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Posts tagged ‘Gaming’

12
Jul

Become a 1980s hacker in ‘Quadrilateral Cowboy’ on July 25th


Quadrilateral Cowboy has been a long time coming. Creator Brendon Chung, creator of the underground hit Thirty Flights of Loving, began working on Quadrilateral Cowboy in 2012 and he showed off an early version of the game in 2013. It’s a blocky, first-person espionage game set in the 1980s that has players actually hack their way through various levels, typing in lines of code to disengage alarms, open doors and generally sneak around. The independent-gaming crowd ate it up and Chung said it would be out within six months. He was off by nearly three years.

Quadrilateral Cowboy will hit PC via Steam and Chung’s studio, Blendo Games, on July 25th, and it’s due to land on Mac and Linux in September. Chung announced the release date today on Twitter.

We talked with Chung earlier this year about the reasons behind Quadrilateral Cowboy’s delay. Back in 2013, once he found a balance between marketing duties and actual development (hint: he largely stopped doing press for the game), he said the game took on a life of his own and he didn’t want to rush it.

“This is going to sound kind of artsy-fartsy, but I get this feeling sometimes when I start writing, that it’s not me anymore,” Chung said. “The piece that you’re writing just starts to kind of steer itself, in a way. The game did that to me.”

As for what the game will do to players, Chung said he hoped it wouldn’t be intimidating. Even though it involves actual coding, Quadrilateral Cowboy was designed to be a game for everyone, from engineers to novice players.

“My favorite thing at these shows is when kids come up to play it — like 10, 11, 12 years old,” he said. “They don’t have these preconceived notions that programming is this thing for geniuses or brilliant people. …They’ll just sit at the keyboard, they’ll start banging on it, and they get it. They pick it up because they don’t have all this baggage about what programming is. It’s amazing. That’s what I want.”

Quadrilateral Cowboy has a date: available on July 25, 2016.https://t.co/3CZNNKEfTB pic.twitter.com/mBDSXLtiLA

— Brendon Chung (@BlendoGames) July 11, 2016

Source: Quadrilateral Cowboy

12
Jul

‘Pokémon Go’ on iOS is digging deep into linked Google accounts


If you spent your weekend wandering around capturing cartoon monsters on your phone, you’re likely one of millions addicted to Pokémon Go, the latest mobile game sensation. But if you played the game on an iPhone and signed in with your Google account, you also just handed the keys to your entire Google account to Niantic, the developer behind the game. As pointed out by Adam Reeve, a principal architect at Red Owl analytics, nothing in the sign up process indicates that you’re giving the app full access to your account.

Indeed, according to the Google help page, this means that the application will now be able to “see and modify nearly all information in your Google account.” That means that Niantic — and, more importantly, anyone who has access to Niantic’s servers — will be able to read and access all your email, your Google drive docs, your search history, your private Google Photos and a lot more. To be clear, this wouldn’t be a problem if you signed up for the game using Pokemon’s own “Trainer Club” account, but Pokemon’s servers appear to be down. Also, while this full access issue appears to happen predominantly on iOS, a few Android users have reported the same as well.

We’ve reached out to Niantic and to Google to get more information about what happened here. Right now, we hear they’re still trying to clarify what’s going on and we’ll update you on their response if any. For now, however, we recommend revoking Pokemon Go’s full account access by heading to this link and clicking “Remove.” The game should still function if you have it open, but you’ll probably have to reauthorize (and re-revoke) on future sign-ins.

Source: Adam Reeve

12
Jul

‘Pokémon Go’ adds billions to Nintendo’s market value


Pokémon Go is the latest hotness in mobile gaming and Nintendo is basking in its glow — to the tune of $7.5 billion in additional market value. Nintendo stock closed up 25 percent on Monday, and by the end of last week, when Pokémon Go hit mobile devices across the US, Australia and New Zealand, the company’s stock was already up 9 percent. Nintendo added $7.5 billion to its market value on Friday and Monday alone, Reuters reports.

