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EPIC

Nintendo's E3 games: No Wii Fit in sight

What would you have said if someone told you pre-E3 that Microsoft would do its best to mimic Nintendo, whereas Nintendo would act like Microsoft? It certainly seemed like the companies flip-flopped at their respective E3 press conferences. Though the 360 spent a great deal of focus on motion control and the Kinect, Nintendo didn't breathe a word about health, motion, or the Wii Fit at its E3 briefing on Tuesday.

Instead, the company's games were the real focus, especially retro franchises: those folks hoping for years for a taste of old Nintendo games certainly had a field day. StarFox, F-Zero, and Pikmin remain undisclosed (Update: Though not discussed at the press briefing, StarFox 64 3D was announced for the 3DS), but Nintendo did unveil new Kirby, Donkey Kong, and Kid Icarus titles, along with detailed gameplay from the next Wii Zelda.

The Legend of Zelda: Skyward Sword: Demonstrated for nearly half an hour, the Nintendo flagship sequel will feature Wii MotionPlus support for more-accurate weapon and item actions. The rest of the story remains a mystery, but the game has a more cel-shaded look than Twilight Princess. It arrives in 2011.

Wii Sports Mix: In a very smart move, Nintendo is creating a Mario compilation sports game with what appear to be soccer, hockey, dodgeball, basketball, and volleyball. This could be a real surprise hit, and it's a nicer idea than infinite "Mario X" sports games.

Wii Party: Nintendo's "bridge" game, the next in the "Wii" series, features Miis in a game that looks a lot like an updated Mario Party. Board games, minigames, and group casual play seem like the focus. … Read more

A peek at Unreal Engine on Palm Web OS

SAN FRANCISCO--While at the Game Developers Conference, we just got a peek at Epic Games' Unreal Engine 3 running on a Palm Pre Plus. It's the same technical demo that's been shown off on the iPhone, both at CES back in January and on Wednesday at Epic's talk about changes it had to make in order to get the engine running on Apple's iPhone OS.

According to Epic Games' Vice President Mark Rein, with whom CNET spoke earlier on Thursday, Palm was only given a test version of the Unreal Development Kit two weeks ago and … Read more

How Epic fit the Unreal Engine into the iPhone

SAN FRANCISCO--Getting one of the most advanced 3D game engines onto the iPhone has not been an easy task for Epic Games. But they're close to getting into the hands of developers, and gamers alike.

The makers of the Unreal Engine now say they've kept approximately 90 percent of the code from the PC version, but that process of getting it from PC to Mac, then to the iPhone has been cumbersome.

In a talk to developers at Tuesday's Game Developers Conference, Epic Games' senior console programmer Josh Adams illustrated some of the pitfalls in taking the Unreal Engine, which is--and always has been developed in Windows, over to other platforms. In this case it was Apple's iPhone, which despite being one of the faster smartphones on the market, does not compare to a multi-core gaming PC.

The Unreal Engine is what powers many of today's popular PC and console titles like Gears of War, BioShock, Mass Effect, and of course Epic's Unreal Tournament. What the company builds for its own games, it then licenses out, meaning other publishers can use it on their own titles. The company also has a development kit, which anyone can use (not just big studios), then sell their games for a small fee and a chunk of any revenues. In that regard, it's in the company's benefit to get it ready as something it can sell to other developers, as well as port in-house titles out as iPhone games.

Adams said that the single most pressing issue Epic has run into while porting UE3 to the iPhone, is simply getting the various systems to talk to each other. The engine itself consists of 2 million lines of code, many of which depend on Windows-specific features. In porting it over to the iPhone, Epic has had to make a number of workarounds and simply cut out things that were either too taxing or completely incompatible. … Read more

Reporters' Roundtable: Buzz vs. privacy (podcast)

Last week, Google launched Buzz, a status update tool that has elements of Twitter, Facebook, and FriendFeed. Google launched it inside the Gmail app, giving it an instant installed base of millions of people. More importantly, Google gave Buzz access to your Gmail contacts.

When the app first launched, it's fair to say that the Buzz app was a little too eager to use and share the details of users' personal networks. Furthermore, privacy controls for Buzz were spread over multiple configuration screens. Some necessary controls, like the off switch, were just flat-out missing.

To Google's credit, within days, the company corrected the major privacy failings of Buzz. More than once, in fact: Google tweaks Buzz privacy settings Google changes Buzz privacy settings--again

But the question remains: what was Google thinking? How did this giant search company, with more lawyers than most Web companies have engineers, get itself into a situation that required it to revise the product almost immediately after it launched? And what does the Buzz experience say about social networks and privacy on the larger scale?

That's what we're going to discuss today, and we have two great guests to do it. First, we have a taped interview with Mike Yang, senior product counsel for Google. I taped this interview earlier. Then I have a discussion with Jared Kaprove, a fellow at EPIC, The Electronic Privacy Information Center.

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Show notes and talking points… Read more

Privacy group files Buzz complaint with FTC

Two changes in one week at Google Buzz weren't enough to satisfy the Electronic Privacy Information Center.

The privacy group filed a complaint on Tuesday with the U.S. Federal Trade Commission, seeking constraints on Google's new social-networking service.

"This complaint concerns an attempt by Google, Inc., the provider of a widely used e-mail service, to convert the private, personal information of Gmail subscribers into public information for the company's social network service Google Buzz," the complaint (PDF) reads. "This change in business practices and service terms violated user privacy expectations, diminished user privacy, … Read more

The 404 Podcast 508: Where we reveal our 'Secret Identities'

This week's Apple iPad announcement gives us the perfect opportunity to discuss the future of publishing with Cliff Chiang and Jerry Ma, two graphic illustrators in the comic book industry. They join us in the studio today to talk about their collaborative project, "Secret Identities," a graphic novel anthology of Asian American superhero stories.

