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Xbox News is a site that brings you the very latest Original Xbox, Xbox 360 and Xbox One news, the latest games and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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July 25th, 2013, 00:37 Posted By: wraggster
Microsoft's Xbox One is getting decidedly more indie-friendly with today's confirmation from Microsoft that its forthcoming game console will double as a developer debug unit. In so many words, each $500 unit purchased at retail this holiday will also run in-progress game code, enabling developers to get in on the action all the more affordably (debug versions of game consoles cost far more than retail game consoles, and tend to look slightly different from their retail counterparts). "Our vision is that every person can be a creator. That every Xbox One can be used for development," Xbox corporate VP Marc Whitten said in a statement.
Of course, such a move wouldn't make much sense without eased publishing regulations -- the Xbox 360 allows for self-publishing only in its ghettoized "indies" section, and all other games require a Microsoft-certified publisher to distribute physically or digitally. Going forward with the Xbox One, developers can publish their own games; Microsoft's looking at a quick turnaround on that code certification as well, according to reports, though we're told there'll be more info at Gamescom come late August. The full statement from Whitten can be found just below the break.
http://www.engadget.com/2013/07/24/x...lf-publishing/
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July 25th, 2013, 00:28 Posted By: wraggster
The Xbox One's retail units will also run in-progress game code and function as debug units for budding devs, but Xbox VP Marc Whitten says not all of that functionality will be available when the console launches this November. More details will be available during Gamescom 2013 this August, but he told us in an interview this afternoon that "some of this won't be there for launch."
Self-publishing for indies, however, is already on the table, though Whitten didn't provide a specific roadmap for when and how it'll work. "It's something we've been working on for a long time -- how do we shorten that process, how do we automate a lot of the core requirements checking and some of those things. That'll continue to be our focus around that," he said. Nor would he confirm the turnaround time, said to be close to Apple's 14-day turnaround, though he did suggest it could be even shorter. Again, more details will arise closer to Gamescom, but in the meantime Whitten says: "As games move towards games as a service, that becomes a more important part of the cycle. It's the reason that we dropped the title update fees, as an example. We'll announce more on the specifics, but our goal is frankly just to minimize that."
Beyond benefitting indie devs, Whitten spoke to the implications of retail consoles running in-progress code could have on gamers. "I'm not confirming any feature or anything like that," he prefaced. But? "This idea of how can [Xbox] Live and the console work on a certain set of code which is what you need to do when you're the developer. Well that also opens up these sorts of ideas around early access to betas or these types of features, and that's foundationally what we've been working on around the architecture of the system," he said. As expected, that content won't live in the same marketplace as completed code (read: finished games), but it does sound like the Xbox One has room for the Minecraft model of game launches.
http://www.engadget.com/2013/07/24/x...-marc-whitten/
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July 25th, 2013, 00:16 Posted By: wraggster
Microsoft could win the first round of the next-gen battle through raw numbers, one analyst has claimed.
Colin Sebastian says that “supply chain checks suggest Microsoft may have the benefit of a 2-3x unit advantage at launch compared to Sony's PS4". And with both machines quickly running out of pre-order units, this could hand Xbox One a key advantage in the pre-Christmas market battle.
"Despite losing the headline battle at E3, Microsoft's Xbox One appears to be regaining some momentum, in part due to the used and online policy tweaks," he added.
More interestingly, Baird believes that Microsoft could be looking to lower the Xbox One’s £430 RRP before launch, stating that the platform holder “is working with channel partners to lessen the gap" between its own price and PS4’s £350 RRP.
Sebastian recently predicted that both machines would be in short supply come launch.
http://www.mcvuk.com/news/read/xbox-...coming/0119064
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July 25th, 2013, 00:11 Posted By: wraggster
Call of Duty: Black Ops 2 design director David Vonderhaar has received death threats regarding tweaks made to weapon balancing in the game’s most recent patch.
Let’s put that into perspective.
