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Monday 31 October 2022

Mount & Blade 2: Bannerlord Review

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The claustrophobic press of frenzied melee, whistling of missiles, and thunderous charge of cavalry are often represented in games, but rarely so personally as in the Mount & Blade series. It’s not often I get the feeling I’m experiencing what must’ve been the needs of a commander at eye-level on the field trying to maneuver his forces, or being forced to desperately scramble among bodies for a quiver of arrows or fresh shield. This is the appeal of Mount & Blade 2: Bannerlord, and it outweighs all of the holes, bugs, and underwhelming strategy and roleplaying mechanics you have to wade through to get here. When you reach the battlefield, this low-fantasy medieval simulation is unmatched.

Bannerlord drops you into the shoes of a capable, temporarily impoverished wannabe in a sandbox world based on late antiquity, complete with a fragmenting Roman Empire stand-in. It's an engaging scenario for its variety of combatants, mercenary bands, and warring societies, each with a unique historically-based way of fighting. In contrast, Bannerlord's main story is very thin, but revolves around finding the remnants of an ancient and symbolic banner – then deciding whether to use it to finish off the empire or take the banner to reunite its fragmented territories.

It qualifies as a sandbox because how you rise to power is largely up to you, whether on a trade fortune, becoming a famous mercenary, or working from inside one of the eight kingdoms. From there it's all about conquest in the name of your chosen nation – or throw that out the window and start a faction of your own. That said, the actual kingdom-management strategy is weak due to shallow mechanics and lackluster AI – it's really just an excuse to raise big armies and smash them together. You do that via maneuvering in an overworld strategic layer before dropping into hybrid action real-time strategy battles where you directly control only yourself, but can issue commands to your AI-driven troops.

The actual kingdom-management strategy is weak.

That description paints a picture of a living, vibrant world, where kingdoms and nobles have grand goals and overarching relationships. Sadly, that's not the case. Bannerlord's world is busy enough, with caravans of traders, robber bands, parties of warriors, and peasants scurrying about between settlements like ants, but all that really only exists so you have something of your enemy's to raid, pillage, loot, and burn. Even the diverse settlement characters and noble clans are just an empty relationship bar for you to grind up for bonuses.

Much of that anemia would be a forgivable indulgence if Bannerlord wasn't so rife with simple bugs. Quests will trigger relating to a faction you're not part of. Perks from leveling up, constructing buildings, or enacting kingdom laws sometimes just… have no effect at all. Multiplayer is rife with network and server errors. Perhaps most pervasive are the graphical glitches, which are legion but mostly involve gaps in weapon models and an array of clipping that speaks to a broader lack of attention to detail. Seriously: the would-be empress Rhagaea, one of the eight most important NPCs in the world, consistently has her chin clipping out of her chainmail coif. What the hell is that?

Bored, Then Sword

Fighting is the meat here. The massive clash of as many as a thousand soldiers on the field is unrivaled, at least at the scale and level of simulation Bannerlord attempts. Whereas the overworld map is very transparently not a simulation of a real world, the combat tries to stick to at least historically plausible outcomes, so swinging a sword often feels desperate and real. No matter how potent you are as a single combatant, a handful of opponents of decent skill can quickly overwhelm you: you are not a god of the battlefield who cuts down a dozen enemies at a stroke. You're just another person, albeit a smarter one than the AI grunts.

On that person-to-person level, Bannerlord's combat is delightful. Chaotic and confusing at first, I soon started to understand the interplay of the four attack angles, parrying, blocking, and types of weapons. Every attack has its velocity measured against the target's, subtracting or adding damage relatively, and tracking the location hit to determine how armored it is. It tracks relative weapon and shield position, allowing attacks to catch on an opponent's counterattack or nearby object. Weapon weight plays a factor, as does elevation, swing length, and even what part of your weapon hits the enemy: Hitting someone with the haft of your axe, for example, does far less damage than the head.

Learning all of these little details, then tweaking the difficulty to suit yourself, is what makes Bannerlord’s combat superb. Desperately aiming your attacks, picking targets, and outfighting opponents is pulse-pounding absorption entirely different from the more furious combat of over-the-top action games. That's most on display in multiplayer, where you can test your skill against others in one-on-one duels. For some that's really the whole game, as the fighting-game-like interaction of weapon options builds depth.

Oh, and then throw your character's personal skill out the window when you get into large-scale fights against the AI or another player. Your quick blade might matter a lot in the arena, but when you're crushed into a melee among dozens of others there's no easy escape from enemy attacks, and wide sweeps of your sword are as likely to catch on an ally's spear haft as strike your opponent directly. The chaotic clash of shield walls, or the mixed scrum of a running cavalry battle, is the absolute peak of Bannerlord.

The metagame of play here is wild due to Bannerlord's robust commands and troop variety.

Playing online, Bannerlord's Captains mode has two teams of six go up against each other, with each player in command of their own squad of soldiers. The metagame of play here is wild due to Bannerlord's robust commands and troop variety.

Organizing and commanding your soldiers is a high point. Figuring out how to use terrain, elevation, formations, and more on any of the many, quite varied battlefields is a really nice pre-battle puzzle. One hundreds-strong block of infantry is fine in an open field, but terrible for siege assault, for example. I love breaking my infantry off into a formation of pikes when I breached enemy walls, letting those long-reach weapons clear the gap while the heavily armored and shielded troops stormed the intact walls via siege towers. It takes a bit of learning, but thankfully bringing up the orders menu in combat slows time way down (not in multiplayer, of course), giving you precious moments to consider orders and placement before executing a plan.

Combine all those considerations with the broad variety of troops to collect and maintain and you're all but guaranteed to find a playstyle that suits you well. A Mongol-esque horde of horse archers? A shield wall of heavy Germanic infantry? A thundering charge of knights? A hit-and-run force of light cavalry? All of those and more are viable choices in Bannerlord precisely because it tries so hard to mimic the ideas of medieval combat. Put them in the hands of other players online and you'll be cursing the guy who invented the shield wall, the crossbow, or my new nemesis: The jerk who figured out you could use a bow from horseback.

I just wish that same attention to detail was demonstrated elsewhere, specifically in the overworld aspect of the campaign. Many other parts of Bannerlord feel woefully underdeveloped, from diplomatic relations to roleplaying decisions, and much of it feels like busywork you can do that has no real impact on the outcome of a campaign. A more focused sandbox that didn't feel the need to have arbitrage-trading economics, or a system of laws and privileges for factions to vote on, would serve to highlight that delicious combat much better, rather than bury each instance of a standout cool fight under an hour of grinding to make it happen.

Many other parts of Bannerlord feel woefully underdeveloped.

Much like the creepy, lifeless eyes of its many NPCs and their stiff animations, Bannerlord's world never feels alive. You can go about talking to people, fulfilling their fetch or kill quests, doing empty minigames to convince them of things, even playing Tablut against them, but it's all about finding your way into the next fight. Playing it as a trader simulation or political strategy game will be shallow and repetitive, with little reward. NPCs have no deep motivation and an extremely limited pool of awful dialogue, and even when a relationship meter says you're best friends or bitter enemies, there's no real weight behind it. For a game that's remarkably text-based, Bannerlord just doesn't have any interesting text.

In short, it's good that the combat is fun: Everything that's not a fight is ultimately just a bit of color before you get caught up in a brawl somewhere or decide to kick off a new war.

In that way Bannerlord's closest comparable genre is arguably the space sim. You can do a load of different things in a big world, but that world trades detail for scale. All that everything quickly turns to a somewhat-bland nothing via repetition. And there is a lot of repetition: progressing your skills or kingdom in Bannerlord requires an interminable amount of grind, brutally forcing me to repeat the same tasks until I begged for mercy at raiding the same bandit lair maps or retaking a castle the NPCs of your clan have lost for the umpteenth time.

That’s what really hobbles the exceedingly simple strategy layer. Most of the challenge there comes from herding NPCs and running around to give in-person orders. It's so difficult to coordinate the actions of the braindead AI without gathering them into a single army that you'll likely resent any time the other lords in your faction gather one for themselves, because they'll inevitably waste it on whatever objective is closest rather than which one is more vital to your cause.

Progressing your skills or kingdom requires an interminable amount of grind.

There are just a hundred obvious things missing from this world, in even their simplest forms. I can't send messengers to the AI characters and factions asking for things? Did nobody in this entire world manage to invent boats? Plus, some of what's there is tedious. It's telling that a popular PC mod automates for-profit trading, while another adds copious defensive options so you don't have to spend hours picking off bandits or reclaiming the same castle twice in a single war.

