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by Ryan Winslett via CinemaBlend

Microsoft is really moving full steam ahead with its collection of backwards compatible games, this week adding a whole bunch of new titles to the growing list of last gen games now playable on the Xbox One. The even better news is that one of those games is actually free through the month of December.

Here’s a quick rundown of the new games available:

-Blue Dragon

-Lost Odyssey

-Bully: Scholarship Edition

-Catherine

-Planets Under Attack

-RaskullsRaskulls

-Skydive: Proximity Flight

The team over at Xbox HQ released more than half a dozen new games to the backward compatibility roster this week in two shifts. On Wednesday, Xbox One gamers were treated to the likes of Blue Dragon and Lost Odyssey. While Blue Dragon will set you back $19.99 for the digital version, Lost Odyssey is actually free of charge through Dec. 31.

In case you’ve got a bell going off in your head concerning those first two titles we mentioned, the answer is yes, both Blue Dragon and Lost Odyssey were already made a part of the backward compatibility catalog earlier this year. However, due to reasons that still aren’t clear, they were only available for folks who still had the games’ discs. The big change this week is that now everyone can enjoy them digitally, too.

Another collection of games also hit the Xbox One backward compatibility roster this Thursday, according to VG24/7, with the big standout being Bully: Scholarship Edition. It was joined by the fantastic puzzler Catherine, as well as Planets Under Attack, Raskulls and Skydive: Proximity Flight. As the initial report points out, Japanese gamers got an extra game in the form of Clannad.

Bully is one of those fantastic Rockstar games that doesn’t have “Grand Theft Auto” in the title, while Catherine is all about a guy trying to work out the complications of adult life, relationships, fatherhood and the like. To help him get through his issues, you have to jump into his nightmares and solve some rather clever platforming puzzles. As for the rest of the titles, we’re sure someone out there is super happy to see them added to the list, so hooray for more options.

Of course, these are all on top of the BioShock trilogy, which we recently reported as a pretty ahem shocking addition to the backwards compatibility library, considering the fact that they’ve got current gen remakes available, too. Still, who is going to say no to more ways to add BioShock games to your collection?

According to Xbox’s major Nelson, this batch of games will be the last to be released in 2016. The backward compatible team will be taking the rest of the year off and will be back at it after the new year. Let us know in the comments below if you can think of any major holes left in the lineup.

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e2d165ba94e4493991a22bb136aaddc3ee913ef2

by Ryan Winslett via CinemaBlend

For those of you wondering when Crackdown 3 will be available on Xbox One, we’ve finally got a launch window for you to add to your calendar. Just be aware that said window is kinda wide.

Crackdown 3 has been a long time coming and, based on the most recent reports, it looks like the game could be as far as a year off before anyone gets to play it. Then again, it might be coming sooner than that. And if that seems kind of nebulous, you can blame it on the development team.

Coming to us from NeoGAF via IGN, Crackdown 3 art director Dave Johnson and executive producer Peter Connelly recently spoke briefly about the game’s launch date during a livestream event for Extra Life. When asked when fans would finally be able to enjoy the over-the-top antics of Crackdown 3, the duo claimed that holiday 2017 was looking like a safe bet, adding that it might actually come earlier.

And this wasn’t one of those sly “or earlier” comments followed by a wink that leads one to believe that the game will be here much sooner than the predicted launch window. It was more like a “Hey, we’re gunning for next holiday season but, if things go well, who knows?”

That leads us to believe one of two things. Either the team really doesn’t have a solid idea of when Crackdown 3 will actually be finished or they actually expect the game to be completed sooner but, due to scheduling, might end up holding off on a launch in order to make it a big holiday get for the Xbox One. You’re welcome to discuss in the comments below which scenario seems more likely.

Announced a few years back at E3, Crackdown 3 is the highly anticipated follow-up to the beloved Xbox 360 series wherein players dish out super-powered justice in a bright and colorful city that would feel right at home in a Saturday morning cartoon intended for adults. Think Saints Row, but without all of the crass humor.

Anyway, after radio silence for what felt like far too long, it was announced at the most recent E3 that Crackdown 3, which was expected sometime in 2016, would not actually hit store shelves until 2017. It turns out the team needed more time than we imagined, as it looks like it could be another 12 months before we get our hands on the game. Or not. As stated above, the launch window is pretty-damn-vague at this point.

