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The odd thing to me is that, in the RTM of Windows 8, all the glass/aero is gone, but the icons in the ribbon for File Explorer are the exact same as in the CP and RP. The glossy, 3D icons from Vista and 7. That's what I can't figure out. Why did they keep the same icons? Even Office 2013 completely revamped all the UI icons for the Ribbon in all their apps. But Windows 8 has kept the icons. And the same My Computer, Recycle Bin, and Network, Control Panel icons from Vista/7. To me, if they were going to do something as drastic as get rid of all reflective / transparencies and every visual aspect of Aero, they could have redone the icons to be more consistent with the rest of the OS's look.

That's one issue I have with the Windows 8 desktop theme. They should have flattened the icons as well; the Vista-era icons don't suit the new theme at all.

The other issue are the hideous oversized title bars.

Could have made Basic a default and Aero optional. I like transparency, I'm crazy over it, my Firefox is damn full glass, for example. A matter of taste, no doubt. The thing is - transparency and blur doesn't go together with Metro, at least as Microsoft themselves are imagining it - several mockups on the internets that blend together Office 2010 and Zune, incorporate glass pretty good, but their own solid blocks of color do not. And it will be Windows 9 that will fix inconsistencies. Just as 7 took over from Vista.

It's just weird how we progressed, things got nicer as hardware capabilities were able to keep up with it, and then suddenly it feels like we're back at the start again. I know fashion is cyclical, and honestly I tend to prefer a simple-but-elegant, no-frills interface. But it's missing the elegance.

It's just weird how we progressed, things got nicer as hardware capabilities were able to keep up with it, and then suddenly it feels like we're back at the start again. I know fashion is cyclical, and honestly I tend to prefer a simple-but-elegant, no-frills interface. But it's missing the elegance.

Having used Windows 8 for several months now I recently used Windows 7 again and found I didn't like Aero as much any more. The rounded edges and excessive shadows looks wrong and I was never a fan of the transparency. At the end of the day you get used to it really quickly. But as I said before, it really isn't that different. It's bizarre to claim that Aero is great but Window 8's theme is "ugly" when they are so similar.

Simple:

The Startscreen is just an overlay on top of the desktop, which is still there rendered in the background. So the composition of the desktop using Aero is constantly using resources. That all consumes battery life and impacts general performance, and Microsoft wants the Startscreen to appear fast and smooth.

The answer for the change from Aero to Metro could be because this UI is to universal on Tablets, Phones, Laptops and Desktops. This UI is not as CPU/GPU intensive and can be run on lower end phones, etc. Also, as you read from many comments here (and on other sites) many people like the clean/minimal look (ala Google) It could be also that to sell a new product you have to change something.

All in all, it doesn't matter too much. Either you like it and upgrade, or you don't and you don't.

Personally I like a more interesting interface (Hollywood OS anyone?) but that's just my POV.

Time for anecdotal evidence:

While Windows 8's desktop theme isn't the most elegant solution, and someone really should be slapped hard for not giving the icons even the slightest restyling job - disabling transparency would be good thing for my laptop. Turns out the integrated Intel HD graphics (Arrandale Core i7) struggles to keep Aero fluid with lots of windows open, or if there's an external monitor connected. 'tis all good if you turn off transparency, but then non-transparent Aero looks a bit cheesy.

Simple:

The Startscreen is just an overlay on top of the desktop, which is still there rendered in the background. So the composition of the desktop using Aero is constantly using resources. That all consumes battery life and impacts general performance, and Microsoft wants the Startscreen to appear fast and smooth.

Except for the fact desktop composition is still present. All Microsoft did was get rid of transparency, nothing else. All the theme backend that's in Windows Vista and 7 is still there in 8, there's just no transparency.

I don't see how this will improve performance or battery life. Transparency is just that, transparent PNGs as opposed to opaque ones. I REALLY doubt that makes any noticeable difference.

Oh and the theme is still called Aero in the RTM, btw. C:\Windows\Resources\Themes\Aero

Aero was ugly when it came out.... I was really surprised when Win7 came out that they decided to keep Aero

Didn't you get the memo? :p Aero is the most beautiful thing ever...after Microsoft got rid of it obviously(not entirely true but). :p

Simple:

The Startscreen is just an overlay on top of the desktop, which is still there rendered in the background. So the composition of the desktop using Aero is constantly using resources. That all consumes battery life and impacts general performance, and Microsoft wants the Startscreen to appear fast and smooth.

Nice technical explanation there.

/s

I look at just the difference in the Taskbar in the RTM and the RP. In the RP, you still have some chrome; a thin white line at the top and above it a thin black border. In the RTM, there is no such chrome whatsoever. Just a flat colored strip and then the desktop. The same goes for the titlebar and window border colors. And no, you can choose one color for the taskbar and a different one for Windows. Additionally, while I was kind of hoping they'd bring back the ability to change your font face for different parts of the UI (Window title, Message box, icons, etc.) there is none. You can change the font size of different elements, but you get one font choice: Segoe UI. And not that Segoe isn't a nice looking font, even improved from Windows 7, but why completely remove such customization options?

And they can not use the reasoning 'well, we found that the majority of users don't customize Windows that way anymore, so we got rid of it.' They didn't use such reasoning for creating a Start screen made primarily for touch. Certainly, most people don't have touch-centric devices on their home PCs, but they made a huge change. I think it's more because in a Tablet / handheld OS, there's no such option. So, they removed it from Windows 8. And since it was kind of a Rube Goldberg to find where to change the fonts in Windows 7, such customization from users took a nose dive. Then they said 'most users don't change fonts in their UI anymore.'

this is what happens when lowest common denominator ideas/design take over. MS should have had a flatter aero in Win8 instead they removed it altogether to save battery life on tablets among other things.

its not a big deal to identify whether the host device is a pc or a tablet and specific ui's for the device (pc=aero, tablets= current regressive all flat theme) but hey.. consistency > good ux :rolleyes:

The default theme in Windows 8 is a disgrace to everything Metro used to stand for. Aside from a couple elements here and there it does absolutely no justice to the design language they've developed.

There are no shadows, the transition between the active and inactive states is jarring, you can't choose a black frame because the text is also black, borders on the windows are an opaque grey and look muddy against a dark background, the caption buttons are disgusting, the taskbar is completely transparent, there are Vista/7 style elements everywhere (icons, taskbar buttons, tray hover effect, picture viewer header, etc.).

I could go on for hours and I haven't even mentioned the start screen.

Did Microsoft really remove Aero and if so why why did they do this? Aero make the desktop look so much nicer. The Windows 8 desktop imo looks ugly in comparison and it looks flat. I am not a fan of the new metro lookor metro apps but I at least I figured I could ignore it and continue using the desktop.

I am really disappointed in what Microsoft has done with WIndows 8. It is obvious that he main focus is not the desktop but mobile devices. This has to be the first Windows release that I am not interested in getting.

Yes, visually Aero has changed. But I see it as a maturation, an evolution. The underlying technologies, like hardware acceleration, are all still there and unchanged. Frankly, I think this is the best Aero has ever looked. I much prefer it now to how it appeared in both Vista and 7.

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    • 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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