Harmonix caught posting five-star Rock Band 4 reviews on Amazon
When is it a good idea for employees to post reviews of their own company’s game? Most people would probably say “never,” but that didn’t stop Harmonix employees working on Rock Band 4 from doing it. A suspicious Reddit user found at least seven 5-star reviews by Harmonix employees, including from one user who said she was a “new fan,” but is actually the company’s “legal and music coordinator.” Others including a project manager, consultant and senior designer also gave it top marks. Amazon ratings are crucial for such a family-oriented game, given that the online retailer may be the only place casual buyers will look for them.
Harmonix confirmed to Destructoid that its employees did post the reviews, but said “we believe (they) were sincere and without ill intentions.” It added that “as a studio, we don’t believe these are appropriate actions,” and asked that employees either identify themselves or take down the reviews. One employee said that “I’m confident that if I didn’t (work for Harmonix) I would still give the game five stars.” However, he’s not actually allowed to do that by Amazon’s rules, and as some Redditors pointed out, it’s odd that so many Harmonix employees put them up independently.
The game has actually received decent notices by users and critics. Still, there’s a lot riding on it, especially for Mad Catz, the company that co-publishes the game and makes the guitar and drum controllers. In a recent financial statement, it said that its ability to avoid defaulting on debt “depends on (our) ability to increase net sales and gross profit considerably,” especially “from anticipated sales of products related to… Rock Band 4.”
Via: Destructoid
Source: Reddit
Xbox One Elite controller review: A better gamepad at a steep price
Is a gamepad worth $150? That’s the question Microsoft is asking with the Xbox One Elite controller, a revamp of its almost two-year-old paddle that shipped with the Xbox One. The company isn’t targeting this as a device for the mainstream, though. Rather, the Elite is instead for highly competitive gamers — the type that’d mod their controllers with third-party accessories for greater precision. The customization it offers comes at a steep price, costing over twice as much as the standard $60 controller.
Slideshow-332565

Why should you care? Because the vanilla Xbox One controller feels like a cheap knock-off of the vaunted Xbox 360 pad that came before it. Microsoft said it spent over $100 million designing it, considering smell-o-vision and even a built-in projector for the gamepad, only to wind up with a mostly inferior clone. It has too many sharp edges, feels incredibly hollow and seems, well, cheap. Honestly, one of the biggest reasons I don’t play my Xbox One much as my PlayStation 4 is because I prefer the latter’s DualShock 4 controller. Keep all that in mind when you consider the following statement: I’ve been using the Elite controller for almost a week and I haven’t wanted to put it down; this is the Xbox One gamepad we should’ve had from the outset.
Hardware
Out of the box, the Elite looks like a superficial upgrade. Aside from the 3.5mm headphone jack up front and the new slider control underneath and equidistant from the Menu and Options buttons, you’d be forgiven for confusing the Elite pad with the standard one. It’s when you start futzing around with the different thumbstick options or snapping metal levers into the underside that the gamepad starts looking unique.
The Elite comes with a clamshell case that has a molded space for the controller, a cargo pouch for spare earbuds, batteries and the pack-in, braided micro-USB cable (a requirement for most tournaments) that will tether the pad to a console. There’s also a molded rubber holder that keeps the four control levers, two sets of thumbsticks and spare directional pad in place. The idea behind the latter is that it’ll keep your extra parts secure during travel so they don’t fall out after unzipping the case. In practice, everything stayed in place for me aside from the faceted directional pad — its section is too loose to keep that from bouncing around. On the flip side, the cross-style option fit incredibly snugly.

The first thing I noticed when I picked up the controller to pair it with my console was how heavy it was compared to the standard gamepad. Microsoft says that with all four levers attached, a pair of included Duracell AAs and standard thumbsticks, the Elite weighs 348 grams, give or take 15. That’s 12.3 ounces compared to its predecessor’s 9.9 ounces. Honestly, though, the only time I noticed was when I picked it up since more often than not, when I’m gaming, my hands rest in my lap.
That heft likely comes from the Elite’s revamped innards. The thumbsticks feel incredibly springy and precise, thanks to their metal construction. I’ve never been a fan of the sticks on the Xbox One pad. They’ve always felt rough and just weren’t comfortable to me. With the Elite, I had the option of choosing among three different sets (standard, tall and a pair of convex heads) and changing them on the fly, but most of the time I was perfectly happy with the standard set. All are incredibly comfortable, though, and have the same premium feel as the rest of the controller.
