Game News

Raptr has just posted its Most Played PC Games for May 2014 list, a compilation that spotlights Dark Souls II’s 12-spot climb to #11. The list details the most popular PC games from May, 2014, to include League of Legends, WoW, DOTA2, and 17 others.

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Console gamers have been enjoying Dark Souls II since March, but until April 24, PC gamers have had to wait for From Software’s follow-up. Dark Souls II returns players to one of the most successful (and brutal) action RPG games of the century.

Activision CEO Bobby Kotick recently announced that the publisher allotted Bungie $500 million to make their next game, Destiny. To put this into perspective, Watch Dogs had a budget of $68 million, Battlefield 4 had a budget of nearly $100 million, and Grand Theft Auto V’s budget was a staggering $265 million. But if we’re using these games as examples, maybe Destiny’s $500 million budget starts to seems reasonable; after all, Watch Dogs is plagued by bugs, amongst its other substantial problems and Battlefield 4 has little to show for all the money spent on it. Meanwhile, Grand Theft Auto V’s previously massive-looking-budget earned the game a tremendous $1 billion in sales and -- compared to the other two -- it actually works! Money, then, surely must solve all problems.

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Ubisoft has developed a number of franchises throughout its history that share dynamic, action-heavy, and social qualities. The design changes Ubisoft has made have taken steps toward giving gamers more control over how gaming experiences are defined within each universe. This is showcased from its first major free-roaming game, Assassin’s Creed, to the heavily-criticized Watch Dogs, and to next year’s The Division. With enough games in the Assassin’s Creed series and a games library sharing several similarities, it’s time Ubisoft completely follows through with the level of immersion  and social integration in its universes.

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With Star Citizen's "Arena Commander" module now at full bore, we popped in last night for a quick gameplay session to showcase the dog-fighting module's mechanics. Things are pretty simple right now, given their rather slimmed-down state and use of placeholder graphics assets, but it's a solid start for the ambitious title.

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The module saw a rocky launch over the last week. During this time, it was announced, then revoked, and then announced again -- and the final release didn't include the maps, which delayed players from flight by another hour or two. Not a big deal in the grand scheme of a game's launch, but the internet might have you believe otherwise.

Every year in Seattle, Valve holds its yearly DOTA 2 tournament, called “The International.” Valve ponies up $1,600,000 of its own money for prizes, but that’s not what makes the funding for this tournament interesting: The last two years have seen Valve’s sale of “DOTA Compendiums,” the profits of which go toward the prize pool. Fans raised an additional $1,274,381 last year; this year, with over a month before the tournament, fans have already raised an extra $6,332,765 (as of the time of writing this article).

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Star Citizen stands as one of the most anticipated PC games in recent years. Space-flight simulation has been a part of PC gaming since its very beginnings, but we've scaled-up quite a bit from Galaga to now. In our very first interview with Chris Roberts, CEO & Chairman of Star Citizen's Cloud Imperium Games, we discussed the tremendous focus on graphics and technology for the game. Roberts told us that he wanted something to enjoy on his maxed-out, expensive gaming PC -- something that could make use of SLI and an X-series CPU.

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After months of WIP screenshots and concept art, we're finally starting to see a few game items receive high-fidelity polish.

Bethesda announced ‘Battlecry’ yesterday, its upcoming free-to-play melee action game. Battlecry is being developed by the studio of the same name for PC and supports up to 32-player matches.

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Battlecry pits up to 16 players against one another on each side for bloody multiplayer combat featuring swords, axes, laser crossbows, and hand-to-hand combat. It mixes a few themes and art styles to form a unique blend of medieval, post-apocalyptic, B-movie, and more historically-based visuals.

Just a few hours after publishing a quick warning that the dog-fighting "Arena Commander" module would be available today, the team at Roberts Space Industries have delayed v0.8 alpha once again.

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The delay comes in the face of two high-severity, game-breaking issues. In a statement, Chris Roberts justified the delay by pointing-out the lack of publisher pressure:

"It would be foolish to release an unstable build, even if pre-alpha for the sake of meeting an internal deadline. This is the power of the crowdfunding that made Star Citizen possible: a publisher would make us ship tomorrow regardless of the current build quality… but as you are all focused on quality rather than a financial return for shareholders we are able to take a few more days to deliver something that is stable."

It's been known for a few days that Star Citizen's "Arena Commander" space-flight combat simulation module will be playable on May 29. We first reported on this module from the floor of PAX East, where we interviewed Chris Roberts post-unveil, then again about FPS mechanics, and one more time about Arena Commander.

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Star Citizen's Arena Commander module is described in our post here. In short, it is a 'simulation' (within canon) of space-flight combat that is being released primarily for testing purposes. It is important to realize that this is very early alpha (0.8) and will be buggy and broken; the onus is on gamers to report issues they discover. This alpha test will help determine maximum player count, stress test server / back-end stability, and get us some hands-on with the shooting mechanics.

We've never covered a game more extensively than we did Titanfall; it was the first game featured in our individualized video card benchmarks, we wrote crash fix guides to mitigate rampant bugs in beta, and produced a Last Titan Standing strategy guide for fans of the mode. The game has long been a bit of a shortcoming in my eyes, though; it wants desperately to be a twitch shooter, and yet so many things are wrong -- like the weaponset (should be more explosive, like in Unreal Tournament) and lack of a server browser. Once again, PC gamers have been handed a console interface and been told to toddle off and have fun.

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