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  News - Wonder Woman 1984 Delayed, New Release Date Confirmed
Posted by: xSicKxBot - 10-27-2018, 04:32 PM - Forum: Lounge - No Replies

Wonder Woman 1984 Delayed, New Release Date Confirmed

2017's Wonder Woman was a breakout critical success for the often uneven DC cinematic universe. Its sequel is set decades later, in the 1980s--hence the title Wonder Woman 1984--and will take the character into the Cold War. But its debut has been delayed, and it'll no longer hit theaters next year. Warner Bros. has announced a seven-month delay, pushing the the return of Princess Diana to mid-2020.

Star Gal Gadot, who plays the title character, first shared news of the delay via Twitter. Rather than its planned November 1, 2019 date, it will now release on June 5, 2020. Gadot calls this date its "rightful home," presumably a reference to its placement among tent-pole summer movies rather than a fall release. The first movie was released in May 2017.

The news was subsequently confirmed in a statement WB shared with GameSpot. "We had tremendous success releasing the first Wonder Woman film during the summer so when we saw an opportunity to take advantage of the changing competitive landscape, we did," said Jeff Goldstein, Warner Bros. president of domestic distribution. "This move lands the film exactly where it belongs."

No other reason was given for the delay other than the "changing landscape" Gadot mentioned. That could mean that next fall is simply getting too crowded or that space has opened up in the following summer. DC has scheduled its Joker movie for October 2019, so keeping Wonder Woman 1984 in the November slot could have overlapped with it. The gap left behind by the movie has already been filled by two other films, with the upcoming Charlie's Angels and Terminator 6 now set for November 1, 2019.

So far we haven't seen a trailer for WW84, so details are still scarce. Patty Jenkins is returning to direct, and Chris Pine is coming back in some capacity as Steve Trevor. We also know that Kristen Wiig has been cast as one of Wonder Woman's most iconic nemeses, Cheetah.

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  Microsoft - Microsoft completes GitHub acquisition
Posted by: xSicKxBot - 10-27-2018, 04:32 PM - Forum: Windows - No Replies

Microsoft completes GitHub acquisition

Microsoft has completed its acquisition of GitHub. Nat Friedman, former CEO of Xamarin (acquired by Microsoft in 2016), is taking over as GitHub’s CEO, reporting to Scott Guthrie, Microsoft Cloud + AI Group Executive Vice President.

GitHub will retain its developer-first ethos, operate independently, and remain an open platform. Together, the two companies will work together to empower developers to achieve more at every stage of the development lifecycle, accelerate enterprise use of GitHub, and bring Microsoft’s developer tools and services to new audiences.

For more on what this means for GitHub and its community of developers, read new CEO Nat Friedman’s blog.

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  News - Weekend Deal – Sega of Japan games, 10% to 85% Off
Posted by: xSicKxBot - 10-27-2018, 11:48 AM - Forum: Lounge - No Replies

Weekend Deal – Sega of Japan games, 10% to 85% Off

© 2018 Valve Corporation. All rights reserved. All trademarks are property of their respective owners in the US and other countries.

VAT included in all prices where applicable.   Privacy Policy   |   Legal   |   Steam Subscriber Agreement   |   Refunds

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  News - Don’t Miss: Composing the music of Red Dead Redemption
Posted by: xSicKxBot - 10-27-2018, 11:48 AM - Forum: Lounge - No Replies

Don’t Miss: Composing the music of Red Dead Redemption

[In this interview, Gamasutra contributor Jeriaska talks with Red Dead Redemption‘s composers Bill Elm and Woody Jackson about developing the Western game’s sound, comparing the experience to working on film scores, and more.]

Recently Rockstar Games’ open-world Western Red Dead Redemption received a free update of downloadable content entitled “Myths & Mavericks.” The game’s musical score, by Bill Elm and Woody Jackson, previously won the Game Audio Network Guild’s top prize, among other awards.

Prior to writing the score for the Xbox 360 and PlayStation 3 title, the musicians toured and wrote soundtracks to films together. Elm has played steel guitar, electric guitar and organ for his band Friends of Dean Martinez, while Jackson has performed on the Ocean’s 12 and Ocean’s 13 film scores.

For Red Dead Redemption and the Undead Nightmares expansion, the musicians recorded original pieces for cutscenes, the in-game score and instruments played by non-playable characters. More recently, Jackson provided incidental music for Rockstar’s L.A. Noire.

