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Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Thursday, May 2, 2013

AMD Radeon HD 7790 Review

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AMD spent the better part of 2012 releasing an entire line of 28nm GPUs, starting with the Radeon HD 7970 in January and followed by over half a dozen more cards throughout the next 8 months.

Late in the year we wrapped things up with our feature ?The Best Graphics Cards: Nvidia vs. AMD Current-Gen Comparison? which saw Nvidia take out the $100 - $150 price bracket with the GeForce GTX 650 Ti, while AMD claimed the $150 - $200 range with the Radeon HD 7850.

As well-thought-out as the Radeon HD 7000 series was, we kind of hoped 2012 would mark the beginning and the end for the series, much as 2011 did for the previous generation. Expecting something entirely new was not to be, as we are now three months into 2013 and we find ourselves reviewing a brand new AMD graphics card that isn?t based on a new architecture.

Rather what we have is the latest member of the Southern Islands family, designed to fill the gap between the Radeon HD 7770 and 7850.

Not the most exciting product to be released, and its performance will be a far cry from what we saw with the GeForce GTX Titan last month. That said, the new Radeon HD 7790 is likely going to be of more interest than the GTX Titan to many of you for the simple reason that it is affordable and should be pretty good value as well.

The Radeon HD 7790 will be available in volume beginning April 2nd for as little as $150, which prices it smack bang between the 7770 and 7850. Current pricing has the Radeon HD 7770 at around $110-$120, while the 7850 costs betwen $180 and $200.

Last time we checked the GeForce GTX 650 Ti represented the best value in this bracket, but it looks like AMD is trying to win us over.

The Gigabyte Radeon HD 7790 we tested measured 19cm long, a typical length for a modern mid-range graphics card. Gigabyte?s own version of the GTX 650 Ti measures 23cm long, though the actual PCB is quite shorter at a mere 14.5cm long. This new Radeon GPU core runs at 1GHz, which is the highest frequency for any Radeon card, matching the 7770, 7870 and 7970 GHz Edition cards.

The HD 7790 is clocked 16% higher than the HD 7850, while its GDDR5 memory is also faster at 1500MHz (6.0GHz DDR). Still, pairing that frequency with a minuscule 128-bit memory bus gives the HD 7790 96GB/s of theoretical bandwidth, which is actually a lot less than the old HD 6790.

Gigabyte has overclocked their 7790 card from 1000MHz to a core speed of 1075MHz. However for the purpose of this review we have clocked the card back to the default AMD specification of 1GHz.

The HD 7790 comes loaded with a 1GB frame buffer, the same as previous-gen mid-range cards. We don't doubt that board partners will release 2GB versions, but because the HD 7790 isn't designed for extreme resolutions, 2GB models aren't likely to provide any performance boost.

The HD 7790's core configuration also differs from the HD 7770. This new GPU carries 896 SPUs, 56 TAUs and 16 ROPs. That's 40% more SPUs and TAUs, while the ROPs remain the same.

Gigabyte has chosen to cool the "Bonaire XT" GPU using their own custom design which employs a massive 95mm fan. Under this fan is a relatively small aluminum heatink measuring 11.5cm long, 9cm wide and at its thickest 2cm tall. While that might sound like a decent size heatsink, by graphics card standards it is actually quite small.

The HD 7790 operates at near silence because even under load it only draws 85 watts and as little as 3 watts at idle, courtesy of the ZeroCore Power technology.

To feed the card enough power, AMD has included a single 6-pin PCI Express power connector -- the same setup you'll find on the HD 7770, 7850 and GTX 650 Ti, as well as numerous other mid-range graphics cards.

Naturally, the HD 7790 supports Crossfire and so there are a pair of connectors for bridging two cards together. The only other connectors are on the I/O panel. The AMD reference version has a dual DL-DVI connector, a single HDMI 1.4a port and two Mini DisplayPort 1.2 sockets. The Gigabyte version is a little different as it employs a pair of DL-DVI connectors, a single HDMI 1.4a port and a standard DisplayPort socket.

Crysis 3 Review

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You're sitting behind the wheel of a finely tuned luxury automobile. The upholstery creaks as you make yourself comfortable; it smells like quality
in here. You haven't even turned the key and you can feel the car humming, its tightly-coiled energy waiting to be unleashed. This car isn't designed to make you feel romantic or poetic; it's designed to make you feel powerful.
You run your fingers over the dash. Near the edge, just above the glove compartment, a piece of the dashboard flicks up under your fingers. Huh, weird, how did that happen? It must've come unglued or something. You smooth it down and look at it. There, good as new. You twist the key in the ignition.

The car roars to life! It's throaty and strong! Wait, but did you feel it hitch? Nah, couldn't have been. Smell this leather! Cars that smell like this don't hitch
. But? yeah? wait. You hear something, just beneath the rumble of the engine. A high-pitched keening sound, like metal wire spinning round an un-greased spool. You put the car into gear, and it chugs. It chugs? Oh yes, there was no mistaking that: That was not supposed to happen.
You're sitting behind the wheel of a finely tuned luxury automobile. But something's wrong.

That's what it's like to play Crysis 3
.
Crysis 3
, which comes out today on PC, Xbox 360 and PS3, is the third (well, technically fourth) in a series of first-person action games that mix stealthy sneaking with huge explosions, all draped across lush, exquisitely rendered environments. The result has historically been something a bit smarter and more open-ended than, say, Call of Duty or Medal of Honor.
The Crysis
series isn't really known for its winning personality. The games don't get by on their stories, or their characters, or their lore. They're not even really all that widely regarded for their gameplay or design. They're known, first and foremost, for their sweet, sweet tech.
The first Crysis
was released exclusively on PC in 2007 and almost instantly became the high-water-mark to which all PC graphics were compared. It looked like a PC game from the future: eye-watering sunsets splashing across a shimmering ocean, tiny little frogs leaping through a carpet of jungle-undergrowth. It was the game that PC gamers could lord over their console-owning brethren. Not only was it unavailable on Xbox 360 or PS3, it was commonly held that those platforms couldn't handle the game if they tried. (The irony here is that Crysis was eventually brought to the 360, albeit as a toned-down port.)
The game's developer, the German studio Crytek, has always seemed a bit less interested in making great games and more interested in using their Cryengine technology to make great-looking
games.Crysis 3 Review

