Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Friday, 16 November 2018

Wednesday, 14 November 2018

Fortnite's glider redeploy mechanic is being removed from default game modes

The ability to redeploy gliders will be restricted to larger team modes while Epic continues testing.


In the Fortnitemares v6.20 refresh, Epic empowered lightweight plane redeployment in all Fortnite diversion modes, which means players could haul out their lightweight plane whenever insofar as they were three units or higher. What was intended to be seven days in length test has reached out into two, with players both raging over and commending the enormous buff to portability.

In any case, today Epic expressed that it's moving back the lightweight flyer redeployment change in tomorrow's v6.30 refresh, limiting it to huge group diversion modes where it was first considered. This isn't really the last time we'll have the capacity to redeploy lightweight flyers in default performances, pairs, or squads, however. Epic expresses an absence of correspondence and speed for dialing down the gas, "We didn't satisfy desires for rapidly emphasizing on the technician and imparting designs."

Sufficiently reasonable. I'm a colossal fanatic of lightweight plane redeployment myself. We can talk balance throughout the day, yet it makes moving around that tremendous guide on a very basic level all the more engaging, and I think Epic is remembering that. In any case, I do perceive how such a quick and significant change upset existing playstyles too brutally. As fast as Epic has been repeating on Fortnite, it expected to react significantly speedier to exploitative or disappointing playstyles rising up out of the capacity to coast in or out of battles freely, and it didn't. I have confidence that lightweight plane redeployment can work once things or capacities are acquainted with make each jump a more hazardous suggestion, yet in any event, I can fly around Disco Domination all I like, longing for a superior world.

Wednesday, 31 October 2018

Fortnite's next big in-game event announced, pray for cube death

Finally. Finally, Fortnite's cube might actually show us what's inside. Epic just announced that players should try to get in a match on November 4 at 1 pm ET to see the end of Fortnitemares and the beginning of whatever comes next. A few similar in-game events have marked the gradual transition between seasons, the most memorable of which was a live rocket launch that busted a hole in the space-time continuum. Yeah, Fortnite is getting difficult to describe. 
I'm speculating, though I'd be surprised if Kevin the Cube didn't explode and scatter itself all over the map this upcoming Sunday, when the event and the end of Fortnitemares are scheduled to take place. 
A recap of cube bullshit:
  • Cube is summoned by lightning
  • Cube moves all around map, printing runes
  • Cube melts into Loot Lake
  • Cube lifts house at center of lake, becomes floating island
  • Cube island visits all the runes, juicing 'em up
  • Cube island heads back to Loot Lake
  • Runes float to Cube Island
  • Cube Island sucks juice outta runes
  • Cube island explodes
  • ???
  • Zombies!
While I'm tired of cube stuff, I'm glad zombies weren't the cube's final trick. Players have had mixed reactions to the addition of cube monsters, and while I think any naysayers are cowards, the probable departure of the groaning purple jerks with the Fortnitemares event will be welcome, so long as Epic plants a flag and changes or adds something else surprising. A quick glance at Twitter or the subreddit reaffirms that Kevin's time is up. Most Fortnite players can all agree that while the cube began as captivating mystery, its multiple treks across the map in various forms have grown tired. The cube's getting tired too, it appears, with cracks appearing all over the surface since Fortnitemares began. Sunday will most likely see the end of the cube era and kick off the lead up to the seventh season. Time flies when a cube does stuff forever. 
You can bet I'll be there to see it all go down, either via a livestream or recap with a video after Kevin eats it, assuming Kevin eats it. Please eat it, Kevin. 

