Volkswagen’s latest ‘Gran Turismo’ concept is a 500-horsepower hatchback
For those who think Volkswagen’s Golf GTI and Golf R hot hatches just aren’t “hot” enough, the carmaker’s latest virtual concept for Gran Turismo 6 (PlayStation 3) may be up your alley. The GTI Supersport Vision Gran Turismo offers up more than 500 horsepower in a hunkered-down, all-wheel-drive, two-door hatch that’s slightly faster than its real-world inspiration. In fact, the carmaker says this virtual concept can hit 62MPH (100KPH) in about 3.6 seconds.
Of course, Volkswagen isn’t the only company showing off concept cars on GT6‘s digital tracks. We’ve also seen futuristic rides from the likes of Renault and Nissan. And VW itself released an earlier concept, called the GTI Roadster Vision Gran Turismo. This latest virtual offering, on the other hand, more closely resembles the hot hatch it’s based on. But whereas the real-world GTI makes do with 210HP (220 if you opt for the Performance Pack), this in-game concept boasts 503HP and 490 pound-feet of torque. All told, Volkswagen says that’s enough to propel the digital ride on to a top speed of 186MPH (300KPH).
So if the real world’s upcoming 395HP Golf R400 just isn’t enough for you, you can grab an even faster (albeit digital-only) Golf via Gran Turismo 6‘s latest update (version 1.18). Once you’ve updated the game, the car should be up for grabs in the Vision GT area of the Cars section. Alternatively, VW says you can currently also earn the car by completing a lap in the Seasonal Event mode.
[Image credit: Volkswagen]
Filed under: Gaming, Transportation, Software
Via: Autoblog
Source: Volkswagen
‘Mortal Kombat X’ and the comedy of violence
Mortal Kombat is synonymous with violence — hell, it’s baked into the franchise’s name. But despite how increasingly gruesome the series has become with each successive release throughout its 23-year history, it hasn’t lost sight of keeping the tone light as a counterbalance. Whether that’s a head popping up saying, “Toasty!” in falsetto after a particularly brutal uppercut, or turning an opponent into a crying baby that slips on a puddle of frozen urine at the end of a match, humor is just as intrinsic to the game as its bloodshed. What the series delivers is cartoony, over-the-top violence akin to the B-movie horror of something like Peter Jackson’s Dead Alive. Fatalities, Mortal Kombat‘s signature, end-of-match moves, are shockingly gory, for sure, but somehow developer NetherRealm keeps the game from feeling like torture porn.
“We’re not out trying to make Saw or a horror film,” says NetherRealm Lead Designer John Edwards. “We don’t take ourselves too seriously.”
To understand where the series’ newest installment, Mortal Kombat X, gets its groin-exploding levels of violence from, though, you need to take a look at where it all started: the arcade.
Back in the early ’90s, arcade games didn’t have the multimillion-dollar ad campaigns afforded to modern releases, so to stand out from the crowd they needed to be bigger and louder than whatever cabinet was closest. “You have to hit people over the head with something that gets them to put a quarter in,” says Dave Lang, CEO of Divekick and Killer Instinct developer Iron Galaxy Studios.
Lang worked as the studio tech director at Midway Chicago, MK‘s original developer, before the company dissolved due to bankruptcy in 2009. As he tells it, humor was a key factor to all of the games that came out of the studio: NFL Blitz, NARC, Revolution X, NBA Jam and, yes, Mortal Kombat.
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“Mortal Kombat in general is the byproduct of kids in their 20s (us, 20 years ago) who grew up on ’80s and ’90s movies,” says series co-creator and NetherRealm Creative Director Ed Boon. He cites hyper-violent action movies Terminator, Predator, Enter the Dragon and Bloodsport as direct influences, and it’s easy to see how those made their way into the game. Consider the obvious example of Mortal Kombat‘s Johnny Cage, the not-quite-Jean-Claude-Van-Damme character. In general, though, it’s mostly the over-the-top tone that ran rampant in 1980s cinema that pervades Mortal Kombat.
