You don’t need to sign in to use Skype anymore
Unless you have Skype configured to boot-up when you start your computer, starting the program, logging in and connecting to a call can be mildly tedious. It’s not anymore — Microsoft just announced a new ‘Guest’ mode for Skype that makes user accounts almost completely optional. Now if you want to join a Skype call, all you have to do is click a link and enter your name.
Skype as a Guest includes voice and video calling, group instant messaging and screen and file sharing features for up to 300 people per conversation. Users will be given a unique link to share with contacts that instantly open the Skype conversation, which can be made up of more Guests, or fully signed-in Skype users.
So, what’s the catch? Not much: conversations expire after 24 hours, and you’ll still need to log-in to call a landline or use Skype’s live translation features. The account-free mode also only works in Skype.com’s web-client, but those limitations aside it seems to offer all the service’s basic free features. Not bad — particularly if you only use Skype when somebody else asks you to.
Source: Skype
Play ‘Overwatch’ for free all weekend long
If you already aren’t one of Overwatch’s 20 million players, developer Blizzard Entertainment wants to fix that. Starting Friday at 1pm Eastern, PC, PlayStation 4 and Xbox One owners can play the wildly popular shooter for free. And this isn’t just a limited slice of the game, either. The entire roster of heroes and maps are available across Quick Play, Custom Games and the Weekly Brawl.
What’s more, you’ll also have access to Loot Boxes containing bits like character skins and graffiti tags. Best of all? Your progress and unlocked items will carry over to the full game should you decide to buy it. That’s assuming you buy it on the same platform you played. My tip for newcomers? Start out playing as Mercy. Trust me.
Source: Overwatch
Vudu offers ad-supported movies ‘on us’
For years, Walmart-owned Vudu has had a reputation for its high picture quality and ties to Ultraviolet digital copies. Now, the video on-demand store is trying something new: free movies. There is a catch, however, as the free flicks will contain advertising breaks. Otherwise, viewers will be able to log in from computers, phones and TVs to watch movies like True Grit, Mad Max and more without paying a dime. It’s an interesting scheme, and if anything, may get more people to try out the Vudu app installed on their TV, game console or Chromecast.

Vudu doesn’t seem to be turning into a Netflix or Hulu competitor yet, as there’s no mention of any subscription option to get open access without ads. I tried it out on PC, and a stream of the Mandy Moore classic A Walk to Remember opened with three ads totaling less than a minute — very manageable — and there are ads during the movie as well.
The ad-supported flicks will be available in up to 1080p HD, and in a statement, general manager Jeremy Verba says “This new service provides value for customers who want to watch movies and TV for free, when and how they wish to watch, without sacrificing quality.” To watch, just look for the Movies on Us section under the new or Spotlight tab on Vudu’s app and website.
Source: Vudu Movies on Us
One month after going free, ‘Evolve’ averages 15,000 players
Pick a random moment in June and you’d likely find about 100 people playing Turtle Rock Studios’ Evolve on Steam. That’s not a lot of players in general, but this number is especially sad for a game billed as an online multiplayer extravaganza. One and a half years after launch, it looked like Evolve was dying. And then, in July, Evolve’s active player base shot up to an average of 15,400 at any given time on Steam, according to current lead designer Brandon Yanez.
This didn’t happen by accident: Developers at Turtle Rock knew they had to take drastic action to save Evolve and so, on July 7th, they did. They made the game free on PC.
Evolve originally cost $60, the standard price of a AAA video game, and it launched alongside a bevy of pricey downloadable extras. This flood of day-one DLC was one reason the game simply didn’t resonate, even though it received a ton of pre-release buzz from critics and players alike.
“There was a ton of conversation in the community with regard to business models rather than discussion on the game itself,” Yanez said.

When Turtle Rock released Evolve into the wild, it landed smack in the middle of a “DLC shitstorm,” according to studio founders Chris Ashton and Phil Robb. It was early 2015, and gaming forums and blogs were rife with conversations about developers overloading their titles with pricey downloadable content. Many players were sick of it and extremely vocal about their displeasure. Any mention of DLC, especially tied to a $60 AAA game, instantly ignited comment sections and Twitter.
And Evolve certainly had a lot of DLC from day one. Players lambasted it for this fact, which surely influenced some people’s decision to not buy the game. However, DLC wasn’t Evolve’s only problem.
The game had a steep learning curve, Yanez said, meaning many players couldn’t jump in and have fun right off the bat. On top of that, the game simply wasn’t fun until late in each round. Evolve used an asymmetrical multiplayer strategy where four players acted as hunters, each with an individual skill, and one person embodied a Lovecraftian kind of monster that attempted to evade capture and take down the other players. It looked like a fast-paced, hectic kind of game, but Yanez said it was criticized for being a “running simulator” before the monster gained all of its abilities.
Basically, until that point, Evolve was boring.

