Sunday, August 31, 2014

Nintendo Open Animal Crossing New Leaf Tumblr Blog

Nintendo Open Animal Crossing: New Leaf Tumblr Blog

Further taking advantage of the game's social nature, Nintendo have opened an official Animal Crossing: New Leaf Tumblr blog. You can access it here.

Like most Tumblrs, it consists entirely of Animal Crossing images—or in this case, user-submitted screenshots sent in via the Nintendo 3DS screenshot sharing tool, which now supports a number of other games as well.

Animal Crossing being the social game it is, this makes complete sense to help generate word of mouth. One only wishes that such a strategy had been devised sooner, back when Style Savvy: Trendsetters was released last year.


Read more stories about Animal Crossing: New Leaf & Nintendo 3DS on Siliconera.

Thursday, August 28, 2014

One Piece Unlimited World Red Has Nine Playable Characters

One Piece Unlimited World: Red is essentially a hunting game with the Straw Hat pirates and bug catching. Namco Bandai confirmed nine characters in the game and the list probably won't surprise One Piece fans.

One Piece Unlimited World: Red Has Nine Playable Characters One Piece Unlimited World: Red Has Nine Playable Characters

Monkey D. Luffy is playable and he has usual stretchy punches and Gear Second techniques.

Roronoa Zoro uses his swords to cut through enemies. One of his skills is 'aggressive mode' and if you activate this you temporarily lower Zoro's defense, but get a huge attack power boost.

Nami is great as a support character and item gatherer since she can steal items from enemies.

Usopp deals long range attacks and can pinpoint shots to snipe enemies from afar.

Sanji can use a rush attack to hit enemies and use his cooking skills to support his group.

Being the ship's doctor, Chopper can restore characters HP and heal abnormal conditions.

Nico Robin can use her archaeology knowledge to get items from stone monuments on the map.

Franky is a power character with flashy attacks like a rocket launcher and beam. He can also pose in the middle of an attack to power it up.

Brook uses music to buff the party or make enemies fall alseep. He can also walk on water so he can go places other characters cannot.

One Piece Unlimited World: Red Has Nine Playable Characters One Piece Unlimited World: Red Has Nine Playable Characters One Piece Unlimited World: Red Has Nine Playable Characters One Piece Unlimited World: Red Has Nine Playable Characters One Piece Unlimited World: Red Has Nine Playable Characters One Piece Unlimited World: Red Has Nine Playable Characters

One Piece Unlimited World: Red comes out on November 21 for Nintendo 3DS.


Read more stories about Nintendo 3DS & One Piece Unlimited World: Red on Siliconera.

Sunday, August 24, 2014

Building Final Fantasy XIV A Realm Reborn And Listening To Fan Feedback

Building Final Fantasy XIV: A Realm Reborn And Listening To Fan Feedback

My conversation with Naoki Yoshida, the current steward of Final Fantasy XIV: A Realm Reborn, did not being with a question, but a statement.

'

As you know, three years ago, the original launch of Final Fantasy XIV, wasn't the best of launches… It was a very, very rocky launch. And we got a lot negative feedback, and we lost a lot of trust from our fans. And then, when we announced that we were rebuilding it, there was a lot of people that were skeptical.

But, while we've been rebuilding, rather than saying 'Oh, 1.0 was terrible, so I'm not even going to give 2.0 a chance' the Western fans and the Western media have kept an open mind for the past two years, and have watched us grow, have watched us during the rebuilding process, and have given us a second chance this entire time.

And because of the rocky launch, and because of the impact the original game had, when we launched on August 27th, we thought that the fans would be a little bit more weary, that they would wait until what other people heard of the game, before coming back, and thinking 'okay, I'm going to let my friend play; if he thought it was good, then maybe I'll join.'

But, as we said, because the Western media and Western fans had such an open mind during this whole process, way more came in than we ever expected at the beginning, and that was the cause of the server trouble. We jut had so many people come in when we expected a slow, gradual rise. And so, for the past week, we've had our server teams working around the close to alleviate these problems.

We have a big server maintenance planned for the days ahead, to increase the number of data servers in the Americas alone. We're also going to be reworking the way duty servers work, to reduce the load across all servers. And hopefully these things will help those people that are still waiting patiently to get into the game, and welcome them into A Realm Reborn.

And so, in these three years, what we've been focusing on, which have been our mantra, are the three pillars. And that's having a great story, having great gameplay experience, and having the greatest graphics in the industry. And on-top of all that is our great community, who have supported us from 1.0, though thick and thin, and adding to that, this new community that have joined us for the first time.

