Trinest Talks

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Site Histories: It’s not history if it is present
Posted in Web on January 29, 2012

Todays site histories is a very special one. Because it goes back a few years and yet doesn’t involve a hundred designs. Yes this Site History update is about the most resent layouts. Which means something very special to viewers out there, you get to see were the most resent layout came from.

Only within the hour did I finish the final update to the 2012 Trinest.com design, you see I started updating it at the beginning of the month. I cleaned up the blog posts by removing their titles and making the blog post image the key identifier of the posts. I also moved the post information such as when it was posted and the category as well as comments to the bottom of the post to tidy it up a little more.

I was in a web design mood tonight and it shows. So many changes from the 2011 design to the 2012 design which clean the overall look up, as well as making it more user friendly. Which has been the primary goal of the previous layouts to make Trinest.com more simple in design, as well as user friendly and keeping that trademark green you know me for in all my designs.

While the underlying code is much more messy, the overall site is much more cleaner. For example with the header, it probably wasn’t the most efficient way to make it so each element had a different colour- however it works, and that is the primary thing right now.

The footer is also a lot more green. However that is a different story, but still the same goal and outcome as the rest of the design. It has let itself go in a way, however at the same time the layout has lost a few pounds.

Moving back to the primary layout of 2011, you can tell there is an evolutionary path starting. You can notice for one the footer is more consecrated to the one area. In fact the whole layout is more consecrated. The major change in the 2012 layout was that the navigation and footer both have a fluid background behind them which makes the overall section of those two elements much bigger and bolder in the layout. The general blog post sections are overall the same style (however they have a title and all the information is at the top of the posts not the bottom). The content section does have an extra frame around it with styling. As well as the navigation having a similar style to previous layouts in this “series”, it also uses 1px borders instead of 5px.

I’m a little bit tried, so what I want to dig up as well as talk about is limited. However the next design is well known as the layout which I’ve used for quite some time, in fact it was still up this morning. What I’m talking about of course is the layout on old.trinest, the layout which was used before I decided to clean up the articles the site has and remove ones which are just not up to scratch or which were just quite embarrassing to have up full stop.

You can tell the layout was the influence for the 2011 design as well as this new 2012 design, and quite possibly designs to come. It’s overall structure is quite similar to the 2011 design. You can tell it uses the same green as what both layouts which came after it use. However its problem is with the grays, it uses the grays from the “Summer” Beta layout, which I’ve previously talked about. For those who don’t know the Summer Beta Layout wasn’t made in summer, it was made in June/July/August or what ever. Essentially Summer if you live up north, however down in the southern island it just isn’t like that here. However that does mean I’ve further made a connection to this series to a previous series of layouts, which means that the layouts which has been around in the past few years have strick ties to each other and forever grow as the years go on.

Back to the 2010 layout, its major problem was like I said the gray. Which is quite dark, you will notice that in the 2011 and 2012 layouts, this problem has slowly disappeared as the grays have been tinkered with to make the design much nicer on the eyes.

It’s footer and content sections are also quite different. The footer is once again from a previous layout, with the content sections been a brand new feature (curved edges I didn’t use much back then etc.) which did look nice, but as a full green section it doesn’t really feel nice.

The 2010 layout was a complete recode from the previous layouts, and the 2011 was also a complete recode from the 2010 layout. However the 2012 layout uses the base layout of the 2011 design with just added code and functions for what was changed in the design.

Who knows what the next years will bring on Trinest.com when it comes to design. Right now it seems there are no longer periods of a new layout each week, the designs while they have always been unique and nice, are becoming useable and magnificent.

2010 Design

Nov 2010 – Early 2011

2011 Design

2011 – 2012

2012 Design

29th January 2012 Onwards

Nintendo should just say sorry for the 3DS
Posted in Games on January 7, 2012

Did you know Nintendo has released a new handheld? Well they did back in early 2011, called the 3DS, you know that DS which does 3D. What you never knew that it was a new system? You thought it was just an upgrade? Oh my. Well while this missguideded fact is thrown around through the publics mind thanks to Nintendos way of advertising it, and similar effect happened for the Wii U- the system itself has managed to sang a good amount of sales. The thing is though despite that, I’ve never seen or heard of someone owning a 3DS besides me. Now I know your about to say “but trinest, your a hermit”, however I have to retaliate with the simple observation that I do go outside sometimes, and even then all I see is people with Lites and the i series of consoles.

Now you probably read my blog for the laughs, or the misspelled words and horrible grammar. I don’t blame you, that does give a few laughs- but listen closely my dear subscriber, as I’m about to bring a point to this article. Especially with such a degrading and controversial title such as the one this article has.

The 3DS might be selling a good number of consoles, and it might have a few more games since launch, however the simple fact is these games are not been picked up by gamers and the system is left alone in many peoples minds once it has been bought. It’s like the Wii again, without the horrible “dusting off our Wii” puns. At the end of the day there are not many titles so far which can be given the “dusting off the 3DS” tag line. With 2012 showing some promise in good games arriving finally for the system, it lacks the great games which will define the system for generations to come.

