Kategorie: News

  • The Most Important Moments in Minecraft’s First 15 Years

    The Most Important Moments in Minecraft’s First 15 Years

    Reading Time: 12 minutes

    As Minecraft turns 15 years old, we wanted to take a look back. As one of the most important (and best-selling) games of all time, Minecraft and Mojang’s journey has been incredible to witness – starting as a one-person creation and blossoming into a truly world-changing proposition. 

    With that in mind, we thought we’d take you back over the biggest moments in Minecraft’s history, year-by-year: 

    2009: Launching Classic Edition 

    Image credit: Jan Willem Nijman

    On May 16, 2009, it all began. Inspired by the likes of Infiniminer and Dungeon Keeper, Markus ‘Notch’ Persson had begun work on what was initially known simply as “Cave Game” a week earlier, before settling on a catchier title: Minecraft: Order of the Stone. Then he was convinced to choose an even catchier title: Minecraft.  What came to be known as the Java Classic Edition lacked much of what we’ve come to know from the game – but the building blocks (pun very much intended) were there. 

    Classic would generate a world, and allow you to dig and build freely, creating your own geometric slices of paradise in its technicolor world. Over the course of the year, Classic would split into Creative and Survival modes, ushering us closer and closer to the Minecraft we’ve known for a decade and a half. 

    2010: Minecraft Gets Its Crafting System – Plus Minecarts and Multiplayer 

    By January of 2010, Minecraft had already amassed over 100,000 players – but some of its most fundamental improvements were still to come – not least making good on that “Craft” part of the title. A crafting system was added late that month, introducing the familiar wood-iron-diamond ‘level’ system for items, and changing, well, everything about how we played the game. Dig-loot-craft-repeat was born. 

    But that was far from the only major change. By June, minecarts had appeared in the game, changing how players could travel through their worlds and, in August, the first version of multiplayer in Survival mode popped up. So much of Minecraft’s popularity is built on playing with your friends, and this was the first time we could see a glimpse of how huge that would be for the game. 

    2011: Minecraft 1.0 Released – and the First Port Arrives 

    If you want a sense of how fast Minecraft grew, consider this. By January of 2011, the game hit a million players. But July, that had jumped to 10 million. And, to top it all off – all of this came before the game had launched its full 1.0 version. That came on November 18, 2011. What came to be known as Minecraft: Java Edition was released during Minecon 2011, bringing everything millions of players were already loving to an even wider audience – even an “ending” to the game with the Ender Dragon boss fight. 

    And we can’t ignore that 2011 also saw the game’s first-ever non-PC ports. Minecraft: Pocket Edition launched exclusively for the Xperia Play smartphone in August, followed quickly by an iOS version – from these small beginnings, Minecraft would spread across practically every modern gaming device over the years, becoming the phenomenon it has been in the process. 

    2012: Minecraft Gets Lego-fied, Comes to Xbox 360, and Gets the Pretty Scary Update

    If you wanted to pinpoint the moment where Minecraft became more than just a game, look no further than when Lego officially confirmed that Minecraft – in many ways the brick-building hobby’s digital cousin – would become an official set. Lego Minecraft Micro World allowed you to build four cubic vignettes from Minecraft in real-life, complete with Steve and Creeper mini-figs. 

    In the world of gaming itself, 2012 was no less important. This year marked the first meeting of Minecraft and Xbox, as Minecraft: Xbox 360 Edition launched in May, offering a console version of the game to millions of new players. This console edition became the basis for Minecraft’s off-PC future – from here, we’d see the game appear on almost every new Xbox, PlayStation and Nintendo console over the years. 

    We also saw a landmark new update: Pretty Scary brought a host of new mobs to fight off, and also brought one of the most important blocks in the game’s history – the Command Block became the basis for some of the most impressive creations in Minecraft, adding a level of programming that would allow magnificent ideas to spring forth. 

    2013: The Redstone Update Changes Everything and Horses Ride In 

    If 2012’s Command Block was the start of something special, 2013’s Redstone Update was when it got really special. Redstone, a block that allows players to power various elements of the game, had already been introduced, but this update opened up a host of new opportunities. Redstone could now be used to power pressure plates, change how rail blocks worked, detect daylight and much, much more. From here, players began to experiment with how far Redstone could take their creations – all the way up to creating working 8-bit computers inside the game. 

    On the less complicated side of things, we also got the Horse Update, which changed the game in a more adorable way, allowing you to tame and ride the majestic, blocky beasts and travel your world in a new way. Notably, this was a major moment for how Mojang worked with its community – the Horse Update was inspired by a mod, Mo’ Creatures, and shows how the game has been worked on with the fans themselves (many of whom went onto be Mojang developers, too). 

    2014: Microsoft Acquires Mojang and The Bountiful Update Blooms 

    I might not even be writing this article if it weren’t for 2014 – when Microsoft saw quite how earth-shaking Minecraft had become and acquired Mojang for $2.5 billion. After two years of working closely together, the two companies came together to shape the future of the game, which has only continued to grow in the decade since. 

    In the game itself, the Bountiful Update represented an enormous improvement. Built over a full 10 months, Bountiful saw massive changes to the codebase of the game, invisibly improving everything about the experience – but it also brought floating islands, underwater temples, killer rabbits, and much more. 

    2015: Minecon Breaks Records, and the HoloLens Demo Wows 

    Since humble beginnings in 2010, Minecon had been bringing fans of Minecraft together to celebrate the game – and had subsequently become the home of some of the game’s biggest releases. Come this year, it had become a truly enormous affair – record-breaking, even. Held in London, Minecon 2015 sold 10,000 tickets, earning a Guinness World Record for the largest convention in history for a single game. 

    2015 also saw Mojang showing just how creative it could get with its ideas – the Minecraft HoloLens demo became one of the most talked-about E3 presentations of recent years. The mixed-reality headset could effectively create parts of a Minecraft world amid the real world around you, offering a perspective on the game no one could have imagined. While it never became a full product, it’s a brilliant evocation of how restlessly creative Mojang is with its game. 

    2016: Hitting 100 Million Sales, and Minecraft: Education Edition Launches 

    There was no doubt that Minecraft was already a worldwide concern, but 2016 saw its biggest cultural landmark yet – passing 100 million copies sold. In 2016, 53,000 people were buying Minecraft every day – and four copies were even sold in Antarctica. The game has now passed triple that number, but it was here that Minecraft truly set out its stall as one of the most-loved, most important games of all time. 

    Its influence was so strong, in fact, that 2016 also saw the launch of Minecraft: Education Edition (now simply Minecraft Education). Developed alongside Xbox Game Studios, this version of the game was designed to be used in the classroom, and has allowed kids to build collaboratively, learn from educators inside the game itself, and been updated to include worlds that help learning on Cyber Safety, natural history, and much, much more. 

    2017: The Better Together Update Unites Players, Minecraft Marketplace Empowers Them 

    For years, players had been able to get Minecraft on their consoles, but 2017’s Better Together helped make that all the more significant. This was the moment that Mojang began to bring platforms together, allowing anyone with the Bedrock Edition of the game to play together, no matter what device they were playing on. It was a gigantic step, and a true piece of Minecraft magic. 

    In the same year, Mojang doubled down on its commitment to its community with Minecraft Marketplace – a store that sells curated creator-made skins, texture packs, and maps. Effectively, it offered modders – a huge part of Minecraft’s success over the years – to make money from their creations, and opened the door to literally millions of more people to access their hard work. 

    2018: Update Aquatic Opens Up New Worlds 

    70% of Earth is covered with water, and while that ratio may differ in your Minecraft world, that’s still a lot of space you might otherwise not see. Not so after Update Aquatic – the biggest update to Minecraft’s oceans saw new mobs, blocks, and mysteries added to the game’s underwater realms. 

    From dolphins and turtles to the only-slightly-horrifying Drowned enemies, there was a lot to play with under the sea, not to mention buried treasure, shipwrecks, and reefs to explore. 

    2019: 10 Years of Minecraft, and the Village & Pillage Update Storms In 

    A decade is a very long time in gaming, but it was just the start for Minecraft. The 10-year anniversary of the game went hard, not least with a beautiful map that acted as an interactive museum about the game itself – and a re-release of the Classic Edition of the game to show you just how far the game had come. 

    Looking forward, we also saw the Village & Pillage update, which populated your world in new ways. Revamped villages (and their villagers) now sprung up across the biomes, offering trading, jobs, and more ways to interact. But to combat all this loveliness, we also saw the addition of Pillagers, a new faction of bandit mobs who’d roam the map looking to spoil your good time. Also, pandas were added, which is only ever a good thing. 

    2020: Nether Update Takes Us Deeper Underground, and Minecraft Dungeons Arrives

    The Nether had long been an object of fascination and terror for Minecraft players, offering a whole other dimension to the game. But the Nether Update changed this world of danger forever, adding new biomes and mobs that turned it from a curious, dangerous place into a true realm to explore in itself. 

    Meanwhile, Mojang also saw fit to release the biggest Minecraft spin-off yet – Minecraft Dungeons twisted the original game’s basics into an all-new action experience. In partnership with Double Eleven, this game offers a new story-driven approach to the Minecraft universe, transforming familiar items, mobs, and blocks into dungeon crawling essentials. 

    2021: Minecraft Passes 1 Trillion Views on YouTube, While Caves and Cliffs Emerges 

    YouTube has been an incredibly important part of Minecraft’s history, with creators across the globe enjoying and sharing the game, and becoming famous in their own right as a result. If you want a sense of quite how intertwined the two became, Minecraft became the first entertainment franchise to break through the 1 trillion views mark on YouTube. As YouTube itself put it: “If each of those one trillion views were just one second long, that would add up to over 30,000 years.” Please, take it from me, don’t try and catch up on all of it. 

    Inside the game, we saw an update so massive it had to be split into two parts. Caves & Cliffs was the most ambitious update Mojang had ever put together to this point, not only adding the expected new mobs, items, and blocks, but adding entire new biomes and overhauling how Minecraft worlds themselves were generated. 

    2022: New Default Skins Added and The Wild Update Bursts Forth 

    Skin-swapping had been easy for a long time, but good old default skins Steve and Alex were probably a little lonely come 2022. Enter Noor, Sunny, Ari, Zuri, Makena, Kai, and Efe – new default skins that let players express themselves more easily than ever while jumping into their world. 

    Meanwhile, the Wild Update included even more new biomes on top of 2021’s Caves & Cliffs, including the Deep Dark, a biome only found underground, replete with ancient cities to discover, and the terrifying, blind Warden enemy. Also: frogs! 

    2023: Minecraft Legends Offers Another New Adventure, and Trails & Tales Launches

    Minecraft Dungeons was only the start. Last year, Minecraft Legends arrived to offer another new look at how Minecraft could be adapted. This action strategy game zoomed way out to offer you a bird’s eye view of the Overworld – and an army of mobs to help you protect it from Piglin hordes. 

    In Minecraft itself, the Trails & Tales update offered new means of self-expression in your world, not to mention added new stories underground with the addition of archeology in desert biomes. Count yourself lucky if you find the new, rare Cherry Blossom biome – and maybe find your way there on the new camel mob, which has space for you and a friend on its back. 

    2024: Looking to the Future 

    And so we reach 2024, as Minecraft turns 15. You might think Mojang might want a bit of a break, but not so – they’ve already released the Armored Paws drop, and announced a massive birthday sale, but there’s so much more still to come. From the upcoming Tricky Trials update to secrets yet to be revealed, this 15th year is, somehow, only the beginning. 

    Xbox Live

    Minecraft

    Microsoft Studios

    2017

    $19.99 $9.99

    Xbox One X Enhanced

    Xbox Game Pass

    Explore randomly generated worlds and build amazing things from the simplest of homes to the grandest of castles. Play in creative mode with unlimited resources or mine deep into the world in survival mode, crafting weapons and armor to fend off the dangerous mobs. Scale craggy mountains, unearth elaborate caves and mine large ore veins. Discover lush cave and dripstone cave biomes. Light up your world with candles to show what a savvy spelunker and master mountaineer you are! FEATURES: If you can dream it, you can build it. Put your imagination and limitless resources to work with Creative Mode.
    Battle mobs, construct shelters and explore the landscape – it’s all in a day’s work when you try to survive and thrive in Survival Mode.
    New tools, locations and spaces are yours to explore, thanks to our regular updates. Cross-platform play for up to eight players across Windows, PlayStation, Nintendo, Xbox and mobile devices.
    Discover skin, texture and mash-up packs from the community! Find out more at minecraft.net/marketplace. REALMS PLUS:
    Play with up to 10 friends cross-platform in worlds that exist any time, anywhere – and get access to over 150 pieces of Marketplace content. Try a free 30-day trial in-app and learn more at minecraft.net/realms/bedrock. You can also play Minecraft with Xbox Game Pass – check it out at xbox.com/gamepass.

    Website: LINK

  • Discover How Real F1 Data Creates the Ultimate Sporting Simulation in F1 Manager 2024

    Discover How Real F1 Data Creates the Ultimate Sporting Simulation in F1 Manager 2024

    Reading Time: 6 minutes

    Summary

    • Add an 11th team to the grid and make them your own with F1 Manager 2024’s new Create A Team mode
    • Deeper management tools and new broadcast options bring the world of F1 to life like never before
    • Discover the real F1 data powering your every decision

    Do you have what it takes to write your own legacy in Formula 1? F1 Manager 2024 accelerates onto Xbox consoles on July 23, placing you in the hotseat of a team competing in the world’s most prestigious motorsports championship. This year, for the first time ever, you will be able to add your own 11th team to the grid, designing your own route to the podium as you customise the look of your team and seek sponsorship to support your lofty goals.

