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Sony is finally opening Fortnite cross-play on the PS4

Cross-play has been one of the biggest selling points for Fortnite, allowing players to engage in the battle royale, regardless of platform. There has, however, been one major holdout — until now. While PS4 players have been able to play one another, Sony has been dragging its heels at the seemingly inevitable update.

Today, however, the company is taking key steps toward letting users battle it out, regardless of platform. Sony Interactive Entertainment President and CEO John Kodera announced via blog post that the company is opening up cross-play beta, beginning with the crazy-popular sandbox survival game.

“Following a comprehensive evaluation process,” the exec writes, “SIE has identified a path toward supporting cross-platform features for select third party content. We recognize that PS4 players have been eagerly awaiting an update, and we appreciate the community’s continued patience as we have navigated through this issue to find a solution.”

That “path forward” will feature the major platforms that support the title, including, Android, iOS, Nintendo Switch, Xbox One, Windows and macOS. As Kodera notes, the update is a pretty sizable policy shift, so the company, “will update the community once we have more details to share, including more specifics regarding the beta timeframe, and what this means for other titles going forward.”

Until now, Sony has suggested that such a move could pose a security risk to users. Observers, on the other hand, have suggested it was holding out purely out of monetary concern for the company.

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Happy 10th anniversary, Android

It’s been 10 years since Google took the wraps off the G1, the first Android phone. Since that time the OS has grown from buggy, nerdy iPhone alternative to arguably the most popular (or at least populous) computing platform in the world. But it sure as heck didn’t get there without hitting a few bumps along the road.

Join us for a brief retrospective on the last decade of Android devices: the good, the bad, and the Nexus Q.

HTC G1 (2008)

This is the one that started it all, and I have a soft spot in my heart for the old thing. Also known as the HTC Dream — this was back when we had an HTC, you see — the G1 was about as inauspicious a debut as you can imagine. Its full keyboard, trackball, slightly janky slide-up screen (crooked even in official photos), and considerable girth marked it from the outset as a phone only a real geek could love. Compared to the iPhone, it was like a poorly dressed whale.

But in time its half-baked software matured and its idiosyncrasies became apparent for the smart touches they were. To this day I occasionally long for a trackball or full keyboard, and while the G1 wasn’t pretty, it was tough as hell.

Moto Droid (2009)

Of course, most people didn’t give Android a second look until Moto came out with the Droid, a slicker, thinner device from the maker of the famed RAZR. In retrospect, the Droid wasn’t that much better or different than the G1, but it was thinner, had a better screen, and had the benefit of an enormous marketing push from Motorola and Verizon. (Disclosure: Verizon owns Oath, which owns TechCrunch, but this doesn’t affect our coverage in any way.)

For many, the Droid and its immediate descendants were the first Android phones they had — something new and interesting that blew the likes of Palm out of the water, but also happened to be a lot cheaper than an iPhone.

HTC/Google Nexus One (2010)

This was the fruit of the continued collaboration between Google and HTC, and the first phone Google branded and sold itself. The Nexus One was meant to be the slick, high-quality device that would finally compete toe-to-toe with the iPhone. It ditched the keyboard, got a cool new OLED screen, and had a lovely smooth design. Unfortunately it ran into two problems.

First, the Android ecosystem was beginning to get crowded. People had lots of choices and could pick up phones for cheap that would do the basics. Why lay the cash out for a fancy new one? And second, Apple would shortly release the iPhone 4, which — and I was an Android fanboy at the time — objectively blew the Nexus One and everything else out of the water. Apple had brought a gun to a knife fight.

HTC Evo 4G (2010)

Another HTC? Well, this was prime time for the now-defunct company. They were taking risks no one else would, and the Evo 4G was no exception. It was, for the time, huge: the iPhone had a 3.5-inch screen, and most Android devices weren’t much bigger, if they weren’t smaller.

