27 Haziran 2014 Cuma

GameStop will now give you $40 for an Xbox One Kinect


If you have an Xbox One Kinect and you're looking to get rid of it, you can now trade it in to GameStop.

Multiple GameStop locations around the U.S. confirmed to Polygon over the phone that as of today, June 27, GameStop will accept trade-ins of the Xbox One Kinect. Customers who take advantage of the offer will receive $40 of store credit, or $32 in cash. For reference, used Xbox One Kinect sensors appear to be going for an average of $60 to $70 on eBay.

We also confirmed that GameStop will take a PlayStation Camera for PlayStation 4, and in exchange, customers will get $27 in credit or $21.60 in cash. And the retailer is still accepting trade-ins of the Xbox 360's Kinect, for $4 in store credit or $3.20 in cash.

Microsoft has yet to release a stand-alone Kinect for Xbox One; that is coming this fall. But the peripheral added $100 to the cost of an Xbox One — Microsoft un-bundled Kinect from the console earlier this month, and is selling the console by itself for $399 instead of $499. The PlayStation Camera, which is an optional add-on that doesn't do nearly as much as the Xbox One Kinect, costs $59.99.



Source: Polygon

Killzone Shadow Fall's Echo is back. Here's what the actor who plays her has to say

Echo is one of the central characters in Guerilla Games' Killzone: Shadow Fall. She also appears in multiplayer expansion Intercept, released this week for PlayStation 4.

The scion of Helghast's ruling class, she was fathered by a Vektan, placing her at the center of a vicious rivalry on the planet Vekta. She is a skilled spy and combat operative.

Echo was played by actor Jamie Gray Hyder, probably best known for her role as werewolf Daniella on HBO's True Blood. In a recent interview with PlayStation Blog, she talked about the challenge of playing Echo, and of acting in a motion capture studio.

"You've got a camera strapped to your head one inch from your face, and you're wired up to a mic, and you've got this suit on," she said. "It requires so much focus and it's really hard work physically, but I enjoyed both those aspects of it.

"All of the visuals given to us by the studio definitely helped us understand our characters. It does take a lot of imagination, and that's why it's so similar to stage acting for me. You don't have a costume or a set, so you have to develop a full character in your mind in order to take this giant empty studio space and really make a universe in there for them to live in."

Echo is undoubtedly a popular character in the game. Gray Hyder (below) said she worked hard to get a fix on her personality. "She knows what she's there to do; there's no confusion. In a world with so much chaos going on, she's totally focused. For me, that was such an important part of the character. She's on a mission and it didn't matter what was going on around her; she's a lone wolf."

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Guerrilla sought to bring Echo and other big characters into the expansion, even though it is not a single-player story campaign. "One thing that immediately came to mind when we started development [of the expansion] was that we needed to bring back some of the strong characters that we had in the single player campaign, such as Echo," said game director Steven ter Heide. "They appear as boss characters in Intercept. We've created an AI commander in the background that strategizes based on how your team is performing. It can throw different types of troops onto the battlefield and issue different orders so the game is continually changing. Then, when the tide really needs to turn, it can throw in one of these boss characters, which is where Echo comes in."

"I'm so glad Echo was so well received, especially when there aren't a whole lot of strong female characters in games these days," added Gray Hyder. "It's great to be able to set a precedent like that, and to have gamers respond so positively was awesome to see."



Source: Polygon


Reading Rainbow Kickstarter expanded with limited-edition blue Ouya



The Reading Rainbow Kickstarter campaign is in its last days, and four other Kickstarter darlings are pitching in for the final push, including Ouya, which has created a limited-edition blue console as a new reward tier.

Reading Rainbow host LeVar Burton launched the Kickstarter late last month, looking to raise $1 million to bring the beloved education program to the web and schools everywhere; backers met the goal within 11 hours. As of this writing, the campaign has brought in more than $4.28 million from nearly 88,000 backers, good for fifth place on the list of the top-grossing Kickstarters of all time.

Burton and his team announced shortly after the start of the funding drive that if it reaches the $5 million mark, they will be able to release the new Reading Rainbow as an app on Android, set-top boxes and gaming consoles. Ouya announced today that the $5 million stretch goal now includes an Ouya version of Reading Rainbow. In addition, the company will contribute a free Ouya to each of the Adopt a School reward packages, which are at the $5,000 level of the Kickstarter campaign.

And in an effort to help the Kickstarter get to the $5 million mark, the micro-console manufacturer is producing 500 units of an Ouya and accompanying controller in "Butterfly-in-the-Sky Blue," all of which will be autographed by Burton himself. The unique package is now available as a $250 reward tier for the Kickstarter.

