Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Thursday, 16 April 2015

Gaming Startup Code Kingdoms Exits Beta On A Quest To Get Kids Coding

Rocket Internet Acquires Restaurant Delivery Service VoloChanges to the computing curriculum in England, which arrived last September requiring schools to teach bona fide programming skills to kids as young as five, are shaking out into increased opportunities for edtech startups in the U.K.
Making learning to code accessible, fun and engaging is the jumping off point of London-based startup Code Kingdoms, which has today launched out of beta, after trialling its game for the past year with around 25,000 kids and 700 schools.
Its educational JavaScript teaching software targets the six- to 13-year-old age-range, and can be played either as a web app via the Code Kingdoms’ site, or as an iOS app.
There are actually two versions of Code Kingdoms: one that’s free for schools to use, which strips out the gameplay element entirely so it becomes purely a simplified educational tool for teaching JavaScript; and another version that kids can play at home in their spare time which is first and foremost a game, albeit one that includes sporadic puzzle elements where kids have to use code elements to solve problems in order to progress in the game. So a sort of learning ‘lite’.
“Code Kingdom is a game that teaches kids how to code but in a way that is really fun for kids,” says co-founder and CEO Ross Targett. The premise being, he adds, that if you’re trying to entice kids digitally, your game has to be fun enough to wrestle their attention away from Minecraft — since you’re inevitably competing in that same “entertainment space”.
Using a game and game mechanics as a wrapper for teaching coding also brings native stickiness to the learning experience, says Targett, explaining that the team began by building a learn to code tool that “wasn’t really a game” and finding usage dropping off after what looked like good initial engagement.
“Those core things that games have — so these basic loops that mean you want to come back daily to collect your rewards, earning a currency or working towards a goal… we didn’t have those — so what we were having is really good engagement for a few hours and then no one coming back because it didn’t really have the mechanism to do so. So we went back to the drawing board and made sure the game was actually very powerful. But the original coding tool we built to get kids coding is still a fundamental part of it.”


The idea for building Code Kingdoms followed on from Targett and his co-founder spending time volunteering in schools teaching kids programming, as part of corporate social responsibility programs when they worked for Intel and ARM. In schools they were using the MIT graphical programming language Scratch, but spotted what they saw as an opportunity to update Scratch’s approach — and teach a real programing language, rather than a pseudo-language.
“Most things out there are designed for teachers, or for how adults perceive kids to be learning — nothing’s really designed to make it really fun for kids, so we wanted to make it super fun for kids so they get excited about learning to code computer science, and then hopefully go on because they’re excited to actually explore it as a career, or look at it in other subjects,” says Targett.
He argues that Scratch is no longer up to scratch for England’s schools as it does not teach a real programming language — which is a requirement of the new curriculum. He also reckons it’s pretty dated now, having being built for an earlier, desktop computing world, rather than the modern mobile-focused space.
Other relatively new entrants in the ‘teach kids coding’ space include U.K. startup Kano, which involves both DIY hardware and learn to code software, and similarly offers a graphical interface to simplify programming. But Targett argues Kano is a platform on which the Code Kingdoms product could happily sit. So doesn’t seem them as like-for-like competition.
He says Code Kingdoms is also working with various other learn to code outreach organisations, such as Code Club and Teach First, to get its product into kids’ hands. “We find we complement more people than compete with them, and Kano’s a really good example of that,” he adds.
Of course it is also possible to learn Java coding via making Minecraft mods, but Targett reckons that’s “quite a step up” in terms of ability required. “We want to bridge that gap, enable anyone to get excited, learn the skill without that massive aptitude you need to really get started,” he adds. “And Minecraft was never designed to teach kids to code.”
While Targett and the team are undoubtedly evangelical about teaching kids coding, they are also entrepreneurs with dreams of building a big, profitable business so Code Kingdoms is not a not-for-profit. There is very much a business plan here.
So, while it’s giving its software to schools for free, it’s aiming to monetize via the play-at-home game version of the product — using schools as its low-cost distribution mechanism to get in front of lots of kids’ eyeballs. In future it plans to sell premium content for the non-schools version of its software to kids’ parents, says Targett.
“We see schools as a channel to acquire users,” he notes. “The kids will discover the product in their class and then they’ll go home and play… We thought this was a really good way to acquire users very cheaply that are very engaged. And use schools as a promotional channel. Because it’s free we get more schools, more teachers engaged. We get a lot of goodwill from our teacher community.”
It’s also a pretty delicate balancing act when free educational software at school morphs into a money-hungry parent pesterer at home. But that’s the balance Code Kingdoms is aiming to strike. “We plan to have premium content in the app which is non-educational, it’s more entertainment focused, so a kid that doesn’t want to spend money can still learn,” adds Targett.
The startup has raised around $410,000 to date, including from Korea’s SparkLabs Global Ventures, which Targett dubs pre-seed funding — given the large amounts required to fuel a gaming startup. He says it will be looking to raise a larger round in June.
Its short term focus is squarely on the U.K. market, with educational content tailored to the U.K. curriculum, but the aim is to expand the product to the U.S., South Korea and then elsewhere in Europe down the line.

