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Posts tagged ‘Gaming’

24
May

‘Romancing SaGa 2’ is out for mobile devices this week


Square Enix has been hard at work this year bringing titles we previously thought may never see the light of day in the west to mobile devices. The latest to join the ranks of mobile ports is Romancing SaGa 2, a port of the cult classic Super Famicom game from 1993.

While there have been rumblings and an official announcement indicating that Square Enix had planned to bring the venerable role-playing game to mobile devices, an official English trailer has just been released. There’s also a date to go along with it. You’ll be pleased to know, dear RPG fans, that you can pick it up as early as May 26th for both iOS and Android.

The enhanced port will include updated visuals, a New Game Plus feature, additional character classes, and even a gardening mini-game, as if there weren’t enough to do before. It’ll set you back $17.99, but it’s well worth investigating if you’re invested in the traditional JRPG scene, especially as it’s only just now receiving an English translation 23 years after it first debuted in Japan. Unfortunately, we won’t be receiving the Vita release Japanese consumers got, but hey — mobile is a start.

Via: Polygon

24
May

ESPN and ‘League of Legends’ studio aren’t making a broadcast deal


League of Legends is one of the most popular esports titles in the world, but it’s not heading to ESPN any time soon. Spokespeople for Riot Games and ESPN tell Engadget that the companies are not working on a broadcasting deal, despite a report on PVP Live claiming otherwise.

“The story is inaccurate — no active talks with ESPN at the moment,” the Riot spokesperson said.

An ESPN spokesperson further confirmed, “The story is false. We do not have a deal with Riot Games to broadcast League of Legends.”

The report claimed that ESPN and Riot were negotiating a deal valued at $500 million that would give ESPN broadcasting rights to League of Legends content. Riot currently streams its games live on Twitch, often for millions of viewers at a time. For example, the final game of the 2015 Worlds championship pulled in 36 million unique viewers.

ESPN is no stranger to esports: In January, it kicked off its own news division dedicated to professional gaming. Another television network, TBS, is diving into regularly scheduled esports broadcasts, starting with the first-person shooter Counter-Strike: Global Offensive. The esports industry is poised to generate $500 million in revenue in 2016.

23
May

Cat treats and the secret to livestreaming success


As livestreaming has grown into a billion-dollar business, it’s prompted a series of important questions about the future of technology and society. For example: When people share every moment of their lives with the internet, what is privacy? Does accessible, global communication build more community or less? How many AmazeBalls would you spend to feed a treat to a stranger’s cat?

That last question may not be crucial to the future of humanity, but it does have a concrete answer: Twitch streamer Jesse “Fangs” Campana calculated that her fans would happily spend 4,500 AmazeBalls to have her feed her cat, Squirrel, live on the air. This isn’t a gimmick; it’s an essential part of Fangs’ job as a full-time streamer and YouTube personality.

If it’s not already clear, AmazeBalls aren’t actual money. Fangs uses Revlo, a service that allows streamers to hand out custom currency and rewards to their audience members. Revlo is currently available for Twitch, but it’ll roll out to YouTube and other services in the near future. For reference, Fangs has 1.05 million subscribers on YouTube and 356,000 followers on Twitch, so that’s a lot of AmazeBalls to go around.

As ridiculous as the AmazeBalls economy sounds, this type of engagement strategy is essential to success as a livestreamer. Today, streaming on Twitch is more than simply broadcasting a game to a group of fans. The livestreaming ecosystem has blossomed from a one-way transmission platform into an interactive, community-focused experience, and many of the top streamers have earned their places by showcasing their personalities and talking with viewers while they play.

This level of interaction isn’t always easy for broadcasters to achieve. As Twitch has exploded in popularity, the live chat rooms for popular streamers have become impossibly crowded. The chat box scrolls endlessly up and up, pausing every now and then on a screen of emojis and inside jokes before flipping to the next batch, and the next, and the next.

