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Gallery: Cosplay At The Tokyo Game Show 2017

The Tokyo Game Show isn’t just home to all the latest and greatest video games – like pretty much any gaming event these days, it also attracts hordes of cosplayers dressed as their favourite video game characters.

This year’s event has seen a bumper turn-out of Links, Marios, Princess Peaches and even Tingles, and we were brave enough to capture all of them for your viewing pleasure. Enjoy.

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Watch: The Nintendo Life Team Goes for Glory in the Splatoon 2 UK Championship – Live!

Earlier this week we introduced you to the two guest players that had qualified for Team Nintendo Life, which have been competing in the Splatoon 2 UK Championship at EGX in Birmingham. And there’s great news, they made it to the semi-finals! At the time of publication they’re about to go into battle for a spot in the final.

cF|Flare and BluRacer7 have joined staffers Alex Olney and Ryan Craddock as our crack Nintendo Life Splatoon 2 squad – will they triumph? Find out below (just hit Play).

Good luck to all teams taking part, of course…

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Next Week on Xbox: New Games for September 25 – October 1

Welcome to another exciting edition of Next Week on Xbox! A slew of highly anticipated titles drop this week on Xbox One, all of which we can’t wait to get our hands on. Forza Motorsport 7 Ultimate Edition, Cuphead, and FIFA 18 lead the way as well as ambitiously creative ID@Xbox games like Ruiner, Splasher, and Lightfield. Check out the full list of titles below and come back every Saturday for a look at the newest games coming soon to Xbox!

Pinball FX3 Key ArtGames
  • Windows 10 / Xbox One

Pinball FX3 is the biggest, most community focused pinball game ever created. Multiplayer matchups, user generated tournaments and league play create endless opportunity for pinball competition and its tables are backwards compatible with previous versions of the game!

Ruiner Games
  • Xbox Play Anywhere Title

Set in the year 2091, a wired sociopath lashes out against a corrupt system to retrieve his kidnapped brother and uncover the truth under the guidance of a secretive hacker friend. Acquire deadly supplies, enhancing your tactical senses, and master other skills and gadgets that will leave your foes confused and powerless as you seek revenge in Ruiner.

LightfieldGames
Lightfield is a hyper-futuristic racing game with a parkour twist. Drive on any surface including walls, tunnels and sci-fi architecture to piece together the fastest racing line. Only by mastering your anti-gravity spaceship and finding the best omni-directional route can you race to the top.
Batman - The Enemy Within Games
Continue the story of Bruce Wayne and Batman as the Riddler returns to terrorize Gotham City. With the arrival of a ruthless federal agent and the return of a still nascent Joker, Batman must navigate uneasy alliances while Bruce Wayne undertakes a perilous series of deceptions.  
FIFA 18 Games
FIFA 18 brings to life the players, teams, and atmospheres that immerse you in the emotion of soccer. Play with the most iconic legends in FIFA Ultimate Team, continue the story of Alex Hunter in his second year in the Premier League, or build your very own Ultimate Team Squad from thousands of players in the game’s most popular mode. EA Access members can start playing today, only on Xbox One.
Cuphead Games
  • Xbox Play Anywhere Title / Console Exclusive

Inspired by cartoons of the 1930s, Cuphead is a classic run-and-gun action game with painstakingly created handrawn visuals and an original jazz soundtrack to help set the scene. Play as Cuphead or Mugman (in single-player or local co-op) as you traverse strange worlds, acquire new weapons, learn powerful super moves, and discover hidden secrets while you try to pay your debt back to the devil!  

Forza 7 Games
  • Xbox Play Anywhere Title / Console Exclusive

Experience the thrill of motorsport with the most comprehensive, beautiful and authentic racing game ever made. In Forza Motorsport 7, players will experience racing at silky smooth 60 frames per second, HDR (Xbox One S and Windows 10 PC), and 4K (Windows 10 PCs) and collect over 700 cars, including the largest assortment of Ferraris, Porsches, and Lamborghinis in any racing game. With over 30 world-famous environments and tracks featuring dynamic weather and race conditions, no two races are the same. And with Xbox One X coming November 7, players will experience racing in native 4K, at 60fps and HDR. Pre-order the Forza Motorsport 7 Ultimate Edition today and receive early access starting on September 29.  

