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How the hell am I making **** up? Even just now I managed to somehow accidently trigger the Charms, and, again, I paused because I had no idea wtf caused it. Anytime I pause because something unexpected happened is a break in the workflow. I'm sorry you just don't see it that way.

1) he shouldn't have to slam anything

2) it is very easy to trigger the charm bar or start/prev app thumbnails by going to any corner for any reason other to trigger them

It's not FUD, it's real. And yes, it would break your workflow if going to the right corner to close is part of it.

One of the first things many many people have done for years with monitor, gpu, and mouse software if "disable" hotspots which have typically been in corners, for that reason. To me, hot "corners" is a step backwards. Auto-hiding taskbar was just about right for me.

1.) He doesn't have to

2.) That would be a good thing

The charms do not actually interfere with anything. The preview of the charms in no way prevents you from minimizing, maximizing or closing a window. The charms being on the screen can not be interacted with until you activate them by moving the cursor along the edge of the screen. Saying that the charms prevents you from closing a window is factually incorrect. It simply doesn't

How the hell am I making **** up? Even just now I managed to somehow accidently trigger the Charms, and, again, I paused because I had no idea wtf caused it. Anytime I pause because something unexpected happened is a break in the workflow. I'm sorry you just don't see it that way.

If this happens constantly to you, how the **** did it surprise you after the first time? It happens every single time your cursor hits the corner. It being "surprising" and "breaking workflow" would be a you problem.

Did you not read up on anything about the operating system before you downloaded and installed the beta?

Well I have just reinstalled 7 after a solid 18/7 testing of WCP since its release, I'm leaving it installed on my laptop but the second I hit Start and the normal menu appeared, it was like someone had just stopped slapping me around the face with a partially smoked haddock

I no longer fear clicking the start button :D

Its nice n all that jazz but going back to 7 brings everything back into perspective into just how much you had to mess around with 8 to use it as a main OS

The charms being on the screen can not be interacted with until you activate them by moving the cursor along the edge of the screen. Saying that the charms prevents you from closing a window is factually incorrect. It simply doesn't

The Charm bar popping up distracting you when you had no intention of activating it, but did due to bad UI design, definitely breaks your concentration and workflow. It simply does. The fact that he can close the Windows in spite of the Charm bar is correct but sloppy.

The Charm bar popping up distracting you when you had no intention of activating it, but did due to bad UI design, definitely breaks your concentration and workflow. It simply does. The fact that he can close the Windows in spite of the Charm bar is correct but sloppy.

Sounds like a "you problem".

They don't even fully appear if you click right away. You know it's going to appear when you go into the corner. If that breaks your concentration it's a problem with you, it simply is.

Its nice n all that jazz but going back to 7 brings everything back into perspective into just how much you had to mess around with 8 to use it as a main OS

Therein lies the problem. To many little things are a step backwards. Sure you can learn to make do with the limitations of they hybrid Metro/Desktop, but why? Clearly, Metro is not suited for high productivity desktop computing with this kludgy implementation.

It's not that people can't change or don't like it. Metro is slick. Love it on my many Windows Phones and it will Rock on tablets. But if it's going to make you do more work, why force it on the desktop. And all those little distrations, extra drags, clicks, and not almost must use shortcut keys, that adds up in the enterprise to much more support and wasted time. This is typically not what we expect from Windows and it is what doomed Vista.

Sounds like a "you problem"

Sounds like you now have nothing intelligent to say. Whatever man. Learn to agree to disagree, don't descend into the realm of the uneducated.

  • Like 2

Sounds like you now have nothing intelligent to say. Whatever man. Learn to agree to disagree, don't descend into the realm of the uneducated.

:rolleyes:

Valid complaints on one thing but making up issues is something completely different. What else would you call a problem that occurs consistently that has absolutely no impact on usability that only constitutes a faded white image that appears on the screen for a fraction of a second. As soon as you click the charm preview goes away, it never even fully appears.

It in no way changes the way you interact with the computer to close a program. If you're surprised and distracted even though you know it's going to happen and it happens every single time and is no way random, how else would you classify it? It's predictable and consistent. Maybe you might have a point if you have a bad case of ADD, but at least complain about something with more substance.

I'm flabbergasted. An issue with how the OS works is suddenly a problem with the user? How the hell does that begin to even make ANY sense? I think it's safe to say that the conversation is over at that point.

I'm saying it's a fabricated issue. If you want to complain about something with the OS, at least find something that actually affects the way you interact with the OS negatively. Something like this is similar to "OMG they moved a pixel, I can no longer use windows!"

Using hot corners in the way that Windows 8 uses them makes a lot of sense. Especially when you consider the increased number of use cases and hardware the OS is designed to work on. Using the corners and edges allows a consistent usage pattern when using your fingers or using a mouse and keyboard. The only other viable option would be to have large buttons in all four corners which would necessitate the addition of a second task bar, a menu bar or notification bar. This would make the desktop much more cramped and make it too reminiscent of OSX. This leads into why there's no longer a divider for the "show desktop button" and that there's no more start button. It would make the interface inconstant to have buttons on the bottom and hot corners at the top.

If you don't like it, then you don't like it but to complain it's a workflow breaker is seriously a stretch.

Sounds like a "you problem".

