Showing posts with label Reviews. Show all posts
Showing posts with label Reviews. Show all posts

Thursday, September 29, 2016

REVIEWS GAMES FIFA 17 vs PES 2017: Head-to-head



Welcome to the next generation, FIFA. What took you so long?

Most video games, even blockbuster sequels, exist in a kind of isolation. You treat each one like a self-contained entertainment experience. Football/soccer games, though, live in a very different reality than most video games. For one, they’re sports games, which means a new one is released every year, a schedule that presents challenges to developers and problems for fans, who have to pick through bullshit bullet-point marketing to decide whether it’s worth playing a game that’s likely very similar to one they spent months playing last year.

Instead of being a single game that we look at in a vacuum and treat on its own merits, each year’s release is merely the latest chapter in ongoing sagas.

The other weird thing about them is that FIFA vs PES is sports video gaming’s only true rivalry. Most other sports are dominated by a single game, whether by force (like Madden’s NFL rights monopoly) or by virtue (you’d be forgiven for forgetting NBA Live even exists given how popular NBA 2K is).

FIFA and PES, on the other hand, are like Batman and The Joker, their entire existence defined by the presence of the other. You can’t play PES without talking about FIFA’s licenses, and you can’t play FIFA without talking about PES’ gameplay, because those things are as much a result of targeting the competitor’s weaknesses as their own inherent strengths.



And being sports games, titles that many fans devote 9-12 months of the year to, there’s generally only room in people’s schedules (let alone wallets) to get one of them. So the matter of comparing FIFA and PES isn’t just an interesting exercise in approach and scale, for many people it’s important business!

Ever since Konami’s PES series switched to the Fox Engine a few years back, it has enjoyed a short period of (critical, at least) superiority over its flashier competitor, which limped through the early years of the XB1/PS4 generation with an engine that was, to put it kindly, dated as fuck.

While FIFA turned up every year with its licenses and its advertising budget, over the past few seasons PES has built a superior product where it felt it counted most—and also in the only place Konami could afford to compete—which was on the pitch.

I said as much last year. An aging FIFA simply couldn’t compete with PES’ more physical and accurate representation of the flow of a game of football, its deep pockets and extensive licensing no longer able to paper over the cracks in its on-field product.

This year, though, things are different. While PES offers the standard “same game but with a few new tiny features” sports game approach, FIFA feels like a brand new series. Not necessarily in terms of how it plays, but in how it’s been presented.



FIFA 17 | Two things to look at here: cracking goal, but look how far that defender ends up out of position

But first, PES. There’s not much to say about PES that isn’t boring “well this is slightly better/different than last year” breakdowns. It was a very good football game last year let down by terrible presentation and a disappointing lack of official licenses. This year it’s an even better football game still let down by terrible presentation with a license situation that’s even worse.

There’s just something about the Fox engine and Konami’s code at the moment that has the series in a footballing sweet spot, somewhere it probably hasn’t been this comfortable in since PES’ 20006 glory days. Everything from the movement of the ball to the physicality of players feels great, with the result that (WARNING: sports video game cliche ahead) the game you play on the screen often looks a lot like a game of actual professional football, if not in terms of visuals then at least in flow and build-up play.

PES 2017 takes last year’s game and just...cleans it up. Most notably the game’s player animations are less stiff, which had long been a problem for the series, but stuff like crosses and holding the ball up also feel tighter.



PES 2017 | PES can be beautiful to watch.

There’s something euphoric about the way you can string things together in PES 2017. Seeing a winger whip in a low cross that a striker takes, shoulders a defender he’s holding off then slides it into the bottom corner doesn’t look or feel like a video game moving from one programmed set of circumstances to the next. It just flows, elegantly, like a football should when its finding its through a bunch of world-class players into the back of the net.

FIFA doesn’t play that nicely. It’s not that it’s a bad football game, far from it, but when you play the two side by side it doesn’t take long to see which one plays the better game. FIFA has a new engine, which should have fixed a number of its longstanding issues, yet for whatever reason many of these persist. Players move like they’re ice-skating on grass and have the turning circle of cement trucks, while too many parts of the game, especially in attack, still feel like they’re a little bit on rails.

