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  PS4 - Laser League
Posted by: xSicKxBot - 05-14-2018, 12:19 AM - Forum: New Game Releases - No Replies

Laser League



Blink and you are dead! LASER LEAGUE is the new last-word in high-speed, future-sports team action. Battle against the opposition for control of nodes that bathe the arena in deadly light. Evade rival coloured beams, and fry your opponents with speed, strength and strategy.

Publisher: 505 Games

Release Date: May 10, 2018

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  News - Opinion: NeoCab and the effort to make an empathetic game about gamification
Posted by: xSicKxBot - 05-14-2018, 12:19 AM - Forum: Lounge - No Replies

Opinion: NeoCab and the effort to make an empathetic game about gamification

I’ve rarely come across a video game where its subject determines the mechanics in such exacting detail.

NeoCab, Chance Agency’s forthcoming visual novel about driving a rideshare taxi à la Lyft or Uber, draws deeply on those companies’ gamified incentives for drivers to make the–perhaps inevitable–video game about the experience. Set in 2040, the action takes place in Los Ojos, a fictionalized cyberpunk California city. The point-of-view character–Lina Romero–is the last human driver in a town dominated by a rival firm’s AI-driven rideshares.

But to the extent that this highly narrative game has mechanics at all, they’re shaped by the job. Understanding this requires a slight digression.

At the risk of stating the obvious, real life isn’t a video game. The striking thing about so called “gig economy” occupations, however, is the way they blur that boundary quite deliberately. To look at Lyft and Uber’s “driver incentives,” for instance, is to see the logic of an MMO imprinted onto a real person’s working life. Consider the following post from a popular rideshare blog:

“Uber had this spectacular incentive where if you give 12 rides between 10pm-3am, you will be guaranteed $325. That is about $28 per ride and this was commission free, so that is take home pay. This seemed too good to be true and it was. Almost all drivers I spoke to couldn’t get 12 rides.”

Indeed, like a videogame with its fansites, the rideshare industry has spawned countless websites devoted to helping drivers maximize their returns and “win” the system. Complete 75 fares in Los Angeles and get 500 dollars from Uber; like an achievement, but with real money. Some of these incentives are even literally called “Quests.” Your car becomes a Skinner Box.

“We’re less interested in creating a character that players will empathize with than we are in creating a character whose empathy is core to her strength.”

But the most visible gamified aspect of rideshare, of course, is the star rating system, which any passenger is familiar with as it’s entirely for their benefit. Every driver is rated out of 5 stars, and earning that five-star rating is an overriding goal; if the rating slips to even four stars, a driver may find it impossible to get fares, or be locked out entirely.

This, then, becomes an overarching concern for Lina Romero in NeoCab. When an acquaintance contacts her in desperation, urgently requiring a ride out of a dangerous situation, Lina has to choose between denying her or cancelling on a passenger she just agreed to pickup–thus risking her five star rating. Doing the right thing here and helping the friend in crisis leads to a 1 star rating from the irate customer who explains “night RUINED.” Even playing this vertical slice, I found myself invested enough to silently pray that this choice wouldn’t cost me too dearly.

Creative lead Patrick Ewing described this in some detail as we discussed his team’s vision for the game. One tension here at play is the fact that Lina is the last human driver in the city; perhaps some of her passengers want a personal connection? Or, perhaps, just a real person they can boss around or even hurt. “How do the perverse incentives of something as badly designed as Uber/Lyft’s star rating system play into this dynamic? That’s the core of the gameplay – trying to survive and thrive a precarious world that thinks it’s post-scarcity, from an emotional and economic perspective.”

“We started talking to gig workers from the get-go – reaching out to our network of 1st and 2nd degree friends primarily,” he said, when I asked about the research that went into the game. “We talked to folks who’ve worked for Uber, Lyft, Postmates and Zesty, and these unbelievable stories just started pouring out. Touching, funny, scary, deeply offensive – gig workers, and rideshare drivers particularly, see it all. Some stories were so intense, I knew immediately they wouldn’t fit in a game like ours. But the overall message was clear- there is a wealth of human experience here.”