Which brings us back around to combat, because it's most of the way you interact with the world. You can auto-resolve fights when two armies meet, which is nice for skipping past overwhelming stomps, but for real battles it's not worth it for two reasons: The auto-resolve will almost always get dramatically worse results than you could (which is a fairly standard consequence of taking a shortcut like this), and second, opting out of the majority of fights just makes Bannerlord a worse version of medieval strategy games like Crusader Kings or Total War.

Without rich features a sandbox quickly looks like a desert, and barren is what Bannerlord's overworld becomes after 10 or 15 hours of play. And 10 or 15 hours isn't even half of what you'll need to finish a campaign – try 40 to 70 hours. You'll still be playing long after you've seen everything there is to see, seeing it again and again with little by way of variety to distinguish one time from the next. Whether you're still having fun comes down to how richly you're roleplaying to yourself and how much you enjoy the battles.

For all that it gets wrong, however, Bannerlord does have one huge thing going for it: Play sessions can be really short. All those bite-size fights, epic battles, minigames, and quests can fit in a very satisfying hour-long sitting, something that other games of this long-term scope struggle to do. It's a paradox to say that it's a very long short game, but Bannerlord clears that game design hurdle pretty heroically.



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The White Lotus Season 2 Review: Episodes 1-5

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The White Lotus Season 2 premiered Oct. 30 on HBO, with new episodes debuting each Sunday.

When The White Lotus Season 1 came to its heightened, histrionic conclusion, I was among those who wondered if a second season was needed or warranted. As much as I enjoyed the blackly comedic exploration of the rich eating everything good around them, what else was left to tell? Going the anthology route, creator/director Mike White proves that there’s plenty more clueless rich people to skewer, satirize, and murder with his keen lens and poison pen in this equally enchanting sophomore season.

Right from the main titles featuring the remixed strains of composer Cristobal Tapia de Veer’s delightfully bent opening theme, White makes it clear we’re not treading the same territory as last year. Now set at a White Lotus luxury hotel property in Sicily, Italy, the season has Valentina (Sabrina Impacciatore), the raven-haired and bitingly blunt hotel manager, welcoming a new batch of affluent pleasure seekers into her care. They include three generations of Di Grasso men, geriatic Bert (F. Murray Abraham), middle-aged Dom (Michael Imperioli), and his college grad son, Albie (Adam DiMarco); the wealthy, married vacationing couples, Cameron (Theo James) and Daphne Babcock (Meghann Fahy), and Harper (Aubrey Plaza) and Ethan Spiller (Will Sharpe); and Jennifer Coolidge’s flighty and needy Tanya McQuoid and her now husband, Greg (Jon Gries), who are the only carry-over characters from Season 1. She’s shadowed by her browbeaten personal assistant, Portia (Haley Lu Richardson).

In the first episode, “Ciao,” White repeats the opening gag of potently foreshadowing death coming for someone in the ensemble and then rewinds the story to the prior week to show us how the new crop of characters arrive and their primary dysfunctions as people, family members, and/or friends. Woven amongst their stories are the adventures of two local young women, Lucia (Simona Tabasco) and Mia (Beatrice Grannò). Lucia has been booked as a prostitute by an incoming guest so she talks Mia into joining her to take advantage of the hotel luxuries during their downtime. They’ll catch the eye and attention of everyone checking in and the ire of straightlaced Valentina.

In changing things up this season, White doesn’t give Tanya as weighty a story this time around. She’s obsessed with pleasing her increasingly distant new(ish) husband, Greg, which leaves Portia time to herself which she fills by softly flirting with sweet Albie and joining his more lecherous grandfather and father on local tours. Hotel manager Valentina also doesn’t get the story or screen time afforded to hotel manager Armond (Murray Bartlett) last season, as she serves more as curt comic relief. That gives ample time then to the uncomfortable dance between the Babcocks and Spillers. The former are mega rich with children and the latter are middle class and childless who have recently leveled up with the sale of Ethan’s tech company. Cameron and Ethan were in college together and there’s a cat and mouse game between the couples as Harper both abhors and is attracted to the ostentatious couple that she can’t stop comparing to her own relationship. Across the first five episodes, White charts a subtle escalation amongst the four with Harper acting as our outsider-looking-in proxy for the weirdness that money and a lack of morals suddenly sweeps into her marriage. Plaza is especially good as the bristly cactus of the group who isn’t wrong for having her haunches up in their company.

The exploration of the Di Grasso men is a bit more traditional with them embodying the season’s overall theme of infidelity. Bert is the serial adulterer who still brazenly works the “fart and flirt” on women half his age, while Dom is now struggling with what looks like an impending divorce after following in his father’s footsteps. White seems to push Albie into the toxic masculinity of his family and ask if he will forge new ground or succumb to their legacy as he’s tempted himself.

It’s a far slower burn of a cumulative story, but it’s achieving less garish extremes.

What this second season reinforces is how adept White is at writing characters who are infinitely watchable even as they exist in wretched excess. Be they ridiculous (Tanya), sympathetic (Albie), or vapid (Cam and Daphne), they’re all fascinating to observe as they embrace their various worldviews. And after last season’s locals, Armond and Belinda (Natasha Rothwell), were tragically used and abused by their crop of guests, White remedies that dynamic by having locals like Lucia and Mia who show up in Episode 5, as equally predatory towards the outsiders coming into their town. It makes for a more nuanced watch as all of the players seem more evenly matched in their boorish behavior which earns them all parity when it comes to the odds of any of them ending up floating dead in the ocean. It’s a far slower burn of a cumulative story, but it’s achieving less garish extremes which is welcome in distinguishing this season as an entirely different and worthwhile experience.



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The Valiant Review

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One part small-scale, isometric sword-and-shield skirmishing and one part continent-spanning treasure hunt for a powerful religious artefact, The Valiant is a medieval squad-based RTS that’s as much clicking as it is conquering. If you microwaved your copies Kingdom of Heaven and Indiana Jones and The Last Crusade and made a scented candle out of the molten goop you might get a whiff of what developer Kite Games is going for here. However, while the result is a competent strategy game overall, it’s also a bit repetitive and shallow – and subsequently not quite as fun as that previous fusion sounds.

An adequate way to quickly describe The Valiant might be as a 13th century Company of Heroes. A more accurate parallel, however, might be 2018’s Ancestor’s Legacy thanks to its broadly comparable Middle Ages setting and its very similar range of unit types. They differ considerably in terms of story, though; while Ancestor’s Legacy is more overtly inspired by historical events (albeit loosely), The Valiant is a the tale of a retired crusader knight, Theoderich von Akenburg, and his search for an ancient and dangerously powerful relic – which he’s racing against an equally dangerous Templar of doom to recover. Joining Theoderich along the way is a brave band of medieval expendables, plucked from several corners of the post-classical world.

Praise the Sword

The Valiant is the kind of RTS that takes a more intimate approach to tactical, top-down combat by focussing on individually managing a handful of units rather than an enormous army. This approach brings with it a fair degree of initial accessibility, because juggling the actions of a half-dozen or so small squads is certainly a lot more straightforward than managing giant swarms of them in something like StarCraft 2. The Valiant also does quite well at pacing its 20-hour campaign to slowly and organically teach us how each of the units tick, rather than handing over the keys to the castle from the first mission. The campaign definitely gets a bit samey in stretches, with a lot of identical encounters staged one after the other, but it was engaging to be exposed to brand-new squads, like the healing War Priests, even late in the main story.

Even though certain missions are built around specific units’ abilities, there’s still some inviting flexibility here in terms of how we can approach each mission.

Even though certain missions are built around specific units’ abilities, there’s still some inviting flexibility here in terms of how we can approach each mission – and that really opens up in the closing stages of the campaign when all the unit types are unlocked. Only a finite selection of the main heroes and the backup mercenary squads can be taken into each battle, which is a smart way to compel us to find and embrace the tactics that work for our own style instead of being tempted to simply enlist one of each and toss them all into the grinder.

For instance, my playstyle is slow and methodical, and thus I found myself gravitating towards doubling down on archers whenever I could. Archers dole out piles of damage from afar but are cut down in any sort of close quarter combat, so my approach was to draw the enemy into battle with my tank-like heroes up front and then rain arrows upon them from a distance. I found cavalry handy, too, for quick hit-and-run strikes against enemy archers – but mounted units are, in turn, vulnerable to spearmen and shieldbearers. This scissors-paper-rock philosophy is obviously typical of the genre but it’s something that The Valiant not only does well, but also communicates clearly in its menu screens.

The aggressive micromanagement required can get a little boring and exhausting at times.

However, things do become a little more cumbersome once you layer on the special abilities and various supernatural powers The Valiant’s heroes possess, or earn as they level up. The aggressive micromanagement required can get a little boring and exhausting at times – and personally I got pretty numb to all the math disguised as magic when success regularly comes down to fastidiously spamming special attacks and boosts, watching them cool down, and then spamming them again. There are some keyboard shortcuts that speed it up a fraction, but it can feel like a bit of a grind.