And using this as a foundation for building this game, and continuing to build this for the next five years, ten years, into the future. At this fan event alone, we've had over 5,000 people join us, and that's been very exciting for us to see, these people giving us all this support.

Building Final Fantasy XIV: A Realm Reborn And Listening To Fan Feedback'Building Final Fantasy XIV: A Realm Reborn And Listening To Fan Feedback

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Can you tell us more about the fan response?

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Naoki Yoshida, Director: We've seen two different kinds of responses. First is from what we call the legacy players, the ones that played the original version (1.0) and stuck with us while we were updating that and also building the new version (2.0). Those guys have been there, all throughout the tough times, and we worked with them over these past two and a half years to build this great game.

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They waited so long, and stuck with us, without giving up on us. And then they come here, to tell us thank you for making a great game, when it was actually us who have to tell them thank you for sticking with us for so long.

'

[The other response, from] the other set of fans are those who are just fans of the [Final Fantasy], fans of the genre, or just fans of games in general, who didn't play the original version of Final Fantasy XIV. And they're just starting at A Realm Reborn, or maybe they're just people that had a friend who played Final Fantasy XIV and invited them here, and found the game to be really fun, so they picked up a copy for when they go home.

'

People who have no other relation, and they get together in this battle with 8 people, and they win their shirts, and they exchange phone numbers, and you've got people creating friendships. It's that MMO experience, but in the real life. And these people that are new to the game, experiencing and falling in love with it here, and becoming fans, that's just really great.

'

The focus appears to be on making Final Fantasy XIV: A Realm Reborn a game that can complete with other MMOs. So are typical MMO players the target audience?

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A Realm Reborn is a MMORPG, before that, it is a RPG. And before even that, it is a Final Fantasy game. So we're making this game for Final Fantasy fans… something that feels like a Final Fantasy game. We feel that our fans are Final Fantasy fans, and amongst them are MMO fans. But, in the background, we're making something that conforms with the global standard, so in that sense, we're building something that any MMO fan can also get into.

'

Building Final Fantasy XIV: A Realm Reborn And Listening To Fan Feedback

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What has been the biggest challenge to convince a Final Fantasy player who has played every single installment, but skipped XI and XIV. The ones who go 'MMOs are not for me, I don't like them'. What has been to convert detractors?

'

One thing we did, which we felt was a very interesting type of PR is, when making our trailers, especially this year, we decided to show very little or none of the user interface. We focused more on the Final Fantasy-esque story, the models, the characters, the creatures, the theme… things that had that very Final Fantasy feel to have. So many so that, people were surprised after seeing them, were surprised to discover that it was an MMO afterward.

'

We wanted to convince people that this is a [traditional] RPG that focused on story. And what happened was, beta players found themselves going 'Oh, it's not nearly as hard as I had convinced myself it would be!'

'

Everyone knows that you have big plans for Final Fantasy XIV: A Realm Reborn, with a very ambitious and aggressive roadmap. Creatively, that's a lot ahead of you; how much is already planned and how much is contingent on fan feedback?

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The way I make my roadmaps is usually I'll create an outline. I did the same thing for the original version, 1.0, while making 2.0 as well. I made outlines for both and presented them to the development team, and they work off of that, and gives us updates, to make sure everything is going well.

'

We already have roadmaps for patches 2.1, 2.2, and 2.3, so that's about 9 months in advance, as well as, before leaving for PAX, we finished the main scenario for the next expansion, 3.0, and submitted it for review. So we have a lot stuff planned out. But within all that, we have spaces that we like to keep open, and that's for when we get feedback from the community.

'

Like, if they come to us and go 'we want more solo content', things we didn't expect. We'll be ready, to put content in and have it fit the rest of the plan they. It's not a super rigid plan, there's flexibility… we want to build the game with them.

'

Building Final Fantasy XIV: A Realm Reborn And Listening To Fan Feedback

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What has been the most surprising piece of feedback you've gotten and not just related to A Realm Reborn? Simply that which simply left the greatest impression.

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When I joined the 1.0 team more than two and a half years ago… this was one of the first things I added… and it was one of the first changes that I made… in that game, there were healing spells: Cure, Cura, Curaga, etc.

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When you think of a normal game, you have your low cures, your middle cures, and your big cures… the small cures will only do a little but cost very little, and then you have spells that will cure everyone, but they will take up a lot of MP. It's about working those numbers and finding a system, figuring out which cures to use and how. That type of gameplay is pretty standard across the industry and all games.

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But this game was so broken that it didn't even have that. You only had to use Curaga [one of the most powerful healing spells, which happened to use zero MP].

