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  • OnLive ditches monthly fees altogether, makes the world a freer place

    by 
    Vlad Savov
    Vlad Savov
    10.05.2010

    OnLive's cloud gaming service has just become exponentially more appealing with one simple move: monthly fees for its use have been scrapped. Company CEO Steve Perlman has gleefully dished the good news, garnishing them with the explication that such was the plan all along -- though it couldn't be announced in advance as there was uncertainty about whether the economics of the nascent on-demand service would work out to support its fee-free operation. So now that the beans have been counted, Perlman and co have done the best thing possible by under-promising and over-delivering -- all an OnLive user will need to pay for now are PlayPasses, which offer you three- or five-day access to a game, or you can buy the game in full, which comes with a minimum three-year guarantee of support after its release on OnLive. Paying only for the content you want to use? Now that truly is a revolutionary idea. [Thanks, Kevin S.]

  • OnLive WiFi beta goes live for all members, your Ethernet cable sings a sad song

    by 
    Darren Murph
    Darren Murph
    09.20.2010

    As any hardcore gamer would likely attest, we'd still recommend keeping whatever rig you're running OnLive on connected to the world wide web via a patch cable, but if you simply must cut and run, at least a cable-free setup is being officially supported now. From the onset, many OnLive beta users were using a bridge in order to stream their games over the air, but the company has been toiling in the labs to create an officially supported solution that better takes into account the uncertainties of wireless connections. According to Steve Perlman, OnLive's founder and CEO, the technology "handles many real-world WiFi scenarios including management of interference, congestion and drop-outs if you get out of range," and it'll even allow users to lose their connection entirely for up to five minutes without forgetting their place in the game. It's recommended that beta testers use wireless networks that can sustain at least 3Mbps, but feel free to press your luck and the service's boundaries in one fell swoop.

  • Americans prefer to email on the go, social network at home

    by 
    Vlad Savov
    Vlad Savov
    08.05.2010

    We do like a pretty chart around here, and these latest ones from Nielsen are positively gorgeous. The internet stat-keeper has come out of a particularly hot and heavy research session with the conclusion that American online habits are a-changing. The unstoppable juggernaut that is social networking (23 percent) leads the way on computers, with online gaming (10 percent) now joining it in second place, and email ousted to an unhappy third (8 percent). The slack in electronic postage is being picked up by mobiles, however, with 42 percent of cellular internet time dedicated to exchanging messages the old fashioned way. Video streaming has shown double digit growth relative to last year, but remains a comparatively small part of what US interneters do. One thing we find humorous in the data is that 34 percent of all web time spent on computers is bundled into Nielsen's "Other" category -- any ideas on what people might be doing during that time?

  • Nintendo 'not satisfied' with online efforts, but no big changes in store

    by 
    Darren Murph
    Darren Murph
    06.22.2010

    Le sigh. For years now, Nintendo's online efforts have quite clearly lagged behind those of Sony and Microsoft, both of which have placed a priority on nailing online multiplayer and making it part of the draw for prospective buyers. Xbox LIVE is a entire universe of online goodies, and it's the exception rather than the rule to see a major title launch on the 360 sans online play; in many ways, Sony sings a similar tune. Nintendo, meanwhile, seems to keep online play on the back burner, occasionally throwing it in where it's easy enough to add but never really going out of its way to make sure the latest AAA title will allow Bobby and Jacky to play from across the street. During an investors meeting last week at E3, Nintendo president Satoru Iwata confessed that he's "not currently satisfied with the online efforts that we have made so far," and that the Big N is "working at ways to improve those." In an episode of corporate double-speak to end all corporate double-speak, he followed up with this gem: "On the other hand, I do not think that online functionality is something that we should be devoting resources to for every single product." Seriously, Iwata? You can't think of a single reason why the next installment of Balls of Fury could benefit from online support? For shame.

  • OnLive turns sentient, now beaming gaming goodness over the ether (update)

    by 
    Vlad Savov
    Vlad Savov
    06.18.2010

    We were promised cloud gaming nirvana on June 17, and OnLive has indeed kept to its self-imposed schedule. The new service that allows you to play resource-hungry games via only your browser window has taken its first steps into the real (non-beta) world with an initial catalog of 23 games. It'll be free for the first year for those who showed faith early on and pre-registered, or $15 per month for new bandwagon riders. Do let us know your thoughts if you've gotten onboard at this nascent stage: does it play fantastically well, is it close to spectacular, or is it just a pedestrian effort aiming to capitalize on geeks' lust for unbound gaming? We have to know. [Thanks, Mike] Update: OnLive's site doesn't seem to have been updated to reflect the service going live (you can sign up, but can't just jump in and play). It might be, therefore, that OnLive is booting itself up in stages, with only the early birds getting the first bite.

