Saturday 31 August 2013

PAX: Mega Man Creator Announces Mighty No. 9

At PAX today, Mega Man creator Keiji Inafune announced Mighty No. 9, a new project seeking funding on Kickstarter.

According to the project page, Mighty No. 9 features “classic Japanese side-scrolling action” in which the player takes on the role of Beck, “the 9th in a line of powerful robots, and the only one not infected by a mysterious computer virus that has caused mechanized creatures the world over to go berserk.”

Gameplay sound similar to Mega Man in that players “run, jump, blast, and transform your way through six stages” that can be completed in any order. Players will steal weapons and abilities from enemies they defeat, and Beck’s “body itself can also reconfigure into new shapes, allowing for all kinds of new skills and abilities.”

mightyscreen

Concept art from Mighty No. 9 (not an in-game screen).

An example of Beck's abilities presented on the project page suggests, "his limbs might become giant magnets, enabling him to walk up walls or rip away enemy shields... Or maybe extendible spring-loaded hands would allow him to activate far-away switches or work as a grappling hook... Or he could have a tank-like body, easily crossing over spikes and pushing objects around the levels... These are just a few possibilities we’re considering (the game is still in the design phase), but you get the idea!"

Beck will also be able to take "xel" energy from foes, which he can store and use later to perform "a double-jump and speed boost for a limited time, unleash a concentrated flurry of powerful punches directly ahead, or set off a blast that hurts everything on the screen." The project hints that the "Mighty Number" robot bosses will be revealed later, but a few pieces of concept art are included below.

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Aside from Inafune, talent on the project includes designer Naoya Tomita (level designer on the original Mega Man), character designer Kimo Kimo (who worked on Street Fighter Alpha 3 and Darkstalkers 3), composer Manami Matsumae (responsible for the soundtrack of the original Mega Man) and art director Shinsuke Komaki (mecha and character design on Mega Man Legends).

Mighty No. 9 is being developed for PC, with other platforms “including home consoles, Mac, and Linux” potentially available as stretch goals. The project is seeking $900,000 before October 1st and is targeting an estimated release date of Spring 2015.

Developing...

Andrew Goldfarb is IGN’s news editor. Keep up with pictures of the latest food he’s been eating by following @garfep on Twitter or garfep on IGN.


Source : ign[dot]com

Rewind Theater: XCOM: Enemy Within PAX Trailer

The new trailer from Firaxis' XCOM: Enemy Unknown expansion is called War Machines, and it reveals the aliens' second new threat: the stealthy Seeker. Steve and Dan give you the shot-by-shot breakdown of all the new information on how they fight and what you can do to keep your troops alive.

If you missed the raw, unfiltered trailer, watch it below.


Source : ign[dot]com

Hang Out With IGN At PAX This Weekend

This year IGN is going to be all over PAX. Where can you see us this year? Check out all of our big events below:

IGN's PAX Party and Indie Showcase

pax copy

"Join IGN at Rock Bottom Brewery in downtown Seattle on Saturday the 31st for a night of drinks, food, games and Greg Miller scaring small children! We've partnered up with Midnight City, a brand new indie publishing company from former IGN Editor In Chief Casey Lynch and we'll be showing off tons of games they'll be publishing. IGN's own Greg Miller, Daemon Hatfield, Mitch Dyer, Jose Otero, Sean Finnegan, Tim Geddes and Sean Allen will be hanging out all night, drinking, gaming, and partying with the IGN community. (When you see Mitch, make sure to talk to him about the finer points of Boy Meets World, he loves it!)"

Where: Rock Bottom Restaurant & Brewery, 1333 5th Ave, Seattle, WA 98101 When: Saturday 8/31 7PM - 11PM Pacific Time.

The event is first come first serve, get there early to reserve yourself a spot. The event is also all ages, so bring the whole family down!

IGN Game Scoop! Presents 5 Wild Next-Gen Predictions

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"Join Daemon, Greg, Mitch, Jose and a few special friends as they sit down, record a podcast, and discuss what the next generation of games means to you. They’ll also probably ramble about nonsense and shout a lot… OK, that last part will mostly be Greg."

Where: Serpent Theatre When: Monday 9/2 11:30AM - 12:30PM

Sean Allen is IGN's Community Manager and Social Media Robocop. He is currently trying to decide if Miley Cyrus would be a Hufflepuff or Ravenclaw. Be sure to follow him Sean on Twitter to help him decide.


Source : ign[dot]com

Road Not Taken Coming to PlayStation 4, PS Vita

Sony revealed quite a few games for PlayStation 4 and PlayStation Vita today: add Road Not Taken to the list. Road Not Taken has already been announced for PC and iPhone.

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Road Not Taken is under development at Spry Fox, and “is a game about life’s surprises, both positive and negative,” according to Spry Fox’s CEO David Edery. “In our take on Robert Frost’s poem of the same name, you wander through a mysterious forest in the aftermath of a large snowstorm. As you explore, you’ll come across wild animals, impassable barriers, and lost children.”

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Edery describes Road Not Taken as a “puzzle roguelike,” which itself sounds quite interesting. He promises dozens of hours of gameplay and a high level of difficulty. It’s unclear when it will be launched on PS4 and PS Vita, but we’ll keep you updated when we hear more.

Colin Moriarty is IGN’s Senior Editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

Road Not Taken Coming to PlayStation 4, PS Vita

Sony revealed quite a few games for PlayStation 4 and PlayStation Vita today: add Road Not Taken to the list. Road Not Taken has already been announced for PC and iPhone.

9631779036_062f5be78d_z

Road Not Taken is under development at Spry Fox, and “is a game about life’s surprises, both positive and negative,” according to Spry Fox’s CEO David Edery. “In our take on Robert Frost’s poem of the same name, you wander through a mysterious forest in the aftermath of a large snowstorm. As you explore, you’ll come across wild animals, impassable barriers, and lost children.”

9631779052_1c9af95aaa_z

Edery describes Road Not Taken as a “puzzle roguelike,” which itself sounds quite interesting. He promises dozens of hours of gameplay and a high level of difficulty. It’s unclear when it will be launched on PS4 and PS Vita, but we’ll keep you updated when we hear more.

Colin Moriarty is IGN’s Senior Editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

VVVVVV Coming to PS Vita

Today, Sony revealed that indie hit VVVVVV will be coming to PlayStation Vita. It originally came to PC in 2010 (and 3DS a year later), and we liked it.

