of depth to the game. Combat is only slightly more advanced than Streets of Rage (and half as tight), and despite taking some cues from Castlevania, it lacks anything that made Konami's games so great. There are no real upgrades or level gains (outside of the option to boost your gun ammo or health with every five hidden skulls collected), the expertly designed maps are replaced by dull left-to-right levels, and the precise controls are replaced by something far too watery to deserve a place among the sidescrolling greats.
The only things that Betrayal copies verbatim from Castlevania are a range of small, annoying enemies that bob up and down while traveling across the screen. Yes, of all the things to steal from Castlevania, BloodRayne: Betrayal decided to steal Medusa Head enemies -- universally considered among the worst enemies in gaming history. The fact that WayForward had such a rich variety of excellent games to draw from, and came away with only Medusa Heads under its arm, confirms to me that the developers were far more eager to create an unfair, frustrating trainwreck of a game above all else.
I will at least say that some of the boss fights, as hard as they are, actually approach something resembling conscious gameplay design. They're pretty tough, and often just as chaotic as regular combat, but the addition of appreciable patterns and worthwhile tactics make for a brief respite from the absolute garbage circus that makes up the rest of the game. Defeating the boss monsters actually manages to feel satisfying, which is about the only time BloodRayne ever deigns to encourage positive emotions.

The final straw came for me in Chapter 13 of 15, a level already considered by many to be the point where Betrayal crosses a very real line. Rayne has to fight ghosts while head-stomping on a bunch of respawning flies. One false move and she falls to her death. These ghosts can apparently attack without requiring attack animations, and the laggy controls means that it's incredibly difficult to transition from attacking the ghosts to stomping on the flies. Not to mention, you get hit just once and you'll die. Add that to the already worthless control scheme and it becomes the point where I decided Betrayal had thieved enough of my time, and I bid adieu to what is, without a doubt, one of the most deeply unpleasant and miserable experiences of my gaming life.
I have no regrets. I'm sure there'd be some twisted, prurient sense of pride in completing the game, but it's not worth it, especially with the brutal scoring system that docks points for everything and delights in slapping an "F" grade on anybody but the most practiced and perfect of players. It's quite fitting that an already mean spirited game would go out of its way to discourage players and tell them that, even though they just finally beat a difficult level and should rejoice, they still technically failed because they didn't beat it quick enough. Some gamers will celebrate such a harsh and punishing game, but the less perverse among us do not believe that fun is measured by how much of your time and energy is thoroughly wasted on busted, lazy gameplay.
All of this is punctuated by the complete lack of personality that BloodRayne features. The game certainly looks gorgeous and there's plenty of blood, but the gore seems a cynical and shallow mockery of the sassy silliness that made the series what it was. Rayne's original personality is completely gone, replaced by a flat and featureless character. The story barely exists and tells a rather boring story about a man who turns into a bird, and there's just no raunchy, ridiculous humor to any of it. It's a po-faced, bland affair, and the beautiful graphics only serve to contrast the ugliness apparent in everything else.

I've had my ass kicked by many games over the years. Sometimes, such as with Demon's Souls or Metal Arms: Glitch in the System, I loved it. Other times, as with many of those crippled "old school" games, I've not been a fan. However, BloodRayne: Betrayal is the only game I've played where I've actively been put in a lasting bad mood. Betrayal is a game that actively alters my disposition, to the point where I don't feel happy for quite some time afterwards. It's an obnoxious experience that goes out of its way to make players feel bad, proudly reveling in the kind of gameplay that's considered old fashioned for a very good reason.
There are those out there that will join Betrayal in its revelry -- the kind of people who claim Battletoads isn't difficult and expect adoration for their gaming prowess. The kind of people who think that members of their preferred gender will find them intensely attractive because they find Ninja Gaiden to be so easy. Those people are a dying breed, and BloodRayne: Betrayal is a vestigial relic from an ignorant age, despite its graphics attempting to make one think otherwise. Its gameplay is ripped straight from the NES era, and it's high time everybody recognized that 95% of the NES' games were shit. If Betrayal was released in the eighties, it would not be in the rarer 5%.
Awful design, a counter-intuitive art style, and an obscenely cheap approach to difficulty makes BloodRayne: Betrayal a game that should be avoided by all but the most masochistic and deranged of gamers. The deep revulsion that this game inspires within me cannot accurately be described, but it is measured only by the intense, burning disappointment I feel as a fan of the series. WayForward can do so much better, and better is what BloodRayne needed.

Source : http://www.destructoid.com/review-bloodrayne-betrayal-210976.phtml


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Review: Dead or Alive Dimensions

The Dead or Alive series has never quite made it to the top tier of world-favorite fighting games. Despite having a large, dedicated fanbase, it's always hovered somewhere below Street Fighter, Mortal Kombat, and Tekken, though well above other great, lesser-appreciated series like Darkstalkers, Fatal Fury, and Guilty Gear, in terms of sheer popularity.

That's why I can't help but feel doubly sad for Dead or Alive Dimensions. Once again, the series has been shown up by a "bigger" series. Super Street Fighter IV 3D Edition was a 3DS launch title, is one of the most beloved fighting games ever, and it looks nearly as good on the handheld as it did on the PS3/360.
On the other hand, Dead of Alive Dimensions has been released during the 3DS' first official lull in sales, is from a franchise that few Nintendo-loyalists (and therefore, current 3DS owners) have ever played before, and it looks much more like an O.G. Xbox title than a PS3/360 game.
With all that going against it, is Dead or Alive Dimensions doomed to fail, or is this the start of the series' ascension to top-tier status?