The Evo 4G somehow survived our criticism (our alarm now seems extremely quaint, given the size of the average phone now) and was a reasonably popular phone, but ultimately is notable not for breaking sales records but breaking the seal on the idea that a phone could be big and still make sense. (Honorable mention goes to the Droid X.)

Samsung Galaxy S (2010)

Samsung’s big debut made a hell of a splash, with custom versions of the phone appearing in the stores of practically every carrier, each with their own name and design: the AT&T Captivate, T-Mobile Vibrant, Verizon Fascinate, and Sprint Epic 4G. As if the Android lineup wasn’t confusing enough already at the time!

Though the S was a solid phone, it wasn’t without its flaws, and the iPhone 4 made for very tough competition. But strong sales reinforced Samsung’s commitment to the platform, and the Galaxy series is still going strong today.

Motorola Xoom (2011)

This was an era in which Android devices were responding to Apple, and not vice versa as we find today. So it’s no surprise that hot on the heels of the original iPad we found Google pushing a tablet-focused version of Android with its partner Motorola, which volunteered to be the guinea pig with its short-lived Xoom tablet.

Although there are still Android tablets on sale today, the Xoom represented a dead end in development — an attempt to carve a piece out of a market Apple had essentially invented and soon dominated. Android tablets from Motorola, HTC, Samsung and others were rarely anything more than adequate, though they sold well enough for a while. This illustrated the impossibility of “leading from behind” and prompted device makers to specialize rather than participate in a commodity hardware melee.

Amazon Kindle Fire (2011)

And who better to illustrate than Amazon? Its contribution to the Android world was the Fire series of tablets, which differentiated themselves from the rest by being extremely cheap and directly focused on consuming digital media. Just $200 at launch and far less later, the Fire devices catered to the regular Amazon customer whose kids were pestering them about getting a tablet on which to play Fruit Ninja or Angry Birds, but who didn’t want to shell out for an iPad.

Turns out this was a wise strategy, and of course one Amazon was uniquely positioned to do with its huge presence in online retail and the ability to subsidize the price out of the reach of competition. Fire tablets were never particularly good, but they were good enough, and for the price you paid, that was kind of a miracle.

Xperia Play (2011)

Sony has always had a hard time with Android. Its Xperia line of phones for years were considered competent — I owned a few myself — and arguably industry-leading in the camera department. But no one bought them. And the one they bought the least of, or at least proportional to the hype it got, has to be the Xperia Play. This thing was supposed to be a mobile gaming platform, and the idea of a slide-out keyboard is great — but the whole thing basically cratered.

What Sony had illustrated was that you couldn’t just piggyback on the popularity and diversity of Android and launch whatever the hell you wanted. Phones didn’t sell themselves, and although the idea of playing Playstation games on your phone might have sounded cool to a few nerds, it was never going to be enough to make it a million-seller. And increasingly that’s what phones needed to be.

Samsung Galaxy Note (2012)

As a sort of natural climax to the swelling phone trend, Samsung went all out with the first true “phablet,” and despite groans of protest the phone not only sold well but became a staple of the Galaxy series. In fact, it wouldn’t be long before Apple would follow on and produce a Plus-sized phone of its own.

The Note also represented a step towards using a phone for serious productivity, not just everyday smartphone stuff. It wasn’t entirely successful — Android just wasn’t ready to be highly productive — but in retrospect it was forward thinking of Samsung to make a go at it and begin to establish productivity as a core competence of the Galaxy series.

Google Nexus Q (2012)

This abortive effort by Google to spread Android out into a platform was part of a number of ill-considered choices at the time. No one really knew, apparently at Google or anywhere elsewhere in the world, what this thing was supposed to do. I still don’t. As we wrote at the time:

Here’s the problem with the Nexus Q:  it’s a stunningly beautiful piece of hardware that’s being let down by the software that’s supposed to control it.

It was made, or rather nearly made in the USA, though, so it had that going for it.

