Wednesday, 19 June 2013

 

Some are calling it the best E3 in five years – others insist it's the best of all time. But whatever hyperbole gets attached to last week's gaming conference, we can all agree on the focus: Xbox One v PS4.

Amid the chaos of the LA convention centre, Microsoft and Sony pitched their stands barely feet from each other, separated only by a sliver of carpet, a no-man's land of technological rivalry. The two companies then spent three days hurling PR at each other, deafening attendees with their arsenals of mega hype. It was confusing, it was enraging, it was console war – and the first casualty of console war is sense.

So, what did it all mean? Who won, who lost? What do these machines actually do? Here is a quick guide to the next-generation as it currently stands, complete with hardware, services and game announcements. Next stop: release dates and a shift of the skirmish to a hundred thousand shop shelves. This fight has only just begun.

Hardware

Well, black is certainly back, as AC/DC once sort of nearly put it (or Public Enemy, for that matter, but we're getting off the point now). For this generation we have two rather large slabs of dark plastic, one shaped like an early eighties video recorder, the other slightly slanted to give a hint of dynamism. They are monolithic, almost architectural, and they are designed to slide in under your living room TV and then command attention from everyone in the room.

Technically, they are hugely similar: eight-core processors (both reported to be running at a frequency of 1.6GHz), custom AMD graphics processors, Blu-ray drives. But there are some fundamental differences. The two GPUs employ AMD's latest Graphics Core Next architecture, which is divided into working blocks known as Compute Units. The PS4 version has 18 CUs generating 1.84 teraflops of processing power, while the Xbox one has only 12 CUs; which, in theory , gives Sony's machine a 50% advantage in terms of raw shader performance (for example, lighting and other graphics effects). It's never quite this simple because other design and technical elements of the SoC can affect performance, but it's certainly an indication that there is more graphics grunt there for PS4.

Sony's machine also uses 8GB of GDDR5 memory with a bandwidth of 176GB/sec as opposed to the Xbox One with its 8GB of DDR3 RAM. GDDR5 memory is optimised for high bandwidth, which is perfect for use in graphics calculations, but also has higher latency than DDR3 RAM, which would be a problem for a general purpose CPU. However, because the PS4 architecture places the GPU and CPU on the same die, the latency between the two may be minimalised. In short, the adoption of a graphics-friendly form of memory may work to PS4's advantage as a games-targeted machine – even though GDDR5 is more expensive to implement. There's a thorough summing up of the system design here.

It's also worth reading the detailed overview of the technologies at AnandTech, though. The exhaustive article points out that the Xbox One architecture is designed with a variety of considerations beyond gaming – especially implementation with other MS platforms – and this shows in the tech specs.

A developer's view
We asked an experienced games coder about the differences between Xbox One and PS4's approach to system memory. He has asked to remain anonymous, but this is what he wrote...

"Memory-wise there are really deep areas you can get into on how Sony has optimised certain paths to access the RAM. Microsoft will hopefully be doing similar stuff to that, I imagine – we're only disclosed on PS4 so I don't know for sure, they're not dumb though.

"Regarding the RAM type, however, GDDR5 equals 176gb/sec, DDR3 equals 68gb/sec – I don't know the exact numbers for the Xbox One RAM but it'll be around that. GDDR5 is slightly higher latency, which means the time between requesting a piece of data and getting it to the CPU/GPU to work with can be slightly longer than with DDR3. This latency can be hidden by well-written code on CPU and normally is hidden well by GPUs due to how their pipelines work (which is why GDDR is normally found on GPU's).

"Ultimately though, that 2.5x faster bandwidth number means that a larger amount of data can be taken from RAM, processed by the CPU (or more importantly on these new architectures, the Compute Units on the GPU) and spat back out to RAM to either process again or render. At the end of the day, everything in games comes down to: 'grab information'; 'transform that data somehow'; 'spit it back out' – so being faster at this is a very good thing.

"Microsoft is winning bandwidth back for the GPU through the 32MB ESRAM (102gb/sec I believe, and assuming you're using this RAM a lot, it means that the total Microsoft bandwidth is 168gb/sec); this will even things back out a bit but require a bit of extra management by developers and it is only 32MB which limits the amount of uses.

"This kind of architecture with faster RAM for the GPU to use for framebuffers (the block of data storing the image being rendererd out or nowadays temporary graphic buffers storing lighting/material information) is something developers are used to working with, but it's more complex than the approach needed on the PS4."