“Mortal Kombat is the byproduct of kids in their 20s who grew up on ’80s and ’90s movies,” says series co-creator and NetherRealm Creative Director Ed Boon.
That level of nonstop violence is what makes the game so fun to watch — it’s the most brutal form of slapstick you’ll likely ever witness. It’s also relentless. Mortal Kombat‘s trademark fatalities and other vicious combos are entertaining precisely because they don’t stop. For example, one of character Cassie Cage’s fatalities starts with her kneecapping an opponent and then shooting them in the skull with a pistol.
Had NetherRealm stopped there, the resulting move probably would feel a lot darker than the actual end result. But that’s where the levity, and the absurdity, of Mortal Kombat‘s violence comes into play: Cage, drenched by the still-spraying blood of her opponent’s fresh wound, walks up and blows a bubble with her chewing gum. She then pulls the bubblegum from her mouth and plugs up the spurting wound. But that’s not all. With no other outlet for the blood to go, it fills up in her opponent’s head, blows a bubble of its own and then pops. Gross? Definitely. Upsetting? Not so much.
“We want people to cringe and then laugh about it at the end,” says Edwards. “We never really try to shock someone and then leave it at that.”
Boon agrees.
“The fatalities we have in the game are so over the top, 95 percent of the responses we get are laughter,” he says. “It’s like the Evil Dead movies: You can’t take it seriously.
“If that ingredient [humor] wasn’t there, it’d be a really dark game,” Boon says, laughing.
“When you’re working on a franchise for that long, it becomes ingrained in the culture of the studio,” Edwards says. “These are the things we do; these are the things we don’t do.”
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What’s more, keeping MK‘s tone consistent apparently isn’t all that difficult. Fatalities are a team effort and everyone at the studio is welcome to pitch their ideas. With so much veteran talent in every department and a team that’s worked on the series for over two decades, the boundaries of what’s appropriate are already pretty well-known.
“We want people to cringe and then laugh about it at the end,” says Edwards.
When I ask Boon if there’s a line that wouldn’t get crossed in terms of violence, his tone shifts dramatically, going from jovial to sober.
“Absolutely. We have these meetings where we come up with ideas, and inevitably somebody will say something where we go: ‘That’s not funny. That’s crossing some kind of difficult-to-define line.’” Boon agrees that the line is similar to Supreme Court Justice Potter Stewart’s 1964 attempt to define hardcore porn as a hard-to-describe, but “I know it when I see it” thing.
“We all know when it’s crossed,” Boon says.
For example, a fatality that involves slashing an opponent’s wrists and then watching them bleed out would never make it into a Mortal Kombat game because real-world violence doesn’t have a place in the series. Unless you happen to be a mystic ninja who can control fire, chances are you won’t be blowing a hole through an enemy’s torso with a fireball and slicing the front of their face off with a sword anytime soon. It’s comic book or cartoon violence the team is after — not realism.
“We try to not do things that are gratuitously cruel or realistic just for the sake of shock value,” says Edwards. “Our shock value is more like ‘Hey, that’s impossible, but look how cool and creepy it looks.’”
Johnny Cage’s Jack Torrance impression starts at the 1:10 mark.
And speaking of how it looks, that evolution in graphical fidelity is really what drives the game’s gore system forward. The fatalities that sent former First Lady Hillary Clinton and former Sen. Joe Lieberman into a tizzy in 1993, and spurred the creation of the Entertainment Software Ratings Board, are nothing compared to what’s in 2015’s Mortal Kombat X. That doesn’t mean the team is doing stuff it wouldn’t have 10 or 20 years ago; it just means there are few, if any, tech roadblocks in the way.
Whereas two decades ago, ice-ninja Sub-Zero ripping an opponent’s pixelated head off (with their spine still attached) pushed the limits of arcade hardware and home consoles, now he can shoot an ice ball at an opponent’s gut, shatter it, reach inside their gaping torso, break their spine in two and then rip their body in half horizontally. And yes, that’s totally something you can do with a few button presses in this week’s Mortal Kombat X.
