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Amazon Announced Its First Video Game And It Looks Pretty Awesome

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sev zero amazon game

Earlier today, Amazon announced a new set-top box called Fire TV that's available for $99.

In addition to letting users stream online services like Netflix and Hulu, Amazon is offering games for play.  

Users will be able to play mobile games on their TVs in addition to exclusive games created by Amazon Game Studios. The biggest news was the announcement of its first game, a sci-fi tower defense shooter, “Sev Zero.” 

Here's the game synopsis from Amazon:

"Earth is threatened by an alien species, the Ne’ahtu. Early in the 22nd century, the Ne’ahtu infected Earth’s energy grid with a computer virus that disabled the planet’s defenses. Before the Ne’ahtu could strike, computer prodigy Amy Ramanujan neutralized the alien computer virus and saved the planet. Now, the Ne’ahtu are back and Dr. Ramanujan is trying to prevent them from another all-out invasion of Earth. Switching between towers (to launch various missiles and grenades) and face-to-face combat (to attack with machine guns), the player’s mission is to join Dr. Ramanujan and defend Earth from the Ne’ahtu.

In Sev Zero, players can jump between environments—start in tower defense mode to build out towers and assess the surroundings, and then beam down to shooter mode for face-to-face combat against the Ne’ahtu. Players can also bring friends and family into the action with the Sev Zero companion tablet app, Sev Zero: Air Support. With this multi-player, multi-screen experience, players help each other thwart the enemies—one player is in Air Support mode initiating air strikes from their tablet while the other player is in face-to-face combat mode."

According to Amazon, the game is the first in a series of titles being built exclusively for the company.

"Sev Zero" is available for $6.99 — much more affordable than any console games which usually retail for around $49.99-$59.99. You need one of Amazon’s $39.99 game controllers to play.

Though Amazon says its not trying to compete with Sony's PS4 and Microsoft's Xbox One the game strikes us as similar to console hits "Mass Effect" and "Halo." 

Amazon also reportedly took a big dig at Microsoft during its Fire TV presentation.

Check out the trailer below: 

Here are a few screenshots from the game. 

sev zero amazonIt looks good.sev zero

Here's what "Halo" looks like:

halo

And "Mass Effect 3":

mass effect 3mass effect 3Other reactions have compared the game to "Sanctum," a tower defense game from the Steam console.

sanctum steam game

SEE ALSO: Everything you need to know about Fire TV

AND: Big beautiful photos of Amazon's Fire TV

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Ridley Scott Is Making A 'Halo' Digital Project For Microsoft

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masterchief halo new game 2014

Microsoft is adding some big names to work on its exclusive entertainment projects. 

"Alien" director Ridley Scott will be working on a "Halo" digital feature project for Xbox Entertainment Studios.

Sergio Mimica-Gezzan ("Battlestar Galactica,""Heroes") will direct the feature while Scott will serve as an executive producer.

The Wrap first reported the newsWe confirmed the announcement with a Microsoft spokesperson.

343 Industries announced the news along with Xbox Entertainment Studios, and Scott Free Production.

Last May, Microsoft announced Steven Spielberg will executive produce a live-action television series based on the popular "Halo" video game franchise.

Microsoft confirmed to Business Insider the digital feature project is separate from the upcoming TV series which is still on track. 

It's unclear how the series will differentiate from the live-action TV series; however, The Wrap reports the the story will be set in the 26th century following a super soldier that will be in similar style to Machinima's "Halo 4: Forward Unto Dawn" series.

That series led up to the "Halo 4" game release. It's possible Microsoft is doing the same ahead of the "Halo 5" launch which currently doesn't have an official release date.

The Wrap reports the live-action project will debut before the end of the year.

More details are expected to be announced at this year's E3 (Entertainment Electronic Expo) in June.

SEE ALSO: How Microsoft is positioning the Xbox to take on Amazon, Roku, and Apple TV

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Xbox Has A Secret Weapon In Its Battle Against The PlayStation (MSFT)

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build 2014 titanfall

In the battle to control tech in the living room, Microsoft's Xbox One is fighting on multiple fronts.

From the low end of the market, it's fighting against Apple, Amazon and Roku, which stream video content from the Internet to your TV through inexpensive set-stop boxes, starting at $99 — a far cry from the Xbox One's $449 price tag.

Then there's the PlayStation 4, Sony's flagship game console that offers similar gaming and video-streaming capabilities for $399.

Since most blockbuster games come to both the PS4 and the Xbox One, the key to a console's success this generation is differentiating the experience and offering exclusive games that you can't get anywhere else.

The most obvious way Microsoft made the Xbox One's user experience unique was the inclusion of the Kinect, which lets you control your console with voice and gestures alone. If you plug a cable box into the Xbox One, you can even use those same commands to control your television set as well.

Getting exclusive games is a bit trickier than introducing a new interface. While Microsoft Games Studios makes a number of successful game series for the Xbox platform, people don't just want "Halo." They want big, new games, too.

Developers and publishers of those games invest years and tens or hundreds of millions of dollars to bring blockbuster games to the market. That means that they want to release their games to as many potential customers as they can — which is why most games now target the PlayStation, Xbox, and PC platforms.

To get exclusive games, Microsoft has either to pay publishers to brig their games only to the Xbox or to offer services for developers that you can't get anywhere else.

The original Xbox, for instance, was the best console for online gaming until the Xbox 360's release in 2005. With Xbox Live, it was the first console to make online gaming easily accessible. Neither Sony nor Nintendo offered anything comparable, so if you wanted your customers to have fun playing online, you built for Microsoft's console.

Sony pretty much caught up to Microsoft with its PlayStation Network on the PS3, so Microsoft had to come up with something new for the Xbox One. From today's keynote at the company's developer conference, Build, in San Francisco, it's clear that Microsoft thinks its Azure cloud can be that differentiator.

One of the first points brought up was that "Titanfall," the single biggest exclusive released for the Xbox One so far, is built on top of its cloud infrastructure.

build 2014 titanfallHosting multiplayer video games on massive servers is nothing new. What is new is that Microsoft's infrastructure can massively scale up and down based on a developer's needs, all while doing far more complex operations than what was previously available.

Microsoft has invested far more into its cloud architecture than either Sony or Nintendo have for their platforms — after all, it's trying to compete with Amazon and Google in the space.

That means it can do more with its servers than anyone else, including advanced simulations that make graphics and in-game AI better. Last month, Respawn Entertainment, the company behind "Titanfall," co-founder Vince Campella told Business Insider that "all the AI and physics [in "Titanfall"] are done on the cloud."

