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'Mario Kart 8' Becomes Wii U's Best-Seller On Amazon, Passes PS4 In Pre-Orders

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In the hourly best-seller list in the video game section, Mario Kart 8 has surpassed the PlayStation 4. The title – in pre-orders alone – has also become the best selling game for the Wii U on Amazon. 

A lot of this is in good part to the elevated hype that Nintendo is rolling out for Mario Kart 8 as if Don King was a sponsor in the Hunger Games. The title's gameplay is already being hailed as an excellent treat for newcomers and nostalgia-ridden gamers alike. 

The Wii U's prime-time kart-racing exclusive has become the best selling game on Amazon for the Wii U. 

The game has steadily been climbing through the charts since it was revealed that the game was available for pre-order on Amazon. This kicked into play at first on Amazon Japan, where a Nintendo Direct directly put the hype so high for Mario Kart 8 that it actually surpassed the PS4 on the pre-order charts. 

That news was followed by reports that the game had sold well enough to actually sell out on Amazon. That's a pretty impressive feat for a game on a system that's supposedly “doomed”. 

And even though the game may not be 1080p at 60fps, as some reports had indicated earlier, it does show that it's one of the most feature-rich titles coming to the market. Sporting 32 playable tracks, complete character and vehicle customization features, four-player split-screen and up to 12 players online; Mario Kart 8 is shaping up to be one of the biggest first-party exclusives launching this year. 

In fact, the hype is starting to reach a fever pitch, loud enough to reverberate in the ears of the competitors' fanboy armies, causing an echo and vibration to stir through their eyes, pouring forth enough tears to fill each condiment jar on every table at a Red Lobster... because fanboys love seafood. 

Previously, Mario Kart 8 was just behind the PS4, but it's slowly been moving up the ranks, especially after joining Amazon's Most Wished For Video Game list. 

It's easy to see why the game is moving up the charts, though. All the videos, the promo pieces, the features... it's being combined together to create a truly epic gaming experience come May 30th. In fact, Best and GameStop have already opened up pre-order bundles for Mario Kart 8 and the Wii U

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

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Only 44% Of Parents Think Video Games Are Bad For Their Kids

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The Electronic Software Association released some new stats about the gaming industry. Some very interesting stats, to say the least. Just about every gamer out there will likely find something interesting in it. 

Expansive DLC caught wind of the PDF from the ESA, which rolls out some very interesting facts, such as 44% of parents think that video games are bad for their kids, where-as 56% of parents think that video games are a positive thing in their child's life. 

The data also showcases that 87% of parents who buy games for their kids, actually feel that parental controls are useful. 

Another interesting tidbit is that despite the complaints about overly violent video games, majority of titles released in mainstream retail space are actually rated for everyone. In fact, 46% of all games released in 2013 were rated 'E' for Everyone, while 23% were rated 'T' for Teen, and only 12% were rated 'M' for Mature. 

Quite naturally, the top five selling console games of 2013 were mostly rated 'M' for Mature, with four out of the top five games being M-rated. So despite there being more family-friendly titles on the market, console gamers prefer their adult-oriented content. 

It makes sense given that the average age of gamers in the U.S., happens to be 31-years old, with the average age of those who buy games happens to be 35-years old.

The stats also show that game purchasers are split evenly between males and females, and the stats show that 48% of gamers in America are female. 

Also, despite hearing tons of whiny little kids on Call of Duty, action and sports games aren't the most played online games in the country... casual and social games are. 

Core games made up for 24% of the pie-chart, with MMOs taking up 11% (obviously not as popular in the U.S., as they are in China), card games and trivia titles making up 28% of the score and casual/social games taking 30% of the pie. In the mobile sector, casual /social games make up for 46% of the market, where-as puzzle and trivia games account for 31%. Sadly, hardcore action and sports titles on mobile devices account for only 11% of the market share. 

The stats make perfect sense considering that many core gamers don't like dedicating a lot of their time to social/mobile/casual games. While over in Japan the mobile games sector is booming, over here in America it's mostly only used to pass the time while waiting to partake in other activities, such as work or school. 

Additionally, Arkadium's research data showed that majority of female gamers spend more money on social and casual games than their male counterparts, and aren't quite as keen on getting into the whole blood and guts stuff. 

Overall, total sales in the U.S. – counting digital, retail, software and hardware – came up to $21.53 billion in 2013. 

2010 was still the biggest peak in the games marketas far as software sales go, but at that time there was also a ton of Wii shovelware flooding the market and moving units. 

You can check out the total stats over on the ESA's PDF. It's well worth checking out.

SEE ALSO: 14 Famous Actors Hidden In Your Favorite Video Games

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Electronic Arts Beats Expectations, Stock Soars 15% After Hours (EA)

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EA reported solid earnings results, and the stock was up around 15% in after-hours trading. 

Here are the key stats:

  • Revenue: $914 million, compared to analysts' predictions of $800 million
  • Non-GAAP EPS: $0.48, compared to analysts' predictions of $0.11

The release of Titanfall, an Xbox exclusive, in March carried the company to better-than-expected earnings.

"FIFA 14,""Titanfall" and "Battlefield 4" were three of the top five best-selling titles across all platforms, according to EA.

EA also announced a stock buyback program, and will purchase up to $750 million of EA's common stock.

"Electronic Arts delivered outstanding results in fiscal year 2014. Most importantly, we produced hit games, innovative digital content and services, and amazing entertainment for our players around the world," said Chief Executive Officer Andrew Wilson in a statement. "It was a transformative year for EA in a dynamic year for our industry, and I'm even more excited for the new experiences we will deliver in fiscal year 2015 and beyond."

EA earnings

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Nintendo's 5 Ideas To Save The Company

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Satoru Iwata has said it can't happen again. Speaking at a financial briefing on Wednesday, the day after Nintendo posted a third year of losses, the company's president took responsibility and promised change. "Posting an operating loss for the fourth fiscal year running is unacceptable," he stated. And then he set out his short-term vision on how to turn things around.

So what are Nintendo's plans to win back its once huge mainstream user-base? Is there life in the beleaguered Wii U console yet? Here are the five key concepts detailed this week.

'Mario Kart TV' and video sharing

16295d05 dc84 432e 95ce 0326e9fa595a 460x345Nintendo has clearly looked at the content-sharing capabilities of the PlayStation 4 and Xbox One consoles, which both allow gamers to easily upload gameplay videos, and has realized this is a vital modern feature. Hence, the release of Mario Kart 8 this year will be accompanied by a web-based service, currently named "Mario Kart TV" which will allow gamers to upload videos of their best races to the internet, as well as watch hints and tips videos produced by Nintendo itself.

The web TV service will be viewable on a range of platforms, including PCs and smartphones. Furthermore, if players sign in with their Nintendo Network IDs, they'll be able to view global rankings as well as quickly access videos and race times submitted by friends.

This is basically Nintendo catching up with where "live" console services are going, and it's likely the features will be rolled out to other major titles after Mario Kart 8.

Encourage digital and indie development

9aae851c c586 4c0a b90b a83bd1ba238b 460x345Nintendo platforms have featured online stores, or eShops, for several years, but these have been fiddly and complicated to use, and the choice of games limited. In the financial briefing on Wednesday, Iwata directly addressed this aspect, pointing out that digital sales on Nintendo consoles had tripled in the past two years, and that digital distribution was a source of growth for the company.

