Resident Evil has been in a pretty good place of late. After reaching its possible creative nadir with Resident Evil 6, 2017’s Resident Evil 7 represented a welcome return to the series’ horror roots while reinventing itself with a first-person perspective. Since then, Capcom has put out a phenomenally good remake of Resident Evil 2, as well as a solid if less substantial take on its successor.
Now we have Resident Evil Village, which comes with a logo styled in a way to let you know that this is really Resident Evil 8, even if Capcom isn’t explicitly naming it as such. It’s a direct sequel to 7, with the same first-person perspective and bland protagonist Ethan Winters. But while 7 evoked the slow-burning housebound horror of the original game, Village is more like a first-person take on arguably the series’ highest point: Resident Evil 4.
Village picks up a few years after the events of Resident Evil 7. Ethan and his wife Mia have moved to Europe and are raising their baby, but things quickly go south following an intervention from series icon Chris Redfield. Ethan finds himself in a hostile village populated by savage werewolf-adjacent people and sets out to find his daughter.
While Village shares a camera angle and basic controls with 7, the tone is notably different right from the start. Instead of tentatively exploring a creepy, atmospheric environment that gradually reveals the horror within, you’re thrown right into the thick of the action and are left to fend for yourself against warped antagonists — which, you may remember, is exactly how Resident Evil 4 started out.
Village’s similarities to 4 go further than its breakneck opening and rural European setting. It’s a much more action-oriented game than 7, and you’ll often find yourself taking on several enemies at once. Capcom has also made a lot of quality-of-life tweaks that give the game a breezier feel, from a shortcut that lets you break boxes without equipping your knife to an overhauled inventory system that separates crafting materials from everything else, giving you more space and firepower.
I found Village’s shift in tone a little surprising after the broad success of Resident Evil 7. That game was widely lauded for its relatively grounded return to survival horror — at least, about as grounded as you can get when you’re making a game involving horrifically mutated monsters caused by shadowy bioweapon experiments. The setting — mostly centered on a disgusting, fetid house in a Louisiana bayou — was evocative and terrifying, marking the first time in a while that a Resident Evil game would genuinely make you fear what might be around the next corner.
Save for a couple of notable sequences, Village mostly throws that idea away. The village itself is a fairly open space that you explore in the daytime, solving environmental puzzles in order to unlock further areas. It can be a little confusing to navigate at first, but it’s not particularly large, and eventually its main function is to serve as a hub from which you set out to take down four lords in thrall to a mysterious figure known as Mother Miranda. The first and most striking of these locations is Castle Dimitrescu, home to the nine-foot-tall Lady Dimitrescu, who stalks you around the place in a similar fashion to prior Resident Evil villains like Nemesis.
Castle Dimitrescu is classic Resident Evil, and the game settles into a familiar rhythm of locked doors, light puzzles, and little-by-little progression as you uncover more of the map. This loop is as satisfying as it’s ever been, but unlike in Resident Evil 7, I rarely found it to be scary because of the greater focus on action. There’s only so much tension that can build up when you’re using your shotgun this often. And that holds for most of the rest of the game, as you travel to new areas that largely serve as theatrical preludes to showdowns with Miranda’s other followers.
Speaking of those showdowns, the boss fights in Village are one of the more notable improvements over its predecessor. Most of Resident Evil 7’s fights were frustrating and unsatisfying, but Capcom has embraced spectacle to great effect for Village’s biggest battles. They’re not necessarily titanic challenges or complex brain-teasers, but they’re at least memorable, and that’s a good start.
Village has its atmospheric moments, to be sure, but they’re not the main event. There are lengthy sections of the game that are structured more or less like a first-person shooter. The puzzles are mostly straightforward, and you’ll rarely find yourself without the means to fight back against enemies. There’s nothing quite as bombastic as the worst excesses of 5 or 6, and there’s one encounter in particular that leans hard into psychological horror, but Village sometimes feels more like something from the Metro series than any of its own predecessors.
Resident Evil 4 was controversial in its own time, of course, with some longtime series fans bemoaning its similar shift away from survival horror. Now it’s considered one of the most revolutionary action games of all time. But Village doesn’t have that going for it. While it takes heavy inspiration from 4, it’s still mostly an iteration on 7, and the result is just another remixed Resident Evil.
Resident Evil Village is a good game worth playing, and I think it’s very much a solid numbered entry in the series even if Capcom doesn’t want to call it one. But by transparently blending elements of 7 and 4, two of the most dramatic overhauls in series history, it feels less noteworthy than either. As such, the way you feel about it is likely to come down to how you feel about Resident Evil overall.
If you’re in it for the outlandish characters and labyrinthine level design, you’ll probably love Village. If you’d hoped 7 would spark a fresh new direction for the series, though, you might be disappointed.
Resident Evil Village launches on May 7th on the PS4, PS5, Xbox One, Xbox Series X, Steam, and Stadia.
Playing games on your Raspberry Pi is far easier with a good game controller. Many different game controllers can be connected to your Raspberry Pi using USB. Furthermore, some well-known console controllers can also be linked up using Bluetooth.
In theory, all controllers should work with any Raspberry Pi projects. This covers everything from generic USB joypads to the latest Bluetooth devices. So, you can expect to be able to connect an Xbox One controller and a PS4 controller to your Raspberry Pi. Controllers designed for the PlayStation 3 and Xbox 360 will also work, as will Nintendo gamepads.
