New BeagleBone Open Source Hardware Platform is Doggone Affordable at $89

A company called BeagleBoard invites you to meet BeagleBone, an $89 open source hardware platform about the size of a credit card. It's intended for electronic enthusiasts looking for a fast, easy, and affordable way to build things like wireless networked autonomous robots, self-teaching electronics education kits, intelligent digital signage, retro gaming devices, home automation, and the list goes on.

The $89 device consists of a development board based on a Texas Instruments (TI) Sitara AM355x ARM Cortex A8 processor clocked at 1GHz. It's a barebones hardware platform with a 10-second Linux boot, giving electronics hobbyists access to interface signals for sensors with nothing more than a single cable.

"It's exciting to see BeagleBoard.org developers release more amazing open-source hardware for the community to use and share," said Limor Fried, engineer, Adafruit Industries. "BeagleBoard, and now the BeagleBone, are fantastic platforms for any open-source hardware developer to learn from and build upon."

BeagleBoard says it's incredibly easy to develop projects on the BeagleBone thanks to a flexible Linux kernel that takes the complication out of learning input/output (I/O) through the use of existing drivers and interface applications. It runs a full-featured version of Linux with native scripting and compilation tools, and provides on-chip Ethernet-MAC, USB with PHY and A/D converters, and other peripherals.

Image Credit: BeagleBoard.org

Dead Island Review


Where shambling mess meets blunt object

Ever dreamed of a vacation on a tropical island paradise? Ever dreamed of a vacation consisting of bludgeoning, shattering, stabbing, slashing, shooting, burning, electrocuting, and exploding hordes of bathing-suit clad zombies? Well, then Dead Island is the place for you!

Dead Island, the latest from Polish developer Techland defies simple classification. It is instead defined by the many games it seems to lovingly, if not shamefully, pull inspiration from. The survival horror themes borrow heavily from Dead Rising, Left 4 Dead, and latter-day Resident Evil, the setting is reminiscent of Far Cry in climate, detail, and scope, whereas the game's structure and core mechanics are drawn from Borderlands with a dollop of Fallout 3 mixed in. Essentially it's an open-world first-person survival horror action RPG. Yeah, it's a mouthful.

The game begins with its own version of Spring Break gone wild. Unfortunately, the wildness exceeds the typical MTV-style hijinx (concerts, drunkenness, regrettable orgies, etc.) when a full-blown zombie outbreak is unleashed upon the unsuspecting bikini-clad denizens of Banoi (henceforth known as Dead Island). Your character, one of four possible zombie-slaying warriors, is immune to the zombie scourge. While the "heroes" each have a brief introductory bio, it’s essentially irrelevant—they're are defined by their combat abilities, not their (nonexistent) story and depth. This is hardly a fault, as Dead Island isn’t really a game about story; still, even after playing the game for upwards of 50 hours, I can barely remember the character names and instead think of them by such monikers as Shrill Sword Lady or Cocky Jerk Throwing Guy. There is one thing the characters have in common: they're all annoying, and you'll be sick of the three or four repeated reaction lines they spout non-stop within minutes.


Camera? Check. Babe in bikini? Check. Underboob? Check. Zombie corpses and barrels of blood? Check. Broken physics engine? Check. All the key elements of a porn recording session.

While a first-person experience, Dead Island is kind of a bizarro FPS. Where in most games shooting is the focus and melee combat feels tacked on and clunky, Dead Island is the exact opposite. You'll spend the majority of the game using a plethora of melee weapons, from commonplace items like sticks, oars, and wrenches, to tricked-out electrified machetes and flaming baseball bats. You'll use these homemade weapons of mass destruction to dispatch your zombie foes in truly brutal and gory fashion.

Melee combat feels weighty and substantial. The weapons have a very tangible heft, and the speed, range, and swing style are different enough from weapon to weapon to make each type feel distinct. Edged weapons are quick and can sever limbs, but tend to have short range, weak durability, and minimal ability to stop and knock down enemies. Blunt weapons tend to swing slower and can't sever limbs, but generally have greater range, durability, and impact, plus they can break bones—not severing limbs, but making them equally useless.

