Xbox handheld game console isn’t in the books, says Xbox lead Phil Spencer
Microsoft’s new Xbox head Phil Spencer doesn’t think an Xbox gaming handheld makes sense. Spencer took to Twitter yesterday afternoon in a surprisingly candid conversation with fans, one of whom asked if Microsoft is pursuing, “a handheld Xbox One-like gaming device at E3 or in the future.” Spencer responded with a frank, “I don’t think we’ll do a dedicated handheld gaming device.” To him, Windows Phone and tablets make more sense. “Maybe with controller support someday,” he said. That should put to bed rumors of an “Xbox Surface” for now.
Spencer also offered a taste of what his team is showing at this June’s gaming trade show, though it shouldn’t be a big surprise: games, lots of games. That’s new IP, sequels to existing franchises, and, apparently, throwbacks to “neglected” franchises that Microsoft owns. Also not a huge surprise considering the recent relaunch of Killer Instinct, but we’re fascinated to see what else could get the reboot treatment. Crimson Skies, perhaps?
[Image credit: Ben Heck]
Filed under: Gaming, Handhelds, Software, HD, Microsoft
Source: Twitter
Oculus fires back at IP theft claims: ‘Zenimax has never contributed any IP or technology to Oculus,’ never made claims pre-Facebook purchase

When word came out last week that Oculus VR chief technology officer John Carmack was being accused by his former employer of stealing intellectual property for use in his new gig, the nascent Facebook subsidiary only issue a cursory statement: “It’s unfortunate, but when there’s this type of transaction, people come out of the woodwork with ridiculous and absurd claims. We intend to vigorously defend Oculus and its investors to the fullest extent.” The company’s expanding on that statement today, and pushing back on the claims made by Zenimax.
“We are disappointed but not surprised by Zenimax’s actions and we will prove that all of its claims are false,” the statement from Oculus reads. The company then lays out a list of refutations to Zenimax’s claims. Some highlights:
- There is not a line of Zenimax code or any of its technology in any Oculus products.
- Zenimax did not pursue claims against Oculus for IP or technology, Zenimax has never contributed any IP or technology to Oculus, and only after the Facebook deal was announced has Zenimax now made these claims through its lawyers.
Further, Oculus’ statements outs some interesting details about the history of Zenimax working with Palmer Luckey on VR in the past few years. For instance, Oculus claims that, “A key reason that John permanently left Zenimax in August of 2013 was that Zenimax prevented John from working on VR, and stopped investing in VR games across the company.” Interestingly, though Carmack’s departure from id Software (a development studio he co-founded, now owned by Zenimax Media) was announced in August 2013, both Oculus and Zenimax danced around the terms of the arrangement. It wasn’t until November of last year that Carmack supposedly joined Oculus full-time/left id Software completely.
Folks who’ve been following the Oculus story from the beginning will remember a promised Doom 3 BFG version that was set to ship with the original Kickstarter Oculus Rift. That bonus was eventually canned, and replaced with credit on Valve’s Steam game store. According to today’s statement from Oculus, “Zenimax canceled VR support for Doom 3 BFG when Oculus refused Zenimax’s demands for a non-dilutable equity stake in Oculus.”
That last bit means, “Oculus didn’t want to give Zenimax as much of an ownership stake in Oculus as Zenimax wanted, so Zenimax pulled support for a Rift-related product.” So, arguments over money then.
One last bit that Oculus points out is that the full Oculus SDK is online (available here), and “Zenimax has never identified any ‘stolen’ code or technology” in that source. That sounds like a job for the internet! Do you folks see any code in there that stands out? Feel free to let us know!
Joystiq Weekly: transferring destiny, final fantasies and light-children
Welcome to the Joystiq Weekly wrap-up where we present some of the best stories and biggest gaming news from our sister-publication.
- Joystiq’s Ludwig Kietzmann’s been playing Final Fantasty X again and has chronicled what the JRPG did differently from its many predecessors.
But there’s simply no soul in Child of Light, no emotional attachment to keep you pressing on into the darkness. There isn’t even a good addictive hook … It’s all lovely and pleasant and well-crafted – and hollow. If you play Child of Light, you will almost assuredly enjoy your time with it, and then put it away and never think about it ever again.
