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Will EA Copy Activision’s Gaming Strategy With Battlefield?

December 8, 2016 by  
Filed under Gaming

According to the announcement made by EA earlier this week, it appears that there won’t be any new Battlefield game for a “couple of years”.

The announcement, which says that there are no plans for a new Battlefield game for another “couple of years”, was made during EA’s Investor Program by EA’s chief financial officer Blake Jorgensen and came as a rather big surprise, especially considering that the latest Battlefield 1 was a big success.

It appears that EA will be rather focusing on Battlefront, the Star Wars themed game, and the next one will be both “much bigger” and “much more exciting”, which was something that was a big drawback of the first Battlefront.

Of course, EA still plans to release those four expansion packs but we do not know any future plans for the franchise.

Hopefully, this also means that EA will have something special in store for future Battlefield titles as they certainly both surprised everyone and made a great hit by using the World War I.

Courtesy-Fud

Is Word-Of-Mouth The Best Way To Advertise Games?

November 28, 2016 by  
Filed under Gaming

Last week, over three and a half years after its initial release, Digital Extremes’ free-to-play shooter Warframe broke its concurrent player record with expansion The War Within, hitting Steam’s top three on the weekend of release, recording a maximum of 68,530 players online at once and logging an incredible 1.2 million hours of playtime in a single day. Across PC and the more recent Xbox One and PS4 versions of the game, over 1 million of the 26 million players who have registered since the game’s 2013 launch had played by November’s halfway point, beating all previous monthly unique records with a fortnight to go.

Those are impressive numbers, especially for a game at a point in its lifecycle where it could certainly be forgiven for slowing down – and it’s no anomalous bump. Instead, a quick glance at SteamSpy’s graphs for the game show a steadily increasing number of players for the game, as well as a very healthy schedule of updates, patches and big content drops. Rather than leeching users to other games as it ages, Warframe is going from strength to strength.

Meridith Braun, VP Publishing at Digital Extremes, says that it’s been a tight compromise of strategies – resulting in a success which far exceeds the expectations of a game which was initially seen as something of a make or break exercise. Key to that, she says, has been a careful acquisition process, but not one which has come at the cost of long term curation and engagement of existing players.

“It’s definitely a balancing act between catering development to new players and veterans of the game,” Braun explains, “but after 3.5 years, the core of the game has grown so much that for new players there are literally hundreds of hours of missions, quests, customising and exploring game systems before they catch up to where veteran players are.

“Whilst many of our updates focus on adding new content and improving game systems that our veterans are most interested in, earlier this year we took a fresh look at the new player experience and released an update that refined some of the tutorials, updated the UI, tied quests together to help the lore flow better, and revamped the market for easier functionality. It was not our most played update, like The Second Dream or The War Within, but it served a long-tail purpose of making Warframe more inviting and easier to understand for new players. It helps them navigate to the really intricate depths of the game with the intent to retain them long-term.”

“We spend very little compared to other free-to-play games that focus a large amount of their budgets on acquisition”

Polishing the tip of the spear is a tried and tested acquisition technique, but it’s not usually a way of sidestepping the vast costs which many companies associate with gathering new players. Warframe’s marketing, though, was forged in a crucible of necessity, at a time when budgets were almost non-existent. As a result, the studio has learned to maximise the gain from channels which deliver users without draining revenue, although the financial success of the game has also enabled them to operate in areas previously well beyond their price range.

“We spend very little compared to other free-to-play games that focus a large amount of their budgets on acquisition,” says Braun. “Warframe was a passion project – the studio’s ‘Hail Mary’ pass, if you will. There was barely budget to buy an account server for the game, let alone to spend on marketing at the time. We turned to viral everything to get the word out: live streaming, social media, Reddit, forums, PR, knocking on partner’s doors for promotional opportunities. Once we launched in open beta and more players got a taste of the game, it was clear we had something unique on our hands. Since then our acquisition strategy has focused primarily on our update schedule and community involvement.

“We discovered early on that frequent significant updates – updates that added dramatic gameplay changes, enhancements and content, and transparency with our community, brought in droves of new players. Now that we have more wiggle room in our coffers, we work the usual acquisition channels – online CPA-focused advertising, social media, streaming, etc. – but nothing beats age old word-of-mouth between players telling their friends to join in on a game that only gets better and better over time.”

What’s perhaps even more unusual about the current high that Warframe finds itself riding upon is that it comes at a time when the AAA shooter market is crowded with a wide spread of very high quality competitors – many of which are under-performing at retail. The game’s peak numbers come at a point when there are brand new Battlefield and Call of Duty games at market, as well as extremely well reviewed releases like the Titanfall and Dishonored sequels.

“Warframe was a passion project – the studio’s ‘Hail Mary’ pass, if you will. There was barely budget to buy an account server for the game, let alone to spend on marketing at the time”

Braun very much sees free-to-play as playing a significant part in the difficulties which Warframe’s boxed rivals are experiencing.

“I think we’re seeing the F2P model disrupting the standard retail model for larger budget games,” she says. “The continued rise of AAA-quality, free-to-play games coming to market – and their ability to fill the long gaps between large IP releases – is taking a bite out of the big game market. Just this year it was great to see F2P titles like Paragon and Paladins launch to great fanfare and numbers, I’m sure they both had some effect on the big budget FPS games alongside Warframe.

“It’s hard to compete with free. Sure, we want people to eventually pay for the entertainment they’re receiving – but when you have the ability to try out a game for free for as long as you want, a game with equally great production value, and then decide if it’s a game that deserves your money, that’s pretty stiff competition. The larger games also aren’t built to be as agile and reactive to the market after they ship. Free games at their core are made to continually update and improve, offering incredible value and entertainment over a longer period of time.”

Blizzard probably has a few things to say about the notion that free-to-play games offer the best long-term player engagement and responsive improvement, and Braun freely admits that games like Overwatch share that strategy of player curation. Warframe, she says, also offers something else, though. Because it wasn’t a Blizzard game, born almost fully-fledged and slickly functional, early adopters have had the joy of watching it smooth out its rougher edges.

“When Warframe first launched it was a shell of the size of game it has become, and our players have stayed with our growth throughout its life-span. They enjoy taking the ride with us, being a part of the evolution, experiencing game development from the front seat. If you’re not thinking about long-term engagement and game service at the heart of your game design as a good part of the future of gaming, you may have yet to come to grips with the dwindling projections of one-and-done games.”

