izzy

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  • Philips' izzy offers simple take on multiroom audio

    by 
    Billy Steele
    Billy Steele
    01.07.2016

    As expected, a number of companies debuted multiroom audio gear here at CES, but Philips aims to make its system the easiest to use. With the izzy line of speakers, the company's goal is simplicity while still offering all of the perks of a multiroom setup. To accomplish that, the izzy speakers don't require an app to get going. Instead, the speakers create their own network by using so-called izzylink tech to pair with each other. When I asked if users should be concerned about range, a Philips rep assured me it wouldn't be an issue. I look forward to putting that to the test in the future.

  • Philips goes after Sonos with its izzy multi-room audio line

    by 
    Billy Steele
    Billy Steele
    01.06.2016

    Companies have finally caught on to Sonos' style of multi-room audio and are trotting out similar products of their own. Philips is jumping on the bandwagon as well, and at CES this year, the company is debuting its izzy line. Made up of four speaker options, the izzy series aims to blanket your house with audio and it has a key feature that differentiates it from the competition. Most multi-room setups require an app to handle the configuration, but that's not the case here. Philips' izzy doesn't need a router or any extra software as the speakers create their own network and can be paired in a group of up to five with the push of a button.

  • Guild Wars 2 developer talks combat attributes and iteration

    by 
    Rubi Bayer
    Rubi Bayer
    03.08.2011

    Game development isn't just about flashy class reveals and unveiling new screenshots -- the fine-tuning behind the scenes is just as important, if not more so. Developer Isaiah "Izzy" Cartwright addressed this process in Guild Wars 2 development today in the newest ArenaNet blog post about attributes and iteration. Balancing these two aspects of combat, even with Guild Wars 1 combat to build upon, is a long process of trial and error as well as planning. For example, a popular weapon choice for a Warrior character was a bow and sword combination -- a weapon set that the player could switch back and forth between as necessitated by combat. Unfortunately, the attribute system as originally created made this a hindrance, forcing the player to divide his attributes between strength and agility, creating a mediocre setup at best. This is one of several examples Izzy gave in the blog post. ArenaNet will reveal more information at PAX later this week, but this serves as a detailed preview for those eager to know more. You can read the full story at the ArenaNet blog.

  • Flameseeker Chronicles: Guilds, grind, and Gamescom

    by 
    Rubi Bayer
    Rubi Bayer
    08.02.2010

    Thursday evening was fairly eventful for me. Thursday is our regular Massively night in Guild Wars, so [MVOP] arrived in The Wilds and began setting up for our run through the mission. We found a few players waiting for us, extended guild invites, sorted out our grouping, and off we went. We made it through the mission with only one hitch -- which I'll address in a moment -- then headed over to the Eye of the North to begin tackling the Asura storyline. The plan was to make the full trek through Vloxen Excavations to the Asura Gate, but once we arrived at Umbral Grotto, certain party members (me) were falling asleep in their seats and had to bow out and get some rest. The plans for this week are all set, and everyone is welcome to join us. Now, about that little hitch. We were traipsing around the jungle in The Wilds when I got an IM telling me that the level cap had been set for Guild Wars 2. What? No way. A quick check confirmed it, and my wonderful group sent me off to a safe corner to leech and knock out a quick news story while they continued the mission. They even came back to find me after I returned and demonstrated my truly dismal navigational skills, because they are wonderful like that. The leveling and progression information was pretty big news, so there was no question that I'd look into it a bit more deeply for this week's Flameseeker Chronicles -- follow along after the jump.

  • Guild Wars 2 level cap confirmed at 80

    by 
    Rubi Bayer
    Rubi Bayer
    07.29.2010

    var digg_url = 'http://digg.com/pc_games/Guild_Wars_2_confirms_their_level_cap_Level_80'; It's been a huge question for months: What will be the level cap for Guild Wars 2? Eager fans have grabbed onto every piece of information looking for clues over time, and tonight Isaiah "Izzy" Cartwright, Guild Wars 2 game designer, confirmed it: the level cap will be 80. No, hold on, there's still no grind. Grind in most games with a high level cap comes in because it takes longer to level the higher you go. In Guild Wars 2, this is not an issue, says Izzy: "Instead of taking longer and longer to reach each level, it takes about the same time to go through each level." In short, it's still all about the content and the journey, and you won't find yourself stuck at level 60, endlessly grinding the same mob to advance. Check out the newest ArenaNet blog post for all the information.

  • Massively's ArenaNet interview: The past, present and future of Guild Wars PvP

    by 
    Shawn Schuster
    Shawn Schuster
    11.19.2008

    Since the game's launch in April of 2005, ArenaNet's Guild Wars has set the bar a bit higher for future MMOs in relation to gameplay, their unique business model and skill balance. Their constant attention to detail when balancing literally hundreds of game skills between PvP and PvE has been an ongoing progression for everyone on the ArenaNet team. Often seen by hardcore players as the name behind this constant balance is Isaiah "Izzy" Cartwright, Game Designer at ArenaNet. We were able to catch up with Cartwright for a brief interview regarding the past, present and future state of PvP in Guild Wars. Follow along after the cut for the full interview and some exclusive PvP screenshots supplied to us by ArenaNet.

  • Guild Wars balance discussed, changes hinted

    by 
    Louis McLaughlin
    Louis McLaughlin
    11.14.2007

    The latest Guild Wars State of the Game is Talking Skill Balance with Izzy and Ensign, and it's a good look at the the current metagame in PvP.For the uninitiated, it provides a snapshot for just how seriously PvP balance is considered in Guild Wars; and for existing players, it seems like ArenaNet are at least aware of the current stagnation.I don't envy the job of balancing GW PvP in the state it's currently in. When it's not so much a case of skill balance but how the game is played, it's a different issue altogether. Merely changing skills like Light of Deliverance probably won't be enough, because GvG teams run with such defensively stronger lineups at present -- and regardless of skill changes, that will continue until more guilds start experimenting with split builds and greater offense again, and find one that works enough to break things up.Any hardcore PvPers got thoughts on this?