‘Call of Duty: Black Ops 3’ nixes campaign on last-gen consoles
If you’re still rockin’ a PS3 or Xbox 360 and are looking forward to the next Call of Duty release, Treyarch dropped a bit of bad news. The studio announced that Black Ops 3 won’t feature a campaign mode on those last-gen consoles. Why? “The ambitious scope of the 1-4 player co-op Campaign design of the PS4, Xbox One and PC versions could not be faithfully recreated on old generation hardware,” the company explains. Due to the fact that the game will only offer multiplayer and Zombie modes, Treyarch is setting the price at $50. As you might expect, other features that take advantage of the power of the Xbox One, PS4 and PC — like eSports tools and the Weapons Paint Shop — won’t be available either. The game arrives on November 6th, and if you were really looking forward to that co-op campaign, there’s the 1TB PS4 bundle.
Via: Kotaku
Source: Treyarch
Twitch announces VOD feature and video uploads
At it’s first-annual TwitchCon, the video-streaming service announced that broadcasters will be able to schedule saved streams and uploaded videos to play any time of day. Your favorite stream potentially just became a 24-hour source of awesome. Now when viewers hit a page they enjoy, even if there isn’t a live stream, they will see a video playing. This gives the folks that use Twitch the ability to create shows with higher production values in addition to their live events. The company is rolling out beta access (you can request access here) over the coming weeks.
Source: Twitch
PlayStation is finally getting a dedicated Twitch app
PlayStation 4 is finally getting a proper Twitch app. As you can see from the render above, it looks a lot like the one you’ll find on the Xbox One. Twitch cofounder and CEO Emmett Shear took the stage during the TwitchCon keynote and said that the app on Sony’s current-gen console will have full chat integration and even have full support for emoticons (whatup, Kappa?) and highlight PS4 broadcasts much like the Live From PlayStation app currently does. The difference here is that you won’t be limited to only PS4 broadcasts. Want to watch a League of Legends tournament? Have at it once the application launches this fall. What’s more, Twitch is also coming to PlayStation 3, PlayStation Vita and PlayStation TV.
Twitch goes full HTML5 in 2016, revamps private messages
Twitch is revamping its live-streaming systems in 2016, starting with a rollout of HTML5 video players and controls in Q2 2016. This means Twitch is officially ditching Flash. Second, Twitch’s private-message program, Whisper, is getting an update that pops out personal messages so users don’t miss them. Plus, these conversations will transfer from web to mobile and vice versa. Twitch will also allow streamers to create custom thumbnails for their past broadcasts and highlights. All of this info comes courtesy of today’s TwitchCon 2015 keynote address.
Epic Games’ new shooter is virtual reality’s killer gaming app
“Everybody wants to be Neo.” That’s how Nick Whiting, lead programmer at Epic Games, describes the main thrust behind Bullet Train, the developer’s recently announced virtual reality shooter for the Oculus Rift. What Whiting’s referring to, of course, is “bullet time” — that slow-motion technique made famous by the Matrix films. It’s a core part of the gameplay in Bullet Train, which has the player madly teleporting (in slo-mo) around a train station and assassinating wave after wave of masked enemies with an assortment of available weapons. That I greatly enjoyed the demo, playable at Oculus’ Connect 2 conference in Los Angeles, is not only a testament to how transformative Oculus’ Touch controllers will be to VR, but also to how well Whiting and his partner Nick Donaldson understand VR design. It’s also major coup when it comes to winning over a certain segment of the gaming population: I simply don’t like shooters; I like this shooter very much.
“You’re badass,” says Whiting of Bullet Train’s irresistible appeal. “You can’t die. You can grab bullets out of the air and throw them back. You can throw guns at people, and then teleport back and shoot the guy next to them.” He’s not exaggerating, either. While the gameplay is frenetic, it never becomes overwhelming, or worse, nauseating, which is a common pitfall for some early VR experiences. That smoothness is owed, in large part, to Donaldson’s own susceptibility to motion sickness and the predominant use of teleportation in the game.
“I’m super, super sensitive to [motion sickness],” he says. “I’m very aware of it and very conscious of trying to make that a comfortable experience.”
Whereas many VR experiences rely on a controller’s thumbsticks to move the player around the virtual space (and increase the risk of nausea), Bullet Train confines player movement to a small area and, instead, relies on teleports for most of the navigation. It works so well with the Touch controllers that, shortly after a very brief introductory training, I found myself jumping back and forth between different vantage points in the train station, flailing for whatever weapons were nearby without any worry. The teleports also incorporate a subtle fade to white effect, which Whiting says helps to make the constant transitions less jarring.
