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EA/Chillingo’s E3 2013 offerings: Plants vs Zombies 2, Fightback, and more

Chillingo, unfortunately, wasn’t mentioned at all during EA’s press conference last week. I thought the big publisher would at least give a little nod to its extremely successful mobile publishing arm, but no such luck. I did, however, go and see the team gathered in their annual suite near the LA Convention Center, and got a nice look at their upcoming slate for the next few months. Here’s a quick title-by-title rundown of what Chillingo and parent company EA were showing off. Plants vs. Zombies 2 This is technically not a Chillingo title, as it’s being developed by Popcap and published by EA. But it was probably what will turn out to be the biggest title in the suite for sure. Plants vs. Zombies was a huge hit on mobile, and so Popcap is bringing it first to iOS later on this month. In addition to new plant types and lots of new stages, the title has a time traveling theme. Crazy Dave will take you and your plants back through time to fight zombies in Ancient Egypt, the Wild West, and the pirate-infested seas, with one more (probably a future) level coming soon after launch. This time around, the game is based on that series of worlds, so each world will have its own core levels, challenge levels, and then endless levels to play through. Levels are unlocked as you open them up with keys that you collect, and you’ll need to earn a certain number of stars to open up “star gates” and move to the next world. Gameplay is as colorful and fun as ever in the very popular Plants vs. Zombies series, though there are a few new elements, like the ability to drag across the screen and pick up sunlight, rather than having to tap on each sun separately. There are also new touchscreen-based powerups to play with, and this is where the game’s biggest issue comes in: It’s a freemium title. The original Plants vs. Zombies was very much a premium game, in that you paid once and played forever. But Popcap has elected to go freemium with PvZ2, so it’ll be free to download, and then various currencies and items will be available via in-app purchase. Popcap’s reps were very clear to say that players would be able to see the whole game for free, and that’s true, but even in my short playthrough, I saw no end of reminders that I could spend real money on in-game items. Powerups cost currency to use, which you can earn in-game, or you can spend real money on them if needed. And a special item called plant food provides your plants with a big boost, and can be collected from certain zombies or purchased directly. The jury’s out on this one for now — we’ll have to wait and see if the changes bother Popcap’s audience at all. Popcap believes there’s more money to be made with a freemium scheme, and that’s almost certainly true. But the freemium elements may turn off a sizable part of the audience that doesn’t want to be continuously bothered for cash, and could taint the series’ otherwise sterling reputation for quality. Plants vs. Zombies 2 is due out very soon. Fightback Fightback is a Chillingo-published title being developed by Ninja Theory, the talented folks behind the great Enslaved: Odyssey to the West and the recent DmC: Devil May Cry, both for traditional consoles. Fightback is a much simpler action game with an ’80s feel, as you play a muscle-headed thug fighting through floor after floor of various towers, trying to save his oft-kidnapped sister. The game features a simple control scheme (tap to punch, swipe to kick or duck), and challenges the player to keep an attack combo going and defeat all of the baddies within a certain time limit. Fightback seems simple but fun — one level takes place in an arcade, and the neon signage and fictional arcade cabinets add a nice bit of fun to the fisticuffs happening in the foreground. It too is a freemium title, and in addition to upgrading weapons and equipment, the hero can also get tattoos, which provide special buffs and abilities. Fightback should be an excellent but simple action title, and a nice entry into iOS for the veterans at Ninja Theory. It’s set to arrive sometime this summer. Zya Zya is the product of a company called Music Mastermind, and it has already picked up 300,000 users courtesy of a PC-based beta last year. It’s a music creation app, though while most music creation tools are buried under complicated UIs and science, Zya instead goes with cute characters and flashy graphics, and turns the process of creating and mixing a song into a game, of sorts. You start by choosing a series of music tracks (including a bass line and a rhythm section), either picking from the original pieces provided, or using licensed music from artists like Kelly Clarkson or Madonna. You can then add a melody, again from a licensed piece, or simply by singing your own into the iPad or iPhone’s microphone. The game will then mix all of your tracks together (courtesy of a cute cartoony dog hitting a big green “Mix” button), and then reward you various points and achievements based on the mix you chose. You can then share that mix via YouTube or other social networks, with friends or online with the public. Zya seems like a great idea — it combines some really impressive music creation and mixdown tools with cute characters and a very clear interface. There are only 20 licensed songs to start, but of course the company is ready to add more, if the app sees the popularity it needs. Zya will be out later this year, on iOS first, with an Android version to follow. Icycle Icycle was my favorite game at GDC this year, and we chatted with creator Reece Millidge just a while ago. The good news about Icycle is that it’s just as beautiful, charming, and well-made as it was at GDC, and it’s even closer to release (though obviously Chillingo is putting the time in to get it right). The bad news, however, is that some freemium elements are creeping into the gorgeous gameplay. Now, when your character dies, you’re presented with a button to retry right from where you started, with a small cost of currency to pay (undoubtedly available via in-app purchase). There are also various boosts and other items buy, and unfortunately the menus for those items just appear garish and commercial when overlaid on the spectacular game itself. Icycle has to make money, of course, but it’s a little depressing to see commerce invade what should really be held up as pure art. We’ll have to see how that balance plays out — it would be a shame for Chillingo to ruin such an excellent experience with a few overly crass sales pitches. Icycle is almost done, I’m told, and we should see it on the App Store soon. Ultima Forever Finally, Ultima Forever was on display yet again. I saw this in action at GDC for the first time, and it was and impressive retake on the old Ultima RPGs, made directly for iPhone. Unfortunately, it too suffers a little bit from the freemium focus that Chillingo has had lately, using a relatively annoying scheme of requiring keys of various qualities to do RPG-standard things like open chests and repair damaged equipment. Fortunately, senior producer Carrie Gouskos seems particularly sensitive to the freemium concerns, especially after what sounds like a very enlightening Canadian beta. She told me that she’s very dedicated to not only making sure there’s a free-to-play path through the game that’s fun and rewarding, but has also been lowering prices lately, trying to get the in-app purchases to a place where they’re both profitable (for Chillingo’s sake), and tolerable (for the audience’s). We’ll be able to see the game soon — it’s set for a worldwide release sometime in July. Chillingo is one of my favorite publishers on the App Store — the staff over there has made some terrific decisions in partnering up with quality developers, and all of these titles seem like great, well-polished experiences. Freemium is turning into a bad word with these titles, however, even when it doesn’t have to be. We’ve seen in the past that audiences on iOS are more than willing to pay for high-quality experiences, and while the constant ask may make Chillingo more money in the end, it could sully the company’s reputation, especially as there are more and more great experiences on the App Store that don’t constantly pester for cash. Hopefully this company can find a good balance between profitable and fun, and keep publishing these great titles without having to cram them full of controversial freemium pitches. EA/Chillingo’s E3 2013 offerings: Plants vs Zombies 2, Fightback, and more originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 17 Jun 2013 19:00:00 EST. Please see our terms for use of feeds . Permalink  |  Email this  |  Comments Continue reading

