The Irrelevance of Ultra HD

CES is about the future of consumer electronics; I get that. We go to see what’s going to make our eyes light up later in the year. But take a glance at our CES 2013 Hub and it’s clear that Ultra HD was the tech most of the big companies were pushing, and it’s arguably the most irrelevant theme to the electronics industry – for the near future, at least – we’ve seen in some years. Not since the very earliest days of 3D have we seen a segment so desperate to validate its own existence, and failing so miserably.

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I can understand why manufacturers like Samsung, Sony, Panasonic, and others push TVs as the perfect vehicle for Ultra HD. They’re huge products – physically speaking – and in the charged, competitive, genital-waving atmosphere of Las Vegas, having The Biggest is a fair way to being seen as having The Best. A vast TV looks great on a stage during your keynote, and it provides a great focus point for gawping visitors to your booth.

Practically, though, when you need a huge set to actually take advantage of the technology you’re positioning as the Next Evolution for home entertainment, you’re already irrelevant to a huge swathe of your audience. The most common size was 84-inches – eighty four! – and they started to look small in comparison to the few 110-inch monsters. Worse still, every company did a grossly poor job telling us why we need Ultra HD, relying on big numbers to sell the technology alone.

That’s why, despite the majestic monsters from the main culprits, it was a far smaller – and quite different – interpretation of 4K that I left CES feeling was the best implementation of the technology. Panasonic’s 20-inch Windows 8 tablet may be a fraction of the size of, say, the company’s own Ultra HD TVs, but for once the 4K context made sense. The detailed resolution would be great for digital artists, Panasonic pointed out, as well as those in medical professions and architects.

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Samsung even hinted at that alternative strategy itself; when Joe Stinziano, the company’s EVP, told us he saw mass-market relevance for Ultra HD perhaps five years out, he highlighted those fields as potential early-adopters, not people with playing field-scale living rooms.

A 20-inch tablet doesn’t leave you with the feeling that you need to wear sunscreen when you’re basking in its glow, however. And CES is perhaps the place where context has no role: we make these things because we can, is the unspoken message from manufacturers, not because you necessarily realized you needed it, or even wanted it. It’s proof of concept without pause for practicality.

And yet… what will they show us in January 2014? When Ultra HD sets are still the stuff of vastly expensive, niche, 84-inch irrelevance – because, let’s face it, 1080p is going to be the beginning and end for 99.999-percent of consumers this year – what will the TV industry wow us with? It’s an arms race of idiocy, when there are still plenty of far more worthy areas of attention (the broadly appalling smart TV performance of most internet-connected sets, for instance) which affect far more people but are just less attention-grabbing than a $20k luxury toy.

For now, though, the message is simple. Don’t worry about Ultra HD. It really doesn’t matter.


The Irrelevance of Ultra HD is written by Chris Davies & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

Why Motion Gaming Should Be Left Out of the PlayStation 4

At the end of February, Sony will be holding a special PlayStation event that, industry experts believe, will be used to show off its next console. Likely dubbed the PlayStation 4, the console is expected to come with an improved online experience, better graphics, and Blu-ray. And since the PlayStation 3 comes with the Move motion-gaming accessory, it’s believed that the console will also integrate a similar function in some way.

But I’m here to tell Sony something. I can appreciate that the company wants to jump on the motion bandwagon made popular by the Wii and arguably better by the Kinect, but bundling such a feature into the PlayStation 4 makes absolutely no sense.

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[Image credit: Tai Chiem]

Sony is to gaming what a Mercedes-Benz is to cars. The company has for years been delivering the most expensive consoles and its customer base has come to expect a certain level of technical achievement not available elsewhere. Whereas Nintendo appeals to the casual gamer looking for simpler experiences, Sony is trying to woo the hardcore segment that won’t be caught tossing around a Wii Remote.

That’s precisely why the Move controller was such a bad idea. Yes, I know that Sony was trying to catch up to its competitors and it thought that the Move would work, but it’s proven to be a bad idea. The Move is largely ignored by gamers and developers, and there isn’t a single person I know that feels the PlayStation 3 would be better with the Move than without it.

