Ubisoft is kick-starting 2016 off with the next chapter in the Assassin’s Creed Chronicles series, India. Following on with the side scrolling style of China, more eyes will be on this game with all the current speculation about Ubisoft’s plan for the main game series this year. Can India pick up from where China introduced this Assassin’s Creed spinoff?
The story takes Assassin’s Creed to India in 1841, where tension between the Sikh Empire and the East India company is building. We are introduced to Arbaaz Mir, Master Assassin who must save the person he loves but also retrieve a mysterious artefact stolen from the Brotherhood.
Those who played China will instantly recognise the gameplay mechanics as they return for India but with some refinements. The focus of the Chronicles series is very much taking the key elements of Assassin’s Creed and putting them at the heart of the game. The side scrolling aspect allows for an interesting twist on them that is all the more enhanced by intelligent and at times devious level designs which will punish if the player fails to execute the skills an Assassin should be masterful in using.
Stealth is very much the soul of the Chronicles series and in India, as with China, you can use the environment to avoid the attention of enemy guards by hiding in the shadows or using the very environment to sneak around their positions. As you progress through the story you are given more skills and equipment to help which allow for more options in how players can approach the intricate puzzles within each chapter and level. Those levels which appear to be simply go from A to B make brilliant use of foreground and background switching to add a 3D depth to this 2D Side Scroller.
Visually India uses a beautiful almost painting like art style which is vibrant and colourful which for me really elevates the experience. Each Assassin’s Creed title absorbs the cultural aesthetics of the historical setting they use and India really is a banquet for the eyes. Character models are wonderfully drawn and the animation is sublimely fluid especially in the movements of Arbaaz. Between levels the story is told via animated storyboard cut scenes which delicately blends everything together to create a great atmosphere for storytelling. The musical score is beautiful and a real audio feast for the senses.
I came to really enjoy the story and Arbaaz Mir as an Assassin with a very similar personality to Ezio Auditore. Charming, insightful and very much a believer in the Creed, I was impressed with how well the game brings him to life after he was a character in the Assassin’s Creed graphic novels Brahman and Underworld. To lift this character off the pages and into the gaming world will no doubt please many Fans of the series.
Precision, timing and patience are all key to enjoying how India plays. I found that the difficulty and challenge in the levels ramp up far more quickly than China with a rather short time allowed to get to grips with how the game requires it to be played. This can be very frustrating as the number of guards you will be tasked with either taking out or avoiding can lock you into a certain choice of playing style or simply overwhelm you when the solution to that area is unclear. The combat follows the same format as in China and whilst it can be exhilarating when successfully taken out guards unseen, the frustration when engaging multiple enemies can at times instantly snap you out of the game.
The precision that is required in sneaking around can also be rather testing at times as the vision cone detection of the enemy guards are very unforgiving that when combined with soldiers that can move between high and low and a moments notice, patience in taking your time to study the layout of the map, enemy movement patterns and then planning how to progress can be truly satisfying when accomplished but the trial and error aspect could be off-putting to some.
Assassin’s Creed India is a good follow-up to China and diversion from the main game series. Ubisoft is very smart to bring the Assassin’s Creed universe more closer together by using characters established outside the games via animation, graphic novels and comic books and naturally putting them into their own game experience for fans. Whilst the side scrolling style of Chronicles is not to everyone’s taste, India really offers a very different gaming experience.
India will test players on many levels but if you adapt to how the game requires you to play, it will prove to be a great challenge. Chronicles is the best answer to those who believe that the Assassin’s Creed series needs shaking up. The story of Arbaaz Mir adds a new spicy flavour which will appeal to Assassin’s Creed fans and India makes no apologies for giving the player a real challenge to start their gaming year.
Ubisoft has revealed the PC specs for Far Cry Primal, which will be available on the platform starting the 1st March, although it’ll be available on consoles one week prior to that on 23rd February.
