Fingers-On with Streetfighter IV for iPhone

sf4

There are three* video games I know anything about, and all of them I played obsessively through my college years. One of those games is Streetfighter II, Capcom’s amazingly popular (and awesome) one-on-one beat’em-up. So when Streetfighter IV turned up on the App Store yesterday, I downloaded it to my iPod Touch and pretty much lost the rest of the day. Here’s a quick first look at the iPhone version of the world’s most famous fighting game.

Streetfighter IV is much more similar to the 1991 game than to the 3D SF4 you’ll find on bigger consoles (reviewed by our own Chris Kohler over at Game|Life). If you’re familiar with Guile’s charging attacks or Ryu’s Hadoken (fireball) and Hurricane Kick, you’ll be immediately at home: The moves are pulled off the same way. You also get some new, more powerful tricks, but not so many of the complex pyrotechnics of the Streetfighters between then and now.

If you liked the original, you’ll love this. But how does it play without any real buttons? Surprisingly well. There is an on-screen joystick for moving and jumping, and four on-screen buttons: punch, kick, special move and charge. You can do your special moves the old way, with joystick gestures combined with buttons, or you can wuss-out by just hitting the special move button. This will be annoying for those who had to learn the hard way, but you can switch off the auto-settings in the preferences.

There are two more ways to attack. The “revenge” and “super” meters charge as you get beaten up or as you land hits, respectively, and when they are full you can just touch them to perform some huge special moves. This makes the game sound too easy, but it isn’t: the other fighters have the same access to these moves.

You get the normal story mode, a practice room and a dojo section where you are trained to fight. But the big draw is one-on-one playing against another human. This works over bluetooth, and I couldn’t test it out due to a lack of willing opponents. I do wonder if using faster and slower devices, for instance different generations of iPod Touches, would cause problems between players.

The only problems I had were with the size of the screen. Sometimes my thumbs got in the way of the action, and sometime I got too excited and managed to hit the home button and switch the game off. I swear I was about to win, too.

For our older readers, this will be the quickest $10 they have ever spent. For everyone else, its worth the money for some fast fun. Just don’t buy it until you have finished work for the day.


Unreal Engine 3 adds extra dimension with NVIDIA 3D Vision

Epic Games has announced that its wildly popular Unreal Engine 3 has now added NVIDIA’s 3D Vision to its list of supported technologies. We’ve already come across Batman: Arkham Asylum being played with NVIDIA’s signature shutter glasses so this isn’t a huge surprise per se, but it does put a stamp of compatibility on the vast catalog of games — both current and future — built upon Epic’s graphics engine. Those include Borderlands, Mass Effect 1 and 2, Bioshock 1 and 2, and that all-time classic 50 Cent: Blood on the Sand. The Unreal Development Kit — a freeware version of the Engine for non-commercial uses — is also being upgraded to make the addition of stereoscopic 3D effects “easier than ever,” while other small improvements (covered by Gamespot) show that the Epic crew isn’t standing still on its core product. Good news for all you mobile mavens wanting a taste of Unreality on your iPhones or Pres.

Unreal Engine 3 adds extra dimension with NVIDIA 3D Vision originally appeared on Engadget on Fri, 12 Mar 2010 08:17:00 EST. Please see our terms for use of feeds.

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InstantAction streams full games to any web browser, gives indie developers a business model (video)

Look out, OnLive — you’ve got company. InstantAction is having their coming out party at GDC, and we stopped by for a lengthy chat about the technology, its future and the hopes / dreams of the company. Put simply (or as simply as possible), IA has developed a browser-based plug-in that allows full games to be played on any web browser so long as said browser is on a machine capable of handling the game. In other words, you’ll still need a beast of a machine to play games like Crysis, but the fact that you can play them on a web browser opens up a new world of possibilities for casual gamers and independent developers. You’ll also be notified before your download starts if your machine and / or OS can handle things, with recommendations given on what it would take to make your system capable.