Syndrome ScreenshotGames
You awaken from a deep slumber to discover most of the ship’s crew are dead. To survive the horror of what remains, arm yourself with weapons and scare ammunition to deal with the monstrosities lurking in the shadows who react to every movement and noise.
Lilith-M Games
Play as Lilith-M, a robot who embarks on a difficult journey in a steampunk-inspired cyberspace. With a unique design of controlling two characters at the same time with one controller, can you solve these puzzles for Lilith and find the answers she’s looking for?
Splasher Games
Armed with a splatter cannon, our young hero launches an attack in order to save the Splashers and stand up to the dictator. Splasher is a 2D platformer with unique arcade-style action gameplay. It offers gamers challenges that require agility, speed and fast reflexes, all set in a crazy cartoon universe.  
Battle Garegga Rev.2016 Games
The legendary arcade shoot ’em up from 1996 is back in this meticulously crafted release that’s sure to please both devoted fans and a new generation of shmup maniacs. In addition to a perfect recreation of the original, experience all new game modes and gadgets to help you conquer Battle Garegga‘s notorious difficulty!
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Critically Acclaimed Title, Inside, Is Coming to the Nintendo Switch

One of the biggest Indie hits of 2016 was Inside by Playdead, a studio that initially forged its reputation with the release of Limbo. Inside received extraordinary critical praise – our colleagues at Push Square gave it 10/10 – and the Steam community reviews are ‘overwhelmingly positive’ with almost 12,000 submissions. The good bit is that it’s coming to Nintendo Switch, confirmed by Inside creator Arnt Jensen in an upcoming Famitsu interview.

Mechanically it’s a sidescrolling platformer, but plenty of players have been blown away by its storytelling and design. It will certainly be a pleasing addition to the Switch.

Are you excited about this title coming to the Switch eShop?

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Super Mario Run Has a Major Update and Discount on the Way

Super Mario Run was relatively successful for Nintendo on iOS and then Android, though it perhaps struggled to hit its expected heights; having a ‘premium’ mobile price didn’t help.

There are no deadlines with reviving mobile projects, however, and Nintendo seems keen to give the game another push. Nintendo of Europe has confirmed that a new world, mode and playable character are on the way in a 29th September update. On that same date the app will get a discount.

As for what the new mode entails, Eurogamer has outlined some specifics. Daisy will be the unlockable playable character, and you ‘rescue’ her by clearing Remix 10; in this mode you collect Rainbow Coins across small snippets from 10 different levels; with these sections changing each time you play the mode. A new world will also be added to the campaign – World Star – which will have nine levels once you clear the first six worlds.

Finally, you can play your own music while in the app, with characters having the cute touch of wearing headphones as you do so.

It’s a decently sized update, then, and the discount may just tempt more players to take the plunge. Will you be checking this out?

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This week in Minecraft — September 23rd

Minecraft News

Minecraft Forum News

  • The Minecraft Forum has been restructured this week to reflect the changes in the versions of Minecraft, which includes a new Minecraft category for discussion of the new Minecraft game (also known as the Better Together update). You can read about those changes here in this forum announcement.
  • We are hiring! Take a look at the information below if you’re interested in joining the team behind this website, and many more of gaming’s best websites.

The Minecraft Forum is run by Curse, and we’re looking for new people to join our team. Curse has several open positions for talented, passionate gamers. Employees receive catered lunches, an annual gaming budget, a generous vacation policy, and awesome healthcare. Our current open positions include:

  • Front End Developer – In this role, you will be flexing your CSS and JavaScript skills to build beautiful user experiences that will be used by millions of users.
  • Software Development Manager – Curse is seeking an experienced Development Team Manager to lead and grow our Engineering team. You’ll be responsible for supporting business growth, user engagement, and security through effective development team management and engineering practices.
  • Marketing Director – Curse is seeking an experienced Development Team Manager to lead and grow our Engineering team. You’ll be responsible for supporting business growth, user engagement, and security through effective development team management and engineering practices.
  • Sales Director, East Coast – Curse seeks an East Coast Sales Director to drive territory revenue in the non-endemic games marketplace. The Sales Director will have ownership of the East Coast sales territory and will be entirely dedicated to driving long term success.
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‘You can feel their pulse fading’: How Reaping Rewards tells an emotional story in VR

Limitless’ Reaping Rewards is an interesting piece of VR development, released for free this summer as an “interactive VR short film” that asks players to make “emotional choices” to advance the story.