This is, in Ewing’s conception, a game about emotional labour: the ineffable, personalised aspects of a product that’s being sold. “Service with a smile” is, after all, marketable. But someone has to affect that smile; all day, every day. This isn’t exactly new, but the gamified gig economy has–as it’s done with so much else–taken longstanding business models and exaggerated them to Picassan dimensions.

NeoCab takes that one step further and extrapolates this into a future where emotional attachment is a resource all its own. The acquaintance I had to rescue was a passenger from earlier in the night, a fellow gig economy worker who spent her days in an exosuit layered over with holographic displays. Tension flared as Lina realised that what she’d thought was a genuine conversation with her passenger turned out to be a survey conducted on behalf of the Capra Corporation. By the end of the ride, however, at least with the dialogue choices I’d made, the two became fast friends–at least, after the exosuit was turned off. “Gig workers have to stick together,” she said.

Five stars, by the way.

The question lingered, however: what was real socializing and what was fake market-driven banter? Worse: would there be a meaningful difference in twenty years time?
 

***

But this is all, in many ways, a backdrop to one woman’s story which lead editor Paula Rogers insists is the focus of NeoCab. “Her relationships with the pax [passengers] and her missing friend, Savy, are far more important to her character arc than the economic situation of Los Ojos. Like anyone, her socioeconomic status shapes her experience, but it does not define her.”

The story Rogers paints is one that stands in contrast to an unfortunately pat analysis made in a Gizmodo preview of the game:

“Creative lead Patrick Ewing told Gizmodo a reason they chose a woman, specifically a woman of color, as the protagonist was because they are more vulnerable in the gig economy.”

Being Latina myself, I wrinkled my nose at this; I’m more than my ‘vulnerability,’ and certainly not interested in seeing fictionalized Latinas posed for tragedy porn. (The link that the Gizmodo journalist used to support her claim is, however, very much worth reading.)

Rogers and Ewing were both quick to clarify what they meant at some length and regret what had been lost in translation, however. “[Lina’s] power as a character is through her empathy and her ability to make emotional connections with the pax,” Rogers told me. “Our hope is that her choice to stay empathetic and open (to stay human) works as a kind of resistance to the economic and political forces in her world, and elevates her far above being a simple victim of these systems. So we’re less interested in creating a character that players will empathize with than we are in creating a character whose empathy is core to her strength.”

Rogers went on to describe the nature of that power and how she and her team of writers tried to express it. “We made decisions early-on to avoid creating anything that could be seen as tragedy tourism,” she said. “It’s an emotional survival game, but we always balance how terrible the world gets with how resourceful Lina is as a character. The challenges she faces aren’t designed to destroy her to prove a point about terrible systems, they are designed to let the player feel into this character’s power.”

The slice I played certainly gave me a sense of that. Tensions flared, Lina fought exhaustion, she put on a show for her passengers, and she ultimately succeeded at getting by.

“I didn’t want the lead character to be in the ‘majority’ position navigating all the strange ‘weirdness’ of another culture. I wanted our main character to be a part of the world in a deeper way.”

In describing the start of the “long, collaborative process” that settled on Lina Romero as a character, Patrick Ewing asked, “What kind of person is still working the night shift, listening to confessions from strangers, in 2040 when people are zipping around in little AI capsules? And Lina’s character began to take shape from there.”

“Her identity allows us to tell the story from a unique vantage point, and amplify voices that aren’t widely represented in games,” added Vincent Perea, the game’s art director. Mexican-American himself, Perea sought to help shape a character who reflected the women he grew up with, who had to “walk the line” between different worlds, between technology and humanity, or between different ethnic and national identities. “Also, on a more personal note, it isn’t often that you get to make your main character come from your own background, especially when you are not Caucasian. I certainly haven’t had the chance given the previous games I worked on. I knew I couldn’t pass up this opportunity to draw inspiration from such a personal place so that I could elevate it and talk about it.”

There was also a desire to push back against the tropes of cyberpunk that had defined its earliest iterations, which Perea characterized as “Caucasian people living in a world that has culturally collided with another culture,” citing Blade Runner as a key example of a fictional Los Angeles strangely devoid of Latinos. “I didn’t want the lead character to be in the ‘majority’ position navigating all the strange ‘weirdness’ of another culture,” Perea added. “I wanted our main character to be a part of the world in a deeper way.”