A developer of video games has made some minor alterations to how three weapons behave in said video game. And as a result some people on the internet have judged it to be a fitting and suitable reaction to tell him that he deserves to die.
Understandably, Activision community manager Dan Amrich has lashed out at these individuals, explaining not only the personal hurt caused but also the wider implications of such behaviour.
“If, in the course of millions of hours of gameplay and the data to go with it, weapons are found to be more effective or less effective than they should be to keep that performance balanced, they are adjusted,” he wrote. “This has happened with every Call of Duty game that’s come out for the last few years, and it will continue to happen.
“Yet Vahn often gets told he should die in a fire or kill himself or is a horrible person. If anybody thinks for a second that this is okay, it is not. But if the loudest voices in the Call of Duty ‘community’ act like an angry mob instead, guess how the entire world views Call of Duty?
“Now consider that these Internet Tough Guy rants and demands are not unique to COD, but exist everywhere, in many gaming communities. This is why the world often does not take gaming seriously; this is why gamers are assumed to be immature, whiny assholes. Because the immature, whiny assholes are louder.
“Role-play this for a second. When you make a mistake — because you do, we all do — how would you prefer to find out that there is an issue? Would you like someone to just say ‘hey, I noticed this and I think it’s not quite right; are you seeing what I see?’ Or would you react better to having someone scream in your face that since your mother didn’t have an abortion, you should commit suicide instead?
“This is not the way to show a developer that what they do matters to you. Not at all. If you enjoy your games, have a little respect for the people who make them — and stop threatening them with bodily harm every time they do their job.”
Here here, Dan.
Here at MCV several of our team have had times had to endure similar treatment from members of the wider games “community”. The obvious and apparent mindlessness and stupidity of said individuals is often sufficient enough so as to prevent significant upset. After all, if you’re the sort to insult or even threaten people you’ve never met on Twitter or on a games forum you’re fortunately likely not the sort whose opinion has any worth or merit.
But every now and then one particular comment at one particular time can get to you for whatever reason, no matter how idiotic.
That team member may be at home at the time and be about to put the kids to bed or make dinner or do the dusting or watch TV. And instead of focusing on their family and their homelife and themselves and the many things that actually matter in this world, they instead spend the night dwelling on a spiteful comment sent by a cowardly imbecile hiding behind a screen. They can’t explain that to their children. They may not want to explain to their partner. So it sits there, festering, eating away and damaging. And for what?
Perhaps that’s a fitting punishment for daring to “write some words” that you decided you didn’t like, for expressing enthusiasm for a console you’re not intending to buy or suggesting that your favourite game hasn’t sold as well as it should have done.
Or perhaps it’s just ****ing mental. That’s a decision for you to make.
http://www.mcvuk.com/news/read/call-...-patch/0119071
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July 25th, 2013, 00:01 Posted By: wraggster
Just as Project Gotham Racing 3 was the racer used to launch 360, Forza 5 is the one destined to launch Xbox One, bringing with it the baggage Gotham carried in November 2005. It’s a game turned around for the next generation in two years and a spectacular feat – every car modelled inside and out, with every door, bonnet and boot ready to be opened and explored. But it’s a launch-window racer and there are features conspicuous by their absence.Night racing was a fundamental in Playground Games’ Forza Horizon, but plays no part in Forza 5, while rain and snow – last seen in Project Gotham 4 – sit at the top of a list of features the Forza community has been demanding for an entire generation. But in spite of those disappointments, community remains at the heart of Forza 5, perhaps now more than ever.This is still Forza, but with that excellent handling model augmented by all-new tyre physics compiled in collaboration with crash-test analyst and rubber specialist Calspan, plus total car customisation and community-driven trading. But in Forza 5 dedicated multiplayer servers and cloud-based systems power everything from the shop front to driver AI. Forza 5 studies and models the particulars of your own racing style, including all those chicanes you take too wide and those overtakes where you always scrape paint. When you go offline, your laughably named ‘Drivatar’ keeps racing for you, invading other players’ games and racking up wins, which convert to in-game currency when you next log in. Every AI racer in Forza 5 is another player matched to a skill level of your choosing. It’s an instance where Turn 10 overrules its community to great effect; nobody ever asked for Drivatars, but isn’t the game more interesting with them?
http://www.edge-online.com/features/...-window-racer/
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July 24th, 2013, 23:41 Posted By: wraggster
Each console can operate as a development kit, says Marc Whitten
Microsoft will allow indie developers to self-publish on the Xbox One.
