‘Battlefield 1’ helps you make movies on your game console
PC gamers have long had tools to make professional-looking movies. Console players, however, haven’t had much luck… it’s usually either raw gameplay or nothing. DICE and EA want to give living room directors their shot, though. They’re implementing an enhanced spectator mode in Battlefield 1 that’s tailor-made for cinematic productions on not just PCs, but also the PS4 and the Xbox One. You now have extensive control over the camera, and it’s not just about choosing what to look at or how the camera follows a given unit. You can play with the field of view, depth of field and even an array of visual filters that include Noir and Battlefield 3’s signature bluish tones.
This isn’t a full-fledged scene creator like Valve’s Source Filmmaker, so don’t expect to create custom animations, record canned segments or otherwise produce your magnum opus. All the same, this could be an important step in the console world. The developers are recognizing that many people want to watch more than straightforward live streams and “let’s play” videos, and that you shouldn’t have to buy a brawny gaming PC just to explore your creative potential.
Source: Battlefield, Xbox Wire, ShadowSix Films (YouTube)
‘Gravity Rush 2’ won’t get a holiday release after all
A bunch of PS4 exclusives were supposed to drop this year, but almost all of them had been delayed. The latest casualty? Gravity Rush 2. The sequel to one of the key launch titles for the PS Vita was supposed to come out on December 2nd, a few days before the long-awaited release of The Last Guardian. Unfortunately, it’s been pushed back to January 20, 2017. The game’s director, Keiichiro Toyama, has explained on the PlayStation blog that while production has been going smoothly, the “landscape for that release date has changed dramatically.”
He didn’t exactly elaborate on what he meant, but it sounds like his team decided that GR2 would have a better chance early next year instead of following all the titles released this fall and joining everything else coming out this holiday season. Toyama, who also worked on the Silent Hill series, said that they put a lot of effort into its online features, and they want to see as many people as possible playing online at the same time.
The good news is that the team will make up for the delay by giving people free access to the premium DLC they were planning to sell. But those hoping that they’ll be rewarded with a Vita version for their two-month wait will probably be sorely disappointed. Toyama didn’t mention anything about Sony’s forgotten handheld, and the game will likely continue being a PS4 exclusive.
Source: PlayStation blog
Sony shows off everything inside the PS VR core bundle box
We’re a couple of weeks away from the debut of the PlayStation VR, but you can prepare with this new unboxing video from Sony. The hardware inside the $400 core bundle box (headset, processing unit, headphones and demo disc — but not the Move controllers and required-for-use PlayStation camera) is all ready and accounted for, but the real trick may be getting your hands on one quickly if you haven’t already preordered. We got a closer look at some of the new experiences during the recent Tokyo Game Show, but everyone else will have to wait until it arrives October 13th.
Source: PlayStation Blog
Watch HBO and Cinemax on PlayStation Vue starting today
PlayStation is beefing up the premium offerings on its PS Vue streaming TV service. As of today, HBO and Cinemax will be available either a la carte or as part of the new Ultra ($64.99 to $74.99 per month based on location) plan. Don’t feel like ponying up that much? Both HBO and Cinemax are $15 per month on their own. A post on the PlayStation Blog says that this is the first internet-based pay-TV service to offer the channels both live and streaming without a bundled package.
What’s more, subscribing will also give live access to the aforementioned channels, not just after-broadcast streaming via HBO Now. And on that note, HBO’s fully standalone streaming app comes out today on PS4 and PS3. Assuming your cable company (looking at you, Comcast) supports it, of course.
Source: PlayStation Blog
Steam is turning into the App Store and that’s OK
Steam changed the video-game industry in the same way Netflix changed television. Digital distribution was a natural evolution for gaming in the early 2010s, allowing PC players to skip the midnight-release lines at Gamestop and purchase new titles with the click of a button. While Steam wasn’t the first hub to offer digitally distributed games — Valve debuted it in 2004 — it quickly gained a massive following and by 2011 was undoubtedly the largest platform for finding, buying and playing games on PC, Mac and Linux. Today, Steam hosts more than 10,000 titles and nearly 160 million active users per month, according to Steam Spy and EEDAR.
Steam is Netflix on pixelated, interactive steroids.
