All posts by RaShaun Eshalomi

Editor-in-Chief @RaylaDevine

Gamez: The Open-Ear Headphones

AfterShokz, has taken bone conduction technology—originally developed for  military and law enforcement use—and made it available to everyone. Known for its unconventional, open-ear headphone design, AfterShokz has taken this design and applied it to Gamez: wireless, Bluetooth headphones for PC, Mac and mobile gamers. Open-ear headphones do not sit inside the ear like earbuds or sit on top of the ear, instead they rest in front of the ear, “transmitting sound through the cheekbones to the inner ears via mini vibrations, which bypasses the eardrums completely.” This design allows users to enjoy their music or game without losing any awareness of their surroundings. So, if you’re trying to beat the last level while in a crowded living room or you want to listen to your music while hanging out with a group of friends, Gamez are perfect for those types of situations.

AfterShokz Gamez Headphones
AfterShokz Gamez Headphones

What makes Gamez different from AfterShokz’s other products is that they are acoustically specific for gaming. They  are “the only Bluetooth(R) stereo headphones that create an immersive stereo environment without tuning out the world.”

I am a huge fan of earbuds, so when I first heard about AfterShokz I was skeptical. How good will the sound/music be if it’s sitting on the outside of my ear? Will it fit right? Isn’t being able to hear my surroundings the exact opposite of what headphones are supposed to be used for? Surprisingly, I was blown away by theses headphones. Gamez may have shown me a new and more ear-friendly way to get the same experience I have with earbuds.

The fit is odd at first. Not only do the headphones rest outside of the ears, but they also curve around the neck. This structure hinders me from bending my neck backwards without pushing the headphones out of place. However, lying down with them on is not an issue. I can even lie down on my side, which can be super uncomfortable with regular headphones. I did get a slight headache the first time I wore them, but it lasted only a few minutes once I got used to the placement. I’m sure that has something to do with the vibrations from the sound. For people with smaller heads, like myself, included in the package is a rubber, adjustable tension band that you snap into the headset, making the fit a little more snug. Once I was used to wearing them, I kept them on for about three to four hours straight, with no problems. Really comfortable and lightweight headphones.

Man wearing Gamez headphones on the bus

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I have a loud family who likes to talk over the already loud TV. I could still sit in the living room with them and comfortably listen to my music while doing some work on the computer. The loud background noise is not distracting at all, and I can still interact with people without missing a beat. AfterShokz is able to balance surrounding noise and the sound from their headphones, allowing users to enjoy both at the same time.

Using the headphones is simple and uncomplicated. The buttons can be accessed easily and pairing is quick. Just slip them on as quick as any other headphones. Exercising is not an issue, either; these things will not budge.

I wouldn’t recommend open-ear headphones for every situation. Because these are open-ear headphones, sound doesn’t travel directly into your ear, which means, any people around you will also be able to hear noise from your headphones. If you plan on going to the library, a quiet coffee shop or have to take a train ride, I’d say take your regular headphones instead—unless you don’t care about bothering others.

I can’t wait to see how far AfterShokz can take this technology. Could their headphones take over the market and become the norm? I hope AfterShokz’s next  task will be to create headphones for console gamers.

Until then, you can purchase a pair of Gamez for $99.95, or peruse AfterShokz for more techy goodies.

Indie Alert: Pulse Review

I didn’t know what to expect when I first read the unique concept of Pulse:

Journey as Eva, a young girl who [h]as lost her sight at an early age, and has since developed the unique capability to see the world around her through sound.

This first-person adventure allows players see what Eva “sees”: a semi-transparent world full of vibrant colors and polygon shapes. The transparency mixed with the shapes reminds me of an abstract C4D (Cinema 4D) effect. Sound obviously plays a very important role in Pulse. Rain drops, walking, wind, birds fluttering, and running water can all help get a glimpse of the dark world surrounding you. Jumping in place also helps if you don’t have room to walk.

There are these little, white animals called Moko that you can throw, which creates a sound when they land. Mokos are also used to get through obstacles throughout the game. Sometimes you have to throw them into little barrels they have to run in or sacrifice them to open the next level. They follow you around, waiting for you to need them—so cute, with their cute little faces. At first, I didn’t want to throw them and lose them. Throw them. Throw them everywhere. It really helps.

white little animal with big black eyes
Each Moko has its own facial expression: angry, questioning, happy, scared.

Pixel Pi does a great job of making players feel like they are blind too, which makes the game tough to play.  With no map, the transparent world is deceiving and makes traveling a confusing trek. What you think is a clear path to a far away cliff in the back, is actually a wall that doesn’t fully appear until you’re against it. I got lost, a lot. Eva does leave glowing footprints for you to trace your steps, which was a little helpful. Whenever the world shakes or turns red, you’ll know you’re going the right way. I still had to stop and take breaks to make sure I didn’t become completely discouraged. Also, stay out of the water and try not to stumble into the unknown.

A blank background with the words "You have lost your way in the unknown" across the screen.
I saw this screen a lot.

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The story is vague—on purpose—for most of the game. Eva is on a pilgrimage her in which village didn’t want her to go, and the world and her village are in danger of collapsing. An obscure bird appears throughout your journey to give you cryptic messages about the events leading up to now. These hints help you to piece together what has/is happening to the world. I wasn’t really attached to the story; it felt like something was missing. Maybe a cutscene or something to show a little more background leading up to the beginning of Eva’s pilgrimage. A little something extra to make me care more. The scene could have still been through Eva’s eyes—or maybe jumbled pieces that the bird could remember—allowing players to have a better connection with her perseverance through the obstacles ahead of her. I was more interested in the obstacles Eva had to face and discovering more of this unique world.

