The Star Wars Battlefront open beta starts October 8th
EA announced Thursday that the upcoming Star Wars Battlefront reboot will host an open beta between October 8th and 12th. Players will reportedly have access to three gameplay modes. There’s a 40-person war on Hoth wherein the opposing forces attempt to destroy (or defend) a fleet of AT-AT’s. Players can also compete in an 8 vs 8 capture-the-flag-style match called dropzone where they fight for control of escape pods. Finally, there’s a solo/co-op survival mode where players must fend off continual waves of enemy troops for as long as possible. The full version of the game hits store shelves on November 17th.
Source: Major Nelson
Samsung’s new and improved $99 GearVR ships this November
When Samsung released its revised mobile virtual reality headset, the GearVR, earlier this year, it did so with the label “Innovator Edition” still attached since the hardware wasn’t quite consumer-ready. Today, at the Oculus Connect 2 developer conference in Los Angeles, Samsung’s VP of Mobile, Peter Koo announced a new GearVR priced affordably at $99 and ready to ship in the United States in time for Black Friday this November and worldwide shortly after.To prove its shared commitment with Oculus to making virtual reality a truly mass-market product, the new GearVR will work with all of Samsung’s 2015 flagship phones. That means if you’ve recently upgraded to a Samsung Note 5, Galaxy S6, Galaxy S6 Edge or Galaxy S6 Edge +, you now have a compatible hardware.

The hardware’s now been made 22 percent lighter, which Koo said makes it more comfortable to wear for extended periods of time. And the side touchpad has also gotten a revised design, though Koo didn’t elaborate much on its changes.
We’ll have a chance to demo the new GearVR later today, so stay tuned for impressions. For now, though, you can look forward to joining the company’s push into mobile VR this November.

Source: Samsung
2K Games kills off ‘BioShock’ for iOS
When 2K Games launched a port of the original BioShock for iOS last year, fans of the adored franchise were ecstatic. But it looks like that joy has, unexpectedly, come to an end for some of them. Much to the surprise of people who had already purchased the mobile title, 2K Games appears to have pulled it from the App store — if you deleted it from your device, there’s no way to get it back. The company had recently cited compatibility issues with versions of iOS 8.4 or higher, bad enough that users couldn’t play it, but it said a fix was in the works. Now, however, the developer appears to have given up completely. According to a forum post on Touch Arcade, a 2K Games customer service rep told a fan the removal was “a developer decision.”
As to refunds for BioShock on iOS, the representative said, “Since the transaction wasn’t completed through us, we can not perform a full refund back to you. However you will be able to complete a refund with Apple. They will be able to do this for you.” While it is still good news that you can get your money back, 2K Games could’ve been courteous and given at least a heads-up to those who purchased the $15 app before it decided to pull the plug. (If you need assistance in getting a refund, check out iMore’s tutorial on the matter.)
Via: Eurogamer
Source: Touch Arcade
‘Oculus Arcade’ brings ‘Pac-Man’ and other classics to Gear VR
Oculus Arcade offers classic games from Sega, Midway and Bandai Namco, all playable in the Samsung Gear VR. Oculus announced the nostalgia fix during its Oculus Connect 2 conference, where it also announced the new, $99 Gear VR. The new Gear VR will be available in time for Black Friday in November. Oculus also showed off a slew of new games coming to Gear VR, including Land’s End (from the Monument Valley team), Gunjack and the new VR Adventure Time game. The company also briefly showed off Netflix and Twitch running in Gear VR.
Minecraft Windows 10 Edition headed to Oculus Rift VR headset
Palmer Luckey, the boy wonder co-founder of Oculus VR, surprised attendees at the company’s Connect 2 developer conference today with news that Minecraft is headed to the Rift. Though Oculus has yet to announce a release date for its virtual reality headset, it is expected to hit retail sometime next spring, at which point Minecraft will be made available on both the Windows Store and Oculus Store. It’s no surprise that Microsoft would extend the massively popular crafting game to the Rift platform as it’s recently demoed several augmented reality versions for its HoloLens headset, and pledged to support both Oculus and Vive’s brand of VR.
‘Oculus Ready’ PC program offers VR-ready rigs for less than $1,000
Oculus Ready is a new program that offers officially licensed, Oculus-branded PCs from Alienware, Dell and Asus. These rigs will be ready to run the consumer Oculus Rift when it launches in Q1 2016, with at least the minimum specs of 8GB RAM, an Intel i5 processor and NVIDIA GTX 970 / AMD 290. All of the manufacturers will offer Oculus Ready PCs for less than $1,000, Oculus announced during its second annual Connect conference.
Oculus also showed off some of the games coming to the Rift, including Gang Beasts, Adr1ft, The Vanishing of Ethan Carter and Battlezone. For developers, version 1.0 of the Oculus Rift software development kit launches in December. A second SDK, this one specific to Oculus’ Touch motion controls, will be available to developers before the Rift launches in 2016. Oculus Touch will launch with Oculus Medium, a 3D sculpting tool.
