Then there were three: Sony, Microsoft, Nintendo and the evolution of the Electronic Entertainment Expo

Then there were three Sony, Microsoft, Nintendo and the evolution of the Electronic Entertainment Expo

In mere days, the ESA will host the 18th annual Electronic Entertainment Expo in Los Angeles, a multimillion-dollar event that serves as a soapbox for industry leaders, game developers and peripheral manufacturers as well as a focal point for video game enthusiasts. The show is a driving force for the industry, dictating Christmas lists in early June and establishing what products will live, die and fade from the public mind. Retailers eye consumer reactions to help them finalize their holiday orders and fans devour coverage of the event as if it was manna from heaven. Since the show's 1995 launch, video games have grown from a niche category to a central facet of modern entertainment -- finding their own place in the music industry, our national museums and even organizations like the Boy Scouts of America. No other event celebrates and glorifies the industry so thoroughly.

Yes, it's a trade show at heart -- as well as the industry's best hype machine -- but it's also a very prominent part of gaming fandom. Following the news, scrutinizing announcements and arguing over who "won" the show is almost an annual tradition. Amid all of the event's excitement, it's easy to forget its strange origins. The industry's biggest spectacle wasn't born from a rational need to create a unifying trade show, but instead from a federally imposed stalemate in the console wars of the 1990s.

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E3 loves LA, staying through 2015

E3 loves LA, staying through 2015

Video game journalists worried about not being able to make their annual trek to Amoeba Records and Secret Headquarters Comics can breathe a collective sigh of relief -- through 2015, at least. The Entertainment Software Association, the organization behind E3, announced today that it will be keeping the massive gaming show in Los Angeles for another three years. Next year's show will be hitting the LA Convention center on June 11th. More info and some quotes from a very happy Southern California mayor after the break.

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E3 loves LA, staying through 2015 originally appeared on Engadget on Mon, 30 Jul 2012 10:33:00 EDT. Please see our terms for use of feeds.

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Nintendo’s Hideki Konno discusses the 3DS and the element of surprise

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As E3 was coming to a close, we sat down with one of the men responsible for Nintendo's 3DS, Hideki Konno. Konno's official title is manager / producer, but because he's involved at such a high level with both software and hardware development on the 3DS, our conversation covered quite the range of topics. When asked about the handheld's performance in the last year, he drew parallels to the success of the DS that preceded it and he hopes that the 3DS will experience a similar growth curve. Due to the mention of the DS, we inquired about the possibility of a larger 3DS. While Mr. Konno wasn't able to confirm plans for a super-sized version of the current-gen handheld, he did express his affinity for the DSi XL's increased real estate -- he finds the larger screen is much easier to gaze upon. You can draw your own conclusions as to exactly what that means. When chatting about mobile gaming, we asked about the impact of smartphones on the outfit's handheld. Konno offered that Nintendo prides itself on surprising gamers with new "compelling experiences" that handsets can't provide.

We asked if any of these new experiences would involve the integration of both 3DS and the Wii U, and Konno replied that he's confident about those explorations taking place in future. In fact, a version of the Smash Brothers series is currently being developed for both 3DS and Wii U simultaneously. He indicated that it would be hard to believe that the two versions being developed in parallel wouldn't provide some unique interactions between them and their respective platforms. Additionally, while it sounds like the Miiverse will only be available on Big N's next-gen console at launch, Mr. Konno communicated that -- depending out how well it's received -- we're likely see the social element brought to the mobile gaming arena, too.

Michael Gorman contributed to this report.

Nintendo's Hideki Konno discusses the 3DS and the element of surprise originally appeared on Engadget on Fri, 08 Jun 2012 16:27:00 EDT. Please see our terms for use of feeds.

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E3 2012 wrap-up

E3 2012 wrapup

Greetings from -- actually, scratch that, we're all back home now, but we had a blast spending the week in sunny, smoggy downtown Los Angeles -- even if this year's Electronics Entertainment Expo wasn't exactly the most exciting in recent memory. After all, neither Sony nor Microsoft gave us much in the way of new hardware, and Nintendo, the one member of the big three with a new console for 2012, didn't show off much that we hadn't already seen. We did, however, get our hands on a fair share of hardware and we're generally impressed by some software innovation, like Microsoft's SmartGlass. If you happened to miss something during the gaming news deluge (not to mention the fact that Computex happened to be going on at the same time), feel free to catch up on our coverage after the break.

