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November 25th, 2019, 18:28 Posted By: wraggster
Leading up to the launch of Google Stadia, one of the on-demand streaming service's big selling points was streaming in 4K resolution. However, one of the complaints multiple critics had with Stadia upon launch was that Stadia wasn't delivering on that promise.
For example, Eurogamer's Digital Foundry editor Richard Leadbetter found that while the Chromecast Ultra TV dongle would output a Stadia stream of Destiny 2 in 4K resolution, it was actually upscaling the game running in a lower 1080p resolution. Leadbetter noted a similar issue for Red Dead Redemption 2, with the game apparently rendered at 1440p and then upscaled to 4K. Meanwhile, The Verge's Sean Hollister said Destiny 2 looked like 1080p on a TV through the Chromcast Ultra, and closer to 720p when playing through a Chrome web browser.
https://www.gamesindustry.biz/articl...ias-4k-support
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November 22nd, 2019, 23:05 Posted By: wraggster
Amazon is expected to announce its own game streaming offering next year -- and potentially launch it by Christmas.
That's according to two sources familiar with the company's plans, who spoke to CNET as part of the site's round-up of streaming strategies from the big players, including Google, Sony and Microsoft.
Rumours first emerged that Amazon was working on a streaming service earlier this year, and CNET reports it's now gearing up for an announcement. The company has also been reportedly hiring talent from major games firms, including Microsoft.
Meanwhile, job listings for a "new initiative" within the Amazon Web Services team are believed to be for the streaming service. One of these suggested that Amazon will integrate the service into Twitch as well as some of its other businesses. Google has plans for similar integration between Stadia and YouTube.
Speaking to the site, Wedbush Securities analyst Michael Pachter predicted the service launch by the end of the year, adding, "The odds of them letting the Scarlett and PS5 launch without Amazon being there is zero."
Amazon has been exploring multiple avenues into the games industry over the past decade, with mixed results. Its internal Amazon Games Studios has produced very few titles to date -- mostly mobile games for the Amazon Appstore, plus a PS4 and Xbox One driving game based on The Grand Tour -- and even suffered layoffs earlier this year. Meanwhile, its Lumberyard engine has struggled to find many developers to build games with it.
Google launched its own streaming service Stadia earlier this week, having announced back at GDC 2019 in March.
https://www.gamesindustry.biz/articl...vice-next-year
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November 22nd, 2019, 22:57 Posted By: wraggster
Virtual reality would be "a dark space" if it wasn't for the financial support of Facebook, according to Stray Bombay co-founder Chet Faliszek, who was once an ambassador for Valve's push into the emerging VR space.
Faliszek was speaking as part of a broader panel on technology at Reboot Develop Red last month, also featuring Coherence CEO Dino Patti and Klang Games CEO Mundi Vondi. Patti raised the issue of technology companies funding game development, a subject on which Faliszek had a great deal to say.
"It's happening a lot, especially in the VR space," he said. "People aren't making money because they're selling their games. They're making money because they're paid to make the games, to support platforms or pieces of hardware.
"There's a bunch of AR stuff that's like that now, and in VR... There's a bunch of places where that's happening, and there's a lot of indies starting up and making that their business model. But that's kinda like the '90s, when all the publishers took off, and there was a hiccup. It was death to a million small indies."
https://www.gamesindustry.biz/articl...acebooks-money
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November 22nd, 2019, 22:55 Posted By: wraggster
Google Stadia has arrived, not with a bang but a whimper. You could be forgiven for having let the Stadia launch date pass you by, as it doesn't appear to have made the splash many were expecting. But one thing's for certain: it arrives with many of the expected problems and limitations.
That's not to say Stadia has been a failure, but the critical reception is notably cold, with a positivity focused on potential rather than reality.
"The Stadia is nothing short of revolutionary," writes Alex Hern in his three star review for The Guardian. "Its core technology delivers on a promise decades in the making: console-quality gaming, without the console. But revolutions have unpredictable outcomes, leave a trail of destruction in their wake, and have a tendency to destroy those who start them. Will Google be able to see this through?"
One thing that rings loudly through the noise is that Google's game streaming option is by far the best around. Even for large games like Red Dead Redemption 2, load times are almost non-existent, and it outshines Nvidia GeForce Now and Microsoft xCloud in terms of fidelity and lag, but it still struggles to fulfil its promise of a console quality gaming experience anywhere, anytime.
