morpheus

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  • Overheard@GDC 2014: Working with NASA on VR is cool

    by 
    Richard Mitchell
    Richard Mitchell
    03.19.2014

    Sony's recently-announced Project Morpheus VR headset will hopefully introduce new kinds of games for the PlayStation 4, but Sony R&D guru Richard Marks wants it take players to entirely different worlds. Speaking during the Morpheus reveal event, Marks stated that Sony has been working with NASA to create a VR simulation of the surface of Mars, incorporating actual data from Mars rovers. Sure, it's a great way to showcase VR technology, and to demonstrate that it doesn't have to be limited to traditional games, but Marks also disclosed an ulterior motive. "The reason we're doing it is it's just super cool to work with NASA." We can't argue with that.

  • PlayStation VR announced, codenamed 'Project Morpheus'

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.18.2014

    Prepare to trip the rift with PlayStation. Sony has officially announced PlayStation virtual reality in the form of "Project Morpheus," the long-rumored headset that's part of the trend sweeping Steam and also rumored to be in development at Microsoft. "The next innovation from PlayStation that may well shape the future of games," said President of Sony's Worldwide Studios. ""Nothing elevates the level of immersion better than VR." He continued, "VR has been a dream of many game creators ever since the computer game was invented. Many of us at PlayStation have dreamed about VR and what it could mean for the games we create." And still talking, "This prototype also serves as the first development kit for PS4 developers, who are as excited and enthusiastic about this space as us." The headset is designed for PlayStation 4 and will feature seamless integration with PS Camera, DualShock 4 and PS Move. Partners for Project Morpheus includes Epic Games, Unity and Crytek. The unit features a 1080p display, 90+ degree field of view.

  • NASA's Morpheus lander skips the inferno, actually lands (video)

    by 
    Jamie Rigg
    Jamie Rigg
    12.11.2013

    The last time NASA's methane-fueled Morpheus lander took to the skies without training wheels (read: a tether), it didn't go too well. Unless crashing and burning was the plan all along, that is. The Morpheus team have been beavering away since that incident over a year ago, and in a recent test at the Kennedy Space Center, have shown the craft is, in fact, capable of landing. While the video proof doesn't feature much drama and spectacle as a result, we guess it means Morpheus can at least begin setting its sights on locations slightly more exotic than a Florida car park.

  • Morpheus lander crashes, burns and explodes in untethered flight test, NASA remains optimistic (video)

    by 
    Sean Buckley
    Sean Buckley
    08.10.2012

    As noisy as we found Project Morpheus' tethered flight test, its untethered follow-up was far, far louder. Yesterday, the experimental lander suffered a hardware component failure, which NASA says "prevented it from maintaining stable flight." This caused it to crash into the ground and well, explode. On the upside, the space agency says that these kinds of failures were anticipated, stating that they are a normal part of the development process and will be used to build better systems moving forward. You didn't think Curiosity made its touchdown on Mars without learning from a few mistakes, did you? Click onwards to check out the test -- and its aftermath -- in 5, 4, 3, 2, er...

  • NASA's Morpheus lander detects hazards, noisily passes tethered flight test (video)

    by 
    Mat Smith
    Mat Smith
    08.07.2012

    While it's not landing on Mars any time soon, NASA took a breather from Curiosity's adventures to showcase the Morpheus Lander. The prototype went through its first (tethered) flight test at the Kennedy Space Center just before the weekend, showcasing its methane-powered rocket system. It's this rocket setup which could make the Morpheus Lander a strong candidate for future landings. It's both safer than rocket fuel and NASA suggests that methane gas discarded from the International Space Station could be enough to top up the lander's fuel tanks without necessitating a visit back to Earth. Morpheus' built-in guidance system also reduces the amount of input needed from mission control -- the pod has been practicing hard on its own hazard field near the Space Center. After passing the test with its training wheels on, the first free flight descent has been tentatively penned in for later today. Crank the volume low -- it gets loud -- and watch Morpheus test those right rockets after the break.

  • The Game Archaeologist jacks into The Matrix Online: Your memories

    by 
    Justin Olivetti
    Justin Olivetti
    05.24.2011

    What can you trust when your memories are merely the by-product of intelligent machines tinkering with your brain? When you come right down to it, who's to say that our alleged recollections of The Matrix Online weren't just computer viruses uploaded into our cerebral cortexes -- and that the game never existed at all? Real or not, The Matrix Online is in no danger of being forgotten. Whether it's because of the meta setting, the too-hip-to-stay-on-cows fashion, or the interactive stories, MxO never fails to evoke passionate testimonies. After speaking with developer Ben Chamberlain last week, today we're going to turn the tables on the players themselves to see what they have to say. Was The Matrix Online really all that and a bag of computer chips? Was it merely a good-looking graphical chat room or something more? And how will it be remembered many years from now when we sit our grandchildren on our laps and tell them about how we took the blue pill? Or was it red... I can never remember!

