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November 6th, 2013, 22:49 Posted By: wraggster
Last month, Blockbuster UK announced it was entering administration – the UK equivalent of bankruptcy – and that the store wouldn't honor pre-orders of next-generation consoles. In a post on Facebook, Blockbuster reversed its decision and said both Sony and Microsoft have set aside consoles for those who have pre-ordered through the retailer.
In order to receive your Xbox One or PS4, you must complete this form prior to midnight on Thursday, November 7. After verifying the pre-order, Blockbuster will then pass along your details to Sony or Microsoft to secure payment and shipping details for your new console. Failing to meet the submission form deadline means you won't be guaranteed a console.
Those who wish to receive a refund from Blockbuster for their pre-order down payment need simply contact the retailer, though Blockbuster still encourages all who have pre-ordered to complete the submission form – even if they've already filed for a refund.
http://www.joystiq.com/2013/11/06/so...nsole-pre-ord/
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November 6th, 2013, 00:20 Posted By: wraggster
This morning’s round of Call Of Duty: Ghosts reviews saw the series plot a new point in the series’ gently declining critical trajectory, but that’ll mean nothing to the millions that pick up the game today. For many, Call Of Duty turned from product into a pastime long ago.The tight loops of satisfying play, multiplayer perks and progression that Modern Warfare defined – and subsequent titles have refined – have been pulling in new players and refusing to let them go for years; when Infinity Ward executive producer Mark Rubin speaks of Call Of Duty players, he refers to them as being part of a culture, not just a fanbase.No matter what you call the Call Of Duty phenomenon, after the release of GTAV on top of expected new entries in the FIFA, Battlefield and Assassin’s Creed series, Call of Duty has more to worry about this year. These are games which play in the same space as Infinity Ward’s shooter – the kind which crossover to become one of the handful of annual purchases made by the mainstream videogame player.“I’m not worried, we have a very strong user base, we have a massive amount of people that buy the game and buy it every year,” says Rubin. ”It is a tough year – tougher than most from a competition standpoint. We did have GTA, we have Battlefield 4 – there are a lot of games coming out. So it’s definitely tough but we’re nowhere near afraid of the competition.”Right now, Rubin’s confidence is justified. Call Of Duty has become so ingrained in game culture that its many achievements have almost become invisible. Most reviews of the game barely even comment on Infinity Ward’s skilful handling of gunfeel or just how compulsive its suite of multiplayer modes continue to be; they are almost taken for granted in what is the tenth mainline Call Of Duty game.
http://www.edge-online.com/features/...sole-shooters/
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November 5th, 2013, 14:09 Posted By: wraggster
Plenty of folks have used their Raspberry Pi as a web server. [Steve] however is the first 8 node load balanced pi cluster server we’ve run into. While we have seen pi clusters before, they’ve never been pressed into service as a public facing web server. [Steve] has created a really nice informative website about the Raspberry Pi, and Linux in general. As his page views have increased, he’s had to add nodes to the server. Currently [Steve] sees about 45,000 page views per month.
At first glance it would seem that the load balance system would be the weak link in the chain. However, [Steve] did realize that he needed more than an Pi to handle this task. He built the load balancer using an old PC with 512MB of RAM and a 2.7GHz x86 CPU. The most important thing about the balancer is dual network interfaces, one side facing the internet, the other facing the Pi cluster. The balancer isn’t a router though. Only HTTP requests are forwarded. The Pi nodes themselves live on their own sub net. Steve has run some basic testing with siege, however nothing beats a real world test. We figured a couple of links in from Hackaday would be enough to acid test the system.
http://hackaday.com/2013/11/05/can-a...vive-hackaday/
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November 5th, 2013, 14:03 Posted By: wraggster
Call of Duty: Ghosts has been installed as the odds-on favourite to be this year’s UKIE GfK Chart-Track UK Christmas No.1.
William Hill is offering 1/5 on the game, which arrives in the UK today but will be boosted by next-gen launches on Xbox One and PS4 on November 22nd and November 29th.
It had been offering odds of 6/4.
FIFA 14 is second favourite at 9/2 followed by Grand Theft Auto V (10/1), Batman: Arkham Origins (14/1) and Assassin’s Creed IV: Black Flag (20/1).
