revolutionary

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  • Lytro camera review

    by 
    Dante Cesa
    Dante Cesa
    03.08.2012

    Lytro camera hands-on (video) Lytro open to partnering with smartphone makers, executive suggests Lytro's light field camera captures 'unprecedented' images, lets you choose focus later Don't let that cute design fool you. Lytro, the world's first commercial light field camera, is the culmination of nearly twenty years of research -- a project that once occupied an entire wall facade, and has since been miniaturized into something that fits in the palm of your hand. An impressive feat, sure, but not as arresting as the end result: the ability to refocus pictures, even after you've taken them. To achieve such magical endeavors the Lytro camera uses heaps of custom software (armed with a custom .lfp file format) coupled with some serious silicon to measure not just color or the intensity of light, but its direction, too. The latter is achieved with an eleven "megaray" sensor, which is bolted to an f/2.0 8x optical zoom lens, all encased within that sleek body. Seeking to save us from unfocused mishaps, the technological tour de force also unlocks some considerable creative potential. So, is the $399 shooter going to revolutionize photography as we know it? Or does the Lytro's first foray into consumer electronics fall prey to the shortcomings of 1.0 product? By now you should know the drill: rendezvous with us past the break to find out.

  • A less-than-graceful keynote

    by 
    Mike Schramm
    Mike Schramm
    05.05.2010

    We've seen the keynote in 60 seconds, and we've seen the "only the adjectives" 'approach before. Here's a slightly less complimentary way to show off the keynote, though, with all of the "ums," "aahs," and other interjections that popped up during the iPhone OS 4.0 keynote a while back. Far be it from us to make fun of Mr. Steven P. Jobs, of course, but something funny like this actually shows off how good he really is at doing it right. Seeing him up there on stage with his turtleneck and jeans, all enthusiastic about whatever "magical and revolutionary" device they've cooked up this time, is half the fun of a new Apple product announcement. If Steve were any less eloquent and smooth than he is, you might end up with something like this: a guy desperately trying to put a few words together about his new product. It's not nearly as effective, but it's much funnier. [via MacStories]

  • Why I didn't buy an iPad

    by 
    Mike Schramm
    Mike Schramm
    04.05.2010

    Guest blogger B. Imei Hsu lays out the case over on Chris Pirillo's blog for "Why you don't want an iPad" -- she takes a few guesses at why you, dear Apple fan, may not have bought Apple's magical and revolutionary device this past weekend. She's actually a little venomous -- not only is there a bit of harsh language in there, but according to her, you're probably in denial or clueless about what the iPad actually is. Thanks for that, Ms. Hsu. Fortunately, I'm in a good position to answer this one -- I'm a lead editor on a major (unofficial) Apple weblog, and no, I didn't buy an iPad. Why not? Not because of any of the iPad's faults -- I got to play with one for an extended amount of time at an Apple Store on Saturday (there was a line building up behind me, and the Geniuses were starting to give me weird looks), and I think it's an amazing device. It feels solid and perfect, it runs even faster than I expected, and that display is just terrific. It makes apps, e-books, and the web look beautiful, and save for a few quirks with the keyboard (I often lay my fingers on the keys while thinking of what to write, and you can't have any stray touches on the iPad's keyboard), I think it's just as amazing as promised. But I don't have "a problem with desire," I'm not asking "the wrong questions," I don't "hate change," and I'm not envious. Ok, maybe I am a little envious, but not by choice at all. Honestly, I didn't buy an iPad this weekend because so far, I just don't need one.

  • Found Footage: Say hello to ePad

    by 
    Mike Schramm
    Mike Schramm
    03.06.2010

    Apple is definitely one of the world's most admired companies, but their lofty ambitions, high visibility, and easy-to-identify style also makes them ripe for parody, as in this very funny video by the UK's E4. They're boasting about a madeup device called the ePad, which will wow you with its revolutionary and magical keyboard, screen, and standard attached computer and television. Like they say, if you want to see one of their shows, you can just literally reach out and touch ... well, we won't ruin the surprise. But it is funny. And it shows that while yes, the iPad is a cool device, anything you talk about in a "revolutionary" and "magical" way can seem like it's exactly that -- even if it is just another heavy piece of junk.

