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.


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"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