Siri, With Headphones On

Today I learned that when using Siri with headphones on1 she will read back any text or email messages before they are sent.

From Apple,

“When you use earphones or a headset, Siri reads back text messages and email messages that you’ve dictated before you send them, and it reads back the subjects of reminders before you create them. This is especially helpful when you’re driving and can’t see the iPhone 4S screen.”

I wish this option was the default behavior. There have been numerous times when I’m walking between buildings or to the car and want to send a note without looking at the screen and I’m not wearing headphones.

SSX Review

SSX is the most recent in the long running series of over-the-top snowboarding games from EA. I’ve been playing the SSX games since Tricky2 and while there are some that I love more than others3, I continue to be a fan of the series. The most recent incarnation is a solid attempt to reboot the series, but is not without some flaws. Flaws which if you’re just now getting into the series might put you off the series.

As someone who’s played the earlier games, the controls take some getting use to. Even the option to use ‘classic’ controls isn’t an exact 1 to 1 to the layout of Tricky or SSX 3.4 The true classic controls would let you use the digital d-pad to pre-wind your flips and spins ahead of a jump. Holding right on the d-pad would lock your character in as you approached a jump. In order to maximize the effect, you’d also hold down on the jump button (X on the PS2/3) as you approach.

In SSX, the default controls heavily leverage the analog sticks, which I’m sure seemed like a good idea on paper. Left for spin/flips when in the air, left and right movement on the ground. In practice, it becomes rather frustrating. For movement you’d want to have the gradient of control analog gives you, but for precise input, such as tricks, it seems a little too loose and muted.

Another small change that is related is the pre-wind for jumps, spins and flips. In the previous games you’d have to line-up ahead of a approaching jump many seconds before you actually reached the apex of the ramp. In SSX the pre wind is not as necessary and if you try to pre-wind too soon your character will veer off course 9 times out of 10.

For an old-timer to the series I would love to just have my digital d-pad, face and shoulder buttons for tricks, spins, boost and jumps. Let me use the left analog for steering and leave the right analog out of it.

My second biggest beef beyond the controls (which I hope I can adapt to over time) would be the addition of the Deadly Descents.

From what I understand, during development the title was “SSX: Deadly Descents” and the element of ‘deadly’ was to be a prime focus for the game. There were to be these super harsh tracks with all sorts of obstacles. They changed the title during development and the ‘deadly descents’ became 8 boss peaks, each with a kind of hokey and unnecessary gimmick along with taxing and honestly un-fun tracks. These 8 peeks, all required to enjoy the single-player ‘story’5 detract what the game is about. Undoubtably EA spend lots of money on these tracks and as they progressed away from “Deadly Descents” to just SSX they couldn’t just cut them. I wish they would have.

One deadly descent has you press an additional button every few seconds in order to keep oxygen flowing to your player. Doing this on some of the more tame tracks would prove an additional challenge. Doing it on the unforgiving and frustrating “Deadly Descents” proves to be maddening. These tracks are not SSX tracks. It’s not easy to create a solid line downhill during a race, or to create a series of never-ending tricks in trick events. It’s sadistic when you add in the super dark tracks that need headlamps or wingsuits to glide like a flying squirrel.

To compound things, instead of having a reset button to reorient your character in the occurrence of falling off the track (which you will do often as these tracks have more blind spots than an 18 wheeler) you have the ability to rewind time. This time rewind feature has multiple penalties rendering it totally useless and just as frustrating as crashing. First you rewind time, but your opponents continue on unabated. Second, you can rewind, but will break whatever combo you had going. Third, the severity of the slope in most tracks will have you rewinding numerous times, compounding the existing two penalties. In most cases it’s better/easier to just restart the race from the beginning.

Another design decision is the absence of synchronous or traditional multiplayer. No jumping on Xbox Live to play head-to-head against your friends – much less any form of local multiplayer.6 All multiplayer features amount to racing ghosts and best times of other people. It’s not all doom and gloom with the multiplier. There’s a very primal competitiveness to besting your friends times and scores, but in 2012 I would think generic old multiplayer would be a given. Like windshield wipers.

The other hokey aspect of multi-player (and single player as well, the line is blurred as far as levels and unlocks are concerned) is the progression mechanism for unlocking new equipment. New boards and suits appear randomly in the store upon each visit, and even with minor loading times, it becomes tedious to determine if what you’re buying is any better than what you have. To add the illusion of customization, outfits for your characters offer nothing more than palette swaps. None of which appear that appealing and none that impact gameplay.

The unlocks are a little Zyngafied as well. You unlock stuff by earning gold and the crap you unlock is random, so you can’t save up to buy cool gear, you just have to get lucky in the store with random stock.

That said, I do like it. It’s not as good as 3, most of the tracks are either too frustrating to be enjoyable or to bland to be memorable as in Tricky and SSX 3. As a long-time fan it’s a solid game and so close to it’s predecessors that I can taste it.

It’s apparent that there’s an influence from the Call of Duty generation to make games more gritty, dark or realistic, but SSX is the last game where this makes any sense. This is a series that has been all about being over the top with crazy characters, crazy tricks and crazy tracks. None of which exist in this game. Well maybe the tricks. Barely.7

It’s SSX in HD, it could be better, and I hope they make another with some lessons learned.

http://www.metacritic.com/game/xbox-360/ssx

New Year, Same Job

As the new year begins I’m reflecting on the work I’ve done over the past year. Some of it was good, some could have been better and some was crap.

In an attempt to make more things and become a better <whatever I’m trying at the moment>, I look to inspiration from other smart people. Mike Monteiro’s words this morning struck me as sound advice. Particularly this passage:

“We have more processing power, affordable tools, and combined intelligence right this very minute than at any point in the history of design. We are using it to build shit. It’s time to aim higher. Let’s find problems to solve that actually improve people’s lives. Whether it’s figuring out a better way to access medical records, figuring out how 14 year olds can stop carrying forty pounds of textbooks back and forth to school every day, or a reservation system for the communal rooftop farm in your building, there has got to be something more beneficial to society than the next Facebook clone.”

While it may be a new year, ripe with new opportunities, it’s still the same job. Keep working, better yourself and better your community.

Apple Linen

With the recent iOS 5 and OS X Lion updates I’ve been noticing a lot more linen in my UI. It shows up everywhere, from the login screen in Lion to the canvas behind a Safari window on the iPad and OS X.

I was curious to find out where it appears and discovered this thread on reddit.

I discovered at least 4 different shades.


Dock.app – backgroundTile.png


Dock.app – defaultdesktop.png


AppKit.framework – NSLinenBackgroundPattern.png


Safari.framework – ReadingList-BGLinen.png

It’s interesting that the Reading List variant isn’t 256px by 256px, but rather 300px by 300px – a non base-two size. It’s also worth noting that the iPad uses the darkest texture for the canvas in Safari, while Lion uses the second lightest version.

Update: George mentions in the comments, as of 10.7.3 backgroundTile.png from the Dock.app bundle was renamed to ecsb_background_tile.png. The files appear to be exactly the same.

Update 2: The new beta of Messages for Mountain Lion includes a new addition to the linen family.

/Applications/iChat.app/Contents/Resources/linen.tiff