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March 20th, 2013, 23:49 Posted By: wraggster
Have the storytelling capabilities of the two already met? A New Yorker interview with Gears of War 4 writer Tom Bissell explores the question. Bissell says, 'More and more, I’m seeing that games are mining good, old-fashioned human anxieties for their drama, and that’s really promising. Games, more and more, are not just about shooting and fighting, and for that reason I’m optimistic and heartened about where the medium is heading, because I think game designers are getting more interested in making games that explore what it means to be alive. ... At the same time, though, pure storytelling is never going to be the thing that games do better than anything. Games are primarily about a connection between the player, the game world, and the central mechanic of the game. They’re about creating a space for the player to engage with that mechanic and have the world react in a way that feels interesting and absorbing but also creates a sense of agency. So writing, in games, is about creating mood and establishing a basic sense of intent. The player has some vague notion of what the intent of the so-called author is, but the power of authorship is ultimately for the player to seize for him or herself.
http://games.slashdot.org/story/13/0...and-literature
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March 20th, 2013, 23:30 Posted By: wraggster
The peripherals-maker has introduced its new Logitech G range, the firm's new brand of PC gaming peripherals.
Despite offering gaming peripherals under the G name for a while now, the products were never apart of an official gaming range.
However, Logitech has moved to bolster its PC gaming offering by rebranding the G line as an official range.
"The overriding principal of G is that science wins," said Logitech, "Just as gamers are compelled to beat levels, our engineers are compelled to test scientific theories."
The G range offers up eight new products, which feature the firm's newest technologies such as hydrophobic coatings and Logitech's Delta Zero sensor technology, with buttons that are designed to endure over 20 million depressions.
Also included within the range is the firm's flagship G19s keyboard and G700s rechargeable gaming mouse, in addition to the G430 and G230 headsets.
http://www.pcr-online.biz/news/read/...g-range/030544
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March 20th, 2013, 01:51 Posted By: wraggster
Think virtual reality is the exclusive playground of the PC gaming elite? It doesn't have to be. Oculus VR's Nate Mitchell says it's a matter of development support and interest. "Basically, the bar for a great VR experience is roughly 60 frames a second with stereoscopic 3D support in Vsync," said Mitchell in a recent interview. "The biggest challenge, actually, is working with the console platform providers, Microsoft and Sony, to make your peripheral a licensed peripheral." Oculus isn't reaching out to consoles, however -- Mitchell notes that while the current generation can reach 60fps in some cases, it often struggles to meet the demands of the Oculus Rift headset. Still, he admits there's no reason it couldn't work, and seems optimistic about the incoming console generation. "We'd definitely love to work with the console manufactures as we go down the road to get the Rift onto those platforms."
http://www.engadget.com/2013/03/19/o...-gen-consoles/
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March 20th, 2013, 00:04 Posted By: wraggster
The next EA CEO is likely to be Peter Moore after a John Riccitiello reign blighted by ‘mis-executions’ came to an end yesterday.That’s the verdict from the financial press this morning as EA begins the search for a new CEO. TheBloomberg report quotes Ascendiant Capital Markets analyst Edward Woo as saying that Medal Of Honor and Star Wars: The Old Republic each failed to meet expectations, with EA’s recent SimCity launch also encountering problems.“He lasted a pretty long time given that the company hasn’t really performed that well,” said Woo. “The fact that their stock is up on the news goes to show investors weren’t that big a fan of Riccitiello.”EA’s chief operating officer Peter Moore is the top candidate to fill the vacancy, according to Woo. “It’s his to lose,” he added.Reuters’ report on the former EA boss’ reign suggests that the exit was no surprise. Riccitiello had “a track record of mis-executions,” according to analyst at National Alliance Capital Markets Mike Hickey.Sterne Agee analyst Arvind Bhatia said that EA’s stock had been underperforming and that “this most recent quarter was the straw that broke the camel’s back.”R.W. Baird analyst Colin Sebastian added: “We believe timing makes sense for a CEO transition at the end of the fiscal year, and ahead of next generation console launches and a strong second-half title lineup (Battlefield and EA Sports),”The Wall Street Journal suggests that Riccitiello’s heavy investment and mixed record in increasing the company’s output on PC, Facebook and mobile platforms made his departure the right choice. EA’s move to emulate many of Zynga’s tactics and the colossal investment in Star Wars: The Old Republic in an attempt to make it EA’s own World Of Warcraft were cited as the missteps. The report also notes the $275 million acquisition of PlayFish and the $1.3 billion spent on PopCap Games, though EA’s progress on the App Store is seen as one of its most notable successes.Riccitiello could be in line for an exit package of around $4.7 million, adds the report, which could still rise if EA stock recovers.
