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  News - How Does Red Dead 2 On PS4 And Xbox One Compare?
Posted by: xSicKxBot - 10-28-2018, 11:17 AM - Forum: Lounge - No Replies

How Does Red Dead 2 On PS4 And Xbox One Compare?

Red Dead Redemption 2 is finally here, and those who haven't bought one of its different versions yet may still be wondering which platform to play it on. To that end, tech specialists have completed their analysis and concluded that, pound for pound, Xbox One X delivers the most picturesque version of the Old West. This is hardly surprising given that the enhanced Xbox One is the most powerful console around.

According to the Digital Foundry analysis, the Xbox One X runs natively at 4K while the PlayStation 4 Pro uses a reconstruction technique to output in 4K. If you don't own either of those high-end machines, though, the PlayStation 4 runs at standard 1080p, versus 864p for the Xbox One S. The lower-end Xbox is the worst performing console in the test, with textures that are said to be blurry and grainy.

The frame-rate for Red Dead 2 also stands out on Xbox One, with a locked 30 FPS that outpaces the occasional dropped frames in busy areas like towns. Both of the base consoles are said to hit the low 20s at times when visiting high-density cities. In this respect a base PlayStation 4 performs slightly worse than Xbox One. The two more powerful consoles deliver higher quality textures on characters and clothing, and there doesn't appear to be a difference in terms of foliage and landscapes. On the whole the analysis concludes that the Xbox One X wins by a "considerable margin."

PlayStation 4 has been front-and-center for Red Dead Redemption 2 marketing, given the exclusive PS4 Pro console bundle and timed exclusive content. It seems that Xbox One X actually edges it out.

Meanwhile, RDR2 reviews have rolled into town. GameSpot's Kallie Plagge praised the prequel as surprising all on its own. "Red Dead Redemption 2 is an excellent prequel, but it's also an emotional, thought-provoking story in its own right, and it's a world that is hard to leave when it's done," she wrote.

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  Fedora - Design faster web pages, part 3: Font and CSS tweaks
Posted by: xSicKxBot - 10-28-2018, 11:17 AM - Forum: Linux, FreeBSD, and Unix types - No Replies

Design faster web pages, part 3: Font and CSS tweaks

Welcome back to this series of articles on designing faster web pages. Part 1 and part 2 of this series covered how to lose browser fat through optimizing and replacing images. This part looks at how to lose additional fat in CSS (Cascading Style Sheets) and fonts.

Tweaking CSS


First things first: let’s look at where the problem originates. CSS was once a huge step forward. You can use it to style several pages from a central style sheet. Nowadays, many web developers use frameworks like Bootstrap.

While these frameworks are certainly helpful, many people simply copy and paste the whole framework. Bootstrap is huge; the “minimal” version of 4.0 is currently 144.9 KB. Perhaps in the era of terabytes of data, this isn’t much. But as they say, even small cattle makes a mess.

Look back at the getfedora.org example. Recall in part 1, the first analysis showed the CSS files used nearly ten times more space than the HTML itself. Here’s a display of the stylesheets used:

That’s nine different stylesheets. Many styles in them that are also unused on the page.

Remove, merge, and compress/minify


The font-awesome CSS inhabits the extreme end of included, unused styles. There are only three glyphs of the font used on the page. To make that up in KB, the font-awesome CSS used at getfedora.org is originally 25.2 KB. After cleaning out all unused styles, it’s only 1.3 KB. This is only about 4% of its original size! For Bootstrap CSS, the difference is 118.3 KB original, and 13.2 KB after removing unused styles.

The next question is, must there be a bootstrap.css and a font-awesome.css? Or can they be combined? Yes, they can. That doesn’t save much file space, but the browser now requests fewer files to succesfully render the page.

Finally, after merging the CSS files, try to remove unused styles and minify them. In this way, you save 10.1 KB for a final size of 4.3 KB.

Unfortunately, there’s no packaged “minifier” tool in Fedoras repositories yet. However, there are hundreds of online services to do that for you. Or you can use CSS-HTML-JS Minify, which is Python, and therefore easy to isntall. There’s not an available tool to purify CSS, but there are web services like UnCSS.

