Wednesday, April 13, 2011

Dead or Alive Dimensions (3DS) Officially Dated for May 24th in North America


The next entry in the Dead or Alive series has been dated for May 24th by Tecmo Koei.
Also announced was a run of 34 SpotPass exclusive costumes, so downloaded from the internet, with a run from May 24th to June 26th, and a chance to pick up any you missed from June 28th to June 31st. Sounds like a really fierce move to get people to buy the game as soon as possible.

I've been holding off on getting Super Street Fighter IV 3D Edition to see what Dead or Alive Dimensions is bringing. With no extensive experience with either series, I've had a hard time deciding, but the limited time (as of now) costumes might push me toward or away from DoA: Dimensions, depending on how quickly I can determine that I want to pick one up.

Were you looking forward to the game before, or at all now that we've learned that these costumes might be forever unobtainable if you try to pick up the game later?
Source

Sunday, April 10, 2011

Podcast Roundup Sunday - 4/10/2011

Turns out the Plus One and Hour of Slack podcasts that usually goes up on Tuesday was just a few days late, so you get two bonus podcasts for this roundup. I gotta say, Plus One has become a favorite of mine in the few weeks I've been listening to it. Kevin and his wife (Jen) have an amazing chemistry, and this week's episode in particular was such a great listen.


Bonus/Late Podcasts:
- Hour of Slack #1303: Rerun of #553, a radio play of Stang going from rich to poor
- Plus One #17: The new name for Jen's Science Corner, diagnosing Kevin with hypomania, and no compassion for the fishies

Wednesday Podcasts:
- Podcast Unlocked #5: A mostly new gang just for this week, Gears of War 3 multiplayer beta discussion

Thursday Podcasts:
- Podcast Beyond #182: Duke Nukem leads to a serious discussion about censorship, what it takes for a game to offend the crew, and ordering 100 tacos from Taco Bell

Friday Podcasts:
- Game Scoop! #201: Battlefield vs. Call of Duty, Minecraft, Patapon 3, and the gang's favorite handhelds
- IGN UK Podcast #80: Battlefield vs. Call of Duty as well, older gaming consoles, a Kapow! Comic-con roundup, and a little something temporarily named "The IGN Fun Chums"
- Invisible Walls #154 (must have a free account to download): SOCOM 4 and the 3DS' brain melting capabilities
- Doug Loves Movies: Ralph Garmen (currently of SModcast.com's Hollywood Babble On*), comedians T.J. Miller and Andy Wood guest, and the movie name game (not the Leonard Maltin game)
- Nerdist #76: Xeni Jardin guests, discussing nerd culture before it was nerd culture, Boing Boing
- Tell 'em Steve Dave #57: Walt and Q spend some time berating Bry, Medieval Times meet up, and Suzan's chicken pox
- Tech Fetish Podcast #87: 3DS sales in Japan, why the NGP might see a delay, Google needs to kick it up a notch with Android, and the Commodore 64 for some reason

Saturday Podcasts:
- GoNintendo Podcast #295: Rebecca Black invades the podcast, Jack Tretton bashing Nintendo and Microsoft again, what the gang's been playing this week, and music quiz

Click on the name of any podcast to listen immediately, or right-click and select "Save As" to download.

Color Code, Podcast Subject:
General Conversational/Comedy
Gaming - Nintendo
Gaming - Sony
Gaming - Microsoft
Gaming - General
Tech Discussion General



* - if you guessed this means I'll be listening to an new podcast this week, you're right. I'll see if it's good so you don't have to.

Saturday, April 9, 2011

3DS Impressions - The Screens, 3D, and Sweet Spots

At this point, I think anyone that's wanted to see the glasses free 3D screen of the 3DS has seen it, so I'll focus a bit more on some less obvious things.

But I'll start with my own experience of 3D. I don't usually use it with the 3D Depth Slider all the way up, usually at 50% to 70%, and mostly just with PilotWings Resort where I think it's valuable to the experience, and the camera functionality where it's necessary to capture a 3D photo. With the 3D Depth Slider at 0% to about 15%, I can tell that the parallax barrier is on, but I can't say that I really notice 3D, even in a game like PilotWings Resort where you can have a huge spacial distance between the closest object on screen and the farthest. I have no trouble seeing 3D, and 3D doesn't give me headaches at all, which isn't unexpected. It's always been easy for me to see "Magic Eye" 3D images and I've seen many 3D movies without headaches.

