Imperator: Rome is the newest grand strategy title from Paradox Development Studio. Set in the tumultuous centuries from Alexander?s Successor Empires in the East to the foundation of the Roman Empire.
Google coy with new Stadia details, pushes the promise of discoverability
Google has lofty ambitions for its coming cloud-based game platform Stadia, many of which include giving game developers and players alike the ability to approach video games in a different way.
Speaking during the GamesBeat Summit earlier today, Google VP and GM Phil Harrison said that one of the key goals of Stadia is to “change the perceived value of games” and make games as a whole a more discoverable medium.
Discoverability is an important topic for any storefront, and one that many platforms struggle to deal with as the number of games they support increases. To solve this issue for Stadia, Google wants to step away from traditional storefronts and the discoverability issues that come with both physical retailers and digital catalogs.
For Stadia, the only storefront is the internet. He said the Chrome-driven platform “gets rid of some of the artificial barriers that have previously been put in front of players,” making it possible for players to pick up a game they’re interested in, or recommend one to a friend, without needing to go to retailer or wait hours for a game to install.
“If you find a game you think I’ll love, I can send you a link and you can play it,” he said, calling back to the fact that one of Stadia’s flagship features is the ability to jump right into a game with no download or install required. He notes later on that it’s a feature that has resonated with publishers in particular, since it offers them a way to close the marketing loop and connect directly with players, no middleman required.
“We’re asking gamers to buy the game, not the platform.”
Much of what Harrison had to say will sound familiar to those that have kept up with Google’s previous Stadia announcements. His talking points, like being able to access games “with no download, no patch, no update, and no install” haven’t changed much in the past month.
Many of the topics he addressed during the short talk were missing important context regarding Stadia’s business model, which would’ve helped flesh out otherwise interesting features. Harrison did note that Google has “architected the platform to support a variety of business models,” but specific information on that topic won’t be announced until this summer at the earliest. To date, there’s no public word on pricing tiers, or revenue share for game devs.
While vague on many things developers want to know about Stadia, Harrison did say that Google is taking care to make sure that devs are armed with the tools they need to focus less on the technical side of running games on Stadia and more on the creative possibilities that the platform opens up.
Part of this comes from the fact that one code base is all that’s needed to run a game on Stadia’s many supported screen types, be it on a TV, tablet, phone, or computer. Devs will have the ability to tweak certain aspects of each as needed, however, like adjusting certain UI elements when a game is being played on mobile to best suit that experience
He also called out Stadia’s “state share” feature, the ability for players to share a link at any point in a game that allows other players to load into that exact moment of the game, as something he thinks will inspire game developers to create new and interesting moments and narrative.
It’s one of the features he says is unique to datacenter-powered game platforms, and one that offers a lot of room for developers to be creative with game worlds and multiplayer.
“That is something that you can only do when games are running on the data center.”
Turn 10 Studios Announces Forza Street for PC and Mobile Devices
Today, Turn 10 Studios is proud to announce Forza Street, an all-new Forza experience designed to be played anytime, anywhere, and excite anyone who loves cars.
Available today for free on Windows 10 devices, and rolling out to iOS and Android starting this year, Forza Street was designed for racing on the go with streamlined controls that focus on timing of gas, brake, and boost as the keys to victory.
In Forza Street, new Forza fans and seasoned drivers alike can collect and assemble a legendary lineup of cars to compete in intense, cinematic races. Whether players want to squeeze in a quick one-minute race or get immersed in a story campaign, every race is a chance to earn a performance icon from an ever-growing list of incredible cars, turning your garage into a trophy case.
With the game available today on Windows 10 devices, we will continue to add features and actively engage with and listen to our community to make Forza Street the game our fans will want to take with them everywhere.
To stay up to date with Forza Street news, hit “Follow” on our Facebook page here.
The Power-enabled combat of Iron Banner is live, and Guardians are mixing things up a bit. Wolf’s Favors, Iron Burdens, and the Reveler’s Tonic have all combined for a lively event. Whether you’re skipping grenades or hunting Iron Banner rewards, this is a week to break the rules and experiment with your loadouts. Double Valor is currently available, with Triple Valor beginning tomorrow at 10 AM PDT.
Last week, we covered some sandbox Super tuning on its way in Destiny 2 Update 2.2.2, planned for next month. Today, we’ll be looking at some changes currently in development for Season of Opulence, which is a bit further out. Read on to learn how the pinnacle Hand Cannons of Destiny 2 will be changing.
