Showing posts with label microsoft. Show all posts
Showing posts with label microsoft. Show all posts

Thursday, 1 August 2013

Microsoft debuts Office Mobile app for Android smartphones




Microsoft appears to be spreading the reach of Office on mobile devices. The tech company announced Wednesday that it's now bringing the Office Mobile app to Android.
While Office fans will likely welcome this app addition to the Google Play store, there's a slight catch: the app is free to download but will only work for subscribers to Microsoft's Office 365 Home Premium and ProPlus service.
The release of this app shows that we're committed to keep providing additional value for Office 365 subscribers," Microsoft senior product manager Guy Gilbert wrote in a blog post.
Office Mobile for Android includes access to Word, Excel, and PowerPoint. The programs aren't meant for document, spreadsheet, and presentation creation. Rather, they're aimed at helping Office users make quick fixes to existing work, and share those files.
The app includes several features that let Office 365 subscribers pick up files on their phones where they left off on their PCs. The files, like all Office 365 documents, will sync with Microsoft's SkyDrive Web storage service.
Office 365 costs $100 a year and offers subscribers the ability to install Office apps on up to five devices such as PCs, Macs, and smartphones. There is still no support forAndroid tablets or Apple iPads.
Microsoft has tried to leverage the widely used Office, which is preinstalled on mobile phones running its Windows Phone operating system, to eke out market share in the smartphone business that's dominated by devices running Apple's iOS and Google's Android operating systems.
News of the Office Android app comes on the heels of Microsoft also bringing Office to iOS. The tech giant debuted Office for iOS in June and much like the Android app it only is available to Office 365 subscribers.
The Office app is immediately available in the Google Play store in the U.S. and will become available in more countries within the next few weeks. The app only works on Android devices running the 4.0 operating system or greater.



Microsoft Kinect’s most amazing feat yet: Translating sign language


When it comes to gaming, Microsoft’s Kinect sensor is clearly one of the biggest developments in recent history — and the best is yet to come when Microsoft debuts its all new sensor alongside the Xbox One. But the Kinect is much more than just a gaming accessory, and Microsoft researchers have shown time and time again that the possibilities with Kinect are nearly endless. In what might be the Kinect’s most impressive feat yet, researchers from Microsoft’s labs have teamed up with the Institute of Computing Technology at the Chinese Academy of Sciences to begin developing technology that allows the Kinect to recognize sign language and translate it into text. Development of this hugely important tech is still in the early stages but Microsoft says results so far have been “encouraging in enabling people whose primary language is sign language to interact more naturally with their computers.” A video demo can be seen below.



Windows 8 growth slows to a crawl

Windows 8 Adoption Rate
Although Windows 8 has been steadily building momentum all year, the latest numbers from Net Applications show that its growth rate has stalled over the last month. Overall, Net Applications found that Windows 8 was on 5.4% of all desktop computers in July, up from 5.1% of all desktops in June. However, this is the slowest adoption growth rate that Windows 8 has had in months, as its growth by 0.3 percentage points is half the growth rate that the platform saw between May and June. Windows 8 adoption also grew by 0.5 percentage points between April and May, by 0.6 percentage points between March and April and by 0.5 percentage points between February and March. It will be interesting to see if growth picks up again once Microsoft releases Windows 8.1, which will add a boot-to-desktop mode and a variation of the Start button, later this year.



Wednesday, 31 July 2013

Microsoft Office now available on Android phones, for subscribers only


Office for Android
Microsoft has today launched Office Mobile for Android phones, a new app for Office 365 subscribers that allows them to view and edit their Word, Excel, Powerpoint and other documents on their Android phones.
But you'll need to be an Office 365 subscriber to get in on the spreadsheet-based action — Microsoft isn't offering a free version of the app right now. Nor is it opening things up internationally — the app is U.S.-only at the moment, though The Verge writes that Microsoft plans to open up to other markets gradually. Finally, it's also a phone-only app at present — sadly there's no Android tablet support in this release.
Regardless, if you're living in (and paying for) the Microsoft Office ecosystem, the new app looks attractive enough, and offers the kind of quick, basic editing experience you'll likely want on a smartphone. Hit the Google Play link up above to grab the app.