All weapons can also be thrown, which is also a key form of inventory management to get rid of the otherwise worthless fodder weapons that you'll find littered all over the environment. Thrown weapons can thankfully be recovered (they don't flicker and fade away 90s brawler style), but occasionally if you wander too far away, the area will reset and the item will disappear. While throwing is a useful mechanic—and the primary combat strength of one of the playable characters—it leads to some head scratching situations—like how a thrown baseball bat will do more damage than a swung one, or how explodable fuel tanks and gas canisters can be detonated by throwing a stick, but not by powerful melee attacks.

It's a good thing the throwing mechanic is so useful, since firearms seem to follow Japanese RPG logic in terms of usefulness—in other words, guns suck. Early in the game they're extremely rare (I found a mere one gun over the first 10+ hours of gameplay), and ammo is equally limited. Sure, the firearms give you range, but the accuracy is crappy when not in iron sights mode, and the damage is the same, and oftentimes lower, than a good melee weapon. This severely hamstrings one of playable characters, who focuses on firearm combat.

Firearm failure aside, Dead Island's action is simple, brutal, and satisfying. Whether it’s smashing a zombie’s ribs with a crowbar or stomping through the skull of a downed infected, impact feels heavy and real. Zombie limbs are liberated with geysers of glorious gore, and shattered bones and mangled intestines are on full display as you flay the flesh from your undead foes.


I don't think "one shot, center mass" is gonna work here…

The game's non-gore related mechanics aren't quite as successful. While looting and leveling serve as the primary carrot-on-a-stick mechanics to keep you drawn in, these aspects often feel synthetic, contrived, and video game-y in a game that otherwise aims for the usual survival-horror style of gritty realism. Much like other loot-based games, the loot uses color-coded rareness indicators and procedurally generated descriptors. This works well in fantastic settings where the items are imaginative implements of destruction with whimsical design and effects that match their gaudy names. It doesn't work quite so well in Dead Island when you're finding a Level 12 Dependable Homemade Diving Knife or a Level 34 Tiring Flimsy Wrench.

Also, while smashing zombie brains continues to be fun for many hours, there is such a thing as too much of a good thing. Dead Island is a long game. Too long. Playing through the game without getting sidetracked will probably take a good 25-30 hours, and you can easily put in double that if you want to explore every inch of Dead Island. Act I, the resort section, is the highlight of the game, as the area is beautiful, detailed, and strikes a wonderful balance between combat, survival, and exploration. The game's focus gets narrower and narrower as it progresses, and once you've come up with a go-to gameplay style (kick, slash, stomp, repeat, etc.) and found your favorite weapon(s) you'll find yourself just running from quest marker to quest marker, largely ignoring everything in between.

The game does offer a decent amount of replay value, not really by playing as the other characters (as they're not compellingly different enough to warrant a whole new playthrough), but mainly through its multiplayer. Dead Island supports a streamlined hop-in, hop-out cooperative gameplay, where an onscreen prompt will pop up when a potential multiplayer companion is nearby. Jump in and you can accompany 1-3 other players through their own zombie misadventures.

Multiplayer is a vicious and violent good time, but it highlights some of the weaknesses of the game as a whole. Difficulty is very uneven throughout, with some areas being very slow with multiple players, and other areas being almost impossible to survive solo. Playing multiplayer also inherently changes the gameplay, becoming less about survival and exploration and more about non-stop fighting, looting, and trading. Also, while hopping in to a multiplayer game is easy, hopping out? Not so much, as there's a good chance your quest progress won't be saved.


Fear my green-coded, Level 9 Dangerous Wrench!

And, unfortunately, multiplayer progress not saving is just the tip of the iceberg when it comes to the technical problems of Dead Island. The game is beset with serious performance and stability issues, from terrible tearing and microstuttering to random crashes, and save deletion. Many users have reported unplayable framerates—and clipping, lighting, and collision issues are present in many areas—and particularly noticeable in multiplayer.  Nauseating motion blur, stick figure shadow maps, extreme light bloom, and a muted color palette also diminish the otherwise nice looking Dead Island. To make it worse, most of the graphics options, even simple ones like FSAA, are only changeable through altering archived game files in notepad.