Nintendo didn’t directly develop or publish Pokémon Go, but it holds a large stake in the series’ licensor, The Pokémon Company. Pokémon Go was developed and published by Niantic Labs, Google’s former AR division that was responsible for the Ingress mobile game. Nintendo and Google invested an estimated $30 million in Niantic while it was working on Pokémon Go.

The stock boost is great news for Nintendo, which has been struggling to save face and money since 2011. Its living room console, the Wii U, hit shelves in November 2012 and it didn’t sell nearly as well as the company expected or needed it to. Nintendo executives predicted they would move nearly 100 million Wii U consoles, but they’ve sold just 13 million since 2012. Nintendo lost money annually between fiscal years 2011 and 2014, largely banking on legacy titles like Mario, Animal Crossing and Super Smash Bros.

Of course, market value doesn’t translate directly to profit for Nintendo, but rising stock is a sign that investors still believe in the house that Mario built. Nintendo will need all the support it can get ahead of its next console launch, which we expect in March 2017.

The Wall Street Journal reports that Pokémon Go will hit Europe, Japan and other Asian nations within a few days, citing people with knowledge of internal plans.

Source: Reuters, CNBC

12
Jul

Play ‘Guacamelee’ and ‘Severed’ in one bundle on your PS Vita


If you scored a good deal on a PlayStation Vita and aren’t sure how to get started on game shopping, Drinkbox might have the answer. The developer is launching a bundle, the simply-titled Drinkbox Vita Collection, that includes all three of its Vita games (Tales from Space: Mutant Blobs Attack, Guacamelee and Severed) plus Guacamelee’s DLC add-ons. You may not be all that familiar with Mutant Blobs unless you tried it during the Vita’s early days, but this is otherwise a great introduction to some classic handheld gaming — it’s hard to top Guacamelee’s lucha libre-inspired 2D action, and Severed puts a very surreal twist on the concept of a first-person dungeon crawler. Drinkbox hasn’t yet said how much its bundle will cost, but it’ll likely be modest when it shows up on July 13th.



Source: PlayStation Blog

11
Jul

G2A makes it harder for scammers to sell shady game codes


G2A is still determined to show that it can do right by developers worried about shady game key sellers. The online marketplace has introduced a new verification process that should make it harder to commit fraud. New sellers will have to provide a legitimate phone number and social networking account to get their foot in the door. Also, they’ll be limited to selling 10 products before they have to deliver more proof. This is just the start, G2A adds, as “further measures” are planned that will check addresses, credit cards and PayPal accounts.

The new screening measures might go a long way toward preventing some of the tactics that have hurt developers in the past, such as fraudsters who buy game keys using stolen credit cards and resell them at cut-rate prices. However, it raises a big question: why weren’t these anti-fraud measures in place before? It’s no secret that online marketplaces are rife with abuse (just ask anyone who has fought with a dodgy Amazon reseller), and digital goods make it that much easier to cheat both companies and customers.

Source: G2A (PR Newswire)

11
Jul

How to beat ‘Super Mario Bros. 3’ in two seconds flat


We’re actually pretty okay with AI winning at “Go,” but when it’s beating Super Mario Bros. 3 in mere seconds, it’s time to be worried. ais523, an expert on game “speedruns,” noticed that pressing a Nintendo NES’s controller rapidly could allow him to insert new code. With help from the “tool-assisted speedrun (TAS)” community, he used a Nintendo robot called “TASBot” to virtually mash the button up to 6,000 times a second. With just the right pattern, he got through Super Mario 3 in seconds, to the delight of Summer Games Done Quick (SGDQ) 2016 speedrun fans.

Because of a glitch in the NES hardware, the speedy inputs cause code to run twice in a frame, “so things start breaking and memory [is] interpreted as code,” says ais523. From there, it actually interprets the control inputs as code and tries to run it, “so you can influence what the code does at that point with controller inputs.”

As shown in the video above, the game jumps from the opening screen directly to the finish in two seconds. That gets you directly to Nintendo’s snarky ending (above) without actually earning or enjoying it. However, you can enjoy the clever way that the programmers figured out how to trick the game by just using a robot that mashes an Nintendo NES controller. “All this happened while SGDQ was running, and the … schedule got changed in order to add the run in because it’s such a mindblowing thing to watch,” says ais523.