Dead of Alive Dimensions (3DS)
Developer: Team Ninja
Publisher: Koei Tecmo
Released: May 14, 2011
MSRP: $39.99

There is so much going on with Dead or Alive Dimensions, I scarcely know where to begin. Normally when in doubt, I start with a game's story. In this case, that might just confuse me (and you) even more, but I guess I'll give it a go.
Dead or Alive Dimensions' storyline (which is a retelling of the story of Dead or Alive 1-4) is so incomprehensible that it makes Xavier: Renegade Angel look like Blue's Clues. Fourteen-year-old ninja girls get possessed (and promptly un-possessed) by forces that are never explained; a guy named Fame Douglas makes a speech about how fighting tournaments can change the world (right before he is assassinated); little sisters get smacked in the face by their older brothers after absolutely no provocation; evil clones explode; good clones suddenly try to kill their best friends with psychic fireballs;  and a white-haired lady in a skin-tight leather one-piece tells a man she just met that it's time for "Madness or death! The choice is yours!" before slapping him into unconsciousness.
These are some of the more comprehensible high points of the game's narrative. Nearly every single line of the game's story mode is Barry Burton-level ridiculous. As long as you know that going in, you may have a good time with it. I sure did.
Another plus for the game's story mode is that it does well to slowly teach you the ins-and-outs of Dead or Alive's signature fighting style. The game works on the rock-paper-scissors principle, but with hundreds of different kinds of rocks, papers, and cutting apparatus.
Like most fighting games, normal strikes (both punches and kicks) are nullified from blocking. What makes Dead or Alive different is that all characters can perform a type of offensive blocking called a "hold," which will counter a punch or kick and dish out damage to the aggressor. Likewise, blocking and holds are vulnerable to throws, while throws are easily crushed by punches and kicks.
That's just the basics. Mix in the standard high-medium-low guessing games found in most 3D fighters, along with throw reversals, throw combos, juggle combos, special moves like teleports and projectiles, environmental hazards, and tag-team mode, and you've just scratched the surface of what Dead or Alive's fast-paced, risk-reward fighting system has to offer.

So that's what Dead or Alive is in a nutshell. When it comes to specifics, Dead or Alive Dimensions is an amalgamation of the four prior games in the series, with the addition of bosses that were previously unplayable, a bunch of 3DS-specific features, and online play.
Every feature of the 3DS gets used at some point, including the gyroscopic camera control (for viewing backgrounds and collectible in-game figurines), motions sensor (for making said figurines jiggle), StreetPass (for downloading ghost battles against opponents you pass on the street), SpotPass (which allows you to download new costumes and unannounced content), the 3DS microphone (used to call in Samus from the Metroid series for an assist while on a special Other M-themed stage), and of course, the signature, glasses-free 3D display.
I'm usually all for making full use of the 3DS' special display, but with this game, I kept it off most of the time. With the 3D on, things tend to look a tad ghostly -- more so than they do with Super Street Fighter IV 3D -- and the frame rate is cut in half. With the 3D off, everything looks firm and solid, and the game runs at a constant 60 frames per second. 3D is fun to leave on during the bizarre cut scenes, but during gameplay, frame rate trumps the third dimension.

I'm also a big fan of how the game controls on the 3DS. I know not all of you will be, but I found the system's tight, tiny button and d-pad layout to be perfect for four-button fighters such as this. That might have something to do with the fact that I've been playing Super Street Fighter IV 3D on a daily basis since the 3DS launched, so I'm really comfortable with the 3DS by now.
With fighting games, I've always said that people will prefer whatever they're used to, be it a stick or a control pad, and that's not different with this title. As for 3DS-specific controls, you can perform any combo by selecting it from your character's move list, which is always present on the bottom screen. I think it's taking things a little too far, to make even the most complex combos in the game available at the touch of a button, but if that helps non-fighting fans to enjoy the game, I'm not going to hate on them for it.
As for the game's online mode, so far I've only played with people from my 3DS friends list, and I've barely experienced any lag. As for the online combat itself, it comes in two forms: one-to-one combat against an online opponent, or co-op tag team missions against CPU-controlled challengers.
As much as I enjoy fighting other people, I think I enjoyed teaming up with a friend against the CPU even more. It's a nice design decision that completing these tag team missions unlocks additional content in the game, like costumes and figurines. Some of the later missions are really challenging, and I think it will be a long time before my friends and I beat them all.

Speaking of which, I think it will be an even longer time before I unlock all of the content in Dead or Alive Dimensions. There are 1000 figurines to unlock, god knows how many costumes, and 25 characters (with a 26th rumored that I still haven't found yet). It's sort of irritating that upon first booting up the game, so few of those 25 or 26 playable characters are available, but it only takes a few hours of the game's story mode to unlock most of them.
The problem with that is, once you unlock some of those previously unplayable boss characters, it really throws off the balance. Though high-level players will likely have no problem taking out human opponents utilizing some of the heavy projectile-dependent boss characters, newcomers and relatively casual Dead or Alive players are likely to become annoyed with getting spammed by blue lasers fired off by lazy online opponents.
I have a few other niggling complaints about the games, like the lack of animation in a lot of story mode's cut scenes, the lack of instant rematch against strangers in online combat, and a pervading sense of corny, tacky, yuckiness that pervades throughout this (and every other) Dead or Alive title. For the most part, I can laugh off the impossible boob physics, the ridiculous cultural stereotyping, and general sense of idiocy here for the unintentionally amusing kitsch that it is, but too much of that stuff in one sitting will make you feel like your brain is shrinking.