Let’s look at when the original DS launched. Lots of gamers seem to be forgetting some facts, that there were games. Many people have slammed the originals lineup has worse then the 3DS and that people who think otherwise are misguided. In fact it is the opposite in this case, the 3DS line up was poor and even when games did start coming out, like Steel Diver and Pilotwings at the end of the day they where just tech demos. Then the remanding year of 2011 was quite weak and filled with ports and at the end of the year Mario Kart finally came out. However Mario Karts problem was that it was a mixture of the Wii and DS games, which in theory should be good however presented major problems when they took the bad stuff from each game instead of the good stuff. However if we look to the original DS, yes the lineup at launch was weak, but it was enjoyable, titles such as Project Rub (Feel The Magic) brought dare I say- a little magic to the systems launch. There was also big hitter ports such as Mario 64 DS at launch. Even the chat game Ping Pals got some love by some gamers. With the year (2005 for those playing at home was the AUS launch) just getting better, Mario Kart, Animal Crossing, Another Code to name a few. Yes you heard me right, Another Code the game which inspired me to make serious websites instead of playing around in Geocities, was a 2005 game. No game so far for the 3DS could be said as inspiring or magical, and titles which come close such as Good People Die and Layton vs Phoenix are miles off the first year of the system been out.

I don’t think the biggest problem is the lack of games, like I’ve said there are games, however the games are pretty b grade compared to previous generations. No I think the biggest issue would be the 3D. The 3D was meant to be the biggest selling point of the system, and probably is the reason why so many systems have been moved so far, the curiosity and ideas which 3D could be used for do sound like a great time. However the 3D was marketed too much as the systems focus instead of what else the system can do, it was also because of the difficulties on how to show 3D to gamers quite limited to how it could be approached. Before launch there was heaps of opportunities for gamers to try the system and experience the 3D. I didn’t go to any of these sort of events, however if I did I would of seriously reconsidered buying the system at launch. I would of had say the taste of what the system could do in my mouth and I would of been able to look with much clearer eyes towards the lineup and say “yes I can wait for that”, instead of “oh wow, new hardware I must have that to see what the fuss is”. You see 3D is horrible, for a few reasons. The main reason why I don’t like 3D comes down to it gives me headaches, I’m one of the few people in the world which isn’t bullshitting when it comes to saying that 3D gives me headaches and I know there must be heaps more then just me. In fact I can play with 3D on for a bit, but I do have to turn it off after awhile, my brother on the other hand can not look at 3D on the system for longer then a few seconds. It also isn’t because of poor setup, sliding the slider just changes it depending on the title from eye raping to eye murdering. Moving off from that fact which not many people will experience anyway, I think the biggest issue is how it is implemented and designed. Each title for one will have a different level of 3D as its base level, with most of the games having the highest level been double vision. Even then, just look at games which are meant to use the 3D great- Mario Kart for example was hyped before launch has been one of the titles which really make use of the 3D. Well if make use of the 3D means that the slider works properly instead of going from a little bit of 3D right into double vision 3D, then yes- Mario Kart uses 3D great. If using 3D to the best the system can offer however means sections which use 3D amazingly and want you to use it over just using 2D, then no- Mario Kart doesn’t have any of these. The main problem with 3D is that it when it works enhances the playing field so insignificantly, that without it, it doesn’t seem like a big deal.

My final dislikes with the 3D can easily be seen by anyone, which is how the eShop runs, the quality of applications and the general service etc. These problems are not an uphill battle to make people see the light that they exist, these problems are quite clearly there and that is just great.

Back to the title, it’s as clear as day “Nintendo should say Sorry for the 3DS”, you want to know why? Because it has no charm, no magic, no soul- it doesn’t sell the Nintendo brand to the mass market and isn’t the same level of design quality which made the Game Boy range and the original DS range win. This device is what I’d expect Sony to push out after seeing the success of the original DS and wanting to do better back when the original DS was out. It would of launched along side the original DS a year later and be rushed to the market with design faults and imperfections just so they can have a device which does what the competitions does. The 3D would be added just because it is a “one up” in their mind, as well as their high level of pushing 3D in many devices.
Gamers don’t want 3D and Nintendo learned that the hard way if it doesn’t pick up steam and make this puppy fly. There might be sales now, but that is only off the back bone that it is a Nintendo device and the inquisitive nature as to what 3D is and how it works. That will ware off and if Nintendo doesn’t have the marketing push and games to support the system it will end up failing in the next few years. However like I said before the system does have some games slowly popping up over the next year for the system, but none are from Nintendo (okay Animal Crossing is, but even then fans know to expect just Animal Crossing 64 upgraded for the 4th time).

These problems happened when the Wii U was revealed, but for different reasons, but are still the same core ideology which could result in failure with such a system. That is why Nintendo is consternating on a re-reveal, they need to make sure the market knows what their next console is, what it does and what makes it special but have the backing of quality games behind it, which the 3DS missed out on.

Personally I’d go back to the design of the Gameboy Micro, and make a speciality retro styled handheld. With all the big technology advancements which would benefit such a console, while retaining the charm the original generations of older handhelds brought to the table. Like it or not, I do believe that mobile phones will take over the handheld gaming space. However I also believe that the style of games which are currently on the devices and what gamers expect from handheld titles will change as well. I believe that the phones will end up getting more social interactive titles, which a title such as Animal Crossing would find a great home on. Along side the smaller quick and easy titles which currently exist on the phone platforms, I also believe that there will be some big hitters in the more traditional genres however these games if copied by others will not receive similar success due to the type of market and how it is evolving. Handheld consoles should take a few generational spaces back so they become much cheaper and disposable, and if there is a high quality of gaming, interaction and marketing behind the change it would be a viable change in industry policy.

Trinest Talks: Rayman Origins
Posted in Games on December 23, 2011

Continuing my ramped discussion on various video game titles over the month of December, I turn my direction to Rayman Origins. A title which came out in November this year which has been overlooked by many gamers, with its depressing sales is this a game which deserves what it gets, or is it a title with unimagined beauty.

