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by Jeff Grubb

Changes are coming to Halo: The Master Chief Collection, and 343 Industries wants to get things right this time.

The developer announced today that it is inviting people in the Xbox One Preview program to participate in a closed beta for the next update to the sci-fi shooter collection. 343 makes it sound like this is the patch that will bring an end to the connection problems and bugs that have made the Halo bundle a major disappointment for fans. The update will focus on addressing problems with the matchmaking and party systems — both of which gamers have complained about since the game debuted in November. The beta test will go live on Friday, and you can sign up for a chance to take part through the Xbox Preview Dashboard app on your Xbox One if you are enrolled in that program.

“In recent weeks, we have been conducting extensive internal testing of an upcoming content update for Halo: The Master Chief Collection,” reads a blog post on the Halo website. “Given the scale of the update, which includes changes to the matchmaking experience and party system, we are expanding testing to include select members of the Xbox One Preview program to ensure the official release is the best possible experience for all players.”

This testing period is only open to players in North America. 343 explains that this restriction is because it wants as many people up and playing as possible during working hours.

The developer also mentions that you’ll have a better chance of getting into the beta if you spend a lot of time in the Master Chief Collection already.

“Xbox One owners within North America who are part of the Xbox One Preview program and have a copy of Halo: The Master Chief Collection with the highest levels of engagement are who we are targeting,” reads the post.

The test will run through the weekend and end on Monday — although, 343 did not specify exact times.

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by John ‘Spartan’ Nguyen

Marvel has made a big announcement today about the Marvel Universe by teasing that it will end. With everything “ending” and the Marvel and Ultimate Universe colliding, what does the godfather of Marvel think about a possible new beginning? Stan Lee, the man who co-created the X-Men, Spider-Man, Hulk, Fantastic Four, and more, is fine with it.

“It’s probably good,” Lee said. “Anything they do that’s unexpected and different usually captures the attention of the fans. People will want to follow it to see what happens and where it will lead. Marvel cannot keep doing the same stories over and over again. You always have to come up with new angles and new approaches to things. I think it’s probably a good idea. It sounds intriguing to me.”

Even though he thinks it’s intriguing, he still has a spot for the original.

“Of course I have an emotional attachment to the original Marvel Universe, because I was so involved in it,” he said. “But that doesn’t mean I expect it to be that way forever. It might be better under this new approach. I’m eager to see what might happen.”

If Lee had the chance to do it all over, would he do it?

“At the time, what I did, I thought was the right way to go, and maybe sometimes, even the perfect way to go,” Lee said. “I liked making the Fantastic Four superheroes without a secret identity. I liked the tragedy of Spider-Man’s origin, the ‘with great power, there must also come great responsibility.’ I thought it was the right way of doing things at the time. And I still like what I’ve done. I can’t think, off the top of my head, of anything I’d really want to change.”

Lee understands that it’s important to surprise fans.

“I was once the creative head of the company, but the company was smaller,” he said. “I don’t know what I would do if I was the creative head of the company today. I’d have to ponder that for a bit. I know that you always have to have surprises. You always have to make the reader say, ‘Wow, I never expected this!’ You have to keep doing that. It’s kind of become the Marvel tradition. If this continues that tradition, I’m happy for them all, and I’m happy for the fans.”

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by Chris Morris

A 32-year-old gamer in Taiwan is dead after suffering an apparent cardiac arrest during a 72-hour gaming binge.

The man, who has only been identified by his surname “Hsieh,” was found sprawled on a table in an Internet café. Authorities say it’s unclear how long he had lain there before being discovered, but they suspect several hours.

“He has been unemployed for a long time, and Internet cafes were the only place he could go to,” said Jennifer Wu, a police spokesperson from the Hunei district precinct. “His family said he would disappear for two to three days on end.”

Other gamers in the café reportedly continued playing – even when police and paramedics arrived on scene. That might sound harsh, but officials say Hsieh was a regular at the café and would often sleep face down or slumped in his chair, so it’s possible few realized the severity of the situation.

The cold temperatures maintained in the café and the stress of playing and sitting in the same position for an extended period of time are the likely contributors to the death. Deep vein thrombosis, a condition marked by blood clots in the legs, has been linked to several gaming-related deaths over the years.

