I use Windows 8 like a power user! Do you?


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I didn't "throw out" the mouse part. A "mouse and keyboard" user has a keyboard. If they don't wish to use their keyboard, they can't reasonably blame Microsoft. That was my point.

You most certainly did. I can do many things easier with the mouse (reasons we developed a GUI to begin with). Telling me sorry, you just can't do that efficiently with the mouse anymore so learn these new keyboard shortcuts is again, some very Mac loving ****.

Here's a video I linked in the other thread, but I think is relevant here too:

Additional column views & other right click options, along with the items you mentioned.

That?s what I'm pointing out. All the column view options are still there. Right click on a column name and select "select columns".

Windows Server 2008 R2 / Windows 7 Taskmgr have 30 column options.

Windows Server 2012 / Windows 8 Taskmgr have 37 column options. No column views were removed, only new ones became available. The only thing removed was the old method of adding columns.

The same thing goes for right-click options on processes. There are more options, not fewer, and nothing that was there before is missing that I can see.

People don't seem to be having trouble with gestures on competing tablets. Why would they be a problem on Windows?

Keyboard shortcuts exist today, and will continue to serve the same segment of the population.

Clicking in the corner is the easiest thing you can possibly do with a mouse. Don't you think there have been endless usability studies (both short and long-term) of these changes with users of all different backgrounds and comfort levels?

And do you really think the learning curve here is more of a problem than it is on any given cell phone purchase the same person would make this year?

Actually, Brandon. Clicking in the corners is a royal pain in the ass when you have multiple screens. VERY easy to just miss and end up in the next screen, thus achieving nothing.

Also, tablets and desktops are totally different paradigms, and mouse gestures are nothing like as natural as those on a touch screen.

Actually, Brandon. Clicking in the corners is a royal pain in the ass when you have multiple screens. VERY easy to just miss and end up in the next screen, thus achieving nothing.

Than just use the keyboard shortcuts. :D They also have catchers in the corners now that are designed to catch the mouse and prevent it from going off onto the other screen. They work reasonably well.

Needless to say, the Music app is an "App Preview" which has pretty much stolen the interface from Videos App Preview for the makeshift preview purposes. It is most certainly going to be change come RTM time. Same goes for pretty much all WinRT apps, some to more dramatic extents than others. All the way back at Build 2011, the focus and goal was clearly on getting solid apps out by RTM time, just before GA.

The whole philosophy with Metro UI is that it is something that works with mouse, keyboard, touch as well as touchless gestures. Use only mouse/kb and resist change? hate Metro? Don't use it! Stay on Desktop, use Windows Media Player or foobar or whatever, as always. It is really not a big deal.

Yeah, they will end up looking like their Xbox counterparts.

Actually, Brandon. Clicking in the corners is a royal pain in the ass when you have multiple screens. VERY easy to just miss and end up in the next screen, thus achieving nothing.

Agree FFM, not that Brandon will take off the rose glasses long enough to acknowledge it. I also don't think its that easy when you have to travel across so much space considering how much larger today's displays are than on the SVGA ones where it made more sense. He thinks non-fullscreen RDP is working just fine too apparently.

That?s what I'm pointing out. All the column view options are still there. Right click on a column name and select "select columns".

Windows Server 2008 R2 / Windows 7 Taskmgr have 30 column options.

Windows Server 2012 / Windows 8 Taskmgr have 37 column options. No column views were removed, only new ones became available. The only thing removed was the old method of adding columns.

The same thing goes for right-click options on processes. There are more options, not fewer, and nothing that was there before is missing that I can see.

Oh I see, it was moved to the details tab (previously under processed tab in the old taskmgr). Cool, looks like all that goodness is still there using the new Task Manager. Thanks for pointing that out.

Actually, Brandon. Clicking in the corners is a royal pain in the ass when you have multiple screens. VERY easy to just miss and end up in the next screen, thus achieving nothing.

have you even messed with the RP? microsoft already solved that problem

Than just use the keyboard shortcuts. :D They also have catchers in the corners now that are designed to catch the mouse and prevent it from going off onto the other screen. They work reasonably well.

I'm glad they added the catchers on one hand, and am annoyed by them on the other. The catchers interfere when dragging objects like icons or windows, and at the moment there is absolutely no good reason for a dragged item to be caught by them.

