Friday, October 16, 2009

The Kalmadi - Hooper Papers


By Anand Ramachandran. Some of you will recognize the inspiration for the title, some of you won't. That's fine, right?


The Suresh Kalmadi - Mike Hooper spat has degenerated into 'beyond ridiculous'. Kalmadi has always been a great source of entertainment over the years (anyone remember the Afro-Asian games, and the speech he gave there?), but this time, he's got some competition from one of his colleagues, A.K.Kesri. Here's a scan of a letter Mr.Kesri wrote to the chairman of the OCCWG, from today's INdian Express. (Thanks to @abithaanandh for the keen spot. She has an eye for this kind of thing, she's the one who discovered Hungama for us.) Do click on the image for a full-size version. Trust me, it's worth it.




Among my favourite parts are "fortunately I escaped from damage to my spectacles" and "always whistling during his movements in the office building", but you will surely find many others to your tastes. Stunning stuff.

Actually, the whole affair seems to be an adult version of a 'Miss! He's taking my pencil box, miss!' type of incident so commonly experienced during the primary school years. To be fair to Hooper, however, I must admit that it is Senor Kalmadi, Herr Bhanot and others who are leading the childishness sweepstakes at the moment.

The reasons given by Mr.Kalmadi calling for Hooper's ouster have been, in a nutshell, that Hooper has been of no use, he has been rude to OC personnel, demoralizing them with negative feedback and that he has been an impediment to work on the games.

This can be roughly reworded as follows :

"Miss! He's useless boy miss!"

"Miss! He's talking bad of me and using bad words, miss."

"Miss! he's not letting me do my work, miss."


But since the gentlemen, and I use the term very loosely, who are involved in this unsightly brouhaha are only corresponding through letters and press-releases, I think it would perhaps be more appropriate to look at the issue from that POV.

My dear Mr.Hooper,,

You are useless. You are spoiling my birthday party. So please leave our school. Go back to your old school.

Sincerely,

Suresh Kalmadi.



Mr.Kalmadi,

I'm not useless. You're only useless. You always make things very late. Your party will be late and boring.

Yours,

Mike Hooper




Hooper,

Shut up. You always tell bad things to my friends and use bad language. You're a bad boy. I tell to principal.

Suresh




Su-su boy,

You shut up. Principal is my uncle, so you can't do anything. I'll tell him you're stupid and you're always late for everything everytime.

Fuck off.

Mike




Hooper,

Hooper, mein su-su karoonga thumhare sar ke ooper.

Kalmadi.


And so on. I think all of them should be sent to detention, and the party cancelled.

A console-free gaming world? Just maybe.

by Anand Ramachandran. This article first appeared on my weekly Game Invader column for the New Indian Express


Predicting future trends in gaming is every videogame boffin's favourite pastime. In the future, we shall have games so realistic, we won't be able to tell them from real life. We'll have AI so advanced, it will behave exactly like humans, making mistakes, acting unpredictable, and sowing emotion. We'll have chips and nanobots embedded in our bodies. Yeah, whatever.


I'm more interested in a rather more believeable, and much more exciting trend. And it's not all that far away, either.


When a little known service called OnLive demonstrated their 'game streaming' service, observers were greatly excited with the possibilities. Basically, OnLive used a combination of a custom set-top box like device and blazing broadband speeds to deliver a service where you could play any game you want, on any platform – so long as it was there in their library.


The technology is charmingly simple – the only signals that need to travel between the server and your receiver are your controller input, and the real-time AV signal from the game. All the processing is done at the server end – and the video and audio output is streamed to your TV set. It's almost like your games are just another TV channel, which you can control.




By centralizing the processing needed for today's heavy-duty games, and depending on broadband to receive controller input and deliver the audio-visual feedback, services such as OnLive can be genuine game-changers, completely redefining the gaming industry landscape.


For one thing, hardware platforms will become irrelevant from a consumer standpoint. It could even eventually see gaming move to one convergent hardware platform – since gamers won't have to choose between platforms anymore, and it just might suit game developers and publishers to break free of the clutches of console manufacturers. The PC has always been the most open and democratic platform, and we may very well see its return, albeit in a more 'server' like avatar.