William Hill spokesman Rupert Adams said: “Call of Duty fans have been betting on the market as if the latest instalment cannot lose. It is the biggest move we have ever had on a game related market and the opposition have been gunned down.”
William Hill Top Christmas Video Game:
1/5 Call of Duty: Ghosts
9/2 FIFA 14
10/1 Grand Theft Auto V
14/1 Batman: Arkham Origins
20/1 Assassin’s Creed IV: Black Flag
25/1 Battlefield 4
25/1 Gran Turismo 6
33/1 LEGO: Marvel Super Heroes
http://www.mcvuk.com/news/read/willi...s-no-1/0123744
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November 5th, 2013, 11:20 Posted By: wraggster
Ubisoft’s Assassin’s Creed IV: Black Flag has won this week’s heated race to claim the UKIE GfK Chart-Track UK No.1 spot.
EA’s Battlefield 4 has to settle for second place in its first week, although both titles fail to match the numbers recorded by their respective previous instalments – presumably as many chose to hold on for the release of Xbox One and PS4 later this month.
Sega’s Football Manager 2014 debuts in sixth place (with sales down seven per cent year-on-year) with seventh claimed by 2K Games’ debutant WWE 2K14.
Here’s the UK Top 20 in full for the week ending November 2nd:
1. Assassin’s Creed IV: Black Flag (Ubisoft)
2. Battlefield 4 (EA)
3. FIFA 14 (EA)
4. Grand Theft Auto V (Rockstar)
5. Batman: Arkham Origins (Warner)
6. Football Manager 2014 (Sega)
7. WWE 2K14 (2K Sports)
8. Minecraft: Xbox 360 Edition (Microsoft)
9. Skylanders: Swap Force (Activision)
10. Pokemon Y (Nintendo)
11. Pokemon X (Nintendo)
12. Just Dance 2014 (Ubisoft)
13. Disney Infinity (Disney)
14. LEGO Batman 2: DC Super Heroes (Warner)
15. F1 2013 (Codemasters)
16. LEGO The Lord of the Rings (Warner)
17. Tomb Raider (Square Enix)
18. Splinter Cell: Blacklist (Ubisoft)
19. Saints Row IV (Deep Silver)
20. Moshi Monsters: Katsuma Unleashed (Mind Candy)
http://www.mcvuk.com/news/read/assas...o-no-1/0123676
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November 5th, 2013, 11:07 Posted By: wraggster
It almost seems a little cruel for the disparity in native resolution between the Xbox One and PS4 versions of Call Of Duty: Ghosts to have overshadowed the release of the game. It’s not easy to release a game across PC, Wii U, Xbox 360, PS3 plus two new next gen consoles, Xbox One and PS4, in one month.Though the average man on the street might not notice, among more discerning players that resolution difference has become an important indicator of PS4′s power over Xbox One. And it would have been easy for Infinity Ward executive producer Mark Rubin to dodge the difficult questions surrounding the relative performance; but he’s is far from evasive on the subject when we speak this morning. He seems keen to set the record straight, though clearly cognisant of the need for diplomacy when speaking about the two platform holders’ consoles.Though of course he must watch what he says to the press, he offers no plea to Sony for a change in system architecture or an update in SDK – that’s something for Microsoft to chew on. Here, he tackles why there’s a difference in native resolution, and what that means for studios working with PS4 and Xbox One hardware.Can you personally see the difference between the PS4 and Xbox One versions running side by side?If they’re running side by side, some people will, some people won’t. The 720 on Xbox One is upscaled to 1080p as far as resolution is concerned – some people have noticed and some people haven’t. I think it’s an individual call. Maybe it’s a close call and maybe it’s not for some people. It really depends on how hyper-aware you are of things like that.Do you think most people will notice?If you bought one version or the other it looks great, and that’s how most people will experience the systems – they’re going to buy one and they’re not going to buy both, necessarily.So I think people will see the new game and think ‘wow it looks great’ – tons of new graphics features, all next gen and that’s how I think it’ll happen. As far as, like, if people start doing side by sides, I don’t know. I mean, I’m sure once the game and next gen launches and people start doing the comparisons – you know, like making YouTube videos – but I don’t know if people will really be able to tell that much difference.To be honest, we’re kinda gonna have to wait and see. We’ve never done, specifically, a comparison of any sorts. So we have both systems and we can set up those at any time, but it’s something we didn’t purposely try to compare, we’re just concentrate on making each one, not trying to compare each one.
http://www.edge-online.com/news/spot...ion-disparity/
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November 4th, 2013, 23:36 Posted By: wraggster
Average London tube carries £500,000 worth of mobiles during rush hour.