The title was once to be a download game, with the developer expecting to produce the game in downloadable chapter instalments. Over the years the game got further delayed and it ended up been combined into one super game and released much later than expected.

The sales for the title showed that gamers don’t want this game. I believe that there are much more stronger factors at play with why it didn’t perform as well as expected or what it should have. However keeping it in consideration I do see reasons in this day and age why a 2D platformer would be overlooked by many gamers, and it could quite possibly have been a bad choice in design to have created such a title. However this isn’t to say that it is a bad thing it existed, the game was the first to be developed on a brand new engine Ubisoft have created, which brings amazing 2D art to games. It would be disappointing and a bad choice for Ubisoft if this engine never gets used again.

Rayman Origins overall plays like any other 2D platformer, if you think Mario then you pretty much have this game to a T almost. There are a few design choices and design changes which overall make it a fresh experience. The levels are amazingly detailed and jammed packed with various imaginative designs which you wouldn’t expect on a Mario title or even simular designed titles such as Wario Shake It, or A Boy and His Blob.

As for the soundtrack I’ve heard good things about the composer, however I didn’t really look into it too much. As for my person opinions regarding the soundtrack, I feel at times it can be forgotten and you will be more immersed in the title then the soundtrack. However when the music is noticeable it is one quality composted soundtrack and shouldn’t be held against the title.

The story is a bit of an issue, because how the game is set up Rayman and his pals are on a tree just snoring their heads off. Apparently that is enough for the people who live under the tree to declare all out war on Rayman and his buddies. I didn’t really get the point as to why I’m going out to fight these buddies, but anything introduced story wise only enhanced the basic premises behind the game, and overall the story is over shadowed by the platforming. Which in this style of game isn’t really a bad thing.

So we have established this game is quite good graphics, sound and story wise. In fact besides my nit picking I don’t think I’ve raised a proper issue with this title which would make it so overlooked by many. What I’m trying to say is if you own any console which this appears on (Wii, Xbox and PS3) then there shouldn’t be a reason why you don’t own this title.

Trinest Talks: James Noir
Posted in Games on December 23, 2011

James Noir is just like any other 3DS title, in that it has a great idea behind in, for example Steel Diver but fails to execute it, once again Steel Diver. So with video game rants been the flavour of articles which I’ve been publishing this past month, I decided to continue them into holiday season with James Noir.

The game was originally anticipated for the systems launch, but slowly it ended up been a game for the holiday season, with it launching in November. So how did it end up stacking up? That is the question which many people who are wary of what the system offers and the games available would like to know. Even those who see it as another Ubisoft title, one which could quite possible be shovel ware. The resulting answer however isn’t as clear cut as peoples gaming prodigious, no it is a complicated answer which ends up making this article even more worth the read.

I wanted to get this game since it was announced, and like many felt that Ubisoft would be picking up the gauntlet which so many developers left behind on the original DS system which amazing puzzle games which ranged from games having detailed emotion swinging stories such as any of CiNGs works, to games like the Phoenix Wright series and Professor Layton, full of puzzles and brain teasers which made the system worthwhile. Well in a way Ubisoft does continue the legacy of a strong puzzle/adventure game on Nintendo handhelds, however on the other it falls short. The main observation I find is that if the game came out when it was originally scheduled, aka around launch, then it would of been one of the best games for the system. However with the title launching alongside big hitters such as Mario Kart 7 and Mario Land 3D. (wow lots of Mario ay?) The title ended up falling short behind more detailed and thought out games released later in the year.

Well we have established that the game wasn’t as magical as what was once thought, but does the game offer the player anything? Well redeeming qualities are not the games strong suit, with it feeling like a tech demo unpolished to just have the game finally out, which has been the case with many of Ubisofts titles of late such as From Dust and the next downloadable title from them I am Alive. Anything besides puzzles in this game are attached to the title to a degree that it seems it just ticks a box for the game to have it, rather than offering anything solid. However that said, I did enjoy the overall story line which was that you are a contestant on a prime time game show which revolves around an old FBI friend coming to you about various murders which you guessed it- have puzzles at the scene. This overall back and forth between the game show and the FBI friend was probably one of the main things in the title which was done well. While the end twist is a bit predictable, at the end of the day the journey to get to that twist was quite magical and well worth the time.

Speaking of time, the game isn’t really that long. Depending on what puzzles you pick, and how good you are at solving them, you can knock the game over relatively quick. However I don’t believe this is a downside to the title.
The major issues I have with the game, for me which where enjoyment altering where mainly the controls in some stages of the game. When the game used 3D environments the puzzles which used this style where quite annoying to control at times, and were not cut and dry like the rest of the titles controls. The games verity in puzzles also at times had you completing “X puzzle type 4 or 5”, which was quite a disappointment, however in that regard there was a good amount of puzzle types for the player anyway, and they were much different at times then the puzzles you would usually find in say Layton or another puzzle solving title.

Overall I did find the title enjoyable, however if players don’t know what they are going into when picking up this title I feel they will not appreshate the title as much as I did or if they where more informed about the style of the game. Picking up this game at full retail price would be a bit of a disappointment as well, so if you wish to get this game at some point I recommend getting it when it hits an appropriate price point you are willing to part money if it doesn’t reach your expectations. However overall I’d say it would of been in the top 10 games on the system (and probably still is with the lack of games on the system) around launch, but since bigger named titles from Nintendo have appeared on the system I feel it has lost that position.