While Hern found that the experience closely resembles traditional home consoles, that was not necessarily the case for everyone. Consoles offers a uniform experience for all players, whereas even the offline single-player experience on Stadia is defined by the quality of your internet connection. Some critics reported notable lag and stuttering problems, while others with 100mb broadband and no bandwidth caps reported a more stable experience.
https://www.gamesindustry.biz/articl...ical-consensus
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November 22nd, 2019, 22:52 Posted By: wraggster
Half-Life: Alyx, Valve's upcoming VR entry in the Half-Life franchise that was revealed earlier today, is a team effort across multiple developer teams at Valve, including former members of Campo Santo.
In a , Valve developers David Speyer, Robin Walker, and Dario Casali discussed the conception and creation of Half-Life: Alyx, stating that it had been conceived as a VR game first before it was thought of as a Half-Life game. The goal, they said, was to come out with the big, all-encompassing, AAA, high production value VR title that the platform was currently lacking.
"There are many reasons why it's still hard to justify building something of that scope in VR," said Walker. "We felt like that was a role we could fill, because we can invest in longer-term strategies around putting more effort and time into something than we may expect a return from an audience like VR."
During early experimentation, the team considered both the Half-Life and Portal IPs as options, but rejected Portal due to the likelihood of players becoming sick while using Portals in VR. They then began playtesting different concepts using recycled assets from Half-Life 2 and trying to see what mechanics made sense.
Walker added that while there was certainly pressure to do a Half-Life game well given that one hasn't been made in over a decade, starting with VR first and then applying the Half-Life IP to it made the process easier than he believes it would have been had they tried to make Half-Life 3 from the start.
https://www.gamesindustry.biz/articl...half-life-alyx
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November 19th, 2019, 22:06 Posted By: wraggster
Google Stadia has finally kicked off its launch today, releasing eight months after its announcement back in March of this year. Google planned to create a "Netflix" of gaming, of sorts, by allowing players to stream games to any device, be it a netbook laptop's browser, a phone mobile app, or a TV's Chromecast, removing the need to own an expensive gaming console. Theoretically, Google would lower the barrier of entry, and allow millions to play the latest and greatest that gaming had to offer, in a simple and casual manner.
Initially, many took issue with the idea of streaming video games across the country, as data caps, input lag, and slow connections would likely stand in the way of consistent performance. A month prior to launch, in October, Google promised that latency would not be a problem with Stadia, as they claimed their servers and technology would be able to easily handle streaming 4K 60FPS video games to its customers, without issue. There was even an official statement of how Google Stadia would have "negative" latency, and would offer a more responsive experience than playing games locally, in the coming future.
But latency is the thing that gets the most attention. And while it's already proven to be more than playable, [Madj Bakar, VP of Engineering] expects further improvements. "Ultimately, we think, in a year or two, we'll have games that are running faster and feel more responsive in the cloud that they do locally, regardless of how powerful the local machine is," he claims. These improvements will come via a term which sounds rather slippery. "Negative latency" is a concept by which Stadia can set up a game with a buffer of predicted latency between the server and player, and then use various methods to undercut it. It can run the game at a super-fast framerate so it can act on player inputs earlier, or it can predict a player's button presses. These tricks can help the game feel more responsive, potentially more so than a console game running locally at 30fps with a wireless controller.
Click to expand...
This only served to create more controversy for the service, with many skeptical of such a concept even being possible. Those claims are looking to be even more impossible in the near future, as Stadia is having issues with streaming games upon its first day of release.
For many, this isn't a surprise at all. Digital Foundry, and its parent publication, Eurogamer, took Stadia out for a test drive with the Founder's Pack, describing their time with the service as "incomplete", and "basic". More importantly, though, they measured the exact input lag, comparing Stadia against an Xbox One X.
https://gbatemp.net/threads/google-s...ut-lag.552565/
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November 18th, 2019, 23:28 Posted By: wraggster
OpenTTD v1.10.0-beta1 is released. OpenTTD is an open source simulation game based upon the popular Microprose game "Transport Tycoon Deluxe", written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features.
Features
OpenTTD is modelled after the original Transport Tycoon game by Chris Sawyer and enhances the game experience dramatically. Many features were inspired by TTDPatch while others are original.
