Panasonic dropping TVs for iPad screens?

Panasonic dropping TVs for iPad screens?

The 145-inch 8K Super Hi Vision just made an appearance

Several reports surfaced Tuesday that Panasonic, makers of everything from home appliances to cameras to security systems, plans to exit the television market.

According to Reuters, the corporation will stop production of LCD and plasma TV panels next year, focusing instead on small and midsize panels for products like tablets.

Citing Nikkei, a Japanese stock market index for the Tokyo Stock Exchange, Reuters said the company's plasma TV sales are expected to plummet by half to 2.5 million units while its LCD sales will show minimal year-on-year growth.

It's unlikely Panasonic will return to profit this fiscal year, Reuters reported.

Down but not out

Though TV isn't turning a profit for Panasonic, the company has reportedly set its sights on another market - one that thrives on screens intended for portable devices.

That market is apparently more profitable than TVs, especially since customers like Apple dominate with high-selling items like the iPad.

The Japanese firm has apparently already sent some high-resolution LCD panels Apple's way, and one Panasonic source said Apple "seems to be satisfied" with what it saw.

With screen production issues plaguing Apple from its last, Retina-packed iPad to the iPhone 5, it'd come as little surprise if the tech giant brought another firm under its wing.

TechRadar has reached out to Panasonic for comment on these reports and will update this story if and when the company responds.


Source : techradar[dot]com

Besy Buy’s “Insignia Flex” Android tablet will be priced around $250

insignia flex

Hitting Best Buy store shelves during early November, the Insignia Flex could be a solid mid-range competitor for the tablet market.

According to a Reuters source, Best Buy plans to launch the 9.7-inch ”Insignia Flex” this holiday season for a price between $239 to $259. Designed to compete against tablets like Amazon’s Kindle Fire HD and Google’s Nexus 7, the Insignia-branded Android tablet uses a a dual-core 1GHz processor and offers ten hours of battery life. In addition, Best Buy has confirmed that Insignia Flex will be running Android 4.0 Ice Cream Sandwich when the tablet is released to consumers on November 11, 2012.

Customer exiting a Best Buy storeHowever, Best Buy hasn’t outlined other specifications of the tablet such as the total amount of RAM or the storage capability of the device. While a Wi-Fi logo can clearly be found on the only picture of the tablet, it’s unclear if Best Buy plans to release a version with 3G or 4G capabilities.

According to the source, the tablet will come equipped with a camera that can be utilized for video conferencing. In addition, the Insignia Flex weighs 1.45 pounds. That weight is similar to the 1.44 pound weight of the 9.7-inch iPad.

Best Buy hasn’t indicated if the company will follow Amazon’s lead on the advertising model used on the Kindle Fire HD. When a user powers up a Kindle Fire HD, an advertisement is located on the lock screen. Hypothetically, Best Buy could utilize a similar concept to advertise current sales based off the user’s current geographic location. 

In addition, Best Buy could have a significant price advantage during the holiday shopping season. Similar in specifications, Apple currently sells the iPad 2 for $399. Amazon’s 8.9-inch, Wi-Fi only Kindle Fire HD is priced at $299, however it’s likely that the 1.5Ghz dual-core processor within the Kindle Fire HD will provide a significant speed advantage over Best Buy’s tablet. However, Best Buy could slash the price of the Insignia Flex below the $200 level as a special deal during Black Friday or Cyber Monday in order to increase adoption.


Source : digitaltrends[dot]com

Losing your memory? Average size of iOS game apps increases by whopping 42% in last 6 months

iOS and Android apps are taking up more memory on mobile devices, with the average size of game apps for iOS devices increasing by a hefty 42 percent in the last six months.

Apps for Apple’s iOS devices have grown in size significantly in the last six months, according to the results of a survey released Tuesday.

Of course, those with iPhones, iPads or iPod touches holding 64GB of storage won’t be particularly concerned at the news, but anyone with an 8GB or 16GB device will have already noticed it really isn’t much memory at all by today’s standards.

