playstation

Auto Added by WPeMatico

‘Death Stranding’ brings back appointment gaming

Game launches these days are frequently the very worst time to play them. Plagued by bugs, server issues, balance problems and a lack of content, many “games as a service” titles are best consumed after a month or two. Not so with Hideo Kojima’s long-awaited Death Stranding, which, if you’re going to play at all… you should probably play now.

This type of game comes out once every year or two: A title where the gradual discovery of mechanics and ideas by the players is part of the adventure. Being part of that vanguard of players who go in unsure of what to expect, learning by doing and sharing that information with others has a special feeling, not of exclusivity exactly, but of a collective experience.

Sure, playing the new Call of Duty on day one can be thrilling, but it’s not exactly a journey of discovery. Furthermore, games like those tend to get better after the first few months as content is added, gameplay is tweaked and so on.

But just as some TV and movies are best seen with friends on the day they’re released, some games beg to be played before they become over-amply documented, their mysteries vivisected and wikified.

The most frequent entries on this list are From Software’s Dark Souls type games, the esoteric workings of which are sometimes never fully revealed even years later. Bloodborne is still yielding up its secrets even now, for instance.

The Legend of Zelda: Breath of the Wild was another one, in which it wasn’t exactly that people were finding hidden things or speculating on lore, but rather finding how open-ended the world really was and demonstrating that in ingenious ways. When someone figured out you can trick an enemy into being struck by lightning by slipping them a metal weapon in a thunderstorm, it was like a million gamers worldwide squinted, said “wait, what?” and ran to their Switch to try it.

Death Stranding is likewise “appointment gaming,” because… well, it’s so weird. But it definitely belongs in the company of those games that are best experienced while steaming hot, like the frequent showers you’ll see Norman Reedus take in it. I’m glad I let a friend of mine convince me to jump in right away.

Don’t worry, I won’t be spoiling anything you don’t learn in the first couple of hours. But there is a mechanic where items like ladders or climbing ropes you lay down to help navigate the terrain get shared with other people for their own use. Just as there is glory in being the first to call down lightning in Zelda, there’s a glory (slightly more obscure admittedly) in being the first to go a certain way and let others follow in your footsteps.

Lay down a bridge to reach a shelter more easily while carrying lots of cargo, and you may find that a day or two later, thousands of people have used it, given it “likes,” and maybe even upgraded or expanded it with their own resources.

The thing about this is that in a year or two, the locations of these bridges will have been optimized and documented for all to know, as if they were part of the game’s landscape to begin with. Where’s the fun in that? It’s a pleasure knowing that the environment around you is being improvised by players all over the world.

Similarly, there are “aha” moments already occurring. You’re told directly that your character’s bodily fluids seem anathema to the ghostly “BTs” that are your most serious enemies. You’re also given the option, once you’ve drunk sufficient quantities from your canteen, to have a wee. Someone made that connection and decided to wee on the horrible ghostly BTs — and it repels them!

And a million gamers squint, say “wait, what?” and run to their PS4 to try it.

That collective experience that we shared when we sat in the same room to watch the Game of Thrones finale or, before that, Lost’s ultimately regrettable but thrilling perambulations, is present here in Death Stranding, as it has been for other games before it.

Is Death Stranding a game for everyone? Hell no. But nor was Dark Souls. Death Stranding is a game that is frequently original and odd and surprising, while also occasionally being heavy-handed, tedious and obtuse. We need more of that in the increasingly cynical and predictable world of AAA gaming.

By its nature Death Stranding is something that, if you don’t give it a hard pass (and I definitely get that), you should be playing today — not next year or even next month. Get it, then be patient, be weird, have fun and send likes.

Powered by WPeMatico

Here’s where top gaming VCs are looking for startup opportunities

With cross-platform experiences like Fortnite and PUBG, in-game socializing environments, and subscription-based cloud gaming services from Playstation, Google, Amazon, and others, the gaming industry is entering a new era beyond mobile.

These days, the industry is at the center of social media and entertainment trends; gaming is expected to earn $152 billion in global revenue this year, up 9.6% year over year. 

