Adobe releases updated Flash Player 14 and Adobe AIR 14

Adobe has released Flash Player 14 and AIR 14 Runtime and SDK, updates to two of its most popular web add-ons in the production of online content and web apps. In addition to the usual bug fixes, this version brings new features.

Developments are aimed primarily at developers and include an anisotropic filtering tool, which is basically a method to improve the quality of the texture of images. It also includes a new, advanced profile to create objects in Context3D.

In addition, Adobe has added support for Intel X86 Android and the Gamepad function for Adobe AIR. The latter lets developers enable second screen functions on Android devices for flash browser games, so you could be playing a game on your PC, and interact with it in real time using your Android phone or tablet.

If you want to try AIR Gamepad, there are already two games that incorporate the system: ModelViewer and HungryHero.

Follow me on Twitter @suzieblaszQwicz

Source: Adobe Blog

E3 2014: FIFA 15 Ultimate Team’s new features

EA Sports has revealed that one of FIFA 15 Ultimate Team’s new features is the ability to get a player on loan. EA haven’t released many details about the feature, but it seems that you’ll be able to use a player for a limited number of times, we’re guessing to make sure you really want him before buying.

That mean that if you reserve a copy of FIFA Ultimate Team Edition, a special version of FIFA 15, you’ll be able to get Lionel Messi, the Barça player, on loan immediately. “Afterwards, you’ll be able to unlock more players from the EA SPORTS Football Club Catalogue using football club credits”, EA Sports have stated. You unlock players using virtual or real money.

FIFA Ultimate Team has become almost a game in itself, thanks to its huge popularity. You practically see more YouTube videos of people opening envelopes than you do of actual FIFA matches. Given its popularity, it could be that we see FIFA Ultime Team becoming a standalone game in the future.

Find out more about FIFA 15 by reading our interview with lead producer Sebastián Enrique.

Follow me on Twitter: @lorddevries

Source: official FIFA 15 page

E3 2014: Hands on with E3’s surprise game, Rainbow Six Siege

I attended the closed-door presentation of Rainbow Six Siege, where the developers explained the basic concepts behind the game. They’re pretty simple: the game is completely multi-player focused, taking place in a typical Rainbow Six universe where there are two clearly distinct groups. There’s also a 3rd protagonist: destructible walls, ceilings and floors. It’s a simple concept, but I think it’s going to change multi-player games forever.

Destroy that wall

Cops against bad guys, separated by a wall. Sure, it’s just a wall, but it’ll become a major obstacle for some, and the main defense for others. The wall came about in the conceptual phase of the game, so the developers decided they liked it, expanded on the idea, and watched it grow into a “fortress”. It’s also how Rainbow Six turns the concept of typical multi-player games on its head.

The fortress takes on a role that I’ve never seen in a game of this genre. In the only playable level– as things stand now–the fortress is a house where the criminals are holding a hostage that must be rescued by a SWAT team. As a result, the house is completely destructible.

This is what makes gameplay so enticing – the walls disintegrate with your shots, and explosions blow open holes that you’ll be able to pass or shoot through. There’s no safe zone, and the tension this generates is what makes the game so much fun.

The calm before the storm

At the start of the game, you’ve got one minute to prepare. The criminals can set traps like barbed wire, barricades, and protective structures to slow the forces of law. Likewise, the SWAT team have their own tricks. They’ve got small, remote-controlled robots they can send into the house to spy on the criminals, see where the hostage is stashed, and assess the traps they’ve laid. This preparation is pretty crazy – both teams know what the other is doing, but neither can do anything about it.

Once this first minute is up, the game starts, and that’s when things get crazy. The police have to get in, and they’ve got lots of options. They can rush a door, scale the exterior wall, drop in from above, blow holes in the garage door–basically, they can do whatever they want. The criminals are waiting inside, trying to figure out where they’re going to enter. Team coordination is essential.

When you’ve got visual contact with the other team, chaos takes over. Bullets fly, stuff breaks, explosions cause blinding clouds of smoke, and debris litters the floor. Then there’s calm, a few seconds to recover and see what went down. You make visual contact again, more shooting, and the teams separate. Then, you see who’s fallen (death is permanent in each round) and which strategies failed. One by one, police and criminals fall, until there’s only one standing, maybe even just the hostage.

