Shacknews - Steve Watts

While the Xbox One turning on with the sound of your voice made for an impressive stage presentation, it didn't take long for the Internet to notice: doesn't that mean it's listening all the time? Today, in a bevy of new information that also included online checks and game licensing, Microsoft attempted to put fears at ease with more detail about the new Kinect's privacy settings.

In a detailed announcement, Microsoft stated that you'll personalize your Kinect during start-up. That will let you pick which settings are on from the start, and you can turn the sensor on, off, or pause it. When the Kinect is off, Microsoft says, it's only listening for the command "Xbox on," but you can disable that feature as well. When the Xbox One is in use, Microsoft is careful to note that it's not recording or uploading any conversation. Finally, you can use other inputs if you just want to turn off or pause the Kinect.

Concerning personal data, Microsoft claims that nothing will leave your Xbox One without explicit, expressed permission. It uses examples like a fitness game measuring heart data or a card game that views your face to determine the strength of a bluff.

This is all much more specific than the information we heard late last month, which simply promised privacy settings without going into detail.

Shacknews - Steve Watts

Almost as soon as the Xbox One announcement ended, we started hearing contradictory tales from Microsoft regarding the system's connectivity requirements. The last two weeks have apparently given the company a chance to get its messaging straight, as it finally clarified today just how often the system needs to check in.

As confirmed on the official site the system will require an online check-in every 24 hours on your primary console. If you're accessing your game library on someone else's system, that window gets narrowed to every hour. The page warns: "Offline gaming is not possible after these prescribed times until you re-establish a connection, but you can still watch live TV and enjoy Blu-ray and DVD movies."

This is similar to what Phil Harrison told Kotaku, which apparently let the cat out of the bag early. Microsoft quickly told Polygon he was merely describing "potential scenarios."

More mundane details include the recommended connection speed (1.5Mbps), and the ability to sign in and install games from your friend's house to play them there. That's certainly convenient, but the one-hour check-in time might make it less welcoming.

Shacknews - Steve Watts

Valve may be planning to let you share your games with friends on Steam. A few lines of code in the latest beta of the Steam client mention a "Shared game library" seem to indicate plans to let your friends borrow your games, with the ability to take them back whenever you'd like.

Three lines of code were spotted by a NeoGAF user (via Kotaku). The first simply references a shared game library, the second alerts the user that playing a game you own will cut off the borrower's use, and the third tells the borrower that the shared game is no longer available. It sounds like you'll only be able to lend out a game to one other user at a time, similar to physical copies.

We don't know when, or even if, Valve plans to implement this feature, just that the groundwork seems to be laid. We've contacted Valve and will update as more information becomes available.

Shacknews - Alice O'Connor

We all expect the zombie apocalypse to be difficult, but The War Z has found the real world just as trying. Between being pulled from Steam, responding rudely to players, a forum hack, and, well, being widely slated, it's had a tough old time. Add another problem to the list: following "trademark issues", developer Hammerpoint Interactive has renamed the survive 'em up Infestation: Survivor Stories. I'd expect that's something to do with World War Z.

"This change has come about primarily as a result of some confusion and trademark issues with a similarly titled property," community manager 'Kewk' explained on the game's forums (via IGN).

"While we were reluctant to rename the game so long after launch, especially with nearly 1 million registered players, it was ultimately decided to be in the best interest of our existing community as well as future players in order to eliminate confusion."

And to avoid lawsuits, one imagines. Aside from the name change, all will carry on as before.

If it is World War Z, that'd hardly be surprising. The War Z was always a questionably similar name, dare I say hoping to catch a little extra attention from fans of the zombie novel. With Brad Pitt's movie adaptation launching on Friday, folks probably wanted to shut that down--partly to stop Hammerpoint profiting off the association, and also to stop potential players from thinking author Max Brooks or any of the involved movie companies were in any way responsible for the game.

Shacknews - John Keefer

Microsoft has heard the cries of frustrated fans about the mandatory 24-hour check-in and used game restrictions for Xbox One, announcing today that it was reversing those policies.

In a post to fans on the official Xbox One site, Microsoft revealed that now "After a one-time system set-up with a new Xbox One, you can play any disc based game without ever connecting online again. There is no 24-hour connection requirement and you can take your Xbox One anywhere you want and play your games, just like on Xbox 360." Also, "There will be no limitations to using and sharing games, it will work just as it does today on Xbox 360." Regional restrictions on the console are also being removed.

Microsoft's Don Mattrick said fan feedback was important in making these changes:

"You told us how much you loved the flexibility you have today with games delivered on disc. The ability to lend, share, and resell these games at your discretion is of incredible importance to you. Also important to you is the freedom to play offline, for any length of time, anywhere in the world.

    So, today I am announcing the following changes to Xbox One and how you can play, share, lend, and resell your games exactly as you do today on Xbox 360."

    Microsoft had received criticism for its mixed messaging on its policies for the Xbox One, even issuing new FAQs on specifics aspects of its always-on and game licensing stance prior to E3. Sony chose to capitalize on the controversial policies by announcing at it's E3 press conference that it "won't impose any new restrictions on your use of PS4 game discs."

