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Games For Windows getting 'easier' for indies, Microsoft eager for multi-touch games

"Now, through the self-certification process, we really allow any developer -- indie on up, from one, two-man teams all the way up to a major publisher -- everyone receives the same automation tools." It's not just a question of making the certification process easier for everyone though, as Munsell says that before, indie devs couldn't even approach the GFW platform. "It goes beyond 'easier' -- it makes it possible."
When asked about Microsoft's criteria for "showcasing" certain games at its events, Munsell says rather unsurprisingly, it has to do with what the company is promoting and how that ties into its plans. For next month's Windows 7 release, the company will be courting game developers large and small that are working on multi-touch games. "[At our events] we have different developers at different times based on what the core message is. One example is that Windows 7 has multi-touch built into it, and so we're actively looking at developers today -- some of them indie -- that have some great examples of multi-touch capability. And it really shows off the technology. 'Cause multi-touch by itself? There's no magic there. Multi-touch with a great partner application? That's where the magic exists."
And sure, we asked when games would be downloadable and if Microsoft's working on cross-platform play, but got the boilerplate "nothing to tell you today, unfortunately" (though we should note there was an audible pause when we asked when we would be hearing more, before the PR handler chimed in). We were promised we'll be "kept posted" on those items, but for some reason, we're thinking "no" on holding our breath.
E3 Games for Windows Live announcements? Not so much!
Do you like Games for Windows? Oh, you do? How about E3? Great! Now here's the rub: You can't have them together. According to our brothers from other mothers at Big Download, the GFW announcements at E3 2009 are going to be, well, non-existent. A Microsoft PR rep said that the company doesn't feel as though the game is aimed at PC gamers, but rather console-focused.
And while Microsoft plans on holding a Windows 7 reception at E3 where a variety of PC games will be demoed using the new operating system, the press conference set to "completely transform how people think about home entertainment" (does that mean we'll pay someone else to think about it for us?) won't feature any new GFW newsplosions.
And while Microsoft plans on holding a Windows 7 reception at E3 where a variety of PC games will be demoed using the new operating system, the press conference set to "completely transform how people think about home entertainment" (does that mean we'll pay someone else to think about it for us?) won't feature any new GFW newsplosions.
Street Fighter IV PC comes packin' ... a fightpad
For the few of you out there waiting for a PC version of Street Fighter IV and who, simultaneously, had not prepared for playing the game with a keyboard and mouse, Capcom has luckily thought ahead. It's including a MadCatz Fight Pad in the $60 Games for Windows version of SFIV that'll be sold at your local brick and mortar. We're wondering how many folks are willing to snag one of these for the controller alone!Problematically, the company has at once solved your problem and caused another -- how are you going to play against friends in your house with only one controller? Knowing that the arcade controllers released have come in fairly short supply, here's hoping the introduction of PC Street Fighter IV brings with it a bevy of the unfortunately necessary controllers to the market.
PC version of Street Fighter IV to feature Games For Windows Live
Poor Games For Windows Live. The branding and service have been so neglected that it actually gives us a little spring in our step to see someone embracing it, like the way we like to hear about Brad Pitt buying mosquito nets for poor countries.
Its latest benefactor is Street Fighter IV on the PC, which will use the service to provide multiplayer and Achievements when it arrives on home computers this summer. Out of curiosity, have any of you been waiting for a PC release to polish up your Tiger Uppercut?
[Thanks, The Weaponeer!]
Its latest benefactor is Street Fighter IV on the PC, which will use the service to provide multiplayer and Achievements when it arrives on home computers this summer. Out of curiosity, have any of you been waiting for a PC release to polish up your Tiger Uppercut?
[Thanks, The Weaponeer!]
Games for Windows update to address piracy, DLC
Microsoft has revealed new plans for the Games for Windows Live platform, focusing on copy protection and downloadable content, according to Develop. The features built into a new GFW update will help game companies prevent game piracy before a product's street date with server-side authentication -- including "authentication for online play".
GFW users will also be able to save general settings to an account, which can be carried over to games played on any "compatible and connected Windows PC," which sounds similar to the Xbox 360 General Settings feature, sans the cloud preferences are saved on.
Microsoft also plans to encourage downloadable content by simplifying the process. Using new APIs, developers will be able to create in-game store fronts to make DLC access a streamlined process for customers while "providing developers and publishers with new revenue streams."
Microsoft promises that the GFW team is hard at work on "several projects" tied directly to the Live platform and hope to build "new developer relationships" to get the most out of the platform. It seems Games for Windows Live is slowly creeping up to the functionality of the Xbox 360 Live platform. We're finally here! Quick, someone check the temperature in Hell.
GFW users will also be able to save general settings to an account, which can be carried over to games played on any "compatible and connected Windows PC," which sounds similar to the Xbox 360 General Settings feature, sans the cloud preferences are saved on.
Microsoft also plans to encourage downloadable content by simplifying the process. Using new APIs, developers will be able to create in-game store fronts to make DLC access a streamlined process for customers while "providing developers and publishers with new revenue streams."
Microsoft promises that the GFW team is hard at work on "several projects" tied directly to the Live platform and hope to build "new developer relationships" to get the most out of the platform. It seems Games for Windows Live is slowly creeping up to the functionality of the Xbox 360 Live platform. We're finally here! Quick, someone check the temperature in Hell.
Fallout 3's 'The Pitt' dated March 24, new screens