While Bullet Train’s obvious draw is its familiar shooting mechanic, it’s the ability to interact with the environment that’ll really have early VR adopters immersed in the experience. “We built this very physical world and then you can’t ask people to not play with it,” says Donaldson. Indeed, there are subtle elements, like the ability to cock a gun and actually feel it click into place with the Touch’s haptic feedback, that make interaction in the VR world all the more intuitive. Donaldson says that even a few businessmen, who’ve tried the demo and failed to grasp the most basic VR tasks, had no problem picking up a gun and shooting it.
“We made it so that it hits the [player’s] expectations rather than a more accurate physical simulation of it,” says Whiting of the current demo’s design. “We had an accurate physics setup, and it’s not very fun because people aren’t assassins going through and shooting a bunch of people in a train station. … You’re playing to the expectation rather than the reality of it.”
“We’re not interested in making other [VR] experiences anymore.”
Nick Whiting, Epic Games
Much of the success of Epic’s Bullet Train demo comes down to its use of Touch. Both Whiting and Donaldson were given early access to Oculus’ novel input solution and after experimenting with some early gameplay prototypes, decided to do what they knew best: build a shooter. “Not many people have done really good shooting because these Touch controls are so new. There haven’t been many opportunities for people to just totally nail it,” says Donaldson.
In fact, the experience working with Touch on Bullet Train’s been so exceptional that both Whiting and Donaldson agree there’s no going back to any other form of VR game design.
“This is the first time where you’re in a virtual reality world and you’re interacting in a way that makes sense to you, ” says Whiting. “…We’re not interested in making other experiences anymore.”
Oculus VP: ‘Our number one goal is to make developers successful’
2015 is the year of virtual reality. That’s been the consistent messaging coming out of Oculus VR’s executive leadership since early this year. And with this week’s announcement of a $99 GearVR headset, a mobile VR solution co-produced with Samsung, and the promise of a retail Rift headset coming in early 2016, Oculus finally appears ready to make good on that promise. But although all the pieces of the VR puzzle seem to be coming together — and the recent press has been (mostly) glowing — there are still a lot of unknowns. Namely, will the average consumer, once properly introduced, buy into VR? I sat down with Nate Mitchell, Oculus VR’s VP of Product, at the company’s Connect 2 developer conference in Los Angeles to find out more about GearVR’s potential as a gateway to the Rift, what consumers can expect to come bundled with that first retail headset, and whether we’ll get to use it with Sony’s PlayStation 4.
Is GearVR really the gateway to VR and the Rift?
Yes. I think Brendan mentioned this morning that we see GearVR, or Oculus Mobile on the whole, as this initiative to … [put] VR in the hands of people everywhere, and bringing VR to millions — potentially hundreds of millions of people. … In a lot of ways, consumer GearVR probably is going to be more impactful because if it reaches a wider audience, it’s more than likely that most people, the first time they try VR, it’s going to be on a GearVR. Just because there’ll be more [units] out there and Samsung is doing an incredible job marketing their phones. And $99 is just the most affordable way to get into VR if they’re interested. …I think anyone who gets fired up about Gear VR — like really fired up. Like, “Oh my god, this is a new medium and I want more of this.” They can always step up into the space of true presence that the Rift delivers.
So then how is Oculus going to introduce the public, and not people like me or early adopters, to the Rift? Are you going to do public events or make in-store kiosks and demos available?
We are thinking about that. We don’t have all of our plan figured out yet. I think one of the key ways is through experiential marketing… giving people the chance to try it. One of the other things we’ve found though is people don’t understand what VR is, in general. Then you get them to try. Then they come out and they’re like, “Oh my god. That’s amazing.” So then the next question is: “What would I do with that in my life everyday?” And bringing a lot of content to the platform that people do get excited about. … Having more pieces of content that resonate with people… when they see themselves drawn to [that content] where they’re like, “You know, I do want [Oculus Touch’s art application] Medium in my life. So I am gonna go get the Rift.” That’s gonna be the other key part of it.
So it’s one part experiential, one part content and then the other part is probably price. That’s sort of the unfortunate reality… that there is going to be this barrier to entry around Rift where the price is just substantial. And we’re doing everything we can to make it as affordable as possible, including the Oculus-Ready PC program that we announced today. But that’s gonna be, I think, one of the gating factors, especially in this first generation of VR.