HTC First — “The Facebook Phone” (2013)

The First got dealt a bad hand. The phone itself was a lovely piece of hardware with an understated design and bold colors that stuck out. But its default launcher, the doomed Facebook Home, was hopelessly bad.

How bad? Announced in April, discontinued in May. I remember visiting an AT&T store during that brief period and even then the staff had been instructed in how to disable Facebook’s launcher and reveal the perfectly good phone beneath. The good news was that there were so few of these phones sold new that the entire stock started selling for peanuts on Ebay and the like. I bought two and used them for my early experiments in ROMs. No regrets.

HTC One/M8 (2014)

This was the beginning of the end for HTC, but their last few years saw them update their design language to something that actually rivaled Apple. The One and its successors were good phones, though HTC oversold the “Ultrapixel” camera, which turned out to not be that good, let alone iPhone-beating.

As Samsung increasingly dominated, Sony plugged away, and LG and Chinese companies increasingly entered the fray, HTC was under assault and even a solid phone series like the One couldn’t compete. 2014 was a transition period with old manufacturers dying out and the dominant ones taking over, eventually leading to the market we have today.

Google/LG Nexus 5X and Huawei 6P (2015)

This was the line that brought Google into the hardware race in earnest. After the bungled Nexus Q launch, Google needed to come out swinging, and they did that by marrying their more pedestrian hardware with some software that truly zinged. Android 5 was a dream to use, Marshmallow had features that we loved … and the phones became objects that we adored.

We called the 6P “the crown jewel of Android devices”. This was when Google took its phones to the next level and never looked back.

Google Pixel (2016)

If the Nexus was, in earnest, the starting gun for Google’s entry into the hardware race, the Pixel line could be its victory lap. It’s an honest-to-god competitor to the Apple phone.

Gone are the days when Google is playing catch-up on features to Apple, instead, Google’s a contender in its own right. The phone’s camera is amazing. The software works relatively seamlessly (bring back guest mode!), and phone’s size and power are everything anyone could ask for. The sticker price, like Apple’s newest iPhones, is still a bit of a shock, but this phone is the teleological endpoint in the Android quest to rival its famous, fruitful, contender.

Let’s see what the next ten years bring.

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Managing the music business from a mobile phone, Jammber is making the industry sing

The music business is littered with stories about songwriters or studio contributors and session musicians who never get the credit — or money — they’re often due for their work on hit songs.

And for every storied session musician in “The Wrecking Crew” there are perhaps hundreds of other contributors who aren’t getting their just desserts.

That’s where Jammber comes in. The five-year-old company co-founded by serial entrepreneur Marcus Cobb has developed a suite of tools to manage everything from songwriting credits and rights management to ticketing and touring all from a group of apps on a mobile phone. And has just raised $2.4 million in funding to take those tools to a broader market.

Jammber “Muse” gives collaborators a single platform to exchange lyrics and song ideas, while the company’s “Splits” app tracks ownership and credits of any eventual product from a collaboration. The company’s nStudio tracks songwriting credits to assist with chart and Grammy submission — through a partnership with Nielsen Music — and its “PinPoint” helps organize touring. The recording applications even have a presence feature so session musicians, songwriters and artists can actually be tagged in the studio while they’re working. 

“I think we need to get attribution and monetization closer to the creators,” Cobb has said. “Why aren’t we doing that? The industry is growing and thriving. Are we making sure that performers and creators of all different tiers are being equally compensated?”

The answer, sadly, for many in the music industry is no. In fact, while Cobb had originally set out to make a networking tool for creatives with Jammber he wound up shifting the service to the management toolkit after visiting the offices of a music label.

Jammber chief executive Marcus Cobb

“I saw stacks and stacks of payroll checks that were returned to sender,” Cobb, told Crain’s Chicago Business. “These checks were taking three months to two years to print, and they were wrong addresses, or there were stage names instead of legal names.”

That experience convinced Cobb of the demand, but it was Nashville that gave the serial entrepreneur the crucible within which to develop the full suite of tools that now make up Jammber’s soup-to-nuts platform.