  • InstantAction goes live with browser-based gaming model

    by 
    Darren Murph
    Darren Murph
    05.02.2010

    Remember InstantAction? You know, that startup that debuted at GDC in an effort to take on OnLive and catch the world ablaze with browser-based embedded gaming? If you've forgotten the dirty-dirty on this here company, be sure and give our prior hands-on a look; once you're up to speed, you may be interested in knowing that the company's first weekend in business (in the consumer's eye, anyway) is this one you're living in right now. The new "direct-to-consumer online video game distribution service" has gone live with LucasArts' The Secret of Monkey Island: Special Edition, enabling gamers to embed full titles into blogs, Facebook profiles and pretty much any other site that'll handle an HTML embed string. The magic involves a delicate mix of in-browser, thin-client, and progressive downloading technologies, and while this title may not float your boat, the concept could be gold for indie developers looking to reach directly to potential clients. Head on past the break for the full release, not to mention a play-by-play of how to try this thing out.

  • Modern Warfare 2 map update leaves Xbox Live in a world of hurt

    by 
    Darren Murph
    Darren Murph
    03.30.2010

    We've held off as long as possible, but the tips just keep flooding in -- Xbox Live has a problem, and evidently it's a rather noticeable one. Word on the street has it that a new Modern Warfare 2 map update has made a number of Xbox Live features unusable, including online MW2 gameplay. We're also hearing that the Xbox Live Marketplace is off-and-on, and even Microsoft admits that quite a few other things are acting quirky. The good news is that a fix is on the way, so we'd suggest grabbing that lunch you've been denying yourself and trying again later. Hey, aren't you supposed to be working right now, anyway? P.S. - Let us know if you're running into any issues in comments below, cool? Update: Things seem to be working their way back to normal. Phew. [Thanks to everyone who sent this in]

  • InstantAction streams full games to any web browser, gives indie developers a business model (video)

    by 
    Darren Murph
    Darren Murph
    03.12.2010

    Look out, OnLive -- you've got company. InstantAction is having their coming out party at GDC, and we stopped by for a lengthy chat about the technology, its future and the hopes / dreams of the company. Put simply (or as simply as possible), IA has developed a browser-based plug-in that allows full games to be played on any web browser so long as said browser is on a machine capable of handling the game. In other words, you'll still need a beast of a machine to play games like Crysis, but the fact that you can play them on a web browser opens up a new world of possibilities for casual gamers and independent developers. You'll also be notified before your download starts if your machine and / or OS can handle things, with recommendations given on what it would take to make your system capable. Oh, and speaking of operating systems -- games will only be played back if they're supported on a given OS, so you won't be able to play a Windows only title within a browser on OS X or Linux. Rather than taking the typical streaming approach, these guys are highlighting "chunking." In essence, a fraction of the game's total file size has to be downloaded locally onto your machine, and once that occurs, you can begin playing. As an example, we were playing The Secret of Monkey Island: Special Edition -- which is the sole title announced for the platform so far, though Assassin's Creed was demoed -- within minutes, and since you're curious, that's a 2.5GB game, and we were on a connection that wasn't much faster than a typical broadband line. More after the break... %Gallery-88068%

  • Xbox Live termination ends in a consolation goodie bag for Halo 2 owners

    by 
    Vlad Savov
    Vlad Savov
    03.05.2010

    As Microsoft prepares to pull the plug on online gaming for the original Xbox, it's decided to act benevolently toward the undoubtedly grief-stricken Halo 2 loyalists and has rewarded them all with some consolation prizes. A free three-month Xbox Live membership awaits, accompanied by 400 MS points and a place on the Halo: Reach beta, should you wish to accept it. For a console that's nearly a decade old, it's understandable that online gaming support would've had to end at some point, so you might as well just transfer all your energies into being a good guinea pig / tester for Microsoft's latest cash cow. Steve would just love it if you did.

  • OnLive Beta gets a preview, lukewarm approval

    by 
    Vlad Savov
    Vlad Savov
    01.21.2010

    We've now pretty much reached saturation point with OnLive demos, so it's good to finally see an independent set of eyes poring over the service and giving us the lowdown on the actual user experience. Whether you call it on demand, streamed, or cloud gaming, the concept is remarkably simple -- OnLive pumps games via a web browser onto your machine and gives you the full gaming experience without the need for all that pretty, but expensive hardware. PC Perspective's Ryan Shrout "found" a login to the Beta program and has put together a very thorough comparison between OnLive and playing the games locally on the same computer. His conclusion is that latency issues at present make an FPS like Unreal Tournament unplayable, but slower input games like Burnout Paradise or Mass Effect give pleasingly close renditions of the real thing. We encourage you to hit the source link to see side-by-side video comparisons and more in-depth analysis. Update: We had a feeling this one would be kinda controversial and sure enough OnLive and Pc Per have gotten into a bit of a sparring match. Steve Perlman has noted the paramount importance of latency in a blog post, subtly hinting that Ryan was too far out to have a valid experience, while Ryan has responded that he'd be happy to test it on servers local to him if OnLive were up for it, and again reiterated his purpose was to stimulate discussion more than it was to give a definitive judgment on what is still a Beta service.

