Showing posts with label initial impression. Show all posts
Showing posts with label initial impression. Show all posts

Thursday, December 12, 2019

Initial Impressions: Shovel Knight's King of Cards, by Yacht Club Games (Switch)

From The Manufacturer:
Play as King Knight, the gilded Goon himself, As he travels through 4 new worlds and more than 30 all new courses, on a journey to best the three kings who rule over the land.

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Pros: 
  • It's more content for what is arguably the best indie game of all time.
  • It's FREE if you bought the "treasure trove" version of Shovel Knight
  • The platforming is as sharp as ever, with King Knight offering yet another set of movement mechanics to traverse the world with. 
  • The game has a LOT more levels than other Shovel Knight expansions (they said levels tend to be shorter as a consequence). 
  • The music is still top-notch.
  • The visuals are as sharp as ever, even if a lot of assets from previous DLC is (understandably) re-used.
  • As one of the earlier (if not the earliest) entry in the Shovel Knight timeline, it is interesting to see another side of the various residents of the Shovel-verse
Cons:
  • I understand why King Knight has to play Joustus from a story perspective, but it doesn't mesh well with the otherwise fast, tightly-paged platforming sections.
  • The game takes an even more comedic tone than previous Shovel Knight DLC, mostly at the expense of King Knight himself.  While the jokes were often funny, I couldn't help but feel a bit of tonal whiplash between King Knight's apparent incompetence / vapid nature and that fact that he wins battle after battle (be it of Joustus or a physical engagement). 
  • King of Cards punishes you for losing Joustus: the winning player can take a card from the loser (as long as it was in play when a match ends).  Though these cards can be bought back, this mechanic is likely to frustrate players who want to focus on the platforming (and who would rather spend their in-game currency on upgrades for King Knight rather than on cards).
  • I just haven't been as excited by King of Card's artifacts (aka Secondary Weapons).  In particular, I'm disappointed that they seem to focus exclusively on offensive / defensive abilities, rather than adding to movement tech (like they did in other Shovel Knight DLC).
  • (Nit-Pick) Artifacts (aka secondary weapons) are gathered more sporadically in King of Cards, and are never purchased "in-level" (for a discount) like previous DLC.  There isn't anything wrong with this approach (hence it only being a nit-pick), but it felt like there was one less reward for skillful play compared to previous iterations.
Will I Keep Playing?
Yes.  I'm excited to see what else the game has to offer, even if I think the card game portion of this DLC should've been completely optional.  Beyond that, I'm stoked to see what Yacht Club Games does next.

Sunday, December 8, 2019

Initial Impressions: Rocksmith Remastered: 2014 Edition, by Ubisoft (PC)

From The Manufacturer:
The fastest way to learn guitar is now better than ever. Join over three million people who have learned to play guitar with the award-winning Rocksmith® method. Plug any real guitar or bass with a 1/4 inch jack directly into your PC or Mac and you’ll learn to play in just 60 days.


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Things I Like So Far:
  • The game has a wide selection of songs; this includes tunes from the last 50+ years.
  • I like that the game makes suggestions about how to learn a given song, giving the user a path to mastery.  This includes everything from playing the song to set the difficulty to providing chord charts relevant to the song. 
    • Nit-Pick: I wish the chord charts were more interactive than a picture.  It would have been nice if they reacted dynamically to being played (and being played correctly) like they do during normal game-play.
  • The game offers more than just tabs (a la GuitarPro).  Among other things, it can react to your playing and adjust the difficulty accordingly.
    • It also offers a "riff repeater," that allows the user to isolate certain sections of a song over and over until they are mastered.  In my mind, this is one of the most important features of the game, as it allows songs to be "worked up," in a manner similar to how I would learn them without Rocksmith. 
  • You can learn to play bass, too.  I really appreciate that both are included, as I could have totally seen a different publisher releasing that as a different game (and still asking full price).
  • I like that there are many way to learn from Rocksmith, including lesson videos, "games," that help the user guitar-related skills (e.g. string skipping, fret locations, etc), and of course, the songs themselves.