Reports circulated earlier today that the company would give more control to developers looking to release games on the next-gen console, and Xbox corporate VP Marc Whitten has now confirmed the news.
Although light on details, in a statement toEngadget Whitten said that each console can be used as a development kit by indies.
More details on Microsoft's self-publishing and indie development strategy will be revealed at Gamescom.
"Our vision is that every person can be a creator. That every Xbox One can be used for development. That every game and experience can take advantage of all of the features of Xbox One and Xbox Live," he said.
http://www.develop-online.net/news/4...s-for-Xbox-One
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July 24th, 2013, 01:56 Posted By: wraggster
Stasis Interrupted is free for season pass holders and costs 800 MS Points (£6.85 / €9.60 / $10.00) standalone.In this new campaign you play as 3 different characters through an interlocking story. Waking up unexpectedly from hypersleep, Lisbeth and others must figure out why the spaceship they are on, the Legato, has been diverted to intercept the Sulaco leaving LV-426's orbit.
Fight your way through the alien infested spaceship, find out what Michael Weyland is after and discover what truly happened to Hicks. If you already own the Aliens: Colonial Marines Season Pass do not purchase this pack as you will be charged again.
Earlier this week, Colonial Marines was updated with a series of AI improvements, among many other tweaks.
The game released on PS3 and Xbox 360 in February to generally negative reviews. Sega subsequently canned a planned Wii U version.
In our Aliens: Colonial Marines review, we called the game "a shooting gallery that fundamentally fails to understand what makes the Alien films so great."
http://www.computerandvideogames.com...etly-released/
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July 24th, 2013, 01:55 Posted By: wraggster
Treyarch has released a Call of Duty: Black Ops 2 title update for the Xbox 360 version of the game.
The patch introduces new personalisation packs as DLC, while addressing a number of multiplayer and Zombies issues.
[h=3]New Features[/h]- 6 new Personalization Packs are now available as downloadable content. Each pack comes loaded with 1 camo, 1 themed calling card and 3 unique reticles.
- Season Pass holders will now be reminded to download Season Pass content which they haven't previously downloaded.
[h=3]Multiplayer Issues Addressed[/h]- Improved stability when pressing buttons during a Theater mode screenshot.
- Screenshots taken during Theater mode from a match on Uplink will no longer become corrupt.
[h=3]Multiplayer Game Balancing[/h]- AN-94: Damage slightly reduced.
- DSR 50: Rate of fire reduced.
- Ballista: Rate of fire slightly reduced.
[h=3]Zombies Issues Addressed[/h]Die Rise
- Players are no longer able to access unintended areas using the Trample Steam and the Elevator.
Mob of the Dead
- Pack-A-Punch version of the Raygun Mark II now displays the correct skin.
Buried
- Players are no longer able to pass over the Mansion fence using invisible collision.
- Fixed an issue where Players were able to duplicate candy and booze when in dying in a specific staircase.
- Players are no longer able to stand on invisible collision near the Stables and be free from zombie attack.
- Fixed an issue where Players were able to hold the top of the Bank for an extended period of time using the Paralyzer and the Vulture-Aid perk.
- Players are no longer able to position buildables in the General Store and become free from zombie attack.
- Players no longer get stuck at the bottom of the slide when using Dive-To-Prone.
- Addressed multiple issues where Players were able to throw themselves into walls using the Trample Steam and become free from zombie attack.
