Xbox 360’s latest update makes it an even better media center
For a lot of people, now that the Xbox 360 is in its twilight years it’s transforming from a gaming device to more of a media center. It makes sense then that the first update going out to the console’s preview program members is support for bigger external hard drives. Just how big? Two terabytes. Larry “Major Nelson” Hryb writes that the system won’t reserve space on your drives in advance anymore, either — if you only need 16GB for games, it’ll only use 16GB for games. However! If you already have space dedicated to Xbox 360 storage you’ll need to clear that before you can take full advantage of all that new room for game-related content. The functionality hits everyone’s consoles sometime later this year.
[Image credit: Blakkos/Flickr]
Filed under: Gaming, Home Entertainment, Storage, HD, Microsoft
Source: Major Nelson
The man who left behind $78 million to revamp a classic space shooter
Eric Peterson has dedicated 20 years of his life to the video game industry, handling development and production in startups and large studios alike. He has a passion for space games, and in April 2012, he helped found Cloud Imperium Games, the studio building Chris Roberts’ massive interstellar simulator Star Citizen. Cloud Imperium has since raised $78.6 million from nearly 900,000 dedicated fans, with more adding to the pot every day; it’s the largest and most ridiculous crowdfunding campaign in gaming history. Late last year, Peterson walked away from Cloud Imperium, Star Citizen and that pile of cash. Not because he wasn’t into the game anymore; he just didn’t want to leave his home in Austin, Texas.
“I loved working on the project; I just didn’t want to move to Los Angeles,” Peterson says. “They’re my friends. Look, I built that company with them. … It’s just that, I’ve made sacrifices before in this industry for games that almost cost me personally with my family. So I’m just not willing to do that anymore. The priorities for me are family first.”
Family may come first, but it’s followed closely by his new passion project, Descent: Underground. It’s a new take on the classic space shooter, Descent, and Peterson is trying out his crowdfunding luck once again. His new company, Descendent Studios, is looking to raise $600,000 on Kickstarter to make the game a reality. The campaign ends on Friday, April 10th, and as Peterson and I talk, it’s about $120,000 shy of that final goal. Still, he’s “cautiously optimistic” that things will work out. He’s done the research: Kickstarter projects that are 60 percent funded by their final two days receive a 40 percent boost in donations right at the end.
“We don’t go into anything planning to fail,” Peterson says. “There are other options that we’ve discussed, but right now we’re totally focused on getting the Kickstarter to the finish line. … Kickstarters are kind of a weird deal, where you have to capture that imagination in the timeframe that you’re given, or else you don’t get anything. We are in the final days. We’ve done pretty well so far.”
Peterson witnessed the miraculous nature of Kickstarter first-hand with Star Citizen, a campaign that asked for $500,000 and ended up with more than $2 million. Funding for Star Citizen continues on its own website, and Peterson will use this same model for Descent: Underground.
“If we came out and said we wanted to do the whole big experience with single-player and everything, we’d be between $1.5 and $2 million.”
The Descent: Underground Kickstarter is step one: $600,000 is a lot of dough, but it’s only enough to fund the main multiplayer portion of the game. Descendent Studios plans to add a robust single-player campaign and user-created content (with revenue share for successful creators), but the initial game will not contain every aspect on Peterson’s production list. The Kickstarter campaign promises an introductory single-player mission, cooperative play and multiplayer modes, with a variety of ships and maps. After that, the full Descent: Underground will essentially be released in phases.
“If we came out and said we wanted to do the whole big experience with single-player and everything, we’d be between $1.5 and $2 million,” Peterson says. “I think that’s probably too high for Kickstarter today, at least for us as developers.”
The team didn’t even set out to build a new Descent game. After all, Peterson notes, anyone who wants to boot up Interplay’s original Descent can do so now. Peterson did want to build a space shooter with six degrees of freedom, meaning the ships can move in ways that mimic real space shuttles or planes, and he was a longtime fan of Descent‘s mazelike corridors and tight-quarters battles.
“We were building a six-degrees-of-freedom game called Ships That Fight Underground, or STFU for short as a working title,” Peterson says. “And we were approached by Interplay, who said, ‘Would you guys like to do Descent?’ Of course the obvious answer is, ‘Heck yeah.’”
