Amazon is hiring developers for its first PC game
Amazon’s ambitions for gaming apparently go quite a bit beyond the mobile space and “hit” consumer hardware. The e-commerce juggernaut is looking for folks to help flesh out the development team of its first PC game and placed a job posting on Gamasutra in an effort to make that happen. As Polygon notes, the studio already has the likes of Portal‘s Kim Swift and former Ubisoft developer Clint Hocking (Far Cry 2) on board, and the job listing says that designers whose resumés include Halo, Half-life 2 and The Last of Us are involved as well.
What does it mean? Well, at this point it’s hard to really tell aside from the company expanding past the likes of Fire TV and iOS games. Amazon made some pretty key hires, purchases — including the developer of the last Killer Instinct, Double Helix — and business deals in the gaming space of late, too. It isn’t like Jeff Bezos is exactly hurting for money either so this trend continuing is a pretty sure bet.
Filed under: Gaming, Home Entertainment, HD, Amazon
Via: Polygon
Source: Gamasutra
Investigate a murder mystery this weekend with ‘Jenny LeClue’
A young woman with copper hair, thick-framed glasses and a bright blue trench coat sneaks around the edges of shadowy mansion. She’s searching for clues — something about a nefarious man, a ghost ship and science experiments gone awry. Behind a bookcase, shrouded in darkness, lies a secret surveillance lair lit up with live feeds from all around a small, mysterious town. Suddenly, one of the screens flips to present a tiny, trench-coated silhouette in front of a bank of surveillance equipment, and a hulking figure creeping up from behind. This is the free, playable demo for Jenny LeClue, a dark-humor adventure game inspired by choose-your-own adventure stories with roots in sci-fi, horror and mystery. It’s out now for iOS, PC, Mac and Linux, and according to creator Joe Russ, it’s going over extremely well with early players, some of whom assuredly backed the game’s $105,800 Kickstarter.
“It’s very humbling,” Russ says. “We are also getting useful feedback about things we can improve, like some of the controls. And it’s great to see that we are successfully communicating the tone and atmosphere of Jenny LeClue‘s world. People are getting a glimpse at her character, the way she thinks and the choices she makes.”
Jenny LeClue is a coming-of-age, mystery-adventure game with a few different layers: First, there’s Jenny. She’s a plucky, intelligent and fearless investigator who gets sucked into the most important case of her young career when her mother is accused of murder. Second, there’s the narrator-type character, Arthur K. Finklestein. Arthur is the author of the Jenny LeClue choose-your-own-adventure novels, so you’re technically playing as a fictional character inside of a fictional series of books. Arthur and Jenny play off of each other during the game: Sometimes Arthur “writes” one thing and players can choose to do the opposite, altering the story and providing plenty of opportunities for lighthearted humor.

“We are interested in exploring the idea of authorship, allowing the player to influence the author, who then in turn influences Jenny’s world,” Russ says. “The community of players will also have a chance to effect the story as we write future content. A meta-narrative with a kind of crazy infinite loop of influence.”
Aside from meta-narratives, Russ also hopes Jenny LeClue can innovate the traditional “talking heads” mechanic, when a game switches to a static screen where characters speak to each other in text boxes. Russ wants to introduce more dynamic conversation sequences that reward truly curious players. He provides an example:
Jenny may have just been to a crime scene where a victim’s watch was stolen. During a conversation with one of the witnesses, you notice they have a watch, similar to what was described at the crime scene. Upon closer examination, you realize there’s a little bit of blood on the edge of the watch. Suddenly this person seems a lot more interesting and possibly more than just a witness! In addition, you’ve opened new avenues of dialogue and inquiry.
People have started doing “Let’s Play” videos of the playable teaser and even streaming it on Twitch, Russ happily notes. Since the game’s success on Kickstarter — the goal was $65,000 and it received almost double — Russ and his studio, Mografi, have focused on interacting with the community and involving them in Jenny LeClue‘s development.
“After the campaign, we wanted to work smart, and the playable teaser gave us a way to test our concepts in a very tangible way,” Russ says. “One big piece of advice I hear developers repeat: ‘Test early and test often.’ This was our way of testing early. It’s been a great way for us to build the foundation for the main game and communicate the kind of story world we have conceptualized. It’s like building a small boat and making sure it’s sea-worthy before attempting to build a yacht.”

