Kinect officially comes to Windows operated PCs on 1st February, and will cost $249.
Kinect for Windows will not be compatible with Xbox 360s. That's because Kinect for Windows has firmware that can do more.
The most attractive Kinect for Windows feature is a near mode, which allows the camera to be used as close as 50cm away.
Will this be a feature of Kinect 2 - the second generation of the device rumoured to be so powerful it can lip read?
Kinect for Windows also bundles the software development kit (SDK) and runtime, so buyers can commercially make their own apps for the camera.
Many boffins have already tinkered non-commercially with Kinect using the Xbox 360 camera. This won't be allowed when the Kinect for Windows launches. But those Kinect PC apps that exist already will be allowed to live on - Microsoft has extended the beta SDK licence for them to 16th June 2016.
Students will be able to buy a cut-price Kinect camera for Windows later this year at a special academic price of $149.
Last night, Microsoft's last ever Consumer Electronics Show keynote turned out not to be the time nor place for a next generation Xbox announcement.
All eyes can revert back to E3 this summer.
But Microsoft CEO Steve Ballmer did use the CES 2012 stage to share fresh Xbox 360 worldwide figures.
The bulk of Ballmer's talk focused on the Metro interface recently rolled out for Xbox Live. The same design is coming to Windows 8 when that operating system rolls out this year.
Ballmer said more than 1.3 billion Windows PCs are in use today.
Ballmer also waffled on about Windows Phone.
Once upon a time it was easy. Just 15 years ago most games slotted into their categories with librarian-pleasing snugness. Take the adventure game.
In 1985 they were text games with a focus on storytelling and puzzle solving. Five years later it was the same but with animated graphics and mouse clicks replacing the typing.
But defining the genre now is like hugging fog. The once firm borders of adventures have crumbled and their ideas have diffused out into the wider gaming ocean. Today the definition of an adventure game depends on what school of thought you embrace.
Dan Connors, head of adventure specialists Telltale Games, sees the genre as a broad church. His definition is inclusive not exclusive. It includes Heavy Rain and Uncharted as well as his company's more traditional efforts such as the Back to the Future adventures.
"In the late '80s and early '90s it was very clear cut," he says. "Now you could attribute the dialogue trees in Mass Effect to adventure games. A lot of the scripted storytelling in Valve's games comes from adventure games. I think adventure games went out and permeated every single genre because they've always remained the best way to interact with characters in a world and to interact with an environment."
Others view adventures in more exclusive terms. "Stories in games need to mould themselves around what gameplay a game is trying to deliver," says Charles Cecil, founder of Broken Sword developer Revolution Software. "Uncharted is absolutely not an adventure game as I would define it, same with Heavy Rain. Both require considerable expertise with a joypad and an adventure is a cerebral experience rather than one requiring manual dexterity."
A lack of violence or death is also a common trait of adventures, he adds. But even then Cecil's definition has grey areas thanks to the likes of L.A. Noire, which lets players skip the action and focus on its adventure-inspired detective work.
While the exact definition may be debatable, the origin of the adventure game isn't. The first adventure is the aptly named Adventure, a 1976 text game created by Will Crowther on his workplace's PDP-10 mainframe computer. It let players explore a world described in text by inputting verb-noun commands such as 'go north' or 'get torch'. As well as exploring there were puzzles to solve and monsters to encounter.
Within a few months a Stanford University student called Don Woods had rejigged the game, adding more puzzles, locations and fantasy elements. Woods' version became a sensation in the mainframe-computing scene of the late 1970s. Other computer users began creating their own adventures and it went on to inspire MUD, the first MMO - but that's another story.
By the time the first mass-produced home computers began rolling off the production lines adventures were an obvious choice for making the leap out of the labs and into our homes. In 1978 the first commercial adventure game - Adventureland for the TRS-80 - reached the shops. Its success established the genre as a mainstay of computer gaming and its creator Scott Adams formed one of the world's earliest game publishers Adventure International to feed the growing demand for adventure games.
