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Posts tagged ‘Gaming’

8
Jun

‘Forza Motorsport’ gets an official eSports championship


Microsoft and Turn 10 definitely aren’t shy about turning the Forza Motorsport series into a competitive gamer’s dream. They’ve unveiled the Forza Racing Championship, a company-run league (no third-party collaborations here) that invites anyone to race for real prizes. Most details aren’t available yet, but the championship will kick off with Forza Motorsport 6 in the summer. And don’t worry, you’ll still get something out of it even if you have no intentions of making a name for yourself. Anyone who has played Forza 6 is getting a code for a free Ford GT Le Mans car, so you’ll have something new to try when you’re racing purely for fun.

Source: Forza Motorsport

8
Jun

HTC Vive now ships shortly after you order it


Buying an HTC Vive has been a time-consuming process. Even after it started shipping to customers, you technically had to pre-order the virtual reality headset and twiddle your thumbs waiting for it to arrive. Mercifully, you won’t need much patience after today: HTC has announced that the Vive now ships within 2-3 business days of when you order it. You’ll have to live in one of 24 countries, but it’s otherwise as close to instant gratification as you’ll get with high-end VR.

The improved availability also comes along with more chances to try the Vive. As of June, HTC is adding many more store demos (over 100 in total). GameStop is the biggest contributor with 30 new tryout opportunities, while Microsoft won’t be too far behind with 22 more places to get your VR on. Although that’s still far from a huge range of stores, it might just mean the difference between trying before you buy and having to trust in HTC’s vision.

Source: HTC

8
Jun

‘Psychonauts’ is available today on PS4 after all


PlayStation Blog editors are either confused or playing a tricky little prank on Psychonauts fans this week. Double Fine’s celebrated PlayStation 2 adventure game is available today on PlayStation 4, even though on Sunday Sony’s blog announced Psychonauts was “coming out soon, but not this week.” The PS4 version of Psychonauts is $10 on the PlayStation Store, available right now as a PS2 Classic.

We first heard about Psychonauts heading to PS4 back in January.

Double Fine successfully crowdfunded Psychonauts 2 earlier this year to the tune of $3.8 million (the goal was $3.3 million). The studio didn’t use Kickstarter, the platform that propelled Double Fine to prominence in 2012 with a record-setting campaign for Broken Age. Instead, it turned to Fig, a crowdfunding system that allows unaccredited people to actually invest in a project, rather than simply throw money at it. Former Double Fine COO Justin Bailey founded the platform in 2015 and studio founder Tim Schafer is on Fig’s board.

Via: Polygon

Source: PlayStation Store

8
Jun

E3’s video game art picks include ‘No Man’s Sky’ and ‘Witcher 3’


The Into the Pixel jury has chosen the 2016 winners for its E3 art collection, and it’s clearer than ever that video games can inspire artwork you’d be proud to hang on your wall. The 14 selections are mostly from titles where visuals not only play an important role, but set the tone for the entire game — the sci-fi novel look of No Man’s Sky gets its due, as does The Witcher 3’s brooding fantasy atmosphere and Unravel’s miniature world. There’s even art from a virtual reality game (Insomniac’s Edge of Nowhere) breaking some ground. Most of these pieces are concept art or models rather than what you’d see while playing, but they’re worth a look if you’ve ever felt that game art is just as creative and thought-provoking as what you’d find in a gallery.

Source: Into the Pixel

7
Jun

‘World of Final Fantasy’ coming to PS4 and Vita this October


World of Final Fantasy, the upcoming RPG from Square Enix, is coming to PlayStation 4 and Vita this October. The worldwide releases are almost simultaneous: October 25th in North America, October 27th in Japan and October 28th in Europe.

If you’re unaware of what World of Final Fantasy is, or why Cloud Strife looks so damn cute in the image above, it’s essentially a chibi-fied take on the Final Fantasy games. It’s being pitched at both long-term fans of the series and youngsters, blending kid-friendly visuals and storytelling with classic Final Fantasy combat.