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What’s VVVVVV all about? Publisher Nicalis’ Tyrone Rodriguez describes it as something like this: “you’re Captain Viridian (like the color) and you, your ship, and your crew are stranded in some crazy alternate dimension that, of course, is in the process of imploding. Of course it is. Your crew has been lost in this weird dimension and you’re the leader; it’s your job to go find them and maybe save the dimension.”

It’s unclear when the brutally-difficult, gravity-bending VVVVVV will be released for PS Vita – hopefully we’ll have more news on that soon – but in the meantime, rest assured that it’s coming to Sony’s handheld.

Colin Moriarty is IGN’s Senior Editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

Friday 30 August 2013

The Subtle Magic of Folding Paper in Tengami

I guess this preview should start with an apology. See, I played Tengami months ago at the first annual BitSummit -- an independent developer conference in Japan -- but forgot to write about it for IGN. And, at the time, I walked away impressed. I thought it was wonderful and different: a serene and thought provoking experiment that used interesting visual trickery and puzzles.

The first time I played Tengami, I did so on an iPad. Today, I played an early build running on Wii U at PAX. And, more importantly, I still felt the positive about it.

But I will admit that it's hard to fully grasp Tengami at first glance. In fact, during my Wii U demo two attendees started talking about it, and I couldn’t help but overhear their discussion. "I just don't understand what the game is here?" a disinterested male voice said.

"It's a game where you tap and explore an environment, " Someone quickly responded. The conversation between the two ended there.

Easily described as a puzzle game meets pop-up book, I played Tengami and walked through a serene and mysterious forest. I used a one-touch interface to interact with different tabs. One puzzle required me to fold bush-shaped papers closed so I could open a path. Another involved a trolling wolf that would howl in order to close a stairway I unfolded.

As I silently wondered how to get rid of this pest, the answer presented itself as I journeyed to the right-most part of the screen. I found a tree with wind chimes that I had to manipulate in a specific order. Once I accomplished this task, the trolling wolf went to sleep. "Time to go back and unfold that paper staircase, " I thought.

The mystery unfolds in Tengami.

The mystery unfolds in Tengami.

Given the puzzles and interactions I've described, I hope you can see what makes Tengami so special. It's subtle, inventive and, at times, clever. Each new page unravels another beautiful setting with moving streams and colorful fields. The pop-up aesthetic gave it a unique character and look. It's Eastern influences fit the quiet atmosphere well.

Tenagami is an interactive picture book, but one that presented little story. At BitSummit, I remembered it involved a character with no name. So I asked a representative on hand, and she clarified that Tengami does travel in a specific arc, but she hoped that people wouldn't hang too much on a story and observe a bigger, metaphorical tale bound inside.

I also wondered if, given this started as an iOS game, if multi-touch would be a problem. The rep on hand clarified that even though all iOS devices supported multi-touch, the team wanted to focus on single points of interaction. It helped the developers emphasize only specific points for the player to focus on.

Even after I played this early, unfinished build of Tengami I felt my interest pique just a little more. Once it was over, I wondered what mystery sat at the heart of this soft and interesting game. Tengami will first come to iOS in 2013, and a Wii U version will happen in 2014.

Jose Otero is an Associate Editor at IGN and host of Nintendo Voice Chat. You can read more about the games he likes by following him on twitter.


Source : ign[dot]com

The Subtle Magic of Folding Paper in Tengami

I guess this preview should start with an apology. See, I played Tengami months ago at the first annual BitSummit -- an independent developer conference in Japan -- but forgot to write about it for IGN. And, at the time, I walked away impressed. I thought it was wonderful and different: a serene and thought provoking experiment that used interesting visual trickery and puzzles.

The first time I played Tengami, I did so on an iPad. Today, I played an early build running on Wii U at PAX. And, more importantly, I still felt the positive about it.

But I will admit that it's hard to fully grasp Tengami at first glance. In fact, during my Wii U demo two attendees started talking about it, and I couldn’t help but overhear their discussion. "I just don't understand what the game is here?" a disinterested male voice said.

"It's a game where you tap and explore an environment, " Someone quickly responded. The conversation between the two ended there.

Easily described as a puzzle game meets pop-up book, I played Tengami and walked through a serene and mysterious forest. I used a one-touch interface to interact with different tabs. One puzzle required me to fold bush-shaped papers closed so I could open a path. Another involved a trolling wolf that would howl in order to close a stairway I unfolded.

As I silently wondered how to get rid of this pest, the answer presented itself as I journeyed to the right-most part of the screen. I found a tree with wind chimes that I had to manipulate in a specific order. Once I accomplished this task, the trolling wolf went to sleep. "Time to go back and unfold that paper staircase, " I thought.

The mystery unfolds in Tengami.

The mystery unfolds in Tengami.

Given the puzzles and interactions I've described, I hope you can see what makes Tengami so special. It's subtle, inventive and, at times, clever. Each new page unravels another beautiful setting with moving streams and colorful fields. The pop-up aesthetic gave it a unique character and look. It's Eastern influences fit the quiet atmosphere well.

Tenagami is an interactive picture book, but one that presented little story. At BitSummit, I remembered it involved a character with no name. So I asked a representative on hand, and she clarified that Tengami does travel in a specific arc, but she hoped that people wouldn't hang too much on a story and observe a bigger, metaphorical tale bound inside.

I also wondered if, given this started as an iOS game, if multi-touch would be a problem. The rep on hand clarified that even though all iOS devices supported multi-touch, the team wanted to focus on single points of interaction. It helped the developers emphasize only specific points for the player to focus on.

Even after I played this early, unfinished build of Tengami I felt my interest pique just a little more. Once it was over, I wondered what mystery sat at the heart of this soft and interesting game. Tengami will first come to iOS in 2013, and a Wii U version will happen in 2014.

Jose Otero is an Associate Editor at IGN and host of Nintendo Voice Chat. You can read more about the games he likes by following him on twitter.


Source : ign[dot]com

The Subtle Magic of Folding Paper in Tengami

I guess this preview should start with an apology. See, I played Tengami months ago at the first annual BitSummit -- an independent developer conference in Japan -- but forgot to write about it for IGN. And, at the time, I walked away impressed. I thought it was wonderful and different: a serene and thought provoking experiment that used interesting visual trickery and puzzles.

The first time I played Tengami, I did so on an iPad. Today, I played an early build running on Wii U at PAX. And, more importantly, I still felt the positive about it.

