среда, 30 декабря 2009 г.
четверг, 10 декабря 2009 г.
Anything3D News!
Christmas is coming and the companies set discounts for their products. Anything 3D Corp. sets the unbelievable discounts for their software!
Please, feel free to visit the home website www.Anything3D.com and see the great discounts of the A3D Christmas Sale!
вторник, 24 ноября 2009 г.
Serif MoviePlus X3
One more software review for this week.
A digital video-editing product, suitable for all users
If you’ve ever considered breaking into the amateur video-editing business, no doubt you’ve encountered the dozens of applications available. It can be difficult to choose the right product: there is a very fine balance between functionality and ease of use, which will vary according to your level of experience and what you need.
Coming in at the entry level is Serif’s MoviePlus X3, but it doesn’t stop there. This application is surprisingly robust and will have even experienced professionals saying, “Wow, I wish our software did that.” Like many Serif products, MoviePlus X3’s interface bears a strong esemblance to Adobe’s counterpart – Premiere, in this case. With a quick glimpse through the tutorials, you’ll be ready to go thanks to the ‘all-in-one’ approach Serif has taken.
From within the application, you can capture footage directly from a FireWire-compatible camcorder or USB camera, or rip audio straight from a CD. The editing process is divided in two: storyboard mode and timeline mode. Storyboard mode is a straightforward, DIY ‘wedding-video’ mode that lets you drag and drop video and audio, insert a few amusing text overlays, or even record voice narration directly into the video.
When you’re done with that, jump into the incredibly easy-to use DVD menu-building function; use a template, or customise the features to your liking, and use the built-in DVD or VCD burning software. For the more ‘mobile’ approach, export for iPod or PSP, or directly to YouTube. It really is incredibly easy to use with as few frills and fuss as possible – almost all the nitty-gritty is taken care of for you.
On the other side is the timeline mode. This should appeal to the more experienced user, or those who would like to fine-tune their accomplishments from the storyboard. While it’s not quite as sophisticated as high-end users might like, there is no shortage of features here. Clips can be moved between tracks, sliced up and adjusted in any way you’d like. Transitions between clips can be altered, and there’s even a four-point, free-transformation tool to move, scale and rotate clips for pseudo-3D effects and delivering picture-in-picture for replays and the like.
Interpolation for transitions and other effects can also be adjusted, but there is unfortunately no way to manually edit the Beziers – instead, you’re reliant on a few variants between ‘fast’ and ‘slow’. There are no functions for dynamic time warps either, but you can at least adjust the playback speed of individual clips or slices thereof.
The interactive tutorial system should get anyone on their feet and editing in minutes, and there are plenty of quick templates, drop-in effects and overlays to ensure your family holiday movies are better than the Joneses’.
понедельник, 16 ноября 2009 г.
Shin Megami Tensei: Persona Review
Sony PSP review by Shawn
The unexpected success of Atlus' Persona 3 and 4 introduced tons of new fans to the series that probably haven't experienced anything that came prior. Thus, Atlus is releasing a remake of the original Persona (released on the PlayStation back in 1996) on the PlayStation Portable, with some changes that bring the game closer to the experience found in Persona 3 and 4. But does this tarnish the original game, or deliver a refined experience that both long-time and new fans can enjoy?
The most notable change long-time fans will notice in the North American version is a completely retranslated script. The original PlayStation version westernized the Japanese setting of the game, giving the script an entirely different take. The characters were radically edited (some even changing nationalities in one severe case) and an entire sub-quest was removed from the game. The remake is much more faithful to the original Japanese script and adds back the removed sub-quest. For newer fans, all the same spells, items, and Persona names from Persona 3 and 4 are kept, making the transition much less jarring than if one was to play the original PlayStation version.
While a new translation is nice, a game needs a good story to back it if it's going to interest players. Thankfully Persona's story, while nothing truly groundbreaking, is entertaining enough to keep player's going. The story begins with a group of kids who are granted the power of "Persona", the ability to summon the powers within themselves in battle. They get caught up in an evil plot involving a madman trying to take over a parallel dimension to become a god, although as the player gets deeper into the game more truths begin to come to light. Most of the characters are also nicely developed, having their own flaws and strengths that are touched upon, although sadly a few characters are given more attention over the others, which was a bit of a disappointment.
