Darkworks SDK transforms 2D games into 3D games, no 3D TV required

Well, wouldn’t you know it? 3D seems to be the topic of conversation here at GDC , and Paris-based Darkworks is making a splash by announcing the availability of its TriOviz for Games SDK. In short, this magical software concoction is a post-process effect that allows standard 2D games to be transformed into 3D masterpieces… and you don’t even need to buy a 3D television. We were briefed on the tech here at the show, and we’re told that the magic happens in the software and the glasses, and unlike existing 3D technologies, other users around the house will still be able to watch you play in 2D without all those blurred edges. In other words, existing titles (for Xbox 360, PlayStation 3 and PC; sorry Wii owners!) can have a 3D experience added in, and we’re guessing that a select few AAA games will be seeing a DLC pack in the near future for those who care to re-play their favorites in the third dimension. We’ll be doing our best to swing by and catch a demo later today, but for now, just know that your life will never be the same once these 3D-ified games start shipping in the Spring.

Darkworks SDK transforms 2D games into 3D games, no 3D TV required originally appeared on Engadget on Thu, 11 Mar 2010 15:33:00 EST. Please see our terms for use of feeds.

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PlayStation Move: everything you ever wanted to know

Sony dropped a lot of knowledge on us yesterday, at long last replacing rampant speculation with some cold hard facts — and even a name! — for its new PlayStation motion controller. The PlayStation Move is being described as a “platform” and a “virtual console launch” by folks at Sony, and we think they mean it, so prepare for a motion-controlled ad war later this year, as Microsoft and Sony set themselves up for a real three-way fight with Nintendo for your physical living room activity of the gaming variety. While some of the high-level Wii-like functionalities might be obvious, follow us after the break as we walk through the nitty gritty of everything we know so far about Move.

Continue reading PlayStation Move: everything you ever wanted to know

PlayStation Move: everything you ever wanted to know originally appeared on Engadget on Thu, 11 Mar 2010 14:31:00 EST. Please see our terms for use of feeds.

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Want more on the PlayStation Move? Head over to Joystiq!

Sony’s calling the PlayStation Move the “next generation” of motion gaming and planning to market it as heavily as an entirely new console, so it’s sort of a big deal — and that means our main dudes at Joystiq are all over it. We’ve already covered the main details, but hit the links below if you’re looking for some seriously deep dives.

Want more on the PlayStation Move? Head over to Joystiq! originally appeared on Engadget on Thu, 11 Mar 2010 01:01:00 EST. Please see our terms for use of feeds.

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PlayStation Move first hands-on (update: video!)

At last, we’ve felt Sony’s long awaited motion controller, now at last officially known as “PlayStation Move,” in our unworthy, sweaty hands. We have a bunch of videos on the way, but for now you can revel in our first close-ups of the controllers in the gallery below. Here are some of our initial thoughts:

  • The controllers are light. Much more akin to the DualShock3 than the Wiimote in heft, and we’re guessing that’s due to Sony’s continued love of rechargeable batteries.
  • The main controller does have some subtle vibration (not DualShock or Wiimote level, but present), but we’re not sure yet about the subcontroller.
  • We hate to say this about “pre-alpha” software, but we’re feeling lag. An on-rails shooter we tried out, dubbed The Shoot, was discernibly inferior to shooting experiences we’ve had on the Wii, both in precision and refresh rate of the aiming cursor.
  • The gladiator game is about as fun as it looks, we’ll have video after the break momentarily. Unfortunately, while it’s less of a defined experience than something like the sword game on Wii Sports Resort, you’re still working through a library of sensed, pre-defined actions instead of a true 1:1 fighting game with simulated physics. Not that it isn’t possible with PlayStation Move, just that it’s not this.
  • The lightness of the controllers means we might be feeling less of that Wiimote fatigue, always a good thing! There’s an aspect of the controller that feels a little cheap, but at the same time we wouldn’t call it fragile.
  • As far as we can tell, the control scheme for Socom 4 is quite similar to dual-controller shooter setups on the Wii, with the camera moving based on your aiming cursor hitting the edge. It’s hard to see this as the preferred hardcore setup, but we’re told it’s configurable, so we’ll try and see what else is on offer.
  • The system seemed to have a bit of trouble understanding the configuration of our body in a swordfighting stance: even though we selected “left handed,” it was putting our sword arm forward instead of our shield. Right-handers didn’t seem to have similar problems, and we’re sure this will be ironed out in time, but it certainly shows that the controllers aren’t magical in their space-detection prowess.
  • As would be expected, you’re supposed to stand relatively center on the TV, and at a certain optimal distance. The system is forgiving, but there’s a sweet spot that users will undoubtedly have to learn.
  • Lag is less prominent on Socom 4, and we’d say we’re pretty accurate with the controller already, though the framerate choppiness of this pre-alpha build obviously hampers that a bit. We did get a slight feel of being in “scene to scene” shootouts instead of a free-roaming FPS, perhaps a design choice to mitigate the limited camera movement offered by the controller, but we’ll have to see more levels to know for sure.