But I will admit that it's hard to fully grasp Tengami at first glance. In fact, during my Wii U demo two attendees started talking about it, and I couldn’t help but overhear their discussion. "I just don't understand what the game is here?" a disinterested male voice said.

"It's a game where you tap and explore an environment, " someone quickly responded. The conversation between the two ended there.

Easily described as a puzzle game meets pop-up book, I played Tengami and walked through a serene and mysterious forest. I used a one-touch interface to interact with different tabs. One puzzle required me to fold bush-shaped papers closed so I could open a path. Another involved a trolling wolf that would howl in order to close a stairway I unfolded.

As I silently wondered how to get rid of this pest, the answer presented itself as I journeyed to the right-most part of the screen. I found a tree with wind chimes that I had to manipulate in a specific order. Once I accomplished this task, the trolling wolf went to sleep. "Time to go back and unfold that paper staircase, " I thought.

The mystery unfolds in Tengami.

The mystery unfolds in Tengami.

Given the puzzles and interactions I've described, I hope you can see what makes Tengami so special. It's subtle, inventive and, at times, clever. Each new page unravels another beautiful setting with moving streams and colorful fields. The pop-up aesthetic gave it a unique character and look. It's Eastern influences fit the quiet atmosphere well.

Tenagami is an interactive picture book, but one that presented little story. At BitSummit, I remembered it involved a character with no name. So I asked a representative on hand, and she clarified that Tengami does travel in a specific arc, but she hoped that people wouldn't hang too much on a story and observe a bigger, metaphorical tale bound inside.

I also wondered if, given this started as an iOS game, if multi-touch would be a problem. The rep on hand clarified that even though all iOS devices supported multi-touch, the team wanted to focus on single points of interaction. It helped the developers emphasize only specific points for the player to focus on.

Even after I played this early, unfinished build of Tengami I felt my interest pique just a little more. Once it was over, I wondered what mystery sat at the heart of this soft and interesting game. Tengami will first come to iOS in 2013, and a Wii U version will happen in 2014.

Jose Otero is an Associate Editor at IGN and host of Nintendo Voice Chat. You can read more about the games he likes by following him on twitter.


Source : ign[dot]com

PAX: Double Fine Making DLC for PlayStation 4’s The Playroom

During a PlayStation event at PAX tonight, Double Fine revealed that it will create upcoming downloadable content for The Playroom, PlayStation 4’s AR game collection.

No details about the DLC have been revealed (including price or release date), but expect more information leading up to PlayStation 4's launch in November.

The Playroom is a collection of mini-games that utilizes the PlayStation 4 camera. At Gamescom last week, Sony confirmed that it will be pre-installed on every PlayStation 4.

This marks yet another new project for Double Fine, which previously announced work on Massive Chalice, a turn-based tactics game that received Kickstarter funding earlier this year. Double Fine is also working on its original Kickstarter project, Broken Age, which will soon come to Steam Early Access.

Andrew Goldfarb is IGN’s news editor. Keep up with pictures of the latest food he’s been eating by following @garfep on Twitter or garfep on IGN.


Source : ign[dot]com

PAX: Double Fine Making DLC for PlayStation 4’s The Playroom

During a PlayStation event at PAX tonight, Double Fine revealed that it will create upcoming downloadable content for The Playroom, PlayStation 4’s AR game collection.

No details about the DLC have been revealed (including price or release date), but expect more information leading up to PlayStation 4's launch in November.

The Playroom is a collection of mini-games that utilizes the PlayStation 4 camera. At Gamescom last week, Sony confirmed that it will be pre-installed on every PlayStation 4.

This marks yet another new project for Double Fine, which previously announced work on Massive Chalice, a turn-based tactics game that received Kickstarter funding earlier this year. Double Fine is also working on its original Kickstarter project, Broken Age, which will soon come to Steam Early Access.

Andrew Goldfarb is IGN’s news editor. Keep up with pictures of the latest food he’s been eating by following @garfep on Twitter or garfep on IGN.


Source : ign[dot]com

'Xbox On' Voice Command Only in 5 Markets at Xbox One Launch

Update: Microsoft has clarified that the delay specifically affects the "Xbox On" voice command, which will only work in five markets at launch.

A spokesperson provided the following statement to Gamespot:

"Our vision is to bring conversational voice control and voice search to every country where we sell Xbox. At Xbox One launch, we will offer voice control in 10 of our 13 launch markets, with eight total languages: English US, English UK, French, Spanish MX, Spanish ES, Italian, German, and Portuguese. There will be some voice experience variations in different markets at launch; the 'Xbox On' voice command will only be available in five markets (United States, United Kingdom, Canada, France, and Germany) and will come to others in the near future.

There are many complexities associated with delivering a great voice experience around the world, and we're working hard to add more voice features and more countries; we'll share more details in the future."

Original story follows:

While we're still waiting on a firm release date for the Xbox One, we now know that the system's much-touted voice command capabilities will be limited to select markets at launch. Spotted by Gamespot, a listing on Xbox.com notes that the console's new Kinect-enabled voice commands will only be available in the US, UK, Canada, France, and Germany when it ships sometime in November. That leaves customers in the other 8 launch regions — including Australia, Mexico, Italy, and others — out of luck until an unspecified later date.

While the exact cause for the staggered rollout is not mentioned, earlier this week Microsoft head of product development Albert Penello discussed language localization as the primary cause for the system's delayed availability in select markets. With the aid of the new and improved Kinect sensor, many of the Xbox One's software can be controlled by simple voice commands, including the ability to power on the system, switch to different programs, and launch apps. In order to make the feature available in all available in the primary languages of each country, including the nuances of regional dialects.

We've reached out to Microsoft for comment.

Scott Lowe is IGN's resident tech expert and first-person shooter fanatic. You can follow him on Twitter at @ScottLowe and on MyIGN at Scott-IGN.


Source : ign[dot]com

The Tragedy and Comedy of Phoenix Wright 5

Five minutes into the investigation demo for Phoenix Wright: Ace Attorney - Dual Destinies, I'm faced with a situation I would describe as dire and funny at the same time. First, the dire part: Everyone's favorite, blue suit wearing Attorney is missing, and a team made of Apollo Justice and spunky newcomer Athena Cykes must rescue him. And the funny part? Athena theorizes a giant bird monster ate him.

