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Mojang Scrolls Price Cut
Mojang Cuts ‘Scrolls’ Price Ahead of Tablet Release
Twisted

If the $21 price point for the current PC and Mac versions of Mojang’s Scrolls has been a big obstacle to checking the game out, then listen up. In a Thursday blog post published on the Scrolls website, Mojang developers Owen Hill and Mans Olson explained that the game would be getting a substantial price cut.

As the post explains, Scrolls will soon be getting ported over to tablets for easy mobile play. Because it takes lower price points for games to remain competitive in the mobile environment, the Mojang team has decided to avoid any issues and cut the price for Scrolls from the get-go. The new price will be $5, 76% big drop from the current $21 tag.

A $16 price drop is certainly dramatic, especially considering the fact that the new $5 price point will be applied not only to Scrolls for mobile, but also to every version of the game. As Hill and Olson explain in their blog post, they felt that there was no other course of action that would have continued to provide Scrolls players with the best possible gaming experience.

“Cross-platform play is extremely important to us, so creating separate communities for tablets and PC/Mac was out of the question. We’re also determined to maintain a one-off cost for Scrolls and not pressure our players into spending extra cash in order to be competitive, or to have a good time in both the early and late game.”

If that statement sounds like a thinly-veiled criticism of free-to-play platforms and in-game payment interfaces, that’s because it is. The post went on to say that the Mojang team considered a free-to-play option, but was “not keen on the way that form of monetization can affect gameplay.”

An evil dwarf in the launch trailer for Mojang's 'Scrolls'

So what does all of this mean for existing Scrolls players? Don’t worry: Hill, Olson, and the rest of the Mojang team have also gone out of their way to make sure that existing customers see benefits from this new price point. For one thing, the blog post states that existing customers will be gifted the Scrolls $20 shard package “at no additional cost.” Whether a gesture of good will or an apology for making players pay $21 for a game that now costs $5, the gift is something that Scrolls veterans will certainly appreciate.

In addition, the new price will simply give Mojang the competitive edge they need to launch Scrolls in the tablet market, which will in turn lead to larger Scrolls communities as mobile gamers discover the title. Since the tablet release will promote full cross-platform play, all Scrolls players will be able to take advantage of the game’s growing worlds.

There is no concrete date set for when Scrolls will be released on tablet, but the Mojang blog post stated that the release would be coming “very soon.” That being said the developers also joked about the “technical issues of porting a game of such awesomeness to portable devices,” so it could still be a couple of weeks.

Source: Scrolls.com

Original author: Craig Manning
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Metal Gear Solid The Phantom Pain Buddy System
‘MGS 5: The Phantom Pain’ Will Include In-Mission ‘Buddy System’
Twisted

It’s not safe to go alone!

It looks like Snake won’t be a solo operative in Metal Gear Solid 5: The Phantom Pain. During the 20-minute gameplay footage revealed at the Tokyo Game Show earlier this week, Snake is joined on the battlefield by Quiet, an expert markswoman.

As we have now learned, Quiet’s inclusion is part of the Buddy System and is a significant redesign of the long-running espionage series. The numbered titles of the series have typically been “one man vs. the world” affairs, but that will no longer be the case. However, it’s worth noting that this is not a co-op mode…at least, not yet. While The Phantom Pain will have a multiplayer mode, it remains to be seen whether the Buddy System will allow two players to tackle the story missions of the game together.

In the trailer, Quiet assists Snake in a variety of ways. She can go on reconnaissance across the map to track enemy positions and or simply help Snake on the battlefield. The player can also see the green laser sight of her sniper rifle to know where she is aiming, and if the player is spotted by the enemy, she will assist them in defeating alerted guards. At one point in the video, Snake needs to eliminate two soldiers standing close to one another, and Quiet lends a helping hand.

Some of her abilities are also downright outlandish (which is fitting for a game that also involves robot arms and inflatable decoys in the style of Ratchet and Clank). While fighting a helicopter, Snake throws a grenade into the air, missing his target by a mile, but Quiet manages to hit the grenade in midair, shooting it into the helicopter and causing it to explode.

Metal Gear Solid 5 Quiet

At least one other companion character will be joining Quiet as one of Snake’s allies, with the possibility of more on the way. Snake will have a pet wolf at his side named DD, which stands for Diamond Dog, but no details have yet been revealed about how he will help Snake. Watch here to see how Snake meets DD.

