‘Firewatch’ reaches PC and PS4 on February 9th, 2016
Campo Santo’s Firewatch has racked up its fair share of hype: its creators hail from venerable studios like Telltale and Double Fine, and it’s based on the unusual premise of serving as a lookout in the Wyoming wilderness. If that sounds intriguing, you’ll be glad to hear that it won’t be much longer before you can try it yourself. The team has revealed that Firewatch will be available on Linux, Mac, Windows and PlayStation 4 on February 9th, 2016. There’s still a lot to show about the game in the months ahead, but early reports are promising. It thrives on strong characterization (you play a middle-aged man retreating from a failing marriage), and it blends first-person exploration with the challenges of a classic adventure game. Hopefully, the finished title lives up to the early promise.
Source: Campo Santo
Ubisoft ships a game without the discs it originally promised (update: resolution)
It’s no longer surprising to find a boxed game that ditches discs in favor of a download code. However, it’s another matter when a publisher promises those discs and then doesn’t follow through — and unfortunately, some gamers are learning this first-hand. Might & Magic Heroes VII Collector’s Edition buyers are complaining that Ubisoft advertised the title shipping with DVDs (including in its official unboxing), but is only giving buyers a download code. They aren’t getting the CD soundtrack and digital bonus cards, either. Ubisoft is shooting down at least some refund requests under the claim that its online order page only advertises a download, but this isn’t really true. The store explicitly distinguishes between online “PC Download” games and the Collector Edition‘s “PC” release (in other words, a physical copy).
It’s not clear what happened, and we’ve reached out to Ubisoft to learn what happened and what it’s doing. At first glance, though, it looks like Ubisoft planned a disc-based release and backed away from the idea without telling customers. The digital copy means that you’re still getting something, but that’s not much comfort if you were told you’d get more… especially if you’re using a slow or capped internet connection that makes downloading impractical.
Update: Well, that was quick. Ubisoft is apologizing to gamers and offering a mix of refunds and free games to Heroes VII Collector’s Edition buyers. To boot, it’s also updating its marketing material to reflect what you’ll actually get.
http://www.twitch.tv/swflibs/TwitchPlayer.swf
Via: Geek
Source: Imgur, Ubisoft Forums
Cortana is available on Xbox One, if you know the right tricks
Microsoft won’t officially bring its Cortana voice assistant to the Xbox One until 2016, and it’s not even supposed to be available if you’re using the console’s interface preview. However, that isn’t stopping you from trying it ahead of schedule. Gamers have discovered that you can access Cortana in the latest preview simply by visiting the settings menu, going up and mashing the A button multiple times. It doesn’t offer the full range of Xbox commands just yet, but you can access any information that’s already available in Cortana on other platforms, like your calendar. Think of this as a cheat code for the operating system — you’re getting a peek at something that most preview users won’t see for weeks.
Cortana on Xbox One pic.twitter.com/ZtHinjHxEF
— Tom Warren (@tomwarren) October 9, 2015
Source: The Verge
Unity Engine working to keep years of browser games alive
One of the big factors to game engine Unity’s success is that for awhile it ran on basically any platform be it Oculus, PS Vita or home consoles like the PlayStation 4 and Xbox One. But according to the developer, recent moves by the likes of Google, Microsoft and Mozilla are going to put an end to that. The latest version of Chrome doesn’t have support for a specific plugin (NPAPI, specifically) that the Unity Web Player relies on, and Unity says that Firefox’s support for plugins is going the way of the buffalo while Edge isn’t supporting them at all. Most everything is moving toward WebGL these days.
So what’s that mean for the countless number of browser-based games that rely on Unity Web Player to function? For now you’re going to have to use an older version of your favorite browser that still plays nicely with NPAPI. Unity for its part says that it’s working to figure out “alternative technical solutions” to keep the games running. “Unity deeply understands the importance and historical relevance of Web Player powered games, and keeping this back catalogue of games playable is something we care about,” company blogger Jonas Echterhoff writes.