Customer loyalty company Affinion has found we're far beyond the days of gadgets being considered the possessions of geeks.
Brits are now carrying £22 billion worth of tech around with them, which means the average London Underground tube houses around £500,000 worth of mobiles during rush hour.
Data shows UK consumers spend £9 billion a year on new devices, which is being encouraged by smartphones and tablets.
The latter industry, of course, has recently seen a huge uptake as Tesco, Argos and Carphone Warehouse have each introduced their own branded pads.
British households now own £51.6 billion worth of gadgets, a growth of almost £10 billion compared to five years ago.
However, the value means high risk and costs involved with damages, loss and theft, which 17 per cent of device owners claiming to have broken at last one over the past year, while smartphones are the most commonly injured.
Giles Desforges, SVP of Northern Europe, Affinion International, said: "Britain is clearly a nation in love with its gadgets, with people willing to spend remarkable amounts of money on new devices.
"This spending can be expected to increase steadily as technology continues to advance and new must-have items come onto the market. What many may find eye-opening is just how much consumers are set back every year as a result of uninsured lost, stolen and broken devices
http://www.mobile-ent.biz/news/read/...ch-year/022735
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November 4th, 2013, 18:54 Posted By: wraggster
Server company RapidSwitch is helping the world’s best video gamer Athene to use Minecraft to raise money for Save The Children through his charity Gaming For Good.
Athene, whose real name is Bachir Boumaaza, is using Minecraft to help raise more than $6 million for Save The Children. Players go through his fundraising website Gaming For Good to play Minecraft and once they ‘die’ they can only get back on the game if they donate money to the charity.
RapidSwitch helped its customer CreeperHost.net, a Minecraft game server hosting company, when Athene turned to it recently after suffering downtime and game lagging with the hosting company he was using to support this new Minecraft initiative on his international fundraising platform.
RapidSwitch deployed over 20 new servers in lightning quick time forCreeperHost.net with 15 of them load balanced to spread traffic across the servers while still directing it all to the single IP being used.
Neil Christie, Commercial Director for RapidSwitch, said: “It’s rare to have a platform being load balanced that is effectively not for profit so we were delighted to help. We made sure the platform was as stable as possible and that it could handle a lot of traffic.”
Paul Taylor, owner of Creeperhost, said: “We are huge supporters of using gaming to raise money for charity. When Athene turned to us for help we knew we had to act quickly. The team at RapidSwitch did a great job.”
Athene hopes that gamers playing Minecraft through Gaming For Good will help take the total raised for Save The Children to $10,000,000.
Athene said: “It's great seeing how RapidSwitch is supporting the cause and was able to help out so fast with an advanced and large-scale setup. We're building a unique MMO-like Minecraft network for GamingForGood.net that will help us raise donations to $10,000,000 and beyond. And for that we need an extremely reliable custom configuration that can handle thousands of concurrent players.”
RapidSwitch provides bespoke hardware platforms and a , allowing game server hosting companies like Creeperhost to offer the maximum online gaming experience to their customers. It is part of UKcloud company iomart Group plc.
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November 4th, 2013, 18:53 Posted By: wraggster
Jagex Games Studio, makers of the multi-award winning online adventure game, RuneScape, held its third RuneFest fan convention in London on Saturday. Hundreds of passionate RuneScape players flocked in person to London, joined virtually by hundreds of thousands of players online to celebrate another great year for RuneScape, which amongst other updates also saw the launch of RuneScape 3 and the dawn of the 6th Age.
As with previous years, RuneFest 3 provided the RuneScape team with the opportunity to meet with fans and discuss plans for the coming year, support players as they took part in ideas workshops for future content, and unveil an exclusive sneak peak of what’s planned for RuneScape in 2014 – which included:
· The Invention Skill, which is a partner to the recently launched Divination skill and represents a technological leap forward within the game. This skill will allow players create their own gear and “soul weapons” which can be levelled up to increase their power as players progress through the game.
· The RuneScape Community App, which will allow players to chat and access the Grand Exchange, RuneScape’s trading system, through their mobile devices.