Even consoles eventually followed Steam’s lead, becoming more connected and relying less on physical discs with each new generation. In 2013, Microsoft attempted to launch the Xbox One as an always-on console that would eliminate disc games, but the living-room audience wasn’t ready for a digital-only reality. Still, both the Xbox One and PS4 essentially operate as disc-less consoles, offering every game, update and service via online connections.
Steam is a leader in the gaming industry, often setting or predicting trends that will dominate the rest of the market in due time. And, over the past few years, it’s been setting another trend that sounds daunting for new, especially independent, developers: game saturation.
“It used to be that an indie game of reasonable quality, released on Steam, would probably at least break even. That is no longer true,” says Jonathan Blow, creator of Braid and The Witness. “I don’t think Steam is anywhere near the App Store in terms of oversaturation — yet? — but it has definitely gone in that direction.”

Two fans of Valve’s Team Fortress 2 at PAX 2011 (Image credit: Flickr/sharkhats)
A few major changes have rocked Steam since 2012, starting with the launch of Greenlight, a process that allows players to vote in games that they think deserve to be sold on Steam proper. Greenlight replaced Valve’s in-house curation system staffed by employees, instead allowing players themselves to determine whether a game was good enough for the service. Aside from outsourcing the curation process, Valve hoped Greenlight would help developers market their games, offering an extra layer of fan interaction and awareness.
Greenlight was confusing and even detrimental for some developers, even two years after its launch. However, Greenlight cracked open the door for plenty of new studios and Steam began hosting more games than ever before. Valve accepted 283 titles in 2011, and by 2012 that figure had risen to 381, according to Steam Spy. In 2013, 569 new games were added to Steam.
That’s when Early Access came along. In March 2013, Valve debuted a program that allowed developers to sell unfinished, in-production games on Steam. It was an idea similar to Greenlight, allowing developers to cultivate communities before their games actually went live, but this service could generate revenue at the same time. This was an easier sell to developers and it led to some great success stories, even for small titles.
These two shifts in Steam’s operation opened the floodgates. In 2014, Steam Spy says the service added 1,783 games, more than tripling the previous year’s number. In 2015, Steam added 2,989 games, and so far in 2016, the service has accumulated 3,236 more. There are 10,243 games on Steam and more than half of them have been added in the past two years, even though the service has been live for more than a decade.

Steam Early Access at a glance; screenshot taken September 26, 2016
Rami Ismail, co-creator of Nuclear Throne and Ridiculous Fishing, says Early Access changed Steam entirely. Most games on Greenlight eventually make it to Steam now and Early Access pushed developers to sell services (continually updated gaming experiences), rather than products (like a boxed game).
“The increased competition on the platform has changed some crucial elements at Valve,” Ismail says. “The curational quality of Steam has disappeared, which has its pros and cons, and developers are eagerly participating in the race to the bottom for PC games too. If anything, this will further popularize subscription-based, free-to-play and DLC models on the platform.”
That “race to the bottom” reveals itself in Steam Spy’s stats. While the number of Steam games has risen dramatically over the past three years, the average price of those games has fallen to $10.33 in 2016 from $14.21 in 2013.
With an influx of games and falling prices, developers are unable to rely on Steam the same way they used to in the early 2010s. Ismail says that, back then, a decent game could net 10,000 sales or more at launch, but today many great games end up in the “2,000 graveyard,” selling just 2,000 units before disappearing from the charts altogether.
“I think the idea of Steam being this mythical money-maker that instantly makes people rich is mostly a myth that held some truth back at the start of the decade,” Ismail says. “Nowadays, you’re less dependent on launch and more dependent on sales, maintaining visibility over time and building a community. Which, I guess, explains why Early Access is so popular.”
“The idea of Steam being this mythical moneymaker that instantly makes people rich is mostly a myth that held some truth back at the start of the decade.” – Rami Ismail
Steam may be crowded and pushing a new breed of developer-player relationships, but it’s far from a worst-case scenario. Plenty of developers keep their eye on multiple platforms, and the mobile marketplace has long been viewed as a bastion of gross oversaturation. It’s nearly impossible to get noticed on the App Store or Google Play, each of which hosts roughly 2 million programs in total.
“I don’t actually think it’s fair to compare Steam to the App Store,” Firewatch and The Walking Dead lead writer Sean Vanaman says. “The App Store sets price expectations around $1 from day one, caters to every human being on Earth with an iPhone and, due to the App Store products being so diverse — you can get Transistor, a date on Tinder and a recipe for eggplant parmesan all in the same 60 seconds — you have tremendous problems with search, discoverability and pricing. There are over 1 million apps in the App Store. Sixty-thousand games hit the App Store per month. That to me is oversaturation.”
