Create an account


Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 19,828
» Latest member: Gamer827
» Forum threads: 21,461
» Forum posts: 22,286

Full Statistics

Online Users
There are currently 854 online users.
» 0 Member(s) | 849 Guest(s)
Applebot, Baidu, Bing, Google, Yandex

 
  AppleInsider - Review: Marshall multi-room speakers sound great, but lack AirPlay 2
Posted by: xSicKxBot - 07-02-2018, 08:18 PM - Forum: Apples Mac and OS X - No Replies

Review: Marshall multi-room speakers sound great, but lack AirPlay 2

AppleInsider checks out Marshall’s Stanmore and Action multi-room speakers to test out if they are solid options for the wireless speaker fan, even if they only support only the original AirPlay.

[embedded content]

These speakers were added alongside Marshall’s existing Bluetooth models, making the decision that much more difficult for potential buyers.

All of Marshall’s speakers share similar aesthetics, a bold retro design to complement the impressive sound that they put out.

Marshall Multi-Room Speakers

Of all their multi-room speakers, of which there are three models, we played with the smaller two of the three – the Acton and the Stanmore. Not included in this review is the Woburn, though we’ve spent plenty of time with the non-Wi-Fi version of the Woburn in the past. We can touch on that a bit later when we get to audio quality.

Though the exterior may be vintage-inspired, inside it is all new. Each speaker has a wealth of different inputs making them great to use with or without a host device to stream from.

To kickoff our review lets take a look at the build quality and design of these powerful speakers.

Fit and finish


Marshall Multi-Room Speakers Controls

Without a doubt, the design of these speakers can be polarizing. Some people just may not go for that nostalgic design invoked by Marshall’s speakers. For us, we love it. It takes us back to all the live concerts we’ve gone to with countless oversized Marshall amps gracing the stage. Live music is something we’re very passionate about and it is hard not to get that feeling when kicking back and listening to our favorite jams over one of their consumer-targeted home speakers.

Similarly to those giant amps, Marshall’s speakers aren’t small or light. When compared to many other in-home Wi-Fi or Bluetooth models, any of Marshall’s will be larger and weigh more. Acton is the smallest, with roughly the same height as HomePod and twice the width. Since these aren’t designed to be portable, we didn’t have too many qualms with this. The larger size just helped them standout.

The exteriors are made of the same rubber material used on Marshall’s larger stage-destined amps, giving it a bit of a soft touch. On the bottom, four rubber feet help dampen any vibrations that may emanate from playback.

Marshall Multi-Room Speakers Logo

Marshall’s iconic scripted wordmark graces the front atop a screen that covers the array of woofers and tweeters that reside inside. Gold/brass are used frequently as accents, such as on top of the logo, around the front, and liberally along the top.

Speaking of the top, that is where a mess of controls are found above a metal plate. Metal knobs with knurling are used to adjust the volume, treble, bass, and input. They provide a great tactical feel, with just the right amount of tension when adjusting.

Marshall Multi-Room Speakers Knob Input Control

A tiny toggle button is used to switch between multi and single modes, depending on your use cases.

Lastly, on the right, are a pair of previous/next buttons to use during playback.

Inputs galore


Marshall’s multi-room speakers have between five and six inputs depending on the model. Both the larger two (Stanmore and Woburn) have RCA, but the rest all share Chromecast, AirPlay, Bluetooth, aux, Spotify, and 3.5mm options.

Marshall Multi-Room Speakers App

A knob on the top can be used to change inputs, as can the accompanying multi-room app. Using the app, seven presets can be programmed as well to correspond to the favorites on the input knob. Spotify playlists or internet radio stations can make up these favorites.

Those RCA inputs can be useful but would be hard to use in a home theater environment. Even the Stanmore, the smallest with RCA, is far too large to act as a soundbar. A more appropriate use for these inputs would be for another music device such as a turntable.

Even though these speakers have AirPlay, a great convenience for Apple users, they do not currently support AirPlay 2.

Multi-room and AirPlay 2


Interestingly, while Marshall was among those listed as backers of AirPlay 2 on stage during the announcement, they’ve yet to commit to bringing AirPlay 2 to any of their devices. When pressed for comment, Marshall said their speakers “are made to be interacted with directly through the controls on the speakers, rather than having users be dependent on their devices. Because of this, and because we already support multi-room playback using any input as a source – including AirPlay – we are only at this point exploring AirPlay 2, but have not made a decision if we will implement it in our product assortment.”