Building something in the Descent universe brings its own set of issues. Nostalgia is a driving force for many backers, though the game is something different in every player’s memory. To some players, it’s a maze-solving kind of game, while others loved it for the co-op and still more fondly recall the competitive multiplayer experience.
“The one thing we didn’t see or didn’t understand was how fractured or how different everybody views what Descent was,” Peterson says. “Descent, to each individual person, is a different thing. … As we’re going through this, we have to make sure that we are satisfying all of those people with what we’re developing and giving those people something that scratches that itch.”
Of course Descendent Studios can’t rely on the nostalgia market alone.
“My kids are 16 and 12,” Peterson says. “They’ve never played the original and they look at it now and say, ‘Well, those graphics look bad.’ It probably wouldn’t hold their attention as much as some of the games that are out there today that have all of these other, richer experiences. We want to make sure that we get both. Most people on Kickstarter, honestly, have never played Descent.”

The new Descent: Underground will feature all of the modern bells and whistles that Peterson’s kids expect, including achievements, unlocks, modding and a class system that makes each ship powerful in its own way. The goal is to create a fun, arcade-like experience, where players can load up a game and play for just 20 minutes at a time, if they want.
First, Descent: Underground needs to raise $600,000. Peterson isn’t planning on failing, but this is a potential reality he has to consider: If the Kickstarter doesn’t make it, Descendent Studios may not exist anymore.
“You can scream in the wind and publishers are not going to listen.”
“We’re all working right now for free,” he says. “Essentially this is a passion project. I put in quite a bit of money out of my own pocket to make this work, so that we have lights, an office, all this other stuff.”
Kickstarter is Peterson’s opportunity to turn passion into a product. He loves Kickstarter, he says. It gives people the ability to create cool and innovative stuff, if the project picks up speed, if enough people back it, if it looks fun to a large enough audience with deep enough pockets.
“People have a voice, but you can scream in the wind and publishers are not going to listen,” Peterson says. “They’ve got their numbers; they’ve got their bottom line. ‘We’re going to make another Call of Duty,’ whatever, right? So, what Kickstarter allows people to do is to create cool and innovative stuff.”
If enough people support those cool projects. If enough people support Descent: Underground.
‘Deus Ex: Mankind Divided’ pre-orders live now
Pre-orders for Deus Ex: Mankind Divided are live today via the game’s official site, open to pure humans and transhumans alike. (The site is down at the moment, but it should be “back soon”). Mankind Divided is in development for PS4, Xbox One and PC, and it doesn’t have an official release date. Yes, you can pre-order a game that was revealed, without many details, just minutes ago and that doesn’t yet have a release date. Welcome to the future.
Mankind Divided is the follow-up to Deus Ex: Human Revolution and it’s set two years after that game, in 2029, when people with technologically augmented bodies are at war with unaltered humans. Details about the game leaked yesterday, right in the middle of Square Enix and Eidos Montreal’s days-long teaser campaign featuring a Twitch stream of a man locked in a futuristic-looking cell. He spoke of transhumans forced to live in ghettoes and he vowed to fight for freedom. “We are stronger, faster, smarter,” the man read to the camera. “We have transcended our fears and because of this you have declared war. And so we will fight for the respect we deserve.”
Mankind Divided will have a heavy focus on player choice, and this idea was integrated into the Twitch teaser: At one point, viewers decided if the man should “resist” or “collaborate” with his captors by typing their choices into the chat (they chose “resist”). Square Enix officially revealed Mankind Divided with a pretty, action-packed, CG trailer, which you can view below.
Source: Square Enix
Two popular 3DS games get sequels on smartphones and tablets

New games in two acclaimed 3DS franchises, Professor Layton and Fantasy Life, are heading exclusively to iOS and Android. During an event today, Japanese developer Level-5 announced it will bring Professor Layton and Fantasy Life to smartphones and tablets in Japan only (for now). Siliconera reports the next Professor Layton game is called Layton 7 and it seems to be a departure from the series’ puzzle-solving roots, offering a card game with fortune-telling aspects where players attempt to figure out who the “Vampire” is. The new Fantasy Life game, Fantasy Life 2: Two Moons and the Village of God, sticks closely to the franchise’s role-playing script but offers more city-building options, Siliconera says.