For another, it will completely eliminate the need for developers to create content for multiple hardware platforms. Whatever the platform, it won't make a difference to consumers anymore – they will be able to play games regardless of platform – since the onus of maintaining the platform will be shifted to the service provider. The console wars will no longer be a roadblock for good quality content to reach the widest possible audience – and situations like single console owners missing out on quality games like Halo, Super Mario Galaxy or Little Big Planet will be a thing of the past. Ultimately, consoles are merely a delivery mechanism – people care about games, not about hardware. If there's another viable delivery mechanism, consoles will die. And good riddance.


Think about it – a future where you will be able to play any game you choose on any internet-enabled device, whenever you want. No more pre-ordering games at exorbitant prices or standing in long queues to get your hands on a copy. No more constantly upgrading your hardware and software just to play new titles. No more missing out on annoying 'platform exclusives' just because you chose the wrong console to buy.


Admittedly, it's still some way away – the broadband speeds required for the service to be viable are way too expensive for end consumers at the moment. But cheaper broadband is something we're bound to see sooner than later.


And then, we'll be able to play Killzone 2 on our mobile phones if we so wish. Brilliant.


Thursday, October 15, 2009

Bioware : more awesome than Jack Black.

>At Electronic Arts' India Showcase 2009, they previewed a number of exciting titles from their upcoming line-up : Brutal Legend, FIFA 10 , Dante's Inferno and Need for Speed:Shift.


But I mostly had eyes for only one. While the crowds, quite predictably, milled around FIFA and NFS, I joined a few other wise men to feast my eyes, ears and brains on the only game among the lot that could go on to become an all-time classic. Yep. Dragon Age : Origins was there. And, going by my first two hours with it, Bioware could just have created their finest RPG since Baldur's Gate 2.


As soon as I got the chance, I grabbed my chair, put on the headphones, and shut out everything else – the other games, the lunch buffet, the air-conditioning, the scantily-clad girls (okay okay, I'm lying about the last bit). I had been waiting more than a year for this, a chance to test drive what promises to be a role-playing experience to please the most hardcore Dungeons and Dragons fans.


I'm pleased to report that it's an absolute classic waiting to happen.


From the first moment, you can see that this is the game Bioware has been waiting years to make. This is Baldur's Gate on steroids. This is the game Neverwinter Nights could have been. This is the game that will wipe away the softcore hangover from Jade Empire and Mass Effect. It looks simply beautiful – the environments are flawless and the characters are top-notch.


The writing – storyline, dialogues, descriptions – is vintage Bioware. And the storytelling feature that gives the game the tag 'Origins' is something that could redefine the much-vaunted 'replayability' that RPG developers bandy about so recklessly. Essentially, depending on the race and class you choose for your character, you will begin the game in one of six completely different locations. I played two origin stories – the human wizard and the dwarv commoner, and it was like playing two entirely different games based on the same engine. And, through a number of subtle visual, audio and environmental clues, the coherence of the universe is beautifully conveyed. WHen I was playing the second time as the dwarf, I noticed many references that overlapped with the happenings from my earlier play session – looking at the same world through a different perspective. It's absolutely brilliant, and every serious gamer will want to play every origin story at least once.


Bioware has abandoned the Dungeons and Dragons ruleset this time, and gone with a completely original role-playing system. Though it undoubtedly remains rooted in D and D basics, this is a slightly simplified, more intuitive and streamlined system that will please number-crunchers and newbies alike.


The combat, likewise, is a delightful mix of features from earlier Bioware classics. The tactical, top-down view from BG2 and NWN meet the pausable, queueable commands from KOTOR, and then some. Spells and special skills now have a recharge period, and can be cast again when fully charged. This adds a great layer to combat tactics, as you carefully juggle your command queue to outwit your foes.


Just listen to me rambling.


Don't get me wrong, the other games were great, too. In any other circumstances, I'd be raving about how much fun it is being Jack Black, armed with a demonic guitar, getting medieval on a range of hellspawn in Brutal Legend..


But damn. Dragon Age : Origins was so good, it completely distracted me from the other stuff. Sorry EA. I tried.

The King of Fighters? Don't think so.


It's been an incredible year for 2D fighting games. Street Fighter IV announced itself as perhaps the finest the genre has ever seen – featuring gameplay that walked the fine balance between pick-up-and-play and truly hardcore, a superb online experience and great visuals. Marvel vs Capcom 2 was a great revival of an old favourite franchise, with one of the largest and most interesting rosters of all time. BlazBlue was a breath of fresh air to the genre, and created what could turn out to be a blockbuster franchise in the years to come.