Amid the chaos of the LA convention centre, Microsoft and Sony pitched their stands barely feet from each other, separated only by a sliver of carpet, a no-man's land of technological rivalry. The two companies then spent three days hurling PR at each other, deafening attendees with their arsenals of mega hype. It was confusing, it was enraging, it was console war – and the first casualty of console war is sense.

 


So, what did it all mean? Who won, who lost? What do these machines actually do? Here is a quick guide to the next-generation as it currently stands, complete with hardware, services and game announcements. Next stop: release dates and a shift of the skirmish to a hundred thousand shop shelves. This fight has only just begun.

UPDATES – 19 JUNE: The Second Screens section has been updated to clarify Remote Play; the Hardware section has been updated with a developer comment on system memory.
Official sites

Before you start, why not check out what the console makers want you to know about their machines? Xbox one is here; PS4 is right over there.
Hardware.Well, black is certainly back, as AC/DC once sort of nearly put it (or Public Enemy, for that matter, but we're getting off the point now). For this generation we have two rather large slabs of dark plastic, one shaped like an early eighties video recorder, the other slightly slanted to give a hint of dynamism. They are monolithic, almost architectural, and they are designed to slide in under your living room TV and then command attention from everyone in the room.

Technically, they are hugely similar: eight-core processors (both reported to be running at a frequency of 1.6GHz), custom AMD graphics processors, Blu-ray drives. But there are some fundamental differences. The two GPUs employ AMD's latest Graphics Core Next architecture, which is divided into working blocks known as Compute Units. The PS4 version has 18 CUs generating 1.84 teraflops of processing power, while the Xbox one has only 12 CUs; which, in theory , gives Sony's machine a 50% advantage in terms of raw shader performance (for example, lighting and other graphics effects). It's never quite this simple because other design and technical elements of the SoC can affect performance, but it's certainly an indication that there is more graphics grunt there for PS4.

Sony's machine also uses 8GB of GDDR5 memory with a bandwidth of 176GB/sec as opposed to the Xbox One with its 8GB of DDR3 RAM. GDDR5 memory is optimised for high bandwidth, which is perfect for use in graphics calculations, but also has higher latency than DDR3 RAM, which would be a problem for a general purpose CPU. However, because the PS4 architecture places the GPU and CPU on the same die, the latency between the two may be minimalised. In short, the adoption of a graphics-friendly form of memory may work to PS4's advantage as a games-targeted machine – even though GDDR5 is more expensive to implement. There's a thorough summing up of the system design here.

It's also worth reading the detailed overview of the technologies at AnandTech, though. The exhaustive article points out that the Xbox One architecture is designed with a variety of considerations beyond gaming – especially implementation with other MS platforms – and this shows in the tech specs.

A developer's view
We asked an experienced games coder about the differences between Xbox One and PS4's approach to system memory. He has asked to remain anonymous, but this is what he wrote...

"Memory-wise there are really deep areas you can get into on how Sony has optimised certain paths to access the RAM. Microsoft will hopefully be doing similar stuff to that, I imagine – we're only disclosed on PS4 so I don't know for sure, they're not dumb though.

"Regarding the RAM type, however, GDDR5 equals 176gb/sec, DDR3 equals 68gb/sec – I don't know the exact numbers for the Xbox One RAM but it'll be around that. GDDR5 is slightly higher latency, which means the time between requesting a piece of data and getting it to the CPU/GPU to work with can be slightly longer than with DDR3. This latency can be hidden by well-written code on CPU and normally is hidden well by GPUs due to how their pipelines work (which is why GDDR is normally found on GPU's).

"Ultimately though, that 2.5x faster bandwidth number means that a larger amount of data can be taken from RAM, processed by the CPU (or more importantly on these new architectures, the Compute Units on the GPU) and spat back out to RAM to either process again or render. At the end of the day, everything in games comes down to: 'grab information'; 'transform that data somehow'; 'spit it back out' – so being faster at this is a very good thing.

"Microsoft is winning bandwidth back for the GPU through the 32MB ESRAM (102gb/sec I believe, and assuming you're using this RAM a lot, it means that the total Microsoft bandwidth is 168gb/sec); this will even things back out a bit but require a bit of extra management by developers and it is only 32MB which limits the amount of uses.

