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Get ready to fight in the Asia Pacific dense urban environments with Battlefield 4 Dragon’s Teeth, the fourth extension of Battlefield 4.

Available from 15th July for members Battlefield 4 Premium, Dragon’s Teeth propels players into four new maps offering Unique gameplay environments and an overexcited, narrow alleys Market pearls floating restaurant Dragon submerged.

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Dragon’s Teeth also offers five unpublished in the Battlefield series weapons, a new gadget, the ballistic shield, and a new game mode, chain links, a revamped version of Conquest Mode where you must connect the capture points to win victory. Fans can also meet ten new missions featuring unlockable items and use RAWR, a new vehicle without remotely controlled and pilot armed to the teeth.

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Not to mention the four new maps:

• Lumphini Park: shopping channels a beautiful park aboard PWC quick to take advantage.

• Market beads: make war in the lively streets and rooftops of the market.

• Propaganda: fight among the towering monuments of despots in the gray battlefield concrete.

• Sunken Dragon: make havoc in a floating restaurant or drain the lake to open the way to a vehicle while the battle rages between skyscrapers.

Go to the Dragon’s Teeth 4 extension before the other players by joining Battlefield 4 Premium. Battlefield 4 Dragon’s Teeth will be available for all on 29th July.

If you enjoyed the first GRID it’s likely you were disappointed in some way by GRID 2. Many of GRID’s best features were unnecessarily cut. The entire game went too far down the arcade route and lost sight of why it’s predecessor was so great. Managing to remain simultaneously focused but still offering a chance to race across many disciplines with handling a nice hybrid of simulation and arcade. Well Codemasters appear to have recognised this and GRID: Autosport sees the return of many of the ideas and features that made GRID so great.

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Probably the most important change to Autosport is with the handling model. Autosport attempts to again find that sweet spot that is the balance between arcade and simulation from the first GRID. That satisfying sliding and skidding that would probably leave us critically injured in reality makes a strong return. But Autosport doesn’t let it get out of control and you don’t get those moments were you wonder whether you’ve started playing Burnout. As with the original GRID, Autosport dares to take itself seriously enough to become a racer but doesn’t require absolute perfection with every button press.

More than once I was reminded of how I felt during my time with the original. GRID is forgiving enough to encourage bravery at every turn but complicated enough that hitting an apex or being smooth with the throttle on the exit of a corner matters. It’s a fine line, and GRID 2 lost it’s way, but Autosport gets it right by looking back to the original for inspiration.

Car models help things by looking their best at all times, especially from the outside. I tend to play racers from the bumper cam anyway but the vehicles in GRID look great. And Autosport allows you to play from an interior camera too. Rejoice all those who will now briefly look at the interior of a car and then continue playing from a different view anyway! But it’s good to see Codemasters have included it anyway. The detail of the vehicle interiors isn’t quite as good as the rest of the game but I imagine statistically there’s very few gaming hours spent there and Codemasters’ attention has been correctly focused elsewhere.

During a bad collision that detail becomes obvious. The detail of the car models becomes clear as bits of car fly off, shatter and bend while the slow motion gives everything a cool weighted feel. There are some areas that don’t have quite the fidelity we might be looking for, particularly with next gen hardware around, but for a last gen title it looks very good.

One of my favourite things in GRID 2 were the tracks. There weren’t many of them and the tracks themselves weren’t always fun to race on but their detail was second to none. And the same goes for Autosport except there are loads of tracks on offer as well. There are a huge number of tracks for you to play on and each is detailed enough to stave off the boredom of hour after hour of grey tarmac rolling off the bottom of your screen.

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Autosport’s career mode yet again returns to old ideas and replaces constant, repeated, first place wins with realistic objectives. In your first season your goal isn’t to finish in first place. In fact you shouldn’t be finishing first place in your first race and Autosport encourages you to continue playing and improving as your position gets better with practice. It’s so much better not to be expected to overtake 20 or so vehicles even in your debut event. And the return of an AI partner as your teammate allows GRID to again feel like a team effort, which was one of my favourite features of the original. With the AI helping create excitement every step of the way you can be sure you’ll get to do some actual racing.

