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March 29th, 2013, 21:30 Posted By: wraggster
Back when the Razer Edge pre-orders kicked off, on March 1st, the company wasn't quite clear as to when exactly the device would commence shipping to early adopters, only going as far as saying it would be later that very month. Well, the good news is today Razer took to its own Facebook page to announce that its new-era gaming PC is now on its way to folks who put in a pre-order "from the March batch." Meanwhile, Razer's hoping other gamers will also shell out the hefty amount of $999-plus for its novel piece of hardware, urging potential buyers on the social network to snag a unit (or two) before they go out of stock -- just don't expect to get a keyboard dock with your order, as the previously reported Q3 availability for this add-on remains intact.Above all, however, it's a great thing to see that what was once just a project, is now getting ready to arrive at consumers' doorsteps.
http://www.engadget.com/2013/03/29/r...-now-shipping/
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March 29th, 2013, 21:25 Posted By: wraggster
It's not that often you get solid numbers on sales for digital games, so the crowded talk on digital game sales was a welcome event. Digital game and downloadable content sales are growing at a rate of 33 percent year over year in the US and EU. Spending on games in China, which is almost all digital, is projected to grow over 10 percent annually for the next three years. And Asia is projected to dominate online and mobile games globally by 2016, according to the speakers.
Liam Callahan, games industry analyst from NPD, presented some interesting data on digital game content across the USA, UK, France and Germany. Together those four countries accounted for $10 billion in sales for 2012, with a US total of $5.9 billion followed by the UK at $1.7 billion, Germany with $1.4 billion and France with $1 billion. In the US, digital content now accounts for 40 percent of the total spend on games, up from 28 percent in 2010.
The annual spending on games in the USA for new retail games in 2012 was $7.1 billion, which represented about 48 percent of the total of $14.8 billion spent on games. That's right, the retail market for new games is now less than the combination of other revenue. The other revenue, according to NPD estimates, includes used games at $1.59 billion, digital games and DLC at $2.22 billion, subscriptions at $1.05 billion, social network gaming at $544 million, game rentals at $198 million, and $2.11 billion in mobile game sales. New retail game sales dropped over 22 percent from 2011, and used games dropped 17.1 percent. Digital full games and DLC combined grew 33.9 percent for the year, with subscriptions gaining 12.9 percent and mobile games growing 10.4 percent.
Callahan pointed out that each country seems to have a particular favorite category of device that it prefers, looking at the usage patterns of gamers. The UK had the highest percentage of console players, while France preferred portable consoles, Germany preferred computers, and the US was most partial to gaming on mobile and tablet platforms.
While Europe and the US had similar percentages of the population that owned mobile phones and played games, the amount of people who paid for mobile games were substantially different. In the USA, only 27 percent of gamers paid, while 40 percent of the players in Europe paid for mobile games. As far as time spent gaming, though, people in the UK, France and Germany all spent more time playing than people in the US did; in the case of the UK there was a 15 percentage point difference in favor of the UK. Average spending in the UK was nearly double that of the US ($16 instead of $9).
"In the USA, only 27 percent of gamers paid, while 40 percent of the players in Europe paid for mobile games"
The market in China is still changing, though its rapid growth (66 percent in 2008) has slowed down to only 19.4 percent in 2012. Subsequent years are expected to grow more slowly, according to Will Tao of iResearch. Additionally, the MMO is no longer the only significant type of game in China; gradually social games, game platforms (hubs with multiple simple games) and web games are claiming a growing share, projected to reach over 20 percent of the market in a few years. Mobile game spending is projected to cross $1 billion this year, on its way to an estimated $2.8 billion in 2016.
The top game company in China is Tencent; its revenue from online gaming is greater than the next nine companies combined. Chinese game demographics, according to Tao, skew younger than the USA with 37 percent of the gamers under 18; about two-thirds of the gamers are male. Perhaps because of their age, a third of Chinese gamers spend between 5 and 10 hours gaming in a typical day.
Finally, Tim Merel of Digi-Capital spoke about how online and mobile games are growing and fragmenting the market. He noted that while America tended towards 'value' markets like console games and subscription MMOs, countries such as China and Brazil were much more likely to see 'volume' games like mobile, social, and free-to-play MMOs as the dominant games. Merel projected that Asian games could dominate the online and mobile games markets globally, if trends continue. He pointed out that game mergers and acquisitions broke all records in 2012, and 8 out of 10 of the biggest acquisitions last year were with Asian acquirers.