In "Titanfall," you aren't just fighting against other people: There are also a number of AI combatants to deal with throughout the game's matches. You can't run those AI simulations on an individual's console because lag on their end could affect everyone. That means for every match there has to be a new AI simulation being performed. Azure let Respawn do that without having to buy its own expensive server infrastructure.

Physics simulation is another huge computer-power hog that can be handled on the cloud. After the "Titanfall" presentation, Microsoft showed off a demo comparing a game running on a high-end PC and one running with assistance from Azure.

In the demo, the player could fire rockets at buildings and watch them realistically crumble. On the PC, the game slowed to a crawl as soon as the first rocket hit, becoming unplayable. The version with Cloud Assist didn't slow down once, even with multiple structures collapsing and the player wandering through the environment.

build 2014 cloud assist game demo azure

It'll be interesting to see whether Microsoft can convince game developers to take advantage of its cloud to make for more physics- and AI-intensive games. While the PlayStation 4 is technically a bit more powerful than the Xbox One, Sony doesn't offer anything like Microsoft's Cloud Assist. That could be enough to win over developers looking to provide high-quality, blockbuster experiences.

SEE ALSO: How Microsoft is positioning the Xbox to take on Amazon, Roku and the Apple TV

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A 5-Year-Old Boy Found A Big Hole In The Xbox's Security System

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xbox 360 dashboard

It's usually extremely difficult to guess someone's password. But thanks to a 5-year-old boy's discovery, you may not have to when logging in to Xbox Live.

Kristoffer Von Hassel found a way to work around the Xbox's password verification screen, according to KGTV, an ABC News 10 affiliate.

Kristoffer typed the wrong password when attempting to login to his father's Xbox Live account so that he could play his games, the report said. When he was brought to the password verification screen after entering the wrong code, he pressed the space bar a few times and hit enter.

And it magically worked.

Kristoffer and his father reported the bug to Microsoft and the company says it has come up with a fix, KGTV reports. To thank Kristoffer for the tip, Microsoft is giving him four games, $50 and a year long subscription to Xbox Live.

This isn't the first time Kristoffer has found ways to work around technology barriers. His father Robert Davies told the ABC News affiliate that his son had bypassed the toddler lock screen on a cell phone by holding down the home key when he was only one year old. 

Check out the video below from KGTV.

SEE ALSO: Big, Beautiful Photos Of Amazon's Fire TV

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'Mario Kart 8' Video Showcases All 16 Race Tracks

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mario kart 8

Oh my gosh, oh my gosh... oh... my... gosh! This game just went there and opened up the gates of awesome, flooding gamers with a sensory-overload of epicness. What am I talking about? Well, a new video has emerged giving gamers a brief look at all 16 tracks available in Mario Kart 8, the exclusive new racer for the Wii U. 

Even though Gaming Blend's own Ryan Winslett rolled out some new details on this highly anticipated upcoming title, it doesn't quite strike home until you see the game in action, and furthermore, until you see exactly how the old tracks from Nintendo's past have been remixed into beautiful HD with all the fancy new mechanics of Mario Kart 8

Thanks to GameXplain's new video, we get to see a ton of the tracks in action. Honestly, I think the video should have been twice as long so we could have seen even more of the tracks. They say they'll have more footage soon, so it'll be fascinating to see more of the new and retro tracks featured in the game. 

One of my absolute favorite tracks out of the entirety of the Mario Kart franchise has been overhauled for today's generation of gaming. I'm talking about one of the most frustrating and fun tracks ever designed in a kart-racing title: Toad's Turnpike. 

The video showcases a new and improved way to play old tracks. I was especially surprised to see tracks from past games make the cut and look absolutely stunning. Heck, I don't even like Moo Moo Meadows but it looked gorgeous in that video. Just wow. 

What's more is that I've always wanted to see Toad's Turnpike in a new Mario Kartand it's awesome that Nintendo finally did it and then went the extra mile by adding in wall-riding, upgraded track graphics and tons of on-screen vehicles. It's like Nintendo is hitting up both the innovative factors for new ways to kart-race and tapping that nostalgia tank like it was some kind of gold mine. 

I honestly can't wait for this game to release on May 30th. It's funny because it's one of the best looking games coming to the market and it's not even using the feces-themed palette that all those other modern-military shooters have been basking themselves in like Charlize Theron taking a milk bath in that Snow White & The Huntsman flick. 

If you can't wait to get your hands on Mario Kart 8 like Xbox One fanboys can't wait until they get true next-gen games at 1080p, you can pre-order the game from GameStop or pick up the racing wheel

SEE ALSO: 'Mario Kart 8' Wii U Pre-Orders Are Already Sold Out On Amazon

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Games That Make Players Feel Incompetent Lead To Aggression — Not Game Violence Itself

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flappy bird

If you hear a Call of Duty player cursing at his TV set, it’s more likely that their rage came from their lack of success than from exposure to violent content.

A new study by the Oxford Internet Institute and the University of Rochester suggests that incompetence is a major cause of aggressive behavior after playing a video game. Players who struggled with a game were more likely to show aggression. “The study is not saying that violent content doesn’t affect gamers, but … the aggression stems from feeling not in control or incompetent while playing,” said professor Richard Ryan of the University of Rochester, a co-author of the study, to BBC News.

Six separate studies were part of the research. One of them used a modified version of Half-Life 2, Valve’s popular first-person shooter. Violent ways of eliminating enemies were replaced by a system where the play would mark enemies, causing them to disappear. The researchers didn’t notice a significant difference in aggression between those who played the unmodified Half-Life 2 and those who played the violence-free version.

However, researchers did notice that players who went through a tutorial before playing were less likely to show aggression than those who dove in without one. When struggling to control the game got in the way of the players’ efforts, they were more likely to show aggressive behavior. “Players have a psychological need to come out on top when playing,” Dr. Andrew Przybylski from the Oxford Internet Institute told BBC News, “… If players feel thwarted by the controls or the design of the game, they can wind up feeling aggressive. This need to master the game was far more significant than whether the game contained violent material.”

Richard Wilson, the chief executive of British video game trade body TIGA, was unsurprisingly pleased with the results. “If developers can design more effective gameplay processes, then it could be possible to minimize a player’s feelings of exasperation and irritation — admittedly something good developers will want to achieve in any case,” he said to BBC News. ”It’s also important to understand, as part of this debate, that most video games are not violent.”

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HOLY BATMAN: The 75-Year Evolution Of The Batsuit

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batman the animated series

Batman is turning 75 this year.

