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Saturday, March 15, 2014
News::16Bit Assassins Episode 76: Happy St. Fattys Day
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News::The Birdcage Hopes to Escape the Barriers of the Music Industry in this Dark Fairy Tale
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News::Searching For The Next Step In Virtual Reality Gaming (Part 1)
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News::PrioVR Promises to Provide Truly Immersive Gaming Experience
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News::New Resident Evil To Be Announced Soon? Capcom Responds
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News::Titanfall DLC packs could introduce monsters, says Heppe
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News::Super Mario 64 - Someone Is Remaking It In Blender Game Engine, Looks Incredible
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News::The Book of Legends - 16bit RPG - Releases Today On Steam
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News::Valves documentation Free To Play now available for preload
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News::Titanfall tips tricks and tactics - the ultimate guide
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News::Grim Dawn early access alpha - Gamer Attitude
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News::The Elder Scrolls Online: Last Beta Starts in a Few Hours
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News::Myo is a hands-free alternative for the Oculus Rift
The Oculus Rift is a great piece of equipment, and up until now you needed to use motion--based controllers to simulate your own arms in some Rift games. Myo looks to take things one step further by freeing up your hands, thus creating a more immersive experience.
The way the Myo works is by detecting the electrical activity in your muscles in order to tell what kind of gestures you're making with your hands. The device uses Bluetooth 4.0 low energy connection, proprietary muscle activity sensors, ARM processor, a 9-axis inertial measurement unit, and a rechargeable Lithium ion batter. Plus there's haptic feedback.
Myo is available in both black and white for $149, but note that's just for a single unit. Dev kits are on offer at the same price too.
Great way to suck players into the world of virtual reality better, but it's going to be a bit too pricey to get the full immersive experience for both arms. It's a good start though, at least. What we really need are gloves that can be connected to the Rift for individual finger action.
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News::Will Project Spark Actually Be Free? Revisited
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News::Wargaming Released the OSTs of WoT and WoWp and Will Attend GDC 2014
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News::Firewatch is the first game from indie dev supergroup, Campo Santo
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News::AMD Two is Better Than One Teaser Hints At Radeon R9 290X2 Dual Hawaii Graphics Card
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News::Don Bradman Cricket 14 to release on April 3rd
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News::Developer Produces Motion-Sensing Gun Peripheral for Oculus Rift
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News::6 Ways to Survive in Dark Souls 2
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News::Brigade Officially Announced, Powerful Graphics API Aiming To Replace DirectX or OpenGL
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News::Mystery of Unicorn Castle: The Beastmaster - Review | AACG
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News::Dead Mans Trail Interview - Leaving The Oregon Trail for Dead
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News::Titanfall Dev Talks New Titans, Narrative and Monster DLC
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News::Tower of Guns Review | WGTC
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News::Life size Titan falls in the middle of Berlin
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News::Titanfall Review: Fresh, Innovative and Ridiculously Fun - Game Insider
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News::Titanfall Review | Geekenstein
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News::Retrospective: Nights Into Dreams
Early descriptions had declared it a fusion of Yuji Naka’s other blue blur, Sonic The Hedgehog, and Appaloosa’s Ecco The Dolphin, but Nights is primarily a game about the joy of freeform flight. Yet the beauty of the game is that, after you’ve seen all of the worlds and banished the Nightmaren into the swirling vortex of your paraloop, it stands as one of the finest score-attack games ever crafted.
But let’s look at the game in context. Back in the tail-end of 1996, several of the most defining games of the generation were being released. Tomb Raider was breaking new ground in 3D exploration, while Super Mario 64 was being hailed as the greatest videogame ever made. Nights, however, wasn’t as forward-thinking as many expected it to be.
Its originality was never in dispute; no one could quite pin it to a genre. It was a platformer without any platforms. A shoot ’em up without any bullets.
But by embracing the possibilities of 3D while retaining the tight control of 16bit gameplay via a 2D track through 3D environs, Sonic Team managed to maintain directorial control of the game without stifling it. With no Z-axis to think about in flight, the game is a pure test of analogue control, made possible by the 3D Control Pad that was specifically designed for the game.