KOF XII wouldn't last a single round with Street Fighter IV or BlazBlue


Amidst all this excitement, it's hard to understand why anyone would bother with a thoroughly mediocre title like the King of Fighters XII. The latest in the venerable franchise is a classic example of what not to do with a sequel – a laundry list of game design don'ts.


In case you get the wrong idea – let's make it clear that the basic fighting system in KOF XII is as solid and sophisticated as ever. All the classic 3-on-3 team fighting mechanics that made it a much loved title on the Neo-Geo platform return in the latest version, with some small tweaks and additions. There are improved knockdown attacks and juggles that open up new offensive possibilities. There's a new critical counter system that, if timed perfectly, stuns your opponent and renders them vulnerable to offensive chains. It's a system that has stood the test of time, offering equal opportunities to offensive and defensive players – but it's really a no-brainer for the development team, who were working with gameplay that has been honed over fifteen years.


They've got almost everything else wrong.


The visuals are fairly decent, but given the achievements of Street Fighter IV and BlazBlue, they don't really hold up. The backgrounds are decent but not spectacular. The sprites are animated fairly well, but still have a jaggy, retro look. While this is fine for a truly retro title like MVC 2, they don't quite cut it in a full price game. But it's fine, really. The visuals would be tolerable if the rest of the game wasn't so broken.


You see, the essential problem with KOF XII is that there's nothing to do. Offline, there's a basic single player mode, a versus more, a training mode, and some unlockable art. That's it. No challenges, no story mode, no survival, nothing. In this day and age, for a full-price game, that's simply unacceptable. The single player arcade mode is essentially a time trial – there is no boss character to play, and no reason to play repeatedly. This game is only fun when you're playing it with a buddy on the same console.


The online experience could have perhaps justified the price, but it's simply awful. The lag is terrible – a deal breaker for a fighting game where timing is everything. You can't find players with decent connections. You can't quit out of spectator mode until the bout is over.


Better learn to love this menu - because you can't quit out of it.


Even more unforgivable – the game's offline and online menus appear to have been designed by either incompetents or sadists. For instance, you can't quit from the character selection screen to the main menu – you have to first start a match, and then quit to the main menu. This deserves a resounding WTF? It's ridiculous that a game this broken made it to retail.


KOF XII's lack of features and bad design combine to catapult it into 'disaster' territory. Avoid this, and spend your money on Street Fighter IV or BlazBlue.

Online distribution enables great, affordable games.

It's interesting to see that several of the best releases (in what has been a rather weak year for gaming so far) are actually 2-D games, available for less than full-price on digital distribution channels.


Thanks to the CD / DVD based retail distribution that has been the norm for gaming over the past decade and more, gaming has been surely and steadily moving towards the blockbuster culture seen in films and books – the focus has been on high-budget, high-technology and high-profile products that will prove to be worldwide hits and generate millions of dollars in revenue in order to justify their production and marketing costs. This meant that there was hardly any place for good quality but low-budget games that didn't fit in to the scheme of things simply because they weren't suitable for mass retail distribution. Think small, independent films that don't make it to big screens because of distribution bottlenecks that have no room for low-cost, low-risk and low-profit products.


Thankfully, thanks to digital distribution channels like Steam, XBOX Live and PlayStation Store, that seems to be changing, if the recent success of titles like Trine, Shadow Complex and Plants vs. Zombies is any indication.


Shadow Complex is a 2D platform shooter in the best traditions of the genre. The developers have admitted to being greatly inspired by Metroid, and I couldn't help seeing traces of the classic 2D shooter Abuse when playing it. Importantly, Shadow Complex uses the Unreal 3 engine – resulting in a 2D game that has state-of-the-art 3D graphics. It features proven, timeless gameplay, a few interesting new features, and current-gen presentation – a mix that has proved to be a hit with gamers worldwide. Sure, it's short. Sure, it's 2D. But that hasn't mattered to hundreds of thousands of people who have paid for and downloaded the game on XBOX live, primarily because it doesn't cost as much as a full-retail boxed release. So the gamers get a great game for a good price, the publisher makes a decent profit since they don't have to incur huge marketing, packaging and distribution costs, and everyone's happy.


The excellent Trine is another example of a 3D engine being used to deliver amazing gameplay on a classical 2D platform plane. While the gameplay remains firmly in the Super Mario / Prince of Persia / Metroid genre, the lighting, textures, animation and environments have a completely modern 3D feel to them. It's a delightful, refreshing and altogether amazing game.