Again, this is Nintendo catching up with its rivals Sony and Microsoft, both of which provide comparatively robust online stores where gamers can purchase a huge range of mainstream titles as well as indie games. And its indie studios that the company is now courting. In March, the eShop got a new section dedicated to indie titles and later that month the company's digital gaming chief, Dan Adelman, gave a talk at GDC, eulogizing the Nintendo Web Framework, an accessible ecosystem for independent developers to create and distribute games for the Wii U. Employing the low-cost games engine Unity, a popular choice with indies, the service provides tools and assistance for smaller studios – much like Sony's PlayStation 4 development programme or Microsoft's ID@Xbox initiative.

With the larger western publishers such as Activision and Ubisoft treating Wii U development with extreme caution, bordering on indifference, highlighting the indie-friendliness of the Wii U is a sensible move. Nintendo has been slow in realising the growth of digital platforms like Steam and the smartphone App Stores, but it has surely noted the break-out success of indie titles such as Fez, DayZ and Minecraft – or, of course, the brilliant World of Goo, which premiered on the Wii in 2008.

Mario meets Skylanders: NFC and the "toy to life" phenomenon

eff13dfc fd12 48f0 9d23 c7cb38393651 460x276A big problem with Wii U is that some of its interesting technical properties have been under-used in currently available games. One of these is the near field communication (NFC) capacity of the GamePad, which allows it to read data from a compatible object placed near or on the controller. We've seen this technology used to blisteringly successful effect in Activision's Skylanders series, which allows users to place action figures on a NFC "portal" so that they then appear in the game world on screen.

So far, only one major title, Pokemon Rumble U, employs a similar approach on the Wii U. However, on Wednesday, Iwata announced that from this autumn, Nintendo will be releasing NFC-compatible character figurines, which will be able to interact with a range of game titles. Furthermore, the figures will be able to read and store data, so players will be able to "train" and customize their figures.

More intriguingly, the company is looking into the cross-platform possibilities of its NFC games, announcing an NFC reader/writer for the Nintendo 3DS. The small circular infrared device will mean that data and gameplay elements can be shared between the 3DS and the Wii, via the collectible figurines.

Nintendo has always explored links between its home console and handheld devices, allowing the two to be connected and to exchange data. But the addition of Skylander-esque figures could make this even more appealing to merchandise-hungry fans. The "toys to life" sector is currently dominate by Skylanders and Disney Infinity, both of which are pumping the market with updates and new figures, so its arguable whether there's any growth left in the sector. But if there is, cute Mario, Zelda and Metroid figures are going to be the way to find it.

New consoles for emerging markets, new ideas for home

Speaking to Bloomberg on Wednesday, Iwata stated his surprising intention to develop new consoles for emerging markets. These will be entirely unique platforms rather than modified versions of the Wii U or 3DS. “We want to make new things, with new thinking rather than a cheaper version of what we currently have,” Iwata said. “The product and price balance must be made from scratch.”

The exact markets haven't been confirmed, but it's likely Nintendo is thinking of countries such as Brazil and India where there's a growing middle-class that is interested in games technology, but is not as experienced with previous consoles and conventions. This is not an entirely new concept for the company – in 2003, it released the iQue Player, a games machine designed for and released exclusively in China. And again, it's about finding new ways to diversify its potential market without making the dramatic leap toward developing games for other platforms such as smartphones.

Meanwhile for its domestic market, Nintendo is also looking at using the NFC capabilities of its consoles as a payment system for online shopping. Japanese consumers are wary of giving out credit card information over the net, so instead they'll be able to use pre-paid e-money cards, tapping them on the GamePad to buy stuff. Iwata said this should be possible right after a hardware update in the summer.

The move into fitness and health

1c4907b1 8d0a 47f3 9eb7 5e6adea69189 460x345During a financial briefing in January, Iwata announced that Nintendo would be diversifying into personal health and fitness. The new "Quality of Life" business will involve some sort of combined hardware-software platform, and will not be based around games like Wii Fit, which was a huge hit on the Wii console, or technology like FitBit or Nike's Fuel Band. Instead, Iwata said, the new sector, "will be characterized by a new area of what we like to call 'non-wearable' technology."

So what is it? Well Nintendo's diagram doesn't really tell us much apart from the fact that its Quality of Life platform will make health care accessible and fun. Alongside Wii Fit and the Brain Training series of DS games, Nintendo has also dabbled in specialist health hardware in the past, including its Wii Vitality Sensor, which was revealed at E3 in 2009. The device was designed to measure the player's pulse rate by clipping on to a finger, but it was canned because, according to Iwata, "it did not work as expected".

But we shouldn't be too cynical. Nintendo sees in its health concept a "blue ocean" of market potential, and let's face it, fitness applications and devices are an exploding sector right now. Almost a decade ago, everyone laughed at the concept of the Wii, which was technically far inferior to its rival consoles and came with a ridiculous wand that you had to waft around to make stuff happen on screen. It was totally ridiculous and utterly out of step with where mainstream games industry thought was going.

It sold 100m units.

• Nintendo reports annual loss as Wii U stalls

• Nintendo launches 'games for health' strategy

This article originally appeared on guardian.co.uk

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'Titanfall' Sold An Impressive 925,000 Copies In Just Three Weeks

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Electronic Arts has been making money Warpfall from the sky according to the sales numbers of Titanfall’s debut month.

Polygon reports that EA has announced that Titanfall sold more than 925,000 copies throughout the month of March.

This number is already impressive on its own for just a single month of game sales, but even more impressive are the parameters from which these sales figures are taken.

In particular, Titanfall launched on March 11, so this means that the game sold 925,000 copies in less than three weeks time, let alone a full month.

Electronic Art’s chief operating officer, Peter Moore, unveiled this information during the company’s quarterly financial investor call. Moore states that the number of 925,000 sold only include the physical, retail disc copies of Titanfall in the United States.

That means this number should be even bigger when considering the international sales and copies bought through the EA Origin program for PC users and Xbox Live for Xbox One. The NPD Group reports that Titanfall was the best-selling game of March this year. Add in the sales of the Xbox 360 version of Titanfall, which launched on April 8, and Titanfall has hit the ground running.

SEE ALSO: Xbox Has A Secret Weapon In Its Battle Against The PlayStation

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This Man Is Using Math To Create An Impossible 4D Video Game

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Starting with the basics, the first dimension is length. The second is length and width. The third is length, width and height, and the fourth dimension is—something, right? As inhabitants of the latter, third-dimensional realm, humans are intrinsically unable to imagine what a four dimensional world might look like.

We can fathom time being the most-plausible dimension out side of the one in which we exist, but, as we can't see "time," the ability to fathom a fourth dimensional world is restricted.

But for San Francisco-based game designer Marc Ten Bosch, these physics aren't stopping him from trying anyway. Bosch is in the process of designing a puzzle game called Miegakure.

The game acts as a mathematically accurate facsimile of a 4D world, employing the hidden dimension as a tool for advancing through a series of puzzles.

The puzzles further the story, and each can be solved in multiple ways, some of which Bosch admits he may not have even thought of yet. 

In the world of Miegakure, it’s important to realize that the fourth dimension isn’t time, as we understand it, but an extrapolation of the relationship between the second and third dimensions.

Bosch compares his game to the 1884 novella Flatland by Edwin A. Abbott, which depicts an insane interaction between a 2D square and a 3D sphere. Check out this animated version of Flatland by Ladd Ehlinger, Jr. to see what we mean:  

In the likely event that you don't have two hours to kill, skip to about 52 minutes in to see the square escape the 2D realm and immerse his flat eyes in the 3D world.

The game itself has been in development for a while, and has earned attention from forward-thinking Internet folk, such as Jonathon Blow, the creator of breakout indie game Braid, and Randall Munrow, the creator of popular thinking-person's webcomic, xkcd.