Friday, 3 April 2015

Using Gaming To Flip The Script On Autism

Brace Yourselves, The Net Neutrality Legal Challenges Are ComingEditor’s Note: Sam Blanco is an applied behavior analyst, working with students ages 3-14 in NYC. For the past ten years she has worked with students with Autism Spectrum Disorders and other developmental delays.
Last year, the two big stories in the news related to autism were about how children with autism are more likely to be “addicted” to video games and the dismal employment rates of adults with autism.
These two, seemingly unrelated, stories should be viewed in a shared context.
Because what happens if we flip the conversation and say that kids with autism are more likely to be “motivated by” or “proficient with” video games and technology?
We need to reframe the conversation and consider how to use an interest in technology as a springboard to skill development and, for some, employment.
Gaming can train individuals in a wide range of skills necessary for any vocation; from improving communication, to following directions, and learning new, technical, skills.
Furthermore there are many children with autism who are motivated by technology, and others who do not yet use it meaningfully.
Tiggly Counts, developed by Kidtellect, offers an entry point for these kids to play with purpose. It includes counting toys that correspond with three different apps and help build early math skills. The 3D counting toys totally change the way the child interacts with the tablet.
For example, one of my students always wanted to play with the iPad, but when given access he just tapped on the screen without purpose. I taught him how to play with Tiggly with his mom by simply dividing the pieces between the two of them. This easy modification of an activity he loved got him interacting with his mom in new ways and participating in an appropriate math game for his level.
I introduce many of my students with autism to Toontastic, an app from Launchpad Toys, that allows them to create their own cartoons.
They learn how to structure a story, speak clearly, take turns in speaking, and practice conversation skills. One of my students happens to hate writing, but loves to write stories then animate them with his sister on the app. Not only is he practicing written language skills, but he and his sister have positive interactions every time they use the app.
The company also shares lesson plans from teachers of all age groups and ability levels for how to best use Toontastic. Lessons plans are important because while children with autism may be proficient with technology, their teachers and parents often are not. Giving this guidance can help them better teach their students how to use technology in meaningful ways.
Motion Math’s Pizza practices an entirely different skill set for my students allowing them to open a pizza parlor, make business decisions, and manage resources. There are also excellent rewards built into the program.
One of my students loves looking at the graphs to see how much money he’s made, then set goals so he can purchase more items for his restaurant. And all of this skill-building occurs within the context of a fun game.
But perhaps most importantly, the app requires the child to recognize nonverbal social cues. Recognizing emotional states of others can be challenging for people with autism. If you don’t get a pizza to the customer quickly they will show impatience, then anger, and then they’ll leave causing you to lose a sale.
Incorporating real-life social cues and experiences is one of the most beneficial aspects of this app.
Many of the apps that I use are not explicitly made for children with autism or for job skill development, but they do foster important vocational skills. It’s important to take a look at the constant conversation around STEM, and more specifically the idea that all children should be taught how to code.
Children with autism are often, unintentionally, left out of these conversations. We’ve identified that children with autism are often highly motivated by and proficient with technology. The next step should be including them in the focus on educating children in tech with the long-term goal of preparing them for the workforce.
There are some apps that do this well. Hopscotch Technologies has two apps that I have used with children with autism. Daisy the Dinosaur teaches coding at a very basic level and Hopscotch is slightly more complex. I love introducing one of these apps to a student and watching their face as they make the connection between adding a step to the code and the movement of Daisy the Dinosaur. That simple connection increases their motivation to explore the app and try to make Daisy do different things.
It introduces coding, but also problem solving, math, and sequencing in a way that many children with autism don’t typically get to experience.
Beyond these apps, I think there’s still plenty of room for innovation in this area. I’d love to see the scope of tablet and smartphone apps increased. I see one great possibility in Spaceteam, an app I’ve played with family and friends.
In this cooperative game, players each play on their own device and work as a team to keep their spaceship in flight by sharing instructions, following directions other people provide, and maintaining a quick response rate. I would love to see educational games utilize this format, and I think such a format could be especially beneficial for practicing communication skills with children with autism.
There are so many great things happening in the tech industry, and it’s time to bring people with autism into the fold. Providing lesson plans, play-testing apps with children with autism, and incorporating accessibility and modification features creates opportunities for an entire segment of the population that is frequently overlooked. Reframing the conversation doesn’t just open doors for children with autism in terms of social skills and future employment. It offers the potential for a new level of independence that has a ripple effect across that person’s family, community, and society at large.