One potential change that Russ is kicking around is splitting the game into two episodes, rather than the originally planned three. “This is mainly due to the fact that we really really want to make the complete overarching story, and we want to best ensure we have the resources to do that,” he says.
The first episode of Jenny LeClue is due to hit PC, Mac, Linux, iOS and Android in early 2016 for $15. For now, check out the playable teaser here.
“I want players to walk away with a really solid feeling for the kind of dark and whimsical atmosphere that we want to convey,” Russ says. “We tried to focus a lot on creepiness in the playable teaser, and a sense of danger — Jenny is breaking into someone’s house after all.”
‘Final Fantasy Tactics’ hits Android
Final Fantasy players, lovers and haters, come together and rejoice: Final Fantasy Tactics: The War of the Lions has finally launched on Android. It hit iOS back in 2013, but now the playing field is leveled. This is a port of the 2007 PSP game War of the Lions, which was in turn based on the 1997 original PlayStation game, Final Fantasy Tactics. It’s $14 on Android, so cancel your weekend plans and enjoy.
Filed under: Gaming, HD, Google
Source: Google Play
Twitch is planning a ton of live video coverage from E3 2015
Twitch wasn’t about to let a competitor have all the fun. Not to be outdone by YouTube’s recently announced coverage plan for E3 2015, Twitch is now following suit. The video-streaming platform has revealed its broadcast agenda ahead of this year’s gaming conference in LA, scheduled to take place between June 16th and 18th — though most of the action starts on June 14th. This includes live streams of the Nintendo World Championships as well as major keynotes from Xbox, Playstation, Bethesda, EA, Square Enix and Ubisoft. Of course, Engadget will be on the ground at the Los Angeles Convention Center, bringing you the latest news as they happen.
[Image credit: Getty Images]
Filed under: Gaming, Home Entertainment, Internet, HD, Google
Source: Twitch
‘SteamCrew VR’ is the mobile VR game Oculus wants you to play
Since April, Oculus has been running a competition where new virtual reality games, designed for Samsung’s Gear VR, compete against each other for cash prizes. What began as a straight fight between 61 titles now has a winner, co-operative submarine game SteamCrew VR, which won the $200,000 first prize. The sim lets up to two players pilot a steampunk underwater vehicle, one playing as the navigator and the second manning the weapons station. Other titles that won plaudits (and piles of money) include Night Cafe: An Immersive Tribute to Vincent Van Gogh and Drift, a game where you play as a bullet being fired from a gun. Until each title ships, interested users can try out all 27 winning titles by pulling the builds from the VR Jam Website.
Source: Oculus
The one-cable future of gadgets: simpler, but still confusing
For such a quiet tech show, this week’s Computex in Taiwan may have been a watermark moment that will affect nearly every PC, phone and tablet you’ll see in the next few years, if not decade. The new USB Type-C port may have debuted on flagship devices like Apple’s single-port new Macbook and Google’s Chromebook Pixel, but the new, smaller, reversible kind of USB is shaping up to be the connector of the future. This week ASUS joined the USB-C party, and in a reassuring vote of confidence, Intel announced that its newest iteration of Thunderbolt will take the same shape. Thunderbolt 3.0 will, at a minimum, double the data speed found on USB-C cables. It might not work wirelessly just yet, but the single-cable future is coming. However, change isn’t always easy.

Other than a standard headphone jack, the new MacBook has just one USB-C port.
Sure, tech companies adopting yet another kind of port doesn’t send shivers down your spine. But what USB-C can do is worth getting at least a little excited about: a single wire that delivers data, power and display signal all at the same time. It’s all done through a connector that’s roughly a third of the size of the decades-old USB port you’re used to. It’s also reversible, and because power can flow both ways, the host device (say a laptop) can both charge other gadgets or be charged by them.
In short, connecting and charging nearly any gadget is about to get real simple. Like the mid-’90s introduction of USB, which effectively removed serial and parallel ports from the back of PCs and laptops, USB-C could do the same for all things in mobile computing, but to an even larger extent, replacing cables for power, data and video.

Thunderbolt 3: looks like USB-C, but better in a few ways.
But nothing’s ever that simple and not all USB-C is created equal. In fact, USB-C is really only the physical shape of the port and connector. The extent to what the cable can do depends on the hardware you’re connecting it to, and what version of USB it’s using. There are already USB-C devices (like Nokia’s N1 tablet) with “only” USB 2.0 capabilities. Then there’s Apple’s new MacBook and the latest Chromebook Pixel, which use USB 3.1 Gen 1 spec, with data speeds up to 5 Gbps. This part alone is confusing because the first-generation USB 3.1 specification is pretty much exactly the same as USB 3.0. (Ars Technica sums up the confusion well here.) Finally, there’s the full 10 Gbps data-slinging power of second-gen USB 3.1, which will arrive on next-generation machines. Just because it has the tiny USB-C port on the end, it doesn’t mean it’ll be able to charge the device you’re plugging it into, or offer the highest data speeds. There’s a danger that manufacturers could very easily mislead buyers.
When Intel set out to design Thunderbolt 3, it wanted both double the data rate of Thunderbolt 2, while also settling on a smaller form factor. USB-C fit the bill. Better still, it already housed space for “alternate mode.” This is where companies are able to transmit other things besides data and power, making it ideal for the additional tricks Thunderbolt could bring. In short, Intel already had a winner in USB-C; there was no need attempt to create another type of cable.

