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November 9th, 2014, 21:17 Posted By: wraggster

You know the holiday season is getting close when the Christmas light projects start rolling in! [Osprey22] is getting a jump on his holiday decorations with his Christmas Tree light show controlled by a Raspberry Pi. Yes, we know he could have done it with an Arduino, or a 555, but the Raspi makes for a convenient platform. With a WiFi module, code changes can be made remotely. The Raspberry Pi’s built-in audio interface also makes it easy to sync music to flashing lights, though we’d probably drop in a higher quality USB audio interface.
[Osprey22's] Raspberry Pi is running his own custom python sequencer software. It takes an mp3 file and a sequence file as inputs, then runs the entire show. When the music isn’t playing, the Pi loops through a set of pre-defined scenes, changing once per minute.
The hardware itself is pretty straightforward. The Raspberry Pi controls 8 solid state relays through its GPIO interface. 8 strings of lights are more than enough for the average tree. [Osprey22] topped the tree off with a star made of wood and illuminated by a string of 25 WS2801 RGB LED pixels.
http://hackaday.com/2014/11/09/deck-...hristmas-tree/
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November 9th, 2014, 20:27 Posted By: wraggster
EEDAR study also says core gamers shouldn't be target demographic
[h=3]EEDAR[/h]
Just six per cent of North American mobile gamers are contributing 51 per cent of the platform's revenues in the territory, says a report from analytics firm EEDAR.
The new study, available to download for free here, has re-emphasised the incredible importance of the so-called whales, which it defines as players spending at least $10 a month. Those heavy spenders, it estimates, are contributing around $293.70 a year each - totalling a phenomenal $2.35 billion. They're also more likely to be male, older than the average player and using both a smartphone and a tablet. 71 per cent of North America's mobile whales are male, EEDAR believes.
Curiously, despite every other category of player increasing the time they spent playing mobile games year-on-year, the whale finds him or herself playing less in 2014 than they did in 2013, enjoying a still-significant 9.9 hours a week rather than last year's 11.8. That's still a lot more than moderate ($1-$9.99 per month) players, who average 6 hours a week, or non-payers, who still play 4 hours of mobile games a week.
http://www.gamesindustry.biz/article...ent-of-revenue
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November 6th, 2014, 22:41 Posted By: wraggster
A Raspberry Pi 'gaming tablet' has launched on Kickstarter, which aims to add online multi-player to retro games.
The eNcade is a 3D-printed Gameboy-esque portable console packed with a fully assembled Pi. The creators, Nzen Mods, said they noticed a huge community for retro console gamers who they thought could benefit from something with online multiplayer support.
“Our multiplayer delivery service will allow players to find and connect with each other through unique usernames, instead of clunky friend codes,” said Nzen Mods.
“The software has support for sending and receiving game invites as well as voice chat that is currently under development.”
Running on Raspbian means that the gadget can switch to the desktop at any time and be used like any other Linux computer. The SD card can be used to change to any other OS compatible with the Raspberry Pi if desired.
“The eNcade's software has been in the works for a while and has been tested online with NES, SNES, and Genesis emulators and we are currently working on bringing more consoles to the list. However the eNcade also has offline support for the previous list in addition to 2600, N64, GB, PS1 and much, much more,” reads the developer’s Kickstarter page.
The eNcade comes with a USB Wi-Fi adapter, USB charging cable, HDMI out port, USB port, TFT touchscreen, and is hoping to receive $6,500 in backing on its Kickstarter page.
http://www.pcr-online.biz/news/read/...starter/035023
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November 6th, 2014, 00:21 Posted By: wraggster
Monster Hunter 4 Ultimate continued to lead the Japanese software chart during the week ended November 2, surpassing two million sales in the process.
A number of western developed releases made top 20 debuts; the PS3 version of Borderlands The Pre-Sequel entered at No.7, the PS4 edition of Metro Redux at No.11, and Xbox One exclusive Sunset Overdrive atNo.16.
