<![CDATA[Kotaku: Immersion]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Immersion]]> http://kotaku.com/tag/immersion http://kotaku.com/tag/immersion <![CDATA[ Immersion Forced To Pay Microsoft $20 Million ]]> You'll no doubt be familiar with the name Immersion. They're the rumble guys. Microsoft had to pay them to get rumble in the 360 pad, while Sony refused, resulting in the rumble-free Sixaxis. When Sony eventually did cough up the money, though, that led to more dramas, as part of Microsoft's deal with Immersion was a clause that said they would have to pay MS $15 million should Sony swallow their pride and pay for the use of rumble. Which they did. And it was a fee Immersion, in a delicious irony, refused to pay. That led to a legal tussle between Immersion and Microsoft, which has today been settled, with the rumble dudes agreeing to cough up $20.75 million. Phew. Hopefully that's the last time we need to write the words "Immersion" and "legal" in the same story.

SAN JOSE, Calif., Aug 26, 2008 (BUSINESS WIRE) — Immersion Corporation (NASDAQ:IMMR), the leading developer and licensor of touch feedback technology, today announced that Immersion and Microsoft (NASDAQ: MSFT), have settled their litigation, which was pending in the United States District Court for the Western District of Washington since June 2007.

Immersion and Microsoft have agreed to resolve Microsoft's claim under a 2003 Sublicense Agreement between Microsoft and Immersion, as well as Immersion's counterclaim that Microsoft breached a confidentiality agreement between the companies dated May 2007. Immersion agreed to make a one time payment to Microsoft in the amount of $20.75 million. In addition, Immersion will be admitted to Microsoft's Certified Partner Program. Other terms of the settlement are confidential.

"We are pleased to resolve our outstanding dispute with Microsoft and to put this litigation behind us," said Immersion president and CEO Clent Richardson. "We now have our full attention and focus devoted to working with innovative companies around the world, including Microsoft, to accelerate and rapidly achieve global adoption of our haptic technology in gaming, consumer electronics, mobility, and medical products."

]]>
Tue, 26 Aug 2008 20:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5042259&view=rss&microfeed=true
<![CDATA[ PS3 Firmware v1.94 Adding DualShock3 Support ]]> According to Shacknews, the new PS3 firmware version 1.94 will be adding DualShock3 support. Packaged with Ratchet & Clank Future: Tools of Destruction before it's available for download, the firmware update will allow DualShock3 owners (which is actually no one at the moment) to toggle rumble. By pressing the middle PS3 button, gamers will be able to access controller options—which we're assuming will be added to the list of other options like shutting down the console, controller, etc.

But it's salt in the wound for those of us who won't see the DualShock3 until Spring or the day we decide to drop too much money for it online. Since Sony didn't release firmware 2.0 along with Home at TGS as some of us expected, they need to be more careful with these firmware updates, lest they be driven to the thousandth.

PS3 Firmware v1.94 Adds DualShock3 Support
[shacknews]

]]>
Tue, 23 Oct 2007 15:00:13 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=314164&view=rss&microfeed=true
<![CDATA[ Sony Passing On Better DualShock For No Good Reason? ]]> MGS4 producer Ryan Payton may think the Dual Shock 3 feels better than the old version—and maybe it does—but according to Sony, the new controller is using Immersion's same base technology from 10 years ago. And it's a major point of contention that confuses Immersion as much as anyone else since they have far better technology in the ready.

I believe it's actually less expensive. The old technology utilizes two motors to create the complex set of sensations, whereas Immersion's new TouchSense technology utilizes a single motor, but we drive the motor in unique ways so that you can get stronger yet crisper effects... So you save on at least one motor, there's less power consumption, and you may save on other components and circuitry.
Oh, but it would cost Sony money in new licensing, right?
We have a standard royalty rate... we don't want to make this more expensive and give anyone a reason not to implement it.
Hmmm...then I guess that just leaves the cost of retooling Sony factories to...err...save money with a better product?

If you find the topic at all interesting (or you just want to spot Immersion talk around possible Wiimote patent violations), hit the link for the full interview. Sure, it's missing Sony's perspective on the Dual Shock, but Immersion is certainly making us feel a little gypped waiting for decade-old technology to reach most of us next spring.

