PlayStation (Games)

Sony Cracks Down On Sexually Explicit Content In Games (engadget.com) 299

Slashdot reader xavdeman writes: Hot on the heels of its announcement of the specifications of the next PlayStation, Sony has revealed a new crackdown on explicit content. Citing "the rise of the #MeToo movement" and a concern of "legal and social action" in the USA, Sony has said it wants to address concerns about the depiction of women in video games playable on its platform as well as protect children's "sound growth and development." The new rules were reportedly already responsible for puritan cutscene alterations in the Western PS4 release of the multi-platform title Devil May Cry 5, where lens flares were used to cover up partial nudity.
PlayStation (Games)

What To Expect From Sony's Next-Gen PlayStation (wired.com) 131

Daetrin writes: Sony is unwilling to confirm "Playstation 5" as the name, but their next console is "no mere upgrade" according to a report from Wired, which cites Sony executives -- who spoke on the record:

"PlayStation's next-generation console ticks all those boxes, starting with an AMD chip at the heart of the device. (Warning: some alphabet soup follows.) The CPU is based on the third generation of AMD's Ryzen line and contains eight cores of the company's new 7nm Zen 2 microarchitecture. The GPU, a custom variant of Radeon's Navi family, will support ray tracing, a technique that models the travel of light to simulate complex interactions in 3D environments. While ray tracing is a staple of Hollywood visual effects and is beginning to worm its way into $10,000 high-end processors, no game console has been able to manage it. Yet."

The console will also have a solid-state drive and is currently planned to be backward-compatible with both PS4 games and PSVR.

Movies

Disney+ Streaming Service To Launch In November, Priced At $6.99 Monthly (variety.com) 130

Disney has announced that its highly anticipated new streaming service, Disney+, will launch in the U.S. on November 12 with a price of $6.99 per month. Variety has more details: The subscription VOD service represents Disney's next major foray into the video-streaming wars. By pricing it well below Netflix, the Mouse House is betting it can rapidly drive up Disney+ customer base with a melange of content that appeals to multiple demographics, including movies and TV shows from its Marvel, Star Wars, Pixar and Disney brands.

At launch, Disney+ will include 7,500 episodes, including from 25 original series; 400 library movie titles; and 100 recent theatrical films releases, according to Agnes Chu, senior VP of content, Disney+. That includes exclusive rights to all 30 seasons of "The Simpsons," which Disney obtained through the acquisition of 21st Century Fox. In year five of Disney+, the company expects to have an annual production slate of some 50 originals, Chu said. Disney+ will be an ad-free service, supported solely by subscription fees. It's going to have a wide platform footprint, spanning game consoles, smart TVs and connected streaming devices, including Roku and PlayStation 4, said Michael Paull, president of Disney Streaming Services (formerly BAMTech).
"After Disney+'s initial North American launch in the fourth quarter of 2019, the service will roll out to Europe, Latin America and Asia as Disney's international rights return to the company from licensees," the report adds. Kevin Mayer, chairman of Disney's Direct-to-Customer and International business segment, also said that the company will "likely" offer a discounted bundle combining Disney+, ESPN+, and Hulu.

All of Disney+'s content will be available to download for offline viewing and will be available in 4K. Some of the content subscribers will have access to includes all of the Star Wars films, 250 hours of NatGeo content, and hundreds of episodes from Disney Channel shows as well as a brand-new "Phineas and Ferb" movie.
PlayStation (Games)

Virtual Reality 'No Man's Sky' Coming This Summer (gamespot.com) 34

"No Man's Sky is getting another large-scale update, and this one is different," writes GameSpot.

An anonymous reader quotes their report: A "No Man's Sky VR" update is scheduled for this summer, which will add free support for PlayStation VR and Steam VR. Hello Games boasts that this is the entire game brought into VR rather than a separate mode. According to the announcement, this is the second major pillar to the Beyond expansion that Hello Games previously announced. The first pillar is a major overhaul to its online play, and a third pillar is yet to be announced...

