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LOL, that's great. Move to Linux, nice suggestion. Don't like what Microsoft is doing with their product? Don't try and get them to rectify it or suggest ways of improvement. Move to a completely different platform. That will fix it!! :laugh:

No, you complained that MS was preventing you to do whatever you wanted with your computer. never mind the fact that the OS is not your computer, if we do focus on the OS itself, windows was NEVER about being able to do whatever to your computer. In early versions it was customizable because it had to more or less, and that's what the majority of users needed, and the computers where far less powerful and there was a far bigger gap between the weak computers and the powerful ones. Or rather, that's not true, there was a more discernible difference. Today if you buy a cheap or a powerful computer, they're all powerful enough to run windows with all effects and all resource hungry features on.

Windows is made for the majority of it's users, today that is average users who account for at least 90% of the user base, probably closer to 95 or more. These users want a simple to use logical computer that just works and always works the same, they don't want to change themes and such. if they want to customize their windows, then changing the color of the whole UI is more than enough for them, which is more than these users where able to do before (no the silly XP themes don't count, and these users would never get their head around skins, never mind why every computer looks different).

So if you want to tweak and hack and all that your OS. Windows is not for you.

No, they are doing a better job at integrating IOS features into OSX, the correct way to do uniformity. Not by making OSX into IOS with desktop/finder as an afterthought.

No, they're just gradually changing it over time because of faster incremental OS updates whereas Windows has fewer but bigger updates. the end result when they hit the goal is the same. OSX will become iOS in all but name.

Both Windows and OSX in any case will still be desktop OS' though, Win8 still works just fine as a desktop OS, and is an improvement over Win7.

Riiiiiiight... Bright white background on a mobile device goes a long way towards improving battery life...

I don't know whether it makes a difference or not but my Sony laptop has a special battery saving mode that sets the desktop to white amongst other things.

OSX will become iOS in all but name.

What do people even mean by that?! OS X and iOS are already the same OS save for the upper layers, primarily UI (UIKit/Appkit). Cocoa Touch was specifically created for touchscreen devices - why would Apple switch to it on the Desktop?! And if they don't - what will be the difference to today once OS X has "become iOS"...?

No, they are doing a better job at integrating IOS features into OSX, the correct way to do uniformity. Not by making OSX into IOS with desktop/finder as an afterthought.

  1. Drag safari to extended monitor on OS X Lion
  2. Click the full screen button
  3. Stare at blank screen as the Safari window disappears from extended screen and reappears on main laptop monitor.

Sure this is not an afterthought?

(This happened to me today as I was using my MBP with extended monitor for the first time).

Sure this is not an afterthought?

I totally agree that dual-monitor setup can be improved upon in OS X, however I do think Apple is taking the right path here. The iPhone and iPad have much more in common with each other than iPad and Mac. I really don't see the point in having a touch screen interface on a PC and having the traditional desktop on a tablet. The way I see it the "one OS fits all" concept Microsoft is after won't work because the two types or devices are just too different. I also think it's completely berserk you have to deal with two completely different sets of apps within the same OS.

Microsoft turned Windows into an OS with multiple personality disorder.

OSX will become iOS in all but name.

Except Tim Cook specifically said they're not after the "one OS fits all" model like Microsoft. So what you're saying is highly unlikely to happen as long as desktop/notebook Macs in their current form continue to exist.

Except Tim Cook specifically said they're not after the "one OS fits all" model like Microsoft. So what you're saying is highly unlikely to happen as long as desktop/notebook Macs in their current form continue to exist.

but MS's vision one OS - more importantly 'one framework' WinRT across devices is probably the way to go

Except Tim Cook specifically said they're not after the "one OS fits all" model like Microsoft. So what you're saying is highly unlikely to happen as long as desktop/notebook Macs in their current form continue to exist.

MS isn't going for "one OS to fits them all". Read this : http://blogs.msdn.com/b/b8/archive/2012/05/18/creating-the-windows-8-user-experience.aspx

MS isn't going for "one OS to fits them all". Read this : http://blogs.msdn.com/b/b8/archive/2012/05/18/creating-the-windows-8-user-experience.aspx

I meant for both desktops/notebooks and tablets which Windows 8 is designed for. Apple isn't after that since the two differ too greatly.

but MS's vision one OS - more importantly 'one framework' WinRT across devices is probably the way to go

Perhaps, of you can adapt WinRT apps for use on the desktop. But again, I just don't see the point in rolling two OSs in one with two radically different interface types and sets of apps.

