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Posts tagged ‘Gaming’

22
Sep

‘Allison Road’ picks up where ‘P.T.’ left off


Silent Hills Successor Allison Road

It’s safe to say that Sony played gamers magnificently when it first revealed that Metal Gear Solid creator Hideo Kojima and filmmaker Guillermo del Toro were teaming up for Silent Hills. An innocuous-looking game called P.T. (short for Playable Trailer) emerged on the PlayStation Store and invited players to repeatedly explore a single hallway in a house full of puzzles and ridiculous jump scares. The final reveal with The Walking Dead star Norman Reedus helped people rediscover their love for the Silent Hill franchise, only for the project to be cancelled thanks to Kojima’s now-famous falling out with Konami. However, with an obvious appetite for such a game, independent studios are attempting to keep the dream alive. Allison Road, which hit Kickstarter this week, aims to build on the foundations laid by P.T. and give gamers the first-person horror title they deserve.

https://www.kickstarter.com/projects/allisonroad/allison-road-first-person-next-gen-survival-horror/widget/video.html

Like P.T., Allison Road is psychological thriller set in a house. A British townhouse. You wake up with your family gone and no memory of what happened. Your aim is to piece together clues and solve hidden mysteries to find your family, all the while trying to evade “Lily” and the other paranormal entities that have taken up residence in your home. In another nod to the playable trailer, you’re up against a clock that continuously ticks towards 3am.

However, there is one major difference between the two titles, namely how you interact with objects inside your Allison Road abode. While P.T. gave you one button and a small number of items to select, Allison Road offers a more expansive experience — it actively wants you to solve clues by picking up and collecting things in each room.

Allison Road originally started as a one-man project headed by developer Chris Kesler, who has since expanded his company, Lilith, into a team of 10. It’s now seeking £250,000 ($387,000) to focus on shipping the game by Q3 2016, but it will get published even if it doesn’t reach the goal. Right now it’s PC-only, with Oculus Rift VR support, but stretch goals will bring it to Mac and Linux computers, as well as PlayStation 4 and Xbox One.

Source: Allison Road (Kickstarter)

22
Sep

Google asks academia to help advance Cardboard VR research


Google announced its Cardboard VR headset basically as an afterthought at the end of its 2014 I/O conference, but since then the platform’s grown into a viable means of experiencing virtual reality. Much like its peers have done in the past, Mountain View is reaching out to academia to submit research proposals that’ll hopefully advance the medium. According to the project’s Google+ page (naturally) the team’s looking for research in areas including immersive audio; optics and displays; computer graphics and rendering and user input technology. Interested? You’ve got until October 15th to make your submission.

Source: Google Cardboard (G+)

22
Sep

BuzzFeed’s Apple Watch app is a needy virtual pet


BuzzFeed's virtual pet game on the Apple Watch

When you install an Apple Watch companion app, you typically expect something that reflects the experience you get on your iPhone. News on your phone means news on your wrist, for instance. That’s definitely not the case for BuzzFeed‘s app, though — instead, you’re treated to nothing less than a Tamagotchi-style virtual pet. Install it and you’ll have to keep a gem-like critter happy by traveling, eating pizza, listening to music on its couch and otherwise hanging out. The experience will seem more than a little familiar if you had one of these digital pets as a kid (read: it may get annoying over time), but it’s at least easier to deal with on a watch than it is hanging off your keychain. And let’s face it, this is probably going to be more entertaining than scrolling through GIF-heavy list articles on a tiny screen.

Via: MobileSyrup

Source: App Store

22
Sep

Sony rolls out ‘Dungeon Defenders 2’ as a paid alpha on PS4


Dungeon Defenders 2 will be free when it launches as a full game on PlayStation 4, but fans who want to play it as soon as possible, pre-alpha bugs and all, can pay for the privilege starting next week. The pre-alpha version of Dungeon Defenders 2 — that’s a version that the developers are still building — will be available for purchase on PS4 on September 29th in three packages: $15, $25 and $75. These are three bundles offering different in-game goodies for die-hard (or simply curious) fans, and they’re identical to the ones offered on Steam Early Access.

Sony has been toying with the idea of paid early access on PS4 since July 2014, at least. At the time, SCEA VP of Developer and Publisher Relations Adam Boyes had the following to say: “That’s one of the massive conversations we have internally. That, at what point does [a game meet standards of release]? We still at some point ensure that we’re being mindful of the consumer. We don’t want somebody to stumble across that title and expect a full product and have a negative experience.”