This statement is true, they do have their own multi-room technology that works very well, it won’t be enough to appease many users. AirPlay 2 isn’t just about the ability to stream audio to different rooms simultaneously, though of course, that is a large part of it. AirPlay 2 also increases the buffer, reducing the drops in audio that occasionally happen. It also makes them part of HomeKit, allowing Siri to control music playback, stream Apple Music, and possibly more as Apple adds functionality to HomeKit.

Marshall Multi-Room Speakers AirPlay

That said, Marshall’s multi-room solution does have good sides. It is dead simple to use, just by toggling a button on the top of the speaker. When the light is in the “single” position, the speaker will act as a standalone device. When toggled to “multi”, all Marshall multi-room speakers will play back the same audio, no fuss.

This can be switched inside of the Marshall multi-room app as well, so it doesn’t have to just be done on the speaker itself.

When looking at the speakers through AirPlay, there is a bit of a change. When in single mode, each speaker has its own name and shows in the AirPlay menu. When switched to multi, each speaker will disappear and instead, a single new “Multi” speaker will appear in the AirPlay menu.

AirPlay is super useful for Apple users. Nearly any Apple device – including the Apple TV, Mac, iPhone, iPad, and HomePod – can cast music to an AirPlay-quipped speaker.

We played back a variety of different music through multi-room mode, including from our Apple TV, and tt worked surprisingly well though we did notice some dropped audio that would come out of one speaker but not the other. This happened infrequently and for less than a second each time, but definitely a few times during testing.

Audio quality


Across the board, audio quality was very consistent. Each model had the same balance to it, just with different volumes. We also found more pronounced bass on the larger models, assuming it has a bit of room to breath around the back where the vent lives.

When we increased the volume output to the max, which was very loud on the Stanmore and Woburn, we had no distortion in the quality, which is something we always check for in speakers. Oftentimes audio quality is sacrificed to creep out a few more decibels. In our tests, the Stanmore —at max volume —was far louder than you’d need for a normal sized room. Most people could probably get by with just the Acton, only moving to the Stanmore when a room is larger or more bass is wanted.

Marshall Multi-Room Speakers

Adjusting the audio quality with the knobs is not nearly as drastic as we imagined. It is actually much more subtle of an effect, allowing you to fine-tune it to your tastes, but not dramatically changing the balance of the audio. This is good as it shows Marshall’s confidence in their sound.

When you look at Marshall’s target audience, the sound profile is clear. It is aimed squarely at those listening to predominantly rock or instrument heavy music with distinct vocals. Rap and hip-hop just weren’t the exact genres these speakers were tuned for. It isn’t to say they don’t sound good, but they don’t have the punch or sharpness we’d hear from speakers that aim towards pop and rap listening millennials.

We did notice a huge difference in audio quality when moving between the Bluetooth input and Wi-Fi, with AirPlay clearly offering a much more crisp and lossless audio profile. Wi-Fi is definitely the way to go, with Bluetooth mostly an afterthought if you try to take the speaker with you and don’t have Wi-Fi available.

You’ve got options


Marshall’s lineup of speakers has been growing, originally with a full range of portable and non-portable Bluetooth speakers and now a lineup of Wi-Fi-equipped multi-room speakers. For those with the need to easily travel with their speakers, or even just Bluetooth as a requirement, their original models (Stockwell, Acton, Stanmore, Woburn) will fit the bill.

Marshall Multi-Room Speakers

On the contrary, any of the multi-room (Acton, Stanmore, Woburn) will be ideal for those who want a bit more out of their speakers. Both the Wi-Fi and Bluetooth models share the same names, so it is important to keep an eye out for which version of each model you are shopping for.

Each model has subtle differences, though the biggest differentiator is the volume and output. Bigger models have additional inputs, such as the Stanmore and Woburn each getting RCA ports on the back.

Crank it up


Marshall Multi-Room Speakers

These speakers are clearly targeted to my music tastes. Rockers like Joe Walsh, Don Henley, Steve Miller band, all sound beautiful on these speakers, regardless of which model you pick up. Guitar licks sound clean and powerful and the physical knobs make it dead-easy to really tune your tunes to your tastes.

AirPlay 2 would be nice to have, and I’m hopeful that Marshall, and parent company Zound Industries, devices to implement it later through an update, but as-is these are fantastic speakers for rockers and other music enthusiasts.

Their retro vibe is as eye-catching as it is nostalgia-inducing, making it almost as much a statement piece as much as it is a powerful speaker. Some may not prefer that look, but the list of modern-look speakers is a mile long, giving them endless other options.

Rating: 4.5 out of 5 stars


Where to buy


You’ve got many options when picking out any of Marshall’s speakers. The Marshall Stanmore Multi-Room speaker can be found on Amazon or B&H for $449. B&H and Amazon also have the Marshall Acton Multi-Room speaker for $299. If you really want to increase the volume, the massive Marshall Woburn can be found for $599 on Amazon.

