Thursday, 25 April 2013

Sony shows of PS4 DualShock 4


Sony has released a video showing off the design and functionality of the new PS4 DualShock 4 controller
It's not even been 24 hours since Microsoft announced the date for the new Xbox reveal event, and Sony has revealed some details about its next-generation console, the PS4.

The video shows several of Sony Computer Entertainment's designers talking us through the design and functionality of the PS4's new DualShock 4 controller.
Admittedly, a lot of the DualShock 4's capabilities described in the video were shown off in some detail at Sony's PlayStation event in New York in February. These include the device's new track-pad, in place of the Start and Select buttons, and the Share button, which allows users to upload and share clips from their gaming experiences online.
However, the talking heads in the newly released video point to a couple of new aspects. The blue light-bar on the front of the DualShock 4, for instance, can track the controller's position in front of the console; if the control pad is passed between players, the PS4 can automatically adjust the order of a split-screen in a two-player game.
The controller also features a built-in speaker, which players can use to communicate during multiplayer matches and, which can also emit parts of the soundtrack from games that are being played.
Sony's PS4 is scheduled for release at the end of this year.

Dark Souls 2 interview


Dark Souls 2 director, Yui Tanimura, reveals some details about From Software's follow up to its critically acclaimed RPG. It won't be easy, he says
Dark Souls is a series that lives and dies on its rock-hard difficulty. While From Software's RPG adventure offers players the usual enticements of the genre - level-ups, weapons, a dark fantasy environment to explore - its main appeal was the fact that it punished every mistake players made.
Not only that, but anyone hoping to complete Dark Souls had to retrain themselves in the way they thought about games. If you expected to breeze through Dark Souls regenerating health and spamming attacks you'd find it a frustrating experience. But if you learnt its mechanics, guarded your life preciously and treated every battle as though it was your last, it's rewards rolled out at a steady stream.
Recently, Dark Souls 2 was announced to the excitment of many core gamers. This excitement, however, curdled into anxiety when the sequel's director, Yui Tanimura, said the aim was to 'mould Dark Souls 2 into a more approachable form'.
At a recent preview event in New York, T3 got to sit down with Tanimura and ask him what he meant by this. If you're one of the Dark Souls faithful, don't worry - the news isn't as bad as you thought.
Q: When Dark Souls 2 was revealed last year, a lot of players were worried that it would be easier and more accessible than the last game. This presentation focussed a lot on the more challenging aspects of the game. In terms of overall difficulty, how do the first and second games compare?
A: By all means, we didn’t mean to communicate [the idea] that the game will be easier. Obviously, the game will not be easier. What we meant by ‘making it more accessible’ was that we want to streamline away all of the tediousness, I suppose. We want to cut away all the fat and deliver a lean, pure, challenging experience. So I apologise for using the word ‘accessible’ so casually. Please understand we will maintain the quality of Dark Souls.
The goal isn’t to make Dark Souls 2 more difficult. The intent is to provide a more rewarding experience in which players overcome difficulties [we set up for them]. It’s hard to predict if players will think it will be more difficult than Dark Souls, but it will be as difficult. We will try to maintain the experience Dark Souls is known for.

