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I'm just not sure how flexible that solution is really going to be. And of course, for whatever reason, I'm somehow unable to snap Metro apps to the side. I can drag the miniature preview along the top and also off to the bottom, but it won't snap to the side of the desktop. Not sure what I'm doing wrong. :/

What resolution?

I'm at my standard 1920x1080.

Does anyone know what is the minimum screen resolution for Aero Snap to work? I suspect that is the reason I can't get it to work on my 1280x800 screen.

It's the 1366x768 (the one similar too that, too lazy to look it up exactly), so no luck for you with regards to Aero Snap. Same for me :)

so it kills me that every blog site out there is saying how wonderful and amazing Windows 8 is, yet everyone of them are using some tablet that was given to them to use it on.

So misleading when 97% of your user base is going to be on a desktop....... sigh

I've done a clean install of the x64 build on my backup laptop, an HP Pavillioin dv6z which is an AMD Turion M520 with 4GB and integrated Radeon HD 4200. Not a speed demon of any sort but so far so good. The install went very quickly, 15 min I think I was seeing the start screen?

Overall the performance is great. I installed the Catalyst 12.1 display drivers from AMD (had to force Win 7 compatibility mode but it worked), wifi file transfers seem to be faster than I typically get on Win 7 as I've been copying back over my backed up data and app installs from my NAS.

Metro does seem to be much more polished than the dev preview which I admittedly only ran for a week before I grew tired of it but this time I'm determined to really give it a good try. I think my only complaint so far is I jsut don't like the integrated "People" app but simple solution there is I don't have to use it. :)

app are randomly crashing :s

I wished it to be more stable.

Loving the autocorrection in IE10.

anyhow... im too sleepy. will test it fully tommorrow. Im getting used to the gestures and stuff. and they are not bad. will get used to them fast.

Is there a way to separate the screen with the main taskbar and the startscreen like it was in the DP? I want to beable to see the tray and the start screen at the same time. But you can't.

Also you can't drag things onto and off of the taskbar anymore. Its either pin it or unpin it. And you can't pin anything to the 2nd taskbar either.

Thirdly, I will grant them that the mouse experience is alittle better but its very annoying using the mouse to bring up the start screen because if you don't do it right the little thumbnail of the start screen will disappear and you won't trigger the start screen.

Ohhh and %((&$#&% I picked the wrong harddrive and overwrote Win7 instead of the DP.. Thank god for the Windows.old folder.. But still..grrr..lol

Can't even boot up the installer on my desktop... it's stuck on the betta fish screen (the throbber doesn't appear either).

Installing fine on my netbook though, I'm not sure how it'll handle it... never meant to install it here in the first place, but it seems that I've no choice :p

Installed it on my MBP. The first thing I've noticed is how polished it is compared to the DP.

The only problem I have is that the brightness keeps resetting. I know its probably a driver issues as i'm using Windows 7 drivers. Anyone else experiencing this and know how to correct it?

go to power settings and disable that brightness thing

I don't get the Metro complaints. At all.

Yes, I see how Metro is not as suitable for productivity as the regular Desktop experience, but as I see it, Win 8 is the perfect merger of both, with no compromises.

If you want to work in the "old" mode, it's more than possible. Yes, there's no boot to Desktop, but I doubt it'll take you longer to get going in Desktop anyway with the performance enhancements done. All the old stuff has been improved as well.

And then for consumption, you have Metro. Even on a Desktop I think it's created. Good to control with a mouse and keyboard, and I have yet to try with touch.

Thirdly, I will grant them that the mouse experience is alittle better but its very annoying using the mouse to bring up the start screen because if you don't do it right the little thumbnail of the start screen will disappear and you won't trigger the start screen.

Don't try to move the mouse out of the corner to click on the preview. Just throw it in the corner and click! :-)

Is there a way to separate the screen with the main taskbar and the startscreen like it was in the DP? I want to beable to see the tray and the start screen at the same time. But you can't.

Also you can't drag things onto and off of the taskbar anymore. Its either pin it or unpin it. And you can't pin anything to the 2nd taskbar either.

Thirdly, I will grant them that the mouse experience is alittle better but its very annoying using the mouse to bring up the start screen because if you don't do it right the little thumbnail of the start screen will disappear and you won't trigger the start screen.

Ohhh and %((&$#&% I picked the wrong harddrive and overwrote Win7 instead of the DP.. Thank god for the Windows.old folder.. But still..grrr..lol

The dragging part is definitely annoying, but I think it will subside a bit after we install everything and pin our main programs. But it's still a nightmare to organize the metro start menu having to unpin newly installed items that you don't want.

I would have really liked to see mouse gestures implemented where the user could left-click and swipe in the direction you want, essentially mimicking a finger-swipe on a tablet. Not only would it greatly improve the experience, but make it less confusing as well. I think touch mice like this one will become a lot more popular around release time, so I most likely will get one of these.

Multitasking metro apps is limited to two because of their nature, what you're moaning about is old desktop apps and the desktop still works just like it did. Pin them to the taskbar, you can start them from there when you want, and you can move them around the desktop just like you can now. You can mouse between them on the desktop just like you can now. I don't see how this has changed on the desktop. Why do people get fixated on metro apps not being the same as desktop apps so much? They're not suppose to be the same, that's why they have their own UI anyways.

Because people are not running giant smart phone so they are expecting Metro UI to act as desktop and it does not which makes whole OS total failure.

But it's still a nightmare to organize the metro start menu having to unpin newly installed items that you don't want.

A change from the developer preview is that you can now multi-select in the Start view. Just right click on each item you want to unpin to add it to the selection, then click Unpin in the appbar and they'll all "whoosh" away at once :)

Instead the 5 votes giving it a perfect score do represent the majority of Windows users? That's a very interesting view of things you've got going on there.

Yup. Because 34 + 8 = millions of Windows users, too. What are you trying to prove?

Don't try to move the mouse out of the corner to click on the preview. Just throw it in the corner and click! :-)

Did Microsoft do any user studies to see how straight old people keep the mouse pointer when they click? They click and then jerk or jerk and then click. I can't see them keeping it that straight in the corner.

A change from the developer preview is that you can now multi-select in the Start view. Just right click on each item you want to unpin to add it to the selection, then click Unpin in the appbar and they'll all "whoosh" away at once :)

I love that feature <3

A change from the developer preview is that you can now multi-select in the Start view. Just right click on each item you want to unpin to add it to the selection, then click Unpin in the appbar and they'll all "whoosh" away at once :)

I somehow confused that with the lack of "unpin to taskbar" when multi-selecting. But yeah, they solved that issue.

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  • Posts

    • Hello, Hope all is well. I am in UK.  
    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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