Skip to content

Archive for

4
Apr

Samsung starts pushing out Lollipop update for the Note 4


Samsung_Galaxy_Note_4_Front_Samsung_Logo_TA

If you own a Galaxy Note 4 and reside in Italy, you may want to pin your ears back, as Samsung has just started pushing out the much-anticipated Android 5.0 Lollipop update to all unlocked variants of the handset located in your region.

All the changes you’d expect to find in Lollipop are bundled into this upgrade, including support for multiple accounts, improved notifications, a smoother multitasking experience and the recently-announced Material Design guidelines.

As is customary with all manufacturer updates, the upgrade is being rolled out in stages, but if you don’t feel like waiting for a notification confirming that it’s ready for your device, you can search for the update manually. To do so simply follow the four steps below:

  1. Open the Settings app
  2. Scroll to the bottom and tap on “About Device”
  3. Hit “System Updates”
  4. Tap on “Check for update”

If you own a Galaxy Note 4 and you’re situated in Italy, why not drop us a line in the comments section below letting us know when you receive the update?

 

Come comment on this article: Samsung starts pushing out Lollipop update for the Note 4

4
Apr

There’s no longer a place like PlayStation Home


PlayStation Home, Sony’s answer to the Second Life question no one asked, was never where the company’s heart lived. Maybe its greasy, suppurating id lived in those gleaming neon halls, somewhere between the bowling alley full of dead-eyed polygon people and the virtual shopping mall. You know the PlayStation Home shopping mall I’m talking about. It’s the one where you could spend very real money on an entirely fake golden statue of a robot lady with impossibly proportioned breasts.

After seven years, the majority of which were spent in beta testing, Sony closed Home’s doors this week. The PlayStation heart is secure elsewhere, for sure, but the shuttering of Home does mark the conclusion of an experiment true to the PlayStation soul, as well as the end of the brand’s darkest era.

When Home was conceived in 2006, the PlayStation brand was nose-diving hard after enjoying more than a decade of market dominance. By the time the Game Developers Conference took place in March 2007, Sony was in sore need of good will after the PlayStation 3’s miserable release in November 2006. In the span of just a few months, the company with the best-selling home console of all time — the PlayStation 2 — became a laughing stock to both consumers galled by the PS3’s high price and developers turned off by its notoriously finicky architecture.

At GDC that spring, game makers were buzzing about everything but PlayStation. Xbox 360 was coming into its own after its first year, thanks in part to ease of development and the booming popularity of Xbox Live; Nintendo Wii wasn’t even six months old and already a phenomenon with everyone from toddlers to octogenarians; and just two months earlier Apple had unveiled this curious touchscreen device called iPhone that had small devs intrigued with new possibilities. Seemingly no one wanted to talk about Sony’s lumbering $600 console that seemingly had no vision for connecting people online.

Sony did have a vision, though; a hell of a vision based on its invigorating presentation that GDC. The bright, bubbly arts-and-crafts fantasia of LittleBigPlanet, which would let people make their very own game levels and share them online, was just half of what Sony envisioned as a more physical (in the virtual reality sense at least) answer to Xbox Live. The other pillar was going to be PlayStation Home, a platform whose debut had people both inside and outside of the industry genuinely excited.

The PlayStation Home envisioned in that 2007 trailer was downright utopian: People would have their own apartment in a vast virtual space that looked as open and malleable as Linden Lab’s still-growing Second Life, but without the rough edges. Even the avatars PS3 owners could make for themselves there would have the fashionable, smooth-lined sheen of a ’70s sci-fi flick like Silent Running. Rather than the anonymity of text, people would meet up in Home virtual face to virtual face and either play games right there — bowling, arcade games, billiards, etc. — or seamlessly dive from Home into bigger multiplayer games like Call of Duty. Sony even planned to have little themed clubrooms for specific games. Want to talk with your friends about strategy before playing aerial combat game Warhawk? Meet in the Warhawk room after shopping for avatar T-shirts and flirting with people outside. It’ll be just like the little computer world of the ’90s cartoon ReBoot, only sexy and stylish and modern!

PlayStation Home in its presentable ideal form.