Layton 7 and Fantasy Life 2 are due out for iOS and Android devices in Japan in the summer. Level-5 revealed Layton 7 in 2013 and at the time it said the game would come to 3DS as well as mobile devices, though Nintendo’s handheld was absent from today’s announcements. Nintendo is a new passenger on the smartphone and tablet train: In March it announced an initiative to create original games for mobile devices as part of a partnership with handheld platform developer DeNA.
Level-5 also revealed today that Yo-Kai Watch, a creature-collecting game for 3DS that’s extremely popular in Japan, is heading to North America, Europe, Latin America, Korea, New Zealand and Australia. Nintendo is publishing the series, and Hasbro will manufacture toys related to the game. Siliconera reports that Yo-Kai Watch is due out in North America in 2016.
YO-KAI WATCH, the charming RPG that is an absolute sensation in Japan, is coming to the U.S. on #3DS! pic.twitter.com/F9Whr5LOOM
– Nintendo of America (@NintendoAmerica) April 7, 2015
[Image credit: Level-5]
Filed under: Gaming, Handhelds, HD, Nintendo
Via: The Verge
Source: Siliconera
JXE Streams: We conquer our fear of ‘Dark Souls 2’ on PS4
It’s been just under two weeks since Bloodborne brutalized me on JXE Streams. After years of building up the gumption to actually tackle one of From Software’s vicious action role-playing games, I finally braved its rank, monster-filled hallways. Know what? I loved it; the tension, the terror and the challenge are intoxicating. Not content to only explore Bloodborne‘s Victorian nightmare, I’ve decided to finally try its swords-and-sorcery predecessor, Dark Souls 2. We streamed Dark Souls 2 when it came out on PC in 2014, but this is the brand new PlayStation 4 version. We’ll play it for the first time live, for your pleasure.
Tune in right here, to Twitch.tv/Joystiq or at the top of Engadget.com/gaming at 3PM ET to check out the first two hours of Dark Souls 2. Have we played it before? Never. Are we going to die a whole hell of a lot for you? You know it.
If you dig the stream, please make sure to follow us on Twitch! That way you’ll know when we go live. If you want to know what we’ll be streaming in the coming weeks, bookmark Engadget.com/gaming to check out our schedule.
[We’re playing a retail copy of Dark Souls 2 on PlayStation 4 streamed through an Elgato Capture HD via OBS at 720p.]
[Images: Bandai Namco]
‘Skullgirls’ on PS4 will let you brawl with your PS3 friends
If you were quick to buy a PlayStation 4 or Xbox One, you’ve probably had that horrible moment when you realized that your friends with last-generation systems couldn’t join you in online games. You won’t have to leave them behind when Skullgirls arrives, however. The fighting game’s senior animator, Jonathan Kim, has confirmed that the PS4 version will let you take on PS3 opponents. The notion of a cross-platform strategy isn’t completely new, since titles like Guilty Gear Xrd Sign do it. Still, it’s helping to establish a welcome trend — you may not always have to abandon your favorite players to get a new console, or feel pressured to upgrade just to keep up with the Joneses.
Filed under: Gaming
Via: NeoGAF
Source: Jonathan Kim (Twitter)
Claim your PlayStation Vita settlement credit now
If you’ve been anxiously waiting to claim the credit Sony owes you after it settled with the Federal Trade Commission over misleading PlayStation Vita ads, you’ll be glad to hear that you can finally take action. The company handling Sony’s settlements has launched a website that lets you file a claim so long as you bought a Vita in the US before June 1st, 2012. The options are fairly tempting. You can receive a $25 check or PSN credit if you’re only concerned about the bottom line, but you can also choose from one of three bundles with decent (if aging) games like the God of War Collection and Uncharted: Golden Abyss. Be sure to move quickly, whatever you do — you have to file for compensation by June 29th.
Via: Kotaku
Source: PlayStation Vita Claims
SyFy picks up a ‘Nerdist News’ TV pilot
One day, TV will be all nerdy, all the time. Until then, Nerdist News is putting together a 30-minute pilot for SyFy, featuring its own brand of off-beat current events and silly gags. The Nerdist News TV show will air once a week, executive produced by Nerdist Industries CEO and @midnight host Chris Hardwick, alongside Talking Dead executive producer Brandon Monk. Nerdist News host Jessica Chobot announced the new initiative in a video, noting that the online version of the show isn’t going anywhere. “We can’t tell you too much more right now because there’s a lot of dark magic that needs to happen before it can get to your TVs and we have no idea of when it even would,” she says. Eagle-eyed observers will spot a familiar face covered by a Project Morpheus headset around 0:47 into the announcement video. (Hi, Joseph!)
