‘Pokémon Go’ rolls out on Android and iOS
With all the news surrounding Pokémon Go’s beta test and wearable, you’d be forgiven for thinking the full game was already out. Until recently, it wasn’t, but that’s changing if you live in the United States and have an Android device, as spotted by 9to5 Google. Rocking a handset designed in Cupertino? Well, only iPhone owners in Australia have access at the moment so a measure of patience is in order.
The game that brings Pokémon collecting into the real world via developer Niantic Labs’ augmented reality and GPS tech has been gestating for quite a bit. The intent, Niantic CEP John Hanke told us back in June, is to make you feel like you’re venturing out into the world and capturing the pocket monsters for yourself. “You can live the story of being a Pokemon trainer,” he said. Now it’s time to discover how quickly can you catch ’em all.
Via: 9to5 Google
Source: iTunes (Australia), Google Play
Twitch introduces a PlayStation Vita app
Twitch has released streaming video apps for just about every modern game system under the Sun, but the PlayStation Vita has remained the odd one out… until today. The livestream provider has rolled out a Vita app that, much like the PS3 version, lets you tune into live and pre-recorded gaming sessions as well as follow the channels you can’t stop watching. You can’t stream anything yourself, alas — you won’t be broadcasting OlliOlli or Severed sessions any time soon. Even so, this could be helpful for those moments when you aren’t near your phone, or for kids whose Vita might be their only handheld viewer.
Source: Twitch (Medium)
‘Red Dead Redemption’ becomes backwards compatible with Xbox One
Still haven’t experienced Rockstar’s western epic Red Dead Redemption but refuse to go back to your Xbox 360 to do so? Microsoft has you covered. As of Friday, the game will finally, officially make its debut on Xbox One as a backwards compatible title.
This isn’t the first time the industry has buzzed about Red Dead Redemption’s appearance on Xbox One. Last year in February it made a nebulous appearance on the console for eagle-eyed players and then it was removed by Microsoft, who claimed it was just a test and wasn’t meant for the general public.
Obviously it was a test for the full release for Xbox One owners, who can now play the game on their consoles this Friday, July 8. Of course, you still can’t play Red Dead Revolver, but hey, baby steps.
Via: Larry Hryb
Blizzard sues an ‘Overwatch’ cheat developer
Blizzard has about as much interest in stamping out cheaters as you do, and it’s willing to go to court to keep things clean. The company has filed a US lawsuit against Bossland, a German developer whose Watchover Tyrant app is designed solely to help unscrupulous Overwatch players. The software allegedly violates copyright law, including the Digital Millennium Copyright Act’s anti-circumvention measures. More importantly, Blizzard claims that Watchover hurts both legitimate players and the bottom line. The developer may be losing “tens of millions of dollars” in sales to gamers put off by the thought that cheaters are running rampant.
Whether or not the software did that much financial damage, there’s no question that Bossland is aware of what it’s doing: in response to an earlier Blizzard crackdown, it swore that it would make Watchover harder to detect. You don’t do that unless you know your product is “unlawful,” Blizzard argues.
The real debate may be over jurisdiction. Bossland insists that the US has no authority over a company that supposedly has no connection to the country, and that Blizzard could easily have sued 5 years ago over previous cheat software. Blizzard would likely beg to differ, though — Watchover is directly affecting an American game producer, and it’s not clear that Bossland is doing anything to stop US sales.
Via: Destructoid
Source: TorrentFreak
Xbox avatars to get a wheelchair option
Accessibility doesn’t just apply to the real world — Microsoft’s Phil Spencer has revealed that Microsoft will soon launch wheelchair avatars for Xbox Live. Following a user tweet suggesting that “wheelchairs might be relatively simple” to do, and another suggesting a petition, Xbox head Phil Spencer jumped in. “No petition needed, we hear you. This is something that we’ve already looked at, [and it’s] not far off.” Soon after that, Xbox Director of Program Management Mike Ybarra tweeted a “sneak peek” of two possible avatars.
@XboxP3 @goldennike11 @SeamusBlackley Sneak peek… 😀 pic.twitter.com/szoTUGR6ef
— ♏️ike Ybarra (@XboxQwik) July 5, 2016
Some sites, including Yahoo and Second Life, have offered wheelchair avatars since early in their histories. Sociologists argue that they’re a powerful form of inclusion and a way for wheelchair-bound users to express their individuality. Despite being a popular part of Xbox 360, avatars were only recently brought back with the Xbox One Experience UI update. The renders above show more detailed avatars than the existing ones, so it could be a sign that an overall refresh is arriving soon.