  • EA CEO says digital gaming sales will overtake console numbers next year

    by 
    Joshua Topolsky
    Joshua Topolsky
    12.02.2009

    Need more evidence that physical media is inching towards the door? Enter this Reuters conversation with Electronic Arts CEO John Riccitiello. While the company -- the largest publisher of "interactive entertainment" (AKA video games) -- is hurting on sales during the awesome global recession currently underway, he thinks the future is digital. All digital. Riccitiello had this to say on the matter: "When people think of games, they traditionally think, in the U.S., of what sells on the Xbox, the PlayStation, and the Wii, and they forget about all these online services that are out there... if you add all that stuff up, it's almost half the industry now. It's about 40 to 45 percent. Next year it's likely to be the larger share of the total industry and it'll be bigger than the console games all put together." He went on to say that if EA's digital arm was a standalone company, "it would be like the darling of Wall Street." Of course, he's not just talking about XBLA and the App Store -- this is an all-encompassing view of the digital market, including casual gaming, Facebook apps, and WoW transactions as well. It may not be the kind of all-encompassing push needed, but we are hoping this sort of noise rattles the industry enough to mobilize smarter, more centralized methods of online distribution.

  • Former Xbox Europe exec foresees the extinction of consoles

    by 
    Griffin McElroy
    Griffin McElroy
    03.29.2008

    It's been nearly a year and a half since the beginning of the current console war, and supporters of the Wii, PS3, and 360 are still set deep in their trenches, fighting the good fight. Gallons of fanboy blood and immeasurable amounts of bandwidth have been spilled in this epic struggle -- and according to Sandy Duncan, former VP for Xbox Europe, it's all for naught. All gaming consoles, he claims, will "die out" within the next five to ten years.No, a console-corrupting pandemic isn't going to sweep the planet -- Duncan predicts that dedicated gaming devices will give way to digital distribution through cable and satellite set-top boxes and online gaming options (though considering his executive position with the web-based YoYo games, this could just be simple, doe-eyed optimism). This presents an interesting question: with no consoles to crusade for, what brave new enterprises will the fanboys move on to? Advertising? Public Relations? God help us -- politics?

  • Microsoft job posting hints at "totally new Xbox Live experience"

    by 
    Darren Murph
    Darren Murph
    02.18.2008

    Make no mistake, we've seen curious job postings lead to changes in our favorite gizmos before, and hopefully, a recent ad on Microsoft's website is no different. A listing seeking a Program Manager explicitly states that it's looking for someone to "be involved in the next release of Xbox," and wants that very individual to be "part of the Xbox Live team that's responsible for creating a completely new way for mainstream audiences to enjoy the Xbox and Live." Better still, the description suggests that the team would be "building the games, the console interface and logic, and the server support for a totally new Live experience." Granted, there's nothing more to go on than this at the moment, but we can't help but be a teensy bit excited about the notion of an overhauled Xbox Live.[Via GamesIndustry]

  • NASA may enter game publishing realm with space exploration MMO

    by 
    Griffin McElroy
    Griffin McElroy
    01.19.2008

    Though space-themed MMOs have a tendency of hastily going the way of the dodo (sometimes before they're ever released), NASA is considering throwing their lot into the ever-growing MMO market with an online space exploration game that will allow players to "simulate real Nasa engineering and science missions" with thousands of other wannabe cosmonauts. That is, if a thousand people purchase the game -- an unlikely scenario, considering the title doesn't include the words "world", "of", "war", or "craft".We love the idea of an MMO based on real-life space experiments, however, we doubt the game will appeal to the Barrens Chat crowd without the timely addition of "lazorz" and "totally crazy aliens". Actually, that might be a good thing -- we shudder to think of the implications of the creation of "Uranus Chat".

  • Sony erects massive PS3 server cluster for Warhawk mayhem

    by 
    Darren Murph
    Darren Murph
    08.11.2007

    C'mon, we all knew PS3 clusters were good for more than academia, right? Thankfully for those who are itching to jump right into a worldwide dogfight when Warhawk lands, it looks like Sony has you covered. Granted, the game will allow for PS3 owners to host and play on their own matches, but the Ranked-Dedicated servers that you may also opt for shouldn't be lacking in terms of sheer power. Constructed by the SCEA IT team, this ginormous PS3 cluster will soon be used to connect Warhawk gamers everywhere, and while we're never told precisely how many PlayStation 3s were scrounged up in order to make this happen, feel free to click on through for another shot and start countin'.

