[Official] Kinect - Over 4 million units sold!


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New Ways to Kinect at TGS

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Disappointed with the current Kinect line-up? Fear not; Microsoft will unveil new titles for the motion device to woo you with at TGS next week. A recent press release from the company stated ?Kinect for Xbox 360 will take to the global stage once again at the Tokyo Game Show next week to reveal even more new controller-free games and experiences never before possible.?

Kinect going to Tokyo? Will I finally get my Kung-Fu game? Is that racist? So many questions!

My link

Man...I love that pic. That Xbox and the Kinect together in that gloss black is so Darth Vader to me.

I hope when they say titles they actually mean it. Because at PAX they made out that the boxing game in sports was somehow new information when it wasn't.

I expect something more Japanese specific since it's TGS and so on. I don't know what that might be, but we'll have to wait and see. TGS is way bigger compared to PAX so it does make sense to hold things for this show instead of the smaller one.

Tsunoda describes Kinect's object-scanning, controller-wielding future

by Andrew Yoon on Sep 8th 2010 2:55PM

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One of the cooler features Microsoft touted in its first Project Natal (now Kinect) video was the ability to scan objects and use them in your games. Unfortunately, that feature is nowhere to be found in any Kinect game announced so far, and Microsoft has been mum on the subject ... until now. Kinect mastermind Kudo Tsunoda told Eurogamer that although current games may not utilize it now, it's something we can expect in future titles. "Being able to digitise real-world objects and take them into the virtual world ... I think we're going to see a lot more games start using that as well as we go forward."

The future of Kinect won't be entirely controller-free, either. While Sony has taken shots at the Kinect's lack of button input, Tsunoda says that "it's not like we're trying to take controllers out of the equation." While the current library is focused on an entirely controller-free experience, Tsunoda says that "games that involve both controllers and Kinect as well are totally possible."

"That's one of the unique things about the Xbox platform: we can do controllers; we can do controllers with Kinect, which is more than just motion control, it has voice and human recognition as well." So Kudo, when are you going to reveal the head-tracking enabled, voice-command Halo tactical FPS we just imagined?

Source: Joystiq

Dr. Kawashima trains brains on Kinect with Namco's 'Respond With Your Body: New Brain Training'

by Christopher Grant on Sep 8th 2010 10:17AM

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Just when you thought you couldn't train your brain any more, Dr. Ryuta Kawashima ? the Tokyo University-based professor who turned "brain training" into a video game hit with Nintendo's Brain Age series ? is bringing his particular brand of supposed self-improvement to Microsoft's Kinect this November. Instead of using the DS stylus, Karada de Kotareu Atarashii Nou-tore (or "Respond With Your Body: New Brain Training," as translated by Andriasang) tasks one to four players with moving their body to solve problems. For example: Align your arms, analog clock-style, to match a digital time. Your performance will be used to assign an age to your brain (sound familiar?).

You can see some examples in the Japanese trailer embedded below; pay attention or you'll miss the Pac-Man-themed challenge right around the one-minute mark. The game was announced today in Japan as a November 20th Japanese launch title for Kinect, and will retail for ?6,279. No word yet on a US release, but with the Tokyo Game Show next week, we expect to learn more.

Source: Joystiq

Giant Bomb to the rescue (11 mins in)!

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Nice to see the guys at Harmonix have a sense of humour. If I can free the space and find it on the cheap: I think they sold me on Kinect. I don't think I've ever laughed so hard in my life. :(

(Off topic: Some Rock Band 3 footy in there of Bowie if you can find it).

Giant Bomb to the rescue (11 mins in)!

rig1ef.jpg

Nice to see the guys at Harmonix have a sense of humour. If I can free the space and find it on the cheap: I think they sold me on Kinect. I don't think I've ever laughed so hard in my life. :(

(Off topic: Some Rock Band 3 footy in there of Bowie if you can find it).

:D I like how the camera guy was like "Oh no! Sausagefest! Wait, get the hot girl in the frame" :devil:

Digiex has managed to obtain the Xbox 360 Kinect Dashboard Update, version 2.0.12416.0. The dashboard even includes the avatars, something previous leaked dashboard updates have not.

Updating to the new dashboard will disable your Xbox Live access until the dashboard is officially released, so upgrade at your own risk.

This video has a look at all the options available in the dash you can access offline, of course if you have Xbox Live access a lot more will be available.