Immersion CEO Talks PS3 Rumble [gamedailybiz]

]]>
Wed, 03 Oct 2007 12:20:33 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=306589&view=rss&microfeed=true
<![CDATA[ Kaz Says SIXAXIS Is Not The Final PS3 Controller ]]> kaz_on_sixaxis.jpgKikizo spoke with new PlayStation boss Kaz Hirai—formerly miniboss of SCEA—touching on a number of subjects, ranging from old boss Ken Kutaragi's "retirement" to the oft-rumored rumble enabled SIXAXIS. Kaz and crew realize that rumble is "something that I know the consumers have told us they're looking to have in the PS3 controller" and that its a feature they're "obviously looking at." But, Kaz, is that all you got? That's so last gen!

Kaz responds:

We're also looking at a variety of other things that we can incorporate with the controller, and we'll come out with announcements when we think we have the right mix of features for the PS3 controller. [...] That's also an evolving peripheral, if you will, in that we started out with the original PS1 controller with no analogue, and it's come all the way to this point, so obviously, as we go forward, it's not the final model for a PS3 controller, so we'll see what comes down the road.

Are those rumors of Immersion's TouchSense technology starting to sound more legitimate? Maybe. Let's hope we hear fewer tired "Riiiiiidge Racerrrrr" references at Tokyo Game Show and more about opportunities to rebuy the SIXAXIS again.

PlayStation Interview: Kaz Hirai [Kikizo]

]]>
Thu, 19 Jul 2007 16:20:15 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=280374&view=rss&microfeed=true
<![CDATA[ Microsoft Sues Immersion ]]> CNET is reporting that Microsoft has filed suit against Immersion—the company that had in-turn sued Microsoft in 2003 claiming patent infringement—alleging that the company violated its contract with the Xbox 360 manufacturer. Immersion, a provider of haptic technology, more commonly referred to as force feedback, recently settled its own suit against Sony for similar patent infringement claims.

According to the CNET report, Microsoft's claim of breach of contract includes a provision that requires Immersion to pay fees "based on certain business and IP licensing arrangements."

Could the recent kiss and make up with Sony and rumors swirling of a SIXAXIS re-release with Immersion's tech have triggered the bloodlust of Microsoft's legal department? Does this put a damper on PLAYSTATION 3 with force feedback controllers? Immersion's not talking, yet, but expect to hear more about this exciting legal dispute about patents in the future.

Microsoft sues Immersion for contract breach [Cnet]

]]>
Mon, 18 Jun 2007 17:20:10 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=269961&view=rss&microfeed=true
<![CDATA[ More SIXAXIS Rumble Rumblings ]]> AXAXAXAXAXAXSony's decision to remove force feedback vibration from the SIXAXIS controller for the PLAYSTATION 3 was called a "strategic choice" for which the company has "no regrets." Following Sony's settlement with Immersion on patent disputes, talk of rumble returning to the PlayStation became much more positive.

SCEA president Jack Tretton said the company is "open to changing the SIXAXIS controller." Similarly, Sony Worldwide Studios' Phil Harrison, instead of denying hardware changes to Slashdot readers, simply said "it's a little too early" to date the return of rumble.

Now Inner Bits, who revealed detailed info on SCEE job cuts, say that it's already in the works.

Many have suspected that since the agreement [with Immersion], Sony will have been working on a new controller with rumble support. We can now confirm that this is the case. We've heard from two independent sources at Sony that they have been working on prototypes for several months. Officially, the corporate line is still "no comment". Unofficially, Sony is facing some difficulties with battery life; i.e. Between the rumble and the wireless support, the batteries are draining too fast to be acceptable for consumers.

Bad battery life? Sounds familiar. Hey, Sony, anyone with a Wiimote is familiar with short battery life, so don't let that hold you back. Just pack in a sensibly long USB cable and we'll call it done, okay?