So, why should Sony deliver a console that aims at delivering everything but the kitchen sink? Sony can be successful by delivering a good-looking product with high-end specs that customers actually want. And as long as it plays nice with developers – something Nintendo hasn’t historically been so great at – the company should have a respectable level of success in the next generation.

“Motion gaming is a gimmick. After a few fun plays it becomes old and annoying”

Motion gaming is a gimmick. It’s something that, after a few fun plays, becomes old and annoying. It’s also something that really only makes sense for kids or those who like to throw parties and make fun of drunken fools jumping around the living room with a wand in their hands. Motion gaming like what we find in the Wii and PlayStation 3 has done nothing to improve the overall playability of a game. After a few plays, the neat idea a developer has come up with is tossed aside for traditional play.

The time has come for Sony to acknowledge what its brand and its hardware are really all about. The future resides not in all of the features Sony can add to a console, but in the quality of those features. And motion gaming delivers no added quality that the average PlayStation 4 owner will care about.

So, don’t even think about bringing motion gaming to the PlayStation 4, Sony. Believe me – it’s one hugely bad idea.


Why Motion Gaming Should Be Left Out of the PlayStation 4 is written by Don Reisinger & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

Why the Used Game Model Needs Fixing (But Not Banning)

With the recent unveiling of a Sony patent application indicating the company was thinking of killing off used games in the PlayStation 4, speculation has run rampant over how such a tool would affect the games industry. There seems to be a general sense that the implementation of such a product would potentially ruin GameStop, and would benefit game makers. Used games, some say, are bad news.

The reality is, used games aren’t really all that bad. In fact, there’s a good chance that the continued growth of used games is helping the industry in an immense way.

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Unfortunately, being a gamer is an expensive proposition. In order to even start having the chance to play games, consumers must purchase a console that will set them back several hundred dollars, and then buy games that cost $60. If they want to play handheld titles, buying a device like the PlayStation Vita or Nintendo 3DS XL will once again cost them hundreds.

In a world where economies are slow to turn around and the future is decidedly in doubt, spending that kind of money on video games isn’t always a top priority. And as much as folks might want to enjoy the entertainment value provided by games, dropping $60 for a new title just doesn’t fit into budgets every month.

With used games, though, that changes. Used titles are notably cheaper than their new counterparts, making it more possible for gamers to get titles. And as those folks get titles, they become more invested in certain hardware, developers, and franchises. The result? A more engaged and entertained gaming community.

“A more engaged and entertained gaming community means more online customers”

A more engaged and entertained gaming community means more customers that will sign up for online services, like Xbox Live. It also means that there will be a broader base of customers to whom developers can sell add-on packs and other goodies.

Now, I understand that the main issue with used games is that developers, who spend years of their lives creating games, aren’t actually getting anything in secondary sales. And I would fully agree that that’s wrong. But that’s not enough of a reason for me to believe that used games should be stricken from the industry.

Like it or not, I do believe that retailers have a responsibility to developers and publishers to share some of the revenue generated from used games. Yes, I know that such a move bucks a longstanding trend and GameStop and Amazon hate the thought of it, but there’s something to be said for being fair. And fairness would dictate paying developers for used sales.

How will such an agreement be made? I don’t know. How will the revenue split work? No idea. But it’s about time both sides – developers and retailers – come together and come to an agreement. The fact is, both parties benefit from used games. And it’s about time we all acknowledge that.


Why the Used Game Model Needs Fixing (But Not Banning) is written by Don Reisinger & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

I expected Apple to jump on Leap Motion first, not ASUS

If you can judge a technology’s wow-factor by how much it’s accused of being vaporware, Leap Motion‘s gesture-tracking was a hit from the off; companies jumped on the idea, though it’s perhaps a surprise that the first should be ASUS, not Apple. The matchbox-sized gadget – which can track the movement of ten fingers individually, and 200x more accurately than kit like Microsoft’s Kinect – will soon be integrated into Windows 8 PCs from ASUS, according to a new deal announced today. Microsoft’s OS certainly loves fingers, but Apple’s moves to blend the best of OS X and iOS arguably make it and Leap Motion more obvious bedfellows.

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If you missed it first time around, Leap Motion’s eponymous gizmo is a tiny, $70 box that hooks up via USB and creates a four cubic foot area above itself within which individual finger movements can be tracked. That’s at an accuracy of within 1/100th of a millimeter, and the system can differentiate between fingers and, say, a stylus being held for mid-air handwriting, as well as recognize when finger movements are intended to be linked, such as for pinch-zooming.

