EU Wants To Know If Microsoft Will Block Rivals After Activision Deal

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2022年11月12日 (土) 01:47時点におけるBorisSroka4019 (トーク | 投稿記録)による版
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So it is with Rollerdrome, the name of a new video game but also of the violent future-sport it proposes.
You, as the rookie Kara Hassan, have to roller-skate around a series of undulating arenas, all while dispensing bullets into various hired goons and dodging any rockets that come your way.

Sony has leaned on its own creative team to showcase the possibilities. Japan Studios' Team Asobi has made games showcasing the PlayStation 4's camera and PlayStation VR headset, and Astro's Playroom does the same for the PS5. It's as much a tutorial for new owners as it is an inspirational attempt to spark what other game developers could do next.

Immersive magic, but without a headset I'm used to wearing VR headsets, but the PS5's first accessories are immersive without anything to wear. Team Asobi's previous PlayStation games were mostly VR-focused, but the goals with the controller's haptics are similarly immersive. "You know, we've been playing games for so many, many, years and it's sometimes difficult to get surprised again, right?" Doucet says of the challenge. But he saw a lot of potential in the adaptive triggers and haptics right away. "There could be lots of features that sound cool on paper, but you can never quite get them to deliver anything. But these ones were really, really quick to deliver." 

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The EU competition enforcer also asked if Activision's trove of user data would give the U.S. software giant a competitive advantage in the development, publishing and distribution of computer and console games, the EU document shows.

Some of Doucet's early experiments with the adaptive triggers showcased surprising levels of realism. "We had a demo we didn't put in the game, but it was a hand. You could kind of open and close it," Doucet says. The hand would be able to grab different objects and crush things like glass balls. You could also pick up a fish.

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But the style isn't just on the surface. It's also the deeper point of the game. In order to progress through this bloodthirsty tournament, it's not enough to simply knock off the bad guys — you have to knock them off with panache. 

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A playground of demos "A lot of games usually come from a narrative or a desire to tell a particular story. And in our case, the story is all about the mechanical device and its possibilities," Nicolas Doucet, Creative Director at Sony's Japan Studio, says about Team Asobi and how it made Astro's Playroom.

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He is one of some 3,000 young Venezuelans competing in the multi-million dollar "eSports" industry, a lucrative business with international signings, prizes and millions of viewers which has started to boom in the Andean nation, despite economic chaos, poor internet connection, power failures and local restrictions on war games.

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The PlayStation 5 is a graphically overloaded console with lots of potential, but its standout feature is clearly the upgraded DualSense. Launching Astro's Playroom, the game preinstalled on the PS5, you get a showcase of what it can do. Its triggers stop and start to make it seem like you're gripping ledges or pulling back bowstrings. Walking across ice, the controller tinkles and taps just perfectly to make it seem like I can feel the crunchy surface. The DualSense's vibrational haptics really do create moments where I can almost touch the game.