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  News - Bravely Default 2 Preorders Are Live For Nintendo Switch
Posted by: xSicKxBot - 10-28-2020, 08:24 PM - Forum: Lounge - No Replies

Bravely Default 2 Preorders Are Live For Nintendo Switch

The Bravely series proved to be one of the most impressive new IPs developed for Nintendo 3DS, and Square Enix will continue the saga with Bravely Default 2 on Nintendo Switch. During a new Nintendo Direct Partner Mini presentation, Nintendo revealed that Bravely Default 2 will release on February 26, 2021. The upcoming RPG was originally slated to arrive sometime this year, but at this point it's not surprising Bravely Default 2 will miss that window. Still, Square Enix's next JRPG is only months away, and you can preorder Bravely Default 2 now at multiple retailers.

Despite its name, Bravely Default 2 is the third entry in the series. Bravely Default released in North America in 2014 and was followed up by Bravely Second: End Layer in 2016. Both games featured the same heroes and were set in the same world.

Continue Reading at GameSpot

https://www.gamespot.com/articles/bravel...01-10abi2f

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  (Indie Deal) Tropico 6, Assassin's Creed, Aquanox, Anno, Disney, GalaQuiz
Posted by: xSicKxBot - 10-28-2020, 01:41 PM - Forum: Deals or Specials - No Replies

Tropico 6, Assassin's Creed, Aquanox, Anno, Disney, GalaQuiz

Tropico 6 at 52% OFF | IndieGala Crackerjack Steam Deal
[www.indiegala.com]
? Prove yourself as a feared dictator or peace-loving statesman on the island state of Tropico!
https://youtu.be/SQlH-TOsAcA
Assassin's Creed Franchise Sale (EMEA ONLY), up to -85%
[www.indiegala.com]
Anno Franchise Sale (EMEA ONLY), up to -75%
[www.indiegala.com]
Disney Nostalgia Sale, (EMEA ONLY), all titles -75%
[www.indiegala.com]

The 220th GalaQuiz will be LIVE soon, win up to $50:dollars: in GalaCredit!
[www.indiegala.com]
The GalaQuiz will take place in less than 15 minutes from this announcement Check back daily for a new quiz, part of the Movie Trivia Quiz Event

Stay Inside, Stay Safe and Enjoy Good Games.
Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...2396407357

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  gRPC performance improvements in .NET 5
Posted by: xSicKxBot - 10-28-2020, 01:40 PM - Forum: C#, Visual Basic, & .Net Frameworks - No Replies

gRPC performance improvements in .NET 5

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James

gRPC is a modern open source remote procedure call framework. There are many exciting features in gRPC: real-time streaming, end-to-end code generation, and great cross-platform support to name a few. The most exciting to me, and consistently mentioned by developers who are interested in gRPC, is performance.

Last year Microsoft contributed a new implementation of gRPC for .NET to the CNCF. Built on top of Kestrel and HttpClient, gRPC for .NET makes gRPC a first-class member of the .NET ecosystem.

In our first gRPC for .NET release, we focused on gRPC’s core features, compatibility, and stability. In .NET 5, we made gRPC really fast.

gRPC and .NET 5 are fast


In a community run benchmark of different gRPC server implementations, .NET gets the highest requests per second after Rust, and is just ahead of C++ and Go.

gRPC performance comparison

This result builds on top of the work done in .NET 5. Our benchmarks show .NET 5 server performance is 60% faster than .NET Core 3.1. .NET 5 client performance is 230% faster than .NET Core 3.1.

Stephen Toub discusses dotnet/runtime changes in his Performance Improvements in .NET 5 blog post. Check it out to read about improvements in HttpClient and HTTP/2.

In the rest of this blog post I’ll talk about the improvements we made to make gRPC fast in ASP.NET Core.

HTTP/2 allocations in Kestrel


gRPC uses HTTP/2 as its underlying protocol. A fast HTTP/2 implementation is the most important factor when it comes to performance. Our gRPC server builds on top of Kestrel, a HTTP server written in C# that is designed with performance in mind. Kestrel is a top contender in the TechEmpower benchmarks, and gRPC benefits from a lot of the performance improvements in Kestrel automatically. However, there are many HTTP/2 specific optimizations that were made in .NET 5.

Reducing allocations is a good place to start. Fewer allocations per HTTP/2 request means less time doing garbage collection (GC). And CPU time “wasted” in GC is CPU time not spent serving HTTP/2 requests.

.NET Core 3.1 memory graph

The performance profiler above is measuring allocations over 100,000 gRPC requests. The live object graph’s sawtooth shaped pattern indicates memory building up, then being garbage collected. About 3.9KB is being allocated per request. Lets try to get that number down!

dotnet/aspnetcore#18601 adds pooling of streams in a HTTP/2 connection. This one change almost cuts allocations per request in half. It enables reuse of internal types like Http2Stream, and publicly accessible types like HttpContext and HttpRequest, across multiple requests.