"This kind of architecture with faster RAM for the GPU to use for framebuffers (the block of data storing the image being rendererd out or nowadays temporary graphic buffers storing lighting/material information) is something developers are used to working with, but it's more complex than the approach needed on the PS4."
Motion peripherals

The Xbox One ships with the updated Kinect device, which now tracks six people at once and copes much better with smaller, darker rooms. Its 3D scanner can identify much subtler movements, and it can recognise voices and faces. Microsoft is also telling journalists that the device's IR camera will detect changes in blood flow beneath the skin, thereby working out your heart rate – if you're out of breath, scared or stressed, Xbox One will know. Oh and there's a 1,080p colour camera for video chatting. Meanwhile, the PlayStation Eye will come as a separate purchase, and works with the DualShock 4 controller to track the player's movement in 3D space. Sony isn't saying much else, apart from showing off a range of compatible mini-games at E3. Clearly, while Kinect is at the very epicentre of the Xbone experience, Eye is currently barely squinting.

 


Controllers

With its new touchpad, the DualShock 4 is the most obviously changed of the two joypads, and Sony has also added a speaker for up-close, player-specific audio. Also important is the new Share button which will let PlayStation gamers record footage of their virtual feats with which to impress/spam their friends.

The Xbox One controller, which apparently went through over 200 prototype stages and features 40 improvements, is more subtle – it has improved triggers that boast greater analogue sensitivity as well as their own dedicated rumble packs. Meanwhile, the D-pad is now a cross shape (good for fighting games) and the sticks are more comfortable to grip. Oh and there's a headphone socket, too. Both controllers look and feel really nice, and while the DualShock has more gimmicks, the Xbox equivalent features smart ergonomics and great gaming comfort.

The cloud

As we move into an era of distributed computing power, it's no wonder that the next-gen consoles want to capitalise on the power of the cloud. Microsoft has claimed that developers will be able to harness three times the power of a single Xbox One, thereby bringing extra oomph to physics and AI processing. We're also promised vast persistent online worlds that evolve as play continues.

Forza Motorsports is even offering a Drivatar, an AI bot that learns your skills and tactics then goes off and represents you in online bouts. There are doubts about the veracity of Microsoft's claims, though, with latency and bandwidth issues likely to make things difficult.

PlayStation 4 promises cloud computing too, but the technology provided by Gaikai will also allow immediate playable access to digital titles – so as soon as you select a demo or full game on the PlayStation Store, the first chunk will be accessible. In theory. It will also be possible for players to remotely gain control of a pal's game, perhaps to help them out of a difficult puzzle or boss fight. Microsoft promises a similar remote playing feature via Xbox One utilising its Skype service.

All the claims are intriguing, but we've yet to see any of it in practice. Furthermore, some worry about the longevity of cloud-supported titles: i.e. what happens to a game that relies on the cloud for computational support when that online infrastructure is withdrawn? Publishers can't support every game forever. Alongside restrictive DRM, the cloud is another indication that the game disc as self-contained functioning product is history.

Second screens

Both the Xbox One and PS4 will offer 'second screen' interaction: the former though tablets and smartphones running SmartGlass, the latter through the Vita handheld console as well as smartphones and tablets. With both machines you'll be able to use your phone or tablet as a companion display in supporting games, perhaps showing map or inventory information, for example. But through Sony's Remote Play technology, PS4 owners will be able to access and play their games via their Vita and a local Wi-Fi connection – so if you're unable to use your main TV, you can grab your handheld and play DriveClub on its lovely little 5-inch display. And unlike with PS3, Remote Play is built into the PS4 infrastructure so all games (except those requiring extra peripherals like the PS Eye) will support it. Although Vita has not sold astonishingly well so far, this is an interesting USP, and maybe a PS4/Vita bundle pack would highlight the possibilities of these intertwined systems.

 

Launch games

Both Xbox One and PS4 will have the following titles at launch: Assassin's Creed IV, Call of Duty Ghosts, Watch Dogs, Fifa 14, Madden 14 and Lego Marvel Super Heroes. PS4 will add DriveClub, Knack and Killzone: Shadow Fall as exclusives, as well as the free-to-play MMOFPS, PlanetSide 2.

Xbox One meanwhile, will have Forza Motorsports 5, Ryse: Son of Rome, Dead Rising 3, Killer Instinct and Kinect Sports Rivals. Arguably, Microsoft just shades it there, with some heavyweight third-party support, courtesy of Crytek and Capcom. But in general terms, this is a relatively strong opening for a new generation.