As powerful an influence as Steam is on the gaming market, it’s still subject to the whims of a growing industry. Video games are becoming more mainstream by the moment, and the tools for creating games are more accessible than ever. More people are making games, which means there are simply more games to go around — and that’s a good thing, according to Jonathan Blow.
“It’s easier to make a game than it used to be,” Blow says. “So to ‘fix’ that you either have to make it harder to make games or you have to put up barriers for people to get their games to an audience. Both of those sound pretty bad.”
The third option is curation, and Blow sees that playing out fairly successfully on forums and other third-party websites. Steam did launch its own Curators system in 2014 featuring recommendations from established gaming websites and people, but as Blow puts it, “I don’t feel like it has a lot of teeth right now.”

Steam Curators at a glance; screenshot taken September 26, 2016
Ismail largely agrees with Blow’s assessment of the industry.
“Game development is becoming more and more like photography or music bands,” he says. “As it gets easier to make games, that trend will accelerate. Think about it this way: Almost everyone can make a good photo or learn to play an instrument, but only a few do it professionally, and of those, only few can sustain themselves. Games will be like that too.”
The process of developing, marketing and selling a game — especially an independent endeavor — has shifted drastically over the past four years. Players expect transparency and consistent updates, and many times they even want to be involved in the game’s production. This could be a side effect of the Kickstarter generation or an extreme extrapolation of the Minecraft model (the game was successfully sold in beta form for years). Whatever the reason, it’s the new reality.
Steam may not be a magical moneymaking machine for developers, but it is growing with the industry and evolving along the way. Besides, it’s ill-advised for new developers to pin all their hopes on a single platform, Octodad creator Philip Tibitoski says. Every platform, from PC to consoles to mobile, changes regularly due to circumstances that developers simply can’t control.
“I’m not sure developers could ever depend on Steam in the way a studio or individual starting out might think they could,” he says. “The games that thrived on Steam three years ago or so were games with robust promotional cycles that focused around mechanics or ideas that grabbed people within that zeitgeist.”
Tibitoski recommends finding a platform that makes sense for each individual game. That means negotiating with Valve, Sony or Microsoft to get the game showcased on their storefronts, and making sure the studio’s audience actually uses its chosen platform.
“In my experience, there are no guarantees, and all you can really do is build on your own ability to be adaptable, self-aware and cautiously courageous in the choices you make,” Tibitoski says.
Whatever the modern developer’s preference, Ismail and Blow agree it’s best to not launch a game on mobile first. Blow suggests a more curated platform like PlayStation 4, or even a dual-platform launch that hits Steam and PS4 at the same time. Ismail says to “launch as often and in as many stores as you can.”
“If you’re doing a game across Steam and mobile or console, do Steam first,” he says. “Even though you’re developing them simultaneously and the order barely matters in most cases, people hate mobile and console games coming to Steam, but console and mobile users love PC games coming to their platforms.”
Success on Steam is all about these tricks — and its marketplace has certainly gotten trickier over the past four years.
Indie game darling ‘Firewatch’ is heading to movie theaters
Physical photographs aren’t the only way Firewatch will invade the real world. Developer Campo Santo recently revealed a partnership with production house Good Universe (Neighbors and Last Vegas) to make a movie based on the indie game about a fire lookout in a Wyoming forest, according to The Hollywood Reporter. No other details are available at the time, but fingers crossed that some enterprising Ford dealership doesn’t repurpose the movie’s eventual trailer for a summer sales event.
Miss the game when it came out earlier this year on PlayStation 4 and PC? If the reason was because you only have an Xbox One, well, now you can fix that as the game graced Microsoft’s console last week — replete with a temporarily exclusive free-roam mode.
Via: Polygon
Source: The Hollywood Reporter
PlayStation 4 Slim review: Wait for the PS4 Pro if you can
After selling over 40 million consoles, Sony is refreshing the PlayStation 4. That starts with the PlayStation 4 Slim, available now for $299, along with the PlayStation VR headset (out next month) and the higher-powered PS4 Pro, which comes out in November. Sony has said that the PlayStation 4 Slim will become the new standard PS4, replacing the tried-and-true model that launched in 2013. So how does it compare?