Both groups have 3 character types: assault (focused on attack), armored (prepared to carry bombs and blow up walls), and protection (not great on attack, but with a shield to protect against bullets). There are also various weapons and equipment for you to choose from.

Awesome control, dozens of options

Controls are very accessible, which is just as well given the dozens of actions you can carry out simultaneously. The rappelling system, which I understood from the first minute I saw it, is testament to the game’s excellent design. The same goes for the barricade creation system, and the placement of bombs. You can play 3 games of Siege and you’ll have the whole thing totally under control.

What is it about Rainbow Six Siege that’s going to make your jaw drop? The visuals. It’s not just that the graphics are excellent– and they are– it’s more about how impressive all the destruction caused by the shooting and explosions is. Okay, so it’s a little OTT (real explosions don’t leave Swiss cheese holes in walls), but I don’t care. The game is pure entertainment, and every game plays out differently than the one before.

Ubisoft has unwisely conditioned us to expect a mind-blowing game every single year. Maybe this year, Rainbow Six Siege will be the game that E3 2014 is remembered for. It’s niche, popular only with a very specific type of gamer but regardless, it’s managed to surprise everyone. While we don’t yet have a release date for Rainbow Six Siege, it’s been slated for PC, PS4 and Xbox One.

If you want more from E3, check out our first look at FIFA 15.

Follow me on Twitter: @raulprz

How to use screensavers as animated wallpaper

The Windows operating system has loads of secret tips and tricks which are unknown to the general public but which can be really handy (or just fun) on a day-to-day basis. Today Softonic explains how to create an animated background, or, more accurately, how to make your screensavers into backgrounds for your PC.

The options for customizing Windows seem endless. Fonts, wallpapers or complete themes: the Microsoft operating system definitely owes part of its success to these customization options. Sometimes a simple command line can change the entire look of your computer.

We’re going to tell you exactly how to use the default screensavers as animated wallpapers.

1. Run the command prompt and type the following line: screensaver_name.src / p65552

Command line screen saver

2. Here’s a non-exhaustive list of screensavers that you can use: Ribbons.srcBubbles.src and Mystify.src.

Screensavers

3. Once you’ve enabled the command line, you can continue to work or browse using your PC as if nothing’s happened, while enjoying your new animated wallpaper.

Screensaver

As you can see, the taskbar is still accessible, just like the Start button if you are using Windows 7 or Vista. The only downside is that the desktop icons are hidden by the screen saver.To access these folders and/or files, you must go through Windows File Explorer.

4. To stop the screen saver and return to the basic screen background, simply right-click on the icon for the screensaver and select Close window .

Close window

Do you love customizing your PC? Check out all of our special Windows video tips and tricks.

Follow me on Twitter @bbrassart

FIFA 15 lead producer Sebastián Enrique talks gameplay, control and response

Sebastián Enrique is the Lead Producer on FIFA 15, the head honcho who takes the lead on the game in the famous EA Sports soccer franchise. He’s an enthusiastic guy with a smile you warm to quickly– maybe it’s the passion with which he talks about the game. Clearly, he’s not alone; soccer courses through the veins of its fans, and its this passion that Enrqiue seems to want to convey through the FIFA game, something he definitely impressed upon me during our interview.

During the recent EA press event, where he showed off the game, Enrique detailed every inch of the game, talking about how he’s traveled the world to see games, how fans behave, and how differently the sport is experienced, depending on the country. His work gives him this luxury, travelling around the world to see the game, much to the envy of most fans.

But with this privilege also comes great responsibility. Sebastian Enrique must create the best football simulation ever. As much pressures as the players get on the pitch, its as if Enrique gets just as much when it comes to the popular video game. Honestly, I wouldn’t like to be in his shoes, but if there’s anyone who can do it, it’s Enrique, and I had the chance to speak with him about his role in creating the game, and what we can expect with FIFA 15.

To begin, can you tell us exactly what your role is in FIFA 15?

I’m the Lead Producer of the FIFA 15 video game, which means I’m directly responsible for the game. If it goes wrong, it’s my fault, and if it goes well, it’s all thanks to the team [laughs]. On top of working with creative directors and people dedicated to design, I’m also responsible for the game’s design as a whole, from the project itself, to leading the team.