Adams wasn't alone for long. The following year the MIT students who created the Adventure-inspired Zork! formed Infocom to bring their adventure to home computer users. Around the same time in California the husband and wife team of Ken and Roberta Williams set up On-Line Systems (later renamed Sierra On-Line) to publish Mystery House - the first adventure to include still pictures of its locations in addition to the usual text. Soon text adventures went global, spawning especially vibrant adventure game scenes in France and Japan - although it was the work of Infocom and Sierra that dominated the text adventure era of the early to mid 1980s.
But as the '80s progressed the adventure game began to evolve. In 1984 Sierra came out with its fairy tale adventure King's Quest, which introduced animated visuals to the genre, and the following year Illinois developer ICOM Simulations released Déjà Vu: A Nightmare Comes True, which replaced text input with a Apple Mac-inspired point and click approach. By 1987 these two ideas - point and click interaction coupled with animated visuals - came together in Lucasfilm's Maniac Mansion. The text adventure had become the graphic adventure.
Lucasfilm's games outlet eventually became LucasArts, and it dominated the point-and-click era that followed with hits such as The Secret of Monkey Island (and at this time the adventure had mutated into a new genre - the visual novel - in Japan). In keeping with its roots in the movie business, LucasArts shifted adventure games away from Infocom's interactive novels to a more interactive movie with an approach drawing on the audio-visual and scriptwriting know-how of filmmakers.
By the mid-'90s adventuring's shift towards interactive movies reached its apex as the extra storage delivered by CD-ROMs allowed developers to add film footage, recorded audio and more detailed images to their creations. But for every CD success such as Myst or The Beast Within: A Gabriel Knight Mystery there were dozens of dismal games clogging the shelves such as Psychic Detective.
"They were an unfortunate blot of the history of adventures," says Cecil. "They came about because the bosses of publishers went to live in California because they thought it was cool to be near the film studios. Thankfully gamers just didn't buy them and it collapsed."
The adoption of 3D graphics and the success of the PlayStation blew the interactive movie dream apart. Players became more interested in the thrill of action than the slow, cerebral offerings of adventures. By 2000 the adventure game had become a niche genre, clinging on in places such as Germany but banished from the gaming mainstream. Deprived of an audience, adventure developers played it safe producing budget replicas of what was popular before the PlayStation.
It could have ended there for the adventure game, but in mid-2000s the tide started to shift. Telltale found success resurrecting LucasArts brands and selling them online as episodes rather than complete games. Then Nintendo's DS and Wii brought adventure games to a wider audience through games such as Hotel Dusk: Room 215 and most famously the puzzle adventuring of Professor Layton. Finally the success of the iPhone and other touchscreen smartphones created a gaming platform that had not just a mass audience but controls that were perfect for adventure games.
Today adventures do sell in reasonable numbers and their number is spreading (there are even a few available on the Kindle). Cecil says the iPhone remake of Broken Sword sold three million copies, and Telltale is starting to release their games in stores with anticipated sales of 400,000.
Yet adventures often seem overshadowed by their past, partly because the point and click approach used in the LucasArts days is still standard. "It says something about how much love people have for the LucasArts style of gameplay that it's even talked about 21 years later as a one-to-one comparison," says Connors. "People still cling to this idea of what an adventure was in 1990."
But the way adventures function isn't as important as it might be for a first-person shooter says Dean Burke, creative director of the Hector games at Northern Irish developer Straandlooper. "The mechanics are rooted in the LucasArts games," he says. "But I feel that the reason people like adventure games is the characters in the stories. Adventures still have their flaws and could be improved, but the fundamentals will never change really. As with any form of entertainment it's about telling a good story."
While the core is unchanged, today's adventures place more emphasis on accessibility. "In the mid-90s adventure gamers liked the fact that they were getting frustrated so contrived puzzles sort of worked," says Cecil. "Now people want to play at their own pace."
