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June 12th, 2015, 17:28 Posted By: wraggster
It seems the UK remains bewitched by Bandai Namco’s latest effort.
The Witcher 3 was once again the biggest-selling game of last week, according to the latest UK retail charts from Ukie and GfK Chart-Track.
This is despite the title, which saw the largest game launch of 2015 upon release, experiencing a 44 per cent drop in sales week-on-week.
Meanwhile, Nintendo’s quirky squid-shooter Splatoon saw its sales halve during its second week, falling two spots to fourth place.
Splatoon’s decline opened up a space for long-running chart success Grand Theft Auto V to sneak back up to second place after three weeks sat in third position, despite a slightly 16 per cent drop in sales.
Rockstar’s record-breaking crime epic has been a constant force in the rankings during 2015, consistently remaining in the Top Five for the year to date.
Fellow stalwart FIFA 15 similarly climbed back up the charts, rising one place to third – regardless of sales slipping by almost a quarter (23 per cent).
In a reasonably slow week for the games industry, the only new release in the entire Top 40 last week was the Japanese sci-fi adventure title Steins;Gate for PS3 and Vita. The PQube-published game debuted at number 18.
Here is the All Formats Top Ten in full, for the week ending June 6th:
- The Witcher 3: Wild Hunt (Bandai Namco)
- Grand Theft Auto V (Rockstar)
- FIFA 15 (EA)
- Splatoon (Nintendo)
- Battlefield Hardline (EA)
- Project CARS (Bandai Namco)
- Farming Simulator 15 (Focus Home Interactive)
- Destiny (Activision)
- Minecraft: Xbox Edition (Microsoft)
- Call of Duty: Advanced Warfare (Activision)
http://www.mcvuk.com/news/read/the-w...charts/0150616
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June 12th, 2015, 17:17 Posted By: wraggster
It seems that Nintendo’s latest shooter still has legs (tentacles?) in Japan, as it outdoes a slew of new releases to remain top of the retail charts.
According to the latest data from Famitsu, despite Splatoon’s sales nearly halving from its launch week, Wii U hardware sales actually went up, increasing by almost 2,000 units week-on-week.
The console remained the best-selling machine for the week, as Nintendo’s handheld the New 3DS XL continued to climb back up the rankings, knocking Sony’s Vita down to third as it retook second place.
Splatoon’s second consecutive number one comes despite competition from a number of new releases, including Stella Glow for 3DS and Mystery Dungeon: Shiren the Wanderer 5 Plus - Fortune Tower to Unmei no Dice for Vita, which claimed second and third in the software charts, respectively.
The new titles’ high charting saw The Witcher 3 fall to number four, a clear contrast to its continued chart-topping triumph here in the UK.
Another new entry to make the Top Ten (twice) last week was the generously-titled Natsuiro High School Seishun Hakusho: Tenko Shonichi no Ore ga Osananajimi to Saikai-shitara Hodobuin ni Sareteite Gekisha Shonen no Hibi wa Scoop Dairenpatsu de Igai to MoteMote nanoni Nazeka My Memo, the PS4 and PS3 editions of which respectively took fifth and ninth place in their first week on sale.
Filling out the Top Ten was the only other new release, Koei Tecmo's Atelier Rorona Plus: The Alchemist of Arland.
Here’s the software Top Ten for the week ending June 7th:
- Splatoon (Nintendo) Wii U – 81,764
- Stella Glow (Sega) 3DS – 16,875 (New)
- Mystery Dungeon: Shiren the Wanderer 5 Plus - Fortune Tower to Unmei no Dice (Spike Chunsoft) Vita – 13,353 (New)
- The Witcher 3: Wild Hunt (Spike Chunsoft) PS4 – 11,850
- Natsuiro High School Seishun Hakusho: Tenko Shonichi no Ore ga Osananajimi to Saikai-shitara Hodobuin ni Sareteite Gekisha Shonen no Hibi wa Scoop Dairenpatsu de Igai to MoteMote nanoni Nazeka My Memo (D3 Publisher) PS4 – 11,717
- Mario Kart 8 (Nintendo) Wii U – 11,485
- Minecraft: PlayStation Vita Edition (Sony) Vita – 9,531
- Hatsune Miku: Project Mirai Deluxe (Sega) 3DS – 7,763
- Natsuiro High School Seishun Hakusho: Tenko Shonichi no Ore ga Osananajimi to Saikai-shitara Hodobuin ni Sareteite Gekisha Shonen no Hibi wa Scoop Dairenpatsu de Igai to MoteMote nanoni Nazeka My Memo (D3 Publisher) PS3 – 7,501 (New)
- Atelier Rorona Plus: The Alchemist of Arland (Koei Tecmo) 3DS – 7,049 (New)
And here are the weekly hardware rankings:
- Wii U – 17,104
- New Nintendo 3DS LL – 12,655
- PS Vita – 11,072
- PS4 – 10,137
- New Nintendo 3DS – 3,109
- PS3 – 2,444
- Nintendo 3DS LL – 956
- Nintendo 3DS – 784
- PS Vita TV – 522
- Xbox One – 248
- http://www.mcvuk.com/news/read/splat...s-rise/0150769
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June 12th, 2015, 17:14 Posted By: wraggster
A new report has seemingly confirmed a long-running assumption of the industry – boxed games are on the way out.