    F1 Manager 2024 utilizes hundreds of real-world data points taken from the sport in the most authentic and immersive experience to date. But just how does that data affect how you’ll be managing your team?

    New to the series this year is the Mentality System, which gives you a greater understanding than ever before into the personal ambitions and characters of your team. To do this we wanted each driver and staff member to react in a more human way, for them to have ambition, opinions, and expectations about how you and your team are performing. To do this we looked at real-world data regarding their careers. How many wins do they have? How many races have they competed in? Did they compete in F2 or F3? Have they developed a championship winning car?

    We use this type of data to make each individual’s history and experience drive how they react and respond to the world they live in. This also allows our drivers and staff to develop and change over time just like in real life as the data points we use are constantly updating and changing, which in turn changes how they perceive the world. Putting two previous World Championship winners in the same car won’t guarantee results, as they’re still hungry for race wins. Likewise, someone who’s new to the F1 paddock will be happy to see their experience build. Fail to keep your stars happy, and rival teams can take advantage of this to poach them to their own teams.

    Authenticity is at the core of the F1® Manager series, so this commitment to real-world data forms the foundations of our driver and staff ratings.  From the individual Driver attributes to each staff member’s abilities in building a car or operating at a race track, everything is balanced according to real life results and historic data. For example, a 1st – 20th ranking of the number of laps done on each compound of tyre in every Grand Prix since 2020, how efficient those strategies were at those races, plus car performance weightings to ensure fairness in the results, allows us to indicate an initial smoothness rating for a driver.

    Revamped UI in F1 Manager 2024 shows you how important each area of the car is, in anticipation of the next few races. This information is generated using calculations that amalgamate real tyre, lap time and performance data directly from our partners at F1, such as best sector times in Qualifying, or speed differential between using or not using DRS through a Speed Trap. This level of commitment to the real-world data spreads throughout every part of the game, from the strategies you’ll use on track to the development of future talent through the new Affiliates system, allowing you to recruit the stars of the future from F2, F3 and beyond.

    Once you’ve got your team set up, our race simulation brings the action to life with broadcast-like cameras, including the strategic new Heli-cam.  How each car performs across each of the 24 circuits is informed by more real-world data which we work on with the F1 Motorsport team. Our engineering team run thousands of simulated scenarios on every lap and every corner to produce a wealth of information, identifying each car’s opportunities to overtake and how they perform. These simulations are fed by data such as overall lap times from previous Grand Prix, weather conditions and the rate of tyre wear, ensuring every race in F1 Manager 2024 feels authentic and realistic to F1 fans.

    You can dive into the data yourself and create a legacy with your own team when F1 Manager 2024 releases on July 23 for Xbox Series X|S and Xbox One.

    Pre-order ahead of launch to receive an additional exclusive Create A Team preset livery replicating the F1 2024 Show Car, or choose to enhance your experience with 10% off the suggested retail price of F1 Manager 2024: Deluxe Edition, which adds five classically inspired patterns to Create A Team mode, whilst an additional five fictional Race Replay scenarios offer unique single-race challenges.

    Xbox Live

    F1® Manager 2024 Deluxe Edition

    Frontier Developments

    $44.99 $40.49

    Preorder the F1® Manager 2024 Deluxe Edition now to receive: 
    Create A Team F1® 2024 Show Car preset  
    5 Create A Team Classically Inspired Livery Patterns  
    5 Custom Race Replay Scenarios 
    A 10% Prepurchase Discount  The F1® Manager 2024 Deluxe Upgrade Pack contains 5 classically inspired livery patterns for use in Create A Team and 5 custom race replay scenarios that will push even the most strategic Team Principal to the limit.  Lead your team to glory in F1® Manager 2024. A new Formula 1® season has arrived, and with it, the most comprehensive F1® management experience to date. Build a legacy with one of 10 official F1® constructors or create your own team for the very first time. Plan and direct your team’s strategy and watch as your driver’s execute your commands in thrilling F1 races, brought to life with a broadcast-quality presentation. Manage your drivers, staff, car development and facilities throughout multiple seasons to give your team the best chance to claim a spot on the Formula 1 podium. NEW FOR 2024 CREATE A TEAM
    For the first time in the series, create your own team to challenge the grid and forge a new legacy. Customise every element of your team from your origin and livery design to logo and racing suits. Recruit the right staff and drivers and negotiate with sponsors for placement on your car. DEEPER MANAGEMENT
    The dramatic world of F1 comes to life on and off the track with the brand-new Mentality System. Manage the personalities and needs of your staff and drivers in the pursuit of success. Keep your stars happy to avoid allowing rivals from poaching your talent, disrupting your team’s trajectory towards the top. Build a legacy by fostering talents from F2 & F3 to add to your own affiliate pool. Access the stars of the future and ensure their success is your success. F1 RACES BROUGHT TO LIFE
    Circuits visuals have been refreshed for the official 2024 season, including the returning Shanghai International Circuit. Improved track marbling and enhanced use of real-world data mean racing lines are clearer than ever, with enhanced trackside detailing providing the best-looking visual presentation to date. Helicam provides a strategic bird’s eye view on the action, giving you a new perspective when executing and evolving your race day plans Races present ever-evolving challenges and opportunities with the introduction of Mechanical Failures. Can you mitigate these issues as they arise to stay on track? Ensure you are in position to capitalise on rivals‘ issues and claim unexpected results. MORE TO DISCOVER
    ·         2024 F1® Sprint race format
    ·         2024 driver and staff roster, including drivers from development and team academies
    ·         Improved approachability including refreshed data visualisations, the option to simulate the full race weekend, and enhanced tutorials
    ·         Race Replay returns for another thrilling season, allowing you to relive and redefine moments from the 2024 FIA Formula One World Championship™

    Website: LINK

  • Next Week on Xbox: Neue Spiele vom 20. bis zum 24. Mai

    Next Week on Xbox: Neue Spiele vom 20. bis zum 24. Mai

    Reading Time: 6 minutes

    Willkommen bei Next Week on Xbox! Wie immer stellen wir Dir alle neuen Spiele vor, die bald für Xbox Series X|S und Xbox OneWindows und im Game Pass erhältlich sind. Klick Dich einfach durch die Spiel-Details, um mehr zu möglichen Vorbestellungen zu erfahren (Änderungen vorbehalten).

    Optimiert für Xbox Series X|S / Smart Delivery / Xbox Play Anywhere

    Neptune ist seit ihrer Mission auf dem PC-Kontinent verschollen. In der Abwesenheit dessen Göttin wurde Planeptune von einem seltsamen neuen Phänomen, den Trendi-Ausbrüchen, heimgesucht. Als Nepgear sich plötzlich ohne Heimat und Familie wiederfindet, verfällt sie in tiefe Depressionen. Diese Geschichte handelt vom Finden der Hoffnung inmitten der Verzweiflung und der Wiedergeburt einer Göttin aus den Trümmern der Zerstörung.

    Optimiert für Xbox Series X|S / Smart Delivery

    Paper Trail ist ein Top-Down-Puzzle-Abenteuer in einer faltbaren Papierwelt. Du schlüpfst in die Rolle von Paige, einer angehenden Akademikerin, die zum ersten Mal ihr Elternhaus verlässt, um ihr Studium zu beginnen. Auf der Reise lernst Du, die Welt zu falten und zwei Seiten zu verbinden, um Rätsel zu lösen, neue Gebiete zu erforschen und lang verschollene Geheimnisse zu lüften. Teste die kostenlose Demoversion noch heute.

    Game Pass / Xbox Play Anywhere

    In der Fortsetzung des preisgekrönten Hellblade: Senua’s Sacrifice kehrt Senua auf eine brutale Überlebensreise durch die Mythen und Marter des Wikinger-Islands zurück. Mit dem Ziel, diejenigen zu retten, die den Schrecken der Tyrannei zum Opfer gefallen sind, muss Senua die innere und äußere Dunkelheit überwinden.

    Optimiert für Xbox Series X|S / Smart Delivery

    Das vollwertige Remake des bahnbrechenden Originals aus dem Jahr 1994, kombiniert kultiges Gameplay mit brandneuer HD-Grafik, aktualisierter Steuerung, überarbeiteter Oberfläche und brandneuen Sounds und Musik; es spricht sogar die Originalstimme von SHODAN, einem der kultigsten Bösewichte der Spielegeschichte. Erlebe die Neuauflage eines der größten und einflussreichsten Spiele aller Zeiten.

    Optimiert für Xbox Series X|S

    Ein kostenloser First-Person-Online-Arena-Shooter, in dem Du Dich in rasanten Kämpfen messen kannst. Dank der Cross-Play-Funktion kannst Du mit Freund*innen auf einer Vielzahl von Plattformen spielen. Wähle aus einem großen Arsenal an Waffen, Zubehör und Geräten, um Deine Spielweise zu optimieren. Kombiniere jede Waffe mit jeder beliebigen Fraktion und schalte im Laufe des Spiels neue Optionen frei, um Deinen Spielstil zu perfektionieren.

    Optimiert für Xbox Series X|S / Smart Delivery

    Ein handgezeichnetes Bullet-Hell-Spiel, in dem Du Doug, der Banane, helfen musst, ihre schlimmsten Ängste zu überwinden, indem Du sie in die Flucht schlägst! Doug’s Nightmare ist teils Top-Down-Twin-Stick-Shooter, teils Beat ’em Up. Kämpfe gegen Schwärme von Käfern, Pilzen, schwebenden Gehirnen und vielem mehr!

    Optimiert für Xbox Series X|S / Smart Delivery / Xbox Play Anywhere

    Ein schrecklicher Flugzeugabsturz hat alle Passagiere und Besatzungsmitglieder das Leben gekostet… bis auf eine*n. Du überlebst inmitten des endlosen Ozeans und musst nun das Schicksal herausfordern und um Dein Leben kämpfen. Die brennende Sonne, schreckliche Gewitter und ein hungriger Hai sind bereit, Dich und Dein Floß herauszufordern.

    Schnapp Dir Deinen Controller und bring, wenn Du willst, bis zu drei Deiner Freund*innen mit − ihr geht auf eine leckere, chaotische und lustige Reise um die Welt! Die Lieblingsgerichte von allen sind zurück in einem noch epischeren Wettbewerb − jetzt mit einer extra scharfen Dash-Fähigkeit, um die Dinge aufzumischen!

    Optimiert für Xbox Series X|S / Smart Delivery

    Ein Spiel, das Deine mentalen Fähigkeiten herausfordert, während Du liebenswerten Katzen hilfst, ihren Weg durch beruhigende und fesselnde Puzzles zu finden. Drehe die Teile und bahne den perfekten Weg für die Katzen, damit sie ihr Ziel erreichen können.

    Optimiert für Xbox Series X|S

    Ritter und Räuber treiben im ganzen Land ihr Unwesen und richten Zerstörung an. Aber ein noch größeres Übel lauert in den Schatten und schmiedet Pläne. Übernimm in diesem rundenbasierten Taktik- und Strategiespiel die Führung über Dein Reich und führe den Kampf gegen die Mächte des Bösen.

    Optimiert für Xbox Series X|S / Smart Delivery

    Ein erzählbasiertes Single-Player-Puzzlespiel, in dem es um Zeitmanipulation, Entscheidungen und Konsequenzen geht. Als Agent, der die Korruption im Zeitstrahl beheben soll, wirst Du im Mai 2015 in den Norden Englands geschickt, wo sechs Menschen bei einem Hausbrand ums Leben gekommen sind. Da Du das Feuer nicht einfach stoppen kannst, musst Du stattdessen die Entscheidungen der Hausbewohner*innen in der Woche vor dem Brand so beeinflussen, dass sie alle das Ereignis überleben.

    Optimiert für Xbox Series X|S

    Du bist die Direktorin von Galacticare! Leite Dein eigenes interstellares Gesundheitsunternehmen und versuche, die Galaxie zu retten. Galacticare nimmt Dich mit auf eine farbenfrohe und bizarre Reise, von den bescheidenen Anfängen im Orbit des 23. Jahrhunderts bis zur inneren Welt einer außerdimensionalen Gottheit. Es ist an der Zeit, die Galaxie zu retten – ein*e Patient*in nach der*dem anderen!

    Optimiert für Xbox Series X|S / Smart Delivery / Xbox Play Anywhere

    Schlüpfe in die Rolle von Hauntii, eines naiven, aber tapferen Geists auf der unerbittlichen Suche nach Antworten. Mysteriöse, leuchtende Kreaturen, bekannt als Eternianer, führen verlorene Seelen zu einem ominösen zentralen Turm, wo sie scheinbar auf eine höhere Ebene aufsteigen. Entfessle geisterhafte Kräfte, um von den Bewohner*innen und der Umgebung Besitz zu ergreifen, und finde verschiedene Lösungen für Kämpfe und Rätsel.

    Optimiert für Xbox Series X|S

    Rocket Rumble ist ein Party-Racing-Brawler für ein bis vier Spieler*innen. Wähle Dein Lieblingstier, starte mit einem Jetpack und kämpfe auf sieben sich ständig verändernden Hindernisparcours. Sammle Punkte, indem Du rennst, kämpfst und Gegenstände einsetzt − alles auf einem Bildschirm. Verdiene Münzen und sammle Anpassungsgegenstände, um Deinen Charakter fabelhaft aussehen zu lassen. Spiele online oder auf der Couch im ultimativen Partyspiel.

