NVIDIA demos GRID streaming on OUYA, proves little boxes play big games (video)

NVIDIA demos Grid streaming on OUYA, proves little boxes play big games

NVIDIA champions GRID as a perfect fit for cloud gaming platforms, but we haven’t had much chance to see a good use case in action. The company was more than happy to oblige at E3, however, by streaming games from GRID to an OUYA system. As Android Central caught on video, the tiny console is well-suited to the job: its Tegra 3 and gamepad can comfortably handle remote delivery of an intensive game like Borderlands 2, at least in the controlled world of a trade show. While OUYA doesn’t have much (official) access to NVIDIA’s GRID at present, the booth demo was a possible vision of the future. It certainly gave OUYA an escape from its hassles on the street.

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Source: Android Central

The Daily Roundup for 06.13.2013

DNP The Daily RoundUp

You might say the day is never really done in consumer technology news. Your workday, however, hopefully draws to a close at some point. This is the Daily Roundup on Engadget, a quick peek back at the top headlines for the past 24 hours — all handpicked by the editors here at the site. Click on through the break, and enjoy.

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Hands-on with the Ouya destined for store shelves

Hands-on with the Ouya destined for store shelves

The Ouya journey, according to founder Julie Uhrman, will never have a firm conclusion. But, we’d say having retail units enter production and shipping to mega stores like Game Stop and Best Buy represents at least the culmination of this particular story arc. With only a few weeks to go before the retail launch, the company brought the final console, controller and packaging to E3 for a press tour. The console itself is unchanged from the version that shipped to Kickstarter backers, except that it wont have contributor names etched on the side. The final tweaks heading into production have focused on the controller and the software. Visually the gamepad is exactly the same, but a number of small changes have be made to the various components to address feedback from early adopters and reviewers. The holes around the four face buttons have been widened to prevent them from sticking and, no matter how hard we tried, we could not get the O, U, Y or A to get wedged under the face plate. The right thumb stick also had a tendency to get caught on early versions of the controller, thanks to a small amount of glue that leaked into the area. That issue has supposedly been resolved, and in our time with the production model we had no problems with the analog stick.

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Cops Asked To Shut Ouya Down At E3 2013

Cops were asked to shut down Ouya at E3 2013.

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E3 organizers set the fuzz on OUYA over parking lot cheekiness

E3 organizers set the feds on OUYA over parking lot cheekiness

The next-gen console war is truly on and E3 is the battleground. As IGN found out, though, fighting spirits have extended beyond the walls of the Los Angeles Convention Center, where Android console-makers OUYA and the ESA (which runs E3) are embroiled in an ongoing tussle. It started when OUYA decided to attend E3 “on its own terms,” setting up a stand in a parking lot opposite the Expo to attract attention without paying E3 fees. The ESA responded by renting its own parking spaces and using trucks to obscure OUYA’s stand. But for every patch, a hack is soon to follow, and OUYA then rented additional spaces in front of the trucks to put up some banners. The ESA then called the cops, who turned up on their monster Segways to see what was what. After checking OUYA’s permits, the LAPD were satisfied nothing illegal was going on and split. Apparently, OUYA founder Julie Uhrman has contacted the ESA to talk it out, but hasn’t received a response. Perhaps the association is too busy planning its next attack, but Uhrman is prepared: “If ten more trucks show up, we’ll come up with another idea. I have a few up my sleeve.”

[Image Credit: IGN]

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Source: IGN

Mad Catz Project MOJO Android gaming console aims at OUYA with Tegra 4

This week the folks at Mad Catz have made it clear that they’ll be joining the Android In The Living Room fad with a gaming console known as Project MOJO. This device will take on a form not unlike the gaming console known as OUYA and will also be going into competition with the BlueStacks

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You Don’t Know Jack coming to OUYA June 11th

You Don't Know Jack coming to OUYA June 11th

If you so much as touched a computer in the 1990s, we’d wager that the mere mention of You Don’t Know Jack will bring back a flood of memories. Jellyvision’s irreverent trivia game has seen a resurgence in popularity over the last few years, with its presence expanding to Facebook, iOS and Android, and the Jack Attack isn’t stopping there: beginning June 11th, you can “Screw Your Neighbor” on the OUYA game console. You’ll be able to get a trial 11-question episode for free or upgrade to get a full set of 20 games. Cleverly, this version includes a new feature called Party Play which lets up to three additional players compete against you by turning iOS and Android devices into external controllers. Not a bad addition for OUYA users eager to answer questions like the one you see above (and if you’re curious, we’re pretty sure the answer is “The Keebler Elves”).