Making matters worse for FIFA is that defending this year is...yeesh. It’s not that it’s hard, it’s that there’s an obvious game design issue at play here where EA Sports wanted to do away with the idea that a football player can simply win back the ball whenever they want by hitting a button, and instead want to subject you to minutes of frustration as you watch an opponent stroke the ball around.

I see their point! That’s how football works, and in making the ball so hard to win back in defence, they obviously want you to take better care of it in possession. Problem is, this is a video game, not a UEFA badge coaching course, and that is not fun.

Things that are fun in FIFA this year include shooting, which feels a lot crisper and feasible at long distances, new set piece controls which seem to be frustrating hardcore players (no doubt simply because they’re new) but which I love and a very effective new way to turn your shoulder and maintain possession in traffic or in the presence of a close defender.

It also looks a lot better. The shift to the Frostbite engine has finally banished the old “thug” character models, with their giant shoulders and cartoon faces and weird warping effect on the jerseys whenever they raised their arms. In their place are modern, realistic football players. I don’t think FIFA’s faces are quite as nice as PES’, but it’s a matter of splitting hairs. This game looks good.

And hey, like I said, it’s not like FIFA 17 is a bad football game. It’s the best FIFAhas handled in years, and taken in isolation (which for many people who only play FIFA it may well be) it’s a very fine sports title.

Overall, though, PES 2017 is much better at playing a game of football. If that’s all you care about, and is all you base your purchasing/time devotion decisions on, there you go. Have at it, and enjoy yourself.

If you’re still with me, though, let’s talk about how sports games are more complex than just “which game plays better”.

Despite all the changes that have been made to FIFA this year and all the refinements PES has introduced over the past couple of years, I think the football landscape in 2016 looks a lot like it did in 2014, when I said “Pro Evo plays better than FIFA, but that’s not enough”.

Because that’s the position we again find ourselves in. PES plays a tremendous game of football, even better than it did two seasons ago, but its deficiencies in just about every other area—coupled with one massive addition to FIFA’s offering—make recommending it over EA’s series a tough proposition.

Konami’s PES slogan, “The Pitch Is Ours”, is supposed to be a rallying cry to hardcore fans that this is the game you want if you want the best game of football. In reality, it reads almost as a sad exclamation, accidental self-parody that the pitch is the only thing Konami can actually manage to get right.

From clumsy menus to to minimal upgrades for core components like Master League to a PC version that deserves a fiery death, everything about the nuts and bolts of PES—the things that over the months you spend more time in than actual games—feels budget, broken and/or underdone. How many years do we have to say this until Konami does something about it?

Its online play is a shadow of FIFA’s Ultimate Team juggernaut, and commentary is a stilted, robotic embarrassment. This may all sound like fluff, but over the course of your time with a sports game, as you wait through load times, navigate menus and dig into modes and options over first weeks and then months, it all adds up!

And that’s before we get to licensing. Which is dreadful. It’s somehow even worse than last year. There’s no Bayern Munich, despite Mario Götze appearing in the team’s colours on the cover of PES 2015. There’s no Juventus. Worst of all,there is no Real Madrid.



PES 2017 | MD White? Guys, if you only pay for two licenses in the entire game, one of them needs to be Real Madrid.

Long-term fans may scoff at this, numb as they are to Konami’s repeated failings in this area, but for most people (and me) this is a big deal. They want to see real teams play against other real teams in real stadiums, and they want to be able to do so without having to tinker with image files and user-created kits like PES half-asses.

FIFA has long let them indulge in that kind of stuff, but in FIFA 17 EA absolutely murders Konami with the introduction of The Journey, which for me has been the deal-breaker in this year’s contest between the two games. If you feel like EA had an advantage when it came to stuff like names and kits, you’re going to love what happens when you’re dropped on the ground floor and start living that stuff first-hand.


The Journey is EA’s first serious attempt at creating something 2K has been doing with its NBA 2K series for years: namely, provide a proper single player story mode, complete with a narrative and cutscenes. It’s more than just a single new game mode, though. This isn’t some bullet point for the back of the box. Just like 2K’s MyCareer, The Journey is being positioned as the centrepiece of FIFA 17, and for a guy like me who prefers single player, that’s exactly what it’s become.

