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Apple goes to war with the gaming industry

Most gamers may not view Apple as a games company to the same degree that they see Sony with PlayStation or Microsoft with Xbox, but the iPhone-maker continues to uniformly drive the industry with decisions made in the Apple App Store.

The company made the news a couple times late this week for App Store approvals. Once for denying a gaming app, and the other for approving one.

The denial was Microsoft’s xCloud gaming app, something the Xbox folks weren’t too psyched about. Microsoft xCloud is one of the Xbox’s most substantial software platform plays in quite some time, allowing gamers to live-stream titles from the cloud and play console-quality games across a number of devices. It’s a huge effort that’s been in preview for a bit, but is likely going to officially launch next month. The app had been in a Testflight preview for iOS, but as Microsoft looked to push it to primetime, Apple said not so fast.

The app that was approved was the Facebook Gaming app which Facebook has been trying to shove through the App Store for months to no avail. It was at last approved Friday after the company stripped one of its two central features, a library of playable mobile games. In a curt statement to The New York Times, Facebook COO Sheryl Sandberg said, “Unfortunately, we had to remove gameplay functionality entirely in order to get Apple’s approval on the stand-alone Facebook Gaming app.”

Microsoft’s Xbox team also took the unusually aggressive step of calling out Apple in a statement that reads, in-part, “Apple stands alone as the only general purpose platform to deny consumers from cloud gaming and game subscription services like Xbox Game Pass. And it consistently treats gaming apps differently, applying more lenient rules to non-gaming apps even when they include interactive content.”

Microsoft is still a $1.61 trillion company so don’t think I’m busting out the violin for them, but iOS is the world’s largest gaming platform, something CEO Tim Cook proudly proclaimed when the company launched its own game subscription platform, Apple Arcade, last year. Apple likes to play at its own pace, and all of these game-streaming platforms popping up at the same time seem poised to overwhelm them.

Image Credits: Microsoft

There are a few things about cloud gaming apps that seem at odds with some of the App Store’s rules, yet these rules are, of course, just guidelines written by Apple.  For Apple’s part, they basically said (full statement later) that the App Store had curators for a reason and that approving apps like these means they can’t individually review the apps which compromises the App Store experience.

To say that’s “the reason” seems disingenuous because the company has long approved platforms to operate on the App Store without stamping approval on the individual pieces of content that can be accessed. With “Games” representing the App Store’s most popular category, Apple likely cares much more about keeping their own money straight.

Analysis from CNBC pinned Apple’s 2019 App Store total revenue at $50 billion.

When these cloud gaming platforms like xCloud scale with zero iOS support, millions of Apple customers, myself included, are actually going to be pissed that their iPhone can’t do something that their friend’s phone can. Playing console-class titles on the iPhone would be a substantial feature upgrade for consumers. There are about 90 million Xbox Live users out there, a substantial number of which are iPhone owners I would imagine. The games industry is steadily rallying around game subscription networks and cloud gaming as a move to encourage consumers to sample more titles and discover more indie hits.

I’ve seen enough of these sagas to realize that sometimes parties will kick off these fights purely as a tactic to get their way in negotiations and avoid workarounds, but it’s a tactic that really only works when consumers have a reason to care. Most of the bigger App Store developer spats have played in the background and come to light later, but at this point the Xbox team undoubtedly sees that Apple isn’t positioned all that well to wage an App Store war in the midst of increased antitrust attention over a cause that seems wholly focused on maintaining their edge in monetizing the games consumers play on Apple screens.

CEO Tim Cook spent an awful lot of time in his Congressional Zoom room answering question about perceived anticompetitiveness on the company’s application storefront.

The big point of tension I could see happening behind closed doors is that plenty of these titles offer in-game transactions and just because that in-app purchase framework is being live-streamed from a cloud computer doesn’t mean that a user isn’t still using experiencing that content on an Apple device. I’m not sure whether this is actually the point of contention, but it seems like it would be a major threat to Apple’s ecosystem-wide in-app purchase raking.

