I recently got my hands on a Nintendo DS Lite for the weekend so I thought I'd review it as I did with the other consoles. This past week, CNet did a run down putting the DS head to head with the PSP. The two portables were the first seventh generation consoles to hit the market, hitting North American shores back in 2005. For years, Nintendo has completely dominated the hand held console market with the Gameboy. The system which premièred in 1989 sported longer battery life and a better library of games than its competitors even if the graphics and sound were inferior. Nintendo has lost some ground to Sony's Playstation Portable recently, which is currently the top selling handheld in the vital Japanese market. The Nintendo DS is the first portable made by Nintendo not to be christened Gameboy. Does it live up to its predecessors? Has the Gameboy grown into a Gameman? Let's take a closer look.
First, we'll start by looking at the system from a technical standpoint. Nintendo has always been innovative with their products. The DS in Nintendo DS stands for "dual screen". It features two 3'' LCD screens with a resolution of 256x192 in a 4:3 aspect ratio. In comparison, the PSP has a single 4.3'' LCD with a resolution of 480x272 and a 16:9 aspect ratio. One of the crowning features of the DS which separates it from the Gameboy Advance is the addition of a touch screen. The DS uses a stylus for input using the touch screen. Commands are entered into the lower screen using a small, plastic, pen-like pointer. I'll discuss this in further detail when I get to gameplay. Only the lower screen has touch recognition. Aside from the touch screen, the DS features two shoulder buttons, a standard D-pad, and four control buttons. It does not have an analogue stick. It also has a microphone for voice recognition in some games.
Under the hood, the system is powered by two ARM RISC 32-bit processors running at 67mhz and 33mhz respectively. Presumably the second processor provided backwards compatibility for Gameboy Advance titles, since it's the same processor used in that system. The system has 4mb of Mobile RAM. The games themselves are stored on flash cards rather than optical discs that the PSP uses. As with all cartridge based games, load times are virtually non-existent. The flash based game cards store up to 256MB with 64MB being typical. Some memory on the cards is left open for game saves. Unlike other systems, the DS has no expandable storage beyond the game cards. As I mentioned, the DS Lite is backwards compatible with Gameboy Advanced cartridges in single player mode only. The quality of the graphics are similar to N64 titles. For audio, the DS has two stereo speakers next to the top screen which provide surprisingly decent sound. The audio quality is similar to that of a N64 game. The volume control is a weird slider though rather than using a wheel or digital controls.
For connectivity and multiplayer for DS titles, the system has Wifi, which it lists as being just 802.11. Presumably this is legacy 802.11 which runs at up to 2mbits/s. An Opara browser add-on was made but has since been discontinued in North America due to poor performance.
Nintendo released the DS Lite in 2006. It is smaller and lighter than the original DS. The DS Lite has identical features to the original but besides the shrink, some of the buttons were moved. It has a glossy white finish similar to the Wii. Both the DS Lite and DS have a clamshell design. While the outside case is glossy, the inside has a matte finish so it's not the fingerprint magnet that the PSP is. The screens also have a matte finish to prevent glare. Aside from white, it also comes in red, coral pink, cobalt blue, and onyx (black).
Now onto gameplay. The game I had with it was The Legend of Zelda: The Phantom Hourglass. I've played every single Zelda game with the exception of the CD-I titles, Wind Waker, and Twilight Princess. The portable Zelda titles have usually been as strong as their console counterparts. Take Link's Awakening for example which was pretty much a masterpiece for a portable system at the time. I also enjoyed Ages and Seasons as well as the Minish Cap. Compared to these four, Phantom Hourglass is probably one of the weaker titles alongside black sheep Zelda 2. It seems to be a direct sequel of Wind Waker. Zelda (Tetra) has been kidnapped by a ghost ship and it's up to Link to rescue her. The game does not take place in Hyrule but rather on several islands at sea. The worlds feel a lot smaller and the dungeons and bosses were too easy compared to the other Zelda games. The game makes heavy use of the stylus and microphone with no option for conventional gameplay. I found the stylus interesting since it allows you to directly interact with the screen. It makes targeting enemies easy. To move Link around, you drag and hold the stylus in the direction you want him to go. One annoying thing is the use of the mic. I really don't want to have to talk to my games, especially if I'm out in public. It is used to bow out torches and candles to open new passages in the Fire temple by softly blowing into it, which is interesting. Still, I think I would have preferred it if they stuck to the conventional formula for a Zelda game. It just didn't feel like it fit in with the series. It's one of the first Zelda titles where I've ever been bored. It was simply too easy and got repetitive at times. Unfortunately, I didn't get to try any other DS titles. The games for the DS have a fairly good mix of genres but they're still kid oriented. Unfortunately, where as past Gameboy titles could be easily enjoyed by adults, DS titles are heavily focused on a younger crowd. Games like Brain Age are targeted at casual adult gamers but I haven't played educational games since the third grade. I can see young kids really enjoying this system, until they loose the stylus one too many times. Nintendo does throw in a spare but I know how I was when I was little. I would have liked to try Pokemon or Mario. Pokemon has always been one of Nintendo's strongest exclusively portable titles and I've heard good things about Diamond and Pearl.
