PS4 to Launch with BBC iPlayer and more for UK Launch

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The Sony PlayStation 4 entertainment apps that are set to be available at launch in the UK next week is currently to include BBC iPlayer, BBC Sport, Channel 5′s Demand 5 service and the IGN app.

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Still no details if Netflix, Lovefilm, NowTV, ITV, 4OD or BlinkBox will be released for the launch in the UK next Friday.

Barbie Dreamhouse Party is Out Now

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Barbie Dreamhouse Party for Nintendo DS, 3DS, Wii and Wii U BARBIE is exclusive to Toys R Us until January 2014.

Published by LITTLE ORBIT and developed by Torus Games, Barbie Dreamhouse Party will allow younger players to enjoy an amazing Party game based on the famous Barbie webisodes!

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Barbie’s friend-enemy Raquelle switched the “Closet” into a huge party game. In order to get things back to normal, Barbie and her friends from “Life in the Dreamhouse” webisodes will have to complete plenty of mini-games located in Barbie’s Dreamhouse! The mini-games allow young Barbie fans to take part in games related to fashion, dancing, pet grooming and accessorizing. During this whole adventure, players will collect over 100 photos to display on their Pinkspiration wall!

Its GTA Online Social Club Event Weekend Starting Now

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Rockstar has announced that from today Friday 22nd November through Sunday 24th November, hit the beaches of Vespucci, Chumash and Paleto Bay for the inaugural Grand Theft Auto Online Social Club Event Weekend.

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Look out for an influx of special Event Crate Drops all weekend long containing more than double the usual amount of RP plus high-powered weapons, bonus cash and clothing. This GTA Online Social Club Event also features exclusive sweepstakes giveaways of beach-ready GTAV collectibles, a very special live stream broadcast on Friday and more.

In conjunction with the Beach Bum update, Rockstar has also added 30 new Jobs to GTA Online. This includes new beach-themed Races, Deathmatches, Parachutes, Last Team Standings and Gang Attacks, plus the beachfront “Survival on Del Perro Pier” and more.

Total War: ROME II Patch 7 now live

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The latest patch for ROME II hits today and will automatically download for players via Steam. This is the most significant gameplay-enhancing patch yet, bringing framerate improvements to high-end systems, and substantial gameplay, AI and behavioural improvements, particularly in settlement and siege battles.

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Among other AI improvements, players will now find  the attacking siege AI more active, more likely to employ battering rams against gates, and more conservative in how it commits its generals in gate and wall assaults. It will also use a wider range of units when attempting to burn down gates.

This patch also brings the first in a series of targeted unit rebalances. Among other units, infantry small-arms ranged units and the barbarian Naked Warrior unit have been readdressed. Disciplined units (such as Legionaries and Hoplites) now have a Formed Attack ability, which keeps them ordered in melee, and all units now hold formation much better.

Here are the patch notes for Total War: ROME II – Patch 7 (as of 21/11/2013):
Known Issues

  • Dog handlers will try to melee attack whenever their dogs enter melee, resulting in the handlers running towards the enemy unit that the dog is attacking, and often being killed.

Global

  • Performance – Unit rendering performance on high spec gpu’s has been optimised, resulting in higher frame rates on EXTREME settings in most scenarios.
  • Extensive Frontend-UI tweaks and optimisations.
  • Fixed a crash in the terrain system which occurred on crossfire machines.
  • Players are no longer restricted from selecting graphics options, based on the games evaluation of their system. This means that players can now set any graphics options they want.

Battle AI improvements

  • Attacking siege AI now uses battering rams more frequently.
  • Attacking siege AI can now use all units to burn gates, and should not become inactive if it has only non-infantry units remaining.
  • Attacking AI is now more conservative with the use of its general when assaulting walls and gates, but can still use the general unit as a last resort.
  • Added safeguards against some rare issues which could cause the attacking settlement AI to become idle.
  • Fixed an issue in settlement AI which could result in units losing their attack orders, causing units to sometimes run past enemy units they were trying to attack, as well as causing defending missile units on walls to halt their firing orders.
  • Improved AI’s use of Use The Whip and Rapid Advance.
  • AI now targets war-dogs rather than their handlers after dogs have been released.
  • Eliminated unnecessary reforms in AI’s defence-line tactics.
  • Improved AI scouting behaviour.