PS3 Controller with Rumble in Development [Inner Bits]

]]>
Thu, 14 Jun 2007 18:20:32 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=269044&view=rss&microfeed=true
<![CDATA[ CellFactor: Revolution Free, Awesome Costs Extra ]]> Immersion Games and Artificial Studios today have unleashed their new FPS upon the PC gaming world today, CellFactor: Revolution, completely free of charge via GameSpot, FilePlanet, and FileFront. There is a catch, however - you'll need the AGEIA PhysX Processor card in your computer to get full enjoyment out of the game. Before we discuss the merits and setbacks involved with requiring such a specialized processor to play the game, watch this video.

I must have a PhysX card immediately.

Gamers without the card can play through a single player mode and two of the multiplayer levels to get a feel for the game, but the real fun will start when you get up to eight players using psionics and tech to tear the freaking world apart and throw it at each other.

Best Buy sells a PhysX card at their online store for $199, which after watching that video seems completely reasonable. Between CellFactor and Netdevil's Warmonger - Operation Downtown Destruction which is also slated to be released for free, I'm completely sold. A cyclone of swirling words becomes the CellFactor press release, after the jump.

Experience Mind-Blowing Physics Action In CellFactor: Revolution For The PC; Now Available For Free Download

L.I.M.B.O. Corporation's Recruiting Stations Are Ready To Deploy The Game At FileFront, FilePlanet and Gamespot.

SAN FRANCISCO, May 8, 2007 - CellFactor: Revolution, an intense recruiting tool in the form of a first person shooter PC game is now available for download from FileFront (1UP), FilePlanet (IGN Entertainment) and Gamespot recruiting stations. CellFactor: Revolution challenges gamers' Psionic aptitude and strategic combat abilities in a grueling five level, physics-intensive, gaming environment.

L.I.M.B.O. Corporation has drafted Immersion Games, Artificial Studios and Timeline Interactive to bring CellFactor: Revolution to fruition. L.I.M.B.O. also tapped the power of AGEIA Technologies' PhysX Processor to produce an interactive, physics-based gaming experience. CellFactor: Revolution redefines physical interaction amongst players and the environment. They can manipulate thousands of objects simultaneously causing massive environmental destruction and interact with everything from rolling clouds of toxic gasses, particle beams weapons and dangerous lava; all elements are integral to the stimulating and highly intensive gameplay.

L.I.M.B.O. Corporation and the United Nations (U.N.) are currently the last two remaining power factions fighting for control of Earth. L.I.M.B.O.'s main purpose is to rebuild the world over the ashes of the imperfect and rusted human race. By injecting nanobots into its test subjects, L.I.M.B.O Corporation has fused man and machine. In doing so, it has successfully brought to life a new race of mechanically and cybernetically-enhanced, superior human forms. The GUARD, an elite military group formed by the United Nations, has been recruited to protect and defend international humanitarian rights. They are the only ones strong enough to stand up to L.I.M.B.O. Corporation, which has refused to recognize the power of the U.N.

"Our recruitment standards are high, but so is our mission," said a L.I.M.B.O. Corporation representative. "We need the best and strongest recruits to join our cause. CellFactor: Revolution will test their mental and physical aptitude and show us who is worthy to join the new race."

In CellFactor: Revolution players can master three unique character classes with a mix of Psionic, technological or weapon abilities.

Black Ops - This U.N. Soldier was L.I.M.B.O.'s first genetic alteration experiment using Psionic power; he has a mix of Psionic, unique weapons and vehicular abilities.

Guardian - L.I.M.B.O.'s ultimate mechanical soldier. Guardian wields two weapons, can strike his victims down with quick assault and can tear through anything in his path.

Bishop - Genetically altered by L.I.M.B.O., the Bishop wields hypercharged Psionic powers in lieu of mechanical weapons. All of her abilities rely on physics and manipulating the environment around her as a weapon.

"This is has been an exciting and very rewarding project that pushed boundaries both artistically and technically," said Julian Castillo, art director, lead designer and co-owner of Immersion Games. "By incorporating the PhysX processor into the game, we've introduced a whole new range of gameplay possibilities. We're eagerly anticipating stories of players favorite kills."

