Wednesday, February 13, 2008
Wednesday, February 6, 2008
PS 3

Weighing about 11 pounds and measuring 12.8 inches wide by 3.86 inches high by 10.89 inches long, the PlayStation 3 is larger than the PlayStation 2, the diminutive Nintendo Wii, or the Microsoft Xbox 360. Like those consoles, it can be oriented vertically or horizontally. Either way, the PS3's striking design looks right at home in the living room (admittedly, however, its polished top surface is prone to finger marks). The PS3 runs more quietly than the Xbox 360 but is a bit louder than the almost silent Wii. Though the unit itself doesn't get too toasty, the air around it tends to feel warm after a few hours of continuous play.
The PlayStation 3 comes in two versions. The $599 model (which I tested) has a 60GB hard disk; built-in 802.11b/g wireless networking; and MemoryStick, SD, and CompactFlash slots. The $499 unit omits Wi-Fi capability and the media card slots, and has a 20GB drive. You can replace the hard drive on either version, and the supplied manual explains how to swap in your own 2.5-inch, serial ATA drive. Our sibling publication GamePro has posted scans of these instructions.
The differences between the two PlayStation versions end there; both provide a Blu-ray slot drive, HDMI-output, gigabit networking, four USB 2.0 ports, and built-in Bluetooth 2.0 support.
At the heart of the PlayStation 3 lies a CPU that'll impress even the most hard-core PC gamer. This powerful, multicore Cell processor, jointly developed by Sony, Toshiba, and IBM, runs at 3.2 GHz. An RSX Reality Synthesizer graphics engine, based on NVidia's G70 architecture, delivers the graphics. Working alongside these chips are 256MB of high-performance XDR main memory (based on Rambus RDRAM) and 256MB of GDDR3 video memory.
Getting Started
First, make sure that you come home with all of the cables you'll need. To fully experience the console's graphics capabilities--that is, to play supported games or to watch Blu-ray movies in 1080p high-definition--you'll have to purchase your own HDMI cable (and own an HDCP-compliant 1080p television). Two extras that you might consider buying are Sony's proprietary component video output cable and the optical digital audio cable required for 7.1-channel audio. For optimum Blu-ray or DVD movie playback, you could also spring for the optional $25 remote control.
The standard package includes basic cords: a USB mini cable for the bundled Bluetooth wireless controller, an ethernet cable, a multi audio/video cable with composite connections, and an AC power cord (the PS3 uses a standard cord, unlike the external power brick used by the Wii and the Xbox 360).
Most new PS3 owners will fire up the console without looking at the manual--and they probably won't run into any trouble. It's just that easy to hook up. In case you feel like doing some tech reading before you go shopping, GamePro has scanned the PS3 manual to make it available for the geeky perusal of all.
Once turned on, the PS3 will ask you to choose a language and a time zone, and set the time/date. You then create a user account, sign in, and are presented with a navigation interface that Sony calls the Xross Media Bar (XMB), which closely resembles the interface employed by Sony's PlayStation Portable (PSP) handheld.
My first priority was to properly configure the high-definition output. I accomplished this by navigating to the video settings and changing the unit's output to 1080p over HDMI. The difference was as if I had switched my computer monitor from 640 by 480 (480p) to 1920 by 1080 (1080p high definition).
I produce music when I'm not working at PC World, and I couldn't wait to hear what the PlayStation 3 audio sounded like through my pair of high-quality music production monitors. I attached the audio connections on the supplied composite multi audio/video cable to my speakers, and set the PS3 to send audio over that route (while still transmitting video via HDMI). The result: Easy setup and great sound.
In the PS3's system settings, I noticed that my new unit's hard disk had 52GB of its 60GB total available, and that the operating system was version 1.00. Not for long, though. The first game I loaded--NBA 07--included the 1.02 system update and installed it before I could begin playing. Though the installation took only a few minutes, having to wait at all was still a little frustrating. The PS3 manual says that some games have their required updates built-in to help you avoid having to patch via the Internet.
Let the GamesBegin
The PlayStation 3 comes in two versions. The $599 model (which I tested) has a 60GB hard disk; built-in 802.11b/g wireless networking; and MemoryStick, SD, and CompactFlash slots. The $499 unit omits Wi-Fi capability and the media card slots, and has a 20GB drive. You can replace the hard drive on either version, and the supplied manual explains how to swap in your own 2.5-inch, serial ATA drive. Our sibling publication GamePro has posted scans of these instructions.
The differences between the two PlayStation versions end there; both provide a Blu-ray slot drive, HDMI-output, gigabit networking, four USB 2.0 ports, and built-in Bluetooth 2.0 support.
At the heart of the PlayStation 3 lies a CPU that'll impress even the most hard-core PC gamer. This powerful, multicore Cell processor, jointly developed by Sony, Toshiba, and IBM, runs at 3.2 GHz. An RSX Reality Synthesizer graphics engine, based on NVidia's G70 architecture, delivers the graphics. Working alongside these chips are 256MB of high-performance XDR main memory (based on Rambus RDRAM) and 256MB of GDDR3 video memory.
Getting Started
First, make sure that you come home with all of the cables you'll need. To fully experience the console's graphics capabilities--that is, to play supported games or to watch Blu-ray movies in 1080p high-definition--you'll have to purchase your own HDMI cable (and own an HDCP-compliant 1080p television). Two extras that you might consider buying are Sony's proprietary component video output cable and the optical digital audio cable required for 7.1-channel audio. For optimum Blu-ray or DVD movie playback, you could also spring for the optional $25 remote control.
The standard package includes basic cords: a USB mini cable for the bundled Bluetooth wireless controller, an ethernet cable, a multi audio/video cable with composite connections, and an AC power cord (the PS3 uses a standard cord, unlike the external power brick used by the Wii and the Xbox 360).
Most new PS3 owners will fire up the console without looking at the manual--and they probably won't run into any trouble. It's just that easy to hook up. In case you feel like doing some tech reading before you go shopping, GamePro has scanned the PS3 manual to make it available for the geeky perusal of all.
Once turned on, the PS3 will ask you to choose a language and a time zone, and set the time/date. You then create a user account, sign in, and are presented with a navigation interface that Sony calls the Xross Media Bar (XMB), which closely resembles the interface employed by Sony's PlayStation Portable (PSP) handheld.
My first priority was to properly configure the high-definition output. I accomplished this by navigating to the video settings and changing the unit's output to 1080p over HDMI. The difference was as if I had switched my computer monitor from 640 by 480 (480p) to 1920 by 1080 (1080p high definition).
I produce music when I'm not working at PC World, and I couldn't wait to hear what the PlayStation 3 audio sounded like through my pair of high-quality music production monitors. I attached the audio connections on the supplied composite multi audio/video cable to my speakers, and set the PS3 to send audio over that route (while still transmitting video via HDMI). The result: Easy setup and great sound.
