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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.
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March 19th, 2014, 21:46 Posted By: wraggster
An £8 World Cup add-on has been announced for PES 2014 on PS3 and Xbox 360, due 26th March.A new International Cup competition, playable in Team or Player mode, lets you take your nation from qualifying to lifting that golden trophy of dreams.The World Challenge DLC has a new visual look, new AI elements based around morale, and even cut-scenes. The official Brazilian team has been licensed, too.A free game update will coincide with the release of the World Challenge DLC, adding new international kits and more realistic player likenesses of key international players.The patch will also make gameplay smoother, apparently, and bring in new anti-cheating measures.Meanwhile, EA will charge full boxed price for its 2014 FIFA World Cup game, which isn't available on PS4 and Xbox One because there aren't enough people with them, particularly in Brazil, where the real-life football competition will take place this summer.
http://www.eurogamer.net/articles/20...-out-next-week
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March 18th, 2014, 23:51 Posted By: wraggster
Max: The Curse of Brotherhood is headed for the Xbox One's older sibling next month, with an Xbox 360 release date of April 9 announced this week. Microsoft exec Phil Spencer used his magic crayon - otherwise known as his Twitter account - to reveal the date, prompting developer Press Play to confirm it.
Max: The Curse of Brotherhood follows on from Max and the Magic Marker, but swaps out that game's 2D sketchings for a detailed 2.5D look. In the platformer, Max uses his magic crayon to manipulate the environment around him, drawing vines and water streams as he navigates the perils standing between him and saving his little bro.
There's no news on a price for the Xbox 360 port, but the Xbox One version was priced $15 when it launched towards the end of last year.
Update: Press Play also announced a Steam release date of April 15, and confirmed prices on both PC and Xbox 360 of $15 for North America, and £12/15 euros for Europe.
http://www.joystiq.com/2014/03/18/xb...od-next-month/
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March 18th, 2014, 23:39 Posted By: wraggster
Microsoft plans to bring the Xbox One to 26 more markets in September, eight of which were in the original plans for the console's November 2013 launch. Those eight territories, Belgium, Denmark, Finland, Netherlands, Norway, Russia, Sweden and Switzerland, were cut from the first run in August, at which point Microsoft scaled its launch plans back to 13 regions.
Head past the break to see the list of the other 18 regions the system will arrive in come September.
http://www.joystiq.com/2014/03/18/xb...-in-september/
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March 18th, 2014, 23:38 Posted By: wraggster
As detailed by Larry "Major Nelson" Hryb, Xbox Live Director of Programming, the April Xbox update focuses on four areas of improvement. The first of these is Xbox One's GameDVR. By improving compression algorithms, Xbox One users will capture the last 30 seconds of gameplay in better quality video when they say, "Xbox, record that!" Helping ease the process of not just using the GameDVR and other voice-activated features, the update also aims to improve both Kinect voice and motion commands.
Most significant to online multiplayer users, the April update will also introduce friend notifications. Messages will pop up when friends sign onto Xbox Live and users will see what multiplayer games they're playing in their friends list. These changes bring Xbox One closer to the Xbox 360's Xbox Live experience. As with the party chat features introduced in the March update, friend notifications have been a regularly requested feature.
Xbox One's final April interface tweaks are game save and app update status notifications. Saving a game will now bring up a progress bar to show when the save is complete. Users will also be able to "easily tell what games or apps are being updated," though Hryb doesn't expand on how they will be able to tell what's been updated.
Starting Tuesday, potential testers will be contacted through Xbox Live to put these new features through their paces. More testers will be contacted before the update is released in April. In teasing other features for future updates, Microsoft said it hopes to include external hard drive storage support soon.
http://www.joystiq.com/2014/03/18/xb...s-voice-comma/
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March 17th, 2014, 22:05 Posted By: wraggster
via http://emu-russia.net/en/
Multi system emulator for Windows/Wii/GC/PS3/XBOX/XBOX360/Android has been updated. Changes:
Cores:
- Mupen64 – W coordinate for vertices now properly set according to per-game depth bias. Should fix most of the texture wobbling issues in games.
