‘PUBG’ is quietly changing video games with its 3D replay technology

The new replay tools offered in PlayerUnknown’s Battlegrounds are so much more than standard video-capture technology. In fact, it isn’t video capture at all — it’s data capture. The 3D replay tools allow players to zoom around the map after a match, tracking their own character, following enemies’ movements, slowing down time and setting up cinematic shots of their favorite kills, all within a 1-kilometer radius of their avatar. It’s filled with statistics, fresh perspectives and infinite data points to dissect. This isn’t just a visual replay; it’s a slice of the actual game, perfectly preserved, inviting combatants to play God. The toolset comes from South Korean company Minkonet, which just opened a second office in Los Angeles. PUBG is its first big client, and last month’s rollout marks the first real mainstream implementation of this data-capture technology. It definitely won’t be the last. According to Chief Operating Officer and Chief Financial Officer Gilbert Kim, Minkonent’s phone has been ringing off the hook since the PUBG announcement, with studios around the world wanting a piece of the replay pie. “We’ve been getting a lot of calls and a lot of interest, ” he says. “Getting in new games is really competitive, and every feature counts, but we see data capture and replay technology is probably going to be mainstream in the next few years. … I think this is going to unleash new content that’s never been seen before in games, and it’s just starting. It’s just starting right now.” PUBG is an ideal test case. It’s a massively popular online game where up to 100 players parachute onto a map, scavenge for supplies, upgrade weapons and attempt to be the last person standing. Even though it technically came out in December, PUBG has been available in early access since March and it’s picked up a considerable number of accolades — and players — in the process. Just last week, SteamDB reported PUBG hit 3 million concurrent players on PC, vastly outstripping its closest competitor, Dota 2 , which has a record of 1.29 million simultaneous players. Part of PUBG ‘s success stems from developers’ relentless focus on making the game fun to watch. Live streaming is now a major part of the video-game world, with sites like Twitch and YouTube Gaming growing in prominence and eSports bursting into the mainstream. Kim says PUBG creator Brendan Greene and CEO Chang Han Kim built the idea of data-capture into the game from the beginning, and Minkonet’s tech is a natural evolution of this focus. Minkonet and PUBG developers connected in late 2016 and started working together on the actual software earlier this year. “One of their first visions was to have PUBG as not just a great game to play, but a great game to watch, ” Kim says. “So they were already from the very beginning focused on having PUBG as a great live streaming game; esports was also one of their sort of long-term visions.” Minkonet’s replay suite for PUBG addresses four main issues, as Kim explains it: cheating, learning, video editing and esports. Cheating is a huge issue in PUBG — more than 1.5 million accounts have been banned from the game since it hit Early Access 10 months ago. “One of the biggest sort of issues right now in gaming is cheating, hacking, ” Kim says. “There’s a core, a few people who are doing it to a lot of people. But I think with our 3D replay technology we can sort of provide an anti-cheat — we can’t prevent a hack completely. But because of what we do with the 3D death cam, people sometimes when they play, they want to know how they died, and sometimes our technology can find out how you died. Is there is something a little bit suspicious, maybe something we should be looking at?” On top of possibly catching cheaters in the act, Minkonet’s tech allows players to review their games and cut together cinematic videos of their best (or worst, or funniest) plays. Plus, it features improved spectator modes for esports and live-streaming goodness. All of this exists on PC for now, but PUBG is also available on Xbox One . Minkonet doesn’t have any concrete details to share about bringing 3D replay tech to consoles, but Kim says it’s definitely going to happen. Minkonet is working on fresh features to add to its 3D-replay technology, and it’s talking with developers about bringing these tools to other games. The days look numbered for traditional video-only replays. “We are just starting, but demand has been great, ” Kim says. “We just opened an LA office in the US. There are going to be several more projects next year.”

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‘PUBG’ is quietly changing video games with its 3D replay technology

‘PUBG’ sets new record with three million simultaneous players

In case you needed further proof that people really, really, really like PlayerUnknown’s Battlegrounds ( PUBG ), Steam has your back. Today, the game shattered its previous concurrent-players record by more than double the amount, peaking at 3, 106, 358 this morning, according to Valve’s game-selling platform. As of this month, PUBG had some 25 million players on PC overall. In September , the game peaked at 1, 342, 857 concurrent players. Not too shabby for a game that only recently exited beta. The closest competitor to today’s numbers? The free-to-play Dota 2 (again), with a comparatively paltry 704, 938. By comparison, PUBG amassed over a million players on Xbox One in its first 48 hours a few weeks back. OVER 3 MILLION!! Thank you all for helping us reach this amazing milestone! GG WP everybody , PlayerUnknown (Twitter)

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‘PUBG’ sets new record with three million simultaneous players

