Official Cloud Print app hits Google Play, streamlines your wireless printing needs

DNP Google Cloud Print for Android

The official Cloud Print app has finally been released on Google Play, possibly rendering the third-party apps you’ve relied on over the years superfluous. Using the standalone software will likely be a familiar affair if you’ve ever printed via mobile devices in the past. Just choose a file saved on your phone, tablet or the cloud, and it’ll make its merry way to your Cloud Print-ready device. Note that your photo or document still has to be funneled through your computer if you use a classic, wired printer. Head over to Google Play via the source link below to give Cloud Print a spin.

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Via: Droid Life

Source: Google Play

Editorial: The subtexts of Apple’s WWDC keynote

Editorial The unwavering subtexts of Apple's WWDC keynote

Monday’s much-anticipated WWDC keynote was Apple’s most crucial presentation in years. AAPL stock has fallen 37 percent over nine months. Android has grown into a monstrous competing platform, differentiating along the lines of lower cost, variety of devices and appealing operating-system features. In this sharp-elbowed environment, Apple has been widely accused of losing its innovation mojo, and of over-reaching with premium product concepts and prices, in what is increasingly viewed as a commodity tech category.

Facing an audience of developers whose businesses depend on Apple’s continued success, especially in the mobile realm, the company’s keynote mission was not only to excite buzz around new products, but to establish clarity around the company’s mission, values and key competitive advantages. Did it succeed?

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Wikipad slated for June 11th US launch at $250, worldwide ‘to follow this summer’

The 7-inch Android tablet with a game controller cradle — the Wikipad — launches in the United States on June 11th for $250, with a worldwide launch following later this summer. As for the initially announced 10.1-inch variation, that remains unclear — it’s not even mentioned in Wikipad’s press release from today. The same can be said for Gaikai / PlayStation Cloud support, though it’s possible we’ll hear more when Sony’s ready to unveil its streaming plans; Wikipad’s in a weird place in that relationship, having worked with Gaikai on streaming ahead of Sony’s purchase of the company. We’ve been repeatedly promised by Wikipad representatives that the functionality is still on the way.

The device is perhaps the largest outside of Sony internal products to carry PlayStation Mobile support, which gives owners access to a variety of classic PlayStation titles (think Crash Bandicoot, Jet Moto). Of course, at $250, the Wikipad costs the same as Sony’s own PlayStation Vita, which packs an arguably much nicer (though smaller) OLED screen and access to a much larger library of PlayStation games. The choice will be in consumers hands come June 11th.

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Sony’s Yoshida confirms all PlayStation 4 games work with Vita via Remote Play (with minor exceptions)

Sony’s PlayStation Vita is getting a major content boost when the PlayStation 4 launches later this year, as all PlayStation 4 games will run on the Vita via Remote Play. The only exceptions offered by Sony Worldwide Studios head Shuhei Yoshida were, “unless the game requires specific hardware like the camera [PS4 Eye].” It also stands to reason that PlayStation Move-specific titles won’t run via Remote Play, nor anything else that requires peripheral hardware (the Buzz! series, for example).

The PlayStation 4’s Remote Play functionality with the Vita is said to be far more robust than its previous PlayStation 3 / PlayStation Portable iteration. Developers can even put Vita-specific controls in their PS4 games, enabling Wii U-esque second screen functionality, Yoshida told us earlier this year. We’ll have our Vitas on-hand at E3 in a few weeks when we expect Sony will offer first hands-on with its next gaming console.

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Via: Joystiq

Source: Twitter

Google Play game services aims to integrate gaming across Android, iOS and the web, available today

Google Play game services aims to integrate gaming across iOS, Android and the web, available today

Google Play game developers and players alike are getting a quartet of game-changing additions today: real-time multiplayer, leaderboards, cloud saves and achievements. And that’s not all — the latter three services will function cross-platform between Android, iOS and the web. The whole initiative is called — unsurprisingly — “Google Play Game Services,” and it’s available today in a smattering of games. Unlike Apple’s Game Center application, what Google’s offering is backend support for developers rather than a standalone application. Think of it more like OpenFeint than Game Center — you can sign in using your Google+ login in-game, and that login will track your identity (including leaderboard scores, achievements and saves) across various games and devices.

Any developer launching a game on the Google Play store has access to game services, though Google isn’t making it an obligation. “We won’t make it a mandatory exercise, or have any certification process around it,” Google lead product manager Greg Hartrell told us. “We create fantastic services that allow developers to create these great game experiences, and help promote their discovery, help retain their users and keep them engaged.”

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Hands-on with NVIDIA Shield: NVIDIA’s project turned product

Handson with NVIDIA's project turned product, NVIDIA Shield

NVIDIA’s Project Shield now has an official name (NVIDIA Shield), a release window (“by the end of June”) and a price tag ($350). That’s a full $100 more than the PlayStation Vita — arguably the most competent competition for Shield’s hardcore skewing demographic — and even a smidgen over the cost of various full-on game consoles. Despite the high barrier to entry, NVIDIA tells us Shield will follow the same annualized model that its mobile phone counterparts do: a new internal upgrade each year to keep up with the times. And we already know what that future looks like. Given all that baggage, we can’t help but approach our last hands-on before launch with an eye toward whether or not this is a worthy purchase. Is NVIDIA’s Shield worth getting in on early?