In the PS3's system settings, I noticed that my new unit's hard disk had 52GB of its 60GB total available, and that the operating system was version 1.00. Not for long, though. The first game I loaded--NBA 07--included the 1.02 system update and installed it before I could begin playing. Though the installation took only a few minutes, having to wait at all was still a little frustrating. The PS3 manual says that some games have their required updates built-in to help you avoid having to patch via the Internet.
Let the GamesBegin
Internet connectivity and high-definition movie playback aside, consoles are all about the games. And massive exclusive franchises such as Halo (Xbox), Metal Gear Solid (PlayStation), and Zelda (Nintendo) promote gamers' allegiance to a single console. Whether a PlayStation 3 launch title such as Resistance: Fall of Man becomes such a classic remains to be seen. But the PS3 games I've played so far have been ridiculously fun.
The PlayStation 3 is backward-compatible with most PlayStation 1 and 2 games, but to hedge your bets you might want to buy the optional $15 Memory Card Adaptor, which allows you to transfer saved game information from PS1/PS2 memory cards to the PS3's hard disk. Even then, early reports indicate that various problems have plagued a bunch of games. Tekken 5, for instance, is said to lose background music on the PS3.
The PlayStation 3 Controller
The new wireless, motion-sensitive SixAxis controller lacks force feedback, but it's lighter than the PlayStation 2's controller and has larger L2 and R2 triggers. And because the PS3's controller can sense motion along six axes, you can turn and tilt in three-dimensional space to steer in driving or flying games. I've had limited opportunity to test the controller's motion aspects so far. Earlier this year, I played the upcoming game War Hawk at the E3 conference, where the PS3 was shown. But a few of the launch games, such as Ridge Racer 7, should invite extensive use of the motion-sensing capability.
The controller connects to the PlayStation 3 wirelessly via Bluetooth (within a 65-foot range) and can recharge its batteries (which Sony says will last for 30 hours) when plugged in via the supplied USB cable. To check the controller's remaining battery life, you hold the "PS" button (located between the analog sticks) for 2 seconds. You'll then see a battery meter for that controller on screen, plus an option to turn the console off. You also have to press the PS button when you turn the unit on; otherwise, annoyingly enough, the console won't recognize the controller.
A second PlayStation 3 controller costs $50, and the console supports up to seven players at a time. Each controller has four little LEDs on the top; these indicate the number that the console has assigned to that controller. For controllers 5 through 7, two LEDs light up, and you simply add those numbers together.
Xross Media Bar and Web Browsing
The Xross Media Bar interface itself is surprisingly responsive, and navigating around it feels snappier than using the Xbox 360 dashboard. Though the XMB lacks the 360's colored tabs (which serve as quick identifiers of the area of settings you're in), the PS3 interface has a better, less-cluttered layout overall. That said, the XMB also has quite a few unexplained menu options that aren't exactly intuitive. Even a rocket scientist might have trouble deciphering what Key Repeat Interval (a keyboard setting) or UPnP - Enable/Disable? (Universal Plug and Play) mean without a few moments of head scratching.
Small gripes aside, Sony has made the most important features and settings extremely easy to use. The parental controls (to block access to certain games, movies, or online store content) are clear, and configuring a network connection (wireless or wired) is a breeze.
I was pleasantly surprised that you can plug in a USB keyboard (including wireless models equipped with a USB dongle) and thereby avoid the horrid pre-emptive text-entry interface altogether. Bluetooth keyboard/mouse support is supposedly slated for a future system update. I can't overstate how much easier it is to deal with network settings or to browse the Web when you use a dedicated keyboard.
Launched from the XMB, the PS3's Web browser isn't the speediest thing on the planet, but it did load pages (including Flash videos) reasonably promptly. You can set bookmarks, browse through your history, and make text bigger or smaller. I didn't like being asked whether I wanted to load a script on a Web page (seemingly) each time I visited, but I did appreciate how the PS3's controller aided my browsing experience.
For instance, you can use the D-pad to jump the cursor between page links, and one of the analog sticks functions as a mouse. You may open a maximum of six browser windows simultaneously, and the console lets you switch between them in two different ways: Pushing down on a stick enables you to preview and switch between all open windows--it's like a cross between Internet Explorer 7's Quick Tab feature and Mac OS X's Expose functionality--whereas pressing the controller's R2 and L2 buttons lets you switch between browser windows while sliding them across the screen.
The Blu-ray Experience
From the outset, Sony intended the PlayStation 3 to serve as an all-purpose entertainment console, with tendrils that extend well beyond the realm of game play. But can the PlayStation 3 hope to compete with stand-alone Blu-ray players from consumer electronics makers?
The short answer is yes. (For a more detailed analysis of the PlayStation 3 as a movie player, see "Burning Questions: PS3--The Blu-ray Movie Experience.") The PS3's movie playback experience is best if you start from scratch, inserting a disc into the front-loading slot just as you power up the unit. The unit took just 3 seconds to load the movie Underworld Evolution, followed almost immediately by the opening sounds of the PlayStation 3 start-up orchestra. The screen then blacked out and loaded the movie disc; total disc load time, from insertion of disc to start of playback, was nearly 24 seconds.
Matched side-by-side with the Samsung BD-P1000 Blu-ray player (using its original, factory-installed firmware from when it shipped last summer), the game console delivered noticeably sharper and crisper image quality, with more depth and more detail than were visible on the Samsung.
Sony's decision to omit the remote from its package seems chintzy and inconsistent with its positioning of the premium PS3 as an all-encompassing entertainment device; it's worth noting that Microsoft includes a remote in the competing Xbox 360 box. But even if you pay for the remote to make the PS3 the entertainment-centric package it's designed to be, you'll be spending a total of just $525 or $625, depending upon which version of the player you get. That's far less than you'd pay if you bought a dedicated Blu-ray Disc player today; they range in price from $899 for the Philips BDP9000 to $1500 for the forthcoming Pioneer Elite BDP-HD1.
Multimedia File Playback
Dedicated areas in the PlayStation 3's XMB handle music, videos, and photos. Two things caught my eye: Videos played in thumbnail previews as I quickly flicked through them; and one photo-viewing mode (called Portrait Slideshow) uses real-time-generated graphics to foster the feeling that you are placing photos on a surface for friends and family to thumb through.
The PS3 supports common file formats such as AAC, JPEG, MP3, and MPEG-4 video, but I had no luck with any of the numerous WMV (Windows Media Movie) and WMA (Windows Media Audio) files I tried to play. I'm currently trying to find out from Sony whether these are supported or not. It's an important consideration if you have a massive collection of music files that you've purchased on a service that uses the WMA format.
In all probability, users will be able to play back more multimedia formats than the PS3 supports out of the box if they install Linux. Already, Linux distributor Terra Soft has announced that the PlayStation 3 supports its Yellow Dog distribution.
The PS3 can play music CDs, access song information from AMG (the All Music Guide) and copy/rip songs to its hard disk. By default, it does so in AAC format at 128 kbps, but you can create MP3 and ATRAC files if you prefer.
