Anyone remember Games for Windows Live? It was that parasitic entanglement of PTSD-inducing software, purpose-built to drive legitimate game buyers to piracy. GFWL clung to life as an early scout SCV might – or StarCraft 2 at all, for that matter. Games for Windows Live lived a relatively short life, but each day of its existence felt like eternity spent in a quagmire haunted by the crushed souls of developers pressured into marketing deals with Microsoft, watching in abject horror as their games received lashings for interminable crashes and login bugs.
Mercifully, it was killed. Put down and leaving developers to scramble and update a few good legacy games – DiRT 3, Batman, and Street Fighter included – to work without the GFWL lifeline. Or anchor, as it were.
Good news! The Gears of War Ultimate Edition is coming to PC. Windows made this surprise announcement just today -- but for some reason this announcement comes with a little deja vu. Why does it feel so familiar?
Here’s one reason: It was almost 10 years ago… Halo 2 was finally, after three long years, coming to PC; but what we weren’t prepared for was:
Ashes of Singularity has become the poster-child for early DirectX 12 benchmarking, if only because it was the first-to-market with ground-up DirectX 12 and DirectX 11 support. Just minutes ago, the game officially updated its early build to include its DirectX 12 Benchmark Version 2, making critical changes that include cross-brand multi-GPU support. The benchmark also made updates to improve reliability and reproduction of results, primarily by giving all units 'god mode,' so inconsistent deaths don't impact workload.
For this benchmark, we tested explicit multi-GPU functionality by using AMD and nVidia cards at the same time, something we're calling “SLIFire” for ease. The benchmark specifically uses MSI R9 390X Gaming 8G and MSI GTX 970 Gaming 4G cards vs. 2x GTX 970s, 1x GTX 970, and 1x R9 390X for baseline comparisons.
“Chivalry: Medieval Warfare” is the de facto representation of “first-person slashers” in the gaming market, rooted in the years-old Age of Chivalry Source Engine mod. It's a gruesome, unforgiving deathmatch in red-vs-blue style with more historically accurate weaponry, removing the fantasy expectation that usually accompanies medieval-era games.
Overpower does this differently; the indie arena game feels like Team Fortress 2, but deals in warriors, mages, assassins, and rangers, using more playful stylings and mechanics than might be found in a game like Chivalry. This makes Overpower uniquely positioned to appeal to “arena shooter” fans who'd like a change of pace, mixing in some MMO PVP arena mechanics and classes.
The Witness is the second game from Braid developer Jonathan Blow, this time acting as the head of small indie team Thekla, Inc. Development began soon after Braid’s 2008 release, and is still continuing now, if the frequent Steam updates are any indication. It is, like Braid, a puzzle game depositing the player on a mysterious island dotted with strange ruins without any explanation of who they are or what is happening.
Fallout 4 is a solid game, but like all games, it has its flaws. Luckily, Bethesda both allows and encourages mod development that oftentimes fixes these problems and add news features – and occasionally new problems – for Fallout and Elder Scrolls games. For Fallout games, Bethesda has released the GECK for modders to use. The GECK for Fallout 4 is yet to be released, but community-made tools have been created, are improving, and allow for a jump-start on mod development.
To help address the problems of Fallout 4 and improve upon its features, we’ve settled on seven essential mods for improving gameplay. These are among the best Fallout 4 mods currently out -- mechanically, at least -- and are must-haves for the mod list. Some simply make stats and information more clear, but others change the game’s dynamics more drastically.
Morrowind strongly stands as one of the best role-playing games ever made, leveraging its uniquely crafted environment to draw players ever inward toward the spirit of a truly fantastical landscape. The game's undertone is severe, its thunderous symphony of beautifully orchestrated music guiding players through blight-stricken Vvardenfell. And yet, Morrowind is also one of the loosest, kooky games we've ever played – something with which Creative Lead Ken Rolston agreed in our 2014 interview.
It was 2002 that Morrowind first hit store shelves – quite literally, as digital downloads didn't much exist – and shortly thereafter that expansions Tribunal and Bloodmoon accompanied the RPG. Countless attempts have been made to reimagine Morrowind on various engines of newer descent. Lately, we've been paying attention to the Skyrim engine's Skywind, Morrowind engine's Morrowind Rebirth, and ground-up engine and remake OpenMW.
The above video walks-through the three major Morrowind remakes, explaining each of their goals and levels of completion. The full script for this video can be found below, should a quick read-through be more appealing than video format.
Helldivers. I'll sum the story in a sentence: You are a “Helldiver” whose only mission is “spreading democracy” from Super Earth to the Cyborgs, Bugs, and Illuminates by landing on various planets. Each intergalactic democratic mission consists of two or three objectives – such as activating SAM Sites or carrying briefcases across the map – and then getting the hell out of there, all while battling aforesaid enemies of democracy. Truth be told, if you’re playing Helldivers, you’re not in it for the story; you’re in it for the pure arcade carnage it so gleefully relishes in providing.
Cloud Imperium Games' Star Citizen achieved a major milestone with the distribution of its Alpha 2.0 package, allowing multiplayer exploration in addition to existing dog-fighting and free flight. This release gives players the first glimpse of the game's open world intentions, presenting environments forged in Sci-Fi influence.
There's not much in the way of gameplay just yet, but Alpha 2.0 has been made available to all backers for initial bug- and stress-testing. We decided to conduct a test of our own, specifically looking at GPU performance and preset scaling across multiple “game modes.” Right now, because the pre-release game is comprised of several disjointed modules, there's no one “Play Star Citizen” button – it's split into parts. Racing, free flight, and dog-fighting are in one module (Arena Commander), the Hangar stands alone, and online testing with ArcCorp and Crusader were just released.
For our Star Citizen video card benchmark, we look at GPU vs. GPU performance in the race, delta performance scaling on ArcCorp and in the hangar or free flight, and talk methodology. The game isn't done and has yet to undergo performance optimizations and official driver support, so we won't be recommending the usual “best graphics cards for [game]” this time, as we usually do in our game benchmarks.
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