Bottom line: Dead or Alive Dimensions is a really fun fighting game, one that this old Street Fighter loyalist has really grown to love. It doesn't have quite the same level of variety among the playable characters as my favorite fighting game on the 3DS, but it makes up with that with loads of unique content, single-player, versus, and co-op re-playability. Plus, a seemingly endless amount of unlockables and modes.
With the promise of tons of free DLC on the way, and the relatively lag-free online combat, it will be a while before I put down Dead or Alive Dimensions.

Source : http://www.destructoid.com/review-dead-or-alive-dimensions-201864.phtml


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Review: The Gunstringer

A skeleton cowboy marionette driven by revenge. Troma's Lloyd Kaufman driving dangerously. A beautiful, unlockable picture of our own Hamza Aziz. A gator that has sex with a lumberjack. Wait, hold on... what now?

Yup, this is definitely a Twisted Pixel game. Welcome to The Gunstringer, easily one of the most fun and original titles for Kinect.

With The Gunstringer, Twisted Pixel have woven together story and gameplay in a way no Kinect game developer has been able to do to date. It's a clever setup: you control The Gunstringer’s marionette with one hand, moving him through a stageplay as an audience -- hilariously captured as live-action video -- watches on. Using your other hand, you'll control an on-screen six-shooter reticule, taking aim to "paint" up to six targets. Pulling your arm up to your shoulder (the motion it would make in response to firearm recoil) lets loose a barrage of bullets.

Being an “on-rails shooter,” you won’t have to move The Gunstringer in a 3D space. Instead, Twisted Pixel guides you forward through the experience, and you’re tasked with moving moving The Gunstringer left and right, and in some cases up, down, and jerking your hand upwards to make him jump. Between articulating The Gunstringer's movements with one hand, and aiming and firing with another, things can surely get tricky. During some of the more demanding sections of the game, it gets a bit like patting your head and rubbing your stomach at the same time.

Fortunately, the Kinect sensor does a good job of keeping up with your actions, which makes playing The Gunstringer both fun and satisfying. The gimmick of moving a puppet back and forth with your hand clicks quickly, as your brain is fast to make sense of the natural action. The “paint and shoot” mechanic also works extremely well, not entirely dissimilar to Q-Entertainment’s shot at Kinect, Child of Eden. Really, it’s not a control scheme that couldn’t have been mapped to a controller; The Gunstringer often feels like parts of Twisted Pixel’s controller-based Comic Jumper. Admittedly, though, the controller-free experience gives the game an entirely different, fun, and welcome feel. That rubbing-your-belly-and-patting-your-head feeling I mentioned earlier goes a long way towards adding a layer of depth and challenge to the experience that you might not get with traditional controls.

It doesn’t come without a trade-off, though. While I’m still surprised by the accuracy of the Kinect sensor, and its tracking is mostly on point, it’s certainly not perfect. The “floaty” feel and small disconnect between your hands and on-screen actions is present, as it is with many Kinect games that try to match one-to-one tracking. This becomes really obvious when you’re required to quickly move The Gunstringer away from an obstacle, or gently guide him through a maze of booby traps with minor motions. It never becomes frustrating to the point of completely eliminating fun from the equation, but I ran into more than a few situations than I would have liked where I was blaming my failures on the hardware.

Great news about The Gunstringer is that it has an “Activity level” of “sitting-standing.” What this means is that compared to something like Ubisoft’s Your Shape: Fitness Evolved (which has an activity level of “bust your fat ass”), don’t expect to break a sweat playing The Gunstringer. While keeping your arms raised to move the puppet and fire your guns can get exhausting during a marathon session (e.g., when you have to review it and meet a deadline), any human gameplay session shouldn’t leave you wanting to take a nap. Unfortunately, while the game advertises “sitting” gameplay, I didn’t have much luck in that department. It worked, with the game recognizing that I was in front of the television and trying to play, but I found that the accuracy took a hit. Your mileage may vary depending on your setup (and maybe your height, how tall your seat is, etc.), but I ended up playing the entire game on my feet.

As with most Twisted Pixel games, there’s a ton of content here, including a handful of story-based chapters and the developer’s usual heap of unlockable content. The content is generally unlocked using cash earned for your in-game performance, so you’re encouraged to head back into levels you’ve previously completed to beef up your performance. (Bonus: there’s a photo of Destructoid’s own Hamza Aziz to purchase; sorry, he’s wearing clothes.) While you could probably blow through all of the main content in a few hours, these extras (as well as a tough-as-nails “hardcore” mode) kept me invested for quite a bit longer. You can even play the game cooperatively, which could add another set of playthroughs if you’re lucky enough to have friends who like being with you.

One glance at any of the game’s key art would probably be a dead giveaway that Twisted Pixel’s trademark sense of irreverent humor marks The Gunstringer’s writing, visuals, and sound. The game’s tutorial level features a skeleton cowboy puppet who shoots up an inflatable wavy tube man. Later, you face off against a creature that’s a result of sexual relations between a lumberjack and an alligator. I’m going to stop there, but you get where I’m going. Once again, Twisted Pixel manges to create a completely fresh set of likable, original characters, which is refreshing in a medium where gruff voices, wide shoulders, and fist-bumping machismo is the norm. Admittedly, some of the humor in The Gunstringer misses its mark, but all will be forgiven when you lay eyes on the game’s jaw-dropping live-action conclusion.