Own a PlayStation 5? The new Sony console features a major revision of the much-loved game controller. But despite being fresh out of the box in 2020, the PS5 controller will easily connect to a Raspberry Pi over Bluetooth, just like its predecessor. Meanwhile, Xbox Series S and X controllers are backward compatible, and can be used on an Xbox One console. The new controller design should also work with the Raspberry Pi.
In this tutorial, we’ll look at what you need to do to connect the most widely used game controllers to a Raspberry Pi: those intended for the Xbox One, PS4, Xbox 360 and PS3 consoles.
Connecting the Xbox One Controller Via USB to Raspberry Pi
The Xbox One boasts one of the most popular game controllers available. Also compatible with PC games, this is a well-designed, multi-purpose controller that can be easily connected to a Raspberry Pi, either using USB or Bluetooth.
1. Update and upgrade the software on your Raspberry Pi.
sudo apt update
sudo apt upgrade
2. Connect the controller and launch a game such as Minecraft Pi Edition, which comes preloaded when you install Raspberry Pi OS with all the recommended software. If you can move your character with the controller then everything is ready to go. If not, go to the next step.
3. Install the Xbox One driver and then reboot your Raspberry Pi.
sudo apt install xboxdrv
4. Open your game and test that you can move around.
Connecting the Xbox One / Playstation 4 and 5 Controller Via Bluetooth
Using a wireless Xbox One controller with the Raspberry Pi is a little more complicated. Two types of wireless Xbox One controller have been released. One uses wireless, while the second requires Bluetooth. How can you tell which is which?
If you have the 1697 wireless model, you’ll need to connect the official Microsoft Xbox Wireless Adapter to your Raspberry Pi. This is a standard USB dongle that should work out of the box. Simply hold the pairing buttons on the adapter and the Xbox One controller to sync, then start playing.
To Connect the Xbox One Bluetooth Controller
1. Update and upgrade the software on your Raspberry Pi.
sudo apt update
sudo apt upgrade
2. Install the Xbox One driver.
sudo apt install xboxdrv
3. Disable ERTM (Enhanced Re-Transmission Mode). While enabled, this Bluetooth feature blocks syncing between the Xbox One controller and your Raspberry Pi.
echo ‘options bluetooth disable_ertm=Y’ | sudo tee -a /etc/modprobe.d/bluetooth.conf
4. Reboot your Raspberry Pi.
5. Open a terminal and start the bluetooth control tool.
sudo bluetoothctl
6. At the [Bluetooth]# prompt, enable the agent and set it as default.
agent on
default-agent
7. Power up the Xbox One controller and hold the sync button. At the [Bluetooth]# prompt, scan for devices.
scan on
The MAC address should appear, comprising six pairs of letters and numbers followed by “Xbox Wireless Controller.”
8. Use the MAC address to connect the Xbox controller.
connect [YOUR MAC ADDRESS]
9. To save time for future connections, use the trust command to automatically connect.
trust [YOUR MAC ADDRESS]
Connecting an Xbox 360 Controller to Raspberry Pi
If you don’t have more recent controllers (or the budget to buy them), it might be easier for you to grab a controller from an older generation of consoles, such as the Xbox 360, or PS3.
1. Update and upgrade the software on your Raspberry Pi.
sudo apt update
sudo apt upgrade
2. Install the Xbox One driver.
sudo apt install xboxdrv
3. Connect your controller via USB and it should just work. Wireless controllers will require a dedicated wireless receiver (the type that is developed for PC use).
Connecting a Playstation 3 Controller to Raspberry Pi
Connecting a Playstation 3 controller via USB is straightforward, but Bluetooth access requires some compiling.
1. Update and upgrade the software on your Raspberry Pi.
sudo apt update
sudo apt upgrade
2. Install the libusb-dev software. This ensures the PS3 can communicate with the Raspberry Pi over Bluetooth.
sudo apt install libusb-dev
3. Create a folder for the sixpair software, switch to that folder, and download the sixpair.c software.
mkdir ~/sixpair
cd ~/sixpair
wget http://www.pabr.org/sixlinux/sixpair.c
4. Compile the code with gcc.
gcc -o sixpair sixpair.c -lusb
5. Connect the controller to the Pi using its USB cable and run sixpair to configure the Bluetooth connection.
sudo ~/sixpair/sixpair
6. Take note of the MAC code, then disconnect the PS3 controller.
7. Open a terminal and start the bluetooth control tool.
sudo bluetoothctl
8. At the [Bluetooth]# prompt, enable the agent and set it as default.
agent on
default-agent
9. Power up the Playstation 3 controller and hold the sync button. In the [Bluetooth]# prompt scan for devices.
scan on
10. The MAC address should appear, comprising six pairs of letters and numbers. Look for your Playstation 3 controller’s MAC address. Use the MAC address to connect the controller.
connect [YOUR MAC ADDRESS]
11. To save time for future connections, use the trust command to automatically connect.
trust [YOUR MAC ADDRESS]
For other Bluetooth controllers, meanwhile, generic connections should work. This means that anything – smartphone game controllers, for example – can conceivably be connected using bluetoothctl , but some calibration may be required.
Whatever device you’re using, you may need to test it. To do this, simply use the testing tool in the Linux joystick utility.
sudo apt install joystick
To test your gamepad, ensure that it is connected and run the jstest command to check that each button is registered.
sudo jstest /dev/input/js0
This article originally appeared in an issue of Linux Format magazine.
At some point during my time with Disco Elysium: The Final Cut, after I read yet another minutes-long dialogue sequence to try and learn more information about the game’s murder mystery, I realized I felt like I was slowly working my way through a long novel — one that went just a little bit over my head.
