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DCEmu.Com is a site that brings you the very latest in Gaming news that isnt console specific and the latest Current Gen news from around the world, Part of the
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September 17th, 2012, 20:05 Posted By: wraggster
Social networking feeds tease new entry in game series
An unknown developer has been handed the reigns to the Wipeout franchise, according to official social networking feeds.
The Wipeout 2048 accounts on Twitter and Facebook sent the message “We. Are. Alive.” to fans, suggesting there is still life in the series.
The future of the franchise was put it doubt after Sony closed the game’s developer Studio Liverpool last month, having struggled to make much profit with the critically acclaimed series.
Sony has declined to comment on the story.
http://www.develop-online.net/news/4...hise-returning
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September 17th, 2012, 14:13 Posted By: wraggster
Hi folks its not just the forum getting worked on but each of the individual sites of the DCEmu network.
Today our PC Site which focuses on PC, Laptops, Tablets and also PC Games, Emulators and Homebrew has had an update.
The site if you didnt know goes back all the way to February 2006 and features thousands of news items .
Check it out here --> http://pc-gaming.dcemu.co.uk/
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September 16th, 2012, 20:50 Posted By: wraggster
In an effort to improve his Call of Duty gaming experience, Reddit user [Harbingerx81]built a custom controller out of an Airsoft gun. Not only does this gun feature all the buttons and joysticks normally found on a stock xbox controller, it’s also loaded up with accelerometers and gyros so his on-screen character points his gun wherever [Harbingerx] points his gun.
From the imgur album, we can see that [Harbingerx] modded an Airsoft gun with a few buttons, d-pads, and switches optimized for Call of Duty. What really gets us is the clever use of accelerometers and a gun-mounted HDMI display (with a wireless HDMI adapter) to provide a home-made virtual reality setup for one of the most popular games.
Building this controller/display wasn’t cheap – it cost [Harbingerx] upwards of $600. A good price, we’re thinking, since the Oculus Rift will be north of $300 along with the added cost of a gun-shaped xbox controller.
http://hackaday.com/2012/09/16/gameg...ore-immersive/
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September 16th, 2012, 00:51 Posted By: wraggster
The challenged independent video games retail sector is turning to toys and gifts to survive.
In the search for higher margins, several respected names in the worlds of both High Street and online games retail have begun stocking toys and gadgets over the past 12 months.
Xbite’s Nick Whitehead said: “We’ve expanded into other product ranges. With toys and gadgets, there’s no real price point that’s embossed in a consumer’s mind of what they should be paying for it. So there’s a better margin out there.
Stephen Staley, MD of online retailer Gameseek, added: “Do you specialise in video games, or do you specialise in making money? The more diverse product range the better, as long as you don’t lose your identity. Besides, a lot of the toys we sell complement the games we sell.”
http://www.mcvuk.com/news/read/indie...r-toys/0102929
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September 16th, 2012, 00:43 Posted By: wraggster
Much to the chagrin of hardware tinkerers, the Raspberry Pi doesn’t have analog inputs on its GPIO pins. Sure, you can blink a LED with just a few console commands, but reading sensors with a bone-stock Raspi requires a little additional hardware. [Brian Dorey] just released a board that allows for 8 analog inputs on the Raspberry Pi with a 16-bit resolution that is much higher than any Arduino-based build.
[Brian]‘s build is based on an earlier, similar iteration of a Raspi analog board we saw last July. Like the previous version, the new professionally made PCBs use a pair of Microchip MCP3428 analog to digital converter. These ADCs are able to sample four channels at a resolution of 16 bits; a vast improvement over the 8-bit ADCs included on every Arduino.
The boards communicate with the Raspberry Pi over an I2C serial bus using a neat stackable header. In theory, it should be possible to use several of these boards and measure dozens of analog channels, but we’ll leave a demonstration of that up to [Brian].
http://hackaday.com/2012/09/14/a-tru...-analog-input/
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September 16th, 2012, 00:42 Posted By: wraggster
One of the problems future engineers spend a lot of class time solving is the issue of odometry for robots. It’s actually kind of hard to tell how far a robot has traveled after applying power to its wheels, but [John] has a pretty nifty solution to this problem. He converted an optical mouse into an odometry sensor, making for a very easy way to tell how far a robot has traveled regardless of wheels slipping or motors stalling.
