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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
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June 21st, 2013, 01:10 Posted By: wraggster
Microsoft still hopes to implement the more ambitious digital features of its Xbox One platform, it has stated.
Last night’s decision to scrap pre-owned DRM and internet connectivity requirements came at a price – users will no longer be able to play games without the disc in the drive and the digital sharing features previously outlined will now not be available.
But that doesn’t mean that Microsoft is intending to give up on the advanced cloud architecture that it sees as the driving force behind the next-generation of Xbox.
"While we are adding in the ability to use physical discs, we still believe in the power of a digital and cloud-powered future played out at launch and rolled out over time," Xbox Live corporate VP Marc Whitten toldPolygon.
"You are going to see us invest a ton in all of the ways digital builds experiences. You have to be connected [for cloud processing to work]. All of the things that require the internet will require the console to connect. We want and expect most people to take advantage of those things, but we also want to give people the choice that they can play offline."
However, those hoping for Microsoft making a further PR land grab by cutting the launch price of Xbox One look set for disappointment.
Added Whitten: "On the price we feel strongly that we are delivering an immense value in gaming and entertainment. What we wanted to do was tell our complete story. We knew our complete story was partially told at the Xbox One unveil and partially told at E3. We wanted to put our story out there and show the great games we have coming. We did that and people gave us a ton of feedback."
http://www.mcvuk.com/news/read/xbox-...t-vows/0117426
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June 21st, 2013, 01:04 Posted By: wraggster
EA Sports boss Andrew Wilson says that the firm ditched online pass because it damaged the games.
Speaking to MCV at E3 last week, the label VP said that forcing gamers to put codes in to access content had become too big an impact for fans. And he denied that EA was planning any further measures to combat pre-owned sales.
"When we launched it, we did so because we are investing an exorbitant amount of money in online services and the provision of online services, and to be frank we still do," he said.
"And we thought it made sense to get some compensation for the use of those services. However, what became apparent to us after running it for a while, was that the impact that was having to users having to enter codes before they could get into the game, was too great.
"We have a gamer-first mentality – we don’t always get credit for it but we do. We looked at it, and said ‘we don’t want to put that barrier there for gamers to have to go through that process. We are going to take it away. We are going to get rid of it. We will go back to making great games and it will all work out.’"
He added: "It’s about how do we make sure we deliver the best possible seamless experience for gamers, how do we get rid of those pieces in the middle that would otherwise impede their gaming. How do we get back to focusing on building great games?
When asked if EA was looking to charge fans for online content he added:
"That's not our aim. We've done away with it."
http://www.mcvuk.com/news/read/ea-sp...-games/0117434
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June 21st, 2013, 01:03 Posted By: wraggster
The world’s biggest games retailer GameStop has closed in-store pre-orders for the Xbox One.
Polygon reports that the company has hit its launch day allocation of units, although it is still currently accepting pre-orders for the machine online.
PS4 pre-orders remain open as “store managers say allocations for Sony's machine are considerably higher than Microsoft's”.
Anecdotal evidence from one store suggests that while it had been allocated 60 PS4 consoles it was down to receive just 16 Xbox One units on launch day.
"Due to high demand, GameStop is not taking additional store reservations for the Xbox One Day One Edition,” a spokesperson for the retailer told Polygon.
“However, reservations can still be made online. In the meantime, the Xbox One wireless controller and top Xbox One games like: Ryse: Son of Rome, Forza Motorsport 5, and Kinect Sports Rivals are available for pre-order at all GameStop stores or online."
http://www.mcvuk.com/news/read/xbox-...orders/0117435
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June 21st, 2013, 00:59 Posted By: wraggster
US analyst Michael Pachter believes that Microsoft IS prepared to lower the price of Xbox One if it falls too far behind PS4.
However, following last night’s dramatic about-face the analyst reckons that Microsoft could yet salvage the situation and achieve next-gen dominance.
"Microsoft intends to offer a more robust hardware bundle than Sony will offer, and Microsoft is convinced that consumers will ultimately appreciate the value proposition presented by Kinect," Pachter told investors, CVG reports.
