Showing posts with label Video Game. Show all posts
Showing posts with label Video Game. Show all posts

Thursday, August 25, 2022

Sony hikes PS5 prices in some markets, US consumers spared

TOKYO - Sony's PlayStation 5 is already notoriously difficult to find, and on Thursday the popular console's manufacturer said that it will also become more expensive for gamers in many parts of the world.

Sony Interactive Entertainment (SIE) has recommended raising the console's retail price in Europe, the United Kingdom, Japan, China, Australia, Mexico and Canada, the company's top official Jim Ryan said.

US consumers will be spared from the hikes, Ryan said, without providing further explanation.

The price rises will see a PS5 Digital Edition retail in Europe for 449.99 euros ($450), up from 399.99 euros.

The same console will be sold in the UK for 389.99 pounds ($462), up from 359.99 pounds, and in Japan for 49,478 yen ($363), up from 43,978 yen.

Sony blamed "high global inflation rates as well as adverse currency trends" for the price increases.

"Based on these challenging economic conditions, SIE has made the difficult decision to increase the recommended retail price of PlayStation 5 in select markets," Ryan said in a statement.

Sony's current top priority is to address a supply crunch that has made PS5s difficult to buy, he said.

Earlier, console competitor Nintendo said it was not considering raising prices for the moment. 

"In order to offer unique entertainment to a wide range of customers, we want to avoid pricing people out," President Shuntaro Furukawa told the Nikkei business daily in an article published earlier this month.

"Our competition is the variety of entertainment in the world, and we always think about pricing in terms of the value of the fun we offer," he said.

Agence France-Presse

Thursday, November 4, 2021

Nintendo hikes annual profit forecast despite gaming boom slowdown

Nintendo upgraded its full-year net profit forecast on Thursday despite a weaker performance in the first half as the coronavirus lockdown-fueled global gaming boom slowed.

The Japanese gaming giant now projects net profit at 350 billion yen ($3.1 billion) for the year to March 2022, up from an earlier estimate of 340 billion yen.

It also hiked its software sales forecast for this fiscal year ahead of releases including three titles in the popular Pokemon franchise.

The Kyoto-based firm's more optimistic outlook follows the October release of an upgraded model of its Switch console.

However, Nintendo lowered its annual target for Switch sales as Japanese media reported that production would be hit by the global chip shortage.

For the six months to September, Nintendo's net profit dropped 19.4 percent to 171.8 billion yen -- still well up from 62 billion yen in April-September 2019.

The extraordinary demand experienced by gaming hardware makers during pandemic lockdowns is slowing as life returns to normal in many countries.

Nintendo had posted its highest ever annual profit in 2020-21, boosted by the runaway popularity of the Switch console and the family-friendly game "Animal Crossing".

It lowered its annual Switch sales target to 24 million units for the current fiscal year from the 25.5 million forecast earlier.

The Nikkei business daily this week reported that annual Switch production was expected to fall by some 20 percent from its target for the current fiscal year due to the chip crunch.

Agence France-Presse

Friday, August 14, 2020

'Fortnite' maker sues Apple over app restrictions


SAN FRANCISCO - The maker of video game sensation "Fortnite" on Thursday sued Apple for the way it rules over the App Store, accusing the iPhone maker of wielding monopoly power.

Epic Games called on a federal judge to order Apple to stop its "anti-competitive conduct" and invalidate the tech giant's rules requiring app developers to pay 30 percent of transactions as the price of doing business in the App Store.

The suit was filed the same day Apple booted Fortnite from the online marketplace, after Epic added a payment system that let player transactions bypass the App Store system, saving money in the process.

"Today, Epic Games took the unfortunate step of violating the App Store guidelines that are applied equally to every developer and designed to keep the store safe for our users," Apple said in reply to an AFP inquiry.

"As a result their Fortnite app has been removed from the store."

- Ruling the App Store -

Apple has in recent months come under fire for the tight grip it has on the App Store, which is the sole source of applications for its popular mobile devices. The issue came up during a heated congressional antitrust hearing last month.

"Apple has become what it once railed against: the behemoth seeking to control markets, block competition, and stifle innovation," the lawsuit argued.

"Apple is bigger, more powerful, more entrenched, and more pernicious than the monopolists of yesteryear."

Gamers with Fortnite on their iPhones will still be able to play the game, but won't get updates because those would need to come through the App Store.

The Silicon Valley colossus has defended its position as needed to keep applications, and by extension users, safe from hackers and scammers, claiming that its commission on transactions -- which can drop to 15 percent in the second year for subscriptions -- is earned by minding the shop.

"Epic agreed to the App Store terms and guidelines freely and we're glad they've built such a successful business on the App Store," Apple said.