View image on Twitter

Tuesday, 23 October 2018

Watch Dogs 2 PC Specs and System Requirements Revealed

The Watch Dogs 2 development team has released official specs for the PC version of the game. You’ll find the full list of system requirements and special PC enhancements below:


MINIMUM

Supported OS (64-bit versions only)
Windows 7 SP1, Windows 8.1, Windows 10

Processor
Intel Core i5 2400S @ 2.5 GHz | AMD FX 6120 @ 3.5 GHz

RAM
6GB

Video Card
NVIDIA GeForce GTX 660 (2GB) | AMD Radeon HD 7870 (2GB) or better

Hard Disk Space
50 GB

Peripherals
Windows-compatible keyboard and mouse | Microsoft Xbox One Controller | Dual Shock 4 Controller

Multiplayer
256 Kbps or faster broadband connection

RECOMMENDED

Supported OS (64-bit versions only)
Windows 7 SP1, Windows 8.1, Windows 10

Processor
Intel Core i5 3470 @ 3.2GHz | AMD FX 8120 @ 3.9 GHz

RAM
8GB

Video Card
NVIDIA GeForce GTX 780 (3GB) | NVIDIA GeForce GTX 970 (4GB) | NVIDIA GeForce GTX 1060 (3GB) or better | AMD Radeon R9 290 (4GB) or better

Hard Disk Space
50 GB

Peripherals
Windows-compatible keyboard and mouse | Microsoft Xbox One controller | Dual Shock 4 controller

Multiplayer
256 Kbps or faster broadband connection

ADDITIONAL FEATURES

GENERAL
  • 4K support
  • Stuttering/lag framerate optimization – We employed a fix that makes all controls much more responsive and less framerate-related. We’ve optimized resource creation, GPU VRAM upload and required VRAM for the game.
  • No FPS cap
  • Full SLI/Crossfire support at launch
  • Multiple save file support – This feature allows players to have up to three auto save slots for three separate playthroughs.
  • Multi-monitor support with borderless mode and advanced settings that allow for customized placement of menu and HUD.
  • Multiple windowed mode options – Windowed mode with flexible/resizable windows, multi-monitor borderless.
IMPROVED GRAPHIC FEATURES
  • Screen Space Reflections
  • Headlight Shadows – Support for additional shadows from car headlights
  • Extra Details Options – Increases the level of detail for all objects in the game, and adds more details to objects in the distance.
IMPROVED GRAPHICS OPTIONS
  • FOV sliders
  • Pixel Density sliders
  • Sharpness sliders
  • Ultra Textures pack available at launch
  • Anti-aliasing options:
    • TXAA
    • MSAA
    • Post Processing Anti-Aliasing options SMAA and FXAA
IMPROVED KEYBOARD/MOUSE CONTROLS
  • Full adaptation with mouse and keyboard
  • We’re using raw mouse input to reduce latency and use the Windows hardware cursor throughout the game without any additional signal filtering to smooth or accelerate mouse movement by default
  • Advanced keyboard support – Keyboard hotkeys for every menu and app for faster access. Additionally, all hotkeys can be remapped.
  • Mouse-centric UI – Any UI screen, menus or smartphone app supports full mouse interaction, so the player can finish any UI task with the mouse only. Everything is clickable and has appropriate button states.
  • Toggle/Hold modes for different controls (aim, sprint, walk, inventory, etc.)
DRIVING
  • Driving has been adapted to suit the keyboard controls, with adjustable steering sensitivity. Same goes for driving camera sensitivity and auto-centering camera behavior
GAMEPAD SUPPORT
  • On-the-fly switching between mouse and keyboard to gamepad, without any additional options, UI will just switch to gamepad mode
  • Supported gamepads: Xbox One controller, PlayStation 4 Dual Shock controller
The Watch Dogs 2 team also announced a new release date of November 29 for the PC version of the game. The extra time will be used for additional polish and will help ensure the game runs smoothly across a broad range of PC hardware.