This time your career is split across multiple disciplines; Tuner, Touring, Street, Endurance and Open-Wheel. If there isn’t at least something for everyone in Autosport I’d be surprised. And each discipline feels unique and separated from the others. Touring races see you fighting wheel to wheel in huge packs. Open-Wheel races favour F1 like precision. The only disappointments for me were that the endurance races really weren’t long enough (but then I like the old Gran Turismo style that took many hours each) and the Tuner class wasn’t quite as enjoyable or exciting as the others. But some people will no doubt prefer the races I don’t like. The point is there’s a choice for you. On the whole the multiple class system works well and offers loads to keep you playing even long into your career. Just being able to change things up a bit occasionally makes a big difference.

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A lot of things were missing from GRID 2. And they’re all back in Autosport. Codemasters have really listened to what people want and actually made changes. The thrill of wheel to wheel racing the way only GRID knows how is so close to making a return. The handling model nearly finds that glorious balance between simulation and arcade. There are loads of tracks and plenty of good looking vehicle models. And then there are multiple race classes, realistic career objectives and a teammate. Although I would’ve still preferred to be able to fully manage a team, much like a more in-depth version of the first GRID. But some new features are what GRID needs now.

I wish I could have seen Autosport made for PS4 and Xbox One though as some nice next gen visuals would greatly increase the overall presentation of Autosport. It still looks good, especially for a last gen title but I’m still without a racer for my PS4 and GRID for some reason didn’t take advantage and fill that gap. Well done Codemasters for actually listening to fans but truth be told GRID Autosport is really just what GRID 2 needed to be. Still at least it’s safe to say GRID is back on track. What we need now is the next GRID to see were the franchise goes.

 

Even for the mighty UbiArt engine and Ubisoft Montpellier The Great War is a tricky topic to tackle correctly. Despite the abundance of WW2 period games out there WW1 remains relatively untouched. The sheer horror and weight of events make it difficult as a topic for any game. Valiant Hearts goes with an all out puzzler approach. There’s the occasional action filled moment but even then the puzzles are kept central to the gameplay. The point of Valiant Hearts isn’t to see how many men you can kill and how much gore there can be in a war. Thankfully.

But just because you’re not going to slaughter men on mass doesn’t mean Valiant Hearts pulls its punches. The Great War had a horrific death toll and Ubisoft aren’t afraid to make it known. Valiant Hearts doesn’t patronize and it doesn’t hold back. It covers the brutality of the first gas attack using Chlorine Gas. It covers the work of a medic performing triage after an attack. It covers a civilian population under attack from bombs, with people searching for loved ones and dealing with the destruction of their homes.

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There’s an appropriately solemn tone that never really lets up while you  play Valiant Hearts. It’s a strange experience to be entertained at the same time as watching the horrors of The Great War but I think it’s a fantastic way for us to commemorate the events that took place.

Great War aside Valiant Hearts is a great puzzler. There’s a fare share of simple tasks that don’t tax the brain too much but they are constant and keep you thinking until the next real puzzle. Which are clever. You’re canine friend has no name but he can squeeze through gaps and retrieve items, among other things, that allow the puzzles to be really creative. They kept me thinking and regularly had me stumped for a little while before I moved on.

The only problem I had was checkpoints which are few and far between. More than once when I quit the game I found myself playing the entire level again when I loaded it back up. It seems like a simple fix to me to just add more checkpoints especially considering Valiant Hearts has a slower pace that doesn’t make checkpoints difficult.

To compliment this are collectables that are carefully placed in every level. Some hidden, some require simple optional puzzles some are basically unmissable. But once you find and collect one you can press triangle and read more about the item. The nuggets of information make for interesting reading so it’s well worth stopping occasionally to take a look. Some are personal letters from soldiers on the front and some are interesting items like lighters or tools that provide some historical fact.

Valiant Hearts is a treat on the eyes and ears too, as if any of us doubted it. UbiArt has delivered again and the beautiful ‘hand drawn’ style creates the perfect atmosphere for Valiant Hearts. But musically Valiant Hearts has a simple yet powerful soundtrack that had me moved more than once. Even the piano piece on the main menu is truly beautiful.