In a recent chat with Gamasutra, Limitless founder Tom Sanocki explained how his past work at places like Bungie and Pixar influenced his approach to designing Reaping Rewards. Today, in a brief talk delivered at VRDC Fall 2017, he followed up on that by explaining what he’d learned about the art of making immersive, affecting VR experiences — and how fellow VR devs could do the same.

Before Reaping Rewards, Limitless was best known for its work on Gary the Gull, the free (and mostly comedic) interactive VR short film released last year across multiple platforms.

Sanocki explained that Reaping Rewards was meant to follow after Gary by trying to set a more thoughtful tone, asking players to step into the role of a young Grim Reaper-in-training and make decisions about when and how to take lives.

He added that the team took a lot of inspiration from Telltale Games’ games, and in particular the way they are designed seemingly with the understanding that players don’t always want to control the story so much as they want to make emotional, meaningful choices.

For Sanocki, the impact of this type of game design can be much stronger once a player puts on a headset and actually immerses themselves in your story.

“In something as new as VR and AR, we really need to be exploring and pushing the boundaries more,” he said. Notably, he called out Telltale Games’ predilection for allowing players to give no response (“…”) and suggested VR devs should do the same if they want their worlds to feel real.

“The real world doesn’t wait for us to respond”

“The real world doesn’t wait for us to respond,” he said. “It will move on without us.”

Reaping Rewards was born as a script for a more traditional short film, but was translated into VR by making relatively simple (at least in concept) tweaks like moving from a third-person to a first-person perspective, and designing interactions that will have emotional impact on the player.

Unlike with Gary the Gull, which mostly focused on motion and voice, Sanocki says Reaping Rewards was designed to focus on touch because it’s “visceral and emotional.” It’s also very instinctual — so often, the first thing people do in VR is reach out, touch something, and pick it up to look at it. In Reaping Rewards, one of the first things a player can touch is the hand of a dying patient.

“If you reach out and touch the patient’s hand, if you can feel their pulse fading, through haptics, it affects you, as a human,” Sanocki added. “In a way you can’t get with any other medium.”

Comparing Reaping Rewards to a stereotypical “shoot the alien” game, Sanocki encouraged fellow devs to think about the fact that while both were about death, the way they were designed significantly changed their emotional impact on the player.

Sanocki said Limitless save a lot of time during development by designing VR environments in VR — their Limitless Creative Environment toolset let them do explore, scale, and modify a scene’s composition while wearing a VR headset.

This allowed the team to quickly try moving things around and make mistakes before they got too far in development, which Sanocki says was critical because it allowed the team to rapidly design and iterate the scenes of Reaping Rewards

Being able to make mistakes quickly is, as usual, incredibly valuable — if you can swing it

“Being able to make mistakes quickly is one of the things that we believe is really important in VR,” said Sanooki.

So for example, with something as simple as placing the Grim Reaper in the hospital room with the player, the team quickly realized that the most intuitive thing to do — put the big Grim Reaper across the patient’s bed from the player, ensuring that the player sees both patient and Reaper when they enter the room — wasn’t ideal.

It seemed too pat; the team was afraid that if they put the Reaper off to the side players would get confused, but that confusion proved to be very temporary — and emotionally affecting.

“By putting him to the side, we found that people now had that feeling of confusion we wanted; people would go ‘oh no, I don’t know what to do. I need help.’” Sanooki said. However, they would almost always find him right away, by looking around the room — and would feel more alone, since the Reaper would basically be standing off to the side and giving the player the cold shoulder.  

