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Posts tagged ‘Gaming’

17
Sep

Introducing the world’s smallest way to play ‘Donkey Kong’


Once upon a time, video games like Pac-Man and Donkey Kong were the absolute height of entertainment technology, imperfect pixels packed into six-foot-tall cabinets in arcades and pizza shops around the world. Now, those same games run on a machine that fits inside a teacup. Adafruit tinkerer Phillip Burgess created the world’s smallest Multiple Arcade Machine Emulator cabinet using a Raspberry Pi Zero computer, 0.96 inch RGB OLED displays and an audio amplifier. It’s fully playable and totally adorable.

The tiny MAME cabinet was a spontaneous weekend project and it’s not as polished as Adafruit’s serious endeavors, nor is it a complete kit that the company sells. However, Burgess published a fairly detailed guide that includes the hardware and software tricks he used to create the teacup cabinet. The project’s final dimensions are 67.2 mm tall, 33.6 mm wide and 35.8mm deep.

“Could it go smaller? Undoubtedly!” Burgess writes. “Other than clipping the corner off the audio amp board, these are all stock parts and no extreme measures were taken to further reduce their volume, Ben Heck-style.”

Burgess says that actually playing Pac-Man, Donkey Kong or Xevious on the teensy machine is wildly impractical. The screen’s resolution is extremely coarse and definitely not conducive to twitchy movements.

“I suspect a lot of the ‘playing’ is just muscle memory from past experience,” Burgess says. “Honestly the whole thing’s a bit gimmicky for the sake of smallness. Sharing it for a laugh.”

Source: Adafruit

17
Sep

The best of the Tokyo Game Show 2016


The biggest gaming show outside of the US, the Tokyo Game Show has a different atmosphere that;s all its own. While it’s contracted and shrunk over the last few years, the heat and interest in virtual reality has reinvigorated the show — despite the lack of an official Xbox or Nintendo presence. Sony may have already revealed two new consoles in the last month, but it wanted to remind everyone that it’s got a VR headset coming out. In short: lots of VR, PlayStation and domestic-centered games, sprinkled with just enough weird.

16
Sep

I barely survived on a dinosaur planet in PlayStation VR


Stepping outside a battered space pod, I drink in the forest’s sights and sounds. A shallow river meanders to my left. Some birds chirp overhead. It’s a tropical paradise. Or it would be, were it not for the legions of dinosaurs roaming around. I’m playing Robinson: The Journey, a game developed by Crytek for the soon-to-be-released PlayStation VR. As Robin, a young astronaut, I’m tasked with searching for survivors on a strange, alien planet. The problem is that I suck at pretty much everything.

First, there’s movement. Most VR games will keep you in a single spot, or, in the case of the HTC Vive, an area enabled by its room-scale tracking. In Robinson, however, you can move around like any other video game. The left stick moves your astronaut, while the right stick changes the camera angle. In VR, it’s both liberating and incredibly jarring. I could walk in any direction and peer at any part of the environment, near or far. But strafing left or right, while my body was stationary in the real world, felt unnatural. I was never sick or unable to continue, but I definitely felt a little queasy.

Crytek has tried to mitigate this problem in a few different ways. As you look around, for instance, your character will naturally slow down and, at times, grind to a halt. Then, if you need to strafe, you can push the stick horizontally and Robin will move a smidge in that direction. These controls are designed to help your body and brain adjust to the game’s free flowing movement. They also encourage you to take in the environment at a slower, leisurely pace. Which is sensible, except sometimes I would slow down to the point where I thought Robin had got stuck on a tree root.

Okay, so I’m not the most nimble astronaut. What about my survival skills? They’re not much better, it turns out. Robin’s robotic buddy, Higgs, tells me “Laika” is being a bother and requires some assistance. I have no idea who or what Laika is, but can hear a primal cry somewhere behind me. Curious, I investigate. (A dinosaur scream. What could go wrong?) After looking in a few random bushes, I realize that I need to move a crate blocking a nest inside the cave. I fiddle about with my multitool — a Gravity Gun-inspired instrument that can push and pull objects — to free the creature. In the same breath I leap backward, expecting a violent confrontation.

But it doesn’t come. It turns out Laika, a small two-legged beastie, is a companion I’ve been training in my spare time. I’m relieved, but also a little embarrassed by my misplaced ‘fight or flight’ instincts.

Never mind. I’ll just prove myself as an engineer instead. Before Robin and Laika can explore the rest of the jungle, Higgs explains that I need to open a gate blocked by a blue force field. I look around, a little confused. I can shout to Laika and guide him over the fence, but nothing happens. Unsure, I turn around and start walking back towards the space pod. “You need to go to the river,” a Crytek developer hints. Under the headset, I feel my cheeks turn a bright shade of red as I traipse over, pulling out the multitool and removing some boxes that were blocking a hydro-powered generator.

