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Comment Re:Open Platform? (Score 2) 459

I'm the owner of a Samsung Epic 4G, which of course Samsung hasn't put out an update for.

The first thing I did after getting the phone was convert the file-system to ext4 (because samsung are Epic assholes) and load a custom Froyo ROM on it. Problem Solved.

There are enough android phones out there that if you want a MotoTouchSenseBlurWhiz TM based phone, you can certainly get it... or if you don't want that then you can go with a better manufacturer that sticks to a more vanilla version of android and sends out updates in a timely manner.

So why did I get a Samsung Epic 4G knowing full well before purchasing the device that I'd spend hours replacing Samsung's software? Because there simply wasn't another phone with those kinds of specs that gave me the features I wanted (a keyboard, 4G radio, and front facing camera). Which is really the best part of it all though. Modders can make ROMs at such a high quality (probably at least partially due to the open source nature of Android) that I didn't even care what software came loaded on my device. I bought the hardware for the hardware and had the freedom to load whatever software I wanted on it.

Comment Graphics are moving in the wrong direction (Score 1) 191

Does anyone else think the newer style graphics in ODST and Reach have actually gotten worse since the original?

The first Halo had a lot of luminosity and sort of a glossy sheen over structures in the environment giving the alien world a unique and strange feel, the world was bright in a building or outdoors keeping the mood lighter but also allowing you to see your enemies, and the back drops appeared to fit into the level giving epic views of the ring world you were fighting on.

Halo: Reach is dark almost everywhere making it very hard to recognize the difference between an enemy brute attempting to rip your face off or a random civilian you are supposed to be protecting. I attempted to resolve this by tuning my TVs picture mode to dynamic and upping the video brightness configuration in Halo: Reach to the highest setting, but lighting becomes uninteresting and also appears washed out while not making it much easier to identify targets. The sheen and lighting of the original Halo is not there at all, just as in ODST structures in the environment look cartoonified. Spartans and Elites are about the only things that retain some interesting lighting effects, everything else can catch a shadow, but doesn't seem to reflect light in anyway. The 2D backgrounds are non-immersive, obviously drawn, and separate from the 3d world.

Some of these lighting issues seemed forgivable in ODST as this was mainly an expansion pack and the real feature in ODST for me anyway was firefight which never seemed as dark. The use of VISR in ODST also helped to make up for the terrible lighting conditions, but at least so far I haven't seen anything like VISR in Halo: Reach. There is a night vision ability, but this just adds to the general brightness, effectively washing out everything in green.

Aside from all this at least on my xbox 360, the engine stutters(although infrequently), textures can be seen loading in even during some cut scenes(again infrequently), and there seems to be a total lack of AA which creates so much flicker at edges that after a few hours of play my eyes were left almost bleeding. Fortunately my 360 decided to commit suicide about 6 hours into gameplay saving my eyes from melting out of my skull.

I'm sure with smaller better lit levels in multiplayer or firefight the issues aren't so egregious, and the better luminosity on Spartans and Elites must make it easier to track enemies in multiplayer. For the campaign though, one word sums up my experience: unplayable.

Comment I hope this isn't finalized (Score 1) 683

Have they done any usability testing on this? The button locations in the screenshots shown are less than ideal to say the least.

First of all moving the buttons from the expected upper right corner to the left is going to go against most people's expectations, for both those familiar with Windows or previous Ubuntu Releases. Is there truly a reason for moving them to the left side or are they just trying to confuse users.

Even if there is some reason to move these buttons to the left hand side the ordering is poor. I would expect the most used buttons to be in the corners where they are easy to find without having to search through all the icons. Entirely to the opposite of my expectation they have placed the maximize/restore button in the far left corner. Do people really use this button more than the minimize or close buttons? I'd like to see a a program optionally deployed to current ubuntu users to gather statistics on which buttons are most heavily used if we are going to start ordering the buttons in some totally unique way.

Also the top panel is hugely cluttered.

Where is the bottom panel and task list?

If this is supposed to be the new Ubuntu experience, they really need to get back to the drawing board.

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