Growing up as an Asian Americans in the world of comics isn't easy, especially when the only culturally identifiable characters you see are either stereostyped villains or hyper-sexualized women. As comic books quickly gain popularity here (although they are still not nearly as prevalent as in Japan), we're starting to see a shift in the cultural perception of comic books, away from the chiseled, American superhero archetype. The artists behind "Secret Identities" navigate this sea change with stories equally rooted in Asian American history and individual experience.

Throughout today's episode of The 404, Jerry and Cliff offer a unique perspective on the current state of the publishing industry and the move toward digital comic creation. As it turns out, neither of the guys are fans of the new iPad, but Jerry raises an interesting point about the practical application of the iPad in the hands of a parent. And although we didn't have a chance to talk to them about it on the show, both are still considering the Modbook, an aftermarket Apple MacBook modified to work as a tablet computer.

We also love when guests bring us gifts, so look out for another contest for a chance to win a copy of "Secret Identities" (also available for purchase on BlackLava) that features custom sketches from Jerry and Cliff!

EPISODE 508 Subscribe in iTunes audio | Suscribe to iTunes (video) | Subscribe in RSS Audio | Subscribe in RSS VideoRead more

FTC may enter latest Facebook privacy debacle

Privacy advocates opposed to new privacy regulations at Facebook are attempting to get the attention of the U.S. Federal Trade Commission, according to a complaint filed Thursday on behalf of the Electronic Privacy Information Center and several allied groups.

"These changes violate user expectations, diminish user privacy, and contradict Facebook's own representations," the complaint says of Facebook's new regulations, which push more content public, and make even more data available to third-party applications and advertisers. EPIC's goal is to force Facebook to restore the old settings and add additional controls for members.

"We'… Read more

Defense Dept. pulls software over privacy issues

The Department of Defense has pulled a parental control product from its online store serving military families after learning that the company collects childrens' data, according to documents the Electronic Privacy Information Center (EPIC) obtained from the government agency.

EPIC has filed a complaint (PDF) with the Federal Trade Commission alleging that Echometrix, maker of FamilySafe parental control software, violates the Children's Online Privacy Protection Act by collecting personal information from children and disclosing it to third parties for market intelligence purposes. Echometrix denies the allegations.

After learning that the Defense Department's Army and Air Force Exchange Service (… Read more

Shadow Complex: Classic gaming bliss in two-and-a-half dimensions

CNET editors Jeff Bakalar and Scott Stein take a look at the highly anticipated Xbox Live Arcade side-scrolling action platformer from Chair Entertainment and Epic Games, Shadow Complex.

Jeff:Shadow Complex may look like your typical side-scrolling action game, but it does a lot of things that separates it from most platform exploration titles. The unique "2.5D" style takes a bit of getting used to, but you'll soon realize the genius behind the design.

Shadow Complex takes you through an intricate underground military facility where you must rescue your girlfriend who's been kidnapped during a camping trip. With a grid map as your only companion, you must explore the complex all while finding secret items and passageways. You'll also gradually unlock new weapons and ammo and upgrade your character's health in order to fight the mysterious regime.

We fully embrace the developer's choice to build Shadow Complex in such a way. Not only is it a tip of the hat to classic 2D games like the Metroid and Castlevania franchises, but introduces the genre to an entire generation of gamers who may not have been fortunate to play such titles.

With this 3D twist on a classic 2D genre, you're able to shoot at enemies in the background and foreground even though you cannot physically go there. The 360-degree aiming mechanic will automatically target your enemies who aren't necessarily in the same plane that your character is only able to navigate through.

Shadow Complex is truly a unique take on an older genre that will appeal to gamers young and old. It's available now for 1,200 MS Points (or $15) exclusively on Xbox Live Arcade.

Scott: One of the best trends in all of gaming has to be the rise of low-cost original downloadables, and Shadow Complex is a great example of why it works.… Read more

A new view of 3D graphics

Have we reached the end of the road for conventional 3D rendering?

Siggraph 2009 ended Friday, and I've spent the last few days digesting what I learned there. Although I've been involved in the graphics industry since 1990 and I've attended Siggraph most years since 1992, a crisis of sorts seems to have snuck up on me.

At the High Performance Graphics conference before the main show, keynote speeches from Larry Gritz of Sony Pictures Imageworks and Tim Sweeney of Epic Games showed that traditional 3D-rendering methods are being augmented and even supplanted by new techniques for motion-picture production as well as real-time computer games.

Gritz reckoned that 3D became a fully integrated element of the moviemaking process in 1989 when computer-generated characters first interacted with human characters in James Cameron's "The Abyss."

Gritz described how Imageworks has moved to a new ray-tracing rendering system called "Arnold" for several films currently in production, replacing the Reyes (Render Everything Your Eyes See) rendering system, probably the most widely used technology in the industry.

According to Gritz, Reyes rendering led to unmanageable complexity in the artistic component of the production process, outweighing the render-time advantages of the Reyes method. But Gritz says even these advantages diminished as the demand for higher quality drove Imageworks to make more use of ray tracing and a sophisticated lighting model called global illumination.

The bottom line for Imageworks is that Arnold, which was licensed from Marcos Fajardo of Solid Angle, takes longer to do the final rendering, but is easier on the artists and makes it easier to create the models and lighting effects--a net win.

Sweeney echoed this theme the next day, which surprised me considering Sweeney's focus is real-time rendering for 3D games--notably with Epic's Unreal Engine, which has been used in hundreds of 3D games on all the major platforms. Game rendering uses far less sophisticated techniques because each frame has to be rendered in perhaps one-sixtieth of a second, not the four or five hours on average that can be devoted to a single frame of a motion picture.

It seems that Sweeney is also… Read more