Since Microsoft Studios stated that the delay was due to not wanting to compromise the original vision for the game, this is the kind of delay we can get behind. With the Xbox Scorpio set to launch around holiday 2017 as well, this certainly seems like a strategic plan on Microsoft’s part to have a big new game ready to roll alongside the 4K console.

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by Mike Luces via International Business Times

A disgruntled customer has come out to expose what GameStop did to him on Cyber Monday. According to the client, the retailer overcharged him and even billed for items that were supposed to be for free.

Just this Thursday, a Reddit user with the handle shadesvo shared on the discussion site his disappointing experience early this week. In a post, the Redditor stated that he initially believed that he found the best online deal for a PS4 on Cyber Monday. Unfortunately, the events that took place after ordering the item were not the things he expected.

Shadesvo ordered a “Uncharted 4” PS4 500GB bundle that was supposed to come with “The Last of Us Remastered” and “Ratchet & Clank” free of charge. However, something was off when he received the bundle. Not only was “Ratchet & Clank” not included in the box, GameStop also charged him for “The Last Of Us Remastered.”

Aside from what he thought was just a simple mistake on GameStop’s end, he found out that the retailer actually charged him more when he checked his bank account. The Reddit user even complained that the charges stipulated in the emailed receipt, the receipt that came with the box and the actual amount that was charged on his bank account did not match.

The fiasco did not end there since he also dealt with the “worst customer service” when he phoned GameStop. In the post, the disgruntled customer revealed that GameStop’s rep refused to refund the amount that was overcharged despite offering to show the latter copies of the receipts. His conversation with the rep lasted for two hours, but it didn’t solve the issue. He said the rep did not even let him talk to the supervisor.

When he did visit the nearest GameStop branch, the manager also refused to refund him and even told him that he would be blacklisted if he asked his bank to charge back. Despite the warning, shadesvo talked to his bank and the problem was sorted out in about 10 minutes.

Fellow Redditors who have stumbled upon his story couldn’t help but comment and ask for more details about  what happened. One wrote: “If you check on line [sic] they’re ratings are unbelievably low. I’m surprised they’re still in business.” Another reader chimed in: “Definitely do a charge back. They deserve it.”

When another Reddit user asked if shadesvo inquired to GameStop why “Ratchet & Clank” was not included in the box, the latter revealed that GameStop had told him that it was being shipped separately. When another questioned why he opted to purchase the bundle from GameStop, he said that it was the best deal he found after doing his “weekend price shopping.”

What do you think of shadesvo’s story? Sound off in the comments below.

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by Pras Subramanian via Yahoo! Finance

In the 90s virtual reality was hailed as the next big thing, but the experience was far from perfect. The VR world was buggy and laggy, and the hardware was nowhere near where it needed to be to give viewers an immersive experience. And VR went away quietly, with little fanfare.

Now, as we approach 2017, virtual reality is back in a big way, with companies like Samsung, Facebook, Sony and Google betting big on the medium. In fact, analysts at Goldman Sachs see it as an $80 billion industry by 2025.

Just in the past couple weeks, ahead of the holiday shopping season, Sony released what could be the biggest game-changing product to hit the VR industry: PlayStation VR. Google, not to be outdone, launched its Daydream mobile VR software with its accompanying set of goggles and motion controllers. Samsung, meanwhile, ramped up its investment in mobile VR through its partnership with Oculus and its Gear VR headset.

But a big question still remains: Can the technology live up to its potential?

David Mullett, founder of virtual reality content agency Virtualize, says VR creators are just scratching the surface when it comes to the potential for the platform.

“If you really look deep into what this new phenomenon is all about, you can look back to the early days of human storytelling around the campfire,” he says, adding that like campfire storytellers, VR creators can build vivid worlds in viewers’ minds. But with VR, those images are created in near lifelike simulation in 3D with 360 binaural audio.

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The technology isn’t just limited to storytelling, however. VR worlds can become a place where one can create an avatar and have virtual interactions with others in real time, and even conduct business. “It’s something of a digital parallel dimension,” Mullet says, “where commerce, communication, and entertainment take place.”

From a commerce perspective, a select number of advertisers and brands have been creating experiences for viewers, concepts that either tell a story about the brand (for example Patron’s “Virtual Hacienda Tour”) or put the viewer in the eyes of a dynamic performer (with Nike’s soccer’s “Neymar Jr. Effect”).

While brands look to capitalize on VR, it will be the companies behind the hardware, most notably the chip makers, who stand to benefit as VR matures. “The chip makers definitely have an incredible position in the VR ecosystem,” Mullett says.

