Friday, 10 January 2014

METAL GEAR RISING: REVENGEANCE (PC REVIEW)


METAL GEAR RISING: REVENGEANCE PC REVIEW


Metal Gear Rising: Revengeance tries not to waste a moment of your time. In the 4-6 hours required to complete its campaign, you’ll cross the globe, have sword-fights with skyscraper-sized mechs, team up with an A.I. dog, explore a science facility with a remote-controlled robot, leap over missiles to chop up helicopters, and fight a metaphor for American evil. Rising is as silly as it sounds, and it knows it.
Developer Platinum Games accomplishes a lot in a short period of time, and while it sometimes gets in its own way,Metal Gear Rising: Revengeance is a tight action game whose campaign moves as quickly as its excellent combat. It’s all killer, no filler, with more than enough incentive for repeat play-throughs.
The most consistent issue in Rising is its cutscenes. To its credit, you’re rarely made to watch what you’d rather play, but the story bits, interesting though they are for fans, ultimately intrude on the fast-paced flow of combat. The convoluted plot starts as lucidly as the series has ever been, but spirals out of control almost immediately: the assassination of a recovering country’s leader sends Raiden, a cyborg ninja, after a terrorist cell that’s kidnapping kids and infiltrating America’s political infrastructure.

 The events of Raiden’s retaliation range from goofy and fun, stylish and cool, to overwrought metaphor. The geo-political lecturing seem engineered specifically for fans of Metal Gear Solid 4's Melodrama , but it doesn’t connect well with the action. Ultimately, the conversations and character cameos are pure fan-service that everyone else can skip without missing a beat. The relentless act of actually fighting terrorists is what matters here, and there’s little need for motivation when the action is this fun.


Rising propels players toward a boss battle every 45 minutes, introduces new enemy types regularly, and unleashes waves of cyborg soldiers to slice with a sword. This is a tight action experience without an ounce of fat, and Rising’s pace is just as quick as its technical melee combat. The Metal Gear series traditionally relies on stealth and silenced weapons, but the moment-to-moment action of Rising is an aggressive and elegant alternative.



The light and heavy attacks have a natural chemistry that makes every sword slash feel empowering, so combat never feels like you’re budgeting quick but weak strikes vs. slow and strong ones. Each combo flows into the next with grace: lifts, knock-downs, stuns, spin-kicks, aerial juggles, and other specialized attacks feel as fantastic as they look. Raiden’s exaggerated acrobatics lend a hypnotic sense of style to each attack, especially as you unlock additional moves with earned currency. By the end of the campaign, and as I began my second run through it, Raiden felt like a balletic badass, using his heels as often as his hands to wield his weapon. Seeing that style is as much a reward as the satisfaction of brutalizing an enemy with a flurry of katana hack-and-slash, sliding underneath someone, redirecting attacks, canceling combos, or letting loose in Metal Gear Rising: Revengeance’s hook: Blade Mode.



Rising is gorgeous on PC, and runs smoother than it does on console.

Once Raiden slays enough cyborgs, he can briefly enter the time-slowing Blade Mode and slice his sword in any direction, instantly killing (or severely wounding) nearly anyone with precision strikes. The results are often uncomfortable and/or hilarious. You can chop off legs (or one, if you’d rather), decapitate someone at the eyes, and turn weakened enemies into various, disgusting pieces with a swivel of the mouse or a flick of the right stick.

And on PC, you're going to want a controller. The mouse and keyboard controls, while serviceable, don't enable the melee combat's precision and finesse offered by a controller.

Blade Mode is a fun, sadistic parlor trick, but it’s more than a cheap and easy way to win. Slowing time plays a strategic role in combat. Bisecting cyborgs reveals their fuel-filled spines, which Raiden can rip out to replenish his health. Blade Mode also plays a defensive role, which turns a silly finishing move tool into something more skill-based. Cutting protects Raiden from incoming objects (choppers, missiles, other ridiculous things), and wrecking an enemy’s weapon prevents them from using it. Slicing certain special enemies’ appendages also plays into the upgrade economy, giving you bonus currency to unlock more health, weapon power, and more complex combo arrangements, all of which carry over into a new game plus that holds even more blade types, costumes, and other secrets to discover. Everything feeds into making you feel like a talented combatant who’s truly earned satisfying improvements.