That said, I've always had a soft spot for the series. I like both Crysis
and Crysis 2 in equal measure, though for somewhat different reasons.
In Crysis
games, you play as a man in a suit. Specifically, a "nanosuit" exoskeleton that looks like SCUBA gear combined with one of those frozen human musculatures you'll see on display at Body Worlds. The suit gives a distinct advantage in combat against mere mortals, as it allows players to switch between various powerful modes on the fly. There's a stealth mode that makes you invisible like a certain dreadlocked extra-terrestrial, and an armor mode that lets you suck up bullets. There's a speed mode that lets you run super fast and jump super high. You can breathe underwater, and just in case you didn't feel enough like The Predator already, you can activate a visor that allows you to see heat signatures.
The games, then, are entirely about using your suit's powers to stalk and kill dudes. Sometimes you hunt human dudes, and sometimes you hunt alien dudes. This has traditionally been a good amount of fun, because of one crucial balancing feature of the nanosuit?it runs out of energy rather quickly, and you can't stay invisible or bullet-proof for too long before you'll have to pause and recharge. Past Crysis
games have always been at their best when players are set loose in moderately open outdoor or semi-outdoor areas, pitted against a bunch of enemies. It's in these scenarios that the games, particularly Crysis 2, start to feel something like the "thinking man's brainless shooter." You'll creep and strike, creep and strike, hiding, cloaking, attacking, hiding and recharging, before pouncing again.You are a guy named "Prophet," who is the same guy that everyone thought you were for the bulk of Crysis 2, when you were actually a guy named "Alcatraz," though at the very end of that game you actually became Prophet anyway. (I know, right?)

But every time Crysis
games get away from that core routine, things become significantly less enjoyable. The back-half of the first game, which was set on a south pacific island, featured giant flying squid-enemies that were a tenth as fun to fight as the overmatched but numerous North Korean soldiers from the opening chapters. The second game, which took place in an under-attack New York City, featured aliens that were more humanoid and a lot more fun to fight, but still not quite as enjoyable as the PMC soldiers of the opening and closing acts.
Crysis 3
, unfortunately, spends most of its time lost in the weeds. There's plenty of hunting, but it's sporadic, and changes made to the formula combine with dodgy AI and odd level-design to make the whole thing feel uncomfortable and ungainly.
In Crysis 3
, you still wear the suit. Through some plot contrivances that don't really merit a detailed explanation, you are a guy named "Prophet," who is the same guy that everyone thought you were for the bulk of Crysis 2, when you were actually a guy named "Alcatraz," though at the very end of that game you actually somehow became Prophet anyway. (I know, right?) The story goes like this: It's twenty-some years after the events of Crysis 2, and Prophet has been frozen in stasis this whole time, kept under lock and key by a megalomaniacal megacorporation called Cell.
Prophet's old buddy Psycho, who was one of his squadmates in the first game (and was the star of the Warhead
spin-off) turns up, older and fatter and conspicuously nanosuit-less, and wakes Prophet up. In the wake of the events of Crysis 2, New York has become a Cell-controlled, bio-domed jungle, loaded with wrecked, overgrown buildings. (It's lovely-looking.) There's wildlife and foliage everywhere. The aliens have been scattered to the wind, and Cell Corporation has gone full-on Lex Luthor?they're trying to take over the world. Time to show them who's boss.
Sounds fine, right? A decent action-game setup. But right from the start, something seems hinky with Crysis 3
. The first level takes place at night aboard a Navy cruiser, where Psycho escorts Prophet to freedom. I found myself surprised that I was spending the opening act doing what I've come to think of as the "First-Person Shooter Follow." See here:Crysis 3 Review

I'd follow Psycho to a door, wait for him to open the door, then go through and shoot some guys. Then I'd follow him some more. This kind of thing is de rigueur
in a Call of Duty game, but in Crysis? At the very least, it set off some warning bells.
The whole introductory level took place at night, and I found myself fighting my way through small labs, then through bigger labs, then corridors. Nothing felt open, or empowering, or particularly fun. It certainly didn't feel like Crysis
. That went on for the game's entire opening act, before the camera finally opened onto a sprawling, day-lit vista. (A screencap of this moment is a bit farther along in this review.) If you're anything like me, this is the point where you'll think, "Thank god, the actual game is starting."
Only it doesn't start. I had to follow Psycho some more.

After that, I was finally set loose in the urban jungle. Sweet! Oh, no, wait. I wasn't all that loose, actually, because there was a huge missile-launcher in the sky that would blow me up if I became uncloaked out of cover. So I did some tedious linear recon (no combat) for a couple minutes, and then finally, finally, I got to the first open area where there were some soldiers to fight. And... I defeated them handily
, because I'd been given a futuristic bow that fires silent, instantly deadly and/or explosive-tipped arrows and I could use it without uncloaking. (More on the bow later.)
I made mincemeat of those poor goons and then moved on... but not to another outdoor combat sequence! Nope, it was time to follow Psycho again, and then head underground and fight some guys in another dark, interior area. Some aliens turned up about 20 minutes later, and it just became more of a mess from there.
Crysis 3 Review WHY: Lovely graphics aside, Crysis 3 is a mostly mediocre shooter in which fancy visuals faintly disguise haphazard design and a lack of technical polish. Crysis 3
Developer: Crytek
Platforms: PC (Reviewed), Xbox 360, PS3
Release Date: February 19

Type of game: Tactical first-person sci-fi shooter centered around a mixture of stealth and action.

What I played: Completed the single-player story in around 6-7 hours, replayed several hours' worth of levels on various difficulties. Played a couple hours of multiplayer and a couple hours of the Xbox 360 version. Replayed several chunks of Crysis 2
for comparison.
My Two Favorite Things
When it's pretty, it's damned pretty. In terms of razor-sharp fidelity and near-photorealistic vistas, this is easily one of the best-looking games you can currently play.Multiplayer has a number of distinctive charms, particularly the fact that every player can become invisibile.My Two Least-Favorite Things
The last chapter is a chore, the final boss is a mess, and the d?nouement is laughable.Enemy AI just can't keep up with the new, bigger environments, and humans and aliens both behave too erratically to be much fun to fight.Made-to-Order Back-of-Box Quotes
"I didn't realize my PC could actually physically break a sweat."
-Kirk Hamilton, Kotaku.com"Why would I ever use anything but this bow?"
-Kirk Hamilton, Kotaku.com"This is it: The mediocre game that screenshots will sell."
-Kirk Hamilton, Kotaku.com
So that was more or less when I started thinking, hey, there might be something weird under the hood of this supposedly finely-tuned automobile.