Significant enhancements from the original game include:
bigger maps (up to 64 times in size)
stable multiplayer mode for up to 255 players in 15 companies, or as spectators
dedicated server mode and an in-game console for administration
IPv6 and IPv4 support for all communication of the client and server
in game downloading of AIs, NewGRFs, scenarios and heightmaps
new pathfinding algorithms that makes vehicles go where you want them to
autorail/-road build tool, improved terraforming
canals, shiplifts, aqueducts
larger, non-uniform stations and the ability to join them together
mammoth and multi-headed trains
different configurable models for acceleration of vehicles
clone, autoreplace and autoupdate vehicles
the possibility to build on slopes and coasts
advanced/conditional orders, share and copy orders
longer and higher bridges including several new designs, plus fully flexible tracks/roads under bridges
reworked airport system with many more airports/heliports (e.g. international and metropolitan)
presignals, semaphores, path based signalling
support for TTDPatch NewGRF features offering many options for graphics and behaviour configuration/modification
drive-through road stops for articulated road vehicles and trams
multiple trees on one tile
bribe the town authority
many configuration settings to tune the game to your liking
save games using zlib compression for smaller sizes, while not interrupting gameplay
significant internationalisation support. OpenTTD has already been translated into over 50 languages
dynamically created town names in 18 languages, plus NewGRF support for additional languages
freely distributable graphics, sounds and music
framework for custom (user) written AIs
zooming further out in the normal view and zooming out in the small map
Lots of effort has been put into making OpenTTD easy to use. These include:
convert rail tool (to electrified rail, monorail, and maglev)
drag&drop support for almost all tools (demolition, road/rail building/removing, stations, scenario editor, etc)
sorting of most lists based on various criteria (vehicle, station, town, industries, etc.)
mouse wheel support (scroll menus, zoom in/out)
autoscroll when the mouse is near the edge of the screen/window
sell whole train by dragging it to the dynamite trashcan
cost estimation with the 'shift' key
advanced options configuration window, change settings from within the game
Graphical/interface features:
screenshots can be in BMP, PNG or PCX format (select in game options menu)
more currencies (including Euro introduction in 2002)
extra viewports to view more parts of the game world at the same time
resolution and refresh rate selection for fullscreen mode
colourful newspaper after a certain date
colour coded vehicle profits
game speed increase (through fast forward button or by pressing the TAB key)
snappy and sticky windows that always stay on top and neatly align themselves to other windows
more hotkeys for even less mouse-clicking
support for 32 bit graphics
support for right-to-left languages
support for other (sized) fonts where the user interface scales based on the font and translation
OpenTTD Changelog:
- Feature: Configurable minimum age for companies before allowing share trading (#7780)
- Feature: Filter on town list window (#7621)
- Feature: Ability to show Newspaper and Ticker messages in parallel (#7612)
- Feature: Show coverage area for stations and towns (#7446)
- Feature: Collapsible vehicle groups (#7417)
- Feature: More flexible docks - can now have multiple per station, ships can use any part of dock (#7380)
- Feature: [NewGRF] Railtype flags to allow/disallow 90 degree curves (#7352)
- Feature/Change: Non-rectangular catchment area for sparse stations (#7235)
- Feature: Improved performance for road vehicle pathfinding (#7261)
- Feature: Option to show local authority boundary of towns (#7025)
- Feature: Experimental method of town cargo generation that scales linearly with population (#6965)
- Feature: [NewGRF] Houses and industries can accept/produce up to 16 different cargo types (#6867, #6872)
- Feature: [NewGRF] RoadTypes (NRT) (#6811)
- Add: [Win32] Select MIDI device by port name (#7666)
- Add: 'getsysdate' console command (#7658)
- Add: Currencies NTD, CNY, HKD (#7596)
- Add: Icons to vehicle construction drop down lists (#7358, #7485)
- Add: Security warning to players that company passwords are not truly secure (#7351)