A Christmas gift from Game Boy ROM hackers: Super Mario Land 2 in color

The Christmas holiday season is traditionally a great time to kick back and catch up on forgotten video games, and usually, we recommend doing so with majorly discounted video game sales. That’s still the case (and every platform, from Steam to Nintendo eShop to Xbox Live to PlayStation Network to GoG , seems to have a sale going on right now), but this year’s coolest holiday offer cannot be purchased: an out-of-nowhere ROM hack for one of Nintendo’s best original Game Boy games. Today, a classic-game hacker who goes by the handle Toruzz released a “ROM patch” for Nintendo’s 1992 game Super Mario Land 2: Six Golden Coins . This 25th-anniversary release adds a “DX” suffix to the game’s name, and that’s because it’s been designed specifically to run on original Game Boy Color hardware. As a result, the ROM hack adds support for the Game Boy Color’s expanded color palette—which could run up to 56 colors on the screen simultaneously, as broken down by various sprite-specific palettes—along with support for the GBC’s faster CPU. Read 3 remaining paragraphs | Comments

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A Christmas gift from Game Boy ROM hackers: Super Mario Land 2 in color

I can finally do cartwheels in VR with HTC’s Vive Focus

After fully unveiling the Vive Focus, HTC finally allowed lucky folks like myself to properly test out the six-degrees-of-freedom (6DoF) standalone VR headset. For the first time, I can actually walk around in VR without being tethered to a PC nor confined to a fixed space. It’s a truly mobile VR solution — more so than smartphone-based VR headsets, which only let you look around on the spot (3DoF). Naturally, I used this opportunity to test this 6DoF tracking to its limits, even if it meant doing cartwheels while wearing the Vive Focus. Here’s a quick recap of all the fresh details from last Friday: This Snapdragon 835 device is asking for around $600, and it features a 2, 880 x 1, 600 AMOLED display with a 110-degree field of view plus a 75 Hz refresh rate, along with a three-hour battery life, internal fan-cooling and a new white color option. Alas, there’s still no word on how this inside-out tracking mechanism works, but it appears to be derived from Qualcomm’s VR development kit . It’s been a month since my initial hands-on with the Vive Focus, so I wasn’t surprised to find the much-improved build quality on the latest batch of pre-production units. After all, the product is scheduled to ship in China next month. The plastic body now has a more refined finish, a tweaked nose rest to block more light and, more importantly, a new hinged neck support on the back strap for better weight-balancing. Instead of having to let demonstrators put the headset on me, this time I was allowed to do it all by myself, and I did so effortlessly, even with my glasses on: I just had to rest my face on to the cushion and then press the neck support inwards for auto locking. There was also a velcro strap at the top, which stopped the headset from slipping down my face. On and off, I had about one hour of total hands-on time, and at no point did I feel any discomfort, except for having to wipe the sweat off my masked face after some running around. Now that the developers have had more time with the Vive Focus, most of the ported apps I got to try performed quite well. For instance, Pillow’s Willow VR Studio’s puzzle adventure Spark of Light already had good 6DoF tracking, but this time it also didn’t trigger any over-heating warnings during my two rounds of four-minute gameplay, so I could focus on playing god and guiding the kid through the beautiful fantasy realm. Likewise with Chesstar Studios’ Great Header , which was just as stable as last time, though I quickly got bored of bouncing virtual soccer balls with my head and started doing cartwheels instead. I’d never dared to pull off a cartwheel in VR before, but thanks to the total mobility (and secure fit) of the Vive Focus, I was finally able to satisfy the gymnast inside me. To my amazement, it appears that the headset’s tracking kept up with my extreme movements, too. I’d very much like to see actual gymnasts give this a go. I quickly got bored of bouncing virtual soccer balls with my head and started doing cartwheels instead. The biggest jump in improvement I saw was on HTC Vive Studio’s very own Bowshot (from Arcade Saga), which has evolved from a sluggish prototype to a super-smooth first-person shooter. My legs didn’t have to move much; it was mainly about firing at physical computer viruses using a bow, dodging enemy fire and picking the right attack mode according to enemy formation. I quickly became addicted, mainly because it’s one of those seemingly-simple-yet-actually-challenging shooting games. My favorite demo of the lot was Kukrgame’s Mercenary: The Italian Ops , in which I had to dodge bullets and fire back at enemy soldiers inside buildings. While the Vive Focus’ Bluetooth controller only has 3DoF tracking, I quickly got used to it and still managed to enjoy this slightly odd shooting sensation. That said, the game could use more-realistic bot players: No soldier would stand out in the open while firing. Another noteworthy mention goes to Configreality’s infinite-walking VR experience, which gives the illusion of walking an infinitely long path within a confined space. In the demo, I had to walk through a series of chambers and collect large floating diamonds while dodging moving laser beams. As cool as this sounds, I quickly started noticing the moments when the software altered my path to keep me walking straight in the virtual world. It made me feel slightly nauseous, and I had to slow down. I still managed to clear at least nine chambers before the tracking suddenly went haywire — I started drifting out of the building for no reason, and we ended up having to quit the app. Apart from that hiccup plus a couple of blackspots in the room (likely due to lighting), I didn’t have too much trouble with the Vive Focus’ inside-out tracking. While it didn’t feel quite as precise as the PC-powered Vive, it still worked fine. The only time I felt sick was during the infinite maze demo, and that was the game’s problem, not the hardware’s. The headset had a few quirks: If I took the headset off in the middle of a game and walked around with it in my hand, it would take a little longer to reset the tracking before it could resume gameplay. Also, I found you shouldn’t block either front camera with your hands when you’re putting on the headset. I did have one real concern: boundaries. As much as I appreciated Vive Focus’ “world-scale” tracking, I still had to occasionally either ask the demonstrators whether I was about to hit the wall, or be told to stop before I ran out of space. According to HTC Vive’s China President Alvin Wang Graylin, the solution to this will be an optional setting to map out the size of your desired space, so when you’re reaching the limits, you’ll see a warning. Could the Vive Focus implement some sort of wall-detection feature, like the original Vive? Wang said this would be too much for the mobile chipset to handle. In contrast, the Vive gets a vast amount of processing power from a PC, plus it has fixed external base stations that help track both the users and the set boundaries . But of course, here you don’t get to enjoy the same flexibility and mobility as you’d do with the Vive Focus. Based on my latest hands-on experience, it’s safe to say that the Vive Focus continues to be a promising start for next-gen mobile VR. Better yet, the $600 price tag seems almost reasonable when compared to flagship smartphones with similar core specs (save for cellular radio). Smartphones all lack the 6DoF tracking needed for more immersive, proper VR experiences. What remains to be seen is how many more developers will join this new Vive Wave mobile VR platform (which is basically Google Daydream for China) because the hardware is only as good as the size of its ecosystem, especially when we’re looking at yet another VR platform in this young market. While current demos suggest that it isn’t too challenging to port content to Vive Wave, I’ve only seen about seven or eight good ones, which isn’t exactly a ringing endorsement from the VR developer community at the moment. But who knows, there may be more in the pipeline, and perhaps this will change when we revisit the product early next year.

