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$100k for a single outing isn't a bad pay day indeed as the Swedes at Fnatic's CS:GO division took home the ESL ESEA Pro League Season 1 Finals with a 3-1 win over American team, Cloud 9.
Losing the first map (de_cobblestone) on a close 14-16 scoreline, Fnatic took the next three maps 16-6 (de_cache), 16-14 (de_overpass) and 19-15 (de_dust2) to win in a four map stunner. This win secured the title, $100,000 and the prestige of being the first team to take home the crown.
The Fnatic team of Flusha, JW, KRIMZ, Olofmeister and Pronax also had a great showing in the finals kill/death wise, seeing Flusha finish with a brilliant +21 kills to deaths across his 93 frags in total. Cloud9's Shroud certainly put up a fight of his own, posting 100 kills to 80 deaths at a massive +20 kill/death ratio.
With all of the problems surrounding the PC port of Batman: Arkham Knight, we need some good news from the gaming side of Warner Bros., and today is that day.
It looks like Warner Bros. is working on an important new game, where WB Games Montreal is hiring 15 people to fill some jobs such as Game Designer, Senior Level Designer, and Technical Director. Their website describes it as "a passionate dev team developing DC Comics-focused AAA games that evolve and celebrate the legendary brands of Warner Bros". The company adds that it's for "a new IP project for next generation game platforms".
The screenshot that we have above could obviously be fake, but the sheer tease that Warner Bros. and Rocksteady Studios could be working on a new Superman game is exciting. The timing couldn't be better with Batman v Superman: Dawn of Justice to be released in March 2016, and Justice League the year after.
F1 2015 is closer to release than ever before, with Codemasters and Bandai Namco releasing a new trailer showing off the features of the game, all while teasing the graphics engine powering the new racer.
Codemasters Game Director, Paul Jeal explains: "F1 2015 marks an exciting new chapter for Codemasters and FORMULA ONE; it's a shift in direction for the game series, on new formats and our brand new game engine, with the game set to be released earlier in the season, launching this June. The handling is a vast improvement from our previous games. In particular our new tyre model is a superb step forward towards realism, letting you explore where the limit is and allowing you to instantly feel much more connected with the car. You can now experience the changes in grip caused by temperature changes, wear, car set-up, debris and weather conditions".
He continued: "Our improved vehicle dynamics much more accurately convey the difference in performance and the feel between mechanical and aerodynamic grip. The new Force Feedback system adds to the feeling of connection with the car and track surface. The more natural and realistic nature of the game physics also serves to ensure that the racing experience is more accessible, enjoyable and rewarding for players of all skill levels".
If you didn't already know, the Star Wars: Battlefront alpha build leaked out to torrent sites yesterday, but now it looks like All Games Beta has leaked out something we all wanted to see... 4K screenshots of Star Wars: Battlefront, which look absolutely gorgeous.
As you can see, there is an extreme amount of detail in the game, powered by the Frostbite engine, the same engine that Battlefield 4 and Battlefield: Hardline is based on.
For the last few years, I haven't preordered a game. This is mostly because 95% or more of games are not ready on launch, and after spending $60-$100 (living in Australia sucks for gamers), this is not how you should be treated as a consumer.
Well, it looks like the founder of Oculus has the same feeling about preorders as I do. Palmer Luckey, founder of Oculus, said that preorders are "a balance", he continued, saying: "you don't want to be holding onto people's money". He then attacked the entire industry and their preorders, saying: "we all know preorders are often a joke in this in this industry. We don't want to be a part of that and be taking people's money nine, ten months before we ship anything".
It's great to see Luckey taking that stance, especially with developers having no issues taking consumers' money months, sometimes a year in advance and then delaying the game, or having the game half-baked and not ready at launch.
Back in February, we reported that Naughty Dog said that hitting 60FPS on the PS4 with Uncharted 4 was 'really f**king hard', with the developer inevitably hitting that brick wall. Naughty Dog has now confirmed that the single player side of Uncharted 4 will be locked at 30FPS.
Co-Lead Designer on Uncharted 4, Anthony Newman, explained that the frame rate being locked to 30FPS was because "the game we wanted to make, to make the best game possible. To me, a locked 30 is better than a variable 60".
This change to 30FPS for Uncharted 4 on the PS4 does have me asking a question: Naughty Dog did promise it was sticking with 1080p 60FPS for future games. If the studio can't hit 60FPS on the PS4 without a large jump in visual fidelity over Uncharted 3 on the PS3, we need to really start tackling a big problem: the current generation consoles were never fast enough to begin with. Oops, there, I said it, again.
Last year, Valve saw just over $10 million raised for The International, but this year is going to be much bigger for DOTA 2. The prize pool has spiked, with over $15 million raised so far.
The prize pool for The International continues to swell, with it starting with just $2.8 million in 2013. Last year it reached $10.9 million, and this year it's over $15 million. This means that DOTA 2 fans and players are going to be in for the biggest DOTA 2 tournament yet.
I've only just taken my hands off the keyboard writing about the downgraded visuals in Elite: Dangerous, but now it looks like Next Car Game: Wreckfast is going through the same thing.
Bugbear Entertainment, the studio behind the game, has just pushed out a new DX11 rendering engine update, something that included an improved physics engine, and support for 64-bit operating systems. This new updated engine looks to have downgraded the visuals in the game, with some keen-eyed gamers spotting the differences as soon as the patch started making its way onto gamers' systems.
We've posted a bunch of images that DSO Gaming has shared, with the previous build on the left, and the updated build on the right. You be the judge, and let us know in the comments below.
Frontier Development is the latest studio in the firing line of the PC master race, with gamers reporting that the developer has watered down the graphics of Elite: Dangerous in its latest update.
Gamers have said that the dust/fog effects have been radically reduced, the Galaxy Map has changed, textures look worse, and the Ring LOD and Station Letterbox Draw Distance have both been reduced. Frontier has hit back, saying that some of those things have indeed happened, addressing concerns on whether the PC version of Elite: Dangerous has been downgraded because of the upcoming release of the game on the Xbox One.
Head of Rendering for Frontier Development, Greg Ryder, said: "Please thank Granite for putting together a thread like this. The team is always striving to make things better, and we've found a number of things using the profiling tools on the Mac and Xbox One that have improved the PC build (thus the opposite to the fear they might lower the quality of the PC build). Elite: Dangerous is built to scale on PC (including 16k screenshot ability and hopefully one day 16k game when the monitors & video cards exist!). We are certainly not inclined to downgrade the appearance of anything in the game. Exposing more tweakables for an enhanced Ultra is clearly something you guys are passionate about and we'll see where it can fit in the current roadmap".
Peter Moore, former Microsoft corporate VP of the Interactive entertainment business and now Chief Operating Officer at Electronic Arts, recently recounted the horrific times caused by the Xbox 360 "Red Ring of Death."
Issues related to the RRoD cost Microsoft more than $1 billion, and left many gamers frustrated. Despite strong global sales of the Xbox 360, it was a constant headache for Microsoft and a number of their frustrated gamers.
"We were seeing failure rates and starting to get reports through customer service. This was a thing where we couldn't actually figure out what was going on," said while speaking to IGN in a recent podcast interview.