Showing posts with label mobile. Show all posts
Showing posts with label mobile. Show all posts

19 July 2020

The Right to Peaceably Accessorize

OR: 
Petition for an Undressing of Grievances.

The upcoming iPhone 12 will supposedly not come with a charger, referring specifically to the little white wall wart that converts AC power down to 5V at around 1A. Some people are a little troubled by this. I wouldn't expect anything else, but I have to wonder if it's just change in general that bugs these people so much and not the specific changes themselves. As a wise one once said, some people simply love to complain, even if they get exactly what they want. 

I had an iMac. My family bought it in 1999 and it went with me through college. There was a hullabaloo around its release over the lack of a floppy disk drive. I may have even been laughed at a little for having an external floppy disk drive, like I'd been suckered into buying extra what should have been included. The irony is that I don't think I ever once used that floppy drive. I didn't have a flash drive yet and wouldn't until about 2005. Given I was in film, floppy disks were useless to me; nearly all the games I played (all 2 of them) were either downloaded from a website (imagine that) or came on CD-ROM. The only "disk" media I ever used during those 5 years was the Zip disk from Iomega. Each chunky cartridge took 100MB and were fairly inexpensive compared to what I was spending on video tapes. The most awkward using the damn thing got was when I had to leave my Zip drive with one of my professors because she didn't have one of her own to see my project. I call it awkward because I gave her one that needed an external power source so I could briefly declutter my desk and use the other Zip drive that was USB powered. Yes, I had 2 Zip drives while the floppy drive gathered dust. Speaking of awkward cable management and third party accessories... 

1. Wireless Charging

I have an iPhone 7. It does not have wireless charging capabilities. That came along with the 8. I'm not bothered by this. I do sometimes worry about the cable port wearing out from repeated un/pluggings, but in my experience, that happens around the exact same time the phone is ready to be retired and I'm eligible for an upgrade regardless. If I absolutely get desperate for a wireless charging solution, I have a battery case that charges through a Qi pad. Speaking of Qi chargers, Apple still does not produce their own version of it, with their website listing third party companies like Mophie or Belkin. It's rather odd when you think about it that Apple wouldn't offer you their won't take on something from the word go. People accused them of trying to corner you into buying their wireless earbuds when they took the headphone jack off of the iPhone 7 and beyond, yet wireless headphones and earbuds had been out for long before then and were perfectly capable of working with your iPhone. As nefarious deeds and Machiavellian machinations go, there's more malice behind leaving grocery carts out in the middle of the parking lot. 

2. Pack-in Accessories 

All the complaints over the years about the included earbuds with iPhones, but now that an equally overpriced accessory is being axed, it's a problem? The wall adapter on its own typically runs around 20USD, with the bulkier iPad version going for more (and all to deliver an extra amp or two). Here's the dirty little secret nobody at Apple likes to talk about: you do not have to use their charge adapters. The reason they recommend them, or the reason why any company will recommend a certain brand (their own or not) of batteries or cables or chargers or whatever other accessory you can think of, is because of their Quality Assurance as much as their desire to keep you in their little circle of corporate synergy. When their products are tested, it's not worth the effort to seek out and try every single third party version of something. It's more efficient to try what they know will work and slap a "for best results" addendum on their literature or support articles. If this sounds scuzzy or scummy, I won't disagree, though I would offer that they could just as easily keep their connections and hardware specs to themselves and actively go around shutting down every third party enterprise under the sun. This is why we get a "for best results" rather than "One of us! One of us!" It's not about taking the lesser of two evils, but rather a deep understanding on the part of Apple, Samsung, and whoever else is still in business regarding the customer/manufacturer relationship. 
Here's another dirty little secret about electronics manufacturing: Many of the devices you own contain components made by only a handful of companies. Like the accessory paradigm we just talked about, there's nothing overtly shadowy or sketchy about this arrangement; it's very efficient and keeps the price of these devices down. Can you imagine if Microsoft's Surface team had to mine and smelt their own iron, gold, copper, tin, neodymium, and a whole host of other raw materials to get that magnesium-shelled slab into your lap? We passed the point when aluminum was more valuable than gold decades ago, and I doubt anyone has a desire to go back to that way of life. 

