The collection – featuring the first three Game Boy games – will arrive on 15th December. In Japan, there’ll also be a limited edition – although, it doesn’t come with a physical copy of the game. This will set fans back 14,500 yen and is exclusive to Square Enix’s store.
Here’s what it does include: a special sleeve case, a SaGa series medal set, a download code to redeem a digital copy of the game, an album soundtrack with music from all three games, and a 600-page SaGa series novel compilation.
There’s been no mention of a local release. Would you like to see Square Enix made something similar available here in the west? What are your thoughts about limited-edition releases that don’t include a physical copy of the game? Share your thoughts down below.
The Horrifying Sequel To Little Nightmares Launches On Switch Next February
The last major update about Little Nightmares II was at last year’s Gamescom, when developer Tarsier Studios said the puzzle-platform horror adventure would be launching this year.
It seems that’s now changed, as this year’s Gamescom trailer has now revealed it’ll be arriving next year on 11th February. Here’s why it’s been delayed, according to producer Lucas Roussel:
We wanted to spend more time on the game and give it even more love, so we could create the best possible experience to delight our passionate fans.
And here’s what you can expect when it does arrive:
The game will let players take control of Mono, a young boy trapped in a distorted world, who will be accompanied by Six, the protagonist from the first game, who will be computer-controlled. Players will have to bond and work with Six to solve puzzles, discover the world’s grimmest secrets and escape its monstrous inhabitants, such as the horrifying Hunter and the grotesque Teacher.
Take a look at the trailer above and tell us how you feel about this delay? Let us know in the comments.
In an interview with Japanese magazine Famitsu, Insomniac stated that its sequel will give players the options between a 4K / 30 FPS mode and a "lower resolution" 60 FPS mode. The answer doesn't specify how much lower the higher frame rate mode will be, suggesting that Insomniac might still be trying to find the right balance between stability and raw pixel density.
This is similar to the two modes that will be present in Insomniac's other announced PS5 title, Spider-Man: Miles Morales. It will also feature two modes that target 30 FPS and 60 FPS respectively, with the difference being that both will still aim for 4K as a resolution, too. It's likely that the difference here is which additional effects each mode will present players to allow for the additional smoothness.
Posted by: xSicKxBot - 08-28-2020, 06:57 PM - Forum: Windows
- No Replies
Research Mode for HoloLens 2 to facilitate computer vision research
Since its launch in November 2019, Microsoft HoloLens 2 has helped enterprises in manufacturing, construction, healthcare, and retail onboard employees more quickly, complete tasks faster, and greatly reduce errors and waste. It sets the high-water mark for intelligent edge devices by leveraging a multitude of sensors and a dedicated ASIC (Application-Specific Integrated Circuit) to allow multiple real-time computer vision workloads to run continuously. In Research Mode, HoloLens 2 is also a potent computer vision research device. (Note: Research Mode is available today to Windows Insiders and soon in an upcoming release of Windows 10 for HoloLens .)
Compared to the previous edition, Research Mode for HoloLens 2 has the following main advantages:
In addition to sensors exposed in HoloLens 1 Research Mode, we now also provide IMU sensor access (these include an accelerometer, gyroscope, and magnetometer).
HoloLens 2 provides new capabilities that can be used in conjunction with Research Mode. Specifically, articulated hand-tracking and eye-tracking which can be accessed through APIs while using research mode, allowing for a richer set of experiments.
With Research Mode, application code can not only access video and audio streams, but can also simultaneously leverage the results of built-in computer vision algorithms such as SLAM (simultaneous localization and mapping) to obtain the motion of the device as well as the spatial-mapping algorithms to obtain 3D meshes of the environment. These capabilities are made possible by several built-in image sensors that complement the color video camera normally accessible to applications.
HoloLens 2 has four grayscale head-tracking cameras and a depth camera to sense its environment and perform articulated hand tracking. It also has two additional infrared cameras and accompanying LEDs that are used for eye tracking and iris recognition. As shown in Figure 1, two of the grayscale cameras are configured as a stereo rig, capturing the area in front of the device so that the absolute depth of tracked visual features can be determined through triangulation. Meanwhile, the two additional grayscale cameras help provide a wider field of view to keep track of features. These synchronized global-shutter cameras are significantly more sensitive to light than the color camera and can be used to capture images at a rate of up to 30 frames per second (FPS).
Figure 1: Hololens 2 Research Mode enables access to the gray-scale, depth camera and IMU sensors on device. This complements the color camera normally available to applications.