OK, maybe her theory sounds a little too dramatic but it accurately describes Phoenix Wright's courtroom hijinks in a nutshell. The series bounces between tragedy and comedy often, but it never runs off of a narrative cliff on a wacky tangent. And even though Athena's theory appears farfetched, I found evidence to support it all over the room.

Before I explain further, here's some important context: The gameplay portion I played on the PAX show floor is meant to serve as a feature demo, almost similar to a recent Pokemon X and Y trial I played a few weeks ago. It gave me a quick glimpse of features and systems without spoiling the final game.

But let's slip back into the situation: Athena and I had to figure out what really happened to Phoenix Wright. According to the evidence, he attended a mysterious party held in this room, but now the place is trashed. Taking cues from the point and click adventure genre, I guided a pointer using the 3DS's analog stick in the demo. A crosshair would appear over items of interest and signaled that I could take a closer look. In some cases, this meant that the camera would zoom into or under an object. So I looked under a table briefly to find a note from Phoenix, one that we labeled his last will and testament.

The scene looked pretty grizzly from then on and only small hints : I saw blood on the floor, feathers everywhere, and overturned furniture. Clearly something happened to Phoenix Wright, but what? In order to investigate the scene, I rotated the camera in real-time by tapping on labeled sections of the touch screen. This allowed me to peer at the room from three perspectives and hunt for more hidden objects.

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Say hello to Athena, the spunky newcomer of Ace Attorney 5.

Naturally, missing a crucial piece of evidence becomes a problem with point-and-click adventures made in this style. So I couldn't move the story forward until I found every piece of evidence in the room. Thankfully, Phoenix Wright has always tackled this tedium head on with sharp, witty writing. So I found comedy while searched through mundane objects, like when I found a trophy for winning the Loudest Towel Snapping Noise competition. Is that really a thing?

At the end of my brief demo, I put together the clues and answered the question that hung in the air. Was Phoenix Wright dead? No. The hero appeared and his explanation for going missing served as a great punch line. Basically, a turkey he was preparing for a party came to life and ran off. It was covered in red grapefruit sauce, which to our heroes looked awfully close to blood when smeared on the floor. He ran after it, but he came back because of an important mission.

Even as the fifth installment of the series, my demo for Dual Destines made the case that Phoenix Wright is still every bit as charming as I remembered. I understand that it's an acquired taste, and some people wouldn't have the patience to sit through these investigation missions, but the clever writing and character asides made it worth my time. So if you're excited for Phoenix Wright 5, you're in luck: Capcom announced a few weeks ago that Dual Destinies would arrive in the US as a digital download on the eShop.

Jose Otero is an Associate Editor at IGN and host of the Nintendo Voice Chat podcast. If you want to learn more about his passions, follow him on twitter


Source : ign[dot]com

Huge New Character Banner for The Hunger Games: Catching Fire

Check out the latest artwork from The Hunger Games: Catching Fire. This huge banner (via IMP Awards) features the movie's cast of characters led by Jennifer Lawrence's Katniss Everdeen.

Click on the image for the hi-res version:

hunger_games_catching_fire_cast_bannerXL

The Hunger Games: Catching Fire opens November 22.


Source : ign[dot]com

EA's Ghost Studio Takes Control of Need for Speed Franchise

EA’s Ghost studio has taken control of the Need for Speed franchise.

Speaking to Videogamer, studio head Marcus Nilsson explained that the brand “needs continuity” in order to maintain its identity.

"It cannot go from black to white between Black Box and Criterion, and that's why we're now thinking about the brand as Ghost owns it,” Nilsson said. “We're going to build it, we're going to build it on Frostbite 3, [and] people will see something they are familiar with every time we release the game. And I think that is the core basis of building a brand; that people know what to expect."

Nilsson explained that Need for Speed -- which shifted hands from Black Box (Need for Speed: The Run) to Criterion (Need for Speed Most Wanted) and now to Ghost (Need for Speed Rivals) -- “loses credibility” as a result of not remaining consistent.

“I think we now have the work of re-establishing that credibility with building the brand,” he said. “You know, it's still a really strong brand, absolutely. We just need to make sure people know what to expect when they get it, and Rivals is absolutely the first step toward that. Need For Speed is not going to go away, right? It's not the final or last step of that. But what you see in Rivals, a lot of those things will carry on going forward and myself and Rivals will be involved in shaping that."

As for whether the franchise will alternate between Criterion and Ghost in the future, Nilsson said, “no, you're not going to see that,” adding that “there's a small part of Criterion working on something else. Criterion is absolutely helping us out a lot on this game and would we make something next year or whenever we do it, it's going to be something that is ultimately driven from Ghost."

Last year, Criterion announced it was in control of the Need for Speed franchise, but has since been said to be moving away from making racing games. Ghost, meanwhile, was formerly known as EA Gothenburg before finally announcing its official name last year.

We’ve reached out to EA for clarification about the franchise and will update this story with any comment we receive. Need for Speed Rivals will be released on November 19th for Xbox 360 and PlayStation 3 and has been confirmed as a launch title for both Xbox One and PlayStation 4.

For more on what’s new in Rivals, be sure to read our hands-on impressions from Gamescom.

Andrew Goldfarb is IGN’s news editor. Keep up with pictures of the latest food he’s been eating by following @garfep on Twitter or garfep on IGN.


Source : ign[dot]com

IGN Assemble! #95 - The Zombie Squad

This week, we get around to talking about the Ben Affleck/Batman and James Spader/Ultron casting news, alongside Marvel's new digital initiative and Amanda Waller making an appearance on Arrow. Plus: Snake Plissken comics, the best of Jack Kirby, and music/comics pairings. Please note that due to technical difficulties, we had to use a back-up recording and thus, the audio is not quite as crisp as we'd like. Sorry.

As for this week's comics, we talk: Justice League, Batman Incorporated Special, Batman/Superman, Aquaman, The Flash, American Vampire Anthology, FF, Wolverine and the X-Men, and Lazarus.

As always, there are spoilers for everything discussed, so you've been warned.

In the interest of self-promotion:

Check out the IGN Assemble! Facebook Group!

Check out the IGN Assemble! Wiki Page!

If you've got a question, comment, or art, feel free to drop us a line at ignassemble@ign.com.

IGN Assemble! Podcast: Episode #95

Subscribe to IGN Assemble! on iTunes

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Follow us on Twitter:

Joey Esposito

Benjamin Bailey

Enjoy!

Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter, or find him on IGN. He will love Star Wars until the end of his days.


