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  News - Path To Mnemosyne Comes To Switch This Month, And It’s Giving Us The Creeps
Posted by: xSicKxBot - 04-03-2019, 01:47 PM - Forum: Nintendo Discussion - No Replies

Path To Mnemosyne Comes To Switch This Month, And It’s Giving Us The Creeps


Path to Mnemosyne, a “hypnotic independent adventure” developed by DevilishGames, is launching on Switch on 16th April, it has been confirmed.

The game first arrived on Steam last year, receiving positive reviews from players and being selected for multiple indie festivals thanks to its quirky style and narrative. We’ve got a description and a feature list for you to check out below:

Immerse yourself into Path to Mnemosyne, a hypnotic adventure created within an infinite zoom! Walk the path, explore your mind and recover all lost memories by solving dozens of imaginative puzzles.

A mysterious story, a minimalist script and disturbing sounds and graphics, will make Path to Mnemosyne a bizarre and memorable gameplay experience for any player.
Will you be able to reach the end of the path?

Features:
– Overwhelming graphic style.
– Atmosphere that plays with your senses.
– Dozens of puzzles to solve.
– Simple controls, challenging challenges.
-Open narrative.


As noted above, the game arrives on Switch in Europe and North America on 16th April. You’ll be able to pick it up for $9.99 / 9.99€.

What do you think? Has the trailer given you the creeps? Share your thoughts with us in the usual place.

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  News - Feature: Your Beloved Games Console Is Slowly But Surely Dying
Posted by: xSicKxBot - 04-03-2019, 01:47 PM - Forum: Nintendo Discussion - No Replies

Feature: Your Beloved Games Console Is Slowly But Surely Dying

Screenshot 2019 04 01 At 16.28.49

“Everything put together falls apart” is the kind of sage-like adage that you often hear elderly relatives offering up over the dining table in-between moaning about Brexit and discussing the weather, and is a phrase most people under the age of 30 will surely dismiss out of hand, but for me personally – as someone who hits the ripe old age of 40 this year – it’s becoming harder and harder to ignore, for more reasons than one.

If you’re anything like me, you’ve got a sizeable collection of treasured retro systems, ranging right back to your childhood (my first love was the Mega Drive) to more recent curiosities (last year’s big retro purchase was a Japanese GameCube complete with HDMI connector). While I’m keenly aware of the fragility of optical media and the sensitive hardware required to read such discs, I’ve always laboured under the impression that anything cartridge-based is near-invincible, and is still going to be in good working order when I’m touching 80 – at which point I’ll no doubt be getting comments from Elijah Wood-style punks mocking me for ‘using my hands’ to play my ‘baby’s toy’ (if I’m still in any position at that age to even do so, of course).

My recent wake-up call came as I pulled together my review for the superb Analogue Mega Sg, an FPGA-based clone system that accurately replicates the performance of Sega’s Mega Drive / Genesis – right down to the point where it’s possible to connect the system to a Mega CD add-on. It’s at this point I was given a sobering lesson in how vintage hardware is slowly but surely dying.

The Mega Sg and Mega CD simply refused to play nice with one another, and for one brief moment, I actually assumed this was the fault of Analogue’s brand-new system – the foolishness of which really hits home as I type it out. I was placing the blame on a system that had just rolled off the production line, rather than a piece of technology that’s over a quarter of a century old. In my defence, the Mega CD works fine with my original Mega Drive, but this fact was simply masking problems which needed addressing, and fast.

Where the magic happens: Lock's workshop
Where the magic happens: Lock’s workshop

Even when I approached Simon Lock, someone I’ve followed on Twitter for years thanks to his fascinating documentation of retro repair jobs he’s undertaken, I was still of the opinion that while my beloved Mega CD might be to blame, it was perhaps more down to it being a hardware revision that the folks at Analogue hadn’t encountered previously, hence the weird issues. All it took was a few photos of the inside of the Mega CD – snapped at Lock’s behest – to totally destroy that mindset and send me spiralling down a rabbit hole of retro gaming despair.

Lock is, for want of a better term, a technological wizard. He has repaired countless machines over the past few years, many of which were seemingly destined for the scrapheap. He’s got a fondness for Sega’s ’90s hardware, and has resurrected Famicom, Famicom Disk System, Twin Famicom, NEO-GEO AES, MVS, Master System, PC Engine Duo, Mega Drive, Multi-Mega, Saturn Mk1/Mk2, PlayStation, and PlayStation 2 consoles during his career.

