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China

Dell, HP, Microsoft, Intel Oppose Proposed Tariffs on Laptops, Tablets (reuters.com) 170

Dell, HP, Microsoft and Intel have opposed U.S. President Donald Trump's proposal to include laptop computers and tablets among the Chinese goods targeted for tariffs. From a report: Dell, HP and Microsoft, which together account for 52% of the notebooks and detachable tablets sold in the United States, said the proposed tariffs would increase the cost of laptops in the country. The move would hurt consumers and the industry, and would not address the Chinese trade practices that the Trump administration's office of the U.S. Trade Representative (USTR) seeks to remedy, the four companies said in a joint statement posted online. [...] In a separate statement, Microsoft, along with video game makers Nintendo of America and Sony Interactive Entertainment said the tariffs on video game consoles could stifle innovation, hurt consumers and put thousands of jobs at risk.
Software

Netflix Unveils Plans To Develop Original Shows Into Video Games (hollywoodreporter.com) 57

At the Electronic Entertainment Expo (E3) on Wednesday, Netflix shared details of its plans to develop its original shows into video games. Hollywood Reporter reports: Among the program of upcoming games, Stranger Things 3: The Game was highlighted, described by Netflix as "an adventure game that blends a distinctively retro art style with modern gameplay mechanics to deliver nostalgic fun with a fresh new twist." Playing as a character from the show, the user will be tasked with solving puzzles and battling the Mind Flayer. Dave Pottinger, CEO and co-founder of BonusXP, shared that the game will feature old-school graphics.

Two characters from the game were revealed at the panel: Max, who will exhibit karate kicks and the ability to add fire damage to those kicks; and Eleven, described by Chris Lee, director of Interactive Games at Netflix, as "the most powerful character in the game" -- she will have psychic push power. The game will launch on July 4 and be available on Nintendo Switch, Playstation 4, Xbox One and other consoles. In addition, a special announcement was made at the panel about a Stranger Things mobile hybrid RPG/puzzle game that will launch in 2020. The game is a collaboration with Next Games, which is based out of Helsinki, Finland.
Stranger Things isn't the only show that's planning to have its own game. "Netflix show The Dark Crystal: Age of Resistance Tactics is also set to become a 'turn-based tactics' game challenging fans to recruit an army and act as their commander in a series of campaign battles," the report adds. "No specific date was mentioned, but the game will launch this year on various consoles."
Games

Konami Announces the Turbografx-16 Mini (kotaku.com) 73

An anonymous reader shares a report: Hey, if Nintendo and Sega can do it, then Konami can too. In a surprise E3 announcement, the company is releasing a miniature version of the classic 90s Turbografx-16 console, called the Turbografx-16 mini. If you're wondering why Konami is handling this, the original console was a joint effort between NEC and Hudson. Konami became Hudson's parent company in 2005 and then absorbed its operations in 2012, meaning it owns the brand and all its properties.
Games

Veteran Software Developer Panic Unveils Playdate Handheld Game Player (daringfireball.net) 91

Veteran software developer firm Panic, which has made its name through high-end Mac software as well as titles such as Firewatch, is expanding its work in games and moving in a very unexpected direction. This week, Panic unveiled Playdate, a tiny, yellow Game Boy-like device with a black-and-white screen, a few chunky buttons, and... a hand crank for controlling quirky games. From a report: Playdate is adorable and exciting and fun and technically impressive. They're making their own hardware (in conjunction with Swedish device makers Teenage Engineering). They wrote their own OS (there's no Linux). It has a high resolution 400 x 240 black and white display with no backlighting. It has a crank. It's going to cost only $149 -- $149! -- and that includes a "season" of 12 games from an amazing roster of beloved video game creators, delivered every Monday for 12 weeks. The idea of a new upstart, a company the size of Panic -- with only software experience at that -- jumping into the hardware game with a brand new platform harkens back to the '80s and '90s. But even back then, a company like, say, General Magic or Palm, was VC-backed and aspired to be a titan. To be the next Atari or Commodore or Apple.