Q: You mentioned yesterday that Dark Souls – and Dark Souls 2 – is constructed as a multi-faceted deathtrap, where your success as a player hinges on your skill, but also on navigating your way through the game’s pitfalls. Is that where you start in your construction? Do you start with the traps and death scenarios?
A: The way I look at the design is, first of all, I try to concrete the concept of what I want the player to feel – what emotional feedback I want the game to have for them. With that, I will try to design different types of deaths they will face and what kind of challenges they will face and what kind of tactics we want them to learn.
So we’ll have that as a base, and then we’ll discuss how we want players to conquer the game, what sort of deaths they can face and what we want them to learn from the challenges in the game.
Q: In Edge, you mentioned you were thinking of implementing a weather system in the game. Has there been any movement on this?
A: It’s hard to give out too much information about that at this point. We do plan to have players experience some interaction with the environment – like trudging through water made the player(‘s movement) slower. One of the other things we want to play with is the use of wind.
We’ll give more details about this sort of thing later on. But it’s not weather, it’s more environmental interaction will be a key part of play.
Q: Obviously the build up towards the release of the next generation of consoles is now in motion. Did you consider a PS4 or another next-console version of Dark Souls 2?
A: We understand that the next-gen’s coming out and it would be a lie to say we didn’t consider it at all. But, right now there’s no attempt to put Dark Souls 2 on the next-gen. We feel the current-gen’s potential is still viable and we want to deliver Dark Souls 2 on current-gen.
Q: Can we talk a little about the relationship between From and Namco/Bandai? When a franchise becomes a hit a lot of developers can find themselves under pressure from the publisher to win over more audience numbers with the sequel. This can lead to compromising aspects which won over the core audience to begin with – Dead Space 3 was a recent example of this. Is From Software under any pressure like this? Or do you have the freedom to succeed or fail on your own terms?
A: If you look at the relationship between From and Namco/Bandai, it gives us a lot of freedom in terms of what we want to create. We’re able to really pursue what we want to deliver to our audience.
Obviously, From is a smaller company than Namco/Bandai, their ability to deliver feedback from the fans is a lot greater than ours. That kind of input from the publisher about what the fans want and are expecting is very useful to us. It gives us more to take into consideration when we’re deciding on certain aspects of the game.
I think the relationship we have between the publisher and the dev team is good because we’re give the freedom to create what we want to create, but they can process a lot more feedback than we could. We have the freedom to stay loyal to the core audience and core fans of Dark Souls and we’re not ordered to mass a large audience in the sense you’re talking about. We’ll continue to strive to maintain the core experience and reach out to our core fans.
Q: One of the main issues with Dark Souls was its frame rate. You showed off a new engine yesterday. Do you think that’ll solve this problem?
A: Yes, one of the reasons we implemented a new engine was to try and fix that. For this title, we’re hoping users won’t have to worry about that issue. We think the new engine will solve that.
Q: When players tackled the first Dark Souls online you got to learn about your fan base and how they played the game. Studying that information, what did you learn about your player base and how are you applying that to Dark Souls 2?
A: Darks Souls was more P2P game so we were unable to capture too many stats in terms of player behaviour, so that’s why we collate player feedback. It’s not that we’re going to answer all the player feedback but we do take it into consideration with regards to how we set about constructing Dark Souls 2.
Q: How much player content – equipment, covenants and so forth – will be carried over from Dark Souls to Dark Souls 2? And you’ve mentioned that online will be a big focus in Dark Souls 2; what details can you give us about that, if any?
A: Once again, about covenants and equipment we can’t give you very much information at this point. But there will be things that carry over from Dark Souls to Dark Souls 2.
In terms of online, there will information about that in the future. Because the game will be server-based now, we hope to implement aspects into the game that will make use of that.
Q: We’ve seen some concept art of a Grim Reaper figure. There’s also been a lot of speculation about a morality system. Can you tell us anything about either of those things?
A: We can’t say too much about that. But in terms of the design of the world, we’re carrying over the same aesthetic. What we want to communicate and the sort of deaths we end up putting in the game will ultimately dictate the kinds of enemies we end up putting in the game.
Q: During the presentation you showed a section where the player steps onto a bridge and then a Wyvern rips the bridge in half when they’re halfway across it, killing the player. Do you find it hard to maintain a balance between these ‘cheap’ deaths in the game and the overall sense of fairness in terms of the game’s difficulty?
A: It’s extremely difficult – it’s something we always have to keep in mind. But one thing we do focus on is this: no matter what sort of deaths we want the player to experience, the player needs to understand the reason that they died. Killing players is obviously very easy. You just make an enemy invincible or super strong and the player will die. But it’s important to allow the player to understand the reason for their death and they need to learn from their death. It’s a fine balance but we always keep in mind that we can’t make the game unfair.
The example you referenced with the bridge is a surprise kill. We the player to have the sense of ‘Oh my God! What do I do now? How the hell do I get past this part?’ Here, we want players to actually think about ways they could conquer that section.
We will leave hints and clues to allow players to anticipate what can happen. If they cross the bridge they may die, but hopefully when players play the game they’ll discover the underlying logic to it.
When you get to play the bridge section in Dark Souls 2, hopefully you’ll understand what we mean.