Unit rebalancing

  • Increased damage for club weapons.
  • Increased melee defence for pike units.
  • Rebalance of all small-arm projectile damage:
  • Javelins have received a boost to their armour penetration damage.
  • All horse archers (incl. Royal Horse Archers) now have Heavy Shot.
  • Some elite foot archers now also have access to Heavy Shot.
  • Different types of bows now have different ranges.
  • All bows now have some armour penetration.
  • Rebalanced the following units:

Naked warriors
Ambushers
Berserkers
Painted ones
Naked swords

  • Some missile infantry shields have had their missile block chance increased.
  • Tower projectile incendiary damage has been reduced.
  • Burning oil incendiary damage has been reduced.
  • Improved arrow tower damage has been reduced, and is now mostly normal damage instead of armour penetration.
  • Scorpion tower projectiles now have a smaller cone of effect.
  • Reduced incendiary hit points on all siege vehicles apart from burning rams which have both incendiary and normal hit points increased.
  • Removed shield wall ability from Falxmen, Thracian Warriors and Thracian Nobles.

General battle improvements

  • Increased battle-side hit points of all generals and officers.
  • Fixed issue in battle combat rules which failed to give the commanding general additional saving throws, making generals unusually vulnerable in harder difficulty modes. These saving throws have also been extended to non-commanding generals, making all general characters harder to kill in battles.
  • Fixed issue which caused artillery units to sometimes move forwards instead of firing when targeting a ground position.
  • Formed Attack button added for key disciplined units (eg Legionaries, Hoplites, Pikemen). Disciplined units are now better at keeping formation when fighting.
  • Improved existing unit formations.
  • Reduced “blobbing”, where units converge into a disorganised brawl
    *Adjusted spacing of some infantry units to prevent units being too cramped.
  • Added blood effects on animals, for players who own the Blood & Gore DLC.
  • Fixed an issue where pikemen would ignore orders.
  • Fixed rank & file shortcuts which were not working correctly; and only ever resulted in wider units.
  • Telestration (drawing on the map) now works for spectators in MP battles.
  • Fixed issue where throwing torches at gates failed due to projectile simulation causing torches to bounce off the roof of the gatehouse instead of hitting the gate itself.
  • New guard mode mechanic: units will be in guard mode behaviour by default and hold their line unless they have a direct attack order.
  • Several improvements to how formed attackers adjust to one or more targets, encompassing different target widths.
  • New hiding mechanic: running will no longer reveal hidden units.
  • Behaviour improvements for disengaging units: Units pulling out of melee will now try harder to avoid combat and run to the ordered location.
  • New mechanic for knocked-down soldiers: Heavier units will take longer to get up after being knocked down.
  • Fixes and improvements to bracing:

– Formation depth and defensive formations now have the correct impact on bracing bonus.
– No bracing bonus when using loose spacing.

  • Elephant and chariot collisions are now less lethal.
  • Boiling oil no longer triggers when enemies are on top of a gatehouse.
  • Entities no longer warp in combat when two infantry units charge each other.
  • Avoidance-jittering eliminated when multiple units in formed attack overlap.
  • Prevented ships and drowning men from floating above the waterline in very rough seas.
  • Improved the framerate when multiple units pass under boiling oil.
  • Added option to disable left-click dragging move-orders.
  • Locked formation unit groups now correctly track moving targets when given attack orders.
  • Locked formation unit groups should now move at the correct speed in all circumstances.
  • Units now interweave less when moving a locked formation backwards.
  • Artillery units no longer move forwards to attack a building when their target is already in range.
  • Firing whilst moving now always fires at the target unit.
  • Reduced instances of ranged-unit stop/start movements when chasing a moving target.
  • Units no longer automatically attack their previous melee target after routing then rallying.
  • When gate capture points are neutralised, gates are now locked to all alliances and boiling oil stops pouring.
  • Units firing from walls can now be consistently halted.
  • Units firing from walls now fire with all ranks.
  • Rebalancing of entity/projectile/effect audio volumes.
  • Added new preset city and port maps to the custom battle/multiplayer map lists.
  • Removed situations where defenders could partially deploy units outside the city walls in siege battles.
  • Siege maps now have towers or gates linked to the correct capture points.
  • Changed capture point timer from 20 seconds to 30 seconds. Gates and towers now take 1 minute rather than 40 seconds to change from one alliance to another.
  • Added new minor settlements: 1x Persian port and city, 2x Egyptian cities, 1x Greek city.
  • Improved docking and landing points in several maps.
  • Added spectator icon for battle to make it clearer when people are spectating.
  • Cinematic camera now works correctly for units on buildings.
  • General technical/usability fixes across many battle maps (docking points, deployment zones, scenery placement, tower bridging-points etc).
  • Extensive battle-UI tweaks and optimisations.
  • Fixed several rare crash instances.
  • Aide de camp advisor has been enabled for multiplayer now.
  • Modified right click drag-outs, so when moving the mouse to the minimum drag threshold, and then back under the minimum drag threshold, the drag-out visualisation will no longer be hidden.
  • Men on walls above gates no longer die when gate is destroyed in battles.