- Players are no longer able to reach unintended collision on the 2nd Floor balcony of the Saloon.
- Addressed an issue where Players could be free from zombie attack when holding a claymore and looking downward, when standing next to a Mystery Box.
- Players are no longer able to launch themselves out of the level near the Saloon using the Paralyzer.
- Fixed multiple issues where the Friendly AI would get stuck while holding a crawler zombie when above the General Store, in the Bank, in the Courthouse, in the Mansion, or the 2nd Floor of the Barn.
- The Friendly AI no longer gets stuck when bringing the Mystery Box from the Hedge Maze to the Town, and vice versa.
- The Friendly AI no longer becomes stuck if a Player gives him Candy and then enters the Fountain.
- Fixed an issue where the Friendly AI and zombies were going through a door in the Hedge Maze and getting stuck near a Mystery Box.
- The Mystery Box now functions properly when Players give the Friendly AI candy and then activate the box.
- Fixed an issue where the Friendly AI would freeze and become unresponsive if he was hit by a high damage weapon while performing a turn animation.
- The Friendly AI no longer becomes stuck in the Mansion if the Player has him take the rear entrance to the Mansion, near the Hedge Maze.
- The Friendly AI no longer gets stuck on top of the Saloon if the Player shoots him while carrying candy or booze.
- Fixed an issue where the Vulture-Aid Mystery Box indicator would permanently remain at box locations if the Player used the Friendly AI to bring the box to that location.
- The Friendly AI no longer becomes stuck if he's hit with a high damage weapon during his flinch animation.
- Fixed an issue where the Friendly AI would become stuck when fed candy to retrieve buildables in the Saloon, prior to opening the front door and the debris blocking the staircase.
- Zombies no longer get stuck in the ground outside the Mortuary by the Mystery Box location.
- Fixed an issue where Players would occasionally spawn under the map in a 4-Player game.
- Zombies now path to the correct location when Players stand in Vulture-Aid stink.
- Fixed an issue where Players were able to launch themselves on top of ghosts using the Paralyzer and be free from attack for a short period of time.
- Players are no longer able to access unintended areas in the Mansion using the Trample Steam and the Paralyzer.
- Zombies no longer get stuck on a window in the Sheriff's building.
- Fixed an issue where Players were able to get the Double Points upgrade when withdrawing money from the Bank with Double Points active.
- Zombies no longer get stuck behind one of the repairable barriers in the Saloon.
- Fixed an issue where Players would die if they jumped into the broken fountain at the same time.
- Player's camera no longer jitters when standing in a specific spot in the Barn.
- Fixed an issue where zombies would path away from the Player if they stood in a certain spot just outside the Saloon.
- Ghosts can no longer exit the Mansion using the slide, during a non-Ghost round.
- Fixed a Solo-play issue where falling down the spiral staircase would occasionally kill the Player, even if they had the Quick Revive perk.
- The Time Bomb now functions correctly if the Player has both the Time Bomb and the Monkey Bomb in their inventory.
- Fixed multiple issues in Grief, where Players would spawn in Last Stand when respawning in the Stables, Candy Shop, Church, alongside the Saloon, outside the General Store, or on the Mansion-side of the map.
- Players are no longer able to use the Paralyzer to get stuck in a tree outside the Mansion.
- Fixed an issue with zombies occasionally getting stuck when dropping down to the Gazebo stairs.
- The Speed Cola Machine is now properly positioned in the General Store during Grief.
- Fixed an issue where Players were able to trigger ghosts without fully dropping down into the Mansion.
- Zombies who turn into ghosts now enter the Hedge Maze properly.
- Players can no longer trigger Ghosts during a non-Ghost round when entering the Mansion from the rear.
- Players can no longer get on top of the General Store purchasable couch using the Paralyzer, and be free from zombie attack.
- Fixed an exploit where zombies couldn't path to Players who stood on the purchasable couch in the Saloon.