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For me, the key concept that is a constant in Valiant Hearts is the issue of language barriers. Or more specifically the issue of nationality. Despite communication there’s no spoken language except the occasional mumble from the characters and a narrator on the loading screens. The most obvious example is your best friend in Valiant Hearts, your dog.

He starts out with his German handler, who’s a medic. But helps the French Emile when he’s in trouble early on. Emile and his dog then join with an American, Freddie and later even back with a German born French national Karl. On one occasion after Emile helps a German Soldier in need he will in return help Emile by letting him run from capture or death. Valiant Hearts does a good job of bringing to life the fact that all who fought in The Great War where ultimately still human, regardless of nationality. And your canine companion makes it all the more obvious as he doesn’t consider race or nationality when he helps people. He just helps those who need it. It’s also devastating when he gets in trouble and needs your help.

The Great War was certainly one of our darkest periods of history and it needs to be commemorated. And 100 years on it is all the more important that we make an effort to remember those who gave their lives for us. Valiant Hearts is so tastefully handled that I can think of no better way to remember those events. It’s a great puzzle game that makes you think infused with nuggets of history. More importantly Valiant Hearts packs a punch that doesn’t let us forget.

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Microsoft have released a special edition Xbox 360 Arctic Camouflage Controller, and we got a closer look at it.

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This controller has the following features:

  • Camouflage design inspired by snow-covered environments
  • Transforming D-pad that switches from plus to disc for better control
  • Special edition wireless controller with 30-foot range

Here’s a closer look at the controller:

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What do you think of the Camouflage Controller? Let us know by leaving a comment below.

And thanks to Xbox for the controller.

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I’ve recently been spending a lot of my time on the Destiny Alpha. Here’s a few videos of my adventures.

 

First mission with the Warlock class.

Co-op Strike Mission Objective 1

An encounter with ‘Devil Walker’

An encounter with ‘Sepiks Prime’. Which is immediately after Devil Walker!

Exploring the Tower

Exploring the Cosmodrome part 1

Exploring the Cosmodrome part 2

Hopefully this gives you a good idea of how Destiny plays. Also check out my first impressions here. Destiny is looking mighty impressive, and this is the Alpha with most features limited! Bring on the Beta!

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I’ve been lucky enough to get into Destiny over the weekend and more importantly allow Destiny to take over every waking moment I can spare. Here are my first impressions.

After playing for a few hours you hit the Alpha level cap of 8. Good old fashioned level ups seem to be second place to looting and levelling up individual items. Even after I reached the level cap I continued to find new weapons and gear and level them up to unlock new stuff like scopes and damage increases.

The looting is similar to borderlands although there are a few important differences. Firstly there aren’t 27 different shades of orange indicating that one rare item is slightly rarer than another. There’s white for common, green for uncommon and blue for rare. Admittedly there’s also legendary items but they’re firmly out of bounds for the Alpha. You can look but definitely not touch.

As an example most uncommon assault rifles have a choice of 3 scopes that are unlocked only by using the weapon. And I don’t mean for 30 hours but you have to get out there and kill a fair bunch of enemies. Machine guns have different round types and rocket ammo alters the ammo count in favour of attack power and visa versa. And each weapon also gets a cheeky damage boost pretty easily. This could, and I have no doubt will, really open up in the Beta and the full release.

One noticeable similarity to Borderlands (and arguably Borderlands’ key to success) is that two instances of the same weapon can be different. One may be more powerful, one may have a higher fire rate but otherwise look very similar, both visually and by name. You’ve got to pay attention but won’t be spending 30 minutes comparing two slightly different weapons and reaching for the calculator to work out DPS.

Abilities unlock nicely, nothing seems at all unattainable but there’s more than enough to keep you going. Having said that looking further down the road I’m not sure there will be all that much to do after a few long sessions. In about 4 hours I was at the alpha level cap of 8, which is supposedly out of only 20. And that seems quite low to me. I can only guess that destiny is going to rely on its loot system, which is great, and entertaining gunplay which is even better. Plus it looks very much like you can have multiple classes for each character which could be interesting.