Customization station
Depending on the game, I opted for different configurations. For Halo 5: Guardians, I stuck a standard stick on the left and one of the twice-as-tall options on the right. With Forza Motorsport 6, I reversed that. Why? With shooters, the extra height gave me more leverage and ensured I wouldn’t hit a face button by accident while aiming my assault rifle at my quarry. In a racing game, the added height made steering a lot easier.
Not only have the thumbsticks gotten an overhaul, but also the pots they sit in did too. Microsoft added a low-friction ring to where the stick makes contact with the faceplate and the result is pretty dramatic. Movement just feels smoother because the metal shafts glide effortlessly around when you’re pushing them toward the edges. It makes using the controller a bit quieter, too.

The sync button’s now sharing a lime green hue with the d-pad socket, hair-trigger locks and contact points for the control levers. What are those? Metal pieces between an inch and an inch and a half long that act as secondary inputs for any button on the controller. There are four total (two angled, two straight) and you can arrange them in a number of different ways, some correct and others less so. It’s possible, for example, to arrange them in a way where they’ll overlap. Like the rest of the custom options, these hold in place magnetically and if you’d rather not use them, that’s entirely up to you.
One of my biggest complaints about the standard controller is how stiff the right and left shoulder buttons are. They have an incredibly narrow sweet spot to register a depression and using them has always felt really hit or miss to me, with the innermost edge being damn near impossible to press in. With the Elite, that gripe’s been eliminated. Here, they’re a little easier to press at their outermost edges, but even at the opposite end (where the actuators reside) it takes dramatically less effort and is more even all the way across. Both the shoulder buttons and the triggers below feature a matte silver finish versus the standard’s slippery black gloss, and the latter’s throw is about 3/16 of an inch shorter. And rather than the standard triggers’ squishy feel, these make a firm click when you bottom out.
The battery tray is in the same place as before, but now it has markers indicating what position the hair-trigger locks are in. Immediately on either side are the recessed metal knobs that take the analog triggers and dramatically reduce the distance you need to pull before your on-screen gun fires.

I couldn’t find a use for the faceted d-pad during my review, but supposedly it’s better for pulling combos in fighting games. As a button masher (rest assured I’m not quitting my day job for eSports) it felt like the magnet was barely able to hold the concave piece of metal in place. Sure, it looks cool, but once I installed the metallic cross d-pad, I never took it out. The A, B, X and Y buttons changed from green, red, blue and yellow, respectively, to all black. And the aforementioned standard headphone jack rests off to the side of where the previously required headset adapter did on the standard controller, while a legacy connection for purpose-built headsets like the Astro A40 Xbox One Edition sits next to it. It’s a smart move because it doesn’t alienate anyone who bought a specific headset previously.
To me, the standard controller has always felt like a prototype rather than a final product — with its rough edges and other questionable design choices. That isn’t the case here. The Elite features a soft rubber finish on a majority of its surface, with a more aggressive diamond-pattern grip where your palms rest underneath. The DualShock 4 has a textured underside too, but it can’t hold a candle to this. For example, sliding the Elite across the glass desk in my home office proved pretty difficult. I might as well have been dragging a pencil eraser across it. Even after a four-hour Halo 5 session, the controller didn’t feel like it’d slip out of my moist palms.

The app
The customization options don’t stop with the hardware — there’s an app that gives you the chance to completely rebind every button’s function (aside from Menu and Options) to a different one. Want the digital shoulder buttons to perform the trigger duties? I can’t recommend that, but go right ahead. How about adjusting the A, B, X and Y buttons so they mimic Nintendo’s non-standard layout? Have at it. Effectively, this gives you complete control of how your gamepad works, without being subject to the tyranny of pre-defined control schemes on a game-by-game basis.
Beyond that there’s a raft of other custom settings. The new slider button allows for swapping between two onboard control schemes, but you can create and save as many as you want to your system profile and access them from anywhere with an internet connection. There are independent adjustments for thumbstick sensitivity (slow start, fast start, instant, default) that govern how much distance the sticks need to travel before in-game movement registers. An option for adjusting trigger sensitivity and dead-zone is here too. Also, if you’ve ever wanted to turn down the haptic feedback, or turn it off completely, there’s an option for that as well. Really, all that’s missing is the ability to turn the guide button’s light off completely and the option to permanently invert the right stick’s Y-axis. The latter’s especially puzzling considering you can swap left and right thumbstick assignments (so movement maps to the right stick and aiming goes to the left) within the app.
