One million dormant Xbox Live gamertags can be yours starting Wednesday

Wednesday rollout will include “proper nouns,” “greatest inventions of all time.”

(credit: Xbox)

Are you the type to dash madly toward any new online service’s sign-up page even if you think you’ll never touch it again, just to lock down your username of choice? As any good geek knows, handles are a precious commodity, especially for free services that don’t have explicitly advertised nickname-recycling policies.

One online ecosystem, Xbox Live, may have a respite in store for users who want to remove extraneous numbers or characters from their Gamertag of choice. A Monday announcement from Xbox Live PR chief Larry “Major Nelson” Hryb confirmed that a slew of “nearly one million” dormant Gamertags will be made available for qualified Xbox Live Gold members starting on Wednesday, May 18, at 2pm EDT.

Microsoft has apparently been careful about what “dormant” means. This pile of names has been freed from a pool of Gamertags that were created on the original Xbox console and remained unused since that console’s servers went offline in 2010, meaning they were never used to log onto either newer console or through Microsoft’s Web-browser interface. Gamertags have always been free to create, even before Microsoft introduced separate “silver” and “gold” tiers of Xbox Live service on the 360 console, so certain juicy-sounding handles may very well have been created by original Xbox owners who had no intention of remaining longtime Xbox Live gamers. (Microsoft released dormant Xbox Live handles from the original-Xbox era in 2011 as well, but not as many.)

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Push Me Pull You—and the other modern 4P couch games you should be playing

Gang Beasts, Videoball, other gems round out our same-screen gaming picks.

Last week, one of my favorite video games of the past few years, Push Me Pull You, launched on PlayStation 4 (with a PC/Mac/Linux version "coming soon"). It's not the best game of the year by any stretch, and it may not even be the best multiplayer game that we see this year—but it'll almost surely top my year-end list.

Why? I'm a couch-combat freak. Blame my first job as a video game critic in the mid- to late-'90s, which steered me away from LAN parties and solo RPG adventures toward the N64's impressive four-player library. I was my newspaper's lead Nintendo console game critic until 2001, and while that meant first dibs on classics like Ocarina of Time, I tended to salivate more over things like the latest AKI Corporation wrestling game or the Turok games that actually had multiplayer modes. (I also pre-ordered the Expansion Pak the moment I learned it'd be required for Perfect Dark four-player deathmatch.) A single screen and four friends in the same room are damn-near essential to my digital diet.

While I'm tempted to retread old ground with a massive history-of-couch-gaming feature, I'd rather take the opportunity to celebrate Push Me Pull You's launch with a quick look at the best modern games in the genre. To qualify for this article, games must offer a minimum of four players sharing the same screen, they must play on modern platforms, and Ars can't have already written about them extensively. My thinking here: nobody would blame you for skipping PMPY if you don't have a nice four-controller setup on your favorite game console or TV computer. But if the game makes you think about ponying up for more pads, you should probably have a least a few other games to share with so many friends.

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Microsoft’s Project Spark becomes free-to-nobody on August 12

Downloads are done for Xbox free-to-play experiment; servers will close in August.

We hardly knew ye, Project Spark... because you were confusing, and now because you're about to be shut down. (credit: Microsoft Studios)

Your chance to play with Microsoft's curious Project Spark "game" and/or creativity engine is all but done, thanks to a late-Friday announcement. An official blog post declared that the game's download and store sites had immediately been taken offline. Anybody who currently owns or plays the game has until August 12 to access the online game before its content servers are shut down as well.

The writing was already on the wall for Microsoft's peculiar free-to-play, multi-device experiment when the company announced the product's "free transition" last September. At that time, refunds were announced for any Project Spark DLC or full-license purchases made after July 28, while Microsoft declared that active development of the game had been shut down. However, that announcement hadn't hinted at an impending full-game shutdown, which means Project Spark serves as a cold reminder of how hard it will be to archive a lot of today's modern games.

Spark's troubles began with a series of confusing sales pitches at various expos alongside the burgeoning (and then Kinect-saddled) Xbox One. Marketing teams never effectively sold the possibilities and power of Spark's make-your-own-game system. While short teaser videos hinted at the game enabling everything from kart racers to airborne battles, major demonstrations tended to revolve more around generic 3D platformers. Our own game reviewer Steven Strom appreciated the product's potential but bemoaned its barriers to entry, including how the game taught users and how its search engines made discoverability a pain in the tuchus.

