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No GravatarThe Pokémon Company Japanese Twitter account has revealed that Pokémon Go as well as Pokémon Sun/Moon will be shown off at treehouse Live @ E3. Prior to this announcement it was assumed only Zelda would be shown. This makes us wonder, what else does Nintendo have in store for E3?

 

 

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I recently had the chance to speak with Austin Harper of ScrewAttack Games and Sam Beddoes of FreakZone Games. We discussed how some of their projects came to be, what the future holds and more. Please take a read below.

JB: ScrewAttack is best known as a gaming website. What led to you guys deciding to make your own games?

AH: We are all gamers at heart and we’re really passionate about video games; we decided to take that passion for games and apply that to design. I think all of us at some point in time have daydreamed about being able to make a video game. It’s kind of a childhood dream, you know? We were just very fortunate in having a platform and a great community to support us in trying to fulfill that dream.

JB:  ScrewAttack came out with a rather interesting mobile game a few years ago called Texting of the Bread. What was the inspiration behind that?

AH: Haha, it was very much inspired by the Dreamcast game Typing of the Dead. Essentially we were sitting around talking about how cool Typing of the Dead was, and wondering why nothing like that had been done in the mobile market. We really liked the punny name we came up with, so we decided to take the theme and run with it — hence the main character with a cow strapped to her back and the hordes of gingerbread men.

JB:  What lead to the Nerd being a character in the game? Was it a test run to see how he would be in his own game?

AH: Honestly, we were just really happy that we got to make a game, a real game, with our name on it and wanted to share it with our friends.?

JB:  How was the reception to Texting of The Bread? I understand that one mobile version of the game itself was cancelled?.

AH: The reception was actually pretty good, and we wanted to bring the game to Android, but at the time the ShiVa Engine we built the game in just didn’t have Android support. Our developer made a few test builds anyway, all of them had really ridiculous bugs, like not being able to close the application without removing your battery… Long story short, we parted ways with the developers before we ever got the build completed. Though, you may hear something about our mobile titles in the near future.

JB:  Angry Video Game Nerd Adventures is probably the most well known of the games ScrewAttack has produced. How did it come about?

AH: We were talking about making a new game, specifically considering the Angry Video Game Nerd franchise, but we didn’t have a developer in mind. Around that time, Sam Beddoes of FreakZone Games reached out to us, asking us to do a review of his game, Manos: The Hands of Fate. We really liked the game and got along with Sam pretty well, and he happened to mention he was a big fan of the AVGN series. The rest just kind of clicked.

JB: Sam, how did you come to be the developer that worked on AVGN adventures? Did ScrewAttack reach out to you? What was the experience like to work on an officially licensed game based of a reviewer of crappy games? Was it intimidating?

SB: A few years back I made a similar project “MANOS: The Hands of Fate” – A retro-style adaptation of the infamously bad movie of the same name. It was a pet project which did pretty well. The idea was to adapt the movie in the way movies were adapted to games back in the 80s on the NES, and a lot of my research involved binge-watching AVGN, who I had been a big fan of for quite some time, to try and capture that “LJN” feel. Also being a big fan of ScrewAttack, I approached them to try and get MANOS some coverage, and the retro style impressed them, at which point they allowed me to pitch a collaboration to them – that pitch was AVGN Adventures, a game I’d dreamed of making since before I even started MANOS. They liked the pitch, and my life was changed!

JB:  You brought to AVGN Adventures some elements from your game Manos the Hands of Fate, based off that infamous movie. I’m curious how that game came about, being based on a notorious film from decades ago.

SB: MANOS is an interesting one. I’ve been fond of watching terrible movies with friends for as far back as I can remember, and when I caught Mystery Science Theater 3000: The Movie on TV I ended up obsessively watching that show on the internet (we didn’t have the show here in England, only the movie, which was essentially just a higher budget episode!), and through MST3K I discovered the film MANOS. Since I’d been making games as a hobby since the late 90s, my “bad movie buddy” Chris and I always joked about making a game of MANOS, how it’d be adapted, how it’d play. We joked around with the idea of a point and click adventure, for example. Whilst reading about the history of that film one day I found out that the film and everything in it was in the public domain due to the director’s failure to take all the necessary steps to copyright a work back in the time it came out (similar to what happened with George A. Romero’s “Night of the Living Dead”, thus giving birth to the entire zombie genre), and I was amused to think that I actually COULD make MANOS due to this! I believe I was thinking about AVGN when I realized how much fun it’d be to adapt MANOS the way game developers adapted movies on the NES in the 80s, and so I went for it – The main idea would be to “celebrate badness with something good”; to include all of the tropes of bad game adaptations and bad movies alike, but without making the game itself bad! Not long after the release of the game, I was befriended by most of the remaining cast of the original film, so I suppose you could even say it’s the “official” video game adaptation at this point.