Font improvement


CSS3 came with something a lot of web developer like. They could define fonts the browser downloads in the background to render the page. Since then, a lot of web designers are very happy, especially after they discovered the usage of icon fonts for web design. Font sets like Font Awesome are quiet popular today and widely used. Here’s the size of that content:

current free version 912 glyphs/icons, smallest set ttf 30.9KB, woff 14.7KB, woff2 12.2KB, svg 107.2KB, eot 31.2

So the question is, do you need all the glyphs? In all probability, no. You can get rid of them with FontForge, but that’s a lot of work. You could also use Fontello. Use the public instance, or set up your own, as it’s free software and available on Github.

The downside of such customized font sets is you must host the font by yourself. You can’t use other online font services to provide updates. But this may not really be a downside, compared to faster performance.

Conclusion


Now you’ve done everything you can to the content itself, to minimize what the browser loads and interprets. From now on, only tricks with the administration of the server can help.

One easy to do, but which many people do wrong, is decide on some intelligent caching. For instance, a CSS or picture file can be cached for a week. Whatever you do, if you use a proxy service like Cloudflare or build your own proxy, minimze the pages first. Users like fast loading pages. They’ll (silently) thank you for it, and the server will have a smaller load, too.

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  News - PSN Name Changes Can Make You Lose DLC, Save Data, And More
Posted by: xSicKxBot - 10-28-2018, 04:50 AM - Forum: Lounge - No Replies

PSN Name Changes Can Make You Lose DLC, Save Data, And More

Sony is finally allowing PlayStation Network users to change their names soon, but it appears the feature may come with a few more caveats than expected. Sony previously warned of some game and app compatibility issues in the initial announcement. According to users in the beta, though, an attached disclaimer warns that players are warned they could lose lots of information associated with their account, including DLC purchases and saved games.

The disclaimer was leaked by beta members on the ResetEra forum. It notes that not all games and applications support the online ID change feature, so players who use it may lose access to content including virtual currency, game progress like saved game data, leaderboard data, and Trophy progress. It also notes that some games might not function properly, even offline, and your prior ID could remain visible to other players in some situations. If you run into issues with the change, according to the users, you can revert back to your original username at no additional fee. But that may not resolve all of the problems.

It's difficult to tell from the disclaimer how widespread these bugs could be, or even if Sony is simply covering its bases by warning of possible complications. Still, if you've been looking forward to changing your name you may want to wait for more information on how common these problems are.

If you're in the beta, or once the feature launches in full, you can change your name once for free. After that it will be $10 USD/CAD / €9.99 / £7.99 for subsequent changes, or half those prices for PlayStation Plus members.

The preview program will last until the end of November, and then the full feature will roll out to all users in early 2019. All games published after April 1, 2018 will be compatible, and Sony will issue a full list of compatible games published before that date when the feature goes live for everyone. Once it's live, you'll make the change through the Settings menu or the Profile page. You can also choose to display your old PSN ID next to the new one so that friends will recognize you, but once you make that decision you can't change it.

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  News - Overwatch Won't Get New Map At BlizzCon, But New Content On The Way
Posted by: xSicKxBot - 10-27-2018, 10:39 PM - Forum: Lounge - No Replies

Overwatch Won't Get New Map At BlizzCon, But New Content On The Way

Overwatch is one of Blizzard's ongoing live games, but the company wants to manage expectations ahead of next month's BlizzCon event. In a developer update, game director Jeff Kaplan noted that fans shouldn't expect a new map to be announced at the fan celebration.

He said that given that fans may be expecting this year's announcement to be similar to those of previous years, which would include a new map. For that reason, he wanted to be "explicitly clear" that no new map is coming this time around. He said that new maps announced at BlizzCon have gotten "a little lost in the shuffle" and "didn't have as big of an impact as we wanted."

That said, he did note that the company is working on new map content in general. It sounds as if it simply wants to strategically time it so that it doesn't get overshadowed by a lot of the other happenings around the event. Plus he promised Overwatch announcements for the event without specifying what those might be. Finally, he announced buffs in the works for several characters, which we're currently seeing on the public test realm.

One pre-BlizzCon announcement detailed in the developer update is a new feature called the World Cup Viewer. A beta version will go up before the event through the Battle.net client for PC players. It will let you watch matches live in the spectator point-of-view, with full control over camera movement or even watch in first-person through the eyes of a player.