As a result the puzzles are now more logical than the cryptic conundrums of old and adventures often include a hint option. The iOS version of Broken Sword, for example, has a hint option that offers a vague clue before, after several taps, the solution is revealed. "I was initially worried that people might find that it encouraged them to bypass the puzzles but it didn't," says Cecil.
More should be done though, says Jakub Dvorský of Amanita Design, the Czech developer behind 2009's robot adventure Machinarium. "Nowadays adventure games are more streamlined and accessible but they should try to be even more experimental," he says. "Any theme can be used for an adventure game and the developers should use their own new and distinctive approach to every aspect of game creation from plot and game design to graphic style, animation, music and sound."
The good news is that adventure developers now seem keen to experiment with new approaches. "The touchscreen is an extraordinarily good way of controlling an adventure because adventure games are very tactile in that you want to explore the environment," says Cecil adding that using first-person viewpoints, as well as the traditional third-person views, is something he is looking at.
Telltale, meanwhile, has tried to step away from the pace of traditional adventures with its latest game Jurassic Park. "We wanted it so that you come into the world and it makes you react and pulls you through it," says Connors. "We moved away from the 'I'm going to go through the world and interact at my own pace' and made it something where you need to react to the situation in front of you because it's a dangerous place. You know, we couldn't have it where you're trying to use a rubber chicken with a pulley in the middle on a dinosaur."
XCOM: Enemy Unknown is a "re-imagining" of the original 1994 strategy classic UFO: Enemy Unknown which spawned the XCOM franchise.
According to GameInformer, Firaxis' project shares the same underlying concepts but the gameplay has been comprehensively modernised.
"Firaxis is undeniably streamlining aspects of the game and removing no small amount of micromanagement, but from what I've seen I wouldn't call it 'dumbing down' the game so much as getting rid of tedium and uninteresting mechanics," read the report.
"Soldiers still die permanently, fog of war and line of sight are hugely important in combat, and you absolutely can lose the game if you screw up too badly."
Gameplay will alternate between a real time tactical view where you'll manage your forces, interact with allies and conduct R&D; and traditional turn-based combat sequences where you'll do battle with invading alien forces.
Whereas 2K's forthcoming XCOM FPS chronicles the aliens' first attack on the US, Firaxis' effort takes place further down the timeline, dealing with the global response to the subsequent full-blown invasion.
First gameplay screenshots from the title, which is due out on PC, PlayStation 3 and Xbox 360 this Autumn, have also been released. Take a look below.
The long-running legal tussle between Bethesda and Interplay over rights to a proposed Fallout MMO has seemingly come to its conclusion.
All intellectual property rights to the Fallout name now lie with Bethesda, with Interplay's license to make a Fallout MMO null and void, effective immediately.
Bethesda parent company ZeniMax has agreed to pay Interplay $2 million dollars as part of the settlement, with each party agreeing to cover its own legal costs.
Interplay - who created the Fallout brand back in 1997 before selling it to Bethesda in 2004 - will be allowed to sell the original Fallout Tactics, Fallout and Fallout 2 PC games until December 2013. All rights to market those titles then become the sole property of Bethesda.
A separate suit lodged by ZeniMax against Masthead - the purported developer of Interplay's MMO - has also been tied up. Masthead has acknowledged that it has no right to use any Fallout IP and has agreed not to do so in the future.
No payments were made by either party in this settlement.
"While we strongly believe in the merits of our suits, we are pleased to avoid the distraction and expense of litigation while completely resolving all claims to the Fallout IP," commented ZeniMax CEO Robert Altman.
"Fallout is an important property of ZeniMax and we are now able to develop future Fallout titles for our fans without third party involvement or the overhang of others' legal claims."