Friday, 19 October 2018

GEAR.CLUB UNLIMITED 2 ANNOUNCES A HOLIDAY RELEASE DATE


It’s been nearly a year since Eden Games and Microids unleashed Gear.Club Unlimited to the Switch fan base to a, let’s say, lackluster reception. The original game landed in a platform hungry for racing games in the wake of Mario Kart 8 Deluxe. To this day the Switch is still coming up short on racing titles, much less a solid racing sim to rival Microsoft’s Forza or Sony’s Gran Turismo. This holiday season Gear.Club is coming back for another attempt at the racing simulator glory with Gear.Club Unlimited 2.
The original Gear.Club included 32 licensed cars including models from Acura and McLaren as well as split-screen local multiplayer races. The sequel is upping the ante with over 50 cars, online multiplayer, and a variety of new game modes to keep the racing interesting. Last year’s entry caught some flak for the overly simplistic design and it appears that Gear.Club Unlimited 2 is addressing that criticism head on.
Eden Games and Microids haven’t released much info on the game other than the cars that will make an appearance and the inclusion of online multiplayer. The trailer included definitely shows that the newest iteration sets its sights on a much larger scope than its predecessor. The map view and changing locations of the race events brought back memories of games such as Midnight Club: Los Angeles; offering a wide variety of locals while also providing zippy arcade racing through them and some unique customization in between. Gear.Club Unlimited 2 will release on December 4th worldwide on the Nintendo Switch.



ASSASSIN’S CREED ODYSSEY SMASHES FRANCHISE SALES RECORDS


The Assassin's Creed establishment took a truly necessary break following the 2015 arrival of Assassin's Creed Syndicate. The titles continued coming quite a long time causing a noteworthy weakness available, so Ubisoft took a more saved course. Subsequent to pondering the arrangement for an entire additional year, they returned to convey the phenomenal Assassin's Creed Origins that patched up the recipe and inhaled an unexpected burst of energy into the establishment. This previous end of the week saw the dispatch of the most recent in the establishment, Assassin's Creed Odyssey, and the gathering is actually off the graphs.
Odyssey is officially the fastest selling game in the franchise on current generation consoles. This means Odyssey has outperformed the likes of Origins, Syndicate, Unity, Rogue, IV: Black Flag and the Chronicles sub-series. The sales numbers are strong and are an indication of a huge profit for Ubisoft; meaning this type of Assassin’s Creed game is here to stay.

It’s not just the sales numbers that are blowing up, either. The critical reception to Assassin’s Creed Odyssey is outpacing the previous games in the series; holding a higher overall aggregate score than every other game in the franchise outside of Assassin’s Creed II.
“We are incredibly proud of what the team accomplished with Assassin’s Creed Odyssey, and humbled by the amazing reception from critics and players,”  says Geoffroy Sardin, Ubisoft Senior Vice President of Sales and Marketing. “Based on the quality of the game and the very encouraging reactions from players, we expect Odyssey to be one of the top performing Assassin’s Creed games of all-time.” Ubisoft is planning on extending the legacy of Odyssey with post-launch DLC similar to the post-game content in last year’s Assassin’s Creed Origins. Season pass holders will get access to the story DLCs Legacy of the First Blade and The Fate of Atlantis, along with the free story missions in The Lost Tales of Greece.


Thursday, 18 October 2018

Red Dead Redemption 2's Launch Trailer Is Now Live

Get one more look at the game before it arrives next week.