Thursday, 2 April 2015

Sony Is Buying OnLive’s 140 Cloud Gaming Patents And Other Tech, OnLive To Close April 30

Y Combinator-Backed PicnicHealth Nabs $2 Million In Seed To Build Out A Virtual Healthcare Records PlatformA final coda to the opera that has been OnLive — the cloud gaming company that was once estimated to be worth $1.8 billion but, saddled with debt, went through a dramatic round of layoffs before a surprise sale for $4.8 million. Sony Computer Entertainment is now buying various assets of the company, including 140 U.S. and international patents for cloud gaming services. Meanwhile, Onlive itself will be closing its operations on April 30. As of today, the company is not renewing any subscriptions.
Specifically, OnLive says that the OnLive Game Service, OnLive Desktop and SL Go (Second Life) will all be available until April 30. But, “After today’s date, no further subscription renewals will be charged for any of these services. Users whose subscriptions renewed on or after March 28 will be refunded,” the company writes in a statement. “Following the termination of the company’s services and related products, OnLive will engage in an orderly wind-down of the company and cease operations.” It’s not mentioned but it sounds like CloudLift Enterprise is also included in this closure.
At one time, OnLive’s patent portfolio alone was estimated to be worth hundreds of millions of dollars, although it’s anyone’s guess whether the company was able to achieve that price because terms of the deal with Sony are not being disclosed.
Nevertheless, it comes at a time when Sony itself is reeling from its own gaming misfortunes. This positions it as a “formidable” IP holder, Sony says, which seems to point to both its ambitions to push ahead in its own gaming development via PlayStation, but potentially also to go after those who it feels infringe on its tech.
“These strategic purchases open up great opportunities for our gamers, and gives Sony a formidable patent portfolio in cloud gaming. It is yet another proof point that demonstrates our commitment to changing the way gamers experience the world of PlayStation,” said Philip Rosenberg, VP, Global Business Development of SCE and SVP Business Development and Publisher Relations of SCEA, in a statement.
A spokesperson for OnLive would not comment on how many users will be affected. In 2012, the company was estimated to have 1.2 million registered users, although no more than 1,600 were playing at any given time.
OnLive itself, meanwhile, currently has 80 employees. It’s not clear whether they will have jobs or not at the end of this month. “Sony has a number of positions for which they would like to recruit OnLive employees, but no decisions have been made yet,” the spokesperson says.
OnLive was a trailblazer in the world of online, cloud-based gaming and it courted big, strategic investors in its mission to take this mainstream. Investors once included Warner Bros, carriers like AT&T and BT, Autodesk, and HTC.
But, as tech history has proven time and again, sometimes being the first mover is not as lucrative as being the third or fourth. In the case of cloud gaming, many others piled into the space offering an approach to accessing games more sticky than OnLive’s subscription model.
Between competing against other, larger incumbents and smaller fleet-of-foot startups eschewing larger screens in the living room in favor of smartphones, OnLive was stuck between a rock and a hard place. The company had worked to rekindle its business in the wake of the sale with new deals to optimise AAA games for new devices. However, today’s news points to some of that effort perhaps failing to meet expectations.

