Showing posts with label week. Show all posts
Showing posts with label week. Show all posts
Tuesday, April 7, 2015
Screenshot of the Week 14 Love transcends dimensions!
I’m almost done with Dragon Age: Inquisition, only the final mission and few operations left. I did almost everything worth doing in the game and not because I’m a completist, but because I enjoyed it. The game wasn’t exactly what I imagined, but not very far from that either. It takes some of the good things in DA 2 (yes, there are some good things in that game) and combines them with some of the awesome features in Origins, while bringing something new to the table (like the War Table!). It was a very enjoyable and relatively emotional experience which I recommend to the fans of this universe and RPGs fans in general.
I purchased some new games to play and maybe review after I’m done with Inquisition. I did skip a lot on FPS games this year, not like there were that many, but to make up for it I bought Far Cry 4 and Wolfenstein The New Order. I did get to play the games a little as I was waiting for my Inquisition War Table operations to finish and I can’t say that I’m enjoying Far Cry 4, which I was expecting more or less. Wolfenstein was a pleasant surprise, it does have some issues and the story goes crazy at some point but I did finish the game with only one or two pauses, is not that long to begin with, but still was good enough and I found it entertaining.
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| Its not the happy end! |
I’m almost done with my review for Dragon Age: Inquisition and I will post it in the upcoming week. I have some other articles I’m slowly working on when I have time and I’ve made some more progress, hopefully I will finish them by the end of this year.
Things haven’t been so easy on me lately, problems pilling up in real life and I need video games as a distraction from my nightmares. Hopefully is just a false alarm and everything is going to be fine.
I will continue posting at the same rate as I did in the last couple of months and if anything changes I will make it clear here. But I was hoping to increase my number of articles not the other way around.
In the meantime, please share my articles and follow me on Steam and on Twitter!!
Thanks!!!
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Monday, April 6, 2015
Adventure of the Week Lurkley Manor 1985
This week, Im dipping into the TRS-80 Color Computer archives again, to play a game I only vaguely remembered from back in the day -- an illustrated adventure called Lurkley Manor, written by Richard Ramella and published in a 1985 issue of The Rainbow magazine circa as a type-in listing. (Mr. Ramella also wrote a book called Computer Carnival: Sixty Programs for Starters, published in 1982.) As we might expect, this game is written in BASIC with simple code-drawn vector/fill illustrations, and if personal memory serves, I started to type it in once upon a time but either never finished or never actually played the game. So Im glad to have the opportunity to take a look at it now.

As the game begins, a hunchbacked Igor character appears to tell us that we must find the attic to escape! He also mentions that we can navigate with N, E, W, S commands, and that we always face north as far as the illustrations are concerned. The engine is a little odd -- it displays text, then erases it, so it was a little tricky to take notes for this blog entry. But most of the text just describes the location, followed by a DIRECTION? or situational action prompt. Theres no real parser here, just prompts -- and we do have to be careful, as N can mean North or No depending on the prompt at hand, and some responses are fatal. Theres also no save-game feature, so we have to be doubly careful (or use a virtual machine with save state capability, something the VCC emulator Im running lacks.)
I usually advise readers to visit these worlds before proceeding below, as much of the fun of adventure gaming is in the firsthand experience, and reading about my experiences may be more entertaining after youve had your own. But Lurkley Manor is fairly linear -- we have some freedom to explore, but key actions must be accomplished in a certain order, and successful approaches will tend to be very much the same. So feel free to proceed into all of the...
***** SPOILERS AHEAD! *****

We begin in the Great Hall, where a flickering mess of magenta lines suggests the flames of a roaring fireplace. We can go east to the scullery, and further east to a parapet, where we are warned that ITS HUNDREDS OF FEET DOWN to the north, south, and east. If we try to go E anyway, a ghost appears, warning us to RECONSIDER. Going N after the warning causes the ghost to be redrawn with a frowning face as we jump to our doom. Its THE END, and a rather lengthy ending tune plays -- interminably, actually, until we break out of the program or reset the computer.
Trying again, we find the door south of the Great Hall locked, so this must be the way we came in. To the west is the Drawing Room, where we get a different sort of prompt -- a woman named Noira Dark asks if we HAVE SOMETHING TO DRINK,ES or O . Lying with a Y enrages her, and she produces a bomb, which promptly explodes, killing everybody in a sort of nihilistic morality play:
At least we have learned that it was genuinely a question of whether we do have something to drink, as opposed to awkward grammar asking whether we wish to have something to drink.