($10) on Xbox 360 and Games for Windows Live simultaneously. Also, Pete Hines from Bethesda confirmed that the recently released patch for the game "is specific to DLC and is required to play The Pitt. It doesn't address anything with the base game outside of that."In tandem with the confirmed release date, Bethesda also dropped a trio of new screens that you can check out below in our gallery.
Gallery: Fallout 3: The Pitt
Games for Windows Live redesigned - screenshots, details
With little (no?) fanfare, Microsoft has rolled out an update to its also-ran Games for Windows Live service, ready to shed some of that bad name just in time for this holiday's GFW-branded lineup (think Fallout 3 and GTA IV). So what's in store for you, PC gamers? Mostly, a much needed UI refresh. Gone is the ill-advised, console-inspired Blades interface – in its stead is a much slicker (much quicker!) menu that pops down from the top of the display. All the features you'd expect to be there are there: gamertag, friends list, messaging, achievements. As announced earlier this year, they've also done away with the tiered subscription service for PC gamers. No more "Gold" service – all of this is free, including TrueSkill matchmaking.
Gallery: Games for Windows Live
Indeed, there isn't much new in the way of functionality with one notable exception: the Marketplace. Though it's not available just yet (we'll let you know when "in the next few weeks"), the standalone Marketplace app will be akin to its 360 counterpart, offering publishers and developers a place to host trailers, demos, and DLC – all integrated into the game. Available now: the ability for a game to alert you to patches, and then download them and seamlessly patch them into your game. Boot it up again and – voila! – you're running the latest release. No messy files to download or delete.
We'll have our writeup of the latest installment in the GFW Live saga tomorrow; however, for now, flip through some of these screenshots from yesteryear to see what's changed. If you've taken it for a spin, let us know what you think. Oh, hell with it: you'll let us know what you think regardless! (Full presser after the break).
Gallery: Games for Windows Live (old)
Games for Windows Live goes free
This topic sure to be a hotbed of commenting action. Yesterday Microsoft announced that Games for Windows Live, the PC-based equivalent of the Xbox Live service, has changed to a completely free business model. After a lukewarm launch against PC service powerhouse Steam the Games for Live service has ended the Gold/Silver distinction for PC gamers that Xbox Live subscribers are subjected to. Changing to a free model means gamers can compete in cross-platform gaming (where applicable) at no additional charge. The question now remains, does this move signify a a change that must be made to the Xbox Live structure or are the services two completely different beasts. Consider, only a handful of games and features exist on the PC side of Live and with strong competition from other free services it's a move Microsoft had no choice but to make to survive. So, what are your thoughts on Games for Windows Live going free?
[Thanks to everyone who sent this in. Via Engadget]
[Thanks to everyone who sent this in. Via Engadget]
DirectX 11 detailed; Vista and DX 10 / 10.1 hardware supported