Trinest Talks: Skyward Sword
Posted in Games on December 12, 2011

It is time for another video game article, or just an article in general- with content been lacking the past few weeks I thought it would be best to return on a big bang, by sharing my opinions on some of the top video games which came out this holiday season. Now the Legend of Zelda: Skyward Sword.

Skyward Sword is the next game in The Legend of Zelda series. Like Mario Kart 7 the game promises a lot of new ways the game will interact with the player. It is also highly acclaimed and it is also a lie, like Mario Kart 7 there are issues with the game, and it comes down to “the game is fun to play, but at the end of the day it is designed like crap”. Which means another article roundup which goes deep into the latest from Nintendo to see what just went wrong?

While fans will disagree with me on the “there are issues” front, there quite certainly are issues, and one of the major issues is one which has been dismissed many times and even proven “false” by fans. That is the Motion Controls.

Skyward Sword introduces some brand new motion controls and one of the games which really should have come out years ago instead of now. The motion controls it uses have been around for quite some time from a peripheral called the Motion Plus and the Wii Remote Plus. However they haven’t really been used to their advantage in many if not any title, so Skyward Sword was the game to say “hey Motion Controls can be in hardcore games tooo”. Which Nintendo did prove their point that motion controls can be used to a traditional game, however the issue lies with the end product not with the idea.

For the most part, motion controls work- there is no arguing that. Even though fans backlashed media outlets who said otherwise and even made their own videos showing how accurate at times the controls can be. With the basic premise that whatever you do in your living room is copied to the screen. The simple fact is that the technology isn’t perfect and this is by now quite old technology, especially with the motion plus been an attachment from years gone by. The technology in the Wii Remote Plus is basically the same, which means old technology which just can’t really interpret what you’re doing 100% at times. Anyone who says otherwise is clearly blinded in this instance. The technology isn’t perfect I guess is the key message here. Which means when this imperfect technology is used for a traditional game with many functions which need to be replicated for control there is going to be times where it just doesn’t get what you want to do. I’m not saying this happens all the time, but it does happen and people dismissing that it doesn’t happen is the issue with Skyward Sword. When controls are mapped quite similar to other things you can do, it can get a bit muddled up and you might end up doing the wrong thing. I find it also loses the centre sometimes too, which can be an issue when centre is now much lower or higher then how you have been playing for the last half hour or so and suddenly you go to do something which ends up resulting in you throwing your bomb on top of yourself or something.

Moving on from motion controls which isn’t quite an issue as it doesn’t happen all the time and can mostly be fixed with resetting calibration is the new way the game works. There are two new ways the game works and I’m going to talk about the over world first. As the over world has been used in a similar style before with the Nintendo DS titles been the main culprits of using this style. What this style is, is an over world which isn’t really there, Spirit Tracks over world was just planes of fields which had simple monsters scattered around and a train running through it. Phantom Hourglass of course took Wind Wakers approach to having a huge ocean. Skyward Sword takes things one step further by limiting the over world on land to segmented areas which are accessed by the sky. The sky of course is filled with rocks which get collectables thrown to them from the land below. There really isn’t much in the sky to explore and the main primary location you go to in the sky is Skyloft a friendly little town which is pretty basic but amazing in its own right. There doesn’t seem much real feel of community in the town outside of the primary story interactions or the basic side quests which get thrown out once in a while. In sort, it is no Majoras Mask.

At the end of the day there really isn’t much substance in this over world style, with previous games which had a similar limited over world- dare I say it, having much more substance. It really is at the core a simple minimalistic point A to point B over world, which does seem fine but limits the overall player exploration to major areas well as minor areas. Which also makes the game feel out of place when we move onto the second new thing Skyward Sword features which is essentially the “underworld” aka the “area which isn’t in the sky” basically been “anything you can touch is one big dungeon”.

There are a few issues with this style of game play which is present primary because of other design decisions. Such as the limited over world and quite possibly the most annoying thing to mankind Fi. However more on that later, for now the underworld is the dungeon idea.

It isn’t really a bad idea at all, in fact I would love it if more Zelda games tried to encapsulate this idea. However the execution in Skyward Sword comes down to the fact that if the underworld (really probably the best way to describe it in this instance) is an extended dungeon why are the temples so huge at times and other times so small. There doesn’t seem to be a point in what makes one landmark considerably huge where another is considerably small. For me level design should try and make the temples more building style, as well as having more locations within the temple not specifically related to ending up at the boss room. My other problem with the execution in Skyward Sword can be shown much more prodomadly later in the game where many of the locations time is spent solving massive puzzles or problems which take a considerable amount of time only to get to another area which isn’t the area your primary heading too, but is still quite considerably huge.

Overall the areas just needed more variety and culture within them. This would of made them more interesting, a few more towns, shanty’s whatever- it would have been more differentiated.
As for Fi, her design is essentially someone who has played the game before and likes to spoil bits for you.

Trinest Talks: Mario Kart 7
Posted in Games on December 11, 2011

It is time for another video game article, or just an article in general- with content been lacking the past few weeks I thought it would be best to return on a big bang, by sharing my opinions on some of the top video games which came out this holiday season. First up Mario Kart 7.