Tuesday, 17 March 2015

Nintendo Teases NX, Its Next Dedicated Gaming Console

FiftyThree Lands $30M From NEA To Build Creation Tools For Enterprise And Education UsersNintendo is being unusually candid about its product roadmap, with news that it will work on mobile titles with partner DeNA, and a reveal of its next console project – or at least the fact that it’s working on one. Nintendo’s Chief Executive Satoru Iwata told a press conference today that its next-generation console will be called NX, and is currently under development with a “brand new concept.”
What Nintendo didn’t do was give us any indication of what NX is, or when it might arrive. Iwata did say that we’ll learn more about it next year, meaning it could make an initial appearance at E3 2016 or at its own dedicated unveiling. The news might be a candid admission that Wii U hasn’t been the home console Nintendo had hoped for, which might lead to a fast-forward refresh in the form of the NX, vs. an update cycle more in time with its competitors Sony and Microsoft.
A slide from Nintendo's press event today.A slide from Nintendo’s press event today.
Nintendo’s purpose with this press conference was to elaborate on its decision to ship smartphone games and describe the form they would take (they won’t just port existing games to mobile platforms, Iwata says, since that would “ruin the value of Nintendo’s IP”). The NX mention in this context seems like a reassurance regarding the company’s continued plans to innovate in the dedicated gaming market, but if Iwata is hoping for a 2016 reveal, that would still be an accelerated refresh cycle vs. previous console generations.
That “brand new concept” tidbit is interesting: It could just be straightforward marketing bluster, but Nintendo also probably knows it needs to wow with a Wii U follow-up. It’d be interesting to see them offer a take on VR, given its growing popularity among hardware companies, but it could also be a machine more in line with the competition in terms of power under the hood and media service offerings.

Monday, 2 March 2015

Asus Republic Of Gamers G751 Review: Portable Gaming, Emphasis On The ‘Gaming’