Here’s where donations come in: Fans can throw down a small amount of cash (say, $3) to send a message directly to their favorite streamer while he or she is live. The message and donation amount generally pop up over the game itself (usually with a cute animation and sound effects), and the streamer will say thanks and respond. It’s a simple way for fans to get the interaction they crave, and it helps streamers earn a living producing entertainment on Twitch.

It’s a simple solution, but it’s not egalitarian.

“We didn’t think that was very community focused,” says James Sun, co-founder and CEO of Revlo. “The whole thing that makes Twitch awesome, the whole reason we enjoy watching Twitch, is because everybody feels like they’re together. It’s very tight-knit. You develop your own jargon, your own internal jokes, your own memes, your own culture, and when you only get noticed if you pay, it just feels wrong.”

Sun and his friends came up with Revlo as a way to restore balance to the Twitch chat. Revlo removes cash from the equation and it opens up more channels of interaction for fans. In Fangs’ case, that means AmazeBalls instead of dollars (and more treats for Squirrel).

Fangs fans earn two AmazeBalls for every minute they watch her Twitch stream. They can save up and turn in those points for a series of rewards, including requesting a song (1,000 AmazeBalls), receiving a personal email from Fangs herself (6,000 AmazeBalls), playing a game against her (10,000 AmazeBalls), or having Fangs dress Squirrel in a silly outfit for at least 20 minutes of the stream (12,000 AmazeBalls).

For another popular streamer, Tim “Trick2g” Foley, Revlo means more merchandise deals. His viewers earn one GOON buck for watching 10 minutes of his stream, and the first three rewards are codes for 10, 20 and 30 percent off the merchandise in his store, which includes backpacks, mousepads and beanies. Trick2g also has sub-only rewards that are solely available to the people who subscribe to his Twitch channel at a cost of $5 per month.

Revlo makes sense for fans, but it poses some perceived issues for streamers. If viewers can interact with their favorite streamers for free, there’s a chance they won’t donate as often — or at all. Trick2g had this exact concern, so Sun ran a case study on his channel to soothe his fears.

“We wanted to prove to him that the money you lose from donations is worth it,” Sun says.

As it turns out, Revlo is definitely worthwhile for streamers. On Trick2g’s channel, new viewers who used Revlo were 2.1 times more likely to return the following week than non-Revlo users. Existing viewers who started using Revlo spent 48 percent more time watching Trick2g’s stream, which translated into more revenue from branded content and advertisements. The sub-only rewards drove more subscriptions his way and the discount codes that he offered through Revlo pushed more people to his store. Overall, the app provided a boost in audience retention, loyalty and direct sales.

Revlo went public earlier in May, but before that, 15,000 broadcasters tried it out in beta form for 5 million unique viewers per month. And there’s one notable feature buried within Revlo’s userbase — half of its streamers are male and half are female. Meanwhile, on Twitch, a majority of streamers are men.

Sun sees a huge difference in the way women and men approach streaming, and it might explain Revlo’s balanced gender split. In general, men are more antagonistic and women are more welcoming, he says, and since Revlo is a service that encourages interaction, it’s well-suited to the warmer female approach. Again, he’s speaking in general terms here.

“Female streamers are generally more interactive with their community compared to male streamers,” Sun says. “I think part of it is because they’re just friendlier, I guess. I think there are more personalities on Twitch that are male who are just more — I don’t like using this word — that are more abrasive and more aggressive than the female streamers. Female streamers are just much better, I think, at building a tight-knit community. They’re much more likable. And so their rewards are typically more interactive.”

Revlo currently ties into Twitch only, but Sun is working to bring it to YouTube, Twitter, Instagram and other platforms that streamers regularly use. The company just secured $1.12 million in funding, partially from start-up incubator YCombinator and Justin Kan — the man who founded Twitch.