Multimedia and social features

Both consoles will have varied video-on-demand support, involving multiple content partners. Xbox One looks to have the most advanced and ambitious offering, allowing owners to feed in their cable/satellite channels and then control them via the Xbone voice and gesture controls. Microsoft's machine will also allow seamless movement between TV, video content and games, while premium TV content such as live sports will be augmented with exclusive social and gaming features – which haven't yet been properly explained (or clearly rolled out beyond US-centric deals). And of course, both machines allow you to watch Blu-ray and DVD movie discs, and both support 4K output when that becomes an issue.

Backwards compatibility, pre-owned sales and DRM

Neither machine allows straightforward backwards compatibility with previous consoles – however, it's likely that both will eventually offer retro titles via emulation and digital download. Microsoft has plans to control the sale of pre-owned titles (or at least allow publishers to charge a fee to purchasers of second-hand titles) and also wants to limit how many people you can lend your Xbox One games too. This looks to be because all Xbox One titles have to be fully installed on the hard drive before they can be played, and Microsoft doesn't want people installing the game, then giving it to all their mates.

Although the restrictions are currently unclear, it seems you'll be able to give old games to just one person, who needs to have been on your friend list for more than 30 days. However, you will be able to access your library of games from any machine you sign in on, and you will also be able to share your library of games with up to ten friends or family members – though the games won't be playable concurrently by members of your circle (more here) – and the small print of this feature is yet to be clearly explained. Furthermore, your console will need to authenticate itself online for every 24 hours of play; so in other words, you can only play a game without a net connection for a whole day, but then the machine has to skulk back online and explain itself to the servers. PlayStation 4, though, offers no such restrictions – games can be sold and exchanged freely and there's no daily online authentication.

Launch details and prices

Microsoft has committed itself to a November launch date, Sony has said nothing else except for 2013; though the smart money has to be on November too. Retailers probably won't allow a simultaneous roll-out (imagine the chaos) so expect one to go early in the month, and the other toward the end. Xbox will retail at £429 ($499), PS4 at £350 ($399). However, as noted above, the PlayStation Eye won't be bundled with the console, unlike the Kinect with Xbox One. Both systems will charge an annual subscription for multiplayer gaming access, with PS4 requiring a paid 'PS Plus' membership.
 Xbox One
BioWare continues to say not terribly much about Dragon Age 3: Inquisition, which has been pushed back from launch this year to release in late 2014.Speaking to CVG, general manager Aaryn Flynn has suggested that Dragon Age character save imports are a possibility, and reiterated that the developer wants to find a balance between Origins-era tactics and Dragon Age 2's more action-heavy style.

He also took a bit of time to discuss what's possible on Xbox One and PS4. "I think for us when you see the Inquisition trailer you'll see that it's such a radical leap in character fidelity. These are characters that now feel alive.

"Our goals is to get right past the uncanny valley and right to characters who you love and interact with. Morrigan for example has moved radically forward in terms of that kind of stuff.

"The computing power behind the new consoles just enables so many things," Flynn continued, not very revealingly. "And then you get in to the peripherals that they have and it's almost too much - you've got to really pick and choose what you can do cool stuff with.

"It's nice. I was telling some people that it feels like they're long overdue. It feels nice to have all of that head room again on consoles. A lot of our jobs the past few years have been to get really good at squeezing out incremental performance out of the consoles."

"Now our job is quite a bit different: now our job is to quickly fill up all of that space with really cool things. We're actually going back to the drawing board with a lot of it and asking, "what can we do now?" Even our developers are surprised with some of the things we can do.

Game sharing discovered in Steam beta update, Valve takes cue from Xbox One.There has been a huge debate over used games on the next-gen consoles recently, but that fight is only over physical discs. At this point, there are absolutely no expectations that games purchased through online services should be allowed to be lent to friends. Well, with the release of the latest Steam beta client, it seems that Valve is working on changing those expectations.
 

 
A member of NeoGAF recently noticed a few odd strings of text in the latest beta version of the Steam client. Specifically, a text file mentions a “shared game library” and two notifications about playing a borrowed game. Curious, I installed the beta client myself, and I can confirm that this text is found within the steam “Public” folder. This isn’t the first time new Steam features have been revealed through files included with beta releases, so we should probably expect an announcement from Valve in the coming weeks or months.

Earlier this month, Microsoft sent out a fact sheet describing features and restrictions of games on the Xbox One platform. While the reaction was mostly negative, it did have one big positive: Game sharing. With the Xbox One, up to ten family members can play any game you own even while you’re playing it. Frankly, it looks like this deal that Microsoft struck with publishers opened up the gates for Valve to implement something very similar with Steam.

