Twitch finally gets a proper PS4 streaming app
PlayStation 4 owners: you’re no longer forced to use Live from PlayStation (and limit your viewing to fellow PS4 gamers) if you want to watch Twitch through a native app. As promised, Twitch has launched a full-featured PS4 client that lets you tune into any stream, no matter which platform it’s coming from. It’ll seem quite familiar if you’ve used the Xbox One app (shh!), but there is a section to help you find PS4-specific broadcasters. The app is ready at this very moment, so give it a shot if you enjoy viewing games as much as you do playing them.
Greatness awaits your #PS4 when you install the new Twitch app! https://t.co/WZJrLSeQ6u
— Twitch (@Twitch) October 20, 2015
Source: Twitch
Playdate: Surviving the apocalypse in ‘Wasteland 2: Director’s Cut’
Fallout 4 isn’t the only post-apocalyptic role-playing game out this fall. Nope. Also out is a sequel to the game that’s pretty much directly responsible for Bethesda’s dark vision of the future, Wasteland 2: Director’s Cut. The PC version of the game released last year, but a console port featuring a number of new additions including new voice overs and a wealth of new recorded dialogue. If XCOM: Enemy Unknown left an isometric, action-point itch that you haven’t scratched in awhile, this might be your ticket on PlayStation 4. Join Sean Buckley and myself at 6PM Eastern / 3PM Pacific as we try to survive the cruel environment for two hours either here on this post, the Engadget Gaming homepage or Twitch.tv/joystiq if you’d like to chat with us.
http://www.twitch.tv/joystiq/embedWatch live video from Joystiq on www.twitch.tv
[We’re broadcasting Wasteland 2 on PlayStation 4, through OBS at 720p, so rest assured the game will look much more apocalyptic in your home.]
Wireless Xbox One controller adapter for Windows ships today
You won’t have to wait much longer to use your Xbox One gamepad wirelessly with your PC. Microsoft announced today that its handy peripheral, revealed earlier this year, is now shipping to “most” retail stores around the world. If you’re in the US, though, it looks like the Xbox Wireless Adapter for Windows will be available starting today for $25. There’s also a bundle kitted with an Xbox One controller, which is $55 extra — or $80 total, to be specific. The USB-powered add-on is going to be useful for Windows 10 users who want to use it to play PC games, as well as with Xbox One titles being streamed to a nearby desktop, laptop or hybrid tablet.
Source: Xbox
Ubisoft’s new reward program aims to mend UPlay’s image
Ubisoft’s UPlay gaming service has something of an image problem, to put it mildly. It’s supposed to handle everything from copy protection to multiplayer matching, but it’s frequently known for being flaky, insecure and an overall hassle. The game developer is doing something about that, thankfully: it just launched Ubisoft Club, its long-in-testing rewards program. In spirit, it sounds a bit like the defunct Club Nintendo. The more you play, the more Units (Ubisoft’s virtual currency) you earn — get enough and you’ll unlock downloadable content, beta tests and other goodies.
This doesn’t appear to be a straight-up replacement for UPlay, since you’re still encouraged to sign up for the existing service and link accounts. With that said, there’s little doubt that Ubisoft Club exists in part to improve the company’s reputation with online services. It theoretically gives you more reasons to see what UPlay has to offer, rather than do the bare minimum you need to start playing.
Source: Ubisoft Club
Konami says Hideo Kojima hasn’t left, he’s just on vacation
Please stop toying with our emotions like this, Konami. Yesterday, The New Yorker reported that Metal Gear creator Hideo Kojima officially parted ways with Konami on October 9th, following a farewell party at his in-house studio, Kojima Productions. Today, Konami denied Kojima’s departure to Japanese site Tokyo Sports, as translated by Kotaku. “Currently, Kojima is listed as a company employee,” a Konami spokesperson said, according to the translation. Apparently, the spokesperson said that Kojima and the team that developed Metal Gear Solid V: The Phantom Pain are all taking a long vacation. And that reported farewell party? “We’re not sure what kind of thing this was,” Konami’s spokesperson said.
