<![CDATA[Kotaku: philips]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: philips]]> http://kotaku.com/tag/philips http://kotaku.com/tag/philips <![CDATA[HAWX Gets Glowy amBX SupportX]]> The PC version of the upcoming arcade air combat sim Tom Clancy's HAWX will support Philips' PC ambient technology, the company announced today.

The amBX gaming peripheral includes RGB LED lights that can create 16 million colors, variable speed desktop fans capable of up to 5,000 RPM and a wrist rumble strip. Philips says that the device will be used to create "all kinds of spectacular air combat lighting, air movement and rumble effects."

The HAWX support announcement also notes that the peripheral is getting a price drop with the starter kit now selling for about $150, the extension kit selling for $80, the premium kit for $280 and the pro kit for $230. All of them sound too pricey for something that's going to throw rainbows up on my ceiling and blow wind in my face, but each to his or her own.

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<![CDATA[Ubisoft Games to Support amBX Surround Sense Tech]]>

Philip's sort of over the top amBX, "surround sense" technology will work with a number of upcoming Ubisoft titles including Brother in Arms: Hell's Highway and Far Cry 2. Games Industry reports that both games are being demoed with the full on amBX tech which includes colored lighting, rumble, air flow and sound.

Working with one of the world's largest publishers on two of the most successful gaming franchises of all time is an amazing opportunity for our amBX technology to really shine in front of a worldwide audience," said amBX COO Jo Cooke.

"Brothers in Arms: Hell's Highway and Far Cry 2 are titles that will showcase just how powerful and in your face amBX effects can be in a war game. This is just the start of the alliance between amBX and Ubisoft and the level of our comarketing with Ubisoft will underline our dedication to bringing all-new ambient effects to world class games."

I've seen the amBX stuff in action before and while I can't imagine dropping the money for the set-up, I bet it would really blow you away when playing a game like Far Cry 2, what with it's weather effects and frequent use of raging wildfires.

Philips also told Games Industry that while the system only currently supports PC games, console "announcements" are on the way soon too.

Hell's Highway and Far Cry 2 show off "surround sense" [Games Industry]

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<![CDATA[amBX To Light, Shake, and Blow QuakeCon]]> QuakeCon 2007 kicks off today, and Philips is there to demonstrate how well their amBX ambient experiences technology gets along with Quake 4. They've set up a multiplayer demo of a mod for the game created by their amBX team in order to take full advantage of all the system has to offer. As players run and jump they'll feel the wind in their hair, experience the jolt of landing. Weapons will have recoil and various custom effects, bullets will have impact, and blood will spatter in all its red LED glory. They've even set up the mod so that the light dims behind you when you use a weapon's sights, simulating sniper focus. Perhaps they'll be able to reverse the air peripherals to create a sucking effect for the losing team. That's full immersion right there. It really sounds like they've gone all out to make the most of the demo, so if you really want to see the full potential of the amBX technology, you've got until the 4th to make your way to Dallas and give it a go.

AMBX FRAGS QUAKECON 2007

Dallas, TX, USA - Philips amBX today unveiled an amBX-enabled multiplayer demonstration of id Software's QUAKE 4, which will be available for both the press and public to play on a dedicated amBX booth at QuakeCon, Dallas, USA, from 2nd to 4th August 2007.

QuakeCon is a free convention held every year in the Dallas area where PC gamers from all over the world make the pilgrimage to play on a giant gaming network in one room together, see the latest technology and compete in world-class tournaments. Volunteer run, QuakeCon is sponsored by id Software, makers of the hugely popular and successful DOOM, QUAKE and Wolfenstein series of games.

Shorthand for 'ambient experiences', amBX revolutionises the gameplay experience by extending the gaming world out of the screen and into the real world. amBX delivers a full 'sensory surround experience' by equipping game developers with a tool box to use light, colour, sound and even air flow through enabled devices, including the Philips amBX PC Gaming Peripherals range of LED colour-controlled lighting capable of representing 16 million different colours, rumble peripherals and variable speed desktop fans.