Via: Kotaku

Source: Countryclubguy (YouTube)

11
Jul

The joyful death of the Philly Game Forge


Whenever a developer at the Philly Game Forge finished a project and shipped it off for the harsh scrutiny of the wider world, everyone would gather around, raise a glass and recite the following chant:


The code is done
The tweets are sent
The game is out the door
So now we’ll drink
And drink and drink
And then we’ll drink some more.

This chant offered camaraderie for the developer and a dash of self-deprecating humor before a flood of public attention, but mostly it signaled the end. The end of a game’s development. The end of months — or years — of work. The end of an era.

On Thursday, June 30th, the chant signaled the end of something even larger: the Philly Game Forge itself.

For four years, the Philly Game Forge was the hub of independent game development in Philadelphia, and it was a regular meeting place for anyone interested in video games. Dozens of developers worked out of the space daily, and it hosted a weekly public meet-up called Philly Dev Night. More than 100 developers, artists and enthusiasts showed up to each event, on average. The Dev Night hosted regular game jams, and over the years, numerous independent studios sprouted up around the city, rooted in relationships seeded at the Philly Game Forge.

Philly Dev Night hosted one game jam a month, challenging local developers to build something from scratch and present it to the community for judging. Sometimes these games would become something larger, such as commercial products, or spark ideas for new features in existing projects. The jams were a chance for developers to flex their creative muscles and try new things. Roughly six games would come out of each Dev Night jam, meaning the Forge spawned 72 games a year from this monthly meetup alone.

Some of these games went on to be featured at major festivals like SXSW and IndieCade. The post-Dev Night success stories include Monster Want Burger, SoulFill, Henka Twist Caper, Tailwind, the card games Resistor, Mahou Shojo and These French Fries are Terrible Hot Dogs, plus the board game Yomi’s Gate.

One challenge, the Profit Jam, gave teams one month to create their games and two weeks to sell them; the team that generated the most profit won. Some groups raked in thousands of dollars.

And this doesn’t count the work developers did during the day, creating and supporting games like Jamestown: Legend of the Lost Colony, Domino!, Dragon Fin Soup and Monsters!

Despite these successes, lack of funding forced the Forge closed its doors for good late last month. Its founders held a massive goodbye party on the evening of June 30th, where members read speeches on stage, signed a giant Game Forge poster, danced all night and said goodbye to a space that many of them called home.

“I cried. A lot,” recalls William Stallwood, one half of Auditorium studio Cipher Prime and co-founder of the Philly Game Forge. “In fact, I couldn’t even stay all night; it was just too emotional for me. Sometimes, it’s incredibly hard to see how the things you do impact other people. I never knew or realized what an impact the things we’ve been doing have had. I’m so incredibly grateful to have been able to travel this beautiful journey in my life.”

On that massive poster covered in doodles and goodbyes, one person left a simple message: “The Forge saved me.” These words resonated with Stallwood on a deep level.

Game Forge and Cipher Prime co-founder Dain Saint had a similar reaction to the high tide of emotions at the farewell party. Saint says he’s a naturally stoic person; he feels comfortable wearing a calm, apathetic facade.

“But damn if I didn’t cry during the closing party,” Saint says. “And it wasn’t even the loss of the space that did it — it was the stories of success and inspiration. On that signed poster, Andy Brown said, ‘Because of the Forge, I never gave up,’ and I’m tearing up now just thinking about that. How amazing is that feeling? That’s something only teachers and parents get to feel, and I’m lucky enough to get to feel it now.”

Flyclops, the studio behind Domino!, was the first company to grow up and graduate from the Philly Game Forge, and Stallwood estimates it’s the highest-grossing game studio in Philadelphia. Domino! has more than 1 million installs on Google Play alone, plus it’s available on both iOS and Facebook.

The Forge was a force to be reckoned with in Philly. Stallwood says Dev Night began with just 10 people or so, but it blossomed into a booming, productive party.

“This is incredible for the only US city that doesn’t have a AAA game studio in or around it,” Stallwood says. “While not really known, Philly really is an indie-dev powerhouse.”

