Merged! is the latest title from the studio behind 1010!
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As far as addictive games go, 1010! by Gram Games is one of the more addictive one – my fiancée will attest to that. If you were (or are) hooked on 1010!, you may be interested to hear that Gram Games is back with a new title called Merged!. The concept is simple: join three identically-numbered squares together in any orientation, and they will combine to create a square with the next number up. To facilitate this, the squares on the board look like the top side of a die. Check out the trailer below to get a better idea of how this all plays out in the game:
As you can see, Merged! has been created with a unique flair and art style, from the brightly coloured blocks to the flowing transitions when you connect-3. Gram Games’ press release is keen to emphasize that the studio developed Merged! (and 1010!) thanks to their “environment of creativity”, and that they had as much fun making it as we’ll presumably have playing it. There’s only one way to find out – if you’re interested in trying out Merged! (and note that it’s completely FREE), then hit the Play Store link provided below:
http://playboard.me/widgets/pb-app-box/1/pb_load_app_box.js
What do you think about Merged!? Let us know your thoughts in the comments below.
Source: Merged!
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I watched someone commit suicide in VR and it freaked me out

This wasn’t how it was supposed to go. I was standing on a junkyard hovercraft, pointing my revolver at the young lady floating on the adjacent skiff. She was my enemy, but I couldn’t pull the trigger. Her hand hovered between us, waving back and forth in the universal sign for “stop.” Her gun aimed away from me, its barrel touching her temple. I lowered my weapon. She pulled the trigger anyway. In the world of Hover Junkers, a virtual reality game where scavengers wage war over scrap metal and resources, I was a killer — that’s my role — but nobody ever said anything about suicide.
“That was not okay,” I yelled, perhaps a little too loudly for close-quarter demo rooms at Valve’s SteamVR Developer showcase. The incident left me a bit shaken. I was used to facing violent madness in online mulitplayer shooters, not moral quandaries. I heard Alex Knoll, the lead designer at Stress Level Zero and the director of Hover Junkers, laugh from a nearby VR cubical. The face behind the suicide avatar and the game itself was messing with me.
Suicide isn’t so much a feature in Hover Junkers as it is an option enabled by the game’s virtual reality motion controls. “There isn’t any real character animation in the game,” Knoll told me later. “It’s all driven by an IK (inverse kinematics) system that your body is controlling. You’re driving a puppet… but there’s still very clearly a human body controlling it,” he said. “It has a quote-unquote ‘soul.’”

That “soul” was palpable enough to get me to lower my gun and cry out in shock when I saw Knoll’s avatar shoot herself. In most games, an avatar is just an empty husk going through the motions of predefined animations. But in Hover Junkers, they mimic a real player’s movements. When Knoll pointed a gun at his head and motioned for me to stop, I saw through the game to the person behind it. It still looked like a video game, but it felt real. More real than any multiplayer game I’d ever played.
As I marveled at the power of body language in an online video game, Stress Level Zero’s Brandon Laatsch told me that, while the ability to graphically kill yourself in the game was somewhat problematic, keeping it in seemed like a good safety lesson. “We had this moral quandary. If you pull the trigger and nothing happens it sends the wrong message, but, if you pull the trigger and something happens it also sends the wrong message. It’s kind of lose / lose.” Ultimately, the team decided to stay consistent with the rules posted in the in-game firing range. Specifically, he said, don’t point your weapon at anything you don’t intend to destroy. Gutting this basic gun-safety rule “seemed like the wrong thing to do,” Laatsch explained.
Knoll doesn’t normally pull the “suicide trick” on other players, but he says I’m not the first player to be surprised by the game’s human element. “We’ve run into some people who have played it and said, ‘Wow, I was uncomfortable with that in, like, a powerful way.’ It quickly turns from a game to a real situation.” For me, seeing recognizable human body language come through the avatar conveyed a sense of life that fundamentally altered my perception of the game world. It doesn’t stop everybody from shooting a sympathetic opponent, but it sure stopped me. I’m not used to thinking about my opponents as human beings, but I think I could get used to it. If video games start feeling this real, I’ll happily embrace a little hesitation in my trigger finger.
Walgreens is beginning to break up with Theranos

The bad news just keeps piling on for Theranos, following yesterday’s announcement from the US government that its blood testing technology “jeopardizes” patients’ health. Walgreens, the company’s main retail partner, said today that it’ll be shutting down its Theranos Wellness Center in Palo Alto, California. Additionally, the pharmacy will no longer send blood samples to Theranos’ lab in Newark, New Jersey. And, to top it all off, Walgreens also says that blood tests from one of the 40 Theranos Wellness Centers it hosts in Arizona must go to a third-party lab, or Theranos’ Phoenix lab, not the Newark facility.
Theranos built up a reputation as a forward-thinking health technology company after developing a blood testing device that requires only a few drops of blood, rather than larger vials of blood. But its technology has come into question over the past year; in October, the FDA revealed that it had approved only one of Theranos’ finger prick tests (for herpes), out of the 100 tests the startup initially claimed. At that point, Walgreens halted an expansion of Theranos’ test centers to the rest of its stores, so today’s announcement isn’t too surprising.
[Photo credit: Michael Kovac/Getty Images/Vanity Fair]
Source: Businesswire (PR)
No, ‘Fable’ designer Peter Molyneux isn’t retiring today