<figure style='background: 0px 0px rgb(255, 255, 255); font: 14px/23.79px "Helvetica Neue", Helvetica, Arial, sans-serif; margin: 0px 0px 20px; padding: 0px; outline: 0px; border: 0px currentColor; width: 460px; color: rgb(38, 38, 38); text-transform: none; text-indent: 0px; letter-spacing: normal; word-spacing: 0px; vertical-align: baseline; display: block; white-space: normal; position: relative; -webkit-text-stroke-width: 0px;' class="responsive single-article__canvas single-article__canvas--full zoomhover" title="" data-media992="http://cdn.medialib.computerandvideogames.com/screens/dir_3257/image_325784_460.jpg" data-media768="http://cdn.medialib.computerandvideogames.com/screens/dir_3257/image_325784_700.jpg" data-media480="http://cdn.medialib.computerandvideogames.com/screens/dir_3257/image_325784_480.jpg" data-media="http://cdn.medialib.computerandvideogames.com/screens/dir_3257/image_325784_320.jpg"> </figure>3DS continued to dominate the hardware chart, comfortably outselling all other platforms combined, according to data from retail monitor Media Create, which was republished on NeoGAF.[h=3]Weekly software sales / lifetime[/h] - 01. Monster Hunter 4 Ultimate (3DS, Capcom) - 101.349 / 2.047.199 (-41%)
- 02. Yo-kai Watch 2: Ganso / Honke (3DS, Level 5) - 29.524 / 2.815.708 (-3%)
- 03. Super Smash Bros for 3DS (3DS, Nintendo) - 29.428 / 1.676.957 (-20%)
- 04. Jikkyou Powerful Pro Baseball 2014 (PS3, Konami) - 19.986 / 101.967 (-76%)
- 05. The Evil Within (PS3, Bethesda) - 15.982 / 75.370 (-73%)
- 06. Jikkyou Powerful Pro Baseball 2014 (Vita, Konami) - 12.576 / 63.412 (-75%)
- 07. Borderlands: The Pre-Sequel (PS3, Take-Two) - 12.386 / New
- 08. Onechanbara Z2: Chaos (PS4, D3 Publisher) - 10.474 / New
- 09. Tales of the World: Reve Unitia (Bandai Namco) - 9.802 / 56.840 (-79%)
- 10. Gakuen K: Wonderful School Days (PSP, Idea Factory) - 7.370 / New
[h=3]Weekly hardware sales ( previous week)[/h] - 3DS - 69.673 (96.590)
- Vita - 11.406 (13.025)
- PS4 - 8.906 (8.942)
- PS3 - 5.066 (5.138)
- Wii U - 4.696 (4.273)
- Xbox One - 599 (728)
- Xbox 360 - 79 (89)
- PSP - 50 (76)
- Total - 100.475 (128.746)
http://www.computerandvideogames.com...apanese-chart/
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November 6th, 2014, 00:10 Posted By: wraggster

Reprogramming the behaviors of a person-sized animatronic dinosaur would have to be among the coolest opportunities to be presented with… This is exactly what [Dr. Lucy Rogers] and a group of fellow techies were tasked to accomplish for the Blackgang Chine park located on the Isle of Wight in the UK.
Before the group arrived, the native dinos didn’t do much else than run a preprogrammed routine when triggered by someone’s presence… which needless to say, lacks the appropriate prehistoric dynamism. Seeing that their dated wag, wiggle, and roar response could use a fresh breath of flair, the park’s technical projects coordinator [Mark Butler] began adapting one of the dinosaur’s control boxes to work with a Raspberry Pi. This is when [Lucy] and her group were called upon for a two-day long excursion of play and development. With help and guidance from Raspberry Pi expert, [Neil Ford], the group learned how to use a ‘drag and build’ programing environment called node-RED in order to choreograph new movement sequences for two of the smaller dinosaurs provided for use. The visual nature of node-RED helped those of the Blackgang staff with little programming experience understand the code at work, which aided in their training. Now they can reprogram the dinosaurs with new actions on the fly if needed.
