The first major new gaming console brand in many years arrives in South Africa next week. ARTHUR GOLDSTUCK previews the Nintendo Switch.
Computer games could comfortably be called the new music. The industry has long surpassed music sales, and live gaming tournaments have spawned a sub-industry all of its own, called eSports, which pulls in tens of millions of dollars in prize money globally.
Little wonder, then, that such intense competition exists between the world’s two leading console platforms, Sony’s PlayStation and Microsoft’s Xbox. Every year sees a new version, a new level of graphic excellence, and fans clamouring for new versions of powerful gaming titles.
This is the context in which Nintendo, which practically invented the concept, is making its return to the console wars. The now-primitive Game Boy was the first handheld console to go truly mass market in the late 1980s, and resurrected the ailing video game industry. It set the scene for Nintendo to dominate the market for a decade before the arrival of the PlayStation 2 and the Xbox at the turn of the century pushed it down the rankings.
The massive success of the Wii – it sold more than 100-million units from 2006 to 2012 – brought Nintendo back into contention. However, its successor, the handheld Wii U, is today regarded as a flop. Among other, it was brought down by too much complexity and too little versatility.
The outrageous if brief popularity of Pokemon Go, the augmented reality game for smartphones, reminded the world that Nintendo was still around. The company pulled off a masterstroke by getting Apple to showcase the Mario Super Run mobile game during the iPhone 7 launch in September, and set the stage for the unveiling of its new console.
The Nintendo Switch is the first major new gaming console brand in many years, and has seen levels of enthusiasm among the game buying public that is normally associated with the hottest new smartphones.
It arrives in South Africa on 3 March, and is already expected to walk off the shelves. The only holdback is likely to be the initial recommended retail price of R5 999, but that is expected to come down significantly thanks to exchange rate improvements and retailer discounts.
The beauty of the Switch is that it is several gaming devices in one. At first sight, it is merely a handheld console, albeit a few generations advanced over the Wii U: it houses a 6.2-inch, multi-touch capacitive touch screen and offers a display resolution of 1280 x 720. The console can also be connected to a TV, underlining its competition to the PlayStation and Xbox.
The controllers on either side of the screen can also be removed, to become two separate devices that allow two players to challenge each other on the same system. Called Joy-Con, the devices can be deployed in single- or two-controller mode, and can be used vertically or sideways, with motion controls or button.
This is a level of versatility never seen before in gaming devices.
The sophistication of these seemingly humble controllers becomes apparent in games that use both motion control and force feedback – which Nintendo calls HD rumble, a vibration feature built into each JoyCon.
Up to eight controllers can be used with one Switch system, allowing for games like Splatoon – first made popular on the Wii U in 2015 – to enter the eSports arena.
Parental Controls allow parents to use a smart device app to set time limits – both in duration and time of day – as well as parameters for what games can be played by which kids. Even posting screenshots to social media – nowadays a standard feature of gameplay – can be controlled by parents.
Possibly the most significant innovation of the Switch is in the gaming experience itself, and is heavily driven by the extent to which games take advantage of the technology built into the Joy-Con. This is exemplified by Snipperclips, a deceptively simple game that demands close collaboration between two players, each using a Joy-Con. It turns out to be engrossing, fun and even a bonding experience. One cannot say that of many computer games!
Many people buying the Switch, however, will be coming back for Legend of Zelda, a long-time Nintendo favourite that has sold more than 75-million games in the last two decades. The new edition, Breath of the Wild, drew the longest lines during Switch demos in Johannesburg last weekend.
It is clear that it will ensure the continued longevity of that specific franchise, as well as underpin the success of the Switch itself. Microsoft and Sony might not take their eyes off their own controllers for now, but they are no longer the only games in town.
Low-cost wireless sport earphones get a kickstart
Wireless earphone brands are common, but not crowdfunded brands. BRYAN TURNER takes the K Sport Wireless for a run.
As wireless technology becomes better, Bluetooth earphones have become popular in the consumer market. KuaiFit aspires to make them even more accessible to more people through a cheaper, quality product, by selling the K Sport Wireless Earphones directly from its Kickstarter page
KuaiFit has an app by the same name which offers voice-guided personal training services in almost every type of exercise, from cardio to weight-lifting. A vast range of connectivity to third-party sensors is available, like heart rate sensors and GPS devices, which work well with guided coaching.
The app starts off with selecting a fitness level: beginner, intermediate and advanced. Thereafter, one has the ability to connect with real personal trainers via a subscription to its paid service. The subscription comes free for 6 months with the earphones, and R30 per month thereafter.
The box includes a manual, a USB to two USB Type B connectors, different sized soft plastic eartips and the two earphone units. Each earphone is wireless and connects to the other independently of wires. This puts the K Sport Wireless in the realm of the Apple Earpods in terms of connection style.
The earphones are just over 2cm wide and 2cm high. The set is black with a light blue KuaiFit logo on the earphone’s button.
The button functions as an on/off switch when long-pressed and a play/pause button when quick-pressed. The dual-button set-up is convenient in everyday use, allowing for playback control depending on which hand is free. Two connectivity modes are available, single earphone mode or dual earphone mode. The dual earphone mode intelligently connects the second earphone and syncs stereo audio a few seconds after powering on.
In terms of connectivity, the earphones are Bluetooth 4.1 with a massive 10-meter range, provided there are no obstacles between the device and the earphones. While it’s not Bluetooth 5, it still falls into the Bluetooth Low Energy connection category, meaning that the smartphone’s battery won’t be drastically affected by a consistent connection to the earphones. The batteries within the earphones aren’t specifically listed but last anywhere between 3 and 6 hours, depending on the mode.
Audio quality is surprisingly good for earphones at this price point. The headset style is restricted to in-ear due to its small design and probable usage in movement-intensive activities. As a result, one has to be very careful how one puts these earphones, in because bass has the potential of getting reduced from an incorrect in-ear placement. In-ear earphones are usually notorious for ear discomfort and suction pain after extended usage. These earphones are one of the very few in this price range that are comfortable and don’t cause discomfort. The good quality of the soft plastic ear tip is definitely a factor in the high level of comfort of the in-ear earphone experience.
Overall, the K Sport Wireless earphones are great considering the sound quality and the low price: US$30 on Kickstarter.
Find them on Kickstarter here.
Taxify enters Google Maps
A recent update to Taxify now uses Google Maps which allows users to identify their drivers, find public transport and search for billing options.
People planning their travel routes using Google Maps will now see a Taxify icon in the app, in addition to the familiar car, public transport, walking and billing options.
Taxify started operating in South Africa in 2016 and as of October 2018 operates in seven South African cities – Johannesburg, Ekurhuleni, Tshwane, Cape Town, Durban, Port Elizabeth and Polokwane.
Once riders have searched for their destination and asked the app for directions, Google Maps shares the proximity of cars on the Taxify platform, as well as an estimated fare for the trip.
If users see that taking the Taxify option is their best bet, they can simply tap on the ‘Open app’ icon, to complete the process of booking the ride. Customers without the app on their device will be prompted to install Taxify first.
This integration makes it possible for users to evaluate which of the private, public or e-hailing modes of transport are most time-efficient and cost-effective.
“This integration with Google Maps makes it so much easier for users to choose the best way to move around their city,” says Gareth Taylor, Taxify’s country manager for South Africa. “They’ll have quick comparisons between estimated arrival times for the different modes of transport, as well as fares they can expect to pay, which will help save both time and money,” he added.
Taxify rides in Google Maps are rolling out globally today and will be available in more than 15 countries, with South Africa being one of the first countries to benefit from this convenient service.