Kinect Priced, New Bundles, 4GB Slim Announced


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Your logic is flawed. With such reasoning, anything that has failed would be comparable. But that isn't the case. The HD-DVD player relied on the continued production of HD-DVD movies which relied on the continued creation of the standalone HD-DVD player. But, the format died and therefore the lifeline of the player died. If it was a failure in its own right I'm sure the peripheral would have failed before the format, but it didn't.

You?re really over thinking this. One is a failed add-on and one is an add-on that has received some unfortunate news (it is priced rather expensively) that may lead to it failing. That?s the end of the comparison.

Second, you are entirely wrong about motion games dying off. In fact, just the opposite. The fact that MS and Sony are even making peripherals to the same extent prove that notion. But you can believe what you want. Facts show different.

MS and Sony jumping on the motion control bandwagon say nothing about it being a gimmick. Look at 3rd party developers are doing. Their releasing cheap shovelware. They?re making it a gimmick.

@Unrealistic, Buy it on ebay.

As for 2 games vs 1, it's still not a 1:1 comparison. Seeing as 1 game is packaged with the console and another with the peripheral. Microsoft bundle a free game, sometimes a whole disc of games with the console. They've even given away games for free.

@CentralDogma, it's you over thinking, and twisting the facts to suit your own argument foolishly.

When you're gouging people for an addon(s) it's better that you do it in a way that makes them think they're spending less, eg multiple parts.

Kinect doesn't have multiple parts therefore is stuck lumped at $150.

All the arguments that are going to arise out of this remind me of 2006/2007 when it was about spending more for a PS3 with everything, or getting a 360 cheaper and adding the bits and bobs you need :p

I only need a PSWand, have EyeToy and have a DS3, so that's £30 spent! That kind of thing.

There's no argument to be had, it's numbers on paper. If you want to play party games with friends, Move is more expensive.

All a friend coming to mine may need is a Move controller.

Pretty sure most party games are just going to use it.

4 move controllers will currently cost me £124 :p

But sack that, I buy for myself.

MS and Sony jumping on the motion control bandwagon say nothing about it being a gimmick. Look at 3rd party developers are doing. Their releasing cheap shovelware. They?re making it a gimmick.

Actually, Nintendo made it a gimmick. Why? Cause for a majority of the Wii's lifespan there was no quality control on games. Anything could be put on the console and as a result we got 60 versions of Wii Sports. This is not the case for Move or Kinect and hopefully it will produce better games. But, as you said, it is in part up to the devs as well. They will make or break this peripheral, not the price.

Most of the bad news about it, btw, is misinformation being spun for the sake of article views. I mean, if the Wii survived its own bad reputation (breaking TV's, hardcore gamer trashing, etc.) I'm pretty sure that Kinext/Move will survive what appears to be minor negative remarks in comparison to the Wii.

@Unrealistic, Buy it on ebay.

As for 2 games vs 1, it's still not a 1:1 comparison. Seeing as 1 game is packaged with the console and another with the peripheral. Microsoft bundle a free game, sometimes a whole disc of games with the console. They've even given away games for free.

You sound bitter.

Well that may be true about MS bundling games, but if they were planning on bundling more games, they would have said there and proclaimed how much you will be saving, so that point is moot. And if you want to get into semantics, let's talk about Multiplayer.

Wii games = motion controller, free online multiplayer.

Sony = motion controller, possible free online multiplayer (based on games)

Xbox = motion controller, possible PAID online multiplayer (based on games).

I don't want to beat a dead horse, or sound like Audioboxer. I absolutely hate that my Wii sits and collects dust, and I haven't done much with my PS3 since the last update, but you know what I hate more? Advertisement lies. Microsoft is pushing their own bull****, ala Apple iPhone 4 news, and I don't like it.

They can do better. I expect it from them, as the leaders of the HD console companies.

@AB, So either stick to games that require 1 move controller or miss out on some good games that require Navi too?

Sounds like a lame resolution to me. Are you going to share 3D glasses too while you're at it? :p

Edit: before you say use a DS3, they aren't free. Either you need to buy 1 sep or with the console.

@Unrealistic, I'm not bitter, heck I don't even like the price. But the comparison is fair in my opinion. For all we know JoyRide could still be free to Kinect users, so there's your second game possibly?

Not even getting into the XBL vs PSN vs Wii online thing.

@Unrealistic, I'm not bitter, heck I don't even like the price. But the comparison is fair in my opinion. For all we know JoyRide could still be free to Kinect users, so there's your second game possibly?

Doubtful.

http://store.microsoft.com/microsoft/Kinect-Joy-Ride-for-Xbox-360-with-Kinect/product/9065CCA6

Not even getting into the XBL vs PSN vs Wii online thing.

Damn :(

Actually, Nintendo made it a gimmick. Why? Cause for a majority of the Wii's lifespan there was no quality control on games. Anything could be put on the console and as a result we got 60 versions of Wii Sports. This is not the case for Move or Kinect and hopefully it will produce better games. But, as you said, it is in part up to the devs as well. They will make or break this peripheral, not the price.

Most of the bad news about it, btw, is misinformation being spun for the sake of article views. I mean, if the Wii survived its own bad reputation (breaking TV's, hardcore gamer trashing, etc.) I'm pretty sure that Kinext/Move will survive what appears to be minor negative remarks in comparison to the Wii.

I agree that Nintendo has had a part (albeit a large part) in making motion control the mess that it is today. They imposed absolutely no quality control on what games were published on the Wii and gave little support to 3rd party developers trying to put effort into making good games on the Wii.

From what I?ve seen of both Move or Kinect, they?re headed down the same route. It?s unfortunate, I don?t think motion control is inherently tied to production of shovelware, but it?s something that?s developed with the platform on the Wii and it looks like Move and Kinect are just opening the flood gates to the stuff. Hopefully some developer will be willing to put forth some effort into a motion control based game and be successful, but I doubt that will happen anytime soon

^ can't speak for Move cause I haven't read up on it enough, but as for Kinect, MS are doing a lot to help with the tech itself and how to use it imaginatively.

Just the other week Peter Molyneux was talking about his duty as Creative Director in EU and using Kinect in ways they did for Milo.

If 3rd parties want to ignore that and make Wii-clones, then that's their choice.

Sony's support for normal games is pretty high though. Just look at the relationship between Naughty Dog, Insomniac & the rest. They all share their work & techniques together.

I wonder how many of the Kinect games that don't look like crap were built from the ground up for it as opposed to having the feature added later. I know Child of Eden had it added later, not sure about Dance Central though.

I'm going to go out on a limb here and say, given that people have been spending more and more on videogames year after year these last few years despite the economy, and given that motion control is popular, and given that the idea of Kinect is badass...it's going to sell pretty damn well at this pricepoint.

Still going to cost more in Australia then anywhere else and I will still pick one up on launch its a new tech I want to experiance myself and could be fun with the GF and for partys.. It comes down to less then a days work the way I look at it and im sure most of us are adults here.

I think Kinect will still sell well, you can be sure that retailers are going to do a morebundle than MS, maybe £150 for Kinect + Kinect Adventures + Move or maybe another one of the Kinect games, maybe Ubisofts fitness game.

Thats the sort of bungle I would go for :)

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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. 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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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