The Pi in the end turned out to be a cost-effective solution which will give the robot dinosaurs a longer, more fulfilling lifespan to roar and frolic on their island home. Check out this video by [Debbie Davies] to see more…
Thanks Ed, for spotting this one!
http://hackaday.com/2014/10/31/raspb...old-dinosaurs/
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November 6th, 2014, 00:05 Posted By: wraggster

A Dropcam will run you about $150. Price out a Raspberry Pi, camera sensor, and a CCTV camera housing found on eBay, and it starts to look like there may be a cheaper replacement for a Dropcam sitting around on workbenches, if only someone can figure out the software. [Antoine] did just that, giving any Raspberry Pi the ability to stream H.264 video over a network.
[Antoine]‘s software is based on the raspivid tool distributed from the foundation, but that only takes care of capturing and encoding H.264 video from the camera sensor. To add IP camera support, the Live555 RTSP library was mixed in and combined to stream video over the Raspi’s network connection.
With a camera dome enclosure from the usual outlets, [Antoine]‘s project really starts to look professional. The specs are respectable, too: it can output a 1080 stream, and with a small modification to an Ethernet cord, this webcam has PoE. Future updates include the ability to record videos based on a trigger and possibly a webserver on the Pi for configuration. [Antoine] says he really isn’t up to speed with Javascript, so any help would be appreciated.
http://hackaday.com/2014/11/03/a-ful...-raspberry-pi/
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November 6th, 2014, 00:00 Posted By: wraggster

The Raspberry Pi has a port for a camera connector, allowing it to capture 1080p video and stream it to a network without having to deal with the craziness of webcams and the improbability of capturing 1080p video over USB. The Raspberry Pi compute module is a little more advanced; it breaks out two camera connectors, theoretically giving the Raspberry Pi stereo vision and depth mapping. [David Barker] put a compute module and two cameras together making this build a reality.
The use of stereo vision for computer vision and robotics research has been around much longer than other methods of depth mapping like a repurposed Kinect, but so far the hardware to do this has been a little hard to come by. You need two cameras, obviously, but the software techniques are well understood in the relevant literature.
[David] connected two cameras to a Pi compute module and implemented three different versions of the software techniques: one in Python and NumPy, running on an 3GHz x86 box, a version in C, running on x86 and the Pi’s ARM core, and another in assembler for the VideoCore on the Pi. Assembly is the way to go here – on the x86 platform, Python could do the parallax computations in 63 seconds, and C could manage it in 56 milliseconds. On the Pi, C took 1 second, and the VideoCore took 90 milliseconds. This translates to a frame rate of about 12FPS on the Pi, more than enough for some very, very interesting robotics work.
There are some better pictures of what this setup can do over on the Raspi blog. We couldn’t find a link to the software that made this possible, so if anyone has a link, drop it in the comments.
http://hackaday.com/2014/11/03/stere...amera-modules/
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November 5th, 2014, 02:33 Posted By: wraggster

Humanity might be exploring virtual space sooner than expected as Oculus VR CEO Brendan Iribe claims his company's Oculus Rift headset is now months away from being released to the public.
"We're all hungry for it to happen," Iribe said at Dublin's Web Summit 2014. "We're getting very close. It's months, not years away, but many months." The biggest issue facing the device currently, according to Iribe, is a proper input system. Standard keyboards, mice and gamepads aren't up to the task, Iribe claims, and gesture-control is still too primitive a technology to complement an immersive virtual space.
