‘Tetris’ the movie is going to be a sci-fi trilogy
Empire has interviewed the man tasked with bringing a decades-old falling block game to the big screen — and he says it’s going to be a three-parter. Larry Kasanoff says that “because the story we conceived is so big. This isn’t us splitting the last one of our eight movies in two to wring blood out of the stone. It’s just a big story.” Big story. Huge.
“We’re not going to have blocks with feet running around the movie,” he added, “but it’s great that people think so. It sets the bar rather low!” As revealed on IMDB, under the title “Tetris Sci-fi Project”, it’s going to be science-fiction yarn — and that was apparently down to Kasanoff himself. “I came up with the idea as I was thinking about Tetris and the theme of creating order out of chaos.”
Larry Kasanoff was also the producer behind Mortal Kombat’s cinematic debut — which, in fairness, did have an epic soundtrack.
Source: Empire
Microsoft Studios shutters Xbox Fitness at-home workouts
Xbox Fitness has provided an at-home workout with the help of the trusty game console and Microsoft’s Kinect since 2013. However, the exercise option won’t be around much longer. Microsoft Studios announced that the console-driven workouts would be shuttered July 1, 2017, citing the effort required to ship regular updates to keep the gym routines fresh. The company says it has “given much consideration to the reality updating the service regularly in order to sustain it.”
The workout option was part of the Xbox One on Day One initiative to inspire console owners to get a little more active. In the two and a half years since its launch, the title added celebrity trainers and nixed the Kinect requirement. Leaderboards and the option to purchase and download workouts were features that Microsoft Studios hoped would keep things interesting, but in the end, the fitness project required too many resources to continue the regular updates it required. Starting today, users will no longer be able to purchase additional content. The “Free with Gold” label will be removed in December ahead of the official shutdown next summer.
Via: MSPowerUser
Source: Microsoft Studios
Twitch introduces ‘Cheering’ emotes for tipping streamers
Twitch, the popular game-streaming site, has a funding problem. Not related to the company — it’s owned by Amazon and is just fine — but its streamers. Like on other video platforms, creators are paid based on ad views and subscriptions, and by all accounts not at a very high rate. While popular streamers make a living — helped in part by sponsorship deals and the like — it can be hard for smaller channels to make ends meet. That’s why the sub-economy of donations and tips exists, and today, Twitch is trying to formalize that economy with a new feature it calls “Cheering.”
It all starts with a new Twitch currency called Bits. You can buy Bits “starting at $1.40 for 100,” and then fritter them away while supporting your favorite streamer. A Cheer, to be clear, is an animated chat emote. Typing “Cheer1” will generate a grey bouncing triangle, and cost you 1.4 cents. “Cheer100” brings up a dancing purple diamond, and costs you $1.4. You can Cheer any amount you please (including irregular figures, and the corresponding emotes get larger and larger, up to a “Cheer10000,” a $140 tip represented by a fractured red star. “If channel subscriptions are the equivalent to holding season tickets for your favorite sports team,” said Twitch CEO Emmett Shear, “Cheering is like getting a crowd wave started during the game.”

As well as feeling warm and fuzzy inside, viewers that Cheer will (probably) get visibly thanked. Streamers can make use of third-party integrations from Muxy, TwitchAlerts and others to automatically generate on-screen messages to thank people for their donations, if they please. Given the positive feedback loop that provides, you’d imagine many broadcasters will take advantage of those integrations. Cheerers will also earn “special badges that make them more visible to the community” in chat. Purchasing a Twitch channel subscription has similar in-chat benefits.
At present, only 30 or so big-name streamers are participating in the Cheering program, which is in a “limited beta.” All these streamers are “partners” on Twitch, meaning they can already take advantage of the platform’s monetization features like subscriptions. Many of these channels take donations and the like through PayPal and other services, and this is a clear play to bring tips within the Twitch ecosystem.