The Gunstringer is a great example of what talented developers can do with Microsoft’s Kinect technology when they think creatively. Sure, it’s easy enough to mimic what others have been doing with motion controls for years. And to be fair, The Gunstringer doesn’t do all that much that couldn’t have been done with the Wii’s or PlayStation 3’s motion controls. But Twisted Pixel’s original characters and oddball sense of humor -- married with enjoyable gameplay -- add up to a special gameplay experience that’s worth your time if you own a Kinect.

Source :  http://www.destructoid.com/review-the-gunstringer-211161.phtml


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Break everything you own with Hulk Hogan on Kinect

Panic Button Games will soon unleash Hulkamania via Hulk Hogan's Main Event, and those of you whom reserve at GameStop will be given a pre-order t-shirt.  The game will be exclusive to the Kinect, which of course means it intends to be a full-body, motion controlled wrestling game.  The con
cept is actually kind of neat.  You create your own wrestler via a character creator (like many wrestling games,) but you will receive training from Hulk Hogan himself in the ways of showmanship and crowd pleasing.

The game will feature 50+ moves, head-to-head multi-player and online leaderboards. Most of this isn't entirely new information, but we do have a release date now.  Prepare yourself, for Hulkamania will be upon us October 11th.

Source : http://www.destructoid.com/break-everything-you-own-with-hulk-hogan-on-kinect-211508.phtml


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Review: Hard Reset

What happens when former Bulletstorm and The Witcher 2 developers club together to make a first-person shooter about insane robots? Well, if Hard Reset is anything to go by, you get something very promising indeed.


Hard Reset has gained attention for its bold visual style and hardcore gameplay, but being a brand new IP in the PC indie market, it was always going to be a hit-or-miss risk. Fortunately, it's a risk that has most certainly paid off.
Those who have played Hard Reset will talk about its difficulty, but by far the hardest aspect of the game is working out what on Earth it's supposed to be about. Fully voiced comic book cutscenes open each level to present the narrative, but it's rather impregnable stuff. There's something about a "company" and artificial intelligence, with the robotic enemies that make up the entire game seeming to factor very little into the actual plot. I found the cutscenes annoying after a while, as they didn't really add anything to the game, and served only to waste time between cybernetic killing sprees.
In all truth, any narrative element can be quite safely skipped and nothing will be missed. It is but a distraction from the real point of the game -- intense combat against hundreds of violent robots. In this endeavor, Flying Wild Hog has most assuredly delivered. As is quite fitting for former members of People Can Fly, Hard Reset bears many similarities to the classic PC shooter Painkiller, presenting as it does hordes of swarming enemies with little else getting in the way of its over-the-top, adrenaline-pumping combat.
Hard Reset brings back the ideal of the "old school" shooter. Cover, regenerating health, and the fancy gimmicks of the modern shooter have been cast aside in favor of a game that focuses exclusively on the very fundamentals that made first-person-shooters what they are. It also resurrects the tough gameplay that such an era was known for. Hard Reset's robots are among the most vicious, aggressive enemies I've ever fought in a game, as they unrelentingly chase players through entire levels, swarm in droves, and deal plenty of damage to boot. Playing on Normal will offer some hefty resistance.

The challenge is a fair one, however. Despite the brutality of the game's enemies, no fight feels truly unreasonable. So long as players prioritize their targets, keep moving, and make the most of their weapon variety, even the stiffest competition can be put down. That doesn't mean it's not hectic, however. The ferocity of the enemies cannot be underestimated, and many of the huge arena-like conflicts will end with players breathing a sigh of relief and taking a moment to recollect their thoughts.
The player gets two weapons for the duration of the game -- the bullet-spewing CLN gun and the electricity-based NRG weapon. Despite the apparently limited arsenal, both weapons can be upgraded to house different modes, making each of the two firearms far more versatile. For instance, the CLN can be upgraded to become a shotgun, grenade and rocket launcher, or deposit mines -- with players able to make the gun transform between each mode on a whim. Meanwhile, the NRG gun can fire electric mortar shells, spray lightning, or be used as a railgun. Each of these modifications can be further upgraded with new properties, and the player can also boost his own health, ammo capacity and shield strength.
These upgrades are paid for at upgrade stations using NANO earned via kills and found littered throughout the levels. Each stage features multiple secret areas where large NANO caches are available, and some of these positions are quite fiendishly hidden. That said, there's enough in-game cash within easy reach for players to piece together a worthy selection of upgrades, some of which are damn-near essential for facing the game's most difficult battles.

Hard Reset's strength comes from its undiluted purity of gameplay. It commits to presenting a certain style of shooter and never deviates from that course, only evolving in terms of how big its combat sequences grow and how much the increasingly devastating robots up their ante. Those with fond memories of older FPS games will feel right at home with what Hard Reset offers and ought to revel in the consistent level of high octane carnage it delivers. There's an unquestionable satisfaction in each fight, especially when the final bot has exploded and the player stands among various steel limbs and burnt-out hulls, surprised to somehow be alive.
That said, Hard Reset isn't without its frustrations. The biggest issue stems from the fact that the player character moves a touch too slowly for the fast pace of the game. Sidestepping charges from large enemies or avoiding projectiles become near-impossible tasks considering how swift everything is in comparison. One boss' attacks are literally unavoidable due to the player being logistically unable to clear the splash damage of its missiles. Fortunately, the game presents just enough health pickups to balance the disadvantage, but it's still quite annoying to absorb so many inevitable hits while feeling helpless.
Another issue is that Hard Reset is a particularly short affair. It can be cleared in around four hours, with an ending that doesn't feel like an ending at all. In fact, the game's conclusion feels more akin to just getting rudely thrown out of the game without any sense of closure. It's a shame that such a consistently engrossing game is so jarringly cut short.