Courtesy-GI.biz

Is EA Skeptical On Nintendo’s Switch?

November 21, 2016 by  
Filed under Gaming

EA CFO Blake Jorgensen says he ‘can’t yet predict’ if people will be interested in Switch alongside their regular portable device.

His statement came at the UBS Global Technology Conference, and reported by GameSpot. He says the firm is excited about the product and committed to bringing ‘one or two’ of its biggest games IP to the platform. Based on EA’s history with Nintendo, these will likely be games from its sports catalog.

“We’re excited for Nintendo, it’s an interesting device,” Jorgensen stated. “But I can’t yet predict how broad it’s going to be, and if folk will be interested in a portable device alongside their regular portable device that they already have.”

He continued: “In their announcement they announced that we’ll be supporting with a game or two on that new platform. We haven’t yet announced what game, but you should assume that it’s one of our bigger games we’ve been involved with.”

It is clearly positive for Nintendo that EA is showing support for its next machine after it abandoned publishing efforts on Wii U shortly after the machine launched. The company’s Wii U line-up included ports of Need for Speed and Mass Effect 3.

Nintendo proudly boasted a strong Switch third-party line-up, with the likes of Activision, Capcom, Warner Bros, Sega, Take-Two, Codemasters, Konami, From Software, Square Enix, Ubisoft, Bethesda, Bandai Namco, Platinum, Level-5, GameTrust and Atlas already signed on to support the device.

If Nintendo hopes to maintain this level of third-party support, it will need a significantly stronger start for Switch than it achieved with its Wii U console. It’s not clear what the launch line-up for Switch will be, with reports suggesting that the highly anticipated The Legend of Zelda: Breath of the Wild will miss the console’s release window. Other games shown during Nintendo’s Switch reveal, although not confirmed titles, included Mario Kart, a new Mario platformer, Skyrim and Splatoon.

More details on the Switch launch is scheduled for January, with the machine due to launch in March.

Courtesy-GI.biz

Do 8-bit Video Games Compete In The Industry Today?

November 15, 2016 by  
Filed under Gaming

8-bit-gamesNostalgia has become a powerful tool in entertainment these past few years.

Whether it is the return of X-Files and Twin Peaks, or Shenmue and Pokémon, bringing back classic IP has become a safe way to secure headlines and generate copious amounts of hype.

Yet it’s not just brands that are tapping into our love for the familiar. Take this summer’s smash Netflix show Stranger Things, which plays homage to both ’80s Spielberg and classic horror. Or indeed the millions of dollars that the likes of Yooka-Laylee and Bloodstained have raised on Kickstarter – the former riffing on 1990s platformers like Banjo-Kazooie (and made by many of the same team members), with the latter acting as the spiritual successor to Castlevania (from former producer Koji Igarashi).

Ron Gilbert is another person looking to recreate those ’90s feelings. The adventure game maker behind the likes of Maniac Mansion and Monkey Island is creating a new one called Thimbleweed Park, a point-and-click adventure with retro 8-bit visuals that raised $626,250 via Kickstarter.

“I think a lot of the nostalgia that is around right now comes from a desire to go back to a simpler time,” suggest Gilbert, speaking to Gamesindustry.biz shortly after appearing at Melbourne International Games Week in Australia.

“Back then games were a little bit simpler and seeping with charm. A lot of people that love the 8-bit games today might not have even been alive back then, but they still identify with that era because it was so interesting and charming.

“It is really one of the reasons we did Thimbleweed Park. We were looking at and asking why was Monkey Island and Maniac Mansion so appealing? What is it about modern adventure games, although they’re interesting and have great stories, that means they lack the charm those games from that era had? Can we recreate that old feeling today?”

Point-and-click adventure games are enjoying a small renaissance, thanks in part to the rise of indie developers – as indeed are platformers, Metroidvania games and a whole host of other genres long thought dead.

“I don’t know exactly why adventure games faded away,” Gilbert continues.

“I do feel that somewhere around the mid-90s, point-and-click adventures sort of ran off the rails. A lot of really – for want of a better word – stupid puzzles were being made. I think what happened was that people looked at this, and went: ‘Wait a minute, you’re asking me to do completely ridiculous and random things to get through these games.’ Some players just checked out at that point.

“You also had games like Doom that came along and were first person and were more action orientated, and those games attracted a very different audience into games. So I don’t know if adventure games necessarily fell, but they certainly didn’t grow with the rest of the industry. But now we are seeing this place where we are attracting a much broader audience, and a little bit of that is due to mobile games being so ubiquitous. There are just so many more people playing games these days, and with adventure games being very story and character focused, they are able to attract that broader audience.”

He continues: “You have games that have always been niche markets. Now, because of digital distribution and the way the democratization of development tools is working, niche markets can be viable markets.”

Gilbert is enjoying the current state of indie development and the ability to make decent games with relatively small teams. It speaks to his days making titles in the ’80s and ’90s. Maniac Mansion was made with three people, Monkey Island had five full time members of staff, which increased to seven for its sequel.

Thimbleweed Park is also being made by just a handful of creators, with input from the game’s plentiful Kickstarter supporters. But this desire to go back to those early days is not just about how the visuals looked or how small the teams were, Gilbert also wants to head back to a period when developers didn’t take themselves quite so seriously.

“When we were making games back then, it was all kind of new,” Gilbert remembers. “We didn’t have anything to go from, so it was a more innocent time. Games today, although I love modern adventure games like Firewatch or Kentucky Route Zero, they are very deep and thoughtful. They require a lot from me as a player, or the viewer, because there are very interesting, deep messages that I am gleaming from this stuff. And that’s largely just the advancement of the art form. The games of the ’80s and early ’90s, they were just more innocent, and simple and therefore more charming.

“Adventure games have certainly improved. Visually, games like Firewatch are much more advanced. But I think they’ve advanced in some ways and they’ve actually de-evolved in others. I think they’re more advanced because they are trying to tell more meaningful stories, stories that are truly about something interesting or important.