Outside of combat, the need to backtrack considerable distances to replenish squads at camps tends to bog things down, too – and the lack of a manual save option is very annoying when you need to replay lengthy battles that could’ve easily had one or more extra checkpoints.

There’s some very basic base building in The Valiant, but only in a few siege missions, and it’s limited to a trio of defensive towers and the chance to build catapults and trebuchets. These missions aren’t quite as fun as they seem, as they don’t seem totally suited to the deliberately constrained squad limit of The Valiant. That is, you need to take over resource facilities around the map in order to build a modest camp and the necessary siege engines – but you can’t really protect all your resource facilities and your camp with your limited squads. You have to traipse back and forth, retreating to your camp every couple of minutes as the castle sends out an attack.

There’s a decent variety of locations – even if the combat is all effectively the same whether you’re fighting on snowy mountains, dense swamps, or blazing deserts – and they do look nice at a distance. Character models aren’t exactly brimming with detail when you zoom in, but to be fair they’re designed to be seen at a few millimetres tall.

Some of the missions let us tackle objectives in the order we choose but outside of that The Valiant mostly channels us through a specific, linear series of encounters. There are 16 story missions, and there are additional challenges you can toggle on when redoing them, but there aren’t any I’m desperately keen to play again – especially following the infuriating final boss fight. This last clash – which inexplicably strips away every perk, buff, and weapon The Valiant spends the entire campaign encouraging you to select and curate – is absolutely awful and bafflingly hard. It’s deeply unsatisfying to suddenly have bog-standard enemies shrugging off blows from the trash weapons I discarded a dozen missions ago, and having all but one of the special abilities you’ve earned arbitrarily removed doesn’t just feel anticlimactic – The Valiant is outright cheating against you at this point.

One Knight Stands

It’s a shame the stench of the final battle lingers like a fart in a suit of armour, because I otherwise enjoyed the story overall. There’s a fair bit of filler in the middle, and The Valiant has a habit of sidetracking Theoderich with the needs of random royals interrupting his own quest, but the writing is earnest and the voice acting is very good.

Right now the multiplayer is deader than a medieval monarch with an ambitious, knife-wielding nephew.

The Valiant’s story campaign isn’t the only mode available – technically, there’s also PVP play for two or four players, and a cooperative PVE horde mode for three players called Last Man Standing – but it’s really the only scene at the moment. Right now the multiplayer is deader than a medieval monarch with an ambitious, knife-wielding nephew, making it all but impossible to get much out of it unless you’ve brought your own opponents.



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Friday 28 October 2022

All Quiet on the Western Front Review

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All Quiet on the Western Front is now streaming on Netflix.

All Quiet on the Western Front isn’t the first film to show us that war is hell. It isn’t even the first movie to tell this particular story – the 1930 version of All Quiet on the Western Front was an Oscar winner in its own right. However, director Edward Berger’s take on the World War I epic novel is as poignant as ever.

Paul Bäumer (Felix Kammerer) is a teenager, and he’s desperate to sign up to serve his country. He’s been sold a lie – promises of glory and heroism by the military men and politicians who are happy to throw German youths into the meat grinder. He just doesn’t know it yet.

Berger’s take on this classic war story is excruciatingly grim because it has to be. His focus on the propaganda compared to the harsh reality of life in the trenches is subtle and unflinching, with a particularly gut-wrenching scene showing Paul collecting his uniform – no idea that the clothes on his back had been scavenged from the dead.

The subtle bleakness is everywhere, and when Paul arrives in the trenches he’s given a harsh lesson: it’s time to shape up or drop dead where you stand. And that’s just the start of it. The fantasies of heroism and valor are quickly torn away as the realities of war kick in. Nothing could prepare him, and that’s the point – nobody has even tried to. He’s just more meat for the grinder as the German war machine rumbles on.

Kammerer may be a newcomer, but his performance is nuanced and chilling in equal measures. Bäumer isn’t just out of his depth – each and every moment of life on the front lines leaves him desperately trying to catch his breath. Kammerer captures every moment with an agonizing depth that he wears on his sleeve throughout. This truly incredible performance highlights the horror of a young soldier forced to confront every nightmare imaginable. Bäumer is under the lens, as every moment pushes him further away from the young man he was.

Thankfully, it’s not all relentlessly bleak. All Quiet on the Western Front is punctuated with some truly wonderous moments of camaraderie, as you might expect from a war film. But as you also might expect from an anti-war movie, it walks a fine line between humanizing and glorifying its lads. Kammerer certainly holds the film together with his heartbreaking central performance, but it’s really an ensemble effort as we get to know the other soldiers he’s been thrown into the trenches alongside.

War never changes, but All Quiet on the Western Front gives us a fresh look at the age-old horrors.

Albrecht Schuch pulls out a blinder of a performance as the strangely upbeat Kat, a roguish, likeable German soldier who will go to any length for his pals. Equally, Edin Hasanovic adds yet more to the group as Tjaden Stackfleet. There’s a charming scene in which the group rustles a goose from a local French farm, showing these boys at their best in between the screams and machine gun volleys.

But these touching moments don’t last for very long, and that’s entirely the point. All Quiet on the Western Front is a stark reminder of the humanity lost to war on both sides of the trenches. One particularly horrifying scene sees Bäumer facing the reality of his own actions after stabbing a French soldier to death. There are moments like this throughout All Quiet on the Western Front – grim reminders that it shouldn’t have come to this, alongside pointed warnings that we should never let it happen again.

Berger’s grim depiction of military leaders and politicians as unflinching, single-minded monsters is certainly to be expected but is pierced by the story of Matthias Erzberger (Daniel Brühl) whose role in the final moments of the Great War unfolds parallel to Bäumer’s personal tale from the trenches. Of course, their stories are entwined as Erzberger chases an end to the horror. But we’re constantly reminded how much distance there is between the military leaders and the boys in the trenches, and it serves as a striking counterpoint to any heroic notion that the war is for the good of the homeland.

Meanwhile, a quietly haunting score occasionally punctuates the visceral rhythms of the German war machine with grinding inevitability. The calm of political office is always shattered by the crackle of machine guns and the screams of terror.

All Quiet on the Western Front is a brutal, bloody, and frighteningly realistic interpretation of the original 1929 novel. Berger is meaningful in capturing the horrors of war, echoing the anti-war sentiments in a fresh, but thoroughly bleak way. The carnage that unfolds as soldiers go over the top is beautifully shot, both visceral and heart-pounding. The trenches have never looked so real, and Kammerer’s instinctive performance gives us an innocent face to attach to the abject horror of the Great War. All Quiet on the Western Front is a harsh reminder of the sheer inhumanity of war. It will be a tough watch for some, but you’re rewarded with one of the most poignant anti-war stories of all time.

War never changes, but All Quiet on the Western Front gives us a fresh look at the age-old horrors.



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Google Pixel Watch Review

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I’ve been a Pixel phone owner since day one in 2016, and though I’ve happily stuck with Google’s mainline phones ever since, I’ve always had a nagging feeling of jealousy any time I saw an Apple user with their first-party smartwatches. No longer: Google established the deep interconnectivity of its software ecosystem as one of the main draws of its hardware lineup and that carries through to the release of its long-awaited wearable, the Pixel Watch. In the same way that the first Pixel convinced me Google was onto something with its smartphone design, the Pixel Watch represents a confident, exciting first step into new territory for the company that has a lot of room for iteration and improvement in the future.

Pixel Watch - Design and Features

The $349.99-$399.99 Pixel Watch is a slick match for the Pixel phones: the finish on the matte black LTE model I’ve been spending my time with complements both the glossy black glass of the face and my matching Pixel 6 Pro. The watch face is 41 mm and boasts a vibrant AMOLED display that renders text and images very clearly on the small round screen. Much has been made about the Pixel Watch’s bezel, which noticeably encroaches on the display’s real estate, but I’d be lying if I said it bothered me in any functional sense once I got used to it. In fact, the way the bezel blends into the curve of the watch face almost makes the more limited screen space feel like a design choice… but that doesn’t mean it’s not something Google should have its eyes on improving for the first revision. I do have serious concerns about breakability: the sides of the watch face aren’t reinforced at all, so it seems like one drop from more than a couple feet might be enough to smash it. Fortunately, I have yet to test that theory.

The crown, which doubles as a home button, features nice, subtle haptic feedback as you twist it, and conveniently brings up your quick settings and notifications screens from the main screen, but I didn’t find it more convenient than swiping for navigation most of the time. The crown represents one of only two issues I take with the Pixel Watch’s design: it feels just a little loose and I worry that catching it on the edge of a table or door just once may be enough to pop the top of it right off. The side of the Pixel Watch opposite the crown is home to its microphone and speaker, both of which I found to be of adequate and expected quality for a portable smart device that fits on my wrist and can make phone calls.