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And my God is the gunplay fantastic. Bungie know one thing, and they know it well. And their heritage clearly shines through. If you stop admiring the weapon designs long enough to actually fire one you are instantly rewarded with satisfying heavy recoil and pseudo realistic sci-fi sound effects. Everything’s so smooth and we’ll balanced I don’t think I stopped grinning during the violence. It just feels right.

If (like me I’m ashamed to admit) Destiny isn’t at the very top of your wish list put it there now. There’s a single player experience that’s just like an offline fps. Great co-op opportunities for friends or drop in/out play. A whole MMO beneath that ties everything together. And competitive multiplayer too. And you can do any or all of these on one account with one character. Or you can have several! Destiny’s one of those games that tries to do it all but actually seems to be succeeding. Its borderlands looting, with Mass Effect multiplayer in a Halo universe. The Destiny open Beta starts 17th July, and I hope to see you there! We’ll be uploading some videos of my time on Destiny shortly so stay tuned! And feel free to join me either now or in Beta or full release, my PSN is Haggis666.

It’s difficult to stay excited when a game has as much hype surrounding it as Watchdogs. Combined with a seemingly endless trail of delays I somehow remained eager ever since Watchdogs was first announced oh so long ago. But with more hype than the Apollo 11 launch can Watchdogs deliver on it’s ambitious promises?

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The first thing you’ll need to do is complete the tutorial mission. It’s really about the only thing you have to do in Watchdogs and is a necessary evil even in an open world game. The brief cutscenes introduce us to the main characters and just about every function is covered during the mission. It doesn’t dwell on a single aspect of gameplay but instead keeps the pace up and gets you outside into the freedom of Watchdog’s open world as soon as possible.

Armed with only a few weapons and enough knowledge to do pretty much anything I took Aiden on his first steps into digital Chicago. Personally I like to do anything but the main missions for as long as possible if a game will let me. Inevitably sometimes you’ll spend hours grinding to achieve something only to find it would be handed out in the next campaign mission but I still do it. So I got to work.

The first visit to a weapons shop makes it clear that there isn’t going to be a shortage of firepower. In fact Aiden has so many weapons on offer he can more than capably become a one man army. Rambo’s got nothing on Aiden. There are several handguns ranging from simple 9mm’s to revolvers and a couple of machine pistols thrown in for good measure. Shotguns start at a simple single shot and go all the way up to a fully automatic monster and cover everything in-between. Plus assault rifles, more snipers than I expected (admittedly I expected none) and a couple of grenade launchers. That’s a lot of guns and Aiden can’t just own them all he can carry them all in his mysteriously deep pockets.

Acquiring all this hardware at first seems like a daunting task but anything that can be bought in Watchdogs is as easy as repeatedly pressing square to rob peoples bank accounts. Walking the streets with your trusty smart phone by your side highlights potential bank accounts to siphon funds from. Simply hold square and then eventually when you feel you have enough visit a cash machine to draw out the money. If you need cash that’s all there is to it.

And the same is true for the rest of the hacking in the game too. All that cool stuff we’ve seen in the videos is done by briefly holding square, or sometimes just pressing it. And that worried me at the start. I mean how much fun can it be to repeatedly press the same button? Well as it turns out it never bothered me and I never got bored of it. During a car chase when you first raise a bridge and jump over it to escape your pursuers or they slam into those bollards with a nifty slow motion close up the fact you ‘just pressed square’ really doesn’t matter.

The irony is that if hacking was a complex mechanic in Watchdogs Aiden wouldn’t feel like a genius. The simple context sensitive method really makes you feel powerful. Using just a phone you can do some serious hacking and the awesome result make sure you never get bored of hacking.

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Side missions are varied and abundant. Some are races, some are hacking mini-games and others are stealth/combat based. They kept me busy for at least 20 hours and constantly rewarded me with XP to spend on the impressive skill tree. The mini-games are incredibly in-depth too. There’s poker which is as good as any poker game I’ve ever played, chess which can either be a traditional game or objective based challenges using the rules of chess and far too many more to mention. And there are several story driven side missions that are both mysterious and clever. There’s loads to keep you busy and everything rewards you well.