Things I Like Less:
  • DLC songs are $3 a pop when they are not on sale.  
    • It's not that the price is unfair, given the cost of licensing, transcribing, and programming any given track, but it also means the end user could easily pay hundreds or thousands of dollars to get all the songs they want.
  • The "dynamic leveling," (aka dynamic difficulty) mentioned above can be hit-or-miss.  
    • While it is nice to be able to play bits and pieces of even the most difficult songs, I wasn't always able to hear the song in what I was playing.  This was especially true when the given part was really cut down compared to the, "full version."  Dynamic difficulty also sometimes made it difficult to know when to play, especially when the, "full version" of the song (with more notes) was chugging along in the background.
  • There are certain features of Rocksmith that are oddly difficult to access.  
    • Two examples that come to mind are: 1) adding fretboard markers to the on-screen UI while playing songs, and 2) creating playlists of songs (beyond just adding a given song to your "favorites").
  • The game is not without technical issues, even 5 years later.  
    • First, some of the DLC songs didn't work when they were released to the general public.  I haven't encountered any "unusable DLC," but apparently that was a problem when the game was younger. 
    • Second, the game sometimes slows down (with glitched / "bit-crushed" audio to boot) if certain audio outputs are used.  I had no problem playing on headphones, but this would happen within minutes when I played the game using speakers.  
  • The game is far from a complete, "perfect," learning tool.  In particular, I found it was sometimes much too forgiving with my timing while playing.  It also sometimes gave me credit for notes I clearly missed, but was "miming," on the guitar as I was flailing to keep up with a song. 
    • Granted, I can't lay both of these problems solely at Rocksmith's feet; it is also my job as a player / musician to try and address these issues. 

Will I Keep Playing?
Given that I spent a bunch of money on DLC during the 2019 Steam winter sale, yes.  Despite some of the issues listed above, I still think the game is worth playing.  I don't think it will ever replace in-person lessons, but if nothing else, it keeps me playing the instrument.

Saturday, November 30, 2019

Initial Impressions: "Enter The Gungeon," by Dodge Roll / Devolver Digital (Switch)

From The Manufacturer:
Enter the Gungeon is a bullet hell dungeon crawler following a band of misfits seeking to shoot, loot, dodge roll and table-flip their way to personal absolution by reaching the legendary Gungeon’s ultimate treasure: the gun that can kill the past. Select a hero [or team up in co-op] and battle your way to the bottom of the Gungeon by surviving a challenging and evolving series of floors filled with the dangerously adorable Gundead and fearsome Gungeon bosses armed to the teeth. Gather precious loot, discover hidden secrets, and chat with opportunistic merchants and shopkeepers to purchase powerful items to gain an edge.

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Things I Like So Far:
  • The core game-play loop (delving into a procedurally generated dungeon to earn loot and hone your skills) is a fun one.  I appreciate the pick-up-and-play nature of the game.
    • NOTE: Most items do not come with you after you die; only "Hegemony Credits" are saved round to round. 
  • It's fun to discover and try the myriad of weapons available in the game
  • There are multiple playable characters, each with their own perks (and potential pitfalls).  
  • There is a co-op option, which is always a nice touch.

Things I Like Less: 
  • I can't help but wonder whether a mouse and keyboard would be a better, or at least more accurate way to play.
    • It also doesn't help that my hand cramped up a touch after a particularly long session in handheld mode.  Then again, that is really more because of the Switch than the game.  
  • There is little in the way of story, minus the premise and the various NPCs you bump into along the way.  If you are looking for a story-driven game, you will be better served elsewhere.
  • (Nit-pick) I didn't like the initial control layout.  Dodge and shoot were mapped to ZL and ZR (the tiny "upper" joycon buttons) instead of the larger L and R.  
    • I am listing this as a nit-pick instead of a full con because the game gives you the option to remap every button.
Will I Keep Playing?
This is an easy one to answer: yes.  Between the pick-up-and-play nature of the game and the satisfying game-play loop, I'm sure I'll be playing this one for a while (or at least until I beat the game's final boss).