Cobb likes to say that Jammber was conceived in Chicago (where the company spun up from the city’s massively influential 1871 entrepreneurship center) and born in Nashville — the home of the multi-billion-dollar American country music industry. All of the tools in Jammber, Cobb says, were created with input from a local musician, producer, artist and repertoire person or a label executive.

In 2015, the company came down to Nashville as part of the first batch of companies in Project Music, a joint venture between the Country Music Association and the Nashville Entrepreneur Center meant to encourage the development of technology for the music industry.

For the 41-year-old Cobb, programming and entrepreneurship has literally been a life saver. Growing up in Texas and Nevada with an abusive, drug-addicted stepfather took a toll on Cobb and programming became an outlet — thanks to a particularly well-equipped computer lab at his high school. “I had moved 24 times,” Cobb said in an interview. “My stepfather was a full-blown crack addict. He would disappear with money; we got evicted a lot.”

But the experience with computers led to an early job out of high school, which launched Cobb’s tech career. He sold his first company, Eido Software in 2007 a year after launching it and has used that money to pursue other endeavors.

And while Cobb is a gifted programmer, that’s not his only interest. His next big foray into business was as the owner and lead designer of Marc Wayne Intimates, a boutique lingerie company that also provided the business-savvy Cobb with his first window into the music business — outfitting dancers in music videos for artists like Pitbull.

Cobb has invested $300,000 of his own money into Jammber and raised roughly $400,000 in early seed funding. The $2.3 million that the company raised in its most recent round came from a who’s who of music executives, including former Sony Nashville chief executive Joe Galante; Hootie and the Blowfish manager Clarence Spalding; and Kings of Leon manager Ken Levitan.

These investors know the tension at the heart of the music business better than anyone, Cobb says — which is that the creative act of making music can often be at odds with the mundanity of organizing and running an effective business to ensure that the music getting made is actually heard by an audience that then pays the musician for their work.

“The irony about making a living in a copyright industry like the music industry is you have to be very organized to make money in a timely manner or even get credit for your work,” said Cobb. “Over 40 percent of the money creators are owed is tied up by bad or wrong data because it’s very difficult to be organized while you create. These tools finally change that.”

Jammber’s services are currently in a closed, invite-only beta that will be capped at 10,000 users. There’s a basic set of services that will be available for free, with pricing for “unlimited” access to the toolkit starting at $10 per month. In addition to the applications, the company also has an online platform that integrates with the mobile suite. Pricing for that service starts at $25 per month.

“This is an ecosystem play for us. I’ve been in software for a long time and the realization for me is that it’s not just mobile-first or cloud-first anymore, it’s simplicity-first. Independent artists and record labels generated $5.2 billion in revenues last year and the sector continues to grow — all while largely using paper and spreadsheets for their back office tools,” said Cobb. “This is a massive, underserved market and we believe we’ve figured out how to provide the value they’ve been waiting for.”

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Microsoft is building low-cost, streaming-only Xbox, says report

It was revealed at E3 last month that Microsoft was building a cloud gaming system. A report today calls that system Scarlett Cloud and it’s only part of Microsoft’s next-gen Xbox strategy. And it makes a lot of sense, too.

According to Thurrott.com, noted site for all things Microsoft, the next Xbox will come in two flavors. One will be a traditional gaming console where games are processed locally. You know, like how it works on game systems right now. The other system will be a lower-powered system that will stream games from the cloud — most likely, Microsoft’s Azure cloud.

This streaming system will still have some processing power, which is in part to counter latency traditionally associated with streaming games. Apparently part of the game will run locally while the rest is streamed to the system.

The streaming Xbox will likely be available at a much lower cost than the traditional Xbox. And why not. Microsoft has sold Xbox systems with a slim profit margin, relying on sales of games and online services to make up the difference. A streaming service that’s talked about on Thurrott would further take advantage of this model while tapping into Microsoft’s deep understanding of cloud computing.