The latest 3DS title which is worth buying is a shock among many fans who thought the system would remain a paper weight, an actuarial game you say? Yes the 3DS seems to have games and Mario Kart 7 is the first one from Nintendo which isn’t a remake or a tech demo. So that should mean we should expect good things from Mario Kart 7? Wrong, it is a bastardised version of Mario Kart Wii and Mario Kart DS. The two titles in the franchise which have a strong stigma of been playable and enjoyable attached to them. In short good games, so when they were mashed together it just didn’t happen- they became a shadow of what just went by and took primarily the bad things from the two titles instead of the good things.

Don’t get me wrong, Mario Kart 7 is a good game, but just like many other releases this holiday season especially from Nintendo fall to the simple factor of “you will enjoy it, however tech and design wise- it is a huge disappointment”.

Let’s start off with the new features in the game which are meant to be the biggest things to come to Mario Kart since the banana was introduced. I think you know what I’m referring to, the swimming and the flying- the thing Nintendo says will revolutionise the series. So the big question is does it?

Overall I was happy with the new flying and swimming features. However my big complaint here is that I don’t believe they were fully taken advantage of as core features. Flying seemed to be more gliding and essentially gave a few second boost to what normally a bunch of boosts on a slope would give you lift from. What I’m trying to say here is that the feature really could have not existed at all and it would of still given the game the overall basic functionality that the feature promises. Moving on to the swimming I felt it was more in tack than the flying portions of the title. However for the most part levels took it as an opportunity to have “underwater sections” rather than give it any reason of purpose to existing. Again the feature fell short and didn’t really grasp any desire to want to go underwater, it more the fact the level was going there so you have to go there. However I do have to commend the best parts of the swimming function was when there were just little holes in the level and you would fall through into a whole massive world under the track. Or in some of the retro levels with beaches you could go out much further before you died, with an underwater section existing alongside the level it seemed to add a new dimension and twist to the game. It was a shame that these functions didn’t always add depth to the edges of the map and instead were treated as a gimmick. Essentially I wanted the ability to jump back into the race even if I fell to the ocean bellow, maybe more caves and alcoves designed to get to the player back on the main track, or even include short cuts- that would have really enhanced the feature enough to be subtle and amazing.

While I’m talking about the levels I want to talk about the levels in general, there is one word which the kids throw around a lot which I think fits perfectly- they suck.

My primary issue with the levels is the new ones just feel unimaginative and quite boring. There isn’t really many levels which I can defiantly with 100% certainty say I like. For me the winners were the sprints, which are a new feature to Mario Kart 7 where levels are not just the run of the mill 3 lap tracks. There is only a few sprints in the game, which is of course Rainbow Road, which I believe is the best Rainbow Road ever in a Mario Kart game, it isn’t boring and flat like the SNES one, and also isn’t over the top like the Wii and DS ones had become. It also has a moon and a planet you race on, clearly that alone should make it a top track in anyone’s books. The other sprints are of course the Wuhu Island levels, of which are two an island loop and a mountain loop. These have had mixed reactions from fans, but at the same time I believe these are strong levels in Mario Kart 7. The only complaint I have with them is maybe they could have had more variety in music. Such as Smash Bros style music system where levels can have multiple music tracks. My other favourite levels include Melody Motorway, which I think is pretty creative and Shy Guy Bazaar. The rest range from been acceptable to downright boring, such as the predictable levels such as Alpine Pass. Also Koopa City which is called Bowsers something a rather in America is also a good level, but I feel it’s out of place in a Mario game and feels more like FZero then Mario Kart. On the path of small complaints and nit-picking I believe Rosalina’s Ice World has the biggest issue in the whole game, the music you see sounds more like Pokémon then Mario.

Retro Levels are amazing, okay maybe not. First impressions have always been “best retro lineup in the whole series”, but slowly people have been saying “but these where the worst levels in their respective games”, so it occurred to me, maybe they are so good because the new levels are so bad? It’s refreshing after playing hours of the new levels to move onto the retro cup which has much more solid race tracks. Besides Mushroom Gorge which I hated on the Wii for the same reason as Alpine Pass, aka it is predictable, boring and generic. The retro lineup features solid tracks such as Coconut Mall, Walugi Pinball, Kalimari Desert and Maple Treeway. I even enjoy Dino Dino Jungle and Airship Fortress at times.

Moving on to the motion controls, I feel while I’m dismissing the levels I should mention them. There is only one option to use motion which is in the first person mode, which is quite different to the third person motion controls which the Wii version offered. This new first person mode feels a bit odd and works at some points in the game, but in others it doesn’t. It limits the view the player gets much more drastically than the third person mode, which wouldn’t be a problem if motion controls where quite “easy” to achieve. In that line of logic what I’m trying to say is if you tilt the 3DS ever so slightly you will be running into a wall when you have a good combination cart customization. I feel as if the paths in the levels are not as wide as the Wii version, which is a problem with motion controls as tight cornering is almost impossible at times.

Well you might even ask, why even use the motion controls at all? Well I find them to be much more fluid then the slider. Which just feels wrong when playing the game for long periods of time, you will find you will slip off or can’t really get the slider to point in the right direction at times after long periods of play. In the end I would have been much happier if there was a way to play third person and have the motion controls in place.

So we have covered motion controls, levels and the new level features. Lets move on to another big hitter, the community functions. I believe this is a great step for Nintendo when it comes to online games. That been said it is overly disappointing after all the hype associated to the function, when all it does is make a room with limited customization features which sets the features as locked to the room once decided. It’s really disappointing how it is set up. However like I said before, a step in the right direction.
Also while I’m nit-picking, does anyone really play the 3DS with 3D on anymore? I know I don’t, and after hearing that Mario Kart 7 was meant to be “super awesome” when it came to 3D, I just knew I had to try it. Well it was even more disappointing than any other game I’ve played with 3D functions. Even James Noirs crossed eyed hyper set 3D is better than this. At least in that game it seemed to have a purpose. But in this, it’s either so good it doesn’t seem like it’s on at all, or it’s so bad that it just doesn’t make anything pop in a meaningful way.