The same goes for games such as Plants vs. Zombies (the latest from those peddlers of addiction, Popcap), and older classics such as Braid, World of Goo and Portal. These games don't cost too much to develop, especially when compared to blockbusters like Killzone or Halo or Need for Speed. And they'd be profitable even without selling a gazillion copies priced at Rs. 2499/- or thereabouts. Now, thanks to internet based distribution, they can sell enough copies to keep the developers in business, without needing to be juggernauts.


This is important because it gives us a much wider range of choices – lots of great games that would otherwise never make it to store shelves are suddenly available for us to play and enjoy. This makes for a much healthier, vibrant gaming ecosystem.


I'm all for this trend – more power to smaller, independent developers who build quality games at reasonable budgets. Do support them by buying these games from XBOX Live, Steam or PSN. It means we'll have lots more great games to choose from.

The Uncle Premier League.

There's nothing quite like watching cricket with grumpy old men for company.

by Anand Ramachandran


I've watched a lot of cricket over the past few years, sometimes alone, sometimes with knowledgeable cricket-analyzing friends who will spend the time between overs discussing the biomechanics of the square cut or the quality of top-soil required for a track that will spin on day four. I love it.


But nothing even comes close to my childhood cricket-watching experiences, when watching a game meant watching it with my dad and a group of uncles whose love for the game was matched only by the depth of their collective bias.


This was during the mid-eighties, when India, buoyed by a world cup victory followed by a few successive tournament wins, suddenly gave their fans cause for optimism. Hey – finally, despite the presence of Madan Lal and Ashok Malhotra in the team, we believed we could win cricket matches against the very best teams, except the West Indies. My uncles were probably a part of the first generation of the 'we must win every game, take a wicket every over, hit every ball for four – otherwise we suck' category of Indian cricket fan that is so commonly found today.


They were an imposing bunch – bank managers, insurance company head honchos, and NRIs of uncertain occupation (oh, he is with some big company in Muscat). You couldn't disagree with them, unless you were one of them. Their wives would grumpily serve coffee, mutter under their breaths and retreat to the safety of the kitchen. The kids would never dare to admit they liked Craig McDermott or Carl Hooper or Richard Hadlee if that specific player was out of favour with the 'grand council'. Deep down, you suspected that they didn't know all that much about cricket and were sure that they had no actual say in team selection or match scheduling. But I don't think they had any such doubts – they gathered, snacked, and let fly with some of the most colourful, memorable, and sometimes downright bizarre cricket-based utterances of all time.


Most of them seemed to pull off the rather impressive feat of believing that India was simultaneously the best and the worst team in the world. “Useless fellows!”, someone would thunder after a heartbreaking loss. “They should stop playing cricket altogether for a few years” - as though depriving the team of international competition would somehow ensure that they would suddenly discover a winning formula. Yet, despite this evident negativity, they expected India to win every single game, in the manner of devoted parents sincerely believing that their dullish son would one day achieve exam scores that were disproportionate to his skill levels, and prove that he was better than Sanjay Dugar, or whoever was the designated 'first-rank' boy in class. This expectation of non-stop success from team India is about as fair as expecting Harbhajan Singh to rack up a test match batting average in the low fifties, yet, thanks to the efforts of the early fans, the thought process continues unabated to this day.


One of the uncles, a particularly opinionated gent, (he was senior management at TVS or some other South Indian business giant, and was probably used to every single one of his opinions being enthusiastically agreed with by an army of safari-suit clad subordinates) was known for his impulsive and emotional responses to events on the pitch. A misfield would result in “Amarnath should be sacked immediately”, causing my young mind to conjure up pictures of BCCI officials hurriedly running on to the field to convey the bad news to Jimmy, who would then sadly trot off, and play no further part in the match. A good catch would result in “He is the only fellow who is playing for the team. Sack everyone else and make him the captain.”, a suggestion that essentially meant that the athletic fielder would be skipper of a team that had no other players. I can only hope that my uncle's management style at work did not reflect his cricket team selection views – it would have resulted in a number of junior managers at TVS losing their jobs because they had forgotten to bring their pens, or neglected to berate the peon over his shoddy footwear.


Their favourite players were also expected to be granted immunity from being dismissed leg-before. If my father's opinion of every single lbw decision given against Sachin Tendulkar is to be taken seriously, then his (Sachin's, not my father's) test average would be 66.87. Include close run-out calls, dodgy caught-behinds, and catches close to the ground, and it inches closer to 75. If my dad could figure out a way to somehow introduce an element of doubt to the times Tendulkar has been out clean bowled, his average would probably be around 3269.53. Well above that pesky Bradman, who only played against mediocre attacks, anyway.