- Mupen64 – Fixed ‘No Controller connected’ issue in Banjo-Tooie.
- Mupen64 – Uses refactored audio RSP plugin, includes numerous fixes such as improved MusyX support, etc.
- Mupen64 – Glide64 refactoring - Optimized dither noise code – is now done on the GPU entirely.
- Mupen64 – Glide64 refactoring – codebase has been cleaned up significantly, code duplication cut down on.
- Mupen64 – (Non-mobile versions) – Three-point filtering option instead of just bilinear filtering. The N64 used an inferior form of bilinear filtering called 3-sample (or 3-point) filtering. Textures were made with this in mind so many look a lot better with point filtering vs. bilinear.
- Screenshot comparison here: http://imgur.com/a/M9nRP
- Genesis Plus GX – Aspect ratio changes are now applied correctly.
- Genesis Plus GX – Other changes.
- Mednafen VB – Added Core Options for Virtual Boy – Anaglyph/Palette.
- Mednafen (All) – Should correctly save SRAM to save directory now.
- SNES9x – Memory leak fixes and some other improvements.
- Nestopia – Core updates.
3DEngine – New core. A combination of all other 3D tech demos so far along with advanced libretro features like camera support, GPS/location services, etc. Can also be used to display still pictures (JPEG/PNG). JPEG support is buggy right now.
- VBA-M – Adds Code Breaker/Game Shark support (by using cheat files).
FBA core – No more hardcoded 1024×1024 frame buffer – is now set dynamically. Should in most cases free up around 3MB of system RAM.
RetroArch PlayStation3:
- Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
- Analog mapping to D-pad works now for all cores.
- Optimized slimmed down GL driver implementation some more, resulting in even lower video latency.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
RetroArch Xbox 360:
- Threaded Auto SRAM save should be available now.
- Reimplemented the menu – now uses the common menu code.
- XUI GUI no longer is bound to the game’s viewport – so it should no longer cut off when using certain aspect ratios.
- It’s now possible to go back a directory level in the file browser.
- It’s now possible to change path options.
- Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
- Analog mapping to D-pad works now for all cores.
- Ported MAME 2003 [0.78] to Xbox 360.
- Integer scaling works.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
- Faster blitting – now uses XGCopySurface
RetroArch GX – Gamecube/Wii:
- More screen resolutions.
- Overlay support.
- Faster blitting – inlined lots of GX functions.
RetroArch Xbox 1:
- Threaded Auto SRAM save should be available now.
- Core Detection should work properly now.
- Aspect ratio options are fixed.
- Integer scaling should work correctly now.
- Soft filter/flicker filtering should work correctly now.
- Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
- Analog mapping to D-pad works now for all cores.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
RetroArch OSX:
- Joypads should work now.
- Analog mapping to D-pad works now for all cores.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
RetroArch Android:
- Should fix App Not Responding issue that happened with overlays and threaded video.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc).
File: Download
File: Download
File: Download
File: Download
File: Download
File: Download
File: Download
News source: http://themaister.net
News source: http://www.xbins.org
To read more of the post and Download, click here!
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March 17th, 2014, 22:05 Posted By: wraggster
via http://emu-russia.net/en/
Multi system emulator for Windows/Wii/GC/PS3/XBOX/XBOX360/Android has been updated. Changes:
Cores:
- Mupen64 – W coordinate for vertices now properly set according to per-game depth bias. Should fix most of the texture wobbling issues in games.
- Mupen64 – Fixed ‘No Controller connected’ issue in Banjo-Tooie.
- Mupen64 – Uses refactored audio RSP plugin, includes numerous fixes such as improved MusyX support, etc.
- Mupen64 – Glide64 refactoring - Optimized dither noise code – is now done on the GPU entirely.