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XCOM: Enemy Unknown arrives on iOS on June 20 for $20

The long-awaited iOS version of XCOM: Enemy Unknown is almost here. 2K Games has announced that it will be available on the iPad, iPhone and iPod touch Thursday at a premium price of US$19.99. Firaxis’ excellent remake of the old PC game arrived on consoles last year to critical acclaim, and now it’s coming to iOS with all of the single player features of the main release. Multiplayer mode is coming later on, and will be added in an update a little further down the road. That price might be the most notable thing about this one. Lots of developers are going with freemium on iOS lately, claiming that there’s just not a big enough audience willing to pay a higher price to justify anything but giving games away for free. But XCOM is definitely a premium experience, and I think that there are plenty of gamers out there willing to pay $20 for a game worth the quality (XCOM is still selling in stores for $50 or $60 on consoles and PC). Firaxis apparently agrees, so if XCOM turns out to be a hit, we may see more developers and publishers trusting the premium price for their highest quality games. A hit here could also kick off a trend of even more developers bringing out their AAA titles to iOS, possibly even closer to the same day and release date of consoles and PCs. We’ll see how this all plays out. If nothing else, we’re all set to get another excellent game on iPhone and iPad this coming Thursday. XCOM: Enemy Unknown arrives on iOS on June 20 for $20 originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 17 Jun 2013 16:00:00 EST. Please see our terms for use of feeds . Source  |  Permalink  |  Email this  |  Comments Continue reading

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Oculus snags $16 million from investors to bring virtual reality to the masses