· A preview of the 2nd World Event which has been confirmed to involve the two gods Armadyl and Bandos, who will be travelling across the world map trying to gain followers and influence. Players will also be able to opt into innovative open world PVP.
· Upgraded matchmaking which will allow players to easily find other player who are interested in playing specific social content, allowing them put together teams easily without interrupting their gameplay.
· Players were shown a glimpse of two new quests – The 200th quest which will focus on the Elves and a new Master quest featuring the return of Zaros.
· “The Church of YOU” – Over the past decade players have been central to all RuneScape content and are the world guardians, now they can start to amass their own followers to worship their in-game achievements.
The event also saw all attendees participate in setting a new Guinness World Record for the world’s longest Christmas cracker pulling chain.
“RuneFest 3 has been yet another massive celebration for all things RuneScape, and we’re delighted that so many of our community were able to share in the experience, either online or at the event itself,” said Jagex CEO, Mark Gerhard. “It’s a tremendous opportunity for the team and I to celebrate our biggest fans, namely our players. We always look forward to having the opportunity to socialise with the community, have a good laugh, celebrate their achievements and find out first-hand what they love or dislike about the game, which in turn helps shape our thinking around future updates. I’m delighted that this year’s event added yet another Guinness World Record to our collection and really looking forward to next year!”
“RuneScape’s fan base and passionate community has always been one of the game’s enduring and great strengths, and RuneFest has again delivered a fantastic opportunity for us to engage with the most ardent of players,” said Phil Mansell, Executive Producer for RuneScape. “As we come to the end of a hugely important year for RuneScape with the launch of RuneScape 3 we were thrilled to share what’s ahead in 2014 with players.”
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November 4th, 2013, 02:00 Posted By: wraggster
<center style='font: 14px/22px "Open Sans", Arial, sans-serif; color: rgb(51, 51, 51); text-transform: none; text-indent: 0px; letter-spacing: normal; word-spacing: 0px; white-space: normal; background-color: rgb(255, 255, 255); -webkit-text-stroke-width: 0px;'></center>Call of Dutymay be one of gaming's biggest and most popular franchises now, but it wasn't always that way. In a story by MCV, several ex-Activision and ex-Infinity Ward employees shed light on the early days of the iconic shooter, including it's original project name: "MOH Killer."
It turns out, the Call of Duty series' biggest task in the beginning was stepping out of the shadow of EA's Medal of Honor games. Scott Dodkins, ex-Activision VP, explained that the original Call of Duty was developed as a response toMedal of Honor. "EA had games like FIFA, which we couldn't compete with," Dodkins told MCV. "But Medal of Honor was a genre we thought we could enter. So we were looking for a product that could emulate and beat it, and we came up with Call of Duty."
It was Justin Thomas, an ex-Infinity Ward artist, who revealed Call of Duty's project name to MCV. "The project was actually named 'MOH killer' until an official name could be found," Thomas said. "We were focused more on fun than success, with the idea that if it was fun, it would be successful."
Four years ago, then-CEO of EA John Riccitiello said that he wanted the leadership position in the FPS market back. The more things change, the more they stay the same.
http://www.joystiq.com/2013/11/03/fi...as-moh-killer/
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November 4th, 2013, 01:55 Posted By: wraggster
3rd party console game controllers sometimes sport a “rapid-fire” button to give gamers an unfair advantage. [Connor's] project is along the same lines, but his hack had a different goal: automate the input of GTA5 cheat codes. [Connor] admits that this is his first Arduino hack, but aside from a small hiccup, he managed to pull it off. The build connects each button on a PS3 controller via some ribbon cable to its own digital out on an Arduino Uno . After plugging in some pretty straightforward code, [Connor] can simply press one button to automate a lengthy cheat code process.
[Matt's] hack manages to save him even more user input in this second video game hack, which automates finger clicks in an Android game. [Matt] pieced together a couple of servos plugged into a PICAXE-18M2 microcontroller, which repeats one simple action in [Matt's] Sims Freeplay game: continuously “freshening” (flushing?) a toilet. To mimic the same capacitive response of two fingers, [Matt] built the two contact surfaces out of some anti-static foam, then grounded them out with a wire to the ground on the board.
