CoD4: 50% off Variety Maps, new playlist and double XP

19 02 2009

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Beginning Tuesday, February 24, the Variety Map Pack will be priced at 50% off the normal 800 / $10 admission fee. Then, on Friday, February 27, Infinity Ward will welcome gamers into the multiplayer mix by flipping the CoD4 double XP switch to the “ON” position. Finally, fourzerotwo himself will be pulling an all-nighter Friday night and adding a new Hardcore Headquarters playlist for the double XP killing shenanigans. It’s a week-long Call of Duty 4 party, just without the booze, party streamers and all the post-party cleanup.





Street Fighter 4 (Xbox 360)

19 02 2009

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When you think about it, Capcom’s taken its damn sweet time bringing us Street Fighter 4. Took over two decades, in fact, since the original Street Fighter first troubled arcades. To put this in perspective, the Street Fighter series, which was the first to integrate complex joystick and button inputs into a fighting game’s mechanics, has been eclipsed in raw numbers by relative newcomers like Virtua Fighter (five, not including the Evos and Tournament Battles), Tekken (six so far), and King of Fighters (I’ve lost track of how many there have been). And, lest we forget, it’s been 10 years since the last Street Fighter (SFIII: Third Strike) hit arcades. Ironically, this is the Street Fighter revival that Street Fighter III should have been. Not that there was anything wrong with SFIII — quite the opposite. SFIII still stands up today as one of the greatest technical 2D fighters of all time, with still-impressive levels of animation, a flexible parry-based fighting system that separates it from me-too fighters like Guilty Gear, and one of the best soundtracks to ever grace a fighting game. Period. Where SFIII fumbled was in how drastically it veered off course from the groundwork laid by its countless predecessors. Of course, that’s what made it a true sequel, rather than just SFII Hyper Jungle Mix, but something was lost in the leap from II to III. The parry system, while much loved, made SFIII more of a defensive fighting game than Capcom had intended, as opposed to the all-out fireballin’ brawls of the II-era games. Now, with that decade-long break from the fighting game scene, Capcom (and co-developer DIMPS) return with a refreshed Street Fighter that will have old-school fans reaching for their fighting sticks.

The first and most critical part of this reboot is the return of fan favorite (read: Street Fighter II) characters like Guile, E. Honda, Blanka, and Cammy, all of whom were absent from the SFIII series. If any cast of characters outside of Nintendo’s first-party stable could be viewed as the “comfort food” of gaming, it would have to be the Street Fighter II stable, who have had countless anime, manga, movies and spin-offs devoted to them. Not included in SF4 are any of the fighters from the Street Fighter EX games (sorry, Skullomania fans) — Capcom’s first excursion into 3D. Those characters are owned by Arika, which is noteworthy only because Street Fighter’s fourth iteration arrives in three gorgeous dimensions. Purists would have loved to have seen what Capcom would have done with a high-res 2D brawler stocked with thousands of frames of beautiful 2D animation, if only to steal back some of the thunder that the Guilty Gear series took with its hi-res fighters (or to see how it stacked up next to SNK’s upcoming King of Fighters XII). But while SF4’s graphics may be rendered in polygons, the fighting takes place on a strictly 2D plane.

The 3D approach provides a couple of immediate benefits. The first is that everything looks amazing. Every character flexes and animates with a level of detail that would have been virtually impossible in 2D. The smoke trails, the painterly “splatter” effects that’s a signature effect in SF4, the close-ups that precede Super moves, the screen-filling fireball Ultras, the beautifully detailed and animated 3D backdrops, and even the jaw-dropping cinematics, are only possible in 3D. The second, and likely more important advantage to the 3D approach, is the accuracy of the hit-detection. Despite the fluidity of the graphics, you can still see the “frames” in the animation, which basically makes this 3D fighter feel 2D. This subtle meshing of technologies lends SF4 to some truly wonderful versus play. Two live opponents with two joysticks suddenly transform into a pair of World Warriors on screen, with the game transcending petty arguments of “2D vs. 3D.” This is a game we’ve been waiting a decade to play, a game that almost never got made, and has it been worth it? Has it ever.