Given my recent writing on Unity, the most-used game engine, and ongoing research into interactive media trends, I wanted to find out how top gaming-focused VCs are assessing the market right now. I asked ten of them to share which trends they are most excited about when it comes to finding investment opportunities:

  • David Gardner, Partner at London Venture Partners
  • Henric Suuronen, Partner at Play Ventures
  • Samuli Syvähuoko, Partner at Sisu Game Ventures
  • Jay Chi, Partner at Makers Fund
  • Peter Levin, Managing Director at Griffin Gaming Partners
  • Gigi Levy-Weiss, Partner at NFX
  • Ethan Kurzweil, Partner at Bessemer Venture Partners
  • Jonathan Lai, Partner at Andreessen Horowitz
  • Blake Robbins, Partner at Ludlow Ventures
  • Jon Goldman, General Partner at GC Tracker & Board Partner at Greycroft Partners

Amid the mix of predictions, there were several common threads, such as optimism about the rise of games as broader social platforms, opportunities to invest directly in new studios, and skepticism about near-term investments in augmented or virtual reality and blockchain.

Here are their responses.

David Gardner, Partner at London Venture Partners

“PC Games are back. Great place to start new IP to then migrate a success to multiple platforms. There is more innovation in business models and more open distribution on PC to facilitate audience growth without the punishment of mobile CPIs.

VR & AR remain out. We stood away from VR in the beginning and extend that to AR while the user experience for games remains a disappointment. Let’s hope those new Apple glasses do the trick!

Crypto remain a theological war zone, but honestly everything on offer has been available in the cloud world, but the real consumer benefit isn’t showing up.

We love games that are expanding audience demographics and are sensitive to less hardcore audiences.  For example, women players are estimated to account for 1 billion gamers.”

Henric Suuronen, Partner at Play Ventures

“At Play Ventures, we believe we have just entered the golden era of mobile gaming. Who would have believed 10 years ago that Nintendo and games like Fortnite and Call of Duty would all be on mobile. Mobile is not just a games platform anymore, it is THE games platform of choice for casual and core players alike. Consequently, in the next 2-3 years we will invest in 30-40 mobile games studios across the globe.”

Samuli Syvähuoko, Partner at Sisu Game Ventures

“We at Sisu Game Ventures have been investing in many sectors since 2015 including free-to-play mobile games (especially big here in Finland), VR, AR, PC, console, instant messenger, hypercasual, audio and most recently cloud-native games as well. In addition to game studios, around a third of our investments are into games related tech/infrastructure. 

We’ve so far not dipped our toes into blockchain or eSports and our appetite for doing more investments in VR and AR is nil. To me, the most interesting mega trends lie with the promise of cloud gaming when utilized to its full potential. Another term that encapsulates my excitement is games-as-a-social-hobby. Put this and the extreme accessibility of the cloud together and you’ll have a game with revolutionary potential.”

Jay Chi, Partner at Makers Fund

“We are looking closely at ‘Gaming as Media’ related content and platforms — the emergence of new interactive experience centered on ‘viewers as participants.’ Gaming as social media falls under this thesis. We are also looking for MMO and Metaverse enablers given increased demand for specialized, scalable and affordable technologies that empower lean startup teams to create and operate large-scale worlds and novel gameplays. 

We also see potential for new start-ups to emerge in hypercasual games with midcore/social meta — no one has truly cracked this genre yet.”

Powered by WPeMatico

Destiny 2 goes free to play and gains cross-saving on all platforms

Bungie aims to fortify the popular but flagging Destiny 2 with an expanded free-to-play plan and universal cross-platform saving, the company announced today. It’s an interesting and player-friendly evolution of the “games as a service” model, and other companies should take note.

The base game, which is to say the original campaign and the first year of updates, will be available on PC, Xbox One, PlayStation 4, and Google Stadia. You can play as much as you want, and your progress will be synced to your account, so you can do some easy patrols on console and then switch to your PC’s mouse and keyboard for the more difficult raids.

The PS4 cross-save ability is a surprise, since Sony has resisted this sort of thing in the past and rumors had it before the announcement that they would be left out of the bargain. It’s heartening to see this level of cooperation, if that’s what it is, in the new gaming economy.

Confirmed! https://t.co/WKWtPZ7mtD

— PlayStation (@PlayStation) June 6, 2019

As part of Bungie’s separation from Activision, which published Destiny 2 to begin with, the game is now switching over to Steam on the PC. That’s probably a good thing for most, and you won’t lose any progress. It’s also being renamed “Destiny: New Light,” because why not?

Importantly, no platform will have any content advantage over another — no Xbox-specific guns or PC-specific levels. At a time when consoles are fighting one another on the basis of exclusives, this is a breath of fresh air.