The latest GamePulse report from research outlet EEDAR estimates that the number of physical titles released for Microsoft, Sony and Nintendo's machines has more than halved over the last six years, plummeting from 383 in 2008 to just 145 last year.
Simulatenously, the number of digital-only games (EEDAR defines 'digital-only' as not receiving an accompanying boxed release within 90 days) has almost tripled during the same time span.
In 2008, 102 exclusively digital titles hit the PlayStation Store, Xbox Live Marketplace and Nintendo eShop. By 2014, the number of digital titles launched on the three platforms reached 279.
This wasn't solely the result of the same publishers releasing more digital titles – EEDAR states that last year saw the greatest diversity in the digital publishing space yet, with more than 146 different publishers launching at least one digital-only game.
The number of digital-only games released per publisher has fallen by an average of one from 2008 to 2014, versus a slight average growth in the number of traditional (boxed and digital) games brought to market each year over the same period.
Overall, physical-only titles accounted for just three per cent of the games market last year, in contrast to almost half (44 per cent) of the sector in 2008.
Comparatively, digital-only games have risen from comprised two fifths of the space seven years ago to two thirds in 2014.
Products launched simulatenously via both channels made up just under a third (31 per cent) of total releases.
http://www.mcvuk.com/news/read/two-t...l-only/0150853
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June 12th, 2015, 17:07 Posted By: wraggster
Sitting in the cockpit of a spacecraft, trapped in an underwater cage surrounded by sharks or trapped in a dark house with a silent pursuer.
It’s not hard to conjure a list of experiences that when coupled with virtual reality will become almost magical. Anyone who has tried VR will tell you that it offers something that traditional games, or indeed any form of traditional media, simply cannot match. It’s certainly very exciting.
These experiences, whether it’s EVE Valkyrie or any of the as of yet unannounced or unconceived titles that are to come, are going to be what sells the technology to the increasingly hungry and affluent tech consumer.
But as much as many of the specialist press continue to enjoy and evangelise the potential VR revolution, many still look on with commercial scepticism.
VR has a lot of very significant barriers to overcome.
The looming menace of 3D TV’s spectacular demise hangs heavy. The need to wear 3D glasses was enough to pop that bubble before it even formed. What on earth are consumers going to make of the need to strap themselves into a headset?
It’s not only the bulk and inconvenience of the headset that’s the problem, either. Once headphoned up the user will be effectively isolated from their surrounding environment. The calls of spouses and kids will go unanswered, phone calls forgotten, Twitter updates on celebrity deaths missed and expensive tech deliveries from the postman left with the dodgy neighbour with all those cats.
Then there’s simply the hassle the strapping yourself in and setting up to play a VR game. I can just about be bothered to get my phone out of my pocket to play You Must Build A Boat. Sometimes switching the channel on my HDMI box to play PS4 can seem too much. I’ve been known to play games without sound as I can’t be arsed to plug in the headphones.
People will undergo this inconvenience, however, for experiences that reward you for it. Experiences that the easier options cannot provide. But will they do the same for experiences that will offer no benefit over playing traditionally? Will users really go through the hassle of setting up their equipment to play a console game being streamed to a virtual screen in a virtual room when it’s easier – and from a technical viewpoint, also better – just to turn on your real screen and play it in your real room?
The same argument can be applied to many of the world-changing social experiences promised by Facebook in the days following its acquisition of Oculus. Are you really going to go through the pre-VR set-up ritual so you can experience sitting in your room with your friends watching a movie? I suspect that people would always much rather sit an actual room with their friends without a plastic helmet. Or even in an actual room on their own, provided it take less effort.
None of this touches on the cost, either, which was conspicuous in its absence from Oculus’ E3 presentation yesterday. These things are going to cost a shitload. Particularly when you factor in additional controllers (which, incidentally, will ensure that the Oculus Rift audience is fragmented from a very early stage, but that’s another discussion entirely).