The key of course is how the game plays. With only one default speed setting, SF4’s pacing would best be described as “fast.” Not super, ultra, or turbo-fast, but still plenty fast, and to be honest, pretty optimal considering Capcom wants newcomers to be able to enjoy what’s on offer here without being too intimidated at playing with veterans. This will be, after all, many gamers’ first experience with the Street Fighter series. But whether you’re a veteran or a newcomer to SF4, you’ll find the combat fast and furious, egging you on to play “one more match.” That’s because the game is designed with the notion that “the best defense is a strong offense.” If you want to spend your matches turtling or parrying until you find an opening with which to exploit and punish your opponent, well, Street Fighter III already exists in many flavors for the taking. SF4 favors a more aggressive pugilistic approach, but that doesn’t mean it lacks for strategic options. Gone is the parry system, and in is the Revenge gauge, which, in tandem with the Combo meter, EX gauge, and Ultra moves, offers players everything from high-risk/high-reward opportunities, to almost Guilty Gear-esque comebacks. Do you spend your gauge on punishing gain-the-upper-hand-now Super attacks (which are painful to watch when your opponent dodges them), or do you save them for an end of match come-from-behind victory? Naturally, it’s up to the player to decide, but SF4 doesn’t want for options. Nor does it lack in variety, with familiar charge-up fighters like Guile, to the classic fireball/dragon punch/hurricane kick yin-yang of characters like Ken and Ryu, to high-impact/low-dexterity grapplers like Zangief (and their low-impact, but highly mobile counterparts like Vega) available to satisfy all stylistic preferences. New fighters, like C. Viper, El Fuerte, and Rufus all prove worthwhile additions to the canon, despite some of their outward, me-too appearances (the fighting genre didn’t really need another luchador-style fighter, but El Fuerte is formidable nonetheless).

The thing that really makes SF4 special is its overall polish and finesse in almost every category. From small things like the art direction (match ending lettering, menu system, etc.) to the ability to tweak online matchmaking to suit your skill level, SF4 is clearly a labor of love. The character art is fantastic and the 3D renditions of the original 2D art are impressive, making each character a thrill to view in action. The more you play, the more icons you unlock for your custom profile, which may take a few cues from Virtua Fighter 5’s recent advancements in the realm of personalized profiles, but is rewarding nevertheless. SF4 also features a considerable amount of stat tracking, keeping tabs on your time played, win/loss ratio, character preference, medal list, leaderboard rankings and winning streaks. Online play is included, and while we haven’t had the chance to test it out in the myriad conditions one might experience on either Xbox Live or PSN, with DSL vs. cable vs. T1 and the like, playing over a private network was as smooth as could be expected. But expect your own experience to vary as with any online game, with things like peak hours adversely affecting your latency. Since fighting games rely more on pinpoint precision and timing than nearly any other type of game, you should probably avoid any intercontinental matchmaking. One nice and very arcade-like feature is the ability to accept versus challenges from other players on the network even while you’re playing in Arcade Mode (which is the game’s default story mode). Not everyone will recall the thrill of playing Street Fighter II in the arcade, only to have a rival put some quarters on top of the marquee to challenge your skills, but for those who do, this is about the closest comparable sensation to that. You can, of course, turn this option off if you’d rather play unaccosted, as well as adjust search priority according to stability of connection, skill level, and even language preference.

Not everything is perfect in SF4, although the transgressions are minor. The lamest part of the game arrives in the hand-drawn pre- and post-game cut-scenes which are, in the best of cases, merely bland. Remember in Tekken 3, which had those really cool CG and hand-drawn ending cinemas for each character — the hand-drawn ones which were of particularly high quality? Yeah, these aren’t like that. The anime cut-scenes in SF4 are so at odds with the gorgeous 3D cinematics that grace every other part of the game (the opening movie is truly a high-def showcase piece of work) that you’ll immediately wonder why Capcom didn’t use the game engine to tell the game’s stories. The worst of the hand-drawn cinemas are just plain bad, similar to the cheap, low budget, nearly motionless junk that floods the anime DVD market today. Another mild drawback is that while the backgrounds are indeed beautiful, and many are homages to classic Street Fighter II backdrops, none are the real deal. Sure, Drive-in at Night, Crowded Downtown, Pitch-black Jungle, Deserted Temple, Cruise Ship Stern, and Small Airfield are nice enough, but anyone longing for E. Honda’s onsen hot spring will be left wanting. Maybe Capcom has this planned as downloadable content, but for the moment those classic SFII settings are on our wishlist. So too is a save-a-match mode which could have been used to capture and upload those hardcore, tournament level matches you know this game is going to inspire. Sure people with a video capture set-up can still grab footage and post it on Youtube, but it would have been nice to have seen a feature like this built in to the game. If Halo 3 can do it, then surely Street Fighter 4 could do it.

