Square Enix's, Final Fantasy XV trophies have been leaking on gaming websites for the past week now. With the game's debut in just a few days, the final list of trophies have been uploaded online.
The Platinum, Gold, Silver and Bronze trophies are available to view via the official Sony PlayStation Lifestyle website.
Final Fantasy XV launches on PS4 and Xbox One on November 29, 2016.
The Curve Digital development company has recently announced the latest box-art for Stealth Inc: A Clone in the Dark.
Customers wanting to purchase this game edition, will have to visit the Limited Run Games website, as it will be an exclusive available only from the site.
Stealth Inc: A Clone in the Dark, edition is available for Sony PlayStation 4 and PS Vita, at the low price of $24.99 USD.
Even with the announced upcoming base building update, No Man's Sky cannot pull itself out of the deceiving zone for many of its fans. The evidence could be a very sad laugh from redditor nicdv by nominating the game: The BIGGEST DISAPPOINTMENT award. The thread has since received a surprising 3725 upvotes from the subreddit community.
Perhaps, It's a direct response to another thread made by redditor BaRKy1911 who suggested players to rally up and vote for a single name for the award.
I still remember seeing Donkey Kong Country on the SNES all those years ago and being blown away from the CG-like graphics (at least at the time) - but now that it's being rendered in Unreal Engine 4, the nostalgia is back.
3D Environment Artist Samuel Cazetta has teased with images from his new Donkey Kong Country 2 project, where he has recreated the Lockjaw's Locker map from the game, in Unreal Engine 4 with some amazing results.
With the release of the PC version of Watch Dogs 2 only days away, we're finally being introduced to the graphical settings we'll be able to play with to Ubisoft's open-world hack-a-thon, which Derek reviewed right here. Ubisoft opted for an ansi art style, which looks pretty awesome - it's definitely unique, with a great VRAM usage bar in the top right.
PC gamers will get to enjoy:
- Extra Details
- Texture Filtering
- Headlight Shadows
- Screenspace Reflections
- Ambient Occlusion
Frontier Development has recently launched the latest 1.0.1 update for the simlutated game, Planet Coaster. The live patch notes can viewed at the Steam Community website.
The update features some of the following:
- A new selection of blueprints
- New coasters
- Harder challenge mode
- Crash fixes
- Stability improvements
- General bug fixes
The game is available now on Windows PC and can be purchased from the official Frontier Store website.
Hello Games has been pretty busy in the past three months, and although the studio alienated its core fanbase, the team has now revealed exactly what they've been working on all this time. The indie devs announced No Man's Sky's new Foundation Update a bit ago, and now they've revealed full details on the massive content update that will ultimately change the game altogether.
The Foundation Update v1.1 sees No Man's Sky taking a big step towards the content that was promised upon launch, adding in a smorgasbord of features like on-planet base building and the option to dock your ship and live inside of a massive freighter in space, two new game modes including a Minecraft-like Creative Mode and a challenging Survival Mode, farming materials and plantlife within your base or freighter, and even the ability to set up camp and build save points and harvesters that automatically gather resources on-the-fly.
Outside of extra content, Hello Games has also optimized a ton of performance options for No Man's Sky on PC. Gamers can now turn off motion blur in the options menu, and the devs have enabled Temporal Anti Aliasing (TAA) to smooth out jaggies and improve visuals. Lower-end PCs can also benefit from a newly added texture streaming feature. Hello Games promises that the Foundation Update is the "first of many free updates" coming to No Man's Sky.
When you play a Dead Rising game, you're constantly working against the clock: in the original game, you're given 72 hours to complete the zombie-slaying mayhem, and this mechanic carries over into the other games. With Dead Rising 4, Capcom has decided to remove the "rigid" timer feature in order to enable more freedom and not "rush players."
Many gamers argue that the countdown timer gives Dead Rising a true identity. There's this sense of urgency to everything you do, this feeling that you can't do everything or save everyone, so you have to make some pretty impactful decisions. The timer really brings a sense of realism to the chaos, and goes lengths to build immersion. But Capcom Vancover decided to cut the countdown timer out, pushing the game into a pure sandbox-style scope akin to a some sort of zombie-infested Grand Theft Auto.
"I think it's really to do with the expanse of our world," Dead Rising 4 executive producer Bryce Cochrane told Eurogamer in a recent interview. "We wanted a huge world you could really explore and find things in. With Dead Rising 3 and the rigid timer, it meant people missed so much of what was in that game. So we decided to go in a different direction, remove that, keep it in multiplayer, but really allow somebody to have a new experience in single-player, dive into the world and explore to their heart's content - do what they want, have time to experiment, time to figure things out.
BioWare has put significant effort into Mass Effect: Andromeda, and the game has been built from square one featuring all-new textures, assets, alien worlds, ships, characters, tech, powers--all the vital bits--to ensure optimum performance and quality on DICE's potent Frostbite 3 engine.
Now that EA has confirmed all of its studios and future games will be powered by DICE's powerful and flexible Frostbite 3 engine, devs like BioWare typically have to make their assets from scratch in order to transition over and ensure games run smoothly on the engine. That's the case for Mass Effect: Andromeda, which uses completely fresh assets and content to propel the series into a true next-gen feel.
BioWare's Mac Walters recently told GameInformer that "BioWare built all systems, tools, and assets from scratch for Andromeda," which coincides with the game's overall new exotic and dazzling high-fidelity look. This move also fits perfectly with the game's pioneer spirit, as BioWare has pushed into newfound territory--the same way players will push into the unknown of the Andromeda Galaxy next year.
Armed with the power of modern day CPU and GPU tech, the devs at Ubisoft can make finally realize their complete vision for Beyond Good and Evil 2--in many ways, the sequel will be everything the devs weren't able to achieve in the first game, and those ideas have been kept alive for quite some time. Michel Ancel, the creative director behind the project, affirms the game will be massive in scope and will even take on interstellar juggernauts like Star Citizen.
Beyond Good and Evil 2 is officially in full-fledged development, with Michel Ancel and Ubisoft Montpellier working in tandem to make it. In fact, the game has been in development for quite some time: in a recent interview with Kotaku, Ancel revealed that he's been working on the game for five years now, and that it's "a very serious development for Ubisoft." The game has taken so long because the tech needed to make it wasn't accessible to everyday consumers until the arrival of current-gen consoles.
Ancel continues by saying that Beyond Good and Evil 2 will have a heavy focus on interplanetary travels--something that wasn't really possible with the first game. And he says it's working. "Even on Beyond Good and Evil 1 it was supposed to have space travel and all these things but we were limited. The big thing that is really cool is that the consoles are now so powerful [...] The amount of memory the CPU has, you can do those things now. It's not 'Oh, we will never do it.' It's working. I've been working on [Beyond Good and Evil 2] for a long time, on the technologies that allow you to create those kinds of games - tools to draw the big planets and things like that. We're confident on the quality and that we can achieve that kind of game." Ancel affirmed in the interview.