The survey, conducted by ABI Research, showed that over the last six months the average app size has grown by 16 percent. Looking at specific genres, it’s the games category – the most popular category of all – where apps have really beefed up, with the average game app now standing at 60MB, an increase of 42 percent since March.

ABI points to two main reasons in its report. First, Apple decided in March to up the limit for 3G/4G-downloadable apps from 20MB to 50MB which, as senior analyst Aapo Markkanen says in ABI’s report, “clearly had an unleashing effect on developers,” allowing them to develop more complex games with improved graphics.

The other factor is linked to the new iPad’s Retina display, with developers launching new graphically rich apps, as well as pushing out updates for old apps to take advantage of the new high-resolution display. This must be a bit of a drag for owners of the first and second-generation iPads (without Retina displays), who have to take on the extra load without seeing any benefit.

Owners of older devices like the 8GB iPhone 3G and iPhone 4 probably filled their handsets to bursting point long ago, but even those with more recent 16GB devices are likely having to be more careful about what they choose to download.

Markkanen points out that this creates more of a challenge for developers: “The consumers with 16GB devices are likely to become more conscious about what apps to keep and what to uninstall, so the developers’ bar to impress will be getting even higher than it is now,” he said, adding, ”This could also speed up the adoption of the mobile cloud as a storage remedy quite significantly.”

As for Android apps in the Google Play store, the report said these have also seen a size increase in the last six months, in this case of 10 percent. Again, when you look at apps in the games category, the change really stands out, with Android apps almost quadrupling in size in the last six months to an average of just over 40MB.

Are you finding the amount of available memory on your mobile device disappearing fast recently? Found a way of getting around it?

[via MacRumors]  [Image: iQoncept / Shutterstock]


Source : digitaltrends[dot]com

XCOM: The Enemy Unknown producer talks about honoring the past without getting trapped

XCOM Enemy Unknown Review

We speak with one of XCOM: Enemy Unknown’s lead producers, Firaxis Games’ Garth DeAngelis, about the stress behind releasing a major AAA title, the evolution of storytelling in games, and for the future.

It was a simpler time in gaming. Sprites ran free, MIDI soundtracks dominated ear holes, and the real-time strategy genre was a thriving and powerful industry unto itself. Those days are long gone sadly, and the RTS titles that once would have straddled mightily atop the sales charts have been relegated to the confines of niche markets, buoyed by the odd blockbuster franchises like StarCraft and Civilization, but ultimately failing to push into the mainstream as they once did.

Garth DeAngelis

Among the old RTS giants that once roamed the gaming landscape was the game that had many names around the world (including UFO: Enemy Unknown), but was known in the US as XCOM. Many an hour was sacrificed at the altar of planetary defense, and the 1994 hit faded from the spotlight but remained in the hearts and minds of fans.

When Firaxis and 2K announced that it was coming back, the majority of gamers viewed it as a curiosity more than anything else. The dedicated original fans were undeniably excited, but the mass appeal the name once had was long since washed away. So instead of creating something that simply brought the original back to the forefront of gaming, Firaxis redesigned it, reimagined it, and released what is proving to be one of the best games of the year. Check out our full review here, where we gave it a 9.5, a score we don’t bandy about lightly. 

But it wasn’t an easy development. Carrying the weight of the past while pushing towards the future never is, and the four year development cycle is actually closer to a decade if you consider the years where the technology just wasn’t up to the ambitions of the creators. And so after 18 years, we finally have a new XCOM. And it was worth the wait.

We had the chance to speak with Garth DeAngelis from Firaxis Games, one of the three lead producers on XCOM: Enemy Unknown, about the challenges of honoring the past while building for the future, and what the development was like. 

How do you as a developer deal with the pressure of waiting for reviews and waiting to hear how the sales numbers are?

I don’t know, I haven’t thought about the reviews too much. The sales, for me personally, I can’t wait to see it. You work on something for so long, and you play it for yourself, and you are so convinced that it is a different experience; that there isn’t anything else like it, and you just really want as many gamers to experience it as well. Then you hope that they talk to each other and word of mouth catches fire a little bit. Especially on consoles, but even on PC there is not a game like this available.