Despite whatever failings may cling to the Oculus Rift headset at the moment, Iribe is equally worried about other companies rushing products to market and damaging the future of VR in the eyes of the general public. "We're a little worried about bigger companies putting out [VR products] that aren't ready," Iribe stated. "Disorientation and motion sickness is the elephant in the room. We're encouraging big companies not to put out a product before it's ready."
http://www.joystiq.com/2014/11/04/oc...ot-years-away/
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November 5th, 2014, 02:25 Posted By: wraggster
EA still top of the UK retail chart as Xbox One exclusive takes second
FIFA 15 extends its run at the UK's number one to six weeks today, holding off a challenge from Xbox One exclusive Sunset Overdrive in second. The football sim also retains its record of 2014's longest serving UK chart topper.
Making room for Sunset are Minecraft's PlayStation edition and the Evil Within, both dropping a place each. Just below those, at five, sits another new entry: wrestling title WWE 2K15. The rest of last week's top ten is reshuffled to make up the remainder of the leading pack, keeping Lords of the Fallen just outside at number 11.
Two of last week's single platform new entries, Bayonetta 2 and Civilization: Beyond Earth, disappear from the top 40 entirely.
All charts courtesy of UKIE and Chart-Track.
Last Week |
This Week |
Title |
1 |
1 |
FIFA 15 |
New Entry |
2 |
Sunset Overdrive |
2 |
3 |
MineCraft: PlayStation Edition |
7 |
4 |
The Evil Within |
New Entry |
5 |
WWE 2K15 |
4 |
6 |
Destiny |
8 |
7 |
Forza Horizon 2 |
5 |
8 |
Middle Earth Shadows of Mordor |
10 |
9 |
Skylanders Trap Team |
12 |
10 |
Minecraft: Xbox Edition |
http://www.gamesindustry.biz/article...to-topple-fifa
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November 5th, 2014, 02:24 Posted By: wraggster
Licensed titles are no longer synonymous with poor quality and they can be quite lucrative
For decades in the game industry, there was one sure way to spot a game that had almost no chance of becoming a critical and commercial success: Games based on a license (aside from sports licenses) were almost never a top performer. Some of them were among the very worst games (Superman 64, anyone?) you could find. A license was the hallmark of low quality gaming.
Why would licenses mean poor quality? There were many reasons, but the most important one was time. Most of the licenses you'd see were movie licenses, tied to a big-budget film that game publishers expected would have a huge audience. Work would begin on a game, but usually the movie would be coming out in two years or less. This was less than the 2-3 years a top-quality game would often take to develop... so something would have to give. Either the game would be rushed to meet the movie release, or the game would be released well after the movie had been in theaters and left. Either way, sales wouldn't be great.
A short digression here: Sports licenses have been, and continue to be, an exception when it comes to licensed games. Sure, there have been poor sports games built around licenses, but in general sports games have been much better performers than other licenses. The major reasons are that licensed sports games are created to model actual game play, so at least you're starting with a game that you know works as a game. When you start with a movie or a book, you have to figure out how to make a game out of it, which is often a very difficult task in itself. Second, licensed sports games are based on something that happens every year, so whether it takes one year or three to build your game, the license it's based on is still going strong and is a great marketing opportunity every year.
Fast-forward to the modern era of game design. Yes, AAA console or PC titles still take many years to develop, but those aren't being built around movie licenses any more. (If anything, it's going the other way, as the Warcraft and Assassin's Creed movies demonstrate.) Now, though, mobile and social games can be created in months rather than years, and thus top-quality games can be constructed on a timetable to take advantage of a major movie marketing campaign. The result is that licensed games have become both much better games, and much more profitable for the companies that publish them.
"we've seen Kim Kardashian: Hollywood rake in $50 million in its first month, and it looks like it will be worth hundreds of millions of dollars to Glu Mobile"
Look no further than a company like Kabam to see where licenses have been an effective, money-making tool. Kabam has its own IP like Kingdoms of Camelot that has done very well, but its licensed games like The Hobbit: Kingdoms of Middle Earth and Fast & Furious 6: The Game have been real moneymakers. More than that, the games have helped Kabam find new audiences for its other games.