In response to Konami’s claims, New Yorker contributor Simon Parkin (author of the original “Kojima has left the building” story) shared a photo of the purported goodbye celebration at Kojima Productions.
Here is a photograph of Kojima’s farewell party on October 9th at Konami, which Konami claims no knowledge of: pic.twitter.com/xgRUoYs5qt
— Simon Parkin (@SimonParkin) October 20, 2015
Konami didn’t mention how long the Phantom Pain team’s time off will be, though Parkin reports that Kojima is contracted until December. Perhaps that’s also when his reported vacation will end. Farewell party, vacation or otherwise, Kojima’s time with Konami is coming to an end — after nearly three decades with the studio, this year Konami removed Kojima’s name from the Phantom Pain box art and canceled Silent Hills, a highly anticipated horror game from Kojima and horror director Guillermo del Toro, among other odd moves.
Konami has yet to respond to our requests for comment, but we will update this story if we hear anything.
Source: Kotaku
‘Minecraft’ with a story isn’t as weird as you’d think
A story-driven game about Minecraft, the block-building phenomenon adored by children and adults alike, might sound a tad contradictory. By design, Minecraft has little in the way of plot or characters — the world is randomly generated and the best “stories” occur naturally based on what you decide to build and explore. The game’s open nature is what makes it special, and it’s also the reason why Minecraft: Story Mode, a spin-off title with a carefully crafted plot, has been met with so much skepticism. Minecraft works because it doesn’t have a story — is it possible, or right, for another developer to give it one?
Telltale Games is best known for adventure game adaptations of popular franchises such as The Walking Dead, Game of Thrones and Fables. Unlike Minecraft, these properties come with established stories, characters and mythology that the team can work with. Using its own game engine and a comic book art style, Telltale typically offers a game “season” comprised of five episodes. These are broken down into cutscenes, branching conversations, quick-time events and puzzles. Occasionally, you’ll get the chance to walk through an environment, but there’s little in the way of exploration or creativity. You want freeform building and crafting, like that found in Minecraft? Better look elsewhere.
Despite these enormous differences, Minecraft: Story Mode works. It’s a charming celebration of the game that made Markus “Notch” Persson a billionaire, and its narrative and characters feel like they fit the world — despite them never being mentioned in the original game. In episode one, you take on the role of Jesse, and unlike most Telltale games you can choose between a boy or a girl, as well as one of three different races. It’s a nice touch and immediately gave me some sense of attachment to the character, voiced by either Patton Oswalt (best known for his roles in Ratatouille and The King of Queens) or Catherine Taber (you might recognize her voice from Star Wars: The Clone Wars, Final Fantasy XII or Metal Gear Solid: Peace Walker). With a small group of friends, you set out to win a building tournament at a Minecon-style convention called Endercon.
You won’t find any reference to Jesse’s treehouse, his or her pet pig Reuben or the Endercon competition in the original Minecraft game. Which could have been a problem, but Telltale quickly won me over in a few different ways. For one, Story Mode doesn’t claim to be the definitive storyline for Minecraft. It’s a different take on the blocky franchise and is set in its own, separate version of the Minecraft world. That gives the writers room to experiment, while also protecting the source material. Story Mode also weaves in countless elements that will be familiar to fans of the original game. Creepers, beacons and portals all appear in episode one, and are easily recognizable. When Telltale does introduce a new idea — for instance, a colorful amulet used to locate important characters — it doesn’t feel out of place in the Minecraft universe. Story Mode is respectful to the original game by expanding, but never abusing Minecraft‘s established items and mechanics.
The pacing is a little slow to begin with, but once the Endercon building competition ends, the plot kicks into a much higher gear. At the very beginning, Telltale introduces a group of heroes called the Order of the Stone, which once defeated the Ender Dragon and subsequently faded into legend. The peril the world now faces is linked to these members, and it’s here the developer sets up a few of the overarching mysteries for the five-part season. It’s nothing exceptional, but I’m intrigued enough to play the remaining episodes.