  1399649900flatland 1

We got the opportunity to ask Bosch about this years-in-the-making project, and what it’s like to design a inconceivable video game in an impossible dimension:

The Creators Project:  What does the title of the game, Miegakure, mean?

Marc Ten Bosch: Miegakure means “Hide & Reveal” in Japanese. It is a traditional Japanese garden technique where as you take a stroll through it you can never see the entire garden at once or elements will be half hidden by trees or bushes, making it so you have to imagine what you can’t see. It is intended to stimulate your imagination so that as you complete the picture in your mind, the entire garden feels larger than it actually is.

When did you first think of the idea for a 4D video game?

I had the idea for a hyper-dimensional game in college, maybe around 2005? When you program a 3D game, every object’s position is represented using three numbers (usually called xy and z), but that concept easily generalizes. Why not four numbers or more?

At the time, a big tech company’s programming interview question involved computing whether two 2D rectangles overlap.

It turns out the code for this generalizes extremely easily to the 3D case of cubes and to any number of dimensions: you just have to change a single number, the dimension of the space. So the idea came from this as a joke almost, like “I could answer your programming question for any number of dimensions.” But it made me start to wonder, what would it an actual n-dimensional game be like?

The idea stayed in the back of my mind until around 2008, when I decided I wanted to make a game that would satisfy both my love of game design and tech, in particular computer graphics.

I made a list of my most experimental game ideas, and a 4D game came at the top of the list, so I started to build some prototypes. The first few prototypes were not very good however, and I later realized the main reason was that even though the game was taking place in a 4D world it was not clear to me what the consequences of being able to move in 4D were.

What could you do that you couldn’t do in 3D? It would not be very interesting to build a game where you just spend your time running around and shooting things, even if it was 4D... In order to understand a concept you need to interact with it in a meaningful way, to push on it and have it pull back, not just have it part of the background. 

What are some of the prime influences for your conception about how Miegakure should be?

So I got a little bit stuck until I did some research and came upon lots of literature dedicated to the subject of n-dimensional space, including an 1884 novella called Flatland. It’s about a 2D square that gets visited by a mysterious 3D being, a sphere. As the sphere passes though the square’s 2D plane it looks like a circle that expands then contracts.

Even though the 3D object is just moving, its 2D slice changes and so it looks to be deforming from the perspective of a 2D character.

A similar thing would happen in higher dimensions: if we were visited by a 4D sphere, as it passes our “3D plane” it would look like a 3D sphere that expands then contracts. This is just a consequence of the mathematics used to describe n-dimensional space.

It turns out people have been thinking about what you could do if you could move in 4D for more than a century! For example, you could bind two rings without breaking them, steal things from closed containers, make objects levitate, etc… So it became clear that the game should be about all these “miracles.”

I mean, games are basically about letting you do things that you could not do in real life, so it works out well.  The plot of the game is you discover that, as opposed to everyone you know, you have mastered the ability to move in 4D. What will you do with this ability? Use it to help people or for your own benefit?

And what hidden worlds lie far along the fourth dimension? It turns out the fourth dimension is basically a mathematical formulation of parallel universes: think of how a 3D world can be built from many 2D worlds or “slices” stacked on top of each other along the third dimension,  and similarly a 4D world can be built from many 3D worlds stacked on top of each other along the fourth dimension. 

We’ve talked about the ideas influencing your conception of four dimensionality, but what kinds of games have influenced Miegakure’s design?1399649934MK1202

My favorite game is probably IkarugaIkaruga is such an elegant game, with tons of layers of gameplay.

I love how a simple change to typical shmup rules creates a deep game filled with interesting consequences. There are two colors of projectiles to avoid, and you only need to avoid one color, and you can switch which color that is at any time, instantly.

So at any time you are invincible against half the bullets on the screen, actively trying to absorb as many bullets of one type while avoiding the other; but in an instant, at the press of a button, the bullets you were trying to avoid, you are now trying to absorb. This rapid switch, were your brain must adapt, is fascinating. Why is it so hard to adjust? After all, the players themselves are pressing the button to flip polarity.

Can we build more games that explore and push different physiological limits of our brains?

In Miegakure you can be facing either of two orientations, and that was definitely inspired by Ikaruga.

How long have you been building the game?

I have been working on the game since 2009. I am working with a 3D artist and a couple of musicians. We will be done “when the game is done,” but we expect that to be around next year, as we are done with the difficult technical challenges of displaying a detailed 4D world for the first time ever, in real-time, and making the game easy to pick up for people who have never thought about a fourth dimension of space before. 

Tell me about the programming tech behind the puzzles.

The game runs on its own custom 4D engine that I developed from scratch. Every position in the game is *actually* represented with four numbers.

There are no tricks or hacks. We are building what a 4D world would be like, in many ways. This creates a space were puzzles happen naturally: they are just simple consequences of 4D space.  More traditional puzzle games very carefully set up situations, and the behavior is limited to what the designer has intended (for example you need to input the right code to open the door, and the code is written down somewhere hidden).

Because what we are building is so general, I might not know all the solutions to a particular puzzle… or I might discover a lot of puzzles by just setting up random situations and playing and seeing what happens. If something surprising and interesting happens, I will make it into its own puzzle.

How have your previous projects, like the Entropy prototype and PrometheusZ affected the development of Miegakure?

My previous projects have taught me how to prototype games, and to look for the most interesting gameplay possible. It’s much easier to build something that people are excited about if it is obviously original. The concept of extra dimensions of space is so fundamental that it automatically makes people curious.

Miegakure was nominated or won every competition I sent it to (even with very early builds of the game), and everybody I show it to is extremely impressed with it, so I think it will do well. But even so I did want to spend the time to make it the best game it could be. That always involves lots of play testing to make sure the concepts are properly introduced.

We also spent a long time improving the correctness of the representation of the fourth dimension, in a similar way to how 3D games improve the correctness of the representation of the real world. The great thing about that is that it consequently made the game better looking and also play better, because it gives more information about what is going on.

What drives you to undertake so gargantuan a task as building a game based on a completely unheard of physics engine that you built from scratch? This is an incredible amount of work that we’re talking about. What keeps you going?

Personally, I do not simply want to make fun games, I want to make games that change the world, and I want to demonstrate that games have the power to change the world. What will happen to the world once kids grow up with an instinctive understanding of higher-dimensional spaces because they grew up playing Miegakure? I am anxious to see.

I am hoping people will at least become smarter if they are surrounded with interesting games that challenge the way they see the world. This could be explorations of the definition of space itself, social and economic systems, etc…

Now that we have built this engine, I could see a few different games made using it. We are actually working on a small side-project that involves exploring a different aspect of the fourth dimension.

An important problem, however, is that large 4D spaces require a lot more data to fill than 3D spaces (just think about how much more work it is to build a 3D game as opposed to a 2D game).  We are solving this problem by keeping the environments small and focused! This helps gameplay as well.

I would love to see a true 4D First Person Game, but if the environment is going to be large, it’s going to be a real challenge to build.

Ok, so the game is modeled in four dimensions, but is still represented on a two dimensional screen. Could you see yourself writing a virtual reality version, like for Oculus Rift, that creates a more real illusion of three and four dimensionality? 

What I would love is not just seeing 4D objects in an Oculus Rift, but the ability to get haptic feedback and be able to touch and squeeze 4D objects. This game is about manipulating 4D objects, and how that allows you to understand 4D better.

I know for me before I started working on the game, and probably for most people, the fourth dimension was this abstract concept, with shapes “floating” on the screen and not really existing. Letting you actually touch them is what makes this game successful I think, and taking that to the extreme with haptic feedback would be awesome.

What are the philosophical implications of a 4D world, and how does Miegakure deal with them?