Hsieh’s death is the second Internet café catastrohphe in Taiwan this year. Five days before Hsieh was discovered, another man was found dead in Taipei after playing an online game for five consecutive days. Taiwan has an unfortunate history when it comes to gamer deaths. 2012 saw a pair of deaths from players who didn’t know when to call it quits and take a break.

Deaths in Internet cafes are rare, but happen from time to time when players concentrate so intensely on their games that they ignore factors like the body’s need for sleep and food.

The deaths underscore the risk of game addiction, which more and more people are becoming worried about as the industry grows.

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by L.W. Barker with Ryan Hickey contributing

The recently announced slasher game, Friday the 13th has had it’s production forcefully halted by Kickstarter game developer, Sean S. Cunningham because of a supposed copyright infringement claim. Kickstarter received a cease & desist letter on Jan. 12, 2015, just days before the announcement of a possible Friday the 13th game which allegedly took many key elements from Cunningham’s slasher game, ‘Last Year’.  However, a few gaming insiders who are close to the Friday the 13th project have stated that Sean S. Cunningham “simply wants to stomp out the competition because his company has been struggling to strike a deal with any big name game developers.”

More from us as this story develops.

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by Daniel Terdiman

Anybody can make Mario, Nintendo’s world-famous little plumber, race through the Mushroom Kingdom, chasing coins. But what if Mario could do it on his own?

That’s the goal of the Mario AI Project: to develop an artificially intelligent Mario agent that becomes aware of himself and his environment, and which can make decisions about what to do based on spoken instructions.
Built by members of the Cognitive Modeling Group at Germany’s University of Tubingen, the Mario AI Project has released a video demonstrating and explaining the initiative. And while the team’s progress seems to be slow, it’s pretty cool to think of this most-famous of game characters having a will of his own.

Using Carnegie-Mellon’s Sphinx speech-recognition toolkit, the video’s narrator explains, Mario can understand a large number of English sentences and commands. Based on a huge logic and grammar tree the team built, he can answer things about what he knows based on what he’s been told, and can take actions based on what he’s learned.

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He can even make decisions based on his emotions, or his needs. For example, if Mario’s hungry, he’ll chase coins. If he’s just feeling curious, he’ll explore the Mushroom Kingdom, autonomously gathering knowledge about items he doesn’t know much about yet.

Researchers clearly think that there’s gold, as it were, in applying AI to Mario. The Tubingen team’s project is not the first to work towards that goal. For several years, in fact, there even was a Mario AI Championship. The competition, which was conducted in association with several international conferences on computational intelligence and games, featured tracks on gameplay, learning, and level generation, and a Turing Test.

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by Emanuel Maiberg

Halo: The Master Chief Collection’s next update will be available within the next few days, potentially a little later than initially planned, 343 Industries has announced.

343 Industries said that the content update is undergoing further testing, but for now it has released detailed notes on what the update will include. As it previously said, the update will focus on UI, matchmaking, game-specific multiplayer and campaign, controls, and stability.

“We continue to work on additional content updates that will include added improvements for matchmaking, parties, and other top community items,” 343 Industries said.

Below are the content update notes as written by 343 Industries.

MATCHMAKING:
Improved matchmaking search success rates.
Made an update to reduce instances of “Awaiting Privileges” matchmaking errors.
Made an update to ensure player counts more reliably match the expected numbers for each playlist.
Fixed an issue where player would sometimes appear to be searching in an incorrect “FIND GAME” screen.
Added countdown sound effect to the voting timer.

GENERAL MULTIPLAYER:
Made several improvements to party joining through the in-game Roster.
Made an update to ensure that the mute icon is visible while in Matchmaking.
Fixed an issue in Halo 4 where players could equip the same weapon as their primary and secondary weapons.

GENERAL CAMPAIGNS:
Made several improvements to stat tracking for Halo: CE, Halo 2, Halo 3, and Halo 4.
Made changes to Halo 3 and Halo 4 scoring to ensure that players are not penalized for destroying empty vehicles.

GENERAL MENU:
Lowered the music volume level in multiplayer menus.
Fixed an issue where friend emblems in roster would show up as default when exiting a game session.
Made updates to UI and menus to improve multiplayer status messaging, such as when a player joins your lobby.

CONTROL LAYOUTS:
Made an update to the Halo 2 Anniversary “Legacy” Stick Layout.

STABILITY:
Made stability improvements across multiple titles for campaign and multiplayer.