A few companies have tried streaming full video games. Onlive was one of the first; while successful for a time, it eventually went through a dramatic round of layoffs before a surprise sale for $4.8 million in 2012. Sony offers an extensive library of PS2, PS3 and PS4 games for streaming through its PlayStation Now service. Nvidia got into the streaming game this year and offers a small selection of streaming through GeForce Now. But these are all side projects for the companies.

Sony and Nintendo do not have the global cloud computing platform of Microsoft, and if Microsoft’s streaming service hits, it could change the landscape and force competitors to reevaluate everything.

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HTC is gone

Gather around, campers, and hear a tale as old as time.

Remember the HTC Dream? The Evo 4G? The Google Nexus One? What about the Touch Diamond? All amazing devices. The HTC of 2018 is not the HTC that made these industry-leading devices. That company is gone.

It seems HTC is getting ready to lay off nearly a quarter of its workforce by cutting 1,500 jobs in its manufacturing unit in Taiwan. After the cuts, HTC’s employee count will be less than 5,000 people worldwide. Five years ago, in 2013, HTC employed 19,000 people.

HTC started as a white label device maker giving carriers an option to sell devices branded with their name. The company also had a line of HTC-branded connected PDAs that competed in the nascent smartphone market. BlackBerry, or Research in Motion as it was called until 2013, ruled this phone segment, but starting around 2007 HTC began making inroads thanks to innovated touch devices that ran Windows Mobile 6.0.

In 2008 HTC introduced the Touch line with the Touch Diamond, Touch Pro, Touch 3G and Touch HD. These were stunning devices for the time. They were fast, loaded with big, user swappable batteries and microSD card slots. The Touch Pro even had a front-facing camera for video calls.

HTC overlayed a custom skin onto Windows Mobile making it a bit more palatable for the general user. At that time, Windows Mobile was competing with BlackBerry’s operating system and Nokia’s Symbian. None was fantastic, but Windows Mobile was by far the most daunting for new users. HTC did the best thing it could do and developed a smart skin that gave the phone a lot of features that would still be considered modern.

In 2009 HTC released the first Android device with Google. Called the HTC Dream or G1, the device was far from perfect. But the same could be said about the iPhone. This first Android phone set the stage for future wins from HTC, too. The company quickly followed up with the Hero, Droid Incredible, Evo 4G and, in 2010, the amazing Google Nexus One.

After the G1, HTC started skinning Android in the same fashion as it did Windows Mobile. It cannot be overstated how important this was for the adoption of Android. HTC’s user interface made Android usable and attractive. HTC helped make Android a serious competitor to Apple’s iOS.

In 2010 and 2011, Google turned to Samsung to make the second and third flagship Nexus phones. It was around this time Samsung started cranking out Android phones, and HTC couldn’t keep up. That’s not to say HTC didn’t make a go for it. The company kept releasing top-tier phones: the One X in 2012, the One Max in 2013 and the One (M8) in 2014. But it didn’t matter. Samsung had taken up the Android standard and was charging forward, leaving HTC, Sony and LG to pick from the scraps.

At the end of 2010, HTC was the leading smartphone vendor in the United States. In 2014 it trailed Apple, Samsung and LG with around a 6 percent market share in the U.S. In 2017 HTC captured 2.3 percent of smartphone subscribers and now in 2018, some reports peg HTC with less than a half percent of the smartphone market.

Google purchased a large chunk of HTC’s smartphone design talent in 2017 for $1.1 billion. The deal transferred more than 2,000 employees under Google’s tutelage. They will likely be charged with working on Google’s line of Pixel devices. It’s a smart move. This HTC team was responsible for releasing amazing devices that no one bought. But that’s not entirely their fault. Outside forces are to blame. HTC never stopped making top-tier devices.

The HTC of today is primarily focused on the Vive product line. And that’s a smart play. The HTC Vive is one of the best virtual reality platforms available. But HTC has been here before. Hopefully, it learned something from its mistakes in smartphones.

