Here at Reviews, News and Tech How To's we review anything, and do news posts and tutorials on all things TECH

Search This Blog

Wednesday, 24 February 2010

Heavy Rain taps real anxieties for massive story


A few years ago, in a crowded shopping centre, game designer David Cage lost track of his son. Cage thought his wife was looking after Quentin; his wife thought the opposite. Cage rushed about, frantic, calling out Quentin’s name. The darkest thoughts rushed through his head: What if he never saw his son again?

Then, just as suddenly as the ordeal began, it was over. His son had wandered over to the videogame store, where he had been spotted by an alert clerk. The scare had lasted just five minutes, “but they were the longest five minutes of my life,” says Cage. “It was something really strong. I guess the story of Heavy Rain comes from these five minutes.”
Near the beginning of Heavy Rain, Cage’s new game for PlayStation 3, a young architect named Ethan Mars visits a shopping centre with his wife and children. Ethan pauses to buy a balloon for his son, and while he’s paying the clown, his son slips away. The player, as Ethan, sees the balloon bobbing in the distance of the teeming mall, and rushes toward it — but it’s a different child, a different balloon.
Simulated parental anxiety: It’s the latest gameplay innovation from Cage and his Parisian studio, Quantic Dream, which has been labouring for the last several years to bring a very different experience to gaming. At times, Cage’s vision seems hopelessly out of step with the gaming zeitgeist: As the Wiimote has brought a breathless physicality to gaming, Cage has criticised it for reducing games to "toys".
As games like Grand Theft Auto have emphasised sandbox-style play, and others like LittleBigPlanet have encouraged the boundless creative freedom of the gamer, Cage has made elaborately scripted games over which he towers as the central artist (his colleagues admiringly call him a videogame auteur.)
Yet despite his willful bucking of these positive trends in gaming, Cage is one of the most closely watched developers following his 2004 release, Indigo Prophecy. That game was praised especially for its story, which followed a man who wakes from a trance in a diner to find himself holding a bloodied knife over a fresh corpse. Though it faltered somewhat on implementation (a wonky control scheme, a slapdash ending), in its stronger moments it achieved the suspense of one of Hitchcock’s wrong-man films. Cage even gave himself a Hitchcockian cameo in the game’s opening tutorial.
But Indigo Prophecy was in some ways just a dry run for Heavy Rain, which will be one of Sony’s most heavily-promoted titles this year. One day in August, I paid Cage a visit in Quantic Dream’s studios on the outskirts of Paris to see the production of Heavy Rain in action.
The floor was abuzz in activity, with everyone rushing to polish a new scene to be debuted at a European videogame conference, where Cage was to also deliver the keynote on "Writing interactive narrative for a mature audience". All around me, animators and testers toyed with various moments from a scene meant to illustrate a facet of Heavy Rain that Cage has called "bending storylines".
In the scene, players control a private investigator caught in the back of a store while a robbery unfolds. Depending on the player’s choices, the private investigator might wind up shot, the storekeeper might be killed, or the thug might be knocked unconscious or convinced to slip away before things escalate. The decisions made in this scene ramify, leading to different outcomes in future scenes.
To account for all the branching possibilities, the Heavy Rain script ran 2,000 pages long, and involved 170 days with actors in the motion-capture studio in Quantic Dream’s basement. Featuring 12 hours of finished animation, Heavy Rain is the "largest motion-capture endeavour, ever", according to Cage’s collaborator Guillaume de Fondaumière.
The hold-up scene was dramatic, but others centre on decisions much more mundane. One scene involves little more than feeding your child and urging him to do his homework. Was Cage worried, I asked, that some gamers might complain that Heavy Rain, like Indigo Prophecy, was weak on gameplay? His response had the patient tone of someone used to responding to skeptics.
"When you think about what interacting means in games, it’s shooting, or killing, or being as fast as possible," Cage said. "This is what people call 'gameplay'. But I think it can be so much more than that. Interacting basically means changing something in your environment, but it could be changing your relationship with someone, it could be changing the way something looks, it could be so many different things that are more subtle than that."
It’s a novel idea, but a commercially risky one. Several months later, I finally got a trial version of the first few "chapters" of Heavy Rain, and I decided to give it the toughest test I could think of: I invited my friend Matt to play it with me. The most unapologetic philistine of a gamer I know, Matt was reluctant, not seeing the "point of a game where you don’t kill people".
And indeed, Heavy Rain proved a tough sell. At the part of the game where I had to press the thumbstick gently so as to not cut myself while shaving, Matt said, "I don’t like doing this shit in real life. Why would I pay money to do it in a videogame?" Later, when, with another sweep of the thumbstick, I buckled a seatbelt in my sedan, Matt said sarcastically: "This is going to set the gaming world on fire!?"
But as he grew accustomed to the game’s rhythms and its internal logic, even he had to occasionally admit that there was something interesting about it. "Well, that was kind of cool," he might mutter now and again, while I directed Ethan to play with his kids, or push through the teeming crowds of the fateful shopping mall.
During my visit at Quantic Dream, I asked Cage about the heartfelt note to his son Quentin that he included in the credits to Indigo Prophecy: An apology for all the weekends and afternoons missed playing with the boy while his father was busy making something for others to play with. Cage, bags under his eyes, said he was doing better, though "not as good as I’d like" -- many an evening and weekend was still sacrificed to his work. He told me, though, that on one occasion he’d been able to make work and life intersect. He had had Quentin come into the office and do some of the motion-capture for one of Ethan Mars’ sons, Sean.
Now I was playing one of these scenes in which Ethan, recently separated from his wife, was trying to patch relations with Sean. Father and son sat on a park bench as rain fell lightly from an overcast sky. When I directed Ethan to ask questions about school, Sean gave terse, grudging answers. Soon, I had Ethan reach into Sean’s backpack, where I found a boomerang.
With a few presses of the right shoulder buttons, and a swift downward flick of the controller, I shot the boomerang into the air, nabbing it just as it spun back. Sean applauded me, genuinely impressed, and soon I was giving pointers on Sean’s own throwing technique. With a few well-timed button presses, I had regained the admiration of my son, and it felt as satisfying as taking down the toughest of bosses.