There are still some questions to be answered about the program. It’s not obvious how much of the money will go to streamers, and how much Twitch will take as a cut. Twitch never discusses such revenue details publicly, but top-tier streamers have previously said (under anonymity due to non-disclosure agreements) that subscription revenue shares are pegged at 70% for streamers, 30% for Twitch. Given all the beta testers for Cheering represent similarly popular channels, it seems likely that a similar figure is in play here.
It’s also unclear how widespread Twitch wants Cheering to be. It says the feature “will eventually be rolled out on a broader scale as we refine the program based on community feedback,” adding that it’s “always thinking in terms of how to benefit the broader broadcasting community.” But although the vast amount of money will change hands via the massive “partner” channels, Cheering has the potential to be a great way for more niche outfits to make some money for their efforts.
Update: We’ve updated this article to clarify the split between subscription revenue shares.
My pointless quest to achieve perfect retro console fidelity
It all started about four years ago when I came into an old Sega Saturn system from the mid-90s. It was an entire console catalog that I completely skipped over back in the day. I hooked it up to my TV and soon I was knee-deep in classic fighting games like Street Fighter vs X-Men, and shoot-em-ups like Thunderforce V. The low-poly art style was gorgeously retro, but I quickly realized that the image was stretched and distorted on my HDTV. I googled “retro console fidelity” and that’s where it all went wrong.
Without getting too deep into the AV nerd wormhole — and I am certainly no expert on this matter — the short of it is that that old video game consoles were designed in very small resolutions specifically for old CRT televisions. You remember those old bulky beasts that took two grown men to lift? They had actual cathode ray guns inside of them that drew the image on the screen with a spray of electrons. Old consoles (we’re talking pre-PlayStation 2) were designed to make use of this specific process: They relied on CRT-specific features like scanlines (this usually refers to the horizontal black lines that noticeably ran through the image), color bleed between the lines, and interlacing.
So when you plug one of these systems into a modern HDTV, the signal has to be treated and interpreted for your big shiny flat panel. The TV must upscale the pixels and deinterlace the signal — not to mention it has no cathode tubes, so there would be no scanlines, which means no color bleed. Plus, there’s a resolution problem. A Super Nintendo, for example, outputs at 256 x 254; a 4KTV is 3,840 x 2,160. That means if you plugged one into a 4K set, the signal would need to be expanded by inserting several million useless pixels into it.
On top of all of this, CRTs are in a square rectangular 4:3 format, while modern TVs have a 16:9 widescreen aspect ratio, which means your game will also appear stretched and distorted. Taking all of this into account, the image resulting from plugging an old console into a modern TV is a far cry from what the console intended to produce. An old Sega Saturn, or Super Nintendo, or NES, or any console before the HD generation, is going to look pretty ugly on a modern screen.


If you’re like me and you’ve come this far into the retro fidelity wormhole to learn about stuff like “interlacing,” then you’re probably going to do something about it. The most sensible and economical thing to do is buy a scaler — a device that sits between your console and your modern television and handles all of that tricky business of translating the signal. The Framemeister XRGB-mini is probably the most popular.
While a scaler can get the job done for most people, the image it transmits is only an emulation and an approximation of what the signal would look like on a CRT. In other words, the scanlines would not be real, and so a scaler could never deliver the image that the consoles intended. To achieve actual honest-to-God retro fidelity, you’re going to need to get your hands on a genuine cathode-ray tube monitor. My quest was born.

XRGB-mini Framemeister upscaler
JunkerHQ.net
Shopping around, I soon realized that some of the best CRTs ever made — specialist devices once far out of reach price wise — were now readily obtainable. So I set my sights on acquiring a Sony BVM — a high-end RGB monitor that was most frequently used in broadcast stations and editing bays. Getting one of these bad boys would not only satisfy in the myriad output issues associated with older consoles plugged into new TVs, but it would also be an RGB-input monitor, which means it would display the crispest colors from your old consoles. For the purist — which, to my horror, I realized was me — this was a far better option than a scaler.