- Mupen64 – Glide64 refactoring – codebase has been cleaned up significantly, code duplication cut down on.
- Mupen64 – (Non-mobile versions) – Three-point filtering option instead of just bilinear filtering. The N64 used an inferior form of bilinear filtering called 3-sample (or 3-point) filtering. Textures were made with this in mind so many look a lot better with point filtering vs. bilinear.
- Screenshot comparison here: http://imgur.com/a/M9nRP
- Genesis Plus GX – Aspect ratio changes are now applied correctly.
- Genesis Plus GX – Other changes.
- Mednafen VB – Added Core Options for Virtual Boy – Anaglyph/Palette.
- Mednafen (All) – Should correctly save SRAM to save directory now.
- SNES9x – Memory leak fixes and some other improvements.
- Nestopia – Core updates.
3DEngine – New core. A combination of all other 3D tech demos so far along with advanced libretro features like camera support, GPS/location services, etc. Can also be used to display still pictures (JPEG/PNG). JPEG support is buggy right now.
- VBA-M – Adds Code Breaker/Game Shark support (by using cheat files).
FBA core – No more hardcoded 1024×1024 frame buffer – is now set dynamically. Should in most cases free up around 3MB of system RAM.
RetroArch PlayStation3:
- Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
- Analog mapping to D-pad works now for all cores.
- Optimized slimmed down GL driver implementation some more, resulting in even lower video latency.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
RetroArch Xbox 360:
- Threaded Auto SRAM save should be available now.
- Reimplemented the menu – now uses the common menu code.
- XUI GUI no longer is bound to the game’s viewport – so it should no longer cut off when using certain aspect ratios.
- It’s now possible to go back a directory level in the file browser.
- It’s now possible to change path options.
- Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
- Analog mapping to D-pad works now for all cores.
- Ported MAME 2003 [0.78] to Xbox 360.
- Integer scaling works.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
- Faster blitting – now uses XGCopySurface
RetroArch GX – Gamecube/Wii:
- More screen resolutions.
- Overlay support.
- Faster blitting – inlined lots of GX functions.
RetroArch Xbox 1:
- Threaded Auto SRAM save should be available now.
- Core Detection should work properly now.
- Aspect ratio options are fixed.
- Integer scaling should work correctly now.
- Soft filter/flicker filtering should work correctly now.
- Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
- Analog mapping to D-pad works now for all cores.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
RetroArch OSX:
- Joypads should work now.
- Analog mapping to D-pad works now for all cores.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
RetroArch Android:
- Should fix App Not Responding issue that happened with overlays and threaded video.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc).
File: Download
File: Download
File: Download
File: Download
File: Download
File: Download
File: Download
News source: http://themaister.net
News source: http://www.xbins.org
To read more of the post and Download, click here!
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March 17th, 2014, 21:40 Posted By: wraggster
Those itching to cast spells, hack away at enemies and level up will be happy to learn that co-op action RPG Dungeon Defenders is free on Xbox Live for Gold subscribers through the end of the month, March 31. The Trendy Entertainment-developed tower defense game took the place of Civilization Revolution in this month's Games with Gold program offerings, first launching on PC, Xbox 360 and PS3 in October 2011 and receiving four DLC packs in the time since.
Microsoft's Phil Spencer recently addressed concerns related to the Games with Gold program and the comparisons to Sony's PlayStation Plus program that it frequently receives. Spencer said the business for Microsoft's two-free-games-per-month service is "fundamentally different" from PS Plus, and stressed that players are able to keep the free games they download after their Xbox Live premium subscriptions run out.