“But in other ways, they haven’t moved forward. Games like Kentucky Route Zero… although I enjoyed that game quite a bit, I sort of jokingly call it the ‘press A to continue game’, because I didn’t feel like I was making a lot of choices. I was just kind of pressing the A button to get to the next piece of dialogue, and it was greatly written dialogue and it was a captivating world, which made it ok. In Firewatch, you are spending a lot of time walking around and exploring this world, and it is a very fascinating world and a very beautiful place, so I was utterly enthralled with it, but there’s not actually a lot to do. The old school adventure games really required you to work. It was a case of: ‘here is a load of puzzles and here is a bunch of story, and you have to solve all these puzzles, which should lead to uncovering the next part of the mystery’. The classic adventure games were more sophisticated in that sense.”

Like Yooka-Laylee with Banjo-Kazooie and Bloodstained with Castlevania, Thimbleweed Park is a game that could easily have had the words ‘Maniac Mansion’ or ‘Monkey Island’ plastered on the artwork. Gilbert does hope his new IP can be successful enough to become a series, but he also, quite publicly, wants to revisit those classic franchises that made his name. Both Maniac Mansion and Monkey Island were created at LucasArts, so the rights to them currently reside in the vaults somewhere at Disney’s HQ.

Disney has largely moved on from video games, and Gilbert has asked the media giant on Twitter to let him buy back the rights to his old franchises. To no avail, so far.

We ended our conversation by asking Gilbert if he had considered returning to Kickstarter to raise the funds he might need to acquire those 1990s brands.

“Buying the rights back for those games… it’s not a matter of money, it is a matter of Disney being willing to sell them,” Gilbert concludes. “If Disney came to me and said: ‘Hey, we’ll sell you Monkey Island’. I will go get the money. No amount of crowd-funding is going to make this happen, it’s just a case of Disney agreeing to sell them.

“I’ve not managed to talk to anyone at Disney who is high enough up the ladder to make that decision. I fear that the people who would make that decision have no idea what Monkey Island is.”

Courtesy-GI.biz

Is The Call of Duty Franchise Losing Its Touch In The UK?

November 10, 2016 by  
Filed under Gaming

Call of Duty: Infinite Warfare was the No.1 boxed game in the UK this week, but Week One sales were down 48.4 percent compared with the same period for last year’s Black Ops III.

It’s the fiercest drop the franchise has suffered since it became one of the world’s most popular entertainment properties following the success of Call of Duty: Modern Warfare in 2007.

There was no PS3 or Xbox 360 version this year, however even just comparing the PS4 and Xbox One figures shows a sales drop of 43.6 percent.

Activision has changed its strategy a little with the series, and has put an increased emphasis on generating more revenue from its fans via DLC, special editions and microtransactions, as opposed to growing user numbers. Nevertheless, such a steep fall will come as a big disappointment to the firm and to UK retailers.

This was still the second biggest UK game launch of the year after FIFA 17. However, Call of Duty now finds itself playing catch-up with its biggest rival, Battlefield 1, which has already passed over half a million sales in the UK – the game has been on sale for two weeks longer.

It is important to note that all of these statistics do not factors in sales made via Steam, PSN, Xbox Live or EA Origin.

Call of Duty’s performance follows the disappointing launch of Titanfall 2. That EA game suffered a relatively mild 41 per cent week-on-week drop in its second week, but it is still selling well below what would have been expected for the IP.

It once again calls into question the logic of launching three huge first person shooter games within such close proximity.

There was one other new entry in the physical retail charts this week, Football Manager 2016 at No.6. The PC game almost certainly would have performed far better than this once you consider digital sales.

It wasn’t all bad news for Activision, Skylanders Imaginators has returned to the Top Ten following recent TV advertising, with sales rising 131 percent week-on-week.

All figures are courtesy of UK physical games tracker GfK and UKIE.

Courtesy-GI.biz

Mafia 3 Doing Well For Take Two

November 9, 2016 by  
Filed under Gaming

The announcement of Red Dead Redemption 2 has gamers and Take-Two investors alike eagerly anticipating the game’s release next fall, but the company’s been giving both camps reasons to pay attention in the meantime. Take-Two today announced its results for the quarter ended September 30, meeting (and in the case of bookings, exceeding) guidance and touting some record-breaking recent releases.

September’s NBA 2K17 and Mafia III (which launched in the current quarter) set new records, with the former selling in more units at release than any previous title in the franchise, and the latter selling in more units than any previous game on the 2K label (which includes BioShock and Borderlands, but not Rockstar series like Grand Theft Auto or Red Dead Redemption). The company also noted that NBA 2K17 posted the highest Metacritic scores that series has seen to date, as well as the best scores of any annualized sports game this console generation. (As of this writing, NBA 2K17 has a Metacritic average of 90, which the series has previously surpassed, but not since Take-Two acquired it from Sega in 2005.)

Speaking with GamesIndustry.biz, Take-Two chairman and CEO Strauss Zelnick acknowledged Mafia III’s reviews were not quite as record-setting as its sales. At the moment, they range from 62 to 69, depending on the platform. However, he characterized its overall reception as “phenomenal.”

“I think the scores have been a bit disappointing because there were some scores much lower than we expected,” Zelnick said. “But the reviews, especially from those who matter, have been phenomenal. And consumers absolutely love it; it’s selling really well.”

While it has been years since the NBA 2K series has been pushed by a strong competitor (Sony stopped making its own basketball series and EA has been struggling to return NBA Live to its former standing for years), Zelnick said the developers don’t take their success for granted.

“This was record first-week sell-in and we’re excited about that; virtual currency sales are up 160% year-over-year,” Zelnick said. “But if you sat with our creative team, they could give you a long list of things they feel we should be doing better, and we’re focused on all of them. Every year we aim to delight consumers, every year we make progress, and every year we fall short a bit from our own point of view. So I think we have plenty of motivation to delight the consumer, internally.”

But as games continue posting bigger and better numbers, so too do the expectations around them rise in lockstep. Zelnick said the return on investment for what constitutes a successful AAA game has only risen over time.

“For our successful titles, the ROI is very strong and getting stronger,” Zelnick said. “And I think that’s attributable to the fact that a few years ago, we’d make a title, market it, sell units, then sell catalog. And today, we offer opportunities for the consumer to engage after that release. And in many instances, we offer an opportunity to spend money after that release.”

He added that has “unquestionably” made the industry more hit-driven.

“I said in 2008 or 2009 that good is the new bad. Standards are going up, and that’s why our strategy always has been to be the most creative, innovative, and efficient company in the business,” Zelnick said. “And more often than not, we are. Sometimes we fall short.”