Campaign

  • Fixed a crash when loading into a Roman Port battle map from the Campaign.
  • Multiplayer campaign legendary mode saves now work correctly.
  • Campaign AI is now more focused on recruiting better units and constructing buildings that allow the recruitment of better units.
  • Increased number of Imperium thresholds from 4 to 7, rebalancing progression of military, agent and edict cap increases to match.
  • Campaign diplomacy: It’s now harder to sign trade & alliance treaties with AI factions, gifts now give a bigger boost to relations.
  • Added warning when the player is about to break treaty in Diplomacy which will result in player being treacherous.
  • Enemy/ally armies/agents are now shown on the Campaign Tactical map and not just players.
  • Fixed user interface animation issues in campaign, where in Multiplayer Campaign mode, animations would sometimes be in slow motion.
  • Added resource icons to the city info bar.
  • Added a small delay to update of the Settlement info panel, when moving the mouse off building icons to make easier to compare two buildings, without info panel flickering to province info in between.
  • Fixed setting for whether Unit info panel is shown in battle, which was being set incorrectly in campaign modes, leading to unit info panel being hidden in battle, without player ever minimising it.
  • Fixed campaign cycle buttons (which cycle between settlements) going in opposite direction, and fixed both buttons going in the same direction.
  • Fixed issue where if a unit was gifted in a group, the player could still control that unit via group they were previously in.
  • Fixed issue where current army emblem wasn’t shown in list of emblems meaning once changed couldn’t set it back.
  • When the player is defending in ambush, the attackers units are hidden because if they were ambushed they wouldn’t know the details of the force they were up against.
  • Telestration (drawing) now works on the campaign tactical map for Multiplayer Campaign mode.
  • Added a vote-timer to the autoresolve panel buttons in Multiplayer Campaign mode pre-battle, so players know how much time is left to make a decision once the panel is opened.
  • Join Confederation option now appears as a diplomatic option when countering an AI’s diplomatic offer.
  • Added experience indicators on queued recruitment unit cards.
  • Multiple units can now be upgraded with better equipment, or retrained into better units, simultaneously.
  • When retraining units, UI now shows the unit a current unit will be retrained into, along with the cost for doing so.
  • Finance panel tax-slider now snaps to values, to make it easier to use, and to clarify that there are a finite number of levels.
  • Added notifications for when the other player saves in multiplayer campaign, so you know why the game is pausing.
  • Added filter-specific info to tooltips in the campaign tactical map (such as regional wealth values when on the region wealth filter).
  • Unit info UI now takes into account bonus HP for unit health stat, to fix incorrect values being shown
  • Unit info now shows the breakdown for melee defence and shield armour values on the tooltip.
  • Added vote timer to the pre-battle screen in Multiplayer Campaign mode, so players know how much time left to make decision once open this panel.
  • Unit info missile-damage display now working correctly (damage modifier was being applied to armour penetration damage, and breakdown wasn’t taking into account the missile damage modifier).
  • Campaign radar map now follows the camera to improve navigation.
  • Client states and satrapies are now shown as allied on settlement panel. Also added an icon to show relationship of the factions owning the regions.
  • Fixed several rare crash instances.
  • Fixed a crash which happened when merging units together several times, with the [CTRL] + [M] key shortcut in the same army in Campaign modes.
  • Garrisons are no longer displayed with dignitary icons on the Campaign Tactical Map.

And don’t forget to check out our Total War: ROME II review here.