Can VR live up to the hype?

Ahead of the holiday shopping period, reports on sales of VR hardware point to a slow start. But it’s still in the early days, and the big players behind VR – Sony, Facebook, and Samsung – are vowing to be in it for the long haul. And that could the big difference this time around for the future of VR.

“We’re talking about new hardware, new cloud-based computation systems. We’re talking about new delivery devices,” Mullett says.

And that is the bet – that improving software and hardware technology will keep pushing the VR experience further – making that global campfire that Mullett described bigger and brighter.

“VR is going to change everything,” Mullett concludes. “In a bigger way than anyone can even imagine.”

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by Gabe Gurwin via Digital Trends

Ubisoft is changing its approach to downloadable content based on the success it has experienced through the multiplayer shooter Rainbow Six Siege. Moving forward, the game publisher will no longer offer paid DLC that it feels is necessary for players to fully experience a game.

“The key is if it’s not adding something on top of the actual experience of the game, then it is no good,” said Ubisoft’s VP of live operations Anne Blondel-Jouin in an interview with Gamesindustry.biz. “Because you’ll be asking for more money for the wrong reasons. Also, if the content is compulsory for gamers, it’s no good as well.”

Blondel-Jouin cites Rainbow Six Siege’s DLC model as one the company will use for all of its games moving forward. New maps and modes are available completely free, while weapons skins — similarly to many free-to-play games — are available through microtransactions. Characters can be purchased for real money, but they’re also available to acquire through regular play.

“It is just an extra piece of revenue for us, which comes from gamers being happy. If gamers we not happy, we would not ask for that extra money,” Blondel-Jouin added.

This is an approach that Ubisoft seemed to lean into with several of the Assassin’s Creed games, already. Assassin’s Creed III featured a non-canonical Tyranny of King Washington add-on, while Assassin’s Creed IV’s Freedom Cry expansion starred a separate protagonist.

What’s curious, however, is that Ubisoft — in an interview with the same publication — seemed to hold a much more positive view on downloadable “day one” content just two years ago. At the time, VP of digital publishing Chris Early said that “there was no resistance” when Ubisoft put “time saver” microtransactions into Assassin’s Creed IV, effectively making the game easier for those willing to shell out some extra cash. Whatever the reason for the change of heart happens to be, it’s certainly a step in the right direction.

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pro

by Paul Tassi via Forbes

I’ve had my PS4 Pro for nearly a week now, my old, original PS4 currently tucked away in hibernation, waiting for me to decide who to donate it to. As I mentioned in my full review last week, I like the system, and think it was both the right call for me, someone with a 4K HDR TV, and for Sony.

Sales of the PS4 Pro seem to be going well so far, and it’s a way for Sony to expand their lead over the course of the next year, as Microsoft doesn’t have a similar offering, and it’s anyone’s guess how wildcard Nintendo’s Switch will perform later in the year.

And yet, something I’ve noticed after a few days with the Pro is that…I’m already starting to forget I own one.

This isn’t to say that the PS4 Pro does anything wrong in particular. It’s upconverting games to 4K, making use of HDR and better framerates in some games. But what I am saying is that my brain has “normalized” all this in pretty short order. This was never going to be a fully-fledged new console launch, given the specs and capabilities of the system, and it certainly does not feel like that in practice, that’s for sure.

As I mentioned previously, the largest step forward for me in the past year was buying the 4K TV in the first place, which began to upconvert all my games to 4K to some degree. Now, PS4 Pro does this better and more consistently, but the leap from PS4 on 1080p TV to PS4 on 4K TV was larger than the one from PS4 on 4K TV to PS4 Pro on 4K TV, if that makes sense.

While everything does look better, fundamentally, at least right now, we’re still getting the same games, and while most of them look/run somewhat better on the Pro, you’re not viewing these games as side-by-side comparisons. I played the first half of Dishonored 2 on my PS4, and the second half on my PS4 Pro, and if you had switched out the boxes and didn’t tell me, I am not sure there’s a guarantee I would have noticed a specific difference. Now, all games going forward I will be playing on PS4 Pro only, with nothing else to even compare them to, and I expect I will notice improvements even less when that day comes. This has already happened with Watch Dogs 2, a great looking game on PS4 Pro, but I have no idea what it would have looked like on my PS4, where most games were also great looking.