Take-Two met its expectations for the second quarter, posting net revenues up 21% to $420.2 million with net income of $36.4 million, down from $54.7 million in the year-ago quarter. The company also reported bookings up 28% to $452.8 million (well above the $400 million top-end range of its guidance) and non-GAAP net income of $50.7 million, down from $56.2 million the year before.

Courtesy-GI.biz

Is Electronic Arts Bullish On Next Quarter?

November 7, 2016 by  
Filed under Gaming

The second fiscal quarter is historically the quietest stretch for Electronic Arts, but the three months ended September 30 gave the publisher reason for optimism heading into the crucial holiday season. The company today released its second quarter results, beating its net income guidance and showing strong growth in its EA Sports Ultimate Team efforts.

“Q2 was an excellent quarter for Electronic Arts, led by breakthrough new EA Sports titles engaging players across console and mobile,” CEO Andrew Wilson said. “We are in an outstanding position for the quarter ahead, with two of the highest-rated games of this console generation in Battlefield 1 and Titanfall 2, global competitive gaming tournaments underway, and our first virtual reality experiences coming soon. Across all platforms, this holiday season will be a fantastic time to play.”

While Battlefield 1 and Titanfall 2 launched after the second quarter, EA used the report to tout the games’ early achievements. For Battlefield 1, the company said the total player base during the first week of release nearly doubled that of 2013’s Battlefield 4. As for Titanfall 2, which just launched last Friday, the company said dozens of press outlets had given review scores the equivalent of a 90 out of 100 or above.

As for the releases actually covered by EA’s second quarter results, they would include EA Sports mainstays Madden 17 and FIFA 17. The company said “20% more players were engaged” in FIFA 17 during its first week than in the first week of FIFA 16, but made no mention of specific performance for Madden. However, the EA Sports Ultimate Team game modes appear to be healthy, as EA said Ultimate Team’s net sales between the FIFA, Madden, and NHL series are up 15% year-over-year on a trailing 12-month basis.

For the second quarter, EA reported net revenues of $898 million, up 10% from last year, but short of the $915 million it had given as guidance. However, the company’s net loss for the quarter of $38 million was a significant improvement on the previous second quarter’s net loss of $140 million, and better than the projected $51 million net loss.

EA gave the early performance of FIFA 17 and the holiday slate of releases as reason enough to adjust its full-year expectations, with the company now expecting net revenue for the year ending March 31, 2017 to be $4.775 billion, up from $4.75 billion. Net income for the year is also projected to reach $848 million, compared to the previous guidance of $809 million.

Update: On the earnings call, EA CFO Blake Jorgensen addressed the early feedback on Battlefield 1 and Titanfall 2, noting that it’s too early to update any sales projections but that there’s “incredible excitement” around both and the company is “very optimistic” not just for this holiday season but for the longer term. Citing the fact that “quite a few players” were still playing Battlefield 4 years after it released, Jorgensen said he expects similar long-term interest in both titles. More generally, looking at EA’s business, Jorgensen is also encouraged by the opportunity that this generation’s consoles and the mid-cycle upgrades affords a big publisher like EA since the console installed base is already up 33% in the West compared to the previous generation, he said.

Interestingly, when asked about one of EA’s big upcoming titles, Mass Effect: Andromeda, Jorgensen effectively said that EA is not afraid to push the title back yet again (it was originally scheduled for 2016 but is now loosely slated for Q4, which ends next March). While that shouldn’t be read as a sign of trouble – Jorgensen said Mass Effect is “tracking extremely well” – it appears EA wants to be 100% sure that the game does not need any additional time before it commits more fully to a release date.

Courtesy-GI.biz

Will Microsoft Go VR With The Xbox Scorpio?

October 28, 2016 by  
Filed under Computing

0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-vr-scorpioAt a Microsoft event to showcase its Windows 10 Creators Update coming next year, the software giant made it absolutely clear that it has big plans for VR, not just AR and HoloLens. By partnering with HP, Dell, Lenovo, Acer and Asus to offer a range of VR headsets that are priced at $299 and feature inside-out tracking, the company has taken an important step towards democratizing VR for the masses. But what’s the larger play here? How will VR headsets like these impact Project Scorpio next year and the Xbox business moving forward?

Tim Merel, founder of Digi-Capital and CEO of Eyetouch Reality, believes the VR news from Microsoft is a true “game changer” and he speculates that the company will look to make Scorpio an even more enticing proposition for gamers by bundling in VR. “The greatest potential for the Microsoft VR headset could come from bundling it with Xbox One Project Scorpio, which Microsoft has already highlighted as supporting next generation VR. With an Xbox One installed base over 20 million users, this might be Microsoft’s silver bullet for both VR specifically and the console market more generally. So Microsoft could be using its new VR headset to leapfrog competitors in two markets at the same time, leveraging for VR some of the great work already done by Phil Spencer, Alex Kipman and Kudo Tsunoda with Windows 10 and HoloLens in the adjacent AR market,” he says.

Wedbush Securities’ Michael Pachter agrees with Merel, telling GamesIndustry.biz, “Tim is spot on. A standalone headset without a CPU/GPU makes no sense, and if it requires the purchase of a high end PC, it’s not clear that anyone will buy it instead of Oculus/Vive/PSVR. However, if it works with Scorpio, it’s a formidable competitor for PSVR (albeit with a starting installed base of zero). I think that’s probably the plan, and am curious if software for Oculus and Vive will work with the Microsoft headset.”

Other analysts are more skeptical of Microsoft’s chances in VR, however. Stephanie Llamas, Director of Research and Insights at SuperData, still thinks HoloLens and augmented or mixed reality will be more impactful for the company.

“A VR device will not be a silver bullet for any market for a very long time,” she cautions. “First off, Microsoft is banking on consumers they don’t even have yet: Xbox One will not support the line of devices, so they are actually starting from a user base of zero that they hope will buy the Xbox One Project Scorpio. Early VR adopters already bought their PSVR, Vive or Oculus — inside-out tracking alone isn’t going to entice them to spend on another VR device this early in the market’s lifecycle. This product is going to be secondary to a purchaser’s decision to buy Project Scorpio, not the other way around.