Depending on how Kojima uses it, the Buddy System could present a fundamental shift for the Metal Gear Solid experience. Part of the allure of stealth games is that they give players a sense of isolation and vulnerability, which makes their eventual victory over their opponents more thrilling. Adding a support character, however, could diminish this core appeal. Now, that isn’t to say that The Phantom Pain won’t be just as fun as other MGS titles, but rather, that it could be fun in an entirely different way.

So what do you think? Are you excited by the news of AI characters aiding Snake on his missions or do you have some reservations? Let us know in the comments.

A release date for Metal Gear Solid 5: The Phantom Pain has not yet been confirmed, but Kojima has promised it will be out sometime in 2015 for PC, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One.

Original author: Sage Hyden
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Oculus Rift Crescent Bay Prototype
New Oculus Rift Prototype Features Built-in Audio & 360 Motion Tracking
Twisted

While the Oculus Rift might already be one of the most exciting new pieces of tech in games, if not in general, most agree that the headset is still a work in progress. Sure, there are things about the Rift that are already extremely exciting, and worth $2 billion, but there are also places that the tech can improve.

Luckily, the Oculus VR team has been smart about regularly unveiling new updates to their software and substantial updates to their hardware. The tech is certainly getting there, and just this weekend the Oculus Rift might have taken its most substantial leap forward yet.

At this weekend’s Oculus Connect conference, the Oculus VR team unveiled their new “Crescent Bay” prototype to attendees. The headset is obviously still not indicative of the eventual Oculus Rift retail model, but given the important improvements made to the device, we might say it’s pretty close to the retail model.

Oculus Crescent Bay Prototype -Back View

There are two key improvements with the Crescent Bay prototype, both of which are features that users have been requesting and fans have known were coming. First up, is a series of LED lights on the back of the device, which should help the Rift deliver 360-degree motion control. [NOTE: Much like the DK2, the eventual DK3 built off the Crescent Bay will feature an LED-permeable casing, so those lights won't be visible.]

Some will remember that the Crystal Cove prototype was the first Rift version to feature motion tracking through LED, but the lights were only on the front of the device. That meant players could only turn their head so far in virtual space before the tracking device lost them. There’s no word on if the Crescent Bay prototype will include a newer motion-tracking device, however.

The second big introduction for Crystal Cove is a set of built-in headphones that pipe audio directly from the Oculus headset. Rift users have long expected the Oculus VR team to build headphones into one of their models and this is the one.

However, the Oculus VR team has taken a rather smart approach and made it so the headphones can move away from their user’s ears, leaving them free to use third party headphones if they like. The quality of the audio in whatever built-in headphones the Oculus Rift provide are going to be a make-or-break proposition (especially if the quality was poor), but the Oculus VR team has seemingly found a way around those concerns.

Oculus Crescent Bay Prototype Headphones

Concerned gamers should know, though, that Oculus is working hard to ensure the audio quality is up to par with Oculus’ visuals. The Crescent Bay prototype even has technology licensed from the University of Maryland.

Of course, the Crescent Bay also features higher resolution visuals and lower latency, in addition to these new features. In fact, the Oculus team are calling this latest headset as big a leap forward from Development Kit 2 as the DK2 was from the first development kit. It also looks like, design-wise, that the prototype offers a snugger fit on the head thanks to the added top strap.

It’s pretty clear that the Oculus Rift is now that much closer to retail with the unveiling of the Crescent Bay prototype. Some features that we knew were in the pipeline are now here, and once Oculus gets those to a level they like then there won’t be much left to do aside from improving resolution and latency. In other words, the checklist is running thin and things are getting exciting.

What do you think of the new Oculus Rift prototype? Are there any features you still think the headset needs?

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Source: Polygon

Original author: Anthony Taormina
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Destiny Vault of Glass Beat in Under Two Hours
Destiny: ‘Vault of Glass’ Raid Beaten In Under 2 Hours
Twisted

Released earlier this week, the ‘Vault of Glass’ is the first raid available to Destiny players, and has been described by its creators as the hardest piece of content they’ve ever created. The first six-person team to complete it recorded a time of 11 hours — a record that has been comprehensively smashed since, with a video released to YouTube yesterday demonstrating an elite team completing it in under two hours.

Such is the difficulty of the raid that Bungie elected to keep it under wraps for the week following the game’s launch, encouraging players to spend that week building up their character and their gear so as to stand a chance. A minimum of level 26 was recommended, but it would take more than just that minimum to make it through.

The earliest attempts at the raid were widely streamed on services like Twitch, contributing to the huge presence that Destiny has enjoyed on such sites in the early days of its launch. Millions have tuned in to see what the considerable hype surrounding the game is all about — and to see what the highest level players can achieve.