With the Game of the Year Edition released earlier this month, we caught up with the composers to hear their thoughts on the critical reception of Red Dead Redemption‘s musical score.

How was it that you initially met Woody Jackson and began touring together as musicians?

Bill Elm: We met in ’95 while he was playing with a different band. We really connected on a number of our musical tastes. A couple of the guys who started the band Calexico were in the Friends of Dean Martinez, and at one point the guitar player couldn’t do some shows. At that point I called Woody and he filled in. He ended up joining the band for a couple years.

What is it about your background performing instrumental rock that you feel contributed to the sound of the Red Dead Redemption music?

Having put out eleven records over fifteen years definitely helped with knowing how to capture a mood. The Friends of Dean Martinez was inspired by Santo and Johnny, an instrumental band from the late ’50s known for their steel guitar accompaniment on “Sleep Walk.” That was almost mood music and it was an original inspiration for the band.

Oftentimes instrumental music will end up feeling overplayed. It can be overlooked that how much you treat the sound can be as important as the notes you play. That less-is-more attitude toward music is something that can take a little time to learn.

How would you say this experience writing music for a game compares with your previous work on film scores?

Working on films, you are scoring to a scene that starts in one place and ends in another. With this video game, someone might be riding their horse through a certain territory for half an hour.

Not knowing how long a given player will spend there, you have to be careful that the melody does not begin beating you over the head and that you don’t hear the loop coming back around after awhile.

Because those scene lengths are random, understatement becomes very important. The fact that this was a video game gave the music more room to ease the player into the scene, more room to exercise our own artistic vision.

At the start of development, were you discussing with Rockstar Games soundtrack supervisor Ivan Pavlovich about what kind of sound would characterize Red Dead Redemption?

There was a lot of time on the phone with Ivan, sending songs back and forth. The first six months of work I often traveled to Los Angeles. Initially I was hired for the game through working on Friends of Dean Martinez.

Woody and I had reconnected through a movie score a couple years before. He was just so perfect for the job and ended up contributing so much. What resulted was massive: something like two hundred songs recorded for the game.

How did you manage to lend thematic diversity to such a large amount of material while maintaining a tone that was appropriate to the setting of Red Dead Redemption?

That was something that was a bit daunting at first. It took a long time to figure out how the music was going to work in an interactive sense. The Mexico portion of the game was smaller and didn’t require as many signature sounds.

We struggled for some time to find other voices for the region beyond the trumpet, nylon guitar and accordion trio. A lot of the mariachi instruments that we tried sounded too close to the nylon guitar. Later we brought in a flute and ocarina player to fill out that sound.

Once we figured out how the stems would function, it became really fun to focus on creating. For the portions taking place in the north, we were allowed to get a bit more modern with sounds. There are so many instruments that express that sense of the frontier that when all was said and done, there were even more things that we still would have wanted to try.

When you finally had the chance to play the finished game, in what ways was it a different experience from watching a film that you had scored?

The most inspiring thing to me about playing through the finished game was listening to everything in sequence. Having mixed two hundred pieces of music, by that point I was hearing songs in the game that we’d done and wondering where they’d come from. My brain couldn’t even catalog everything that had been written for the game. Including Undead Nightmare, we did 24 hours of music, all in A Minor.

What was the reasoning behind sticking to a predetermined tempo throughout the score? Was it to allow for the crossing over of stems from various recording sessions?

In a game that’s totally controlled by the user, it helps to be able to drop one song over another fairly seamlessly at any given moment. There’s definitely some stuff in free time, but that tempo of 130, and half time at 65, seemed suited to much of the movement in the game.

There’s walking and running, the speeds of wagons and horses. All of those seemed to fit a certain tempo. With any scene that you’re scoring, you need to be aware of the pace.

When did work begin on the score for Undead Nightmare, the zombie expansion pack?

It started several months after we had completed work on the game, last July. The last things that we had done were the TV commercials back in April, as well as the soundtrack record. They had been recycling music for previous DLC content, and then the undead expansion came about.

It was interesting to have the chance to try it again, having played through the game and hearing it all in context. There was so much that we had wanted to try in the first game that had not been appropriate for one or another reason. Here we could use non-traditional instruments in places where we were not allowed to before. That acted as a starting point for the new score. The hardest part was that we only had about six weeks to do the whole thing.

What process led to selecting pieces from the lengthy game score to appear on the soundtrack record, which has since been released by Rockstar digitally, on vinyl and compact disc?