Peter Molyneux is not done making video games. Molyneux appeared to announce his retirement from the video game industry in a series of tweets today, but it turns out his account was hacked. The impersonator also claimed that Molyneux was shutting down his latest game, Godus, but that’s not true, either.
“Ahh my account has been hacked, ( you can tell cos they know how to spell) I am not retiring, not closing godus,” Molyneux’s account tweeted just minutes after a trio of messages claimed he was done with video games.
One of Molyneux’s former employees at 22cans, Jack Attridge, also tried to get the message out about the hack, tweeting, “Peter’s account was hacked. That is not a real tweet1!!” He said he spoke with Molyneux on the phone to confirm the hoax.
Molyneux is known as the creator of the “god game” genre, which kicked off with his 1989 title, Populous. He’s also the mastermind behind such acclaimed games as Dungeon Keeper, Black & White and the Fable series (yes, including Fable III). He’s one of the gaming industry’s more eccentric characters and this isn’t his first brush with Twitter-based impersonators.
Godus is (unsurprisingly) a god game that Molyneux crowdfunded in 2012 under his independent studio, 22cans. The game raised $850,000 on Kickstarter and it was tied to an experimental app, Curiosity, that promised to turn one player into a legitimate “god” of Godus. That idea didn’t pan out as Molyneux promised.
Ahh my account has been hacked, ( you can tell cos they know how to spell) I am not retiring, not closing godus
— peter molyneux (@pmolyneux) January 28, 2016
@LaurakBuzz @pmolyneux Laura he’s been hacked. I just got off the phone with him 
— Jack Attridge (@JacksFlavour) January 28, 2016
Source: @pmolyneux
Microsoft’s Surface sales up 29 percent, phones down 49 percent

Sales of the Surface Pro 4 and Surface Book led to a 29 percent increase in overall Surface family revenue ($1.35 billion compared to $1.1 billion), Microsoft announced in its Q2 2016 earnings report. Its overall phone revenue, however, fell 49 percent. Given our disappointment with the Lumia 950 and 950 XL, Microsoft’s mobile performance wasn’t too surprising. Its new devices weren’t really flagship models meant to compete with the iPhone 6S and the best of Android. Microsoft’s overall revenue for its More Personal Computing division (which includes Surface and phone sales) fell 5 percent.
On the whole, it wasn’t a great holiday quarter for Microsoft. Its revenues fell around 10 percent from last year (from $26.5 billion to $23.8 billion), while its net income fell around 15 percent (from $5.8 billion to $5 billion). Still, the company saw strong cloud growth, with Azure revenue up by 140 percent. Its overall Intelligent Cloud division revenue was up five percent.
There were some pretty big gains in other categories, as well. Office 365 revenue jumped 70 percent compared to last year, for example, and it also reached 20.6 million customers. On the gaming front, Microsoft says it now has 48 million monthly active users (people who sign on at least once a month), an increase of 30 percent.
Developing…
Source: Microsoft
Google to Feds: Project Loon is totally safe, despite outcry

Google asserted in a report filed to the Federal Communications Commission that the company’s upcoming high-altitude, wireless signal tests (likely part of Google’s Project Loon) pose no threat to the citizenry or the environment. The internet giant argued that experimental the tests, which will use radio transmitters at altitudes of 75,000 feet, fall within existing test regulations.
The filing comes in response to a number of complaints from members of the public who, being luddites, worried about radiation exposure, microwave beams, and all sorts of other vaguely quasi-scientific worst case scenarios. “The proposed experimental operations in fact present vastly less risk from RF exposure than other transmissions the Commission routinely authorizes,” Google countered in its filing. “Thus, although we respect that the commenters’ concerns are genuinely held, there is no factual basis for them.”
Via: Business Insider
Source: FCC
Amazon Prime memberships grew by over 50 percent in 2015

Amazon just announced its financial results for Q4 of 2015, and one of the big trends the company highlighted was the continuing strength of Amazon Prime, a service that has its roots in free two-day shipping but is now becoming a catch all for host of free media the company gives to subscribers. Amidst the many highlights the company is calling out are some notes on pretty major Prime growth: Amazon says that worldwide Prime memberships increased 51 percent in 2015 compared to the year before. Growth in the US came in at 47 percent, which means things picked up every faster internationally.
That strong international growth was mirrored in how customers are using Prime. Specifically, Prime Video streaming outside the US nearly doubled in Q4 2015 compared to a year ago. Even the fledgling Prime Music service (which still offers “only” 1 million songs, compared to the 35+ million that you’ll get with Spotify, Apple Music and most of their competitors) is starting to grow. Amazon said that streaming hours in Q4 2015 more than tripled compared to a year ago. The service also went live in Germany and Japan in the quarter.
The improvements in Amazon’s music service are notable given the rumors swirling around the company’s intentions to built a full-fledged Spotify competitor. As usual, we have no idea how many people are actually using Prime Music — and that explosive growth Amazon is citing likely has a lot to do with the fact that not a lot of people were using the service a year ago. Either way, it looks like Amazon’s media ambitions extend beyond just its massive bookstore and the original TV shows it’s making to round out Prime Video.
From a pure numbers perspective, Amazon had a strong holiday quarter. The company pulled in $35.7 billion in revenue in Q4, up 22 percent over a year ago. Profits saw an even bigger bump: $482 million in net income marked a whopping 125 percent increase over Q4 of 2014. The big holiday quarter helped Amazon to a profitable 2015, with total net income totaling $596 million on the year, compared to 2014’s net loss of $241 million.
Amazon will be holding its quarterly financial call at 5PM ET, and we’ll be listening in to see if the company has any more details on Prime, delivering packages by drones or anything else that may be of interest. We’ll keep this post updated, so stay tuned.
Source: Amazon (BusinessWire)