Are you guys being more practical about the fact that the very first retail Rift won’t necessarily be for mass consumption..? That it might hit when the second generation Rift arrives and the hardware is cheaper to produce?
That’s a complex question to answer. What I’d say is, the first Rift will be ready for mass consumption. But I’m not… we’re not expecting to sell 100 million units or anything like that.
Do you have a target in mind?
We do, but we don’t talk about it. Our number one goal is to make developers successful. So we can’t sell 10,000 units, because if it’s 10,000 units then developers can’t make any money. Right? There’s no ecosystem for them to reinvest into. We’d love to sell 100 million units. I’d be more than happy to sell 100 million units — we probably can’t manufacture that many. The reality is that this is gonna get cheaper and cheaper over time, more affordable. With GearVR, we have a pretty affordable device today, assuming you have a Samsung Galaxy phone. On the Rift side, if you have the PC, it’s not super affordable, but it is what it is.
What will the Rift’s pack-in be as far as content goes? How many titles will be available?
So… I don’t know how much I can comment on that. What I can say is this: Up on stage today, we talked about a lot of new experiences that are coming to the platform. Some are gonna be available at launch, some are gonna come shortly afterward.
We have a lot of applications we develop internally. You can already see a lot of those on GearVR today. Max [Cohen] talked about Oculus Video today. We’re going to bring a version of that over. We have an application Oculus 360 Photos — we’ll have a version of that that comes over. So we have a set of core experiences that are just on the device.
Then we have our studios titles. And for us, we don’t have a lot of large first-party teams. So what we’ve done is we’ve reached out to external teams and funded game development all the way from conception through final. And so we’re using them as our first-party studios. So we are gonna have a set of experiences that are there. Some will be there Day One. But of course, we want not just a launch lineup, we want a pipeline of content. … We’re not just giving you 10 great games Day One. We’re giving you … one or two every month that you’re really fired up about. I don’t think we’re quite there in terms of our studio schedule. But when you mix in the ecosystem and the publishing team, and everything that we’re doing for independent developers, we definitely hope that there’s tons of great content that there for you Day One.
I know Touch is coming Q2, so Rift will be out beforehand and comes with the Xbox One controller in the box. But, having come out of the Touch demos — and I’ve experienced a lot of VR — I thought, “Okay this works, immediately.” I hate shooters, but I love [Epic Games’] Bullet Train. For Medium … I’m not an artist, but I was manipulating those art tools and using it in a way where I got it; I understood it. I didn’t really need the live guide, although it was helpful. I would’ve explored on my own. To me, Medium is Oculus’ Wii Sports. I don’t know if you guys see it that way.
I haven’t seen it that way, but I really like that concept!
It makes sense to me coming out of that to say, “We’ll maybe delay the Rift until it can come with the Touch pack-in.” Would you ever consider that given how impactful and intuitive Medium is? And then would you ever bundle the Touch?
So yes, we would consider it. We’ve actually really carefully considered it and decided that this was the way to go. A couple of the reasons for that: One is timeline. The Rift is gonna be ready first and so there’s this thing of like… Let’s pretend for a moment it’s worst case scenarios. Rift is ready January 1st, Touch is ready June 30th (let’s just pretend). That’s a long time to be holding Rift — that’s six months. All the developers [over] the past three years — let’s say two and a half years — have been developing for traditional inputs for a gamepad. So all those developers are like, “We’re ready to go. We’re ready to ship. Ship this thing!” So to hold the platform and the ecosystem for another six months to wait for something that there isn’t gonna be much content for it at the beginning; that’s gonna have its own price tag associated with it. It’s just… it’s hard for me to push for that. I think the setup that we have right now is perfect because Touch can come whenever. It can come early; it can come late. It’s not the end of the world because developers are just getting their hands on it and just starting to develop for it. It’s not good to consumers unless there’s content.
“We don’t have any plans to hard bundle [Touch] for generation one.”
Nate Mitchell, Oculus VR
I also think that… again we go back to this: Making developers successful year one or generation one, is one of our biggest focuses. So getting the Rift out there and letting those developers who’ve been waiting for so long to ship their games, start to ship, start to get feedback from the community, start to make money and reinvest. It just means that even if you wait and you’re like: “I’m just gonna wait for a Touch Rift bundle. I’m gonna buy it with the PC bundle and it’s gonna be awesome. ” It’s okay. It means that there’ll be more content, developers and other users there when you come.