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BlueStacks GamePop misses OUYA’s competitive price point

OUYA is getting closer and closer to it’s public launch next month, and Android emulation service BlueStacks is looking to shake things up at the same time with their new GamePop portable gaming console. It’s a bit different than OUYA, as it uses a subscription for unlimited gameplay, but the price of the console itself is a bit more expensive than the OUYA.

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BlueStacks announced that the GamePop console will cost $129, which is just a tad more than the OUYA’s $99 price tag. However, gamers will have to buy all of their games separately with the OUYA, whereas the GamePop will offer a $6.99-per-month subscription for an all-you-can-play buffet of Android titles.

Of course, pre-orders for the new console are ongoing, and from until the end of June, you’ll be able to get the console for free if you’re willing to lay down a full-year subscription on the service, which only costs $83.88. That’s certainly quite the deal if we do say so ourselves, and even though the console will cost more than the OUYA, the subscription model of the GamePop seems rather enticing.

BlueStacks also announced the addition of more games coming to their portable console from three new developers. They weren’t wordy as to what games would making their way to the GamePop, but they did say that these new titles just announced today would cost over $50 if you bought them in the Google Play store, and users will be getting them for free with their subscription.

BlueStacks has already managed to get a handful of popular mobile game developers to partner up with them, including Glu, Halfbrick, and Gameloft. It’s not said exactly how many games will be available at launch, as the team is still working on getting a final count, but it should give OUYA a run for its money. However, we’ll see if the game selection on the GamePop is worth the $6.99 monthly fee. That’s a low price to pay, but that definitely adds up after a couple of years.

VIA: The Next Web


BlueStacks GamePop misses OUYA’s competitive price point is written by Craig Lloyd & originally posted on SlashGear.
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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.

Home Console Gaming May Suffer Death By A Thousand Cuts, Rather Than A Major Revolution

Screen Shot 2013-05-11 at 2.01.37 PM

The Ouya is making its way out to backers even now (though my shipping notification still hasn’t arrived. Grrr.) and judging by early impressions, it’s no silver bullet to take down behemoths like Sony and Microsoft. The $99, Android powered console still isn’t fully formed exactly, but it’s doubtful that between now and June 25 it’ll take on giant-killer proportions. Likewise the recently-announced BlueStacks Android gaming console, which features a subscription-based pricing model, probably won’t alone topple the giants.

But combined, these and a slew of other devices including the GameStick, smart TVs from manufacturers, Steam Boxes, and even Google and Apple hardware are eating away at what was once a fairly exclusive field. It seems a lot of people are waiting for a watershed moment to signal a significant shift away from traditional console gaming to a new paradigm, but increasingly, it looks likely that what we’ll see instead is an erosion that more closely resembles glacial shift, but on a less geological time scale.

There’s evidence to suggest that console gaming is already losing significant ground, like quarterly results from Nintendo that show a dramatic decline in consumer interest in the recently-launched Wii U console. And while Sony saw its first full-year profit in half a decade, most of the good news was on the smartphone side, and PlayStation sales fell for the year. Microsoft is still doing fairly well with the Xbox 360, but growth of key accessories like the Kinect have slowed with time.

Slower Kinect sales are a good bellwether for the industry’s overall health, if only because it and devices like it are where console makers are turning to try to inject some fresh life into a market that had recently started to look fairly stale. To some extent, Kinect, Move and other gimmicks like the screen of the 3DS are an answer to incursions by mobile gaming and other alternatives. Just like point-and-shoot cameras needed differentiating features like long zooms to prove themselves relative to smartphone cameras, video games needed something new to reel in new buyers.

The new crop of challengers to the console gaming market, including Ouya and the new BlueStacks GamePop console, risks getting discounted by critics as just another round of devices like the GP2X Wiz or the Gizmondo, which had limited appeal and then faded into the background of video games history as little more than a minor footnote. But that’s taking too short-term and dismissive a view on what’s currently happening in the video game space. It’s true that, as ardent console gamers continually remind me, there will always be a demand for that type of content.

Increasingly, however, there’s a growing contingent of players that are fine saying, “if I can get it on my phone, why do I need it anywhere else?” and that’s a market that’s ripe for a living room transition like the ones being attempted by Ouya and BlueStack. It’s easy to discount these ahead of their full consumer launch, and I don’t expect them to have an immediate impact on console sales, but they are signs of a sure shift, and one that won’t go away, even if doesn’t provide the sort of bomb shock disruption that we’re so fond of identifying and championing.