Thursday, November 28, 2013

Nokia Wireless Charging Plate and Fatboy Pillow review

Nokia Wireless Charging Plate and Fatboy Pillow review

Nokia was among the first manufacturers to include Wireless Charging tech into its smartphones and has a rather cool line of Wireless Charging accessories. We have two of them here at HQ and they work together nicely to carry out their out-the-way no-wires-needed assignments with style.

The Wireless Charging Plate and Fatboy-made Wireless Charging Pillow go very well together. The Wireless Charging Plate is the soul of the operation but it you want to encompass your handset in a lavish pillow you can put the plate inside the Wireless Charging Pillow and just drop the phone on it without worrying it will get scuffed or scratched.

The Wireless Charging Plate retails for about £55 or �68 but if you want it bundled with the Fatboy Pillow you’ll need to shell out around £80 or �100. That’s not a modest asking price for what’s essentially a charger with a tiny pillow but a lot of design an appeal have gone into making both accessories.

Design and ergonomics

Both accessories sport a bright yellow paintjob but you could also get them in Cyan, Red, White and the more cultivated Black. And although both are specifically tailored to Nokia’s Lumia range of devices we found them to work just as well with any other Wireless Charging-enabled device, for instance the LG Nexus 4.

The Nokia Wireless Charging Plate weighs 93 grams, which is more than acceptable for an accessory you’re not likely to lug around that much.


The Wireless Charging Plate and Pillow by Nokia

The Wireless Charging Plate is compact and when nestled under the Lumia 920 can almost disappear. When coupled with the Wireless Charging Pillow it is far easier to spot and the immediate benefit is the additional room you get to place your device. The Nokia Wireless Charging Plate gives you room to maneuver your phone while charging – a couple of centimeters won’t disconnect the phone like it did with the Samsung Galaxy S4′s accessory.

Samsung chose to incorporate Wireless Charging technology in its Galaxy S4 smartphone via an additional back cover and a similar, if not as compact or minimalist, design. Nokia, on the other hand, have different approaches for their devices. The Lumia 920 has wireless charging built right in, the Lumia 820 needs to have its battery cover replaced, while the Lumia 720 needs an extra clip-on accessory.

The Nokia Lumia 920 has the added heft but once you place the phone on the accessory you forget about the weight and can easily get used to it thanks to the benefit of not having A/C adapters lying around. The Nokia Wireless Charging Plate comes with its own 2.5 mm charging connector and a long cable (1.8 meters to be exact) but if you can get it out of the way behind some furniture what you’re left with is a minimal accessory on your desk, which can charge your device with ease.

Charging times – this one’s for the win

So let’s check out the numbers and see if the Plate is better than the conventional cable charging.

The Wireless Charging Plate actually did a good job of charging the Lumia 920 from 0% all the way up to full. It completed the task in exactly 2 hours and 40 minutes, which is more than reasonable, especially considering that Samsung’s Wireless Charging Pad took an extra 1:10 hours to do the same to the Galaxy S4. But let’s not point any fingers here as the Samsung flagship does have an extra 600 mAh on its battery compared to the Lumia 920.

The Plate has an output of 750 mA compared to the 1 A of the conventional Nokia A/C adapter that comes in the Lumia 920 retail box. So the microUSB charger should do a significantly faster job of charging the Lumia 920.

Well it did, in a way. The microUSB carger got the Lumia 920 from 0% to 100% in a minute over 2 hours. That’s a whole 39 minutes faster than the Wireless Charging Plate.


Nokia Lumia 920 charging times

Lower is better

  • Wireless Charging Plate

    2:40
  • MicroUSB wall charger

    2:01

Final words

So if you want to get the wires away from your smartphone the Wireless Charging Plate is a nice way to go and it won’t delay your smartphone needs all that much compared to a regular charger. So is it worth it for the premium Nokia’s asking? Well it’s up to you. Coolness factor is definitely in the Wireless Charger’s favor but there are still wires, even if they are attached no attached straight to your phone. We give the Wireless Charging Plate and Fatboy Pillow a thumbs up for creativity and ease of use. They may not be a necessary accessory, but are certainly one of the ones that are most fun to use.

