Daily Archives: February 27, 2020

Facebook has Acquired Development Studio ‘Sanzaru Games’ that will be joining their Oculus VR Gaming Division – Patently Apple

Posted: February 27, 2020 at 12:50 am

Patently Apple believes in keeping track of what some of Apple's competitors are up to and late yesterday it was reported that Facebook confirmed it had acquired development studio Sanzaru Games to join the Oculus gaming group inside its virtual-reality division.

Sanzaru has produced a number of games, including from the Sonic the Hedgehog and Marvel Studios franchises, according to its website. The studios most popular VR game, Asgards Wrath, was highly reviewed at the time of its release in October, and was included several games-of-the-year lists.

Facebook's spokeswoman said in an email. "Were exploring many ways to accelerate VR. We believe it is great for content to be developed outside of Oculus and Facebook. That said, there are instances where it will make sense for us to have a deeper stake in order to more fully support content development and enhance the user experience." For more on this, read the full Bloomberg report.

Facebook's Oculus made the announcement officially on their blog yesterday stating the following:

"VR is home to many remarkable developers doing incredible work, pioneering a whole new language of game design, and pushing themselves to always achieve more. Sanzaru Games was one of the earliest development houses to take these steps, and, just a few months ago, we saw the state of VR gaming make a huge leap forward with the launch of Asgards Wrath, a title that redefined what a full-length, fully-featured VR game looks like. Today, Im pleased to announce that Sanzaru is joining Facebook to help us pursue a future of rich, immersive, and original VR game content.

Sanzaru is a veteran game developerhaving shipped titles to multiple platforms in the pastas well as a VR pioneer: Theyve created four titles for the Oculus Platform since 2016, when they were the first developer to partner with the Oculus Studios team. They approach game design with three pillars in mind: great design, beautiful art (including animation and audio), and strong tech. It is this foundation that enabled Sanzaru to build a game as rich as Asgards Wrath, and its a strong foundation they will continue to build upon as we all push VR forward.

As part of Oculus Studios and supported by our latest advancements in VR technology, Sanzaru will continue to make amazing VR game experiences for gamers around the world as an independently-operated studio. We couldnt be more excited to see what they build next.

Why Sanzaru Games?

Sanzaru is a veteran game developerhaving shipped games to multiple platforms in the pastas well as a VR pioneer: Theyve created four titles for the Oculus platform since 2016, when they were the first developer to partner with the Oculus Studios team (Ripcoil, VR Sports Challenge, MARVEL Powers United VR, Asgards Wrath). With Facebooks latest advancements in VR technology, Sanzaru can readily explore a future of rich and immersive original VR content.

It appears that Apple will be crashing the Oculus market space at some time in the future. Apple has filed for many patents relating to a future Head Mounted Display system with VR gaming being one of the possible avenues that will Apple will engage in.

While Apple has started with Apple Arcade for mobile gaming, it's very possible that Apple will aim a little higher with more console-like titles and VR gaming would be a natural fit.

In fact, Patently Apple posted a patent application report last Thursday titled "Apple Patent dives deep into Future Mixed Reality gaming with Sophisticated Game Controllers & Next-Gen Console."

The patent filing noted that "the game played by the participants may be hosted by a game console. In some embodiments, the game console may wirelessly serve game video to goggles worn by the participants.

A panoramic optical scanner incorporated into the top of the game console may have a 360 degree panoramic field of view, whereas a set of goggles may incorporate a panoramic optical scanner into each temple portion of the goggles, with each panoramic optical scanner having a 270 degree panoramic field of view that overlaps the 270 degree panoramic field of the other panoramic optical scanner."

A Mixed Reality (MR) Headset is definitely one of several future products that Apple fans are looking forward to.

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Netflixs Carmen Sandiego returns to its gaming roots in an interactive special – The Verge

Posted: at 12:50 am

Netflix isnt hiding its ambitions to push further into the world of interactive storytelling, and a trailer for its Carmen Sandiego Choose Your Own Adventure-style special teases whats to come.

In Carmen Sandiego: To Steal or Not to Steal, the iconic spy is tasked with doing the Villains International League of Evils (V.I.L.E.) bidding after they capture professional thief Zack and his sister Ivy during a heist. If Carmen Sandiego doesnt succeed, Zack and Ivy will have their minds wiped and become operatives within V.I.L.E.