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E3 2012 wrap-up originally appeared on Engadget on Fri, 08 Jun 2012 16:00:00 EDT. Please see our terms for use of feeds.

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E3 2012: not quite ready to go mobile


Perhaps E3 2012 will be remembered as the year that even Nintendo acknowledged the existence of smartphone gaming -- if only begrudgingly so, dragged kicking and screaming into the early '10s. It's a brave new world here, a strange one in which everyone and their grandmother has become a gamer by default, carrying high powered portable computers in their pockets at all times. But even as all the major players took time out to give a nod to the ever enlarging juggernaut that is mobile gaming, its an element that still feels like a bit of a redheaded stepchild inside the Los Angeles Convention Center, where console gaming is still far and away the dominant force -- it's a presence relegated to brief mentions in larger press events and pushed to the sides of the convention floor.

It comes as no surprise, of course, that Nintendo didn't dwell on the matter during its show opening keynote on Tuesday. The mere fact that company president Satoru Iwata made reference at all to mobile operating systems is something of a sea change for an executive who has thus far stubbornly refused to even "consider" developing for the Androids and iOSes of the world. And the news from Sunday doesn't do much to shake that stance. While mobile operating systems were name checked, it was only in reference to users' ability to access social information from the Wii U on their browser.

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E3 2012: not quite ready to go mobile originally appeared on Engadget on Fri, 08 Jun 2012 13:00:00 EDT. Please see our terms for use of feeds.

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Epic senior technical artist Alan Willard talks Unreal Engine 4 for next-gen consoles

DNP Epic senior technical artist Alan Willard talks Unreal Engine 4 for nextgen consoles

There's no PS4 or Xbox 720 behind the curtain, Alan Willard assures a dark room full of eager video game journalists. Nope, it's just a current high-end piece of PC hardware. In spite of the company's position as a creator of one of the industry's leading game engines, Epic doesn't get a peek at Sony and Microsoft's next generation consoles before the companies are ready for their grand unveiling. "We won't know final hardware specs until everyone else does," the company's senior technical artist tells me after the presentation, adding with a laugh, "If they do, I don't know anything about it."

The company spent this year's E3 cycling media in and out of its small meeting room on the second floor of the convention center, dimming the lights and showing off just what Unreal Engine 4 has to offer -- or at least a pretty good idea of what it will offer when it's finally ready for prime time. It's clear from the excitement on the Epic employees' faces that all involved are relieved to finally show the demo off for gatherings of eager writers. No surprise there, of course. After all, the engine has been in development in some form or other for eight or nine years -- several lifetimes in the roman candle-like world of video game development.

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Epic senior technical artist Alan Willard talks Unreal Engine 4 for next-gen consoles originally appeared on Engadget on Fri, 08 Jun 2012 09:00:00 EDT. Please see our terms for use of feeds.

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Crytek’s CryEngine 3 makes it easier than ever for devs to build games as pretty as Crysis

Crytek's new CryEngine 3 makes it easier than ever for devs to make games as pretty as Crysis

It's not every day you get to speak with the folks who make one of the most advanced game engines in the world, but today at E3, Crytek (you know, the folks responsible for Crysis) let us in on some of the secrets behind its latest game platform, CryEngine 3. We sat down with Kirthy Iyer, an animation technologist at Crytek, and had him walk us through some of CE3's tools that are enabling publishers to build games for any platform -- including PC, PS3 or Xbox 360 -- faster and better than ever. Among the highlights are a "multi-layer navigation mesh" that automates the movements of AI-controlled game characters, and super realistic water rendering technologies. We could go on singing CryEngine's praises, but instead we'll let you get all the details from Mr. Iyer in the video after the break. Enjoy.

Continue reading Crytek's CryEngine 3 makes it easier than ever for devs to build games as pretty as Crysis

Crytek's CryEngine 3 makes it easier than ever for devs to build games as pretty as Crysis originally appeared on Engadget on Thu, 07 Jun 2012 22:58:00 EDT. Please see our terms for use of feeds.

