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by Ben Skipper via International Business Times (IBT)

Remedy Entertainment, the developer behind Xbox and PC titles Quantum Break and Alan Wake, has announced it is developing its Northlight engine for PlayStation 4 as it plans to go fully cross-platform for the first time since 2003.

The news was announced in a blog post following the company’s financial results for the 2016 fiscal year, which included year-on-year revenue growth of 19.4% to €16.4m (£14m, $17.4m) and an operating profit of €3.9m.

In the post, Remedy revealed its current projects. One is Crossfire 2, sequel to a hugely popular shooter in Asia, which Remedy is aiding developer Smilegate with. The other, it says, is a new project codenamed “P7”.

“The company’s strategy is to release the game on a wider range of platforms, which is why Remedy is developing its Northlight technology for PlayStation 4 consoles,” reads the post.

Remedy’s first Xbox exclusive was Alan Wake, released back in 2010, which was followed by mobile titles Death Rally and Agents of Storm, Wake sequel American Nightmare and experimental video/TV series hybrid Quantum Break last year.

Quantum Break was a third-person action game split up with episodes of a live-action television series. The game was met with generally positive reviews, but IBT called it a “glossy, charmless, wholly moderate outing” for Remedy.

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Hell hath no fury like a Peter Moore scorned.

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by Tamoor Hussain via GameSpot

Former Xbox and EA exec Peter Moore has recounted the opposition he faced in trying to make Sega come to terms with its declining relevance during the Dreamcast era. In the midst of his battles he even went as far as telling Yuji Naka, the creator of Sonic, to “f**k off” when evidence that Sega’s brand was fading was refuted.

At the time, Moore was Sega of America’s chief operating officer and, in an interview with Glixel, he described the challenges he faced in trying to make the company understand it was seen as the “grandad” of the industry.

“We did a focus group here in San Francisco, I’m trying to think what year this would be, probably late 2001, early 2002, because I needed to prove to the Japanese that our brand was starting just to fade away,” he explained. “And so we asked [a] focus group, a bunch of 18-, 19-year-olds, a classic question, ‘If a video game publisher was a relative or a friend, who would they be?'”

Rival company EA was described by the focus group as the “arrogant quarterback” and Rockstar was the “drunken uncle” that is “the life of the party for a little while, and then he disappears for a long time.” Sega, however, was perceived as “your grandad,” who “used to be cool, but even he can’t remember why anymore.”

Moore filmed the focus groups where these discussions were had and presented them to the Japanese side of the company, which included Naka and Shenmue creator Yu Suzuki.

“[Naka] and I have a love/hate relationship on a good day. And we show him this, and it’s subtitled in Japanese, and when it comes to that piece he just [slams his hand on the table], ‘This is ridiculous. You have made them say this. Sega is the great brand, nobody would ever say this, you have falsified!’ He just gets in my face.

“So I said to the translator, ‘Tell him to f**k off.’ And the poor guy looks at me and says, ‘There’s no expression in Japanese.’ I said, ‘I know there is.’ And that was it. That was the last time I ever set foot in there.”

Moore noted that he loved, and “still loves” Sega, but added that its most prominent developers weren’t able to see “the world was changing around them,” and therefore instigating a change in identity was difficult.

“I rarely get upset, but to be accused of doctoring a video, because there’s none so blind as those who will not see, right? I loved Sega, still love Sega, but it was dominated by the developers to the extent where Sega as a company couldn’t move if Suzuki, [Nights: Into Dreams developer] Nakagawa-san, [and Jet Set Radio developer, Kazuma] Iguchi weren’t into it.”

Moore’s desire to transform Sega’s identity came in light of shifting trends within the industry, which were steered by games like Rockstar’s Grand Theft Auto 3 and Sony’s PlayStation, which courted maturer gamers.

“That was, to me, this inflection point. Once the tech started to get more powerful, the creative elements that would come over from Hollywood and from television all of a sudden–that was what gave us Rockstar, and what the Houser brothers, to their credit, did for games. I mean, you look back on the history of this industry, you can point to these moments and say, ‘That’s when everything started to change.'”