To celebrate, Warner Bros. is holding a year-long celebration for the Caped Crusader, complete with new animated films, a potential Fox show, and a rerelease of Tim Burton's 1989 "Batman." 

The Bat's also getting a new video game.

In honor of the Dark Knight's milestone, we're looking back at a favorite of ours. A while back, the folks over at Screenrant produced a handy infographic that covers most of Batman's looks over the years. We found a few from the past that weren't included. Rainbow Batman, anyone?

From Zebra Batman to the killing machine of Azrael, see the many styles of the famous cape and cowl.

May 1939: Batman's first appearance in Detective Comic 27 – Batman wore a bulletproof vest under his suit and had purple gloves. He wore a standard belt with a round buckle.



1939: Detective Comic No. 30 "Golden Age Batman"– The Caped Crusader has sharper, pointier ears, and more durable wings.



1940: Detective Comic No. 30 – Batman's outfit is visibly more blue with the addition of longer boots and gloves.



See the rest of the story at Business Insider

We'll Finally Know If Atari Buried Millions Of E.T. Games In New Mexico 31 Years Ago

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et video game

Later this month, we're finally going to learn the truth about one of the biggest video game myths in history — whether or not Atari buried millions of video game cartridges in a New Mexico town in 1983.

If you're into video games at all, you're probably familiar with the story of Atari's failed "E.T. the Extra-Terrestrial" game.

If not, here's a brief account of how the legend goes:

To coincide with Steven Spielberg's astronomically successful film "E.T.," Atari purchased the rights to the character for about $22 million to release a game of the same name.

"E.T. the Extra-Terrestrial" was made in five weeks and ended up being a huge commercial failure for Atari and is often labeled the worst game ever made. It's also considered one of many factors that led to the video game industry crash of 1983.

Here are a few shots from the game:

ET video gameET video gameET

According to VGChartz, the game sold under 2 million units. While it was one of the Atari 2600's better-selling games, it was estimated there were millions of cartridges that went unsold. According to multiple reports, Atari buried those copies in a landfill in Alamogorodo, New Mexico.

A 1983 article in The New York Times confirmed Atari games were indeed disposed of, but there were no mentions of specific titles:

"The company has dumped 14 truckloads of discarded game cartridges and other computer equipment at the city landfill in Alamogordo, N.M. Guards kept reporters and spectators away from the area yesterday as workers poured concrete over the dumped merchandise. An Atari spokesman said the equipment came from Atari's plant in El Paso, Tex., which used to make videogame cartridges but has now been converted to recycling scrap."

31 years later, Fuel Entertainment, Xbox Entertainment Studios, and LightBox Entertainment have been given permission to excavate the Alamogorodo landfill.

Thursday morning, Xbox announced on its blog it will dig up the location to see what was buried by Atari.

The excavation will be part of an upcoming documentary series from Xbox Entertainment Studios and producers Simon Chinn ("Man on Wire") and Jonathan Chinn (". It will be directed by Zak Penn ("The Avengers").

Microsoft is welcoming spectators to come to the dig site that will take place Sunday, April 26 from 9:30 a.m. - 7:30 p.m. 

Here's the address:

Alamogordo Landfill

4276 Highway 54 S
Alamogordo, NM 88310
(Near First Street and White Sands Boulevard)

At the end of the day, it would be tough to tell whether the E.T. games were buried since reports say the cartridges were crushed and ultimately covered with cement but it may finally put to rest a video game legend.


NOW WATCH: 11 Video Games From The 1990s That Are Better Than Games Today

 

SEE ALSO: The 75-year evolution of the batsuit

SEE ALSO: Little-Known Strategies That Will Help You Dominate Candy Crush

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The Next Big Thing In Video Games: 'Ethical' Gaming

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gamer / person playing xbox one video game

A decade ago Asi Burak developed a video game designed to encourage opposing parties in the Israel-Palestine dispute over land to better understand – even empathise – with each others' point of view. That conflict may be no closer to a resolution, but the concept that interactive games can be used for more than mere entertainment, even as a tool for positive change, is looking like the next big thing in online gaming.

Next week, Burak's 11th annual Games for Change Festival will join forces with New York's prestigious Tribeca Film Festival in an effort to give video games greater recognition and counter the stereotype that this £39bn global industry can specialise only in war games, urban chaos and medieval fantasy.

"People understand that games are powerful, but they're also scared of this power," says Burak. "We need to change the perception that all games are shallow, violent and childish, because they are not."

Statistics show that gaming has outgrown its reputation as an activity for children and teenagers. The average age of players is now 30, 10 years older than it was a decade ago.

There are games for women in their 30s, and games for seniors to combat declines in mental function.

Collectively, the world now spends one billion hours every day playing video games – up more than 50% in three years. Meanwhile, the average young person racks up 10,000 hours playing video games by the age of 21, only slightly less than the time they spend in secondary education.

"People see the negative side and they talk about addiction, but there are many games on the positive side," says Burak. Games such as Minecraft, he adds, are "amazingly creative experiences and far more engaging than watching TV".

The festival will bring together leading software developers and thinkers on the subject, including Jenova Chen, co-founder of thatgamecompany and creator of the games Journey and Flower, and Jane McGonigal, the author of Reality Is Broken: Why Games Make Us Better and How They Can Change the World. McGonigal's thesis is that games can effect change in problems ranging from depression and obesity to global issues such as poverty and climate change.

Many of the new studies claim a wide variety of benefits from gaming, including improved attention, higher creativity and improved ability to manage difficult emotions, such as fear and anger.

McGonigal, co-founder of the health improvement game SuperBetter, believes technological advances in virtual reality will enhance the power of gaming for good. To encourage a change in behaviour, she says, you need more than a video or a pamphlet. "Gaming does seem to be persuasive in changing people's thoughts, attitudes, feelings and actions in a way other mediums cannot."

The author points to a virtual reality game developed at Georgia University that places the player in the sights and sounds of computerised woodland and gives them a virtual chainsaw. They are then required to cut down a tree using a vibrating controller. After the tree falls, the forest goes quiet and birds stop chirping.

"Just two minutes changed people's real-world environmental behaviour for an entire week," says McGonigal. "They used 25% less paper products." People who simply watched a video of trees being cut down did not change their behaviour.

"The visceral immersive experience seemed to make a difference," she says. "People seemed to understand the loss of the tree as the loss of a living thing."

A separate study at Stanford University's Virtual Human Interaction Lab simulated disabilities such as colour blindness. Researchers found that people who experienced blindness not only expressed more empathy but contributed time to volunteer efforts.