These are minor quibbles, though, and shouldn’t hold anyone back from an immediate purchase. Any differences between the PS3 and Xbox 360 version are negligible, as well, with the only advantage being the PS3’s more flexible D-pad versus the stiffer 360 counterpart. That shouldn’t really be a factor though, as players really looking to derive the maximum arcade-y enjoyment from this game should be using one of the many arcade joysticks available for either system. In case you’re wondering, yes, the Mad Catz stick really is that good, and a great value considering how much import sticks usually cost. They’re heavy and worth the investment (import sticks usually cost over twice as much) as they’ll last you quite a long time. Plus they look really great too. The specialized Mad Catz controllers are also pretty good, arranging the buttons in the classic Sega Saturn pad formation. I have doubts as to how long the controllers, specifically, will hold up under long-term abuse, but fresh out of the box they’re quite responsive needing little break-in time before they’re ready for heavy-duty combat. Of course, if you already have a time-tested Hori Real Arcade Pro stick, or any of the large number of other, high-quality joystick options for 360 or PS3, there’s no need to add another stick to the pile.

In my opinion Capcom and DIMPS have done an amazing job with Street Fighter 4. It’s obvious from front to back that the people working on this game knew the legacy they were contending with, and found the guts to finish this project with conviction. This is no mere copycat; this is a proud new addition. It’s a bold, confident fighter that celebrates its heritage while bringing fresh, new ideas to the table, arriving in a remarkably complete package that — if this were the last Street Fighter to ever be created — earns its rightful place in the series’ canon. It’ll be great to see the tournament-quality matches that arise from this fourth iteration (as well as the crazy exploits that only the best players can discover), and the future innovations it will awaken in Capcom. In all, it’s a fine return to form from the masters of the genre.





Fight Club: Fictional Office Boss Edition

19 02 2009

fictional-boss

Which fictional office boss would win in a fight to the death: Bill Lumbergh from Office Space or Michael Scott from The Office?





Energy Potion for Gamer Geeks

19 02 2009

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Even though I’ve got a slight Wii addiction going on right now, I’m also a hardcore gamer. I have stories of gamer geeks spending days in frag parties, blowing stuff up, not sleeping, not eating. (I’d add “not showering”, but I think you know that’s a given.)

To help us stay alert and our trigger fingers sharp, a couple of geeks created Mana Energy Potion, a premium energy shot made by geeks especially for geeks.

The bright blue liquid is packaged in a golf ball-sized bottle that looks like it’s straight out of a video game. It packs a powerful dose of vitamins and delivers 5-8 hours of jitter-free energy without any sugar or a post-buzz crash. Yet one shot delivers as much caffeine as two cans of Red Bull.

For the health-conscious geek, they’ve created Health Energy Potion, with the same features as Mana, a mellow apple-cinnamon flavor (Mana’s is tart and sweet), and packs helpful natural herbs, such as elderberry and ginseng, and the vitamins biotin and folic acid.

You might want to grab a case for this tech support guy. Keep me from napping in the server room.

$3.49
www.manapotions.com





Weird Wednesday – a random assortment of weird

19 02 2009

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Everyone knows you can’t swing a dead lolcat without finding weird stuff on the internet. Before the web, the internet was a haven for all sorts of crazy “underground” information that was difficult to get published and distributed.