Even before PlayStation Home was wracked by delays — the beta didn’t launch until 21 months after that GDC debut — and the technological failings of both the PS3 itself and Sony’s PlayStation Network, it was doomed to fail. The entire concept betrayed a fundamental misunderstanding of how social networks and social technologies were evolving as the aughts wound down. The cumbersome divisions and eyesore layouts of Myspace were already yielding to the more fluid, interconnected tapestry of interactions on Facebook. Meanwhile, Microsoft was focusing on invisible back-end technology for letting people play video games online together, making ease of use and accessibility top priority for its audience. Text and a minimum of tinkering were the interfaces of choice for people connecting over the internet. Making a doll body to wander around a bunch of shiny virtual plazas just so you could chat with friends and play some freaking SOCOM wasn’t just unnecessary; it was counterproductive.

While Home never grew into the bustling fake metropolis Sony wanted it to be, it did unexpectedly grow both populated and profitable.

Just how inconvenient Home would turn out to be as a gaming social network, or even as just a fun thing to use, didn’t become clear until the beta version opened for business at the end of 2008. Impossibly slow to use, prone to frequent crashes and adding an infuriating layer to the already cumbersome process of playing games online with PS3, the only original promise Home delivered in its first version was making a virtual space for avatars to hang out and talk to one another. You could at least do that, albeit using the awkward on-screen PS3 keyboard to type out clipped messages. You could also make your avatar dance.

If that sounds like an utterly dystopian realization of the initially utopian pitch for Home, the behavior of the average user at the time matched it. If you popped into a lobby with a female avatar, getting mobbed by other dancing avatars wanting to chat you up was common enough to birth the original Home prank: Quincying. Those with long memories might recall Quincying as the art of making two avatars, one a young woman to lure in trolls and a second that looks like a hipster version of Sweetums from The Muppet Show. When the troll arrives, turn into the second and start dancing. Home was a weird place.

Over the next few years, even as Sony slowly delivered the features it initially envisioned, like themed spaces tied to specific games or a virtual lobby for people to see announcements from E3, it still struggled with basic usability. Home would update, but it would still crash your PlayStation. Virtual sexual harassment, sluggish performance and an overall lack of utility should have quickly rendered it a wasteland. Yet it didn’t. While Home never grew into the bustling fake metropolis Sony wanted it to be, it did unexpectedly grow both populated and profitable.

Sodium‘s Golden Vickie statue is just one of the strange items for sale in Home.

Sony never committed to sharing comprehensive data on Home, preferring to instead focus on how many people had installed and used it at least once. (Of note, 19 million people used it for an average of 70 minutes as of early 2011 according to Sony’s GDC address that year and “tens of millions” as of its closure announcement last fall.) All the while, brands like Audi and Cartoon Network continued to produce virtual items for Home like avatar T-shirts and other tchotchkes that people bought with cold, hard cash. Part of the reason businesses remained interested was the small, devoted and willing-to-spend user group in Home. Lockwood’s game Sodium, a Home exclusive, offered the first five levels for free and 45 more only available if you bought a T-shirt for your avatar. A solid 25 percent of users bought that T-shirt according to Home director Peter Edward. That’s just one of the things Home’s mercurial users spent money on. Sodium users could also buy this golden statue of a busty robot lady; a statue that served no other purpose than to be a statue.

Home didn’t work, and it certainly didn’t pump blood through the PlayStation body, but it was fascinating to inhabit all the same.

This is the sort of thing left behind with PlayStation Home’s closure, an unexpected mixture of failed ambition and surprising financial success. With Sony’s eyes turned toward entertainment on PlayStation 4, with its IPTV service PlayStation Vue and streaming game service PlayStation Now, the shuttering of Home this past Monday seems like the inevitable end of the virtual space dream. Will Sony’s virtual reality tech Project Morpheus and other headgear like Oculus Rift bring it back around? Maybe, but that will depend on the average consumer embracing it and the jury is out on whether or not that’ll happen.

PlayStation Home’s legacy is as a bizarre experiment, an attempt to embrace the sort of internet socialization envisioned in science fiction novels like Snow Crash and pulp garbage like Hackers. Home undeniably had its own rhythm, though. There was a tangible vibe born of Home’s residents stiffly milling about its public squares and awkwardly gyrating whenever someone new logged in. It wasn’t the beat of life by any means, but it was definitely distinct. Home didn’t work, and it certainly didn’t pump blood through the PlayStation body, but it was fascinating to inhabit all the same.

[Image credits: SCEA]

Filed under: Gaming, HD, Sony

Comments

4
Apr

Recommended Reading: The record-breaking all-electric ’68 Mustang


Recommended Reading highlights the best long-form writing on technology and more in print and on the web. Some weeks, you’ll also find short reviews of books that we think are worth your time. We hope you enjoy the read.