"The fact that their business interests now lead them to push for a special arrangement does not change the fact that these guidelines create a level playing field for all developers and make the store safe for all users."

Epic's suit, however, accuses Apple of unreasonably restraining trade.

Epic said it is not seeking money or favorable treatment, but instead asking the court order the Apple store rule to be changed for all developers.

Fortnite has been played some 350 million people around the world since its release in 2017 -- a game where players in a virtual world must survive by searching for weapons and resources while eliminating competitors.

It is also a popular e-sports title in which spectators watch experts players and personalities compete, in some cases for cash prizes.

"Apple imposes unreasonable and unlawful restraints to completely monopolize both markets and prevent software developers from reaching the over one billion users of its mobile devices unless they go through a single store controlled by Apple," the suited contended.

"Where Apple exacts an oppressive 30 percent tax on the sale of every app."

Agence France-Presse

Friday, July 17, 2020

Xbox cloud gaming service to debut in September


SAN FRANCISCO - Microsoft said Thursday its cloud video game service will debut in September as a feature available to Xbox Game Pass Ultimate subscribers.

"We're bringing Xbox Game Pass and Project xCloud together at no additional cost for Xbox Game Pass Ultimate members," Xbox team head Phil Spencer said in a post.

"With cloud gaming in Game Pass Ultimate, you will be able to play over 100 Xbox Game Pass titles on your phone or tablet."

Ultimate subscribers, who pay $15 monthly, will be able to access a library of games for play on Xbox consoles or Windows-powered computers.

"Cloud gaming in Xbox Game Pass Ultimate means your games are no longer locked to the living room," Spencer said.

"And just like you do with your movie and music streaming services, when cloud gaming launches into Xbox Game Pass Ultimate, you can continue your game wherever you left off on any of your devices."

Microsoft is to host a streamed event on July 23 showcasing games that will be available for play on a new-generation Xbox Series X to launch late this year.

Pricing has yet to be announced, but the release date was confirmed for the Christmas holiday season next year, when Sony's PlayStation 5 console is also scheduled to come out.

The current PlayStation 4 has outsold Xbox by more than two to one, but Microsoft hopes to take the battle back to Sony, which has yet to give any technical details for its own new console.

Consoles face a potential threat from the advent of cloud gaming, however. Google last year launched its Stadia streaming service, allowing game play on any internet-connected device.

Sony Interactive Entertainment has a PlayStation Now service that combines cloud gaming and title downloads that is synched to its latest-generation consoles and Windows-powered personal computers.

Having titles sit on powerful servers in the cloud could allow for unprecedented features such as thousands of people playing simultaneously or environments as detailed as the real world.

Agence France-Presse

Thursday, April 9, 2020

Google offers free Stadia game access during pandemic


SAN FRANCISCO - Google on Wednesday made its Stadia online video game service free to provide an escape for those hunkered down at home because of the coronavirus pandemic.

Launched late last year, Stadia is crafted to let people access console-quality games as easily as they do email on an array of internet-linked devices.

"Keeping social distance is vital, but staying home for long periods can be difficult and feel isolating," Stadia vice president Phil Harrison said in an online post.

"Video games can be a valuable way to socialize with friends and family when you’re stuck at home."

Google is offering free access to Stadia for two months. Availability was expected to be rolled out to 14 countries by the end of this week.

Those who sign up to the service will be able to play nine games, including a "Destiny" collection, and have the option to buy other titles, according to Harrison.

"With increased demand due to more people at home during this time, we’re taking a responsible approach to internet traffic," Harrison said.

Stadia already adjusts the game streaming load based on internet capabilities where players live, but is working on scaling back graphics resolution to lighten the data load online.

"The vast majority of people on a desktop or laptop won't notice a significant drop in gameplay quality," Harrison said, warning that Stadia tech support might be impeded due to Google staff working from home during the pandemic.

Google seeking to disrupt the video game world with Stadia, has not disclosed how many fans the service has attracted since its November launch.

Google sells kits that contain a Stadia controller and a pendant-shaped Chromecast Ultra wireless connection device that plugs into television sets.

Stadia games are also playable using Google Chrome web browser software on computers and with Google-made Pixel smartphones from the second-generation onward.

gc/rl

Agence France-Presse

Thursday, February 6, 2020

Plague simulation game tops App Store gaming charts amid virus scare


MANILA -- Plague Inc., a game that recently went viral amid the global spread of the novel coronavirus or 2019-nCoV, topped Apple's App Store gaming charts as of Thursday. 

This, despite reminders from the game developers that the game was "not a scientific model" to follow amid the global outbreak. 

The gaming app -- which allows players to create a pathogen in an effort to destroy the world with a deadly plague -- took over the top spot as Apple's "Top Paid" game, followed by NBA 2k20.

