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by Marco Bessey

Editor in Chief of TouchArcade, Eli Hodapp tweets during the unveiling of the iPhone 6 and iPhone 6 Plus that the latter “will play games in higher resolution than next generation consoles.” The truth is, it really will. But can the iPhone 6 Plus also deliver the processing firepower to run triple A titles? Theoretically, yes it can.

While all the hype over the iPhone 6 and iOS8 is sizzling in Cupertino at the moment, let’s step back a bit and revisit WWDC. During that event, Apple senior vice president of Software Engineering Craig Federighi introduced “iOS 8 Metal” which is meant to provide “near bare to the metal access to the power of A8.” What does this mean? Simple: Metal lets developers target the power of that GPU far more directly than ever before.

For example, Metal allows for 10x faster draw calls, used to render all the objects in a scene in a 3D game. That means much faster, more responsive games with incredibly detailed environments.

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iOS 8 gets a bump in game load time performance thanks to support for precompiled shaders. Shaders affect how an environment is lit and colored; they’re an incredibly important part of rendering a realistic and immersive gaming experience. Precompiling them enables them to load faster.

Apple has already rendered the point and shoot camera near-obsolete. Are video game consoles next?

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by Giuseppe Nelva

If you have the disc version of Destiny, or have completed its preload, you’re gonna have some more downloading to do, as Bungie released a day one (actually, day minus-two) patch that updates the game to version 1.02.

At the moment the changelog of the patch is not available, so we don’t know what it fixes or improves, but considering the online nature of the game we can expect more down the line.

The patch weighs 296 Mb on PS4, and no, if you’re wondering, it doesn’t allow access to the game. We’re going to have to wait a bit more for that.

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by Maya Mayfield

We are counting down the days towards the official launch of Destiny and unless you have been living in a cave with your eyes and ears closed, you may be wandering what all this Destiny hype is all about. So before the big launch, here is everything you need to know about Destiny to get you ready for battle.

Our Future Foretold in The Stars

Destiny is a first view shooter developed by Bungie, makers of the Halo series. The game is set to launch this coming Tuesday September 9th 2014. The history of Destiny starts seven hundred years into the future, on Earth’s last surviving city, housing the few remains of our golden era.

A gigantic, mysterious alien known as the Traveler looms above our planet, its origins are unknown, but what we have learned is the Traveler has been our protector since the invasion began. Its mysterious power and knowledge has helped us fight against a ruthless intergalactic force bent on eradicating our race.

Guardians are the last form of defense against these alien aggressors. Tasked with defending the few remaining humans left on Earth, Guardians must seek to find the mysterious power source of these cruel monsters and save the entire galaxy in the process.

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Destiny is the first game in its kind to feature a shared world action adventure, shooter experience. The game puts you both in the seat of story narrator and main character. As one of three Guardian classes, (Hunter, Titan and Warlock) you will travel the galaxy battling to stop our extinction.

What makes Destiny such a unique and thrilling experience is that you don’t have to save the entire galaxy alone. Just like the recent Guardians of the Galaxy Movie by Marvel, working as a team with friends or other Guardians that appear in your games timeline is the true recipe for success – and although you can of course go it alone, Chuck Norris style. The added fun of taking down an alien strong hold as part of a 3 man fire team would be so much more fun and rewarding.

While you explore the outer-worlds of Mars, Venus and even the moon, Destiny’s online servers will seamlessly match your skill level with others who can help you conquer the invading forces. The game will also feature exclusive public events which you can choose to either join or not. Destiny will also include loads of co-op and multiplayer modes like, Clash, Skirmish, Salvage, Rumble Iron Banner, Combined Arms and Control.

Stay tuned for a full review of Destiny on our official website and Godspeed Guardians, Earth is counting on you.

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by Todd Martens

This column is usually dedicated to discussing video games, but in the past week and a half, you’d be forgiven for not having the stomach to play one. I haven’t.

Infighting, finger-pointing and the airing of dirty laundry have dominated the late summer in video games. For those who have played an online multiplayer game, this may sound like any other day in video games. But it’s not. Now the attacks are so threatening in nature that even the FBI has taken notice.