'Plants vs

'Plants vs. Zombies' for iOS game review

The original Plants vs. Zombies was an enormous success. Initially released on Windows and Mac back in 2009, the game was later ported to iOS next year and several other platforms over the years, including the Xbox 360, PlayStation 3, Nintendo DS, Android, Windows Phone and even BlackBerry 10. It is one of the most popular tower defense games and also one of the most popular mobile games of all time.

The sequel to this smash hit comes four years after the original. However, the late release is not the only thing the ‘It’s about time’ tagline is referring to. The game travels through various time periods and lets you play in different locations. The new game also features some brand new plants, zombies, gameplay mechanics and game modes. So what are we waiting for? Let’s take a closer look at it.

Title
Plants vs. Zombies 2
Developer
PopCap
Platform
iOS
Release Date
August 15, 2013
Content Reating
9+
Size
44.7MB (downloads additional data after installing)
Price
Free, with in-app purchases

Gameplay

Plants vs. Zombies is essentially a tower defense game at heart and the sequel sticks closely to that formula. The left side of the map is your territory, which you have to protect from the zombies approaching from the right. To fend them off you place plants in the middle that automatically attack when they sense the zombies approaching. If the zombies get to the plant they will consume them and keep moving to your territory. As a last line of defense, there is a lawnmower for every every row on the map that will instantly kill every zombie in its path once the zombie reaches it (there is no lawn as such in the new game, so the presence of lawnmowers here is merely a homage to the first game). If a zombie still manages to cross the line then the game is over and you start the level again.

Fortunately, it rarely ever comes to that. Plants vs. Zombies 2 features a brilliant ensemble of plants that will absolutely destroy every zombie crossing their path. Most of your favorite plants from the previous games are still here and are now joined by some new ones. Take the Bonk Choy, for example. This plant has a short range melee attack that will beat the undead daylight out of the zombies. However, the attack is only limited to the tile directly in front or behind the plant and like most other plants it cannot defend itself so it’s always best to plant it directly behind a Walnut. The zombies get trapped in front of the Walnut while the Bonk Choy keeps hitting them, eventually finishing them off with a sweet uppercut.

Another one of the cool plants is the Snapdragon. The Snapdragon breathes fire (yes, a firebreathing plant, but that’s hardly the strangest thing in the game) in a wide range that covers three tiles in front of it. The Coconut Cannon shoots a powerful attack straight in front of it but then temporarily deactivates for a while. Bloomerang can hit three targets in front of it and its projectile swings back (as you’d expect from a good boomerang), which causes further damage. The Spring Bean will toss any zombie that walks on it into the water.

These are just some of the new plants introduced in the game. But what makes them cooler is a new feature called Plant Food. Plant Food temporarily supercharges your plant and enables it to release a devastating attack that can clear the entire map of zombies in some cases. Each plant has a different supercharged attack. The Peashooter, for example, will pelt its enemies with a rapid fire attack that can take down all but the strongest zombies in front of it. The Walnut gains a special metal shell which makes it even more resistant to attack. The Cabbage-pult will throw an enormous quantity of cabbage across the map that will severely damage every zombie it falls on. The Bonk Choy will release a flurry of fists not just in front of it but in all eight directions that can take down zombies that are in the neighboring lane as well. The Snapdragon literally flies up and torches the nine squares in front of it that burns most zombies to a crisp.

The list goes on. These attacks are not just useful but also ridiculously fun to watch and makes you look forward to unlocking more plants just so that you can find out what their special attack is. Plant Food is available in limited quantity and can be obtained by killing the zombies that glow green. You get three slots by default to store your plant food and often there is a decent supply. This is one of the best additions in Plants vs. Zombies 2 and makes the game so much cooler than the original.

Another addition is power-ups. These let you take down zombies with simple gestures. There are three in total: one lets you pinch on zombies to kill them, the second lets you swipe on them to throw them off the map and the third one lets you swipe on them to release an electric attack that turns them to ash. Each power-up lasts for just a few seconds once you enable it so you have to be quick. Also, using a power-up consumes the in-game currency so you can’t be too crazy with it. These are best used when you get absolutely overwhelmed by zombies, especially during the final wave and you are about to lose the level and have no other alternative but to get down and dirty and take out the zombies yourself.