If you’re doing a lot of data-based heavy lifting, Thunderbolt has usually made sense.
But while Intel’s new Thunderbolt 3 will have a USB-C connector, those accessories and cables won’t work on the existing 12-inch MacBook or the Chromebook Pixel. The chipmaker also has two different types of Thunderbolt 3 cables incoming: a passive one that’ll be cheaper than Thunderbolt cables of past, yet will still offer double the maximum speed of USB 3.1, and an “active” cable that includes signal-boosting chips to double (again) data rates. Even checking to see if a cable does or doesn’t have a lightning bolt emblazoned on it won’t make everything clear.
Isn’t Intel adding to the confusion? “We also think there needs to be identification across these (different kinds of USB-C cables) in general,” explained Intel’s head of Thunderbolt marketing, Jason Ziller. ‘We’re also considering a secondary identifier for our active cables.”
USB-C sockets may not replace everything, however. The original USB port can deliver everything included in the USB 3.1 specification. In TVs, desktops and other devices, where size and reversibility are less of an issue, there’s arguably less impetus to change to USB-C. Also, sometimes smaller isn’t better. MHL President Rob Tobias explained to me that the newer USB-C ports simply aren’t as easy to plug in — when reaching around the back of a TV, an HDMI or older USB port is far easier to find by feel than a less-than-thumbnail-sized USB-C socket.
“The port could be everything to everybody.”
It makes good business sense for Intel to unite around a common standard, if only because of production scale. Apple may have a history of proprietary cables and ports, yet it’s also fallen in love with the slender USB-C form factor. Intel’s Kirk Skaugen mentioned in his Computex keynote that there are around 30 PC designs incoming with Thunderbolt 3 — and that’s not counting devices that merely feature standard USB-C ports. Then there are the smartphones already packing the new USB port in China — expect to see plenty more of those as well. As Intel’s Ziller noted: “The port could be everything to everybody. It has the superset.”
Filed under: Cellphones, Desktops, Displays, Gaming, Laptops, Tablets, HD, Mobile, Intel
Gaming hall of fame inducts ‘Pong,’ ‘Tetris’ and other classics
The results are in. After a selection process that lasted nearly four months, the newly created World Video Game Hall of Fame has announced its first class inductees. Doom, Pac-Man, Pong, Super Mario Bros., Tetris and World of Warcraft were chosen by The National Museum of Play for 2015, narrowing down the choices from a list of 15 finalists. So which games, which you helped vote for, were left out? That includes other classics like Space Invaders, Sonic the Hedgehog, The Legend of Zelda and The Sims — although the museum did say these will likely be part of next year’s nominee class.
For reference, The National Museum of Play notes it comes down to picking those that “have enjoyed popularity over a sustained period and have exerted influence on the video game industry or on popular culture and society in general.”

[Lede image credit: mbiebusch/Flickr]
Filed under: Gaming, Home Entertainment, HD
Via: Ars Technica
Source: World Video Game Hall of Fame
Amazon’s Fire TV is a hit among US consumers, says report
Its ability to do everything, from video-streaming to gaming, makes the Fire TV a solid home entertainment product. And people in the US are starting to take note of this. According to Strategy Analytics, an independent firm that researches the consumer market, Amazon’s Fire TV accounted for 30 percent of streaming set-top box shipments in Q1 2015. During this period, which measures numbers from January 1st to March 31st, a total of 3.5 million units were shipped to US consumers, with Fire TV picking up steam despite being introduced over a year ago. That said, the Apple TV is reportedly still king of the streaming set-top space, having shipped more than 15 million units to date — not bad for a hobby, Apple.
Filed under: Gaming, Home Entertainment, Internet, HD, Amazon
Source: Strategy Analytics
1TB Xbox One with new controller spotted on Amazon
I spy with my little eye an Xbox One with 500GB more storage and a controller with a built-in 3.5mm headset port. Amazon has what appears to be a placeholder page for a 1TB Xbox One bundled with the newly designed controller and Halo: The Master Chief Collection, all for $400. The listing is tucked away on the site and it doesn’t include any photos, but it wouldn’t be surprising if Microsoft is preparing an announcement for its E3 showcase on June 15th. We’ve reached out to Microsoft for comment on the listing.
Microsoft launched a 1TB Call of Duty-branded Xbox One bundle last year, though that one cost $500 and didn’t include Kinect. This week’s $400 listing doesn’t include Kinect either, but the headset port on the controller is a highly anticipated addition. For comparision, a 500GB Xbox One with Kinect normally runs $500, and a Kinectless, 500GB version costs $400.
Filed under: Gaming, HD, Microsoft
Via: @Wario64
Source: Amazon
Going Android: How Nintendo could learn from Amazon
Nintendo may have quashed rumors that its next-generation “NX” console will run Android, but that isn’t enough to stop the speculators. After all, the company has a history of denials that weren’t entirely forthright. Remember how the console maker downplayed talk of a supersized 3DS in early June 2012, only to announce that very device weeks later? Yeah. Whomever you believe, the scuttlebutt raises a big question: Just what would Nintendo do with Android? Would it see much of a benefit versus handling everything in-house? If Amazon’s experience building a heavily customized version of Android is any indication, the answer is yes — but it wouldn’t be the cure-all that you might hope for.
More games, but not always better