Sunday, November 17, 2019

First Impressions: "Bloodstained: Ritual of the Night," by Artplay (Koji Igarashi)

From The Manufacturer:
Bloodstained: Ritual of the Night is a gothic horror action side-scrolling RPG set in 9th century England. A paranormal force has summoned a demon-infested castle, revealing crystal shards infused with tremendous magical power.

Play as Miriam, an orphan scarred by an alchemist's curse which slowly crystallizes her body. To save humanity, and herself in the process, Miriam must fight through the castle and defeat the summoner, Gebel. Collect, craft, and unlock a vast array of weapons, equipment and loot to defeat the countless minions and bosses of hell that await!



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Things I Like:
  • It's a Metroidvania by the godfather of the genre.  He even appears in the game as a DLC boss.
    • With that being said, I can't say his inclusion was worth the $10 asking price.  The hardest of the hardcore may enjoy earning "IGA'S MEDAL," which is awarded for beating the boss without taking damage.  As a more casual player, however, I just don't feel the compulsion to do that.  
  • I've seen Bloodstained described as, "gaming comfort food," and I think that description is apt.  The game has yet to do anything to break the Metroidvania mold in my playthrough, but the mechanics are all well implemented and serve as a "greatest hits," of the genre (for the most part).
    • With that being said, certain annoying game mechanics also return (most notably, the random drop rate of specific items and spells, thereby requiring a fair amount of grinding to get the best stuff, especially in the late game).
  • The game stars a strong woman (Miriam), which is nice.
  • I appreciate the various accessories and equipment changes Miriam's look.  There is even a "demon barber," named Todd (lol) who can change everything from Miriam's hairstyle to outfit and eye color.
    • With that being said, there are only two "armors" that change the main outfit Miriam wears.
  • The catalog of enemies is varied, though many end up just being palette swaps of each other.  Shovel Knight even makes a (presumably) unofficial appearances as a "Shovel Armor."
  • The game has multiple difficulty modes (Normal, Hard, etc), though every difficulty beyond normal is unavailable until the game is beaten for the first time.  I would strongly suspect that clearing the game will unlock new modes and playable characters.
    • Getting the, "bad ending," unlocks boss rush, for example.
    • I'm told that a 2nd playable character, Zangetsu, is coming as DLC, but I have no idea when.
Things That Could Be Better
  • I think the jump is a bit finicky in the game, especially in the early game.  This issue is negated as the game progresses via abilities like the ever-present double jump.
  • The game seems to have a bit of a balance problem; it took me several tries to beat the first two bosses, while I've defeated every boss since on my first try.
    • This was balanced out in the end-game, though, with a few bosses taking more than 5 tries.  Then again, after grinding for certain materials I was so heinously over-leveled I bet the true final boss without a single health item.
  • The voice acting is hilariously bad (verging on "so-bad-it's-good, actually).  Every character has a varying levels of faux-British accents.
    • Some characters have particularly grating voices, like the little girl that accompanies the shop-keep.  Also, the sync between the voices and mouth movements in the game are hilariously bad (especially the character named "Greenthumb").
  • The story is nothing to write home about, and is a touch convoluted.  
    • To that point, when certain characters died, I wasn't moved at all; I simply wasn't invested in them.
  • Over the course of the game, you can unlock various familiars.  These creatures will follow you around and generally be helpful during normal gameplay.  With that being said, the volume balance for them is very loud, and the noises they make are repetitive.  Also, they often move /
    "react" so slowly I (the player character) defeat what they would attack before they ever hit.
  • I'm a little peeved I can't play the game on Switch, because I heard that version of the game was a mess.  I ended up buying the game for PS4, but I think it would be well-suited to a handheld context.
    • Even on a PS4 Pro, though, there are still occasional graphical hiccups / slowdown.  The ended being a really problem only once, when a boss somehow phased through the ground and I had to reset the game.
  • Some of the level / puzzle design is obtuse (e.g. what to do with the photograph).
  • There is a section with a timer that really don't need it: the train section.  I get that it is supposed to add tension and excitement to the proceedings, but since there was no narrative reason for said timer that I could discern, its inclusion seemed forced.
  • A lot of the games bosses also appear in the 2D Bloodstained game.  This wouldn't be a bad thing, if the 2D versions didn't look heads and shoulders better, and had more clearly defined / better implemented mechanics (Bathin comes to mind immediately).  In other words, winning against the 2D bosses had a lot more to do with pattern recognition and timing, while winning against their 3D counterparts seems to have more to do with mashing the attack button and downing health potions, at least in the early game (and when over-leveled in the late game).
  • (nit-pick) Some enemies that are particularly low to the ground can only be hit with an attack while pressing down and forward.  I found this awkward, and wish I could've just pressed down.
  • (nit-pick) Depending on the weapon you have equipped, there is no default upward attack.  This can make some airborne enemies difficult to deal with.  This is especially annoying when these enemies clip through a room's walls and are essentially invulnerable.
  • (nit-pick) Certain accessories clip into each other when equipped (e,g, the stone mask and most hats).
Conclusion:
Fans of Metroidvania games are sure to like this game, though they likely don't need me to tell them that.  The game isn't ground-breaking, and is easily eclipsed by 2D counterparts (like Symphony of the Night).  It also has some lingering issues (technical, story, etc).  I also really wish the Switch port could've been better, because I think a game like this can really shine on a handheld system.  With that being said, I am glad that this game exists because: 1) it proves that a Kickstarter campaign can lead to a good game, and 2) it is helping to keep this particular flavor of nostalgia-fueled Metroidvania alive and relevant in the late 2010s.