I personally like the new boot animation and avatar creator best, although on the whole the new dash is very nice to use.

Looks like the speed has improved even more.

I really didn't see much speed improvement. Then again, mine is pretty fast (with the exception of the slow loading friends avatars in the friends section).

  • 3 weeks later...

Kinectimals official TV ad:

http://www.eurogamer...nectimals-TV-ad

Kinect Sports official TV ad:

http://www.eurogamer...-active-tv-spot

Kinect Joyride official TV ad:

http://www.eurogamer...oy-ride-tv-spot

Kinect to work with Skyplayer

Kinect will allow control of Sky Player television on Xbox 360 with "a simple wave of the hand" or voice commands such as "pause", "rewind", "fast forward", "play" and, presumably, "stop".The two will work together from Kinect's launch on 10th November.Sky Player - a subscription service - offers 32 live telly channels that span sport, movies and other guff. More than a million people have downloaded the Sky Player client on Xbox 360 since it launched a year ago.A Sky Player subscription for Non-Sky TV Customers starts at £15 a month and scales to £41.50. Those who already subscribe to Sky Multiroom or Sky Broadband Unlimited can watch their subscribed channels for free. Those who subscribe to Sky TV and would like to use Sky Player pay £10 a month.Last month Microsoft hailed the Sky Player as a resounding success.If it were a videogame it would be a top five title, Jerry Johnson, general manager of Xbox Live Studios in Soho said at the Edinburgh Interactive Festival.

MS advises against "clutter" for Kinect

Microsoft has warned that messy floors "with clothes all over the place" will prevent Kinect from working properly. Better have a quick tidy. The company also advised against putting the sensor in "a noisy environment", using the examples "on top of your Xbox" and "on top of your subwoofer".

"We rely on the floor for a number of different parts of the technology," said Mark Plagge, Kinect's senior project manager, during a set-up video.

"You'll see when the sensor first boots up that it actually does this tilt down, and what it's doing is it's looking for the floor plane. Titles use the floor plane as a point of reference for the skeletons as they're moving throughout the title.

"The floor plane becomes very important, so if you have a very cluttered floor with clothes all over the place and we can't get a good look at the floor - it's a great thing if people can clean that up and move things out of the way."

The Kinect sensor should be placed in the horizontal middle of your telly at either the top or bottom. Exactly where will likely be bossed by the location of your telly's speakers, as having the sensor too close will mean audio interference.

"The other thing is that you want to put as much distance between you and the sensor as possible, so [placing the sensor] higher up actually tends to put an extra foot between you and the sensor," explained Tian Lim, director of Kinect development.

"The ideal play space starts about six feet away from the Kinect sensor. Some games will need you to move side to side quite a lot, so you'll want to know there are three-to-four feet on either side of you."

The requirements don't stop there. People with halogen spotlit rooms may encounter difficulties, as the Kinect sensor prefers an even light source throughout.

"To have really bright lighting in one spot and really dark lighting in another spot: as you move between the two you might actually look a bit different to the sensor, [and it will be] a little bit harder for us to keep track of you throughout the play space," said Kareem Choudhry, principal development manager on Kinect.

Don't panic if you can't remember that, as you'll be walked through each of the elements by on-screen Kinect setup tools.

The Kinect sensor launches on 10th November in the UK. Alone, it costs £130.

My link

Looks like I am safe :)

Not mine, but funny :p

So you need to be:

- White

- Standing up

- Beardless

- Have a clean living room

- Have even lighting

- Quiet house

- Not be into Metallica

Looks like the dashboard preview starts today :D! Source: http://digiex.net/co...ater-today.html

Nice!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Confirmed by Major Nelson as well. NOW I WANT TO GET HOME!!!!!!!!!!!!!!

would have been more funny I guessif at leats one of them was accurate, but eh.

Agreed.

Hmm.... I have a coffee table between the couch and TV. I wonder how it'll react to that. BTW, happy birthday AWBrian! :cake:

That is a good question. I have like this ottoman in front of my couch. However, just like with the Wii, we end up moving the ottoman out of the way. Oh, and thanks for the Birthday wishes!!! biggrin.gif

Kinect confirmed to let you video chat with any PC users that have Windows Live Messenger is confirmed:

http://www.eurogamer.net/articles/2010-09-29-kinect-will-talk-to-msn-messenger

Whoa..nice.

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    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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