Here’s what you’ll need in order to run Far Cry Primal on your PC with its minimum settings:
Supported OS: Windows 7, Windows 8.1, Windows 10 (64-bit versions only)
Processor: Intel Core i3-550 | AMD Phenom II X4 955 or equivalent
RAM: 4GB
Video Card: NVIDIA GeForce GTX 460 (1GB VRAM) | AMD Radeon HD 5770 (1GB VRAM) or equivalent
Ubisoft also makes an additional note regarding supported video cards. The company notes the following cards are supported during the release of Far Cry Primal:
AMD Radeon HD 5770 (1 GB VRAM) or better, HD 7000 / 200 / 300 / Fury X series
NVIDIA GeForce GTX 460 (1 GB VRAM) or better, GTX 500 / 600 / 700 / 900 / TITAN series
In regards to laptop versions of these cards, it says they may work, but “are not officially supported.”
This week Xur has the Dragon Breath exotic weapon for sale. Remember Xur is only on the tower for Friday and Saturday
Also Bungie is celebrating the new year by gifting all players 15 Motes of Light and 15 Strange Coins. A free emblem can be earned by taken part in any daily quest mission between January 7th – 10th.
It’s the home straight for Telltale Games’ take on the Game of Thrones franchise, with only two episodes left, including this one; we’re heading into setting up the final conclusions on what’s been quite a promising series so far. Much like the previous episodes beforehand, we’ll be given some time with each of the four characters, Asher, Rodrik, Mira and Gared in their respective locations.
Asher, following his encounter with Daenerys and her so called promise, has to accept a fairly disheartening let-down due to the Targaryen’s need for all of her soldiers. What starts as a reasonably uncharacteristic change of heart from the Dragon Queen, quickly turns into a moment of opportunity with the gifting of a chest brimming with gold. From here, it’s up to Asher, with of course help from Beskha, to recruit some help in the form of unruly pit fighters in order to try and help save House Forrester from the inevitable onslaught.
Sometimes a Glaswegian kiss is the only option
Once in ‘the pit’ you’ll have to win over your potential new comrades with not only some tough talk, but you’ll also have to strut your stuff in possibly the longest QTE fight I’ve come across in a Telltale game. As you progress through the episode, it’ll become clear that A Nest of Vipers is quite action heavy in comparison to the others.
Rodrik has his fair share of woes to overcome once again with the ever maniacal Ramsay Snow leaving more than just a mark on one of the ancillary characters. His initial sequence is fairly short, yet he returns later on in order for you to make some reasonably tough and drastic decisions that I won’t spoil here.
Mira, having been given plenty of screen time in the previous few episodes in order to build her characters’ importance and influence up, once again plays into the archetypal location of Kings Landing. Depending on what you chose for her last outing, she’ll be forced into some tricky political situations and be forced to deceive, manipulate and even straight up lie to former allies in hopes of quashing the prospect of a Whitehall army. Once again, you’ll converse with intrinsic characters from the show who’ll attempt to play you against the other; yet no matter which way you side, you can’t help but somehow feel a fall is coming soon afterwards.
Other times, a Glaswegian kiss is sadly not an option…
Following Mr. Tuttle’s exploits in the previous chapter, Gared is now beyond the wall and not looking back. After a seemingly unavoidable scuffle with some of the natives, you’ll come across a new character with some potential revelations of their own. After a few more QTE sections, involving white walkers, fire and a precariously icy lake complete with rabid bear, our young friend finally makes it to his goal; to avoid spoilers, let’s just say things get off to a frosty start…
Rodrik, in his usual fashion, rounds the episode off well with some dramatic and tense dialogue options, however (at least) one of them can result in a game over state, which to be honest was quite disappointing. Therein lies the problem with a few of the scenarios, if you include characters that are alive and well in the books and TV show, then don’t include the ‘choice’ to try and kill them off, especially when it results in a retry. The whole point of Telltale Games’ choice driven gameplay style, is that you never know if an action or decision could be fatal to one of your characters; and as soon as you make it obvious that it can’t happen, it instantaneously pulls you out of the experience.
‘A Nest of Vipers’ is probably the most action orientated chapter so far; given it being the penultimate episode this shouldn’t come as too much of a shock however. As of right now, the final part in the series has quite a lot of loose ends to tie up in order for the journey to feel worthwhile, let’s hope it does.