A long-simmering schism among select, very vocal members of the gaming community and others in the industry has come to the fore over the last two weeks, resulting in unprecedented levels of death threats and harassment directed at game designers and writers — many of them women.

This is not, to be clear, some trash-talking in a “Call of Duty” match. The hateful social media posts, a number of them threatening rape and crippling injury, have been so violent that some intended targets have gone into hiding.

The fury started in mid-August. The exact incident, in which the spurned ex of a female independent game designer reportedly published embarrassing personal details of their relationship and accused her of infidelity, is now beside the point. That moment has become an excuse, an opportunity to rail against designers and writers who are attempting to intellectualize the medium — “social justice warriors,” as they’ve been labeled by their online assailants.

These “social justice warriors” are seen as capable of destroying the very essence of what some players love about video games: violence, fantasy and scantily clad women.

Far from making a point, the ugly reaction has instead exposed the rage and rampant misogyny that lies beneath the surface of an industry that’s still struggling to mature.

Much of the ire has been aimed at Anita Sarkeesian, a respected pop-culture critic whose series of videos under the Feminist Frequency banner analyzes sexism in mainstream video games. On Aug. 26, she posted to Twitter that “some very scary threats have just been made against me and my family. Contacting authorities now.”

Sarkeesian, whose biting, unflinching observations have long made her a punching bag for those who feel she’s attacking the games they love, has been candid on social media in exposing the recent barrage of harassment. “I hope you die” is one of the few tweets slung her way this week that’s actually printable.

Her most recent supposed offense is posting a video that analyzes how top-shelf video games often resort to using women as background decorations, such as a cringe-inducing strip-club setting of the gunfight in “Mafia II: Joe’s Adventures,” in which bullets soar over the body of a dead, barely clothed exotic dancer.

Attempts to reach Sarkeesian this week have thus far been unsuccessful, as have attempts to reach a number of the other women affected. But anonymous message board postings calling for a game designer who’s been outspoken on social issues to receive a “good solid injury to the knees” is not uncommon.

On Thursday, video game site Polygon broke the news that the FBI this summer reached out to a prominent game organization to discuss alleged harassment and cybercrimes in the industry.

“We want to keep the community safe, and we don’t want people to be harassed by anybody,” said FBI spokeswoman Emily Yeh, who confirmed that the organization met with the International Game Developers Assn.

The online vitriol has become so disturbing that an appeal for decency has been endorsed by those who work for game powerhouses such as Ubisoft, Riot Games, Microsoft, Telltale Games, Sony and more. This month more than 2,400 industry professionals signed an open letter seeking an end to offensive behavior in the game industry.

“We believe that everyone, no matter what gender, sexual orientation, ethnicity, religion or disability, has the right to play games, criticize games and make games without getting harassed or threatened. It is the diversity of our community that allows games to flourish,” read an online petition started by indie game developer Andreas Zecher.

Still, at least one zealous group has formed a nascent Twitter movement to combat what is seen as the increased cultural criticism being applied to video games. It should be noted that the word “movement” is used loosely, as it’s not quite clear what those tweeting with the Gamergate hashtag are after, other than an end to all serious critiques of video games.

“Can we please just keep the agendas out of video games? Entertainment is meant to be the furthest possible thing from politics,” states one Gamergate supporter. And another: “It’d be nice if the gaming industry/gaming journalism would just … focus on games over politics.”

Such views seem driven in part by a few recent developments. It’s only in the last few years that game journalism has more regularly delved into the sort of cultural criticism common to other forms of mass media. Hobbyist media was once focused largely on product or game mechanics, but as the game audience has broadened and more have recognized the medium as a legitimate cultural force, more have also started to question if games are as smart as they should be.

And then there’s the rise in independent gaming, which has given us games that tackle depression, poverty, slavery, classism, LGBT concerns and other nuanced social issues. The fear, apparently, is that their success — and their support by those who offer cultural commentary on the game sector — will cause those who make big-budget games to conduct a little soul-searching, and in turn make their games more inclusive (or politically correct, to use a more charged term).

