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Gaming Posts - Page 9

Internet Archive unveils 900 classic arcade games playable in browser

The nonprofit Internet Archive has unveiled more than 900 classic arcade video games that are playable directly in a Web browser. The wide collection of games ranges from black-and-white games to more modern games with digital imagery and voices - emulating titles from the Commodore 64, Atari 2600, and numerous Javascript-based game titles.

 

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"Of the roughly 900 arcade games (yes, nine hundred arcade games) up there, some are in pretty weird shape - vector games are an issue, scaling is broken for some, and some have control mechanisms that are just not going to translate to a keyboard or even a joypad," said Jason Scott, the programmer behind the online arcade. "But damn if so many are good enough. More than good enough. In the right browser, on a speedy machine, it almost feels perfect. The usual debates about the 'realness' of emulation come into play, but it works."

 

Interested gamers can see a full list of available games here.

PC version of Titanfall just $10 right now on Amazon

The digital PC version of Titanfall is now available for $10 via Amazon, but gamers are urged to act fast, because it's unknown when prices will go up. The deal is a major price cut of 75 percent from $39.99. The offering is currently available for PC gamers in the United States only.

 

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Titanfall was a video game with a large amount of hype, and now has three expansions: Expedition, Frontier's Edge, and IMC Rising.

Star Citizen FPS mode detailed at PAX Australia 2014

PAX AU 2014 - Last night, Roberts Space Industries took the stage of the Forum Theatre in Melbourne to show off the FPS mode of Star Citizen. We found out that developer Illfonic has been tirelessly working on the first-person module of the game for quite a while now. We were at the event itself, watching the entire thing in awe. Check out the footage below.

 

 

What the video doesn't show you, is the little details that RSI and Illfonic have put into the game. Because you're in space, and on various spaceships, in the game you're wearing a suit. When you breathe, your breathe is hitting the visor and creating a fog. As you run, you will breathe faster, and more often, which results in the visor getting foggier and foggier - immersing you into the world of Star Citizen. From there, Chris Roberts explained that they've created "correctly simulated eyes, head & body", which allows a much more realistic portrayal of the game world to be achieved.

 

From there, it allows the first- and third-person animations to be unified. The team explained this by showing off switching between first- and third-person modes, which was seamless, as the eyes were being rendered in the same place. So instead of the eyes being a camera or window into the game world, and then the third-person view being a wider, but more far away look into the world, it's completely unified. It provides a much more realistic sense of being there, as your eyes and where they're fixated, becoming your focal point.

Continue reading 'Star Citizen FPS mode detailed at PAX Australia 2014' (full post)

Star Citizen will reach $100 million in funding before it launches

PAX AU 2014 - After the 'A Chat With Chris Roberts, The Original Wing Commander' at PAX Australia 2014, we cornered the man himself, Chris Roberts, to ask him a few questions. During this chat, Roberts said that he "doesn't care about consoles", as he thinks the future of gaming is PC. Star Citizen is a massively popular game, all without being released, entering the Guinness Book of World Records for the most crowdfunded thing, ever.

 

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The game is currently sitting on $59,126,683 (at the time of writing), just shy of $60 million. I asked Chris if he thinks the game will reach, and go over $100 million in funding, something he said he thinks will happen before the game launches. Roberts said that the $100 million haul should happen as the game hits version 1.0 "based on the trajectory" of the never-ending stream of funds.

 

I asked Chris what he expected when he first unveiled Star Citizen on Kickstarter, where he was hoping to see $4 million toward development. He didn't expect to reach $10 million, and now pushing on the edges of $60 million, the game's scope has expanded beyond Roberts' initial goals. The massive injection of fuding allows Roberts Space Industries to hire more staff, call in more contractors, and get much more of the game done not only quicker, but more polished during every patch thanks to community feedback.

Continue reading 'Star Citizen will reach $100 million in funding before it launches' (full post)

'A Chat With Chris Roberts, The Original Wing Commander' at PAX AU

PAX AU 2014 - The 1-hour chat with Chris Roberts at PAX AU 2014's first day, for 'A Chat With Chris Roberts, The Original Wing Commander'. Chris went over a vast range of his history with Wing Commander, Freelancer and his most recent, super ambitious Star Citizen. Catch the two-part video below.

 

 

 

After the talk, we caught up with Chris and had a 15-minute chat, where he said that he "doesn't care about consoles" which is refreshing to hear. He's not constrained by marketing teams and massive publishers, which means he's developing the game that he, and the PC gamers of the world want. It's super refreshing, exciting and inspiring to hear him talk - even more so when you realize just how down to Earth he is.

Continue reading ''A Chat With Chris Roberts, The Original Wing Commander' at PAX AU' (full post)

Star Citizen creator: "I don't care about consoles"

PAX AU 2014 - I have just stepped back into my hotel room after a hectic first day at PAX Australia 2014, which was held in the Melbourne Exhibition Centre, with the highlight of the day being the 'A Chat With Chris Roberts, The Original Wing Commander', the guy behind Star Citizen, which has raised close to $60 million through crowdfunding so far, with no signs of stopping.