"Microsoft has not done a particularly good job of communicating the value proposition to consumers, but today's announcement will remove an impediment to the company's ability to get its message across.
“We are confident that with six months of focused messaging, Microsoft can fully level the playing field with Sony, and we expect the Xbox One to sell as many units as the PS4. If we are wrong, we think that Microsoft is prepared to lower price next year."
http://www.mcvuk.com/news/read/micro...kinect/0117437
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June 21st, 2013, 00:58 Posted By: wraggster
The UK’s leading games retailer GAME has welcomed Microsoft Xbox One rethink.
“Microsoft have shown that they truly understand and value their fan base and the gaming community as a whole,” GAME's Martyn Gibbs told Edge. “Microsoft have listened to the feedback of recent weeks and acted on it, putting gamers and the way they wish to access and pay for their gaming at the centre of their plans for the future.
“I am immensely impressed with both the speed and the scope of the changes – it shows a real commitment to gamers around the globe. Last night’s announcement shows that the industry is driven by the community of gamers, a community Microsoft has grown and supported over many years.
“The community has the power to shape the future and I know that gamers everywhere will welcome Microsoft’s announcement – we’re really excited about the new console and we know the gamers of the UK are too.”
Such has been the enthusiasm from retail to Microsoft’s U-turn that it’s a bit of a surprise that no-one came out to criticise the moves beforehand.
http://www.mcvuk.com/news/read/game-...ethink/0117438
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June 20th, 2013, 23:48 Posted By: wraggster
Xbox backtrack sparks renewed push for indie support
In the wake of Microsoft’s U-turn on its used games and always-on policies for the Xbox One last night, developers have spoken out in their droves through for the company to support self-publishing on the console.
A number of developers, including Retro City Rampage dev Brian Provinciano, Thomas Was Alone creator Mike Bithell, Xander Davis and numerous others continued calls for Microsoft to explain its stance on self-publishing, and to ensure developers could release their own games.
Last month, Redmond Game Studios and Platforms general manager Matt Booty said that indie developers would not currently be able to self-publish on the Xbox One marketplace.
Microsoft has also revealed it will be abolishing the Xbox Live Arcade and indie game sections in favour of a large, all-inclusive marketplace more akin to the App Store for the Xbox One.
The decisions to seemingly erode some of the benefits indies had previously enjoyed and will get on other systems such as the PS4.
http://www.develop-online.net/news/4...elf-publishing
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June 20th, 2013, 23:46 Posted By: wraggster
Changes mean consumers can expect more 'tacked on' multiplayer modes and DLC, says Gears of War creator
Sony was responsible for forcing Microsoft to ditch its controversial used games and always-on policies for the Xbox One, not an internet backlash, says Cliff Bleszinski.
Last night, following negative feedback on the console, Microsoft said users would no longer need to check in online once a day on the Xbox One and it would also not block used games
The former Epic Games developer then took to Twitter to state that Sony had played into some of the negativity around the Xbox One, which eventually saw Microsoft change tact.
"At the end of the day many hardcore dislike what was attempted. You can't do well in that space with many of your core unhappy,” said Bleszinski.
“Especially when users have a choice. The nature of capitalism encourages competition and Sony played into that.”
http://www.develop-online.net/news/4...t-the-internet
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June 20th, 2013, 01:51 Posted By: wraggster
There's a pretty massive Sega sale going down on Xbox Live right now. Many games and DLC packs are $5 or less. In the $5 camp are Virtua Fighter 5: Final Showdown, Sonic Adventure 2, Jet Set Radio, Nights into Dreams and Crazy Taxi. Other downloads, such as Guardian Heroes, the Sega Genesis Sonic games (including Sonic CD) and Space Channel 5 Part 2 are only two bucks each. You'll also find a number of $10 Games on Demand titles, including Sonic Generations, Condemned, Sega Superstars Tennis ... and Sonic Unleashed.