Before I dig too much deeper into the design or the writing, let's back up and talk about the tech. That's why a lot of people play Crysis
games, after all: They want to make their PC beg for mercy, they want to set their post-FX slider to "low" for the first time since buying that new graphics card. They want to play this game and think, "Yeah, but in three years, when I have a new PC, I'll play this again." Call it aspirational PC gaming. We want to taste the future, even if it gives us indigestion.
I'm running an Intel i5 2.8GHz with 8GB of RAM and a GeForce 660Ti graphics card. It may not be the hottest setup money can buy, but it's not too shabby, and it can run Crysis 2
with all the high-res-texture bells and whistles at a consistent 60 frames per second. It can also run pretty much every other PC game I have, from The Witcher 2 to heavily modded Skyrim, without a hitch.
My computer certainly choked on Crysis 3
. I played a review build of the game that Crytek had put together last week, and the game's performance was erratic at best, with some combination of medium/low settings giving me solid 60fps before dipping down to 30 or 25 in certain scenes. Only by dropping every setting to "Low," turning off antialiasing, and running medium-quality textures have I been able to get a consistent 60fps at 1920x1080 resolution. And even then?sometimes it'd drop.
I've been following this NeoGAF thread with interest, as players there have been trying all manner of high-end cards and are reporting similar performance dips. Almost no one seems to be able to get the game to run at maximum settings without taking a significant framerate hit. That said, this stuff is very difficult to get nailed down?I installed Nvidia's newest drivers today, and didn't really see a noticeable improvement, despite the fact that they're optimized specifically for Crysis 3
. I'm still playing with textures on "medium" and all my settings on "low." Then again, you may not care about framerate as much as I do. Responsiveness is key for me; I'd rather play an ugly game at a steady 60FPS than a pretty one at 30. And it's worth reiterating that even on low settings, Crysis 3 looks very nice.
I like the idea of a future-ready PC game. And I don't doubt that in three or four years, people will buy this game on sale just so that they can run it maxed-out on their new 8GB GPUs or whatever, just like I did with Crysis
in 2010. But at the same time, I have to say that I find Crysis 3's under-performance to be a liiiittle bit of a bummer. The game isn't just demanding, it feels poorly optimized. The fact that it seems unable to maintain a consistent framerate unless I dial it all the way down and even then has dips makes me think that it's just not that well-constructed or stable. It's likely that future updates and patches will iron this out and make the game more consistent, but for the time being, it's a real bucking bronco.
On a related note, the Xbox 360 version of Crysis 3
is a big step down from its PC big brother. I played an hour or so of the 360 version just to see how it compares, and the difference is remarkable. It's still plenty okay-looking for a console game, but it doesn't move all that well. It's too busy for the Xbox's native resolution, and the jaggies and low-res textures make everything look muddy. Not only is the game lower resolution and lacking any of the DirectX 11 particle-porn the PC version so regularly smears onto your screen, the Xbox version's framerate is quite sluggish, which makes it less pleasant to play.
All that said, yes: If your interest begins and ends with extremely high-res PC gaming, Crysis 3
will slake your thirst. And a part of me enjoys that Crytek struts out and throws down this crazy game that's less an entertainment product and more a gauntlet, daring PC gamers to throw their machines against it with reckless abandon. The studio has done a marvelous job positioning itself as purveyor of a product that users don't deserve to use properly. It's hard not to admire their chutzpah. "This game is so awesome-looking that you can't even play it for another two years," they say. "But you know you're gonna buy it anyway, because you just want to see how you stack up."
In summary: It's totally playable as is, though it'd be nice if the damned thing worked a little bit better. And a further caveat on the graphics: While the game looks amazing in screenshots, it doesn't always look so hot in action, even on PC. Animations, especially facial animations, are stiff and waxy. The motion capture is odd, combat animations can be stilted, and characters regularly leave huge gaps of silence between lines of dialogue.
Crysis 3 Review

As an open-ended stealth/combat game, Crysis 3
falls well short of the standard so recently set by Far Cry 3. (For example: See that vista in the image above? You don't actually ever get to explore that in Crysis 3.) And as a transhumanist sci-fi adventure, it doesn't match the melodrama and romance of Halo 4 or the moral credibility of Deus Ex. But while those games' shadows stretch long over Crysis 3, the shadow that most thoroughly covers it, curiously, is that of its predecessor, Crysis 2.
I've always thought of Crysis 2
as an underrated game: it's a meaty, largely well-designed shooter that's polished, atmospheric, and gives players a ton of excellent opportunities to creatively blow shit up. It's also superior to Crysis 3 in almost every way. Crysis 2 feels like an ambitious game made by developers who were unafraid to take their time and get things right. Crysis 3 feels like it was hurried out the door, almost as though Crytek was clearing out old business before re-focusing on free-to-play games.
The differences between the two games are apparent from the very start: Crysis 2
almost immediately set you loose in open-air, outdoor environments filled with soldiers. Crysis 3 makes you follow a guy for an hour or so, putting you either in closed rooms or semi-open, darkened areas filled with enemies on high scaffolding who you can't see but who can see you. The new game is also significantly shorter and less narratively ambitious: Crysis 3 plays out over seven chapters, while Crysis 2 featured nineteen. There are smaller differences, too, like the fact that for some reason, Crysis 3 has stripped out Crysis 2's interesting and functional first-person cover mechanic.Crysis 3 plays out over seven chapters, while Crysis 2 featured nineteen.

To make sure I wasn't imagining things, this past weekend I loaded up Crysis 2
and started dropping the needle on random single-player missions. At every turn, I found a superior game. One minute I'd be fighting aliens in a fraught showdown in the middle of Grand Central Station, the next I'd be helping marines topple a skyscraper in order to block alien mortar fire. Or, I'd be holding a room against onrushing soldiers rappelling from the skylights while simultaneously fending off an attack helicopter. Or embarking on a deeply satisfying stealth-assault on an enemy base on Roosevelt Island, a sequence that was so fun that I became engrossed and played it for the better part of an hour before remembering that I had to go back to Crysis 3.
The harder I look, the more Crysis 3
's deficiencies pile up. It's a very short game, but not a particularly focused one. I played through the single-player story in around 6-7 hours, give or take, and couldn't believe the story was moving as quickly as it was. There are only three other characters in the game other than Prophet, and one of them gets about 5 minutes of total screen-time. It's only daytime for two of the game's seven chapters (And remember, by way of comparison, that Crysis 2 had nineteen chapters). The rest of the game takes place underground, in a haze, or at night.
Only one chapter?a nighttime jaunt through the flooded ruins of Chinatown?comes close to consistently capturing the type of sneaky, hunt-y encounters that were so fun in Crysis 2
. It's enjoyable while it lasts, but even then feels short-lived. Before long I was behind the wheel of a tank for a stunted vehicle segment, or in the gunner's seat of an airship for a frustrating turret sequence. The game just never settles into a groove, and as a result feels hurried and off-balance.Crysis 3 Review

Here's another unexpected problem: Prophet's bow is overpowered. It's basically a swiss-army-knife weapon that can double as a rocket launcher and can take down any enemy in the game. And, like I mentioned earlier, it's silent and allows you to fire while invisible. There's no need for stealth melee-kills or even silenced weapons, because you can just whip out your bow and waste anything that moves. Crysis
has always relied on a careful balance between the suit's energy-timer and the enemy's superior numbers. A powerful new element like the bow throws the scales out of whack.
For an example of that imbalance, picture this scenario: First, I tag the enemies using my visor. Then, I crouch up across the roof, cloaked. I change the draw-weight to make my bow super-powerful, then I pick them off one by one. It's not just that the bow is overpowered and lets me attack while invisible, the enemy AI simply doesn't really respond to the fact that their friends are dying right before their eyes.