None are much more than the Bluetooth counterparts, so we highly recommend the Wi-Fi models for those interested. Mutli-room, AirPlay, and better audio quality make up for the difference in price.

Need help picking a wireless speaker? Check out AppleInsider’s handy guide!

Print this item

  Mobile - The Elder Scrolls: Blades Appears on iOS Pre-order
Posted by: xSicKxBot - 07-02-2018, 08:18 PM - Forum: New Game Releases - No Replies

The Elder Scrolls: Blades Appears on iOS Pre-order

The Elder Scrolls: Blades is not quite the Skyrim port many perhaps would have liked, but it still looks to be an intriguing adaptation of the iconic franchise onto mobile.

If you’ve forgotten what it is (E3 seems like forever ago already), here’s the segment from Bethesda’s presentation:

[embedded content]

While you’ve been able to ‘pre-register’ your interest on Google Play since the E3 announcement, the game has just popped up on Apple’s pre-order list – with a tentative release date of September 1st.

It’s free, so you won’t need to pay anything but it remains to be seen whether we really will see Blades that soon.

Print this item

  Big O? More like Big O-M-G
Posted by: xSicKxBot - 07-02-2018, 03:32 PM - Forum: Linux, FreeBSD, and Unix types - No Replies

Big O? More like Big O-M-G

Time Complexity: O(n^2)

In this next scenario, let’s say that only one person knows who took your cookie and only by name. The person who took the cookie won’t fess up to it either, so you have to name off each other friend to the friend you are talking to. This can be written in Python3:

>>> def who_has_my_cookie(my_friends):
... for friend in my_friends:
... for their_friend in friend.get('friends'):
... if their_friend.get('has_cookie'):
... return their_friend.get('name')

If you imagine yourself in this situation you can see that it’s going to take a lot longer than any of the other situations because you need to keep reciting everyone’s name every time you go to the next friend.Worst case scenario, you need to cycle through each friend and ask them about every other friend. If you look at the loops, you can see that the outer loop has a time complexity of O(n), and the inner loop also has a time complexity of O(n). This means the function will have a time complexity of O(n^2) because you multiply the time complexities together O(n * n).

Let’s feed this function some input and see who took your cookie:

>>> my_friends = [
... {'name':'Steven', 'friends':[
... {'name':'Steven', 'has_cookie':False},
... {'name':'Binita', 'has_cookie':False},
... {'name':'Linds', 'has_cookie':False},
... {'name':'Raman', 'has_cookie':False},
... {'name':'Elaine', 'has_cookie':False}
... ]
... },
... {'name':'Binita', 'friends':[
... {'name':'Steven', 'has_cookie':False},
... {'name':'Binita', 'has_cookie':False},
... {'name':'Linds', 'has_cookie':False},
... {'name':'Raman', 'has_cookie':False},
... {'name':'Elaine', 'has_cookie':False}
... ]
... },
... {'name':'Linds', 'friends':[
... {'name':'Steven', 'has_cookie':False},
... {'name':'Binita', 'has_cookie':False},
... {'name':'Linds', 'has_cookie':False},
... {'name':'Raman', 'has_cookie':False},
... {'name':'Elaine', 'has_cookie':False}
... ]
... },
... {'name':'Raman', 'friends':[
... {'name':'Steven', 'has_cookie':False},
... {'name':'Binita', 'has_cookie':False},
... {'name':'Linds', 'has_cookie':False},
... {'name':'Raman', 'has_cookie':False},
... {'name':'Elaine', 'has_cookie':False}
... ]
... },
... {'name':'Elaine', 'friends':[
... {'name':'Steven', 'has_cookie':False},
... {'name':'Binita', 'has_cookie':False},
... {'name':'Linds', 'has_cookie':False},
... {'name':'Raman', 'has_cookie':True},
... {'name':'Elaine', 'has_cookie':False}
... ]
... }
... ]
>>> cookie_taker = who_has_my_cookie(my_friends)
>>> print(cookie_taker)
Raman

Summary of O(n^2): There is a loop within a loop, so you could instantly think that it would be O(n^2). That’s a correct assumption, but to make sure, double check and make sure the increments are still being incremented ntimes. Some loops within loops turn out to be O(nlog(n)).

Print this item

  News - Rare Plans To Give Sea Of Thieves Fans What They Want
Posted by: xSicKxBot - 07-02-2018, 01:45 PM - Forum: Lounge - No Replies

Rare Plans To Give Sea Of Thieves Fans What They Want

Rare's high-seas adventure experiment Sea of Thieves for PC and Xbox One has gone through several noteworthy changes since its launch. The game focuses on a pirate's life in a shared world, where players embark on missions, sail across the seas, find hidden treasure, and even take on the occasional Kraken lurking beneath the waters. While the game found a passionate audience, it received some notable criticisms for lack of content and a repetitive gameplay loop, which the developers have spent the last few months working to address in the many post-launch updates.

