Showing posts with label San Francisco. Show all posts
Showing posts with label San Francisco. Show all posts

Wednesday, July 11, 2012

San Francisco says no EPEAT certification, no Apple purchases



apple, san francisco, environment, mac, university of california, epeat, gre
The 28,000 employees that make up the 50 departments of San Francisco’s city services will no longer be able to use city funds to purchase Apple displays, desktops and notebooks, following news that the California company had withdrawn its products from the EPEAT registry, used to track the environmental impact of electronics.
That is according to San Francisco’s chief information officer, John Walton, when speaking to the Telegraph. He said the purchase of Apple computers amounts to around $45,000 of the $200 million IT budget. “I’m just hopeful that we can have a dialog with Apple so we can continue to work with them.” The decision won’t affect the purchase of iPhones
and iPads as they aren’t subject to EPEAT criteria.
The move could have a broader impact on Apple in the government and university sectors as they rely on the EPEAT registry when making purchases. According to Bill Allison, head of campus technology services at the Berkeley campus, the University of California, the largest US public higher-education system is also considering whether to suspend Apple computer purchases because of the change.
“When something like this happens, it’s a significant change in the landscape,” said Allison. He added that the school will take two weeks to work with the retailer as well as administrators in the university system before a decision is made on how to proceed. “We’re reviewing the impact of this.”
Following EPEAT’s announcement Apple has taken steps to clarify its decision to remove its products from the registry, despite helping to create it several years ago. The Cupertino-based firm pointed out that it still conforms to many environmental standards including the governments Energy Star program.
“Apple takes a comprehensive approach to measuring our environmental impact, and all of our products meet the strictest energy-efficiency standards backed by the US government,” Apple’s spokesperson Kristin Huguet said in a statement. “We also lead the industry by reporting each product’s greenhouse gas emissions on our website, and Apple products are superior in other important environmental areas not measured by EPEAT, such as removal of toxic materials.”

Monday, August 1, 2011

Driver: San Francisco review

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If you’ve never played the Driver series, you can easily convince everyone in the room you have with one sentence: “It was rubbish when I got out of the car.” When Driver – which pre-dated GTA3 – started mimicking the new market leader, it kind of lost its way. The series’ real appeal was always in bounding over hills, smashing through boxes in alleys and watching the police slam into things as they tried to catch you.

Martin Edmondson, returning creative director from the first instalment, says that the new game will keep John Tanner firmly out of the fresh air. “Going further down that road would have put us on the back foot,” he says. “Focusing on the driving aspect, what we did so well in the first game, means we can do more interesting things.”

That they are. The big surprise when the new game was first revealed was that it basically takes place in a dream. Tanner is knocked unconscious by his Driver 3 nemesis, Charles Jericho, almost immediately, and the story then takes place in an imaginary version of San Francisco. Missions, tricks and side quests all earn Tanner willpower. On one level, this makes the city a metaphor for his brain. On a slightly more tangible level, it’s an excuse to introduce willpower as the dream currency and XP system of Coma Frisco.

Being in a vegetative state gives Tanner one magical ability: he can Shift into the body of any driver in the city. This happens for the first time during an involuntary leap into an ambulance driver called Ray. Delivering the patient safely to hospital before his heartbeat counts down to zero squirts Tanner back into his regular body, and you only have to wait a couple of annoying minutes before he stops shouting, “What’s happening, I’m Ray, this is crazy” and starts playing with the ability properly.

Earning willpower doesn’t just let you buy cars, it also expands your overview of San Francisco, letting you zip from one side of the city to the other in seconds. It also unlocks Tanner Missions – plot-advancing objectives that get you close to the Jericho in your brain. On a side note: if Jericho represents an undiagnosed brain tumour, I will personally rip out our hard drives and hurl them into the sun.

Jumping into a car will often find you mid-conversation. “There are hundreds – hundreds – of these exchanges,” says Edmondson. “There are more lines of dialogue than in Mass Effect 2. It sounds like a cheesy thing, but playing it now, I’m hearing dialogue I’d forgotten, because it’s been so long since I last heard it. We used every American-speaking actor in the UK, then went to LA to record more.”

I climb into a number of cars that aren’t explicitly marked for missions, and I find myself in lots of San Francisco’s ‘life bubbles’. It’s an unusual level of detail; a system of creating depth in the city that’s not actually deep, just incredibly wide. Along with the new, undisclosed multiplayer modes and splitscreen play for consoles, it explains what the devs have been doing for the last year.

As well as possessing Ray the unsuspecting ambulance driver, the opening missions will have you dealing spontaneous and arbitrary justice on behalf of the citizens of the West Coast. You’ll startle an obnoxious driving instructor by, yes, driving dangerously. You’ll park a television broadcast vehicle and make other cars do stunts in front of it for the benefit of a cheap TV show. You’ll also bully a ‘jackass’ into trading paint with the police, just to prove to your partner, Jones, that you’re capable of these magic tricks.

Yes, a lot of these missions do seem slightly divorced from powdered-snow heroism. But you’ll have to forgive the game a slightly wonky moral compass; it’s difficult to think of many ways in which Tanner’s powers can be used for the unequivocal good. The missions are instead designed to take advantage of the Shift system, and over the course of the first hour, it pulls off a convincing tutorial in a way that’s not subtle but is clever, varied and involving.

One more example: you’re asked to use the vehicle transporters that roam San Francisco as ramps, and you have to do it three times in 45 seconds. If you’ve been slow to take advantage of Shift without being told to, this is the mission that forces you to use it as a simple puzzlesolving skill. Without it, it’s impossible. Using the power, you simply ride the ramp, then swap to another car behind the transporter. Easy – it just asks you to think about Shift as a tool, not just a gimmick.

If I’ve got any concerns, it’s that this level of interest will be difficult to keep pacey over the duration of a whole game. But apart from a couple of moments of entertainingly crap dialogue – and it’s to the game’s credit that it’s an entertaining grade of crap, at least – the opening moments showing San Francisco are unexpectedly convincing. Colour me newly optimistic.

Ubisoft our DRM “is a success”

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We recently reported on how Driver: San Francisco will require a constant internet connection to play. It’s a controversial measure put in place to defend against piracy, and we don’t like it. We don’t like pirates either, mind.

Ubisoft see the DRM as a success. Speaking to us earlier today, a Ubisoft representative admitted that the developer has seen “a clear reduction in piracy of our titles which required a persistent online connection, and from that point of view the requirement is a success”.

Ubisoft have traditionally been the developer with some of the harshest DRM in the industry. In the games that use their always online “connected services”, players can no longer to play if no internet connection is detected. The publisher first implemented this always-online DRM with Settlers 7. Since then, it’s featured in Silent Hunter V and Assassin’s Creed 2 and Assassin’s Creed: Brotherhood.

Sadly, legitimate players often take the brunt of such security measures. Intermittent internet connections and server issues at Ubisoft’s end can stop PC Gamers from playing the game entirely. Not cool.

Similarly frustrating measures were also introduced in the recent Super Street Fighter IV: Arcade Edition, where offline players were restricted to playing a small selection of the characters. Capcom later withdrewthe DRM after fan criticism.

Driver: San Francisco is out on August 30 in the US, and September 2 in Europe