Filed under: Misc, Gaming, Science, Alt
Source: Nerdist News
‘Grand Theft Auto V’ at 60 frames per second looks incredible
I know, I know: The PC version of Grand Theft Auto V seems like it’s been delayed at least a dozen times, but maybe the snazzy new 1080p, 60FPS trailer below will help heal those old wounds. Predictably, it looks gorgeous and should give the PC master race something to antagonize console gamers with for just a bit longer — last fall’s current-gen re-releases couldn’t hit that silky frame rate or quite that level of detail. The sun reflecting off those slow-mo shell casings is pretty great, right? Come April 14th you’ll be able to see that sort of thing first-hand, and then regale us with your tales of glory when we stream it on Twitch the following week.
http://www.rockstargames.com/videoplayer?id=11267
Filed under: Desktops, Gaming, Home Entertainment, HD
Source: Rockstar Games
Inside the UK’s first dedicated eSports arena
The sound of gunfire echoes across the room, followed by an approving roar from the crowd. A five-man team called “Ninjas in Pyjamas” has taken the lead and fans can hardly contain their excitement. Another counter-terrorist suddenly drops to the floor and the noise from the crowd rises again, as two suit-clad presenters babble feverishly into headsets about the tactics at play. There’s no time for celebration though. The players remain fixated on their PC monitors, fingers dancing across keyboards and mice as they guide their virtual characters around an abandoned warehouse complex.
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Welcome to “eSports,” the highest level of competition for video games. Players around the world practise tirelessly in the hope of making the upper echelons of their favourite title, where professional teams, lucrative sponsorships and huge cash prizes await. Inside the new “Gfinity Arena,” on an overcast Friday afternoon, four teams face off in a new tournament for Counter-Strike: Global Offensive, a tactical shooter developed by Valve. On a normal day, these teams would be competing online, from the comfort of their bedrooms or dedicated squad houses. But the popularity of eSports has given birth to physical tournaments where players compete side-by-side, with adoring fans celebrating every kill.
Gfinity is an eSports organiser based in the UK, catering for some of the biggest games including League of Legends and StarCraft II, as well as British favourites such as Call of Duty, FIFA and Halo. It’s only been operating for a couple of years, but already management has decided to take the plunge with the UK’s first dedicated eSports venue. A permanent fixture is incredibly rare for eSports; the biggest and most reputable competitions, such as Evo and The International, are annual affairs that represent the pinnacle of their respective games. An “arena” that stays open all year round is a far riskier proposition. The number of people watching eSports online continues to grow, but no-one knows if that huge volume will translate to consistent audiences in the real world.

“The demand is there,” Neville Upton, CEO of Gfinity says. “If we want to raise our game and get a higher level of quality and production, having a fixed site makes a big difference. If you’re always moving around and setting up kit, it’s hard work and it’s more difficult to focus on quality. Now we can just focus on the players, the spectators and the experience because everything is rigged up and ready to go. So every time we do an event, it’s going to get better and better, because we’ll be focusing on the quality of the output.”
The “Gfinity Arena” isn’t a stadium like Wembley or the Bernabeu. The company partnered with Vue, one of the biggest cinema chains in the UK, to convert part of its theatre inside the Fulham Broadway shopping centre. It’s still a cinema, first and foremost, but Gfinity has turned three of the screens and some of the adjoining rooms into a professional gamer’s paradise. Two of the screens have been set aside for the competitions themselves; each one is fitted with two glass booths, where up to five players can sit inside with monstrous desktop PCs. A huge screen overhead gives an overview of the action, while smaller monitors underneath track the individual players. Bright spotlights sweep across the crowd and commentators chatter in front of a small backdrop at the side of the room.
It’s like a boxing match, music concert and film premiere all rolled into one. Presenters in a separate studio preview each game and offer their best post-match analysis, culminating in a show not too dissimilar to Match of the Day. Gfinity doesn’t have the history of a legacy broadcaster, so the production is a little rough around the edges, but none of the fans in the theatre seem to mind. They’re here to watch their favourite players duke it out and the action alone is enough to sustain their enthusiasm. As the players begin a new round, the crowd hushes while each team disperses from their respective corner of the map.