PlayStation Online Store and Network
Sony has said that--unlike Xbox Live--the PlayStation Network will be a free service. You'll be able to see when friends are online in order to chat with them by video, voice, or text, or to join multiplayer games. We'd like to confirm this for ourselves, but early feedback following the Japanese launch of the PlayStation 3 is that currently users can leave only text messages for other gamers. Reports further indicate that you can't read messages while in a game; you simply get a pop-up notification. Again, we'll look into this and let you know what we find out.
Regarding the PlayStation Store, Sony has stated that it intends to offer downloadable game demos and movie trailers, and to sell retro games, episodic content, and perhaps eventually even full-length movies. Methods to pay your "electronic wallet" bill will include credit card and special PlayStation cards sold in shops. Downloadable games that Sony has developed will cost less than $15 apiece at launch, and you can expect new titles from a range of developers to appear regularly.
Parting Thoughts
So there you have it: the PlayStation 3 in a rather large nutshell. It truly is technologically superior to both the Xbox 360 and the Wii (which isn't really a direct competitor). But to succeed, Sony and its third-party partners must tap into their traditional strength of delivering compelling games for the console. The PS3 looks like an expensive box at first, but seems less so when you compare its cost to the cost of a stand-alone Blu-ray player, a high-end PC graphics card, the Xbox 360 with its HD-DVD add-on, or even a Media Center PC.
The PlayStation 3 is backward-compatible with most PlayStation 1 and 2 games, but to hedge your bets you might want to buy the optional $15 Memory Card Adaptor, which allows you to transfer saved game information from PS1/PS2 memory cards to the PS3's hard disk. Even then, early reports indicate that various problems have plagued a bunch of games. Tekken 5, for instance, is said to lose background music on the PS3.
The PlayStation 3 Controller
The new wireless, motion-sensitive SixAxis controller lacks force feedback, but it's lighter than the PlayStation 2's controller and has larger L2 and R2 triggers. And because the PS3's controller can sense motion along six axes, you can turn and tilt in three-dimensional space to steer in driving or flying games. I've had limited opportunity to test the controller's motion aspects so far. Earlier this year, I played the upcoming game War Hawk at the E3 conference, where the PS3 was shown. But a few of the launch games, such as Ridge Racer 7, should invite extensive use of the motion-sensing capability.
The controller connects to the PlayStation 3 wirelessly via Bluetooth (within a 65-foot range) and can recharge its batteries (which Sony says will last for 30 hours) when plugged in via the supplied USB cable. To check the controller's remaining battery life, you hold the "PS" button (located between the analog sticks) for 2 seconds. You'll then see a battery meter for that controller on screen, plus an option to turn the console off. You also have to press the PS button when you turn the unit on; otherwise, annoyingly enough, the console won't recognize the controller.
A second PlayStation 3 controller costs $50, and the console supports up to seven players at a time. Each controller has four little LEDs on the top; these indicate the number that the console has assigned to that controller. For controllers 5 through 7, two LEDs light up, and you simply add those numbers together.
Xross Media Bar and Web Browsing
The Xross Media Bar interface itself is surprisingly responsive, and navigating around it feels snappier than using the Xbox 360 dashboard. Though the XMB lacks the 360's colored tabs (which serve as quick identifiers of the area of settings you're in), the PS3 interface has a better, less-cluttered layout overall. That said, the XMB also has quite a few unexplained menu options that aren't exactly intuitive. Even a rocket scientist might have trouble deciphering what Key Repeat Interval (a keyboard setting) or UPnP - Enable/Disable? (Universal Plug and Play) mean without a few moments of head scratching.
Small gripes aside, Sony has made the most important features and settings extremely easy to use. The parental controls (to block access to certain games, movies, or online store content) are clear, and configuring a network connection (wireless or wired) is a breeze.
I was pleasantly surprised that you can plug in a USB keyboard (including wireless models equipped with a USB dongle) and thereby avoid the horrid pre-emptive text-entry interface altogether. Bluetooth keyboard/mouse support is supposedly slated for a future system update. I can't overstate how much easier it is to deal with network settings or to browse the Web when you use a dedicated keyboard.
Launched from the XMB, the PS3's Web browser isn't the speediest thing on the planet, but it did load pages (including Flash videos) reasonably promptly. You can set bookmarks, browse through your history, and make text bigger or smaller. I didn't like being asked whether I wanted to load a script on a Web page (seemingly) each time I visited, but I did appreciate how the PS3's controller aided my browsing experience.
For instance, you can use the D-pad to jump the cursor between page links, and one of the analog sticks functions as a mouse. You may open a maximum of six browser windows simultaneously, and the console lets you switch between them in two different ways: Pushing down on a stick enables you to preview and switch between all open windows--it's like a cross between Internet Explorer 7's Quick Tab feature and Mac OS X's Expose functionality--whereas pressing the controller's R2 and L2 buttons lets you switch between browser windows while sliding them across the screen.
The Blu-ray Experience
From the outset, Sony intended the PlayStation 3 to serve as an all-purpose entertainment console, with tendrils that extend well beyond the realm of game play. But can the PlayStation 3 hope to compete with stand-alone Blu-ray players from consumer electronics makers?
The short answer is yes. (For a more detailed analysis of the PlayStation 3 as a movie player, see "Burning Questions: PS3--The Blu-ray Movie Experience.") The PS3's movie playback experience is best if you start from scratch, inserting a disc into the front-loading slot just as you power up the unit. The unit took just 3 seconds to load the movie Underworld Evolution, followed almost immediately by the opening sounds of the PlayStation 3 start-up orchestra. The screen then blacked out and loaded the movie disc; total disc load time, from insertion of disc to start of playback, was nearly 24 seconds.
Matched side-by-side with the Samsung BD-P1000 Blu-ray player (using its original, factory-installed firmware from when it shipped last summer), the game console delivered noticeably sharper and crisper image quality, with more depth and more detail than were visible on the Samsung.
Sony's decision to omit the remote from its package seems chintzy and inconsistent with its positioning of the premium PS3 as an all-encompassing entertainment device; it's worth noting that Microsoft includes a remote in the competing Xbox 360 box. But even if you pay for the remote to make the PS3 the entertainment-centric package it's designed to be, you'll be spending a total of just $525 or $625, depending upon which version of the player you get. That's far less than you'd pay if you bought a dedicated Blu-ray Disc player today; they range in price from $899 for the Philips BDP9000 to $1500 for the forthcoming Pioneer Elite BDP-HD1.
Multimedia File Playback
Dedicated areas in the PlayStation 3's XMB handle music, videos, and photos. Two things caught my eye: Videos played in thumbnail previews as I quickly flicked through them; and one photo-viewing mode (called Portrait Slideshow) uses real-time-generated graphics to foster the feeling that you are placing photos on a surface for friends and family to thumb through.
