Friday, February 28, 2014

World of Tanks set to upgrade graphics, physics this year

World of Tanks is looking to up its game in the coming year, and we’ll be lucky enough to have front row seats: the Wargaming developers will be releasing a series of new developer diaries to catalog improvements to the game. Changes will include new graphics, new vehicle physics, and more destructible and challenging environments.

The trailer below, titled “World of Tanks Refined,” shows off some of the team’s ambitions and early test models. “The goal of introducing new materials modeling is to show the tanks as big, heavy chunks of metal,” one developer says in the video. The trailer shows tread elements moving independently over rough terrain and walls splintering into individual chunks of brick.

The team is also hoping to add atmospheric elements that will affect view range and structures that break apart using the Havok physics engine. The overall effect should be a more realistic, immersive simulation for World of Tanks’ massive playerbase to enjoy. It’s great to see that Wargaming’s more recent release of World of Warplanes isn’t slowing down innovation for the series standard-bearer.

Check out the World of Tanks website to start playing. If you’re new to the game, you can also check out our guide to World of Tanks here.

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Watch Cory’s Hearthstone Arena run at 5 p.m. PST (It’s over!)

Update: Thanks for watching, everyone! If you missed Cory’s triumph and tragedy, we’ve embedded the video here.

Hearthstone is a fantastic digital card game, and Arena is its best mode—build a deck from a random draft of cards and see how many wins you can rack up against players with similarly randomized decks. The better you do, the bigger your reward.

If you need proof (or just want to heckle him) Cory will start a Hearthstone Arena run at 5pm PT (8pm ET) live on the PC Gamer Twitch channel. Watch him build his deck, take it into battle, and choose the wrong card every single time. It’ll be fun!

The post Watch Cory’s Hearthstone Arena run at 5 p.m. PST (It’s over!) appeared first on PC Gamer.

    


Payday 2 helps developer Starbreeze post record profits

It’s only appropriate that Payday 2, which is all about stealing as much money as possible, is by far Starebreeze’s best earning game. Today, a press release from the developer revealed that it made $6.1 million between October and December 2013, $5.3 million of which came from Payday 2.

“To put the past six months in perspective, I would like to highlight that Starbreeze historically, from 1998 to June 2013, accumulated a total loss of SEK 94 million ($14.4 million),” CEO Bo Andersson Klint said. “Thanks to our new business model, reorganization and a focus on our own brands, we have—in only two quarters—generated a profit before tax of SEK 104 million (almost $16 million).”

This is due mostly to Payday, which became a Starbreeze property when the company acquired its original creators, Overkill, in 2012.

It’s good but slightly shocking news when you consider some of the big games Starbreeze has produced since it was founded: The Chronicles of Riddick: Escape from Butcher Bay, The Darkness, and Syndicate, to name the obvious examples.

Hopefully, more financial stability will allow Starbreeze to pursue more original, creative ideas, such as Brothers: A Tale Of Two Sons, which so far has made $245,572.

Starbreeze also announced it signed a new $6 million contract with publisher 505 Games to continue improving and creating add-ons for Payday 2 for the next 20 months.

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Report: WB Picks Up The Rights To Make A Minecraft Movie


Hit indie game Minecraft will possibly get a live-action big screen adaptation, according to Deadline. Additionally, The Lego Movie’s producer Roy Lee is involved with the project.


When reached for comment, Mojang founder and Minecraft creator Markus "Notch" Persson was able to confirm that talks with WB were real. "I've personally mostly stayed out of it, but I do know we've been talking to WB about making a movie," Persson told Game Informer. "Negotiations have been going on for a while, but I have no idea what the status of those negotiations are, or how likely the movie is to happen."


Yesterday, Persson revealed that the original, PC version of Minecraft had crossed the 100 million user threshold. The title also continues to appear on the monthly NPD top ten best selling games list, though not consistently.