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PDP Afterglow 2.0 controllers and stereo wireless headset hands-on

PDP Afterglow deluxe edition controllers and wireless headset  hands and earson

Here at E3, PDP is showing off a handful of new gaming accessories for those looking to jump on the third-party bandwagon. The company has refreshed its line of Afterglow controllers that now sport a second edition label. Much like the previous models, the family will include accessories for PS3, Xbox 360 and two for Wii. The major difference that you'll notice is a portion of the peripherals is now black -- a bit of a departure from the clear interior-lit controllers that we've seen previously. In addition to the recharged versions of the Afterglow add-ons, the outfit also allowed us to go ears-on with a wireless stereo gaming headset that will sport the same illuminated moniker.

Here, you'll have your choice for either white or black (and then red, blue or green interiors) for the set of cans that provide a quite cozy fit -- thanks in part to the extra padding around the earcups. We gave them a spin with latest Call of Duty offering and were quite pleased with the sound quality, too. Three sound modes provide a bit of customization, allowing you to choose between pure audio, bass boost and 3D expander listening pre-sets. An LED on the tip of the unit's mic will keep you informed as to which selection you've made. Speaking of controls, all of the in-game adjustments that you'll need to make can be easily done from the left side. You can expect around 10 hours of gameplay on a single charge, an auxiliary jack for your mobile devices and connection to your console via USB dongle. When the headset arrives in September, it will set you back $89.95 and play nice with PS3, Xbox, Wii and PC. If you're still curious about further visual details, head for the gallery below and take a closer look.

PDP Afterglow 2.0 controllers and stereo wireless headset hands-on originally appeared on Engadget on Thu, 07 Jun 2012 21:02:00 EDT. Please see our terms for use of feeds.

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DICE+ wants to team with screens and usher in an era of powered board games (hands-on)

DICE wants to team with screens and usher in an era of powered board games handson

We learned about DICE+, the digital chance cube, just before E3, and today we finally got to give it a few rolls and find out a bit more about DICE+ from the folks who made it. It's an inch-sized cube with a soft-touch rubbery finish that's packed with a Bluetooth radio and a rechargeable battery. For now, it juiced up via microUSB, but an induction charging version is also in the works. Its power cell grants up to 20 hours of continuous rolling, or a little over a week for non-gambling degenerates. Speaking of, the cube's maker, GIC, said a major point of emphasis in the cube's design was getting the balance of the thing just right to ensure the randomness of DICE + results -- and it's even spoken with casino companies about their tolerance requirements in that area. While DICE + may find its way onto craps tables eventually, for now, its maker's focused on what it calls "powered board games."

You see, while we're all familiar with board game mechanics -- roll a die/spin a wheel and move your game piece accordingly -- they don't translate well to the digital realm. People don't trust a computer to give truly random results, and tapping a screen to "roll" dice gets boring quickly. That's the beauty of DICE+, players get all the advantages of a digital board game, like animations and greater interactivity, without the aforementioned downside because it engages them in a satisfying, familiar fashion. Join us after the break for our impressions, and a bit more info about this throwback gadget.

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DICE+ wants to team with screens and usher in an era of powered board games (hands-on) originally appeared on Engadget on Thu, 07 Jun 2012 20:46:00 EDT. Please see our terms for use of feeds.

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Killer Wireless-N 1202 WiFi / Bluetooth cards in Alienware gaming laptops eyes-on

Killer WirelessN 1202 WiFi  Bluetooth cards in Alienware gaming laptops eyeson

Last month, Dell announced that its Alienware gaming laptops would be outfitted with Qualcomm Atheros' Killer Wireless-N 1202 WiFi cards. Aside from sporting low-latency capabilities, the add-on also sports some Bluetooth connectivity. Here at E3, we were able to spend some time with the tech to see just how the component and its accompanying software prioritizes your bandwidth and keeps your Call of Duty multi-player sessions in the #1 slot. The Killer application allows you to set different priority levels for anything that would claim a chunk of your internet connection. For example, if you keep your title of choice in the top spot, the tech will only download files or access websites whenever Skyrim isn't trying to send hi-pri info across the interwebs. By default the rankings are as follows from high to low: games, real-time chat (Skype), buffer-tolerant programs (Netflix and iTunes) and file transfer or low-level systems utilities. Until the end of June, you'll only be able to snag the tech in Dell's gaming laptops. We laid our peepers on the interface at the Alienware booth, so hit up the gallery below to take a look at what you can expect with the UI.

Killer Wireless-N 1202 WiFi / Bluetooth cards in Alienware gaming laptops eyes-on originally appeared on Engadget on Thu, 07 Jun 2012 20:34:00 EDT. Please see our terms for use of feeds.

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