In today's world all the new computing devices and platforms come from huge companies. Apple of course. All the well-known Android handset makers building off an OS provided by Google. Sony. Nintendo. Panic is almost cheating in a way because they're tiny. The Playdate platform isn't competing with the state of the art. It's not a retro platform, per se, but while it has an obviously nostalgic charm it is competing only on its own terms. Its only goal is to be fun. And aspects of Playdate are utterly modern: Wi-Fi, Bluetooth, apps and software updates delivered over-the-air. They're taking advantage of an aspect of today's world that is brand new -- the Asian supply chain, the cheapness of Asian manufacturing, the cheapness of CPU and GPU cycles that allows things like Raspberry Pi to cost just $35.

Businesses

Ask Slashdot: Are the Big Players In Tech Even Competing With Each Other? 145

dryriver writes: For capitalism to work for consumers in a beneficial way, the big players have to compete hard against each other and innovate courageously. What appears to be happening instead, however, is that every year almost everybody is making roughly the same product at roughly the same price point. Most 4K TVs at the same price point have the same features -- there is little to distinguish manufacturer A from manufacturer B. Ditto for smartphones -- nobody suddenly puts a 3D scanning capable lightfield camera, shake-the-phone-to-charge-it or something similarly innovative into their next phone. Ditto for game consoles -- Xbox and Playstation are not very different from each other at all. Nintendo does "different," but underpowers its hardware. Ditto for laptops -- the only major difference I see in laptops is the quality of the screen panel used and of the cooling system. The last laptop with an auto stereoscopic 3D screen I have seen is the long-discontinued Toshiba Satellite 3D. Ditto for CPUs and GPUs -- it doesn't really matter whether you buy Intel, AMD, or Nvidia. There is nothing so "different" or "distinct" in any of the electronics they make that it makes you go "wow, that is truly groundbreaking." Ditto for sports action cameras, DSLRs, portable storage and just about everything else "tech." So where precisely -- besides pricing and build-quality differences -- is the competition in what these companies are doing? Shouldn't somebody be trying to "pull far ahead of the pack" or "ahead of the curve" with some crazy new feature that nobody else has? Or is true innovation in tech simply dead now?
Microsoft

Sony and Microsoft Set Rivalry Aside For Streaming Alliance (nikkei.com) 33

Sony and Microsoft, bitter rivals in the video game console wars, will team up in on-demand gaming to better compete with newcomers like Google as the industry's main battlefield looks poised to shift to the cloud, news outlet Nikkei reported Thursday. From a report: Sony President and CEO Kenichiro Yoshida has signed a memorandum of understanding with Microsoft CEO Satya Nadella on a strategic tie-up. While details have yet to be hammered out, the partnership will center on artificial intelligence and the cloud. The latter category includes plans for joint development of cloud gaming technology. While this market is expected to grow as ultrafast fifth-generation wireless gains traction, such services require much processing power on the provider's end to deliver games with high-quality graphics and minimal lag. Sony and Microsoft plan to leverage the American computing behemoth's data centers for this purpose. The two companies, along with Nintendo, long dominated the gaming landscape. But the rise of mobile gaming has brought competition from such other players as China's Tencent Holdings, which publishes the mobile version of the wildly popular PlayerUnknown's Battlegrounds (PUBG). Press release: Sony and Microsoft to explore strategic partnership.
Nintendo

Nintendo Squashes Super Mario Commodore 64 Port Which Took Seven Years To Make (eurogamer.net) 202

Last week, after seven years of work, Nintendo fan ZeroPaige finally released a working port of Super Mario Bros. for the Commodore 64. The achievement -- and hard graft behind it -- caught the eye of C64 fans, who praised the effort of recreating one of gaming's greatest masterpieces for the much loved home computer. But then -- of course -- Nintendo swung into action. From a report: Four days after its release, Nintendo began taking it down. The file has been removed from the its most prominent hosting sites -- and from the Commodore Computer Club website, where it was hosted.
Emulation (Games)

HD Emulation Mod Makes 'Mode 7' SNES Games Look Like New (arstechnica.com) 44

An anonymous reader quotes a report from Ars Technica: Gamers of a certain age probably remember being wowed by the quick, smooth scaling and rotation effects of the Super Nintendo's much-ballyhooed "Mode 7" graphics. Looking back, though, those gamers might also notice how chunky and pixelated those background transformations could end up looking, especially when viewed on today's high-end screens. Emulation to the rescue. A modder going by the handle DerKoun has released an "HD Mode 7" patch for the accuracy-focused SNES emulator bsnes. In their own words, the patch "performs Mode 7 transformations... at up to 4 times the horizontal and vertical resolution" of the original hardware.