[Source: Deadline]






Our Take
Given the recent success of The Lego Movie, I can definitely see Minecraft being entertaining. Though, it does seem odd that they would opt to do a live-action production, instead of an animated film using a similar style as the game's visuals.

New (old) The Order footage shows last week’s gameplay unedited

Not sure why but Sony has re-released last week’s The Order 1886 b-roll as a trailer. It shows the Galahad and Percival gameplay from the previous preview reveal as they fight rebels in the streets of London.

New (old) The Order footage shows last week’s gameplay

In case you’re wondering the way it usually works is we’re sent b-roll (like the stuff above) with strict instructions to edit it – to cut it up, add a voice over and other footage – and never post the raw video. That gets you frowned at, and possibly taken off the ‘give them video’ list.

    


Resident Evil 4 HD review

Resident Evil 4 is nine years old, and still the best action game I’ve ever played. It’s still thrilling when I nail four Ganados with a single shotgun blast, still tense when I face down a relentless Iron Maiden before it impales me with deadly spikes. I’m on edge even when I know I’m safe, still creeped out by the foreboding pressure Resident Evil 4 constantly exerts through its thumping industrial soundtrack and grim environments.

Most of the time, this updated HD version of Resident Evil 4 is the best version of the game I’ve played, and I beat it on both the GameCube and the Wii. I wish it were perfect, but it’s not quite there—occasional moments of slowdown and a few interface issues are minor flaws in an otherwise fantastic port.

If you’ve dodged RE4 in anticipation of a port like this, know that the story is cheesy and melodramatic in classic Resident Evil fashion. Curtain-haired hero Leon S. Kennedy lands in Spain to rescue the president’s daughter from Los Ganados, infected villagers who stand in for zombies. What starts as ambiguously scary becomes increasingly insane as melodramatic figures like knife-wielding maniac Jack Krauser and tiny Napoleon man Ramon Salazar step into the frame.

Despite its age, Resident Evil 4 doesn’t feels dated. Its best combat sequences are open-ended in a way we still rarely see in shooters, and I love the freedom of choosing how to approach that first house in the village, the cabin showdown with Luis, and the castle’s grandest rooms.

Playing on the PC only makes the game better. I thought that the aiming precision of the mouse might make headshots too easy, leaving Leon’s attache case brimming with unused rounds. But on normal difficulty, RE4 still feels remarkably balanced. Headshots are easier, yes, but tougher enemies can soak up the bullets, and swarms can still overwhelm me and cause me to miss plenty of headshots. That tuned-to-perfection over-the-shoulder camera angle keeps Leon vulnerable when I take aim. I jumped with surprise a couple times when Ganados snuck up on me from outside my field of view.

Capcom didn’t build an FOV slider into this PC port, but even a small change to that field of view could ruin the fine line of empowerment and danger RE4′s combat dances on. Capcom did include some basic PC options for adjusting key bindings and display resolution, though the game runs letterboxed on 16:10 monitors and doesn’t let you customize each key in the options. And while mouse support works great for shooting, it hasn’t been fully integrated with the the rest of the in-game interface. You can’t use the mouse to move items around in the briefcase, and instead have to use a clunky combination of Backspace and the Page Up/Down buttons to pick up and rotate items around.

Those keys can’t be remapped, which is annoying. Another quibble: two of the buttons used for quicktime events, X and C, are hard to press quickly when your fingers are poised over WASD. Thankfully, more important keys can be remapped, and I liked having the run button tied to my mouse for quick getaways. The Xbox 360 controller is also fully supported, including new in-game graphics for all of its buttons.

The most significant additions Capcom made to this version of Resident Evil 4—higher definition textures and a locked 60 fps framerate—are both adjustable in the graphics options settings. The game defaults to the new HD textures and 60 frames per second, but also includes the original textures and a 30 fps option.

