Star Citizen’s been oscillating in the news cycle lately. The game – now around $80m in funding – has reached a point of industry-wide recognition, ensuring contentious encounters with groups unsupportive of the game’s progress.
We first went deep on Star Citizen’s first-person shooter module, now called “Star Marine,” at PAX East in April of 2014. This was Chris Roberts’ first time explaining (with great detail) the overall vision for FPS and its interaction with other gameplay elements. Following this, an unveil event at PAX Australia showcased some of the FPS module’s progress. In January of 2015, CIG CEO Chris Roberts revealed new information on the persistent universe during PAX South, leading the PAX East 2015 hopes of FPS availability to backers in the March to April timeframe.
It's been a number of months since Blizzard's Pixar-like Overwatch unveil – detailed fully in a previous article – and about two months since our hands-on preview at PAX. Following this hiatus, Blizzard today distributed an eight-minute video of Zenyatta, the monk-like zen warrior, dominating on a Point Capture / Payload map called “King's Row.”
Having played Fatshark Games’ Warhammer: End of Times - Vermintide, I’m left conflicted. I played the miniatures game for years -- spending untold fortunes on it -- and the idea of a game set in an Imperial (the largest Human faction) city falling victim to a mass uprising of the rat-like Skaven sounds fun and exciting. Even more interesting is the idea of a game following the events that occur simultaneously in the miniatures game, as is the case with Vermintide.
Cloud Imperium Games CEO Chris Roberts today unveiled PTU 1.1.0, additionally detailing the roadmap for Star Citizen over the course of 2015. Today’s announcements include information on the damage modeling, animations, FPS module graphics, a new ‘sports mode,’ and more.
Our video coverage of the entire event can be found below:
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.
Day one, year one of PAX South concluded with an off-site event hosted by the Cloud Imperium Games team, headed-up by CEO and Star Citizen lead Chris Roberts.
In Left 4 Dead-like form, Evolve reintroduces the concept of monster vs. humans multiplayer gameplay with high-fidelity graphics. 2K's soon-to-be released “Evolve” has already been analyzed by us a few times, but now we're returning to specifically benchmark the game's PC FPS performance.
This Evolve GPU FPS benchmark tests the game on Very High (max) and Medium settings, pitting some of the best graphics cards against one another. On our Evolve graphics bench, we tested the GTX 980 vs. the GTX 780, 770, 750 Ti, & R9 290X vs. the R9 285, 270X, R7 250X, & HD 7850. Once we got past the FPS limitations (resolved easily, as explained in an upcoming guide), testing Evolve was fairly easy and unrestrictive.
NOTE: This game is in BETA. Although it is near completion, results could be significantly improved prior to launch as GPU manufacturers move to finalize drivers specific to Evolve. The same is true as 2K continues to implement optimization patches.
Left 4 Dead developers Turtle Rock Studios are two months away from releasing their shooter-action hybrid, “Evolve.” Leading into this, the developers hosted an event at their local San Francisco offices, rolling out a series of announcements in the process. We were able to attend the media event and get hands-on with the title.
The news includes a new game mode, a third playable monster, and an open beta announcement. Evolve will feature a single-player experience called “Evacuation” that will allow for local cooperative and online cooperative & PVP play. Turtle Rock also announced the third available Monster upon launch: the Wraith.
Evolve will enter open beta on Xbox Live January 15-19, with limited testing for PC and Playstation 4 users, too.
Anyone growing up in the earlier console era remembers the days of split-screen. Those were the same days that LAN play still existed – it's a strange thing to think that game developers have favored online play so heavily over local play that the latter has nearly ceased existing.
Back in those days of split-screen play, though, there was “screen looking” or “screen cheating:” The act of looking at your couch-neighbor's screen to determine their map location. Anecdotally, I recall the days when my friends became so aware of screen cheating that they'd look at the floor of the map to mitigate the impact of the act; we'd rely strictly on memory to navigate the map, hoping that the floor would be plain enough to disallow screen cheat advantage.
The existence of “virtual laziness” is either profound commentary on the degradation of human nature or an example of poor game design. We've discussed it before: Laziness developing within games is common, especially where backtracking or repetitious, unnecessary combat inhibit actual exploration of the game's world and story.
It's tough not to be hard on oneself when the prospect of holding “w” for a few minutes – because walking across a moon's surface requires shockingly little use of “s” – becomes too much to bear. It's too much work, too far to walk, and that pit of lava is looking rather inviting right now.
Our experience with Borderlands: The Pre-Sequel (BLPS) began with innocent GPU benchmarking, but struck enough of a chord to warrant a full review. This is in similar fashion to our Watch_Dogs experience. After hours of enduring backtracking, dull character progression, a lack of motivating storytelling, juvenile jokes, and forced, mind-numbingly boring traversal of desolate environments, we're here with the review: Borderlands is boring.
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