The three other highest-grossing campaigns in Kickstarter history — the Pebble Smartwatch (No. 1), the Pono Music audio player (No. 3) and the film Veronica Mars (No. 4) — are also contributing their own Reading Rainbow Kickstarter-exclusive limited-edition rewards. All the details are available in today's Kickstarter update. And yesterday, Burton announced that Family Guy co-creator and Cosmos: A Spacetime Odyssey executive producer Seth MacFarlane will match every dollar contributed above the $4 million mark, up to a maximum of $1 million.

Less than five days are left in the Reading Rainbow Kickstarter campaign: It will end at 3 p.m. ET on July 2.


Source: Polygon




Slack plays Pokémon: how we're playing Pokémon through chat at work



The Vox Media product team, the folks who develop our websites and back end tools, surprised us today by adding Pokémon support to Slack, the web-based group chat program we use to communicate.

Developer and design intern Robert Vinluan created a program for Slack that allows users to take a break with Pokémon battles. It works like this: type "pkmn battle me" into Slack, and a trainer will appear to battle you. Once it selects its Pokémon, it's your turn to pick by entering "pkmn I choose" and then the fighter of your choice. From there, it's pretty much your standard critter-filled duel.
Vinluan, a recent graduate from Parsons, designs and codes websites. In his spare time, he's created programs like @itsthisyear, a Twitter bot that retweets anyone talking about "all the things we should have or do or know by now."

Speaking with Polygon, Vinluan explained that information for each combatant is pulled from Pokéapi, which links to a database "detailing everything about the Pokémon main game series." Over the course of two days at a company hackathon called VAX, Vinluan built a bot on Slack that listens for those key combat phrases and reacts accordingly.

This is what a Slack-based Pokémon battle looks like.


Pkmn_slack


"At Vox we have bots for everything and a lot of custom Pokémon emoji," Vinluan said, "so [The Verge support manager] Chao Li and I got around to joking about 'What if you could actually battle with them', and so I decided to actually build it.
"The bot just picks a random Pokémon from the original 150, but you can choose any from all 6 generations to battle it with."

The system currently only supports moves that do damage; a Growl command, for example, won't do anything because it requires coding another engine from scratch. Specific creature types and accuracy calculations are still waiting to be added, and Vinluan hopes to eventually get the server to support two players, rather than one-on-one matches with a bot. 

"One thing that I didn't quite get to implementing yet is the game's type system, because Pokéapi doesn't have that data," Vinluan said. "But I managed to scrape it from somewhere else, so it's there but it's not being used right now. It's the next thing to add on my list very soon."

As of right now the system only works for Vox Media Slack users (sorry, everyone), but Vinluan plans to make the code open-source for other Slack users to contribute to or remix. For more Pokémon, check out our opinion piece on putting together the perfect lineup or analysis on The Pokémon Company.


Source: Polygon


Practicing immoral behavior in a game may make you more morally sensitive, study says



The conventional wisdom about violent video games is that playing them can desensitize you to the violence in question, leaving you less able to care about those immoral acts in the future. New research indicates that the exact opposite may be true.

A study led by Matthew Grizzard, assistant professor in the department of communication at the University at Buffalo, reaffirmed previous research saying that committing immoral acts in games can cause players to feel guilt. Moreover, the study found that players would become more sensitive to the specific moral codes that they violated while playing — and according to Grizzard and his co-authors, that may eventually lead players to practice prosocial behavior (that is, voluntary behavior for the benefit of other people).

"Contrary to popular belief, engaging in heinous behaviors in virtual environments can lead to an increased sensitivity to moral issues," Grizzard wrote. "Results of the current study suggest a link between the performance of antisocial behaviors in video games and the potential for prosocial effects."

The study, "Being Bad in a Video Game Can Make Us More Morally Sensitive," was published June 20 online in the journal Cyberpsychology, Behavior and Social Networking. Grizzard's team, which also included researchers from Michigan State University and the University of Texas at Austin, studied 185 individuals aged 18-29 at a "large Midwestern university," according to a copy of the paper that Grizzard provided to Polygon.

The participants played a modified version of Bohemia Interactive's 2001 shooter Operation Flashpoint: Cold War Crisis (screenshot above) because that was the title used in a previous study and it "was known to elicit guilt," said Grizzard in an interview with Polygon. (Bohemia re-released the game in 2011 as Arma: Cold War Assault).