To most of us, this sounds swell. The indie game sector has proved what those who have loved games have known all along: namely, that the digital world is good for much more than shooting things.

But the recent brouhaha makes one wish that those old gamer clichés still held true; that the most serious of players were loners — dudes who sat alone in a room, illuminated only by a monitor. The dark at least kept the community’s most unsavory aspects hidden from view.

http://www.gamersoutpost.net/

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by Giuseppe Nelva

Console platforms are always evolving, and manufacturers often look into pushing the envelope by providing their developers with the best tools to create the best games, but also to make their life easier. Sony seems to be planning to do just that, as revealed by a career opportunity ad seeking a Senior Java Engineer.

“SCEA’s Tools and Technologies Group (TNT) provides tools, infrastructure services and run-time technology to a broad set of Sony Computer Entertainment divisions. We work closely with all of our Vita, PS3 and PS4 game teams, and with QA groups from all regions. We have an immediate need for an expert/lead Java/Web/Server software engineer. The successful candidate will be a key contributor in the creation of technologies used to improve PlayStation’s competitive advantage.”

“Job responsibilities include, but are not limited to the following:
Design, specify and implement new features for mission critical crash-reporting systems
Work directly with the game teams, group tech leads, and group managers to define and implement optimized tools, system libraries and drivers, protocols, and more as needed
Lead a team of senior engineering staff
Work directly with SCEI in Japan (liaison services available, some travel required).”

Considering that, at least for what PS4 is concerned, PlayStation’s competitive advantage seems to be pretty deep, it’s interesting to see that Sony isn’t resting on its laurels. Unfortunately we’re probably never going to know the actual impact this will make on PlayStation consoles, as low level improvements aren’t normally publicly announced.

http://www.gamersoutpost.net/

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by Sam Mattera

“[It’s just] a bigger iPod touch,” said Satoru Iwata, Nintendo’s CEO, in response to Apple’s unveiling of the first-generation iPad back in 2010.

Iwata wasn’t necessarily wrong, but Apple has clearly had the last laugh: The explosion of mobile gaming, led in large part by Apple’s iPad, has had a devastating effect on Nintendo’s business. Nintendo’s handheld DS and Wii living room video game consoles, released in 2004 and 2006, respectively (long before the iPad), were somewhat of a popular phenomenon, moving a combined total of over 250 million units.

But their successors, the 3DS and Wii U, have been far less successful. The Wii U, in particular, has fallen short of Nintendo’s expectations, while the 3DS is on track to sell barely a third as well as its predecessor. As of Nintendo’s last report, the two systems have combined for just over 50 million units sold.

With its hardware rejected by the market, some investors have called on Nintendo to shift its focus to established mobile platforms, bringing its legendary franchises like Super Mario and The Legend of Zelda to Apple’s iOS.

But Shigeru Miyamoto, Nintendo board member and creator of both franchises, has some harsh words for mobile gamers. In a recent interview with Edge magazine, Miyamoto derided the casual approach these platforms endear.

“Pathetic”

“In the days of the DS and Wii,” Miyamoto told Edge, “Nintendo tried its best to expand the gaming population.”

The DS, and to a much greater extent the Wii, sold well because of their appeal to consumers who had traditionally avoided video games. During the Wii’s heyday, in 2006 and 2007, the mainstream press was flooded with articles marveling at the Wii’s widespread appeal. Nintendo found willing consumers in unusual places — even nursing homes.

But times have clearly changed — many of these consumers have moved on. More adult women now play video games than teenage boys (the traditional video game market), but only because of the rise of mobile platforms — where women spend more time and money on games than men.

“Because of the spread of [smartphones and tablets], people take games for granted now,” Miyamoto quipped to Edge. “The sort of people who, for example, might want to watch a movie. They might want to go to Disneyland. Their attitude is, ‘OK, I am the customer. You are supposed to entertain me.’ It’s kind of a passive attitude they’re taking, and to me it’s kind of a pathetic thing.”