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So, one of the first things I did was to fix those numbers, make Curaga take a lot of MP, to change the numbers of the healing. And after that first patch, we got so much negative feedback from a couple of players. Who went 'Hey, I can't Curaga all the time! Where's my MP! Give me back my MP!'

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I wasn't so surprised by the comment itself, but the fact that, these players are not children, they're gamers. Gamers like you and me. It means, probably at the beginning, when they first saw that system, they thought 'What's wrong with this?' But in a matter of three months, they got used to that. And seeing how players can get used to even the most strangest and craziest of environments, something that's so strange and wrong becomes right to a player, in just a matter of three months… and then, when trying to change that environment' you can crush the players and create a lot of stress for them.

'

It basically taught me how important that first impact is. To have great balance right at the beginning. Because if something is wrong, people will get used to what's wrong, and when you try to change it, they'll be against it.


Read more stories about Final Fantasy XIV & Interviews & PC & PlayStation 3 & PlayStation 4 on Siliconera.

Wednesday, August 20, 2014

The Leading Lady Of Fairy Fencer F Graces This Trailer With Her Presence

Compile Heart has shared a video introducing Tiara, the heroine of their upcoming RPG, Fairy Fencer F. Just like Fang, Tiara is a Fencer who can wield ancient weapons called Furies. She is a refined lady with a gentle, slightly masochistic personality. She is collecting Furies in order to revive the goddess, and she likes being verbally abused by Fang.

'

In this trailer, we hear her say lines such as "Dear traveler, you must be tired. I have just prepared some chamomile tea. If you will allow me the pleasure, let us drink together", "I will allow you two to become my manservants. What do you say? Brilliant, is it not? You are delighted, are you not?" and "It's meaningless to press your breasts together to make them look bigger. More importantly, stop touching me!"

'

Just like the other Fencers, Tiara can transform through an ability called Fairize. Fairy Fencer F will be released for the PlayStation 3 on October 10.

The Leading Lady Of Fairy Fencer F Graces This Trailer With Her Presence


Read more stories about Fairy Fencer F & PlayStation 3 & Videos on Siliconera.

Monday, August 18, 2014

RIM reveals BlackBerry 10 focuses heavily on multitasking

RIM’s BlackBerry 10 (BB10) OS isn’t exactly the most anticipated tech launch of the year, but it’s still worth looking into if you haven’t already decided on an Android, iPhone, or Windows Phone. The Canadian-based handset maker hasn’t seen much success in the smartphone market in recent years, but its CEO, Thorsten Heins, is hoping that RIM’s latest OS will help BlackBerry regain its foothold.

Due for launch at the end of January next year, BB10 will probably make it or break it for RIM. Despite all the speculations about the ultimate demise of the BlackBerry brand, there may be a chance for RIM to regain what little prominence it once had. Multitasking seems to be somewhat lacking in Android and iOS, and that’s where BB10 aims to rise above the rest.

Muy Computer recently posted a 10 minute video in which RIM’s Regional Senior Product Manager, Claudio Roselli, gave viewers a taste of BB10’s multitasking prowess. The demo is in Spanish, but you don’t have to know the language to know what’s being shown. Roselli demonstrated that BB10 users can accomplish quite a few tasks within a short amount of time with simple finger gestures.

BB10’s app count is still low, but the video reveals that the drawer isn’t filled with chirping crickets either. Furthermore, RIM has been aggressively trying to persuade developers to port apps to BB10, and supposedly porting an Android app to BB10 is as easy as installing a plugin for Eclipse.

BlackBerry supporters will likely love everything about RIM’s new smartphone OS, and for the sake of RIM’s future let’s hope that others will feel the same.



Friday, August 15, 2014

Xbox LIVE Dashboard Update Incoming

Microsofts latest overhaul to the Xbox LIVE dashboard is quite impressive and adds in many new features including web browsing with Internet Explorer, more security measures, a new sleek design, and even a spolight for the often overlooked Xbox Indie Games.

The new interface is a standard Windows 8 UI design with a stylized grid that adds more slots on each pane, allowing gamers to efficiently and easily browse through content without having to search for it manually. While the current Xbox LIVE interface has a similiar setup, the update adds more slots to maximize screen coverage, making it less confined and restricted.


(The spiffy new Xbox LIVE UI)

One of the most useful additions to the update is the new Pin feature, which allows gamers to "pin" items to a list of shortcuts to their homepage: everything from regularly used apps to games can be stored here to quickly launch from a handy list without having to scour menus. This is a huge timesaver and optimizes convenience and efficiency all in one easy-to-use way.