Game Forge’s power stemmed from more than its Dev Nights. It was a place for meeting people, asking questions, teaching others and taking chances. Multiple members describe Game Forge as a creative paradise in what had previously felt like the game-development desert of Philadelphia. They recount stories about feeling alone and lost in the city as a burgeoning developer — until they discovered the Forge. Its community pulled some members from the clutches of depression, it propelled some into careers as developers and it served as a second home for even more.

Crucially, the Forge demonstrated that independent development was possible in Philly.

“Everyone was so friendly and always willing to help, which was the opposite of what I expected game dev to be like. …As for the party? I’ve never cried more in my life. It’s not the tears of graduation, or of a goodbye party. They’re the tears of losing a friend.” – Mila Pokorny, Deerfox Games

“The most substantial thing I did in the Forge was Global Game Jam 2015. I spent that weekend rising early and going to bed late, spending all the time in between at the Forge, working nonstop alongside other artists and programmers to slap together a game. It was one of the best weekends ever.” – Tabitha Arnold, artist

“It helped get me out of my shell, and encouraged me to constantly improve my work and constantly contribute back to a community. …The Game Forge is the reason why game devs in Philadelphia have a community at all.” – Nick Rome, Dev Night host

“The Philly Game Forge was, more than anything, a beacon of hope that making games was a real thing you could do.” – Jake Vander Ende, Spriteborne

“After the Forge was established, the game development community just seemed to evolve. Games reached new levels of production and the community reached levels that it would take much longer to reach individually.” – Shawn Pierre, Origaminc, Philly Dev Night co-founder

“The Philly Game Forge, and by extension Dev Night, is how I got into game development at all. Will and Dain and the rest of the Forge regulars pointed me in the right direction and gave me the confidence and the drive to start Ghost Crab Games.” – Chris Hoopes, Ghost Crab Games

“Without it I wouldn’t have my job, many of my friends, and most of the games I’ve made. …Philadelphia has no major game studio and only a few successful smaller studios; the Forge served as place that tied the small community together into something much more dedicated than you might find in other cities.” – Camden Segal, independent developer

“It was a creatively fruitful place with some of this city’s best minds. It was a place I went to for a safe haven to work on the things I care about the most. …I was heartbroken to hear the Game Forge was closing.” – Nicole Kline, Cardboard Fortress

The Philly Game Forge didn’t close down due to lack of interest or love. It was a simple money issue — Stallwood and Saint funded much of its operations themselves via their studio, Cipher Prime. Other studios at the Forge, including Flyclops and Final Form Games, helped out too, but in the end, it wasn’t enough to keep the lights on.

“We’re a small studio and have been having some financial and health issues,” Stallwood says. “Ultimately, we realized we could run our game studio or run the Game Forge. We had to make a very hard choice, but we ultimately chose to keep running Cipher Prime the best we can.”

Stallwood says the remaining studios were hesitant to take on the financial burden of running the Forge, and a little help from local universities or the government could have gone a long way.

“I don’t think it struck me until we were closing what it was we had actually accomplished,” Saint says. “It’s very easy to get caught up in the day-to-day organization, planning and logistics. So when you come up for air and see hundreds of people really feeling the loss of something you’ve had a part in creating, you have to look back and appreciate it.”

After four years of friendships, support, game launches and failures, the goodbye party was heartbreaking yet joyful for most attendees. It was the very definition of bittersweet.

The end of the Game Forge doesn’t signal the end of independent development in Philadelphia. It helped cultivate a rich community of video-game enthusiasts and professionals, and they’re not going anywhere. Philly Dev Night is still alive and well; it just needs to find a new home. On July 7th, the first Thursday without the Game Forge, developers met up for happy hour at the Independence Beer Garden. They jokingly called it the “first Dev Night in exile.”

That’s the same sense of humor, the same self-deprecating, warm tone that was found in the Forge’s finished-game chant. The Philly Game Forge lives on.