In The Final Cut, an enhanced version of the 2019 cult hit role-playing game that made its console debut on PlayStation in March, you play as a cop with amnesia investigating a murder case about a hanged man. You’ll explore a fictional place called Revachol and talk to a huge cast of characters to piece together clues about the hanged man’s killer.
Almost every conversation or interaction has an extensive dialogue tree, allowing you to respond to or direct a conversation in ways that can influence other moments in the game down the line. One time, I convinced somebody to give me the jacket off their back, which I could then wear. With another person, I refused money so that my character wouldn’t feel indebted to him.
Occasionally, these interactions can drag on, feeling a bit like a book chapter that just won’t end. But the game’s writing is sharp and often quite funny, which usually made all of the reading worth it.
Disco Elysium takes place in what I imagine as a parallel universe to ours. Characters frequently reference countries, races, and historical figures that don’t exist in our world but who are core to the societal and ideological makeup. While Disco Elysium’s incredible depth of historical detail made Revachol feel like a real place, at times I struggled to keep facts and information straight.
You won’t just be talking to other people, though: any one of 24 different parts of your personality, like your sense of logic, composure, or authority, can butt into conversations to discuss and debate what’s going on, sometimes even with each other. It’s kind of like Pixar’s Inside Out, if it was a murder mystery.
But like the historical details packed into the game, these traits can also have their own inscrutability. During my playthrough, one attribute sometimes relayed short stories about other police officers. Another, as far as I could tell, was something like a sixth sense about Revachol itself. As each one of your personalities jumps in, you’ll have more text to read. Usually, they add useful context, but other times, I wish they wouldn’t have said anything at all so that I could get to the next part of the game sooner.
You can also level up each of them as “skills” to give you advantages during the game. I put a lot of points into my empathy skill, for example, which meant that Empathy (the character) would often chime in with advice about how to respond empathetically in a situation.
Putting points into skills also helps with “checks,” where the game rolls a virtual dice to determine if you succeed at an important action. (Saying the right thing in a conversation can help with the potential success of a check, too.) You can retry most failed checks by leveling up a specific skill.
Some checks can only be attempted once, though, and I liked those the best — I always held my breath while I waited to see if I had succeeded or failed. They also felt like they had the most impact on the story itself, particularly near the end, where a dice roll can mean the difference between someone living or dying.
Overall, the game’s systems make for a fun twist on typical role-playing mechanics. Instead of leveling up external skills like magic power or speed, it really feels like you’re building your character’s personality.
Developer Studio ZA/UM added some new features to the original game, which was first released in October 2019, for The Final Cut. Every line is now fully voiced, and the acting is consistently excellent. There are some new quests that let you explore your character’s political ideologies. And The Final Cut marks the game’s first appearance on consoles, hitting PlayStation 4 and PlayStation 5. (It’s coming to Xbox consoles and Nintendo Switch later this year.) The game was a bit buggy for me on PS5, especially at launch, but Studio ZA/UM has released several patches that have fixed the majority of issues I ran into.
Bugs weren’t the only thing that detracted from my experience, though. The game punts you to a short loading screen every time you transition to a new area, which got annoying over the course of the 24 hours I spent with it. Getting to the quests menu takes three button presses. And the text is very small, even on the largest setting.
But if you’re willing to immerse yourself into the world of Revachol and put up with some small annoyances along the way, Disco Elysium tells a satisfying story that I really enjoyed. Like a huge, epic novel, the game can at times be enigmatic, opaque, and a little too long. But as is often the case for those kinds of stories, it’s well worth slogging through the boring stuff to see the game all the way to its fantastic end. I’m glad I read this one all the way through.
Disco Elysium: The Final Cut is available now on PS4, PS5, PC, Mac, and Stadia. It’s set to release on Xbox One, Xbox Series X / S, and Nintendo Switch later this year.
We’re just a week out from the release of Resident Evil Village, and as part of the game’s promotional campaign, Capcom has uploaded an absolute treat to the YouTube channel for Biohazard (which is the name of the Resident Evil series in Japan): an official puppet show starring characters from the game. Yes, everyone’s favorite tall vampire lady, Lady Dimitrescu, is one of the puppets.
The three-minute video is simultaneously adorable and terrifying. The show is entirely in Japanese, so I don’t have any idea what the actual story is — I think all of the puppets are meeting up to paint together, using blood as the ink? But it’s worth watching for some seriously silly puppet antics, like puppet-Lady Dimitrescu gleefully gulping down a bucket of blood. And the video’s title suggests this is just the first episode, according to Kotaku, so it appears there’s more to come.
Resident Evil Village will launch on May 7th for PS4, PS5, Xbox One, Xbox Series X / S, PC, and Stadia. The game’s final demo will unlock in North America tomorrow, May 1st, at 8PM ET, and Capcom recently extended its availability so you can play it through May 9th at 8PM ET. Once you start the demo, though, you only have 60 minutes to play it.
Home/Software & Gaming/Cyberpunk 2077 Patch 1.22 brings further optimisations and fixes
Matthew Wilson 2 days ago Software & Gaming
At this point in time, CD Projekt Red has picked up work on upcoming, new content for Cyberpunk 2077 but there is still a team working to squash lingering bugs and improve performance. The latest patch does just that, with some more open world and quest fixes, as well as further optimisations.
Cyberpunk 2077 Patch 1.22 is now live across all platforms, addressing “the most frequently reported issues”. For quests and open world, we have the following fixes:
The Metro: Memorial Park dataterm should now properly count towards the Frequent Flyer achievement.
