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Sabtu, 02 Februari 2013

Dead Island Review (PC)


GAMES – Dead Island Review (PC)

On a small island off the coast of Papua New Guinea, the dead walk. The story didn't set my hair on fire, but everything else makes up for it. When you sit down to play, you'll choose one of four characters and for the next 20 to 30-some hours roam massive maps, take on interesting side quests, and chop the heads off hundreds of ghouls.
But Dead Island doesn't succeed because of its gore (though I liked the dismemberment). Dead Island's strength is in the world it creates. I crept into and through each environment I came to, from beaches to sewers to jail cells. I listened for the screams of the infected or the roar of a damage sponge known as a "Thug." From that perspective, I was on the island; not my character. In the beginning, I'd slaughter every zombie I saw, but by the time I got to the city and found tight alleyways overrun with monsters, I began to just run from objective to objective. No longer was I playing a game -- I was focusing on survival as if I were the one running from Point A to Point B.
Objectively speaking -- like, right now from my keyboard and not playing the actual game -- that's a stupid thing to say. Dead Island doesn't really punish you for dying. If you croak, you wait five seconds and respawn with less money. Any damage you inflicted before heading to the great beyond remains. But I say that using hindsight. When I sprinted away from a zombie and heard its growls directly behind me, my heart pounded in my chest. I didn't think "Oh, I'll just let him get me and restart back there."
You rarely feel safe in Dead Island, and that's how a zombie game should be. You have a limited stamina bar, so you can't run or swing your weapon forever. Med kits were few and far between in my experience, so scavenging for energy drinks and fruit -- which have to be used at that moment and can't be stored -- became part of the experience. Weapons degrade as you use them, so finding a "legendary" weapon was exciting, but not as exciting as finding a workbench to keep weapons in tip-top shape.
Dead Island made me my character. I chose the weapons, the enemies to attack, and the side quests to take. When I leveled up, I chose in which skill tree to invest my new point in -- so even if you joined my game as the same knives expert I play as, we wouldn't necessarily have the same abilities.
Special zombies make you switch up strategies.
Thankfully, joining games is easy. When you're playing, a pop-up message will notify you if a player is close to you and joinable. If I see you sign on, I can invite you in. Of course, experience levels play into this. Players can only join the games of people who are equal or lesser levels. I can't be level 31 and about to win the game and have a level 1 player join me. It might sound depressing, but there are tons of character slots, so having a character for different sessions shouldn't be too tough. Plus, you can always switch your game to single-player if you just want to be left alone. Sadly, there is no local co-op.
Is Dead Island perfect? No. Far from it. As much as I lauded it, Dead Island is rough around the edges and that's sure to turn a lot of people off. First-person melee combat doesn't feel natural right away. Sometimes textures take their time loading in, I'd describe every cutscene as "stiff," and the visual flaws like hands going through doors and weird mini-game meters made me laugh. Still, presentation doesn't make a game, experiences do. And they are packed into Dead Island. 

The Verdict
Dead Island probably won't win any game of the year awards. It's got visual bugs, the controls take a bit to feel normal, and the presentation in general isn't up to snuff. But the game gets a lot right. There is a huge world to explore, thousands of zombies to kill, and tons of side quests to take. Here on the other side of a 25-hour playthrough -- where I skipped a lot of side quests after Act 1 -- I'm anxious to get back into Dead Island, and despite the game's flaws, that's not something I say often.

Taken From : www.ign.com/articles/2011/09/04/dead-island-review

Minggu, 20 Januari 2013

DUNIA DIGITAL



Digital World

Tidak dapat dipungkiri bahwa teknologi informasi dan komunikasi menjadi salah satu faktor determinan dalam arus globalisasi, yang didalamnya juga menyangkut tentang bagaimana negara memanfaatkannya termasuk dalam agenda pembangunan. Namun yang menjadi masalah kini adalah kemampuan negara dalam hal tersebut didapati tidak merata dan akhirnya teknologi informasi menciptakan sebuah gap atau pengkelompokan tertentu. Digital divide atau kesenjangan digital dapat dipahami sebagai pembagian kelompok atas kemampuan terhadap penguasaan ekonomi informasi digital. Pembagian ini sangat berkaitan  dengan klasifikasi antara negara makmur dan negara miskin, sehingga pada satu titik ditemukan bahwa digital divide sangat erat kaitannya dengan development divide.
Isu tentang kesenjangan telah menjadi isu yang sangat banyak menuai berbagai macam perdebatan, yang pada dasarnya perihal bagaimana melihat kesenjangan itu. Penulis melihat bahwa kesenjangan digital memang sedang terjadi dan bukan mitos semata. Dengan mengembalikkan divide ini pada konteks perekonomian, harus diingat bahwa Information and Communication  Technology (ICT) berkaitan erat knowledge yang mana adalah aspek sangat penting dalam faktor produksi (Parayil, 2005). Hal ini jelas berimbas pada kapasitas ekonomi dan pendapatan negara, sehingga tidak mengherankan jika Parayil akhirnya menjadikan GDP menjadi salah satu bentuk nyata dari digital divide itu sendiri dan menilai bahwa kesenjangan digital tidak lain merupakan fenomena kesenjangan kapasitas dan kapabilitas dalam penguasaan teknologi informasi yang sangat berkaitan dengan ketimpangan sosial-ekonomi.
SixthSense adalah sebuah perangkat antarmuka (interface) gestural yang dapat digunakan untuk menghubungkan dunia fisik di sekitar manusia dengan informasi digital. SixthSense memungkinkan manusia untuk berinteraksi dengan informasi digital dalam dunia fisik hanya dengan menggunakan gerakan tangan. Gerak tangan dan jari-jari tersebut akan dipahami secara otomatis untuk kemudian mampu memanipulasi informasi digital ke dalam dunia fisik.
SixthSense terdiri dari komponen-komponen seperti proyektor dengan ukuran kecil, cermin, kamera, dan ponsel yang terintegrasi satu sama lain dan mampu berfungsi layaknya sebuah komputer dengan koneksi ke internet. Pengguna dapat melakukan aktivitas sehari-harinya seperti menelepon, menggambar, mengambil foto, membaca buku, dan lain-lain, tanpa harus membawa banyak perangkat.
Prinsip teknologi SixthSense ditemukan dan dikembangkan oleh Pranav Mistry, seorang insinyur muda asal India yang lulus dari MIT (Massachusetts Institute of Technology) dengan predikat PhD. Pemberian nama SixthSense didasarkan pada pemikiran bahwa perangkat ini dikendalikan oleh gerak tubuh manusia, sehingga dapat dianalogikan sebagai pelengkap lima indera yang sudah dimiliki oleh manusia. Pada tahun 2009, SixthSense mendapatkan anugerah Invention Award yang diprakarsai oleh majalah Popular Science.

Disarikan dari WIKIPEDIA 2013

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