Last year, No Man's Sky issued a large-scale update called Next, which overhauled many of the game's systems. It was such a major update that we named it one of the best expansions of 2018. Hello has subsequently been issuing regular updates, like the underwater Abyss expansion and tons of new biomes in the Visions expansion.

Watch the "official VR reveal trailer" on YouTube.
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.

Java

Minecraft Creator Markus 'Notch' Persson Eradicated From Splash Text (arstechnica.com) 342

An anonymous reader quotes a report from Ars Technica: Microsoft has removed a trio of references to Markus "Notch" Persson, the creator of Minecraft, from the game's opening menu screen. Random messages known as "splash text" are printed in yellow on this screen, and they used to include "Made by Notch!", "The Work of Notch", and "110813!" (a reference to the day Persson got married), but now all three mentions are gone. Notch is still included in the game's credits, but the change means that Minecraft players will no longer be randomly referenced.

Persson first released the blocky building game in 2009. Five years later, after the game had become a global smash hit, he sold his company Mojang to Microsoft for $2.5 billion, giving Redmond ownership of Minecraft. The references to Notch have remained a feature until their removal in this latest patch. They're reported to have been removed both from the original Java edition played on PCs and the legacy console edition used on PlayStation 4. No official rationale has been offered for the change, but Persson has become something of a polarizing figure on Twitter...

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.
Google

Google Debuts Video Games Streaming Service Stadia (polygon.com) 106

Google today launched its Stadia cloud gaming service at the Game Developers Conference (GDC) in San Francisco. From a report: Stadia is not a dedicated console or set-top box. The platform will be accessible on a variety of platforms: browsers, computers, TVs, and mobile devices. In an onstage demonstration of Stadia, Google showed someone playing a game on a Chromebook, then playing it on a phone, then immediately playing it on PC -- a low-end PC, no less --, picking up where the game left off in real time. Stadia will be powered by Google's worldwide data centers, which live in more than 200 countries and territories, streamed over hundreds of millions of miles of fiber optic cable, Google CEO Sundar Pichai said.

Phil Harrison, previously at PlayStation and Xbox, now at Google, said the company will give developers access to its data centers to bring games to Stadia. Harrison said that players will be able to access and play Stadia games, like Assassin's Creed Odyssey, within seconds. Harrison showed a YouTube video of Odyssey featuring a "Play" button that would offer near-instant access to the game. Pichai announced the new platform at the Game Developers Conference, saying that Google want to build a gaming platform for everyone, and break down barriers to access for high-end games.
Users will be able to move from YouTube directly into gameplay without any downloads. Google says this can be done in as little as 5 seconds. At launch, Stadia will stream games at 4k resolution, but Google claimed in the future it will be able to stream at a video quality of 8k. The company says it will launch the service later this year in the U.S. and UK.
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."

PlayStation (Games)

Ubisoft's Day-One Patch For 'The Division 2' on PS4 is 90 Gigabytes (eurogamer.net) 124

When The Division 2 launches on March 15th, PlayStation 4 owners will also need to download a day one update -- that's 90 gigabytes. Eurogamer reports: That's according to a new official support page (as spotted by Game Informer) in which Ubisoft warns PS4 players who've opted to purchase The Division 2's physical edition that they should expect an 88-92 gigabyte download on launch day.... Ubisoft also notes that the the final HDD install size on PS4 will be between 88-92GB, for both the digital and disc versions. In other words, it sounds like physical owners are essentially being asked to download the entire game from scratch when release day comes.
The site jokes that when the game launches, PlayStation 4 owners "will have plenty of time to, say, read a book or learn a language or transcend entirely to another plane, while you wait for your download to complete."
PlayStation (Games)