UK-based independent games studio Ndemic Creations previously said it has seen a trend in increase of players when a disease spreads across the world. 

However, it has also advised against "sensationalizing real-world issues" such as the global spread of the virus and recommended that players get information directly from local and global health authorities.

"We specifically designed the game to be realistic and informative, while not sensationalizing serious real-world issues. This has been recognized by the CDC and other leading medical organizations around the world," the developers said in a statement. 


The death toll from the Wuhan coronavirus has jumped past 500 and confirmed infections piled to around 30,000. 

Local health authorities have also reiterated that majority of those infected with the virus recover from the illness. 

source: news.abs-cbn.com

Monday, December 9, 2019

SEA Games: Philippines survives Thai fight to win DoTA 2 gold


MANILA—Thailand gave the Philippines' DoTA 2 team a scare, but the home side represented by Sibol pulled through with a 3-2 thriller to win the Southeast Asian Games gold medal on Monday.

Mc Nicholson ”Mc” Villanueva, John Anthony ”Natsumi” Vargas, Jun ”Bok” Kanehara, Marvin Salvador ”Boomy” Rushton, Bryle Jacob ”CML” Alvizo, Van Jerico ”Van” Manalaysay and James Erice ”Erice” Guerra teamed up to give the hosts the victory.

The Filipinos asserted their dominance in the first game, firing on all cylinders to quickly claim the first match at 1-0. 

Thailand, however, countered with a dominant game of its own to level at 1-1, before the Philippines bounced back in Game 3. 

The visitors leveled to force a decider but the Philippines showed tenacity with a resounding Game 5 win.

After falling behind big in terms of kills, a gritty Filipino squad caught fire midway in the deciding game on its way to giving the Philippines its second esports gold medal in these Games after winning Mobile Legends.

source: news.abs-cbn.com

Tuesday, November 26, 2019

Facebook buys maker of hit VR game 'Beat Saber'


SAN FRANCISCO - Facebook-owned Oculus on Tuesday said it is buying the studio behind hit virtual reality game "Beat Saber" as it looks to expand VR technology to wider audiences.

Oculus, which makes Rift and Quest VR headgear, did not disclose financial terms of the deal to acquire Prague-based Beat Games.

"Beat Games is joining us in our quest to bring VR to more people around the world," Oculus director of augmented and virtual reality content Mike Verdu said in a blog post.

"Beat Games' accomplishments are already impressive, but Facebook and the Beat Games team know that there is so much more that can be done across VR, games, and music."

Verdu assured players that the studio would continue to ship content and updates for "Beat Saber" on platforms where it is already available.

In the virtual game, players use light sabers to slash oncoming, large cubes to the beat of music, sometimes twisting or ducking to avoid oncoming walls.

"VR reimagines old genres and invents new ones," Verdu said.

Oculus is exploring ways, including acquisitions, to accelerate the adoption of virtual reality technology, which Facebook chief Mark Zuckerberg has heralded as the next major computing platform.

"With the resources and know-how that we can offer, Beat Games will be able to accelerate, adding more music and more exciting features to 'Beat Saber' as well as bringing the game to more people," Verdu said.

Facebook is planning a virtual social community where users of its Oculus headgear can "explore new places" via its Horizon virtual world, which is set for a beta launch in 2020.

Oculus users will be able to choose an avatar and interact with others in the virtual community, Facebook said earlier this year.

Horizon will replace earlier versions of the social VR community Facebook Spaces and Oculus Rooms.

Oculus remains a small part of Facebook, whose core social network and other platforms reach more than two billion people worldwide.

Analysts expect sales of 1.3 million units in 2019 of the Oculus Quest, a wireless VR headset unveiled last year.

gc/bfm

source: news.abs-cbn.com

Tuesday, October 15, 2019

Fortnite launches 'Chapter 2' after Call of Duty challenge


Epic Games' launched a "Chapter 2" reboot of its battle royale smash hit Fortnite on Tuesday, as it bids to halt defections of gamers to mobile rivals Apex Legends and Call of Duty.

Fortnite has been down since Sunday giving players no option other than staring at a black screen after a season-ending in-game event where its original island was sucked into a black hole.

The new version of the game features 13 new locations, water gameplay where characters can swim, fish and ride motorboats; as well as new places to hide and a host of new avatars and guns.

Fortnite and its early rival Tencent-backed PlayerUnknown's Battlegrounds (PUBG), popularized an arena-style battle royale survival concept where 100 gamers are dropped onto an island to fight each other to the death.

The games are free to download and play but users pay for upgrades, like the "skins" displayed on characters. Fortnite raked in $2.4 billion in revenue in 2018, more than any other single title, according to Nielsen data.

After the runaway successes of those games, gaming giant Electronic Arts launched the similarly-themed Apex Legends earlier this year.