    Optimiert für Xbox Series X|S / Smart Delivery

    Wizardry: Proving Grounds of the Mad Overlord war das erste Party-RPG-Videospiel, das jemals veröffentlicht wurde, und stand in direktem Zusammenhang mit Serien wie Final Fantasy und Dragon Quest. Die Neuauflage von Digital Eclipse bewahrt den Reiz des Klassikers mit vielen Verbesserungen für moderne Rollenspielfans.

    Optimiert für Xbox Series X|S / Smart Delivery

    Ein ungewöhnliches Rätselspiel, das eine Geschichte über eine wunderschöne Welt voller Leben und Farben erzählt, die sich nach einer Reihe unerklärlicher Ereignisse bis zur Unkenntlichkeit verändert hat. Finde die Wahrheit heraus, hilf dabei, die Welt wiederaufzubauen, und rette ihre Bewohner*innen in fünf Kapiteln und hundert sorgfältig ausgearbeiteten Rätseln, die darauf warten, gelöst zu werden.

    Optimiert für Xbox Series X|S / Smart Delivery

    The Glass Staircase ist eine Hommage an Retro-Konsolen-Survival-Horror und italienische Zombie-Filme. Decke die schrecklichen Geheimnisse des Herrenhauses auf, während Deine Freund*innen langsam verschwinden.

    Xbox One X Enhanced

    Beginne ein Abenteuer als mutiges Papierflugzeug, das böse Geister durch lebendige Welten jagt. Fliege durch mystische Wälder und gruselige Herrenhäuser und nutze Deine Flugkünste und Reflexe, um böse Wesen abzuschießen.

    Als Geheimagent*in bist Du die einzige Hoffnung gegen den bösen Skelettkönig und seine Untertanen, die die Stadt angreifen. In diesem Puzzle-Plattformer musst Du Deinen einzigen Schuss abgeben, um jedes Rätsel zu lösen und das Level zu schaffen.

    Website: LINK

  • Kopfhörer erforderlich – Senua‘s Saga: Hellblade II bietet ein einzigartiges Hörerlebnis

    Kopfhörer erforderlich – Senua‘s Saga: Hellblade II bietet ein einzigartiges Hörerlebnis

    Reading Time: 7 minutes

    Mit Hellblade: Senua’s Sacrifice wurde 2017 ein ganz besonderes Spiel veröffentlicht. Die Entscheidung von Ninja Theory, ein kurzes, narratives Erlebnis zu schaffen, in dessen Mittelpunkt die mentale Gesundheit steht, war ein mutiger Schritt, der sich aber letztendlich ausgezahlt hat. Jetzt, sieben Jahre später, bereitet sich das Studio auf die Veröffentlichung der Fortsetzung von Senuas Geschichte vor, die mit der gleichen Liebe und Sorgfalt entwickelt wurde und das Debüt in jeder erdenklichen Weise erweitert.

    Im Vorfeld der Veröffentlichung präsentieren wir Dir die Geschichte von Senua‘s Saga: Hellblade II aus dem Studio, zusammen mit Geschichten und Lektionen von den kreativen Köpfen hinter Hellblade. Ninja Theory, ein Studio gefüllt mit branchenführenden Talenten und bahnbrechenden Technologien, verfolgt einen einzigartigen Ansatz der Spieleentwicklung, um das ultimative Ziel zu erreichen − echte Immersion.


    Wenn Du Hellblade: Senua’s Sacrifice gespielt hast, wirst Du mit dem unglaublichen Audiodesign mehr als vertraut sein; vor allem mit den unvergesslichen, unaufhörlichen Dialogen, die sich im Laufe des Spiels in Senuas Kopf abspielen − und damit auch auf einzigartige Weise in Deinem. In Senua’s Saga: Hellblade II setzt Ninja Theory voll und ganz auf den Einsatz von Audio, um ein Gefühl für den Ort des Geschehens zu schaffen − während das erste Spiel Audiotechniken nur für Senuas interne Dialoge verwendete, macht die Fortsetzung Sound-Elemente zu einem integralen Bestandteil des Spiels.

    Xbox Wire hatte die Gelegenheit, den Audio Director von Hellblade, David Garcia, in seinem Studio zu treffen, um mehr über den faszinierenden Prozess der Integration von binauralem Sound in Senuas Reise zu erfahren.

    Für Laien: Binaurales Audio ist ein Verfahren, bei dem zwei Mikrofone verwendet werden, um eine 3D-Klanglandschaft zu erzeugen. Das Verfahren ist nicht neu, aber seine Anwendung in der Hellblade-Serie ist sowohl einzigartig als auch ein wesentlicher Bestandteil des Designs. Es ist die authentischste Nachbildung einer Psychose, die man erleben kann, und Garcia hat fast ein Jahrzehnt der Forschung, Geduld und seines Könnens investiert, um das zu erreichen.

    Ein Technologiesprung

    Garcia unterteilt die Hauptpfeiler der Entwicklung von Hellblade in zwei Teile – einen technischen und einen psychologischen. Die technologischen Verbesserungen ergeben sich aus einer beträchtlichen Aufrüstung der Ressourcen und der Ausrüstung, die für die Aufnahme der Klanglandschaft verwendet werden; in Garcias Büro findet sich ein Sammelsurium beeindruckender Werkzeuge, die meine innere Synthesizer-Enthusiastin in Ehrfurcht versetzten.

    Außerdem arbeitet jetzt ein siebenköpfiges Team am Audiodesign von Hellblade II, während Garcia bei Senua’s Sacrifice noch allein war. Er gibt zu: „Das erste Spiel war ein riesiges Projekt mit so vielen Details, dass ich nicht alles ermöglichen konnte. Es gibt viele Stellen, an denen man keine Geräusche oder Schritte hört, also habe ich mich auf das konzentriert, was mir am wichtigsten erschien.“

    Während ich mich durch die unglaublichen Umgebungen von Hellblade II bewege, spüre und höre ich den hohen Anspruch selbst bei den kleinsten Geräuschen heraus. In einer Szene führe ich Senua durch ein verlassenes Dorf, und wir können die Überreste ihres Schicksals hören, die aus der Vergangenheit widerhallen. Ich höre das verzweifelte Weinen einer Mutter, vermischt mit dem rauen Summen von Fliegen, die einen Kadaver in der Nähe umschwirren, so intensiv und unberechenbar, dass ich mich ein paar Mal fast selbst geohrfeigt hätte. An den ruhigeren, offenen Küsten höre ich das ferne Plätschern der Wellen und den Wind, der das Knirschen von Senuas Füßen übertönt, die vorsichtig über die losen Steine gehen.

    Vor allem mit Kopfhörern kann ich hören, wo die Geräusche herkommen. Es ist keine Anhäufung von Soundeffekten, sondern sie sind genau dort, wo sie hingehören. Garcia und sein Team waren in der Lage, die Akustik und die Art und Weise, wie sich der Klang in Hellblade II bewegt und in der realen Welt widerhallt, noch besser zu berücksichtigen, um ein tieferes Gefühl der Immersion zu erzeugen.

    „Die Akustik spielt eine unglaublich wichtige Rolle“, fügt Garcia hinzu. „Wenn man zum Beispiel schreit und vor einem Felsen steht, dann prallt der Schall davon ab. Wenn ein Priester in einer Höhle singt, möchte man den Klang hören, der sich auf einen zu bewegt. Oder umgekehrt, wenn sich etwas von einem wegbewegt. Alle Klänge wirken zusammen, um Atmosphäre und Spannung zu erzeugen, und mit dieser Technologie können wir genau das erreichen.“

    Senuas Entwicklung

    Der andere Hauptaspekt, den Garcia anspricht, ist die psychologische Entwicklung von Senua selbst und wie diese das geprägt hat, was sie in der Welt und in ihrem Kopf hören wird. Sie ist stärker geworden und kann besser mit ihrer Psychose umgehen – sie ist zwar nicht geheilt, aber mit einem besseren Verständnis für das ausgestattet, was sie erwartet, was wiederum zu einem breiteren Spektrum an Gesprächen zwischen den Stimmen führt.

    Senua‘s Zustand wird wiederum teilweise durch die Furien repräsentiert − die Stimmen, die sie im Laufe des Spiels hören wird. In Hellblade II können sich die Stimmen immer noch genauso überwältigend anfühlen, aber sie sind so fließend, dass es fast schon beruhigend ist, Senua zu folgen.

    Hellblade 1 hatte sehr dunkle ‘Farben’ − jetzt gibt es andere Farben“, erklärt Garcia. „Senua hat die Möglichkeit, [die Furien] auf eine andere Art und Weise zu spüren, sie haben jetzt tiefere, bedeutungsvolle Gespräche, die es im ersten Spiel nicht gab, was ich sehr schön finde.”

    Dies wird in Aktion gezeigt, wenn ich Senua dabei beobachte, wie sie auf ihrer Reise mit mehreren neuen Charakteren spricht. Die Furien befinden sich jedes Mal in einem Konflikt, debattieren über Senuas Reaktionen und gehen mögliche Antworten und Rechtfertigungen in rasantem Tempo durch. Doch Senua ist nicht länger Gefangene dieser Kakophonie, sie kann sich über den Einfluss der Stimmen hinwegsetzen und selbst entscheiden, was sie in diesem Moment tun will. Braucht dieser Mensch meine Hilfe? Wird er mich verletzen? Senua kann ihre eigenen Antworten durch die Geräusche finden, genau wie die Spieler*innen. Wir können ihre Emotionen und Gedanken spüren, die sich im Stil, der Hartnäckigkeit und der Platzierung der Geräusche widerspiegeln, ähnlich wie in der Filmmusik.

    „Wir stellen abstrakte Konzepte mit Klang dar“, fügt Garcia hinzu. „Wie klingt Schuld, und was ist unsere Vorstellung von Schuld für Senua? Wie interpretieren wir Trauer, Euphorie oder Wut?“

    „Wir geben nicht nur einen Klang wieder, wir erschaffen die Realität eines Charakters, und das ist unsere Art, diese Emotionen [für Senua] mit Sound, Musik und Stimmen zu interpretieren, die alle miteinander verbunden sind, um einen Moment zu erschaffen.“

    „Wir geben nicht nur einen Klang wieder, wir erschaffen die Realität eines Charakters“

    David Garcia Diaz

    “Three’s a crowd”

    Hellblade: Senua’s Sacrifice stellte eine einsame Reise dar, auf der Senua nur von den Furien begleitet wurde, die ihre Psychose verkörperten. In Hellblade II hingegen trifft Senua zum ersten Mal auf neue Charaktere in der Welt. Sie wird mit diesen Fremden in einen Dialog treten und sich der Herausforderung stellen, Beziehungen aufzubauen und gleichzeitig mit der überwältigenden, unerbittlichen Erzählung ihres Zustands umzugehen.

    In einer Szene von Hellblade II trifft Senua auf einen Fremden, der von Wikingersklavenhaltern gefangen gehalten wird. In diesem Moment spricht sie direkt mit ihm, aber die Stimmen passen nicht zu dem, was beide Parteien laut sagen.

    „Man muss sich überlegen: Was passiert, wenn sich drei Menschen unterhalten? Wie hört sich das für alle Beteiligten an?“, fügt Garcia hinzu.

    Während ich im Studio bin, wird mir ein Ausschnitt der Furien in Aktion gezeigt. Die Schauspielerinnen Abbi Greenland und Helen Goalan nehmen an einer ungeschriebenen Performance teil, in der sie Senua durch eine Höhle führen. Über Kopfhörer nehme ich eine eindringliche Beschreibung der Umgebung wahr, und ihre Gedanken gehen nahtlos in einen Flow-Zustand über. Aber was ich sehe, sind die beiden Schauspielerinnen, die um das kopfförmige Neumann-Mikrofon zwischen ihnen kreisen wie Geier um einen Kadaver − so, als würden ihre Stimmen durch Senuas Kopf wandern. Garcia vergleicht das Erlebnis mit Jazz − es ist atmosphärisch, bewegend, und einige der besten Passagen entstehen durch Improvisation, nicht durch ein vorher vereinbartes Skript.

    „In der Musik gibt es Crescendos, Diminuendos, Fortissimos, Pianissimos − das möchte ich auch mit den Stimmen machen”, sagt Garcia. „Manchmal wachsen sie, manchmal sind sie leise, damit man sich nicht ständig müde oder überfordert fühlt.“

    „Wir sorgen für ausreichend Dynamik, damit sie fast die ganze Zeit präsent sind − manchmal überschreiten wir eine Grenze, aber ich denke, das ist wichtig, denn die Stimmen sind etwas, das Senua nicht abschalten kann.“

    Die Bedeutung des Sounds kann in beiden Hellblade-Spielen nicht hoch genug eingeschätzt werden − er macht Senuas Reise so einzigartig und emotional. Garcia weiß das, aber er ist sich auch bewusst, dass seine Rolle als Audio Director nur ein Rädchen in Ninja Theorys größerem Streben nach Immersion ist. „Alles muss zusammenpassen, und ich freue mich darauf, dass die Leute das sehen“, sagt er. „Ich möchte, dass die Leute die neue Senua entdecken und wieder in ihre Welt eintauchen. Das ist es, was wir wollen − ein einzigartiges Erlebnis und eine große Reise.“

    Senua’s Saga: Hellblade II erscheint am 21. Mai 2024 für Xbox Series X|S, Windows PC, Steam und Cloud − und wird ab dem ersten Tag im Xbox Game Pass und PC Game Pass erhältlich sein.

