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Next up, they're dropping Windows Audio. $19.95 for Windows Audio pack to playback sound in Windows 8 ... I kid.

Office can be done in metro, honestly when the time comes and WinRT metro apps can run on the "desktop" then they won't be limited to full screen. But even if they are full screen, or two of them snapped, for the majority of people that's enough. The usage cases where a person needs to see more than 2 windows at the same time on their screen starts to drop. It's the same with the multimon stats, after the 2nd monitor the % of usage drops like a brick in water.

Often when I'm doing work I'd have the app I'm working in and my browser, that's still two windows. Regardless, the limitations are mostly due to the framework and not really the UI. Since everyone agrees the desktop isn't going anywhere then I think we can agree that the WinRT framework/platform will move over to it as well in time. Right now the desktop just feels like the old work area for Win32 apps etc but I really believe that come Win9 it won't be like that anymore.

Office can be done in metro, honestly when the time comes and WinRT metro apps can run on the "desktop" then they won't be limited to full screen. But even if they are full screen, or two of them snapped, for the majority of people that's enough. The usage cases where a person needs to see more than 2 windows at the same time on their screen starts to drop. It's the same with the multimon stats, after the 2nd monitor the % of usage drops like a brick in water.

Often when I'm doing work I'd have the app I'm working in and my browser, that's still two windows. Regardless, the limitations are mostly due to the framework and not really the UI. Since everyone agrees the desktop isn't going anywhere then I think we can agree that the WinRT framework/platform will move over to it as well in time. Right now the desktop just feels like the old work area for Win32 apps etc but I really believe that come Win9 it won't be like that anymore.

What you're saying is quite true, with multi mon usage being much lower IME than multi-windows/app usage. This is MS' challenge to create a one-size fits all. Metro apps running windows in the desktop would solve the issue. I'm not against having a Workstation SKU, and a Standard SKU. The fact that multimonitor use is up should be a cue that true multitasking is not going away, if Windows 8+ doesn't accomodate it, something else will.

To be honest, having multimonitors with Start Page in one monitor and desktop in another is the only thing that makes the Start Page and Live Tiles useful on the desktop IMO.

The point is that unlike classic, the desktop in Windows 8 is just an app and not an entire OS like classic was,

Wrong. Have you ever heard of explorer.exe? It's the same exe in Windows 8 (with an updated version ofc). If you kill explorer.exe, the start screen dies to, along with the Desktop, like the start menu & the Desktop in previous versions of Windows.

Office can be done in metro, honestly when the time comes and WinRT metro apps can run on the "desktop" then they won't be limited to full screen.

You know, you can actually get non-full screen Metro apps with a glitch. I don't think that MS has technical problem to run them on the Desktop, they just don't want to do it for the sake of "chromeless" apps concept.

Wrong. Have you ever heard of explorer.exe? It's the same exe in Windows 8 (with an updated version ofc). If you kill explorer.exe, the start screen dies to, along with the Desktop, like the start menu & the Desktop in previous versions of Windows.

You know, you can actually get non-full screen Metro apps with a glitch. I don't think that MS has technical problem to run them on the Desktop, they just don't want to do it for the sake of "chromeless" apps concept.

I wasn't aware of a glitch, that's interesting. And yeah, I don't think running them as a window is a technical problem but I just think that for now they want to limit them to the start screen and not the desktop. It could just be because, and this is a guess, that if you run them windowed now, like you say, they have no real window controls (min/max/close) etc like desktop windows. I also think that the "desktop" we'll have later won't be "explorer.exe". What I mean is that it will probably look mostly like it and act like it but it won't be like it is now where it feels like explorer is another app running on the shell (though MS just calls the start screen and desktop "the shell"). I think Windows 9 will be when it all comes together and we'll see the ability to have winrt apps like desktop win32 apps. MS is going to add more and more features/support into the winrt api/framework that win32 has and once they get close to the same level we should see this starting to take shape.

Another reason they're probably limiting metro apps to the start screen and in full screen only for now is probably also because of tablets since that usage case works best. I think trying to manage a number of windowed apps with touch can be a pain as well.

Yeah, "Metro" isn't really a new shell, it's just a set of features added to the existing shell.

btw, that AOL comparison pic is complete BS. classic grid alignment, IGA-style icons vs. 90s style randomly aligned text and shapes. yeah, I can't tell the difference at all. :rolleyes:

Some people here need to get their head checked (I'm talking to you Windows 8 haters). I'm a professional programmer and have been for 10 years, Me and my entire team are currently using Windows 8 and Visual Studio 11 to develop a huge application and website for a big company and we find that Windows 8 improved our workflow. We would never ever go back to 7.

  • Like 2

Some people here need to get their head checked (I'm talking to you Windows 8 haters). I'm a professional programmer and have been for 10 years, Me and my entire team are currently using Windows 8 and Visual Studio 11 to develop a huge application and website for a big company and we find that Windows 8 improved our workflow. We would never ever go back to 7.

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really people? is it really so hard to believe that some people actually find the metro start screen an improvement?