Balance the Bite
At the release of Destiny 2: Forsaken, two pinnacle weapons became available for players to earn in the Competitive playlist in the Crucible. Each weapon has a unique quest, requiring mastery of Hand Cannons to complete. There has been a lot of feedback on how the pinnacle Crucible Hand Cannons stand above most other weapons in the sandbox. Today, we’ll be going through some balance changes planned for Season of Opulence. We wanted to start this conversation early, to ensure players understood that change was coming, even if they were still on the path to acquiring these rewards. Here’s the Destiny Dev Team to walk us through the planned changes:
Dev Team: We wanted to give you a preview of some plans we have to balance Luna’s Howl and Not Forgotten in Season of Opulence. After significant amounts of feedback, internal discussion, and playtesting, we’ve decided to adjust how these Hand Cannons work. For some players, these weapons can represent a significant investment of time and the personal improvement needed to acquire them. When tuning, we attempt to take into account the time commitment players make to acquire weapons and balance that against how those weapons affect the different game modes.
Magnificent Howl (the unique perk on these weapons) is too effective. It works in a neutral setting and rewards players for getting precision shots—something they would have done naturally. As a result, the time to kill of the game shifts to meet this new benchmark, and players feel that the majority of primary weapons in Destiny 2 cannot compete with these pinnacle weapons.
Our current plan is to make Luna’s Howl and Not Forgotten the only 150 RPM precision Hand Cannons. They will maintain some aspects of their current behavior while taking on the firing speed and damage of the 150 RPM Hand Cannons. Magnificent Howl will also be adjusted so that it increases only body-shot damage, resulting in a two headshot/one body-shot kill. Magnificent Howl will still give an advantage due to requiring less precision hits for optimal time to kill.
Like we do whenever Destiny gameplay evolves, we’ll be watching the conversation starting today on our planned changes. We’ll continue collecting feedback once these changes go live at the beginning of Season of Opulence. If you have feedback now, please make sure to sound off on the #Destiny2 forum, right here on bungie.net
Revelry: Verdant Light
Last week, Revelry Orbs were disabled in Gambit, Gambit Prime, raids, and Competitive Crucible due to an increase in GUITAR errors and activity disconnections. As multiple sources of progress for the “Verdant Light: Competitive” Triumph are no longer available, the team has been investigating a change to the requirements for completion.
As the above listed activities no longer provide progress, players are required to create 200 orbs by defeating other Guardians with precision kills in Quickplay, Rumble, and the featured Crucible playlist. This week, that playlist is Iron Banner, for example.
At this time, our current plan is to reduce this requirement to 20 orbs.
This change will be deployed after the Revelry ends, in Destiny 2 Update 2.2.2. Players who meet the requirement of 20 orbs will have the Triumph auto-complete after downloading the patch, which will also unlock the “Party Harder” Triumph and “Stimulant Spring” Emblem reward if all other Revelry Triumphs have been completed.
Exploring the Curse
Last month, we featured a string of three Bungie Bounties to celebrate Season of the Drifter and Gambit Prime. A few of you have been asking when we’d be jumping back on stream with a Ride Along. With the curse in full effect this week, it’s the perfect time to engage in some developer commentary in a live-fire environment.
Shattered Throne Ride Along
Monday, April 29
2:30 PM Pacific
We’ll have Bungie developers in the hot seats to speak to their inspirations, share some behind the scenes stories of development, and answer a few questions. Get ready for a fun ride. We’ll see you in chat.
At the Ready
With Season of the Drifter, new activities and weekly rituals became available to owners of the Annual Pass. Destiny Player Support has been investigating reports of various issues, and this week brings vital information regarding the Invitations of the Nine.
This is their report.
Denial of the Nine
Tomorrow, the seventh Invitation of the Nine will become available from Xûr. Before this pursuit goes live, we’d like to make players aware of a blocking issue, which we are currently working on.
Tomorrow’s invitation, titled “The Tower,” will require players to complete the Hollowed Lair strike and defeat Hive, Scorn, and Vex on the Tangled Shore. Currently, this invitation cannot be completed, since Vex are not available as enemies at any location on the Tangled Shore. This issue does not impact previous Invitations of the Nine, only “The Tower” invitation is currently blocked. We are working to resolve this issue as soon as possible.
For more information as soon as it is available, please follow @BungieHelp on Twitter or monitor our support feed on help.bungie.net.
Spring Fever
On Tuesday, the Revelry kicked off its second week in Destiny 2.
Whether you’re plundering the depths of the Verdant Forest or you’re bringing a good mood to your favorite activity, there’s still another full week ahead of us before the Revelry ends at the weekly reset on May 7, 2019.
As a reminder, each new week brings a refresh of weekly bounties to Eva Levante. Players can complete these bounties to earn powerful Inaugural Revelry gear, as well as earn progress toward the “A Bountiful Spring” Triumph. Once the Revelry concludes, all unearned and unclaimed Triumphs will be hidden, so players are encouraged to party hard while they still can.