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Microsoft and Nintendo release Minecraft trailer focused on cross-play

In the world of gaming, cross-compatibility between platforms has always bene a bit of a white whale. While most players hope for it, console makers and game publishers haven’t always been so willing. Until recently.

Microsoft, Nintendo and PC game makers have started making games more cross-compatible. Most notably, the companies have made Fortnite Battle Royale, the biggest game of the year, cross-compatible on the Switch, Xbox, iOS, and PC. Yes, there is a big name missing from that list.

Sony has yet to budge, forcing PS4 players inside of a walled garden. Obviously, players have been outraged.

But today, Microsoft and Nintendo are seemingly putting salt in the wound with a new trailer for Minecraft.

Rather than focusing on the game, the trailer’s entire thesis is centered around the fact that it offers cross-play between Xbox and the Switch. In the video, you can see a Switch player and an Xbox player gaming together in the wonderful world of Minecraft.

The tag line at the end reads “Better Together.”

Long story short, cross play is happening in the gaming world. Finally. Whether or not Sony chooses to catch up is anyone’s guess.

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Reflections on E3 2018

After taking a year off, I returned to E3 this week. It’s always a fun show, in spite of the fact that the show floor has come to rival Comic-Con in terms of the mass of people the show’s organizers are able to cram into the aisles of the convention center floor.

We’ve been filing stories all week, but here is a very much incomplete collection of my thoughts on this year’s show.

Zombies are still very much a thing

I’d have thought we’d have hit peak zombie years ago, but here we are, zombies everywhere. That includes the LA Convention Center lobby, which was swarming with actors decked out as the undead. There’s something fundamentally disturbing about watching gamers get pictures taken with fake, bloody corpses. Or maybe it’s just the perfect allegory for our time.

Nintendo’s back

A slight adjustment in approach certainly played a role, as the company has embraced mobile gaming. But the key to Nintendo’s return was a refocus on what it does best: offering an innovative experience with familiar IP. Oh, and the GameCube controller Smash Bros. compatibility was a brilliant bit of fan service, even by Nintendo’s standards.

Quantity versus quality?

Microsoft’s event was a sort of video game blitzkrieg. The company showed off 50 titles, a list that included 15 exclusives. Sony, on the other hand, stuck to a handful, but presented them in much greater depth. Ultimately, I have to say I preferred the latter. Real game play footage feels like an extremely finite resource at these events.

Ultra violence in ultra high-def

Certainly not a new trend in gaming, but there’s something about watching someone bite off someone else’s face on the big screen that’s extra upsetting. Sony’s press conference was a strange sort of poetry, with some of the week’s most stunning imagery knee-deep in blood and gore.

Reedus ’n fetus

We saw more footage and somehow we understand the game less?

Checkmate

Indiecade is always a favorite destination at E3. It’s a nice respite from the big three’s packed booths. Interestingly, there were a lot more desktop games than I remember. You know, the real kind with physical pieces and no screens.

Death of a Tomb Raider

I played Shadow of the Tomb Raider on a PC in NVIDIA’s meeting space. It’s good, but I’m not good at it. I killed poor Lara A LOT. I can deal with that sort of thing when my character is in full Master Chief regalia or whatever, but those close-up shots of her face when I drowned her for the fifth time kind of bummed me out. Can video games help foster empathy or are we all just destined to desensitize ourselves because we have tombs to raid, damn it?

I saw the light

NVIDIA also promised me that its ray-tracing tech would be the most impressive demo I saw at E3 that day. I think they were probably right, so take that, Sonic Racing. The tech, which was first demoed at GDC, “brings real-time, cinematic-quality rendering to content creators and game developers.”

VR’s still waiting in the wings

At E3 two years ago, gaming felt like an industry on the cusp of a VR breakthrough. In 2018, however, it doesn’t feel any closer. There were a handful of compelling new VR experiences at the event, but it felt like many of the peripheral and other experiences were sitting on the fringes of the event — both literally and metaphorically — waiting for a crack at the big show.