http://www.edge-online.com/news/pete...lame-for-exit/
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March 19th, 2013, 23:55 Posted By: wraggster
Anti-piracy measures such as DRM are more damaging for developers than piracy, Super Meat Boy developer Tommy Refenes has said.
In a new blog post, the Team Meat developer said that disappointing game releases and frustrating DRM policies, such as SimCity with its early server troubles and always-online requirement, could create apathy among consumers, which he called a potential “swan song” for developers.
He went on to say that consumers were much more likely to buy from distributors they trust rather than ones they have been frustrated or slighted by before, with consumer confidence playing a huge role in how they spend money.
Refenes explained that piracy, particularly for digital titles, could not be quantified as there was no way for developers to judge who would have bought their game if illegal file-sharing didn’t exist. He said that this in turn meant that companies who have invested into the research and development of DRM measures could not judge whether they were making the money back they had spent on it.
"Loss due to piracy is an implied loss because it is not a calculable loss,” he said.
http://www.develop-online.net/news/4...vs-than-piracy
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March 19th, 2013, 00:43 Posted By: wraggster
It looks as though Canon will have a new DSLR to announce very shortly, if a listing on Best Buy's website is any indicator. The page offers us no images to ogle, but it betrays an unannounced 18-megapixel shooter dubbed the EOS-b, accompanied by an 18-55m lens kit and an $800 price tag. Canon Rumors notes a smaller footprint, trimming five ounces of fat and bulk off the T4i's measurements. The camera specs are identical to the T4i and EOS M, too, but an optical viewfinder and pop-up flash make us wonder if it isn't a pint-sized follow up to the T4i. You can look forward to a Digic 5 image processor, nine-point autofocus system, 3-inch 1.04K dot TFT-LCD touchscreen, four frames-per-second burst shooting, an ISO range from 100 to 12,800 with a high setting of 25,600 and HD video capture. There's no word on when this APS-C shooter will officially be announced, but you can try your luck at placing a pre-order by clicking the Best Buy source link.
http://www.bestbuy.com/site/olspage....egories&ks=960
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March 19th, 2013, 00:39 Posted By: wraggster
Valve's free-to-play first-person shooter, Team Fortress 2, is getting Oculus Rift support with its VR Mode update in the coming weeks. Think of it as a large beta test -- Oculus Rift dev kits ship to Kickstarter backers and Team Fortress 2 players on PC can snag a free update, thus feeding Valve valuable feedback on how people play TF2 with VR. The only thing left to know is perhaps the most important: how does it play?
We found out just that on a recent visit to Valve's Bellevue, Wash., offices, where Valve programmer Joe Ludwig lead us through a hands-on demo of the game's VR Mode update, replete with a near-final build of the Oculus Rift dev kit (not quite the one shipping to backers, but far more advanced than the previous Oculus prototypes we've used). Follow us beyond the break for detailed impressions of playing an actual game (read: not just tech demos) with the Oculus Rift VR headset.
http://www.engadget.com/2013/03/18/v...ds-on-vr-mode/
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March 19th, 2013, 00:37 Posted By: wraggster
This news is likely to be a bit disappointing to some Oculus Rift backers. Project supporters were set to be rewarded with a copy of Doom 3: BFG Edition, which was to arrive bundled with each development kit. Unfortunately, it turns out that the device won't support the game at launch, so the team is offering some alternative compensation instead. You can opt for a $20 Steam Wallet credit, $25 Oculus Store credit or a full refund of your original pledge, if you so desire. Log in to make your pick by April 5th -- if you miss that deadline, you'll automatically receive the $25 credit to the Oculus Store. Kickstarter backers can hit up the source link to make their pick.
http://www.engadget.com/2013/03/18/oculus-rift-doom-3/
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March 18th, 2013, 21:48 Posted By: wraggster
The average selling price of video games last year was £26.45, a rise of 3.2 per cent year-on-year.
