Author Archive for Sim Cheng Kai

Hands-on: Windows Phone 7

Forget everything you know about Windows Mobile 6 Series phones, Microsoft is starting afresh in mobile computing with Windows Phone 7, which not only boasts some of the best smartphone features  seen on other mobile platforms, but also a unique user interface that revolves around “Hubs” – sections of the phone that collect information from a wide variety of sources and sort them into consolidated streams.

I went hands-on with a beta build of the Windows Phone 7 user interface (WP7UI) at the Microsoft Advertising Experience Lounge on Monday, as part of Spikes Asia 2010, an advertising festival held annually in Singapore. Continue reading ‘Hands-on: Windows Phone 7′


Hands-on session with Sony’s PlayStation Move

PlayStation 3 gamers, I’m sure you haven’t exactly been oblivious to yesterday’s launch of a certain highly-anticipated game for a certain rival videogames console.
No worries, because Sony Computer Entertainment (SCE) has not left you in a lurch – today marks the release of the PlayStation Move, a motion-based control system that consists of wireless controllers and the PS Eye webcam.

To commemorate the occasion, we went down to Sony Singapore’s offices to try out some of the launch titles and give you the full report, so you know which games are hot when you hit the ground running with Move.

Time was limited, so we could only go through three games. In short, the first of the three piggies (as in games) left me thoroughly impressed; the second coloured me curious; while the last little piggie … let’s just the Big Bad Wolf in me devoured it whole and still craved for a more substantial meal. This last one’s more for Little Red Riding Hoods and their grandmas.

Sports Champions (the killer app: swashbuckling and a real workout)

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Yes, yes, when Sports Champions was revealed as a PS Move launch title, everybody immediately saw it as a Wii Sports Resort clone. I was under that impression too, until I actually tried Table Tennis and Gladiator Duel (2 out of the 9 sports available in the title).

Table Tennis was a lot harder to play than I thought – but for good reason. Unlike in Wii Sports Tennis, you can’t just sit down and leisurely swing the PS Move controller and expect to hit the ball; you actually have to move back and forth, or to the side to reach it!

In that sense, Table Tennis in Sports Champions felt a lot like playing in a virtual space. As you can imagine, it takes a little time to get used to it (I couldn’t hit the ball at all for the first couple of minutes). But by the second match, I was dishing out top spins, slow chops, and smashes like I used to do in school. It proved to be a real workout. (Pro tip: prior to starting a ping pong rally, twist the PS Move controller around until the front of your ping pong bat faces the opponent.)

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But the killer app for the PS Move right now has to be Gladiator Duel, which has to be played with two PS Move controllers for each player (you can opt to use only one controller each in a two-player game). For right-handers (yes, there’s a leftie option), the left controller serves as a buckler, while the controller in your right is swung like a sword.

There’s a surprising amount of depth in Gladiator Duel. You and your opponent will slowly inch towards each other, and you can dodge sideways by pressing the PS Move button in either controller, or hit both for a hop backwards.

Swing the sword however you like – horizontally, vertically, diagonally, or lynch it forward to poke – and aim for whichever part of your opponent’s body that’s not covered with the buckler (usually the legs; though later CPU opponents will block low blows).

Simultaneously, with my left hand I deflected incoming blows, which resulted in my opponent flinching and a chance for counter-attack. You can also perform a shield-smite to throw your opponent’s balance off.

At one point, I somehow managed to launch my opponent in the air, which I followed up with several random swings for a cool air combo. And to top it off, I pointed both controllers skyward to hop in the air and deliver a finishing blow.

Gladiator Duel felt a lot like playing Soulcalibur (Bandai Namco, please rip off this mini-game in your next installment) and was so holistic for a fighting game that the Street Fighter fan in me could easily play this for hours on end.

Echochrome II (fun with shadow puzzles)

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Remember those Youtube videos of amazing shadow hand puppets that you could never pull off? Well, playing Echochrome II is a little like clasping your two hands together and, somehow, magically conjuring up a rabbit lookalike.