  • Virtual world toolbox Metaplace closing its doors

    by 
    Mike Schramm
    Mike Schramm
    12.31.2009

    Another virtual world reaches the end of its existence, as Raph Koster announced early last week that Metaplace, the online world that was supposed to be the end-all, do-all of such things, is going to close for good on January 1, 2010. It's a common story with MMO startups these days: developer has "revolutionary" idea for user-generated content, gets a bunch of money and support to put it into place, users don't actually vibe with the idea they way they were expected to, and the dev is left having to explain why it didn't work out. Oh, and the people who were actually enjoying the world get stuck without a place to go. Koster says the company has created this Metaplace veterans forum for anyone who enjoyed the service and wants to stay in touch with their contacts there. We'd recommend you head over there to say hi (and talk about what's next), but given that the world is shutting down, odds are you probably weren't playing with it anyway. [Via Massively]

  • The iPhone is a platform for coding newbies

    by 
    Mike Schramm
    Mike Schramm
    04.27.2009

    I love hearing this about the iPhone: the San Francisco Chronicle has a piece about how Apple's little revolutionary telephone has brought a whole new crop of programmers into the development mix. People who had never before looked at code or considered writing their own applications are getting ideas about how to make better software, picking up Cocoa and Xcode books, and going to town. And strangely, we might actually have fart apps to thank for this -- people aren't just seeing the iPhone as an innovative platform, but they're seeing the App Store as an "anything goes" environment, where even their silly little idea might work. I don't know if we can pin all the credit for the burgeoning iPhone development scene on fart apps and the impression that even a monkey can make bestselling iPhone software (certainly Apple has set the bar and price for entry pretty low, both with the extremely cheap $100 fee for a developer account as well as the high quality Xcode software that comes on every Mac), but there is definitely something in this little device that's driving people to try and create their own software for it. Oh, and the money probably helps, too. Still, whether people are taking up iPhone development because they want to make millions or are just looking for another hobby, it's us, app consumers, who will benefit.

  • Fable II tried 'gimmicky' voice controls

    by 
    Xav de Matos
    Xav de Matos
    03.31.2009

    Fable II's canine companion was introduced as a means to connect gamers to the world of Albion, and although players could interact with the four-legged friend at the touch of a button, Lionhead initially tested microphone interaction as well. In an interview with MTV Multiplayer, Peter Molyneux said the team behind Joystiq's GOTY tested voice commands in the game but ultimately found them to be too gimmicky. Had the feature been included in the game, players would be able to whistle into their headsets to call on their loyal pet -- a concept Molyneux didn't criticize, but felt wouldn't add to Fable II's overall gameplay experience. Besides, wasn't including the dog revolutionary enough for you?

  • Revolutionary: 3rd Party Control

    by 
    Mike sylvester
    Mike sylvester
    01.16.2009

    Last week at CES, Nyko surprise announced their first entry into the 3rd party Wiimote market, the Wand. Though it has been beaten to market by a few other Wiimote clones, this may be the first Wii Remote you'll find encroaching on Nintendo's shelf space in your local game shop. We won't begin to speculate why no one else's products can be readily found in brick 'n' mortars, but we'll be grateful to finally have some choice. So far, this has been an unusual generation for controller-makers on all platforms. Microsoft doesn't license out its wireless technology, so 3rd party gamepads have to connect via USB. Sony's gyrating, vibrating, rechargeable DUALSHOCK 3 controllers may just be too complex for 3rd parties to replicate in full functionality when the userbase is too small to make a profit from. And the 3rd parties have seemed to be satisfied raking in the dough with non-essential add-ons and shells for Nintendo's own brand of controller. It does indeed come as a surprise that Nyko is now bringing out a Wiimote, and an enhanced one at that. Before we've had a chance to review the Wand, let's examine why its introduction has been long overdue.

  • Revolutionary: It Ain't Mii

    by 
    Mike sylvester
    Mike sylvester
    12.31.2008

    As the New Year approaches and some of you are making your resolutions, it's a natural time to reflect on who you are and who you would like to be. Two years ago when I brought home my Wii and was sculpting a likeness of myself in Mii form, I was doing just that sort of reflecting. Recently, Sony opened up their new Playstation Home service to public beta and Microsoft unrolled the New Xbox Experience. With these additions, it has become possible to create an effigy of ourselves across each platform, so I'd like to give you my impressions of my own three representations. I can tell you right now, a couple of these ain't pretty.