Nights’ levels are split into four laps (Mares), in which the player must collect a coloured orb (Ideya) representing aspects of the child’s personality – purity, wisdom, hope and intelligence. Each dream begins with the orbs being snatched from Claris or Elliot, leaving only a red Ideya. This signifies bravery – the only form of dream energy the evil Wiseman cannot steal. Nights is attracted to red dream energy. His existence is always an enigma – is he a spirit? Or a memory? It’s never made clear. But he leads the children to gather the scattered Ideya, before facing Wizeman’s henchmen and, ultimately, the special effects-laden Wizeman himself.
Graphically, the entire game is a landmark achievement, utilising every drop of power from the architecturally complex Saturn hardware. Where other developers strangled the Saturn’s core CPU with a barrage of multi-instruction code, Sonic Team used the hardware as it was designed to be used. The 3D environments were drawn by one processor, while another handled the 2D enemies, hoops and trees, melding them seamlessly to create a smooth, surprisingly fast-moving game that still looks striking today. The flat background’s colour palette blends into the comparatively myopic draw-distance of the 3D, cleverly disguising hardware shortcomings and delivering a truly dreamlike assault of movement and colour.
But visual impact seldom lasts forever. And so attention turns to that scoring system. Bewildering at first, it soon reveals immense challenge and possibility. The start of each Mare becomes a race to gather 20 blue chips and place them in the Ideya capture before the player is rewarded with a 2x multiplier on everything scored for the remainder of the Mare. Flying over Nights’ palace begins a new lap (instead of ending the Mare in it) and every item and hoop is reset. Gameplay becomes an intense, trance-like chain of scoring, before slamming home as the clock hits zero, just before Nights turns back into Claris/Elliot, decimating the score.
But that’s not all. Two other major factors affect score. Each item and hoop gives you one second in which to score again, before your ‘link’ is dropped. Racking up links means every hoop and chip’s value is multiplied. But the genius twist is that achievement in the Mares means nothing if you lose your cool in the boss battles. A further multiplier of between 1.0 and 2.0 is awarded to the entire level’s score depending on boss completion time. This one-shot test of skill is what keeps Nights players coming back, years after the game’s release. Scoring anything less than an ‘A’ rank on any Mare in any level feels like failure indeed. And the level design is so expertly weighted, you’ll always find ways to improve.
Nights’s appeal is not based on one facet. Flying through a waterfall in azure Saturn skies is a simply a delight. Throwing Puffy through walls is an act of vandalous glee. Combining the children’s strength to break Wizeman’s final defences is an iconic scene of unity and defiance. And seeing Claris’s performance gown fade away to reveal her everyday shorts and T-shirt on that sunny hillside is an image that has stayed with all who played the game.
If only the Wii sequel had come close to this game, it would have immediately eased itself in among the ranks of the console’s best titles.
The post Retrospective: Nights Into Dreams appeared first on Edge Online.
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News::Castlevania: Lords of Shadow 2 review | TGWTG
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News::Actual Pilots and Titans Take to the Streets to Celebrate Titanfall Launch
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News::Steam Specials Weekly Wrap-up #2
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News::Dark Souls 2 Armor Guide
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News::Latest Steam Controller - Why Changes Are Still Needed
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News::Free to Play: Why its Better for Developers to Give Away Their Games
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News::Dungeon of the Endless Preview - "Beautifully Structured" [NoobFeed]
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News::TGG Plays: Guns of Icarus Online
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News::Thief Review: Falls Short In The Shadows - Pixels for Breakfast
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News::Guide: Finding Your Feet in the Brutal World of Dark Souls II
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News::Game Stock Car: 2014 spec Formula 1 car in development
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News::Gigabyte Releases Several Gaming Laptops with Nvidia GTX 800M Series Graphics
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News::Titanfall: 10 Do's and Don'ts of Titan Tackling as a Pilot
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News::Titanfall Glitch Allowed One Pilot to Rodeo Another Pilot
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News::Interview - Michel Thomazeau (Cubical Drift - Planets³)
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News::Dev Releases PC Driver for Xbox One Controller
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News::The Best Gaming Headset of 2014
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News::The Book of Unwritten Tales 2 Projection Mapping Demo
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News::Batman: Arkham Knight screenshots surface
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News::Titanfall Review: Welcome to the Multiplayer Gaming Frontier | MediaStinger
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News::Seeing in Shapes of Gray: An Interview with Secret Tunnel Entertainment
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News::Recap for the Week of March 3rd, 2014
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News::Let's Play Minecraft - Episode 94 - UnMonuments Men
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