Trendy Entertainment announced a sequel to Dungeon Defenders in March 2013, which is still scheduled to launch this spring, according to the game'swebsite. The developer also revealed cross-platform online shooter Monster Madness Online in December.
http://www.joystiq.com/2014/03/17/ps...-on-xbox-live/
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March 17th, 2014, 21:08 Posted By: wraggster
If there was ever a game that could cope with a few graphical imperfections, it'd be a frenetic multiplayer shooter like Titanfall. But flaws do visibly exist on the Xbox One version of that game, and Eurogamer has highlighted them in a side-by-side video with the PC version. You can see the impact of the console's lower resolution (1,408 x 792) and weaker anti-aliasing, versus the 1080p experience offered by a mid-range Windows gaming rig (with a six-core AMD FX CPU and aNVIDIA GTX 760 graphics card). More noticeable than any of that, however, is the issue of screen tearing: Horizontal slashes that happen when the game drops below the holy grail of 60 frames per second that its creators intended. LikeEurogamer, we really don't think this does significant damage to Titanfall's overall experience -- we're still glued to it -- but this is one more notable instance of a mismatch between what developers wanted to achieve in a next-gen title, and what Microsoft's console was able to deliver.
http://www.engadget.com/2014/03/17/t...t-xbox-one-pc/
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March 17th, 2014, 20:48 Posted By: wraggster
EA has released a new FIFA 14 update for the Xbox Oneversion of the game.
Designed to resolve an issue where users are unfairly awarded a win or avoid a loss after disconnecting from FIFA Ultimate Team matches, the same FIFA 14 update was released for the PS4 version of the game on February 21.
EA said this week: "Our commitment to improve FIFA 14 is ongoing, and regular feedback from our fans helps us prioritize and identify future improvements.
"Thanks for your feedback on Twitter, Facebook, and the EA Forums. We'll continue to provide you with information through those channels as and when it becomes available."
The next game in EA's long-running football series, 2014 FIFA World Cup Brazil, will launch exclusively on Xbox 360 and PS3 on April 15.
Explaining the decision not to release the title on Xbox One and PS4, an EA Sports spokesperson told CVG in February that the company's goal was to "create a great game within our development resources that could reach as many people as possible".
They added: "For our fans on the new generation of consoles and playing FIFA 14, we will have a range of engaging content, promotions and tournament within FIFA Ultimate Team so that those fans can experience the World Cup in unique and fun ways."
http://www.computerandvideogames.com...hits-xbox-one/
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March 17th, 2014, 20:47 Posted By: wraggster
Kinect Sports Rivals DLC could "absolutely" add new sports to the upcoming Xbox One exclusive, according to executive producer Danny Isaac.
The six sports set to feature in the game at launch are wake racing, climbing, football, target shooting, bowling and tennis.
"We had over 30 prototypes of different sports, right down to things like horse racing and fishing," Isaac told CVG during a recent visit to the studio's Twycross HQ.
"So we built all of these prototypes and then built this big graph and rated each sport. Not just for fun, but also appeal for different ages, whether it showed off the sensor well and also telemetry from the previous Kinect Sports instalments and what people liked. From that data we whittled our list down to the six sports we have today.
"We wanted our sports to complement each other and we've found that everyone who plays the game prefers different sports."
http://www.computerandvideogames.com...dd-new-sports/
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March 17th, 2014, 20:41 Posted By: wraggster
EA and PopCap will launch free Plants vs. Zombies: Garden Warfare DLC for Xbox 360 and Xbox One this Tuesday, March 18.
The Garden Variety Pack will include a fresh map called Chomp Town and a new eight versus eight game mode titled Gnome Bomb, in which teams battle to destroy each other's reinforced garden or graveyard.
The DLC will also introduce 24 new ability upgrades, three for each class including Sunflower's Solar Flare Beam, Chomper's Super Goop which cements zombies in place and the All-Star Zombie's Ultra Tackle.
Additionally, PopCap promises a band of fresh Pirate Zombies, such as the Map Pirate Zombie who shields himself with a treasure map, in Sharkbite Shores and Port Scallywag.
Plants vs. Zombies: Garden Warfare has held a top ten place on the UK all formats chart since its release in late February.
