Zebeth Media Solutions

Gaming

Puzzle Tales’ with new gameplay • ZebethMedia

Netflix is bringing the “Stranger Things: Puzzle Tales” game to its platform with new gameplay based on the content from Season 4 of the show. Users will be able to play as new characters features in Season 4 in this no-ads game as the company continues its push towards gaming. Users have to solve puzzles in this game to beat enemies like Demogorgons and other supernatural monsters. In the process, they can collect up to 50 versions of characters from the show. The company describes the game’s graphics as “nostalgic 1980s Saturday morning cartoon art style.” “Stranger Things: Puzzle Tales” was first released in 2021 and it was removed from the App Store and Play Store in August after Netflix acquired the game’s publisher for $72 million. At that time, the streaming service announced that it is working on revamping the game and moving it to Netflix exclusively. Users can download the updated game starting today using this link. This release of the title joins other Stranger Things games like “Stranger Things: 1984” and “Stranger Things 3: The Game.” The game also builds on Netflix’s efforts to let fans engage with the show in various ways. Earlier this year, the streaming company partnered with Reddit for Stranger Things-based customized avatars and teamed up with Spotify for personalized playlists. At ZebethMedia Disrupt, the company’s VP for gaming Mike Verdu said that Netflix is exploring avenues to get into cloud gaming. He added that the streaming giant is also opening its second gaming studio in California after establishing its first studio in Helsinki in August. The company also launched game handles that can be used across exclusive titles in September. While the company making a lot of efforts into making gaming a success, it hasn’t seen stellar results. According to a report from Apptopia published in August, Netflix games were only averaging 1.7 million daily users. During its Q3 2022 earnings, the company announced that it now has 223 million subscribers.