James Cameron to write Avatar prequel novel


The smart money is on multiple Oscars for James Cameron's military sci-fi film Avatar. But the director has already been there, done that. What he hasn't done yet is write a novel. Until now, that is.

"I told myself, if [the movie] made money, I'd write a book," Cameron told The Wall Street Journal, confirming that he will flesh out the film's expanding universe with a novel explaining the origins of Avatar's characters.
The Avatar prequel book will lay the foundation for what is no doubt an extensive capitalization to come. Beyond Cameron's novel, as well as the obvious film prequels and sequels, the Avatar universe has the ability to go seriously viral in comics, games and more. If Na'vi nativists are the new Trekkies, then Star Trek and Star Wars will soon have serious fandom and franchise competition.
What's your take? Will you buy Cameron's Avatar novel? Should the surreal, strange Grant Morrison pen the comic? Share your thoughts in the comments section below.

Overhauled StarCraft II welcomes strategy noobs


It's been a long time coming, but Blizzard Entertainment finally released the StarCraft II beta last week. Wired got hold of an invite and proceeded to put the game through its paces.

I expected to have a rough time of it, considering StarCraft's reputation for incredibly complex high-level play. Released in 1998, the original StarCraft is one of the most influential entries in the real-time strategy genre and one of the best-selling PC games of all time. It's still so popular that it's played by professional competitors in Korea and elsewhere. Blizzard's stated goal is to make the sequel, 12 years in the making, much more welcoming to real-time strategy newcomers.
That's exactly what it's done. And I know, because that's what I am. I have almost no experience with StarCraftand very little experience with the RTS genre in general. My lack of RTS experience can be explained entirely by the fact that I always felt the genre was beyond me, because of the ungodly speed at which players need to react to events and carry out strategies in order to succeed.
But Blizzard is aware that there are players like me out there: Players who are interested in getting into an RTS game, but keep getting scared away. Blizzard has completely revamped its ubiquitous online gaming infrastructure, Battle.net, and come up with a system that welcomes RTS newbies with open arms.
The new Battle.net, which will be carried over to Blizzard's upcoming games World of Warcraft: Cataclysm andDiablo III, is linked to every single part of StarCraft II in a manner similar to Steam or Xbox Live. As soon as you start the game, you're prompted to log in to Battle.net. From there, all your gameplay stats, like the amount of time you've spent playing or your win/loss ratio, are constantly tracked and kept up-to-date. You can also check the profiles of friends you've added and check how they're doing.
The first time you start StarCraft II, you are asked to choose which skill class you fall into, ranging from novice to veteran. The game then puts you through five placement matches, using the data from these to match you up with players of similar skill level. This alone alleviates a lot of the stress that comes from getting in over your head against an opponent who is much better at the game than you are.
Furthermore, whenever you finish a match, a video replay of that match is automatically saved, and you can view it anytime you wish. These replays allow you to view the match from your own perspective as well as your opponent's, allowing you to get a comprehensive view of how the match went down. If you are not very good at the game, the replays are a great tool to see where you went wrong. However, the fact that you can only view replays while the game is running is a bummer. Uploading videos to YouTube or another video-sharing site requires a third-party recording application. 
The StarCraft II beta does not include a tutorial, but the basics are easy enough to learn. When you're in the middle of a game, you can bring up a Tech Tree and a list of units. These let you learn about the different units found within the game, as well as what upgrades they can receive. The game features quite a few new units, too, soStarCraft vets will likely appreciate this just as much as newbies will.
The new units seem to be the only area in which experienced and beginner players are on the same page, mainly because no one has yet learned how to use them effectively. So far, clever usage of the Zerg Baneling, a unit that can be thought of as exploding Zerglings, has been proven to produce hilarious results.
One of the most exciting features of the new Battle.net is its excellent custom map support. When the editor becomes available, anyone will be able to make maps and upload them to the servers, where they can be downloaded by anyone. Right now, only official maps made by Blizzard are available, but if the process currently in place is any indication, then getting player-made custom maps will be quite simple.
Blizzard has gone to great lengths to make sure StarCraft II is accessible to newcomers while still appealing to the professional gamer. Judging from my experience in the beta so far, I'd say they've succeeded in at least half that.

Sleep Cycle: iPhone app that helps tired parents


Your relationship with sleep changes when you become a parent. For a start you realise how little sleep you can survive on. The idea of an unbroken night's rest becomes a distant memory as you are woken every few hours to feed/change/settle your newborn.

Our kids are old enough now to sleep through most nights. But still, my other half hankers for that perfect night's sleep. Always keen to use technology to ease the pressures of modern life, I was interested to read about a new iPhone app that claimed it could help us sleep better.
Sleep Cycle uses the iPhone's accelerometers to measure your movement while you are sleeping and calculate your sleep pattern. At the end of the night you have a graph with highs and lows representing light and deep sleep.
But that's not all. The app is designed to make use of this information to wake you up when you are in a light sleep moment. This, the developers claim, is the best way to wake up and feel refreshed. The app aims to trigger the alarm when you are in a light sleep moment, as near as it can to the wakeup time you set.
I was a little sceptical at first, but I've been surprised by the results. Once I had sorted out a charging cable for the phone in the bedroom (you need it plugged in through the night), followed the simple calibration instructions it did its job very well.
Into my third night now and expectations are high to wake bright and refreshed. My next plan is to rig it up for my youngest who still has daytime sleeps -- and often wakes up grumpy. Perhaps it could help him get the most out of his naps as well. I wonder what technology you use to make these new baby years a little easier?

Can Google save free, open web video with VP8?