Fixed glitches in Johnny’s appearance occurring after buying the Nomad car from Lana.
Fixed an issue in Gig: Until Death Do Us Part where it was not possible to use the elevator.
Fixed an issue in Epistrophy where the player could get trapped in the garage if they didn’t follow the drone and ran into the control room instead.
Added a retrofix for the issue we fixed in 1.21, where Takemura could get stuck in Japantown Docks in Down on the Street – for players who already experienced it before update 1.21 and continued playing until 1.22, Takemura will now teleport to Wakako’s parlor.
Fixed an issue preventing the player from opening the phone in the apartment at the beginning of New Dawn Fades.
Fixed an issue where the player could become unable to use weapons and consumables after interacting with a maintenance panel in Riders on the Storm.
This patch will also fix instances of NPC clothing clipping, an issue with subtitles not being properly aligned and memory management improvements for the PC version, which should reduce the number of crashes. On the PC side, further optimisations are now in place for skin and cloth rendering, which should now have less of a performance hit.
For consoles, the Xbox One version gets additional GPU and ESRAM optimisations and memory management has also been improved for the game on PlayStation 5.
Discuss on our Facebook page, HERE.
KitGuru Says: We’ve had several months of bug fixing patches, hopefully soon, CD Projekt Red will be ready to start discussing plans for future Cyberpunk 2077 content. We know new story content is coming thanks to the efforts of dataminers, so it is just a matter of when we’ll start seeing announcements.
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The PS5 will be available to buy in China on May 15th, a little over six months after its original release in the US last year, Sony announced today. The disc version of the console will retail for 3,899 yuan (around $600), while the cheaper disc-free model will cost 3,099 yuan (around $479). Preorders open today. The launch means Sony’s next-gen console will beat Microsoft’s to release in the country, although CBNC notes that Microsoft received safety approvals to release the Xbox Series X and Series S there at the end of last year.
Relative to its size and population, China isn’t considered a huge market for console gaming. Game consoles were technically illegal in the country until 2014, which meant PC and mobile gaming has become dominant. Even now, strict laws make it hard to release consoles in China simultaneously with other countries. The PS4, Xbox One, and Switch have all released in China, with Nintendo’s console reportedly being the most successful.
The PS5’s Chinese launch comes as the console faces stock issues around the world. A combination of unexpectedly high demand as well as supply chain issues including a global chip shortage, have been blamed for the problems. However, Sony Interactive Entertainment president and CEO Jim Ryan recently said he expects the stock situation to improve in the second half of the year.
Earlier this month, we learned that the iOS version of Fortnite was a huge revenue driver for Epic Games — the game earned more than $700 million from iOS customers over the two years before it was pulled by Apple, according to court documents (PDF) released ahead of Epic’s trial against the iPhone maker. But even though iOS Fortnite players brought in a staggering amount of money for Epic, iOS isn’t the biggest platform in terms of revenue for the game — apparently, it might even be among the smallest.
Court documents reveal that PlayStation 4 generated 46.8 percent of Fortnite’s total revenues from March 2018 through July 2020, while Xbox One, the second-highest platform, generated 27.5 percent. iOS ranked fifth, with just 7 percent of total revenue. The remaining 18.7 percent would have been split between Android, Nintendo Switch, and PCs.
In 2020, iOS revenues were projected to be an even smaller piece of the pie: just 5.8 percent, compared to 24 percent for Xbox One and “almost 40 percent” for PlayStation 4, according to a new deposition (PDF) of Epic Games’ David Nikdel, a senior programmer who works on the backend services for Fortnite.
“iOS was always the lowest or second lowest if Android was listed, correct?” lawyers asked Joe Babcock, Epic’s CFO until March 2020, in a separate deposition. The answer was yes.
Babcock explicitly confirmed that the iOS version of Fortnite earned less revenue, month to month, than:
PlayStation 4
Xbox (presumably Xbox One)
Nintendo Switch
PCs
iOS’s low revenues compared to other platforms may not be entirely surprising, based on past comments from Epic CEO Tim Sweeney. He said in a declaration that Fortnite on iOS represented 10 percent of the game’s total average daily players in the two years from when the game launched to when it was pulled from the App Store in August. And Fortnite is considered to be a billion-dollar business all on its own: in 2019, it reportedly brought in $1.8 billion in revenue all by itself. (Epic projected company-wide revenue of $3.85 billion in 2020, to give you some idea of how big Fortnite is compared to, well, everything else Epic does.)
Thanks to these court documents being released ahead of the trial, we now have a better idea of where Fortnite makes most of its money — and despite the huge amount of dollars flying around mobile games right now, PlayStation and Xbox seem to account for the bulk of Fortnite’s earnings. They could make Epic’s choice to fight Apple and Google make a bit more sense — even if they alienate the app store companies, Epic can bank on Sony, Microsoft, and Nintendo consoles continuing to rake in cash.
Matthew Wilson 10 hours ago Featured Tech News, Software & Gaming
In late 2020, Square Enix finally brought Dragon Quest XI over to the Xbox platform and better yet, the game was also available on Game Pass. Now, it looks like Xbox will be getting more Dragon Quest games, including the excellent spin-off Dragon Quest Builders 2.
Dragon Quest Builders 2 originally released in mid 2019 for the Nintendo Switch and PS4. Later that same year, the game was also made available on Steam.