It’s fair to say at this point that Telltale Games have had some success in taking existing worlds and creating exciting and interesting interactive narratives to explore. Although Borderlands 2 didn’t quite live up to the unexpected magic of the first game there was a rich and developed world of characters and untold stories in the world of Pandora. Sure it’s full of bandits, violent monsters and evil corporations but hey, at least you’re not on Promethea.
Told over 5 episodes the first season of Tales From the Borderlands shows the amazing potential for stories to be told in the world of Borderlands. Fair enough Borderlands itself was never been one to focus on a particularly strong narrative but it certainly had it’s moments and the characters are some of the best ever designed for a game. The scene in Borderlands 2 with Mordecai and Bloodwing genuinely brought tears to my eyes the first time I played it so it can happen.
And if anybody can pick up well designed characters and create a meaningful and faithful narrative it’s Telltale Games. There’s a lot to get right for Borderlands that can easily become crude and annoying. The most difficult thing to get right for Borderlands is the humour. It’s a very strange mix of totally ridiculous over the top moments that just have to be funny and subtle pop-culture references with fourth wall breaking punch lines.
There are a few moments were the subtlety is lost in exchange for an on the nose line or two that draw too much attention to themselves to be funny in the way passing comments were in the original games. For the massive majority though this isn’t the case and I was laughing right from 20 minutes into the first episode. Plus as you get to learn more about your character and his friends the humour only gets better as references take a non-patronising stance with call-backs and references that treat you like an intelligent person.
More impressive still are the emotional moments in Tales from the Borderlands which are not easy to achieve. Even the main titles only had a handful of these moments and it’s not easy to get right in a bombastic world like that of Borderlands. There are moments though that hit hard especially in the later episodes once you’ve had the chance to get attached to your characters. The final part, Episode 5, is a fantastic example of this and creates some surprisingly hard hitting moments. The balance between emotion and humour is, in a word, perfect.
Something that has always been very important to Borderlands is music with only the very coolest songs being good enough. The opening video is always some what of a pleasure with the first game using the fantastic ‘Ain’t No Rest For The Wicked’ by Cage The Elephant and the second using ‘Short Change Hero’ by super cool The Heavy. There’s no way you can listen to either track and not feel just a little bit cooler. Telltale have taken note and right from square one the use of punchy, slick and modern tracks is superb.
In fact being cool is the main criteria for 90% of everything in Borderlands. Which is were QTEs come in. I know everybody hates them with a passion these days but I maintain that they do have a place in games. Some stuff just looks too cinematic to realistically be able to use in game mechanics. In Tales from the Borderlands QTEs are intuitive and naturally complement the action with more than a little taste of that excessive Borderlands flair.
The final crucial piece of this storytelling puzzle is the choices you make. More importantly are they significant and do they actually effect the outcome of later events? Well simply put – yes they do. In the usual Telltale way you will be given limited time to make your choice in a conversation which gives your answers authenticity rather than strategy. You’ll also be told when your action has had a consequence, even though it’s too late to change your mind by then. As you approach the conclusion of the 5 episodes the decisions you’ve made start to show up in some pretty serious ways. What you do and say definitely matter.
Tales from the Borderlands is yet another fantastic entry from Telltale games. It’s designed with a real knowledge of the franchise that shines through all over the place. Good music in keeping with the originals helps you feel at home. Well designed characters that range from mad to completely insane would have been welcome additions even to the main titles. A solid plot and wonderfully performed voice parts by some of the best in the industry tell a wonderful interactive tale. Despite the high expectations we all have of Telltale they’ve done it again with their tried and tested formula. That magic combination from Borderlands has definitely been recaptured for Tales from the Borderlands. I just can’t wait for season 2.