  • The Game Archaeologist jacks into The Matrix Online: Jamming with Ben 'Rarebit' Chamberlain

    by 
    Justin Olivetti
    Justin Olivetti
    05.17.2011

    When we started into The Matrix Online month last week on The Game Archaeologist, one of the comments caught my eye. Massively reader stealthrider wrote: Please, please do a tribute to Rarebit. MxO was his baby, and no one took its death worse than he. He did everything for that game, much of it single-handedly. Everything from playing the canon characters and co-writing the story to fixing hundreds of bugs and even creating a new zone from scratch. Not to mention developing and implementing the story missions, new items, the RP item vendors, and pretty much everything else in MxO's final couple of years. He even implemented and moderated a player-created minigame as part of the official story. He retired from game development in the months before MxO's shutdown. He was that dedicated to this game that he couldn't work on anything else afterward. He's a god among developers, and he is as sorely missed as the game itself. I think this sums up how many Matrix Online vets feel about Ben "Rarebit" Chamberlain. So instead of a mere tribute, we drove the MassivelyMobile over to Chamberlain's house (read: send a polite email request), and he graciously said he'd be glad to reminisce with us. So hit that jump to find out the last word on MxO from the dev who held it together!

  • The Game Archaeologist jacks into The Matrix Online: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    05.10.2011

    It's not every year that a movie comes along that captures the pop culture zeitgeist so powerfully and so quickly as The Matrix did. I recall lugging a few college friends along to see this in 1999 -- having heard only a few sparse details about it beforehand -- and coming out of the theater feeling as if we we'd been electrified. The bold mix of science fiction, martial arts, philosophy, action, and leather ensembles became the smash hit of the year, and a franchise was born. And while we had great hopes that this would be this generation's Star Wars, The Matrix ultimately proved to be a lightning-in-a-bottle phenomenon, impossible to recapture once unleashed. Sequels, animated shorts, video games, comic books -- none rose to the height of the original film, and eventually the franchise petered out. During this period, an odd duck of an MMO was born: The Matrix Online. When you think about it, an online virtual world where people log in and fight against programs was a really short hop from the movie series. MxO, as it was abbreviated, was an audacious game with unique features, story-centric gameplay and a sci-fi bent in a field of fantasy competitors, and while it only lasted four years, it was enough to make a huge impression for its community. So by popular demand, this month we're going to revisit the 1s and 0s of The Matrix Online to see just how deep the rabbit hole (and well-worn cliche) goes -- and what made this game stand out!

  • What you missed in The Matrix Online pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.03.2009

    Hiding in plain sight After the vampires and lupines were quelled, a new issue of the Sentinel and a concurrent game update brought new images into the Matrix. Colorful billboards advertising bug spray began appearing all over the city, confusing some and intriguing others. The first visual puzzle of The Matrix had been covertly unleashed on players. The solution wasn't hard, but far from obvious. The second page of the new in-game newspaper, The Sentinel, showed a colorful "terrorist alert level chart." While it was an obvious mockery of everyone's favorite homeland security poster, astute players saw that the same colors were being used on the in-game billboards. Each billboard contained a number somewhere in it's slogan, such as "Blue brand pesticide kills bugs four times faster than the competition!" These numbers, along with their corresponding colors and the terrorist alert level chart were the keys. Players took the numbers and re-arranged the terrorist alert level in that order. If the blue billboard had the number four on it, then it went fourth in the order. If red had one, then it went first in the order and so forth. As the chart was re-arranged, the first letters of the "alert" status began to spell out a word. Definite, Elevated, Likely, Possible, Huge, Imminent -- DELPHI. The final part of the puzzle was a small poster that had appeared in certain clubs, advertising an extermination service that could be contacted by e-mailing an address at Monolith Entertainment, the game's current developer. Players e-mailed the address, asking to consult The Oracle of Delphi. Wishes were soon granted as Seraph appeared in-game to not only fight players who solved the puzzle, but also wisk them away to meet with the Oracle herself. Other players got to consult the Oracle via their real life e-mail, creating an alternate reality game of sorts with The Matrix. Either way, the event made one thing clear: The Assassin was made entirely of blowflies and could be destroyed with specially designed killcodes -- bug spray. And that was just the beginning... This entire article has simply focused on two of the first events in The Matrix Online's storyline. Every bit of it was unrepeatable and lead to some amazingly memorable moments in the game. The type of moments that stay with you forever. Very few, if any, games are able to accomplish this phenomenon. Who cares if you kill Yogg-Saron? Who cares if you defeat the Witch King of Angmar? Other players are going to eventually do that in droves because the content is repeatable. But the Matrix was able to wrap everybody up into an evolving storyline, philosophy, and sense of community. Players worked together and fought one another on more levels than just PvP and PvE. They formed bonds with characters who didn't even exist while forming bonds with others around them that were willing to believe in the same things they did. They roleplayed willingly in order to keep the story going beyond what the developers had planned. All of this was amazing, and I can only hope to see another game take the same ideas and drive them to a level beyond what that Matrix could offer. These were amazing ideas, but just too far ahead of their time.