Overall I feel that Nintendo should make a franchise which tries to be a successor to the Mario Kart range, because it’s getting time for a reboot and fast. Maybe make a game which is more all-stars or Mario but an array of third party characters like Fortune Street is. Which I’m disappointed isn’t taking over the Mario Party franchise. That aside, before I finish off, one major annoyance was the shooting items back for me. I found I couldn’t do it for a long time for some reason, then today I did it once and I don’t know how- because I just did the stuff I’d usually do when trying it. Maybe it was because I was more impaintaint with the feature and did the “move” over and over.

Zelda in a today setting- is it possible?
Posted in Games on November 15, 2011

With another Zelda gaming coming any day now, the series has become a topical buzz on the internet. The anticipation is growing for a title which sets its story back a few years to be a prequel to Ocarina of Time in a roundabout way. It has a nasty little problem with the introduction of possibly alien technology in a certain area which for a Zelda game is approaching on slightly a bit to advance, at least a bit to advance when you consider in a few more centuries Ocarina of Time happens. Ocarina of Time was a very bare and baron game technological wise, with the series also been centred especially in the early games as some middle ages quest, with latter titles such as Sprit Tracks and Phantom Hourglass starting to approach some sort of crazy middle ages industrial era hybrid.

So the question is, as Zelda games ever so slightly start to add technology which might seem alien in the early titles start getting added into the series- how could Nintendo create a Zelda game which is set in the 21st Century with our modern day laws, cities and organizations. I remember years ago reading a fan fiction which proposed this exact idea, while it ended up going a little crazy like all fan fictions do the idea was the same- how would a 21st Century Zelda title work?

The gameplay and core elements of the story would have to change slightly there is no arguing there, but is the abandonment of these values enough to make this title feel Zelda? Possibly no, however with the series been placed around many time travel elements, as well as magic I feel as if this crazy idea could work in some ways.

If the game could work with some magical elements and time travel, the next main goal is a ghastly one at that how would the main three characters be defined in the 21st Century? Who would Link be, or Zelda, or Ganondorf? Well one mistake would be to have the evil villain be an extensive rich monopolistic business man, that is defiantly going a bit too crazy. I believe the best way to protect the sanctity of characterisation in the series in a modern setting would be to make all three main characters; Link, Zelda, Ganon. As childhood friends who go to school together. As this is a Zelda game a modern setting the game would clearly have the multiculturalism and races which previous titles have. So the believability that these characters would find themselves drawn to each other in a modern setting isn’t that hard to believe. I also think that keeping the characters as children would benefit such a title then compared to having full grown characters. For one a full grown character would come off as a bit crazy and a bit depressing to be running around saying the end is near with swords. However keeping them as kids allows the childs imagination in describing areas and events to flow through the story. The locations can alter without having to physically of altered, just because this kid believes that this ledge is a high unsalable wall, doesn’t mean in the real map that it is. The world can be altered and changed without much effort. What I’m saying is the kids are just playing, yes possibly they are really saving the world- and it might come off a bit corny or unbelievable in that regard, but I believe the only way to make a serious attempt to try and latch onto a modern day Zelda would be to explore this option. As for where time travel comes in, the characters could find themselves taken back in time through portals created by the series gods to allow them to obtain spiritual stones which would have long been gone.

Moving on to the map, the location would be a small country city which has become the capital of the land. I believe that the land around this city would be walled off but still easily accessible for children, with the surrounding areas to be ruins of times gone by where only monsters sprawl the land. Or maybe not, maybe the land is vast but baron, the point is that the ruins in these areas would be the dungeons and it would be up for the kids to travel to these locations to find the various stones and magical artefacts which would bring back the Triforce.

Centring back to the adults in this world and how they would react to the kids (specifically Link) running around in town. The elements of most Zelda games is the town is a centre for bustling shops and interaction. In this idea I feel as if this could still happen, with the Adults just been aware of what Link is doing (at least to them, he is obviously a kid been a kid, playing around etc.) so they would humour him and that wouldn’t change any of the core elements from previous series in that regard. Another angle which could be explored could be if Link comes home with certain elements or ancient stones that he gets grounded, or they get taken off him. Also when Link gets the legendary green tunic, he is a boy after all which means closed minded people in the town might react differently to Link then. Remember in this idea he is still a kid and in a modern setting over parenting is quite the common scenario, it could be an interesting angle to explore even in a title which isn’t set in modern settings.

Also I think at this point many of the old ways would have dried up, even the royal line if it still existed wouldn’t have a clue as to what they once believed in, basically the whole world has become atheists. The only problem is if a game did exist with these elements when the Triforce is reunited and everyone goes back to believing in the Gods this is basically saying atheism is wrong and I believe in this day and age that could be some tricky footing to be on, even though currently more people are religious then others I believe any “this is right” or “that is wrong” in regards to religion in a title would be a bad move. Despite that I believe that a modern day Zelda would have many avenues to explore, especially with how it interacts back with the previous titles and lore. I for one wouldn’t mind a title which explored these elements in the future.