And absolutely, we’d consider bundling it as a cool addition in the future. We don’t have any plans to hard bundle it for generation one, which would be like it’s in the box and you have to have it. For us, it’s gonna be this add-on. But it’s an add-on that we think will have good adoption, especially when most people come out and they’re like: “I feel like Rift is incomplete without Touch.” And we’re like, “Okay, well, you’ll be able to buy Touch.” Which is different than some hardware peripherals in the past.
So I’m quite prone to VR sickness — I actually wrote about it recently. I find it irritating that there’s a lot of information about proper ways to construct VR experiences and then some developers ignore that. And then people like me, who are enthusiastic about VR, don’t want to go into these experiences. I have apprehension. So would you ever consider doing a “Seal of Quality”? Kind of like Nintendo did back in the day where you’re specifically curating and saying that these are Oculus-approved experiences and you can find these in our store?
Yes. But, I’m not one hundred percent the right person to ask this question to. Yes, we’ve talked about it. Yes, we’ve considered it. I don’t think it’s something that we’re gonna pursue for the first-generation of Rift or GearVR.
Why not?
We haven’t seen much of an issue for that, to date, on GearVR. And then probably GearVR is a better example than Rift because GearVR has users out there. We have a store, people are buying things; they’re paying money; giving their credit card saying, “I want this. I’ll pay you for this.” And they’re not saying, “Oh my god. Give me a refund for that.”
So we do curate our store experience. So we are testing things. We are making sure they work to our specifications and all that stuff. But the Nintendo “Quality Seal of Approval” kind of gave a different level of that. And that’s just not a stage we’re at quite yet. But it’s something maybe we would do in the future. Definitely won’t rule it out. But we do have a team at Oculus — the publishing team — who’s really focused on developers. And if we wanna bring something to the store, we would go talk to the publishing team. …They’re the ones that ultimately would decide something like that.
Now I wanna ask you about Facebook because obviously there’s going to be some sort of integration with the Rift at launch. I know that there’s Facebook 360 video and that’s going to make its way to Rift and GearVR. But what sort of social Facebook experiences can we look forward to when the Rift launches? I mean that has to be happening.
So today, the only thing I’ve got for you are two things. One is, Facebook just announced 360 video News Feed. That’s very cool. 360 video is something that people are consuming a lot of on GearVR, which is really, really neat. I think we’re going to see a lot of that on the Rift. Number two, we just brought Facebook Video into VR, so those same 360 videos that you see in News Feed are going to be part of Oculus Video.
I know a lot about what Facebook is doing. It’s a better question for them. Cuz just like we wouldn’t make announcements for our partners, we wouldn’t wanna make announcements for Facebook working on various things. But, for the most part, we’re looking at the best ways to come together and Facebook Video inside of Oculus Video is the perfect example of “Hey, that makes total sense.” We’re gonna see more of those over time, but it’s not something we’re rushing toward either. Cuz no one’s quite nailed social in VR.
So at launch?
We’ll see.
I’ve spoken a lot with Sony about Morpheus and a lot of the conversation has been about the shared knowledge between Oculus’ and Sony’s engineering teams and how there’s no “rivalry,” but a shared push to make VR happen. Given that community aspect — that you guys are publicly coming at this as “We want to promote VR as a platform and make it a real thing” — and Sony’s 20 million-plus worldwide install base: When do I get to plug the Rift into the PS4?
Probably not too soon. Anything’s possible. But we’re really, really focused on GearVR and Rift. And we… we dropped support temporarily for Mac OS and Linux. … We have our hands full. But we’re really committed to making sure that Rift is a great experience on the Oculus-Ready PCs and GearVR is the best possible experience it can be on the Galaxy phones. We wanna nail that first and foremost; build two products that work incredibly well, and then you’ll see us move to other platforms.
This interview has been condensed and edited.
Play a game about YouTube stars in ‘PewDiePie: Legend of the Brofist’
The gaming stars of YouTube were recently turned into physical action figures, but their next big feat takes them back to the digital realm. PewDiePie: Legend of the Brofist is a pixelated action game for iOS and Android starring YouTube sensation Felix “PewDiePie” Kjellberg and a host of his fellow online entertainers, including Marzia, CinnamonToastKen, JackSepticEye, Cryaotic and Markiplier. Legend of the Brofist features a mix of platforming, bullet hell and and sidescrolling action genres, and it comes courtesy of retro-focused Canadian studio Outerminds. It’s $5 on the App Store and Google Play.