Leap Motion walkthrough:


So why would Apple be interested in Leap Motion’s tracking technology? It’s all down to the Cupertino firm’s dual stance on touchscreens. On the iPhone and iPad, Apple hasn’t been slow to adopt touch, driving the adoption of capacitive technology, but its Mac desktop and notebook ranges have stubbornly avoided finger-friendly displays.

“The ergonomics of touch aren’t suited to a notebook or desktop”

Apple’s argument has always been that the ergonomics of touch simply aren’t suited to a notebook or desktop form-factor. Reaching out across to a display – whether to your MacBook screen or to stab at an all-in-one – isn’t comfortable, so their argument goes, when compared with a large trackpad such as the company’s own Magic Trackpad.

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It’s a strategy entirely at odds with where Microsoft has pushed Windows 8, with the new Metro-style interface of the latest OS expressly designed for touchscreen computing. ASUS’ deal with Leap Motion, however, means its future laptops and all-in-ones will also support gestural interaction, waving and grabbing at the air in front of the display so as to manipulate what’s on-screen.

That’s actually an area of research that Apple isn’t unfamiliar with: the company has previously filed patents for Kinect-like navigation, including around a 3D display, or by using infrared light bouncing off your hands above a keyboard. None of that research has actually ended up in shipping hardware, however.

OS X has borrowed an increasing number of features and usage concepts from iOS in its latest iterations; that’s only expected to increase with the launch of OS X 10.9 later this year. With iOS so finger-focused, however, the limitations of a trackpad or Magic Mouse will continue to keep the reach-out-and-tweak-it immediacy iPhone and iPad users are familiar with from the desktop experience. Leap Motion’s approach would’ve fit that paradigm perfectly, though I’d be surprised if Apple wasn’t cooking up its own approach as the gap between mobile and traditional computing narrows.


I expected Apple to jump on Leap Motion first, not ASUS is written by Chris Davies & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

My Hope for 2013: Some Small Company Successes

I’m fed up with the technology industry. As great as some products are from companies like Apple, Samsung, Sony, and Microsoft, there are countless devices and services in the wild that come from no-name firms that have been ignored.

There was a time in the technology industry that it didn’t matter how much a company had in its marketing budget. If a company’s products were really great, they would be discovered by the tech addicts out there, and then eventually shared with the rest of the world. It was our job as tech lovers to find the good stuff and tell the “average consumer” why they needed something special.

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Over the last several years, though, we’ve let our guard down. We’ve allowed companies like Apple and Samsung to get us too excited, and forgotten about the smaller companies that deserve attention. While we’re telling everyone to get an Apple TV, we forget about recommending a Slingbox. Such scenarios play out across the industry.

So, in 2013, I can’t help but hope that small companies find some more success. The real innovation in the marketplace is not coming from Apple or Microsoft, but from companies run by energetic entrepreneurs that have a really great idea. And each year at the Consumer Electronics Show, those people are packed into corners of the showroom floor hoping that just one or two of us will actually pay attention.

I’ll be the first to admit that I’ve fallen into the trap. I’ve spent too much time focusing on my iPhone and iPad, and not enough time trying to hear about the really great products from companies I’ve never heard about. Once upon a time, those companies were Apple, Google, Samsung, and Sony. And it’s important that I don’t forget that.

“Innovation was once the element that determined success; now it’s a forgotten art”

Unfortunately, the technology industry has grown in such size that money matters more than ever. Companies that spend billions of dollars in advertising every year are far more likely to increase sales than those who only have a few hundred thousand. And although innovation was once the key element that determined success, nowadays, it’s a forgotten art.

There’s also the issue of acquisitions. The big companies keep getting bigger. And as they do, they’re finding it much simpler to acquire a small upstart before it gets too big rather than try to compete. The result? That really great product idea is incorporated into something else, and we never see it again.

I know what I’m hoping for is something that will likely not happen. But why shouldn’t we try? Chances are, the people reading this column are as tech-obsessed as I am. And when they come across a really great product, they can’t help but tell the world.