The "sweet spot," the ideal zone in which to view the 3DS' top screen's 3D is quite small. I heard many hands on reports that didn't quite agree on this; for every four that would say you only get about a centimeter to move your head left and right, there would be one that would say you have about an inch and a half. They're both right, but when you go beyond that centimeter or so range, you start noticing the parallax barrier darkening the image, but the image is still obviously 3D. As I understand the technology, having a "sweet spot" that small is the best you can do when you get the columns of pixels down to as small as they are on the 3DS. It took a few hours, but I don't have any trouble now keeping the 3DS at an angle suitable for viewing 3D. For me eyes, I can move the 3DS about a foot backwards and forwards to my face before I get distortion, so there is no adjustment with holding the 3DS at a different distance than I would with a GBA SP, DS lite, or any handheld gaming device.

One thing I didn't catch being mentioned about the 3DS' 3D screen is that the 3D actually slots up clearly at two additional angles. As you angle the 3DS, you'll see the image darken and clear multiple times; straight on, is the "sweet spot", a bit to the left is a view where your right eye sees only the image meant for your left eye, and your left eye sees only the image meant for your right eye, giving a reverse 3D image. Speaking of reverse 3D, I'm actually baffled as to why you don't get reverse 3D when you view the 3DS upside down. It seems to me like the image that was meant for your right eye would now be reaching your left eye and vise versa and the image would be 3D, but not so. Very interesting and I hope some devs take the opportunity to have games with the player (or a second player) viewing the 3DS upside down. A bit to the left of the reverse 3D is one of the other spots to view 3D, and the save for tiling to the right. Beyond that, and you begin seeing the left and right eye images with both eyes so the effect doesn' work. So this idea that you can't share the 3D with more than one person at the same time is technically very incorrect.

I touched upon it in a previous section of the impressions, but the 3DS screens have a smaller viewing angle than DS lite screens or DSi XL screens. In the end it's enough for normal playing so it's not a flaw I would name of the system, but it is something I suspect will be improved in the next iteration of the 3DS, if only to be another item on a comparison list.

On paper, the pixel resolution of the 3DS didn't get that big of a bump from the DS systems. I actually ran some numbers one night just to see what kind of percentage increase the resolution got from the Game Boy Color to Game Boy Advance, Game Boy Advance to DS (one screen), and now DS/DSi to 3DS (bottom screen vs. bottom screen). Like I usually do, I was scribbling out the results on an open session of PictoChat so I don't have the numbers anymore, but the bump from DS to 3DS was par for the course of Nintendo handhelds. I said that to say that in practice, the resolution difference from DS to 3DS seems bigger than ever, especially when viewed with 3D on. I've seen two or three people make the claim that the 3DS' 3D screen looks better than HD, and I have to say, that sentiment has some merits. I don't believe you can fully validate that idea, but the mental perception of each is very comparable.

Has anyone else noticed anything interesting about the screens or 3D that they feel is worth mentioning? Maybe something you noticed because of another 3DS launch title?

Friday, April 8, 2011

3DS Impressions - The Cameras

Originally there was going to be part three and a summary to the impressions, but I feel like each part might get more attention if they were shorter.


When it was first announced that the 3DS was keeping 0.3 Megapixel resolution cameras like the DSi, I, like almost everyone else immediately thought "that sucks". It was a few months later that I actually learned a thing or two about megapixels; in regards to the 3DS, 0.3 Megapixels is over thrice the resolution of the 3DS screen, and that there is such a thing as good and bad at any pixel resolution. I took any opportunity to point this out to anyone who was outright complaining about the camera resolution since they likely knew as little as I had. I was just trying to get the word out that it doesn't immediately mean bad things. A few impressions came out from people that played with 3DSes as some press events and the general term being used was "grainy". "Well, I'll see for myself soon enough" I said.

