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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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June 3rd, 2019, 20:47 Posted By: wraggster
Success breeds imitators, and there was few success stories in the industry of a decade ago like the Nintendo Wii. After the system's meteoric rise upon its late 2006 launch, it was only a matter of time before Microsoft and Sony rolled out their own spin on motion controls.
As it turned out, those fast follows wouldn't be so fast after all, with both companies waiting until E3 2009 in June to show off their efforts. The PlayStation Move was the biggest surprise of Sony's show (considering the PSP Go's unveiling had been spoiled days before the show), but it was a fairly straight-forward product: essentially a Wii Remote with better tracking."This is true technology science fiction has not even written about, and this works, now, today"
Peter Molyneux
On the other hand, Microsoft's offering was something entirely new. Unveiled as Project Natal (but eventually released as Kinect), Microsoft's motion controller was a depth-sensitive camera that completely removed the need for a traditional controller. It was clearly cutting edge technology, so cutting edge that it .
When it comes to truth in marketing, Microsoft deserves full credit for debuting ambitious and unproven technology with a live demo. It perhaps deserves less credit for the prepared demo videos it showed off. One of them featured mock-ups for a generic assortment of standard genres adapted for motion controls with pantomimed gestures. Another more ambitious clip had Peter Molyneux unveiling a Lionhead project called Milo.
"This is true technology science fiction has not even written about, and this works, now, today," Molyneux said about Milo.
With the benefit of hindsight, we know that many of the experiences showcased in the clips never came to pass. Hold up your own skateboard so the camera can scan it in and replicate it in-game? Nope. Draw something on a piece of paper and wave it by the camera at super speed so Milo can "grab" it in-game and interpret what's on the paper and then react to it naturally? I'm not sure any part of that was actually realized by Kinect."My guess is that where this ends up is: motion controllers end up with half the market"
John Riccitiello
Still, the technology clearly had potential. Microsoft corporate vice president Shane Kim said Natal would "reinvent the industry and revolutionize home entertainment." Take-Two CEO Ben Feder said Natal was looking pretty good, adding, "Every now and then you end up with a real dog that doesn't lead anywhere, but I don't expect that to happen here."
https://www.gamesindustry.biz/articl...otion-controls
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May 21st, 2019, 21:14 Posted By: wraggster
As usual, the Retroarch guys are hard at work improving their all-in-one emulation solution and this time, they’ve released version 1.7.7. While this version is more of a minor routine release, it still has some notable features. These include the release of an experimental alpha version of the XBOX One (UWP) version, the addition of RetroArch Settings in the Desktop UI so that you can manage them through a WIMP interface and support for menu widgets with an achievement notification widget being built in.
From a more technical point of view, RetroArch also gained a new OpenGL driver, a legacy OpenGL 1.1 driver which adds compatibility with ancient graphics cards and the main menu is now framerate independent. When it comes to platform-specific additions, we find support for Bluetooth Keyboards/Mice on the PSVita port, vibrate on touch for Android (no idea why anybody would want to use it but it’s there) and a separate macOS 10.13+ (High Sierra) version that makes use of Metal rendering instead of OpenGL rendering but older versions of macOS are still supported through another build.
To grab RetroArch 1.7.7 for the platform of your choice, check out this link
http://wololo.net/2019/05/11/emulati...ort-for-march/
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May 20th, 2019, 22:08 Posted By: wraggster
As hiring for diversity becomes a more visible and discussed issue, Microsoft's Benjamin Williams also wants to address a related problem: once members of marginalized communities get hired into the industry, how do we keep them here?
Williams is the senior community program manager for Gaming for Everyone, an Xbox program that works toward inclusivity both internally and externally. The tagline and ideas behind Gaming for Everyone appear with some frequency in various projects, public statements, and other initiatives at Xbox, but Williams' main job is to coordinate several events at GDC in San Francisco each year to bring together various marginalized communities for talks, dialogue, and networking.