I knew that Lock’s speciality was Mega CD systems, hence my initial contact. His rather grim reaction to the photos I snapped told me all I needed to know – the news wasn’t good. The irony is that prior to my experience with the Mega Sg, I’d assumed my Mega CD had many, many years of active service ahead of it; purchased a few years ago from eBay, the Japanese Mk1 model had been ‘refurbished’ by the seller, with a fresh CD drive belt fitted and a full service thrown in for good measure. Until the Mega Sg arrived, I thought my Mega CD was in good health.

Lock quickly identified several key issues with my unit, some of which could be the cause of the incompatibility with the Analogue Mega Sg. He totally shattered my belief that retro consoles are, by and large, indestructible; it’s a reality check he’s used to handing out. “I do encounter a lot of opinions of ‘well, mine has been well looked after’ and ‘mine still works from new’,” he explains. “Sadly, how well you look after something doesn’t always mean that internally you have a system absent of perishable components; via age, humidity or design longevity/manufacturer component quality of that era.”


It’s a difficult pill to swallow, especially when it’s perfectly possible to find an Atari 2600 in a charity shop that’s in (seemingly) good working order; when a console from the ’70s is still capable of functioning today, it’s easy to see why retro collectors – like myself – have been lulled into a false sense of security. Sadly, the tech inside our most treasured machines is, like any other piece of hardware, slowly but surely falling apart, and it’s not just one issue – these platforms are being attacked on several fronts at once.

“Surface mount technology/device (SMT/SMD) electrolytic capacitors from the late ’80s to mid-to-late ’90s era hardware are one of the most common problems,” says Lock. “This design, over through-hole packages of the era, improved upon assembly times and allowed for further assembly automation. Sadly, the design had limitations with the smaller package size during that era; the di-electric fluid is prone to becoming more volatile over time, leak protection was not as reliable as it is today and the design does not allow for top venting in the event of component failure. This causes the fluid to leak out onto the printed circuit board directly where it reacts with metals – such as copper traces or brass screws – resulting in damage. This can lead to breaks in the circuit or worse, an unintended bridge or shorts in the circuit.” This particular issue was present inside my Mega CD; Lock likened the impact to “pouring tiny metered doses of full sugar Coca-cola onto the circuit board” – gulp.

Batteries found inside certain consoles can also cause problems if left unattended. “These also break down with their contents being highly volatile as time goes on,” Lock continues. “Many systems have batteries mounted above or soldered directly onto the board which means when it fails, the contents will spill out onto the board. Some systems have internally housed batteries within integrated circuits for keeping time, save data or even decryption keys. Once these have failed, the system will either function incorrectly or not at all.”

The Sega Mega CD is one of Lock's favourite systems – and one he's used to seeing for repair
The Sega Mega CD is one of Lock’s favourite systems – and one he’s used to seeing for repair

Voltage regulators can also fail over time, mostly due to the amount of heat they produce during normal use. “A favourite found in mid-’80s to mid-’90s systems is the 7805-based linear voltage regulator, which takes typically takes 8.5V to 12V DC input voltage to output 5V used by the system internally. NEC parts of this type are particularly ‘replace on sight’ due to their build age and operational lifetime. When this part beings to fail, voltage output can drop or spike high causing the system to become unstable and this places strain on other components in the system. When it fails, they can fail open (no output) or closed (input goes to ground, or worse, output); the latter can be catastrophic. Areas of a system that have high exposure to heat cause more rapid wear on other perishable components, such as electrolytic capacitors. Some systems have these capacitors positioned right next to voltage regulator components, which are very prone to causing localised component failure.”

We’re not out of the woods yet, either. As well as the tech found inside your console, the power supply you use to bring it to life can also become a serious problem as the years roll by. “There is a school of thought that dictates you should only use the original manufacturer supplied external PSU with the system it was shipped with, or an authorised replacement,” says Lock. “Whilst this was true for many systems at the time of manufacture – though not all, the Amstrad GX4000 being a notable example – these also experience age and heat-related component failure, with the result causing damage to systems there are used with. I would advocate not using an original external PSU for systems produced in the ’90s or earlier, unless it has been fully serviced by a qualified professional.”