What I find extremely fascinating is that we created the concept of a dimension in order to explain our universe, but the concept is not bound by it, it generalizes independently of whether or not the actual universe is 3D or 4D or more.

Does a fourth dimension of space actually exist in the universe we live in? I would argue that the fact that it exists mathematically and that we can now represent it and interact with it using a computer makes it very real, in a strange way. So this game is an expedition into unknown frontiers of our universe, but not in the way that we have thought of previously, such as going to Mars or discovering new continents or elementary particles.

The way that the game builds a 4D universe which can be used to answer questions about the fourth dimension is reminiscent of thought experiments famously performed by Einstein. What if the universe worked like this? What would be the consequences? However, we can now use the computer to help answer these questions instead of having to imagine every detail.

To learn more about Miegakure, visit Marc Ten Bosch online.  

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5 Reasons Amazon's Fire TV Will Disrupt The Video Game Market

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Amazon's new device is teeming with features and services that stream the latest movies and TV shows into the living room. Yet the Fire TV, (out in the US now, and expected autumn/Christmas in the UK), is more than just another set-top box, as beneath its tiny casing lurks a powerful games console. It may not fit the bill for the hardcore gaming fanatic but not since the Wii has there been an affordable console that's suitable for the whole family.

Here are five reasons why it might just be one of the most promising new games devices coming out this year.

It's affordable

PS4, Xbox One and Wii U are impressive machines with brilliant games, but they're also expensive – ranging from £250 up to £400. That means there's a gap in the market for a wallet-friendly games console.

Fire TV will set you back just $99 (expect it to be between £80-£100 in the UK), and Amazon says game prices will average at little over £1.

There are exclusive games

Fire TV is not the only set-top box that boasts video game functionality, but what separates Amazon's device is the exclusive software. The company has internal development studios, including the likes of Double Helix (the team behind Killer Instinct on Xbox One). Amazon has got a number of Fire TV-only games, but the big exclusive is Sev Zero. The hybrid tower defence/third-person shooter is visually lacking compared with some of the other titles on the platform, but it's been built specifically for the machine, runs smoothly, and even boasts local multiplayer options.

It has a real controller

The Fire Game Controller is available separately and at $40 (£23), not cheap, although it comes with a free copy of Sev Zero. But what Amazon is offering here is a robust controller that is akin to traditional game pads; in fact it even looks like the Xbox 360 controller (right down to the X, Y, A and B buttons). The controller means Fire TV can host "serious" games.

Voice and tablet control

As with Kinect on Xbox, Fire TV lets users search for content using voice. A microphone is built into the remote control and vocal commands are then sent back into the cloud, with the results presented in a matter of seconds. Fire TV also offers Wii U-like second-screen gameplay. There are a number of games, including the aforementioned Sev Zero, that lets one player control the game on the TV, while another helps out using a tablet.

Minecraft is coming

Several publishers have committed to Fire TV, such as EA, 2K, Ubisoft, Sega and Square Enix, and there are a number of big games confirmed, such as the acclaimed adventure The Walking Dead. But arguably the biggest release is Minecraft. The hit construction game has sold around 50m units across PC, Xbox 360, PS3 and smartphones worldwide, and it will be available from day one on Fire TV.

This article originally appeared on guardian.co.uk

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Why Supercell Is One Of The Most Profitable Companies In The Apple App Store

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Finnish gaming company Supercell is a $3 billion company largely in part to the success of its game Clash of Clans. 

Clash of Clans and Hay Day are both among the top-ten grossing apps in the iTunes Store, according to AppData. Today, Clash of Clans still reigns supreme in the Apple App Store.

Back in October, Clash of Clans' projected revenue estimate was for a single day was $654,000, according to AppData. That same day, Hay Day had a projected revenue estimate of $413,000.

Overall in 2013, Supercell saw its revenue soar nearly nine-fold, with earnings of $464 million on $892 million in revenue.

Clash of Clans is a strategy game that is free to play, but some people end up paying hundreds of dollars on in-app purchases and upgrades. 

So it's no wonder why Clash of Clans is among the top 10 grossing apps in the iTunes Store, according to AppData.

So what's the appeal behind Clash of Clans?

Clash of Clans is the number two top-grossing iOS game, according to AppData.



In a single day, Clash of Clans brought in about $654,000, according to AppData.



Clash of Clans is a strategy game where players have to build and protect their respective villages.



See the rest of the story at Business Insider

The Cheaper Xbox One Will Finally Help Microsoft Beat Sony In The Console Wars

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The newly announced circumcised version of the Xbox One that will come unbundled from the Kinect like a little Jewish boy comes unbundled from his foreskin, has caused quite a stir in the analytical community.

In fact, analysts have moved up their forecasts in predicting when the Xbox One will overtake the PlayStation 4 in North America. 

GamesIndustry.biz managed to get in word with IDC analyst and research manager, Lewis Ward, who told them that... 

This change will be enough to push the Xbox One installed base higher than PS4 in the U.S. and Canada in 2015 rather than 2016. It kind of reminds me of Microsoft's evolution on Windows and IE. The initial design needs some serious help (i.e., last summer's DRM 'Xbox 180') and then improves to point of being a serious contender (this Kinect unbundling) and then vies for market share dominance (although I continue to believe PS4 will have the largest global installed base of any console at the end of 2016),"

As we previously reported, the Xbox One was supposed to overtake the PlayStation 4 in America in 2016, because well... apparently analysts believe American gamers aren't as spiteful as other gamers the world around, and they'll easily jump ship to a system just because it's cheaper and doesn't come with the NSA Spybox (which doesn't get underway until June 9th, but you can pre-order from Amazon right now). 

Kinect, XboxThere's a ton of factors to consider for a product moving enough units to capture complete market share within a specific region. But let's not ignore the main reason why the Xbox One is getting trounced in the console war like Rampage Jackson had his clock cleaned against Jon Jones: Microsoft royally screwed up

Microsoft's blunders created indisputable momentous momentum for the PlayStation 4 and its sales. That general perception doesn't just go away with a price cut and a castrated camera from the initial bundle. 

The public still sees the Xbox One as the lesser-powered version of the PS4. This means that between now and 2015 Microsoft will have to give leery gamers a reason to buy into the Xbox brand, beyond name brand. 

Tilting Point executive and former EEDAR analyst, Jesse Divinch, commented about the situation, saying... 

"Early in a console's cycle, pricing has shown to correlate with install base. Later in a cycle, the strength of the software library, digital offerings, and social influences tend to have a stronger weight in the consumer decision process. As we witnessed with the PlayStation 2 to PlayStation 3 transition, being the market incumbent doesn't always give you an advantage at the start of a new console generation. It's almost as if consumers hit the reset button at the start of every cycle and re-evaluate their gaming needs from a home console,"

Wrong. 

If pricing was the factor then the Wii U should still be selling as much as the PlayStation 4. 

purchasing ps4 playstation 4 consoleIt's so weird how these analysts have a job of analyzing the market but they completely skip over why some of these trends exist. The Wii U may be cheaper than both the PS4 and the Xbox One, but it doesn't have a strong enough market appeal to move equal amounts of units per month, and its library doesn't have enough “killer apps” to attract the casual market. 

Right now the Xbox One doesn't have any exclusive killer apps, it lacks indie games and it lacks mid-budget games to help flesh out the library for someone who just wants a game system with a niche cache of titles. That's not to mention a lack of backwards compatibility and nothing standout so far that isn't just a better looking version of an Xbox 360 game. 