Unlike PES’ career modes—or even FIFA’s older equivalents, which are still present deeper in the menus—The Journey puts you in the shoes of a pre-designed character, who has his own backstory and physical appearance.

Beginning as a young boy, you control a guy named Alex Hunter as he makes his way through the ups and downs of the professional game in England, experiencing everything from a loan spell with a lower-division team to cup finals and Premier League titles.



FIFA 17 | As a Villa fan, I thought we’d miss out on The Journey, since it’s restricted to Premier League teams. Part of the story involves a loan spell at a Championship club, though, so I got to spend a few months being patronised on a daily basis.

The Journey isn’t just a fancy singleplayer mode for a sports game, though. It’s practically a full-blown RPG experience. While you’ll be playing actual games of football, you also have to take part in training sessions with your team, which at first are used as tutorials for newcomers, but which soon become the best way for you to level up Alex’s stats (both his overall numbers and by unlocking and attaching specific perks); the better you do in each drill (essentially FIFA mini-games), the more you’ll improve, and the better your chances of making the starting XI for the next game, which in turn will give you more game time and more chances to level up.

Adding to the RPG feel are the quantity and quality of cutscenes that are used to break up the football. Sure, the story is corny as hell (it’s your standard “boy come good” sports tale), but it’s told with genuine sincerity, a few lighter moments and some very fancy cutscenes helping it all go down a little easier

So far so 2K MyCareer, but one thing FIFA improves on its own is that it tailors the game experience to suit the story. Instead of just asking you to play and then loosely cobbling some cutscenes together based on your performance, The Journey directly intervenes in your game sometimes to suit its narrative needs, creating roster spots for fictional characters on actual teams (which 2K has also done this year), injuring star players to give you your first shot and transferring big players (like Harry Kane) into your club to give the manager an excuse to present you with your career’s first roadblock.



FIFA 17| The Journey’s story won’t win any awards, but it’s told with enough quality in the models and voice acting that it’s entertaining enough given the context.

It makes the whole thing feel like a more complete, coherent package than just a collection of cutscenes padding your games. And while it runs into many of MyCareer’s problems later down the line—like a drop in cutscenes once you establish yourself in a mid-career grind—its strong opening and overall packaging have made it one of the most enjoyable things I’ve played in a sports game in a long time.

Is The Journey going to mean much to the kind of person who obsesses over pack opening videos on YouTube? Maybe. But it definitely means a lot to me, a solitary player who used to craft his own narratives in career mode anyway, but can now indulge this style of play on a (relatively) Hollywood scale. It’ll also mean a lot to a more casual player, who now gets a guided tour of sorts (including tutorials) through the meat of FIFA’s offering, while also serving as perhaps the only major sports games that is now totally welcoming of any brand new players, whether they be football fans taking their first steps in an RPG, or maybe even vice versa.

It’s a key part of the FIFA 17 experience, a real reason to pick this game up even if you’re not a hardcore football game player, and it’s one that PES can’t even offer, let alone match.

I’m disappointed that FIFA’s move to a new engine didn’t result in a bigger improvement to its on-field offering, and I’m disappointed that despite year after year of feedback PES still can’t seem to fix their shit when it comes to basic issues of navigation and presentation.

Indeed, the established divides/cliches between the two series—that FIFA is the skin and PES is the soul of football—have become so entrenched this year that you almost wish the two studios could climb out of the trenches on Christmas Day, shake hands, join forces and release a single football game. Let Konami handle the on-field code and EA can do...everything else.

Since that’s never going to happen, though, we’re left with this eternal struggle, which some years is won by the plucky underdog, but which most years—like this one—is carried by the global juggernaut which is able to devote so much money and manpower to their game that even when it’s not as good a football game, it remains the more enjoyable experience overall.

System Notes

I played PES 2017 on PS4. I played FIFA 17 on Xbox One. I also played PES 2017 on PC, which is an embarrassing port, so that you don’t have to.

Friday, September 23, 2016

Dell XPS 13 Returns With Kaby Lake, Ubuntu, Rose Gold Finish



Dell joined the Intel Kaby Lake party and announced that the latest update to its XPS 13 notebook PC will feature the new 7th generation (Kaby Lake) processors. The company will also offer a developer version of the lightweight laptop that comes loaded with Ubuntu, and the XPS 13 received a new color option in the form of Rose Gold.
The Dell XPS 13 is the company’s thinnest and lightest laptop offering, weighing in starting at 2.7 lbs. and coming as thin as 9mm. The machined-aluminum and carbon fiber chassis, along with the display’s Corning Gorilla Glass, gives the device a durable, yet sleek construction.