The PS3, in a way, helped pioneer the sharing of digitally distributed games. Sadly, that wasn’t Sony’s intent. Until November of 2011, up to five consoles could be activated with a single account. Numerous groups of friends would then exploit this system to buy and share games using a single account. Sony finally smartened up, and restricted the number of simultaneous activations to two to thwart such behavior. While there won’t be any restrictions placed on lending physical discs, we’ve not heard much out of Sony about its policy for lending digitally distributed games with the PS4. Once bitten, twice shy.

As much as Sony has been hailed as the savior of the consumer in the last few weeks, this news leaves the PS4 as the odd man out. If both Steam and Xbox One allow online game sharing but the PS4 doesn’t, the tables might just turn against Sony’s favor. However, with the Gaikai streaming technology in its back pocket, Sony most likely has the infrastructure to respond rather quickly if this becomes a PR problem down the road. Let’s just hope that Valve pushes the issue sooner rather than later.

Tuesday, 18 June 2013


Get ready for the latest salvo of updates in the story that's going to be topping the gaming headlines all the way into the winter. It's the classic, Iron Chef-like question: Which gaming system will reign supreme? Microsoft's Xbox One or Sony's PlayStation 4.

If you're just taking a gander at Amazon's recent poll, the PlayStation 4 seems to have captured gamer interest by a landslide. However, if you're looking at early Amazon preorders, both consoles appear to be selling well — no official presales figures have been released, unfortunately.

Starting with the Xbox One , Microsoft was quick to post about early sales figures for its just-revealed console shortly after the company's big E3 media briefing.

"We were thrilled by the unprecedented demand we saw for Xbox One today. In the first four hours of preorder availability, we sold through most of our Xbox One Day One Edition inventory," said John Love, Amazon's director of U.S. video games and software, as first detailed in a Microsoft blog post.

Sony, not to be outdone, hasn't taken to the airwaves to tease out any sales stats just yet. However, Amazon did have to split its listing for the PlayStation 4 into two "separate" consoles: A PlayStation 4 "Standard Edition" and a PlayStation 4 "Launch Edition," with the latter quickly selling out.

Unlike Microsoft, which is offering up a bevy of rewards for those who plunk down $499 for a day-one console, there is no actual difference between the two PlayStation 4 versions Amazon has created. They're the same gaming console – no fancy bonuses, achievements, or other unlockables will rain down upon those who preordered the console's Launch Edition instead of the Standard Edition.

The difference, in this case, is all in the shipping. Amazon is guaranteeing release-day delivery for those who plunked down for a PlayStation 4 Launch Edition. As for the Standard Edition, Amazon notes that, "Due to high demand, we cannot guarantee Release-Date Delivery on the standard version of the PlayStation 4. We will deliver the standard version of PlayStation 4 as close to its release date as possible."

If you're trying to discern which console is "better" based on sales alone, you'll be unhappy to find that you can still preorder a PlayStation 4 Launch Edition console or an Xbox One Day One Edition console on Amazon – neither has officially "sold out" just yet. Sort-of.

 

xbox-one-forza

As of this article's writing, there doesn't appear to be a barebones version of the PlayStation 4 "Launch Edition" available for purchase. As in, you can't just buy the barebones console and expect to receive it on December 31. All that's currently offered is the "Standard Edition" PlayStation 4 for $400 and four new PlayStation 4 "launch bundles" that cost anywhere from $460 to $500, depending on the bundle you purchase.

Those preordering the PlayStation 4 on Amazon prior to the split into "Standard" and "Launch" editions received an email earlier this week alerting them to the change, letting them know that their early preorders guaranteed them a Launch Edition of the console.



 Xbox One Games Remain (Mostly) Affordable

Well there's a little bit more good news for Xbox One fans -- game prices are staying the same. The industry standard of $59.99 was set at the beginning of the current cycle and so far it looks to remain there.

Talking to Gamespot, Microsoft confirmed that there won't be a price hike for the next-gen games. So there's at least that.

Conversly, the PS4  "will offer games with prices ranging from $0.99 to the more traditional $60 range," Jack Tretton SCEA CEO told CNBC. How this will shake out on Microsoft's end is anyone's guess but the way that Sony has positioned themself as the Indie friendly system, it might be a while before we see the byte-sized games for cheap on Xbox One.
 