World of Final Fantasy is set in Grimoire, a mysterious world that has sucked in both the new protagonists and various characters and creatures from the series. Visually, everything is cute and approachable, and the game feels much closer to the Final Fantasy titles of old than new. If you’re a Final Fantasy fan, it sounds like there’s a lot to pique your interest here. But then again, with a release date less than a month after Final Fantasy XV, you might already have your hands full.

Source: PlayStation

7
Jun

Online gaming was his gateway to professional racing


When Nicolas Hamilton was born, two months premature, his family was told he would never walk. He had a form of cerebral palsy that would cause a constant stiffness in the lower half of his body. By the age of 11 he was restricted to a wheelchair, but that didn’t stop him from wanting to become a race car driver. He had direct exposure to a Formula One world champion in the family: His elder half brother, Lewis Hamilton, went from casual karting on the weekends to winning three F1 championships.
Over the years, he fought to regain motion in his legs. The odds of his ever driving a race car were stacked against him. But that started to change when he encountered the world of simulated racing. Unbeknownst to him, spending hours in the virtual world was laying the foundation for his professional career. He stayed and succeeded in the online world for years, moving through the cycles of sim-racing championships, before he got behind the wheel of a real car. He made his race debut in 2011 with Britain’s Renault Clio Cup and moved on to the European Touring Car Cup two years later. Most recently, he became the first driver with a disability to compete in the British Touring Car Championship.

Hamilton’s transition from a wheelchair to a race car has inspired many. While he continues to push past his physical limitations, he has also been working behind the scenes as an adviser for Project CARS since 2012. The powerful racing simulator, from London-based Slightly Mad Studios, was built on an unconventional crowdfunding model, and it got rave reviews for its handling of the cars, the accuracy of its racetrack ambience and its elaborate control options. A year after its much-anticipated launch, the independent developer recently released a Game of the Year edition, with new cars and circuits, to keep the hype alive.

For the sequel to Project CARS, which is currently in the making, the studio continues to work with Hamilton to build an authentic racing experience. I gave Hamilton and Stephen Viljoen, the game director at Slightly Mad Studios, a call to find out more about their ongoing collaboration and the ways in which simulated racing can prep a driver for the real circuits.

When did you first get interested in simulated racing?

Nicolas Hamilton: I have to say 2007-ish is when I got actively into it. GTR was the first game I tried in terms of simulation. It was cool, and it just developed from there. When I looked around on the internet, I found that there were championships for online gaming, and I got heavily into it. I decided online sim gaming could be something I could do for fun and learn about the sport at the same time.

In a recent Project CARS video, as you recap your journey beyond the sim world, you say, “Us being Hamiltons, we’re all or nothing.” What was it like growing up? How closely did you follow your brother’s motorsport career?

Hamilton: I grew up with a condition, but I was around motorsport constantly. There’s eight years between Lewis and myself. When I was growing up, he was getting into his motorsport career. It started out as a hobby at first; we went kart racing every weekend. But the better Lewis did and the more serious he got, the more serious the whole family got about it. As a family, when you’re dedicated to motorsport, you eat, sleep and breathe the career. With us, we are all or nothing to the point that when we do something, we do it to the best or don’t do it at all. That’s [the approach] I’ve had throughout with my condition. If I’m going to try to achieve something, regardless of how tough it might and the obstacles I face, I grit my teeth and go for it or I don’t do it at all. It’s about reaching the goals you’ve set with the opportunities you’ve been given.

How did online gaming become a gateway for professional racing? At what point did you decide to move from the virtual world to the real races?

Hamilton: It wasn’t really my decision. [At one point] my brother turned around and said, “You’re pretty good online — why don’t you try it for real?” For me it was a big shock, because on the sim side I wasn’t using pedals; I was always using buttons on a steering wheel because of my condition. I didn’t know what was possible, whether it would be easy to make a transition. The biggest [concern] was the use of my legs. It was the hardest thing to overcome.

India F1 GP Auto Racing

F1 champion Lewis Hamilton (left) with brother Nicolas (right). Photo credit: Mark Baker, AP.

Tell me about your first experience driving a car on a real circuit.

