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  • Survey: Less than half of touchscreen users prefer touchscreen

    by 
    Mike Schramm
    Mike Schramm
    11.04.2009

    Here's a few interesting stats from a survey recently conducted in Europe. These aren't specifically about the iPhone, but given that smartphones relied on buttons almost exclusively before Apple's handheld came along (and nowadays, everyone's bragging about their touchscreen technology), a temperature-taking on what people think of touchscreen controls is more or less a referendum on what people think of Apple's influence. At least in France, Germany and the UK, reactions are mixed. While 38% of those surveyed say they were planning to get a touchscreen on their next mobile phone, only 47% of people who already owned a touchscreen said they would get another one. In other words, less than half of touchscreen owners thought they'd stick with the technology on their next purchase. Apple remains an anomaly -- both HTC and Apple have a higher amount of current customers planning to stick with their touchscreen interface (with the full numbers being released at a conference later this month), but the fact remains: current touchscreen users aren't anywhere near 100% on living button-free forever. Especially as a gamer, that makes a lot of sense. Touchscreens are great for a lot of things -- they allow for limitless flexibility in the kinds of interfaces on offer, and especially with multi-touch, a lot of the controls on the iPhone are extremely intuitive (you automatically know now that pinching equals zooming, and so on). But as nice as touchscreen is, there are a lot of functions on mobile phones, from adjusting volume or changing music tracks on a phone out of sight in your pocket, to hitting exact button controls while twitch gaming, that work much better with tactile feedback. Steve, as he always does, made a big deal about the iPhone being a one-button interface, but I wouldn't be surprised at all to see future iterations of the iPhone include either a few more buttons, or, even better, a few more haptic interface technologies.

  • Anti-Aliased: I'm a champion, and so can you! (part deux)

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.24.2009

    Taking one article to talk about a game in a pre-release state isn't so hot. As commenters pointed out last week, things changed in Champions Online as some of the problems I had with the game were rectified by Cryptic. But, here at Anti-Aliased, we understand this and have planned ahead of time. Voila! I present to you, part two of my journey through Champions Online!This week's activities include looking over some of the changes Cryptic has made to the game (as well as a hearty appreciation for how fast these guys iterate versions of this game), checking out areas past the crisis zones, and one final overview of the entire game at large. Will you agree with me? Will you disagree with me? Will I be paid by Cryptic? Will Sera keep smiling? These questions and more will be answered within this dramatic issue! If you wish to comment, please do so on the second page of Anti-Aliased.

  • Namco's iPhone division considering... Tekken?

    by 
    Mike Schramm
    Mike Schramm
    08.05.2009

    Actually, I'd play that. Namco recently announced that they were forming an Apple Games division to head up game development for Apple platforms like the iPhone, and in this interview, a producer for them who used to work for Apple says that they're excited to work on bringing great games to the handheld device. Like, for example, Pac-man, Galaga, and... Soulcaliber and Tekken. You heard that right -- fighting games haven't exactly made a splash on the iPhone, as they're primarily a button-based genre, and the iPhone, of course, has no buttons.But that won't stop Namco's guy from putting the old head gears into motion: "It's just the controls that are a challenge. We are thinking about that." Think away, crazy man -- I'd love to pull out Yoshimitsu for a few rounds while waiting at a bus stop. Obviously, the easiest way to try and port these would be to put overlaid buttons on the screen, but that doesn't leave a lot of room for the fighting (and not having the tactile feedback would probably be a problem as well). Maybe some gesture-based accelerometer movement? Sky's the limit, right?. Your call, Namco -- can't wait to see what you come up with.[via Joystiq]

  • Fight Night Round 4 might get button mapping via DLC

    by 
    Griffin McElroy
    Griffin McElroy
    06.28.2009

    Okay, we're going to have to step very lightly here to avoid inciting a full-on boycott/panic/riot. A subtle piece of information slipped under the radar during a mid-June IGN interview with Fight Night Round 4's producers. The tidbit came in response to a query which asked whether the game would allow face button punching controls (it doesn't) -- a query which producer Brian Hayes answered with, "there is no option for face button punching in the final version, but we are investigating providing the option via DLC."Now, we're somewhat confused as to why the button-mapping options featured in previous Fight Night titles aren't already present in the most recent iteration of the sweetly scientific sim -- not everyone appreciates the stick-based punching control scheme. More importantly, if the folks at EA Sports are thinking about charging for this option -- and we're not saying they definitely are -- then they are high on pot.We've contacted EA Sports to find out what the deal is.[Via Evil Avatar]