This Guy Turned His Drone Into A Star Wars TIE FighterAsus Republic Of Gamers G751 Review: Portable Gaming, Emphasis On The ‘Gaming’AdvertisementAs far as gaming computers go, there are bound to be trade-offs: bigger size means better performance, and more portability is going to naturally lead to compromises when it comes to pure gaming muscle. The Asus Republic of Gamers G751 is a top-tier gaming notebook, but it still falls prey to that essential truth about gaming notebooks, making for an experience that stretches the definition of “portable,” but that also should keep gamers looking for maximum performance in something that still meets the basic definition of a notebook very, very happy.
Basics17.3-inch 1920×1080 anti-glare display2.5GHz Core i7 processor24GB DDR3 RAM1 TB HDD with 256GB SSDNvidia GeForce GTX980M graphics card with 4GB GDDR5 RAM802.11A/C Wi-Fi4 USB 3.0 ports, Blu-ray DVD, SD/MMC reader, Gigabit Ethernet, Bluetooth 4.0 , Thunderbolt, VGA, HDMI6,000 mAh battery8.4 lbsProduct info pageMSRP: $2400 (as tested)Design
The Asus ROG G751 is a beast of a gaming machine, and that means you’re not going to get away with slipping this thing into a small shoulder bag and running around without any noticeable impact in terms of physical burden. It’s almost 11 pounds, which is a far cry heavier than, say, the Retina MacBook Pro, which weighs in at just under 4.5 pounds. It has a 17-inch display, however, which is great for more immersive gaming, but not so great for overall physical dimensions. In short, the ROG G751 will stretch your definition of laptop. On the other hand, I can technically use it on my lap, and despite its size, it’s still more comfortable than the early notebooks I remember using back when they could barely do more than your average flip phone.
asus-rog-g751-1 asus-rog-g751-2 asus-rog-g751-3 asus-rog-g751-4 asus-rog-g751-5 asus-rog-g751-6 asus-rog-g751-7  View Slideshow Previous Next Exit
Let’s face it: If you’re interested in the G751, you’ve already declared that you favor the gaming performance end of the spectrum, over and above the portability paradigm. Likely, you’re looking for something that’s easier to move around than a desktop tower, but that offers comparable performance, complete with a built-in display so that you don’t have to supply your own when you’re away from home, or just in your house but not within easy reach of a fixed-position monitor or TV screen. Assuming that’s correct, the design of Asus’ hardware offers a lot of considerable advantages that aren’t necessarily available on competing devices.
The laptop’s rubberized top shell ensures you can keep a good grip on the machine when it’s in transit, for instance, and the grippy feet make for stable desktop sitting, with ample clearance underneath to help with cooling. There are two large exhaust ports on the back for fanned cooling, too, built into the rear hinge, which helps the laptop’s display tilt without undue wobble, and that also allows for more room for the high-capacity removable battery.
The ample surface area of the computer also allows for a full complement of ports, including four USB 3.0 connectors, a Blu-ray drive, Thunderbolt, wired Gigabit Ethernet and a full complement of audio inputs and outputs.
The light-up keyboard, with special emphatic lighting on the WASD keys, and the extra-wide trackpad with big left and right buttons are also nice touches. In terms of gaming notebook design, my one complaint is that I found myself accidentally hitting the hardware eject button on the Blu-ray drive, making the disc eject a good percentage of the times that I wanted to either pick the laptop up or even just shift its position with the screen open.
Asus has put some special features into the ROG G751 that are very handy, including a dedicated recording button that activates Nvida’s ShadowPlay for in-game session recording. It’s got a light to tell you when it’s running, and simplified the process immensely once you go through the initial setup, which is very cool if you’re looking to record in-game events for later sharing for posterity.
Other dedicated keys on the Asus include a Steam key, which launches the app no matter where you happen to be, kicking you right into Big Picture mode so you can do away with the noise and get right to gaming.
There are also three programmable macro keys for setting up combos to use with single clicks, and a key to launch the Republic of Gamers Gaming Center, which lets you configure said Macros, as well as see how much memory and storage are currently being used, adjust audio and switch between pre-configured gaming modes, which trigger different system settings.
asus-rog-g751-8
The screen on the Asus is set on a hinge, as mentioned, which also puts the gamer closer to the action when you’re actually running software. The display itself, while only full HD on a machine with specs that can (and do, via external monitors) power 4K output, is very bright and even, and thanks to the matte finish, works well in most lighting conditions without introducing any glare into the mix.
There’s an Asus “Splendid” tech software feature that lets you tweak color profiles and switch between three saved configurations, too, which helps you deal with variances between software performance.
Performance
As mentioned, the display on this laptop, while not Ultra HD or 4K like on the latest from Razer, is well done and easy to watch, even for longer gaming sessions. It can also output to 4K displays if you happen to have one for installing yourself at a desk at home for prolonged gaming sessions, thanks to that incredibly powerful Nvidia GeFore GTX 980M graphics card.
Said processor, combined with the Core i7 CEPU, manages to allow for 60 fps performance in some of the latest top-tier gaming titles, including personal favorite Shadow of Mordor.
IMG_8373
In short, if you’re looking for something that brings desktop power to bear on games without towers or the need for external screens, the Asus G751 will definitely suit your needs. Admittedly, the version we tested was kitted with specs that are none-too-cheap, but with a final price of $2400 as reviewed, it’s actually not crazy compared to what you might expect for this kind of performance. The only place where it doesn’t do so well is when you’re using it for prolonged gaming sessions unplugged, but if you thought Asus might have magically wizarded away the limitations of current battery tech, then you’re dreaming anyway.
Speaking of battery, you’ll be lucky to get much more than an hour out of the G751 while gaming, but in standard mixed-use performance it’ll last longer, though still only about four or five hours. Again, if you’re looking for a long-lasting battery, you’re probably not also looking for a desktop replacement gaming machine, so it shouldn’t really be something that affects your choice unless you’re willing to compromise on graphics and framerate.
Bottom Line
The Asus ROG G751 is a gaming laptop that takes its job very seriously, and comes out near the top of the field as a result. In fact, for gaming on the go, it’s my current top pick, though I am intrigued by Razer’s latest. Asus offers a larger screen, with a full-size keyboard, and a more powerful Nvidia graphics card, however, meaning it’s still probably the best option for those seeking the best possible gaming experience in a computer that will still be able to travel, too.