The results, as you can see in the above gallery and the below YouTube video, are practically miraculous. Pieces of Mode 7 maps that used to be boxy smears of color far in the distance are now sharp, straight lines with distinct borders and distinguishable features. It's like looking at a brand-new game. Perhaps the most impressive thing about these effects is that they take place on original SNES ROM and graphics files; DerKoun has said that "no artwork has been modified" in the games since the project was just a proof of concept a month ago. That makes this project different from upscaling emulation efforts for the N64 and other retro consoles, which often require hand-drawn HD texture packs to make old art look good at higher resolutions.

Microsoft

UK Investigates Microsoft, Sony, Nintendo Over Game Subscription Plans (engadget.com) 15

An anonymous reader quotes Variety: The United Kingdom's Competition and Markets Authority (CMA) is launching a consumer law investigation into video game companies Microsoft, Sony, and Nintendo over some of their business practices, it announced on Friday.

The CMA is concerned about whether or not some of the companies' practices are legal, including their use of auto-renewals for subscription services like Xbox Live, PlayStation Plus, and Nintendo Switch Online. It's also looking into their cancellation and refund policies and their terms and conditions. It said it's written to Nintendo, Sony, and Microsoft requesting information on their online gaming contracts and it's calling on people who use these services to tell the CMA about their experiences.

Crime

Security Researcher Pleads Guilty To Hacking Into Microsoft and Nintendo (theverge.com) 53

24-year-old security researcher Zammis Clark pleaded guilty today to hacking into Microsoft and Nintendo servers and stealing confidential information. Clark, known online as Slipstream or Raylee, "was charged on multiple counts of computer misuse offenses in a London Crown Court on Thursday, and pleaded guilty to hacking into Microsoft and Nintendo networks," reports The Verge. From the report: Prosecutors revealed that Clark had gained access to a Microsoft server on January 24th, 2017 using an internal username and password, and then uploaded a web shell to remotely access Microsoft's network freely for at least three weeks. Clark then uploaded multiple shells which allowed him to search through Microsoft's network, upload files, and download data. In total, around 43,000 files were stolen after Clark targeted Microsoft's internal Windows flighting servers. These servers contain confidential copies of pre-release versions of Windows, and are used to distribute early beta code to developers working on Windows. Clark targeted unique build numbers to gain information on pre-release versions of Windows in around 7,500 searches for unreleased products, codenames, and build numbers.

Clark then shared access to Microsoft's servers through an Internet Relay Chat (IRC) server chatroom, allowing other individuals to access and steal confidential information. Prosecutors say other hackers from France, Germany, the United Arab Emirates, and other countries were then able to access Microsoft's servers. Police found the stolen files on Clark's home computer after a joint investigation involving Microsoft's cyber team, the FBI, EUROPOL, and the NCA's National Cyber Crime Unit (NCCU). [...] The Microsoft intrusion ended when Clark uploaded malware onto Microsoft's network, and he was subsequently arrested in June, 2017. Clark was then bailed without any restrictions on his computer use, and went on to hack into Nintendo's internal network in March last year. Clark gained access through Virtual Private Networks (VPNs) and used similar software to hack into Nintendo's highly confidential game development servers. These servers store development code for unreleased games, and Clark was able to steal 2,365 usernames and passwords until Nintendo eventually discovered the breach in May 2018. Nintendo estimates the cost of damages between $913,000 and $1.8 million, and Microsoft previously provided the court with a vague estimate of around $2 million in damages.
26-year-old Thomas Hounsell, known in the Windows community for running the now discontinued BuildFeed website, appeared alongside Clark in court on Thursday for using Clark's Microsoft server breach to conduct more than 1,000 searches for products, codenames, and build numbers over a 17-day period, the report adds.
Cloud

Why Google Stadia Will Be a Major Problem For Many American Players 185

Earlier today, Google launched its long-awaited "Stadia" cloud gaming service at the Game Developers Conference in San Francisco. Unlike services from Xbox, PlayStation, and Nintendo, Stadia is powered by Google's worldwide data centers, allowing users to play games across a variety of platforms -- browsers, computers, TVs, and mobile devices -- all via the internet at a 4K resolution. One major problem with Stadia, which Google didn't mention in its presentation, is that it will require a ton of bandwidth, testing the limits of data caps that most U.S. internet service providers have.

