PAX East 2015 kicked-off to an energetic, populous crowd earlier today, and the day’s activities concluded with similar veracity: A panel of MMO & RPG veterans collected to discuss the future of massively online gaming, filling-in the entirety of the assigned theater.
We always manage to include the site's technology-driven coverage spectrum in conversations with Star Citizen visionary Chris Roberts. This has been true since the very beginning of our Star Citizen coverage, which heavily [focused on the technology] of the colossal space sim. Our hardware content greatly benefits from these conversations with game systems engineers, too: Such discussions lend a basic understanding of engine architecture, assisting in the development of GPU, I/O, and CPU test methodology as it pertains to real-world gaming use cases.
In this case, the CIG CEO joined us for an extensive discussion on Star Citizen's great engineering challenges, to include the recently-discussed zone system and instancing mechanics.
Trion’s voxel MMO Trove has been on our radar since last year’s Game Developers Conference, largely because of its vibrant presentation inside a cooperatively-driven game. For followers of our Cube World coverage, this would be the most comparable title. Our very own Keegan Gallick and I caught up with Project Lead Andrew Krausnick to learn about some of the newest features and what to expect in the months leading up to Trove’s late 2015 release.
The rush to play Overwatch began early – promptly at 9AM, Eastern, today at PAX East. Blizzard’s first publicly playable demonstration of its team shooter pitted rows of faced-off gamers against one another, resulting in 6v6 cross-aisle combat.
PAX East’s doors opened at 9AM this morning to press, shortly followed by an impassible, amorphous mass of excited PAX-goers. At Intel’s booth, a monolithic Lian Li case housed Intel’s first NVMe consumer SSD, using PCI-e to interface with the device.
Multiplayer titles have become so complex and content-packed that gamers can no longer expect a perfect multiplayer without intensive user testing, alphas & betas, patches, and downloadable content. Perhaps that’s one reason why many multiplayer-only titles have gone free-to-play: they’re always a work in progress, no matter how enjoyable they are at a given point. British studio Edge Case Games is coming off its space combat game, Strike Suit Zero, and is now venturing into 5v5 multiplayer with Fractured Space. Players take control of one of several ship classes and work together to secure resources and ultimately destroy the opponents’ base.
As we have previously discussed, since Cherry’s patent expired, the North American market has been seeing the introduction of traditionally Asian brands using Kailh switches. One of the most prominent Asian brands, and one that is pushing into the North American market quite aggressively, is Tesoro.
Valve is known for taking its time on projects. The “Steam Machine” was announced a couple of years ago as a joint hardware-software PC solution for living room set-top gaming with, perhaps more interestingly, promised inclusion of a haptic-enabled Steam controller. This controller would be the cause of many delays in the pipeline as Valve faced design unique design and usability challenges.
Nearing the height of GDC 2015 and leading into PAX East, peripherals manufacturer Logitech announced the release of its new high-end, lightweight gaming mouse. The Logitech G303 Daedalus Apex ($70) mouse uses the same chassis as the G302 Daedalus Prime – a mouse targeted at MOBAs – and retains a more simplistic core featureset while driving focus on a high-precision sensor.
Stepping into Valve’s full-room virtual reality experience resulted in a nervous excitement that's rare to come by. Seated quietly in the center of the room, HTC’s “Vive” HMD, a pair of controllers, and a headset all awaited my arrival.
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