Sea of Thieves' executive producer Joe Neate, senior designer Shelley Preston, and design director Mike Chapman sat down with GameSpot during E3 2018 to talk about the online game's growth since its launch. With the upcoming Cursed Sails and Forsaken Shores expansions coming later this year, each adding several new ships, items, and entirely new areas to explore, they spoke about the feedback they've received from fans, and just how far the game has come since release.

No Caption Provided

The fans have been very vocal about what they want to see in Sea of Thieves, which has grown a lot since its release last March. Can you talk about what the general response has been like for you all at Rare?

Joe Neate: Yeah, it's been pretty intense and amazing. It really has. We built up a lot of awareness and excitement around the game, we launched it and we had a lot of players come in and play--those first couple of weeks was quite the adventure. With Sea of Thieves, our goal at launch was to create a new IP, create a community around it, and make a new type of multiplayer game that's a different experience. And success for us meant landing all of that, which would give us the right to go and build on it more.

I just love that we've managed to make something that's different, and had a bold ambition--we've all been on this project since the start. To see it land and then to now have the opportunity to just go wild adding stuff and doubling down on the vision because we've got this amazing player base with us, and they want more of it. The goal at launch was to create the opportunity, basically, to go and invest on top of what we started with. We exceeded all of our expectations, in terms of player numbers and everything else.

So, yeah, we've now got that opportunity, and it's all about how big can we make it. To see how far can we take this game, and how many people can we make fall in love with it as we add new content and the new ways to play. It blows my mind, I want be back here in a year's time talking more about the stats and the things that we've done. It's the most rewarding game I've ever worked on in my career, and honestly it's the biggest opportunity I think I've had in my career in terms of the game and the possibilities right now.

Mike Chapman: We were actually just commenting before you walked into the room about how different it is now compared to how it was at launch. It's now much easier to talk about the game because people understand what it is now, in terms of what the heart of the game is. Sea of Thieves has this social connectivity with players in a shared world where they're coming across each other, and what's gonna happen is emergent and unpredictable. We kind of break it down into there's always different ways to play. Like the brigantine ship that you saw briefly in the E3 teaser trailer, that's perfectly designed for three players to have this big ship experience. And then things like new goals for everyone, especially for players who've hit the Pirate Legend status.

These sort of things enrich your adventures while you're out there. So you're heading towards an island and you play musical instruments, drink grog, you've now got the speaking trumpet and the drum that we added in the Hungering Deep. It's more things like that that's gonna enrich your adventures. So you may have seen in the trailer we've got skeleton ships coming to the world. You could team up with another crew to take them down, board their ships and take a gunpowder keg downstairs and use that to destroy the ship. All of that emergent gameplay is all there.

Like the Hungering Deep, all the new content that will release in this update will come in with time limited quests with specific rewards. The Hungering Deep came in with that quest line around Merrick, which introduced a storyline that allowed us to showcase the new content. We also added a drum and the speaking trumpet at the same time, and you use the drum to summon the megalodon at the end of that quest line. The speaking trumpet was a way to broadcast your voice across a far distance, so you could hail another ship at distance to ask them if they want to work together with you. That's now in the world as well. That was our approach with Cursed Sails, and it will be with Forsaken Shores. And Shelley, your team is working on that, aren't they?

No Caption Provided

Shelley Preston: Yeah, Forsaken Shores is coming out this September. This expansion has a new world area. There's three seas, which are the different areas in the Sea of Thieves world. They have different visual styles, but they're all kind of the same in terms of difficulty and challenge. So what we really wanted to do with the new area was for this expansion was for it to be visually striking, and a different, newer experience. We wanted it to have a major impact on gameplay as well, as it's about a perilous voyage.

Part of the shroud that surrounded the Sea of Thieves [map] will recede and there'll be a new area that you can get to, but you'll never start in that area. It's up to players to opt in to go on that voyage, and think about when you want to take on these more challenging, but more rewarding voyages. And then when you sail out there, it's all kind of fire and ash. It's like a volcanic kind of area. We really felt excited about this idea of making the world, the islands themselves almost are turning against you while you're questing. So it's not just about other players or AI threats. It's actually the world itself. You might start feeling tremors and you're like, "What's going on, guys? Are we safe? Do we think this is gonna subside?" And then you're looking up at the peak of the volcano and you see smoke signs that churn out of that volcano and still you're making that decision, "We're gonna just carry on.