Chart-Track data published by ERA shows another year of game price rises. Supermarkets are now the cheapest games retailer, with an average selling price of £25.50, an increase of two pence over 2011.
They have overtaken online retailers, who have seen their prices rise by almost £2 from £23.56 to £25.52. This is driven by the closure of the Channel Island Tax loophole in April last year. The loophole had allowed etailers to avoid VAT on games under £15.
Specialist and independent outlets remain the most expensive for video game software, with an average selling price of £27.82. That is an 81 pence increase over 2011’s number of £27.01.
Supermarkets and online retailers make slight gains in 2012
The market share between UK games retailers only changed slightly last year, despite the loss of major specialist stores.
According to Chart-Track figures published by ERA, the over-the-counter market – which includes all High Street retailers from Argos to GAME – took a 42.5 per cent market share of software revenue last year. That’s a drop of around 4.5 per cent year-on-year. It follows the loss of a number of specialist stores, including 277 GAME outlets.
Supermarkets and online retailers both increased their market by just over 2.5 per cent as a result.
Supermarkets is the second largest sector with 29.5 per cent of the market, while online retailers hold a 28 per cent share of the sector.
http://www.tesco.com/
http://www.asda.com/
http://www.sainsburys.co.uk/sol/index.jsp
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March 18th, 2013, 20:42 Posted By: wraggster
Tomb Raider is this week’s UK number one despite a 72% week-on-week drop in sales and a strong challenge from Sony Santa Monica’s God Of War Ascension, the highest new entry this week at number two.Ascension has posted the series’ second biggest week one sales behind God Of War III, which sold more than double when it arrived at number one back in 2010.StarCraft II: Heart Of The Swarm and Sniper: Ghost Warrior 2 are also new this week at three and four respectively.The Ukie all formats top ten for the week ending March 16th, compiled by ChartTrack, is as follows, with week-on-week sales differences in brackets where given.1. Tomb Raider (-72%)
2. God Of War Ascension
3. StarCraft II: Heart Of The Swarm
4. Sniper: Ghost Warrior 2
5. SimCity (-50%)
6. FIFA 13 (-14%)
7. Far Cry 3 (-3%)
8. Crysis 3 (-42%)
9. Call Of Duty: Black Ops II (-14%)
10. The Sims 3: University Life (-57%)
http://www.edge-online.com/news/uk-c...at-number-one/
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March 18th, 2013, 20:37 Posted By: wraggster
When cell phone unlocking became illegal last month, it set off a firestorm of debate over what rights people should have for phones they have legally purchased. But this is really just one facet of a much larger problem with property rights in general. 'Silicon permeates and powers almost everything we own. This is a property rights issue, and current copyright law gets it backwards, turning regular people — like students, researchers, and small business owners — into criminals. Fortune 500 telecom manufacturer Avaya, for example, is known for suing service companies, accusing them of violating copyright for simply using a password to log in to their phone systems. That's right: typing in a password is considered "reproducing copyrighted material." Manufacturers have systematically used copyright in this manner over the past 20 years to limit our access to information. Technology has moved too fast for copyright laws to keep pace, so corporations have been exploiting the lag to create information monopolies at our expense and for their profit. After years of extensions and so-called improvements, copyright has turned Mickey Mouse into a monster who can never die.' We need to win the fight for unlocking phones, and then keep pushing until we actually own the objects we own again.
http://yro.slashdot.org/story/13/03/...rything-we-own
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March 18th, 2013, 20:36 Posted By: wraggster
Games employment up four per cent in 2012 after three years of decline
Trade body Tiga has today published research that shows a return to growth for the UK game industry.
The data, published in the report 'Making Games in the UK Today: A Census of the UK Developer and Digital Publishing Sector', shows that employment in the UK games development sector climbed four per cent in 2012, bucking a three year trend of decline in employment. Similarly, annual investment by studios rose from £411 million to £427 million in the period between 2011 and 2012.
