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New Poll shows Next Gen Video Game Console buying decision hindered on multiple factors
According to results on a poll done by DealNews.com, the main factors for gamers next generation buying decision came in form of brand loyalty, price, and to a lesser extent specs. According to the results in the poll of just under 1,747 of the sites readers the following numbers have been observed:
PlayStation 3 Owners:
- 51% bought the PlayStation 4 (loyal gamers)
- 8% bought the Xbox One (swing gamers)
Xbox 360 Owners:
- 42% bought the Xbox One (loyal gamers)
- 14% bought the PlayStation 4 (swing gamers)
Dual-Platform Owners:
- 35% bought the PlayStation 4
- 23% bought the Xbox One
Also according to the results brand loyalty remained the top reason for staying on their current system. 32% of Xbox 360 owners reported this and 30% of PS3 owners reported brand loyalty as a reason for their purchase. Also of note in this poll is the fact that two times the number of Xbox 360 users cited console price for not buying the next generation version rather that of PS3 owners who did not purchase a PS4 for the same reason.
According to the poll conducted, 14% of Xbox 360 owners bought the PS4 over the Xbox One, conversely only 8% of PS3 owners opted to buy an Xbox One. These numbers are represented above in the swing gamers characteristic in the percentages above.
What about those who have owned or do own both consoles? 35% of these console owners picked PS4 over Xbox One, and 23% of these owners purchased an Xbox One over PS4. The main reason cited it specifications of the consoles.
Just 2% of PS3 users bought both the PS4 and Xbox One, and 1% of Xbox 360 users both PS4 and Xbox One.
Other close margins had to do with the amount of users who did not buy either next generation consoles. 42% of Xbox 360 users did not buy either PS4/Xbox One compared to 39% of PS3 owners who did not buy either console.
I stress that this is just a poll of roughly 1,750 particapants and not close to the actual number of video game owners whether next gen or current gen, but I find these numbers interesting because they actually reflect what I think most PS4/Xbox One buyers thought about when they made their decisions. Surely in some cases, money wasn’t an issue so buying both wasn’t a problem and I think that’s great that these people are well off, but not everyone had that choice, and that is what makes the buying decision so difficult for many.
MLB ’14 the Show Fact Sheet
Sony has released the fact sheet for MLB ’14: the Show today. The list is below, and I have bold and changed the color of the ones I like the most. The list can be seen here.
In the coming weeks, we will start releasing developer blogs that thoroughly explain the ins and outs of our major new features and improvements this year. We can’t wait to share more details about MLB 14 The Show’s feature set. Until then scroll down for a comprehensive summary of everything planned for this year’s game.
KEY FEATURES
- Next Generation Baseball Has Arrived – MLB 14 The Show makes its next-gen debut on the PS4 system, utilizing the system’s vast resources to deliver exceptionally detailed and fluid gameplay. With improvements to presentation, a wealth of added animations, and a dramatic increase in environment and player detail, we are setting out to create the best-looking and best-playing baseball sim ever created.
- The Evolution of Road to The Show continues (All platforms) – First among the major improvements is a completely revamped advancement system, complete with improved logic and the removal of advancement goals. Also being introduced is a new beginning to a player’s RTTS career with the Topps Amateur Showcase, a series of games against other draft prospects. Additionally, the training system, logic, screens and modes have all been revamped to provide users with a more engaging experience.
– Other changes include a new player-creation process, the reintroduction of the “broadcast” presentation perspective as an option, and a re-envisioned Catcher Mode, to name a few (PS3 & PS4 Only).
- Year-to-Year Saves (All platforms) – For the first time in franchise history, saves can be carried over from MLB 14 to future releases of The Show, meaning that gamers won’t have to worry about starting their Franchise or Road to the Show seasons over in years to come.
- Player Lock (All platforms) – The new Player Lock feature (a.k.a RTTS anywhere) gives users the ability to lock-on to any single player and enter games using the Road to the Show gameplay mechanic, allowing for faster games and more focused on-field action.
- Quick Counts (All platforms) – Users will now be able to play a full nine-inning game in less than 30 minutes, half the time it takes in previous iterations of The Show. Despite the shortened game durations, realistic stats will not be compromised.
- Community Challenges (PS3 & PS4) – Players will be able to freely toy and tinker with game situations and scenarios on the fly, whether that’s the inning, score, who’s on base, or where the ball is hit. These custom situations can be bundled with a creative set of goals and put forth as a challenge to the community, whether it’s to relive the past, change history, or dream of new possibilities.