We've just got this one more x to dig up." We've been prototyping these elements of what we can do to make this environment turn against you and we're really excited about it. Everything that we add into the game will live beyond the expansion releases. The gameplay that we've given players will just live beyond to just enrich Sea of Thieves all up.

No Caption Provided

Since the game has been released, what would you say were some of the biggest lessons you took away from the game's launch, and the reaction from the community?

JN: We sat down as soon as the launch craziness ended, like the first week or so, we managed to get on top of any scale and stability issues that we had. And then we literally sat in a room for about a week with loads of post-it notes. Mike, the design team, and everyone else were going through all of the forums, looking at all the feedback. Broadly, the response from the community was that this game is great, we love what you're doing, but give us more things to do. Yeah, threats in the world, all of that stuff. And then we just started deciding which order did we want to grow this in based on feedback, based on what we want to see see.

Skeleton ships was one of the biggest things actually because for years now we've been saying to our community every sail on the horizon is another player and explaining why we didn't wanna do AI ships because we wanted every encounter to be emergent. But we've seen that...well, there's a few things that feed into it in terms of players' love for ship combat, and we love to drive different interactions between players. So ship combat is cool between players, but like in Hungering Deep, we love to see different crews team up and then go take down stuff together. With the AI ships coming into the world, it gives people that combat, the ship combat they can have with AI and stuff. They can have that experience more frequently and it doesn't necessarily impact the balance of the shared world. It's also something where we can encourage players to crew up, almost to form alliances with each other and then go and take down these fearsome skeleton ships in the world.

So it's all been about driving what we love about the game, that social interaction where you're encountering strangers and doing stuff together. It scratches that itch from the community. That was probably one of the biggest lessons for us. The E3 trailer was the first time our community would have seen that, and there's gonna be a lot of happy people. But of course they're gonna go and pick up Mike's forum post that he wrote ages ago explaining why we would never do it. We're listening, and we will change.

No Caption Provided

SP: I think that's a great example of that. We were adamant that we didn't want to add AI ships for all those reasons. But the most powerful things are our players, responding to that feedback, and making sure as long as it's right for Sea of Thieves, it enriches that experiences for everybody. So we're gonna listen to that feedback.

MC: It's a mix of giving players what they want, putting that Sea of Thieves spin on it, but also surprising them. It's the fact that a lot of players would ask, "I would really like an expanded world. I want more regions to explore." We haven't just given them that, we've actually gone and made the visuals a core part of the gameplay and added in a whole region with volcanoes that's geologically unstable. We want to surprise players, and there's things we do in the game that won't be expected and I think both of those aspects are at a healthy mix right now.

JN: And what's great is that because we're live, we're updating it, and we're adding new stuff, we're actually learning something new every time. After the Hungering Deep, one of the things I think we learned the most is that positive social interaction is great, and players love it when you give them reasons to engage in it. Because it was quite risky for us to go, look, the only way to take down this megalodon is if you find another crew in the world and communicate that to them. Whether it's through the speaking trumpet or the flat system we put in, you had to go and do this thing together.

But to see what it did to our player base, seeing everyone partying together on a beach after they'd taken the thing down--taking selfies and making friends--it was an amazing experience seeing how well our player base reacted to that. Again, it makes us want to double down on that and do more of that because it's so cool. It's so unique to Sea of Thieves. I think in most multiplayer games it's all about competition. And in this we want to drive much more interesting or varied, I guess, encounters. That's when it's most special. When you have an unexpected encounter with other players you meet new people and you have positive social interaction.

No Caption Provided

Do you have a favorite moment from your own time playing Sea of Thieves, where you just saw the many systems and the dynamic nature of the game come to life?

SP: There've been many, but my recent one was when I played the Hungering Deep, and we made it so that you needed to work together with another crew and I've had friendly and unfriendly encounters with other crews throughout playing Sea of Thieves, but turning up and seeing all these ships that are kind of waiting and there's this new hub of social activity--we made friends with a couple of crews who wanted to go and do the voyage with us.

And there was just this beautiful moment where I was on my ship with my crew and then I've turned around, looked out the back, the sun was setting and there were these two other galleons just following us on the waves and we were all going to do something together and it's like these are people that I don't know. These are people I've never played with before and this game has brought us together and we're about to go and have this amazing encounter. That was really cool.

MC: Yeah, I'd say anything to do with the speaking trumpet. And since we've added this tool we've seen so many cool videos of people rickrolling other ships, like the Rick Astley song. And there's people pretending to be, like they work at Wendy's, like, "Can I take your order, please?" People pretending to be air hostesses, like telling them where the exits are. I think that's the fun part of having players in a shared world. We've added this tool to the world and I think just the variety of encounters and the opportunities for humor and how you can bring players together and then form friendships. Just from adding that on the surface is a really simple tool, but in our shared world it comes to life.