Merel's advice to developers: "Start building relationships in Asia now," he said. It takes years to build those relationships, and when you are looking for an investor or an acquirer it's good to have those relationships to draw on. Merel suggested GDC attendees plan on going to the next China Joy conference to begin establishing contacts in Asia.
http://www.gamesindustry.biz/article...ing-33-percent
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March 29th, 2013, 21:17 Posted By: wraggster
Bioware’s James Ohlen delivered a humble talk about the rise, fall and rise again of Star Wars: The Old Republic today at GDC 2013, looking back at the struggles it faced during its first year as a free-to-play game.Prior to launch, Ohlen admitted, Star Wars had problems. Competitors who were established and technologically ahead, a licensed engine that was unproven in MMOs, and a 300 man team. The latter was three times the usual size of a Bioware team, and faced unusual problems over ownership, efficiency and even technology – no engine has been built to handle that many people working on it.
The HeroEngine in particular had extra problems; it wasn’t designed to allow branching, so the team went months without a new build. In fact, even as late as a year before release, the game couldn’t handle more than ten people in a zone.All the basic elements of an MMO were a struggle. Building the auction house took four months and the best programmers in the company; the basic features of chat, guilds, PvP and others were still being developed throughout 2011 and took time away from innovation – meaning the team reserved their efforts for the story. This too caused problems, with the branching paths raising development costs even further, much more than the seemingly-expensive voice recording.At launch the team were happy with most things – it was aware that there wasn’t enough end game content, that critical social features were missing and that the public testing capability was limited. In December 2011, the game went live to become the fastest selling MMO in history, with 1.5 million sales and a stable launch.The problems started in January 2012. First, players were going through content faster than expected; content that was meant to last four months, what Bioware estimated to be 160 hours of content, actually only lasted a month. By the end of the first month, a third of Old Republic players – half a million – had finished the game and had just one operation to do, with no group finder to do it. Worse, the first update released PvP but included a critical bug.Soon the opinion leading fans started churning out, creating a cascade effect. Subscriber numbers slowly stopped rising and started to fall. Some concerns were addressed by the ‘Jesus patch’ in April, but not the emptying servers or missing group finder. By May they were down to 1.3 million subs and layoffs started. In the June the Seeds of Change patch finally introduced the group finder and emptied low-population servers – but subs kept dropping. And to top it all the Bioware founders, Ray Muzyka and Greg Zeschuk, retired.In November 2012 the game went free to play. “Free to play was our chance to turn the service around,” said Ohlen. They had to increase the frequency of updates and make sure the service was better for new and returning players. The revamped subscriptions inside a free to play model, with the addition of the real-money Cartel Market, was funding this change.It worked. Between November and December subscriber numbers started rising again. Player concurrency got so high that login queues remerged. Most importantly, the new Cartel Packs worked. These are random items players can buy, without any restrictions on them reselling the contents. Exploiting the love of gambling, players can spend real money chasing rare items here, which didn’t bind to characters. “If you spend hundreds of dollars on packs, looking for an item, you don’t feel totally cheated as you can sell it on,” said Ohlen. After these the custom outfits are the second biggest seller.Today SWTOR is the second biggest subscription MMOG in western world. They’ve had two million new accounts since they went free to play and have thousands of new players every day. The Cartel Market is one of the biggest microtransaction systems that EA has, producing significant revenues. The end game is more robust and the team is smaller and more agile.Ohlen also revealed a few plans for the next few years, including several expansions, starting with the forthcoming Rise of the Hutt Cartel. “We’ll be doing innovative things that you haven’t seen in MMORPGs, things focused on the Star Wars License.” And Bioware’s MMO studio is now at the core of EA’s other forthcoming MMOs.