Sunday, 28 July 2013

Make USB devices accessible to a Windows XP virtual machine


Over the past several weeks I have written a series of articles on working with Windows 8's Client Hyper-V with the aim of establishing a working Windows XP environment that will allow migrating users to have something to fall back on as they get used to Windows 8. For your convenience, those articles are listed here:
  • Get started with Windows 8 Client Hyper-V the right way
  • Create a virtual switch in Windows 8 Client Hyper-V
  • Create a Client Hyper-V virtual machine for Windows xp
In the most recent article, I walked you through the steps of creating a virtual machine onto which you would install Windows XP. As you may have noticed while working through the New Virtual Machine Wizard and examining the virtual machine Settings window, shown in Figure A, there was no mention of USB connections. Well, that's because, unfortunately, Client Hyper-V doesn't provide native support for USB connections.

Figure A

Fig A 7-26.png
The Settings window doesn't contain any reference to USB devices.
While the lack of USB support in Hyper-V is definitely a huge shortcoming, it's actually by design. That may come as a shock, but the fact is that USB support is not available in Hyper-V Server, because it is incompatible with certain key features, such as Live Migration. Unfortunately, the lack of USB support was passed down to Windows 8's Client Hyper-V.

Filling the gap

As you can imagine, a number of third-party solutions have sprung up to fill the gap. For example, there are software products, such as USB Redirector, and hardware products like the Network-attached USB hubs. However, when it comes to using Windows 8's Client Hyper-V and a Windows XP virtual machine, you don't have to resort to such elaborate or expensive methods of making USB devices accessible to a virtual machine.
Instead, you can employ a little trick that uses the Remote Desktop Connection tool to connect to a networked virtual machine running in Client Hyper-V. You can then use the features on the Local Resources tab of a Remote Desktop Connection to redirect USB devices connected to the host machine, such as USB drives and USB printers, to the virtual machine. While on the surface this may sound like a quirky workaround, in actuality it brings with it host of benefits besides the access to USB. For example, you get a full screen display, slightly better performance, and you can use the clipboard to copy and paste data between the host and virtual machines.
In this article, I'll walk you through the steps you need to perform in order to make your Windows XP virtual machine accessible through Remote Desktop Connection. I'll then show you how to configure and access USB devices connected to the Windows 8 host machine from within your Windows XP virtual machine.

Network configuration

The first thing that you need to do in order to be able to use Remote Desktop Connection to access a virtual machine, is make sure that both the host machine and the virtual machine are configured to use the exact same workgroup. Let's take a closer look.
On the Windows 8 host machine, press [Windows]+[Break] to bring up the System window shown in Figure B. If you haven't specified a workgroup name or wish to change your computer name, you can click Change settings and use the Change button on the System Properties Computer Name tab. Keep in mind that you will be prompted to Restart the system if you change the computer name or the workgroup name. As you can see, on my example system, the computer name is Jovian-8 and the workgroup is SOLAR SYSTEM.

Figure B

Fig B 7-26.png
From Windows 8's System screen, you can view or change the computer name and workgroup name.
Next, launch Hyper-V Manager and access your virtual machine. Choose your virtual machine and select Connect from the Action menu. When your Windows XP Virtual Machine Connection window appears, click the Green Start button. When you see the Windows XP Login screen, select your user name and enter your password, as shown in Figure C. Make a mental note of this user name and password, as you will need them later.

Figure C

Fig C 7-26.png
Launch Hyper-V Manager and access your Windows XP virtual machine.
When Windows XP starts up, press [Windows]+[Break] to bring up the System Properties dialog box and then select the Computer Name tab. Then click the Change button and make sure that your Windows XP virtual machine has a unique computer name and is using the same workgroup name as your Windows 8 host machine. As you can see in Figure D, on my example system the computer name is vm-one-xp and the workgroup is SOLAR SYSTEM. Keep in mind that you will be prompted to Restart the system if you change the computer name or the workgroup name.

Figure D

Fig D 7-26.png
Make sure that your Windows XP virtual machine has a unique computer name and is using the same workgroup name as your Windows 8 host machine.
Once you are done with your network configuration, make sure that from each machine's Network list you can see both the host machine and the host machine. As you can see in Figure E, both Jovian-8 and Vm-one-xp are visible from Windows XP's Network Neighborhood and both are visible from Windows 8's Network view in File Explorer.