But despite believing that K.Srikkanth was better than Sunil Gavaskar, despite insisting that umpires from Pakistan, Australia, Sri Lanka, New Zealand, West Indies and England (other than Dickie Bird) were cheats, despite claiming that Hindi commentary has dismissed more Indian batsmen than Wasim Akram has, these were men who loved their cricket, and made sure that a bunch of us youngsters inherited that love. Thank you gentlemen – watching the games with you was a blast.


Right, time to go now. Need to find a way to blame Atul Wassan for India's early exit from the Champion's Trophy.

Saturday, September 5, 2009

Don't fear the Amazing Spider-Mouse.

Why the Disney-Marvel deal may not be the creative disaster fans believe it is.

by Anand Ramachandran. This article first appeared in The Financial Express

This strangely prophetic image is apparently from 'Amazing Spider-Man' No.5.



The announcement that The Walt Disney company has acquired Marvel Entertainment for a reported 4 billion dollars is perhaps the biggest shake-up the entertainment industry has seen in a long time. This gives Disney access to Marvel's rich library of characters, including huge franchises like Spider-Man, The Hulk and the X-Men, for exploitation across multiple platforms.

Marvel’s chairman and principal stockholder, Ike Perlmutter, keeps his job, and Disney CEO Bob Iger stressed that the current Marvel management team has been doing a great job and would be allowed to continue doing it. Marvel shareholders will receive $30 per share in cash, plus 0.745 Disney shares for every Marvel share they own. Marvel's stock immediately went up 25%, or $9.72, closing at $48.37.


Marvel fanboys reacted with predictable outrage and fear that they would see their beloved bad-boy characters softened up to become 'family-friendly'. Jokes about Wolverine and Minnie Mouse, mashup art featuring characters like Spider-Mouse and Duck America, and raging discussions on the creative implications spread like wildfire on the Internet. You'd think this was the worst thing to happen to comics fans since that awful Joel Schumacher Batman movie.

But there are several reasons to believe that the panic is premature, and perhaps even unwarranted.

Firstly, it's unlikely that Disney will even bother messing about with Marvel's comics line, which is the feeding ground for IP that can be then translated into megabucks-generating film, TV and toy franchises. The comics business is hardly significant in Disney's scheme of things, and there's good reason to believe that they will see sense in keeping the nerdcore fans happy. Time-Warner owns publishing rival DC comics, and doesn't interfere in the editorial content at all.

Satyajit Chetri, comics critic for Rolling Stone India and ardent comic art collector, believes that there's no reason for fans to fret. “Things cannot get any worse than they are right now, at Marvel comics. The best that could happen is some real innovation thanks to involvement of fresh blood, if the Disney stable decides to get hands-on with the Marvel characters. The worst? More editorially mandated crossovers.”, says Chetri.

Secondly, as far as the film franchises (which are Disney's primary area of interest in Marvel) go, they're already pretty much family-friendly summer blockbusters anyway. Even edgier ones such as Daredevil and Punisher were extremely tame when compared to the content of the comics, and Spider-Man, Iron man and Hulk will require almost no major modifications to fit within Disney's creative parameters. Additionally, Disney is honouring all existing contracts that Marvel has, such as the one with rivals SONY pictures for the Spider-Man films, with Activision, Sega and THQ for videogames, and with Universal for theme parks. This puts them in the interesting position, for a few years at least, of generating revenues from their rivals' successes.

In contrast to fans, the response from industry insiders has by and large been positive.

Stan Lee, the original man behind Marvel comics, who remains as chairman emeritus at the company, felt that both entities would benefit immensely from the deal. “I think it's a terrific deal which will be extremely beneficial to both companies. The synergy between them is perfect. Nobody can produce and market franchises better than Disney, and nobody has the extensive library of characters that would make great franchises that Marvel has,” Lee said on comics web site newsarama.com.

Understandably, Marvel editor-in-chief Joe Quesada was quick to reassure fans that all was well and that they had nothing to worry about. “"It feels like Christmas morning, I haven't seen this much excitement in the Marvel halls since... well, ever!” Quesada said on Twitter the morning after the deal was announced. He also had this to say to fans : “"Everybody take a deep breath, all your favorite comics remain unchanged and [Marvel Senior Editor] Tom Brevoort remains grouchy ... this is incredible news and all is well in the Marvel U." Quesada pointed to the relationship between Disney and animation superstar studio Pixar, saying that Marvel would benefit in a similar way.