Another thing I though was odd about gameplay was the dual screens. In some aspects it's useful. Your map in Hourglass sticks to the top while you control the bottom screen. There's no flipping menus to see where you are. However, sometimes the two screens get in the way of each other. The top screen can also be pretty superfluous at times. Personally, I would have preferred one big touch screen to two small ones.
A final note on the games. The Nintendo DS is currently the only seventh generation platform that does not support downloadable content. I think this is a major weakness given how big the internet plays with gaming today, especially given the DS's much touted WiFi capability. Sony's PSP currently allows both PS1 and PSP games to be bought from the Playstation Store. Nintendo's own Wii has it's Virtual Console and WiiWare. Without any expandable storage beyond the game cards, the DS is frozen in time. Games cannot be updated, firmware adding new features can't be updated, users can't purchase downloadable games online, and addon content made by either users or developers can't be added. Nintendo obviously doesn't want to release blank game cards due to piracy fears so people seeking online content will have to look elsewhere. For such an innovative company, it was foolish of Nintendo to leave this out. Maybe it was to keep costs down, but given the price of the DS, I don't think it would be a problem. I'll get to that in a second.
Now onto functionality and value. So what else does the DS do besides play games? Well, nothing. It can't play music and has no storage support for downloadable titles. You can't use it to play music or watch movies though there are third party add-ons coming out that promise MP3 support by using micro SD cards interfaced with a DS game card adapter. The system software is very basic. It has a clock and calendar on the top screen and game selection and chat are on the bottom. Picochat is the DS's very basic online chat program. Without additional storage, the number of game saves you have is very limited. Nintendo endeavoured to create a handheld that just does one thing well, play games, and that they did. However, I can't help but feel it's overpriced at $139.99. For that, you get no games or accessories. Since CNet thought it fitting to compare the DS to the PSP, lets look at it from a value perspective. The PSP Daxter bundle costs $199.99. The items included in the bundle add up to $70.97 meaning the system itself only costs $129.02, over ten dollars cheaper than the DS. Now, I'm not a Sony fanboy and the PSP is far from perfect. I think every warm blooded gamer has a soft spot for Nintendo. That doesn't mean I have to like, or force myself to like everything they come out with. They have come out with some pretty goofy stuff over the years. However, the Nintendo DS is certainly not a VirtualBoy. It's not a bad system by any means. It offers a wide library of family friendly games and the touch screen system is innovative. However, I think the DS at its $139.99 price point is expensive. Past Gameboy models have traditionally sold for under $100 US. Given its fairly limited ability compared to Sony's PSP, the DS at it's current price is of poor value. Nintendo really needs to lower its price to at least $120. Still, it's high price point and lack of features hasn't hurt sales. I would recommend this system for any pre-teen gamer. For teens and adults, you're better off with the PSP since they will appreciate it's more adult oriented games and features. Even if you hate the games, it's still usable. Lets get onto the rankings.
What Works
-Innovative stylus control and touch screen
-Wide library of family friendly games
-N64 quality graphics and audio
-Flash based games, no load times
-Wifi support
What Doesn't Work
-Limited functionality beyond gaming
-High price point for little value
-No downloadable content
-Some games don't support conventional control
-No expandable storage, no onboard storage
-Would prefer one big touch screen instead of two small ones
Score: 7.5 out of 10
Mozilla has released the first Release Candidate (RC) version of the new Firefox 3 web browser. Before, I reviewed the Beta 5 version for OS X but I did note some problems. Some in particular were slow load times, memory usage was still high, and the browser would occasionally crash when trying to use the menu bar. I also noticed that performance on Blogger was very slow forcing me to use Safari or my PC instead for my entries. Fortunately, these issues have been cleared up. Memory usage has gone down further by 5-10mb, web page loads are nice and speedy, and the browser no longer crashes. As for the Windows version, I had no problems with Beta 5 to begin with so I didn't notice any real differences between it and RC 1. Popular addons like Ad-block Plus work with RC1. Once again, Mozilla has proved that open source cannot only be a viable alternative, but can also be superior to commercial software. You can download it here.
