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This Week at Bungie – 11/22/2017

This week at Bungie, we explored Mercury – in two timelines.

Curse of Osiris will send you to a new destination, where you’ll learn its fate in the past, present, and future. At the heart of the journey is a forest of endless realities.

If you missed it, here’s the recap.

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Next week, we’re back with a parade of the gear you’ll earn, including some details on new ways to earn it.

Sustaining Operations

Working with the Destiny Operations Center, Destiny Player Support keeps a finger on the pulse of the Destiny 2 population. We investigate error codes, and we share our findings through @BungieHelp for community awareness.

This is our report.

Buffalo, Part 2

Last week, Hotfix 1.0.7.1 was released to address Buffalo errors on PC. We have discovered that some players are receiving erroneous Buffalo errors within the game client that are caused by alternate factors. These issues sometimes relate to network stability, or having multiple PCs connected to Destiny on a local network. Please follow steps within the Network Troubleshooting Guide to ensure you’ve applied the correct settings for Destiny 2 gameplay. Additionally, follow steps for configuring UPnP if you have multiple PC’s on the same network.

Continued Investigations

  • Faction Rally Tokens: We have identified an issue where Faction Rally tokens are removed when players create new characters within Destiny 2. We are seeking to resolve this issue prior to the first Faction Rallies event of Season 2.
  • “Leviathan” Raid: Calus may sometimes become immune to damage during the final phase of the encounter
  • Black Screen when Loading into the Tower: Players may sometimes encounter a black screen when loading into the Tower. This may resolve itself after one minute, or players may workaround this issue by visiting an alternate destination and loading into the Tower once more
  • Bright Engram Ornaments: Sweet Business and Sturm ornaments within the Bright Engram may display “Already added to Collection” before a player acquires these items. This issue does not prevent players from earning these items.
  • Hunter Survivalist Perk: The Survivalist perk on legendary Hunter leg armor does not grant the intended Recovery stats.
In the coming weeks, we will be issuing Destiny Update 1.1.0 and Hotfix 1.1.1 to address some known issues alongside the release of Curse of Osiris. Stay tuned to the Updates page of Bungie.net for patch notes.

Back to the Box Office

 Another week, another round of content found on the Community Creations page. Whether you’re looking for tutorials on increasing your skill or seeking a record of a comedic moment in battle, this is the place to find it. Winners receive the Lens of Fate emblem within Destiny 2 to commemorate their victory. If you’re aiming to earn the emblem, make sure to tag your submission with #MOTW and list any contributors within the video description.

Take your seats, turn off your cell phones, and enjoy the show!

Movie of the Week: Arcstrider PC Montage

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Honorable Mention: Fragment 2

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Honorable Mention: Shaxx likes puns

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Winners should get their reward within one week of being featured. If you haven’t found the emblem within your Vault Collection, let us know in the #Help forum.

This week, we’re publishing this article a day early, as Bungie will be dark on Thursday and Friday. We’ll be celebrating Thanksgiving here in the United States, sharing time with friends and family. Some will be engaging in food prep, while others will be jumping into the Iron Banner for some friendly competition.

Next week, we’ll return with fashion on the mind. Tune in to our Twitch channel on Wednesday, November 29, at 11 AM PST to get a preview of new rewards coming with Season 2 and the Curse of Osiris expansion.

Cheers,

-dmg04

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Weekly Jobs Roundup: Blizzard, Heart Machine, and Insomniac Games are hiring now

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Here are just some of the many, many positions being advertised right now.

Location: San Diego, California

The Bartlet Jones Supernatural Detective Agency is looking for a Lead Artist to provide leadership and hands-on art creation to an unannounced Unreal Engine based game. The role will work closely with the Creative Director, Art Director, Animators and Tech Artists to bring 3D characters and props to life in the game.

Location: Austin, Texas

Aspyr Media is hiring Software Engineers with experience in Android native C++ development to expand its triple-A development team. The studio is looking for generalist capable engineers who are interested in working on a wide variety of challenges.