"GDC is always my biggest project and the one that I love," Williams says. "The work we do at GDC is about amplifying the voices of under-represented people to let them know we want them in the industry, we want them to have their projects become a reality, and we want everyone to be able to make awesome stuff so that everyone can enjoy it."
At GDC 2019, Microsoft celebrated six different gaming communities at six different events. Women, blacks, Latinx, LGBTQIA, and disability communities each had their own receptions, with a final event focused on Gaming for Everyone as a whole. "We've always been here and we've always had an impact, but that impact hasn't necessarily been seen or felt by everyone else"
Although Williams has been with Microsoft and Xbox since 2016 (having joined the company in his current role after nearly a decade in academia), many of the events he now organizes have been around for far longer. Next year will be the 20th anniversary of the Women in Gaming rally, as well as the 15th anniversary for the Black in Gaming Green Room event. Williams says these two long-running examples demonstrate that the communities they celebrate have always been a part of the industry, but he wanted to expand Gaming for Everyone events to other underrepresented groups -- such as the LGBTQIA and disabled communities, which just celebrated their third and second annual GDC events respectively.
"[Marginalized communities] have been a part of the gaming industry since the gaming industry was a thing," Williams says. "We've always been here and we've always had an impact, but that impact hasn't necessarily been seen or felt by everyone else. So while those communities have always been here, Gaming for Everyone is here to help amplify their voices.
"We do that by providing a space for everyone to gather and succeed through networking, professional development, and things like that. We sponsor professional development scholarships through the IGDA and through partnering with other companies who are also interested in this work."
Specifically speaking about the LGBTQIA in Gaming reception, Williams says that some of the inspiration for its focal points came from existing events, such as the social events thrown by Gay Gaming Professionals' founder Gordon Bellamy. While he emphasizes the importance of events like that, Williams also didn't want to step on any toes by copying what already existed.
"We didn't want to just throw yet another social event. So how can we provide added value? Our event focuses much more on networking and providing professional connections, where he provides social moments. I use that as an example to highlight that I want to make sure everyone in the industry -- all the different companies, all the different employee resource groups -- feel a sense of trust and collaboration, that they can talk to each other and make sure we are all able to have the biggest impact in the time that we have available to us."
https://www.gamesindustry.biz/articl...ways-been-here
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May 20th, 2019, 22:07 Posted By: wraggster
Xbox is on a PR campaign. Not, as you might expect, purely for itself, but on behalf of the whole games industry.
This week, the World Health Organisation will decide on whether to add Gaming Disorder to its list of official diseases. It's putting an official diagnosis on situations where a person becomes so hooked on a game that it negatively impacts their lives.
Microsoft agrees with the Entertainment Software Association and almost all other games industry bodies in that there is currently not enough evidence as to whether Gaming Disorder is a standalone disease, or rather a symptom of other underlying issues. "We need more research" is the common response from those within the business, and one that Microsoft concurs with.
Yet the response from Xbox to this -- and indeed the row over loot boxes and gambling -- isn't entirely a denial.
"Things are a bit spotty and the story isn't complete and we need to learn more," head of operations Dave McCarthy tells us. "And we participate in that research and we drive some of our own. At the same time, we feel -- at Xbox and Microsoft -- that we have a huge responsibility when it comes to the healthy gaming lifestyle of the players on our service overall. We have an on-going commitment to constantly evolving that tool set around things, like screen time, content restrictions and spending controls... because some people need help. Parents especially, it's not easy being a parent in this modern age.
Xbox's Dave McCarthy
"I think it's a balance of having the right research to guide decision making overall, but that does not excuse ourselves from having responsibility to lead in this area."
McCarthy is talking to GamesIndustry.biz from a hotel room in London where he is demoing the firm's latest safety features. We've been shown some of these features several times before. Microsoft has certainly been proactive in promoting them.
The parental controls are extensive, allowing parents to block certain titles (and not just those with higher age ratings), restrict websites, set gaming time limits for each day, track their kids' screen time, prevent spending in-game, and more.