Miyamoto’s status in the video game industry is unparalleled, but his comments to Edge reek of sour grapes. Now that these casual gamers have moved on to other platforms, Miyamoto insists that Nintendo is happy to see them go.

“It’s a good thing for us, because we do not have to worry about making games something that are relevant to general people’s daily lives.”

Nintendo refuses to change its strategy

Unlike other operating systems, Apple’s iOS and OS X are only available to buyers of Apple-made products. Similarly, Nintendo has long kept its games confined to its own hardware, and if Miyamoto’s comments are any indication, that strategy does not seem likely to change anytime in the near future.

“There are always people who really want to get deeply into a game … We want to create, and they want to experience, something unprecedented all the time. For us to meet these goals, we needed dedicated hardware that is designed to cater to the needs of these avoid gamers … That’s why I believe that Nintendo … will be sticking to these dedicated game machines.”

There’s already evidence that Nintendo is beginning to embrace this new, enthusiast-focused strategy.

The Wii’s remote was notable for its relative lack of buttons — just four, compared to nearly a dozen on other controllers. But the buttons are back: Last week, Nintendo unveiled an update to its 3DS — a new version of the handheld packs two additional shoulder buttons and a second analog stick. The new 3DS also offers swappable faceplates and connectivity with its forthcoming Amiibo figurines — initiatives that should generate additional revenue from its most committed customers.

Nintendo’s stubbornness could guarantee future losses
Although Nintendo has a sizable cash hoard — about $7.5 billion as of the end of June — the company has struggled to remain profitable in recent quarters, posting a more than $200 million loss last fiscal year. While it was courting a casual audience, core gamers have largely migrated to the PlayStation and Xbox brands, leaving Nintendo with far fewer customers with which to sell its games to.

Without the support of third party publishers, and their popular franchises like Call of Duty, Madden and Grand Theft Auto, it’s difficult to imagine Nintendo succeeding in this new endeavor.

http://www.gamersoutpost.net/

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by Chris Pereira

Activision is offering an enticing offer for Destiny that will be of particular interest to anyone who hasn’t yet invested in an Xbox One or PlayStation 4. For a limited time, buying a digital copy of Destiny on Xbox 360 or PS3 will entitle you to a free digital copy on Xbox One or PS4.

The deal has very few catches–you simply need to buy the game (or season pass) by no later than January 15, 2015. Because it’s a digital copy you have to buy, there won’t be any way to then give your old game to a friend, which is likely why Activision is willing to offer this.

The last-gen version you buy dictates which current-gen version you can upgrade to. In other words, if you buy the PS3 version, you’ll only be able to get the PS4 version, while the same holds true for Xbox 360 and Xbox One. Either way, upgrading to a current-gen version won’t prevent you from continuing to play your last-gen copy. And because your progress transfers between platforms (within the same console family), you won’t leave to start over when you move from PS3 to PS4 or Xbox 360 to Xbox One.

Should you choose to buy the Limited Edition or Ghost Edition, both of which include the game’s season pass, you’ll be able to download the DLC content for free on PS4 or Xbox One after upgrading. The same holds true for buying the season pass on its own.

The process for downloading your free Xbox One or PS4 content is straightforward, and simply involves browsing to the game’s page on either console’s store while logged into the same account that made the purchase in the first place. The exact process is explained here.

Destiny launches this coming Tuesday, September 9.

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by Sam Machkovech

On Wednesday, Microsoft announced the first-ever free trial of a full, unlocked retail game on an Xbox platform. The first game to receive the “Gold Weekend” treatment will be Forza Motorsport 5, which will become free to download and play for all Xbox Live Gold members on Xbox One beginning Thursday, September 4 and lasting until the following Sunday.

While nearly all games on Xbox 360, and many games on Xbox One, can be downloaded as free trials, this offer has the distinction of unlocking the full, start-to-finish experience of a game that hasn’t been purchased. It also seems to split the difference between limited trials and the free games doled out to Gold members by way of the Games With Gold promotion.

