Saturday, May 22, 2010

iPad

Remember back when you were a kid and you were the first to get that hot new toy all the other kids lusted after? Instant popularity was yours as soon as you walked into the classroom; everyone wanted to see it, touch it, play with it, ask you about it. If you walk into the office with an Apple iPad, the exact same thing happens. Unfortunately, fame thus received as fleeting as it was in your youth, and soon enough you are just an average schmoe again, except with a useless plastic toy to your name. The Apple iPad is like that too.

I received an iPad as a gift. I'd like to say -especially after my scathing preview a few months back- that had I not gotten the tablet as a present I never would have owned one, but in all honesty I cannot. Likely I would have waited a year before I bought it, but the allure of tablet computing is difficult for a geek to resist, even those of us who recognize the platform's disadvantages ahead of time. Nonetheless, despite having nothing more invested in the product than appreciation towards the person who had gifted it to me, I endeavored to find utility for the device. For the past two weeks, it has gone almost everywhere I have gone, and where I might otherwise have used a computer or hand-held, I used the iPad. Surely somewhere in all those tasks the iPad would prove its worth.



The iPad has a glossy screen
People who have not used an iPad might find this an unduly negative start to a review. After all, the tablet is some impressive hardware. From it's glossy ten-inch screen to its speedy 1 GHz Apple A4 processor, it is stylish and powerful. Advocates point to the more than 100,000 applications available as indications of its flexibility and adaptability to almost every usage scenario. Desktops (and even laptops) are too cumbersome, hand-held devices are too limited; surely a tablet PC is the optimal solution.

But the sad fact is, the iPad is not the solution. It has the technical capability but its form factor is its greatest weakness. True, it can perform most tasks you might otherwise turn to a laptop or desktop computer, but its limitations quickly become evident. Similarly, it has the portability of a hand-held, but -four times larger- not the convenience. It is not the revolutionary new computing  paradigm promised by Apple. It is a toy that, at best, has a few niche applications it might be ideal for but otherwise fails to better its competitors in any way.

The on-screen keyboard
One of the first uses I put the iPad to was e-mail; jumping between offices, I found it necessary to keep in contact with my peers in multiple locations. Normally, I might jot down a few terse messages on my iPhone until I could reach a "proper" computer where I could type out a detailed message, but surely the iPad -with its bigger screen and keyboard- would allow me to write out those longer e-mails on the road. And, true, the capability was there, but after a few messages I found myself reverting to my old habits. The iPad on-screen keyboard is horrid, not only due to its lack of tactile feedback but also for its layout; numbers and commonly-used punctuation are hidden layers deep which greatly impede typing speed. Before too long, e-mail sent from my iPad started to assume the usual Frankensteinian diction common to any e-mail I send from a portable device. As far as e-mail was concerned, I might as well have been using the iPhone; at least that had the advantage in size.

Safari lacks many features
But surely as a web-browser the iPad would be a superior experience to any smartphone? Certainly its smaller screen improved on readability, although I was still frequently zooming in to read anything but the headlines. Fat fingers always made clicking links an exercise in frustration, and the limitations of the browser (no Flash, limited javascript, no add-ons) meant that many websites did not function as expected. Furthermore, the problems with the keyboard again came into effect; these days I do more than simply surf the web and ingest content. I like to give back with stories or comments of my own and typing anything of length on the iPad keyboard is just not an option.

iBook is pretty but not feature-rich
A much touted feature of the iPad was its use as an e-book reader. In this I found some success. The iBook application is gorgeous, although e-book fanatics might find fault with the too-bright screen and fonts. But I found the iPad's form-factor to be uncomfortable for extended periods of reading. It's just a bit too large to comfortably curl up around and -even at only 1.5 pounds- after half an hour of holding the tablet up I started to feel it in my wrist. The Kindle -roughly two-thirds the size of the iPad- is the ideal dimensions for reading e-books; the iPad is not. Nonetheless, there was one area I found the iPad to be superior: reading multiple-column text or PDFs. These are too big for hand-helds and can't be comfortably read on a laptop; the iPad was the perfect platform for this format. Unfortunately, the iPad didn't come with a built-in PDF reader, requiring me to purchase an application separately.

Similarly, the iPad has limited success as a portable media device. It is terrible as a music player; although it has all the features of Apple's iPhone or iPod Touch music players, its form factor completely negates its usability in this area; you can't stick the iPad in your pocket and go out for a brisk jog. On the other hand, it plays videos fairly well and -despite initial worries- I only came across a handful of websites where I could not stream the video from the Internet (Hulu.Com is, of course, the most notable exception). Still, I have to wonder at the utility of this feature; whenever I was traveling, watching video was the last thing I wanted to do, and when I was at home the better option was always to watch the video on the HDTV or big-screen monitor.