As the Beastie Boys so eloquently put it, that’s it, that’s all, that’s all there is! Check back next Sunday for another recap, or, you know, head over to Joystiq and catch each story as it breaks.
[Image credit: John Flinchbaugh/Flickr]
Filed under: Gaming, Home Entertainment, HD
Source: Joystiq
Variety: Microsoft finds a co-op partner in Showtime for Halo TV series
It’s been almost a year since Microsoft first announced its live-action Halo TV series, but the amount we know about it hasn’t exactly changed that much. That stops now, as we’ve learned that Redmond and premium network Showtime are deep in talks to tag-team distribution, according to a recent Variety report. Apparently, the program is scheduled to debut first on the cable channel and then become available on the Xbox platform with “enhanced interactivity” of some sort. A deal with a pair of showrunners is also close to being locked, as Variety tells it, which indicates that at least some progress has been made toward moving into production. With this not surfacing during Microsoft’s original-programming focused event earlier this week, though, it’s possible that we could hear new details (or maybe even see some video evidence) of the Spielberg-produced drama come E3.
Filed under: Cameras, Gaming, HD, Microsoft
Source: Variety
Microsoft wants you to help improve Kinect 2.0’s voice recognition
Using the Xbox One’s Kinect for voice commands is still pretty hit-or-miss for many, and Microsoft knows it. With the console’s next update, Redmond is adding an option for speech data collection as a way to crowdsource the sensor’s improvement. Writing on his blog, Xbox’s Major Nelson says that the more voice samples the company has to add to its algorithms, the more accurate the console can be. If you aren’t keen on the company collecting samples of your voice (which is entirely understandable!), it’s an entirely opt-in process. Should you want to help out, however, all you need to do is dip into the console’s privacy settings and enable it. This isn’t the first time that Microsoft has done such, though — a similar function was in place on the Xbox 360 as well.
The update also brings in a few user-requested features, too. The Xbox One is also getting a sound mixer for snapped apps and volume control for voice chat. The former gives you control over which app on-screen is the louder of the pair — perfect for listening to The Daily Show in the background while trouncing ghosts in Forza 5, we’d imagine — while the latter allows for control of volume levels if you’re using Kinect for voice chat.

What’s more, the on-demand system update button that arrived with the last …update is finally getting some action. This’ll allow you to grab the latest system software as soon as it becomes available — no more waiting for the roll-out fairy.
Filed under: Gaming, Home Entertainment, HD, Microsoft
Source: Major Nelson
Reuters: Comcast, EA working on a deal for Madden, FIFA and PvZ on cable boxes
Despite our long wait for a next-gen Sega Channel, the rise of gaming on new platforms and recent push of cloud gaming services, our cable and satellite TV boxes mostly stuck to just video. That could change soon, according to a report by Reuters that Comcast and EA are close to a deal. According to the paper, that could put games like FIFA, Madden, Monopoly and Plants vs. Zombies on sale via the new X1 platform Comcast is rolling out across the country. Probably not coincidentally, this post-Cable Show rumor also arrives just as Comcast is pushing to get its merger with Time Warner Cable approved. This would put the company’s boxes in competition with Xbox and PlayStation (which has its own cloud gaming service in testing), gaming-ready set-top boxes from Amazon and Roku, and even rumored setups from the likes of Google and Apple.
Microsoft has been all about overtaking TV input one with its Xbox One console, but Comcast (or other TV providers) could also put gaming a click away from TV with a solution like this. So far a limited feature rollout by the cable company has brought streaming music from Pandora and movies customers can purchase instead of just renting, but that doesn’t necessarily mean its ready to play in the gaming arena. The rumor suggests tablet control, so unless we hear something about gamepads like the ones the Fire TV has, this might not cut it for serious gamers. Of course, until a deal is inked and there’s any kind of release date suggested, these are no more concrete than similar rumors that circulated in late 2012, but at least we can take a trip back to the 90s in the video below.