God of War Ragnarok • ZebethMedia

The 2018 reboot of long-running PlayStation action series God of War as a more contemplative, open-world adventure raised a few eyebrows at first, but the astonishing quality of the finished game put all doubts to rest. The sequel, God of War Ragnarok, is not the revelation the first was, but even “more of the same” is a welcome treat when “the same” is so very, very good. Spoilers for God of War (2018) and the first couple hours of this game follow. If you haven’t played the first, stop now, take a sick day, and start playing! The first game finished on an emotional high note and an intriguing cliffhanger as Kratos and son Atreus finally scatter the ashes of wife and mother Faye in Jotunheim, and simultaneously learn that Atreus was known to the now-disappeared Giants as Loki. Ragnarok picks up a couple years later, and Atreus has grown into his awkward phase (the game itself pokes fun at him) while Kratos remains the gruff and conflicted god-killer he always was. But a pair of unexpected divine visitors put the pair on the run to learn more about the machinations behind the imminent twilight of the gods. It isn’t long before you’re off to the races, doing all the things you used to do — at some of the same locations, even. While Kratos has lost most of his gear and abilities (to the lament of their makers, the still charming dwarves Brok and Sindri), players will quickly find themselves in familiar combat and environmental puzzle-solving loops. Ragnarok does not attempt in any way to reinvent the basics that made the original so compelling, though it certainly refines and expands them a bit. Though this combined with the reused (if altered) first areas may make the opening hours a bit monotonous to anyone who played through the previous game recently. Image Credits: Sony/Santa Monica Studios I’ve put in about 18 hours so far and, while I’m enjoying Ragnarok a great deal, I haven’t been as frequently surprised by either the scenery, combat, or cutscenes the way I was in the first game. There have been amazing moments and awe-inspiring vistas, to be sure, but I wasn’t gawping at the screen the way I was when I first saw Jormungandr, or Freya’s turtle-house. Of course fewer surprises are to be expected in a direct sequel, but the unfolding scope of God of War from its intimate beginnings, and the diversity of the realms you visited, was a big part of its charm. The good news is things begin to differentiate once you leave the first handful of areas, so if you think of them more as a “getting up to speed” thing than as the first actual setpieces, you’ll have a better time. Ragnarok does have its own identity, but it takes a while to emerge. In terms of story, themes, and acting, it’s still extremely good, though there’s a sense of “what am I doing here exactly” that plagues me when I play, something that never really was the case before. Taking Faye’s ashes to the highest peak in the realms was a conveniently mobile goalpost, but everything was still in service to it — as Kratos was frequently at pains to explain to Atreus, they didn’t even want to get involved in the affairs of the gods. Image Credits: Sony/Santa Monica Studios Now, as we juggle various new schemes and players, that simplicity is diluted. And perhaps more importantly, rote “open world game” features appear quickly and remain prominent throughout. I was enormously pleased with the quality of the side quests, but most of the the random collectibles seem unremarkable, even to the characters. “Oh, another one,” they exclaim with little enthusiasm as Kratos picks up a crest, or book of poetry, or what have you. There is also an annoying tendency, like that identified in Horizon: Forbidden West, of characters to offer needless advice in combat or puzzle situations. Just as you’re contemplating the layout of a room, Mimir will bark out, “Look, brother! Maybe you can use that to block the stream!” And in combat, “It’s vulnerable when it sparkles!” Thanks everyone, not necessary. Relax. That said, I have really enjoyed some exchanges and sections quite as much as in the original, though the main and side stories aren’t nearly as cunningly intertwined. I haven’t finished it yet, though, so we’ll see how it pays off. I want to add however that I’m voluntarily not including details on a lot of characters and story developments that simply are better experienced yourself. The game hasn’t wrong-footed itself yet. The themes of loss, parenthood and protection that ran through the first have given way to those of compromise, communication, and acceptance. As corny as that sounds, it works. One area the game has already beat its predecessor on, however, is enemy variety. I’ve encountered many new critters and beings to fight, and importantly they tend to arrive in mixed packs — flyers from one side while melee guys attack from the other, and a third clings to the wall to rain down fire on you. It’s refreshing after the original’s heavy reliance on a handful of enemies, even if you end up taking most of these new beasties down pretty much the same way. Better than yet another troll. Image Credits: Sony/Santa Monica Studios In terms of gameplay and systems, Ragnarok turns the dials up significantly, and adds numerous layers of customization, some of which are more effective than others. It’s fairly easy to get lost in the menus or be unsure whether what you’re equipping will really affect your play much. But the slow drip of new gear and accessories does allow you a bit of breathing room — this is no Diablo or Nioh. Without spoiling anything, I’ll add that there are more new systems than just customizing your Kratos, and these came as a pleasant surprise. Just when I was hoping for something different,

StretchSense built an actually comfortable hand-motion capture glove • ZebethMedia

