Massively multiplayer online gamers have different needs than those of first-person shooter or real-time strategy fans. They need social interaction. They need extremely comfortable chairs. They need all of the Cheetos.
But most of all they need buttons. So many buttons.
PC peripheral manufacturers have sensed this need and have responded with specialized MMO mice featuring so many buttons. Today we take a look at three of them — the Logitech G600, the Razer Naga 2012 and the Cyborg M.M.O. 7 from Mad Catz — to determine which is most worthy of your MMOney.
Each of our three contenders were used extensively for at (the very) least a full week by yours truly, with Funcom's The Secret World the primary punishment of choice. With only seven powers active at any one time it's a bit easy on these incredibly programmable devices. Perhaps a World of Warcraft raid healer would be a more tasking test, but alas, I am not raid healer.
Before we begin breaking them down, let's take a look at the basic statistics and acronyms that make an MMO mouse an MMO mouse. I started with the most important. It bears noting that each of these units features a braided cable, but only because I wish everything I owned had a braided cable, even things that don't need cables. I'm a fan.
Razer Naga 2012 | Cyborg M.M.O. 7 | Logitech G600 | |
Buttons | 17 | 15 | 20 |
Max DPI | 5,600 | 6,400 | 8,200 |
Polling Rate | 1,000Hz | 1,000Hz | 1,0000Hz |
Tracking Speed | 200 Inches Per Second | 200 Inches Per Second | 160 Inches Per Second |
MSRP | $79.99 | $129.99 | $79.99 |
Impressive statistics, to be sure, but nothing (other than price) that sets one unit miles above the rest. The Logitech G600 features the highest DPI setting, for instance, but we're playing MMOs with these, not Call of Duty. The only modern popular MMO that even bothers with mouse-based aiming is Tera, and the hit boxes on its bad guys are so large you're probably sitting in one right now and don't even know it.
Adjusted for the realities of the genre, we're starting with a relatively even playing field. Let's fix that, category by category.
There is nothing wrong with looking like a standard gaming mouse with some extra buttons on the side; I do not fault the G600 or the Naga for this. They look fine, even in those pants. They've both got colored LED lighting, a feature dedicated Microsoft Office mice have traditionally shied away from. They look functional, and that's great.
The Cyborg M.M.O. 7 looks like it's about to transform and roll out. It's got shiny metal orange accents, grooved dials, and a quirky logo that looks like Deadshot from DC Comics. And yes, there is colored LED lighting.
Cyborg M.M.O. 7
This category is particularly fun, as the manufacturers of two of the three competitors have gone great lengths to ensure that any gamer's hand can rest comfortably atop their devices. Both the Cyborg ad the Naga come with extra bits that gamers can swap out, essentially letting them reconfigure the ergonomic profile on the fly.
The Naga comes with three different side panels so no matter what grip players prefer.
The Cyborg M.M.O. takes the customization a step further, providing two additional palm rests (one rubberized and one raised), two side panels (one rubberized and one with a pinkie rest) and a series of tiny weights for those heft queens out there.
Which one feels the best? Neither. The Naga feels nice enough and is perfectly well-suited for extended play. The Cyborg's futuristic style works against it here; it's just not a very comfortable device. There are pokey bits everywhere.
Meanwhile, the Logitech G600 feels wonderful out of the box, and none of those extra bits made either other mouse any more comfortable. It's the third button on the right keeping three fingers on the same level at all times that makes all the difference.
Winner: Logitech
Each of the three contenders is fully capable of programming more macros and additional actions that you could ever possibly use in your standard MMO. They can all swap profiles on the fly. The Logitech's third top button acts as a shift key. The Cyborg has a two-position shift key and a three-position MMO mode switch. In short, if you're looking to make any button do any thing, all of these can do those any things.
It all comes down to how easy it is to make them do those many things, and in that department there is a definite winner.
The M.M.O. 7 software is very pretty and incredibly stylish, but a bit too unwieldy for my taste. In trying to be sleek and sexy it's sacrificed usability, a running theme for the unit.
Keeping with the theme of running themes, the Logitech G600 software interface is clean and neat. You've got buttons, you assign things to them. Pretty simple. Maybe a little too simple.
Which brings us to the happy medium.
Not too basic, not too complicated, the Naga uses Razer's Synapse 2.0 software for customization, and it is excellent. From profile creation to macro recording to customizing the LED lighting, everything is right here, easy to find and easy to operate without being so simple I feel insulted.
As an added bonus, if you've got additional Razer peripherals you can easily map mouse buttons to functions on those devices as well. I can use my Naga to set the mouse sensitivity on my Razer Taipan. I will never need to do this, but I find comfort that I can.