Many analysts also believe that Disney's financial muscle would create better deals for the work-for-hire creators who work at Marvel, and attract more high-quality talent to the publisher. The deal undoubtedly opens up exciting possibilities in terms of toys and merchandise – an area where Disney surely brings a lot of strengths to the table that Marvel did not have before.

Either way, interesting times are ahead for fans of the Marvel universe. Well-known comics writer Kurt Buseik summed it up when he said “ I do recall, back in the '80s, people at Marvel used to say they wanted to be Disney for older audiences. Well, I guess now they are. What that means, though, remains to be seen."

The Alien has landed.

The world's most powerful gaming laptop comes to India.


by Anand Ramachandran. This article first appeared in Gadgets and Gizmos magazine.



Alienware. The mere mention of the name is enough to draw gasps of admiration, looks of envy, whoops of delight and other extreme reactions from gamers worldwide. Since 1996, the Alienware brand has been synonymous with top-of-the-line PC gaming all over the world. If you weren't playing on Alienware, you weren't a part of gaming's elite, the select few who could experience PC gaming in all its high-resolution, light blooming, anti-aliased glory.


In 2006, PC manufacturing major Dell bought the Florida based company, and made Alienware their premier gaming line, replacing their own XPS range. Three years later, the M17x, the 'most powerful gaming laptop in the universe' was launched as the first Dell-Alienware branded product. It was the ultimate in indulgence – a laptop that destroyed most desktops in terms of sheer gaming firepower. A rich kids' toy. A needlessly expensive and excessive white elephant. The hummer among laptops. Which is why everyone, openly or secretly, wanted one. It was the sexiest thing ever.


And now, it's in India. And we got a chance to take it for a spin, lucky us. Here's what we found.


Lust at first sight


The Alienware M17x absolutely dwarfs my beloved Dell XPS M1330. It's a behemoth in every possible way.



One look at the M17x, and even the casual observer will instantly know that this is no ordinary laptop. In fact, calling it a laptop is a little misleading. Unless you're Dolph Lundgren (or at least Sunjay Dutt), there's no way you can keep this 5.5 kg monster on your lap for anything more than a few minutes. This is firmly in 'desktop replacement' category. It's also fairly massive – measuring 16 inches by 12.5 inches, with a thickness of two whole inches. It's big and intimidating and will get you envious stares. Guaranteed sex appeal max (in a male way, though).




Don't like the eighties Kamal hassan movie disco colours? A few tweaks in the control panel , and . . .


. . . everything is now a nice, alien green.



The anodized aluminium exterior, in sleek, shiny black (silver is also an option) contrasts almost eerily with the glowing backlit keyboard, front and sides. And of course, the famous alien-head logo on the top cover. This thing comes with a software control panel that lets you pick the glow colours for each individual part of the laptop. It's insanely cool. But it's not that important. What's important is . . .


What's under the hood


Make no mistake – this laptop packs some serious hardware. Our review piece was running on Intel Core2 Quad Q900 with a 6MB Cache and a 1066MHz FSB, but you could also go with the Core2 Extreme Quad for even greater power. We had 4GB of DDR3 (optional 8GB available) and a 320 GB HDD at 7200 rpm. As you may have guessed by now, it's nicely set up for some deliciously extreme gaming. Now, if only there was a half-decent graphics card.


Too bad the graphics capability on this is disappointing. Heh – gotcha! Jokes aside, the M17x packs nothing short of the most awesome graphics ever seen on a laptop, period. Our review piece was running dual nVidia GeForce GTX 260 1 GB GDDR3 cards on SLI, but the true hardcore can upgrade to the GTX 280. You can wipe your drool off the page now, and continue reading.


The M17x actually has an integrated 9400M graphics chip that you can switch to when doing wimpy things like surfing the net or looking at pictures of your loved ones, to save power. Folks, the integrated graphics card on this machine is better than that you find on most laptops today. It's THAT awesome.


All this graphics muscle comes to life on the brilliant 17-inch Wide UXGA 1920 x 1200 display. It's pretty much a visual treat. Our advice? Don't waste this on kid stuff you can do on wimpier laptops, such as watching movies or working on Photoshop. This is a rig for gamers. Nuff said. And, speaking of which . . .


And the games?