- Universal Profile (PS3 & PS4) – A new tendency-tracking system monitors and records gamers’ unique playing styles. Those patterns are stored in the Universal Profile, which can be viewed by anyone looking to get a quick scouting report on the player. The Universal Profile can also be subbed in in place of a CPU opponent in Diamond Dynasty and Online Franchise, making for more realistic head-to-head matchups when schedules prevent synchronous play.
- Online Franchise (PS3 & PS4) – Finally, Franchise mode can be shared with friends online, with most of the features from the offline version making the transition, including Scouting, the Amateur Draft, Free Agency and CPU Trades. The mode will remain highly customizable as scheduling, divisions, postseason spots and more are all commissioner options.
- Stubs (All platforms) – Playing games in MLB 14 The Show rewards players with Stubs. Stubs can be used to purchase additional in-game content – like Road to the Show training points – or used in our new mode, Community Challenges. Stubs can be earned in any mode, and they are not required to progress through a mode. You can still purchase additional in-game content through the PlayStation Store.
- Diamond Dynasty Extra Innings (PS3 & PS4) – In this mode, a player’s team is always looking for opportunities to challenge other users in an offline setting, which allows the user to earn bonus rewards the next time they log in. When online, the player has the opportunity to challenge other user-created teams in an offline game where the CPU controls their team. Players can only benefit positively in this mode even if their team does not perform up to their normal standards.
- Dynamic Difficulty (All platforms) – Baseball is a sport the dedicated love to master, but also one that can intimidate newcomers. In this year’s version of The Show, players who don’t feel like veterans yet can opt to start on a lower difficulty level and jump right in. An advanced logic system will then grade the user’s skill and adjust the challenge level up or down based on their overall performance. Batting and pitching are evaluated separately, so it’s possible for one to increase in difficulty while the other doesn’t, or even reduces. On-screen notifications will advise when the difficulty setting has been adjusted.
- Franchise Improvements (PS3 & PS4 Only) – Efforts continue to improve the accessibility of Franchise mode. A new notification system, which keeps the user more connected to their organization and the league, serves as an “Assistant GM” and will make sure critical information is more immediately provided and more readily accessible. Also refined is the logic that helps the multi-season cycle of Franchise mode and all of the stats and developments therein resemble real life as closely as possible. Other additions include a player search and the ability to hire and fire coaches during the regular season.
- True Broadcast Presentations (PS3 & PS4 Only) – The Show’s presentation crew has taken on a tall task for MLB 14: streamlining the game while enhancing the reality and increasing the variety of the experience. Pace of play is a focal point for the team as we strive to immerse the user in an even more engaging simulation. Heavy emphasis has also been placed on the stadium environment to feature the upgraded crowd actors, jumbotrons, LED boards, dugouts, specific stadium audio and a more engaged, responsive and unique crowd.
-On the commentary side, the three-man booth of Matt Vasgersian, Eric Karros and Steve Lyons return for their second season together. This year’s title will emphasize the three announcers in a more interactive, conversational style, yet will also continue to mine the world of baseball to find intelligent, timely and compelling commentary concerning today’s teams and players. The overall goal is for the game to get deeper, and for the announcers to better adapt to changing game conditions — including rising the enthusiasm level when the situation dictates.
MLB 14 The Show includes over 40 more enhancements, new features, and improvements!
- New dynamic gameplay cameras for batting and fielding
- New dynamic catch position indicator for fielding
- New baserunning paradigm (New animation core and logic)
- Completely re-done catcher animations suite (over 150 all-new catcher animations)
- More than 90 new batting stances
- More than 160 batting stance re-captures for players who changed their stances
- More than 50 new fielding animations
- More than 30 new pitching motions
- 20 new signature HR swings
- Intro Fly-Ins (PS4 Only)
- New bat boy and ball boy presentations (PS4 Only)
- All-new high-resolution crowd reactions, ambient noise, cheers, etc…. (PS4 Only)
- Japan League-style and slap-hitter swing types (PS4 Only)
- Over 350 new fielding and batting animations (PS4 Only)
- Team specific, player specific, team generic crowd signs (PS4 Only)
- New RTTS Player Creation options, including the ability to model your skills, appearance, and signature animations after a real MLB player
- New and improved training modes, along with the addition of a new bronze/gold medal system.