Batman: Arkham Origins News: Release date, gameplay, trailers


All the latest news, rumours, footage and screenshots for Batman: Arkham Origins
Batman Arkham City and Batman Arkham Asylum are two of the best video games ever made for this generation of consoles. Not only did both games receive oodles of critical acclaim and sell like the clappers, they made the best use of DC's Dark Knight in a video game.
Arkham City was larger in size and scope than its predecessor and it contained a nifty gliding mechanic allowing players to explore its Gothic urban landscape, but the series' key draw was nailed in Arkham Asylum. Here was a game where players seamlessley sequed from brutal combat, to atmospheric stealth play, to platforming and puzzle solving. The entire stealth genre of video game is still reeling from Arkham Asylum's impact.
To say that the expectations heaped on the newest addition to this franchise - the recently announced Batman Arkham Origins - are huge, is an understatment. Here, we delve into what has been made public about Batman's latest adventure.
Batman Arkham Origins: Story
The plot for Arkham Origins is set before the events of both Arkham City and Arkham Asylum. According to the developers, Batman is an experienced crime fighter, but has yet to meet many of the iconic villains in his rogue’s gallery.
According to a piece on Eurogamer, the main antagonist in this adventure will be Black Mask – who fans may remember was the villain featured in the DLC map packs.
The cover feature from Game Informer also revealed that Deathstroke – a mercenary and assassin in the DC universe – will feature in the game. For those prepared to put their trust in Wikipedia, the game's page states that both The Penguin and Gotham mob boss Albert Falcone will make appearances.
Batman Arkham Origins: Gameplay
From the sounds of things, the new Batman game will have the same overall structure as Batman: Arkham City, in which players have a large, open-world sandbox to move about in. The game's world is reportedly twice the size of that in Arkham City, and parts of it will be based on the map contained in that game - although it wont' be ring-fenced by a massive prison wall.
Players will navigate the environment using Batman's cape and grappling claw device, but as the map opens up and the space they can move in becomes larger, they'll gain access to Batman's jet - the Batwing - allowing them to fast-travel to their destinations.
At its core, though, Batman Arkham Origins will feature the same cocktail of gameplay as its predecessors; players will be able to engage in free-flowing combat, scenarios in which stealth is key and the odd section that involves puzzle solving and detective work.
Batman Arkham Origins: Release Date
Batman Arkham Origins is set for release later this year on October 25th. No mention has yet been made about whether it will appear on next-generation platforms, but it has been confirmed for Xbox 360, PS3, PC, and Wii U.
A spin-off title, Batman Arkham Origins Blackgate has also been announced for the Nintendo 3DS and PS Vita handheld consoles.

Sunday, 21 April 2013

KTM To Launch Motorcycle Placed Between Duke 200 And 390

KTM is the premium biking brand you should be looking forward to in the next couple of years. We recently brought to you the news of company developing RC range of fully faired sportsbikes and an Adventurer lineup based on the Duke 125,200 and 390 but that is not all that company is upto. The company is looking to further increase the number of the bikes in their portfolio to make a person consider the brand over all others.

The company is planning to bring in a bike or a range of bikes that slots between the Duke 200 and Duke 390. The company is working on a motor that would displace something in the range of 250-300cc, thus further opening up to another new segment. The KTM CEO, Stefan  Pierer has stated that the rationale behind this move is to ensure that the prospective customer does not has a single reason to not buy a KTM Duke. Duke 390
And yes, it will be built in India most probably at the company’s Pune facility. The next member of the family is also expected to come in 3 variants which will be the naked streetfighter. Adventurer and RC which will be a fully faired sportsbike. This makes the total of the lined up launches to 9 in the coming two years. That will give the company the widest portfolio in the entry level sport biking segment and the KTM Chief said, you will not have a reason as to why you should not buy a KTM.
KTM has plans of having a production capacity of 2,00,000 units globally and the half of those will be manufactured at the Pune facility of Bajaj. The company’s Austrian plan will be responsible for the high end Dukes whereas the Indian facility will be catering the mass markets which have a liking for the Duke125, 200, 390 and hopefully the newer member KTM will be welcoming in the coming couple of years.