I played the game at both 1920×1200 and 2560×1440 on two PCs, thanks to Steam Cloud support, and thought the character models and lighting held up well. They haven’t been dramatically altered—higher resolution textures mean the characters and environments look sharp even at 1440p—but the models are still limited to their original polygon counts. Some environmental textures are mottled and ugly, others surprisingly detailed. And after playing at 60 fps, the original framerate feels comically sluggish.

There’s a problem with that locked 60 fps, though—if anything causes the game to dip below 60, which happened to me multiple times in my playthrough, it starts moving in slow motion. Audio and video desynchronize. This typically happened to me when graphical effects like the heat waves around a torch appeared on screen, or when a ton of enemies crowded into my field of view. But I also sat through a pair of cutscenes at 40-50 fps, causing video to lag four or five seconds behind the audio. Another cutscene wasn’t quite lip-synced properly, either, even though FRAPS said I was maintaining a solid 60 fps.

Most of this slowdown happened on an older Radeon 5970, but I experienced it once or twice on newer Radeon 7870 and R9 290X cards, too, with 2x anti-aliasing and motion blur enabled in the options. It shouldn’t be this hard for a nine-year-old game to hold a solid 60 frames per second, and even the 5970 is a far more powerful GPU than what the GameCube had in 2005.

Even with intermittent slowdown issues on older hardware, I’d call this the definitive version of Resident Evil 4. It’s clean and sharp at 1440p, mouse aiming feels fantastic without being game-breaking, and 60 fps feels as smooth as it should. And Resident Evil 4 itself feels as impeccably designed as ever, a high point against which other third-person shooters should be judged. If Capcom Frankensteins some 8K textures into it in another 10 years, I’ll probably buy that version, too.

The post Resident Evil 4 HD review appeared first on PC Gamer.

    


New The Order gameplay info & video clips – combat, cover & controls detailed

As well as the old The Order 1886 gameplay video just released there’s also a bunch of new information covering The Order‘s tech, combat and some interesting touchpad features on the DualShock.

New The Order gameplay – combat, cover & controls detailed

The original gameplay showed a QTE section giving you some options to choose when taking down an enemy hand-to-hand. While the example was a simple A or B decision Ready At Dawn‘s creative director Ru Weerasuriya says there will be “more melee modes that will give you some complex options”.

He says the studio is “leveraging some of the things we’ve learned in the past, even from the platformer days. We want to supplement ranged combat with something that players don’t expect”. For the gunplay Weerasuriya says “the more you get to see of the weapons, you’ll realise that they’re actually not that outlandish or futuristic. “We don’t twist the  technology – what we twist is its use”.

As far as the cover system goes – one of the things that seemed to disappoint some last week – Weerasuriya is promising the studio’s “tried to build a bit more reality into [it]“. One thing he mentions are “traversal modes” and the ability to go “seamlessly from ‘full cover’ into ‘soft cover’ as you move away from an object”. It sounds like there’ll be some contextual elements to how you use it, possibly mixing a button-controlled lock with a more proximity-based animation (like Tomb Raider and The Last Of Us. “Imagine you’re in cover,” he explains, “you’re shooting at something and you want to pop out. You don’t just stick your head up, right? You’d still stay low. We’ve tried to build a bit more reality into the system.”

In terms of control the previously rumoured use of the controller’s touchpad to send Morse code to airships has been confirmed, something that came from Ready At Dawn “testing all the different things we could do”. To use the function you use the monocular to sight a nearby airship and then send messages on the pad to give your location. “Tapping out Morse code just worked so well” says Weerasuriya. “The issue is that the more complex and involved controller inputs get, the more it removes you from the immersive core experience. We don’t want to use it too much; we’re only using it for actions that feel natural”.

The Order New gameplay & details

The monocular itself has been built for “multipurpose use”, with Weerasuriya indictating there will be several “different modes of gameplay in which it will be implemented”. What those will be seems to still be quite fluid. “We have a lot of other devices like this that we’re trying to implement. Of course, there are always more ideas than we can fit into the game, so it’s a question of which ones will stick.”

Thanks EU Blog.