Source : ign[dot]com

Green Lantern #23.1: Relic Preview

In September 2011, the New 52 launched. In September 2012, we got Zero Month. This September -- next week -- launches DC Comics' Villain's Month, in which the baddies of the DCU get the spotlight with a whole bunch of one-shot issues and the launch of Forever Evil.

In the Green Lantern world, a new big bad known as Relic recently emerged, and writer Robert Venditti and artist Rags Morales are giving him the spotlight in Wednesday's Green Lantern #23.1: Relic.

Get your first look right here:

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Green Lantern #23.1: Relic
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Joey is a Senior Editor at IGN and a comic book creator. Follow Joey on Twitter @JoeyEsposito, or find him on IGN at Joey-IGN. He thinks Catwoman is swell.


Source : ign[dot]com

Xbox One Launching in ‘Late November 2013’?

Xbox One may be launching later than expected. According to section 12 of the rules of Mountain Dew/Doritos' Every 2 Minutes Xbox One contest, Microsoft's new console has a “targeted launch date of late November 2013.”

While the language in the rules here is by no means official, it's worth noting that the Every 2 Minutes contest is being held in partnership with Microsoft and has even been promoted by Xbox Live's Major Nelson.

If "late November" is correct, this means Xbox One would likely launch after the November 15th release of PlayStation 4 and later than the widely-expected November 5th release date.

Microsoft announced at E3 that Xbox One will launch in November, but a specific day has yet to be confirmed.

We’ve reached out to Microsoft about the contest rules and will update this story with any comment we receive.

Andrew Goldfarb is IGN’s news editor. Keep up with pictures of the latest food he’s been eating by following @garfep on Twitter or garfep on IGN.


Source : ign[dot]com

Game of Thrones: Daario Recast in Season 4

When Game of Thrones returns for Season 4, Jorah Mormont will have a whole new guy to be jealous of... Well, a whole new actor at least. THR reveals that Daario Naharis has been recast, with Michiel Huisman taking over the role.

Ed Skrein played Daario in Season 3, introduced as a warrior who turned the tables on his would-be partners and joined up with Daenerys - even while the two began giving each other some rather notable "How YOU doin'?" glances.

Michiel Huisman (Left, in Treme) will take over the role of Daario, first played by Ed Skrein.

Michiel Huisman (Left, in Treme) will take over the role of Daario, first played by Ed Skrein.

This is not the first time Game of Thrones has recast a role, though it may be the most notable. The role of Gregor Clegane, AKA The Mountain, was played by Conan Stevens in Season 1, before Ian Whyte took over in Season 2. Beric Dondarrion was played by David Michael Scott Season 1 and then Richard Dormer in Season 3. Daario though had the biggest introduction and most screen time (and dialogue) of any of the roles that have been recast previously.

It looks like there will be one other bit of recasting in Season 4 though, with WinterisComing reporting recently that Dean-Charles Chapman, who previously played one of the Karstarks on the show, will now be playing Joffrey's little brother, Tommen, taking over for Callum Wharry.


Source : ign[dot]com

Kurt Russell Up for Role in The Fast and the Furious 7

Action icon Kurt Russell won't be in The Expendables 3, but the Escape From New York and Death Proof star is reportedly up for a key role in Fast & Furious 7.

According to Variety, Russell is in negotiations for an unspecified role "that Uni originally offered to Denzel Washington — clearly showing its importance to the film's story."

Kurt Russell as Stuntman Mike in Quentin Tarantino's Death Proof.

Kurt Russell as Stuntman Mike in Quentin Tarantino's Death Proof.

If his deal is made, Russell would join a cast that includes the series' returning vets, such as Vin Diesel and Dwayne Johnson, as well as recent additions Jason Statham, Tony Jaa, and Ronda Rousey.

The James Wan-directed sequel starts filming soon for a July 11, 2014 release.


Source : ign[dot]com

Microsoft and Google Sue U.S. Government

Back in July, Microsoft and Google were among a number of tech giants who signed on to a coalition movement asking the U.S. government for more transparency when it comes to sharing the private online data of citizens. Today, the two companies have decided to move forward with litigation against the government, asking the courts to uphold their right to "speak more freely."

Image Source: Microsoft

Image Source: Microsoft

Concerns over how tech and social media companies hand over user data--such as emails--have risen in recent months, due to allegations from NSA leaker Edward Snowden and reports the government is attaining private documents through Foreign Intelligence Surveillance Act (FISA) requests. On Thursday, the U.S. government agreed to release a report listing the total number of such requests once a year. Microsoft and Google are not satisfied with the change.

"The government’s decision represents a good start," writes Microsoft general counsel Brad Smith on the company's policy blog. "But the public deserves and the Constitution guarantees more than this first step."

Microsoft and Google had apparently agreed to six deadline extensions in the talks with government officials, but according to Smith, the negotiations have "ended in failure." Both companies feel they should have the right under the U.S. Constitution to specifically detail what information is being handed over upon the government's request--not just total numbers.

"To followers of technology issues, there are many days when Microsoft and Google stand apart," writes Smith. "But today our two companies stand together."

Matt Clark is a freelance writer covering the world of videogames, tech, and popular culture. Follow him on Twitter @ClarkMatt and MyIGN at Matt_Clark.


Source : ign[dot]com

Keepin' It Reel, Episode 219

Welcome back to Keepin' It Reel! In this week's podcast, Jim Vejvoda, Scott Collura, and IGN UK's Chris Tilly bring you the latest in genre movie news.

After tackling last weekend's box office -- where Lee Daniels' The Butler beat newcomers The Mortal Instruments: City of Bones, The World's End, and You're Next -- the guys discuss the week's biggest genre movie news and rumors, including Ben Affleck's Batman casting, Marvel's The Avengers: Age of Ultron, Star Wars: Episode VII, Guardians of the Galaxy, The Good Dinosaur, Interstellar, Arrested Development, Spawn 2, The X-Files 3, Bourne 5 and more.

We then guess which new release -- Getaway or One Direction: This Is Us -- might win this weekend's box office.

Download Keepin' It Reel, Episode 219!

batman_082913_1280

Let us know in the Comments or via e-mail what you'd like us to talk about in the next Keepin' It Reel podcast! And by all means if we're doing well, don't only let us know, click on the "subscribe" link below to keep current with future podcasts.

And follow us on Twitter!