Shortly after his meeting with Sega, Moore was approached by Microsoft, which was looking into challenging Sony’s living room dominance. At the time, Microsoft had been working on Xenon, which would go on to become the Xbox 360. Moore agreed to join the company and was instrumental in the success of the Xbox 360.

Glixel’s interview with Moore is fascinating and well worth reading.

After his time at Microsoft, Moore joined EA, most recently serving as its chief competition officer. However, in February he announced he would be leaving the company, and the games industry, to take up the role of chief executive officer for Liverpool FC, the English football team that Moore has been a lifelong fan of.

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Screen-Shot-2016-06-18-at-2_03_36-PM

by Dave Thier via Forbes

We’ll be hearing more about the Xbox Scorpio this week. Rumors were swirling around yesterday, but now we’ve got some confirmation. Microsoft and Digital Foundry will be revealing the more powerful follow-up to the Xbox One on Thursday, where we can expect to get some concrete details on a machine that’s only existed in theory so far. It’s a big moment for Microsoft, which is trying to get out from the shadow of both the PS4 and it’s own early missteps with the Xbox One. Here’s the relevant tweet:

To clear up the speculation: will have an exclusive Xbox Scorpio reveal on this Thursday at 2pm UK / 6am Pacific.

For those that don’t know: Digital Foundry is a vertical on Eurogamer that gets into the nitty gritty of how graphics work across consoles and PC. It’s where writers review new PC hardware, compare graphics and performance across platforms, evaluate patches, and so on. Your average user can usually get the thrust of an article, but it also goes much deeper than your typical game blog. It’s a deeply technical place, with a whole lot of information on offer for those capable of digesting it. I consider myself informed, or at the very least more informed than the average customer about graphics hardware and capabilities, but a given Digital Foundry article might be 50 percent incomprehensible to me.

In short, Digital Foundry is a place for video game gearheads on the Internet, and that makes Microsoft’s choice to reveal there a very clear signal. The company has talked a lot in the past about how this is the most powerful console ever made, how it’s going to be geared to the gamer that wants the best, how it’s meant to run circles around the somewhat underwhelming PS4 Pro, and more. If anyone in the mainstream gaming media is equipped to evaluate that statement, it’s Digital Foundry. We can expect a reveal that’s more or less entirely focused on raw hardware, with a stronger emphasis on games and exclusives to come at E3. There’s a certain degree of confidence implied, as if Microsoft is calling in expert witnesses to evaluate its claims.

It’s a striking difference from the reveal of the Xbox One, which many criticized for paying little more than lip-service to the fact that the machine was, you know, a video game console, choosing instead to focus on entertainment options. We all know how that went: a combination of early messaging missteps, a high price point and underpowered hardware handed the console war to Sony, which continues to dominate with the PS4 line. We’ve always expected the Xbox Scorpio to take a hard turn away from that fateful press conference for the sole reason that Phil Spencer and co. have no interest in making the same mistake twice, but a Digital Foundry reveal gives us a stronger indication of where they’ll be going instead.

I’m still wary of the whole concept in general, just like I am about the PS4 Pro. But we’ll wait for more evaluation until Thursday: stay tuned.

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project-scorpio-759x500

by  Rishabh Jain via International Business Times 

You might not have to wait until E3 to have a look at Microsoft’s next console, the Xbox Project Scorpio. Windows Central reported Saturday that the console’s internals were shown to a major gaming outlet and a planned exclusive report on the console’s specifications could come out this week, as soon as April 6.

Rumored Xbox Project Scorpio specifications listed in the report include an AMD Ryzen CPU, which will make the console capable of running 6 teraflops, which is significantly powerful in comparison to PlayStation 4 Pro’s 4.2 teraflops. The new console could also feature 12GB DDR5 memory instead of Xbox One’s ESRAM. Games, which have not been optimized at least up to ESRAM levels, will not be allowed on Project Scorpio, though all Project Scorpio titles will be available for Xbox One. The new console could also have a compact design because of advances in how large devices are cooled.