Fast-forward to the present day and you can indulge your weirdness with the push of maybe 5 or 6 buttons, tops. You don’t need a real name, address, phone number or functional frontal lobe — you too can pollute the mindscape of hundreds with a janky little free site dedicated to whatever weird crap you’re into.

But how to find the weird stuff? Digg, BoingBoing, Fark, and many, many sites are dedicated to culling the “best” of the oddball sites out there (although more often than not the sites themselves are merely bad, not “weird”). But what about those rarely-curated Frontpage-compliant hyper-niche zany sites out there?

There’s no way for us to find them all (DARPA cancelled funding for that project long ago), but here’s a sampling of what we could find in about 30 minutes of searching. Something you’ll notice: most of these sites also fall under the “fugly” category. Most haven’t been updated in years, either.

As always, leave your own in the comments. PG-13 please, we know there are plenty of adult and “other” sites that indulge strange stuff — and there are plenty of sites covering those, so no need for us to do the same.

History of Public Toilets. Joe the Plumber would be proud. The content is actually fascinating, even if the presentation leaves something to be desired. But there’s no good way to dress up poop, really.

Web weirdness. Nothing looks like anything I would want to click on, which is weird, because everything clearly wants to be clicked… but don’t. I checked a handful of sites, and let’s say the web weirdness site itself was the best of the bunch. Sad, because the site is a total waste of a domain name.

Doogie Howser vs. Niles Crane. A narrative smackdown for the so-called WWWF… I only hope the WWE’s lawyers serve some smackdown to this site. Why does it exist?

Fugly.net, a site after my own heart. Despite no updates in years, this site is blessed with a) a great domain, and b) ugly pictures of people with hilarious descriptions. Consider it the anti-Hot-or-Not.

The Semi-Official Small Wonder Home Page. Because, you know, an official one would have cost thousands in franchise fees, clearly. For anyone unfortunate enough to have seen this saccharine-sweet show from the 80’s, you will know why Surfbest.net must answer for their crimes.

My personal favorite: Zombo.com. At the end of a long night of teaching adult education I would sometimes leave a lone computer up and running with Zombo’s gentle voice coaxing the ceiling rats to “be anything they want” at Zombo.com… To my knowledge the site hasn’t changed in years, offering the same advice and salutations in one of the web’s numerous grottos of strange.





Boxee to remove Hulu content

19 02 2009

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Hot on the heels of TV.com, cross-platform media application Boxee will be removing all video content from Hulu Friday. Apparently Hulu’s content partners are becoming less than pleased with the way third party web sites and applications are using Hulu content. Which honestly makes just about zero sense.

What sets Hulu videos apart from the TV episodes you can download for free from BitTorrent trackers is that Hulu includes ads and requires you to be sitting in front of a computer with an active internet connection in order to watch. In other words, Hulu and the studios that own the rights to the videos you’re watching are able to make money off of the videos you watch. And that’s true whether you’re watching videos at Hulu.com, TV.com, or using a third party application like Boxee.

Apparently the folks at Hulu aren’t particularly pleased with the situation either. In a blog post, Hulu CEO Jason Kilar says the company is only asking Boxee to remove content because of requests from content owners.

There are still a few other third party apps that still provide access to videos from Hulu. But it’s anyone’s guess how long they’ll be around.





Nintendo DSi US launch slated for April 5th, $169.99 MSRP

19 02 2009

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It’s been out in Japan since November 1st of last year, but this April 5th is as good a time as any for Nintendo to finally launch the DSi in the United States. With the MSRP set at $169.99, Nintendo is hoping that potential customers will be able to overlook the somewhat steep price as a small cost when compared to the advantages the DSi has over its predecessors, the DS and DS Lite. Equipped with a VGA camera on the rear of the system and one on the front which can be used in part to control certain aspects of supported games, the DSi is roughly 12% thinner than the DS Lite and features more spacious 3.25″ displays. A word of caution: If you plan to sell your existing DS/DS Lite and upgrade to the DSi you might want to reconsider if you plan on getting some more mileage out of your Game Boy Advance cartridges – there is no longer a slot for them. Game on!