“That was affecting,” said Sanooki. “And it was something we were able to find much quicker by just being able to try it out in VR right away.”

As he was wrapping up, Sanocki acknowledged that both Gary the Gull and Reaping Rewards were early, clunky attempts to tell meaningful, emotional stories in VR — that’s part of the reason why they’re pitched as free, promotional products.

But he also seemed convinced that they’re worth studying, and iterating on, and learning from as developers around the industry continue to push the boundaries of what can be done in VR.

“I’m the first to say that it’s not perfect, that it hits in some cases and isses in others, but there was still something to it that we don’t feel when watching it on a flat screen,” said Sanooki. “It’s a good jumping-off point for where VR storytelling goes in the future.”

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Feature: Tokyo Game Show – A Nintendo Switch Publisher’s Perspective

This weekend is one of the most anticipated periods in the Japanese gaming calendar, with the Tokyo Game Show halls being open to thousands of eager members of the public. Among the world’s most popular and renowned expo events, it’s a significant part of game promotion and reveals in Japan.

As we reported at the start of the month, CIRCLE Entertainment and Flyhigh Works – two entities that combine forces across markets – have one of the most packed line-ups at the event from a Switch perspective. Both names are familiar for publishing games like VOEZ and Kamiko in the West, but they’re also active bringing Western games to Japan. The following list is all of the games they’re publishing in the country that are on show in Tokyo, along with some snaps of their booth; some of these titles naturally have different publishers in North America and PAL regions.

We asked CIRCLE Entertainment’s Chris Chau for his perspective on Tokyo Game Show, and he talks of its vibe and the continued interest of gamers from around the world.

Tokyo Game Show has so much Western media in attendance, and also many Western developers show up; they seek entry into the Japanese market, plus Korean and Chinese markets for many platforms. Asia seems to be very interesting for these developers.

Nintendo staff went to many booths at the start and gave exhibitors a Switch label box to mark Nintendo Switch titles; that allows for very clear information to tell the public that a game will have a Nintendo Switch version.

Like a Western game show it’s loud because there are many stages with live shows, with high volume speakers. Most people are particularly hyped for Japanese traditional titles, many that are Manga styled.

One thing I feel is really good is you won’t be lost in the exhibition venue; the hall is connected with one straight way, it’s very clear – you can really walk from Hall 1 to Hall 8 step-by-step. The staff of exhibitors always smile and are pleasant when showing their games to visitors; they are positive, say hi and want to give you some free gifts.

Setting the game show in September also means it doesn’t feel too hot; it’s quite comfortable to wait in a queue or wait to purchase a ticket.

As an exhibitor you need to be positive to manage your table, keeping the space, headphones and controllers clean, and to also manually reset games for the next visitors. I think the service, positive attitude and professional spirit are a big part the week; they’re important for Japan and the Game Show.

Let us know if you’re at Tokyo Game Show this year, or if you hope to go in the future.

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VR is an effective tool for exposure therapy & phobia treatment

VR may still be considered a new technology but its practical applications beyond entertainment is evident through innovative, therapeutic VR applications that have been around for years. What is the current climate of VR in phobia treatment, and how does VR treatment work?

During VRDC 2017 in San Francisco today, executive director of Checkpoints Organisation and Doctor Jennifer Hazel answered these questions and more during a discussion that covered what makes a VR experience effective for phobia treatment from a psychological, physiological, and technical point of view.  

Before starting, Hazel looked around the room and gestured to the attendees. “Is anyone in here terrified of clowns, spiders, or dogs?” she asked. Upon being met with silence, she resumed and we were greeted with a slide that featured a looping gif of Pennywise the clown. Nervous laughter fills the room as we all revel in the shared experience of not having clowns ruined for us during childhood.

But people do have very real phobias of clowns. Some may view certain phobias as “irrational” (and it’s true, Hazel mentioned encountering someone with a phobia of knees), but the majority of them are justified. The fear of spiders or snakes is an evolutionary response. Hazel went on to describe that phobias are classified as anxiety disorders, capable of being treated in many different ways- VR being one of them. 