Once streams are pooled a range of optimizations become available:

There are many smaller allocation savings. dotnet/aspnetcore#19783 removes allocations in Kestrel’s HTTP/2 flow control. A resettable ManualResetValueTaskSourceCore<T> type replaces allocating a new object each time flow control is triggered. dotnet/aspnetcore#19273 replaces an array allocation with stackalloc when validating the HTTP request path. dotnet/aspnetcore#19277 and dotnet/aspnetcore#19325 eliminate some unintended allocations related to logging. dotnet/aspnetcore#22557 avoids allocating a Task<T> if a task is already complete. And finally dotnet/aspnetcore#19732 saves a string allocation by special casing content-length of 0. Because every allocation matters.

.NET 5 memory

Per-request memory in .NET 5 is now just 330 B, a decrease of 92%. The sawtooth pattern has also disappeared. Reduced allocations means garbage collection didn’t run at all while the server processed 100,000 gRPC calls.

Reading HTTP headers in Kestrel


A hotpath in HTTP/2 is reading and writing HTTP headers. A HTTP/2 connection supports concurrent requests over a TCP socket, a feature called multiplexing. Multiplexing allows HTTP/2 to make efficient use of connections, but only the headers for one request on a connection can be processed at a time. HTTP/2’s HPack header compression is stateful and depends on order. Processing HTTP/2 headers is a bottleneck so has to be as fast as possible.

dotnet/aspnetcore#23083 optimizes the performance of HPackDecoder. The decoder is a state machine that reads incoming HTTP/2 HEADER frames. The approach here is good, the state machine allows Kestrel to decode frames as they arrive, but the decoder was checking state after parsing each byte. Another problem is literal values, the header names and values, were copied multiple times. Optimizations in this PR include:

  • Tighten parsing loops. For example, if we’ve just parsed a header name then the value must come afterwards. There is no need to check the state machine to figure out the next state.
  • Skip literal parsing all together. Literals in HPack have a length prefix. If we know the next 100 bytes are a literal then there is no need to inspect each byte. Mark the literal’s location and resuming parsing at its end.
  • Avoid copying literal bytes. Previously literal bytes were always copied to an intermediary array before passed to Kestrel. Most of the time this isn’t necessary and instead we can just slice the original buffer and pass a ReadOnlySpan<byte> to Kestrel.

Together these changes significantly decrease the time it takes to parse headers. Header size is almost no longer a factor. The decoder marks the start and end position of a value and then slices that range.

private HPackDecoder _decoder = CreateDecoder();
private byte[] _smallHeader = new byte[] { /* HPack bytes */ };
private byte[] _largeHeader = new byte[] { /* HPack bytes */ };
private IHttpHeadersHandler _noOpHandler = new NoOpHeadersHandler(); [Benchmark]
public void SmallDecode() => _decoder.Decode(_smallHeader, endHeaders: true, handler: _noOpHandler); [Benchmark]
public void LargeDecode() => _decoder.Decode(_largeHeader, endHeaders: true, handler: _noOpHandler);
Method Runtime Mean Ratio Allocated
SmallDecode .NET Core 3.1 111.20 ns 1.00 0 B
SmallDecode .NET 5.0 71.90 ns 0.65 0 B
LargeDecode .NET Core 3.1 49,083.00 ns 1.00 0 B
LargeDecode .NET 5.0 98.68 ns 0.002 0 B

Once headers have been decoded, Kestrel needs to validate and process them. For example, special HTTP/2 headers like :path and :method need to be set onto HttpRequest.Path and HttpRequest.Method, and other headers need to be converted to strings and added to the HttpRequest.Headers collection.

Kestrel has the concept of known request headers. Known headers are a selection of commonly occuring request headers that have been optimized for fast setting and getting. dotnet/aspnetcore#24730 adds an even faster path for setting HPack static table headers to the known headers. The HPack static table gives 61 common header names and values a number ID that can be sent instead of the full name. A header with a static table ID can use the optimized path to bypass some validation and quickly be set in the collection based on its ID. dotnet/aspnetcore#24945 adds extra optimization for static table IDs with a name and value.

Adding HPack response compression


Prior to .NET 5, Kestrel supported reading HPack compressed headers in requests, but it didn’t compress response headers. The obvious advantage of response header compression is less network usage, but there are performance benefits as well. It’s faster to write a couple of bits for a compressed header than it is to encode and write the header’s full name and value as bytes.

dotnet/aspnetcore#19521 adds initial HPack static compression. Static compression is pretty simple: if the header is in the HPack static table then write the ID to identify the header instead of the longer name.