A lot of the potential of the Xbox One's usurping of the PS4's position in America will boil down to Microsoft's E3 offerings this year. That's not to mention that the new head of the Xbox division, Phil Spencer, will have to completely resell the Xbox brand to everyone who was turned off with all things Microsoft following Don Mattrick's policies, the PRISM scandal and the ill-treatment of indies

The only thing Microsoft left in the minds of the general gaming community was a feeling of schadenfreude. 

As for the Xbox One... will it catch up to the PS4 or surpass it by next year in America? Not unless they have a blockbuster E3. Will it at least stop selling like a bunch of dirty, brown gym socks at Plato's Closet thanks to the price-cut? Most definitely. 

SEE ALSO: Microsoft's Xbox One Sales Cross 5 Million

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10 Amazing Ways People Are Using The Oculus Rift Today

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facebook f8 oculus rift demo

When the Oculus Rift made its Kickstarter debut in 2012, gamers were convinced that this could finally be the gadget that would make virtual reality take off.

Now, two years and a $2 billion acquisition later, the device is being used for much more than video games.

The Oculus Rift, created by Oculus VR, is a virtual reality  3-D headset that uses 360-degree head tracking to make it feel like you're inside a different world.

For example, looking to the left or right will automatically pan the scene in either direction, making it feel as natural as looking around in reality. The eyewear also provides  parallel images for each eye, which is the same way your eyes perceive images in the real world. 

The company already generated a ton of buzz after its Kickstarter campaign was successfully funded, but the startup really broke into the public eye when Facebook acquired it for $2 billion in March. 

Palmer Luckey, the 21-year-old Oculus VR founder, said that the Oculus Rift was made specifically for gaming when it was initially introduced. Today, however, people are using the  headset to drive tanks in the military and explore the human body, among other fascinating applications. 

To help a dying grandmother walk outside again

Roberta Firstenberg had been battling cancer in April when her granddaughter Priscilla used the Oculus Rift to ease her pain. Firstenberg loved being outside, especially gardening, but her condition restricted her from doing so. After writing a letter to Oculus VR relating the situation, the company sent Priscilla a developer version of the Rift, which allowed Firstenberg to roam around a Tuscan villa. 



To fly like a bird

Birdly

A machine developed by the Zurich University of the Arts uses the Oculus Rift to create a realistic flying experience. The device, called Birdly, uses its motor to translate hand movements from a simulator into the flapping of virtual wings. The Oculus Rift headset provides a virtual bird's-eye view that makes it feel like you're actually soaring. 



To see through the eyes of a robot

Researchers at NASA's Jet Propulsion Lab created a device that would allow the user to see through the eyes of a robot avatar. The device also uses a Kinect to pick up the Oculus wearer's movements, while the goggles provide a first-person perspective from a remote robot's point of view. In the image above, a user is moving his arm while wearing the Oculus Rift to move the robot's arm. 



See the rest of the story at Business Insider

How Video Games Could Be The Next Big Movie Genre

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Assassin's Creed 4

Comic book movies currently make up an impressive portion of each year’s blockbuster releases, but it wasn’t always that way. Before the 21st century started delivering hit after hit, the genre of superhero movies was something of a jokey niche that wasn’t taken seriously by critics and didn’t make much impact at the box office.

Outside of the heavy hitters like Tim Burton’s Batman movies and Richard Donner’s Superman, comic book movies had much smaller budgets and far more limited audiences than they do today. 

 
The genre of video game movie adaptations is currently even worse off than the comic book movie genre was pre-2000. It doesn’t have a Batman or Superman equivalent in terms of box office takings (the highest-grossing video game movie is Prince of Persia: The Sands of Time with a worldwide gross of $336 million, which is still considered a box office flop due to its $200 million production budget), and outside of the few that scraped their way into being labeled “mediocre,” video game movies have been thoroughly panned by critics.
 
It’s hard to pin down exactly why video game movies have struggled so much – it can’t be entirely Uwe Boll’s fault, after all. Even after so many disappointments, many gamers still dream of seeing their favorite titles given a decent big-screen treatment, and some have predicted that a turnaround is on the horizon. Marvel movie producer Avi Arad has said that all the video game genre needs is one really great movie that “goes through the roof,” and then studios will be falling over themselves to throw funding into the genre. It’s something we’ve said as well over the last five years on the site, as video game property after video game property gets picked up by Hollywood producers – including Arad himself.

The video game movie genre has been quiet of late, with the exception of Need for Speed and the moderate yet steady success of the Resident Evil series. Many projects, like the proposed BioShock movie, are stuck in the mires of development hell and may never get out. The release schedule for the next few years looks quite a bit more busy, however, and there’s one big change about to be made to the ways in which they’re produced.

last of us

As a rule, video game movies are not made by the same people who made the video game. In a lot of cases it seems like the writers and directors of these movies haven’t even played the games. In 2011, Ubisoft set out to change this by founding Ubisoft Motion Pictures, a film production branch that will collaborate with partners like New Regency to produce movies based on some of Ubisoft’s best-known video game franchises, starting with Assassin’s Creed in 2015. By creating their own studio, and fronting the development costs, Ubisoft scared most studios by how much creative control they were gunning for. They were close with Sony but they pulled out as well, opening the door for a partnership with New Regency.

More: ‘Assassin’s Creed’ Movie Deal Alarms Industry But Might Be For The Best

Comparisons to Marvel Studios seem very apt, and all eyes are on next year’s release of Assassin’s Creed to see if it can become UMP’s Iron Man. There is a lot riding on the success or failure of this movie, and other studios may also believe that getting the original game creators involved could be the key to success; Sony Pictures’ upcoming adaptation of Naughty Dog’s The Last of Us, for example, will be scripted by the game’s director, Neil Druckmann.

The Last of Us isn’t the only Naughty Dog game that Sony is developing for the screen. The studio is also planning a Shadow of the Colossus film directed by Josh Trank and is still making an Uncharted movie, based on the Indiana Jones-esque adventures of fortune hunter Nathan Drake, and development is currently running relatively smoothly with Seth Gordon (The King of Kong) already attached to direct. This of course, is after Neil Burger left the project, and after Sony dropped director David O. Russell and star Mark Wahlberg after insurmountable criticisms for attempting to make an Uncharted film that had little to do with the game.

Meanwhile, Blizzard Entertainment and Legendary Pictures’ World of Warcraft adaptation Warcraft just completed filming with a release date set for 2016, and the Hitman franchise is getting another movie tie-in, Agent 47, which has already begun production.

Do video game movies really stand a chance?

batman arkham origins

It’s easy to get excited about the possibility of video game movies finally making it big, but there’s no guarantee that the success of comic book movies foreshadows the success of another geek niche genre. For starters, when we talk about the success of comic book movies, what we really mean is the success of PG-13 superhero movies based on comic books. Stray outside of that specific definition and box office success becomes a lot less guaranteed.

Scott Pilgrim vs. the World, despite positive reviews and a passionate fanbase, gathered a mere $47 million at the worldwide box office, a significant loss based on its $60 million production budget. Kick-Ass‘ R-rated subversion of traditional superheroes grossed only $96 million. Meanwhile, New Line Cinema’s adaptation of Y: The Last Man was stuck in limbo for a decade until, this year, the rights finally expired.

Video games do not have a unifying idea like “superhero” to cling to. There are superhero games, certainly: the inFAMOUS series stands out as one of the great originals, and there are a multitude of excellent comic book-based games like Batman: Arkham Asylum and LEGO Marvel Super Heroes. As a medium however, video games have no equivalent to the comic book superhero. Shooting people in the face, maybe? It seems to be a popular theme.

infamous second son ps4 game

One advantage that video games do have over comic books when it comes to finding an audience for tie-in movies is their consumer base. According to Comichron, Diamond Comic Distributors reported total North American comic book sales in 2013 added up to $516.77 million. By contrast, the industry-tracking NPD Group reports that the US alone spent $15.39 billion on video games in the same year. According to the Entertainment Software Association, 51% of US households own at least one dedicated games console. Last year’s biggest video game success, Grand Theft Auto V, made a staggering $800 million within 24 hours of its release. It’s clear that video games are big business. Call of Duty proves it annually with some of the largest entertainment launches in the world.

