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This extra-large handheld Nintendo works (and feels) like the real thing – TechCrunch

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Handheld retro gaming machines come and go, but few go so simply and effectively to the point as My Arcade’s Retro Champ. You stick in your NES cartridge, hit the power button and, assuming you blew on it beforehand, it powers up. This one sets itself apart with a big ol’ screen, Famicom compatibility and a whopping 35-hour battery life. Update: Nope! It’s 3 to 5 hours, not 35 as the company originally stated. I thought that was suspiciously high.

I played with the Retro Champ at CES, where they had one under lock and key — it’s not the production version, but that’s coming in the Spring. But it works just like you’d expect, and I was pleased to find it responsive, comfortable and pleasantly ridiculous. It’s really quite big, but not nearly as heavy as it looks.

The 7-inch screen is bright and the color looked good; it was responsive and the device felt well-balanced. The controls are where you’d expect, with big scoops in the back of the case to help you grip it. NES cartridges go in the top (and stick out as you see) and Famicom cartridges tuck in the bottom.

There’s a stand so you can prop it up and use wireless controllers with it (not included; they’re trying to keep the price low), and you can also plug it straight into your TV via HDMI, which basically makes this thing a spare NES home console. (I’m waiting to hear back on the screen and output resolutions and some other technical details.)

Lastly (and hilariously), there’s a hidden cleaning kit with space for a few Q-tips and a small bottle of solvent, for getting those really grimed-up games working.

My questions went to the usual pain points for scrupulous retro-loving gamers like myself:

Yes, it’s a 16:9 screen, and of course NES games were 4:3. So yes, you’ll be able to change that.

And no, it’s not just loading the ROM data into an emulator. This is the common way of doing it, and it produces artifacts and incompatibility with some games, not to mention control lag and other issues. Things have gotten better, but it’s definitely corner-cutting.

I chatted with Amir David, the creative director and one of the developers of the device. Though he couldn’t get into the technical details (patents pending), he said that they had developed their own chip that runs the game the same way an actual NES would.

So any cartridge that works on the NES, including homebrew and hacked games, will load right up no problem. That means you can also use a cartridge with an SD card loader, like an Everdrive, for those hard-to-get and hacked titles.

Some features are up in the air, for instance save states. It’s possible, but because this is in effect just a small Nintendo and not a virtual one, it’s also tricky. We’ll see.

I was also curious why there were four round buttons instead of the traditional NES D-pad. David said they were still waiting on feedback from players about which worked best; for an actual controller, the original D-pad might be good, but perhaps not for the handheld style. So they’re considering a few configurations; likewise the buttons on the right — they could get some tweaking before release.

The device goes for $80, which seems fair to me. If you want absolute fidelity for a home console, you can spend five to 10 times that amount, while for handhelds there are cheaper and smaller devices out there, most of which use emulators. They’re aiming for enthusiasts who want an easy but uncompromised way of playing their cartridges — lots of us have consoles sitting in boxes, but it’s a pain to get them set up. The Retro Champ could be one of the easiest ways to get back in the game. It ships in June.

CES 2019 coverage - TechCrunch

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Five ways Vision Pro is different from anything Apple—or anyone—has ever made

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Enlarge / Vision Pro: The computer you can keep using while grabbing unbranded sparkling water from the fridge

Apple

We’re still reeling a bit from today’s announcement of Vision Pro, Apple’s biggest new platform/hardware product rollout in years. The enormity of the entirely new computing interface the company is trying to sell here is matched only by the augmented reality headset’s significant $3,499 starting price.
Whether or not Apple’s gambit here can succeed in a headset-curious but still largely headset-skeptical market will depend in large part on the quality of the “immersive” experience Apple can deliver, and the answers to questions that can only be answered by actually putting this thing on our heads. Before we get that eyes- and hands-on time, though, here are some immediate thoughts on how to position Vision Pro in the market and in your mind.

Don’t judge Vision Pro by the standards of VR

Comparing the Vision Pro to the current state of the art in virtual reality makes its value proposition seems like a real uphill climb for Apple. After all, for the same price as just one Vision Pro you could buy three-and-a-half Quest Pro headsets (after its recent price drop to $999) or a full seven of Meta’s upcoming Quest 3 headsets (one for every day of the week).

But while the Vision Pro looks a bit like existing VR headsets, this is first and foremost an augmented reality device (i.e. one that projects images on top of your natural view of the “real world”). That puts it in the same category as Microsoft’s Hololens 2, which launched for developers at $3,500 in 2019, or the Magic Leap 2, which launched for $3,299 last year.

That difference matters for more than price competitiveness reasons. The use cases for a true augmented reality device go way beyond those for a dedicated virtual reality device (which fully blocks your view of the real world).

Not how most people use their VR headsets
Enlarge / Not how most people use their VR headsets

Apple

To see how, note that the software market for VR headsets is currently dominated by games and other interactive experiences that usually have you stand in an all-encompassing virtual environment. Apple’s presentation today, by contrast, barely mentioned gaming. Instead, it mainly showed Vision Pro users lounging on their couch and flicking through apps or movies, or sitting at a keyboard and working on massive virtual displays (not to mention getting up to grab a drink from the fridge without taking the headset off, something that is tough in VR even with quality passthrough cameras).

Those Vision Pro users were shown using casual gestures to wander through an iOS style environment, rather than using the kinds of big motions that characterize interactions in VR games. Vision Pro doesn’t even come with handheld controllers, which could make it difficult to port existing VR games that rely on those controllers.

Whether Apple’s device can live up to the vision presented by this carefully crafted presentation is an open question. But the different focus highlights just how different this AR headset could be from previous VR headsets—if they can get it right.

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Sony chief warns technical problems persist for cloud gaming

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Enlarge / Sony chief Kenichiro Yoshida.

