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Blog Archive

Friday, 2 December 2011

Apple Seeds iOS 5.1 Beta to Developers

Apple seems to have had a Cyber Monday surprise of its own lined up, releasing iOS 5.1 Beta (build 9B5117b) to developers this evening. We've updated an iPhone 4S of our own to 5.1, and thus far the update looks superficially identical to iOS 5.0.1. Baseband firmware on the iPhone 4S gets a rather notable update to 1.2.01-1 from 1.0.13. 

The release notes are rather spartan, and the only major new feature in iOS 5.1 are new voice dictation features in text input views:

On supported devices, iOS automatically inserts recognized phrases into the current text view when the user has chosen dictation input. The new UIDictationPhrase class (declared in UITextInput.h) provides you with a string representing a phrase that a user has dictated. In the case of ambiguous dictation results, the new class provides an array containing alternative strings. New methods in the UITextInput protocol allow your app to respond to the completion of dictation.

There's no word on whether iOS 5.1 mitigates power-related issues that iPhone 4S users are still complaining of. We'll update if we see anything major changed in 5.1.

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Amazon Kindle Touch 3G Review

Amazon announced three new Kindles back in September: the fourth generation Kindle, the Kindle Touch (and Kindle Touch 3G, both of which are identical aside from the 3G antenna), and the Kindle Fire. The Kindle 4 was available on the same day, and we've already taken a good look at it. Our Kindle Fire review is forthcoming. That leaves the Kindle Touch, which we're going to talk about today.

The Kindle Touch is Amazon's first touchscreen e-reader - past Kindles have used nothing but buttons for navigation, even as competing products like Barnes & Noble's Nook Simple Touch began to incorporate touchscreens. At $99 and $149 for the wi-fi and 3G versions ($139 and $189 for the ad-free Kindles), the Kindle Touch is priced competitively, but how does the touchscreen actually impact your reading experience? Read on for our thoughts.

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Amazon Kindle Fire Review

I'll be honest here (I always am?): I don't understand the iPad comparison. The Kindle Fire and iPad 2 couldn't be more different. They are vastly different sizes, shapes and prices. They even serve slightly different functions. The search for an iPad killer reminds me of the search for a Voodoo killer back during the heyday of 3dfx in the late 1990s.

The Kindle Fire serves entirely different purposes than to take marketshare away from Apple.

Why would Amazon enter the IPS LCD equipped multitouch tablet business to begin with? For users who are content reading ebooks on an e-ink screen, the vanilla Kindles are as good as they get. The problem is for users looking to consolidate devices, they may find themselves carrying a Kindle and a tablet of some sort (likely an iPad) and will ultimately ditch the Kindle in favor of the iPad. Should these users replace their Kindles with iPads, there's the argument that Apple could tempt them away from Amazon's Kindle store altogether. If they want a more affordable tablet however they are likely going to be forced into a solution that's probably not very good. Neither possibility is something Amazon likes, so the obvious answer is to offer a Kindle that delivers enough of the tablet experience that will satisfy those users looking for more than an e-ink Kindle could provide.

The Fire is that Kindle. Read on for our full review!

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NVIDIA's GeForce GTX 560 Ti w/448 Cores: GTX 570 On A Budget

A little more than a year ago NVIDIA introduced the GF110 GPU, the power-optimized version of their Fermi patriarch, GF100. The first product was their flagship GTX 580, followed by the eventual GTX 570. Traditionally NVIDIA would follow this up with a 3rd product. The GTX 200 series had 285/275/260, and the GTX 400 series had GTX 480/470/465. However in the past year we have never seen the 3rd tier GF110 card… until now.

Today NVIDIA will be launching the GeForce GTX 560 Ti With 448 Cores (and yes, that’s the complete name), a limited edition product that will serve as the 3rd tier product, at least for a time. And while NVIDIA won't win any fans with the name, the performance is another matter entirely. If you've ever wanted a GTX 570 but didn't want to pay the $300+ price tag, as we'll see NVIDIA has made a very convincing argument that this is the card for you.

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Gigabyte X79-UD5 Giveaway

Earlier this month we reviewed Intel's new ultra high end CPU: Sandy Bridge E. The 2.7 billion transistor chip is a serious workhorse, overkill for most enthusiasts but a dream come true if you do a lot of video encoding, offline 3D rendering or any other heavily threaded task. The platform is expensive but Gigabyte gave us a pair of its X79-UD5 motherboards to give away to any of our readers that might be interested in going down the LGA-2011 path.

Entries will be accepted until 11AM EST on December 2nd. You can enter by leaving a comment below (please leave only one comment!) and as always, the contest is only available to legal residents of the US (excluding Puerto Rico). Read on for full entry details  - good luck!