“It’s obviously something to just get a response out of you. I don’t know how you can get mad about that,” says Lang. “It’s brutal, but not cruel.”
“I don’t think we’re doing anything that’s any different than what we’ve done in the past,” Edwards says. “Obviously we’re able to do more, cooler things based on tech, but we’ve kept the same personality and style throughout all the games.”
Mortal Kombat X isn’t a massacre-simulator like the controversial PC game Hatred. Instead, it embraces the idea of grotesque violent comedy and puts the player in control of the slapstick. When Mortal Kombat‘s Johnny Cage peers through an opponent’s ribcage saying, “Heeeere’s Johnny!” it’s the equivalent of metal band Gwar’s Oderus Urungus force-feeding a fan to Gor-Gor the Dinosaur; it’s silly and stupid and intentionally absurd.
“I’ve watched on Twitter whenever they’ve released a [Mortal Kombat] trailer and there’s a predictable backlash,” Lang says. “I just don’t get it at all; it’s just so obviously over-the-top, ridiculous and impossible. It’s obviously something to just get a response out of you. I don’t know how you can get mad about that. It’s brutal, but not cruel.”
Edgar Alvarez contributed to this report
[Image credit: NetherRealm/Warner Bros. Interactive Entertainment]
Filed under: Gaming, Home Entertainment, HD
Play ‘Minecraft’ wherever you go with this kid-friendly wearable
If you’re the type to recreate Westeros in Minecraft, the blocky construction game that’s practically ubiquitous, keeping it on you at all times might be pretty attractive. The Gameband + Minecraft gives gives you the chance to do just that. The first-gen Nike Fuelband lookalike has Mojang’s cash cow built in (you can play directly from the device by plugging its USB 3.0 end into your Linux, Mac or Windows machine), sports a customizable LED display and automatic cloud uploads for your game files. The basic gist is that you can take all of your work with you wherever you go because everything you need to play in Notch’s garden is dangling from your wrist. Oh, and it’s aimed squarely at kids so if you have a redstone-obsessed youngster in your life, this might be a solid fit for them. The unit prices out at $80 and it’s available at Best Buy, GameStop and Target this very instant.

Filed under: Gaming, Home Entertainment, Wearables, HD
Source: Gameband
Showing off ‘Grand Theft Auto V’ for PC comes with a high price
If someone accidentally puts some personal information online, you’d hope that others wouldn’t prey on the mistake. Unfortunately, mercy is a rare commodity on the internet, as a few honest (albeit preventable) mistakes have cost some game streamers their copies of Grand Theft Auto V. As Kotaku reports, when the new PC edition of the game launches, the first thing it offers up is a splash screen with your registration key displayed at the bottom. That’s a problem for those who unwittingly started the stream a few moments too soon, since the information was quickly screenshotted and the game was promptly stolen. Today’s lesson, then, has two parts: people are terrible, and don’t stream GTA V until you’re sure your desktop is clear.
Just had my #GTAV PC key stolen on stream when it popped up for a split second
Anyway you can help @RockstarGames?
– Ross (@MrBossFTW) April 13, 2015
Source: Kotaku
‘Guitar Hero’ gets born again with a new look and a new controller
Guitar Hero has no business being relevant in 2015. Ten years is an eternity for video games, especially so for games tied so closely to specific technology like Harmonix’s revolutionary PlayStation 2 game was to its inner-rock-star-summoning controller when it came out. A decade on from that original, and five years on from the last release in the series, Guitar Hero is an icon, but it also feels like a relic, a work hopelessly locked in its era. A 10-year anniversary reissue, maybe with some bonus tracks thrown in, seems like the best-case scenario for Guitar Hero coming back to life in 2015, a dignified archive for the nostalgic. FreeStyleGames has done so much more with its new game Guitar Hero Live. The studio has made a game that feels deeply modern, relevant, wholly distinct from Rock Band and somehow still rooted in tradition. It’s all thanks to a new controller and a wildly different look for the series’ debut on PS4, Xbox One and Wii U.