Filed under: Gaming, Home Entertainment, HD
Source: Reuters
Game values your PS3 and five games at £100 in console upgrade promotion
A long bank holiday weekend is the perfect excuse to spend a little bit more time than you would normally in front of your TV, controller in hand. If the impending opportunity to do just that has you mulling an investment in one of Microsoft or Sony’s newest consoles, then retailer Game is happy to nudge you in that direction with a trade-in promotion that takes at least £100 of the console asking prices. From today (May 2nd) until next Thursday (May 8th), bringing a 250GB or 320GB PS3 slim and five games into a Game store will allow you to leave with a PS4 for £250 (£100 off the regular price). Similarly, you can swap a 250GB Xbox 360 slim, five games and £270 for an Xbox One plus Titanfall (a £110 saving).
As attractive as those discounted prices are, however, we’d have trouble letting go of a console and five games for a fraction of their purchase price. It’s a convenient way of stepping up a generation, sure, but it’s Game who’s getting the better end of the deal. We’re not saying you’ll get massively improved offers for the same gear elsewhere, but is nostalgia worth nothing to you monsters?

Filed under: Gaming, Sony, Microsoft
Via: MCV
Call of Duty: Advanced Warfare trailer features futuristic action, Kevin Spacey
With Call of Duty being one of the most successful game franchises out there, you know there’s always going to be a next one. Well, the first trailer for that game has dropped, revealing its full title of Call of Duty: Advanced Warfare, and Kevin Spacey. The House of Cards actor appears to be cast in the role of a powerful, politically driven antihero (how original), but what we’re more interested in is the little hints of new and changing gameplay elements. Just as CoD 4: Modern Warfare brought the series out of the WWII era, Advanced Warfare will send us further into the future, as the presence of spider tanks, hover bikes, the ‘copters from Avatar and weaponized exoskeletons suggests. The trailer shows super jumping too many times for it not to be one of the new mechanics, which we assume will be joined by cloaking and a perk that lets you see through walls — it looks something like the Active Radar Pulse from Titanfall in the fleeting clip, if you’ve been playing any of that recently. There’s also soldiers shown scaling walls with special gloves and unravelling a section of plantable cover, but as the whole trailer is shot cut-scene style, there’s no telling what gameplay elements you will actually be able to use, and whether they’ll be single-player or multiplayer only.
Call of Duty: Advanced Warfare is being developed by Activision and Sledgehammer Games, a lesser-known studio that had a hand in creating Modern Warfare 3. This trailer footage comes from an Xbox One, but you can bet Advanced Warfare will also come to the PS4 and PCs, at the very least. With the hype train now rolling, you can bet we’ll be hearing a lot more about the game before its release date of November 4th this year. Trailer below the fold.
Filed under: Gaming, HD, Sony, Microsoft
Source: YouTube
The true story of the worst video game in history
“E.T. was the death of Atari.” If you believe the urban legend, then that game, based on Steven Spielberg’s blockbuster movie, is the sole reason Atari flopped in the 1980s. As the myth went, the company, allegedly so ashamed of the game, decided to bury millions of unsold cartridges in the New Mexico desert and cover them with a slab of concrete; a curious tale we now know to be true. Like the oral histories passed down from one generation to the next, though, certain details of the story behind E.T.‘s genesis and Atari’s demise have been lost along the way, and mild inaccuracies have become fact. To find out what really happened more than 30 years ago, we went straight to the man who made the game: former Atari developer Howard Scott Warshaw. This is his story.
THE BURLINGTON FACTOR
By the time he’d been approached to take on the E.T. project in the summer of 1982, Warshaw had been with Atari for some 17 months. During which time, he’d already developed and shipped two games, Yars’ Revenge and Raiders of the Lost Ark, almost singlehandedly. The E.T. team consisted of only three people: a graphics designer, a composer for the game’s opening song and Warshaw himself. “I did everything else in the game: all the design, all the programming, all the sweating. That was all me,” he said laughing.
Three decades ago, that was common. Today? Even among the nimble indie scene, that’s mostly an exception. As Warshaw explained, under the leadership of CEO Ray Kassar, Atari underwent a transformation from being a technically innovative company to one focused on licensed games. “Once you had that property tie-in, that’s all there was to a game,” he said. “All you needed was something to stick in a box and sell. Development got shorted.”