Tokuyuki Matsubuchi via FT

Sony’s chief executive has warned that cloud gaming is still technically “very tricky,” playing down the risk to the console maker of the industry quickly converting to a technology on which its rival Microsoft has bet heavily.

In an interview with the Financial Times, Kenichiro Yoshida said the PlayStation creator would still study “various options” in the future for streaming games over the Internet itself, adding it could utilize GT Sophy, its artificial intelligence agent, to enhance cloud gaming.

“I think cloud itself is an amazing business model, but when it comes to games, the technical difficulties are high,” said Yoshida, citing latency—the fast response times demanded by gamers—as the biggest issue. “So there will be challenges to cloud gaming, but we want to take on those challenges.”

Despite various attempts to remake the gaming industry around the cloud, many users have yet to switch from a console or high-end gaming PC to streaming games entirely over the Internet, fearing the lags that can be caused by slowing Internet connectivity and server speeds.

Publishers have also not been fully supportive. In January, Google shut down its Stadia streaming service after most game producers held back from making their top titles available on the platform.

The promise of cloud gaming is still unfulfilled after more than a decade of development. Sony was one of the first big companies to enter the market, having acquired cloud gaming company Gaikai for $380 million in 2012 and later the technologies of its rival, OnLive.

While it launched a cloud gaming subscription service in 2014 that is now integrated with its upgraded and expanded service PS Plus Premium, analysts say Sony has not capitalized on its early bet to establish itself as a leader in the field.

Yoshida also pointed to the costly inefficiencies of cloud gaming where servers are idle for much of the day before having to cope with the high levels of traffic of gamers playing during the evening or “dark time.” He added that Sony had responded by unleashing GT Sophy in the quiet hours to learn how to beat human competitors in the auto-racing simulator Gran Turismo.

“The dark time for cloud gaming had been an issue for Microsoft as well as Google, but it was meaningful that we were able to use those [quieter] hours for AI learning,” said Yoshida, speaking at the company’s headquarters in Tokyo.

He declined to comment on the impact Sony foresees from Microsoft’s $75 billion agreed purchase of the publisher Activision, the company behind the Call of Duty and World of Warcraft game franchises, saying regulatory reviews were continuing.

But the deal has rattled the global gaming industry, where the US software company is engaged in a cut-throat battle with Sony for dominance of console gaming.

Industry and regulatory concerns have focused on whether Microsoft would make Activision’s games exclusive to its own cloud gaming service, a move that could potentially accelerate the shift away from consoles.

Last month, the UK competition regulator blocked the acquisition, concluding that the takeover would cement Microsoft’s dominance of the nascent cloud gaming market. According to Microsoft, its Xbox Cloud Gaming service has more than 20 million users.

The regulatory response has been mixed, however, with EU regulators clearing the purchase on the basis that Microsoft had made concessions to alleviate its concerns.

If it goes through, the deal would make Microsoft the third-biggest gaming company by revenue, behind China’s Tencent and Sony.

© 2023 The Financial Times Ltd. All rights reserved. Not to be redistributed, copied, or modified in any way.

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Why EA Sports and Nike think gaming NFTs can really work this time

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Enlarge / You could soon be able to wear this kind of NFT sneaker in future EA Sports titles.

Nike

After a lot of hype from game makers in 2021, big publishers have been relatively quiet on the idea of integrating non-fungible tokens into their games since the collapse of Ubisoft’s “Quartz Digits” platform last year. But EA Sports this week is proving the game industry hasn’t completely abandoned the blockchain-based collectible technology, announcing a partnership with Nike’s “.Swoosh” NFT platform to let players “express their personal style through play.”

Details are still scarce, and Nike says that more information will be available “in the coming months.” But the company said in a statement that “select .Swoosh virtual creations” will “unlock brand new levels of customization within the EA SPORTS ecosystem” and provide players with “unique new opportunities for self-expression and creativity through sport and style.”

In other words, it sounds like you’ll soon be able to put your NFT Nike sneakers on your Madden team.

Why this time could be different

As skeptical as we’ve been about previous efforts to integrate NFTs into games, this partnership could avoid some of the field’s most common pitfalls. For one, Nike is already an established brand with legions of sneakerheads that follow its every move. And those fans have already shown at least some willingness to invest in digital swag bearing Nike’s iconic swoosh. The company’s first “Virtual Sneaker Drop”—featuring “digital renditions” of the company’s iconic Air Force 1 line—reached over $1 million in sales to early beta users in less than a week, according to CoinDesk.

Those NFTs might become even more valuable to Nike fans if and when they can be used to unlock digital drip in EA Sports titles. And these kinds of “real-world clothing” cosmetics also seem like items that could be relatively easy for other developers and publishers to integrate into their own games (unlike Ubisoft’s awkward, serial-numbered virtual items). That means other publishers could theoretically follow EA’s lead here, integrating support for Nike’s virtual fashions as a marketing tool targeting fashion-conscious gamers.

That could plausibly create a kind of cycle where support from more games leads to more interest in Nike’s NFTs, which in turn leads more game makers to sign on, and so on. If enough game makers start featuring those Nike collectibles, we could plausibly reach NFT bulls’ dream scenario of digital items that you buy once and use across multiple properties around the Internet.

Of course, for any of that to happen, Nike and EA will first have to get over the deep and longstanding animosity gamers have shown for any game developer that even hints at making NFTs part of its gaming plans (not to mention the wider collapse in NFT interest across multiple markets). And if the prospect of showing off Nike swag in online games can’t break through that inherent hostility, there’s a good chance nothing will.

Regardless, by leaning on Nike’s established brand—and letting it serve as a third party that markets and sells the NFTs themselves—EA Sports could avoid some of the problems other companies have faced in trying to build and sell NFT collections from scratch.

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