JB:  What is your philosophy to game design and what are some of your biggest influences and inspirations in gaming? I’m talking about both games and game developers.

 SB: I like to keep things simple, challenging, fun and exciting! My greatest influences on my platformers are Yoshi’s Island, Mega Man X and the original Sonic games, but I also find myself inspired by some modern indie developers like Edmund McMillan and the guys at WayForward. Of course not forgetting the masters themselves, Miyamoto, Inafune, Igarashi. There’s so much more, though. Games have been an enormous part of my life and they’ve never not been inspiring me, so it’s a tough question to ask!

JB:  What do you personally hope to Accomplish with AVGN adventures II? Will it come to consoles like the first game did?

SB: Regarding Consoles, that’s up to ScrewAttack to talk about, but obviously that’s something I really hope to see happen. As for the game itself, we’ve learned a lot since the first, so I hope not just to make fans of the original happy, but perhaps win over some people who weren’t too smitten with the first game as well!

JB: Austin, Disorder is an interesting game. How did that one come about and how has the reception been?

AH: Chad and Craig were walking the floor and checking out indie games down at SXSW Gaming when they came across Disorder. Both of the guys thought it was a really awesome game and spent the weekend hanging out with the Swagabyte Games team. After a night of playing games together and drinking, we decided to take on the project as the publisher. Disorder is a different tone than our other titles, it’s bit more serious in subject matter, but most everyone who has played it has responded pretty positively.

JB:  Jump ‘N’ Shoot is an awesome throwback to classic games but I have to ask, why is it on mobile devices only?

AH: Jump’N’Shoot Attack is kind of Sam’s passion project to try and bring a real platforming game experience to the mobile phone that gamers will enjoy.

JB:  Is there any chance there may one day be a Death Battle game? I understand it would be a licensing nightmare but you could use stand ins/obvious parodies for the real characters and even include Wiz and Boomstick (and Jocelyn).

AH: It has definitely been talked about, but at this point I can’t really say much either way.

JB:  Do you see ScrewAttack continuing to pursue video game production? If so, what are some genres that you would like to see tackled?

AH: I think, like with most things, we’ll continue doing it as long as it makes sense and people enjoy it. Being a super small publishing team, we try to focus on a limited number of projects so we can give proper attention to them all. I can say that I’m busy for the foreseeable future. I think one of the hardest genres to do well is horror.

JB:  Do you have any regrets about how things were done in any of the games ScrewAttack produced?

AH: Looking back, if we could do it over again we would have launched Texting of the Bread with a Free to play model.

JB: Have there been any games that ScrewAttack was producing that have ended up being cancelled along the way that people are not aware of?

AH: There have been a few publishing opportunities that didn’t pan out. One example was a small development team that disbanded before the contract was finalized. It’s a bummer, because it was an awesome game that will never see the light of day. I hope one day they reconnect and continue work on the game.

JB:  Do you have anything that you would like to say to the audience of Teal Otaku Gamer?

AH: Thanks so much for reading the interview! If you’re a fan of retro inspired games, we hope you’ll check out our stuff!

Thank you again for doing this.

 

You can follow ScrewAttack on Twitter at @ScrewAttack, Austin can be followed at @PotatoHound and Sam at @FreakZoneGames

 

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Virtual Reality (VR) has been hovering over the world of technology for awhile now with products like the HTC Vive, Oculus Rift, Samsung Gear VR, Sony PlayStation VR, and the Microsoft HoloLens. Opto adds to that list with a defining difference: it intends to be the first portable VR headset with integrated audio. It’s Kickstarter campaign has already been launched on March 31 with the goal of 40,000 GBP by April 29 for the first 500 devices.

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Developed by industrial designer Tom Jarvis and software developer Richard Stephens, Opto is a portable VR headset where sound was a top priority during the start of its design. Speakers sit inside the headset so that users do not have to add their own headphones. It has a 40mm 32ohm speakers and a frequency of 20hz/20 khz.