It's been a long time coming, but Rockstar's highly anticipated open-world western, Red Dead Redemption 2, is only a few days away. Before the game arrives on PS4 and Xbox One next Friday, October 26, the studio is going to ramp up hype by releasing the game's launch trailer, which we now know is coming very soon. [Update: As promised, Red Dead Redemption 2's launch trailer is now live. You can watch it here.]
Rockstar announced on Twitter that it is sharing Red Dead Redemption 2's launch trailer tomorrow, October 18. The video is scheduled to drop at 7 AM PT / 10 AM ET / 3 PM BST. Rockstar hasn't shared any further details about what we can expect from the trailer, so be sure to check back at GameSpot then to get one more look at the game before it arrives next week.
Rockstar also revealed when players will be able to begin pre-loading Red Dead Redemption 2. Those who pre-order the game digitally from the PlayStation or Microsoft Store can download it starting on Thursday, October 18, at 9 PM PT (12 AM ET on October 19), so you'll be all ready to play on launch day. You're going to need a lot of storage space to download it, however; the Microsoft Store lists the game's size at a whopping 90 GB.
There are a number of bonuses you get by pre-ordering Red Dead Redemption 2. Along with the Ardennes War Horse and Outlaw Survival Kit, those who pre-order the game digitally will receive extra cash in Red Dead Redemption 2's story mode and bonus GTA$ for Grand Theft Auto V's GTA Online mode. You can read more about the various bonuses in our Red Dead Redemption 2 pre-order guide.
Red Dead Redemption 2 casts players in the role of Arthur Morgan, one of the members of the Van der Linde gang. The game features a sprawling world and stunning level of detail, including the range of weapon customization options it affords. It also features an improved Dead Eye system that evolves as you play. For more, be sure to check out our latest Red Dead Redemption 2 impressions.
Given this level of detail, it's clear Rockstar put a lot of time into developing Red Dead Redemption 2, but recent comments by studio co-founder Dan Houser raised concerns once again about its excessive crunch periods. In an interview with Vulture, Houser revealed that some of the development team was working 100-hour weeks. He has since clarified that the comment only referred to four senior staff members, but this isn't the first time the studio has been accused of overworking its employees.


Bethesda responds to perceived Fallout 76 Brotherhood of Steel timeline discrepancy

Here's how the Brotherhood made it to West Virginia.

Refresh: In light of some apparent legend errors relating to the Bortherhood of Steel's appearance in Fallout 76 (see our unique story beneath), Bethesda has reacted. 

In an Instagram post grabbed by Eurogamer, the designer diagrams precisely how the long-standing arrangement group had the way to show up trans-USA inside such a tight post-Great War time span—something debated by a large group of planned Fallout 76 players. 

The post peruses: "November 2077, multi month after the Great War, armed force Captain Roger Maxson touched base with survivors at the Californian dugout of Lost Hills. There he shaped the Brotherhood of Steel, who utilized a working satellite to broaden their compass crosswise over America… the distance to Appalachia." 

So there you have it. Frenzy turned away. 

Our unique story pursues.
A photo posted by @fallout on Oct 17, 2018 at 12:14pm PDT
Unique story: 

A gathering of Fallout 76 fans have gotten out an apparent error in Fallout 76's course of events, in respect to long-serving arrangement group The Brotherhood of Steel. 

As detailed by Eurogamer, Reddit client Baffodil voiced worries about the accompanying in-amusement note which insinuates the Brotherhood's quality in West Virginia's Appalachia—the setting of the approaching multiplayer shooter RPG. Baffodil, and various other planned players, figure the BoS's quality in east drift USA in the year 2102 (when 76 happens) is not as much as likely.

 "All legend up to the occasions of Fallout 2 and 3 with the BoS occurred solely in California," says Baffodil, "with positioning pioneers making petitions just to go on campaigns to offices even inside California, most punctual known movement was just in California around 2134. 

"The Brotherhood of Steel being in WEST VIRGINIA in the year 2102 ought to be absolute unlikely if certainly feasible—the inferred group is that they were all the while sleeping in their shelter in Lost Hills until the point that 2150 after they went on an Exodus from Mariposa straightforwardly south to their new base in 2077… Note the BoS were not made by Bethesda. So this is exceeding into unique Interplay/Black Isle Lore and retconning FO1." 

In discussion with Gamespot (yet not in direct connection to Baffodil's insights), Bethesda's Pete Hines stated: "Our engineers consider things like legend and group important and on the off chance that they will accomplish something they will ensure that there's a genuine and faultless explanation behind it. We have demonstrated with Elder Scrolls amusements, we're willing to state 'Well loads of individuals will state things happened one way,' and the inverse or something different could altogether be valid.
"So there's no question that we've gone back to change things to fit what developers have wanted to do and not be beholden to something that somebody wrote 20 years ago even in franchises that we created like the Elder Scrolls."