At last I’ve been able to play this amazingly anticipated sequel to one of the most loved strategy titles of all time. There’s a very special place in my heart for Xcom: Enemy Unknown and Enemy Within. There’s something about the mix of crushing difficulty, impossible lose-lose scenarios, base management and permanent soldier death that comes together in Xcom to create something special. My hopes have literally never been higher for a sequel and my critical eye has never been sharper. I’ve been lucky enough to play the preview code for Xcom recently to take a proper look at what’s going on. To get you in the mood why not watch the following trailer? There’s something wrong with you if you’re reading this preview and this video doesn’t make you smile at least once.
The problem with Xcom 2 was always going to be a case of how much to change and how much to keep the same. When you’re starting from such a strong platform as Enemy Unknown and Enemy Within it must be tempting to play it safe leave everything as it is and just release what is basically more DLC; but that tends to upset fans. On the other hand I’ve seen so many franchises get worse and worse as time goes on and gimmicks and transparent features are added blindly and without consideration for game mechanics. I’ve played a lot of Xcom 2 now and even though the preview stops me progressing too far I find myself going back for more.
There is an obvious respect the team has shown for their previous work and returning commanders will be more than comfortable with the new environment. The UI has certainly been updated with the whole thing feeling just a little bit more refined. The UI in Enemy Unknown was solid and Xcom 2 has built on that. Thankfully, that sense of building a sequel from a position of strength carries through to everything I’ve seen so far.
The most radical changes are certainly the fact that Earth is lost and Xcom is now a resistance force fighting a guerrilla war. You also have a mobile base called ‘The Avenger’ to deploy the Skyranger from and investigate various areas of interest on the Hologlobe which is now a full map of Earth. Xcom are fighting back this time rather than defending and objectives have changed to reflect this. No longer will missions be handed to you after passing time you’re now going to have to pick what to do next to interfere with the Aliens’ plans.
This is one of Xcom 2’s strongest assets and works hand in hand with the new ‘Avatar Project’ which essentially has replaced pleasing the council and different nations as a loss mechanic. Instead the Aliens are working on a mysterious project (I still genuinely don’t know what it is myself) and they will accomplish various objectives to achieve their goals. If they complete enough they complete the Avatar Project and you lose. It’s very much the reverse of the defensive style from Enemy Unknown.
It also leaves you with the worst decisions you’ve ever had – or rather the worse options you’ve ever had. You could spend days picking up valuable resources from a rebel drop, or recruit a mechanic, scientist or soldier. Add into that the Avatar project and you have some serious pressure. Eventually you will have to complete some ‘Blacksite’ missions to keep the aliens from succeeding. They’re tough missions too and you really will have to prioritise every single move you make to earn resources, recruit new people and stop the threat all at the same time.
To make matters worse there is a much heavier reliance on collecting scientist and mechanics too. Now individuals rather than just numbers that increase periodically they can be assigned to rooms in the Avenger usually to increase the productivity of that room. You’re base does not function anywhere near efficiently without them and I often had to miss out on key objectives because I couldn’t pass up the opportunity to recruit another mechanic.
As if that wasn’t enough pressure unless you take on a Blacksite missions it will create various effects to help the aliens and hinder you. They might have a depot of armour which provides them with more health in combat missions or setup checkpoints that reduce the resources you will get from rebel drops. You’re really going to want to do everything but the simple fact is you can’t. There’s a huge layer of strategy added to the Hologlobe and mission selection that really changes Xcom 2 a lot, and in totally the right direction.
Managing the Avenger is largely the same with developing the base becoming a game of prioritising. There are actually fewer slots available to build with on the Avenger than the previous Xcom base but the new buildings are different to reflect this with the emphasis on assigning people rather than building more rooms. There’s a much higher focus on building smart than building fast to get in time for your next council meeting. The impossible choices just feel so right for Xcom and the difficulty and intelligent strategy that goes with it. If you thought it was hard to defend earth from invaders try taking it back from them.
I suppose it’s amazing that I’ve gone this long without mentioning combat, the turn-based beating heart at the centre of Xcom. On first appearances this is were Xcom 2 makes the least changes. Like I said the interface is updated, clearer and generally better to use but it’s definitely still Xcom. However your soldier’s abilities are very different and feel much more tactical. The variations are more complex and each class doesn’t feel so much like they have one go-to ability anymore.