Via: Videogamer
Source: Mike Ybarra (Twitter)
Microsoft’s Play Anywhere reaches PC and Xbox on September 13th
You won’t have to wait too long to see how well Xbox Play Anywhere works in practice. Microsoft has confirmed to Polygon that the cross-purchase, cross-play feature will go live on both Xbox One consoles and Windows 10 PCs on September 13th. You’ll still need games that support it, of course, but you can count on at least strong first-party support. Microsoft informs MCV that all the games it publishes from now onward will use Play Anywhere — in theory, that means the next Halo will be a PC title. The real unknown is whether or not many third-party games will follow suit.
Source: Polygon, MCV
‘Minecraft’ creation plays ‘Pokemon’ on a virtual Game Boy
It’s no longer strange to see elaborate devices built in Minecraft, but this one is particularly eyebrow-raising. Reqaug has built a Minecraft machine that plays Pokemon Fire Red for the Game Boy Advance. It’s very rudimentary at the moment (it’s missing combat and dialog, among other things), but it’s still surprisingly thorough. There’s even a level editor and the option to replace textures. As the creator explains, the whole concept revolves around layers of structure blocks (a recent addition) that represent tiles in the game and move when you move.
While there isn’t enough here to keep you entertained, Reqaug is quick to stress that his work will “always be in progress.” It’s more a matter of investing enough time than whether or not a blocky Pokemon recreation is possible. And importantly, this doesn’t require modding — as long as you’re using at least Minecraft 1.10, you can try it for yourself. Just don’t expect an action game like one of the Super Mario Bros. titles, since Minecraft likely can’t draw the virtual screen quickly enough to keep up.
Via: Reddit
Source: Planet Minecraft, Reqaug (YouTube)
‘Skullgirls’ is coming to mobile with a role-playing twist
Lab Zero’s hyper-stylized fighting game Skullgirls has been available on almost every modern platform at some point in its history, but you couldn’t play it on your smartphone… until now. Hidden Variable (best known for producing versions of Threes) has revealed that it’s developing a Skullgirls game for Android and iOS that shakes up its formula. Rather than making a straightforward brawler, the studio is adding role-playing elements — you collect, equip and upgrade characters as they progress through the story. There’s even a Fight Assist option that lets you focus more on the bigger picture and less on the moment-to-moment action.
The title is only slated to arrive sometime before the end of the year, but you can apply to get into the closed beta right now. You’ll probably want a fairly high-end device, though, as Skullgirls mobile reportedly needs a “little extra moxie” to run smoothly. The big question: how much will it cost to play? Here’s hoping the collectible element doesn’t mean a heavy dependence on in-app purchases. While Skullgirls has built up a good reputation over the years, it won’t be so much fun if you have to pay extra (or grind for hours) to unlock fan favorite characters like Parasoul or Valentine.
Via: Kotaku
Source: Hidden Variable
Watch your favorite games quickly conquered for charity here!
It’s the long holiday weekend, we’re smack dab in the middle of the summer drought for big game releases and you want to make it to Tuesday with all your fingers intact. That basically rules out lighting fireworks or playing a new game. And, let’s face it, the chances of you actually playing anything you bought during the Steam summer sale are slim, at best. What’s there to do? How about plopping down and watching a ton of video games beaten in record time, for charity?
Summer Games Done Quick 2016 kicks off this morning at 11:30 Eastern with Super Mario Sunshine and doesn’t wrap until next Saturday with Super Mario RPG: Legend of the Seven Stars. Between those games starring the most famous Italian plumber around are a glitch-free speed-run of Legend of Zelda: Ocarina of Time, the absurdly difficult NES Ghostbusters tie-in, The Elder Scrolls III: Morrowind and a whole lot more.
And you can watch all 160 hours of speed-runs right here! For an idea of what’s playing and when, check out the schedule over on the Games Done Quick homepage. It’s not like you had big plans this week anyhow.
Watch live video from GamesDoneQuick on http://www.twitch.tv
Source: Games Done Quick (Twitch)
Six months with the Steam Controller
The gentle whine of the haptics, the new rumble support, those inner paddles that make toggling run and crouch so easy … oh, and the one-click quick-save! I may be in the minority, but that I love my Steam Controller.