3. First Rodeos

Carrying on from the second point, when you do a trade-in for a new device (which you should do, or consider donating to a charity such as Music & Memory), you're rarely if ever asked to hand in your cables, charge adapters, and other accessories. This is because there's virtually nothing of value to salvage out of what essentially amount to strands of rubber-encased copper and possibly a few magnets. Even in terms of value as scrap, that device you're turning back in is worth far more than that cable you plugged into it every night. For starters, if you took even semi-decent care of that device and it maybe only has a few scratches or at worst a cracked screen, that device can be refurbished and sold again to users who maybe don't need all those hot new features. Music & Memory, for example, use these devices as music players for Alzheimer's patients. Many of those older "dumb phones" are repurposed as emergency call devices for the elderly since you don't need a SIM card to call 911. Couple that with them being lighter and smaller than those glass slabs, they're practically set and forget until needed. 

As for those cables and adapters and such, let's have some fun. If you still have a drawer full of your old devices (Kindles, iPads, etc.) that you haven't yet donated or traded in, I'd like you to go to that drawer now and take out all the cables. In fact, go and gather all the USB and power cables you've got and put them in one place. Let's face it, you probably need to organize these things anyway. I'm going to go out on a limb and guess that you have more than one. I doubt the most mental minimalist has only the single USB cable and power adapter that came with their phone. At best, you may only have one of those little wall warts that take on the Herculean task of throttling 120 volts of alternating current into a direct 5. It's fascinating how well USB has lived up to the Universal part of its name in the last 10 years alone. Your local convenience store probably has a bin of adapters to let you plug your phone into the cigarette lighter socket of your car (another astonishingly universal standard). 

While the general consensus is that a wire is a wire is a wire, it's true that not all cables are created equal (those pesky third parties). Some are only capable of delivering a certain amount of power compared to others, others are absolutely rubbish at power but great for data transfer (and vice versa), and the overall length of the cable can affect how efficiently it charges your device. You likely have that one wire in that pile we've assembled that you keep around for reasons you don't remember if only because, despite being a USB cable like all the others, it only seems to work with certain devices. I'm sorry to say I don't have any better idea of what's going on there than you do. 
Fortunately, it's easy enough to do some simple bench tests to see which ones can cut the mustard and which ones belong in the bin (I mean, what else are you going to be doing today?). If you want to be extra super-especially doubly sure you're getting all the data you need to make these decisions, you can purchase a cable tester for a few dollars and put it next to that battery tester you never use (the one that's in the drawer with all the cables and Kindles and such). 
Here's one in action:

The tricky part of this test will be those wall adapters. We mentioned amperage before, and if you're not familiar with what that is, the important takeaway is it determines how quickly power is transferred over the cable. Bear in mind, though, that higher amps is not always best. For something like a tablet, it's essential, lest your charging times take longer than overnight. For phones, while it will charge them quickly, there's the added downside of degrading your phone's battery over time, shortening its operational lifespan. As for how to find out what amps your wall adapter is capable of outputting, they're typically printed on the casing. Most are legible enough, but others may give you some grief. 

Can you read that? Neither can I.
Can you read that? Neither can I. 

The best course of action would be not to bother with them, or at best relegate them to charging those devices you don't need in any big hurry. It's also worth mentioning that while your computer's built-in USB ports are perfectly capable of charging your devices, they rarely output more than one amp. Again, that's good enough for a phone, but a tablet will take longer and may not actually reach the full 100% no matter how long you let it sit. 

For the record, I don't buy Apple's PR spin about environmental considerations when it comes to not including wall adapters with their devices. Put simply, it's one less thing for them to make en masse, you likely didn't need another one anyway, and if you don't already have a small accumulation of alternatives then now is the perfect time to change that. 

My work here is done. APPLE APOLOGIST... AWAY!

30 July 2017

Ghost Trick: Phantom Detective (First Impressions)

As a rule, I've more or less forbidden games on my phones and even my iPad. It's not that I don't think the platform is a viable competitor to the likes of the DS or Vita (In fact, earlier today before editing this, I just beat Daxter on my first generation PSP I still play reguarly). The problem is I have something of an addictive personality, especially when it comes to puzzle games. Growing up on Tetris, Dr. Mario, and Bust-A-Move has engrained the genre in me as a kind of comfort food for the middle ground between my left and right brain. 
As a compromise, I limit one game per device, a maximum of one microtransaction if the game is free-to-play, and with very strict rules on genre, namely no puzzle games like Bejeweled (I still haven't forgiven my Dad for getting me hooked on it) or endless runners like Jetpack Joyride (my Dad still hasn't forgiven me for getting him hooked on it). Ghost Trick: Phantom Detective from Capcom, which at first I thought was a spin-off title in the Phoenix Wright series*, is almost a puzzle game. It's a point-and-click (tap-and-hold?) adventure game with logic and time-based puzzles. 