Opto will support any smartphone with screen sizes between 4 and 5.1 inches. It will attach to the phone by way of a magnetic front cover that will allow the user to easily place the phone in and out of the device.

According to Opto’s blog, they are actually reworking the device to support larger phone screens as well as enlarging the acoustic chamber to 50mm.

It is made from the patented closed-cell foam material, XL Extralight, which should make it extremely lightweight and comfortable yet tough at the same time. This could make for an interesting angle for parents, considering that this technology is not only durable but is also easy to clean.

“It is especially suited to children as it’s made of lightweight foam and very impact resistant,” Co-founder Richard Stephens said. “We have tried it with children from about 9 upwards. We are also in partnership with WEARVR.com…They are also launching a new app for curated VR content for kids.”

This means that older children as well as adults could experience movies, games, and other content on the go in a full-immersion type of experience, though Stephens stresses that the device has not been tested on children younger than 9 (the American Academy of Pediatric recommends limited time for children on these types of devices anyhow).

The current set of VR devices as of right now are bulky and heavy. They also require wires as well as a set of headphones. The goal for Opto is to just carry a smartphone and the VR device instead of lugging around headphones as well.

“Opto is about making high-quality VR accessible for anyone who owns a smartphone. Our aim is to move VR from the gaming den into the living room, “ said Stephens.

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Bethesda Softworks sent out the following

 

Fallout Shelter’s Update 1.5 is here to make your life as an Overseer easier!

 

With Update 1.5, you can now scrap your unwanted items and turn them into Junk to build even more gear. This is your chance to clear out the clutter in your Storage rooms and craft some cool new stuff.

 

We’ve also added new customization options to the Barbershop and new civilian outfits to craft or find in lunchboxes.  You’ll hardly even recognize your Dwellers when you’re done with them. You can even make them look like Ghouls!

 

Overseers using an iPhone 6s or 6s Plus can now take advantage of Fallout Shelter’s new 3D Touch support. With 3D Touch you can load directly into your vaults, skipping the main menu. You can also use 3D Touch to assign Dwellers to rooms and access storage just by tapping on any Storage Room.

 

Since its launch, Fallout Shelter has added a ton of new features – including new rooms, characters from Fallout 4, pets, new outfits, and weapons. In the last update (Update 1.4), crafting was added to the world of Fallout Shelter giving you the ability to make weapons, armor, and outfits. We also introduced the ability to collect Junk by sending your Dwellers into the Wasteland and from Lunchboxes because the better the Junk, the better items you can craft! There’s even more on the way, so stay tuned for upcoming updates.

 

Fallout Shelter was an instant smash hit when it launched on iOS on June 14, 2015, climbing to the top of the charts and beating Candy Crush to become the third-highest-grossing game on the App Store in its first week. Since launching on iOS and Android devices, Fallout Shelter has received top honors from some of the industry’s leading outlets, including winner of ‘App Store Best of 2015’, ‘Google Play Best of 2015’, and ‘Best Handheld/Mobile Game’ at the 2015 Golden Joystick Awards. Most recently, Fallout Shelter was named ‘Mobile Game of the Year’ at the 2016 D.I.C.E. Awards.

 

Fallout Shelter is available for free on the App Store or Google Play.

Fallout Shelter is an addictive and fan mobile game and I recommend checking it out if you have not yet done so. It is very much worth your time.

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I love RPGs and especially JRPGS and there has been a lack of them on the Wii U ( even with the virtual console), so I was very happy to hear about this game from Kemco. Kemco previously developed Alphadia Genesis for Wii U which was localized by Natsume and was a decent , if generic JRPG that was good for those seeking any JRPG not on the virtual console.  But how does Asdivine Hearts hold up as a JRPG on Wii U? In a word: excellent.

Asdivine Hearts ( which is apparently part of a larger series) is a fantastic RPG that is a must have for any JRPG fan. Unlike Kemco’s other Wii U RPG Alphadia Genesis, battle transitions are handled much better with less flashing lights. Indeed, there are less flashing lights in general which made it much easier on my eyes. The combat system is also excellent in general, but before I talk about that I must mention the Jewel System.  In the game, you are given an item called a Rubix which can hold Jewels which can affect status, HP, MP and so on.  As you progress in the game, you can get bigger Rubixes and store more Jewels which can have more effects. The combat system uses the Jewels both in the form of void magic, light magic and shadow magic, and well as status jewels to create new effects in battle. There are limit breaks and team ups and it was much more fun than I anticipated.