The focus on virtual reality in gaming comes as the technology companies begin to invest heavily in the sector. Last month Facebook acquired the virtual-reality goggles maker Oculus for $2bn, giving a huge potential boost to a technology designed to produce the sensation of not just looking into a virtual-reality world, but actually being an integral part of it.

In announcing the purchase, Facebook's CEO, Mark Zuckerberg, touted virtual reality as the next big computing platform after mobile.

McGonigal identifies several companies, including Valve, the developer of the popular VR platform Steam, Minecraft and Zynga as companies committed to creating positive experiences. She hopes Facebook will hire thoughtful designers who will be able to connect us to reality, rather than disconnect us from it.

"Who can we have empathy for? What can we have empathy for? And how do we rally the gaming community?"

Chen says the games he grew up with in the 1990s helped him to become self-aware and ultimately a better person. At his company, he says, developers aspire to create interactive entertainment that can touch hearts. Flower was recently accepted into the Smithsonian American Art Museum's permanent collection.

Chen says he's optimistic about the field of positive game development. "We have a huge video game audience today, but still a rather biased portfolio when it comes to the types of emotions they create and its social impact.

"Today's game creators are changing that. I believe we will see more and more positive games coming into existence soon."

The technology poses as many questions as it answers. If virtual-reality games connect us to the real world, what does that say about our lack of connection? Are video games a source of "real" happiness? Do the positive emotions contribute to real wellbeing, or are these feelings also virtual?

Philosopher Bernard Suits claims that, if we ever create a perfect society, games will be the only reason to go on living. We would have to play, or else have no purpose in our lives, Suits argues, because they can bring a sense of service and collective meaning.

Like real-world reality, there is no single virtual reality, says Burak. It's an open debate. Some want to use virtual reality for behavioural change; some to make political statements. "The festival, he says, "is about the idea that the platform is attractive to anyone interested in social issues."

But, speaking personally, he adds: "I would like to see more design purpose and effort going toward creating empathy."

This article originally appeared on guardian.co.uk

SEE ALSO: If You Don't Know About This Weird Feature In Dropbox, All Your Files Could Be Deleted

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People Are Obsessed With The Video Game 'Goat Simulator,' Where You Play As A Goat

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Goat Simulator game

On April 1, a new game called Goat Simulator was released, and for obvious reasons, everyone thought it was a joke. But this was no April foolery.

Back in February, a YouTube video for the game — initially just a joke prototype — racked up more than 2 million views. As with all amazing things on the Internet, there was so much interest in the video, that developer Coffee Stain Studios released it as an actual, playable game. 

Gameplay is fairly simple: you run around and get points by head-butting things to destroy them. There are different achievements in the game, ranging from jumping high enough to lick a hang glider, to knocking over all the stones in Goathenge. You can hop and flip in different directions, and you can also lick objects, which make them stick to your tongue until you drop them. You're also a goat. 

"'Goat Simulator' is like an old school skating game, except instead of being a skater, you're a goat, and instead of doing tricks, you wreck stuff," according to the description underneath the game's trailer. 

The game has various bugs and glitches, but that's part of the fun. An update to the game in May will offer split-screen multiplayer, a new map, and more. 

You can buy Goat Simulator for $9.99; it's available on Steam, and it's Windows only. The developers say they are working on Mac and Linux versions, so everyone can be a goat. 

Here are some of the things you can do when you're a goat:

Jump on a trampoline.

Trampoline_goat

Jump through windows.

Goat_Window

Stand around with your tongue sticking out.

Goat_tongue

And you can hit people with an ax.ax_goat

Check out the trailer for Goat Simulator below:

SEE ALSO: A graphic designer turned those annoying computer error messages into works of art

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Georgia Is Offering A Hefty $25 Million Tax Break For Video Game Developers

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Video Game Designer

United States is not the manufacturing powerhouse that it once was, but video games are one thing that Americans make that people all over the world still buy.

This week, Georgia Gov. Nathan Deal (R) signed a bill into law that will provide $25 million in tax breaks to game developers in an effort to encourage economic development in the southern state.

The law, previously known as House Bill 958, passed the Georgia state House and Senate earlier this year.

It also includes a number of other tax-related legislation including sales-tax holidays and exemptions from sales taxes for qualifying food banks. Georgia-based developers that may benefit from the law include Cartoon Network Games, Red Orchestra developer Tripwire Interactive, and Smite developer Hi-Rez Studios.

To take advantage of the tax incentives, developers will have to maintain offices within Georgia. Studios must have a total payroll that amounts to more than $500,000 for in-state employees and gross no more than $100 million in taxable income.

Georgia’s Department of Economic Development must also approve that any developer attempting to claim the credit is primarily in the interactive-entertainment business.

This will enable qualifying developers in Georgia to deduct a significant portion of the taxes they may owe to the state. Studios would still have to pay their full federal taxes to the Internal Revenue Service, and employees would have to pay both federal and state income tax on their earnings.

This is the second time that Deal has signed a bill into law that benefits the state’s game-development industry. In 2012, Georgia passed House Bill 1027 that let studios keep up to 30 percent of their state taxes due in credits.

“Since the adoption of the current tax incentive program, the economic impact of the entertainment industry has increased more than 1,000 percent,” Deal said at that time. “This 30 percent tax credit is essential to the continued growth of the industry, and I will fight to make sure it stays in place for as long as I am governor.”

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This Free Game Became The Most-Downloaded iPad App In 34 Countries Only One Day After It Launched

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hearthstone

Gamers have been awaiting the worldwide release of Blizzard's "Hearthstone: Heroes of Warcraft," a turn-based card game for the iPad. 

The game came out yesterday, and it's already dominating the charts: It's the No. 1 most-downloaded app in 34 countries, including the US. It's also the No. 1 most-downloaded game in 36 countries, according to App Annie.

Analyst Sterne Agee estimates that the game will bring $30 million in revenue this year

Like Candy Crush Saga, the game is free to play but includes in-app purchases. It hasn't bumped Candy Crush from the top-grossing iPad game charts, but it is in the Top 5 in two countries. Then again, it's only been available worldwide for a day. 

The game debuted on the PC earlier this year, and Android and iPhone versions are on their way in the second half of this year, according to Touch Arcade.

SEE ALSO: There's a San Francisco version of the game '2048,' and I like it even better than the original

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25 Years Later, Here Are The Games That Made Nintendo's Gameboy A Phenomenon

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gameboy

The grandfather of handheld video game system, the Nintendo Game Boy, was ushered into existence 25 years ago yesterday.

