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	<title type="text">Michael McWhertor | The Verge</title>
	<subtitle type="text">The Verge is about technology and how it makes us feel. Founded in 2011, we offer our audience everything from breaking news to reviews to award-winning features and investigations, on our site, in video, and in podcasts.</subtitle>

	<updated>2012-08-28T22:59:24+00:00</updated>

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		<entry>
			
			<author>
				<name>Michael McWhertor</name>
			</author>
			
			<title type="html"><![CDATA[New PS Vita firmware locks memory cards to single PlayStation Network account]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2012/8/28/3274766/new-ps-vita-firmware-locks-memory-cards-to-single-playstation-network" />
			<id>https://www.theverge.com/2012/8/28/3274766/new-ps-vita-firmware-locks-memory-cards-to-single-playstation-network</id>
			<updated>2012-08-28T18:59:24-04:00</updated>
			<published>2012-08-28T18:59:24-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="PlayStation" />
							<summary type="html"><![CDATA[The latest firmware update for Sony&#8217;s PlayStation Vita introduces a new, unadvertised restriction: the system now locks Vita memory cards to a single PlayStation Network account. That&#8217;s a new inconvenience for Vita owners who may have signed up for multiple PSN accounts to access the PlayStation Store in other regions. Prior to firmware 1.80, Vita [&#8230;]]]></summary>
			
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											<![CDATA[

						
<figure>

<img alt="" data-caption="PS Vita PSN lock" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/14040882/vita_memory_card_psn_lock.1419972988.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
	PS Vita PSN lock	</figcaption>
</figure>
<p>The <a href="http://www.theverge.com/gaming/2012/8/14/3242652/playstation-vita-psone-classics-support-new-firmware-august-28">latest firmware update for Sony&#8217;s PlayStation Vita</a> introduces a new, unadvertised restriction: the system now locks Vita memory cards to a single PlayStation Network account. That&#8217;s a new inconvenience for Vita owners who may have signed up for multiple PSN accounts to access the PlayStation Store in other regions.</p>

<p>Prior to firmware 1.80, Vita owners had the option to purchase and store content from multiple regions on a single memory card. Although switching between PlayStation Network accounts on the Vita was clumsy &mdash; a multi-step process that required &#8220;restoring&#8221; one&#8217;s Vita &mdash; it let users enjoy games available from Japan, North America, and Europe on a single memory card.</p>

<p>The newest system update, released earlier this week, now requires Vita owners to format their memory cards if they switch accounts. The solution? Buy another Vita memory card.</p>

<p>That&#8217;s an especially painful change for Vita owners in the wake of the system&#8217;s <a href="http://www.theverge.com/gaming/2012/8/27/3273219/sony-confirms-initial-psone-classics-for-playstation-vita">newly added support for original PlayStation games</a>. While the European PlayStation Store boasts 129 PSone Classics and the Japanese version more than 200, the North American PlayStation Store offers just nine for download. Vita owners have been using <a href="http://www.theverge.com/gaming/2012/8/28/3274387/playstation-vita-workaround-transfers-psone-classics-from-playstation">a workaround</a> to get PSone Classics previously purchased on the PlayStation 3 to their Vitas, but it&#8217;s still a much smaller list.</p>

<p>Polygon has contacted Sony Computer Entertainment America reps seeking clarification on the change, but the company has not yet responded. We&#8217;ll update if they do.</p>
						]]>
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					</entry>
			<entry>
			
			<author>
				<name>Michael McWhertor</name>
			</author>
			
			<title type="html"><![CDATA[&#8216;I Am Alive&#8217; comes to PC in September with new features, upgrades]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2012/8/23/3264342/i-am-alive-comes-to-pc-in-september-with-new-features-upgrades" />
			<id>https://www.theverge.com/2012/8/23/3264342/i-am-alive-comes-to-pc-in-september-with-new-features-upgrades</id>
			<updated>2012-08-23T22:22:38-04:00</updated>
			<published>2012-08-23T22:22:38-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[Ubisoft&#8217;s post-apocalyptic event adventure game I Am Alive will be released on PC on September 13th, the publisher announced today, promising improvements for the game released on consoles earlier this year. I Am Alive&#8216;s Windows PC release will feature improved visuals, higher resolution options, and two new modes: &#8220;Easy&#8221; mode, which offers infinite retries and [&#8230;]]]></summary>
			