SoulCalibur II HD Online Out Now for PS3 and Xbox 360

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NAMCO BANDAI Games Europe  has announced SOULCALIBUR II HD Online is now available as an Arcade game on Xbox Live  and via the PlayStation Network for the PlayStation 3.

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Developed by PROJECT SOUL, the elite development team at NAMCO BANDAI Studios, SOULCALIBUR II HD Online reimagines the beloved title by adding online multiplayer support to the title as well as vibrant updated graphics to take advantage of modern high definition TVs. Heralded as one of the best fighting games of all-time and a genre reference, SOULCALIBUR II is back on consoles with crisp new high definition graphics and all-new online modes in celebration for its 10 year anniversary. Fans can now fight back with their legendary heroes, SPAWN and HEIHACHI, for the first time ever playable on both platforms, Xbox 360 and PlayStation 3.

 

ONE PIECE PIRATE WARRIORS 2 new DLCs Out Now

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Today Namco Bandai has announced that ONE PIECE PIRATE WARRIORS 2 gets two new DLCs to continue the adventure!

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The first DLC, “1 vs. 10.000” scenario, will put the player in an epic fight where enemies will be coming endlessly. In order to defeat this gigantic number of foes, the main Hero will have to save his imprisoned allies: TRAFALGAR LAW, KUZAN; BOA HANCOCK and much more!

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The second DLC will please all SANJI’s fans; as they will enjoy a new battle outfit for their favourite character, this ensemble is directly inspired from ONE PIECE FILM Z!

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This unique scenario and outfit are available now on the PlayStation Network.

Gadget Show play world’s largest video game projection of Pac Man

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With the Gadget Show’s and Namco Bandai’s successful world record breaking playable projection, here are a few shots of the playable projection with presenters of the Gadget Show; Rachel Riley  and Jason Bradbury actually playing the world’s largest video game, which stands at 2,219 meters squared! Doubling the previous record.

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“To celebrate the 2014 launch of PAC MAN and the Ghostly Adventures, Channel 5’s The Gadget Show has broken the World Record for the largest playable game projection on London’s Victoria Dock building for its 250th episode which airs on 9th December at 8pm.”

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Quote:

“This is another important moment in history for the biggest character in gaming. PAC-MAN has inspired a generation of people across the world”

Footballer Aaron Ramsey at the PS4 Lounge in London Today

To celebrate the launch of the highly-anticipated PlayStation 4, PlayStation is giving the great British public the chance to ‘Play The Players’, by going head-to-head with some famous faces at the PS4 Lounge #4ThePlayers in Covent Garden.

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The first celebrity name to be announced in the all-star line-up is football ace Aaron Ramsey. The skilled Arsenal midfielder and Wales International player has already proved he has skills on the pitch but will be put through his paces by fans to see if he has the video gaming skills to match.

Those who think they’ve got what it takes to beat their favourite football star at a game of FIFA 14, are encouraged to come down to the PS4 Lounge from 4pm-6pm on Thursday 21st November.

For more information on the PS4 Lounge, including announcements on the line up for Play the Players and other exclusive events head to: https://www.facebook.com/playstation4lounge

What:              Play FIFA 14 against Aaron Ramsey at the PS4 Lounge #4ThePlayers

When:             Thursday 21st November between 4pm-6pm

Where:            17 Bedford Street, Covent Garden, London, WC2E 9HE

Review: Kingdom Hearts HD 1.5 Remix

 

Once upon a time, Disney and Final Fantasy teamed up to create an amalgamation of real time battles, RPG mechanics and a universe littered with characters and locations from the mighty Disney empire to meet and greet. Now, three games, all presented in HD, make their appearance onto this gen.

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Straight from the off, you’re given that all important choice of which one to play first; having never partaken in a ‘boy with a key meets a duck and a dog’ adventure before. I logically opted for the furthest left selection on the main screen. So began my journey into the world of rabbit holes, jungles and confusion.

