Category: News

  • Microsoft Does Not Own Xbox One Domain Names

    Photo courtesy cnet.com
    Photo courtesy cnet.com

    Cybersquatting is not a new thing. People have been making quite a bit of money off of it for years. Buy up a popular available domain name that may need to be used in the future and wait for a company to buy the rights from you. It seems Microsoft is hitting a wall with the Xbox One in that someone owns the domain rights and has for the past two years.

    One man in London owns the rights to XboxOne.com and XboxOne.net and Microsoft has filed a dispute seeking to get these domain names for their use.

    I am not worried about the whole domain name deal. What I am wondering about is why Microsoft just now filed the dispute for these names. They have already snatched up domain names for all of the possible names we had heard about, but this is the first we have heard about this and it is after Microsoft has announced the name of the console.

    This tells me that the Xbox One name was not decided upon until the event was almost upon us or Microsoft changed the name in an attempt to swerve everyone who thought they had the name figured out. The console simply said Xbox on it and a company as large and well thought out as Microsoft had not even filed for the domain names of their next-gen console? Mix this in with the garble of messages about used games and always being online and it looks like Microsoft waited three months after Sony’s press conference and still seemed rushed into an announcement.

  • Xbox One’s New Buttons Revealed

    Photo courtesy gematsu.com
    Photo courtesy gematsu.com

    The new buttons replacing the “start” and “back” buttons will now be known as the “menu” and “view”.

    Microsoft revealed the new uses for the buttons in an article on IGN.

    “The Menu button (on the right) will bring up context-specific menus which game and app developers can design to enhance the user experience. The Menu button could be used in scenarios such as bringing up in-game menus, showing video playback options, and accessing commands on the console’s user interface.”

    Microsoft also said the view button “will change views or provide more information in games and apps. The function of the View button will be driven by developers. Possible uses of the View button include viewing a map during a role playing game, displaying a leaderboard in a first person shooter, and enhancing the navigation of the console’s user interface.”

  • GRID 2 Mono Edition Puts The Pedal to the Metal

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    Collector’s Editions of games have really upped the ante in the past few years, growing from little nick-knacks and maybe an art book, to including statues, night-vision goggles, remote-control cars…

    Or, in the case of the GRID 2 Mono Edition, a car. An. Actual. &#^*ing. Race. Car.

    Specifically, the car pictured above: The BAC Mono supercar, capable of 170 MPH. Additionally, you get a complete set of racing gear, and a tour of the BAC factory. Of course, this edition is packaged with the Playstation 3 version of the game, which would matter if it didn’t also include a PS3. Unfortunately, I don’t actually think there’s room in the Mono to store the console on the drive home.

    GRID2_Mono Edition_car full_sm

    This edition will run you a cool $190,000 or so, although shipping is only free in the UK, and potential US buyers have to contact the manufacturer about rates. All of that would matter if they were making more than one of these, which they aren’t. You can hit up this link to check out the pre-order, but the site claims they are already out-of-stock.

    My biggest complaint? Even though the Mono edition has unique box art featuring the supercar, it doesn’t even include a download token to unlock the car in the game.

    I genuinely enjoyed the first GRID; it offered a good balance of simulation and arcade style racing, with some great event types like destruction derbies and midnight touge to round out the standard track events. For everyone who isn’t Speed Racer, the regular version of GRID 2 will be released this upcoming Tuesday, May 28. [amazon_link id=”B0093FO2S4″ target=”_blank” container=”” container_class=”” ]It will be available on Xbox 360, PC, and Playstation 3.[/amazon_link]

  • It’s An Xbox One Cover. Shiny!

    Photo courtesy joystiq.com
    Photo courtesy joystiq.com

    Now is the time when we all start getting excited over the various bells and whistles associated with new consoles since can’t play them and just wait.

    Look! It’s an official Xbox One cover!

    Major Nelson released this picture of the Forza 5 cover so we could get a peek at what the cases will look like for the Xbox One. It’s plastic with a slip sleeve and a paper insert that shows what game you will be purchasing. It says Xbox One at the top with a green background.

    Stop your swooning.