That kind of thing happens a lot. Bugs popped up throughout my playthrough, from the weird AI to numerous graphical and audio issues. Enemies froze in place, a guard I tagged somehow fell upwards into outer space, and I was able to clip right through vent covers.

Yes, these examples are all little things. Some of those bugs will likely be patched out of the game. But we're talking about a game that has been pitched as this amazing-looking godsend, a beacon of incredible future-tech. A sign of things to come. So I can't help but be disappointed that it so consistently lacks technical polish. Despite its screenshot-ready visuals, there are plenty of current-gen games that exhibit far stronger technical execution than Crysis 3
, with the added benefit of actually running consistently on modern computers.
Crysis 3
's level design often feels overly narrow, but a couple of times it also feels too big. It's a cop-out of me to keep saying that "something feels off," but that's the best way to encapsulate the design of the game?almost every level just feels a bit off. Disorienting, difficult to navigate, with the open areas feeling too open and the enclosed areas feeling claustrophobic. One later level in particular is very large, but feels too large, and as a result seems somewhat empty. You're given access to a few vehicles, but the level is also dotted with deep pools of water that will swallow those vehicles whole.
Enemy AI seems incapable of coordinating over great distances, and often I'd see an enemy stand still in my sniper-sights, unable to do much of anything except perform an endless loop of ducking into cover, sticking his head out, then ducking back. One late-game side-mission tasked me with rescuing some guys in a tank. I came in expecting to fight off attackers and found them simply waiting for me. They drove off in their tank and invited me to take the gunner's seat. They then proceeded to drive out about fifty yards into the open, and sit there motionless while the enemy blew them apart.
Was Psycho every really anything more than a Cockney accent masquerading as a personality? I guess not.

Crysis 3
's story and dialogue are as undercooked as the rest of the game. Enemy guards all seem to have gone to the Splinter Cell school of bad enemy dialogue, regularly yelling stuff like, "He's hunting us!" and "He's using arrows!" and "You think this is hide-and-seek? Show yourself!" At one point I shot a lone guard with an arrow, only to hear one of his compatriots in another room holler "He's using a bow!"
Someone at Crytek seems to have heard complaints about the past games' relative lack of personality, and the writers have attempted a last-minute emotion-injection. This attempt, while doubtless well-intentioned, was not successful. In contrast to the second game, the protagonist speaks and emotes, but it's never convincing. The script attempts to lay out a meaningful theme about sacrifice that never actually coalesces into anything or connects with the events of the story. The writers appear to be under the impression that the theme will become meaningful through repetition alone. I didn't care about any of the characters in past Crysis
games, and this attempt to make me suddenly give a damn about their sacrifices feels like a band-aid on a corpse.
Psycho, the freedom-fighter who accompanies you for most of the story, is a dud of a character. Before I played, I was happy to hear that he'd be featured. Now that I've played it, I find myself asking: Was Psycho every really anything more than a Cockney accent masquerading as a personality? I guess not.
Crysis 3 Review

The overarching story, which concerns a reborn alien leader and a wormhole-invasion straight out of a made-for-TV adaptation of Mass Effect 3
, is nonsense even by sci-fi video game standards. What drama there is takes place elsewhere; you just hear it over your radio. The dialogue is a dispiriting collection of clich?s that includes such stinkers as "We're all human, Psycho! Nomad, Jester?. We all fought. Not the god damn nanosuits!"
At one point, a character cries out, "It was never just about the suit!" I always thought it was
about the suit. I sort of liked that. It kept things simple. I think it should've stayed about the suit.
Here's a short list of further disappointments:
Collectable audio diaries that must be listened to in the pause menu, but not while playing. They never shed any light on where you are, who the speaker was, or what's going on.A weird attempt at painting the Cell corporation as a cheerily evil corporate entity that feels inspired by Portal, of all things.A poorly designed final boss-fight that ditches all of the game's strengths and pits you against a confusing enemy.Waypoints and objectives that feel unclear, leaving you wandering around a large, empty environment for minutes on end looking for a path forward.A hacking minigame that feels tacked-on and annoying.A lackluster map that's hidden beneath one layer of the menu, and a mini-map that is mostly impenetrable.Grenades that are as liable to bounce off a doorframe and land at your feet as they are to land near your target.Incredibly vigilant enemies that are able to spot you uncloaked at two hundred yards, even if you're crouched in the shadows.
Multiplayer is a welcome bright spot. Broadly speaking, it's a sort of slick merger of the twitchy iron-sights of Call of Duty
and the heavily armored mega-jumping of Halo. In my limited pre-release multiplayer sessions, I was surprised at just how much fun I was having. Multiplayer matches follow the typical templates for these sorts of games?there's deathmatch, team deathmatch, exfiltration and point-capture. What makes it really pop off is the fact that everyone has a nanosuit that can become invisible or armor-tough. It's impressive just how much goofy fun a multiplayer game can become when everyone has the ability to become invisible for brief periods of time.
Crysis 3
's new multiplayer mode is called "Hunter Mode," and I had a good time with it as well. You either play as a cloaked nanosuit-wearing "hunter" or a lowly Cell guard. If you're a hunter, it's your job to kill all the guards. If you're a guard, it's your job to stay alive for a set amount of time. If you get killed, you spawn back on the map as a hunter, so the last surviving guard winds up having to outwit a whole lot of hunters. I was surprised to find that the most tense, enjoyable moments of my multiplayer session with Crysis 3 involved me, crouching in a corner, hoping no one found me before the clock ran out.
It was an odd thrill, more like playing hide-and-seek than any more familiar first-person shooter multiplayer mode. That video may seem like the least exciting multiplayer video ever?it's just a guy crouching by a wall! But it was actually more
exciting in a way, because it felt so new. I'm not sure I'd play Hunter Mode for more than an afternoon or two, but it's a neat idea, and nice to see more games experimenting with asymmetrical competitive multiplayer.
There are other bright spots: You can still pop a different scope, attachment, or silencer onto your weapon on the fly. The power-jump still has that satisfying "sproinggg!" feeling. There are still moments of badassery, when you'll creep on a guy and take him down, then creep away just before his friend comes around the corner. Oddly, the aliens are now more fun to fight than the humans, but they can indeed be pretty fun to fight. And of course, when Crysis 3
is pretty, it really is quite pretty.Multiplayer is a welcome bright spot.