- Add: [Script] Various API functions for managing vehicle groups (#7225, #7336, #7716)
- Add: SDL2 video driver (#7086)
- Change: Inactive industries do not make sound effects (#7752)
- Change: [Win32] Use native GDI engine for rendering fonts (#7572)
- Change: Scale oil refinery edge distance limit by map size (#7514)
- Change: Do not display a news message about old vehicles when a replacement for it is activated (#7401)
- Change: When filtering purchase list by cargo type, buy button now performs a refit if required (#7301)
- Change: Don't apply forbid 90 deg turn settings to ships, and make penalties for turns configurable (#7289, #7372)
- Change: Make the chance of an aeroplane crashing at an airport with a short runway independent of plane crash setting (#7302)
- Change: Keep town growth rate in sync with house count (#6777)
- Fix #6219: Improve helicopter's ability to takeoff from commuter and international airports (#7710)
- Fix #6407: Show snowy ground sprites for train depots (#7671)
- Fix: Power/running cost sorting algorithm was not correct when power was higher than running cost (#7561)
- Fix: Tweaks to small-map colours to make dark blue company more visible (#7436, #7450)
- Fix: [SDL] Do not offer video smaller than 640x480 (#7442)
- Fix: Incorrect display of industry production around tiles (#7426)
- Fix: Show industry name in Land Area Information window for industries with neutral stations instead of just 'Oil Rig' (#7349)
- Fix: Remove redundant and broken file lookups when loading base sets (#7348)
- Fix: Always report error when ordering a road vehicle to wrong type of road stop (#7316)
- Fix #7043, #7274: Improve performance when creating towns during world creation (#7284)
- Fix #7062: Remove ship max order distance (#7279)
- Fix #7189: Fluidsynth volume gain too high (#7253)
- Fix: Add setting for whether industries with neutral stations (e.g. Oil rigs) accept and supply cargo to/from surrounding stations to fix exploit as old as TTO (#7234)
- Fix: Properly reset dropdown menu windows after changing AI/GS settings (#7092)
- Remove: DOS, MorphOS, AmigaOS & BeOS support (#7326, #7388)
- Remove: Original Path Finder (#7245)
http://www.openttd.org/
http://www.emucr.com/2019/11/openttd-v1100-beta1.html
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November 18th, 2019, 23:23 Posted By: wraggster
OpenEmu v2.1.1 is released. OpenEmu is an open source project to bring game emulation to OS X as a first class citizen, leveraging modern OS X technologies such as Cocoa, Core Animation and Quartz, and 3rd party libraries like Sparkle for auto-updating. OpenEmu is based on a modular architecture, allowing for game-engine plugins, this means OpenEmu can support a host of different emulation engines and back-ends while retaining a familiar OS X native front-end.
Currently OpenEmu can load the following game engines as plugins:
* Atari 2600 (Stella)
* Atari 5200 (Atari800)
* Atari 7800 (ProSystem)
* Atari Lynx (Mednafen)
* ColecoVision (CrabEmu)
* Famicom Disk System (Nestopia)
* Game Boy / Game Boy Color (Gambatte)
* Game Boy Advance (VBA-M)
* Game Gear (CrabEmu, TwoMbit)
* Intellivision (Bliss)
* NeoGeo Pocket (NeoPop)
* Nintendo (NES) / Famicom (FCEUX, Nestopia)
* Nintendo DS (DeSmuME)
* Nintendo 64 (Mupen64Plus)
* Odyssey²/Videopac+ (O2EM)
* PC-FX (Mednafen)
* SG-1000 (CrabEmu)
* Sega 32X (picodrive)
* Sega CD / Mega CD (Genesis Plus)
* Sega Genesis / Mega Drive (Genesis Plus)
* Sega Master System (CrabEmu, TwoMbit)
* Sony PlayStation (Mednafen)
* Sony PSP (PPSSPP)
* Super Nintendo (SNES) (Higan, Snes9x)
* TurboGrafx-16/PC Engine (Mednafen)
* TurboGrafx-CD/PCE-CD (Mednafen)
* Virtual Boy (Mednafen)
* Vectrex (VecXGL)
* WonderSwan (Mednafen)
https://github.com/OpenEmu/OpenEmu
http://www.emucr.com/2019/11/openemu-v211.html
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November 18th, 2019, 23:16 Posted By: wraggster
Playnite v6.0 is released. Open source video game library manager and launcher with support for 3rd party libraries like Steam, GOG, Origin, Battle.net and Uplay. Including game emulation support, providing one unified interface for your games.
Playnite Features
* Steam, Origin, GOG, Battle.net, Uplay support
* Import games from Steam, Origin, Battle.net, GOG and Uplay services including games that are not installed. You can also import Windows Store (UWP) games.