  • Watch Gustavo Fring Read A Story In The Destiny Live Action Trailer

    Photo courtesy dual-ring.net
    Photo courtesy dual-ring.net

    Bungie has released a live action/CGI trailer for Destiny in preparation at  E3 in a few weeks. The trailer was directed by Jon Favreau and stars Giancarlo Esposito from Breaking Bad and Revolution. The trailer is titled “The Law of the Jungle” and features many of Destiny’s different classes fighting on various fronts.

    I am ready to see what Bungie has in store for E3 for Destiny because on paper and in interviews it easily sounds like on of the most ambitious titles in history.

    Here is the official synopsis for the trailer:

    “As a Guardian of the City sets out on an epic, action-packed adventure to reclaim our Solar System, he recalls the moment when he was first taught the most important lesson of all — The Law of the Jungle.”

    http://youtu.be/jS1BM9XRgvw

  • Grand Theft Auto V Collector’s Editions Revealed

    Photo courtesy joytiq.com
    Photo courtesy joystiq.com

    For the tens of millions of you planning to buy Grand theft Auto V in September, Rockstar is tempting you with two different editions of the game.

    The special edition which you can see above comes with a steelbook package, blueprint of Los Santos, artbook, in-game stat boosts for your character, extra weapons and more plane missions. It will retail for $79.99.

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    The collector’s edition of the game will get you all of the things I just listed in the special edition as well as a snapback cap (bend your bills dammit), a bank bag so you can look cool while taking McD’s deposits to the bank, ability to play as classic GTA characters in online mode and exclusive vehicles. This will retail for $149.99.

    [amazon_link id=”B0050SXKU4″ target=”_blank” container=”” container_class=”” ]Grand Theft Auto V[/amazon_link] releases on September 17th.

     

  • войти в метро – A Metro 2033 Retrospective

    2033 Cover

    A few months ago, I decided that the weeks leading up to the release of Metro: Last Light would be a good time to play 2033 again. I played through the game two full times when it was released; my initial playthrough, and then a more in-depth playthrough that netted me the “good” ending. I also played several of the missions multiple times, either achievement hunting or just because I enjoyed those sections. Unfortunately, that meant I was slightly burned out when they released the “Ranger Mode” content, so I figured this would be a good chance to give that a shot as well. This is a special mode that eliminates the HUD, limits supplies and ammo, and realistically alters damage and accuracy for all weapons.

    For anyone completely unfamiliar with the series, the Metro games are set in a post-nuclear-apocalyptic Moscow where society is attempting to survive by taking up residence in the metro transit stations. The games follow the story of Artyom, a young man from an outlying station who leaves home in search of a way to stop the “Dark Ones,” a highly advanced race of telepathic beings. The games draw from the Dmitry Glukhovsky novels Metro 2033 and Metro 2034, which I haven’t read, mainly because the first one only became easily accessible in English earlier this year, and the second one still hasn’t been translated.

    2033 Dark Ones

    2033 tells a fantastic story in an exceptionally well-developed universe, and I do want to read the books to see how much of the world-crafting is the author and how much is the obviously exceptional team at 4A Games. The immersion I felt definitely goes to the dev team, as they created possibly the most atmospheric experience this side of BioShock’s Rapture. From the densely peopled “towns” in the stations, to the claustrophobic labyrinths of tunnels, to the vast emptiness of the dead city above, the world of 2033 is fully-realized and masterfully crafted.

    The first few chapters take place in populated stations, which represent the only safe havens from the various monstrosities (both mutant and human) left behind in the wake of the war. The stations provide access to power and water, quick access to the tunnel system for trade and travel, and have a limited number of entrance points that can be guarded or locked down as need be. While the populace isn’t necessarily thriving, things have stabilized enough so that you will find children playing, men talking about work over drinks, and people just generally going about their lives.

    Every time I play 2033, I am pleasantly surprised at the sheer amount of little, unassuming things Artyom can stop and pay attention to, or even participate in: Players can have a drink, take a hit off of a hookah, help those in need, tip street musicians, and get hustled by a prostitute, just to name a few. Stopping to listen in on passing conversation can deepen your understanding of the world, and even provide useful information about the area you are in, or what to expect in an upcoming chapter.