But still, so much of Crysis 3
falls well short of the bar Crytek themselves set with Crysis and Crysis 2. The game's publisher EA has assured me that Crysis 3 will be receiving a day-one patch, but I can't imagine it will do too much to change the game from what I played. As I said, it's likely that over the weeks and months to come, Crytek will optimize the PC version to get consistent performance on a wider range of machines. But while those sorts of patches may address some of the more cosmetic bugs I ran into, it seems unlikely that they'll address the game's haphazard level design, poor AI, odd pacing, clumsy script and unbalanced combat.
Despite this laundry list of shortcomings, Crysis 3
still contains flashes of that delightful predatory thrill that makes Crysis games so fun. But they're too infrequent, hidden within a game where fancy tech disguises conservative, uninteresting design. The more I think about and play Crysis 3, the more frustrated I become. Crysis 2 managed to get an admirable number of things right. I would have loved to see the third game build upon that foundation and close the series out with style.Crysis 3 Review

Instead, Crysis 3
is a finely tuned luxury automobile that's not, as it turns out, all that finely tuned. You sit, revving the engine, hoping that weird sound will go away, but it doesn't. It gets louder. You lower the driver's-side window; it gets stuck halfway. You pull down the sun-visor; it comes off in your hand.
Perplexed, you turn the visor over and examine the underside, wondering if it's supposed to come off. Maybe this is a feature? You look up, pause, sniff. Sniff again to confirm. Yep. Beneath the rich smell of the upholstery is the smell of something else. Something less pleasant.

And you stare at the wheel for a couple of moments, and you make peace with the fact that despite its lustrous exterior, this really just isn't a nice car after all.

Republished with permission.
Kirk Hamilton is a contributing editor at Kotaku.

Tuesday, April 30, 2013

BioShock Infinite Review

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Depending on where in the country you live, you might have the nagging feeling that portions of the United States have broken clean off. Just up and decided to veer into their own orbits, consequences be damned.

And, because any notion that these States aren't United is a really uncomfortable one, a cacophony of voices all jostle to demonize their opposing factions. They say that the other side has selfishly detached themselves from the reality that we Americans are all supposed to share. How dare they?!

BioShock Infinite takes that nagging feeling of disunion and makes players wade through its century-ago antecedent, in a way that lays bare the agonizing personal costs paid to the grinding cycle of history.

Columbia is a chunk of America that has in fact gone to pieces. And the result is horrifying. But beautiful, too.


You haven't been to a place like this before. The fictional floating city where Infinite is set is all clockwork platforms and brass gears, its many sections populated with hucksters, strivers, lovers and schoolchildren. One minute, you're walking past a sheer drop, the next a park swings down into the open space. Sure, they seceded from the Union but it's such a bloom-lit paradise that you almost can't blame them.
BioShock Infinite Review Why: BioShock Infinite isn't just a worthy sequel to a much-loved predecessor. It also manages to be about America - touching on its past, present and possibilities ? in a way that makes it a must.
Developer: Irrational Games
Platforms: PC, PS3, Xbox 360 (version played)
Release Date: March 26
Type of game: First-person shooter that's also a twisted fable about American history What I played: Played through all of the campaign in about 10-12 hours.. My Two Favorite Things Excellent voicework all around ? anchored by Troy Baker and Courtnee Draper as Booker and Elizabeth ? makes this feel like a operatically violent radio play.Columbia is filled with gorgeous architecture and design. Fighting for survival in a place this pretty doesn't make the bullets hurt any less but does inspire awe.Two Things I Hated Despite how its wide-open spaces look, part of Infinite can feel very much llke they're on rails.Certain sections are just straight-up killboxes that will grind you up like hamburger.Made-to-Order Back-of-Box Quotes "Add Columbia to the list of video game places I wish actually existed, only without all the racism/sexism/spacetime tomfoolery." Evan Narcisse, Kotaku.com"Like Portal 2, BioShock Infinite is a sequel that builds on and maybe even surpasses the original game." Evan Narcisse, Kotaku.com
Then you come along. Well, not you. Booker DeWitt--the former soldier and Pinkerton agent players control -- isn't a cipher meant for you to occupy, like the mute protagonist from BioShock 1. He's his own man with a voice, a checkered past and reasons for staging a one-man invasion. Debt weighs heavy on his soul and the only way he can come clear of it is to fetch a supernaturally powered young woman named Elizabeth. If he gets her to the people who want her, then he might be able to get on with the rest of his life.

If you subscribe to the idea that there is in fact a formula for making a BioShock game, then Infinite will only support your thesis. Mix up sci-fi archetypes, comic-book super-science, ideologically driven conflict and old-school first-person-shooter love with narrative ambition and philosophical discord. The player character's special abilities get wielded through the left hand while weapons get gripped by the right and he must wend his way through an isolated city-state in turmoil. Once you do that, you have--in broad strokes -- the component parts of the games that have been called BioShock.

The powers you wield this time are called Vigors. You can mix and match them so that you can electrify a flock of crows after flinging them at an enemy. Or you can hold the soldiers you're fighting aloft and then set them on fire with telekinetic and pyrokinetic Vigors.

Important moments of choice have been another hallmark of BioShock games. This time out, the importance of choice isn't in where you wind up plot-wise. It's in how you play. The method in which you cobble together the upgrades you find with Elizabeth's combat support and the amazing verticality of the game's battlegrounds will leave you with a unique experience that you can transform as you go. Couple that with the various firearms and Vigors you'll collect and Infinite's play feels like it gives you more tools and a faster pace to use in an expertly crafted playground.

For all that's familiar, Irrational Games' new release does add new seasoning to that BioShock recipe. One of the big changes is in basic locomotion. Columbia's mass transit is a series of snaking pipeworks called Skylines and they provide a thrilling, vertiginous way to get around the city. They feel like a one-man roller coaster that you can shoot at people from. Aside from that, you can pounce on enemies from way on high or rain down gunshots while zipping along. And enemies will do the same to you, so these aren't an easy way out of most battles.

But it's the character of Elizabeth who represents the biggest change to the BioShock formula, which up until now gave you scant companionship on your adventures in Rapture. At first, Elizabeth might remind you in a broad way of the dog from Fable II. That pooch found you loot and helped you get around the world of Albion. You formed a simple but meaningful bond with it.

Elizabeth is far more complex. She's a fully scripted persona who aids you in combat and in scavenging, by finding and supplying health, money and ammo. Most impressively, she can manipulate tears, which are space-time hiccups that let her pull things from alternate reality through to this world. Discount vending stations, machine-gun turrets and grapple points are just a few of the assets she can summon for you. Which tears you have her manifest will affect the strategy options you have during a firefight and this branching opens up the uniqueness of the strategies available.


From an emotional perspective, things change immediately when you meet Elizabeth. She's na?ve, but with strong streaks of curiosity and desperation running through her. A skybound city doesn't feel like paradise when it's all you've ever known and she yearns to experience the world below. Columbia founder Father Comstock is a religious zealot, one who commands a city of totally obedient martyrs. When he tells them not to fight, it's far creepier than when you're battling them. He means to use Elizabeth's abilities to deliver an apocalyptic judgment to the America beneath him. But Comstock must also deal with an proletariat insurgency by the Vox Populi, who want to topple what they see as a corrupt oligarchy.