Okay, here's the part of the review that most of you probably skipped to. It runs Crysis at almost maxed-out detail and anti-aliasing, at 1680 by 1050, at 60 fps. So you can stop reading now.



Master Chief admires the settings at which the M17x can run Crysis, and turns green with envy. What's that? He was already green? Oh.



Or you can choose to continue and learn that we also tested Dawn of War 2, Supreme Commander and STALKER. All these games ran on full detail at 1920 by 1200, without breaking a sweat. The RTS titles, when zoomed in, look like battle scenes from animation films. It's truly jaw-dropping stuff. In fact, after a few hours with the M17x, my PS3 games started looking like Nintendo64 titles.



After trying unsuccessfully to stomp on the M17x like a Koopa Troopa . . .


. . . Mario decides to take in the awesome splendour of Dawn of War 2 on full detail.



With lower-end and mid-range machines, it would make sense to go into great detail over gaming performance – discussing options, frame rates and resolutions, but with the M17x there's really no point. It will run all your games maxed out, at least for another two or three years. Simple. Now run along and play. We're done with this part.


Wait, there's more.


Okay, I got so excited about the core stuff that I almost forgot that the laptop has a slot-loading Blu-Ray combo drive, HDMI and video out, four hi-speed USB ports, an eSATA port, separate subwoofer and central speaker audio jacks, and a rear surround audio out port. The two built-in speakers on the front side deliver more than adequate sound for a laptop, but you're going to want to hook up a surround system or hi-end headphones for your gaming fix. The integrated Gigabit Ethernet RJ-45 (1000 Mbps) and high speed MIMO capable WLAN make it sweet for multiplayer as well.


Is it all good then ?


All that power means that your battery life is much lower than what you'd expect from a laptop. We got about two and a half hours from the 9-cell Lithium Ion battery in power-saver mode, running integrated graphics and performing regular non-gaming tasks. But in high-performance mode playing games, it drained out in a little over half an hour. But the point is mostly moot, since this heavyweight laptop isn't something you're really going to be lugging around on a daily basis. Portable, but not mobile, as they say.


Oh – and it runs Windows Vista (you can choose your flavour, but we recommend Ultimate) , which isn't everyone's favourite OS, but is pretty much the only viable one for gamers.


Verdict


The Alienware M17x is unquestionably a luxury product. It's not something you buy for value (you could build a comparable desktop for less than half the price) , it's something you buy for sheer indulgence. It's that sexy SUV that you know you can't afford (unless your name is Ambani) but are sorely tempted to save up for and buy just to impress the ladies.


If you're looking for the ultimate gaming experience on a laptop, and don't mind dropping Rs. 1.38 lakhs or more, look no further. The rest of us can hope that Dell introduces the Alienware desktops in India sooner than later.



Friday, August 21, 2009

What's with the overly generous review scores ?

by Anand Ramachandran. This article first appeared in my weekly 'Game Invader' column for the New Indian Express



I'm surprised at how easily high scores are doled out at gaming review sites these days.


A close look at the popular review aggregator site metacritic.com throws up some interesting information. While the scores on a specific review site are susceptible to factors such as reviewer bias, the scores on an aggregator are usually good indications of its general critical success. In the interests of focus, we'll stick to the PC platform for this analysis, though console platforms do seem to show a similar trend.


On metacritic.com, the 2007 classic Bioshock sits alongside Half Life and its arguably better sequel at 96 points. This puts it above Baldur's Gate 2, Grim Fandango and Diablo. To anyone who has even a cursory understanding of the history of PC gaming, this is plainly ridiculous. Bioshock was a fantastic title, but it did very little that hadn't been done before. The role-playing elements were a dumbed-down version of the ones found in System Shock 2. Sorytelling in FPS games was done equally well, if not better in a number of games, notably in the Half-Life series. The only area where it was unparalleled for its time was in the audio-visual presentation. But if graphics were the benchmark, then Crysis would be the best game of all time.


BG2, Grim and Diablo were games that pushed at the very boundaries of game creation – either creating new genres or taking existing ones to unheard-of levels. Each game, even today, sits at the pinnacle of its genre. Not true of Bioshock, which is surpassed for greatness by Half-Life, System Shock 2, and even the original Doom.


A little further down the scale, we see a distinctly mediocre game like Mass Effect scoring above classics such as Starcraft, Myth II, Serious Sam and Icewind Dale. This is even more patently absurd. At least Bioshock was truly a great game that paled only in comparison with all-time classics – Mass Effect was ordinary even by the standards of its day.