- Easier trade requests (RTTS)
- Easier position changes (RTTS)
- Dynamic Potential for RTTS Player
- New injury presentations
- New Player Search feature
- Ability to hire/fire coaches in mid-season
- Notification system that keeps you connected to your team and league.
- New player contract logic that mimics real life
- New overall and potential formula
- Editable potential
- Refined player generation, with more position-specific attribute ranges (Online Franchise)
- New contract decision logic, which factors in contract renewable and arbitration status more heavily (Online Franchise)
- New lineup logic that takes into account secondary positions (Online Franchise)
- Refined trade logic (Online Franchise)
- Retired players stored for every season (Online Franchise)
- More player stats stored for every season (Online Franchise)
- New user management functionality at TheShowNation.com (Online Franchise)
- Make, accept, and vote on trades through TheShowNation.com (Online Franchise)
- Resolve and simulate games on TheShowNation.com (Online Franchise)
- League members can now manage games on TheShowNation.com (Online Franchise)
- New pitcher/batter status screen
- New pitcher/batter breakdown pop-up graphics
- Cycling help text
- Left-handed infielders
- CPU plate discipline logic has been re-written
- Pitcher can now bring up pitch history using L3 (same effect as R2 for the batter)
- New pickoff cameras
- New assortment of organ recordings
- Completely re-worked Plate Coverage Indicator (PCI)
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p>That is the list of improvements SCEA has made to MLB ’14 the Show, and expect to hear more in the coming weeks as the game nears the PS3 and PS Vita release on April 1st and the PS4 release sometime in May.
WWE 2k15 is coming to PS4 and Xbox One
During an earnings call yesterday Take Two announced that WWE 2k15 will be on PS4 and Xbox One which will be the first time in the franchise’s history that a game will come to the next generation consoles. While the PS3 and Xbox 360 versions were not mentioned, it is probably safe to assume that the games will be available on those platforms as well. NBA 2k15 was also confirmed for PS4 and Xbox One, but I don’t think that anyone will be surprised by that considering the fact that NBA 2k14 is out on PS4 and Xbox One already so that was probably to be expected.
Stay tuned during the summer months (most likely anyway) as more info is released on these games.
NBA 2k14 Review (Next Gen: Reviewed on PS4)
It’s finally time for me to dig in to reviewing PS4 games, not so much because of any sort of embargo or any of the likes. But mainly because I’ve been trying to get a good feel for these games. And NBA 2k14 has had me cultivated to say the least.
Preface
The part about NBA that really caught my eye was that it plays great and the visuals are amazingly detailed, far more than on current gen consoles, which was to be expected right? At least the visuals were expected, but the game play, I had some reservations about that.
Let me be honest, the last NBA game I played before 2k14 was NBA 2k11, and while that game was good, it wasn’t great in my eyes. And I feel like 3 years later that NBA 2k is mainly the same but looks prettier and the defense appears better than in the past which is good because the old games for me used to be scoring fests, and it still is, but to a much lesser extent.
Gameplay
In terms of gameplay, I like it, the game feels very fluid whether you are walking the ball up the court, or driving to the hoop for a hoop the players look and feel very good. The defense from 2k11 to 2k14 appears much improved, mainly in terms of contesting shots and grabbing rebounds on the defensive glass. Perhaps defensive rebounds are a little too easy for the CPU to snatch.
I think the most fun of all of the gameplay is trying to match up man to man against your opponent, this is even more the case in MyCareer mode where you guard your assignment it is up to the CPU team mates to do their job otherwise whatever work you’ve done to stifle your opposing point guard in my case is completely worthless, and against great teams that is typically the case.
The coaching parts of the game are a bit annoying since none of the settings previously saved seem to stay, so every time you play you have to turn timeouts, substitutions, and points of emphasis from auto to manual if you like making your own choices, and personally it adds to the depth of the experience trying to do things all on your own. That’s not to say auto is a bad way to play, but for someone like me it is not ideal if you’re somewhat of a control freak. And coming from someone who is addicted to the NHL hockey series from EA, I usually set those type of things up so I am used to making those decisions and that translates into this basketball series, even if my knowledge of basketball is not nearly to the level of what it is for hockey, baseball or football I still want to make these decisions, even if it sinks my team like it usually does.