Blizzard similarly did some pre-event expectation-setting for Diablo. To see all that the event has in store this year, you can enter to win some free virtual tickets. BlizzCon kicks off on November 2.

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  News - Wonder Woman 1984 Delayed, New Release Date Confirmed
Posted by: xSicKxBot - 10-27-2018, 04:32 PM - Forum: Lounge - No Replies

Wonder Woman 1984 Delayed, New Release Date Confirmed

2017's Wonder Woman was a breakout critical success for the often uneven DC cinematic universe. Its sequel is set decades later, in the 1980s--hence the title Wonder Woman 1984--and will take the character into the Cold War. But its debut has been delayed, and it'll no longer hit theaters next year. Warner Bros. has announced a seven-month delay, pushing the the return of Princess Diana to mid-2020.

Star Gal Gadot, who plays the title character, first shared news of the delay via Twitter. Rather than its planned November 1, 2019 date, it will now release on June 5, 2020. Gadot calls this date its "rightful home," presumably a reference to its placement among tent-pole summer movies rather than a fall release. The first movie was released in May 2017.

The news was subsequently confirmed in a statement WB shared with GameSpot. "We had tremendous success releasing the first Wonder Woman film during the summer so when we saw an opportunity to take advantage of the changing competitive landscape, we did," said Jeff Goldstein, Warner Bros. president of domestic distribution. "This move lands the film exactly where it belongs."

No other reason was given for the delay other than the "changing landscape" Gadot mentioned. That could mean that next fall is simply getting too crowded or that space has opened up in the following summer. DC has scheduled its Joker movie for October 2019, so keeping Wonder Woman 1984 in the November slot could have overlapped with it. The gap left behind by the movie has already been filled by two other films, with the upcoming Charlie's Angels and Terminator 6 now set for November 1, 2019.

So far we haven't seen a trailer for WW84, so details are still scarce. Patty Jenkins is returning to direct, and Chris Pine is coming back in some capacity as Steve Trevor. We also know that Kristen Wiig has been cast as one of Wonder Woman's most iconic nemeses, Cheetah.

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  Microsoft - Microsoft completes GitHub acquisition
Posted by: xSicKxBot - 10-27-2018, 04:32 PM - Forum: Windows - No Replies

Microsoft completes GitHub acquisition

Microsoft has completed its acquisition of GitHub. Nat Friedman, former CEO of Xamarin (acquired by Microsoft in 2016), is taking over as GitHub’s CEO, reporting to Scott Guthrie, Microsoft Cloud + AI Group Executive Vice President.

GitHub will retain its developer-first ethos, operate independently, and remain an open platform. Together, the two companies will work together to empower developers to achieve more at every stage of the development lifecycle, accelerate enterprise use of GitHub, and bring Microsoft’s developer tools and services to new audiences.

For more on what this means for GitHub and its community of developers, read new CEO Nat Friedman’s blog.

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  News - Weekend Deal – Sega of Japan games, 10% to 85% Off
Posted by: xSicKxBot - 10-27-2018, 11:48 AM - Forum: Lounge - No Replies

Weekend Deal – Sega of Japan games, 10% to 85% Off

© 2018 Valve Corporation. All rights reserved. All trademarks are property of their respective owners in the US and other countries.

VAT included in all prices where applicable.   Privacy Policy   |   Legal   |   Steam Subscriber Agreement   |   Refunds

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  News - Don’t Miss: Composing the music of Red Dead Redemption
Posted by: xSicKxBot - 10-27-2018, 11:48 AM - Forum: Lounge - No Replies

Don’t Miss: Composing the music of Red Dead Redemption

[In this interview, Gamasutra contributor Jeriaska talks with Red Dead Redemption‘s composers Bill Elm and Woody Jackson about developing the Western game’s sound, comparing the experience to working on film scores, and more.]

Recently Rockstar Games’ open-world Western Red Dead Redemption received a free update of downloadable content entitled “Myths & Mavericks.” The game’s musical score, by Bill Elm and Woody Jackson, previously won the Game Audio Network Guild’s top prize, among other awards.

Prior to writing the score for the Xbox 360 and PlayStation 3 title, the musicians toured and wrote soundtracks to films together. Elm has played steel guitar, electric guitar and organ for his band Friends of Dean Martinez, while Jackson has performed on the Ocean’s 12 and Ocean’s 13 film scores.