Google will soon control the patents around the VP8 video codec, one possible alternative to H.264 -- Apple's favourite video format -- for web video. And the leaders of the free software movement are banging their drum, urging the company to ditch those patents and offer the new video technology for free.

Shareholders of the video company On2 have approved an acquisition offer made by Google, which was initiated last year. On2 has developed the VP8 video codec, and currently holds the patents on it.
If Google were to release the newly-acquired VP8 as a free, open source video codec, it could significantly alter the web's HTML5 video landscape. After all, Google owns YouTube and puts out the Chrome browser, so adoption would get a huge kick-start.
Free software advocates unhappy with the license-heavy and patent-encumbered video codecs like H.264 and the video quality and performance of free alternatives like Theora have long been hoping that Google would take the VP8 codec and release it as a free, open source saviour for web video.
In fact, the Free Software Foundation (FSF) has published an open letter encouraging Google to do just that. However, even if Google does release VP8 for any and all to use, that's no guarantee that the web's open video problems will be solved.
Even with Google at its back, VP8 would face an uphill battle against H.264.
While the picture quality and compression of VP8 is generally believed to be superior to Ogg Theora, which is based on On2's VP3, much of H.264's appeal lies in hardware optimizations. For example, part of the reason H.264 works so well on your iPhone -- offering smooth playback and little drain on the battery -- is because the hardware is optimized for H.264.
So, even if Google does release VP8 into the wild, it would still be some time before it could possibly catch up with H.264 on the hardware level. A similar lack of widespread hardware optimization also plagues the Dirac codec, another potential alternative to H.264.
There are also some unanswered questions around the patent status of VP8. Since VP8 is currently closed source and proprietary code, it's hard to say what patent claims it might be vulnerable to. The MPEG LA consortium (which oversees H.264) governs almost 2,000 video encoding patents. The odds of anyone creating an entirely new way of encoding video that doesn't somehow infringe on at least one of those patents is pretty slim.
In short, while we'd like to see Google do exactly what the FSF is suggesting, that doesn't mean that such a move would magically solve the web's open video conundrum.

iTunes 10: The 8 features it needs


If you're an iTunes user you'll know it can feel like an overly-bloated piece of "tankware". It tries to do everything. And while it's feature-packed, it needs a complete overhaul in terms of performance.