MyCareer
I loved the career mode in NBA 2k11, the post game interviews were really the best thing about the mode back then because you could be a complete jerk and really have no drawbacks from anyone. Sure your team mates would never get you the ball but surely that was just because they were afraid to be exposed for the frauds that they were.
But in the MyCareer mode in NBA 2k14, things have changed, and not for the better. First off back in NBA 2k11 you were speaking to the media right out of the gate, but now, the only time I speak to the media is if I do something terribly wrong like have a bad night on the court. There is literally nothing to do most games in between outside of meeting with the coach and GM every now and then except for when the vets try to haze you. And you better believe I wasn’t going to be hazed by Elton Brand, and it showed on the practice court one time where my player had a bit of a dust up with Brand on the practice court. Trust me, he didn’t scare me, I was ready to put him on the ground. But outside of these rare occurrences and a chance at a “film study” which is merely a cut scene with no film to go over which is a disappointment since that could have been a nice touch to have pointers from these supposed mentors like Al Horford was mine.
Plus there seems to a period where you have to wait to be traded, I’ve yet to have the option to demand a trade from my current team, which is a shame because they blow so badly. I mean sure real superstars lift cruddy teams, but the idiot coach that I deal with only plays me 8 minutes a game, he’d be lucky to get blown out by 20 points a game with the way he misuses the talent that he has on the team.
But in all seriousness, this mode really does restrict what you can and can not do, I don’t even think there is a practice mode to work on timing your shots, free throws or whatever you want to work on, so the days of practicing and earning points towards your ratings have gone by. Now in order to improve you need to use virtual coins, and that is not the only thing that virtual coins are used for in the mode, but it is the most annoying. Instead of being rewarded for working on your game in a practice mode, you literally have to wing it and hope to get your timing down in a game which is never an easy time to learn your player in any game. In fact the only practice you really get is a 5 on 5 practice with team mates once in a blue moon. Therefore the only time you get to get used to your player is in game, or in these 5 on 5 scrimmages, which in all actuality, is a big problem that I bet 2k never considered.
Another thing with the mode that is an oversight in my mind is that when that rare case comes where you actually have a chance to interact with a team mate you are forced to read from subtitles on the screen. Why? Because there is literally no voice acting outside of when you are going up against your rival in the rookie showcase and later in your career and I believe the LeBron James cut scene was also done with voice acting, but if you want a mentor on your actual team, or someone who is acted out in a way where you can feel the interaction and you’ll be let down in that regard.
MyGM Mode
Kind of like MyCareer mode, the MyGM mode is limited on things you can do, and that is mostly because a lot of the things you would do is being held back by virtual currency, that’s right in game fake money. How absurd is this problem? Well lets put it this way, remember the days were you could do your own player rotations? Yes? Good, because now such a simple task will set you back a cool 500 VC.
That’s right, the things that should be available from the start are sometimes tied to VC, like the rotations, the hiring/firing of scouts, the CFO, the assistant GM, and various coaches are now tied to virtual coins. It may sound absurd, and in reality it is. In fact for review purposes I ended up spending the $10 PSN wallet voucher I got with my PS4 pre-order and I ended up buying 35,000 virtual coins or whatever you want to call it, just so I didn’t have to play games to earn VC, I did that because that was A) too time consuming for the review process which is now 3 or 4 weeks in the making as it is, and B) it didn’t sit well for people who typically like to simulate their way through their career mode and just play various rivalry/playoff games with their favorite teams.
The mode isn’t all bad though even if I did start out bashing it. The experience is definitely different and a step in the right direction for GM type modes. But it isn’t perfect by any means, not only is Virtual Coins an issue, but the depth of the dialogue boxes are disappointing, You literally see the same replied throughout the season when dealing with your scout, trainer, and head coach. There is little variation in that respect, though I do like the boxes for the free agents, but then again, the replies are limited, and grow tiresome.
The good news is that actual GM work like trades, and free agent signings are not hindered by VC nor is setting up your coach options for game plans, for some reason they targeted rotations but I do not recall them hitting an other coaching method outside of encouragement traits but as the GM that doesn’t matter all that much. If you want to full experience expect to pay a lot of VC throughout your experience with MyGM, I spent roughly 30,000 VC of the 35,000 I got from my voucher on MyGM and it still only filled up half of the badges as it was within the mode. The ones that I didn’t fill were tied to staff contract reductions and little things like that which have little to no effect on how the team is run.