In each stage of this puzzle game, a set of wooden blocks and objects lay in front of you. By shining a giant torchlight on these objects using the PS Move controller, you project shadow platforms on the wall behind, which a shadow mannequin puppet will then attempt to cross. The idea is to apply lateral thinking and change the angle and direction of the light and the resulting projections on the wall, which the shadow mannequin will attempt to walk across to reach an exit (ie. the goal in every level).

But it won’t be easy. Obstacles like gigantic blocks, and spherical rubber balls – which if placed in mid-air, can be used to block off a path and make the mannequin turn around, but merge its shadow with that of another platform and it becomes a trampoline that the mannequin can bounce on.

Start the Party! (the token “party mini-game” collection that’s for everyone who’s not a gamer)

A party game collection in the veins of the PS2′s EyeToy titles, this game not only makes use of the Move controllers but will also display a live feed of the gamer on the screen in some manner.

There are a total of 9 mini-games, and two modes of play – Group Play, and Solo Play. I checked out Solo Play and tried three of the mini-games:

Rooftop Rescue

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In Rooftop Rescue, you manoeuvre a mini helicopter that has to fly across rooftops, pick up civilians, and deliver them back to the helipad you start from. Controls are easy – hold the PS Move trigger to fly, and twist left or right to go in that direction.

Parachute Panic

In Parachute Panic you use the PS Move controller like a fan. Paratroopers drop from the top of the screen, and you have to fan them towards the rescue rafts at the bottom of the screen.

Robo Rumble

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Finally, in Robo Rumble, a swarm of robots approach the TV screen in an attempt to break the fourth wall and attack you. To destroy the killer robots, you have to point at their weak point and hit the PS Move trigger to zap and here’s the catch: pointing directly at the weak point won’t work – your reflection on the robot’s tummy will be doing the real zapping at its vulnerable parts. This means that you may have to point the Move controller skywards or away from the TV to take aim.

Overall, these mini-games were short, easy (I played on the hardest difficulty and had no problems clearing them on my first try), and just didn’t manage to impress me. Do note, however, that this title is designed for a party setting. Meaning, the whole point of the game is to have one player make a fool out of himself on screen, so that everyone else in the room can point and laugh – which gets increasingly infectious as you inject more people into the room. Fun times, indeed. Continue reading ‘Hands-on session with Sony’s PlayStation Move’


Halo: Reach is like WW2 movies, Titanic

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(From left)Halo: Reach’s multiplayer producer David Allen and campaign design lead Chris Opdahl.

Halo: Reach may be developer and franchise creator Bungie Studios’ last game in the series, but it’s certainly not the least. In fact, if anything, the game’s campaign design lead Chris Opdahl and multiplayer producer David Allen want people to still be playing the game three to five years down the line, or at least look back and think of it as the best Halo title they’ve ever picked up.

“We’ve really set out to make the ultimate Halo game, and ensure that there’s something for everyone regardless of your proficiency level,” Allen told TODAY.

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“Previously in Halo 3 and ODST, when you wanted to do co-op campaign or Firefight (a mode where up to four players fend off waves of increasingly tougher enemies), you had to schedule with your friends to come online at the same time. In Reach, you can go through matchmaking to find a co-op game any time you want.

“Then there’s multiplayer, with an endless number of options you can tweak, Forge (a map editor that lets you create new structures) and Forge World maps (massive levels that are more than five times the size of your average multiplayer level). You could close off a small section of the level and tinker with it, or you could use the entire Forge World level and place teleporters to link all the self-contained pieces,” continued Allen, referring to the Forge World map Hemorrhage, made up of five self-contained areas including Halo 1’s Blood Gulch level and sections similar to Halo 2’s Ascension and Sanctuary.

But for a great number of players, the main intrigue with Reach will lie with what Bungie has done with the story campaign.