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<img alt="" data-caption="I Am Alive PC" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/12798545/Defense_01.1419972783.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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	I Am Alive PC	</figcaption>
</figure>
<p>Ubisoft&#8217;s post-apocalyptic event adventure game <em>I Am Alive</em> will be released on PC on September 13th, the publisher announced today, promising improvements for the game released on consoles earlier this year.</p>

<p><em>I Am Alive</em>&#8216;s Windows PC release will feature improved visuals, higher resolution options, and two new modes: &#8220;Easy&#8221; mode, which offers infinite retries and &#8220;a smoother introduction,&#8221; and &#8220;Replay&#8221; mode, which lets completionists revisit previously completed levels to find items and secrets they may have missed the first time.</p>

<p>The Ubisoft Shanghai-developed adventure takes place in a decimated city after a massive disaster known simply as &#8220;The Event.&#8221; Players must deal with limited ammunition and supplies as they combat fellow survivors on a journey to find the main character&#8217;s missing wife and daughter. <em>I Am Alive</em> was first released on Xbox Live Arcade in March, then on PlayStation Network in April.</p>

<p><em>I Am Alive</em> for PC will be sold for $14.99 on Steam, Ubishop, and other digital retailers.</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/aQHtJzhgjLc" frameborder="0"></iframe> <br id="1345748672767"></p>
<div class="image-slider">
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		<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/2642266/trainback.1345748215.jpg?quality=90&#038;strip=all&#038;crop=7.7954545454545,0,84.409090909091,100" alt="&#039;I Am Alive&#039; PC screenshots" title="&#039;I Am Alive&#039; PC screenshots" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/2642274/Saved_01.1345748219.jpg?quality=90&#038;strip=all&#038;crop=7.7954545454545,0,84.409090909091,100" alt="&#039;I Am Alive&#039; PC screenshots" title="&#039;I Am Alive&#039; PC screenshots" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/2642268/fallingtrain3.1345748216.jpg?quality=90&#038;strip=all&#038;crop=7.8636363636364,0,84.272727272727,100" alt="&#039;I Am Alive&#039; PC screenshots" title="&#039;I Am Alive&#039; PC screenshots" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/2642276/saved.1345748219.jpg?quality=90&#038;strip=all&#038;crop=0,30,100,40" alt="&#039;I Am Alive&#039; PC screenshots" title="&#039;I Am Alive&#039; PC screenshots" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/2642272/Defense_01.1345748218.jpg?quality=90&#038;strip=all&#038;crop=7.7954545454545,0,84.409090909091,100" alt="&#039;I Am Alive&#039; PC screenshots" title="&#039;I Am Alive&#039; PC screenshots" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/2642270/SubwayGang_01.1345748216.jpg?quality=90&#038;strip=all&#038;crop=7.7954545454545,0,84.409090909091,100" alt="&#039;I Am Alive&#039; PC screenshots" title="&#039;I Am Alive&#039; PC screenshots" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
	</div>
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						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Michael McWhertor</name>
			</author>
			
			<title type="html"><![CDATA[Inside OnLive: employees fired during all-hands meeting, acquisition could be imminent]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2012/8/17/3250507/onlive-employees-fired-all-hands-meeting-acquisition-imminent" />
			<id>https://www.theverge.com/2012/8/17/3250507/onlive-employees-fired-all-hands-meeting-acquisition-imminent</id>
			<updated>2012-08-17T18:48:08-04:00</updated>
			<published>2012-08-17T18:48:08-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[Widely spread &#8212; but still unconfirmed &#8212; reports of mass layoffs at cloud-based gaming company OnLive are reportedly tied to an acquisition of the three-year-old company by an unknown third party. According to a report from alleged former OnLive employees, at least 50 percent of the company&#8217;s staff was let go this morning, reports Engadget. [&#8230;]]]></summary>
			