The Master Chief Collection launched in November, and immediately faced a number of networking issues that made the game near-unplayable for some. 343 has worked consistently since then to fix the game’s online woes, which have now been largely eradicated. In a bid to make it up to fans, Microsoft is giving Master Chief Collection owners a free copy of Halo 3: ODST and more.

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by Paul Tassi

Thirty years after the debut of the NES, Nintendo still finds themselves as a leader in the video game industry. That’s an unprecedented position to be in, as all Nintendo’s rivals have fallen to their might, and stranger still, Nintendo persists in being the “model” example of many of the best practices of the industry.

DLC has been a huge topic of debate for years now in the industry, with players constantly feeling overcharged or ripped off for content they expected to be in the game in the first place. Nintendo resisted putting DLC in their games at all for years, but now that they have, they’ve shown everyone else what substantive, fairly-priced DLC should look like. Their packs for Mario Kart 8 and Hyrule Warriors are incredibly well-made and offer a huge host of maps, characters, items and more for a below-average price of around $12. Only Nintendo could take a first crack at something like DLC, and end up knocking it out of the park.

Past that, I recently wrote an article detailing the persistent problem that Microsoft and Sony are both having to deal with in this current console generation. Both the Xbox One and the PS4 have a distinct lack of good exclusive games. The piece was inspired by the recent lackluster release of The Order: 1886 on PS4, but the trend has continued since launch, and includes Xbox One as well. The two systems have precious few worthwhile exclusives, with all their best games being third party releases. Of course, Nintendo is the exception once again, as it dominated 2014 in terms of high quality exclusives from Mario Kart 8 to Super Smash Bros. Wii U to Bayonetta 2. In an age where Sony and Microsoft are losing their footing when it comes to first party hits, Nintendo is as strong as ever.

And lastly, yesterday I published a lengthy piece detailing the struggle to get AAA game pricing down to $40 for shorter games like multiplayer-only Evolve and single player-only The Order. I said that right now that $40 price point doesn’t really exist, and then I was promptly corrected when readers reminded me that Nintendo prices some console games at $40, and most of their 3DS games are that price as well. Nintendo even has mastered nuances of the industry I didn’t even know about.

All this is to say that Nintendo has the potential to be in a dominating position in the market, and yet as we all know, they’re lagging far behind. They constantly miss their sales projections, and now the Wii U is officially the slowest selling major Nintendo console of all time. With so much going for them, the world would seem to be Nintendo’s, but what’s preventing them from taking the crown?

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If I had to sum up Nintendo’s central problem in one idea, it’s that they are failing to modernize. That manifests itself in a few different ways, all of which are bringing the company down as a whole.

Many of the minor ways Nintendo resists modernization are evident recently, like how a lack of a unified account system makes transferring games between systems cumbersome for Nintendo fans. Or how Nintendo’s apparent fear and misunderstanding of YouTube has caused them to try and negotiate a contract with video content creators that’s far more controlling and overreaching than any other in the industry.

But above all else, Nintendo’s failure to modernize comes down to a much more tangible problem, their hardware. It’s why the Wii U has struggled so much as of late, and before that, why the Wii burned so many bridges, despite being a worldwide phenomenon among non-gamers.

Though Nintendo has never relied much on multiplatform third party support for games, and have been content to let their own games be their brightest sales stars, times have changed. Though Nintendo still makes great games, so do third party publishers. The problem is that Nintendo has now gotten to a point where they practically have no third party support at all. After anemic sales on the Wii and then the Wii U, many of the biggest developers have abandoned Nintendo entirely. Worldwide hits like Activision’s Call of Duty and EA’s Madden are no longer released for the Wii U. Ubisoft, after disappointments like ZombiU and hardships like the Wii U port of Watch Dogs, has announced that they will no longer make “adult” games for the system. That was demonstrated this year as they released both a new-gen Assassin’s Creed (Unity) and a last-gen one (Rogue) and somehow neither came out for the Wii U.

All the biggest third party hits of 2014 were nowhere to be found on the Wii U, from Dragon Age to Far Cry to Mordor to Destiny. Sony and Microsoft may not have produced more than one memorable exclusive each during the year, but both of them had the distinct advantage of having all these games in their roster while Nintendo had none.