First, the researchers randomly assigned the participants to play a game or perform a memory recall task. They randomly assigned the gaming segment to play Cold War Crisis in two ways: Either they would play as terrorists (the "guilt condition"), or as U.N. peacekeepers in the "control condition." The researchers also split the memory recall participants into two groups: They asked the guilt condition people to write about a time in which they felt particularly guilty, while they requested the control condition folks to write about a normal day.


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Grizzard and his cohorts found that the participants who played Cold War Crisis in the guilt condition felt guilty about the particular areas of morality they had violated ("care/harm" and "fairness/reciprocity," since killing would be unjustified when playing as a terrorist). While the guilt that the players experienced was less intense than the real-life guilt that the memory recall group wrote about, the study's authors said the data indicated that "the guilt experienced from game play is functionally similar to real-world guilt."

"The findings here demonstrate the potential for emotional experiences that result from media exposure to alter the intuitive foundations upon which humans make moral judgments," Grizzard wrote in the study. He added that this is "particularly important" for video games, since a "small but considerably important" segment of the gaming population plays violent games frequently.

Asked to expand on that point — whether repeated instances of playing violent games could deepen or diminish these morality effects — Grizzard said that he conducted additional research to study that very question. That second study hasn't been published yet, but Grizzard discussed some of the findings.

"The results of [the second] study showed that the ability of games to elicit guilt was reduced over repeated play. Currently, however, it is unclear how this reduction in the ability of guilt would relate to the other processes at play in the current study," he explained.

Research has shown that guilt and increased moral sensitivity in real life often lead to prosocial behavior. Thus, the study's authors concluded, there's some likelihood that the same could be true for guilt resulting from immoral virtual behavior. In other words, playing violent games can make you feel guilty, which may cause you to do nice things for other people.


Source: Polygon



Grand Theft Auto chief set to buy Edinburgh church



Rockstar North president Leslie Benzies is set to spend hundreds of thousands of dollars buying a central Edinburgh church.

According to a report in the Edinburgh Evening News, the developer behind the Grand Theft Auto franchise will spend "well in excess of £500,000" on purchasing St. Stephen's Church, a well known landmark in the Scottish capital. He is preserving the church, built in 1827, as "an entirely philanthropic purchase" for the community's use, according to a spokesperson.

St. Stephen's is often used as a venue during Edinburgh's arts and entertainment festivals. According to the local report, Benzies beat out other potential buyers, some of whom were keen to develop the church into commercial property.

Benzies was born in Edinburgh in 1971. He worked as a programmer for DMA Design, which launched the original Grand Theft Auto in the late 1990s, and has worked on the street crime series of games, through to last year's Grand Theft Auto 5.






Source: Polygon

World of Warcraft: Warlords of Draenor beta invites rolling out today



Beta invites for World of Warcraft's Warlords of Draenor expansion are rolling out today, according to a tweet from Blizzard community manager Micah "Bashiok" Whipple.

The first wave for the closed beta will begin today, June 27 at 5 p.m. ET, according to an email being sent out by Blizzard. Whipple notes in his tweet that this first wave is targeting veteran World of Warcraft players and those who are selected will have their accounts flagged for it.

The Warlords of Draenor beta will send players through the Dark Portal and allow them to establish Garrisons — personal fortresses — and take a first crack at fighting against new enemies in the Iron Horde. More content will roll out throughout the beta process.

The Warlords of Draenor alpha test launched earlier this month. The expansion — the fifth for World of Warcraft — was announced at BlizzCon last November and will raise the MMO's level cap to 100. The expansion will also introduce the land of Draenor, home of the orc and draenei races as well as new character models and animations.




Source: Polygon

Xbox.com's new profile page will let you watch Xbox One gameplay clips



Xbox.com will soon allow users to view gameplay clips, friends, followers and more as part of their Xbox One profile, Microsoft's Larry Hryb announced via a new video.

In the video above, Hryb explains that profile pages have been completely redesigned; users can view their profile picture, reputation, online friends and game clips for "the first time ever." Players will also be able to view gameclips from friends on their respective pages.

"You can play the game clips right there on there on the profile page," Hryb says. "But you can also 'View All' to view all of your saved and uploaded game clips."

Additionally, players can compare their game achievements against friends.

The new features will be available "beginning next week." Xbox.com began displaying Xbox One achievements earlier this month


Source: Polygon

Madden NFL 15, FIFA 15, NHL 15 each getting $69.99 Ultimate Editions




Madden NFL 15, FIFA 15 and NHL 15 will each be available in a $69.99 "Ultimate Edition" featuring bonus content primarily for the Ultimate Team mode, publisher Electronic Arts announced today, confirming retailer listings posted last month.