And we’re deep into a console lifecycle, beyond 7 years on the Xbox. Taking off my development hat, as a gamer I’d be yearning for something new. So that’s what I’m most excited about, and I hope the gamers even know how different it is.

How big is the development team?

The team is about 45 people internally at Firaxis.

Do you like that size? Would a bigger team be easier, or maybe even a smaller team?

I think it’s a pretty good size, especially at Firaxis. We develop very agile – with respect to rapid prototyping, quick iterations, finding the fun, do whatever it takes. If we have to throw some stuff out we do that. And if you get larger, you can obviously create more content, but things can also get unwieldy. So 45 is big, but it’s also manageable enough to maintain that agile feel.

XCOM Enemy UnknownSo you are one of the lead producers for XCOM. How do you like being in the lead spot?

It’s a lot of fun, it’s a lot of hard work. Sometimes I think it’s crazy, I don’t know how I got here, I just woke up one morning and I’m here. But it’s been a really strong learning experience for me. I have, by far the least amount of experience compared to the other three leads on the team. Just being able to work with them and the sub leads and the rest of the team really has been an honor, and I’ve learned a lot really quickly.

Are you excited for the next generation of consoles?

Sure. I have no idea what that is or when it’s coming, but as a developer you’re always excited for what’s coming around the bend, whether it’s the next generation of cycles or the advancements in browser based games – all that stuff is really exciting.

What are the most interesting trends you see in gaming right now?

Well there’s quite a few. You see some things going on with free-to-play, and not just the traditional free-to-play, there’s some bigger, storied franchises trying that now. That’ll be interesting.

Where do you see the industry going in the next decade or more?

Wow, let me take out my crystal ball. I’ve been a console gamer my whole life, I absolutely love consoles, so I hope they don’t go the way of the dodo. But you hear a lot of predictions about consoles… or console experiences being able to be played in a browser so there’s no need for that. There’s a lot of talk about that, so I can see that eventually happening; I have no idea when. But I love the console experience so I’m kinda torn if I’d want that to happen. There’s something about sitting on your couch and kicking back with a controller. But I do see things homogenizing a little bit and becoming one, that could certainly happen

You’ve heard about this for a while – graphics, they’re still not perfect, and they’re going to get better in the next generation, and PCs get stronger, so graphics can continue, but I do think they’re going to plateau soon. Once you start hitting that Avatar [level], where you can actually, in video games, see the emotions on characters — once we get to that stage we can’t push it much more graphically other than more stylized things, which are great. But I think storytelling and coming up with new gameplay mechanics is going to be what pushes it rather than graphics. We haven’t reached that point yet, but we’re getting there.

XCOM Enemy Unknown Are graphics really that important?

Oh yeah, I think graphics are certainly very important. I think they grab a lot of attention and even, if you go back to the Avatar example, it was a cool story and a cool world, but the hook for that was people seeing those characters’ faces that are not human, but they oddly look human because of the muscles in the face and the way that they react. No other movie had done it to that extent. That’s a graphical thing, that’s animation, but it blends into storytelling as well.

I think once games can get there — games like L.A. Noire did an awesome job – once that continues to get pushed, and I think there’s still room there, but that is very exciting to me, to see where games can go in that respect.

Speaking of storytelling, what was the story design process on XCOM: Enemy Unknown?

The inspiration, our tome, has always been UFO Defense, the original XCOM. Our lead designer Jake [Solomon], that’s his favorite game of all time. It’s interesting, because I’m telling you a lot about traditional story, and I played a lot of those games growing up, but XCOM has taught me so much about the power of internal narrative. The original XCOM didn’t have dialogue choices and static cinematics with the characters talking to each other (beside the intro cinematic). The player crafted their own story, which is very, very powerful. That’s another branch that games can continue to go, and that separates them from any other artistic medium, whether that’s movies or books or whatever. That needs to continue to get pushed.

In the original story of XCOM aliens are invading, everyone gets that. But the way that players can craft their experience every single time they play, whether they name their characters after loved ones or celebrities, or whatever they want to do, it creates this unique emotional connection about how you bring these digital figures through your personal story of saving the universe. We didn’t put a ton of research into creating stock heroes that have their own personalities, because we wanted to enable the player to use their imagination to do that on their own. In a lot of ways that can be more effective than traditional writing in creating a story.