All of this is to say that while PS4 Pro certainly works as a better performing console, it makes me hope that the Xbox Scorpio, due out a year from now, ends up being substantially more than this. We already know that Microsoft is gunning for even more power than Sony, but the system still isn’t being treated like an entirely new console, indicating that a generational leap forward is still out of reach, four years after the launch of the original Xbox One.

It’s a chance for Microsoft to try to reclaim the upper hand, essentially going “last” out of the three consoles that will be out in the market by that point, with the opportunity to blow them away. Sony is committed to the PS4 Pro for a good long while now, and Nintendo is off in its own little world as it usually is, and barring some sort of miraculous Wii-like success, the Switch will probably not be a significant factor in the PlayStation V. Xbox battle.

But, like I thought when these consoles were just announced, it is a pretty tough sell for these consoles to offering marginal improvements in performance while players have to pay the full $400 cost of an entirely new system.

I know there are many technical-minded people out there who may notice consistent performance improvements on devices like the Pro to a greater extent than I do. But I also think many of these people are the type who own high-performing gaming PCs, where things like 4K and good framerates are more easily and consistently achievable.

Gaming has come a long way in the last few decades, but now we’re reaching a point where things feel like they’re stalling a bit. Where new consoles are not blockbuster new releases that feel like leaps into the future. Instead it feels more like a phone upgrade, your iPhone 6 just became a 6S, and it only cost you a few hundred dollars.

Perhaps after playing the PS4 Pro for a few months, then being forced to switch back to my old PS4, I would easily notice a difference and realizing I was idealizing how games used to run. But I can’t pretend like my brain hasn’t normalized the output of this new system in just a few days, and I hope that with the Scorpio we get something that’s a more significant step forward for the home console industry. Sony hasn’t done anything badly here, but I can’t deny that I just want more.

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thmu2oikyw

by  Christopher Groux via iDigitalTimes

No Man’s Sky has faced a tortured development cycle often compared to Star Citizen, and now the two controversial space projects are sharing employees. Longtime Hello Games designer Gareth Bourn signed on to Squadron 42 campaign developer Foundry 42 last month according to his LinkedIn page.

For No Man’s Sky followers, this news might come off as yet another sign of Hello Games’ inner turmoil. There had been rumors that the studio had been abandoned and talented coders were leaving, but now we know only half of those claims are true. While it’s not uncommon for developers to switch jobs after a project is complete, Bourn had been linked to Hello for nearly six years between Joe Danger and No Man’s Sky. A rocky procedurally generated universe seems like it wasn’t enough to keep that loyalty going.

Beyond No Man’s Sky’s lack of promised features, lawsuits and refund demands, the ironic truth is that the ongoing story of Star Citizen isn’t all that different. What began as a Kickstarter in 2012 has since raised over $100 million dollars spread over four studios with no release date in sight. The project has undergone a few closed alphas and betas for backers, but some donors still aren’t impressed. Questions remain over how the funds are being managed, refunds have been demanded and full game modes have yet to enter testing phases. It’s not a pretty picture.

As if those parallels weren’t enough, Star Citizen also promises many of the hallmark features that No Man’s Sky failed to deliver. There’s evidence of full-scale intergalactic trade, multiplayer and a truly robust single-player campaign with Hollywood talent. All of that stuff sounds great, but studio turmoils, engine difficulties and unwavering ambition have bogged down the title’s schedule. Throughout most of last year, some wondered if No Man’s Sky would ever see the light of day. Those same thoughts have surrounded Star Citizen for even longer.

Fellow indie developers have even commented on the new hire. Outspoken Line Of Defense designer Derek Smart joked that Bourn had “quit quietly from one sinking canoe to a sinking luxury cruise liner.” Bourn replied by saying “gee thanks man. Real nice of you.”

With these staff changes in mind, the curious nature of the No Man’s Sky predicament continues. It’s been nearly three months since the last substantial update on the title’s progress. Outside of a strange hacking dilemma a few weeks ago, we haven’t seen anything besides a few internal updates on Steam.

What do you think of this job change? Will Star Citizen meet the same unfortunate fate as No Man’s Sky?  Tell us in the comments section.

No Man’s Sky is available now on PS4 and PC.

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by

Call of Duty: Infinite Warfare has run two betas over the past two weekends, and developer Infinity Ward promises they weren’t just previews to advertise the game. The studio has posted a long list of changes to be made to the game based on feedback from the beta.

There are all sorts of buffs and nerfs described, but the most wide-ranging changes to Infinite Warfare appear to be in streamlining the matchmaking system. A number of issues had unnecessarily lengthened matchmaking times, and these will be resolved.