This is becoming a game of making the right decision -- there are lots of ways to die, and not much to do other than explore and answer prompts. Another round verifies that we cant walk north through the fireplace without burning to death -- no secret passages there, it seems. North of the drawing room is the dining room, which tempts us to try the food available there, but were not hungry so Ill pass... well, no, actually I cant resist trying what I am pretty sure is the wrong choice, and yes, eating all the food kills us as ANOTHER PIGGY BECOMES A DINING ROOM VICTIM. Uh-oh... is the Manson Family nearby? Or The Beatles?
North of the dining room we must choose between two staircases, or return back to the dining room. The left stair collapses when we try to climb it, but it is suggested that in our next life we REMEMBER THE FLAGON AND STAIR COLORS MUST MATCH as we die; rather a clumsy way of providing the hint, but it will probably be useful advice. Since we havent even seen a flagon yet, well go explore elsewhere before we try to assay the stairs.
East of the dining room is the Flagon Spilling Room -- were told there are small strange things all around, and we are VERY LUCKY... FOR SOME REASON. Maybe because we dont have a flagon with us, so theres nothing to spill and poison us or otherwise cause our untimely demise? There are no exits from this room, except back the way we came, so well just avoid this area in the future.
South of the drawing room is the flagon room, where a man introduces himself, almost, as COUNT DRACU- before thinking better of it and not mentioning his name (though the fangs and trickle of blood on one side of his face kind of give it away.) He offers us a flagon of POIS- before cutting himself off again. He really should have rehearsed this spiel! Accepting his offer gives us the option of accepting theRANGE or LUE flagon -- I took the Orange.
Passing through the drawing room again, we have to remember to answer Noiras question honestly -- when we tell her we do have something to drink, she asks if we can give her a drink. Given that its poison, presumably, I opt not to -- she gets angry but were still alive, though she assures us we will slake her thirst before the night is through.
We havent been north of the scullery yet, so well go there to witness someone named Blurton Sharpe practicing his shooting skills. He observes that we have a flagon and asks for a drink; our well-meaning refusal to poison him proves fatal to ourselves, though, as does walking north through his line of fire if we enter the room without a flagon.
In yet another life, I offer Noira a drink from the flagon -- but she sniffs it and says the skeleton must okay it first. At least she doesnt get mad. And Blurton says he hates the orange stuff, so well try again with the blue... except Noira hates it and sets off her bomb again, so we need to avoid offering her a drink when were carrying the blue flagon. And Blurton wants the blue drink approved by his MOMMY -- no, MUMMY before he will taste it.
We can access the Laboratory east of Blurton, where a Professor Fuddles experiments on amoebae, but there doesnt seem to be anything we can do here beyond waiting for the beep-boop music and light display to finish each time we answer a prompt. Going back to the staircase, we successfully ascend the blue stairs on the right with the blue flagon in hand, and must now open the left, middle, or right door. Ill go with the Middle one first... and I fall through a trapdoor, to be devoured by a ravenous creature from another game who manages to "PAC" in a little more food.

Restarting once again and trying the left door, with the orange flagon this time since we neednt bother visiting Blurton yet, leads us to the mummy -- who kills us, enraged as he is by the orange beverage were carrying. So, by process of elimination and deduction, we can guess that the door on the right should house the skeleton... and it does, but he is unhappy as we are here too early, and now we are "THE LATE" and dead once again.
Okay. Lets try grabbing the blue flagon and visiting the mummy first... hes friendlier this time, as he performs some sort of gesture over the blue flagon and advises us to offer it to someone whose name begins with the same letter. (Actually, the same diphthong applies in this case!) Blurton Sharpe drinks the blue beverage, enjoys it and, by way of gratitude, promises never to shoot us.
Now we can travel North of the gymnasium, to encounter an elephant, who rushes toward us happily and inadvertently kills us! So getting past Blurton isnt necessarily something we want to do.
On yet another attempt, we return to the flagon room for the orange flagon, after giving Blurton the blue one, and now we can get the skeletons approval to give the flagon to Noira Dark. She drinks it happily and advises us to walk through a wall, now. Hmmmm. A little experimentation establishes that we are able to walk East through the wall of the laboratory, to obtain a bucket from the dungeon and return.
As we pass through the gymnasium, Blurton now advises us to GO SEE THE ELEPHANT... and this time, instead of trampling us, it fills our bucket with water from its trunk and advises us to GO DOUSE SOMETHING. The only thing that comes to mind is that fire in the Great Hall... and yes, when we take a chance and try to go N there, we automatically douse the fire and reach the Attic.