Now, with that said we do have these big cinematic moments in XCOM where we want the player to know that you have come this far, this important moment has happened so you get this nice, traditional cinematic with a few characters telling you what is happening. And we’ve leveraged some character in HQ to relay the story. The hook for XCOM for me is the player being able to have that sense of agency to tell their own story.

So what were the biggest influences on XCOM in all mediums?

XCOM Enemy UnknownThe big influence is totally that original game. Like, everyone on the team loved District 9 when that came out and stuff like that, but the original XCOM has influenced us from everything. That feeling of having a mission where it might be on your street corner or on your block with different houses – everything looks very familiar to you, but then there’s something a little bit off when you see those eyes in the fog of war. And we wanted to create that feeling in the combat missions where you see a gas station that may be very recognizable to you, or you see a fast food restaurant, but there is something wrong going. There are cocooned bodies that you are coming across.

Storytelling in video games can be more ambient like that, and we really wanted to focus on the ambience of the XCOM story. XCOM has never really been about linear narrative, the traditional narrative arc. We wanted to capture the atmosphere and the player agency. Those were the biggest things.

Where did you draw the line between honoring the original game and getting trapped by it?

The original game is very near and dear to us. Originally we did say here’s all of the tenants of the original game we love, it was this big laundry list of items, and we said we want to recreate these, we want to reimagine it in our own way. Actually one of Jake’s early prototypes was essentially a remake of the original XCOM with better graphics. And it was funny, because we play tested it, and original hardcore fans of XCOM loved it. They were like “oh great, this is what we know and love from 1994.” But then we play tested it, and game design has evolved from ’94, and some things were a little too abstract for players that weren’t familiar with the original XCOM. The learning curve was a little bit too steep.

We said “we love this franchise so much we want as many people as possible to enjoy the magic we experienced.” That doesn’t mean watering it down or dumbing it down, it means taking those core pillars like permadeath, fog of war, classic aliens, turn-based strategy, the strategy layer where you can build your own base – and then taking those pillars, but then maybe we can massage the mechanics underneath them to be more appropriate for 2012. That’s what it was about. But as long as we were upholding those pillars we were happy.

Game development is a totally different world than it was in 1994. Do you build a game with the current tools in mind, or do you have the idea and fit it with the tools available?

XCOMYeah, that was clearly part of it. Jake had this idea for a long time to remake it, going back to 2002, 2003. And one of the major concerns was the technology, and the 3D was not there yet to support fully destructible environments, a 3D fog of war, these certain things that we wanted to do. But when we explored Unreal Engine, we prototyped some things and said we do think we can do justice – technically — to what the original 2D XCOM did in 1994. We do have the tools now.

But you’re absolutely right, some of those pillars were hinging directly on tools, and do we have the technical knowledge and the tools to pull that off. That’s why I think it – partially — happened a little bit later.

So was there anything that you wanted to add, but maybe the technology isn’t there yet?

One of the new things we really wanted to get in there that took a lot of time to massage was the cameras that sweep down into the battlefield and make you feel like you’re directing an action movie and bring the player closer to the experience. We were very big fans of that, and we said “this is something different that clearly the original XCOM put in too, but it might be something neat. Why not put it into a sort of a modern version of XCOM where it’s a 3D world where there’s this beautiful art to look at, and you can make the player feel more empowered, like they are in the middle of this tense battle?” So that was a technical challenge and it was a creative challenge. We have a cinematic lead that really helped with that. We took a lot of time to get that right, but we’re happy with how that turned out.


Source : digitaltrends[dot]com

Motorola Droid RAZR M Review

The Motorola Droid RAZR M might not be the “top offering” from Motorola, but it is a decent-sized phone with an attractive design that is certainly worth checking out. For those of you looking for a phone that isn’t a pushover but still manages a screen that isn’t larger than the state of Texas, you’ll probably like what Motorola has to offer in this affordable package that features a 4.3-inch screen size.

Let’s dive right in and check out the RAZR M.