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Lionhead tells all: Molyneux’s overpromises, Fable Legends’ $75M budget, more

Eurogamer feature also uncovers Milo and Kate‘s failings, battles with Xbox marketing.

Looks like gamers didn’t have to wait long after the fall of British studio Lionhead to get a behind-the-scenes tell-all. Only two months after the maker of Fable was shuttered, the staff at Eurogamer has pieced together a massive feature recounting stories from multiple sources, on the record and anonymous, about the good, the bad, and the “shit” of its entire history.

All of the company’s big misses are on show here, particularly those of Milo and Kate and Fable Legends, but the feature is even-handed about spreading both blame and compliments as needed. Microsoft is given knocks for corporate-minded complaints yet is praised for fostering the company’s creative spirit and mostly staying out of the way of the game development process during and after its Fable 2 peak, while studio founder Peter Molyneux is cast as both an over-promising, under-delivering dreamer and as a genius producer and game director who got the most out of his team (and protected devs from MS’ prying eyes).

Molyneux, to his credit, participated fully in the feature and minced no words about himself: "I'm a complete twat... There were many times my huge mouth got in the way of common sense." Former Microsoft employees went on the record, as well, while Microsoft itself declined to comment.

Among the feature’s many highlights:

Not free-to-make: By the time the free-to-play co-op game Fable Legends was canceled, it’d burnt through a lot of money. An unnamed source pegged the total at roughly $75 million. Yes, we said dollars, not pounds (which would be about £50 million), which makes us think Eurogamer got that tally from a Redmond, Washington, source as opposed to one from Lionhead's former Guildford, UK, office.

"Legends should have been dirt cheap to produce, that's the whole point of a free-to-play game," an unnamed source told Eurogamer. "If people don't like the game, you take a small cut. If they do, you build more of what the people want. Legends cost a large amount of money and was delayed countless times so we could show off some other piece of Microsoft tech."

Canceled games: Microsoft's 2012 insistence on a free-to-play game from Lionhead, as opposed to another offline, single-player adventure, meant hopes for a sprawling new Fable 4, set in a steampunk-esque London, were squashed. "You've had three shots [at a single-player Fable] and you've only tripled the money," Lionhead Art Director John McCormack told Eurogamer when paraphrasing Microsoft's thoughts on a sequel.

Lionhead was also toying with a three-part game, code-named Project Opal, that would connect players on PC, Xbox, and mobile with different games on each. The mobile fishing game and Xbox combat-adventure game would complement a PC world-building game, but the project was only in development for six months, and it was shuttered soon after Molyneux left Lionhead to form a new studio and confuse the public with a pair of weird games.

Smoke and mirrors: Lionhead reps went on the record to say what many in the public had long assumed and asserted: that Milo and Kate's first reveal was made up of wholly pre-rendered content, and that version was predicated on a higher-powered version of Kinect that never came to be. By the time the project was canned, it had dwindled from its initial promise of a fully responsive virtual-child relationship game. Instead, it only allowed players to engage in mini-games like moving objects around the titular boy's bedroom—all to distract him while his parents could be heard (but not seen) getting into arguments. This, the developers told Eurogamer, meant that worries of the game working as a "pedophile simulator" would have been squashed if people had seen how rudimentary the game actually turned out.

"The disaster that struck was everybody realized just how much it would cost to make a Kinect that had the field of view and the depth and the precision that would be necessary to give very fine motor control," Molyneux told Eurogamer. "The specs of the Kinect went lower and lower and lower and lower and lower, until eventually it was a fraction of what Milo and Kate had been designed for.

Box art battle: In addition to complaints about Microsoft's corporate training regimen and an alleged tying of Metacritic review scores to developer pay bonuses, Fable Art Director John McCormack recounted an ongoing struggle with Fable 2's marketing team.