Online
I played one quick 2min quarter game with a friend and it went okay, there was no lag at all on my end, and he didn’t report any issues. However this experience is not typical if reports are to be believed from players on other sites such as Operation Sports and PastaPadre. I feel bad for those players, I think if online is as smooth as what me and my friend had that one night then the game would be a really big success all around, but it seems like their is some problems with online and unless it’s fixed gamers won’t be able to fully enjoy the experience.
Conclusion
NBA 2k14 is a great game on the court in my opinion. Coming from 2k11, the game feels a lot better and the defense appears to be tougher to play against, in particular inside passes to the hoop are hard to make, which is good because that would be exploited big time if that was an easy dish every time up court. The only minor complaint to me would probably be the CPU rebounding being a little too overpowering.
The MyCareer and MyGM modes are decent, not great.
In the case of MyCareer it feels like the mode suffers from a lack of a practice mode, and ways to develop your player outside of using virtual coins. The lack of things to do in between games is a little sickening for a mode that has so much potential to be amazing, you can’t even use the social media function yourself, the only good that does is looking for comments about you, and some challenges from upcoming opponents. But you yourself cannot interact in anyway making the social media screen and function underused and a missed opportunity.
Maybe once I advance more into MyCareer it will be better, but for now I will call it a missed opportunity for 2k to make a big impact on the mode. In fact in several ways it feels like a bit of a step back at this point.
On the other hand MyGM is actually a really good mode, which might surprise some people with as much as I ragged on it. But the over importance of virtual coins in the mode really stops it from being a huge success in the short term, also hurting the mode is the lack of variation in the dialogue boxes between you, and your coaches and players take away from an asset that can be critical to the modes success in the long term. I mean I don’t mind earning the skills needed to be a successful GM but at least give me the basics like player rotations right from the start.
Despite that though, MyGM has the makings to be a success in the long term if they do some of my suggestions. But what the mode misses with that it more than makes up for with a good simulation engine, an impressive draft presentation (though I wish we could skip after the first go round since it doesn’t change at all outside of the names being called), and outstanding scouting reports that include a strengths and weaknesses section which I loved from the old NBA Live games. There are also plenty of stats, and rumors to sort through if that is your thing as well.
The game overall is a very good experience and should be in any next generation line-up, not only does it look great but it also plays great. The modes are either hit or miss, it will depend on the player and how much he/she is willing to put up with. But as a whole the game is definitely a buy in my book mainly on gameplay alone, which is saying a lot since I am usually a GM Mode type of player in these sports games.
Scores
GTA Online Free Beach Bum Update Hits Next Week: New Weapons, Vehicles, Jobs and More
Get ready to hit the beach with all new Jobs with the Beach Bum update for Grand Theft Auto Online, coming November 19th.
- “Grass Route II” (Race): In this sequel to the original popular Grass Route Race, go off-road in an epic heat starting on the North bank of the Zancudo River through the treacherous wetlands with a triumphant finish on the beach in North Chumash.
- “Survival on Del Perro Pier” (Survival): Skip the ferris wheel for a deadlier kind of thrill ride as you take on waves of relentless enemies at this beachfront attraction.
- “View of Vespucci” (Parachuting): This leap sends you from 2,980 feet, down towards Vespucci Beach, weaving through palm trees to land on the basketball courts of the rec center. If you’ve got skills, it’s possible to freefall through the first few checkpoints before even opening your chute.
- “Paleto Beach” (Team Deathmatch): The locals complain that not a lot happens in this sleepy town, so do them a favor and wake ’em up with a barrage of gunfire exchanged between you and a rival team. This Team Deathmatch takes place right on the romantic shoreline for 4-8 players.
- “Sundae Driving” (Bike Race): Sure to be a new fan-favorite motorbike race, menace Vespucci Beach on your two-wheel rocket, taking breakneck corners as you try and best the competition.
Expect these and lots more Jobs to be added to Grand Theft Auto Online next week.
New Vehicles
Hit the shore with four sand-and-surf-ready vehicles perfect to take on the all new Beach Bum Races and Vehicle Deathmatches: the BF Bifta dune buggy, the rugged Canis Kalahari off-road truck, the Bravado Paradise beach camper van and making a special return to the GTA series, the fast and stylish Speeder speedboat. All four vehicles will be available at no in-game cost, with the land-based vehicles accessible from the southernsanandreassuperautos.com website and the Speeder available via docktease.com on your in-game phone (call Pegasus for delivery). These vehicles are also available in Story Mode for Michael, Trevor and Franklin to enjoy – to access them, visit your garage property and the Marina property for the vehicles and the boat respectively.