Location: Irvine, California

The World of Warcraft user interface team is looking for a UI engineer with the talent to create good UI but with the creativity and passion to make great UI. Blizzard is looking for collaborative, passionate engineers to identify and solve challenges within an existing yet constantly evolving code base.

Location: Los Angeles, California

Heart Machine is seeking a level designer with amble spacial reasoning skills, a strong sense of storytelling and pacing, and an artistic eye for great compositions to join its team in developing an ambitious project from the ground up.

Location: Burbank, California

Insomniac Games is looking for a Lead Facial Animator who would be responsible for leading a team of face animators and/or technical animators in establishing, maintaining, and continuously increasing the quality of facial animations of both in-game and cinematic animation excellence on game productions.

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Getting the Best 4K, HDR Experience with Xbox One S and Xbox One X

With Xbox One X officially out in the wild, we imagine many of you are eyeing a fancy new 4K television, like the Samsung QLED 4K TV, to grace your living room. And with Black Friday only days away, we thought it might be good to give a quick overview on how to enable 4K and HDR output settings from your Xbox One X and Xbox One S.

Make Sure You Have an Xbox One X or Xbox One S

Yes, this might be a little obvious, but it bears mentioning. While we do have the Xbox One family of devices that allows you to play Xbox One and Xbox 360 games through Backward Compatibility, only the Xbox One X and the Xbox One S have 4K and HDR support. You can find this out by checking the sticker right next to the back of the console near the network port to let you know which console you have.

Make Sure You Have a 4K TV

There are many phrases that constitute having a 4K television: 4K, 4K Ultra HD, UHD, UHD 4K, SUHD TV, Ultra HD, Ultra UDTV, 2160p. If your television has used any of this branding, congratulations! You have a 4K television. That means you can enable resolutions from your Xbox One X and your Xbox One S to 3840 x 2160 at 24 Hz, 50 Hz, or 60 Hz. (Note: Xbox One S can only stream video and play Blu-ray content in 4K; it can’t play games in 4K).

Make Sure Your TV Supports HDR

Your 4K television also needs to support the “HDR10” standard. So, look for messaging like HDR Premium, High Dynamic Range, HDR, UHD Color, Ultra HD Premium, Ultra HD deep color. Those terms let you know that your television supports the HDR10 standard, thus allowing you to display HDR content.

How to Find Out if You’re Set Up Correctly

If you meet the two points above, now it’s time to ensure your Xbox One X and Xbox One S are configured correctly. On your Xbox, check your TV’s 4K and HDR capabilities by pressing the Xbox button to open the guide, go to System -> Settings -> Display & sound, then choose Advanced video settings -> 4K TV details. You should see a series of green checkmarks across the board. If not, let’s try troubleshooting for a bit.

Troubleshooting Your 4K Television

If your system should support 4K and HDR content but it isn’t working (you can’t select the 4K UHD resolution, 4K features aren’t supported in the 4K TV details screen, 4K content won’t play, or you’re seeing video quality problems) try the following per our Support page:

  • Make sure the Xbox is automatically detecting your TV. Go to System -> Settings -> Display & sound and choose Auto-detect (4K isn’t available when HDMI or DVI is manually selected)
  • For HDR, make sure your TV supports the HDR10 media profile. Check your TV manual to verify. Some manufacturers may not mention HDR10, so look up the terms we called above above
  • Make sure your HDMI cable is plugged into the correct port on your TV. For example, on my Samsung, only one of my HDMI ports supports those visual features, so consult your television’s manual to see which of your display ports is configured for this higher resolution profile. Some 4K TVs only support their full set of 4K features on certain ports, so refer to your TV manual to see if there are special 4K HDMI ports, or try the different ports on your TV to see if the green checkmarks are enabled on your console
  • Check your TV’s settings menu. Your TV might have a special mode that turns on 4K or HDR. Refer to your TV manual to see if you must change your TV’s settings. Again, your TV manufacturer may use different names for HDR (see the previous list)
  • If some content won’t play, make sure your TV supports HDCP 2.2 and that it’s turned on in your TV’s settings
  • Make sure you’re using the HDMI cable that came with your Xbox One X or Xbox One S
  • Try a different HDMI cable. Your cables must be certified for HDMI High Speed or HDMI Premium
  • If a device is plugged in between your TV and Xbox, remove it and plug your TV directly into your Xbox with the HDMI cable that came with the Xbox One X or Xbox One S. Some AV receivers or other video equipment may interfere with the data passed between console and TV. Also, make sure you’re using cables certified for HDMI High Speed or HDMI Premium between both the Xbox and receiver and the receiver and TV if you still wish to do a passthrough setup.
  • Always be updating! Make sure your TV and AV receiver firmware is up to date. Sometimes problems are detected after televisions move off of the manufacturing lots and a simple firmware update is all that stands between you and 4K gaming. Many newer televisions have a network device onboard that can make this a pretty easy process, so try updating your TV to see if that may help enable 4K and HDR
  • If you’re seeing a blank screen or errors while trying to play 4K content and you’ve tried all previous steps, turn off native 4K playback and try to play the content in a lower resolution. In System –Settings –Display & sound –Advanced video settings, uncheck the option to Allow 4K.
  • If you’re seeing strange colors while playing HDR content and you’ve tried all previous steps, turn HDR off. In System -> Settings –Display & sound –Advanced video settings, uncheck the option to Allow HDR.