6
Jul

Manchester City signs its first FIFA eSports player


At this rate the Premier League will need its own dedicated eSports division. Following West Ham United, which signed Sean “Dragonn” Allen back in May, Manchester City has recruited its own FIFA star. Kieran “Kez” Brown is the club’s first eSports signing and will represent the team at both major tournaments and fan events. He’s not the biggest name — his YouTube channel has less than 12,000 subscribers — but he is a competent player. Prolific YouTuber Spencer Owen held a competition earlier this year to recruit a FIFA fanatic into his professional “Hashtag United” team; Brown narrowly missed out, losing to Harry Hesketh in the final.

Manchester City is one of many football clubs dipping a toe into the eSports waters. FC Schalke 04, a top club in the German Bundesliga, bought a League of Legends team formerly known as Elements in May. Vfl Wolfsburg, meanwhile, has signed a few different FIFA players.

Happy to Announce I’m the first e-Sport FIFA player for @ManCity.Something New. Something Different. I look forward to seeing how this goes🙃

— KezBrown (@_KezBrown) July 6, 2016

These moves might seem strange for an industry that’s primarily focused on physical competition — but moving into eSports, especially FIFA, does offer some obvious advantages. The long-running video game franchise is incredibly popular and is one of the primary ways that fans interact with the sport (outside of watching and attending football matches, of course.) Nurturing the FIFA community, both at an amateur and professional level, could nurture the ties that people have to the club. A stronger, larger fanbase will then allow a team like Manchester City to earn more money and ultimately prosper in the actual boots-on-the-grass game.

Source: Manchester City

6
Jul

‘Persona 5’ and other Atlus games are coming to Europe


If you’re a fan of the Persona series and its stylised take on the JRPG formula, good news — Persona 5 is coming to Europe. The region was notably absent when the game was announced for the US last month. Now we know why — Atlus and Sega are relying on Deep Silver, the publisher of Homefront: The Revolution, to distribute the title across the continent. It’s an unusual move given that Sega is a publisher in its own right, and perhaps indicative of a wider business decision. Aside from the occasional Sonic game, there’s little for the company to get behind these days.

The partnership will extend beyond Persona 5, covering titles such as Shin Megami Tensei IV: Apocalypse and 7th Dragon III Code: VFD. Persona is easily the standout, however, given the cult following that now surrounds the franchise. Persona 3 and Persona 4 were both excellent entries, combining a social simulator and dungeon crawler to great effect. The upbeat soundtracks and deep, surprisingly well written characters only strengthened its appeal. Persona 4 was successful enough to spawn a port on the PlayStation Vita and a raft of spin-offs, including Dancing All Night and the fighting “Arena” games developed by Arc System Works.

Persona 5 is the first entry on the PlayStation 3 and PlayStation 4, offering better visuals and a whole new city to explore. You’ll take on the role of another high schooler, only this time there’s a heist-style vibe as you break into elaborate “dungeons” like a pack of thieves. It launches in Japan on September 15th — two weeks before Final Fantasy XV — and the US on February 14th, 2017. There’s no word on a European release date, however. For now, fans will have to make do with Tokyo Mirage Sessions ♯FE, the Shin Megami Tensei crossover title that’s available now on Wii U.

6
Jul

Nintendo hints at smartphone controller plans


Nintendo executives have dropped an unsubtle hint that it is working on a peripheral to enable people to play its action games on smartphones. At the firm’s annual shareholders meeting, Shinya Takahashi said that his team have looked at third-party controllers on the market and “may develop something new by ourselves.” Takahashi was responding to the question that playing Nintendo’s more famous titles (i.e. Mario) is difficult using the virtual controls that are available with touchscreen devices. After all, it’s clear that more than a few people would be happy to lay down money to play a classic Mario title on their smartphone.

The advent of a Nintendo-branded peripheral, unlike other devices like Hyperkin’s Smart Boy, is likely to be a big seller. Unfortunately, this was just a single off-hand comment at a shareholder meeting, so we can’t take anything as read. But this is Nintendo, and whenever one of its executives mentions anything, even in passing, people’s ears begin to prick up. Takahashi also said that his division would make “applications and not just action games,” a subtle hint that we’ll see more innovative titles like Miitomo as well as, or instead of, a new iteration of Super Mario. After all, the company is hoping that mobile games will help turn around its flagging business after a few years of slow hardware sales.

Via: Polygon

Source: Nintendo