So, rather than looking in the obvious places, why don’t we spend 2013 checking out the unique, unknown products out there. We might just reveal to the world the next great company.


My Hope for 2013: Some Small Company Successes is written by Don Reisinger & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

Predictions for Google’s Android in 2013: Freedom for All!

At the start of 2012 the folks at Google were seeing their beloved Android mobile operating system being used on more iPhone clones than we’d care to discuss – near the turn-over to 2013, big manufacturers like Samsung and HTC have made their own hero lines the likes of which Android has never known. What we saw in 2012 was recognition of the model that has worked for Apple extremely well since all the way back in 2007 – a focus on the ecosystem rather than on the individual specifications of any one device. This will continue in a very big way through 2013 with manufacturers holding up a single torch – like the Motorola RAZR brand – to keep themselves lit up brightly.

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Motorola will continue to produce devices exclusive to Verizon with the DROID RAZR name attached: this branding has kept them in the limelight for the past couple of years. Samsung will stick with the Galaxy branding (as they have for more than just a couple of years) and will continue to run with the branding (and with the iPhone mocking) through the foreseeable future with both the Samsung Galaxy IV and the Samsung Galaxy Note III. HTC brought the fire in 2012 with their HTC One series (starting with the hero HTC One X) but didn’t exactly see the massive sales they’d hoped for – because of this, HTC’s strategy for 2013 remains a bit hazy.

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LG made two fantastic decisions – or were granted the ability to go through with them, however it ended up going – the first being a team-up with Qualcomm for the Snapdragon S4 Pro quad-core processor for their Optimus G smartphone. While they’ve not reported extensive numbers for the sales of this machine quite yet, it’s clear that the ultimate victory was the modified version of the handset in the Google Nexus 4. This machine has most of the features that the Optimus G does, but rounds its corners and makes its Android perfectly pure with a Google-only vanilla flavoring – this means that LG didn’t modify the software for their own, just Google. Because of the feature set and the surprisingly low cost off-contract this device came with (though a T-Mobile version does exist, mind you), it’s been a massive hit (or supply blunder, however you want to see it) compared to the rest of the Nexus devices Google has released in its lineup history.

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That machine came with Android 4.2 Jelly Bean+, that being an updated version of the same Android revealed earlier this year – that was also code-named Jelly Bean. This version had a collection of new features that included quick-access to basic settings as well as connectivity that didn’t even exist yet for most userswireless projection with Miracast.

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In 2013 we’ll continue to see the change-over from a specifications race in hardware to a more solid offering in software with brand ecosystems at the heart of the race. Samsung took this battle to heart in 2012 with the Samsung Galaxy S III – see the Chris Davies article by the name of The Galaxy S III is Samsung’s Coming of Age to see what this release was all about. More evidence that the Galaxy Note and S lines are doing stellar: the response to flip covers and TecTiles given away by the OEM for free.

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Manufacturers aside, Google will be making at least one big unique push to stand out on their own as a force in mobile. Not just as a creator of Android will Google be pushing, but as a service provider for mobile devices. Google has confirmed their once-axed phone service plans already, and we’ve had Chris Davies’ column making it all too clear, as well: “A Google plan to kill carriers with wi-fi is all too believable”. Google won’t purchase T-Mobile as our good pals at [Android Community] suggest, they’ll continue to tie close bonds between themselves and wi-fi hotspot companies – or something to that effect – that’ll allow their smartphones to function completely independent of the mobile carriers.

See the column “Smart device specs are over: Long live the Ecosystem!” for a good look at 2013.

Making Android smartphones (and tablets) affordable by everyone in the world will continue to be Google’s goal through 2013, rest assured.


Predictions for Google’s Android in 2013: Freedom for All! is written by Chris Burns & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

Which Console Maker Will Win the Next-Generation Battle?

The Nintendo Wii U has kicked off a new generation of consoles. The device, which comes with HD graphics that can about match those we have from the PlayStation 3 and Xbox 360, will likely be joined by vastly more powerful PlayStation 4 and Xbox 720 consoles at some point in the next year or so.

Once those devices launch, it will be time to handicap the marketplace. Which console will succeed? Which console will fail? And perhaps most importantly, which console will win the next-generation battle?

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[Image credit: Andreas Levers]

I’m sure there are those in each company’s camp armed with reasons their particular favorite will win.

