Parental Advisory: Explicit Content!
(Credit: Jeff Bakalar/The 404)If you've ever sat around with friends and mourned the death of the mixtape, you'll certainly appreciate the first half of today's episode of CNET's The 404 Podcast. While Jeff was at home for the break, he stumbled upon a a collection of old cassette tapes including the Cool Side/Awesome Side mix you see up there. It's got a solid collection of '90s hits including "Mr. Jones" by Counting Crows, Soundgarden's "Black Hole Sun," and, of course, "Smells Like Teen Spirit."
I spy "Crazy" and something that starts with "Livin...," which I can only assume to be Britney Spears and Ricky Martin. Just kidding, Jeff, but seriously--we've all pulled some pretty embarrassing stunts in a pathetic attempt to win a girl's heart, so stick around to witness the humiliation.
(Credit:
Tech Crunch)
Speaking of death, we're (kind of) sad to see the demise of the CrunchPad. The brainchild of TechCrunch founder Michael Arrington and Fusion Garage, the CrunchPad was supposed to be an aluminum tablet computer with a 12-inch LCD screen running Ubuntu Linux and Webkit browser. Unfortunately, Arrington reported today that the CrunchPad project is officially dead. We're disappointed that we'll never be able to test the product ourselves, but we're sure that Arrington has something else up his sleeve.
We imagine that a lot of you guys will be traveling by plane for the holiday season, but what if you were forced to hand over your iPod to security agents to check it for pirated music at the airport? Sounds like a nightmare, but Wilson tells us that the Australian government is apparently proposing a plan to search iPods and other MP3 players for illegally downloaded songs, punishable by heavy fines or even jail time!
From a technological stand point, we're not even sure how the government plans on checking for purchased vs. bootlegged music. At the end of the day, it's always comforting to know that you'll NEVER get busted for listening to The 404, and isn't that the most important thing?
EPISODE 477
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Tony Hawk on CNET's The 404 Podcast
CNET's The 404 Podcast is very proud to welcome Tony Hawk to the studio today! The man who rode skateboarding to mainstream success sits down with us for a chat about his expansive video game franchise, skateboarding being added to the Olympics, and, of course, his newest game, Tony Hawk: RIDE.
All of us have been huge fans of the Tony Hawk video game franchise since the first Tony Hawk Pro Skater, but his latest game, Tony Hawk: RIDE, brings a new level of entertainment to the series with a physical skateboard equipped with a contoured base, infrared sensors, and four smart motion sensors that help you push, turn, lean, and pull off unbelievable tricks within the virtual environments. Tony tells us all about the creation of the board and the prototype decks that didn't make the cut. He also explains the motivation behind making the switch to a physical board instead of the hand-held controller that propelled the original games into instant classics, making comparisons to the Wii Fit Balance Board to show how much extra work went into the dual accelerometers.
(Credit:
Activision)
After getting the full scoop about the game (in stores tomorrow for $120), we're all very excited to see him in action with a live in-studio demo on an Xbox 360. Tony shows us how the accelerometers pick up the movement of your feet on the board and how to grab the nose by simply bending over and reaching toward the front of the board. After he goes through some of the basic moves, he hands the board over to me to give it a shot. Obviously, Tony Hawk himself is a hard act to follow, but I think I pulled off a few tricks before face-planting onto the concrete. Be sure to check out the video for all the action.
After the break, we talk to Tony a bit more about the game and how influential the series has been on bringing the sport to mainstream popularity, the eclectic music choices in the soundtrack, and some of the active characters you can choose. And, of course, we have to get Tony's take on the future of skateboarding and whether or not the sport will ever go the way of snowboarding to make it as an official event at the Olympics.
There's a whole lot more to talk about with Tony, a few Calls From the Public, and some insightful questions from the chat room, so be sure to listen or watch the entire episode for the full scoop. Much thanks to Tony for coming on the show and keep listening for a chance to win a copy of the game!
EPISODE 468
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DS 3D graphics: Looking nice.
(Credit: Activision)Did you think Modern Warfare 2 was all about 360 and PS3 headset smack-talking in front of a massive HD display and booming surround sound? No, there is another. With the launch of Call of Duty: Modern Warfare 2 came the less-heralded Call of Duty: Modern Warfare Mobilized, for the Nintendo DS.