I put the Sony BVM20F1 in my sights. It’s a 20-inch monitor that clocks in at almost 70 pounds. It originally retailed north of $12,000 (yes, that’s right), but they now run between $120 and $200 — if you can find one. I scoured eBay for weeks, but the few BVMs I could find were pick-up only (shipping a 70-pound hunk of equipment is expensive and onerous). I found many possible compromises. In particular there seemed to be a lot of similar, but smaller Sony RGB monitors going up for auction around me. But they were only 8 or 12 inches and intended for use as medical imaging equipment.
While there’s certainly something charming in the ridiculous notion of playing Super Mario on a 8-inch screen that had 10,000 hours of displaying sonograms under its belt, I decided to hold out for the real deal. After several weeks of fruitless searching, I failed to turn up anything affordable. Obtaining these old monitors was harder than it seemed. Years passed, and this quest went on the backburner.

But then I moved to Los Angeles. I suddenly realized that I was in the broadcasting monitor capital of America. A quick look on Craigslist took me to a storage unit in Studio City, where an aging video editor hauled out two RGB behemoths for me to check out. I hoisted them out of their travel cases to discover two Sony PVM20s. Not the BVM holy grail I had been searching for, but these were a close second (the main differences between the PVM and BVM are in the types of formats the monitors support natively). I bought both PVMs for $100 together — a steal — thinking that I could sell the second to another foolish person like myself and maybe even cover my costs and somehow justify this whole mad endeavor.
So, finally, after several years with the goal of perfect retro fidelity hanging over my head, I had myself a glorious RGB box complete with scanlines. Imagine my dismay, then, when I got home and realized I needed a set of custom cables to rig my old consoles up with RGB output that would connect to the weird specialist BNC connections on the back of the monitor. So another six weeks passed as I hunted down the RGB cables that had to be custom-built for the Saturn and the SNES and shipped from the United Kingdom. And yet, they still needed BNC adapters. These were shipped in from Hong Kong. So about two months after I burdened my home with a 70-pound monitor that every guest asked befuddled questions about, I could finally — finally — experience the glorious RGB scanline-infused signal that I had longed for all these many years.
I hooked up my Sega Saturn and basked in the glory. The monitor turned on with a satisfying hum as the cathode ray guns warmed up. The screen glowed with a buzz of static electricity that was fuzzy to touch. I played an hour or so of old fighting games and shoot-em-ups. The Darkstalkers sprites were gorgeous; their animations popped. Radiant Silvergun was, um, radiant. The colors, carried over RGB signals that separated the reds, greens and blues, were vibrant and alive. These games looked magnificent, better than I could have ever experienced them back in the day because I would never have had access to such an expensive monitor. They were simply the best they were ever going to look.

But the glow faded fast. After a couple of weeks of dabbling with the equipment and various games and consoles, my attention drifted. I sold one of the monitors to an artist who was making an installation. The other got boxed up and put in the basement. I had seen Sonic the Hedgehog in its most pixel-perfect incarnation, and yet I felt empty inside.
Searching for retro fidelity, I realized, was not merely about making old games achieve an objectively “perfect” gold standard of visuals. At the end of the day, even on the best hardware you can obtain, it all becomes subjective anyway. Dive deep into retro gaming forums like Shmups and you’ll find that at a certain level, it is just a matter of preference.
No, this quest was always about something more personal. Old video game consoles — and old CRT televisions, for that matter — exert an emotional pull on many of us. These devices created the images that we grew up with. They were charmingly imperfect, and elegant in their solution to technical problems. These images are attached to memories; to our sense of identity. Recreating them as we think we remember them has become a time-consuming, burdensome endeavor — and as the tech ages and disappears, it will become increasingly difficult and also more expensive. It’s not that the games themselves will go away. There will always be plenty of ways to play them, but what we will be playing will always be a mere emulation. It will be, like our memory, simulations of images that were once magical — beautiful in their imperfections — but are now gone forever.