Those who support Nintendo will say that the company’s commitment to innovation and fun, coupled with its high-quality first-party library, will be enough for the Wii U to dominate the gaming market.

Sony fans disagree. They point to the PlayStation 3’s late surge in the gaming space to make their case. Sony fans believe that the PlayStation 4 will come with high-quality specs and a large game library that will give it the edge. To think otherwise, they might say, would be nonsense.

Microsoft, however, has a different take. The Xbox 360 has proven steady over the last six years, and it’s likely that in the U.S. and Western Europe, it will have a strong showing. And Microsoft’s fans say that the software giant’s online experience and Kinect functionality will impress gamers and get enough people to join up to take over the console market.

I honestly believe that all three companies have a chance at dominating the next-generation console market. After all, coming off the GameCube, no one thought that Nintendo would win the space, but it did so with the Wii. And although the PlayStation 3 got off to a slow start, it’s starting to show now why it had so much promise in the beginning.

“I don’t know how Nintendo expects to hang tough in the long term”

At this point, though, I don’t quite know how Nintendo expects to hang tough over the long-term. The Wii U, while nice for its fans, will be trumped very quickly by whatever Microsoft and Sony offer. And if Nintendo doesn’t find a way to respond with some sort of update or new addition to the console’s featureset, it will be impossible for the game maker to keep pace.

Sony’s issue might have something to do with cost. The company has historically tried to deliver a high-end product, but in the gaming market lately, value has been the name of the game. And I’m not sure Sony realizes that.

Microsoft, meanwhile, might be popular in the U.S. and Europe, but the company has yet to establish itself in Asia. And until it capitalizes on that extremely important continent, the Xbox 720 will have some trouble.

So, while all three consoles might have some features that could push it over the top, they all also have some troubles. And the winner of the next console generation will be determined not by how much “stuff” they all have, but by how well they can get over the issues and capitalize on their virtues.

It should be a fun fight to watch.


Which Console Maker Will Win the Next-Generation Battle? is written by Don Reisinger & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

Why 2012 was a great year for gaming

2012 was an interesting year in many respects, but it was a particularly interesting year for gaming. 2012 had its share of ups and down, but looking back on the year as a whole, I’d say that it was ultimately good for gamers, developers, and the industry in general. A lot happened throughout the year, and even though we saw vitriol from gamers climb to pretty frightening heights in some cases, there were some pretty cool things happening that you may not have noticed. Needless to say, if 2012 was any indication, then 2013 should be one of gaming’s biggest years yet.

Journey screenshot

Before we turn our sights to the future, however, let’s look back at some of what went down in the year that we’re about to leave behind. It’s pretty obvious that we’re at the end of a generation, regardless of if Sony and Microsoft want to admit it. The problem we face at the end of a console cycle is that developers become hesitant to begin a new IP (more on that later). Because of this, we tend to see sequel after sequel, and in the triple-A space at least, 2012 was no different. This isn’t all bad though, as it gave indie developers a chance to shine.

Shine they did. 2012 was an excellent year for indie gaming. Minecraft came to the Xbox 360, thatgamecompany released Journey, a game that has quickly risen to the top of countless favorite lists, and we seemed to have a new Humble Bundle to go nuts over at least once a month. Indie games were in the news constantly too, with games like Hotline Miami, Lone Survivor, Faster Than Light, and Legend of Grimrock being discussed alongside the likes of Black Ops II and Assassin’s Creed III. That in particular is very encouraging, because if we can create an environment where a game developed by a pair of passionate gamers can get recognition just the same as games that cost millions to produce, everyone wins.

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Of course, great indie games have been given the attention they deserve for years now, so this isn’t some new phenomenon for 2012. It did seem like there were a really high number of indie games that managed to strike a chord within the gaming community, though. The year brought us some truly amazing indie releases, and there were almost too many to count. Whether you were playing Mark of the Ninja, Fez, Dust: An Elysian Tale, or Spelunky, the list of notable indie releases for 2012 was long and varied, with many of them giving us very unique experiences we couldn’t wait to rave about.

