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Even with the new updates, I have a love-hate relationship with Bungie's MMOFPS Destiny, but one thing I've always admired is the game's visual flair. Destiny has always spun that critical illusion of sci-fi futurism, which is in no small way due to the game's impressive user interface. Now we get to see how the UI looked in the game's early stages, and it's quite amazing.
At GDC 2016, Bungie's UI Design Lead David Candland gave a talk entitled Tenacious Design and The Interface of Destiny. In it Candland revealed how Destiny would have looked if Bungie followed their early prototypes--colorful, unique, eye-catching. Totally unlike the casual-friendly design we see today. Everything was different--character panes, inventory screens, reputation lists, the Director scheme, and vendors all had their stylish look.
Hopefully Bungie will revert to their past styles at some point for Destiny. Maybe with Destiny 2 will get a neat visual overhaul. It's really interesting to see all the intersecting points and possible shapes the game could have taken, especially given how drab--yet clean--the current UI looks.
Technology really is awesome, isn't it? Homebrewers and hackers have done all sorts of amazing things like getting DOOM to run on an ATM. Now that same spirit has brought Counter-Strike 1.6 to Android phones.
That's right, you can now play one of the most coveted and beloved shooters in existence, Counter-Strike 1.6, on your Android phone. It's a straight port over to Android, so you'll be playing the authentic flavor of CS 1.6 on your mobile.
Sure the screen is pretty much filled with touchscreen icons, and we can only imagine how janky it is to play a frenetic shooter on a phone, but you can also pop in an OTG cable for controller support. Given the flexibility of Android, you could probably even get mouse and keyboard action in as well for an extra nerd bonus.
FCC filings posted earlier this week outed the existence of a Xbox One refresh, possibly the rumored Xbox One Slim. Now Anatel (Brazil's version of the FCC) has published pictures of the new console's wireless card, giving even more inference on the upcoming console refresh.
Although the FCC has locked specific details of the new tech behind an NDA, Brazil's Anatel posted the pictures online. The new wireless card's 1683 model number matches those found in the FCC filings and identifies the device as the new Xbox One's 802.11a/b/g/n/ac 2T2R dual-band wireless LAN radio. We've included a side-by-side slide so you can compare the new chip with the current Xbox One model.
Since the FCC's embargo lifts on June 25, Microsoft is expected to formally unveil the new Xbox One console at E3 2016 in June. Rumblings in the industry speculate that the new revised console could be an Xbox One Slim--a thin, digital-only set-top box for game streaming. As far as console upgrades go, Microsoft doesn't believe in mid-cycle upgrades: they don't want to take half-steps, but instead full-steps with dramatically improved hardware.
I didn't grow up with very many Dragonball Z games as a kid--I still remember buying a converter chip to play Dragonball GT: Final Bout. In today's age we have Budokai and Xenoverse, and even fans are creating their own dream Dragonball fighters. The latest example is Dragonball: Unreal, a new fan-made game built with the power of Unreal Engine 4.
The footage for Dragonball: Unreal is pretty impressive, and shows off what fans can do with enough dedication. We've seen a ton of classics get revitalized with UE4, including the dazzling Ocarina of Time rendition, Nintendo's immortal icon Mario, and even BioWare's cult classic Star Wars: Knights of the Old Republic.
I think just about every Dragonball fan would play this game if it were ever released. Of course, I think the project would get shut down right away by Bandai Namco, but we can dream, can't we? A full-fledged Dragonball GT game would be great, especially one that features the fabled SSJ5 Goku... Keep in mind that the footage is a tech demo, and the game is far from being ready. Plus there's no guarantee it'll even launch, but I still love ruminating on epic UE4 recreations nonetheless.
Fallout 4's new Wasteland Workshop DLC adds in the ability to make your very own Thunderdome battles, but you'll need to know some basics before you get started.
Since Bethesd didn't exactly optimize things too well, building your own arena in Wasteland Workshop can be a time-consuming affair. We show you some helpful tricks and tips you can use on the PC version of Fallout 4, but if you're on console, these battles are going to take some careful time and planning. That being said, you absolutely can create some rather epic sequences on consoles, and now PS4 and Xbox One players can take part in the epic NPC wars that were previously locked off to PC gamers.
The Wasteland Workshop's arena is pretty much like the Combat Zone, and gives players the chance to set up post-apocalyptic gladiator matches. Players get to full customize their own rings with a ton of devious traps and the like, offering even more hilarity to the mix. We'll show you the materials and objects you should use to fortify your ring, and run you through the process so you're not spending too much time on the basics. Throw in some Deathclaw cages to add some chaotic flavor to the battles, or maybe even make your very own blood ring with dozens upon dozens of cages.