Guitar Hero Live keeps the fundamentals of the classics — using a plastic guitar to play fake notes in a song when they appear in a scrolling bar on your TV — but it’s different in every other way starting with its guitar. Harmonix set the standard for the entire music-game genre, from Guitar Hero to FreeStyle’s own DJ Hero, with the original plastic guitar and its five primary-colored buttons located where a guitar’s strings would be. The basic shape and weight of the new guitar is the same. The whammy bar is still there to furiously tap during a sustained note, accompanied by a devoted “Hero Power” button to hit when you’ve hit a series of successive notes just right, boosting your score in the process. The classic five finger buttons, though, have been replaced with six buttons at the far end of the neck. Three black buttons on top of three white buttons, arranged tightly together and flush with the rest of the fret board. It looks slick and, in action, feels even closer to playing the real thing.
The classic five finger buttons, though, have been replaced with six buttons at the far end of the neck.
“This is the universal air guitar, right?” asked Jamie Jackson, creative director of Guitar Hero Live during my demo of the game. He was furiously wiggling the fingers on his left hand in midair while doing a Pete Townsend windmill with his right hand. The air-guitar finger-wiggling is something everyone knows, but how do you translate that motion to a controller? “We actually have six buttons in two rows. We’re creating that illusion of playing guitar a bit more — still really, really easy to learn, but also difficult to master.”

When playing Fall Out Boy’s “My Songs Know What You Did in the Dark,” the familiar stream of cascading note cues still fills the screen, but is a little more staid thanks to the black-and-white color scheme. Playing on Easy has you fingering just the left, middle or right white (lower) buttons or black upper buttons in simple rhythmic combinations, but move it up to Normal or Expert settings and you’re bending your hand to cover both rows. It almost evokes the very real feel of chords on an actual guitar. It’s easier than playing a guitar, but the buttons are, after all, a whole lot bigger than strings.
While the stream of notes on the screen is familiar, the cleanliness of the display is new. It’s not just the color palette, but also a clearing of detritus. The neon explosions when your score goes up, the little multicolored meter telling you to use your “Hero Power,” are totally gone. In fact, all the cartoon elements of the old series are gone, including the bulbous polygon caricatures that you’d see flailing around in the background while you played. The visuals replacing them are cleaner, but also more complex and strange. “The other cool thing about Guitar Hero is it’s not like a Call of Duty where I need to run around,” said Jackson. Guitar Hero had a lot of flash, but the cartoon graphics in the background weren’t much more than, as Jackson put it, a painting in the background instead of an environment the player needs to explore. FreeStyle figured it would do something more dynamic. “So we thought, ‘Fuck it, let’s film a movie instead. Let’s film real people, looking at you, and responding to you.’”
Guitar Hero Live is played entirely in first-person view on a stage and in front of a crowd of live people. When you pick a song and venue, the game shifts to a shot following a bearded, tattooed roadie out onto a stage in front of a few thousand screaming fans. The drummer will give you an assertive nod before you start going. Jackson clearly loves the concert feel of his game, and it shows in Live‘s presentation. “You want them to scream at you if you’re doing well,” he said. “We want them to sing the songs along with you if you’re killing it. But if you screwed them up, we want them to tell you you’re screwing up as well.”

Live‘s presentation isn’t wholly successful. Of the two venues I got to try, including a medium-sized arena comparable to New York’s Hammerstein Ballroom and a massive outdoor festival akin to Glastonbury, both suffered from the inevitable feeling of manufactured excitement that comes with an orchestrated concert. Viewed from the outside when you’re not playing, Live has the air of a Super Bowl halftime show, full of sign-wielding super fans jumping up and down furiously regardless of what’s going on. There’s no one in the crowd checking their phones; they’re all too excited. Like any truly great illusion, though, Live‘s filmed action feels best when you’re not looking directly at it noticing its imperfections. When you’re actually playing the game, the effect is fascinating because you only notice the details of the film when something changes. Stumble over a few notes and the screen blurs for a split second and those adoring fans seamlessly turn to giving you confused, disapproving looks. Keep messing up and you swing around to see that drummer staring daggers right at you. The effect is both engrossing and motivating in the right ways.