Oculus announced its first round of funding today, wherein the company secured $16 million from investors specifically aimed at putting the Oculus Rift in consumer hands. The nascent virtual reality hardware company has repeatedly said its end goal with the Rift is to make it a consumer product; currently, only folks who backed the Rift on Kickstarter and those willing to spend $300 on a developer kit have access. A handful of games support the Rift, though more and more developers are promising not just support in their games, but entire games built from the ground up with VR in mind. An HD version of the headset was also introduced at last week’s E3 gaming show. Oculus’ new business partners apparently see enough financial potential in the Rift to not only invest heavily, but to also take on board positions — both Santo Politi of Spark Capital and Antonio Rodriguez of Matrix Partners are now on the Oculus board of directors. “What Palmer, Brendan and the team are building at Oculus so closely matches the Metaverse that we had to be part of it. Working with them to get this platform to market at scale will be enormously exciting,” Rodriguez said of today’s news. The company launched last year with a Kickstarter campaign targeting $250,000 — the project eventually raised just shy of $2.5 million, and now sells its Rift dev kit outside of the Kickstarter campaign. Comments Continue reading

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Video: OS X Mavericks’s enhanced multi-monitor mode demonstrated

One of OS X Mavericks’ premier features is the ability to use different full-screen apps on different displays in a multi-monitor setup . The enhancement over previous versions of OS X also allows the Mac Dock, Mission Control, and Menu Bar functions to be accessed on each individual monitor. YouTube user  MrThaiBox123  filmed a video of the new functionality in a setup with six monitors (via @DetroitBORG ). The narrator discusses some of the pros and cons of the new feature, and the video is worth a view for anyone interested in the new capabilities. Keep in mind that OS X 10.9 is currently in its first developer preview, so any of the issues described in the video above could be rectified by the fall release date. In addition to the above feature, Mavericks also includes improved Finder functionality, Maps and iBooks apps, and various performance improvements. Continue reading

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Microsoft Hires Siri For New Commercial That Makes Fun Of iPad

If you thought your personal assistant Siri held some kind of loyalty to Apple, think again. Microsoft has just released a new commercial that pits its Dell XPS 10 tablet against Apple’s iPad, with Apple’s own Siri delivering the punch lines. The ad targets some of the iPad’s lack of features, such as its inability to do two things at once and its lack of an SD card slot. It also makes fun of the iPad’s price versus the Dell tablet, although it uses a 32GB iPad model and a promotionally priced Dell model for comparison. While essentially all the points in Microsoft’s ad can be labeled as dumb, inaccurate, or irrelavant, I have to say that the commercial is actually pretty funny. The bit where Siri says “ow, ow, ow…” as someone tries to insert an SD card gets me every time. No wonder Apple’s changing the voice of Siri in iOS 7… (Watch it for yourself at the top of the post) Continue reading

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Talking Frostbite, Battlefield 4 and Mirror’s Edge 2 with EA DICE’s big boss (video)

EA’s DICE studio is the motor that powers several of gaming’s most popular franchises. Need for Speed and Battlefield are just two of the enormous series that DICE’s Frostbite engine is behind, and EA’s pledged the engine’s support to many more of its titles. It’s with these things in mind that we met up with DICE General Manager Karl Magnus-Troedsson at E3 2013, where we discussed Frostbite 3, Frostbite Go , Battlefield 4 and even a little Mirror’s Edge 2 for good measure. Troedsson had a headline spot during EA’s E3 stage briefing, where he helped to narrate a live demo of a 64-player match. Beyond a showcase for Battlefield 4 , the presentation was perhaps the most stunning demonstration to date of the DICE studio’s Frostbite engine and the power it’s able to wield when harnessed by skilled developers. And for the first time ever on next-gen consoles, Battlefield ‘s console versions (at least the next-gen ones) are identical with that of the PC one. Massive online battles and incredible in-game events — such as a Shanghai skyscraper being brought toppling down, all while naval scraps and helicopter dogfights are taking place — are possible on both PC and the next-gen boxes from Microsoft and Sony. We discuss all that and more with Troedsson in the video we’ve dropped just below the break. Filed under: Gaming , Software , HD Comments Continue reading

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Sony’s Shuhei Yoshida talks Remote Play ubiquity on PlayStation 4, not bundling the Eye with the console