While some of the Xbox One games were clearly running on Windows 7 systems it doesn't mean Microsoft isn't focusing their attention on their latest OS. In fact, one of Microsoft's OS exclusive titles is the emergent, content-manipulation game, Project Spark from Team Dakota, which proved to be a real highlight during E3. Even though there are a lot of bad things surrounding the policies of the Xbox One, this little title is actually one of the shining beacons in the Microsoft camp at the moment.

Since a lot of the news surrounding the Xbox One at E3 wasn't very brand-friendly, Microsoft had a page dedicated to the games on their official Xbox.com website. Nothing like spreading the word by being insular.

Even though we let gamers know about Project Spark in an E3 press conference rundown, we didn't actually have time to give you more details about this little gem. Basically, imagine if Dungeon Defenders, LittleBigPlanet and VoxelFarm had one really wild night together and then got pregnant with a kid...that kid would be Project Spark.

Players can craft, sculpt, shape, manipulate and basically create the kind of game world they would like to play in, while also engaging in some real-time strategy style gameplay and action-oriented survival mechanics. It's a neat approach to what could have been considered a tired tower-defense title. There's a bit of a mix of Orcs Must Die fused with some MMO type properties, where players can completely alter the direction of the gameplay in non-linear fashion. This whole scenario opens up a lot of different gaming possibilities that reminds of Spore before the whole thing fell by the wayside due to DRM.

 
 
If you could consider it a downside, the requirement of Windows 8 for the PC rendition might turn some gamers off. Even if Microsoft doesn't like Windows 8 all that much, sadly that's just how the dice fall in this case.On the up and up, if you game on consoles you can at least look for the game to be made available on the Xbox 360. The game is set to head into a beta that you might be able to join by checking out the official beta website. 

 Microsoft's Xbox One games will retail for $60, the same price as Xbox 360 titles, the publisher has confirmed.This pricing will put Xbox One games level with PlayStation 4 titles, as PlayStation executive Jack Tretton said in February that PS4 titles will max out at $60.

Other publishers--like Activision, Electronic Arts, and Ubisoft--have yet to disclose pricing information for their next-generation games.Industry analyst Michael Pachter in March predicted that Xbox One and PlayStation 4 titles would follow the previous generation in jumping by $10 from $60 to $70.
 

Microsoft has been touting their new cloud services for the Xbox One, and the company plans to have the service available in all all markets. Microsoft plans to have all of their data centers setup around the world, and they don’t want to have a service that’s just for certain countries.

“Microsoft has data centres around the world, so Cloud Compute Services are not something that you should think about on a country-by-country basis,” Microsoft’s Jeff Henshaw told Ausgamers during a Q&A session at E3.“We have deployed our data centres geographically so that they can service the load for categories of countries all around the world. So we have some of the best reach of any other company on the planet to be able to make sure that the Cloud Services that we offer are what we consider [to be] ubiquitous and will be available [to] all markets.”

It’ll be interesting to see where Microsoft actually sets up their data centers, it’ll definitely impact the ping times in different areas. If you don’t have a strong enough internet connection, you’re probably going to be out of luck. Microsoft confirmed that you will need to have an internet connection in order to play your games, and it really hasn’t gone over very well with their consumers. 


Consider this the last straw in me never buying an Xbox One. It’s not that I feel bitter about any of these policies Microsoft has been cramming at us, but it’s just that the thing might not even work where I live. Of the 21 countries that will support the Xbox One, Japan will not be one of them, at least for quite some time.

The Xbox Support Twitter page has stated in responding to questions from posters that the Xbox One “would not have the full experience” in unsupported countries.Not to worry about traveling abroad, though, because you can still play your Xbox One when you come home, as the Xbox Support page puts it.Only problem for me is that abroad is home. If they insist I play my Xbox One only when I head home to visit the folks, I might get a week or two of playing my $500 machine once a year. The problem with a totally digital future is how easy it will become to lock out complete regions of the Earth.

What about our soldiers abroad, Will they no longer have “the full experience?” No more importing rare and fun Japanese games. Lost gems and Holy Grails will become a thing of the past.What if the Xbox One finally becomes available in Japan, but I get locked out from trying to play American games through it since my IP address won’t match the country I want to buy games from? Xbox Support says the best option is to wait for the Xbox One to become available in the region, but will playing a console abroad even be possible.




It’s totally possible Microsoft will want me to pay upwards of $90 for a video game not even in my native language, because that’s what video games cost out here. Steam already blocks me from major Japanese publishers like SEGA and Capcom, and I can’t even access the American Origin site. What’s to say Xbox Live will be any different.