Possibly the most exciting feature added to Xbox LIVE is integrated web browsing with Internet Explorer, allowing gamers to use their console to surf the web for the first time. Whether or not the browsing experience will fully mirror that of PC web browsing is still uncomfirmed, but hopefully the browser will be able to run Flash and other software to deliver the same quality of browsing available on a computer.

Overall the new Xbox LIVE Dashboard update optimizes many elements to the marketplace and generally frees up the pages, making for a more enjoyable browsing experience.



Thursday, August 14, 2014

The USB-IF is working on a new power delivery specification

Beyond being a data interface, one of the best and possibly most well used features of the USB interface these days is as a charging standard for a wide range of devices, least not for phones. The USB-IF has already provisioned a couple of USB charging standards under the USB Battery Charging specification which is currently at versions 1.2, but is now looking at providing something a with a little bit more power.

Weäre not quite sure how the new "power delivery standard" is going to be implemented and as yet it doesnät have a name. Itäs said to be able to co-exist with the current USB Battery Charging standards for both USB 2.0 and USB 3.0, although weäre no longer looking at a mere 2.5 to 4.5W, instead weäre talking 100W. Thatäs quite a jump, especially considering that the USB-IF is saying that the new standard will be compatible with all current cables and connectors.

If you have any kind of background in electronics or electrical engineering youäll most likely have noticed that there are some issues here. Cables normally have various AWG (American Wire Gauge) ratings on them which contain the specifications of the cable itself. The best AWG rating we found on some USB cables we had lying around was AWG24 which is fairly thin cables and they are limited to about 3.5A. On top of that the cables are rated at 30V and adding things up we end up with 105W. The USB-IF obviously cutting things very close here with a 100W standard as the cables in question were high-quality USB cables and not necessarily representative if the kind of cables everyoneäs using.

One of the nice features of the new power delivery standard is that the Voltage and current draw of the connected device will be auto negotiated. What this means is that whatever device you plug in thatäs compatible with the standard will tell the power source that it needs xV and yA and the power source will then respond either by delivering the requested power, or if it canät deliver the requested power it should still be possible for the device to trickle charge.

Intel was penning on something similar during IDF last year, but at the time Intel suggested a 35W specification at 42V/1.8A, with the possibility of reaching 200-300W in the future by using new connectors and cables. That said, the USB-IF standard seems more sensible even if itäs dangerously close to the cable specifications and this really has to be pointed out, as if youäre using sub-par cables and start putting too much power through them, they will literally melt because they canät handle the current.

Weäll have to see how things play out, but itäs an interesting development, especially as USB has already become a predominant standard for charging a wealth of gadgets from. The standard should be reviewed in Q4 this year by the industry in general and the USB-IF is expecting it to be ratified by early 2012, although donät expect to see any products until much later next year.

Source: USB-IF (PDF link)



Wednesday, August 13, 2014

ZTE quad-core Android phone for about $160

The phones 4.3 inch screen and 480x800 resolution are standard, just like the 5 megapixel camera on the back and the 0.3 megepixel camera on the front. At 9mm it is thin and light. Its non-removable lithium ion battery however, has received complaints from early reviewers who would have preferred a removable battery. The TFT LCD screen is also somewhat disappointing and seems to waste the U950s Full HD capacity.

But everyone agrees that for the price this phone is a wonder. It comes equipped with 1GB of RAM, 4GB of RAM, and the Tegra 3 quad-core processor from Nvidia clocked at 1.3GHz. Reviewers have praised its speed and responsiveness when running games.

It certainly wont be the last Chinese phone to come with a quad-core processor, as the technology itself is becoming more and more feasible. The U950 may be less important for what it can do, but more so a stepping stone for future affordable quad-core phones in China. As more and more applications are programmed to run on quad-core processors, we will be able to enjoy a faster and fuller experience for a lot less money.

This phone might make a great gift for someone you dont want to spend too much money on. Its the thought that counts after all, albeit a $160 thought.

Source: 163



Thursday, August 7, 2014

Patriot introduces G2 Series AMD Edition memory kits

The Patriot G2 Series, AMD Edition modules have low profile heatsinks which aid heat dissipation, and yet not obstruct large CPU coolers.

The G2 Series, AMD Edition memory kits will be available in two speed flavors of 1333MHz and 1600MHz. There will be two different capacities, 4GB (2 x 2GB) and 8GB (2 x 4GB) in low and enhanced CAS latencies to suit the needs of various users.

Patriot will provide standard lifetime warranty as well and the kits are expected some time late June.