In our Plants Vs. Zombies Garden Warfare review, we said the game "will enrapture younger players with its characters and style, but other games manage to do this while catering for those interested in the actual game underneath the affable exterior".
See what other critics thought of the game in our Plants Vs. Zombies Garden Warfare review round-up.
http://www.computerandvideogames.com...nches-tuesday/
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March 17th, 2014, 20:39 Posted By: wraggster
More news on Tomonobu Itagaki's delayed third-person shooter Devil's Third will arrive soon, according to former THQ core games head Danny Bilson.
Bilson told VG24/7 that he's "very close to Itagaki" and Valhalla Games Studio, which Itagaki formed after leaving Team Ninja in 2008.
"I can't say very much because I believe there's an upcoming announcement beyond what he said in January that's pretty specific and very, very exciting," Bilson said. "Even though I'm not working for any of these guys I have to respect all the confidentialities. There's an update coming for sure."
Itagaki said in January that Devil's Third is due for release in 2014.
Initially planned for an early 2013 release, the PS3, PC and Xbox 360 action game hit a development roadblock when unexpected costs related to development of its engine prompted now-closed publisher THQ to drop the title.
Ahead of THQ's eventual bankruptcy all of Devil's Third's rights, including development and distribution, were transferred from the publisher to the Japanese studio.
http://www.computerandvideogames.com...s-ex-thq-exec/
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March 17th, 2014, 20:36 Posted By: wraggster
The release of Titanfall boosted Xbox One sales by a whopping 96 per cent in the UK compared to the console's sales the previous week.Respawn's PC and Xbox One shooter is the UK's best-selling game, as expected, and is the biggest release of 2014 so far with more than double the sales of what had been 2014's current leader, FIFA 14, Chart-Track revealed. The Xbox 360 version releases in a couple of weeks.The eye-catching £399 Xbox One Titanfall bundle, which includes a download token of the game, accounted for over 70 per cent of all Xbox One hardware sold last week.It should be noted that Chart-Track doesn't track digital sales, but the company confirmed to Eurogamer this morning that sales of the download token from the Titanfall hardware bundle are included in its figures.Meanwhile, Dark Souls 2 is in second place, and sold 20 per cent more copies than Dark Souls during its launch week.South Park drops to number three, The Lego Movie holds fast at four, Thief is down to five, FIFA 14 is sixth, Plants vs. Zombies: Garden Warfare is seven, Call of Duty: Ghosts is down two to eight, Minecraft: Xbox 360 Edition is nine and Battlefield 4 is 10.Yoshi's New Island entered the chart at 12. It's the third biggest week one for a Yoshi game in the UK, behind Yoshi's Island DS and Yoshi's Story 64.
http://www.eurogamer.net/articles/20...cent-in-the-uk
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March 17th, 2014, 20:35 Posted By: wraggster
"I still feel a bit sad with you guys for the article you wrote about Rare being dead," Craig Duncan, the boss of the Microsoft-owned Kinect Sports developer, says at the beginning of our interview, not in an abrasive, confrontational way, but in a genuine, heartfelt way. I listen and believe it did make him sad. No doubt it saddened a few here."Who Killed Rare?", written by regular Eurogamer contributor Simon Parkin and published a few months after the release of Kinect Sports: Season Two, asked ex-Rare staff the question most who grew up playing the likes of GoldenEye, Donkey Kong Country and Killer Instinct had wondered for some time. It was a question that came with an assumption: if we're asking who killed Rare, then we're saying Rare is dead.The article was published just eight months after Duncan, former development director at racing game specialist Sumo Digital, took over the famed studio. "I took it as, I'll show them, because that's what I do."Two years later, just over three years into the job, has Duncan showed us?"Rare's evolving and it continues to evolve," Duncan says. We're chatting in a nondescript room situated on the first floor of Rare's main building. I'd spent the day playing Kinect Sports Rivals, due out next month for the Xbox One. Duncan spent the day milling about, answering questions, watching the press gang wave their arms, slam their feet, throw imaginary bowling balls and swing make-believe tennis rackets. Now, though, he's answering