“Second, this is just a MS-compatible line of headsets. So Microsoft will have to tout a third-party accessory with a first-party device, which definitely complicates their marketing and potential for bundling. Microsoft should have done this a year ago, or at least given us more promise than including their controller with the Oculus Rift, but they are already too far behind. Where they should continue to focus, and where they have shown a unique value proposition, is with the HoloLens’s potential for augmented and mixed reality.”

EEDAR’s Patrick Walker, on the other hand, is confident that a pivot towards VR is a smart move for Microsoft at this juncture. “While many technology thinkers are significantly more excited about the potential of AR long-term, VR is much closer to reaching a mainstream market,” he remarks. “It is also becoming more and more clear that the line between VR and AR will likely be blurred. Microsoft’s VR initiatives on the Xbox One portfolio also make a lot of sense considering the console’s position in the market. The PS4 has had a much more successful launch than the Xbox One so it is in Microsoft’s interest to push technology initiatives that disrupt the console generation, including the VR headsets and the merger of PC and console gaming.

“The increased VR capability of the Scorpio could provide a compelling reason for PS4 gamers to jump into the Xbox One platform. This creates a nice short term strategy of regaining console share, a mid-term strategy of generating VR revenue across PC and console, and a continued long-term strategy of developing for the future of AR.”

DFC Intelligence’s David Cole falls more in the skeptic’s camp. “The big issue in the VR market is that there needs to be a clear market driver that can package up the experience for the mass consumer. Right now the only one with that solution is PlayStation VR, which has a clear price point and an easy to use solution that is getting out to the masses,” he says. “The problem with the other VR devices is not having that clear distribution or message. Just having a product available doesn’t push it to consumers and that is the big problem Microsoft faces…who is going to communicate that message to consumers? This is still a pitch to the tech elite. There is also going to be a great deal of consumer confusion with multiple devices.

“VR is a new form of entertainment that needs to be introduced as such. The issue is many of these headset manufacturers are not strong at consumer marketing so who is going to get the message out? Right now for 2017 we see PSVR as being far and away the leading high-end VR device. I don’t think these products are launching until later in 2017 so we see a lot of announcements coming in this space.”

Inside-out tracking is important because it means you don’t need sensors all over your room to track your headset and controller motions, but as long as players are tethered to a device the experience will feel somewhat limited. “Losing the wire will be bigger. VR is still in its infancy and we expect even more price reductions and innovation to drive the market,” Cole continues.

“Microsoft has pretty much indicated that they plan for Project Scorpio to work with multiple VR headsets. The real issue will be Project Scorpio is too little, too late. Project Scorpio will actually be starting from a zero install base, not 20 million, so I think Windows VR should move the needle more than Project Scorpio.”

Merel remains more positive, though, and unlike Llamas, does not think that offering third-party VR hardware is a downside. “Microsoft’s new VR headset is the next stage of VR going mass consumer. For consumers, inside-out tracking without the need to buy or set up external sensors in a dedicated VR playroom is huge. The $299 price point is much less expensive than other PC based VR products. Launching with partners HP, Dell, Lenovo, Asus, and Acer gives Microsoft an accelerated hardware platform and also spreads its market risk,” he notes.

Courtesy-GI.biz

Will EA’s Battlefield 1 Be A Hit?

October 21, 2016 by  
Filed under Gaming

The conventional wisdom said that military first-person shooters avoided World War I because it wasn’t a “fun” war. EA DICE set out to prove the conventional wisdom wrong with Battlefield 1, and the initial wave of reviews suggests they succeeded.

As Polygon’s Arthur Gies noted in his 9 out of 10 review of the game, one of the ways DICE accomplished that was by using its single-player War Stories mode as a way to convey just how horrific the war really was.

“Battlefield 1 navigates the tonal challenges of the awful human cost of WWI well, in part by not ignoring them,” Gies said. “There’s a consistent acknowledgment of the abject terror and hopelessness that sat atop the people involved in the conflict on all sides, in part thanks to a grimly effective prologue. There’s also less explicit demonetization of the ‘enemy’ – something that feels like a real relief in the military shooter space, which seems hell-bent on giving players something they can feel good about shooting at.”

War Stories is a mostly unconnected series of short campaigns that total about six hours of playtime in total. The anthology puts players in the roles of different individuals in different combat zones, each one with their own distinct motivations and skill sets.

“Battlefield 1 feels like a move away from military shooter doctrine in plenty of ways,” Gies said. “But the biggest departure is in how little shooting there can be, at least compared to the game’s contemporaries. From tank pilot to fighter ace, from Italian shock trooper to Bedouin horse-back resistance fighter, I was never bored, because I was never doing the same thing for long.”

The change in setting also impacted the multiplayer portion of the game, which Gies appreciated. While DICE made some changes in player classes that Gies seemed to think unnecessary but “mostly fine,” he was particularly taken with the way the series’ signature physics-driven chaos and destruction felt fresh in a new (old) setting.

“Small issues aside, Battlefield 1 marks an impressive, risk-taking reinvention for the series,” Gies said. “That the multiplayer is as good and distinctive as it is is less surprising than a campaign that takes a difficult setting and navigates it with skill and invention. The end result is a shooter than succeeded far beyond my expectations, and one that exists as the best, most complete Battlefield package since 2010.”

Like Gies, GameSpot’s Miguel Concepcion gave the game a 9 out of 10. Also like Gies, Concepcion labelled the game as the best Battlefield since Bad Company 2, praising the War Stories single-player mode and its novel approach to entertaining while also attempting to inform players as to the horrors of the war.

“Beyond these heartfelt tales of brotherhood and solemn reflection, War Stories gracefully complements the multiplayer scenarios as a glorified yet effective training mode,” Concepcion said. “Along with practice time commanding vehicles and heavy artillery, it provides an opportunity to learn melee combat, as well as how to survive against high concentrations of enemy forces.”

Concepcion was also taken with the audiovisual impact of the game, long a selling point for the Battlefield franchise.

“However accurate or inaccurate Battlefield 1 is–lite J.J. Abrams lens effects notwithstanding–the immersive production values superbly amplify the sights and sounds that have previously existed in other war shooters,” Concepcion said. “Examples include the distinct clatter of empty shells dropping on the metal floor of a tank and the delayed sound of an exploding balloon from far away. The brushed metal on a specific part of a revolver is the kind of eye-catching distraction that can get you killed. Beyond the usual cacophony of a 64-player match, salvos from tanks and artillery guns add bombast and bass to the large map match. And many vistas are accentuated with weather-affected lighting with dramatic results, like the blinding white sunlight that reflects off a lake after a rainstorm.