Dynamic HPack header compression is more complicated, but also provides bigger gains. Response header names and values are tracked in a dynamic table and are each assigned an ID. As a response’s headers are written, the server checks to see if the header name and value are in the table. If there is a match then the ID is written. If there isn’t then the full header is written, and it is added to the table for the next response. There is a maximum size of the dynamic table, so adding a header to it may evict other headers with a first in, first out order.

dotnet/aspnetcore#20058 adds dynamic HPack header compression. To quickly search for headers the dynamic table groups header entries using a basic hash table. To track order and evict the oldest headers, entries maintain a linked list. To avoid allocations, removed entries are pooled and reused.

Wireshark HTTP/2 response

Using Wireshark, we can see the impact of header compression on response size for this example gRPC call. .NET Core 3.x writes 77 B, while .NET 5 is only 12 B.

Protobuf message serialization


gRPC for .NET uses the Google.Protobuf package as the default serializer for messages. Protobuf is an efficient binary serialization format. Google.Protobuf is designed for performance, using code generation instead of reflection to serialize .NET objects. There are some modern .NET APIs and features that can be added to it to reduce allocations and improve efficiency.

The biggest improvement to Google.Protobuf is support for modern .NET IO types: Span<T>, ReadOnlySequence<T> and IBufferWriter<T>. These types allow gRPC messages to be serialized directly using buffers exposed by Kestrel. This saves Google.Protobuf allocating an intermediary array when serializing and deserializing Protobuf content.

Support for Protobuf buffer serialization was a multi-year effort between Microsoft and Google engineers. Changes were spread across multiple repositories.

protocolbuffers/protobuf#7351 and protocolbuffers/protobuf#7576 add support for buffer serialization to Google.Protobuf. This is by far the biggest and most complicated change. Three attempts were made to add this feature before the right balance between performance, backwards compatibility and code reuse was found. Protobuf reading and writing uses many performance oriented features and APIs added to C# and .NET Core:

  • Span<T> and C# ref struct types enables fast and safe access to memory. Span<T> represents a contiguous region of arbitrary memory. Using span lets us serialize to managed .NET arrays, stack allocated arrays, or unmanaged memory, without using pointers. Span<T> and .NET protects us against buffer overflow.
  • stackalloc is used to create stack-based arrays. stackalloc is a useful tool to avoid allocations when a small buffer is required.
  • Low-level methods such as MemoryMarshal.GetReference(), Unsafe.ReadUnaligned() and Unsafe.WriteUnaligned() convert directly between primitive types and bytes.
  • BinaryPrimitives has helper methods for efficiently converting between .NET primitive types and bytes. For example, BinaryPrimitives.ReadUInt64LittleEndian reads little endian bytes and returns an unsigned 64 bit number. Methods provided by BinaryPrimitive are heavily optimized and use vectorization.

A great thing about modern C# and .NET is it is possible to write fast, efficient, low-level libraries without sacrificing memory safety. When it comes to performance, .NET lets you have your cake and eat it too!

private TestMessage _testMessage = CreateMessage();
private ReadOnlySequence<byte> _testData = CreateData();
private IBufferWriter<byte> _bufferWriter = CreateWriter(); [Benchmark]
public IMessage ToByteArray() => _testMessage.ToByteArray(); [Benchmark]
public IMessage ToBufferWriter() => _testMessage.WriteTo(_bufferWriter); [Benchmark]
public IMessage FromByteArray() => TestMessage.Parser.ParseFrom(CreateBytes()); [Benchmark]
public IMessage FromSequence() => TestMessage.Parser.ParseFrom(_testData);
Method Runtime Mean Ratio Allocated
ToByteArray .NET 5.0 1,133.82 ns 1.00 184 B
ToBufferWriter .NET 5.0 589.05 ns 0.51 64 B
FromByteArray .NET 5.0 409.88 ns 1.00 1960 B
FromSequence .NET 5.0 381.03 ns 0.92 1776 B

Adding support for buffer serialization to Google.Protobuf is just the first step. More work is required for gRPC for .NET to take advantage of the new capability:

  • grpc/grpc#18865 and grpc/grpc#19792 adds ReadOnlySequence<byte> and IBufferWriter<byte> APIs to the gRPC serialization abstraction layer in Grpc.Core.Api.
  • grpc/grpc#23485 updates gRPC code generation to glue the changes in Google.Protobuf to Grpc.Core.Api.
  • grpc/grpc-dotnet#376 and grpc/grpc-dotnet#629 updates gRPC for .NET to use the new serialization abstractions in Grpc.Core.Api. This code is the integration between Kestrel and gRPC. Because Kestrel’s IO is built on top of System.IO.Pipelines, we can use its buffers during serialization.

The end result is gRPC for .NET serializes Protobuf messages directly to Kestrel’s request and response buffers. Intermediary array allocations and byte copies have been eliminated from gRPC message serialization.

Wrapping Up


Performance is a feature of .NET and gRPC, and as cloud apps scale it is more important than ever. I think all developers can agree it is fun to make fast apps, but performance has real world impact. Lower latency and higher throughput means fewer servers. It is an opportunity to save money, reduce power use and build greener apps.