So why review demos when they're free for everybody to try. There's a couple of reasons. First off, I just like too. Secondly, they can be pretty indicative of what the final game will be like. I'm a strong believer that demos should be available for all games since we can see for ourselves whether or not the game is any decent before we invest $60 in the full product. That's what has made the next gen consoles so great since their online services all offer some sort of "try before you buy" feature. Many of my game purchasing decisions were made by whether or not I liked a demo. The great thing about Sony is that they offer downloadable demos for the PSP, which was not possible for handhelds until recently.
Today's demo on tap for review is Secret Agent Clank. It's the latest in the Ratchet and Clank series. It was developed by High Impact Games (as was Size Matters) rather than series creator Insomniac. The game is fundamentally similar to the other titles in the series but with a few twists. The game starts out with Lombax hero Ratchet being arrested for stealing a rare crystal from a museum. Ratchet doesn't seem to be his usual hero self and he is thrown in prison for the crime. The primary difference between this game and others in the series is that you play as Clank, Ratchet's little robot sidekick. Clank has always been a playable character for some missions in previous titles but this is his first time as the star. It seems he's gotten a job with a spy agency and its up to him to find out what happened to Ratchet. Dressed in a James Bond-esq tux and bow-tie, Clank must infiltrate the museum to look for clues.
The demo features three playable levels. Two as Clank and one as Ratchet. In previous titles, the goal was to shoot everything in sight. However, Secret Agent Clank takes a slightly different approach. When playing as Clank, stealth is the key. You want to stay out of the guards' flashlights in order to avoid being detected. Getting caught will unleash the guards and their robot attack dogs on you. Your goal is to dodge the lights and avoid getting caught. Clank can disguise himself as statues or plant as well in certain spots to avoid being detected. If you're caught, you will have to fight your way out. Clank's primary weapon is Clank-fu, a melee attack where he can punch and kick. You can also trigger a stealth combo by sneaking up behind unsuspecting guards and pressing the correct buttons to take them out before they know what hit them. The goal is not to get in fights at all. You get a bonus for stealthy actions, which will grant you more nanotech. As in previous games, nanotech bonuses grant you more health. Clank also gathers secret spy gear to assist him, such as the tie-a-rang. Odd Job had his razor sharp hat, Clank has a razor sharp bow-tie that he can throw at enemies to take them out, or to cut cables in certain areas. Certain rooms will have laser security grids to sneak buy. The blackout pen shoots ink at the laser emitters, blinding them to allow Clank to sneak buy. Clank seems to have lost his helicopter attachment but instead he can find rocket boots to jump over high barriers.
The second level includes a new kind of gameplay to the series. Well, it's new to me anyway since I haven't played the PS2 games. The second level comprises of a rhythm game. Tools of Destruction had a similar game but this one is more in line with Patapon. A bar scrolls at the bottom with a line at one end. Hit or hold the correct buttons just as they pass through the line to allow Clank to trigger ninja stealth moves to sneak past the guards and laser grids. Miss too many and Clank will run into some trouble and take some damage. These types of games are getting very popular and I think this works very well.
There's not much to say about the third level. It's a standard Ratchet arena level where he must finish off nine rounds of baddies in a prison yard fight. Fortunately, Clank can smuggle in your lacerator gun should he find it in the first level. You also get the shard gun midway in the rounds and you have your trusty wrench from the beginning. A new weapon gained at the end of the fight allows you to use a super punch. Overall, gameplay is good for this title except for one problem which I'll get to when I discuss the technical side.
Graphics wise, Secret Agent Clank is identical to Size Matters. The game doesn't exactly use the PSP to its full potential. Presumably it uses the same engine as Size. However, graphics are still colourful and the level designs are nice. One lingering problem remains though, and that's the bad camera. Since the PSP doesn't have a second analogue stick, you have to use the shoulder buttons to readjust the camera. This isn't a problem in normal game play but it can really get in the way when you're in the thick of combat. In strafe mode, the camera can really get in the way since enemies aren't always targeted. If you're not careful, and enemy can come up behind you and you'll get hit without even realizing it. Tools of Destruction on the PS3 had an excellent camera and targeting system but not the PSP titles. Personally, I would have liked to see a targeting system similar to the one used on the N64 with the Zelda games. I use the N64 for reference since it too only had one analogue stick. The camera is really the only problem with this game, but we all know how a bad camera can ruin a great game.