“With Battlefield 1, EA and DICE have proven the viability of World War 1 as a time period worth revisiting in first-person shooters. It brings into focus countries and nationalities that do not exist today while also shedding light on how the outcome of that war has shaped our lives.”

In giving the game four stars out of five, Games Radar’s David Roberts also lauded the way DICE balanced a fun shooter with the horror of war.

“Even though Battlefield 1 skews toward fun rather than realism whenever it gets the chance, it’s as much about the reflection on the real history of these battles and the people who fought in them as it is about the gleeful embrace of ridiculous virtual combat,” Roberts said.

Like his peers, Roberts was impressed by the game’s War Stories single-player mode, but found the anthology format slightly restricting.

“As much as I enjoyed the narratives these missions tell, I wished each one had a little more time to breathe,” Roberts said. “Each chapter is about an hour long, and just when you get invested, they’re over. Battlefield 1’s War Stories barely skim the surface of the history, but – to be fair – this is in-line with the game’s focus on fun over fastidious accuracy.”

As for the multiplayer, Roberts said its “as good here as it’s ever been” for the Battlefield franchise. Even though the setting meant trading in the modern assault rifles of previous Battlefield games for more antiquated rifles and iron sights, Roberts said the overall impact has been an improvement on the game’s online modes.

He also found the franchise focus on destruction was given new meaning by its fresh context.

“When all’s said and done, when the matches end and the dust settles, you’ll see that large portions of the maps have transformed, their buildings pockmarked by blasts, their fortifications turned into piles of rubble,” Roberts said. “Even though bloody entertainment is at Battlefield 1’s heart, the post-game wasteland is a reminder of the toll that conflict takes on the people it consumes. Whether in single or multiplayer Battlefield 1 absolutely nails the historical sense of adventure and expectation before swiftly giving way to dread as the war takes a physical and mental toll on its participants. And this – as much as the intimate, brutal virtual warfare – is the game’s most impressive feat.”

While EGM’s Nick Plessas gave the game an 8 out of 10, he included slightly more critical comments than some other reviewers doling out equivalent scores. He was generally upbeat about the War Stories approach, but said it “misses the forest for the trees somewhat by not giving any story enough time for effectual investment.” He also identified two other issues that hamper the gameplay segments of the single-player mode.

“First, enemy AI leaves much to be desired, so that even on Hard difficulty your foes’ failure to react, flank, or recognize you as a threat syphons some of the fun out of fights,” Plessas said. “Second, the game adds a focus on stealth with a collection of mechanics like enemy awareness levels and distraction tools. While this isn’t inherently a bad thing, the Battlefield games’ fast pace and stiff controls don’t suit stealth very well, and the enemies’ recurring AI deficiencies makes these sections a slog.”

As for online, Plessas said new features like Behemoth vehicles (zeppelins, trains, and warships) were well-handled, as were “elite” classes like flamethrower troops. The addition of cavalry troops and era-appropriate weapons and planes will also require players to adjust the tactics they might have relied on in previous Battlefield games. However, the adjustment may not be as drastic as one might expect.

“These comparisons are integral because they represent the crux of what is truly new in Battlefield 1,” Plessas said. “A World War I setting is novel indeed, but this installment in the franchise is fundamentally the Battlefield game we have played before-and returning players may fall into a familiar groove quicker than expected. This isn’t necessarily bad for those in love with Battlefield, however, and while the setting may be the most significant shift, those invested in the series will find Battlefield 1 as another terrific reason to load up.”

Courtesy-GI.Biz

The Xbox One Appears To Be Making A Comeback

October 19, 2016 by  
Filed under Gaming

Microsoft has been making some headway in the generation eight console battle, with the Xbox One celebrating a third month running as the best-selling console in the US. The combined sales of the original One and the new S model also put it at the head of the pack in the UK in September.

US figures come from the NPD group and UK numbers from GfK, although no actual unit values were given. The full US sales report from NPD is due next week.

It’s likely that some of that recent lead is a result of a dip in PS4 sales thanks to the imminent launch of the PlayStation Pro, but the One has also been building momentum too, with sales up across many territories.

“Xbox One was the only gen eight console to see year-over-year growth in September in the U.S., Australia, the U.K and many other countries worldwide,” said corporate VP of Xbox marketing Mike Nichols. “This success was driven by our fans and their support for Xbox One S, which is the only console available this holiday with built-in UHD 4K Blu-ray, 4K video streaming and HDR for gaming and video.”

Courtesy-GI.biz

Did AMD Kill Gaming Evolved?

October 18, 2016 by  
Filed under Gaming

0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-amd-evolvedAMD has apparently decided to discontinue support for Raptr’s Gaming Evolved App which will no longer be bundled with Radeon Software drivers package.

Since it did not come with some of the latest AMD Radeon Software Crimson Edition driver packages, the guys over at Wccftech.com contacted AMD which gave them an official response that since September 12th, AMD is no longer bundling the AMD Gaming Evolved App by Raptr with its Radeon Software and will not provide any official support for it, including compatibility testing, install support or general technical support.

Those that still want to use it can get the Gaming Evolved App directly from Raptr or with previous builds of Radeon Software drivers package.

AMD is either making a new in-house app that will replace the one from Raptr or is simply now focusing on hardware and drivers. Unfortunately, this leaves it without any competition for the Nvidia’s Geforce Experience app which recently got completely overhauled and looks quite good.

Courtesy-Fud

EA’s Battlefield 1 Beta Was An Overwhelming Success

September 20, 2016 by  
Filed under Gaming

0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-battlefield-1Looking back to World War I may have pointed EA’s Battlefield franchise to a brighter future, with the beta of the latest game in the long-running series attracting 13.2 million players.

Those players all participated in Battlefield 1’s beta across ten days, between August 30 and September 8. EA DICE has confirmed that the 13.2 million people make it “the biggest beta in EA’s history,” topping the previous record holder, Star Wars: Battlefront, which attracted more than 9 million players.

As big as Battlefront’s beta was, though, it was surpassed in popularity by Blizzard Entertainment’s Overwatch, which pulled in 9.7 million in May this year. The question surrounding Battlefield I, then, is whether it’s the most popular beta of this generation. While EA hadn’t laid claim to that at the time of writing, based on other publicly available figures it seems likely: Ubisoft’s The Division had 6.4 million players in its beta, while Activision’s Destiny had 4.6 million.