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<figure>

<img alt="" data-caption="Gallery Photo: OnLive Universal Wireless Controller" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/14032503/20120222-17570884-onlivecontroller-DSC_7162.1419972501.jpeg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
	Gallery Photo: OnLive Universal Wireless Controller	</figcaption>
</figure>
<p>Widely spread &mdash; but still unconfirmed &mdash; reports of <a href="http://www.theverge.com/gaming/2012/8/17/3250066/onlive-cloud-gaming-service-closing-staff-laid-off">mass layoffs at cloud-based gaming company OnLive</a> are reportedly tied to an acquisition of the three-year-old company by an unknown third party.</p>

<p>According to a report from alleged former OnLive employees, at least 50 percent of the company&#8217;s staff was let go this morning, reports <a href="http://www.engadget.com/2012/08/17/source-onlive-undergoing-acquisition-in-wake-of-dire-financials/"><em>Engadget</em></a>. Staffers were reportedly told that OnLive&#8217;s new owner had already sent offer letters to remaining employees. An ex-OnLive staffer estimates that OnLive going forward could exist as a skeleton crew of a little as 20 employees.</p>

<p>OnLive employee profiles on LinkedIn have been dropping throughout the day, with at least 20 members updating their status as former employees of the company.</p>

<p><em>IDG News</em> correspondent Martyn Williams has been stationed outside OnLive headquarters today, reporting that employees have been seen moving out of the company&#8217;s offices.</p>
<blockquote class="twitter-tweet tw-align-center"> <p>In the last 20mins have seen three people walk out of <a href="https://twitter.com/search/?q=%23OnLive"><strike>#</strike><strong>OnLive</strong></a> with leaving boxes. Still unclear what&#8217;s happening inside <a title="http://twitter.com/martyn_williams/status/236566149985337344/photo/1" href="http://t.co/ZYFBxCyC">twitter.com/martyn_william&hellip;</a></p>&mdash; Martyn Williams (@martyn_williams) <a data-datetime="2012-08-17T20:52:22+00:00" href="https://twitter.com/martyn_williams/status/236566149985337344">August 17, 2012</a> </blockquote><p></p>
<p>A report on <a href="http://techcrunch.com/2012/08/17/source-onlive-found-a-buyer-cleaned-house-to-reduce-liability-prior-to-acquisition/"><em>TechCrunch</em></a> says that OnLive&#8217;s supposed buyer acquired the company for its intellectual property, branding, and patents. The firings were also reportedly a move designed to &#8220;reduce the company&#8217;s liability.&#8221;</p>

<p><a href="http://www.gamepolitics.com/2012/08/17/former-onlive-employee-describes-bizarre-all-hands-meeting"><em>GamePolitics</em></a> offers an ex-employee&#8217;s rundown of the all-hands meeting lead by OnLive founder and CEO Steve Perlman who reportedly told employees that the company was entering a &#8220;variation of bankruptcy which is valid in California&#8221; and that &#8220;the company as of this moment does not exist,&#8221; &#8220;portions of it are being acquired by a brand new entity&#8221; and &#8220;all of your options are gone.&#8221;</p>

<p>That same anonymous ex-employee tells <em>GamePolitics</em> &#8220;money was getting tight.&#8221;</p>
<blockquote class="wp-block-quote has-text-align-none is-layout-flow wp-block-quote-is-layout-flow">
<p>&#8220;There were signs of it because budgets had been slashed and there were very long holds on getting business terms signed off on&#8230; but the expectation was &#8216;oh Steve&#8217;s going to go and get another round of funding.&#8217; There were a few people hoping for the acquisition because that&#8217;s really the end game, but if you were reasonably smart you knew that the likelihood of that was pretty low.&#8221;</p>
</blockquote>
<p>OnLive reps have not yet provided official clarification on the matter of rumored layoffs, only telling <em>Polygon</em> &#8220;the OnLive service is not shutting down.&#8221;</p>