Before long, the gate is open and I’m wandering down a path flanked by large, leafy trees. Some herbivores break cover and Elijah Freeman, an executive producer at Crytek, explains that I can scan them with my multitool. Completing this task will add them to my encyclopedia, along with a detailed 3D model. Maybe I can excel as a dinosaur historian? Determined, I keep the multitool aloft and creep forward. Before I can reach them, however, they scuttle away into the undergrowth. I press on undeterred, scanning the environment for any signs of life.

Up above, I spot some birds gliding from one branch to another, mere silhouettes against the harsh midday sun. Immediately I hit the scanner, waiting for the colored orbs that indicate a successful lock-on. To add a little challenge, the orbs appear in two different colors: green and red. Hoovering up the green ones will complete the scan, while touching a red one forces you to start over. The mini game is simple provided your prey stays still — unfortunately, the birds had no interest in such behavior. A few seconds later they had soared out of view, never to be seen again. I look down and scan a rabbit gnawing at a flower instead. It’s not the same.

Before long I hit a fork in the jungle, which indicates the end of the demo. I’ve enjoyed my time with Robinson: The Journey, but can’t help feeling a little dejected. As an agile adventurer, I’ve failed miserably. As a computer genius, I’ve struggled. Even my turn as a prehistoric archivist ended in disappointment. Never mind. When the game comes out, I’ll have more time to hone my skills. To become one with the wild. That’s dependent, of course, on me getting used to the controls and the mild motion sickness it seemed to trigger in me. Right now, my brain could use some fresh air.

16
Sep

Surely I just played my final ‘Final Fantasy XV’ demo


While Final Fantasy XV’s decade-long development doesn’t beat Duke Nukem’s excessive run, it’s still a hell of a long time for another part of one of gaming’s biggest, longest-running franchises. And it’s still not here. However, at the Tokyo Game Show, I got what is possibly the last taster before the main course; a lengthy 30-minute play-through that — barring some brutal initial loading times — felt like a finished game.

The demo started in a pretty fascinating way: you’re thrown into a throne room on fire, and some evil (and huge) human figure is goading you to fight. You’re also no longer the boy-band prince that’s been part of FFXV’s promotional materials since 2006, but an older, grizzled version. Even your fellow bros are looking a bit rougher around the edges. You then assemble to duck another magical flame attack, and the demo frustratingly moves on to a glossy intro movie showing the King (the protagonist’s dad) biding you farewell as you cross the country to marry… someone. That early fiery scene seems like a tantalizing teaser of what’s to come. I’m all about time skips.

After setting up on your bro roadtrip, your car breaks down, and while it gets fixed, you’re free to do some chores, hunt some monsters and get used to the battle system quirks. Like the surprisingly dense Episode Duscae demo that came out two years ago (!), you’re given free reign to do what you want. Explore, fight, camp out, eat at the cafeteria and all the other important things.

My party gained levels, picked up new skills and I even forced them into casual clothes during my play: nothing seemed particularly locked down, and I could access monster hunt side-quests even if they were beyond my current level. Like I said at the start, it felt like the start of a whole, entire game, and it wouldn’t be a huge shock if it was.

Director Tabata himself said the game would have been ready for its previous September launch date, but the team wanted to avoid the curse of the Day 1 Patch, iron out bugs and add further polish.

I’m still not sure what to make of Final Fantasy XV: it’s willfully different, and I get why. Now I need to work out whether Square Enix can deliver on a modern, open-world Final Fantasy game — and get me to care about Noctis and his buddies. The only way I’ll figure that out is when the whole thing lands. Which is currently November 29th. For now.

16
Sep

‘Yakuza 6’ adds the thrill of running your own cat cafe


As Sega attempts to tie up the long-running (typically late-to-translation) Yakuza series, the sixth iteration has yet more ridiculous mini-games and side jobs, offering more mundane distractions from the boot-to-face Japanese gangster brawls that typically make up a large part of the games. While calming a weepy baby is certainly mundane IRL, if you’re a speedy enough typer (through your DualShock controller) you’ll be able to charm webcam girls online — for those days when the protagonist can’t quite make it to his regular hostess club. And that’s just to start with.