Perhaps the most damning sin, however, is Dead Island's extreme case of consolitis in its UI and control design. The game supports mouse and keyboard or controller, but it's clearly designed with controller in mind. The analog swing control method—the preferred style of melee combat—is not even usable on mouse and keyboard without file modification. Targeting uses a non-toggleable auto-aim-like reticle that snaps in on specific enemy body parts—not terribly noticeable in melee, but horribly consolized when throwing or shooting. Inventory management and the radial weapon-switching menu are infuriatingly slow and unwieldy with a mouse and keyboard. And, some of the game's quick time events, like shaking off zombies or smashing through doors are goofy with mouse and keyboard controls.

Ultimately, Dead Island is a lot like its own weapon degradation system—it hits hard at first, but eventually falls apart. There's a lot of fun to be had, particularly for those partial to stats, numbers, loot, and multiplayer co-op, but—perhaps to be expected from such an ambitious, genre-defying mashup—not everything quite comes together. Much like the shambling, limb-dragging zombies you'll face by the boatload, Dead Island is an always-gory, always-brutal, cobbled-together mess that could use just a bit more brains.

$50, www.deadisland.com, ESRB: M

Global Chip Sales Approached $26 billion in September

The number crunchers over at the Semiconductor Industry Association (SIA) added up worldwide sales of semiconductors for the month of September and came up with $25.8 billion, an increase of 2.7 percent from one month prior when sales were $25.1 billion. SIA viewed this as "an optimistic close to the third quarter," which was 2.1 percent higher than Q2 and 2.2 percent higher year-over-year.

"While global economic uncertainty creates limited visibility for the remainder of the year, recent positive indicators and developments in the U.S. and Europe are encouraging," said Brian Toohey, president, SIA.

Sales in Japan were particularly strong with a 13.7 percent quarter-over-quarter increase. SIA attributed this to progress made in their recovery efforts, as well as strong demand for automotive applications and mobile processing in handheld gadgets like smartphones, tablets, and eBook readers.

Acer Stands Behind HP’s Decision to Keep PC Business, But Why?

Politics makes for strange bedfellows, and so does competition in PC platforms, This helps explain why Acer chairman JT Wang is in full support of Hewlett Packard keeping its PC business rather than spinning it off or selling it to a third party. Wondering what that has to do with Acer? It's simple, really -- HP is the world's largest PC manufacturer, and both have a common enemy in Apple.

According to DigiTimes, Wang views HP's decision to stay in the PC business as a critical factor in expanding the market share of Windows, which is somethng that also benefits Acer. While Acer and HP aren't exactly bedfellows, both have a vested interest in seeing Windows outperform Apple's iOS, a platform that's gaining steam from growing interest in tablets and continued iPhone sales.

Microsoft hasn't had any real movement into these two areas, but Wang expects that to change over the course of the next two years, and is apparently feeling optimistic about Windows 8, Microsoft's next major version of Windows that some users feel is too focused on touchscreens.

HTC Rolling in It (Cold, Hard Cash, that Is)

HTC's third quarter financial report proves the smartphone maker has game -- mobile game -- and everyone wants to play. The company said it sold 13.2 million smartphone devices in the third quarter of 2011, almost double (93 percent) the number it sold in the same quarter one year prior. That's also a 9 percent jump from the second quarter of 2011.

All of those smartphone sales translated into after tax profits of NT$18.68 billion, or around US$623 million, up 68 percent year-on-year. That's the kind of thing that tickles investors, who have reason to grin from ear-to-year as HTC's revenues grew for the sixth consecutive quarter since Q1 2010 and reached NT$135.82 billion, or US$4.53 billion, up 79 percent year-over-year.

"We aim to lead the way as the smartphone market continues to expand and change rapidly," said Peter Chou (PDF), CEO of HTC. "We pride ourselves on anticipating market and consumer needs and addressing them before they are realized. We are growing rapidly and responsibly around the globe and continue to expand our leadership in new areas, such as LTE."

HTC pointed to China as "one of the most important growth regions for HTC," a country which reported top sales across all regions in the third quarter, and nine times more than its sales volume in the same period one year ago.