New Zealand-based StretchSense, a maker of hand motion capture technology, believes virtual and augmented reality are going to replace the smartphone as the dominant way we interact with digital worlds and each other. And when that happens, we’ll need natural ways be immersed in those spaces, which means being able to touch and control virtual stuff with your hands. The startup has built a glove that captures the intricate motions of human hands, along with the software that then translates those movements into an animation. Currently, StretchSense’s tech is used by more than 200 gaming and visual effects studios worldwide to create realistic hand gestures for everything from sign language videos to cinematic fight scenes to virtual health and safety training. In fact, it was recently used to make Snoop Dogg’s ‘Crip Ya Enthusiasm‘ music video. Benjamin O’Brien, co-founder and CEO of StretchSense, told ZebethMedia he thinks StretchSense can “be the future of human machine interface for virtual worlds by building garments, not devices.” StretchSenses’s glove is made using the startup’s proprietary stretchable sensor technology that precisely measures the human form. Before it’s been sewn into the glove, the stretchy material looks and feels like elastic rubber with some light black lines running through. Those black lines are referred to as a stretchable capacitor — a capacitor is the same type of sensor used on the screens of smartphones to measure the amount of energy the screen is storing based on where you put your finger down, which is how it works out what you’re touching. In StretchSense’s case, when the material stretches with hand movements, the amount of energy it can store increases. “If you can measure the amount of energy that this can store, you can then work out its geometry very, very, very accurately,” said O’Brien. I tried the glove on myself during a demo in Auckland and can admit that it was indeed a comfortable fit, which O’Brien says isn’t always a given in the hand motion capture world. “The really core advantage is that we actually make garments, not devices. And by that we mean we make garments that are comfortable to wear, that don’t interfere with movement, that don’t break easily, and don’t have hard, lumpy bits of plastic,” said O’Brien. “And so the way we were able to beat out the competition in the motion capture space, if you look at any competitive product, it’s got all these lumpy bits of plastic all over and interferes moving the hand, it breaks easily. And it’s based on technology that just doesn’t naturally conform to the body.” StretchSense closed a $7.6 million Series A investment Thursday, led by Scotland-based Par Equity with participation by existing StretchSense investors GD1, the NZ-based venture capital firm, and Scottish Enterprise, Scotland’s national economic development agency. The startup intends to use the funds to grow out its center of excellence in Edinburgh which is focused on AI and spatial computing and will work on machine learning problems to constantly improve the product — things like making a finer and more accurate capture of details, lowering the threshold of the uncanny valley in animations, and transitioning from a 2D screen to a 3D virtual world. The startup is also working on developing a haptic glove which it will launch into VR training next that will stimulate both touch and motion in virtual worlds. “We want to be the future of how people control and influence and touch virtual worlds, but you have to ground that in realistic business models,” said O’Brien. “And so realistic business model number one was content creation for gaming and movie studios. Number two for us would be VR training. And that’s all about solving the retraining crisis where you have people with shorter and shorter careers, but the complexity of those jobs is increasing. So you’ve got this issue where you actually need to be able to train people really quickly and often in time-critical, safety critical situations where there’s money or lives at stake.” Once StretchSense has built a viable business in the VR training sense, the startup hopes to use a next iteration of that tech to move into the VR gaming and experience space. “We want to create tools that the creators of the metaverse will use to build amazing virtual spaces and experiences,” said O’Brien.

Google Play Games for PC program expands to the US and seven other countries • ZebethMedia

Google is expanding its Google Play for PC program to eight more countries including the U.S., Canada, Mexico, Brazil, Indonesia, Philippines, Malaysia and Singapore in open beta. That means all players in these regions with Windows systems that meet the minimum requirements can access Google Play on a desktop computer. The company first launched the program under a limit test in South Korea, Hong Kong, Taiwan, Thailand and Australia. Later in August, it expanded it to all players in these countries in open beta. Google added that in the last couple of months it has added popular titles like “1945 Air Force,” “Blade Idle,” “Cookie Run: Kingdom,” and “Evony: The King’s Return” to the program with more games to be added soon. In August, Google also restructured the minimum requirements for systems that can run Google Play for PC. Originally, Google required an eight-core CPU, a “gaming-class GPU” and 20GB of available storage space. With the reduced requirements, users need a four-core CPU, an integrated GPU and 10GB of free storage on the system. Minimum system requirements for running Google Play Games on Windows Image Credits: Google “We’re thrilled to expand our platform to more markets for players to enjoy their favorite games on Google Play. As we move towards a full release, we will continue to add new features and evaluate developer and player feedback,” Arjun Dayal, Director, of Google Play Games said in a blog post. With this program, Google has made it possible for players can use their mouse and keyboard for inputs. Notably, it also started testing support for these inputs for Android games on ChromeOS in September. In a separate project, Microsoft has been working with Amazon to bring Android apps to Windows 11. In August, the company expanded this preview feature to users based in Japan. On the other hand, despite announcing the shutdown of its Stadia cloud gaming service, Google is still concentrating on bringing gaming to more players. In October, it introduced new Chromebooks tuned for cloud gaming with hardware makers like Acer, Asus and Lenovo.