While we saw a lot of sequels this year, we also saw some developers take their chances with introducing a new IP. Some of these, like Kingdoms of Amalur: Reckoning, didn’t work out so well. Others like Dishonored are unquestionably just the beginning of something exciting. Square Enix found a winner in Sleeping Dogs, while Capcom surprised everyone with Dragon’s Dogma. Let’s not forget that 2012 was also the year that Nintendo listened to its fan and released Xenoblade Chronicles and The Last Story in North America. Now all we need is Pandora’s Tower and we’ll be set, so get on it Reggie.

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Even though the end of the generation is unsurprisingly accompanied by a large number of sequels, the batch for 2012 impressed. 343 Industries showed us with Halo 4 that the series isn’t doomed to mediocrity just because Bungie is working on new projects. Ubisoft managed to revitalize interest in the release-heavy Assassin’s Creed series with Assassin’s Creed III, while Gearbox released one of the best games of the year in Borderlands 2. One of the biggest surprises of the year involved Far Cry 3 launching to critical acclaim, something many of us didn’t see coming. Oh, and did Sega just school Nintendo in the art of making a kart racer with Sonic and All-Stars Racing Transformed? I think it did.

Fans got riled up in 2012 too. Project Rainfall, for instance, was a major player in getting Xenoblade and The Last Story to North American shores, while angry fans for better or worse managed to get BioWare to change the ending to Mass Effect 3. That’s pretty big considering that BioWare stuck to its guns for a long time, saying for months that there weren’t any plans to change the highly controversial ending. Disgruntled players also got Ubisoft to back away from always-on DRM, which is something gamers and publishers went back and forth about all year.

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We also have to keep in mind how big Kickstarter was for gaming in 2012. When Double Fine kicked off a campaign for an old-school adventure game and asked for $400,000, no one could have guessed that we’d be calling 2012 “The Year of the Kickstarter” by the time everything was said and done. The classic RPG Wasteland is getting a sequel after more than 20 years of waiting thanks to Kickstater, and Obsidian can now return to the computer RPG glory days of the past with $4 million in funding for Project Eternity. The biggest gaming-related Kickstarter of the year was unquestionably OUYA, the little Android console that raised a whopping $8.5 million in funding. Sure, some of the Kickstarters funded this year will ultimately fail, but we also have a number of great games to look forward to thanks to Kickstarter. This is made even sweeter by the fact that many of these games would have never seen the light of the day had it not been for Kickstarter’s very existence.

We also saw the big companies that run the show open up their platforms more in 2012. Microsoft changed around some of its policies so Minecraft players on XBLA could get frequent title updates, and it’s even letting free-to-play titles like Happy Wars on Xbox Live these days. Steam expanded its offerings to include non-software titles and rolled out Big Picture Mode so it can have a stronger presence in the living room. It also opened the floodgates for Linux users, as Steam for Linux is now in open beta. Welcome to the party Linux users – we saved you seats between Team Fortress 2 and Torchlight.

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There were some bumps along the way – as there always are – but overall, 2012 was another great year for gaming. Developers can really flex their muscles with the hardware we have available, and Nintendo has already kicked off the next generation with the Wii U. 2013 is bound to be just as, if not more, exciting than 2012 was, due in large part to the expectation that either Sony or Microsoft will unveil their new console. Get excited, because I have a feeling that 2013 isn’t going to disappoint on the heels of 2012.


Why 2012 was a great year for gaming is written by Eric Abent & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

How Popular Is the Wii U, Really?

I have a Wii U. And although I find its motion implementation quite fun at times, and the addition of a second screen a good idea, I haven’t played it at all in the last couple of weeks.

I decided to conduct an informal poll with other people I know who also own a Wii U. I asked them if they’ve been playing with the console much since its launch. Nearly every person said that they played it somewhat heavily in the first week after launch, but little after that.

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Granted, my study is by no means scientific and it doesn’t necessarily tell us anything about the average Wii U player. But it does underscore an issue: the Wii U might not have as broad an appeal as its predecessor did. Furthermore, the console’s novelty might be wearing off much sooner than the Wii’s did.

Realizing that current owners might not be the best way to figure that out, I decided to look around and see if Wii U consoles were readily available for those looking to buy. I found that Amazon is selling the Basic set, but the Deluxe set is on backorder. Those looking to buy the console elsewhere, like on BestBuy.com or other online retailers, will find that they can buy one today and have it in time for Christmas.

