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Found 6 results

  1. Seamus Blackley, affectionately known as the father of the Xbox, announced last June that he had secured the go-ahead from Microsoft to resurrect the brick-like controller with the assistance of accessory and retro-console manufacturer Hyperkin. We've known that Hyperkin has been working on reviving the original Xbox controller for hobbyists since then, but now there are a few tasty details coming out about the controller courtesy of Blackley. According to an interview with CNET, Blackley stated that the controller would retail for about $70 and release sometime in late March. Not only that, but the controller will finally fulfill a function its creator intended for it to have from the very beginning. The Xbox logo on the original Xbox controller was supposed to play the Xbox start-up video when it was pressed. That feature got scrapped to save money - not so on this revival version. Additionally, Blackley revealed a unique quirk about that Xbox startup visual that even Microsoft didn't know: It was never a video. Every time someone started up their Xbox, it was a procedurally generated set of visuals. The Duke will have some changes from the original. It will obviously have a USB cable to allow for it to interact with PC, Xbox 360, and Xbox One titles. The aforementioned screen underneath the central jewel screen makes a second difference. There will also be no slots for memory cards. Finally, it will have an unobtrusive set of secondary bumpers places for the index finger to use while playing more modern games that call for those buttons. There's a certain strain of incredulity running through the whole process of creating the new Duke controller. It's a market that no one really believed existed until Seamus Blackley happened to tweet about finding an old OG Xbox controller while moving and received an outpouring of nostalgia from fans of the controller. From there, he brought it to Phil Spencer, the head of Xbox, and floated the idea. Spencer reportedly loved the idea and gave the thumbs up despite resistance from elsewhere in the company. Blackley explained it this way: I don't know a lot of brands that would rerelease an unpopular product from the past ... and Phil, I think correctly understands that it sends a message. He understands that it sends a message about how serious Xbox is about its heritage, and about the fans. Nintendo and other companies have released nostalgia products but those are ... different types of exercises, and I don't want to criticize them but this is a much purer thing. This isn't a nostalgia trip where you can play all your 8-bit games, this is the place we started from. You can play the most modern technology we've released with the most modern games we've released with this controller. There is not inconsiderable resistance and politics inside of Microsoft about this. The idea of a retro exercise like this, you get an allergic reaction with the marketing team. Yesterday, Blackley tweeted out a production model of the new Duke in action, showing its boot up animation in a video. More details about the controller should be coming on February 1. That info should touch on the particulars of pre-ordering the controller and its specific release date. View full article
  2. Seamus Blackley, affectionately known as the father of the Xbox, announced last June that he had secured the go-ahead from Microsoft to resurrect the brick-like controller with the assistance of accessory and retro-console manufacturer Hyperkin. We've known that Hyperkin has been working on reviving the original Xbox controller for hobbyists since then, but now there are a few tasty details coming out about the controller courtesy of Blackley. According to an interview with CNET, Blackley stated that the controller would retail for about $70 and release sometime in late March. Not only that, but the controller will finally fulfill a function its creator intended for it to have from the very beginning. The Xbox logo on the original Xbox controller was supposed to play the Xbox start-up video when it was pressed. That feature got scrapped to save money - not so on this revival version. Additionally, Blackley revealed a unique quirk about that Xbox startup visual that even Microsoft didn't know: It was never a video. Every time someone started up their Xbox, it was a procedurally generated set of visuals. The Duke will have some changes from the original. It will obviously have a USB cable to allow for it to interact with PC, Xbox 360, and Xbox One titles. The aforementioned screen underneath the central jewel screen makes a second difference. There will also be no slots for memory cards. Finally, it will have an unobtrusive set of secondary bumpers places for the index finger to use while playing more modern games that call for those buttons. There's a certain strain of incredulity running through the whole process of creating the new Duke controller. It's a market that no one really believed existed until Seamus Blackley happened to tweet about finding an old OG Xbox controller while moving and received an outpouring of nostalgia from fans of the controller. From there, he brought it to Phil Spencer, the head of Xbox, and floated the idea. Spencer reportedly loved the idea and gave the thumbs up despite resistance from elsewhere in the company. Blackley explained it this way: I don't know a lot of brands that would rerelease an unpopular product from the past ... and Phil, I think correctly understands that it sends a message. He understands that it sends a message about how serious Xbox is about its heritage, and about the fans. Nintendo and other companies have released nostalgia products but those are ... different types of exercises, and I don't want to criticize them but this is a much purer thing. This isn't a nostalgia trip where you can play all your 8-bit games, this is the place we started from. You can play the most modern technology we've released with the most modern games we've released with this controller. There is not inconsiderable resistance and politics inside of Microsoft about this. The idea of a retro exercise like this, you get an allergic reaction with the marketing team. Yesterday, Blackley tweeted out a production model of the new Duke in action, showing its boot up animation in a video. More details about the controller should be coming on February 1. That info should touch on the particulars of pre-ordering the controller and its specific release date.