How Metafy founder Josh Fabian caught the attention of 776 by building in public • ZebethMedia

In over a decade of investing in startups, Reddit co-founder Alexis Ohanian has only once offered to fund a founder on the spot. That founder was Josh Fabian, CEO of Metafy, a video game coaching platform. “We were able to just engage and talk like humans, and Josh told us his story in a very different way,” said Katelin Holloway, a founding partner at 776, where Ohanian is general partner. “Not only was it incredibly compelling from a business perspective, it was incredibly compelling from a human perspective.” As Fabian explained at ZebethMedia Disrupt, Metafy has a pretty fun founding story. Once a competitive Yu-Gi-Oh player in his childhood, Fabian was working as a lead designer at Groupon when he became obsessed with mobile gaming. “I would spend my bathroom breaks very productively playing a game called Clash Royale,” Fabian said. He eventually became one of the top 20 players in the world and streamed for up to 4,000 viewers on a daily basis, but he wasn’t making much money — that is, until fans started asking him to pay him for private coaching. In just six months, he made $40,000. When Fabian’s children wanted to get better at the Pokémon Trading Card game, he hired one of the best players in the world. “He offered to teach them for $20-an-hour, which is less than what we pay our babysitter,” Fabian remembered. He said he asked the player if he did Pokémon full-time, but the player said he worked a minimum wage job at a warehouse. That got Fabian thinking about building a business to let people in similar situations make a living off their gaming expertise. This past February, Metafy raised a $25 million Series A round, co-led by 776 and Tiger Global. Building in public

Google pauses enforcement of Play Store billing requirement in India following antitrust order • ZebethMedia

Google is indefinitely pausing the enforcement of its policy requiring developers to use Play Store’s billing system for user transactions in India following an order by the country’s antitrust body. The Android maker on Tuesday updated a support page to disclose the move and said that the requirement to use Google Play’s billing system still applies for in-app purchases outside of India. Last week, the Competition Commission of India (CCI) ordered Google not to restrict app developers from using third-party payment processing services for in-app purchases and purchasing apps through the Play Store. The antitrust watchdog also fined the company $113 million for abusing the dominant position of its Play Store in the country. “Following the CCI’s recent ruling, we are pausing enforcement of the requirement for developers to use Google Play’s billing system for the purchase of digital goods and services for transactions by users in India,” the company said, adding that it is reviewing its legal options in the country, suggesting it may challenge the competition regulator’s decision. Google had previously extended the deadline for following its Play Store billing requirement in the South Asian market until October 31. The regulator announced its decision after interviewing a number of industry players and smartphone makers, including Samsung, Xiaomi and Microsoft. It had also slapped another $162 million fine on Google for anti-competitive practices related to Android.

Netflix acquires Seattle-based cozy games developer Spry Fox • ZebethMedia

Netflix has acquired Spry Fox, a Seattle-based independent gaming studio focused on cozy games, the streaming giant announced on Monday in a blog post. The financial terms of the deal were not disclosed. Spry Fox is now Netflix’s sixth in-house games studio. Amir Rahimi, the vice president of game studios at Netflix, said in the blog post that the acquisition will help Netflix accelerate its creative development in another popular genre. “Our games journey has only just begun, but I’m proud of the foundational work we’ve been doing to build out our in-house creative capacity so that we can deliver the best possible games experience — including no ads and no in-app purchases — to our members as part of their membership,” Rahimi said in the blog post. Spry Fox was founded in 2010 by David Edery and Daniel Cook. The games studio is known for popular titles like “Triple Town,” “Alphabear” and “Cozy Grove.” “When David and I founded Spry Fox twelve years ago, our goal was to create a place where kind, creative people could make beautiful, original games in a supportive environment that brought happiness to the people who played them,” said Daniel Cook, co-founder of Spry Fox, in the same blog post. “After many heartfelt conversations, we are all excited about joining Netflix as an in-house game studio and building amazing games together.” Today’s announcement comes a couple weeks after Netflix VP of gaming Mike Verdu revealed onstage at ZebethMedia Disrupt that the company is opening a new gaming studio in Southern California. Last month, Netflix established an internal games studio based in Helsinki, Finland, led by the co-founder and general manager of the Zynga Helsinki game development studio, Marko Lastikka. These studios join Netflix’s other ones, including Next Games, Night School Studio and Boss Fight Entertainment, each designed to develop games catering to different tastes. Netflix has noted that it’s still early days for its mobile gaming efforts, and new games can take years to build, which indicates that its long-term vision for mobile gaming goes far beyond the more casual gaming releases it has made available to subscribers since launching Netflix Games in November 2021. The streaming giant’s recent developments in gaming studios will help bolster its efforts toward gaming, especially considering that it still has to convince its subscribers that it’s a real player in the world of gaming. Recent data from Apptopia found that Netflix games were only averaging 1.7 million daily users and its total catalog had seen just 23.3 million downloads as of August, despite Netflix’s overall subscriber base then having 221 million members. It’s worth noting that Netflix’s vision for gaming goes beyond the one-off deals with studios it’s made to license games for its catalog, as its recent announcements have indicated. Also at ZebethMedia Disrupt, Verdu revealed that Netflix is “seriously exploring a cloud gaming offering.” Google’s Stadia and Amazon’s Luna have made the same play, but these services have struggled to attain mainstream user adoption, and Google is shutting down Stadia in January. Verdu said he believes these products struggled due to their business models, not the technology itself. Netflix has 14 games in development in its own studios and has 35 games on the service now. In total, Verdu said it has 55 games “in flight” at present.