‘Mass Effect Andromeda’ novels tie into the full video game saga
Literary pop culture powerhouse Titan Books will publish four new novels in the Mass Effect universe between August 2016 and March 2018, as outlined in its 2016 Fiction Rights Guide. The books line up with the release of Mass Effect Andromeda in March 2017, but they’ll tie into the entire Mass Effect series, serving as prequels and sequels to some events in the games.
“They will focus on key characters and answer the many questions fans have been asking,” Titan writes.
The first novel, Mass Effect: Andromeda Initiative, is written by The Hundred Thousand Kingdoms author and three-time Hugo Award nominee NK Jemisin. The final novel will be penned by Mac Walters, creative director of the Mass Effect franchise.
Titan is also publishing a trilogy of novels based on the Dishonored series between July 2016 and June 2017. All three books are written by sci-fi author Adam Christopher and the first installment is called The Corroded Man. Dishonored 2, the sequel to 2012’s Dishonored, will hit PlayStation 4, Xbox One and PC on November 11th.
Deus Ex: Mankind Divided is also getting a tie-in novel from Titan and developer Eidos Montreal, dubbed Deus Ex: Black Light. The book bridges the events of the previous game, Human Revolution, with Mankind Divided. The game is set to land on August 23rd and Black Light will hit bookshelves that same month. It’s written by New York Times bestseller (and previous Deus Ex novelization star) James Swallow, who’s also authored books in the Doctor Who, Star Trek and Warhammer 40,000 universes.
Via: Polygon
Source: Titan Books
‘No Man’s Sky’ soundtrack is going on tour around the world
It’s not often a soundtrack associated with a video game, let alone one that’s not been released yet, is taken on tour and played to audiences all over the world. That’s exactly what’s happening with British band 65daysofstatic’s No Man’s Sky soundtrack, with a world tour beginning in October in the Netherlands.
The No Man’s Sky soundtrack features two albums’ worth of science fiction-inspired melodies with one 10-song assortment of tunes and six “soundscapes” meant to accompany you on your journey throughout the game’s procedurally-generated worlds.
If that sounds like something you’d want to hear performed live, the world tour could be making a stop in a city near you. So far, only European dates have been finalized, but the band is assuring would-be concertgoers that additional areas are coming. If your date is already on the list, you can start purchasing tickets as of June 29th.
No Man’s Sky has yet to be released, and in fact was pushed back to August 9th for North American fans on both PlayStation 4 and PC. This follows a lengthy, bizarre legal battle with European broadcasting company Sky TV over the usage of the word “sky” in the game’s title. The game’s soundtrack, No Man’s Sky: Music for an Infinite Universe, is scheduled for release the day after, on August 10th.
Bizarre ‘Street Fighter’ gym gear includes Zangief dumbbells
Want a beach-ready body along the stylings of Chun-Li or Daddy Ryu? Capcom is here to help. In curious exercise of branding, it’s announced a selection of gym equipment (loosely) inspired by a few Street Fighter 5 challengers. You can pick from weighted gloves (Ryu or Ken ‘flavors’), a training tube that has Guile’s endorsement and an M. Bison inflatable punching bag, with targets for high middle and lower attacks. Naturally. There’s also delightful yellow- and red-colored dumbbells for everyone’s favorite hairy wrestler, Zangief, although a man of his size needed more than a 10kg bicep curl to get that swole.
Each piece of equipment comes with a training manual, with “let’s work up a sweat!” emblazoned on the outside — which I guess is a motivation message of sorts. The range launches next month in Japan, with prices start at 3,000 yen ($30) for the gloves and punchbag, the training tube is a mere 25 bucks, while cartoon Russian weights will set you back $40.

Via: Engadget Japanese
Source: Capcom (Japanese)
Recommended Reading: How the ‘Final Fantasy’ film helped Hollywood
The ‘Final Fantasy’ film bombed,
but its motion capture
revolutionized Hollywood
Jordan Zakarin,
Inverse
The animated Final Fantasy: The Spirits Within film may not have been a success in terms of earnings, but the movie did provide some useful insight for motion capture. Inverse takes a look at the film’s influence on filmmakers and realistic computer-generated characters despite its less than stellar reputation.