Except Tim Cook specifically said they're not after the "one OS fits all" model like Microsoft. So what you're saying is highly unlikely to happen as long as desktop/notebook Macs in their current form continue to exist.

Apple are well known for back-tracking, they say whatever is convenient to fuel the reality distortion field. The biggest Apple rumor doing rounds these days is the 4+ inch screen. Remember when Jobs said 4 inch smartphones were useless and no one would buy them?

[...] the reality distortion field.

I see the standard non-relevant rhetoric is making its rounds again. Every company says things to make themselves look better. Don't pretend Microsoft is any different. Also, where did Jobs specifically speak of 4-inch phones? As far as I recall no specific size was given and he talked about phones that are so big you can't get your hand around it anymore. Current iPhone "5" leaks indicate an increase in hight only, not in width. There's no backtracking in this case and they're pretty much sticking with their vision. Let's also don't act as if Microsoft never said one thing and then revisited their standpoint later down the road. These things happen.

Enjoy deploying your own little reality distorition field much?

You can probably do most of the same stuff, but its not going to be as intuitive on windows 8, and less enjoyable to use, on a desktop at least.

Based on my experience with Windows 8 CP, it isn't "less enjoyable", it's the complete opposite.
  • Like 3

Based on my experience with Windows 8 CP, it isn't "less enjoyable", it's the complete opposite.

I agree. I was one of those who really HATED Win 8. Then my Win 7 crashed and the only recovery DVD I've had at the time, was W8 CP. Installed it, never looked back. Windows 7 feels so awkward and old now.

You can probably do most of the same stuff, but its not going to be as intuitive on windows 8, and less enjoyable to use, on a desktop at least.

Did you just call the start screen less intuitive than the start menu?.... You've never even seen a regular user in your life, have you?

i've seen many "regular users" try to use windows 8. At least the dev preview, and i dont think they found it to be "enjoyable". I don't the final product will be polished up much more, but i could be wrong, but we're all basing our opinions on that.

They HAVE TO watch the tutorial (which isn't here in the CP) before, because they are too dumb to understand how anything related to computer works :p

I totally agree that dual-monitor setup can be improved upon in OS X, however I do think Apple is taking the right path here. The iPhone and iPad have much more in common with each other than iPad and Mac. I really don't see the point in having a touch screen interface on a PC and having the traditional desktop on a tablet. The way I see it the "one OS fits all" concept Microsoft is after won't work because the two types or devices are just too different. I also think it's completely berserk you have to deal with two completely different sets of apps within the same OS.

Microsoft turned Windows into an OS with multiple personality disorder.

Well the point I was sort of trying to make was that both companies have their priorities in releasing newer versions and that means some of the os features will be afterthought. For Microsoft, the priority is supporting both interfaces without comprising any input paradigm. In my opinion they mostly succeeded in windows 8 so far.

For apple, the multi monitor feature probably doesn't count that high up so it takes a backseat. (it is actually surprising given that they sell more laptops than iMacs)

Oh my god guys, it's just an OS, if you don't like it, either don't use it, or customize it. It's not the end of the world here, you can obviously tweak it around all you want, there is a thriving third party theme community out there, honestly not as thriving as in the days of Windows XP but it's still there. You'll get your precious glass in Windows 8. For all we know, it is an option, just not enabled by default, you take one picture, and go "OMG OH NOES" over it, relax guys.

Did you just call the start screen less intuitive than the start menu?.... You've never even seen a regular user in your life, have you?

The only clear score in all this debate for the pro Metro vs. Start Menu team. Though that one was a gimme ...

The desktop ins't an after thought. In fact, judging by the lengthy blog post on multi monitor enhancements that was posted the other day, I would argue it is quite the opposite, but I don't see the traditional desktop carrying forward too much longer. It'll loose more and more focus as technology becomes more interactive, and personal.

So you are saying that current Windows 7 Desktop is not interactive and personal. How do you people even come up with such statements.

So you are saying that current Windows 7 Desktop is not interactive and personal. How do you people even come up with such statements.

What's so interactive about the desktop? (Gadgets are not part of the desktop) It's just a bunch of lifeless icons that tell you nothing.

The only interactive part of the desktop is the systray and even then the info you get from it (without clicking on something first) is quite limited. In that regard a live tile can give you more useful information without you doing anything more than just looking at it. I think a good notification area would be more useful than the systray is right now actually.

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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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