In lieu of something like "iTunes Lite", or "iTunes Shit Off A Shovel Edition", the software needs to be taken from its all-steak diet, and rebuilt as iTunes 10 on a diet comprising only chickpeas and ice cubes. But there are some other features I'd love it to have, and I'm far too arrogant to believe I'm the only one who thinks so.
So I present to you, dearest friends, the eight features I'd most like to see in iTunes 10, of which seven are actually feasible.
1: Content streaming from iTunes over Wi-Fi
iTunes 9 introduced Home Sharing -- the ability to copy content between iTunes libraries within the home. But that was only half of what needed to be done. In iTunes 10 I'd like to see the ability to have iTunes integrate with Apple's MobileMe service. This would allow you to stream your entire iTunes library over Wi-Fi and 3G to your iPhone and/or iPod touch, from your home computer.
2: iTunes Cloud
This is an extension of the above. In my first example, you'd need to leave your Mac or PC grinding away and connected to the internet in order to stream content from it. But what about if your iTunes library was mirrored in the cloud? Essentially it would let you log in (I would imagine via MobileMe again) on your iPhone, to stream your iTunes library from an online server hosted by Apple.
3: Restore library from iPod
iPod touches come with up to 64GB of memory, iPod classics up to 160GB. For most people this is more space than their entire library consumes. iTunes 10 should let you restore your desktop library from the portable one on your iPod, in the event that your hard drive is touched by Roland Emmerich.
4: SpiTunesify
That monstrous excuse for a portmanteau above is the combination of "Spotify" and "iTunes". I think you know what I'm getting at here. Last year Apple purchased streaming music start-up Lala, and rumours that Apple would finally get into the subscription-based streaming music business intensified. Although major labels may bludgeon the companies offering ad-supported streaming, Apple is in the perfect position as the largest music retailer in the world to crush the likes of Spotify with a paid-for subscription streaming service.
And imagine if that extended to TV shows and movies. And on Apple TV...
5: Texting from iPhone, via iTunes
This is something that has always annoyed me. Years ago I used Nokia's PC Suite application to compose text messages on my PC, but have them sent via my Nokia phone which was connected via USB. This should be built into iTunes, and could be integrated so conveniently within the software's iPhone tab.
6: Backup library to hard disk
If you want to backup your iTunes library, you need to using iTunes to save it to a DVD. If it's a large library, that'll involve several DVDs. If it's a gargantuan half-terabyte library like mine is, it would require almost all the blank DVDs I've ever touched. Where's the option to just back it up to a hard disk, huh?
iTunes 10 really should include this feature, as it would also save your playlists, ratings and other meta data which is embedded in iTunes' XML database. It would also make the process of switching from PC to Mac less of a worry.
7: One-click DVD ripping
There's more chance of me going to an X Factor concert out of choice than this happening, but it would be great if iTunes allowed you to copy DVD's into its library. This would be simple for home DVDs, but copyright issues would probably prevent this from being feasible for store-bought movies. Also, Apple wants to sell you movies itself, so why would it bother? Being flexible isn't on its agenda, after all.
8: Seriously, move the iTunes Store out of iTunes
Would you use Amazon as much if it forced you to use a bloated application in order to do so?
Just saying. It wouldn't have to be instead of the version in iTunes, but a web interface for buying DRM-free music should be high on Apple's agenda if it wants to keep AmazonMP3 at bay.
But now, I pass the megaphone over to you. Let me know in the comments what features you'd like to see in iTunes 10, and why. Incidentally, it should be out later this year.

Sunday, 21 February 2010

Television will soon watch you (for instructions)


The days of rifling through sofa cushions for a television remote could be coming to an end, as 3D gesture-recognition technology finds its way into set-top boxes following a deal between Intel and Softkinetic-Optrima.