Microsoft unveiled its own paid alpha system at E3 2015 with the Xbox Game Preview program. That one is specifically designed to support Microsoft’s independent-development support system, ID@Xbox. Steam was one of the first distributors to jump on the paid alpha business, with its “Early Access” system. Steam Early Access, along with the community-voted Greenlight service, contributed to an influx of games on the service.

Source: PlayStation Blog

21
Sep

‘Blood Bowl 2’ gets medieval on the football field


Sony has debuted Blood Bowl 2‘s launch trailer ahead of the game’s impending release on September 22nd. As with its Sega-based spiritual predecessor, Mutant League Football, BB2 allows players to control a ragtag team of orcs, humans, elves, goblins, trolls and other fantastical beings — each with their own special abilities. And while the basic goal of the game is the same as the Madden franchise (“usually the team with the most points wins the game,” the famed coach/sportscaster once quipped), brutality isn’t just allowed; it’s strongly encouraged. I mean, who needs to tackle when you can run down that running back with a spiked steamroller or flatten a tight end with a flying body slam? The game will be available on PS4, XBone and PC.

Source: Sony PlayStation (YouTube)

21
Sep

Old-school game cartridges are coming to your smartphone


Beatrobo's Pico Cassette cartridge

There have been many attempts at bringing classic gaming to smartphones, but they all lack the most visceral part of the experience: the satisfying ka-chunk of plugging a cartridge into your console. You might get that vibe back if Japanese startup Beatrobo has its way. It’s launching the Pico Cassette, a game cartridge that you plug into your phone’s headphone jack. Unlike the vintage carts of yore, though, these don’t actually hold games — instead, they transmit an inaudible tone that unlocks content you’ve downloaded. No, it’s not just a nostalgic approach to anti-piracy measures. The technology also enables saved games that sync across multiple devices, so the cartridge will feel more like your unique copy than a mere dongle.

Right now, Pico Cassettes only exist as technology demos. Beatrobo says it’s already talking to content partners, though, and hopes to get its cartridges off the ground through a crowdfunding effort. It’s hard to imagine this format becoming hugely popular, even if big-name studios sign up — many smartphone gamers grew up without touching a cartridge-based console, so the throwback would be lost on them. All the same, it’s a clever concept that could bring back a lot of pleasant memories.

Via: The Next Web, The Verge

Source: Pico Cassette (translated)

21
Sep

The ‘Monument Valley’ team has created a dream of a VR game


Ustwo Land's End promo

It’s a tough act to follow, selling over 2 million copies of your first game in a single year. That’s the task that Ustwo, the British developer behind the award-winning Monument Valley, was facing as it started work on its latest effort Land’s End, a virtual reality adventure game created exclusively for Samsung’s Gear VR headset. Going from building a game for mobile to one that will only run on a specific accessory for a handful of Samsung phones is a bold move. And as the studio’s lead designer and technical director explain, it wasn’t even their initial plan.

Due for release on October 30th, Land’s End is a first-person game that plays out like an old-school point-and-click adventure. Something like Myst, except, with no actual pointing or clicking. Maybe “look-and-stare adventure” is a more apt title for the genre as it’s presented here. You move your head to look around a scene, and navigate from point to point by fixing your gaze on small white indicators. You just focus on a point for a second or so, and then you start moving.

“We didn’t set out to make a VR game,” Peter Pashley, technical director at Ustwo, said after we played through the demo. He explained that while the game was still being prototyped as a non-VR title, the studio tried out the Gear VR headset, and was impressed by the “step change” it represented over the then-current Oculus Rift development kit. “Going from something that felt like this clunky bit of technology on your head to having a relatively light, well-fitting, good-tracking, low-latency headset … it was exciting to see that.” Following the initial reaction, the team decided to “spend some time trying VR stuff,” and things grew from there.

Every few minutes, you’ll come across a puzzle, which will require you to levitate blocks or join dots — again, using nothing but head movements and indicators — to advance. The two levels we played offered a relaxing, almost purifying experience. We explored the pastel-hued, dream-like locales at our own pace, took in the scenery and solved the gentle puzzles without great difficulty. The experience leaves a feeling, like somehow you’ve been to this world before, even though you know you haven’t. A false memory, perhaps evoked by the common spirit shared between Land’s End and Monument Valley. As in its predecessor, the complexity of the puzzles does increase with each level, but never to the point where it becomes too taxing. Despite the similarity in tone, though, Land’s End feels fresh and new. It’s not a sequel or something derivative of Ustwo’s past success.