To complement the huge amount of content there’s a huge choice of upgrades too. I don’t think there’s a single one I didn’t want and being free to complete whatever you want right from the start to get them is liberating. Don’t be put off by abilities being locked and telling you to complete a certain mission to unlock more; it’s a very early mission and once you do it it unlocks everything. Finally upgrades on an open world game that aren’t arbitrarily limited until it’s too late to use them.

The only time Watchdogs lets you down is unfortunately in the campaign missions. The story is dark and well presented but in between the story the gameplay soon becomes stale and repetitive. Most situations require you getting past enemy guards. You can sneak around and use stealth and hacking to remain undetected but I very rarely did. I tried a couple of times but realised that gunning them down using my immense firepower and hacking was just quicker and easier. I even had the difficulty on hard and still found that I could take on entire mobs of enemies in a straight up fire fight. By the way I recommend playing on hard to at least stop you becoming a god. At least on hard I could be killed.

I enjoyed using the pistols so I actually used the second one you get which has a large clip and found it easy to use ‘focus’ (Watchdog’s slow motion) to head shot as many enemies as possible before finished the rest of without focus. So even on hard using the starting pistol I was overpowered. And that’s not taking into account the 2 Barrett rifles, 2 grenade launches, 6 or 7 assault rifles, 8 other pistols/revolvers/machine pistols, 5 shotguns, grenades, IED’s and remote IED’s I had. On top of all the hacking tools and context sensitive commands available. And pills that refill your focus allowing for almost continuous slow motion.

Aiden should have had far less weapons. It’s a shame because the weapons are so satisfying to use. But Aiden should have had a pistol and nothing else. Or only two weapons. Or an ammo limit that actually matters. Or no slow motion. Just something to make him less godlike. When you actually find a challenging fight and can just switch to the anti-material rifle or grenade launcher and win easily the challenge is completely gone, and a lot of fun along with it. I enjoy using the weapons a lot, but at the same time they make everything far too easy and mean Aiden doesn’t actually rely much on hacking during combat. The same applies to car chases which are great fun until you get the steam pipe upgrade which works so well and can be used so often that all other hacks become almost irrelevant. Don’t bother finding a street with spikes or bollards to lure your enemies down just wait and blow a pipe. It works every time.

Plus the campaign missions come loaded with so many ridiculous situations that call for Aiden to ‘manually’ follow a target or sneak physically into a place it just becomes irritating. Sure you can raise a bridge, steal bank details, stop a train or even burst steam pipes but you have to sneak into this building or follow that person. Tailing people isn’t constant like Assassins Creed but Ubisoft did decide to go with the ‘10ft rule’. If your target goes out of sight for a millisecond or gets more than 10ft away a massive message comes on screen telling you you’re losing your target. Aside from the question ‘Can’t Aiden hack GPS or track a SIM?’ I’m pretty sure I could follow someone from further away in real life. I hate it. It’s the worst thing in AC and Ubisoft for some reason decided it was the only mechanic worth copying into Watchdogs.

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It’s impossible not to be impressed with Watchdog’s overall presentations. It looks amazing and is by far the densest city I’ve ever seen in a game. There isn’t an single inch that doesn’t have incredible detail. You really get the sense Ubisoft are putting all that next gen power to good use. When the wind picks up and the rain starts I still stand there for a moment and admire my surroundings. Aiden’s coat flapping in the wind as the colours deepen to reflect their absorption of the rain. Water pools at the sides of the roads and raindrops can be seen splashing into them. I could go on for hours describing how pretty it is but seeing is believing. An adequately electronic soundtrack makes action sequences all the more intense and I’ve never heard guns that sound as cool as these ever.

On one occasion, I was being chased by a gang who decided they’d finally got sick of me. They took out the wheel on my car so I was left almost entirely immobile. I darted down an alley and turned off the engine to hide as the gangsters drove past searching for me. When I saw a chance I went for a train line I knew was nearby and hid on foot until a train arrived. I stopped it with my phone and ran for the doors. The gangsters saw me but were on the other side of the train. As the doors opened I drew my pistol and used slow motion to kill him with a single shot, hopped on the train and started it leaving the gangsters as I made my escape. It couldn’t have been better if it had been scripted but in Watchdogs these things just happen all the time. It’s like constantly playing a developer walkthrough. This is a perfect example of when all Watchdog’s features come together to create a special moment.