The only thing that really holds back Rising’s combat is the secondary weapons. Killing bosses allows you to acquire their staffs, sais, and swords, but switching to a secondary tools come with a catch. Alternate weapons replace one of your two normal attack buttons, which neuters katana combos. On top of that, alternating between two weapons doesn’t flow together as well as the evolving sword strikes. Switching from one to the next in the middle of a combo has a disjointed feel, a bit like interrupting yourself, as though your new blade wasn’t built to work in tandem with the sword. Despite the cumbersome transitions, these extra weapons strengthen Rising’s variety. The sai, for example, doesn’t deal much damage, but it disrupts cyborg A.I. functions, giving Raiden the opportunity to obliterate a stunned opponent.

The erratic camera poses additional issues as well. Rising is such a fast-paced game, with wild combat that encourages unpredictable attack patterns, that it can’t always keep track of Raiden in the thick of battle, especially when large-scale bosses eat up most of the on-screen real estate. Unless you’re acutely aware of your next move, Raiden can get lost in his own chaos from time to time. Having to come to a complete stop before changing from grenades to a rocket launcher, or a heavy blade to a faster crowd-control weapon is another inconvenience that’s antithetical to Rising’s go-go-go mentality. The improved performance on PC, though, goes a long way. With sharper graphics it's visually superior on PC, while a stronger frame rate makes combat more responsive and run smoother. Additionally, the PC version includes all of the DLC costumes and story expansions in a great game that's a steal at $30.



 THE VERDICT

Despite its best efforts, developer Platinum Games sometimes gets in the way of its own pace -- especially for those who aren’t into the franchise. However, Rising’s troubles are rarely enough to derail the incredible momentum of an always-entertaining, action-oriented Metal Gear spinoff. Whether or not you have ever enjoyed Metal Gear, this is a must for anyone who appreciates melee-combat. It’s simple, fast, and clean, with enough supporting content like additional weapons and secrets to encourage a campaign replay – or more, if you find yourself obsessed with the idea of a no-kill run. Just make sure to use a controller for the best experience.

Galaxy Gear : Review


 Galaxy Gear: The smartwatch 

 

If smartphone makers dipped their toes in the smartwatch pool last year, we can expect them to do the cannonball in 2014. Out of the all the smartwatches launched so far, the Galaxy Gear is by far the most interesting, not to mention packed to the gills with features. Despite Samsung’s heavy marketing budgets though, the Gear wasn’t exactly a runaway hit. The reason for is this we feel, is that Samsung seemed to have designed the Gear for loyalists, someone who’s current phone and future upgrade would be a high-end Galaxy device. After the dust has settled, Samsung has finally sent us a review unit of the Gear, which we tested with the Galaxy Note 3. Let’s find out what the fuss is all about.

Design and Build
The neon green version of the Gear is very striking and is quite the head-turner. Thankfully, the watch is also available in other shades which are a bit more understated. It’s a tad bulky but also light, so it’s not so bad. I found it quite comfortable during my week’s usage and after a point, you hardly notice it. The Sasmsung Galaxy Gear is built to last and that shows in its construction. The stainless steel frame around the display lends it a premium look and the rubber straps are firm, yet flexible enough to be worn comfortably. The 1.6-inch Super AMOLED display is also protected by a scratch-resistant coating.

Samsung Galaxy Gear
Looks quite funky

The Gear just has a single power button and that’s about it. Everything else is based on gestures, which we feel is the way to go when you have to deal with such a small display. Samsung has designed the UI for the Gear in such a way so as to take advantage of the AMOLED panel. The minimalistic icons are devoid of colour so there’s always more black, for which, the pixels needn’t power on. When needed though, the panel can reproduce rich, saturated colours for the gallery and third-party apps. Sensitivity is pretty good as well and the watch works quite well with (some) riding gloves.