Not everyone could handle that working environment. Warshaw said that he saw more nervous breakdowns in the Atari offices than any place he’d ever worked; something he said was common in software development. “Literally, you’d see vans pulling up to take people away from Atari who’d kind of lost it,” he said. “Fortunately, it wasn’t ‘going postal’ types of stuff, but people literally got carted away because they lost their minds at work.”
Warshaw believes E.T. would have never happened had Atari founder Nolan Bushnell still been running the show. Under that leadership, games were only put to market once they were fun. “There was no pressure to release something,” he said. “I seriously doubt that [E.T.] would have been released by QA after five weeks of development.”
TAKING THE MOUND
In late summer of 1982, Kassar called Warshaw and offered him the chance to develop the game. Compounding the already tight deadline, Warshaw had a mere two days to come up with the game’s design document before presenting it to Spielberg in Los Angeles.
“We’re presenting the design; I laid out the whole plan and at the end of the presentation, Spielberg looks at me and says, ‘Couldn’t you do something more like Pac-Man?’ I was flabbergasted,” he said. “Of all the people in the world, Steven Spielberg suggested that I do a knock-off! My impulse was to say to him, ‘Well gee, Steven, couldn’t you do something like The Day the Earth Stood Still?’ But, you know, I didn’t say that. It was Steven Spielberg.”
“In retrospect, [taking Spielberg’s advice] might not have been such a bad idea,” he said laughing.

EXTENDED CRUNCH
Much like today, game publishers 30 years ago had a razor-sharp focus on releasing their titles in time for the holiday shopping season. In a 2005 interview with The A.V. Club, Warshaw said that Atari waited a long time to negotiate the licensing rights for E.T. with Spielberg, and that those talks continued deep into July. The price of that license? Somewhere in the neighborhood of $22 million. Combined with the hard September 1st manufacturing deadline, that left a little over five weeks for development. “E.T. was an emergency situation that the company created,” said Warshaw. “They paid too much for the license and left us too little time to do the game.”
Warshaw said that once development had started, there was jealousy around the office because he’d just come off of working with Spielberg on the Raiders tie-in. During a department meeting on July 26th, 1982, he called everyone’s bluff. “I stood up and said, ‘E.T. is due September 1st; does anyone else want to do it?’ Nobody volunteered.”
“I laid out the whole plan and at the end of the presentation, Spielberg looks at me and says, ‘Couldn’t you do something more like Pac-Man?’ I was flabbergasted.”
Crunch period in modern game development can last more than a year, with nearly everyone on staff working 80 or more hours per week to make a game’s ship date. Labor can be spread across multiple studios (and sometimes even multiple continents), with entire game features and modes being assigned to different teams to help lighten the load. Warshaw didn’t have any of those luxuries. To take advantage of every minute at his disposal, he had a developer workstation installed in his home. He said that he didn’t quite work on the game for 24 hours a day, but added that it was an incredibly grueling five weeks of his life.
“E.T. was all about the deadline,” Warshaw said. “It was absurd.” With Raiders of the Lost Ark, he had nearly nine months of development time. E.T. had to be done in just a fraction of that. Instead of panicking, though, he treated his schedule as a design problem. “You don’t try to do a six-month game in five weeks,” he said. “When I accepted the challenge, I designed a game that could be done in five weeks — there is much debate about the playability.” Delaying a game to ensure a quality release was not par for the course at Atari. Profits, on the other hand, were.

FALLOUT: NEW MEXICO
Tepid consumer reception, coupled with a reported 2.5 million (or more) unsold cartridges, meant that Atari had a lot of excess software on its hands. That December, Kassar dumped 5,000 shares of company stock mere minutes before Atari issued a press release stating that fiscal results for the year were “substantially” below expectations. The company posted a $310.5 million loss in 1983′s second quarter, and it took until September of that year for the SEC to charge Kassar for insider trading. The day after the ruling, The New York Times reported that spectators were kept at bay as Atari dumped 14 truckloads of game carts and equipment into the Alamogordo, New Mexico, landfill and covered the pile with cement. “[E.T.‘s] certainly not the sole factor that played into the failure of Atari,” Warshaw told us. “It was a byproduct of the philosophies that created Atari’s failures.”
“You don’t try to do a six-month game in five weeks. When I accepted the challenge, I designed a game that could be done in five weeks.”