The news was announced in a stream this morning, though players got a sneak peak when a publication I shall not name posted it slightly early. But we also learned more ahead of Bungie’s announcement when Google’s Stadia event showed the game coming to the streaming service in free form.

The developers at Bungie reveal Destiny 2: Shadowkeep.

A new chapter for Destiny 2 and the studio begins this September.

🌑 Watch the full ViDoc: https://t.co/A1dBgdxgMQ pic.twitter.com/nHbAW9CuYA

— Bungie (@Bungie) June 6, 2019

Destiny 2 came out two years ago and has had a number of expansions — and has also been free for limited times or platforms a handful of times. The base game was really a bit threadbare and honestly may not convince new players that it’s worth it to pay. But the price is right and if you like the basic gameplay the expansions, which improved considerably on the game and added a lot of contents, can be bought year by year.

The move is obviously meant to help Destiny 2 compete with other games-as-services, such as the constantly improving Warframe and youth-devouring Fortnite. And it’s a good test bed for the new cross-platform economy that gamers are beginning to demand. You’ll be able to test it out for yourself on September 17, when the switchover is set to take effect — more details should be available well ahead of the relaunch.

Powered by WPeMatico

Rivals in gaming, Microsoft and Sony team up on cloud services

For the last two decades, Sony and Microsoft’s gaming divisions have been locked in all-out war against one another: on price, on hardware, on franchises, on exclusives… you name it. But it seems they’ve set their enmity aside temporarily that they might better prevent that filthy casual, Google, from joining the fray.

The official team-up, documented in a memorandum of understanding, was announced today, though details are few. But this is clear enough:

The two companies will explore joint development of future cloud solutions in Microsoft Azure to support their respective game and content-streaming services. In addition, the two companies will explore the use of current Microsoft Azure datacenter-based solutions for Sony’s game and content-streaming services.

Of course there is no doubt that Sony could have gone with a number of other cloud services for its gaming-on-demand services. It already runs one, PlayStation Now, but the market is expected to expand over the next few years much like cord cutters have driven traditional TV and movie watchers to Netflix and other streaming services. Expansion would surely prove expensive and complicated.

The most salient challenger is likely Google and its new Stadia game streaming service, which of course has a huge advantage in its global presence, brand recognition and unique entry points: search and YouTube. The possibility of searching for a game and being able to play it literally five seconds later is an amazing one, and really only something Google can pull off right now.

That makes Google a threat. And Microsoft and Sony have enough threats already, what with the two of them making every exclusive and chip partnership count, the resurgence of Nintendo with the immensely popular Switch and the complex new PC-and-mobile-focused gaming market making consoles look outdated. Apple Arcade exists, too, but I don’t know that anyone is worried about it, exactly.

Perhaps there was a call made on the special direct line each has to the other, where they just said “truce… until we reduce Google Stadia to rubble and salt the earth. Also Nvidia maybe.”

We don’t actually have to imagine, though. As Sony President and CEO Kenichiro Yoshida noted in the announcement: “For many years, Microsoft has been a key business partner for us, though of course the two companies have also been competing in some areas. I believe that our joint development of future cloud solutions will contribute greatly to the advancement of interactive content.”

Sony doesn’t lack technical chops, or the software necessary to pull off a streaming service — but it may simply make more sense to deploy via Microsoft’s Azure than bring its own distribution systems up to par. No doubt Microsoft is happy to welcome a customer as large as Sony to its stable, and any awkwardness from the two competing elsewhere is secondary to that. Google is a more existential competitor in many ways, so it makes sense that Microsoft would favor partnering with a partial rival against it.

Sony has long been in this boat itself. Its image sensors and camera technology can be found in phones and DSLRs that compete with its own products — but the revenue and feedback it has built up as a result have let it maintain its dominance.

Speaking of which, the two companies also plan to collaborate on imaging, combining Sony’s sensor tech with Microsoft’s AI work. This is bound to find its way to applications in robotics and autonomous vehicles, though competition is fierce there, and neither company has a real branded presence. Perhaps they aim to change that… together.

Powered by WPeMatico

Final Fantasy VII Remake trailer shows redo of the classic in action

’90s kids will remember this. Final Fantasy VII, the game that busted JPRGs out of their niche and helped make the original PlayStation the must-have console of the generation, is, as we all know, being remade. But until today it wasn’t really clear just what “remade” actually meant.

The teaser trailer put online today is packed full of details, though of course they may change over the course of development. It’s exciting not just for fans of this game, but for those of us who prefer VI and are deeply interested in how that (superior) game might get remade. Or VIII or IX, honestly.

