Video: Digital Foundry Takes A Look At Mortal Kombat 11
Earlier this week, Mortal Kombat 11 arrived in North America on the Nintendo Switch. The European release will be out next month. If you’re still on the fence about this particular version of the game, Digital Foundry has now uploaded a video comparing the Switch release to its PlayStation 4 and Xbox One counterpart. According to the tech experts, it’s simply “remarkable” a demanding 60fps Unreal Engine game like this is even running on such a device.
Shiver Entertainment has managed to keep all of the gameplay intact in the Nintendo release. The main difference between each version is image quality and resolution. When the Switch is docked, the game resolution runs at 1280×720 and can fall to 960×540. The bigger drops appear during the fatalities and opening moments, but on average, the gameplay runs at 720p. On the portable front, MK11 takes quite a hit. At best, it is 854×480 and can go down to 682x 384 during more intensive moments.
In terms of frame rate, the Switch release runs at 60fps with a few stutters here and there in docked mode. It’s only the cut scenes that struggle, often dropping below the 30fps cap. In the portable mode, the game runs at 60fps but can go down to 45fps. Overall, though, Mortal Kombat 11 is one of the most ambitious Switch ports to date. The portable play is what makes the Switch version worth considering.
Have you tried out Mortal Kombat 11 on the Switch yet? What do you think of it so far? Tell us below.
The folks over at Humble are running another bundle of interest to developers, especially those working on web games. They are running the Humble Full-Stack Web Development Bundle, a collection of courses from Zenva. The courses cover the gamut of web development, both on the front end as well as back end systems and it includes a couple courses specific to developing games. As always the Humble Bundle is organized into tiers, buy a higher tier and you get all the lower tiers included. The contents of this bundle include:
1$ Tier
Intro to Bootstrap
Intro to Next.js
Bite-Sized HTML
Bite-Sized CSS
Bite-Sized JavaScript
19$ Tier
Create Interactive Pages with JavaScript and the DOM API
Advanced JavaScript and ES6
Express for Beginners
TypeScript for Beginners
Bite-Sized jQuery
Bite-Sized HTML5 Game Development
The Complete Responsive Web Design Course
Learning Angular by Creating a Web Application
25$ Tier
Responsive Admin Pages with Semantic UI
Node.js for Beginners
MongoDB for Beginners
Server-Side Rendered Webapps with Node.js, Express and MongoDB
Create REST APIs with Express and MongoDB
Build Web Applications with React
Intermediate React and Redux
Introduction to GraphQL
Git and GitHub Version Control and Collaboration
AWS Deployment for Node.js Applications
Azure Deployment for Node.js Applications
Project Based Next.js Games Website
As with all Humble Bundles, you get to decide how your money is allocated, between the creator, Humble, charity (the World Wildlife Foundation or The V Foundation are featured this bundle) or using this link even supporting GFS (thanks!). Check out the video below to see how the bundle works, how to redeem your code and hands-on with a sample lesson from the courses.
Posted by: xSicKxBot - 04-28-2019, 12:56 AM - Forum: Lounge
- No Replies
Respawn Delays Titanfall Plans To Focus On Apex Legends
It appears Respawn's current Titanfall project and plans on all future Titanfall games have been delayed. Previously scheduled for later this year, Apex Legends executive producer Drew McCoy announced plans for all future Titanfall games have been delayed so that Respawn can better focus on future seasons for Apex Legends.
"[Regarding] other games in development at Respawn, it is important to understand that there are entirely separate development teams working on Apex Legends and Star Wars Jedi: Fallen Order," McCoy wrote in a blog post. "Additionally, in order to fully support Apex Legends, we are pushing out plans for future Titanfall games. No resources from the Apex Legends team are being shifted to other titles in development here at the studio, nor are we pulling resources from the team working on Star Wars Jedi: Fallen Order."