Jeremy Stieglitz, president of Artificial Studios added, "CellFactor: Revolution is a new kind of competitive first person shooter, which emphasizes massive physical interactivity to take down your opponents. I'm very excited that gamers can now experience this intense action whether it's at a LAN party, fighting AI bots or designing new environments with the modding tools."

CellFactor: Revolution caters to players with and without the AGEIA PhysX card. The game automatically detects systems with a PhysX card, offering players the option to progress through a single-player campaign mode that includes three "extreme PhysX" levels. PhysX users can also challenge humans and AI-enemies in four LAN-based multiplayer modes. The multiplayer skirmish game types support up to eight humans and 10 artificial intelligence controlled enemies, either in a PhysX hardware only, or software only mode. Gamers without a PhysX processor can play two levels in skirmish modes or choose to install the processor to enable the full game experience.

"The sheer entertainment value of PhysX in CellFactor: Revolution cannot be overstated," said Manju Hegde, CEO of AGEIA Technologies, Inc. "We're honored to work with cutting-edge development teams who have used PhysX technology as the backbone for this fun and original experience, now available for the masses."

Built on flexible code architecture, CellFactor: Revolution will ship with modding tools. Gamers can use these tools to build new game settings and scenarios.

To download the game for free, please visit any of the following recruiting stations: www.gamespot.com; www.filefront.com brought to you by 1UP; www.fileplanet.com hosted by IGN Entertainment. Visit the newly redesigned www.cellfactorrevolution.com website to download game assets, read developer interviews and more.

]]>
Tue, 08 May 2007 13:20:50 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=258615&view=rss&microfeed=true
<![CDATA[ Phil Harrison On Rumble, Exclusives, Public Image ]]> The nerd-news loving readers of Slashdot got a chance to ask Phil Harrison, president of Sony Computer Entertainment Worldwide Studios and former Commodore 64 enthusiast, a series of questions, mostly about his company's PLAYSTATION 3.

One of more intersting...no... wait, telling responses from Phil was about the future of force feedback in PS3 controllers.

How long will we have to wait until we see a first party controller with rumble? As we've only recently resolved our legal differences with Immersion, it's a little early to answer this. However, you can play games on PS3 that support devices that have force-feedback already, most notably driving games through steering wheels.

On the topic of exclusives, and Harrison's "concern" on losing them, he says "We have the widest selection of meaningful exclusives on PlayStation 3 - by virtue of our own investments in our development studios and strategic support of independent developers and publishers." I'm sure some will argue that point, of course. What most will agreed on is Phil's take on past PR blunders like the ill-conceived All I Want For Xmas Is A PSP campaign, for which the SCEWW prez says they've been "rightly flamed."

The rest the Q&A is well worth checking out.

Phil Harrison Answers Your Questions [Slashdot]

]]>
Fri, 20 Apr 2007 18:40:02 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=254196&view=rss&microfeed=true
<![CDATA[ Sony Settles With Immersion, Will Rumble Return? ]]> According to GameDaily, Sony Computer Entertainment and Immersion have settled their patent litigation and enter into a business agreement to work on future products. Immersion filed suit against Sony in 2002 for what they believed were patent infringements on their force feedback technology, resulting in a $90.7 million judicial decision against Sony.

But today, it appears the two companies have made nice. Here's what Sony boss Kaz Hirai has to say of his new business partners:

We look forward to exploring with Immersion exciting new ways to bring the largest and best range of gameplay experiences to our customers. We are very excited about our new partnership with Immersion and the potential for new and innovative products incorporating their technologies.

Does this mean we'll soon see rumble in the SIXAXIS? It's unknown at this point, but Immersion head Victor Viegas says they hope "to make technical proposals very soon with respect to use of our technology in the PlayStation products." Oh, it's just good news all around!

Breaking: Sony Settles With Immersion, Enters Into Business Agreement [GameDaily]

]]>
Thu, 01 Mar 2007 15:40:26 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=240889&view=rss&microfeed=true
<![CDATA[ Sony On Non-Immersion Rumble: "No" And "No." ]]> mulestubborn.jpg

1Up's bearded newsranger Luke Smith has pinned down Sony regarding that Edmonton-based company who claims to have figured out how to make the SIXAXIS rumble without violating the Immersion rumble patents. The Canadian company, called SplitFish, claims to have "the solution" to Sony's legal problems. The hardware giant included Immersion's patented rumble technology in its PS2 controller and subsequently got tangled in a legal mess that resulted in a rumble-less PS3 controller.