Calibrate for Preference

Once you get up and running with 4K and HDR there are additional ways to tune your television picture to your preference. All Xbox One consoles have a calibration tool to help you tune advanced picture settings including brightness, sharpness, contrast and more. It is available in Settings -> Display & Sound -> Video output -> Calibrate HDTV.

Another fun option to use on Xbox One X is our Insects: An Xbox One X Enhanced Experience demo. Insects is a real-time, interactive demo designed to showcase the best of 4K Ultra HD, High Dynamic Range, Spatial Audio, and the enhanced visuals of Xbox One X. Running this while adjusting the settings mentioned above can also help you find your ideal viewing experience.

How to Enable 4K/HDR on Some Popular Television Brands

Each television set has its own unique settings to navigate to. We’ve included rough instructions here for some of the most popular screens on the market, but we recommend to always check the manual that came with your television for the most accurate settings.

LG

  • Settings -> All Settings -> General -> HDMI ULTRA HD Deep Color -> Enable (on desired port)

Panasonic

  • Menu -> Setup -> HDMI HDR Setting -> HDMI port (where your Xbox is connected to) -> Change to “On”

Philips

  • Menu -> Setup -> TV Settings -> Installation -> Preferences -> HDMI mode -> HDMI port (where your Xbox is connected to) -> Switch to “Normal”

Samsung

  • Settings -> Picture -> Expert Settings (or Picture Options) -> HDMI UHD Color -> Turn “On” HDMI UHD Color

Sony Bravia

  • Home -> Settings -> External Inputs -> HDMI signal format -> Change to Enhanced format (the default is Standard)

Vizio

  • SmartCast -> Settings -> Inputs -> HDMI Color Subsampling -> Enable HDR

We hope these tips help enables 4K and HDR content on your console. For all the latest news on Xbox One X and true 4K gaming, be sure to keep it tuned to Xbox Wire.

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FCC makes move to repeal net neutrality protections

Under chairman Ajit Pai, the Federal Communication Commission has released its ‘Restoring Internet Freedom‘ proposal which, if passed, would eliminate most of the protections that prevent internet service providers from throttling or otherwise controlling access to certain websites, online games, or services.

Introduced in 2015, those Obama-era protections imposed utility-like restrictions on ISPs that aimed to maintain an open internet by preventing companies from slowing or prioritizing web traffic.

Pai’s 200-page proposal would eliminate all but one of those net neutrality protections in a bid to stop the federal government from “micromanaging the internet.” The proposal goes to a vote on December 14.

However many are concerned that, without the rules in place, ISPs could theoretically lock access to certain websites or online games behind an additional paywall, as Business Insider points out is the case already in Portugal,

In a statement given to The Verge, Pai explains that the lone remaining rule would “simply require internet service providers to be transparent about their practices so that consumers can buy the service plan that’s best for them and entrepreneurs and other small businesses can have the technical information they need to innovate.”