We’ve already touched upon issues with optical media-based systems, but it’s worth highlighting that often, problems with CD and DVD-based consoles are more likely to do with moving parts than the actual laser which reads the disc. “Typically, if you look up a system with moving parts, the word ‘maintenance’ will be mentioned,” Lock comments. “The same is true for mechanical optical drive systems. Lubricants perish over time, plastic becomes more resistive to movement and belts driving the system also perish under the increased strain. What commonly gets attributed to ‘laser failure’ is more often than not a mechanical issue rather than an electrical component one. Original grease can break down into a tacky or even resin-like compound resulting in significant wear on other parts of the system unless serviced – including belts, guide rails, and tracking motors.”

Older systems, like the Atari 800 XL, have also found themselves on Lock's operating table
Older systems, like the Atari 800 XL, have also found themselves on Lock’s operating table

The final issue is one that the more squeamish amongst you may want to avoid reading. “If you store a console for long enough dormant, something is going to make it a nice new home for their offspring,” says Lock with a grin. “It’s all too common to find insects and arachnids – or worse – making your vintage hardware a new nursery in which to raise their family. This is a common discovery for systems stored in attics, garages and sheds, where human presence is inconsistent. This can obviously have all sorts of implications for your system.” Er, yuck.

Storage is, ironically, another thing that can damage your console. We may assume that a classic system tucked away in an attic or garage is safe and sound, but that’s often far from the truth. “Storing your devices outside of a consistent room temperature environment can lead to issues, along with temperature extremes during seasonal changes,” Lock explains. “Excess moisture will lead to corrosion on vulnerable materials – especially an issue with PAL systems which are subject to RF shielding regulations for sale, requiring all or part of the system to be enclosed within (often poor quality) metal coverings inside. Summer heat can have a drastic effect on heat sensitive materials – such as cables and packaging – and components, batteries especially. Plastics prone to yellowing due to high bromine content in their make-up are especially vulnerable to having excess heat and humidity accelerate the process.”

Out of all the machines Lock has worked on, he says there are a few which crop up more often than most. The Mega CD, which we’ve already touched upon, is a serial offender. “Suface Mount Device capacitor failure on the main board can lead to erratic behaviour, loss of functionality or total system failure,” he explains. “Typically, this also leads to the rechargeable ML2016 battery failing as a result. The NEC 2405 (7805 design) voltage regulator overheats and can cause accelerated local component failure, especially to the nearby capacitors.”


Outside of the Mega CD, Nintendo’s famous 8-bit console is one of Lock’s most regular repair jobs. “The NES is plagued by oxidation and corrosion issues, resulting in deposited material inside the ‘Zero Insertion Force’ system on front loading systems, typically occurring due to cartridge ‘Game PAK’ storage and use conditions,” he says. “Sadly, a culture of gamers spit-blowing on their Game PAKs to offer a short-term remedy to this hasn’t helped matters as the systems get older. While this type of issue can occur with just about any cartridge-based system, especially if the games are stored loose, it’s a cultural practice with the NES.”

So how does Lock go about bringing these machines back from the dead – or at least prolonging their lifespans? “Typically I like to do my homework first,” he replies. “I like to know the use history of a particular system if possible; who owned it before? Has it been worked on previously? Has it had faults before? If it’s been stored; if so, where and how? This information can prove to be vital in getting an idea of what state the system is in before it arrives. If the owner is confident to do so, I will sometimes ask for photos of specific areas inside of a system to aid potentially diagnosing the fault.”

This Mk1 Master System has seen better days
This Mk1 Master System has seen better days

“The next step will usually involve some research into the system, known common issues, locating a service manual if available, finding service bulletins if applicable (documented changes made by the manufacturer/service centres during the product’s life span to resolve accepted issues) and consulting any documented hardware wiki for additional information. When the unit arrives, I check for evidence that the system may have been worked on, modified or opened before (if unknown). I also like to visually inspect any input/output connections as that can be a clue to how the unit has been stored. I then open the unit and look for obvious signs of potential damage; natural or unnatural. This can act as a roadmap to a fault. If something is found immediately, it is checked to see if it could have any impact on what the user is reporting as wrong with the system.”

