Games

The Problems With Video Game Voice Acting 251

The Guardian's Games blog explores the tendency of modern video games to suffer from poor voice acting, a flaw made all the more glaring by increasingly precise and impressive graphics. Quoting: "Due to the interactive nature of games, actors can't be given a standard film script from which they're able to gauge the throughline of their character and a feel for the dramatic development of the narrative. Instead, lines of dialogue need to be isolated into chunks so they can be accessed and triggered within the game in line with the actions of each individual player. Consequently, the performer will usually be presented with a spreadsheet jammed with hundreds of single lines of dialogue, with little sense of context or interaction. ... But according to David Sobolov, one of the most experienced videogame voice actors in the world (just check out his website), the significant time pressures mean that close, in-depth direction is not always possible. 'Often, there's a need to record a great number of lines, so to keep the session moving, once we've established the tone of the character we're performing, the director will silently direct us using the spreadsheet on the screen by simply moving the cursor down the page to indicate if he/she liked what we did. Or they'll make up a code, like typing an 'x' to ask us to give them another take.' It sounds, in effect, like a sort of acting battery farm, a grinding, dehumanizing production line of disembodied phrases, delivered for hours on end. Hardly conducive to Oscar-winning performances."
Education

Study Finds That Video Games Hinder Learning In Young Boys 278

dcollins writes "Researchers at Denison University in Ohio have shown that giving PlayStations to young boys leads to slower progress in reading and writing skills. Quoting: 'The study is the first controlled trial to look at the effects of playing video games on learning in young boys. That is to say, the findings aren't based on survey data of kids' game habits, but instead on a specific group of children that were randomly assigned to receive a PlayStation or not ... Those with PlayStations also spent less time engaged in educational activities after school and showed less advancement in their reading and writing skills over time than the control group, according to tests taken by the kids. While the game-system owners didn't show significant behavioral problems, their teachers did report delays in learning academic skills, including writing and spelling.'"
Image

Designer Builds Coffin For Xbox's Suffering RROD Screenshot-sm 118

angry tapir writes "The Xbox 360 RROD coffin was created by Aussie designer Alexis Vanamois, and it does exactly what it says on the tin. It's the ultimate final resting place for 'bricked' Xbox 360 consoles that have suffered the Red Ring of Death; it even has a cavity for your controller!"
PC Games (Games)

Bethesda Unveils New Co-op Dungeon Crawler 218

Bethesda Softworks took advantage of the recent Game Developers Conference to take the wraps off a new game called Hunted: The Demon's Forge that they're partnering with development studio inXile to create. It's planned for the PC, Xbox 360, and PS3, though no release window has been set. It's a third-person action game with a swords & sorcery setting, and it features two heroes as they fight their way through monster-filled dungeons. The game is designed such that two users can play together online (no split-screen), each controlling one of the heroes. ShackNews summed it up thus: "From what I saw, Hunted rolled up ideas from a number of different games to create its modern reinterpretation of the dungeon crawl. There was the raw action appeal of wading through waves of goblins, spiders, and related denizens. The skill system and weapon upgrades bring in the character development side from a role playing game. And the co-op design with its warrior and archer dynamic introduces the reward of playing together like an MMO."
PlayStation (Games)

BioShock 2's First DLC Already On Disc 466

An anonymous reader writes with this quote from 1Up: "Trouble is brewing in Rapture. The recently released Sinclair Solutions multiplayer pack for BioShock 2 is facing upset players over the revelation that the content is already on the disc, and the $5 premium is an unlock code. It started when users on the 2K Forums noticed that the content is incredibly small: 24KB on the PC, 103KB on the PlayStation 3, and 108KB on the Xbox 360. 2K Games responded with a post explaining that the decision was made in order to keep the player base intact, without splitting it between the haves and have-nots."
Hardware Hacking

Mario Reduced To 8x8 With Open Source and Arduino 94

adeelarshad82 writes "The open-source Arduino electronics platform has received a ton of attention from the hardware enthusiast community. And one more follower is joining the fray — Mario himself. The mustachioed plumber of console video game fame has been converted into an eight-by-eight LED matrix by Carnegie Mellon University student Chloe Fan. However, the game isn't quite the Mario you know from your legacy Nintendo Entertainment System. For starters, it's just lights. While one often sees the game's LED-backed grid used in devices like the open-source Monome, where it can function as a push-button toggle for music beats and effects, Fan's version of Mario uses the grid as a display only. Mario — or rather, a one-light representation of the game's hero — is controlled NES-style through the use of two buttons. One button makes Mario move forward; the other makes him leap into the air."
PlayStation (Games)