http://www.edge-online.com/features/...o-play-switch/
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March 29th, 2013, 21:08 Posted By: wraggster
Microsoft might want a piece of the mini-tablet market. The company has lowered the minimum screen resolution for Windows 8 tablets, from 1,366 x 768 pixels to 1024 x 768 pixels. "This doesn't imply that we're encouraging partners to regularly use a lower screen resolution," it wrote in an accompanying newsletter. "We understand that partners exploring designs for certain markets could find greater design flexibility helpful." As pointed out by ZDNet's Ed Bott—cited by other publications as the journalist who first noticed the altered guidelines—that lowered resolution "would allow manufacturers to introduce devices that are in line with the resolutions of the iPad Mini (1024 x 768) and the Kindle Fire and Google Nexus 7 (both 1280 x 800)." Whatever the contours of the smaller-tablet market, it's certainly popular enough to tantalize any potential competitor. But if Microsoft plunges in, it will face the same challenges that confronted it in the larger-tablet arena: lots of solid competitors, and not a whole lot of time to make a winning impression. There are also not-inconsiderable hardware challenges to overcome, including processor selection and engineering for optimal battery life.
http://hardware.slashdot.org/story/1...dows-8-tablets
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March 29th, 2013, 21:05 Posted By: wraggster
New developers, games and big stats OS
Microsoft revealed a plethora of impressive statistics today for Windows 8 as it makes a big push to bring more games and developres to the platform at GDC.
Speaking to Develop, Windows director of communications Christopher Flores said the computing giant has attracted a wave of developers to Windows 8, including PopCap, Glu, GameHouse and Disney, and revealed new and upcoming games such as Bejeweled Live, Samurai vs. Zombies and Temple Run Brave.
Flores also touted some impressive sale and installs stats that it hopes will attract yet more studios to develop for its platform.
He stated that 60 million Windows 8 licenses had been sold during the first two months of launch, matching the "record-setting" sales in a similar time period for Windows 7.
He added that to date, 670 million Windows 7 licenses had also been sold, and stressed that all of these users could upgrade the OS to Windows 8.
http://www.develop-online.net/news/4...velopment-push
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March 29th, 2013, 21:04 Posted By: wraggster
Epic's new engine to scale from small to triple-A next-gen titles
Unreal Engine 4 will support mobile game development, Epic has revealed.
Announcing the news at GDC, Epic said that UE4 has been architected to power PC and next-gen console titles, but would also scale to mobile and web platforms, including HTML5 development.
Prior to GDC, Unreal Engine 4 had only been confirmed for PC and PS4 development.
For a full rundown of the specifications, development tools and rendering features in Unreal Engine 4, read our analysis here.
You can also view new sci-fi UE4 powered demo Infiltrator running in real-time on the engine, here.
http://www.develop-online.net/news/4...upports-mobile
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March 29th, 2013, 00:31 Posted By: wraggster
The Company of Heroes 2 closed beta will start on April 2. It will feature multiplayer and skirmish gameplay set across six maps. Players will be able to test 1v1, 2v2, 3v3 and 4v4 competitive gameplay, play alone or with friends against the AI, and will have access to the first 40 levels of progression.Initially open to eligible pre-order customers before being rolled out to more players "in the coming weeks", the beta will be hosted on Steam.Company of Heroes 2 producer Greg Wilson said: "We invite our fans to help us test and balance the game prior to launch, as well as see the changes we've already made since the Alpha test in December."Sega bought Company of Heroes studio Relic Entertainment from THQ in January. Shortly after, it pushed the Company of Heroes 2 release date from this month to June 25, 2013 in North America and Europe.
http://www.computerandvideogames.com...off-next-week/
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March 29th, 2013, 00:15 Posted By: wraggster
Portable gaming isn't what it once was. Sure, you can still snag a handheld device fromSony or Nintendo, but today's video game industry is far more diverse. Gamers on the go have no shortage of hardware to pick from: tablets, smartphones, gaming laptops and purpose-built handhelds are redefining what a mobile gaming platform is. Razer CEO Min-Liang Tan must have felt the winds of change blowing his way when he cooked up Project Fiona, now known as the Razer Edge. The company's marketing material frames the curious device as an all-in-one gaming arsenal; it's a tablet, says the product page, as well as a PC and console. Above all, it's modular, a souped-up tablet with a small collection of docks and cradles designed to scratch your gaming itch from all angles. All told, Razer calls it the most powerful tablet in the world. Kitted out with the specs of a mid-range gaming laptop, it may very well be that -- but we couldn't let the proclamation pass without giving it the once-over ourselves.