With a cursory check out of the way, the meat of the work can begin. “Next is onto general checks for the condition of component health, checking fuses, DC-input connectors, power trigger and activation components, whether there is no resistance (direct path) or incredibly low resistance between the voltage supply and ground (short to ground). Some systems will fall into the known faults category where all known service issues are corrected first before moving onto looking for other issues. If no obvious fault is found or known issues are corrected, I move onto powering the system on to observe behaviour. Some issues only appear after the system has been running for a period of time, others can go away after a short amount of time and some are immediate. Issues to do with voltage supply, CPU, RAM and address lines are typically immediately identifiable. Some systems may have issues with custom ICs that require donor parts from other failed systems, or are sadly not repairable. I usually go over any areas that required work under a microscope to ensure that no other faults are waiting to occur within the problem area. Abnormal audio issues and intermittent graphical issues can be a lengthy repair process.”

Lock clearly does an incredibly thorough job; you only need gaze at his Twitter feed and see all of the photos he posts to see the meticulous manner in which he restores these classic systems. But how much difference does all of this work actually make? How many more years does it add to a console’s lifespan?

“That can be very difficult to say,” replies Lock. “These systems are not getting any younger, so new faults previously not encountered do sadly appear. If modern equivalent parts are used then you have the OEM’s part lifetime to go by – on average, aluminium electrolytic capacitors are estimated to last up to 15 years, for example, while coin batteries up to 10 years. The big issue that occurs is when custom ICs fail. We currently see this with Nintendo PPU and CPU on NES/Famicom, PPU1/PPU2 and CPU on SNES and various BUS related ICs on NEO-GEO systems, SID’s on the C64 – to name but a few. Replacement parts are usually obsolete or proprietary designs with parts coming from other more unfixable systems are donors, which can also develop similar issues eventually. Some community members have engineered replacement, alternative or open source replacements for these ICs that can be used to restore systems to working order. This is encouraging and something I love to see. Alternatively, we’re seeing a significant rise in cycle-accurate or emulated systems being produced to fill the void created by the lack of working systems available or those seeking for modern creature comforts/improvements on hardware original designs.”

Home computers like the Commodore 64 and Vic-20 are really showing their age in 2019; careful servicing is required to keep them running perfectly
Home computers like the Commodore 64 and Vic-20 are really showing their age in 2019; careful servicing is required to keep them running perfectly

Indeed, the realisation that these vintage systems – while seemingly abundant now – are slowly shrinking in number as more units develop faults makes modern-day clones like the Super Nt and Mega Sg even more important; a common response when I talk to someone about these FPGA wonder-machines is, “I’ve got my old SNES and Mega Drive in the loft, chum. Why do I need to spend all that cash on stuff that does the same?” I have to admit, at one point in time I’d be inclined to think along the same lines (heck, my original Mega Drive and Mega CD combo remains hooked up to the TV despite the arrival of the Mega Sg, which my wife is utterly thrilled about, as you can imagine), but there may come a time where running vintage games on original hardware is not only costly due to a falling number of working machines, but also prohibitively expensive. Retro gaming is a ‘supply and demand’ business, and the moment supply dries up, prices skyrocket.

Fixing up systems that are being used years or even decades longer than their original manufacturer intended is one thing, but what kind of longevity can we expect to see from modern systems, like the Switch, 3DS, PS4 and Xbox One? “I’d argue that we’re seeing more failures in modern systems due to various factors,” Lock responds. “Heat is a constant issue throughout a modern system’s lifetime, along with storage lifetime. Another is due to the sheer demand, quality control of the number of components required to satisfy build numbers are more prevalent than they were with much older generations of systems. We’re seeing more design issues slip through to launch model console SKUs that have an immediate impact than we did before. It used to be a case of a certain game might no longer work correctly on certain hardware revisions, but now we’re seeing peripheral or console hardware/firmware issues from new. Multiple manufacturers are being used to facilitate initial demand as well, so different issues appear during the warranty period of what can appear to be two identical systems.”