Come on, admit you're curious. Want to know how it is?
First of all, this is obviously not a port of the MW2 game. It's not even close, and it doesn't try to be, either. Its name, Modern Warfare Mobilized, suggests it's a spinoff, and the storyline parallels different events and a different single-player campaign.
Now, the good news: this isn't a simple licensing rip-off. Under the hood of MW Mobilized is a real 3D FPS, which should be familiar to anyone who's played the previous Call of Duty: World at War DS game. Visually and aurally, this just might be the pinnacle of Nintendo DS 3D gaming. That's not a huge compliment, but levels involve interiors, courtyards, overhead helicopters launching air strikes, at a distinctly slower and more linear pace than the console game, but with a decent level of production polish provided your expectations remain severely curbed.
Enemies emerge two or three at a time, and their death cries and animations bring to mind Doom more than Call of Duty, but the storyline is cinematically told and decent fun with headphones. Unfortunately, however, FPS control for the DS is a jury-rigged nightmare. Using an all-too-familiar control scheme adopted by Metroid Prime Hunters and others, the D-pad controls basic movement and strafing, while the left shoulder button fires. Stylus movement on the lower screen replaces the right analog stick moves, and while it technically works, the setup leaves one's hands cramped and carpal-tunneled after just 10 minutes.
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If simply playing the hotly anticipated shooter Modern Warfare 2 isn't enough, you might be tempted to shell out extra for the $149 Prestige Edition of the game (over the typical $59 standalone game disc).
Inside the oversize box, we found a copy of the game in a metal case, a small hardcover book of production art, and most importantly, a pair of plastic--but functioning--night vision goggles. Said goggles, which required five AA batteries, also came with a small plastic bust of a game character's head--perfect for storing and displaying your goggles when not using them to sneak around dark alleys or navigate poorly illuminated bars.
The goggles, while not exactly military grade construction, actually worked surprisingly well, offering two levels of light amplification, an optional green filter for the just-like-the-movies look, and an adjustable head strap. It took a few minutes to get used to the effect, which requires us to shift our focus onto the tiny screen inside the goggles, rather than trying to look off into the distance. Obviously, one's depth perception is going to be hampered by this as well, so we suggest staying off the stairs.
We snapped a few pics of the Prestige Edition box and its contents; check them out below.
> Need more? Follow me at twitter.com/danackerman.
> Games, laptops, and more every week on the Digital City video podcast.
> Read our analysis of Modern Warfare 2 here.
As the music games genre overflows with add-on packs for Guitar Hero and Rock Band (and too many plastic guitar variations to count), consumers might be feeling a little gun-shy about adding a turntable to the mix. Smartly, however, Activision has countered the skepticism by adding what might be the best video game soundtrack of all time to DJ Hero.
Ninety-three tracks (double the amount on The Beatles: Rock Band) of unique mashups and remixes from some of the world's most renowned DJs are not only great listening, but each one takes two excellent source songs to make music with. That's actually 186 songs floating around somewhere in this game.
Scott:
The turntable in DJ Hero almost feels like an afterthought compared with the track selection, but it's solid and thankfully compact, with a free-spinning platter that's extremely smooth. The plastic buttons, crossfader, and other knobs feel a little jiggly, but the rubber feet beneath will make sure the controller stays put on a table.
To make music in DJ Hero, a very similar-looking "notes approaching" interface is repurposed to resemble a spinning record. Three different note-tracks are controlled by pressing colored buttons on the plastic turntable, just like Guitar Hero or Rock Band. You can also scratch the notes by pressing and turning at the same time.
On the left side of the controller, the crossfader is activated during certain zig-zaggy cues in the track, and alternates the two tracks. Above that is a "euphoria" button that is DJ Hero's version of "star power." Beside that is also a knob that either controls pitch effects during some sections, or selects sound effects in another portion of gameplay. As you can imagine, it starts to get complicated. DJ Hero might have one knob too many, but it adds to the feel of deck manipulation, and keeps your hands pretty busy. The end result--awesome hip-hop--is worth the effort.
Months ago, we were skeptical about DJ Hero--we worried that it was shameless music game exploitation. We were wrong. The effort has been exceptional, and that level of incredible musical talent should earn DJ Hero serious consideration this fall, perhaps even over the latest Rock Band and Guitar Hero entries.