Now a dinosaur by today's standards (maybe it's time to call it a "Game Man"?) the portable, two-tone brick practically invented the modern mobile gaming era when it hit the market in Japan on April 21, 1989. Most now are collector's items sitting unused in dusty drawers, but that doesn't mean the legacy it created — and the games it launched — are forgotten.

Long before you could flap or run or fruit slice your way through a boring flight or train ride, the Game Boy was the only way to digitally pass the time on the road. While very few people still use their old boxes today — it was later replaced by the flashier Nintendo DS and now, your phone — many of the games it spawned or perfected are still with us in some form. Here we mark the Game Boy's 25 years of history, by looking at the best-selling, most popular games in its history.

Super Mario Land – 1989

Super Mario, GameboyToday specifically marks the day the Game Boy was released in Japan, when it was paired with its first game, Super Mario Land. The game sold more than 18 million copies and was the driving force behind the early adoption of (and love for) the handheld system. All these years later, Mario still has to jump and Peach still needs saving, no matter what Nintendo system you call home.

Tetris – 1989

Tetris computer game

It's hard to imagine a simpler, yet more desperately addicting game than the one that seemed to captivate every person you knew; even your least nerdy family members. Nintendo bundled Tetris with the Game Boy when it went on sale in the U.S. in August 1989, and with about 35 million sales it stands as the best-selling game in the system's history. "Tetris was the game that made the Game Boy brand a true gaming giant," Nintendo Magazine wrote. Even today, Tetris remains one of the most popular games on mobile smartphones, passing 100 million downloads back in 2010. Tetris may not have needed Game Boy to take over the gaming world, but it might be more accurate to say that Tetris put the Game Boy on the map. Building-sized or pocket-sized, Tetris lives on.

The Legend of Zelda: Link's Awakening – 1993

Zelda, GameboyThe Zelda games took a while to arrive on Game Boy from the Super Nintendo, but once they did, the series exploded in popularity. It was one of the few Zelda games that didn't even have Princess Zelda in it, strangely. Over three million copies in sales is smaller, comparatively, but the game's success allowed Nintendo to keep innovating in the Zelda franchise, one of the key anchors of all their console launches.

Pokémon – 1997

pokemon yellowPokémon — those "pocket monsters"— quite literally took its name with the Game Boy in mind. And has the Pokémon Era really ever ended? The powerful little guys hit the scene in 1997 with the Blue and Red versions, followed by the Pikachu-focused Yellow soon after. It's been 17 years since those days, and the Pokémon games have effectively covered the color spectrum. Considering the recent enthusiasm for the thousands of people who played Pokémon online simultaneously with Twitch Plays Pokémon, we're still catching 'em all long after Pokémon left our pockets and ventured into other realms.

Ironically, the lasting success of the Game Boy might have hindered Nintendo's progress among the latest generation of gamers. While most of the world now gets this mobile fix with smartphone game, Nintendo has been wary of giving up on its console dreams to enter that market. But there is hope yet: Nintendo recently announced it would make a few smartphone games to turn sagging sales around. The Game Boy console may be gone, but its influence continues to be felt, even when your Angry Birds start chirping.

SEE ALSO: You Can Buy This Rare Nintendo Game For Only $5,500

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This Creepy Web App Shows You Just How Much Of Your Life Is Shared On Facebook

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Our life is not a mystery, and this marketing campaign for a video game wants to prove it. 

The game is "Watch Dogs," an open-world action adventure game that will be released next month. The game is set in a futuristic hyper-connected world, where the main playable character hacks into the city's central operating system to solve different objectives. 

The app is called Digital Shadow. You log in with your Facebook account, and watch your social life unfurl on its page.

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Once you log in, the app shows you public pictures you or others have posted of you.

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It analyzes your list of friends, and separates them into different categories: "Stalkers" are friends who you consistently interact with; "Liabilities" tag you in a bunch of posts; "Obsessions" are people who don't generally reciprocate when you comment on their stuff; and "Scapegoats" are people you don't often interact with.

Digital Shadow then analyzes how often you post, what you post and from where you post. It makes guesses about your mood and character, and even tries to guess your income and your password. Fortunately this is where the app's accuracy fails, but it's creepy to know that an app is pretending to figure out what your passwords might be. 

passwords

Still, it might make you think twice before sharing some of your more-personal information on Facebook or elsewhere. As Dave Their points out on Forbes, "it's not hard to imagine how the program could actually start getting some scary info with slightly more liberal sharing — and if the game's theoretical profiler could access my Google searches and Twitter as well, it could likely peg me pretty close to perfectly."

SEE ALSO: This free game became the most-downloaded iPad app in 34 countries only one day after it launched

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The 'Nintendo Girls Club' Is So Sexist It Made Me Sick

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jorgie_porter

I'm a gamer. I'm also a girl. There are stereotypes that go with being a girl gamer: We don't know what we're doing, or we only play cutesy games like "Animal Crossing" or simulators like "The Sims." 

Usually the message is that we don't belong. Even in the business, female gamers are frequently subjected to sexual harassment.

A safe space for female gamers is a necessity. And that's why the Nintendo Girls Club YouTube channel is taking female gamers 100 steps in the wrong direction. The channel, which launched just a couple months ago, is an offshoot of the Nintendo U.K. YouTube channel, and is targeting girls with videos about gameplay and trailers of the newest games. It bills itself as "the official Nintendo UK YouTube channel made especially for girls."

With its focus on shopping and clothes, instead of gameplay and power-up tricks, it might be making games less popular with girls.

Not In The Kitchen AnymoreThere are a bunch of women who want video games to succeed with women.

For instance, Jenny Haniver, an avid "Call of Duty" player, chronicles her experiences being a female gamer on her website Not In The Kitchen Anymore. Since 2010, she has been posting recordings of how other gamers, usually men, act upon meeting a female gamer. As you can imagine, it's not good.

And Anita Sarkeesian runs Feminist Frequency, "a video webseries that explores the representations of women in pop culture narratives," including video games. Her "Tropes vs. Women in Video Games" series explores the role female characters play in the games themselves.

She received a lot of backlash when she started a Kickstarter campaign to fund the project. "I knew that delving into video games might provoke a bit of a misogynist backlash ... [but] this level of organized and sustained harassment, vitriol, threats of violence and sexual assault in response to a project that hasn't even been made yet is very telling,"she told Wired at the time.

In the end, she blew past her $6,000 goal and raised almost $160,000.

So Nintendo is onto something with wanting to create a safe space for female players. How did it go so terribly wrong?