The original Plants vs. Zombies took place on a lawn and on the rooftop in the later levels. In Plants vs. Zombies 2, the game takes place in three different locations across different time periods (there is a backstory involving Crazy Dave’s taco and going back in time to eat it again but I won’t get into that). Currently there is the Ancient Egypt, Pirate Seas and Wild West worlds available but you can see the silhouette of a fourth one as well, which should be coming some time in the future.

Each world has its own set of levels. There are ten main levels and several side levels. As you progress from one level to the next, you unlock new plants along the way. To play the side levels, you need to have a specific number of keys that provide access to these levels. The keys are obtained while playing the game but are a bit of a rare occurrence so you never seem to have enough of them.

As you play the levels, you get a star for some of them. Once you finish all the main levels in one of the world, you unlock the next world but you can’t play it yet. To play the next world you need to have a certain number of stars and you never get enough stars by playing the main levels once. So after you finish the last level in a world the access to the next level is unlocked but along with that the levels you just finished get upgraded to three stars so now you have to go back and play them again.

This would have become extremely tedious if the game just made you play the levels again in the same manner but the three stars have to be earned by doing specific tasks. Each level gets three stars and each star has a specific list of demands that you must meet to earn it. For example, in some levels you will have to, say, not get any plants killed, cannot plant more than a certain number of plants and cannot lose any lawnmowers. There are other rules as well, such as not planting for a certain amount of time, earning a specific amount of sun points, spending only a specific amount of sun points, not planting over the moss, not letting the zombies reach the flower bed, etc. Fail to complete any of the list of requirements for that level and you have to start again.

When you add these restrictions to the already tense gameplay, it makes the game even more exciting. When you earn one star, you can then move on to the second star for that level and after that the third. The challenge gets progressively more difficult for the same level, not to mention as you move forward to the next level. This makes meeting the minimum number of stars for the next world a lot more challenging than you imagined.

Along with the usual gameplay mode, there are also some challenge levels where you have to survive a wave of zombies. In one mode, plants keep appearing on the side of the screen randomly and you have to plant them to take down the zombies. This mode was present in the previous game as well. In another mode, you have to reveal and match the pattern on the shields that the Camel Zombies carry. There are no plants in this mode and the only way to kill the zombies is to match the patterns correctly. In one level you just have to use the Coconut Cannon to take down hordes of zombies hanging on ropes. These challenges are fun and serve as a nice change of pace from the usual game mode.

There is also challenge arena that gets unlocked after you finish the ten main levels in a world. This arena throws levels at you one after another and you only get a certain number of plants and one extra which you have to choose from choice of three. You can’t purchase Plant Food or power-ups more than once in this mode and your lawnmowers and Plant Food carries forward to the next challenge. Each world has its own challenge arena with its own set of levels.

Speaking of the worlds, each of the three worlds also has its own set of gameplay conditions and matching enemies to go with it. The Egypt level, for example, has tombstones that block your attacks but are not present in the pirate world. The pirate world on the other hand has water bodies on the side and zombies jump right across them and land right in front of your plants, very close to your side of the map.

As mentioned before, zombies differ across worlds, as well. The Egypt world, for example, has the sarcophagus zombie, which is literally a zombie walking around with a sarcophagus around it, that offers it an insane amount of protection from attacks. It also has the sun stealing zombie, which takes away suns as they appear. The pirate world doesn’t have either of these but has an annoying pirate zombie with parrots on his shoulder, which tend to fly away with one of your plants and there is not much you can do about it other than killing him quickly. There is another that walks with a barrel in front of him that protects him from your attacks. The barrel upon breaking releases two smaller zombies.

The game mixes and matches the map design with the zombies and the restrictions for earning more stars so even if you play the levels again you don’t get much of a sense of repetition. And if you can’t wait to go to the next level, there is always the in-app purchases.

The in-app purchases or IAP forms a big part of Plants vs. Zombies 2, as we have come to expect from free games these days. The game has a certain way of implementing IAP, which makes it less annoying than others. You can spend real money to unlock worlds without having to earn the prerequisite number of stars, although you still have to play through the main ten levels first. You can spend money to buy plants that otherwise cannot be obtained by any other method. You can spend money to purchase more in-game coins that lets you use power-ups, or buy slots to have more plants for a level or start off with a certain quantity of sun points and Plant Food for every level.