For Red Dead Redemption and the Undead Nightmares expansion, the musicians recorded original pieces for cutscenes, the in-game score and instruments played by non-playable characters. More recently, Jackson provided incidental music for Rockstar’s L.A. Noire.

With the Game of the Year Edition released earlier this month, we caught up with the composers to hear their thoughts on the critical reception of Red Dead Redemption‘s musical score.

How was it that you initially met Woody Jackson and began touring together as musicians?

Bill Elm: We met in ’95 while he was playing with a different band. We really connected on a number of our musical tastes. A couple of the guys who started the band Calexico were in the Friends of Dean Martinez, and at one point the guitar player couldn’t do some shows. At that point I called Woody and he filled in. He ended up joining the band for a couple years.

What is it about your background performing instrumental rock that you feel contributed to the sound of the Red Dead Redemption music?

Having put out eleven records over fifteen years definitely helped with knowing how to capture a mood. The Friends of Dean Martinez was inspired by Santo and Johnny, an instrumental band from the late ’50s known for their steel guitar accompaniment on “Sleep Walk.” That was almost mood music and it was an original inspiration for the band.

Oftentimes instrumental music will end up feeling overplayed. It can be overlooked that how much you treat the sound can be as important as the notes you play. That less-is-more attitude toward music is something that can take a little time to learn.

How would you say this experience writing music for a game compares with your previous work on film scores?

Working on films, you are scoring to a scene that starts in one place and ends in another. With this video game, someone might be riding their horse through a certain territory for half an hour.

Not knowing how long a given player will spend there, you have to be careful that the melody does not begin beating you over the head and that you don’t hear the loop coming back around after awhile.

Because those scene lengths are random, understatement becomes very important. The fact that this was a video game gave the music more room to ease the player into the scene, more room to exercise our own artistic vision.

At the start of development, were you discussing with Rockstar Games soundtrack supervisor Ivan Pavlovich about what kind of sound would characterize Red Dead Redemption?

There was a lot of time on the phone with Ivan, sending songs back and forth. The first six months of work I often traveled to Los Angeles. Initially I was hired for the game through working on Friends of Dean Martinez.

Woody and I had reconnected through a movie score a couple years before. He was just so perfect for the job and ended up contributing so much. What resulted was massive: something like two hundred songs recorded for the game.

How did you manage to lend thematic diversity to such a large amount of material while maintaining a tone that was appropriate to the setting of Red Dead Redemption?

That was something that was a bit daunting at first. It took a long time to figure out how the music was going to work in an interactive sense. The Mexico portion of the game was smaller and didn’t require as many signature sounds.

We struggled for some time to find other voices for the region beyond the trumpet, nylon guitar and accordion trio. A lot of the mariachi instruments that we tried sounded too close to the nylon guitar. Later we brought in a flute and ocarina player to fill out that sound.

Once we figured out how the stems would function, it became really fun to focus on creating. For the portions taking place in the north, we were allowed to get a bit more modern with sounds. There are so many instruments that express that sense of the frontier that when all was said and done, there were even more things that we still would have wanted to try.

When you finally had the chance to play the finished game, in what ways was it a different experience from watching a film that you had scored?

The most inspiring thing to me about playing through the finished game was listening to everything in sequence. Having mixed two hundred pieces of music, by that point I was hearing songs in the game that we’d done and wondering where they’d come from. My brain couldn’t even catalog everything that had been written for the game. Including Undead Nightmare, we did 24 hours of music, all in A Minor.

What was the reasoning behind sticking to a predetermined tempo throughout the score? Was it to allow for the crossing over of stems from various recording sessions?

In a game that’s totally controlled by the user, it helps to be able to drop one song over another fairly seamlessly at any given moment. There’s definitely some stuff in free time, but that tempo of 130, and half time at 65, seemed suited to much of the movement in the game.

There’s walking and running, the speeds of wagons and horses. All of those seemed to fit a certain tempo. With any scene that you’re scoring, you need to be aware of the pace.

When did work begin on the score for Undead Nightmare, the zombie expansion pack?

It started several months after we had completed work on the game, last July. The last things that we had done were the TV commercials back in April, as well as the soundtrack record. They had been recycling music for previous DLC content, and then the undead expansion came about.