Even given how successful the video game industry is as a whole, however, movies based on individual franchises and games can’t just rely on their existing fanbase. The main titles in the Assassin’s Creed franchise usually sell between 7 and 10 million copies within their first year, which means that even if every single one of those players went to see the upcoming Assassin’s Creed movie, UMP would still need to appeal to a much broader audience in order for it to succeed at the box office.

Is Ubisoft already building a shared universe?

Assassin's Creed open world explore screenshot

One of the keys to Marvel Studios’ success – and something that other studios are now moving towards emulating – is the creation of a shared universe that spans of the various franchises. When properties are tied together in this way, it encourages audiences to become attached to the universe as well as the individual characters, and to want to see more of that universe. The real test for how successful this model will prove is Guardians of the Galaxy, a movie about characters who will (literally) be alien to the average moviegoer, but will nonetheless be accessible due to their place in Marvel Cinematic Universe.

Here’s where things get really interesting: since Ubisoft Motion Pictures was founded, Ubisoft has inserted Easter eggs into Assassin’s Creed IV: Black Flag, island adventure Far Cry 3 and upcoming hacker game Watch Dogs that indicate all three franchises potentially exist within a shared universe. All three of these games have movie tie-ins on UMP’s development slate.

In the Far Cry 3 downloadable expansion Lost Expeditions, protagonist Jason Brody explored a compound and finds a folder with the Abstergo logo on it (Abstergo being the modern-day face of the Templars in the Assassin’s Creed franchise). Many more folders like this can be found in the compound, and the player can also find a letter that references the Pieces of Eden, critical plot elements in Assassin’s Creed, and gives an access code for the elevator: 122112. The number is a clear reference to the 21st December, 2012, a date that is predicted to bring the end of the world in the Assassin’s Creed games.

Watch Dogs, which releases this spring, is set in an alternate version of Chicago where everything electrical and digital is controlled by a central operating system called CtOS. In Assassin’s Creed IV: Black Flag, the player can hack into Abstergo Entertainment’s computers and find an e-mail from the Blume Corporation, the creator of the CtOS technology in Watch Dogs, encouraging Abstergo to install a localized system at its Montreal facility. Walking around the offices, the player can also listen in on Abstergo employees discussing Blume and even talking about going to work there.

Watch Dogs hasn’t been released yet, but even the marketing for the game has featured references to the other two Ubisoft franchises. Screenshots of the protagonist, Aiden Pearce, using his smartphone show an upside-down version of the Assassin’s Creed symbol among his apps, and a recent trailer showed a character with copies of Assassin’s Creed II and Far Cry 3 on his shelves.

Assassin's Creed 4 naval battle screenshot

Easter eggs are common in video games, but these seem to go beyond the usual nudges and winks and instead attempt to seriously establish connections between the three different game worlds. Perhaps it’s just Ubisoft’s love of conspiracy stories becoming contagious, but it’s possible that UMP has similar plans for its Assassin’s Creed, Watch Dogs and Far Cry movies, and that the games are actually laying the groundwork for a shared universe. That would certainly be a clever way to attract fans of the movies to play the video games upon which they’re based.

Before any of that can happen, however, UMP still needs that one big hit to blow the roof off. Assassin’s Creed will star Michael Fassbender in the lead role, and Justin Kurzel (who directed Fassbender in a recent adaptation of Macbeth) was recently reported to be in final talks to direct. The screenplay was originally penned by playwright Michael Lesslie, but has since undergone rewrites by Scott Frank (Minority Report), and writing duo Adam Cooper and Bill Collage (Tower Heist). UMP has boldly staked out a summer release date for 2015, which means that the studio considers Assassin’s Creed to be a potential blockbuster.

Will Assassin’s Creed kick off the video game movie revolution? It’s still too early to tell, but at least it’s not too early to hope.

SEE ALSO: The Cheaper Xbox One Will Finally Help Microsoft Beat Sony In The Console Wars

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34 Million American Gamers Play A Whopping 22 Hours A Week

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Video games nycc new york comic con 2013

The gaming habits of over 34 million Americans are going to shock you.

Game Informer reports that a recent study done by the NPD group on nearly 8,000 Americans had some alarming results. This sample, of ages nine and above, provided the NPD group with enough data to make a shocking conclusion.

The NPD group quantified that over 34 million people in the United States game for roughly 22 hours per week, which translates to over 13 percent of the entire week. To put this into perspective, working a 40 hour work week takes up almost 24 percent.

This data was taken between March 10-28 and included PC, console and mobile game players. Many traditional genres were observed by this study, including adventure, action, MMOs, racing, RPG, shooter, sports and fighting games.

The most time logged by gamers were mainly done by console and PC players, but two-thirds of the entire gaming population sampled also played games on their mobile devices. NPD reports that about 74 percent of the surveyed people preferred owning physical gaming media over digital, which was at 79 percent with last year’s study.

This can be attributed to the popularity of digital game providers like Steam and the digital offerings of newer consoles. Also, 70 percent of all people surveyed play multiplayer games either occasionally or regularly.

Now if you’ll excuse us, we have a controller in dire need of our attention.

SEE ALSO: The Next Halo Game Will Come Exclusively To The Xbox One This Fall

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The Next Halo Game Will Come Exclusively To The Xbox One Fall 2015

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Halo 5: Guardians

Microsoft didn't wait until E3 to give more details on Halo 5. Today they confirmed the game's full title as Halo 5: Guardians and also let us know when we can expect the Xbox One exclusive. 

"I’m happy to reveal that Halo 5: Guardians, the next installment in the legendary saga of the Master Chief, will launch on Xbox One in fall of 2015," 343 Industries general manager Bonnie Ross said today on Xbox Wire. In the tradition of every Halo game since its debut in 2001, it is a massive and exciting project." 

Halo 5: Guardians was initially expected in 2014. However, Master Chief voice actor said in a later interview that it had been delayed to the following year. Microsoft and Downes tried to walk back that statement but it seems it was accurate in the end. 

The title was its own mystery for the past year. Microsoft simply announced the game as Halo at E3 2013. The first trailer used the generic title as well, though an unreleased version of the trailer called the game Halo 5

Ross mentions that players' "journey" with Halo will start in 2014. Is she talking about Halo 2 Anniversary, the rumored HD remake of Halo 2? Or is she referring to the digital feature being produced by Ridley Scott? We'll find out at Microsoft's E3 press conference on June 9th. 

She did, however, confirm a few technical details about Halo 5: Guardians. The game will use a "brand new and more powerful engine." She also reiterated her announcement at E3 that the game will run at 60 frames per second. The multiplayer will take place on dedicated servers. 

"Certainly there are some core elements carried over from prior games, but we’ve invested a huge effort in retooling our tech to take full advantage of the Xbox One’s hardware and ecosystem to create worlds and experiences worthy of next-gen." 

Halo 5: Guardians will launch alongside a television series produced by Steven Spielberg. Ross says that the series will "complement and enrich the game experience." It's a standalone project, though. 

As part of today's announcement, Microsoft released the first official images featuring the Halo 5: Guardians logo such as the box art. In the art, we see a sort of mirror image. Master Chief and another armored figure both stand in a desert with a rifle at their side. Who is that other figure? Is it Master Chief in new armor or a never-before-seen Spartan? 