The App Store does not currently support cloud gaming on Nvidia’s GeForce platform or Google’s Stadia which are also both available on Android phones. Both of these platforms are more limited in scope than Microsoft’s offering which is expected to launch with wider support and pick up wider adoption.

While I can understand Apple’s desire to not have gaming titles ship that might not function properly on an iPhone because of system constraints, that argument doesn’t apply so well to the cloud gaming world where apps are translating button presses to the cloud and the cloud is sending them back the next engine-rendered frames of their game. Apple is being forced to get pretty particular about what media types of apps fall under the “reader” designation. The inherent interactivity of a cloud gaming platform seems to be the differentiation Apple is pushing here — as well as the interfaces that allows gamers to directly launch titles with an interface that’s far more specialized than some generic remote desktop app.

All of these platforms arrive after the company already launched Apple Arcade, a non-cloud gaming product made in the image of what Apple would like to think are the values it fosters in the gaming world: family friendly indie titles with no intrusive ads, no bothersome micro-transactions and Apple’s watchful review.

Apple’s driver’s seat position in the gaming world has been far from a wholly positive influence for the industry. Apple has acted as a gatekeeper, but the fact is plenty of the “innovations” pushed through as a result of App Store policies have been great for Apple but questionable for the development of a gamer-friendly games industry.

Apple facilitated the advent of free-to-play games by pushing in-app purchases which have been abused recklessly over the years as studios have been irresistibly pushed to structure their titles around principles of addiction. Mobile gaming has been one of the more insane areas of Wild West startup growth over the past decade and Apple’s mechanics for fueling quick transactions inside these titles has moved fast and broken things.

Take a look at the 200 top grossing games in the App Store (data via Sensor Tower) and you’ll see that all 199 of them rely solely on in-app micro-transaction to reach that status — Microsoft’s Minecraft, ranked 50th costs $6.99 to download, though it also offers in-app purchases.

In 2013, the company settled a class-action lawsuit that kicked off after parents sued Apple for making it too easy for kids to make in-app purchases. In 2014, Apple settled a case with the FTC over the same mechanism for $32 million. This year, a lawsuit filed against Apple questioned the legality of “loot box” in-app purchases which gave gamers randomized digital awards.

“Through the games it sells and offers for free to consumers through its AppStore, Apple engages in predatory practices enticing consumers, including children to engage in gambling and similar addictive conduct in violation of this and other laws designed to protect consumers and to prohibit such practices,” read that most recent lawsuit filing.

This is, of course, not how Apple sees its role in the gaming industry. In a statement to Business Insider responding to the company’s denial of Microsoft’s xCloud, Apple laid out its messaging.

The App Store was created to be a safe and trusted place for customers to discover and download apps, and a great business opportunity for all developers. Before they go on our store, all apps are reviewed against the same set of guidelines that are intended to protect customers and provide a fair and level playing field to developers.

Our customers enjoy great apps and games from millions of developers, and gaming services can absolutely launch on the App Store as long as they follow the same set of guidelines applicable to all developers, including submitting games individually for review, and appearing in charts and search. In addition to the App Store, developers can choose to reach all iPhone and iPad users over the web through Safari and other browsers on the App Store.

The impact has — quite obviously — not been uniformly negative, but Apple has played fast and loose with industry changes when they benefit the mothership. I won’t act like plenty of Sony and Microsoft’s actions over the years haven’t offered similar affronts to gamers, but Apple exercises the industry-wide sway it holds, operating the world’s largest gaming platform, too often and gamers should be cautious in trusting the App Store owner to make decisions that have their best interests at heart.


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Sony will now pay researchers $50,000+ for critical PS4 bugs

Think you’ve found a way to consistently brick someone’s PS4, or make it run code that it shouldn’t? Sony wants to know — and now they’re willing to pay.

This morning Sony announced that it’s opening its bug bounty program to the public, and will pay for newly discovered bugs and exploits that impact either the PlayStation 4 or their online PlayStation Network.

Sony is pretty explicit about what kind of bugs they’re looking for: anything that hits “the PlayStation 4 system, operating system, accessories” in its current and/or beta form, or that impacts any of a handful of PlayStation Network domains/APIs. Tactics like socially engineering Sony employees or DDoSing their servers, meanwhile, aren’t allowed.