The build began with a very old PS/2 optical mouse he had lying around. Inside this mouse was a MCS-12085 optical sensor connected to a small, useless microcontroller via a serial interface.
After dremeling the PCB and discarding the microcontroller, [John] was left with an optical sensor that recorded distance at a resolution of 1000dpi. It does this by passing a value from -128 to 127, rolling over every time the sensor moves more than 3.2 mm.
As far as detecting how far a robot has moved, [John] now has the basis for a very simple way to measure odometry without having to deal with wheels slipping or motors stalling. We can’t wait to see this operate inside a proper robot.
http://hackaday.com/2012/09/15/robot...optical-mouse/
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September 15th, 2012, 23:12 Posted By: wraggster
Ozone has bolstered its range of gaming peripherals with the launch of the Rock mouse pad – a high performance, extra- large gaming pad.
Designed with a micro texture cloth surface, Ozone says the Rock provides the necessary tracking and precision performance required by gamers to have complete control when using an optical or laser mouse. With its durable and comfortable micro texture design, the Rock is built to perform consistently.
On its underside, the Rock uses a specially designed rubber base, which ensures the mat remains perfectly still, even when put under the pressure of high-pressure gaming situations. Living up to its name, the Rock promises it won’t slip and can be used on any kind of surface reliably.
Whilst different games have different needs and different players have individual styles of play, the Rock works to cover all of these bases as an extra- large mouse pad.
Measuring in at a monstrous 400 x 320 x 3mm, the Rock boasts a wide gaming area and should please hardcore gamers looking for a high-quality gaming surface they can rely on when performing those critical moue movements.
http://www.pcr-online.biz/news/read/...use-pad/029119
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September 14th, 2012, 01:06 Posted By: wraggster
They said it was the summer of games – but only thanks to the Olympics. If you’re a games retailer, it has been a miserable few months, with the market at times selling fewer games than ever as the release schedule dried up.
What’s caused the decline? Two weeks ago we published comments from Koch Media boss Klemens Kundratitz where he asked: “We’re trying to understand the mindset of English retailers.
“Everyone in Europe is looking to the UK, but scratching their heads and asking why are they not managing to make money? I appreciate that the market is in a mega-trench, but the crux of the matter is, for many years, UK retail hasn’t managed as an entity to make video games work for them. Why is that?”
Turns out, a lot of MCV readers plus the MCVuk.com audience have an explanation as to why – especially retailers themselves, who contacted us with their comments or posted them on the site. Here are highlights from all the feedback we’ve had.
RETAILER VIEW: “No store can survive on the popularity of two games released each christmas”
We have customers who call themselves hardcore gamers, but they only buy two games a year, FIFA and Call of Duty.
No retailer can survive on the popularity of two games and since supermarkets will go for loss leaders and devalue these titles, people will go where the price is lowest.
There is too much focus on Q4 and no one can buy every release that comes out at Christmas. Retailers are left to die every summer. The bills still keep coming but there’s no new products for two months sometimes longer.
Everyone knows you can’t live off £2 profit selling a new game bought at £32.33 plus VAT. The same title is probably £34.99 new if you find it in a supermarket.
Maybe the problem is this generation being around too long. People want something new to look forward to.
Lee Johnson
via MCVuk.com
“Younger gamers play FIFA – you hardly need a specialist for that”
Could it be that the PlayStation generation grew up? I am now mid-thirties, I grew up in the golden age of gaming, SNES, Mega Drive, PSone with new IP, something to get excited about. Gaming now seems to be all about the yearly recycle of the same ideas, forcing DLC down your throat. PS3 and especially Xbox 360 have run out of steam. Younger gamers play Call of Duty and FIFA, you hardly need a specialist retailer for that.