The PS3 supports common file formats such as AAC, JPEG, MP3, and MPEG-4 video, but I had no luck with any of the numerous WMV (Windows Media Movie) and WMA (Windows Media Audio) files I tried to play. I'm currently trying to find out from Sony whether these are supported or not. It's an important consideration if you have a massive collection of music files that you've purchased on a service that uses the WMA format.
In all probability, users will be able to play back more multimedia formats than the PS3 supports out of the box if they install Linux. Already, Linux distributor Terra Soft has announced that the PlayStation 3 supports its Yellow Dog distribution.
The PS3 can play music CDs, access song information from AMG (the All Music Guide) and copy/rip songs to its hard disk. By default, it does so in AAC format at 128 kbps, but you can create MP3 and ATRAC files if you prefer.
PlayStation Online Store and Network
Sony has said that--unlike Xbox Live--the PlayStation Network will be a free service. You'll be able to see when friends are online in order to chat with them by video, voice, or text, or to join multiplayer games. We'd like to confirm this for ourselves, but early feedback following the Japanese launch of the PlayStation 3 is that currently users can leave only text messages for other gamers. Reports further indicate that you can't read messages while in a game; you simply get a pop-up notification. Again, we'll look into this and let you know what we find out.
Regarding the PlayStation Store, Sony has stated that it intends to offer downloadable game demos and movie trailers, and to sell retro games, episodic content, and perhaps eventually even full-length movies. Methods to pay your "electronic wallet" bill will include credit card and special PlayStation cards sold in shops. Downloadable games that Sony has developed will cost less than $15 apiece at launch, and you can expect new titles from a range of developers to appear regularly.
Parting Thoughts
So there you have it: the PlayStation 3 in a rather large nutshell. It truly is technologically superior to both the Xbox 360 and the Wii (which isn't really a direct competitor). But to succeed, Sony and its third-party partners must tap into their traditional strength of delivering compelling games for the console. The PS3 looks like an expensive box at first, but seems less so when you compare its cost to the cost of a stand-alone Blu-ray player, a high-end PC graphics card, the Xbox 360 with its HD-DVD add-on, or even a Media Center PC.
FIFA 08 Review (PS3).

The FIFA series has been a busy little bee over the last two or three years. Firstly, the previous generation versions have been morphed into something which actually reflects the sport of football. Additionally, since the introduction of the series to the next-generation in FIFA 2006 (as a Road to World Cup release), the developers have built modes around their all new next-gen engine every year to the point where it now offers the multitude of features that the discerning Xbox 360/PlayStation 3 owner demands.
Firstly - and let’s get this straight right off the bat - FIFA is not Pro Evo. While it’s fair to say that FIFA has moved towards a more organic and realistic football representation over the last few years, it simply doesn’t (and probably never will) present the same gameplay style that Pro Evo does. The manager’s shouts from the dug-out and half-time slices of orange in the locker room realism of Pro Evo, just isn’t FIFA. FIFA is the glitz and glamour of football superstars with their lavish 12 room properties, Hummers in the driveway and page three girls on their arm.
Now that’s said and done, the most touted new feature in FIFA 08 is the ‘Be a Pro’ mode. This might just be the most exciting and original new feature in a footie game since Sensible Soccer introduced aftertouch swerve to the genre. In ‘Be a Pro’, you’re locked to one player for the duration of a game. This means holding your position on the field, calling for passes or long balls and finding space. For this type of gameplay to work, the developers needed to introduce advanced enough AI to ensure that you only get passed to when you’re in a good position, and the EA Canada guys have definitely succeeded in doing this. If you keep calling for a pass when you’re marked then you’ll get nowhere. Another nice touch is the camera, which seamlessly zooms in and out depending on your position and proximity to the ball. Also, when you start sprinting with the ball you get the much loved ‘CNN’ shaky cam effect (a bit like Gears of War when you run for cover).
On the next-gen versions, the only available single player mode for ‘Be a Pro’ is a training game. It allows you to play in an exhibition match as your footballing hero. This would’ve been rather limited if it’s all that was on offer but, thanks to all that is good and true in the world, EA have promised that gamers will be able to go online with up to nine other players (five on each side) and compete in ‘Be a Pro’ online matches. This will apparently be available as a downloadable feature six to eight weeks after release. While we’re a little frustrated that it won’t be a playable online mode out of the box, we’re also licking our lips like a salamander at the prospect because the short training feature truly is a lot of fun.
Speaking of the online features on the next-gen game, EA really have gone all out to please their PSN/Xbox Live gamers, adding the successful ‘Interactive Leagues’ from the previous generation formats to the next-gens for the first time. For those not in the know, ‘Interactive Leagues’ pit players against each other in matches that reflect real life fixtures. The results of the many thousands of online matches are then tallied up to give an overall result that can then be compared to the real life outcome. Both the ‘Be a Pro’ and ‘Interactive Leagues’ new modes for online play add to a host of other features (online leagues, ranked and unranked matches - the online FIFA world truly is your oyster).
But, without good core gameplay none of this really means anything, so ears pricked everyone. The next-gen game has seen considerable improvements since last year. Ball physics can be credited for some of this as the pig’s bladder now swerves, dips and takes flight in more believable ways than we’ve seen previously on the Xbox 360/PS3. Going hand in hand with this are the improved shooting mechanics and animations of players. The direction of your shot varies more realistically depending on what position you find yourself in and the shot you try to pull off. So, if the ball is coming into you awkwardly and you try to pull off a shooting angle that will contort your player’s body in ways that cause herniated discs, the result will be a pretty poor shot. This is also affected by the footie player’s weight distribution when they shoot. In other words, teeing up shots nicely will result in the most effective result.
AI has been knocked up a notch as well (although not with a spice weasel). Goals are harder to come by and breaking down the opposing team’s defense takes careful probing attacks and relies on holding onto possession. We did come across a couple of peculiarities though, such as the AI’s uncanny ability to knock in free kicks at a rate of about one in every three or four good opportunities - clearly this doesn’t reflect the success rates of free kicks in the Premiership and means that set-pieces on the edge of the box really can’t be given away. Speaking of which, we also felt that we were unfairly penalised for a few too many good challenges although, what football fan or player doesn’t think that?
While the AI has seen improvements, attacking play still feels a little bit two dimensional. Creating scoring opportunities still tends to depend far too much on repetitive one-twos and crossing into the box hopefully. Basically, throw it about enough and something’s got to stick. The gamer is rewarded too much for this type of ‘Conference’ play, meaning that subtleties and nuances of the beautiful game (such as lightning counter attacks, deftly weighted passes and pin-point long balls) are less important. This is ironic, given the series’ stress on flashy skills and superstar players which, again ironically, seem to provide more style than substance in-game.
Another area where the title still falls down is its failure to make one player seem different from the next. Other than basic abilities and attributes such as pace, playing with Ronaldhino still feels irritatingly similar to playing with Mark Viduka. This is something that the FIFA series has continuously fallen down on since its very first game in the early to mid nineties. I guess some things will never change.