From there, the FCC would give the Federal Trade Commission additional oversight to then “protect consumers” from “unfair, deceptive, and anticompetitive practices” that may crop up in the absence of regulation.

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Don’t Miss: Do we always have to strive for ‘realism’?

In this reprint from the January 2010 issue of Game Developer magazine, Damion Schubert contends that the pursuit of realism can sometimes lead to pretty unrealistic experiences. One can ask the makers of The Polar Express, the animated Christmas film released just in time for Thanksgiving in 2004. Despite huge investments, a big-named director, and Tom Hanks providing the voice and mocap animation for several roles, the film struggled at the box office, getting swamped by another animated film, The Incredibles, released five days prior. Around this time, the concept of the Uncanny Valley entered the public mind.

The Uncanny Valley is a theory that most game artists (especially modelers and animators) are well aware of now, but it wasn’t always the case. Around the same time The Incredibles was trouncing Polar Express in the box office, too many art directors believed real games made for gamers had to chase photorealism in order to be successful. World of Warcraft eschewed all of that for a cartoony appearance, and in doing so blew past all the competition and expectations. Three years later, Team Fortress 2 would do the same for a shooter market that had previously obsessed over realism to an insane degree.

Realism is a choice, both for artists and for designers — but it can also be also a trap, and one that is perilously easy to fall into. In art, chasing realism is expensive — technology can provide incredibly lifelike visuals now, but it’s also increasingly expensive and time-consuming to generate that content, and the end result is a screenshot that looks not all that different from competitors who are also chasing realism as an end goal. But realism isn’t just a pitfall for artists — game designers also flirt with realism as a source of inspiration for their game mechanics, often with staggering implications to their game designs.

The unwary designer can get into trouble by trying to follow realism too closely. Making a scene look realistic doesn’t necessarily make it look more beautiful, fantastic, or intriguing. Similarly for designers, a game mechanic that is realistic doesn’t necessarily make the game fun.

A common way that this makes itself evident inside our game designs is the rise of sandbox games. Once a mechanic largely limited to strict simulations, the success of Grand Theft Auto has resulted in game designers trying to shoehorn sandbox design principles on almost every genre of gaming. In sandboxes, players are free to go anywhere and tackle content in almost any order, rather than be drawn along a linear game path with unreachable areas blocked off by unrealistic obstacles or invisible walls. True, it’s more realistic, but it’s also more expensive to build and test that world.

And even if it weren’t, sandbox gameplay may fight with other tenets of the design. For example, most players get confused and overwhelmed when told to find their own fun, and systems need to be devised to lead them to interesting activities. Compelling narratives are harder to tell, because designers lose control of the order and flow. Sometimes issues are more insidious: Burnout: Paradise‘s open world structure made it difficult for players to attempt to do the same race or challenge twice in a row, as many racing game players want.

Are sandboxes inherently bad? No — some of the finest games in the world are sandboxes. But injecting this level of realism into a game has very direct repercussions on the cost and design of the game that the designers must be mindful of.

In the early days of Everquest, it was not uncommon to stumble upon another player in the wild who was throwing himself off a short cliff over and over again while spewing gibberish indecipherable to passers-by. Use-based advancement was to blame: While most of Everquest‘s advancement model was centered around a classic level-based advancement system, the non-combat skills like “Language” and “Safe Fall” advanced as the character performed in-game actions. Thus, our mysterious cliff diving tonguespeaker was someone whose character was, ostensibly, learning new trades.

The ironic thing, of course, is that these use-based systems are designed to be realistic — practice making perfect, and all. Some players and designers are bothered by the idea that you can learn how to speak Orcish by killing kobolds until you gain a level. A learning-by-doing system makes perfect sense to them.

But in practice, learning-by-doing falls into sort of an uncanny design of game mechanics. Efficient advancement in a use-based system often nudges people to perform odd gameplay that is frequently repetitive as well as not particularly fun. Rather than feeling natural and elegant, the game mechanic feels unnatural and contrived, and worse, draws attention to itself in the process. Learning Orcish by killing kobolds may not be terribly realistic, but at least at no point is the player being asked to do something he didn’t want to do anyway.

