Washington state orders Valve to end ‘Counter-Strike’ gambling
For Washington state, it’s not enough for Valve to distance itself from gun skin gambling in Counter-Strike: Global Offensive — it wants the company to put an end to the practice. The state’s Gambling Commission has ordered Valve to “stop allowing the transfer” of gun skins for gambling through Steam. The gaming giant has until October 14th to explain how it’s obeying Washington gambling laws — if it ignores the request or can’t prove that it’s squeaky-clean, it might face “additional civil or criminal action.”
To the Commission, this is about reining in out-of-control, dangerous behavior. Skin bets represent a “large, unregulated black market” that burns unsuspecting players, Commissioner Chris Stearns says. The regulator is particularly worried about underage gamblers, who don’t face the barriers to entry that they do in the real world. It notes that one site, CSGO Lounge, has made over $1 billion so far this year.
When we reached out to Valve, it reiterated its attempt to separate itself from gambling sites. The developer has sent 40 cease-and-desist notices, it says, and a federal judge recently tossed a lawsuit targeting Valve over the issue. You can read the statement below. However, the company might not have much choice but to step up its response. If the Commission is convinced that Valve is enabling shady gambling, it’s going to crack down — it might not accept Valve’s stance at face value. There’s no indication that the Commission will ban gun skins outright, but it could easily restrict their availability.
“Back in July we posted about third-party gambling sites (http://store.steampowered.com/news/22883/). Our position has not changed and so far we’ve sent cease and desist notices to over 40 sites. On a somewhat related note, a federal judge in Washington recently dismissed a case associated with this subject where Valve was named as a defendant (https://www.law360.com/classaction/articles/848361/game-platform-beats-suit-over-teenage-gambling-).”
Via: Polygon
Source: Washington State Gambling Commission (PDF)
‘Gears of War’ is headed to the silver screen
Today Microsoft has announced that it’s partnering with Universal Pictures to bring Gears of War’s hulking soldiers and massive monsters to the big screen. There’s no word on casting yet, but there is some information about who will be on the other side of the camera. Scott Stuber and Dylan Clark (Ted and the recent Planet of the Apes movies) will produce, and… well, that’s about all that’s known.
The Hollywood Reporter writes that New Line tried adapting the game for awhile before, but then licensing rights lapsed. We can only hope that this turns out better than the most recent, long-in-development video game movie, Warcraft.
This isn’t the first time Microsoft has flirted with Hollywood. However, a fundamental lack of knowledge for how the movie industry works rendered a Halo movie stillborn. It looks like since then, the folks in Redmond have learned a bit more about the movie business.
Gears of War 4 comes out October 11, 2016.
Sony releases 80-title lineup of PSVR games and apps
When we got our hands on the PlayStation VR, we confirmed two things: One, that the headset and PS4 hardware won’t match the performance of a higher-end PC and Oculus Rift or HTC Vive; And two, that’s balanced by all the content Sony has lined up. While incomplete lists of the system’s upcoming games and apps have been compiled before, Sony has released the full lineup of nearly 80 titles available at or soon after it launches on October 13th.
The list is split almost evenly between availability on opening day and Q4 2016, with the former including big releases we knew were coming like Batman: Arkham VR, EVE: Valkyrie, RIGS, and Sony’s vignette sampler PlayStation VR Worlds. Games coming out by the holiday season include Moto Racer 4, Psychonauts in the Rhombus of Ruin, and the free Star Wars Battlefront Rogue One: X-wing VR Mission. A few have been pushed back to the first quarter of next year, like Golem and the Myst-esque XING: The Land Beyond. There’s even a few non-games, like the Ethan Hawke interactive narrative Invasion!, but those are only a handful of the entire list.
While 80-odd titles is impressive, they vary in length and depth. Some, like Rise of the Tomb Raider: Blood Ties, are short VR experiences using a known franchise as a backdrop. A few, like World War Toons and XING, can be played with but don’t require PSVR. It’s still a hefty amount of content for gamers to devour. Unsure which to buy? Many of the list’s heavy-hitters are featured in the demo disc bundled with the PSVR headset.
Source: Sony
‘Beyond Good and Evil’ sequel enters pre-production
Beyond Good and Evil 2 finally exists as more than just some well-meaning plans. Creator Michel Ancel has posted an Instagram teaser confirming that the sequel to the classic game has entered pre-production. In other words, his team is finally working on it. The images Ancel has offered in the run-up to the news don’t reveal much (you can expect more of the first game’s humanoid animals), but it appears that BG&E2 will take on a more realistic look than its cartoon-like predecessor, and will still be set in System 4. One thing’s for sure: given that Ancel has long had ambitious plans for a follow-up, it’ll be a while before you can sit down and play.
Endangered species – now saved – Game in pre-production – Stay tuned !
A photo posted by Michel Ancel (@michelancel) on Oct 4, 2016 at 2:19pm PDT
Via: Wired
Source: Michel Ancel (Instagram 1), (2), (3)
Lightseekers brings your video game into the real world
Action figures can look a little staid next to video games where your character can walk, talk and fire all manner of weaponry. But there’s still something special about the tactile experience of holding a cool character in your hand, which is why we’ve seen game developers embrace the world of toys with products like Skylanders, Amiibo and LEGO Dimensions. But, while placing a figure on a base can unlock characters or entire worlds, the interaction between game and toy tends to end there. Lightseekers, launching today on Kickstarter, changes that dynamic by making its action figures a living (and almost breathing) part of its games.
Lightseekers, in some ways, is almost reminiscent of the film Small Soldiers. Except the toys don’t actually move and they definitely don’t try to kill anyone (we hope). They’re fully articulated and will light up and talk in response to the game. Instead of using NFC like many other toys-to-life titles, the figures communicate with the Lightseekers game via low-power Bluetooth, essentially creating an ongoing dialogue between the two.
The program will detect the presence of a figure and allow you to “claim” it in-game, so you can control the character in an action RPG that has you exploring the magical world of Tantos, collecting items and battling against the evil Umbron. Characters level up as you play, with the data stored on the figurine. There’s also a special “lending” feature that will let your friends borrow the character for a while, but ultimately the figure and all its associated in-game data belongs to you.
Though it’s being crowdfunded, Lightseekers is actually a collaboration by game developer PlayFusion and toy manufacturer Tomy. PlayFusion is a relatively new company, but several employees, including CEO Mark Gerhard, worked on the long-running MMORPG RuneScape. Instead of limiting their expertise to just PC and Mac, the Lightseekers game will also be available for iOS and Android — a departure from many other toy-to-life games, which are typically designed for consoles like Xbox, PlayStation and Wii U (Skylanders is available for iOS). It means more people will be able to play the game, since most families own a mobile device of some sort.
The game mechanics are specifically designed toward being touch-friendly and accessible for all ages. There are no tight turns or small platforms that would require the use of a more precise directional pad or physical joystick, and the characters can act independently so beginners and younger players needn’t worry about being fast enough. Special attacks and items can be used, however, so more experienced players still have opportunities to employ some strategy.