Finally, if you haven't tried out Ron Gilbert's latest adventure, you can pick upThe Cave for $7.50.
http://www.joystiq.com/2013/06/19/se...s-10-sonic-ge/
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June 20th, 2013, 01:51 Posted By: wraggster
GameFly is happy that Microsoft will keep things "business as usual" in the next console generation, following today's stunning reversal of its Xbox One digital rights management policy, which will now allow rental games again.
"I always felt good about the future of GameFly, but I feel better today," saidSean Spector, GameFly co-founder and SVP of business development and content. "Today is a win/win for consumers, as well as GameFly. I think choice is always important and now consumers have more choice. And I give [Microsoft] credit for listening to their consumers."
Spector was unable to share what he knew about the console's previous plans, but he notes there were discussions with Microsoft. He said, "I think the original proposal would have been detrimental to lots of people's [business] systems. Not just GameFly. And, most importantly, gamers. Based on what I've read today, which is all I know today, it's business as usual for Xbox. Their statement is really cut and dry."
GameFly plans to have Xbox One and PlayStation 4 listings up on the rental site sometime towards the end of the summer.
Asked if he had anything else to add about today's events, Spector concluded, "It's a good day for gamers!"
http://www.joystiq.com/2013/06/19/ga...for-consumers/
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June 20th, 2013, 01:50 Posted By: wraggster
Gamestop is pleased with Microsoft's announcement that the Xbox One will allow games to be traded in as usual, a spokesperson tells Joystiq. On June 6, Microsoft announced a system for Xbox One that would allow games to be shared only once, and only to someone the player has known for more than 30 days on Xbox Live. Under this system, retailers would have to sign up with Microsoft to resell Xbox One games.
Today, Microsoft reversed this decision.
"Gamestop welcomes today's announcement from Microsoft about changes in functionality for its next-generation console, the Xbox One," Gamestop says. "This is great news for gamers and we applaud Microsoft for understanding consumers and the importance of the pre-owned market."
Gamestop makes the majority of its profit from used game sales, and following reports that the Xbox One wouldn't support used games, GameStop's stock fell 5 percent. Currently, Gamestop's stock is up 2.5 points in after-hours trading, almost 6 percent.
http://www.joystiq.com/2013/06/19/ga...-one-used-gam/
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June 20th, 2013, 01:48 Posted By: wraggster
At E3 last week, in a behind closed doors presentation called Xbox 101, Microsoft engineering manager Jeff Henshaw - not a member of the PR team, he points out - tells a small gathering of journalists that Xbox One's 300,000 server cloud gives the next-generation console a unique advantage.It's a somewhat abstract claim that Microsoft made first only a few weeks earlier during its Xbox One reveal event, and it's been dismissed by more than a few developers, including The Witness creator Jonathan Blow, as little more than a marketing trick. Digital Foundry's In Theory analysis concluded: "Microsoft needs to prove its position with strong ideas and practical demonstrations. Until then, it's perhaps best not to get too carried away with the idea of a super-powered console, and there's very little evidence that Sony needs to be worried about its PS4 specs advantage being comprehensively wiped out by 'the power of the cloud'."Forza 5 will use the cloud to make AI with human intelligence, Microsoft claims.
Turn 10 Studios has discussed how Forza 5 will use the cloud to make more lifelike AI with "human intelligence", but I've struggled to imagine how Xbox One games would benefit directly. To Henshaw's credit, he does focus on what matters most: the games - albeit in prototype terms.The pitch begins with solar system exploration, displayed on a huge TV and running live on a Xbox One connected to the cloud. The Xbox engineering team gathered an enormous set of data from NASA, covering the position and orbital trajectory of every celestial body of matter in the solar system as well as about 30,000 light years beyond it.An Xbox One engineer rendered a subset of the asteroid belt between Mars and Jupiter, what amounts to 40,000 visible asteroids, which we see on the TV. The Xbox One's processing power is used to animate their orbital trajectory in real-time, all accurate to the current time and date of their actual position in near solar space.Doing this, Henshaw insists, requires about 10 times the computing power of the Xbox 360. "We've crammed the horsepower of over 10 360s into this one elegant design that lets us do computationally insanely complex operations," he says.Bigger is always better, of course, and that's where the cloud comes in. With the program connected to the 300,000 servers powering Microsoft's platform, the 40,000 visible asteroids rises to an eye-watering - and screen-filling - 330,000 asteroids, all being computed and rendered in real-time. This amounts to a whopping 400,000 updates per second from the cloud to keep each position of each asteroid current. It's an impressive, albeit bleak, display of virtual outer space.But what's the point? How do asteroids, asteroids and more asteroids benefit the kind of games we love to play? Henshaw notes that as we move through the asteroid field, objects farther away skip a little. That's fine - they're in the distance, and so the program doesn't need to be as precise with them. For the asteroids nearby, however, the program needs to be "ultra smooth and ultra precise", Henshaw explains. The computing for the up close asteroids is offloaded to the cloud, keeping them moving smoothly. "The cloud will enable developers to infinitely increase the size, scope and scale of gameplay elements."