That said, for thirty bucks it's not much worse than your average retail product, and the sheer fun of the combat ought to encourage a second play. Simply for what it provides, Hard Reset deserves one's attention and only those who are thoroughly obsessed with game length and their mutated idea of "replay value" should feel completely repulsed by the notion of a short campaign.
Hard Reset looks gorgeous and has an incredibly hard, loud aural presentation. Featuring bold environments with Blade Runner influences and a range of robots that all look cold and threatening, it's quite an aesthetically impressive effort, especially for the studio's first outing. I love the bright, colorful lighting effects, and how they contrast against the gritty backdrops. It has a very derivative look, but it's worn so confidently that it might as well be of the game's own invention.

Hard Reset is truly a great experience, especially for fans of titles such as Painkiller and Serious Sam. Its devotion to distilled, pure, videogame violence is something that deserves respect, and the fact it's performed so sleekly and satisfyingly is a fantastic surprise. With Hard Reset, an excellent sense of level design and game balance has been married to a ruthless difficulty and voraciously furious combat to create something that tests the nerves and addicts the mind.

If you're sick of all the military shooters vying for your attention but still want an honest, straightforward FPS experience, Hard Reset has the cure for your fever.

Source : http://www.destructoid.com/review-hard-reset-211149.phtml



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Tuesday, September 6, 2011

Information and Technology of Samsung Galaxy Ace S5830

The Samsung Galaxy Ace can get far with a name like this but it isn’t going any further than its comfortable midrange spot. You know, if you want the best seat in the house you need to move the cat. The Samsung Galaxy Ace S5830 is a feline droid – the black cat in Samsung’s Android portfolio. And it spells bad luck for the competition – mid-range droids are a force to be reckoned with in the smartphone world. 


With the kind of specs, the Galaxy Ace could have passed for a high-end phone a while back. So, if your processing power and screen estate needs haven’t risen sharply during the past year or so, the Ace will serve you well.

Samsung Galaxy Ace S5830 prices :
IDR  : 2.950.000
EUR : 245
USD : 350

Samsung Galaxy Ace S5830 specifications :



General 2G Network GSM 850 / 900 / 1800 / 1900

3G Network HSDPA 900 / 2100

Announced 2011, January

Status Available. Released 2011, February



Size Dimensions 112.4 x 59.9 x 11.5 mm

Weight 113 g



Display Type TFT capacitive touchscreen, 16M colors

Size 320 x 480 pixels, 3.5 inches


- Multi-touch input method

- Accelerometer sensor for UI auto-rotate

- Touch-sensitive controls

- TouchWiz v3.0 UI

- Swype text input method



Sound Alert types Vibration; MP3, WAV ringtones

Loudspeaker Yes

3.5mm jack Yes


- DNSe sound enhancement



Memory Phonebook Practically unlimited entries and fields

Call records Practically unlimited

Internal 158 MB storage

Card slot microSD, up to 32GB, 2GB included



Data GPRS Yes

EDGE Yes

3G HSDPA, 7.2 Mbps

WLAN Wi-Fi 802.11 b/g/n, DLNA

Bluetooth Yes, v2.1 with A2DP

Infrared port No

USB Yes, v2.0 microUSB



Camera Primary 5 MP, 2592x1944 pixels, autofocus, LED flash

Features Geo-tagging, face and smile detection

Video Yes, QVGA@15fps

Secondary No



Features OS Android OS, v2.2 (Froyo)

CPU 800 MHz ARM 11 processor, Adreno 200 GPU


Qualcomm MSM7227 chipset

Messaging SMS(threaded view), MMS, Email

Browser HTML

Radio Stereo FM radio with RDS

Games Yes

Colors Black

GPS Yes, with A-GPS support

Java Via third party application


- MP4/H.264/H.263 player


- MP3/WAV/eAAC+ player


- Organizer


- Document editor


- Image editor


- Google Search, Maps, Gmail,


- Voice memo/dial


- Predictive text input



Battery
Standard battery, Li-Ion 1350 mAh

Stand-by Up to 640 h (2G) / Up to 420 h (3G)

Talk time Up to 11 h (2G) / Up to 6 h 30 min (3G)

Source : http://informasicellular.blogspot.com/2011/03/samsung-galaxy-ace-s5830.html


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Review: Dead Island

With its debut trailer, Techland set itself the impossible goal of living up to self-generated hype on a massive scale. The video, which showed a family beset by zombies while a hauntingly beautiful refrain played, led one to believe that Dead Island would be an emotional roller coaster that touched on the human side of undead apocalypse. Well, it's not.


Those with even a small degree of cynicism could have guessed Techland would fall short of its conceptually ambitious opening gambit. Instead, Dead Island almost completely abandons narrative in favor of unadulterated violence, co-operative combat, and roleplaying elements. Whether or not this was a wise decision depends on one thing ... how awesome you think poisoned katanas and exploding knives are.


Dead Island gives players control over one of four characters -- Xian Mei, a Chinese ex-cop who specializes in bladed weapons, Purna, a bodyguard with a predilection for firearms, Sam B, a rapper who uses blunt objects, and Logan, a former football star who's deadly with throwing weapons. The cast represents a vague collection of "classes" with their own unique skills and upgrades. Which character you pick depends more on your playstyle as opposed to whether or not you're interested in the rather flat personalities.