While the game works just fine on its own, the figures are the only way to unlock its full potential. If you place a toy weapon in the hand of your action figure, that weapon will immediately appear in the game with a bit of fanfare. A few in-game items will be exclusive to the action figures, such as a jetpack that lets your character hover around. This backpack isn’t just there for decoration: It unlocks a mini-game where you race an NPC in the air while collecting coins. Thanks to a built-in accelerometer, the action figure is the controller — you have to “fly” it in your hand, waving and rocking the toy in the direction you want your avatar to go.

The figures are designed to interact with the real world as much as possible. In addition to detecting when your phone or tablet is nearby, they know when other figures are around and react to those too. If Toy Story 2 broke your heart with Jesse’s story of neglect and abandonment by her original owner, Lightseekers addresses that kind of treatment directly: The figures activate when you pick them up, and comment if it’s been a while. It’s all in jest but, let’s face it, you’re going to feel a little bad. I’m glad that none of my Animal Crossing Amiibo can do this, because it’s been years since I last played and I don’t want to be reminded of all the unwatered flowers and unpicked weeds that are waiting in my village.
Like Animal Crossing, Lightseekers also makes use of special cards to add content to the game. Instead of the old-school barcode cards from the GameCube era or the current NFC Amiibo cards on the 3DS, Lightseekers uses augmented reality. Just place the card on the table and point your phone or tablet’s camera at it and the character or item will pop out and join your game.