http://www.engadget.com/2013/03/28/razer-edge-review/
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March 28th, 2013, 23:47 Posted By: wraggster
After being tweaked and polished for months with the help of feedback from pro gamers and enthusiasts alike, Razer's Project Fiona has finally come of age. Re-named as Razer Edge Pro, this gaming tablet is way more than a mere plaything. Razer Edge Pro is a beast which packs a dual-core Intel Core i7-3517U Ivy Bridge processor with 8GB of RAM and an Nvidia GeForce GT 640M LE graphics card with 2GB of dedicated memory. All this in a small 7 by 11 by 0.8 inches wide frame which weighs only 2.14 pounds. Comparing the Razer Edge to anything else is tough, considering that it doesn't necessarily have a true competitor. However in a series of performance comparisons with other powerful tablets and ultraportable gaming laptops, Razer Edge performed better than the tablets but wasn't at par with ultraportable gaming laptops. For instance when comparing scores from 3DMark 11, the Edge Pro scored 2,503 points at entry settings and 504 points in extreme mode putting it ahead of both competing tablets, the Microsoft Surface Pro (1,055 Entry, 206 Extreme) and Samsung ATIV SmartPC (1,044 Entry, couldn't run at Extreme mode), but behind the gaming-focused laptops, like the the Maingear Pulse 11 (3,868 Entry, 724 Extreme) and the Razer Blade (3,458 Entry, 716 Extreme). What's baffling is that with all accessories incuded (gamepad dock and the console dock) the final price of the tablet is a cool $1,870, which most expensive than not only the two tablets tested but also the two gaming gaming laptops compared. It remains to be seen whether the Razer Edge Pro is something special or just on the edge of it.
http://games.slashdot.org/story/13/0...ablet-reviewed
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March 28th, 2013, 23:46 Posted By: wraggster
Hot on the heels of the Gtk+ 3.8 release comes GNOME 3.8. There are a few general UI improvements, but the highlight for many is the new Classic mode that replaces fallback. Instead of using code based on the old GNOME panel, Classic emulates the feel of GNOME 2 through Shell extensions (just like Linux Mint's Cinnamon interface). From the release notes:"Classic mode is a new feature for those people who prefer a more traditional desktop experience. Built entirely from GNOME 3 technologies, it adds a number of features such as an application menu, a places menu and a window switcher along the bottom of the screen. Each of these features can be used individually or in combination with other GNOME extensions."
http://tech.slashdot.org/story/13/03...w-classic-mode
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March 28th, 2013, 23:43 Posted By: wraggster
EA Labels boss says concept was led by devs, but admits it could have been communicated better
EA Labels president Frank Gibeau has insisted that DRM had absolutely nothing to do with the game design of SimCity, which has been mired by served troubles and a player backlash since it launched.
SimCity’s ill-fated release quickly turned into a headache for the publisher, as users flocked to forums and social media to complain that they were unable to connect and play the always-online game. And attempts by the developer, Maxis, to explain the situation only fuelled more outcry.
Speaking to GamesIndustry.biz at GDC this week, Gibeau said: “That's not the reality; I was involved in all the meetings. DRM was never even brought up once. You don’t build an MMO because you’re thinking of DRM - you’re building a massively multiplayer experience, that's what you're building.”
The label boss said DRM was not a topic of internal discussion at EA, and he went on the emphasise that he believes DRM is no longer an option for the games business.
“DRM is a failed dead-end strategy; it’s not a viable strategy for the gaming business. So what we tried to do creatively is build an online service in the SimCity universe and that’s what we sought to achieve. For the folks who have conspiracy theories about evil suits at EA forcing DRM down the throats of Maxis, that’s not the case at all.”
http://www.develop-online.net/news/4...o-with-SimCity
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March 28th, 2013, 23:42 Posted By: wraggster
Minecraft, Diablo III and Guild Wars 2 spur on growth for PC software market
The global PC gaming software market ballooned to $20bn last year, according to a new report by industry research group DFC Intelligence.
The report (via Shacknews) was commissioned by the PC Gaming Alliance, which also announced the results. The organization includes both AMD and Intel.
The $20bn figure marks an eight per cent increase over 2011, with the report citing games such as Diablo III, Minecraft, and Guild Wars 2 as major influences on the market.
The report adds that the console-free region of China is the fastest-growing and largest market for PC games, with nearly $7bn in revenue.
With PC gamers currently in excess of 1bn, DFC expects the industry to grow to $25.7bn by 2016.
http://www.develop-online.net/news/4...evenue-in-2012
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March 28th, 2013, 23:41 Posted By: wraggster
Latest entry into franchise to blend real-time strategy and MOBA gameplay
The Creative Assembly is taking its flagship IP Total War free-to-play with the reveal of a new spin-off.