Fans already know how Halo: Reach, a prequel to the Halo trilogy and whose back story and events have mostly been detailed by the novel “Halo: Fall of Reach”, will end – the Covenant race of aliens discovers and wipes out Reach, mankind’s final line of defense before they get to Earth. It leads to the events of Halo 1, where a small team of United Nations Space Command troops escapes Reach on the ship “Pillar of Autumn”.

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A space combat sequence in Halo: Reach’s campaign mode, which Opdahl says is one of the high points of the game. Members of the development team who worked on the aerial combat sequences previously worked on Crimson Skies, which was Xbox’s hallmark airborne shooting title.

That said, Opdahl believes that the game’s campaign and ending will be something players will remember very fondly for a long time, comparing it to movies about World War II and Titanic.

“In Titanic, you know the ship sinks at the end of the story. But you don’t know how the characters deal with it. With the World War II analogy, everyone knows the main events, the bigger picture. But movies like Band of Brothers focus on elements that takes place within the larger picture.

“And that’s what Halo: Reach does, it’s all about Noble Company (a team of six Spartan super-human soldiers), their ability to fight insurmountable odds, their coming to terms with Reach dying, and how they want to finish up their time on the planet. How does that resolve? What will they do?”

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Members of the Noble Team. There are five members, apart from the player’s Noble Six.

You play as Noble Six, a newcomer to Noble Team who the Bungie duo said is only similar to Master Chief in that they are the only two Spartans under the super-soldier program to attain the highest rank possible.

Noble Six, much like most of the game’s multiplayer options, is fully customisable – from the gender to the armour you wear and your voice in Firefight.

Ultimately, whether fans will play Reach for several years to come will depend on how much post-launch support Bungie will provide for it. For previous games like Halo 2 and 3, Bungie has released map packs and regularly updated matchmaking lists to support new game modes.

“We haven’t announced anything specific on our post-launch plans, aside from saying that you can expect to see something similar to previous Bungie titles,” Allen said.

“But it’s very important to Bungie to have internal support and community support for Halo: Reach post-launch,” added Opdahl.

Halo: Reach for the Xbox 360 will be out on Sept 14.


Time Crisis: Razing Storm, on Playstation Move

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It looked like a scene straight out of Metal Gear Solid 4 – a war-torn, mostly khaki-coloured battlefield littered with watermelons that you can shoot (watermelons are a running gag in the MGS series), a mix of enemies consisting of militia soldiers and, most tellingly, Metal Gear-esque bipedal walking tanks big and small.

The only reason I knew it was Time Crisis: Razing Storm (TC:RS, slated for release on the PS3 in October) and not MGS4 was because I had the PlayStation Move motion controller, housed in the to-be-released gun attachment accessory, clutched firmly in my hands.

With the Move controller, I was well on my way to vanquishing a South-American terrorist group – by gunning down everything in sight with a 60-bullet-per clip, high-powered machine gun.

TC:RS director Norihiro Nishimura laughed as I pointed out the similarities of the game with MGS4. I asked if they were a form of homage.

“MGS4 is a game that has many fans, including perhaps some from the TC:RS development team. But no, the similarities are coincidental,” Nishimura told TODAY through a translator.

“What we set out to do was to make a game revolving around two concepts. First, destructible objects. We want players to feel empowered as they raze everything on screen with the game’s machine gun. Second, shoot down the biggest enemies we can possibly put on screen, like the giant Kraken tank that shoots missiles at you.”

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Norihiro Nishimura, the game director for Time Crisis: Razing Storm.

Originally an arcade game, TC: RS is only the second lightgun shooting title available on consoles in high-definition 720p, after 2007’s Time Crisis 4 (also on the PS3). Naturally, the full arcade mode is present here in its entirety, with unlimited continues for two players to shoot through.