  • Telltale working on Sam & Max Season 3, using cursor-less controls

    by 
    Griffin McElroy
    Griffin McElroy
    05.28.2009

    Everyone's favorite bipedal canine and hyperkinetic rabbity thing missed the "Early 2009" window for the launch of their third season of adventure games -- but fear not! In a recent interview with The Inquirer, a few fine folks from the Telltale crew explained that the developer is still working on Sam & Max Season 3 -- though the controls may feel a little less clicky this time around.According to Telltale co-founder Kevin Bruner, Season 3 will feature the cursor-less, console controller-friendly control scheme featured in the PC and 360 adventure title Wallace and Gromit's Grand Adventures. Makes sense -- we know Telltale is interested in bringing the new season to consoles, and having a sans-pointer control scheme would let them do that with ease. However, we imagine adventure game purists and mouse fetishists alike will be none too pleased.

  • UI gently tweaked in Android 1.5

    by 
    Chris Ziegler
    Chris Ziegler
    04.20.2009

    If you didn't like the way Android 1.0 looked, odds are you're not going to find 1.5 much more to your taste, but some ultra-minor refinements to the latest version's UI elements help add some extra spit and polish that's been missing since the initial launch. The official Android Developers Blog has published a heads-up to devs out there over concerns that the tweaks could break UIs in existing applications; specifically, the minimum width of some elements has been slashed by 20 pixels, so certain layouts could end up looking all wonky. That said, we're digging the revamped contact creation screen (pictured on the right, versus the old style on the left) -- so even if the changes are glacial, at least they're glacial moves in the right direction.

  • The Wolfenstick app can send and recieve data through the iPhone audio port

    by 
    Mike Schramm
    Mike Schramm
    04.09.2009

    This is interesting -- Alex Winston, Ltd. has come up with what they call the Wolfenstick, a little iPhone app that can control Wolfenstein 3D Classic with a second iPhone through the audio port. Obviously this isn't a very practical setup, as buying a second iPhone just to control games on the first one probably isn't in anyone's interest. But it does open up a whole slew of possibilities for how a connection like this might be used -- as you can see in the video above, not only are controls and the accelerometer able to be transferred, but even game and app information can be sent across the cable.Of course, the 3.0 update casts a nice large shadow across ideas like this -- we know for sure that there will be more hooks for accessories to work with apps on the iPhone, so having to go through the audio port may end up being more of a novelty, as it'll likely be much easier to go through the connector on the bottom of the iPhone. But if you want to play while the unit is charging (or just want to connect two iPhones with nothing more than an audio cable), there's definitely some promise here.

  • SLAP Widgets add movable, tactile controls to your surface computer

    by 
    Ross Miller
    Ross Miller
    04.09.2009

    Looking to have the best of both worlds in terms of virtual and physical interfacing, Media Computing Group's developed the Silicon Illuminated Active Peripherals (SLAP) which, as the name suggests, consists of tangible widgets that can be placed anywhere on a surface computer and used for context-specific controls. Examples used are an Optimus-esque keyboard, a slider similar to those found on audio boards, and a knob for video editing. It's a clever approach, sure, but here's hoping future implementations will be able to include a sharper, higher resolution screen. Kindly direct yourself to the links below for video demonstration.[Via Core77]Read - Project websiteRead - Video presentation

  • Starting out in Vana'diel: Community, controls and cooperation

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.19.2009

    Hello there adventurers! It's Thursday, and that means more tips for those of you who are new to Vana'diel.This time around we have some less documented topics to talk about -- the controls of Final Fantasy XI, how to get into groups and how to run groups, and answer one of the questions presented by reader Green Armadillo in last column's comment area.I know these topics may seem weird for a recurring feature that is suppose to be a guide to starting out in Final Fantasy XI. You would think I would be tackling more game play issues or tips on how to level. However, these topics play right into getting the most out of your FFXI experience. Knowing these things is going to help you tremendously in Vana'diel, so let's stop talking about it and get down into it.