But what's new and exciting about DirectX 11, you ask incredulously. How about a "new compute shader technology" that gets your GPU ready to do more than just boring old 3D graphics – instead "developers can take advantage of the graphics card as a parallel processor"? Not doing it for you? How about "multi-threaded resource handling that will allow games to better take advantage of multi-core machines" since, y'know, most every computer nowadays has multiple cores? Or "support for tessellation" which allows "developers to refine models to be smoother and more attractive when seen up close"? Something in there has to tickle your fancy.
What it probably means for most of you is this: as hardware manufacturers develop new chipsets to take advantage of DirectX 11's new features, you should be able to snag some of that older 10.1 gear for a song.
Microsoft makes Games For Windows Live free for all
Microsoft's struggling Games For Windows Live service, which promised an Xbox Live like online experience with voice chat, unified friend lists, and cross-platform play between PC and console, is about to shrug off its chief criticism: cost. MS announced today that it is ending the XBL-style tiered pricing structure – which put a year of Gold membership at $49.99 – and making the service free for all users.
The change is effective immediately, affecting all current GFW Live titles (such as Halo 2 and Shadowrun) as well as future releases. MS is also set to expand the service through a GFW Live Marketplace, due this fall. Like the XBL Marketplace, the PC-centric store will offer free and paid downloadable content, demos, and trailers (is this PC Live Arcade?)
In addition to these announcements, MS is working to make the GFW Live interface "much more PC friendly" (read: not like the Xbox 360's now deprecated "Blades" interface) along with reducing the technical requirements for developers. One criticism of the interface from the development camp has been that it must be built into every GFW title, rather than a stand-alone client such as Steam.
The change is effective immediately, affecting all current GFW Live titles (such as Halo 2 and Shadowrun) as well as future releases. MS is also set to expand the service through a GFW Live Marketplace, due this fall. Like the XBL Marketplace, the PC-centric store will offer free and paid downloadable content, demos, and trailers (is this PC Live Arcade?)
In addition to these announcements, MS is working to make the GFW Live interface "much more PC friendly" (read: not like the Xbox 360's now deprecated "Blades" interface) along with reducing the technical requirements for developers. One criticism of the interface from the development camp has been that it must be built into every GFW title, rather than a stand-alone client such as Steam.
Print gaming journalism may be on its way out, says 1UP's Cox
We can still fondly recall those afternoons during our formative years when, while returning from school, we would notice a rolled-up, plastic sheathed bundle of gaming journalism joy poking out of our mailbox. We're sure it's an occasion that most of you can warm-heartedly remember as well, whether your poison was Nintendo Power or Electronic Gaming Monthly. Unfortunately, in a recent interview with the mighty Ombudsman, 1UP's Simon Cox spoke about the closing of Games For Windows magazine, and how EGM (as well as print gaming journalism as a whole) may have an expiration date.Cox explained that "dollars and eyes," particularly the beady, sunken eyes of PC gamers, are continually moving away from print media and towards internet publications, stripping the ink-and-papers of their subscribers, advertisers and, eventually, life. Cox remarked that while EGM still has a great deal of spunk, and is supported by a body of loyal readers, it too will eventually be crushed by the incipient, grim claw of new media. The fact that you're reading this right now may support his claim -- have your gaming news consuming habits changed over the past few years?
CES 2008: New titles join Games for Windows portfolio

- Alone in the Dark (Atari)
- Bionic Commando (Capcom)
- Conflict: Denied Ops (Eidos Interactive)
- Empire: Total War (SEGA)
- LEGO Indiana Jones (LucasArts)
- Microsoft Train Simulator 2 (Microsoft Game Studios)
- Sins of a Solar Empire (Stardock)
- Space Siege (SEGA)
- Tomb Raider: Underworld (Eidos Interactive)
World in Conflict declares war on PC Sept. 18

But what about the Xbox 360 version, you may ask? Being completely ignored on the press release, we called up Sierra and it turns out that the game "is still scheduled for this year." Although you can expect to purchase the Xbox 360 version at the "collector's edition" price of $59.99 -- minus the History Channel DVD and piece of the Berlin Wall.
Gallery: World in Conflict
Mobile Live Anywhere still a bridge to be built