Final Score:
7.5/10

Sunday, October 27, 2019

A Weekend in, "The Outer Worlds" (Obsidian, 2019)

I just spent a fun few days with Obsidian's The Outer Worlds.  I was hoping for a game similar to Fallout: New Vegas, and Obsidian has definitely delivered.  I don't think it's fair to call the game Fallout In Space (especially given the limited scope of each individual world, the more overt political messaging, and the overall aesthetic), but those looking for a game with similar DNA will definitely find a home in The Outer Worlds.  Here are a few of my initial impressions.

Things I Like:
  • There are lots and lots of ways to play & roleplay
    • As an aside, this can also lead to option paralysis.  I found myself reloading a save more than once to get what I considered to be the, "best," possible outcome.  Then again, that may be my issue as a player, not the game's fault.
  • Character customization is in-depth without being overwhelming.  One such example is that you occasionally have the ability to take on a flaw (like fear of dogs) for an additional perk point.
  • I've enjoyed the characters (and the variety of skin tones, ages, etc), the world-building, and the aesthetic of the game a lot.  There is definitely a lot to like here.
    • BUT: there are still basically no chubby people, though, which is a disappointment.
    • Sassy ship AI ADA is a stand-out, as her dialogue options typify the game's humor
  • I like the variety of weapon types, and the fact that so much of the game can be approached with no weapon at all.
  • The world is suitably dystopian.  It is fun and funny to watch the game lampoon the most absurd excesses of capitalism and corporations.
Things I Don't Like So Much:
  • I am playing on PS4 Pro, but the load times can still be killer. 
  • Seeing the same companion animations over and over gets repetitive.  I wish there was a way to turn off said animations (or that there were more attacks for each companion).
  • The button mapping took a touch of used to at first (ie that L3 is sprint and not crouch, for example)
    • There are also a few bits of UI weirdness (like the fact that it is impossible to unequip a companion's helmet after you put one on, and the fact that it is very difficult to holster your weapon and keep it away).
  • The game is easy on normal mode, especially with companions.
  • This is a nitpick, but I haven't really found an armor I liked the look of.
  • I'm curious to see if the game can, "stick the landing."  In other words, it is quick to portray an extreme, distorted view of capitalism, but will it also be able to provide meaningful alternatives?
    • I get that this is a video game and not a philosophical text, but if the game is going to purport to be, "about something," then I want it to follow through on the promise.
I can already tell that there are plenty of choices I would change if / when I play though the game again.  It remains to be seen if the game is short enough to allow this, but other reviews have implied that it is possible.  