We will start by checking out the brief video that shows off the look, feel and some of my initial impressions about the device.

Design

The Razr M falls somewhere between sexy and practical. The design isn’t too flashy, but it is far from boring. The 4.3-inch screen size is really impressive when you stop to really look at how thin, light and compact the body on this phone is.

Only 8.3mm thick, which isn’t bad at all. This phone is also really comfortable in your hands. A video or written review can’t do justice on this point. It might not scream “touch me” like devices such as the S3 and iPhone 5 do, but once it is in your hands– you won’t want to let it go. It isn’t as awkward to hold as many devices and it really feels solid, strong and well-built.

For a more detailed look at the sides and angles of the phone, we have a few pictures above or you can simply check out the video.

Hardware

The Droid RAZR M is more than capable when it comes to specs. It’s 1.5GHz dual-core Snapdragon S4 won’t blow you away in a benchmark test, but it real-life use it is extremely capable. This is the same processor found in the flagship Samsung Galaxy S3, by the way. It also has 1GB of RAM, a 540 x 960 pixel display, 8GB of internal storage, 2000 mAh battery, an 8MP rear cam and a .3 front cam.

Other goodies in the Droid RAZR M include microSD, NFC, DLNA, Wi-Fi, Bluetooth 4.0, GPS and 4G LTE.

I used the Droid RAZR M for several calls and found the call quality great, no fuzziness or distortion at all. This includes its speakerphone as well.

While I didn’t get 4G LTE from home, I didn’t have to travel more than 20 minutes to get it and found it quite snappy offering about 6-12 mbps for downloads.

Best of all, I love the battery in this thing. While Motorola claims 20 hours of talk time, I found that I was able to use this with moderate use for about two days, so that’s certainly not bad. My current smartphone requires charging every single day or it is totally dead— so this was a nice change.

Software

Android 4.0 ICS is running on the RAZR M, so no Jelly Bean here. Considering Google and Motorola’s close relationship, I find that a bit odd. Still, 4.1 is supposedly on its way in the future. For now, you get a near-clean version of Android 4.0 that includes a custom lock-screen, a dock and a few other small changes.

The software is very responsive and capable. The on-screen navigation keys were also great and worked as expected. I have yet to have a smartphone that didn’t have some kind of capacitive or physical button, but I really like the feel and function on the RAZR M and I’m totally sold on the idea of nothing but a screen on the front of a smartphone.

If you HATE customized UI experiences, you should be fine with what Motorola did. They didn’t modify much, and what they did change makes sense. As someone who hates resource-hogging shells, I didn’t have a problem with the RAZR M at all.

Camera

How did the camera fare? A picture says more than anything I can write. The picture above is crisp and clear. Perfect? No, but not bad at all. Still, if you really LOVE photos, you will probably prefer shooters found in competitors like Samsung, Apple or HTC.

If you take a few pictures now and again but don’t need “the best”, this will suite your needs without a problem. Also, the video taking abilities aren’t half bad either.

Bottom Line

Let’s face it, the Droid RAZR M isn’t a powerhouse, especially when compared to the DROID RAZR HD and HD MAXX. It’s camera isn’t the best and it might not compare to devices like the iPhone 5 when it comes to raw power. What you do get is a great everyday performer that feels great in your hands. There isn’t much bloatware and you get a near-stock version of Android 4.0. You also get microSD for expansion, features like NFC and a reasonably good battery life.

Probably the most impressive part about the Motorola Droid RAZR M is the price tag. While it might not be perfect, I’d honestly expect this to cost at least $150 with a two-year commitment. Nope, it’s just $99. This handles almost every game and program you’d throw at it and it looks and feels great.

You get a mid-range device at a near-budget price. In short, this is a steal. Camera lovers, won’t like it. Those that want giant screens might find it small. On the other hand, if you like the idea of edge-to-edge screens and a small-yet-sexy design, you are likely going to walk away impressed.

Pros:

  • edge-to-edge display
  • extremely reasonable $99 price with contract
  • attractive overall design
  • comfortable grip

Cons:

  • Not the best camera around



Source : mobilemag[dot]com

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