questions about the past, the present and - crucially - the future."Rare has evolved for 30 years, and it's always been nimble in what it's done," he continues. "It's always done different things. My vision for Rare is it will continue to do different things. We have a bright future. We have a ton of incredibly talented people here."For me it's about, how do I make sure I set Rare up to be as successful as it can be and the team here have the creative space and the backing and the budgets to do what they do best, which is make great games?"Let's talk about comments.I hear a lot of video game developers say they refuse to read comments on the internet. Not Duncan. "I do read the comments," he says. "I just don't react to all of them."Whenever we write about Rare, whether it's a news story about a Kinect Sports related announcement or an investigation into how the culture of the studio changed after Microsoft bought it in 2002 for $375m, most of the comments lament the "death" of the studio - and it's clear why: Rare seems to be the exclusive developer of the Kinect Sports franchise, a franchise built to showcase the Kinect motion sensor, a peripheral most core gamers are at best cynical of, at worst would rather didn't exist.Duncan read our article and thought he'd show us, but the next game from the studio is yet another Kinect Sports title, its third to release in under four years. I'm honest with Duncan: Kinect Sports isn't what core gamers want from Rare."We've always got ideas bubbling," Duncan counters, "and there are always things ultimately we could go and make into the next project, and some of that, we look backwards at the IP we own - and we've got a rich portfolio - and some of it is, people come up with good ideas."
http://www.eurogamer.net/articles/20...future-of-rare
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March 16th, 2014, 21:02 Posted By: wraggster
Skype for Xbox One -- or as we like to call it, SuperSkype Extreme -- is getting its first update today. Tired of looking through offline contacts to find out if Larry's online? This update allows for filtration by availability! Tired of Larry lying about things he said last week? This update adds longer chat logs ("up to 1,000 messages, rather than just the past seven days")! Tired of Larry's constant use of smiley face emoticons? This update has "hidden" (totally not hidden) Captain America: The Winter Soldier emoticons! Tired of Larry's Skype always crashing? This update squashes a variety of launch bugs.
Really though, it sounds like you're just tired of Larry. Maybe it's time to finally move on.
http://www.engadget.com/2014/03/14/x...-skype-update/
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March 16th, 2014, 18:45 Posted By: wraggster
Namco Bandai has found itself the subject of an internet campaign regarding complaints about the visual state of Dark Souls II.
Following plenty of noise of NeoGaf, an online drive using the hashtags #DarkSoulsDowngrade and #YOULIED is targeting Namco Bandai’s US and UK offices alleging that the graphics offered by the PS3 and Xbox 360 versions of Dark Souls II represent a significant downgrade compared to what has to date been shown in preview footage.
Even gameplay clips released as recently as January seem to be of a notably better quality than the final game, some of which is detailed here.
A video, that can be seen below, has also been compiled that more clearly illustrates the differences between the preview and final build.
It remains to be seen whether Namco Bandai could yet fall foul of the Advertising Standards Authority should it be found guilty of misrepresenting the product.
Back in 2006 the ASA took steps to prevent publishers advertising games with pre-rendered CGI unless the ads were clearly labelled as not being representative of in-game footage.
However, with the jurisdiction of YouTube videos and consumer site produced preview footage being up for debate – plus the possible defence that all footage shown was nothing more than in-development code – it could be that authorities are powerless to act, even if it is decided that there has been some dishonest conduct.
Some gamers have expressed optimism that that upcoming PC version, released next month, may offer a visual experience more akin to expectations. Indeed, Steam’s pre-order page for the game carries those assets.
FROM has previously promised to do a better job of the PC version of Dark Souls II than it did with its predecessor, which was widely criticised for being restricted to 720p and 30fps – although fan fixes enabling 1080p/60fps were made available shortly after.