Tenet #1 of the Windows 8 Bible: When somebody presents a real issue with the UI or UX of Windows 8, he or she shall be labeled a change-averse idiot.

Check it out, and tell me what you think:

A less scary default Start Screen: http://www.neowin.ne...#entry594717386

They'll never do that, considering how much they made fun of Apple's 'grid of icons'.

By the way, are they intentionally shrinking the icons for app tiles so much just to make Metro tiles look better in comparison?!

tiles.png

metrotile.png

Just figured out a quick way to view all apps on the start screen via the keyboard.

Hit any character at all and then hit esc.

It will display all apps.

Not exactly intuitive but it's faster than using charms.

ctrl+z

I call FUD. Full screen a window and slam your cursor to the top right and click. It will close the window. At this point the charms are just an overlay and quickly disappear. They in no way interfere with closing a window.

Agreed. Charms ONLY activate if you actually slide over them. Otherwise, they disappear. MS said they designed it to act this way so that if you don't slide over the Charms they assume you didn't mean to select the bar and it fades away.

Otherwise, they disappear. MS said they designed it to act this way so that if you don't slide over the Charms they assume you didn't mean to select the bar and it fades away.

This in and of itself validates the original poster's issue. So it is not FUD. Microsoft is aware of the problem and built in their best workaround as opposed to redesigning that element of the UI. The original poster is basically saying, despite this workaround, the problem Microsoft half-heartedly addressed breaks his workflow routinely.

I actually found this to be an issue for me, and with all Metro apps being full screen, it will bug many. It is an annoyance for some, accepted and apparently excused by others. But clearly it is an issue. Microsoft's workaround is either acceptable or unacceptable to you.

Are there actually people out there that consider themselves power users that don't use keyboard shortcuts whenever possible?

Being a power user doesn't always mean you use keyboard shortcuts. It just means using the most comfortable option available to you for the given task. For instance, I always use the keyboard shortcuts for copy and pasting. I just feel more comfortable that way.

Being a power user doesn't always mean you use keyboard shortcuts. It just means using the most comfortable option available to you for the given task. For instance, I always use the keyboard shortcuts for copy and pasting. I just feel more comfortable that way.

Unified Search is no shortcut, just start typing at Start Screen or Windows Key once and start typing just like Win 7.

You can't swipe with mouse but, and this is going back in time, the PgUp and PgDn keys will swipe an entire Start Page screen. You finally have a use for all those extra buttons on your mouse. Map a couple comfortable ones to PgUp/PgDn and it starts to become useable. Unfortunately this does not work in other apps so far like the Xbox apps :/ You can actually Ctrl-Left/Right Arrow in the Xbox apps but they'll freeze if you keep doing it.

Couple extra clicks??!! Try to use the hot spots on a virtual machine in Hyper-V!

And again, your brain is not looking at the big picture. If you had ONE server, no big deal. I take care of over 400 servers on a daily basis. I probably reboot a server 10 - 30 times a DAY between all the different machines I work on and that doesn't include all of the virtual servers.

Or. How about the initial setup and deploying of server, installing drivers, installing software, registry and policy changes... Reboot, reboot, reboot.

the hotspots work fine in a normal install (well not with multiple monitors). Anyway, its not a finished product so i'd like to think that it will work fine when its finally released.

I always liked Microsoft and Windows. Loved metro ui on the phone.. I completely hate it on the desktop.. and I would imagine the average user would feel annoyed and as a tester.. I find the user interface annoying and multi-tasking on it is annoying. Just how I feel.. don't take it personal fan boys.

A walk down Memory Lane from when XP came out.

http://groups.google...08e53cf74bc7b7b

Just some excerpts:

"Microsoft work hard to improve technology which will ultimately improve our

productivity and indeed lives. They spend a lot of time and indeed money

doing the donkey`s work of either writing drivers or working closely with

the many many hundreds if not thousands of manufacturers for what is a huge

backlog of hardware in order to get drivers incorporated into the latest

operating system as standard.

Some companies however go out of business are impossible to find or just

have not yet got round to assisting Microsoft in writing drivers for their

new operating system some will never as they don`t have the resources to do

so - when you buy hardware one factor must always be support a $2 network

card from a 2 bit company probably won`t have XP drivers out at launch or

indeed at all - but if it isn`t supported Microsoft compatibility program

will give you fair warning.

Microsoft have done very well in XP better than ever before my laptop now

has all drivers included as standard 98/2000/ME required downloads from HP`s

site.

All this and you get idiots who blame Microsoft when after ignoring warnings

there system doesn`t work right."

And, the other side...

"Well I hate it. I hate the way it works and I hate the way it looks - The

interface is a digusting piece of OS-X wannabe crap IMO.

Talk about losing control of the machine.

I'm sticking to Win2000 thanks."

Look familiar?

I have absolutely no objections with it for a tablet, but that's why Apple has a desktop OS and a tablet OS, because making them the same would be absolutely stupid, as seen here. The tablet OS can even be a full Windows with Metro on top, like Win 8 is, but the desktop really has no need for a huge Metro start screen.

Totally agree.

I think Metro UI gives more constrains than freedom options, and that is its key trouble. It looks like a push of MS corporate intelligence over common sense.

This topic is now closed to further replies.
  • Posts

    • 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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