The research is based on an survey of various UK games businesses, with input from Games Investor Consulting, and published by Tiga. The report also demonstrates that between 2011 and 2012 in the UK:
• Creative staff in studios grew from 8,888 to 9,224
• Jobs indirectly supported by studios rose from 16,250 to 16,864
• Studio numbers rose from 329 to 448;
• Direct/indirect tax revenues generated by the sector for the Treasury increased from £376 million to £400 million;
• The sector’s contribution to UK Gross Domestic Product increased from £912 million to £947 million.
“The UK economy may be on the verge of a triple dip recession but the recovery in the UK games development sector has taken off," said Tiga CEO Richard Wilson.
http://www.develop-online.net/news/4...urns-to-growth
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March 17th, 2013, 01:54 Posted By: wraggster
The last week was spent adding features needed for the public release of rpix86. The first step was to add command line parameters for things that might need user setup, like which audio output to use and where to put the C:\ root directory. If you start rpix86 with an invalid parameter (like ./rpix86 -?), it will show usage info, which at the moment looks like the following:
Usage: rpix86 [options]Possible options are: -aAUDIO where AUDIO is the audio device number, 0 = HDMI, 1 = Analog. If not given, defaults to 1 = Analog. -dPATH where PATH is full path to the emulated C:\ root directory. If not given, defaults to the current working directory. -fFILTER where FILTER is 1 when using filtered texture scaling, 0 if not. If not given, defaults to 1 = use texture filtering. -hHEIGHT where HEIGHT is the wanted screen height in pixels. If not given, defaults to the physical screen height. -wWIDTH where WIDTH is the wanted screen width in pixels. If not given, defaults to the physical screen width.
I also added echoing the command line parameters (or the default values) to stdout when rpix86 starts, which in my development machine shows the following values:
./rpix86 -a1 -d/home/pi/rpix86 -f1 -w1600 -h1200
The next step was to collect all the major still missing features into my Raspberry Pi Store product page, so that potential users have some idea about things that might not work in rpix86. Here is a list of the major problems I am currently aware of: - rpix86 does not support x86 parity flag or auxiliary carry flag. There is some special code in rpix86 to enable running some games that use these flags, but some games simply can not be emulated because of this.
- Virtual memory is not supported. This means that Windows will not run in rpix86, nor any protected mode game that uses virtual memory. Adding virtual memory support would seriously slow down the emulation, which is pretty slow even as it is.
- Floating point opcodes are currently not supported, but this support will improve in future versions.
- Only files and directories conforming to the DOS 8.3 naming scheme are supported. No long file name support.
- Hardware mouse cursor is still missing in graphics modes. Many games use their own mouse cursor, which does work, though.
There are probably quite a few other bugs and missing features as well. If/when rpix86 encounters an unsupported situation, it will write a "crash log" into a file called rpix86dbg.log in the emulated C:\ root directory. If you send me such a crash log, I might be able to fix the issue in the upcoming versions.
I have uploaded rpix86 to Raspberry Pi Store Community Approval Process last Thursday for an "In Progress" approval, so hopefully it will get approved soon so you can download it and test it for yourself. See my download page for the download link to the Raspberry Pi store. I can also grant a private license to you if you have a Raspberry Pi Store username, so that you can test it even before it passes the approval process. You just need to let me know your username so that I can grant you a license.
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March 16th, 2013, 23:56 Posted By: wraggster
NCC Group has released a new whitepaper at the Blackhat Europe conference on using a Raspberry PI as a hardware-based backdoor (PDF) in laptop docking stations. From the paper: 'The IT department is typically more concerned about someone stealing your laptop, so they'll ask you to secure your laptop with a Kensington-style lock, but not necessarily to secure the dock. This paper details how attackers can exploit the privileged position that laptop docking stations have within an environment. It will also describe the construction of a remotely controllable, covert hardware implant, but most importantly it will discuss some of the techniques that can be employed to detect such devices and mitigate the risks that they pose.