Now, Microsoft has announced that Dragon Quest Builders 2 will finally be coming to Xbox One and Xbox Series X/S consoles. Additionally, the game will launch on Game Pass for Console, PC and Cloud, marking the latest step in a long running Game Pass partnership with Square Enix.
The game officially arrives on the 4th of May, on that date, Game Pass subscribers will be able to install the game and start playing. Those who don’t have Game Pass will have to fork out £44.99.
KitGuru Says: I played quite a bit of this at release on Nintendo Switch. It’s a fun game and certainly worth an install if you have Game Pass. Will any of you be grabbing this one next month when it comes to Game Pass on PC and console?
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Matthew Wilson 1 day ago Featured Tech News, Software & Gaming
Back when the Xbox One launched in 2013, one of Microsoft’s big exclusives, Ryse Son of Rome, released to middling critical reception. As the years have gone on though, the game has developed a cult following and soon, those long-time fans may have a sequel to look forward to.
Crytek went through a lengthy period of not releasing big budget titles after Ryse Son of Rome, but the studio may be ready to return to larger scale games. According to Xbox insider, “Shpeshal Ed”, Crytek is currently working on a new Ryse game, which was in development as of July 2020.
There is reason to believe this, as Crytek was unfortunately hacked in late 2020. In one of the leaked documents, several upcoming projects were listed, with a sequel to Ryse Son of Rome being one of them.
Interestingly, this time around the game may release as a multi-platform title, rather than being exclusive to Xbox. That’s all the information we have for now, but hopefully we’ll hear something more official later this year.
Discuss on our Facebook page, HERE.
KitGuru Says: While it was short, Ryse Son of Rome was genuinely very good and still looks great visually even today. Hopefully Crytek continues working on a sequel that can shoot this IP back into the spotlight at some point during this console generation.
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Resident Evil Village is nearly here, and Capcom is giving you more time to play a piece of it ahead of launch. The studio originally announced that players on Xbox, Playstation, and PC would have access to a 60-minute demo this weekend for just 24 hours, but after fan criticism, Capcom has extended the demo’s availability to a full week.
Village’s final demo will still unlock on May 1st at 8PM ET in North America, but availability will now end on May 9th at 8PM ET, a two-day overlap with the game’s full release on May 7th. Capcom announced the change along with extended time frames for both the United Kingdom and Europe on the game’s Twitter account. Playtime for the demo will still be limited to an hour, though.
We’ve heard your feedback and are extending the availability period for the final 60-minute multi-platform #REVillage demo.
The original 24-hour window starting 5PM PDT May 1 (1AM BST May 2) has been increased by a week, and now ends at the same times on May 9 PDT (May 10 BST). pic.twitter.com/8VKEU8bMnu
— Resident Evil (@RE_Games) April 26, 2021
The final demo will let you play two sections of the game: the eponymous village and Castle Dimitrescu, home of the tall vampire lady everyone knows and loves. PlayStation owners had just a few hours to check out the village and then the castle sections in 30-minute chunks over the past two weekends, but on May 1st, players on PlayStation, Xbox, PC, and Stadia will all have a week to play through both sections of the game, as long as they do so within 60 minutes.
This demo follows the first from January, titled “Maiden,” which featured an unnamed protagonist rather than Village’s main character, Ethan Winters.
Resident Evil Village launches on Xbox One, Xbox Series X / S, PlayStation 4, PlayStation 5, PC, and Stadia on May 7th.
This week, Apple launched a new Apple TV 4K streamer complete with a shiny new Siri remote control. But there’s a kicker – the new Siri remote won’t work with motion-controlled video games, DigitalTrends reports.
That’s because it lacks a gyroscope and accelerometer, meaning no Wii-style motion gaming. According to MacRumors, if you try to play a motion-controlled game with the new remote you’ll see the following error message:
“To play this game on your Apple TV, you need to connect the Apple TV Remote (1st generation) or a compatible PlayStation, Xbox or MFi controller.”
Why the change? Apple Arcade is trying to position itself as a more serious gaming platform, with fewer motion-controlled titles, which are seen as frivolous by more hardcore gamers. It stopped insisting that games on the platform support the original Siri controller’s motion controls back in 2016, and in 2019 started supporting controllers from “proper” consoles such as the Xbox One and PS4. It will soon support PS5 and Xbox Series X/S controllers, too.
The new Apple TV supports high frame rate HDR with Dolby Vision at 60fps, and is powered by the A12 Bionic chip, which debuted in 2018’s iPhone XS. It also has a unique approach to setting the colour balance: it uses your iPhone’s sensors to optimise the video output for your particular TV. The light sensor in the iPhone compares the colour balance to “industry-standard specifications used by cinematographers worldwide”. The Apple TV 4K then automatically tweaks its picture output to allegedly deliver more accurate colours and better contrast based on the measurements it takes from your TV.
We can’t wait to try it for ourselves.
MORE:
Apple’s new TV calibration feature is coming to older Apple TV models
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The Xbox Series S isn’t perfect and won’t be for everyone, but it delivers a near next-gen gaming experience for a reasonable price
For
Attractively priced
Solid AV and gaming performance
Responsive controls
Against
Over-complicated AV set-up
Doesn’t support native 4K gaming
Small hard drive
The Xbox Series S is a tough console to nail down. It’s next-gen, but with one rather large drawback; it isn’t a 4K games console, which will undoubtedly rule out some potential buyers from the off.
But it is about more than just resolution. The Xbox Series S brings features and performance benefits to a price point we’ve never seen a high-tech console hit at launch before. And, after resolution, the price of the Series S is arguably the big talking point.