How Sony and Microsoft Hope To Crack the Motion Control Market 138

An editorial at Eurogamer delves into what Sony and Microsoft hope to achieve with their upcoming console motion control systems, despite entering the market several years after Nintendo set the standard. "The cards Sony has placed on the table this week suggest one answer to that question. It sees PlayStation Move as being an upgrade path for Wii owners — an invitation to the tens of millions of consumers who have invested in Nintendo's platform to swim upstream to the more powerful, HD-enabled system. Yet even Sony's most optimistic view of the market will be tempered by a dose of realism here. ... What's more likely — and what Sony are probably quietly hoping to achieve a significant proportion of the Move's success through — is that the technology will expand the appeal of the PS3 in the family setting." The Digital Foundry blog has an in-depth look at the PlayStation Move from Sony's event at the Game Developers Conference, saying, "... if there was one positive you could take away from the event, it was that Move is clearly a far more precise implementation than the Wiimote. Some of the games felt clearly more 'tactile' than the Wii equivalents."
Open Source

Licensing an Abandonware Game? 148

WolverineOfLove writes "I'm recreating a 1980s abandonware game with copyrights that have been seemingly unused for the past 18 years. The situation is detailed further in a Slashdot journal entry I just wrote, but in short: Is it worth dealing with all the copyrights and paying money if I want to recreate an abandonware title as an open source game? I know there are legal implications to certain decisions I might make, but there is a real possibility that this game's copyright holder will do nothing with the rights, and I'd much prefer preserving it for others than letting it fade away."
Education

University of Wyoming Studies Video Games 81

krou writes "The Christian Science Monitor has an interesting story about how the University of Wyoming's English Department is helping fund a collective called the Learning Games Initiative to study video games. Jason Thompson, an assistant professor at UW who is part of the group, explains that 'it's a group of people [who] do research on games, do development on games, and keep an archive of games printed matter such as manuals, ... systems, all of it. We really look at games as cultural artifacts; things that reveal theology, things that reveal power. Things that should be studied in the academy.' The English Department has been very open-minded with the project, because they understand that gaming can educate people, and that 'we can expand our notion of what text and study is; the idea that it might be fun doesn't necessarily preclude its study.' Thompson believes that it's important for academia to study gaming, because games could be used in the future as a type of textbook: 'if games can teach, then as teachers shouldn't we understand what kind of teaching's going on?'"
Movies

Sony Begins Selling HD Movies On Its PSN 153

itwbennett writes "Sony on Tuesday 'rolled out the ability to buy HD movies from the PlayStation Network,' writes blogger Peter Smith. Sony claims they're the first service to offer HD titles to own from all six major movie studios. Smith runs the numbers on 'standard' pricing for titles ($19.99 for new releases; $17.99 for older movies), file sizes (ranging from 4 GB for Zombieland to 7.5 GB for 2012), and resolution (720P as far as he can tell)."
Input Devices

Sony's PS3 Motion Controller Gets Demoed and Named 116

itwbennett writes "In a 45-minute press conference at the Game Developers Conference in San Francisco, Sony announced its motion controller, officially named the Playstation Move. The Move consists of the Eye Toy (a camera pointed at the player) and a wand-like controller with a lighted ball at the end and a range of buttons on the shaft, writes blogger Peter Smith. 'Alternatively games can use two of the wands, or one wand and one "sub-controller" that has an analog stick (the camera is always required),' says Smith. 'If this is sounding very much like the Wii's Remote and Nunchuk well, you aren't far off (though at least there's no cable between the two parts to smack you in the face when things get heated).' Here are Smith's thoughts on the demo: 'All in all, the demos seemed OK, but I, at least, wasn't really blown away by any of them. That said, it's always hard to tell how well these systems work without actually trying them for yourself. You need to feel the connection (or lack thereof) between what your hands are doing and what's going on on-screen in order to be sure. For example, in the boxing demo the player did a quick spin move that led to a roundhouse punch. It's hard to say if his motion triggered a pre-set action (a 'combo') or if the system was able to track the controller that accurately, and was able to 'connect the dots' from when his body briefly occluded the wand to when it reappeared.'"
Wii

Accidental Wii Suicide 1343

Paul Taylor noted a story that I would have thought to be an April Fool's Day joke a few weeks from now, which makes it only seem more tragic. A 3-year-old shot herself with a gun after mistaking it for a Wii controller.
PC Games (Games)

An Early Look At Civilization V 286

c0mpliant writes "IGN and Gamespot have each released a preview of the recently announced and eagerly awaited Civilization V. Apart from the obvious new hexagon shape of tiles and improved graphics, the articles go on to outline some of the major changes in the game, such as updated AI, new 'flavors' to world leaders, and a potentially game-changing, one-unit-per-tile system. No more will the stack of doom come to your city's doorsteps. Some features which will not be returning are religion and espionage. The removal of these two have sparked a frenzy of discussion on fan-related forums."
Cellphones