“After seeing our original player base decline and after reviewing a ton of feedback, we realized we needed to change the game so that it was faster-paced, less role dependent and more accessible,” Yanez said.
Going free was always on the table for Turtle Rock. Plenty of team members were fans of other free multiplayer games and they talked about the option early on in Evolve’s development. Some of the most successful online multiplayer games in recent memory have been free, including League of Legends, Dota 2 and Hearthstone. Shooters, however, tend to have an entry price — think Overwatch, Counter-Strike, Call of Duty or Destiny. Evolve was well within its genre’s boundaries when it launched at $60. However, its sluggish gameplay simply didn’t support a large, captive audience.
Evolve Stage 2, as developers dubbed the free version, didn’t just include a price drop; it reworked how the entire game operated. The hunters were overhauled, lending them all a more robust set of skills, rather than rigidly defined roles. For example, originally, only the hunter known as a “trapper” could deploy a dome that caught the monster, but Stage 2 gave that power to all hunters. Plus, monsters started with enough skill points to unlock all of their abilities right away.
The message was clear: No more running simulators.

“That has probably been the most exciting thing about this first month [as a free game] so far, is how much has changed simply because our community asked for it,” Yanez said. “We feel that has been the biggest difference. You still find wonderful people who become exceptional members of the community, but now there are way more opportunities for community growth and engagement with a much wider audience we could’ve never reached if we remained a ‘paid’ community.”
Evolve Stage 2 hit Steam for free on July 7th, bringing with it all of the content that Turtle Rock had previously released for the game. Since then, more than 1 million people have tried it out, and it hit a peak of 25,000 concurrent players just two days after going free. One month in, an average of 15,000 active players means Evolve certainly isn’t dead just yet.
The game still has a base price on consoles, for now. Turtle Rock said that if the PC experiment goes well — meaning, if Evolve can sustain a large and steady player base — it’ll go free on Xbox One and PlayStation 4 as well.
To that end, the studio is focused on regularly updating and tweaking Evolve on PC in a bid to keep players interested. Turtle Rock recently kicked off “Shear Madness,” a month-long event that will introduce three new characters, three fresh map variants, a new game mode and a bunch of community-requested features.

This is a far cry from where the game would be if it had remained a paid product.
“We’d be reaching the tail end of our life cycle,” Yanez said. “It’s exciting for us to see people giving the game another chance, but we know this is only the beginning.”
France’s free coding school is coming to Silicon Valley
For 3 years, Paris residents wanting to learn programming have had access to 42, a school that offers a radical approach to technical education: there are no teachers, no lesson plans… and no tuition fees. As long as you’re between 18 and 30 and thrive in a 4-week coding challenge, you can spend 3 to 5 years mastering software development at no cost and on very flexible terms. Sound good? Well, you won’t have to move to France to give it a shot. The 42 team has announced that it’s opening a 200,000 square foot Silicon Valley-area campus (in Fremont, to be exact), with applications beginning immediately. The first class starts in November.
If you ask the school, this is about fixing a skill imbalance in the US. While the country has taken some steps to improve computer education, 42 believes the American educational system “deprives” companies of the programming-savvy people it needs to innovate. You’d ideally get a steady stream of highly motivated coders ready to cross San Francisco Bay and join startups.
It’s hard to say how well 42’s method works when few if any of its Parisian students have even graduated, but the concept (created by Xavier Niel, who founded the French telecom Free) may not be that far-fetched. As our TechCrunch colleagues point out, some existing students are so determined that they sleep in the hallway — while that’s not exactly healthy, it shows a kind of commitment that you don’t always see in college. If you see a sudden surge in young Bay-area tech talent a few years from now, you’ll know who to thank.
Via: VentureBeat, TechCrunch
Source: 42 (PDF)