Bugs found in the PlayStation Network will have base bounties of $100-$3,000 or more (depending on severity), while critical bugs found related to the PS4 itself will pay $50,000 or more. You can see Sony’s breakdown, including what’s in/out of the program’s scope, right here.

(Note the focus on PlayStation 4. Finding a new way to break the ol’ PS2 is cool and all, but Sony won’t be dishing out any money for it.)

In a blog post announcing the bug bounty program, Sony notes that they’ve actually been running this program quietly with a handful of researchers for a while now — today, though, they’re opening it up to anyone with the skill and interest. The program’s HackerOne page says Sony has already paid out over $170,000 to researchers, with an average bounty of around $400.

Microsoft launched a similar bug bounty program for Xbox Live earlier this year.

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In spite of an uncertain economy, US video game sales remain strong

May marked another extremely strong month for gaming sales, according to the latest figures from NPD. Between software, hardware, accessories and game cards, Americans spent around $977 million. That’s a 57% jump since the year prior and the highest it’s been for the month since 2008, when the country was feeling the strain of the Great Recession.

All of this is made more remarkable by the fact that the United States has been struggling with COVID-19-related pains for months now. This week, another 1.5 million Americans filed for unemployment, bringing the total number to 44.2 million since the beginning of shutdowns. But as countless other venues for non-essential spending have suffered, gaming has thrived.

It’s clear that games are how Americans are choosing to spend whatever sort of disposable income they might have, as they’re stuck at home, away from other humans. And that spending has continued for a few months now, even after Microsoft and Sony have begun hyping their next-generation consoles — both due at at the end of the year.

That, perhaps, is part of why Nintendo continued to dominate console sales with the Switch, in spite of hardware shortages. Animal Crossing: New Horizons remained the top-selling title for the console (and third over all), owing to the online cult it has amassed through social-first gameplay. Call of Duty: Modern Warfare and Grand Theft Auto V took the No. 1 and No. 2 spots, respectively, on both the PlayStation 4 and Xbox One.

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And finally…here’s Sony’s PlayStation 5

Today’s PlayStation 5 event was all about the games — generally a good sign when your system is due out by the end of the year. But after more than an hour of real PS5 gameplay capture, Sony had one more important thing up its sleeve: the console. Announced back at CES in January, we’ve seen very little of the hardware thus far, beyond last month’s DualSense Controller review.

Sony finally reviewed the PS5 tower in all its glory — and I’ve got to admit, the damn thing looks pretty slick. That goes double when placed up against the Xbox Series X, which frankly looked a bit more like a router than I think most were expecting. The PS5 isn’t entirely un-router-like, but at least it’s a sleek-looking one. While it seems likely we’ll see multiple color options, the unit that featured prominently in the event featured the same sort of white with black trim color scheme we saw on the controller review.

Here, however, there are some sharp finds and radical angles that could make it difficult to place the system in a horizontal configuration, if you’re so inclined. The back, meanwhile, features an exposed black surface with a fairly large cooling vent. As seen above, there are two distinct versions of the system. At left is the standard PS5 and at right is the Digital Edition, which ditches the familiar disc drive. Seems Sony’s not ready to abandon physical games just yet. Like Microsoft’s digital version of the last Xbox, the system will most likely come with a price cut over the standard model. It also appears a fair bit thinner.

Specwise, we know we’re in for an AMD Zen 2 CPU and AMD’s RDNA 2-based GPU, coupled with 16GB of RAM and an 825GB SSD — no word on whether that last bit will vary between models. There’s also a separate HD camera accessory and matching Pulse 3D headphones, which feature that 3D audio Sony has long been pushing. Plenty more details to come — including price — ahead of the system’s launch this holiday season.

 

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Spider-Man and stray cats take center stage as Sony showcases its PS5 gaming lineup

Several months after teasing a holiday release for the PlayStation 5 back at CES, Sony finally gave gamers a lengthy sneak peek at the next-gen console’s lineup. The event — which was initially set for last week before being pushed due to nationwide protests — comes a month after a similar event for Microsoft’s Xbox Series X.