Adding to the confusion, this differs from Xbox Live’s occasional “free weekends,” which had mostly opened up online play to users who had yet to pony up for a Gold subscription. We’ve asked Microsoft to confirm technical details of this promotion—whether it requires an uninterrupted online connection to play the game in question, what happens mid-game when the trial period ends at midnight PST on Sunday, and whether we may ever see the promotion reach Xbox 360—and we’ll update this post with any clarifications.

It has been years since Steam began offering free, limited-time trials of full games, usually on a weekend to encourage players to buy into the full version once their free few days are up. Strangely, gaming consoles had yet to follow suit before this announcement, in spite of being equipped to download games and authenticate online memberships. Neither last-gen console ever supported such a timed full-game trial feature, and Sony’s PlayStation 4 has yet to receive an equivalent (perhaps because its PlayStation Plus service has already doled out so many free games without time restrictions).

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by Ben Kuchera

There has been research that measured the effects of buying things versus the effects of buying experiences, and the findings were that purchased experiences make us happier. So if you can buy a painting on one hand, or a trip to space on the other, the trip to space is going to do more for your happiness than the object.

Think of it as buying memories, a way to spend money on interesting stories and things that enrich your life. You may be more happy budgeting for a trip to your favorite vacation spot than buying new furniture for your house.

A recent study in the Journal of Consumer Psychology has looked at these findings from another angle, and presents evidence that items bought that provide experiences also provide high levels of satisfaction, and that includes things like video games. These experiential products offer much more satisfaction than other objects.

Games shouldn’t be seen as objects

The research shows that you can’t just look at objects and experiences as two distinct purchases. There are things to buy, and that includes video games, sporting equipment, or musical instruments, that are physical objects that increase our happiness in the same way as a life experience, because they themselves have to be experienced.

“Experiential products, unlike material items, enrich and create their own life experiences (Van Boven & Gilovich, 2003); for example, consuming video games facilitates multisensory, fantasy-like, and interactive experiences,” the study states.

“Moreover, the use of goods that render a service tend to be consumed more as life experiences and less as material items (Grönroos, 2008). As experiential products increase in their intangibility, consumers become more likely to reconstruct their evaluations of these purchases as life experiences (Braun, 1999), resulting in similar and rosier recollections (Van Boven & Gilovich, 2003).”

So when you buy a copy of inFamous: Second Son you’re not buying a download or a disc at a store, you’re buying the experience of playing it, the enjoyment you get out of the story and the mastery it takes to finish the game. Your brain doesn’t perceive it as a single purchase, it sees the purchase as an experience, and you enjoy the game as an adventure.

There is also the fact that these experiences are often shared.

“Moreover, video games and sporting goods are often purchased with the intention to be consumed with others. As described by Caprariello and Reis (2013), these social material purchases provide the same amount of well-being as do social life experiences because they both likely meet the need for relatedness,” the study continues later.

This also gives us some clues about why video games don’t just make us happier, they can provide people with a sense of identity.

“Darwin Guevarra, a doctoral candidate in the U-M Department of Psychology and the study’s lead author, said experiential products offer more well-being than material items because they satisfy a person’s autonomy (behaviors to express one’s identity), competence (mastering a skill or ability) and relatedness (having a sense of belonging with others),” Jared Wadley wrote in an article about the study in Michigan News.

When you buy a game, and become skilled at playing it, you’re fulfilling a number of emotional needs.

This isn’t just games, these findings hold true for any “experiential products.” So a guitar, if you learn to play or simply practice often, will be a very rewarding purchase. So will a hockey stick, as long as you learn to use it and play with others. Video games offer the same sort of rewards as musical instruments or sporting equipment, which offer a good return on happiness for your investment.

http://www.gamersoutpost.net/

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by Brian Crecente

Gearbox Software studio head Randy Pitchford did “whatever the fuck he likes” when it came to the marketing and promotion of Aliens: Colonial Marines, according to documents filed this week in the class-action lawsuit claiming the game was falsely advertised at trade shows.

The Sept. 2 filing by Sega of America details the publisher’s take on why Gearbox is just as culpable in the case as Sega. The company’s attorney writes that despite Gearbox’s claims that they weren’t involved in marketing, Gearbox participated equally, sometimes overstepping bounds or keeping Sega in the dark about promotional decisions.