Kan has moved on since his Twitch days, and he’s now a partner at YCombinator and the Group Leader in charge of Revlo. This means Sun and his team will meet with Kan every two weeks for guidance and feedback as they try to grow the app. Simply having Kan on board is already a huge validation of Revlo, Sun says.

Sun has already secured partnerships with major organizations like the Electronic Sports League and he imagines Revlo being used by streamers and companies of all sizes. He thinks mobile is the next big platform for live streaming — “Look at the number of mobile devices out there versus the number of PCs,” he says — but whatever the industry’s future holds, he wants Revlo (AmazeBalls, GOON bucks and all) to be a part of it.

“I think streaming is going to become bigger and bigger in general,” Sun says. “I think as we grow and I think as the streaming community grows, there’s going to be even more of a craving to be more immersed in the content and actually become a creator while being a consumer.”

23
May

E3 will hold a public gaming event this year


For years, E3 has largely been limited to game industry tradespeople and the press. That’s somewhat necessary (it’s difficult to wade through the show as it is), but it also locks out thousands of players dying to get a peek at the future of their favorite hobby. Thankfully, that’s about to change: the Entertainment Software Association has announced E3 Live, a free public event that gives you a taste of what you’re missing. The ticketed gathering, which runs alongside E3 itself (June 14th through 16th), promises the opportunity to “test-drive” new games, meet developers in person and try new experiences before anyone else.

Don’t expect it to be a perfect reflection of what you see behind closed doors. The initial participants include a few E3 mainstays, such as Ubisoft and Warner Bros., but there’s more of an emphasis on hardware here: HTC and Oculus will be showing off their virtual reality headsets, while Alienware will be pushing its gaming-friendly PCs. The remaining lineup includes the likes of Frito-Lay, Loot Crate, Monster and Twitch. If you were hoping to experience the grandeur of the Microsoft or Sony booths, you’ll have to keep waiting.

All the same, it’s a big step… and possibly a necessary one. Penny Arcade’s PAX gatherings draw attention partly because they represent a rare chance to show new and upcoming titles to everyday gamers — E3 Live gives the ESA a chance to join in the fun and possibly upstage its rival. It’s doubtful that this will steal all of PAX’s thunder (those events are nowhere near LA), but it’s definitely good news for anyone who lives and breathes gaming.

Source: E3 Live, ESA (PR Newswire)

23
May

Oculus’ DRM could have unintentionally helped VR piracy


​Oculus’ recent software update that locked exclusive games to its hardware has already been circumvented. On Friday, Oculus implemented changes that — among other things — added “platform integrity checks.” These checks disabled use of a popular tool called Revive that let Rift-only titles play on HTC’s Vive. Over the weekend, the team behind Revive has released a new version that not only avoids Oculus’ hardware check, it bypasses the part that confirms ownership of the software altogether — raising concerns it could be used for piracy.

Revive originally let owners of an HTC Vive enjoy Oculus-only titles by mimicking elements of the Rift’s internal functionality in a Vive-friendly format, but the game-ownership checks remained. One of Revive’s developers told Motherboard that the updated Revive cuts out the ownership checks completely. It’s not their intention to circumvent the DRM completely. The developers claim they just want a tools that lets them use software they own on hardware they own. If the Revive team finds a way to offer their intended functionality without bypassing DRM, they will implement it.

Unlike consoles such as the PS4 and Xbox One, VR systems have to function in more or less the same way. This makes the idea of an exclusive title contentious to some VR fans — who needs to buy two headsets that basically do the same thing. Especially as Oculus founder Palmer Luckey has gone on record as saying as long as people buy the game, he doesn’t care what hardware they run it on.

Oculus said the update last week wasn’t about squashing Revive in particular, so with the new version out we’ll see how true that was. Console manufacturers have always had to play cat and mouse with pirates, releasing updates to patch exploited vulnerabilities. Could this be the beginning of a similar situation for VR?