Sunday, 1 March 2015

HTC And Valve Partner To Make A VR Gaming Headset Called Vive

The Huawei Watch Brings Serious Style To Android WearHTC has just dropped another tidbit of news here in Barcelona, on the eve of the Mobile World Congress trade show. Namely that it’s gearing up to compete in the gaming wearable space, announcing a partnership with games publisher Valve to bring a virtual reality headset to market, called the HTC Vive — to compete with the likes of the Oculus Rift.
HTC said a consumer version of the Vive will be coming before the end of this year, with a dev edition landing this spring.
“In recent years we have seen the first forays into creating [virtual reality] experience. But no one has defined the ideal experience. Today we are ready to take you into that world — fully immersed. We will bring you a virtual reality experience no one has seen before, with a ground breaking partner – Valve,” said HTC CEO Peter Chou announcing the Vive on stage.
“We believe virtual reality will totally transform the way we interact with the world. It will become a mainstream experience for general consumers. The possibilities are limitless.”
The Vive will offer a “room-scale” VR experience, delivered via “over 70 sensors to provide full 360 room-scale tracking”. The refresh rate will be 90 Hertz — for what HTC said will be a “new benchmark for performance and comfort.” A.k.a. it won’t make you feel nauseous.
Wearers of the headset will be able to “explore objects from all angles looking up and down,” according to HTC — and “won’t just be able to look around but move around and interact much as you do in the real world,” using it in conjunction with a series of wireless controllers. The headset itself is described as lightweight to aid comfort.
Chou suggested the Vive will enable multiple types of VR experiences — such as viewing scenery, attending real-time concerts, watching films, 3D chat and even shopping.
Valve is a high-profile partnership win for HTC, given the brand’s cachet in the gaming space. The former had already been sniffing around VR, showing off a proof of concept headset last summer. It’s also been working on making a touchpad controller for its Steam platform — albeit that’s been long-delayed. Valve’s original announcement for the Steam controller was in fall 2013 but in May last year it said the release was delayed till 2015. Those delays may explain why it’s keen to partner with a seasoned hardware maker for a VR headset.
As well as working with Valve and its Steam platform, HTC also name-checked some initial content partners for the Vive — including HBO, Lionsgate Entertainment, Google and Taiwan’s National Palace Museum
“Working with these partners to deliver the world’s greatest VR experiences,” it said.
HTC will also be building tools to lets consumers create their own VR experiences using its forthcoming headset. It’s launched a website, HTCVR.com, where it said it will be sharing more details about the Vive.