Dark Horse
by Michael Zelenko
The Verge

Converting one of the most beloved American muscle cars to an all-electric machine sounds crazy enough, but Mitch Medford wanted much more than that. After putting 800 horsepower’s worth of batteries, converters and motors in a 1968 Mustang, he eyed the record for that model: the 170MPH mark set by Carroll Shelby himself — a man that’s synonymous with these classic cars in the States. In fact, some models of Ford’s iconic two-door still bear his name. The Verge chronicles the story of the Zombie 222’s (as it’s called) origins and Medford’s quest for history at the Texas Mile.

It’s a Trap! TIDAL and the Common Fallacy of Music Royalties
Mike Fabio, Cuepoint

Think Tidal’s celebrity-packed relaunch citing fair artist compensation as a key concern rang hollow? Yep, me too. Record labels still call the shots on distribution, and this is a great look at the current state of things — no matter what Jay Z is trying to sell.

Snapchat’s Non-Vanishing Message: You Can Trust Us
Steven Levy, Backchannel

By now, you’ve likely heard about any one of the security issues with Snapchat’s ephemeral messaging app — whether it’s snaps that don’t actually disappear completely, or a third-party hack that leaks sensitive info. This interview with the company’s execs tackles transparency, and offers an apology, too.

The Bottom of the Glass: Legacy and the Last Season of ‘Mad Men’
Andy Greenwald, Grantland

The final season of Mad Men starts tomorrow. To help you prepare, Grantland’s Andy Greenwald offers a look at how creator Matthew Weiner got to this point.

‘Furious 7′: What Happened to the Wrecked Cars
Steve Knopper, Wall Street Journal

Ever wonder what happens to all the cars that get destroyed during the making of a high-octane film like Furious 7? Well, WSJ takes a look at the fate of all 230.

[Photo credit: Bloodshed Motors]

Filed under: Misc

Comments

4
Apr

Ninja Shurican, a Windows Phone pitting flying ninjas against demons


Ninja Shurican is a relatively new Windows Phone game that has you playing the role of a ninja warrior who is traveling the underworld to battle demons and avoid countless dangers.

We were tipped on this endless runner game and decided to take it for a spin. Ninja Shurican is available for low memory Windows Phones, has three gaming modes and customizable weapons and ninja suits. The controls take a little time to get used to but nothing to cause you to run screaming from the room.

4
Apr

This hybrid kickstand case for Galaxy Note 3 is only $6.95 today


Get serious protection against drops and scratches with a built-in kickstand that can be used for watching movies and more! The inner-most layer of this hybrid case is made of a shock absorbing silicone that sits underneath a thick plastic exterior. Get yours today and save over 50%

4
Apr

OnePlus’ Oxygen OS is now available for download


oxygen os oneplus

OnePlus needed an extra week to deliver it, but its new Oxygen operating system is now available for download.

“Our goal for OxygenOS is to provide faster, more meaningful updates and a better-integrated range of services for every OnePlus user,” said OnePlus’ Carl Pei in a blog post. Pei emphasized the back to basics philosophy of the project, that values “performance and battery life over gimmicks and bloated features.”

The initial version of Oxygen OS looks to be very close to stock Android, both aesthetically and from a functionality point of view. However, there are a number of features that the OnePlus team added in order to enhance the user experience.

Oxygen OS carries over gesture support, first available on Oppo’s Color OS and adopted on Cyanogen OS 11s. You can draw various gestures on the screen of the OnePlus One (even with the screen turned off) and quickly launch apps like the flashlight or camera.

Another feature is the improved quick settings, which lets you reorder settings tiles and choose the ones you want to see. This feature seems to be inspired by Paranoid Android, and that should be no surprise, given that many of the key people behind PA are now contributing to Oxygen OS.

Oxygen OS also comes with a file manager, a welcome addition for any power user, as well as the ability to customize lockscreen wallpapers and switch between capacitive and on-screen navigation keys.