The upcoming console is said to be capable of running 4K games and its capabilities are expected to be demonstrated using “Forza Motorsport 7” and “Red Dead Redemption 2.” Both games will be run at 4K resolution. Tech Times reported Saturday, citing sources that “Forza Motorsport 7” running on the console “looks utterly stunning.” Other first-party games being tested with the console include “State of Decay 2” and “Crackdown 3.”  Besides these, some third-party games such as an unnamed “Call of Duty” title, “FIFA,” “Red Dead Redemption 2,” “Star Wars: Battlefront 2” and “Madden” are also being tested. While “Star Wars: Battlefront 2” was expected since it featured in the Project Scorpio trailer at E3 2016, the inclusion of “Red Dead Redemption 2” was a surprise.

According to Windows Central, there will be a large library of games available for Xbox Project Scorpio, as soon as it launches. The console will use a “change resilience” technology, which will scale 900p to1080p titles automatically to 4K resolution.

Xbox Project Scorpio is expected to be launched in the 2017 holiday season.

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2017-03-25-image

by Shawn Knight via TechSpot

The gaming industry as a whole has enjoyed success as of late but those good fortunes haven’t been passed along to the nation’s preeminent video game retailer.

GameStop revealed in its recent earnings report that total global sales were down 13.6 percent to $3.05 billion. Drilling down deeper, the company said hardware sales slid 29.1 percent while sales of new software dropped by 19.3 percent.

Pre-owned sales outperformed new video game sales which were down 6.7 percent compared to the year-ago quarter although one can’t help but wonder if this metric is a result of its own questionable employee guidelines.

GameStop noted that the fourth quarter was significantly impacted by weak sales of certain AAA titles as well as aggressive console promotion from other retailers on Thanksgiving and Black Friday. Increased overall competition from stores like Best Buy and Walmart in addition to continued encroachment from digital marketplaces have also impacted retail sales, one would think.

The company said it is planning to close between two and three percent of its stores worldwide, or at least 150 or so locations, over the course of 2017. At present, GameStop operates more than 7,500 stores across 14 countries.

GameStop took a beating on the stock market Friday with shares falling 13.61 percent on the news. As of writing (mid-Saturday), they’ve regained just 0.63 percent of their value.

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by Yahoo Beauty Staff

Scientists affiliated with Harvard Medical School have made a breakthrough that could potentially reverse the signs of aging. They tested a treatment in mice, and found that it improves the cell’s ability to repair DNA damage incurred by radiation or aging. Human trials are set to begin in six months.

After just one week of treatment, the cells from older mice were identical to those of younger mice.

“Our results unveil a key mechanism in cellular degeneration and aging but beyond that they point to a therapeutic avenue to halt and reverse age-related and radiation-induced DNA damage,” said senior author David Sinclair, professor in the Department of Genetics at HMS and professor at the University of New South Wales School of Medicine in Sydney, Australia.

NASA is interested too — scientists hope the treatment can mitigate the damage to the body done by deep space missions by repairing the effects of cosmic radiation.

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recore_rerelease-1200x0

by Gabe Gurwin via Digital Trends

Last September, Comcept Games’ ReCore launched on Xbox One and PC to poor reviews. While the game showed promise prior to release, the final game was simply not finished: Its narrative went nowhere, its enemy design was homogenous, and whole sections of the game seem to have been scraped together using whatever art was just lying around, so to speak. One of the robotic companions that protagonist Joule was supposed to befriend was left out of the game, even though he’s clearly visible on the game’s cover art. Though developers Comcept and Armature Studio plan to correct some of these issues via downloadable content later this year, it’s been six months since the game went on sale, and it is still broken.

So I was shocked to find that, though the game is still unfinished, the developer is planning to take another pass at selling the game. According to a German Rating Board, Microsoft plans to publish a “Definitive Edition” of ReCore, presumably later this year. Should it be published, the game will mark an incredible low-point for Microsoft. By elevating of one its worst games in recent memory, Microsoft is publicizing a moment when it failed to meet players’ expectations.