Remote Control

Sony’s Control trailer was the highest ratio of excitement to actual information I experienced. Maybe it’s Inception the video game or the second coming of Quantum Break. I dunno, looks fun.

AR’s a thing, but not, like, an E3 thing

We saw a few interesting examples of this, including the weirdly wonderful TendAR, which requires you to make a bunch of faces so a fake fish doesn’t die. It’s kind of like version of Seaman that feeds on your own psychic energy. At the end of the day, though, E3 isn’t a mobile show.

Cross-platform

Having said that, there are some interesting examples of cross-platform potential popping up here and there. The $50 Poké Ball Plus for the Switch is a good example I’m surprised hasn’t been talked about more. Along with controlling the new Switch titles, it can be used to capture Pokémon via Pokémon GO. There’s some good brand synergy right there. And then, of course, there’s Fortnite, which is also on the Switch. The game’s battle royale mode is a great example of how cross-platform play can lead to massive success. Though by all accounts, Sony doesn’t really want to play ball.

V-Bucks

Oh, Epic Games has more money than God now.

Moebius strip

Video games are art. You knew that already, blah, blah, blah. But Sable looks like a freaking Moebius comic come to life. I worry that it will be about as playable as Dragon’s Lair, but even that trailer is a remarkable thing.

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Here’s what Sony announced at E3 2018

Sony wanted its E3 2018 press conference to be an event. Not the “we have 50 new titles to show you” event Microsoft just put on, so much as the get up and walk around kind. 

It was kind of like one of those trendy experiential restaurants. The portions are small and you’re still hungry after the final course, but it’s kind of fun, I guess.

The Last of Us Part II

A trailer bookended with a passionate kiss showed up some extremely refined gameplay for the post-apocalyptic survival game. It was…gory. But, then, that’s kind of what we’ve come to expect from the series, and the crowd went predictably wild with each close up hack and slash on the big screen.

Ghost of Tsushima

Another stunning — and amazing gory — one on the giant display. This samurai story is set during a Mongol invasion, featuring a whole lot of sword to torso action and got its gameplay debut at the show.

Control

Not a lot to go on here, but the trailer has a real first-person shooter crossed with Inception, which is perfectly okay with us.

Resident Evil 2

A remake for the popular zombie murdering series got what may well have been the most excited crowded reaction from the bunch. Lot of reveals here, but man was that face eating shot nice and close. It’s up for preorder today and will hit retail January of next year,

Trover Saves the Universe

From one of the co-creators of Rick and Morty, the trailer was fishing for laughs, but came up short, even in a crowd full of Playstation fans. Looks colorful, though.

Death Stranding

Norman Reedus ripping off his toenail was somehow more unsettling than all of the zombie murders of the past half-hour put together. Definitely one of the most innovative trailers we’ve seen so far — beautiful landscapes, close up child birth and hey, neat future umbrella.

Marvel’s Spider-Man Game

Due out in September, we knew this one was going to get some solid face time at the event. Sony showed off a good deal of gameplay, featuring your friendly neighborhood Spider-Man battle some familiar supervillians inside the Raft super prison.

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How (and when) to watch the E3 2018 press conferences

Sure, E3 doesn’t actually officially start until Tuesday, but the big news kicks off this weekend. Here’s a quick overview of some of the biggest new titles we expect to be shown off at press conferences from Sony, Microsoft and Nintendo, but there’s a lot more to the show than just the big three.

EA started several days of big announcements with a press conference in downtown L.A. this morning, focused on Battlefield V, Fifa 2019 and a bunch more. Microsoft, meanwhile, will be the first of the big hardware companies to hold court with an early afternoon event on Sunday, followed by Bethesda that night.

Monday is the most packed day of the week with events from Square Enix, Ubisoft and Sony. Nintendo, meanwhile, has Tuesday morning to itself, opting to again return to its pre-recorded streaming format in lieu of renting out a larger hall.