All of this comes down to their hardware, both in terms of power and concept. Nintendo has struggle painfully getting their hardware to match whatever the current standard is set by their console rivals. They previously bemoaned trying to make the leap to HD in an era where their competitors had crossed that bridge years earlier. The result was the Wii with last-gen capabilities in the era of the Xbox 360 and PS3, and now we have Nintendo finally catching up to those systems, but now once again the industry have moved on to the Xbox One and PS4.

Every time this issues comes up, fans will bemoan the fact that “better graphics don’t make better games.” That’s largely true, and yet that isn’t the issue here at all. By designing a system without the capability to play these modern games that use more powerful engines, Nintendo is slamming the door in the faces of countless hit titles. Combine that with Nintendo’s recent need to have some sort of gameplay gimmick as a core part of their new systems, either the Wiimote waggle or now the Gamepad’s second screen, and developing for them is just too exhausting to bother with. Many developers learned that the hard way for the Wii, a huge-selling console, and now they’re far less motivated to even try for the Wii U, which has only sold a fraction of the amount of its predecessor.

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Xbox One and PS4. They have far and away the best first party exclusive line-up out there, including 2-4 of the best games of the year in any given year. They would be an absolute powerhouse if they had access to the other seven games that make up yearly top ten lists. And yet, their inability or lack of desire to keep up technologically with their competition has made them fall far behind instead.

So what to do? Ignoring the much-hated suggestion of Nintendo getting out of hardware entirely and focusing on games, they need to produce a console that catches up or surpasses the current generation in terms of power, during that generation, not afterward. They need to allow their games to be played with a normal controller, and not invent a new gimmick as the focal point of the system, only to end up rarely using it at all.

Though this would have been great advice four years ago, I have to wonder if it’s even possible now. It does seem likely that Nintendo will be the next of the big three to come out with new console hardware, given that the Wii U is older than the other two and Nintendo has already admitted they’re working on something new. And yet, it’s hard to know if A) they’re up to the challenge of making the kind of system they need to and B) if a mid-generation release would be a hit or a disaster.

For a decade now, Nintendo has shown that they just do not have the capacity to match the technical capabilities of their competition for whatever reason. It’s hard to understand how at this point they could just flip some magic switch and produce a console to rival the PS4/One. If they do, it seems like it would take long enough to develop that by the time it does come out, the cycle has begun again.

Secondly, if Nintendo did release a new console, a powerful one, in the next three years or so, how would it sell? Existing Wii U owners may be dismayed they have to upgrade to another Nintendo system already, and current Xbox One and PS4 owners will have already made their choice for the console generation, as only a fraction of the market owns more than one major console given their high cost. Nintendo would be debuting a new console in the middle of a generation that’s already saturated with consoles, and years out, would probably have lower price points to boot compared to a brand new Nintendo system.

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But if Nintendo is to stay in the hardware game, this seems like the only plausible way forward for them. Despite Zelda and Starfox supposedly coming in the next year or two, the biggest games of any Nintendo generation, Mario Kart and Smash Bros, have already come and gone. The Wii U will continue to feel more and more dated as time goes on, and it’s hard to imagine a resurgence for it. Recently Nintendo executive have said that “one great game” could save the system, pointing to how Pokémon extended the life of the Game Boy for years, but it’s hard to bank on Nintendo pulling that same rabbit out of the hate twice. Ironically, the only game I can see doing that would be a fully-fledged console Pokémon RPG, something Nintendo seems determined never to make for reasons that forever elude me.

It’s a frustrating situation because Nintendo does so much right in the industry right now, and it’s maddening to see that their biggest problem is their inability to make a modern console that can play the kind of third party games that Nintendo needs to bolster their roster and better their market position. But all the solutions seem like hard, if not impossible answers. Nintendo has survived a good long while now, but their decisions about what comes next for them are going to be incredibly important if they want to remain a fixture in the industry for decades to come.

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by Jacob Siegal

2014 had so much potential.

Watch Dogs was going to change the face of gaming as we knew it. Destiny was going to bring MMO conventions to the console in the most incredible mash-up of the generation. Assassin’s Creed Unity was going to revitalize one of the most popular franchises of the past decade.

But none of that happened.

Instead, what we got was one of the sloppiest collection of game releases in recent history. Half of the most anticipated games of the year didn’t work correctly at launch and the other half were delayed to 2015.

Plenty of digital ink has already been spilled over the dangers of preordering, but they say that repetition breeds success, so I’ll throw my hat into the ring.