The divisive Valve device has just cleared six months of existence. You may have dismissed it at launch, as most reviewers did, as being “weird.” In the past half-year, though, it’s found its groove among weirdos, modders and amateur tinkerers. My love for the controller has even begun to grow outside of gaming, and I’ve found that it’s started to colonize my interactions with Windows in many surprising ways.
But of course, the controller is fundamentally a gaming device. In fact, many of my recent game choices have made been on the basis of how well they would work with the Steam controller. Doom has been a pure joy with the device (once you have the trackpad and gyro aiming configured to your liking), once you have your trackpad and gyro aiming set up to your liking. It’s also become my preferred way to play point-and-click adventure games, or role-playing games like Pillars of Eternity, which I have been playing from my sofa. I’ve also spent time thumbing my way through strategy games like Europa Universalis (although not on a sofa because of the tiny-text problem).
The growing list of “configs” for the controller has produced some surprising applications — for example, you can play Street Fighter V strictly with motion controls. Serious Rocket League players have the Steam Controller grips programmed for acceleration/brake and triggers for drift/boost. Cities Skylines has moved into the living room for many people.

Yes, “configs” has been said a few times already in this piece. Yes, that means before you can play a game with the controller, you need to browse a number of configuration settings through Steam and find one that suits your style. Yes, it also means you that it doesn’t end there: Once you find a config that works for you, it will no doubt need some tinkering. Yes, all of these things seem like obstacles to play. But configuring the Steam controller has become a surprising part of its appeal. It delivers the same kind of understated excitement you might get from assembling a custom gaming PC, or the kind of mild thrill that you might find in tweaking graphical settings to achieve the best image your rig can deliver. When you look at it this way, the Steam Controller is a fun new aspect of the PC gaming “meta.” I spent over two hours tweaking controls, graphical settings and mods before I actually started to play Fallout 4. Was that gaming time wasted? Depends on your definition of wasted.
However, because of all of this, the controller undeniably still feels like a specialist device. The range of configs and modifications it now supports, following several updates, can be staggering. An example: Valve has now made it so the user can have complete control over all device inputs by allowing modification of the so-called activators, control how input becomes an output –- for example, an activator can make a long press of a button mean something different than a short press (a hop vs. a long jump, for example). Opening this up is like giving a new canvas to the active modding community. Not to mention that Valve has released the blueprint of the device into the Creative Commons for the true “hard modders.”
But the good thing about specialist devices is that they spawn a community. For any Steam controller neophyte, finding a community to stay abreast of the latest configs, mods, updates and innovations will be a necessary step. The highly active, enthusiastic Reddit community is a great place to start. It’s beginner-friendly, home to useful wikis for first-timers and even gives out prizes for users to create configs that are still needed for major games. It also publishes the “Five Stages of Acceptance” that all users go through when they first try out their alien device and immediately regret the purchase. (Take heart because in Stage 5, “Your hands are naturally jerking around in crucial moments tweaking the gryo mouse to get a perfect snipe, a perfect course correction, a major grip over your recoil.”)
Soon enough you’ll discover other uses for the controller. I know people who use it in 3D modeling applications because of the precision of the gyro. I’ve started using it to interact with Windows more generally, particularly with Chrome. It also can work as a remote control for VLC and other video applications. And typing? Well, I wrote this entire piece using the Steam Controller keyboard interface. Just kidding: Typing is still a bit of a drag. The fastest I’ve seen someone brag about typing with it is 24 words per minute, just over half the average keyboard speed. (Don’t worry, the community is working on a Dvorak virtual keyboard layout, which should speed things up.
There are other problems too –- in most cases, the controller is still bound to Steam, particularly the Big Picture Mode (which you’ll need to minimize to access the rest of your desktop). Bugs abound, as well as seemingly random errors –- but these are natural for a piece of highly modifiable hardware that’s expanding in surprising ways.
The defining quality of video games is interactivity. Though they are composed of beautiful digital images, the true art of a game is in the dialogue between the player and the software. The interface is the message. And for many, nothing will beat a gamepad, or the keyboard and mouse. I get that, but it’s worth it if you have the $50 (on sale now!) to expand your interface horizons. If nothing else, it will make you think about games from a different perspective. But there’s fun to be found in the configs, too.