Immutable onboarded more web3 games in Q3 than any other quarter, co-founder says • ZebethMedia

Earlier this year, Immutable, a web3 gaming firm with its own layer-2 chain, Immutable X, launched a whopping $500 million fund to boost gaming on its platform. Fast forward a few months and the company says things are going according to plan. “It has been super busy,” Robbie Ferguson, co-founder of Immutable, said to ZebethMedia. “In the last quarter, we’ve onboarded more games than the rest of the company’s lifetime combined. As far as we know, it’s been more than any other layer-1 or layer-2 [blockchains] in the world and nearly half of those games came from competitors in migrations.” In Q3, Immutable onboarded about 50 games and has over 1,000 games being built in a “testing environment,” Ferguson said. “These are ones we’ve actively gone after.” Some games, like Delysium and Ember Sword, were initially developed for the layer-2 blockchain Polygon but switched to Immutable X, the company’s NFT platform and layer-2 scaling solution for the Ethereum blockchain. Other games, like Deviants’ Factions and Undead Blocks, migrated over from the defunct Terra ecosystem after it imploded in May. Today, Immutable X launched GameStop’s NFT marketplace out of beta, which will provide GameStop players and customers across the U.S. access to NFTs tied to games on its layer-2 chain. This announcement follows GameStop and Immutable X’s partnership and $100 million joint grant fund from February. “The attraction we’ve already seen and interest from this community has been insane,” Ferguson said. “We recently shared something on Reddit and had 100,000 people sign up for Guild of Guardians’ waitlist in under two days, just from a single post. So the strength of this community is enormous compared to existing user bases in crypto.”

Google gets into the Halloween spirit with a ghostly multiplayer interactive Doodle • ZebethMedia

If you want to take a break from work or the never-ending news cycle, Google is here to give you an escape. The search giant has launched a new Halloween-themed playable Doodle that opens up to a Snake-like game that you can play with your friends or random players from around the world. The goal of the game is to collect as many wandering spirit flames as you can in two minutes and return them to their homebase. After time’s up, the team that has collected the most spirit flames wins. Here’s the catch: opponents can intercept spirits from one another as they bring them back to homebase. Ghosts that collect the most spirit flames will also unlock special powers, such as speed boosts and night vision. You can host a game and invite up to seven friends to play with you via a custom invitation link or choose to play with randomized players. Google says the team that developed the Doodle build several systems to enable this multiplayer gaming, all running on the Google Cloud Platform. The team utilized Open Match, which is an open source matchmaking framework cofounded by Google Cloud and Unity. Google often uses its Doodles to commemorate historical dates and figures, but sometimes uses the feature to add a bit of fun when it comes to holidays. The new multiplayer Doodle is the sequel to Google’s “Great Ghoul Duel Doodle” from 2018. The 2022 version includes new characters, game maps, special power-ups and more.

