FirstFrag on FragFX review
Written by Red    Friday, 06 November 2009 11:14   

 

Review: By Red

As many of you have known me over the years as a PC gamer, my venture into console gaming has been fine although rocky with regards FPS gaming. Every other gaming genre on the PS3 has been absolutely fine. I must point out that I have in fact mastered the Playstation 3 control pad and indeed perform exceptionally well on certain games such as Battlefield: Bad Company and Killzone 2 which I'm sure many of you will agree (or face a ban :D), although I continue to struggle with certain FPS games such as Call of Duty 4: Modern Warfare.

Following a conversation with the "rather expensive to talk to" Mr Stunley informing me he had purchased one, I thought I'd give it a try myself. Normally I wouldn't bother although I'm particularly interested in playing Modern Warfare 2 competitively, and given my past COD 4 controller experience this seemed to be the best, and only option.

The FragFX v.2 is not only a mouse, it comes with a "nunchuck" similar to Nintendo's Wii incarnation although christened the "Fragchuck" by other sites. The fragchuck and mouse are effectively mirrored hardware of the standard PS3 controller, for example, the fragchuck offers all the functionality and buttons of the LEFT hand side of a standard controller and the mouse the RIGHT hand side of the standard controller, albeit both the mouse and nunchuck have a few other buttons for extended use, which I'll outline later. You can purchase the FragFX as a wired, or the more expensive wireless setup (I've found around 10 or 20 £/$ more expensive for the wireless setup). I purchased the wired version. It must also be noted that the FragFX ONLY comes with a right hand setup. If your looking for a left handed mouse and fragchuck, your shit out of luck....

Build Quality

As with any hardware, the first impression is with the build quality. The FragFX v.2 does not offer you the build quality of say, the high end Logitech gaming mice us PC gamers are used to, although I would say the FragFX certainly feels of better build than many other console related accessories on the market.

I suppose my only concern regarding the build of the FragFX would be certain buttons didn't feel "tight" enough, most notably the buttons located on the side of the mouse and the shoulder buttons located on the rear of the fragchuck. Although these buttons are perfectly fine in functionality and use over extended periods of gaming, the mere fact they offer a slightly "loose" feel embeds that ominous concern regarding build quality.

 

The mouse itself is of generous size and would say it's a shade thinner that my PC's Razer Deathadder (see image). The left and right mouse buttons are satisfyingly smooth in use although lack a prominent "click" when depressed, although I would put this down to personal preference or simply my familiarity with Razer mice. The FragFX's supplied mouse mat is of decent surface quality, build, size and shape. I had intended on getting my Razor mouse mat when the FragFX arrived although I found the supplied mat perfectly suited to the mouse, offering a very smooth and accurate gaming experience on it's velvet like texture. It must be noted that within the manual it states the FragFX mouse works particularly well on denim, e.g. your lap. This of course made me lol. Overall the mouse and mat compliment each other very well.



The "fragchuck" is light in weight. This concerned me at first, although a few hours gaming later and you soon realise anything heavier may hurt your wrist given prolonged gaming sessions with a controller and stick operating in one hand. Taking into consideration the aforementioned shoulder buttons, the build quality is good and offers an ergonomic shape to fit nicely in your left hand.

Extra functionality

The FragFX mouse sensitivity can be adjusted on-the-fly with the sensitivity wheel located on the fragchuck. This proves invaluable when you hop from one game to another as you will be required to adjust both the FragFX's sensitivity and in-game sensitivity accordingly to get that optimum setup. A handy feature with the FragFX is the "frag button". Depression of this button during gaming adjusts the sensitivity very low so you can fine tune those distance shots or sniper kills. A handy feature that I have yet to use, although there if needs be.

The most interesting part of FragFX is the ability to upgrade via firmware and tweak the button assignments via a PC tweaking utility application. This utility allows you to check and update your FragFX's firmware to the latest version, which of course helps with regards the hardwares performance on certain gaming titles. The tweak utility allows you to adjust the pressure sensitive settings of the FragFX's buttons and indeed the buttons assignments themselves, e.g. remap R3 to the right hand mouse button etc. This of course provides an excellent platform from which to set up an ideal configuration for your primary game.

 

Performance

Given the accomplishment of emulating mouse control through a platform traditionally accomodated by control pads alone, the FragFX performs exceptionally well. You will find the hardware compliments the vast majority of titles, although a few titles I'm sure are simply best kept to control pad such as Killzone 2, given it's "heavy weight" control method aimed at realism. Other games it performs flawlessly, such as Call of Duty 4 and I'm hoping, the upcoming Modern Warfare 2.

As mentioned earlier, the on-the-fly sensitivity change is invaluable as you will need to adjust this, and the in-game sensitivity to your own preference from one game to another.


Overall

The FragFX is perfect for those PC gamers wishing to enter the console gaming arena who feel uncomfortable using a control pad for FPS gaming. It's not perfect when you draw comparisons between other PC mice etc, although again, given what it accomplishes with regards the PS3 platform and the fact the majority of the games software aren't designed to support mouse input, it works perfectly.

The future?