Take to the seas and waterways in the classic, nimble Speeder.
Beach bums with attitude. Hit the coast with all new customization options to style up your GTA Online character.
Sony releases info on MLB ’14 the Show and Announces Cover Athlete (Includes Blog from Sony, Screen Shots and a Trailer)
The 2013 baseball season may have just ended, but we’re not ready to stop talking baseball here at PlayStation. We’re proud to announce the award-winning MLB The Show series will be coming to the PS4 system next spring with MLB 14 The Show. The beloved franchise will also launch on the PS3 and PS Vita systems, making PlayStation your home for baseball.
With a new generation of consoles comes a new face for MLB The Show. Last year, you — the fan — voted on which superstar should be on the cover, and chose superstar Andrew McCutchen of the Pittsburgh Pirates. With this year’s iteration of The Show, we did something that’s never been done in video game history — we let the ball players vote.
Our cover athlete was chosen by his fellow players, by the opponents who compete against him day in and day out. Every player in the big leagues had the opportunity to nominate one player for this year’s cover, and earlier tonight at the 2013 Player’s Choice Awards on the MLB Network, the winner was revealed. We’re proud to announce that eight-time All-Star, 2012 American League Most Valuable Player, 2012 American League Triple-Crown Award winner, two-time Sporting News Player of the Year (2012, 2013), and the two-time Hank Aaron Award winner (2012, 2013), Detroit Tigers third baseman, Miguel Cabrera, will grace the cover of MLB 14 The Show.
Cabrera’s on-the-field accolades, and off-the-field work ethic, make him the perfect cover athlete to lead our franchise into the next generation of baseball on PS4.
Speaking of PS4, the crew over at San Diego Studios is hard at work creating our best baseball product ever. Here’s a sneak peek at their plans.
Without revealing too much, we did want to give you a taste of some of the many advancements we’re making to the product for 2014. Here are just a few:
- We know how much time and effort our fans put into their Seasons, Franchises, and Road To The Show players. So beginning with MLB 14 The Show, you can now carry over your saves to future versions of MLB The Show. MLB 14 The Show lays the foundation for year-to-year saves, meaning you never have to worry about starting your Franchise or Road to the Show seasons over!
- Thanks to the power of PS4, MLB 14 The Show is going to be the most beautiful baseball product we’ve ever created.
- For some of you, full 9-inning baseball games may be too long for your liking, so we’ve created an all-new Quick Counts option, which utilizes generated pitch counts allowing gamers to play through full games faster than ever. Realistic statistics in this shortened gameplay experience have not been compromised. Users will now be able to play a full 9 inning game in less than 30 minutes, essentially cutting traditional game times in half.
- We think Road To The Show is the deepest, most realistic single-player experience in sports video games, and we’re making it even better. A few of the new features include a new advancement system, new intuitive player creation process, and all new pre-draft prospect showcase.
- And finally, what makes baseball great are those “big moments.” The power of PS4 will allow gamers to share those moments using the new “share feature” by capturing and publishing their most thrilling baseball moments, from hitting a game-winning grand slam, to picking off a runner at first for a crucial win in a World Series game.
We also wanted to give you a quick glimpse of some of the graphical leaps we’ll be able to make via the power of the PS4 hardware. Below are some comparison screens of a “work in progress” version of Fenway’s Green Monster for PS4, and a current version of the same famous wall in the PS3.
In the PS4 picture of the Fenway Park “Out of Town Scoreboard,” you’ll notice how different types of materials such as metal, wood, and steel properly reflect the sun. The shinier materials such as metal will give you more of a direct or tighter reflection. This is immediately noticeable on the team name plates. In contrast, the more matte surfaces such as the wall above the scoreboard won’t reflect as much direct light as seen in the photo. Contrast this with the PS3 version, where you see a consistent lighting reflection profile across the entire scoreboard.
Our lighting engine in PS3, while powerful, was limited in the way in which the lighting interacted with our models. Moving to PS4, which boasts 8 GB of GDDR5 RAM, we are able to properly represent the true nature of the surfaces. In the PS4 screenshot, you’ll notice the game scoreboard has actual geometry to it and not just a flat plane, compared to the contrasting PS3 screenshot. With the added horsepower of PS4, we can create more detailed representation of elements within the stadium. With the added memory, we can increase the texture size, and use higher resolution normal maps to push the illusion of reality.