In stark contrast to the game's marketing, Dead Island isn't much for exposition. Although there's a somewhat basic story, punctuated with occasional cutscenes, the vast majority of time revolves around a single motivation -- you're trapped on a resort island full of zombies, and you have to kill them all, while completing inane quests and looking for a way off the rock. Every now and then, Dead Island will try to tug at the heartstrings with an "emotional" moment, but the characters are so one-dimensional and the dialog so forced that these serious sequences are laughable at best. Those looking for a decent story will have to go elsewhere because Dead Island's writers make only the most token of efforts.
What we're left with is a game that is, essentially, Borderlands with zombies. The class-based leveling system, implementation of upgrades, mission structure and level exploration are ripped wholesale from Gearbox's critically acclaimed game. It's a strange experience that attempts to blend realism and roleplaying together. On the one hand, your characters have low defense and are forced to fight with weapons that easily break. On the other, you're ransacking treasure chests for loot and creating axes wreathed in flame or rifles that shoot toxic bullets.

Combat in Dead Island is similarly two-faced, since it's both fun and frustrating at once. There's a very real joy to be had in taking zombified opponents apart with increasingly powerful maces, swords, and molotov cocktails, but at the same time, this enjoyment is undermined by severe player weaknesses and unfair advantages given to the zombies. For instance, while your attacks are easily broken, most zombies shrug off blows and cannot be stopped once they start their assault animations. Later levels also spawn endless amounts of fast "runner" zombies that can demolish a player within seconds. If you're playing solo, expect to die a lot, because Dead Island is fond of spawning fast-moving enemies in groups of five, which are impossible odds for all but a four-man group. There's a reason why death in this game is punished only with a percentage of cash loss -- it would be impossible if you had to restart at checkpoints.

Player attacks frequently miss as well, sometimes due to the unwieldy attack animations, other times thanks to the inherent difficulty of melee combat in a first-person perspective. Other times, your attacks will harmlessly pass through zombies as they happily pummel you into paste. The "kick" move, for example, is meant to push enemies back, but sometimes they'll run through your leg to get their hits in. The lack of transitional animation also works in the undead's favor -- many is the time I've tried to sneak up on a zombie, only to have it instantly face me with no animation in between its two positions, allowing it to score a cheap hit first.

Zombies are prone to grabbing players, resulting in a brief quick-time-event that surrounding enemies will gleefully exploit to score more irresistible hits. Even things beneficial to the player indirectly help the enemy -- poisoning, electrocuting or burning opponents, for example, make them more dangerous to fight due to their ability to transfer the damage. While it's useful to electrify a zombie, if it dies at your feet, you'll be the one to take damage. Don't even get me started on the bizarre spawn points -- several times I've respawned right back in the middle of the same group of enemies that killed me, giving them a chance to do it again and again. The name Dead Island is very, very honest -- this place belongs to the living dead, and they're damned if you're going to get one over on them.
This all sounds rather negative, but I must stress that Dead Island is a fun game -- it's just fun in the most frustrating way possible. The focus on loot and acquiring power is most compelling, especially once you acquire modifications that can be added to weapons at upgrade tables. These mods, which turn ordinary weaponry into devastating electrified blades or spiked torture implements, are insanely satisfying to use. Modded weapons will also inflict special status effects when a critical hit is scored -- for instance, a toxic sword can cause zombies to bend over and violently vomit, rendering them immobile and doing intense damage. These are the moments that keep one playing, and they always deliver.

Weapons take damage as they're used and require constant repairs at upgrade tables. This can be quite galling, but the weapon degradation can prove tense and it encourages players to keep a healthy range of equipment on hand. Weapons can also be upgraded to deal more damage, although quite why players need cash to do this is anybody's guess. Money is already easy to lose with frequent deaths and expensive weapon purchases, so it's rather annoying to need to spend it on repairs and modifications, especially as mods also demand players to salvage various ingredients from around the world. Despite these hangups, however, the weapon system is still enthralling, and once the really powerful weapons are discovered, the effort feels truly rewarded.

Once you get used to the combat system's intentional and unintentional quirks, there's a lot of sadistic glee to be found. Caving in skulls with sledgehammers or lopping off arms with cleavers never stops being devilishly amusing, and the brutal animations coupled with deliciously squicky sound effects seals the deal. So long as one is prepared to buy a lot of medkits and die often, jumping into the combat can be intense and rewarding -- even more so once the "boss" grade zombies start showing up, such as the towering, straitjacketed "Ram" that charges like a bull, or the horrifying "Butcher" that lacks hands and attacks with sharpened forearm bones. These creatures are intimidating, often scary, but so very rewarding to beat.

Interestingly, the most engaging battles aren't against zombies, but humans. Once players get through the opening act, they encounter looters and soldiers who will attack anything that moves. These ranged battles are of a slower pace and feel far more tactical, especially due to the high damage that enemy gunfire can deal. These battles switch up the gameplay a considerable amount, and are frequently among the standout moments of the whole experience.
Each character has three skill trees, with useful abilities that are unlocked and upgraded with each level gained. The first skill tree is for the character's unique "Rage" power. Rage is a lethal, temporary character state that allows one to attack quicker, deal heavy damage, and see enemies rendered in red for easy targeting. The second skill tree governs combat ability, conferring bonuses on the character's weapon-type of choice, increasing critical hit chances, and buffing status effect damage. The final skill tree concerns itself with survival, offering abilities that make medkits more effective, or weapons more durable. Entirely copied from Borderlands, it's nonetheless an adequate skill system that encourages players to rack up their XP and gain evermore crucial powers.