.NET Core 3.1 vs .NET 5 results

As is obvious from this tour, a lot of changes have gone into gRPC, Protobuf and .NET aimed at improving performance. Our benchmarks show a 60% improvement in gRPC server RPS and a 230% improvement in gRPC client RPS.

.NET 5 RC2 is available now, and the official .NET 5 release is in November. To try out the performance improvements and to get started using gRPC with .NET, the best place to start is the Create a gRPC client and server in ASP.NET Core tutorial.

We look forward to hearing about apps built with gRPC and .NET, and to your future contributions in the dotnet and grpc repos!



https://www.sickgaming.net/blog/2020/10/...-in-net-5/

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  News - Season of the Hunt
Posted by: xSicKxBot - 10-28-2020, 01:40 PM - Forum: Lounge - No Replies

Season of the Hunt

Watch as developers share a deeper look into our plans for Year 4 with Beyond Light, Stasis, and Season of the Hunt.

Destiny 2: Beyond Light kicks off on November 10 with Guardians traveling to Europa to investigate the threats, mysteries, and power residing there. Season of the Hunt also begins on November 10 — you will be able to start earning ranks and rewards from the Season Pass, claim your Artifact, and begin to customize it as you power it up. This Season’s story mission and new Wrathborn Hunts activity will kick off the following week on Nov 17.

Starting with Season of the Hunt, most of the Seasonal content and all of the sweet gear will be sticking around for all of year 4. We hope this alleviates some of the FOMO that has been present with past Seasons. Now you can jump back in and experience past Seasons’ story, activities, and loot anytime during year 4. 

Here is a look at the calendar for Beyond Light and Season of the Hunt for a glimpse of what we have in store for you!




https://www.sickgaming.net/blog/2020/10/...-the-hunt/

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  News - It’s Been Three Years Since We First Embarked On A Super Mario Odyssey
Posted by: xSicKxBot - 10-28-2020, 01:39 PM - Forum: Nintendo Discussion - No Replies

It’s Been Three Years Since We First Embarked On A Super Mario Odyssey

Super Mario Odyssey Woohoo

When was the last time you went on a nice long trip? Thanks to one thing and another this year, it’s probably been quite a while, although it’s hard to believe that three years have now passed since we first grabbed our caps and went on a kingdom-hopping jaunt in Super Mario Odyssey.

It is, however, entirely true: Nintendo UK even tweeted about it to remind us:


If that hypnotically looping gif above featuring the principal characters boogie-ing looks familiar, that’s because it’s adapted from a video put out to celebrate the game’s first anniversary in 2018.

Looking back on the game, it’s perhaps a little odd that it never got any meaty DLC. Yes, it was periodically updated with free costumes, some new snapshot filters, and it got that nugget of Labo VR content (not to mention Luigi’s Balloon World), but of all the games that do get paid DLC, a new locale or two to explore is something we would definitely have coughed up for. So many memories!


Perhaps there’s something in that, though. Could Nintendo be channelling all those ideas into a straight sequel, a-la Super Mario Galaxy 2? After all, everyone could do with getting away from it all again — now more than ever, no?

We can but dream (and cross our fingers, legs and other limbs until we look quite silly). While we wait for Mario’s next adventure — one that we didn’t already enjoy on Wii U, that is — let’s raise a glass to his last truly epic journey.

Apologies for mentioning Galaxy 2 (we know it still smarts). Feel free to share your own memories from three years of Super Mario Odyssey — and your hopes for the future — below.



https://www.sickgaming.net/blog/2020/10/...o-odyssey/

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  News - Rumour: Hyrule Warriors: Age Of Calamity May Be Getting A Playable Demo
Posted by: xSicKxBot - 10-28-2020, 01:39 PM - Forum: Nintendo Discussion - No Replies

Rumour: Hyrule Warriors: Age Of Calamity May Be Getting A Playable Demo

Hyrule Warriors Age Of Calamity

Hyrule Warriors: Age of Calamity is out on Switch in less than a month, but a tweet from Kelios on Twitter (thanks Game Revolution) — which features apparent screen-grabs of a page from Nintendo’s Korean website suggests that a playable demo of the game is incoming.

According to the page (which now leads to an error message), the demo will be released alongside a new trailer for the game and a bunch of new details about the return to the Hyrule of the past — one we first visited in The Legend of Zelda: Breath of the Wild.

According to online translations and further investigation, you’ll be able to play through the title’s prologue and carry your progress over to the full game should you decide that, yes, I do want to explore Hyrule again, thank you. Take a look at the relevant tweets below, along with the rather amusing (and potentially spoiler-y) translation courtesy of Google:



While none of this has been confirmed officially, it certainly seems a solid sales tactic to employ and would likely hook people back into the world of Breath of the Wild who may have been sitting on the fence until Koei Tecmo’s game is out. People seemed to enjoy the Pikmin 3 Deluxe demo which became available without warning — and this is Zelda!