The depth camera uses active infrared (IR) illumination to determine depth through phase-based time-of-flight. The camera can operate in two modes. The first mode enables high-framerate (45 FPS) near-depth sensing, commonly used for hand tracking, while the other mode is used for lower-framerate (1-5 FPS) far-depth sensing, currently used by spatial mapping. As hands only need to be supported up to 1 meter from the device, HoloLens 2 saves power by reducing the number of illuminations, which results in the depth wrapping around beyond one meter . For example, something at 1.3 meters will appear at 0.3 meters in HoloLens 2 in this case. In addition to depth, this camera also delivers actively illuminated IR images (in both modes) that can be valuable in their own right because they are illuminated from the HoloLens and reasonably unaffected by ambient light. Azure Kinect uses the same sensor package, but with slightly different depth modes.
With the newest Windows Insider release of Windows 10 for HoloLens, researchers now have the option to enable Research Mode on their HoloLens devices to gain access to all of these external facing raw image sensors streams. Research Mode for HoloLens 2 also provides researchers with access to the accelerometer, gyroscope, and magnetometer readings. To protect users’ privacy, raw eye-tracking camera images are not available through Research Mode. Researchers can access eye-gaze direction through existing APIs.
For other sensor streams, researchers can also still use the results of the built-in computer vision algorithms and can now also choose to use the raw sensor data for their own algorithms.
The sensors’ streams can either be processed or stored on device or transferred wirelessly to another PC or to the cloud for more computationally demanding tasks. This opens a wide range of new computer vision applications for HoloLens 2. HoloLens 2 is particularly well suited as a platform for egocentric vision research as it can be used to analyze the world from the perspective of a user wearing the device. For these applications, HoloLens devices’ abilities to visualize results of the algorithms in the 3D world in front of the user can be a key advantage. HoloLens sensing capabilities can also be very valuable for robotics where these can, for example, enable a robot to navigate its environment.
This week at Bungie, we gave a chilling new look at Stasis.
It feels like just yesterday you were getting your first look at Stasis. Today during a virtual gamescom, we took a deeper look, introducing you to the Hunter Revenant, Titan Behemoth, and Warlock Shadebinder subclasses. There’s quite a bit to chew on. How do the new grenades work? What about melee attacks? What are those things that the Hunter just threw? This is just the start.
Over the next two weeks, we’ll be releasing additional details through Dev Diaries, and updates to the Bungie.net/Stasis page. First update is planned for September 1. Set your calendar reminders accordingly.
An Early Patch Note Preview
Usually, we have quick previews of patches the week before they’re released. Even though Destiny 2 Update 2.9.2 isn’t slated until September 8, we want to give an early preview of a few fixes and changes coming your way. Stay tuned to @BungieHelp for final timelines, as the date may shift if any issues are found.
Solstice of Heroes: Ornament Glows
Shortly after Solstice went live, we became aware of a difference between how the universal armor glow bundle icon was depicted and how it visually performed in the game. After investigating the issue, we felt the difference between them was too vast. We have revisited the glow intensity of these ornaments and enhanced the in-game appearance to match the icon as closely as possible.
Sleeper Nodes
With additional Destiny Content Vault details available, we’re seeing many players returning to content released in the earlier years of Destiny 2. Some players are hunting Triumphs, while others are focusing on rewards. One of these rewards is the unique emblem players unlock after collecting all the available Sleeper Nodes introduced in Destiny 2: Warmind.
Due to the way that the Sleeper Nodes were created, we are unable to completely remove the possibility of receiving duplicate Override Frequencies, but we are making some improvements to greatly reduce the odds of receiving a duplicate. The following tips will help you avoid duplicates and acquire those final elusive nodes.
When combining Resonate Stems, it is very unlikely that the resulting Override Frequency will unlock a node in your current area. For example, if you need to unlock a node in Heatsink, you should leave Heatsink before creating an Override Frequency.
Destiny 2 has an internal checklist of nodes you have unlocked. This checklist is separate from the count you see in game, and prior to this fix, the checklist would frequently be cleared. Clearing this checklist is the reason duplicates were so common. Going forward, the checklist will never be cleared.
Note: If you create an Override Frequency for a node that you have opened in the past, you should open the node again instead of deleting the Override Frequency. This will allow the internal checklist to be updated, and help prevent future duplicates.
In different terms, the team has created a form of “bad luck protection” for Sleeper Nodes, but the tracking is starting fresh. Get hunting, and you’ll be unlocking a unique emblem before you know it.
Assorted Fixes and Changes
Fixing an issue where player spawn effects would freeze in Gambit.
Fixing an issue where the ADS on the Cold Denial Season Pass ornament was different than the base weapon model.
Redrix’s Broadsword will now be available to reclaim from Collections.
Note: This will be locked to the first roll rewarded when completing the Broadsword quest.
Spider will begin offering three weekly “Wanted” adventure bounties, up from one.
Fixing an issue that prevented the Exotic perk on the Merciless Fusion Rifle from triggering.
We have a few more general bug fixes slated for this update as well. Player Support will have a final preview of bugs to be resolved next week, followed by the full list of patch notes when the update goes live.