    Shacknews - John Keefer

    Microsoft has heard the cries of frustrated fans about the mandatory 24-hour check-in and used game restrictions for Xbox One, announcing today that it was reversing those policies to reflect its current stance for the Xbox 360.

    In a post to fans on the official Xbox One site, Microsoft revealed that now "After a one-time system set-up with a new Xbox One, you can play any disc based game without ever connecting online again. There is no 24-hour connection requirement and you can take your Xbox One anywhere you want and play your games, just like on Xbox 360."

    Also, "There will be no limitations to using and sharing games, it will work just as it does today on Xbox 360." Regional restrictions on the console are also being removed.

    Microsoft's Don Mattrick said fan feedback was important in making these changes:

    "You told us how much you loved the flexibility you have today with games delivered on disc. The ability to lend, share, and resell these games at your discretion is of incredible importance to you. Also important to you is the freedom to play offline, for any length of time, anywhere in the world.

      So, today I am announcing the following changes to Xbox One and how you can play, share, lend, and resell your games exactly as you do today on Xbox 360."

      He said that the company still has faith in its original plan. "While we believe that the majority of people will play games online and access the cloud for both games and entertainment, we will give consumers the choice of both physical and digital content. We have listened and we have heard loud and clear from your feedback that you want the best of both worlds."

      Microsoft had received criticism for its mixed messaging on its policies for the Xbox One. During E3, the company defended its game stance, saying the industry was "in transition." Sony, however, chose to capitalize on the controversial policies by announcing at it's E3 press conference that it "won't impose any new restrictions on your use of PS4 game discs."

      While the 180-degree shift by Microsoft may make more people consider pre-ordering the console, there is still the price: $399 for PS4 versus $499 for Xbox One. The Kinect 2 is a mandatory part of the the MS console, while the PlayStation Eye is an optional purchase for an additional $59.

      Shacknews - Ozzie Mejia

      With XCOM: Enemy Unknown, Firaxis and 2K Games were faced with a challenge greater than an alien invasion: taking a blockbuster AAA game and converting it to an iPad. I loved the idea, but wasn't sure if such a thing could be done. After playing through the iOS version for myself, I can say that the essence of the original is fully intact.

      Those that played through last year's Enemy Unknown are familiar with the story. There's a global organization tasked with fighting off alien threats, not just with the best in modern weaponry, but also through a giant bureaucratic organization that specializes in monitoring the aliens from all possible angles. Whether it's taking the fight directly to the alien menace or conducting research on exactly what they're made of, all of it has made its way to the iOS version.

      The first thing to note is that there are a few trade-offs in translation. Enemy Unknown's visuals on iOS aren't quite on par with its console and PC big brothers. You'll notice some of the character models, environments, and effects have been scaled down slightly, appearing noticeably lower-res. However, they're also noticeably more advanced than any of the other graphics I've seen on other iOS games. Visually, this version of Enemy Unknown is still a treat.

      Enemy Unknown's combat has translated to the iPad smoothly, save for a few rough patches. You'll now arrange your squadron's movement with touch controls, using double-taps or an on-screen button to confirm their positions. Firing weapons and using grenades or rockets similarly employs a touch interface, as you tap your target to aim. It's incredibly easy to use, but it does have some imperfections. Most notably, if your fingers wander while trying to find the confirmation button, you could change your destination spot, accidentally sending a soldier into an open area. I've lost good men and women this way, all because of my clumsy finger.

      The other major aspect of Enemy Unknown is the resource management. These are likewise managed with simple touch controls, with an interface that's easy to navigate. Tutorials and cutscenes help initiate the newcomers, while veterans will know all the ins-and-outs of upgrading soldiers, launching satellites, and keeping XCOM member nations happy.

      Most importantly, the spirit of the PC and console versions of Enemy Unknown fully translate to the iPad. It still hurts to build up a soldier for four missions, only to carelessly lose him in an alien ambush. Trying to keep panic meters down in neighboring nations still feels frantic. Rescuing civilians is still an exercise in frustration--the good kind of frustration. None of this has been lost in translation and anyone looking for an on-the-go version of Enemy Unknown will find what they're looking for with the iOS version.

      The only other gripe that I have is that the initial load time when booting Enemy Unknown is pretty lengthy. Expect to see that front-end animation a lot, because you won't be able to skip it until the whole game is finished loading. That's probably because the file is so huge, exceeding 3 GB of storage space. If you own a 16 GB iPad, you'll likely find yourself deleting several apps to make space, like I did. Fortunately, I didn't notice any other instances of long loading times during my time with the game.

      Still, XCOM: Enemy Unknown is worth the effort if you don't already own it on PC and console. It's a sublime experience and one of the most complex, yet easy-to-play strategy games I've encountered. Firaxis continues its mastery of mobile devices, appropriately hitting its pinnacle with their best game of the last year.


      This XCOM: Enemy Unknown review is based on a copy of the game provided by the developer, tested on a 3rd-generation iPad. The game is will be available on the App Store (Universal) for $19.99 tonight at 8 p.m. PT.