The trailer shows the usual suspects traversing the first main area of the game, Midgar. A mix of cutscenes and gameplay presents a game that looks to be more like Final Fantasy XV than anything else. This may be a bitter pill for some — while I doubt anyone really expected a perfect recreation of the original’s turn-based combat, XV has been roundly criticized for oversimplification of the franchise’s occasionally quite complex systems.

With a single button for “attack,” another for a special, and the rest of the commands relegated to a hidden menu, it looks a lot more like an action RPG than the original. A playable Barret suggests the ability to switch between characters either at will or when the story demands. But there’s nothing to imply the hidden depths of, say, XII’s programmatic combat or even XIII’s convoluted breakage system.

But dang does it look good. Aerith (not “Aeris” as some would have it) looks sweet, Cloud is stone-faced and genie-panted, and Barret is buff and gruff, all as detailed and realistic we have any right to expect. The city looks wonderfully rendered and clearly they’re not phoning in the effects.

It’s more than a little possible that the process for remaking VII is something that the company is considering for application to other titles (I can see going all the way back to IV), but with this game being the most obvious cash cow and test platform for it.

“More to come in June,” the video concludes.

Will we enter a gaming era rife with remakes preying on our nostalgia, sucking our wallets dry so we can experience a game for the 4th or 5th time, but with particle effects and streamlined menus? I hope so. Watch the full teaser below:

Powered by WPeMatico

Sony shares some details about the PlayStation 5

Lead architect for the PlayStation 4 and PlayStation Vita Mark Cerny gave a lengthy interview to Wired’s Peter Rubin and shared some details about Sony’s next-gen console — the console that is likely to be called the PlayStation 5.

The next PlayStation will be based on an AMD architecture just like the PlayStation 4 and PlayStation 4 Pro. The custom-made CPU will be based on the third-generation AMD Ryzen CPU line. It’ll feature eight 7nm cores.

As for the GPU, Sony plans to use a custom version of AMD Radeon’s Navi GPUs. While AMD is supposed to unveil this new generation of GPUs in the coming months, Cerny says that the next-gen PlayStation GPU will support ray tracing.

Those chips should also lead to a jump in audio performance. You can expect better 3D audio support if you have a set of speakers or headphones that support this kind of stuff.

The PlayStation 5 will also ship with SSD hard drives by default. This is a key differentiating factor between PC games and console games. Spinning hard drives lead to endless loading screens.

Opting for an SSD changes everything. For instance, Cerny says that fast-travel in Spider-Man running on a PlayStation 4 Pro takes approximately 15 seconds, while it takes less than a second on a next-generation PlayStation devkit.

On the hardware front, Cerny also said that the PlayStation 5 will have a Blu-ray drive to read physical games. And you’ll also be able to play PlayStation 4 games on the new console.

Based on the interview, it’s unclear whether Sony wants to launch a second-generation PlayStation VR headset. But if you already bought a VR headset, it’ll be compatible with the future PlayStation.

Sony is skipping E3 this year, which means that we won’t hear more about the PlayStation 5 for a while. The company most likely will launch the new console in 2020.

Powered by WPeMatico

After 5 years, Sony’s PS4 is still killing it

After a successful holiday season, Sony’s PlayStation 4 is nearing some pretty wild milestones.

The company announced Monday that they had sold more than 5.6 million PS4 units over the holiday season worldwide, bringing the total number of current-gen consoles sold to 91.6 million, a number that suggests the popular console is still vibrant even after five years on the market.

Microsoft has been in a losing position throughout the “console wars” and, while it hasn’t released its own numbers recently, it’s estimated that the quantity of Xbox One units sold may make up just about half of what Sony has shipped this generation. Meanwhile, Nintendo has had a banner year following the success of the Switch, which launched in late 2017 and has become the fastest-selling game console ever in the U.S., though the total units sold still drags far behind the much older PS4.

Beyond the hardware, Sony also delivered some statistics on title sales, saying that they sold more than 50 million titles and that they have sold at least 9 million copies of the Spider-Man Sony-exclusive title. A staggering 876 million PS4 games have been sold to date.

Powered by WPeMatico

Nintendo Switch forecasted to outsell the PS4 in 2019

The Switch has been a monster hit for Nintendo by nearly every measure. The convertible console is precisely the success the company needed after a few years in the wilderness following the Wii U flop and smartphone foot-dragging.