We dont really get to explore the attic -- Igor is up here, clearly surprised to see us, and provides us with a parachute. We suspect that we can use this on the parapet, and if we ignore the ghosts warning and jump South (other directions might work as well), we escape Lurkley Manor just as the sun comes up! We are VERY HAPPY, and hopefully wiser about getting ourselves locked in creepy old mansions, and the game is over:

Lurkley Manor isnt a complex adventure, and its very linear -- we really have to do everything the game wants us to do in a prescribed order, and the lack of a true inventory system or parser means our options are very limited indeed. There were a number of these choice-driven adventure games produced back in the 1980s, but the format hasnt really survived -- while they were easy to design and code, they werent a lot of fun and left little room for individual play styles. I enjoyed the games random structure and sense of humor, but the lack of a SAVE feature and unpredictable deaths made me glad its not more substantial than it is.
Read more »

As the game begins, a hunchbacked Igor character appears to tell us that we must find the attic to escape! He also mentions that we can navigate with N, E, W, S commands, and that we always face north as far as the illustrations are concerned. The engine is a little odd -- it displays text, then erases it, so it was a little tricky to take notes for this blog entry. But most of the text just describes the location, followed by a DIRECTION? or situational action prompt. Theres no real parser here, just prompts -- and we do have to be careful, as N can mean North or No depending on the prompt at hand, and some responses are fatal. Theres also no save-game feature, so we have to be doubly careful (or use a virtual machine with save state capability, something the VCC emulator Im running lacks.)
I usually advise readers to visit these worlds before proceeding below, as much of the fun of adventure gaming is in the firsthand experience, and reading about my experiences may be more entertaining after youve had your own. But Lurkley Manor is fairly linear -- we have some freedom to explore, but key actions must be accomplished in a certain order, and successful approaches will tend to be very much the same. So feel free to proceed into all of the...
***** SPOILERS AHEAD! *****

We begin in the Great Hall, where a flickering mess of magenta lines suggests the flames of a roaring fireplace. We can go east to the scullery, and further east to a parapet, where we are warned that ITS HUNDREDS OF FEET DOWN to the north, south, and east. If we try to go E anyway, a ghost appears, warning us to RECONSIDER. Going N after the warning causes the ghost to be redrawn with a frowning face as we jump to our doom. Its THE END, and a rather lengthy ending tune plays -- interminably, actually, until we break out of the program or reset the computer.
Trying again, we find the door south of the Great Hall locked, so this must be the way we came in. To the west is the Drawing Room, where we get a different sort of prompt -- a woman named Noira Dark asks if we HAVE SOMETHING TO DRINK,

At least we have learned that it was genuinely a question of whether we do have something to drink, as opposed to awkward grammar asking whether we wish to have something to drink.
This is becoming a game of making the right decision -- there are lots of ways to die, and not much to do other than explore and answer prompts. Another round verifies that we cant walk north through the fireplace without burning to death -- no secret passages there, it seems. North of the drawing room is the dining room, which tempts us to try the food available there, but were not hungry so Ill pass... well, no, actually I cant resist trying what I am pretty sure is the wrong choice, and yes, eating all the food kills us as ANOTHER PIGGY BECOMES A DINING ROOM VICTIM. Uh-oh... is the Manson Family nearby? Or The Beatles?
North of the dining room we must choose between two staircases, or return back to the dining room. The left stair collapses when we try to climb it, but it is suggested that in our next life we REMEMBER THE FLAGON AND STAIR COLORS MUST MATCH as we die; rather a clumsy way of providing the hint, but it will probably be useful advice. Since we havent even seen a flagon yet, well go explore elsewhere before we try to assay the stairs.
East of the dining room is the Flagon Spilling Room -- were told there are small strange things all around, and we are VERY LUCKY... FOR SOME REASON. Maybe because we dont have a flagon with us, so theres nothing to spill and poison us or otherwise cause our untimely demise? There are no exits from this room, except back the way we came, so well just avoid this area in the future.
South of the drawing room is the flagon room, where a man introduces himself, almost, as COUNT DRACU- before thinking better of it and not mentioning his name (though the fangs and trickle of blood on one side of his face kind of give it away.) He offers us a flagon of POIS- before cutting himself off again. He really should have rehearsed this spiel! Accepting his offer gives us the option of accepting the
Passing through the drawing room again, we have to remember to answer Noiras question honestly -- when we tell her we do have something to drink, she asks if we can give her a drink. Given that its poison, presumably, I opt not to -- she gets angry but were still alive, though she assures us we will slake her thirst before the night is through.