Jeff:
The real star of DJ Hero is without a doubt the music. The game boasts 93 mashup tracks that are sure to appeal to music tastes of all kinds with some of the most renowned DJs in the business lending their talents to the game.
So how does it play? DJ Hero is an interesting beast as its wireless turntable controller must be played on flat surface. We found success laying it on an ottoman while sitting on a couch behind it. For the most part, the tapping, crossfading, and scratching works, but you may have a problem with the button closest to the center of the faux record. Since it's anchored so closely to the center, it's tougher to scratch than the outer buttons. Regardless of how you orientate the controller, that last button may give you a problem.
The crossfader is also tough to master as its center position is not as easy to detect as you might think. During songs you'll have to switch it left and right, but we wish the center was more noticeable just by feeling its position--a definitive notch here would have helped.
DJ Hero may have less of an appeal to the more mainstream Guitar Hero franchise fan; it's a different demographic that this game is trying to reach. That combined with the intimidation of finding room for yet another plastic accessory and its $120 price tag may turn off prospective buyers.
Dan:
We've spoken before about the threat of guitar game fatigue, with semiannual installments of music games vying for consumer's increasingly stretched dollars. Successfully injecting a little new life into the genre, DJ Hero is the biggest sea change in music games since the addition of drum kits.
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This is nothing more than a huge rumor at this point, but gaming-industry site Superannuation is reporting that it has found a resume posted by a video game animator claiming to have worked on an unannounced GoldenEye 007 game for the Nintendo Wii.
Remember this level in GoldenEye 007?
(Credit: Screenshot by GameSpot)According to the report, the animator worked for Eurocom Entertainment Software, a company that has worked on several versions of James Bond titles, including Quantum of Solace and James Bond 007: Nightfire, between July and September.
The job listing said the person worked on "GoldenEye 2010 (Wii)." According to Destructoid, which also viewed the resume, the job description read, "Animator on Activision's James Bond series for the Nintendo Wii assisting in: Key frame animation, the preparation and clean-up of motion capture data, prop animation, in-game cut-scene animation, scene layout, and camera animation."
The resume was eventually pulled down from the site from which Superannuation accessed it.
Since its release in 1997, the iconic GoldenEye 007 has been the subject of several rumors claiming that a follow-up was on the way. But after Microsoft acquired Rare, the game's developer, in 2002, and Activision acquired the James Bond game rights in 2006, several licensing roadblocks were erected, limiting the chances of such a release.
Neither Activision nor Nintendo immediately responded to request for comment.
Considering that Nintendo and Activision are mum on a possible GoldenEye release for the Wii, it might be safer to assume that those roadblocks are still in place. But that doesn't mean that there aren't discussions going on behind the scenes to pave the way for the GoldenEye release. At this point, we just don't know.
So, let's hear from you. Do you think that this is the smoking gun for which GoldenEye fans have been waiting? Will GoldenEye 007 come to the Wii next year? Let us know in the comments below.
Don Reisinger is a technology columnist who has written about everything from HDTVs to computers to Flowbee Haircut Systems. Don is a member of the CNET Blog Network, and posts at The Digital Home. He is not an employee of CNET. Disclosure.
A book of Rock Band song transcriptions.
A clever press pitch crossed our desk recently that takes interest in music and rhythm video games and uses them to push the age-old business of selling sheet music.
Sheet Music Plus sells sheet music and songbooks for guitar, piano, and other instruments, and in a recent press release, ties that into the popularity of The Beatles: Rock Band and similar games, saying, "As music-driven video games continue to explode in popularity," the company aims to "help gamers channel their passion into becoming active musicians."
Being musically minded, that sounds like a laudable goal, but surprisingly, the Web site doesn't have a Rock Band/Guitar Hero tab or section. We searched for a few random songs from Guitar Hero 5 (AC/DC's "Jailbreak" and David Bowie's "Fame") and the Beatles: Rock Band ("Hey Bulldog"), and found multiple versions of each, ranging from complete multi-instrument scores to "easy" guitar chord books. Many examples of guitar/voice sheet music for a single song are $3.95, but most of the songs we checked are only available in larger collections that usually cost $20-$30.