<p><strong>Update: </strong>According to our own Sean Hollister, who is at the OnLive offices now, a steady stream of employees is emerging from the building, many carrying single white sheets of paper. We haven&#8217;t been able to talk to any of them, but <a href="https://twitter.com/martyn_williams/statuses/236596091209007104">Martyn Williams says</a> that OnLive has promised a statement soon.</p>

<p><strong>Update 2:</strong> Sean Hollister has been told by a company spokesperson to come inside the OnLive building to wait for a statement. Meanwhile, employees have ceased exiting through the main entrance, and our now being instructed to venture out through the garage instead.</p>
						]]>
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					</entry>
			<entry>
			
			<author>
				<name>Michael McWhertor</name>
			</author>
			
			<title type="html"><![CDATA[&#8216;BioShock Infinite&#8217; developer Irrational Games loses two top staffers]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2012/8/8/3228502/bioshock-infinite-developer-irrational-games-loses-two-top-staffers" />
			<id>https://www.theverge.com/2012/8/8/3228502/bioshock-infinite-developer-irrational-games-loses-two-top-staffers</id>
			<updated>2012-08-08T16:23:00-04:00</updated>
			<published>2012-08-08T16:23:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[Two senior staffers at BioShock developer Irrational Games have left the company: art director Nate Wells, a 13-year veteran of the Boston area studio, and director of product development Tim Gerritsen. The two were part of the team developing next year&#8217;s BioShock Infinite. Wells&#8217; credits include the original BioShock, Freedom Force, and System Shock 2. [&#8230;]]]></summary>
			
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<figure>

<img alt="" data-caption="BioShock Infinite" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/14025139/bioshock_infinite_departures.1419972025.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
	BioShock Infinite	</figcaption>
</figure>
<p>Two senior staffers at <em>BioShock</em> developer Irrational Games have left the company: art director Nate Wells, a 13-year veteran of the Boston area studio, and director of product development Tim Gerritsen. The two were part of the team developing next year&#8217;s <em>BioShock Infinite</em>.</p>

<p>Wells&#8217; credits include the original <em>BioShock</em>, <em>Freedom Force</em>, and <em>System Shock 2</em>. <a href="http://www.gamasutra.com/view/news/175574/Two_top_Bioshock_Infinite_team_members_leave_Irrational.php">Gamasutra</a>&#8216;s report on the departures indicates that Wells may have found a new home at Uncharted series developer Naughty Dog.</p>

<p>Gerritsen, previously at <em>Rune</em> and <em>Prey</em> developer Human Head Studios, joined Irrational in 2010, the year <em>BioShock Infinite</em> was announced. In his LinkedIn profile, Gerritsen writes he &#8220;oversaw the product development division of the company, and directly managed the content creators for <em>BioShock Infinite</em>&#8221; during his tenure at Irrational.</p>

<p>Last year, noteworthy Irrational Games staffers Steve Gaynor and Chris Remo left the studio. Gaynor, who worked at <em>BioShock 2</em> developer 2K Marin, wrote and designed the game&#8217;s &#8220;Minerva&#8217;s Den&#8221; expansion before joining Irrational. Gaynor has since co-founded The Fullbright Company. Remo served as community manager and producer at Irrational before leaving for Double Fine Productions and Idle Thumbs. Both were with the studio for about a year.</p>

<p>In May, Irrational creative director <a href="http://">Ken Levine announced <em>BioShock Infinite</em> had been pushed to February 2013</a>, also revealing that the game would not make appearances at E3 or Gamescom.</p>

<p>On Twitter today, Levine said that Scott Sinclair, art director of the original <em>BioShock</em>, was &#8220;back in the art director&#8217;s chair for Infinite to bring it home.&#8221; Added Levine, &#8220;Can&#8217;t wait to show you what&#8217;s cooking.&#8221;</p>

<p>Publisher Take-Two Interactive said in its most recent quarterly statement that <em>BioShock Infinite</em> was still scheduled for a February 26th, 2013 release on PC, Xbox 360, and PlayStation 3.</p>
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