Hmm, that "D" looks familiar....
You play a disembodied spirit recently separated from his mortal coil by way of a convoluted murder conspiracy involving a group of blue men (No, not those guys). Unfortunately for you, not only did your red-suited carcass end up in a very undignified position, and not only have you completely lost your memory, but someone else in the same junkyard as you is about to be sworn in as a new denizen among the dearly departed by way of a golden shotgun. There is a light at the end of the tunnel, however, as another spirit in the form of a desk lamp named Ray (yes, as in "ray of light" tunnels notwithstanding) is quick to take you by the phantom limb and teach you to use your newfound powers of the dead. 

Like that there parrot that done ceased to be...
The gameplay reminds me mostly of Firefly's Diary (htoL#NiQ) on Vita, particularly with the Ghost mechanic. When in "Ghost" mode, you're able to possess various inanimate objects. The catch is that you've got a limited range, which can sometimes be hard to judge. Often you'll have to "join the dots" and move from point to point. Sometimes an object must be manipulated not only to solve the puzzle, but also to get you to another and more vital object. Think Final Destination with good intentions or Ghost if it was directed by Miyazaki. 

Manipulating possessed objects forms another third of your suite of phantom powers, called "Trick" mode for the sake of a title drop. Although the backgrounds have the same degree of awkward clutter as a hidden object game, the number and type of objects you can inhabit is limited, complete with a few red herrings thrown in. If Ghost mode reminded me of Firefly's Diary, this part of the game reminds me of Haunting with Polterguy on the Genesis. In that game, your goal was to scare away the inhabitants of a house. Your tricks here are a little more versatile and subtle, though getting attention via diversion and distraction is a core part of the gameplay. This part can become the most frustrating as many of the tricks you have to pull off rely on characters standing in specific spots, looking a certain direction, or performing some subtle action you're likely to miss more often than not. It always strikes me as a cheap tactic to reduce strategizing and problem solving to a time trial in order to make something more challenging. 

A Dead Dog, a Distressed Damsel, and a Dastardly... Dog-killer? Yeah, let's go with that.
Speaking of timing and trials, the last power of the dead at your disposal is a time manipulation mechanic. In addition to connecting with inanimate object, you can also contact the spirits of the recently deceased and rewind their last four minutes of life. Not only can you see their final moments play out from a limited third person perspective, but you can actually save them from dying with your dual-wielding of possession and manipulation. This redeems the "situational" aspect of the game, albeit it replaces quick reflexes with trial and error. Still, I'd rather have my Rube Goldberg machination not work because I missed a step or misjudged a character as opposed to not being able to swipe or tap or drag fast enough at the right time. 

The way the big guy slaps that command console always kills me.
I played the game on an iPhone 5c, and though it ran well enough for those first two chapters, I'd argue that an iPad is the best way to go. This is a beautiful game, especially the character designs. They're 2D sprites, but they're based on expertly-crafted 3D models that are either meticulously animated or diligently motion-captured. It may have made for a very slick and cool-looking platformer in the Prince of Persia vein. 

As of the time of this writing, Ghost Trick is available in its entirety for 10USD, and I can't decide if that's too much for a mobile game. I honestly don't know how much I've ever spent on a phone game, maybe 6 or 7 way back in the day for the Wolfenstein RPG, and frankly that may have been too much. Then again, I've easily spent over 40USD on all the various drawing programs across all my mobile devices. Of course, there's simply no comparing the value of a productivity app to that of a game, however addicting and fun said game may be. 

Does this count as interest?
One last note about the price: As I said, the game is available for 10USD. While that's a steal compared to the full price of its original release on Nintendo DS, in what I can only guess was a foreshadowing of Capcom's more dubious business practices, you can buy chapters in small "packs" for 5USD each. Obviously, the bundle is the better deal given the game is at least 15 chapters on top of the first two freebies. Still, I don't get this piecemeal/episodic setup because the game was ported all at once from DS to iOS. With most episodic games (especially those from TellTale), they're released several months (even years) apart at a premium, then bundled together at a discount for those who waited. It's a trade-off akin to waiting for a movie to be available for streaming rather than seeing it in theaters. For Ghost Trick, though, there was no waiting. It all simply makes me wonder how often someone paid for the chapter packs rather than going whole hog for the complete package at once. 