With the PlayStation 4 , unlike the PlayStation 3 before it, Remote Play functionality on Vita is handled on a system level . Though Sony’s asking developers to take into account the Vita’s different button setup and additional input mechanisms that the portable console has, the actual act of enabling Remote Play is handled by the PlayStation 4 itself. “On PlayStation4 , it just happens. You just make a PS4 game, it supports Remote Play,” Sony Worldwide Studios head Shuhei Yoshida told us in an interview at E3. We’d asked whether Sony’s “mandating” Remote Play functionality from developers, and Yoshida first explained how it worked on the PlayStation 3 to offer some context. “The single biggest issue, why there are not many PlayStation 3 games that support Remote Play, was that it was optional — the system didn’t do much. The game has to set aside some memory or CPU to be able to do that, and usually, memory is the most precious resource that [development] teams fight amongst each other for. So when it comes down to the priorities, these are features that are very easy to drop,” he told us. The idea with PS4 is that, by offloading responsibility for Remote Play support to the console itself, developers are freed up to make the control tweaks necessary for a comfy experience playing a PS4 game remotely on Vita. “Please make sure that when you play your games on Vita, the control is good. That’s the minimum thing we’re asking them to do,” he added. All that said, not every single PlayStation 4 game will work with Remote Play — “Maybe not Just Dance ,” Yoshida offered with a laugh when we asked. That’s a pretty reasonable exception if you ask us, and it sounds like only games that require the PS4 Eye or Move (or some other such input method that’s impossible to emulate on Vita) are on that excepted list. Filed under: Gaming , Handhelds , Peripherals , Software , HD , Sony Comments Continue reading

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iWork for iCloud beta now available for developers

Apple just notified developers that iWork for iCloud, Apple’s online document editing service that was announced at WWDC 2013, is now available at beta.icloud.com . However, some developers are reporting that it’s still showing the old “iWork” icons rather than the new Google Docs/Drive competitor that was demoed during the keynote  while others have had it since Monday. Continue reading

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DevJuice: The easy way to set up an OS X Mavericks test environment

OK, this is going to be a “duh” moment for most Mac developers, but apparently there are some people who are having issues with setting up a test environment in which to run OS X Mavericks . I have to admit that I was one of those who first started asking if anyone was having success running the latest Mac OS in a virtual machine under VMWare or Parallels. There are some people who claim to have OS X Mavericks running fine under one virtual environment or the other, although most are being rather closed-mouth about how they accomplished it. So, tired of waiting, I decided to do what I’ve done with previous releases and just create a dual-boot machine. It’s stupid easy to do this: 1) On your OS X 10.8 machine, sign into your Mac Dev Center account, click on the appropriate tab for OS X Mavericks, and then download the OS X 10.9 Developer Preview (click the button, which launches the Mac App Store, and magic happens). 2) While you’re waiting for the download to complete, it’s time to set up your Mavericks partition. Fire up Disk Utility, click on your primary disk drive and add a partition. I made mine 64 GB (on a 256 GB SSD MacBook Pro with Retina display), named it Mavericks just so I’d be more apt to select it instead of my main drive when installing 10.9, and then let Disk Utility do its thing. This takes very little time, so go enjoy the outdoors while the download continues and try to get some sun. 3) Once the Installer has finished downloading, it should launch itself; if not, go into Applications, find the app named “Install OS X 10.9 Developer Preview” and launch it. Follow the instructions, select the Mavericks partition you created in step 2 as the target for the beta OS and sit back while the installation continues. 4) Now you have a dual-boot 10.8 / 10.9 machine. To boot into one or the other of the partitions, just hold down the Option key while rebooting and select the appropriate one. Of course, that’s not particularly helpful if you just have a single development machine and you don’t want the irritation of booting in and out of two versions of OS X several times a day. That’s why as soon as things are working smoothly with Parallels 8 and/or VMWare, we’ll pass along the instructions for setting up Mavericks virtual machines in both of those environments. DevJuice: The easy way to set up an OS X Mavericks test environment originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 13 Jun 2013 13:00:00 EST. Please see our terms for use of feeds . Source  |  Permalink  |  Email this  |  Comments Continue reading

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Sony’s Open SmartWatch project lets devs tinker with its firmware

Starting today, advanced developers can fiddle with Sony’s SmartWatch with more freedom than ever before. With the Open SmartWatch project, the company is now allowing devs to create and flash their own firmware to the device, paving the way for greater exploration of its potential. Previously, third-party innovation was limited to the official Add-on SDK, but with a slew of resources posted on the project’s website, Sony is looking to lure devs to its platform — and potentially find inspiration for its own end user experience. To get the party started, Sony and Arduino are teaming up to host a hackathon in Malmö, Sweden on June 15th with the hopes of bringing firmware alternatives to the table. Of course, flashing the firmware will void the product’s warranty, but for the developer with an eye on wearable tech , it might be a price well worth paying. Filed under: Wearables , Sony Comments Source: Open SmartWatch Project , Sony Continue reading

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