These games and many more will be shipping next year for the #Rift! Tune in: http://t.co/fmSRmeDvLh #OC2 pic.twitter.com/oBMhfm3js1
— Oculus (@oculus) September 24, 2015
I’m sick of getting sick from VR, but there’s a remedy
It’s inevitable at this point: After having experienced a variety of virtual reality — from gaming to cinematic — whenever I’m about to enter into a new demo, my anxiety spikes. “Is this going to make me massively ill?” I wonder, fearing the subsequent rapid heartbeat, flop sweat and nausea that mark the unwelcome arrival of motion sickness. I mention this not to discredit the coming revolution of VR — because I do think it’s here to stay and I’m glad for it — but to sound an alarm bell for the industry. If VR is to go mainstream — and given Facebook’s billion-dollar bet on Oculus VR, it very well should — consumers like me need to stop getting sick. It’s a pitfall the brilliant developer Jesse Schell mocked in his talk on making great VR at Oculus Connect 2 in Los Angeles: “Our game is so good it makes you vomit.” Schell’s comment was obviously made tongue-in-cheek, but it underscored a common symptom of faulty VR development. Thankfully, there’s an antidote to this: education.
As I write this, I’m battling a headache that’s sprouted from two consecutive hours of VR demo sessions. When VR is done right — as Oculus’ own film-focused Story Studio has proven — I don’t find myself racing to the nearest CVS or hotel reception desk, frantically searching for Tylenol to calm my malaise; I’m usually wide-eyed and gushing about the impact of the experience. It’s just that so often, in the race to embrace this new medium, the development standards, however nascent, are being overlooked. Which is fine, as this is just the first wave of the new generation of VR and experimentation is expected. But something’s gotta give and that something is unnatural movement.
Schell, designer of the award-winning VR game I Expect You To Die and professor at Carnegie Mellon University, highlighted this as one of his six key VR lessons. Avoid virtual camera motion. Avoid acceleration/deceleration. That sounds simple enough, but many developers, even those considered first-party from titans like Sony PlayStation, are crafting experiences where the camera is manipulated by one of the controller’s thumbsticks; and the experience can go from slow and comforting to fast-paced, full-tilt vertigo. I know enough now to push lightly on the thumbstick and tread carefully when confronted with such a VR control scheme, but when 2016 hits and these headsets hit the market, will others like me know to do the same? Should there even be a VR handicap?
I won’t run down the list of Schell’s VR rules of thumb — he’s already done so over at Gamasutra — but it was an anecdote of his from developing I Expect You To Die that resonated with me. During early development of that title, Schell and his team noticed that players seemed to enjoy stacking virtual books atop one another. Within the scope of the game’s design, it served no purpose, but his team retained the mechanic because it was fun. And really, that’s where the focus of VR development needs to go. Forget replicating video game experiences; forget replicating cinematic experiences. Go, instead, with what amuses consumers and comforts them, and what works for VR. Don’t break the “fragile soap bubble” of immersion, as Schell put it. Don’t create another experience that makes me sick.
“This is a very special time,” Schell bellowed to the packed auditorium of developers. “Are you ready to invent this new medium?” For my sake (and that of my inner ear), I hope they are.
‘Rise of the Tomb Raider’ is more of the same, and that’s okay
Crystal Dynamics’ 2013 Tomb Raider reboot pulled off a tough task: It successfully brought life back to an aging, muddled franchise and provided heroine Lara Croft with an excellent origin story. Now that Croft has made her transition from a terrified shipwreck survivor to adventuring (but still vulnerable) badass, what does she do for an encore? Rise of the Tomb Raider (coming to the Xbox One and 360 as a timed exclusive on November 10th) answers that by tightening up and refining the first game’s core experience while throwing players into an entirely new environment. The world is bigger, there are more skills to improve, more secrets to find and, yes, more tombs to raid. It isn’t wildly different than the last game, but that’s not a knock: If it ain’t broke, don’t fix it.
It’s easy for players to jump right in whether they’re familiar with the previous game or not; the controls remain mostly intuitive and the story stands up well on its own. It’s a story that’s a bit of a cliche: Croft is continuing her father’s research into reincarnation and “tangible evidence of the immortal soul.” The search for immortality is hardly new, but fortunately the ensuing fight for survival and world exploration aren’t dulled by the reason behind Lara’s mission.
While the first game did a great job of presenting a lush, detailed island of terror, developer Crystal Dynamics is really harnessing the next-generation power of the Xbox One to craft a massive and beautiful world to explore — and one that puts you in the kinds of environments not typically associated with Lara Croft. Creative director Noah Hughes says that focusing on “virtual tourism” is always a part of location design in Tomb Raider games. “You go to these exotic destinations and feel like you’ve been there on some level,” Hughes said. “That leads to a natural focusing on environment as part of the concepting phase, thinking ‘where are the cool places we can take her’ that are ultimately different than we’ve been in the past.”