The trailer, seen above, shows how viewers will take control of Sandiego during her mission and the types of decisions theyll have to make to move the story forward. Players will decide whether Sandiego should enter V.I.L.E.s headquarters from the ground floor or the roof, for example. Considering Carmen Sandiego started as an educational video game character, giving fans of the Netflix show the ability to play out an entire episode like a game is a nostalgic return to her roots.

Carmen Sandiego: To Steal or Not to Steal is one of three childrens interactive specials Netflix is reportedly planning to make, according to a Bloomberg story from August 2019. The other two series set to receive interactive specials include Boss Baby and Last Kids on Earth. Ted Sarandos, Netflixs chief content officer, has long talked about how important interactive entertainment is to the company, but he has also noted they want to do projects that make sense. Carmen Sandiego, which appeals to younger kids and is based on a video game, is a perfect combination.

Gaming is becoming more movified, and movies are becoming more gameified, but it wont take over, Sarandos told the Evening Standard last year. People still want to be told a story.

Netflixs biggest interactive special, Black Mirror: Bandersnatch, was a rousing success for the company according to the company. The special won two Emmys and nabbed show co-creator Charlie Brooker a Nebula Award for his writing for the episode. Netflix also told Variety last May that 90 percent of viewers chose to play the special rather than watch it as a form of passive, linear entertainment, which was a big deal for the company. The level of participation led Netflix to launch a whole new slate of adult interactive content, according to Variety.

Carmen Sandiego: To Steal or Not to Steal should be an even easier sell considering the target audience. The special will be available to watch and play on March 10th. It will run for 45 minutes.

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Marchs Free PS Plus Games Theres Good News & Theres Bad News – CCN.com

Posted: at 12:50 am

March's Free PS Plus Games There's Good News & There's Bad News

According to an advertisement on Polish site GRYOnline.pl, next month's PlayStation Plus games are Shadow of the Colossus and Sonic Forces.

February 26, 2020 11:36 AM UTC

Sony gets one fabulously right and one amazingly wrong in March's PlayStation Plus freebies. | Source: Christian Petersen/Getty Images/AFP

Next months PlayStation Plus free games are reportedly Shadow of the Colossus and Sonic Forces, according to an ad on Polish site GRYOnline.pl.

A user on gaming forum Resetera and another on the PlayStation Plus Subreddit both captured a snapshot of the banner, upping the likelihood of the two titles landing on PS Plus next month. It appears the advertisement hit the site ahead of an official announcement on PlayStation.Blog as is customary.

Adding credibility to the leak is the appearance of this months trio of free titles The Sims 4, Bioshock: The Collection, and Firewall Zero Hour on the banner.

If the leak is genuine, Marchs PlayStation Plus freebies are among the more lopsided selections weve seen to date. Bluepoint Games Shadow of the Colossus isnt so much a remaster of the PS2 classic as a ground-up remake. Fresh assets and a new control scheme add to the already fantastic foundations of the original.

Critically acclaimed and prized among fans, it is a must-play for anyone that owns a PlayStation 4 and features proudly in countless Best PS4 Games lists that pepper the internet.

Accompanying Shadow of the Colossus is Sonic Force. Finding a suitable game to accompany Shadow of the Colossus would be no small feat at the best of times. But it seems like PlayStation just gave up and picked any old game ripe for a stint as a PS Plus freebie when throwing in Sonic Forces.

With a Metacritic score of 57, SEGAs latest Sonic game is mediocre at best. Heres my colleague Max Moellers take on the game;

Sonic Forces was a boring release that failed to represent any of the exciting mechanics from the hedgehogs past. The levels are full of tired quick-time actions, strange gimmicks that break momentum, and unrefined set pieces that slog the game along.

Its worth noting that we still need official confirmation from PlayStation that these are indeed Marchs PlayStation Plus games. Nevertheless, based on previous leaks, we can be reasonably sure well be playing Shadow of the Colossus and Sonic Forces next month.

This article was edited by Samburaj Das.

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If you’re into esports, this gaming monitor is one of the fastest around – PC Gamer

Posted: at 12:50 am

AOC (the display maker, not the US politician) just announced one of the fastest gaming monitors available, the Agon AG273QZ. It's a 27-inch display with a twisted nematic (TN) panel capable of up to a blistering fast 240Hz refresh rate and incredibly low 0.5ms response time (MPRT), both of which are highly suited for esports.