Jim Vejvoda: @StaxIGN

Scott Collura: @ScottIGN

Chris Tilly: @TillyTweets


Source : ign[dot]com

Nintendo: ‘Online Play is Always Important’

Nintendo still believes that online play is an important part of 3DS and Wii U’s futures. Speaking to IGN this week, Nintendo of America president Reggie Fils-Aime discussed Wii U’s connected future, including online play and digital purchases.

Maybe people read into it, when a Nintendo first-party game doesn’t have connected play, that somehow we’re not interested in connected play.

“Online play is always important,” Fils-Aime told IGN. “I guess maybe people read into it, when a Nintendo first-party game doesn’t have connected play, that somehow we’re not interested in connected play. The reality is that when our developers are making a game, they think about the type of experience that they want to see happen. And so for Super Mario 3D World the development team wanted people to be in the same space, having that fun enjoyment, that’s the vision that they had in their head. So they created an experience that was multiplayer in the same room. That doesn’t mean that we don’t care about connected gameplay. It’s just that the developers have a vision for what we want to bring to bear. We do exceptionally well in that in-the-same-room multiplayer experience.”

Nintendo understands that connectivity is an increasingly important element of gaming, and also understands the importance of digital purchases for consumers.

“From a Nintendo perspective, we needed to have the right infrastructure,” Fils-Aime told us. “We needed to have the right approach from a digital standpoint. And we needed to have the capabilities to execute it right. I would say that, beginning with the 3DS, and certainly to a whole new level with the Wii U, we’re getting digital right. The consumer is voting with their wallets. A game like Animal Crossing, where 30 percent of the sales are happening digitally, the consumer is recognizing the benefits that we have with digital content. Not only in dual distribution products – products sold both digitally and physically – but in the very strong library of digital games, whether it’s games from independent developers or content that we’re bringing back digitally. We’re creating a very strong business proposition on our digital space.”

Let’s sell a system that has enough memory to get you going, and then if you love digital downloads and you want to keep downloading content, buy a separate external hard drive.

We asked why, if digital is such an important part of Nintendo’s plan, Wii U’s largest available hard drive is 32GB, which is likely to fill up with only a few games.

“We believe it’s important to provide a value to the consumer,” Fils-Aime explained. “[Memory] gets cheaper, right? Minute by minute, day by day. And so why lock the consumer into some high price point just because it happens to have 120 gigs of memory? Our mentality is, let’s sell a system that has enough memory to get you going, and then if you love digital downloads and you want to keep downloading content, buy a separate external hard drive. The price of it today is a hell of a lot cheaper than it was six months ago. And that’s a value benefit that the consumer should enjoy. It’s a different mentality than our competitors, but I’ll tell you, ours is much more consumer-oriented given the reduction in ongoing price, of the cost of memory.”

Fils-Aime says he expects digital downloads to continue to increase in popularity among Nintendo consumers.

“Just to put this in perspective, when we launched the Wii and when we launched the DSi, from a consumer’s perspective there wasn’t a great motivation to get connected to the internet,” he recalled. “I mean, sure, yes, you could watch Netflix on Wii. Yeah, there was access to some digital content. But you compare that now to all the reasons why you want to have your device connected, it’s like night and day. The first step in driving digital sales is getting the device connected. So as we sit here today, the percentage rates of connection are huge. And that just gives us the ability to message to the consumer, to merchandise, to motivate them to spend some time in the eShop, and as they do that, they see just the wealth of great content we have.”

“The other piece that we’re seeing is that there are certain packaged games that I would argue are a better experience having them digitally and on your device,” he continued. “Animal Crossing, right? I’m one of those consumers. I have it as a digital download. I actually have Pokemon Black in my slot. I’m revisiting that before Pokemon X and Y comes. So for me it’s just easy to get into that game, play a little bit, water my flowers, get my fossils, and then go back to another game. And so by recognizing these consumer behaviors, we’ve been able to dramatically grow our digital business.”

For more from our interview with Fils-Aime, be sure to read his thoughts on Xbox One and PlayStation 4’s launch lineups and why Nintendo loves independent developers.

Andrew Goldfarb is IGN’s news editor. Keep up with pictures of the latest food he’s been eating by following @garfep on Twitter or garfep on IGN.


Source : ign[dot]com

PlayStation Store Now Offers Mobile Billing

PlayStation Store purchases can now be made by billing your mobile phone account, Sony has announced.

The new Mobile Billing feature supports purchasing content on both the PlayStation Store and the Sony Entertainment Network (which offers the Music Unlimited service) through a PS3 or a browser. The Add Funds page that previously asked users to enter a credit or debit card number, PayPal information, or the code from a prepaid card also now has a "Use Mobile" option.

By choosing this option, you'll be prompted to enter your mobile phone number, at which point you'll need to confirm the purchase by responding to a text message. The charge for whatever you've purchased will then appear on your next mobile phone bill to be paid off like any other charge. In the case of prepaid accounts, the charge will be debited against it.

Mobile Billing is now available on the PS3's PlayStation Store and the Sony Entertainment Network website.

Chris Pereira is a freelance writer whose phone bill is already high enough, thank you very much. Check out what he's saying on Twitter and follow him on IGN.


Source : ign[dot]com

Xbox One Also Downloads Your Purchases While You're Away

Xbox One, much like PlayStation 4 -- and Xbox 360 before it -- is capable of downloading content while you're away from the console, Microsoft has confirmed.

Xbox boss Marc Whitten said as much in a tweet sent out last night. It stated, "Yes! Of course you can download while you are away. #xboxone - Always up to date, always your console. The beauty of low power mode!"

In a pair of follow-up tweets, he elaborated on this feature, stating, "All marketplace items can be downloaded. You won't have to worry about updates - they'll download [without] you having to care." He also said content can be downloaded from the web, SmartGlass, and Xbox Games (the new name for the Xbox Live Marketplace).

This news comes shortly after Sony reiterated that PlayStation 4 can be turned on remotely. What this means is you could purchase a PS4 game from your phone while away from home, and then your PS4 would turn itself on, download the game, and turn itself back off once it's done.

Exactly how the PS4 and Xbox One remote download features compare is unclear at this point. IGN has contacted Microsoft for further information and will update with any response we receive.

The benefit of such functionality on either console is simple: It allows games, demos, and presumably other content to be purchased or queued up for download while away from the system and then downloaded so that it's ready to be played once you're home. On Xbox 360, content can be queued up for download from Xbox.com, but unless your system is already on, it won't begin downloading until the next time you turn it on -- and, at that point, you might want to play a game online, which prevents content from being downloaded in the background. Remote downloads remove this problem altogether.