So, this could be the news that all have been waiting for! Not so fast, says Sony. A spokesperson tells Smith:

We have had no contact with this company and continue to have no plans to include FF [force feedback] in SIXAXIS.

Arrrrrrrrrrrrrrrrrrrrrrrrrrrgh... Sony, please stop being so stubborn!! Include feedback, and I will buy another SIXAXIS. Shoot, I'll even buy two. Maybe even three.

No Plans For Rumble Says Sony [1Up]

]]>
Thu, 01 Feb 2007 03:22:35 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=233054&view=rss&microfeed=true
<![CDATA[ No Force Feedback For PS3 Racing Wheels Either ]]> NO FF 4 UThis really shouldn't come as a surprise, but a gentle (kick in the nuts) reminder that there will absolutely be no force feedback, anwyhere, on the PlayStation 3. None. Zero. Forever. Using your expensive Logitech Gran Turismo racing wheel will feel like your guiding your Ferrari through a sea of buttered pillows, stacked on a cloud.

Sony confirmed that force feedback is forever dead on the PS3 to 1UP this afternoon:

All PS3 games are programmed for the SIXAXIS which doesn't have force feedback, therefore the force feedback in the wheels won't be recognized.

If only I could find some way to embed a deflated series of notes played on a trombone in this post to underscore that bad news, I would. But, like Immersion-patented force feedback on the PS3, we don't support that kind of technology. Sorry!

Force Feedback on PS3? Not So Much [1UP]

]]>
Thu, 04 Jan 2007 19:20:21 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=226250&view=rss&microfeed=true
<![CDATA[ No Regrets on Missing Rumble Says Harrison ]]>

You may miss the rumble, but Phil Harrison doesn't. The PLAYSTATION 3 SIXAXIS CONTROLLER IS FINE AS IS. (Caps locks stuck, sorry.) Says Sony's Phil Harrison:

I think that the next generation interfaces that can be created built on SIXAXIS motion sensitivity give tremendous gameplay benefits that far outweigh a reactive vibration function.

C'mon Phil, feedback is so important!

The vibration function is the game sending a single channel of feedback to the player—six axis of input puts the player in control in a much richer, deeper way. So, game design can go in much more interesting directions as a result of that than from receiving a single input from the game itself.

But, can you listen to reason and shoehorn vibe into the SIXAXIS?

I think the decision that we've made to build in the SIXAXIS functionality, and Bluetooth wireless, and great battery life, and all the other functionality that comes with it, far outweighs the chatter that we're getting on vibration. And, it's incredibly light! Just pick it up!

Yeah. Great. Because everyone just loves the incredibly light part.

Phil Loves SIXAXIS [Eurogamer]

]]>
Thu, 26 Oct 2006 21:02:03 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=210506&view=rss&microfeed=true
<![CDATA[ Hirai: Rumble Possible, Motion Sensing A Strategic Choice ]]>

Controller tech fist fight! Personally, I'd perfer feedback to sensor tech—especially for shooters and driving games. But Sony Computer Entertainment of America boss Kaz Hirai states it was a strategic choice not to include the rumble feedback. Ellaborating, Kaz says:

The issue is trying to isolate the vibration feature from the motion sensors. Is it technically feasible? Absolutely. But the balancing act that you need to do, is to be able to present the controller to the consumer at an affordable price. We have one controller in the box, but many consumers will want to go out and get an extra controller. To isolate the vibration from the sensing, if that means that the controllers are going to be so expensive, then we're doing the consumer a huge disservice.

Not even going to touch that bit about doing the consumer a huge disservice or making the controllers so expensive, but will add that we had thought it was that ongoing lawsuit with rumble tech creator Immersion Corporation that's keeping the PS3 controllers rumble-free. Silly us.