SEE ALSO: Ridley Scott Is Making A 'Halo' Digital Project For Microsoft

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PS4, Xbox One Cost Americans $400 Million In Energy Bills While In Standby Mode

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ps4 gamer

If you thought standby mode for the PlayStation 4 and Xbox One were a heaven-send, enabling you get the console turned on faster or enabling you to activate them with ease via voice-commands, well, those features come at a heavy costs. A cumulative of $400 million in annual consumer energy bills. 

Gaming Bolt is reporting that the Natural Resources Defense Council (NRDC) released some pressing information about the energy consumption of the new generation consoles. 

After doing some number crunching, some energy splicing and some dollar bill counting, the NRDC estimated that the PS4 and Xbox One will cost American consumers up to a $1 billion in energy costs, annually. 

They mentioned in the press release that... 

“But if Microsoft and Sony follow NRDC’s recommendations, they could cut the new consoles’ electricity use by one-fourth beyond current projections through software and hardware optimizations, saving U.S. consumers $250 million on their annual utility bills and enough energy to power all the households in San Jose, America’s 10th largest city.”

That's kind of crazy when you think about it. Especially the part about the low-power, standby modes still costing gamers an arm and a leg in energy consumption. It's like cutting off the arms and legs of a vampire who keeps squiggling around on the ground, biting people in the ankles. He may not be able to do as much damage as if he had both his arms and legs, but he's still biting people in the freaking ankles! 

What's more is that NRDC also mentioned that if the PS4 and Xbox One replaced the install bases of the PS3 and Xbox 360, respectfully – which, according to VG Chartz, might put the total at 163 million – they would consume more than 10 billion kilowatts an hour and would produce enough energy to completely power the city of Houston... in Texas. 

The part I found most interesting, as mentioned in the article, was about the consumption of energy in standby mode compared to the standard use of the console, with Gaming Bolt writing... 

Other findings from the NRDC revealed that the consoles consume more energy in standby mode in a year than when playing games; half of the Xbox One’s yearly consumption occurs in standby mode as Kinect awaits commands; and that the PS4 and Xbox One, both hyped for their media viewing capabilities, utilize 30 to 45 times more power to stream movies than Apple TV or Google Chromecast.

This is startling news, because one: if you're concerned about rising energy costs, the PS4 and Xbox One won't help with that. Two: if you're sitting on the fence as to which console you would like to buy (or if you're going to buy one at all), you're likely going to go with something that doesn't cost an arm and a leg and doesn't contribute greatly to your bills. 

For casuals, stuff like Amazon Fire TV and Chromecast are looking mighty fine. I mean, you get your TV on your TV, you get some light gaming and you get to save on your energy bills. 

I suppose the above information is definitely something energy-cautious consumers would like to take into consideration before diving head-first into eighth-gen gaming. Also, if you're really worried about those rising costs, you might want to bite the bullet, deal with the long boot-up times and completely shut your Xbox One or PS4 down, instead of leaving them in standby mode.

SEE ALSO: 34 Million American Gamers Play A Whopping 22 Hours A Week

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Google Is Reportedly Paying $1 Billion For A Company That Live-Streams Other People Playing Video Games — Here's Why

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Twitch

Reports this weekend claimed that YouTube is on the verge of buying games streaming service Twitch for $1bn – a deal not a million miles away from the $1.65bn that Google paid for YouTube back in 2006.

Twitch is well known to tens of millions of gamers, but still somewhat under the radar for everyone else. So what is the company, how popular is it, and why might YouTube want to buy it? Here's a primer.

What is Twitch?

It’s essentially the YouTube for live gaming: people broadcast themselves playing and/or talking about games while other people watch them (either live or via archived footage) while chatting about it.

Is it popular?

Very. Last year, Twitch more than doubled its monthly audience from 20m people at the end of 2012 to 45m at the end of 2013. Those viewers were watching 106 minutes a day on average, with 6m videos broadcast on the site every month by 900,000 unique broadcasters.

In February this year, a study by internet infrastructure company Deep Field claimed that in primetime hours in the US, Twitch was the fourth largest source of network traffic, behind only Netflix, Google and Apple.

Meanwhile, last October's League of Legends Season 3 World Championship event attracted 32m viewers in a single day, with 8.5m watching simultaneously at its peak.

Where did Twitch come from?

Twitch was a spin-off from Justin.tv, one of the first big livestreaming-video sites online. It launched in June 2011 billed as “the largest competitive video gaming broadcast network in the world”, with an emphasis on e-sports (sports video games). Since then, the company has raised $35m in funding from various venture capital firms in two rounds.

twitch

Who’s on it and what are they watching?

In its report at the end of 2013, Twitch said that 76% of its users are aged between 18 and 49; that 68% are watching less TV in order to focus on “game entertainment”; and that 58% spend more than 20 hours a week on Twitch.

Around 99% of users watch live streams of games, while 38% watch video highlights, 61% chat with other Twitch users and 25% broadcast their own gameplay.

Broadcasters include games firms (Mojang, 2k and League of Legends creator Riotgames), media sites (Destructoid, Machinima and TouchArcade) and essentially lots of people who are really good at games.

"When video game historians look back on gaming a decade from now, 2013 will be the year they cite as the tipping point of streaming," its vice president of marketing Matthew DiPietro told Forbes earlier this year.

"Every major event, publisher, developer, and media outlet in the gaming industry had a presence on Twitch, and streaming became an ever-present piece of the gaming experience. And it’s only going to get bigger."

And then there’s Pokémon…

Pokémon?

Yep. Twitch's biggest recent headlines were made by an inventive experiment on the network where up to 150,000 people at once crowdplayed vintage Game Boy game Pokémon Red on Twitch by typing in text commands, which were passed on to the emulator running the game – which tried to process them all.

It sounded (and often looked like) a recipe for digital chaos, but the players completed the game at the start of March, quickly moving on to try to crack Pokémon Crystal. It was fun rather than a serious glimpse at the future for Twitch as a gaming platform, but it helped a new wave of people learn about the site.

How does Twitch fit in with games consoles?

Twitch’s biggest recent moves have been integration into Sony’s PlayStation 4 and Microsoft’s Xbox One consoles, which both enable people to livestream video of their gaming exploits. Within a month of the PS4’s release in mid-November, 100,000 new broadcasters had signed up.

Twitch also has an app for Amazon's recently-launched Fire TV set top box-cum-console. Where it's not so big – yet – is in mobile gaming. There are Twitch apps for iOS and Android, but they're purely for watching and chatting about videos, rather than broadcasting them from within games on those devices.

Why is YouTube interested?

YouTube and Twitch are both benefiting from the same trend: people going online to watch other people playing games – an artform that traditional television has usually struggled (in the west, at least) to make compelling viewing.

Gaming channels like PewDiePie, Stampy, The Diamond Minecart, Vanoss Gaming, Yogscast, Sky Does Minecraft and others are hugely popular on YouTube: PewDiePie is the most popular channel on the service with 26.4m subscribers, and nearly 300m video views in April alone.

Gaming is thus one of YouTube's biggest genres alongside music. Buying Twitch would shore up that status, making YouTube the number one platform for e-sports as well as "Let's Play" videos. Oh, and the huge and engaged audience to show ads to is obviously part of the appeal too.

The two companies also have similar approaches: for example, YouTube's partner program for its creators is matched by Twitch's Twitch Partner Program, which had 5,100 members at the end of 2013.

Google reportedly acquiring live games video site Twitch for $1bn

This article originally appeared on guardian.co.uk

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New 'Batman: Arkham Knight' Gameplay Trailer Shows Off The Villain

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batman arkham knight

The first gameplay video from "Batman: Arkham Knight" is out and we wish we didn't have to wait until October to play.