  • Revolutionary: Pure Excitement

    by 
    Mike sylvester
    Mike sylvester
    12.17.2008

    In the summer of 2006, inside the Los Angeles Convention Center, there was a historically long line to get into the Nintendo's E3 booth and lay eyes and hands on the yet-unreleased Wii and its wares. After finally getting into the booth, attendees were faced with the choice of which long line they'd want to wait in next to play a game. When I got inside the booth and surveyed the selection, my first pick was Excite Truck. Once I'd finally gotten my hands on the controller and made a few laps around the track, I knew this would be a day one purchase for me. Even after scoping out the upcoming stuff for Xbox 360 and PS3, I was convinced that Excite Truck embodied the true essence of the "next generation." New gameplay dynamics met vast dynamically changing terrain that stretched beyond what we had grown accustomed to. So when Disney Interactive showed their new ATV racer, Pure, with vertiginous jumps, wild tricks, and expansive vistas, I thought I was looking at the spiritual successor to one of my favorite Wii launch titles, but a Wii version was not in the cards. At least we have a PC version to hack together a GlovePIE script for and give it the Excite Truck treatment.

  • Revolutionary: Wave of the Future

    by 
    Mike sylvester
    Mike sylvester
    12.04.2008

    There was a time when innovations like the analog stick and rumble feedback were thought of as gimmicks that would never catch on. Some thought that 3D rendering would be limited to a few niche games, while the majority would stick to two dimensions. In the eyes of value-critical consumers, the Dreamcast looked like a crippled game box going up against the DVD-based, multimedia-rich PS2. But in time, all things change. Going into the next generation, buying a remote pointer-less console may seem ... well, pointless. There are a lot of change-resistant "hard core" gamers out there pouting over the inevitable evolution of their controllers, but there's just no denying it anymore. Motion-sensing controllers are the wave of the future.

  • Revolutionary: On the Edge

    by 
    Mike sylvester
    Mike sylvester
    11.19.2008

    Nintendo fans have been practicing parkour with their very own platforming princess since the 8-bit days. Now it seems another traceuse is stepping in on the territory Samus pioneered. On the surface, it doesn't seem as if Mirror's Edge has very much in common with the Metroid franchise. Yet,the respective series heroines' exploits can be experienced and enjoyed in either first person 3D or 2D sidescrolling viewpoints. Mirror's Edge 2D is currently in the beta stages of development with its destined platforms still unannounced. It hasn't yet got any of the fascist oppressors seen in the 3D version, but they'd only get in the way of the acrobatics that are on impressive display here. Rarely do we get to control such fluid and graceful 2D animation, and it makes the treat all the more delectable when you get to do it with a Wii Remote.

  • Revolutionary: Gun Sights

    by 
    Mike sylvester
    Mike sylvester
    11.06.2008

    Zombies. It seems like you can't stroll through a secluded eastern European village, tour a bioengineering facility, or attend a Kenny G concert without coming into contact with their kind. "Brains" this and "moan" that is all you ever hear from them, but chances are you've smelled them long before they come into earshot. I, for one, am sick of 'em and if you feel as strongly as I do, I urge you to take up arms.It's amusing to take them apart piece by piece, but as they shamble ever closer, you'll ultimately have to spread a little gray matter and put them to bed for a final dirt nap. At times like that, you'll need to know that you can rely on your sidearm to do the job. Zombie killin' is no turkey shoot, so a blunderbuss ain't gonna cut it. In this week's Revolutionary, we'll be testing out how straight a shooter the Wii Remote can be.

  • Revolutionary: Hz So Good

    by 
    Mike sylvester
    Mike sylvester
    10.23.2008

    hertz (hûrts)n. pl. hertz Abbr. Hz A unit of frequency equal to 1 cycle per second. Arcade kings like Sega and Namco packed some cutting edge hardware inside those cabinets to draw and redraw complex scenes up to sixty times a second. Some of the companies that designed that hardware also had military contracts and built the simulators used to train soldiers and pilots on vehicles and weaponry. Most of those simulations look like cuts from a Dire Straits video compared to the detailed characters and vistas in our video games, but one thing they had going for them was extremely high frame rates. Arcade CRT monitors didn't have the ghosting and low response times of today's mainstream LCDs, so when they were refreshing graphics at 60fps, the rapidly flashing screens were enough to turn your head and keep your eyes affixed to whatever was running. In the home, there's no need for the games we already own to attract us, so 60fps rendering has got to have some other merits to make it a selling point worth advertising. In this week's Revolutionary, we'll examine why 60fps is so desirable.