The mobile version of Activision's long-running Call of Duty franchise was also launched on October 1, and has already racked up 125 million unique downloads and generated more than $28 million in gross player spending, according to app data website SensorTower.

Spending on Fortnite has fallen 23% since the launch of Call of Duty, the website's data also showed.

source: news.abs-cbn.com

Monday, August 26, 2019

Winning team pockets $15 million in final of esports spectacular


SHANGHAI - More than 600,000 people watched captivated online and thousands packed a downtown Shanghai arena to see team OG take home a life-changing chunk of an esports-record $34.3 million prize pool on Sunday.

The holders defeated fellow European side Team Liquid 3-1 in the grand final of The International, a world championship in the multiplayer battle game Dota 2, to roars of "OG! OG!" from an energized crowd at Mercedes-Benz Arena.

The victorious OG team will pocket at least $15.6 million and the freshly minted multimillionaires frantically embraced on stage after getting the final kills of the tournament.

Eighteen teams from all over the world, each with 5 players, took part in the annual competition of professional players specializing in the hugely popular online game.

They may have lost, but there will be the consolation of a check of $4.5 million for Team Liquid for taking second place.

Liquid defeated PSG.LGD -- the China-based team affiliated to French football giants Paris Saint-Germain -- to reach the decider. PSG.LGD won just over $3 million.

The vast viewership and financial sums are proof of the growing interest in esports, which has launched itself from the bedrooms of teenagers to worldwide prominence in the past decade.

The biggest stars in esports -- most of whom are in their 20s -- are already multimillionaires, but professional gaming can be cut-throat with most players ushered into retirement by the age of 30.

source: news.abs-cbn.com

Tuesday, August 20, 2019

Gamers risk health in bid to be eSports millionaires


SHANGHAI - A record $33.5 million is up for grabs but professional eSports players like those competing in The International in Shanghai this week pay a physical price with deteriorating eyesight, digestive problems and wrist and hand damage.

At first, Evgenii "Blizzy" Ri looks perplexed at the notion: "It's impossible, how can you get injuries when you play games?"

Then the 24-year-old from Kyrgyzstan discloses that a doctor urged him to take six months off to give his failing vision a badly needed rest.

Ri plays for Natus Vincere, or NAVI, and this week is competing in The International, a world championship said to have the biggest prize pool in the history of eSports.

NAVI and 17 other teams will play the multiplayer battle game Dota 2 in front of thousands of fans at a major indoor stadium while hundreds of thousands more will watch online.

If NAVI triumph on Sunday, Ri and his team-mates will become instant millionaires -- but success could come at a price.

"I didn't worry before but now I feel like my eyes are really... I can't see so much," said Ri, who practises up to 12 hours a day.

"Ten years I've been playing computers so they are a bit... I've just got bad vision.

Ri has been told to wear glasses but he does not find them comfortable and said that his deteriorating eyesight does not hinder his performance because the screen is up close.

A doctor recommended simple eye exercises -- moving them up and down, left and right -- but he admits that he does not do them.

"Actually he also told me not to play the computer for six months to get back my vision, but I didn't listen.

"I need to play."

'MY BODY IS SO SORE'

According to several players in Shanghai, the most common health complaint for pro gamers is Carpal Tunnel syndrome.

Not unique to gamers, it happens through repetitive hand and wrist motions and is characterised by numbness, burning and tingling of the thumb, index, middle and ring fingers.

In severe cases surgery is required.

Some gamers talked about wrist injuries so severe they had to quit and lower back problems related to sitting for too long, day after day.

"I used to play and I had some arm and wrist problems so now I coach instead of playing because I can't take the strain," said Kurtis "Aui_2000" Ling, of the Newbee team.

Another hazard of eSports, a fast-growing but little-understood sport, is the mental toll, particularly with life-changing sums of money on the table.

With many players so young -- most are in their 20s but there is a 17 year old at The International -- some struggle in the hyper-competitive environment.

"I just sometimes feel that my body is so sore," said Ryan "Raging Potato" Jay Qui of the Mineski team, who nevertheless says that his vision is still "20/20".

"Most of the obstacles in this kind of environment is the mentality," said the Filipino, adding that Mineski has a "psych adviser" who helps prop up the players.

CHANGING HABITS

While the money at the top of eSports is soaring, in other respects gaming remains well behind many other professional sports.

Newbee coach Ling said that eSports is only now starting to appreciate the need for physiotherapists and other staff specialising in physical and mental well-being, though most teams have no such back-up. Cost is the major reason.

Roman Dvoryankin, general manager of Virtus.pro, said many gamers have scant appreciation of how important it is to eat well, exercise and sit properly when playing.

"All the pro teams are trying to educate the players to take breaks, do some exercise, stretch properly," he said.