I'm a girl gamer and I don't like pink

The Nintendo Girls Club channel is broken up into five parts: videos from Jorgie Porter (a soap opera star in the U.K.), videos from Mandy Hynes (a video blogger), trailers and TV ads, latest 3DS portable game console videos, and latest Wii U videos.

The first video I watched was "Top 10 Things To Do In 'Animal Crossing: A New Leaf,'" a community simulation game where you and your animal friends carry out various activities. 

epic_shopping_spree

"Kicking things off with number 1 is an EPIC shopping spree," Porter tells us. The more money you spend, she says, the more shops appear, including a "shoe shop and a beauty salon." 

She does offer some helpful tips, like pressing the two shoulder buttons to snap a picture of your screen, so if you can get past the overly pink bedroom she's sitting in, as well as her dead, uninterested eyes, you might actually get something out of this video. 

The next video is how to make the perfect dress in "Animal Crossing." 

animal_crossing_dress

Again, if you can get past her cooing about how cute the dress is, the video does actually offer some tips on how to make clothes in the game. But the tips are so buried under a mountain of pastel, you'd hardly know they were tips at all.

Hynes' videos tend to be a little more technical, with unboxings and device comparisons.

Her section of the site seems a little more for everyone, focusing on the design of the devices themselves. But an expert she's not. In one video, about the 3DS' features, she doesn't seem to know where the microphone on the 3DS is — she points to a little hole on the back of the clamshell, which is actually a light to let others know the camera is on.  

3ds_microphone

But even Hynes' videos veer off course, such as in this one, where she talks about why she loves the game "Pokemon X." Among her favorite things in the game: you can go into shops and buy hats and clothes for your characters with money you earn by being amazing at fighting people. 

If I'd never seen a Pokemon game, and this was the description I got, it'd probably be a safe bet that I still would never see a Pokemon game. Not once did she actually say what the point of the game is, or describe the gameplay. 

So we've got one section of the channel seemingly geared toward the casual gamer, with some important information buried beneath a cloud of pink fluff, and another section that's a little more technical — sort of.

Who is this channel aimed at? And why?

mandy_hynesIn 2013, 59% of Americans played video games, according to the Entertainment Software Association. And of those people, 48% were female.

Many of those women were 18 years old and up. Nintendo sees an opportunity targeting young teenage girls, who might not necessarily be gamers.

I get it. This channel isn't for me: an experienced gamer who likes more intricate games like those in the "Assassin's Creed" series.  

But by targeting these young girls with pink bedrooms and "epic" shopping sprees, it seems that Nintendo is only enforcing stereotypes, not helping solve them.

Just having a Nintendo Girls Club is itself sexist: If a boy likes to go shopping in "Animal Crossing," does that mean he's a girl? If girls like to play "Mario Kart" or other sports-based games, do they not get to join the Nintendo Girls Club?

As Not In The Kitchen Anymore's Haniver points out, it's definitely a good thing to encourage girls to game, "but this video series feels more like pandering fluff than anything meaningful. They're just enforcing tired biases," she tells Business Insider.

"I think kids should be taught at a young age that they don't need to be defined by their gender, and that there aren't 'girl' activities and 'boy' activities," she says. "I think the point of the club is to appeal to a young audience in the hopes that they'll become customers later on, and therefore make money for the company."

In an article in The Motley Fool, Leo Sun tries to calm everyone down. "Relax, girl gamers," the headline shouts. "The Nintendo Girls Club isn't meant for you." 

His point is "that these ads are intended to convert female non-gamers to the 3DS and Wii U."

And that's the problem: Nintendo is trying to integrate new female players into an already-established boys club, not by showing them all the games that are available and fun, but by perpetuating stereotypes that girls only want to play dress up. It gives viewers descriptions of games, but only focuses on the ways players can customize their characters. It doesn't showcase actual gameplay, it only heralds what fun it is to go shopping and make dresses. 

"Part of the reason a lot of women didn't game as kids was because they're told that gaming is something boys do," Haniver says. "If we remove that idea and show that gaming is something that's a hobby for everyone (not making it something for boys or for girls), that's a good start."

The gaming world is a boys club, not least of which because of vapid attempts at luring female gamers, such as the Nintendo Girls Club. In trying to integrate female gamers, Nintendo is just stereotyping them into a corner.

In fact, including the videos on the main channel, rather than relegating them to a pink corner of YouTube, would be a great first step.

"I honestly don't even particularly care for the idea of a channel geared specifically towards girls," Haniver says. "Does having a separate channel just for girls mean that the regular Nintendo channels isn't for girls? Why not have the Nintendo Kids Club, and make it gender-neutral (which is what gaming should be)?"

The channel is only a couple months old and there's definitely room for it to improve and be more inclusive. Hopefully in the future it will cover a little more ground in the gaming world — how about "Legend of Zelda: The Wind Waker" and "Super Mario 3D World"— and lay off the pink.

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Filmmakers Locate Atari Video Game Burial Site That Had Been Rumored About For 30 Years

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Archaeologist Andrew Reinhard (R) shows off the first E.T. the Extra-Terrestrial cartridges recovered from the old Alamogordo landfill, in Alamogordo, New Mexico, April 26, 2014. REUTERS/Mark Wilson

ALBUQUERQUE, New Mexico (Reuters) - Documentary filmmakers digging in a New Mexico landfill on Saturday unearthed hundreds of "E.T. the Extra-Terrestrial" cartridges, considered by some the worst video game ever made and blamed for contributing to the downfall of the video game industry in the 1980s.

Some gamers speculate that thousands or even millions of the unwanted cartridges made by Atari were buried in a landfill in Alamogordo, about 200 miles southeast of Albuquerque.

Who dumped the videos, how many they buried and why they did it inspired the dig and a documentary of the event by Microsoft Corp's Xbox Entertainment Studios.

The first batch of E.T. games was discovered under layers of trash after about three hours of digging, a Microsoft spokeswoman said, putting to rest questions about whether the cartridges would be found at all.

She could not immediately provide an exact count of how many cartridges were uncovered.

The game was a design and marketing failure after it was rushed out to coincide with the release of Steven Spielberg's 1982 hit movie "E.T. the Extra-Terrestrial," and it contributed to a collapse of the video game industry in its early years.

Atari is believed to have been saddled with most of the 5 million E.T. game cartridges produced. According to New York Times reports at the time, the game manufacturer buried the games in the New Mexico desert in the middle of the night.

A game enthusiast later tracked down the suspected burial site and spread the word about the location, said Sam Claiborn, an editor at video game news site IGN.