If a demo for HWAOC (the acronym that nobody’s using) is going to drop before release, we’d expect to see it soon; Age of Calamity is launching in less than a month’s time on 20th November.

Would you be up for dipping your toe into Age of Calamity with a demo? Is a taster pointless to you because you’ve had your pre-order in since it was first announced? Let us know with a comment below.



https://www.sickgaming.net/blog/2020/10/...able-demo/

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  Xbox Wire - This Week on Xbox: October 16, 2020
Posted by: xSicKxBot - 10-28-2020, 01:39 PM - Forum: Xbox Discussion - No Replies

This Week on Xbox: October 16, 2020

We know you’re busy and might miss out on all the exciting things we’re talking about on Xbox Wire every week. If you’ve got a few minutes, we can help remedy that. We’ve pared down the past week’s news into one easy-to-digest article for all things Xbox! Or, if you’d rather watch than read, you can feast your eyes on our weekly video show above. Be sure to come back every Friday to find out what’s happening This Week on Xbox!


Xbox Series X/S Hero Image

30 Games Fully Optimized on Xbox Series X and Xbox Series S Launch Day
The launch of a new generation of games is the culmination of epic creative and technical endeavors from developers around the globe, all focused on a single goal: delivering immersive new experiences and rich new worlds to explore… Read more 

Five Major Improvements That Come to Life in NHL 21, Available Today on Xbox One
The Tampa Bay Lightning have hoisted the cup, and an unprecedented NHL season has come to a close… but on the virtual ice, the puck is just about to drop — EA Sports NHL 21 launches today on Xbox One! The team at EA Sports is excited to recognize creativity… Read more

LucasArts Hero Image

Remembering The Classics: The Xbox Podcast Featuring Tim Schafer
The Legendary Tim Schafer stops by the Xbox Podcast and talks with Major Nelson about the Classic LucasArts Remasters coming to Xbox Game Pass. As part of today’s show, Tim confirmed that the Classic LucasArts Remasters are coming October 29… Read more

A Look at the Visual Style and Animation in 9 Monkeys of Shaolin
Hello everyone! I’m Mikhail and I am the creative director and animator at Sobaka Studio. Our new game 9 Monkeys of Shaolin just released on Xbox One and because of that, I would like to share some interesting details of its development with you… Read more

Planet Coaster: Console Edition

Pre-order Planet Coaster: Console Edition, Coming November 10
Hey there, coaster fans! I’m Lloyd Morgan-Moore, Producer on Planet Coaster: Console Edition, and today I want to share a very exciting update. Starting today, you’ll be able to pre-order Planet Coaster: Console Edition which arrives on Xbox One… Read more

The Beasts Are Unleashed! Monster Tanks Return to World of Tanks This Halloween
It’s that time of year when darkness creeps across the battlefield and a chill wind rattles through our tankers’ Garages. Prepare yourself, all you tankers of the night… Halloween is coming to World of Tanks! If you couldn’t tell, Halloween is one of our favorite times… Read more

ACV Hero image

Unlocking the Mysteries of Assassin’s Creed Valhalla’s Britain
The Assassin’s Creed franchise has been on quite a roll in recent years. Assassin’s Creed Origins and Assassin’s Creed Odyssey were two of the most well-received entries in the franchise’s history, offering up something for new players and AC stalwarts alike… Read more

Physics Puzzler Mørkredd Coming Soon to Xbox Game Pass
We’re so excited to announce that Mørkredd, an innovative co-op puzzler, is coming exclusively to Xbox Series X and Xbox Game Pass this December. Mørkredd is the Norwegian word for fear of the dark, and you’ll have to use light and shadow to solve puzzles… Read more

Grounded

Grounded – Optimized Features for Xbox Series X and Series S
The Xbox Series X and Xbox Series S launches in less than a month and the team at Obsidian Entertainment are preparing a special update for Grounded. For existing players or those that are about to take their first thrilling step into the backyard, Grounded will be… Read more

Earn Spooky New Rewards in Overwatch Halloween Terror, Now Live on Xbox One
It’s time to return to the fright – Overwatch Halloween Terror is back! Group up for a limited time to earn chilling new cosmetics and take on a spine-tingling new version of Junkenstein’s Revenge! Don’t get petrified, because Overwatch Halloween Terror ends on… Read more


Age of Empires III: Definitive Edition Out Now Worldwide!
Today’s the day! Age of Empires III: Definitive Edition is available worldwide with Xbox Game Pass for PC, Xbox Game Pass Ultimate, Windows 10 and Steam! I’m still amazed that it’s been only three years since we announced the first Definitive Edition… Read more