Thankfully, none of this is mandatory. Don’t want to spend money to unlock the next world? Just play the current one a gazillion times (although in different ways) till you earn the stars required for the next one. Don’t want to spend money on plants? Just use the ones you get for free. The paid ones aren’t all that great anyway and you can totally do without them.

What irks me about the IAP in this game is the pricing. Most games have IAP priced around $1-2 but in Plants vs. Zombies 2 everything costs upward of $2.99. While there are no hard and fast rules regarding the prices and EA is free to price them as they want but spending $4 on a single plant seems absurd, especially when it’s not particularly great.

Usual quibbles about IAP aside, the gameplay in Plants vs. Zombies 2 extremely enjoyable. To be honest you are not doing a whole lot new over the previous game but because the old game was so brilliant and the new one improves upon it in several ways the gameplay is all that more exciting. The rush that you get when you are surrounded by a dozen zombies and you have to manage your plants and your resources, while making sure you don’t break any of the rules that would cost you a star is addictive and something not a lot of games can match, including some of the AAA titles from EA themselves.

Graphics and Sound

The original Plants vs. Zombies featured animated cartoon style visuals that were cute and rather amusing for something that had blood thirsty zombies. The new game retains the general look but the artwork has been enhanced significantly. There is a lot more variety in the level design now and the older plants have all been given an overhaul. The animations have been improved so now, for example, you can see the Peashooter actually bring up the pea up its stalk before dramatically spewing it out instead of it just appearing from its mouth. The animations get even crazier when the plants are supercharge so once again, the Peashooter will go full commando when you supercharge it and you can see a tiny army helmet appears on its head as it shoots a billion peas at a frantic rate. The little nuances will be especially noticeable to those who played the original game but will be appreciated by all.

The sound once again is very good. The game uses stereo positional audio, so things that happen on the left are heard through the left speaker and vice versa. You can hear the sound of attacks hitting the zombies on the right and as the zombie continues walking left you hear the sound move towards the center. It’s nice but slightly overdone because the sound seems to be coming from further away than the size of the display you are holding in your hands.

The sound effects themselves are well done. From the vicious attacks of the plants to the groaning of the zombies and the mumbling of Crazy Dave all sound nice. And the music is good as well. Plants vs. Zombies 2 features some modified tracks from Laura Shigihara’s superb score for the original game. Having said that, I still prefer the soundtrack of the previous game over the current one. It was more memorable and although the new score sounds great while you’re playing you won’t remember it as well as the one from the previous game once you’re done.

Verdict

The original Plants vs. Zombies is a brilliant game that is enjoyable even today. The second one improves upon it in almost every way while adding some new things, which is exactly what you expect from a good sequel. Yes, the presence of IAP is a bit of a dampener but it’s just unobtrusive enough to not cause lasting damage to the game’s enjoyment. There’s no doubt that just like with the original you are going to have a lot of fun playing it and spend hours and hours planting in-game plants while your real plants wither from a lack of attention. And it’s free so if you have an iOS device you should be playing this game, like, yesterday. So now if you’ll excuse me, I have some stars to earn.

Rating: 9/10
Pros: Fantastic, addictive gameplay, new plants and Plant Foods are a brilliant addition, fun new gameplay modes, impressive animations and sound
Cons: Replaying old levels to earn stars can be a bit of a drag, IAP are expensive

App Store

Wednesday, November 27, 2013

A bunch of LG smartphones unveiled

A bunch of LG smartphones unveiled, meet the LU2300, the SU950/KU9500 and the GT500s

LG finally decided to officially announce the LU2300, which has been circulating in the Internet for a little while. On top of that the company also unveiled a few more devices, namely the SU950/KU9500 and the GT500s.

The GT500s is a revamped version of the GT500, a feature phone that was announced nearly one year ago. The major difference between them is the TD-SCDMA support the newbie comes with. By the way, did I mention that the GT500s is actually a WinMo-powered smartphone? It will head for the stores across China.


LG GT500s

And while there isn’t much news concerning the LU2300 specs list either, there is a lot to share about the SU950/KU9500 duo.

Those are actually two versions of one device. The names only indicate which operator they are made for (SU950 is for SK Telecom while the KU9500 will be sold by KT). Like the LU2300, they pack a promising 1GHz Snapdragon processor and run the Android OS.