Like a hyperevolved descendant of The Clapper, the devices will let television viewers navigate menus and control volume by moving their arms in predefined patterns.
Gesture recognition technology -- previously somewhat arcane -- gathered momentum last year when Microsoft demoed its Project Natal to enormous acclaim. Natal applies similar technology to hard-core gaming on the Xbox, letting users play fighting games by actually punching and kicking in the air, using technology from Microsoft's acquisition of Israel-based gesture-recognition company 3DV.
In addition to a partnership with EA Sports for games, Softkinetic-Optrima plans to apply gesture recognition to the lean-back television experience, allowing people to turn up the volume by moving their hand in a circle, switch the channel by swiping to the right, pause by extending their hands in a "stop" gesture, and so on.
Softkinetic-Optrima's gesture-recognition technology, which links up with cameras with radar-like properties, will be bundled in a box running on top of Intel's powerful Atom Processor CE4100, Wired has learned.
That chip will appear in Orange's cable services in Africa, Europe and the Middle East by the end of this year or early next year. The jury is still out on 3D TV, but regardless of whether people are willing to don 3D glasses, Softkinetic-Optrima's gesture-recognition technique might come in handy (so to speak) because it works with regular broadcasts and menus.
"We provide basically the exact same technology, except not being Microsoft, we can adapt it to many other environments, like television and set-top boxes," said Softkinetic-Optrima managing director Michel Tombroff.
This soon-to-be-announced Intel deal sets the stage for cable and satellite set-top box manufacturers to bring gesture recognition to the masses. Softkinetic-Optrima also licensed its technology to Raytheon earlier this month, for military applications including soldier training, and the company is in talks with medical device manufacturers as well, to make computers doctors don't have to touch. Competitors, including Israel-basedPrimesense, are working on similar projects.
"Any place where a system would be controlled by gestures is a candidate for this technology," said Tombroff.
But are we ready to control televisions with movements? And what about the privacy issues associated with pointing a connected camera at your living room, 24 hours a day?
According to Intel, we'll need this technology in part to deal with the fire hose of content streaming through our television sets, which will grow stronger as internet-delivered television becomes commonplace.
"By the year 2015, it's expected there will be billions of consumer devices delivering billions of hours of video content, music, videogames and web browsing, so naturally we'll need much more sophisticated ways to organise and deliver content in interactive and intuitive ways," said Intel marketing manager Mike Tyson in Softkinetic-Optrima's statement.
In other words, once these systems evolve, gestures could prove more effective tools for finding content than our clumsy remotes and menus are today (although TiVo has demonstrated many ways to improve over the interfaces used by most cable providers, which force users to search for the first word in a program's title).
How It Works
The 3D camera Softkinetic-Optrima uses for these Intel-inside boxes produces a depth map of the distance of each pixel from the camera. These work more like radar than like a traditional two-lens stereoscopic camera (like the one used by Earthmine to make more detailed maps than Google's). That's because stereo cameras need visible light to make a 3D image, and people often watch television or play videogames in relative darkness. Making matters worse, a purely optical solution can't distinguish between a white shirt and the white wall behind it.
Because you shouldn't have to turn on the light or change shirts just to switch the channel on your television, the current generation of 3D gesture-recognition cameras shine their own invisible, infrared light against their subjects and judge the distance of each point based either on the time it takes to return (the "time of flight" method") or deformations in a projected grid.