FIFA 15 2

What you’ve presented today is basically structural changes in the game, controls and graphics. Every year, FIFA is being refined more and more. Now, it’s reaching a point where it’s getting more difficult to improve each time. To what extent is there room to continue at this rate of improvement?

Every year we have similar questions. “They’ve done this or that, what will they do next?” And I can assure you that we have a huge list of things we want to do or want to try. At the same time, we listen to what the community is telling us, what they want to see in the game. Every time we watch soccer, week after week, we continue to see things that we don’t have and that we want to add to the game.

When we start out each year, we combine all three and use them as building blocks for that year. Then you realize that those ideas would build three or four FIFAs. At the end, we have to reduce all these ideas but still find a sufficient number of innovations to make a significant jump in quality from one year to the next, making it more playable, with more depth, better graphics, appearance.

There will come a day when we’ll run out of ideas, but for today, there are still plenty.

This is the second new-generation FIFA. How have you improved this year?

The main thing that happens in the first year of new consoles is that the game has to work, and work well enough not to let the player down. There are constant updates to the console, to the software, plus you won’t be working with the final hardware.You’re constantly adjusting to these changes. Besides that, you’re building the basis for future tools. It’s difficult to do what you want, the way you want it.

In the second year, in this case FIFA 15, you’ve already got a more robust knowledge of the workings of the console, and you’ve created a database of tools. For example, last year we rewrote all the visual graphics, so we can continue this year by giving depth to that and really starting to exploit it. In this vein, in the second year you can start doing the things you wanted to do when you were thinking about the extra power of the new consoles. And so that’s what we did.

From everything you’ve been able to teach us today, what’s most important in your opinion? What sets FIFA 15 apart from previous versions?

There isn’t one single thing you can say that has “completely changed the game”. It’s the combination of all the things we do, either gameplay, or artificial intelligence, total immersion, graphics, the comments, cameras– the combination of all the details is what makes a good soccer game. That’s how I see it.

FIFA 15 3

But there must be something you’re particularly proud of, right?

There is one thing that I’m particularly happy about. Something that is pretty “wow”. But we haven’t announced it yet. We can talk about it in August if you want.

There are lots of things we can’t talk about. We haven’t seen any of the game modes, or the leagues. Can you tell me something about the online aspects?

[Laughs] No, no, no. Sorry. I can’t talk about that either. In the first tour, all we do to tell people about the new FIFA is to show gameplay, nothing more. But this year, there’s also the leap in graphics, the emotional leap (which is very important), how the field is deteriorating– I am very happy with the graphics, with the new improvements to the physics, ball movement, the flags, and how the goals move when the ball hits them.

Yes! I have seen these animations. There are more animations for the small movements from the players. It helps makes everything more fluid.

Exactly. We put special emphasis on this. The main focus this year was playability, control and response. We’ve created many “contact” animations, as we call them. For example, when the player is lifting the ball from the ground, you have more flexibility and accuracy on the move, or when turning. Shorter, quicker steps were created, as well as animations with the ball and without. They’re all animations that give the game better range and make it even more playable. It’s more sensitive, and so players can enjoy being more in control.

Are there specific features for PS4 or Xbox One?

There will be some small differences like last year, where Microsoft platforms had Xbox Legends for Ultimate Team mode. There will be some differences between the three platforms (Xbox One, PS4 and PC), but they’ll be minimal. We’ll tell you about those differences in the future, as well as the common features. There’s much more to be announced.

FIFA 15

One last question. Can you comment on any other new features from Ultimate Team?

It’s the most important FIFA game mode, and apart from the fact that there will be more cards, I can’t comment much more. In the future.

Okay, okay. Thank you very much for having us, it’s been a pleasure.

Thank you for coming!

Want to know more about FIFA 15? Don’t miss our first look at the game.

FIFA 15 is packed full of emotion

Electronic Arts chose the Vicente Calderón Stadium, home of Atlético Madrid, for its first round of presentations of FIFA 15. Game producers Nick Channon and Sebastián Enrique took charge of showing the new graphics, controls and AI that feature in the newest version of the ultimate soccer simulator, and we had a chance to see the demo.