JN: For me, it's the amount of people I've met. All I've seen on Twitter or wherever else who are like, "Me and my husband, or me and my wife, play this together and one of them doesn't play games normally or hasn't done for ages, but they've been enticed back in." It's bringing multiplayer to new players. People are playing with their sons. A lot of people in Xbox actually. A lot of our leadership team and execs have been playing with their kids and it's the first game they can really do that with apart with maybe like Minecraft and stuff. So just seeing that we created a different type of multiplayer game that took some risks in the progression system and in what we wanted to do and what our focus was. It wasn't for everyone and not everybody resonated with some of the decisions we made, but we purposely did that so that we could bring multiplayer to a new audience. A new experience and make this fun, welcoming game that broke down barriers.

No Caption Provided

And to continually get that feedback from new players or people that just came to this because it is that type of experience. The photos of literally husband and wife set up in the front room with two TVs and two sofas and the big thread on Twitter of everyone adding their photos to it and stuff, showing the kind of setups that they had made so they could game together. That, for me, is one of the most rewarding things. Again, because we took risks 'cause we wanted to do something different in multiplayer space.

And to just constantly get that feedback that that's landed with so many people is amazing. That's one of the things that I think that speaks to me the most and what makes me most passionate, as well as basically everything funny--like the Rick Astley thing. Anything like that is what we send around online through social media, we love that. We never thought of doing that. Player creativity is amazing. There's so many things like that, and that's what gets us going. It puts a spring in our step each morning.

Print this item

  News - Second Life creator’s VR platform High Fidelity secures $35M investment
Posted by: xSicKxBot - 07-02-2018, 01:31 PM - Forum: Lounge - No Replies

Second Life creator’s VR platform High Fidelity secures $35M investment

Newsbrief: High Fidelity has closed a $35 million funding round, raising money the company says it plans to use to continue to develop its open source, blockchain-powered social VR platform. 

The platform itself was created by Second Life founder Philip Rosedale, and seeks to provide devs global infrastructure for VR experiences, a sector High Fidelity predicts will boast an economy of $1 trillion in a decade’s time.

Specifically, the $35 million secured by this latest funding round will help the company expand R&D, accelerate hiring, and open a new office in Seattle. 

The funding round itself saw contributions from Galaxy Digital’s EOS Ecosystem fund, Blockchain Capital, and existing investors Breyer Capital, IDG Capital Partners, and Vulcan Capital. Altogether, this now brings High Fidelity’s lifetime investments to over $70 million. 

Print this item

  News - Nintendo says the Switch is played as much docked as it is undocked
Posted by: xSicKxBot - 07-02-2018, 01:31 PM - Forum: Lounge - No Replies

Nintendo says the Switch is played as much docked as it is undocked

Developers that have a game in the works for the Nintendo Switch may be interested in this little tidbit dropped by Nintendo about how players use the sometimes-portable game console.

According to the company, current data shows that the Switch is used just as much in its docked, TV-connected form as it is as a standalone system. Nintendo Senior Vice President for Sales and Marketing Doug Bowser recently told Ars Technica that the split is surprisingly “about even,” noting that the system is used “about 50 percent in the dock and 50 percent away from the dock.”

Of course, this varies per game, he explained, pointing out that games like Just Dance tend to favor docked mode while Mario Kart 8 Deluxe and The Legend of Zelda: Breath of the Wild skew more toward that 50/50 split. 

That data naturally comes with a few caveats, however. Nintendo can only see docked versus undocked preferences for players that have their systems online, so not all users are included in the data. AdditionalNintendonedo can’t tell when the system is being used in tabletop mode versus portably, so both of those uses are grouped together as un-docked play. 

Print this item

  Xbox Wire - Next Week on Xbox: New Games for June 26 – 29
Posted by: xSicKxBot - 07-02-2018, 01:31 PM - Forum: Xbox Discussion - No Replies

Next Week on Xbox: New Games for June 26 – 29

Welcome to Next Week on Xbox, where we cover all the new games coming soon to Xbox One! Every week the team at Xbox aims to deliver quality gaming content for you to enjoy on your favorite gaming console. To find out what’s coming soon to Xbox One, read on below and click on each of the game profiles for pre-order details (dates are subject to change).


Lumnies HD Games

Xbox One X EnhancedLumines Remastered brings minimalism to the puzzle genre where the fusion of light and sound sets the stage for a two-color falling block experience in HD and 4K. Groove to electronic jams while strategically dropping blocks before the BPM bar sweeps combos clean after each measure.