Elizabeth alternately wants to impress Booker and run away from him. They need each other and she never feels like a stack of AI scripts walking alongside you. When she throws you a health pack in a firefight, her need for you to survive is palpable. She's haunted by a lack of a past while Booker is chased by a history too full of blood. Together, their shared journey moves from wariness to warmth to resolution with real poignancy.

For all the talk of parts, this game is more than just the sum of its pieces. You're playing for story here, and that story is embedded through the entire fabric of Infinite. The more you explore Columbia, the more its made-up citizens and history pull you in. There's a mystery swirling around the clouds that surround the city and it kept me guessing until the very end of the game.

Early on, you get signs that something more than mere isolationism is amiss in Columbia. Those tears in reality's fabric are a tease to the main conceit of the game, with the gambit being nothing less than the re-writing of American history. Columbia's already well down that road as its spiritual revisionism has made demigods of George Washington, Thomas Jefferson and Ben Franklin. But you can't shake the creeping sense that many things are going to happen as a result of your actions. They do and they're all pretty weighty.


Given the fact that there's inevitable conflict waiting to joined, you might think that a repudiation of American self-aggrandizement is all there is to BioShock Infinite. The uppity sky-dwellers in Columbia need to be taken down a peg, right? But what's more surprising than the rude awakenings is the degree to which Infinite is a celebration of Americana. It's a game squeezed out of Normal Rockwell paintings, set to ragtime music and filled to the brim with jaunty bygone slang. It zips and zings, even with it's beating you down with giant robot president enemies.

And, yes, Irrational creative director Ken Levine and crew are lobbing a slew of scholarly -isms for players to chew through: racism, sexism, anti-intellectualism, 18th century revivalism and the gospel of industrialism as a cradle-to-grave caretaker of the worker. The tribalism that's inextricably part of America's spiritual DNA is a big part of the game's factions and battlefields, too. The Vox Populi--made of common-man laborers--think they have too little while the well-to-do Founders essentially believe that Comstock's vision of America is a better one than the one lived on solid ground.



If you're acquainted with the language of revolution and regime change, then lots of the rhetoric slung across the conflicts in Infinite will ring familiar to you. Opponents from different classes and backgrounds slander each other. Divine/universal logic is on our side. That kind of thing. The difference is that Infinite places players in the fires of tumult and shows them the result of bloody revolts up close. Most of the people you overhear in Infinite are racist, classist, snooty and surly. Yet you feel bad for them as some of the illusions keeping Columbia aloft begin to crumble. It's a hell of a thing to believe in a dream with all your being, for both good and bad reasons.

BioShock Infinite may not the first game to try to say something about the very nature of the country it was made in--and the people who make it up--but it's certainly amongst the best. Some scenes reminded me of how people who looked like me had an unbelievable array of prejudicial forces from public and private institutions set against them. Yet, even as I played through those moments, I was reminded that America is a big experiment. That experiment in letting people chart their own destinies has sometimes made it so brother fights against brother.

It's easy to dismiss those people floating in the fractured mirror Americas that we disagree with. They're wrong; we're right. Who cares why they are the way they are? But BioShock Infinite asks us to consider that very question and gives an answer that mixes hope with bitterness, wonder with despair and allegory with history. The game doesn't offer any advice about how to make everyone get along better but it makes a powerful argument for owning-- and owning up to--all of our collective past.

Gigabyte GeForce GTX Titan Review

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Nvidian Kepler arkkitehtuuri debytoi vuosi sitten GeForce GTX 680, joka on istunut hieman mukavasti markkinoiden Suosituimmat yhden GPU näytönohjain, pakottaa AMD alentaa hintoja ja käynnistää erityinen HD 7970 GHz Edition kortti kuilun arvo. Huolimatta eläimellinen kilpailijansa, monet uskovat, että Nvidia oli tarkoitus tehdä sen 600-sarja lippulaiva vieläkin nopeammin käyttämällä GK110 siru, mutta määrätietoisesti hallussa takaisin GK104 säästää rahaa, koska se oli kilpailukykyinen tarpeeksi performance-wise.

Tämä ei tarkoita välttämättä pettynyt GTX-680 ihmistä. 28Nm osa pakkauksissa 3540 miljoonaa transistoria pienehkö 294 mm 2 kuolee ja antaa 18,74 tarjoaa per watti muisti kaistanleveys 192.2 GB/s, kun se kolminkertaistui GTX 580 CUDA-ytimet ja kaksinkertaistui TAUs--no small feat, olla varma. Kuitenkin me kaikki tiesimme, GK110 oli olemassa ja oli innokas näkemään, miten Nvidia toi kuluttajamarkkinoille--jos se edes päättänyt. Onneksi että odotus on nyt ohi.

Jälkeen päällään 12 kuukautta yhden GPU suorituskyvyn kruunu, GTX-680 on vallasta uusi GTX Titan. Ilmoitti 21. helmikuuta, titaani kantaa GK110 GPU transistori-määrä, joka on yli kaksinkertaistunut GTX 680 3,5 miljardista huikea 7,1 miljardia. Osa on noin 25-50 prosenttia enemmän varoja käytettävissään kuin Nvidian edellisen lippulaiva, kuten 2688 stream-prosessoria (jopa 75 %), 224 muokkausaine yksikköä (myös jopa 75 %) ja 48 rasteri operations (terve 50 % lisää).

Jos olet utelias, on syytä huomata, että on "vain" arvioidaan olevan 25-50 prosenttia suorituskyvyn saada, sillä titaani on saapunut pienempi kuin GTX-680. Nämä odotukset on kohtuullista olettaa, että Titan hinnoiteltu noin 50 % palkkio, joka olisi noin 700 dollaria. Mutta ei ole mitään oikeudenmukaista Titaanien hinnoittelusta--ja ei tarvitse olla. NVIDIA on markkinointi kortin äärimmäisen nopea ratkaisu äärimmäinen pelaajille syvät taskut, jossa Suositushinta on mahtava 1000 dollaria.

Tuo Titan dual-GPU GTX 690's alueella tai noin 120 % enemmän kuin GTX-680. Titaani ei tule hyvä lisäarvoa hinta vs. suorituskyky, mutta Nvidia on epäilemättä tietoinen tästä ja jossain määrin meidän täytyy kunnioittaa sitä niche-ylellisyystuote. Että mielessä, let's nostaa Titaanien huppu ja nähdä, mikä tekee siitä käydä ennen kuin se läpi meidän tavallista vertailuarvoja, haaste, johon nyt sisältyy runko latenssi mittauksia--lisää, että vähän.