Ultimate Team is a mode available in multiple EA Sports titles that allows players to collect virtual trading cards and put together fantasy teams with them. Players then compete against the computer or online with those teams and earn virtual currency with which they buy additional card packs; they can also spend real money on packs.

The Ultimate Edition of Madden NFL 15 will come with 30 Pro Packs for Madden Ultimate Team (three per week for 10 weeks after launch) and a Draft Pack featuring 10 first-round picks from the 2014 NFL Draft. NHL 15's Ultimate Edition includes 50 Gold Packs for Hockey Ultimate Team (two per week for 25 weeks). The FIFA 15 Ultimate Edition boasts 40 Gold Packs for FIFA Ultimate Team (one per week for 40 weeks), along with the Adidas All-Star Team; access to Lionel Messi for five Ultimate Team games; three new goal celebrations; and more.

The existence of these Ultimate Editions further cements the mode's increasing importance — Ultimate Team provides a significant digital revenue stream for EA. For example, Madden Ultimate Team alone generated more than $380 million during EA's 2014 fiscal year, a 90 percent year-over-year jump.

All three Ultimate Editions will be available for the PlayStation 3, PlayStation 4, Xbox 360 and Xbox One versions of the games. FIFA 15's Ultimate Edition will also be available on Windows PC.
Madden NFL 15 is set for release on Aug. 26, NHL 15 on Sept. 9 and FIFA 15 on Sept. 26. For more, check out our comprehensive coverage from E3 2014 for Madden, NHL and FIFA.



 

 

Source: Polygon




Gran Turismo 6 will get an update 'almost' every month, not DLC




Gran Turismo 6 is not meant to get downloadable content every month, but an update "almost" every month, Polyphony Digital CEO Kazunori Yamauchi said during a recent AMA on Reddit

The clarification was in response to questions of receiving monthly DLC cars and tracks. Yamauchi said that on average, the dev is "going through" one-to-two updates per month.

"I don't think I have broken any promises," Yamauchi said. "I think somewhere along the lines someone may have contorted my words. When you talk about things like Vision Gran Turismo as an example, we have over 30 cars that are going to be involved in that project and that was to be included in a year's time. So when you look at it, my saying that there would be content released almost every month is not too far from the truth.

"But the Vision Gran Turismo cars, each car is made with great care at each of the manufacturers, and we can't control when those cars can be completed. So I ask for your understanding."
The developer added that a major sound update will be coming in Gran Turismo 7, not 6, and players shouldn't expect those improvements with the game's July update.

You can check out the full AMA on Reddit. Gran Turismo 6 launched for PlayStation 3 last December. For more on the game, check out our review.

Source: Polygon


Space Hulk: Deathwing trailer brings out the big guns




Space Hulk: Deathwing publisher Focus Home Interactive released the first gameplay trailer for the upcoming first-person shooter today, showing off some fast-paced battles between Space Marines and Genestealers.

The footage is taken from the perspective of Deathwing's protagonist, a Librarian of the Deathwing who fights a group of Genestealers alongside a squad of Deathwing Terminators. The Space Marines use heavy weapons like Storm Bolters and Assault Cannons, along with strikes from Force Swords and Power Fists, to take down the creatures.

Space Hulk: Deathwing is being developed in Unreal Engine 4 by Streum On Studio, the French company behind the 2011 title E.Y.E.: Divine Cybermancy. The game is based on the Space Hulk board game set in Games Workshop's Warhammer 40,000 universe. Space Hulk: Deathwing is set for release on PlayStation 4, Windows PC and Xbox One in 2015.


Source: Polygon


Mario Kart 8 surpasses 2 million units sold worldwide



Sales of Mario Kart 8, the latest entry in Nintendo's kart racing franchise, hit about 2 million copies worldwide since its release a month ago, Nintendo of America confirmed with Polygon today.

The number, which Nintendo officials said it sold through to consumers, was revealed during the company's 74th Annual General Meeting of Shareholders in Japan early today.

The title became the fastest selling Wii U game in the console's history when it sold more than 1.2 million copies worldwide since its release May 29 in Japan and May 30 in North America and Europe, Nintendo revealed in early June.

Mario Kart 8 also garnered the "strongest review scores in franchise history," according to the company. While Mario Kart 8's performance is strong, it still may be one of the worst-selling titles in the franchise's history, which you can read more about in our analysis piece on the Mario Kart series.

To learn about Mario Kart 8 and its gameplay, be sure to check out our review.

Source: Polygon


Western Australian commitee wants R18+ video games banned in the state



The Western Australian Joint Standing Committee on the Commissioner for Children and Young People recommends in its Sexualisation of Children report that the Classification Enforcement Act should "prohibit the sale, supply, demonstration, possession or advertisement" of R18+ video games in the state.