Other game companies can show similar success with licenses, like Telltale Games. The company has been doing licensed titles for years, and finally had a breakout hit with The Walking Dead. With the success of that game, the company was able to land the license for Game of Thrones, which is very likely going to be another major hit. DeNA has been busy licensing Transformers and Marvel. Zynga has licensed Warner Bros.' Looney Tunes, as well as Tiger Woods and the NFL, as part of its new strategy to expand its audience.
Most recently, we've seen Kim Kardashian: Hollywood rake in $50 million in its first month, and it looks like it will be worth hundreds of millions of dollars to Glu Mobile. There's an example of a great way to work with the right license. Glu Mobile took an existing game, Stardom: Hollywood, that they knew worked well, and found a license that fit the game's play style very well. The game has strong appeal to Kim Kardashian's millions of fans, letting them feel like they have a closer association with Kardashian. The game's style matches the desire of the fan base, and by having a proven game and a proven license Glu Mobile minimized its risk.
How do you find and take best advantage of a license? Here are some key things to remember:
Find a licensor you can work with
Licensors can make your life a living hell, or they can be a terrific help. Choose wisely. Ask around, find out if you know other people who have dealt with a particular company on a license. Hopefully you'll hear good things, but don't be surprised if you hear some horror stories. There are licensors where approvals can take months, or endless changes can be requested, or the materials you need to proceed with your game development take weeks to show up. There are many, many ways that a licensor can make things difficult or easy. Find a licensor who will be responsive, flexible, creative, and willing to help, if you can.
Pick the right license
Kim Kardashian: Hollywood may make people look for celebrity licenses with similar social presence, but that's a shallow analysis. Other companies will no doubt be looking for similar licensing coups, but it's not as easy as just finding a celebrity with a large Twitter following. The nature of the celebrity's following has to be considered, and then that profile must be matched up with the right game. It's also true that not every celebrity will cooperate willingly in the promotion of a licensed product, even though they may benefit substantially from the success of the product. Ms. Kardashian has been promoting her game in appearances on TV and elsewhere, especially on social media, and her efforts have certainly been a large part of the game's success.
http://www.gamesindustry.biz/article...re-finally-hot
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November 1st, 2014, 01:14 Posted By: wraggster

Reprogramming the behaviors of a person-sized animatronic dinosaur would have to be among the coolest opportunities to be presented with… This is exactly what [Dr. Lucy Rogers] and a group of fellow techies were tasked to accomplish for the Blackgang Chine park located on the Isle of Wight in the UK.
Before the group arrived, the native dinos didn’t do much else than run a preprogrammed routine when triggered by someone’s presence… which needless to say, lacks the appropriate prehistoric dynamism. Seeing that their dated wag, wiggle, and roar response could use a fresh breath of flair, the park’s technical projects coordinator [Mark Butler] began adapting one of the dinosaur’s control boxes to work with a Raspberry Pi. This is when [Lucy] and her group were called upon for a two-day long excursion of play and development. With help and guidance from Raspberry Pi expert, [Neil Ford], the group learned how to use a ‘drag and build’ programing environment called node-RED in order to choreograph new movement sequences for two of the smaller dinosaurs provided for use. The visual nature of node-RED helped those of the Blackgang staff with little programming experience understand the code at work, which aided in their training. Now they can reprogram the dinosaurs with new actions on the fly if needed.
The Pi in the end turned out to be a cost-effective solution which will give the robot dinosaurs a longer, more fulfilling lifespan to roar and frolic on their island home. Check out this video by [Debbie Davies] to see more…
Thanks Ed, for spotting this one!
http://hackaday.com/2014/10/31/raspb...old-dinosaurs/
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October 30th, 2014, 23:40 Posted By: wraggster
A £2.5m national video game centre is to open in Nottingham in March next year on Carlton Street.
The National Videogame Arcade will include over 12,000 objects on display across five floors, exhibition space, educational facilities, as well as acting as a research and learning hub.
The centre will be run by GameCity, and has backing from Nottingham City Council, Nottingham Trent University and the Nottingham Technology Grant Fund.