Does the world need another face computer? HTC and Valve reckon so, albeit one that’s specifically targeted at gamers instead of — as in the spectacularly unfocused (puns intended) case of Google Glass — attempting to persuade general consumers that a pair of weird looking glasses with a camera on will bring benefits to their lives.
Where Glass’ hybrid hardware just makes normal people uneasy, the HTC-Valve love-in is taking inspiration from the (now Facebook-owned) Oculus Rift playbook of virtual reality headset reboots. Microsoft also recently outed an augmented reality headset it’s developing, called HoloLens — also intended for indoor and (mostly) gaming/entertainment-based usage.
Bottom line: alienating your immediate family with a weird looking face computer is borderline acceptable, especially if you’re doing it in your bedroom where your nearest and dearest are used to seeing you noodle around with gadgets.
Sony also recently tipped its hand on a pair of smart spec it’s building. Those SmartEyeGlass specs are closer in design to Google Glass than the gaming VR headsets we’re seeing line up elsewhere, although they do superimpose information right over the user’s entire field of vision.

Thursday, 26 February 2015

The New Razer Blade Is The Gaming Laptop To Beat

Earlier this month, Razer launched the second generation of its ultra-high-resolution gaming laptop, the Blade. I’ve since gotten a few weeks to play with it and can confirm that its hardware lives up to the crazy QHD+ screen.
Like its predecessor, this year’s Razer Blade packs in a 14-inch, 3200 x 1800 pixel screen. It looks pretty from most angles and can get quite bright, and has a touch screen if you’re one of the Windows 8 users who actually takes advantage of touch-friendly menus. Photos and video really pop on the display — it’s not quite 4K, but considering it’s already past the point of not being able to discern pixels at reasonable distances, that’s not something anyone is going to miss.
Of course, what really matters is whether or not the new Blade can actually handle gaming at decent settings at the panel’s native resolution. The jump up to the Geforce 970M chipset has served the Blade well — I was able to crank graphics up to Ultra on a number of games and maintain 45-60 frames per second, only dipping into settings to turn off anti-aliasing or the highest motion blur settings.

Razer Blade Razer Blade Razer Blade  View Slideshow Previous Next Exit
Between the new GPU and a mobile Core i7 typically reserved for larger laptops, the Blade is more than just a good gaming machine. If you’re the creative type, it’s also a great device for photo and video editing. Again, that screen really rounds out the package if you’re going to use it for either of these.
With the exception of the screen, you could say the same thing about the performance of most gaming laptops, as high-end hardware is a prerequisite for the category. So it’s worth talking about how the Blade manages to stand out in a space where most competitors share the same specs.
The case’s aluminum body is aggressive on the outside and classy on the inside. The keyboard, trackpad and speakers are laid out similarly to a MacBook Pro. There’s a comfortable amount of space between keys, and you won’t accidentally hit the power button when you were going for delete. The trackpad is exceptional for a Windows laptop, with gesture support that doesn’t lag or mistake down for up. The left and right mouse buttons below the trackpad don’t provide a very satisfying click, but if you’re gaming on this thing you’ll probably use a separate mouse anyway.
While the black aluminum looks great when you take it out of the box, oil from your hands really stands out across the Blade’s surface. It took us a few minutes to scrub down the laptop each time we wanted to take pristine photos, so some may find this annoying.
On the part of the outer shell that most people will see, you find two bumps and a bright green Razer logo. If you’re incredibly self-conscious, be aware that it’s going to draw attention among a see of flat surfaces and Apple logos. As with the interior of the laptop, be prepared to see fingerprints on the outside of the Blade in most lighting conditions.
On the bottom of the laptop, there are long rubber strips keeping the Blade slightly elevated. That leaves room for the two fans to get hot air away from the hardware. During regular use, the Blade is essentially silent — but crank up the graphics on a game from the last few years, and they can get rather loud. As with the “meh” speakers, I don’t expect many gamers to notice, since the kind of people who buy a $2,200 gaming laptop probably have decent headphones for 3D audio or multiplayer communication.
Gaming on a laptop has always involved a trade-off between performance and convenience. You could pick up a desktop PC that absolutely crushes the Blade in gaming performance for less, and among laptops, you could get a heavier, uglier beast with better specs and save a few hundred dollars. But some people care about performance and aesthetics. For those gamers, the Blade is the best compromise available.

 

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