The sheer complexity of modern-day consoles is another issue; while Lock can open up a NES and easily locate problems, modern systems rely on scaled-down chipsets which cannot be replaced without the correct equipment. “Systems are experiencing complex IC internal failure that cannot be resolved without access to new direct-from-supplier business arrangements and industrial level equipment for component level repair,” says Lock. “Smaller and more portable systems are giving rise to repairability issues with access to repair techniques creating a steeper learning curve as component assembly becomes increasingly smaller, more complex and with less human involvement during assembly. There is also the ‘right to repair’ issue upon which certain parts are made exclusive and cannot be sourced other than by the company building the system. Another is the refresh cycle on hardware is becoming sped up; new features introduced and shorter warranties are offered on launch systems. There is also an argument for ‘planned obsolescence’ and set product ‘end of life’ cycles in both hardware design and software functionality as we rely in more internet-based services on our modern devices.”

Lock's own collection contains plenty of systems he has taken the time to bring back to life
Lock’s own collection contains plenty of systems he has taken the time to bring back to life

What ways can collectors ensure that their consoles remain in tip-top working order for as long as possible? “Don’t keep known perishable component systems in boxes for decades without being serviced,” begins Lock. “Likewise, if you continue to use an unserviced system with known perishable component related issues, please get it serviced; there are only so many times you can buy used replacement systems before people eventually run out of currently-still-working systems to sell on. If you don’t regularly use a system that uses a rechargeable battery, get into a habit of powering it on once a month to prevent the battery from depleting fully and becoming under stress. If you want to store a system for a long period of time that has a battery, remove it or have it removed professionally. If you have a system still with an original non-rechargeable battery, replace it or remove it.”

Even with these steps – or a repair at the hands of a skilled technician like Lock – it’s become clear (to myself, at least) that I’ve been taken my classic gaming hardware for granted. I’ve always assumed that they’d be burying me along with my still-working Japanese Mk1 Mega Drive when I eventually shuffle off my mortal coil, but it seems more likely that I’ll instead need to be interred with my Analogue Mega Sg – or whatever the equivalent clone console is at that moment in time. Sniff.

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  News - Fortnite Patch Notes (8.20 Content Update): Boom Bow And What's New
Posted by: xSicKxBot - 04-03-2019, 05:57 AM - Forum: Lounge - No Replies

Fortnite Patch Notes (8.20 Content Update): Boom Bow And What's New

Epic Games has delivered the latest Fortnite content update, and it delivers some new things to check out in Battle Royale, including a brand-new bow weapon that packs a punch. This follows the recent 8.20 patch, which refined the game in various ways and added a lava-themed LTM. Read on for the full breakdown of what's new in content update 8.20, as well as the full patch notes.

The big draw for many players in this update will be the new Boom Bow weapon. As you might expect, it's a bow with shotgun shells on its arrow tips, so those will explode upon impact. For that reason it uses shotgun ammo, and holding fire to increase your draw strength will increase both the arrow's speed and the damage from impact. Explosive damage will be consistently set at 100 regardless. Save The World mode gets its own new weapon as well, the Cannonade Launcher.

The update also marks the return of the Sniper Shootout LTM. This mode limits weapons to sniper rifles only, and reduces Floor Loot spawners by 50% and deactivates reviving "Down But Not Out" teammates in Duos and Squads. That means going down is an instant death, so the stakes are higher than usual when you come under fire.

Peppers, which were one of several scavenged items added in a recent patch, have received a buff. Now, they last twice as long--20 seconds instead of 10--and the movement speed has also doubled, from 20% to 40%.

The new update also introduces some bug fixes for Arena. It fixes issues with divisions in Duos, including players being unable to queue and some players not being properly promoted, and some players being charged the incorrect Bus Fare. Creative Mode has lots of its own additions too.

What you won't find here are any changes to undo a recent rollback of certain adjustments, which have led to an outcry from some Fortnite fans.

Check out our Season 8 Challenge Guide to unlock all of the nifty new skins and other battle pass rewards. Read up on the full patch notes below.

Fortnite v8.20 Content Update Patch Notes

Limited Time Mode: Sniper Shootout

Summary

  • In this limited time mode, players will do battle using sniper rifles.
  • May the best aim win!

Mode Details

  • Only weapon drops are Sniper Rifles.
  • Floor Loot spawners reduced by 50%
  • Reviving "Down But Not Out" teammates in Duos & Squads is deactivated - be careful peeking!