Figure E

Fig E 7-26.png
Make sure that you can see both the host machine and the host machine from within each machine's Network list.

Enabling remote connection

One more thing that you have to do on your Windows XP virtual machine is enable the remote connection. To do so, press [Windows]+[Break] to bring up the System Properties dialog box and then select the Remote tab. Then, select the Allow users to connect remotely to this computer check box in the Remote Desktop panel, as shown in Figure F.

Figure F

Fig F 7-26.PNG
In Windows XP, make sure that the system is ready to accept requests from Remote Desktop Connection.
At this point, you can click OK and then restart the Windows XP virtual machine. When your Windows XP virtual machine restarts, it will be available on the network, but you won't need to log in again right now. In fact, you can minimize your Windows XP Virtual Machine Connection window and close the Hyper-V Manager window.

Configuring Remote Desktop Connection

Now that you Windows XP virtual machine's network and remote settings are correctly configured, you're ready to configure your Windows 8 Remote Desktop Connection. To do begin, use the [Windows] + Q keystroke to access the Search Apps page. Then, type Remote in the text box and click the Remote Desktop Connection icon when it appears in the Results.
When you see the Remote Desktop Connection window, click the Show Options button at the bottom of the screen to reveal the entire window with all the tabs. Then, type the name that you assigned to your Windows XP system and your Windows XP User name in the appropriate text boxes. Then, click the Save As button and assign your connection a name. This process is illustrated in Figure G.

Figure G

Fig G 7-26.PNG
You'll want to save you Remote Desktop Connection configuration.
Normally, I would select the Allow me to save my credentials check box, to automate the login procedure, but for some reason, I have not been able to get that feature to work when connecting to a Windows XP virtual machine via Remote Desktop Connection - it just locks up the connection procedure. So make sure that you leave the check box blank.
To continue, click the Local Resources tab. Here is where you can pick and choose what resources connected to the host machine, such as USB drives and USB printers, which you want to redirect to the virtual machine.
In the Local devices and resources section, both the Printers and Clipboard check boxes should already be selected. You can then click the More button. When you do, you'll see a window that shows a list of other types of local devices that can be redirected to the virtual machine. These steps are illustrated in Figure H.

Figure H

Fig H 7-26.png
Clicking the More button reveals a list of other types of local devices that can be redirected to the virtual machine.
Having the Printers check box selected means that the Canon iP3500 USB printer connected to my Windows 8 system will now be available to the Windows XP virtual machine. (It will need some further configuration as I'll show you in a minute.)
As you can see, I've selected just about every available check box in the second Local devices and resources window. The only thing I didn't select is the DVD drive because it's already connected to the virtual machine. However, I selected Local Disk (C:), which means that I will have access to the hard disk on the host machine from within the virtual machine. I also selected IOMAGIC (E:) which is a USB drive connected to the USB port on the host machine. I then selected the Drives that I plug in later check box, so that any time I connect a USB flash drive to the host machine, it will be accessible in the virtual machine.
To continue, click OK to close the second Local devices and resources window. Then, return to the General tab and click the Save button. You can leave all the other default settings in Remote Desktop Connection as they are.

Making the first connection

With all the necessary settings in place, you can launch Remote Desktop Connection by clicking the Connect button. When you do, you'll see the login screen, shown in Figure I, and will notice another advantage of using Remote Desktop Connection - you automatically get a full screen display of your virtual machine. After you enter your password and click OK, you'll be connected via Remote Desktop Connection to your Windows XP virtual machine in Hyper-V.

Figure I

Fig I 7-26.png
With Remote Desktop Connection - you automatically get a full screen display.
Once your Windows XP virtual machine is up and running, go ahead and open up My Computer. When you do, you'll find that there are connections in the Other section to the hard disk and any other USB disks have on you Windows 8 host machine, as shown in Figure J. Now, you can easily access files and folders on your host machine from within your virtual machine.

Figure J

Fig J 7-26.PNG
The host machine's hard disk and USB disks are now available in your Windows XP virtual machine. Configuring your printer
While the disk drives are automatically redirected from your host machine to your virtual machine, your USB printer will require some additional configuration before it is fully accessible in your virtual machine. The first thing that you must do is install the driver on your Windows XP virtual machine. You can do so, from the CD that came with your printer or you can download the driver from the Web. In the case of my Canon iP3500 USB printer, I downloaded the Windows XP driver installation package from the Canon web site, and then ran it, as shown in Figure K.