Monday, September 30, 2019

First Impressions: Cadence of Hyrule (The Crypt of the Necrodancer feat. the Legend of Zelda)

From the Manufacturer:
Keep the beat as you play as Link or Zelda to explore a randomly generated Hyrule and procedurally generated dungeons. In the latest rhythmic action-adventure from Brace Yourself Games, you can enjoy the gameplay of Crypt of the NecroDancer in the setting of The Legend of Zelda series. As Link—or even as Princess Zelda—you'll explore the randomly generated overworld and procedurally generated dungeons on a quest to save Hyrule. Every beat of each remixed Legend of Zelda tune is a chance to move, attack, defend, and more, so stay one step ahead of each enemy and boss…or face the music.

Pros (So Far):
  • The pixel art is crisp, and detailed enough that each enemy type has an individual attack cue
  • I like that you can choose to play as either Link or Zelda.  I chose Zelda for my first play-through, though I did play as Link in the demo. 
    • As an aside, I'm worried that they won't play appreciably differently, but only time will tell.
  • I've enjoyed the music so far, though none of it stands out in my mind as, "essential to the Legend of Zelda musical canon."
Cons and Concerns (So Far):
  • The gameplay gets much more of its DNA from Necrodancer than from the Legend of Zelda.  This isn't a bad thing per se, but it is important to mention so that expectations are set appropriately.
    • In other words, the game strikes me more as a LoZ skin for Necrodancer than a something entirely new.
  • It's not clear to me what parts of the game are randomly generated.  I'm guessing its the dungeons, because the overworld has always been the same from re-spawn to re-spawn. 
    • To be clear, I do not think this is necessarily a bad thing.  In particular, I don't think procedural generation is a good fit for every game, especially those that are narratively-driven or that seek to provide a more directed experience.
  • I felt the game reported that I, "missed beats," even when I didn't.  This doesn't happen often, and it could have been that I was off.  Then again, I was also able to experiment and get way off the beat (to my own ears), and still be considered on-beat at other times during my play.  Weird.
    • NOTE: This has happened less often since I turned off latency adjustment (from 30-ish milliseconds to 0). 
  • The story isn't groundbreaking, especially for the LoZ canon.  It's serviceable, but it is safe to assume that this is going to be a standard, "good triumphs over evil hero's journey." 
  • The isometric POV means it is sometimes difficult to parse out the structure of multi-level terrain in the game.  This is most prevalent in the overworld, and is rarely a problem in dungeons. 
  • The first half of the game was really easy, and it was more-than-possible to defeat enemies and bosses with little to no strategy (especially after acquiring bottles / health potions).
Do I Still Plan To Keep Playing (AKA Final Thoughts For Now)?
This is an easy questions to answer: yes.  I liked Necrodancer in its "vanilla," incarnation, and I like it again with this coat of paint.  I'm curious to see how this version of the game will change / improve the formula.  Failing that, I like the core gameplay enough to spend some time on beating (and possibly mastering) the game.

Thursday, March 21, 2019

Initial Impressions: Let's Go: Eevee w/ PokeBall Plus (Switch, 2018)

Let's Go: Eevee was released in late 2018 to warm critical reception.  A remake of the original Pokemon titles (Red, Blue, and Yellow, respectively), the game features all of the pokeman players have come to know and love, with improved graphics, streamlined mechanics, and "partner" pokemon (the eponymous Pikachu and Eevee) that bring a big dose of cute to the proceedings.