Story Mode is supposed to be family-friendly, so there are some limitations regarding the writing and where Telltale can take its cheery characters. Other properties that it’s adapted in the past, such as The Walking Dead and Fables (The Wolf Among Us), have given the team more opportunities to create darker and more unpredictable personalities with devious plans. These provoke stronger reactions in the player, trickier decisions and more complex relationships with the characters you choose to side with. Most of Story Mode‘s cast is likeable (aside from Jesse’s friend Axel, who tends to be impulsive and self-centered), so I spent most of my playthrough just trying to be best friends with everyone.
That said, the characters are distinctive and have quirky, energetic personalities. All of them have clear motivations and desires, which makes it easier to predict the consequences of each dialogue decision. Previous Telltale games have suffered from occasionally stiff scripts and inconsistent pacing — an inevitability, perhaps, with branching storylines — but they’ve always made me care about the characters. The same holds true in Story Mode, which is a testament to the quality of the writing. Jesse’s friends might be a little shallow, but they’re also easy to root for. I really want my “Nether Maniacs” (early on, you get to choose your team name for the building competition) to survive and stay together, so I’m interested to see how the game tries to pull them apart in later episodes.
Even if you’ve never played Minecraft before, there’s a lot to like in Story Mode‘s first chapter. It’s a charming, if simple tale with interesting characters and a few memorable set pieces. In terms of game design, it couldn’t be further from Minecraft, but somehow Telltale has managed to make it work. I’m putting that down to the quality of the writing and the way it cleverly integrates classic items, monsters and gameplay mechanics. Story Mode raids everything in Minecraft‘s toolbox to support its own storytelling, and ultimately it works to great effect. The game could have been a lazy and awkward cash-in, but instead it’s a smart, respectful spin-off that celebrates Minecraft‘s special brand of creativity.
Play PSP games on an Oculus Rift with this VR emulator
While Sony is mulling the PlayStation Vita’s future, someone is giving the last-generation PlayStation Portable a new life — in virtual reality. Oculus developer 2EyeGuy has created an Oculus Rift emulator called PPSSPP VR for PSP games, and it arguably works better than the original. As he puts it, “PPSSPP VR… lets you actually be inside PSP games. You are not playing on a virtual handheld or screen, you are inside the virtual world.” The simulator works perfectly with a large number of PSP games, including Final Fantasy 7 and Wipeout Pure, and good-to-poorly on others, like Gran Turismo and Star Wars Battlefront II.
2EyeGuy has some experience in converting classic games to full VR, as he’s behind the Dolphin VR emulator for the Nintendo GameCube and Wii. The PSP emulator bumps the resolution of the original significantly, and brings stereoscopic 3D, head-tracking and pre-warping to the games. Final Fantasy 7 plays just fine, for instance, judging by the video below from YouTube gamer Hoopermation.
That said, certain features still don’t work, like motion sickness prevention, Direct3D support and button combinations for hotkeys. Also, you’ll need to recompile your games, and it appears that some hardware setups don’t work, judging by a Reddit discussion about it. However, users that did get it running are over the moon to see their beloved PSP games get a new life. As one guy put it, “Wipeout Pure is one of the best racing games of all time… holy f**ing shit!”
Via: RoadToVR
Source: Oculus Developer Forums
Professional ‘StarCraft 2’ players, coach accused of match-fixing
South Korean authorities have arrested nine people, including two professional players and their coach, on charges of fixing professional StarCraft 2 matches, according to translated reports on the Team Liquid forums. The site says PRIME head coach Park Wae-Sik (“Gerrard”), and professional players Choi Byeong-Heon (“YoDA”) and Choi Jong-Hyuk (“BBoongBBoong”) have been arrested and charged with manipulating the outcomes of five matches throughout 2015. They’re suspected of receiving between 5 million and 20 million won ($4,400 and $17,600) for fixing the games. At least three other people have been arrested and charged with match-fixing in the same sting, and two additional people have been indicted but not arrested. One other is at large, the report says. The Korean eSports Association plans to ban Gerrard and YoDA from the organization for life, a statement translated on TeamLiquid reads.