Figure K

Fig K 7-26.PNG
You can install your printer driver in Windows XP from a CD or a download.
With the driver installed, you can now add the printer. Go to the Control Panel and launch the Add Printer Wizard. On the second screen, select the Local printer attached to this computer option, but then clear the Automatically detect and install my Plug and Play printer check box, as shown in Figure L. To continue click Next.

Figure L

Fig L 7-26.png
Be sure to clear the Automatically detect and install my Plug and Play printer check box.
When you get to the Select a Printer Port screen, select the Use the following port option and then click the drop down arrow. When you do, you should find a group of Terminal Server ports identified with the codes TS00# {Host machine name} PRN#. These are the ports that are redirected from the host machine to the virtual machine via Remote Desktop Connection. You should select the TS001 port, as shown in Figure M. Then click Next.

Figure M

Fig M 7-26.png
The TS00# ports are those that are redirected from the host machine to the virtual machine.
You will now see the Install Printer Software screen, from the Manufacturer list select your printer brand name. Then in the Printers list, scroll all the way to the bottom and you should find the printer driver that you installed earlier. As you can see in Figure N, I selected Canon and then found the Canon iP3500 printer driver that I downloaded and installed.

Figure N

Fig N 7-26.png
The printer driver that you installed should now be in the list of Printers.
As you work your way through the rest of the Add Printer Wizard, as shown in Figure O, be sure that you select the Keep existing driver option and then print a test page to ensure that your printer is working correctly.

Figure O

Fig O 7-26.png
Work your way through the rest of the Add Printer Wizard.

Going forward

Now that you know how to make USB devices accessible to a Windows XP virtual machine via Remote Desktop Connection, there are a couple of things that you need to keep in mind. First, you will always have to launch your Windows XP virtual machine from the Hyper-V Manager and the Virtual Machine Connection. And you also need to let it run for a few minutes before you attempt to connect to it from Remote Desktop Connection. When you are finished using your Windows XP virtual machine for the time being, you will have to Log off from the virtual machine, which will close the Remote Desktop Connection. Then you will have to return to the Virtual Machine Connection window and then use the Turn off computer on the Windows XP screen
Second, I've found that Terminal Server ports can be a bit quirky at times. If you discover that the printer is no longer printing, access the Printer Properties page, select the Ports tab, and choose a different TS00# port.


Xbox One Wireless Controller, Play and Charge Kit and Chat Headset available for pre-order


DNP Xbox One Wireless Controller, Play and Charge kit and Headset up for preorder
Already locked down your Xbox One Day One Edition order? Now's your chance to also reserve its initial batch of accessories (including that mono Chat Headset, which isn't included with the console). The Wireless Controller ($60), Play and Charge Kit ($25) and Chat Headset ($25) for the Xbox One have all popped up for pre-order at the Microsoft Store. The One's gamepad rings up at five bones more than the 360 variant, but it's also available as a $75 bundle with the Play and Charge Kit (roughly 10 dollars in savings). Joystiq notes that Gamestop and Amazon are also options, albeit only for the controller itself. If you plan to reserve any of the accessories, we'd suggest taking Microsoft's Dec 31st arrival date as a loose estimate -- the One releases in November and Amazon is pegging the controller for November 27th.


Monday, 10 June 2013


Why Xbox One's used games policy doesn't need to be the end of gaming as we know it

Last week, Microsoft finally provided some additional information on how the "game licensing" policy will work for the company's newly introduced Xbox One. It was our first peek behind the curtain on how discs, digital downloads, game sharing, and Xbox Live accounts will work and interact on the upcoming game console.
The new policy explicitly states that the new system was designed so that "game publishers can enable you to trade in your games at participating retailers." But reading between the lines of that lawyery language, most gamers took that to mean that the aftermarket for the buying and selling of used Xbox One games was dead on arrival.
The howls of outrage and calls for boycotts began immediately.
Why the unprecedented wave of righteous indignation? Is this truly the end of a way of life for gamers everywhere?
Well, yes. But that's because we've been living in a transitional age. One with a loophole in the form of shiny silver discs.
In reality, that's what the outrage is all about: the closing of that loophole. One we've taken for granted for 30 years. I can sympathize with that. We've had it pretty good up to this point. But believe me, if the technology existed in 1985, there is no way on Earth that Nintendo would have allowed you to let a dozen of your friends borrow your copy of Super Mario Bros.
Why? Because each time you lend the game out to a friend, it's money lost for the publisher and, more importantly, the developer. And ultimately, that's not good for the industry.
But gouging the customer isn't a solution, either -- and that's what many gamers feel is happening if the subsidized economy of game resales is shut down.