This all came as a relief to me, and it was buttressed in the game itself. There is, after all, a pratfall that white progressives are–dare I say–vulnerable to falling prey to: elevating or telling stories about minority groups that overemphasize intractable tragedy rather than the interplay of our humanity with hardship. Thankfully, NeoCab definitely looks to be the latter. Any “political” theme runs the risk overwhelming everything else, driving its ‘point’ home with thudding obviousness.

The mirror risk, of course, is a game that uses important and painful themes as mere window dressing to tell a banal story. But so far this appears to be a game that balances its various narrative and thematic ingredients with care.

There’s an art to these things that transcends a ‘message.’ NeoCab may actually have mastered it.

Katherine Cross is a Ph.D student in sociology who researches anti-social behavior online, and a gaming critic whose work has appeared in numerous publications.

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  News - The Microsoft Store now offers digital game gifting on PC
Posted by: xSicKxBot - 05-14-2018, 12:19 AM - Forum: Lounge - No Replies

The Microsoft Store now offers digital game gifting on PC

Microsoft has rolled out the option for PC users to gift digital games and DLC through the Microsoft Store. The feature first hit Xbox One late last year and has now been extended to cover the PC side of the company’s offerings.

Other PC-based game storefronts like Steam and Humble have offered game gifting for some time, so Microsoft’s decision to enable the feature for its platform brings it in line with both its PC competitors and its own digital Xbox One game store.

Additionally, Microsoft has expanded the Xbox One’s gifting features to include all Xbox One titles, though Xbox 360 and Xbox Classic games on the store are still unable to be gifted.  

From the PC Microsoft Store itself, players can choose to buy a game either for themselves or as a gift at the moment of purchase.

Many of the same restrictions from the Xbox One gifting system still apply. Preorders and free games are ineligible to be gifted, as are things like loot-boxes or in-game currencies. Each user can only gift two discounted games in a 14-day period and any gifted title is bound to the region of the purchaser, not the recipient. 

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  Xbox Wire - New Preview Alpha 1805 System Update – 5/3/18
Posted by: xSicKxBot - 05-14-2018, 12:19 AM - Forum: Xbox Discussion - No Replies

New Preview Alpha 1805 System Update – 5/3/18

Starting at 2:00 p.m. PDT today, members of the Xbox One Preview Alpha Ring will begin receiving the latest Xbox One system update (1805.180430-1920). Read on for more about the New Features, fixes and known issues in the latest system update.

New Features:


The following new features are active in this build:

120Hz – Support for More Video Output Options


In this build Gamers with monitors and televisions that support a 120Hz refresh rate can now turn on 120Hz support for 1080p and 1440p output resolutions on Xbox One S and Xbox One X. This high refresh rate option means you can now take full advantage of displays with 120Hz capabilities. High refresh rate support can provide a smoother gaming experience and lower latency on some displays, and games may benefit from reduced tearing and stuttering via 120Hz output.

Connect with Gamers Across Xbox Live and Discord


You can now easily link your Xbox Live account to your Discord account from a Discord app (PC, mobile) and from the “linked social accounts” Setting menu on Xbox One. When you link Discord to your Xbox Live account, your Xbox Live presence will be shared across Discord, enabling friends and users in your same Discord servers to see what you are playing on Xbox Live. Keep in mind that your Presence will be shared with anyone on Discord, independently of your Privacy Settings on Xbox.

Please note for this feature to work you to do the following on an Android or iOS device.  Currently the Beta version of the Discord app on Android and iOS supports the account linking (the PC app in coming soon from the Discord team):

What you need to do on the console:

  1. Go to Settings > Accounts > Linked social accounts
  2. Select “Link” under Discord
  3. Follow the instruction in your screen to start the account linking process:
  4. Say ‘yes’ to the MSA consent dialog, allowing Xbox to share your information with Discord
  5. A 6 digit PIN code will show up in your console
  6. Go to your Discord app and insert the 6 digit code that shows up in your screen
  7. Accounts should now be linked and your Xbox presence will start being displayed in Discord
  8. If you say ‘no’ to the consent you’ll go back to settings, account won’t be linked

Improvements to the Xbox Accessories App


In this build we’re also modernizing the Xbox Accessories app to make it easier to navigate, and to look and feel more consistent with the rest of the Xbox One dashboard.