What those numbers essentially mean is that the AG273QZ can keep up with your hardware. Whether the reverse is true depends on your setup, and in particular your GPU and CPU (in that order). The native resolution on this display is 2560x1440, and you'll need a meaty setup to push 240fps at 1440p in more demanding games.

If you have it, this is one of the fastest monitors around. It's not clear if the refresh rate can be overclocked to 280Hz on this model like the Asus TUF Gaming VG279QM ($399.99 on Newegg) allows with its IPS panel, albeit that's a 1080p display.

Here's a rundown of the pertinent specifications:

IPS and VA panels typically yield better viewing angles and superior color accuracy, depending on the model. However, AOC claims the AG273QZ offers 93.7 percent coverage of the AdobeRGB color space, and 126.4 percent of the sRGB color space. Those are certainly respectable numbers, though we can't say how it actually performs because we have not spent any hands-on time with this model.

As for the 400 nits brightness rating, that's good enough to qualify for VESA's DisplayHDR 400 certification, which this monitor does. That's also one of the requisites for AMD's FreeSync Premium Pro branding, which this monitor also boasts.

We wish AOC would have included a gray-to-gray (GtG) response time metric, as that is more commonly used. Nevertheless, MPRT is gaining traction. According to the folks at Blur Busters, MPRT ratings are more useful anyway.

As for the refresh rate, I'm not aware of any monitors that go higher without overclocking, at least for now. There are 300Hz laptops, and Asus said at CES it will be coming out with a 360Hz G-Sync monitor later this year. But like the VG279QM, that's a 1080p display as well.

The AG273QZ will be available later this month for 659. It's not clear when it will arrive in the US or how much it will cost when it does, but a straight currency conversion would put the price at around $857.

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Stardew Valley is getting another free content update – PC Gamer

Posted: at 12:50 am

A couple of weeks ago, Stardew Valley creator Eric Barone revealed that he's working on two new games, both connected in one way or another to his hit farm life sim. There was much rejoicing (people really like Stardew Valley), to the point that Barone asked everyone to please calm down and let him work.

But that was then and this is now, and I guess now it's time to get all hyped up again because it turns out that along with those other two projects, Barone is also cooking up new stuff for Stardew Valley.

Barone didn't say anything about what the 1.5 update might include, but given the heft of the 1.4 update, which added a huge number of new items, cosmetics, and monsters, 14 new music tracks, romance events, quality-of-life improvements, and an end-game mystery in an abandoned building, it's fair to expect that it will be significant.

We can probably also expect a patch coming sooner for some connection issues that resulted from the last update.

What I'd like to know, honestly, is where Barone finds the time and energy for all this. "[Game development] is extremely difficult and time consuming. Stardew Valley took me 4.5 years of working 60-70 hours a week," he tweeted in response to an inquiry on Twitter. But, he continued, "seeing your idea and world come to life before your eyes is extremely rewarding & satisfying."

I've emailed Barone to ask if he'd like to share any insights as to what's in store for Stardew Valley 1.5, and I'll let you know if he does.

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CD Projekt Red and PUBG Corp abandon PAX plans amid coronavirus fears – PC Gamer

Posted: at 12:50 am

The spread of novel coronavirus continues to wreak havoc on gaming conventions, with a number of major exhibitors having pulled out of PAX East. The convention kicks off in Boston this Thursday, but both CD Projekt Red and PUBG Corp have announced at the last moment they won't attend, though neither had confirmed presences on panels or the showroom floor.

CD Projekt Red's North American head of communications, Stephanie Bayer, revealed the studio's decision in a tweet earlier today. "I just found out my team is cancelling our PAX East trip so I will NOT be at PAX East as previously planned," she wrote. The studio's next big game, Cyberpunk 2077, wasn't confirmed to be appearing at the convention.

Gamespot has also confirmed that PUBG Corp has canceled its PAX East 2020 commitments. These two join a growing list of PAX East cancelations from companies including Sony, Square Enix, Capcom, though the latter will go ahead with its planned Monster Hunter: Festa event.

GDC 2020 has already lost EA, Facebook, Sony, and Kojima Productions, including Hideo Kojima himself.

Correction: This article originally reported that PUBG Corp had pulled out of GDC 2020. This reference has been removed, as the company was never scheduled to attend. A note has also been added to reflect that neither company had scheduled appearances on panels or the showroom floor.