Until recently, they were too expensive to be included in consumer devices, so SoftKinetic-Optrima focused on industrial uses, prior to its acquisition of Optrima, which makes the cameras. As tends to happen with technology, the price of gesture-recognition cameras has dropped significantly over time, to the point where set-top box manufacturers can include them in standard cable or satellite boxes.
The company's software analyses 3D camera data at 50 frames per second, recognising gestures and movements or recreating the bodies of one or more people in front of the camera on the television screen, like a lower-resolution version of the cameras-and-dots technique used to capture the movements of athletes for sports videogames. In the case of 3D programming, it can place your avatar within the scene based on the size of the room, where you're standing in it, your height, and so on, and allow you to grab objects that appear behind other objects.
Privacy Safeguards Apparently in Place, for Now
Today, advertisers and broadcasters pretty much guess at how many viewers they have because televisions don't know when people leave the room, or how many people are plopped on the couch. This technology could answer those questions.
The good news: Softkinetic-Optrima says none of the companies it is talking to have any plans to do so -- initially, at least.
Television advertisements in some regions already allow voting and other interaction via remote control, according to Tombroff, "but it's a decision whether they take part in that, by pushing a button. Here, it's different, because you are in front of your TV and you are passive, and you must be able to decide whether or not some other entity is watching you or not. For that reason, since it's a very delicate subject, the default position of all the companies we've talked with in the TV and set-top box companies is to say 'we won't allow that,' at least for now."
As viewers demand more interactive features, they could open themselves up to the positive sort of remote monitoring in the name of fun or fitness. "We are exploring with [France Telecom's Orange] and others ways to make the television experience richer. Imagine watching a fitness program, and you decide to participate, and you become one of the avatars in the group ... or watching a cartoon, and the kid becomes Mickey Mouse or Donald Duck." If this is the case, cable and satellite companies will have to offer transparent technologies that make it clear when the camera is on, and when it's off, similar to the indicator that lights up on active webcams, among other privacy safeguards.
Greenscreen Mobile Teleconferencing on the iPad? It Could Happen
The focus of this deal is the set-top box, but Intel also makes computer processors, of course. Tombroff pointed out that a computer with recipes in the kitchen could benefit from touchless, gesture-based controls, and said he's in talks with a casino game manufacturer about making slot machines that can be played with gestures, in addition to military and medical device manufacturers.
This technology could also improve mobile teleconferencing. As of now, the cameras are too large, but Tombroff said he expects cheaper, smaller, more power-efficient versions to appear in cellphones and other battery-dependent devices eventually. By mashing depth data from a 3D camera with visual data from a webcam, software can create an artificial backdrop, or include only video of the caller's face. Not only would this cut down significantly on the bandwidth required for mobile teleconferencing by eliminating nonessential visual data, but it would let people take business calls without the party on the other line knowing that they're at their kid's soccer game.
Set-top boxes with Intel's CE4100 chip will ship to Orange customers later this year or early next year, and there could be some kinks to work out before manufacturers decide to integrate the gesture-recognition feature. For instance, there's the issue of how the television knows when to take instruction, versus when you're reaching for your coffee or gesturing because you want Rooney to head downfield.
"You could raise your hand or shake your hand to capture the remote," said Tombroff. "It's also about controlling who in the family is the remote, if you have three people watching TV."