More Privacy Options


You will notice a change to the Login flow on the console that only occurs once when you first login. In the privacy settings menu, you can now also specify whether to send crash dump data for games and apps to Microsoft. We’ll also let you know about scenarios where we need to share your data with game developers, publishers, and other third parties so that you can play online. Finally, we’re giving you a way to close your Microsoft account, which will also remove you from others’ friends lists.

Trim Clips Directly in the Guide


Last month, we added a new sharing feature that helps gamers upload their captured screenshots and videos directly to Twitter. In this build, we’re improving on the sharing experience even further; you can now trim your recent game captures directly from the Guide, so you won’t need to switch to Upload Studio to make a quick cut to your saved clips.

Fixes:


Apps


  • We have fixed launch and activation issues in certain apps such as Hulu, Spotify and Microsoft Edge.

Games


  • We have fixed launch and activation issues in games when the user was playing a title and signed out to show the correct message when launching the title again that they must be signed in.

Guide


  • We have fixed an issue where the button prompt to move Pins in Guide was incorrect.

Microsoft Edge


  • Fixed issues with Microsoft Edge failing to load multiple tabs and the problem when the cursor would disappear when using the browser.

Navigation and Selection in Menu’s


  • Users can now select an action in menus.  This means we have fixed issues to allow users to now:
    • Move/copy content in Network transfer or locally from the internal HDD to an external HDD
    • Set a default disk to install content if they have more than one drive attached
      • Therefore you are now able to set external HDD as default install location if your internal HDD is set

Networking


  • Work has been done to improve the Wi-Fi connectivity when resuming the console from the Instant on mode and a network was not detected until a reboot.
  • Users should no longer be seeing a “Local cache is full” message when powering on their console.

Profile


  • We have fixed the issue in which some users noticed the Gamerscore icon is missing in their profile when using the Light Theme or Theme schedule.

Known Issues:


Audio


  • Some users may experience intermittent loss of Audio with certain configurations of AV receivers with ATMOS or with changing audio configurations during console use.
  • Some users may experience loss of Audio playing Final Fantasy XV Workaround to allow audio : Change audio settings to Stereo uncompressed, 7.1 uncompressed or Dolby Atmos for Home Theater and play the game

Pi-hole


  • Pi-hole users may encounter issues signing in, creating, or recovering accounts upon downloading the 1804 update. This is due to a new configuration file which is downloaded from a URL Pi-hole blocks by default.
  • Workaround: Add clientconfig.passport.net to the Pi-hole allowed IP address list.

Profile Color


  • Sometimes users may encounter an incorrect Profile color when powering on the console.

Networking


  • Work continue on the stability of the Wi-Fi connectivity.  If you see any issues please report the problems for investigation.

YouTube


  • Some users are encountering an issue where their YouTube account is being signed out whenever they launch the app.
    • Workaround: Uninstall/re-install the app and sign in with your account again.

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  News - Fan-Made ‘Super Mario 64 Online’ Returns, And Now You Can Play As Sonic
Posted by: xSicKxBot - 05-14-2018, 12:19 AM - Forum: Nintendo Discussion - No Replies

Fan-Made ‘Super Mario 64 Online’ Returns, And Now You Can Play As Sonic


Back in September, we reported on a mod for Super Mario 64 created by Kaze Emanuar which allowed players to play the game online with up to 24 players at once. The project’s videos and the creator’s Patreon account were soon taken down by Nintendo, although the mod continued to live on through online distribution.

Now, eight months later, the project has been revived under the new name of ‘Net64 2.0’, acting very similarly to the previous edition with a few new additions such as playable Sonic and Knuckles options. The video above shows off this new build and describes how it all works should you be interested. The new version also enables players to search for open servers to join, adding new multiplayer possibilities like this capture the flag minigame.