But the campaign missions are a real let down. The theory that a high body count makes for fun gameplay should be left to COD. It doesn’t belong in Watchdogs and stops it from becoming an intelligent game, even on the harder difficulties, which is a true shame. There’s so much that’s good about Watchdogs that it certainly lived up to my expectations. With less guns and a larger focus on using smarts to overcome challenges Watchdogs would be close to perfect. It really lets itself down by trying too hard to become the shooter that nobody wanted, even given the incredibly satisfying gunplay which just makes it all the more frustrating.

But GTA didn’t get everything right straight away. And Ubisoft now has a more than decent competitor for the open world giant. As a series Watchdogs has almost unlimited potential. Ubisoft has laid the groundwork incredibly well and I can only imagine what future instalments will bring.

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I was really quite disappointed with GRID 2. Not particularly because it was a bad racer but because it felt like a step backwards from the first GRID. At least it did to me. GRID: Autosport is making itself out to offer pretty much everything in one nice tidy racer package, and avoiding being thought of as a sequel to GRID 2.

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Autosport offers five disciplines, Touring, Endurance, Open wheel (basically F1), Tuner and Street. I reckon that should just about cover everything. Assuming there’s a decent roster of cars to back it up there are clearly enough disciplines to make sure Autosport keeps us coming back for more many hours down the road.

Swapping between disciplines it becomes very obvious that they’re not just for show too. With the difference in cars, tracks and race types there is a definitive line drawn between each discipline that keeps them separated from each other. Although in the preview code I played there wasn’t an enormous roster of vehicles and upgrades the groundwork is there ready for the full release.

The handling models have that familiar GRID sliding feel that makes tight races all the more exciting but it’s clear that Codemasters are perfecting their formula with the franchise. The handling never feels overly simplistic but ensures GRID doesn’t fall into the trap that some simulators can and forget to actually let you have any fun. If GRID has always done one thing right it’s excitement.

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The visuals are everything we’ve come to expect from GRID and the tracks always seem to have even more detail than the car models. Which, truth be told, is the right way to do it. How many of us play racers from the bumper cam where you can’t see the car anyway? In fairness GRID’s handling model does at least give you a fighting chance of playing from a third person view but it’s still not the same. With GRID constantly staring at the track for hour after hour isn’t a problem and Autosport is looking good so far, especially the textures on the asphalt and tarmac.

Most importantly I was elated to see the return of many of my favourite features from the first GRID that had disappeared on GRID 2. There’s an XP bonus that increases as you increase the challenge by changing some, or all, of the many difficulty options (like Forza). Better still is the return of your team mate and team objectives. You aren’t required to arbitrarily make it to first place from last place race after race. There are realistic goals that you and your AI driver can achieve together. I’m so glad Codemasters put this back on, I loved this feature in the first GRID.

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So even though I only got my hands on a relatively small amount of the content it looks like Autosport will offer there’s a definite feeling that everything’s in place. The mechanics are solid, there’s a decent damage model and everything’s looking rather polished to be honest. With a ton of cars, upgrades and races Autosport just might be what GRID 2 should have been.

 

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As you know that Xbox 360 and Xbox One owners currently need an Xbox Live Gold subscription to access most online apps and services.

With entertainment, sports and gaming apps will no longer live behind the Xbox Live Gold paywall, Microsoft has just confirmed, among other sweeping changes for Xbox One (although the paywall changes apply to Xbox 360 too).

Internet Explorer, Skype, OneDrive, OneGuide, GameDVR, Upload Studio and Twitch broadcasting will also now be free to all.

It means that you couldn’t use freely-available services such as 4OD, Skype, Internet Explorer or YouTube without being a Xbox Live Gold subscriber, something that has become increasingly unpopular among fans.

 

The old policy delayed the Xbox 360 release of BBC iPlayer, whose license fee-funded content cannot be put behind a paywall. An exception was eventually made, but Xbox One still lacks an iPlayer app.

 

 

 

 

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Today Channel 4 in the UK has announced details of a new sci-fi series titled Humans. The eight-part drama is based on Swedish series Real Humans, and will be produced by Kudos, the team behind Broadchurch, The Hour and The Tunnel.