Yazuka series producer Toshihiro Nagoshi went in-depth at TGS 2016 about some of the more obscure timesinks the latest game comes with. These include, but aren’t limited to:

  • Busking.
  • Finding stray cats.
  • Using said strays to run your own cat cafe.
  • Typing online with web-cam girls. Oh boy.
  • Soothing a crying baby. (That. Might. Be. His. Son!)
  • A baseball simulator.
  • In-game playable two-player (!) versions of Virtua Fighter 5 and Puyo Puyo.
  • Making friends with other hostess bar patrons. Oh boy.
  • Darts.
  • Batting cage practice.
  • Mah Jong.
  • Diving for fish.
  • Eating fish (probably)

Naturally, there will still be plenty of thugs to punch, people to swear at, and all that delightful melodrama you’d come to expect from a Yakuza game. Iteration six is scheduled for release in Japan later this year.

16
Sep

PlayStation platformer ‘Shu’ has Vita-exclusive goodies


Sony isn’t showing the PS Vita handheld any love, but indie developers sure are. The latest example is the 2.5D platformer Shu. “Shu feels right at home on the handheld and is a great experience, especially since it’s running at 60 FPS,” a post by developer Coatsink on the European PlayStation Blog reads. More than that, the Vita version will have some exclusive bits and bobs when the game comes out sometime later this year. Coatsink says that supporting the handheld is something that the team feels “very strongly about” and it’s been hard at work ensuring that the portable version isn’t a lazy port.

Which probably explains the lack of a firm release date. The game will release October 4th on PlayStation 4, and buying it for the home console will net you a free copy of it for Vita. Maybe one of those handheld-exclusive goodies will be an avatar modeled after Sony’s head of worldwide studios, Shuhei “Shu” Yoshida. It’d be fitting, no?

Source: PlayStation Blog (Europe)

16
Sep

‘South Park: The Fractured But Whole’ delayed to early 2017


South Park: The Fractured But Whole is set to hit PlayStation 4, Xbox One and PC in the first three months of 2017, a slight delay from its initial release date of December 6th. Ubisoft announced the date change in a two-sentence update on the Ubiblog.

“The development team wants to make sure the game experience meets the high expectations of fans and the additional time will help them achieve this goal,” the announcement reads.

South Park: The Fractured But Whole (man, that name never gets old) is a follow-up to the 2014 role-playing game South Park: The Stick of Truth. It was a solid first showing from show creators Trey Parker and Matt Stone, but the duo say they’ve learned a lot from that initial release. Even PewDiePie’s playthrough gave them ideas on how to improve the new game, apparently.

When The Fractured But Whole (still not old) finally hits the market, don’t expect it to come with any ready-made DLC options. Stone and Parker have been vocal about their resistance to producing DLC as a way to generate cheap cash from content on the cutting-room floor, though they have some ideas about extra scenes they might add to the new game down the line.

Source: Ubiblog

16
Sep

HBO Now will soon arrive on PlayStation 3 and 4


Cord cutters who own PlayStation consoles: Now is your time to shine. Sony has announced today that HBO Now, the channel’s standalone on-demand service, will soon be available on all PS3 and PS4 systems, (This includes the recently announced PlayStation 4 Pro). What’s more, both HBO and Cinemax are coming to PlayStation Vue, Sony’s streaming TV service, for $15 a month each. This is an especially big deal for cord cutters, as this marks the first time either network has offered live programming as a standalone service. That’s right: live programming, and not just the on-demand shows like you would get on HBO Now.

And here’s a nice bonus. If you do subscribe to HBO through PS Vue, you’ll be able to access the aforementioned HBO Now on Sony’s game consoles completely free of charge. Existing HBO subscribers could already access the channel’s content through HBO Go, which launched for the PS4 last year. The PS Vue service is available through not just the PS4, but also through Roku, iOS and Android apps.

These streaming offerings will launch prior to October 2nd, which coincides with the launch of a new HBO series called Westworld.

16
Sep

Apparently, that ‘Monster Hunter’ movie is still happening


Films based on video games really don’t have the best track record. From 1993’s Super Mario Bros. to this year’s Warcraft, these movies almost always seem to lack whatever it is that resonates with fans of the games they’re based on. What’s the next potentially disappointing adaptation? Monster Hunter, apparently. Speaking at Tokyo Game Show, Capcom’s Ryozo Tsujimoto revealed that a live-action adaptation is currently under development.

The announcement was almost an afterthought to a new trailer for Capcom’s Monster Hunter Stories, though Tsujimoto was careful to note that the two projects were unrelated. “While it isn’t related to Stories,” he said, “there is a Hollywood movie adaptation of the main series in progress.” It’s not the first time we’ve heard about such a project, either — in 2012, Resident Evil director Paul W.S. Anderson showed interest in making a Monster Hunter film. There’s no indication that Anderson is involved in the current film, however, and Tsujimoto didn’t offer any details on director, release date or cast. Still, one more major video game franchise is heading to the silver screen. Will you see it? Tell us all about it in the comments below.