The approximate size of the dig site at an old Alamogordo landfill measures 150 feet by 150 feetoff the city's main commercial street.

"For a lot of people, it's something that they've wondered about and it's been rumored and talked about for 30 years, and they just want an answer," said Zak Penn, the film's director.

When the game was first released in 1982 it retailed for around $29.99, but now often sells on eBay for less than $5.

"I don't know how much people would pay for a broken ET game, but as a piece of history, it has a much different value," Penn said.

(Editing by Colleen Jenkins and Lisa Shumaker)

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The Xbox One Will Be The First Mainstream Gaming Console Sold In China In 14 Years

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zoo tycoon xbox one

The Xbox One is officially coming to China in September.

Re/code reported the news first.

Microsoft will officially make the announcement on its Xbox blog Tuesday evening.

This is a big deal because it will make the Xbox One the first foreign gaming console to be released in China since 2000. For the past 14 years, the country has had a ban on selling gaming consoles in the country. It was put in place to protect youth from the potentially harmful effects of video games, according to Kotaku.

China's State Council temporarily lifted the ban in January allowing foreign game consoles such as the Xbox One, Sony's PlayStation 4, and Nintendo's Wii U to be sold in the country. The only catch is that foreign companies must work with a local partner and operate from Shanghai's Free Trade Zone.

According to the release, Microsoft will bring the Xbox One consoles to China through a partnership with BesTV. The two formed a joint venture, E-Home Entertainment Development Company Ltd., back in September 2013.

Through the partnership, E-Home Entertainment will invest "in an innovation program that will enable creators and developers to build, publish and sell their games on Xbox One in China and in other markets" where the console is available. 

The launch of the Xbox One in China later this year should help give a boost to Microsoft's console sales which are currently lagging behind Sony's rival PlayStation 4

Earlier this month, Sony Corp. announced sales of the PS4 console surpassed 7 million

Microsoft recently announced it has sold more than 5 million Xbox One units in 13 countries.

Come September, the console will be available in 42 total markets worldwide.

Microsoft CVP of devices and studios Yusuf Mehdi claims there are more than a billion gamers in China in a video that will be posted to Xbox Live's blog later this evening.

A Microsoft spokesperson refused to comment on the number of Xbox One units planned to be released in the country. 

Watch the announcement below:

SEE ALSO: 11 Gorgeous images from this year's most anticipated video game, "Destiny"

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11 Gorgeous Images From This Year’s Most Anticipated Video Game, ‘Destiny’

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destiny gameActivision and Bungie released a 7-minute gameplay trailer for highly-anticipated videogame "Destiny" Monday. 

It's the first real look we're getting at the next game from the creators of "Halo."

Bungie has been working on the game prior to 2009, before the release of 2010's "Halo: Reach."

Here's the brief description for the game:  

"In Destiny you are a Guardian of the last city on Earth, able to wield incredible power. Explore the ancient ruins of our solar system, from the red dunes of Mars to the lush jungles of Venus. Defeat Earth’s enemies. Reclaim all that we have lost. Become legend."

The gameplay video shows off a co-op mission called "Strike," one of many activities featured in the game.

The first-person shooter and multiplayer online game arrives this September on the PlayStation 3, PS4, Xbox 360, and Xbox One. A beta test version will be available come summer on both the PS3 and PS4.

The game takes place hundreds of years in the future in a post-apocalyptic universe.



Aliens have inhabited the Earth and other planets.



You play as a Guardian from the last city on Earth.



See the rest of the story at Business Insider

10 Crazy Video Game Patents That Actually Exist

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Everyone has ideas, and that’s good. But some of those ideas are strange, if not crazy, and the worst news of all is that we have almost no way to hear about them so that they can fascinate and occasionally confuse us.

Luckily, however, Google Patents exists, and it’s a valuable resource to learn about all kinds of ideas, both brilliant and … let’s just say “unique.”

patent 01

I dove into the archives and came back with 10 of the strangest ideas for game-related inventions I could find. And here they are, in no particular order.

“Unlocking secrets of video games” (Patent #US6475083 B1)

patent 02

This vaguely named patent, which sounds kind of like the title of either an entry-level course at a technical college or the slogan of the most fun cult imaginable, has to do with controllers. Specifically, it involves locking game content behind a wall that only particular peripherals can unlock.

And it’s not so much that different gamepads have different functions and will therefore let you play games in various ways, like Nintendo’s motion-control Wii Remote versus Microsoft’s gyroscope-deficient Xbox 360 controller. Rather, this patent aims at creating “such a strong synergy between the game and the matching video game controller [that] consumers are most likely to be attracted to the matching video game controller instead of other game controllers available in the marketplace.”

It’s basically a marketing ploy.

“Method and apparatus for producing ‘personalized’ games using CD discs” (Patent #US5595389 A)

patent 11

This patent and its amazing illustrations come from all the way back in 1993, which was a simpler time. Bill Clinton was President, the average price of gas was $1.16 a gallon, and Nintendo’s space-borne rail shooter Star Fox came out and blew everyone’s mind with its crazy, jagged polygons.

The idea is this: You use a camera to take low- and high-resolution images of yourself which a game can use to paste your face on top of the main character’s. It’s an idea developers have revisited several times, including Sony’s EyeToy camera peripheral and Face Raiders, which came packed in with Nintendo’s 3DS handheld system and turned players into grotesque flying monsters.

They weren’t supposed to be creepy, but they were.

Later on, the patent talks about a function in which players can print “hard copies” of their personalized characters, and I’m not sure what you’d want to do with those, but again, it was 1993.

“Video game protective glove” (Patent #US4519097 A)

patent 03

Here’s an even older application from 1983, and it’s pretty amazing.

That up there is a glove that the inventor created to “leave the fingertips of the player exposed for greater sensitivity and feel of the controls while protecting the user’s fingers from abrasions, calluses, and bruises” while playing an arcade cabinet.

I haven’t personally ever played a stand-up game so long that I got a blister (although if I relax my left hand, it will settle into the exact shape of a PlayStation 2 controller). But I do like the idea of a hush falling over an audience as an ultra-serious guy opens a small, personalized case to remove the glove that marks him as a true diehard gamer.

Wait, no. That’s a scene from 1989′s feature-length Nintendo commercial The Wizard. Nevermind.

Inflatable vehicles for simulating driving for use with video games (Patent #US8210534 B2)

patent 04

Immersion is important in games, but developers have different standards by which they measure it. It could just be a matter of letting the player become fully invested in the experience, and a sweet surround-sound mix certainly doesn’t hurt there.