Site Histories: 2009 and 2010 pondering
Posted in Web on November 6, 2011

The designs which I’m going to talk about today are from Trinest.com, however are varied in what they represent and the years they were used. Today I’m going to talk about seven designs from the period of 2009 to 2010, and a little treat that some of them include development versions so you can see where they came from and where they lead to.

The first design is called in its archived form “April_Social_Article_TriProng” and it is from 2009. From the name it is given in the design archives I have you can tell that this little gem is from April 2009, however like all my designs could possibly be earlier.

So what does TriProng offer the average user? I was going to say nothing, but then I clicked on the archive and remembered that design TriProng is. I’m quite proud of TriProng, it is based around three colours Red, Blue and you guessed it- Green. So what does this RBG style design offer the average user? Well it is a quite well designed layout which features a right navigation. The main navigation is designed using a font I made using a free font maker as well as having little pictures above the text to give the user a simple idea of what the sections are about. One of my most proudest features in this design is the header. I’ve used this style in a few other designs around the time and what it is, is a picture I took with a camera with no Photoshop or any other artificial modification the header is drawn on a piece of paper with some textual differentiation to make it stand out. Such as a pen cap thrown across the top of the logo, or another main feature in this header a prominent shot of my hand.

Scrolling down the bottom to the footer I show off Facebook, Orkurt and WordPress links. The rest of the design isn’t as eye catching as the header or the side colour sections but still engolths the user quite well compared to other designs I had made from that era.

Moving on the next design is from some time in 2009 which devotes itself to 6 years of Trinest based websites. Well it says 7- but that is a lie because I can’t count. The design is quite green, and the pallet is a forest green instead of lime. The key feature for the design would be the navigation which is quite stylish in its own right. The design also features an array of sprites I have made over the years which represent “trinest”.

I’m going to move on once more to another design which is from early 2009 as well. However this design is quite disgusting in colour and appearance. It does however feature sprites and a nice header which is ruined by Photoshop effects.

The key design in this next section of layouts is from 2010, moving away from the previous year and grasping at straws to keep viewers to the site. The new layout has punk and dims the lime to an interesting shade of green. I like this early 2010 layout for a few reasons, but most of all because it is simple without been complicated. The key layout also ended up changing a few times as well, with the May revision showing an updated footer, and the “df” version showing a more development version of the layout with various things such as news sections been tested.

I would talk more about that design, but I won’t- layouts which I have done well seem to have that effect as there isn’t much to talk about how they went wrong like the next layout. This layout is from a series of layouts which slowly morphed into this layout. Also if you think this layout is bad, then the original design for this is much worse. I think the only good thing about this layout is the background as well as the elements which have been used from other designs, outside of that it has issues such as consistency in colours and general overall feel. Also a main problem is the overuse of shadows on the text and the general darkness of the header which clashes with the light overall appearance of the design.

Once again from early 2010 is another series of layouts which also use bases of the previous layout discussed (or lead to that layout using things from this layout, it is quite confusing to figure out where half these designs were made during the year). If you look that this layout the middle bit is quite nice, it dims the background and overall is quite easy to read and look at. However the header is a bit ugly and the footer also isn’t a site to behold. So in the “Remake” version of the design you will notice it goes from ugly to lovely with a header and footer with a similar style which is transparent to the background. The navigation also has more class and looks smooth alongside the main content area.

Moving on once more to the final design series for today, a design which rolled out around July and August and lead to the slow evolution and devolution as well as the eventual revolution which became the 2011 designs. It is quite stylish and the only fault I could find is maybe the grey colours could be a little lighter or differenciant differently. The only difference between the original and final version is a slight upgrade in various HTML calls the design supports as well as a modification of the “header” image. It would have to be one of my favourite designs I have made, outside of TriProng and well of course the current 2011 theme.

While there are many more designs I have made for Trinest.com, as well as other sites we are slowly reaching the brim of interesting designs which I want to talk about. As well as the fact it’s quite annoying to dig up archives to make these articles. This might be the last Site Histories on Trinest.com for some time. Until I move on to discuss the evolution from late 2010 to the current design.

TriProng

April 2009

Trinest.com 6 Years of 7

Mid 2009

“Newsletter Trinest.com” Unknown

Unknown 2009

Unknown Name Series [O]

Early 2010

Unknown Name Series [DF]

April 2010

Unknown Name Series [MAY]

May 2010

Early Project Site

2010

Return to Blog Site [O]

Jan 2010

Return to Blog Site [R]

Jan 2010

“Summer” Beta [O]

July/Aug 2010

“Summer” Beta [R]

July/Aug 2010

“Summer” Beta [PAGE]

July/Aug 2010

Site Histories: Retro Summer (in July)
Posted in Web on November 3, 2011

So lets go back to the stone age for a bit, today we are looking at Trinest.com designs and while they are only from 2010 in the history of Trinest.com these designs where used a long time ago. My love for making a new design almost every minute has stagnated since then, however back in July there was a new flavour of Trinest.com which was taking a few pages out of the bit generation era with a series I like to call “Retro Summer”.

I don’t know the exact date for these designs, but they are listed as been created in July 2010. However the index pages seem to have an archived date from late May to mid June. So in fact not July at all it seems. However I do believe the designs were used for a period of time in July if that counts.

Before I go crazy trying to decipher when I made these designs, the big event has to occur. The big event were I talk about the designs as if I learned much more since making them.