Suspect pricing structure aside, I enjoyed the first two chapters of Ghost Trick, and while I ultimately intend to unlock the full game, it's an odd duck even in the mobile games market and I don't recommend diving in without testing the waters first. Fans of "match three" puzzles and manic tapping may be turned away by the pacing, while fans of deeper experiences like "escape the room" or remastered ports of older games may find the total package somewhat shallow. The last comparison I would make is to Jordan Mechner's The Last Express. It's a technically ambitious work of art whose only real fault is simply not having more of itself to offer. That can leave a lot of gamers grumbling, but I'm of the mindset that if a game ends too soon, it was probably just long enough. 

*Ghost Trick was produced by the creator of Phoenix Wright, and once speculated on a crossover game, but the title sadly remains a one-off. 

28 September 2016

Goodbye Cheetah Mobile

Many years ago, I learned the hard way the dangers of not having backups for sensitive data. I also learned that computers need maintenance on both the hardware side of things and the software side. For the few years I had a full-fledged Windows PC, there was no one I trusted more than IOLO's System Mechanic. Later on, when I moved to Linux, that was no longer a viable option. I still keep an account with IOLO open for the sake of my roommate and a very good friend who still use PCs (the license covers multiple installations). IOLO uses an annual subscription model, frequently with promos and discounts that make the whole operation all the more "set and forget". 
When I got my XPeria, I was surprised IOLO didn't have a stronger mobile presence to compete with McAffe and TrendMicro. What I came across instead was CM Security, short for Cheetah Mobile. My experience with them has quickly shrank from mostly favorable to downright annoying. 
I'll save my current stance on the subject of blocking ads for another entry, but I will give a small sample here. I understand that ad-support is sometimes necessary to maintain a business model. I don't mind pay-walls for added features. What I absolutely can't understand is making the ad-support option compulsory. CM is by and large free to use. I get ads on my phone, which I was okay with. However, the ads got out of hand, showing up at every corner, in front of every feature, and the worst part was I had no way out of it. Yes, CM was expanding its features, meaning more revenue required, meaning more ads. Here is my problem: there's no option for me besides walking away. 
I don't mind paying for apps. 
I don't mind paying regularly for apps. 
I have a rule against spending real money on Free-to-Play games, but something like an anti-virus or a CPU cooler or a junk organizer is a completely different kettle of fish. Those are useful. Those need constant updating. Those need regular support. 

I am completely and utterly content to pay to keep my phone optimized. 

Cheetah Mobile, however, did not give me any option to pay them. 

As such, I'm using someone else now. I won't say who on the off-chance they turn out worse, but so far they seem far more willing to give me options than CM

22 June 2014

Oh, Twitter...

I love Twitter, flaws and all. I don't think it's the greatest site ever made, but it's easily in my Top 5. Lately, though, I've been having a bit of a rough time with it. 
My Xperia Z Ultra has been great, even if I'm only using it as a tablet as my contract with Verizon won't run out for at least another month. To ease the transition, I culled a number of apps from my old phone, the HTC Rhyme. It had been getting a bit bloated, and many of those apps work far better on the Ultra. One of the apps I removed early on was Twitter. Technically, I still have it on the Rhyme, it's simply not the full version, but HTC's dashboard version, Peep. Peep works fine and dandy, but I didn't realize how stripped down it was compared to its big brother. 
I access Twitter primarily through Tweetdeck. It has its own separate login and account settings apart from my Twitter account proper. As for logging in to Twitter, I'd recently upped the security on it in light of some recent bouts with identity theft and set up mobile notifications. If I log in to Twitter from any new place, I have to enter a code that gets sent to my phone as a text message. 
What I didn't know until now was that when I removed Twitter from my Rhyme, I kept it from receiving those login codes. I figured that since they were only text messages, whether or not the app was present was totally irrelevant. Now, if I try to log in to Twitter through my browser (or especially the Z Ultra) I can't because I don't receive codes anymore. The solution seemed simple: put Twitter back on the Rhyme and get the codes. 

Guess what I have to put in when I open Twitter on the Rhyme. 

It's actually an easy fix, simply a matter of finding another way to log in, but it's so absurd that it's set up in this manner. I'm entering a phone number, not a MAC address, so why does the app need to be present in order to get a text message? What if I didn't have a smartphone, but an old flip phone (or "feature phones" as T-Mobile calls them, or "dumbphones" as everyone else calls them), like if I had to move my SIM card to another phone because of damage? What if the app got corrupted and needed to be reinstalled? For all intents and purposes, that's exactly what's happening now. 
There's nothing more frustrating than a security measure that works too well. It's like when your kid beats up the school bully: You want to give them a high five for kicking ass and not taking any crap, but you want to scold them as much for fighting fire with fire.