I'm glad they added the catchers on one hand, and am annoyed by them on the other. The catchers interfere when dragging objects like icons or windows, and at the moment there is absolutely no good reason for a dragged item to be caught by them.

is too difficult too avoid those 6 pixels? :/

  • Like 2

I'm glad they added the catchers on one hand, and am annoyed by them on the other. The catchers interfere when dragging objects like icons or windows, and at the moment there is absolutely no good reason for a dragged item to be caught by them.

there's been plenty of time to report something like that, that wouldn't be too hard for MS to fix

I guess now only time will tell if that gets fixed (it doesn't bother me as i don't use multiple monitors very often, but I can see how it would be annoying)

is too difficult too avoid those 6 pixels? :/

When you have 3+ monitors, and some of them are on top of one another, yes. It doesn't affect me often, but it is annoying when it does.

have you even messed with the RP? microsoft already solved that problem

Been using it as my primary OS since it came out, and yes, I'd noticed the catch, but I still manage to miss quite often.

Also, the charms bar popping up when gaming REALLY needs to be sorted out.

Been using it as my primary OS since it came out, and yes, I'd noticed the catch, but I still manage to miss quite often.

Also, the charms bar popping up when gaming REALLY needs to be sorted out.

Charms bar is most annoying when closing a full screen desktop window :/

there's been plenty of time to report something like that, that wouldn't be too hard for MS to fix

I guess now only time will tell if that gets fixed (it doesn't bother me as i don't use multiple monitors very often, but I can see how it would be annoying)

Yup. I really wish they would open the connect site for all users actually giving feedback on Windows so we could actually see how bugs are getting categorized (and so we can reintroduce the issue when it gets closed because someone can't reproduce it). The bug reporting tool provided to MSDN users is not very good, and its integration with step recorder is 80% broken. Step recorder works perfect for me if I use it on its own, but I use it in conjunction with the reporting tool it fails to capture pictures at least 80% of the time. (200 steps, 180 pictures missing).

Trying to do the step recorder with that tool and reporting the metro issues across surround with 3+ monitors? I had to entirely give up on showing them what I was seeing. It wouldn?t even capture one screen shot.

you have no idea how computer illiterate the people I talk to every day are. They have trouble with everything and anything, including apple devices. Having two separate interfaces to switch between will make some of their heads implode :D many users can barely find the (currently visible) start button in windows 7.

And gestures on tablets are significantly more intuitive than MS's implementation of gestures with the mouse. I found metro gestures with the mouse were a pain in the ass and keyboard shortcuts were the only usable method. (many users I deal with can barely even comprehend the concept of a keyboard shortcut.)

For these users there isn't two UI's, there is either Metro, or there is the desktop with a full screen launchers that easier to find stuff in than their old menu.

Actually, Brandon. Clicking in the corners is a royal pain in the ass when you have multiple screens. VERY easy to just miss and end up in the next screen, thus achieving nothing.

Also, tablets and desktops are totally different paradigms, and mouse gestures are nothing like as natural as those on a touch screen.

No corners work just fine on multiple screens. having two I should know, I have no trouble getting the start button to show. neither to top task switcher that I don't use, and the top corner between screens also has an invisible wall, I kind of wish they had it at the bottom to, but I don't really need it and sometimes it's annoying and in any case, it doesn't matter since RP since you can now use all corners on all screens. so you can use the left corners on the left screen and right corners on the right screen.

I'm glad they added the catchers on one hand, and am annoyed by them on the other. The catchers interfere when dragging objects like icons or windows, and at the moment there is absolutely no good reason for a dragged item to be caught by them.

The catcher at the top was there in CP to.

Charms bar is most annoying when closing a full screen desktop window :/

That should be no problem for most since nobody likes full screen apps here :)

They all have big monitors, full screen apps are useless

That should be no problem for most since nobody likes full screen apps here :)

They all have big monitors, full screen apps are useless

I should have said "maximized" desktop window :) personally my time with Lightroom panels on the right and other maximized windows is a hit & miss with the charms bar.

In a nutshell, "who moved my cheese?". I kind of understand the music app thing but seriously, Windows update? :wacko: Not to mention, you can do Win + W for searching settings.

The start screen installer mess is no different from Windows 7.

In a nutshell, "who moved my cheese?". I kind of understand the music app thing but seriously, Windows update? :wacko: Not to mention, you can do Win + W for searching settings.

The start screen installer mess is no different from Windows 7.

A) It's not that they moved it, but the fact it has to run full screen

B) Sure Windows key + W works. But what about the average user?

A) It's not that they moved it, but the fact it has to run full screen

B) Sure Windows key + W works. But what about the average user?

A) You can use the desktop control panel

B) Since when does avg. user care about Windows update? It is supposed to do its work in the background and only prompt when user interaction is needed (restart, failures)

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    • 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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