We havent been north of the scullery yet, so well go there to witness someone named Blurton Sharpe practicing his shooting skills. He observes that we have a flagon and asks for a drink; our well-meaning refusal to poison him proves fatal to ourselves, though, as does walking north through his line of fire if we enter the room without a flagon.
In yet another life, I offer Noira a drink from the flagon -- but she sniffs it and says the skeleton must okay it first. At least she doesnt get mad. And Blurton says he hates the orange stuff, so well try again with the blue... except Noira hates it and sets off her bomb again, so we need to avoid offering her a drink when were carrying the blue flagon. And Blurton wants the blue drink approved by his MOMMY -- no, MUMMY before he will taste it.
We can access the Laboratory east of Blurton, where a Professor Fuddles experiments on amoebae, but there doesnt seem to be anything we can do here beyond waiting for the beep-boop music and light display to finish each time we answer a prompt. Going back to the staircase, we successfully ascend the blue stairs on the right with the blue flagon in hand, and must now open the left, middle, or right door. Ill go with the Middle one first... and I fall through a trapdoor, to be devoured by a ravenous creature from another game who manages to "PAC" in a little more food.

Restarting once again and trying the left door, with the orange flagon this time since we neednt bother visiting Blurton yet, leads us to the mummy -- who kills us, enraged as he is by the orange beverage were carrying. So, by process of elimination and deduction, we can guess that the door on the right should house the skeleton... and it does, but he is unhappy as we are here too early, and now we are "THE LATE" and dead once again.
Okay. Lets try grabbing the blue flagon and visiting the mummy first... hes friendlier this time, as he performs some sort of gesture over the blue flagon and advises us to offer it to someone whose name begins with the same letter. (Actually, the same diphthong applies in this case!) Blurton Sharpe drinks the blue beverage, enjoys it and, by way of gratitude, promises never to shoot us.
Now we can travel North of the gymnasium, to encounter an elephant, who rushes toward us happily and inadvertently kills us! So getting past Blurton isnt necessarily something we want to do.
On yet another attempt, we return to the flagon room for the orange flagon, after giving Blurton the blue one, and now we can get the skeletons approval to give the flagon to Noira Dark. She drinks it happily and advises us to walk through a wall, now. Hmmmm. A little experimentation establishes that we are able to walk East through the wall of the laboratory, to obtain a bucket from the dungeon and return.
As we pass through the gymnasium, Blurton now advises us to GO SEE THE ELEPHANT... and this time, instead of trampling us, it fills our bucket with water from its trunk and advises us to GO DOUSE SOMETHING. The only thing that comes to mind is that fire in the Great Hall... and yes, when we take a chance and try to go N there, we automatically douse the fire and reach the Attic.
We dont really get to explore the attic -- Igor is up here, clearly surprised to see us, and provides us with a parachute. We suspect that we can use this on the parapet, and if we ignore the ghosts warning and jump South (other directions might work as well), we escape Lurkley Manor just as the sun comes up! We are VERY HAPPY, and hopefully wiser about getting ourselves locked in creepy old mansions, and the game is over:

Lurkley Manor isnt a complex adventure, and its very linear -- we really have to do everything the game wants us to do in a prescribed order, and the lack of a true inventory system or parser means our options are very limited indeed. There were a number of these choice-driven adventure games produced back in the 1980s, but the format hasnt really survived -- while they were easy to design and code, they werent a lot of fun and left little room for individual play styles. I enjoyed the games random structure and sense of humor, but the lack of a SAVE feature and unpredictable deaths made me glad its not more substantial than it is.
Saturday, April 4, 2015
Living with the Samsung Galaxy S5 week 2 exploring the depths of TouchWiz
Living with the Samsung Galaxy S5, week 2: exploring the depths of TouchWiz
by Wapmark
Week 1 in review
Last week marked the beginning of a journey for the duration of which the Samsung Galaxy S5 had a front row seat. Actually, scratch that -- a more proper way to put this would be to say that exposing the S5s every nook and cranny is the end goal -- the journey itself is nothing more than a facilitator. Like we have in the past, we felt like Samsungs latest flagship is a many-layered device -- layers that a uniform review process doesnt necessarily uncover.
And while much of last weeks input dealt with introductions and disclaimers, it did also mark the beginning of what is shaping up to be a really in-depth plugne into the core of the Galaxy S5 -- its new TouchWiz software. But before I share the insight born out of my latest exploits with the S5s proprietary Android version, a quick overview of last weeks findings, along with a few additional notes, are necessary.