Dead Island is at its most fun when played in co-op. Mitigating some of the frustration and cheapness of solo combat, having three friends to join in on the action makes the game feel far more playable and the combat a lot more action-laden. The drop-in/drop-out co-op works rather well, especially thanks to the fact that it tracks players who are at the same point in the game as you. An icon tells you when a player is "nearby" and allows you to join their game at the press of a button.

There are some downsides to co-op, though. Firstly, you can only join players who are on the same chapter as you, or on a chapter you've already cleared (unless invited by a friend). Secondly, progression in co-op is rather broken, as missions and world travel requires all players to be near each other in order for things to proceed. Already, I've been in several games that had to be stopped because one player was still in the session but seemingly abandoned their console, meaning nobody else could continue a mission or travel to a new map. It would be very easy for trolls to exploit this, and it requires that all players agree to do the same course of action. Anybody who tries to just do their own thing will likely stop the rest of the team from doing anything. It's a shame that such an open co-op experience would have such limitations, and it's rather annoying for my progress to be interrupted by a player who has no interest in whatever I'm trying to accomplish, and causes me to drop out of my own game.

Dead Island's biggest problem, however, is that it's just not a finished game. No matter how fun it can be, there are so many irritations caused by poorly implemented features, or features that weren't implemented at all. Some instances involve zombies using what are clearly stand-in animations, the kind of stuff you'd see in a game's alpha build -- just watch zombies in any level with windows, and watch as they walk toward the glass and it stutteringly shatters upon the briefest of contact. One character, Xian, has the ability to pick locks, but throughout my playthrough, I found only two locked chests, right at the beginning. It's almost as if the developers simply forgot to include more, and thus I feel like I wasted three skill points in leveling what I thought would be a crucial ability (edit: I've since found out that locked chest just show up as unlocked when skill is active. I was given no indication of this). Dead Island's getting a day-one patch with a staggering thirty-seven fixes, but the issues that really stood out for me aren't listed among them. This is a game that's likely going to get patched a lot, because it just isn't complete.

Ultimately, this is a Techland game that looks just like a Techland game. The glitches, the low quality graphics, and the bizarre gameplay issues that are hampered by broken animation and temperamental collission detection scream of a game that needed at least a few more months of development. To say Dead Island is rough is to be diplomatic. It is, in many ways, a severely broken mess.
Yet ... it's a fun broken mess, at its most ultimate conclusion. So much about Dead Island doesn't work, but its ambitious concept is so earnestly presented and its loot-heavy character progression so addictive, that it somehow manages to get away with a laundry list of problems that ought not to be forgiven. I hate Dead Island, yet I adore it at the same time. Its combat irritates the shit out of me, yet I created a knife that has a 75% chance of making heads explode with one stab! Co-op is obnoxiously restrictive, yet I can't help jumping into games because taking out zombies in groups is so cool. Its story is inane and pointless, yet I found a bonus enemy in the jungle with a hockey mask -- called Jason -- who had a secret chainsaw in his cabin. Dead Island is the kind of game that mercilessly punches you in the gut with one hand and gives you a slice of birthday cake with the other.

They say the bumblebee is a creature that shouldn't fly, due to its body mass and wing span making it a physical impossibility. The same can be said of Dead Island. It's something that shouldn't succeed, and often doesn't, yet it does something to make it all click together. This is a game I foresee playing extensively beyond completion, because it has an inherent magnetism and a vicious charm that cannot be denied, even in the face of so much aggravating game design and buggy roadblocks.

There's a lot of content to be found, as well. With at least thirty hours of gameplay and a lot of secrets to uncover, Dead Island is a huge title. Depending on your mileage, that means a lot of entertainment to make up for the exasperation, or a huge amount of unhappiness interspersed with moments of gratification. Whatever your disposition, Dead Island throws enough crap at the wall to ensure some of it sticks.

Is Dead Island good? Yes it is ... but it isn't at the same time. It's inspired, but turgid. Brilliant, but flawed. Fun, but infuriating. Like the living dead itself, Dead Island is a contradiction from beginning to end. However, I feel you need to play it, because despite copying so much from infinitely smoother games, there's nothing quite like it on the market. That, itself, is yet another contradiction in the confused, conflicted, often completely beautiful mess that is Dead Island.

Source : http://www.destructoid.com/review-dead-island-210611.phtml


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Review: Razer BlackWidow Mechanical Gaming Keyboard

Everyone thinks of taking their game to the next level, and many times, the brain goes straight to replacing the video card or some other internal computer part. However, one of the easiest improvements you might be able to make is upgrading your keyboard.

I present to you the Razer BlackWidow Mechanical Gaming Keyboard. With a sleek design, high quality mechanical keys, and easily programmable macros, this keyboard will be the your front line in getting in front of and demolishing the competition.
In case you don't know how a mechanical keyboard is different from a typical keyboard, I'll give you the key differences in a nutshell.
There are three main types of keyboards: membrane, scissor switch, and mechanical. Membrane keyboards are the most commonly used, with each key positioned over a rubber dome, one for each key. However, every single one of these domes aren't always uniform thickness, which changes the endurance and springiness of each key. Because of that, the feel of each key will not be uniform across the entire board. These are the cheapest keyboards, and you can expect them to last for about ten million keystrokes.
The second type of key, which is commonly used in laptop keyboards, is the scissor switch key. These are a little pricier than membrane keyboards, but are a slightly more springy to facilitate faster typing. In addition to having that extra pop, these keyboards also have faster response times, are quieter, and have double the life expectancy of a membrane keyboard, rated at about twenty million keystrokes.
As good as scissor switch keyboards may sound, mechanical keyboards really hit it out of the ballpark. Each of the keys on these boards have their own mechanical switch that quickly snap back into position after being actuated, which allows for even faster typing than a scissor switch keyboard. In addition to this, the mechanical switches make a very distinct clicking when pressed, and have a very solid feel to them because of their weight. However, because each key is its own individual part, it really jacks up the price. On the other hand, the price is more or less negligible when you consider the massive 50 million keystroke life expectancy; over double a scissor switch, and five times greater than a membrane keyboard. Do the math and you'll see you save a ton of money by investing in one of these instead of buying multiple of the other types.