    Website: LINK

  • Headphones Required – Senua’s Saga: Hellblade II’s Binaural Audio Is Like Nothing You’ve Ever Heard

    Headphones Required – Senua’s Saga: Hellblade II’s Binaural Audio Is Like Nothing You’ve Ever Heard

    Reading Time: 3 minutes

    This is represented in action as I watch Senua engage in a conversation with several new characters across her journey. The Furies are in conflict each time, debating Senua’s reactions, running through potential responses and justifications with a mind-bending pace. But Senua is no longer a prisoner to this cacophony, she can see past the influence of the voices and decide for herself how to proceed in that moment. Does this person need my help? Will they hurt me? Senua can find her own answers through the noise just as the player does, and we can feel her emotions and considerations reflected in the style, tenacity and placement of the sound, similar to a score for a movie.

    “We are representing abstract concepts with sound,” Garcia Diaz adds. “What does guilt sound like, and what is our vision of guilt for Senua? How do we interpret sadness, or euphoria, or rage?”

    “We are not just recreating a sound, we are creating a character’s reality, and this is our way of interpretating these emotions [for Senua] with sound and music and voices, all tied together to create one moment.”

    “We are not just recreating a sound, we are creating a character’s reality, and this is our way of interpretating these emotions.”

    David Garcia Diaz

    Three’s A Crowd

    While Hellblade: Senua’s Sacrifice is an insular journey that follows Senua alone with the accompaniment of the Furies representing how her psychosis manifests, Hellblade II will see Senua encounters new characters in the world for the first time. She’ll engage in dialogue with these strangers, and face the trials of navigating relationships while handling the overwhelming, unrelenting narration of her condition. 

    In one Hellblade II scene, Senua meets a stranger that is being held captive by Viking slavers. In this moment, she’s conversing with him directly, but the voices are at odds with what both parties are saying out loud. 

    “You have to consider – what happens if there is a conversation between three people? What does that sound like to everyone involved?” Garcia Diaz adds.

    While I’m at the studio I’m shown a snippet of the Furies in action. Performers Abbi Greenland and Helen Goalan take part in an unscripted performance depicting Senua moving through a cave. Through headphones, I hear a haunting narration of the surroundings, their thoughts seamlessly falling into a flow state. But what I see is the two actors circling both sides of the head-shaped Neumann microphone sitting between them like vultures picking at a carcass – allowing their voices to feel as though they’re moving through your head, as they would do for Senua Even in this brightly-lit room, I’m on edge after 30 seconds of this experience, the unpredictable hisses and snarky giggles picking at my brain. Garcia Diaz likens the experience to jazz – it’s atmospheric, moving and some of its best parts are created out of improvisation, not a pre-agreed script.

    Website: LINK

  • Transcription and speech synthesis

    Transcription and speech synthesis

    Reading Time: 3 minutes

    Speech Note transcription

    $ sudo apt install flatpak
    $ flatpak remote-add --if-not-exists flathub https://flathub.org/repo/flathub.flatpakrepo
    Now reboot Raspberry Pi, then open a terminal and type:
    $ flatpak install speechnote

    Say “yes” to confirm that you wish to use the suggested ref, that you wish to install it, and that you wish to proceed with the suggested changes to your system installation.

    Open SpeechNote from the Sound & Video menu, then go to the Languages menu, search for English (and any other language you may require) and select the models you wish to use.

    OpenAI’s Whisper is open-source, and transcription tools don’t carry the intellectual property violating baggage of text or image generators, so English Whisper Small should do the trick for Speech To Text.

    A number of Text To Speech models are available. We find Piper Alba Medium to be both easy on the ears and conveniently near the top of the list.

    A few translation options are also available, but this list is limited to only one per language pair. You can try them out based on your translation requirements – we installed English to French and French to English – the latter was only available when we selected French in the first step of the Language installation workflow. Some punctuation checkers are also available, which can be helpful for language learners.

    Download the test file, which is four seconds of speech.

    In Speech Note, click File > Transcribe a file, and open the file we just downloaded. Transcription will begin automatically, and the transcribed text will be output in Speech Note’s main text pane.

    Integrate Piper with Orca

    Piper speech synthesis is a clear upgrade from the eSpeak synthesised voices we’re all familiar with. It’s not yet available as a default option for many screen readers, but we can integrate it with Orca, the most mature Linux screen reader.

    Using Orca with Piper has its limitations, such as comparatively slow reading performance when working in a command terminal and requiring more system resources, but the more natural voice can make it more pleasant to work with if you’re primarily interacting with a GUI via keyboard shortcuts.

    $ sudo apt install orca
    $ cd Software
    $ git clone https://codeberg.org/MightyOwlbear/rpi-piper-tools.git
    $ sh install-spd-piper.sh

    Enter your password to install dependencies when prompted.

    Once installed – assuming the test audio was produced, it’s time to configure the Orca screen reader to use Piper:

    $ orca -s

    In Orca’s settings tool, select the Voice tab. Under Speech synthesiser, select ‘piper-generic default voice’ from the pull-down menu.

    Untick the ‘Break speech into chunks between pauses’ box on the right, then click Apply. You may also wish to change the Rate at which it speaks – we like putting this at 70.

    You’ll now be hearing a Piper voice named Alan narrating your interactions. It’s worth noting that, if you’re a quick typist, Piper will not be able to keep up with your letter-by-letter text entry in the same way as eSpeak.

    Orca works with both Xorg and Wayland, but we’ve seen slightly better performance in X. If you’re booting to command line and starting the GUI from there, simply invoke

    $ startx

    instead of

    $ wayfair

    If you’re booting to the GUI, you’ll have to change your config to reflect your preference. In a terminal type:

    $ sudo raspi-config

    Go to 6 Advanced Options > A6 Wayland > X1 X11 and select OK. Reboot to enact your settings changes.

  • An ultra-affordable DIY underwater ROV

    An ultra-affordable DIY underwater ROV

    Reading Time: 2 minutes

    ROVs (remotely operated vehicles) let us explore bodies of water and it is hard not to be excited by the possibilities. But traditional ROVs cost a lot of money and often require serious expertise to operate and maintain. Luckily there are affordable alternatives, such as this DIY underwater rover designed by Science Buddies’ Ben Finio.

    Finio created this ROV specifically for educational purposes and so it accommodates a relatively small classroom budget. For about $100-150, a school science club can build this device and start exploring the depths. 

    In order to keep the costs down, Finio used as many everyday parts as possible. The hull, for example, is a food storage container and the weights to bring the vehicle close to neutral buoyancy are steel bar stock. This design doesn’t include a ballasts or thrusters to alter depth (it can only steer left or right), so users will have to experiment with the weights to reach the desired depth.

    This ROV has two thrusters for propulsion and steering. Those are electric DC motors controlled by an Arduino UNO Rev3 board through H-bridge drivers. Power comes from an onboard lithium battery and users pilot the craft with a remote control connected via a tether. That remote has two joysticks, each with one axis tied to one motor’s power.

    Finio suggests attaching a GoPro (or any other action camera) to the vessel to record the underwater action.

    [youtube https://www.youtube.com/watch?v=B6w-RKSVKLU?feature=oembed&w=500&h=281]

    The post An ultra-affordable DIY underwater ROV appeared first on Arduino Blog.

    Website: LINK

  • Godzilla: Nemesis DLC – King Ghidorah & Hedorah Invade GigaBash

    Godzilla: Nemesis DLC – King Ghidorah & Hedorah Invade GigaBash

    Reading Time: 5 minutes

    Beware, citizens… A three-headed shadow looms above the sky while acidic mist suffocates the air below. What doom has crossed over to the GigaBash world? Introducing the latest additions to the GigaBash roster from the Godzilla universe, King Ghidorah and Hedorah! Let’s take a closer look at what they are capable of.

    King Ghidorah

    Gigabash ghidora

    As seen in “Godzilla vs. King Ghidorah (1991)”, you play as Godzilla’s most formidable rival. Your supersonic wings allow you to fly and rain destructive Gravity Beams from above. You can also wind up your wings to produce a powerful shockwave that sends buildings hurling towards the enemy with a single flap. Each of your colossal, horned heads can blast destructive lightning bolt-like Gravity Beams capable of tearing through entire skyscrapers.

    Hedorah

    Gigabash Hedorah

    As Hedorah, you play as the smog monster that stands taller than Godzilla and can match the King of the Monsters blow for blow. As seen in “Godzilla vs. Hedorah (1971)”, you can spit Acidic Sludge, pollute the air with Acidic Sulfuric Mist, throw deadly mud balls, and even shoot a Hedrium Ray from one of your eyes. You can also dodge oncoming attacks by shifting into your Flying Stage, leaving behind a pool of Acidic Sludge that damages and slows the enemy.

    Battle against the OGs

    Don’t you have that Kaiju battle matchup idea in mind that has yet to be realized on film? With the additional purchase of the Godzilla 4 Kaiju Pack DLC, you can pit Godzilla, Gigan, Mechagodzilla, and Destoroyah against King Ghidorah and Hedorah to recreate your ultimate Kaiju fantasy.

    Check out the new GigaBash Godzilla DLCs All-in-One Showcase video.

    Godzilla

    Gigabash Godzilla

    Play as the superstar and the OG of the Tokusatsu genre. This version from the 1990s Godzilla movies , features a more predatory-looking head with a sleeker and more powerful body. As Godzilla, you can grab hold of your enemies and ram them toward skyscrapers for big damage. You can fire its iconic heat ray from across the map, incinerating anyone in your way with additional burn damage to enemies when performed as an S-Class!

    Gigan

    Gigabash Gigan

    As Gigan, your razor-sharp claws can dice up enemies in a jiffy. They also apply a deadly Bleeding Status that deals additional damage if your victim tries to move around. You can rev up the buzz saw on its abdomen to devastate anything and anyone who comes too close. You can also fire a destructive laser beam that explodes into multiple clusters, keeping enemies at bay while you scheme your next approach.

    Mechagodzilla

    Gigabash mechagodzilla

    This version is Nicknamed Kiryu, an anti-Godzilla weapon as seen in the film Godzilla Against Mechagodzilla (2002)”. Its Weapon Control System allows it to wield a wide arsenal of weapons such as wrist blade, rockets, homing missiles, and railguns, Hyper Maser Cannon and Absolute Zero Cannon. Unique to Mechagodzilla, each of its weapons consumes one of two different types of energy, making it one of the more difficult characters to master. However, in the right hands, it can swiftly annihilate its foes with a merciless display of firepower.

    Destoroyah

    Gigabash Destroyah

    As seen in “Godzilla vs. Destoroyah (1995),” these microcellular organisms evolve into larger and more destructive stages, ultimately reforming into a single terrible but awesome creature. As Destoroyah, you use your pincer tail to snag and drag enemies across the battlefield. Also your Micro-Oxygen beam can , easily vaporize anything caught in its path.

    Beam Clash

    Gigabash cross beams

    The hallmark of any epic Kaiju film is definitely… Beam Clash! That’s right, you can trigger one whenever two beam attacks collide. Mash the attack button to increase your power before this tug-of-war ends in a massive explosion, just like in the movies.

    With two of Godzilla’s most fearsome nemeses crossing over into GigaBash along with the characters from the Godzilla 4 Kaiju DLC, that’s a total of six kaijus from the Godzilla universe, along with ten original GigaBash characters from the base game for fans to enjoy. So, will you sow terror as the Nemeses of Godzilla? Or will you team up with old adversaries out of sheer survival instinct to fight off these formidable foes? We await your answer in the arena!

    Xbox Live

    GigaBash

    Passion Republic Games

    183

    $24.49

    GigaBash combines the chaos and creativity of titles like Power Stone, Super Smash Bros Ultimate and War of Monsters with the jaw-dropping scale of the classic kaiju movies. Play as either a rampaging Titan or a Titan-hunting mecha; summon lightning from the heavens, use a radio tower as a baton, or roll a whole district (and your enemies) into a single massive snowball. Wreak enough havoc and you’ll evolve into your final form, the terrifyingly titanic S-Class.

    Website: LINK

  • EA Play: Immortals of Aveum Joins the Play List Alongside New Member Rewards this Month

    EA Play: Immortals of Aveum Joins the Play List Alongside New Member Rewards this Month

    Reading Time: 2 minutes

    Get ready to unleash an arsenal of spells in Immortals of Aveum!

    The single-player, first-person magic shooter from Ascendant Studios, in partnership with EA Originals, is now on the Play List for all EA Play members (Conditions, limitations and exclusions apply. See https://tos.ea.com/legalapp/eaplay/US/en/PC/ for details). PC Game Pass and Ultimate Game Pass subscribers can now experience the story of Jak, set in the Immortals of Aveum’s original fantasy universe.

    Powered by the groundbreaking Unreal Engine 5.1 technology, Immortals of Aveum puts players in a visceral and cinematic fantasy universe that combines modern characters and a story-driven campaign with intense magic-based action, world exploration and puzzle-solving. The game tells the story of Jak (played by actor Darren Barnet) who discovers that he is a magically-imbued ‘Unforeseen’ and finds himself reluctantly caught in the middle of the raging Everwar. Members will find themselves thrusted into action-packed gameplay, testing their skills in fast, fluid combat that is easy to learn and satisfying to master.

    In addition to Immortals of Aveum, EA Play members also get unlimited access to an expansive catalog of EA games, including Star Wars Jedi: Fallen Order, EA SPORTS NHL 24 and more, as well as a 10% discount on EA digital content (including game downloads, Season Passes, point packs, and DLC).

