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Personally not againt it, I'm all for people running whatever they want (as long as they don't preach their choice as the only choice.) Just don't see it making any real impact, just going to come and go. But hey if I'm wrong that's great, not that it makes a bit of difference to me either way.. pretty unrealistic if anyone expects the major developers to just drop their biggest desktop market, not going to happen.

I don't expect them to drop development for Windows, and they won't do so, Windows is still a massive market for them. I just like having options.

Can one even discern 270 FPS vs. 315FPS?!

Probably not, but in higher end games that 12% framerate increase could have a big difference

Why does valve dislike W8? Is there a blog entry from valve about this somewhere? I'd be interested in reading that...

No, but it's simply because Win8 has the Windows Store and Xbox Live integration now, the OS can do much of what one uses Steam for on the PC right now and they don't like it. This whole thing about "lock-in" and "taking our profits" is overblown at this point.

It amuses me that people are assuming that they're doing it just because they want to pick on poor little Microsoft. Has anyone considered that they actually see a genuine future with gaming on Linux?

I think Valve does see a future for Linux gaming, and with Dell, Asus, and other OEM's getting behind desktop Linux, now's the right time to throw in their lot.

With the introduction of Windows 8 into the mix, OEM's are going to be begging for alternatives, especially since most of them can still remember the Vista debacle. It just needs to be done right this time - no more custom GNU/Linux front ends, just straight forward Ubuntu, Mint, Fedora, Debian etc. Keep it simple and I think Linux has a good chance of taking some serious marketshare on the desktop.

Whoah, Linux has an app store, that's a "catastrophe" for steam ;-)

It has many ;) The difference being, distro makers aren't tyrannical and don't dictate what can and can't be run on the system like Microsoft's doing with WinRT, and probably the x86 version eventually too.

How is cross-platform connectivity or however you want to think of it a bad thing now? Because it comes from MS's store? Is that the single reason this is a problem for people or something? Doesn't steam offer much the same with their Windows and OSX versions and also the connection to the PS3? Honestly some of you, it seems because MS is going to do more of what steam does already it's totally wrong and is going to screw us all over! Look out the sky is falling!

No, Steam offers the ability to play the game on any OS that supports it. I think that's a GREAT idea.

Microsoft is going to use its console presence to steamroll other interests in tablet / phone / PC gaming. Honestly they might not even be that interested in PC gaming beyond things that will tie into the Xbox. They have a captive market, and they're already notorious to deal with (see the Fez fallout), they'll only be worse if they can make more money selling through their service to every screen in your house.

If Steam develops for Linux, that's as open as can be. Microsoft has an interest in making the PC like the Xbox, which is as closed as can be. Is it not clear which side I would support here?

I haven't bothered to read through 8, the first 2 seemed to be full of arguing.

Who cares? It's great for computing. Means games that already support linux will now be allowed on Steam, means more publishers can publish to linux (if they choose to) and means Steam really is cross-platform (windows, mac, ps3, linux)

It runs a bit faster then directx, wahay, but I still don't think the things opengl can do are up to par with the things directx can do but it doesn't matter.

I see this as good news, can't really see why people see this as bad news? Steam makes valve a lot of money, if they want to spend some of that on making steam and their games even more cross-platform, why do you think 'OMG THIS IS SO BAD' ?

With the introduction of Windows 8 into the mix, OEM's are going to be begging for alternatives, especially since most of them can still remember the Vista debacle.

You do realise that the OEMs were the ones RESPONSIBLE for the Vista debacle. :rolleyes:

OEMs are going to sell based on demand. Dell had a line of machines that shipped with Linux and hardly any sold. It will be a loooooong time before OEMs waste significant resources on selling/supporting Linux based machines. OEMs also LOVE when MS ships a new OS as it helps them sell tons of new PCs.

I agree with most of your post except the Halo part. Halo was never a PC/Windows-first title. (it was a Mac game in development but as most iPeople tell me Macs are not PCs. :p)

We are talking about Bungie so dual release was assumed. Was never Mac exclusive though if that's what you are trying to say, even though it debuted at Macworld.

The game was initially intended to be released for Mac OS and Microsoft Windows platforms, until Microsoft's purchase of Bungie in 2000 led to the game becoming an Xbox launch title and platform exclusive. Halo went on to become the Xbox's "killer application", selling millions of copies and spawning a billion dollar franchise. - Wiki

And Bungie's thoughts at the time: " A single, powerful, stable platform and a chance to exploit the vagaries of a new system. Programmers love that stuff." - Now where have I heard that before.