- Players are no longer able to use the Paralyzer to access the top of a Mansion fence and be free from zombie attack.
- Fixed an exploit where Players were able to stand on the cart outside of the Courthouse and be free from zombie attack.
- Players are no longer able to access invisible collision in-between the Gun Shop and the Saloon with the Paralyzer.
- Players are no longer able to use the Paralyzer to access unintended collision behind the Mansion and be free from zombie attack.
- Players are no longer able to launch themselves onto unintended collision in the Courthouse and be free from zombie attack.
- Players are no longer able to stand on a scaffolding near the purchasable LSAT and be free from zombie attack.
- Fixed an exploit where Players were able to use a combination of the Trample Steam and the Paralyzer inside the Church to become free from zombie attack.
http://www.computerandvideogames.com...d-on-xbox-360/
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July 24th, 2013, 00:41 Posted By: wraggster
Oddworld creator Lorne Lanning has sounded off on Microsoft’s apparent complete obliviousness to the growing indie games market, stating that the company isn’t even acknowledging independent developers like himself on any kind of business level.
Speaking with VG247, Lanning once again laid bare his frustrations with Xbox’s much maligned policies – adding that, at this rate, he doesn’t see a bright future for indies on Microsoft’s console platform.
"We're not on the radar. We're little guys. It doesn't seem like any of the little guys are on the radar,” Lanning said.
"Ten years from now, the biggest banners out there, the hundred million dollar games, are going to be what happened in the indie community. That's the only place we're seeing real innovation because that's the only place people can really afford to."
Lanning concluded it's "smart people" who see indie games on equal footing with AAA games in the future, and that kind of person is absent from Microsoft’s offices.
"I don't see any indication of that foresight up in Redmond. They do not seem to be listening to their audience."
A report earlier this month claimed Microsoft was considering a change in stance that would allow indies to self-publish, but nothing official has come about from it as of yet.
http://www.mcvuk.com/news/read/oddwo...rosoft/0118995
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July 24th, 2013, 00:39 Posted By: wraggster
Any attempt by the US government to use Xbox One’s Kinect camera to spy on the public would be resisted.
That’s the message from Microsoft, which in a statement released to The Verge in response to privacy concerns about the new device said:
"Absent a new law, we don’t believe the government has the legal authority to compel us or any other company that makes products with cameras and microphones to start collecting voice and video data, and we’d aggressively challenge in court any attempts to try and force us to do so."
That’s not quite enough to convince American Civil Liberties Union senior policy analyst Christopher Soghoian, however.
Soghoian has previously expressed his Kinect 2 concerns on Twitter, stating: “After today's NSA revelations, who in their right mind would trust an always-on Microsoft-controlled Xbox camera in their living room?”
He added in a further statement to The Verge: "I think the important thing here is when companies say ‘Don’t worry, we’re not recording,’ it doesn’t matter as much as whether they could record. Governments can twist the arms of companies and force them to do things, and in some cases the companies may just go along with it and even volunteer to help."
Indeed, all the reassurances in the world will likely be insufficient to convince everyone. Microsoft has previously admitted that Kinect has been designed specifically to be an adaptive observation device that collects a huge amount of data about users, albeit primarily for the purpose ofadvertising and gaming.
It was also claimed earlier this month that “Microsoft has collaborated closely with US intelligence services to allow users' communications to be intercepted” and allowed US authorities to access Hotmail users’ emails and Skype data.
Microsoft has since claimed that it is currently being subjected to a gag order that prevents it from further discussing secret national security requests.
http://www.mcvuk.com/news/read/micro...ooping/0119003
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July 24th, 2013, 00:35 Posted By: wraggster
Manchester City has announced that it has renewed its deal with EA Sports to see the publisher remain in place as its official gaming partner.
The three-year extension was announced today on Man City’s Hong Kong pre-season tour.
It sees FIFA demo pods remain at the Etihad Stadium Family Stand and the continuation of the EA Sports Blue Zone in the stadium’s pre-match fan entertainment area in City Square.