Age of Empires III: Definitive Edition Achievements Revealed
On October 15, real time strategy fans can experience the latest chapter from one of the most beloved real-time strategy franchises with Age of Empires III: Definitive Edition, a modernized classic with enhanced features and updated gameplay. Get ready to take… Read more

Free Play Days

Free Play Days – Warface: Breakout, The Escapists 2, and AO Tennis 2
Be the ultimate mercenary of tomorrow, plan your great escape, and smash an ace from the baseline all with this weekend’s Free Play Days. Warface: Breakout, The Escapists 2, and AO Tennis 2 are available for Xbox Live Gold and Xbox Game Pass Ultimate… Read more

Find New Love in Monster Prom: XXL, Available Now on Xbox One
Hello and welcome to Spooky High! If you thought the high school dating scene was tough already, wait until you try wooing these boos. This is my way of telling you that, when you try to romance monsters, there are far scarier things to worry about than… Read more

Xbox Series X Experience Hero

October Xbox Update Rolls Out Broadly with A New Fresh Look, Profile Themes and More
The October Xbox update rolls out this week, bringing a set of exciting changes to Xbox One consoles now, as well as Xbox Series X|S at launch on November 10. Fans will immediately notice a brand-new look and feel, making their consoles feel fresh and more… Read more

The Making of Red Wings: Aces of the Sky
As a teenager, I spent a lot of time playing arcade games and airplane shooters. Now, as the genre moves towards realistic simulations, I miss games that would allow me to recreate the sensation of playing old-school Sega games and arcade machines and I think… Read more

Torchlight III

The Exclusive Xbox Gamer’s Expedited Guide to Gear for Torchlight III, Available Now on Xbox One
The Torchlight series has always been known for its great gear and Torchlight III is no exception. In this blog, we’ll dive into the world of Armor & Weapons in Torchlight III, so that you can be better prepared for combat… Read more

G.I. Joe: Operation Blackout Looks to the ’80s for Inspiration
The G.I. Joe brand has been around since the early ’60s and has taken on many different forms. Sometimes the members of the G.I. Joe team look like your typical military soldier in familiar camouflage, sometimes they look more like Channing Tatum…. Read more

Xbox Series BC Hero

Xbox Series X and Xbox Series S Will Be the Best Place to Play 1000s of Games From Across Four Generations of Xbox
As gamers, we know how important it is to preserve and respect your gaming legacy. We believe your favorite games and franchises, your progression and achievements, your Xbox One gaming accessories and the friendships and communities you create through… Read more

Call of Duty: Black Ops Cold War Open Beta: Pre-load Today on Xbox One
Prepare to drop into the Crossplay Beta with this guide that includes redemption instructions for Early Access and pre-load info. During the beta, experience signature Black Ops combat across traditional 6v6 modes, 12v12 Combined Arms, and a brand-new… Read more

Fortnite Daredevil Cup

Summon Your Courage in Fortnite’s Marvel Knockout Super Series and Suit Up as Daredevil
From the Rift emerges a new Marvel Hero, arriving not only to defeat Galactus but to commence a test of courage. The Fortnite Nexus War ushers in the Marvel Knockout Super Series, four competitive cups featuring the Marvel Knockout Limited Time Mode… Read more

Announcing Mortal Kombat 11 Ultimate, Available November 17 on Xbox Series X|S and Xbox One
Hello! Today I’m writing to tell you about Mortal Kombat 11 Ultimate, the all-in-one compilation of everything Mortal Kombat 11 has to offer. So, what is Mortal Kombat 11 Ultimate? This package is the main game plus Kombat Pack 1, the Aftermath Expansion, and… Read more

Xbox Game Pass - October 2020 Wave II

Coming Soon to Xbox Game Pass for Console and PC: Age of Empires III: Definitive Edition, Cricket 19, Tales of Vesperia: Definitive Edition, and More
We have new games, we have classics, we’ve even got games on your consoles, on your PCs and on your Android devices. It’s not literally raining games (because that would hurt), but what I’m saying is that there are a lot of games… Read more

FIFA 21 is Available Now on Xbox One
The time has come. EA Sports FIFA 21 is out now on Xbox One! In the latest version of FIFA, all your favorite modes are back, with some brand-new additions to get excited about. Express yourself with your mates and win as one on the street and in the stadiums…. Read more

Next Week on Xbox

Next Week on Xbox: October 20 to 23
Welcome to Next Week on Xbox, where we cover all the new games coming soon to Xbox One and Windows 10 PC! Every week the team at Xbox aims to deliver quality gaming content for you to enjoy on your favorite gaming console and PC. Get more details… Read more



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  News - Master your grasp of player psychology in Celia Hodent’s UX Masterclass
Posted by: xSicKxBot - 10-28-2020, 01:38 PM - Forum: Lounge - No Replies

Master your grasp of player psychology in Celia Hodent’s UX Masterclass

In game development, understanding player behavior is the key to tuning fun mechanics, creating compelling art direction, and smoothing out programming hiccups that might manifest as roadbumps to the player experience.