The game industry still hasn’t come up with a way to preserve its history properly — an HD remake of a quirky browser game likely isn’t going to happen — so it’s refreshing to see Unity take proactive steps to keep the wealth of games floating around the web up and running. It’s the exact opposite of what Adobe is doing in the face of killing off Flash and its bevy of titles, and honestly, Unity should be commended for it. After all, we shouldn’t accept the first game by John Carmack’s son disappearing forever. On a related note, Kotaku has a great piece on the impending doom of Flash-based games and you should definitely check it out.
Via: Gamasutra
Source: Unity
Shovel Knight is delayed by a fortnight
Shovel Knight was supposed to come out next week — the operative phrase there being “supposed to”. However SK’s developer, Yacht Club Games, announced on Friday that the retail release for the game’s 3DS, Wii U, PS4, and PC (Europe-only) versions will be delayed by two weeks until October 30th in Europe and November 4th in North America.
Also, if you were hoping to play using physical media on your XBone, you’re going to be extra pissed because the XBox One version has been nixed outright. “We really gave it our best effort, but unfortunately, because of publishing policies on that platform that are totally beyond our control, we couldn’t make it happen,” Yacht Club Games wrote in a recent blog post. “We’re very sorry…we know there is a lot of interest – the pre-orders were really good and we thank everyone for their support!” The digital version for XBox One is still available from the Microsoft Marketplace.
Furthermore, the Vita version has also been delayed until some time in 2016. Also, the price of the boxed games will be more expensive than previously quoted, increasing from $20 to $25 retail. This move is reportedly to prevent the games from being immediately dumped into the nearest $20-and-under bargain bin. On the plus side, each retail box will include a free download code for the game’s soundtrack.
Via: Eurogamer
Source: Yacht Club Games
TwitchCon made me a Twitch convert
I’m going to admit this right up front: I wasn’t looking forward to covering the first-ever TwitchCon. Sure, I co-host our weekly Playdate broadcasts and absolutely adore talking with our community of regulars who show up three times per week to watch us play games, but outside of that, I didn’t spend time on Twitch. My worry for TwitchCon was that I’d be trapped inside Moscone West in San Francisco with thousands of screaming “personalities” — like the guy I’d watched (for approximately 45 seconds, max) shout and swear his way through Choice Chamber, for an entire weekend. That all changed after attending a number of panels and talking with some of the biggest broadcasters on the service. This first show was one of the best events I’ve been to for work, period. And I recently found myself doing something I never thought: watching Twitch for fun.
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Community is the bedrock of Twitch. Over 20,000 fans made their pilgrimage to San Francisco for a weekend in September without a clue of what to expect from TwitchCon. What they got was an event that catered specifically to them. But somehow, it didn’t seem pandering; it felt earnest. The overt fan focus of the show was all too evident: From the opening keynote where Twitch Director of Programming Marcus “djWHEAT” Graham self-deprecatingly recounted his history of broadcasting to the final moments of Deadmau5’s thumping set at the official after-party.
Flush with cash from Amazon’s $970 million acquisition, Twitch could’ve gotten practically anyone to play its after-party at San Francisco’s Bill Graham Civic Auditorium. Instead, the company hired electronic artists Darude and Deadmau5. The former likely because his 1999 track “Sandstorm” got a second life thanks to feature placement ahead of League of Legends streams, and the latter because he’s an incredibly active broadcaster on the service and a massive gamer in his own right.
Both artists seemed incredibly happy to be there, and the audience responded in kind. Chants of “We love TwitchCon” filled the gaps in Darude’s beats while Twitch-specific emoticons flashed on the massive video screen above the stage. “Way to restore my faith in the gaming community,” Deadmau5 later exclaimed from his LED-packed dais. “Way fucking better crowd than at the Dota 2 International.” Oh, and those tickets? $25 apiece, plus the $85 weekend con pass. Not a bad deal considering festival shows that he plays can cost $70 to get into, minimum.