Not many details about this upcoming Titanfall project have been revealed, but Respawn CEO Vince Zampella has clarified that it is not Titanfall 3. "We love being able to experiment in this crazy universe!" he said. On Twitter, Zampella also shot down the theory that the Titanfall project would be a VR game. In an earnings call, EA described the project as a "premium" title but suggested the game would not be a typical Titanfall sequel.
In this regard, the Titanfall project sounds like it could be similar to Apex Legends, Respawn's battle royale game set within the Titanfall universe years after the events of Titanfall 2. This upcoming game could just be set within the same setting as the original first person shooters, but doesn't quite follow the same mixture of fast-paced, wall-running gameplay and slower, mech-based combat.
Respawn is set to announce the details concerning Apex Legends Season 2 during EA Play in June. "For Season 2 you can expect a Battle Pass with more meaningful content, the introduction of a new Legend, the debut of a new weapon...and you didn't expect Kings Canyon to stay the same forever, did you?" McCoy wrote. Following the start of Season 2, Respawn is scheduled to release Star Wars Jedi: Fallen Order on November 15 for Xbox One, PS4, and PC. The Star Wars game is set after the events of Revenge of the Sith and sees you play as Jedi padawan Cal Kestis.
We’ve just shipped the official version of the SignalR Service SDK for ASP.NET support:
Azure SignalR Service is a fully managed Azure service for real-time messaging. It is a preferred way for scaling ASP.NET Core SignalR application. However, SignalR Service is based on SignalR for ASP.NET Core 2.0, which is not 100% compatible with ASP.NET SignalR. Some code changes and proper version of dependent libraries are needed to make ASP.NET SignalR application work with SignalR Service.
We have received many usage feedbacks from customers since we announced the preview support for ASP.NET, at Microsoft Ignite 2018. Today, we are excited to announce that we have released the generally available version 1.0.0 of ASP.NET support SDK for Azure SignalR Service!
This diagram shows the typical architecture to use Azure SignalR Service with application server either written in ASP.NET Core, or now, in ASP.NET.
For self-hosted SignalR application, the application server listens to and serves client connections directly. With SignalR Service, the application server will only respond to clients’ negotiate requests, and redirect clients to SignalR Service to establish the persistent client-server connections.
Using the ASP.NET support for Azure SignalR Service you will be able to:
Continue to keep SignalR application using ASP.NET, but work with fully managed ASP.NET Core based SignalR Service.
Change a few lines of SignalR API codes, to switch to use SignalR Service instead of self-hosted SignalR Hubs.
Leverage Azure SignalR Service’s built-in features and tools to help operate the SignalR application, with guaranteed SLA.
To receive the full benefit from the new ASP.NET support feature, please download and upgrade your SDKs to the latest supported versions:
Many factors, including non-technical ones, make the web application migrate from ASP.NET to ASP.NET Core difficult.
The ASP.NET support for Azure SignalR Service is to enable ASP.NET SignalR application developers to easily switch to use SignalR Service with minimal code change.
Some APIs and features are no longer supported:
Automatic reconnects
Forever Frame transport
HubState
PersistentConnection class
GlobalHost object
HubPipeline module
Client side Internet Explorer support before Microsoft Internet Explorer 11
ASP.NET support is focus on compatibility, so not all ASP.NET Core SignalR new features are supported. To name a few: MessagePack, Streaming, etc., are only available for ASP.NET Core SignalR applications.
SignalR Service can be configured for different service mode: Classic/Default/Serverless. For ASP.NET support, the Serverless mode is not supported.
For a complete list of feature comparison between ASP.NET SignalR and ASP.NET Core SignalR, the proper version of SDKs to use in each case, and what are the recommended alternatives to use for features discontinued in ASP.NET Core SignalR, please refer to doc here.
We’d like to hear about your feedback and comments. You can reach the product team at the GitHub repo, or by email.
Epic Games is facing yet another lawsuit over a Fortnite emote
Epic Games has been hit with a number of lawsuits at this point over several of the emotes featured in its free-to-play battle royale game Fortnite, but the latest person to accuse Epic Games of using their likeness or dance moves without permission is taking a slightly different legal approach.