  • Revolutionary: Go Go Bionic!

    by 
    Mike sylvester
    Mike sylvester
    10.08.2008

    "Let me tell you about the game I played when I was still young..." Growing up, I was familiar with the name Bionic Commando, although I'd never played it for myself. I've had lots of conversations with friends about old games, and they'd reminisced about some game with a guy that swung around on a grappling arm. Yet strangely enough, none of my friends could remember what the game was called. When it was announced that Bionic Commando was to receive a re-imagining, I finally was able to match that game my friends loved, with the title. With the hype for the new game, I caught my first glimpse of the old 8-bit classic in promotional videos, and I really felt like I'd missed out on something special. But my disappointment quickly turned to anticipation when it was later revealed that the game would also be remade in 2D for download on all the popular home consoles! (raucous cheering) But not the Wii! (sound of crickets) Long-time Nintendo fans love to remember the old times, but we don't hold dear the memories of being repeatedly snubbed out of multiplatform ports. With GlovePIE running and Wiimote in hand, I turned to the PC version of Bionic Commando: Rearmed.

  • Revolutionary: The Perfect Controller, part 2

    by 
    Mike sylvester
    Mike sylvester
    09.25.2008

    Game controllers have come a long way since we were holding a box with a protruding stick and tapping a single button. Now they're so packed full of cutting edge (yet inexpensive) tech, I'd half expect to see a Wii Remote and Nunchuk in the cockpit of the space shuttle* as a cost-cutting measure. As advanced as the Wiimote is, a lot of us have found a thing or two that could be revised about its design. I've gone to the most extreme reaches of my imagination, and come up with a design concept that I believe is about as radical a step beyond our current Wiimote, as that controller is beyond every console controller that came before it. And just like Nintendo's own design, my perfect controller would be based around technology that is already being used today in different applications.*Warning: The Wii Remote and Nunchuk's accelerometers will not work in space. NASA engineers, be advised to wait for the MotionPlus.

  • Revolutionary: The Perfect Controller, part 1

    by 
    Mike sylvester
    Mike sylvester
    09.10.2008

    How many times in your history as a gamer have you felt that your console's controller couldn't be any better? Every time I've gotten my hands on a new game controller, there's been something I wished could be different. The NES controller could have been rounder. The SNES controller could have used some more face buttons for Street Fighter. The N64 controller needed speedier room service. The Wii controller is built with expansion, flexibility, and upgrades in mind, and with the addition of a third party accessory, I've been able to mate the Wiimote with the Classic Controller to form a Voltronic gestalt of a controller that should be capable of great things. But is it perfect?

  • Revolutionary: Most Deceptive Kontraction

    by 
    Mike sylvester
    Mike sylvester
    08.27.2008

    In the year 1997, with Sylvester Stallone's Demolition Man still fairly fresh on our minds, developer Shiny took the opportunity to name one of their games after an abbreviated phrase that was mentioned several times in that film. Under the assumption that MDK stood for "Murder, Death, Kill" and the fact that you run around as a guy whose head is a sniper rifle, the Playstation generation couldn't wait to get their hands on it. As it turned out, the game was not the gruesome murder simulator many people expected, but a humorously quirky action title like most of the prior games Shiny was known for. In the sequel, the main character from the first game, Kurt Hectic, would share the duty of saving the earth with Doctor Fluke Hawkins and the four-armed, gun-toting, cigar-chomping robotic dog, Max, the other members of the game's titular trio. It's the crazy sort of stuff that keeps gaming fresh, and with its recently-announced comeback in the making, I can think of no better place for the franchise to make a killing than on the Wii.

  • Revolutionary: Whip it good

    by 
    Mike sylvester
    Mike sylvester
    08.07.2008

    What is it about Castlevania that gamers have found so appealing for more than twenty years? Is it the story? The atmosphere? The visceral sense of fulfillment from whipping all manner of damned creatures back to the infernal depths? Is it the one-on-one arena battles in Boy George makeup, steam-punk corsets and leather-daddy fetishware? Yeah, it's probably not that last thing. We had in mind a traditional sidescroller for Castlevania on the Wii, with waggle-enhanced whip cracking, so that's why this week, I've set out to capture that fun that we've so desperately desired.

  • Revolutionary: More Motion

    by 
    Mike sylvester
    Mike sylvester
    07.16.2008

    We've been waiting since E3 '06 to hear details regarding Wii Music, and the anxiety brought on by rumors of an MMO Animal Crossing has been unbearable at times, but despite those big reveals at E3 '08, the biggest Wii news was the announcement of the Wii MotionPlus. Because most of us had nearly given up hope for Wii games with a 1:1 ratio of motion-sensing responsiveness, it's quickly become known as "the 1:1 adapter." The news of this unexpected device is so exciting, I've pushed back the topic planned for this week's Revolutionary to instead talk about what the MotionPlus is, and what it can do to further revolutionize gaming.