"It's changing now, but what we face is that we get a player and realise that his digestive system is just not working properly and they have stomach problems," added Dvoryankin.

"We do it, but it can be hard to change their daily habits."

pst/ind/rma

source: news.abs-cbn.com

Saturday, April 27, 2019

E-sports: Valve announces dates for The International 2019 DOTA 2 tilt


MANILA—Video game developer Valve announced Friday the official dates of The International 2019, the world's biggest DOTA 2 tournament.

On the official DOTA 2 Twitter page, it announced that the tournament will be held from August 20 to 25, and that tickets are expected to go on sale in a couple of weeks as they are still "finalizing details."

Valve previously announced that the tournament will be held in Shanghai, marking the first time Asia will host the competition.

All-Filipino team TNC Pro bannered the Philippines in last year's tournament, losing to Mineski in the lower-bracket playoffs.

Qualified teams for this year are yet to be determined.

source: news.abs-cbn.com   

Wednesday, March 20, 2019

Google unveils game streaming platform called Stadia


SAN FRANCISCO - Google on Tuesday unveiled a streaming platform called Stadia that allows video game play on any internet-connected device, eliminating the need for games consoles.

The tech platform, announced at the Game Developers Conference in San Francisco, aims to connect more people to participate in interactive play on PCs, tablets, smartphones, and other devices.

Google also unveiled a new controller that can be used to play cloud-based individual or multiplayer games.

Chief executive Sundar Pichai said the initiative is "to build a game platform for everyone."

"I think we can change the game by bringing together the entirety of the ecosystem," Pichai told a keynote presentation.

Google said it had provided the technology to more than 100 game developers.

source: news.abs-cbn.com

Friday, June 15, 2018

'Fortnite' frenzy reigns at E3 gaming expo


LOS ANGELES -- The Electronic Entertainment Expo (E3) wrapped up in Los Angeles on Thursday with the video game "Fortnite" knocking out other contenders to emerge as the star of a show which highlighted the surging interest in competitive eSports.

"Fortnite" maker Epic Games has found a groove with its "battle royale" title in which scores of players fight against each other to be the last one standing in a post-apocalyptic world.

"Fortnite" was the focus of a pro-am tournament which packed a Los Angeles stadium during the annual E3 video game extravaganza and Epic Games has put up $100 million in prize money for competitions.

Reasons for the popularity of "Fortnite" include that it can be played for free on a range of devices including smartphones, personal computers and consoles. Nintendo added "Fortnite" to its Switch consoles this week.

"Battle royale is a proven and popular game style," Twitch eSports program head Justin Dellario told AFP.

"Fortnite" is the most popular game now on Amazon-owned Twitch, with more than six billion minutes of play in April alone, according to Dellario.

Hip-hop superstar Drake set a streaming record at Twitch in March drawing 628,000 viewers for a live stream of him battling for survival in the shoot-'em'-up adventure with players including Tyler "Ninja" Blevins, one of the emerging stars of the sector.

"Fortnite" became an eSports phenomena after the release late last year of a free "Battle Royale" mode that lets up to 100 players vie to be the last character standing on ever-shrinking terrain.

Players in the spotlight

"Fortnite" was crafted to be easy to jump into and fun including goofy stunts, for example, such as riding rockets or shopping carts, according to Celia Hodent, who worked on user experience at Epic Games before leaving late last year.

"There is no recipe for making for sure a game is a huge hit, but now you have specific ingredients you use," Hodent, author of the book "The Gamer's Brain," told AFP. "What you are talking about is more a social phenomenon; when something is very popular then more people want to play it."

The three-day E3 event, once restricted to members of the multi-billion-dollar video game industry, was open to gamers for the second year in a row with 15,000 tickets sold.

Throughout an E3 gathering rich with eye-popping game software, players themselves were in the spotlight.

Live game action and pithy commentary were streamed online television studio-style by platforms such as Twitch, YouTube, Facebook and Mixer.

"Game publishers understand their community is fundamental and allow the players to contribute to the games themselves," Facebook director of console and online gaming Franco De Cesare told AFP.

French video game giant Ubisoft announced at E3 that it is teaming up with a firm founded by actor Joseph Gordon-Levitt to crowd source material for a forthcoming title.

Ubisoft has long tapped into feedback from players while designing games, but the latest step will allow some to make content woven into scenes.

An invitation to collaborate went live on the website of Gordon-Levitt's Hit Record, with the first project being to make music that one might hear on a space pirate radio station in Ubisoft's "Beyond Good and Evil 2," a science fiction shooter crafted to be a space opera.

"These growing communities of players are already present," Ubisoft chief executive Yves Guillemot said. "Hundreds of millions of people are part of eSports; build shared maps block by block, or battle for victory in online arenas."