I then decided to call around to my local game and retail stores. And nearly all of them have ample supply for those who want to walk in and buy the new console.

“When the Wii launched, it was hard to come by for months”

Maybe it’s me, but I’m shocked by that. When the Wii launched, it was hard to come by for months. And during the holiday season, especially, it was impossible to even find it on store shelves. Each weekend, folks would stand in line for hours just to get their hands on a handful of consoles that were available. It was shocking.

But the Wii U appears to be different. After just a month of availability, the console can still be purchased quite easily.

So, what does that mean? It’s tough to say. On one hand, it’s possible that the Wii U’s sales are slightly disappointing. After all, Nintendo sold only 425,000 Wii U units in the U.S. in November, and has been surprisingly tight-lipped about its progress. And since it’s readily available, there appears to be somewhat sluggish demand for the console.

Then again, it could have something to do with supply. Maybe Nintendo did a better job of anticipating demand and was able to produce enough consoles to satisfy its early adopters. Now, the company has ample supply to take advantage of holiday shoppers.

Still, I can’t help but go with my gut here. And in keeping with that, I believe the Wii U’s popularity is waning. And Nintendo, much to its chagrin, is scrambling to address this issue.

Believe it or not, the Wii U just might not be as popular as Nintendo and its legion of fans would have us believe.


How Popular Is the Wii U, Really? is written by Don Reisinger & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

Sorry Facebook, a 10 second Poke just isn’t enough

Facebook’s new Poke app – borrowing the name of its “remember me?” digital jab to the ribs, but the functionality of “sexting” app Snapchat – is an interesting start, but ten seconds sells it short. The headline grabbing purpose of flaunting your undercarriage (and the one to which Facebook coyly and obliquely refers to with a reminder that you can report anything you’re uncomfortable with) will undoubtedly get plenty of use from teenagers and cheating spouses, but with some timer tweaking Poke could become a legitimately useful “Getting Things Done” style tool.

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There are times when ten seconds are more than enough. With all due respect to my friends on Facebook, any longer faced with their whimsical bon-mots or grizzled genitals and I’d probably be violently ill. But there are plenty of times when a non-permanent message that lasts longer than the average coughing fit could be very useful.

Email isn’t fashionable, but it’s still a sizable part of our lives. The number of mailing lists, sale-now-on notifications, “let us know by X if you want Y” reminders, and other time-sensitive messages that drop into my inbox seems to only increase, no matter how many I unsubscribe from. Sometimes they’re useful there & then; sometimes I think they might be useful later down the line. Right now, my casual (read: awful) triaging system basically marks as unread anything I might want to act on in future, with flags saved for the most important.

“I forget about things tomorrow that were Very Important today”

I miss a lot of stuff that way. I forget about things tomorrow that I marked as Very Important today. And I’m left with hundreds – maybe thousands – of messages that are old, expired, no longer important, but which are cluttering up my mail and keeping me from inbox zero.

A self-destructing message – one that automatically counts itself down to invalidity, and then deletes itself at that point – has plenty of appeal. Even better, a message that might remind me that the time for final action is upon me, before vanishing once my opportunity is gone. Since it’s Facebook we’re talking about, think along the lines of a virtual to-do list, an “I saw this and thought of you” system where you can ping over suggestions for the weekend that automatically expire come Monday morning, or ideas for a birthday meal venue that fade away along with the torn wrapping paper.

We also know Facebook is eager to sell the space in front of my eyes to as many paying advertisers as possible, and I might be willing to ease my ad-antipathy if the deals came with timers. I’d probably be more likely to sign up to mailing lists through Facebook rather than email or some other method, if I knew they’d clean themselves up along the way. Plus, it might get me looking at my phone – and adverts – more frequently, helping Facebook to monetize its mobile users.

Poke as it stands is a gimmick, briefly fun but with questionable longevity. I honestly can’t think of that many times – smut aside – when I’d want to fire over a transient link or photo to somebody. If Facebook can coax it into being a topical to-do list and recommendations engine, though, using everything it knows about context and relevance, that might earn it a place on my smartphone homescreen.


Sorry Facebook, a 10 second Poke just isn’t enough is written by Chris Davies & originally posted on SlashGear.
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