Physical media's last gasp

We've all dealt with the digitization of most of our entertainment. Carrying around an MP3 player is better than switching discs out on a portable CD player. Reading your Kindle is easier than lugging around hardcover books.
All of these conveniences have come at the expense of physical media. But because video games operate with much larger file sizes, they have remained on the outside looking in when it comes to digital distribution. The idea of physical ownership has evaporated into owning a license, which has become the way we symbolize virtual possessions.
That's what your e-book library is: a collection of digital licenses. And your iTunes collection. And your video collection. All that stuff in the cloud? Licenses instead of discs. And the gaming industry is just finally catching up.
Let me be explicitly clear: I am not defending money-hungry corporations that want to turn you upside down until moths fly out of your pockets. But I do think we're overlooking the developers who create these works of art for our playing enjoyment. I want them to feel that their work can be supported through the empowerment of gamers. I want them to be able to measure that.

Winners and losers

So who loses out the most in the evolution of licensing? We all do, but maybe some more than others. The "binge and resell" gamer will probably feel it the most. This gamer will finish a title in a weekend, then resell it at a brick-and-mortar store -- or an open marketplace for a better return -- and get a maximum value for a nearly new game.
Who else? Gamers who rely on buying used games. But this might be fixable. Each game has a diminishing value the second it's released -- and in the case of used games, opened. In an open market that price fluctuates, where at a chain retailer it's predetermined. (Just think how most new games are sold as used for $5 below full price.) The gradual lowering of the game's value in the open marketplace is something that can be adopted into the new dynamic pricing structure of Xbox and PlayStation's digital stores. Just like the way Tomb Raider (released in March) is now sold for $45 used, so, too, can the official Xbox One pricing be in its digital store.
Here, the middleman reseller is bypassed, and the money is going to the makers of the game -- or at the very least, headed in the right direction.

Steam's all-digital success story

My biggest problem with the bandwagoning and witch-hunting that's been floating around is double-sided. First off, we don't really know the full story about PlayStation 4 and its policies regarding licensing, so the angst aimed solely toward Microsoft might be unfair. The playing field is still open. Second, a lot -- but not all -- of the core elements of the licensing system Microsoft is outlining for Xbox One are similar to Steam.
A word-of-mouth hit with PC gamers, Steam has managed to develop an overwhelmingly positive reputation with gamers thanks to its frequent sales, ease of use, game management, empowerment of its loyal community, and support for the independent gaming scene. It's owned and operated by Valve, a developer responsible for franchises like Half-Life and Portal.
But where there are similarities in structure, right now there doesn't seem to be much congruity in philosophy with Valve's game distribution platform. That imbalance is manifested primarily in one of the most important elements regarding all of this: pricing.
Flexible pricing is what has made Steam a PC gaming haven. I recently bought every single Grand Theft Auto game ever made on Steam for under $15 -- total. That's spectacular. Sales and deals can revive catalog titles, and make them attractive to a new group of consumers. And publishers can get revenue they'd otherwise miss out on: 100,000 consumers paying $10 for an older game beats out 10,000 paying $60.