In the final comparison, you get the complete composition of all the new technology we can use in the stadiums. Here we have an excellent example of the increased polygon count which is immediately noticeable in the depth and shadow projection in the small elements. In this angle you can see the specular highlight from the advanced PS4 materials interacting correctly with the new lighting engine.
These are just a handful of the improvements you’ll see in MLB The Show as we continue to develop and harness the power of PS4. We can’t wait to share more information about the game’s visuals and new modes in the coming months.
Lastly, to our loyal Canadian fans, you’ll have a hand in deciding who will grace the cover of MLB 14 The Show in Canada. And also, EB Games will have the same pre-order exclusive as GameStop. Stay tuned for more info on both.
Titanfall coming March 11, 2014
VAN NUYS, Calif.–(BUSINESS WIRE)–Electronic Arts (NASDAQ: EA) announced today that Titanfall™, the debut game from acclaimed independent videogame developer Respawn Entertainment, will be landing on store shelves beginning March 11, 2014 exclusively for Xbox One, the all-in-one games and entertainment system from Microsoft, Xbox 360 games and entertainment system and PC. Already the winner of more than 80 coveted awards from critics around the world, Titanfall is winning over fans with its thrilling, dynamic first-person action gameplay featuring elite assault pilots and agile, heavily-armored, 24-foot titans. Crafted by one of the co-creators of Call of Duty and other key designers behind the Call of Duty franchise, Titanfall delivers a brand-new online experience that combines fluid, fast-paced multiplayer action with heroic, set-piece moments found in traditional campaign modes.
“Since we revealed the game in June we’ve been absolutely blown away by the reaction to Titanfall,” said Vince Zampella, a Co-Creator of Call of Duty and Co-Founder of Respawn Entertainment. “The feedback we’re getting from fans around the world is fueling our team as we head towards March and motivating us to deliver an experience that lives up to the hype.”
In addition to the standard edition of the game, the Titanfall: Collector’s Edition (SRP $249.99) will include an exclusive collectible 18” hand-crafted Atlas titan statue with diorama and battery-powered LED lighting, a full-size art book featuring more than 190 pages of rare concept art, and an exclusive full-size schematic poster of the Atlas titan. The Titanfall: Collector’s Edition is available for pre-order now at select retailers.
Set in the near future on a distant frontier torn apart by war, Titanfall drops players in the middle of a conflict between the Interstellar Manufacturing Corporation (IMC) and the Militia. The action is rapid and varied – featuring parkour-style wall running, massive double jumps and the ability to hijack titans. The freedom to shift back and forth between pilot and titan allows players to change tactics on the fly, attacking or escaping depending on the situation and extending the action vertically to new heights.
Titanfall and the Titanfall: Collector’s Edition will be available for Xbox One, Xbox 360 and PC on March 11, 2014 in North America, and beginning March 13, 2014 in Europe. For more information on the game and how to pre-order, please visit www.titanfall.com. Join the conversation on Twitter® at www.twitter.com/titanfallgame and #Titanfall, or on Facebook® at www.facebook.com/titanfallgame. Press assets are available at info.ea.com.
About Respawn Entertainment
Founded in 2010, Respawn Entertainment is an independent videogame development studio based in Van Nuys, California. The studio was formed by Vince Zampella and Jason West, former co-founders of Infinity Ward and two of the co-creators of the multi-billion dollar franchise Call of Duty™. Titanfall is the studio’s debut title. More information about the company is available at www.respawn.com.
About Electronic Arts
Electronic Arts (NASDAQ: EA) is a global leader in digital interactive entertainment. The Company delivers games, content and online services for Internet-connected consoles, personal computers, mobile phones and tablets. EA has more than 300 million registered players and operates in 75 countries.
In fiscal year 2013, EA posted GAAP net revenue of $3.8 billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality blockbuster brands such as The Sims™, Madden NFL, FIFA Soccer, Need for Speed™, Battlefield™ and Mass Effect™. More information about EA is available atwww.ea.com/news.
The Sims, Need for Speed, Mass Effect, Battlefield and Battlefield 4 are trademarks of Electronic Arts Inc. and its subsidiaries. John Madden, NFL and FIFA are the property of their respective owners and used with permission. Titanfall is a trademark of Repawn Entertainment, LLC. Twitter is a registered trademark of Twitter, Inc. Facebook is a registered trademark of Facebook Inc.