At War Again: Intel Sues Nvidia over Nehalem Chipset License

19 02 2009

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You know that couple that is always at odds with each other, turning parties and other get-togethers into awkward affairs? The worst part is when they both turn to you to pick a side, and all you’re trying to do is have a good time. For power users, that couple is Intel and Nvidia. We don’t know what it is with these two, but just when their relationship appears to be on an upswing, another squabble breaks out.

After years of butting heads, Intel and Nvidia just recently came to agreement over licensing the GPU maker’s SLI technology for use on Intel chipsets, and all appeared to be right in the world. But now the two are at it again, this time with Intel taking the offensive. Intel has filed suit against Nvidia this week claiming that the four-year old chipset license agreement between the two does not cover both its current and any future CPUs with integrated memory controllers.

“Intel has filed suit against Nvidia seeking a declaratory judgment over rights associated with two agreements between the companies,” Intel said in a statement. “The suit seeks to have the court declare that Nvidia is not licensed to produce chipsets that are compatible with any Intel processor that has integrated memory controller functionality, such as Intel’s Nehalem microprocessors and that Nvidia has breached the agreement with Intel by falsely claiming that it is licensed. Intel has been in discussions with Nvidia for more than a year attempting to resolve the matter but unfortunately we were unsuccessful. As a result Intel is asking the court to resolve this dispute.”

Nvida contends that the license agreement is still valid, however admits that it has been “working with Intel to come to some kind of agreement” for the past year. And despite the lawsuit, Nvidia says it has no plans of changing its roadmap, including those chipsets which extend to future processors.

Not even our divorced parents fight this much.





Facebook’s Solution to User Privacy Complaints: Bring Back Previous Terms of Service

19 02 2009

Does Facebook claim ownership to any of its users’ content on the site, even if that content has been deleted? A blog’s commentary over the weekend regarding a change Facebook made on Wednesday to their terms of service sparked this question and created a firestorm of banter on the Web. In an attempt at fixing the situation, Facebook has now brought back their previous terms of service.

Upon logging into Facebook, users will find the most recent update on the site’s terms of service: “Over the past few days, we have received a lot of feedback about the new terms we posted two weeks ago. Because of this response, we have decided to return to our previous Terms of Use while we resolve the issues that people have raised. For more information, visit the Facebook Blog.”

The public has even been invited to share their thoughts on what should be in the new terms, via the site’s group Facebook Bill of Rights and Responsibilities.

Company legal representative Suzie White explained the recent terms of service changes in a blog post, “We used to have several different documents that outlined what people could and could not do on Facebook, but now we’re consolidating all this information to one central place…We’ve also simplified and clarified a lot of information that applies to you, including some things you shouldn’t do when using the site.”

Debates, which began on Sunday, resulted from a revision in the wording of Facebook’s policy where it covers what will happen to profile content (i.e., shared items, notes, photos, etc.) after an account has been deleted.

The Consumerist, a consumer advocacy blog, simplified Facebook’s revised policy into one statement they believed to have summed it up: “We Can Do Anything We Want With Your Content. Forever.” The Consumerist also brought attention to the fact that the new terms of service came without sentences explaining that Facebook’s licenses on user content expire after the deletion of an account.

One Consumerist commenter reacted by stating that Facebook should now be called “The Information Blackhole”. They went on to warn, “What goes in never comes out. Be careful what you huck in there.”

Although most Facebook users were expected to be apathetic toward the terms of service changes, certain supporters of copyright reform and privacy became worried by the news. Examples of those hosting concern included photographers and writers wishing to keep uploaded photos or notes that were written on Facebook, in hopes of eventual profit from that work.

Certain prominent Twitterers and bloggers, such as music critic Sasha Frere-Jones, decided to delete their Facebook account all together, or at least to erase any uploaded content from the site.

On Monday, Facebook attempted to clarify the true purpose of the terms of service changes.

Facebook spokesman Barry Schnitt explained, “We are not claiming and have never claimed ownership of material that users upload.”

“The new Terms were clarified to be more consistent with the behavior of the site,” Schnitt continued. “That is, if you send a message to another user (or post to their wall, etc…), that content might not be removed by Facebook if you delete your account (but can be deleted by your friend).”