The event was very much inline with a standard E3 presentation — albeit devoid of the standard live element, due to COVID-19-related restrictions. And honestly, it was a nice change after last year’s odd, low-key Sony event at the gaming show, focused almost exclusively on gameplay. In fact, as the company noted, everything after the Grand Theft Auto V re-release trailer that opened the show was captured directly from a PS5. That, too, is a welcome change from the standard barrage of misleading trailers.

GTA V kicked off the show — a nod to the the 25th anniversary of the PlayStation and the fact that every version of the console has had an installment of the popular Rockstar series. An upgrade version of V will feature expanded gameplay when it launches in 2021. More excitingly is Spider-Man: Miles Morales, a sequel to the PS4 Marvel gaming title featuring the Into the Spider-Verse star. The title is set for a release alongside the new console in late 2020. 

Popular racing title Gran Turismo followed, with extended gameplay. The seventh version of the series is set for release on PS5, as is a new installment of the Ratchet and Clank adventure series, titled Rift Apart. 

Among the more compelling new additions is Stray. Due out in 2021, the trailer didn’t reveal much, but the game appears to star a gifted stray cat set in a world where humans are mercifully no longer around. Honestly, I’m into it.

After another look at the PS5 DualSense controller we first saw in April, previews started getting faster and furiouser. The list includes LittleBigPlanet spin-off, Sackboy: A Big Adventure, Oddworld: Soulstorm, Returnal, Destruction Allstars and Ghostwire Tokyo. In January 2021, Agent 47 will return to PlayStation yet again, with the release of Hitman III.

Also arriving next year is Solar Ash, another title from AnnaPurna (also the studio behind stray), which was among the more aesthetically stunning entries of the day, with bold, flat colors. The Kickstarter-supported Little Devil Inside is another stunning addition with a distinct art style — among the cartooniest of the games we saw today.

And, of course, it wouldn’t be a proper PlayStation launch without at least one flagship gaming title. NBA 2K21 was the first to take center stage. The trailer featured the kind of closeup, realistic sweat one can only get with a next-gen console. Among the highest-profile remakes for the PS5, meanwhile, is an update of 2009,’s PlayStation 3 RPG Demon’s Souls, from Bluepoint and Japan Studio.

A presentation that was largely devoid of first-person shooters (honestly, probably for the best given everything that’s been going on in the world) did feature Arkane Studio’s time-bending  Deathloop, however. There was another cat — this time holographic — in the trailer for Pragmata. The image of an astronaut walking through an abandoned Times Square was honestly a little too real right now. You’ll have to wait until 2022 for that one. The Horizon Zero Dawn sequel Forbidden West continued the close to hope apocalyptic vibes. Maybe things will feel less end-timesy when it arrives? Hard to say, but at least the graphics look great.

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Sony reschedules PS5 event for June 11th

After an indefinite postponement last week, Sony’s PlayStation 5 event is officially back on.

The event has been rescheduled for a live stream on June 11 at 1:00 pm Pacific Time according to a tweet from PlayStation’s official account. It will live stream on Twitch and YouTube.

See you Thursday, June 11 at 1:00pm Pacific time (9:00pm BST) for a look at the future of gaming on #PS5: https://t.co/9XJkXYProo pic.twitter.com/8EoN34UPdd

— PlayStation (@PlayStation) June 8, 2020

The event, which was originally scheduled for June 4th, was postponed last week in response to protests against police violence flaring up across the United States and the world. The company’s statement at the time indicated that the timing didn’t feel quite right to make flashy announcements around new PS5 titles. “While we understand gamers worldwide are excited to see PS5 games, we do not feel that right now is a time to celebrate and for now, we want to stand back and allow more important voices to be heard,” the company’s statement read.

Sony has already shared plenty of details regarding the next-generation system, but details have been a bit more scant when it comes to the launch titles for the console. As Sony and Microsoft go head-to-head this holiday season with new consoles, the question will be whether PlayStation can maintain its edge in delivering launch exclusives that out-rival what Xbox can, even as Microsoft bulks up on studio acquisitions.