As I said, none of this is designed to question the potential of the VR experience. Or to argue that VR is the next 3D. With the right content, at the right price and with fewer compromises required, VR can in my opinion very much succeed.
But the timescales we’re looking at here are huge.
2016 is not going to be the year of VR for anyone other than those few who have the disposable cash and want to be the first to experience this new frontier of entertainment. If VR is to be measured by its mass-market penetration, then get comfy because all the players involved had best be ready for a long, long game.
http://www.mcvuk.com/news/read/opini...ew-one/0150983
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June 12th, 2015, 16:56 Posted By: wraggster
Oculus' top brass showed a slew of new VR games at a special event today -- including a closer look at the badass-looking EVE Valkyrie -- but they need more than big-name developers if they want the Rift to be a hit. That's why the company is earmarking $10 million to fund indie game makers who want to build the new big thing in virtual reality content. Coders, you'd better get crackin'.
http://www.engadget.com/2015/06/11/o...ie-developers/
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June 12th, 2015, 16:55 Posted By: wraggster
Microsoft and Oculus are leaping into the future of virtual reality hand-in-hand. Oculus CEO Brendan Iribe today announced that the Rift will be packaged with a wireless Xbox One controller, native support on Windows 10 and the ability to play Xbox One games inside the headset itself, in a sort of virtual cinema, via Xbox-to-Windows streaming. Microsoft's Head of Xbox Phil Spencer took to the Oculus stage to lay out his plans for the Rift and Windows gaming going forward -- and there's a reason he looked so happy while doing so. In fact, there are a few reasons the Microsoft-Oculus deal should be gangbusters for both companies.
http://www.engadget.com/2015/06/11/o...icrosoft-love/
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June 12th, 2015, 16:51 Posted By: wraggster
At one point or another, most of us have tried (and normally failed) to tackle a few laps in Gran Turismo or Forza Motorsport with a racing wheel. But have you ever used one to drive a tractor in Farming Simulator 15? Nope, didn't think so. Peripheral maker Saitek has designed a new, monster accessory that includes a steering wheel (with turn knob), foot pedals and a side console complete with over 25 programmable buttons and a loader stick. It's designed specifically for Windows and Mac, and the price alone means it'll only appeal to the most hardcore agriculture enthusiasts: the all-in bundle will set you back $299.99, or you can pay $149.99 for just the side panel or wheel/pedal combo.
http://www.engadget.com/2015/06/12/f...tractor-wheel/
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June 11th, 2015, 21:49 Posted By: wraggster
The Oculus VR crew has been doling out hints about what the mainstream version of its headset will do, but the controller? It's been pretty tight-lipped so far. However, the company just gave an inadvertent clue as to what it's been working on. Fans havediscovered a concept image that Oculus' Palmer Luckey says is an early "placeholder" for the company's controller work. The peripheral is "nowhere close to final," the executive adds, but it's implied that some of the underlying ideas will show up in the products you see at Oculus' big consumer event on June 11th. Not that it spoils much -- it's little more than a touchpad with basic navigation controls, so the odds are that there are some surprises left in store.
http://www.engadget.com/2015/06/09/o...-concept-leak/
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June 11th, 2015, 21:30 Posted By: wraggster
Oculus is holding a very special event today in San Francisco simply called "Step into the Rift," and it's presumed to be, at long last, the unveiling of the consumer version of its VR headset. There isn't much we know yet about what will happen, but we're assuming we'll at least get to see what the final consumer Rift will actually look like (perhaps like this?). We're also hoping to get more detailed specs, the names of some of the game titles at launch and, of course, pricing and a pre-order date. We'll be there live to cover the event, but if you want to get a taste of it too, check out the livestream embedded right here starting at around 10 AM PT / 1 PM ET today.
http://www.engadget.com/2015/06/11/w...ft-event-here/
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June 11th, 2015, 21:29 Posted By: wraggster
Three long years after Oculus unveiled its VR headset to the world, it now finally hasone ready for consumers. Say hello to the Rift headset that you can actually buy. It features two OLED screens that promises clarity and a wide field of view. It also has a tracking system which CEO Brendan Iribe says has a very low latency movement that the company has refined over the years. Interestingly, there's also now an external sensor that you can put on your desk, which replaces the webcam-like sensor from earlier Oculus headsets. They've also integrated a pair of headphones into the headset itself, which Iribe says has that 360-degree spatialized audio that's so integral to a more immersive environment. And yes, you can remove them to add your own headphones. The headset itself is designed to fit better. There's a dial to better adjust the distance between your eyes (also known as the interpupillary distance), plus the whole thing is covered in cloth for more comfort. And if you wear glasses? No problem, because it now fits those of us with corrective lenses as well.