How to get gamers to stop worrying and love the Cloud

As my colleague David Carnoy recently explained, the "value" of games is as much about psychology as it about economics.
As Carnoy pointed out, if used games can't be resold, they're "worth" less to the buyer. If Microsoft and Sony want to appear that they're in this for the gamers, they need to address that value discrepancy. And following Steam's model is the best way to do that.
New games are going to cost the most, I get that. But surely the money saved in not having to manufacture and ship physical media can chip away at the price of a game. Better yet, incentivize game buying. Offer digital punch cards. "Purchase three Xbox One games and get 20 percent off your next." Offer weekend sales. Bundle titles together. Give us reasons to get excited about browsing an online store, the way it is when discovering a great deal on Steam.
Meanwhile, there are other elements of the Xbox One game-licensing policy that are undeniably positive. First, up to 10 family members can use your account regardless of which Xbox they're on. Second, some disc games will be able to be loaned to a friend for free as long as that person has been on your friends list for a month. If you want to bring a game over to a friend's place, you can log in on his system and download it.
You'll have all your games no matter where you go. As long as there is an Xbox One, you'll have total access to everything you've purchased. (You know, just like Steam.)
No, we can't have our cake and eat it, too. I read a lot of enthusiast sites crying about how the shift away from used games is a crime against the culture of gaming, but they ignore that the switch to digital is simply another evolution of the medium. A lot of things have changed in 30 years.The point is this: this new world of gaming doesn't have to suck.
There's a stench of hypocrisy that emanates from a class of gamer who demands progress on every level from a new console, yet belligerently revolts at the discovery that games won't be delivered on plastic discs any longer.
The funny thing about Steam is that no one complains about the lack of discs, or the dearth of game lending and reselling. That's because its convenience and affordability trumps any downsides.
If Microsoft and the game publishers follow Steam's model and create a more dynamic digital marketplace, the death of used games will be a small footnote, not an epitaph.
It's a big if. But one that could well determine the success or failure of the next generation of consoles.



Thursday, 23 May 2013


How Sony and Nintendo can battle the Xbox One

Microsoft's Xbox One is out of the bag, and the next-gen console war's in full swing. So what happens next? Truthfully, the Xbox One, PlayStation 4, and Wii U are still big boxes of mystery -- even though one's already been out in stores for months.
So, how will this new gaming landscape shake out? Sony and Nintendo, the also-rans to the current success story of Microsoft and the Xbox 360, will have options. But they're not always pretty.

Sony

Differentiate or die
Under the hood, the PlayStation 4 and Xbox One are more similar than any two gaming consoles have ever been: both have AMD-based processors, Blu-ray video capabilities, camera bar sensors, and motion controls. And both promise cloud service improvements. Microsoft may have the edge on TV-input promise, but that's not an ace in the hole. Sony needs to explain why people would choose a PS4. That "share" button isn't enough. Microsoft's clearly going after Sony's media-hub consumer electronics strategy and design aesthetic, so PlayStation needs another angle.
Cloud streaming: find the killer app
Sony's Gaikai acquisition and PS4 integration have potential, but what's the amazing feature that people can understand? Sony has already muddied the waters with its current PlayStation Certified program, which delivered only old original PlayStation games on a handful of tablets and phones (like Sony's own Xperia line). Sony needs to reboot this concept and make it real: play any PS4 game on any Android or iOS device so long as you have good bandwidth and aPlayStation controller at hand. It's a tall order, to be sure. But that would be a game changer (pun intended).

Think the Amazon Prime approach: lots of great content, and the rest you pay for individually. (And, combined with the streaming approach listed above, you could play them anywhere.)Turn PlayStation Plus into Netflix-meets-Amazon Prime

Sony's done a nice job of offering a lot of freebies with the PlayStation Plus. It could go further: what if Sony actively curated a catalog of older games for every platform and gave many of them away for free to subscribers?
Triple down on original and curated content
Sony as a game studio has a big edge on Microsoft: its first-party efforts have often better. Plus, there's Sony's little-discussed "pub fund" that finds new talent out of game-design schools like USC, leading to console-defining indie efforts like Journey and The Unfinished Swan. Even if Sony sells off its music and TV ventures, the game-development studios should strengthen, and focus on providing a thriving, open platform.
Be even more 'gamer-friendly' than Microsoft
So, this is a tough sell: Xbox Live is the best online service of the gaming generation we're in right now. But in talking to people after the PS4 and Xbox One events, I hear more gamers satisfied by Sony's "game and specs porn" approach thus far than by Microsoft's, which focused on the Xbox One's wide range of entertainment options, leaving actual games to be discussed at the company's E3 press conference later in June. Maybe Sony can run with this and present an even more gamer-oriented take this time out, rather than the traditional Sony "home entertainment plus games" package. Then again... narrowing focus doesn't feel like a proper strategy against Microsoft.
Price
Maybe the PS4 can be more affordable than the Xbox One... but sacrificing profitability on hardware can be a Pyrrhic victory.