McCarthy also detailed some of the company's efforts in shutting down offensive imagery and text using machine learning and AI. He detailed its PhotoDNA technology, which prevents offensive imagery over Xbox Live and is now being trialled in identifying inappropriate language in text within Xbox's various online Clubs. The aim, he says, is to roll this out across Xbox Live.
This is in addition to current human moderation, McCarthy stresses. He also called out the firm's latest efforts in educating its audience on what is appropriate behaviour on Xbox Live.
"It's the power of transparency and showing intent to people on what we actually value and what we want the community to be. It sounds like a painfully simple step to take, but it's actually been really effective. Having our gamers understand what good looks like... because a lot of them don't know any better. They've grown up without somebody laying it out for them."
https://www.gamesindustry.biz/articl...ming-lifestyle
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May 7th, 2019, 19:24 Posted By: wraggster
DS4Windows v1.7.8 is released. DS4Windows is a portable program that allows you to get the best experience while using a DualShock 4 on your PC. By emulating a Xbox 360 controller, many more games are accessible.
DS4Windows Requirements
* Microsoft .NET 4.5 or higher (needed to unzip the driver and for macros to work
* DS4 Driver (Downloaded & Installed with
* Microsoft 360 Driver (link inside DS4Windows, already installed on Windows 7 SP1 and higher or if you've used a 360 controller
* Sony DualShock 4 (This should be
* Micro USB
* (Optional)Bluetooth 2.1+, via adapter or built in pc (My recommendation) (Toshiba's bluetooth & Bluetooth adapters using CSR currently does not
DS4Windows changelog:
Fixed an issue with new installs not initializing a virtual controller
Moved Form classes to separate namespace
Added Razer Raiju Tournament Edition support
Fixed migration of DS4 Touch Button status. Touchpad Button can now be used with a virtual DS4
https://github.com/Ryochan7/DS4Windows
http://www.emucr.com/2019/05/ds4windows-v178.html
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May 7th, 2019, 18:19 Posted By: wraggster
Cxbx Reloaded Git (2019/05/05) is compiled. Cxbx-Reloaded is an emulator for running Microsoft Xbox (and eventually, Chihiro) games on Microsoft Windows. The project began life as a fork of Cxbx with added 64-bit support. Work is currently underway to backport some of the improvements from Dxbx. Cxbx-Reloaded is still pretty unstable, don't expect it to run much at this point.
Cxbx Reloaded Git Changelog:
* Merge pull request #1602 from RadWolfie/fix-vs-2019
* fix VS 2019 compiler
* Merge pull request #1601 from LukeUsher/fix-endpush-count
* Remove now-unused variable
* Fix Begin/EndPush length calculation
* Merge pull request #1599 from LukeUsher/disable-multisampling-again
* Disable multisampling yet again...
https://github.com/Cxbx-Reloaded/Cxbx-Reloaded
http://www.emucr.com/2019/05/cxbx-re...-20190505.html
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May 7th, 2019, 18:18 Posted By: wraggster
Xenia Git (2019/05/05) is compiled. Xenia is an experimental emulator for the Xbox 360. It does not run games (yet).
Xenia Status:
Some real games run. Most don't. See the Game compatibility list for currently tracked games and feel free to contribute your own updates, screenshots, and information there following the existing conventions.
Xenia Git Changelog:
* Merge pull request #1316 from chris-hawley/master
* implement linux filesystem support
* Remove hacky fix for missing codecvt on linux
* Merge pull request #1254 from Wildenhaus/master
* Ordinal offset calculation for games with many files
* Support EGDF and XSF layouts
* Add support for STFS Metadata V2
* Games on Demand / Multifile STFS (SVOD) Support
* Update Catch to latest stable.
https://github.com/benvanik/xenia
http://www.emucr.com/2019/05/xenia-git-20190505.html
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May 7th, 2019, 17:47 Posted By: wraggster
Today, Microsoft and Gameloft announced that Xbox Live would be coming to three mobile titles from Gameloft: Asphalt 9: Legends, Asphalt 8: Airborne, and Dragon Mania Legends.