Hamilton: The first car I drove was a BMW M3. I drove it around a circuit close to my house. We just wanted to go and have some fun and didn’t think it was going to be competitive in terms of lap times. But I ended up being faster than the instructors that day. It was a big shock for everybody. My dad was pretty surprised that I could do it for real. Then, to make sure it wasn’t a fluke, we went back a couple of weeks later to see if it was just as good as before, which it was. It turned into something more from there. We made the decision to get me into racing for real and think of a championship to go into. We chose the [Renault] Clio Cup.

What was your biggest challenge at the time?

Hamilton: I only had a couple of days’ practice in the car before my first race. I was very inexperienced. There were a lot of things I had to overcome in my head. It was very daunting to start with — I felt very uncomfortable being in that position, because I felt like I wasn’t prepared enough for a race where I was [competing] with people who had been racing for 10 or 15 years. It was very nerve-racking. But once [I started driving], my nerves disappeared and it was all about learning on each lap. I focused on improving and making sure I kept pushing forward.

What kinds of modifications were made to the car you drove?

Hamilton: If I was going to race, I wanted to make sure the car wasn’t heavily adapted. I didn’t want to use hand controls; I wanted to use my legs. When I drove a car for real, I had to make sure I could accelerate and brake with no issues. So we changed the pedals in the car to make it easier to accommodate my legs. In a standard car, there are clutch, brake and accelerator pedals. The first thing we did was we took the clutch out and put it on the back of the steering wheel, so I had a little paddle instead of the [foot] pedal. We also adapted the accelerator and brake to make it wider so I had more area to put my feet between speeding and breaking. We raised the seat up to make sure I could see, and that was pretty much it. It was minimal, and that’s what I wanted.

You’ve been involved with Project CARS for a while. How did the collaboration with Slightly Mad Studios come about?

Hamilton: I’ve always wanted to be involved in the development of games. I had this idea for a game where you start with go-karts and move through the world of motorsport. At the time, around 2012, there wasn’t a game out there where you could start at the beginner level and work your way through. I called someone I knew in the gaming industry and they said, “Have you heard of Project CARS?” I hadn’t. It was pretty much everything I had in terms of a concept. I got an introduction, they agreed to get me on board and I’ve been working with Slightly Mad Studios as a handling consultant since November that year.

Stephen Viljoen: Nic first got into simulation racing with one of our previous simulators, so it’s an interesting full circle that he’s now on board and working with us. His role is that of a physics adviser, if you will. We have people like him on board to help fine-tune games and make the racing experience as authentic as possible. On a very basic level, when we’re ready for feedback, we put a car in the simulation. Nic takes it out and drives it and give us feedback on how the tire felt and how the handling felt, literally as if he were driving a real car. We go back, iterate and make tweaks until he says the car is pretty much at the place where the real car would be. He’s also invaluable in nailing the experience of being a motorsport driver. There’s so much to it when you’re not on track — how things work with contracts and promotions and sponsorships. It’s information that we find very useful and try to implement as far as possible into the design of the game. To simulate what it’s like to be a motorsport driver, you have to simulate what it’s like in its full spectrum.

Does the immersive world of sim racing prepare drivers for the real world?

Viljoen: Some drivers that we’ve worked with have claimed that it has helped them improve their position in the race. For example, for the Le Mans 24-hour race, we have the simulated track and the entire light cycle in Project CARS. So you can choose to race on, say, 26th June 2016 at 8 AM and our meteorological simulation will put the sun in the exact place where it will be at that time. So you can practice how it will affect your vision. [German racer] René Rast said when he did the real race, he knew exactly how the sun was going to rise, and being prepared for that helped him. Then we have drivers who feel that their car is so accurately simulated that they can actually use it to practice for a race offline so when they get into the real car they have that familiarity.

With other sports like golf and tennis, you can pick up the clubs or a racket and go practice. With motorsports, it’s very expensive to go practice, unless you’re in the top level of the sport and have a team that can pay for you to do it. A proper motor simulation can add a lot to a driver’s practice time, especially during off-season, when you can’t get access to a track. There’s no doubt that it helps.