PS4's Remote Play Update Lets You Stream To iOS Devices (theverge.com) 38

Version 6.50 of the PlayStation 4's firmware now allows you to remotely play your PS4 games from an iPhone or iPad. "To access it, you'll need to download the Remote Play app for your iOS device, and then pair it with your console," reports The Verge. "Compatible games can then be played over Wi-Fi using the on-screen buttons." From the report: Announced back in 2013, Remote Play originally let you stream games from a PS4 console to the handheld PlayStation Vita, but later in 2016, Sony released Remote Play apps for both Windows and Mac. Although Sony has yet to announce a broader Android version of the service, the existence of an Android version of the app that's exclusive to Sony Xperia phones suggests there aren't any technical barriers. Bringing the functionality to iOS is a huge expansion for Remote Play, although it's a shame that you're not officially able to pair a DualShock 4 controller with the app via Bluetooth for a more authentic experience (although some users have reported being able to get the controller working via a sneaky workaround). If you're prepared to use a non-Sony controller, then you'll be happy to know that MacStories is reporting that other MFi gamepads (such as the SteelSeries Nimbus) work just fine with the iOS app. Other limitations with the functionality are that you'll need an iPhone 7 or 6th-generation iPad or later to use it, and it's also only available over Wi-Fi. You can't use Remote Play from another location over a mobile network.

PS4 version 6.50 also adds the ability for you to remap the X and O buttons on the controller.
Sony

Sony Officially Ends Production of PS Vita (polygon.com) 43

Sony has officially ended production of its PS Vita games console. The handheld console has been gradually phased out over the past few years -- and this weekend Sony announced it would be discontinuing the Vita's final two models. Polygon reports: Sony stopped regularly publicizing individual platform sales in its investor reports in 2013, so there are no official numbers for how the PS Vita sold over its seven-year lifespan. Estimates by third parties have placed it somewhere in the range of 10-15 million units.

Sony itself stopped making games for the Vita in 2015, and in 2018 ended the production of physical media games for the device. February was also the last month that the PlayStation Plus subscription service gave out games for the platform. The original PlayStation Vita (PCH-1000) launched in Japan on Dec. 17, 2011, and in North America on Feb. 15, 2012. A revised slimline model (PCH-2000) followed in 2013 and 2014.

PlayStation (Games)

Developers Accuse Sony of 'Playing Favorites' With PS4's Cross-Platform Support (arstechnica.com) 20

After years of fighting the idea, Sony announced last September it is finally bringing "cross-platform gameplay, progression, and commerce" to the PlayStation Network, with Fortnite as the first example. Months later, the company's efforts have yet to gain wide traction and now we may have identified the bottleneck: Sony. Several major third-party developers have accused the company of standing in the way of letting the PS4 versions of their games play nicely with other platforms. ArsTechnica reports: "We just launched Wargroove with crossplay between PC, Switch, and Xbox," Chucklefish CEO Finn "Tiy" Brice wrote on the ResetEra forums. "We made many requests for crossplay (both through our [Sony] account manager and directly with higher-ups) all the way up until release month. We were told in no uncertain terms that it was not going to happen." Brice's comments came days after new Hi-Rez Studios CEO Stew Chisam tweeted at Sony that the studio was "ready to go when you are" for cross-play on Smite, Paladins, and Realm Royale. "It's time to stop playing favorites and tear down the crossplay/progression wall for everyone," he said.

In a follow-up tweet, Chisam explained that Xbox/Switch cross-play has led to a direct improvement in the Paladins online user experience, including reduced wait times, more balanced matchmaking, and fewer "bad" matches overall. Brice's comments in particular come in direct response (and contradiction) to a recent Game Informer interview in which Sony Interactive Entertainment chairman Shawn Layden said that cross-play was open to pretty much any PS4 developer that wants it.