It’s a complicated process to understand the human mind, and in game development, it’s usually bundled under the field of “User Experience” (otherwise known as UX). One expert in the field, Celia Hodent, wants to take the time to educate you on the best practices for augmenting human psychology into your UX practices in her December 3rd GDC Masterclass.

Hodent’s instruction will go beyond her numerous GDC talks—she’ll be taking the day to teach you what she’s learned about human psychology in a classroom setting, mixing one-on-one instruction and exercises with the professional insight she’s picked up as a consultant and working at Ubisoft, LucasArts, and Epic Games.

As an attendee, here are some of the takeaways you can expect to gain from Hodent’s course:

  • Learn how to significantly improve the experience of the game you are developing as perceived by your target audience.
  • Improve usability and engagement.
  • Understand the main characteristics and limitations of the human brain (in terms of perception, attention, memory, motivation, and emotion), and how they impact game development.
  • Learn what makes a game engaging (in terms of motivation, emotion, and game flow) and how to foster these components in your game.
  • Have a clear and concrete understanding of what having a UX mindset and developing a UX strategy entail.
  • Course includes a complimentary copy of The Gamer’s Brain: How Neuroscience and UX Can Impact Video Game Design

But that’s not all. Hodent wants to make sure you have the best tools to apply what you’ve learned when you return to the field, so she’ll be including a copy of her book The Gamer’s Brain: How Neuroscience and UX Can Impact Video Game Design.

Space is limited–only a handful of talented game designers will be able to participate in this exceptionally useful class. Register today and claim your seat before it’s too late!

For more information on the GDC Masterclass program, be sure to visit our website or subscribe to regular updates via Facebook, Twitter, or RSS.

Gamasutra and GDC are sibling organizations under parent company Informa Tech



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  News - PlayStation’s new (web) store, genre viability & more
Posted by: xSicKxBot - 10-28-2020, 01:38 PM - Forum: Lounge - No Replies

PlayStation’s new (web) store, genre viability & more

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[The GameDiscoverCo game discovery newsletter is written by ‘how people find your game’ expert Simon Carless, and is a regular look at how people discover and buy video games in the 2020s.]

Welcome to the final GameDiscoverCo newsletter of the week, since we’ve stored ‘like a billion’ interesting links in our newsletter template. And now we have to disgorge them, like a squirrel unhiding its nuts from a tree trunk. (Totally like that.)

Before we get started, just wanted to point out this video interview with me on game discoverability as part of a mini-series by Rocket Jump Events over on the Etch Play YouTube channel. I talk about how people find your games! Some of you care about that! Go check it out…

The new PlayStation (web) store gets.. mixed reviews


Ahead of the PlayStation 5’s launch, Sony has rolled out a brand new web version of the PlayStation Store, which definitely needed an upgrade. (Though the removal of digital support for older Sony platforms is not always popular.)

There’s a very long ResetEra forum thread (which started before the store was available to all) including a lot of good/interesting player feedback in it. Thus far, it seems like the design is way cleaner and mobile friendly.

But there’s a number of obvious usability & discovery issues with the new version of the store, which is ‘bare bones’ in a variety of ways. I thought Toumari’s ResetEra comments (scroll down to post #200) were fair and helpful. Some of the suggestion headings – which he goes into more detail on – are as follows:

“Add titles below the thumbnails on the category view… Make it obvious what is DLC and what is a game… Show DLC of a game on their respective pages… Add filters on the category/search pages… Show details about the different game editions.”

In addition, he noted some of the features that are missing in the new store that were included in the old store: “No screenshots/gameplay videos on the game pages, No download file-size listed on the game pages, No wishlist support, Can no longer add games/products to the cart from the list views.”

I’m sure the store will be a work in progress. And it’s unclear how closely its usability or layout mirrors that of the PlayStation 5 UI itself, since the UI demos so far haven’t looked closely at the PlayStation Store. But there’s clearly some work to be done here that will help more people buy games, if correctly addressed.

New perspectives on genre viability


The subject of Steam/game genre tags and viability has come up a lot recently. So kudos to Chris Zukowski for his latest article/newsletter, which includes this gem of a graph:

Basically, select genres with a higher median earning on Steam are towards the left, and lower towards the right. And then each genre also has a bar chart listing the number of games categorized within it (often by players).

There’s definitely some nuance here – particularly because a) your game can have multiple tags/genres and b) some large-tagged categories can refer to game elements – e.g. everything classified as puzzle is probably not a traditional puzzler. And this is Steam-specific – the PlayStation 4 might see different styles of game being popular.

But the point stands. It’s not solely about mechanically picking the right genres, but some game styles have less competition than others. Danny Weinbaum’s Steam tag data Google Doc (original blog post) clearly shows this. I recommend that everyone keeps considering it.