Hardware
As its name suggests, the Slim is indeed a more compact version of what came before. The Slim drops over 2 pounds in weight, down to 4.63 pounds from 6.17, and it measures 10.43 x 11.34 x 1.54 inches, versus 10.83 x 12.01 x 2.09 inches on the older model. From the front, the PS4 has always looked like a sandwich cut at a funny angle. Both pieces of “bread” were an inch tall. That changes with the Slim. The bottom piece of “bread” is 7/8ths of an inch, and the top is 7/16ths of an inch. The Slim is 25 percent lighter, according to Sony, but it manages not to feel cheap or hollow. All of which is to say that the console is even more portable than its predecessor.
Much like the original PlayStation 3 and the PS3 Slim, the PS4 Slim retains the overall shape of the PS4 and drops its glossy black plastic in favor of a textured matte finish. This makes it much less prone to collecting dust, fingerprints and scratches. Meanwhile, sharp corners have given way to softer, rounded ones. It’s up front where you’ll notice the biggest changes.


The touch-sensitive power and eject buttons have been replaced with physical buttons. The power key is physically larger, while the eject button is a cute circle. Both are slightly recessed, but differentiating between them in the dark shouldn’t be a problem. The power button also acts as a replacement for the color-changing LED strip that adorned the top of the original PS4. Ten pin-size LEDs glow white when the system is powered on and orange when it’s in standby. They turn off completely when the system is powered off. I always thought the launch model’s strip was a little much; meanwhile, the new power button conveys the same information in a less obnoxious way. I’m a fan.
Above those buttons is a slot-loading Blu-ray drive. The system’s two USB 3.0 connections are now spaced roughly 6 inches apart, with one next to the optical drive and the other sitting next to the console’s right edge. Along the right side where the “meat” of the sandwich is, there’s a threaded hole halfway between the front and back where you can screw in a stand for setting up the console vertically. Around back are ports for the power cable, PlayStation Camera, an HDMI 2.0a socket and an Ethernet jack. If you have an older A/V receiver or are using certain types of gaming headphones, the lack of an optical audio port is going to sting quite a bit.
When I asked Sony about this omission, a spokesperson said the decision was based on “market trends and the needs of the audience we’re targeting with the new standard PS4.” Basically, Sony is saying that you should upgrade your other A/V gear to accommodate its cost-cutting measure.

There’s also a flimsy L-shape piece of plastic covering the hard-drive bay, granting easy access for future storage upgrades. Seemingly it’s an admission on Sony’s part that the pack-in 500GB hard drive is much too small. Usually, the underside of a video-game console doesn’t warrant any sort of attention (who even looks there?), but the Slim’s is kind of neat. The rubber feet at each corner are triangles, circles, squares and Xs in a nod to the platform’s face buttons, with a PlayStation logo in the center.
Any internal changes here should have minimal impact on day-to-day performance, but Sony says power consumption has been reduced an impressive 34 percent. That’s a significant change, yet you aren’t likely to notice any differences in performance. Load speeds on Doom and Uncharted 4: A Thief’s End are still lethargic, but even with some of the more-demanding sequences from each, I didn’t hear the fan kick into overdrive the way it does on my launch model. And yep, I blow the dust out of that once a year, so this isn’t a case of my console overheating due to dirty innards.
One of my biggest gripes with the original PS4 was its reliance on aging wireless standards. Sony has addressed that with the Slim by stepping up to an 802.11 a/b/g/n/ac Wi-Fi and Bluetooth 4.0. Finally. Connected to my 5GHz network, I’m getting similar download speeds on both WiFi and Ethernet, but as you’d expect uploads over 802.11ac still aren’t as fast as on a wired connection. That will matter if you’re planning to jump into Street Fighter V or maybe some Star Wars: Battlefront online, but if all you need to do is download a few games and aren’t physically near a router, you shouldn’t have to sacrifice much speed, if any.
The controller

The DualShock 4 is one of my favorite gamepads ever, but its battery life is absolutely awful. When images of a revamped controller started surfacing along with leaks of the Slim console itself, I hoped we’d get a more-power-efficient gamepad, or at least one with a bigger battery. The product label on the controller’s underside reveals that there’s an 800mAh battery tucked away, the same capacity as on the original. That’s a huge missed opportunity on Sony’s part, especially when you consider that with the Xbox One S, Microsoft retooled its standard gamepad to address shortcomings on the original controller.
