Steve Anderson : End Game
Steve Anderson
The Video Store Guy
| The video game industry has gone from a mole hill to a mountain in no time flat, Chris DiMarco is your Sherpa as you endeavor to scale Mount “Everquest”

Longview IoT Boosts Energy and Wireless Efficiency

Some of the biggest challenges slowing down the adoption of IoT are security, efficient battery usage and optimized wireless communications.One company has...

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Hallmark's Simple, Inexpensive Way to Boost Customer Satisfaction

In an effort to boost margins, companies often push more users to automated solutions such as FAQs, chatbots, voice bots and anything...

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Huawei Places the World's First 5G VoNR Video Call

Huawei recently completed the world's first voice over NR (VoNR) call. The voice and video call service was made using two Huawei...

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IGEL Advances Future of Work

IGEL is a provider of a next-gen edge OS for cloud workspaces. The company’s software products include IGEL OS, IGEL UD Pocket (UDP) and Universal...

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Tata Communications and Cisco Collaborate on SD-WAN

Tata Communications and Cisco have extended their partnership to enable enterprises to transform their legacy network to a customized and secure multi-cloud...

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How to Win the 50-Year-Old China Trade War

Today and this week in-fact is historic - the left and right in the U.S. agree that we have a major trade...

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Extreme Elements Enables The Autonomous Enterprise

Extreme Networks just announced Extreme Elements which in-turn enables the autonomous network and subsequently the autonomous enterprise. In a dynamic webinar, Dan...

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Why Is World of Warcraft Losing Subscribers?

November 6, 2013

That's a profoundly loaded question right there, and the newest numbers bear it out. Reports suggest that World of Warcraft's subscriber count has been on a downhill slope for some time, going down from 7.7 million subscribers in August to 7.6 million in the most recent numbers. Worse, the downhill momentum seems to have legs, as the subscriber counts were down fully 400,000 since May, and that's still well off the game's high-water mark of 12 million back in 2010. Reports go so far as to suggest that Azeroth hasn't been this empty since 2006, and that's a pretty major point in the whole affair.

Now, that's not to say that Azeroth is doomed to complete shutdown any time soon.

Is There Value In Console Gaming Bundles?

November 5, 2013

While rummaging through the great piles of gaming news that come out in a day, I caught sight of something that took my notice, and got me to thinking. Specifically, the word about the newest Humble Bundle that's jammed full of Warner Bros. Interactive titles for Windows PC was what turned me to thinking, and the idea of why there isn't this kind of thing going on more often in console gaming.

The Humble Bundle in question brought out a slew of somewhat older titles all in one handy package with a blank price tag on same. Essentially, according to the reports, users pay what they please and walk away with, in this case “Batman: Arkham Asylum Game of the Year Edition,” “Fear 2: Project Origin,” “Fear 3,” and “The Lord of The Rings, War in the North.” Those who pay more than average get bumped up to “Batman: Arkham City Game of the Year Edition” and “Scribblenauts Unlimited.”

While that was quite a coup in its own right, I got an e-mail earlier today from Good Old Games, insisting that, were I to buy at least three games from a list of several for a minimum donation of $5, 100 percent of said donation would go directly to one of several different charitable efforts.

Bundling old games together and offering said games for a low, low price seems to be the province of either PC games or eBay auctions, because I seldom see something like this go for console games. Oh, to be sure, there are some great bargains to be had in console.





Augmented Reality Vs. Virtual Reality: Which Is The Real Game-Changer?

November 4, 2013

It's an interesting question, no doubt, but the question of just which technology is going to have more impact in terms of gaming—virtual reality or augmented reality—is one that should be front and center for more than a few gamers out there. We're rapidly approaching the point where both of these technologies are going to make a huge difference in the way we play games, but figuring out just which is going to be the real game changer is a tall order to say the least.

Virtual reality is seeing a serious comeback of late, powered mainly by the force of the Oculus Rift head-mounted display system. This not only poses the impressive opportunity to get us face-on with current games, but also opens up the possibility for games specifically designed to the virtual reality concept. That's exciting enough to more than a few gamers out there, but throw in the recent rush to open-world gaming, and—when coupled with the Oculus Rift—poses a serious set of possibilities for gamers out there.

But the concept of augmented reality gaming, meanwhile, is really starting to gain ground in the form of “Ingress,” a game that's making some major inroads.



How Big Can Major League Gaming Get?

October 31, 2013

Recently, Major League Gaming's president and co-founder, Mike Sepso, offered some remarks on just how big the broadcasting property could get. Sepso's remarks may prove surprising, but one thing is quite clear: Major League Gaming is eager to fulfill the first two thirds of its name.

 

Sepso make it pretty clear when he said: “We'll be bigger than the NHL (National Hockey League) in terms of viewership and revenue in about two years.” Given that the live audience growth for Major League Gaming events has grown fully 600 percent since just 2010, and Major League Gaming holds its own streaming platform offering up 120 hours of original programming every month—about five full days's worth of it—these aren't exactly outlandish claims.