    EA Play also offers members regular in-game rewards! This month’s rewards include:

    • Apex Legends Golden Syringe Weapon Charm – Now to June 3
    • Battlefield 2042 Offshore Protector – Now to May 28
    • EA SPORTS FC 24 Clubs Nike What The FC Tn Shark – Now to June 6
    • EA SPORTS FC 24 VOLTA Nike What The FC T-Shirt and COINS – Now to June 6
    • EA SPORTS FC 24 Ultimate Team™ Draft Token – Now to June 14
    • F1 23 5000 XP Boost – Now to May 31
    • Madden NFL 24 MUT May Pack – Now to May 31
    • EA SPORTS WRC Season 4 Rewards – Now to June 3
    • NHL 24 Super Hero Set – Now to May 22
    • NHL 24 WOC Coins – Now to May 22
    • NHL 24 WOC Battle Pass XP Modifier – Now to May 22

    Xbox Game Pass Ultimate and Xbox Game Pass PC members receive EA Play with their Game Pass subscription. Members enjoy great player benefits, including in-game challenges and rewards, special member-only content, trials of select new games such as EA SPORTS FC 24 and access to a collection of EA’s best-loved series and top titles, including the recently added EA SPORTS PGA Tour.

    Visit the EA Play page for more details, and to stay up to date on the latest from EA Play, follow EA Play on, Instagram, or X. Please see EA.com/EA-Play/Terms for terms and conditions.

    Website: LINK

  • 8 new accessibility updates across Lookout, Google Maps and more8 new accessibility updates across Lookout, Google Maps and moreSenior Director, Products for All

    8 new accessibility updates across Lookout, Google Maps and more8 new accessibility updates across Lookout, Google Maps and moreSenior Director, Products for All

    Reading Time: < 1 minute

    New designs for Project Relate and Sound Notifications

    We’re committed to an ongoing partnership with the disability community to improve our accessibility features, including updates based on user feedback.

    • Customize how you teach Project Relate. In 2022, we launched Project Relate, an Android app for people with non-standard speech, that allows you to create a personalized speech recognition model to communicate and be better understood. Custom Cards allow you to customize the phrases you teach the model so it understands words that are important to you. Now, there’s a new way for you to select text and import phrases from other apps as Custom Cards, like a note in a Google Doc.
    • New design for Sound Notifications with feedback from you. Sound Notifications alerts you when household sounds happen — like a doorbell ringing or and a smoke alarm going off — with push notifications, flashes from your camera light, or vibrations on your phone. We’ve redesigned Sound Notifications based on user feedback, improving the onboarding process, sound event browsing, and making it easier to save custom sounds for appliances.

    Website: LINK

  • Collect Exclusive Disney Parks Popcorn Buckets in the New In-Game Event from Disney Dreamlight Valley

    Collect Exclusive Disney Parks Popcorn Buckets in the New In-Game Event from Disney Dreamlight Valley

    Reading Time: 5 minutes

    Summary

    • Disney Dreamlight Valley’s Dreamlight Parks Fest In-Game Event is available from May 15 – June 5
    • Complete daily and weekly Disney Parks-inspired duties to earn exclusive free rewards
    • Collect replicas inspired by iconic Disney Parks popcorn buckets!

    The entire Disney Dreamlight Valley team is grateful for players checking out the latest update, Thrills & Frills! Starting today, we’re thrilled to present even more reasons to play with the launch of a new in-game event, the Dreamlight Parks Fest, and the introduction of iconic Disney Parks popcorn buckets! Here’s everything you need to know.

    Players can talk with Scrooge McDuck to kick off the event by unlocking new Disney Parks-inspired cupcake recipes. However, Scrooge McDuck isn’t the only Villager who’s getting into the spirit of the event. All the Villagers are excited to try out some special cupcake recipes inspired by real treats players can get at Disney Parks! By making cupcakes for the Villagers and completing other tasks around the Valley, players will be able to craft popcorn buckets based on beloved Disney characters like Stitch and Figment. That’s right – now players can have some of their favorite Disney Parks-inspired popcorn buckets in their Valleys too!

    We know how much avid Park goers love collecting popcorn buckets, we’ve got a few collectors on the team, too! The Disney Parks popcorn buckets are not just simple snack containers but popular collectibles that carry memories of adventure-filled days. Celebrating cherished Parks memories in-game or aiding in creating new ones, they are the perfect addition to the Dreamlight Parks Fest. 

    With so many incredible designs featured over the years, we took inspiration from our own memorable trips to the Parks to recreate some of our favorite popcorn buckets – from a big jar of “Hunny” from Disney’s Winnie the Pooh to the enchanted carriage from Disney’s Cinderella.

    It was important to us to be accurate with the 1-to-1 recreations of these memorable Parks popcorn buckets. To add a little surprise and delight for players, we made every popcorn bucket interactable – players can open them and see all that buttery popcorn inside!

    [youtube https://www.youtube.com/watch?v=K9vMCD-IMFA?feature=oembed&w=500&h=281]

    The Dreamlight Parks Fest event will run from May 15 to June 5, giving players three weeks to complete the event and collect all the rewards, and don’t worry – players will still be able to keep and display your popcorn buckets long after the event has ended. We would appreciate seeing how players are displaying the buckets in their Valleys and learning about their favorite popcorn buckets. Everyone can join the event now and collect them all, then share pictures with us by tagging Disney Dreamlight Valley on social media!

    Xbox Live

    Disney Dreamlight Valley

    Gameloft SE

    337

    $39.99 $31.99

    PC Game Pass

    Xbox Game Pass

    INCLUDES 8,000 MOONSTONES* Disney Dreamlight Valley is a hybrid between a life-sim and an adventure game rich with quests, exploration, and engaging activities featuring Disney and Pixar friends, both old and new. Once an idyllic land, Dreamlight Valley was a place where Disney and Pixar characters lived in harmony—until the Forgetting. Night Thorns grew across the land and severed the wonderful memories tied to this magical place. With nowhere else to go, the hopeless inhabitants of Dreamlight Valley retreated behind locked doors in the Dream Castle. Now it’s up to you to discover the stories of this world and bring the magic back to Dreamlight Valley! Discover the Secrets of Dreamlight Valley
    Free the Dream Castle from the insidious grip of the Forgetting, and unlock the unique Realms of well-loved Disney and Pixar characters, including great queens and kings such as Anna and Simba. Each Realm contains unique challenges with puzzles to solve in the quest to bring friendship back to the Valley. You’ll start your adventure in the Valley, but your journey will take you to infinity… and beyond! Explore what lurks in the Forest of Valor and brave the deepest caverns as you take on challenges from iconic Disney and Pixar heroes and villains. Who knows who—or what—you might discover. Forge Friendships with Disney & Pixar Characters Garden with WALL•E, cook with Remy or kick back and fish with Goofy. What better way to collect, craft, and rebuild the Valley than with a friend! From beautiful princesses to nefarious villains, every Dreamlight Valley resident brings their own story arc, quests, and rewards. Meet up in daily hangouts and make friends with some of your favorite Disney and Pixar characters. Restore the Valley to Its Former Glory Free the Valley from the grip of the Forgetting and return Dreamlight Valley to its former greatness by making it your own. In Dreamlight Valley, you can build the perfect neighborhood that is just for you with a fully customizable layout, creative landscaping, and thousands of decorative items. Will you settle on the Beach next to Moana, or call Buzz Lightyear your next-door neighbor in the Plaza? Express Your Disney Style Bring out your inner princess, villain, or Disney bounder! Assemble unique outfits and decorate your home with thousands of fantastic items. Using the Touch of Magic tool, you can even create your own designs with Disney- and Pixar-inspired decals! With the in-game Camera, get ready to snap a sunset selfie with Mirabel, capture a culinary creation with Remy, or simply cherish a moment. A Game in Constant Evolution New content means that there’s always something fresh to explore. Meet new characters in the Valley, check out the latest clothing and furniture collections in Scrooge’s Store, and complete challenging in-game events! Be sure to dream your way back to Dreamlight Valley regularly to discover new adventures! *Moonstones are an in-game currency that can be collected for free by performing tasks in the game or be purchased using real money. They are used to unlock the premium track of the Star Path (a battle-pass-inspired system that grants in-game cosmetic items as a player completes various tasks and missions). Moonstones can also be used to accelerate progress in the Star Path. Additionally, Moonstones can be used to purchase cosmetic items from the in-game store.

    Website: LINK

  • Free Play Days – Killing Floor 2 and Planet Coaster: Console Edition

    Free Play Days – Killing Floor 2 and Planet Coaster: Console Edition

    Reading Time: 3 minutes

    Experience intense combat and imaginative world building this weekend with Free Play Days! Killing Floor 2 and Planet Coaster: Console Edition are available this weekend for Xbox Game Pass Core and Xbox Game Pass Ultimate members to play from Thursday May 16 at 12:01 a.m. PDT until Sunday, May 19 at 11:59 p.m. PDT.  

    Game Pass Core will give players access to our advanced multiplayer network, a select collection of over 25 games to play with friends around the world, and exclusive member deals! Read more about Game Pass Core at Xbox Wire


    How To Start Playing


    Find and install the games on each of the individual game details page on Xbox.com. Clicking through will send you to the Microsoft Store, where you must be signed in to see the option to install with your Xbox Game Pass Core or Xbox Game Pass Ultimate membership. To download on console, click on the Subscriptions tab in the Xbox Store and navigate down to the Free Play Days collection on your Xbox One and Xbox Series X|S.


    Keep The Fun Going


    Purchase the game and other editions at a limited time discount and continue playing while keeping your Gamerscore and achievements earned during the event! Please note that discounts, percentages, and title availability may vary by title and region.


    Free Play Days (Game Pass Core or Game Pass Ultimate Required)


    Xbox Live

    Killing Floor 2

    Tripwire Interactive

    352

    $29.99 $1.49

    Xbox One X Enhanced

    Killing Floor 2 
    In Killing Floor 2, players descend into continental Europe after it has been overrun by horrific, murderous clones called Zeds that were created by rogue elements of the Horzine Corporation. Civilization is in disarray, governments have collapsed, and military forces have been systematically eradicated. But not all have given up hope; a motley group of civilians, soldiers, and mercenaries have banded together to fight the Zed outbreaks. Welcome to the Killing Floor. 


    Xbox Live

    Planet Coaster: Console Edition

    Frontier Developments

    222

    $49.99 $12.49

    Xbox One X Enhanced

    Planet Coaster: Console Edition 
    Surprise, delight and thrill crowds as you create the theme park of your dreams! Build and design incredible coaster parks in Planet Coaster with unparalleled attention to detail and manage your park in a truly living world. Bring your ideas to life with easy-to-use tools, manage all aspects of your expanding empire, and harness the world’s best creations from an endlessly creative community in the Frontier Workshop. Enjoy up to 75% off discount during Free Play Days. 


    Don’t miss out on these exciting Free Play Days for Xbox Game Pass Core and Xbox Game Pass Ultimate members! Learn more about Free Play Days here and stay tuned to Xbox Wire to find out about future Free Play Days and all the latest Xbox gaming news. 

    Website: LINK

  • Senua’s Saga: Hellblade II – Wie Performance Capture und reale Stunts die Basis für eine neue Form der Kampfhandlungen legen

    Senua’s Saga: Hellblade II – Wie Performance Capture und reale Stunts die Basis für eine neue Form der Kampfhandlungen legen

    Reading Time: 8 minutes

    Hellblade: Senua’s Sacrifice aus dem Jahr 2017 war ein ganz besonderes Spiel. Die Entscheidung von Ninja Theory, ein kurzweiliges und storybasiertes Erlebnis zu kreieren, das sich um psychische Gesundheit dreht war mutig und hat sich ausgezahlt. Nun, sieben Jahre später, bereitet sich das Studio darauf vor, die Geschichte von Senua fortzuschreiben – mit der gleichen Sorgfalt und Liebe zum Detail wie damals.

    Im Vorfeld der Veröffentlichung werden wir die Geschichte von Senua’s Saga: Hellblade II aus der Sicht des Studios erzählen und die kreativen Köpfe hinter der Spielevision zu Wort kommen lassen. Ninja Theory hat seine Kräfte gebündelt und neben branchenführenden Talenten und bahnbrechender Technologie auf einen einzigartigen Ansatz der Spieleentwicklung gesetzt, um echte Immersion zu schaffen.


    Motion Capture zählt seit langem zum Erfolgsrezept von Ninja Theory, und das aus gutem Grund: Mit Heavenly Sword aus dem Jahr 2007 hat sich das Studio als Pionier im Bereich des Performance Capture etabliert und seitdem immer wieder Innovationen hervorgebracht. Nun, mit einem erweiterten Zugang zu hochmoderner Technologie – einschließlich eines eigenen Performance-Capture-Studios in den Räumlichkeiten des Hauptquartiers in Cambridge – ist Ninja Theory einmal mehr dazu in der Lage, mit Senua’s Saga: Hellblade II die eigenen Grenzen neu zu definieren.  

    Im ersten Teil von Hellblade hat Ninja Theory Performance Capture in erster Linie für Filmsequenzen genutzt. Doch für Hellblade II wurde fast jede Bewegung von echten Schauspieler*innen dargestellt, um so ein möglichst realistisches Erlebnis zu schaffen. Laut Studioleiter Dom Matthews haben allein die Aufnahmen für die Kampfsequenzen fast 70 volle Tage in Anspruch genommen.

    „Wir sehen Performance Capture als ein leistungsfähiges Werkzeug, um die Wirkung unserer Charaktere so realitätsnah wie möglich zu gestalten“, sagt Matthews. „Wir haben diese Gelegenheit ergriffen, weil sie uns auf unserem Weg zur maximalen Immersion einen großen Schritt näherbringt.“

    Zu spüren ist das am deutlichsten, wenn es um den Kampfansatz des Spiels geht. Dieser untermauert den Glauben von Ninja Theory an die eigenen Stärken, kann aber gleichzeitig als Experiment gesehen werden, mit dem das Studio einmal mehr seine Kreativität unter Beweis stellt.