Slideshow-332571
In use
Let’s say you’re like me and are incredibly overwhelmed by the complexity of remapping every button on the controller. That’s where game developer-made presets come into play. There are only a handful available right now and they’re all for first-party games like Halo, Forza 6 and Gears of War, but Microsoft promises more are en route for Star Wars: Battlefront III and Call of Duty: Black Ops III. The Halo 5 preset tailored to campaign mode, for instance, liberates squad commands and waypoint location from their cumbersome position on the d-pad to the control levers. Reaching down to the d-pad to tell Team Osiris to attack an enemy is awkward, but assigning that task to the levers makes perfect sense because it’s always within reach.
More dramatic is the difference the levers make in Forza 6, where they serve as paddle shifters and a clutch for manual transmissions. They’re really useful; I’ve never been comfortable using a stick shift with a gamepad, but since I don’t have the space in my apartment, a racing wheel isn’t feasible. That isn’t the case anymore. But, having all four levers in place (manual requires two; manual with clutch doubles that) clutters things up a bit. Anytime I put all four on regardless of the game, I ran the risk of accidentally pressing a few simultaneously. What’s more, of everything on the controller, the levers feel most likely to fall off while playing because the magnets don’t seem as strong as elsewhere on the gamepad.

The previous controller’s battery life is incredible, and after roughly 15 hours during my review, the fresh set of standard AAs had only worn down to 75 percent capacity. I have no doubt that the Elite will match or best its forebearer’s battery lifespan, especially considering the options for adjusting haptic motor intensity.
Wrap-up
Again, is all of this worth $150? That answer depends on how much and what you play on Xbox One — regardless of your pro-gaming aspirations. Even disregarding the hardware customization options, there are considerable improvements. Were the Elite a $30 premium over the standard controller instead of $90, my recommendation would be a lot easier. Instead I’m hesitant: One of the controllers will set you back almost half of what the console you’d use it with costs. Sure, the Elite doesn’t feel like a cheap toy, but everyone else might want to hold out for a price drop considering that the customization app is coming for the standard controller too, and the rubber handgrips I’m so fond of exist on another official gamepad. If you’ve been waiting to buy an Xbox One, go for the upcoming Elite bundle that packs the controller and a console sporting a 1TB hybrid drive for $499 because for now the controller’s price is too hard to justify on its own.
Remember Mplayer? The ’90s game service is relaunching
If you lived in the ’90s and tried to run multiplayer Quake across a 56K modem, you may have fond memories (or not) of MPlayer. The ’90s PC gaming service is coming back after being defunct for 15 years, thanks to a company called MPlayer Entertainment. To refresh your memory, MPlayer was a free, ad-supported online community that hosted up to 20 million visitors a month. It ran between 1996 and 2001, and offered over 100 free games, including Quake, Mech Commander and Rogue Spear. It also popularized the idea of VoIP chat between gamers. The ad-supported service was never profitable, however, and was eventually sold to GameSpy, which took it offline in 2001.
MPlayer entertainment said it “rewrote the entire system to revive this once-beloved service… (to bring) custom game launching capabilities for private and public matches, tournaments and more.” It’ll also offer chat lobbies “tailored for gamers, filmmakers and music producers.” Other than that, it’s being cagey about which services it’s offering, though. And while MPlayer spurred the growth of multiplayer gaming and VoIP, we’re not exactly sure what they can bring to a world that now abounds in those things. ’90s nostalgia, maybe? Either way, we’ll find out at its November 14th launch.
Source: MPlayer Entertainment
Telltale’s ‘Game of Thrones’ first season ends next month
Beware, for the night is dark and full of terrors folks: Telltale Games is wrapping the first season of its Game of Thrones series, Iron from Ice soon. When the season finale, dubbed “The Ice Dragon,” releases next month on the 17th, Telltale says it’ll be the first time that an episode hits each platform simultaneously (Android, iOS, Mac, PC, Playstation and Xbox). What’s more, the story-focused developer says that the finale will provide “a uniquely harrowing conclusion” for every player based on the decisions you’ve made thus far. If I know anything about Telltale and Game of Thrones that means a number of characters are going to die. Probably viciously. Need a place to start? Telltale’s using a classic pusher move and is offering the first episode for free. Try not getting attached to anyone.
Source: Telltale Games
Nintendo revives ‘Wild Gunman’ in time for ‘Back to the Future’ Day
You’ve probably seen your share of over-the-top publicity grabs on Back to the Future Day, but Nintendo has a subtler one that you might just appreciate. The company’s European branch has quietly released a Wii U Virtual Console port of Wild Gunman, better known as the game that Marty McFly dominates when he visits 2015 in Back to the Future Part II. As in the movie, you have to use your hands to play this “baby’s toy” — the big difference is that you’re using a Wii remote instead of the NES’ Zapper light gun (BTTF2‘s particular arcade cabinet never really existed, we’d note). You probably won’t mind if you’re on a nostalgia kick, though. And if you really, truly want to play a game that Hill Valley’s kids would enjoy, Microsoft is happy to help.