The Philips amBX team has crafted a mod for QUAKE 4 which, when played with amBX peripherals, will see fans, lights and rumble effects, including 360 degree environmental lighting, form an integral part of the gameplay. Players running and jumping in the game will actually feel the air move around them and the effect of landing and impacts. Weapons will generate custom effects, including surrounding light, rumble shudder and fan blast effects from the rocket launcher. On a more subtle level, rear view lighting is darkened when players use a weapon scope mode, to draw players into the sniper frame of mind. On the receiving end, damage feedback is displayed through a multi directional red light blood splatter and bullet impact vibration. Finally, power and pick ups are represented through different light effects, including a light blue aura for Quad Damage, pulsing red for Regeneration, a fast yellow pulse for Haste, green light for Health and blue light for Mega Health.

"Multiplayer gaming doesn't come any bigger than QUAKE and QuakeCon is our chance to show the world just how awesome FPS multiplayer gaming can really be with amBX," commented Jo Cooke, Chief Marketing Officer, Philips amBX. "Fragging will reach a whole new dimension with light, wind and rumble effects taking in-your-face explosions right out of the gaming screen and into the hall at QuakeCon."

"With thousands of the most enthusiastic gamers from all around the world attending, QuakeCon is a fantastic venue to introduce new game technology, " said Todd Hollenshead, id Software's CEO. "We are excited about having Philips as a new QuakeCon partner this year and seeing attendees duel it out in heads up QUAKE 4 matches enhanced by Philips' exciting new amBX technology. "

The amBX-enabled QUAKE 4 will be in good company as QuakeCon 2007 will be ground zero for never-before-seen gaming competitions, with the first official tournament using id Software's new landmark game, Enemy Territory: QUAKE Wars and the first ever "Quad Damage" tournament spanning all four QUAKE games.

Philips is setting a global standard by licensing the amBX technology to computer game developers, publishers and peripherals manufacturers including Codemasters, THQ, Introversion, Gearbox Software, Zombie, Riot Games, Brain in a Jar, Invictus Games, Instinct Technology, Kuju, Revolution, Sumo Digital, Rivers Run Red, Philips Peripherals & Accessories and SpectraVideo.

Philips is currently in the closing stages of agreements with a number of other high profile companies regarding amBX-enabling all kinds of games.

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<![CDATA[Six More Developers Adopt amBX]]> The list of developers supporting Phillips' amBX quirky sensory surround technology grows in leaps and bounds as the company announces six new licenses at the Develop Conference in Brighton, UK. Zombie. Riot Games, Brain in a Jar, Invictus Games, Instinct Technology and Gearbox have all signed on to integrate the ambient experiences technology, joining a growing stable of developers that includes big names like Codemasters, THQ, and Kuju. Why are so many game creators jumping onto the amBX bandwagon?"

amBX is a very cool and innovative technology that allows your games to stand out in a very crowded marketplace," commented John E. Williamson, President, Zombie.

Sure, I can see it making your game stand out, but is their enough consumer interest in the technology to make it more than a niche novelty sort of thing?

I find it amazing that the technology is gaining such support from the industry, seeing as it basically makes developers add in extra software hooks to their games to support equipment that the end user may or may not even have access to. I remember when rumble technology was in its infancy that often times developers opted to forego supporting it simply because not everyone would be using it, and that was nowhere near as complex or expensive as needing a specialized monitor or television to produce colored light.

Could I be completely off about the viability of amBX? Ten years from now will integration with Philips' technology be part of standard gaming review criteria? Of course it won't, and even if I turn out to be horribly wrong I'll have adopted a pseudonym and a very convincing wig by then and you'll never be able to find me to rub it in.


PHILIPS GIVES SIX OF THE BEST AT DEVELOP
Develop, Brighton, United Kingdom - Philips today announced six new developer license agreements to its popular amBX platform. Gearbox Software, Zombie, Riot Games, Brain in a Jar, Invictus Games and Instinct Technology, have all become amBX licensees.