It takes two weeks to learn the TouchWiz settings menu
Thats right, I complained at large about the mess that is the TouchWiz settings menu last week, and for a very good reason -- it really is messy. That said, its certainly not impossible to learn, and after about two weeks of time spent one-on-one with the Galaxy S5, I finally feel comfortable in my knowledge that I can locate any setting I might need quickly and efficiently. It still stutters, and I still consider it mighty disorganized, but you will get used to it. At some point.
Goodbye fingerprint scanner, and good riddance!
Despite my utter disappointment with the embedded fingerprint scanner on the Galaxy S5, I felt like extending its lease for a few days more, even after the initial first week I had allocated passed. For no other reason than being thorough. Well, my opinion remains the same -- this is not a good enough implementation unless you have nerves of steel. And even then.
Week 2: Exploring the depths of TouchWiz
I barely scratched the surface last week, especially when it comes to the bottomless pit of functionality that is TouchWiz. This changes today.
Indeed, I finally had enough time to delve deep into the plethora of features the Galaxy S5 strings along. After a while, its hard to argue theres a certain, bewildering type of uniformity -- most features are either outright great, or just poor or useless. In fact, there are very few software perks that actually behave in a manner that can be categorized as non-extreme. Surely enough, and regardless of where you stand on the Galaxy S5, youre likely to come to recognize this bipolar behavior inherent to the device. With this in mind, lets get this started.
My Magazine
In simple terms, this extension to your typical Android homescreen arrangement serves as a moderately-convenient way (you still could just fire up Flipboard, for example) to catch up on news and content across a plethora of fields -- from art, through sports, down to business and politics.
Unfortunately, you cant hand-pick the sources yourself, though you can give My Magazine access to social media you subscribe to -- e.g., Twitter, LinkedIn, Google+ -- and content from there will be funneled into a clean-looking, vertical feed. The full list includes the likes of Tumblr, YouTube, Flickr, 500px, and even RenRen and Weibo -- popular with Asian users.
Honestly, I dont mind My Magazine at all, especially since you can remove it completely (long-press on one of your homescreen > Home screen settings > untick My Magazine). But I certainly dont appreciate the very real delay in the transition animation whenever I decide I want to go for a read. Its not intolerable, sure, but it still disturbs me that even with as powerful hardware the interface can still feel sluggish.
Heart rate monitor, because of reasons
Despite its near utter uselessness, the heart rate monitor is definitely one of the stand-out features of the Galaxy S5, if only because of its novelty status.
THE TRUTH IS SIMPLE: THE HEARTBEAT MONITOR SERVES LITTLE PRACTICAL USE. ITS NOTHING MORE THAN AN ENHANCEMENT TO YOUR GEEK CRED.
Interestingly enough, while the sensor initially experienced certain difficulties in detecting your pulse, one of the several S Health updates that were pushed over the course of the last month or so have improved performance notably. The trick to getting consistently fast measurements is to have the pillow part of your finger directly on top of the sensor, and apply minimum pressure -- enough for you to clearly feel the surface, but not so much as to feel like youre pressing it. It usually takes anywhere from 4 to 10 seconds for a reading, and back-to-back measurements appear to be mostly correct, too, with a margin of error of about 5 to 10 BPM.So far, so good, but an overarching question remains: what practical purpose does this serve? Ever since the Galaxy S5 came out, weve been trying to provide a legitimate answer in Samsungs stead, but none ever sprung to mind. It certainly isnt suited for pros, or even hobbyists -- if youre serious enough about your exercise, youll likely want constant, real-time updates, instead of the ability to occasionally measure your heartbeat. Indeed, even friends that rightfully fall into the sporty type category, who are initially impressed, usually need about a minute or two to start wondering what the purpose of the monitor is. The truth is simple, though -- there is none. Its just one of those things that add to your geek cred and nothing more.
One-handed mode: The best implementation by far
Lets cut to the chase: even if you have larger-than-average paws, chances are that most Android flagships currently on the market will prove a tad too large for you to handle completely one-handed. The Galaxy S5s 5.1-inch screen is no exception to that rule, and if you often have to quickly access the device on the move (like I do), youll absolutely love Samsungs implementation of the so-called one-handed mode.