Tony Durham
via MCVuk.com
RETAILER VIEW: “Online codes for second-hand games was a big blow"
I think it’s a combination of over saturation, the recession’s going on a lot longer and games are a luxury item – although it’s not because it is also quite mainstream now.
And availability on the internet is just so cheap.
Second-hand games lose their value so much and part of that is because of these online codes now. That took out a massive chunk. That was a big blow to our business.
It means the publishers are now getting their money out of the second-hand market and taking it away from us. Fair play to them, they’re doing what they’ve got to do to survive. It’s a hole they’ve been wanting to plug for a long time and they’ve found a way of doing it.
It’s just generally a tighter squeeze on everything, from every angle. There’s a lack of releases now because publishers are being tighter, they’re not just releasing games willy-nilly because they know they’re not going to get bought and it’s just going to waste money, so they’re more cautious with what they’re actually releasing.
John Chambers
FLB Enterprise
RETAILER VIEW: “Don't blame us again"
These latest concerns just seem to be blaming the situation on us retailers. Again.
UK retail, as with all retail, has had a tough few years. But for the independent retailers out there it’s a good time to be in business looking at what we’re doing in comparison to the market. There’s a lot of independents out there that are growing in these times.
We’ve gone from one store in 2010, to three and this year we’ve opened out Folkestone store, and just re-launched our website and we’re also now searching for a site for our fourth store. So there is growth out there. But my belief is that the drop in UK games retail is simply the week two sales of new releases have dried up. With more consumers knowing that publishers will drop the prices on new releases within weeks to stimulate the market, it’s having the reverse effect and slowing total UK games sales.
Independent retailers have said for years that the second-hand market fuels the new market, but publishers’ persistence to include DLC and more shockingly the release day DLC. This is moving sales from pre-owned to new, yes, but it’s also causing a £39.99 release to drop to a £19.99 release much quicker than it would have.
Not a bad thing for consumers, but the perception to consumers is that they can now wait a week and purchase the title that much lower.
That said, independent retailers can budget their day one stock levels around it and take a hit on relevant releases to move the stock through. It’s the big chains that will suffer with X number of stores each holding X number of copies. Unless they have a good sale/return policy with suppliers then fingers will get burnt again this Christmas.
Just my thought when I saw the blame again landing on retail’s door step.
Chris Muckell
XPRESS Games
"Reliance on supermarkets came at a cost for games"
I have been out of the games market for many years now, but I was formerly national accounts manager for a games publisher. I was charged with introducing our products into the big supermarkets. I had my reservations, but no one took much heed – there was, after all, profit to be made.
Now don’t get me wrong, I am all for free trade and a competitive marketplace. But these days I stand in my local supermarket and stare at the racks of product, all while many independents have gone out of business.
There is no one to ask what the differences are going to be between the 2013 version of a game and the 2012 version.
From the publishers’ standpoint in the years to come, I wonder if they will be treated like the farmers are by the supermarkets? ‘Our customers only want button mushrooms that aren’t open, the carrots have to be orange and straight, and as we own the market share we will tell you how much discount we get.’
By putting all our eggs into one trolley, there would be no need for a sales or marketing team. And because all the little boxes all look just the same we can get rid of the design team as well. We won’t need to look for new markets, as they will be unable to compete. The guys that actually program the software will be the only ones that are safe, with a job for life programming yet another version of the same game year after year after year on a never-ending production line of misery. Because costs are so great in producing new boxed titles, software houses will only be as good as the last software house they swallowed up.
You ask about the crisis within the games industry. The problem is boredom. Where are the new and exciting games, the ones with a different slant and new perspective, or does it, as I suspect, come down to money? In the past you could knock something up in your back bedroom, slap it on a disc. Now it takes years to produce anything half-decent, and more importantly the money men who control the purse strings are in control of everything.
So, the solution? Take a backwards step, get out of the food nationals, and always look to the little acorns. If we don’t we become just another button mushroom, one more product on the ever expanding shop floor of the food multi-nationals. It’s not that I am against the people who work for the supermarket chains, but rather the all-grinding power of the black holes they have become.