WELP pic.twitter.com/7fbPEWAJLu
— Timothy J. Sepultura (@timseppala) September 27, 2015
That feeling of gratitude for the community was a running theme throughout the entire weekend. Panels and shows took place on the Kappa stage (the “main” Twitch emoticon), and in the Sandstorm, BibleThump and FrankerZ theaters — each name a heartfelt wink to the Twitch user-base. The talks themselves were largely focused on every facet of how to become a better broadcaster. I showed up a few minutes late to the “Broadcasting on a Budget” panel and had a hard time finding a seat. Near the end of that talk, there were people standing along the sides of the theater and snaking through the doorway.
When the floor opened for a question-and-answer session, six people immediately jumped up to the mic, asking everything from how to stream from a Mac (use Boot Camp), how to get discovered on the service (persistence) and how much to spend on a streaming setup (around $800 for your computer). The “Women in Gaming” panel was even more popular, with BibleThump (one of the bigger theaters) at capacity, and at least 20 folks in line for the open-mic question session.
Even at their most tired, the people I ran into were all smiles. As I sat at San Francisco International Airport at 3AM on Sunday to catch my early flight home, I noticed a small group of TwitchCon attendees draped in the company’s trademark shade of purple. They were parting ways, heading back to their respective corners of the country, hugging, laughing and promising to come back next year. Almost every person I talked to that weekend was friendly and more than willing to give advice or just talk for a few minutes. Hell, I even had a chance to meet up with one of our Playdate regulars, Austin “Yauddle” Busch, take him out for drinks and break his five-year Taco Bell abstinence.

This, sadly, was as close as I got to my scheduled interview with Fred Durst at TwitchCon.
All of this goodwill culminated in the heretofore unthinkable: I now watch Twitch instead of, you know, playing video games myself. For the past few months, Engadget features editor and gaming overlord Joseph Volpe has been raving about a channel called Excessive Profanity. I’d followed the channel a while back, but never actually tuned in for a stream. When the email ping came through indicating the channel had gone live late that Saturday, unlike every time before it, I heeded its suggestion and Chromecasted the show to my TV. The streamer EP (real name: Cody Hargreaves), was playing Metal Gear Solid V: The Phantom Pain, a game I’ve been miserably stuck in since our own Playdate broadcast.
All of this goodwill culminated in the unthinkable: I now watch Twitch instead of playing video games myself.
A few minutes into his stream, it finally all made sense to me; I “got” why people watched Twitch instead of playing a game for themselves. It was like TV, but something I could participate in, in real time. Having EP give me and around 700 other viewers at the time a guided tour — replete with some seriously funny, curse-laden Australian commentary — was the perfect way to experience a few hours of Hideo Kojima’s latest title.
I got wrapped up in the chat, sharing my glee with everyone else when EP manned a mini-mech and fled the scene as a skyscraper-sized bipedal weapon chased him down. I even dropped a RalpherZ emoticon. I’ll likely never beat The Phantom Pain, or sadly even get past the “Honeybee” mission (I’ve tried multiple times since), but now I know why people love it so much. I don’t have time to devote to beating every game that’s released, but I do have an hour or so to watch others play and comment on them.
I’ve even done some late-night Destiny streaming on my personal Twitch channel since returning home; something that wouldn’t have happened were it not for TwitchCon. And if that was the mission of the show — to bolster the Twitch community and invite others in — it worked. I’m a believer. I’m a streamer. And now, I’m a viewer.
I lost my friend, but his voice and music live on in my game
The desert shouldn’t exist. At the very least, people shouldn’t live there. We did, only not by choice.
When I decided to develop a virtual reality game based on my simultaneous repulsion and nostalgia for my hometown of Dewey, Arizona, I asked my friend and business partner Cody to score it. Cody and I met almost 10 years ago as young, bored kids who shared a love for punk and hardcore music; kids who also shared a mutual disdain for our desert roots. While I eventually escaped Arizona, moving to California for college and finding an outlet in art, Cody stayed in Phoenix, becoming a fixture in the local music scene, and blossoming into a writer, poet and killer guitar player. I knew he would be the perfect person to make sense of it all: the desolate landscape, the hilarious rednecks, the ramshackle towns and the searing heat. I was ecstatic when he agreed and couldn’t wait to get started.