Oh, and speaking of operating systems — games will only be played back if they’re supported on a given OS, so you won’t be able to play a Windows only title within a browser on OS X or Linux. Rather than taking the typical streaming approach, these guys are highlighting “chunking.” In essence, a fraction of the game’s total file size has to be downloaded locally onto your machine, and once that occurs, you can begin playing. As an example, we were playing The Secret of Monkey Island: Special Edition — which is the sole title announced for the platform so far, though Assassin’s Creed was demoed — within minutes, and since you’re curious, that’s a 2.5GB game, and we were on a connection that wasn’t much faster than a typical broadband line.

More after the break…

Continue reading InstantAction streams full games to any web browser, gives indie developers a business model (video)

InstantAction streams full games to any web browser, gives indie developers a business model (video) originally appeared on Engadget on Fri, 12 Mar 2010 07:00:00 EST. Please see our terms for use of feeds.

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NPD: Xbox 360 wins US sales war in a downbeat February

The cosmos must clearly have approved of Microsoft’s actions over this past month, as today we’re hearing the Xbox 360 broke out of its competitive sales funk to claim the title of “month’s best-selling console” … for the first time in two years. Redmond’s own Aaron Greenberg describes it as the best February in the console’s history, with 422,000 units sold outshining the consistently popular Wii (397,900) and the resurgent PS3 (360,100 consoles shifted, which was a 30 percent improvement year-on-year). In spite of the happy campers in Redmond and Tokyo, the overall numbers for the games industry were down 15 percent on 2009’s revenues, indicating our collective gaming appetite is starting to dry up. Good thing we’ve got all those motion-sensing accessories coming up to reignite our fire.

NPD: Xbox 360 wins US sales war in a downbeat February originally appeared on Engadget on Fri, 12 Mar 2010 03:16:00 EST. Please see our terms for use of feeds.

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Talkin’ Windows Phone 7 Series gaming with Microsoft at GDC

We already got a look at Microsoft’s little XNA show-and-tell as relates to Windows Phone 7 Series, but our colleague Andrew Yoon over at Joystiq had a chance for longer sit-down with Xbox Live general manager Ron Pessner and XNA Game Studio manager Michael Klucher at GDC today, and he’s been kind enough to share the interview with us. The main topic of conversation was the company’s plans regarding Xbox LIve and, specifically, how it would be integrating it into Windows Phone 7 Series. And believe us, there was plenty to discuss — including the sweet science of porting games from Zune HD to 7 Series phones (“it’s 90, 95 percent code reuse… in an hour or couple of hours, we’re taking games that were written for Zune HD and putting them on the phone”), the importance of maintaining a consistent gameplay experience amongst different hardware, and the reasoning behind limiting devices to asynchronous multiplayer. What are you waiting for? Hit the source link to embark on this miraculous journey of discovery.

Talkin’ Windows Phone 7 Series gaming with Microsoft at GDC originally appeared on Engadget on Thu, 11 Mar 2010 19:52:00 EST. Please see our terms for use of feeds.

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Intel Previews New ‘Gulftown’ Six-Core Processor

intel_core_i7_backIntel’s first 32-nanometer, six-core processor is ready for prime time. It’s clunky moniker aside, the chip called the Core i7-980X Extreme edition will offer some serious artillery for gamers and heavy multimedia users looking for a faster processor.

The chip is based on Intel’s platform codenamed “Gulftown” and will include features that improve on computing speed and power efficiency.

Intel launched the first of the Core i7 chips in November 2008. The family of Core i7 chips will be almost four to six times faster than the earlier platform, says Intel.

The first of the Core i7 chips were based on the 45-nm circuitry, a step ahead from the previous 65-nm generation. The latest chip takes it to the next level with a 32-nm process so Intel can pack in more computing power and manufacture the CPUs more cheaply.

The new Core i7 chips are based on a newly designed Intel microarchitecture called Nehalem, which includes major design changes in areas such as power management and integrated memory control.

The chips use “hyperthreading” technology, which gives the chips the ability to execute 12 threads simultaneously on six processing cores, greatly increasing their speed.

The Core i7-980X chip has 1.17 billion transistors with 12 megabytes of Level 3 cache. The processor uses the Intel X58 Express chipset and has a clock speed of 3.33 GHz, reports Extreme Tech, which offers some benchmarks. Intel is yet to announce the entire technical specifications of the chip.