Price
The Xbox Series S is a remarkably cheap console, costing just £250 ($300, AU$500) – no wonder there was a collective gasp from members of the media when pricing was finally revealed. This compares to £450 ($500, AU$749) for the Xbox Series X.
Using Xbox All Access, where you can pay for the console in instalments, you can get a new Series S on a 12-month contract for £21 ($25, AU$33) per month, compared with £29 ($34, AU$46) per month for the Series X.
Its main rival, the PS5 Digital Edition, comes in at £359 ($399, AU$599). It is also missing a disc drive, but the difference is that it gets all the same 4K gaming performance and specs of the standard PS5 console, whereas the Series S has various performance downgrades on the Series X.
Build
It’s not just the price tag of the Xbox Series S that catches your attention. Open up the box and you’ll be taken aback by the size of the console. It’s tiny compared with its big brother, the Xbox Series X, but also the PS5 and PS5 Digital Editions too.
Positioned horizontally, the Series S measures 28cm wide and 15cm deep. This is in stark contrast to Sony’s disc-less rival, the PS5 Digital Edition, which is 39cm wide and 26cm deep. This makes the Series S ultra-portable, and you’ll be more than happy to sling it into a rucksack and take it to a friend’s house. The ‘S’ and its relatively small frame will also take up less space on your AV rack.
Xbox Series S tech specs
Resolution 1440p at 60Hz, 120Hz
Storage 512GB
Outputs HDMI, 3.5mm headphone jack, USB (Type-A) x3
The chassis is essentially an off-white plastic. It doesn’t feel particularly expensive, but that’s hardly a surprise, given the bulk of Xbox’s budget has been spent on what’s inside.
Compared with the striking PS5, the Xbox Series S looks anything but flamboyant. Its only distinctive feature is a circular black grill for the fan, which makes it look more like a wireless speaker than a cutting-edge games console.
In terms of connections, the Xbox Series S doesn’t throw up any real surprises. On the front, there’s a USB (Type-A) socket, a 3.5mm headphone jack and the power button. On the rear, there are power, ethernet, HDMI and a pair of USB (Type-A) inputs.
The only socket we haven’t really encountered before is a slot for expanding the amount of storage on the Xbox Series S. And, depending on the number of enhanced games you intend to buy, there’s a chance you might have to use it sooner than expected.
In fact, storage is one of the biggest drawbacks for the Xbox Series S. On the box, it says it has 512GB of storage, but when you boot up the console and go into the system’s menu, that figure is nowhere to be seen. Before installing a single game, we are down to 364GB. Download a few enhanced games at 60GB+ and you’ll soon be reaching for an expansion card.
Be warned – the official Seagate Storage Expansion Card costs a whopping £220 ($220, AU$359). The good news is that if you already own an external hard drive with backwards compatible games on it for an Xbox One S, you should be able to plug it into the Xbox Series S and use it straight away.
Home screen
Power up the console and you’re greeted with the traditional Xbox GUI. On the one hand, it’s nice and familiar but we can’t help but think it’s a missed opportunity. Couldn’t Xbox have created a more exciting and inviting interface to wow its customers and usher in its next-gen consoles?
The tile system is still in play and so is the horizontal navigation. You can reach all the relevant areas, such as games and system settings, with minimal button presses. It’s quick to respond to your commands too. This could be down to a combination of more powerful CPU processing, the super-fast solid-state hard drive and even the new low-latency controller.
What’s even more noticeable is the speed at which games load. Compared with the previous generation of Xbox consoles, the Series S is much quicker. Not only does it get you through loading screens with a greater sense of urgency, with Quick Resume, you can now pick up games from where you left off in a matter of seconds. Xbox claims you can have three or four games on the go at any one time.
Controller
Like the X, the new Xbox Series S gets a new control pad. It’s supposed to be slightly smaller, although the difference is hard to spot. Irrespective of whether it’s shrunk, the controller still feels good in hand. The bumpers are more rounded, while the triggers have been given more sculpted grips and a new texture that also spreads to the rear of the controller.
Your hands and fingertips get better purchase when pressing down hard, and it feels like the texture pattern from the back of an Xbox Elite Wireless Controller (Series 2) has been placed onto the Xbox Series S controller. Which is no bad thing.
The controller also features what Xbox calls Dynamic Latency Input (DLI), which immediately synchronises each controller input with what you see on screen. Of course, your TV’s own lag is also part of the equation here, but at least the console is doing its bit to reduce lag. It feels as though the console is quick to respond to commands, whether navigating the console’s home screen and in-game too.
Another addition to the controller comes in the shape of a new dedicated ‘Share’ button, which means you can capture screenshots and clips and share your gameplay on social media. Those with older legacy controllers from an Xbox One S (or One X) will be pleased to know you can pair them with the Series S.
Features
According to Liz Hamren, Head of Platform Engineering and Hardware for Xbox, the Series S delivers “four times the processing power of an Xbox One console”. On paper, the figures are 4 TFLOPS of power for the Xbox Series S, compared with 12.15 TFLOPS for the Series X.
The Series S is “similar in CPU” to the Series X, but not identical. The Xbox Series X uses an 8-Core AMD Zen 2 CPU running at 3.8GHz (3.6GHz with SMT enabled) while the Series S uses the same CPU working at 3.6GHz (3.4GHz with SMT enabled).
The ‘X’ is powered by a 52CU (compute unit) RDNA GPU running at 1.825GHz, while its cheaper sibling has a 20CU, 1.565GHz GPU.