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I can finally do cartwheels in VR with HTC’s Vive Focus

The new ‘Portal’ game is a ‘Bridge Constructor’ spin-off

Fans have been waiting with little hope for a third entry in the beloved Portal franchise since the second game came out in 2011. It seems Valve has answered their prayers — kind of. Instead of another first-person teleporting puzzle adventure, the next Portal -branded title is a standalone spin-off of the popular Bridge Constructor game . If a marriage of both those franchises is up your alley, snag it for desktop or mobile on December 20th. As the trailer illustrates, the game packs in the endearingly wild physics of Bridge Constructor with the titular teleporting ovals of Portal . Sure, it’s not the Portal 3 everyone really wants, but it’s probably the closest we’ll get since Valve doesn’t really make games anymore (they handed this one off to studios Headup and ClockStone Software). Bridge Constructor Portal will cost $10 for the PC, MacOS and Linux versions and $5 for the iOS and Android apps, all of which come out December 20th. Console editions will follow in early 2018. Via: Ars Technica Source: ‘Bridge Constructor Portal’ trailer (YouTube)

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The new ‘Portal’ game is a ‘Bridge Constructor’ spin-off

StarCraft II goes free-to-play seven years after launch

Enlarge If you’ve been zealously guarding your money since 2010, waiting for the day StarCraft II would finally be cheap enough to try out, you’re in luck. At Blizzcon over the weekend, Blizzard announced the game would be transitioning to a free-to-play model, offering significant portions of the single- and multiplayer content for no charge starting November 14. As explained on the Battle.net blog , players will be able to download StarCraft II ‘s original “Wings of Liberty” single-player campaign for free. Players who previously paid for “Wings of Liberty” will be able to get “Heart of the Swarm” expansion for free instead, and players who purchased an expansion previously will receive an exclusive Ghost skin and three new portraits. Players will also be to earn full, free access to ranked multiplayer play, including units from all three of the game’s expansions. That mode will be locked until players notch a single unranked or AI win on 10 separate days (“our way to preserve the quality and integrity of the ranked experience,” Blizzard explains). Read 4 remaining paragraphs | Comments

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StarCraft II goes free-to-play seven years after launch