Winner: Razer
And so we come down to the most important category. A mouse can be pretty, programmable, versatile and comfortable, but if you can't press the buttons it's just a fancy arrow moving device.
This is where the Cyborg M.M.O. 7 stumbles. It's got all the bells and high tech whistles, but it's a bitch to get used to using all the special buttons on its surface. There's a four-way switch that's also a button. There's a metal dial. There is a button on the top of the mouse that locks the unit to obscure functions that really screw up the normal day-to-day operation of your computer. A button that, until recently, users were unable to lock.
So that's a no on the Cyborg. This contest comes down to a knock-down, drag-out fight between the Razer Naga and the Logitech G600, two units that feature 12 buttons in four rows of three on the right side. Which unit's buttons are better?
You know I love you, Razer, but Logitech edges you out.
The G600's irregular ridged rubberized buttons are just a little easier to access in the heat of battle than the Naga's smooth, flat ones. Figure in the added stability provided by the third top button, and Logitech wins it by a nose.
Winner: Logitech
The Cyborg M.M.O. 7 is an incredibly striking mouse whose distinctive shell houses some interesting ideas, but those ideas were implemented without much thought given to comfort or practicality.
The Razer Naga 2012 Edition is a fine piece of MMO mousing hardware. There is nothing overwhelmingly negative I can say about it. If not for the inclusion of the third pointing device, it might have taken home the non-existent Kotaku Hardware Battles trophy.
But then Logitech swooped in and stole it.
I must say I did not expect Logitech to perform as well as it did in this competition. Both Razer and Mad Catz go after gamers ferociously, aiming all of their marketing and design might squarely at the cutting-edge PC gaming crowd. Even the packaging screams "this is gaming gear!"
Logitech just quietly sits down next to the PC gamer, sets an unassuming box on the table and gently pushes it forward. Oh, you like playing MMO games? Maybe you should try this, it's pretty good. You might like it.
And I did.
Last week, we showed you the trailer for A Fistful of Rupees, the Zelda/Western mash-up directed by YouTube film group The Game Station. Here's the full thing.
Above is Episode 1 - The Wisdom. Episodes 2 and 3 are below. Enjoy.
If you're as anxious as I am to get your hands—er, eyes—on Sleeping Dogs, you can watch the folks over at Machinima play through the game live, right here.
Personally, I'm going to ignore everything about this game since it's currently sitting snug in my bag waiting to be opened and devoured.
In today's portable edition of Speak Up on Kotaku, commenter Domini N wonders when everyone is going to get around to forecasting the death of the PS Vita like they did with the 3DS last year.
You know, I really, really don't want to have to say this, but why have I seen no "Vita is DOOOOMMMMMEEED!!!!!! " articles on Kotaku, or any game news site for that matter? During the summer of last year, every major gaming site was jumping on the 3DS hate wagon, calling it a failure, stating it was doomed, etc. At that point in its life, the 3DS had sold 4-5 million units. Keep in mind that this was before the supposed killer apps came out, a decision I agree is utterly stupid on Nintendo's part. Still, everyone knew they were on the horizon, but continued to bash the system/Nintendo in their actions.
The Vita has been out for a longer period of time in terms of day one sales anywhere, has had at least 3 "Killer" games (Uncharted, Gravity Rush, and Persona 4: The Golden) be released in various regions, and the system has managed to sell anywhere from 50-66% of what the 3DS sold at this point in time. So why aren't we getting few, if any "Vita is a failure" articles? I mean, the general ideas I'm getting from the gaming media is to wait until the holidays before you can call it doomed. Why is everyone acting so hopeful for the Vita, but were constantly bashing the 3DS at this point last year?
I'm not trying to bash the Vita or praise the 3DS, as I have the later and am planning to pick up the former when Persona 4: The Golden comes out. I'm just asking a question that I don't really see being addressed. Maybe I've not been looking in the right locations or I haven't seen them, but I'm just not getting it.
"You need to start taking better care of yourself. You need all the help you can get. Men don't go for women like you."
"What is ‘like me'?"
We are at a department store. My mother picks up a brassiere and hovers it over my chest as she closes one eye, sizing me up.
"Raped women. Women who have been used up. Here, try these on."
I walk into the dressing room and I strip. I stare at myself in the mirror, cocking my head to the side as I trace the contours of my body, chalking an outline of the crime scene.
Juliet, the protagonist of Lollipop Chainsaw, is what you'd call "perfect"—as dictated by the most stereotypical features of western beauty ideals, anyway. Blonde. Blue eyed. Big chest.