There’s no one in the crowd checking their phones; they’re all too excited..
The live performances of Guitar Hero Live may not ultimately be what most players spend the bulk of their time with. Included is Guitar Hero TV, the game’s most thoroughly modern feature. Rather than a download store for purchasing new songs of even more annualized disc releases (the flood of which arguably destroyed the series by 2010), Live‘s primary online mode is a set of music video stations. Guitar Hero TV lets you play the game over artists’ videos, like a playable cross between YouTube and Spotify.
“It’s very much like your TV at home,” explained Jackson. Like a cable box, Guitar Hero TV will let you bounce between set channels or pick a tune from an on-demand song list. There’s even a multiplayer component, with a list of scores on the left side of the screen showing you in real time other people who are playing the same song while you are. Guitar Hero TV feels like it’s delivering what previous games in the series and even Rock Band never could: a streaming service that lets you access new content without having to buy a disc or individually download songs.

Whether Guitar Hero TV can deliver on its promise remains to be seen. Only a video showing off its features was on hand, and Jackson was even hesitant to commit to which artists would be available. Newbies like Ed Sheeran were on display alongside classic staples like Blue Album-era Weezer, but beyond that are a lot of question marks. How many songs, how many live performances and many other details about Guitar Hero Live will have to wait for E3 2015 and later in the year, closer to the game’s release according to Activision. Even the briefly discussed Guitar Hero Live mobile version for tablets and phones — which Activision says is exactly the same game as the $100 versions hitting consoles this fall — remains under wraps. Still, FreeStyleGames has done something deeply impressive with Guitar Hero Live; it’s filled a seemingly dead series with life in time for its tin anniversary.
Resurrecting ‘Guitar Hero’ through live rock and robots
Guitar Hero Live is trying to pull off one of the most difficult acts in rock and roll: the return to relevance. Not just a reunion tour feeding off nostalgic fans looking to recapture the good, old days of 2005, but a bona fide resurrection. After a five-year hiatus for the series, FreeStyleGames has taken over. It hopes to bring the rock star simulator back to the prominence that made Guitar Hero 3 the first game to break $1 billion in sales. Its first step: redesigning the iconic guitar, trading its five primary-colored buttons for six black and white keys that mimic actual chord fingerings, but that’s not its primary gambit. Chasing the rock star fantasy that the old games sold even further, this fall’s Guitar Hero Live places you on a real stage with a real band and audience, all filmed from a first-person perspective.
Gone are the bulbous cartoon people that rocked out in the background of Guitar Hero and its sequels. Replacing them are actors playing the band around you, roadies and the massive crowds filling the outdoor festivals and arenas where you play songs like Fall Out Boy’s “My Songs Know What You Did in the Dark.” Play well and the audience adores you. Miss a bunch of notes in a row and the crowd will turn against you faster than a Slayer riff. The transition is instantaneous while you’re playing, which makes the process of capturing the game’s fictional concerts on film all the more impressive.
“It was interesting bringing what we knew about video games into a world about films,” explained Jamie Jackson, creative director on Guitar Hero Live. During my hands-on session with the game, Jackson seemed genuinely pleased with his studio’s foray into a different creative medium. “Just getting a tent, getting the extras from the tent to the stage — that was a chore. And getting them to act how you wanted was even more interesting. I’d come on stage and say to them, ‘All right, this song is going to be on; this is the band; this is how you feel about the band: Go crazy. That was easy. That was funny.”

How do you get a bunch of people at an imaginary concert to behave as you want them to? Conjure up the same emotions that some of the best rock songs do. “We came up with this concept of asking, ‘Who’s ever broken up with somebody?’” said Jackson. “There’s three stages to a breakup, right? The first one is denial. So it starts with the song as it goes wrong; I want you to be in denial. The second stage of a break up is kind of tears of sadness, right? So we want you to be more emotional; we don’t mind if you cry a little bit. Then the third part of breaking up with somebody is that complete abject anger, and hatred. So at the end of the song, throw whatever you’ve got at them. And it worked!”