Aside from that flimsy-feeling crown, I’m not entirely sold on the responsiveness of the touchscreen. General swiping is fine, but even drawing the pattern for my unlock code reveals that accuracy isn’t quite perfect for fine inputs, and that’s before you even talk about tapping out a message with fat fingers (though slide-to-type is surprisingly usable).

In addition to the crown, the Pixel Watch has a dedicated multi-use button for calling up recent apps and summoning your Google Assistant. You definitely won’t be hitting this one by mistake, as actuating the button requires some intentional force that requires bracing the other side of the watch with another finger.

There’s a selection of first-party wristbands available for the Pixel Watch at launch, with more premium metal bands on the way, and I’ve been alternating between the Active and Stretch variations, the former of which is included in the box. The silicone Active Band gets points for keeping the Pixel Watch snug on my wrist, but I’ve noticed I pinch myself frequently when feeding the strap through its loop. Switching to the smaller band available in the box mitigated, but didn’t eliminate this problem. The Stretch Band feels like the one I’ll be going with more often: the corded material has just the right amount of grip and allows you to position the Pixel Watch exactly where you want it with much more ease.

It’s also much easier to charge the watch using the USB-C magnetic cable (which looks very similar to the Apple Watch’s version) with the Stretch Band on: the slack of the stiffer silicone band means that it can sometimes take an extra few seconds to balance the watch on a surface, whereas the Stretch Band holds a more consistent shape. I did find that the app button was easier to trigger with the Active Band on, as the looser fit of the Stretch Band meant that the watch would move when I tried to press it.

The Pixel Watch features an array of fitness tracking sensors on the back, including ones for heart rate and blood oxygen, though the latter has yet to be enabled. The free six months of Fitbit Premium that come with it ($9.99/month afterwards) make it easy to start collating all that data, and for someone like me that needs to gamify their fitness whenever possible that’s much appreciated. The Pixel Watch also has built-in sleep tracking, though I’ve noticed that data doesn’t always line up with when I went to sleep and woke up, and sometimes doesn’t seem to register at all.

Pixel Watch - Software

After years of using partner smartwatches as guinea pigs, Google finally gets to showcase its Wear OS on its own hardware. As with most Google products, setting up the Pixel Watch and getting it to communicate with my Pixel 6 Pro was a cinch. Essentially, there’s not much more setup than taking the watch out of the box and turning it on; my Pixel immediately registered it and we were off to the races.

The bite-sized Android experience centers around swiping from app tile to app tile, each of which present an at-a-glance look at things like the weather or your health info like your heart rate, with the option to tap in to get a more detailed readout of the information in question. Mostly, I haven’t found myself diving deep on the apps anyway, so the design of each individual tile has become a great area of interest for me: what crucial elements does each app decide to have represented above the fold, so to speak? How does that get balanced with a clean user experience? Google-developed apps seem to err towards a “less is more” design that seems like the right move for most tiles, like the attractive and simple Weather tile; the Agenda tile, on the other hand, could use something other than just white text in the middle of a black screen to make it more useful.

Navigating on walks with Google Maps was easy enough – the Pixel Watch’s GPS tracking felt reliable and I didn’t notice any drift on the circular GTA minimap-style readout. But the Pixel Watch Maps app doesn’t offer the full functionality of its phone-based counterpart (no transit directions yet, for example) and could use some smarter integration into the phone’s UI: there’s a little static arrow icon on the home tile that indicates when you’re using navigation, and it feels like a missed opportunity to not have that arrow constantly pointing toward your destination to make it easier to glance down and reorient yourself without having to call the full map back up.

But the Pixel Watch wasn’t always the Google wrist-topia I’d hoped for, cute as being able to remotely take a photo with my phone’s camera may be. Google touts the benefits of using multiple of its gadgets together to unlock maximum functionality, and yet I can’t activate my Google Assistant by holding in my Pixel Bud if it’s connected only to the Pixel Watch and not to my Pixel 6 Pro. What the Pix-hell? And as someone who spends a lot of time in Google Meet video calls, not having any functionality from that app on my watch is frustrating.

There are some easy and obvious misses in which of Google’s apps were chosen to debut with the Pixel Watch (where’s Authenticator!?), something it’ll have to catch up with in future updates. It’s an especially pronounced shortfall, as third-party support for Wear OS apps doesn’t appear all that strong right now. I still use Facebook’s Messenger as my primary messaging app, but because there’s no Messenger app for Wear OS I’m forced to open the app on my phone to respond rather than being able to reply in-line with slide-to-type. That’s one shortfall we can be all but assured will be improved upon over the Pixel Watch’s lifespan, but something to be aware of if you’re thinking of adopting early.

Performance

Google’s Pixel phones have historically had pretty strong battery life, and Google made an effort to match that standard with its Pixel Watch. Overall, I’ve found the advertised “up to 24 hours” number to be pretty accurate. Especially on days where I had my phone more readily available and wasn’t using more battery-hungry features like GPS navigation, hitting that 24-hour mark was usually no problem. Charge times were also in line with Google’s advertised expectations: it takes about a half hour to charge the Pixel Watch from 0 to 50%, and then roughly another hour and a half to fill the rest of the battery. Especially in instances where my watch was dead and I just wanted it for a walk down to the store, that quick battery top-off time was appreciated.

As I’ve been testing out the $399.99 LTE model, I’ve been taking the watch out without my phone to see how it handles itself in the wild without its smartphone big brother to tether onto. Thus far I haven’t noticed any drops in service, so knowing whether this or the Bluetooth/Wi-Fi model is for you comes down to whether the Watch itself has enough apps to get you there and back again.



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Thursday 27 October 2022

Logitech G Cloud Gaming Handheld Review

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When Logitech unveiled the G Cloud Gaming Handheld last month, it turned a fair number of heads, including my own. The idea of a dedicated cloud gaming device is definitely an appealing prospect; having access to potentially thousands of high-quality games on demand without needing to wait for downloads, updates, or worry about storage is clearly the future we’re heading towards. But, the cloud gaming landscape is still a messy one in 2022. Xbox Game Pass continues to grow its subscriber base and expand to new platforms like VR, while other cloud services like Google Stadia threw in the towel after only a few short years.

This puts the Logitech G Cloud in an interesting position. It sits somewhere between streaming games to a mobile device with a dedicated controller and something with far more capability and power like the Steam Deck. However, a limited number of supported cloud services and a steep price for entry make the G Cloud feel more like a proof of concept than a true competitor.

Logitech G Cloud – Design and Features

At its core, the Logitech G Cloud is a 7-inch Android tablet built into a custom hardware shell that features everything you’d expect on a modern gaming controller, including dual analog sticks, a D-pad, four face buttons, bumpers and triggers, as well as option buttons, a home button, and what Logitech calls the G button.

Internally, the G Cloud features a Qualcomm Snapdragon 720G – a nearly three-year-old midrange 8-core processor designed for efficiency over power. Since most of the heavy lifting is done server-side for cloud gaming, this isn’t too big of an issue. However, if you plan to download and play games locally from the Google Play store, don’t expect cutting edge performance. It also has 4GB of RAM and 64GB of flash storage, with the option to expand that further via a microSD card.

The 7-inch LCD display features 450 nits of brightness and IPS technology for good viewing angles. It boasts a 1080p resolution with a 60Hz refresh rate that, honestly, is more than enough for cloud gaming. The display also supports multi-touch, so typing on the on-screen keyboard isn’t such an egregious experience, and it allows you to navigate menus with a finger, if you prefer. Some apps don’t recognize the built-in controls anyhow, so touch is your only option in those cases.

Since most of your gaming time will likely be spent streaming games as opposed to running them locally, you can expect to get roughly 12 hours of battery life from the 6,000mAh internal battery. During my experience, I found this to be pretty darn accurate with it decreasing about 5-10% for each hour of play using the Xbox Cloud Streaming app. Even better, it supports Fast Charge 3.0 via the USB-C port on the bottom, allowing you to charge from 0% to 100% in just two and a half hours. The G Cloud also claims to have around 830 hours of standby time, but that number may vary depending on how you use it. I let the handheld idle for about a week without use and came back to it completely drained. However, while using it regularly, I found it to have virtually no battery drain in between sessions – so long as I remembered to close any apps after use.

The G Cloud supports the somewhat dated WiFi 5 (802.11/a/b/g/n/ac) standard and can connect to both 2.4GHz and 5GHz networks. While not supporting WiFi 6 feels like a bit of a miss in 2022 given its increase in both speed and overall efficiency, the vast majority of home networks would also need to be updated to really see any benefit. There’s also no internal 5G radio, so taking the Logitech G Cloud on the go will require connecting to a mobile hotspot or finding WiFi somewhere in order to play. This is probably its biggest caveat – it’s designed for a future we’re not quite ready for in terms of infrastructure and accessibility. Without WiFi, the G Cloud amounts to nothing more than a pretty paperweight, unless you plan to use it for Android mobile games.