Xbox One engineering manager Jeff Henshaw
Henshaw says this prototype maps directly to the way next-generation game developers are building games, and, he says, some are even doing this now. Developers will be able to dedicate all of the local processing power on Xbox One to making sure experiences are snappy and responsive and reactive, but offload things around the player, such as foliage, an infinitely large world, enemy AI combatants or event real human combatants who are playing online from across the world, to "infinitely increase the size, scope and scale of any of those gameplay elements".Henshaw adds the cloud will allow these games to persist in real-time because the cloud is always running and always available. So, if you leave a game it may persist with other players and feel the effects of time, wear, damage and weather so when you come back online it will have evolved.In truth, for all the criticism Microsoft has rightly endured for its controversial Xbox One authentication policies, Henshaw puts forward a tantalising proposition. If what he's saying is more than marketing - and there remains a degree of scepticism on this point - Xbox One games could be made significantly better by something we can neither see nor touch, something intangible, unknowing and, therefore, alien. As I watch Henshaw's asteroids slowly move around the TV, I wonder how much better Skyrim's open world would have been had Bethesda been able to offload calculations to the cloud.Certainly it's a concept we're not used to. Games have pretty much always been limited by local processing power. Not any more, Microsoft claims. But what do developers think? Henshaw says some are already using the power of the Xbox One cloud to help better their experiences. Which ones?
http://www.eurogamer.net/articles/20...velopers-think
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June 20th, 2013, 00:48 Posted By: wraggster
What's in a name? A whole lot, if you're asking yours truly. "All Your Entertainment. Input One." Such intriguing statements were declared in a document that leaked from Redmond last summer. The slogan "All in one, input one" was on the Microsoft banners decorating the LA Convention Center for E3 this year. But this probably left many wondering: what is "input one," exactly? It didn't go unnoticed by those who follow the TV industry. Input one is commonly used in the biz to refer to the TV input most Americans use to access the majority of their content. This is the input that's displayed when the TV is turned on, and it's the input that most connect their set-top box from their cable or satellite provider to. Naturally, it's a highly coveted position in the content industry and one that is well fortified by the incumbents.
Microsoft has had its sights on input one for a long time, and this particular go-round isn't all that unfamiliar. The Xbox One intends to share input one in what I'd call a man-in-the-middle attack. How well it works won't be revealed until later this year, but clicking through will reveal how I think it'll play out, why this attempt is a direct result of industry constraints and finally, how it matches up with the competition.
http://www.engadget.com/2013/06/19/x...hat-to-expect/
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June 20th, 2013, 00:46 Posted By: wraggster
In the aftermath of Microsoft's stunning reversal of its Xbox One game licensing plans, we talked to Xbox chief product officer Marc Whitten to find out exactly what will change about Redmond's next game box this November. Whitten thankfully assuaged our primary concern right off the bat: the company's (new) used game policy extends to third-party publishers as well as Microsoft first-party games.
Though gamers won't have to put up with requirements for an internet check-in every 24 hours, some lauded features we'd heard about will not be available as a result -- at least at launch. That includes the sharing between up to ten family members, and playing disc-based games without having the disc in the One. It also means new consoles will need a patch at launch to enable this future / past scenario of disc-based console gaming.