Check out a gallery of [Connor's] controller and a video of [Matt's] tablet hack after the break, then check out a rapid fire controller hack that attacks an XBox360 controller.
http://hackaday.com/2013/11/02/video...omation-hacks/
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November 4th, 2013, 01:43 Posted By: wraggster
Exciting news! Many of our fans have asked us for a Kickstarter, and finally, we are proud to launch a Kickstarter crowd-funding campaign for our Next Car Game, culminating into a PLAYABLE sneak peek demo that will be given to every supporter right after the campaign has ended. This time, there will be no waiting to get to play!
MEET THE SANTA!
As part of our Kickstarter campaign we will give our backers a chance for some unique experiences. As one of these, we are offering an opportunity to get in the mood for Holiday Season and meet Santa Claus! Upon a pledge, we will fly two very lucky persons to spend a weekend in snowy Arctic Circle, Lapland of Northern Finland. The participants will get to experience the breathtaking Finnish nature in winter, enjoy skiing or take a ride in reindeer sleigh, see the world-famous northern lights, and of course, meet Santa!
NEXT-GEN CONSOLES? IT’S UP TO YOU!
The title will be developed PC first. However, we have received a lot of requests for next-generation console versions, and we would be very excited to get to develop the game for both or either Xbox One and Playstation 4. It is really up to the players to decide!
MAKE IT WITH US!
Next Car Game will be our tenth game, and this time we wanted to work directly with the players instead of working with a publisher. We want to make this game for us and the players, not for the publisher. We strongly believe that it is possible to create the world’s best demolition racing game using crowd-funding, and to do that, we need engage the community and develop the game together with the players. This is something that Kickstarter makes possible: doing the game with the fans gives us a lot more creative freedom, and together we have a chance to create a better game.
The game is currently slated for spring 2014 release, but before the release we’re going to give an Early Access version of the game for our supporters that they will then use to give feedback and feature suggestions directly to our development team. This gives our supporters a unique opportunity to take part in the AAA quality game development process with an experienced team while helping to develop a game that they want to play.
Don't miss out your chance to create the game that you want!
KICKSTART NEXT CAR GAME: <gp_link type="http" loc="//WWW.KICKSTARTER.COM">WWW.KICKSTARTER.COM</gp_link>
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November 3rd, 2013, 00:39 Posted By: wraggster
Despite contrary reports, Oculus CEO Brendan Iribe says that only one version of his company's consumer-ready virtual reality gaming headset is planned for launch. "We will be delivering a single Oculus Rift," Iribe tells Engadget. After giving a keynote during GamesBeat 2013 this week, it was widely reported (based on this VentureBeatpiece) that two versions of the consumer Oculus Rift are being prepared for launch: one PC version, one Android. That is not the case according to Oculus. "We will be delivering a single Oculus Rift which is a tether to multiple different devices," Iribe says. The device is able to tether to a variety of laptop/desktop OSes (Windows/Mac/Linux), "and now we're looking to also support tethering to a mobile device."
At launch, Android support is slim -- not exactly a surprise considering the horsepower required to run VR -- but Iribe promises it won't require next-gen, Kepler-grade mobile GPUs. "I don't think it's going to require that full Kepler capability. I think we'll be able to deliver on an even earlier chipset than that." He says that newly hired CTO John Carmack is producing impressive results already on existing mobile hardware. "I think people will be pretty surprised with what set of devices we're able to make this work on. We are focused on just a few right now, basically just to stay focused so that we can deliver a great experience on a couple devices first. Then over time we'll have that span out," Iribe says.
Of course, he won't say what devices those are just yet, but we'd bet they'll be of theSnapdragon 800 variety -- something powerful. The company never specifies "mobile" as tablets or phones, and Iribe didn't say during our interview. When we followed up, the official company line is this: "We're testing the latest Android phones, tablets and gaming devices to see what delivers the best VR experience." Devs have yet to receivethe Android SDK from Oculus; Iribe admits it's "taking a little bit longer," but he promises it's for the best. "When we do release it, and we say it works with this set of devices, and here is the SDK, and here are the demos and samples...when people try them they're blown away with how well they work. It's coming soon, but not ready to release a date."
http://www.engadget.com/2013/11/01/o...ion-interview/
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November 3rd, 2013, 00:26 Posted By: wraggster
We’re still about 150 years away from the invention of the universal translator by [Lt Cdr Sato] of the Enterprise NX-01, but [Dave] has something that’s almost as good: a speech recognition, translation, and text to speech setup for the Raspberry Pi that theoretically allows anyone to speak in sixty different languages.