See you in two weeks!
Resolution
Over the last week, Destiny Player Support has been working with various teams at Bungie to resolve a few high priority issues. First up, dishing out some rightly earned Bright Dust to players who completed Solstice bounties. Second, a fix for one of our more notorious error codes. Read on for details!
Solstice Bounties
In Hotfix 2.9.1.3, we resolved an issue where weekly and repeatable Solstice of Heroes bounties did not grant Bright Dust rewards upon completion. We have since granted Bright Dust to the first wave of affected players, and will be sending out a second grant in the near future.
Error Code TAPIR
We have resolved an issue causing players to encounter error code TAPIR when they try to launch Destiny 1 while they have a Twitch account linked to their Bungie.net account.
Current Known Issues
While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:
Some EAZ Weekly Challenges don’t show up at the weekly reset.
Some Bungie Rewards codes are not working on the EU Bungie Store.
We are investigating TURTLE errors on Destiny 1 and Destiny 2 for players on CenturyLink.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.
Sound and String
It’s come to our attention that we issued a duplicate Honorable Mention last week for a showcase of Tex Mechanica weaponry. While you can hardly blame us for celebrating awesome content like that, we need to make up for it this week. We have a few extra winners to show. Top of the list, we’ve got some great musical talents on display. Hope you enjoy!
Movie of the Week: Journey – Violin Cover
Honorable Mention: Curse of Osiris Meets Metal
Honorable Mention: Fall Guardians
Honorable Mention: The complete opposite of the previous Honorable Mention
Honorable Mention: POP THE BUBBLES
If you want to take a chance and aim for glory, submit your video to the Creations page. If something you’ve created is still pending approval, don’t worry! Submissions can take a bit of time to process as we have a lot of footage to get through.
If one of these videos belongs to you, congrats! Now make sure you have your Bungie.net profile in the description of said video so we can send out your prize emblem.
Summer is fading. The days are getting shorter and even a bit darker in our neck of the woods. An evening chill is beginning to creep into the air. It’s the perfect mood for Stasis subclasses to enter the realm of Destiny 2, and for our first steps on Europa in November. Just a few short months stand between you and Beyond Light.
Video: Pikmin 3 Deluxe Gets A Charming New Japanese Clip
This October sees the return of the Wii U title, Pikmin 3, in ‘Deluxe‘ form on the Nintendo Switch. To help build up the excitement for this release and teach players a bit more about this particular entry, Nintendo has uploaded a new video on its Japanese YouTube account featuring more than three minutes of gameplay footage and some lovely animations.
As previously revealed, this newer version of Pikmin 3 comes packed with all of the DLC from the original game and even includes some brand new side-story missions featuring Olimar and Louie. There are also plenty of pre-order deals on offer. Fancy a Pikmin 3 coffee cup or microfibre cloth with your copy of the game? Then check out our guide.
Will you be adding Pikmin 3 Deluxe to your Switch collection when it arrives this October? Tell us down below.
Spiritfarer is Out Now on Xbox One and Xbox Game Pass
Today, it’s with great pride that we are launching Thunder Lotus’ third game, Spiritfarer, a cozy management game about dying.
Death is a recurring theme in our games, from the Viking afterlife in Jotun to the meandering eldritch caverns of Sundered. You could say that I’m obsessed. Spiritfarer is quite different though. Diving deep into the subject with a lighter touch and a cozier vibe. You play Stella, ferry master to the deceased, and must build a boat to explore the world, pick up spirits, and release them into the afterlife.
Spiritfarer is a game about celebrating life. As you meet these spirits and fulfill their final requests, you get to know them: their likes, dislikes, who they were, and what they did. Hopefully, you’ll connect with them. Their stories were often inspired by loved ones of the devs on our team.
Among others, we have Gwen, the deer spirit and Stella’s fiendishly sarcastic best friend. Atul is Stella’s uncle the frog spirit, always happy, hungry, and ready for a hug. And Summer, the snake spirit, who teaches Stella the importance of gardening and of connecting to the earth and to one’s inner self.
As for gameplay, you could say we threw everything but the kitchen sink at Spiritfarer. Platforming, exploration, narrative dialogue, minigames, crafting, cooking, fishing, farming and more. Spiritfarer has it all! Some could call it unfocused but I call it a beautiful mishmash of creative game design. The different game modes naturally flow between each other, allowing for player expression and min-maxing of various management activities. Just beware of capitalistic sharks and raccoons, they’re always looking to snatch up your hard earned Glims, the game’s luminous currency.
We hope you’ll enjoy your time with Spiritfarer. We’ve poured our heart and soul into this game and are extremely proud of what it means for us as developers. Hopefully, Spiritfarer can act as a warm blanket in these hard and uncertain times.