“Originally this was my dream, and it was about me and having a goal for myself, but then I started to realize how many people I could inspire and reach out to. Now I carry them with me. It’s not just about me anymore.” — Nicolas Hamilton

Hamilton: I think gaming taught me all the basics I needed to know. In the sim world, I learned how to push myself to qualify and make changes to the car, but when it comes to actually preparing a [real] car, warming up the tires, the brakes and the feeling you get when you drive is completely different. You start to see how the temperatures of the circuit really affect the car in different ways. It’s not until you get to a circuit and start driving for real that you learn more than what the game can give you.

Despite the differences, do you believe your interest and success in online gaming influenced your professional career?

Hamilton: If it wasn’t for computer games, consoles and gadgets, I definitely wouldn’t be in the position I’m in today. I started with PC games and consoles like Playstation 1 and 2 and eventually got the Xbox. My dad always said that I wouldn’t make a career out of playing games. He wanted me to focus on business or read a book. But I followed what I wanted to do, and to be honest, if it wasn’t for playing games, then I wouldn’t have my career. I don’t know if I’m one of the lucky ones or a lot of people do this, but for me it’s all about following what you want to do. Sometimes it doesn’t work out, but it means you have to try harder. The number of times I’ve been knocked down and had to get up is crazy.

Nicolas Hamilton (center) at Slightly Mad Studios with creative director Andy Tudor (left) and CEO Ian Bell (right).

What is it about racing that keeps you going?

Hamilton: I always wanted to race and pretty much always got turned down. My dad didn’t want me to do it. He didn’t think it would be possible with my legs. And since it’s seen as a dangerous sport, he didn’t want it to be dangerous for me. Now, the fact that I can do it makes me want to do it even more. Motorsport has been my life; it’s all I know. I wouldn’t say it’s the adrenaline, but the desire to do it as best as possible. It’s the desire of wanting to stand on top of the podium. It’s what makes me feel good. Originally this was my dream, and it was about me and having a goal for myself, but then I started to realize how many people I could inspire and reach out to. Now I carry them with me. It’s not just about me anymore.

Outside of your motorsport career, do you still stay involved in the development of Project CARS?

Hamilton: I have my career and I’m enjoying my racing, but I’m also knuckle-down at Slightly Mad [Studios] creating the second Project Cars right now. I’ve always wanted to work in the game industry regardless of racing or not. I’m sort of living the dream right now.

What can be expected from the simulated sequel?

Viljoen: There will be some significant changes. We’ll be taking you to new surfaces through rally and ice racing and the various aspects that go into simulating the systems and how you get to the championship. We’ll have a lot of new cars, even brands that we couldn’t have before. Now that we’re on the map, people recognize us. They’re more willing to come to the table and agree on prices that we can actually afford to pay for some of these brands.

We’ll have multiplayer enhancements and more support for VR. We’ll be polishing features for more authentic experiences. For instance, with the first Project CARS we had the ability to do a 24-hour light-cycle simulation; now we will also be doing season simulations. You’ll see snow in the winter or different leaf colors for autumn and it will dynamically change so you can set it to go through the seasons. It has such an impact on racing. For freezing temperatures on the racetrack, you want visual cues to know the effects it has on the car. Same with rainfall: It happens in various stages, so we’ll now have it sunny in one part but there might be a rain cloud a few corners away. It will have realistic puddles and how they affect the handling of the car. And it won’t be pre-generated art; it will be simulated to the scenes. The slope of the track will determine where the puddles fall. This is all in addition to it sounding and looking better.

7
Jun

‘XCOM 2’ arrives on PlayStation 4 and Xbox One September 6th


XCOM 2 hit PCs earlier this year, and in September you’ll be able to play it on those current-gen consoles. After some indications that the game wouldn’t make the leap to PS4 and Xbox One, 2K is set to release the title in North America on September 6th with a global launch to follow on September 9th. Two DLCs have already been released for the PC version, including a truckload of new gear for the soldiers and the addition of three new Ruler alien enemies. If the PC-only comments had you down, don’t fret: you’ll be able to take command at the end of the summer on the console of your choice.