After setting up all the Linux audio cruft, [Dave] digs in and starts on converting the guttural vocalizations of a meat speaker into something Google’s speech to text service can understand. From there, it’s off to Google again, this time converting text in one language into the writings of another.
[Dave]‘s end result is a shell script that works reasonably well for something that won’t be invented for another 150 years. The video below shows the script successfully translating English to spanish, but it should work equally well with other languages such as dutch and latin, as well as less popular language such as esperanto and french.
http://hackaday.com/2013/11/02/raspb...al-translator/
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November 2nd, 2013, 01:06 Posted By: wraggster
Over the decades, the global video games industry has seen some fierce rivalries. Sonic vs Mario. FIFA vs PES. Xbox vs PlayStation.
But the fiercest and bitterest of all conflicts has to be the one between EA and Activision.
The two super-powers of game publishing have been locked in battle for over 30 years. And the animosity between the two was laid bare in 2010 after a dispute between Activision and Call of Duty creators Infinity Ward saw many of the developer’s staff walk out, form their own studio, and then jump into bed with EA. Respawn – as the studio is aptly called – launches its first game Titanfall in March.
But as anyone familiar with industry history will tell you, this was not an isolated incident. The EA/Activision war goes back ten years. And it was actually Activision that fired the first shot.
“Back in 2003, EA had Medal of Honor as the runaway World War II shooter. It was fabulous. That was the product to beat,” says Scott Dodkins, who was Activision’s Euro VP at the launch of the first Call of Duty.
“I think the EA/Activision rivalry was even more intense then. We were really gunning for EA. We were desperate to narrow the gap and overtake it, which Activision eventually did. EA had games like FIFA, which we couldn’t compete with. But Medal of Honor was a genre we thought we could enter. So we were looking for a product that could emulate and beat it, and we came up with Call of Duty.”
"I think the EA/Activision rivarly was even more intense in 2003.
We were really gunning for EA." - Scott Dodkins, ex-Activision VP
By 2002, Medal of Honor had established itself as a major force on consoles, with two PSOne games and the PS2, GameCube and Xbox smash hit, Medal of Honor:?Frontline.
But the most critically lauded Medal of Honor title was the PC-only Medal of Honor: Allied Assault (released in January 2002), which was created in Oklahoma by a relatively unknown studio called 2015 Inc.
http://www.mcvuk.com/news/read/the-m...-story/0123617
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November 2nd, 2013, 01:05 Posted By: wraggster
Valve might control gaming on the desktop, but now its gaze is fixed on another room in the house. The three announcements the company made at the end of September – SteamOS, Steam Machines and Steam Controller – reveal its plans to pry open the traditional console’s grip on the living room. The lines between the two are clearly drawn: the closed console against an open-source operating system built on Linux and optimised for gaming; hardware made from standard PC components that owners will be able to chop, change and upgrade at their leisure; and a controller unlike its console peers.“I can certainly see that for many people [the controller] will be the silver bullet that tips them into sticking a PC under their TV,” says Rob Bartholomew, brand director of the Total War series at The Creative Assembly, who has used a Steam Controller. It’s a key part of the ‘Steam Box’ concept: the bridge between the mouse-and-keyboard game and sofa-bound players, and it’s the first developmental leap forward for the controller since Wii’s Remote.Steam Controller certainly has a lot of responsibility resting on its familiar-looking shoulder buttons. It takes the basic form set by Sony’s first DualShock in 1997 of twin grips and thumb-based directional controls, but as well as being recognisable, it needs to offer flexibility and fidelity of control that at least matches a standard 104-key keyboard and 800dpi mouse, while feeling comfortable in the hands. Or, framed in other terms, it needs to allow a Dota 2 player to be competitive against desktop opponents. As Valve’s Greg Coomer told us last year, “That’s one of the cases we’re looking at: how can you deliver an even better play experience than people have sitting at a desk? We want to accomplish it with a traditional gamepad.”Valve’s solution is dual trackpads in the place of thumbsticks, and a configurable touchscreen. The trackpads are evidently sensitive to gaming’s haptic demands. Concentric ridges in the pad help inform you where your thumb is in relation to the centre, while a subtle range of buzzes from dual linear resonant actuators provide a sense of interaction, force and the bounds of control. “Personally, I initially thought it all sounded a bit [like a] novelty and I couldn’t see how it would compare to thumbsticks if you were playing an FPS, for example,” Bartholomew