First 4G LTE Smartphones for AT&T Hit Retail Next Week

AT&T seems to have figured out that at this point in time, mobile broadband access Ain't Nuthin But a 4G Thang and beginning November 6, 2011, the wireless carrier will offer its first 4G LTE (Long Term Evolution) smartphones. These include the HTC Vivid and Samsung Galaxy S II Skyrocket, a pair of 4.5-inch smartphones that will bring the total number of AT&T Android devices introduced in 2011 to 21 (AT&T had originally committed to a dozen).

In addition to a 4.5-inch qHD display (540x960 resolution), HTC's Vivid packs a 1.2GHz dual-core processor, 8MP rear-facing camera with f2.2 28mm wide angle lens for low light photos, 1080p HD recording, and 16GB of onboard memory (expandable to an additional 32GB via microSD). The HTC Vivid will sell for $200 with a two-year contract.

Samsung's Galaxy S II Skyrocket lands at AT&T with a 4.5-inch Super AMOLED Plus display with an 800x480 resolution. It has a 1.5GHz dual-core processor, 8MP rear-facing camera with LED flash, 2MP front-facing camera, 1080p video recording, and 16GB of onboard memory, also expandable to an additional 32GB. This will sell for $250 on a two-year contract.

Vivid and Galaxy S II Skyrocket customers will have to pony up for one of AT&T's tiered data plans. The DataPlus plan provides 200MB of data for $15/month, with an additional 200MB of data usage also running $15. Alternately, the DataPro plan provides 2GB of data for $25/month, with an an additional 1GB of data priced at $10. Customers interested in tethering can sign up for the DataPro 4GB plan with mobile hotspot for $45/month. This also comes with a $10/1GB overage charge if you go over.

Lenovo’s ThinkCentre M77 Desktop is Built for Business

You won't find any swirling LEDs or one-touch overclocking buttons on Lenovo's new ThinkCentre M77 desktop. Instead, this machine is all business, "crafted for professionals" looking for a "powerful, secure, energy efficient yet easy to use computer to tackle everyday office tasks," Lenovo says. Sounds like a snoozer until you realize it's (optionally) powered by an AMD FX Series processor and up to 16GB of DDR3 memory.

"Previously, this level of processing performance has only been available in premium PCs," said Tom Shell, vice president and general manager, Commercial Desktop Business Unit, Lenovo. "The ThinkCentre M77 desktop with the new AMD FX Series processors provide mainstream users a noticeable productivity difference, while simultaneously giving IT administrators the ability to manage the desktops remotely and easily service them."

There are two designs available: tower or smal form factor. Information about specific specs is a little sparse at the moment, but according to Lenovo, in addition to up to an AMD FX Series processor and as much as 16GB of system memory, either system can be outfitted with a 1TB SATA hard drive. Other features you might come across include eight USB 2.0 ports, a 25-in-1 memory card reader, support for quad independent display with ATI SurroundView, AMD Radeon graphics, 5.1 channel HD audio, tool-less access, and various security features like a TPM encryption chip and Hardware Password Manager.

The Lenovo ThinkCentre M77 will be available in November starting at $439.

Image Credit: Lenovo

Take a Sneak Peek at YouTube’s Premium Lineup

YouTube is arming itself with celebrity star power which, along with news outlets like The Wall Street Journal, will spotlight the video service's new selection of premium grade channels and content next month. Google is spending big bucks getting these deals in place, at least by pedestrian standards, reportedly investing $100 million or more in original content, according to Mashable.

Google has high hopes for what this venture can do for YouTube, drawing a parallel to how at one point cable television expanded home entertainment from just a few channels to hundreds of channels.

"Today we’re announcing that even more talented creators and original entertainment will soon join YouTube’s existing channel lineup, including channels created by well-known personalities and content producers from the TV, film, music, news, and sports fields, as well as some of the most innovative up-and-coming media companies in the world and some of YouTube’s own existing partners," Robert Kyncl, Global head of Content Partnerships for Google, said in a blog post. "These channels will have something for everyone, whether you’re a mom, a comedy fan, a sports nut, a music lover or a pop-culture maven."

According to Mashable, the premium channels will include familiar names like Madonna, Shaquille O'Neal, Aston Kutcher, and more. YouTube is also partnering with well known media and entertainment entities like WWE, The Onion, IGN, and others.

You can take a sneak peek and sign up to hear about new channels as they launch right here.