David Holmes is a DJ and a film composer and was the right man for the job of producing the record. Woody had worked with him on Ocean’s 12 and 13. By that point I was burnt out on mixing those two hundred pieces, so having a pair of fresh ears was really helpful. He built up the soundtrack album in Woody’s studio from the stems that had been recorded for the game.

Were you surprised by the degree to which the game and soundtrack album have received widespread recognition?

It’s nice to be recognized. I always thought the game would be good, but there was some uncertainty about how a Western would go over with a mainstream audience. That it won Game of the Year from a number of reviewers surprised me then, but it makes sense in that it was a really well crafted game.

There was something that I noticed during my first playthrough. Being from Tucson, Arizona, I immediately recognized they were missing the types of cactus that I was used to. But then I rode over the hill and all the stuff I knew they were missing was suddenly right there in front of me. It’s not a totally historically accurate game, but in many ways it’s very well done as a piece of fiction.

What are you currently focused on as a musician and would it interest you to write more music for video games in the future?

It would interest me. It makes me wonder, though, is there a “video game music sound?” Do people really want something different, or do they want more of the same?

I just finished a documentary score for the BBC, a film about women in prison in Afghanistan. It’s called “Injustice” and is sponsored by the EU. It has been especially fulfilling in that it’s allowed me to score scenes that I really care about.

This summer I’ll also be putting out a new record and doing my yearly Italian tour. I wasn’t able to go the past couple years because I was busy with Red Dead Redemption, so I’m looking forward to it this time.


The Red Dead Redemption red vinyl soundtrack album published by Rockstar Games

Red Dead Redemption takes place in 1911. Was it of interest to you to incorporate period music in the score?

Woody Jackson: I went back and listened to music from the period, and while there’s “Jimmy Crack Corn,” that’s basically it. We’re talking pre-showtunes. There was no “Western sound,” but ’60s psych has become the “Western sound.” If you listen to Spaghetti Westerns, none of that music was authentic to the period.

Morricone’s Western scores have informed numerous game soundtracks, from Wild Arms to Afro Samurai. You’ve mentioned that you own over 400 scores by Morricone. How has this fascination with the composer aided in developing a sound for Red Dead Redemption?

There were of a bunch of different references for Red Dead Redemption, though to me it’s hard not to have Morricone. I’m obsessed with that period from ’66 to ’71. The first trailer for the game came more from gritty, simple violin pieces, but over time it seemed appropriate to bring in psych guitars.

I found a German guitar at Ventura Music, here in Los Angeles, that had the sound and a perfect tremolo. Many guitars of the 1960’s had a bass cut switch which would cut all the bass out, giving it that anemic, thin sound. But the signal to noise ratio on those guitars can be a problem.

This German guitar somehow had more signal to noise, and it had that sound. I literally went home after finding the instrument and wrote the theme for Red Dead Redemption. There’s a certain beauty to having a job that allows for searching for a sound, finding it and using it.

Throughout the game, John Marston encounters musicians playing songs. Who is responsible for performing these in-game pieces?

You hear the piano a lot in the saloon, which is all by John Kirby, who has toured with Norah Jones and the Black Keys. I would write fifteen different solo pieces for each instrument, say for when you walk up to someone playing guitar in Mexico.

There is also Amir Yaghmai on the Stroh violin. When you encounter someone at a campfire and they start playing harmonica, that’s Tommy Morgan.

You collaborated with a world famous harmonica player on Red Dead Redemption. How did you come to meet him and form this working relationship over time?

Tommy and I met on Ocean’s 13 and we just hit it off. He has these awesome stories of playing on Sanford and Son. Most people ask him about the Beach Boys record Pet Sounds, because he played the bass harmonica on that, but I was more interested that he played with Barney Kessel.

One time on Ocean’s Thirteen, David [Holmes] played us this Frank Sinatra special and asked if Tommy could play like it. Tommy said, “I hope so! I played that!”

I’m also pretty sure he’s like an eighth degree black belt. The first day we met, I said, “Hey, Tommy, do you work out?” And his response was, “I do two hundred crunches a day so I can play this one harmonica piece like when I was twenty years old.” Otherwise, you run out of steam.

Most people don’t know he composed for the original Twilight Zone series. On the soundtrack of Red Dead Redemption, “Already Dead” is a piece that I had written fifteen years ago, and I asked Tommy to play on it. That was a thrill.

You can also be heard playing harmonica on the soundtrack. How much previous experience have you had playing the instrument?