Nintendo’s Satoru Iwata (right) announces mobile game partnership with DeNA.
If you’re a long-time gamer, you know that one of Nintendo’s ages-old challenges has been getting third-party developers to make games for its TV-based consoles. Big-name brands either skip the platforms entirely or jump ship after deciding that the low sales aren’t worth overcoming the technical hurdles of Nintendo’s frequently eccentric hardware. And there’s no doubt that Nintendo could use some help from outside. It’s so heavily dependent on its own titles that its profits are frequently linked to its flagship games’ release schedules — if there isn’t a new blockbuster on store shelves, it loses money. In theory, a richer library would prevent that financial roller coaster ride.
That’s precisely why Nintendo would embrace Android with open arms, according to the Nikkei rumor. There are already legions of developers writing Android apps for mobile devices, so it wouldn’t be a big stretch for them to either port existing apps or write new ones. Moreover, it would open the doors to developers who hadn’t even considered living room apps before. Make a few tweaks and that phone app potentially reaches millions more people.
Amazon’s experience with its Fire TV media hub would suggest that there’s some wisdom to this strategy. Although it launched primarily as a media player with a very Amazon-centric interface, its use of a modified version of Android (Fire OS) opened the door to 1,600 apps and services that, in many cases, are adaptations of mobile titles. The device is likely more flexible than it would have been, especially when it comes to gaming; witness the big-screen versions of Minecraft Pocket Edition and Candy Crush Saga if you need proof. Could Amazon have persuaded at least some of these firms to write apps for a completely proprietary Fire TV? Probably, but Android meant the company didn’t have to. A seasoned studio can release Fire TV apps without investing a ton of development time and taking on additional risks.

Amazon’s heavily skinned Fire OS runs on Android.
However, that same virtue has also been something of a vice for Amazon. Android might make it easier to write apps for a device, but it offers no guarantees that you’ll get better apps. In fact, it frequently encourages quick-and-dirty conversions that do little to take advantage of hardware. The Fire TV version of Game of Thrones isn’t really different from what you’d get on a good Android tablet with a gamepad. Even on NVIDIA’s Shield devices, some of the biggest releases are straightforward conversions of older PC games like Portal. About the only advantage is playing in your living room instead of your home office.
For Nintendo, these straight-up ports probably wouldn’t cut it. The company might appreciate filling in some of the gaps in its catalog, but what’s the likelihood that an Android developer would go the extra mile to make a game that shines on the NX? Not high. Although set-top boxes like the Fire TV and OUYA certainly prove that Android games can work on the big screen, there are few compelling reasons to get them if you can afford a higher-powered console or a decent computer. Nintendo won’t get you to forgo a PlayStation or Xbox with the same game catalog you could play on your phone, and a title that truly does justice to a system will take a lot of special code. That’s certainly possible with Android, but there isn’t much incentive to using a ready-made platform if studios still have to bend over backward to offer support.
Tie-ins with other devices