“For the first time ever, a civic, cultural and academic space will be dedicated to the public’s relationship with videogames," GameCity director Iain Simons said.
"GameCity is a place for people to play together; to discover and create games regardless of age, gender or background. We believe that games should be played by everyone, and that games should be made by everyone. Our accessible city-centre location is a crucial expression of that aspiration.”
http://www.mcvuk.com/news/read/natio...centre/0140594
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October 30th, 2014, 23:15 Posted By: wraggster

In a recent quarterly earnings conference call (report on Gamasutra), Facebook head Mark Zuckerberg touched on his plans for the future of Oculus VR, therecently acquired virtual reality headset company that Zuckerberg describes as "a long-term bet on the future of computing."
"Every 10 to 15 years a new major computing platform arrives ... Virtual reality and augmented reality are an important part of this platform," Zuckerberg stated. "Our efforts here will take longer to achieve their full impact, but we will prepare for the future by continuing to invest aggressively."
By "future" Zuckerberg means a timeline spanning the next decade. "[The Oculus Rift VR headset] needs to reach a very large scale - 50 to 100 million units - before it will really be a very meaningful thing as a computing platform, so I do think it's going to take a bunch of years to get there," he said. "[W]hen I'm talking about it as a 10-year thing, I'm talking about building the first set of devices, and then building the audience and the ecosystem around that, until it eventually becomes a business."
While Zuckerberg offered no specifics on his plans for Oculus VR, it's clear that Facebook is taking a careful, long-term approach to what is simultaneously the potential future of computing and a largely unproven technology. That's smart, but it also means that the average person won't be immersed in virtual reality for at least a few more years.
http://www.joystiq.com/2014/10/29/fa...-on-oculus-vr/
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October 30th, 2014, 23:05 Posted By: wraggster
Bethesda horror The Evil Within enters at 3 and 4
In a top five packed with new entries Capcom's Monster Hunter 4 Ultimate still managed to hold its own at the top of the Japanese charts. Lifetime sales for the product are now closing in on the two million mark.
The other four new entries on the top five were all PlayStation titles, with Jikkyou Powerful Pro Yakyuu 2014 on PlayStation 3 at two and The Evil Within on PlayStation 3 at three.
- [3DS] Monster Hunter 4 Ultimate - 172,348 (Lifetime sales - 1,945,850)
- [PS3] Jikkyou Powerful Pro Yakyuu 2014 - 81,981 (New entry)
- [PS3] The Evil Within - 59,388 (New entry)
- [PS4] The Evil Within - 59,204 (New entry)
- [PSV] Jikkyou Powerful Pro Yakyuu 2014 - 50,836 (New entry)
In hardware the new and improved Nintendo handhelds still led the way, with combined sales of 80,667 units.
- New 3DS XL - 59,386 (Last week - 60,348)
- New 3DS - 21,281 (29,341)
- PlayStation Vita - 12,230 (8,761)
- 3DS XL - 10,665 (16,771)
- PlayStation 4 - 8,942 (8,046)
- 3DS - 5,258 (6,778)
- PlayStation 3 - 5,138 (4,779)
- Wii U - 4,273 (5,293)
- PlayStation Vita TV - 795 (630)
- Xbox One - 613 (728)
- Xbox 360 - 89 (88)
- PSP - 76 (100)
http://www.gamesindustry.biz/article...ill-japanese-1
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October 30th, 2014, 22:51 Posted By: wraggster
Coming from the man who created Terminator and Avatar, two of the most highly recognized sci-fi franchises, you'd think James Cameron would be excited about the rise of virtual reality in the past couple of years. But not so fast. Yesterday, during an interview at the WSJD Live conference, Cameron expressed that he isn't really impressed by the current stage of VR technology. "There seems to be a lot of excitement around something that, to me, is a yawn, frankly," said Cameron when the topic of virtual reality was brought up. "What will the level of interactivity with the user be other than just 'I can stand and look around'? If you want to move through a virtual reality, it's called a video game. It's been around forever."
http://www.engadget.com/2014/10/30/j...rtual-reality/
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October 28th, 2014, 22:57 Posted By: wraggster
Retailer launches pre-owned business in more than one-third of US stores; GameStop president says it will only help
[h=3]Walmart[/h]
Walmart today began selling used games in 1,700 of its 4,800 stores, according to a Bloomberg report. The company has been buying back games from customers since March in preparation for cracking a market dominated by specialty retailer GameStop.