According to the Verge, the musician Leo Pellegrino has filed a lawsuit against Epic Games that accuses the company of misappropriating his likeness for the game’s “Phone It In” emote.
Pellegrino is represented by the same law firm representing many of the other artists that have taken a legal stab at Epic Games since Fortnite rose to popularity. While those past cases focused on copyright infringement over the use of certain dance moves, Pellegrino is arguing that Epic’s use of his “trademark moves [that] have become inseparable from his persona and his life story” makes this a case of using his likeness without permission or compensation rather than copyright infringement.
As the Verge points out, it’s likely a legal strategy intended to get around some of the roadblocks faced by the murky business of copywriting dance moves that have held up similar cases filed by Alfonso Ribeiro, 2 Milly, and others.
Fortnite's Avengers: Endgame Black Widow Skin Gets An Extension
Fortnite's 8.50 update is now live across PS4, Xbox One, PC, Switch, and mobile devices, kicking off the game's highly anticipated Avengers: Endgame limited-time event. That isn't the extent of the crossover, however. Epic has also introduced an assortment of new Avengers-inspired cosmetics to the battle royale game, including a cool skin based on Black Widow.
The Black Widow outfit, which you can see below, is available for purchase now from Fortnite's in-game store. It costs 1,500 V-Bucks and comes in two variants: one with red hair, and one with blonde. It also includes a matching Back Bling. On top of that, Epic is selling a Widow's Bite harvesting tool skin for 800 V-Bucks, as well as a Widow's Pirouette emote for 200.
The Black Widow skin had been listed as a limited-time offer, to expire on the same day of its release at 5 PM PT / 8 PM ET. A day later, though, the skin is still available and the countdown has reset. That gives you at least a few more hours to grab it. There's no telling when or if it will cycle back again, but Epic has said another Avengers outfit will be going on sale "early next week."
Meanwhile, the Fortnite Endgame LTM will run through to the end of Season 8. This special mode has players either siding with Thanos and his Chitauri Invaders or the Heroes trying to stop them. Those on Team Thanos must find the six Infinity Stones scattered around the island in order to power up the mad titan, while players on the Heroes' side will need to find the Avengers' iconic weapons and wield them against the villains. There's also a set of Fortnite Endgame challenges to complete, which will unlock more Avengers-inspired cosmetics.
Epic has already issued a hotfix to the LTM, which buffs many of Thor's moves, nerfs Iron Man's gauntlet blast, and awards a little less health for gathering the infinity stones.
On top of all that, Week 9's challenges are also live in Fortnite, which means we're quickly nearing the end of Season 8. That also means you only have a little more time to complete any outstanding challenges from this season and unlock the remaining Battle Pass rewards. If you need any help, we've rounded up tips for the trickier tasks in our complete Season 8 challenges guide.
First Images Of Cartridge-Based Retro Console The Evercade Revealed
The first pictures of the Evercade, a retro-oriented handheld console, have been released showing off the cartridges the system will use and announcing the first publisher to jump on board: Atari.
As you can see, the system features a traditional control template with the face buttons adopting the Xbox layout (or Dreamcast, if you prefer). It has a 4.3-inch screen and the ability to output to a TV via HDMI. We quite like the detailing and colouring of these renders and it’ll be intriguing to see how the finished product compares.
The first multi-game cartridge to be released will feature 20 classic Atari games including Centipede, Tempest and Missile Command, with further announcements of upcoming cartridges expected soon.
Prices for the console are split between the Standard edition which bundles one cart for £59.99 / €69.99 / $79.99, or the Premium version with three carts for £79.99 / €89.99 / $99.99. That’s a significant chunk of money to play some old Atari games, but may be attractive if the console performs well from an emulation perspective and feels comfortable to use.
Beyond the renders and the Atari announcement, the system’s vital stats remain as previously reported earlier this month. While its ability to connect to a TV might position it as a Switch rival, this is really a much smaller project with more humble – specifically retro – ambitions. While Atari’s endorsement is hardly a seal of quality, it’s admirable that the makers of the Evercade are eager to attract big names and we’re interested to see what other publishers they’ve got lined up.