http://it.slashdot.org/story/13/03/1...dware-backdoor
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March 15th, 2013, 23:46 Posted By: wraggster
RasPlex is not the only HTPC software project aimed at the Raspberry Pi (also seeRaspbmc, OpenELEC or PyPlex), but it is trying to leverage the Plex Media Server to become the best option. As detailed on the "Why Rasplex?" section of its new website, Plex's client/server model lends itself to handling video streams that might otherwise not be supported by the Pi's lightweight ARM CPU, as well as (once it's out of beta) access a number of additional apps and features. Its creator celebrated Pi day yesterday by launching a new site for the project, and even has plans for custom cases to make mounting your $35 media PC in the living room easier to do. Hit the source links to download the latest update, version 0.1.27 or just get more information.
http://www.engadget.com/2013/03/15/p...pdate-and-its/
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March 15th, 2013, 22:17 Posted By: wraggster
The Daily Mail’s stance on video games is not as clear as you might think.
The newspaper is known for running negative pieces about the industry’s alleged penchant for violence, but a few of its writers are keen to offset this with comprehensive video games coverage.
Daily Mail Games offers reviews, previews, news and interviews written by the Daily Mail’s editorial team. Articles appear in the site’s Science and Tech section. The site has over 45m readers.
“Video games can receive a harsh dressing down from most mainstream publications,” said Daily Mail Games writer Talal Musa. “We aim to show another side of them and what better way to reach out to people than the world’s largest website.”
Daily?Mail Games has been growing its audience with activity on the Twitter and Facebook accounts. Going forward, the site will offer more dynamic content such as video reviews and focus its coverage to match trends in the industry.
“There is a sense that the industry is finally warming to the idea of the MailOnline covering video games,” added Musa. “As the industry evolves, we must too. We’re determined not to be left behind.”
http://www.mcvuk.com/news/read/daily...gamers/0112515
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March 15th, 2013, 21:48 Posted By: wraggster
Published in association with the Raspberry Pi Foundation, Haynes has created the Raspberry Pi Manual: A practical guide to the revolutionary small computer.
With cooking lessons on programming languages and operating systems, and little recipes that give enough information to gather a whole pantry full of useful bits and pieces, this manual is aimed at those who are switching to the device for the first time.
The manual provides just enough information to get the reader, or teacher, started on the road to computer programming. It features projects from programming the game of snake to making Yoda provide Twitter alerts and creating an MP3 server or home media centre.
The book also includes a foreword by Raspberry Pi founders Eben and Liz Upton explaining that ‘given a small amount of the right knowledge, you can build anything’.
The Raspberry Pi Manual: A practical guide to the revolutionary small computer, which is written by Dr Gray Girling, is available from Haynes and is priced at £17.99.
http://www.pcr-online.biz/news/read/...erry-pi/030519
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March 15th, 2013, 00:53 Posted By: wraggster
The Xbox 360 reigned supreme in North American hardware sales last month, marking its nineteenth straight victory. <figure style="font: 14px/21px sans-serif; margin: 0px 0px 20px 20px; padding: 0px; border: 0px currentColor; width: 300px; text-align: left; color: rgb(68, 68, 68); text-transform: none; text-indent: 0px; letter-spacing: normal; clear: both; word-spacing: 0px; vertical-align: baseline; float: right; display: block; white-space: normal; position: relative; background-color: rgb(255, 255, 255); -webkit-text-stroke-width: 0px;" class="article-image article-image-alt article-image-300"></figure>According to the February NPD Group report, hardware sales increased in February next to January figures, with the Wii U and PS Vita experiencing significant sales boosts during the period at 40 per cent and 30 per cent respectively.Meanwhile, Dead Space 3 was the highest selling game in February, beating out Black Ops II and Crysis 3 respectively. February marks the end of a three month chart blitz for the Call of Duty franchise.Overall industry sales continue to decline however: the $810 million generated last month amounts to a 25 per cent drop from $1.09 billion in February 2012. Hardware sales dropped 36 per cent year-on-year, while physical software sales experienced a 27 per cent drop.Video game accessories generated $219.7 million in sales last month, a 3 per cent drop on the previous year.February's Top 10 Games: - Dead Space 3
- Call of Duty: Black Ops II
- Crysis 3
- NBA 2k13
- Metal Gear Rising: Revengeance
- Aliens: Colonial Marines
- Just Dance 4
- Far Cry 3
- Sly Cooper: Thieves in Time
- Madden NFL 13
http://www.computerandvideogames.com...d-in-february/
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