The Core i7-980X chip will be available at the same price as the i7-975 chip released last year. The i7-975 chip can simultaneously process eight threads on four cores.Intel hasn’t said exactly when we will see the latest chips in high-end gaming desktops though it is expected to be in the next few weeks.

See Also:

Photo: Core i7 chip/Intel


Sony Motion Controller is Called PlayStation Move, Launches Fall 2010 (Hands On!) [Playstation Move]

Sony’s finally put a name to their motion controller, and it’s called PlayStation Move. Updated with hands on.

Sony will have multiple packages. A standalone Move controller, or a package with PlayStation Eye + Move + a game, or an entire console solution. The Eye and Move and game combo will be less than $100. The preliminary launch window is Fall 2010.

One of the games for it is called Sports Champions, a game with a bunch of smaller mini games. One demo is a swordfighting duel game with a sword/mace and shield. It’s similar to the swordfighting one in Wii Sports Resort, but with a shield too. This needs two motion controllers at once.

One cool effect that they can do with the benefit of having a PS Eye is that they can do augmented reality stuff, like putting a paintbrush or a tennis racquet onto your Move controller on screen.

Sony also didn’t say that the controllers came in a pair, so for the games that require two controllers (like the swordfighting one), you may have to buy two Move controllers. Very Nintendo WiiMote + Nunchuck-esque in terms of having to buy two things.

Motion Fighters. A street fighting game that actually looks pretty cool, as it makes you make the entire motion instead of just flicking your wrist.

Oh, and there’s also a sub-controller that you can buy as an attachment to turn the controller into a WiiMote+Nunchuck like configuration. It’s also wireless.

Hands On

Update: I just got hands on with two of the games, one is Socom, a shooter that has been adapted to use the Move and the sub-controller, the second is the Sports Champions swordfighting.

Socom, compared to point-and-shoot shooters on the Wii, was much smoother, much less jittery and more accurate. The combination of Move and PlayStation Eye seems to work well in this aspect, but it’s not exactly better to use this when you compare it to a standard controller or a Mouse + Keyboard. I can see this as better for novices to shooters, being able to aim where you want to shoot.

The other game, the Sports Champions sword + shield fighting, is about what you’d expect. It’s more or less 1:1 motion, like the Wii MotionPlus, but it’s not so much more accurate than the Wii that you’d call it a dramatic improvement. An improvement, yes, but not dramatic. The left hand also holds a controller in order to wave the shield around, and that was a bit awkward in my experience. Right hand was fine, left hand a bit awkward to control simultaneously.

Swinging the hammer to your left, or right, or over your head actually moves it on screen, but again, it’s not SO much better than Wii MotionPlus. The graphics, of course, are one generation higher, but the controls, ehhh.

PLAYSTATION®MOVE MOTION CONTROLLER DELIVERS A WHOLE NEW ENTERTAINMENT EXPERIENCE TO PLAYSTATION®3

New PlayStation®Move Sub-Controller, Enabling Intuitive Navigation, to Accompany the Release of the Motion Controller This Fall and 36 Developers and Publishers to Support PlayStation®Move Platform

Tokyo, March 10, 2010 – Sony Computer Entertainment (SCE) today announced that PlayStation®Move motion controller for PlayStation®3 (PS3™) computer entertainment system launches worldwide this fall, offering a motion-based, high-definition gaming experience unlike anything on the market. Concurrently with its launch, SCE will also release PlayStation®Move sub-controller to be used along with the motion controller for intuitive navigation of in-game characters and objects. The PlayStation Move platform, including the motion controller, sub-controller, and PlayStation®Eye camera*1, together with a strong lineup of software titles, will deliver an innovative and highly immersive experience on the PS3 system.

The combination of the PS3 system and PlayStation Eye camera detects the precise movement, angle, and absolute position in 3D space of PlayStation Move motion controller, allowing users to intuitively play the game as if they themselves are within the game. PlayStation Move motion controller delivers unmatched accuracy through its advanced motion sensors, including a three-axis gyroscope, a three-axis accelerometer, and a terrestrial magnetic field sensor, as well as a color-changing sphere that is tracked by PlayStation Eye camera. Through PlayStation Move system, both fast and subtle motion can be detected, whether the user is swinging a tennis racket, or painting with a brush. With PlayStation Move motion controller, users can provide direct input through action buttons and an analog trigger, while receiving physical feedback from rumble functionality and visual feedback from the sphere’s ability to display a variety of different colors. Furthermore, PlayStation Eye camera can capture the player’s voice or image, enabling augmented reality experiences.