ReCore, which ends with a resounding “thud” and spends its latter half making players backtrack through nearly every area as a means of disguising its lack of meaningful gameplay, doesn’t need to be bolstered. It needs to be overhauled from the ground up. It doesn’t need DLC-style content that gives its story “context,” it needs a story. Its paper-thin narrative included in the game at the moment offers almost no incentive for its hero, Joule, or the player to trudge through its monotony. It doesn’t need a new coat of shiny paint. It needs foundational work to expand on what’s already there, not to mention systemic improvements to eliminate its odd checkpoint bugs and infuriating loading times.

These aren’t “extras” that fans should be paying a premium to receive. They are what we should expect of a video game, especially one with a AAA publisher, Microsoft, and created by legendary talents like Mega Man creator Keiji Inafune and Metroid Prime’s Mark Pacini.

Perhaps my anger is unwarranted. It’s rare, but not unheard of, for developers to add meaningful changes in a definitive re-release. Ori and the Blind Forest, another Microsoft-published game, added new areas, new mechanics, and new artwork. Should Microsoft choose to release the additional robot – the T8NK – and the previously unfinished area as free DLC before publishing Recore’s definitive re-release, it could at least show that there’s a commitment to improving the game, rather than merely reselling it.

Even if they do everything right, though, framing a new version of ReCore as the “definitive” edition suggests that the original game was somehow worthy of a re-release. It suggests that the game even remotely met the lofty expectations of players, who had been waiting years for a successor to the Metroid Prime series. The promise of “more ReCore” isn’t going to get fans excited. It will simply remind them of the game’s failed potential, and the hours they wasted as they dared to hope that the game might improve after launch.

Microsoft would be wise to put ReCore in the rearview mirror. It exemplifies everything the company has done wrong in recent years. It not only failed to match Xbox’s high publishing standards, but paled in comparison to the offerings from both PlayStation and third-party publishers. You can tweak and improve certain aspects of a bad video game after release, but without fundamentally changing how it was designed and removing the filler, it can only be improved so much. It takes more than a few words to make a bad game into something “definitive.”

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56564_51_left-switch-joycon-disconnecting-try-re-calibrating

by Eric Chiu via International Business Times

The Nintendo Switch’s signal problems with the left Joy-Con controller have been well-documented, but Nintendo now says they’ve been solved.

In a statement Wednesday, Nintendo confirmed that some Switch controllers were affected by a wireless signal issue where the left Joy-Con controller would drop its signal from the console. Nintendo attributed the issue to a “manufacturing variation” and said it had already been corrected at its factories and it wouldn’t be present in future Joy-Con controllers. The company is also offering to fix controllers free of charge if they’re affected by the signal issue.

Via Kotaku, here’s Nintendo’s full statement:

There is no design issue with the Joy-Con controllers, and no widespread proactive repair or replacement effort is underway. A manufacturing variation has resulted in wireless interference with a small number of the left Joy-Con. Moving forward this will not be an issue, as the manufacturing variation has been addressed and corrected at the factory level.

We have determined a simple fix can be made to any affected Joy-Con to improve connectivity.

There are other reasons consumers may be experiencing wireless interference. We are asking consumers to contact our customer support team so we can help them determine if a repair is necessary. If it is, consumers can send their controller directly to Nintendo for the adjustment, free of charge, with an anticipated quick return of less than a week. Repair timing may vary by region. For help with any hardware or software questions, please visit http://support.nintendo.com.

In the run-up to the Switch’s launch, Joy-Con signal issues were documented by multiple game journalists and reports from new Switch owners continued after the console’s release. While Nintendo wouldn’t confirm the controller’s issues beyond it being a manufacturing issue, CNET found that Nintendo has installed a block of conductive foam in older Joy-Con controllers to eliminate signal issues.

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nintendo-switch

by Zach Epstein via BGR News

We just passed the two-week mark since Nintendo first released its hotly anticipated next-generation video game console, the Nintendo Switch. For those who haven’t managed to get their hands on the sold-out console at this point (your only real option right now is to pay a slight premium and get one on Amazon), here’s a spoiler for you: it’s awesome. The Switch is a fun new take on the gaming experience. While it’s not quite the paradigm-shifting device that the original Wii was, it still succeeds in offering a novel experience that gamers won’t find anywhere else.