And, like many other mobile devices, the G Cloud also features a 3D gyroscope and haptic feedback, although this wasn’t supported during any of my cloud gaming sessions, and only seems to work with native Android apps and games.

On the bottom of the Logitech G Cloud, you’ll find a set of stereo speakers, a headphone jack, and a USB-C port for charging that also supports USB-C digital headphones for audio. It also supports Bluetooth headphones and has a stereo microphone built-in that provides limited echo canceling and external noise suppression.

The G Cloud is pretty lightweight at 463 grams, with most of the weight distributed between the left and right grips. This makes it just a bit heavier than the Nintendo Switch OLED that weighs in at about 422 grams with both Joy-Con attached, while being significantly lighter than the Steam Deck’s beefy 669-gram weight. All things considered, the G Cloud is comfortable to hold for extended periods as it features rounded edges and textured ergonomic grips that contour to your hands.

Logitech G Cloud – Software

The Logitech G Cloud ships with Android 11 for its OS – an odd choice given Android 13 was just released on some devices a couple months ago, but I imagine most users won’t be looking for the latest Android features, anyhow. While you can use the G Cloud in “Tablet Mode” to enable a full Android 11 tablet experience, it’s recommended to play in “Handheld Mode” that overlays a dedicated launcher akin to the Nintendo Switch home screen, including a series of tiles cascading horizontally in order of most recent use to give it more of a console feel.

Booting it up for the first time required configuring the device with my Google account before being offered the option of booting into the aforementioned Handheld or Tablet Modes. It comes preloaded with the Xbox Cloud Streaming (beta) and Nvidia GeForce Now apps, as well as the standard Xbox and Steam Link apps for streaming locally. In addition to the four gaming options, you’ll also find the standard preinstalled suite of Google apps such as Chrome, Calendar, Contacts, Maps, etc., all of which unfortunately cannot be removed from the device.

With the Google Play Store available, you can download just about any other app you might possibly want, such as Netflix, Disney+, or the near-endless stream of Android shovelware games. However, despite being marketed as a cloud streaming device, apps such as PlayStation Remote Play and Amazon Luna didn’t recognize the built-in controller, and only offered the option to use touchscreen controls or pair a separate Bluetooth controller for gaming. It’s hard to say if any additional cloud or local game streaming apps will be supported in the future, but currently you’re stuck with the four mentioned above.

Even with the included apps, there doesn’t seem to be any deep integration from Logitech to make it feel like those experiences were tailored around this unique device. For instance, the Xbox Cloud Streaming app that comes preinstalled on the G Cloud is actually just a shortcut to the browser version accessible via xbox.com/play, while another totally separate Xbox Game Pass app is available through the Google Play Store, albeit with a slightly different user interface designed around mobile devices. Clicking any of the links at the bottom of the page will effectively break the app since there’s no back button, and you’ll have to either close the app and relaunch it, or manually navigate through Microsoft’s website back to the Xbox Cloud Streaming (beta) page.

The Nvidia GeForce Now app wasn’t much better, either. Upon launching it and signing in with my Nvidia account, I was told I didn’t have a subscription and it kicked me back to the login screen without any option to sign up or try the service for free. Instead, I had to go to the Nvidia website and sign up there, return to the G Cloud, and sign back in before I could start gaming. For a device designed around spontaneity, it sure feels like you have to jump through a lot of hoops to actually get to your games.

The settings app offers some limited customization options in Handheld mode such as a light and dark theme and four wallpapers to choose from. There doesn’t appear to be any options to customize further or add your own custom wallpapers, though. Additionally, there’s a section for remapping every button on the device except for the G button.

Logitech G Cloud – Gaming

I’ll preface this section by stating that since this device is primarily intended for cloud streaming, your personal experience can (and probably will) vary depending on a number of factors – namely your network speeds and location. During my testing, I was connected to a network with 300Mbps download and 20Mbps upload speeds, so my environment is more than capable of streaming games over WiFi.

I spent most of my time testing various games through the preinstalled Xbox Cloud Streaming app. Navigating the menus to find a game to jump into was intuitive and I had no issues with it recognizing the built-in gamepad. Launching a game took about 20-30 seconds while it connected to the Xbox servers, and then I was in.

There’s still something magical about having big, beautiful games such as Halo Infinite and Forza Horizon 5 available in the palm of your hand. Streaming through Xbox Game Pass felt very similar to the experience I’ve had testing a number of mobile game controllers, except this felt much sturdier and had a significantly larger screen. While this may not seem like much, it definitely makes it feel more like a dedicated experience since I wasn’t getting distracting notifications every few moments and the controls felt much more in line with a console-like experience.

Although the G Cloud is primarily made out of plastic, it still feels rigid and well-built. The controls all feel great, too, with comfortable thumbsticks, a clicky D-pad, and responsive face buttons. The triggers are a bit wider and shallower than what you’d find on a traditional gamepad, but they are analog and thus give you more control over your speed in a game like Forza Horizon 5. My only issue with the controls is how close the A button is to the right analog stick. Since the analog stick sits directly below the A button with about a half-inch clearance, it’s not uncommon to accidentally bump the stick during gameplay, which might throw off your aim in a fast-paced shooter or action game.

My biggest takeaway from spending so much time with a dedicated cloud device was realizing not all games are intended to be streamed to a small screen. Doom Eternal, for example, ran extremely well and was consistently hitting or close to its 60 fps target with no discernable latency with regards to the controls. However, much of the on-screen text and icons were almost illegible since you lose a bit of clarity when streaming games over WiFi, not to mention scaling everything down to a 7-inch display. When running around in other fast-paced shooters such as Deathloop and Halo Infinite, there was definitely a good amount of artifacting as it tried to keep up with everything happening on-screen.

I downloaded the PlayStation Remote Play app from the Google Play Store hoping to stream some games from my PS5, but found upon launching the app that it didn’t recognize the built-in gamepad, and instead offered touchscreen controls or the option to pair a separate Bluetooth controller. While this may be resolved later with a software update, there doesn’t seem to be much integration from the Logitech side to ensure apps recognize the controller by default. For now, being limited to two cloud streaming services (Xbox Cloud Streaming and Nvidia GeForce Now) and two local options (Xbox and Steam Link) seems a bit disappointing given the intended use for this handheld.

What’s even more baffling is that none of the games I downloaded from the Google Play Store such as Apex Legends Mobile and Call of Duty Mobile recognized the built-in gamepad, either, meaning I was relegated to touch controls, which aren’t very practical given the width of this device. I understand that this is a cloud-first device, but limiting the local options to touchscreen-only further reduces the usefulness of it when outside of an area with a WiFi connection.

Another issue, although small, is the inability to remove any of the preinstalled Google apps. Since this is an Android experience at the core, so much of it feels overshadowed by Google. The 15+ Google apps update frequently, which inevitably push the limited amount of gaming services off the home page launcher and leave you with numerous tiles for things like Maps, Messages, and other services you (likely) aren’t trying to use. The last thing I want to do is check the messages folder on the home screen and find a bunch of emails I’m not interested in. When in Handheld mode, I would’ve liked the option to disable Google services or specific apps to keep it more focused on gaming.



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Wednesday 26 October 2022

Tales of the Jedi Review

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Tales of the Jedi is now streaming on Disney+. Below is a spoiler-free review.

Animation has proven to be an excellent vehicle for Star Wars to explore its universe, as well as those previously much-maligned prequel years, and Tales of the Jedi is another strong entry into that legacy. Is it absolutely essential Star Wars viewing? Not really, no, but it is a well-done and superbly animated take on two important characters: Ahsoka Tano and Count Dooku.

Tales of the Jedi’s bite-sized entries, all of which range between 15 and 20 minutes, split their focus between Ahsoka and Dooku evenly; interestingly, if you’re watching them in the order in which Disney+ lists them, it starts with Ahsoka as a baby, then shifts to three episodes about Dooku, and then moves back to Ahsoka. Though there isn’t a straightforward throughline among the stories told – they’re all anthology-style standalones taking place at various pivotal moments in each character’s life – you can make some parallels between the two central characters if you dig deeper and there’s a not-so-subtle feeling that that’s the point, especially when it comes to Dooku’s concerns about the Jedi Order, something we know Ahsoka eventually leaves.