When you’re done playing video games, the cards are part of a collectable card game that’s fully playable on its own without the mobile app or the action figures. The Lightseekers universe will also expand into other media, including an animated TV program. The current plan is to have the figures react to key scenes in it. PlayFusion is currently working on its own software that can identify TV shows and movies by their audio patterns faster and with fewer problems than existing apps like Shazam. The current demo features a dinner scene from the Hobbit. When Ori says, “I don’t like green food,” one of the Lightseeker figures lights up — even with people talking loudly in the room.
Before Lightseekers can take over your kid’s playroom or your office, they have a Kickstarter to conquer first. Fifty bucks will snag you a Mari or Tyrax figure, a weapon and a handful of AR cards, along with a slew of in-game perks. One hundred and fifty dollars nets both figures plus extra weapons, while players who are champing at the bit to enter the world of Tantos might opt for the $300 tier, which gets you into the physical beta. Of course, if all of these are too rich for your blood, the game will be free to play on Android and iOS starting early next year.
Source: PlayFusion
PlayStation VR review: Great games outweigh limited specs
The PlayStation VR is just what the fledgling virtual reality industry needs today. While the Oculus Rift and HTC Vive made headlines for being the first truly high-end VR headsets on the market, they’re held back by their cost, complexity and lack of killer games and experiences. Sony’s solution, on the other hand, starts at $400 (assuming you already own the PlayStation Camera and Motion Controllers) and works with the $300 PS4 console that’s currently in tens of millions of homes. It’s also launching with a slew of titles from major developers, with even more on the way. While the PlayStation VR isn’t as technically capable as its competition, it’s a much more sensible option. But it’s still not quite a must-buy product just yet.
Hardware
The PlayStation VR screams “consumer friendly.” Its plastic headset has the same basic shape as its competitors, but it sports a rounder, more toy-like aesthetic. Bright lights on the PS VR make you look like a character in Tron whenever you’re wearing it. And instead of relying on ugly and crude straps, it has a sturdy headband with ample cushioning. There’s also just one wire coming out of the headset — an improvement over the HTC Vive’s bundle of cables.
While the Rift and the Vive both feel like advanced prototypes, the PS VR shows attention to detail — exactly what you’d expect from a company that’s been making consumer gadgets for more than 30 years.
Moving inside the headset, there’s a thin rubbery material around the lenses that rests against your face and nose. That might seem like a precarious method for keeping the headset in place, but the rubbery bits actually feel soft and smooth on your skin. And best of all, it doesn’t make you sweat like the foam liners around the Vive and the Rift. Sony’s design is far more suited to sharing the headset as well; you just need to wipe down the rubber portions and the head cushion. It’s much harder to successfully clean foam liners, and eventually they start to fall apart if you sanitize them well.

The PS VR’s two lenses sit atop a 5.7-inch, 1080p display. That might sound like a lot of pixels, but it’s a bit less than the 2,160 x 1,200 resolution offered on the Oculus and HTC headsets. And when you have your face shoved right up against a screen, every single pixel matters. It also provides a smaller field of view compared with the competition: 100 degrees, instead of 110, which has an impact on the overall sense of immersion. The PS VR also includes the same Sixaxis gyroscope found in Sony’s game controllers, as well as a built-in microphone.
Those lights I mentioned before also help the PlayStation Camera track your head movements, just like how it follows your hand movements with the glowing bulbs on top of the Move controllers. Speaking of those devices, it’s important to know that they’re required for using the PS VR. You might have assumed they were optional, since they’re not included in the $400 Core bundle, but that’s really meant for people who already own two Move controllers and a PS Camera. The $500 PS VR bundle includes both (and it’s actually a decent deal compared with buying all of the gear separately).