I recently put about 8 hours into the game, so I figure I have enough experience with it to offer some initial impressions.  I plan to post a complete review after completing the game (or at least besting the Elite 4), and having more hands-on time with the PokeBall Plus controller.

Basic Info:

  • Name: Let's Go Eevee
  • Release Date: 
  • Price: $100 ($50 for game and PokeBall Plus, respectively)
  • Publisher: The Pokemon Company / Nintendo
  • ESRB Rating: E / Everyone

Seems Cool:

  • As far as games go, I have to give this one props for holding my attention.  Even decades after the original game's release, I still find it easy to play this game for hours at a time.
  • I'm not sure when this was implemented in the lifespan of the Pokemon franchise, but having a "partner" pokemon that follows behind you is just plain cute.  I also like that you can have your Pikachu or Eevee out in the world even if they aren't in your party.  This is sure to please more competitive players who don't necessarily want either pokeman in their party.
  • (Hot-take) Eevee is a better starter than Pikachu, because Eevee can learn more moves, has a much larger pool of pokemon it can evolve into, and the pokemon is cuter, too.  Pikachu, while cute, is incredibly over-exposed.
  • I like that pokemon can be seen in the over-world map in this version of the game (not unlike Let's Go's sister game, Pokemon GO); it means that tiresome battles can be skipped if desired, and it's never a surprise what you're going to be capturing.  I suppose long-time fans of the series may dislike this, but as someone who has played on and off since Gen 1, I consider it a plus. 
  • I have mixed feelings about the new capture system.  On one hand, I LIKE that I don't have to fiddle with getting a pokemon down to low HP to catch them, and that I don't have to spend my party's "move energy," to do so.  On the other hand, the new capture mechanic (of just tossing Pokeballs at wild pokemon) is fiddly in its own way, and allows for a lot less strategy.  

Seems Meh:

  • I'm not sure that the PokeBall Plus warrants its price tag ($50).  Specifically, though you can use it as a controller in the game, it has a few issues.
    • The size and shape of the controller means that the stick always feels a little wobbly. 
    • The capture mechanic just isn't as consistent as it is in handheld mode; I can't say how it compares to the Joy-Con experience, since I haven't spent much time capturing in that mode. 
    • As of this moment, my take is that the device is fairly priced (it has plenty of features and feels good in the hand), BUT that its ability to interact with the game may not be worth the cost except for the most dedicated fans (and Pokemon collectors).
  • I was gobsmacked to learn that you can't play this game with the Pro Controller (only a single Joy-Con, the PokeBall Plus, or in handheld mode), or at the very least, it is not listed as a controller option in the game's UI.  
  • (Nit-pick) There are occasional frame-rate dips; I noticed this very early on in my experience with the game (e.,g. the Viridian Forest).
  • (Nit-pick) I am annoyed with how little avatar customization there has been, even a full 8 hours into the game.  I have only unlocked one outfit for my eevee, Everett, and all of the new outfits I've unlocked for my player avatar have been reskins of the first outfit.  I find this especially galling because even Pokemon GO, this game's free-to-play counterpart has more outfit options (even if many of them are hidden behind a paywall). 
  • (Nit-pick) Some of battle animations are still pretty wonky, even decades after the release of the first Pokemon game.  Dig, in particular, comes to mind; the pokemon using it basically just sinks into the ground, rather than doing any sort of digging motion.
  • (Nit-pick) When using "cut" on a tree / shrub, it regenerates after leaving square of the map you are occupying / if you enter and exit a building.  It is a small time loss, and the animation Eevee does when performing the move is cute, but it is still annoying to me.

Wednesday, February 20, 2019

Initial Impressions: HHKB Professional 2 (45g Topre)

The Happy Hacking Keyboard, or HHKB is a legend in the keyboard community.  Introduced in 1996 and developed by PFU Limited of Japan and Eiiti Wata, the HHKB has inspired legions of fans and clones alike.  Though the keyboard has an eye-watering price point for a readily available keyboard, many enthusiasts defend the cost due to the Topre switches, unique layout, and legacy.