Run & Gun is a great example that makes a return but I rarely use it anymore with the ability for the Ranger class to use their machetes after sprinting. The Sniper’s squad sight is back but now they get it from their very first level so you don’t need to level them up to max before they’re useful. The specialist can remotely hack, heal and stun with the Gremlin drone and I particularly like their ability to do a small amount of pure damage which increases for robotic enemies. The grenadier says it all really but they actually get a decent grenade launcher and a heavy weapon that can hit enemies occasionally.
But to balance this the aliens are going to come back at you harder than ever before. They don’t have as many tactical benefits as your squad but they more than make up for it with firepower. Thin Men no longer take disguise and take their true form as giant snakes that can grab you and constrict you to death. The Sectoid is now a man sized and formidable looking foe. The Muton is much bigger than before, yes bigger. And there are some enemies yet to be revealed that will really screw up your day. And I mean the developers made these things to make your life as hard as possible – which they’re very good at. You really need to use your new abilities, weapons and tactics to win battles which drives home the guerrilla warfare style Xcom has had to adopt. The reliance on abilities and critical thinking in this way takes the battles out of the research department and into your hands as a commander.
Weapon classes have changed slightly and from what I have seen there are now your standard ballistic weapons, magnetic weapons and gauss weapons. During my first play through I was still viably using standard weapons at the 10 hour mark. Using brain power and the new classes you can fight back with limited resources much better than before. Admittedly the magnetic weapons are superior but the battle isn’t won or lost depending on what you’ve researched like Enemy Unknown often was. Besides which you’ll have so much to research it’ll be difficult to find the time, just like everything else in Xcom 2.
One of the coolest new features for me is the testing grounds building which allows engineers to experiment and develop new equipment. Getting the extra protection and heavy weapons that come with an E.X.O suit is more than useful but your development team will need to build them one at time, no instant build for that one. Some other projects are ‘experimental’ in that you won’t quite know what you’re going to get. Completing the experimental ammo project will give you an ammo upgrade but you won’t know what it is until it’s done. It’s fresh and exciting and offers a cool new risk/reward system.
Customization and weapon upgrades are both much bigger parts of Xcom 2 as well. If you spent a long time getting your squad looking badass before then this will be a dream come true. If there’s a style you want you can almost undoubtedly do it in Xcom 2. Cammo patterns are a particularly noticeable improvement in both quantity and quality but everything from armour options to helmets to character faces to the colour pallet are fully featured now. It’s somehow addictive and one of Xcom’s strangest appeals but again the developers have built on what Enemy Unknown has already done and come up with something better.
The weapon modification system is entirely new and allows you to attach various different mods to your weapons. You’ll need to pick these up from dead enemies in combat missions so don’t miss them because they are really effective. For example the ‘hair trigger’ gives your character a chance that shooting doesn’t cost an action, my best one was 10%. For Xcom that one free shot can turn the tide of an entire mission. The stock gives missed shots the ability to do 1 damage, unbelievably useful for that one thing that just won’t get out of full cover. There are loads more but it’s yet another subtle layer of strategy and planning that you’ll need to learn to master Xcom 2.
From what I’ve played Xcom 2 is exactly what I wanted. It takes a lot of the foundations from Enemy Unknown and Enemy Within and develops them into something new. There’s so much new to think about but it never feels muddled or confused. More than ever Xcom is fighting impossible odds – in fact this time you’re not so much fighting a losing battle as fighting one that is already lost. The new mechanics make you feel like you’re fighting as a resistance with limited resources and manpower who need to take the fight to the enemy rather than wait for it to arrive. At the same time the new customization options, abilities, classes, base building, the avatar project, enemies, mission objectives and largely procedural maps are making Xcom 2 feel like the sequel Enemy Unknown deserves.
There is simply no escaping the Star Wars mania that is sweeping up everything and everyone in its path with the release and huge success of Star Wars Episode VII The Force Awakens. Thankfully for those who are Gamers and Star Wars fans, this means some terrific content to sink our teeth into. I have been very fortunate to be able to have a first look at the new ‘Star Wars Pinball The Force Awakens’ Pack for Zen Pinball 2.