  • What you missed in The Matrix Online

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.03.2009

    Yes, The Matrix Online sucked. Its gameplay was an abhorrent pile of repetitive garbage that offered no real direction other than doing storyline-less missions until you hit 50, in which there was no endgame. The combat was interesting, as it offered scripted camera shots for insane kung-fu flips and hits, but it wasn't enough to "save" the game. I hear you.But if you think the above paragraph is all The Matrix Online had to offer, then you are sadly mistaken. You missed out on storyline events, PvPvE, amazing roleplayers, writers, and graphic artists. You missed out on philosophy, politics, memorable characters, and puzzles. You actually missed out on the bulk of what The Matrix Online had to offer, all of which makes the game's passing more painful.MxO wasn't World of Warcraft, and it certainly had enough dark spots in the game design. But the game and its developers brought a very different style of play to the MMO scene -- one that should be commemorated with a few looks back on some of the best events the game had to offer.

  • The Matrix Online pulls a Cypher, pulls the plug

    by 
    David Hinkle
    David Hinkle
    05.29.2009

    All of you would-be Neos out there, know that you have limited time to tackle the remaining Agents of The Matrix Online. The game will be shutting down come July 31, 2009, says online community lead Daniel "Walrus" Myers. As sad as it is for the game to die a very silent, quick death, there's actually a lot to celebrate here. The game released way back in 2005, and has undoubtedly been a large part of peoples' lives since then. Over the span of four years, countless Agents have fallen and the human resistance steadily grew. And as a thank you for all of the support, SOE will be coordinating an end-of-world event, though the details of what it will entail were not presented by Myers.

  • Anti-Aliased: So long, and thanks for all the woah

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.29.2009

    It's a depressing news day for me today. As we've reported earlier, Sony Online Entertainment has finally made the decision to pull the plug on The Matrix Online, a decision that makes absolutely perfect sense given the dire straights the game has been in for the past few years.MxO was always "the little game that could" in regards to the community outlook. Even with horribly broken systems, a grind worthy of an Asian MMO, and periods where I literally sat around doing nothing, there was some odd charm about the game. Perhaps it was the setting, or maybe it was the really cool combat system (yes, it too was broken, but those animations were sweet), but I think it was the storyline.Let's have a look back the history of Matrix Online and some of the stories no one ever heard about.

  • Anti-Aliased: So long, and thanks for all the woah pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.29.2009

    My personal favorite moment? Past attending a few of the Merovingian's parties (being a faction leader in the organization certainly qualifies you for the guest list), it had to have been investigating into the street magician, Cryptos. Cryptos appeared in the Mega City with a bang, placing "Cryptos coffins" all over the city as he popped out of them at certain intervals to speak riddles to players. As I attended one of the coffins for its speech, the clacking of heels turned my attention over my shoulder, my camera falling onto Niobe walking down the street towards me.She commented that she was surprised that I actually found my way down a street without falling over in a drunken stupor, while I smirked and laughed. Soon afterwards, a whole vanguard of Zionist players showed up, backing up Niobe with guns -- lots of guns."Give me one good reason I shouldn't kill you right here, *Lady* Return." She mocked. That would be when I pulled out the three best words in the Merovingian organization arsenal."You owe me. I helped you in the church at the funeral. You cannot neglect your debt, Niobe," I replied with a strong smile. She acted taken aback and motioned to the others behind her. The players all lowered their guns and shot me angry looks, to which I shrugged happily and laughed.In no other game could social combat be as effective as physical combat. You didn't always have to shoot your way out of a situation if you knew the right people... or just paid enough of them.An MMO not all about combat? Lies!Certainly the combat of MxO was awesome. You had great martial arts combat, you had insane wire-fu moves, and you even had bullet time. (It would basically slow down on your screen just long enough to show you some great action, then it would speed up again to match up with the action that had gone on while you were slowed down.)But some of the real charm of the game came in the fact that puzzles were hidden inside of it. Billboards, the newspaper, and even specially constructed events started by a simple forum post or a simple tell from a character lead into stories told in live action.The game had elements of collaborative puzzle solving, social tension started by organizational warfare, and a driving sense of community that no other game that I've played since has come close to having. People were there to really interact with the world, not just hit level 50 and grind their faces on endgame.Hopes for the futureIt's sad to see this game go, but I have the strong personal opinion that this game did not die because it embraced different styles of gameplay. It died because it stopped embracing them.What MxO was offering players no other game offered. If there had been more polish to the static content and the developers would have stayed on their path of dynamic storytelling, I think this game would certainly would have continued on with a loyal fanbase because it would have offered gameplay that no other mainstream MMO to date has embraced.And, with any luck, perhaps we'll see another attempt at this universe in the future. Look at what we have with two Star Wars MMOs coming out. The potential is still there for a great Matrix Online game.With all of this though, thank you developers for all of your work, and thank you Sony Online Entertainment for keeping it up as long as you did. While I may not agree with all of the decisions surrounding the game, the effort was still there to keep the game alive for as long as it was.Everything that has a beginning has an end. Colin Brennan is the weekly writer of Anti-Aliased who hates aimless hate. When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.