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The strange and lucky tale of the man who made Prince’s last guitar Guitar maker Simon Farmer discusses the music icon’s last guitar (that he never got to play) and who he thinks should be the one to use it. |
Hitting the virtual roads of ‘Euro’ and ‘American Truck Simulator’ with retired truckers Impressions of a truck-driving simulator from former truckers are perhaps the best way to judge the merits of the game. |
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So you think you love Earth? Wait until you see it in VR The Overview Institute wants to give folks on the ground the psychological effect of seeing Earth from space. And it’s hoping VR can help do just that. |
This dark net brothel makes finding sex as easy as hailing an Uber A Russian website called Dosug displays a map of available prostitutes nearby. All you have to do is grab your wallet. |
BitSummit 4 takes over Kyoto with more indie games and devs
BitSummit is back. The annual Japanese indie game festival recently announced its lineup of musicians and speakers including Koji Igarashi of Bloodstained and Castlevania fame, Rez creator Tetsuya Mizguchi, Tom Happ (the man behind Axiom Verge) and Goichi “Suda51” Suda. Oh, and Sony Interactive Entertainment’s president of worldwide studios, Shuhei Yoshida.
Silent Hill composer Akira Yamaoka and one half of the two-man studio behind PlayStation-exclusive Sound Shapes, Shaw-Han Liem are scheduled to perform as well. If none of those names make you want to book a flight to Kyoto, Japan maybe, just maybe word that Seaman creator Yoot Saito will be in attendance too.
Once again, Indie Megabooth is helping organize the event and it all goes down July 9th and 10th. When our own Jessica Conditt spoke with Indie Megabooth’s President and CEO Kelly Wallick last year, Wallick said of BitSummit that it had “a tremendous impact on how not only local developers see their own community, but how the greater international community does as well.” With this year’s lineup of speakers, musicians and games, the 2016 edition shouldn’t change that one iota.
Source: BitSummit (Facebook)
‘Destiny’ distances itself from PS3 and Xbox 360 in August
It was bound to happen, the question was just a matter of when. The “it” I’m referring to, of course, is developer Bungie cutting off support for the PlayStation 3 and Xbox 360 versions of Destiny. In a post on Bungie.net, the company says that starting in August, progression won’t be shared among last-gen hardware and the PlayStation 4 and Xbox One. “Characters progress separately on two parallel paths,” an infographic reads. Importing your character from last-gen hardware to a PS4 or Xbox One and then going back to your old system to play a strike or two with friends means that the experience points and gear earned will no longer carry over.
New content packs (like this fall’s Rise of Iron expansion), Trials of Osiris weekly event, Iron Banner event and Live Events like the Valentine’s Day-themed Crimson Days or Sparrow Racing League will be going away in a few months. This affects how purchases with the in-game currency bought with real money, silver, work as well. For starters, the in-game “buy silver” button is going away on PS3 and Xbox 360, as are options to buy it via each console’s marketplace or online storefront. Any emotes or other cosmetic items purchased with silver on old hardware won’t appear on your Guardian the next time you fire up your PS4.

However, all the Nightfall Strikes; featured Crucible playlists; previous raids; Prison of Elders, and, yes, Xûr weapon sales will still be available if you haven’t upgraded to a new console yet.
It’s honestly kind of impressive that Bungie’s been supporting the PS3 and Xbox 360 this long. Third-party publishers and developers stopped releasing last-gen versions of their games awhile ago; Microsoft and Sony cut off the supply of new games before the PS4 and Xbox One launched in 2013.
The timeline for Bungie’s cutoff is interesting, though. August is when Microsoft is scheduled to launch the Xbox One S, but the company hasn’t nailed down a specific date for that yet. Bungie hasn’t outlined when Destiny as it currently exists will change, either. Smart money says both of those will change at about the same time. So relax, there’s no reason to upgrade to the current generation just yet if you’ve been holding out.
Source: Bungie.net