* Console Emulation support
* Import console games and run them through emulators.
* View options
* Choose from 3 different view options.
* Custom games
* Add any game or program with custom launch options.
* Automatic Update
* Application automatically updates to new version.
* Portable installation
* Run Playnite without need to install, with ability to run from any place, with option to configure database location for automatic sync via service like DropBox or Google Drive.
Playnite Planned Features
* "Big Picture" mode with controller support
* Fullscreen mode managed with controller.
* UI Customization
* Full support for skins and custom color pallets.
* Add additional launch options for legacy games
* To help managing and launching older games. Features like limit CPU cores, CPU speed fix, compatibility flags, automatic installation of 3d party wrappers etc.
* Plugin support
* Add additional functionality through easy scritping or fully fledged C# plugins.
Playnite changelog:
Playnite 6 is currently available in early access for Playnite's patrons. It will be available publicly on November 19th.
http://www.emucr.com/2019/11/playnite-v60.html
https://github.com/JosefNemec/Playnite
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November 18th, 2019, 22:54 Posted By: wraggster
kindred v1.12 Preview Build 1 is released. kindred is a multi-system video game emulator for Windows. A work-in-progress for more than a decade, the software utilises a number of priority technologies to accurately emulate video games systems.
Features:
- 128KB Backup RAM (various file formats)
- Support for various ROM formats (Max 64Mbit Cartridge Mode, Max 96Mbit Game Doctor Mode)
- Support for Standard Controller, Nintendo Scope and Mouse
- Advanced 24bit Color Mapping Technology
- Screen Capture in PNG format
kindred v1.12 Preview Build 1 Changelog:
– [PCW] Added Pocket Challenge W
– [PCW] Added MPU, row and column drivers, LCD, sound, mappers
– [ALL] Added TLCS-90 disassembler
– [ALL] Updated the single step process for all cpu cores
– [ALL] Cleaned up the inspector code
– [ALL] Updated kindred.db
http://www.emucr.com/2019/11/kindred...w-build-1.html
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November 18th, 2019, 22:52 Posted By: wraggster
Pantheon v9.036 is released. Pantheon is Windows desktop application with collection of games for video consoles and home computers from the past. The games are not the part of the application, instead they will be downloaded (with the game manual or review - if available) from the internet, after you activate the game. Downloaded files are stored on the local file system and will be available offline the next time you wish to play the game. Finally, the program file is loaded into the memory and executed inside the emulator. Current version has emulator of Atari 2600 with collection of 170 games, emulator of Atari 5200 with collection of 50 games and emulator of Atari 8-bit computers with collection of 26 games.
Pantheon is still in development, new features and games are added almost every day. But you may experience occasional artifacts or crashes during the gameplay, and game snapshots may not be available in the following releases.
http://bostjan-grandovec.si/Content/News.htm
http://www.emucr.com/2019/11/pantheon-v9036.html
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November 18th, 2019, 22:47 Posted By: wraggster
Wine v4.20 is released. Wine is a project to allow a PC running a Unix-like operating system and the X Window System to run x86 programs for Microsoft Windows. Alternately, those wishing to port a Windows application to a Unix-like system can compile it against the Wine libraries.
Wine v4.20 Changelog:
New version of the Mono engine with an FNA update.
Code persistence in VBScript and JScript.
Vulkan spec updates.
Improved support for LLVM MinGW.
Various bug fixes.
http://www.winehq.org/
http://www.emucr.com/2019/11/wine-v420.html
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November 18th, 2019, 22:47 Posted By: wraggster
QEMU v4.1.1 is released. QEMU is a generic and open source machine emulator and virtualizer.When used as a machine emulator, QEMU can run OSes and programs made for one machine (e.g. an ARM board) on a different machine (e.g. your own PC). By using dynamic translation, it achieves very good performances.When used as a virtualizer, QEMU achieves near native performances by executing the guest code directly on the host CPU. A host driver called the QEMU accelerator (also known as KQEMU) is needed in this case. The virtualizer mode requires that both the host and guest machine use x86 compatible processors.