Unfortunately, the live-action concert feels too manufactured when watching another person play.
Unfortunately, the live-action concert feels too manufactured when watching another person play. It falls prey to the same shortcomings all fake concerts do, in that it can’t help but feel staged when everyone in the crowd is acting the same way. Where are all the people staring at their phones? Where are the couples making out? The effect is far more thorough when you’re actually playing the game. When you’re the one holding the controller, focused on hitting your notes, the illusion is impressively convincing. The seamlessness of the transitions buries the fact that it must have been profoundly difficult to capture the very different audience vibes without making it seem abrupt. FreeStyleGames’ secret to capturing alternate versions of identical shots: robot arms.
Jackson and FreeStyle drew from an unlikely source of inspiration for Guitar Hero Live‘s style. Peter Jackson’s The Hobbit managed to nail the effect of having Ian McKellen’s Gandalf look enormous next to Martin Freeman’s Bilbo Baggins by filming them simultaneously on identical sets that were different sizes. While Bilbo’s in his normal-sized hobbit hole, Gandalf’s in a cramped version where he has to bend low. Cameras mounted on robotic arms, meanwhile, capture identically framed images in both so it seems like the actors are right next to each other; different perspective seamlessly intertwined. “I thought: mind-blowing, now this is fucking cool,” said Jackson of his learning about Peter Jackson’s technique. “We took from it those motion cameras where we can do that same pass every single time. We can do a positive take; we can do a negative take; we could then have them running and switch between them, which means the frame is exactly the same.”

Rather than a live cameraman on stage dodging actors playing instruments and capturing every shot live, FreeStyle had someone frame every shot and then leave the rest to a robot cameraman. The robot would then capture the exact same frames — crowd at peak excitement, crowd wondering why the guitar player is messing up, incensed crowd, etc. — one after another. After each version was shot, they switched between shots on the fly to create the complete concert experience.
“A cameraman is an invaluable asset because they just know how to frame, and they know how to move, and they know how to keep things smooth; and we had a great cameraman do all of that for us,” said Jackson. “Then we take that camera data and then give it to our physical camera, Priscilla. She didn’t need feeding; she didn’t need a break; and she’d do the same shot time after time.”
Of course there are risks that come with using the robot arm.
“Priscilla, she doesn’t stop very quickly. She’ll hit you in the face — she can take your face right off — so we also marked out the danger zone on stage,” said Jackson. “We told the band members, ‘Do not stand in this area. She will take your face off.’ It allowed us to do so many things apart from just having a positive and negative reaction from the band and the crowd.”

Priscilla may have been dangerous, but she’s worth it. Guitar Hero Live still feels like a concert. Even though there are only a few hundred actors in the crowd, a robotic camera capturing the same space over and over again can make them look like thousands of people.
Priscilla may have been dangerous, but she’s worth it.
“There was only about between [200] to 400 people in the crowd,” Jackson admitted. “But once we’d done the passage with the band on stage, we cleared them off, and moved all the crowd back. We changed their clothes, swapped them around, shot another pass, moved them back again and shot another pass. By the end of that, we turned four hundred people into several thousand real people. Then actually we started to fill in with 3D, CG.”
Impressive effect or not, the jury’s out on whether these live performances will make the world fall back in love with Guitar Hero 10 years after the original’s debut. That will be borne out later this year when Guitar Hero Live comes out on PlayStation 4, PlayStation 3, Xbox One, Xbox 360, Wii U and a plethora of still unconfirmed mobile devices.
The ‘Grand Theft Auto V’ Rockstar Editor is exclusive to PC
Anyone who plays Grand Theft Auto V on PC will get a special treat when the game launches tomorrow, April 14. The Rockstar Editor is exclusive to the PC version of GTAV, offering tools that allow players to cut up in-game shots, create unique scenes with hand-selected characters, animals and physics, and basically mess around even more in sunny Los Santos. We’re talking about a movie editor here, not a level editor, meaning players will be able to really rev up their creative engines. Imagine re-creating Furious 7, for example — or maybe even Furious 8 (Now with 150 percent more bald dudes!). Take a look at the sweet editing suite coming to GTAV on PC in the new trailer below.