This is about enthusiasts, casual gamers are better served by an 'app' store and mobile OS simplicity.

No, there are people who will NEVER use anything but Windows, just look at any thread involving Linux or OS X, it always devolves to Windows fanboys bashing everything and anything not Windows, performance enhancements like mentioned here are of no concern to them.

I know right. Its a good thing theres no apple or linux trolls. Keep em all on the windows side amiright?

The difference being, distro makers aren't tyrannical and don't dictate what can and can't be run on the system like Microsoft's doing with WinRT, and probably the x86 version eventually too.

I keep seeing this thrown around a lot. x86/64 that is, not RT which is a given. Why do people keep making this assumption that Microsoft is suddenly going to drop support for software that's been available to run since the last century? Considering that backwards compatibility has been one of Windows many strengths for years, don't you think that would be akin to financial suicide? Microsoft may have done shady things in the past, but they're not stupid, and arbitrarily telling people "sorry but your stuff won't work any more" is a great way to do just that. If they were to do something that asinine to Windows 9 it would never sell and they know it.

I've been a loyal Windows user for 10 years and the level of sycophancy towards Microsoft amongst a lot of Neowin members shocks even me. Choice is a good thing for consumers, we're here to do what's best for us, not Microsoft.

No but that hasn't stopped the sensationalist journalism.

Again, not everyone will be running the game on a machine with the same specs as the one in the tests. Take 250 FPS from those numbers and see if the difference would matter.

And also, again, it's not a competition. It just proves that games on Linux perform great despite the lack of GPU driver optimization.

OEMs are going to sell based on demand. Dell had a line of machines that shipped with Linux and hardly any sold. It will be a loooooong time before OEMs waste significant resources on selling/supporting Linux based machines. OEMs also LOVE when MS ships a new OS as it helps them sell tons of new PCs.

Yeah, in general OEMs sell Linux before a new Windows release to negotiate better terms with MS. Or they sell them to developing countries because they know everyone is going to pirate their software.

The majority of actual Linux uses install it themselves, and probably dual boot.

No, Steam offers the ability to play the game on any OS that supports it. I think that's a GREAT idea.

Microsoft is going to use its console presence to steamroll other interests in tablet / phone / PC gaming. Honestly they might not even be that interested in PC gaming beyond things that will tie into the Xbox. They have a captive market, and they're already notorious to deal with (see the Fez fallout), they'll only be worse if they can make more money selling through their service to every screen in your house.

If Steam develops for Linux, that's as open as can be. Microsoft has an interest in making the PC like the Xbox, which is as closed as can be. Is it not clear which side I would support here?

At the end of the day the store and Xbox integration are a choice, one of a few on Windows, you don't like it so you don't have to use it. I'm already a Xbox gamer and I like the integration, I welcome the choice to have that connectivity between my systems. The Fez "fallout" is BS, every console maker charges devs for patches, MS isn't the only one who does this. Fix it with the first free patch you get or pay, it's always been that way. It's stupid for developers to turn around after all this time and make it an issue now like they've been blindsided by it.

And MS can't steamroll anything, Xbox live is integrated into WP and that hasn't helped. On Windows it's just another option, you want steam? Then use steam still, or maybe you want Origin? Or maybe GOG is enough for you? Those all work and will keep on working. Heck, if anything I believe metro apps and winrt is as restricted as it is at the moment because the APIs and framework is new. Long story short I don't see Windows being as closed as you make it sound. Metro and the windows store is just another option on x86-64 hardware. It's only really closed on Windows RT tablets, but that's a different market by itself and by design.

You do realise that the OEMs were the ones RESPONSIBLE for the Vista debacle. :rolleyes:

Off topic, but yes and no. Microsoft deserves part of the blame there, too.

Even though gaming on linux would be nice, not every company feels the same way about linux developing just because there isn't moolah$$ to be made there, compared to windows.

Also, stupid question but hey.. If linux is "open" wouldn't cracking/pirating be easier?

There hasn't been a service like Steam on Linux that would deliver content worth paying for.

It's a fact. OpenGL runs on virtually every platform, and Microsoft's Direct3D runs on Windows and XBox that's it. COM code isn't portable anywhere. It's a mess of proprietary platform specific lock in.

So you really don't have a clue.