    Weiterentwickeltes Kampfverhalten

    Das Kampfverhalten in Hellblade II hat sich im Vergleich zum ersten Teil der Saga enorm verbessert. Und das, obwohl der Titel in der Praxis kein typisches Actionspiel ist. In Hellblade II kämpfst Du Dich nicht einfach mit Schlägen und Hieben durch endlose Horden von Gegner*innen – jeder Kampf, den Du in der Rolle von Senua bestreitest, ist kalkuliert und wohlüberlegt. Jeder Schlag, jeder Stoß und jeder Griff konfrontieren Senua mit ihrem Kampf und ihrer Entwicklung. Alle Gegner*innen sehen so aus, als könnten sie Senua den Garaus machen, weshalb es sich jedes Mal aufs Neue wie ein Triumph anfühlt, unversehrt davonzukommen.

    „Statt das zu nutzen, was wir hatten und darauf aufzubauen, haben wir uns überlegt, was uns wirklich am Herzen liegt – und zwar die sinnvolle Verbindung aus Kampfhandlung und Erzählung“, erklärt Matthews. 

    Während meines Besuchs bei Ninja Theory wurde mir die Entwicklung des Kampfverhaltens aus unterschiedlichen Blickwinkeln gezeigt. Ich habe gesehen, wie die Kampfszenen konzipiert und von den Schauspieler*innen dargestellt wurden. Ich habe einen Blick hinter die Kulissen werfen können, wo ich in der Unreal Engine 5 die verschiedenen Entwicklungsstadien des Prozesses kennenlernen durfte. Zum Schluss konnte ich noch das finale Gameplay testen, in dem alle Stränge zusammenlaufen.

    Ein Kapitel der Geschichte gipfelt darin, dass Senua sich einem Ansturm maskierter Feinde gegenübersieht, von denen manche mit schweren Waffen und andere mit schnellen Feuerangriffen auf sie losgehen. Jeder Einzelkampf fühlt sich so an, als würde Senua mit ihren geschickten Ausweichmanövern nur knapp überleben und jedes Mal setzt sie durch ihre Vergeltungsaktionen mehr Kraft frei. Die Bewegungen, mit denen sie ihre Feinde bezwingt, sind fast rhythmisch – fast wie ein verzweifelt schlagendes Herz, dass das Spiel vorantreibt.

    Es ist schwer zu erklären, wenn man es nicht selbst erlebt hat, doch die Kampfhandlungen fühlen sich anders an als das, was man von klassischen Videospielen kennt. Die Szenen wirken mehr wie ein verzweifelter Tanz. Daraus entstehen aufregende Sequenzen, die selbst im Duell mit normalen Feinden den Eindruck vermitteln, als würde es sich um einen intensiven Bosskampf handeln.

    „Wir wollten ein Gefühl der Brutalität in die Kampfhandlungen integrieren“, erklärt Benoit Macon, Combat Director von Hellblade II. „So entsteht eine Verbindung zwischen dem Kampf und dem Kern der Geschichte.“ 

    Diese Brutalität wird noch spürbarer, wenn man sieht, wie sie im echten Leben umgesetzt wird. Ich habe zwei Lucky13-Stuntdarsteller*innen dabei beobachtet, wie sie mehrere Kampfhandlungen inszeniert haben, wobei eine die Rolle von Senua und der andere die eines bulligen Nordmannes einnahm. Die Darsteller*innen schienen heftig aufeinander einzuschlagen und der Take gipfelte schließlich in einem heftigen Body Slam. Obwohl die Szene fachmännisch inszeniert war, hatte man anhand der Bewegungen und der Körpersprache das Gefühl, unvorhersehbare Gefechte zu sehen. Die Kampfhandlungen waren auch deshalb so authentisch, weil sich die einzelnen Takes immer wieder leicht voneinander unterschieden – ein Umstand, den digital erstellte Bewegungsabläufe so meist nicht liefern können.

    Eine weitere Szene ist ebenfalls sehr cineastisch: Senua gerät zwischen die Fronten einer Massenschlägerei, sodass sie nie genau weiß, ob sie als nächstes von den maskierten Wikingersklav*innen oder einer gerade befreiten Gefangenen angegriffen wird. Die Abfolge variiert ständig, sodass es unmöglich ist, sich ein Muster zu merken. Die Sequenz ist inspiriert von der Game of Thrones-Folge „Schlacht der Bastarde“, wie Macon erklärt. In einem aussichtslosen Kampf gegen zahlreiche Feinde ist John Snow willkürlicher Gewalt ausgesetzt. Auch Senua versucht in diesem Kapitel nicht, die Rolle der Heldin einzunehmen, sondern einfach nur zu überleben – und es liegt an Dir, sie dabei zu unterstützen.

    Senua erwacht zum Leben

    Während ich gespielt habe, ist mir paradoxerweise aufgefallen, dass die Kämpfe nicht nur von den eigentlichen Kampfhandlungen leben, sondern auch von dem, was davor und danach passiert. Selbst wenn Senuas Schwert in der Scheide steckt, sind die Momente, in denen sie Rätsel löst oder Gespräche mit anderen Charakteren führt, in einem tiefen Sinn für dynamischen Realismus verwurzelt. Das führt schlussendlich dazu, dass sich das Spiel wie ein nahtloses Ganzes anfühlt. Man betritt eben nicht nur eine leere Arena und stellt fest: „Oh, jetzt folgt eine Kampfsequenz“. Das nahtlose Ganze meint, dass es sich selbst in vermeintlich ruhigen Momenten so anfühlt, als könne jeden Moment ein Kampf losbrechen.

    Selbst die beiläufigsten Bewegungen von Senua fühlen sich äußerst authentisch an – etwa, wenn sie vorsichtig durch verlassene Dörfer streift oder ängstlich um furchterregende Feinde schleicht. Manchmal habe ich mich selbst dabei ertappt, wie ich ihre Körpersprache nachgeahmt habe. Wenn Senuas Schultern angespannt sind, geht es mir genauso; wenn Senua sich kleiner macht, um nicht entdeckt zu werden, kauere ich mich ebenfalls leicht zusammen, so als ob ich die alptraumhaften Gefahren durch den Bildschirm spüren könnte. Zum Leben erweckt wird Senua durch die atemberaubende Leistung von Darstellerin Melina Jürgens, die Senua inzwischen als eine Erweiterung ihrer selbst siehst.

    „Der große Vorteil bei der Arbeit mit einer Schauspielerin wie Jürgens besteht darin, dass wir sie einbeziehen können, um verschiedene Ideen wie etwa einen ängstlichen Gang einfach auszuprobieren“, sagt Matthews. „Wir fragen uns, was sie in diesem Moment fühlen könnte und wie wir dieses Gefühl vermitteln können. Das Endergebnis, das wir gemeinsam entwickeln, basiert schlussendlich auf einer echten Performance.“

    Jürgens erzählte mir, dass sogar Aspekte wie das Wetter berücksichtigt wurden – wie wird sich Senua bewegen und verhalten, wenn es stark regnet oder windet? Es kann sogar vorkommen, dass derselbe Dialog zwischen Senua und anderen Charakteren unterschiedlich verläuft – je nachdem, ob Senua gerade läuft oder rennt. Es ist diese Verbindung zwischen Charakteren und ihrer Umwelt, die dafür sorgt, dass man mit allen Sinnen in die Welt von Senua eintaucht.

    Einige Mitglieder des Ninja Theory Teams sind nun sogar Expert*innen im Auf- und Abbau von Gerüsten, da diese während der Dreharbeiten immer wieder verwendet wurden, um Kletter- und Hängesequenzen aufzunehmen. Alle Mitarbeiter*innen packten dort an, wo sie gebraucht wurden.  

    In einigen Fällen wurden zunächst Jürgens‘ Bewegungsabläufe aufgenommen und erst anschließend die Mimik, um einen noch realistischeren Ansatz zu erreichen. In manchen Fällen mussten die beiden Komponenten aber auch gleichzeitig aufgenommen werden. Jürgens erinnert sich, wie sie mit einer iPhone-Kamera auf dem Kopf durch das Szenenbild sprang, um während der Bewegung ihr Gesicht zu filmen. Als ich das Spiel später spielte und Szenen sah, die mich an Jürgens‘ Beschreibung erinnerten, musste ich immer wieder an die Darstellung denken.

    Dabei herausgekommen ist ein Spiel, das sich anders anfühlt als die meisten Actionspiele. Wir treiben Senua nicht von einem Kampf zum nächsten und die Kämpfe fühlen sich auch nicht wie eine Unterbrechung der Geschichte an. Vielmehr sind die Kampfhandlungen Teil von Senuas Reise und die Tatsache, dass sich sämtliche Bewegungsabläufe von Senua äußerst real anfühlen, hebt das Spieleerlebnis auf ein ganz neues Niveau. Der nächste Kampf kann in jedem Moment um die Ecke kommen.

    Der Sinn hinter den Kampfhandlungen

    All die Arbeit, die mit der Stuntkonzeption, der akribischen schauspielerischen Darstellung und der technologischen Darstellung von Kamphandlungen einhergeht, erinnert mehr an eine Hollywood-Produktion, als an die Entwicklung eines Videospiels. Ninja Theory ist sich der Vorliebe für mehrstündige AAA-Blockbuster bewusst und die Menschen sind zunehmend mit den Hollywood-Techniken vertraut, die in diesem Kontext zum Einsatz kommen.

    Matthews vergleicht Hellblade II jedoch lieber mit einem hochwertigen Independent-Film. Er erzählte mir, dass ihn die positive Resonanz auf Hellblade: Senua’s Sacrifice in seinem Bestreben gestärkt habe, weiterhin achtsame Kunst zu schaffen. Übertragen bedeutet das, dass Matthews ein Spieleerlebnis schaffen will, dass nicht nur der Unterhaltung dient, sondern auch eine Message beinhaltet. Senua zieht eben nicht gedankenlos in den Kampf – sie weiß, dass sie es tun muss, um ihre Ziele zu erreichen und genau dieser Aspekt spiegelt sich in der Art und Weise wider, wie Ninja Theory jeden Teilbereich der Charakterdarstellung angegangen ist.

    „Dieses Mindset hat mich und die Leute im Team dazu ermutigt, mit unserer kreativen Arbeit weiter voranzugehen, und Dinge, die uns persönlich am Herzen liegen, beharrlich voranzutreiben.“

    Auf dieser Basis erweisen sich die Kampfhandlungen in Hellblade II weniger als Rädchen eines Gaming-Konstrukts, sondern eher als Pinselstrich eines größeren Kunstwerks, das von Ninja Theory präsentiert wird. Das Studio wurde von seinem übergeordneten Ziel angetrieben, die Reise von Senua auf durchdachte Weise zu einer Fortsetzung zu bringen. Ja, es macht Spaß zu spielen, doch die Kampfhandlungen haben eine tiefere Bedeutung – was aus meiner Sicht sehr besonders ist.

    Senua’s Saga: Hellblade II erscheint am 21. Mai 2024 für Xbox Series X|S, Windows PC, Steam und Cloud − und wird ab dem ersten Tag im Xbox Game Pass und PC Game Pass erhältlich sein.

    Website: LINK

  • Senua’s Saga: Hellblade II – How Performance Capture and Stunts Created Next-Level Combat

    Senua’s Saga: Hellblade II – How Performance Capture and Stunts Created Next-Level Combat

    Reading Time: 2 minutes

    2017’s Hellblade: Senua’s Sacrifice was an exceedingly special game. A bold, brash direction for Ninja Theory, the decision to craft a short, narrative experience revolving around mental health was a brave leap, but one that ultimately paid off. Now, seven years later, the studio is gearing up to reveal a sequel to Senua’s story, built with the same love and care, but expanding on the debut in every conceivable way. 

    In the run up to launch, we’ll be bringing you the story of Senua’s Saga: Hellblade II from inside the studio itself, as well as stories and lessons from Hellblade’s creative leads. This is Ninja Theory’s ultimate form, filled with industry-leading talent, groundbreaking technology, and one of the most unique approaches to game development you’ve ever seen to fulfil the ultimate goal – the pursuit of true immersion.


    Motion capture has been part of Ninja Theory’s heritage for a long time, and for good reason. The studio established itself as a pioneer in performance capture for games with 2007’s Heavenly Sword and has continued to innovate since. Now, with greater access to state-of-the-art technology – including its very own performance capture studio nestled within the walls of its Cambridge HQ – Ninja Theory is once again primed to break its own barriers within Senua’s Saga: Hellblade II

    Ninja Theory utilised performance capture in the first Hellblade for its cinematic moments, but in Hellblade II, almost every in-game movement is performed by real-world actors and scanned in, to ensure the most realistic, human experience possible in-game. According to Studio Head Dom Matthews, capture for the combat sequences alone took almost 70 full days to complete.

    “We see performance capture as a tool to deliver character performance in the purest way possible,” Matthews says. “We took that opportunity because it ties into our goal of doing everything we can to achieve immersion and keep it.”

    You’ll never feel that more than in Hellblade II’s unique approach to combat – which stands simultaneously as a testament to Ninja Theory’s deep belief in their way of doing things, but also as a brand-new experiment for the restlessly creative studio.

    Website: LINK

  • Hey Google! Meet Arduino Cloud

    Hey Google! Meet Arduino Cloud

    Reading Time: 3 minutes

    We’re excited to announce that the Arduino Cloud now supports Google Home™! This means you can now interact with your devices, simply through your Google Home Assistant: use voice commands, the Google Home app, or create new routines integrating Arduino solutions. 