For the most part, Tales of the Jedi creator and general Star Wars animation mastermind Dave Filoni doesn’t rely on spectacle. That’s not to say there isn’t action; “Practice Makes Perfect,” which focuses on Ahsoka’s Padawan training, is heavier on it than others, and there’s an exciting climax in the final episode “Resolve.” But, for the most part, this is Star Wars leaning into its moody and meditative side, which makes the fights hit harder, especially in the Dooku episodes. “The Sith Lord” is the best example of this, building up to a great bit of understated but impactful action. The whole endeavor is tightly written without feeling a tad bit rushed, despite the short runtimes – Filoni knows, at this point, how to indulge in atmosphere and build tension without padding runtimes to unnecessary lengths.

The real star is the animation; it’s the best a non-live-action Star War story has ever looked.

In particular, Dooku’s episodes provide some intriguing insight into how he became the Sith Lord that we know today, but they don’t veer too far into unrealistic sympathy for the guy. As far as Ahsoka goes, the first episode, “Life and Death,” gives us some background about her home planet and her early showings of Jedi ways, but otherwise, they’re mostly more time spent with the Togruta that we know and love at different points in her life. But hey, that’s never a bad thing, and if you’re eagerly awaiting her live-action Disney+ series, it’s a good way to whet your appetite.

To that end, Ashley Eckstein makes a welcome return to reprise her Clone Wars role, and Corey Burton (who previously voiced Cad Bane in The Clone Wars) does some solid, menacing work as Dooku. But the real star is the animation; it’s the best a non-live-action Star War story has ever looked, particularly in the lush, colorful landscapes in both “Life and Death” and “Resolve,” which are almost distractingly beautiful. It’s all incredibly polished, feeling like just a tad stepped-up from the animation of The Clone Wars.

And while the stories are quick little morsels, they don’t feel like they’re for newcomers. Tales of the Jedi is definitely made for those who’ve already been won over by Star Wars’ animated stories, but that’s not necessarily a point against it. Fan service isn’t, in and of itself, a bad thing, especially when it’s this slickly done. Plus, if you haven’t already watched The Clone Wars, you should probably get on that.



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House of the Dragon - Season 1 Review

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House Of The Dragon is now streaming on HBO Max. The below review discusses some details of the plot, but no major spoilers. See below our spoiler-filled reviews of each episode:

House Of The Dragon: Series Premiere Review

House Of The Dragon: Episode 2 Review

House Of The Dragon: Episode 3 Review

House Of The Dragon: Episode 4 Review

House Of The Dragon: Episode 5 Review

House Of The Dragon: Episode 6 Review

House Of The Dragon: Episode 7 Review

House Of The Dragon: Episode 8 Review

House Of The Dragon: Episode 9 Review

House Of The Dragon: Season 1 Finale Review

Season 1 of Game Of Thrones’ prequel finished with a bang – or a dragon snap anyway. After ten episodes House Of The Dragon has established its core cast, introduced us to three generations of Targaryens, and laid the groundwork for a civil war that looks set to consume Westeros, as well as the next few seasons of the show. It also brought us a dragon battle: huge lizards dogfighting through a storm before one comes to an abrupt dental stop. In real life it would sound perverse, but in a Game Of Thrones spin-off it’s positively a compliment to note that it has delivered the dragon-related mayhem, family plotting, and murder we hoped for.

Set some 200 years before Thrones (meaning there are no shared characters), House Of The Dragon had a huge amount of world-building to do – though viewers at least arrived with a basic understanding of the geography and a sense that all those platinum blondes might have something to do with Daenerys. Sure enough, her Targaryen ancestors are here at the height of their power on Westeros, exercising a near monopoly on the weapons of mass destruction that are dragons and ruling unopposed because the alternative is being toasted to a crisp.

Showrunners Ryan Condal and Miguel Sapochnik (who has bowed out of Season 2 ) set the tone with an opening episode that offered grisly violence, royal plotting, and medieval pageantry – and a small blonde girl on a dragon, lest we forget where we’re coming from. The ties to Game Of Thrones were obvious and immediate in those early episodes, down to the reuse of Ramin Djawadi’s iconic theme music. But the brand new cast, and the focus on a family already in power but riven against itself, felt fresher.

That’s not to say it was always smooth sailing. Even the showrunners seem to understand this first season as a slow burn, and recently promised that the next season would pick up the pace. Some episodes dragged, and the shift from the immensely likeable and charismatic Milly Alcock and Emily Carey to Emma D’Arcy and Olivia Cooke, as Rhaenyra and Alicent respectively grew up, took a disjointed minute to process. But to the credit of the cast and creators they’ve covered 20-odd years of Targaryen family history without stinting on the requisite plotting and gore. Not bad for 10 episodes.

The show has also faced, mostly with success, its core problem: the Targaryens make less sympathetic leads than Thrones’ Starks. Ned’s family stuck together; circumstances may have divided them but they rarely knowingly took up arms against one another. They also didn’t sleep with one another, leading to, for example, cases where one’s son is also one’s great-nephew. Of course, that’s the entire point. A civil war brews because of House Targaryen’s original sin: when they came to Westeros they fought to preserve their dragon-riding abilities via inbreeding rather than standing up for their women’s right to rule. Otherwise, Rhaenyra would simply take the throne and no one would make a fuss.

Paddy Considine is an actor who can’t help but draw you in, so his Viserys remained sympathetic.

To overcome the ick factor of the incest, House Of The Dragon has gone out of its way to make at least some Targaryens likeable. Paddy Considine is an actor who can’t help but draw you in, so his Viserys – even in moments of selfishness or foolishness – remained sympathetic throughout. A family dinner where he nakedly begged for peace between his rancorous offspring was moving on a level that neither this show nor its predecessor have often reached. Rhaenyra, whether played by Alcock or D’Arcy, is similarly well-meaning, even if her reserve means that few outside her immediate family realise it. And even Matt Smith’s Daemon is an uncannily shrewd judge of character, for all his intemperate outbursts, violent tendencies, and immoral ways. He may, in fact, be more dedicated to the preservation of the family than either his brother or Rhaenyra, the people directly in line for the throne.

Against that, however, the show makes Alicent’s offspring significantly more grotesque than they were in George R.R. Martin’s Fire And Blood. They weren’t what you’d call nice kids even there, but neither did they show quite the depths of depravity that Aegon Targaryen (Tom Glynn-Carney) does onscreen, nor appear quite as outrageously sinister as Ewan Mitchell’s Aemond (points to Leo Ashton too, for making him unbearable even as a kid). Those little shits are matched by Larys Strong (Matthew Needham): schemer, sadist, and foot fetishist. At least that’s an original twist on the basic model plotter.

Not everything has been as clearly laid out. The idea of “Greens,” supporting Alicent, and “Blacks,” supporting Rhaenyra, might have worked better if there had been much sign of House colours being significant at any point before or after Alicent came to dinner in a nice new look. Similarly, the fundamental point of differentiation between the Targaryens (and, OK, their allies the Velaryons) and everyone else is the fact that they have dragons, and that too has been strangely underplayed.

It's not totally absent. House Of The Dragon has faithfully delivered the dragon bit of its promise. But what has been under-examined is what those relations between beast and rider mean beyond mere firepower (pun intended) in a world with numerous dragons and multiple dragon riders. Are they broadly similar for everyone or as different as each person and dragon? Viserys rode old Black Balerion just once, only to be left dragonless when the great beast died. The mere fact of his flight bolstered his claim to the throne, but how much did Balerion’s death then emasculate him? We were first introduced to Rhaenyra proclaiming her love of dragonflight, but she’s barely mentioned it since. Worse, there have been few scenes of riders simply visiting their dragons, or talking to each other about how those relationships work. You don’t even need expensive effects. Wouldn’t some dragon chat have made sense as a way for obvious dragon geek Daemon and self-professed enthusiastic flier Rhaenyra to bond? We need to care as much about dragon deaths as we do about the humans for the coming war to hit as hard as it should, rather than simply having them lurk expensively in the background.

House Of The Dragon has managed to take Martin’s deliberately dry pseudo-history and turn it into a character-led drama.

Perhaps, despite the slow build, that was too much to fit in this season; perhaps it will come. Perhaps, too, the show’s rather frequent and obvious callbacks to Game Of Thrones will ease off now that it’s established its own characters and identity. Djawadi could remix that Thrones theme to give this show its own sense of identity; judging by the rest of his superb score he has many new ideas to give. House Of The Dragon needs to move out of the shadow of its predecessor. It will still be plenty similar enough; the commissioners ensured that when they rejected the reportedly much stranger alternative pilot.

But enough nitpicking. It’s a great time for fantasy when House Of the Dragon, Lord Of The Rings, Wheel Of Time, and The Sandman are reaching the screen, and while we can quibble about detail they’re all generally doing their source material justice. House Of The Dragon has managed to take Martin’s deliberately dry pseudo-history and turn it into a character-led drama that could be every bit as thrilling as Thrones, and that’s impressive in itself. What’s even better is that we will look back on this season – despite the riots and dragon action and sea battles – as the calm before the storm. Next season, the Targaryens go to war. We have around two years before we get to see it, but if they nail the Dance of the Dragons, it’s going to be worth the wait.