Making a game run in OpenGL does nto make it multiplatform. it doesn't even make the graphic engine multiplatform. You still need to do the actual hard work, the porting of the actual game code.

We are talking about Bungie so dual release was assumed. Was never Mac exclusive though if that's what you are trying to say, even though it debuted at Macworld.

The game was initially intended to be released for Mac OS and Microsoft Windows platforms, until Microsoft's purchase of Bungie in 2000 led to the game becoming an Xbox launch title and platform exclusive. Halo went on to become the Xbox's "killer application", selling millions of copies and spawning a billion dollar franchise. - Wiki

And Bungie's thoughts at the time: " A single, powerful, stable platform and a chance to exploit the vagaries of a new system. Programmers love that stuff." - Now where have I heard that before.

This is about enthusiasts, casual gamers are better served by an 'app' store and mobile OS simplicity.

Hmm. IIRC They were a Mac developer and Halo was announced as an exclusive Mac game by Steve Jobs (too lazy to watch that video now and verify).

Making a game run in OpenGL does nto make it multiplatform. it doesn't even make the graphic engine multiplatform. You still need to do the actual hard work, the porting of the actual game code.

No, but OpenGL runs on plenty of platforms while Direct3D only runs on those from MS. As small a percentage of the amount of work that might be, it still makes things easier.

If you apply the same logic to the whole development and don't get tied to platform specific technologies, porting suddently becomes a whole lot much easier.

The point of going multiplatform is planning before developing instead of porting as an afterthough, that's where you cut the work and make things easier.

Just to be clear, before someone wants to start flaming me or whatever. I'm cool with linux and linux gaming, if that's what you want go with it. I'm just debating the line of thought that the Windows Store and Xbox Live integration is doom for PC gaming all of the sudden. I don't agree. I think it'll actually help, it's another choice on the list for people to use regardless of the profit model and certification process. Hell, I think every store/marketplace should have a tough certification process anyways, regardless of any profit splits etc, I don't want virus and malware infected things showing up.

Making a game run in OpenGL does nto make it multiplatform. it doesn't even make the graphic engine multiplatform. You still need to do the actual hard work, the porting of the actual game code.

Sure, but it'll make porting a hell of a lot easier than any D3D Windows > Linux OpenGL port would be.

Why do people keep making this assumption that Microsoft is suddenly going to drop support for software that's been available to run since the last century?

For one thing, anything that remotely resembles a distribution platform like the new Windows App store is a competitor. And look at the history of companies who write Windows software that Microsoft decided to compete with destroy:

1. Office software - Lotus, Coral, etc .

2. Browsers - Netscape, and now all other browsers except IE on WinRT.

There are others too. Microsoft has a history of giving its applications advantages over the competition using secret API's and such things in order to wipe out the competition. And let's not kid ourselves here, browsers like Firefox and Chrome are competition to Microsoft, as well as Steam and other platform within a platform software that takes users out of the Windows Start Screen experience.

Considering that backwards compatibility has been one of Windows many strengths for years, don't you think that would be akin to financial suicide?

Quite the opposite. Microsoft has an OEM monopoly. It can do what it likes, as shown by the complete disregard for desktop users with Windows 8. By forcing all apps to go through the Windows store, Microsoft stands to make a pretty penny. It's trying to emulate Apple's walled garden approach. I don't think it will work though, as evidenced by the rebellious comments by various game developers/publishers.

Microsoft may have done shady things in the past

May have? Hehe. I guess you haven't read the Halloween Documents then ;) It's a very enlightening read. And I don't see anything to suggest the company has changed. The Anti-Linux litigation and FUD for one.

but they're not stupid, and arbitrarily telling people "sorry but your stuff won't work any more" is a great way to do just that.

That's exactly what they're doing with WinRT. They're still calling it Windows, except the only Windows application that will run is Microsoft Office.

No, but OpenGL runs on plenty of platforms while Direct3D only runs on those from MS.

Anyway the point of going multiplatform is planning before developing instead of porting as an afterthough, that's where you cut the work and make things easier.

And as I said before, switchign between OGL and DX is actually fairly easy, far easier than the actual code base. most sensible developers will even program the game so that the calls go through a "translator" that can talk to either DX or OGL, and if you use a third party graphics engine you often have that built in as well.

granted these numbers are still unproven and we only have the claims of someone at valve saying it is so. Valve the company that's interested in selling their linux platform. to the tens of thousands of Linux gamers :laugh:

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  • 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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