    2033 Station

    As Artyom soon learns, all stations are not necessarily equal; some are starved for supplies and defenses, while others thrive, yet refuse to offer assistance out of fear. The game’s narrative draws heavily on this disparity: Artyom’s home station Exhibition is an “outer” station, and the larger stations are reticent to offer aid, or even take the Dark Ones as a serious threat and not just a frontier tall-tale. Each station has its own internal issues to deal with, as well as contending with the outside; loose city-states have formed, some of them neutral or supportive, some of them more militaristic and idealistically aggressive.

    Artyom comes across the frontline in a pitched battle between two such factions, the fascist Reich and the communist Red Line. These chapters provide an interesting insight into humanity’s apparent need for conflict, even in the wake of nuclear war. The world is also patrolled by an order known as the “Rangers” out of Sparta station, an enigmatic group of expert soldiers and survivors who act as protectors, explorers, caregivers and peacekeepers depending on the needs of those around them. It is a ranger named Hunter, and old friend of Artyom’s father, who comes to investigate the Dark Ones and tasks our hero with travelling to Polis station to secure aid for Exhibition.

    2033 Ranger

    Everything comes with a price, though, and some stations have found ways to profit from the desperation, and have become so vital to the survival of the bigger stations that no one dares to challenge them. By “profit” I don’t mean something like paper money or even precious metals, which have very little practical worth. In the world of Metro, survival is the name of the game, and the economy has evolved around the almighty “military grade round.” Specifically, these are Soviet 5.45×39mm rounds manufactured before the war, which are more powerful and reliable than the “dirty” rounds the station denizens craft for protection. Artyom can find them scattered in clips of five throughout the game, and is occasionally paid for jobs in slightly larger quantities.

    Still, it can take a majority of the game to amass any substantial amount of rounds, and so scavenging is vital if you expect to survive. Unlike most modern shooters, 2033 is a study in conservation, especially in Ranger Mode. The world is full of little nooks and crannies where a spare clip or a few med kits might be hiding, and dead bodies become a kind of morbid treasure chest. Basic weapons are commonplace in the Metro, but nice weapons are rare and expensive, and upgraded ones are even more so; there are also a number of pneumatic devices that use make-shift ammo like steel bolts and ball bearings, which were more easily accessible than real shells in the early days after the war. I personally took every opportunity to conserve rounds by avoiding conflict, scavenged weapons from my surroundings whenever possible and only purchased rare things like new body armor.

    2033 Market

    As the body armor might indicate, conflict isn’t always avoidable, and it is here where we reach the biggest point on contention regarding Metro 2033 as a video game. Most of the gaming community at large joined reviewers in agreement that the gunplay is varying forms of “broken, unbalanced, awful, unplayable,” and so on. I personally disagree, on the grounds that each weapon feels and functions in a realistic manner with the established atmosphere. Hell, the most commonplace gun in the tunnels is called the “bastard” because of how unreliable it is; the double-barreled sawn-off shotgun isn’t something I expect to be accurate more than a foot in front of me; a companion character early in the game promises you his AK for accompanying him, and it’s a genuine reason for excitement.

    The game has slots for primary weapon types: a pistol, a rifle, and a shotgun or special weapon. Each of these types has at least a handful of specific guns that fit the bill, and each of those has a variation or two after modifications. For instance, there’s a silenced pistol with a scope and stock extension that works well for sniping, opening the rifle slot up for something with a higher rate of fire. I tended to stick to the shadows around human enemies, and Ranger Mode only reinforced that desire, as the increased weapon damaged means Artyom can’t take more than a few solid hits before going down. Of course, stealth kills afford you the opportunity to loot foes without expending too much of your precious ammo in return.

    Not all your foes are so easily avoided, especially when it come to the creatures that now populate Moscow’s ruins and catacombs. The ecosystem at play here is well-developed, as each mutant fills a certain role in the food chain: The rat-like lurkers of the tunnels occupy the bottom slot; the coyote-inspired packs of watchmen roam the surface at will; the nosalis roam the caves like a nightmare mixture of bears and wolves; and the winged demons prey on all those below them. Then there are the rare specimens, such as the seemingly intelligent, ape-like “librarians” that keep watch over the city’s lost archives, and the giant amoebas spilling out of their tumor-like nests in an abandoned reactor core.