The story is still rather generic but welcome at the same time. The characters are not well developed though and their development throughout the game is uneven.  My biggest complaint though is that there is some screen tearing on occasion and the audio skips quite a bit, especially if you had briefly suspended the game.

That said I still had a lot of fun playing this. I think I have put more hours into this game than any other in the last month. I really like this game and truly need to recommend this to all.

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Apple announced two new products this week, and while I was hoping for another version of the Apple Watch, we got the next best thing; two new Apple devices. Now the when the 6s details started coming to light, one of the things rumored was a smaller iPhone 6;  and when the iPhone 6s finally came out a smaller screen was nowhere to be seen. Just a few months later, many are happy with Apple’s announcement with iPhone 6 SE. The SE is something special that embodies qualities of both the iPhone  and 6s. 

The specs of the SE are definitely top notch for a phone this size, including almost all of the upgrades Apple made to the 6s, with the exception of 3D touch.

Some specs include:

  • Retina display
  • A9 chip with 64-bit architecture
  • 12-megapixel iSight camera
  • True Tone flash
  • 4K video recording at 30fps
  • Apple Pay

Starting price for the SE begins at $399 for the 16gb version to $499 for 64gbs. While you’re getting a great deal on what is pretty much a 6s at a cheaper price, 16gbs is pretty underwhelming when you consider how big apps,photos, videos and music is.

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I had the chance to speak with the devs over at Zeboyd games and talk about their projects, past and present. Have a look below.

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JB: Zeboyd games is known for many quirky RPGs like Breath of Death VII and Cthulhu saves the world. What was the inspiration for these games?

ZG: I’ve been a big fan of RPGs ever since I was a kid so wanting to make RPGs myself was a natural desire. The mini-RPG in Retro Game Challenge was a big inspiration as I saw it and thought “I could totally make something like that!” whereas a big epic game would have been beyond me when I was just starting out. And both games were heavily inspired by my love of misunderstood heroes (someone who you think should be a villain actually having positive traits).

JB: Cthulhu saves the world was a well-known game on the Xbox Live Arcade store, what was the reception to the game there?

ZG:Actually, none of our games came out on the official Xbox Live Arcade store – they were all Xbox Live Indie Games (XBLIG). As such, even though they got great user ratings, the sales weren’t amazing. They did better than many games on the platform, but our company didn’t really take off until we ported them to PC and released them on Steam.

JB: How have you found Steam and mobile phone stores to be different to console markets in terms of reception and sales?

ZG: So far, it’s been Steam > XBLIG > mobile for us as far as success goes. Cosmic Star Heroine is the first time we’ll also be releasing a game on the PSN so we’re hoping it does well there.

JB: Cosmic Star Heroine, your upcoming game, looks to be one of the more innovative indie RPGs for PS4. What led to the game’s genesis?

ZG: Cosmic Star Heroine started out as a tribute to the sci-fi RPG series of the past like Phantasy Star & Cosmic Fantasy (hence the title). Phantasy Star in particular had this great mix of space opera, fantasy, and anime, that isn’t really being done these days. Of course, the more we worked on Cosmic Star Heroine, the more it started to diverge and develop its own identity, but those early influences can definitely be seen (especially Phantasy Star, but also other series like Lunar & Chrono Trigger).

JB: Cosmic Star Heroine looks to be very different from your previous games. With regards to the last question, what led to you making this game different from your previous games?

ZG: After making 4 games, we felt it was time to step up our game. We’ve spent substantially longer working on Cosmic Star Heroine (about 2.5 years now compared to around 3-12 months on our previous work) and we feel it’s really paid off in terms of making Cosmic Star Heroine drastically more polished than our past games. With this game, we’re really trying to make a game that wouldn’t feel out of place with the best RPGs of the past.

JB: You worked on the Penny Arcade games with the 3ed and 4th entries. What was that experience like?

ZG: Great! Penny Arcade gave us a lot of freedom as we were developing those games – more than I imagine most publishers would have. And working together with Penny Arcade – particularly Jerry Holkins (Tycho) and Jeff Kalles – was a lot of fun. I also really felt like we learned a lot from them that we’ve used since then in the creation of Cosmic Star Heroine.