A bird talking

The game is short, about an hour, possibly longer if you take the time to get all of the achievements. It can be completed in 30 minutes if you speedrun. There’s even an achievement for completing it in 30 minutes or less.

I wanted to love this game. I really wanted to and I really tried. The concept is great and the world has a lot of secrets I would like to discover, but I don’t think I’ll be playing Pulse again. The world is beautiful, but the thought of having to go through the trouble of seeing it just deters me. However, I would recommend trying it for the  different experience. It’s not like any other game I’ve ever played, and I don’t regret playing.

Pulse

I definitely want to see more from Pixel Pi. They are a talented group with a lot of creativity and imagination. There is definitely more worlds and stories they are holding onto. I hope this is only the beginning for them.

The Park: The Boogeyman isn’t Only for Kids

Funcom‘s (best known for the MMO The Secret World and the MMORPG  Age of Conan) The Park takes place in the same universe as the The Secret World. If you haven’t played The Secret World—no worries, it won’t interfere with your playthrough—you’ll soon find out the Atlantic Island Park has a dark history of mysterious murders, unexplainable accidents and a seemingly crazy owner.  Players control Lorraine, a woman who has lost her son, Callum, in the infamous park.

Lorraine
Lorraine

This psychological horror isn’t the run and hide—or shoot wildly at nothingness, hoping you made contact—kind of game I’m used to playing. There are no weapons, no monsters stalking you, waiting for the perfect time to attack. You’re just a spectator, watching a woman, mother unravel before you. The controls are simple: walk, run, look around and pick up random items. You can also call out your son Callum’s name and get a reaction/response.

The Park isn’t scary like Silent Hill or Outlast, it’s more of a creepy game with a few jump scares. I scared myself more than the game did. I spent most of the time expecting something to jump out and chase me, but it never happened. The sounds in the game raise the creep level even more: whispers, echoes, something that sounds like a speaker or radio in distance, the wind. The sounds are a nice touch, and there isn’t much music, which made the experience better for me. I did missed the scary, though. A creepy park at night is the perfect setting for terror, and I was expecting that.

Atlantic Island Park
Atlantic Island Park

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As you explore the dilapidated park, you’ll come across notes, reports and letters revealing bits and pieces of the park’s history. Lorraine will chime in with her thoughts and revelations about the park and her life. Riding the rides also causes her to give insight into her past and her decent. For someone who has lost her son, she is awfully calm: walking around, riding rides and contemplating. By the end of the game, I understood why, of course, but it did confuse me for a bit.

The story doesn’t get really interesting until the second half of the game; that’s when it gets juicy. Learning about the park and its dreary past is interesting, but as Lorraine reveals more about herself, the more I wanted to know about her and Callum. However, I felt a disconnect between the park and Lorraine. Because The Park is connected to the MMO The Secret World—which I haven’t played—developers had to tie in references, but it was still nice to learn a little bit about the park.

Plaque inside the park
Plaque inside the park

It’s a short experience (about an hour or two), but that’s expected when you are seeing only a glimpse of a woman’s life. The Park didn’t wow me or keep me up at night, but I did really enjoy the game. the story touches on a topic we rarely hear or know much about. I also like the short-story approach, peeking into a character we may have never bumped into during another game. I probably won’t play The Park again—maybe just to get the last two achievements I missed—but I would recommend it to a friend.

Song of Horror is on Kickstarter!

UPDATE: It’s BACK!  Song of Horror are back on kickstarter and even better. Don’t forget to show your support. Tweet, follow and spread the word. #IndieDev #SupportIndies!

UPDATE: Unfortunately, funding for Song of Horror was unsuccessful; however, developers continue to work and haven’t let this throw them off of creating an awesome game. You don’t need Kickstarter show your support. Tweet, follow and spread the word. #IndieDev #SupportIndies!

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I’m extremely excited about this game. The graphics look great and I’m loving the different camera angles. I did notice, however, some of the wording in the descriptions and narrations is a little off, but this game is still in it’s early phases. I can’t wait to watch the next gameplay video with the voice acting and eerie music.

Now that my hopes for Silent Hills are dashed, I need Song of Horror even more.

Insight Editions’ Wonder Woman Journal

I finally got a chance to use my Wonder Woman journal. Okay, I lied. I haven’t used it; it’s just too pretty to use. I don’t want to vandalize it with my terrible handwriting and insignificant rambles.

Wonder Woman Journal

The cover is made out of a sturdy material that is scuff and scratch resistant.  With Wonder Woman’s infamous symbol debossed on the front, I feel like I’m part of a secret agency on Earth that works for her. I’m lame, I know, but hey, what do you do?
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To help readers feel like they are even more a part of the DC Universe, Insight Editions included several pages filled with sketches and notes from yours truly. During a battle with Cheetah, Wonder Woman loses her journal and leaves you with the beginning of a looming,  great battle.
Wonder Woman JournalI love this journal. It’s durable, 192 pages, and there’s even a little pocket on the inside of the back cover. I didn’t think Wonder Woman would have a journal—when would she have the time or where would she keep it—but I can believe this one is hers.

You can order Wonder Woman’s or Superman’s journal from Insight Editions for $18.95. I hope a Batman journal is next!