says. “Having used it, though [for Counter-Strike Global Offensive and Total War: Rome II], it really is surprising how much the haptic feedback motors make a profound difference. No, it’s not exactly the same, but it very much won me over.”Fredrik Wester, CEO of Paradox Interactive, agrees, having played a thirdperson action game with it: “Once you start playing, it’s not that different from console gamepad joysticks; it felt natural after five minutes, so I didn’t think that much about it, to be honest.”If the trackpads provide precision, the touchscreen delivers flexibility. Specific actions can be mapped to and displayed on it, and like DualShock 4, the entire surface is a button, allowing for the likes of radial menus in which you touch, hold and press to confirm your selection. Less elegantly, Steam can overlay the screen on the main display so you don’t have to glance down to see what you’re hitting.The screen’s programmable nature raises the question of how much optimisation games will require from both players and developers. The controller will support all games out of the box, and players will be able to bind the commands they want to it. However, as Wester says, while first- and thirdperson games won’t need much attention, “for the grand strategy series we need to do some thinking.”
http://www.edge-online.com/features/...nd-difference/
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November 2nd, 2013, 00:39 Posted By: wraggster
Developer releases prototype that allows users to navigate virtual environments with their mind
Oculus Rift has sparked a revolution in virtual reality technology, and now, with its help, one savvy developer is attempting to make it possible for you to control games with your mind.
Developer Chris Zaharia has released a video showing how players can use their mind to move around virtual environments, using prototype software he has created that uses both Oculus Rift and Razer Hydra mind reading technology.
The project is work in progress, and requires the combination of the above hardware, as well as an Emotiv EPOC, a device capable of translating specific thought patterns into actions, in order to interact with the prototype with your thoughts.
Zaharia has built basic demonstrations that give some idea of how the device could be used in education, the medical environment and a first-person shooter. In his city construction demo, Zaharia builds a city using his hybrid controller’s motion tracking functions, and then shrinks his virtual self down and navigates the city using his mind.
In a blog post, he explained what led him to create the prototype: “With my experience in the education industry through my start-up Zookal and keen interest in neuroscience, I had a thought around how these technologies could be used together to enhance education and at the same time, see how far can we go with using cognitive control in a virtual simulation.”
Although users can perform basic actions such as a grabbing objects or squeezing a trigger with their thoughts, Zaharia admits that his homemade setup has limitations, particularly in its user friendliness, largely because of the mind reading technology available.
“The Emotiv EPOC’s mind reading abilities are still quite primitive, with only being capable of having a limited amount of different actions mapped to thought patterns,” he said.
The software is available to download from Zaharia’s website.
http://www.develop-online.net/news/v...r-mind/0185440
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November 2nd, 2013, 00:34 Posted By: wraggster
The company behind a new pair of smartglasses is in talks with European distributors.
ION?Glasses are billed as an affordable, simplified alternative to Google Glass. They include a notification LED, buzzer and remote controls, all built into a frame compatible with prescription lenses.
The company has already received offers for distribution in Europe and the US, but co-creator of the glasses, Ricardo Urias, has told PCR that the talks remain “confidential”.
“For sure, we will reach an agreement that ensures that the product will be available in opticians and technology stores – the primary channels for the ION Glasses,” he said.
“Google Glass aims to substitute mobile devices. On the contrary, we think that the mobile devices are very well designed and we just want to complement them to allow users to fully exploit their possibilities."
“They’re also really wearable. You won’t seem a cyborg with them on; they will look identical to any other glasses. And last but not least, ION Glasses are compatible with any prescription lenses, while Google Glass is not.”
The glasses are due to launch in February 2014, with Urias expecting RRPs of £80 and £93 for the standalone frame and a set including sunglass lenses, respectively.
Urias said that improvements are already being looked into. “We are developing a wider range of frames, to make them more wearable,” he added.
“Simultaneously, we are developing software updates to add new functions."
"But, first thing’s first: Having the ION Glasses in the market by February.”
http://www.pcr-online.biz/news/read/...-launch/032336
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