This pack features two amazing Pinball tables themed on The Force Awakens film and both are immense fun and full of the spirit and magic of Star Wars, following on from the tables based on the original Star Wars saga. I will take a look at both tables and share my thoughts on each:
The first table I tried is the Dark Side focused ‘Might of the First Order’, and uses the menacing tone of the bad guy side in ‘The Force Awakens’. Visually this table is just bursting with Star Wars visuals and sound effects that instantly put you in the Star Wars universe. As the Imperial background music from the original saga films envelopes all the action as soon as the table appears on screen.
I took a good few moments to just look over the details of the table as new Star Wars character Captain Phasma oversees all the action as you play with the voice of Kylo Ten issuing orders as you play. It all blends together to create a marvellous Star Wars Atmosphere.
At first I found this table to be very tricky to pick up where the high scoring score combos were to start with learning which loops to hit and combo triggers to land, but a couple of tries it all started to come together. The surprise came as a secondary secret table within the main table was activated with a tricky mini game to guide another ball to the scoring point. The table has many combo strings based on scenes from The Force Awakens, non spoiler but are enhanced if you have seen the film.
I really loved this first table as it offers a great challenge and fun experience.
This table is very much on the Light Side of the Force as it takes on the spirit of the good guys using the desert planet setting of Jakku and focusing on new Star Wars characters Rey and super cute droid BB-8. The music from the Rebel Alliance original saga music is a big contrast to the Imperial anthem played with ‘Might of the First Order’ table above. Visually it is a much brighter and bigger table to play on with much easier to see loops and combo triggers allowing for more strategy in how to play.
Just as the other table, hitting the correct number of loops or triggers will activate scenes for bonus scoring such as helping Rey scavenge for scraps or for me the best moment in the whole pack with the BB-8 mini game where you use the flipper controls to help guide him away from being caught in nets. The table features 50 scenes which all require a set combination to activate to score bonus points.
This proved to be my favourite of the two tables as it just put me back in the mood I felt as I watched the film itself. It was satisfying to grab a high score but also, as with ‘Might of the First Order’ table, made me want to learn more about how the table played to unlock more scenes to attain an even higher score.
I love Pinball games and Zen Pinball 2 is the best to experience it on. Star Wars Pinball The Force Awakens pack is incredible fun and a must for any Pinball fan and especially for Star Wars fans. It captures the spirit of Star Wars and The Force Awakens brilliantly but also works hard to provide a challenging gameplay experience that is rewarding as it is satisfying. A great content pack for any Star Wars fans and a great use of the source material.
The Force is strong with this content pack, whether you are in the Light or tempted to the Darkside of the tables!
The second entry in the Assassin’s Creed Chronicles saga takes place in India, 1841, where tensions between the Sikh Empire and the East India Company are escalating quickly. Become Arbaaz Mir, Master Assassin who must rescue his love from the clutches of his sworn enemies and recover what was stolen from the brotherhood.
Out on the 12th January for the Xbox One, PlayStation 4 and the PC.
HTC has announced new developments to the Vive VR system that represent the next step in bringing virtual reality to a mass-market. With Vive Pre, HTC is fulfilling the promise of creating fully immersive experiences that change how we communicate, how we are entertained, and how we learn and train. Each and every component has been redesigned from the ground up to provide better comfort, ergonomics, and performance. With milestone improvements in both visuals and versatility, Vive Pre creates a world without limits.
“When we first announced Vive ten months ago we had an ambitious goal of fundamentally changing the way people communicate and interact with the world – forever” comments Cher Wang, chairwoman and CEO, HTC. “Since then Vive has received a phenomenally positive reception from media, industry commentators, consumers, and the hundreds of partners and brands we’ve been working with to deliver inspiring and dynamic VR content. For too long, the promise of virtual reality has been little more than a promise. Today we stand on the precipice of a new era. Vive is creating a world where the only limit is human imagination.”