Microsoft’s message to ex-pats is to simply move back home if you want to play their machine.Not that it matters. I’ll already be enjoying my Wii U and PlayStation 4 restriction free, as confirmed by Sony, by the time Japan finally gets the Xbox One. Sorry, but this is the straw that breaks the camel’s back. I’m not dropping $500 on something that “might not work.” No way, no how.


We're doing that flat out so that any game developer can assume that there's roughly three times the resources immediately available to their game, so they can build bigger, persistent levels that are more inclusive for players. They can do that out of the game." Henshaw continued.

So, what does this mean for game developers? For one, it means that games can have a more extensive online UI, or maybe when you purchase a game, you can add the game's soundtrack to your personal cloud storage. It will most definitely allow users to store their capture gameplay video and maybe even streaming of those videos to personal web pages. All of that is speculation on my part though, and we will have to wait for more information before more is known.

 

Speaking to Bloomberg TV, Microsoft president of interactive entertainment Don Mattrick attempted to defend the Xbox One’s £429 price tag, stating ”It’s a lower number than some of the analysts had forecasted.”

As CVG transcribed, “We’re over-delivering value against other choices I think consumers can get. Any modern product these days you look at it [and] $499 isn’t a ridiculous price point. We’re delivering thousands of dollars of value to people, so I think they’re going to love it when they use it. We’re really making the living room your centre of fun for your family,”The Xbox One is set at £429 ($499, €499), while the PlayStation 4 carries a price tag of £349 ($399, €399).

Sony's PS4 pre-orders are outnumbering Microsoft's Xbox One pre-orders by 2-to-1, according to a report by GameZone. This data comes courtesy of a GameStop rep who spoke with GameZone.

It's unclear whether the comment offered by the GameStop rep pertained merely to a single store, or whether that pre-order ratio is a company-wide trend.Either way, this news doesn't surprise us, considering that the PS4 is cheaper and more consumer friendly (no used game restrictions or online checking, unlike Xbox One).

It's still early, and we agree with Microsoft exec Phil Spencer when he said that "this isn't a sprint" and "the reaction, I think, is complete when the product is on the shelf." In fact, we take it even further than that. Like any player transaction in any sport, we can't properly determine a victory in the PS4 vs. Xbox One battle until 2-5 years after both consoles are released. Between now and then, we could see killer exclusive games, peripherals or revamped versions of the consoles themselves that may tip the scales in either the PS4's or Xbox One's favor. To this point though, the PS4 does seem to have a sizable lead on its Microsoft-branded competitor.

We've reached out to both GameStop and Amazon regarding pre-order data for both the PS4 and the Xbox One. We will update you if we receive any additional information.What do you think of PS4 pre-orders beating Xbox One pre-orders 2-to-1 at GameStop? Do you think that the data refers to a single store or the entire company and why? What do you think of the PS4 and Xbox One overall.Speaking to Bloomberg TV, Microsoft president of interactive entertainment Don Mattrick attempted to defend the Xbox One’s £429 price tag, stating ”It’s a lower number than some of the analysts had forecasted.”

 
As CVG transcribed, “We’re over-delivering value against other choices I think consumers can get. Any modern product these days you look at it [and] $499 isn’t a ridiculous price point. We’re delivering thousands of dollars of value to people, so I think they’re going to love it when they use it. We’re really making the living room your centre of fun for your family,”The Xbox One is set at £429 ($499, €499), while the PlayStation 4 carries a price tag of £349 ($399, €399).

Sony's PS4 pre-orders are outnumbering Microsoft's Xbox One pre-orders by 2-to-1, according to a report by GameZone. This data comes courtesy of a GameStop rep who spoke with GameZone.

It's unclear whether the comment offered by the GameStop rep pertained merely to a single store, or whether that pre-order ratio is a company-wide trend.Either way, this news doesn't surprise us, considering that the PS4 is cheaper and more consumer friendly (no used game restrictions or online checking, unlike Xbox One).

It's still early, and we agree with Microsoft exec Phil Spencer when he said that "this isn't a sprint" and "the reaction, I think, is complete when the product is on the shelf." In fact, we take it even further than that. Like any player transaction in any sport, we can't properly determine a victory in the PS4 vs. Xbox One battle until 2-5 years after both consoles are released. Between now and then, we could see killer exclusive games, peripherals or revamped versions of the consoles themselves that may tip the scales in either the PS4's or Xbox One's favor. To this point though, the PS4 does seem to have a sizable lead on its Microsoft-branded competitor.