I went to Virginia State University and my teacher for the first and only year was a saxophone and harmonica player. He was from Mississippi and grew up in a shotgun shack, and he showed me how to play blues harmonica. Chromatic harmonica is a whole other thing, though.

Tommy wouldn’t give me a lesson, but there was a guy named Dave Gage at McCabe’s Guitar Shop that showed me how to do it. One lesson and I drove home playing the theme from Midnight Cowboy on the chromatic harmonica. He’s a great teacher, but it takes a lot of practice and a lot of air to be proficient.

At the beginning of the Red Dead Redemption trailer, where John Marston is riding his horse, I’m playing Chromatic on that. I sent it to Tommy and asked, “What do you think?” And he said, “Don’t get too good!”He cracks me up.

Previously you’ve mentioned that there was a long period where you were focused intently on honing your craft. How did that lead to the creation of your guitorgan instrument, which you played on the Ocean’s films?

There was a six-year period of my life where I was searching for a new sound that no one ever had heard. I still haven’t found it, but I’m getting close. I’m actually a tinkerer by heart, and I came up with this idea of using a guitorgan: a guitar with an organ built into it.

I’m really good at fixing things, almost in a savant sense. While I was doing tech support for Mellotron out here on the West Coast, a Chamberlin remote keyboard showed up for sale, shredded, with solenoids like a player piano. It was just the thing I was looking for. It was like a big tape cassette player and it took me a month to untangle. The 35-note three-quarter-inch tape would shuttle back and forth and get all knotted.

It used a 24-volt, 10-amp trigger for the electro-mechanical keyboard, and I would watch plastic melt while I touched it to this exposed three-quarter-inch tape. It was pretty dangerous, like the game Mouse Trap but with high voltage. I wanted to make it so that when I press a note on the guitar, it would trigger the Chamberlin, without me getting electrocuted.

I found this guy in Ireland who did midi-to-voltage relays to send me a kit. He told me people used them to set off fireworks, and I think there was some sort of military application because he’s not allowed to do it anymore.

That all led to my having this remote controlled solenoid one-man band. When I started working with David Holmes, Ocean’s 12 was the first soundtrack I played on with the Chamberlin guitorgan get-up. Later I used two of them on Ocean’s 13 and a lot of David’s stuff.

How did creating this unique sound of the guitorgan contribute to the music style heard on Red Dead Redemption?

I used it mainly on the low drone parts on Red Dead Redemption. I would pitch the notes down two octaves, with a DC motor giving me not only thirty seconds of playing time, but also the most amazing sound. The best thing about the instrument is its limitations. The guitorgan is so hard to play that what you do play really has to be pure and mean something.

This guitar with a tape-replay keyboard attached is solenoid activated, like a player piano. There are 35 notes on a Chamberlin, so there were 35 relays, just like in a pinball machine. When I play it, it sounds like a pinball machine and lights up, too. It’s really kind of comical.

What was your approach to writing for the zombie sidestory Red Dead Redemption: Undead Nightmare?

Years ago Money Mark, the keyboard player, turned me on to this sampler called the SP-1200 by E-mu Systems. It’s how all the beats were done in the early days of hip-hop. It only has ten seconds of sampling, that you span over eight pads, and it’s the dirtiest, coolest thing that’s super easy to use. What I did was take all the original Red Dead Redemption instrumental recordings and pitched them down to make all the beats. I was, in essence, sampling myself.

Undead Nightmare was going to be like a zombie movie from the ’80s, and I could do so many things that were crazier than the original game. As a composer, I really loved the opportunity to rip up everything I did before and reassemble it again. Afterward I gave that music to Bill to mix before going on tour for a month in the States and Japan with Vincent Gallo. By the time I got back, it was in the can.

How would you describe working with David Holmes again, this time on the soundtrack album?

It’s nice to have a friend come in on a project. I asked him to produce the soundtrack to Red Dead Redemption because it was not that far from the ’60s style music that we had worked on previously. It was just me and him going through terabytes of music. Now there’s a double vinyl album that looks cool and sounds cool.

The response to Red Dead Redemption has been enormously positive. What aspect of the score are you most pleased with on a personal level?

Having finished it. If you donʼt finish anything, it never has the chance to exist.

[This article is available in Italian on Gamesource.it. Images courtesy of Rockstar Games. For more information on Red Dead Redemption, see the official website. For information on the soundtrack albums, visit the Rockstar Warehouse.]