Hidden Door wants to turn fiction into immersive roleplaying experiences • ZebethMedia

The first season of “House of Dragon” just ended, and I find myself wishing for more. I’ve seen each episode twice already, read through the lore, and even re-watched some “Game of Thrones” episodes. If I had the option to immerse myself in that world and role-play as a dragon-riding Targaryen queen, you bet your ass I would do it. That’s eventually the vision of Hidden Door, a game studio that specializes in narrative AI and competed at ZebethMedia Disrupt’s Startup Battlefield 200 last week. Hidden Door wants to be able to turn any work of fiction into an immersive collaborative roleplaying experience, where players can jump into their favorite story worlds turned into dynamic graphic novels, with text and images being generated based on their choices. Hidden Door is currently testing out an adaptation of “The Wizard of Oz” because the story addresses various age groups and the original text is “so banana pants, which is perfect because it’s supposed to be silly and fun,” Matt Brandwein, Hidden Door’s co-founder, told ZebethMedia. What the platform looks like is a combination of Dungeons & Dragons and Roblox, where you have the vibe of a tabletop roleplaying game that allows you and your friends to “conjure” a story together — only with Hidden Door it doesn’t take four hours to get into character. An in-game AI dungeon master serves as the narrator and builds out a world based on the choices you make as you play. (The above YouTube demo is an early development preview, not the final experience, says Hidden Door.)  To set up the game, the players can decide what characters, items, locations, tropes and vibes they want to encounter and “it all comes together like the dynamic back of a book, which doesn’t tell you everything that will happen, but it gives you the sorts of things you will encounter,” said Brandwein. When players choose a character type, the AI dynamically arts that character into a simplistic but cute 2D cartoon avatar. So, for example, a character called “Mischief Maker” might look something like Dennis the Menace in the Land of Oz. Once the character is chosen, the story begins and you’re given a challenge to complete, which you can do in any myriad of different ways based on how you choose to move through the game. The AI creates a host of responsively generated non-player characters, items and locations, which can then be collected, traded and shared with friends to make into new worlds and stories, according to Brandwein. “It’s a trope machine,” said Brandwein about his company’s narrative AI. “It’s trained on 2 million stories in addition to being fine tuned on the author’s work. It knows what sorts of things could plausibly happen, but also what’s implausible. And a lot of the work we’re doing right now is to fine tune it to have the right level of surprise, the right level of subterfuge.” Game studio Latitude last month came out with a similar type of game, AI Dungeon, which writes dialogue and scene descriptions using text-generating AI models. But the company has faced headwinds in both content and image generation. Hidden Door says its AI has the content generation part solved at least, and not only because the model was trained on millions of stories. The more the game is played, the bigger the world gets. Artifacts are created out of that play, which you can share with other players who can mix them into their own stories. Hilary Mason, Hidden Door’s CEO, said the creativity of the players coupled with the machine’s ability to riff off those ideas is a breakthrough on the impossible problem of generative storytelling. The company’s next move is to work with a dozen “fairly well known” sci-fi and fantasy authors who are interested in world building and want to loosely define a world for their fans to inhabit in order to “make this more of a community collaborative entertainment experience,” said Brandwein. “Beyond that, the vision we have for this is that someday, you know, if you’re on Amazon, or something like it, you can read the book, you can listen to the book, and then you might just play the book or whatever it is,” Brandwein continued. “Or if you look at Netflix’s game strategy, it’s some very trivial free-to-play game. But why can’t you put yourself into ‘Bridgerton’ and seduce the dude?” Netflix attempted an immersive TV experience a few years back with “Black Mirror: Bandersnatch” which gave players an option to choose their own adventure. But that was pre-scripted, only giving you an A or a B at every moment, said Brandwein. Hidden Door recently raised a $7 million seed round led by Makers Fund with participation from Northzone and Betaworks. The startup is testing its current product with a cohort of nine to 12 year olds, and is actively looking for authors to collaborate with for future stories, as well as other potential tech partners with an interest in generative AI.

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