Under Australia's current classification system, games sold at retail need to be classified by the Australian Classification Board. The country's Federal Parliament passed legislation to create an R18+ category for video game classification last February. The new classification system, which included the new R18+ rating, came into effect across most Australian states and territories Jan 1, 2013.

Previously, the highest rating for video games was MA15+, where any game that was found by country's Classification Board to be too mature for the MA15+ category was Refused Classification banned for distribution. The R18+ category allows for mature themes such as relatively high levels of language, sex, violence and nudity.

The Sexualisation of Children report, which was presented to the Legislative Assembly and the Legislative Council on June 26, also suggests that using minors in sexually provocative advertising in the state to be made an offence,  regulating child beauty pageants and that the state monitor the recommendations of a Victorian parliamentary inquiry into "sexting." Additionally, the report recommends that Western Australia should create a code of conduct to address concerns about the impact of sexually explicit music videos on minors.

"While the impact of sexualisation on children is difficult to quantitatively measure, and to distinguish from other influences in their lives, this does not mean that the issue should not be addressed," the committee said. "The Committee is equally aware that what is seen as a priority issue that needs substantive action by some members of society may be seen by others as normal experimentation or fun.

"While it may be the case that there is uncertainty and confusion about whether particular items or images constitute sexualisation of children, it is clear there is considerable anxiety amongst parents and society more broadly."

WA Attorney General Michael Mischin is tasked with examining the report.


Source: Polygon



YouTube exposes hundreds of private emails in Fan Funding beta mix-up



The private email addresses for hundreds of YouTube video creators were made public this week when the Google-owned company temporarily forgot to lock down the beta sign-up form for its upcoming Fan Funding feature.

"For a short time yesterday, email addresses and channel names of creators using our Fan Funding sign up form were accessible to other creators signing up," a YouTube spokesperson told Polygon. "We fixed this mistake within an hour and apologize to those affected."


Thursday evening, YouTube announced that it was adding two new features: 60 frames per second playback and the ability for fans to directly pay video creators through the video hosting service.
A 7 p.m. tweet from YouTube Creators announced the feature and directed people interested in testing it out to sign-up on a Google Form created by YouTube.

The form required applicants to give YouTube their channel name, say whether they are part of a Multi Channel Network, note what category their channel is in and provide their contact email. The form also stated that YouTube would only use the email address to contact an applicant in connection with the Fan Funding Program.

After filling out the form and applying, the site directed users to a page that allowed them to edit their response, submit another response or "See Previous Responses."

Nick Monroe, the creator of YouTube channel PressFartToContinue, clicked on the option and was sent to an analytics page which displayed all of the email addresses submitted as well as a break down of the other answers.

"I was one of the first people to sign up, lucky enough to see the tweet from YouTube Creators seconds after it was posted," Monroe told Polygon. "After signing up and putting in my email and channel, I saw the 'See Previous Responses' link at the final page of the Sign-Up form. I clicked it out of curiosity and was shocked ... I thought it was ridiculous this information was just sitting there for anyone to use, and I thought to keep the tab open and check-in every so often that evening. To my surprise, people just kept signing up and this information was just pouring in. I copied a lot of the emails in notepad and sent a message to the people affected myself seeing that YouTube Creators wasn't going to."




Monroe provided several screenshots of the form and email addresses to Polygon for verification. At the time of this writing the option to see previous responses is no longer available. Monroe says that it appeared to have been fixed by 11 p.m. EST at which time there were about 300 emails displayed.

"This is a great example of how easy it is to make a damaging mistake in the Internet Age," Monroe said. "When security and privacy are one of the public's priorities, one small error is all it takes for something like this to happen. All YouTube Creators did was flip a switch, and everything was fixed. Every time people click a link, fill out a form, whatever they do on the Internet they should be aware of the consequences."

Daniel Figueroa, whose YouTube Channel is Digital Boundaries, said he was at work when he received an email from Monroe.

"I was at work, and received a random email notifying me of this situation," he said. "The emailer copied all he could, and even had a screenshot of the privacy breach."
Monroe recommends that anyone who signed up for the beta double check their email and enable two-step verification.

Polygon has reached out to others impacted by the breach and will update this story as they respond.

Update: This story has been updated with a statement from YouTube.

Source: Polygon



Valiant Hearts: The Great War - Overview video



Let's get sad together!