Nintendo

Give up on "next-gen"
Nintendo's already lost the next-gen wars, if the trophy's given to hardware. The Xbox One and PlayStation 4 are a different class of product, and studios like EA are sending a clear message: the PS4 and Xbox One stand together, and the Wii U stands alone. But Nintendo never won with the Wii on pure power: it was a GameCube under the hood with a new controller that won on selling a fun proposition to families. So...play to those strengths.
Focus on kids
The Wii, the Nintendo DS/DSi, and now the 3DS thrive on being kid-friendly and parent-friendly. The Xbox One, with its imposing piano-black finish and AV-receiver facade, isn't for kids. It's for parents. The PS4 looks like it's for mature gamers. Nintendo needs to keep focus on kids and family -- and stop trying to shoehorn hard-core gamers in.
Make it cheap
If the Wii U were half the price of an Xbox One or PS4, there might be some hope. But that aggressive strategy needs to start now. The Wii always had a price edge on the Xbox 360 and PlayStation 3, but the current $349 price is just too much. The "Basic" Wii U SKU just got slicedfrom $299 to $239 at Target -- that's a start, but Big N needs to be even more aggressive.
Revise the GamePad hardware
It's bulky and has terrible battery life. Shrunken down and boasting better performance, it could change perceptions of the Wii U. It needs to work better, and the Wii U software needs to be far less laggy.
Make your own games
I said this before. I'll say it again. Mario, Zelda, Metroid. More please. Repeat again. Do it a lot.
Fix or dump TVii
There are interesting ideas baked into Nintendo's TVii strategy: the GamePad as IR remote control, and the easy-to-swap way that streaming video leaps between tablet and television. But TVii is a half-baked product as far as the way it works with cable boxes. We'd prefer Nintendo to keep TVii...and figure it out a little better


Wednesday, 22 May 2013



Xbox One controller gets programmable trigger buttons, design refinements

The newly announced Xbox One is getting a refined controller. It looks a lot like the Xbox 360's controller, with "40 technical and design innovations," according to Microsoft.

Live from Microsoft's Xbox One reveal (pictures)

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Microsoft says developers will be able to program specific types of feedback into the trigger buttons of the new controller. The thought being that the trigger buttons will provide different types of feedback depending on if you're playing a racing game or a first-person shooter.

The controller will also link with Xbox One's new Kinect sensor for Xbox One, which may mean Kinect will need to stay plugged in at all times if you actually want to play games.Gone are the "start" and "back" buttons from the Xbox 360 controller, now replaced with what look to be an app-switching button and possibly a menu button. The new controller supports Wi-Fi Direct radio stack and has a newly designed "precision" directional pad and an integrated battery compartment (no more bulky battery alcove getting in the way).

Compared with the DualShock 4

We probably won't get any hands-on time with the Xbox One's controller or the DualShock 4 for the PlayStation 4 before E3, but there are a few ways in which we can compare them with each other now.
The DualShock 4 differentiates itself with a clickable touch pad on the front -- giving developers an additional option when designing games, although we've yet to see it in actual application.
Also, the lightbar includes some Move capability, allowing the PS4 to track the position and identify where the controller is and, if need be, actually adjust the split-screen orientation during multiplayer couch gaming. The Xbox One will accomplish this with assistance from Kinect, as it automatically tracks who's holding which controller.
The DualShock 4 also gets a Share button, a built-in speaker, and a headphone jack. Share allows players to quickly upload game footage to the Internet for others to see and while the Xbox includes a similar capture-and-upload feature, it's unclear if it will be as simple to use as Sony's ostensibly is.
The Xbox One uses Wi-Fi Direct to connect its controller, while the PlayStation 4 relies on Bluetooth 2.1 + EDR. On paper, Bluetooth 2.1 + EDR's theoretical 3Mbps maximum speed is clearly outclassed by Wi-Fi Direct's 250Mbps theoretical throughput. However, whether this difference will result in any tangible difference remains to be seen.
The problem with comparing the two controllers right now is that we've yet to actually use them for what they're designed for: playing games. Check back in a few weeks during E3, as we're hoping to get copious amounts of play time.