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Razer Basilisk V3 Pro Review

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While Razer’s peripherals are anything but subtle, its most recent mice have been stripped down in favor of no-frills, lightweight builds. These light mice make them a great option for serious gamers, especially those that play first-person shooters. But their new Razer Basilisk v3 Pro is emphatically not that. It’s got… pretty much everything, from Qi wireless charging to RGB lighting, to a hilariously over-the-top 30K DPI sensor. It’s also built to take advantage of Razer’s new Qi dock, which syncs with its Chroma software and displays your mouse on a high-tech pedestal. But all this gadgetry comes at a steep price: it’ll run you a whopping $159, or $199 to pair it with the pedestal.

And as ridiculous as that sounds, for those that want it all, it’s worth it.

Razer Basilisk V3 Pro - Design and Features

The Razer Basilisk V3 Pro looks and feels a lot like its previous iterations. It’s got that same angular shape so common in gaming mice, with a textured finish, a ribbed scroll wheel, a big three-headed snake logo, a support for your thumb, and a mid-width design that’s comfortable to hold for pretty much every grip style. The thumb rest is a pretty wide pad, so even though the mouse feels a tad on the skinny side, my thumb never dragged.

From a design perspective, this is simply not a mouse for minimalists. It’s packed with Chroma, Razer’s lighting platform that enables peripherals (like this very mouse) to match up with the lighting of whatever game you’re playing. The Basilisk V3 Pro has a light on the scroll wheel, a light on the palm rest logo, and a light that wraps around the bottom of the mouse which provides a soft glow on whatever surface it rests on. Even an RGB skeptic like me has to admit this looks pretty cool, like the StreetGlow on one of those decked-out Fast & Furious Civics.

Razer’s marketing makes a big deal of its new scroll wheel, which can automatically cycle between a tactile scrolling mode and a free scroll that uses virtual acceleration to scroll through long documents, websites, or whatever. It felt a little gimmicky to me and never really worked in a meaningful way.

The scroll wheel can be clicked to the left or to the right and like with many other mouse configuration softwares, you can change what you want it to do in Razer’s Synapse software. I changed the scroll wheel side clicking to raise and lower the volume, which was actually incredibly useful.

The mouse can be connected with Bluetooth or Razer’s 2.4 dongle, which can connect multiple Razer devices or be stashed in a hideaway compartment under the mouse so you don’t lose it before the day comes when you might need it.

This mouse has Razer’s Focus+ sensor, which lets you change the sensitivity all the way up to a mind-boggling 30,000 dots-per-inch (DPI). While it’s amazing that it’s even possible to reach these levels of sensitivity programming, it wasn’t particularly useful in anything I tried, and it was difficult to tell the difference between 15,000 and 30,000.

On the other hand, the Basilisk’s polling rate – which can be cycled between 125, 500, 1000, 2000, and 4000 Hz updates – felt both wonderfully smooth and noticeable.

But its main differentiator is the Qi charging puck that can be slid into the bottom of the mouse. Technically, just about any charger will do, but Razer is selling its own branded charger for $80 that does more than just charge your device. It is both functionally and aesthetically pleasing, offering both a 4K Hz wireless transceiver and a USB Type-C port at the front, which can be used to play and charge simultaneously.

Razer Basilisk V3 Pro - Gaming

First thing’s first: the ergonomics of this mouse are quite good. It’s not much different than any other Basilisk, with a comfortable, bulbous palm rest, a mid-width chassis

Personally, the weight of a mouse I’m playing first-person shooters with isn’t a big concern, but the Basilisk V3 Pro is fairly heavy. It weighs in at 112 grams, and that’s before adding the Qi puck, which adds a few more grams. That will likely make it a non-starter for pros who demand the lightest possible mouse, but for me it wasn’t prohibitive in the slightest, and I liked the feel of the five PFTE feet at the bottom, which gave it a smooth slide on my wood desk.

The button layout is a familiar 10+1 that should be familiar to many gamers. There’s the scroll wheel, two buttons below it, two elongated buttons on the left side of the chassis, and a multi-function trigger button that sits forward and low on the left-hand side.

By default, the multi-function button works as a sensitivity clutch, which when pressed can drastically lower your sensitivity. This was simple to integrate into my gaming and had a measurable impact on my sniping. But if FPSs aren’t your bag, this button (and all of the rest) can be switched to almost anything. And that includes what Razer calls Hypershift” an option that basically turns the button into a function key that, when held down, can change any of the other buttons clicked.

For instance, you can click and hold the Hypershift button and then right-click to control-click or pause your music, or something entirely different. Admittedly, I couldn’t quite wrap my head around all the potential uses for the games that I played, but it strikes me that the button is a bit too out of reach to be quintessential in twitch and fast-paced games.

I found the scroll wheel to be a bit gimmicky for gaming purposes. I kept it on the tactile cycling mode (which is the normal mode), as compared to Free Spin, which continues scrolling until you catch it with your finger. There’s also a virtual acceleration mode, which increases the on-screen scroll speed the faster you spin the wheel, but I didn’t find this to catch at the spots I expected it to. There’s also a mode called Smart-Reel which automatically activates free-spin scrolling when you quickly flick the scroll wheel, then returns to tactile scrolling when there’s no scrolling movement. In general, I didn’t really like this, as you can hear it clutching and actually feel a vibration in the controller when it makes the switch. But more generally, I just didn’t like the way it felt and don’t like relinquishing control over my scrolls.

The battery is rated for 90 hours, but your DPI and Chroma selections will have a noticeable impact on this. Many times when I’m testing a mouse, it never dies, but the Basilisk Pro did – twice. That’s due to my own habits, because I left it off the pedestal (or didn’t have a USB cable supplying power when the PC was off). That made having a pedestal around feel necessary rather than like a convenience.

Razer Basilisk V3 Pro - Software

The Razer Basilisk V3 Pro syncs to Razer’s proprietary Synapse software, which offers a range of utilities from adjusting the controller’s polling rate to its button configuration and color scheme. For most of these use cases, I find Synapse to be more than adequate.

For instance, changing scroll acceleration or button configurations is as easy as clicking Mouse > Customize and then cycling through the options. You can also save, import, or duplicate profiles – which is great for those that would prefer their mouse to work one way in Valorant and another when using it for Microsoft Word. And, as has been the case for a while, you don’t have to have Synapse running at all times. So long as your profile setting is synced to your mouse, your device will remember what you selected.

Customizing the lighting is where Synapse is beginning to feel a little long in the tooth. I’ve used it many times before, but it never seems quite as intuitive as I’d like. Changing the color is easy enough in theory, but the mouse often got desynchronized from the base, which meant they were cycling with different colors – which was awfully distracting. Resetting the profile provided temporary reprieve, but using the Chroma Visualizer app almost always turned off the lights entirely. Eventually, I gave up on the app and simply switched to one of the quick effects—like Audio Meter, which pulses in color cycles to the sounds of your music or games.



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Andor: Episode 8 Review

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This review contains full spoilers for episode eight of Andor, now available to view on Disney+. To remind yourself of where we left off, check out our Andor episode 7 review.

Episode 8 of Andor is as close as we’ve come to a filler episode yet. Cassian’s capture brings the plot grinding to a halt as we’re repeatedly shown the miserable reality of being under the Empire’s thumb. The portrayal of that tyranny is very well realised, and performances are all still spot on, but the slowdown takes away all of the tension built up over the course of the previous episode. It’s just a shame that we don’t really learn anything new over the course of the 45 minutes that we didn’t know already. But hey, at least we’re one step closer to the ultimate prize - the reemergence of Bor Gullet.

With Cassian’s fun in the sun firmly cut short, he spends almost all of episode 8 in captivity – seemingly not able to escape the clutches of the Empire or his rebel destiny whichever way he turns. Narkina 5 isn’t a place full of hope. A thoroughly oppressive prison planet laced with signature Imperial white hallways, the only dash of colour comes from the black Imperial uniforms that dominate each room while their prisoners are left to blend into nothingness. It’s a subtle but clever way of representing how little the Empire thinks of the general population, and how, if they had it their way, the whole of the galaxy would silently and invisibly just obey. It’s a fairly bleak location at the heart of an episode more interested in further driving home the cruelty of the Empire than moving the plot along significantly.

Andy Serkis is a fantastic surprise addition to the cast this time around and convinces as the shift leader of Cassian’s work group. His attempts to turn the prison’s hard labour into a game of sorts is yet another reflection of people in power pitting the masses against one another in an effort to make them ignore the people actually putting them in a bad place. It’s got shades of Squid Game to it, as regular people are made to compete in order to avoid a punishment that far outweighs the reward. It’s a brilliant depiction of both the failings of the industrial prison system and class division, all in one impressively concise scene.