And I did see for myself. Grainy is an appropriate word. But before we get to that, a bit of an observation about how the 3DS uses the cameras. When I first used the 3DS and it's cameras, I immediately noticed that it simply wasn't capturing a sharp image. I went to the camera application, and it did render the pictures cleaner after you took them, so I just chalked it up to a downgrade in resolution to make the real-time capture faster. I tried out the face-merge feature (hilarious results every time, by the way), and it didn't strike me at the time, but the user's face on the outside camera always came up abnormally large even though I tried to hold the 3DS half-way between the two of us. Through more use I discovered what was actually going on; the image from the outside cameras is permanently zoomed at a software level when it's displayed on-screen, thus it's appears more grainy than the end image really is. It actually makes a ton of sense for the end product. The zoom means that the AR cards can go off camera a ways and the AR does not break. It lets you readjust the 3D focal-point after you take a picture, instead of permanently cropping off the right and left of the image. In the end it makes for a better user experience, and if the 3DS can only capture a video at 0.3 megapixel resolution at an acceptable level with it's current processors, then what's the point of asking for something higher?

I've included some pictures I've procured using the 3DS.

In-game screen from PilotWings Resort's handglider

My cat, in 3D! But this is 2D.....

A picture taken in AR Games

A trail I sometimes run

If there's something in particular you'd like clarified about the cameras, or just something (or an idea) you'd like me to capture with the 3DS camera, let me know in the comments and I'll answer or capture the image to the best of my ability.

Thursday, April 7, 2011

Podcast Roundup Wednesday - 4/6/2011

Sunday Podcasts:
- SModcast #163: Live from the Hard Rock Cafe, Orlando, Florida, Scott's Adventure

Monday Podcasts:
- Nerdist #75: Live from NerdMelt, James Gunn, Super (the movie), and zombies

Tuesday Podcasts:
- Nintendo Voice Chat: Favorite 3DS launch titles, StreetPass, political Pokemon, and what happens when you don't have enough to talk about
- Blow Hard #34: Bryan Johnson of Tell 'em Steve Dave guests (this ought to be good)

Click on the name of any podcast to listen immediately, or right-click and select "Save As" to download.

Color Code/Podcast Subject:
Gaming - Nintendo
General Conversational/Comedy 



Ouch, a couple of shows didn't happen this week, so the pickings are slim.

Tuesday, April 5, 2011

My Impressions - PilotWings Resort for 3DS


Of all the games prepped for launch day, PilotWings Resort always seemed like the most risk-free purchase of the bunch. Not because I had enjoyed the series prior. Quite the opposite, I remember renting PilotWings 64 and having a hell of a time trying to control these crafts and accomplish the tasks they were throwing at me and I left it as another bad rental without giving it another thought for years and years. Then E3 2010 rolls around and among many titles and series that Nintendo revealed were coming to 3DS was PilotWings Resort. What really caught my eye is that it was set on Wuhu Island of Wii Sports Resort and Wii Fit Plus. The Island Flyover mode of Wii Sports Resort had become my favorite piece of that game, so an expansion of that sounded great to me. Roll forward to February 22nd when Nintendo laid down the day-one software for perspective owners of the 3DS in the U.S., and easily PilotWings Resort still looked like the safest purchase to me. Roll forward again to a few weeks before the launch of the 3DS in the U.S.. Reviews and impressions were coming in for the final version of PilotWings Resort, and a grim detail seemed to be universally voiced; you could beat the game in about an hour and a half. It doesn't matter how you spin that number or how awesome that hour and a half is, for $40 that's a lousy deal.

For a second, I wavered on whether or not to purchase PilotWings Resort.

Monday, April 4, 2011

My 3DS Impressions, Part 2

The Logistics
I'm not sure how to describe what I mean by the included topics in this part of the impressions/early review. Other points of the hardware that don't quite fit in with Interfacing or the next part on the "experience" that is the 3DS.

AC Adapter
The lowly AC adapter. So important for enjoying the 3DS, but such a minor concern. The AC adapter has a cord about 3 inches shorter than the DS lite's charger if I'm not mistaken. Judging by multiple pictures from Google Images searches, this is the exact same AC adapter as the one that shipped with the DSi and DSi XL. This is kind of unfortunate. Not only does it have just enough bulk that it can take up three outlet slots on many power strips, but it also means that the 3DS wasn't given a cable for charging that could have given it a faster charging time and/or bigger battery. On the bright side, the non-new charging jack lets you use some accessories meant for the DSi and DSi XL.

Using the Cradle
They did add a new method of using the AC Adapter, and I think it's actually a very smart addition.