Aliens: Colonial Marines was released Feb. 12, 2013, to harsh criticism and low review scores. Some players and reviewers noted that the game’s visuals didn’t match what Sega and developer Gearbox showed off of the game prior to release at fan and press events.

These demos, which Gearbox co-founder Randy Pitchford called “actual gameplay,” according to the filing, were criticized after the game’s launch for featuring graphical fidelity, AI behavior and even entire levels not featured in the game. Our review of Aliens: Colonial Marines featured a gallery highlighting some of the differences between a 2012 video walkthrough of the title, and the same level in the final version of the game.

In August, Sega and the plaintiffs reached a tentative agreement for $1.25 million, much of which was to be paid out to people who had purchased the game before Feb. 13, 2013. According to court documents, Gearbox attorneys were told they could be included in the settlement if they agreed to pay an additional $750,000 into the settlement. But instead, Gearbox filed a motion to throw out the case. Gearbox argued it shouldn’t be included in the suit because it operated as a contractor, and that Sega had final say on the game and its marketing.

Gearbox Software is fighting to have the tentative agreement thrown out, saying that the settlement with Sega would leave Gearbox “holding the bag” in future lawsuits despite being a contractor, that they weren’t a part of the settlement negotiations and that it isn’t a fair deal for gamers.

In the motion filed this week, Sega notes that it was initially given “absolute discretion” with regard to marketing decisions, but that the publisher was contractually required to discuss and consult Gearbox on all marketing activities.

“The parties had to mutually agree to the ‘precise particulars of marketing assets’ delivered by Gearbox,” according to the motion. “Gearbox’s participation — Randy Pitchford’s, in particular — was a key element in the ACM marketing strategy from the beginning.”

An enclosed proposition document noted that Pitchford is a “respected development celebrity and is guaranteed to be headline material in worldwide press coverage.”

The motion goes on to say that the E3 2011 demo, which many point to as the crux of the misleading advertising, was created entirely by Gearbox.

Following the presentation, Gearbox officials told Sega officials that the demo was the bar the game should be held to, according to an internal email.

“During one of my conversations with Gearbox today I verified that the E3 Demo is indeed the bar that we should use to determine where the entire game will be,” Matt Powers, senior producer at Sega of America, wrote to a handful of other Sega employees. “That is Gearbox’s plan and what they believe in. I just wanted to double-check with them and since I did I figured I would pass that along to you.”

The filing lists eight other examples of times when Sega says Gearbox made announcements to the press and public without Sega’s approval, sometimes despite specific requests not to, according to the motion.

That includes E3 2011, when Sega officials noted that Pitchford went well beyond the bounds of a prepared questions and answers document Sega provided and “talked a LOT beyond what was in there.”

Other examples included posts to the game’s website, announcements at a community day event and releasing an unapproved screenshot. This seemed to culminate in October 2012, when a member of the Sega PR team spoke with a Gearbox official in person about what they called “leaks.”

“I spoke face to face to [Gearbox’s Steve] Gibson about their persistent panel leaking,” Matt Eyre wrote in an email to other company officials. “Effectively — it’s Randy [Pitchford] doing whatever the fuck he likes. Apparently he did it twice on [Borderlands 2] also, against, against all plans and despite the fact they asked him not to. I think our best result here is that we have no more panel sessions …”

The filing also refutes Gearbox’s earlier claims that they never received any payments tied to the sales of Aliens. According to the filing, Sega paid Gearbox millions of dollars in advance royalties in the form of milestone payments. These were payments tied to the timed completion of things like a demo.

“If and when Sega recoups the royalties advanced to Gearbox in the form of milestone payments, Gearbox will receive a percentage of the net receipts for each sale of ACM,” according to the motion.

The motion, which asks the court to ignore Gearbox’s request to block the settlement with Sega, does not address earlier claims by Gearbox that it paid millions of its own money to finish the game.

The next hearing is being held on Oct. 29.

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