Intel’s Kaby Lake processors have been making their way to a variety of vendors and devices, and Dell is following suit by offering the Intel Core i3-7100U, Core i5-7200U and Core i7-7500U as options in the new XPS 13. The laptop can be configured with 4, 8 or 16GB of LPDDR3-1866, and storage options include a 128GB SATA-based SSD or 256GB, 512GB and 1TB PCIe SSDs.
The 13.3-inch display comes in two different flavors: an FHD (1920 x 1080) InfinityEdge anti-glare screen or a QHD (3200 x 1800) InfinityEdge touchscreen. Dell also upgraded the battery to a larger, 60 Watt-Hour version that offers increased longevity away from the wall. The battery provides up to 22 hours runtime on an FHD display or up to 13 hours on a QHD version.

The XPS 13 sports a new Rose Gold finish option. Although this color variant has been a favorite of many manufacturers recently, it’s the first time Dell is offering the luxurious tone in the XPS 13. However, the Rose Gold finish will only come in two variations, with either a 7th generation (Kaby Lake) Intel Core i5 or i7 processor, both with 8 GB of memory and a 256 GB PCIe SSD. The i5 version features an FHD display; the i7 has the QHD touchscreen.
Furthermore, Windows 10 won’t be the only OS option for the XPS 13. Dell is offering a developer version of the laptop loaded with Ubuntu 16.04 LTS, giving Canonical enthusiasts a powerful (on paper) option for their Linux-based workloads and applications.
The Dell XPS 13 will be available starting October 4, starting at $799. The Developer Edition (Ubuntu) starts at a steeper $949.
Product
Dell XPS 13
Processor Options
- Intel Core i3-7100U
- Intel Core i5-7300U
- Intel Core i7-7500U
Memory Options
- 4GB LPDDR3-1866
- 8GB LPDDR3-1866
- 16GB
Graphics
Intel HD Graphics 620
Display Options
- 13.3” FHD (1920 x 1080) InfinityEdge
- 13.3” QHD (3200 x 1800) InfinityEdge Touchscreen
Ports
- USB 3.0 x2
- Thunderbolt 3 (USB Type-C)
- SD Card Reader
- Headset Jack
Networking
Killer 1535 Wireless AC 2x2 w/ Bluetooth 4.1
Audio
1-Watt Speaker x2
Webcam
720p Widescreen w/ Dual-Array Digital Mics
Dimensions
7.88 x 11.98 x 0.33-0.60 inches
Weight
- 2.7 lbs.
- 2.9 lbs. (Touchscreen)
Operating System Options
- Windows 10
- Ubuntu 16.04 LTS
Starting MSRP
- $799 (Windows 10)
- $949 (Developer Edition)