That was our intention when starting this Overview of Valiant Hearts: The Great War — sometimes a good, cathartic cry is just what the doctor ordered. Unfortunately, nothing during our short play sessions stood out as being too terribly tragic; we're betting they save all the really, really good stuff for the ending. What we did see is some of the game's clever 2D adventure game mechanics, gorgeous art style and bizarre social media functionality. (Ever wanted to Tweet facts about trench foot? Here's your chance!)

In this Overview, Danielle and I play through a bit of the beginning of Valiant Hearts: The Great War, and discuss the proper method of clearing out your upper Chakras. We also take a break from the rigors of war to cook up the nastiest soup imaginable.

Source: Polygon


Toxic players mean you're doing something right, says Orcs Must Die! Unchained dev



Robot Entertainment designer Jerome K. Jones visibly cringes when you call Orcs Must Die! Unchained a multiplayer online battle arena game.

It's not a completely unfair comparison for the team-ba
sed game — which, yes, has online battles in an arena-like setting — but he's quick to point out these are simply elements of the genre, nothing more. By Jones' account, the game is more like two Orcs Must Die! titles smashed together.

Unchained has offense-heavy nature of MOBAs, the aggressive push for territory while slaughtering your opponents again and again with glee, down pretty well. It sets itself apart from the tricky, loaded-with-expectations genre, however, with a focus on defensive plays and traps — and its open arm acceptance of the oft-dreaded "toxic player."

While League of Legends developer Riot will ban even professional players for naughty behavior, and Heroes of Newerth creator S2 Games is trying to yank bad seeds out at the root with a brand new MOBA, Robot has a chill stance on the topic.

Haters, Jones says, are gonna hate. More importantly, if the toxic players are flocking to your game, you're onto something special.


 "There's probably something good about the toxic players showing up and sticking with your game," Jones said. "The good thing is probably that it's a good game. It's holding their interest, it's keeping them around. It's making them passionate enough to give a damn."



Jones expects Unchained to draw in some aggressive players, but isn't interested in scaring them off. Gaming in general, he says, shouldn't try to eliminate that group. Players who want to avoid that aggression can choose to play defensively or act as a support character.

"I don't think those are bad people," he added. "You just gotta do your best to deal with them in whatever manner seems to work the best."

I tested this theory out during my hands-on time with the game. While the brute strength approach to pushing territory required me to be fearless — and convincing enough to make players rally to me — playing a guardian role changed the game's experience for me. I strategically laid out traps and built up my resources to summon stronger allies in each wave of attacks. If I wanted to get into the action, I could also man a character with long-range skills to support tank players from afar. Like Jones suggested, aggressive players were the least of my worries. 

"You go on offense, it's a little bit scary," Jones said. "You're going through all the enemy traps. You're going through heroes that are defending. But if you're on defense, you're sort of behind your traps, you're near your rift and you're with your lane guardians. Those kind of things provide a little bit of security to a player who might want to learn a little slower or might not feel offensive."




Players will also have the chance to play with AI opponents if real humans seem too intimidating. Robot Entertainment is still tinkering with bot intelligence to hit that sweet spot in terms of difficulty, and it's possible that their intelligence will even be adjustable. For now, however, it's a work in progress along with the rest of the game.

Robot is prepared to deal with passionate players, and Jones makes an effort to engage with them on the game's forums. Most of their unhappiness, he said, comes from a lack of understanding game development.

"They're not going to go away," Jones concluded of toxic players. "And honestly, I don't think you want them to. 

"You need those people there. They're driving the game. They're giving it longevity. They're giving it passion. And when they find something about your game that they love, they defend it to the death. Those are the same people that can go to bat for you."


Source: Polygon



Guild Wars 2 creature photoshoot sparks monster scare in China (update)



A creature resembling Gollum from The Lord of the Rings that was spotted in the woods of China's Huairou region earlier this week isn't the menace that it was initially made out to be, according to reports from ET Today and the Telegraph.

The creature in question was an actor made up to look like an Asura, one of the in-game races from ArenaNet's massively multiplayer online role-playing game Guild Wars 2. The made-up actor was taking a break near a stream — the Telegraph reports the Huairou government stated the actor had been "taking a loo-break" — while still in costume when a man camping nearby spotting him through the trees. "Terrified," the man snapped several photos and shared them online, where they quickly spread via Weibo, China's Twitter-like social networking service.

The Guild Wars 2 Weibo account responded by uploading photos proving the creature was a man in prosthetics and makeup, noting the photoshoot was to promote the online game in China.

More photos of the man in the Asura costume can be found on Xinhuanet. This photoshoot stir occurred a little over one month after Guild Wars 2 officially launched in China on May 15. The second season of the title's Living World storyline will launch in all other available regions on July 1.