Trove: Geode Games

Travel to a newly discovered world called Geode. This formerly pristine planet is under siege by the invading forces of Q‘bthulhu’s shadow army who they seek to lay claim to Geode’s rich resources. On Geode you’ll face all-new challenges adapting to this alien world and its peace-loving denizens.



World of Tanks MercenariesGames

Players can expect to explore and fight through an array of fan-favorite maps ravaged by war and time, with original Mercenary vehicles available to battle with or against the game’s existing roster of over 680 vehicles. World of Tanks: Mercenaries is the future of World of Tanks on home consoles.



NiER Automata Games

Xbox One X Enhanced – Invaders from another world attack without warning, unleashing machine lifeforms. To break the deadlock, a new breed of android infantry is sent into the fray: the YoRHa squad. NieR: Automata is a fresh take on the Action RPG genre that gracefully blends mesmerizing action with a captivating story.



Captain Spirit Games

Xbox One X Enhanced – Return to your childhood and play a touching and heart-warming one-of-a-kind narrative experience from the directors and development team behind the BAFTA award-winning Life is Strange. As Chris, a creative and imaginative 10-year-old boy, escape reality with fantastical adventures as his alter ego: The Awesome Captain Spirit!



Next Up HeroGames

Next Up Hero is a dungeon crawler featuring hand-drawn heroes that hack, slash, bongo-drum, boomerang, and jet their way through Ventures. Choose your Hero and start rolling dungeons, gearing out, and maxing your stats. Invite a friend for co-op — you’re going to need all the help you can get. Also available for Xbox Game Pass members.



Tour de France 2018 Games

Feel the adrenaline of exhilarating descents in the intensity of this legendary race and carry out the finest racing tactics to lead your team to victory and earn the mythical Yellow Jersey. Embody the greatest champions and hit the official track of the Tour de France 2018. Featuring local co-op and versus multiplayer.



Epic LoonGames

Dive into the bizarre world of Epic Loon, a quirky physics platformer for up to 4 players playable in couch co-op or battle mode. An offbeat tribute to classic sci-fi movies, players lead a group of aliens to take over Joe’s TV after they are rudely awakened from their home inside of an old-school VHS tape.



Crash Bandicoot Games

Xbox One X Enhanced – Your favorite marsupial is back and enhanced, entranced, and ready-to-dance with the N. Sane Trilogy game collection. Spin, jump, wump and repeat as you take on the epic challenges and adventures through the three games that started it all: Crash Bandicoot, Crash Bandicoot 2: Cortex Strikes Back, and Crash Bandicoot 3: Warped.



The Crew 2 Games

Xbox One X Enhanced – Take on the American motorsports scene as you explore and dominate the land, air, and sea of an exhilarating open world. With a wide variety of exotic cars, bikes, boats, and planes to choose from, experience the thrill and excitement of competition as you test your skills across a wide range of driving disciplines.



Magical Brickout Games

A new twist on the beloved classic Breakout formula. Instead of moving a small paddle back and forth across the screen, rotate the bricks in a circular fashion as you frantically try to keep the ball in the play area. Combined with a fantasy theme and beautifully hand painted graphics, casual and hardcore gamers will be entertained for hours.


Print this item

  News - Nintendo Is Considering A Successor To The 3DS According To Its New President
Posted by: xSicKxBot - 07-02-2018, 01:31 PM - Forum: Nintendo Discussion - No Replies

Nintendo Is Considering A Successor To The 3DS According To Its New President


The newly appointed Nintendo President, Shuntaro Furukawa, may have only officially stepped into his position earlier this week, but already he’s been talking to a number of local media outlets in Japan about the direction of the company.  

Speaking to The Kyoto Shimbun, the president touched on a range of subjects in relation to Nintendo’s current and future business practices. His points about the 3DS follow on from recent conversation in the West linked to the expected lifespan of the system. Mr Furukawa is of the belief the device still has advantages over the Switch and stated Nintendo was “considering various possibilities” in regards to a successor for the popular handheld device. How serious he is about this is unclear, as the Switch is obviously a key focus for Nintendo right now – with the aim being for every person to own one. 

Mobile gaming is steadily becoming an important area for the company as well. According to Furukawa, Nintendo wants to diversify its offerings and eventually make mobile platforms a main pillar of revenue, even though it only contributes to about four percent of the total sales at this point in time. Collaborations with companies such as DeNA is another important factor in helping this area succeed. 

Would you like to see a successor to the 3DS, or do you think Nintendo should focus on the Switch and the mobile market? Tell us below.