That’s not to say there aren’t a few differences here, though — it’s just that they’re mostly cosmetic. The thumbstick pods feel a little smoother in motion, while the share and options buttons aren’t as stiff. The spaces where the face buttons and D-pad sit have changed, and have a matte, not glossy, finish. Oh, and all the touch-points, save for the touchpad and PlayStation/home button, are a carbon gray color versus monochrome black on the original.

Speaking of the touchpad, you can now see what color the controller’s lightbar is without flipping the gamepad over. That’s because the TV-facing distraction has been given a narrow window at the top edge of the touchpad. It’s subtle enough that in play it didn’t distract me from slaughtering hordes of demons in Doom. When the controller is turned off, you can’t even see where the top light would come through.
Perhaps the biggest change, though, is that the DualShock 4 will now transmit data over USB. For folks who count animation frames in Street Fighter or do competitive gaming, this is a big deal because it eliminates lag between the controller and the console. But if you’re casually playing single-player games like Darksiders 2 or Deus Ex: Mankind Divided, you probably won’t notice a difference.
The competition
At this point, it’s impossible not to compare the PS4 Slim to the Xbox One S. The revamped Xbox One went on sale last month starting at $299, with an Ultra HD Blu-ray drive and support for HDR gaming. In terms of pure specs, the Xbox One S is a much better value. That UHD drive future-proofs you, making it hard to dismiss even if you don’t currently have a 4K TV.
Movies are one thing, though — it’s the games that make or break a game console. If you want to play Gears of War, Forza Motorsport and Halo, or catch up on a raft of Xbox 360 backward-compatible titles, the Xbox One S is the console for you. But if Uncharted 4, Until Dawn, The Last Guardian or virtual reality are more your speed, then buy a PS4 Slim. That is, unless you’re waiting until next month for the PS4 Pro, which boasts 4K output (but no UHD Blu-ray drive), more power and HDR gaming. Just keep in mind that the Pro will set you back $399 versus $299 for the Slim.
Wrap-up

The PS4 Slim is a great console. It’s smaller, quieter and less obtrusive than the PS4 that launched in 2013. The addition of 5GHz WiFi is incredibly welcome, but no UHD Blu-ray drive makes it a tough sell against the comparably priced Xbox One S. The only reason to buy the Slim is if you need a new console right this minute and have a hard budget of $299. If you can hold out until November and sock away another $100 for the PS4 Pro, though, you absolutely should.
WatchESPN’s live and on-demand streaming arrives on PS4
Rejoice, sports and console gaming fans: ESPN’s self-titled streaming app WatchESPN is now available on the PlayStation 4. According to the network, subscribers can now access ESPN’s live and on-demand content on every major streaming device, and non-subscribers can use the app to browse short-form clips and highlights. So now you can switch between a heated game of Call of Duty and the drone racing championships without putting down your DualShock 4.
“Gaming consoles have historically attracted significant engagement in minutes consumed for WatchESPN,” ESPN/Disney Senio VP Sean Breen said in a statement, “and with today’s launch, the app increases its distribution footprint to reach fans on the most widely adopted platforms.”
Unfortunately for cord-cutters, users will still need a cable subscription to access the majority of ESPN’s streaming content, but those with an authenticated subscription will have access to all of ESPN’s subsidiaries including ESPNEWS, ESPN Deportes, SEC Network, ESPN Goal Line and more.
While WatchESPN is also available for computers, smartphones and tablets, users on older PlayStaion consoles will have to wait a bit longer for a PS3 version of the app. That said, ESPN promises it will arrive “in time for the remainder of the college football season.”
Source: ESPN
Next ‘GTA Online’ expansion will make a biker out of you
Motorcycle gangs aren’t exactly new ground for Grand Theft Auto, sure, but GTA Online will play host to the one percenters in the future. The refreshingly conservatively named “Bikers” expansion will add eight-player gangs, “a massive slate of new competitive and co-op gameplay,” new properties to buy and a bunch of new bikes, according to a post on Rockstar Newswire.
And what’s a biker gang without tattoos and colors? Rockstar promises those in addition to “high-level, high-risk vehicle based business ventures” as well. The only bit missing? A release window. But that probably isn’t far off. Meanwhile, you could always fire up the GTA IV expansion “The Lost and the Damned” to kill some time and see a digital Congressman’s flaccid phallus.
Source: Rockstar Newswire
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)