"Our goal is to buy used video games for more, and ultimately sell certified pre-owned video games for less," Walmart senior vice president for entertainment Laura Phillips said.
Despite the size of Walmart and the strategy of offering better prices to both sellers and buyers of used games, GameStop president Tony Bartel told Bloomberg he wasn't concerned.
"Target, Walmart, Best Buy, Amazon, they've all tried or are trying used games," Bartel said. "Frankly, when someone comes it helps us, because it raises awareness that you can turn in video games, and we have the lion's share of the market."
Industry analysts seemed to side with Bartel in downplaying the threat Walmart poses. Wedbush's Michael Pachter suggested the retailer would have a difficult time establishing the relationship with customers that gets them to trade in their games, while Longbow Research's James Hardiman pointed out that Walmart's approach may not pay off as GameStop is dominant despite not being the most lucrative way to trade in games as it is.
"They might offer you $20 for a fairly new game you're done playing with, and turn around and sell it for $55," Hardiman said. "There's a lot of ways, if you're concerned about the economics, to do better than that. You can sell it on eBay for $45."
http://www.gamesindustry.biz/article...sed-game-sales
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October 28th, 2014, 22:36 Posted By: wraggster

Want a surreal experience? Try watching a documentary about virtual reality on the device it's meant to cover. As promised, Condition One has released Zero Point, an investigation of the virtues and vices of VR that you can only watch on an Oculus Rift headset. The $15 title ($12 for the first week) won't provide shocking insights to its target audience -- you're clearly interested in VR if you bought a developer kit -- but it does provide a range of panoramic shots that show off the potential for immersive movies. You can always try the free demo, so there's no harm in visiting the source link if you're eager to do more with your Rift than play games and paint in 3D.
http://www.engadget.com/2014/10/28/v...r-oculus-rift/
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October 27th, 2014, 21:46 Posted By: wraggster
EA's football franchise has more time at the top than any game this year
FIFA 15 closed out a fifth consecutive week as the UK's number one retail game, the longest that any single title has stayed at the top this year.
According to data released by Gfk Chart-Track, this is the pinnacle of a strong year for EA's console line-up. The publisher's games have laid claim to the top of the chart for 18 of the 43 weeks in 2014 so far. At this point last year, it had managed just 10.
Bayonetta 2, a Wii U exclusive, was the only other new release to make the top 10, charting in 7th place. Ubisoft's Just Dance 2015 finished the week at 19th, despite being released on six different formats. Tellingly, the Wii version accounted for 55 per cent of its sales. Not the Wii U - the Wii.
Another notable new release was Firaxis Games' Civilization: Beyond Earth, which charted one place ahead of Just Dance 2015. This would be dispiriting news for the series' ardent fans, but it should be noted that the charts do not include the majority of PC digital sales, including those through Steam.
Last Week |
This Week |
Title |
1 |
1 |
FIFA 15 |
9 |
2 |
MineCraft: PlayStation Edition |
2 |
3 |
The Evil Within |
7 |
4 |
Destiny |
4 |
5 |
Middle Earth: Shadow of Mordor |
3 |
6 |
Borderlands: The Pre-Sequel |
New Entry |
7 |
Bayonetta 2 |
5 |
8 |
Forza Horizon 2 |
8 |
9 |
Alien Isolation |
11 |
10 |
Skylanders Trap Team |
http://www.gamesindustry.biz/article...r-a-fifth-week
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