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Comment Re:citation needed (Score 1) 276

I don't have any information about this recall, but I do have a 1996 BMW 7-series which actually has a male voice for the navigation system (and no, you don't get a choice of that). I think the main reason they got rid of that guy inside the dashboard is because he mostly sounds like shouting orders at you instead of "guiding" you nicely.
Star Wars Prequels

Big Changes Planned For The Force Unleashed 2 100

Star Wars: The Force Unleashed debuted in 2008 to less than stellar reviews, but sales of the game were strong. A sequel for the game is due out in October, and the developers spoke at length with the Guardian's Games blog about the improvements they've been working on. One of their priorities was adding depth to the combat system to make it less of a button-mash. "The team has completely redesigned all the familiar Force powers from the first title including Force Push and Force Grip, and has added a few newcomers including the potentially amusing Force Mind Trick that'll allow you to trick Storm Troopers into leaping from high ledges." Enemy AI is another area that's getting some love, and they're trying to make level design more open and less linear. The team's confidence in the changes they're making stems in part from much greater familiarity with their game-building tools. "Like its predecessor, Force Unleashed 2 will combine three third-party physics engines, Havok, Euphoria and Digital Molecular Matter, to provide cutting edge human animation, materials effects and authentic physical forces. ... 'Whenever you're building the first iteration [of a game series] and a brand new game engine at the same time, everything comes in hot and fast – we were literally figuring out how to get the most out of those three technologies all the way up to shipping. The DLC then helped us to learn more, and that knowledge has given us the biggest leap forward.'" A trailer for the game was released at E3.
Games

How Game Gimmicks Break Immersion 228

The Moving Pixels blog has brief discussion of how gimmicky game mechanics often break a player's sense of immersion, making it painfully obvious that he's simply jumping through carefully planned hoops set up by the developers. The author takes an example from Singularity, which has a weapon that can time-shift objects between a pristine, functional state and a broken, decayed state. Quoting: "The core issue with this time control device is that it's just not grand and sweeping enough. It doesn't feel like it's part of a world gone mad. Instead it's just a gameplay tool. You can only use it on certain things in certain places. You can 'un-decay' this chalkboard but not that desk. You can dissolve that piece of cover but not most of the walls in the game. The ultimate failure of such cheap tricks is that they make the game world less immersive rather than more compelling. The world gets divided into those few things that I can time shift, that different set of things I can levitate, and that majority of things that I can't interact with at all. ... I'm painfully aware that all that I'm really doing is pushing the right button at the right place and time. Sure, that's what many games are when you get down to it, but part of the artistry of game design comes from trying to hide this fact."
Piracy

Study Claims $41.5 Billion In Portable Game Piracy Losses Over Five Years 316

Gamasutra reports that Japan's Computer Entertainment Suppliers Association conducted a study to estimate the total amount of money lost to piracy on portable game consoles. The figure they arrived at? $41.5 billion from 2004 to 2009. Quoting: "CESA checked the download counts for the top 20 Japanese games at what it considers the top 114 piracy sites, recording those figures from 2004 to 2009. After calculating the total for handheld piracy in Japan with that method, the groups multiplied that number by four to reach the worldwide amount, presuming that Japan makes up 25 percent of the world's software market. CESA and Baba Lab did not take into account other popular distribution methods for pirated games like peer-to-peer sharing, so the groups admit that the actual figures for DS and PSP software piracy could be much higher than the ¥3.816 trillion amount the study found."
PC Games (Games)

Blizzard Boss Says Restrictive DRM Is a Waste of Time 563

Stoobalou writes "Blizzard co-founder Frank Pearce reckons that fighting piracy with DRM is a losing battle. His company — which is responsible for one of the biggest video games of all time, the addictive online fantasy role player World of Warcraft — is to release StarCraft 2 on July 27, and Pearce has told Videogamer that the title won't be hobbled with the kind of crazy copy protection schemes that have made Ubisoft very unpopular in gaming circles of late. StarCraft 2 will require a single online activation using the company's Battle.net servers, after which players will be allowed to play the single-player game to their hearts' content, without being forced to have a persistent Internet connection."
Robotics

Lego Robot Solves Bigger and Harder Rubik's Cubes 63

kkleiner writes "It was only two months ago that we saw Mike Dobson's Cube Stormer Lego robot that could solve any 3x3 Rubik's cube in less than 12 seconds. You would think that there was only one person in the world crazy enough and talented enough to pull this off, but now we have found someone else that is just as amazing. The latest Rubik's cube-solving Lego monstrosity is called the MultiCuber, and although it's constructed out of nothing but Mindstorms components and a laptop, it can solve 2×2, 3×3, 4×4, and 5×5 cubes all in the same build! As if that weren't enough, a larger version solves the dreaded 6×6 Rubik's. We discovered the MultiCuber when its creator, David Gilday (IAssemble), wrote us an email to brag about its puzzle-solving might. Consider us impressed, sir."

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