The best FIFA yet?

Attending journalists seemed to have only one question – is FIFA 15 really that much of an improvement on FIFA 14? By the time the presentation was through, there was only one possible answer – Yes. EA has surprised us again, just maybe not in the way expected. Basically, the changes aren’t that spectacular or jaw-dropping. Instead, FIFA 15’s improvement are more basic and structural, with the AI and soccer simulator combining to give us a game that’s better conceptually, rather than just physically.

Of course, graphics and visuals are better, as we’d expect from the 2nd year with the newest gen FIFA. If you scratch the surface, however, you’ll see the improvements you’re going to read about which, although might not be super newsworthy, are definitely very important.

Emotion and intensity

If there’s one message that’s been broadcast loud and clear, it’s that this year, FIFA is all about emotion. There’s a new layer of simulation called “Emotion and Intensity” that you’ll find underneath the other, tangible elements, like control, graphics and game modes. It’s invisible, a series of applied techniques that add just the extra degree of emotion that soccer always provokes.

The part that surprised me most was the new layer of AI that controls the emotions of all 22 players when they’re on the pitch. This “emotion engine” controls how the players interact with each other to such an extent that everything that happens effects their attitude. Take this example: a striker is marking a defensive player tightly and ends up kicking him. The defense will actually get mad and the aggression between the two will grow.

The same happens with good decisions and mistakes within a team. If the goalie has a bad day and ends up making mistakes, his teammates will criticize him and complain, even gesticulating at him or shouting.

Bear in mind, though, that this “emotion AI” only effects game visuals (cut scenes and animations between games). A bad – or good – attitude doesn’t affect player stats – they’ll just keep playing at their level.

Other aspects that bring even more emotion to games are the fans. The stands are filled with color and movement, songs and dances. In this aspect, FIFA 15 is the best sports game I’ve seen to date, and maybe even the best crowd ever – the stands seem entirely realistic.

Improved graphics

For the last few years, we haven’t really seen major graphical improvements from one year to another, but they haven’t stood still either. This is FIFA’s second year on new gen consoles, and the graphics introduced last year already seem to be looking more like the graphics we were expecting.

Players already look more natural and human, so to speak. Animations have improved significantly, and there’s significantly more of them. EA explained that these transitional micro-animations have completely changed the game. There are more movements, for a start, and they’re much more realistic. This translates into very organic control with the gamepad.

If I had to pick just two things from what I saw in the presentation, the first would be the lighting system. It’s incredibly realistic, with a TV-like effect from the very first minute. Gone are the dim lights and dark shadows we saw in other years. What we see now is a brilliant, eye-catching game.

The second point would be the way the pitch dynamically deteriorates. Every step, every fall, tackle or shoot affects the pitch in one way or another. It happens in real time, calculated to exactly match the player’s actions. In other words, the pitch doesn’t get torn up more or less according to what the players do: it’s modified exactly as a real pitch would be affected by each and every move a player makes.

Besides these details, you can expect a much more next-gen visual experience. Weather is much more realistic, as are its effect on the pitch. Players will slide around in the mud, fog will interact with the lighting, and the ball physics are better. Ultimately, they are very small improvements, but there are a lot of them, and they all add up to make FIFA 15 one of the most spectacular sports games ever.

Artificial Intelligence

It’s very difficult to improve a game’s sim without also improving the AI. This year, the focus is on team intelligence. Players controlled by the AI don’t just play like individuals; now, they play like they have an understanding of the team vision and evolution of the game. If a team is winning comfortably and it’s near the end of the match, for example, they might autonomously see fit to add a catenaccio to the mix. If they’re losing, meanwhile, they’ll attack more energetically, even if that means leaving their defense at risk.

This is nothing new in itself, but the fluidity they do it with is much more innovative. The player thinks for himself, understands the concept of a game, sees advantages and disadvantages, and plays tactically, all like a human would. This makes solo games (against the machine) more interesting, and games with friends even more challenging.

Player Control

Even though FIFA 15 contains lots of new animations that make you think that the game control is slower and heavier, you couldn’t be further from the truth. The games I saw at the presentation left no room for doubt –  control was fast and accurate. The micro-animations make the players easier to move, and the ball control more realistic.