"The marketing was shit," McCormack told Eurogamer, explaining that Lionhead had been stuck with an outside-of-Microsoft marketing firm. "They were going, what are you making? An RPG? Right, dragons and shit. And that was their advert. And we were like, no, ours is a Monty Python-esque comedy. And they went, look, we know how to market RPGs. And they opened the RPG marketing drawer and pulled out a picture of a dragon that wasn't even in the game and went there you go. That's your market.”

McCormack also faced off against that marketing group over the game’s box art. His push to put a black woman on the cover—and to emphasize progressive features in the game like gay marriage—were rejected by a marketing team that insisted on “the usual white guy with a sword on the front.” The marketing team asked McCormack what the least successful Disney film up until that point had been. “They went, ‘Princess and the Frog. Work it out.’ I was like, ‘Fuck you, man.’ I hated it.”

These are but a few of the many anecdotes and nuggets in Eurogamer's feature, which pointed out a constant problem for game development at Lionhead: that the studio would spend years working on titles that had tons of features but felt aimless and often rushed. This feature, appropriately, feels the same, with many disjointed stories sewn together by little more than their place in a timeline, but it's an astounding read that any fan—or hater—of Peter Molyneux should carve out some time to peruse.

Chrome dev asserts browser is viable VR platform, targets 90 FPS rendering

Engineer demonstrates on HTC Vive, says it’s “good enough to deploy real things.”

Author's approximation of what VR on Chrome might look like. (A little too literal? Whatever.)

The ongoing virtual reality battles aren’t just being waged on the hardware side. Software firms are making a big play for the platform—particularly the ones making 3D engines, which game and app makers are heavily relying on to help them create optimized content that looks good and runs at a crisp 90 frames-per-second refresh.

While Unity and Unreal have fetched the most headlines about VR 3D engines, Google might have a surprising game-changer on its hands: the Chrome Web browser.

A Wednesday report from Road to VR surfaced a late-April speech from Google software engineer Boris Smus, and that speech stood out because it stressed efforts by the Chrome team to finally support a 90 frames-per-second refresh for systems such as the HTC Vive and Oculus Rift. Up until recently, the burgeoning WebVR platform had been capped at 60 FPS, which doesn’t reach the necessary visual-smoothness threshold needed to ensure comfort for VR users.

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Google Adwords bans ads for “deceptive,” “harmful” payday loans

Follows Facebook’s lead; differs from “limited” stance on adult, healthcare ads.

Google's Adwords platform includes rules to prohibit some advertising campaigns, and it employs a "limited," targeted approach for products and services that it deems "legally or culturally sensitive." Its list of outright banned topics grew one larger on Wednesday with a call from Google to ban all ads for payday loans and "related products."

The ban, which will go into effect on July 13, puts specific conditions on the types of loans that can be advertised on Adwords. To clarify the definition of a "payday loan," Director of Global Product Policy David Graff announced that an ad cannot be placed if the loan requires full repayment within 60 days or if its annual percentage rate (APR) is 36 percent or higher.

"When reviewing our policies, research has shown that these loans can result in unaffordable payment and high default rates for users, so we will be updating our policies globally to reflect that," Graff wrote in the announcement. After quoting a critic who opposed "predatory lending," Graff mentioned that the ban's effectiveness will be "reviewed" over time.

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How side-mounted LEDs can help fix VR’s “tunnel vision” and nausea problems

Ars interviews Microsoft Research group on its hacked-together findings.

Microsoft Research's "SparseLightVR" project, without the sheer plastic screen that is eventually used to better diffuse the array of 80 LEDs. (credit: Microsoft Research)

The current world of consumer-grade virtual reality has a bit of a tunnel-vision problem. As realistic as VR can feel, even the most expensive headsets are restricted to a 110-degree field of view, compared to the over 180 degrees of real-world vision. While most early industry enthusiasts have been able to get past that issue, a team at Microsoft Research has not.

"You don’t realize when you’re playing with Oculus or other [headsets] how much black there really is in the device," Carnegie Mellon PhD candidate Robert Xiao said in an interview with Ars Technica. "You strap it on, and the first thing your eyes focus on is the middle part, the bright screen. You don’t realize how much of the visual field is taken up by black, empty space."