Via: Wired
Source: Nintendo
You can try out the Paranormal Activity VR game at some AMC theaters
The Paranormal Activity movie series may be over after the upcoming 3D-infused Ghost Dimension entry, but it will live on in virtual reality. VRWERX announced today that it will be bringing its VR Paranormal Activity game to select AMC theaters in major markets this weekend, October 22 to 24, coinciding with the release of the new film. Even more intriguing, the demo will be powered by HTC’s Vive Steam VR headsets. We still don’t have specifics on the game yet, but judging from the Paranormal Activity series so far, you can expect plenty of jump scares and creepiness right on the edge of your field of vision. The game likely won’t reach the dramatic heights of Paranormal Activity 3 (which is seriously great), but as far as horror franchises go, it’s pretty much built for VR. The finished game will be available next spring on PlayStation VR and Oculus, and non-VR versions will be coming to Xbox One, PlayStation 4, and Steam. Check out a list of the 15 participating theaters after the break.
- AMC Loews White Marsh 16 – Baltimore, MD
- AMC Neshaminy 24 – Bensalem, PA
- AMC Loews Boston Common 19 – Boston, MA
- AMC Century City 15 – Century City, CA
- AMC Bay Street 16 – Emeryville, CA
- AMC Town Square 18 – Las Vegas, NV
- AMC Loews Alderwood Mall 16 – Lynnwood, WA
- AMC Tysons Corner 16 – McLean, VA
- AMC Mesquite 30 with Dine-In Theatres – Mesquite, TX
- AMC Empire 25 – New York, NY
- AMC Orange 30 – Orange, CA
- AMC Mission Valley 20 – San Diego, CA
- AMC Metreon 16 – San Francisco, CA
- AMC Mercado 20 – Santa Clara, CA
- AMC Universal CityWalk 19 – Universal City, CA
Source: VRWERX
Dear Veronica: Going old school with game emulators!
![]()
I can’t believe it’s already been 20 episodes! You guys have been awesome about sending in questions, so thank you. But enough sentimental stuff, let’s get to the questions!
First up, we look at your responses from our recent emoji poll on audiobooks vs. reading. You had some thoughts on this one, like this tweet from John:
@engadget #dearveronica I didn’t see place to comment? But want to say the problem with audiobooks is can’t stop & think about what u read
— John Upton (@jwareup) October 8, 2015
Don’t worry John, you’re commenting in the right place. Though I have to disagree, I think the pause button can be put to excellent use in that scenario!
We also had a great question from Chris via email about modern-day video game emulators, which is answered by Engadget editor Tim Seppala. I also tackle some inquiries about podcasting on Spotify, and how to make your old school iMac run at tolerable speeds.
Thanks for watching, and make sure to keep sending those questions in for future episodes, either via email or on social media with the hashtag #DearVeronica.
‘The Park’ isn’t your typical haunted-carnival horror game
The Park looks like a classic first-person horror game that happens to take place in a creepy, dilapidated, deadly amusement park. It has all the horror bells and whistles, from rides that suddenly start on their own to a skeletal, shadowy figure known simply as “the boogey man.” But, just like a placid lake in a haunted campground, something more lies beneath The Park‘s surface. Its narrative is inspired by something life-altering and terrifying.
The Park is a game about parenting.Slideshow-332237
“There are dark days when you’re a parent,” says Joel Bylos, The Park’s creative director and father to two young girls. “There are dark things that come up sometimes. You’re not prepared to deal with some of these things sometimes because people haven’t even told you about them, so you’re not waiting for them and they hit you like a truck. When these things happen, it’s tough. Very tough. I can imagine … if you’re a single mother especially that it gets very hard.”
This is where The Park‘s story takes off. The game stars Lorraine, a single mother who’s lost her young son, Callum, after closing time at an amusement park. As Bylos explains after a 15-minute demo, The Park features simple mechanics: Lorraine can call out to Callum and pick up things like flyers, accident reports and, eventually, a flashlight. Plus, she can climb aboard every terrifying ride the park has to offer — at her own risk, of course. But the goal is always to find Callum; as the game progresses, Lorraine’s voice gets more frenzied as she becomes more worried for her son’s safety.

There’s more to Lorraine than her role as a fretful mother. As she searches the park, she comments on the joys of ignoring reality for a while and offers her thoughts on life, her own upbringing and the passage of time. She gives players a glimpse of a deeper, imperfect person.