Strategy Analytics predicts more good things for the platform, predicting that Nintendo will surpass Sony in console sales next year. The margins are admittedly pretty thin, with Nintendo selling 17.3 million Switches to Sony’s 17.1 million PS4/PS4 Pro (Microsoft’s in a distant third here at an even 10 million), but if it holds, it will be an impressive feat nonetheless. 

That number would put Nintendo ahead of the pack for the first time in 10 years, back in the Wii/PS3/Xbox 360 days. The company’s gearing up to release one of the console’s biggest titles yet, with the new Super Smash Bros. due out next week, and rumors have been swirling around update hardware for 2019, which would be pretty standard fare for Nintendo.

While those sales would propel the company to the front of the pack, Sony’s still got a much larger overall user base, accounting for around half of consoles currently in use — an impressive 84 percent of which are PS4s.

Powered by WPeMatico

Sony filed a patent for a touchscreen-equipped PlayStation controller

According to a patent application continuation filed in 2017 and published recently, Sony may have tentative plans to build out a touchscreen-equipped PlayStation controller.

Whether the value added from having a touchscreen right on the controller will be worth the added cost is not yet clear.

Right now, PlayStation controllers have a touch-enabled center button that allows users to navigate through menus and other activities with a touch-based interface. The center button also lets gamers access more information, such as game stats, when clicked.

This patent application also leaves us wondering what type of content might be displayed on the touchscreen. As you can imagine, controller content could include in-game information that is usually shown on a heads-up display on the main screen.

However, it’s far more likely that a touchscreen-equipped PlayStation controller would offer a new interface for console-based information and actions, such as sharing a video broadcast or dealing with incoming invites and friend requests.

Interestingly, Nintendo’s own experiment with a touchscreen-enabled controller failed miserably. Remember the Wii U? Nintendo eventually corrected the mistake with the launch of the Switch, which has found its place among casual gamers as a sort of hybrid console and sold more than 20 million units since launch.

Of course, Sony’s touchscreen controller is nothing more than a patent application for now, so there’s a solid chance that the same controllers we’ve grown to know and love ship alongside the next-gen PlayStation with no update to be seen. But just in case someone at Sony decides to get inventive, the patent is in place for the company to start thinking about touchscreen controllers.

Reports suggest that the next-generation Sony console could arrive as early as 2019 or as late as 2021.

[via DualShockers]

Powered by WPeMatico

Sony’s PlayStation Classic uses an open-source emulator to play its games

The worm has turned, it seems. Emulators, which let people run old console games on their computers, were once the scourge of the gaming industry. Now Sony is using one of the very pieces of software the industry decried as the basis for its PlayStation Classic retro console.

In the licenses list for the console can be found PCSX ReArmed, as Kotaku noticed in its review yesterday. That’s the ARM port of PCSX Reloaded, itself an offshoot of the original PCSX emulator, which ceased development in 2003.

Don’t worry, it’s not a crime or anything: Sony is well within its rights to do this. It’s just ironic, and indicative of the hard work emulator developers have done for over two decades, that a tool most famously (though by no means exclusively) used for piracy is being deployed officially like this. PCSX and its derivatives are open source under GPL.

It’s a huge vindication of these rogue developers, as you might call them, whose software based on reverse-engineering the proprietary systems of major companies has grown to be not just useful but the best option for running these old games — as chosen by Sony itself! Gaming historian Frank Cifaldi has an interesting thread about why this is so mind-blowing for some of us.

It also makes sense to a certain extent: Sony would have had to dedicate a non-trivial amount of resources to building an emulator from scratch, or (even more complex) rebuilding the PlayStation hardware in some fashion. Why not use a high-quality, open-source emulator with years of active development and testing?

Not every company has made that same choice, though: Nintendo, for its NES and SNES Classic mini-consoles, developed its own emulators, as it did before for Virtual Console (and indeed inside Animal Crossing on GameCube). But even then, those devices run on a custom Linux build, which of course uses a similar open-source license. So one way or the other the gaming world is finding itself in bed with the open-source community.

It’s true that the emulators themselves were never really illegal — unless they used some proprietary code or something. It was always the ROMs themselves, copies of games, that companies fought hardest against. But emulators have always lived in a sort of grey area, even if few actions were taken against them. The last few years have seen a resurgence in interest for retro games and a willingness to pay for them, but if emulators hadn’t been letting us do that for free for decades, there’s a good chance that many of these games would have been forgotten.

Powered by WPeMatico