Hines at that point includes: "Yet having said that, we don't trifle with it to simply go 'Ah, we're simply going to do whatever the hellfire we need.' There must be a manner of thinking—what is the method of reasoning? For what reason would this coherently work in this time? For what reason would there be super mutants, or the Brotherhood of Steel? How does that all fit and hold together? There's totally reasons and clarifications for how everything that connections to Fallout 76." 

The Brotherhood of Steel area of the Fallout wiki says "generally little is thought about the early long stretches of the Brotherhood of Steel", before specifying a breakaway "separation" showed up in West Virginia in 2102—which appears to specifically reference the above Fallout 76 in-amusement note. 

Anyway, what do you make of the majority of that? I figure we'll have a clearer picture come November 14 when Fallout 76 lands, however meanwhile I'll turn it over to you part to talk about in the remarks beneath. We've sent Bethesda requesting their musings regarding this matter, as well.

Rockstar gets search and seizure warrant for homes of alleged GTA 5 cheaters

Rockstar Games and its parent organization Take-Two Interactive have effectively looked for hunt and seizure orders from the Australian Federal Court in connection to supposed Grand Theft Auto 5 con artists, Torrent Freak (by means of the BBC) reports. Two properties in Melbourne, Australia are said to have been entered, with five players said to have been included with the now disconnected cheat programming 'Scandalous'. 

As delineated by Kotaku Australia, 'Notorious', when dynamic, cost around $40 USD and allowed clients access to a cheat menu used to produce boundless measures of in-amusement money, weapons, things, and wellbeing in Grand Theft Auto Online—and furthermore let players transport and in a split second kill others in a similar server. That can be found by and by here.
Downpour Freak reports the Australian Federal Court has solidified the benefits of the five individuals included, who have not yet recorded a resistance. Named as Christopher Anderson, Cyrus Lesser, Sfinktah, Koroush Anderson and Koroush Jeddian, the five are kept from making or utilizing amusement cheats, and are likewise right now kept from pulling back cash from their solidified records—other than customary everyday costs. 

Deluge Freak connects to a diagram of the different requests, and gives the accompanying depiction relating to the particulars of the case.
From here, it is thought Rockstar Games and Take-Two Interactive will seek copyright infringement-related damages.


'Pokémon Go' gets a little bigger with 'Diamond' and 'Pearl' monsters

The Pokémon Company has announced that monsters from the Sinnoh region -- the Diamond and Pearl games -- are now available in Pokémon Go. Players will now be able to capture favorites like Turtwig, Chimchar and Piplup as they make their debut in the still-popular mobile AR game.


In case you're raising to wind up a Pokémon ace, there's some clashing news. On the off chance that you need to get all the Pokémon in this refresh, not exclusively will you have to get off your lounge chair, yet you'll have to bounce on a plane. As per the Pokémon Go fans at the Silph Road Reddit people group, they're seeing that specific animals must be found in particular territories. 
For instance, Carnivine, the Venus flytrap Pokémon, must be found in the Carolinas, where such plants are indigenous. Furthermore, since it's a grass-type, it's likewise showing up in Florida, Maryland and Georgia. Pachirisu, the electric-squirrel Pokémon - and a fan top choice - is by all accounts select to Saskatchewan, Canada. Coaches are as yet assembling their discoveries, nonetheless, so certain Pokémon may before long be discoverable somewhere else. 

District select Pokémon are just the same old thing new to the amusement. Critters like Farfetch'd is selective to Asia while Kangaskhan is elite to Australia. Niantic will keep on discharging more Pokémon in waves, as it has finished with past age move outs. 

While Pokémon Go probably won't have a similar fever contribute it did the Summer of 2016, designer Niantic has been putting a great deal of work into the diversion, and is deserving of a second attempt. It will help you prepare for what's to come in the up and coming Pokémon! How about we Go Pikachu and Pokémon! How about we Go Eevee.