A launch date for Xbox One has not yet been announced. The closest to an exact date Microsoft has provided is some time in November. A recent report suggested November 8 as a possible date, at least in the United States, but Kotaku has since reported that is unlikely to be the case, leaving us to continue waiting for some official word from Microsoft.

Chris Pereira is a freelance writer who is excited for these kinds of conveniences in the next generation. Check out what he's saying on Twitter and follow him on IGN.


Source : ign[dot]com

When Indie Developers Almost Give Up

Being an independent developer is tough, especially for those that are essentially one-person shows. Besides spending vast amounts of time and energy making the game, that person also has to deal with marketing and selling the game, which is a hard enough thing to do for a team of PR professionals at a large publisher. If you don’t see your efforts paying off, it can be easy to throw up your hands and quit. Chris Peterson, the founder and sole developer at Beast Games, was getting close to this point before his indie PC game Avalanche 2: Super Avalanche was selected for this year’s PAX 10.

I have to be realistic about my skills and potential to earn a living doing this.

“I've been living like a broke hermit for the past year and a half while I made this game,” Peterson said. “Despite the occasional positive feedback from game testers, I had no idea if what I was doing was worthwhile. There were more than a few moments of doubt where I wanted to give up and look for a steady paycheck. I love making games but I have to be realistic about my skills and potential to earn a living doing this.”

On top of the difficulties of making the game, Peterson also had to deal with family and friends who simply didn’t get what he was doing. “It's very hard to explain to people who aren't in the industry exactly how much work goes into making games. It's very easy to look like you're getting nothing done when, in reality, you spent 50 hours last week refactoring your codebase. Meanwhile I've watched lots of friends advance in their careers and start their lives.”

Without the support of his fiancée, Peterson might well have given up a long time ago. “I made games before her, but she's the one who really helped push me to pursue my dream and make games for a living. She's not a gamer, but she saw how happy it made me so she encouraged it. She has been a constant source of support and strength through this whole process. There wouldn't be an Avalanche 2 if it wasn't for her.”

On a personal level, I'm just really glad to have something to show for my effort.

“Being selected as part of PAX 10 has definitely renewed my hope for a future where I can continue to make games,” he said. “It’s wonderful because it is a concrete thing that I can share with my friends and family that is easy to explain. But on a personal level, I'm just really glad to have something to show for my effort.”

Robert Khoo, president of Penny Arcade, was surprised and honored when told what the competition meant to Peterson. “First of all, hearing that the competition motivated anyone to create feels awesome, but to affect someone as talented as Chris is pretty shocking,” said Khoo. “For a good month, we had a PC setup with Super Avalanche playing exclusively. There was a brutal internal leaderboard as a group of us went back and forth trying to best each other. The game is amazing and absolutely deserves to be in the PAX 10.”

Avalanche 2: Super Avalanche has been in development for more than a year. It’s still considered to be in beta, though gamers can pre-order it and start playing right away. A vertical platformer where no two games are the same, Super Avalanche contains many more features than the original Avalanche, which Peterson says has been played more than 60 million times. Besides trying to climb as fast you can and avoid being squished by falling blocks, Super Avalanche has you dispatching enemies, and collecting coins and power-ups along the way. Even if you make it all the way to the top of each level, you still have to beat a boss that’s reminiscent of classic boss battles in the original Mario and Zelda games. To say it was an ambitious sequel would be an understatement, but Peterson had actually abandoned an even more massive project he had considered before deciding to make Super Avalanche.

Developer Chris Peterson

Developer Chris Peterson

“Avalanche 2 was a long time coming. Ever since the first one did so well I've had people pushing me to make a sequel. I didn't work on it for several years though. For a long time I felt like I couldn't add anything meaningful to the original concept,” said Peterson. “My first project was failing, and I stumbled upon some of my old notes I wrote after the first Avalanche. I didn't have enough experience to know when I wrote those original notes, but there were actually a few good ideas in there.”

Peterson took inspiration from Spelunky, which he had been playing at the time, and combined that with his notes to develop the concept for Super Avalanche. Since then, he hasn’t really deviated from the original plan. But that doesn’t mean the development was smooth sailing. He said he often had to track his hours during menial tasks or when he was feeling like he wasn’t making any progress

“Ultimately, a lot of my doubts and frustrations came from underestimating how long it should take to finish a difficult job or problem,” he said. “When I tracked my hours it was much easier to focus on the problem rather than how little I felt was getting done.”

Another challenge Peterson faced was making sure he didn’t let his emotions get the best of him, and he would recommend other developers do the same. “Make sure you are seeing things clearly when you get frustrated. Write down the evidence for and against your concerns, then decide if your concerns are rational or not. If they are rational then take a step back and brainstorm solutions. If they’re not rational then stop and give your mind a rest.”

Peterson will be displaying his game, along with the rest of the PAX 10, at PAX Prime in Seattle this weekend. Gamers can learn more at SuperAvalanche.com.

Nicole Tanner is a freelance writer and journalist with 10 years of experience. She can be followed on Twitter at @nicoletanner.


Source : ign[dot]com

The Best Video Game Capture Kits for Xbox 360, PS3, and PC

Back in the early days of gaming, showing off your skills required a trip to the local arcade, or maybe setting up your dad's VHS camera in front of the television. But the growing influence of YouTube has allowed gamers to cultivate brands around their commentaries and Let's Play videos. And with sites like Twitch, it's easier than ever to post streaming gameplay online. Of course, you still need a reliable way to record that footage--especially in the case of consoles.

Purchasing game capture hardware can require a decent investment, and there's a number of factors to consider before you take the plunge. Do you need portability? Are you planning to record to a Windows or Mac operating system? How about recording in-game chat? Here's a rundown of the best game capture hardware on the market.

Hauppauge HD PVR 2 Gaming Edition

hdpvr2

For a number of years, Hauppage has manufactured a line of competent Personal Video Recorders. Currently, the HD PVR 2 is available in three different versions: the standard model (which is geared more toward television recording), the HD PVR 2 Gaming Edition, and the HD PVR 2 Gaming Edition Plus. The primary advantage of the Plus model boils down to Mac compatibility straight out of the box--the non-Plus version requires a $30 software download--and the ability to record 5.1 channel audio.