The project took root over the next six months, with Cody working on the music as I began piecing together the game world. But then, just a few days before we were meant to debut Dead Bug Creek at SIGGRAPH, an annual conference dedicated to the latest in computer graphics, a close friend of ours called me at work. She was crying. “I don’t know how to tell you this. Cody killed himself,” she said. It’s hard to recall exactly what was going through my head at that moment. I knew if my friend was calling at a random hour something had to be wrong, but I didn’t think it could have been this. After all, Cody and I had only spoken a few days beforehand. I’d had trouble getting ahold of him, but that wasn’t unusual. I was angry at myself for not sensing his struggle somehow, for being too busy to be paying attention. I guess it felt like I was responsible at first. How could I have been this stupid? My immediate reaction after I got the news was simply, “Are you fucking kidding me?” I sat on the floor with my head in my hands and tried to calm myself down. I went back to my desk to try and compose myself, but I didn’t last long, bursting into tears a few minutes later. I didn’t know what else to say to anyone but, “My friend killed himself.”

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I took a few days off. Most of it was spent staring at the ceiling, lost in my own head. I talked to some friends, listened to some of Cody’s music and generally felt somewhere between numb and horrible. One friend asked if he’d left a suicide note. I knew he had posted one on Twitter, but I didn’t read it until I felt I had to — just to know. Cody had ups and downs over the last few years. He’d joked about taking his life the last time I visited him in Phoenix. I still feel a pang of guilt about that. He was a troubled, but beautiful person. I thought he was feeling better. What could I have done differently? Did he know that we loved him and wanted him to stay? Because we did. After a while, all my questions devolved into me thinking over and over, “This is so fucked up.” I read his book and cried. If I had looked harder at those words before, could I have done something to help?
“Despite how fresh the news of Cody’s loss was, I decided to exhibit Dead Bug Creek at SIGGRAPH. … I had to follow through.”
The first few days after it happened, I felt like I was outside my body. I couldn’t feel much of anything except small moments where I was reduced to manic fits of crying, sitting at stoplights in my car or on my floor trying to get my shit together. I even emailed Henry Rollins, one of our personal heroes. “It sounds like he ran out of ideas on getting through,” he had said. It was the first time he had replied to one of the handful of emails I’ve sent over the years. I think I reached out because he had been such an inspiration to Cody. For me personally, I just wanted Henry to see what Cody did and how much he cared about making great art. I was really emotional when I did it, so the decision-making wasn’t 100 percent clear. It just seemed like the right thing to do at the time. I hadn’t known anyone who’d committed suicide. All I could think was that he is unlike anyone I’ve ever known or will again. (I’m not sure whether I should change present tense to past tense in the previous sentence.)
Despite how fresh the news of Cody’s loss was, I decided to exhibit Dead Bug Creek at SIGGRAPH. I felt awkward feigning excitement for the project when having to focus on it made me both scared and uncomfortable. But I had to follow through either way. The best thing I could do was hold up my end of the bargain. When my boyfriend Antonio and I went to set up for the conference, Cody’s name was on the list below ours. It was all so fresh that I just stared at the ink on the page: Cody Conrad. The woman asked if I had anyone else coming. I could only mutter, “Not right now.” I stared into space for a few hours as Antonio unpacked our booth.