Fallout 4's console commands are tons of fun. In the past, we've shown you how to make your own epic wide-scale Fallout 4 battles like you see on Cosmic Contrian's YouTube channel, and now we've discovered another awesome tidbit: how to shrink or gigantify your character.
Fallout 4's "setscale" console command arms you with your very own shrinking ray. Now you can experience the glee in making anything--or anyone--the size of a toy. Want your very own collection of cute robots? Zap 'em down to scale! Tired of Preston Garvey bothering you every two seconds? Make him into a miniature and you won't even see him. Conversely, you can also blow things up to epic giant-sized proportions, including NPCs, enemies, and even yourself. That's right, you can shrink and even gigantify yourself.
The best part about using the "setscale" command on yourself is that your HUD scales with your size. This means you'll actually see through the eyes of a hulking city-smashing, Godzilla-sized monster, or run around like a shrunken casualty from Honey I Shrunk the Kids. This feature has so much potential--you can zap the entire town of Diamond City and make them ultra tiny, or play the game as a mini-mouse hero. You could even replicate Super Mario Bros. 3 style platforming action by making your own levels, especially with the new Wasteland Workshop traps.
The open beta of DOOM is finally here, with various publications running their tests, including GamingBolt. The site reports that the PS4 version of DOOM runs at a dynamic resolution of 1600x1080 to 1920x1080, while the Xbox One varies from the super-low 1350x1080 to 1920x1080.
The one good thing that the console versions of DOOM have going for it, is that they both run at 60FPS, with the PS4 version managing to "hold a stable 60FPS" most of the time. GamingBolt reports that it "definitely drops" below 60FPS, but "compared to the Xbox One, it's far more stable".
Both versions of DOOM on the consoles suffer from screen tearing, which happens when the id Tech engine runs out of resources required to hit the constant 60FPS mark. GamingBolt reports that "it isn't as bad as RAGE", but it can "definitely be noticed on the console versions".
With DOOM's open multplayer beta in full swing, id Software today announced that the upcoming shooter will have an unlocked frame rate on PC.
"Happy that we announced FPS unlock officially - code team been working hard on eradicating that for #PCMASTERRACE <3," id Software's Tiago Sousa wrote on Twitter, confirming that the studio's new OpenGL/Vulkan-powered id Tech 6 game engine will enable frame rate unlocking on all the games it powers, including DOOM.
id Software originally planned to hit 1080p 60FPS across all platforms, and based on this new announcement, it looks like the team was able to hit their goal. As far as a technical perspective, early DOOM benchmarks saw AMD's Radeon cards smash NVIDIA's GTX lineup in 1080p, 1440p and 4K.
Can you believe it has been 12 years since Doom 3 was released? Yeah. Well, Clear_strelok has created Doom 3: Redux, which overhauls the graphics from Doom 3, and introduces an FOV slider, and restores cut content.
The new Doom 3: Redux is based on sikkpin's Sikkmod, and is joined by Wulfen's and Monoxead's texture packs: "Redux is being built on improved versions of sikkpin's Sikkmod along with Wulfen's and Monoxead's amazing textures packs. These mods have been used in other compilations before, but as they often change the same material and textures files, they conflict with each other and this creates a lot of visual issues that never seem to have been addressed properly".
Doom 3: Redux includes new graphics settings which can be adjusted, including different levels of texture quality, an FOV slider, different types of anti-aliasing methods, modern resolutions, and more. You can download Doom 3: Redux right here.
From Software knows that PC players are experiencing some game-breaking issues that are making the game more difficult to play. It certainly wasn't the best launch a PC game has had this year, but not the worst by a long shot. A new patch is coming this Monday, but it isn't really fixing much at all. Instead, it almost feels like a slap in the face, as if they forgot about the substantial issues that plague the game.
The patch notes are very short for Dark Souls 3 version 1.03.1. They only mention adjusting performance for weapons, fixing issues that prevented the use of some items after clearing the game and "General balance adjustments and bug fixes." Though patching major issues is no small feat, perhaps a list of what they've acknowledged exist and are actively working on, even in general terms, would help to satiate the desire of the community to know what's going on. Communication post-release, after all, is a key ingredient in building a franchise.
Dark Souls 3 has been hotly anticipated since it was announced. The visual upgrades alone make it a fantastic thing to just look at, but the technical issues have prevented from being enjoyed at all. Crashes are a frequent occurrence and the framerate lock at 60FPS has been an annoyance to those who have the hardware to run it faster. Despite the issues that have occurred at launch, it's still one of the fastest selling PC ported games ever.
Let us know what problems you're having, and certainly drop a line after the new patch hits if it fixes any bugs that have prevented you from playing.