But for other creative types, imagination only goes so far, and they want to offer as close an analog as they can to what’s happening onscreen. And that’s where inventions like this come from. It’s an inflatable go-cart that you sit in to pretend you’re driving while you play a motion-controlled racing game (the illustrations show a Wii Remote).

The inflatable steering wheel turns, and the inflatable tires … well, they don’t really do anything, but you can look down and see tires, and maybe that’ll help you win.

I’d probably also sit in this thing while I watched chase-heavy films like Bullitt or the original Gone in 60 Seconds. I’d pretend I was just some random person in traffic watching these amazing things happen in front of me.

Video-game screen divider (Patent #US5435557 A)

patent 05

When you’re playing a splitscreen game against a friend, you want to be sure that everyone’s playing fairly. It takes the fun right out of everything when you find out that your opponent is beating you because they’re looking over at your side of the TV to see where you’re hiding. It’s just mean.

Luckily, someone thought of this divider, which gives you peace of mind at the small cost of affixing a piece of opaque material to your television.

The document describes seven different versions of this device with various materials and means of attachment. But the inventor says that optimally, “the preferred material is a polyurethane-foam that has been dyed or painted black.”

And because that’s really all this thing is, you can easily make your own. And I did when I was younger, but mine were made of cardboard, and I attached them with packing tape.  But then I realized how needlessly complicated that was and adopted an “Everybody may peek” policy instead. It was just easier to enforce than the honor system.

“Video-game player with extra disc trays” (Patent #US20130244797 A1)

patent 06

Some people like to jump around between games, and I assume that’s who this invention is for. It’s … well, it’s exactly what it says in the title: A home console with a built-in disc changer that will allow gamers to play

a plurality of games one after the other without the need for the player or someone else to physically approach the video game console to press the eject button and change discs every time the player wishes to play a different video game.

It’s certainly convenient if you have that many different things going on. I guess. It seems a little clunky, and the increased support and consumer adoption of digital distribution kinda renders it obsolete. But I’m sure that the inventor didn’t see that coming when they formed this idea all the way back in … 2012.

Wait.

Oh, no.

Apparatus for playing home video games (Patent #US4494754 A)

patent 07

By “apparatus,” this document means “controller stand.” Specifically, one which fits between a player’s legs so that both hands are free to run the controls. I’m not really sure how useful or practical this is for today’s controllers with their vibrations and waggles, but this application is from 1982 when you played games using a joystick and, perhaps, a button.

I suppose the idea was to create something close to the arcade-cabinet experience, where you can have dedicated Stick and Button Hands, and it’s a solid enough idea, but I’m still not sure about it. Looking at the layout of the thing, I imagine it would feel like sitting in the kid seat at the top of a grocery cart.

And that’s where I put my eggs to keep them safe, so no deal.

Talking video games with vocal conflict (Patent #US5393072 A)

patent 08

We’ve seen this idea for years, mostly in choice-driven titles like developer BioWare’s Mass Effect franchise of action role-playing games and Telltale’s episodic series The Walking Dead and The Wolf Among Us. But apparently this concept is for projects that are entirely about two characters having arguments. At least, that’s what I got from the application.

The player has a controller on which they select what one character will say, and events change based on those decisions. It’s interesting that this design has no text whatsoever on the screen; all of the dialogue choices appear on a display on the gamepad.

It’s also really charming that the examples in this document include “animated pictures of a beach scene in which three animated talking characters [. . .] have a conflict over their love affairs and argue with each other about it” and another one about two guys who have a communication breakdown while carrying a pipe.

Motion platform video game racing and flight simulator (Patent #US8298845 B2)

patent 09

I’d be lying if I said that the idea of a chair that moves in response to the motions of the aircraft or car I was controlling in a game didn’t sound like something I might want in my apartment. I’d also be lying if I told you I had any room in my apartment for this thing.

It’s cool, nonetheless. When I was a kid, one of my all-time favorite arcade games was the combat flight simulator After Burner. And it wasn’t because I liked the game so much as I loved playing it because the cockpit-style cabinet moved, and that’s just good fun all around.

I encourage anyone interested in design to go look at this application; it includes pictures of every component in the thing, and it’s all fascinating. And also read the text because it contains sentences like

In one embodiment enhanced performance of a motion-generating device having a rider or driver is accomplished through the location of the center of mass of a payload as near as practicable to the pivotal center of the payload support.

And that’ll make some people as motion-sick as the chair would.

Apparatus and method for timing video games (Patent #US5964661 A)

patent 10

The purpose of this handy device is to allow parents to monitor and regulate how long their children play games. Or, I guess, anyone to monitor and regulate how long anyone plays video games, including themselves. No need to be all ageist and closed-minded here.

Anyway, this thing hooks into the power supply so that it can interrupt it when time expires, thereby turning off the console. The application describes a few different versions, including that interesting-looking one in Figure 6 up there that fits between the console and the cartridge (this would be in a top-loading system like Nintendo’s Super NES or the Sega Genesis).

I can’t imagine the cost in saved games from the device just abruptly turning off the console like that. It would also be unfortunate if time ran out during one of those times where the game says, “Do not remove the memory card or switch off the console.” This thing could corrupt everything.

Oh, and here’s a bonus: You may be wondering what’s stopping kids from just unhooking the timer. Well, the inventor thought of that.

The video game timer is plugged into the power input jack of the video game console, and the video game power supply (not shown) is plugged into the power input jack of the video game timer. When the video game timer is plugged into the power input jack of the video game unit, the user should apply a small amount of adhesive, as shown in FIGS. 9 and 12, around the power input jack of the video game unit. This ensures that once the video game timer is installed, it cannot be sabotaged by someone simply pulling out the timer and replacing the power cord that was previously on the video game unit.

That’s right: Two out of three of the proposed setups require owners to to glue this thing to their console. I can’t see anything going wrong with that, ever.

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An Animated Kevin Spacey Stars In The First Trailer For The Next 'Call Of Duty' Game

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The first official trailer for the next "Call of Duty" game is here and it stars an animated Kevin Spacey.

If we didn't know any better, we'd say Spacey is reprising his "House of Cards" role in the new ad.

Yesterday, Activision announced there would be a big trailer reveal for "Call of Duty: Advanced Warfare" on Sunday. A new site revealed a blurry image with a countdown clock.

After it leaked Thursday evening, the trailer was released soon afterward.

The game will be released November 4.

The animated Spacey is incredibly spot-on.kevin spacey call of dutykevin spacey house of cards

SEE ALSO: Microsoft just solved one of the biggest mysteries in video game history

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