Saturday, 6 February 2010

Grand Theft Auto: China Town Wars for iPhone Review


Chinatown Wars (iTunes link), Rockstar's latest Grand Theft Auto in pocket format, is an impressive mix. Part classic Grand Theft Auto game, with its top-down perspective, and the part modern crime sim, with its focus on narrative, its bevy of unique side missions and the condensed Liberty City it borrows from GTA IV, Chinatown Wars is easily one of the most impressive iPhone games yet.

Whatever flavour of Rockstar's crime epic it most closely resembles, Chinatown shares the same commonalities as every Grand Theft Auto instalment; free-roaming world, tonnes of missions, a handful of time wasters on the side and a hearty balance of driving and shooting. They all come together on the iPhone's tiny screen surprisingly well, offering the full 'Theft Auto experience in a pint sized edition and at a fraction of the cost.

Chinatown Wars has a significantly lighter tone than the sober Grand Theft Auto IV. The game doesn't take itself so seriously, the protagonist is brimming with sarcastic wit and the missions play out with reckless abandon -- less uneventful traversal and far more explosive shoot-outs. There's still an overarching narrative though, focussing on various Chinese mobsters vying for leadership of the Triads.

As you can no doubt imagine, controlling a Grand Theft Auto game without buttons or joysticks takes some serious getting used to. Moving, driving, shooting and fighting are all given virtual controllers in the screen's corners but, while requiring a good hours' learning curve, are eventually intuitive and accessible enough to pull off the tight driving and fast fighting that later missions require.

Like its DS cousin (the same game was available on Nintendo's handheld and PSP before gracing the iPhone),Chinatown Wars is filled to bursting with fun touch-based minigames. Hotwiring stolen cars, disarming bombs and rummaging through garbage for stashed firearms are all presented as immersive micro games and don't feel like gimmicks.

Festering beneath the surface of the main action is a subversively addictive sub-game, allowing you to make oodles of cash by buying and selling a handful of different drugs. With email tip-offs, geographically sensitive markets (the Jamaican gang has an affinity for Cannabis, while the Russian mobsters might prefer cocaine) and even profit and loss charts, it's a surprisingly deep and thoroughly engrossing timewaster -- perfect to sample in short, tube-ride bursts.

Outside of resizing the graphics and altering the controls, the game lands on Apple's handhelds unchanged. Plus, with concessions like auto-saving and super fast loading, Chinatown Wars feels like a natural fit instead of a stodgy port. You can even play your own music through your stolen car's radio; simply make a playlist on your iDevice titled "GTA".
Featuring all the action and content you've come to expect from a Grand Theft Auto game, Chinatown Wars is one of the most substantial and impressive iPhone app to date, and definitely one of the platform's must have games.
Note: This app was designed and optimised for the iPhone 3G and iPhone 3GS as well as the 2nd generation iPod touch. It will not run on the original iPhone and iPod touch hardware.
Tonnes of missions, loads of side content, an entire city to explore in your pocket.
Tricky controls will take some getting used to, say "bye bye" to battery life.