    2033 Nosalis

    There are also the unexplained supernatural phenomenons, which Artyom mostly encounters in the presence of a ranger by the name of Khan: A sentient ball of anomalous energy bobs playfully in the tunnels before burning away a pack of attacking nosalis; strange visions of the living city give Artyom a glimpse of the past; ethereal voices sing and cry out of lost tunnels like sirens; and ghostly shadows of lost souls flicker into existence under the glare of your flashlight.

    This last encounter is one of the most haunting things I have ever come across in a game: While passing through a ruined station, Khan tells you to keep you light on and stay behind him. You must press through hundreds of these ghosts, all while they try and keep you there; Khan later explains that he was there trying to defend that station when it fell, and barely escaped, which is why he can navigate it.

    2033 Anamoly

    Immediately after that, the two of you come across a station about to be overrun by lurkers and nosalis. Their numbers have dwindled to a handful, and their last hopes lies in collapsing a tunnel to block the creatures’ advance. Artyom undertakes the task of locating the deceased demolition team, venturing into the tunnel alone, and prepping the charges. He and Khan then help fend off the rush of attackers as the charges start to blow and sections of the station cave in.

    Khan tells Artyom to continue on ahead, and that he must stay and guard the survivors until more help comes. The last conversation you have with him is very cryptic, and the last door he opens for you leads into a shrine for those lost at the station you just “saved.” When you turn around, the passage you have just come through looks fallen-in and disused. Upon inspection, the pictures in the shrine look a lot like the survivors you were just talking to.

    One of the pictures, right in the front, looks exactly like Khan.

    2033 Khan

    While some of these are tried-and-true post-apoc creature types and spooky otherworldly events, their execution here is original enough to make them terrifyingly memorable. The game takes several chances to force you into an up-close, fighting-for-your-life melee kill with the creatures, and each time it does so for a watchman, I am mortified by how human the face staring into mine looks. The story doesn’t dwell too much on where these things came from – your imagination should be more than up to the task – but it does ask the player to consider the nature of these “monsters,” even the menacing Dark Ones. How you respond can actually change the game’s entire ending.

    After visiting Polis and convincing some of the rangers that the threat is real, Artyom and company set out to find the mysterious D6 military installation, a secret series of tunnels and bunkers below the Moscow main lines; imagine a mixture of Area 51, NORAD, and NYC’s lost subways. The hope is that there will be some kind of weapons left over from before the war that might be able to wipe out the Dark Ones in their nest at the botanical gardens. The team finds more than they could have ever imagined, and things better left buried start to surface.

    Metro Surface

    The final chapters find Artyom and a few rangers struggling to reach the top of a television broadcast tower in order to use a missile targeting system. This creative section is a mixture of vertigo-inducing platforming, bare-knuckle escapes from demons and pitfalls, and psychedelic shifts in time and space as the Dark Ones try to prevent you from destroying them. The final moments of the game truly hinge on how the player’s actions have affected Artyom, and the choice to change the outcome only presents itself if that influence has been positive.

    This is, in my opinion, where Metro 2033 truly leaves it mark on the player and the industry. Remember all of those conversations I said you could listen to, or the little acts of kindness you could commit, or the strides I took to keep from killing too much? Rather than taking a standard black / white / gray approach to morality and having players makes conscious choices, 2033 keeps tracks of little actions in an algorithm so complex that players still don’t agree on exactly what events trigger what outcomes.

    2033 Future

    For better, or for worse, the player’s choices change Artyom over the course of Metro 2033. Likewise, I like to think that my time with Artyom has changed me, and certainly done so for the better. This game may not be the best example of any one element, but I have found few examples of one that presents such a complete experience when taken as a whole. I am exceptionally glad that Last Light will give me more time in this world, though I can’t help but wonder if it will have the same spark as 2033. I will just have to hope in the possibilities stretched out before me, like an endless metro tunnel.

  • A Closer Look At The Xbox One Controller

    Photo courtesy theverge.com
    Photo courtesy theverge.com

    The one thing I did not think Microsoft needed to change was the design of the 360 controller. It is, for all intents and purposes, the best controller for any machine in video game history. The d-pad (even the current redesign) did leave a lot to be desired, especially in fighting games, but the feel, weight and overall ease of use is what is important.

    So they changed it.