Xbox Logo Channel 4 Logo

The new 8 X 60 series will share a 2015 premiere broadcast window on both Channel 4 in the UK and the Xbox platform in North America.

Written by British writing partnership Sam Vincent and Jonathan Brackley (Spooks, Spooks: The Greater Good), Humans is an English language adaptation of Sveriges Television (SVT) and Matador Films’ acclaimed series.

Set in a parallel present where the latest must-have gadget for any busy family is a ‘Synth’ – a highly-developed robotic servant that’s so similar to a real human it’s transforming the way we live. When a rushed-off-his-feet suburban father of three buys a refurbished second-hand Synth, he hopes it will relieve some domestic pressure and paper over the cracks of his marriage. But sharing their life with a machine has far-reaching and chilling consequences – for this Synth, the cuckoo in the nest, is harbouring an extraordinary secret.

Channel 4 Head of Drama, Piers Wenger says: “In Humans, Sam and Jon have not only crafted an ingenious and imaginative thriller, but they’re also asking big, thought-provoking questions about how we live.  I’m thrilled to be working once again with the team at Kudos and to be partnering with Xbox to bring this extraordinary and epic series to the screen. This is the first co-production commission to benefit from Channel 4’s increased investment in drama and reaffirms our commitment to ambitious, highly original drama series.”

President of Microsoft’s Xbox Entertainment Studios, Nancy Tellem says: “Humans not only questions personal relationships, but we loved how this sci-fi show toys with reality and our connection to technology.” She adds “This deal with Channel 4 and Kudos underscores Xbox Entertainment Studios’ commitment to programming premium TV series with global partners and creating engaging interactive experiences – and sits alongside other original commissions including a Halo TV series executive produced by Steven Spielberg.”

Filming in the UK will begin in summer 2014, with casting to be announced.

Executive Producer Kudos, Jane Featherstone says: “Exploring themes of love, discrimination and integration, this thrilling, beautifully written series allows us to get under the skin of what it means to be human in the most compelling way. The bold, innovative storylines and subject matter lend themselves perfectly to this pioneering collaboration with Channel 4 and Xbox.”

 

 

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Xbox announced the kick-off of the “Kinect Sports Rivals World Championship,” the first ever global motion-sports competition. The “Kinect Sports Rivals World Championship” will challenge players from around the world who have honed their “Kinect Sports Rivals” gameplay skills and award the grand prize winner with $10,000 in cash and a trip of a lifetime to one of four amazing destinations: a water sports adventure in Bora Bora, walking the Great Wall of China, trekking to Machu Picchu, or skiing the Swiss Alps.

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Additional prizes include:

  • 2nd Place:  USD $5,000
  • 3rd Place:  USD $2,500
  • 4th Place:  USD $1,000
  • 5th – 11th Place:  USD $500 each

The “Kinect Sports Rivals World Championship” will begin online on 11th April in the U.K., France and Germany (8th April in the US, Canada, Mexico, Australia and Brazil) as competitors go head-to-head in the semi-final round of the global competition online.

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It will culminate with a live, in-person final championship this July at the San Diego Comic-Con, where top finalists from each participating country will battle for their country’s glory and the grand prize.

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Starting today, players who want to enter the “Kinect Sports Rivals World Championship” can register here. Additional details, including rules and restrictions, about the “Kinect Sports Rivals World Championship” can be found on Xbox.com.

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Its been announced that Marc Whitten, chief product officer of Xbox, is leaving Microsoft to become the chief product officer of Sonos. With Marc Whitten joined the Xbox team in 2000 and then helped to launch the Xbox, Xbox 360, and Xbox One.

Marc Whitten

“I have had the extreme pleasure over the last 14 years to work on the greatest product with the greatest team and for the greatest community,” Whitten said in the announcement. “Xbox is so special because of the amazing team I’ve had the opportunity to work with and because our fans are the most incredible fans on the planet. It has been the highlight of my career to work on a product so loved. It’s incredibly tough to leave but I am confident the best days are ahead for Xbox fans, in the capable hands of a very talented team.”

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