Music publisher Hal Leonard, however, does publish licensed collections of sheet music based on music video games. Available through Sheet Music Plus as well as other sheet music retailers, we've seen books for Rock Band, Rock Band 2, Guitar Hero, and Guitar Hero III: Legends of Rock.
Of course, just as playing Call of Duty doesn't mean you actually know how to load a machine gun, being a music game wiz doesn't make one any more likely to posses actual fretboard skills--so don't expect miracles if the only guitars you've ever handled have D-pads or power buttons on them.
On September 9, classic rock fans will have a chance to strap on a plastic guitar and jam along with the biggest act in popular music history.
Artfully orchestrated buzz has been building for The Beatles: Rock Band since the start of 2009, and the team of developer Harmonix and publisher MTV Games (and distribution partner EA) hope to provide a bright spot in an otherwise drab video game market with one of the few video game products for the 2009 holiday season that has a real chance of appealing beyond core gamers.
We've gotten our hands on a final retail version of the game (minus the new Beatles-inspired instruments, but our old Rock Band gear worked fine), and gave it a test drive in CNET's AV Lab. Check out this video to see our extremely shaky music skills, and read our hands-on impressions below.
Dan:
Music aside, this is essentially the same Rock Band game you've been playing for two years, but with nicely done overhauls of the menus, graphics, and interface, including some very cool animated Beatles segments. The biggest change to the actual gameplay is the inclusion of three-part vocal harmonies (you'll need three USB mics). We found out the hard way that these songs are actually pretty tough to sing, and nailing the harmonies is even tougher.
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Buy one, get one free.
In a move sure to resonate with recession-minded gamers, Activision's just-released Guitar Hero 5 game includes an offer to get the highly anticipated Van Halen version of the music game franchise for free.
As a value-based pushback against the Beatles: Rock Band juggernaut, it's an excellent idea. Guitar Hero 5 includes 85 tracks (versus just 45 in the Beatles game), plus 44 more in the Van Halen spin-off.
Guitar Hero 5 includes acts from Johnny Cash to Stevie Wonder to Tom Petty, while Guitar Hero: Van Halen has 25 classic VH songs, plus 19 more from "guest acts" such as The Clash and Deep Purple. If you're a VH superfan, note that the game reportedly excludes former members Sammy Hagar and Michael Anthony, but does include current bassist Wolfgang Van Halen.
The free Van Halen game offer can be redeemed, according to the sticker affixed to the cover of our copy of Guitar Hero 5, by going to guitarhero.com/vanhalengameoffer and filling out an online form, including a unique serial number from the back of the Guitar Hero 5 instruction booklet.
The offer is good until October 1, and says to "allow up to six weeks for delivery," which should still put the Van Halen game in your hands before its official December 22 release date.
Update: After hearing from a few readers, we tried filling out the online form and got the following error message: "We're sorry, but due to overwhelming response we are having difficulties validating your code at this time. Please try again." A few hours later, we were able to complete the process, which ends with a printable form that has to be snail-mailed into a P.O. Box.
He's much better at this.
(Credit: Jeff Bakalar/CNET)Activision invited us to check out a handful of upcoming titles last night in midtown New York City. Among all of the titles we had hands-on time with, Tony Hawk: Ride certainly stood out. Not only was it fun to play, but the fact that Mr. Tony Hawk himself sat in to tell us about the game added another dimension to the experience.
Jeff:
I thought I had heard someone say "Tony Hawk is here" as Scott and I entered the Activision demo, but I just brushed that off as "Oh, the new Tony Hawk game is here." Sure enough, the legend himself walked into our private game demo room and explained to us the process in which Tony Hawk: Ride came to be.
Hawk was honest, saying the franchise had run its course with a conventional controller. Now that game peripherals are becoming much more commonplace, it was clear that a skateboard controller needed to be introduced as an obvious evolutionary step.
After hopping on the board for the first time I was immediately transported back to 1994 when I had a brief stint with the sport. The accessory itself is simply a skateboard deck without trucks or wheels. It feels solid, though it may take a minute or two to find your balance.
The board is an impressive piece of hardware that's loaded up with motion sensing technology and four infrared sensors. When your hand breaks one of the IR beams coming out from the board, the game interprets that as a grab. When you've stopped, a drag of the foot on either side will get you moving again. The motion sensing comes into play when you want to do spins in the air to increase trick points.
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