It was interesting to have the chance to try it again, having played through the game and hearing it all in context. There was so much that we had wanted to try in the first game that had not been appropriate for one or another reason. Here we could use non-traditional instruments in places where we were not allowed to before. That acted as a starting point for the new score. The hardest part was that we only had about six weeks to do the whole thing.

What process led to selecting pieces from the lengthy game score to appear on the soundtrack record, which has since been released by Rockstar digitally, on vinyl and compact disc?

David Holmes is a DJ and a film composer and was the right man for the job of producing the record. Woody had worked with him on Ocean’s 12 and 13. By that point I was burnt out on mixing those two hundred pieces, so having a pair of fresh ears was really helpful. He built up the soundtrack album in Woody’s studio from the stems that had been recorded for the game.

Were you surprised by the degree to which the game and soundtrack album have received widespread recognition?

It’s nice to be recognized. I always thought the game would be good, but there was some uncertainty about how a Western would go over with a mainstream audience. That it won Game of the Year from a number of reviewers surprised me then, but it makes sense in that it was a really well crafted game.

There was something that I noticed during my first playthrough. Being from Tucson, Arizona, I immediately recognized they were missing the types of cactus that I was used to. But then I rode over the hill and all the stuff I knew they were missing was suddenly right there in front of me. It’s not a totally historically accurate game, but in many ways it’s very well done as a piece of fiction.

What are you currently focused on as a musician and would it interest you to write more music for video games in the future?

It would interest me. It makes me wonder, though, is there a “video game music sound?” Do people really want something different, or do they want more of the same?

I just finished a documentary score for the BBC, a film about women in prison in Afghanistan. It’s called “Injustice” and is sponsored by the EU. It has been especially fulfilling in that it’s allowed me to score scenes that I really care about.

This summer I’ll also be putting out a new record and doing my yearly Italian tour. I wasn’t able to go the past couple years because I was busy with Red Dead Redemption, so I’m looking forward to it this time.


The Red Dead Redemption red vinyl soundtrack album published by Rockstar Games

Red Dead Redemption takes place in 1911. Was it of interest to you to incorporate period music in the score?

Woody Jackson: I went back and listened to music from the period, and while there’s “Jimmy Crack Corn,” that’s basically it. We’re talking pre-showtunes. There was no “Western sound,” but ’60s psych has become the “Western sound.” If you listen to Spaghetti Westerns, none of that music was authentic to the period.

Morricone’s Western scores have informed numerous game soundtracks, from Wild Arms to Afro Samurai. You’ve mentioned that you own over 400 scores by Morricone. How has this fascination with the composer aided in developing a sound for Red Dead Redemption?

There were of a bunch of different references for Red Dead Redemption, though to me it’s hard not to have Morricone. I’m obsessed with that period from ’66 to ’71. The first trailer for the game came more from gritty, simple violin pieces, but over time it seemed appropriate to bring in psych guitars.

I found a German guitar at Ventura Music, here in Los Angeles, that had the sound and a perfect tremolo. Many guitars of the 1960’s had a bass cut switch which would cut all the bass out, giving it that anemic, thin sound. But the signal to noise ratio on those guitars can be a problem.

This German guitar somehow had more signal to noise, and it had that sound. I literally went home after finding the instrument and wrote the theme for Red Dead Redemption. There’s a certain beauty to having a job that allows for searching for a sound, finding it and using it.

Throughout the game, John Marston encounters musicians playing songs. Who is responsible for performing these in-game pieces?

You hear the piano a lot in the saloon, which is all by John Kirby, who has toured with Norah Jones and the Black Keys. I would write fifteen different solo pieces for each instrument, say for when you walk up to someone playing guitar in Mexico.

There is also Amir Yaghmai on the Stroh violin. When you encounter someone at a campfire and they start playing harmonica, that’s Tommy Morgan.

You collaborated with a world famous harmonica player on Red Dead Redemption. How did you come to meet him and form this working relationship over time?

Tommy and I met on Ocean’s 13 and we just hit it off. He has these awesome stories of playing on Sanford and Son. Most people ask him about the Beach Boys record Pet Sounds, because he played the bass harmonica on that, but I was more interested that he played with Barney Kessel.