http://www.engadget.com/2015/06/11/o...-rift-headset/
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June 11th, 2015, 21:17 Posted By: wraggster
Oculus might be giving you an Xbox One controller to get your virtual reality experience off the ground, but what if you want more natural control? Don't worry, that's coming soon. Palmer Luckey and crew just took the wraps off of Oculus Touch, a hand controller system that lets you navigate the virutal world in a more natural way. Each grip includes both motion-based input as well as physical controls and haptic feedback -- in some cases, you'll feel what you touch in the VR space. There's no mention of pricing or whether Oculus Touch will be ready for the consumer Rift headset's early 2016 debut, but we're hoping there isn't a protracted wait.
Update: We've just heard that a development kit version of the Oculus Touch will be available in Q1 2016. It won't be a consumer-ready version (thus won't be available with the headset itself), but just an early edition for developers to work on. CEO Brendan Iribe told us that the reason for this is to give developers time to get used to the new controller and incorporate their games around it.
http://www.engadget.com/2015/06/11/oculus-touch/
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June 3rd, 2015, 21:49 Posted By: wraggster
The Witcher 3 is once again No.1 in the UK All Formats Top 40.
It manages this in spite of a 69 per cent decline in sales this week, but outsold this week’s No.2, Nintendo’s Splatoon, by a large degree.
Splatoon in fact had the biggest ever launch of a new Wii U IP, taking the title from console launch title Zombi U. It’s also the fifth fastest selling game for the hardware.
Grand Theft Auto V and FIFA 15 continue to hold third and fourth places – Rockstar’s crime title saw an eight per cent rise in sales, while FIFA 15 sales shot up 51 per cent. This is likely due to the announcement of FIFA 16.
That isn’t the only EA title to see a sales increase – Battlefield Hardline sales rose 43 per cent.
Last week’s No.2, Farming Simulator 15, falls to fifth place as sales dip 41 per cent.
Below is the software Top Ten for the week ending May 30th:
1. The Witcher 3: Wild Hunt, Bandai Namco
2. Splatoon, Nintendo
3. Grand Theft Auto V, Rockstar
4. FIFA 15, EA
5. Farming Simulator 15, Koch Media
6. Battlefield Hardline, EA
7. Project CARS, Bandai Namco
8. Destiny, Activision Blizzard
9. Mortal Kombat X, Warner Bros
10. Minecraft: Xbox Edition, Microsoft
http://www.mcvuk.com/news/read/witch...-place/0150255
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June 3rd, 2015, 21:18 Posted By: wraggster
Oculus' big push into cinema began at the 2015 Sundance Film Festival, where it introduced its VR filmmaking endeavor, Story Studio. Back then, the company debutedLost and revealed a list of other shorts it had plans for -- though it didn't go into much detail about them. Today, however, we're getting to know Henry, the second film fromthe virtual reality studio. Directed by Ramiro Lopes Dau, who previously worked on animation for Pixar's Brave and Monster University, Henry tells the story of a cute hedgehog that has trouble making friends because of his appearance. Oculus Story Studio describes it as a heartwarming comedy.
http://www.engadget.com/2015/06/02/h...-story-studio/
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May 30th, 2015, 23:12 Posted By: wraggster
The vast majority of console game sales still come from physical stores, new data reveals.
MCV has combined UKIE/GfK Chart-Track data with new figures from SuperData in an effort to show the split between the digital and physical market. And it shows that around 80 per cent of game sales are coming from the boxed market.
However, this is not an exact science. Both data sources utilise different methodologies and they also look over slightly different periods.
Chart-Track’s March chart, for instance, included sales up to March 26th, which means Bloodborne was only on sale for two days when the physical numbers were counted. This may explain why Bloodborne’s digital sales (which include all sales up until March 31st) are proportionally so high.
But it still provides an insight into the scale of the move between digital and physical. Big triple-A titles such as Battlefield Hardline are primarily bought in boxes, while the split is more even for digital-first titles, such as Minecraft (although it’s interesting to see how strong physical sales are for the hit kids IP).
This chart is possible thanks to SuperData’s UK digital console chart, which utilises insight provided from publishers and payment firms.
“SuperData’s digital console chart for the UK is currently still in beta but we expect to have the charts on equal level with the traditional retail rankings by Q4 2015,” said SuperData CEO Joost van Dreunen. “Our UK digital console rankings are compiled based on data we collect from payment service providers and participating developers. On a monthly basis, approximately 5.1 million UK gamers spend money on digital games across all platforms and devices.”
http://www.mcvuk.com/news/read/physi...-shift/0150185
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May 30th, 2015, 23:11 Posted By: wraggster
In March, we combined digital sales with physical to put together an alternative UK chart, and the reaction was incredible.