Weapons + Items

  • Boom Bow
    • Fires Arrows with a Shotgun Shell tip, which explode on impact.
    • Uses Shotgun Ammo
    • The longer you hold the fire keybind down, the stronger the shot! This increases both projectile speed and direct impact damage.
      • Explosive damage is consistent regardless of the power of the shot.
      • The Boom Bow will achieve maximum power after 1.6 seconds of charging.
    • A direct hit will deal both the direct hit damage and the explosion damage to the enemy player it impacts.
      • Direct hit
        • Base damage 15
        • Headshot Multiplier: 2x
      • Explosion
        • 100 damage
  • Peppers
    • Increased duration from 10 seconds to 20 seconds
    • Increased movement speed bonus from 20% to 40%

Events

Bug Fixes

  • Arena
    • Fixed an issue that caused players to be unable to queue for Duos when the party leader was in a lower division.
    • Fixed an issue which caused players to not be promoted to the next division while playing in Duos with a player in a higher division.
      • Note: Hype was still being earned correctly, this was a visual issue only.
    • Fixed an issue where players in Duos were charged Bus Fare based on the party leaders division, rather than their own.

Creative

What’s New?

Geometric Galleries

Use this new set of Galleries to add even more unique shapes to your creations!

Weapons + Items

  • Boom Bow
  • Fires Arrows with a Shotgun Shell tip, which explode on impact.
  • Uses Shotgun Ammo
  • The longer you hold the fire keybind down, the stronger the shot! This increases both projectile speed and direct impact damage.
    • Explosive damage is consistent regardless of the power of the shot.
    • The Boom Bow will achieve maximum power after 1.6 seconds of charging.
  • A direct hit will deal both the direct hit damage and the explosion damage to the enemy player it impacts.
    • Direct hit
      • Base damage 15
      • Headshot Multiplier: 2x
    • Explosion
      • 100 damage

Prefabs

  • Non-Right Square Pyramid Gallery Large
  • Non-Right Triangular Pyramid Gallery Large
  • Right Triangular Prism Gallery Large
  • Seven Point Cube Gallery Large
  • Square Pyramid Gallery Large
  • Triangular Prism Gallery Large
  • Upright Triangular Prism Gallery Large

Save The World

What’s New?

Cannonade Launcher

Loud Noises! Heroes and Husks will have a blast with this new Rapid Rocket Launcher

Weapons + Items

  • Cannonade Launcher
    • A chaotic, rapid-fire, automatic launcher that shoots small explosive rounds.
    • Available in the Weekly Store from April 3 at 8 PM Eastern Time until April 10 at 8 PM Eastern Time.

V8.20.1 Resolved Issues

On March 29 we released a client update to fix some issues that appeared in the v8.20 update. Find all the details on which issues were resolved below!

Battle Royale

  • Fixed an issue where spectator numbers would not update, even after the spectator had left the game.
  • Fixed an issue that caused players to be unable to queue in the correct division level in the Arena game mode when the party leader was in a lower division.
  • Fixed an issue which caused the Poison Dart Trap to be hidden behind certain wall assets.
  • Fixed an issue where trap placement on walls would be blocked if a stair structure was attached to the wall.
  • Fixed an issue that prevented players from getting removed from the Baller when hit by a Boogie Bomb.
  • Fixed an issue preventing friend invites from displaying in the social panel.

Creative

  • Fixed an issue where Creature Spawners wouldn’t activate within the correct range after it has been resized.
  • Fixed an issue where the Phone Tool would emit two beams rather than one after copying multiple times.
  • Fixed an issue that prevented non-damaging traps (Ice Block, Bouncers, etc) from functioning if the Game was not started.
  • Fixed an issue where any Baller vehicle that was placed on an Island prior to v8.20 could not use the boost.
  • Fixed an issue that prevented vehicles from being damaged by Music Sequencer when damage was turned on.

Save the World

  • Re-enabled the X Marks the Spot sub-objective.
  • Fixed an issue where the X Marks the Spot objective was removing items from player inventories.
  • Fixed an issue that was causing B.A.S.E to incorrectly hover over player built structures.

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  News - Hellblade Release Date And Pricing Revealed For Nintendo Switch
Posted by: xSicKxBot - 04-03-2019, 05:57 AM - Forum: Nintendo Discussion - No Replies

Hellblade Release Date And Pricing Revealed For Nintendo Switch

Hellblade

Ninja Theory’s critically-acclaimed Hellblade: Senua’s Sacrifice has finally got a release date for Nintendo Switch.

The port – which is being handled by Polish studio QLOC – won’t add any new content, but it will support motion controls, which is nice.