Update: We added in a longer video — are you ready for three minutes of nonstop excitement?

Update, final edition: We’ve got a new video with close-up walkthroughs of the controllers and some in-depth gameplay of Socom 4.

Continue reading PlayStation Move first hands-on (update: video!)

PlayStation Move first hands-on (update: video!) originally appeared on Engadget on Wed, 10 Mar 2010 23:58:00 EST. Please see our terms for use of feeds.

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Seven45 Studios talks Power Gig details, we go hands-on with its six string guitar peripheral

We’ll just come right out and say it: Guitar Hero and Rock Band should watch their back, ’cause there’s a better-than-decent chance that Power Gig will be all the rage this holiday season. Seven45 Studios is a heretofore unheard of upstart with roots in First Act, and unlike the vast majority of game developers, these guys actually have a direct hand in the production of the software and hardware associated with this package. They’ll be designing the Power Gig video game series (Rise of the SixString is only the first installment) as well as the guitars, drums and microphones in-house, and given the First Act roots, you know you’ll be getting instruments of higher quality than what’s on the market today. Oh, and yes, we didn’t misspeak when we pluralized “guitars” and mentioned those other two devices.

We had a sit down with the team today at GDC, and besides coming away impressed with the alpha build of the game and the prototype axes we saw, we also learned quite a bit more about their plans than what was revealed in this morning’s press release. Just to be exceptionally clear, Seven45 Studios will not only sell their upcoming title as a standalone product, but it will sell a “band bundle” that includes the game, a guitar (plus a strap, picks and an extra set of strings), a drum set and a microphone, the latter two of which are still very early in production and weren’t available for us to test. The beat matching setup that gamers have grown used to in Rock Band and Guitar Hero is still there, but most everything else is new; a “chording” addition will allow users to strum actual power chords that match the chords used in the song, giving newbies the ability to actually learn songs as they play the game if they want to. In other words, if users strum the same chords required to succeed in the game but through an amp, they’ll be playing the actual song; if you’d rather not learn, you need not have any clue how to play a guitar to enjoy the game. Speaking of which, the bundled guitar (along with extra guitars that are still being sorted in terms of size, material and color) doubles as a legitimate six string by simply depressing the dampening pad beneath the neck, and while it won’t match the crisp tone emitted from your Les Paul Custom, the prototype we heard here in San Francisco sounded just fine for a beginner’s instrument. We also learned that existing Rock Band and Guitar Hero guitars will work with the Power Gig titles, and Seven45’s guitars will work with existing music band games — not bad!

More after the break…

Continue reading Seven45 Studios talks Power Gig details, we go hands-on with its six string guitar peripheral

Seven45 Studios talks Power Gig details, we go hands-on with its six string guitar peripheral originally appeared on Engadget on Tue, 09 Mar 2010 17:04:00 EST. Please see our terms for use of feeds.

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Seven45 Studios ups the ante for music games, intros fully functional six string controller

We’ve seen “real” guitars made to “work” with existing music-band titles, and we’ve even seen MIDI guitars play nice with Rock Band, but we’ve yet to see a company design a game from the ground-up to work with a legitimate six string. Until now. Here at GDC, Seven45 Studios is making a name for itself by introducing Power Gig: Rise of the SixString (for PS3 and Xbox 360) along with a bona fide axe. The newfangled company is a sister firm to First Act — the same guys who made that guitar sold with your ’07 Jetta — and the instrument debuting here at the show uses proprietary technology “that can distinguish and recognize gamers’ input all along the guitar.” Better still, the instrument includes all of the innards necessary to make noise through an amp, so you could theoretically use this to rock out in real life as well. If you’re skeptical about the game’s ability to actually recognize complicated inputs, get a load of this: “Power Gig also introduces the option to switch on chording, or chord play; chording presents the added challenge of playing the game using chords that require specific finger placement on the strings.” The tandem is slated to go on sale this fall for an undisclosed amount, and we’ll be snagging some hands-on time with the game and guitar here in just a few hours — stay tuned!