Available from Settings > One-handed operation, the special mode outshines pretty much every competing solution Ive come across to this day, and on two fronts. First, its super-easy to launch -- just slide your finger from the edge of the screen towards the middle and back, in a very quick motion. This will launch a re-sizable, movable miniature of your whole UI, regardless if youre already inside an app or not. And second, in typical Samsung manner, the mode has several extra features, including quick access to contacts and apps of your choosing, along with easy volume controls.
Said more explicitly, Samsung really hit the nail right on the head with this one. Bravo!
Toying with Pandoras box: Screen modes
Once the first round of Samsung Galaxy S5 review units started reaching the various news outlets scattered around the globe, a recurring topic was hard to miss (or ignore): the Galaxy S5s display is the best there is, they said. Sidestepping the obvious mind-boggler that is the definition of "best" (in anything, really) for now,we often struggled to recreate the conditions in which the S5 indeed proves to be the "best" display out there. Is it maximum brightness? Yeah, sure, on paper, but certainly not in reality. Color accuracy? Hell no -- at least not according to objective measurements. "If you want color accuracy, go for cinema mode, or any other of the S5s build-in screen modes!", some still argued. However, the truth is that even then the AMOLED screen on the S5 proves color-inaccurate, at least relative to the best out there.
Subtle difference, you say? Make sure you zoom in first. |
But there are two sides of the coin. Yes, the S5s color rendition will not satisfy color purists, but should you really care? Myself, I wasnt sure. Of course, when pointed out, these discrepancies were hard to ignore (human skin tones should never look alike to a boiled lobster), but the average Joe out there doesnt know the first thing about color calibration, nor does he really care. The best for him is usually what appears most vivid, and in that regard the S5 is in a league of its own. The colors are incorrect, sure, but nothing gets close to the steroid-infused colors the S5s display can produce if you set calibration to Dynamic (Settings > Display > Screen mode). In fact, Ive been using the S5 in that very mode for the past week, and it turns out that I dont mind.
But Dynamic is just one out of five screen modes. Adapt Display, for example, attempts to optimize color range and saturation when displaying content from built-in apps including Gallery, Camera, Video, and Samsungs Browser app, but otherwise behaves like the default Standard calibration profile. Dont let the name fool you, though: Standard mode is color-incorrect, with an overly cold color temperature (resulting in bluish whites and grays) and notably incorrect colors (not as much as in Dynamic mode, though). The often-hyped Cinema mode isnt perfect either (and looks completely lifeless), even though, technically, its closest to a perfectly color-accurate image rendition. Lastly, Professional photo is something of mix between Dynamic and Cinema mode.
Why am I telling you all of this? Quite frankly, for no other reason than to make you aware of the choices the GS5 provides in this regard, and to motivate you to consider your own needs and preferences. And dont be surprised by the strictly polarized community -- the S5s screen, by default, induces either a hate or a love relationship. You simply have to decide which camp youre in, so its best to check out Samsungs flagship in person before coughing up a few Benjamins.
Air wake up, Smart Scroll, and Smart Stay: Not fit for a triumvirate
Starting with Air wake up, the feature originally debuted with the Samsung Galaxy S4, but it found its way to the S5, too. What it does is simple: wave over the proximity sensor (located next to the ear speaker) with the flat of your hand, and your Galaxy S5 will wake up and introduce you to the lockscreen (if you have one). Sounds simple enough.
Id strongly recommend you keep that one off, however. The reasons here are two, but one is definitely a bigger factor than the other: first, its not the most reliable of features (dont try it from a distance over a few centimeters), and second, its a battery hog. Indeed, some 8 to 12% of the total power drain (on average) will be attributed to Air wake up, not least because youll often wake your display unintentionally.
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Last on the list is Smart Stay -- the Big Brother-ish feature that ensures the S5 is looking at you at all times, and knows when youre being naughty. Im kidding, of course -- the idea behind this stare contest is to actually allow the phone to keep the screen on whenever youre looking at it. In fact, Smart Stay works so well that youll hardly ever notice its presence. Its especially handy if you, like me, prefer to keep a very low display timeout setting to conserve battery, but also read/browse heavily on your phone.
Next, on "Living with the Galaxy S5"
Even those unaware of Samsungs usual approach towards software customizations should, by now, realize that stuffing the interface with options is a signature Sammy move. Im certainly not done detailing every worthwhile feature on the GS5, and while well continue right where we left off next week, Ill hopefully be able to provide some practical insight on an overly-important category for most: camera performance.
Instead of focusing on just image (or video) quality, however, Ill walk you through the diverse jungle that is Samsungs camera software and its many shooting modes. Trust me, there are some interesting stuff there. Talk to you in a week!
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