But while the HD PVR 2 is compatible with Macs, it's important to note capturing is the only option; the streaming, editing, and publishing tools are only available to Windows users. Unlike most of the other capture devices on our list, the HD PVR 2 also requires a power cord instead of drawing power via USB. And while power source may seem like a small concern, the comparatively low max video bit rate of the HD PVR 2 (14MBps) is something to consider. On the plus side, the HD PVR 2 is capable of recording not just through HDMI, but also composite cables--handy if you're capturing from older consoles. You can also record in-game chat with the use of a PC mic.

Pricing and Availability

The HD PVR 2 Gaming Edition Plus retails for .

Roxio Game Capture HD Pro

roxiogchdpro

While it may not include all the bells and whistles of the HD PVR 2, Roxio's little capture box is a great option for anyone more inclined to stream gameplay over Twitch. The max video bit rate of 15Mbps leaves a bit to be desired, but the Game Capture HD Pro is still capable of recording nice HD footage in either 720p or 1080i, with easy output to a multitude of formats, including .avi, .mp4, and .wmv. And unlike the HD PVR 2, you can power the Game Capture HD Pro right through an included USB cable.

But the real advantage of the Game Capture HD Pro is for streaming live gameplay to Twitch. Roxio has marketed its device as a ridiculously simple way to get a stream up and running, with the added option of running your audio commentary through the same Game Capture HD Pro unit. And if you've already messed around with streaming to Twitch, you're aware that keeping tabs on bandwidth and connection speed is a big concern--the Game Capture HD Pro automatically tests both. And if you're in need of capturing from an older piece of hardware, Roxio's hardware also offers component cable hookups.

Pricing and Availability

The Roxio Game Capture HD Pro retails for and is only compatible with Windows.

Elgato Game Capture HD

elgatogchd

Easily one of the most highly regarded units on our list, Elgato's Game Capture HD is a simple, yet powerful way to record game footage from your Xbox 360 or PlayStation 3. Hooking up the Elgato Game Capture HD is incredibly simple, as the little black box only requires an HDMI cable (included) and a USB cable (also included). Elgato boosts up the max video bit rate to 30Mbps in .mp4, and the Game Capture HD can output full 1080p HD video.

Roxio's hardware is compatible with either Windows or Mac, and its diminutive size is definitely an advantage if you're planning on taking the Game Capture HD over to a buddy's house to record or stream gameplay. Streaming to Twitch or YouTube simply requires a single button press, and Roxio's software is capable of automatically lowering game volume while you deliver commentary. Flashback Recording allows you to rewind your gameplay back an hour, and retroactively record that headshot, even when you forgot to hit the red button. But keep in mind, there's no SD option for older console capture.

Pricing and Availability

The Roxio Game Capture HD is available for .

AverMedia Live Gamer Portable

avermedialgp

You may have noticed one consistent issue with all of the options on this list, so far: they all need a PC or Mac to record your gameplay footage. AverMedia addressed the problem this year with the release of the Live Gamer Portable. As the name would suggest, AverMedia has created a capture device specifically aimed at taking the show on the road. The Live Gamer Portable is still able to record to PC, but insert an SD card and you can take this unit anywhere (assuming you have a big enough SD card, of course).

Much like the other devices on this list, the Live Gamer Portable is capable of recording 1080p footage encoded in H.264 to keep file sizes smaller, with an impressive max video bit rate of 60Mbps. The unit includes inputs for both HDMI and component connections, and an LED-backed button on the top of the Live Gamer Portable is used for starting/stopping recording. The unit is also capable of easy streaming to Twitch, and publishing to YouTube.

Pricing and Availability

The AverMedia Live Gamer portable retails for .

Blackmagic Intensity

blackmagicextreme

Lastly, Blackmagic offers a line of high-end video input and editing hardware, but you're also going to pay a premium price. While the Intensity Shuttle and Intensity Extreme are really geared toward video editors, they offer a full set of features for anyone capturing game footage. Capable of inputting HD and SD footage in a number of formats and resolutions, the Intensity line is probably the most versatile hardware on the list. Both the Shuttle and the Extreme can even up-convert real time SD to 1080 or 720 HD, with a max video bit rate of 60Mbps.

The Shuttle is Windows only (although Blackmagic offers a Thunderbolt option) and requires USB 3.0. Meanwhile, the Intensity Extreme can work with either Windows or Mac, and includes Thunderbolt compatibility (and Thunderbolt equals tons of bandwidth for uncompressed video). But keep in mind, the Thunderbolt option isn't a passthrough--so you're just feeding directly into the Mac only.

Pricing and Availability

The Blackmagic Intensity Shuttle retails for , while the Intensity Extreme sells for $300.

The Other Options

New XBOX ONE

Of course, you don't necessarily need a separate hardware unit to capture gameplay footage or stream an online show. PC gamers have been using graphics cards with HDMI input for years, and Nvidia just recently announced its own ShadowPlay system which records PC game footage with the ability to rewind and record. Blackmagic sells a card compatible with both PC and Mac, with both HDMI and analog inputs. And moreover, the next generation of consoles will change things considerably. Both the PlayStation 4 and the Xbox One will offer easy video recording and sharing when they launch this holiday.

The important thing is finding the right device for you, and it all depends on the features you need, the hardware you own, and just how much cash you're willing to spend to show off the time you ejected from a jet in Battlefield 3 and sniped someone on the ground.

Matt Clark is a freelance writer covering the world of videogames, tech, and popular culture. Follow him on Twitter @ClarkMatt and MyIGN at Matt_Clark.


Source : ign[dot]com

Xbox Live Marketplace Renamed as Xbox Games Store

Microsoft has officially rebranded the Xbox Live Marketplace as the Xbox Games Store, effective immediately.

Joystiq asked Microsoft about the reasons for the switch and was told, "That's right, [Xbox Live Marketplace] is now called the Xbox Games Store, and will sit alongside the Xbox Music Store and Xbox Video Store.

"This is to make it easier for consumers to find content both on Xbox 360 today and Xbox One when it launches in November."

The Xbox Live Marketplace launched at the same time as the Xbox 360 in November 2005. Given the recent changes made regarding the Xbox Video Store and the Xbox Music Store however, we're not massively surprised at this decision.

It's not the only change to hit the store this week; on Monday, Microsoft implemented its long-discussed plan to retire Microsoft Points and bring in regional currencies across the board.

Feel free to login on your Xbox 360 right now or head to the store's official page to see the changes for yourself first hand!

Luke Karmali is IGN's UK Junior Editor. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com