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Project Shield becomes NVIDIA Shield, launches for $350 this June

Project Shield becomes NVIDIA Shield, launches for $350 this June

NVIDIA’s “project not a product” just became a product: Project Shield is now NVIDIA Shield, and it’s arriving this June for $350. The specs haven’t changed — it’s still rockin’ a Tegra 4 processor with 2GB of RAM, a 5-inch “retinal” IPS display (1280×720), and 16GB of storage (expandable to 64GB via microSD). The concept remains nigh identical with what NVIDIA head Jen-Hsun Huang introduced back at CES: a console-quality controller with an HD screen mounted to it for on-the-go and streaming PC gaming.

Beyond the price point and release window, the Shield is also getting a few new game announcements in Double Fine’s Broken Age and Costume Quest, not to mention a new iteration of Chip’s Challenge named “Chuck’s Challenge.” The AR.Drone folks are also adding in support for the Shield, enabling controller-based inputs over the motion-based usual. NVIDIA’s also promising monthly OTA updates for the system, including the latest version of Android (the system ships with Jelly Bean 4.2.1). The company also warns that not all Android apps will work out of the box — specifically, any that don’t support landscape mode (the Netflix login screen, for example, has an issue here). Kinks aside, should you wish to be the very first to get a Shield, it’s available for pre-order starting right now on NVIDIA’s website (if you’re on the mailing list, that is), or on May 20th everywhere else. Or you could sign up for the mailing list, of course.

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Pokemon Tretta Lab for 3DS scans your Psyduck, takes the arcade on the road

Pokemon Tretta Lab for Nintendo 3DS comes with a scanner, takes the fight home

Those who don’t hang out at Japanese arcades (who doesn’t?) have missed out on Pokemon Tretta, which has players building virtual Pokemon collections through real tokens they win in battle. It’s not always easy to visit the local gaming den, however — so Nintendo, Marvelous AQL and Takara Tomy Arts are releasing Pokemon Tretta Lab to use those creature libraries elsewhere. The add-on for the 3DS and 3DS LL combines a downloadable game with a dual-token scanner that can be used to fight other players, practice against AI or simply study new critters. Pokemon Tretta Lab ships to Japan on August 10th for ¥3,800 ($38), and it may be tempting to newcomers when tokens for Eevee, Lucario and Mewtwo are in the box. Unfortunately, the rest of the world will likely have to watch from afar. While it’s easy for a Pikachu handheld to cross borders, Tretta Lab‘s dependence on a healthy arcade market all but rules out a similar trip.

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Via: Tiny Cartridge

Source: Pokemon Tretta (translated)

iRiver’s AK120 promises ‘the finest audio,’ priced at $1,300 with a leather case

iRiver's AK120 promises 'the finest audio,' priced at $1,300 with a leather case

Love music? Sure you do — but can you really claim to be a true music lover if you’re not plunking down $1,300 for the latest MQS (Mastering Quality Sound) player from iRiver? The AK120 looks a fair bit like its predecessor, the AK100 (albeit slightly larger), and features a 2.4-inch IPS touchcreen. Inside, you’ll find two digital-to-analog converters, dual Wolfson WM8740 DAC chips and 64GB of memory, which is expandable up to 192GB via two microSD card slots. The AK120 can handle a slew of formats, including WAV, FLAC, WMA, MP3, OGG, APE, AAC, ALAC and AIFF, with DSD on the way. And just in case you were worried that the price tag was a bit steep, keep in in mind that it includes “the finest handmade Italian-designed leather case.”

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Source: Astell&Kern

Sony lifting development license fee on PlayStation Vita and Mobile starting … yesterday

Sony’s already got a low barrier to entry for developers on its PlayStation Mobile platform, which encompasses the PlayStation Vita handheld game console and a variety of smartphones — just $99 for a license enables publishing across all PlayStation Mobile devices. Apparently that fee is too much for some folks, so Sony’s waving it altogether. Starting right now (as of yesterday, actually), Sony’s “removing any existing barriers” between developers and the PS Mobile platform by dropping the publishing fee, thusly making it all the easier for devs to push their games to the Vita and various smartphones. There are already some great indie games featured on Sony’s PS Mobile store, including Vlambeer’s Super Crate Box and Super Icon Ltd.’s Life of Pixel, and this paves the way for even more.

Of course, Apple’s iOS publishing fee is $99 per year and the App Store is certainly more flush with content than Sony’s Mobile store, which tells us it isn’t the license fee that’s stopping people from pushing their games to PS Mobile.

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Source: US PlayStation Blog, EU PlayStation Blog