One time on Ocean’s Thirteen, David [Holmes] played us this Frank Sinatra special and asked if Tommy could play like it. Tommy said, “I hope so! I played that!”

I’m also pretty sure he’s like an eighth degree black belt. The first day we met, I said, “Hey, Tommy, do you work out?” And his response was, “I do two hundred crunches a day so I can play this one harmonica piece like when I was twenty years old.” Otherwise, you run out of steam.

Most people don’t know he composed for the original Twilight Zone series. On the soundtrack of Red Dead Redemption, “Already Dead” is a piece that I had written fifteen years ago, and I asked Tommy to play on it. That was a thrill.

You can also be heard playing harmonica on the soundtrack. How much previous experience have you had playing the instrument?

I went to Virginia State University and my teacher for the first and only year was a saxophone and harmonica player. He was from Mississippi and grew up in a shotgun shack, and he showed me how to play blues harmonica. Chromatic harmonica is a whole other thing, though.

Tommy wouldn’t give me a lesson, but there was a guy named Dave Gage at McCabe’s Guitar Shop that showed me how to do it. One lesson and I drove home playing the theme from Midnight Cowboy on the chromatic harmonica. He’s a great teacher, but it takes a lot of practice and a lot of air to be proficient.

At the beginning of the Red Dead Redemption trailer, where John Marston is riding his horse, I’m playing Chromatic on that. I sent it to Tommy and asked, “What do you think?” And he said, “Don’t get too good!”He cracks me up.

Previously you’ve mentioned that there was a long period where you were focused intently on honing your craft. How did that lead to the creation of your guitorgan instrument, which you played on the Ocean’s films?

There was a six-year period of my life where I was searching for a new sound that no one ever had heard. I still haven’t found it, but I’m getting close. I’m actually a tinkerer by heart, and I came up with this idea of using a guitorgan: a guitar with an organ built into it.

I’m really good at fixing things, almost in a savant sense. While I was doing tech support for Mellotron out here on the West Coast, a Chamberlin remote keyboard showed up for sale, shredded, with solenoids like a player piano. It was just the thing I was looking for. It was like a big tape cassette player and it took me a month to untangle. The 35-note three-quarter-inch tape would shuttle back and forth and get all knotted.

It used a 24-volt, 10-amp trigger for the electro-mechanical keyboard, and I would watch plastic melt while I touched it to this exposed three-quarter-inch tape. It was pretty dangerous, like the game Mouse Trap but with high voltage. I wanted to make it so that when I press a note on the guitar, it would trigger the Chamberlin, without me getting electrocuted.

I found this guy in Ireland who did midi-to-voltage relays to send me a kit. He told me people used them to set off fireworks, and I think there was some sort of military application because he’s not allowed to do it anymore.

That all led to my having this remote controlled solenoid one-man band. When I started working with David Holmes, Ocean’s 12 was the first soundtrack I played on with the Chamberlin guitorgan get-up. Later I used two of them on Ocean’s 13 and a lot of David’s stuff.

How did creating this unique sound of the guitorgan contribute to the music style heard on Red Dead Redemption?

I used it mainly on the low drone parts on Red Dead Redemption. I would pitch the notes down two octaves, with a DC motor giving me not only thirty seconds of playing time, but also the most amazing sound. The best thing about the instrument is its limitations. The guitorgan is so hard to play that what you do play really has to be pure and mean something.

This guitar with a tape-replay keyboard attached is solenoid activated, like a player piano. There are 35 notes on a Chamberlin, so there were 35 relays, just like in a pinball machine. When I play it, it sounds like a pinball machine and lights up, too. It’s really kind of comical.

What was your approach to writing for the zombie sidestory Red Dead Redemption: Undead Nightmare?

Years ago Money Mark, the keyboard player, turned me on to this sampler called the SP-1200 by E-mu Systems. It’s how all the beats were done in the early days of hip-hop. It only has ten seconds of sampling, that you span over eight pads, and it’s the dirtiest, coolest thing that’s super easy to use. What I did was take all the original Red Dead Redemption instrumental recordings and pitched them down to make all the beats. I was, in essence, sampling myself.