Sensor Beats Rumble [Kikizo]

]]>
Tue, 03 Oct 2006 22:22:10 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=205056&view=rss&microfeed=true
<![CDATA[ Wii Rumble Dead? ]]>

Is the fact that the Wii has no rumble old news? Is it news at all? I have to admit, when I played with the Wiimote in Leipzig, I did notice that it didn't vibrate steadily in my hands in response to my movements... giving the entire thing a frictionless air that made me think of trying to play a light-gun game while holding the controller upside down. Still, I just sort of assumed it hadn't been programmed in yet.

Nevertheless, according to this scan from the UK magazine NGame, Rumble is entirely out in the Wii. The much tiny speaker has replaced it in the design and they even quote Shigeru Miyamoto.

If true, that's disappointing. Personally, I'd rather have rumble than a speaker, if I can't have both. Thanks to Kotakuite George for the tip!

]]>
Thu, 07 Sep 2006 13:59:58 MDT kotaku.com http://kotaku.com/index.php?op=postcommentfeed&postId=199057&view=rss&microfeed=true
<![CDATA[ One Sleazy, Gyroscopic Gamepad ]]>

Classy peripheral maker eDimensional made a gyroscopic controller with a built-in rumble for the PS2 and PC. The pad is an eight way digital direction controller that features twin motors for double the vibe feedback. Doesn't look like it's wireless, but it has patented Virtual Reality Motion Sensing, whatever the heck that means. And they put a muscle car and a scantily clad women in their ad that carries the tagline, "It's All In The Wrist." Immersion technology, gyroscopic gamepad and masturbatory double entendres together at last!

More Here [eDimensional] via UK:R

]]>
Fri, 11 Aug 2006 10:22:03 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=193551&view=rss&microfeed=true
<![CDATA[ Sony Pulls Rumble... from the Playstation! ]]>

Over the weekend, McWhertor pointed out an issue of Playstation Magazine #1 from September 1997. Surprisingly enough, it ended up reading about as timely and topically as any modern print mag.

And that's not just a smug blogger shot at the obsolescence of gaming print! Kotakuite Hector noticed something on page 16 of the magazine... Sony has pulled Rumble from the Playstation controller due to a patent dispute with Immersion Technologies!

Apparently, Sony eventually just decided to ignore the patent in America — great idea! But I love the alternate theory presented: that Rumble technology will cause the plastic of the controller to explode in a razor storm of shrapnel.

Previously: Immersion Offers Rumble to PS3

]]>
Mon, 10 Jul 2006 12:40:18 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=186180&view=rss&microfeed=true
<![CDATA[ High Score: The Best of Kotaku ]]> So much fighting going on this week. Here's what all the hubbub's been about at Kotaku for the week of June 18.

A definitely fake Grand Theft Auto 4 screenshot popped up on the Web this week. We questioned it's credibility, then were handed some proof of how easy something like this is to fake. My rule for determining authenticity? I reflect on all the other leaked screenshots of GTA4 to come from Rockstar. All zero of them.

Like Geometry Wars but hate digital distribution? You're in luck! Microsoft's Peter Moore wants to bring your favorite Xbox Live Arcade titles to brick and mortar stores.

Nintendo boss Iwata says it's time for the industry to re-examine how it handles pricing (and pronto!). Citing slash and sell pricing practices and inappropriate dollar to value schemes, Iwata wants to stabilize the biz. I couldn't agree with him more.

Force feedback tech company Immersion's lawyers are still on the prowl, still scrapping with Sony and firing up the lawsuit machine, ready to take on Nintendo. Lots of posturing and digs at Sony's PlayStation 3 controller decisions follow.

And speaking of Sony's PS3 controller, the lads at PlayStation Magazine just want to show you how the two great tastes of force feedback and motion sensing taste great together.

In equally exciting law news, the UK Court of Appeals passed judgment on Sony's attempt to have the PS2 classified as a "computer" not a games console. Verdict? Sorry, Sony! Fork over that hefty tax check.

Congress tackled the burning issue of violence in video games, clearly our nations number one priority. Fortunately, greying Daily Show anchor Jon Stewart and gifted pool of writing talent took them to task on their total stupidity. Do not miss.