The three Gameloft games will be some of the earliest to use the feature since Microsoft made its mobile SDK for iOS and Android freely available to developers who wanted that integration. The feature allows users to sign into Xbox Live within supporting games, gaining access to achievements, gamerscore, stats, friends lists, and other settings. The three Gameloft titles in particular will use achievements, friends lists, and leaderboards specifically.
https://www.gamesindustry.biz/articl...-mobile-titles
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May 1st, 2019, 21:27 Posted By: wraggster
I can recommend this interesting video posted by Modern Vintage Gamer (MVG) on YouTube, old members here at EurAsia probably remember him as Lantus. Quote: 'Years before Kreon drives could rip original Xbox and Xbox 360 discs, Cracking and release groups were using another PC DVD Drive to rip game discs. This drive is mostly unknown from the public. Find out more in this episode.'
Enjoy!"
http://www.eurasia.nu/modules.php?na...ticle&sid=3731
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April 29th, 2019, 21:09 Posted By: wraggster
Microsoft is continuing to distance itself from Marcus "Notch" Persson, the Minecraft creator who sold the franchise and its studio Mojang to the software giant in 2014 for $2.5 billion. Variety has received confirmation from Microsoft that it won't involve Persson at a Mojang event in May intended to mark the game's 10th anniversary.
"His comments and opinions do not reflect those of Microsoft or Mojang and are not representative of Minecraft," a Microsoft representative said.
The representative did not specify which comments and opinions those were, but Persson has generated numerous unflattering headlines over the years for using Twitter to share bigoted views on LGBTQ people, race, feminists, and more.
Last month, Microsoft removed from Minecraft some long-standing references to Persson as part of a patch. It did not explain why at the time.
https://www.gamesindustry.biz/articl...elf-from-notch
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April 29th, 2019, 18:32 Posted By: wraggster
Today during Inside Xbox, head of gaming services Ben Decker announced a new subscription service that combines the benefits of Xbox Live Gold and Xbox Game Pass, called Xbox Game Pass Ultimate.
The single membership subscription will cost $14.99 per month and gives subscribers access to the Xbox Game Pass library of over 100 games, as well as Xbox Live Gold's online services.
The subscription will launch later this year and is not a required upgrade. Those subscribed to either Xbox Live or Xbox Game Pass can keep their current memberships as they are ($10 per month apiece), or opt to apply any balance they've already paid toward an Xbox Game Pass Ultimate subscription.
Members of the Xbox Insider program are able to begin testing the service in select markets beginning today.
https://www.gamesindustry.biz/articl...-pass-ultimate
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April 29th, 2019, 18:28 Posted By: wraggster
Today during its regular Inside Xbox event, Microsoft revealed its long-rumored digital-only version of the Xbox, officially called the Xbox One S All-Digital Edition and planned for launch on May 7.
The Xbox One S All-Digital Edition confirmed rumors that have circulated recently of a console nearly identical to the current Xbox One S systems, including a 1TB harddrive, supporting 4K Ultra HD Video and HDR, and coming with a single wireless controller. However, per its name, it does not include the physical disc drive and cannot play physical games.
https://www.gamesindustry.biz/articl...launches-may-7
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April 29th, 2019, 18:18 Posted By: wraggster
Retail giants GAME and GameStop are apparently unphased by the announcement of a discless Xbox.
Officially revealed last week, the Xbox One S All-Digital Edition is priced at £199.99 and comes with three games.
Despite threats that Microsoft's digital-centric move could accelerate the decline of physical game sales, both retailers remained coy about what impact it could have on the sector.
Eric Bright, vice president of merchandising for GameStop, said the retailer has a "full digital agreement with Microsoft that allows us to profitably sell digital games."
Despite the 13% decline in pre-owned sales last year, Bright seemed confident that consumers are not necessarily ready to fully embrace digital, and still want to have the choice of new or pre-owned physical discs.
Bright added that GameStop recently conducted a survey of its Power Up rewards customers, which revealed that around half of them said not having a disc drive would "negatively affect their desire to purchase the new console."