Ideally, I would like to see the next version of FragFX to include the ability to create digital profiles for each/any game the user plays. These digital profiles could be created individually by the user and installed on the FragFX via the existing PC tweak utility, thus allowing players to switch from one button configuration/sensitivity settings (profile) to another, on-the-fly.


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Gaming milestone for Elite game
Written by Tront    Tuesday, 22 September 2009 07:36   

Taking a flight around the 1984 game with co-developer David Braben

The classic computer space-trading game Elite has celebrated its 25th anniversary.

Elite was released on 20 September 1984 for the BBC Microcomputer and was one of the first games to use 3D graphics.

Many developers regard the title as the forerunner of many modern games and have described it as a "milestone".

David Braben, who co-developed Elite, confirmed that his company, Frontier Developments, were working on a sequel to the game.

"We'd be mad not to go back to the world of Elite and I'm very excited about it," he told BBC News.

However, he would not be drawn on a possible release date saying it would happen "when its ready".

Elite game tape box
The first version of Elite was published on a cassette tape

The original game was co-developed by Mr Braben and Ian Bell and was an overnight hit, selling hundreds of thousands of copies and influencing game development for years.

Elite was one of the first open-ended games, spanning eight vast universes, where the only real goal was to increase a player's reputation rating from "Harmless" to "Elite".

Mr Braben said that they never set out to write a commercial game, but wrote something that they themselves would want to play.

"This was a game we wrote many years ago for an ancient computer called the BBC Micro.

"We did this while we were at university and never expected it to be popular, let alone such a life-changing event," he added.

Ian Livingstone, creative director at games firm Eidos, said Elite was a "milestone in gaming history".

"This was one of the premier British titles that put UK development on the map and was very influential in inspiring people to get into gaming," he told BBC News.


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Gamers want less sex, more gaming
Written by Tront    Tuesday, 04 August 2009 10:49   

A new survey shows incredibly surprising results.

Gamers are a pretty eccentric bunch at the best of times, but what most people don't know is that the vast majority of gamers are casual users. So popular is the current gaming scene that, according to Cnet, a significant chunk of the population in America will be more likely to have gamed at any given time than gone to the movies:

"Almost 64 percent of Americans have played a video game in the past six months versus only 53 percent who have gone out to see a movie."

With such a large amount of people all playing games, you'd never expect that they'd choose to sacrifice typically enjoyable activities to get more gaming time in - but a survey done by Fizzy.com suggests otherwise.

72% of people prefer playing games to getting active and playing sport, while 84% love sitting at the computer rather than the television screen. Interestingly, males under 16 find that they are most satisfied when going on a date (followed by getting a high score on their favourite game) - while females under sixteen prefer getting the high score over anything else.

However the most interesting part of the survey was that a huge 75% of people will prefer playing games to having sex; something that you'd expect to be much lower. Getting hot and sweaty with a mouse and keyboard seems to be more alluring than spending time with a lover!


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Bioware Talks Sex In Games
Written by Tront    Tuesday, 04 August 2009 10:46   

BioWare co-founder Greg Zeschuk believes there’s no reason for developers to ignore sex in games if it's in the right context and the subject's handled sensibly.

“I think from our perspective we want to reflect real human relationships… And if that involves some sort of intimate scenes, we want to provide those for the player,” Zeschuk, who’s now creative officer at EA’s newly formed MMO RPG group, told CVG.

“It's based on the fact that this is a sophisticated mature experience. The same way that a kid's anime or cartoon will have a different style of content in it than a really serious drama, this is like a serious drama,” he said of BioWare’s upcoming Dragon Age. “Really what we're going for in all cases is emotional engagement, some kind of impact.”

BioWare’s depiction of sex in games hit the headlines last year when Fox News Channel ran an error-laden news segment on Mass Effect. The coverage in question indicated that the game featured “full digital nudity and sex,” while a voiceover claimed that players could engage in “graphic sex,” neither of which were true.

“It's interesting because I think the Mass Effect thing was completely overblown,” Zeschuk reflected. “There wasn't even really nudity; it was like the side of a leg. I think some of the press took huge advantage of the situation. The reality was that it was the kind of stuff you'd see on evening television.”

You can read more about how sex is represented in games in this feature.

Image credit: IGN

SOURCE


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Dead Space Getting Movie Treatment
Written by Tront    Wednesday, 29 July 2009 07:20   

A sci-fi/horror movie based on Electronic Arts’ Dead Space franchise is to be helmed by Eagle Eye and Disturbia director D.J. Caruso.

According to Variety, EA will produce the film with Temple Hill partners Marty Bowen and Wyck Godfrey. Screenwriters and a creative director are currently being sought before the property is auctioned to studios.

EA released Dead Space in 2008, and the report adds that the company is currently “working on the second and third installments.”

The titles referred to are most likely a sequel to the original game, which has been hinted at but is yet to be officially announced, and Dead Space: Extraction for Wii. The latter title, which is due for release later this year, has just been given an 18 certificate by the British Board of Film Classification. This work was passed with no cuts made.

Dead Space studio Visceral Games recently lost its general manager, Glen Schofield, and COO, Michael Condrey, when the pair left to lead a new Activision development studio in the San Francisco Bay Area. SOURCE


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