It's not often that I get a break from benchmarking games so that I can actually play them. That's normally Nick Pinkerton's job, our Senior Editor tasked with handling our game content these days. Civilization is an interesting game to benchmark; it's always been regarded as CPU-intensive due to the heavy processing done between turns and has GPU-intensive buffer requirements for map movement. For some unknown reason, GN staff decided to actually play the game.

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We've certainly done worse.

Sorta.

The release of Borderlands: The Pre-Sequel saw our staff benchmarking the game's framerate performance across various graphics cards, as always. We'd already previewed the gameplay mechanics of Borderlands: The Pre-Sequel at PAX, but now that the game's released, it's time to resolve some of the most common crash fixes. This is something we do regularly for major releases, including Watch Dogs and Titanfall in previous launch cycles.

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As with most major launches these days, Borderlands: The Pre-Sequel suffers from some flickering, crashing & CTDs, black screens, freezes, and PhysX issues. This guide will help resolve a few of the issues we've uncovered thus far.

Middle-earth: Shadow of Mordor is not a Lord of the Rings game. There are no epic battles between a wizard and a balrog, there are no disguised female noblewomen slaying wraiths, and there are no hobbits singing jigs and jumping on top of cave trolls. However, having demoed Shadow of Mordor at Monolith Productions, I had not wanted any of that in the finished product.

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Sure, Peter Jackson’s films have translated well to a couple of titles, and some of our readers may have been satisfied by the more recent War in the North or Lord of the Rings Online, but there’s more to be had. What the Tolkien universe has needed to keep us inspired and excited is a logical, original interpretation of Middle-earth. Shadow of Mordor offers this originality by stripping the Tolkien world down to brains and blood, and the game is better off because of it.

From Danish developer Zero Point Software, Interstellar Marines is an in-development single player / competitive multiplayer / co-op FPS featuring space marines (obviously) in the near-ish 21st century future. The game is based in that middle-era of sci-fi where mankind has ventured into space to find new life forms, but hasn't quite worked out how to not be promptly murdered by them (think Alien).

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We’ve been asked to take a look at Interstellar Marines for preview and review purposes -- here are some of our thoughts.

It's rare that GN Editor Steve and I are able to play games at trade shows, and even rarer that we enjoy them. Alas, following-up on our Nosgoth coverage, it's time we played Human Head Studios' Minimum, published by Atari.

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Named for the game's minimalistic styling, developers Human Head Studios aimed to make a twitch-shooter with borrowed MOBA mechanics. The result is a 5v5 third-person shooter with dialed-back MOBA lane/creep aspects and, despite the seemingly odd combination, we think it works.

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