We are deploying to a new battlefield, Commander. #XCOM2 is coming to #XboxOne and #PS4 on September 6.https://t.co/Y55NIcn4vR

— XCOM (@XCOM) June 7, 2016

Source: XCOM (Twitter), PlayStation Blog

7
Jun

‘Persona 5’ delayed in the US until February 2017


Unlike Final Fantasy XV, which will be released simultaneously in Japan and the US, Persona 5 will have a split release, and the English translation won’t come until February 14th, 2017. That’s five months after the Japanese release date of September 15th, 2016.

Persona 5 is the latest in the long-running Persona series, itself a spin-off from developer Atlus’ Shin Megami Tensei games, which date back to the ’80s. Originally due out in 2014 for PlayStation 3, it was pushed back to 2015 and also announced for PlayStation 4. That plan slipped, with Atlus promising a release “in Japan and the Americas in 2016.” The company formally announced the Japanese release date last month along with a new trailer.

Together with the US release date we also got news of some limited editions. The “Take Your Heart” Premium Edition will arrive with a soundtrack CD, a 4-inch Morgana plush, a 64-page hardcover art book, a steelbook copy of the game, a school bag, and a “colossal collectible box.” That’s actually pretty great for $89.99.

English-speaking fans can console themselves with the fact that Tokyo Mirage Sessions ♯FE, a Shin Megami Tensei / Fire Emblem crossover game, is coming out in the US and Europe at the end of the month for Wii U. Although it’s not Persona, it does have a very Atlus battle system, relationship building and some great music.

Neither a European release date nor the availability of the collector’s edition in the region have been confirmed by Atlus. We’ll update this article if we hear anything regarding the international release plans.

Via: Kotaku

Source: Atlus

7
Jun

Volition’s newest project is ‘Agents of Mayhem’


The Saints Row series has always been appropriately wacky and out there thanks to developer Volition, but shortly after Saints Row IV released, the company went a bit quiet. It’s back now with a brand new game with a whole new attitude. It’s called Agents of Mayhem, and it’s an open-world adventure set within the Saints Row universe.

Revealed earlier today via IGN, Agents of Mayhem finds players taking up the mantle of three agents as part of team M.A.Y.H.E.M. (the Multinational Agency for Hunting Evil Masterminds) as they look to squash supervillain organization L.E.G.I.O.N. (the League of Gentlemen Intent on Obliterating Nations).

Across several locales in Seoul, South Korea, both teams will clash, armed with superpowered abilities. There are 12 unique agents to choose from as you work to take down the “diabolical lieutenants” of L.E.G.I.O.N.

As the lengthy reveal trailer demonstrates, it’s very much a game with the trademark silliness and humor of past Volition titles, along with a healthy dose of familiar Saints Row fun. Currently, the game is set for a 2017 release for PC, with additional information eking out over the next week via E3 2016. It looks like it’s going to be a wild ride for sure.

Source: IGN

7
Jun

Jump back into Telltale’s ‘The Walking Dead’ this fall


Telltale Games may be hard at work on bringing Batman: A Telltale Games Series to life, but it’s also working on bringing fans more of one of its most popular series yet: The Walking Dead. In a tweet from head of creative communications at Telltale, Job J. Stauffer, Season Three of The Walking Dead was confirmed for fall 2016, along with the release window for the Batman-focused game. It’s been a long time coming for another season of the critically-acclaimed Walking Dead series — since 2014, in fact.

While fans got a taste of what could be with the three-episode miniseries The Walking Dead: Michonne, it just couldn’t quite scratch the same itch that Lee, Clementine and company were able to with the main series.

Here’s to hoping it’ll feel every bit as excellent as the first two seasons, and we’ll see some interesting narrative decisions as the story picks back up proper.

‘BATMAN – The Telltale Series’ will premiere this summer

@TheWalkingDead’s 3rd season will premiere this fall

#E32016 begins in 1 week 😉

— Job J Stauffer (@jobjstauffer) June 5, 2016

Source: Twitter