Microsoft Shows Full 3D XNA Games On Windows Phone 70

suraj.sun writes "Microsoft has shown off XNA games running on Windows Phone; full 3D is a go. From Engadget: 'Microsoft just showed us a pair of 3D games running on its ASUS Windows Phone prototype and built with its brand new XNA Game Studio 4.0 9. The two titles are The Harvest, a good looking touch-controlled dungeon crawler with destructible environments, being developed by Luma Arcade; and Battle Punks. Microsoft spoke to the ease of its Direct3D development platform, which was built by the same folks responsible for the first-gen Xbox. What we saw of The Harvest was built in "two or three weeks," mostly from scratch, and folks who've already built games for XNA in VisualStudio shouldn't have much trouble with a port from the sound of things: "very, very easy," said Microsoft. Right now developers can do their testing in Windows, but there should be a Windows Phone 7 Series emulator out for devs eventually.'"
PC Games (Games)

OnLive Remote Gaming Service Launches In June 316

adeelarshad82 writes "After eight years of development, remote gaming service OnLive is scheduled to roll out on June 17 for Windows and Mac. The company also announced its service pricing: users will need to pay $14.95 per month, which will allow them access to the service. However, the company did not disclose the price to rent or purchase games. 'It is partnering in this launch with publishers including Electronic Arts, Ubisoft, 2K Games, THQ and Warner Bros. Interactive Entertainment. The games will also include new releases like Mass Effect 2, Borderlands, Assassin’s Creed II, as well as a bunch of other titles. Perlman anticipates anywhere from a dozen to 25 titles to be available at launch time, and more after that, depending on how negotiations with other publishers proceed.'"
Announcements

Rock Band 3 Officially Announced For Holiday 2010 76

An anonymous reader writes "Philippe Dauman, Viacom CEO and President, announced today that Harmonix is currently working on the next Rock Band game, Rock Band 3, due for release Holiday 2010. 'The company is pursuing the game in spite of an industry-weakening decline in the once-booming genre of peripheral-equipped music games. Although the franchise has generated over $1 billion to date, the category in general saw sales contract by as much as half throughout 2009. MTV Games parent Viacom also saw Rock Band declines drag on its balance sheet in its last fiscal quarter, and expressed a need to refocus away from pricey peripherals in favor of software. It also said that due to royalties it would need to be more "selective" about track listings, and that it needs more support from the music industry in that department.'"
Businesses

US Gamers Spend $3.8 Billion On MMOs Yearly 177

eldavojohn writes "A new report from Games Industry indicates that MMO gamers in the United States paid $3.8 billion to play last year, with an analysis of five European countries bringing the total close to $4.5 billion USD. In America, the report estimated that payments for boxed content and client downloads amounted to a measly $400 million, while the subscriptions came to $2.38 billion. Hopefully that will fund some developer budgets for bigger and better MMOs yet to come. The study also found that roughly a quarter of the US population plays some form of MMO. Surely MMOs are shaping up to be a juicy industry, and a market that can satisfy people of all walks of life."
AMD

Making Sense of CPU and GPU Model Numbers? 555

b4dc0d3r writes "How do you make sense of the various model numbers or naming schemes for CPUs, graphics cards, and the related chipsets? All I want is something that will run Oblivion and output full 1080 video to a TV. Last time I built my own computer I just went to Pricewatch, made a few easy choices, and everything came to my door. Do I really have to research the differences among Core i5, Core 2 Duo, Pentium 4, Pentium D, Sempron, Athlon, Phenom ...? And that's just the processor. Is there a reference somewhere? In short, how do you buy a computer these days?"
OS X

Valve Confirms Mac Versions of Steam, Valve Games 541

An anonymous reader writes with this excerpt from Gamasutra: "Valve will release a version of its Steam digital distribution service for Mac next month, along with Mac-native versions of its own games, the company confirmed today after days of hints — and owners of Valve games will have access to both platform versions. The Source engine, which Valve uses to develop all its internal titles and also licenses to third-party developers, will incorporate OpenGL in addition to DirectX, to allow Mac support for all Source developers. ... 'We are treating the Mac as a tier-1 platform, so all of our future games will release simultaneously on Windows, Mac, and the Xbox 360,' said Cook. 'Updates for the Mac will be available simultaneously with the Windows updates.'"
AMD

Game Devs Only Use PhysX For the Money, Says AMD 225

arcticstoat writes "AMD has just aimed a shot at Nvidia's PhysX technology, saying that most game developers only implement GPU-accelerated PhysX for the money. AMD's Richard Huddy explained that 'Nvidia creates a marketing deal with a title, and then as part of that marketing deal, they have the right to go in and implement PhysX in the game.' However, he adds that 'the problem with that is obviously that the game developer doesn't actually want it. They're not doing it because they want it; they're doing it because they're paid to do it. So we have a rather artificial situation at the moment where you see PhysX in games, but it isn't because the game developer wants it in there.' AMD is pushing open standards such as OpenCL and DirectCompute as alternatives to PhysX, as these APIs can run on both AMD and Nvidia GPUs. AMD also announced today that it will be giving away free versions of Pixelux's DMM2 physics engine, which now includes Bullet Physics, to some game developers."

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