Additionally, we’d like to remind players that we’re tracking the following known issues in the Revelry:
Virescent Emblem Tracking: We’re investigating an issue where the Virescent emblem doesn’t track the deepest branch reached during a single run of the Verdant Forest.
Revelric Light and GUITAR Errors: To mitigate issues causing elevated GUITAR errors in Destiny 2, Revelric Light orb generation has been disabled in raids, Gambit, Gambit Prime, and Competitive Crucible.
Jubilant Engrams: We have identified an issue where Jubilant Engrams are not knocking out items as expected when opened across multiple characters. We will be reaching out to affected players to resolve this issue after the Revelry event has ended.
PC Players, Bergusia Forge and Ornaments: We’re investigating an issue where PC players who wear Revelry ornaments near the Bergusia Forge experience crashing. To mitigate this issue, it’s recommended to remove the Revelry ornament before going to the Forge.
For more information on the Revelry, players should visit our Revelry Guide.
Demolish Your Foes
The Revelry is all about breaking rules, and a few of you are having a field day. Brew your tonic and drink up, because the following videos may inspire you to throw more grenades.
Movie of the Week: Tripping over mines
Runner Up: Verdant Forest Solo : 5 Bosses Defeated
Runner Up: Perfect Grenades Don’t Exist
If you’d like a chance at the Lens of Fate emblem, be sure to submit your footage to the Community Creations portal on bungie.net.
We’re almost to the weekend, and I’m feeling heavy as death. Not in a bad way—truly! I’m on the grind toward the reward for 2,500 Iron Burden kills in the Iron Banner. I don’t know about you, but this is my favorite emblem in Destiny 2, with a badass name to boot.
I admit, the challenge is difficult. Tasking myself to fight against enemies at a 100 Power deficit is a wild ride. I’ve had to change the way I approach most engagements, but I’m getting closer and closer to my prize with each game.
Maybe I’ll see you out there. Apologies if you’re in the sights of my Arbalest.
Before I begin this test of Linux graphic design tools, I should admit two things up front. First, I am a designer, not a software developer. Second, although I try to incorporate open source methodologies and principles wherever I can, my field pretty much demands that I use Adobe software on a sticker-emblazoned MacBook Pro. (I know, hate me if you must.) For the purposes of this research project, however, I am running Fedora 29 on a repurposed Mac Mini.
Laid-Back Camp Anime Continues In January 2020 With Short Follow-Up Story
One of the most popular slice of life anime from 2018, Laid-Back Camp, is getting a short follow-up story early next year. Called Heya Kyan (which translates to Room Camp and has thus been nicknamed Heya Camp), the short anime will premiere January 2020.
According to Comic Natalie, and translated by Anime News Network, Laid-Back Camp opening animation sequence director Masato Jinbo will be heading Heya Camp. Laid-Back Camp writer Mutsumi Ito and character designer and chief animation director Mutsumi Sasaki are returning to reprise their roles in Heya Camp as well. The director of Laid-Back Camp Season 1, Yoshiaki Kyougoku, will supervise.
After Heya Camp, Laid-Back Camp will be getting a full second season, as well as a movie. A key visual for Laid-Back Camp's future direction and stories was released alongside the announcement of Heya Camp's premiere date. The artwork sees main characters Nadeshiko and Rin take center stage at the base of Mount Fuji, while Nadeshiko's fellow Outdoor Activities Circle members Chiaki and Aoi and Rin's friend Saitō stand to their left. On their right stands the Outdoor Activities Circle advisor Minami and Nadeshiko's older sister Sakura. The key visual can be viewed below.
Laid-Back Camp follows Nadeshiko and Rin, two high school girls who love camping. Rin is a quiet girl who prefers to camp alone, while Nadeshiko is quite boisterous and would rather spend time with others. Despite their different personalities, the two high schoolers forge a very close relationship and continue to camp together--with Rin beginning to open to the idea of occaissionaly spending time with others and Nadeshiko learning to appreciate more solitude excursions.
Earlier this year during a Direct presentation, Nintendo revealed it was bringing Super Mario Maker 2 to the Switch this June.
In the latest update, a release date has now been locked in. According to Nintendo of America and Nintendo Japan, the game will be arriving on 28th June. This date may be slightly different, depending on where you live.
This latest entry promises to let your imagination run wild as you make and play on your own Super Mario courses using brand new tools, items and features. One of the major selling points of the sequel is the ability to create slopes for the first time. There’ll also be underwater options and assets from the recent 3D games – Super Mario 3D Land and Super Mario 3D World.
Are you excited about Super Mario Maker 2 for the Switch? Will you be purchasing it in the month of June? Tell us below.