I’m not sure if Sony had any idea it would be getting into the VR business back when it debuted the Move controllers in 2009, or even the Camera in 2013, so it’s practically a stroke of luck that it already had the hardware available. Those devices were seen as responses to the Nintendo Wii and Microsoft’s Kinect camera, and while a few games took advantage of them, developers never really jumped aboard. The PS VR could finally be a way for Sony to sell off its old inventory — if it succeeds, of course.
As for other hardware, the PS VR also comes with a Processor Unit (it honestly looks like an adorable baby PS4) that powers the “Social Screen.” That’s Sony’s fancy name for mirroring whatever you’re seeing in your headset to your TV. Some games will also use the TV for multiplayer features, allowing your friends to either join in or play against you on the same console.
Setup

Once you open the box, the first thing you’ll have to do is connect the Processor Unit to your PlayStation 4. That involves swapping the HDMI cable in your console, adding another passthrough HDMI cable (included in the package) and connecting the Processor Unit to a USB connection on the front of the PS4. (I bet Sony regrets not including rear USB ports now.)
There’s a lengthy dongle with an HDMI port and proprietary power/data connection that plugs into the front of the Processor Unit, which is where you actually plug in the VR headset. A slim controller box in the headset’s cable also lets you turn on the power, mute the microphone, plug in headphones and adjust the volume. If that sounds like a mess of wires, well, you’re not wrong. If you want to live with the PS VR, you’ll have to learn to deal with plenty of cables.

When I’m not using the headset, I disconnect it from the dongle and hide all of the wires. But when you’re using it, you’ve got no choice but to have cables running all around your living room. It’s not nearly as cumbersome as the HTC Vive’s Alien-like cable bundle, but it’s still a potential hazard for tripping or knocking things over on your coffee table.
If you’re among the many PlayStation owners (myself included) who don’t have the Camera or Move controllers, you’ll need to allot some setup time for those as well. They’re fairly easy to connect, though the Camera’s precarious stand always needs some fiddling. The Move Controllers also need to be plugged into your console over USB to get set up, a process that took several tries for me.
In use

With everything connected, you just need to hit the power button on the headset’s inline remote to turn on the Processor Unit (it comes alive with a satisfying “beep”). Slipping on the headset — which involves lengthening the front telescopic portion of the lens, pulling back on the rear of the headband and tightening everything with the adjustment dial — brings you to the familiar PlayStation 4 interface.
Sony didn’t make any changes to its PlayStation dashboard for VR, but then again, it didn’t really have to. The interface translates well to VR, especially since you’re still navigating it with your existing DualShock 4 controller. Eventually it’d be nice to see some virtual reality flourishes while browsing your PS4 library. At this point, you’re basically just staring at a 2D screen inside of the headset.
From afar, the PS VR’s headset looks pretty bulky. And at 1.3 pounds, it’s also significantly heavier than the one-pound Oculus Rift and slightly beefier than the 1.2-pound HTC Vive. But here’s the thing: Sony’s headset doesn’t feel heavier when you’re wearing it, thanks to the smart ergonomics of the headband.
The front of the band rests on your forehead — it’s almost like you’re wearing half of a helmet — while the rear portion sits against the back of your head. Both sides are cushioned well, and the back of the band also has weights to help balance everything. The result: I can wear the PS VR for hours on end with glasses without feeling fatigued, whereas discomfort is a big problem for me with the HTC Vive. It also doesn’t make me feel like I’m strapped into some sort of Clockwork Orange eye torture device, a sensation I inevitably feel when using the Rift or Vive for too long.