Via: Motherboard

Source: Github (Revive)

23
May

Watch homebrew code run Steam games on the PS4


Ever since Sony switched to x86 processors with the PlayStation 4, gamers have been craving the chance to play PC games on the console — it’s much closer to your home computer than the PS3 was, after all. Well, we’re glad to say that it’s no longer just a dream: OsirisX recently demonstrated Steam running on a PS4 thanks to a combination of a jailbreak, Arch Linux and some software libraries from Fail0verflow. And yes, it plays games. The demo shows the action-RPG Bastion running at a decent pace, and OsirisX notes that most other titles run well enough at medium to low graphics settings.

The problem, as with many such mods, is aligning the stars so that you can get it all running. At last check, you need a PS4 with a relatively ancient version of Sony’s operating system (1.76) to jailbreak and install Linux. Also, there’s no simple package that includes everything you need; this will require some elbow grease. There’s talk of a possible jailbreak for much newer software (3.50), though, and it won’t be surprising if it’s eventually trivial to run Steam games on the same system you use for Uncharted.

Via: Wololo.net (1), (2)

Source: OsirisX (YouTube), Fail0verflow (GitHub)

22
May

Second ‘The Division’ update raises the stakes


Ubisoft and Massive Entertainment are willing to try quite a few things to keep you coming back to The Division, but their latest approach is particularly direct: they’re upping the ante. Ubi has revealed that its second free update, Conflict, will include “high-value targets” where you only get one shot at success. If you die or take too long, you’ll miss out on a nice reward. Also, the Dark Zone is that much more dangerous now that other players can hijack your loot during extraction. Don’t assume that you can relax just because you’ve dropped off your gear, then.

There’s more than those two additions, of course. You’ll get new Incursion mission (Clear Sky) targeting an anti-air missile site, and there’s the obligatory round of fresh equipment. There’s enough to keep you around for at least a little while when the update arrives on May 24th. The big question is what happens when the attention shifts to paid add-ons, which start arriving in June. Will gamers pay to keep The Division fresh, especially when rival MMO-style shooters like Destiny are vying for their attention?

Source: Ubisoft

21
May

NVIDIA GeForce GTX 1080 video review: Behold, the GPU king


As far as video card upgrades go, there’s a lot to love with NVIDIA’s GeForce GTX 1080. We called it “the upgrade you’ve been waiting for” in our full review. The GTX 1080 blows away last year’s high-end cards, and even though it’s $599 ($699 for the Founders Edition we tested), it’s well worth the cost for serious gamers. In our video review above, check out some gameplay footage from the new Doom remake, as well as Quantum Break.

21
May

‘Woorld’ makes a strong argument for weird Project Tango apps


It’s not hard to see how Google’s Project Tango can be utilitarian. Need directions through a crowded mall? Easy. Want to learn more about art installations as you wander through a museum? Done. What’s easier to miss is just how weird things can get when you’re holding a device that can sense the very environment around you, but Funomena’s new Tango game Woorld serves as a pretty good reminder.

In case you hadn’t heard, Funomena is an indie game studio in San Francisco that counts Katamari Damacy creator Keita Takahashi among its ranks. Gamers probably know exactly what the means for Woorld: it’s equal parts adorable and strange. In a nutshell, you’ll use a Tango device to scan your surroundings — the floor, walls, and even ceiling if it isn’t too high. That initial sweep defines the realm of a tiny little world, where you place objects like plants, faucets, houses, moons and more. Why? Partially just because you can, but also to make the world — as viewed through a screen anyway — a little more beautiful.

See, unlike the Katamari Damacy series, or the more obtuse Noby Noby Boy, there doesn’t seem to be an overarching goal in Woorld. There’s an exploration mode (that we weren’t allowed to play with) that basically helps you wrap your head around the arithmetic of these objects — placing a cloud in the air and making it rain on a sprout causes the tiny plant to grow, and so on. Most of the time though, you’ll be hanging out in a sandbox mode, free to place objects where you like and see how your tiny virtual world comes together. There might be more to the game — Google didn’t have much information on how the final product would turn out — but at least we won’t have to wait too long to find out.