Update: When contact for comment, a representative from ArenaNet stated: "The rock and pool, is nice and cool, so juicy sweet." This is a phrase that the character Gollum sings to himself in the film The Lord of the Rings: The Two Towers. This statement likely alludes to people describing the Guild Wars 2 creature as "like Gollum."

Source: Polygon


Skulk around with this Styx: Master of Shadows gameplay footage




Styx: Master of Shadows is an upcoming stealth role-playing game from Cyanide Studio, and you can check out 15 minutes of gameplay footage in this video released today by publisher Focus Home Interactive.

You play as Styx, a 200-year-old Goblin who is skilled in the dark arts of stealth, theft and murder. A magical fluid called Amber flows through Styx's veins, and he's on a quest to climb the miles-high Tower of Akenash, which is where Humans and Elves keep the Tree — the source of the Amber — safe from harm.

As you can see in the video, Styx is at his best when he's avoiding open combat; as long as you keep to the shadows, you'll have the upper hand. It's wise to hide the bodies of any enemies you do kill, and murder can be accomplished in a variety of ways: Sometimes you might want to strangle guards from behind, and other times you might want to vomit in a communal water tank to poison anybody who drinks from it afterward.

Styx: Master of Shadows is in development on PlayStation 4, Windows PC and Xbox One. It is a prequel to Of Orcs and Men, the 2012 action RPG from Cyanide.


Source: Polygon


Razer is looking for 500 people to test their smartband for $1




Razer's wearable smartband, Nabu, is entering an open beta, and the company is asking gamers to help test it out.

Five hundred "hardcore Razer fans" will get a chance to test the Nabu for $1 prior to launch, according to the Razer website. The beta units will start shipping on July 10.

"With your help, the Nabu aims to become everything you want in a wearable and more," according to the site. "As a Nabu Beta tester, you'll provide feedback on the device and companion software directly to the Razer Nabu engineering team — all towards readying the Nabu for launch."

Those interested are asked to sign up for the test on their page. The site warns that they're only selecting the "most hardcore fans" for the program, people who actively use hardware and software and are highly active on social media channels.

If you're selected, you're expected to provide detailed written reports and feedback to Razer.
Nabu was announced at the Consumer Electronics Show at the beginning of the year. In a March interview, Razer CEO Min-Liang Tan told Polygon that the idea for a smartband was spurred by the company's bigger, broader intentions as a company.

"We don't view ourselves as a gaming company," Tan said at the time. "We view ourselves as a company for gamers. What we literally are is a brand that works with gamers, that designs products for gamers. That's where things like Nabu will come from. It's an extension of a platform for gamers to really make use of and that's a real premise for us and for future product lines.

"Given that there are 1.4 billion gamers today, that's a massive customer base that we're looking at."
While the Nabu, like most smartbands, has a slew of non-gamer applications including telling time, tracking movement and sending messages from a phone, the company is also thinking about how to incorporate the device into gaming sessions and tie it to other Razer products.


Source: Polygon

No Man's Sky video recounts the history of Hello Games


 

No Man's Sky is by far the most ambitious project yet from Hello Games, and studio co-founder Sean Murray sat down with the PlayStation Blog recently to explain how the company got to this point.

Prior to working on No Man's Sky, Hello Games developed four titles in the Joe Danger series — Joe Danger, Joe Danger 2: The Movie, Joe Danger Touch and Joe Danger Infinity. According to Murray, he and three other members of the studio sequestered themselves within the office starting in mid-2013 and began working on No Man's Sky, the idea for which he's had since he was a child. Science fiction novels served as a major inspiration for the game.

The universe of No Man's Sky is a hostile place for the player; Murray made it clear that although it looks beautiful, "It isn't just some ambient utopia." That universe will hold numerous players at once, each of whom will start on their own unique planet on the outskirts of the galaxy. The fiction of No Man's Sky will give players a compelling reason to venture inward, said Murray, and in order to make the journey, they'll have to construct a ship and upgrade its capabilities as they progress through the game.

There's one overall goal that Hello Games has for players, Murray explained.
"They will think, 'I started out with the smallest, crappiest ship you could imagine, and I got to a point where I could get to the center of the galaxy and see what was there.' And we want that to be significant," said Murray.

No Man's Sky is in development on PlayStation 4 and has no release date. For more, check out our comprehensive coverage from E3 2014.


Gran Turismo 7 unlikely to hit this year, but here are some of Polyphony's plans




Gran Turismo 7 will likely not be released this year, but developer Polyphony Digital plans to keep around cars that have been present in the series since the PlayStation 2 era,  producer and Polyphony CEO Kazunori Yamauchi told Eurogamer.