Andor himself doesn’t necessarily have a lot to do on the surface level here, but the way in which he eventually joins forces with his workmates may well turn out to be a key character development as he learns that working together is the key to defeating the Empire. You can feel his disdain for the Imperials growing after his wrongful imprisonment – maybe a signifier that he still feels resentment towards them on a personal level rather than a galaxy-wide one at this point. It’s a trend that may well continue as more and more people fall foul to Imperial tyranny. But, at this stage of his story, it doesn’t feel like we’re getting the development of his character yet that I’d hoped for.

It’s a brilliant depiction of both the failings of the industrial prison system and class division, all in one impressively concise scene.

Due to Cassian being locked down for the duration, we’re given more time than ever with the Empire and the inner workings of its bureaucracy. Denis Gough is once again in sparkling form as Dedra Meero, who is now firmly on the warpath toward Andor. In yet another stark display of arrogance from her superiors, the top brass doesn’t consider Andor to hold the same level of threat as Meero believes he does. This example reflects the Empire as a whole, as it’s this kind of arrogance that will ultimately be their downfall five years down the line. It’s a fantastic commentary on how governments and other large organisations could so often nip issues in the bud by listening to the smartest people in the room, but instead often follow the lead of stubborn old men who let problems grow to the point of breaking.

Kyle Soller is on particularly good form this week as the equal parts committed and snivelling Syril Karn. His borderline obsession with Cassian drives him as much as his desire to serve the Empire. He’s obviously smart but displays an almost child-like mentality at times, whether that be wanting to not disappoint his mother, or being a little mischievous by continuing to poke the Imperial hornet’s nest. Karn was a standout character in the series’ early episodes but has sadly been sidelined ever since, so it was good to see him get some of the spotlight again this week. He’s still got plenty more to offer, though, and I hope we get to see him more again soon.

Unfortunately, the scenes at yet another one of Mon Mothma’s many, many parties do fall flat a little this time around. We don’t really learn much that we didn’t know already and it just feels like an extension of last week's conversations. The only real thing we glean from them is that Mothma’s associations with other diplomats are raising slightly higher suspicions from her own daughter. It does add a little texture to proceedings, but this isn’t a party that warrants being cut back to repeatedly, especially when there isn’t exactly a breakneck speed in need of offsetting this time around.

After nearly 45 minutes of doom and gloom, however, we are rewarded near the end with the reintroduction to Forest Whitaker’s Saw Gerrera. It’s always a treat to see two great actors face off against one another, and Whitaker and Stellan Skarsgaard do not disappoint as motives are put into question. Crucially though, it may mean that Rogue One’s Bor Gullet may not be far away. Fingers crossed we get to see those big, gloopy mind-reading tentacles again soon.



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Tuesday 25 October 2022

Ghostbusters: Spirits Unleashed Review

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Ever since I was a child rushing over to the VHS rewinder to queue up another showing of Ghostbusters, I’ve dreamt of a multiplayer game in its unflinchingly silly universe. Whether it’s the over-the-top spectral miscreants or the ridiculous ghost-sucking vacuums carried by phantom-catching vigilantes in janitor’s outfits, it’s hard to imagine a world more ripe for an asymmetrical multiplayer game where a team of ghost cops goes head-to-head against a vengeful wraith. Unfortunately, Ghostbusters: Spirits Unleashed’s attempt to fill this void is only a qualified success, as it often absolutely nails the ghost-hunting fantasy, but gets stuck in the thick slime of balancing issues, questionable level design, a story that only barely qualifies being called one, and most of all, a severe shortage of content. I had plenty of genuinely hilarious and satisfying moments running around as a ghost and monkeying with my irksome, would-be captors, and hunting down spooky foes with friends can be a lot of fun, but after a couple hours I’d seen all there was to see and was ready to consign this meager jaunt to the shelf next to my prized Ghostbusters VHS.

Ghostbusters: Spirits Unleashed pits a team of four Ghostbusters against a single slime-loving apparition in simple but mostly enjoyable matches on one of five maps. The ghost’s goal is to terrorize dimwitted NPCs and haunt areas of the map until it’s too creepy for human occupation, while the team of Ghostbusters works to track down and capture that slippery abomination before it’s able to complete its unfinished business. As a ghost, you can fly, go through walls, haunt or possess items in the world, cover things in slime, and use an array of interesting abilities that are specific to whichever specter you’ve selected pre-match. Those powers include things like the ability to possess NPCs or summon a giant tornado of slime that does massive damage to humans. This suite of powerful abilities gives you overwhelming advantages over your feeble non-flying pursuers, who find themselves limited by their disgusting, corporeal forms. As a buster of ghosts, you’re given the tools of the ghostbusting trade, including the particle thrower, proton pack, P.K.E. meter, and ghost trap, and must work as a team to capture a ghost whose sole disadvantage is that there are four of you – but even that doesn’t account for much at times.

That’s because, at least right now, Spirits Unleashed is in need of balancing tweaks, as the bar for a human victory is quite high and only happened maybe one in every ten matches I played over the course of 15 hours. For one, the Ghostbusters have to do quite a lot to achieve victory, as simply catching their eerie foe right away triggers a respawn for the ghost. Instead, the jumpsuited crusaders have to hunt down three artifacts that serve as resurrecting horcruxes, destroying them all before capturing the ghost and claiming victory; all the ghost needs to do is run out the roughly 10-minute clock. Of course, the ghost hunters could just try to capture their quarry four times, since the ghost sacrifices one of their artifacts with each respawn, but doing so can be quite difficult when going up against a wraith possessing even a moderate level of skill.

There’s just too many ways for a ghost to win the day using their extensive bag of tricks, many of which feel downright cheap. For example, if the Ghostbusters find one of your artifacts and start damaging it, you can just pick it up, fly away, and hide it somewhere else before they can finish the job, which fully heals the artifact and sets the human team back enormously as they start the hunt all over again. Beyond that, most ghosts can break away from particle thrower streams relatively easily, move through walls or possess an item then quickly run away, and most importantly: they can fly. While Ghostbusters have to contend with stairs, the ghost can quickly float away to a higher floor.

All players being of equal skill, it’s hard to imagine the Ghostbusters consistently winning.

As a ghost, I was able to win almost every match with the rare exception where I was trying out a new character, or just playing foolishly for a laugh. As a Ghostbuster, I could really only win if the ghost player seemed to not know how to play or if I was in a full squad with friends all communicating and working together to scratch out a photo finish victory. All players being of equal skill though, it’s hard to imagine the Ghostbusters consistently pulling off wins with so many advantages in the ghost’s favor.

This is especially true in levels with tall layouts, where the ghost’s flight can be used to its greatest advantage. The prison level, for example, has extremely high ceilings, so if all else fails the ghost can just float high up in the sky where Ghostbusters below have exceedingly little chance of capturing it. I had one match where the ghost simply stayed up there and waited for the match to end, to the entire party’s four-letter word-filled dismay. Other maps might have lots of stairs, or narrow hallways that make it difficult for humans to navigate. On the bright side, at least each of the five maps is unique and has a lot of character, and each item in every level has a distinct, and often amusing, “walking” animation associated with it when the ghost possesses it.

That’s not to say there isn’t a lot of fun to be had in the sometimes irksome matches. Chasing down unearthly horrors with friends requires strategy, teamwork, and coordinating loadouts, and achieving that rare victory after putting together the perfect trap to ensnare the ghost is a moment that demands to be immortalized with a flurry of celebratory fistpumps. And while winning as a ghost isn’t usually very difficult, it’s certainly always amusing, and I prided myself on finding as many creative ways as possible to mess with my pursuers. I even organized a real-life LAN party in 2022 (not that Spirits Unleashed has actual LAN support) so I could host all five players under one roof, which was a hilarious and memorable experience that I’ll not soon forget. There’s a very cool game here, it’s just hidden by unseemly blemishes.

The biggest issue didn’t come until after a dozen or so hours of playing, when I abruptly ran out of things to do and rapidly lost interest. Much like the slime-spewing ghosts you play and hunt, there isn’t a lot of meat on Spirit Unleashed’s bones. With only five maps, a single game mode, and a story that consists of a series of boring cutscenes sandwiched in between multiplayer matches, you’ll run out of stuff very quickly. To its credit, you’ll continue to unlock new ghosts to play as and some helpful upgrades, tools, and cosmetics for your Ghostbusters, but all of that drives you right back to the same old multiplayer mode where you’ll presumably stay until you’re sick of it. Hopefully new content, especially game modes, will be added in future updates, but for now it’s extremely one-note.



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