Overall, I like this game. It's a nice change of pace from the traditional R&C titles. It looks good, it plays good, and the demo is pretty meaty considering some of the other once I've recently reviewed. High Impact needs to fix the camera though but overall, this is shaping up to be a decent game.
What Works:
-Clank is now the hero!
-Well designed, colourful levels.
-New stealth and rhythm modes
What Doesn't Work:
-Bad camera
Score: 8 out of 10
CNET had an interesting article titled "12 Ways to Make the PS3 Perfect". It still is one of the best off-the-shelf HTPCs on the market as well as being a great game console but it does have its flaws. Lets start with a rundown of CNET's suggestions and then I'll add my own.
"Merchandising! We put the picture's name on everything!" I never did get that Spaceballs The Flamethrower. Movies tend not to do as well as they used to in the cinema so lets sell some junk to fill in the bucks. What's selling big today? Why games of course! The problem is that a hit movie is often very difficult to adapt to a video game. We first saw that with ET way back in the 80s. Little did we know that was just the tip of the iceberg. Since then we've had a whole host of bad movie based games and just as many bad game based movies. You'd think Hollywood would learn that games and movies don't mix, unless you're LucasArts of course who was smart enough to move into the series' expanded universe early on.
Last year, Codemasters had a hit with Dirt, the latest in the Colin McRae racing series that was renamed after his untimely death. This year, Codemasters is releasing the next generation edition of Race Driver: GRID. The demo was made available today for PS3, Xbox 360, and PC.
Up until fairly recently, if you wanted a high power gaming system, you needed a Windows PC. When it comes to gaming, a PC has numerous advantages over a console, primarily in terms of customization. It's possible to stay ahead of the curve with the latest and greatest hardware or build a rig to suit your needs and budget. You also have access to more downloadable content and user made mods. However, PC gaming in the last couple of years has been sinking dramatically, along with the quality of the games. Last year, I went off on a rant about how poorly coded PC games were becoming and how the Bioshock demo messed up my computer. I also touched on this problem in my 10 ways to improve gaming list. The sad truth that a lot of enthusiasts are discovering is that PC gaming seems to be dying. The question is why.
I thought I'd finish off the PC cooling guide with some of the more exotic cooling methods. This isn't a how-to but rather just some info on some of the more unorthodox methods of keeping the heat down. One of the problems with both air and water cooling is that they can only cool to ambient air temperature. That's assuming 100% efficiency, which is impossible. The more exotic methods, however, can cool your CPU to sub-zero temperatures.
Liquid cooling is a more exotic cooling method used mostly by enthusiasts. You're probably most familiar with this type of cooling as it is used in your car. There isn't a heck of a lot of difference between automotive liquid cooling and the type used for PCs. They feature the same basic components and cool in the same manner. Using liquid to cool your PC is more expensive than air but it can be more efficient. Water is able to hold a tremendous amount of heat and releases it relatively quickly. I'm not really an expert on liquid cooling, but I feel letting beginners know a little bit about it complements my air cooling article. Lets go over the basics.
I thought I'd do a bit on PC cooling. I'm not really going to recommend any specific products here though I can point you in the right direction. Lets start with basics. Heat is the enemy of all electronics. Take the Xbox 36o for example who's primary issues were the result of poor cooling. Too much heat can shorten the lifespan of components. If safety limits are exceeded, too much heat can ever fry your processors. That's why good cooling is one of the most important aspects to consider when building or upgrading a system. There are two ways to cool computers these days. Air cooling is the most popular and its a veteran of the computing world. It uses fans that circulate air through the casing and over heat-sinks to cool processors. Another method is liquid cooling, which pumps coolant through hoses to a series of water-blocks. The coolant is typically distilled water with anti algae and corrosion chemicals added. Liquid cooling isn't common but it has become more popular in recent years. I'll cover the basics of both. Furthermore, there are more exotic methods such as using thermal-electric cooling, oil, dry ice, etc. Since these are experimental, I won't discuss them.