The event, which the company has detailed will last about an hour, will tee up “what’s in store for the next generation of games,” Sony says. We’ll be tuning in Thursday and giving a thorough rundown of what gets announced.

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Sony postpones PlayStation 5 event, in order for ‘more important voices to be heard’

Sony’s planned June 4 PS5 event has been postponed indefinitely, as the U.S. grapples with widespread protests over the death of George Floyd. It’s understandably a difficult time to focus on video game launches, amid national and global unrest. 

pic.twitter.com/ZAY8StN0EU

— PlayStation (@PlayStation) June 1, 2020

The company noted via Twitter, “While we understand gamers worldwide are excited to see PS5 games, we do not feel that right now is a time to celebrate and for now, we want to stand back and allow more important voices to be heard.”

The event was set to unveil new titles for Sony’s next-gen console due out at the end of the year. It follows a recent similar event from Microsoft, as companies readjust their schedules in the wake of COVID-19-related cancellations of big gaming conferences like E3. Sony’s call to “stand back” follows similar comments from other tech giants, though so far the company has done so without specifically citing Floyd’s death at the hands of Minneapolis police or the subsequent protests.

The decision is — perhaps unsurprisingly — being met with mixed reactions from gamers. The complaints range from notes that gaming is a form of escapism from reality to…well, far more problematic suggestions from people upset about having to wait just a little longer before seeing some gaming trailers. As much as it may disappoint some people to say, however, there are, indeed, more important things than video games.

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Sony will show off the first PlayStation 5 games on June 4th

Sony has been dishing out details on the PlayStation 5 piece-by-piece, rather than dropping all of the details at one big mega event. First came word of the Holiday 2020 release window. Then came an overview of the specs — like that it’ll have a super-fast solid-state drive by default. Most recently, they showed off the controller. (The divvied up approach makes sense, really; with the ongoing pandemic preventing events like E3 and GDC from happening… why wouldn’t Sony work on their own schedule and make every aspect its own mini-spectacle?)

The next glimpse they give, it seems, will be of the first games coming to the console.

This morning Sony announced that they’ll be hosting a live-streamed event on June 4th at 1pm Pacific. In a blog post about the event, Sony Interactive CEO Jim Ryan clarifies the focus:

We’ve shared technical specifications and shown you the new DualSense wireless controller. But what is a launch without games?

That’s why I’m excited to share that we will soon give you a first look at the games you’ll be playing after PlayStation 5 launches this holiday.

Ryan also notes that the event should last roughly an hour, but doesn’t suggest how many different games that’ll cover.

In a video that managed to pull in millions of views, Epic Games recently gave a first look at its upcoming Unreal Engine 5 running on pre-release PS5 hardware. Given that video’s success, I’d imagine that Sony is pretty dang eager to keep the early looks coming.

Will we finally see the console hardware itself? That’s still unclear. Seeing as they’ve pieced just about everything else out, though, I’d bet they’re saving that one for an event a bit closer to launch.

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US video game sales have record quarter as consumers stay at home

New numbers from NPD confirm what we’ve known for a while: The first quarter of 2020 was a very good one for gaming companies. The new report notes that sales hit a record $10.86 billion in the States between January and March of this year, marking a 9% increase over a year prior; $9.58 billion of that figure was from video game content.

The primary driver is, you guessed it, COVID-19. As stay at home orders have been enacted on the federal and state levels, people are coping with the ongoing daily horror that is life in 2020 by playing video games. Lots and lots of video games.

Here’s NPD’s Mat Piscatella further confirming our suspicions: “Video Games have brought comfort and connection to millions during this challenging time. As people have stayed at home more, they’ve utilized gaming not only as a diversion and an escape, but also as a means of staying connected with family and friends. Whether it was on console or mobile, PC or virtual reality, gaming experienced play and sales growth during the first quarter.”

According to NPD’s Q1 2020 Games Market Dynamics: U.S. report, overall total industry consumer spending on #videogaming in the U.S. reached a record $10.86 billion in the first quarter of 2020 (Jan. – Mar.), an increase of 9 percent compared to the same time period last year.