Become immersed with the new Vive Headset
The refreshed design of the Vive headset has been refined to offer greater comfort to the wearer, increasing the sense of immersion in the virtual worlds it creates. The headset is now more compact and features an updated strap design that provides greater stability and balance. An improved visual system with brighter displays and image refinements leads to increased clarity, and an even deeper sense of presence. On the inside, interchangeable foam inserts and nose gaskets mean the Vive Pre fits comfortably and securely to the user. Vive Pre can also be easily adjusted to suit a variety of facial shapes while remaining compatible with a variety of eyeglasses.
Integrated front facing camera merges the physical and virtual
Vive Pre brings elements of the real world into the VR realm. A newly developed front facing camera allows you to do more both inside and outside your Virtual world by blending physical elements into the virtual space. Being able to take a seat, find your drink, and carry on conversations without removing your headset is only the beginning of what’s possible.
Greater Control
Completing the VR experience, the Vive’s controllers have been overhauled and enhanced with updated ergonomics and softer edges, greater balance, new textured buttons, and grip pads for a more comfortable feel in the hand. The new dual stage trigger makes interaction with objects smoother, and haptic feedback delivers vital feedback about your interactions with the virtual world. For power, the controllers now feature integrated rechargeable lithium polymer batteries with micro-USB charging that provides over 4 hours of runtime on a single charge.
The Vive base stations have also been redesigned to be more compact, quieter, and provide improved tracking.
Complete Solution
The HTC Vive will be the first VR hardware to support SteamVR. Created by Valve, Steam VR tracking and the Chaperone system are optimized for use with Steam, one of the largest online platforms for PC, Linux and Mac games and software.
Shaping the Virtual Reality Industry
Since announcing Vive, HTC and Valve have worked with thousands of developers and partners to create VR content across a wide spectrum of sectors; from gaming and entertainment to health, automotive, retail and education. HTC and over 15 Vive partners will be showcasing VR applications at CES 2016, demonstrating the potential of a world without limits on imagination. Leading automotive manufacturer Audi has created a premium retail experience where consumers can explore their dream car with virtual reality, and Dassault Systemes, the 3DEXPERIENCE company, will showcase how it is developing the future of 3D product design in VR. HTC is also showcasing a new brand for Vive at CES 2016.
While Vive is scheduled for commercial launch in April 2016, HTC and Valve will be starting the new year by making an additional 7,000 units available to developers.
Huawei has teamed up with Swarovski’s to bling two new Huawei Watch models called Jewel and Elegant.
Elegant Jewel
Both watches come with genuine Italian leather watch straps in a choice of pearl white and sapphire blue colour options. They also come pre-loaded with over 40 watch faces like the original model but there are a further 10 feminine-designed faces available on the Jewel and Elegant. Both the new models also have a heart rate monitor and motion sensors for fitness tracking like the original device.
Scratch-proof sapphire crystal protects the 44mm faces and the Jewel and Elegant’s bodies are made from cold-forged stainless steel and plated in rose gold, as we mentioned previously. As you might have guessed, Android Wear is the operating system meaning the Huawei Watch Jewel and Elegant are compatible with both Android smartphones and iPhones, although there is less functionality when paired with an Apple device.
The Huawei Watch Jewel features 68 Launch dates will vary by market, but you’ll be able to pick up the Watch Jewel and Watch Elegant in United States, United Kingdom, Argentina, Australia, Brazil, Canada, Denmark, Finland, France, Germany, Hong Kong, Italy, Japan, Norway, Philippines, Russia, Singapore, South Korea, Spain, Sweden, Switzerland, United Arab Emirates starting this March. Zirconia stones, each measuring 1.5mm, dotted around the face and set within the rose gold-plated case, as well as on the face itself.
The Elegant model is a little more understated featuring a knurled pattern effect around the face instead, although crystals, albeit fewer than the Jewel, are still present on the face.
The Pricing is $499 for the Elegant and $599 for the Jewel smart watches.
The Huawei MediaPad M2 10 is a 10-inch Android tablet comes with a stylus.
It comes in a silver model that offers standard fare for a 10-inch tablet today, as well as a gold variant that houses more internal storage and RAM than the silver version.