Intel 600p Series SSD Review

We talked about the emerging entry-level NVMe SSD category in the Patriot Hellfire review and Samsung 960 EVO Preview (with the OEM PM961). Today we go straight to ground zero with the Intel 600p that puts entry-level NVMe at our fingertips.
The Intel 600p's low price made immediate waves when online retailers first posted the new SSDs. The 900p retails for significantly less than other shipping NVMe SSDs, and at the time of writing, there have been several glowing reviews of the entry-level NVMe SSD that fanned the flames. It appears the 600p is steadily moving to cult-like status in some circles, but this is not a resurrection of the Celeron 300A.
There are always trade-offs with any entry-level product, and it's important to find which corners the manufacturer cut. The Intel 600p and the 6000p (it's professional cousin with vPro and full disk encryption) both have significantly lower performance than other NVMe SSDs. Lower performance is the kind of attribute that many will point to as the reason why the drive is so cheap. Sadly, performance wasn't the only sacrifice Intel made to deliver the low price point. We dove a little deeper into the details, especially the endurance restrictions, and came away feeling like Intel cut the 600p in half. Before we get to that, let's look at how the 600p came to be.
Intel and Micron, who jointly produce NAND in the IMFT partnership, established a relationship with Silicon Motion, Inc., a third-party SSD controller vendor. SMI secured design wins with its low-cost, low-power 4-channel SSD controllers. The SM2260 is SMI's first high-performance 8-channel controller, and it is only the second controller designed specifically for IMFT's 1st generation 3D NAND.
Micron has a close working relationship with Marvell, and the company uses its Dean 4-channel controller for the Crucial MX300 mainstream class SSD. The two companies continue to collaborate, but SMI's low-cost controllers power many of Crucial's entry-level SSDs.
Intel's predicament is a little more complicated. For several years, we all thought of Intel as an SSD controller company, which is a perception that dates back to the company's first SSD products. What we didn't know was that LSI Corporation, a fabless semiconductor vendor, handled the hardware design (later SandForce, too) while Intel contributed the firmware. Intel and LSI mingled together publicly with SandForce products until LSI CEO Abhi Talwalkar sold the company to Avago, and Intel's controller design house went with it.
In recent years, Avago acquired several companies and radically increased the price of existing products - some have increased by as much as four times. Avago continues to design SSD controllers, but Intel transitioned to SMI for its latest SSDs.
The 600p uses the SMI SM2260 controller in tandem with Intel firmware. By no means did either company plan to make the 600p the first entry-level NVMe SSD. The 600p was designed to be a premium product to take on Samsung's ever-increasing line of high-performance M.2 NVMe SSDs.Micron canceled the TX3 (with 3D MLC) when the combination of the SMI controller and IMFT flash failed to deliver high performance, but Intel forged ahead with its first entry-level NVMe SSD.

Warranty And Endurance

All four Intel 600p SSDs ship with a five-year warranty and have the same 72-terabyte TBW endurance rating. The TBW rating means the drive can only absorb up to 72TB of data during its lifetime. This is only the second time we've encountered an entire product series that employs a blanket TBW rating. To put this into perspective, the 128GB OCZ VX500 from a recent review also features a 72 TBW rating, but the 1TB VX500 offers up to 592 TBW. 72TB of data writes may or may not sound like a lot to you, but this is a very low endurance rating compared to other 1TB SSDs.
How Intel's consumer SSDs expire once you surpass the endurance threshold is troubling. In an almost over-zealous move to protect user data, Intel instituted a feature on many of its existing SSDs that automatically switches it to a read-only mode once you surpass the endurance threshold (measured via the MWI SMART attribute). Surprisingly, the read-only state only lasts for a single boot cycle. After reboot, the SSD "locks" itself (which means you cannot access the data) to protect the user from any data loss due to the weakened flash. The operating system typically generates error notifications when an SSD switches into a read-only mode, so most users will restart without being aware that the SSD will be inaccessible upon the next reboot. The process to recover the data is unclear.
Higher-capacity SSDs provide more endurance than smaller models. It is a well-documented fact that most flash can easily outlast the endurance ratings, and Intel is probably erring on the side of caution with the low endurance ratings on its 1TB SSDs. In either case, the 600p's blanket endurance rating may impose a somewhat unneeded restriction on the potentially more-endurant high capacity 1TB SSDs. The Intel 335 Series famously used this technique, but in contrast, the 240GB 335 model delivered 10x the endurance of the new 600p NVMe SSD before retiring itself. We reached out to Intel to verify if the 600p also has this feature, but have yet to receive a response. (EDIT: Intel confirmed the nature of the endurance limit and provided an official response outlining the recovery procedure).
The 600p doesn't utilize a direct-to-die write scheme, so the first write goes to the SLC buffer before the controller flushes it to the TLC area for "long term" storage. This process doubles write amplification, thus magnifying the discouraging endurance situation.