Gallery: Gigabyte X79-UD5 Giveaway

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Game Review: Jurassic Park: The Game

Movie tie-ins are nothing new to gaming. They crop up repeatedly throughout the industry’s history, as both successes and failures. For every good Star Wars-licensed game, there’s a bad one. For every copy of E.T. for the Atari buried in a landfill, there’s a copy of GoldenEye still being used by nostalgic Nintendo 64 fans. So it was with a potent mixture of excitement and trepidation that I approached the newest high-profile movie tie-in: Jurassic Park: The Game. What I found was something more movie than game, which falls short of truly being either.

Jurassic Park is a bit of an outlier as tie-ins go. The source material, Steven Spielberg’s film of the same name (not Michael Crichton’s twenty-one-year-old book, mind you), is sixteen years old, and Jurassic Park 4 has been "in development" since 2002. So instead of retelling of a story we already know, Telltale Games wrote their own parallel story, giving them license to nod and wink at the film without being utterly beholden to it.

As a canonical companion to the original film, Jurassic Park largely succeeds. You’ll see a few familiar locations, hear a few memorable quotes, and spend plenty of time with old friends like the velociraptor. You won’t, however, encounter any characters from the films (except some dinosaurs and the corpse of a greedy, near-sighted computer programmer).

Nothing like a screaming T-Rex

Jurassic Park’s cast is a motley crew of park employees, mercenaries, and a teenager with a penchant for petty theft. Alliances shift constantly as everyone (save the innocent father/daughter pair) fights for possession of a notorious can of shaving cream. Their story – divided into four episodes – isn’t amazing, but it moves swiftly and nimbly. You also view it from a variety of angles, taking turns controlling each character. Shifting perspectives so often kept me guessing as to some of the character’s true motives, as well as which members of my party might not make it off the island.

Now when I say “control” each character, I’m using a rather loose definition. For a product titled Jurassic Park: The Game, gameplay occupies an oddly low position on the design totem pole. Your limited interactions with the game consist of selecting perfunctory dialogue options, clicking around icon-littered environments until you touch upon the one required to advance, and going toe-to-toe with increasingly fiendish quick-time events. Most of the time, Jurassic Park is more concerned with the delivery of its plot, and if you happen to break its flow by missing a button prompt, you’ve failed.

Failure in Jurassic Park (often accompanied by a swift, grisly death at the hands of ravenous dinos) plays a significant – and frustrating – role. I found it nigh impossible not to die at least a few times in each episode, mostly because I am not psychic. During action sequences, button prompts often appear with only a vague relation to the action taking place on screen. And if you’re caught up watching the cinematic action sequence, you’ll likely miss a few prompts.

The intention seems to be to create tension: “Where will the next prompt come from?” “Will the next one you miss be one that kills you?” This tension sucked me in during an excellent rollercoaster sequence in Episode Two but wore out its welcome in the latter half of the game.

A failed button press leads to a trodon snack.

Technically, Jurassic Park is a bit scattershot. Some of the dinosaurs, particularly the T-Rex (seen above), look wonderful. Others, like the mysterious troodon, feel out of place, too cartoony. All of the infamous dinosaur sounds are there, of course, and they’re still as unnerving as ever. The humans don’t fare as well. You’ll spend a lot of time in conversations, which you’d think would be a good thing because the voice work’s actually rather good. But the lip-synching seems to just fall apart on occasion, and bizarre sound hiccups (e.g. characters’ voices echoing in the middle of a jungle) call way too much attention to themselves.

Jurassic Park is an ambitious amalgam of adventure game mechanics and cinematic aspirations, but it never quite excels in either respect. The bulk of Jurassic Park’s code is that of a blockbuster movie – action sequences, dialogue justifying the action sequences, more action sequences – but it ultimately feels incomplete and small given the setting and material it’s working with. The shallow gameplay plugs the holes but, just like frog DNA rounding out the genetic code of a dinosaur, also creates unfortunate consequences that cause the whole operation to go awry.

Franchise diehards will likely enjoy Jurassic Park: The Game (sometimes it’s enough just to hear that soaring John Williams score), but they should know they’re getting a frog in dinosaur’s clothing.

This review is based on PC retail code. Jurassic Park: The Game is available for $29.99 on PC, Mac, Xbox 360, PS3 and iPad 2. You can find the modest hardware requirements below:

 PCMacOSWindows XP/Vista/7Mac OS X 10.6Processor1.8 GHz Pentium 4 or equivalent2.0 GHz Pentium or equivalentMemory2 GB2 GBVideo CardATI/NVidia card w/ 256 MB RAMATI/NVidia w/ 256 MB RAMDirectX®:DirectX 9.0c -

 

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Pre-Built Desktop Buyer's Guide: Holiday 2011 Edition

While we at AnandTech recognize that a good portion of our readership prefers to roll their own as far as desktops go, not everyone is that way. Sometimes there are also situations where we'd be better off just recommending a pre-built desktop to family than damning ourselves to being tech support at all hours for the next few years. With that in mind, we bring you our...

If you want to kick back for a change, send something to family or a friend, or whatever your reason for going with a pre-built system, we have a recommendation for you this holiday season.

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