PewDiePie and his gang of Let’s Players aren’t alone in their transition to game development: Plenty of other YouTube personalities have worked on their own games, including Jordan Maron, AKA CaptainSparklez. As he told Engadget in an on-camera interview back in July, Maron is working with Activision co-founder Howard Marks on the competitive mobile game Fortress Fury, plus some neat crowdfunding and investment platforms.
Meanwhile, PewDiePie (who hails from Sweden) is in Los Angeles right now to film something that looks a lot like a reality show. Plus, he’s scheduled to appear on The Late Show with Stephen Colbert on October 1st, followed on October 2nd by Sean Murray, the co-founder of No Man’s Sky studio Hello Games.
Source: @pewdiepie
Sling TV shows off its improved guide for the Xbox One
As great as Sling TV is, the user interface isn’t the best. One of the biggest problems is that it isn’t easy to find the content you’re looking for, but the company’s well aware of this and has been working on a fix. Today, Sling TV announced the first of “several” planned updates to its UI, starting with the app for Xbox One. Aside from bug fixes and under-the-hood improvements to the streaming quality, Sling TV is refreshing the guide on Microsoft’s entertainment console — which should make it less tedious for you to quickly come across the live and on-demand shows you want to watch. For example, when you’re browsing the guide and set on a channel, hitting up on the Xbox One controller’s d-pad or joystick now brings up all the content available for each network. You’ll also find better imagery throughout the app, with a focus on cast, crew and episode artwork.
Ben Weinberger, head of product at Sling TV, said in blog post that these changes are the direct result of customer feedback, noting that there are more on the way. For now, Xbox One owners who have a Sling TV account can expect to see this new interface this week.
Source: Sling TV
The new Gear VR is Samsung’s public bet that VR is consumer-ready
When Samsung announced the newest edition of its mobile virtual reality headset Gear VR, created in partnership with Oculus, it was less about hardware innovation and more of a statement: VR is consumer-ready. Yes, the headset’s overall weight has been significantly reduced and its touchpad’s been redesigned for easier access. But it’s the combination of its $99 price point, range of compatible (and current) Samsung smartphones and multimedia content like Netflix that could finally usher this new medium into households everywhere. “Virtual reality that’s accessible to consumers is still very young and so it was all about developing the ecosystem,” said Jim Willson, director of immersive products and VR at Samsung. “We had to make sure there was enough content, both in terms of video content … and on the gaming side.”
To Willson’s point, shortly after unveiling the new Gear VR on stage, a host of other content partnerships were announced. Consumers that pick up the headset in the fall will have access to Oculus Arcade for classic gaming experiences from Bandai Namco, Sega and others; over 100 movies from Fox accessible through the Oculus Cinema app; and, most importantly, Netflix. While other streaming services like Twitch and Hulu are planned to follow with respective apps in the coming months, it’s the availability of Netflix that could make the Gear VR enticing for consumers.
“We’re seeing a lot of, particularly on the video side and with Samsung Milk VR usage — it’s been a lot of binge usage, which is great,” said Willson. “It’s the same sort of thing you see in traditional media with Netflix. And now that Netflix is available on Gear VR…”
What Willson’s hinting toward is the captive audience an app like Netflix could provide for the Gear VR platform and the extended time those viewers might be willing to spend within its virtual world. By replicating behavior they’re already doing in their living rooms, VR becomes less alien and more familiar; more approachable. It also warms them up for other content experiences available on the Milk VR store, Samsung’s own content portal.
“For brands, there’s no other medium where you have the consumer’s undivided attention. When the consumer has GearVR on, that’s it… they’re not doing anything else,” he said.
As for access to premium video providers like HBO on GearVR, Willson wouldn’t comment directly. Though he did liken today’s content announcements to a domino effect, and indicated that further talks for additional video providers are in the works.
Epic Games reveals ‘Bullet Train,’ a sci-fi shooter for Oculus Touch
Epic Games, the studio behind Gears of War, unveiled its brand new virtual reality game, Bullet Train, during the Oculus Connect 2 conference today. Bullet Train is an Oculus Touch experience, meaning players use two motion-sensing controllers to pick up weapons, shoot and interact with the environment. Plus, Bullet Train features bullet time and teleportation, and it’s developed in Unreal Engine 4. Epic Games CEO Tim Sweeney presented Bullet Train to the world today, and he’s been a longtime champion of virtual reality. In February, he told Engadget that VR was “going to change the world.”
Source: Epic Games