Security

Firmware Vulnerability In Popular Wi-Fi Chipset Affects Laptops, Smartphones, Routers, Gaming Devices (zdnet.com) 100

Embedi security researcher Denis Selianin has discovered a vulnerability affecting the firmware of a popular Wi-Fi chipset deployed in a wide range of devices, such as laptops, smartphones, gaming rigs, routers, and Internet of Things (IoT) devices. According to Selianin, the vulnerability impacts ThreadX, a real-time operating system that is used as firmware for billions of devices. ZDNet reports: In a report published today, Selianin described how someone could exploit the ThreadX firmware installed on a Marvell Avastar 88W8897 wireless chipset to execute malicious code without any user interaction. The researcher chose this WiFi SoC (system-on-a-chip) because this is one of the most popular WiFi chipsets on the market, being deployed with devices such as Sony PlayStation 4, Xbox One, Microsoft Surface laptops, Samsung Chromebooks, Samsung Galaxy J1 smartphones, and Valve SteamLink cast devices, just to name a few.

"I've managed to identify ~4 total memory corruption issues in some parts of the firmware," said Selianin. "One of the discovered vulnerabilities was a special case of ThreadX block pool overflow. This vulnerability can be triggered without user interaction during the scanning for available networks." The researcher says the firmware function to scan for new WiFi networks launches automatically every five minutes, making exploitation trivial. All an attacker has to do is send malformed WiFi packets to any device with a Marvell Avastar WiFi chipset and wait until the function launches, to execute malicious code and take over the device.
Selianin says he also "identified two methods of exploiting this technique, one that is specific to Marvell's own implementation of the ThreadX firmware, and one that is generic and can be applied to any ThreadX-based firmware, which, according to the ThreatX homepage, could impact as much as 6.2 billion devices," the report says. Patches are reportedly being worked on.
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.
XBox (Games)

PlayStation 4 Outsold Xbox One and Switch in October (venturebeat.com) 71

October was a huge month for both software and hardware, and -- once again -- Sony is benefiting from that excitement. PlayStation 4 outperformed the Xbox One and Nintendo Switch both in terms of dollars and units sold in October. That's according to industry-tracking firm The NPD Group. From a report: And as is usual for PlayStation 4, it is still seeing year-over-year growth, according to NPD analyst Mat Piscatella. "PlayStation 4 hardware unit sales achieved an all-time October high for the platform," Piscatella said. "While PlayStation 4 hardware dollar sales reached its highest point for an October month since October 2014." This was actually one of the best Octobers for any PlayStation console ever. "October 2018 unit sales of PlayStation 4 reached the highest mark for any PlayStation hardware platform in an October month since the PlayStation 2 in October 2002," said Piscatella.
PlayStation (Games)

Blockchain Gaming Is Coming to the PS4 (sludgefeed.com) 48

An anonymous reader shares a report: The relatively new blockchain gaming industry is about to take a massive step forward as non-fungible tokens (NFTs) are making their way onto the PlayStation 4. Arcade Distillery, a game developer that creates titles for PS Vita, PS4, Xbox One and Nintendo Switch, is gearing up to launch a new game for the PS4 built around the Ethereum (ETH) blockchain. Plague Hunters is a single-player-focused, turn-based strategy RPG with some PvP elements and the sequel to the successful Plague Road.

The game, which will be free-to-play and feature a marketplace for P2P transactions, has passed the Sony review process, passing all of PlayStation's terms and conditions, despite containing numerous elements of blockchain tech. This marks the first time any blockchain game has been able to accomplish this feat. Similar to other blockchain games, it looks like Plague Hunter's in-game assets, including units, weapons and other items, will be pegged to NFTs.

Businesses

PlayStation Begins Collecting Amusement Tax From Chicago Users (chicagotribune.com) 165

schwit1 writes: PlayStation users in Chicago on Wednesday began paying a 9 percent tax on streaming content as the gaming company starts complying with a city levy. The Sony-owned company joins other streaming services including Spotify, Netflix and Hulu in complying with the charge, which took effect three years ago. The city's amusement tax, which used to apply mostly to concert and sporting event tickets, was extended to include streaming services in 2015. That includes charges paid for playing games, according to Chicago's Finance Department. Some tech companies have fought the additional 9 percent charge. Apple filed a lawsuit against the city in August alleging the tax on its music streaming services was illegal and discriminatory. That suit is pending in Cook County Circuit Court. Meanwhile, Apple is not collecting the tax. In 2015, a group of Netflix, Amazon Prime, Spotify, XBox Live and Hulu users sued Chicago in Cook County, alleging the tax violates federal law. The judge ruled in the city's favor in May, and the streaming service users appealed the decision. The case is pending in state Appellate Court.
Technology