Similar complaints were made about Watch Dogs last week after a new video was released alongside the game’s new May release date. The key difference, of course, is that Watch Dogs is still yet to be released.
http://www.mcvuk.com/news/read/gamer...ngrade/0129619
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March 16th, 2014, 18:44 Posted By: wraggster
Mathew Horne and Jonathan Ross have just turned up to the Titanfall launch event in London.
They’re here along with a number of minor and not-so-minor TV celebrities: Reece Shearsmith, some boyband (Lawson - ed), Ralf Little, that girl from The Inbetweeners. It’s a who’s-who of: “Oh! That’s what’s-his-face.”
And this is another clear indication at just how important Titanfall is to Xbox. It is not unusual to see celebs put in some face time to secure a free game or console. But usually you will only see them at events for major entertainment brands like Call of Duty or Halo. Not an unproven new IP like Titanfall.
Yet Microsoft is going all out with this one. Although Xbox One sales, by most standards, have been fine – even excellent – it has fallen behind PlayStation 4. And the gap is wideneing.
“Titanfall is a very big launch and a significant moment for Xbox One,” says Harvey Eagle, Xbox’s UK marketing chief.
“Respawn has delivered a killer app of a game, it has won more than 85 awards from critics. It has been game of the show at E3, Gamescom and Eurogamer Expo. More than 2m people played the multiplayer beta when it was open for just a few days in February. It has had fantastic reviews and is currently the highest rated game for Xbox One so far according to Metacritic.
“We have a strong marketing campaign in partnership with EA, and to top it off we have a fantastic offer where you can get Xbox One with Titanfall for £399.
“There is no doubt that this is a big moment in time for us. We think people will buy an Xbox One in order to play this fantastic game.”
"Certain retailers from time-to-time, of their own accord,
decide to make some price promotions.
But it’s nothing to do with Microsoft
and not something we support.”
- Harvey Eagle, Xbox
The price cut on Xbox One two weeks ago was a smart move, even if the reduction was a relatively small one.
Sony’s lead has been widening over Microsoft all year. Yet, as a result, PS4 stock is regularly in short supply. If Xbox One wants to catch PS4 before it builds too strong a lead, the company needed to act fast.
And Eagle says things have improved since the price was reduced.
“Sales have been strong since we made the announcement and dropped the price on Friday, February 28th. But no doubt there will be many holding on for that Titanfall bundle. We expect the uplift will be truly seen now the game is out. But the two weeks between us making the announcement and Titanfall coming out has still been very strong for us, which is really encouraging actually.”
The £399 price point was a significant move, but retailers have taken that even further. Numerous – often smaller – online retailers have been running special offers, reducing the price further or even bundling in free games. A mini price-war erupted, which has undoubtedly helped sales even further.
But Eagle insists this is not something that Microsoft has encouraged: “As a manufacturer we set the recommended retail price which is £399. Certain retailers from time-to-time, of their own accord, decide to make some price promotions. What we tend to see is that these are pretty short lived, and by the time you get to these websites you’ll find the offer has gone. But it’s nothing to do with Microsoft and not something we support.”
I don’t know that anybody can put more
pressure on us than we do.
Pressure is our middle name.
Respawn Pressure Entertainment.
- Abbie Heppe, Respawn
Titanfall has taken on a vital role in the Xbox One story. The console has faced criticism initially for its policies, then its price, and then for the technology itself. Microsoft has repeatedly said that once the games arrive people will discover the true value of Xbox One.
The pressure is on the game’s developer Respawn to deliver.
“Not that we’ve had any pressure since the very beginning of this project, giving the history of the studio,” says the studio’s Abbie Heppe with more than a hint of sarcasm. Heppe is unquestionably the real celebrity at the launch event and the real reason I am here.