Print this item

  Steam - Steam Intergalactic Summer Sale Day 6
Posted by: xSicKxBot - 07-02-2018, 01:31 PM - Forum: PC Discussion - No Replies

Steam Intergalactic Summer Sale Day 6

The Steam Intergalactic Summer Sale continues! For the next nine days, take advantage of huge savings throughout our store on over ten thousand games. You can also help unlock free games by playing our Summer Saliens Game.

Today’s Featured Deals include:

Slay the Spire – 37% off
Tom Clancy’s Ghost Recon Wildlands – 67% off
Metal Gear Solid Franchise – Up to 80% off
Mafia III – 65% off
Elite Dangerous – 55% off
Okami HD – 30% off
Hellblad Senua’s Sacrifice – 33% off
Rocket League – 50% off
and many more

Along with the sale is the Summer Saliens Game. Team up with other Saliens to fight The Duldrumz on different planets and free the abducted games. Gain XP as you battle, level up, unlock new abilities, and win cosmetic items to deck out your Salien. Plus, get Summer Sale Trading Cards just for playing.

Choose to battle on a planet that piques your interest and you’ll automatically be entered for a chance to win one of its rewards when it’s conquered. The longer your Salien spends on a planet the higher your chances of winning! The groups with the most tiles when a planet is taken will get to plant their flag as conquerors, undoubtedly gaining Saliverse-wide fame in the process.

The Steam Intergalactic Summer Sale will run until 10 AM Pacific, July 5th. Complete information can be found HERE.

Print this item

  News - Xbox One Free Games With Gold For July 2018 Revealed
Posted by: xSicKxBot - 07-02-2018, 07:40 AM - Forum: Lounge - No Replies

Xbox One Free Games With Gold For July 2018 Revealed

July is fast approaching, which means Xbox Live Gold subscribers will soon get a new batch of Xbox One and Xbox 360 games to download for free. Microsoft has pulled the curtain back on July's offerings. The titles that will be available at various times throughout the next month include the Xbox One games Assault Android Cactus and Death Squared and the Xbox 360 games Virtua Fighter 5: Final Showdown and Tom Clancy's Splinter Cell: Conviction. Thanks to backwards compatibility, those Xbox 360 titles are playable on Xbox One as well.

As for the Xbox One offerings, Assault Android Cactus is a fast-moving twin-stick shooter that's been well received as it's landed on various platforms since its initial release in 2015. It's available to download July 1-31. Death Squared is a colorful co-op puzzle game that can be played alone or with up to four players. You can download it between July 16 and August 15.

Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9

On the Xbox 360 side, Virtua Fighter 5: Final Showdown is a fighting game geared toward online competitive play. Thanks to a set of in-depth tutorials, it's more welcoming to newcomers than some other fighting games. It's available for free July 1-15. Tom Clancy's Splinter Cell: Conviction is a stealth-action game from 2010 that contains both a single-player campaign and a co-op campaign so you and a friend can sneak around and take down enemies together. You can grab it gratis July 16-31.

Before July 1 comes around, make sure to pick up June's offerings. Right now Xbox Live Gold members can grab Assassin's Creed Chronicles: Russia and Smite Gold Bundle for Xbox One, as well as Lego Indiana Jones 2: The Adventure Continues for Xbox 360.

July 2018 Games With Gold

Xbox One

  • Assault Android Cactus (July 1-31)
  • Death Squared (July 16-August 15)

Xbox 360 (playable on Xbox One)

  • Virtua Fighter 5: Final Showdown (July 1-15)
  • Tom Clancy's Splinter Cell: Conviction (July 16-31)

Print this item

 
Latest Threads
Black Ops (BO1, T5) DLC's...
Last Post: Gamer827
4 hours ago
(Free Game Key) Steam & E...
Last Post: xSicKxBot
4 hours ago
News - Here’s Why Everyon...
Last Post: xSicKxBot
4 hours ago
(Free Game Key) Steam | B...
Last Post: xSicKxBot
Yesterday, 03:19 AM
News - Xbox Reportedly Pl...
Last Post: xSicKxBot
Yesterday, 03:19 AM
(Free Game Key) Steam | B...
Last Post: xSicKxBot
06-12-2026, 10:45 AM
News - Players Think King...
Last Post: xSicKxBot
06-12-2026, 10:45 AM
(Free Game Key) Steam | C...
Last Post: xSicKxBot
06-11-2026, 06:20 PM
News - Gears Of War: E-Da...
Last Post: xSicKxBot
06-11-2026, 06:20 PM
(Free Game Key) Steam | I...
Last Post: xSicKxBot
06-11-2026, 01:55 AM

Forum software by © MyBB Theme © iAndrew 2016