GeForce Titan on totta käsittely-powerhorse. GK110 siru kantaa 14 SMX yksikköä 2688 CUDA ydintä, tarjoaa jopa 4,5 teraliukulukutoimitusta peak laskea suorituskykyä.

Kuten edellä todettiin, Titan tarjoaa core kokoonpanon, joka koostuu 2688 SPUs, 224 TAUs ja 48 ROPs. Kortin muisti subsystem kuuluu kuusi 64-bittinen muistin ohjaimet (384-bittinen) 6 gt GDDR5-muistia käydessä 6008MHz, joka toimii ulos huippu kaistanleveyden käyttö 288,4 GB/s--50 % enemmän kuin GTX-680.

Meillä Titan varustettiin Samsung K4G20325FD FC03 GDDR5-muistipiirejä, jotka on luokiteltu 1500 MHz--sama kuin voit löytää viittaus GTX 690.

Jos titaani alittaa GTX-680 on sen ytimen kellotaajuus, joka on asetettu 836 MHz vs. 1006 MHz. Että 17 % ero muodostuu hieman vauhtia kellon, Nvidian dynaaminen frequency ominaisuus, joka voi työntää Titan peräti 876MHz.

GTX Titan sisältää oletusarvon mukaan kaksi dual-link DVI-porttia, HDMI-portti ja yksi DisplayPort 1.2 liitin. Tukea 4K resoluution näyttöjä olemassa, vaikka on myös mahdollista tukea enintään neljä näytöt näytöt.

SimCity Review

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To many fans of the original city building simulation series, the idea of an online multiplayer game that required even solo players to be connected to the internet at all times seemed like a recipe for disaster. Maxis' latest creation is easily the most compelling SimCity
I've played since the 1989 original.
It's also a disaster.

The weekend before the game's March 5 launch, I had a chance to experience SimCity
the way everyone is supposed to be experiencing it right now. The handful of press participating barely put a dent on the special servers EA set up for the event. The game played (for the most part) flawlessly, giving early reviewers an exquisite taste of the collaborative multiplayer that defines the release. I saw what the developers no doubt wanted every player to see post-launch ? a new SimCity capable of bringing together people from across the planet to strive towards a common goal. It was glorious.

I collected that early experience in an article titled "SimCity
Won (and Broke) My Heart in Just Three Days." I had no idea how apropos that headline would become.


That first, teasing taste was followed by a nightmare for everyone involved. There were problems downloading the game. Problems connecting to servers. Problems getting together with friends to play during the brief moments when everything seemed to be working perfectly. While EA and Maxis work aggressively on a solution to these issues, player frustration and outrage continues to build.
SimCity Review WHY: One of the most compelling entries in the esteemed city building simulation series, SimCity's substantial connectivity problems aren't exactly giving players a choice in the matter.
Developer: Maxis
Platforms: PC
Release Date: March 5
Type of game: City Building Simulation.

What I played: Built, maintained and destroyed multiple cities during the press early start event. Once the game launched I attempted to collaborate with other members of the Kotaku
staff on our own private region, but only two of us (myself included) managed to successfully play long enough to build anything of lasting value. My Two Favorite Things Laying down regions and watching them grow organically and change dynamically based on the objects I place around them.Working together with other players for the good of an entire region adds meaning and purpose to my virtual cities. This is what a social game should be.My Two Least-Favorite Things There's never enough space for my ambition in these tiny plots of land, and claiming multiples in one region doesn't scratch my megalopolis itch.I don't mind a game that requires an always-on internet connection, as long as it returns the favor.Made-to-Order Back-of-Box Quotes "Hey guys. HEY GUYS. GUYS. Look at my city. No no, look at it now."
-Mike Fahey, Kotaku.com"Unable to connect to the Made-to-Order Back-of-Box Quotes server. Please try again."
-Mike Fahey."It says I'm online? But I'm at Wal-Mart, and the PC the game is loaded on is unplugged."
-Mike Fahey.
I am not filled with outrage; only disappointment, fueled by the knowledge that somewhere beyond these technical issues there's an outstanding game waiting to be played.

The original SimCity
is one of the greatest computer games of all time. When now-legendary game designer Will Wright realized that using the map editor he'd created for the game Raid on Bungling Bay was more entertaining than the game itself, he gave that editor to the world, creating an entirely new genre in the process. The creative freedom SimCity allowed was intoxicating. I couldn't tell you how long I played when I first launched the game ? the days ran together. I would fall asleep in my computer chair, wake up and continue playing.
Over the years, freedom and I have had a falling out. Giving me a sandbox to play in with little supervision is a surefire way to ensure I wander away from the sandbox, possibly into busy traffic. So much of my time is not my own these days that I need a more directed experience. I require more than my own devices.

This brave new multiplayer SimCity
grants me the focus I need to once again lose myself in the minutiae of running a virtual town. The success of my creation is intricately tied to the prosperity of other players'. They depend on me to foster a community of wealthy citizens that will flock to their shops to spend their simoleons. I depend on them to provide sewage treatment and medical services so that the wealthy citizens drawn to my tourist mecca don't die of cholera.
The SimCity
series has always been a balancing act, with players struggling to maintain the right ratio of residential to industrial to commercial, all the while ensuring that enough funds are invested in services to make sure the whole thing doesn't go up in flames. It's just now there are multiple performers in every region, taking turns walking the tightrope while the others hold the safety net (or drop it, as the case may be).
The multiplayer aspect also allows for excellent opportunities to show off your city-planning skills. The creative gamer thrives in the new SimCity
, thanks in no small part to the addition of curved and free-form road placement and the ability of residential, commercial and industrial zones to conform to these wild lines. These color-coded areas are painted more than placed, fresh buildings sprouting like architectural flowers that blow in the breeze of every little change the player makes. The GlassBox engine is a remarkable machine, transforming a technical process into something organic and beautiful. It's a joy to watch its work unfold, both from the sky above and at street level.
Players more interested in straight lines and statistics will find plenty to love in SimCity
as well. The game is filled with color-coded maps that communicate a wealth of complex information in the most efficient way possible. The interface, aside from the odd obtuse bits, is amazingly intuitive without feeling dumbed-down. Micro-management is an option, but not a necessity. It's one of the game's greatest strengths ? catering to multiplayer play styles while remaining completely accessible (I'm talking mechanics, not connection) to all.
Of course there are downsides. I wish the individual city plots were larger or expandable, giving my city room to stretch out, perhaps link up with other players' creations. I wish I understood how trade depots work, one of a few obtuse mechanics in an otherwise intuitive game.

And I wish I could play consistently. That would be nice.

Team Kotaku
had big plans for the SimCity launch. We set up a private region so we could further explore the symbiotic relationship between cities. I staked out my claim, a circular piece of land I decided to dedicate to tourism and travel. Stephen Totilo grabbed a plot, his city feeding mine with waste and sewage disposal. Between the two of us we managed to unlock two Great Works ? the Arcology and the International Airport ? massive undertakings built in special spots on the regional map, requiring cities to work together to harvest the resources necessary for their completion.
None of the others made it into the game.