If we hadn’t preordered Destiny, Bungie and Activision might not already be neck deep in the development of overpriced expansions and a full-fledged sequel due out in 2016. If we hadn’t preordered The Master Chief Collection, we would have known that the multiplayer component of the game was broken before it was sitting on our shelves collecting dust.

This year, make it a priority to avoid preordering games. Yes, you might miss out on a day one release on occasion, but who wants a broken video game on release day anyway? If Evolve launches next month and you can’t get online, it won’t matter whether or not you own it.

So when you find yourself perusing the local GameStop this year, stop and think before putting down $5 for the next big release. Why not wait and see if the game actually works before investing in a product that the developer didn’t finish?

by Eddie Makuch

Scalebound, the upcoming Xbox One-exclusive from Bayonetta 2 and Metal Gear Rising: Revengeance developer Platinum Games will “shock” you, according to a development manager at Microsoft. Creative director Ken Lobb appeared on the latest Inner Circle podcast, and, though he wouldn’t go into specifics about the game, he did say it’s a AAA title that has major ambitions.

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“It’s you, and there’s dragons,” Lobb said about Scalebound. “Monster Hunter-esque, no. Monster Hunter is kind of weird and grindy. I like it, but no. You have to think, what does Platinum do well? That’s what they’re building. What do we do well? That’s what we’re adding. And yes, these are dragon companions. God, they are awesome [gasps].”

Lobb explained that players will be able to see more of Scalebound and play it later this year, though he wouldn’t say when the game will launch. Microsoft typically brings its big games to shows like E3 and PAX, which might be what Lobb meant when he said it will be playable this year.

“Scalebound is very real and very awesome,” he said. “And I think when people really understand what it is we are building, they’re gonna be shocked. It is definitely big, AAA.”

Lobb went on to praise Platinum Games and its director, Hideki Kamiya. He even went as far to boast that Platinum has “an opportunity to make a ‘Game of the All-Time,’ as lots of people like to call it. Yeah, it’s special.”

The interviewer speculated that Scalebound might be an open-world RPG, to which Lobb replied: “Really good guess.”

Also in the interview, Lobb recalls Platinum’s original pitch for Scalebound, saying the developer was hoping Microsoft could help the studio make a game that succeeds on a global scale.

“One of the things that they had asked was .. they make these games that are 90-rated; they’re awesome games. But they’ve struggled to sell huge quantities worldwide,” Lobb said. “And they’re very self-aware. They understand that this is a mixture of good marketing, good PR, but also their understanding of the western audience.”

Lobb goes on to say that Platinum has been fairly insistent about tapping into Microsoft’s user research labs to ensure the game appeals to global tastes.

Scalebound was announced during Microsoft’s E3 briefing back in June 2014. Kamiya previously called it unlike anything he’s made before. One video for the game (above) has been released to date, and it shows a sword-wielding character fighting dragons

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by Eddie Makuch

Video game retailer GameStop on Monday announced that its GameStop Technology Institute business unit has added a new partner: Microsoft. As part of the collaboration, GameStop will use Microsoft’s Azure cloud-powered network to take “retail innovation to the next level.”

The retailer adds that it will tap into Microsoft’s Azure, which is also behind some of the Xbox One’s cloud-powered services like those used to run Titanfall’s multiplayer, to “enhance the in-store engagement of its customers in interactive, informative, and entertaining ways.”

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Specifically, GameStop said it will use the cloud platform to stream video game and promotional content directly to mobile devices. Thanks to the Microsoft Azure technology, GameStop shoppers will be able to view content such as trailers and promotional materials for games on their smartphones and tablets while in a store.

In addition, GameStop will use Microsoft Azure to stream game trailers to TVs within its stores, and to offer faster checkouts through a new in-store mobile shopping cart.

What’s more, GameStop says the new partnership with Microsoft will allow GameStop’s employees provide a more personalized shopping experience to customers who have opted in to receive and share information–such as previous buying history–through the Game Stop Technology Institute app.

Before today, GameStop had shown some reluctance to invest in streaming technology. The company had its own game streaming service, but shut it down last year, opting to instead support Sony’s Playstation Now. Today’s announcement with Microsoft, however, is of a different variety, as GameStop doesn’t plan to stream full games through Azure.

Announced in March 2014, the GameStop Technology Institute is a wide-ranging initiative that aims to remove the complexity of shopping and improving customer service overall.