Schnitt’s statement also explained that Facebook’s license only allows the organization to use user content “in connection with the Facebook Service or the promotion thereof.” Furthermore, he shared how if a user’s content is not public, Facebook will abide with these privacy settings. So, if a profile and its uploaded content have settings which only allow contacts on that user’s friends list to see them, Facebook will not show any of the content to any person outside of that particular friends list. The networking site has communicated their disapproval in circumstances when pictures usually protected by Facebook’s login wall or privacy settings have become accessible to the public on the Web.

Although Facebook’s terms of service says that the organization does not have ownership over user content, they do have “an irrevocable, perpetual, non-exclusive, transferable, fully paid, worldwide license (to)…use, copy, publish, stream, store, retain, publicly perform or display, transmit, scan, reformat, modify, edit, frame, translate, excerpt, adapt, create derivative works, and distribute” material, if it avoids violating any of the user’s privacy settings.

Later on Monday, Zuckerberg mentioned the issue in a post on the Facebook blog. “Our philosophy that people own their information and control who they share it with has remained constant. A lot of the language in our terms is overly formal and protective of the rights we need to provide this service to you. Over time we will continue to clarify our positions and make the terms simpler.”

Zuckerberg went on to assure that Facebook takes these issues and their responsibility to help resolve them very seriously.





Hackers Make Short Work of “Super-Secure” Facial Biometrics

19 02 2009

The problem with any hot technology in the security world is that the desire to raise a product above the competition seems to invariably lead to boastful claims. Such claims make the technology a high profile target for hackers, and with the bright minds in the field, it takes little time to take many supposedly “unbeatable” countermeasures down. Thus was the case with RFID, recently shown to be extremely insecure, and now it appears that at least some types of biometrics are headed down the same path.

Nguyen Minh Duc, manager of the application security department at the Bach Khoa Internetwork Security Center at Hanoi University of Technology, is scheduled to demonstrate at Black Hat DC this week how he and his colleagues used multiple methods to hack top biometric facial recognition products and gain easy access to systems.

He and his colleagues hacked Lenovo’s Veriface III, ASUS’ SmartLogon V1.0.0005, and Toshiba’s Face Recognition 2.0.2.32 systems, which come on the companies’ webcam equipped laptops. These Windows XP and Windows Vista laptops use the webcams to scan the user’s face, and if it matches the stored image, analyzed by an algorithm, it will log the user on. Facial recognition is considered by many in the security world to be less of a hassle then fingerprints and more secure than passwords.

The Vietnamese researchers showed that the tech might not be such a good idea, though, by using multiple means to crack it. The simplest way was to simply use a picture of the person to spoof the webcam into thinking it was the user. Given the ready availability of images on sites like MySpace and Facebook, this seems to be an easy route to access.

The researchers also showed that they could use a brute force attack generating multiple random fake faces to eventually gain access, for lack of a picture to use the easier route. States Profesor Duc in his paper on the hack, “The mechanisms used by those three vendors haven’t met the security requirements needed by an authentication system, and they cannot wholly protect their users from being tampered.”

He continues, “There is no way to fix this vulnerability. ASUS, Lenovo, and Toshiba have to remove this function from all the models of their laptops … [they] must give an advisory to users all over the world: Stop using this [biometric] function.”

He and his colleagues will be releasing a suite of tools for hacking facial recognition software at the Black Hat DC conference. The key to using spoofed images, he and his team found, was simply tweaking the lighting and angle of the photo until the system accepts it. Describes Professor Duc, “Due to the fact that a hacker doesn’t know exactly how the face learnt by the system looks like, he has to create a large number of images…let us call this method of attack ‘Fake Face Bruteforce.’ It is just easy to do that with a wide range of image editing programs at the moment.”

He breaks down the weakness further, stating, “One special point we found out when studying those algorithms is that all of them work with images that have already been digitalized and gone through image processing. Consequently, we think that this is the weakest security spot in face recognition systems, generally, and access control system of the three vendors, particularly.”

Many government efforts in the U.S. and elsewhere are looking to use facial recognition software as a means to identify citizens in motor vehicles or at sensitive public locations like airports.