However, the graphics on the next-gen machines have been given a lot of spit and polish this year. The visuals look more convincing, drawing you into the illusion that you’re actually at a Saturday afternoon game in a stadium of thousands, rather than the slightly ethereal graphics of FIFA 07. Player likenesses of the FIFA all-stars (i.e. Ronaldo, Ronaldhino, Rooney, somebody else beginning with R) are nicely rendered, and the mo-capping has made for some smooth and realistic animations of the player’s in-game.
As for the previous gen version, it refuses to go quietly into the night and is still churning out original features left right and centre. It also brandishes the ‘Be a Pro’ feature but, unlike the next-gen machines, gamers won’t be able to go online with the mode. Instead, PS2 gamers have been treated to the ‘Be a Pro: co-op season’. In short, you choose a player (or create one) and play solely as him in a season of games. Your player then improves depending on whether or not you complete certain individual and team tasks (i.e. complete 10 successful passes). The ‘co-op’ part of the mode allows you to play with three other guys locally (each as one player on the same team). Given that there’s no online play, you would expect this ‘co-op season’ mode for the ‘Be a Pro’ feature, but it’s good fun nonetheless.
The all round play has been nicely spruced up similarly to the improvements on the next-gens. Better AI, more realistic gameplay and better ball physics/player shooting mechanics make for a more engaging FIFA experience. But, the team responsible for the PS2 and PC versions of FIFA 08 at EA Canada has also managed to add in a couple of unique control/gameplay features that aren’t on the next-gens. Manual Crosses and through balls are the standard control setting, forcing you to get used to gameplay that’s quite awkward at first, but very intuitive and rewarding after a few games (N.B. on the next-gens, players can choose to control manual passes by changing the settings, but this just makes passes uncontrollable rather than intuitive).
Another nice touch is the ability to manually control your keeper by clicking the R3 button. He can then be brought out for a user controlled dive or positioned on corners and free kicks. To balance out these new abilities, EA Canada has done something rather special with the freekicks. Let’s say you position yourself for a curler into the top-left corner: the opposing player can then move his goalkeeper over there prior to the kick to stop the shot easily. To counter this, you can move to aim towards the right side of the goal but keep the camera frozen. It’s a nice little touch that really livens up three kicks. There’s also a similar feature for when the ball goes into touch down the sidelines, which finally makes footie game throw-ins fun rather than tedious. We look forward to seeing these clever little PS2 additions winging their way onto the PS3/Xbox 360 titles in the coming years.
In both the next-gen and previous-gen games, depth is added to the single player experience with the stalwart ‘Manager Mode’. Here you’re tasked with various tricky situations such as signing up youngsters, dealing with the press and getting the right sponsorship deal, while all the time retaining the morale and performance of players on your team.
As a final note, the soundtracks on both games are actually quite good. This is particularly the case on the PS2 which has an eclectic mix of world music that I’d like to have on my iPod, let alone a game. Our theory is that this is because FIFA has such an appeal worldwide, there are roughly 120 million PS2 owners and EA has realised they need to please a wide audience. After all, variety is the spice of life.
Firstly - and let’s get this straight right off the bat - FIFA is not Pro Evo. While it’s fair to say that FIFA has moved towards a more organic and realistic football representation over the last few years, it simply doesn’t (and probably never will) present the same gameplay style that Pro Evo does. The manager’s shouts from the dug-out and half-time slices of orange in the locker room realism of Pro Evo, just isn’t FIFA. FIFA is the glitz and glamour of football superstars with their lavish 12 room properties, Hummers in the driveway and page three girls on their arm.
Now that’s said and done, the most touted new feature in FIFA 08 is the ‘Be a Pro’ mode. This might just be the most exciting and original new feature in a footie game since Sensible Soccer introduced aftertouch swerve to the genre. In ‘Be a Pro’, you’re locked to one player for the duration of a game. This means holding your position on the field, calling for passes or long balls and finding space. For this type of gameplay to work, the developers needed to introduce advanced enough AI to ensure that you only get passed to when you’re in a good position, and the EA Canada guys have definitely succeeded in doing this. If you keep calling for a pass when you’re marked then you’ll get nowhere. Another nice touch is the camera, which seamlessly zooms in and out depending on your position and proximity to the ball. Also, when you start sprinting with the ball you get the much loved ‘CNN’ shaky cam effect (a bit like Gears of War when you run for cover).
On the next-gen versions, the only available single player mode for ‘Be a Pro’ is a training game. It allows you to play in an exhibition match as your footballing hero. This would’ve been rather limited if it’s all that was on offer but, thanks to all that is good and true in the world, EA have promised that gamers will be able to go online with up to nine other players (five on each side) and compete in ‘Be a Pro’ online matches. This will apparently be available as a downloadable feature six to eight weeks after release. While we’re a little frustrated that it won’t be a playable online mode out of the box, we’re also licking our lips like a salamander at the prospect because the short training feature truly is a lot of fun.
Speaking of the online features on the next-gen game, EA really have gone all out to please their PSN/Xbox Live gamers, adding the successful ‘Interactive Leagues’ from the previous generation formats to the next-gens for the first time. For those not in the know, ‘Interactive Leagues’ pit players against each other in matches that reflect real life fixtures. The results of the many thousands of online matches are then tallied up to give an overall result that can then be compared to the real life outcome. Both the ‘Be a Pro’ and ‘Interactive Leagues’ new modes for online play add to a host of other features (online leagues, ranked and unranked matches - the online FIFA world truly is your oyster).
But, without good core gameplay none of this really means anything, so ears pricked everyone. The next-gen game has seen considerable improvements since last year. Ball physics can be credited for some of this as the pig’s bladder now swerves, dips and takes flight in more believable ways than we’ve seen previously on the Xbox 360/PS3. Going hand in hand with this are the improved shooting mechanics and animations of players. The direction of your shot varies more realistically depending on what position you find yourself in and the shot you try to pull off. So, if the ball is coming into you awkwardly and you try to pull off a shooting angle that will contort your player’s body in ways that cause herniated discs, the result will be a pretty poor shot. This is also affected by the footie player’s weight distribution when they shoot. In other words, teeing up shots nicely will result in the most effective result.
AI has been knocked up a notch as well (although not with a spice weasel). Goals are harder to come by and breaking down the opposing team’s defense takes careful probing attacks and relies on holding onto possession. We did come across a couple of peculiarities though, such as the AI’s uncanny ability to knock in free kicks at a rate of about one in every three or four good opportunities - clearly this doesn’t reflect the success rates of free kicks in the Premiership and means that set-pieces on the edge of the box really can’t be given away. Speaking of which, we also felt that we were unfairly penalised for a few too many good challenges although, what football fan or player doesn’t think that?