Neil Wilson
Former Electronic Arts National Account Manager
“Single player games lasting four to five hours is a joke”
Consumers these days will wait for reviews from other buyers after a game is released before parting with their money. It’s pointless relying on the main review sites. And with single-player games lasting four to five hours, publishers are having a joke – this is where the second-hand market comes into play.
Kevin Ward
via MCVuk.com
“Some people can’t splash out on games like they used to”
Is this pattern not affecting every part of retail and not just video games? With constant increases in travel costs whether it be, rail, car, bus and other aspects of life increasing in price some people just can’t afford to splash out on games like they used to. I know personally I don’t buy half as many games as I used to, mainly because I am done with them in an evening, so I stick to buying RPGs or games I know I’m gonna get a good 20+ hours out of at the very least. Online multiplayer no longer interests me either unless it’s private with friends, so the likes of Call of Duty no longer appeals to me in the slightest.
I usually also have to trade-in my old games to buy new ones, but with me buying less I have less to trade-in. And in my eyes ‘not buying as many games’ will still look over indulged to a casual or non gamer.
So, yeah, I only have six or seven definite buys out of the 20 or so ‘games that will save Xmas’ MCV wrote about.
Disgrunted_gamer
via MCVuk.com
“Why would anyone in their right mind buy a game on release day?”
The problem is simple. Games prices are depreciating too quickly. Take Binary Domain as an example released on February 24th in the EU. I got it for £9.91 new from Tesco Homeplus on August 11th, less than six months later. Why would anyone in their right mind buy a game on release day when a short wait can save you a lot of money?
Paul Nolan
via MCVuk.com
RETAILER VIEW: “I won’t order large numbers of triple-A hits and instead make sure my regulars are looked after”
The reasons the industry is imploding are several which are connecting together. When I started out six years ago the bank gave credit as did the suppliers, which enabled a good standard of stocking. Customers wouldn’t consider paying any more than £39.99 for a game, and expected to trade in against a new purchase.
Due to growth I was able to absorb this, until the bank and then a few weeks later suppliers withdrew credit and from then on it was cash up front. This wasn’t just the industry’s fault, I was told it was the decisions of credit insurers and underwriters to withdraw across the retail sector. How many retail businesses can survive without credit for stock?
The ridiculous release dates now are a hinderance, during the summer drought I have no end of customers wanting a new FIFA, Battlefield, Modern Warfare or GTA. But cinemas tend to have a big release each month, they don’t have nine months of drivel and then six blockbusters in four weeks. And a cash up front model with the suppliers makes that even worse. I need my stock on Thursday for Friday release, so I pay for it on Thursday, customer comes in Friday morning and pays by debit card… and my bank give me that money the following Wednesday. Any releases that are on a Tuesday have to be ditched and now many releases have to be ditched because of cash flow. Customers are turning away in droves – not just from me, because I am trying to hold my prices down – but other big chains, and I cannot capitalise because I am caught in the cash flow trap.
Customers are trading in games, but the industry doesn’t want that and yet the customer won’t pay the price demanded, and won’t do digital once they try it and find out they have no resale value. Either the price of new releases needs to come down with a 30 per cent margin or the retailers will start having to charge RRP to cope.
Xbox Live and PSN top-ups should be available to retailers via trade hubs, or via EPOS, rather than buying cards cash up front with little margin, this mirrors previous practice in mobile phone shops where top up vouchers used to have to be bought in advance, whereas now you can have a linked terminal. I have these in two of my shops so could use these to provide the service.
I can guarantee that I will not be ordering large numbers of Call of Duty, FIFA, Assassin’s Creed and will be concentrating instead on making sure my regular customers are looked after.
Change is needed and fast.
http://www.mcvuk.com/news/read/what-...crisis/0102816
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September 14th, 2012, 00:43 Posted By: wraggster
Up next on the continual march of expansion boards for the Raspberry Pi is the Raspy Juice, a board designed to break out the GPIO pins on the Raspberry Pi into servo, serial, and other miscellaneous connections.
The Raspy Juice features an ATMega168A microcontroller connected to the Raspberry Pi as an I2C slave device. Not only does the addition of a microcontroller add analog inputs to the Raspberry Pi, but also RS232 and RS485 serial connections, a real-time clock, and four JST plugs for hobby servos.