The award-winning title will hit Nintendo’s console on April 11th as a digital-only release. It will cost £24.99 / €29.99 / $29.99. It’s worth noting that Ninja Theory is now owned by Microsoft, so this game – along with Cuphead – marks an exciting period of collaboration between Microsoft and Nintendo.

The game was previously exclusive to PlayStation 4, but also saw release on the Xbox One and PC.

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  Unreal Engine 4.22 Released
Posted by: xSicKxBot - 04-03-2019, 05:57 AM - Forum: Game Development - No Replies

Unreal Engine 4.22 Released

Hot on the heels of their GDC 2019 keynote, Epic Games have released Unreal Engine 4.22 as promised.  The star of the show is support for real-time ray and path tracing, the first game engine to offer support for DXR and Nvidia’s new RTX graphics cards.  Another major aspect of this release is on the C++ side, with a new license of Live++ to support improved hot-reloading of C++ code, as well as massive improvements to C++ build times.  The Niagara particle system continues to improve, a new collaborative scene sharing mode has been added in experimental form and Visual Studio 2019 support was added, just a day after release!

Details of the release from the Unreal Engine blog:

Unreal Engine delivers unbridled power to build realistic worlds with the most accurate real-time lighting and shadowing effects – including dynamic global illumination, pixel perfect reflections and physically accurate refraction – thanks to real-time ray tracing on Nvidia RTX graphics cards. Soft area shadows and ambient occlusion provide the finishing touches to ground your scenes firmly in reality.

Our vast suite of virtual production features enables you to speed up your workflow on set with the ability to capture and record complex live performances and composite them in real-time. Entire teams can work in concert to orchestrate and direct scenes live using the new multi-user editing feature.

Every second spent waiting to see your latest creation come to life has a cost – a cost to you, a cost to your users, a cost to your vision – so we strive to make Unreal Engine easier and faster to go from iteration to iteration with each release so you can spend more time tweaking and polishing the experience for consumers. Live Coding brings Live++ support to Unreal Engine so you can go from idea to reality in seconds while you are running your project. Build times have been optimized across the board making iteration times for incremental builds up to 3x faster and freeing up valuable resources in your pipeline.

Be sure to check the release notes for more in-depth details of this release, or watch the video (coming soon) embedded below.

GameDev News


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  PS4 - Outward
Posted by: xSicKxBot - 04-02-2019, 10:23 PM - Forum: New Game Releases - No Replies

Outward



No remarkable journey is achieved without great effort. Outward is an open-world RPG where the cold of the night or an infected wound can be as dangerous as a predator lurking in the dark. Explore the vast world of Aurai, embark on memorable adventures alone or with your friends.

Publisher: Deep Silver

Release Date: Mar 26, 2019

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  News - Devil May Cry 5's Bloody Palace Is Available Now, And It's Pure Fun
Posted by: xSicKxBot - 04-02-2019, 10:23 PM - Forum: Lounge - No Replies

Devil May Cry 5's Bloody Palace Is Available Now, And It's Pure Fun

One of the Devil May Cry series' most intense gameplay modes has finally been released for Devil May Cry 5. Out now for PC, PS4, and Xbox One as a free update, Bloody Palace is a survival mode that pits you against waves of enemies within a 101-floor dungeon. As a returning gameplay mode, first seen in Devil May Cry 2, the Bloody Palace is a lengthy challenge that aims to put your skills with the game's trio of playable characters to the test.

To unlock the Bloody Palace, you'll first need to complete the game on Human or Devil Hunter mode. After the end credits, entry into the new mode can be found in the main menu. In similar fashion to previous games, you'll fight through a long set of increasingly tough encounters against common foes and bosses. As you reach the higher floors, the difficulty will increase, resulting in enemies dealing higher damage and the elite foes showing up more often. If you come to a defeat, you will have to start from the beginning and work your way back up. In addition to facing off against groups of enemies that are in greater numbers than in the main game, some characters will also fight certain bosses that they never encountered against in the main story--such as Nero doing battle with Cavaliere Angelo.

When first starting the Bloody Palace mode, keep in mind that the current moves and skill-sets of your characters will be taken into account. So it's in your best interest to make sure that Dante, Nero, and V have the best moves unlocked. Also, certain weapons and devil breakers won't be useable for balance purposes. For instance, Nero's DLC devil breakers and Dante's Cavaliere-R cannot be used in the Bloody Palace mode due to maintaining proper balance. If you're able to complete the Bloody Palace, you'll acquire a massive sum of red orbs and a new taunt for your chosen character to use.