"There are some things -- the family sharing stuff is an example -- where as we move to this system, that functionality goes away," Whitten told us. There are some bizarre added benefits of the new system, as well. One disc can act as a copy for several people, at least on the install. "If I had a physical version of my game and I went to your house, we played, and then I left with my game, you could actually buy the game instantly with no download," he told us. Since the Xbox One automatically rips disc-based games to its HDD, it essentially installs games on any box you play them on.
http://www.engadget.com/2013/06/19/x...-marc-whitten/
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June 20th, 2013, 00:45 Posted By: wraggster
One of the biggest criticisms of Microsoft's recently-announced Xbox One console was that it would require an internet connection once every 24 hours in order to keep playing games. Enough people complained about the DRM, and Microsoft listened. Today, they announced that they're removing the phone-home requirement. "After a one-time system set-up with a new Xbox One, you can play any disc based game without ever connecting online again. There is no 24 hour connection requirement and you can take your Xbox One anywhere you want and play your games, just like on Xbox 360." They've also scrapped the game trading and resale system they'd built, which allowed publishers to set their own rules with regard to used game sales. "There will be no limitations to using and sharing games, it will work just as it does today on Xbox 360." Unfortunately, that also means users won't be able to take advantage of the good parts of the original system, such as trading and gifting games without needing the disc, or sharing games with remote family members. "While we believe that the majority of people will play games online and access the cloud for both games and entertainment, we will give consumers the choice of both physical and digital content. We have listened and we have heard loud and clear from your feedback that you want the best of both worlds." Also noteworthy: they've dropped region-locks as well.
http://games.slashdot.org/story/13/0...phone-home-drm
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June 19th, 2013, 22:17 Posted By: wraggster
Developer Infinity Ward cannot finish work on key elements of Call of Duty: Ghosts as it is yet to receive final next-gen hardware samples.
“Obviously we are in crazy early development and we will have to see how the consoles play out,” the game’s executive producer Mark Rubin told OPM. “We have made some cool improvements on AI. Most of it has to do with some of the cinematic values.
“We need some hardware, some finished hardware, before we can really expand.”
Reports from E3 suggest that PS4 game demos were running from Sony’s dev hardware. Many Xbox One games, however, were shown to be running off Windows 7 PCs – interestingly with Nvidia graphics hardware.
So what sort of AI enhancements is Rubin discussing?
“It is subtle, really subtle,” Rubin explained. “AI in general is one of those things [where] the subtle things are often easy to notice when it is bad.”
He went on to discuss what was described as “situational AI”. Basically, opponents will at times react to the events around them.
“They take some of the environment cues and pay attention to them,” he added. “A lot of times they just kind of ignore the environment, they are just like ‘Ok this guy is supposed to be here I’m shooting, but the building is falling all over me… No, I’m still shooting you’. So sort of doing stuff like that.”
http://www.mcvuk.com/news/read/call-...rdware/0117366
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June 19th, 2013, 00:59 Posted By: wraggster
When players look back on the platformers of yore, it's easy to forget one important thing about them: They're tough. Modern platformers allow infinite retries and plentiful checkpoints, but old-school platformers, like Disney'sCastle of Illusion Starring Mickey Mouse, required precise jumps over one-hit enemies and sent you back to the beginning of a level, or even the game itself, when all your lives were lost.
Sega has preserved that difficulty in the remastered version of the game, as seen on the floor of E3 2013 last week. Sega Studios Australia has teamed up with the original game's creator, Emiko Yamamoto (who still works for Disney in Japan), to recreate the game in 3D and add new elements.
http://www.joystiq.com/2013/06/18/na...-mickey-mouse/
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June 19th, 2013, 00:47 Posted By: wraggster
Here are official pictures of the Xbox One headset microphone and controller Charge Kit battery peripheral.
They are two of a selection of peripherals to be available for the console at launch this coming November.
The Xbox One Play and Charge Kit is comprised of a re-chargeable battery pack and USB charge cable that plugs into the Xbox One, allowing for charging during gameplay or when the console is in standby mode. MS says the battery can be fully charged in under four hours.