Aside from the frustratingly small list of available games at this point, there aren’t very many widespread complaints about the new Nintendo Switch. While that’s obviously a good thing, the few complaints there are somewhat serious, and now Nintendo has finally issued a formal response to the biggest one.

One of the coolest things about the Switch is Nintendo’s new controller design. The Joy-Con controllers consist of two separate pieces that attach to either side of the console, but can also be removed and used wirelessly as two separate controllers, or as one controller when mounted on a special grip. It’s a fun and smart new take… when it works.

It’s unclear at this time exactly how many units are affected, but there is an annoying problem with at least some Joy-Con controllers that has been plaguing gamers ever since the console was first released. In a nutshell, the left half of the Joy-Con tends to temporarily lose its connection with the console when being used wirelessly, either alone or on a grip. This causes the controller to become unresponsive for varying amounts of time up to 5 or 6 seconds.

Some users have found that unpairing and repairing the controllers helps, and you can see how to do that in this post. Many users have found that this quick fix doesn’t actually fix anything, however. Well, the good news is that Nintendo has issued a formal statement on the matter to Forbes. The bad news, though, is that the statement isn’t very helpful at all.

At Nintendo, we take great pride in creating quality products and we want our consumers to have a positive experience. It is common with any new innovative consumer technology for consumers to have questions, and Nintendo Switch is no exception. There are no widespread technical problems, and all issues are being handled promptly, including the reports regarding the left Joy-Con Bluetooth connection. To best support our customers, we continuously update the online consumer support site and provide real-time answers to the questions we are receiving. We want our consumers to get up and running quickly to have fun with Nintendo Switch, and if anything falls short of this goal we encourage them to contact Nintendo’s Consumer Service team. For help with any hardware or software questions, please visit: http://hsrd.yahoo.com/RV=1/RE=1491252714/RH=aHNyZC55YWhvby5jb20-/RB=/RU=aHR0cDovL3N1cHBvcnQubmludGVuZG8uY29tAA–/RS=^ADAeGOtTvhsybQ23i0qdsOZqRKcK.E-.

The company also added this nifty little tidbit: “The number is not significant. The total number of repair or replacement requests for Nintendo Switch, including for Joy-Con, is consistent with what we’ve seen for any new hardware Nintendo has launched.”

Of course if you actually visit the above URL as Nintendo recommends, you’ll learn that finding a way to actually submit a “repair or replacement request” is anything but straightforward. Don’t worry though, we’ll save you some time and trouble: don’t bother. If you’re in the US and you’re experiencing connectivity issues with your Joy-Con controllers, call Nintendo at (855) 877-9099.

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RIP PlayStation 3

Posted: March 18, 2017 in Game Articles

ps3

by Mike Wehner via BGR News

Sony’s PlayStation 3 has had one heck of a life. Debuting as the most expensive console in ages, suffering early defeat in the face of huge Xbox 360 sales figures, but it eventually regained its footing and scored some fantastic exclusive titles. Now, its storied existence is finally coming to and end, as Sony has revealed that it will stop production of the console in Japan — which is always the first and most impactful nail in any PlayStation’s coffin.

Following the runaway success of the PlayStation 2, the PlayStation 3 was hotly anticipated leading up to its eventual reveal at E3 2005. Then, at E3 2006 gamers finally learned Sony’s pricing strategy for the device — a 20GB model for $499 and a 60GB version for $599 — and much of the early hype turned into shock. When the system debuted in a head-to-head battle with the Xbox 360, which launched with two models priced at $299 and $399, Sony’s struggles began in earnest.

Many price cuts and a couple of complete redesigns later, the PlayStation 3 today has reached sales parity with its longtime rival, but both the Xbox 360 and PS3 failed to match the sales of Nintendo’s Wii. Nevertheless, Sony’s third generation PlayStation is home to some of the most popular titles in gaming history, such as the Uncharted series, Gran Turismo 5, and The Last of Us.

Sony’s decision to finally wind down production of the PlayStation 3 in Japan means that the major markets will likely see supplies begin to wane. However, as popular game consoles often see continued life in regions where they launch many years after their original debut, such as Brazil, it’s likely that PlayStation 3s will continue to be produced for those areas for at least a little while longer.

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