The Series S doesn’t have the graphics grunt of its sibling, meaning that resolution is a big difference between the consoles. The Xbox Series S has been geared towards outputting 1440p at 60Hz, up to a maximum refresh rate of 120Hz. It can upscale the picture to 4K to match your 4K TV, but you won’t be able to see next-gen games in native 4K. You can only play games in native 4K resolution (at up to 120Hz) on the Xbox Series X.
But we wouldn’t write off the Xbox Series S just yet. While it does lose out on graphical power and resolution, it still has a range of features that will appeal to anyone looking to make the jump from, say, an Xbox One S.
You can still enjoy refresh rates to up to 120Hz. The console also supports VRR, variable rate shading and ray-tracing just like the Series X. You get the same Quick Resume feature, so you can pick up where you left off at the touch of a button, a faster SSD hard drive and a speedier user experience. All of these mean the Series S is a big step up from the previous generation Xbox One S.
All the streaming apps you need are there too, including Netflix, Spotify, Sky Go, YouTube, Amazon Prime Video, Apple TV and Disney+.
Picture
When it comes to playing games on the Xbox Series S, it’s difficult to find a lot to grumble about for the money. While it’s not native 4K, what it does dish out is easy on the eye. Play Madden 21 and the intro video bursts into life with a colourful and vibrant display of NFL uniforms and impressive-looking stadia shots.
Detail on jerseys and boots is good. The reflections on player helmets are glossy and add polish to the presentation. The motion of the players, whether they’re walking slowly into formation or blitzing the opposing team, is stable and we don’t notice anything in the way of tearing, judder or artefacts.
Gears 5 looks good too, even though it isn’t being rendered in true 4K. Compared with the Xbox Series X, the more powerful console delivers a picture with more ‘wow’ factor, but the Series S is by no means embarrassed. The on-screen detail is good enough, with decent texture on chiselled faces and war-torn body armour. Motion is stable, and there’s good insight in the shadows.
As a streaming device, the Xbox Series S presents a solid case too. Playing Altered Carbon via Netflix, the Series S produces a watchable picture, with none of the artificial appearance that can sometimes be served up by poorer streaming devices.
There’s a good sense of clarity and motion, with detail and definition both excellent too. As Quellcrist Falconer makes Angelfire rain down on her pursuers, the screen lights up with bolts of blue neon. As each soldier is struck down, the flames turn to embers, small pin pricks burning briefly, but ever so brightly, in Dolby Vision HDR. The detail in the shadows as she hides behind a fallen tree is nicely judged and not overly dark.
We’d say the Xbox Series S is comparable to an Apple TV 4K for picture quality, which is a great video streamer in its own right. That’s quite impressive for a games console.
Sound
Despite being a next-gen console, we’re still left scratching our heads at the way some audio settings have been implemented.
Instead of being able to pass unadulterated audio from your streaming service of choice through to your AV amp, the Xbox needs to decode and re-encode it. You need to navigate the console’s audio settings and pick one format which the console will then apply to everything. You can select from DTS Digital Surround, Dolby Digital, Dolby Atmos for Home Theatre or DTS:X for home theatre. It’s not a particularly next-gen way of going about things.
Click on DTS:X and you’re told you need to download the DTS Sound Unbound app. This unlocks DTS:X for home theatre, but you still need to pay a further £17 to unlock DTS Headphones:X. Similarly, you need the Dolby Access app to get free Atmos support for your home theatre, but if you want Dolby Atmos for Headphones, that will cost you extra too. Seriously?
However, the Dolby Access app is handy for setting up a Dolby Atmos soundbar, AV receiver or TV. You can customise your audio settings and even switch on a built-in audio upmixer if you want some of the Atmos experience, but don’t happen to own a Dolby Atmos speaker package.
Oddly, during set-up we are greeted by a pop-up from the console asking if we want to pass Blu-ray audio directly to our AV receiver – someone clearly forgot that the Xbox Series S is a disc-less console.
Once set up, you get is a perfectly acceptable sonic performance. The console sounds punchy and lively with a decent sense of clarity, and an even tonal balance. It’s not as subtle or refined as a dedicated budget 4K Blu-ray player, such as the Sony UBP-X700, nor does it have the same sense of timing and natural flair with music. But it sounds lively enough when firing out the 80s soundtrack to Cobra Kai and the dialogue sounds clear and relatively weighty.
Switch to the opening chapter of Gears 5, and as Kait, Marcus et al arrive at the opening to the cave, the detail and definition in the whirring rotor blades is impressive. Combine this with the strings of the soundtrack, and the sound of the birds circling around the huge opening and the console creates a fine sense of immersion and atmosphere as you head underground.
Verdict
Xbox has been pretty smart with the Xbox Series S – the price tag alone will be enough for some to give it serious consideration. However, if true 4K resolution gaming or playing 4K Blu-rays matters to you, it won’t even be on your radar.
If you aren’t fussed about those and just want to play Xbox exclusives with some of the other game enhancements, such as VRR and the high frame rates, then the Series S isn’t a bad shout.
It could also be an affordable console for a second room or to keep the kids happy. After all, you still get a huge chunk of future-proofing and day-to-day performance upgrades that make it a decent jump up from the Xbox One S.
The Xbox Series S isn’t perfect. The user interface feels a little dated for a next-gen console and there are still too many quirks when you want to use it as part of a proper home theatre system. While it won’t necessarily appeal to everyone, if you’re happy with what the Series S can offer, you won’t be disappointed.