In 2010, 11 professional StarCraft players were banned from the Korean eSports Association and received fines for fixing games. Professional gaming is serious business around the world, with 134 million viewers in 2015 and revenue valued at $612 million worldwide. This year, the world championships for Dota 2 featured an $18 million prize pool thanks to crowd-sourced financing.
Via: Polygon
Source: TeamLiquid
‘Metal Gear’ creator Hideo Kojima leaves Konami after 29 years
Hideo Kojima, creator of the wildly successful Metal Gear franchise, has officially left Konami, the studio that defined his career — though it could be argued that, over 29 years, Kojima instead defined Konami. Confirmation of his departure comes via The New Yorker, which notes that Kojima’s final day was October 9th. Kojima’s resignation also means that he’s no longer with Kojima Productions, the Konami-owned studio that he started in 2005. It’s been long-rumored that Kojima would leave Konami after the launch of Metal Gear Solid V: The Phantom Pain. Earlier this year, Konami canceled Silent Hills, a hotly anticipated project from Kojima and horror director Guillermo del Toro, and in July, Kojima’s name quietly disappeared from the Metal Gear Solid V box art. We’ve reached out to Konami for comment on today’s report.
There’s no word on Kojima’s next move, though he’ll likely stay quiet during a non-compete period. Konami is mixing up its business model for the near future, vowing to focus on mobile games rather than expensive (yet potentially incredibly lucrative) AAA projects. In September, French site Gameblog reported that Konami was shutting down production on all AAA franchises aside from Metal Gear Online and Pro Evolution Soccer 2016. Though Konami didn’t respond to our request for clarification, the studio told Nintendo Life that it would continue to develop console franchises, including Metal Gear, Silent Hill and Castlevania — without Kojima, apparently.
[Image: Georges Seguin]
Source: The New Yorker
Microsoft built Halo 5’s weapons ‘from scratch’ for Xbox One
Halo 5: Guardians‘ soundtrack isn’t the only aspect of the game’s audio that got an overhaul — the developers at 343 Industries had to reimagine what the Xbox One exclusive’s weapons sound like, too. Because of the sheer amount of sounds happening at once during firefights, 343 had to figure out some creative ways to keep the aural calamity in check. It’s quite a bit different in scale from 343’s last outing, 2012’s Halo 4, where there was had a handful of characters on screen simultaneously, as opposed to 40 or 50 in the forthcoming sequel. “We have many more sounds and the mixing is a very challenging situation,” 343 Industries audio director Sotaro Tojima said in a recent interview. “We’re establishing pretty much all the weapon sounds from scratch again for Xbox One.”
He said that besides keeping the sounds of 20 different weapons firing and their 20 different bullet impacts during a firefight, the team also has to prevent the ambient sounds and the game’s score from being drowned out. Making sure everything stayed crisp and clear throughout wasn’t easy. “We tried to make [the weapon sounds] more solid and shorter, but still have enough detail,” he said of keeping the weapons audible. “It’s a totally different kind of mixing approach.”
Has it paid off? Not exactly. Based on my time with the game, they sound much less powerful and aggressive — especially compared to their Halo 4 counterparts. It’s something that the fans noticed after last fall’s multiplayer beta, and I’m sad to report that the beloved assault rifle, and rocket launcher sound like peashooters here. They stick out from the rest of the audio, but aren’t very distinctive at all, sounding more like generic weapons from any other game than firearms from the Halo universe.
For more on Halo 5‘s music and a chance to hear the game’s soundtrack before October 27th, check out the full interview with Tojima and Halo 5‘s audio team.