In any case, these will be glad tidings for EA DICE, and EA’s shareholders. As Niko Partners’ Daniel Ahmad pointed out on Twitter, Destiny, The Division, Battlefront and Overwatch all demonstrate a clear trend.

One trend I’ll note is that each of the full games above sold to more people than played the open beta’s within the 3 months from launch.

— Daniel Ahmad (@ZhugeEX) September 15, 2016

Battlefield 1 launches on October 21.

Courtesy-Fud

Will The PS4 Pro Be A Success?

September 14, 2016 by  
Filed under Gaming

0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-ps4proHalfway through Sony’s announcement event for its new consoles – the redesigned, slimmer PS4 and the new, more powerful PS4 Pro – I found myself thinking about the optics of these events. I’ve seen the announcement events for every console since the PS2, and of them all, this was by far the most muted. The lack of bombast and braggadocio could speak to a quietly understated confidence, or to uncertainty, depending on where you’re standing. I suspect that the truth lies somewhere in the middle – Sony, achieving success it hasn’t seen since the PS2’s halcyon days, is certainly confident, but is also walking out onto uncertain territory with the PS4 Pro. The ground underfoot is no longer familiar.

The slim PS4, of course – perhaps the worst-kept secret in the history of the industry, given the appearance of functioning models on auction websites prior to the announcement – is nothing unexpected. Three years into the PS4’s lifespan, a slimmed down redesign was inevitable; it joins the (arguably rather more attractive) Xbox One S on the shelves as a sleeker model whose launch is somewhat overshadowed by impending obsolescence. Xbox One S, at least, has a year to run before the hugely more powerful Scorpio appears on the market. The new PS4 suffered the ignominy of being quickly announced and forgotten just moments before the unveiling of PS4 Pro, the device destined to replace it.

PS4 Pro, though, is a curious beast. It’ll run you $100 more than the slim PS4, it plays the same games and connects to the same online services. Sony has bent over backwards to avoid fragmenting their playerbase, and in theory, PS4 Pro is really designed only for the small minority of consumers with 4K displays in their living rooms. Yet the company must know the psychology of its consumers; it must know that for a large proportion of them, playing a game on a regular PS4 in the knowledge that an upgrade would make it that little bit sharper, that little bit smoother, is like Chinese water torture. That will only be exacerbated by the “Pro” moniker; so much of the market will feel an involuntary twitch of consumer desire at the very notion of their existing hardware being “amateur” or, god help us all, “noob”.

Ultimately, though, Sony’s cautious approach seems to be pitched just right. Those who will find themselves discombobulated by the notion of a needlessly dropped frame or a disappointingly undetailed hair strand, or quietly fuming at being branded a non-Pro, are precisely the audience expected to upgrade anyway. The benefits of PS4 Pro will be sufficient to keep them satisfied; while for pretty much everyone else, for the enormous audience of more casual consumers that Sony must access in the coming years in order to maintain the PS4’s sales trajectory, the benefits of the Pro seem minor enough not to bother with. The stroke of genius, perhaps, is that every upgrading gamer will release a second-hand PS4 into the market – handed off to a younger sibling or cousin, perhaps, or sold to a late upgrader from the last generation. That ought to do wonders to kick-start the PS4’s demographic expansion.

That’s not an easy balance to strike, and while it feels like it’s been skilfully done, only time and market data will tell. Sony enters Winter 2016 in a position of almost unprecedented strength; Nintendo’s NX won’t launch until next spring (and nobody really knows what it is), while Microsoft’s lovely Xbox One S is overshadowed by the plan to entirely outclass it with Scorpio next year. Both PS4 and PS4 Pro will do great guns this year (while PSVR, about which more in a moment, will undoubtedly be supply constrained). That’s not the real test; the test is how this line-up can fare against 2017’s launches, NX and Scorpio. Sony’s cards are now on the table for the next couple of years of the console war.

The other test, of course, is how this evolves. Much has been made of PS4 Pro representing the end of the console model; a final nail in the coffin of the five, seven or even ten year hardware cycle which has defined game consoles since the 1980s. Incremental updates like the PS4 Pro, maintaining compatibility and continuity while keeping pace with hardware advancements, are the future.

Well, perhaps they’re part of the future. Scorpio, with its dramatic upgrade over the Xbox One – so dramatic that the notion of Xbox One remaining fully capable of playing Scorpio titles seems ridiculous – suggests a somewhat different future. Equally, the muted nature of this week’s launch is suggestive of somewhat different thinking. Sony didn’t want to come out all guns blazing, shouting in triumph about its new hardware, because it cannot afford to alienate the 40 million existing owners of PS4 by implying that their consoles are obsolete. That’s a radical difference from console launches of old precisely because the whole purpose of those launches was to declare everything which came before obsolete. “Here, here is the new thing! All singing, all dancing, making the singing and dancing your existing console is capable of look merely like painful hopping and wheezing! Buy the new thing!” You can’t do that with an incremental upgrade; you can’t alienate your existing market in that way. Even smartphone makers have more freedom in their messaging, knowing that their hardware is expected to run on an 18 to 24 month upgrade cycle; consoles, though, you expect to remain “current” for four years, five years or more.

Incremental upgrades, then, lock us to a much more muted kind of message about new hardware. Does anyone really believe, though, that there’s no PS5 in the works? No grand, sweeping upgrade, that will be unveiled with bombast, and fireworks, and promises of walking on water and improbable feats of catering involving bread and fish? Of course that’s in the works. If PS4 Pro points us at something, it’s at the possibility of compatibility across generations in the very broad sense – perhaps, at last, we have entered a generation of consoles whose games will remain playable pretty much forever, or at least for as long as the capricious DRM gods smile upon us. The reverse, however, cannot remain true forever. Console generations will continue to roll past; it’s just that now, perhaps, there will be more mezzanines and landings between the floors.

Notably absent from Sony’s quiet little event was PlayStation VR. Oh, there was a logo, and there were a few words said, but you’d hardly imagine that this was a massive product launch that’s happening in just a few months’ time. Perhaps that’s because the aspect of PS4 Pro Sony is most anxious about is what impact it’s going to have on PSVR, and vice versa. Ever since the first leaks about PS4 Neo, as then was, hit the wild, there’s been a widespread assumption that part of the raison d’être for the new hardware was to drive PSVR headsets – with the existing PS4 simply being underpowered as a VR device.