JJ was there to demonstrate that Microsoft had fulfilled all of its goals and then some since the last E3, using terminology like "neighborhoods" and "districts" to imagine for us a bustling virtual metropolis catering to all types of consumers. He spoke of a "bridge" that had been erected across the ever-flowing void to Windows, connecting an untapped community of gamers to the Xbox Live vision. But further down the void, a second bridge, still under construction, has stalled. When we brought up the topic of Xbox Live for mobile, JJ became visibly peeved, as if we had just smudged the picturesque canvas he was painting aloud. He dodged the topic, firing off some jargon about "pacing" before getting back to the success story.
Microsoft has been busy expanding Xbox Live into Games for Windows Live and the apparently groundbreaking Video Marketplace. So it's not surprising that the mobile aspect, complicated by numerous variables, has been removed from the vision's foreground. But we're still curious. After all, back at that last E3, we had seen a working prototype of mobile Live Anywhere, through which PR man John Porcaro was able to browse our Gamertag profile using his phone. It's exciting technology that the community could use. No rush, but we'd appreciate an actual update. How about it, Microsoft?
Joystiq impressions: Crysis

Rob Letts, executive producer of Crysis, wandered over to a chicken that was milling about outside a military compound and scooped the plump bird up into his arms. He turned around, headed about 20 yards to the edge of the water, pointed his sights (and the chicken) up and out over the ocean, activated his nanosuit's strength ability and tossed the bird some 40 feet into the air. He drew his assault rifle and opened fire, landing a few scattered shots into the carcass before it disappeared into the water.
Letts followed his execution with a dip, swimming out past a loading dock, admiring a few crabs that scuttled about the ocean floor and a school of snaking fish off in the distance. Letts assured us that there were -- or would be -- sharks in deeper waters; the type that would be drawn to a slowly bleeding North Korean soldier launched from your arms into the depths.
Crysis is a joy for its subtleties, and for its complexities. We watched as Letts haphazardly caused enough commotion for an enemy combatant to fire a flare out over the tree tops. A minute later, reinforcements arrived by boat and by jeep. Some time later, over the ridge, troops who had spotted the flare earlier where still on alert. Letts spoke of a basic set of variables (the whos, whats, and wheres), which when applied to a dynamic environment, provide the player with ever-unpredictable "action bubbles." While there is a narrative structure to Crysis and a series of well-documented twists (two major environmental upheavals that change the nature of gameplay), Letts seemed most proud of the "sandbox" nature of Crytek's tactical shooter. 'Sandbox' might be a waning buzzword that's propelled too many lazily-developed borefests, but Crysis is clearly a title that will defend the legitimacy of such a fundamental design choice. If you've got the right rig for the job, peep Crysis when it drops (by the end of the year).
Letts followed his execution with a dip, swimming out past a loading dock, admiring a few crabs that scuttled about the ocean floor and a school of snaking fish off in the distance. Letts assured us that there were -- or would be -- sharks in deeper waters; the type that would be drawn to a slowly bleeding North Korean soldier launched from your arms into the depths.
Crysis is a joy for its subtleties, and for its complexities. We watched as Letts haphazardly caused enough commotion for an enemy combatant to fire a flare out over the tree tops. A minute later, reinforcements arrived by boat and by jeep. Some time later, over the ridge, troops who had spotted the flare earlier where still on alert. Letts spoke of a basic set of variables (the whos, whats, and wheres), which when applied to a dynamic environment, provide the player with ever-unpredictable "action bubbles." While there is a narrative structure to Crysis and a series of well-documented twists (two major environmental upheavals that change the nature of gameplay), Letts seemed most proud of the "sandbox" nature of Crytek's tactical shooter. 'Sandbox' might be a waning buzzword that's propelled too many lazily-developed borefests, but Crysis is clearly a title that will defend the legitimacy of such a fundamental design choice. If you've got the right rig for the job, peep Crysis when it drops (by the end of the year).