"This supports our point of view that gamers should have the choice whether to enjoy playing video games on a console that can accommodate playing a game either across digital or new or pre-owned physical platforms," Bright told GamesIndustry.biz.
Meanwhile, GAME CEO Martyn Gibbs said the new console was part of a "continuous evolution of the market."
"We believe gamers want the choice of many different ways in which to access and play games across the wide variety of platforms," he said.
https://www.gamesindustry.biz/articl...igital-edition
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April 29th, 2019, 18:13 Posted By: wraggster
Microsoft continues to have its head in the cloud, today citing cloud offerings for driving its third quarter results.
For the three months ended March 31, Microsoft saw company-wide revenues up 14% to $30.6 billion, with net income up 19% to $8.8 billion. Its commercial cloud offerings showed particularly strong growth, up 41% year-over-year to $9.6 billion for the quarter.
As for the gaming division that includes the Xbox business, revenues were up 5% year-over-year to $2.36 billion. Microsoft explained that hardware revenues were down for the quarter, but that was offset by the company's gaming software and services offerings, where sales jumped 12% driven by monetization and subscription growth for third-party titles.
Microsoft also reported 63 million monthly active Xbox Live users, which is up from 59 million year-over-year, but down from the previous quarter's 64 million.
https://www.gamesindustry.biz/articl...ervices-growth
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April 29th, 2019, 18:03 Posted By: wraggster
If you listen to the whispers circling the games business right now, then you may have heard that Xbox and Nintendo are up to something.
From their Minecraft co-promotion to the recent Switch release of Cuphead, past Nintendo calling Microsoft "friends" during its last PR video. The two have been enjoying a real love-in over the past 12 months.
Microsoft and Nintendo have been matey before, of course. Xbox first-party studio Rare developed numerous Game Boy Advance and Nintendo DS games, and there was a DS version of Age of Empires. In fact, Nintendo even commissioned Rare to develop Diddy Kong Racing DS back in 2007.
That relationship cooled over the years. In 2008, there was a reported licensing disagreement between the two over a HD remake of the N64 classic GoldenEye 007, and that year's Viva Piñata on DS would be the last Rare game on a Nintendo platform. Around that time, Microsoft would start targeting Nintendo's audience, first through the Newton prototype (effectively the Wii Remote for Xbox 360) and eventually with Kinect.
https://www.gamesindustry.biz/articl...-at-e3-opinion
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April 12th, 2019, 16:40 Posted By: wraggster
An Xbox executive has downplayed the impact Google's Stadia streaming service will have, predicting it will lack the games required to draw in a significant audience.
Stadia was announced during GDC 2019 last month, and stands as a rival to Microsoft's own Project xCloud. But while the technology may seem impressive, the platform holder doesn't believe the software line-up will justify it.
"Emerging competitors like Google have a cloud infrastructure, a community with YouTube, but they don't have the content," Xbox's chief marketing officer Mike Nichols told The Telegraph.
Nichols added that Google is also likely to struggle because it does not have long-running relationships established with leading game developers and publishers.
Google debuted Stadia with a Ubisoft partnership around Assassin's Creed Odyssey, and Bethesda announced during the unveiling that Doom Eternal is coming to the service, but beyond that it is unknown which games and publishers the internet giant may have secured.
The company did announce that it has established an internal studio, Stadia Games and Entertainment, which will be led by former Ubisoft and EA exec Jade Raymond, but given that Raymond only joined Google recently, it's unlikely this studio will have anything to announce in the near future.
Microsoft's Project xCloud will also allow users to play games on any device, including smartphones and tablets. Nichols told The Telegraph this would not be a replacement for its consoles.
"You won't necessarily need a device over time, but you'll get the best experience with local processing power [available on a console or a computer]," he said, likening Project xCloud to streaming music from Spotify over a low quality speaker rather than a dedicated device.
https://www.gamesindustry.biz/articl...ve-the-content
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April 11th, 2019, 18:30 Posted By: wraggster
The price of a 12-month Xbox Live Gold subscription in the UK will increase next month from £39.99 to £49.99.