Absolutely not. Is it so hard to believe some people actually find the metro start screen a step backwards and nuisance on the desktop? MS has a tough job here and can't possibly please everyone. They're going for the lowest common denominator, or actually highest; casual user/general consumers and it will be great for them, even on the desktop. It will be great for everyone on tablets.

People complain all the time about changes in Windows, but never before has something actually taken so many backwards and added no clear value and committed a Windows no-no, makes many users less efficient.

It's not as good as its lovers thing, and not as bad as its haters think. By Windows 9 things should be smoothed over, MS will make it optional or allow Metro apps to run in desktop and windowed.

Some people here need to get their head checked (I'm talking to you Windows 8 haters). I'm a professional programmer and have been for 10 years, Me and my entire team are currently using Windows 8 and Visual Studio 11 to develop a huge application and website for a big company and we find that Windows 8 improved our workflow. We would never ever go back to 7.

Do you use the Metro interface?

Some people here need to get their head checked (I'm talking to you Windows 8 haters). I'm a professional programmer and have been for 10 years, Me and my entire team are currently using Windows 8 and Visual Studio 11 to develop a huge application and website for a big company and we find that Windows 8 improved our workflow. We would never ever go back to 7.

Stop making sense, it' doesn't sound good for the Metro haters

  • Like 2

I love the hate. I find it funny (in some cases, pathetic) how some people are misinformed about Windows 8 or simply refuse to learn. And my last post is real I'm not trolling and I use metro a lot (I got 30 apps), it's wonderful. Microsoft wanted to do something new and they did. If windows 8 makes using the computer harder than you are probably using it wrong.

Some people here need to get their head checked (I'm talking to you Windows 8 haters). I'm a professional programmer and have been for 10 years, Me and my entire team are currently using Windows 8 and Visual Studio 11 to develop a huge application and website for a big company and we find that Windows 8 improved our workflow. We would never ever go back to 7.

Yeah I agree, how dare people want to use the PC how they want to use it, should I bow down at your feet or do you just want me to kiss your ass just because you are a 'professional'?

If Microsoft truly believe in the superiority of the metro Interface over the Desktop, then why don't they use this PR opportunity to demonstrate this to the world via a public face-off between both versions of Windows? After all, they have been pushing the "Smoked By Windows Phone" meme for ages now? So not that difficult for them to arrange similar public displays to prove which OS (7 or 8) is the real deal when it comes to productivity.

(My suspicion is that we'll never see such an event as any computer professional worth his salt would be able to show how efficient the Desktop environment is every time).

Oh, & to keep on-topic: I am a huge fan of Aero & it's Glass effects. Beats looking at plain windows every time aesthetically. MS should leave the "App" - world to those who wish to waste time playing micro-paid for games on their Win 8 Pads. Not all of us want to do that.

If Microsoft truly believe in the superiority of the metro Interface over the Desktop...

What makes you think that they do think that one UI is superior to the other? As far as I can tell they recognise that the different interfaces work well for different usage scenarios. Metro works well for content consumption and the desktop works well for content creation.

The problem doesn't seem to be Microsoft (after all, they're giving you two interfaces, not forcing you to use just one) but users who seem to think they will be forced to use Metro for everything.

What makes you think that they do think that one UI is superior to the other? As far as I can tell they recognise that the different interfaces work well for different usage scenarios. Metro works well for content consumption and the desktop works well for content creation.

The problem doesn't seem to be Microsoft (after all, they're giving you two interfaces, not forcing you to use just one) but users who seem to think they will be forced to use Metro for everything.

I agree, the only problem on MS's side is that, for now, the two UIs don't match well. I expect this to change in Win9, or MS could surprise us and bring tweaks with the first service pack to win8. Either way the desktop is going to turn into another "workspace" for those who need to run multiple windows (3 or more basically) but I'm betting it'll also run metro apps in windowed mode as well when the time comes. I think the taskbar we know will change yet again and probably end up supporting live tiles as well, which would be very cool to have IMO.

Some people here need to get their head checked (I'm talking to you Windows 8 haters). I'm a professional programmer and have been for 10 years, Me and my entire team are currently using Windows 8 and Visual Studio 11 to develop a huge application and website for a big company and we find that Windows 8 improved our workflow. We would never ever go back to 7.

Thank you for informing of your experience. I haven't programmed much on my personal PC for a while, so I haven't been able to see whether Windows 8 would harm my productivity. I don't expect it would, but many others appear to think it would/does, which intrigues me.

I agree, the only problem on MS's side is that, for now, the two UIs don't match well. I expect this to change in Win9, or MS could surprise us and bring tweaks with the first service pack to win8. Either way the desktop is going to turn into another "workspace" for those who need to run multiple windows (3 or more basically) but I'm betting it'll also run metro apps in windowed mode as well when the time comes. I think the taskbar we know will change yet again and probably end up supporting live tiles as well, which would be very cool to have IMO.

Oh yes I agree that switching between interfaces is currently jarring. However, that's why I think it's a good idea to get rid of Aero Glass (or not use it as the default) - a flatter, Metro-ised UI on the desktop will make the transition from desktop to immersive much smoother.

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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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