      Shacknews - Steve Watts

      Sony has apologized for last night's firmware update issue, and says it is currently investigating the cause. A new version of firmware 4.45 update will be made available once the problem has been rooted out.

      "We are aware of reports that the recent PlayStation 3 system software update (version 4.45) has caused the XMB to not display on a small number of PS3 systems," a PlayStation spokesperson told Kotaku. "We have temporarily taken 4.45 offline and are investigating the cause of the problem. We will announce when the system update is available for download as soon as possible. We apologize for the inconvenience."

      The update, which went live last night, was supposed to add trophy notification options and improve overall system stability. Some members of the PlayStation forums, however, said the update made their consoles completely unresponsive. It was subsequently pulled.

      Regarding systems that have been bricked by the update, Sony said: "We kindly ask PS3 users to wait for further details. We will announce when ready." Meanwhile, a thread on Reddit claims that downloading a patch and restarting the PlayStation 3 in safe mode will work. The purported patch isn't available yet, however, so Sony should give more information when it's ready. We'll update as more information becomes available.

      Shacknews - Steve Watts

      Even among the most ardent fans of Goichi Suda (aka "Suda 51"), I don't think it would be controversial to say that he specializes in style. Most of his major releases are marked by high-concept ideas and identifiable art styles, but the mechanics don't always match the ambition. Killer is Dead certainly has its own splashy stylistic identity, but as usual, some hands-on time made it hard to tell if the game would keep up.

      At E3, I played a brief demo before being shown a different area of the game as a demonstration. The nihilistic, high-tech world reminded me of Blade Runner, particularly by centering on the grisly job of "Executioners." The hero, Mondo Zappa, has his own cadre of fellow assassins in the Bryan Execution Firm, lending the story a brooding tone despite its attempts at playful banter. It's also difficult not to notice the striking art style, based on only a few solid fields of color for high contrast.

      "We like to play around with cel-shading a lot, but for Killer is Dead I really wanted to have a unique look that people could identify by one screenshot," Suda told Shacknews, through a translator.

      During my hands-on time, Mondo sported two primary weapons: a sword, and a cybernetic arm that transformed into a gun. The controls felt perfectly passable for these two functions, and I felt well-equipped to handle enemies. Grasshopper games tend to struggle with iteration, though, and that's one factor that a short demo can't inform. The ability to transform his cybernetic arm into a variety of weapons may help keep the experience fresh.

      In a subsequent hands-off demo, I was shown an abbreviated version of one of the 13 episodes that will make up the game. The entire story is structured like a TV series, Suda told me, and this game is meant to resemble one season of a TV show. "It is self-contained in each episode, but there is an overarching plot that ties everything together," Suda said.

      This particular episode, the seventh, focused on a member of the Yakuza, who seemingly hoped to die. After slicing through some lackeys, Mondo came face to face with the old man. This gave an opportunity to show some gameplay variety. The fight quickly transitioned between a chase scene with the man using his spirit-tiger as his mount, and a melee battle with a spirit-tiger grown out of a tattoo on the man's back. This gave the more experienced player controlling the demo a chance to show the combo system, which stacks up to level five for the hardest hits.

      I was also shown the new "Gigolo" mode, which can be best described as a leering mini-game. You speak with a lady at a bar, taking advantage of every opportunity to stare at her breasts or hips during the conversation. She acts coy and coquettish throughout, responding to your advances with blushing and the occasional "oh stop" teasing.

      I tend to give dumb humor a good bit of slack when it's done well. Bulletstorm and Saints Row come to mind. Maybe in the full game, the context will help shape my perceptions. During this demo, though, it was as if I was expected to giggle at the mere idea of looking at boobs, and the assumption that I was that childish made me more uncomfortable than amused. Hopefully whatever point Suda is trying to make with this sequence comes through more clearly in the finished product.

      And so, I'm left back at the start in my expectations of Killer is Dead. My look at the game showed plenty of style, a few interesting ideas, and at least one questionable one. Grasshopper has struggled to make its disparate pieces congeal into a whole, and my concern is that may be happening again. Hopefully once I see the whole game and all of its connective tissue, it will all come together.

      Shacknews - Steve Watts

      Sam Fisher is pretty iconic and all, but the real star of Splinter Cell Blacklist are the tiny mechanical spiders. Skittering about, stealing intelligence and such. Ubisoft has given spider-bot his day in the sun today, with an iOS game devoted to the automaton arachnid.

      Spider-Bot is now available for free on the App Store (via Touch Arcade). It's a 2D action puzzler that has you navigating spider-bot through buildings to collect intel, all the while avoiding turrets, guards, and other spy robots. Dastardly! The currency you collect in Spider-Bot will go into your bank account for Blacklist once the full game comes out, so if you play a ton of it you should be a very well-equipped super-spy.

      The game page promises future updates, including "Stealth-Bot" and "Strike-Bot" modes, and special content for Blacklist. That game, for PC, PlayStation 3, Xbox 360, and Wii U, will be coming on August 20.

      ...

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