Called Total War: Arena, the game will be the studio's first free-to-play venture, and will focus solely on online multiplayer.
As well as the usual real-time strategy gameplay the series is famous for, the new game will also mix in elements of multiplayer online battle arena (MOBA) gameplay, hence its 'Arena' title.
Further details on the title are currently limited, although more is expected in the coming days.
Interested players can sign up for the forthcoming closed beta on the title's official web page.
http://www.develop-online.net/news/4...S-free-to-play
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March 28th, 2013, 23:32 Posted By: wraggster
Whilst little is known about Windows Blue right now, a report from Asia indicates that Microsoft will merge Windows 8 RT with the next-generation operating system.
The report from Digitimes fails to outline how exactly Microsoft is allegedly planning to "merge" the two OS' together, or what such a move would mean.
However, the new site does cite Asian-based suppliers over the reason behind such a merge.
"Although the PC supply chain had pushed the Windows on ARM (WoA) platform aggressively, the Windows RT's name, which has misled most consumers into believing that the operating system is able to support all existing x86 Windows programs...the lack of apps, as well as compatibility issues have all significantly damaged demand," says the Digitimes report.
As Microsoft continues to remain tight-lipped over Windows Blue, the reports could simply be little more than miscommunication between Microsoft and its suppliers.
Currently, Microsoft's only words on Blue remain vague, as the firm states it is working "on plans to advance our devices and services, a set of plans referred to internally as Blue."
It seems highly unlikely that the firm would simply merge its Windows RT OS into what is widely viewed as the first major update to the operating system.
Windows Blue is expected to be unveiled at the Microsoft Build Developer Conference, which takes place from June 26th - 28th.
http://www.pcr-online.biz/news/read/...en-blue/030619
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March 27th, 2013, 23:39 Posted By: wraggster
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March 27th, 2013, 23:18 Posted By: wraggster
AMD has lifted the lid on its upcoming GPU products, including its latest high-end Radeon HD 7990 card.
Making its debut in front of the public at this year's Games Developers Conference, AMD remained tight-lipped over the card as Matt Skynner, AMD's general manager of graphics business, showcased the card to those in attendance.
“This is the first public showing,” said Skynner, “We’re not saying much about it other than it’s two series-7900 GPUs on a single card, and it’s whisper quiet.”
The Radeon HD 7990 is set to go head-to-head with NVIDIA and its own recently unveiled high-end card: the GTX Titan. Both GPUs will compete for the title of world's fastest card once they hit retail later this year.
AMD also took the opportunity to show-off its Radeon Sky cards, which will feature at the heart of data centres powering cloud gaming services, much like OnLive.
David Cummings, the firm's general manager of professional graphics, said: “Data and services are moving the cloud, and so is gaming."
“What do gamers want from the cloud? They want the experience to be easy to install, easy to use, and available from on any device at any location.”
Cummings also highlighted the firm's desire to focus on the Cloud with its new products.
“AMD intends to support the whole cloud: The home cloud and the public cloud," said Cummings, “Cloud gaming requires HD gaming at 30 fps, outstanding compression, optimal density – meaning the best performance per watt and the most users per GPU – minimal latency, and enterprise-grade hardware.”
Spec-wise, the Radeon Sky 900 will boast two GPUs, each with 3GB of DDR5 memory, whilst the Radeon Sky 700 and 500 will feature 6GB and 4GB of GDDR5 memory respectively.
http://www.pcr-online.biz/news/read/...990-gpu/030612
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March 27th, 2013, 13:17 Posted By: wraggster
Plants vs. Zombies Adventures is not the announced sequel to Popcap's lawn-defense game – that's still in process. Instead, it's an "extra awesome PvZ experience fans can enjoy on Facebook," the developer tweeted.
The Facebook page for the unreleased game says Adventures includes "endless waves of new characters, strategies, territories, and community challenges." Interested parties will have the chance to find out exactly how Plants vs. Zombies has been adapted for the Facebook ecosystem soon: "liking" the page offers a chance to get in on a beta.
http://www.joystiq.com/2013/03/26/pl...g-on-facebook/
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March 27th, 2013, 13:12 Posted By: wraggster
A PC version of WayForward's DuckTales Remastered looks likelier than it did last weekend. The remake of the NES game was announced at PAX East for XBLA, PSN, and Wii U. Now, according to Capcom Senior VP Christian Svensson, a PC confirmation is in the works.