Battles in Persona are very different than those found in other RPGs, or even Persona 3 and 4. Characters and enemies are placed on squares on a grid. Depending on where the characters are placed, they might not be able to attack certain areas of the grid, or use a magic spell on a specific enemy. This also applies to the enemies, which requires the player to constantly keep track of where everyone is placed on the grid to deal the greatest amount of damage while limiting the damage they take from enemies. While the game makes this easy to edit in and out of battle, in some battles this becomes somewhat of a bother because players have to spend too much time micromanaging instead of enjoying the battle. Another issue with the battle system is that guns are completely unbalanced in regards to normal attacks. Unless the opposing enemy repels or nulls gunshots or has a weakness to a specific element, the player is almost always better off enabling the game's auto options for guns and waiting until all the enemies are dead. Halfway through the game, when access to more powerful guns and ammo is granted, this becomes the only way to avoid wasting tons of time healing a party after each battle. For what is such a strategic approach to battle, it is unfortunate this breaks the game so badly and is needed unless the party is over levelled.
In another twist on the genre, Persona's dungeons use a first-person viewpoint. While nothing is wrong with this approach, the game fails to utilize it to its full potential. The generic slews of traps (movement reversal, status effects) are present, as well as switches and tile puzzles, but outside of that, the objective is to simply find the next floor or the boss of the dungeon. Treasure rooms are plain to see in the mini-map (which reveals the areas a few squares away from you). There's no reason to explore areas on the map which lead to dead-ends, unlike some games which give a special bonuses for discovering areas of the beaten path --- the only reward will be incurring more damage due to the game's use of random battles.
The graphics in Persona are quite detailed in some areas, and incredibly dull in others. The overworld has been entirely redone in a style similar to Persona 3 and 4, although it's required to move around the overworld instead of picking items from a menu. The new animated cutscenes are very impressive, giving a pseudo-3D effect that is technically amazing when seen in motion. However, the dungeons are incredibly dated compared to the facelift the game got everywhere else, with the same dull designs used for the walls. The change to widescreen only draws more attention to the game's occasional graphical flaws and considering that the majority of the game involves trekking through these dungeons, it's something that's rather hard to ignore.
The main campaign is a very decent length for a game on the PlayStation Portable, but for those who want to engross themselves more into the world of Persona, there is a hidden sidequest that can radically alter the story. Also, because only five characters can be used, further playthroughs can disclose more story, if different characters are chosen. Hidden dungeons also have an extra level to them, and this is only available after completing the game.
Conclusion
With this remake, Atlus was walking a fine line between trying to use elements from Persona 3 and 4, while keeping the same feel as the original. But when there are obvious issues such as the archaic and unbalanced battle system and graphics in dungeons that are incredibly dated, it weakens what Atlus has done here to enhance the game’s storyline. Those that can look past the issues present in Persona will find a lot to love, but for everyone else, this is a game that might not appeal.
The review says it's 7/10
Hope it will be worst it's time.
See ya next week!
вторник, 10 ноября 2009 г.
Reviews// Football Manager 2010
The release of Football Manager 2010 is just around the corner, and having played the review code for several days – and a number more after updating (as such) to the demo code – it seems fans are in for another solid year of management simulation. However, with Eidos and Beautiful Games Studios entering the market again with Championship Manager 2010, it’s an important time for Sports Interactive and SEGA. Does FM still belong at the top of the food chain in the stomping ground of football management simulation?
With any annually released sim, each year will bring a new user interface. This year is no different for FM, and SI has ditched the tried and tested layout of having the menu on the left and the content in the middle, and replaced that with an extremely well presented design. The main menu is now spanned across the top of your screen, with everything below that used for content. It looks and feels like an extremely sleek and user-friendly website. Considering how long players tend to stare at these screens, it’s nice to have a cool blend of soft colours to take the strain off your eyes.
Something else that was quickly noticeable was how fast the game plays. The code feels tight, and the game itself runs more quickly and more smoothly on my machine than last year’s outing. I think it also needs to be said that for the most part, FM isn’t far different from last year. The core mechanics are very much the same, with a few key areas being targeted for improvement.
One of these is the match engine, a core component that you hope and generally expect to change each year. With the improvements [CM 2010 has displayed, it was important Sports Interactive’s FM 2010 followed suit. From all the games I’ve played to date, it’s evident SI has delivered on a massive scale. It plays beautifully. It’s a virtual game of football like no other; a genuinely entertaining spectacle with extremely deep workings behind it.
Granted, the animations in its pseudo-3D mode don’t quite match up to that in [CM 2010, but it is leaps and bounds ahead in every other category. The FM 2010 match engine continues to improve on a scale any fan should be appreciative of. The vision and passage of play of your team will raise the sincerest of smiles, whilst defensive blunders will have you fuming. All of it feels positively authentic.
It’s also a good sign that I’m still sticking with the 3D match engine this far into playing it, despite the fact I had to switch back to 2D top-down in CM 2010 after just a few games.