LG SU950/KU9500

LG SU950 and LG KU9500 share the same sleek design but unlike the uglier LU2300 they lack a hardware QWERTY keyboard. However, you still get a 3.5” AMOLED display of WVGA resolution, Wi-Fi support, a GPS receiver and a built-in DMB-T TV tuner.

These Android-based smartphones will also come with support for DivX videos, a 3.5mm audio jack and are said to pack the Dolby Mobile technology and 3GB of built-in memory. A microSD card slot is on board, too.

The LU2300 will initially run Android OS v1.6 (a.k.a. Donut) but it will get by July-August. The SU950/KU9500 will run Android OS v2.1


LG LU2300

The LG LU2300 will hit the stores in Korea sometime in May. Initially it will be running the Android OS v1.6 (a.k.a. Donut) but there is an upgrade to Android OS v2.1 (a.k.a. Eclair) scheduled for July-August. The éclair-run SU950/KU9500 will be launched in June. There is still no word on pricing yet.

It is still not clear if there will be European versions of the Android-run trio. I hope so – the SU950/KU9500 look pretty nice.

Source (in Korean)

A benchmark confirms quad-core CPU and new Mali T-604 GPU for the Samsung Galaxy Note 10

A benchmark confirms quad-core CPU and new Mali T-604 GPU for the Samsung Galaxy Note 10.1

A result for the Basemark ES 2.0 Taiji reveals new processor and graphic core for the upcoming Galaxy Note 10.1. This is another confirmation of Samsung’s last minute change of heart and the switch to a quad-core chipset for the Note tablet.

According to the leak, the model number is the same as the previous dual-core Note 10.1, but the chipset is different – Exynos 4412 with a quad-core 1.5GHz ARM Cortex-A9 processor.

So Samsung seems to have added two additional CPU cores, but what about the GPU. Well, instead of Mali-400MP, now it is marked as an unknown ARM Mali. So, what could it be?

The logical answer is the next generation ARM GPU – the Mali T-604, which is supposed to be 5 times faster than Mali-400 and scalable up to 4 cores. The new GPU will explain the much higher benchmark results in the test – 61 fps. And probably, this is not the real number, since the frame rate is limited by the Note 10.1 VSync.

This should make the Note 10.1 one of the most power tablets out there when it comes out later this year and a true contestant for the Android throne threat. We are yet to see when it will actually make it to shelves as the previously announced June launch is probably not happening.

Source | Via

Monday, November 25, 2013

Lenovo S5000 is a 7" Android 4

Lenovo S5000 is a 7" Android 4.2 tablet with a quad-core Mediatek chipset, undercuts Nexus 7 (2013)'s pricing

Along with the Vibe X smartphone, Lenovo also announced the 7″ S5000 tablet. The tablet shares the Vibe’s sleek design and while it’s not as thin as the smartphone (the S5000 is still pretty thin at 7.9mm), it’s very light for a 7″ tablet, tipping the scales at just 246g.

The tablet features 3G HSPA+ connectivity with voice call support (in select countries, the US isn’t getting it). There will also be a Wi-Fi only version.

The Lenovo S5000 runs Android 4.2 with Lenovo customizations and it’s powered by a Mediatek MT8389 chipset (quad-core Cortex-A7 at 1.2GHz processor and PowerVR Series5XT GPU). The 3,450mAh battery will last 8 hours of web browsing over Wi-Fi and 6 hours of watching HD videos according to Lenovo.

Web browsing and video watching is done on the 7″ WXGA (1280 x 800) screen with 215ppi pixel density and 350nits of brightness.

The S5000 has a rear 5MP camera and a 1.6MP front-facing camera. There’s also 16GB of built-in storage, microSD card slot and USB OTG support.

The Lenovo S5000 will be available in Q4 and the pricing goes after the Nexus 7 (2013) – €200 for the Wi-Fi only version, £180 in the UK. For comparison, the Nexus 7 (2013) costs €230 / £200.

Source

Check out our full IFA 2013 coverage right here.


Tuesday, November 19, 2013

'Where's My Mickey

'Where's My Mickey?' for iOS, Android and Windows Phone 8 game review

Disney’s original Where’s My Water? game has been pretty successful. Combining simple mechanics with thoughtful puzzles, it was a great way to quickly pass time. It’s sequel, Where’s My Perry? introduced a new character and story along with some new gameplay elements.