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Platinum Games Is Finally Publishing Its Own Original Game – Kotaku

Posted: at 12:50 am

Screenshot: Platinum Games

For years now, Platinum Games has been making games under contract or with the cooperation of publishers, whether that was Sega or Square Enix. Now, its finally making a game that it fully owns and will self publish. Right now, the working title is Project G.G.

In an official release, director Hideki Kamiya said, Unlike any of the games weve made so far, its going to be a 100 percent Platinum Games title. For everything from its setting and characters, to its game design and story, to how its promotedPlatinum Games is in full control.

The games Platinum Games previously developed ultimately belong to the publisher. Any and all decisions about how those games are promoted, how their content is used, and so on, are entirely up to the publisher.

As a creator, its hard not to think of my games as my children, Kamiya continued. After all, it takes a lot of hard work to raise them up, and a lot of love, too. However, once theyre done, any choices about them are entirely out of my hands. So, for example, no matter how many times people tell me, You should make a sequel to this game, or, Id love to see it on that console, theres nothing I can do about it.

The projects short teaser is short on details. There is a person in some kind of suit. There are rocks and smoke. I see a cat.

This looks like a scene from Ultraman with a giant hero battling a kaiju.

With this new-found freedom, Kamiya says there is a tremendous responsibility. Still, I think we can harness that sense of responsibility and turn it into motivation to make Project G.G. the best game it can be.

Currently, the platform, genre and release date are all to be decided.

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Xseed at 15: Taking Japanese games from niches to hits – VentureBeat

Posted: at 12:50 am

Xseed has built a reputation as one of the top publishers of niche Japanese games in the West. Founded in November 2004, Xseed is a go-to label for franchises such as Rune Factory, Granblue, Corpse Party, Senran Kengura, and The Legend of Heroes: Trails of Cold Steel. It offers a variety you dont find from a number of publishers, and its focus on preserving narrative intent while also localizing the games to fit Western contexts.

Shortly after Xeed turned 15, I interviewed one of its cofounders, the cheery Ken Berry. Hes the president and CEO of Marvelous USA, which runs the Xseed publishing label. He played an instrumental role in Xseed being one of the early publishers of Japanese games on Steam with Ys: The Oath of Felghana in 2012.

Its major partners have included:

And earlier this week, Xseed launched a game from one of its most important properties Rune Factory 4 Special, the Nintendo Switch remaster of 2013s 3DS game that sold more than 300,000 copies on that platform.

We delved into what Xseed is and how it fits the Western market, what a niche game is in an industry with billions of players worldwide, and more. This is an edited transcript of our conversation.

GamesBeat: Where does Xseed stand after 15 years? Whats its role in the industry, and how important is it for these more niche companies like Xseed to thrive?

Ken Berry: I believe our role is offering the types of games that the triple-A publishers dont necessarily offer, even the ones that are Japanese-based. We definitely are willing to bring over the very text-heavy games from Japan that require lots of hours and time and effort to localize well into English, and were definitely willing to put out most of our titles even in a limited physical release. So I think thats something that some of the bigger companies out there might not be as willing to do when youre talking about localizing content from, especially from Japan for the North American market.

GamesBeat: And do you have a goal for how many games you want to localize and publish from Japan?

Berry: We dont necessarily have a goal, but I would say, given that our office is only about 20 people, we are pretty productive. We probably average between 12 to 14 releases a year with maybe about eight of those being physical releases, so about 70% being physical, with the other being digital-only releases, which are not quite as labor intensive as the full physical retail releases are.

GamesBeat: And Xseeds focus is on consoles and PC and not mobile?

Berry: That is correct. Our Japanese parent company is active in the mobile space in Japan. But for us here in the U.S., we just focus on console and PC market.

GamesBeat: Doesnt that make your job a little easier because console customers are more predictable than mobile customers?

Berry: I think so, yes, absolutely. You also have to worry about a humongous support team doing live support if youre going to do anything on the mobile side. And that is something that we just dont have that infrastructure to support right now.

Above: The Legend of Heroes: Trails of Cold Steel III is one of Xseeds successful games.

Image Credit: RPG Site

GamesBeat: What are the top takeaways youve learned about localizing games for the West?

Berry: There is a deep appreciation by the fans for the content and its original form. So anything that were localizing for the West, we definitely try to stay as true to the Japanese original as we can, especially with respect to the creator. Whoever made the game has a say in anything that we propose that needs to be addressed for the Western market. And thats probably the biggest thing weve learned. And that in addition to that, I would say its also a matter of giving people a choice, which is often keeping the original Japanese voiceovers in the game, even when were doing what we consider a very good and competent English dub. We feel the fans should have a choice to be able to listen to the original Japanese voices if they want.