Meanwhile, the redesigned headset offers "crystal-clear digital wideband audio", says the platform holder, and new controls that let you adjust volume and mute without having to take your hands off the controller (much like the very first-yen Xbox 360 headsets).
Headsets were included with Xbox 360, but Microsoft is yet to confirm whether or not the new Xbox One, priced at $499.99, will come packaged with a headset. There's no mention of a headset in a list of "what's included" on the official Xbox website, and the inclusion of the microphone-equipped Kinect has been suggested as replacement for the traditional headset.
Last Monday, Microsoft confirmed that Xbox One will be available in 21 markets this November. The Xbox One price has been set at £425 / €499 / $499.
http://www.computerandvideogames.com...-kit-detailed/
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June 19th, 2013, 00:39 Posted By: wraggster
Following previous rumours, Activision has officially announced Call of Duty: Black Ops 2's next DLC expansions, titled 'Vengeance'.
The third DLC expansion for the game will add four new multiplayer maps and one new Zombies location to the game, and arrives as a timed-exclusive of Xbox Live on July 2 for 1200 Microsoft Points.
Xbox timed exclusivity typically spans a one-month period, so expect PS3 and PC versions of the DLC in early August.
Here's the official description for the four new maps:
Cove: The stage is set for all-out conflict on this small, forgotten island in the middle of the Indian Ocean, with players battling it out amongst the wreckage of a jet that crash-landed during a smuggling operation gone wrong.
Detour: A destroyed suspension bridge, high above an East Coast waterway, packed with scattered vehicles, exposed iron and collapsed pavement where the head-to-head action will play out on multiple levels.
Rush: Sets the stage for fast, close-quarters engagements in this paintball course turned full-combat arena, giving players new opportunities and challenges to use the cover to their advantage.
Uplink: "In this re-imagined adaptation of the fan-favorite multiplayer map 'Summit' from the original Call of Duty: Black Ops, players clash deep in the rain-soaked jungles of Myanmar, high atop a hi-tech mountain facility."
As for the new Zombies map, called 'Burried', Activision says, "Players meet up with old characters and will encounter new ones as they face off against the undead residents of an abandoned underground Old West mining town." Zombies mode will also get a new weapon, the Ray Gun Mark II.
http://www.computerandvideogames.com...-july-trailer/
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June 19th, 2013, 00:20 Posted By: wraggster
Xbox boss Don Mattrick has argued that, even at £429, the Xbox One is “over-delivering value”.
"It's a lower number than some of the analysts had forecasted," Mattrick told Bloomberg TV (as spotted byJoystiq) of the machine’s RRP. "We're over-delivering value against other choices, I think, consumers can get.
“Any modern product these days, you look at it [and] $499 isn't a ridiculous price point. We're delivering thousands of dollars of value to people, so I think that they're going to love it when they use it."
Indeed, consoles often do offer good value in terms of the tech they include for the price. However, value is subjective and with PS4 hitting shelves for £349 later this year, consumers will ultimately decide how much value either machine offers.
http://www.mcvuk.com/news/read/mattr...-value/0117295
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June 19th, 2013, 00:18 Posted By: wraggster
Free-to-play Xbox One fighter Killer Instinct won’t have an expansive character roster. And rightly so, argues Microsoft.
"Most fighting games that come out are disc based games where you get a huge cast of awesome characters, but it is a massive cast," Microsoft producer Torin Rettig toldPolygon.
"Some games have anywhere between 30, 40, even 50 characters. And in reality, most players don't play that many characters. You just only have so much time to get good at so many characters.
“So we wanted to take that into consideration and release the game in a way that took that into consideration and allowed players to get in and play the game at the level that they want to play it.
Killer Instinct will be free to download and include one playable character from the off. Players can these choose to pay for additional characters. Developers Double Helix has also confirmed that a Season pass will be made available that unlocks all the content for a single fee.
"As much or as little as you want,” Rettig added. “We wanted there to be basically a wide funnel. We wanted as many players to get in and enjoy the game and experience the game as possible, and to engage in it at a level that they want to engage at."
http://www.mcvuk.com/news/read/kille...s-says/0117299
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