She knows her place, and her role very well, too. She's bubbly and airheaded. The camera pans around and she willingly bends over, or she giggles when a character says something crass or untoward.
I should dislike her and everything she stands for. I should reject such a flippant depiction of gender and sex in a medium I want to see grow, see mature. I should be repulsed.
Should.
I don't. She's the woman I've desperately wanted to look like all these years.
Growing up I was always the chubby tomboy the boys largely ignored. No hard feelings or anything. You're a great girl, they'd say. Smart as hell. Funny—they'd compliment my sense of humor. Still, they'd dismiss me with a shake of the head as if saying oh you foolish, silly girl. What made me think I deserved affection or love, looking the way I did?
My body changed completely that summer as I dropped 80 pounds in a few months. Anorexia. Nobody batted an eyelash at the sudden weight loss—rather, it was taken as the natural outcome of a young woman who finally understood the way things worked. Womanhood, after all, means being prim and proper—make up, feminine clothes, pursuing sex appeal.
Juliet uses a chainsaw. My deadly weapon was my appearance. I knew this—that's why I started picking clothes that would catch eyes, turn heads. Shirts unbuttoned slightly too low, sometimes enough to catch a glimpse of what was inside. Pants that were so tight it was difficult to raise my legs.
Clothes, you might say, that asked for it-
Weapons can be used against the wielders, I thought to myself as I picked up my clothes from the floor and my assailant left the room. I recall this moment as a zombie takes Juliet by force. Let me go! I mash the X button frantically.
Maybe the rape was unavoidable, I think to myself as I play. I developed anorexia months beforehand specifically to get guys like him to notice me. Well, they noticed me. I knew I started looking good, but the self-hatred they made me develop was so palpable, so tangible, resentment won out every time. I rejected all of them. You can look but you can't touch. It was like some twisted form of revenge.
I get the zombie to unleash his vice grip, but then a slew of mindless zombies chase after me. Hands outreached, they call out to me, tell me what they'd do to me if I just let them. That horde closes in on me. I'm cornered, but this means the enemies are lined up, too. They're all men. I chop off all their heads in a special attack—the screen sparkles in a rainbow. Juliet cheers. I feel nothing.
Still, Juliet takes some damage. Thankfully, there's a lollipop in the room to replenish her health. It's Juliet's favorite food—ostensibly, because it's light enough for her to feel okay eating it. It's her "fetish" after all, and it implies that she's self conscious about her weight: she likes being told that she's not fat.
I pause. The ‘zombie cookbook' comes up, which details the most lethal combos to use against my enemies. I try to memorize them, but I think I enjoy the game more if I just play it by feel, without worrying about the minutia. I'm not anorexic anymore, I still count every single calorie. It can suck the pleasure out of eating, but some things internalize themselves so deeply that you never let go of them.
My friend sitting next to me takes this opportunity to ask me if the game is fun to play, especially since they'd heard it was terrible—so why was I indulging in it? I realize then that finishing Lollipop Chainsaw is going to be a test of endurance, and all for what? The aesthetic? That superficial thing that shouldn't matter but I care about so much anyway? Isn't it the gameplay that should count above all? That innate thing about the medium that makes it special?
I start playing again, but I'm not really paying attention anymore. Juliet gets engulfed. She's eaten alive. The game over screen flashes. It's Juliet doubling over.
It kind of sounds like I dropped a plastic barbie doll on the floor.
Even with an upcoming DS game on the way, I still cannot have my fill of Adventure Time. Particularly video game versions of Adventure Time, and especially considering how insultingly short the iOS game was.
If Charlie Bink could have his way, there'd be a beautiful Smash Bros.-esque game based on the brawling adventures of the delightful duo—Finn the human and Jake the dog—and their team of supporting characters. Although, there's a disturbing lack of Marceline in this mock up, as fellow-Adventure Time nerd Mike Fahey pointed out to me.
SMASH BROS- Adventure Time Edition! [Charlie Bink]
Somehow or other I had never heard about incredibox, an interactive beatbox application that lets you drag-and-drop your own perfectly in tune, quantized grooves.
Initial thoughts of "Oh, this seems cute" quickly gave way to "Man, this is brilliant." The animations on the little beatbox dudes, the way their eyes follow your mouse pointer as you drop beats, effects and melodies onto them… and then you click the "1" in the corner of the screen and take it to the chorus, only to have your own beat come back to you.
This is something else. A post on the Incredibox Facebook Page says that they're working on an iPhone app, and I couldn't imagine a more fun way to noodle around on the bus. Until then, we'll always have the free web app. Give it a go, and see what you can come up with.
I like to play it sparse with melody and chorus and layer on the effects and bass, but that's just me.