There’s a lot to like about Gotham Central. The DC comic was a police procedural set in Gotham city, and tried to describe what it was like to be a detective and have to clean up after Batman and Joker slugging it out amongst the rooftops. The comic ran for 40 issues, earning meager sales but strong critical praise. Those who loved it often cited the series’ gritty realism. Which is interesting, given the series still hinges on a man who fights crime dressed as a bat.

A lot of times, people think they want realism when what they really crave is internal consistency within a given universe. Gotham Central feels a lot like what happens if you merge the classic Dark Knight with gritty TV cop fare like The Shield. The goal is to make the rest of Gotham as real as possible, and the end result is a world where Batman is still amazing and mysterious, without becoming silly or ludicrous. He feels possible — even though he’s not.

Immersion is the goal. The player should be drawn into your worlds and experiences. Realism is good when it supports immersion, and bad when it gets into the way. For example, most single roomed buildings in games are huge, often with 18 foot ceilings. It’s not realistic, but the player rarely notices. On the other hand, he always notices when, in a small room, the camera moves in too close to see or do anything.

Jumping is an interesting place where realism and gaming diverge. Most games that have jumping allow ludicrously high jumps — often a character can leap 6 feet high from a dead stop, because it feels right (see Inner Product November 2009). But recently, some action games — such as Gears of War — have been experimenting with not allowing jumping, since jumping around like a jackrabbit in heat isn’t particularly realistic. For the most part, these experiments have been successful — until the player finds an obstacle that he can’t jump but could in real life. Even worse, he could clear it by five feet in a game that allows jumping. The obstacle feels unrealistic, and worse, noticeably so. It’s a problem because it breaks immersion.

To some degree, the realism we are bound to is determined not by real life, but by our forerunners. Hit points linger as a concept because most games teach us that you usually hit what you swing at, but fights shouldn’t be over instantly. When an NPC tells you to “hurry,” he doesn’t mean it unless a timer appears on your screen. Rocket launchers aren’t just great weapons, they’re also solid ways to propel yourself up to a hard-to-reach ledge. But it’s not just games — most gun effects in shooters sound more like they do in the movies than they do in real life, because the theatre is where most players learn what automatic gunfire sounds like.

In all these cases, following unrealistic conventions can make the games feel better than taking a more realistic approach that breaks player expectations. Worse, breaking convention can make the game feel less realistic, even though it is more so.

Designers make concessions to realism all the time, of course. In the real world, it only takes one bullet from an assault rifle to kill a man. Building a breast plate from raw iron doesn’t happen in less than 10 seconds. If you get brought near death by the jet of a flamethrower, you aren’t likely to be hopping back into battle after a couple of first aid kits. This is before we get to the inherent fantasy of the worlds we build: worlds full of dragons, gangsters, or battle cruisers. And lest we cut out the mundane — short of The Sims, no games require your characters take bathroom breaks.

But realism can enrich a game as well. An MMO that has crafting can have a much more realistic economy than one that doesn’t, even if the mechanics of crafting aren’t realistic. An assassin that trades in poisons feels more real, even if game balance requires that poison be a minor damage over time effect instead of being immediately lethal. Bouts of Madden that end with scores like 30–27 feel more real, even if it takes five minute quarters to keep the scoring that low.

At the end of the day, players play games escape the real world, so designers shouldn’t be such a slave to it. Players are hoping to live a fantasy provided by the game designer. Good games make those fantasies as immersive as possible, but they don’t always do that by making them realistic. Sometimes, too much realism gets in the way.

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Feature: Revisiting Symphony Of The Goddesses With Its New Zelda: Breath Of The Wild Music

The hugely successful Symphony of the Goddesses orchestral tour is entering the final stretch of its 2017 run, so regular attendee Arjun Joshi went along to check out the amended version with Breath of the Wild content.

As you may know by now, The Legend of Zelda: Symphony of the Goddesses (SotG) events utilise extremely talented orchestras, touring the globe and entertaining fans by the thousands. It’s a great show   I’ve been twice in London before attending a third time just yesterday (Tuesday 21st)  and I’ve even reviewed it by comparing it to another orchestrated event, Pokémon: Symphonic Evolutions.