— NPD Games (@npdgames) May 15, 2020

That last bit is, in part, key to many consumers’ choice of game titles. As already noted by the firm, Animal Crossing: New Horizons had its own record-setting first quarter. That, in turn, helped drive Switch sales, in spite of Nintendo’s well-documented supply issues. The title arrived just in the nick of time for stay at home orders in the U.S., delivering a kind of front-facing social experience that much of the competition lacks. Also, turnips.

Matter of fact, the Switch’s success actually helped supplement losses of other platforms. Microsoft and Sony will no doubt make up gains at the end of the year with their next-gen consoles. For now, however, many consumers are likely holding out until their holiday arrives to invest in Xbox or PlayStation hardware, in spite of the pandemic. The U.S.’s soaring unemployment rate no doubt also had an impact on the industry’s bottom line.

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Xiaomi spinoff POCO’s F2 Pro undercuts Android rivals with low price and flagship features

POCO, a brand that spun out of Chinese electronics giant Xiaomi earlier this year, today launched the POCO F2 Pro smartphone as it continues its new journey as an independent firm.

The POCO F2 Pro, like its two-year-old sleeper hit predecessor Pocophone F1 smartphone, punches above its price class. It features an all-screen 6.67-inch full-HD+ AMOLED display (with 2400×1080 pixels), in-screen fingerprint scanner, support for 5G, quad-core rear camera setup and a pop-up front camera that quietly tucks away when not in use. It also features a 3.5mm headphone jack.

The smartphone comes in two variants: one with 6GB of RAM and 128GB internal storage that is priced at €499 (roughly $540), and the other that features 8GB of RAM and 256GB internal storage that costs €599 (roughly $650).

Both the variants run Android 10 and are going on sale globally starting Tuesday through Gearbest and Aliexpress e-commerce sites. POCO said it will soon begin selling the POCO F2 Pro on Amazon, Lazada and Shopee among other e-commerce sites, including its official website.

The dual-SIM card-supported smartphone, a popular feature in several Asian markets, is powered by Qualcomm’s flagship octa-core Snapdragon 865 processor, coupled with Adreno 650GPU. POCO F2 Pro also sports what the company claims to be the largest vapor chamber in any smartphone to support LiquidCool, a technology that keeps the device cool even when a user is playing high-end games such as Fortnite and PUBG.

A total score of 589,983.

CPU Benchmark score of 184,817.

GFXbench Manhattan 4.0 benchmark score of 40.

Yes, the #POCOF2Pro is simply #PowerfullyCool! pic.twitter.com/KgyHJt2dI4

— POCO (@POCOGlobal) May 12, 2020

On the camera front, the POCO F2 Pro features a 64MP Sony IMX686 sensor, which serves as the primary camera, with a 13MP ultra wide-angle lens, a 5MP macro and one 2MP depth sensor. The pop-up camera, which serves as the selfie sensor, is a 20MP lens. The rear camera setup is capable of recording videos in 8K resolution at 24fps, and 4K in 60fps.

The POCO F2 Pro, which comes in Neon Blue, Electric Purple, Cyber Grey, Phantom White, houses a 4,700mAh battery with support for fast charging, and ships with a 33W charger in the box.

POCO listed a number of additional features that other flagship Android smartphones offer, such as support for HDR10+, display brightness of 500 nits, Corning Gorilla Glass 5 that protects the screen and an IR blaster. But its display lacks support for 120Hz refresh rate — as seen on OnePlus 8T Pro that makes viewing experience extra smooth.

POCO F2 Pro is the second smartphone from the company since it spun out of Xiaomi earlier this year. The company’s first product, called Pocophone F1, launched in 2018 and was well received by the market.

At the time of the launch, Xiaomi executives said they had big plans for the POCO brand but never launched anything afterward. During the period the company also saw a big departure when Jai Mani, a senior product executive, left the firm. Earlier this year, the company launched the mid-range POCO X2 smartphone in India.

POCO executives today shared little plans on what the future holds for the firm, but assured that they are here to stay. “We’re back. It’s been awhile, but we are back,” said Angus Ng, a product marketing manager at POCO.

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