A coming sequel to the blockbuster "Fallout" franchise will be an open world hosted online and populated by other players instead of computer generated characters, Bethesda Game Studios director Todd Howard said at E3.

In the game "each of those characters is a real person," Howard said.

source: news.abs-cbn.com

Tuesday, December 12, 2017

China video game craze drives booming e-sports market


WUHU/SHANGHAI - In an industrial park on the edge of Shanghai, a dozen Chinese teenagers are taking a break from battling digital armies to focus on their yoga.

They are members of EDG, one of China's top electronic sports teams, who spend 6 days a week in a military-style training compound to become world beaters in video games.

EDG's players - when not doing yoga to stay limber - spend most of their time at the camp wielding virtual weaponry playing multi-player battle games like "League of Legends" or Tencent Holdings Ltd's popular "Honour of Kings".

The team's top players can rake in up to 30 million yuan ($4.54 million) a year each from tournament prize money, commercial endorsements and payments from avid fans who spend hours watching them play online.

China's craze for e-sports is being propelled by the country's booming video game market, the world's largest and one that is expected to register $27.5 billion in sales this year, according to the gaming consultancy Newzoo.

Game developers like Tencent and NetEase Inc, and others like Alibaba Group Holding Ltd, are competing to market video games, fill stadiums with fans and sell broadcast rights to the matches.

"We have found the fastest-growing and biggest demand is in e-sports, and we are following that trend," said Wang Guan, general manager of e-sports at Alisports, an Alibaba subsidiary.

Cities around the country are looking to cash in on the market's fast growth with video game theme-parks and e-sports venues. Some universities are even rolling out gaming degrees.

Alisports, which organizes the World Electronic Sports Games, successfully lobbied the Olympic Council of Asia to include e-sports at the 2022 Asian Games in Hangzhou.

The extent of the e-gaming boom was on display in Beijing in November at the world final of League of Legends, with a prize of over $4 million at stake.

A crowd of more than 40,000 people packed into the city's Olympic Bird's Nest stadium to watch the South Korean gaming stars Faker and CuVee go head to head.

The raucous crowd, a bigger turnout than most local soccer games, underlined how popular gaming as a hobby and spectator sport has become in China.

Jiang Ping, 17, a university student in Beijing, paid 4,000 yuan to watch the final with his aunt. They were lucky: tickets sold on the grey market reportedly rose to more than 20 times the original price due to high demand.

"When I started playing this game five years ago, there weren't that many people," Jiang said. "Now the numbers are huge, and even the game itself is now owned by a Chinese firm, Tencent."

Tencent owns the League of Legends developer Riot Games.

TENCENT OR DIE


The city of Wuhu, a backwater 3 hours away from Shanghai, is a symbol of China's gaming potential - as well as its risks.

Many local governments have been seeking to develop more specialised industries, and Wuhu has targeted e-sports. In May, the city signed a deal with Tencent to build an e-sports university and a stadium for events. Other cities, like Zhongxian in the municipality of Chongqing, are also building facilities to profit from the e-sports boom.

Some industry participants, however, are already worried about a bubble forming, and rising debt levels as local governments jump into e-sports investment.

"Maybe some of the developers don't have pure intentions, they are just using e-sports as an excuse to get land at a cheap price from local government," said Tao Junyin, marketing director of VSPN, a leading e-sports content company.

Han Li, manager of Wuhu's e-sports association, said the city had discussed ideas including an e-sports-themed hotpot restaurant, bar and cinema, in addition to the gaming school and arena.

Ultimately, though, China's gaming giants are the ones calling the shots, he said.

"Tencent has a controlling power in the whole industry, so we have to find a way to work with Tencent. You either die or you go Tencent," he said.

Tencent declined to comment.

SOCIALIST VALUES

Local gamers also face tougher regulation than peers in the United States, South Korea or Japan, with a recent government push to emphasize "core socialist values" in entertainment products including songs, online streaming and video games.

This year, Tencent limited the time children could play its popular Honour of Kings game after coming under fire over gaming addiction. In November it said it would bring the top-selling game "Playerunknown's Battleground" to China, but would tweak the game to fit with "socialist core values".

Tencent's main local rival, NetEase, has already embedded banners with patriotic slogans into one of its popular battlefield games to head off official criticism.

"In China, you have to follow the government's decree," said Tao of VSPN. "But you can always make moderations to the games so that it will pass the censor."

Nonetheless, China's youth seem enthralled, prompting some universities to start offfering e-sports degrees, from professional gaming to e-sports commentating and graphic design.

Liu Xuefeng, a freshman from Anhui province, applied for a gaming degree program in the western city of Chengdu - despite facing push-back from his concerned parents.

"I am very interested in this program, and they couldn't stop me, so they had to cave in the end," he said, adding that he wanted to be an e-sports commentator. "There is great potential in the development of the gaming business."