Incredibox [Official Page]
The Political Machine, the PC game that lets you play out the Obama-Romney race for yourself has been updated to keep up with current events (and tweak some gameplay). Now you can make your candidate be for or against Chik-Fi-Let, which presumably means being for or against the fast food chain's opposition to gay marriage.
Other updates, via the Political Machine's public relations machine:
- Added new issues to reflect current political climate:
- Added "Chick-fil-et" as a new issue
- Added "Provide Tax Returns" as a new issue
- Added "Gov. Builds Business" as a new issue
- Decreased importance of "Military Strike on Iran" and "High Gas Prices" to reflect current political climate
- Updated electoral votes for states that had census changes
- Fixed issue where custom candidates couldn't be selected in multiplayer
- Fixed memory leak that could lead to poor performance in very long games
- Fixed stability issues when a second game is started after a game has already been played
- Fixed multiplayer victory achievement
- Fixed a bug with a custom female body option referencing the wrong model
- Fixes for various rare stability issues
- Fixed multiplayer sync issue where the turn would sometimes not advance
Hmm. Iran policy won't be that big a deal? I guess it is the year of the economy.
Welcome, then, to the Panel Discussion Dozen Quartet, where I pick out just-released or out-soon comics that I think are worth paying attention to. Ready? Then, let's meet the sequential art that'll be draining your wallet this week. Be sure to chime in with the books you'll be picking up or that you think everybody should be ready in the comments.
The Massive #3
The eco-activist crew of the Massive have pledged to uphold pacifist ideals on an Earth by ruined natural disasters. That's been easy while they've been at sea, but this issue. I'm loving how writer Brian Wood is giving his audience characters that have to consider their beliefs under great duress, all against a backdrop that's a disturbing possible future for our planet.
Grendel Omnibus, Vol. 1: Hunter Rose
For some weird reason, Matt Wagner has been deeply under-appreciated over the decades, despite turning out two magnum opuses that deliver strong meditations on heroism and villainy. His masterwork Grendel takes on the latter and this volume centers on master criminal Hunter Rose. For all the flair that the lead character evinces, the reader never gets to ignore the horrible acts he commits out of ego. The Grendel saga is a hypnotic read and it's great that Dark Horse is collecting it in beautiful new editions.
Batgirl #12
I've been waiting for this match-up ever since Batwoman debuted as a character way back when. The creative teams of both Bat-tiles have presented two female crimefighters who look the same but have very different emotional cores. Hopefully, the clash will offer some insight on how these redheads see each other. Knowing writer Gail Simone, the dialogue will probably sing.
Spider-Men #4
Brian Bendis has been doing what he does best in this series: spooling out the all-too-believable emotional repercussions of superhero life amongst a cast of characters. Watching Miles Morales stumble through his first steps as a crime-fighter and fight an alternate version of the man who inspired him has been great so far, but the highlights have really come from been watching Bendis script a Peter Parker facing the worst outcome of visiting an alternate universe.
There's nothing fun about this Justice League game. At all.
The first clues are the wonky title and the wrong-feeling artwork accompanying the game. Things get even worse when you start up the game. Your superhero of choice basically strides—or flies—down generic environment after generic environment, pounding on whatever bargain-basement bad guys they encounter. The first levels are set in Metropolis but Superman's hometown doesn't feel like a gleaming City of Tomorrow. It looks like remainders from some PS2 game. Same goes for the enemies and animation. Everything's incredibly awkward and clunky. There's an action/RPG template in place that lets you unlock more iconic abilities for the Leaguers but, honestly, all you need to do is mash the virtual buttons to progress. Health drops pop up in the environment and…
*snore*
Sorry, I got bored just typing all that. Fell asleep.
Listen: I choked down the initial chunk of Earth's Final Defense so you wouldn't have to. It represents everything bad about cash-grab licensed property games. It feels like it was made by people who slapped on Batman and Wonder Woman's costumes on plain-jane character models, in lieu of trying to figure out how to get across what's great about these iconic characters.
Worse yet, NetMarble couldn't even follow the example of NetherRealm, who made a shallow but fun-in-a-guilty-pleasure-kind-of-way effort with the Batman: Arkham City Lockdown mobile game. Hell, even Gameloft's Dark Knight Rises tie-in game looks like award-winning material next to this tripe.
In an era where Rocksteady's Batman games stand out as the cream of the superhero video gaming and the promising Injustice: Gods Among Us looks like it'll be a great mix of fan service and approachable gameplay, the powers that be at DC Entertainment simply shouldn't be letting experiences like this off the runway. Whatever profits are to be had from this game aren't worth the damage it does to likenesses of the characters contained therein.