Until this week, not even Warshaw believed that Atari’s silicon mass grave was more than a rumor. “It doesn’t make any sense, but as soon as you come from a place of making sense, you’re losing touch with Atari,” he said, laughing. “What company in financial trouble does that? That’s why I always figured it wasn’t there.”
Warshaw didn’t need closure from the excavation; he’d already gotten that when he finished the game. His reaction to the discovery of the E.T. trash heap, though, was one of joy and satisfaction. “Something I’d done 30 years ago is still generating interest and discourse today – that feels very special.”
ROLL CREDITS
Since parting ways with the company in 1984, Warshaw’s made several documentaries (including one about Atari, naturally), written books and even had art featured at the Museum of Modern Art. These days, he’s a therapist in Silicon Valley, a job he says is the first one he’s loved in 30 years. “It all comes full circle, right? I used to entertain a lot of these same people. Now what I really enjoy is helping them with their lives,” he said. Had E.T. not flopped, Warshaw said that he’d have been at Atari “as long as there was an Atari to be at.”
“People think I should be ashamed of E.T. or recognize what a failure it is, but honestly I’ve always seen it as an achievement.”
[Image credits: John Thien for Engadget/Getty/Microsoft]
Filed under: Gaming, Home Entertainment, HD
John Carmack’s former employer claims he stole tech for Oculus VR when he left
The man who co-created Doom, who co-founded id Software, and who later left id Software for Oculus VR, is being accused by his former employer of taking intellectual property with him to Oculus VR. Lawyers for id Software’s parent company, Zenimax Media, sent claims to Oculus VR stating, “It was only through the concerted efforts of Mr. Carmack, using technology developed over many years at, and owned by, ZeniMax, that [Oculus founder] Mr. Luckey was able to transform his garage-based pipe dream into a working reality.” The Wall Street Journal obtained copies of the correspondence.
Oculus denies Zenimax’s claim. The company provided the following statement:
“It’s unfortunate, but when there’s this type of transaction, people come out of the woodwork with ridiculous and absurd claims. We intend to vigorously defend Oculus and its investors to the fullest extent.”
Zenimax confirmed to Engadget that it sent claims to Oculus’ legal folks and offered us this (lengthy) statement:
“ZeniMax confirms it recently sent formal notice of its legal rights to Oculus concerning its ownership of key technology used by Oculus to develop and market the Oculus Rift. ZeniMax’s technology may not be licensed, transferred or sold without ZeniMax Media’s approval. ZeniMax’s intellectual property rights arise by reason of extensive VR research and development works done over a number of years by John Carmack while a ZeniMax employee, and others. ZeniMax provided necessary VR technology and other valuable assistance to Palmer Luckey and other Oculus employees in 2012 and 2013 to make the Oculus Rift a viable VR product, superior to other VR market offerings.
The proprietary technology and know-how Mr. Carmack developed when he was a ZeniMax employee, and used by Oculus, are owned by ZeniMax. Well before the Facebook transaction was announced, Mr. Luckey acknowledged in writing ZeniMax’s legal ownership of this intellectual property. It was further agreed that Mr. Luckey would not disclose this technology to third persons without approval. Oculus has used and exploited ZeniMax’s technology and intellectual property without authorization, compensation or credit to ZeniMax. ZeniMax and Oculus previously attempted to reach an agreement whereby ZeniMax would be compensated for its intellectual property through equity ownership in Oculus but were unable to reach a satisfactory resolution. ZeniMax believes it is necessary to address these matters now and will take the necessary action to protect its interests.”
To be completely clear, Zenimax is claiming that John Carmack took software with him to Oculus VR that he developed while still an employee at id Software (owned by Zenimax). As such, Zenimax’s laywers are telling Oculus’ lawyers to either work out a licensing deal or prepare for a legal battle.
Further, Zenimax claims that Oculus VR founder Palmer Luckey “acknowledged in writing” that certain, unspecified property belonged to Zenimax. The quote also says that Zenimax attempted to work out compensation with Oculus and “was unable to reach a satisfactory conclusion.”
It’s unclear if the case will proceed to a formal legal process, but neither side sounds very friendly at the moment.
Filed under: Gaming, Wearables, Software, HD
Source: The Wall Street Journal