"Most US ISPs cap their customers' bandwidth usage, usually somewhere in the neighborhood of 300 GB per month. And streaming 4K content eats up about 7GB an hour," Steve Bowling from YouTube gaming channel GameXplain tweeted. "And that's based on Netflix's publicly available guidelines for 4K video content, which is shot at 24 fps, a far cry from 60fps, meaning content at 4k60 could be more costly." He added: "Your average consumer likely isn't rocking a 100Mbps+ connection, and in some parts of America such options aren't even available, limiting Stadia's potential reach. And if you are, that cap can come at you fast, especially considering most folks are going to use their internet for more than just streaming games. Most ISPs offer additional data at a premium, but how many are going to want to pay that premium to stream 4K games?"

What's unknown is whether or not Google will work with ISPs to help alleviate this concern. PCWord also notes that there's no option to download and install a game if you want, which is an option available on Steam's streaming service. "You're always streaming it, and presumably copies sold through the Google Play store won't come with more traditional versions from other storefronts," reports PCWorld. "You're either all-in on Stadia and streaming or you're not."

UPDATE: A Google spokesperson told Kotaku they were able to deliver 1080p, 60 FPS gameplay for users with 25 Mbps connections. They also said that they expect Stadia to deliver 4K, 60 FPS for people with "approximately the same bandwidth requirements." How exactly they will achieve this is still unclear.
XBox (Games)

Microsoft Announces Xbox Live For Any iOS Or Android Game (theverge.com) 22

Microsoft is bringing its Xbox Live network to iOS and Android devices. "The software giant is launching a new cross-platform mobile software development kit (SDK) for game developers to bring Xbox Live functionality to games that run on iOS and Android," reports The Verge. "Xbox Live features like achievements, Gamerscore, hero stats, friend lists, clubs, and even some family settings will all be available on iOS and Android." From the report: It's all part of a bigger push from Microsoft to make its Xbox games and services available across multiple platforms. Game developers will be able to pick and choose parts of Xbox Live to integrate into their games, and it will all be enabled through a single sign-in to a Microsoft Account. Microsoft is using its identity network to support login, privacy, online safety, and child accounts. Microsoft wants game developers to take a similar Minecraft approach and bring Xbox Live to more mobile games. Some iOS and Android games already have Xbox Live Achievements, but they're only enabled in titles from Microsoft Studios at the moment and this new SDK will open up Xbox Live functionality to many more games.

If you were hoping to see Xbox Live on Nintendo Switch then you might have to wait a little longer. "Our goal is to really unite the 2 billion gamers of the world and we're big fans of our Xbox Live community, but we don't have any specific announcements as it relates to Switch today," reveals Choudhry. Xbox Live on PlayStation 4 also looks unlikely, but Microsoft is open to the idea if Sony is willing to allow it. "If you've watched us for the past few years, we've taken a very inclusive approach," says Choudhry. "Phil [Spencer] has been very proactive on issues like crossplay, cross-progression, and uniting gamer networks, and we're willing to partner with the industry as much as we possibly can."

The Almighty Buck

Nintendo To Smartphone Game Makers: You Can Only Gouge Our Players So Much (arstechnica.com) 29

An anonymous reader quotes a report from Ars Technica: Wall Street Journal reporter Takashi Mochizuki took a Wednesday opportunity to review one game maker's financial reports: CyberAgent Inc, maker of smartphone games like the Nintendo-published Dragalia Lost. This report, published at the end of January, made vague allusions to a single smartphone game dragging the company down. Quoting from the company's own English-language press release: "At the time of the original earnings forecast announcement on October 25, we looked a new game title made a good start [sic]. However, its performance is being slower than we expected as of today." That resulted in a whopping 20-percent drop in revenue expectations in the company's gaming sector, from 50 billion yen to 40 billion. Mochizuki pressed the company to confirm which game that was, and CyberAgent confirmed the game in question was indeed Nintendo's Dragalia Lost.