The allure of becoming the next big gaming star is already sparking fierce competition to get into the market, said David Ng, head of Super Generation Investment, which owns the EDG e-sports team.

"Sometimes we will have a thousand application letters in our mail box to join our team on a single day."

source: news.abs-cbn.com

Sunday, October 8, 2017

Pinoy DOTA 2 newbies begin road to P50-M tourney


MANILA—Six newbies of Pampanga-based gaming team Skyville will fly to Jakarta this month after they defeated BRZ Gaming to win the Philippine qualifiers for the 2017 New Bloods Championships held at Samsung Hall of SM Aura Premiere on Saturday.

The team — composed of Angelo de Paula (Efking), Matt Pangilinan (supaTakz!), Josef Leonard (JL Cris), Carlos Lachica (Sirc), Julius Mendoza Galeon (JG), and Chris Ian Francis Maldo (CTY) — will take home $1,000 (roughly P50,000) after topping 15 other DOTA 2 groups in the 2-day competition.


"Di namin expected na makukuha namin ito kasi iyong kalaban magagaling. We just did our best to play and dedicate it to the Lord. Iyon ang talagag foundation namin," said team coach Roy Rebuta, who is proud of the roster that was formed only in January.

Skyville, an organization formed in 2008, has been competing in local and national DOTA tournaments for a while. Some of its players have already slugged it out against the likes of Mineski in the Mineski Pro-Gaming League. But this is their first time to compete in the international scene.

"There's nervousness from the team but we're very excited especially because we're going to represent the Philippines," said team manager Bryan Altes.

"One month ago we already trained a lot. We studied strategies, out strategies and other teams' strategies. We're not fully ready yet but we're in the process of getting ready. But I think our team can do it."



If Skyville newbies make it to the top 2 of the New Blood Championships Grand Finale in Jakarta, they will be one of the two teams that will battle it out against pro gaming teams from different counties in a wildcard round, a possible ticket to the major event, Galaxy Battles II, which offers a $1-million (roughly P50 million) prize pool.

-- 'DOTA capital' Philippines to host Galaxy Battles II --

The wild card round will be held in the Philippines as part of the bigger "Galaxy Battles II: Emerging Worlds" tournament in January 2018. The event is slated at the 60,000-seat Philippine Arena as organizers aim to set the record for e-sports attendees.

"We're going for the Guinness Book of World Records in Manila because you guys are DOTA capital, everyone loves it, everyone is excited . . . We'll give Manila a new meaning for DOTA 2." said Adrian Gaffor, managing director of Fallout Gaming.



The main event of the second season of Galaxy Battles, which will be on January 19 to 21, will feature 16 pro gaming teams from different parts of the world. This will be the first major gaming event of 2018.

TNC Pro Team will also participate in the tournament as 1 of the 8 invited teams. Newbee, Peruvian team, Infamous Gaming and OG are some of the teams invited.

Aside from the tournament area, organizers will also be setting up an entertainment zone inside the Philippine Arena compound, wherein people will get the chance to see their favorite local artists perform live during the 3-day event.



There will also be a Disneyland-like "DOTA 2" theme park, something that has never been done before, a venue where fans of one of the biggest games in the world can truly immerse themselves.

"What we want to create here is a new experience. When you come down, you just don't watch DOTA but you can feel it, you can live it, you can act on it as well," Gaffor said. —With reports from Mark Demayo, ABS-CBN News

source: news.abs-cbn.com

Thursday, May 25, 2017

Xbox adds Netflix-style video game subscriptions


SAN FRANCISCO -- Microsoft on Wednesday launched a subscription service for Xbox, letting players pay a monthly fee for access to a library of videogames for its console.

People who already subscribe to an Xbox Gold service can pay an extra $10 monthly for the new "Game Pass," which will be available at the same cost to console users with Live accounts in any of 31 markets around the world at the start of June, according to product marketing director Parimal Deshpande.

"At launch and beyond, our goal is to make sure there are great games to play for all gamers," Deshpande said in a blog post.

Microsoft revealed plans for the Game Pass earlier this year and tested it with users who were part of in an "insider" program.

The subscription service, using the Netflix model of monthly subscriptions for instant online access, will offer some 100 games that can be played on Xbox One or prior-generation Xbox 360 consoles, according to Deshpande.

People will be enticed to try to Game Pass with 14-day free trials.

Players subscribing to the service will be able to download games to consoles for optimal performance and be offered discounts to buy them for keeps.

Games in the opening line-up included "Halo 5: Guardians," "Bioshock," and "Borderlands."

A YouTube video about the service had logged more than 278,000 views within 24 hours of being posted.

Markets where Xbox Game Pass is launching included Australia, Britain, France, Hong Kong, India, and North America.