Popular consumer site Kotaku decided it wouldn’t run chart stories until digital sales were included, and almost every publisher (including Take-Two’s CEO) expressed an interest in sharing their numbers. The MCV inbox was bulging by the end of the week. Two months on, we still don’t have a chart.
And we’ve discovered how some platform holders can’t even produce one. But we’re getting there.
We were contacted by a few data firms in the wake of the story, too. Some simply wanted to attach themselves
to our campaign, which is fine but not particularly helpful. Others - including SuperData - wanted to offer us data to print. Which is what we have for you this week.
The numbers on the front page of MCV are for console sales only. It isn’t perfect, it’s still in beta, and there will be a few things a little off. It’s a work-in-progress, and all feedback is useful. But this is at least something, and it provides us with an idea of the impact digital is having in the console space.
And we’re eager to discover what this data means to different people.
For instance, what do you see when you look at our front page? Do you think: ‘Wow, digital is already one-fifth of the console sector, and that includes the big blockbusters’? Or is your reaction: ‘Clearly physical retail remains the dominant power in the console world’?
Now take a look at Minecraft’s figures. Do you think Minecraft’s half-and-half split between digital and physical is good news or bad news for the High Street?
What might seem a negative to you, may be viewed as an opportunity for someone else.
That’s why, for all our campaigning for more visibility in the digital space (and we aren’t about to stop), the industry should never become over-reliant on these figures.
At London Games Conference two years ago, Sega’s John Clark took to the stage to warn against over-analysing the market. Data can help you make business decisions, but it shouldn’t make them for you. Ignoring the trends can often be as lucrative – more so sometimes – as following them. If the industry spends too long staring at the numbers, then everyone will be making the same games, for the same platforms and with the same business models.
More digital data is needed, but a business that becomes reliant on it will only stifle creativity, not reward it.
http://www.mcvuk.com/news/read/opini...-chart/0150187
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May 30th, 2015, 23:09 Posted By: wraggster
Major games publishers have not learnt their lesson from the slew of broken games released at the end of last year.
That’s according to QA and localisation experts who say that most games firms have not changed their approach to bug testing.
Titles such as Assassin’s Creed Unity, DriveClub, Halo: The Master Chief Collection and Battlefield 4 have all struggled in recent years with bugs, connection issues and glitches. And the firms tasked with preventing these problems say publishers are still not devoting enough time or money to QA.
“If anything, it’s gotten worse,” said Universally Speaking director Loreto Sanz Fueyo. “Quality at the moment is determined by time and resources, including money. Very few developers seem to want to release the perfect product, especially not if it means delaying launch.
“This will naturally have its consequences and we are likely to see again publishers, developers and games that will become ‘famous’ amongst the users for their sloppy work and cavalier attitude towards quality.”
Keywords localisation and QA director Thomas Barth added: “QA and localisation is more visible in the development process and there are studios allocating more time for them. But in general not much has changed from my point of view, despite the internet being very vocal around those issues at the end of last year.”
http://www.mcvuk.com/news/read/publi...-games/0150189
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May 29th, 2015, 23:01 Posted By: wraggster
The Oculus Rift is prepared to melt your perceived reality in early 2016 -- if you have the proper PC. If not, a new, Rift-ready PC plus the headset itself should cost around $1,500, Oculus CEO Brendan Iribe said today at the Re/code conference. "We are looking at an all-in price, if you have to go out and actually need to buy a new computer and you're going to buy the Rift... at most you should be in that $1,500 range," he said (via Re/code). He didn't provide a standalone price for the Rift, but Oculus has already divulged its recommended PC specs and they're fairly hefty.
http://www.engadget.com/2015/05/27/o...-plus-pc-1500/
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May 29th, 2015, 22:52 Posted By: wraggster
Google brought virtual reality to the masses cheaply with Cardboard, a DIY headset announced at last year's I/O conference. Now, the search giant's building upon its 1 million VR viewers with an improved Cardboard headset that fits smartphone screens up to 6 inches. It also incorporates a new top-mounted button that replaces the finicky magnetic ring so that Cardboard works with any phone. And, in what's probably the most consumer-friendly move Google's made with the new and improved Cardboard, it takes just three steps to assemble. Clay Bavor, VP of Product, told I/O attendees that they'd be receiving these new DIY VR kits immediately after the keynote. And for interested VR developers, it's important to note the Cardboard SDK now works with iOS in addition to Android.
http://www.engadget.com/2015/05/28/g...ump-cardboard/
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