Because the Raspberry Pi can be powered from the GPIO header, the creator, [NTT] added a buck regulator so batteries or solar cells can be used to power the Raspberry Pi.
The Raspberry Pi is a terribly awesome robotics platform, but sadly limited by its capability to drive motors and servos natively. The Raspy Juice adds some much-needed capability to the Raspberry Pi, and we can’t wait to see a robot take its first steps with this expansion board.
http://hackaday.com/2012/09/13/raspy...servo-control/
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September 14th, 2012, 00:37 Posted By: wraggster
Instead of dedicating his laptop to control his RepRap all night, [Walter] is using a Raspberry Pi as an Internet-enabled front end for his 3D printer.
Before [Walter] got his hands on a Raspberry Pi, he set up his laptop next to his RepRap and let the machine do its work for hours on end. Obviously, this tied up his laptop for a while so when his Raspi was delivered he was eager to offload the responsibilities of controlling a printer to his new Linux board.
Right now, [Walter] has his Raspberry Pi set up as a web interface able to control his printer similar to Pronterface. We have to note that the Raspberry Pi isn’t driving servos or feeding filament onto the bed; those responsibilities are still handled by the RepRap electronics, but the ability to use a 3D printer over the web is still pretty cool.
[Walter] is putting the finishing touches on his 3D printer web interface, after which he’ll upload everything onto the git. Planned features for future updates include uploading gcode from the web and an option to connect a webcam for visual feedback when controlling a remote printer.
http://hackaday.com/2012/09/13/3d-pr...for-the-raspi/
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September 13th, 2012, 23:36 Posted By: wraggster
Game classification report details acceptable themes and depictions for developers
Interactivity in games can have a harmful and detrimental effect on children, according to newly released game rating guidelines in Australia.
The new report, published by the Classification board, has been designed to help finally bring 18+ rated titles to the country’s games industry.
Whilst the new guidelines recognised R18+ games, the report suggested that games should not be treated the same as films due to their interactive nature.
“Due to the interactive nature of computer games and the active repetitive involvement of the participant, as a general rule computer games may have a higher impact than similarly themed depictions of the classifiable elements in film, and therefore greater potential for harm or detriment, particularly to minors,” read the report.
The guidelines noted that games will be refused classification if they contain illicit or proscribed drug use related to incentives or rewards and interactive drug use which is “detailed and realistic”.
http://www.develop-online.net/news/4...-interactivity
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September 13th, 2012, 23:35 Posted By: wraggster
Free-to-play mobile games enable developers to test out new ideas for other platforms, says Guillemot
The next-generation of consoles will feature fewer big games, Ubisoft’s CEO has claimed.
Speaking to The Guardian, Yves Guillemot said that whilst the publisher would be working on fewer games, new consoles would see “bigger” titles from developers.
He said that there was a shift from developers and publishers to develop for multiple platforms such as mobile, tablet and handheld, to ensure consumers can play those bigger titles wherever they want.
He added that developing smaller, free-to-play games for mobile also meant that, with the plethora of data of how users interact with apps, developers could use that information to help create their next-generation console titles.
“With next gen consoles, it's going toward bigger games, and yes, we will make less of them,” said Guillemot.
http://www.develop-online.net/news/4...triple-A-games
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September 13th, 2012, 00:00 Posted By: wraggster
Over at Wired, Ethan Gilsdorf interviews Jon Peterson, author of the new book Playing at the World. Gilsdorf calls it 'a must read,' though he cautions it 'is not intended for a general audience. It's a book for geeks, about geeks.' It is apparently an insanely-detailed history of role-playing games and wargames, including everything from Prussian kriegsspiel up to Dungeons & Dragonsand the beginning of computer RPGs (but none of that heathen stuff after 1980). Peterson says in the interview that he wanted to write a history of these games 'worthy of the future they are creating.' He apparently spent five years on the project, including unearthing a huge trove of previously-unknown historical documents.
http://games.slashdot.org/story/12/0...tory-of-gaming
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September 12th, 2012, 23:57 Posted By: wraggster
Do you think you could travel for the entire summer and leave your laptop at home? [Gef] did just that. With the help of his Kindle he used a Raspberry Pi as his travel computer. This was an easy association to think up, since he planned to bring the Kindle along as his reading material anyway. All it was going to take was some creative hacking to get it working as a display for the single-board computer.