“At this point, everyone on our team isn’t really in it for the money,” Sean Gares, a member of the Cloud9 Counter-Strike team says. “We’ve all played this game for so long, and had dry spells where there was no money, so we understand what it’s like to not have Counter-Strike be the source of income that it is right now. It’s about winning, and about making sure we’re on top of our game and doing the most we can to succeed.”

Cloud9 is sponsored by a host of companies including Logitech, Alienware and HTC. All of their Counter-Strike players are professionals, which means they’re earning a respectable living from video games alone. Counter-Strike is one of the oldest franchises in the eSports scene, and doesn’t attract the same level of funding as League of Legends, Dota 2 or StarCraft II. While the latest instalment, Global Offensive, has given the game a new lease of life, players know their time in the spotlight will eventually come to an end.
“If I really wanted to go get a job in the eSports industry now, I could probably work in product development for one of my sponsors or something. But that’s not how I view it,” Jordan Gilbert, another member of the Cloud9 team says. “I just know that I could make a living if I needed to support myself. But the whole point of doing this is that we’re at the forefront of eSports, something that’s developing right now. It’s an honour to be a part of that and obviously I did it for a while without being able to make a living. But now it’s not crazy for me to say I can make six figures in a year if I work hard and do a good job.”

Gilbert and Gares are keen to support the new Gfinity Arena in London, and with good reason; any Counter-Strike tournament, no matter how big or small, could raise the profile and develop the community around their favourite game. If there’s prize money involved, it’ll obviously benefit the professionals in particular, but any organised competition could attract new viewers and players at the grassroots level. And all of that ties into Gfinity’s vision. The company has a six-month season planned with regular competitions for all of the top games. An organised tournament is set to take place every weekend, but the company wants to go further with corporate and community-centric events.
“We’re going to do charity events and ‘Play like a Pro’ style events so people can come down and see what it’s like,” Upton says. “We’re going to do corporate events too. Companies have five-a-side football teams, so there’s no reason why they shouldn’t have FIFA teams, Call of Duty teams, Counter-Strike teams and Hearthstone teams.”
The new Gfinity Arena isn’t without its problems. Outside of the screens themselves, the decor isn’t particularly impressive. The walls and doors are plastered with Gfinity posters and branding, but it still feels like a temporary venue. The press room is effectively an empty cinema screen and beyond the two main stages, there’s little for spectators to see and do. The tournament on Friday night was also overshadowed by technical difficulties during the first match. It’s a rocky start, but a start nonetheless. Gfinity has plenty of time to build on this foundation and make its eSports venue a best-in-class experience.

But that’s no easy feat. Just like real sports, each eSports game is drastically different. The players’ equipment, the competition formats and the rules vary dramatically from one title to another. Gfinity has to be experts in all of them, and attract the relevant commentators and players that will make each tournament a success. Without this level of expertise, the company risks the trust of the community and, as a result, future ticket sales.
Serving the audience is one thing, but Gfinity knows they need to make their arena accommodating to players, too, if they want to be considered a leader in eSports. “The top players are professional sports people,” Upton says. “They train incredibly hard and they put a lot of commitment into coming over here, training and playing, so you need to look after them. Both in terms of giving them the right platform to play on, and a competitive environment, but also just the basics. So we made a few mistakes to begin with, like you always do. For instance, giving players the wrong food — you suddenly realise that what they really want is pizza, as well as peanut butter and jelly sandwiches.”

The UK is a small figure on the global eSports stage. But a venue like the Gfinity Arena, if successful, could help the region to raise its profile. Attracting the best players from around the world will give British teams better access to top-level competition, so they might improve their positions in the world rankings. Each tournament will also raise public awareness of eSports, and hopefully encourage new players to join competitive teams.
But for now, it’s early days; an ambitious idea with enormous potential. There’s plenty of ways that Gfinity could improve its first eSports arena, but already the company seems to be nailing most of the fundamentals. I’ve never played Counter-Strike: Global Offensive before, but within minutes of taking my seat I was captivated by the firefight between “Ninjas in Pyjamas” and “Gamers2.” That has to count for something, right?
Filed under: Gaming