Apple’s new Siri Remote doesn’t come equipped with an accelerometer or gyroscope, which means it won’t work as a motion controller in certain Apple TV games. The omission was initially spotted by Digital Trends, and can be seen on the remotes’ product pages. The old Siri Remote lists an “Accelerometer” and “Three-axis gyro” in the tech specs, but they’re missing from the new listing (we’ve linked to a Google Cache because as of this writing Apple’s store is down ahead of AirTags pre-orders going live).
The change means that the new Siri Remote won’t work with certain Apple TV games that rely on motion controls. According to code in tvOS 14.5 seen by MacRumors, trying to play an incompatible game will lead to the following error message: “To play this game on your Apple TV, you need to connect the Apple TV Remote (1st generation) or a compatible PlayStation, Xbox or MFi controller.” If you’ve got one, you might want to keep an old Siri Remote around for occasions like this.
The lack of motion controls might sound surprising given the new Apple TV box was expected to have a bigger gaming focus, and arrives as Apple Arcade is maturing into a pretty compelling games subscription service. But in recent years Apple has shifted its attention towards more traditional gaming controllers, away from motion controls. It dropped its requirement for games to support the Siri Remote’s motion controls in June 2016 just months after the remote launched alongside the 2015 Apple TV. Then, in June 2019, it announced Apple TV support for Xbox One and PS4 controllers. Support for PS5 and Xbox Series X and S controllers is expected to arrive with tvOS 14.5.
Microsoft has started inviting Xbox Game Pass Ultimate subscribers to test its Xbox Cloud Gaming (xCloud) service on iPhones and iPads today. The service works through web browsers, allowing it to also run on PCs and Macs on Edge, Chrome, or Safari. We’ve managed to get an early look at this beta and see how Xbox Cloud Gaming works on an iPhone or iPad.
The web interface for xCloud (yes, we’re going to keep calling it xCloud) is very simple to use. It scales across devices like the iPhone, iPad, or even a large monitor attached to a PC to provide quick access to games. Microsoft has even included a search interface, which is something that’s strangely missing on rival service Google Stadia.
You don’t need to install any apps or extensions; it works natively in Chrome, Safari, or Edge. All you need is a compatible USB or Bluetooth controller. Some games even work with Xbox Touch Controls, so a controller isn’t required if you’re happy to tap on the screen and play. I managed to quickly start games using an Xbox Elite 2 controller paired to an iPhone 11 Pro.
Once you launch a game, you’ll have to wait a fair amount of time for it to actually load. Much like xCloud on Android, the backend servers for Microsoft’s Xbox game streaming are actually Xbox One S consoles. This older Xbox hardware isn’t powered by a modern CPU or SSD, so game loads are affected as a result. Microsoft is planning to upgrade xCloud servers to Xbox Series X hardware at some point this year, though.
I’ve only been playing xCloud via the web for a few hours, so it’s difficult to judge the experience, but I’ve certainly run into a lot of connection issues both wireless and wired with my desktop PC. Microsoft says it’s working on a routing issue with this beta, but it’s worth pointing out this is a test service, and it’s only just launched, so hiccups like this are to be expected.
Once the connection settles down, it’s very similar to xCloud on Android. If you run this through a web browser on a PC or iPad, you’ll even get a 1080p stream. It feels like I’m playing on an Xbox in the cloud, and there’s a dashboard that lets me access friends, party chats, achievements, and invites to games. This is all powered by Xbox Game Pass, so there are more than 100 games available — and even some original Xbox and Xbox 360 titles that can be streamed.
Microsoft hasn’t said when the company plans to roll this out more broadly yet, but given the early connection issues, there’s clearly still some work to be done until the web version is available for everyone. Still, it’s impressive how well this scales across multiple devices and opens up the ability to stream Xbox games to virtually any device that has a Chromium or Safari browser.
I also tried this xCloud browser version on the new Edge app for Xbox consoles, but it’s not fully supported yet. Both the service and the browser are in early beta right now, so full support might come at a later date. Either way, I imagine that xCloud will arrive on Xbox consoles through the ability to quickly stream a game while you’re waiting for it to download in the background. That’s really where xCloud makes sense on a console that can already play Xbox games.
This browser-based version of xCloud does open up the service to many more possibilities, too. Xbox chief Phil Spencer has previously hinted at TV streaming sticks for xCloud, and Microsoft has already committed to bringing the service to Facebook Gaming at some point. It’s easy to imagine Xbox Game Streaming apps for smart TVs, coupled with the ability to access the service from web browsers to ensure almost any device can access an Xbox Game Pass subscription. That’s clearly Microsoft’s goal here, and this beta feels like just the beginning.
Microsoft is rolling out a new Xbox April dashboard update today that will improve the way games are downloaded. A new feature will now let Xbox owners suspend games to speed up download speeds. Currently, Xbox One and Xbox Series X / S systems throttle game updates and new game downloads if another game is active.
This new suspend option can be coupled with Quick Resume on the Xbox Series X / S to quickly pause a game, download game updates, or download a new game altogether and then resume the suspended game later. It’s a much cleaner option than having to manually quit a game or app to ensure download speeds aren’t getting throttled.
Alongside this new dashboard option, Microsoft is finally improving its Xbox mobile app to bring achievements back. The newly designed app launched on Android and iOS back in October, but it was missing achievements functionality and many other features that the mobile app previously included. Monthly leaderboards for achievements are also starting to appear for some Xbox mobile app users, and Microsoft says “everyone will see these updates in the app by the end of the month.”
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