    This new integration expands our ecosystem of compatible applications, which already includes Alexa. The process is similar, making it easy for you to connect your devices in the most natural way: just by talking!

    How to use Google Home with Arduino Cloud

    1. Program your device

    The first step is to create, configure and program your device in a way that it can be connected to Google Home. The process is very straightforward:

    1. Create and set up a new Thing, configuring the network and associating a physical device.
    2. Define your variables making sure that you choose from the Smart Home compatible ones. For example, if you have connected an LED strip to your board, add a “Colored light” variable.

    3. Create the sketch of your application and program your device.
    4. Configure your Smart Home Integration and set “Connect to Google Home.”

    Your device is now ready to be detected! Every variable will be detected as a new device in Google Home.

    2. Detect your device with Google Home

    The next step is to enable Google Home to detect and configure your device. For that, follow the instructions below:

    1. Wait until the board is connected to your network.
    2. Open your Google Home app, go to the Devices tab and click on “Add Device.”
    3. Select “Works with Google Home.”
    4. Select the “Arduino” action from the list, and follow the instructions to link your Arduino account if requested. 

    Next, you will be prompted to add your devices (there will be one device per variable). Simply select each device to associate it to a room.

    Congratulations! Your device is ready to use with Google Home.

    Use your Google Home-compatible speaker or mobile phone

    With the Google Home integration, you can now interact with any device connected to the Arduino Cloud using your Google Home-compatible speakers or the Google Home app. You can also include them in your Routines in Google Home Automations to help automate your tasks. Bear in mind that Arduino Cloud is compatible not only with devices based on Arduino or ESP hardware, but also with those programmed using Python, JavaScript or Node-RED.

    What projects can you set up with Google Home and Arduino Cloud? 

    Currently, the supported Google Home sensors are temperature and motion detection, and the supported actionable accessories are light, dimmable light, colored light, smart plug and smart switch. So, with the Arduino Google Home Action, you can turn on the lights in the living room, check the temperature in the bedroom, start the coffee machine, water your plants, find out if your dog is sleeping in the doghouse, and much more.

    The only limit is your imagination. Just try saying…

    “Hey Google, turn on the lights in my bedroom.”

    “Hey Google, what’s the temperature in the living room?”

    “Hey Google, turn on the coffee machine.”

    What is Arduino Cloud?

    Arduino Cloud is an all-in-one IoT solution that empowers makers to create, monitor and control their devices from anywhere with stunning dashboards and share their projects with anyone. 

    [youtube https://www.youtube.com/watch?v=27S-XI_zHQc?feature=oembed&w=500&h=281]

    Start with Arduino Cloud for free

    The Google Home integration with the Arduino Cloud is free to use. Make sure you have an Arduino Cloud account and explore our documentation if you want to learn more.

    And that’s it. It’s ready to use and it is free. You can explore the premium features for enhanced functionality.

    The post Hey Google! Meet Arduino Cloud appeared first on Arduino Blog.

    Website: LINK

  • Aurum and Xbox Forge An Icelandic-inspired Hellblade II Jewelry Collection

    Aurum and Xbox Forge An Icelandic-inspired Hellblade II Jewelry Collection

    Reading Time: 2 minutes

    For the launch of Senua’s Saga: Hellblade II, Xbox and Ninja Theory have teamed up with Icelandic jeweler Aurum on a limited-edition jewelry collection that is rooted in both the world of the game and its real-life inspiration in Iceland.  The sequel to 2017’s acclaimed Hellblade: Senua’s Sacrifice, Senua’s Saga: Hellblade II follows the warrior Senua as she journeys to 10th Century Iceland and battles through myth and torment in a brutal saga of survival. Drawing upon the same raw and majestic landscapes, Aurum is Iceland’s leading jewelry brand and the perfect partner to create a necklace and headpiece that reflect Senua’s world by blending intensity, beauty, and femininity.

    The Aurum collaboration features a made-to-measure headpiece for Melina Juergens, the BAFTA-winning performer who plays Senua in both Hellblade games. Developed in collaboration between Aurum head designer Guðbjörg Kristín Ingvarsdótir and Ninja Theory’s Character Art Director Dan Crossland, the custom headpiece is inspired by the one Senua wears in-game.   The piece is made from hammered oxidized silver, assembled through layers of Sea Eagle wings, in reference the mythological Norse guardian spirits; who warriors of the time believed a symbol of protection.

    Photo showing Senua actress Melina Juergens wearing custom made silver crown from Aurum jewelry.

    In addition to the headpiece, Aurum created handcrafted bronze necklaces that combine authentic Icelandic inspiration with the dark fantasy influences of Hellblade. Fans can enter to win these necklaces through a global sweepstakes hosted by Xbox on X (formerly Twitter). For more information and to enter, please visit the post.

    In the true spirit of honoring the Icelandic environment, the Aurum pieces will be housed in their signature sustainable packaging, which is modelled on an actual Icelandic pebble from Djúpalónssandur beach in the Snæfellsnes peninsula. The paper box is made from mulberry tree fibers, which are collected from the leaves without cutting down a single tree. Aurum always sources only recycled and re-refined precious metals and only buys certified and conflict-free precious stones and diamonds.

    Senua’s Saga: Hellblade II will be released on May 21, 2024, for Xbox Series X|S, PC, and Steam, and will be available to play on day one on Xbox Game Pass.

    Website: LINK

  • Introducing classroom management to the Code Editor

    Introducing classroom management to the Code Editor

    Reading Time: 4 minutes

    I’m excited to announce that we’re developing a new set of Code Editor features to help school teachers run text-based coding lessons with their students.

    Secondary school age learners in a computing classroom.

    New Code Editor features for teaching

    Last year we released our free Code Editor and made it available as an open source project. Right now we’re developing a new set of features to help schools use the Editor to run text-based coding lessons online and in-person.

    The new features will enable educators to create coding activities in the Code Editor, share them with their students, and leave feedback directly on each student’s work. In a simple and easy-to-use interface, educators will be able to give students access, group them into classes within a school account, and quickly help with resetting forgotten passwords.

    Example Code Editor feedback screen from an early prototype

    We’re adding these teaching features to the Code Editor because one of the key problems we’ve seen educators face over the last few months has been the lack of an ideal tool to teach text-based coding in the classroom. There are some options available, but they can be cost-prohibitive for schools and educators. Our mission is to support young people to realise their full potential through the power of computing, and we believe that to tackle educational disadvantage, we need to offer high-quality tools and make them as accessible as possible. This is why we’ll offer the Code Editor and all its features to educators and students for free, forever.

    A learner and educator at a laptop.

    Alongside the new classroom management features, we’re also working on improved Python library support for the Code Editor, so that you and your students can get more creative and use the Editor for more advanced topics. We continue to support HTML, CSS, and JavaScript in the Editor too, so you can set website development tasks in the classroom.

    Two learners at a laptop in a computing classroom.

    Educators have already been incredibly generous in their time and feedback to help us design these new Code Editor features, and they’ve told us they’re excited to see the upcoming developments. Pete Dring, Head of Computing at Fulford School, participated in our user research and said on LinkedIn: “The class management and feedback features they’re working on at the moment look really promising.” Lee Willis, Head of ICT and Computing at Newcastle High School for Girls, also commented on the Code Editor: “We have used it and love it, the fact that it is both for HTML/CSS and then Python is great as the students have a one-stop shop for IDEs.”

    Our commitment to you

    • Free forever: We will always provide the Code Editor and all of its features to educators and students for free.
    • A safe environment: Accounts for education are designed to be safe for students aged 9 and up, with safeguarding front and centre.
    • Privacy first: Student data collection is minimised and all collected data is handled with the utmost care, in compliance with GDPR and the ICO Children’s Code.
    • Best-practice pedagogy: We’ll always build with education and learning in mind, backed by our leading computing education research.
    • Community-led: We value and seek out feedback from the computing education community so that we can continue working to make the Code Editor even better for teachers and students.

    Get started

    We’re working to have the Code Editor’s new teaching features ready later this year. We’ll launch the setup journey sooner, so that you can pre-register for your school account as we continue to work on these features.

    Before then, you can complete this short form to keep up to date with progress on these new features or to get involved in user testing.

    A female computing educator with three female students at laptops in a classroom.

    The Code Editor is already being used by thousands of people each month. If you’d like to try it, you can get started writing code right in your browser today, with zero setup.

    Website: LINK

  • Android’s theft protection features keep your device and data safeAndroid’s theft protection features keep your device and data safeVice President, Product, Trust & Growth

    Android’s theft protection features keep your device and data safeAndroid’s theft protection features keep your device and data safeVice President, Product, Trust & Growth

    Reading Time: 2 minutes

    1. Improved device and data protection to deter theft before it happens

    We’re working to strengthen your device’s security against theft with new and improved protection features that will make thieves think twice about trying.

    Factory reset upgrade prevents a reset by a thief. For some criminals, the goal is to quickly reset your stolen device and resell it. We’re making it more difficult to do that with an upgrade to Android’s factory reset protection. With this upgrade, if a thief forces a reset of the stolen device, they’re not able to set it up again without knowing your device or Google account credentials. This renders a stolen device unsellable, reducing incentives for phone theft.

    Private space hides your sensitive apps. Some thieves just want the device, but many aim to extract valuable data and transfer funds from your phone that can be worth much more than your hardware. Private space is a new feature that lets you create a separate area in your phone that you can hide and lock with a separate PIN, giving you additional security for apps that might contain sensitive data, like health or financial information.

    More steps for changing sensitive device settings to protect your data. Disabling Find My Device or extending screen timeout now requires your PIN, password or biometric authentication, adding an extra layer of security preventing criminals who got a hold of your device from keeping it unlocked or untrackable online.

    Increased authentication to protect you in case your PIN is known by a thief. When enabled, our new enhanced authentication will require biometrics for accessing and changing critical Google account and device settings, like changing your PIN, disabling theft protection or accessing Passkeys, from an untrusted location.

    Factory reset protection updates and private space will be released as part of Android 15. Enhanced authentication protections will be released to select devices later this year.

    Website: LINK

  • 10 updates coming to the Android ecosystem10 updates coming to the Android ecosystemSenior Director, Global Android Product Marketing

    10 updates coming to the Android ecosystem10 updates coming to the Android ecosystemSenior Director, Global Android Product Marketing

    Reading Time: 2 minutes

    Stay entertained with more apps in the car

    Catch up on episodes of your favorite shows on Max and Peacock or play a game of Angry Birds on select cars with Google built-in — which is expanding to car models like the Acura ZDX, Ford Explorer and more. You’ll also be able to enjoy a rapidly growing selection of mobile and tablet apps in the car with our new developer program.

    In addition, Google Cast (formerly Chromecast built-in) is coming to cars with Android Automotive OS, starting with Rivian in the coming months. You can easily cast video content from your phone or tablet to the car, opening up even more entertainment options.

    Find new content with AI on Google TV

    With over 220 million active devices globally and a fast growing user base, Google TV helps you discover content faster with AI-based recommendations – so you can spend more time watching and less time searching. Now with the Gemini model, it’s even easier to pick what to watch with AI-generated descriptions on the homescreen, personalized for you based on your genre and actor preferences. AI-generated descriptions will also fill in missing or untranslated descriptions for movies and shows so you aren’t left guessing.

    Improve your training with Wear OS 5 updates

    With watch launches from Pixel, Samsung and more, Wear OS grew its user base by 40% in 2023 and has users in over 160 countries and regions. Now, Wear OS has expanded to more brands including OnePlus, OPPO and Xiaomi.

    Later this year, battery life optimizations are coming to watches with Wear OS 5. For example, running an outdoor marathon will consume up to 20% less power when compared to watches with Wear OS 4. And your fitness apps will be able to help improve your performance with the option to support more data types like ground contact time, stride length and vertical oscillation.

    Website: LINK

  • How Assassin’s Creed Shadows Will Blend Two Distinct Adventures in One

    How Assassin’s Creed Shadows Will Blend Two Distinct Adventures in One

    Reading Time: 2 minutes

    Benoit has been working at Ubisoft for nearly 20 years, having contributed to projects like Assassin’s Creed Black Flag, Assassin’s Creed Syndicate, Assassin’s Creed Odyssey, For Honor, Watch Dogs, Immortals Fenyx Rising, and now as Game Director on Assassin’s Creed Shadows. In talking with Benoit, we learned more about the decision to set the game in feudal Japan, how the dual protagonist system has been improved since Assassin’s Creed Syndicate, and how this newest game will fit within the continuity and evolution of the RPG mechanics from Origin, Odyssey, and Valhalla.

    Fans have been waiting for a feudal Japanese Assassin’s Creed for many years – why was now the right time?

    Game Director Charles Benoit: After each new installment, we look at a wide range of possible settings and what would make the most sense for the brand, between our past and future projects. We felt that feudal Japan was the best fit right now, with our two core pillars as the focus, combat, and stealth, and how it fit the best with Japan’s unique fantasies of the Samurai and the Shinobi.

    This is a familiar setting for gamers – how does this game differentiate its take on the setting?

    Benoit: We’re at the end of Sengoku era, in a turning point of Japan history. Assassin’s Creed is well known for its depiction of the history and accurate recreation of the world and it’s what players can expect with Assassin’s Creed Shadows.

    We’re showing real historical figures, such as Oda Nobunaga and a lot of events that happened during that time, so you’re not only playing in feudal Japan, but learning about this fantastic time period.