10-inch IPS LCD 1,920×1,200-pixel resolution
2GHz octa-core Kirin 930 CPU
16GB internal storage and 2GB of RAM for silver model
64GB and 3GB of RAM for gold model
Active stylus
microSD card slot expandable up to 128GB
13-megapixel rear camera, 5-megapixel front-facing camera
6660mAh battery
Bluetooth 4.0
Wi-Fi 802.11b/g/n/ac
Huawei has confirmed that it’ll sell the new MediaPad in the U.S. in Q1 2016, $249 for 2GB + 16Gb and Wifi, $399 for 2GB + 16Gb and LTE while for 3GB + 64Gb and Wifi (M-Pen) $419 and 3GB + 64Gb and LTE (M-Pen) $469.
Mad Catz Interactive, Inc. has announced that it has joined the Designed for Samsung (DFS) program. As the first company to offer traditional video game controller hardware for the Designed for Samsung program, Mad Catz will be introducing a range of mobile gaming products from the GameSmart portfolio, optimized for Samsung smartphones and tablets.
With a wide variety of innovative controllers and gamepads, Mad Catz will provide Samsung Mobile consumers the opportunity to enhance their gaming and multi-media experiences with features and functionality that take full advantage of their Samsung smartphone or tablet, as well as other Bluetooth enabled connected devices and PCs. Each certified product will also feature the ‘Designed for Samsung Mobile’ logo on packaging, communicating seamless compatibility with Samsung smartphones and tablets.
“We’re excited to join the Designed for Samsung Program and provide Samsung Mobile customers with a range of high-quality mobile gaming products designed to enhance their mobile experience,” said Darren Richardson, President and Chief Executive Officer of Mad Catz. “Our GameSmart line of mobile gaming controllers and accessories continue to lead the industry in product innovation and through our participation in the DFS program, gamers can be assured of getting the ideal gaming product for their Samsung smartphone or tablet.”
Zen Studios, creators of the hit Zen Pinball and Pinball FX2 digital pinball franchises, has announced its latest Star Wars Pinball tables from its ongoing partnership with Lucasfilm, Star Wars Pinball: The Force Awakens Pack, which combines two exciting new tables based on the blockbuster new film Star Warsᵀ: The Force Awakens. The Star Wars Pinball: The Force Awakens Pack will be available on Zen’s pinball platforms on console, PC and mobile the week of 12th January.
Zen Studios has released a teaser trailer highlighting the brand new pack.
Star Wars Pinball: The Force Awakens Table follows events from the recently released Star Warsᵀ: The Force Awakens movie. Players will team up with the Resistance and fight against the First Order alongside such heroes as Rey, Finn, and Poe Dameron. It features all-new table-transforming environment mechanics that allow you to visit locations from the film and twelve action-packed story modes taking you through its most thrilling moments. The Star Wars Pinball: The Force Awakens Table is an intergalactic adventure that no Star Wars Pinball fan will want to miss!
Star Wars Pinball: Might of the First Order puts players in command of the First Order, tasked with extending its power to many planets in the galaxy. Expand its rule beyond the outposts of civilization, and enforce its will in already controlled territories. Star Wars Pinball: Might of the First Order features an innovative two-level playfield where you must use the special ball-lock system on Kylo Ren’s playfield to crush the Resistance, and control your own Star Destroyer with the help of a special magnetic upside-down ramp!
Both of the new Star Wars Pinball tables feature art, models, and sounds directly from the film.
The Star Wars Pinball: The Force Awakens Pack will be available on Zen Pinball 2, Pinball FX2 and Star Wars Pinball platforms on PlayStation 3, PlayStation 4, PlayStation Vita, Xbox One, Xbox 360, Windows 10 and Steam the week of January 12, 2016 for $4.99/€4,99/£3.99, as well as individual table in-app purchases on Mac for $2.99/€2,69/£1.99 and Zen Pinball and Star Wars Pinball on iOS, Android, and Amazon mobile devices for $1.99/€1,79/£1.49.