ROCKSMITH® 2014 EDITION COMPLETE TRACKLIST REVEALED
SAN FRANCISCO, CA. – October 16, 2013 – Today, Ubisoft® revealed the complete tracklist included in Rocksmith® 2014 Edition™ made of 55 songs ranging from the latest hits to classic rock songs. Ten more tracks are revealed today including “Everlong” by Foo Fighters and “Every Breath You Take” by The Police.
Players already owning the previous version of Rocksmith (released in 2011) will be able to further enjoy their rock experience in Rocksmith 2014 Edition by importing the songs that were included in the first version (an extra cost will apply). Each song from the first version has been revamped to support all of the new features including Automatic Tone Switching, Articulation, Timing and Instant Riff Repeater. Additionally, the DLC bought for Rocksmith will be compatible with Rocksmith 2014 Edition at no extra cost.
Rocksmith 2014 Edition’s complete track list
- Aerosmith – Walk This Way
- Alice Cooper – No More Mr. Nice Guy
- Alice In Chains – Stone
- Arctic Monkeys – R U Mine?
- Avenged Sevenfold – Bat Country
- Bob Dylan – Knockin’ On Heaven’s Door
- Boston – Peace Of Mind
- Bush – Machinehead
- B’z – ultra soul
- Def Leppard – Pour Some Sugar On Me (2012)
- Deftones – My Own Summer (Shove It)
- EarlyRise – Wasteland
- Fang Island – Chompers
- Foo Fighters – Everlong
- Gold Motel – Brand New Kind Of Blue
- Green Day – X-Kid
- Iron Maiden – The Trooper
- Jack White – Sixteen Saltines
- JAWS – Stay In
- Joe Satriani – Satch Boogie
- Kiss – Rock And Roll All Nite
- La Sera – Love That’s Gone
- Magic Wands – Black Magic
- Mastodon – Blood and Thunder
- Minus The Bear – Cold Company
- Monster Truck – Sweet Mountain River
- Muse – Knights Of Cydonia
- Nirvana – Heart Shaped Box
- Oasis – Don’t Look Back In Anger
- Pantera – Cemetery Gates
- Paramore – Now
- PAWS – Sore Tummy
- Queen – We Are The Champions
- Radiohead – Paranoid Android
- Ramones – Blitzkrieg Bop
- Ratt – Round And Round
- Red Fang – Wires
- R.E.M. – Losing My Religion
- Rise Against – Savior
- Rush – The Spirit Of Radio
- Screaming Females – Rotten Apple
- Slayer – War Ensemble
- Splashh – All I Wanna Do
- System Of A Down – Hypnotize
- Tak Matsumoto – GO FURTHER
- The Dear Hunter – Stuck On A Wire Out On A Fence
- The Kinks – You Really Got Me
- The Police – Every Breath You Take
- The Rolling Stones – Paint It, Black
- The Shins – For A Fool
- The Smashing Pumpkins – The Chimera
- The Who – My Generation
- Tom Petty And The Heartbreakers – Mary Jane’s Last Dance
- Weezer – Say It Ain’t So
- White Zombie – Thunder Kiss ‘65
Rocksmith 2014 Edition allows players to plug any real guitar or bass with a standard ¼” jack directly into their Xbox 360 video game and entertainment system from Microsoft, the Sony PlayStation® 3 computer entertainment system, PC or Mac® to begin their musical journey. Rocksmith 2014 Edition will hit shelves on October 22, 2013 in the US.
For the latest information on Rocksmith 2014 Edition, please visit: http://www.rocksmith.com
About Ubisoft:
Ubisoft is a leading producer, publisher and distributor of interactive entertainment products worldwide and has grown considerably through a strong and diversified line-up of products and partnerships. Ubisoft has offices in 26 countries and has sales in more than 55 countries around the globe. It is committed to delivering high-quality, cutting-edge video game titles to consumers. For the 2011-12 fiscal year Ubisoft generated sales of €1,061 million. To learn more, please visit: http://www.ubisoftgroup.com.
© 2012–2013 Ubisoft Entertainment. All Rights Reserved. Rocksmith logo, Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the US and/or other countries.
“PlayStation” is a registered trademark of Sony Computer Entertainment Inc.