Last year, shortly before the launch of Gran Turismo 6 on PlayStation 3, Yamauchi told Top Gear that the following franchise title could hit as early as this year, with a 2014 release the "best-case scenario." However, Yamauchi recently stated that although development on the game is underway, a 2014 launch looks unlikely.

"We are working on the title," he said. "I don't think it'll make this year!"

Yamauchi also confirmed that there won't be a Gran Turismo 7 Prologue — a small-scale "teaser" version of the game released ahead of the full game for Gran Turismo 4 and 5 — and Polyphony is still working to overhaul all audio for Gran Turismo 6 and its successor. In a recent Reddit AMA, Yamauchi stated that this audio update would be coming with GT7 and not to expect it with the July update to GT6. The seventh installment will also keep the standard set of car models that have been featured in the games for the past ten years.

"I doubt that we'll be throwing away the standard cars," Yamauchi explained. "Each car has its own fans. So I think we'll hang on to the archive. In the meanwhile, some of those cars we may be able to make into Premium cars as they become available — but basically we're more focussed on increasing the number of premium cars."

But while Gran Turismo will likely keep the same suite of cars, its track selections will continue to evolve — namely, include both replications of real-world tracks and original, Polyphony-created fantasy tracks.

"Though I think real, existing tracks are important, I also think that fully designed tracks are also very interesting and have their own place so I think that's something to look for in GT7," he said.

Yamauchi also briefly mentioned in the AMA that he is "not pleased with the current rendition" of the series' photo mode, and that for the PlayStation 4 version he is hoping push the feature to its limits.

"I know how good it was in Gran Turismo 4, but it just so happened that the architecture of the PS3 wasn't really suited for this feature," he said. "But in PS4, I'm going to try to make sure that there's a photo mode that can satisfy any connoisseur of photography and you can really look forward to that — because as a photographer, I'm really not satisfied with what we have yet.

"So regarding the next generation PS4 and beyond, there's always ongoing research going forward at Polyphony Digital and Sony," he added of the studio's approach to new games in teh series. "There might be some technologies that may change the world and until recently I was thinking that video games might reach a saturation point but I found out that there's much more to come and much more to look forward to in terms of technology of the future — not that I can discuss any details right now."

Gran Turismo 6 launched last December exclusively for PS3. Check out our review for more details.



Source: Polygon


The horrors of Pokemon made fleshy, furry, real













 



















































 California artist Gavin Mackey gave life to Pokémon, and our nightmares, in a series of digital art pieces
located on his blog and DeviantArt.



You can see 39 of the pieces collected in this Imgur gallery, or head over to his pages to see some of the other original, though perhaps less horrifying, art he's created, like a more lifelike Lion-O from the
Thundercats.


If Pokemon are your cup of tea, you may want to read up on Black market Pokemon and one man's quest for the perfect landshark.


Source: Polygon


The Last of Us Remastered PS4 bundle coming to Europe next month



  

A PlayStation 4 bundle featuring the 500 GB console and the remastered edition of The Last of Us will launch in Europe next month for €429.99, according to a post on the European PlayStation blog.

The console was listed on Amazon France's website earlier this week for €429.99 (approximately  $585) with a release date of July 30, 2014. We've reached out to Sony for comment and will update accordingly.
The Last of Us Remastered will launch in the U.S. on July 29 for $49.99. The reworked version features "cutscene-quality" character models, according to creative director Neil Druckmann, and higher resolution graphics, along with previously released downloadable content and in-game commentary.

Earlier this month an Ultimate Player Edition that consists of PS4 and PlayStation Vita appeared online with a release date of July 4. The bundle is yet to be officially announced by Sony. You can read more about The Last of Us by checking out our review.

Source: Polygon

Super Mario Bros. Beaten In Under Five Minutes, A New World Record



You've gotta watch this impressive Super Mario Bros. playthrough by speedrunner "Blubbler." Blubbler beats the game in a bewildering 4:57.69.

Previously, the world record for an "any percentage" completion run was held by andrewg, according to the SMB Leaderboards Wiki. The time? 4:58:09. A second can make all the difference in a speedrun!

Here, the speedier time is chalked up to a lucky bullet bill glitch used in Blubbler's run at level 8-2, which allowed Blubber to skip the walk to the castle.

Curious about the particulars of runs like this one? You should check out the Speed Demos Archive page on Super Mario Bros., which details some of the techniques and strategies used in speedruns such as this one.

And in case you're confused about how the timing is measured in this run, it starts when the timer appears in level 1-1, and it ends when Mario hits the axe in 8-4.


Source: Kotaku