To take an example, a big change here is that each players’ dribbling style is personalized. Every player has his style in real life, and the player’s movements and interactions with the ball within the game will leave doubtless as to which player you are.

Finally, changes to ball physics allow it to move and turn in the air more realistically.

More coming in August

This was the first point of contact with one of the most eagerly-awaited games of the year. Electronic Arts has promised more details in August, but at the moment, they estimate that FIFA 15 is about 50% – 60% complete. That means there’s still plenty of work to do, and even more room for improvement. We still don’t know anything about game modes, licenses, or leagues, but we do know one thing: Ultimate Team mode is back, this time with 40 Golden Packs distributed over 40  weeks.

Want to find out more about FIFA 15? Read our interview with lead producer Sebastián Enrique.

Instagram expanding in-feed ads to other markets

While it’s already been out  in the US since October, Instagram, the Facebook-owned photo sharing social network, announced plans to include other markets in its advertising efforts. The move will continue with the UK, Canada, and Australia getting in-feed ads later this year.

Instagram announced last October their intention to include advertisements in people’s news feeds. They debuted the ads in the US market weeks later, and it seems like the creatively curated ads are working well for the photo-sharing social network. The ads are generally unintrusive, with a simple ‘sponsored’ label in the top left hand corner of an image, and the option to hide ads from specific advertisers.

It was only a matter of time before Instagram expanded to other markets. Last year, Instagram was named the fastest-growing social network worldwide, compared with the declining growth of both Facebook and Twitter. It looks like Canada, the UK and Australia are next in line to help Facebook monetize Instagram’s successful social platform.

Follow me on Twitter @suzieblaszQwicz

Related news:

The Sims 4 gets a release date

The highly anticipated Sims 4 finally has a release date: September 2nd. The news was confirmed earlier this week at a pre-E3 conference by the game’s developers, Maxis.

A rumored image made its rounds online last week speculating at a September 2nd release date before the announcement was confirmed by game developers.

The Sims 4

Along with the release date came some exciting new updates last week, including info about the more advanced Create A Sim character creator, new images of Build mode for homes, which lets you simply drag and drop changes, and of course, a closer look at the more emotionally intelligent characters.

The Sims 4

These new features aim to make the latest Sims closer to reality than ever before, displaying just how far the PC game has come since it was first released in the year 2000. Expect to here more about The Sims 4 as E3 continues this week.

Follow me on Twitter @suzieblaszQwicz

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First official gameplay trailer for FIFA 15 released

EA Sports has released the first trailer for FIFA 15, the successor to FIFA 14 in the soccer game franchise. Along with the trailer comes a confirmed release date: September 23rd for PC, PS3, PS4, Xbox 360 and Xbox One.

The trailer shows EA’s use of the Ignite graphics engine for the PC, Xbox and PS4 versions of the game, marking the first time the PC game will use the same engine.

The FIFA 15 trailer shows, once again, that EA wants to convey the emotion of the game, while rivals Konami will surely be aim for more realism with the upcoming PES 2015.

We’ll be expecting big news about FIFA 15 in the coming months, especially during Gamescom in August, Europe’s largest video game trade fair.

Related news:

GTA V for PC, PS4 and Xbox One this fall

We knew it was happening, the only question was when. Well, the time is now. Rockstar has announced that GTA V is coming to PS4, Xbox One and, of course, PC. The release is slated for this fall, but the precise date is not yet known.

The most popular game of all time will finally make it on to the latest generation consoles and Windows PCs. It’s about time – fans have been waiting 8 months since the game was released for PS3 and Xbox 360.

Rockstar promises that Grand Theft Auto V for PC will be worth the wait, with new vehicles, properties and improved player customization. You’ll be able to transfer your current players and progressions across to the new version and, if you’re playing on PC, will also have access to an advanced editor.

Add to all that the fact that the new gen consoles and PCs will take graphics, performance, and resolution up a notch, it’ll be easier to wait just a little bit longer for its release.

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Source: Rockstar Newswire

If you want to find out more about Rockstar’s flagship game, we’ve got a guide that will tell you everything you need to know.