Nintendo’s New 3DS and 3DS LL (XL outside Japan) portable consoles
Of course, it’s important to remember that Nintendo, Amazon and other big companies don’t make just one gadget; they have whole ecosystems, and that’s where a common platform like Android can come in handy. Amazon’s Fire lineup is strong evidence. Even if you don’t like Fire OS, it’s safe to say that its take on Android produces a consistent, yet distinctive experience as you hop from device to device. There’s no mistaking that the Fire HD 7 tablet comes from the same company that made the Fire Phone and Fire TV, and there are shared features like ASAP instant streaming or Second Screen sharing. If you like one product, chances are that you’ll like the others… most of the time, anyway.
For Nintendo, that consistency is all-important. Although the 3DS and Wii U are wildly different in some ways, they share the same kid-friendly experience. Android’s support for heavy customization would let Nintendo preserve that whimsical look and feel, not to mention device-independent features, without giving up Android perks like the broader app library, smarter networking and touch support. Whether or not this hypothetical NX was directly compatible with older games, you’d know who made it.
Let’s not forget the elephant in the room, for that matter: Nintendo has already committed to making mobile games. Basing a console around Android, however customized it might be, would make it far easier to bring those games to your TV. Just as the Fire TV gives you reassuringly familiar apps from your phone, you wouldn’t have to completely reset your expectations when picking up the NX edition of something you’ve already played. Cross-platform features would get a lift, too. You could see PlayStation-style continuity where you stop playing on one system and resume on the other, or Windows 10-like universal games that you buy once and run on different device types. In that sense, going Android would be as much about catching up on the kind of synergy that Microsoft and Sony have sought for years.
The Google Play problem: missing services

Modified Android could mean an off-limits Google Play store.
Unfortunately, there’s a price to pay if you modify Android as heavily as Nintendo would likely want. While Android is very flexible, only the core operating system and a handful of basic apps actually have open-source code that you can tailor to your liking. If you want Google’s official apps, you have to get a license and meet certain compatibility requirements (such as app support and branding) that limit what you can change. Without those, you lose access to not only key apps like the Chrome browser and Hangouts messaging, but also the entire Google Play Store. Just like that, about 1.5 million apps (as of June 2015, according to AppBrain) are off the table — you have to either create your own store or use someone else’s if you’re going to provide a one-stop software shop.
If you want to see the problems this can create, you just have to ask Amazon, whose Fire line gave up that Google licensing. The Amazon Appstore took years to amass a relatively modest 250,000 titles, and while you’re going to see a lot of familiar apps these days (think Instagram, Netflix and Spotify), the odds are still high that something you use on another Android device is missing. And as good as 1,600 apps may be on a video-centric device like the Fire TV, that still limits your entertainment options. You’ll get YouTube, but you won’t be streaming your Google Play Music collection or playing that hot new game. Amazon mostly counts on its own services, such as Music and Instant Video, to fill in the gaps.
Nintendo would run into a similar app deficit with an Android-powered NX, and might even face worse troubles growing its catalog. Although it has years of experience with online services thanks to the eShop and Nintendo Network, it’s new to the mobile world — it’s only just building its first mobile apps and the service that will link them together. You’re not likely to see Nintendo-made music and video services, and the console maker might not lure in as many Google Play Store developers as an internet giant like Amazon. Nintendo’s trouble adapting to the online space could work against it. Case in point: Consumers can’t simply re-download 3DS or Wii U content if they change consoles and must, instead, resort to a system transfer or juggling SD cards.
Whether or not you’d miss most Google services on this potential machine (you’re probably not going to check Gmail on your TV), you would likely notice the absence of many Google Play apps, and even some of the offerings on Fire TV. In other words, an Android-based Nintendo console probably wouldn’t be the app paradise you’d like it to be. You might get more software than you would if Nintendo went its usual proprietary route, but not nearly as much as you’re used to in the mobile realm.
So would Android make sense?

Mario Kart 8 for Wii U
It’s possible that Nintendo could pull off an Android-powered gaming system. As you’ve seen through Amazon’s example, though, it would be far from a guaranteed hit. Satoru Iwata and crew would have to work overtime not only courting app developers, but also making sure that at least some of them produce games that are a cut above what you can find on your phone. Amazon managed the former, but has frequently tripped up on the latter. And Nintendo would definitely have to emulate at least some of Amazon’s interface approach, introducing its own flourishes and taking advantage of Android’s internet-savvy code.
The biggest danger for a Nintendo/Android mash-up would be complacency. Amazon’s overall success with the Fire range came through years of fostering a unique, complete ecosystem that gives you at least a few reasons to buy one of its devices versus a run-of-the-mill Android gadget. If Nintendo does indeed pursue the Android route, it can’t just resort to putting a friendly face on Android and then expect the apps to come flooding in. If it did, it would risk repeating the problems we’ve seen with Android consoles so far, where there’s precious little to draw you in. Android would merely be the launching pad for bigger and better things — Nintendo would still need to build the rocket.
[Image credits: Bloomberg via Getty Images (DeNA/Nintendo); Amazon (Fire TV); Google (Google Play); Nintendo (Mario Kart 8)]