https://www.qemu.org/
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November 18th, 2019, 22:42 Posted By: wraggster
WinUAE v4.3.0 Beta 5 is released. WinUAE is the commodore amiga emulator for Windows. WinUAE is a mostly complete software emulation of the hardware of the Commodore Amiga 500/1000/2000. A Commodore Amiga, for those who don’t know, is a 16/32 bit computer system based on the Motorola 680×0 CPU and a few specially designed custom chips that provide very good graphics and sound capabilities. Its first incarnation, the A1000, appeared in 1985, followed by the highly successful A500 and A2000 models. WinUAE is a port of the originally written for Unixish systems UAE; but over time, it seems the Windows port, WinUAE has become the best version available on any platform. WinUAE is free software: you are welcome to distribute copies of it and/or modify it, under certain conditions. There is no warranty of any kind for UAE. For more details concerning these issues, please read the GNU General Public License, which describes the terms under which WinUAE is distributed.
http://www.winuae.net/
http://www.emucr.com/2019/11/winuae-v430-beta-5.html
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November 18th, 2019, 22:41 Posted By: wraggster
WineD3D v4.20 is relesaed. WineD3D For Windows is a DirectX 1-11 to OpenGL wrapper based on WineD3D, which is an almost full implementation of DirectX used in Wine. Even if Windows supports DirectX natively, using WineD3D can enhance backwards compatiblity with older games, especially on Windows 8 and newer that don't support 16 bit screen modes. Another possible use is to emulate unsupported versions of DirectX, or porting DirectX applications to OpenGL without having to rewrite the rendering code.
https://fdossena.com/?p=wined3d/index.frag
http://www.emucr.com/2019/11/wined3d-v420.html
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November 18th, 2019, 21:59 Posted By: wraggster
Google has expanded the games line-up for its Stadia streaming service barely 48 hours before it launches.
The firm's vice president and general manager Phil Harrison announced the news via Twitter in the early hours of this morning (yesterday evening at Google's HQ in California), saying the day one line-up of titles had increased to 22 -- almost double the 12 that was initially confirmed.
Oddly, Harrison didn't share the list of new titles and at the time of writing it's not apparent from the service's website, but the Google exec did share a document The Game Awards host Geoff Keighley posted to Twitter listing the new launch library.
It shows that Attack on Titan: Final Battle 2, Farming Simulator 2019, Final Fantasy XV, Football Manager 2020, Grid 2019, Metro: Exodus, NBA 2K20, Rage 2, Trial Rising and Wolfenstein Youngblood have all been pulled forward to November 19.
All of these were previously scheduled to launch before the end of the year, along with Dragon Ball Xenoverse 2 and Tom Clancy's Ghost Recon Breakpoint.
As observed in our coverage of the original launch line-up, there is still only one exclusive title: indie puzzle adventure Gylt.
A recent Ask Me Anything on Reddit revealed that many of Google Stadia's features will not be available when it launches tomorrow. These include Family Sharing, 4K support for PC, Buddy Passes or achievements.
https://www.gamesindustry.biz/articl...-before-launch
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November 17th, 2019, 21:29 Posted By: wraggster
Google Stadia has revealed the games that will be available on its streaming service when it launches next week, which include 12 total games and only one exclusive.
The exclusive is Gylt, an indie puzzle-adventure game from Tequila Works. The list also includes three games in the Tomb Raider franchise, as well as Destiny 2: The Collection, which will be free to all Stadia Pro subscribers -- essentially everyone at launch. All other titles will need to be purchased separately. GamesIndustry.biz has reached out to Google for comment on the pricing details for the other games.
The full list of games that will be available on November 19 is as follows:
- Assassin's Creed Odyssey
- Destiny 2: The Collection
- Gult
- Just Dance 2020
- Kine
- Mortal Kombat 11
- Red Dead Redemption 2
- Rise of the Tomb Raider
- Samurai Shodown
- Shadow of the Tomb Raider: Definitive Edition
- Thumper
- Tomb Raider: Definitive Edition
Google has also stated that it will add 14 more games to the service by the end of the year. They are:
- Attack on Titan 2: Final Battle
- Borderlands 3
- Darksiders: Genesis
- Dragon Ball Xenoverse 2
- Farming Simulator 19
- Final Fantasy XV
- Football Manager 2020
- Tom Clancy's Ghost Recon Breakpoint
- Grid
- Metro: Exodus
- NBA 2K20
- Rage 2
- Trials Rising
- Wolfenstein: Youngblood
https://www.gamesindustry.biz/articl...ludes-12-games
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