Undead Nightmare was going to be like a zombie movie from the ’80s, and I could do so many things that were crazier than the original game. As a composer, I really loved the opportunity to rip up everything I did before and reassemble it again. Afterward I gave that music to Bill to mix before going on tour for a month in the States and Japan with Vincent Gallo. By the time I got back, it was in the can.

How would you describe working with David Holmes again, this time on the soundtrack album?

It’s nice to have a friend come in on a project. I asked him to produce the soundtrack to Red Dead Redemption because it was not that far from the ’60s style music that we had worked on previously. It was just me and him going through terabytes of music. Now there’s a double vinyl album that looks cool and sounds cool.

The response to Red Dead Redemption has been enormously positive. What aspect of the score are you most pleased with on a personal level?

Having finished it. If you donʼt finish anything, it never has the chance to exist.

[This article is available in Italian on Gamesource.it. Images courtesy of Rockstar Games. For more information on Red Dead Redemption, see the official website. For information on the soundtrack albums, visit the Rockstar Warehouse.]

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  Xbox Wire - A Guide to Weapon Specializations in Battlefield V
Posted by: xSicKxBot - 10-27-2018, 11:48 AM - Forum: Xbox Discussion - No Replies

A Guide to Weapon Specializations in Battlefield V

The weapons of Battlefield V are powerful, deadly, and adjustable. You read that right; you can modify your primary weapons by using them in battle and spending the in-game currency you’ll earn by playing the game. Want more accuracy when you’re lining up your next target? How about a faster hipshot in the thick of battle? We call those kinds of modifications Specializations, and they give you a variety of ways to specialize each of your primary weapons to best suit your playstyle.

Specializations Are Not a One-Way Street

Modifying your weapons is more about the journey than the destination. Specializations aren’t necessarily an endpoint, though some players may treat them that way. You can always go back and try different setups and take on fresh challenges when your weapon is fully specialized.

What About New Players?

Don’t worry if you’re coming into the game a little later; you’ve still got a good shot at both surviving and thriving in this system. There are four starter weapons (one per class) with Specializations already unlocked, though they will initially be on Rank 0. Use any of them on the front lines and at Rank 4 you can re-spec them however you want.

Battlefield V EMD Spec Tree

Weapon Specializations in Action

Let’s walk you through an actual Specialization tree for a specific weapon, in this case, the EMP. This submachine gun is perfect for close-range combat and comes with eight different Specializations and eight Specialization tree paths. Each choice you make will have pros and cons, and choosing one means you don’t get the benefits of another. But, again, nothing’s written in stone, and when your weapon is fully specialized, you can always go back and make changes if you want to.

So, what are some of the options you have for the EMP? Here are the kinds of trade-offs you’ll need to make: 

Specialization Path One Specialization Path Two
Slings and Swivels: Allows swapping to your EMP or sidearm faster. Don’t have time to reload? No problem. And you can shoot sooner after sprinting. Quick Aim: Zoom in faster when aiming down the sight. In a firefight, even a millisecond or two can make all the difference.
Enhanced Grips: Improves your base accuracy when firing without taking careful aim and gives you 33% better range. Custom Stock: Stay on target by reducing bullet spread by 33%.
Polished Action: Decreases your hip fire inaccuracy by about 40%. Great for those who like to shoot first and ask questions later. Lightened Stock: While aiming you can move 60% quicker. Makes shooting from behind cover or around a corner way faster.
Recoil Buffer: Diminishes vertical recoil by about 20% to keep your weapon steadier, so you end up hitting more than the scenery. Barrel Bedding: Reduces spread by 75% when aiming, letting you line up a headshot (or two).

It’s up to you if you want to go all-in on one Specialization path or sample some of both, as you work your way through the unlocks.

Specializations are Just the Beginning

So, what happens when you’ve climbed your Specialization tree branch to the top and mastered your weapon? As we mentioned before, you can always re-spec to try new combinations. It’s a great way to challenge yourself and find other, different ways to achieve your Battlefield V goals.

In addition, you can also take on weapon-specific Special Assignments. These become available when the Specialization tree is completed. In-game challenges, Special Assignments help you unlock unique vanity items for that weapon. You can really go for the gold with these challenges.

Remember, Battlefield V is still in development and all game features may be subject to change. Battlefield V is now available for pre-order on the Microsoft Store. Stay tuned to Xbox Wire for the latest news and information for all things Xbox.

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