  • Punch-Out!! doesn't force motion control

    by 
    JC Fletcher
    JC Fletcher
    03.04.2009

    Nintendo sent out just a bit of info about the upcoming Punch-Out!! that finally (partially) answers the biggest question we had about Next Level Games' delightful-looking refresh of the NES game: how do the controls work? Are we to use motions to simulate punching King Hippo in his gelatinous core, or will it hew more closely to the classic control scheme of the NES game?Both! Here's how the control schemes work, according to Nintendo's press site: "Punch-Out!! uses the Wii Remote and Nunchuk controllers to simulate throwing punches. Use the Nunchuk to throw a left punch and the Wii Remote to throw a right punch." And for people who care too much to throw their hands in the air, "Fans of the NES version and core gamers will be excited to see Nintendo has also included the option to play Punch-Out!! using the classic layout from the original NES controller. Use the 1 and 2 buttons along with the cross pad to throw hooks and jabs or to dodge." Unsurprisingly, it sounds like the whole game will be closely modeled on the NES Punch-Out!! The press site describes the ability to earn "Star Punches" that, when used, take more health away from the opposing boxer. And trainer Doc Louis is back! Get out your pink sweatsuit!%Gallery-33381%

  • 3D Realm: Prey coming to the iPhone

    by 
    Mike Schramm
    Mike Schramm
    02.11.2009

    This is pretty exciting -- 3D Realms has announced that their 2006 first-person shooter, Prey, is coming to the iPhone. IGN has a preview up now, and it looks pretty impressive -- the texture work is very well done, and the gravity-defying puzzles that helped the original game stand out as an above-average shooter are back as well.As you can see above, the controls are overlaid on the touchscreen, and while IGN says they take a little getting used to (they're obviously not the usual WASD and mouse movement that most shooter fans are used to), they do work well once you figure them out (and you can change the transparency of the controls, so they won't get in your way while you're blasting aliens). 3D Realms says there's no release date yet (the port is being done by a company called MachineWorks Northwest), but it'll definitely be something to watch out for. Thanks, Nick!

  • DS Daily: Fan of the controls

    by 
    David Hinkle
    David Hinkle
    10.14.2008

    Which DS game (recent release or older title) do you think really has the right stuff in the controls department? Is it a matter of touch-screen controls or plain old use of the d-pad and buttons? Why do you feel it's a great control scheme? Is there an upcoming game you're excited for that looks like the controls are really spot-on? Lay it on us!

  • Tatsunoko vs. Capcom controls want to be friends with everybody

    by 
    Chris Greenhough
    Chris Greenhough
    09.22.2008

    You'll have to travel a helluva distance to find somebody who likes the Wiimote and Nunchuk as much as we do, but there's no getting away from one fact: Nintendo's unique peripherals weren't made with intricate, combo-heavy fighting games in mind.Fortunately, when it comes to Tatsunoko vs. Capcom: Cross Generation of Heroes, Capcom has two solutions. Solución uno: a simplified control scheme whereby a chain combo can be pulled off with a single button press, and special moves don't require input commands. Solución dos: Tatsunoko vs. Capcom will be compatible with the sleek, delicious slab of plastic that is the Classic Controller for the hardcore set. Not that we'd expect fighting enthusiasts to play this with anything other than a Hori Fighting Stick but, you know.In other news: screens!%Gallery-32421%[Via Siliconera]

  • High Voltage announces controls contest for The Conduit [update]

    by 
    David Hinkle
    David Hinkle
    09.19.2008

    Click image for more screens Update: High Voltage just dished out a press release that talks about 16-player online gaming and WiiSpeak. It's been tucked past the break.High Voltage has announced that they're holding a contest having to do with their upcoming game, The Conduit. They're asking fans to come up with their own control schemes for the game and submit them, with the winners getting their scheme put into the game. Sound exciting? We think so!Head past the break for the full details on the contest.%Gallery-25003%

  • Chrono Trigger DS features optional SNES play mode

    by 
    David Hinkle
    David Hinkle
    09.09.2008

    For fans of Chrono Trigger, the news that the game would be ported to the DS was like finding an extra toy in your box of cereal. Or, actually, it was probably a bigger deal than that. Like, a lot bigger. But, what about those purists that don't like touch-screen controls changing up the game? Well, Square Enix will be including a single-screen mode, which you can see to the right of this text. The bottom screen will display health information for the enemies you're currently engaging, so it still plays a role in the game. Are touch-screen controls really that big of an issue, though?%Gallery-27682%