“Being an independent studio, we live and die by what we do. I don’t know that anybody can put more pressure on us than we do. Pressure is our middle name. Respawn Pressure Entertainment.”
Respawn’s history has been a controversial one. The studio was formed by some of the most senior members of the Call of Duty team at Activision’s Infinity Ward. Back in 2010, Activision and Infinity Ward accused each other of various misdeeds, including not paying royalties and conspiring to join rival publisher EA.
The result was half of the renowned studio abandoning the series it created and starting over with Respawn.
What followed was lawsuit ugliness between Activision, Respawn and EA, which ended by mutual consent away from the courts. Yet it was just one of many hurdles Respawn had to overcome in the journey to Titanfall.
“It’s so surreal to me that the game is out,” adds Heppe.
“It hasn’t quite hit me yet. Maybe when I’ve got a bit of distance from it I can be ‘ok’.
“I remember thinking years before we announced that in two years from now, this game is going to be out. Then when we announced it, I was thinking “Wow, nine months and this will be out.” And now we’re here. All those moments didn’t seem so long ago. But there were times when we weren’t sure this was going to happen. Development is really difficult and it’s hard to build a new studio, it’s hard to agree on what you’re going to do. This hasn’t been an easy thing.”
http://www.mcvuk.com/news/read/xbox-...tation/0129621
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March 16th, 2014, 18:32 Posted By: wraggster
Earlier this week, Respawn Entertainment launched Titanfall, a futuristic first-person shooter with mechs that has been held up as the poster child for the Xbox One. The Digital Foundry blog took the opportunity to compare how the game plays on the Xbox One to its performance on a well-appointed PC. Naturally, the PC version outperforms, but the compromises are bigger than you'd expect for a newly-released console. For example, it runs at an odd resolution (1408x792), the frame rate 'clearly isn't anywhere near locked' to 60fps, and there's some unavoidable screen tear. Reviews for the game are generally positive — RPS says most of the individual systems in Titanfall are fun, but the forced multiplayer interaction is offputting. Giant Bomb puts it more succinctly: 'Titanfall is a very specific game built for a specific type of person.' Side note: the game has a 48GB install footprint on PCs, owing largely to 35GB of uncompressed audio.
http://games.slashdot.org/story/14/0...with-titanfall
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March 16th, 2014, 18:13 Posted By: wraggster
We knew that Spiders' Bound By Flame was due for PS4, PS3, PC and Xbox 360 before the end of June, but now we have an exact starting date for protagonist Vulcan's quest to slay the Icelords plaguing his world. Players can begin swinging at Bound By Flame's monsters on May 9, collecting resources and progressing through skill trees.
Of course, that means you'll be able to collect and customize weaponry and armor as you go. There's also the overarching question of whether you'll allow the fire demon that's possessed Vulcan to override your character's humanity. I mean sure, it's nice to have a soul and all, but blaze-fueled powers sound pretty handy when you're going up against a bunch of Icelords. We imagine taking on a flame-spewing demon would be pretty comparable to fights in the, just without the princess status or mean letters.
http://www.joystiq.com/2014/03/15/sp...arrives-may-9/
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March 15th, 2014, 00:20 Posted By: wraggster
While Titanfall might be one of the Xbox One's most popular games this year, Respawn said the game wasn't originally in production for the console at all. In an interview with Eurogamer, lead engineer Richard Baker explained thatTitanfall was initially in development for PC only, saying that "originally we weren't planning on an Xbox One version of the game." Baker added that Xbox One development made the PC version of the game that much better, as it "justified the effort in moving to [DirectX 11] and even 64-bit."
Those changes were necessary to adapt the Source engine so the game would run properly on Xbox One. This heavily involved making the engine "multi-threaded" so it "buffered commands as soon as they were issued." Among the other development decisions made by Respawn was the use of uncompressed audio in the PC version's 48 gigabyte download.
http://www.joystiq.com/2014/03/13/re...-for-xbox-one/
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