Also on the list for improvement were tactics and tactics creation. Previously, in typical football fanatic fashion, the ideas in my head never quite translated as well as I hoped on the pitch. Despite naysayers, I insist on putting this down to the tactic creation itself. In times of trouble, I would often find myself scouring the web for “super tactics”, and whilst some of them did work, they were hollow victories. They detracted from the gameplay, and I still felt like I was playing a game where finding and beating the secret formula was the first thing you ever had to do.
Fortunately, things have changed! I no longer have to face the mystifying challenge of translating my ideas into sliders, a skill many had mastered, but one I could never quite learn. With the new tactics creator, SI has listened quite extensively to its community in an attempt to improve the level of control the player has over their team and how it plays.
The Tactics Creator Wizard takes you through 8 fairly simple steps: Introduction, Formation, Philosophy, Strategy, Player Roles, Player Duties, Adjustments and Summary. Once completed you can quickly edit the formation and instruction for your players, such as stating which centre back will challenge and which will cover; making your central midfielder a deep lying playmaker; having your wingbacks pushing forward for support when on the attack – settings that I’ve previously wanted to define, but working that into sliders always seemed impossible.
среда, 4 ноября 2009 г.
IKIVO White Paper Examines 3D in Mobile User Interfaces
IKIVO, the No. 1 European supplier of rich media application-enabling solutions, today announces a white paper examining the possibilities and limitations of using 3D for mobile user interface solutions.
The emergence of mobile device software and hardware supporting 3D poses the question of why and how 3D should be used in mobile user interfaces to deliver true user benefit. IKIVO's white paper breaks down the key issues necessary to consider when evaluating the potential of 3D in what has to date been a primarily 2D, or pseudo 3D, environment.
The white paper finds that development of 3D user interfaces has typically been constrained by technology and the difficulty of evolving user interaction concepts to 3D, whilst maintaining or improving user functionality. Today, the technology is capable of a reasonable 3D UI experience on mobile devices, but the difficulty of evolving 2D interaction concepts to user friendly 3D concepts remains.
The popularity of the Apple iPhone - with its largely 2D interface, but impressive 3D gaming - has indicated that mobile users are more interested in usable functionality than impressive 3D graphics effects.
IKIVO has a successful track record in delivering attractive and performance UI and application solutions on a range of operating systems.
"The evolution of 3D mobile interfaces is at a crossroads. Innovations in 3D UI have been widely available for PCs since the launch of Microsoft's Windows Vista in 2005, but have largely been ignored by the mobile user community who prefer the faster performance that turning off 3D effects can bring. The 3D user experience for mobile devices has only recently been introduced, and has delivered a significant 'wow' factor to many devices. This innovation needs to deliver real user benefit if it is to be widely adopted and developed in the coming years," says Huw W. Hampson-Jones, CEO of IKIVO.
Visit IKIVO at booth 66 the Symbian Exchange & Exposition in London, 27-28 October.
About IKIVO
IKIVO is the No. 1 European supplier of rich media application-enabling solutions based on open standards, with a deployed base greater than 350 million mobile phones. IKIVO's solutions empower mobile operators, mobile device manufacturers, consumer electronics firms and media companies to deliver rich compelling content services, such as innovative user interfaces, mobile widgets, interactive TV, on-device portals and mobile advertising.
IKIVO Enrich is a framework of products focusing on client side technology, delivering graphically rich, embedded applications and user experiences for mobile devices and consumer electronics products. It is based on open web technologies and supports multiple platforms.
вторник, 20 октября 2009 г.
PSP 6.10 adds SensMe, PSP Go Bluetooth data tethering
In sync with today's launch of the PSP Go, Sony today launched its version 6.10 firmware update. The patch gives all PSPs a new SensMe feature which, much like most Walkman players, sorts music by an automatically generated mood or genre, such as "extreme" or "dance." In a special twist for PSPs, though, SensMe can use the clock to set the mood by the particular time of day. The interface is also much more visual with large album art and a pseudo-3D interface.
PSP Go owners specifically now also get Bluetooth tethering. The feature will let the handheld borrow the Internet connection from a nearby device that supports sharing its online access, such as a smartphone's 3G link. It's not expected to be viable for gaming with current phone technology but will let PSPs browse the web or download games without having to be in range of a Wi-Fi hotspot.
Alongside the firmware, the MediaGo sync software has been updated to 1.2 and provides a much more iTunes-like interface for buying and transferring games, music and videos to PSPs. As before, it can backup these titles. The software remains free and works with all PSPs.