Technical Specifications

Intel plans to bring the 600p to market in four capacities. The 128GB, 256GB and 512GB products are shipping now, but the 1TB model will enter the market later in 2016. Intel wrote the firmware for the SM2260 controller and paired it with 384Gbit 3D NAND flash running in 3-bit per cell (TLC) mode. Intel was only able to fit three NAND flash packages on the 600p due to the size constraints of the M.2 2280 single-sided form factor. As a result, the 8-channel controller only operates in 6-channel mode.
The odd 384Gbit (48GB) NAND die leads to somewhat exotic capacity points. We've already explored those with the MX300 that ships in 275GB, 525GB, 1050GB and 2TB capacities. Instead of choosing the same path, Intel adhered to standard sizes and rolled the extra capacity into a dedicated SLC cache area. The larger-than-normal SLC buffers should deliver exemplary performance, but that isn't always the case. 
The 600p supports an internal AES 256-bit hardware encryption engine but does not support accelerated eDrive or other encryption services in Windows. For those features, you need the up-scale Pro 6000p model that also uses vPro encryption technology. In the SanDisk X400 review, we stated that companies should stop producing separate models for encrypted disks, and we still stand by that line of thought. At least Intel has a separate product line name to specify the encrypted models, unlike the X400. 

Performance

The Intel 600p delivers better-than-SATA performance, which is a new marketing tagline for the next progression beyond hard-disk-replacement. Performance scales as the capacity increases, but the numbers are so far apart that we need to pick them apart by capacity rather than make blanket statements.
The 600p series uses a fixed-capacity SLC buffer that increases in size with each leap in capacity. The SSD writes incoming data to the SLC-programmed buffer to decrease media wear and increase performance. The 600p does not use a direct-to-die algorithm, which bypasses the SLC cache when the buffer is full like most other SSDs. As a result, when the buffer is full the incoming data must wait while the SSD expunges existing cached data. The "up to" performance is a measurement of the SLC buffer speed, and if you need to write data that exceeds the size of the buffer the performance will fluctuate. We'll explore that characteristic in our tests.
The 600p 128GB tackles sequential reads at 770 MB/s, but the sequential write performance is only 450 MB/s (less than most mainstream SATA 6Gb/s products). Intel spec’d the random performance at up to 35,000/91,000 read/write IOPS, and it has a 4GB SLC buffer.
The 600p 512GB increases sequential read performance up to 1,775 MB/s. The sequential write performance also increases to a peak of 560 MB/s, which is the same rating we often see attached to premium SATA 6Gb/s SSDs. The random performance is 128,000 IOPS for both reads and writes, and the 512GB has a spacious 17GB SLC buffer. 

Pricing And Accessories

The 600p is cheap compared to other NVMe SSDs on the market. The series debuted with low MSRPs, but if you shop around, it's possible to find even lower prices. Newegg has the 128GB in stock at $66. The 256GB model shows up at $110 and the 512GB at $199. Amazon has the 512GB at $166.

The Intel 600p works with Intel's SSD Toolbox software, but the Toolbox doesn't support all of the features yet. The media wear-out indicator doesn't work, nor does the Optimize feature. Intel updated the software on 6/21/2016. The 600p also doesn't have an Intel NVMe driver. We suspect the performance will increase slightly with a custom NVMe driver for Windows. The embedded Windows NVMe driver works with the 600p, and that is what we used for testing.

Intel SSD owners also gain access to the company's data migration software that will clone the data from an existing drive to a new SSD. At the time of writing, the supported hardware list does not list the 600p as a compatible product, but we expect that to update in November 2016 (per the fine print at the bottom of the product brief). 

Packaging

Intel assumes retail shoppers will know what the "SSD6" branding means on the front of the retail package. The back of the box features more information, but there are very few details about the 600p series (the one you are buying). The description reads:
"6 Series Added Boost For Better Responsiveness"
Given our findings, maybe Intel doesn't want you to know too much about this product other than the fact it is cheap. This is where things get really sticky. The Intel SSD 600p product page doesn't list any endurance ratings and neither does the official product brief. As a computer hardware journalist, I learned the thing to look for is what the company doesn't tell you. If you want to find the full specifications list for the 600p, you need to look at the ARK pages, which reveal the low endurance rating.
A paper manual ships with the drive and outlines the installation procedure and the warranty terms.

A Closer Look

The drive is a simple design with a controller, DRAM and NAND packages. The 256GB and 512GB drive look identical and are the two we have in-house for testing. Both models use three NAND flash packages on one side. Samsung, and other M.2 2280 products from other companies, use two NAND packages on one side, but Intel managed to fit more in the same footprint. The three NAND packages allow the SMI controller to run in 6-channel mode while most other M.2 controllers run in 4-channel mode.

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