Further down the scale, things get even murkier, with many of today's rather good-but-not-great games (Dead Space, Ghostbusters) sitting alongside classics from the past (Arcanum, Curse of Monkey Island).


I remember, back in the nineties, a score of seven or above generally meant that a game was good enough to buy. Above eight was a guarantee of a great game, and nine or higher was an absolute classic. While the grading remains reasonably consistent at the higher levels, the lower scores have become something of a free-for-all. Today's gamers will not even look at a game that scores a seven . My questions to game reviewers is this – why isn't the average score five, as common sense would dictate? A seventy percent score indicates to me that a game gets more things right than wrong. So why dole out such a score to a game you say is not worth my money? It's counter-intuitive, and misleading.


In fact, I believe that the whole score / star based rating system is a lazy cop-out for people who can't be bothered to read the review text. My advice to game-buyers is this : read the review, don't depend on the score. Reviewers usually get it right in their text – discussing the finer points of all aspects of the game, but their review scores are often completely incongruous with the content of the review. It's often along the lines of “Gee, this game completely sucks. Let me give it a 6.5”.


Go figure.

Marvel vs Capcom 2 - Furious, Frenetic, Fun

by Anand Ramachandran.




Now THAT is a roster. Other fighting games can eat their hearts out.


In a year that has already seen two of the finest 2-D fighters ever in BlazBlue and Street Fighter 4, the re-release of Capcom's old classic arcade fighter Marvel vs. Capcom 2 could easily have passed without much notice.


But, thanks to a brilliant fighting system that rewards the hardcore without being too harsh on n00bs, charmingly arcadey presentation that is retro in the most wonderful way, and a diverse and awesome 52 character roster, Marvel vs Capcom 2 takes its rightful place among the top fighters available today.


Spins a web. Any size. Catches thieves just like flies.


MvC 2 was a much loved game in its arcade and Dreamcast avatars, and thankfully, most the good stuff remains unchanged in the new version (available for download from XBOX Live in India). The arenas have been modified to fit the widescreen ratio, and this actually opens up a little more space for fighting, impacting the tactics ever so slightly. The sprites remain unchanged, and look great even today. It's not quite Next-Gen visual pwnage, but it's stylish and pacy and rather trippy. The character portraits which appear on the victory screen and the team selection menus are all immaculately drawn and hand-painted, looking terrific.


The fighting system itself is superbly designed and balanced. Every character is viable, and, if you invest the time to master each one's individual moves, you'll be rewarded with an incredibly satisfying gaming experience. MvC 2 doesn't confuse you with a bewildering array of moves like the Mortal Kombat series for instance. Each character has anywhere between eight to ten moves, including specials, all of which are easy to learn. The challenge is in the execution and timing – winning in MvC 2 is about intelligent team composition, control of arena space, mastering the timing of combos, assists and hypers.


Ryu, Thanos, Cable. Triple-team. Nuff said.


All fights in MvC 2 are tag-team, and you can tag a team-mate into play at any time. This is especially useful if one of your characters is taking a pounding – swapping him out for a teammate will restore some health, and the teammate may be better suited for a particular opponent. Smartly tagging your characters in and out is crucial to success. Also, depending on your combo-meter level, you can perform devastating double-team or triple-team hyper combos that deal serious damage. But, unless you time them well, your combos can be blocked or dodged, so desperate hyper-comboing isn't a guarantee of success. You can also forcibly knock an opponent out of the fight and swap one of his teammates in, another critical tactic you must master to focus on a weak opponent and knock him out. It's all very tactical and skill-based, and it's extremely satisfying to win fights after implementing a well-thought out strategy, combined with old-fashioned butt-kicking.


The character roster is also complete awesomeness – Spidey, Iron-Man, Hulk, Cap, Logan, Doom, Iceman and more from Marvel duke it out with Ken, Ryu, Zangief, Abel, Dhalsim and many other Capcom faves. Sights such as the tiny ServeBot growing to humongous proportions and flattening the Hulk with a cartoon hammer are incredibly funny (unless you're the one playing Hulk), and the move combinations are virtually endless. Every character has some great specials, and these are great fun when combined with two or more characters to create maximum carnage on screen.


Servbot acquaints Steve Rogers with the power of a non-Mjolnir hammer.


With 52 characters in the roster, you can probably spend forever playing this game, even in single player. Add a smooth online experience, Marvel vs Capcom 2 is probably the best value for money 2-D fighter available in the market today.