The game discovery news round-up..


And here’s the final final for the week, with a whole bunch of cloud gaming updates, as that space continues to hot up, plus updates on yesterday’s newsletter and more besides:

  • There’s a new interview with Xbox’s Phil Spencer (originally at Stratechery, excerpted at The Verge) where he notes: “I think you’re going to see lower priced hardware as part of our ecosystem when you think about streaming sticks and other things that somebody might want to just go plug into their TV and go play via xCloud.” So all kinds of possibilities for Game Pass playing in the future, eh?

  • Couple of interesting Stadia things – the company revealed Pac-Man Mega Tunnel Battle, a 64-person Pac-Man melee, with a cloud-streamable demo linked from the YouTube page. It’s part of an attempt to make ‘instant demos’ a better onramp to the service. (Tunnel Battle itself will be $20 when released in November on Stadia.)

  • So, a lot of stuff went down on Twitch this week, since the company “informed streamers across its platform on Tuesday that it has deleted content violating music copyright laws after receiving “a sudden influx of DMCA takedown requests” back in June.” This was probably (mainly?) commercial music, not game OSTs, but definitely make sure your game’s music licenses don’t screw your streamers. (They don’t like it!)

  • A couple of follow-ups from my Steam x China article that ran yesterday. Firstly, this EGM article talks about government licensing woes from a Chinese indie dev perspective. Secondly, I did want to reference this profanity-laced quote Tweet stream about the article (lol), since the author makes a good ethical point: “that requirement for text filtering? you’re engaging in the erasure of Uighurs, Taiwan and Hong Kong.” I don’t think we know that yet, since this is all hypotheticals. But I also don’t think we should ignore the concept.

  • Amazon is now rolling out early access to its Amazon Luna streaming game service in the US, after “hundreds of thousands of requests”. The Luna+ and Ubisoft game channels are hyped, and it’s also noted: “We will continue to add great games, channels, and features to ensure there is something for everyone to play.” Looking forward to see who else steps up with a ‘channel’.

  • A fan published a (slightly veiled) app that made Stadia streaming on iOS possible using a modified browser app. (“You can basically trick Stadia’s website into thinking you’re a Chrome browser. Thus, Stadia streaming then works.”) Then they went to update it, Apple noticed and it’s been pulled. It’s fun times in the cloud streaming wars when the fans get involved!

  • Microlinks: there’s a LOT of investment activity in games right now, here’s a great summary for 2020 so far; on the way smaller side of things, here’s a Reddit post about a Steam game with 1200 pre-launch wishlists and 35 sales in Week 1, showing it can be tricky out there.

And finally for this week, throwing in a bonus video about game… shows? John Teti’s piece on the contrasting host entrances for famed U.S. game show The Price Is Right’ is a tremendous example of ‘design in detail’, and thought provoking for all creatives:

[This newsletter is handcrafted by GameDiscoverCo, a new agency based around one simple issue: how do players find, buy and enjoy your premium PC or console game? We’ll be launching a ‘Plus’ paid newsletter tier with lots of extra info/data – watch out for it soon.]


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  Mobile - Crash Bandicoot: On the Run somersaults onto mobile in Spring 2021
Posted by: xSicKxBot - 10-28-2020, 06:46 AM - Forum: New Game Releases - No Replies

Crash Bandicoot: On the Run somersaults onto mobile in Spring 2021

October 27, 2020: We now have a release date for Crash Bandicoot: On the Run.

The mobile game publisher, King, has finally revealed when we are likely to see the newest Crash Bandicoot game arrive on mobile. Crash Bandicoot: On the Run is set to release in Spring 2021, and if the App Store listing is anything to go by, March 25 is the likely release date.

We first heard about the new Crash Bandicoot mobile game back in February, when rumours appeared that it was in development by King, the famous publisher of Candy Crush. The game was later confirmed and named as Crash Bandicoot: On the Run, alongside a reveal trailer, and ever since then we’ve been waiting to hear news about release.

Fans of the original Crash Bandicoot games can expect this endless runner to involves sprinting, jumping, sliding, and just generally avoiding obstacles as you complete levels to earn rewards. There’s also set to be boss battles with some of the series most iconic baddies, such as Scorporilla, Nitrus Brio, Nina Cortex, Dingodile, and Fake Crash.


If you want to see what gameplay looks like, check out the brand new trailer below:

Crash Bandicoot: On the Run is available to pre-order now from Google Play and App Store, and if you do you get the exclusive blue hyena skin at launch, made famous by Crash Team Racing: Nitro Fueled. You can also stay up to date with the release schedule by following the official Crash Bandicoot: On the Run Twitter account.

If you just can’t wait to play On the Run, we’ve got some other great recommendations for endless runners in our lists of the best iOS games and the best Android games!



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