How hitting a game cartridge unlocks gaming’s weirdest Easter egg

Here at Ars, we have a minor obsession with modern discoveries of Easter eggs from relatively ancient games. That includes a timing cue in Punch-Out!! , debug menus hidden in Mortal Kombat cabinets , and the first-ever Easter egg found in a game from 1977 . But a Level Select Easter egg that involves physically hitting a Sonic 3D Blast Genesis cartridge —and the story behind it—is probably the weirdest such hidden feature we’ve ever heard of. In a new video explanation , Traveller’s Tales founder Jon Burt, who worked on 3D Blast and a number of Sega games back in the ’90s, details how the unintended “smack the cartridge” Easter egg really grew out of an attempt to get around Sega’s onerous certification requirements for Genesis cartridges. As Burt explains it, Sega’s certification process at the time took “a few weeks” and required re-submission for any failures, including crashes after the game was left running for days at a time. So Burt started catching any generalized, crash-worthy errors the game might trigger and disguising them as Easter eggs the player had stumbled on—such as a “secret time warp” that bounced the player around in Mickey Mania . As Burt recalls, “most things that were to crash the game just brought up the secret time warp, so Sega wouldn’t know it was actually a bug.” Read 2 remaining paragraphs | Comments

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How hitting a game cartridge unlocks gaming’s weirdest Easter egg

SNES Classic launches with digital trove of classic instruction manuals

Enlarge / Cranky Kong pops up a lot in the Donkey Kong Country manual to tell you how bad everything is. (credit: Nintendo) Last year, the NES Classic’s launch was met with something that I argued was more interesting and valuable in the game-preservation sense: a gigantic dump of NES and Famicom instruction manuals , all free to download in PDF format. They included a range of weird and rarely seen game-instruction books from across the world, and unlike their source product, people could actually get them. We are passionate fans of the days when games actually included printed instruction manuals, so one of the first things we did with review units of the SNES Classic was tap through its menus to the “instructions” tab, then jot down the URL where Nintendo would eventually dump a similar motherload of SNES and Super Famicom instruction manuals. That day has arrived. Read 8 remaining paragraphs | Comments

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SNES Classic launches with digital trove of classic instruction manuals

Atlus wants to cut off a PS3 emulator because it runs Persona 5

Enlarge Video game publishers often use the Digital Millennium Copyright Act to try to stop things like fan-games , ROM hacks , YouTube videos , and even “obsolete titles” from being distributed on the Internet. Japanese publisher Atlus, though, is using a more expansive view of DMCA protections to try to take down a PC-based PlayStation 3 emulator merely because it enables players to run copies of  Persona 5 . The battle centers on the Patreon page for RPCS3 , an “early, work-in-progress” effort to create a functional PS3 emulator that currently attracts more than $3,000 a month from 677 patrons. As Reddit user ssshadow notes in a thread , Atlus issued a DMCA request to Patreon to have the page taken down. While Patreon did not agree to that request, the RPCS3 team says it removed all references to Persona 5 from the Patreon page to help “resolve the situation.” Though Atlus reportedly acknowledged that “the PS3 emulator itself is not infringing on our copyrights and trademarks,” the publisher argued that “no version of the P5 game should be playable on this platform; and [the RPCS3] developers are infringing on our IP by making such games playable.” In a followup message to Patreon, Atlus reportedly argued that “to make Persona 5 work on the emulator, the user has to circumvent our DRM protections” and points out that the non-Patreon RPCS3 page provides generalized instructions for how to “dump” a legitimate copy of the game from your PS3. Read 4 remaining paragraphs | Comments

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Atlus wants to cut off a PS3 emulator because it runs Persona 5

Mystery of Sonic Weapon Attacks At US Embassy In Cuba Deepens

An anonymous reader quotes a report from The Guardian: The blaring, grinding noise jolted the American diplomat from his bed in a Havana hotel. He moved just a few feet, and there was silence. He climbed back into bed. Inexplicably, the agonizing sound hit him again. It was as if he’d walked through some invisible wall cutting straight through his room. Soon came the hearing loss, and the speech problems, symptoms both similar and altogether different from others among at least 21 U.S. victims in an astonishing international mystery still unfolding in Cuba. The top U.S. diplomat has called them “health attacks.” New details learned by the Associated Press indicate at least some of the incidents were confined to specific rooms or even parts of rooms with laser-like specificity, baffling U.S. officials who say the facts and the physics don’t add up. Suspicion initially focused on a sonic weapon, and on the Cubans. Yet the diagnosis of mild brain injury, considered unlikely to result from sound, has confounded the FBI, the state department and U.S. intelligence agencies involved in the investigation. Some victims now have problems concentrating or recalling specific words, several officials said, the latest signs of more serious damage than the U.S. government initially realized. The United States first acknowledged the attacks in August — nine months after symptoms were first reported. Read more of this story at Slashdot.

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Mystery of Sonic Weapon Attacks At US Embassy In Cuba Deepens