Source: Rockstar Newswire
Xbox One’s official UK price falls to £300
Plenty of UK retailers are already selling the Xbox One for under £300, but now Microsoft is making this significantly lower price-tag official. Effective immediately, the console will be available from £299.99, or £30 less than before. A spokesperson for Microsoft told Eurogamer that it’s a “UK-only retail promotion,” which suggests the reduction could only be temporary. However, given how Microsoft handled a similar price-drop in the US, we suspect this’ll be a permanent discount before too long, if it’s not one already. By making this the official price, Microsoft is also encouraging retailers to drop the cost of their bundles even further. The console has few exclusives prepped for the first half of 2015 (Halo 5: Guardians and Rise of the Tomb Raider will change that this autumn) but if you’ve been mulling a purchase anyway, now might be a good time to take the plunge.
The best games. The best exclusives. The best time to buy an Xbox One. Now starting at £299.99 http://t.co/Tbep7mapLC pic.twitter.com/uezLFTujkw
– Xbox UK (@xboxuk) April 13, 2015
Filed under: Gaming, Microsoft
Source: Xbox UK
Xbox One adds ‘energy-saving’ option to the set-up process
Anyone who buys a brand new Xbox One will be prompted with a special screen when booting up the console for the first time: A choice between “instant-on” and “energy-saving” power modes. The default in the US is instant-on, which enables updates and content downloads while the console isn’t in use, and lets users yell at their Xbox Ones to turn them on. The energy-saving mode consumes less power and can save players an average of $6 to $15 per year in the US, Microsoft says. This isn’t a new mode, but the move to offer power choices up front follows a March blog post from the National Resources Defense Council that was critical of the Xbox One’s always-on default.
“Although Microsoft reduced the power drain from its ‘instant-on’ mode from 18 watts to 12.5 watts, the mode is still the default when it comes out of the box and the user is not even given the option to disable it during the initial setup,” the NRDC wrote. The new prompt directly addresses this criticism (Side note: Microsoft says instant-on mode uses 15 watts).
Existing Xbox One owners can make the power switch themselves by going to “Power & startup” under Settings. Change your power mode because you want to save some cash, because you’re thinking about the environment, or if you want to hear your significant other scream “XBOX, ON” tonight in increasingly frustrated tones before they figure out it’s just not going to happen.
Filed under: Gaming, HD, Microsoft
Via: Neowin
Source: Xbox Wire
JXE Training Day: What is ‘League of Legends?’ An expert explains
Look no further than the world of eSports for a concrete example of how the very idea of popular culture has warped in the past decade. Just because something is popular with an enormous group of people, that doesn’t mean that it’s truly ubiquitous. When most people see the word “baseball” around the world, they can conjure up the basics. eSports, and all of the many very different games that fall under that banner, still occupy a weird, weird space. Take League of Legends, arguably the most popular eSport in the world. The League of Legends World Championship can net 32 million viewers and all of those viewers can still be called “crazy” by successful, seemingly popular sports reporters while scholarships for League of Legends college players are laughed at. Just because there are millions of fans, that doesn’t mean everyone knows what they’re fans of.
Engadget will be your guide into this world of competition. If you don’t know what eSports are, what a MOBA is or what a League of Legends may be, then we have a show for you. JXE Training Day is a regular eSports show for beginners, introducing competitive games and how to look at them. Our first series begins with an extensive, bi-weekly look at League of Legends.
Our very episode of Training Day will go live at 3PM ET today on Twitch.tv/Joystiq, Engadget.com/gaming, and right here in this post. Come meet our host Loc Tran, a League of Legends tutor and captain of San Jose State University’s ClickAway – Dream Team, as he explains precisely what League of Legends and what a MOBA actually are.
Dig Training Day and all of our streams? Follow us on Twitch.tv/Joystiq. You can also follow Loc on Twitter, Twitch, and Facebook.
[Images: Riot Games]