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  Xbox Wire - A Guide to Weapon Specializations in Battlefield V
Posted by: xSicKxBot - 10-27-2018, 11:48 AM - Forum: Xbox Discussion - No Replies

A Guide to Weapon Specializations in Battlefield V

The weapons of Battlefield V are powerful, deadly, and adjustable. You read that right; you can modify your primary weapons by using them in battle and spending the in-game currency you’ll earn by playing the game. Want more accuracy when you’re lining up your next target? How about a faster hipshot in the thick of battle? We call those kinds of modifications Specializations, and they give you a variety of ways to specialize each of your primary weapons to best suit your playstyle.

Specializations Are Not a One-Way Street

Modifying your weapons is more about the journey than the destination. Specializations aren’t necessarily an endpoint, though some players may treat them that way. You can always go back and try different setups and take on fresh challenges when your weapon is fully specialized.

What About New Players?

Don’t worry if you’re coming into the game a little later; you’ve still got a good shot at both surviving and thriving in this system. There are four starter weapons (one per class) with Specializations already unlocked, though they will initially be on Rank 0. Use any of them on the front lines and at Rank 4 you can re-spec them however you want.

Battlefield V EMD Spec Tree

Weapon Specializations in Action

Let’s walk you through an actual Specialization tree for a specific weapon, in this case, the EMP. This submachine gun is perfect for close-range combat and comes with eight different Specializations and eight Specialization tree paths. Each choice you make will have pros and cons, and choosing one means you don’t get the benefits of another. But, again, nothing’s written in stone, and when your weapon is fully specialized, you can always go back and make changes if you want to.

So, what are some of the options you have for the EMP? Here are the kinds of trade-offs you’ll need to make: 

Specialization Path One Specialization Path Two
Slings and Swivels: Allows swapping to your EMP or sidearm faster. Don’t have time to reload? No problem. And you can shoot sooner after sprinting. Quick Aim: Zoom in faster when aiming down the sight. In a firefight, even a millisecond or two can make all the difference.
Enhanced Grips: Improves your base accuracy when firing without taking careful aim and gives you 33% better range. Custom Stock: Stay on target by reducing bullet spread by 33%.
Polished Action: Decreases your hip fire inaccuracy by about 40%. Great for those who like to shoot first and ask questions later. Lightened Stock: While aiming you can move 60% quicker. Makes shooting from behind cover or around a corner way faster.
Recoil Buffer: Diminishes vertical recoil by about 20% to keep your weapon steadier, so you end up hitting more than the scenery. Barrel Bedding: Reduces spread by 75% when aiming, letting you line up a headshot (or two).

It’s up to you if you want to go all-in on one Specialization path or sample some of both, as you work your way through the unlocks.

Specializations are Just the Beginning

So, what happens when you’ve climbed your Specialization tree branch to the top and mastered your weapon? As we mentioned before, you can always re-spec to try new combinations. It’s a great way to challenge yourself and find other, different ways to achieve your Battlefield V goals.

In addition, you can also take on weapon-specific Special Assignments. These become available when the Specialization tree is completed. In-game challenges, Special Assignments help you unlock unique vanity items for that weapon. You can really go for the gold with these challenges.

Remember, Battlefield V is still in development and all game features may be subject to change. Battlefield V is now available for pre-order on the Microsoft Store. Stay tuned to Xbox Wire for the latest news and information for all things Xbox.

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  Steam - Daily Deal – .hack//G.U. Last Recode, 60% Off
Posted by: xSicKxBot - 10-27-2018, 11:48 AM - Forum: PC Discussion - No Replies

Daily Deal – .hack//G.U. Last Recode, 60% Off

Bless Online is Now Available on Steam!

The evolution of high fantasy MMO

Dive into the beautiful world of Bless with breathtaking experiences that feels surreal.

Bless offers variety of contents such as RvR battles, field PvP, dungeon exploration, field raids, monster taming, and much more.

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  News - Fallout 76 Beta Dates and Times, How To Get Access, Everything We Know
Posted by: xSicKxBot - 10-27-2018, 10:20 AM - Forum: Lounge - No Replies

Fallout 76 Beta Dates and Times, How To Get Access, Everything We Know

Fallout 76 is a very different kind of Fallout game, with a new focus on multiplayer across a massive open world. Bethesda is putting it through its paces with a beta test releasing very soon, and you can join in to help explore the wastes and gather technical feedback before its official launch. However, while pre-ordering is your ticket to the beta, it won't necessarily get you in quickly. Here's everything to know about the beta.