Jumping in, I landed hard, this was a PS2 game in looks, design, mechanics and feel. After being initiated into the game via answering some seemingly important questions regarding whether I’m in it for myself or just the money, I was off. Immediately seeing Wakka from my personal favourite Final Fantasy game brought upon a smile. That wore off rather quickly however due to the games inordinately slow start. Generic fetch quests were my reward for completing the preceding generic fetch quests. In between these, I caught some respite by sparring with the locals, competing in a frustratingly awkward platforming ‘race’ and generally exploring. Not so soon after that, the story decides to kick in; the serene island our hero Sora calls home, comes under attack from the heartless, the shadowy beings of unknown origin that we should probably put a stop to.

Eventually, after losing contact with your friends, you end up in the hub-like Traverse Town where upon you’ll join forces with the fabled Donald Duck and Goofy. From here on out, the game starts to open up a little; doing battle with the seemingly never ending waves of the same enemies starts to feel less like a chore and more like levelling. The combat engine soon relents it’s generic, one combo, hack and slash feel, to incorporate magic spells, dodges and even enemies that require different tactics to just mashing ‘x’ in their faces. Bosses often present a slightly different approach, they usually require you to jump and attack them. Now, I don’t know whether it’s the wonky jumping mechanic, the tankard of ale that the camera had previously consumed, or perhaps just Sora’s comically large shoes (and perhaps feet) that make this so infuriating. What I can say, is that it looks disjointed, it never feels fluid and it comes across as a weak attempt to extend the fight.

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Once out of Traverse Town, you’re introduced to the ‘gummi ship’, essentially yours, you use it to fly from one fantasy location to the next, and it’s constructed of gummies. According to the tutorial, you can create your own ship from bits and pieces you’ll find along your quest, but due to the archaic UI and traumatic effort required, you’ll find it’s easier not to bother and instead think, ‘that’s pretty cool, that this was on a PS2’.

The second game, Chain of memories, adds an interesting card game battle system involving everything from items to Goofy in the form of a numerical card value. A case of the higher the card the better, save for the cheeky wildcards however, that can throw the proverbial spanner in. Sleights can be performed by chaining combinations together as a sort of special move, letting you easily destroy most things that you come across with satisfaction. Despite the somewhat interesting combat, the entire game is marred solely by essentially being a carbon copy of the first game. Locales, characters and situations are simply watered down rehashes with the excuse being the plot. Sora, Donald and Goofy, still on the quest to find their missing companions, enter the dreaded Castle Oblivion in an attempt to rescue them. The problem being that it erases your memory as you enter, leaving Sora on a predictable journey of trying to recreate versions of the worlds he’d previously visited. It perks up a little towards the end but washing the soured taste of repetition out is an impossible task; pales in comparison to it’s predecessor.

Well, I hope you really enjoy cutscenes as 358/2 Days, the third and final game, is just that. Originally released on the Nintendo DS, we are ‘treat’ to an HD offering of all the cutscenes in the game. Player interaction is limited to either individually selecting which scene to watch next or, if your fingers need a break, perhaps the old classic ‘play all’ option will suit you better. Following a character from the second game, it feels decidedly disconnected and unfortunately, ultimately pointless as it offers no closure to the events in the other titles. Taking around three hours to ‘complete’ is all you really need to know!

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Due to them being HD updates of, mostly, PS2 games, they look crisp and colourful if not a tad out dated. The art style of the areas still appeal as do the charm inducing characters, both Disney and those from Final Fantasy. The music still holds strong and is probably one of the stand out features that will stick in your mind long after completion. Voice work and acting is taken from the PS2 game; features some real Disney voice actors which is a nice touch despite Mr Donald Duck’s slightly grating speech impediment.

If you fancy taking an adventure down memory lane, then this Square Enix collection should suffice, yet, if you’re new to the franchise, you’re probably better off with a more recent iteration unless you can stomach the old ways of the PS2’s limitations. With each of the main games clocking in at around 25 hours a piece, plus an extra 3 hours from the cutscene game, you’ll get your moneys worth if you’re a fan. One thing to keep in mind is that after an extended period of time with ‘that camera’, somehow even Goofy’s inane, lolling smile will eventually start to grate. And that shouldn’t ever really happen.

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Reviewed on PS3. Available only on PS3.

Complete Listing of Xbox One Digital Software

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With only a few more hours until Xbox One is released in the UK here is the complete listing for the Digital games on Xbox One.