While the AI has seen improvements, attacking play still feels a little bit two dimensional. Creating scoring opportunities still tends to depend far too much on repetitive one-twos and crossing into the box hopefully. Basically, throw it about enough and something’s got to stick. The gamer is rewarded too much for this type of ‘Conference’ play, meaning that subtleties and nuances of the beautiful game (such as lightning counter attacks, deftly weighted passes and pin-point long balls) are less important. This is ironic, given the series’ stress on flashy skills and superstar players which, again ironically, seem to provide more style than substance in-game.
Another area where the title still falls down is its failure to make one player seem different from the next. Other than basic abilities and attributes such as pace, playing with Ronaldhino still feels irritatingly similar to playing with Mark Viduka. This is something that the FIFA series has continuously fallen down on since its very first game in the early to mid nineties. I guess some things will never change.
However, the graphics on the next-gen machines have been given a lot of spit and polish this year. The visuals look more convincing, drawing you into the illusion that you’re actually at a Saturday afternoon game in a stadium of thousands, rather than the slightly ethereal graphics of FIFA 07. Player likenesses of the FIFA all-stars (i.e. Ronaldo, Ronaldhino, Rooney, somebody else beginning with R) are nicely rendered, and the mo-capping has made for some smooth and realistic animations of the player’s in-game.
As for the previous gen version, it refuses to go quietly into the night and is still churning out original features left right and centre. It also brandishes the ‘Be a Pro’ feature but, unlike the next-gen machines, gamers won’t be able to go online with the mode. Instead, PS2 gamers have been treated to the ‘Be a Pro: co-op season’. In short, you choose a player (or create one) and play solely as him in a season of games. Your player then improves depending on whether or not you complete certain individual and team tasks (i.e. complete 10 successful passes). The ‘co-op’ part of the mode allows you to play with three other guys locally (each as one player on the same team). Given that there’s no online play, you would expect this ‘co-op season’ mode for the ‘Be a Pro’ feature, but it’s good fun nonetheless.
The all round play has been nicely spruced up similarly to the improvements on the next-gens. Better AI, more realistic gameplay and better ball physics/player shooting mechanics make for a more engaging FIFA experience. But, the team responsible for the PS2 and PC versions of FIFA 08 at EA Canada has also managed to add in a couple of unique control/gameplay features that aren’t on the next-gens. Manual Crosses and through balls are the standard control setting, forcing you to get used to gameplay that’s quite awkward at first, but very intuitive and rewarding after a few games (N.B. on the next-gens, players can choose to control manual passes by changing the settings, but this just makes passes uncontrollable rather than intuitive).
Another nice touch is the ability to manually control your keeper by clicking the R3 button. He can then be brought out for a user controlled dive or positioned on corners and free kicks. To balance out these new abilities, EA Canada has done something rather special with the freekicks. Let’s say you position yourself for a curler into the top-left corner: the opposing player can then move his goalkeeper over there prior to the kick to stop the shot easily. To counter this, you can move to aim towards the right side of the goal but keep the camera frozen. It’s a nice little touch that really livens up three kicks. There’s also a similar feature for when the ball goes into touch down the sidelines, which finally makes footie game throw-ins fun rather than tedious. We look forward to seeing these clever little PS2 additions winging their way onto the PS3/Xbox 360 titles in the coming years.
In both the next-gen and previous-gen games, depth is added to the single player experience with the stalwart ‘Manager Mode’. Here you’re tasked with various tricky situations such as signing up youngsters, dealing with the press and getting the right sponsorship deal, while all the time retaining the morale and performance of players on your team.
As a final note, the soundtracks on both games are actually quite good. This is particularly the case on the PS2 which has an eclectic mix of world music that I’d like to have on my iPod, let alone a game. Our theory is that this is because FIFA has such an appeal worldwide, there are roughly 120 million PS2 owners and EA has realised they need to please a wide audience. After all, variety is the spice of life.
Sound: 9
Graphics: 8.6
Gameplay: 8.2
Originality: 8.5
Longevity: 7.5
OVERALL: 8/10
2008 Audi Abt R8

Specifications
Engine
Type: V8
Displacement cu in (cc): 254 (4163)
Power bhp (kW) at RPM: 420(313) / 7800
Torque lb-ft (Nm) at RPM: 317(430) / 4500
Redline at RPM: 8250
Brakes & Tires
Brakes F/R: ABS, vented disc/vented disc
Tires F-R: R20
Driveline: All Wheel Drive
Exterior Dimensions & Weight
Length × Width × Height in: n.a.
Weight lb (kg): n.a.
Performance
Acceleration 0-62 mph s: n.a.
Top Speed mph (km/h): n.a.
Fuel Economy EPA city/highway mpg (l/100 km): n.a.
Engine
Type: V8
Displacement cu in (cc): 254 (4163)
Power bhp (kW) at RPM: 420(313) / 7800
Torque lb-ft (Nm) at RPM: 317(430) / 4500
Redline at RPM: 8250
Brakes & Tires
Brakes F/R: ABS, vented disc/vented disc
Tires F-R: R20
Driveline: All Wheel Drive
Exterior Dimensions & Weight
Length × Width × Height in: n.a.
Weight lb (kg): n.a.
Performance
Acceleration 0-62 mph s: n.a.
Top Speed mph (km/h): n.a.
Fuel Economy EPA city/highway mpg (l/100 km): n.a.
Introduction
High horsepower and low quarter-mile times are great and all, but in an era when speed comes cheaper than ever, any manufacturer that expects to launch a successful six-figure sports car out of the blue had better bring something unique to the table. The midengine 2008 Audi R8 could be just the thing.
Certain design aspects of the R8 might bring to mind a Porsche, a Corvette or the late Acura NSX, but because the R8 carries a 4.2-liter V8 in its midsection, sends 420 hp to all four wheels, offers two transmissions and wraps it all in an aluminum space frame, this Audi clearly has its own attitude. The only car coming close to that description wears the name Lamborghini Gallardo -- no surprise, as that midengine exotic provided the basic blueprints for this one. Audi's $70-grand-lower price tag ensures the competition will be minimal, as does the R8's two fewer cylinders and 100 fewer horsepower.
Yet the R8 is undoubtedly fast. Sixty miles per hour comes up in 4.4 seconds, a quoted top speed of 187 mph arrives not much later, and tire grip approaches a full g -- all par for this potent class. Among the bigger differences: the R8 lets its driver exploit that speed through a six-speed manual or "R tronic" transmission (Audi's newest take on the clutchless manual); Audi's Quattro all-wheel drive allows hard driving with an extra degree of confidence; and perhaps above all, the R8 incorporates Audi's usual concessions to comfort rather than raw performance. Consider its advanced, ride-friendly electromagnetic shock absorbers, for instance.
When one looks at what Audi has done with its R8 and the focus on performance and everyday comfort, it's pretty obvious that the intended target is Porsche's 911. Impressively, the 2008 Audi R8 stands tall in just about every possible measure, and it's more controllable at the limit than the rear-engined Porsche. However, pricing is such that the R8 competes against some true exotics, such as the 911 Turbo, the Aston Martin V8 and the new Maserati GranTurismo. Among this group, the R8's drawbacks include less steering feel and a lack of possible customization through the factory. Still, to those who prefer the "middle ground" of driving sports cars, appreciate all-wheel drive and have an eye for Audi's innovative interiors, the R8 stands as the obvious choice.