16
Sep

Ex-HTC CEO hints at the future of VR headsets


For a man who spent 18 years at HTC turning smartphones from mere business tools into ubiquitous consumer gadgets, Peter Chou knows a thing or two about nurturing new product categories. In fact, he had already started his second chapter at the company by bringing us the Vive virtual reality headset before his quiet departure last August. Today, Chou’s mission is extended by way of two chairman roles: One at visual effects studio Digital Domain where he can “fully and deeply understand” VR content creation, and another at VR game studio Futuretown where he is also an investor. This may seem like a weird match given Chou’s prior focus on hardware, but to him it felt like a logical next step. After all, it’s now content, not hardware, pushing VR forward.

Chou crossed paths with Futuretown while he was still developing the Vive. At the time, Chou wanted to extend HTC’s resources to support small VR companies with great potential, so he tasked his team with a scouting mission. That led them to Futuretown, which happened to be located nearby. One day its CEO Johan Yang simply walked over to meet Chou for some guidance.

“They were worried at the time because they didn’t really know where the market was, but I told them, every industry is like that,” Chou told Engadget ahead of Futuretown’s Tokyo Game Show press event. “At the beginning you can’t really see the market and how great the market is, but if you have a vision, if you believe that is the future, then you should work on that and build capabilities in that area, and try to be the best.”

Chou would later invest in Futuretown personally and then serve as a mentor under the “Honorary Chairman” title. This proved to be a smart move. The startup has already three VR games that quickly rose to popularity. In particular, Cloudlands: VR Minigolf now owns 30 percent of the Vive market share, which translates to about 30,000 units out of the estimated total of 100,000. The game was also recently updated with a level editor along with over 200 user-created levels from the earlier beta program. Furthermore, Futuretown will add Oculus Rift support to at least two of those games, and they are ready to launch as soon as the Oculus Touch controller arrives — likely by end of year, as speculated by Yang.

Back in July, Chou returned to his hardware roots and announced Digital Domain’s professional 4K 360-degree camera, the Zeus. Then, this week he unveiled Futuretown’s first hardware product, the 5D Totalmotion modular simulator ride, in the hopes of making VR more immersive and user friendly. It will have four games at launch: Whiteout: Ski VR, Infinity Rider: Motorcycle VR, Wave Breaker: Surf VR and Stallion Adventures: Horse Riding VR.

Neither Yang nor Chou would say how much the machine might cost, but it’s clear that it won’t come cheap and is geared towards the business market (think: malls, arcades and internet cafes). Yang explained that these are the sorts of places where VR is already gaining momentum in parts of Asia, HTC and Futuretown’s home region.

Peter Chou showing off Digital Domain’s professional 360-degree 4K camera, the Zeus, at a press conference in July. (Image credit: Digital Domain)

While Futuretown isn’t the first company to release such hardware for enhanced VR experience, Chou is confident that his motion feedback machine is already better and easier to use than what the competition is offering. What he doesn’t have total control over right now, however, is the headset. It’s certainly come a long way from the days when you could easily get motion sickness after just one or two minutes, whereas now you might be able to last 30 to 40 minutes straight. Even so, Chou reckons the industry is still a ways off from realizing his vision. He described VR’s current state as feeling like somewhere between 480p and 720p (even though it’s a 2K display inside most high-end headsets), which is still usable but leaves room for improvement. Obviously, it would also be more convenient to go wireless as well.

Obviously, it would also be more convenient to go wireless as well.

“I would say the 1080p kind of experience plus wireless are two to three years away,” Chou said “There’s some solution coming out of maybe second half of next year, but I think it will probably go to the next step in 2018.” Similarly, Chou and Yang expect some strong smartphone VR solutions to arrive in the same time frame, especially given how tech giants like Google, Qualcomm, Intel and NVIDIA are more actively looking at VR and inside-out tracking technologies. Just look at Google’s Tango for a sense of where these companies are headed.

Oculus founder Palmer Luckey tries Futuretown 5D Totalmotion platform at the Tokyo Game Show.

Oculus founder Palmer Luckey trying Futuretown’s 5D Totalmotion platform at the Tokyo Game Show. (Image credit: Futuretown)

For those who think two to three years seems like a long time, Chou would like to remind you that it took even longer for smartphones to catch on — five or six years, he says. “In 2005, if you said everyone would have a smartphone, nobody would believe that. But today, the smartphone is an essential part of our lives.” Perhaps, he says, VR will follow a similar path to eventual success — a future where our smartphones alone can somehow deliver compelling VR experience without breaking our wallets or draining our handset batteries. Or maybe he is wrong. Maybe by that point the smartphone will have a different form factor altogether. Time will tell.