The company clarified things even further to the WSJ, alleging that Nintendo responded to players' complaints about Dragalia's loot box economy by asking the developer to "adjust the game" to reduce how much a player might spend in the game to progress normally. "Nintendo is not interested in making a large amount of revenue from a single smartphone game," a CyberAgent representative told the WSJ. "If we managed the game alone, we would have made a lot more." When asked by the WSJ, Nintendo's Japanese arm replied with a statement that apparently confirms CyberAgent's allegation. "We discuss various things, not just limited to payments, to deliver high-quality fun to consumers," the Nintendo rep told the WSJ.
The report says the reason why Nintendo's revenue goals for its entire smartphone-gaming sector are considered modest compared to other large Japanese publishers may be "because its smartphone games are positioned less to make oodles of cash and more to raise awareness of Nintendo's IP (which Nintendo will soon leverage with theme park attractions and a feature-length film)."
Businesses

How 'SimCity' Inspired a Generation of City Planners (latimes.com) 128

Jessica Roy, writing for LA Times: Thirty years ago, Maxis released "SimCity" for Mac and Amiga. It was succeeded by "SimCity 2000" in 1993, "SimCity 3000" in 1999, "SimCity 4" in 2003, a version for the Nintendo DS in 2007, "SimCity: BuildIt" in 2013 and an app launched in 2014. Along the way, the games have introduced millions of players to the joys and frustrations of zoning, street grids and infrastructure funding -- and influenced a generation of people who plan cities for a living.

For many urban and transit planners, architects, government officials and activists, "SimCity" was their first taste of running a city. It was the first time they realized that neighborhoods, towns and cities were things that were planned, and that it was someone's job to decide where streets, schools, bus stops and stores were supposed to go.

XBox (Games)

Xbox Live Will Soon Connect Players on Android, iOS and Switch (engadget.com) 47

Microsoft is getting ready to release an important software development kit (SDK) that will allow game developers to integrate Xbox Live into any titles that run across PC, Xbox, iOS, Android, and Nintendo Switch. From a report: A Microsoft session at the upcoming Game Developers Conference mentions that Xbox Live will soon have a cross-platform developer kit that integrates the service into Android, iOS and Switch games. You'd have your achievements, clubs, friends list and "more" while on the move, and could pick up on some experiences where you left off. The session will provide a "first look" at the kit. You shouldn't expect titles to support Xbox Live for a while, even if the software toolbox is complete by the time GDC starts.
Nintendo

Nintendo Reportedly Plans Smaller and Cheaper Switch For This Year (engadget.com) 96

According to a report from Nikkei, Nintendo is developing a smaller and cheaper version of the Switch focused on portability, and without some of the features in the original console. "A rumor in October suggested Nintendo was developing a new Switch, but instead of improving on the existing model, it's just as likely the company is looking for ways to streamline the system," notes Engadget. From the report: As Ars Technica speculates, the console's plastic dock could be the first thing to go. It's available separately for $90, and there are also cheaper ways to get your Switch to output to a TV (it's relying on a USB-C connection, after all). Nintendo could conceivably move towards a smaller and cheaper screen, and potentially even make the controller a physical part of the console, instead of the removable Joy-Cons. It also wouldn't be out of character for Nintendo to break existing functionality with a console revamp -- the 2DS was a cheaper spin on the 3DS that was still very playable without 3D.
Nintendo

Nintendo Throws Out Metroid Prime 4 Work, Restarts With Retro Studios (arstechnica.com) 77

Nintendo is essentially restarting development on the highly anticipated Metroid Prime 4, saying the game as it currently exists "has not reached the standards we seek in a sequel to the Metroid Prime series." Ars Technica reports: The surprise announcement comes from Nintendo General Manager for Development Shinya Takahashi. He said in a YouTube video posted this morning that current Metroid Prime 4 producer Kensuke Tanabe will begin "collaborating" on the game with Retro Studios, the studio responsible for the original Metroid Prime trilogy. Tanabe has previously worked as producer on multiple Retro-developed Metroid Prime titles.

"The current development status of the game is very challenged and we have made a very difficult decision as a development team," Takahashi said in the subtitled video. "We have decided to reexamine the development structure and change it." "This change will essentially mean restarting development from the beginning, so the completion of the game will be delayed from our initial internal plan," Takahashi continued. "It will be a long road until the next time we will be able to update you on the development progress, and development time will be extensive."

