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After reports of Gaming Paradise in Slovenia seeing participant Passports confiscated, players ill and hotels unpaid, news has come to light of issues at the next-held global CS:GO tournament - ESL ESEA Dubai.
ESL is well-known for hosting not only the largest CS:GO tournaments in the globe, but always presenting them professionally, gathering the full support of the CS:GO community and Valve alike. Set to offer a respectable prize pool of $250,000, the fans expected this event to be no different.
The first issue was raised when the pricey spectator tickets ended up with fans being unable to watch most of the tournament in person. Charging approximately $68 for a one day pass (and up to $272 for a 3-day VIP), spectators were told that the originally-planned outdoors venue would only be used after 7pm - with players located inside due to extreme heat (In excess of 100 degrees Fahrenheit). As the spectators were told that they were unable to watch any games until after 7pm local time, this means they were only able to see, at most, three group games plus the finals series.
While eSports organizations are often looking for 'mainstream' brands to sponsor gaming teams and events, WBSC's Premier12 global baseball event has recently announced in a press release that GungHo Online Entertainment will be a gold sponsor of its upcoming tournament.
With games released such as 'Puzzle & Dragons', GungHho's titles will be seen displayed on signage throughout all fields and on media backdrops throughout the 2015 season.
Calling this sponsorship a "natural fit," WBSC's President Riccardo Fraccari claims this support will help "create a very special synergy dedicated to the fan and game-experience." Does this mean we may see a baseball mobile game next? We'll have to wait and see.
While we've been hearing about other game engines being powered by DirectX 12, we haven't heard much from the developer of the Battlefield series and Star Wars Battlefront.
The news is coming directly from Technial Director Stefan Boberg on Twitter, where '@CentroXer' asked "when is DX12 going to be part of frosbite?" with Boberg replying that "it already is, no word on which game will be first though :)". With DICE working very closely with AMD on Mantle, which was used in Battlefield 4, it's only a few steps away from Battlefield 5 being announced on the latest Frostbite engine with DirectX 12 capabilities.
Then we have to think about the amount of Frostbite-powered games in the next year or so, with Mass Effect 4 at the end of 2016, Need for Speed on November 3, and Star Wars Battlefront two weeks later on November 17. Let's not forget Mirror's Edge Catalyst on February 23, 2016. So we should expect a next-gen Battlefield game to be announced early next year, with a release date later next year, hopefully.
As if there was ever any doubt, Bethesda has revealed that Fallout 4 will have its own season pass for future DLC...and even calls the pass a "reward for our most loyal fans". The real reward, though, is the full unrestricted set of modding tools that gamers will get across consoles and PC.
While just about every gamer feels that season passes are a terrible scheme on par with the pre-order gamble that sadly funds the industry, Bethsoft affirms that the pass will unlock access to "all DLC ever released for Fallout 4". There's no Evolve-style multi-passes going on here.
On the up-side Bethsoft plans to give players the very same construction software that the studio used to create the game. So the paid season pass DLC could end up being a non-issue. But there's a catch...the tools won't be up at launch. "Early next year we'll release for free the new Creation Kit for the PC. This is the same tool we use in the studio. You'll be able to create your own mods and share them with others. We're especially excited these same mods will then be coming to Xbox One, and then PlayStation 4."
The USC Institute for Creative Technologies and Imperial College London showed off a new technique for "synthesizing the effects of skin microstructure deformation by anisotropically convolving a high resolution displacement map to match normal distribution changes in measured skin samples" during SIGGRAPH 2015.
In a more simple way, it is a new technique that will hopefully one day find us with games with super-realistic dynamic skin, that will have characters in games that look ultra-real. The USC Institute for Creative Technologies and Imperial College London noted that the technique can be used in real-time, with the videos we have embedded including both real-time renders, that have used GPU shaders and offline renders.
We know that Crytek has an impressive graphics engine with CryEngine, but YouTuber '18T220' has used CryEngine for a super-impressive video showcasing a new custom rain splash refraction effect.
As you can see above, it's a kick-ass example of CryEngine, especially if developers can get this new rain splash refraction effect into their game. What do you think? What game would you want to see using this new effect?
The release of Elite Dangerous on the Xbox One is not too far away, with Frontier Developments sayuing that it will arrive on October 6. The news came directly from the developer in a new Q&A with fans over the weekend from CEO David Braben.
Elite Dangerous launched on the PC last December while the space combat simulator has been in the Xbox Game Preview program for a couple of months now. Elite Dangerous is also set to arrive on the PlayStation 4, but Frontier Developments hasn't provided a date for that just yet. The first expansion for Elite Dangerous, Horizons, will be made available on the Xbox One, but no date has been provided for that, either.
Interestingly, Braben hinted that we will "probably" see account transfers between Xbox One and PC editions of Elite Dangerous, which would be pretty cool. Horizons will be launching on the PC later in the holidays for $59.99 and will introduce the ability of landing on any of the billions of in-game worlds, dogfighting over their surfaces, or driving on them with vehicles.
Gaming Paradise has turned into 'Gaming Hell' for the teams and commentators in attendance, with people taking to Twitter and Reddit in order to explain their frustration about what is going on. The event has not only been accused of failing to pay for its equipment hire, but has avoided paying for the venue and hotel expenses while providing food unfit for human consumption.
Gaming Paradise kicked off as a sub-par tournament in the eyes of the players, offering 60Hz monitors, tournament computers without video cards, massive lag issues on the MLGtv live stream and a delay of up to 25 hours on most matches. If this wasn't bad enough, the computers weren't actually there to begin with - the tournament organizers ordered these new VGA-less PCs after the tournament was set to kick off.
With four total players in need of medical assistance, French eSports organization TITAN were having a particularly bad time.
Did you ever think that you would see this day? Lee Iovino (aka 'icanteven'), a filmmaker in Hollywood, has sent in his latest short film to us via email and it's made using Rockstar Video Editor.
Following two main characters looking to fight it out for the highest score in an Extreme Extermination Challenge, Lee has used his skills in the traditional film business produce this gaming-driven short film.
If you're a fan of GTA V, video game explosions and violence and have a keen eye (or ear) for Mario sound effects, check out the video above.
Court documents gleaned from Halo composer Martin O'Donnell's case against Bungie and Activision reveal that Destiny's story arc was "significantly changed" from the original, and strongly hints that Activision is responsible.
When the first chapter of Destiny's five-part franchise launched in 2014, gamers found that it wasn't the intergalactic opera they were expecting. The story elements were (and still are) very light and players finally understood what kind of series Activision and Bungie have created--the kind of piecemeal bits that can be strewn out over a decade of releases. But Destiny wasn't always like this.
The court papers of Martin O'Donnell's lawsuit against Bungie show that the game went through a phase of "substantial revision" which led to the first year-long delay. "Although Destiny as planned for release in September 2013, the story was substantially revised beginning August 2013, requiring a new release date of March 2014 and edits to much of the work previously completed," the documents read. "After a brief vacation/sabbatical in early fall, o'Donnell returned, worked on the story and recorded dialogue, but wrote no additional music. For reasons unrelated to O'Donnell's performance, the release date was again moved, to September 2014."