Gaming May Get A Bigger Boost From Tech Than Expected

October 30, 2013

New word out of GamesBeat 2013 is heavily into technology, as everything from augmented reality to game development is making an appearance and being hashed over as the show frantically looks for the next big trends to come in gaming. The end result, meanwhile, is that a lot of technologies will play a role in the upcoming future of gaming...if the predictions suggested come to pass.

There's no denying that augmented reality is a pretty spiffy idea by any standard. We're talking about a technology here that, under the right circumstances, can be used to allow its operator to look at a restaurant and get its menu before even walking in the door. That's the kind of thing that's going to make a lot of people interested, and if a lot of people are using a technology, it's really only a matter of time before all these people start looking for other ways to use it.

Oculus' Biggest Truth: Content Sells Hardware

October 29, 2013

While plenty of gamers out there are looking forward to the release of the Oculus Rift as a way to fundamentally redefine gaming as we know it, there's a truth lurking under the surface that some aren't quite so willing to understand. Some, however, understand it all too well, and one of those people is Brendan Iribe, the CEO of Oculus VR, the company behind the Oculus Rift.

Iribe served as the main speaker at the GamesBeat 2013 opening events, and in his remarks, he showed that both he, and by extension the company, understood that no matter how amazing the Oculus Rift was, without the games to back it up, it wouldn't be much good at all. Indeed, as Iribe described it in his remarks “...we need made-for-VR content.” Indeed, as Iribe described, while there would be plenty of ported content on hand, and plenty of titles to make the jump to a virtual reality system, there would still be lots of room for—and a genuine need for—titles that specifically take advantage of the VR format.

Iribe followed up this telling point by noting that there are some games specifically geared toward the mobile platform, and this is just what would need to be done for the Oculus Rift as well. He showed some game footage for a couple titles working in that direction, like “Eve: Valkyrie,” a game with a clearly starfighter bent.



What To Do About Horror Gaming?

October 28, 2013

It's a good time of year to cover this topic, really. Between the fact that Halloween hits in just three days—many places have already had their Halloween specials and even their Halloween parties—and the fact that this time of year in general is what many regard as prime time for horror, it's a good time to take a closer look at horror in gaming.

The simple, sad facts are that there's not much going on when it comes to horror gaming these days, and much of that which is going on is going on in the indie market. Sure, we're all familiar with Slenderman thanks to his semi-official status as the final boss of the Internet.

MediaSpike Nets Big Numbers On Social-Mobile Product Placement

October 24, 2013

Fans of eighties movies, bad movies, and bad eighties movies almost certainly remember “Return of the Killer Tomatoes”, perhaps the first and maybe even only movie ever to feature product placement as a plot device. Since then, product placement has gone from a bad joke to a serious money-making opportunity for shows and movies, and MediaSpike, a company that puts product placement into games, is showing just how valuable this concept can be in gaming.

The reports suggest that MediaSpike reaches fully 20 million unique visitors a month, meaning that MediaSpike is getting some downright top-notch numbers. By way of comparison, NBC Sunday Night Football for the week of October 7 got just over 22 million viewers, though those were all just in that night instead of over the course of a 30-day or so cycle. This doesn't seem to be the top of the heap for MediaSpike, either, adding a variety of social game and mobile game publishers like Tetris Online, Big Blue Bubble, and several others.

Selling Like Hotcakes: The Popularity of PAX East 2014

October 23, 2013

A few hours ago, three-day badges for the Penny Arcade Expo (PAX) East show went on sale, at the impressive price of $75. 35 minutes later, said badges had completely sold out. Despite limits designed to get more badges into more hands, there was still a rapid sellout, and this particular sellout says something interesting about the larger gaming environment.

Back in 2013, it took most of a day for the three day badges to sell out, though single-day passes—slightly more expensive at $40 per day, or $120 for the full three-day affair—were available for months after the fact. This time, it took only minutes, sufficient for Penny Arcade to offer a note of warning to those buying: “If we determine that you are ordering under different names and multiple addresses, all of your orders will be canceled immediately.”

Though there are already some wondering about the potential of scalpers afoot—somewhat augmented by the fact that hotel registration websites seemed to be down for extended periods—it showed quite clearly that PAX East, and by extension the original PAX Prime event that takes place on the opposite coast (PAX East takes place in Boston), are catastrophically popular events.



Oculus Rift, CastAR, and Friends: Virtual Reality Hardware Becoming A Full Market

October 22, 2013

The spirit is willing but the flesh is weak. That's not just a partial Bible quote turned pithy saying any more, but rather a fair description of the virtual reality market. While there was software and to spare ready to take advantage of the virtual reality concept by giving us the perfect perspective for virtual reality--the behind-the-gun stance of the first person shooter--the hardware simply just wasn't there to give us that full experience the way "Dactyl Nightmare" did back in the 1990s. That, however, is changing, and in pretty rapid fashion.

While easily the biggest name in the field right now, at least the one that's on the most lips when it comes to virtual reality technology, is the Oculus Rift, it may not be the main one for long.

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