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Here is the complete list of Xbox One Games

Angry Birds: Star Wars (1.81GB) – £35.19
Assassin’s Creed 4: Black Flag (20.25GB) – £54.99
Battlefield 4 (34.3GB) – £54.99
Call of Duty: Ghosts (39.5GB) – £54.99
Call of Duty: Ghosts: Digital Hardened Edition (TBC) – £94.99
Crimson Dragon (6.88GB) – £15.99
Dead Rising 3 (19.9GB) – £44.99
Dead Rising 3: Day One Premium Edition (TBC) – £68.99
FIFA 14 (8.7GB) – £54.99
Fighter Within (11.05GB) – £49.99
Forza Motorsport 5 (31.76GB) – £44.99
Just Dance 2014 (22.79GB) – £39.99
Killer Instinct (3.25GB) – Free
LEGO Marvel Super Heroes (6.38GB) – No Price Yet
LocoCycle (13.17GB) – £15.99
Madden NFL 25 (12.51GB) – £54.99
NBA 2K14 (43.6GB) – £54.99
NBA Live 14 (9.13GB) – £54.99
Need For Speed: Rivals (15.35GB) – £54.99
Powerstar Golf (3.92GB) – £15.99
Ryse: Son of Rome (34.94GB) – £44.99
Xbox Fitness (252.13MB) – Free
Zoo Tycoon (2.62GB) – £49.99

Final Fantasy XIII Lightning Returns Special Trailer

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To celebrate the Japanese launch of Lightning Returns: Final Fantasy XIII Square Enix are excited to reveal the Lightning Project Special Trailer.

The game’s developers used the in-game engine and assets to construct a brand new sequence that gives a taste of the game’s story, themes, gameplay and characters.

In relation to the Japanese version of the game, Square Enix will have one more exciting piece of news later today for the Western release of Lightning Returns, which we’ll share with you very shortly

First Call of Duty: Ghosts Clan Wars Starts Next Monday

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The very first Clan Wars for Call of Duty: Ghosts begins this coming Monday, 25th November, and Dan Amrich over at One of Swords has the latest updates – including how MP game sessions this weekend will all contribute to how Clans will be ranked by size and skill in preparation for Monday’s start.

Parrot and Microsoft Bringing Windows 8 Support to Zik and AR.Drone 2.0

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Parrot and Microsoft have announced they they are bringing support for Windows 8 and Windows 8 RT for their popular Zik headphones and AR Drone 2.0 quadricoper.  Read on for details!

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Parrot and Microsoft have announced they they are bringing support for Windows 8 and Windows 8 RT for their popular Zik headphones and AR Drone 2.0 quadricoper.  Parrot directly confirmed Windows RT support, which means that I’ll be flying my AR Drone 2.0 with my Surface soon, although there was no mention of support for the GPS receiver.  Here is the press release:

Now announcing the new Windows compatibility with the official Parrot Apps which control the Parrot Zik headphones and Parrot AR.Drone 2.0 quadricopter.

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Henri Seydoux, founder and CEO of Parrot met with Steve Ballmer, CEO of Microsoft during his visit to Paris, France.

The two men talked about the future of connected objects and made the technologic collaboration between Parrot and Microsoft official by announcing the brand new Windows compatibility of the ‘Parrot Audio Suite’ and ‘Parrot AR.FreeFlight’ applications.

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“We have been working for months with Microsoft to ensure the compatibility of Windows 8 and Windows Phone 8 devices with Parrot products. I am happy to announce the Windows compatibility of apps that are linked to two of our star products: the AR.Drone and the Zik headphones.” Henri Seydoux, founder and CEO of Parrot

 

‘Parrot Audio Suite’ for Windows 

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On November 20th, the Parrot Audio Suite app for the Zik headphones will be compatible with Windows Phone 8 and downloadable for free in the Windows Phone store.

A Windows 8 version is planned for December 2013.

Parrot Audio Suite is a free application dedicated to Smartphones and tablets and enables users to adjust the audio parameters of the Zik headphones, with a specific ‘Tuned by Lou Reed’ setting included, which was designed by the late rock legend.

 

Note: The NFC compatibility of the Zik headphones enables an instantaneous pairing with a Nokia Lumia 920 or 1020 Smartphone! 

‘Parrot AR.FreeFlight’ for Windows

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In early December 2013, a first version of the AR.FreeFlight application for Windows 8 will be available for free in the Windows store to pilot the AR.Drone 2.0 with a tablet or PC. The version that enables users to pilot it with a Nokia or HTC Windows Phone 8 is planned for the beginning of 2014.