.rvs_wrapper
width: 335px;

.rvs_wrapper.align_left
float: left;

.rvs_wrapper.align_right
float: right;

.rvs_wrapper.align_center,
.rvs_wrapper.align_none
width: 100%;

.rvs_wrapper.align_center
text-align: center;

.rvs_wrapper.align_center.cbc-latest-videos ul li
float: none;
display: inline-block;
vertical-align: top;

.rvs_wrapper.cbc-latest-videos:not(.align_none) ul li:nth-child(2n+1)
clear: both;

.rvs_title
font-weight: 600 !important;
margin: 0 !important;

.rvs_wrapper.align_right .rvs_title
padding-left: 20px;

.rvs_title a
font-family: ‘Roboto Condensed’;
color: #3a3a3a;

.rvs_wrapper.cbc-latest-videos ul
padding-top: 10px;

.rvs_wrapper.align_left.cbc-latest-videos ul li,
.rvs_wrapper.align_none.cbc-latest-videos ul li
padding: 0 15px 0 0;

.rvs_wrapper.align_right.cbc-latest-videos ul li
padding: 0 0 0 15px;
float: right;

.rvs_wrapper.align_center.cbc-latest-videos ul li
padding: 0 7px;

.rvs_wrapper.cbc-latest-videos ul li > a
font-weight: 400;

.rvs_wrapper.cbc-latest-videos ul li > a .yt-thumbnail
margin-bottom: 0;

@media only screen and (max-width : 480px)
.rvs_wrapper
width: 100%;
text-align: center;

#page .rvs_wrapper.cbc-latest-videos ul li
padding: 0 7px;
display: inline-block;
float: none;
vertical-align: top;

Oxygen OS is now available for download from OnePlus, with full installation instructions available. If you want to help, you can provide feedback by downloading and installing this special app. Note that updating to Oxygen OS from Cyanogen requires wiping the system and flashing manually, though OnePlus says an automated method is in the pipeline.



4
Apr

Listen to the latest from Wale on Xbox Music and Watch The Imitation Game on Xbox Video


Every week, new stuff drops on Xbox Music and Xbox Video that it becomes hard to keep up. Well, that’s where we come in. Every weekend we’ll highlight some of the hottest albums and singles on Xbox Music. We’ll also let you know what movies and television shows just dropped on Xbox Video for your viewing pleasure. It’s the weekend, and we’ll help entertain you.

4
Apr

Grab an Xbox One and Halo: MCC for £249 at Asda until April 16


Deals time has rolled back around for British shoppers and Asda has a humdinger for anyone looking for an Xbox One. Until April 16 you can snag the console with included X-Men Blu-Ray and Halo: Master Chief Collection for just £249.

4
Apr

RHA T10 earbuds: A great music experience for your Windows Phone


We spend so much money on smartphones to use partly as music players, why wouldn’t we invest in a good quality pair of earbuds or headphones?

Not everyone desires the type of higher-quality sound you get from some of the more premium offerings, but if you do, RHA has a pair of earbuds you just might want to look at. The T10 earbuds have been designed specifically without an in-line remote which often isn’t compatible with non-iPhones, and as such sees a small price cut. They’re not the cheapest earbuds you’ll ever buy, but they’re going to serve you well.

4
Apr

OnLive announces its shutdown after Sony acquires “important parts”


OnLive_logo_landscape

Cloud gaming service OnLive has announced it will be shut down later this month. The reason for the shutdown is that Sony has acquired “important parts” of the service and the company has no plans to continue operating OnLive. That decision makes sense considering Sony operates PlayStation Now, another cloud gaming service featuring titles from the platforms vast catalog. So the pieces of OnLive being acquired by Sony are almost guaranteed to be integrated into PlayStation Now.

Data centers supporting OnLive’s services will cease to exist on April 30. Subscribers will no longer be charged and games will go inaccessible on that date. All data will be deleted after accounts are closed.

The following notice was left on OnLive’s customer service site:

It is with great sadness that we must bring the OnLive Game Service to a close. Sony is acquiring important parts of OnLive, and their plans don’t include a continuation of the game service in its current form. Your service should continue uninterrupted until April 30, 2015. No further subscription fees will be charged, and you can continue to play all of your games until that date.

After April 30, 2015, our data centers will shut down and the service will be offline. All accounts will be closed, and all data deleted including game save data, achievements, and credit card data will be deleted. If you purchased a Steam game from OnLive, that game will still be available on Steam. No refunds will be available for any game purchases, hardware purchases, or subscriptions.

We will have extremely limited coverage for customer service over the next 30 days. We hope the FAQs below will answer all of your questions. We thank you from the bottom of our hearts for being an OnLive customer, and we wish you all the best.

Source: OnLive

Come comment on this article: OnLive announces its shutdown after Sony acquires “important parts”