High horsepower and low quarter-mile times are great and all, but in an era when speed comes cheaper than ever, any manufacturer that expects to launch a successful six-figure sports car out of the blue had better bring something unique to the table. The midengine 2008 Audi R8 could be just the thing.
Certain design aspects of the R8 might bring to mind a Porsche, a Corvette or the late Acura NSX, but because the R8 carries a 4.2-liter V8 in its midsection, sends 420 hp to all four wheels, offers two transmissions and wraps it all in an aluminum space frame, this Audi clearly has its own attitude. The only car coming close to that description wears the name Lamborghini Gallardo -- no surprise, as that midengine exotic provided the basic blueprints for this one. Audi's $70-grand-lower price tag ensures the competition will be minimal, as does the R8's two fewer cylinders and 100 fewer horsepower.
Yet the R8 is undoubtedly fast. Sixty miles per hour comes up in 4.4 seconds, a quoted top speed of 187 mph arrives not much later, and tire grip approaches a full g -- all par for this potent class. Among the bigger differences: the R8 lets its driver exploit that speed through a six-speed manual or "R tronic" transmission (Audi's newest take on the clutchless manual); Audi's Quattro all-wheel drive allows hard driving with an extra degree of confidence; and perhaps above all, the R8 incorporates Audi's usual concessions to comfort rather than raw performance. Consider its advanced, ride-friendly electromagnetic shock absorbers, for instance.
When one looks at what Audi has done with its R8 and the focus on performance and everyday comfort, it's pretty obvious that the intended target is Porsche's 911. Impressively, the 2008 Audi R8 stands tall in just about every possible measure, and it's more controllable at the limit than the rear-engined Porsche. However, pricing is such that the R8 competes against some true exotics, such as the 911 Turbo, the Aston Martin V8 and the new Maserati GranTurismo. Among this group, the R8's drawbacks include less steering feel and a lack of possible customization through the factory. Still, to those who prefer the "middle ground" of driving sports cars, appreciate all-wheel drive and have an eye for Audi's innovative interiors, the R8 stands as the obvious choice.
Body Styles, Trim Levels, and Options
The 2008 Audi R8 comes as a two-door, midengine, all-wheel-drive coupe. Standard equipment includes 19-inch wheels, a retractable rear spoiler (operates automatically or manually), xenon headlights, LED brake lights and turn signals, leather-and-Alcantara suede power-adjustable sport seats, aluminum trim, automatic climate control and a seven-speaker CD stereo.
Major extra options are limited to carbon-fiber "sideblade" exterior styling panels, a Bang & Olufsen premium stereo, a navigation system and upgraded napa leather upholstery. There's also the Convenience Package, which contains parking sensors, a six-disc CD changer, hill holder assist, Bluetooth phone connectivity, a HomeLink transceiver and auto-dimming rearview mirrors
The 2008 Audi R8 comes as a two-door, midengine, all-wheel-drive coupe. Standard equipment includes 19-inch wheels, a retractable rear spoiler (operates automatically or manually), xenon headlights, LED brake lights and turn signals, leather-and-Alcantara suede power-adjustable sport seats, aluminum trim, automatic climate control and a seven-speaker CD stereo.
Major extra options are limited to carbon-fiber "sideblade" exterior styling panels, a Bang & Olufsen premium stereo, a navigation system and upgraded napa leather upholstery. There's also the Convenience Package, which contains parking sensors, a six-disc CD changer, hill holder assist, Bluetooth phone connectivity, a HomeLink transceiver and auto-dimming rearview mirrors
Powertrains and Performance
The Audi R8 uses a midmounted 4.2-liter V8 making 420 hp and 317 pound-feet of torque, thanks in part to direct fuel injection and a high compression ratio. Power gets sent to all four wheels (56 percent to the rears in normal conditions) through one of two transmissions: a traditional six-speed manual or Audi's six-speed R tronic -- essentially a manual transmission with a single computer-controlled clutch that allows shifting via the lever or steering wheel-mounted paddles. R tronic offers a fully automatic mode as well. In testing, we've found that the manual-shift R8 accelerates from zero to 60 mph in 4.4 seconds and passes the quarter-mile in 12.8 seconds.
The Audi R8 uses a midmounted 4.2-liter V8 making 420 hp and 317 pound-feet of torque, thanks in part to direct fuel injection and a high compression ratio. Power gets sent to all four wheels (56 percent to the rears in normal conditions) through one of two transmissions: a traditional six-speed manual or Audi's six-speed R tronic -- essentially a manual transmission with a single computer-controlled clutch that allows shifting via the lever or steering wheel-mounted paddles. R tronic offers a fully automatic mode as well. In testing, we've found that the manual-shift R8 accelerates from zero to 60 mph in 4.4 seconds and passes the quarter-mile in 12.8 seconds.
Safety
The 2008 Audi R8 protects both occupants with seat-mounted side airbags and knee-protecting airbags. Antilock disc brakes, traction control and stability control are all standard.
The 2008 Audi R8 protects both occupants with seat-mounted side airbags and knee-protecting airbags. Antilock disc brakes, traction control and stability control are all standard.
Driving Impressions
Everyday drivability is the foundation for the 2008 Audi R8. The R8 is almost as quiet and easygoing as Audi's own sedans, partly thanks to electromechanical steering, plus shock absorbers whose electromagnetically controlled fluid adapts to the road surface. All-wheel drive and monstrous tires give the R8 a stuck-to-the-ground feel, yet the car is also lively and willing when driven on twisty roads. Only in terms of steering feel does the R8 seem to be a little less visceral than the 911, and when driven at the limit, the midengine Audi is easier to control than the rear-engined Porsche. We recommend choosing the traditional manual transmission, as Audi's R tronic can occasionally be a bit fussy in day-to-day driving situations due to its delayed shifting reactions.
Everyday drivability is the foundation for the 2008 Audi R8. The R8 is almost as quiet and easygoing as Audi's own sedans, partly thanks to electromechanical steering, plus shock absorbers whose electromagnetically controlled fluid adapts to the road surface. All-wheel drive and monstrous tires give the R8 a stuck-to-the-ground feel, yet the car is also lively and willing when driven on twisty roads. Only in terms of steering feel does the R8 seem to be a little less visceral than the 911, and when driven at the limit, the midengine Audi is easier to control than the rear-engined Porsche. We recommend choosing the traditional manual transmission, as Audi's R tronic can occasionally be a bit fussy in day-to-day driving situations due to its delayed shifting reactions.