Prey, the long time vaporware FPS, became much more tangible this week, as the game went gold and took on the form of a downloadable demo. Expect the Xbox Live demo any minute now.

Finally, we got into a bit of a pissing match with IGN over some hilarious pranks pulled by the editorial staff. We're still angry about it too. And for the record, we're better pissers.

]]>
Mon, 26 Jun 2006 13:15:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=183394&view=rss&microfeed=true
<![CDATA[ Immersion Eyes Potential Wii Rumble Lawsuit? ]]> Immersion's scrap-up with Sony over rumble tech is bad for gamers. We don't really expect Immersion to give Sony the tech out of the goodness of their hearts; we can understand that the prohibitive licensing cost and their ongoing legal antagonism with Immersion might have gotten Sony's dander up. But playing PS2 games on the PS3 isn't going to be the same without rumble. And Immersion prez Vic Viegas makes a good point: "If you can see a single blade of grass in Madden and hear the hot dog vendor in the stands, but you don't feel the tackle? That's not going to sit well with gamers."

Anyway, PS3 rumble is a lost cause for now. But we were interested by this post by 1UP's Luke Smith, examining Immersion's attitudes to other game console makers. The most interesting tid bit to us was that Immersion was eyeing Nintendo suspiciously for a potential lawsuit in regards to the Wii rumble feature. Apparently, they are suspicious of the Wiimote because Nintendo's previous forays into wireless controllers were not rumble-capable.

Immersion Could Help Sony, Watching Nintendo Closely [1UP]

]]>
Wed, 21 Jun 2006 10:40:29 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=182258&view=rss&microfeed=true
<![CDATA[ Next-Gen Rumble Tech Demoed ]]> Gamepro got some hands-on time with Immersion's next-generation of haptic technology, used in force feedback controllers. Their client list includes Logitech, MadCatz, Saitek, and more, and from what they've shown, they've got some cool stuff planned. Two of the tech demos that I found the most drool worthy were descriptions of the following feedback effect demos:
A heavy recoil effect when firing a rocket launcher, with the feedback trailing off as the rocket propelled into the distance

And...

A subtler "weapon switching" effect that gave you a hint about your next weapon; heavy guns produced a strong jolt, while small guns gave lighter one

Too bad that Sony isn't licensing Immersion's technology as I've always been a fan of force feedback when it's implemented well in games like Rez, Ico, or Metal Gear Solid. Xbox 360 owners may be able to take advantage of these features at some point, as they're licensees of Immersion. Hopefully, some developers will still take advantage of third party offerings for the PS3 and include force feedback options in games.

Immersion Unveils New Next-Gen Rumble Technology

]]>
Sun, 18 Jun 2006 16:25:31 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=181539&view=rss&microfeed=true
<![CDATA[ Immersion Offers Rumble to PS3 ]]> ps2c_white_3.jpgFirst of all, thanks to everyone who pointed out in response to my earlier post that the problems Sony has had with the rumble feature have been in regards to a patent dispute with Immersion. I actually did know about this, but I had assumed that David Yarnton, I dunno, was talking about the rumble device exploding out of the controller in a jagged storm of plastic shards and maiming small children.

But since we're on the subject of Immersion's lawsuit against Sony, looks like Immersion has offered rumble technology back to Sony. The only stipulation? Sony needs to drop to the 2004 lawsuit that granted Immersion tidy sum of $90M in damages for the violation of a similar rumble patent. And, of course, pay licensing fees.

"I don't believe it's a very difficult problem to solve, and Immersion has experts that would be happy to solve that problem for [Sony]," said Immersion president Victor Viegas. Gee, how generous. Nine times out of ten, patents are overly vague and used by companies to blackmail more successful competitors. I suspect Immersion's case is a tad more clear cut than the norm, but even so... making a condition of licensing a technology that is good for gamers the forfeiture of Sony's legal right to appeal is about as scummy as it gets in the world of corporate game politics. - Florian Eckhardt


Drop the appeal and we'll help with PS3 rumble - Immersion president
[Games Industry]

]]>
Fri, 19 May 2006 15:40:41 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=175078&view=rss&microfeed=true