Continue reading Seven45 Studios ups the ante for music games, intros fully functional six string controller

Seven45 Studios ups the ante for music games, intros fully functional six string controller originally appeared on Engadget on Tue, 09 Mar 2010 08:00:00 EST. Please see our terms for use of feeds.

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Sony wants to patent ‘feature erosion’ in game demos, illustrates the idea vividly

Want more evidence of the patent degradation of modern society? Well, here’s Sony with its latest idea for selling games. The feature-eroding demo concept gives the user the full game to start off with, but then grows increasingly more limited the more you play it. In racing games, that means the number of tracks you can race on gradually dwindles, whereas in classically themed smack-em-ups like God of War your sword, erm… well, it also dwindles. We’re kind of on the fence about this — on the one hand, it’s hilariously insulting to the user as it perpetually nags him about what a cheapskate he is for not purchasing the entire game, and yet on the other it does at least let you taste the full breadth of the game, albeit for a limited time. However you may feel, this is still at the application stage, but given the patent office’s recent track record, there’s no reason why Sony should be denied the rights over this supposed innovation.

Sony wants to patent ‘feature erosion’ in game demos, illustrates the idea vividly originally appeared on Engadget on Fri, 05 Mar 2010 13:19:00 EST. Please see our terms for use of feeds.

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The apocalyPS3 ends in global resurrection, ARM chip at fault

The early belief that the PSN was spreading a brickitis infection to PS3s around the world has turned out to be not quite accurate. Yes, PSN was inaccessible over that extremely stressful day (for PS3 owners, the rest of us have been quite fine, thank you), but we’re hearing from Eurogamer that the villain in this story was an ARM chip inside the console — the very same one, in fact, that led to a few Zunes losing their minds back in 2008. The big problem here was simply a bit of hardware that couldn’t get its bearings straight after expecting 2010 to be a leap year, and the arrival of March 1 “fixed” everything for all eight affected PS3 SKUs (of a total of eleven). That leaves Sony with four years to make sure this problem isn’t heard from again, and if it doesn’t, we’ll be placing blame for the real 2012 apocalypse firmly on Howard Stringer‘s shoulders.

The apocalyPS3 ends in global resurrection, ARM chip at fault originally appeared on Engadget on Wed, 03 Mar 2010 04:17:00 EST. Please see our terms for use of feeds.

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Sony files for ‘PlayStation Arc’ trademark in Japan — all but a done deal?

Sony’s PlayStation Motion Controller has gone through a few different names during its development, but “Arc” has cropped up far more than any other over the past few months, and it’s now looking increasingly like a sure thing. While any official announcement will likely have to wait until GDC next week, the folks at Siliconera have discovered that Sony recently filed to trademark the name “PlayStation Arc” in Japan, which is just the latest form of confirmation of the name following a domain registration, and some noticeable name-dropping from gaming CEOs seemingly in-the-know. Of course, Sony could always pull a surprise out of its hat, and we’ll be there live at GDC to report on whatever happens.

Sony files for ‘PlayStation Arc’ trademark in Japan — all but a done deal? originally appeared on Engadget on Tue, 02 Mar 2010 17:59:00 EST. Please see our terms for use of feeds.

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Sony slips two new PS3 Slim models through the FCC

Our favorite pseudonym company out there, Sand Dollar Enterprise, is back with a pair of new filings with the FCC pointing to a refresh of the PlayStation 3 Slim hardware. We don’t know specifically what has been overhauled inside, though the two new SKUs, CECH-2101A and CECH-2101B, mimic the coding scheme of the current hardware, which is CECH-2001A and B. The alphabetical differentiation relates to different hard drive sizes inside, with 120GB and 250GB options available today and likely to be replicated in the forthcoming consoles. Looking at the FCC’s radio testing, we find the same 802.11b/g and Bluetooth 2.0 + EDR transceivers as are in the current Slim, leading us to believe the changes are elsewhere or, as PS3 News suggests, maybe Sony has just found new manufacturers for the same chips and had to run them through the validation committee again. It’s just that the latter is far less exciting than the idea of Sony starting up an upgrades war with some tasty springtime spec bump.

Sony slips two new PS3 Slim models through the FCC originally appeared on Engadget on Mon, 22 Feb 2010 03:17:00 EST. Please see our terms for use of feeds.

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