Windwalk Games is a YC-backed gaming startup founded by an ex-Rioter that is dedicated to building the next generation of huge, online, social games. We are building games that are fun to play and can support vibrant, dedicated communities of diehard fans. Our current focus is building THE genre defining game in the Social Deception genre. If you love games like Mafia, One Night Ultimate Werewolf then keep reading.
Our game, Enemy on Board, is an action packed take on social deception. Enemy on Board is currently in open alpha.
We are currently on the hunt for a lead artist. Someone who can work closely with our team and own the visual direction of Enemy on Board and our future games. We are a small studio so we are looking for someone who is excited to wear multiple hats and just get stuff done. You will be helping build and manage a squad of contractors AND create kickass art as an IC. We are looking primarily for candidates based in Austin, Texas but are open to exceptional remote candidates.
Requirements
Excited to join a small, dynamic, fast growing startup
4+ years as an Art Lead or Contributing Creative Director
Has shipped 2+ games in the above roles. (Or similiar live service experience)
Kickass IC skills in one or more of the following areas: UI Art/Design, Character Concepting, Environment Concepting, 3D Modelling, 3D Animation
Ability to get the best out of contractors in the following disciplines: Animation, Character Art, Prop/Environment Art, UI Art, 2D Marketing and VFX
Responsibilities
Drive the artistic vision and provide feedback and direction to implement that vision
Direct the creation of art both internally and by third parties
Evaluate, hire, and work with contractors across all art disciplines. Emphasis on Concepting, 3D Modelling, Animation, 2D Asset/UI
Things that make you a better fit
Experience owning the creative direction on small teams
Experience working at a startup or directly with entrepreneurship
Experience working and managing remote art teams
Experience with live service structure and deadlines
Please submit a cover letter, resume and link to your portfolio. Applications without these materials will be ignored.
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.
The Sinking City yanked from stores in dispute over publishing rights
The maw of Cthulhu, though vast and unknowing, must still bow before the might of a publishing dispute. French developer Frogwares announced today that it has requested that The Sinking City be removed from most game stores after a dispute over the game’s publishing deal with Nacon (formerly known as Bigben Interactive).
In a statement on its website, Frogwares claimed that Nacon took multiple steps to both deny payments to the developers and act as though it was the IP-owner for the game. Frogwares states that their original deal was for Nacon to publish the game on Xbox One, PS4, Steam, and the Epic Game Store, but after its launch in June of 2019, the company began allegedly reneging on promised payments and claiming that certain stores weren’t paying royalties.
During this time, copies of the game were allegedly sold without Frogwares’ logo on the front or back of the case, and the studio’s name was removed from marketing materials. Nacon (under its former name Bigben) apparently also published a tabletop RPG without Frogwares’ involvement that claimed it was the copyright holder of The Sinking City.
On April 20th, after a year of back-and-forth on these issues, Frogwares says it moved to terminate its contract with Nacon. This opened up a new legal minefield, one caused by the COVID-19 pandemic. After the pandemic began, France passed emergency laws meant to protect companies during the pandemic, and Bigben claimed that because of these laws, Frogwares could not terminate its contract.
Frogwares, for its part, says that a Force Majeure clause in the contract still allows them to initiate the termination. They also say that Nacon has refused to pay 1 million euros worth of royalties.
This finally led Frogwares to request the game be removed from the Steam, Epic, Xbox One, and PS4 game stores. The game is still available on platforms where Frogwares has published the game itself. These include Origin, Gamesplanet, and on Nintendo Switch.
I'm Worried Scarlet Nexus' Combat Won't Evolve In A Satisfying Way
Ahead of the release of Scarlet Nexus, I got to check out a preview build of Bandai Namco's upcoming action RPG. Unfortunately, I wasn't able to get actual hands-on experience with the game, but Bandai Namco did provide an extended behind-the-scenes look at some gameplay, specifically combat. What I was most surprised by was how much it reminded me of The Force Unleashed.
Scarlet Nexus sees you play as Yuito Sumeragi, a psychokinetic who's a part of the special task force that defends humanity from demonic-looking mutants called Others. Though he's armed with a sword, Yuito's primary means of attack is his powers--he can use his mind to pick up objects in the environment and fling them at enemies. Small boxes and bicycles can be tossed around with ease while flinging cars and ripping down the ceiling seems to take considerably more effort.
When paired with Yuito's melee combat mechanics, it creates a sense of flow that reminds me of how Starkiller fought in The Force Unleashed. Yuito can dive past the Others' long-range attacks to get in close and slice away. He can also pummel enemies from afar with whatever is lying around, and given that Scarlett Nexus takes place in a city, there's plenty to throw. But Yuito seems to be at his strongest when he dances back and forth between the two styles, stunning targets with a thrown car and quickly finishing them off with a few snappy melee attacks.