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It was shocking to receive the praise we did at SIGGRAPH. I found myself torn between feeling excited yet guilty, knowing Cody was missing this. That’s mostly how I’ve felt since. I’m proud of our work together, yet if I allow myself to enjoy it, it feels like I’m disrespecting the situation. I’ve considered shelving the project — I know I won’t, but the idea’s been entertained in the darker corners of my mind during late-night QA (quality assurance) sessions. I’ve been avoiding adding NPCs (non-playable characters) with his voice, and following through with our joke of putting his name on an in-game gravestone. All that dark humor now just feels so macabre. And of course it does. That’s what it is. It’s laughing at the absurdity of death and finding the humor in sorrow. It’s a sentiment that’s always been a part of our friendship. Except now, that same darkness is what’s driving me away from completing the project.
It’s hard to avoid waxing nostalgic when someone you know dies. This past spring, Cody drove 400 miles to deliver his soundtrack to me in person. Over the course of one weekend, we recorded all the game’s voice acting, using a small mountain of equipment we’d shoved into my tiny closet. I was nervous, but Cody coached me through it all. We fed off one another’s energy that way. He even made up voices and personalities for my in-game characters on the fly and nailed it on the first try. When we’d implemented everything he’d written, I saw how he’d taken ideas I had about atmosphere, ambiguity and absurdity to the next level with his musical compositions. Cody said he struggled to find the right sounds, but it was nowhere in the music he gave me. He was too modest.
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Somehow, Cody reached a point in his life where he felt he was out of options, and that breaks my heart. I’m overwhelmed, and probably still in shock. But through all of this, I feel lucky to have known him. He gave my game a voice, a sound and a soul. Thanks, Cody. I miss you.
Ashley Pinnick is a Los Angeles-based artist, designer and VR game developer.
Click the media players featured throughout this piece to listen to Cody’s music for Dead Bug Creek.
This sensor knows if you like anime a little too much
At some point in life, you may have wondered: would you prefer dating an anime character instead of an actual human being? If you’re unsure, ROHM’s here to help. At CEATEC, the component maker paired up with TECHMAC to show off a dating game featuring a “Tokimeki Sensor” — “tokimeki” is a Japanese word for “palpitation” that’s often associated with dating simulators. The player places his or her hand on a board, with the index fingers placed on an optical palpitation sensor on the back. The subject then faces a flirty anime boy or girl on the left screen for about a minute, followed by its human counterpart on the right, and then the game will determine whether you’re into 2D romance instead of 3D. We didn’t dare to face the truth, because you know, the heart never lies, but our friend Tim Stevens wasn’t so sure about this machine’s accuracy. Slideshow-327656
PlayStation Now’s subscription option hits the UK for £13 per month
PlayStation Now still hasn’t managed to shake its open beta label in the UK, but today it’s moved into what could be its final phase, with Sony adding a new subscription payment option for its game streaming service. Previously, early adopters were only able to rent titles for two- or 30-day periods at a cost of between £3 and £10, depending on the game. As of now, though, you can sign-up to an all-you-can-play subscription for £13 per month, which could be right up your street should you have an appetite to explore the whole library. The subscription model was an inevitable addition that’s been available since the start of the year in the US, where you can also make a longer-term commitment to get a slightly discounted rate. Now that the subscription model has come to the UK, interested users can also opt-in to a seven-day free trial to see what all the fuss is about, provided they own a PS3, PS4 or compatible Sony Bravia TV or Blu-ray player.
Via: VideoGamer
Source: Sony
Microsoft’s taking HoloLens on tour to woo developers
Microsoft has already said its mixed reality headset, HoloLens, will be reaching developers early next year. But while we wait for that to happen, the company plans to take it on tour across the US and Canada, in an event that’s going to give developers the chance to try the device firsthand. They’ll also be able to meet members of the HoloLens team and learn how to create holographic experiences, which is a smart way to lure in any dev who’s thinking about paying the $3,000 for a test unit. The live demo trip begins October 13th in Seattle, followed by Toronto, Salt Lake City, Chicago, San Francisco, Los Angeles, New York City, Minneapolis, Phoenix, Atlanta and, lastly, Austin. To register, as well as find out the exact dates for each city, check out the event’s dedicated site.
[Image credits: Associated Press]
Via: Windows Central
Source: Microsoft