Samsung Galaxy Gear
The charging cradle that’s bundled along

The Galaxy Gear comes bundled with a charger and the docking cradle. The cradle snaps on the Gear and is the only way to charge the watch as it has the microUSB port and an NFC tag. You can pair the Gear with a compatible Samsung phone using the NFC tag or manually via Bluetooth. We don’t get why it’s such a convoluted process to charge the watch as it would have made more sense to have the charging port and NFC on the Gear itself, rather than having to carry around the cradle everywhere. Wireless charging is also something that’s missing.
We found the Gear to be quite comfortable to use on a daily basis and the learning curve is very small.
Features and performance
Like any other wrist watch, the Gear too sports a fully adjustable wrist strap, making it a comfortable fit on most wrists. One of the highlights of the Gear is its ability to make and receive calls and for this, we have a dual-microphone array and a speaker that’s hidden at the base of the strap. The volume level is good enough for using indoors and the microphones are sensitive enough to pick up your voice, even if you aren’t holding your hand up to speak. This is great as you can go from eating a pizza to doing the dishes, without having to touch your phone. You can also answer and reject calls using S Voice. Besides voice commands, the Gear also has an accelerometer and a gyroscope which help it perform some neat gestures. For instance, you set the watch to show you the time or any other screen as soon as you make the motion of looking at it. You can also double tap the screen using two fingers at any point to check the battery and adjust the device’s volume.

Samsung Galaxy Gear
The Gear Manager app

You can manage the Gear and the notifications you wish to receive directly from the Gear Manager app on your smartphone. The app is constantly running in the background, monitoring the activity you perform on the Gear. You can select a variety of themes, clock faces and specialised apps from the Samsung Apps store.

Besides the usual fitness apps, there’s also Evernote, Line, Pocket and ChatOn to name a few. There’s no dedicated Facebook or Twitter app yet, but you can still receive notifications from them. There are a bunch of pre-installed apps as well like Find My Device, Media Controller, Pedometer, Weather, Stopwatch and Timer.

Samsung Galaxy Gear
A much more convenient way to recieve notifications

S Voice plays a big role in making the Gear a lot more intuitive. You can use this to reply to messages, email (only for the default app, not Gmail) and a couple more. Unfortunately, you cannot use this to interact with third party apps like Hangouts, WhatsApp, Gmail and the lot. You can also use S Voice to call people from your phonebook, text them or open an app. While the idea is good, S Voice isn’t. The whole process is very sluggish and it’s actually faster to get what you want with gestures rather than voice commands. It’s also not very good at understanding what you say. It works if you speak slowly and there isn’t much ambient noise but tough luck getting it to work outdoors.

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Outdoor shots aren’t bad
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Indoors is strictly average at best

The camera on the wrist strap is like the Holy Grail for voyeurs. The 1.9MP shooter manages 15 seconds of 720p video too. The camera quality is decent for outdoor shots during the day but in low-light and indoors, it is strictly average. You also get some of Samsung’s camera apps like Sound and Shot. Everything that’s captured is instantly relayed to your phone via Bluetooth. You can use some functions of the Gear, like the camera, even when it’s disconnected, which is where the 4GB of in-built storage comes in.
Battery life
Samsung promised about a day’s worth of usage for the Gear but actually managed to squeeze out quite a bit more. After the first charge, we got almost two days of continuous usage before we had to charge it. On subsequent days, it was a little less but it always went beyond a day. Now, we didn’t use the camera a whole lot but everything else was on. We made and received calls from the watch as much as possible and notifications for all commonly used apps were active.


Samsung Galaxy Gear
There’s a single physical button on the Gear for power.

Verdict and Price in India
Samsung has priced the Galaxy Gear at Rs 22,900 and whichever way you cut it, that’s a lot of money for a smartphone accessory. It only gets worse as the Gear is sadly, only compatible with a handful of high-end Samsung phones. The trouble is, even if Samsung wants to increase compatibility to more devices, they can’t because the phones have to be on Android 4.3 and above and they should support S Voice. The Gear makes a great companion to the Note 3 especially since it’s so much easier to stay updated with notifications on the watch than it is to constantly keep pulling the massive phone out of your pocket. To increase sales, Samsung could have bundled the Gear with the Note 3 for a slight premium, which would have made it a much better package for someone buying the Note 3.

There’s definitely a market for a device like the Galaxy Gear. The ability to make and receive calls from the watch is a very nifty feature in times when you’re simply unable to reach your phone. I personally felt the camera was totally unnecessary but they had to show it could be done, so they did it.

There are a lot of ways in which Samsung can improve the Gear in order to make it a better product. Their first attempt seems more of an engineering exercise to test the waters and see what sort of a response a device like this would garner. We have a sneaking suspicion that Samsung is working on a range of smartwatches, each one catering to a specific need. We’ll probably hear more about them at one of their Unpacked events or at trade shows like Mobile World Congress. So we recommend you hold on till then to see what the second wave of smartwatches looks like.