Xiao, who served as a Microsoft Research intern in 2015 as part of his work in CMU's Human Computer Interaction Institute, decided to focus on that blackness in his first major Microsoft project. Alongside senior researcher Hrvoje Benko, Xiao came up with an idea borne mostly from affordability: a cheap array of LEDs to fill in the rest of a VR headset's dark spots. (The results of their findings were published in CHI'16 last week.)

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Real-life Farmville: An app’s high score earned someone a cow

Why microtransaction the app, when you can get the cow for free?

DigitalMania posted a photo of its giveaway cow before shipping it off to a winning couple. Pamela looks pretty chill about her fate. (credit: DigitalMania)

Typically, when video game players aim for a high score, they do it for bragging rights. Unless you're in a structured e-sports tournament, there's not much in the way of stakes for gobbling the most ghosts or fragging the most noobs.

A major exception arose in the nation of Tunisia on Monday, when the makers of a game called Bagra (which translates in Arabic to "Cow") rewarded its top player with the gaming world's first-ever real-life cow giveaway. Her name is Pamela, and as news site Tuniscope reported this week, that cow was loaded onto a truck and driven to the home of the iOS and Android game's top-performing cow herder.

The game asks players to tap the screen and position a variety of UFOs above a herd of grazing cattle. Players also get bonuses if they spend real-life money in the game, and reports didn't confirm how much cash the winners had to spend in the game to top the charts. We imagine the cost was less than paying for an entire cow outright. (Runners-up were reportedly given gizmos as prizes.)

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Why Nintendo NX’s rumored shift from discs to cartridges is actually smart

The company could make physical media relevant again.

We're not sure that Nintendo NX will go with this EXACT advertising campaign, but, hey, why not? This week's chip-based game rumors would have to fall into place, at any rate. (credit: FunnyShirts.org)

When Nintendo finally stopped producing cartridges for home consoles in 2001, the games industry breathed a sigh of relief. Finally! Nintendo was waking up to a modern era, one in which plummeting media prices and rising memory capacities made old cartridges look obsolete.

Now, Nintendo is in a peculiar position—one in which it may not only return to chip-based media for its upcoming "NX" home system's software, but also one in which doing so may look like a good move.

The savvy reporters at British media-reporting site Screen Critics were first to notice a major financial report from Macronix, a Japanese company that has provided memory-related chips to consoles as far back as the N64. Macronix had already commented on serving as a chip supplier of some sort for Nintendo NX in January of this year, but in speaking about its current fiscal year (which, for Japanese companies, ends in March 2017), the company spoke about higher expectations for its "NOR Flash" business linked to the launch of the new Nintendo hardware.

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In Captain America: Civil War, Marvel’s cinematic empire strikes back

Review: Everything Batman V Superman got wrong, “Avengers 2.5” gets right.

Robert Downey Jr.'s Iron Man is not long for this cinematic world. That is not a spoiler for anybody who's familiar with how Hollywood works—and comic book Hollywood in particular. Actors only get so many shots at a superstar superhero before a reboot or a contract dispute gets in the way, and according to modern precedent, Downey's running on borrowed time. Up until this week, Marvel's films have been careful not to even hint at that inevitability. That changes with Captain America: Civil War. Tony Stark's character doesn't necessarily die or have his superhero status suspended by film's end, but it is​ the first film in the Marvel universe renaissance to admit that no, Virginia, there may not be a goatee-sporting, generator-enhanced Santa Claus for much longer.

The latest Captain America film succeeds for many reasons, including incredible action sequences, nimble juggling of a giant cast, and remarkable action-mystery pacing. But what makes this the Marvel Universe's equivalent of The Empire Strikes Back is how its believable (and enjoyable) character development sells the film's slow burn tale of in-fighting and existential anxiety. Downey Jr. isn't alone in pulling it off, but watching the beginning of his end is why you'll remember this film for a long time.

Political flip-flop, superhero-style

Collateral damage attached to the Avengers' heroics has been piling up for the past few years, and Civil War opens with a superhero squad pulling a significant "my bad" while once more saving the world. Chris Evans' Captain America (also known as Steve Rogers), with assists from Black Widow (Scarlett Johansson), Falcon (Anthony Mackie), and Scarlet Witch (Elizabeth Olsen), kicks the film off with an incredible martial-arts sequence, full of superhero leaps, drone-powered trickery, and all kinds of hero-specific badassery.

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