However, eager fans will know that the SotG team announced earlier this year that the 2017 tour includes pieces from the franchise’s latest instalment, The Legend of Zelda: Breath of the Wild. Naturally, this excited many. It surely is – on paper at least – a reason to attend again, or go for the first time if you haven’t already. Having been and experienced this for myself, I’ll address the key question – is it worth a revisit with the new Breath of the Wild pieces? Naturally, while I’ll refrain from going into direct spoiler territory, there may be some potential indirect ones, so you’ve been warned.

As soon as I booked my tickets to the show back in March, I wondered to myself what the team could possibly include from Breath of the Wild, and which songs and pieces they would “sacrifice” for said game during its two-hour show. The former question was due to – in my opinion – BotW containing an arguably lacklustre conventional soundtrack due to it being more concerned with subtle environmental sounds, along with elegant and short bursts of instrumental chimes to compliment its free-roam, open-world setting. In fact, I touch on this subject in further detail in this soapbox piece. 

With all of the above said, I’d like to start by saying, quite simply, yes – whether you’ve been already or it’s your first time, I would recommend seeing SotG with its new Breath of the Wild content. For those who’ve attended previously, the show does feel slightly different right off the bat. It’s nothing huge, but the rearrangement of certain assortments to compensate for BotW’s inclusion freshens up the show. In all honesty, actually, due to the year-plus gap of the SotG team performing in the same city, even the recognisable and memorable parts are just as enjoyable as witnessing them for the first time and feel new again – at least for me due to not remembering absolutely everything I’ve seen before, despite it being my third time in attendance! But if you’re someone who still requires more change, there’s also a couple of new pieces from other Zelda games – which was a nice surprise.

As for the Breath of the Wild content my earlier inklings came to be, in my opinion. I’ll avoid major spoilers here, but while overall enjoyable I just don’t feel that some of the songs chosen were the best additions to the show – especially when you consider the fact that some existing pieces had to be axed to make room for them. And that’s both the faults of the SotG team and the game itself, at least in my opinion. As stated earlier, the soapbox piece I’ve linked to above explains why in greater detail. I won’t mention which BotW songs made the cut and which parts of the ensemble were removed, however, so if you’re someone who’s been already and planning to go again you can see for yourself whether you like the changes or not.

Regardless, I do feel the show was definitely worth attending. Firstly, I think it’s still worth going again even if nothing did change – but that’s just me being a Zelda music enthusiast. But with the inclusion of this year’s stellar entry to Miyamoto’s almighty franchise, and thus resulting in the rest of the assortment being shaken up as well as a few new additions, I recommend it to both returning and newcomer audience members alike.

As always, there are goosebumps all throughout. And if it’s any consolation at all, the SotG merch has all been updated to include Breath of the Wild imagery in its t-shirts and posters. If you’ve not been before and would like a slightly more in-depth look into Symphony of the Goddesses, have a click of my comparison review via the first link in this article.

Let us know if you’ve been to see the tour this year, or if you’re planning to go along to one of the upcoming concerts.

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Microsoft facing lawsuit over alleged HoloLens patent infringement

Microsoft is facing a patent infringement lawsuit over the technology used in its mixed reality headset HoloLens.

According to Engadget, the Connecticut-based company HoloTouch has come forward, alleging that the HoloLens’ imaging tech infringes on two of its own decade-old patents. HoloTouch also says it reached out to Microsoft about a possible partnership as early as 2006 without response.

The company again reached out in 2015 and 2016 to discuss a licensing agreement for its own patents, something Microsoft reviewed and declined at the time.

The court documents detailing the suit say that Microsoft filed a patent for the tech used in the HoloLens in 2013, citing HoloTouch’s patents as “prior art”, something that the suit says is evidence that Microsoft was aware of patents it is now accused of infringing on.

One of the allegedly infringed patents covers everything from holographic image generation to specifics of projecting and interacting with holographic input devices such as keyboards. Across both patents, HoloTouch says Microsoft has willfully infringed on 13 claims overall. 