JB: When the argument comes up over what counts as a JRPG where do you stand? Do you feel Cthulhu saves the world, Breath of Death VII and Cosmic Star Heroine count as JRPGs?

ZG: I’m firmly in the camp that believes that if you’re going to use the term JRPG, it should refer to certain tendencies of style and not merely indicate what region the game was developed in.

JB: What games influence you guys in creating your games? Is there any series in particular that you feel has a lot of influence on you?

ZG: Besides the aforementioned Retro Game Challenge that helped to kick off our whole development process, some of my favorite RPGs include Lunar: Eternal Blue, Breath of Fire: Dragon Quarter, and most of Atlus’ modern games (SMT: Nocturne, Persona 3 & 4, Etrian Odyssey series, Radiant Historia, Devil Survivor, etc.). I’m also a big fan of Diablo-style Action/RPGs like Path of Exile and Grim Dawn.

JB: Do you feel the market is healthy for games such as yours? Do you think it will be going forward?

ZG: I think the market is healthy as we’ve seen games like Stardew Valley and Undertale achieve great success recently. If we look at those two big successes, it’s easy to see a common path to success – a high quality and original take on an old classic that gamers miss these days.

JB: Do you see yourselves bringing your older games to newer consoles in the near future?

ZG: No plans for ports of older games at the moment. We might go back and do a sequel, prequel, or remake of one of our older titles, but merely porting one of them feels like it’d be more work than its worth, especially since they all run on a different engine than what we’re using right now with Cosmic Star Heroine (our older games were done with XNA, while Cosmic Star Heroine uses Unity).

JB: Do you have anything you would like to say to the readers of real otaku gamer?

ZG: Thanks for being patient with us as we finish up Cosmic Star Heroine! Hope you enjoy it!

 

You can follow Zeboyd Games on Twitter at @ZeboydGames. You can see the trailer for Cosmic Star Heroine Below

 

 

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Two Tribes has announced via a press release that Rive will be their final game and they will stop developing games after its release. They note they are not closing and will support their partners but are ending game development.

See the full press release below

 

This is it! After more than 15 years of hard work and gallons of blood, sweat and tears, we have decided that RIVE will be Two Tribes’ final game. This may come as a surprise for you, but we’ve actually been thinking about it for some time now

For the last two years, we have been working feverishly to finish RIVE, the shooter/platformer hybrid that we always wanted to make. We have delayed it several times to make it the best experience possible and now that we are nearing the finish line, we can confidently say that RIVE will come out in September 2016!

We also want to make clear that Two Tribes will remain operational. We will continue to support our partners and all gamers out there, we just won’t be making any new games after RIVE.

So what happened?
The industry changed a lot since we started in 2000. Back then, there were maybe a dozen game developers here in The Netherlands. It was extremely difficult to enter the global games industry, as you needed to have a track record and experience. Even if you took a shot, you still had to secure backing from a publisher, since the only way to reach gamers was through physical distribution.

The technological bar was also set very high, as there were no middleware engines available. There were severe hardware limitations and most of today’s sophisticated design tools were non-existent. You basically had to make everything yourself. We felt comfortable working in such an environment, and we actually still cling to this DIY mentality.

The big change happened around 2008, when new technologies and tools allowed developers to make games way more easily and faster. Suddenly, because of digital distribution, small developers were able to create and publish their own games without the help of big publishers. Initially this was great for us, as we were one of the first developers to enter the Steam, WiiWare and iOS markets. Business was good. We were on the shortlists of companies like Nintendo and Valve.

But the situation didn’t last. While we were working on Toki Tori 2+ for two years, the industry was changing without us realizing it. The market was flooded with games by developers from all around the world. Game development schools were erected, and every year thousands of students tried their luck under increasingly difficult conditions. With game changers such as the Humble Bundle, the ever-continuing race to the bottom and a growing focus on free-to-play games, it became tough for a game to even hit the break-even point.

The industry had moved on and we were still stuck in the past. We learned this the hard way, when most of our employees needed to be laid off in 2013. But it would be too easy to solely blame the industry. Perhaps it would be better to blame it on dinosaurs!