    Also, we’re giving the opportunity to the players to live not just one, but the two best fantasies of Japan: the Samurai and Shinobi.

    Website: LINK

  • Xbox Recognizes Global Accessibility Awareness Day

    Xbox Recognizes Global Accessibility Awareness Day

    Reading Time: 7 minutes

    Global Accessibility Awareness Day is an opportunity to continue to recognize our community of players with disabilities, whose partnership and advocacy have helped create an inclusive and thriving global gaming community. There are over 450 million players with disabilities worldwide, and we want to highlight the importance of accessibility so gaming can be enjoyed by as many players as possible across all facets of the Xbox community.  

    At the same time, we acknowledge that accessibility is an ongoing journey to which Xbox remains committed. We created Xbox for players around the world as a place to play, to build community, and have fun. Everyone is invited to play, and we strive to bring intentional, inclusive practices and thinking to everything we do. As part of this journey, we are continuously partnering with the disability community to help shape our accessibility products and services, proactively collaborating with nonprofit organizations, and taking the time to listen and learn when we miss the mark.  

    Across all of gaming, we are doing important work to make gaming more accessible, welcoming, and inclusive. Whether it’s empowering game developers with tools like the Gaming for Everyone Product Inclusion Framework, unveiling the Xbox Adaptive Controller User Guide Hub for players, providing accessibility support at events such as Xbox Games Showcase, Gamescom, and Xbox Partner Preview or launching new in-game features, the team looks forward to continuing progress.  

    Ahead of Global Accessibility Awareness Day, we also want to highlight new updates and accessible features, community support, resources and more.   

    This includes: 

    • Providing new updates for those impacted by the unauthorized accessories update on Xbox, including updates to the Xbox Adaptive Controller, and a continued commitment to investing in accessibility-focused hardware, working with accessibility hardware manufacturers to become authorized Designed for Xbox partners, and listening to community feedback. 
    • Announcing the Proteus Controller (available for preorder), a Designed for Xbox video game controller kit featuring innovative ‘snap and play’ parts that easily connect together and allow players the ability to play their favorite Xbox and PC games right out of the box.   
    • Announcing accessibility updates across gaming, including spotlighting some of our games with accessibility features including Candy Crush Soda Saga, Call of Duty: Modern Warfare III, and Diablo IV.  
    • …and more! 

    Fostering Inclusive Community

    Illustration of the Xbox Ambassador Accessibility Ally digital badge that will display on Xbox profiles. The Badge is a tall hexagon shape with a gradient blue outline, featuring the Game Accessibility logo and the text Xbox Ambassador Accessibility Ally

    Gaming is about bringing people together to connect and join shared joyful experiences. To promote awareness and knowledge of accessibility support among all of our players, we’re excited to share the following:  

    • Coming in June: Earn the new Xbox Ambassador Accessibility Ally Badge for your Xbox profile: Want to add a new community badge to your Xbox profile? Beginning in early June, you can earn the Xbox Ambassador Accessibility Ally badge for your Xbox profile by completing quests and knowledge checks to reach a new top level in the Xbox Accessibility Explorer Path on the Xbox Ambassadors website. Since launch in October 2022, the Xbox Ambassadors community has completed over 2.7 million quests to learn more about gaming accessibility and the features available. Become an Xbox Ambassador today and select the “Accessibility” tab on the Quests page to get a head start!  
    • New Xbox Support articles, categorized by disability: Finding accessibility features you need for play just got easier. While many features are commonly used across a multitude of players, Support.Xbox.com has five new articles that detail the accessibility features available for players with specific disabilities, including speech, cognitive, vision, mobility, and hearing.  

    Creating Accessible Experiences 

    Illustration of the Proteus Controller adaptive kit, including the many ’snap and play’ parts that come with the controller, including buttons, thumbsticks, and triggers.Whether it is hardware or platform features, we are committed to a continual investment that enables play and connection for the millions of players with disabilities. Below we share some key updates across Xbox.
    • New updates to Xbox Adaptive Controller: The Xbox Adaptive Controller was created to support players with limited mobility in building adaptive gaming setups unique to their needs. Based on community feedback from an update impacting unauthorized accessories on our platform, we are updating the Xbox Adaptive Controller to expand support for more accessories connected via USB port. This update will better support full functionality of some accessibility peripherals. Each port now supports up to 12 buttons, a second stick, and a hat switch. This update will be rolled out to Xbox Insiders over the coming weeks and available publicly via a controller update prompt in the coming months. 
      • Continued investments in accessibility: We appreciate and acknowledge that gaming with a disability is highly individualistic, and the solution for one may not be the solution for all. To that end, in addition to the Xbox Adaptive Controller firmware updates above, Xbox remains committed to: 
      • Continuing to innovate and invest in Xbox’s accessibility offerings –  taking into account feedback from the disability community and non-profit organizations to create products that elevate your gaming experience and cater to diverse needs. We look forward to sharing more updates in the future. 
      • Working with accessibility hardware manufacturers to become authorized Designed for Xbox partners: Recognizing the importance of expanding gaming for people with disabilities, we are accelerating and streamlining the onboarding process for these partners. 
    • Receiving feedback from those in the gaming and disability community who have been impacted by the unauthorized accessories update on our platform: If manufacturers have particular peripherals they’re interested in partnering with Xbox on, or if players with disabilities have specific devices they’d like Xbox to consider, please connect with us by phone or chat via Xbox Support at https://aka.ms/XboxAccessibilitySupport.  
    • Preorder for the Proteus Controller: The Designed for Xbox team has been collaborating closely with our partners at Byowave to develop the Proteus Controller, a modular adaptive kit giving disabled gamers the tools to build their own way to play. The unique modular video game controller kit features innovative ‘snap and play’ parts that easily connect together and comes with everything that gamers need to play their favorite Xbox and PC games right out of the box.  The Proteus controller is available for preorder today at byowave.com
    • Improved Filtering & Sorting in My Games and Apps on console: You can now filter and sort games shown in My Games & Apps on console based on the accessibility or technical features they support. For example, if you want to find which games have narrated game menus, you can filter by Accessibility > Narrated Game menus and find your next game to play. 

    Enabling Play with Expanded Accessibility Features 

    An updated accessibility menu in Call of Duty: Modern Warfare III, detailing new customizable controller settings, including joystick deadzone inputs, adjustable left and right thumb stick and trigger options, and ability to turn controller vibrations on or off.

    On our accessibility journey, we know that to achieve our goals of making gaming a place where more players can have fun, we need to continue bringing new accessibility features to our games.  Below is a roundup of games to play with notable accessibility features. 

    • New Accessibility features in Candy Crush Soda Saga: Candy Crush Soda Saga is excited to announce a new accessibility menu that centralizes all accessibility features including audio, visual, and haptic feedback. The new audio accessibility options include bass control, reduction of high frequencies, sound effects, music controls, and mono stereo, with a robust level of customization around bass control and high frequency reduction (currently available for iOS only). Visit the King Community Page to learn more.
    • Accessibility features in Call of Duty: Modern Warfare III: This past December, Call of Duty: Modern Warfare III launched several accessibility features, including a settings menu update that flags features related to motor, vision, audio and cognitive adjustments with tags to allow filtering and greater customization. The newest feature includes a new accessibility preset called “Low Motor Sprain’ to reduce the physical effort required when playing by reducing the number of button presses or holds being required. Check out more details here.  
    • Accessibility Updates to Diablo IV: In honor of Global Accessibility Awareness Day tomorrow, see how the Diablo development team is working closely with the accessibility community and finding new ways to expand access to gaming for everyone. Video link will be available via the Diablo YouTube Channel on May 16.  

    Empowering Game Creators to Include Accessibility in Design & Development  

    At Xbox, we believe bringing accessibility into development processes from the very beginning is the best way to include diverse perspectives and make gaming something everyone can enjoy.  To support others in creating more accessible experiences, we are excited to share the following creator and developer resources: 

    Blue and green themed abstract line art with an Xbox logo in white with a green background on a computer monitor, a blue rectangle with the letter A in three sizes, a second blue rectangle with two slide adjusters, an icon of a hand signing "I love you" in ASL, and icons for an Xbox controller, and an eye.
    • New Game Accessibility Workshop Toolkit: Inspired by years of accessibility feature innovations, Xbox Research has created a Game Accessibility Workshop Toolkit available for all developers. The toolkit includes instructions and visual assets to help game developers conduct Game Accessibility Workshops on their own. Combining the power of Microsoft Inclusive Design with Xbox’s approach to game accessibility, the toolkit makes it easier for developers to design with accessibility in mind, from the start. The Game Accessibility Workshop Toolkit will be live and available to download on May 16 at 9 am PT via the Microsoft Game Dev Blog.    
    • New Article on Accessibility of Gaming AI Experiences: With the rising use of AI across the gaming industry, our Gaming Accessibility team has put together a brief paper on how developers can think about the applicability of accessibility with gaming AI experiences, along with ideas for accessibility innovation. Learn more at: Accessibility of Gaming AI Experience

    Join Team Xbox as we recognize the more than 450 million players with disabilities who are part of building such a great gaming community!

    Website: LINK

  • Das Xbox Mai-Update kommt mit Verbesserungen für Cloud und PC

    Das Xbox Mai-Update kommt mit Verbesserungen für Cloud und PC

    Reading Time: 3 minutes

    Um Cloud Gaming auf sämtlichen Geräten zu verbessern, führt Xbox eine Reihe neuer Funktionen ein, die sich die Community explizit gewünscht hat. Um den bevorstehenden Release von Senua’s Saga: Hellblade II gebührend zu feiern, wird die Xbox-App für PC zudem um einen neuen Kanal erweitert.

    Updates für Xbox Cloud Gaming (Beta)

    Nutze Deine Maus und Tastatur für Xbox Cloud Gaming (Beta)

    Ab sofort kannst du Xbox Cloud Gaming auch mithilfe Deiner Maus und Tastatur genießen. Unterstützt wird die Möglichkeit von den Webbrowsern Edge und Chrome.

    Indem Du die folgenden Schritte befolgst, kannst Du Deine Peripheriegeräte ganz einfach mit dem Webbrowser verbinden:

    1. Besuche xbox.com/play
    2. Melde Dich mit Deinem Microsoft-Konto an
    3. Wähle ein Game, dass das Spielen mit Maus und Tastatur unterstützt

    Im Laufe des Monats wirst Du Spiele, die die Option unterstützen, auch über die Xbox App auf dem PC auswählen können. Entsprechende Titel sind mit einem Badge markiert, auf dem Maus und Tastatur zu sehen sind.

    Pro-Tipp: Bei Bedarf kannst du sogar jederzeit zwischen Deiner Tastatur-Maus-Kombo und einem Controller wechseln. Hierfür musst Du einfach nur eine beliebige Taste auf Deiner Tastatur oder die Xbox-Taste auf Deinem Controller betätigen.

    Die Option wird zunächst für 26 Titel verfügbar sein, darunter:

    • ARK Survival Evolved
    • Atomic Heart
    • Cities: Skylines – Mayor’s Edition
    • Cities: Skylines – Remastered
    • Deep Rock Galactic
    • Doom 64
    • Fortnite (browser only)
    • Gears Tactics
    • Grounded
    • Halo Infinite
    • High on Life
    • House Flipper
    • Inkulinati (Game Preview)
    • Mount & Blade II: Bannerlord
    • Norco
    • Pentiment
    • Quake
    • Quake 2
    • Sea of Thieves
    • Slime Rancher 2
    • Sniper Elite 5
    • State of Decay 2
    • Terraria
    • The Sims 4
    • Valheim (Game Preview)
    • Zombie Army 4: Dead War

    Updates für PC Gaming und die Xbox App für PC

    Ein neuer Kanal für den Release von Senua’s Saga: Hellblade II

    Xbox kann es kaum erwarten, dass Senua am 21. Mai mit einer gewaltigen Reise durch die Mythen und Marter des Wikingerlandes zurückkehrt. Um den Release gebührend zu feiern, hat das Team von Xbox an der Entwicklung eines neuen Kanals gearbeitet, der das neue Kapitel der Serie ins Rampenlicht rückt und gleichzeitig die Suche nach vorangegangenen Teilen erleichtert. Der Kanal wird darüber hinaus auch ein fesselndes Video enthalten, das Dir hoffentlich gefällt! Installiere das Spiel noch heute, damit Du am Tag der Veröffentlichung direkt loslegen kannst!

    Der Kompaktmodus wird grundlegend verbessert

    Xbox befindet sich aktuell in einer Testphase mit ausgewählten Gamer*innen und Xbox Insider*innen, die die neuen Funktionen des Kompaktmodus, einschließlich der Option „Zurückspringen“ und „Freund*innen“ unter die Lupe nehmen.

    Gestalte die Zukunft von Xbox mit

    Bleibe weiterhin auf Xbox Wire DACH rund um zukünftige Updates auf dem Laufenden. Support für Xbox-Updates findest Du auf der offiziellen Xbox-Supportseite.

    Wir freuen uns auf Feedback von der Community, ganz gleich, ob Du einen Vorschlag für eine neue Funktion hast oder Anmerkungen zu bestehenden Funktionen geben möchtest – von Verbesserungen bei der Aufnahme von Spielinhalten über Share-Funktionen bis hin zu neuen Möglichkeiten, Dich mit der Gaming-Community zu vernetzen. Wenn Du die Zukunft von Xbox mitgestalten und frühzeitig Zugang zu neuen Funktionen erhalten möchtest, lade Dir den Xbox Insider Hub auf Deine Xbox Series X|S, Xbox One oder Deinen Windows PC. Wir freuen uns auf Dein Feedback.

    Website: LINK