The thing that makes Bloody Palace so enjoyable is that it allows you to cut loose without any restrictions or filler from the main missions. Not only is it a great way to experiment with Dante, Nero, and V's abilities, it's also a stellar test for your skills. Just when you think you've made great strides in the gauntlet mode, allowing you to feel a bit more comfortable--even if for a moment--you'll come to an encounter that will have you rethink how best overcome the battle. It's incredibly satisfying getting the better of a massive group of demons, unleashing your top skills and chaining together smoking, slick maneuvers with ease.

Along with Resident Evil 2, Devil May Cry 5 has been another title that Capcom has found solid success with. Recently at GDC 2019, DMC5 director Hideaki Itsuno revealed that the game had sold well over 2 million copies, earning its spot as the fastest selling game in the series. In GameSpot's review, editor Matt Espineli gave the game a 9/10 and stated:

"DMC5 thrives on the stylistic and mechanical prowess of its predecessors. It sticks to tradition above all else, pursuing a few ambitious new ideas along the way, but mostly maintaining the series’ focus on intricate fighting systems and campy bravado. Rarely does the game stumble, consistently leveraging its spectacle and mechanical depth to push aside any small frustrations. All the while, the story exudes a charismatic charm that keeps you constantly intrigued as you’re refining your skills. DMC5 proves the series can still be brilliant and imaginative without compromising its longest-held traditions."

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  News - Valve teases its own VR headset, the Valve Index, for May reveal
Posted by: xSicKxBot - 04-02-2019, 10:23 PM - Forum: Lounge - No Replies

Valve teases its own VR headset, the Valve Index, for May reveal

Valve’s long-rumored VR headset has officially been unveiled, though initial details are incredibly light.

The headset itself is called the Valve Index and, outside of that, not much is officially known. Valve shared a single image to a new Steam page for the VR headset that shows off the name of the device and a couple of other features.

At first glance, the headset features a couple of cameras, likely for inside-out positional tracking, along its front and a physical slider of some sort along its bottom edge. The teaser page spotted by Ars Technica yesterday notes that more information will be revealed in May 2019.

Valve has been a longtime proponent of virtual reality through things like its SteamVR platform, hardware like Lighthouse external trackers and Knuckles VR controllers, and general tools and improvements for SteamVR developer use. While the company partnered with HTC and played a significant part in bringing the HTC Vive VR headset to life, Valve had yet to launch or even announce its own-branded entry into the virtual reality race until this week.

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  News - Now Available on Steam Early Access – Totally Accurate Battle Simulator
Posted by: xSicKxBot - 04-02-2019, 10:23 PM - Forum: Lounge - No Replies

Now Available on Steam Early Access – Totally Accurate Battle Simulator

Totally Accurate Battle Simulator is Now Available on Steam Early Access!

Totally Accurate Battle Simulator is a wacky physics-based tactics game. Experience accurate warfare through the ages. From medieval peasants to modern-day weaponry, TABS uses state of the art physics-based simulation to provide you with never-before-seen insight to our greatest battles of history.

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  News - Video: Hmm, This Nintendo Direct Presentation Sure Is Suspicious
Posted by: xSicKxBot - 04-02-2019, 10:23 PM - Forum: Nintendo Discussion - No Replies

Video: Hmm, This Nintendo Direct Presentation Sure Is Suspicious


A brand new Nintendo Direct presentation has aired today, 1st April 2019, revealing that ‘everything’ is coming to Nintendo Switch.

Of course, if you’ve been paying attention to what day it is today, you’ll probably have figured out that this isn’t actually the case. In what is by far our favourite April Fools’ prank we’ve seen so far this year, IGN has shared a fake Nintendo Direct presentation that’s absolutely worth a watch.

Playing on the common act of port-begging, which we see on a near daily basis from fans who want literally everything on Switch, the video goes through just some of the great games coming to the console. The presentation style, graphics, transitions, and everything are spot on. Bravo, IGN. Bravo.

Let us know your thoughts on the video in the comments below and feel free to check out more April Fools’ day gaming pranks we’ve spotted today.

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