  3. Indie developer Heart Machine's foray into a world of pixels and adventure is aiming to be more than the sum of its parts. At fist glance, Hyper Light Drifter appears to be a pixelated, stylish take on the classic Zelda formula that's been a go-to template for game designers for decades. However, Heart Machine hopes to differentiate itself by implementing some of its own concepts, like a narrative expressed through visual design and an atmosphere conveyed by a canny soundtrack. From what we've seen of the development so far, Heart Machine seems to be on the right track. The approach to combat centers on the idea that the player should feel empowered when stepping onto the battlefield. Fighting should feel like it has weight with strong visual and audio cues resonating throughout a combat scenario. While conflicts should be fast, brutal affairs, Hyper Light Drifter is also attempting to satisfy its audience on a tactical level. There are many different enemy types that behave differently on the battlefield. Some adversaries will dodge or deflect attacks, others will attack en masse, and others will command legions of weaker creatures. In one of my favorite developer statements, Heart Machine had this to say regarding their game's emphasis on visual narrative, "We chose to recognize that gamers are smart." Hyper Light Drifter eschews text blocks, heavy handed exposition, and confusing UI in favor of a sleek, less-is-more approach. The idea is that the player should be immersed in the world and not be continually called out of it to consult maps and decipher their stats screen. Quests and dialogue will be conveyed in storyboard-like sequences that use color and music to effectively convey their meaning across language barriers. The soundtrack of Hyper Light Drifter is being handled by Disasterpeace, the artist behind the soundscapes of Fez and Runner2. The sound will work together with the visuals to create a mounting aura of anxiety as players venture deeper into the ravaged world of ancient technology better left forgotten. Hyper Light Drifter has come a long way from its hugely successful Kickstarter campaign last year. We can barely wait to get out hands on Heart Machine's creation and delve into the secrets of the future-past. Hyper Light Drifter is slated to release later this year on PC, Mac, Linux, PlayStation 4, Vita, and Wii U. View full article
  4. Indie developer Heart Machine's foray into a world of pixels and adventure is aiming to be more than the sum of its parts. At fist glance, Hyper Light Drifter appears to be a pixelated, stylish take on the classic Zelda formula that's been a go-to template for game designers for decades. However, Heart Machine hopes to differentiate itself by implementing some of its own concepts, like a narrative expressed through visual design and an atmosphere conveyed by a canny soundtrack. From what we've seen of the development so far, Heart Machine seems to be on the right track. The approach to combat centers on the idea that the player should feel empowered when stepping onto the battlefield. Fighting should feel like it has weight with strong visual and audio cues resonating throughout a combat scenario. While conflicts should be fast, brutal affairs, Hyper Light Drifter is also attempting to satisfy its audience on a tactical level. There are many different enemy types that behave differently on the battlefield. Some adversaries will dodge or deflect attacks, others will attack en masse, and others will command legions of weaker creatures. In one of my favorite developer statements, Heart Machine had this to say regarding their game's emphasis on visual narrative, "We chose to recognize that gamers are smart." Hyper Light Drifter eschews text blocks, heavy handed exposition, and confusing UI in favor of a sleek, less-is-more approach. The idea is that the player should be immersed in the world and not be continually called out of it to consult maps and decipher their stats screen. Quests and dialogue will be conveyed in storyboard-like sequences that use color and music to effectively convey their meaning across language barriers. The soundtrack of Hyper Light Drifter is being handled by Disasterpeace, the artist behind the soundscapes of Fez and Runner2. The sound will work together with the visuals to create a mounting aura of anxiety as players venture deeper into the ravaged world of ancient technology better left forgotten. Hyper Light Drifter has come a long way from its hugely successful Kickstarter campaign last year. We can barely wait to get out hands on Heart Machine's creation and delve into the secrets of the future-past. Hyper Light Drifter is slated to release later this year on PC, Mac, Linux, PlayStation 4, Vita, and Wii U.
  5. Over the weekend, Telltale Games held a panel at SXSW where they discussed a few tantalizing tidbits from their upcoming adventure series set in the Borderlands universe. Tales from the Borderlands is set after the events of Borderlands 2 and will follow the two new characters shown in the reveal trailer. These newcomers, Fiona and Rhys, will tell the episodic story through a series of flashbacks centered around their adventures on the planet Pandora. Given that there are two main characters, players will be able to play through events from different perspectives. Polygon has reported that designer Harrison Pink has confirmed that there will be some of the shooting that Borderlands fans have come to expect from the franchise, just that it will be done in a "Telltale way." Telltale is clearly aiming to have a new episodic venture with a bit more of a lighthearted tone. Tales from the Borderlands seeks to capture some of the spirit from Tales of Monkey Island and set itself apart from grim and gritty worlds of The Wolf Among Us and The Walking Dead. What do you think? Are you guys ready for a Borderlands adventure game or do you think that it is better left as a gun-filled loot fest? View full article
  6. Over the weekend, Telltale Games held a panel at SXSW where they discussed a few tantalizing tidbits from their upcoming adventure series set in the Borderlands universe. Tales from the Borderlands is set after the events of Borderlands 2 and will follow the two new characters shown in the reveal trailer. These newcomers, Fiona and Rhys, will tell the episodic story through a series of flashbacks centered around their adventures on the planet Pandora. Given that there are two main characters, players will be able to play through events from different perspectives. Polygon has reported that designer Harrison Pink has confirmed that there will be some of the shooting that Borderlands fans have come to expect from the franchise, just that it will be done in a "Telltale way." Telltale is clearly aiming to have a new episodic venture with a bit more of a lighthearted tone. Tales from the Borderlands seeks to capture some of the spirit from Tales of Monkey Island and set itself apart from grim and gritty worlds of The Wolf Among Us and The Walking Dead. What do you think? Are you guys ready for a Borderlands adventure game or do you think that it is better left as a gun-filled loot fest?
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