Businesses

The Last of Manhattan's Original Video Arcades (nytimes.com) 60

Video arcades -- those recreational arenas of illuminated screens and 8-bit soundtracks -- have been fading from the cultural landscape since the end of the Donkey Kong '80s. The advent of home video game consoles, hand-held gaming devices and smartphones has all but rendered them relics of a Gen X childhood. Yet somehow, Chinatown Fair Family Fun Center lives on. From a report: The cramped downtown institution is among the last of the city's old-school arcades, often filled with gamers too young to remember Street Fighter IV a decade ago, let alone Missile Command in the Reagan years. "Chinatown Fair should have closed years ago, along with all the other arcades in the city, due to rising rent and the shift to online gaming," said Kurt Vincent, who directed "The Lost Arcade," a 2016 documentary about the arcade's enduring legacy in the city. "But it's still there on Mott Street after all these years because young people need a place to come together."

Say this about Chinatown Fair: It has been defying the odds for decades. The place opened in the 1940s as an "amusement arcade" in an era when Skee-Ball represented the apex of arcade fun. As youth tastes changed in the ensuing years, so too did Chinatown Fair. The arcade survived the rise and fall of pinball, the rise and fall of Pac-Man, the rise and fall of Super Nintendo, and perhaps most unimaginably, the rise, and rise some more, of Manhattan real estate prices.

Media

VLC Passes 3 Billion Downloads (venturebeat.com) 96

VLC has reached a rare milestone: It has been downloaded more than 3 billion times across various platforms, up from 1 billion downloads in May 2012. VentureBeat reports of the milestone and the new features coming to the media player: VLC today rolled out a minor update -- v3.0.6 -- that adds support for HDR videos in AV1, an emerging video format. But in the coming months, VLC has bigger things planned. First up is a major update to VLC's Android app in about a month, which will introduce support for AirPlay. This will enable Android users to beam video files from their Android phones to the Apple TV. [Jean-Baptiste Kempf, the president and lead developer of VLC's parent company VideoLan] then plans to update the VR app, which will enable native support for VR videos. He said his team reverse-engineered popular VR headsets so that developers no longer need to rely on the SDKs offered by vendors. The app will also receive support for 3D interactions and stereo sound, and add a virtual theater feature.

After that, a major update will be pushed to VLC across all popular platforms. The update, dubbed version 4.0, will offer playback improvements in scaling and video quality of HDR video files. But that's not all. Kempf says he plans to bring VLC to more platforms. He said he is thinking about bringing the media player to Sony's PlayStation 4, Nintendo Switch, and Roku devices.
Kempf participated in Slashdot's interview a couple of years ago, offering some insight into how he's able to keep VLC sustainable (since VideoLan is a nonprofit that runs entirely on donations) and the various projects that were in the works at the time, among other things.
Android

Don't Expect A New Nvidia Shield Tablet Anytime Soon 67

During a small press gathering at CES in Las Vegas today, Nvidia CEO Jensen Huang said the company doesn't have any plans to resurrect the Shield Tablet, which launched in 2014, was last refreshed in 2015 and officially discontinued last year. "Shield TV is still unquestionably the best Android TV in the world," he said. "We have updated the software now over 30 times. People are blown away by how much we continue to enhance it." And more (unspecified) enhancements are coming, he said. TechCrunch reports: On the mobile side, though, the days of the Shield Tablet are very much over, especially now that the Nintendo Switch, which uses Nvidia's Tegra chips, has really captured that market. "We are really committed to [Shield TV], but on mobile devices, we don't think it's necessary," Huang said. "We would only build things not to gain market share. Nvidia is not a "take somebody else's market share company.' I think that's really angry. It's an angry way to run a business. Creating new markets, expanding the horizon, creating things that the world doesn't have, that's a loving way to build a business."

He added that this is the way to inspire employees, too. Just copying competitors and maybe selling a product cheaper, though, does nothing to motivate employees and is not what Nvidia is interested in. Of course, Huang left the door open to a future tablet if it made sense -- though he clearly doesn't think it does today. He'd only do so, "if the world needs it. But at the moment, I just don't see it. I think Nintendo did such a great job."

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