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As said, we’ve been working in the games industry since early 2000, making us dinosaurs, old farts, grandfathers or whatever you want to call us. This is great, because we’ve got a lot experience, but it also means that we act like a typical grandfather: slow and totally unaware of what is hot and what is not. Don’t get us wrong: we absolutely love making games, and we strongly feel that we’re good at making them. However, ask us anything about new industry developments, and often a big question mark will appear above our heads.

For example, we are used to working with our own proprietary engine. It’s technology that works great for us, but is by no means competitive with tools like Unity or the Unreal Engine. And then there are monetization strategies like free-to-play. We only know, and feel comfortable working with, the traditional model of full-priced games. The same goes for marketing: we know how to make a decent trailer and send out a press release… but have no clue how to get traction on YouTube and Twitch.

Wrapping up
Long story short (grandfathers like to digress!): when running a company, you need to be on top of your game, not just in terms of the product you’re making, but business-wise too. And we just aren’t on top of the games business anymore. Therefore, it makes sense to focus our attention elsewhere, perhaps even outside the games industry. We simply don’t know yet; but we do know that RIVE is going to be our parting gift to you and we’re making damn sure it’s going to be an awesome one!

Stay tuned for the release in September 2016!

 

Its very sad to hear that a company like Two Tribes will cease game development. What are your favorite games that they developed?

 

See the full statement here

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No GravatarFor those who want a great medium-sized tablet, there really is nothing else better than the Galaxy Tab S 8.4.  In fact, there might not be anything else comparative on the market for the size and price.

The Tab S sports the following features:

  • 1.9 GHz Exynos 5 Octa processor
  • Android 4.4 Kit Kat OS
  • 16 GB hard drive
  • 3 GB RAM
  • Super AMOLED Display (2560×1600 WQXGA Resolution)
  • 8 megapixel rear camera with an LED flash
  • 2.1 megapixel front camera
  • Micro SD card slot
The Tab S 8.2 also looks pretty slick.

The Tab S 8.4 also looks pretty slick.

Power

This tablet is incredibly responsive.  It will multi-task nicely without issue, including those who would use it heavily for streaming and social media at the same time.  The tablet typically blasts through what most casual users would need, and does a decent job with the hard processing power for a tablet.

Display

The Super AMOLED Display is absolutely amazing.  It by far goes above and beyond much tablets out there.  The display is incredibly sharp to the point that one may have hard time finding a wallpaper that is high enough resolution to show up properly without being incredibly pixilated.  For those who love media, especially videos, will adore the high resolution of this tablet.

The 8.4 inch display is quite nice a well.  Some might find that a 10 inch tablet is a bit too big for holding in one hand, while 7 inch tablets are just a bit too small.  This one reaches an easy medium.  It is easily held in one hand, but has a great screen size.

Size and Shape

The Tab S 8.4 is incredibly thin.  Compared to the tablets of a few years ago, this thing is so small and light-weight, even though it has a decently-sized screen.  It is easy to hold in one hand and looks amazingly slick with its thin profile.

Battery Life

The Tab S can go many days with just casual use.  However, someone who heavily uses the tablet or who decides to run Netflix or another movie streaming site for awhile will need to charge it every night.  After a few months of running the device, the battery life has stayed fairly consistent.  Extensive multitasking doesn’t drain the battery as much as it could, but it is a good idea to close all applications when done with the device.

Cameras

Both the front and the back get the job done, however, photography connoisseurs might want to look at the specs first when deciding.  The ability to do video chat is great for those who enjoy Skype or Google Hangouts as well.

Operating System

The biggest–and possibly only–con to this tablet is the fact that it’s a Samsung and the odds of many Android updates are very, very slim.  In the past, older Samsung tablets have not been updated pretty much at all.

Overall

The Samsung Galaxy Tab S is impressive as a high-performing tablet.  The display alone is enough to turn heads.  However, with the performance and style, this tablet really does shine.

PAX South

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At PAX East earlier this year, it was announced that there would be a PAX South in San Antonio, Texas. PAX South is to be held from January 23 to January 25.

Yesterday, Penny Arcade randomly announced at 1:11 pm via Twitter that PAX South tickets were on sale.  Within 2 hours, 3 day passes sold out.

Fortunately, single day passes are still available for purchase at http://south.paxsite.com/registration.

You can follow Penny Arcade on Twitter at @Official_PAX.

I will be at PAX South. Will you? What did you think of how they informed the public about the tickets being on sale? Let us know in the comments!

REAL OTAKU GAMER is using WP-Gravatar