  • China sets out to curb kids' online gaming

    by 
    Donald Melanson
    Donald Melanson
    04.10.2007

    It looks like China's not content to simply wait for over-eager gamers to find their way to a halfway house, with the government now taking some steps to curb the amount of online gaming kids partake in. It's not imposing a strict limit, however, instead forcing game makers to install so-called "anti-addiction software" in their games, which would ramp up in-game penalties if gamers play more than the government deems to be healthy. Apparently, gamers will only get half the normal amount points if they play more than three hours, with no points awarded at all after the five hour mark. At that point, they'll be presented with the ominous message: "You have entered unhealthy game time, please go offline immediately to rest." Exactly how that system will be applied to various games isn't clear, although it seems that any games that don't comply by July 16th will be shut down. What's more, in order to verify their age, all gamers will also be required to register for games using their real name and identity card number, which at least one analyst speculates could "scare away" adults and young users alike.[Via Slashdot]

  • Gamer busted for "borrowing" library WiFi after hours

    by 
    Jeannie Choe
    Jeannie Choe
    02.25.2007

    We're well aware of WiFi bogarting from unsuspecting neighbors or coffee shops, but who knew there'd be a crackdown at the local house o' books? Cops couldn't leave well enough alone when they rolled up on 21 year-old Brian Tanner jammin' on some WoW-type action in a library parking lot. Tanner's lappy was confiscated and he now faces possible criminal charges for illegally accessing WiFi at the Palmer, Alaska library after hours. While the library could thwart such wardrivers by simply disabling the dang signal at closing, they continue to enforce some usage rules that Mr. Tanner may or may not have been aware of -- the authorities claim this greedy gamer's notorious for WiFi piggybacking and has been "chased out of a number of locations" in the area. [Via Fark]

  • Hasbro's NET JET merges USB controller with online gaming

    by 
    Darren Murph
    Darren Murph
    02.01.2007

    We've all seen those cheesy kiosks at the mall with some guy trying to sell you a controller with "8,000 games" built right in, which you can plug directly into your television for about three minutes of actual enjoyment, but now Hasbro is hoping to add a shade of respectability to the plug-and-play controller game market with its $24.99 NET JET device. The USB controller plugs directly into your PC (sorry, Mac users), and once you insert your "game card" of choice into the controller, it navigates to an online web portal where the corresponding game is launched and played on your screen. Hasbro offers up a variety of somewhat kid-centric titles at $14.99 apiece, including Marble Blast XP, Kool Kart Racers, Super Soaker Water Fight, and the obligatory SpongeBob SquarePants' Pizza Toss. Ideally, this wouldn't be a bad solution to laptop gaming for your offspring on lengthy road trips, but you should be sure to get a 3G-equipped lappie before taking this out where the WiFi doesn't roam.[Via EverythingUSB]

  • Online Wii gaming will roll out Q2 2007, sez Reggie

    by 
    Evan Blass
    Evan Blass
    12.04.2006

    We all knew it was coming, and now Nintendo's Reggie Fils-Aime has given us a timetable in which to expect the first online, multiplayer Wii action: Q2 2007. Assuming that Reggie wasn't referring to the second quarter of fiscal year 2007 -- which ended, like, a few days ago -- when he made the commitment on SpikeTV's Game Head show, it sounds like the first, unnamed online titles will begin trickling out in the March/April time frame. As you're probably aware, Japan's already had a taste of networked Wii gaming in the form of launch title Pokémon Battle Revolution, but Reggie kept the details about future multiplayer games close to his chest -- those titles will be revealed early next year, he said. Reggie also let slip the fact that new Wii channels are in the works, though once again, he omitted any real concrete information concerning either their content or scheduled rollout. So there you have it: if all goes according to plan, we should be able to hold a Gears of Peace-style event for the Wii in early spring; still, we can't promise that pwning us in Mario Kart will be quite as rewarding as draining our Crimson Omen with a hail of machine gun fire.

  • Wii gets wired ethernet kit

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    10.04.2006

    CVG reports that one of the accessories you'll be able to purchase for your Wii later this year will be a wired ethernet kit, presumably a device that automagically enables you to connect your console to the interwebs via an antiquated cable. Like the high-end model PS3, the Wii features Wi-Fi capabilities without the need for an additional adapter, though it seems decidedly odd for an online system to ship without a standard ethernet port. Nintendo has long made a big deal about embracing all-inclusive standards (which exclude HDTVs) and getting everyone in on the game -- making users pay extra in order to utilize a standard wired connection (which most wireless routers also support) seems contrary to that. It's a strange sort of reversal of the option found in the Xbox 360, where the wireless adapter is purchased seperately and the ethernet port is already included. A further option can be found in Nintendo's USB Wi-Fi dongle, as it's been confirmed to work with the Wii as well.