Personally, I felt some trepidation buying this board on Amazon because this is the second time I've purchased an HHKB.  I returned the first one because I couldn't get used to the layout (and because the black-on-black design made the keys all but impossible to read except in the most optimal lighting conditions).  Now that I've had more time with my Realforce 87U (55g Topre) and really grown to appreciate Topre switches, I figured this board deserved another chance.

What follows are my initial impressions after unboxing the HHKB and spending approximately 1 hour typing on it.

Basic Info:
  • Price: $240 via Amazon Prime
  • Color: Beige
  • Set-Up Time: 2 minutes 
    • Though the board worked out of the box, I had to take a minute to change one of the dip switches to alter the board's layout.
  • Switch: 45g Topre (Rubber Dome)
Seems Cool:
  • For better or for worse, I still really like the aesthetic of this board.  Its iconic look has been imitated by countless other boards for a reason.  I especially like this board in beige, since it adds a lovely retro feel to the proceedings (and makes the keycap font much, much easier to read).  
  • Topre is (generally) a pleasure to type on, though I still prefer 55g domes to 45g.  If I end up keeping this board, I will likely replace the stock domes with either BKE Ultralights or Lights, depending on what's available.  I might even go so far as to lube the sliders on this bad boy. 
  • Given the long-term popularity of the HHKB, there's lots of accessories available for it.  This includes everything from dust covers to rubber pads for the bottom of the board.  I am not sure if I'll be keeping this board so I'm not in a rush to buy in, but I am glad that the ecosystem exists should I choose to invest.
Seems Meh:
  • The board's layout cannot be remapped out of the box.  Remapping is only made possible by purchasing and installing an aftermarket Hasu Controller.  This is a hard sell for two reasons: 1) the controller is an added $85 cost on top of a $240+ keyboard, and 2) while installing the controller is supposed to be relatively easy, doing so also voids your warranty.  The fact that minor changes can be made to the board's layout via dip switches is a small consolation at best.
  • Even the second time around, the board feels cheap in my hand.  The all-plastic construction both contributes to this and makes the price that much more difficult to swallow.  I was also not impressed by the lack of rubber on the bottom of the board (including the lack of rubber on the bottoms of the flip-out feet).
  • Though I like the included keycaps, it's annoying that I can't easily change them without also making modifications to the board (ie by installing aftermarket MX compatible sliders).  
  • Not all of the layout changes that come as part and parcel of the HHKB are welcome.  While I actually like replacing the rarely used Caps Lock key with Control, having the backspace key a row lower than on most keyboards is tripping me up.  I also don't particularly like the diamond-shaped arrow cluster (on the [, ;, ', and / keys respectively) and would prefer dedicated arrow keys.
Ultimately, I am excited to give this board another go.  If it ends up as a part of my permanent collection, I'll own a little piece of keyboarding history.  If it doesn't, I'll probably go for one of the MX-style HHKB clones (the KBDFans Tofu and RAMA M60-A come to mind).  Only time (and my full review) will tell!

Sunday, February 10, 2019

Initial Impressions: Unicomp Ultra Classic 104

Unicomp is a Kentucky-based company that manufactures reproductions a few of the well-known buckling spring keyboards of yore.  The most famous of their reproductions is the Model M, a full-sized beast that commands a large amount of desk real estate.

This is my first full-sized mechanical keyboard purchase since my first 'board: a "Das Keyboard 4 Pro" from approximately 2014.  After a few years on smaller and more ergonomically-minded boards like the Ergodox, it will be interesting to see how this board compares.  What follows are my initial impressions after an hour or two with the board.