Today, we're going to focus on one mechanical keyboard in particular: the Razer BlackWidow Mechanical gaming keyboard. While this review is about the regular edition of the keyboard, the Ultimate edition is more or less the same, just with a back light for the keys, and a USB and audio jack on the keyboard (also note that the Ultimate edition takes up two USB jacks instead of the one that the regular edition requires).
I have pictures from the unboxing that I will post in the gallery, but I think it's kind of silly and a waste of time to talk about it, so I'll just skip straight to what I think about the keyboard itself.
Razer BlackWidow Mechanical Gaming Keyboard specs
  • Keyboard type: Gaming
  • Connection type: USB 2.0
  • Colors: Black
  • Operating Systems supported: Windows XP, Vista, 7 (Though there is a mac version)
  • Full mechanical keys with 50g actuation force
  • Response time: 1ms
  • Programmable keys with on the fly macro recording
  • Ten separate macro profiles with on the fly switching
  • Five dedicated macro keys
  • Multimedia controls (requires use of the function key)
  • Braided cord

What I noticed immediately is the really bright gloss they used to coat the keyboard. It looks nice, but it's a real finger print magnet. Honestly, I would have much preferred it if they left the gloss out. I'm getting tired of wiping my keyboard off to keep it looking nice.
The first thing I had to try out, of course, were the keys. Because it's a mechanical keyboard, the keys actually register mid way through the actuation, which can be both a good and a bad thing. Good because it allows for faster typing, but bad if you are switching between several keys (WASD movement) because that means you have to go a little farther up than you would with a scissor switch key, or both keys will end up being pressed. It was also very loud! Compared to the scissor switch keyboard I had been using before, it was almost imposingly loud, and almost unbearable. However, after a few days of use, I came to get used to the noise, and it's nice to hear that you pressed the key instead of maybe not being so sure.
As a side note, the font they used for the keys is laser engraved, giving it a nice permanent feeling to it. You won't have any issues with the letters wearing off after a while. However, they used a non-conventional font, which is a little more difficult to read at a glance compared to most keyboards. Honestly, I would have preferred if they had just used the regular font, even though the font they used looks sleek and cool.
Another thing I noticed early on was that it was heavy! Much heavier than any keyboard I had owned before, weighing around five pounds. When you pick it up, you can feel that the keyboard is durable and made of some quality stuff. A combination of the weight and rubber track on the bottom makes sure it won't slide around on your desk.

The macro program that the keyboard utilizes is pretty easy to use once you get used to where things are, and the on-the-fly macros are extremely handy. It should be noted that the keyboard itself does not have any on-board memory, so any macros you make will not be carried with the keyboard. It's a little annoying, but I don't move around much, so this isn't a huge deal to me.
Another thing that kind of bugs me a little is the altered key placement, the first being the placement of the F keys. There's a seemingly huge gap between the esc key and the f1 key, which really throws me off, because I use all of the F keys pretty frequently, and I often miss both the esc and f1 keys with this keyboard. I think this is more of a "me getting used to this keyboard" situation instead of it being a flaw, though the schizophrenic side me of me says that while there's nothing wrong with breaking the mold, there are some things you just have to conform to.
As well as the esc and f1 key issue, I often find myself pressing the m5 key instead of ctrl, because I glance down to look for the corner key, and hit the wrong key by accident. Again, I believe this is something I just need to get used to rather than a flaw.
There is an issue that I've heard of many people having with this keyboard, but I have yet to experience it myself. Several customers have reported that the space bar will sometimes somehow shift and end up touching the alt key, which makes the space bar (and the alt key I assume) extremely hard to press. I don't really know if this is a common manufacturing defect, or if these people are just throwing their keyboards against a wall; all I know is that for the majority of keyboards sold, this is not a problem. If it is a problem, however, the keyboard does come with a one-year warranty that should clear that right up.

In addition to this, I think the shift key is a little more difficult to press than the rest of the keys. It's pretty subtle for me, but it makes capitalizing a bit of a pain sometimes. I believe this has to do with the angle I press the shift key, and it is only slightly noticeable, just thought it should at least be mentioned.
All in all, this is a great keyboard. The design is sleek and smooth, the key presses are sharp and accurate, the macros are fairly fast and simple to use, and it's priced relatively cheaply at $79.99. Also keep in mind that if you would like the back lighting and USB/Audio jack plug ins, you can pay $30 more for the Ultimate edition, but I don't think it's worth the money. Turn on the lights and plug your stuff into the front of your tower; save your hard earned money for something more worthwhile.
Despite the drawbacks I talked about in this article, I still think the pros outweigh the cons, and the keyboard is worth every penny. I really enjoy the keys, macros, and the ungodly 50 million keystroke life. If you're looking into getting a keyboard that will last you a long time, I highly recommend you add the Razer BlackWidow Mechanical Gaming Keyboard to your gaming arsenal.

Source : http://www.destructoid.com/review-razer-blackwidow-mechanical-gaming-keyboard-209664.phtml


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