 

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Chris had some great things to say during the speech, with that 1-hour chat available right here. But, we organized a chat with the man himself after the talk with the PAX AU crowd, where he had some interesting things to say. We talked about the state of PC gaming, where we have people like Alex Hutchinson, the Creative Director of Far Cry 4 saying that resolution in games is "not something" he "cares about". Roberts on the other hand, had the total opposite to say.

 

He said that the team is working on 4K and 8K textures, pushing the boundaries of the APIs in DirectX 11 and Mantle, where he said that Mantle and DX12 are going to provide some performance improvements to Star Citizen. This is because the game is quite CPU bound, something that DX12 should help out with when it launches next year. He finished the chat with a few great quotes, where he said: "I don't care about consoles" as he is really gunning for a true PC exclusive game in Star Citizen, something that pushes the entire PC gaming world forward in leaps and bounds.

Continue reading 'Star Citizen creator: "I don't care about consoles"' (full post)

MSI introduces GT80 Titan gaming laptop with mechanical keyboard

MSI has unveiled the GT80 Titan gaming laptop with a SteelSeries mechanical keyboard, becoming the first gaming laptop to include a mechanical keyboard. It's a unique product because mechanical keyboards tend to have better feedback, prevents key jamming and helps increase durability.

 

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The GT80's keyboard has a keycap just 27mm of thickness - and the laptop itself is the world's slimmest and lightest 18-inch laptop, 17 percent thinner and 22 percent lighter than rival products.

 

"Performance is key for gamers and the GT80 Titan will forever change the mobile gaming experience," said Andy Tung, MSI Pan America President. "We are proud to be at the forefront of the gaming evolution and will continue to provide solutions that deliver the most outstanding gaming experience in the world."

Judge tosses Manuel Noriega's lawsuit against Activision

Imprisoned former Panama dictator Manuel Noriega had his lawsuit against Activision thrown out of court, after he accused the game company of "unlawfully exploiting" him in Call of Duty: Black Ops II. In the video game, a character with the likeness of Noriega, conveniently named "Manuel Noriega," assists the CIA and later betrays the US government.

 

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The victory wasn't just for Activision, and is a "victory for works of art across the entertainment and publishing industries throughout the world," according to former New York City Mayor Rudy Giuliani, who serves as partner of Bracewell & Giuliani LLP.

 

"[T]he Court concludes that the marketability and economic value of the challenged work in this case comes not from Noriega, but from the creativity, skill and reputation of defendants," according to Los Angeles County Superior Court Judge William H. Fahey, as he dismissed the lawsuit with prejudice.

DICE's Star Wars Battlefront to land sometime in Q4 2015

It was only a few hours ago that we were reporting that EA announced that Battlefield: Hardline, which is being developed by Visceral Games, will be released March 17, 2015, and now we're hearing about Star Wars Battlefront.

 

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EA has announced that Star Wars Battlefront, DICE's take on the Star Wars universe, will reach gamers in Q4 2015. Considering Star Wars: Episode 7 is due on December 18, 2015, this makes perfect sense - ride the marketing wave of the movie. Blake Jorgensen, EA's Chief Financial Officer confirmed that Star Wars Battlefront will indeed be a first-person shooter, and it'll be EA's "major first-person shooter" for the year.

 

The following year, 2016, DICE's Battlefield franchise will be fresh out of the oven, with Battlefield 5 (or a rename, or whatever it arrives as), will arrive in the third quarter of EA's 2017 fiscal year, so sometime in the last quarter of 2016. This means we're waiting an entire two years for the next true Battlefield game, which is sad news.

Dying Light axed on PS3, Xbox 360, now on Xbox One, PS4 and PC only

With the 30FPS and low-res debacle causing outrage amongst gamers, Techland has just announced it has cancelled the Xbox 360 and PlayStation 3 versions of its zombie survival game, Dying Light, which will now be exclusive to current-gen consoles, and the PC.

 

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The developer said that the previous-gen versions were compromising the "core version of Dying Light", adding that it had spent the past three years of development on Dying Light "making sure that all the features of our game add up to create a truly next-gen experience". The developer continued: "Much of this 'next-gen feel' is tightly connected to the technological side of Dying Light. For instance, up to 200,000 objects can be displayed in the game at once. Add to this our use of realistic, physics-based lighting technology and you really start to push the next-gen systems to the limits. Features like these along with our core gameplay pillars - such as the player-empowering Natural Movement, threefold character development system, and vast open world - are all an inherent part of how Dying Light plays. However, combining all of these into one fluid experience is only possible on technologically advanced platforms".

 

"After thorough internal testing" the developer decided to axe the Xbox 360 and PS3 versions of the game, so that players will receive "the full and best experience regardless of the platform you play on". Dying Light was meant to be released before the end of the year, but was delayed until February 2015.

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