The newly announced PlayStation Move sub-controller is a one-handed controller, developed to further expand the game play options that PlayStation Move games can offer*2. PlayStation Move sub-controller features a sleek curved design that pairs with the motion controller and comes with an analog stick and directional buttons that allow users to easily control the game when moving characters or choosing a direction. Like all other Wireless Controllers for the PS3 system, it comes with a built in lithium-ion rechargeable battery as well as Bluetooth® technology, enabling the controller to transfer the input information wirelessly to the PS3 system without a cable. PlayStation Move motion controller and sub-controller will further broaden the gaming experience on the PS3 system for all genres, from games that use one motion controller to games that use both controllers.

The introduction of PlayStation Move controllers has been well received within the industry and now 36 third party developers and publishers*3 have decided to support PlayStation Move platform. In fiscal year 2010, SCE Worldwide Studios will also release more than 20 games that are either dedicated to or supported with the PlayStation Move platform.

SCE, with strong support from software developers and publishers, will deploy various measures to enhance the PlayStation Move software title line-up and vigorously promote the PS3 platform.

Meizu MStore open for business, Mr. Jelly on sale now for 29 cents

We have some news on the app store that Meizu announced for the M8 a while back. The official name is apparently MStore, and it is indeed open for business with its first paid app, Mr. Jelly, going for about 29 cents (we believe it’s a productivity tool for managing your, um, jelly). If that sounds familiar, it is — the game is a port of an iPhone App Store gem. Regardless of its somewhat KIRFish nature, we do wish Meizu (its app developers) all the best. Now, when are we going to get Super Monkey Ball for this thing?

Meizu MStore open for business, Mr. Jelly on sale now for 29 cents originally appeared on Engadget on Tue, 09 Mar 2010 12:20:00 EST. Please see our terms for use of feeds.

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Palm unleashes webOS PDK beta on the public

If you’ve been looking to get in on some of that red hot game development action that Palm’s been all about lately, check it out: among the announcements at this year’s GDC, Palm has announced the release of its public beta PDK for webOS. This bad boy promises to let devs “use C and C++ alongside the web technologies that power the SDK and mix them seamlessly within a single app,” just the thing for porting game titles to the webOS platform. And it’s available now! Hit the source link to get started — and maybe someday we’ll finally get to play Mr. Jelly on our Pixi. We can dream, right?

[Thanks to everyone who sent this in]

Continue reading Palm unleashes webOS PDK beta on the public

Palm unleashes webOS PDK beta on the public originally appeared on Engadget on Tue, 09 Mar 2010 11:19:00 EST. Please see our terms for use of feeds.

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Steve Ballmer teases new Xbox 360 form factors, price points and options

Turns out Steve Ballmer’s talk up at the University of Washington delivered even more saucy info than we were initially led to believe. In a transcript of the subsequent Q&A session, Steve is shown to have delivered the following statement on the topic of large-screen televisions and Microsoft’s related hardware strategy:

For that big screen device … there’s no diversity. You get exactly the Xboxes that we build for you. We may have more form factors in the future that are designed for various price points and options, but we think it’s going to [be] important.

It’s safe to assume new form factors point to a smaller rather than larger 360 chassis, though the price points and further options he mentions are wide open for speculation. It wouldn’t be unreasonable to forecast Microsoft pushing out its own slimmed-down console to match up with Sony’s PS3 Slim, but we also shouldn’t discount the idea of an Xbox 360 with Project Natal hardware integrated into its shell. In other words, we really don’t know what Steve has going on under that shiny dome of his, we just hope it’s as exciting as he makes it sound.

Steve Ballmer teases new Xbox 360 form factors, price points and options originally appeared on Engadget on Sat, 06 Mar 2010 05:21:00 EST. Please see our terms for use of feeds.

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