Therapeutic VR treatment has a history starting in the ’90s. “This has been going on for a long time and has gone through various iterations.” Said Hazel. “The first VR work in terms of therapy was specifically for PTSD. This is because it was expensive and could only be explored through funding, which came through the military.”

Even though the technology has been around for awhile and utilized by therapists, Hazel encouraged the developers in the room to take research studies that discuss therapy and VR with a grain of salt. “Not all of us are tech-saavy, so take that in mind when looking at evidence.”

What are the advantages of virtual reality exposure therapy? Hazel was prepared with a list of benefits. Say that a patient had a phobia of spiders. Placing them in a situation where they’re wearing a headset and controlling a virtual arm to pick up a virtual spider could be just as effective as going through ten sessions of working up to being able to see a spider in real life.

VR can provide a controlled environment, where variables can change depending on the needs of the patient and direction of the therapist. Exposure therapy in VR works because VR also elicits the same psychological response as a patient going through it physically. “The evidence is strong. It works.”

More benefits of VRET include flexibility and being able to go through therapy in private environment. Perhaps more importantly though, is that it’s flexible. Going back to spiders, a patient can be exposed to different types of spiders. They can be made bigger, smaller, mobile or stationary. VRET can provide multiple different experiences in one application.”That’s what really cemented it for me.” Hazel said. 

Hazel encouraged developers to take her design considerations into account when going off to create therapeutic VR applications. “There are no right or wrong answers. I can’t tell you how to do this stuff. I can give you a checklist of things to think about before you start engaging in a project.” There are a lot of factors to consider when designing for VRET. If you’re developing a simulation for patients with a fear of flying, what conditions are you going to have? Are you going to have that 1 plane with different conditions, or are you going to have the entire process leading up to boarding? What’s the weather like? Are you going to vary those different environments? It’s a lot to factor.

Before wrapping up, Hazel looked to the future. “We need more research, understanding, and collaboration between someone who knows the psychology and the tech.” She said. “I’m a doctor, you’re the experts in this field, not me.”

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Raw Data devs share their missteps so you won’t make them too

Survios’ Raw Data has been one of the standout successes in virtual reality game design. But at VRDC Fall 2017 in San Francisco today, a pair of Survios devs took the stage to talk about how development went wrong along the way — and what they’ve learned from the experience.

“Today we’re going to tell you everything that went wrong with Raw Data,” said Survios design director Mike McTyre, alongside Survios CT Alex Silkin.

The game launched in Early Access last June, and went through what McTyre describes as seven major updates to date. While it’s available on Oculus Rift and the HTC Vive (with a PlayStation VR version coming soon), the game’s playerbase heavily skewed towards the HTC Vive — to the tune of roughly 80 percent.

Here are a few interesting excerpts from their talk: During development, the team was initially going to keep the game’s map count very small — maybe as few as just two, said Silkin, with some color variants.

But when the game got popular, the team thought to increase the scope and add more maps — but that turned out to be kind of a waste, because at this point just 21 percent of players make it past the fifth mission.

First impressions matter — most people play just the early bits of single-player, and not PvP or co-op

“First impressions matter,” said Silkin. “A lot of players just played the first few missions and got the impression ‘oh, this is a game wher eI just stand in a room and shoot.’”

He says this kind of hurt the game, because the team spent a lot of time and effort making more complicated maps later in the game — maps that most players never see.

The number two most requested feature for the Raw Data devs to add, according to McTyre, was player-vs-player combat — but even though the dev team put a bunch of effort, again, into making a PvP mode they could be proud of, McTyre says only 13 percent of players have ever actually played PvP.

“Out of all our players, 80 percent basically, have only ever played single-player,” said McTyre. “That’s an important takeaway for any other VR product, especially since co-op was such a selling point of the game.”

Despite that, only 16.5 percent of players have ever loaded up co-op play. And again, only 12 percent of players have ever played PvP.

“This is an important takeaway for devs: while VR is growing, and there’s a lot of users, creating a PvP-focused product, or trying to build a PvP-focused community, is going to be a challenge for you,” said McIntyre. “Even if you’re going to try it, I would encourage you to have some kind of single-player experience as well.”