EA is also offering City fans the chance to vote on which three players will star on a downloadable Man City FIFA 14 cover. In addition the publisher is hosting a pro-player tournament at the Barclays Asia Trophy in Hong Kong where Sergio Aguero, Micah Richards, Jack Rodwell and Joleon Lescott will take on players from Tottenham Hotspur, Sunderland and South China.
“We’re delighted to be extending our partnership with Manchester City,” EA Sports’ VP of marketing Jamie McKinlay stated. “The Club has proved themselves to be forward thinking in their approach, with a willingness to expand and digitise their partnership efforts through EA Sports FIFA. This has proved a huge success and we’re only too pleased to be able to continue our relationship.”
Man City’s chief commercial and operating officer Tom Glick added: “EA Sports is one of the best known brands in the world, not only within the games industry, but also among sports fans the world over.
“Proof positive of the appeal to our supporters is that registrations among City fans for FIFA 13 – one of the all-time top selling global games – has way exceeded the 400,000 mark. This is a remarkable figure and is testament to the strength of this now established partnership.
“We are extremely proud of what we have accomplished together over the last two years and even more excited about what we can continue to achieve together in the future.”
http://www.mcvuk.com/news/read/ea-sp...ership/0119007
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July 24th, 2013, 00:26 Posted By: wraggster
Titanfall is a comfortably brown military FPS backed by Microsoft, but it’s still a risk for Respawn. Not because gamers are due to give up on fetishising guns this gen, but in a world where every multiplayer shooter has an arbitrary campaign for the express purpose of cutting trailers and adding perceived value, Titanfall has none.“In our game, multiplayer is the campaign,” says lead designer Mackey McCandlish. “Every level has a story with a beginning, a middle and an end. You play as a Pilot – they’re soldiers with extra manoeuvrability – but the battlefield is also populated with AI grunts to fill out the scene, and talk, and bring Titanfall that grounded reality that AI characters have been bringing to singleplayer for a long time.”Titanfall is the latest product of the sci-fi revival. As McCandlish points out, Saving Private Ryan kickstarted the early 2000s’ WWII obsession and Black Hawk Down helped spawn the modern military shooter, but Titanfall will thrive off the back of Prometheus and District 9 with its galaxy-spanning tale of mech (the titular Titans) war.As players join the servers, they populate massive dropships. After a brief recruitment phase, these warp over the battlefield and disgorge Pilots from above. “Our game is still infantry-based; we’re not building colossal maps for tanks, but we have to build for big infantry and small infantry, and then we have to build so that the small infantry have useful spaces to get an advantage over the Titans. Every map is small enough to be lovingly hand-crafted [and] to take advantage of this scale disparity you get between the cat and mouse, the Titans and Pilots.”
http://www.edge-online.com/news/tita...yer-campaigns/
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July 23rd, 2013, 11:14 Posted By: wraggster
via http://www.emucr.com/
x360ce SVN r758 is compiled. Xbox 360 Controller Emulator (a wrapper library that translates the xinput calls to directinput calls) which allows your controller (GamePad, Joystick, Wheel, ...) to function like an Xbox 360 controller on a Windows PC. For example it allows you to play Grand Theft Auto (GTA) game with Logitech wheel.
x360ce SVN Changelog:
r758
mark of the ninja
http://www.sendspace.com/file/8d5hfb
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July 23rd, 2013, 11:06 Posted By: wraggster
via http://www.emucr.com/
Cxbx correctness-fixes Git (2013/07/22) is compiled. Cxbx correctness-fixes is a branch of Cxbx. Cxbx is an Xbox emulator for the Microsoft Windows operating system developed by a group of programmers led by a hacker named Caustik and written in the C++ programming language. Cxbx's goal is to convert a game from an Xbox executable to a native Windows executable.