We've reached out to both GameStop and Amazon regarding pre-order data for both the PS4 and the Xbox One. We will update you if we receive any additional information.What do you think of PS4 pre-orders beating Xbox One pre-orders 2-to-1 at GameStop? Do you think that the data refers to a single store or the entire company and why? What do you think of the PS4 and Xbox One overall.
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A couple of weeks ago, thanks to a hands-on session at EA's UK office, Pocket-lint played a 65 per cent finished build of the Xbox 360 version of FIFA 14. And we loved it.There are plenty of new features which yet again raise the bar for the annual footy games series and current console owners will be getting a treat when the latest hits the streets. However, the next-generation versions of FIFA 14, for Xbox One and PS4, are in a different league once again.

Powered by what EA is calling EA Sports Ignite, the next-generation versions of FIFA offer even more new features on top of the current gen - graphical enhancements aside, from some time with the Xbox One version at E3 2013 in Los Angeles, the game itself is even better to play.

It is said that the Xbox One is 10 times more powerful and while many will instantly see and understand the benefits that brings to the graphics engine, it's actually the tiniest, previously unavailable details and nuances that make the most difference.The crowd is completely different. Thanks to the processing power of the next-gen machines, every member of the crowd is a 3D model. It adds depth and scope to the stadium, making it look populated by people rather than cardboard cutouts. The crowd also has its own artificial intelligence, allowing them to react to the action on the field in either positive or negative ways. You know that thing where fans start to leave before the final whistle when their team is performing badly? Yeah, that.

Also, while the graphical presentation on the pitch is similar - a little more crisp, perhaps, but not markedly different - the animations of the footballers are smoother and have many more tiny steps than their current-gen counterparts. It makes the action easier on the eye and the control of players decisively more intuitive for the gamer.

The players also have a keener AI, allowing them to make more human-like decisions. Sometimes it makes you want to watch the action off the ball, rather than on. Plus, there are additional shot types and on-pitch behaviours.

In short, this version of FIFA14 is the best we've ever played, even from the 20 minutes or so we spent with it. That doesn't mean that the Xbox 360 and PS3 versions are bad, far far from it, just that this proudly waves the flag of the next generation in a way that will attract a vast section of the games-playing audience.


The potential for ambiguity is vast, as Microsoft discovered last month when a handful of vague statements on Xbox One's game licensing policies triggered a landslide of speculation pieces and partial headlines. In what follows, we address some of the more excitable, lingering claims about the console's capabilities, Microsoft's licensing policies and Kinect. We can't answer all the questions, but we can put a few of the rumours to rest.


 
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No, it doesn't, but you can only sell back your games to "participating retailers". Hopefully, these won't be limited to the bigger chains and supermarkets. Publishers have the ability to impose additional charges for and restrictions on the resale of Xbox One games via Xbox Live, however, so you might want to send your friendly neighbourhood corporate juggernaut a sternly worded letter on the benefits of free and unregulated transfer of property.

EA, Activision and co have yet to make clear their plans for this aspect of Xbox One, though there's possibly something to deduce from EA's decision to retire the unpopular Online Pass scheme.

You can only loan the disc itself to one Xbox Live friend, currently, and he or she'll need to have been your friend for 30 days. You'll also need the publisher's consent, which sounds ominous. You can, however, share your entire digital games library (which includes games you've bought on disc) with up to 10 other Xbox Live friends (they need to be "family members", technically, but Microsoft doesn't mind you bending the rules). The aforesaid friends can access the content from their own consoles, though it's not clear whether Microsoft will allow two people to play the same digital copy of a game simultaneously.

Additionally, Microsoft's Phil Spencer has suggested that Xbox One's lending schemes aren't set in stone. "We understand lending and the benefits of lending, so, funny videos aside, we get it," he told Kotaku in a recent interview. "We want to make sure we land on the right solution that fits a digital ecosystem moving forward." Later in the chat, Spencer put it a little more boldly: "we don't have a lending solution today." More to come, hopefully.

No, it isn't. For starters, you can set Kinect to be entirely unaware and unresponsive if you choose, though it'll still need to be plugged in for Xbox One to run. Some apps and games may require Kinect functionality to operate, of course, so you'll need to turn the sensor back on for these. You can also set it to remain active even when the console is switched off, but it won't gather data about you while in this state - the machine listens out for a single activation phrase, "Xbox On". Finally, Kinect features can be "paused" during gameplay or movie playback.