Monthly subscriptions will go from £5.99 to £6.99, and three-month subscriptions will rise from £14.99 to £17.99. However, six-month memberships will remain £29.99 as they are currently.
This is according to emails sent out to Xbox Live Gold members in the UK over the last few days, in which Microsoft said the rising prices were to "address changing marketing conditions."
https://www.gamesindustry.biz/articl...rice-in-the-uk
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April 1st, 2019, 17:37 Posted By: wraggster
A London court has sentenced two men to imprisonment after one hacked into both Microsoft and Nintendo's internal servers and shared that access over IRC channels, and the other used the shared access to obtain confidential product information.
24-year-old security researcher Zammis Clark first gained access to a Mirosoft server using an internal username and password in January of 2017, The Verge reports. Over the next three weeks, Clark used web shells to remotely access, search, and upload and download files from the network, in total stealing around 43,000 files. He also shared that server access with others over IRC channels, enabling numerous others worldwide to also obtain confidential company information. He was eventually caught in June of that year.
One of the people who gained access to the servers via Clark's sharing was Thomas Hounsell, who appeared with him in the London court. Hounsell was also caught in June after performing copious searches for product information on Microsoft's servers across a 17-day period.
After being arrested, Clark was eventually released on bail. But while awaiting trial, he hacked into Nintendo's network via VPNs and stole numerous usernames and passwords.
In total, Nintendo estimates between $900,000 to $2 million in damages. Microsoft estimates $2 million.
This is not the first time Clark has been involved in security issues similar to this. Clark was involved in the data breach of Hong Kong electronics manufacturer Vtech in 2015, and has worked at Malwarebytes and in other security research roles for years, uncovering security flaws in various software and apps. Though he admitted to his participation in the breach, he was not prosecuted.
Clark has been sentenced to 15 months imprisonment, suspended for 18 months. Hounsell has been sentenced to six months imprisonment, also suspended for 18 months, plus 100 hours of community service.
"Today's action by the Courts in the UK represents an important step," said CVP of customer security and trust at Microsoft regarding the trial. "Stronger internet security not only requires strong technical capability but the willingness to acknowledge issues publicly and refer them to law enforcement. No company is immune from cybercrime. No customer data was accessed, and we're confident in the integrity of our software and systems. We have comprehensive measures in place to prevent, detect, and respond to attacks."
https://www.gamesindustry.biz/articl...ntendo-servers
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March 28th, 2019, 18:27 Posted By: wraggster
Google Stadia will launch with its own custom input hardware, but Microsoft has confirmed that it will also support the Xbox Adaptive Controller.
When Google vice president Phil Harrison unveiled Stadia's gamepad at GDC this week, he focused on a handful of its unique features -- notably a direct link to Google Assistant, which will help players overcome challenging sections in games.
However, the Stadia gamepad will still present the same difficulties as all traditional controllers to certain gamers, such as those with restricted mobility.
Google has clearly recognised this issue, and Stadia will support the Xbox Adaptive Controller from day one. Microsoft unveiled the Adaptive Controller in May 2018, and has been widely commended for its effort to be more inclusive toward those who find games difficult to access.
https://www.gamesindustry.biz/articl...ive-controller
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March 28th, 2019, 18:26 Posted By: wraggster
Xbox will "go big" on its plans for cloud gaming at E3 2019, according to an internal email from Microsoft's executive vice president of gaming Phil Spencer.
The email, which was acquired by the tech website Thurott, was a response to Google's unveiling of its own cloud platform, Stadia. The announcement, Spencer commented, "is validation of the path we embarked on two years ago."
"Today we saw a big tech competitor enter the gaming market, and frame the necessary ingredients for success as Content, Community and Cloud," Spencer continued, which he later suggested is similar to Microsoft's own approach.
https://www.gamesindustry.biz/articl...ing-at-e3-2019
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