Xbox One
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Re: Xbox One
Rumor the Kinect is NOT required for the Xbox One...this could be huge if confirmed and they offer a $399 SKU
http://www.neogaf.com/forum/showthread.php?t=599491Comment
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Re: Xbox One
I may be alone in this boat but I don't think they should do the multiple SKU thing.
Keep the price as is, but make the Kinect optional. If you guys want to see if devs truly have anything awesome for the Kinect, they will need to know it's worth their time. If the bundle ships with the Kinect, even though people may not use it, they still will know that they have a solid install base of "x amount of systems sold" with every single person owning a Kinect.badComment
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Re: Xbox One
Rumor the Kinect is NOT required for the Xbox One...this could be huge if confirmed and they offer a $399 SKU
http://www.neogaf.com/forum/showthread.php?t=599491Comment
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Re: Xbox One
I wasnt against the kinect at all really (more kinect hardware failures closing my system than anything). But hey they are still listening. Smart move once again guys.Comment
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Re: Xbox One
It was a typo folks. The X1 will be 499 and have forced Kinect.
http://www.examiner.com/article/rumo...one-price-dropComment
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Re: Xbox One
Hands-On with the XB-1 Controller
<iframe width="853" height="480" src="http://www.youtube.com/embed/G4PHupKm2OQ" frameborder="0" allowfullscreen></iframe>
Hands on with the new trigger-rumble controller for Xbox One is not what I expected, but in a good way.
It’s often the small changes in each generation of video-games that have made the biggest difference to me. Whether that is ridding the living room of cables with wireless controllers, or being able to easily play online with friends, I’m often surprised how the littlest things can open the door to whole new ways of playing together as a family.
At the Xbox press conference we heard more about the new console, with a big focus on high-end games that used the extra processing power of the machine to deliver open world experiences that didn’t have to compromise. Any one of these game-play demos could have held their own as pre-rendered cut scenes in the previous generation, impressive stuff.
However, it wasn’t until getting my hands on the controller that I really started to get excited about what the Xbox One had to offer. Much like the simple joys of matching music and motion with Kinect on Fantasia Music Evolved, the new Xbox One game-pad was both familiar and different. The sticks have largely remained the same, with the D-Pad getting a tweak, the buttons are the same familiar configuration (perhaps with a little extra sparkle).
It was the triggers that really surprised me. The Xbox One adds a physical rumble feedback to each of them. Although this doesn’t sound like all that big a deal, getting it in your hands and trying out the demos was not what I expected. While I’ve got used to rumble over the years and now take it for granted, having the controller send buzzes, shivers and subtle heartbeats straight to my fingers was captivating.
It reminded me about claims made around various evolutions of Dual Shock rumble feedback, and in particular Gran Turismo’s use of the left-right motors to signal to players when they were on the rumble strip or their wheels where loosing grip. While I remember getting a thrill from that idea, it never really delivered on those promises — was I imagining it or was there an actual differences? I couldn’t always tell.
On the Xbox One though there was no doubt about it. The motors in the triggers are distinctive and unmistakeable. But more than that, they created a surprisingly emotional response. Maybe it’s just me and there is some buried childhood trauma that this is triggering, but experiencing the force feedback I could feel my emotions rise. It felt similar, emotionally, to the body-shaking base notes of live amplified music that shakes your entire torso. This kind of bodily interaction is unexpectedly affecting.
The level of control of this feature was also more than I had anticipated. The demo I tried could create different responses in each trigger. This means that the controller can send ripples of disturbance across the pad starting on one side and finishing on the other. Communicating things like heartbeats, engine burn and machine gun fire is now something not left to the sound and visuals of a game.
I’m really looking forward to seeing how the new features like this are capitalized upon in different games. My hope is that narrative driven experiences like Quantum Break will see this as another opportunity to tell their story — not with words, sounds or visuals but with the tiniest of bee-wing beats against the very tips of your finger.
As I found when I interviewed Dan Greenwalt of Turn 10 this is technology that they have been using and perfecting for Forza 5 for some time.
With games as diverse as Skylanders Swap Force, Project Spark and Titanfall coming to Xbox One it will be interesting to see how they each make different use of the new feature. Marry this with the new high definition Kinect sensor and you have the makings of a real breakthrough in gaming. Fingers crossed.
http://www.forbes.com/sites/andyrobe...rigger-rumble/Comment
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Re: Xbox One
It was a typo folks. The X1 will be 499 and have forced Kinect.
http://www.examiner.com/article/rumo...one-price-drop
We had a nice, yet fleeting, moment together under the sun.badComment
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Re: Xbox One
Every time I see the controller mentioned it reinforces which system is the one for me.Comment
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Re: Xbox One
If they hadn't been getting blown out of the water in preorders, the policies wouldn't have changed.--
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