It's Becoming Increasingly Unlikely that We'll See a Major Shift To Virtual Reality Any Time Soon (theoutline.com) 298

An anonymous reader shares a report: VR was supposed to be a revolution, with companies like Oculus pioneering a whole new way for gamers and non-gamers alike to be immersed in digital environments -- but that excitement has markedly cooled. The media has gone through several cycles of fawning, optimistic prognostication, and... wishful thinking? -- but for all the hype we have very little consumer interest to show for it. Oculus sold off to Facebook and has become little more than a parlor trick Mark Zuckerberg shows off at every F8 event. As Ben Thompson recently noted, the bet on the company is an awkward fit for Facebook that strays from Zuckerberg's strengths in several ways.

Oculus founder Palmer Luckey is now tooling around on right wing defense projects, while co-founder Brendan Iribe has just left the company amid rumors of future headsets being shelved. Several prominent studios have shut down or ceased VR efforts, including Viacom and AltspaceVR, and Microsoft is a steadfast "no" when it comes to dipping its toes in the water via the Xbox. Sony has boasted about sales of the PSVR hitting 3 million in two years, but there are 82 million PS4 units in the hands of consumers (and keep in mind that Microsoft sold 35 million Kinects but still discontinued the product). With cumbersome hardware (which, let's be honest, looks really stupid to most people), absurd PC requirements, and nearly no AAA titles to lure the curious into the world of VR, it's becoming increasingly unlikely that we'll see a major shift to virtual reality any time soon.

Also worth noting: if you're looking to Magic Leap for a kind of bridge to the future with its AR efforts, don't get too wound up. Brian Merchant's excellent and detailed feature story for Gizmodo on the company's struggles to get around the same hardware, software, and consumer adoption issues that plague VR make it clear there is no easy answer in this space. In my opinion -- as someone who watched this new generation of virtual reality emerge from the earliest days, and was one of its biggest fans -- VR adoption will only happen when the barrier to entry is akin to slipping on a pair of sunglasses (and even then it's no sure thing). Most people don't want to wear a bulky headset, even in private, there's no must have "killer app" for VR, and no one has made a simple plug-and-play option that lets a novice user engage casually. Everyone I know who's tried a VR headset is blown away by the experience, but no one really wants to go deep on it except for what amounts to a rounding-error percentage of enthusiasts.
Further reading: 'We Expected VR To Be Two To Three Times as Big', Says CCP Games CEO.
XBox (Games)

Microsoft Research Publishes Prototypes For Phones and Tablets Gaming Controllers (windowscentral.com) 14

According to a recently published paper by Microsoft Research team, the company could be looking to launch physical controllers for mobile devices. From a report: The research paper documents some of the popular solutions to gaming via a touch screen, while hailing the Nintendo Switch and PlayStation Portable (PSP) for circumventing touch-based control limitations with full joysticks and buttons. From the paper [PDF]: As smartphones and tablets have become pervasive, so has mobile gaming. Not surprisingly, popular games for these platforms are focused on touchscreen-based interaction. However, many types of game are less well-suited to mobile devices. Despite systems like AdaptControl which can adapt to the 'drift' typically occurring when using virtual on-screen controls, touchbased emulations of traditional gaming controls like Dpads, buttons and joysticks are often unsatisfactory.

Mobile gaming devices like the Sony PlayStation Portable and Nintendo's DS and Switch are dedicated mobile gaming platforms which overcome these limitations via physical controls. The success of the Switch is testament to the value of mobile gaming with physical controls. A number of cheaper products allow a smartphone to be clipped into or onto a modified handheld gaming controller; these include the ION iCade mobile, the GameCase, the GameVice and products from Moga. However, the fixed form of these accessories means they are bulky and inflexible.

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