Figuring out how to enable movement in VR without inducing nausea took months.

Helping maintain this relaxed, soothing experience was the fact that, even after 30 minutes or so, Land’s End didn’t provoke even a hint of nausea. It’s something many complain about with VR. Figuring out exactly how the movement should work apparently took months. Early concepts saw you “sat on the shoulders of a giant telling it where to go,” said Pashley, but it quickly became apparent that gamers felt sick when they weren’t in full control of the motion. The end result of Ustwo’s experimentation is a controlled, slow game. “The fact that [movement] is pretty much in a straight line and at a deliberate speed is good for nausea,” Pashley continued, “but the fact that you focus on a point first, you’re paying attention and your mind is focused in that direction really helps as well.”

Land's End screenshot

The comparisons to Monument Valley are inevitable. As is the fact that, when you try, you can find analogs between the two. The team has grown with its success, from eight up to the 11 creatives who work from Ustwo’s office in the heart of London’s East End. But the key names involved in its first game remain. While Pashley led programming on Monument Valley, it was Ken Wong, lead designer at the studio, whose concept drawings first inspired what was then better-known as a design agency to risk close to $1 million by developing Monument Valley, and it’s Wong leading the design on Land’s End.

“We thought we were building ‘Monument Valley’ for hipsters.”

“We thought we were building Monument Valley for hipsters,” Wong explained, but it wasn’t long after release that the studio realized its wider impact. “Everyone I meet that’s played it tells me ‘Oh, I played it with my niece,’ or, ‘Oh, I showed it to my dad and he doesn’t even like computer games and still got into it.’ That made making that game so rewarding — to know that we’re getting through to people that don’t like games.” At this point, Pashley interjects. “It felt like a validation of our approach,” he said. “That if we try to make something the best we can, and the best designed for the platform it’s on, then people will like it, and it’ll end up being worth it.” Wong agreed, adding that “even though Land’s End is a single-player experience, that aspect of sharing is something that we’d really like to have again.”

Both Pashley and Wong, like everyone else involved in the game, must know that even a “perfect” Gear VR game will not get close to Monument Valley‘s multimillion-dollar success. Although we don’t know the total number of Samsung headsets out there, it’s surely nowhere near a million, let alone two. But Ustwo still has lofty ambitions. “We hope that it’ll be the thing that people use to show off Gear VR,” said Wong, “that if people have tried the Gear VR, they’ve tried Land’s End.”

Land's End screenshot

In some ways, the desire for Land’s End to be a defining moment in the evolution of VR is even more ambitious than “just” selling a few million copies. Wong talked dreamily of early adopters and VR enthusiasts taking their headsets to cafes, picnics or bars and excitedly sharing Ustwo’s creation with their friends. It’s a nice thought, and given Monument Valley‘s success, not an impossible one.

So Land’s End is a single-player game, then, but one that’s meant for sharing. It’s short, even by mobile standards, with roughly an hour’s worth of gameplay in total. Ustwo envisions players taking in the game over a few sessions — “I think only me and my girlfriend have played it all in one sitting,” said Wong. “It’s not really intended for that. … We’re totally aiming for a very casual audience. Anyone that could possibly be interested in VR, come check out Land’s End.”

If you have a Gear VR, you should check it out. It’s out on October 30th for an undisclosed price, but we’d happily pay a few dollars just for the two stages (there are five in total) we’ve played through. It’s impossible to say if Ustwo has achieved its goal, and made not just a VR game, but an early ambassador for the not-yet-understood mobile VR space. But it’s definitely made a good VR game, and one that feels polished and accessible to the point that you could probably hand it to an aging relative and they’d still have a blast.

Images: Ustwo

21
Sep

Lost ‘Sonic’ arcade game will soon be playable


Even the most diehard Sonic The Hedgehog fan could be forgiven for missing out on playing Waku Waku Sonic Patrol Car. The 1991 arcade game was released exclusively in Japan for small kids, placed within a car-shaped cabinet that was big enough for junior and their adult minder. Thankfully, the title, which had been thought lost for the better part of two decades, has now been found. If you’re prepared to wait a little longer, then the game will be available on the MAME arcade emulator along a forthcoming software update.