Here’s the full break down.

SUNDAY, JUNE 10

Microsoft: 1PM PT, 4PM ET

What to expect: Crackdown 3, Gears of War, Forza and (maybe?) a new Halo.

Bethesda 6:30PM PT, 9:30PM ET



What to expect: Rage 2, Fallout 76.

MONDAY, JUNE 11

Square Enix 10AM PT, 1 PM ET

Watch live video from Square Enix on www.twitch.tv

What to expect: Shadow of the Tomb Raider, Kingsom Hearts 3, Final Fantasy VII.

Ubisoft 12:30PM PT, 3:30PM ET 

What to expect: Assassin’s Creed Odyssey, new Splinter Cell.

Sony 6PM PT, 9PM ET

What to expect: Death Stranding, Last of Us Part II, Marvel’s Spider-Man

TUESDAY, JUNE 12

Nintendo 9AM PT, 12PM ET

What to expect: Super Smash Bros 

What to expect: Super Smash Bros, Pokemon and (maybe) Fortnite

 

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What to expect from Microsoft, Nintendo and Sony at E3 2018

It’s June, so that means it’s time to spend some quality time in downtown Los Angeles. E3 doesn’t actually begin in earnest until next Tuesday, but much of the big news will actually drop over the weekend, during press conferences from Microsoft, EA and Bethesda.

Starting Saturday, the video game news will be arriving fast and furious. We’ll be on the ground at the Staples Center to cover all things E3, but in the meantime, here’s a breakdown of what we expect to see at one of the gaming world’s biggest events.

Microsoft

Microsoft’s press conference is the first of the big three. The bad news: The company just confirmed a recent report that Crackdown 3 has been delayed until February. Bummer. Bad news for those aching to get their hands on the open-world action-adventure, but the title will almost certainly get some love during the event, regardless. After all, Microsoft has been talking up the title since way back in 2014.

It wouldn’t be a proper Microsoft E3 event without a Halo title of some kind. Halo 6 seems like a possibility — if not a certainty. The latest rumor has the upcoming game titled Halo Infinity, which may or may not be the first direct follow-up to 2015’s lukewarmly received Halo 5: Guardians.

New Gears of War and Forza titles have also been rumored for the big show.

Microsoft’s event kicks off at 1PM PT on Sunday.

Nintendo

One thing we know for sure: A Super Smash Bros. title is coming to the Switch. Based on Nintendo’s recent habit of focusing on a key game at E3, it seems a safe bet that the beloved fighting game will get the lion’s share of the company’s attention.

Metroid Prime 4 and Yoshi seem like no-brainers for the big event, along with recently announced Pokémon titles Let’s Go, Pikachu and Let’s Go, Eevee. Oh, and did someone say Fortnite for the Switch? The rumor mill has also suggested a Star Fox racing title and even an N64 Classic Edition.

Nintendo is set to open the show at 9AM PT on Tuesday with a pre-recorded presentation.

Sony

Sony has already curbed speculation by announcing to the gaming world that there will be no hardware news at this year’s event. That said, there’s still going to be plenty of software firepower.

Hideo Kojima’s Death Stranding has been appearing at these shows since way back in 2016. Even so, the game remains something of a mystery. Expect to see a fair bit more next week, as the title becomes something of a tentpole for Sony’s presentation. Kojima has certainly been talking it up on social media, including, compellingly, a tribute to late Joy Division frontman, Ian Curtis.

After debuting it at last year’s show, Sony has confirmed that Last of Us Part II will be making another appearance at E3. The eagerly awaited sequel appears to be largely focused on Ellie’s quest for revenge.

With a slated September release, Marvel’s Spider-Man also seems like a no-brainer for some serious stage time. Peter Parker will return as the webslinger this time out, and there will be a number of notable cameos for Spider-Fans, including Miles Morales and Mary Jane Watson, who will serve as a playable character.

Sony gets started at 6PM PT on Monday.

 

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