“Powerful characters are appealing to gamers, but flawed characters are the most interesting ones,” Bylos says. “And I think Lorraine is very interesting. She has a lot of flaws in her personality and I think there’s a sympathy for her.”
In one scene, Lorraine talks about the moment when she first held Callum, directly after giving birth. She remembers looking down at the bundle in her arms and thinking, “That’s it?” Bylos says that line in particular resonated with other parents in his office.
“All you’ve been hearing your entire life is, ‘the miracle of birth,’ ‘the wonderful moment,’ ‘the best thing that’s ever happened,’ and you feel guilty if you don’t think that, in the moment, in amongst all the pain and screaming of giving birth — it’s a very messy process,” he adds.
Bylos thinks about these things a lot. His wife is a psychologist who works with children and they have two girls together, ages 2 and 5. In some ways, The Park is the digital form of conversations he’s had with his wife over the years — but it’s not a sermon. The Park is still a horror game at its core and some players will be able to happily ignore the nuances of its narrative. It’s not a particularly gory horror experience and it’s light on sudden scares, Bylos says. One attraction in the amusement park, the House of Horrors, features a few jump-scare moments as giant cardboard cutouts of rodents in gas masks pop up suddenly while Lorraine searches the dark hallways. These moments are designed to feel cheesy, not scary, Bylos says.
“I’ve always been a bit more Lovecraftian,” he says. “This building sense that something is very, very wrong with the world or that we’re insignificant. And I don’t know if we’ve succeeded with this game; I don’t know if horror fans are going to play it and be like, ‘That was tripe.’”
Bylos is nervous about the way horror fans will respond to The Park because it isn’t filled with jump-scares or a lineup of traditional tropes, and it doesn’t feature a big, M. Night Shyamalan-style twist. It was initially an in-house tech demo built by just three people at his studio, Funcom, as the team made the switch to Unreal Engine 4. But, in August, his managers played it and asked if it could become a commercial product. Now, that small, in-house game has garnered the attention of horror fans on Twitter and established studios like Fullbright, the creators of Gone Home.
it is weird and cool. And I will play their spooky Halloween amusement park game. Fascinating seeing more studios explore this design space
— Vampire Steve Gaynor (@fullbright) October 14, 2015
The Park hits Steam this month, just in time for Halloween, so Bylos will know whether his fears are founded soon enough. As for the trials that come with being a father, he’ll have to live through those, just like every other parent.
“Everybody’s had that dream where they fall,” Bylos says. “Most people have had that nightmare where they wake up because they fell from a height — I want that feeling from people, especially as you go through the House of Horrors, the sense that the bottom is rushing up and you just can’t stop it. It’s inevitable.”
PlayStation 4 drops to €350 across Europe and £300 in the UK

With Uncharted 4 slipping into 2016, Sony’s PlayStation 4 doesn’t have much in the way of exclusives this fall. But in its ongoing battle with Microsoft and the Xbox One, the company does have a fallback to stay competitive: price-cuts. After dropping the system to $350 in the US, Sony is now doing the same for the rest of the world. Starting today, the 500GB model will cost $349.99 across Europe and £299.99 in the UK. Furthermore, the console is dropping to $479.95 in Australia, $569.95 in New Zealand and AED1399 in the United Arab Emirates. Sony doesn’t have Halo 5 or Rise of the Tomb Raider (at least, not yet) but the PlayStation 4 does have a broad, extensive library including Bloodborne, Until Dawn and Uncharted: The Nathan Drake Collection. If you’ve been waiting to jump to “next-gen,” or already own an Xbox One, there’s really been no better time to pick up a PS4.
Source: Sony
Final episode arrives for the time-bending ‘Life is Strange’
Square Enix and developer DONTNOD (Remember Me) have delivered the fifth and final episode of their time travel drama Life is Strange on PlayStation 4, Xbox One, PlayStation 3, Xbox 360 and PC. Besides its episodic nature, the game follows a teenage girl (Max) searching for her missing friend, while also realizing that she has the power to reverse time at will. According to Square Enix, even with that mechanic and the ability to keep items by storing them in Max’s bag, the “butterfly effect” can wreak havoc as unintended changes impact future events. We’ve streamed some gameplay of earlier episodes (1, 2, 3) if you’d like a better look at its hand-drawn world, but if you were just waiting for all of them to arrive for a binge session then just look in the digital gaming storefront you prefer.
![]()
Source: Square Enix, Buy Life is Strange