Best Tablets: New tablet PCs to buy in 2013


MWC 2013: Asus FonePad
The FonePad is a 7-inch Android tablet, that presumably will have Google less than impressed about Asus' decision to release a competitor to the Asus-made Google Nexus 7. It comes with 16GB of internal storage, a 1280 x 800 display and 3G so you can make Dom Jolly-style phone calls on it. Interestingly, it's running on an Intel processor (seemingly around 1.2GHz), as opposed to the Nvidia/Qualcomm CPUs normally seen in mobile devices.

Price: $249 (£165) | Release Date: March 2013
MWC 2013: Asus PadFone Infinity
The PadFone Infinity is everything we hoped the original PadFone would be, and more. The smartphone aspect is a real powerhouse - quad-core 1.7GHz Snapdragon CPU, 5-inch 442 ppi display and 4G LTE connectivity and an impressive ooking 13MP camera that handles all the usual 1080p video and high resolution snaps. The 10.1-inch docking tablet runs Android 4.2 when the phone is docked, and can charge the phone three times over off its own battery.
Price: £799 | Release Date: 2013

3. MWC 2013: HP Slate 7

It was long ago that HP initiated a firesale of their TouchPad, seemingly hitting the eject button on their tablet plans. But now they're back, with a 7-inch tablet and a tagline - 'experience amazing'. With a dual-core 1.6GHz processor and 3MP camera, we wouldn't bank on there being much 'amazing' to go round, but you can't expect miracles for £110. On the plus side, Beats Audio is built-in and the tablet appears to be classic HP 'faux-premium' build so it does at least look the part.
Price: $169 (£110) | Release Date: UK TBC (April 2013 US)

4. MWC 2013: Samsung Galaxy Note 8.0

Samsung's 8-inch Note is an Android Jelly Bean tablet which, we assume, will be taking on the Nexus 7 and iPad Mini armed with the S-Pen and 4G connectivity. The Note 8.0 is well tooled under the bonnet as well, with a 1.6GHz quad-core processor, 2GB RAM powering Android 4.1.2 Jelly Bean. Up top, there's a 5MP snapper on the back and a 1.3MP camera on the front, with an 8-inch 189 ppi display in between.
Price: TBC | Release Date: Q2 2013

MWC 2013: Sony Xperia Tablet Z
At just 6.9mm thick, Sony's new 10-inch tablet is a thing of beauty, and it should stay that way thanks to dust and waterproof coatings. The screen - though not quite at Retina display level - is still a very healthy 1920 x 1280 pixels, and with 2GB RAM, a quad-core 1.5GHz Snapdragon and 4G connectivity lurking under the surface, the Xperia Tablet Z is a worthy Android challenger to the mighty iPad.
Price: TBC | Release Date: Q2 2013


Kobo Aura HD vs Amazon Kindle Paperwhite: Specs showdown


Kobo Aura HD vs Amazon Kindle Paperwhite: Who wins the specs battle? We take a look to see which eReader comes out on top
Look out Amazon, there's a new eReader in town and it's the 'Porsche of eReaders'. Well, that's at least how Kobo is referring to the Aura HD which it claims offers the most paper-like display with a built-in light to cater for night time readers.
The Amazon Kindle Paperwhite announced last year also offers a similarly high resolution portable place to delve into those digital pages on the way to work or when the lights are out, so how do the two compare in the specs department? We've taken a snap shot look to see which eReader comes out on top.