This is something worth stressing: Comfort matters if we want regular consumers to see VR as more than just a fad. Geeks and early adopters are often willing to suffer through wonky designs to experience bleeding-edge tech. But for everyone else, headsets need to be something that’s easy to wear. Mobile solutions like Samsung’s Gear VR and Google’s upcoming Daydream headset emphasize comfort, and since they’re not encumbered by wires, they’re also much lighter and easier to wear than high-end VR headsets.
So how does the PS VR handle virtual reality? Surprisingly well, it turns out. The OLED screens spit out bright, vibrant images, and the combination of the PlayStation Camera and Move controllers allow for some solid motion tracking. (It also puts the PS VR a step above the Rift, which still hasn’t launched its motion controllers yet.) There’s also some decent 3D positioning audio, even with the bundled Sony headphones.
And while most VR experiences don’t have the same graphics fidelity as you’d get from a PC — there are more jaggy edges and fewer details — they’re good enough to make for convincing virtual experiences.
I was especially surprised at how well the Move controllers adapted to VR. They’re just as comfortable as the Vive’s controllers but far less bulky, and they’re precise enough to let you maneuver small puzzle pieces or flip a virtual object around to view it from every angle. Not bad for seven-year-old technology.
The one big complaint I have is with the PS VR’s limited 100-degree field of view. It makes virtual environments feel a bit less immersive and more like you’re peering through a pair of binoculars. Most people probably won’t notice the issue, but it feels like a distinct step back if you’re used to more powerful VR platforms. Sony also purposefully designed the headset so that there’s a small gap at the bottom of the screen, allowing you to catch glimpses of the real world. I get the safety reasons for doing that, but it’s something that could have been addressed with a built-in camera, as on the Vive.
Games

So. Many. Games. That’s the PlayStation VR’s big draw over the competition. While the Rift and the Vive offered a handful of titles at launch, they didn’t have much support from major publishers, and there’s still a disappointing lack of quality titles on their platforms. The PS VR, on the other hand, is launching with more than 30 titles, with another 20 or so to come by the end of the year, according to Sony. And they’re not all just small titles from indie devs either.
Every PS VR unit also comes with a demo disc that lets you test out 17 games, including EVE: Valkyrie, Job Simulator and Resident Evil 7. Most of the experiences last just 10 to 15 minutes, but they’re enough to help you decide which games you’d actually want to buy. It also gives me flashbacks to the demo disc in the original PlayStation, which I remember playing endlessly, since I didn’t actually own many games. Every PS VR owner will also be able to download The Playroom VR for free, which is basically a collection mini-games. And Sony has compiled five of its own experiences into the $40 PlayStation VR Worlds, which will let you do things like take on the role of British gangster or dive into the ocean’s depths.
Batman: Arkham VR is probably the biggest launch game, because who hasn’t secretly wanted to be the Caped Crusader? It comes from Rocksteady Studios, the folks behind the recent trilogy of well-regarded Batman games. With an iconic character and trusted developers, it was the experience I was most looking forward to trying out. And for the most part, it didn’t disappoint.
We’ve already covered the early part of Arkham VR in depth, but without revealing spoilers, I can say that it’s one of the more unique VR experiences on the market. The game leans heavily on the detective side of Batman, as you’re trying to solve a murder mystery. It takes full advantage of the character’s gadgets: If you look down, you’ll see your utility belt with an environmental scanner on the left, batarangs in the middle and a grappling gun on the right. When you’re playing the game, you just need to reach down in the general area to select those gadgets. It wasn’t long before I was flinging batarangs on command (and, yes, you’re helped out by some heavy aim assistance).
You’ll come across some familiar faces from the comics, and I was glad to see that Rocksteady brought in its usual voice actors (including Mark Hamill as the Joker) to lend some gravitas to the experience. Arkham VR doesn’t have much in the way of combat, though, which will disappoint fans of the developer’s previous games. Personally, I too wanted to bust some heads in VR. The game is also only a few hours long (hence the $20 price), so it’s more an appetizer than a truly satisfying entree.
I was also wowed by Rez Infinite, which brings the on-rails shooter mechanics from the classic Dreamcast game into a fully immersive environment. It relies on a Move controller for targeting enemies, but the real beauty of it is simply looking around and feeling enveloped by the stylized graphics and 3D audio. The magic of Rez was always about finding the flow of shooting, which directly affects the rhythm of the score. Infinite evolves that experience in just the right ways.
Until Dawn: Rush of Blood is another on-rails experience, except you’re literally on rails. The game places you inside a train cart and moves you through a variety of creepy areas, from a haunted mansion to a slaughterhouse with screaming pigs. Naturally, you’ll have to shoot some baddies, but it also uses head tracking to force you to duck or lean from deadly obstacles. It’s more of a carnival ride than the engrossing narrative experience of the original game, but boy, is it a fun way to show what VR can do.
I didn’t suffer any of the motion sickness issues that some of Engadget’s staff experienced at E3, which were at times so dispiriting that they made us fear for the future of VR. That could be due to developers having had more time to polish their experiences (especially with Resident Evil 7) as well as further refinements with the PS VR software. Either way, I’m glad to see that the PS VR isn’t a vomit machine.
There weren’t any major technical issues either. On some occasions, the PS Camera had trouble accurately positioning the Move controllers, but a reset would usually fix it. That’s the sort of bug that Sony can solve with a software update, at least.
The competition