A good chunk of the game’s first hour flashes back two weeks and takes you out of Siberia to a more “standard” Tomb Raider environment (the sun-baked deserts of Syria). But the majority of what I played put me in a vast, frozen wasteland where the weather feels as much of a threat as the enemies stalking you. But despite the consistent, snow-covered aesthetic, the details of each location continue to be quite varied — Hughes noted that they focused on making sure each location had a wide diversity of terrain to keep any one environment from getting stale.

The remastered version of Tomb Raider that hit the PS4 and Xbox One last year should give you a good idea of what to expect visually, but Rise of the Tomb Raider improves on even that title in some pretty significant ways. For starters, it’s not just the landscapes that are rendered so dramatically: Character facial expressions, movements and hair are all rendered in far more detail than in the previous game. They’re safely far away from the dreaded Uncanny Valley here, and it’s not just in the cutscenes — everything looks great throughout, whether or not you’re in a pre-rendered storytelling scene.
“Rise of the Tomb Raider strikes a nice balance between driving the story forward and allowing players time to explore areas for secret items as well as tombs.”
The Xbox One’s extra horsepower also allowed Crystal Dynamics to build areas that are much larger and more in-depth than anything the team was able to do in the first game. In fact, Hughes says the game’s hub areas are two to three times larger than in the previous game. You’ll be able to spend plenty of time getting lost in the world, searching for the many collectible artifacts spread throughout that fill in the game’s back story.
The biggest gameplay change I noticed was to the crafting system for upgrading weapons. You can still find the generic salvage around the world, but some puzzles will require you to scour the environment for specific materials you’ll need to survive. At one point in the demo, I was confronted with an enormous grizzly bear that mauled me to pieces when I tried to get around it. The game helpfully informed me that poison might be a way to get around the beast, and so I was sent off to search the snowy forest for mushrooms and other supplies I could use to craft a poison arrow — something that made felling the bear much easier. Fortunately, the requirements for crafting these special items weren’t too onerous; I never felt like I was being forced into unnecessarily long fetch quests to pad the game’s running time.

Rise of the Tomb Raider strikes a nice balance between driving the story forward and allowing players the time to explore areas for secret items as well as the titular tombs players felt were missing a bit from the first game. There are definitely more side quests, and the ones I tried felt a lot more challenging than the ones in the first Tomb Raider. In fact, a few ended up being too time-consuming. I moved on to keep the story going because of my limited demo time — but if I were playing at my own pace, I would have been happy to spend more time exploring.
In the end, this is a Tomb Raider game, through and through. Rise may not break any new ground for the series, but the 2013 reboot successfully reinvented the game’s formula well enough that I’m not at all disappointed to have another chapter to enjoy. There’s more to explore, the world and its inhabitants looks better, and the frozen, desolate old-world Russian landscape is a huge departure from the previous game. All of which is to say that Rise of the Tomb Raider could be the best kind of sequel: One that delivers even more of what people loved about the original.
ICYMI: Best VR ride, screen buttons that re-form and more
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Today on In Case You Missed It: A haptic controller for gaming that works with the muscles in the user’s arms to both give feedback and guide touch is fully funded on Kickstarter, and still available for $212. Staying on theme, this prototype virtual reality set-up centers a seat for a human in the middle of eight steel cables that all move independently, delivering the most lifelike experience for gaming in VR yet. Meanwhile researchers in Germany invented a thin layer of gel that sits on top of a touchscreen and forms into a button while mildly heated. This would create on-demand, real feel buttons.
We also recommend you read up on the efforts the EU is taking to keep its citizens personal information off of U.S. servers. That’ll be hard, guys.
And for an artistic break, be sure to enjoy the cars timed to represent musical phrases in this video.
If you come across any interesting videos, we’d love to see them. Just tweet us with the #ICYMI hashtag @engadget or @mskerryd.
TBS will broadcast eSports in 2016
From 2016 TBS won’t just show Conan and Big Bang Theory re-runs, as the channel has revealed that it’s launching its own eSports league. Turner Broadcasting has signed a deal to broadcast bouts of Counter Strike: Global Offensive, which’ll air on Friday nights for 20 weeks of the year. At this early stage, details are thin on the ground, except to say that qualifying rounds for the main events will be streamed online. Successful teams will then be handed a ticket to TBS HQ in Atlanta where the live show will be recorded.
It’s not the first time that eSports has graced the lighted stage of basic cable, since ESPN showed off a Heroes of the Storm tournament earlier this year. As The AV Club reports, however, the move angered “real” sports fans who felt that activities where people don’t get life-threatening injuries aren’t suitable for a primetime broadcast. Those objections probably won’t be around for long, however, since the sound of traditional sporting institutions like gambling and big-money sponsorship deals will drown out any lingering haters.
[Image Credit: Getty]
Source: WSJ