When does the beta start?

The beta for Fallout 76 began on October 23 on Xbox One, and then expand to PC and PlayStation 4 the following week on October 30. Pre-loading for the Xbox One version is now available. Upcoming sessions are planned for October 27 and 28, as detailed in our Fallout 76 beta schedule guide.

Even if you've received a code, though, you may not necessarily be invited to the first wave. Bethesda plans to start small to stress test the game and expand slowly, so your actual start date may vary.

A separate pre-beta stress test also took place starting on October 13. That one was exclusive to Xbox One Insiders who have pre-ordered the game, and even then fulfilling those criteria only entered them into the pool of possible participants. Players of this stress test were under NDA and unlike the beta, game progress was not saved.

How long will the beta last?

Bethesda has not given a specific end-date for the beta, but it has explained that the servers won't be available 24/7 during the beta period. The studio says it will be running "targeted time frames" to force interested players together at the same time, which in turn will mark a better technical test. The game may be available for 4-8 hours on any given day, with Bethesda making adjustments and fixes during the off periods. This process will repeat until a few days before launch on November 14.

How do I get in?

The beta will be available exclusively for those who pre-order the game across PC, Xbox One, and PlayStation 4. Digital pre-orders will be entered into the pool automatically, while physical pre-orders will receive a code to enter into the accounts page once the beta has gone live on your platform of choice.

It's important to note that this code is not the beta code you enter to access the actual game download. Instead, the pre-order code is the one you enter into Bethesda's system to be put into the pool for code distribution. A separate code, which gives you access to the install, will follow at a later time as Bethesda rolls out its invites.

In the meantime, you can be sure you're prepared by creating a free Bethesda.net login. Also, make sure you have an active Xbox Live Gold or PlayStation Plus membership if you're playing on either console, since those will be required to access the online-only game.

Is the beta the full game?

The Fallout 76 beta is the full experience, and Bethesda says it is currently planning to allow players to carry progress over into the full game. However, console players will need to redownload the launch version, whereas PC players will not need to download a new version upon launch. The beta will be 45 GB.

How do I submit feedback?

Bethesda is inviting feedback across its variety of social media channels.

What else will I get for pre-ordering?

Aside from beta access, pre-ordering will get you 500 Atoms--Fallout 76's in-game currency. Atoms allow you to purchase cosmetic items from the shop. Bethesda has indicated that Atoms will be plentiful, but as we haven't seen the shop or prices yet, it's hard to say just how far 500 Atoms will go.

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  Microsoft - ‘Red Dead Redemption 2’ now available on Xbox One
Posted by: xSicKxBot - 10-27-2018, 10:20 AM - Forum: Windows - No Replies

‘Red Dead Redemption 2’ now available on Xbox One

We’re excited to announce that Red Dead Redemption 2 is now available worldwide for Xbox One.

From Rockstar Games, the creators of Grand Theft Auto V and Red Dead Redemption, Red Dead Redemption 2 is an epic tale of life in America at the dawn of the modern age.

Download Red Dead Redemption 2 from the Microsoft Store by October 29 and you’ll also get the pre-order bonuses including The War Horse, The Outlaw Survival Kit, and bonus cash for Story Mode.

Red Dead Redemption 2 will also include access to Red Dead Online. Launching initially as a public beta this November, Red Dead Online is the evolution of the classic multiplayer experience in the original Red Dead Redemption, blending narrative with competitive and cooperative gameplay in fun new ways.

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  AppleInsider - Apple $7B behind in royalty payments to Qualcomm
Posted by: xSicKxBot - 10-27-2018, 10:20 AM - Forum: Apples Mac and OS X - No Replies

Apple $7B behind in royalty payments to Qualcomm

 

Apple is now $7 billion behind in patent royalty payments to Qualcomm after directing contract manufacturers to withhold further remittance on grounds that the chipmaker participates in unfair licensing practices, according to testimony presented in court Friday.

iPhone X

Apple’s iPhone X used both Qualcomm and Intel modems.

Qualcomm commented on Apple’s unpaid royalties in a court hearing in California, reports Reuters.

Apple does not directly license Qualcomm patents, though money from the tech giant does end up in the chipmaker’s coffers through reimbursements made to partner manufacturers that do pay royalties.