When queried about a PC version in the Ask Capcom forum, Svensson said, "Working on it. When I can confirm it, I will do so but for now, hang tight." To us, that sounds very positive.
And lo, did a chorus of PC owners . We'll let you know if/when that confirmation comes in. Either way, DuckTales Remastered springs onto various screens this summer.
http://www.joystiq.com/2013/03/27/ca...stered-for-pc/
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March 27th, 2013, 11:49 Posted By: wraggster
Square Enix has released a new Tomb Raider patch for the PC version of the game. Featuring multiple fixes and tweaks, build 1.0.730.0 should be applied by Steamautomatically when you next start the game. If it isn't, you'll need to restart the Steam client. - Upgraded the save slots from three to 99
- Introduced "Last Campsite Save", which automatically saves your progress up to the last campsite you have visited
- Added stereoscopic 3D reticle
- Fixed issues with the discovery of the Unworthy campsite.
- Fixed a problem that occurred when traveling back to the Sacred Hall Basecamp after that story has been completed
- Fixed a playthrough stopper in Chasm Bridge
- Fixed a playthrough stopper that could occur when loading a saved game created in the Coastal Forest after upgrading the axe but before opening the gate
- The active selection in the main menu no longer changes due to the rotation of the menu itself
- Fixed Mouse and Aim Sensitivity slider settings getting rounded to coarser values on save
- Fixed a crash in multiplayer that could occur while migrating hosts
- Added functionality to activate and deactivate DLC multiplayer maps during matchmaking. Maps can also be manually activated and deactivated in the new 'Match Making' menu in the 'Options' menu.
- (DX11) Fixed a few self-shadowing artifacts in the beach
- (DX11) Various performance optimizations
- (DX11) Improved sunlight shadow quality
- (DX11) Lens flares now render correctly in stereoscopic 3D
- (DX11) Improved exclusive fullscreen <-> windowed transitions
- (DX11) Fixed occasional crash on startup related to stereoscopic detection
Square Enix also said: "While we expect this patch to be an improvement for everyone, if you do have trouble with this patch and prefer to stay on the old version we made a Beta available on Steam, Build722.3, that can be used to switch back to the previous version. Please note however that you can only play multiplayer with people that share your version."We will keep checking the feedback and are still planning further patches beyond this one to address various issues that have come out of consumer feedback since the release of the game."Earlier this week, Square Enix described Hitman Absolution, Sleeping Dogs and Tomb Raider sales as weaker than expected.
http://www.computerandvideogames.com...atch-released/
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March 27th, 2013, 11:40 Posted By: wraggster
This year's Battlefield series entry -- Battlefield 4 -- is headed to PCs this fall. The game wasn't given other platforms, but logic dictates it'll arrive on the PlayStation 4 and Microsoft's Xbox 360 successor. Apparently, since only Sony's next-gen console is a known quantity and Microsoft's staying mum, EA isn't sharing other platforms yet (but hey, it's probably PlayStation 4 and the next Xbox). The game's being built on the latest iteration of DICE's Frostbite engine, though no other details were given about the engine just yet.
Like previous Battlefield entries, EA-owned Swedish game studio DICE is at the helm, and Battlefield 4 remains planted in current times (unlike the pseudo-future of Call of Duty's latest entry, Black Ops 2). A beta for the game will go live some time this fall, and folks who bought last year's Medal of Honor: Warfighter are automatically part of said beta. We'll have more info as EA offers it up, but color us not surprised ifBattlefield 4 makes a reprise appearance at Microsoft's still undated Xbox 360 successor unveiling.
Update: EA also released a 17-minute gameplay demo of the game's prologue section, played on a PC. It features a squad of four soldiers on the run from Russian spec-ops militants in the capital of Azerbaijan, Baku. You'll find it just beyond the break.
Update 2: Per a listing on EA's digital store, Battlefield 4 is headed to Xbox 360 and PlayStation 3 in addition to the PC. PlayStation 4 is curiously missing, as is mention of Microsoft's next-gen game console.
http://www.engadget.com/2013/03/27/b...d-4-fall-2013/
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