The effort to resurrect Waku Waku has been something of an international affair, with Sonic Paradise finding a partially-working model in the dark recesses of a Spanish shopping mall. Kotaku reports that the version that’s coming to MAME is coming from collector Will Medved, who found a machine in Japan and had it imported off his own back. According to Medved, the cabinet cost just $350, but shipping and import duties pushed that figure well past the $5,000 mark. As such, when you’re done enjoying this rare gem — and the first Sonic game to feature voice acting — maybe you should throw him a couple of bucks to show your gratitude.

[Image Credit: Sonic Retro]

Via: Kotaku

Source: Sonic Retro, MAMEWorld, GitHub

19
Sep

Latest Xbox One test update is rolling out slowly, for a reason


Heads up Dashboard Preview Program members: Microsoft’s announced that invites for the opt-in Windows 10 update on Xbox One are rolling out right now. Check your inbox to see if you made the first wave of folks to the party, but don’t get too excited or disappointed (depending) though because while the overhauled user interface might look tempting, there are scads of known issues with it. What’re those? They apparently range from annoying — hard resetting the console after basically any issue crops up, screen discoloration while playing Forza Motorsport 6 — to possibly game-breaking.

For example, Destiny‘s “The Taken King” expansion and Borderlands: The Handsome Collection outright won’t launch according to an official post on the Xbox Forums. Maybe if you have a spare console install it there, but for now it looks like you’re pretty safe to skip this first update. If you’re still curious though, maybe watch Larry “Major Nelson” Hryb’s new overview video below or check out this lengthy Reddit thread instead.

Source: Major Nelson

19
Sep

The best of the Tokyo Game Show (so far)


How does lining up for 40 minutes to play five minutes of a new game sound? It’s definitely a trade-off, but it’s often (usually) worth it. At this year’s Tokyo Game Show, we saw a giant 20-foot griffin thing play ball, nothing from Microsoft and a lot of games that are unequivocally geared toward Japanese gamers. Anime tie-ins and Dynasty Warriors-esque crowd-em-ups aside, there was still plenty for us to play. These are the ones that left an impression.

Phoenix Wright: Ace Attorney 6 (Gyakuten Saiban 6)

Phoenix Wright is back, or at least, back in court. The next game takes him outside the usual settings of a Japanese courtroom in favor of a fictitious Asian country that hates attorneys — poor Phoenix — but loves clairvoyants. Yep: The new courtroom-based innovation this time around centers on watching these visions and (courtesy of the “five senses” that are conveniently displayed in writing on top of the murder scenes) finding contradictions to their commentary. The game has the same graphical polish as Phoenix Wright: Ace Attorney – Dual Destinies​, but backgrounds seem a bit more detailed, with little hints of movement that help to make them appear less flat.

Dark Souls 3

Five minutes of playtime. Six deaths. And that’s only because I was excessively cautious for the first three minutes. Dark Souls 3, while not exactly easier, is meant to be more accessible for first timers. I repeat: That doesn’t mean it’ll be any easier. New Battle Arts for each weapon will allow you to execute more heavily powered attacks, although these will be as limited as any other resource. While I didn’t play long enough to determine whether there’s an easier learning curve versus the last two installments, the game certainly looks equal parts moody and beautiful. If the other Dark Souls titles didn’t quite do it for you, then you’re probably going to feel the same here. The formula doesn’t appear to have changed much, but for those of you clamoring for another brutal challenge, it looks like you’ll get it.

Gravity Rush (PS4)

Gravity Rush was one of the early few original titles on the PS Vita way back when. And it was a whole lot of fun. Now, like Tearaway, it’s expanding onto Sony’s flagship console. Yes, a sequel is also on the way, but now the original will benefit from a leap in resolution to make the art direction and character design really shine. The question you’re probably asking: How do the controls fare? To be honest, I found them easier than on the Vita. Since the screen isn’t attached to your gyroscopic controls, it means it’s much easier to swing around and target tricky foes. It also looks substantially better too. But will you buy it again? Well, that’s a trickier proposition.

The Tomorrow Children

This is a very strange game. It’s as if all the fun (and intermittent progress) boils down to the eventual fights with giant alien-looking titans. Gathering resources and, well, doing things to gain experience all felt a bit dull to me. Though I only borderline-enjoyed my demo, it’s fascinating to think about where it’ll all go: There are plans to allow players (who appear when they interact with the environment, then disappear again) to vote for a city mayor in their particular domain. That person would then be able to make decisions as to the future direction. Or at least a color scheme for their tiny town. (Yes, you can paint up a storm if you’re willing to pay for all the necessary paint.)