Parrot, Microsoft and its partner Infinite Square worked together on the development of this application, whose source code (today in beta version) is regularly updated on the GitHub Open Source platform (repository https://github.com/ARDrone2Windows/SDK).

AR.FreeFlight is the application dedicated to the piloting of the Parrot AR.Drone2.0 and allows users to fully enjoy the video streaming of the embedded HD frontal camera on the quadricopter.

Parrot Audio Suite is now available for download on Windows Phone 8, and AR Drone 2.0 support on Windows Phone 8 is coming in early 2014.  I’ve asked if these upgrades support the AR Drone 2.0 GPS receiver and I’ll keep you posted on the response.

Review: Proteus

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When you start Proteus you will be floating around in a body of water with just a glimpse of an Island ahead of you. You have no objective. No health bar. No map. No complicated control system. Just intrigue and the ability to walk. Pausing the game for clues as to your goal produces a one word solution. Explore.

So off you go. You will be greeted with an incredibly colourful and vibrant pixelated world to look around. Creatures will occasionally pop out in front of you and then disappear into the distance. When night comes owls can be spotted perching in tree tops and swooping clumsily to the next tree. It’s all very mysterious and the only thing keeping you moving is your own sense of intrigue.

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Equally as important as the retro pixelated visuals are the sounds of the island. Synthesised noises will personify whatever creature or plant presents itself to you. Graves sometimes make a low bass hum while little yellow trumpet-y grass things will parp at you cheekily before disappearing into the ground. Seasons will change and with them not only the visuals but also the theme of the music. It’s all very lovely and (providing you’re OK with retro graphics) very well presented and stylised. But, Proteus is a lot like modern art to me. I’m sure it’s all very clever and skilful but it doesn’t matter because I don’t get it.

Generally speaking Proteus is a reviewers dream. It’s a chance for people to let their modern art hear down and say things like “closed minded players won’t get it” in an attempt to make out anyone who disagrees is stupid or unknowledgeable. Well you know what, I don’t get it. Nor do I really care if that makes me an idiot. I think people are afraid not to like a game such as Proteus for fear of being labelled simple or single minded. I know I used to be. Don’t be.

Video games as art seems to be an everlasting topic that really has no conclusion. I can think of plenty of games I would define as art but Proteus isn’t one of them. The visual and audio space that Proteus creates is immersive to a degree. But when you look closely it’s no more advanced than painting the world in warm oranges and browns during Autumn and accompanying a rabbit with a “ping” or “boing” like sound on a synthesiser.

There is certainly an element of the more you put in the more you get back with Proteus. Those of you that are likely to understand why exploring an island with an intentional lack of objectives is fun I’m sure will get plenty of enjoyment from Proteus. Hell some people have even hinted that Proteus evokes an emotional response.

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I try so hard to like anything different in a video game. There are so many stale models for making games that get endlessly repeated that anything different is a welcome change. And should certainly be encouraged. But for me the only appeal to Proteus would be if I particularly enjoyed looking at retro graphics (why bother with a PS3?) and hearing what noise a rabbit might make if sounds where limited to a synthesiser.

With the right mind and plenty of imagination I’m sure Proteus would be enjoyable. Personally I like games to be imaginative themselves. If they all required user imagination the video game market would look very bland indeed. For me a good game has a strong narrative or believable, deep characterization. Despite possibly being shallow, mind blowing graphics help too. Original scores. Vast open world cities. Creative and varied objectives.

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The problem I had with scoring Proteus, and even deciding if I liked it, is that there is just nothing there to analyse. It’s certainly never going to create a lasting impression like so many other games I consider to be art have. But I seem to be in the minority of those who don’t like Proteus. The world Proteus places you in is an attempt at exploring methods of interaction and how it can create a memorable experience. For me Proteus didn’t make a mark.

Credit must go to Ed Key and David Kanaga for designing Proteus and creating something original that many people will love. Proteus dares to be different but I’m not really sure who it’s for. Essentially if reading this review made you hate me that’s fine, it was meant to. Proteus is for you. Go and buy it. Enjoy it. If not I’d steer well clear, especially given it’s slightly hefty price tag.

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Reviewed on PS3.