Cxbx correctness-fixes Git Changelog:
* Basic support for MmUnmapIoSpace (Kernal API 0xB7 / 183)
* Basic implementation of MmMapIoSpace (Kernel API 0xB1 / 177)
* Support D3D::Reset() in XDK 5849
* Support D3Device::InsertCallback() (basic) on XDK 5849
* Support DSBPLAY_SYNCHPLAYBACK flag to SoundBuffer::Play()
* Support additional D3DLOCK_NOOVERWRITE flag in D3DTexture::LockRect()
* Initial support for D3DDevice::SetDepthClipPlanes() in XDK 5849
http://www.sendspace.com/file/8iejfs
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July 23rd, 2013, 01:03 Posted By: wraggster
Saints Row 4's down under scrutiny will occur again next week, as the over-the-top sandbox crime game attempts a second run by the Australian Classification Board. The ACB banned the game last month, raising issues over its depiction of drug use and an "alien anal probe."
Publisher Deep Silver previously said it was planning to re-submit a re-worked version of the game - apparently a "low violence" one going by Steam Australia. That re-review is now confirmed and dated for this time next week on July 29, and hopefully it's a decision that leaves both parties satisfied.
Saints Row 4 was the first to be banned in the country after the governmentpassed the law permitting R18+ games for adult audiences. The second game, banned a day after Saints Row 4, was State of Decay. Thankfully, Undead Labs' own reworked version came through its re-review earlier this month, and the developer expects to bring the XBLA game Australia's way on Friday, July 26.
http://www.joystiq.com/2013/07/22/sa...eview-next-we/
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July 23rd, 2013, 01:01 Posted By: wraggster
Three new game bundles have been released on Xbox Live Arcade, giving hefty discounts to select grab-bags of games. The Action Packed bundle hacks together Bloodforge, The Dishwasher: Vampire Smile, Dungeon Fighter Live,Islands of Wakfu and Unbound Saga. Next up is the NinjaBee Bundle, which includes Band of Bugs, A World of Keflings, Cloning Clyde, Outpost Kaloki X andAncients of Ooga.
With the exception of Cloning Clyde, all of these games normally cost $10 ($15 in the case of Bloodforge), so the savings are certainly substantial. Take note, however, that these bundles won't give you an extra copy of a game you already own.
TrueAchievements also spotted a Kinect Bundle listed on Xbox.com, which features Dragon's Lair, Wreckateer, Diabolical Pitch, Home Run Stars and Haunt. Strangely, it has no price and there doesn't appear to be any way to purchase it via Xbox.com or the Xbox 360 itself. There was an ad for the bundle in the Xbox 360 games section, though it appears to have been pulled. We've contacted Microsoft to see when or if the bundle will be available.
http://www.joystiq.com/2013/07/22/ne...-kinect-bundl/
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July 23rd, 2013, 00:32 Posted By: wraggster
Xbox One will automatically record the last five minutes of a user's gameplay, according to Ken Lobb, creative director at Microsoft Game Studios.
Speaking to GameSpot in a Killer Instinct video interview conducted at San Diego Comic-Con, he provided new details about the console's game DVR functionality.
"It's called 'Project Upload', he said. "So the idea is that you're always recording. We have a ring buffer game DVR basically, so the last five minutes of any game you're playing is always being stored locally on your hard drive.
"Let me give you two scenarios. Scenario one: I'm playing online and I just did the best thing ever. I can't pause [because] I'm playing online. You can say 'Xbox, record that', it'll grab the last 30 seconds and save it for you to play with later.
"So now let's say you're not playing online and you do the best combo or you have the best fight ever," Lobb continued. "You can finish after that fight, that thing you just did is within the last five minutes, you can go into that last five minutes and scrub it for the best stuff - I want that four seconds and this ten seconds and this 30 seconds and then I want that ultra combo.
"We have things, basically a wrapper, so you can put up something that comes before and after, the [example] video we showed said 'best of Evo', and you can also if you'd like voiceover and even put in some stuff from the Kinect camera, do picture-in-picture."