Chris Person was able to claim two plots, but both bugged out before he could lay a single road. He can't access them, and we can't delete them. Jason Schreier hasn't been able to connect. Neither has Kirk Hamilton, who received my invitation to join the region yesterday ? two days after I sent it. Our grand plan will never be realized.

I understand the frustration and anger that players are feeling. Over the past three days I've slept maybe seven hours total, waking from shorts naps taken while waiting for server queues, maintenance downtime, server disconnects and the like. Each of those seven hours was spent in my computer chair, fearing I might miss an opportunity if I wandered off to the bedroom. I feel like I did when I played the original SimCity
, only now I'm much older and a lot less happy.

SimCity
's launch is more than just a disaster ? it's a tragedy, because somewhere beyond the rage, pain and technical issues there's an amazing game that I'm dying to play.
We'll revisit that Not Yet once EA gets the servers to a point where not playing is no longer mandatory.

Pebble Smartwatch Review

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The Pebble smartwatch for iPhone and Android is a prime example of the bizarre times in which we live. In an era of people increasingly telling time by looking at the corner of their computer's screen or their smartphone lock screens, Pebble wants to make the wristwatch everyone's preferred timepiece. But instead of pitting the watch and smartphone as competitors for one function, Pebble tries to go beyond the default use case for either device and do much more.

Sony, Microsoft, Motorola, among others have also tried to turn the watch into more than just a timepiece, but even their millions of dollars in R&D and years of manufacturing experience couldn't quite get the category right. Yet Pebble, a humble Kickstarter project embraced by nearly 70,000 backers, is the most buzzed-about smartwatch yet. Have those early believers been vindicated by the release of a phenomenal product or are they just another cautionary tale of what happens when reality doesn't meet the hype?

Pebble retails for $150, and that cost doesn't buy good looks. The watch features a plain rectangular plastic face connected to an equally plain - though to be fair, quite comforting - band made of smooth rubber.

Multiple colors are available for the watch portion, but the glossy plastic frame and exposed charging connector are about as stylish as a watch found in a sporting goods store. The nondescript design is forgivable considering that no one is buying Pebble to make a fashion statement. While it's not the prettiest timepiece on the market, Pebble is simple enough to not clash with most attires or look cheap.

A 1.26-inch black and white e-paper display with 144 x 168 resolution shows the time and compatible notifications from an iOS or Android device. A backlight makes the screen more legible when in the dark. This light can also be automatically triggered by gently flicking one's wrist.

A menu button and a charge connector are on the left side, and navigation buttons for scrolling and selecting are on the right. Pebble is light as a feather, so pushing the buttons with too much force will cause the device to slant at an uncomfortable angle, but the light feel is otherwise a blessing.

Key specs to know about the Pebble include:
Scratchproof, shatter-resistant, and 5 ATM water-resistantVibrating motor to send notifications and alarms Accelerometer sensor to use gesture detection Bluetooth 2.1+EDR and Bluetooth 4.0Replaceable 22mm watch bands
Pebble's superficial shortcomings are a non-issue for most. The real value of a smartwatch is its "smarts" offered through software. While craftsmanship and fashion play a much larger role when selecting a standard wristwatch, Pebble attracted scores of customers by promoting the idea that their watch could do more than simply tell time. The Bluetooth 4.0-capable watch can link with a smartphone to download customizable clocks, relay notifications from a smartphone, and even initiate controls on an Apple iPhone or Google Android device.

The type of smartphone someone owns greatly affects just how smart Pebble can appear. An iPhone is currently able to receive notifications for incoming calls, calendar appointments, text messages, and iMessages, but not all apps are able to send notifications. The watch proves to be a nice timesaver because it shows Caller ID information and can accept or decline calls, though it doesn't automatically turn on speaker mode, so you'll still have to pick up the phone. I also loved Pebble's music control feature that's able to start, pause, and select next or previous tracks in the Music app. There are no volume controls, but the pause and next track buttons also work in other apps like Pandora and Slacker.

The Android version of Pebble is noticeably more powerful. In addition to the standard reminders and music controls previously mentioned, the Pebble Android app supports notifications for the Email, Gmail, Calendar, Google Voice, WhatsApp and Facebook apps. Even more control is available by using a third-party app that can route notifications from any app to the Pebble, something not available on an iPhone unless you are on a jailbroken device.

One uncomfortable aspect is that Pebble requires Gmail login information to access Gmail notifications, something that many might be hesitant to do, and for good reason in light of concerns for account security. Another shortcoming is that the app treats notifications on a last come, last served basis. There's no way to scroll through alerts, so it will only display the most recent message or tweet to appear, so you could conceivably miss an important notification.

Apps were also supposed to be a part of the Pebble package, but the watch sadly does not yet have those features. The original plan for Pebble included added functionality for apps, the most notable being run stats being displayed on-screen for RunKeeper. Despite having an SDK available since last spring, and an early demonstration of the feature, RunKeeper and other third-party apps are sadly absent from Pebble. The only things downloadable so far are additional clocks, which are nice but not enough to make anyone forget about what Pebble is capable of accomplishing.

As I alluded to earlier, Pebble is not the first device that attempts to extend the power of connectivity from the pocket to the wrist. The difference is that other solutions have used power-sucking LCD screens that require frequent charging, which is a non-starter for most people. Pebble avoids that issue entirely because the e-paper display is long lasting, and Bluetooth 4.0 uses less energy when paired with a capable smartphone. Pebble has an advertised seven days of battery life, but that can be lessened if Bluetooth is always on and someone constantly accesses the backlight.

I managed to use the Pebble frequently, with both the Bluetooth and backlight always enabled, for more than four days before the battery indicator began warning that it may be time to charge the device. Pebble lasted for at least another six hours even with the indicator on. The only concern will be related to the smartphone, which will noticeably drain faster depending on the device and usage habits. Pebble will continue to function as a watch when disconnected, but notifications will obviously cease once Bluetooth is disabled.

Pebble is a bold project that clearly ran out of the gate faster than anyone expected. The small startup that developed the watch has had to learn and adapt on the fly because of unexpected demands, and that has led to the device falling short of its potential.

The good news is that there's still a lot of upside and room to grow. Apps will eventually help fulfill Pebble's promise, and the device is already a good product. Over the past week, I've enjoyed being able to skip songs without having to reach for my phone and cut down on the amount of calls missed when I was in another room. I've even found a new way to locate my frequently misplaced phone by remotely starting a song and following the noise.

That won't be enough for most people to spend $150, so Pebble is currently a fancy toy with a chance at being more. Pebble is not yet the elegant solution that its Kickstarter project inspired, but it's a functional timepiece well on its way to becoming something special.