The first consumer Project Tango device is set to launch in just a few weeks, but developers — like Takahashi and Funomena — have had access to development devices for months. With any luck, that means people have been toiling on similarly off-the-wall stuff to give Project Tango hardware a more profound reason to exist. Navigating about learning more about the world around us is great and all, but I can’t wait to start seeing Tango apps that take the world around us and turn it on its ear.

20
May

Google’s plans for VR are even more ambitious than we thought


In 2014, Google introduced Cardboard. It was literally just a cut-out piece of cardboard outfitted with Velcro strips, a pair of lenses and magnets. Insert your smartphone and voila, you got your very own VR View-Master. Though it seemed pretty silly at the time, Cardboard was Google’s very first foray into virtual reality. Fast forward two years, and there’s a whole cottage industry of Cardboard-compatible viewers — not to mention lots of content made just for it. More than 5 million viewers have shipped and over 50 million Cardboard apps have been installed, as Google said at its keynote yesterday. Now, however, the company is ready for the next stage in its grand plan. Yesterday, Google announced Daydream, a platform that represents its most serious push yet into VR.

What we’re seeing here is a very real attempt to democratize virtual reality in a way we have not seen before. It all started with Cardboard, of course, but Daydream is so much more. Google is essentially doing for VR what Android did for smartphones: It’s offering a basic set of specifications that other companies can use. There’s no need for them to come up with their own software or spend precious resources to come up with the right hardware design; all of that is already taken care of. Hell, Google’s even making its own Daydream headset just like it did with its Nexus devices.

In contrast to Cardboard, which is just a low-cost viewer, the Daydream platform encompasses designs for an actual headset, with the build quality of a Samsung Gear VR or Oculus Rift. It has headstraps and looks like it’s made to be worn hands-free. There are even designs for a Wiimote-like motion controller. While Samsung’s Gear VR works only with Samsung’s own phones, a Daydream headset would be compatible with many more handsets. The potential here is huge.

While Cardboard could be used with pretty much any phone that could run the Cardboard app, Daydream’s hardware requirements seem to be stricter, though Google hasn’t released many details there. The company says it’s working with a variety of manufacturers to make sure their handsets include “key components” such as “specific sensors and screens” required for Daydream. Samsung, Alcatel, HTC and LG are just a few hardware makers that have already committed to building Daydream-compatible phones, and they could also be designing Daydream-ready headsets too.

This is definitely a departure from Cardboard, which wasn’t really meant for high-fidelity content or graphics-intensive games. Clay Bavor, Google’s head of VR, once told me that Cardboard was purposefully designed without any headstraps. It was to encourage quick “snackable” moments of VR, like using it for a few minutes to check out a Mars field trip or to see what a neighborhood looks like on VR Streetview. Cardboard was made to be affordable and accessible — a way to introduce VR to everyday people.

But if Cardboard is for VR snacks, Daydream is for meals. You can play serious games on Daydream and watch full-length movies. Electronic Arts, Ubisoft and Epic Games have already pledged to have games on the Daydream platform and content providers like HBO and Netflix have jumped on board as well.

Daydream, then, is designed for a world in which escaping into virtual fantasies is the norm. Seeing as 2016 is the debut year for consumer editions of all the three major VR headsets — Oculus Rift, HTC Vive and Playstation VR — it’s not too much of a leap to say that world is already upon us. Additionally, Oculus reported recently that there are now over one million monthly active users of Samsung’s Gear VR. This proves that mobile VR is a viable category in its own right. Sure, Oculus has had a few years’ head start, but Google’s vast reach could be enough to give the Gear VR some stiff competition.

Of course, we’ve yet to see if these Daydream headsets are any good. But if Cardboard’s success is any indication, I’d say Daydream has an even better shot at propagating VR to the masses.