This includes player evaluation, geographic categorization and “dead lobby” cleanup, all of which had added to the time it took to join a match. Additionally, times to join a match in progress have been shortened thanks to some cleanup in the way the game’s servers track information about lobbies current in a gaming session.

In gameplay, the shotgun has gotten some damage and range bonuses, health regeneration time has been reduced, and sniper weapons won’t have any aim assist until their optics are fully drawn to the player’s eye. Aim assist also was reduced for some versions of this weapon class.

The full list of fixes and changes may be seen on the Infinite Warfare subreddit.

Call of Duty: Infinite Warfare launches Nov. 4 on PlayStation 4, Windows PC and Xbox One.

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big_no-mans-sky

by Christopher Groux via iDigitalTimes

No Man’s Sky released in one of the rockiest ways possible. Hours after launch, angry players took to social media to discuss the game’s missing features and visuals dissimilar to its PS4 trailers. Amidst reports that Hello Games is under investigation for false advertising, one journalist has defended the developer.

Owen S. Good has been employed in games journalism for nearly a decade, and he’s currently a reporter for Polygon. Late last week he composed an editorial about No Man’s Sky that’s just now starting to get some attention. In roughly 500 words, he essentially slammed fans for not being happy with a vision that, in his mind, is true to what Hello Games had always promised.

“The essential promise of No Man’s Sky was — to me anyway — a vast procedurally generated galaxy that a user could go explore as a camera, more or less, whether on alien soil or in orbit,” he said. “When the game turned out to be exactly that boring, a lot of people got mad and went to authorities over promises of ‘ship flying behaviour’ and the size of the creatures populating the worlds the user may explore, and other claims rooted in some kind of objective standard that the game has apparently failed.”

While he conceded that sometimes game developers release “bullshot” images that are impossible to replicate in any way on any hardware, Good equally expressed that “No Man’s Sky didn’t do anything close to that.” Titles like Aliens: Colonial Marines famously shook the trust of gamers three years ago with those kinds of tactics, but no comparison to it was made in this case.

The major point made by Godd is that the criticism against No Man’s Sky actually has nothing to do with its trailers or advertising but is instead a manifestation of frustration with a game that just wasn’t very good. The title was pre-ordered bountifully by devotees that felt sure Hello Games would deliver a quality product. In the eyes of many, that didn’t happen.

“It all feels like people are going to court over a refrigerator’s ice-making capacity, and getting a settlement there, when what’s really bothering them is the fact the appliance clashes with the countertop,” Good concluded.

From our perspective, it’s not so simple. No Man’s Sky did indeed release without many features its developers seemed to openly promise. Where’s the large-scale space combat? Why are factions so meaningless? Why aren’t there any hooks for multiplayer at all? While Good makes a solid case in saying that many detractors are focusing on tiny issues like creature size, it’s the bigger gaping holes that are certainly worthy of contempt. That being said, none of those elements were shown in actual ads, so it’s difficult to hold the studio legally accountable for them.

Do you agree with Good’s point of view? Did No Man’s Sky really release just as boring as advertised? Should Hello Games be facing legal trouble? Tell us in the comments section.

No Man’s Sky is available now on PS4 and PC.

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2016-10-14-image-7

by Shawn Knight via TechSpot

Two movie franchises dominated the horror genre in the ‘80s and ‘90s – A Nightmare on Elm Street and Friday the 13th starring Freddy Krueger and Jason Voorhees, respectively. One would think that after more than three decades, audiences would have lost interest but a recent Kickstarter proves that’s not the case at all.

Gun Media last year managed to raise more than $800,000 to fund the creation of Friday the 13th: The Game. The title was originally slated to arrive this month although a fresh campaign update reveals that won’t be the case.

Although the campaign did meet its primary funding goal of $700,000, it fell short of its $1.625 million stretch goal that would have added a single-player survival challenge mode. The development team has since decided to go ahead and create the single-player mode with offline play and AI bots after all.

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Naturally, adding in a whole new experience takes time. As such, the game is being pushed back from its fall 2016 release window until the spring of next year. In the interim, you can always check out Mortal Kombat X where you can play as Jason courtesy of the Horror Pack DLC.

This won’t be the first video game based on the Crystal Lake terror. In 1989, developer Atlus put out Friday the 13th for the Nintendo Entertainment System. To say the game was bad would be an understatement as many consider it one of the worst video games of all-time.

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