On top of that, there is a new single-player Story Mode that follows after the events in Arcade Mode. In this mode, you can walk and move the camera around freely by using a PS Move navigation controller, the Six-Axis, or the Dual Shock 3 for movement, and pointing the motion controller towards the edges of the screen to pan the camera. “This is our vision of what a true first-person shooter should be like,” Nishimura said.

There will also be an online multiplayer mode for eight using the aforementioned control scheme, as well as an offline-only Sentry Mode. The latter is a party mini game in which up to four players take turns to play the role of a sentry sniper at a prison facility who must gun down six escapees with headshots in each stage while avoiding friendly fire.

I had the most fun with TC:RS’s Sentry Mode at the PS Move showcase yesterday, even though I lost to a PlayStation babe at the event in a four-player shoot-off (I did beat Nishimura’s translator, however). TC:RS could certainly be the killer game the PS Move needs.

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These girls are better at games than they look.

“I want this game to be the biggest PlayStation Move game, so I’ve added in two other games, Time Crisis 4 and Deadstorm Pirates,” Nishimura said while demonstrating the title on stage in front of showcase attendees.

As a senior game designer at Bandai Namco Games, Nishimura has worked on a number of lightgun shooting games over the years. And this makes him the perfect candidate to answer the million-dollar question: What does a lightgun shooter need in order to stir up a storm amongst gamers, the same way Tekken 6 and Street Fighter IV recently did with fighting games?

“They need to appeal not only to hardcore shooting fans, but also to casual players. Over the years, we’ve been doing that by adding lots of different elements to our shooting games. For example, in Deadstorm Pirates, two players have to make circular motions together to steer a ship. At the end of the game, they get a compatibility rating that tells them how much synchronisation they shared – which is great for couples.”

“With the PlayStation Move, one controller can be many different things. In that sense, I think the controller could be the key to the shooting genre’s future.”

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Nishimura and the PlayStation Move Singapore showcase’s emcee having a game of Deadstorm Pirates.

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Other games at the PlayStation Move showcase included Tiger Woods PGA Tour 11, and Sports Champions (pictured here). The PlayStation Move set of peripherals will launch in Singapore on September 15.

Click here for the pricing details.


StarCraft II: The eagle has finally landed

… And over 10,000 gamers were there to witness it. Yes, folks, 12 long years after the 1998 seminal, definitive real-time-strategy game was introduced, StarCraft II: Wings of Liberty is finally out – I can’t wait to dig into the game proper this weekend myself.


See more Tech videos at
http://www.todayonline.com/Gallery/Today/Video/TodayVideoTech.
Original story here:
http://www.todayonline.com/Tech/Gaming/EDC100728-0000086/A-Zerg-Rush-for-new-Starcraft

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The launch event happened at Funan DigitaLife Mall on Tuesday. Event activities included an opening address by Starcraft II writer Brian Kindregan (who also gave signatures to early birds), exhibition matches between pro players, and lucky draws with the grand prize being an all-expense-paid trip to the already sold-out BlizzCon 2010 in Anaheim, California.

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StarCraft II lead writer Brian Kindregan posing with models at the event.

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Counting down to the release of StarCraft II with organisers Blizzard and IAHGames.

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Behold: your StarCraft angels of… liberty!

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A StarCraft angel putting a wrist-tag on a gamer. Early birds were rewarded with a chance to have their copies of the game signed by StarCraft II lead writer Brian Kindregan – the tag was proof of eligibility.

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“Oohs” and “aahs” were heard at key junctures as the crowd rallies behind pro players in exhibition matches that gave gamers a glimpse of the brilliant tactics and dirty tricks they could pull off on unsuspecting foes online.

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A StarCraft angel holding the lucky draw raffle box. On top of the grand prize to BlizzCon, other prizes included Razor products and more.

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Were you one of the over 10,000 who queued up for your copy?

You might be able to spot yourself in the crowd shots above, or go to http://www.todayonline.com/Gallery/Today/Photo and look under the Tech gallery for more event pictures. Do drop us a message in the comments section below as well!





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