No surprises here: The PS VR is going head to head with the Oculus Rift and the HTC Vive. But there really isn’t much of a contest, if you really think about it. If you value higher-fidelity graphics and are already a PC gamer, it makes more sense to invest in the more powerful hardware. But if you’re a console gamer who already owns a PS4, the PS VR makes more sense.
When it comes to overall cost and accessibility, the PS VR is a far more compelling option. For now, it’s the only way to get into immersive motion-tracking VR for less than $1,000 ($400 for the PS VR core bundle or $500 for the Camera and Move Controller PS VR bundle, plus $300 for the console). The more powerful $400 PlayStation 4 Pro could also solve some of the graphical issues I had with the PS VR when it debuts next month. Even with that machine, you’ll still be shelling out less than you would with a powerful gaming PC and the $600 Rift or $800 Vive.
What’s next?

Looking ahead, though, I have a feeling the PS VR won’t age very gracefully. We’ll likely see some more technically impressive PC VR titles next year, and it’ll be left in the dust whenever we see follow-up headsets from Oculus and HTC. Microsoft is also opening up its Windows Holographic platform to VR headsets soon, so who knows what that will bring.
But here’s the thing: Even though the PS VR is a good value for this nascent industry, that’s still a lot of money. At this point, most consumers would be better off just waiting for prices to come down across the board in the high-end VR arena. And as great as some of the games are, none of them are true must-play experiences. I had fun with plenty of them, but nothing has pulled me back to play repeatedly as much as recent non-VR titles like Overwatch or Forza Horizon 3.
It’s also unclear how much Sony will continue to support PS VR moving forward. For now, it’s getting buzz for being a low-cost solution. But if Sony doesn’t sell enough units, or if developers start to cool on the platform, you’ll be left with an unsupported and expensive experiment. In many ways, the PS VR reminds me of the Sega CD, an expensive peripheral that gave us a glimpse at the future but was too expensive and technically limited to truly succeed.
The best thing about the PS VR: Even if it’s not for you, it could help grow the overall VR market. Since it’s not just limited to the Rift and the Vive now, more developers might actually consider making VR games.
Wrap-up