Speaking to Kotaku, Emanuar says that he is hopeful that this version will stay around online for longer than the original.

“I don’t know if [Nintendo will] go after Net64 too, but I believed that they only took down SM64 Online because it got so super popular and came out right before Odyssey anyway. I think this client will stay up for a little longer than the SM64 Online one.”

It seems that this is only the start of Emanuar’s ambitions, too, with other N64 projects such as a version of The Legend of Zelda: Majora’s Mask that makes use of Super Mario characters and powerups, as well as a Super Mario Sunshine mod that makes use of the original ‘SM64 Online’ engine, both in his mind.

Do you like the idea of playing classic Nintendo games online with friends? Do you think this is something Nintendo may create itself alongside the upcoming NES game multiplayer features? Let us know your thoughts down below.

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  Steam - Now Available – The International 2018 Battle Pass
Posted by: xSicKxBot - 05-14-2018, 12:19 AM - Forum: PC Discussion - No Replies

Now Available – The International 2018 Battle Pass

The International 2018 Battle Pass, all new content for Dota 2 is Now Available on Steam!

The International Battle Pass is here to tap into the heart of the Dota summer season. Packed full of exclusive features and rewards, the Battle Pass is sure to unearth a hoard of treasures for your stash as we approach the culmination of this year’s Dota Pro Circuit and the climactic showdown in Vancouver.

More information about The International 2018 Battle Pass can be found HERE.

25% of all Battle Pass sales go directly to The International 2018 prize pool.

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  PS4 - Destiny 2: Warmind
Posted by: xSicKxBot - 05-13-2018, 11:06 AM - Forum: New Game Releases - No Replies

Destiny 2: Warmind



Destiny 2 Expansion II: Warmind continues your Guardian?s journey with an all-new story. Ana Bray, a Guardian long thought lost, searches for a connection to her past?one that could be lost forever on the polar ice caps of Mars. As Golden Age warsats begin slamming into the ice, the glaciers begin to thaw, revealing the core of the Warmind Rasputin ? and an ancient Hive army bent on its destruction. Now free, the Hive swarm in service to their god Xol. Help Ana discover her past and destroy the Hive?s gargantuan worm-god before it is too late.

Publisher: Activision

Release Date: May 08, 2018

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  PS4 - Death Road to Canada
Posted by: xSicKxBot - 05-13-2018, 11:06 AM - Forum: New Game Releases - No Replies

Death Road to Canada



Death Road is built to deliver replay value. Everything is randomized: locations, events, survivor appearances, and personalities. There?s a different story every time you play, set in a world that doesn?t take itself too seriously.

Publisher: UKIYO PUBLISHING LIMITED

Release Date: May 08, 2018

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  News - Daily Deal – Hidden Folks, 50% Off
Posted by: xSicKxBot - 05-12-2018, 02:21 PM - Forum: Lounge - No Replies

Daily Deal – Hidden Folks, 50% Off

Two free new apps — the Steam Link app and the Steam Video app — are preparing for launch in the coming weeks, both designed to extend Steam’s suite of services and accessibility.

The Steam Link app, slated to launch the week of May 21st, allows gamers to experience their Steam library of games on their Android (phone, tablet, TV) and iOS-based (iPhone, iPad, Apple TV) devices while connected via 5Ghz network or wired Ethernet to a host system (Mac or PC), with Android access initially offered in beta. The Steam Link App will feature support for the Steam Controller, MFI controllers, and more across both platforms.

Later this summer, the Steam Video app is targeted for release, allowing users to enjoy the thousands of movies and shows available on Steam directly via their Android and iOS devices over Wi-Fi or LTE. In direct response to customer feedback, it will offer the ability to enjoy content in offline and streaming modes.

Steam is a leading platform for digital entertainment, offering thousands of games, movies, and films to millions of people around the world. For more information, please visit www.steampowered.com

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  News - Weekend Deal – tinyBuild 5th Anniversary, Up to 67% Off
Posted by: xSicKxBot - 05-12-2018, 02:21 PM - Forum: Lounge - No Replies

Weekend Deal – tinyBuild 5th Anniversary, Up to 67% 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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