Kobo Aura HD vs Amazon Kindle Paperwhite: Build and design

Kobo Aura HD: At 240g the Aura HD is heavier than the Paperwhite and with a 11.7mm thickness is also not quite as slimline as the Amazon eReader. With the touchscreen as you main means of navigation and swiping through pages, the only physical buttons on the device are the on/off and light on/off buttons which can be found on the top edge of the device.  Unlike Amazon, who did not reveal details in terms of the power, the Aura HD has a 1GHz processor under the hood should mean a speedy page turns and overall general user experience.
Amazon Kindle Paperwhite: Measuring in at a slender 9.1mm thick making it slimmer than the Kindle Touch, the Paperwhite weighs 213g which means it still matches the Touch in the weight department. In terms of the interface, Amazon has taken inspiration from the Kindle Fire incorporating the ability to swipe through content and head into the cloud to browse through your digital library.
Verdict: Amazon Kindle Paperwhite

Kobo Aura HD vs Amazon Kindle Paperwhite: Screen and built-in light

Kobo Aura HD: Brandishing a 6.8-inch Pearl E-ink touchscreen display, the Aura HD offers a decent 1440x1080 resolution and 265 dpi which along with ClarityScreen+ offers a clear, detailed reading experience according to Kobo.  There's also 30% more reading surface than previous devices and a micro thin coating to help protect against knocks and scratches. If you want to read at night the ComfortLight illuminates the screen much like the Paperwhite does and offers even light distribution across the display.
Amazon Kindle Paperwhite: The 6-inch Paperwhite touchscreen display offers a higher resolution, and sharper images than previous Kindles managing 62% more pixels. With a considerably improved 212 ppi you can expect clearer, sharper text but that is considerably less than the Aura HD in terms of clarity levels.The new built-in light delivers an ambient lighting effect across the screen and is spread evenly across the display with the brightness adjusted by a simple stroke making it ideal for reading in dark and brightly-lit environments. The increased contrast ratio and resolution also means the opportunity to add new fonts previously not capable on Kindle devices.
Verdict: Kobo Aura HD

Kobo Aura HD vs Amazon Kindle Paperwhite: Content

Kobo Aura HD: There's access to over 3 million eBooks, newspapers and magazines and with support for ePub and Adobe DRM formats you can also borrow books from public libraries.
Amazon Kindle Paperwhite: The Kindle Store boasts 1.5 million books, newspapers and magazines with around 300,000 titles that exclusive to the platform and the ability to display comics and children's books. The newsstand will let you purchase subscriptions which are automatically downloaded when available and if you are an Amazon Prime member you can borrow books for free each month.
Verdict: Amazon Kindle Paperwhite

Kobo Aura HD vs Amazon Kindle Paperwhite: Features

Kobo Aura HD: If font sizes is your thing, the Aura HD has 24 adjustable ones to help you find the most comfortable text to read while social features include Reading Life which lets you track reading stats and the ability to make notes or highlight passages which can then be shared over Facebook. Other notable features include an experimental web browser just as the Paperwhite does and two pre-installed games (Chess and Sudoku) if you need a break from the eBook.
Amazon Kindle PaperwhiteAmazon has also added some nice new touches in terms of the software including the Time to Read feature which works out how much time it will take to finish the chapter or the entire book depending on reading speed and habits. X-Ray will let you explore every detail from quotes to chapters in an eBook while WhisperSync on Voice means you can read an eBook then listen to it on an audiobook exactly where you left off. 
Verdict: Draw

Kobo Aura HD vs Amazon Kindle Paperwhite: Battery, storage and capacity

Kobo Aura HD: Matching the Paperwhite with its promise of up to two months of battery life, internal storage is actually larger at 4GB which can be expanded to 32GB. Books can be downloaded only over Wi-Fi but they can be stored in the cloud giving you access to them via the device or apps which are available on PC, Mac as well as Apple and Android mobile devices.
Amazon Kindle PaperwhiteAmazon claims that you can expect the Kindle Paperwhite to stay juiced for eight weeks, and that is with the light on. In terms of capacity, there’s 2GB on board and free storage courtesy of Amazon Cloud. On the connectivity front, the Paperwhite Kindle will work over free 3G, so there’s no need for data plans or annual contracts with W-Fi support also an option.
Verdict: Draw

Kobo Aura HD vs Amazon Kindle Paperwhite: Price

Kobo Aura HD: £139.99, Kobo.com
Amazon Kindle Paperwhite: £109 (Wi-Fi model), £169 (3G model), Amazon.co.uk

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