I think the first design we look at should be the design dubbed “beta idea”. No doubt this was probably the original idea and were the direction for the resulting designs came from. Compared to the other two designs I will talk about (which one is a revision of the other), this design is quite dark in pallet. There is left navigation which uses a sort of simple style which I think is the key winner for the design. However before I get too attached to that navigation I have to say the header is the real winner, it uses Survival Kids sprites to give clear definition between the two sections as well as the social navigation and title sections using a transparent background. Other than that its footer is a pretty generic footer style which I have used in many of the designs since then and before.

I think from a design point of view this layout could have worked quite well, I don’t believe I kept this design up on my site for long, if at all. However I do see key elements which do not work, such as the footer. In my mind the layout is quite simple and cantered mainly around the black and white pallet outside of the header. I believe the bold footer colour which appears to have been picked out from the colour of the trees in the header is too bold in that location so it throws off the whole design.

Moving on to the other two layouts which are basically one in the same bar a few slight changes. I based the layout around Daniel Primeds layout and gave it my own twist. The previous header was made using Survival Kids sprites returns only in spirit alone as I’ve made my own sprites for this header which capture the simular essence which the other layouts header had. Other than that it has some quite descriptive colourful language for my testing which I’ve had to dumb down this time around for this newly published version here because I think you are more drawn to those words rather than the design.

If you look at the two designs they are basically the same, go ahead open them both in two different tabs then click on them. All you will see different in the two designs are the newer one has a background and a bolder border as well as some patchy dotted lines on the titles.

If I remember right I did use these designs for quite some time, well in terms of how many layouts which I had made during that period I believe that these had some use out of them. Maybe something along one or two weeks instead of only a few days. Don’t go digging through web archives to find out, because I’m just shooting in the dark here.

Design wise, I think these worked. Yeah there not the best in the world, but the layouts show consistency in colour pallet as well as been one of the testing grounds for many techniques which ended up been used on other designs.

Retro Beta Idea

May/June 2010

Retro Summer in July First

June 2010

Retro Summer in July Revision

June/July 2010

Bring back the Candy to the Smart Phone
Posted in Other on October 1, 2011

I say smart phones should and can return, but you say they still exist. Well flash back Watson, before the iPhone came out (now lets face it, it’s not really a “smart” phone anyway) these devices had a different name and were touch phones or PDA phones. You see I’m talking about the days when the sheriff was Windows Mobile, which means things were completely different, what were smart phones? Well they were the candy bar phones you see today, however these phones were smart, they were on par with the touch devices in terms of compatibilities.

Now the world of hackers and enthusiasts of Windows Mobile will say that the operating system never really got a successor. While Windows Phone exists, the architecture is completely different and so is the direction the operating system goes in. Windows Mobile tried to do what a computer was first and phone second, so these devices had those entire nick knacks like Office, and its routes came from more legacy PDA phones from years before.

Now why am I bringing this back up? Well you see I recently had to go back to my old BenQ e72 for various reasons. Now this little phone I picked up in 2009 I’m pretty sure. So I bought it after its time, as you can tell from how I’m telling this story the e72 was a little bit older then when I bought it. I’m fairly sure the device was a 2007 or 2008 device, hold on I can only find when it was announced which was 2007. So clearly from that you can tell it isn’t a spec king, its Camera is only a measly 2 mega pixels for instance. While no doubt spec wise it wasn’t king of the hill even back then, it was a middle of the pack for the candy form factor and gave a genuine punch to previous candy phones. Now design wise this phone was in a new league of its own, it was in a era when Windows Mobile started to sunset and the world was looking for something new, which was when most of the best looking devices came out. Compare our little e72 with some older candy phones of previous years you will see it is considerably thinner and smaller. However compare it with something much closer to our time, like the Zune HD while not a phone embodies the smaller scale touch screen factor which has become very common, and you will notice that they are round about the same size with the Zune been much thinner.

So clearly this phone isn’t the king of the hill, so where does its form factor lie today? Most cheaper phones which are not “smart phones” will have this candy style form factor however they are disappearing into the dust with the past few years been less and less new announcements of phones in this form factor. Which I think is a drastic loss to the mobile industry.

Ditch the whole idea of touch and enhancements which came with it, and keep to the whole button idea. Or use touch like the Nokia Touch and Type phones use them, how it is more of an “inclusion” not a requirement. I think a form factor simular to a Blackberry could also get help from this. Something like Windows Phone 7 with its metro style would be great to a point, I don’t think that style of design would work on a phone with this style. To push my point further, simular crowded versions which appeared in Windows Mobile at the time didn’t work either. If Microsoft were to reintroduce these form factors with a Metro interface the style would have to be considerably “lighter”, heck even something like they used on the Kin could work with some tweaking.

While it is out of date now, I think a modern approach to these type phones could still work and there would defiantly be a market for them.

The whole idea of this type of set up for phones with built in number pads and a “candy” form factor seems to relate to a stigma of they are for old people. I feel as if however if a push to make cheap, but functional styled candy phones with features which many smart phones have these days while giving it a much easier to use and setup approach then people will relate to them much easier and be more inclined to buy them.

The problem with smart phones these days seems to be that while they offer lots of features, the popular smart phones like the iPhone and various Android devices give users to much options, not that is a bad thing but many of these options are just in the users face. They don’t know why they need to go to a certain area in the settings to perform a task. Or they can’t simply find the feature they want. Moving away from setting up the phones even the whole icon list approach to phones is just stupid from a functionality stand point. While you can easily see a folder or item you have to look for these items much more then use them, that is why Windows Phone nailed the icon approach in the head and simplified it a little more, it still is at its core that disgusting icon approach which smart phones have come to be related to, but it does it in a more simplified elegant approach.

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