The $7 billion figure, and a number of other major details surrounding the sprawling legal battle, are in dispute. Apple for its part argues Qualcomm’s royalty rates are unfair and amount to price gouging and extortion.

Last year, Apple filed suit against Qualcomm, claiming the chipmaker participates in monopolistic practices and other nefarious business strategies including withholding nearly $1 billion in rebates as retribution for participating in a South Korean antitrust investigation. The initial case ultimately spawned some 100 separate suits and countersuits around the world.

As it applies to royalties, Apple alleges Qualcomm flouts FRAND (fair, reasonable and nondiscriminatory) patent commitments to charge customers, including suppliers, exorbitant rates on standard-essential patents. The chipmaker further restricts sales to buyers who agree to license its SEPs, a practice Apple refers to as “double-dipping.”

When Apple halted royalty payments, so too did partner suppliers using Qualcomm IP.

During today’s proceedings, Qualcomm also attempted to forward a motion to render moot Apple’s patent validity challenges, reports Bloomberg. The company filed the motion earlier this month and presented its case in court on Friday.

At issue are nine Qualcomm patents “handpicked” by Apple to illustrate weak spots in the chipmaker’s portfolio of mobile technology IP. Apple is attempting to invalidate the inventions that Qualcomm asserts is essential to current mobile standards. Qualcomm is attempting to avoid scrutiny of the patents by saying it has no plans to leverage them in infringement assertions against Apple and its contract manufacturers.

Apple in its own filing opposed the request, saying Qualcomm is attempting to deflect allegations of double-dipping. Specifically, Apple argues that Qualcomm should not be able to demand a license on patented technology if that same technology is built into its baseband chips sold to smartphone makers.

In addition to the California court action, Qualcomm lodged a complaint with the U.S. International Trade Commission that seeks to halt the import of iPhones powered by Intel modems.

For its part, Qualcomm on multiple occasions has said the legal battle comes down to favorable IP pricing, and that it expects the fight to end in a settlement.

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  Mobile - The Weekender: The Final Edition?
Posted by: xSicKxBot - 10-27-2018, 10:20 AM - Forum: New Game Releases - No Replies

The Weekender: The Final Edition?

Welcome to the final installment of The Weekender. Yes, this is the very last edition and for those who have checked in weekly, and swung by for Out Now before that, thanks much for your interest and support! I’m going out with a bang, by which I mean a full slate of great new games and sales to check out. Let’s get to it. 

Out Now


STARDEW VALLEY (IOS UNIVERSAL)


Legendary Steam game Stardew Valley has made, what has to be, one of the bigger leaps to mobile this year. It’s a farming-simulation game where you step into the shoes of a disgruntled office worker who leaves their job in favor of managing their deceased grandfather’s farm in Stardew Valley. The farm has fallen into disrepair and your job is all about prioritizing the tasks necessary to bring it back to flourishing.

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There’s a ton to do, both on the farm and in terms of the town’s social scene, and the game is a big sandbox where you really can do whatever you desire. Stardew Valley does a great job of setting up that short/medium/long term goal cycle so that you’re always after the next thing and time flies while playing. 

DARKEST DUNGEON: THE COLOR OF MADNESS (IPAD)


Gothic-styled roguelike Darkest Dungeon is a compelling, party-based, combat-centric game with a focus on the toll that adventuring in Lovecraftian dungeons has on the adventurers. It’s layered, entertaining, and more than a little frustrating. A new expansion, The Color of Madness, was just released for iPad and adds a new region called the Farmstead.

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Along with it comes a new enemy faction (The Miller and his workmen), three new bosses, new trinkets, new quirks your hirelings can become afflicted with, four new districts for your hamlet, and a new Endless Quest mode where you must face unending waves of enemies. As if things weren’t hard enough already! All this can be yours for a $5 in-app-purchase. 

LOVE LETTER (IOS UNIVERSAL AND ANDROID)


Love Letter is a game of bluffing and strategy where up to four players vie to get a letter to a princess shut in a high tower. It’s one of the most entertaining tabletop card games to play with a group, preferably over adult beverages. It’s also now a digital game on both mobile and Steam.

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I understand that everything is making its way to digital these days, and that’s all for the good, but so much of Love Letter is about reading the table that I can’t imagine it’ll be quite the same. Regardless, it’s available now and a great game. 

ELEMENT – RTS (IOS UNIVERSAL)


If you’re a fan of real-time strategy games but don’t like getting snowed in by complex details or committing to hours to get a game in Element – RTS by Flightless Games is for you. With civilization’s home solar system increasingly unfit for life a battle for the resources necessary to travel beyond is on. You travel across the system looking to secure control of each planet’s primary element.