GamesBeat: Do you do dubs in English or French or Spanish as well?

Berry: We only do English.

GamesBeat: Do you do subtitles in French or Spanish or Portuguese, because the West is more than just America?

Berry: Right, so we are starting to get more active in that space, especially with the help of our European sister company, marvelous Europe. So we are definitely trying to get a lot more active especially with German and French. We can add Spanish when possible as well. And I think even on our Steam releases, since Steam as a worldwide platform, now youre looking at the additional Asian languages being very important traditional and simplified Chinese as well as Korean if you can.

GamesBeat: Have you found that Marvelous and Xseed games do well in Brazil at all, because its such a huge PC gaming market these days?

Berry: That is something that weve tried to look into and revisit. We dont have any hard data, other than what we can see through our Steam sales. And it is definitely much smaller than all the other countries and languages I just listed. And in terms of the retail packaged-goods side, we dont deal with them directly in terms of shipping units directly into Brazil, so I do not have a good gauge on that myself.

GamesBeat: How does your corporate structure work? Marvelous is at the top, with Xseed publishing in the West? And your first Western release was Wild Arms 4, right? Was it hard to convince Media Vision to do it? Was it a long or easy process to publish your first game in the West?

Berry: Well, back then, the main founder of Xseed was the old president of Square Enix USA, Jun Iwasaki. So he was very well respected, very well connected. And I would say thanks to his strengths, it was fairly easy, because keep in mind Sony Japan was the publisher. So, once we found out that it would not be published and the U.S. by Sony PlayStation themselves, he was able to go speak with Sonys PlayStation team in Japan to negotiate the rights to Wild Arms 4 from Sony. So from there, after that was set and we came to agreement, it was just a matter of speaking to Media Vision about the details of how the title would be localized.

GamesBeat: Wild Arms was definitely a niche RPG, but it was a beloved series here. Was this project important to helping establish the name Xseed with a Western audience.

Berry: Absolutely. And we had the luxury of having a second fairly well-known Japanese RPG at the time Shadow Hearts. So when we announced ourselves as a publisher, we were able to announce our first two titles. So in addition to announcing Wild Arms 4, we announced that we would also be be bringing Shadow Hearts to the PS2. So I think having those two titles announced together really made a much bigger impact on this new publishing company and what we were trying to achieve.

GamesBeat: If you had smaller games than those two brands, the Xseed story could be very different. It couldve been a situation where you put your first couple games out and they fail because you didnt have that brand recognition.

Berry: That very well could have been a possibility. Back in those days, there were no digital sales. So everything was about retail placement and being able to ship packaged goods to the retailers. So yeah, if we would have had smaller brands that didnt quite catch on with the retailers and we didnt get the orders, the launch orders that we needed at our existence, it could be a very different story.

GamesBeat: So, according to my research, you did almost all of the localization for Shadow Hearts?

Berry: Well, the final brush up.

So Shadow hearts was a very weird title where the Japanese publisher had commissioned the English. So they basically sent us what they said were final English files. But to be honest, the written English, it was just atrocious and had to be fixed and corrected quite a bit. And there was no consistent terminology. And even at the time, with us being new and just a small company with six people, we really didnt have a full on localization department, and we were using what budget we had to outsource the localization of Wild Arms 4. So it basically came to me to go over that Shadow Hearts English script, fix everything. And they had even done the English voiceover and events, too. So after seeing the English script, I was really scared to hear the English voices that they told us were in the game.

But much to my surprise, the English voices were actually not just good, I thought they were excellent. They had apparently used a studio out of New York. And whoever that studio was, whoever the director was, must have known what he was doing. I could tell they did a lot of rewrites on the fly to try to fix the grammar issues and the terminology issues that I was seeing in the plain game script.

GamesBeat: So you not only have to fix the issues, but sync it up with what the voice folks had already done in New York?

Berry: Exactly. So the terminology issues I think one of the monsters might have been spelled three different ways in the files and in pretty drastically different ways. I would first go and find the voice files and find the scene and listen to how they pronounced it, and then match it to that. Yes the voices couldnt be changed. So everything else that was written had to be changed to match the voices as closely as possible.

GamesBeat: Do you still do any of this localization brush-up work?