Good on Sony for actually delivering a decent VR headset that comes in much cheaper than the competition. It’s even more impressive that it managed to get a fair number of developers on board for the initial push. Nonetheless, the PS VR is hard to recommend for most people. Even if you’re intrigued by virtual reality, it’s worth waiting for prices to go down and for the overall market to settle.
Video game voice actors push for standardized contracts
In the midst of a protracted squabble, the union representing voice actors has come up with a contract for low-budget indie game developers. SAG-AFTRA is promoting a new agreement for titles under $250,000 that would limit difficult vocal sessions (presumably involving yelling or other vocal gymnastics) to two hours. Actors would also be paid double for such work, and collect residuals above the normal rate ($825.50 for four hours) for games that sell 500,000 units or more.
SAG-AFTRA threatened a strike last year after its previous agreement expired, and negotiations with indie game producers for a new one broke down. Actor and alpha geek Wil Wheaton unwittingly became the poster boy for the cause after tweeting support for the union and explaining in a post why actors need a new deal. Noting that producers have ignored concerns about tough vocal sessions, he said that afterwards, “your voice is wrecked .. and over years and years of this, it’s going to build up into serious and permanent damage.”
Your voice is wrecked .. and over years and years of this, it’s going to build up into serious and permanent damage.
Producers and critics, however, argue that the indie game industry works on tiny margins, so it can’t afford residual payments. They add that developers and programmers work much longer hours than voice actors.
The union failed to carry out its strike threat, and the situation reached an impasse this summer. The contract that voice actors are proposing is essentially the same one that producers rejected before. As a result, Deadline notes, few game producers are expected to sign the deal.
SAG-AFTRA does have a plan “B,” however — it is saying that vocal stress is a workplace safety issue and has also made a claim before the Occupational Safety and Health Administration (OSHA). “We’d rather not have to petition for new regulations,” it said in a statement, “but since the videogame employers are unwilling to address vocal stress in negotiations in a real way, we are investigating this further to protect the voices of our members.”
‘Great British Bake Off’ host stars in a Daydream VR game
Plenty of people were wondering what comedian and actress Sue Perkins would get up to now that she’s done hosting The Great British Bake Off, and now we finally have the answer: She’s starring in a virtual reality video game for Google’s Daydream platform. EarthShape is a game about the first astronaut to leave humanity’s home planet on a millennia-long mission to terraform the universe. The StarSeeker, as the astronaut is called, travels the universe planting flowers and cultivating life “through a fun new gameplay mechanic.”
Developer Mike Bithell, creator of Thomas Was Alone and Volume, started EarthShape as a hobby project before Google even announced Daydream. He describes the game as a “little arcadey puzzler,” but he doesn’t delve into details about how it actually plays. Aside from featuring Perkins’ venerable voice talents, the development team includes Fable composer Russell Shaw and Saints Row animator Tim Borrelli.
“I am very excited; that may be coming across,” Bithell writes. “Over the next few weeks we’ll be sharing more about the project. I think we’ve made something rather cool.”
Apparently, Perkins agrees:
I love this game https://t.co/ioymH7lel2
— Sue Perkins (@sueperkins) October 4, 2016
This isn’t Bithell’s first foray into VR. His stealth puzzle game, Volume, is getting an add-on that’s made specifically for PlayStation VR, which comes out on October. The DLC is called Volume: Coda and it’ll be free for anyone who owns the base Volume game on PlayStation 4.
Daydream headsets cost $80 and start shipping in November, while the VR-ready Pixel phones are available for pre-order today, starting at $650. Google has prepared a handful of experiences for Daydream’s launch, including a Fantastic Beasts and Where to Find Them game.
Click here to catch all the latest news from Google’s fall event.
Source: Mike Bithell
Prepare for terror with the ‘Outlast 2’ demo
With Halloween fast approaching, it’s a good time to build out your collection of spooky games. Outlast, a first-person thriller set in a psychiatric hospital, was a huge hit in 2014, and now developer Red Barrels is working on a sequel. To pique your curiosity, it’s offering a free demo on Xbox One, PS4 and Steam. I can’t vouch for its scariness, but my colleague Jess Conditt was appropriately terrified, jumping and shrieking at E3 last June. It follows two journalists, Blake and Lynn Langermann, as they investigate a murder deep in the Arizona desert. Scary stuff.
The teaser will be available until November 1st. If you’re still pining for some Outland lore, there’s also a comic book series called The Murkoff Account you can check out — two of five issues have been released so far, explaining some of the events between the first and second games.

You’ll need the disc to play ‘Modern Warfare: Remastered’
Folks are salivating at the thought of playing Call of Duty: Modern Warfare Remastered, but the new game it comes with? Not so much. But if you purchased the disc-based version of Call of Duty: Infinite Warfare in the hope of playing Remastered and slinging the newer title back to Gamestop, we’ve got some bad news. Activision has mandated that you can’t relive the adventures of Soap and Price unless the Call of Duty: Infinite Warfare disc is sat in your console and your internet connection is live. Bummer.
In the run up to the game’s November 4th launch, Activision has published an updated FAQ revealing the list of restrictions gamers will have to tolerate. For PlayStation users, Remastered will have to be downloaded in its entirety via a voucher code, while those on team Xbox will get the bulk of the game on the disc, but will still need to pull down an update. Those on Steam, meanwhile, will get a key in the Legacy Edition of the title that’ll let you play both games and, yes, you still need to have your internet connected for it to work. Thanks, Activision.
Via: Polygon
Source: Activision