Fans of old games will want to keep an eye on its progress, and purists will want to disable that ‘stretched’ 16:9 mode immediately. Our biggest criticism (well, our only criticism really) of the brilliant GBA SP is how easy it is to hit ‘L’ by accident and stretch GB or GBC games horribly to fill the entire screen. Frightful.
How does the Evercade look to you? Do you think these renders will reflect the final product? Share your thoughts below.
Atelier Lulua: The Scion of Arland Will Have Key New Battle Features
Koei Tecmo has released some brand new details for Atelier Lulua: The Scion of Arland, the latest entry in the Atelier series which is landing on Switch next month.
You can see some of the game’s combat in action for yourself thanks to a newly released trailer (we’ve shared that for you above) but we also have some written info directly from the publisher. If you want to learn all about the game’s turn-based battle system, read on:
Alchemists exploring Arland for raw materials should always be prepared for battle — these beautiful lands are not only home to important resources but dangerous creatures waiting to attack. Atelier Lulua: The Scion of Arland features a turn-based battle system where players can form a party consisting of five members: three attackers and two taking a supportive role. Support members automatically perform Assist Attacks to compliment the attacker’s actions, and aiming to trigger these regularly will ensure that maximum damage is dealt to enemies.
Attackers have an arsenal of unique skills they can use to strike enemy weaknesses. For example, the talented Eva can use the Range Shift skill; expanding her area of attack for a few rounds. These abilities can also aid in the decryption of the Alchemy Riddle, helping players unlock new synthesis recipes and further skills. Depending on the formation of attackers at the start of an encounter, a special dormant ability known as a Primal Art can also be awakened. These arts automatically activate to offer the party support through their battle in the form of increasing Item Damage, or even increasing Attack Damage, for the entirety of the fight.
In Atelier Lulua: The Scion of Arland, alchemists are able to utilize the new Interrupt ability, offering the chance for them to perform a special Interrupt Skill and use a pre-equipped item, outside of their turn. Once the gauge is full from performing attacks, the skill can be triggered and the pre-equipped item will not be consumed when used – giving the attacking team the upper hand against powerful foes.
That’s not all, though, as Koei Tecmo America has also shared details regarding early purchase DLC bonuses and a Limited Edition version of the game. If you pick up the game either digitally or physically within the first month of launch, you’ll receive the ‘Innocent Fairy’ and ‘Fish Girl’ costumes for Lulua via exclusive DLC.
A Limited Edition version of the game will also be exclusively available through the NISA Online Store, including a physical version of the game, a hardcover art book, the Sound Archives official soundtrack, keychains of Lulua & Rorona, and a deluxe cloth poster.
Are you an Atelier fan? Looking forward to this one? Remember, Atelier Lulua: The Scion of Arland launches on 21st May.
Red Faction Guerrilla Switch Release Date Confirmed
A year after THQ Nordic handled development of the remaster, Red Faction: Guerrilla Re-Mars-tered Edition is making its way to the Nintendo Switch. The game initially launched in 2009, before seeing a current-gen remaster last year, and the open-world shooter will land on Nintendo's portable handheld on July 2.
It will feature everything that came with the remaster and will retail for $29.99 / €29.99 / £26.99. THQ has also confirmed that there will be a physical release with an appropriately-colored red spine.
Germany-based studio Kaiko Games, the developers who ported games like Darksiders Warmastered Edition and Legend of Kay Anniversary Edition, is in charge of the remastered Nintendo Switch port. Red Faction: Guerrilla Re-Mars-tered Edition will feature the choice between Performance and Quality modes, full reworked graphics and textures, improved lighting and shadow rendering, and reworked shaders and prostprocessing effects. The game will be on the Nintendo Switch, so it'll also come with the option of motion control activiation.
Red Faction: Guerrilla Re-Mars-tered Edition is available now for PC, PS4, and Xbox One.