NOKIA N95 8GB

About a year ago Nokia released a tech-freak's dream of a handset offering a mouthwatering horde of features in a fairly compact size. The omnipresent N95 spawned a successor and now the question is how much better can it get. Nokia N95 8GB sure has good genes but there still seems to be enough room for improvement. At first glance, Nokia has heeded user complaints with the original and addressed them properly. However, we are yet to see if the enhancements are enough to make the N95 8GB the definitive upgrade from the previous model or is it about laurel-resting mostly.
Key features
2.8" 16M color QVGA display
5 megapixel camera with auto focus and Carl Zeiss optics
Massive storage capacity and increased RAM
Wi-Fi with UPnP technology
Built-in GPS receiver and A-GPS functionality
Nokia maps application covering over 100 countries worldwide
Dual-slide design with dedicated multimedia keys
Standard 3.5mm audio jack
3G (with HSDPA), EDGE and GPRS support
Symbian OS 9.2 Series 60 3rd edition Feature Pack 1 user interface
TV-out functionality
1200 mAh battery
Main disadvantages
No camera lens protector
No RDS system for the FM radio
Below average GPS performance, no 3rd party apps support
Extra charges for voice assisted navigation
Cannot edit office documents
No card slot
Doesn't charge when connected to USB
2.8" 16M color QVGA display
5 megapixel camera with auto focus and Carl Zeiss optics
Massive storage capacity and increased RAM
Wi-Fi with UPnP technology
Built-in GPS receiver and A-GPS functionality
Nokia maps application covering over 100 countries worldwide
Dual-slide design with dedicated multimedia keys
Standard 3.5mm audio jack
3G (with HSDPA), EDGE and GPRS support
Symbian OS 9.2 Series 60 3rd edition Feature Pack 1 user interface
TV-out functionality
1200 mAh battery
Main disadvantages
No camera lens protector
No RDS system for the FM radio
Below average GPS performance, no 3rd party apps support
Extra charges for voice assisted navigation
Cannot edit office documents
No card slot
Doesn't charge when connected to USB
Only recently did we notice the N95-1 label on our original Nokia N95 box. It seems that Nokia have had plans for expanding the N95 family even in those early days. Now in order to clear up terms here, we are just making a remark that currently the 8GB version of Nokia N95 that we are reviewing here is called N95-2, while the American version supporting the US 3G bands, is known as N95-3.
Reviewing the N95-2 today makes it seem that our task has become a little bit more complicated. In addition to the usual in-depth review, we will try to highlight how Nokia N95 8GB performs in comparison to the original Nokia N95. The differences in specs seem about enough to justify the extra cost, so performance might just push the users' choice this way or the other. Plus, it is quite difficult to compare Nokia N95 8GB to any existing model on the market. After all, there is no other device to even come close to N95 8GB in terms of the features offered and the size of the package they come in. The HTC TyTN II has similar functionality, with a QWERTY keyboard on top, but it weighs the considerable 62g more. The Sony Ericsson W960 is probably the closest competitor, swapping GPS functionality for touchscreen. However, the UIQ interface of the Symbian OS is not even as nearly enjoyable as the Series 60.
So, back to comparing N95 and N95 8GB, we start with the hardware differences of these two handsets. The Nokia N95 8GB has a larger screen, and in reality the 0.2" do make a difference. The display truly looks larger than you might guess. The QVGA resolution stays the same and is adequate for providing great picture quality, especially when combined with the 16.7 million color support. Other benefits of Nokia N95 8GB over its predecessor is the doubled RAM, which makes the phone faster, even with more applications running in background. The card slot however has been ditched and this might seem perfectly coherent with the 8GB of storage space provided. On the other hand, a card slot can be very useful as a file transfer medium. Though not so frequently used, it's worth having data transfer options. Another advantage of Nokia N95 8GB is the notably better battery life. Short battery life was probably the most criticized feature of the original N95, some heavy users reporting to have been forced to recharge a few times a day. Now, with the 1200 mAh and the demand-paging feature enabled, the Nokia N95 8GB is a real step up. The fact that only the most essential parts of the programs are loaded in the RAM memory with the rest remaining on the mass or phone memory until it is needed reduces the memory-needs of the phone and therefore increase the battery life. However, it is not all milk and honey for the Nokia N95-2. The spoon of tar is the removed camera lens cover. The newly released phone relies only on a slight recess for camera lens protection from dirt and smudgy fingers.
Related Products:
• Nokia N95 8GB Tinted Black Silicone Silicon Skin... - Data Kits LTD
• Nokia N95 8GB (3) - 3 Mobile
• Nokia N95 8GB Genuine Original Replacement LCD... - Data Kits LTD
• Nokia N95 8GB Tinted Black Silicone Silicon Skin... - Data Kits LTD
• Nokia N95 8GB (3) - 3 Mobile
• Nokia N95 8GB Genuine Original Replacement LCD... - Data Kits LTD
Tuesday, February 5, 2008
The Power of Positive Thinking

Why Think Positively? All of our feelings, beliefs and knowledge are based on our internal thoughts, both conscious and subconscious. We are in control, whether we know it or not.We can be positive or negative, enthusiastic or dull, active or passive.The biggest difference between people is their attitudes. For some, learning is enjoyable and exciting. For others, learning is a drudgery. For many, learning is just okay, something required on the road to a job. “Most folks are about as happy as theymake up their minds to be.” Abraham LincolnOur present attitudes are habits, built from the feedback of parents, friends, society and self, that form our self-image and our world-image.These attitudes are maintained by the inner conversations we constantly have with ourselves, both consciously and subconsciously.The first step in changing our attitudes is to change our inner conversations.
What Should We Be Saying? One approach is called the three C’s: Commitment, Control and Challenge.CommitmentMake a positive commitment to yourself, to learning, work, family, friends, nature, and other worthwhile causes. Praise yourself and others. Dream of success. Be enthusiastic.ControlKeep your mind focused on important things. Set goals and priorities for what you think and do. Visualize to practice your actions. Develop a strategy for dealing with problems. Learn to relax. Enjoy successes. Be honest with yourself.ChallengeBe courageous. Change and improve each day. Do your best and don’t look back. See learning and change as opportunities. Try new things. Consider several options. Meet new people. Ask lots of questions. Keep track of your mental and physical health. Be optimistic.Studies show that people with these characteristics are winners in good times and survivors in hard times.Research shows that,“… people who begin consciously to modify their inner conversations and assumptions report an almost immediate improvement in their performance. Their energy increases and things seem to go better …”Commitment, control and challenge help build self-esteem and promote positive thinking. Here are some other suggestions.
We can be positive or negative, enthusiastic or dull, active or passive. The biggest difference between people is their attitudes. For some, learning is enjoyable and exciting. For others, learning is a drudgery. For many, learning is just okay, something required on the road to a job. ” Our present attitudes are habits, built from the feedback of parents, friends, society and self, that form our self-image and our world-image. These attitudes are maintained by the inner conversations we constantly have with ourselves, both consciously and subconsciously. The first step in changing our attitudes is to change our inner conversations.
Subscribe to:
Posts (Atom)