The Kindle is merely connecting to the Raspberry Pi through a terminal emulator. This happens via USB, and requires that you Jailbreak the kindle and install a package called USBnetwork. The problem with the technique is that you’re going to go crazy trying to use the tiny keyboard that is built into the eBook reader. [Gef] decided to take a USB keyboard along with him, but how is he going to use it to control the terminal screen on the Kindle? The answer is the ‘screen’ application. We’ve used it a lot to keep programs running on a machine after we’ve exited from an SSH session. It turns out it can also be used to host multiple users on the same terminal session. Pretty neat!
http://hackaday.com/2012/09/11/using...avel-computer/
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September 12th, 2012, 23:55 Posted By: wraggster
In retrospect, it was only a matter of time before someone turned a bunch of Raspberry Pis into a supercomputer.
The Raspi supercomputer is the result of a project headed up by University of Southampton professor [Simon Cox]. Included in the team are a gaggle of grad students and [Simon]‘s 6-year-old son who graciously provided the material, design, and logistics for the custom LEGO case.
The Iridris-Pi supercomputer, as the team calls their creation, consists of 64 Raspberry Pis, all configured for parallel processing using a lightweight version ofMPI. [Simon] was kind enough to put up an excellent guide for turning two (or more) Raspberry Pis into a supercomputer.
The machine has a full 1 TB of disk space provided by a 16 GB SD card in each node. Although the press release doesn’t go over the computational capabilities of the Iridris-Pi, the entire system can be powered from a single 13 A supply.
If you’re wondering what it would take to get a Raspberry Pi supercomputer into theTOP500 list of supercomputers, a bit of back-of-the-envelope computation given theRaspi’s performance and the fact the 500th fastest computer can crank out about 60 TeraFLOPS/s, we’ll estimate about 1.4 Million Raspis would be needed. At least it’s a start.
http://hackaday.com/2012/09/12/64-ra...supercomputer/
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September 12th, 2012, 23:41 Posted By: wraggster
A new market report has forecast that the global gaming industry will be worth $117 billion (£72 billion) by 2015.
According to Transparency Market Research, the team behind the paper, the gaming market was worth $70.5 billion in 2011 and is predicted to experience compound annual growth rates of 13.7 per cent between now and 2015.
Asia Pacific is forecast to be the fastest growing geographical region in that period, with growth spurred by advanced gaming features and an increasing internet-connected population.
http://www.pcr-online.biz/news/read/...by-2015/029156
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September 12th, 2012, 01:31 Posted By: wraggster
The MG portable gets a little help from EA Mobile
PlayMG Corp and Electronic Arts have announced a partnership to preload select EA Mobile titles on the MD portable system this holiday. Need for Speed: Hot Pursuit and NBA Jam have been chosen as the games that will be loaded on every shipped MG portable for free. Both titles were chosen to appeal to the 5 to 18 year old demographic.
"It is a testament to the 'more game' mission of MG to have secured a partnership with the world's leading mobile games publisher, making MG a gaming system with access to great premium franchise game titles," said PlayMG founding partner Taylor Cavanah. "We are excited to be able to provide these great EA titles with no set up. Kids open up their MG, and just start playing."
This deal with Electronic Arts is a good step for the company and its fledging portable. In an earlier interview with GamesIndustry International, PlayMG founding partner T. Scott Edwards said that exclusives were coming down the pipeline.
"We hope to work very closely with developers, big and small, to help fuel the redesign of gaming. That will likely include some exclusives in the future," Edwards told us.
The MG is expected to retail for $169, but consumers can pick up the device for cheaper if they support the current KickStarter campaign.
http://www.gamesindustry.biz/article...laymg-portable
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