Having said that, Where’s My Perry? did feel like more of the same, so you’d think Disney would stop at that. But they haven’t and so now we have Where’s My Mickey?. Once again, we get more of the same sand swiping action and directing of fluids around the screen but with a different character, one we are all too familiar with. But will that be enough for you to consider spending your dollar (or two) on the game or should you give this one a pass? Let’s find out.

Title
Where’s My Mickey?
Developer
Disney
Platform
iOS
Android
Windows Phone 8
Release Date

June 2013
Content rating

9+
Everyone
N/A
Size
49.6MB / 49.1MB
44MB / 41MB
66MB
Price
$0.99 (iPhone) / $2.99 (iPad)
$0.99 / $1.99 (XL)
$0.99

Gameplay

In terms of the basic gameplay, Where’s My Mickey? is identical to the previous two games. You have to transport water from point A to point B on the screen while collecting the three items on the screen, for which you have to swipe on the screen to draw a path in the sand. There are a few new gameplay elements in WMM. First of all, there are these new clouds, which float about in the level and you can tap on them for them to shower water below. The clouds can hold a finite quantity of water, indicated by the color of the cloud. The clouds usually have water but in some levels you can also fill them up with water, at which point they basically act as sponges.

The clouds cannot be moved directly but in most levels you have wind flowing, which can be used to move them around. In some levels you get to direct the wind the same way you would direct the water by digging paths in the sand to make the cloud move to the desired spot.

Another new addition is plants that can be grown by simply watering them, which means you will need to part with some of your water. Growing a branch basically creates an obstruction, which can help, say, prevent a cloud from floating away or in containing water.

Carried forward from previous games is a destructive red liquid, which pretty much destroys everything. It can kill your collectibles, burn plants (which comes in handy if you need to get rid of them) and destroy clouds as well. As with water, it can be used to open doors but make sure you don’t mix it in the water as it will turn all the water red and if it goes into the final pipeline the level ends.

WMM has four level packs with twenty levels each. If you collect the special item hidden in some of the level, you unlock two additional items for that level pack, where you have to combine clouds. You have the ability to generate wind to guide them around. Other than that, there are also two special Goofy packs with twenty levels each, out of which three each are unlocked but to unlock the rest you’ll have to pay a dollar through in-app purchase.

In the Goofy levels, the mechanics are reversed and here you have to collect the red liquid and it’s the water that causes damage. These additional levels were quite fun and made me wish they were part of the game. For just a dollar extra, they are good value.

So far it all sounds like the first two games, so what’s new here? Well, the character, as you can guess. And although it makes diddly squat of a difference when you’re playing the game, it’s the little cutscenes that play between levels that make this game fun. Disney has used one of the very early designs of Mickey in this game and the same slapstick humor from that time. And while that may sound juvenile now it’s amazing how the animation still manages to be funny. Most funny games end up producing a chuckle at most but WMM can be actual laughter producing funny at times. The point is, even after 85 years of existence, Mickey Mouse is still entertaining and that’s no small feat.

Goofy, whom I generally consider more entertaining, wasn’t as good in this game and clearly not a lot of time went into developing his stories and animations.

Graphics and Sound

WMM employs classic hand drawn animation style for the visuals, which looks good but won’t exactly blow your mind. The soundtrack, on the other hand, is entirely forgettable. Even after spending hours playing the game I can’t recall what the music playing in the background was like.

Verdict

‘If it ain’t broke, don’t fix it’ seems to be the mantra behind Where’s My Mickey?. Disney decided to play safe and churn out another variation of two very successful games. Where’s My Mickey? does not even have the gameplay variety or the number of levels found in the previous two games. Thankfully, what would have otherwise been a very repetitive game, is saved by the clout of Disney’s oldest character. The hilarious animations that play between levels singlehandedly make the game worth purchasing. And repetitive or otherwise, the gameplay is still fun, so if you’re new to it or enjoyed it before you are going to love it here. The puzzles are fairly easy but offer just enough challenge to keep adults as well as children interested. For the price, Where’s My Mickey? is worth a look.

Rating: 7/10
Pros: Simple, yet fun gameplay, amusing cutscene animations
Cons: Gameplay feels repetitive now, mediocre soundtrack

Download: iPhone ? iPad | Android ? Android (for tablets) | Windows Phone 8