The integration of Twitch into Xbox One will also enable Xbox Live Gold members to broadcast games directly to their Twitch channels, as well as view content from other streamers on Twitch.
PS4 owners will also be able to share gameplay and screenshots using the DualShock 4's 'Share' button. According to the Guardian, Neil Brown, head of Sony Computer Entertainment Europe's R&D group, said earlier this month that PS4 uses a dedicated hardware encoder to continually record the last "several minutes" of gameplay footage, without taking up any processor resources.
http://www.computerandvideogames.com...s-of-gameplay/
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July 23rd, 2013, 00:07 Posted By: wraggster
Colin Sebastian says Microsoft and Sony have been conservative with retailer pre-sale allocations
The Xbox One and PlayStation 4 are likely to share at least one thing in common with previous console launches: system shortages. Speaking with GameSpot, Robert W. Baird analyst Colin Sebastian said he expects both Microsoft and Sony to have trouble meeting initial demand for their next-gen systems.
Sebastian noted the complexity of coordinating international console launches as one prime reason, and said Microsoft and Sony "have been somewhat judicious in allocating pre-sale units to retailers." Sebastian suggested that should help ensure there's enough supply for any customer who manages to preorder a console for launch.
As for timing, Sebastian said the two companies would ideally launch in early November, giving them an opportunity to restock shelves at least once for Black Friday. He didn't say which console he expected to arrive first.
http://www.gamesindustry.biz/article...face-shortages
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July 23rd, 2013, 00:01 Posted By: wraggster
Microsoft’s lengthy certification process for Xbox Live updates does not sit well with free-to-play, the CEO of Wargaming has said.
However, Victor Kislyi has told Polygon that has company is working with Microsoft to help improve its mechanisms ahead of the arrival of free-to-play MMO World of Tanks on Xbox 360 later this year.
"The good thing is with online games, sometimes if you screw up, you can do frequent updates," Kislyi explained. "But one of the biggest challenges with Microsoft was the frequency of updates because the QA process and certification process takes an extremely long time.
“[It is] totally unacceptable for a meaningful free-to-play. We are working with them to do quicker updates.
“There is a lot of work on the technically side and on the administrative side which should resolve in the acceptable quality of the product, including updates of the product including speed and rates. So we will see.”
http://www.mcvuk.com/news/read/curre...o-play/0118939
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July 22nd, 2013, 23:56 Posted By: wraggster
The reaction to the Xbox One reveal and its original digital-led vision proves how little consumers understand about what they’re entitled to when buying download games, says a leading expert.
Microsoft’s forthcoming console was met by gamer backlash over plans to licence digital titles to users, meaning that they would not technically own their games.
Vanessa Barnett, partner at legal firm Charles Russell, says this has always been the case with downloads – it’s just that consumers aren’t aware of it.
“Consumers are always paying for the ‘licence’ of a download game,” she said. “Indeed, when they buy a physical copy they are also buying the licence – it’s just that licence is wrapped up in a ‘good’ you physically own.
“This is much like digital music and films, where you also get a ‘licence’ to play an album or watch a movie but you only ‘own’ the plastic that makes up the CD or DVD.”
And while the public battles of Napster and Pirate Bay have helped raise awareness of consumers’ digital rights in music and film, Barnett says that “on the gaming side, the public is less aware”.
The legal expert hopes that the Consumer Rights Bill – legislation that will give consumers specific rights with respect to digital content – will help educate consumers so that companies like Microsoft can experiment with new digital models.
“The Xbox example is just one example of how copyright licensing and permitted restrictions still depends to a large extent on the buy-in of the userbase,” said Barnett.
“Make it too restrictive and the consumers will buy elsewhere – or worse. Make it too permissive and revenue streams are under threat. As ever, it is a moral, legal and technical balancing act.”
http://www.mcvuk.com/news/read/xbox-...fusion/0118947
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