Snakebyte Vyper Adds Home Theatre Features To An Android Game Console And Tablet

snakebyte

Many companies are betting that people want some kind of Android-based gaming solution in their living room, from Ouya to GameStick to Nvidia. One new initiative along those lines debuted at CES 2014 called the Snakebyte Vyper. The Vyper is from a German startup, and the company is bringing the product the U.S. in the coming months.

It’s one device that has a number of different faces, including a standalone 7-inch tablet that’s powered by Android, packing a quad-core processor and 1GB of RAM, along with 8GB of storage (and expandable Micro SD-based storage). There are two USB ports, a front-facing 2 megapixel and rear-facing 5 megapixel camera and HDMI out for plugging into your TV.

There’s a docking base that you plug it into when you want to play games from your home theatre setup, or any television anywhere. It provides power and transmits video to your screen, and automatically puts the tablet into television mode. There’s a controller that acts as an air mouse and has a full QWERTY keyboard on the back for input, as well as a Bluetooth game controller with a fairly standard layout compatible with many Android games.

The advantage of its platform over others, according to the company, is that it doesn’t focus on either gaming or media to the exclusion of the other. Instead it’s designed to do both equally well, as well as to be a standard, full-featured Android tablet in its own right, too. It’ll retail for $199 when it goes on sale later this month, which is a surprisingly good deal, provided it works well and offers at least a decent user experience.

GamePop Subscription-Based Android Gaming Console To Cost $129, COM2US Joins Developer List

GamePop Cube

The latest product from BlueStacks, the GamePop Android-powered gaming console, will retail for $129 once it exists its free pre-order offer, which is ongoing and will continue through the end of June, the company announced today. And it will launch with a solid line-up of paid gaming titles for the all-you-can-eat subscription fee of $6.99 per month, thanks to newly announced partnerships with COM2US, Korea’s largest game developer, which will have its own dedicated channel in the GamePop menu.

Other newly announced partners included Intellijoy, and education developers that boasts three of the top 10 spots in the education app category of Google Play, which will be adding around $30 worth of software to the subscription package on offer from GamePop. At launch, GamePop plans to have 500 top paid gaming titles available to subscribers, with revenue split 50/50 between itself and those game developers chosen to be included in the roster.

GamePop also shared sparse details about its controller system, which will feature dedicated hardware as well as other mobile devices. I spoke with BlueStacks’ John Gargiulo about the new GamePop announcements, and about the controller in particular.

“It is not what people will expect, it’s much better, we will ensure that the experience is high quality game-by-game,” he said. GamePop will also support using Android or iPhone devices as controllers, via a virtual gamepad interface, and also using “new control paradigms that have recently been made possible,” he teased, though he couldn’t go into more detail about what exactly we’d be seeing in terms of unique control schemes. Most likely gesture-based controls that leverage the accelerometer in those devices will be in play, perhaps providing a Wii-style gaming experience. These will also be tailored to titles game-by-game.

Overall, the game-by-game approach is a key competitive advantage for GamePop, Gargiulo argues. Whereas others like OUYA have put the impetus on developers to bring their software to their platform and tweak it to make sure it fits, GamePop is doing the opposite, and making sure that developers can bring their software untouched to its device. That means devoting more resources from its own team to ensuring the experience is a good one on the console, but it’s a necessary step when you’re asking developers to embrace a new business model, and it’s something that will ultimately help lower the barrier of entry and ensure that Bluestacks can offer as strong a library as possible.

That library needs to include games that people already know and love, Gargiulo believes, and delivering that will be the difference between success or failure in this space according to him.

“What’s really helping us win developers is the fact that we’re using our resources, our funding, our engineering to build all of the IP around their apps and games working on GamePop,” he said. “Whereas, the old school console model, and what others are doing in this space, is asking quite a lot of developers. Developers don’t have a lot of bandwidth, and people are asking them to integrate SDKs, special controls, build special menus and that’s not something we’re asking for.”

Instead, developers are helping cross-promote the console through in-app advertising and other channels, which requires relatively no effort, and, depending on subscriber base, they stand to make a lot more money than they can by offering their titles on a pay-per-install basis. Gargiulo also says that in-app purchase mechanics will remain untouched, and that all proceeds from those sales will go direct to developers (minus the standard Google Play store cut), without BlueStacks taking any cut of the action.

The GamePop is still on track for a Winter 2013 release, the company says, and it arrived at the $129 pricing based on a desire to make sure that it has powerful enough hardware to support the most demanding mobile games, and provide some degree of future-proofing. Its 500-game selection may be subject to future expansion, since they company has seen tremendous developer interest, but will also feature a rotating crop of titles, with under performing games being dropped to ensure players always have access to the top titles.

MG Android gaming handheld now available to pre-order for $150, ships early November

MG Android gaming handheld now accepting preorders for $150

When we first laid eyes on the MG, it was an ambitious effort that hoped to bring Android 4.0-powered gaming to the casual masses through the hit-and-miss world of crowd funding. Though its Kickstarter efforts were a bust, its creators have managed to get this project off of the ground and are now accepting discounted pre-orders at $150 until November 4th — after that, the price will climb to a full $170. All pre-orders are expected to ship during the second week of November. As a refresher, the MG features a 4-inch WVGA display, a 1GHz Cortex A5 processor, a 1.3-megapixel front-facing camera, 1GB of RAM, 4GB of internal storage and an 8GB microSD card. It’ll also accommodate up to 64GB cards, should you ever hit a wall. Sporting a design that’s reminiscent of the Tapwave Zodiac, the MG will ship pre-loaded with several “freemium” titles and will have access to Google Play’s massive library of games. So, if you’re looking to wean your younger sibling off of your high-end smartphone, the MG could be the stocking stuffer that gets the job done this holiday season.

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MG Android gaming handheld now available to pre-order for $150, ships early November originally appeared on Engadget on Wed, 17 Oct 2012 08:15:00 EDT. Please see our terms for use of feeds.

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Insert Coin: hands-on with the MG, a portable Android gaming solution for kids

In Insert Coin, we look at an exciting new tech project that requires funding before it can hit production. If you’d like to pitch a project, please send us a tip with “Insert Coin” as the subject line.

MG hands-on

Parent with a smartphone? If your kids are old enough to fiddle with a touchscreen, you’ve probably had your handset nicked. It can be a problem — you need that phone, for calls, emails and Engadget, but your little scamp just can’t get enough of Angry Birds. What do you do? Trust, says PlayMG, but verify. The old phrase ties closely to the core philosophy of the MG — a device the firm is developing specifically for kids who want to play Android games, but are too young for a smartphone. We met with the company’s Taylor Cavanah to get a first hand look at the device and its parental control system.

Gallery: MG hands-on

Continue reading Insert Coin: hands-on with the MG, a portable Android gaming solution for kids

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Insert Coin: hands-on with the MG, a portable Android gaming solution for kids originally appeared on Engadget on Fri, 07 Sep 2012 10:00:00 EDT. Please see our terms for use of feeds.

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