The whole sorry affair started back in 2007, when Bethesda conditionally licensed Interplay certain trademark rights to make a Fallout MMO, provided Interplay secured $30 million in financing and commenced full scale development April 2009.
Bethesda argued that Interplay had failed to meet these conditions but had nevertheless refused to relinquish the license. Bethesda duly begun legal proceedings.
The Call of Duty Elite iPhone app finally goes live tomorrow, Activision has announced.
According to Venturebeat, you'll be able to view your profile via the free app, review recent in-game activity, track multiplayer challenges, study your kill/death ratio and customise your load-out.
"We've always viewed mobile as a big part of the mission of Call of Duty Elite," commented Chacko Sonny from developer Beachhead Studios. "You can have your Call of Duty Experience be with you no matter where you are."
Additional features will be added in due course. An Android roll-out will follow some time next week, and Beachhead is also working on a dedicated iPad version of the app.
Sonny insisted that the problems that plagued the service's console launch late last year are now well and truly a thing of the past.
"The issues associated with the heavy load are behind us. The service is operational and lots of people are using it every day."
Mojang is planning an extensive "reorganising" of Minecraft: Pocket Edition via a series of updates, following negative user feedback to a planned content update.
Business developer Daniel Kaplan took to the developer's blog yesterday to concede that the studio had taken the wrong direction with the mobile version of its world-building phenomenon.
"As I stated in a previous post we had an initial plan of making Minecraft: Pocket Edition more like Minecraft Creative," he wrote.
"But alas we were wrong. We have read tons of comments and feedback and it seems like we made a huge mistake. You wanted monsters, resources, animals and more different blocks.
"This means that the initial code we had written didn't exactly fit with the new plan where we wanted to add all the stuff you have been asking for. So we have been reorganising, rewritten and changed the whole plan for Minecraft: Pocket Edition."
He added that the first in a series of planned updates will go live for both Android and iOS by 8th February.
"In the background a lot of stuff has changed to support the survival aspects of the game," explained Kaplan.
"You will see some neat looking animals and new blocks. Crafting won't be in this update since we need to redesign the GUI for it and it will need some iteration and thinking.
"But the great part is that the foundation for survival will be mostly done and we can throw out much more fun updates! Yay! :D And hopefully the progress of the updates will be much more faster. Oh, and of course some bug-fixing have been done too. Doors and fences will be in there too!"
An image of what purports to be a special edition of forthcoming Sega shooter Aliens: Colonial Marines have found their way onto the internet.
As seen on French site Gamekyo, the deluxe set includes the following extras:
See the image below for more detail. We've asked Sega if it's legit, and will update when we hear back
The long-mooted Gearbox-developed title is due out on PC, PlayStation 3 and Xbox 360 in the Spring.
Silent Hill HD Collection has been pushed back until March, publisher Konami has announced.
The game had originally been scheduled to launch on 24th January. No reason was offered for the delay.
There are three new releases in the long-running survival horror series expected in the next few months - the aforementioned HD pack (featuring remastered versions of Silent Hill 2 and 3) on PS3 and Xbox 360, Silent Hill: Book of Memories on Vita and Silent Hill: Downpour on PS3 and Xbox 360.
None have precise release dates yet though Konami told Joystiq more information would be forthcoming later this week.
EA has released the recommended system requirements for the PC version of upcoming fantasy RPG Kingdoms of Amalur: Reckoning.
As seen on the game's official forum, you'll need the following to run the game on your desktop:
Minimum system requirements:
Recommended system requirements:
You'll also need an internet connection for activation and registration.
The first title from 38 Studios, due out on PC, PS3 and Xbox 360 from 10th February, packs an impressive credit list. Executive designer is Elder Scrolls IV: Oblivion lead Ken Rowlston, Spawn creator Todd McFarlane is responsible for artwork and the story was penned by best-selling fantasy author R.A. Salvatore.
For more on the title, head on over to Eurogamer's recent Kingdoms of Amalur preview or see the trailer below.