Sony makes a library of videogames available as part of a subscription service for PlayStation consoles, the latest generation of which has outsold Xbox One by about 2-to-1 according to market trackers.

source: news.abs-cbn.com

Friday, August 26, 2016

Pokemon Go helps teen with autism make friends


Video game Pokémon Go might be doing more for people than helping them get off the couch.

That's as a 17-year old autism patient said the hit virtual reality game is helping him feel more comfortable with socializing.

William Harmon said he doesn't have many friends because he doesn't know how to start a conversation, but he now finds it easier to make friends--thanks to Pikachu and friends who appear via augmented reality.

But an expert emphasized that parental or professional help is still needed to help autistic patients develop social skills.

source: www.abs-cbnnews.com

Wednesday, November 4, 2015

VIRAL: 'Scariest' video game ever made



Warning: This video may not be for the faint of heart.

Alex Heath of Tech Insider tried playing “PT” or Playable Teaser, a horror video game developed by Hideo Kojima of “Metal Gear” fame. The game requires the player to find a series of hidden clues so they can unlock a trailer for another game titled “Silent Hills.”

Unfortunately, “Silent Hills” was canceled last April, Tech Insider noted, so the demo was only available for a brief period.

Tech Insider referred to “PT” as the “scariest” video game ever made in this video, which has been viewed over 914,000 times on Facebook, with more than 15,400 shares.

 
Scariest game ever We got a copy of the scariest game ever made — here’s what it’s like.
Posted by Tech Insider on Saturday, October 31, 2015
 source: www.abs-cbnnews.com

Tuesday, July 21, 2015

Polish video game The Witcher enchants world


WARSAW -- Poland's new ambassador is a scar-faced hit man armed with two swords and potions against monsters and dragons. His name is Geralt, hero of a Polish role-playing video game bewitching the world.

The Witcher is the brainchild of Warsaw-based CD Project Red, one of a growing number of cutting-edge Polish IT firms out to dominate global gaming.

It sold four million copies of the game worldwide at $67 a piece in the couple of weeks after its May release. The earlier two installments in the Witcher series have sold some eight million copies since hitting the market in 2007 and 2011.

"The Witcher 3: Wild Hunt is one of the best games ever made," said website Gamespot of the game that is the top seller in most of the 109 countries where it was released.

"They created the largest open world in the history of video games and filled it with realistic dialogue and characters that are full of life," said leading Polish game developer Pawel Miechowski of the game's creators.

"Plus the graphics are staggering," the 32-year-old told AFP.

The series was even mentioned by US President Barack Obama during a visit to Warsaw last year, after he received the second installment as a symbolic gift to smash dated stereotypes of Poland as a dreary, grey, ex-Communist country of vodka and horse-drawn carts.

"I confess, I'm not very good at video games, but I've been told that it is a great example of Poland's place in the new global economy," he said at the time.

CD Project Red cofounder Marcin Iwinski attributes the success of Polish video games to Eastern European sensibility: "We bring something new to the table, a breath of fresh air, creativity."

The country's video-game industry is one of the biggest in Europe, according to Daniel Sadowski, cofounder of the Nitreal Games studio and an instructor at the Polish-Japanese Academy of Information Technology.

"There are around 500 independent video game studios in Poland. Every year around 100 Polish games hit the global market," he said.

'Sky's the limit!'

The Warsaw-based "11 bit" studios has the hallmarks of an IT start-up.

Around 40 video game developers sit in the open-plan office located in a 1970s building by a noisy expressway in an industrial part of town.

They are all men, most of them bearded, and under 30. Dressed in faded T-shirts and jeans, they are busy coding, drawing and testing ideas next to walls covered in project sketches, cartoons, and calendars with game release dates.

Their last project, "This War of Mine," was the first role-playing video game to show war from the perspective of civilians trying to survive in a besieged city, as opposed to elite soldiers.

The game, which came out late last year, won dozens of prizes and topped a weekly sales chart compiled by the digital video games distribution platform Steam.

"We're hearing that our game has opened the eyes of many people in Russia," said Miechowski. "Because of the propaganda, they don't realize that there are civilians in these war zones who have to survive under extreme conditions. Our game was a kind of catharsis for them."

At one point in May, the various versions of The Witcher took up three of the 10 slots on the Steam chart, while another Polish game -- "Dying Light" by the Techland studio in the western city of Wroclaw -- came in at spot number five.

"The success is a result of our national character, among other things: for us nothing's impossible. This determination to make something that no one else has made yet is crucial in video games," said Miechowski.

"We learnt how to make video games step by step, and how to reach players with a universal message," added Iwinski.

"With The Witcher 3, we made one of the best games in the world and now we're aiming for the top. The sky's the limit!"

source: www.abs-cbnnews.com