  • The Conduit gets MotionPlussed

    by 
    Chris Greenhough
    Chris Greenhough
    09.01.2008

    Wii Sports Resort might not be the only title to showcase the Wii MotionPlus when the dinky add-on launches next spring. GameSpot went hands-on with The Conduit at PAX 2008, and revealed that the shooter will feature MotionPlus support. The Conduit is currently set for a March launch, so has this new information also inadvertently dated Wii Sports Resort and the MotionPlus?Whether it has or not, MotionPlus for The Conduit is Pretty Big News -- so much so, that we're afraid it may overshadow some of the other eye-catching details in GameSpot's report. These include: In the final game, High Voltage hopes to have a completely customizable head-up display, in which any HUD element can be dragged and dropped to different parts of the screen. There will be nine missions in total, with the singleplayer campaign lasting "about ten hours." Cut scenes won't be used; rather, the story will be developed through news or radio broadcasts, much like the Half Life series. Some projectiles can be guided using the cursor, which sounds a lot like the Nikita launcher in Metal Gear Solid, automatically making it ZOMGAWESOME. %Gallery-25003%[Via Go Nintendo]

  • Taking control of The Conduit

    by 
    Chris Greenhough
    Chris Greenhough
    08.29.2008

    So The Conduit looks and sounds extraexplositastic, but how will it play? Answer: probably really nicely. First-person shooter controls are something the Wii has excelled at -- both Metroid Prime 3: Corruption and Medal of Honor: Heroes 2 boast buttery-smooth gameplay, and The Conduit looks no different.This video, narrated by lead game designer Rob Nicholls, talks us through everything we'll be able to meddle with in the game's control settings. Tweakable stuff includes turning speed, running speed, cursor sensitivity, the ability to turn while your cursor is off-screen, and the auto-center settings. The best bit of all, though? Adjusting your dead zone as you play. Very nifty.

  • Microsoft fesses up to a new, tweaked Xbox 360 controller

    by 
    Joshua Topolsky
    Joshua Topolsky
    08.20.2008

    According to gamesindustry.biz, Microsoft is confirming a slight revision to its Xbox 360 controller design. Apparently, the new iteration of the gamepad includes enhancements to its d-pad, which admittedly has always been somewhat lacking. In Microsoft's words: "The new limited edition green wireless controller offers enhancements to d-pad functionality, which will add to the experience of playing games where the d-pad is the primary control mechanism." We'd like to think that this d-pad tweak will finally give us an opportunity to level up in COD4 from Corporal to Lieutenant General in no time.

  • Classic control scheme for High Voltage's other game

    by 
    Chris Greenhough
    Chris Greenhough
    07.21.2008

    The Conduit, The Conduit, The Conduit -- that's all we media types bang on about when it comes to High Voltage. But the Illinois-based studio also has a WiiWare game in the pipeline: the scarcely covered Animales de la Muerte, a bloodthirsty shooter set in a Mexican zoo that has been overrun by zombie animals. Let's say that again, shall we: a Mexican zoo that has been overrun by zombie animals. It looks a bit like Samba de Amigo crossed with the gore of MadWorld, and if that's not potential GOTY material, we have no idea what is.And it gets better. High Voltage's Micah Skaritka just confirmed to WiiWare World that Animales would feature Classic Controller support, allowing players to move with the left analog stick and fire with the right, a configuration that Skaritka compares to Smash TV (but which also reminded us of Geometry Wars or Robotron: 2084). Meanwhile, actions that would usually require a shake of the Wiimote (Whip, Throw, Rescue, and Activate) have been mapped to buttons. A welcome addition!%Gallery-28238%[Via Go Nintendo]

  • E308: Nintendo exec alludes to Wiimote refresh with built-in MotionPlus

    by 
    David Hinkle
    David Hinkle
    07.18.2008

    Your Wiimotes might be outdated pretty soon, that is if Nintendo's Katsuya Eguchi is to be trusted. During a developer roundtable, he alluded to the possibility of a hardware refresh on the Wii's motion-sensitive controller, one that would include the new MotionPlus functionality, commenting "as to looking at whether or not it will be an attachment or built in - we're always looking at how hardware should evolve and where we should take it." He also added that "it's something we'll be looking at."Of course, there are several things to consider. For one, how much would it drive up the cost of the Wiimote? Secondly, how crappy would it be to have to (eventually) buy all new Wiimotes? Thirdly, until Nintendo shows off a killer app for the thing (as okay as Wii Sports Resort looks, it's definitely not a killer app), does anyone even care?[Via Engadget]