Seems Cool:
  • Much of this board's charm lays in its retro aesthetic.  In fact, part of the reason why I bought this board was because it reminds me of the keyboards I used as a kid.  While the board I am typing on now is not an exact recreation, I still have fond memories of the old brick I used to type on in my dad's home office.
  • The board arrived in working order, from the switches to the LEDs (for caps lock, scroll lock, and num lock).
  • Despite the old-school aesthetic, the board is ready and able to work with modern computers.  Specifically, it is equipped with a USB connector (though PS/2 versions are also available). 
  • Believe it or not, Unicomp makes an even bigger model (the PC-122); for all my love of keyboards, however, I could not justify the purchase price combined with the ISO-like enter key. 
Seems Meh:
  • I originally purchased this board with the intention to take it to my work.  Part of my job involves data entry, so having a dedicated number pad is always welcome.  Unfortunately, I could tell that the board would not be going to work with me in minutes; it is easily one of the loudest boards that I own, and would likely cause a revolt by my office-mates if I tried to use it during normal business hours. 
  • While the buckling spring switches have a nice click to them, I am not impressed by their tactility.  It may just be this version of the board / switches, but the key feel is almost mushy.  Moreover, the occasional key binding, however minor, does not help this board's case.
  • I said this in the intro, but damn this board takes up a lot of space.  Though I bought this board for the number pad, I would love it if Unicomp offered a "space saver," / TKL version of this board.  
    • Granted, there are also Model F reproductions available for purchase, but they cost 2-3 times more than the Unicomp.  Unless something changes in the next few weeks, or unless the Model F reproductions use a different version of the buckling spring switch, I can't say I'd be willing to shell out that kind of cash.
As with other initial impressions, a full review will come after I am able to spend some more time with the product.  Watch this space to hear more. 

Wednesday, February 6, 2019

Initial Impressions: Input Club's Kira

The finished product of another group buy just landed on my doorstep.  The Kira by Input Club got its start on Kickstarter in March of 2018.  While the project did not make its delivery estimate of October 2018, I am glad it made it out of production and into the real world.  

The board uses a 96% layout, meaning that it has almost all of the keys of a "standard" full-sized keyboard, but with a lot of the "dead space" cut away (along with a few compromises on keys, like a shorter right shift).  I am excited to use this board at work, where I have been missing a numpad.  I know I can program a numpad into the layers of my ErgoDox, but I still want to give this keeb a go.

While many of the reviews I've seen of the board so far have been mixed, I have not had enough time with the board to formulate my own opinion.  With that being said, what follows are my initial impressions.

Seems Cool:
  • It comes with a carrying case.  The case is huge, but this makes sense given that this is a near full-sized board.  My sense is that the case would be impractical to EDC, but would probably be reasonable to put in a carry-on.
  • I appreciate all the pack-ins: extra modifier keycaps in vibrant colors, and keycap and switch pullers.
  • The keyboard feels solid in the hand (though I am a touch concerned that the white non-slip pads on the bottom of the keyboard will be crap-magnets).
Seems Gimmicky:
  • I've never had a board with this many RGBs.  It was cool at first, but I ended up disabling the feature in under an hour because it was just too much.  Needless to say, the board is much too gaudy to use in a professional environment with the RGB enabled.
  • I wanted the underglow (on the bottom and sides of the plastic chassis) to be more pronounced.  Even in fairly dark lighting conditions, it is not particularly visible (without bending to look at it). 
  • It is hard to say with certainty given that I don't have a plastic frame to compare it to, but I am not sure that the metal top frame was worth the $80 up-charge.  As far as I know, both versions of the keyboard use the same plastic material for their body.
Seems Meh / Sketch: 
  • I can't believe I had to flash to board to get the board to have "." be one of the key's defaults instead of ">"
  • Watching the drivers install and use command line seemed kinda sketchy (but only due to my inexperience with that aspect of my computer).
  • The included cable is boring at best; it isn't braided and isn't branded to match the keyboard in any way.
I will have more to say as I spend more time with this board, so watch this space.

Over the Garden Wall #2, by Pat McHale and Jim Campbell

3.5 / 5 From the Publisher The Tale of Fred the Horse! This issue takes place between episodes 4-5 of the Cartoon Network miniseries and tel...