Reminder: Sega Ages Virtua Racing Is Out Now On The Japanese eShop
Virtua Racing has arguably been one of the most anticipated Sega Ages games since it was announced. The title includes 8-player split-screen, online multiplayer and a built-in replay mode not included in the original arcade release.
While there’s still no word on a launch date here in the west, the game is now available in Japan for 999 Yen (roughly $9.00 / £7.00). To celebrate this release, Sega’s Japanese YouTube channel has uploaded a new gameplay trailer, highlighting all of the above-mentioned features and more. See what all the fuss is about in the video below:
Virtua Racing began as an arcade release in 1992 and was developed by Sega AM2. It is considered to be one of the most influential games of all-time for popularising 3D polygonal graphics.
Will you be downloading this game from the Japanese eShop, or do you plan to hold out until the local release? Tell us in the comments.
Posted by: xSicKxBot - 04-25-2019, 10:24 PM - Forum: Windows
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New Garage project bakes accessibility into game development
At Game Developers Conference 2019, we shared an early peek at Responsive Spatial Audio for Immersive Gaming, a Microsoft Garage project. The Unity plug-in helps developers infuse accessibility into games by making it easy to annotate game objects with descriptive text and present it to players through interactive audio cues. The project is now available worldwide in the Unity Store.
Baking accessibility into game development
A number of hackers have joined the cause to make games more accessible. For example, Ear Hockey, a Microsoft Garage project, is a game designed around the blind and low vision community, and the Xbox Adaptive Controller, a Hackathon project turned Garage Wall of Famer, is a game controller designed for gamers of all abilities. The Garage project team members who developed Responsive Spatial Audio are taking a different approach, focusing on the game developer by baking accessibility right into an easy, drag-and-drop interaction toolkit.
With Responsive Spatial Audio, game developers can tag 3D objects with descriptive text, and the experience captures these tags and spatial coordinates to help players navigate. As players traverse through the game world and encounter tagged objects and designated points of interest, they are guided by audio cues via a built-in, text-to-speech API. An accessible FPS controller presents relevant descriptions at the right time by monitoring player movement, scanning their surroundings for metadata, and cuing spatial audio guidance for objects in the frame of view.
Key features to provide a more accessible experience
Responsive Spatial Audio offers a number of features that make prioritizing accessibility easy.
Accessible FPS Controller Convey object descriptions within the player’s frame of view via audio cues and adjust the viewing frustum length and arc
Annotate Game Objects Tag and manage objects with descriptive text—tag once and descriptions appear everywhere the object does
Vantage Point Objects Add and manage vantage points, or invisible doorframe-like points of interests that convey a whole view (as opposed to objects within the viewing frustum). Present different descriptions based on the direction the player is facing
Accessible Navigation Aid player navigation with a suite of interaction tools including:
Guide players to a selected object via a navigation agent with an orientation and spatial beacon
Add a script to guide players to nearby vantage points with auditory beeps
Enable bump noises with custom sounds, that will play spatial audio upon collision, intelligently based on the orientation of the player
Change background audio based on the location of the player
Indicate the global north and south of the game with spatial sound
Inventory UI Leverage an optional in-box inventory UI to easily manage a library of game objects
To see how you can incorporate Responsive Spatial Audio into your games, see the project in action in a demo accompanying the plugin in the Unity Store.
One step closer to seamless, accessible development
We sat down with Brannon Zahand and Evelyn Thomas, each Senior Program Managers in Accessibility R&D who champion accessibility in the gaming space, to hear their reflections on the project. “The idea that I can drag and drop this into a game, with very little work to implement it, is a game changer for the industry” shared Brannon. Evelyn attended GDC 2019 to talk to developers about best practices in accessibility, highlighting the project at a conference talk and Microsoft’s accessibility booth.
“The idea that I can drag and drop this into a game, with very little work to implement it, is a game changer for the industry.”
Responsive Spatial Audio was developed by Manohar Swaminathan, a Senior Researcher in Microsoft Research, based in Bangalore, India. Manohar has been working in graphics for years, but found a passion for accessibility while working on CodeTalk, a solution that empowers developers in the blind and low vision community to do more with Visual Studio. He was searching for ways to do more impactful work in India when he met and teamed up with former Research Fellow Venkatesh Potluri, a blind developer who was interested in enhancing his productivity. After releasing CodeTalk, Manohar was inspired to combine his background with games and VR to make the gaming space more accessible through audio. “We thought ‘Can we use rich, spatial audio content to replace the visual information that is missing?” and decided to give it a shot,” he shared. It’s Manohar’s hope that plug-and-play tools will inspire developers to create fun and inclusive game experiences accessible to all.
Try It Out
Responsive Spatial Audio and a demo are now available worldwide in the Unity Store. The team looks forward to hearing feedback via UserVoice.