All of these numbers come from the analytics data Survios has been pulling on Raw Data, which the pair said have been vital to ensuring they’re understanding how people play the game. For example, they were shocked to see that only 1 percent of players ever used the game’s defensive abilities, or that at one point 50 percent of players were failing the first mission.

“Half of them are VR enthusiasts,” said McTyre. “They were just people who loved VR, and that was the biggest takeaway for us…why we had to change things and nerf missions and that kind of thing.”

Also, “one of the big lessons we learned was about the frequency of our updates,” said McTyre. “Originally we were too ambitious….and we were gonna shoot for every two weeks.”

“That…really didn’t work out,” he admitted. The team switched gears to try for a once-per-month update schedule, but in the end they had to settle on a once-every-3-months update cadence so they could put significant effort into each update.

“We were in this Early Access period and we had all these users, and we wanted them to come back and experience the new content,” said McTyre. “But what we realized early on was if we did small updates — just one map, just one feature — it wasn’t bringing the users back. So we quickly realized that we neeed to have longer update periods and bigger updates to bring people back. And when we did that, we saw bigger spikes in players returning because the updates were meaningful.”

People play the same game different ways on different platforms/headsets

Fun fact: Most Vive Raw Data players (79 percent) prefer the game’s “sticky” control scheme over the “Hold” or “Toggle” schemes, whereas on the Rift, the majority (72 percent) prefer the “Hold” scheme.

“If you’re releasing your game on different platforms, they have different controllers,” said McTyre. “So don’t assume that just because one of your control schemes is the most popular on one platform, that it will be the most popular across all platforms.”

And while the game was initially intended to only have teleportation-based locomotion, the team’s decision to add PvP meant they had to figure out how to get joystick-based locomotion into the game mid-development.

“We just couldn’t wrap our minds around making Raw Data PvP with teleportation,” said Silkin. It wouldn’t be fun if an opponent could just teleport away at will, so the team decided (despite heavy skepticism) to try using joystick-based movement.

“Ideally this is something you should plan for; we added it mid development cycle, so it broke a bunch of things,” said Silkin. Since they hadn’t scoped for joystick locomotion, the enemy AI could be easily broken by players just backpedaling, and had to be fixed.

(And despite the fact that a vocal group of players clamored for joystick locomotion, McTyre says only 20 percent of players actually turn it on.)

Incidentally, to do joystick locomotion on PSVR, which has no joystick, the team tried a “backpedal” button — and it works well enough that the game will ship with it.

“Our biggest challenge to date was porting to PSVR, because we didn’t plan for it,” added McTyre. Silkin agreed and explained that because of that, there was a lot of reworking that had to be done.

“We had a lot of issue with performance, mostly; we’re CPU-bound,” said Silkin. “Sony is very strict about performance; they don’t want you to get their customers sick.”

“Other importants things about PlayStation, besides not having a joystick, is that there’s no grab buton,” said McTyre. “So we actually had to change up our control scheme quite a bit.”

“One nice advantage? There’s a lot of buttons!” McTyre added. “We were very happy to have a lot of buttons to play with.”

To optimize for the PS4 and PSVR, the Raw Data team switched over to a forward renderer and did some aggressive changes to the game’s levle of detail — not only on assets, but on enemy animations (decreasing quality when they’re far away, or behind the player), enemy count, and other aspects of the game.

The game’s biggest cost was enemies moving around the world, “so we just kinda refactored our systems to not have as many things attached” to things in the world. After a lot of time and effort, they had something that could stand by itself on PSVR.

In closing, the pair offered fellow devs some tips for selling your VR game:

  • Bundle often – “Do become friends with your various platform partners,” said McTyre.
  • Get in on platform sales – “You’d be surprised how many users are waiting to buy your game,” said McTyre “We saw that with Raw Data. We saw it a year ago, we saw it today: a large spike in purchases during platform sales.”
  • Get your game on multiple VR platforms – “The hardware is still selling, but right now we’d encuorage everybody to be on as many platforms as you can. It’s definitely more work, but I tihnk you’ll see a lot more success in terms of sales.”