Zombieville USA on the iPad is a kick-ass game
Of course, there are always the 100,000 other applications you can use. Some are quite nice, but -again- all are limited by the platform itself. The games tend to be fairly shallow and lack in variety; they are fun for short periods of time but you aren't going to keep at these games for more than fifteen minutes before you tire of them. As for productivity applications, well, do I have to bring up the input limitations again? The keyboard is terrible for anything beyond the shortest of comments and the touch-interface will hardly replace a mouse for accuracy. Nor do the limitations of the OS improve things; no multi-tasking and no easy way to move files on or off the platform mean it will never replace a dedicated workstation.

So what's the final verdict? Well, if you ask me, it's a cute toy, but even its most dedicated fans will have to admit that it just can't replace the computing platforms already available. For all its versatility, users will still want to keep a hand-held device and a dedicated computer around for their day-to-day work. The iPad is too big to replace the former, and too limited in functionality to replace the former. So why should anyone ever buy one?

Monday, April 26, 2010

Metro 2033




S.T.A.L.K.E.R : Shadow of Chernobyl won rave reviews for its unique setting, intense gameplay, vivid, open game-world and exotic storyline. It was the darling of the press and gathered a number of fervent, devoted fans. It was held up as proof that the PC still was a viable platform for computer gaming.

I did not like S.T.A.L.K.E.R.

It failed me on so many points; each problem, taken by itself was not a deal-breaker but in combination it ruined the overall experience. The "wide open" game world was inexplicably bound by uncrossable barriers and tied together with load-points. The "artificial life" AI felt more unreal than the most tightly and unwavering scripting found in most games and plagued by over-enthusiastic spawn points. The setting was novel but the story was poorly paced and even more-poorly delivered. The gun-play was hampered by inaccurate and underpowered weapons and was completely unforgiving. Ambitious and unique, S.T.A.L.K.E.R. failed in the one area that was most important; it was not a fun game.

I mention all this because, at first glance, everything I just said about S.T.A.L.K.E.R. would seem to hold true with Metro 2033. Not only are the settings similar (post-apocalyptic Russia) but the gameplay shares many similar concepts. In fact, the two games even share similar developers (Oles' Shyskovtsov and Oleksandr Maksymchuk of 4A Games worked on the X-Ray engine used in S.T.A.L.K.E.R. before taking off on their own). It was only the allure of the setting that prompted me to purchase the title, despite all my misgivings.

Well that I did, for the detailed, moody environments transcend any faults in the actual gameplay. Many titles play on gamers' emotions with cheap jump-from-the-shadow scares; few games achieve the melancholy hopelessness that pervades Metro 2033. Mankind, it is easy to believe, is on its last legs as it struggles against the hostile environment (and even more hostile inhabitants) of the post-apocalyptic Moscow subway system. I certainly felt vulnerable as I crept through the dank, claustrophobic tunnels, even if I was armed with a remarkable assortment of high-powered weaponry. Armed to the teeth and still shitting my pants; achieving that sort of atmosphere takes skill.





Although the game ably convinces you that you are exploring the darkest corners of the Underground, you never truly leave the beaten path; the game is steadfastly linear. This is both its great strength and weakness; Metro 2033 assures you of a well-paced and strongly woven story but at a cost to the player's freedom and the game's replayability. But even as you are cunningly led by the nose with little ability to turn aside, the well-designed levels convince you that a wider world exists just beyond those insurmountable barriers.

Beyond the exploration, there is the combat. Like its predecessor S.T.A.L.K.E.R., it is a mix of stealthy combat and high-paced gun-play. The AI is not overwhelmingly clever - the nastiest monsters are most dangerous only because of their tendency to spring out at you from dark corners just outside your field of vision- but the incoming fire is deadly and rarely do enemies come at you in only ones or twos. And while most foes go down with a burst of machine gun fire, ammo is scarce and -as it doubles as the game's currency- the more you shoot, the less likely you are to afford the good guns later on. Stealth is an adjunct to the combat, mostly used to sneak into perfect firing positions. It is possible to sneak by many encounters (where's the fun in that?) but its effect is lessened by the eagle-eyed enemy; once you make your presence known, there's no hiding from them again.

Technically, the game is an impressive piece of work even using DirectX 9 graphics (it supports up to DirectX 11 graphic embellishments; alas, although my hardware is willing, my OS is weak). The levels are well-detailed with high-res textures, numerous objects and excellent lighting effects. The sound is equally impressive, with a low-key soundtrack. The stilted voice-work may put some people off, but I felt it added to the game's charm. The engine was well optimized and the game ran very smoothly even at its busiest.

Metro 2033 is not a perfect game; it suffers from many of the same problems as S.T.A.L.K.E.R.: linear levels, sometimes unforgiving combat, and a problematic storyline. But unlike its predecessor, it succeeds stupendously when it comes to the game's atmosphere, and on this alone it surpasses its ancestor. The gameplay is passable, but it is the setting that you will remember for years to come.