Berry: I think the last couple titles that I did localization work on was Victorious Boxers: Revolution for the Wii. And I remember doing some Dungeon Maker: Hunting Ground for PSP.

Localization was some of the most rewarding work that Ive ever done in the industry. Ive done a lot of different jobs within the publishing model, and I would say the localization was probably the funnest, and one of the most rewarding, but I havent done anything on that front in almost 10 years. We have a fairly large localization team here, and they do seem to have a lot of fun. When trying to determine terminology or what the voice should be for this character, I do miss that creative aspect. It is a very fun part of the industry.

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Cryptocurrencies are nothing more than confidence games – New York Post

Posted: at 12:50 am

Cryptocurrencies like bitcoin are crap.

Ive been saying this for a long time, although I have explained it more delicately in the past.

Bitcoin and the other cryptocurrencies are nothing more than confidence games. They only have value if someone dumber than you thinks they are worth something and is willing to take them off your hands.

Im bringing this up now because smarter people than me are figuring this out.

Warren Buffett, who has a reputation for being pretty savvy, said on Monday that cryptocurrencies basically have no value. You cant do anything with it except sell it to someone else.

Somebody dumber than you, Ill add.

And Neel Kashkari, president of the Minneapolis Federal Reserve Bank, correctly described cryptocurrencies recently as being like a giant garbage dumpster.

He pointed out that people have been swindled out of tens of billions of dollars by playing in the cryptomarkets.

(Actually a giant dumpster is a lot better than a cryptocurrency. At least you can climb on top of a dumpster to get a better view of people throwing away their money buying a cryptocurrency.)

In another development, the Fed seems to be coming up with digital dough of its own called Fedcoin.

Whats the difference between the digital currencies in the giant garbage dumpster and whatever the Fed might end up doing? The Fed will have the US backing its Fedcoin.

Big difference.

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Sony PS5’s secret weapon to take gaming to the next level revealed – T3

Posted: at 12:50 am

The PS5 is just weeks away from being unveiled and while we've already had the lowdown on some of the console's specs, the DualShock 5 controller is somewhat of a mystery with a number of patents coming to light showing of potential features of the peripheral.

The latest one hints at a gaming experience of the future with players being monitored, and the content they're playing reacting to their emotional state. It's on a completely different level to the controller patents we've seen so far that have included a built-in mic and a new design that brings more functions with it.

(Image credit: Free Patents Online)

The patent is for a "biofeedback sensor attachment" that connects to the controller by the grips so that it's in contact with the player's hands. It stresses that users are "unlikely" to buy costly peripherals, and that the knock-on effect is that developers won't utilise the functionality of a device that no one is forking out for. The aim of this particular one is to be affordable enough that the majority of people will buy into it, and so developers will incorporate it into their content.

The attachment's sensors can provide feedback after measuring users' biometric responses - like how sweaty their hands are - which the patent says " may be useful in adapting content...so as to provide a more personal experience."

It goes on to mention VR a number of times, suggesting that the application of reading biometric data would be handy in a VR scenario where the player is "fully immersed." The example of a VR horror game s used, with in-game parameters like the number and type of enemies, environmental lighting, or sound are changed in response so as not to create an "unpleasant experience for the user." Conversely, if they're not scared enough, those same parameters can be cranked up a notch to see to that.

Players' heart rate can also be monitored, with the game or OS of the console keeping an eye on the length of time it stays elevated at to make sure there are instances of "prolonged fear". There's even mention of using the data to make in-game choices.

In the example given, if an enemy appears on-screen and a player is given the option to fight or scram, the decision could be made for them. "If the user is experiencing a high level of emotional arousal, then this could be interpreted as an indicator of fear on the user's part and thus the fleeing option is automatically selected. Such an embodiment is therefore an example of biofeedback information replacing controller input by a user."

The same decision-making approach could also be taken towards likes and dislikes to shape a the narrative of a game by focusing on the storylines and characters a player prefers. A more elaborate setup may even involve the PlayStation Camera to identify facial expressions, body language, or other emotional cues that manifest physically.

It seems like quite an intrusive method for creating better gameplay experiences, and a potential security risk with all of that data being collected, but as always, the existence of a patent doesn't mean the final product will ever see the light of day.

We haven't even seen the PS5 console itself yet, which was slated for a February reveal so once Sony gets that out of the way, we'll know what lies in store.

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Source: Respawn First

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