Shorthand for 'ambient experiences', amBX revolutionises the gameplay experience by extending the gaming world out of the screen and into the real world. amBX delivers a full 'sensory surround experience' by equipping game developers with a tool box to use light, colour, sound and even air flow through enabled devices, including the Philips amBX PC Gaming Peripherals range of LED colour-controlled lighting, rumble peripherals and desktop fans.

The developer signings represent a strong cross section of the worldwide development community, including Hungary-based Invictus Games, Los Angeles-based Riot Games and Seattle-based Zombie joining Texas-based Gearbox Software, developer of the hugely successful and critically acclaimed Brothers in Arms and one of the largest independent developers in the world.

"amBX is a very cool and innovative technology that allows your games to stand out in a very crowded marketplace," commented John E. Williamson, President, Zombie.

The agreement with Ireland-based Instinct Technology will see amBX used through Instinct Studio as part of future middleware solutions to the game development industry.

"We're really thrilled that Philips has partnered with us to allow amBX features to be exposed through Instinct Studio, furthering our aim of offering best in class support for complementary technologies within the Instinct Studio development environment," commented Mike Gamble, Business Development Director.

Representing the best of British, amongst the raft of amBX signings, is Cheshire-based Brain in a Jar.

"With our move to latest generation technology in the form of our soon to be announced Xbox 360 and PC racing game, Philips amBX is the perfect partner for enhancing the gaming experience on offer from our studio," commented Carl Dalton, Creative Director.

Philips is setting a global standard by licensing the amBX technology to computer game developers, publishers and peripherals manufacturers and Gearbox Software, Zombie, Riot Games, Brain in a Jar, Invictus Games and Instinct Technology join a rapidly growing list of games industry companies supporting amBX-enabled games and peripherals, including Codemasters, THQ, Introversion, Kuju, Revolution, Sumo Digital, Rivers Run Red, Philips Peripherals & Accessories and SpectraVideo. Philips is currently in the closing stages of agreements with a number of other high profile companies regarding amBX-enabling all kinds of games.

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<![CDATA[It's Just Like Riding a Train (Minus the Gropers)]]>

The upcoming train game Rail Simulator will be the first game to exploit Philips' amBX technology, which is a system of LED lights, rumble peripherals, heat and fans. In short, it turns your room into a giant rumble pack. The press release says:

By amBX-enabling the game, all the familiar sights, sounds and feelings of the railway experience will be recreated around the player, including wind, track rumble and lighting - both in and out of the tunnels. Signals, tracks, points, buffers and the experience of driving in the cab will come to life through the energy of amBX locomoting the world of the simulated railway out into the real world.

If this sim can also recreate the odor of salarymen hair tonic, the irritating jabber of schoolgirls on cell phones and the warm feeling of being rubbing up against people whose only human contact comes from rush hour train rides, I will buy this. If not, no thanks.

More Here [Guardian Games Blog]

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<![CDATA[Mario Says Don't Misplace the CD-i Booklet!]]>

Hotel Mario was a puzzle game for Philip's ill-fated CD-i machine. The game was squirted out after Philip's duped Nintendo into forking over rights to its characters and subsequently developed without Nintendo's support. Stand out game dialogue: Mario saying "If you need instructions on how to get through the hotels, check out the inclosed instruction book." That's fancy talk for hang on to that instruction book, punk.

Thanks, Fett

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<![CDATA[Philips to Sell Video Game Effects Machines]]> Where's that hot air coming from?

Philips Electronics hopes to sell devices that simulate virtual environments while you're playing a game, according to the Dow Jones Newswires. Playing a snowboarding game? The company's amBX system will blow a cool breeze toward you. Getting blown apart by a grenade on-screen? Feel a blast of hot air coming out of the amBX. It's Philips way of trying to get back into the video game market — it failed back in the early 1990s with its CD-i console, which got smacked around badly by the PlayStation.

Philips now only has to convince the console makers to implement amBX.

Philips to Add Videogame Effects [Dow Jones Newswire, via Wall Street Journal (subscription)]
amBX [Official site]

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