If that’s not the case, Sony could have done a better job of pointing it out. Throwaway comments about the PS4 Pro yielding better frame rates for VR software sit uncomfortably with the company’s earlier pronouncements about 120Hz rendering for PSVR. Everything we’ve seen and learned about VR thus far suggests that this tech is all about framerate; if you can’t hit a consistent, high frame rate, users start to get severe motion sickness. If it’s the case that PS4 can hit those frame rates consistently, but PS4 Pro allows more visual finesse at the same frame rate, that’s great. If, on the other hand, PS4 is struggling with frame rate and PS4 Pro smoothes things out, that’s a big problem. PSVR cannot afford to be a poor experience on the existing PS4 installed base; if it is to be a success, it needs to work superbly on the 40 million PS4s already in the wild, not just on the fraction of the installed base which will be PS4 Pro.

Perhaps it does. Certainly, the demos of PSVR to date – all presumably running on PS4 standard hardware – have been fine, for the most part. Again, though, the optics are problematic; if you’re launching a VR headset within weeks of launching more powerful hardware, people are going to assume, not unreasonably, that they’re meant to complement each other. If that translates into users of the headset on stock PS4s getting physically ill where users on PS4 Pro do not, that’s a very big problem – and if that’s absolutely not the case, and there are procedures in place to prevent it, Sony needs to be discussing those things candidly and openly. (If it is the case, they might have been best served by doing something radical like only taking PSVR pre-orders alongside PS4 Pro pre-orders; let VR be the USP of PS4 Pro, and avoid the possibility of backlash from underpowered VR entirely.)

With the cards on the table, now we see how the hand plays. PS4 Pro is undoubtedly a shake-up to how the console business works. It’s one step closer to a world where console hardware is essentially a fixed-spec PC in a nice box that’s updated every few years – but we’re not in that world yet, and whether we ever arrive there will be determined by how Sony and its rivals fare in the coming 18 months.

Courtesy-GI.biz

Xbox One S Goes MediTek

September 1, 2016 by  
Filed under Gaming

0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-XoneSMediaTek has some decent network products and Asus and Xiaomi have a few midrange routers based on its SoC (system on a chip). Now it looks likely that Microsoft’s One S will use two MediaTek SoCs for wireless connectivity. 

It has been a while since IFIXIT tore apart the Xbox One S but no one really noticed that the wireless component of the console came from MediaTek.

The Xbox One S looks like a nice console, worth the investment and was a good design win for AMD as it has an AMD APU inside. There are two chips from MediaTek, inside – firstly, the MT7632TUN, which is probably a variation of the MT7632 wireless chip supporting 2×2 802.11n + Bluetooth 4.0 Module. It is interesting that Xbox uses a 2×2 MIMO approach as this will make the 801.11n wireless much faster than before.

The second chip is MediaTek’s MT7612UN which is likely a variant of 802.11ac 2×2 MIMO that will again make things much faster in the 5GHz band and getting closer to 1Gbps speeds with the ac.

MediaTek won some business with Amazon tablets last year, and adding Microsoft to its portfolio definitely means a lot for the company and boosts its wireless image. 

Xbox One S should be available in the western part of Europe within the next three weeks and Amazon Germany claims to start shipping on the September 22. US customers can get one today and it starts at $269.99 for 500 GB + Halo bundle and it jumps to $349.99 Xbox One S 1TB Console – Madden NFL 17 Bundle or $359.99 for Xbox One S 2TB Console – Launch Edition.  

 

Courtesy-Fud

Is AMD Making Gains On nVidia?

August 30, 2016 by  
Filed under Computing

Number crunchers working for Jon Peddie Research (JPR), the industry’s research and consulting firm for graphics and multimedia have noted that during the second quarter AMD gained market share in the add-in board (AIB) market.

But while AMD fans might be cheering, and while Nvidia fanboys work out ways they can beat them up after school, JPR says that over all the AIB market decreased.

For those who came in late, AIBs using discrete GPUs are found in desktop PCs, workstations, servers, and other devices such as scientific instruments. They are sold directly to customers as aftermarket products, or are factory installed by OEMs.

AIBs are the higher end of the graphics industry with their discrete chips and private, often large, high-speed memory, as compared to the integrated GPUs in CPUs that share slower system memory.

The PC add-in board (AIB) market now has just three chip (GPU) suppliers which also build and sell AIBs. The primary suppliers of GPUs are AMD and Nvidia. There are 48 AIB suppliers, the AIBOEM customers of the GPU suppliers, which they call “partners”.

JPR has been tracking AIB shipments quarterly since 1987-the volume of those boards peaked in 1999, reaching 114 million units, in 2015, 44 million shipped.

The news for the quarter was encouraging and seasonally understandable, quarter-to-quarter, the AIB market decreased -20.8 percent (compared to the desktop PC market, which increased 2.5%), the report said.

AIB shipments during the quarter decreased from the last quarter -20.8 percent, which is below the ten year average of -9.7 percent.On a year-to-year basis, it found that total AIB shipments during the quarter rose 0.8 percent, which is greater than desktop PCs, which fell -0.2 percent, JPR added.

In spite of the overall PC churn, which is mostly because of tablets and embedded graphics, the PC gaming momentum continues to build and is the bright spot in the AIB market.

The overall GPU shipments (integrated and discrete) is greater than desktop PC shipments due double-attach-the adding of a second (or third) AIB to a system with integrated processor graphics.

Another reason is the increase in dual AIBs in performance desktop machines using either AMD’s Crossfire or Nvidia’s SLI technology Improved attach rate. The attach rate of AIBs to desktop PCs has declined from a high of 63 percent in Q1 2008 to 34 percent this quarter, a decrease of -22.7 percent from last quarter which was negative. Compared to this quarter last year it increased a single miserable percentage point.

This research said that the global GPU market demand in Q2’16 decreased from last quarter, and decreased from last year, to 83.32 million units.

“In recent years, as the gaming ecosystem is shaping up, software and hardware developers, information service providers, and even governments have been attempting to unearth market opportunities coming from this new arena. However, global PC shipment volume is forecast to fall further,” the report said.

 Courtesy-Fud

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