    After seeing what has been put in its place for the Xbox One I can say that I am a little less worried than I was. The basic design is still there just with a more flat look from the front. The start and back buttons are still there (kind of). Microsoft is not saying what the new buttons will exactly do. The triggers have been swooped up and look to hold your fingers better and the bumpers have been increased in size. The home button still remains, but has been moved up and separated more from the other buttons so no more accidental fat finger home presses for guys like me. Also each analog has a individual rumble feature to add a new depth to your shaky hands besides all the drinking.

    Finally, Microsoft has gotten rid of the battery pack and replaced it with a rechargable integrated battery like the Playstation Dualshock’s. So no more battery buying and no more play and charge kits that are extremely overpriced.

    Our early opinions of the Xbox One have not been too enthused, but the controller is looking good so far.

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  • Metro: Last Light Getting Season Pass Worth of DLC

    Photo courtesy beefjack.com
    Photo courtesy beefjack.com

    Yesterday, sharp-eyed Metro players might have noticed that a “Season Pass” for the game appeared on the various console marketplaces. Today, Deep Silver took to social media to lay out the specifics of the content:

    “Four new individual content Packs will be released this summer to offer players More Metro:

    – The “Factions Pack” and “Chronicles Pack” both focus on new and original single player gameplay and stories, which expand upon the Metro universe.

    – The “Tower Pack” will present a unique solo challenge to Metro veterans old and new.

    – The “Developer Pack” will give creative players some interesting tools from the minds of the developers, with which to explore the world of Metro.

    These four Packs are also available as a single package in the Metro: Last Light “Season Pass” — at a discount — at any time for $14.99 / £11.99 / €14.99 or 1200 Microsoft Points.”

    According to the post, details on individual prices and more info about each pack will become available as the respective release dates approach. Having completed the game over the weekened, I am thrilled to learn that this isn’t the end of the line for Last Light.

  • Ermahgerd, ErxBerx!

    untitled

    Ok, everyone take a deep breath, and let it out slowly as you read.

    In the post-coital glow following today’s Xbox One event, rumors / “official” statements / outright lies are circulating like mad. Of course, if you’re like me, the glow is the less romantic, and more the dying embers of a giant wildfire of suck. The things I say next aren’t going to help with that.

    A while back, there were all kinds of things said about the possibility of the new console being “always on,” i.e. requiring an internet connection, at all times, simply to function. There were additionally things said concerning how the system would handle used games, with signs seeming to indicate that it would not support GameStop’s industry of lies.

    Today, neither of those concerns was addressed directly at the event, but here in the ashes, things are coming to light:

    Always On – The prevailing theory here is that the system will not require an internet connection to turn on, or even play games… for the most part. Several publishers have already indicated that their individual titles may need a constant connection, and streaming services already need that to function. Now, though, comes info that your console will be performing routine connection tests every 24 hours for… “updates.” Of course, no one has spoken directly to what happens if your console isn’t connected for one of these routine checks.

    Secondhand Games – I use this particular term for a very specific reason, and the reason is that certain new functions may eliminate  not only used games, but borrowing games as well. Furious yet? Let’s continue. The function is question is a kind of licensing system that would tie games to your account, like the registration keys that have become so common on PC. You would buy a new game, put in the code, and then your account would have the right to play any copy of that game, across any console. Try and lend it to a friend, though, and they would be prompted to purchase that license, at whatever price the publisher is currently asking. Same thing for used games; doesn’t matter how much you paid GameStop for that disc of Madden 2016, no license, no go.

    So what do I think about all of this? Well, to begin with, anyone who read my predictions about the next generation – and the next Microsoft console in particular – will know that this is familiar territory. These things also go hand-in-hand, as I will know discuss:

    Assume the licensing thing is true. Downloadable titles currently require a connection to validate the license on all consoles except for the one they were originally downloaded on, so that’s not a huge step to take. That functionality would be useless without a way to check the license… so required internet is a given. Of course, you could just elect not to connect in order to play a borrowed / used game, but that would eliminate the ability to play online, and would probably disable achievements. So the console might not “require”  a “constant” connection, functionality, even at the most basic level, could be hindered severely.

    More than players, more than developers, more than threats from high-end pawn shops, console manufacturers have to please publishers. This system would give publishers exceptional control over their properties, and the profits generated from them. As such, if you were thinking Sony would be free from these chains, think again.

    Welcome to the future.