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You have competition each step of the way of course and… well, that’s what your attack and defense stations and missiles are for of course. Gameplay is straightforward and tactically compelling. You need a strong strategy and to maintain a good mix of resource generation, element mining, defense, and attack capabilities. Element – RTS is well worth a look for fans of the real-time gaming genre. 

EUCLIDEAN SKIES (IOS UNIVERSAL) (REVIEW)


Three-dimensional puzzle-combat gem Euclidean Lands got a well-deserved five-star review when it came out in 2017. This week the game has a successor, Euclidean Skies, which maintains the same great turn-based gameplay, spatial problem-solving, and interesting architecture. Your goal is help the protagonist proceed through level after level by twisting and turning the setting to create a path.

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Obstacles and hazards appear and become progressively difficult as the game moves through its 40 levels. There’s no requirement to solve a level in a particular number of turns, though there are achievements for those who enjoy seeking the most efficient path. If you enjoyed Euclidean Lands, or like 3D puzzle games in general, Euclidean Skies is an easy buy.  

FIDEL DUNGEON RESCUE (IOS UNIVERSAL)


Fidel Dungeon Rescue is a clever pick-your-path puzzle/dungeon crawler freshly released on iOS after about a year on Steam. You lead Fidel, our puppy protagonist, through grid-based levels where you must squash bugs and monsters for XP, restore your health by grabbing med kits, grab gold and other loot, and earn enough XP to unlock the exit. You drag a path across the screen but can’t cross over where you’ve already been.

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There’s a brilliant undo feature where you can just retrace your steps to try again. Fidel is challenging and a great deal of fun for those that like to ponder the best way to proceed. 

SIRALIM 3 (IOS UNIVERSAL AND ANDROID)


Another mobile conversion, Siralim 3 is a dungeon-crawling light-RPG that focuses on taming and breeding over 700 different creatures to fight alongside you. There’s also a crafting system that makes use of the loot you find while adventuring. Siralim 3 boasts a ton of end-game content, an asynchronous player-versus-player mode, and cross-platform play and support.

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Unfortunately, the game also makes use of an awkward, giant, on-screen D-pad and virtual A and B buttons right there on your nice touchscreen display. This turned me off immediately, but, if you’re less picky about controls the game does sound promising.

Sales


DARKEST DUNGEON (IPAD): $.99


Tied to release of The Color of Madness expansion on iPad, the Darkest Dungeon base game is on sale for just a buck.  You can’t beat this price, so if you have any interest but haven’t gotten around to it, now’s a great time.

SPACE GRUNTS (IOS UNIVERSAL AND ANDROID): $1.99/$2.49


If you want to feel like you’re playing an action game—complete with camera-shaking explosions—within the safe confines of turn-based tactics Space Grunts is for you. It’s a must-own for any roguelike fan and is currently half price.

SIR QUESTIONNAIRE (IOS UNIVERSAL AND ANDROID): $1.99/.99


The latest game from the maker of Space Grunts, Sir Questionnaire, is an entertaining roguelike with a lot to explore. It’s on sale for the first time ever.

REBUILD 3: GANGS OF DEADSVILLE (IOS UNIVERSAL AND ANDROID): $1.99


Rebuild 3 might be the best colony management and zombie survival game on mobile. You recruit, manage, and level up a team of survivors who must to do all the things needed to survive: grow food, scavenge supplies, kill zombies, and construct shelter. It’s normally $5.99 and is currently three bucks off. Get it.

THE GAME – PLAY … AS LONG AS YOU CAN! (IOS UNIVERSAL AND ANDROID): $1.99


Tabletop card game The Game’s digital version is a one-player affair and is a lot of fun. It’s worth picking up for fans of solo card games.

ASMODEE DIGITAL SALE: $1.99


In celebration of the SPIEL in Essen gaming convention a whole slew of Asmodee Digital board games are on sale for two bucks on both iOS and Android, making it a great time to expand your collection.

D&D LORDS OF WATERDEEP (IOS UNIVERSAL AND ANDROID): $3.99


Dungeons & Dragons-based board game D&D Lords of Waterdeep is available for a solid discount on both the App and Google Play stores. You play as a masked Lord of the city and must out wrangle your opponents to recruit adventurers to complete quests and thus increase your political power.

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