As a result, HoloTouch is seeking a jury trial in hopes of being awarded damages from Microsoft for the alleged infringement, though no amount was given in the initial filing documents. 

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Bundle up Next to December’s Games with Gold

Greetings, gamers! It’s time to welcome the holidays with a new collection of games coming to Games with Gold this December. Starting with the fantastical co-op first-person shooter Warhammer: End Times – Vermintide, followed by another great Telltale adventure game as we rejoin Marty and Doc on a new time-traveling escapade in Back to the Future: The Game – 30th Anniversary Edition.

On Xbox 360, and Xbox One through Backward Compatibility is the rhythm-action game Child of Eden created by Tetsuya Mizuguchi (best known for the classic Rez), then later in December is the pulp-inspired action game Marlow Briggs and the Mask of Death to dish some hack-n-slash adventure.

All games will be available for a limited time as part of Games with Gold, so get Xbox Live Gold today to ensure you get your hands on these and any future Games with Gold games as an Xbox Live Gold member.

Warhammer: End Times – Vermintide
Set in the renowned Warhammer Fantasy world, this four-player co-op first-person shooter is full of gorgeous graphics and immersive multiplayer gameplay. Enhanced for Xbox One X with native 4K support and more detailed textures, only help to heighten the game’s unique visual look. Choose from five characters with differing abilities and strengths in your quest to drive the Skaven out of the proud city of Ubersreik. Use the loot and crafting system to your advantage as you amass weaponry ideal for your character. You’ll have to defeat hordes of Skaven as well as many special enemy types in your quest to defeat the Vermintide!

Back to the Future: The Game – 30th Anniversary Edition
Marty’s back! In this fan-favorite adventure game, the time-traveling DeLorean returns to Hill Valley, minus a driver, and Marty must protect the space-time continuum. With creative input from the film’s producer, Bob Gale, and vocal contributions from Christopher Lloyd and Michael J. Fox, and introducing A.J. LoCasio as Marty McFly in a stellar performance, this is a thrill ride you definitely need to buckle in for.

Child of Eden
Experience the breathtaking sights and sounds of Child of Eden. With sound and vision in one display of synesthesia, Child of Eden brings simple, yet intuitive controls together with unique visuals and music that adapts to your playing style. Electrify your senses with this unparalleled music-action experience from Tetsuya Mizuguchi and Q Entertainment.

Marlow Briggs and the Mask of Death
Jump into the action as Marlow Briggs in this 3rd-person hack-n-slash homage to blockbuster action movies and comic book heroes set in the Mayan jungle in Central America. Save your girl and save the planet with a little help from a 2000-year-old Mayan Death Mask.

Read more about our Games with Gold program here and stay tuned to Xbox Wire for all the latest news on Xbox. Also check out the seven new great games added to Xbox Game Pass, in addition to the over 100 included in the membership. Try free for 14 days.

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New Preview Delta and Omega Build – 11/22/17

We’re expanding yesterday’s system update (1711.171118-1659) to our Delta and Omega rings. Insiders currently enrolled in either of these Xbox One Preview Update rings will be able to take the latest update, starting today at 2 p.m. PST. The update will become mandatory tomorrow, Nov. 23, at 1 a.m. PST, and includes some important fixes to Looking for Group (LFG) and general console performance. Read on for more information about the fixes introduced with this update and check in on the Known Issues here.

FIXES:

Looking for Group (LFG):

  • Fixes Users being unable to see the details of Team LFGs without blindly clicking through on each individual item

Console Performance:

  • Fixes to reduce console and Home crashes when taking a screenshot
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Nintendo of America Launches Its eShop Cyber Deals for Switch, 3DS and Wii U

The Thanksgiving Holiday is right around the corner in the US, and in various countries we’re also in the middle of Black Friday discount fever, with promotions now running for a week or more.

Nintendo of America, for its part, is keen to join in with its own Cyber Deals on the eShop; there are discounts on Switch, 3DS and Wii U to consider. Check them out below (all in US dollars).

Switch eShop

3DS eShop

Wii U eShop


That’s the lot for the cyber deals – they’re live now and will run until 11th December. Are you tempted to pick anything up?

[via happyholidays.nintendo.com]