It. Looks. Awesome.  

Not only do we hear an overture from the Scarecrow, but we also get a good look at the mysterious new villain, Arkham Knight, a new character created for the game. We also get to see a lot of the Dark Knights' Batmobile which will be driveable for the first time.

While the previous title of the popular Batman video game was made by Warner Bros. Interactive, Rocksteady is back to deliver the final installment of the Arkham franchise.

Here's the game synopsis:

"Scarecrow returns to Gotham City with a scheme to unite the Rogues Gallery and destroy the Batman once and for all. As the citizens of Gotham flee and criminal gangs take control of the city, Batman evens the odds taking to the streets in the legendary Batmobile to ignite the fight that will decide the future of the city that he is sworn to protect." 

"Batman: Arkham Knight" will be released October 14 for the PlayStation 4, Xbox One, and PC. 

Check out the trailer:

Here's another look at the Arkham Knight:arkham knightDid you notice a nod to Oracle in the background here?oracle batman arkham knight

Here are a few more images of the Caped Crusader with his vehicle.batman arkham knight batmobilearkham knight batman

And here's one of him soaring over Gotham.batman arkham knight flying

SEE ALSO: The first trailer for the game

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The Theme Song To 'The Legend Of Zelda' Like You've Never Heard It Before

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YouTube user Dan Newbie uses all sorts of household items (beer bottles, wine glasses, and even pots and pans) to re-create well-known songs.

In the past he's done the "Game of Thrones" theme song using a water jug and rolling pin, and Pharrell Williams' "Happy" using frying pans and water glasses. 

But this time, Newbie tugs on our nostalgic heartstrings with a rendition of the theme song from "The Legend of Zelda." He says he got hundreds of requests to play the song, which he performs using pots, pans, wine glasses, and even beer bottles. 

Add to that some editing magic, and you can be transported back to 1986. 

Check it out below:

SEE ALSO: This creative video mashes up 'Game Of Thrones' with a classic Nintendo video game

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These Reporters Had No Idea How To Explain Pac-Man When It Debuted In The 1980s

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pacman

I’ve said it before, and I’ll say it forever: The order of the best things in life goes, 1) Cats, 2) Cheese, 3) Friends and family, 4) News bloopers. But that order might be different when it comes to old news bloopers.

You know, news bloopers from the 1970s and 1980s that sat in a vault for years before getting the appreciation only the Internet could give. It’s like digging up hidden treasure. Discovering a roll of undeveloped film. Finding that unopened bottle of Orbitz from 1997 in your old bedroom. (Just look, don’t drink. Trust me.) And believe me when I say that this old newscasts from the 1980s trying to explain Pac-Man is as good as a soft drink with the consistency of marbles.

Though not a blooper reel, per se, the video about the popular arcade game — which still exists in movie theaters but hit its peak in the decade that also brought us Pee-wee and puffy sleeves — features bewildered reporters talking about the game’s simple concept, describing it with such sentences as “you must eat energizers and Pac-Men before they eat you. Eating energizers will give you the ability for a short time to eat Pac-Men.”

Though the majority of the video focuses on a young boy named Craig who’s attempting to win a Pac-Man tournament in 1982, the video turns from funny to poignant when it recognizes the first trappings of video game addiction while trying to explore why people love Pac-Man

Whenever you challenge a video game, you’re really playing against yourself. Even if you get a high score, the machine can always go higher. Perhaps this is the attraction with video games — you really don’t win or lose. You just do better or worse.

And that exactly describes why you spent two-thirds of your freshman year in college playing Halo. But do yourself a favor and watch at least the first minute, if only to imagine how these reporters would explain Myst 

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Sony Is Bringing The PlayStation To China For The First Time In 14 Years

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Playstation 4 PS4

Now that China has lifted its video games ban, Sony is ready to sell consoles and games to China’s 1.3 billion consumers.

One month after Microsoft announced it’s launching the Xbox One in China this September, Sony today announced that its PlayStation business is coming to the world’s most populous country.

It’s unclear which PlayStation hardware and games will come to China — or when — but it’s reasonable to assume Sony will bring its PlayStation 4 console (and perhaps its PlayStation Vita handheld) to China later this year.

The Chinese game industry is already worth $13 billion, most of which gets spent on PC and mobile. That’s not console makers’ fault: China implemented a console ban in 2000, saying it would protect children from violent video games. As soon as the Chinese Ministry of Culture said it would begin working on new rules, Microsoft, Nintendo, and Sony all expressed interest in bringing their consoles to the country.

Like Microsoft, which is working with Chinese media firm BesTV to bring the Xbox One to China, Sony also has a local partner: Shanghai Oriental Pearl Culture Development (OPCD). Both OPCD and BesTV are subsidiaries of China’s Shanghai Media Group.

Sony’s OPCD partnership will create two new companies, split between hardware and software. Sony Computer Entertainment (SCE) Shanghai will presumably handle the software business, while Shanghai Oriental Pearl Sony Computer Entertainment Culture Development — a mouthful, we know — is expected to manage hardware manufacturing and sales. Sony China will own a 70 percent stake in SCE Shanghai, but only a 49 percent stake in the latter business.

Despite the impending arrival of PlayStation and Xbox, China will continue to censor or ban any games it deems controversial or subversive.

“Things that are hostile to China, or not in conformity with the outlook of China’s government, won’t be allowed [under the new rules]” said Ministry of Culture head Cai Wu earlier this year. “We want to open the window a crack to get some fresh air, but we still need a screen to block the flies and mosquitoes.”

SEE ALSO: The Xbox One will be the first mainstream gaming console sold in China in 14 years

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Volkswagen Brings The GTI Roadster From 'Gran Turismo 6' To Life

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Volkswagen GTI Roadster Gran Turismo

Every year, fans of Volkswagen's sporty GTI hatchback congregate in celebration at the GTI Festival in Wörthersee, Austria.

As a gesture of gratitude towards its adoring fans, the German auto giant unveiled its videogame-derived GTI Roadster, the Vision Gran Turismo, at this year's event. 

Originally created for Playstation 3's blockbuster "Gran Turismo 6" video game, the two-seat roadster features a bevy of Volkswagen's most advanced performance trickery wrapped in some of the most seductively stylish body work to ever come out of Wolfsburg. 

VW chose a twin-turbocharged 3.0 litre V-6 engine producing 503 horsepower and an earth-stopping 413 lb/ft of torque to power what it calls " the most spectacular GTI ever." The tarted-up version of VW's corporate V-6 is mated with a trick seven-speed DSG twin-clutch transmission and 4Motion all-wheel drive. 

All of this power and technology translates into a claimed top speed of 192mph and a 0-60 mph sprint of just 3.5 seconds. In addition to the powerful motor, the GTI Roadster's performance figures are boosted by its sleek aerodynamic body and light carbon fiber construction. The minimalist interior is dominated by the pair of carbon fiber tubs that hold the driver and passenger seats along with a driver-centric cockpit display. 

As a concept, it is very unlikely the GTI Roadster, Vision Gran Turismo will every make it to the showroom. However, according to the Daily Mail, enthusiasts interested in the concept will be able to download and drive the car in their "Gran Turismo 6" video games in June. 

Take a look at the Volkswagen GTI Roadster, Vision Gran Turismo from some other angles: Volkswagen GTI Roadster Gran TurismoVolkswagen GTI Roadster Gran TurismoVolkswagen GTI Roadster Gran TurismoVolkswagen GTI Roadster Gran Turismo

SEE ALSO: This Futuristic Floating City Could Become A Reality In China

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