Completing the raid is quite the accomplishment in its own right, but fact that players have managed to finish it off in just 1:50 is almost beyond belief. However, don’t go thinking that this means that the raid isn’t as difficult as it has been hyped up to be — these are expert players who are used to pushing games to their limits.

One member of the team, ‘Professor Broman’ will be familiar to fans of the ‘Games Done Quick’ series of charity speed-running events. Broman, as you might imagine, is no stranger to tearing through a game at a blistering pace, and it’ll be interesting to see if he chooses to further trim down this time in the future.

For now though, it seems like the focus is on the hard mode of the ‘Vault of Glass’ — something most players would no doubt balk at the thought of.

Hopefully exploits like these will encourage players at all levels to push themselves towards ‘becoming legend’ in Destiny; if these guys can blitz the ‘Vault of Glass’ in less than two hours, surely you can scrape through it — even if it takes you a little longer.

Original author: Brad Jones
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Super Smash Bros Wii U Castle Siege Stage
‘Super Smash Bros. for Wii U’ Gets Medieval in Returning Castle Siege Stage
Twisted

At this point, almost the entirety of Super Smash Bros. for 3DS has been made public and gamers have come to accept the final product that awaits them later this October. With a roster featuring a number of iconic characters from Nintendo’s past and present, some fans will be quick to overlook the stage options. Fortunately, there are plenty of new and returning fan-favorites making their debut in the portable edition of the beloved fight franchise.

While the 3DS version’s stages are known at this point, Nintendo still hasn’t pulled the curtain off all the ones that await gamers in the Wii U version. It was announced some time ago that the two versions will have their own unique battlegrounds, and now the creator of Super Smash Bros., Masahiro Sakurai, has confirmed a familiar stage inspired from the Fire Emblem franchise.

Taking once again to MiiVerse, Sakurai confirmed that Castle Siege will be making its return on the home console edition of the crossover-centric fighting game. The stage originally made its debut in Super Smash Bros. Brawl, and admittedly looks quite dapper on the Wii U hardware, but Sakurai further elaborated on the fact that he enjoys the stage because it isn’t based off of or exclusive to any one Fire Emblem game.

Super Smash Bros Wii U Castle Siege Screenshots

“Pic of the day. Well, I’d better post some pictures from the Wii U version once in a while, right? We’ve brought back the Castle Siege stage from Fire Emblem!”

“Most of the games in the Fire Emblem series have a different unique setting and have fields without much height, so it was hard to narrow down what venues to focus on. Castle Siege and Colosseum are two stages that aren’t exclusive to specific games in the franchise.”

Considering that the new Super Smash Bros. has two Fire Emblem newcomers joining the fight in the form of Robin and Lucina, an additional battleground to accompany the previously announced Colosseum stage makes a lot of sense.

While seeing additional content for the new game is always a pleasant surprise for fans, Nintendo does need to get around to announcing an official release date for the highly anticipated fighter. Since the home hardware version of the game will support Gamecube controllers (a desirable option amongst hardcore Super Smash Bros. players), it’s likely that many dedicated players are anticipating the Wii U entry a little bit more than the upcoming 3DS iteration.

Fans thus far have only had a rumored release date for Super Smash Bros. for Wii U, which Nintendo itself later appeared to confirm accidentally, so any official news on that front is best to arrive sooner rather than later.

___

Super Smash Bros. will arrive in North America on the Nintendo 3DS on October 3, 2014; the Wii U version currently has a launch window of Holiday 2014.

Follow Riley on Twitter @TheRileyLittle for more news on Super Smash Bros., as well as everything else in gaming.

Source: Masahiro Sakurai – MiiVerse

Original author: Riley Little
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Sony's Project Morpheus Headset
Work on Sony’s Project Morpheus VR Headset is 85% Complete
Twisted

While virtual reality is becoming increasingly popular, neither of the two biggest players – the Oculus Rift or Sony’s Project Morpheus - are close to releasing yet. Oculus reportedly has plans for a small, limited launch next summer to test the waters, while Project Morpheus is still in development. Sony has been making the rounds with their VR headset, however, with its most recent showing at the Tokyo Game Show (TGS) 2014; and it appears to be delivering on its promises so far.

As reported by The Wall Street Journal, Shuhei Yoshida, President of Worldwide Studios for Sony Computer Entertainment stated that approximately 85% of the work needed to release Project Morpheus has been completed. It’s certainly an interesting statement, because it doesn’t specify what, exactly, has been finished. What part of that 85% is developement; marketing or determining final retail prices? Whatever the case, Yoshida noted that a lot of the hardware used inside Morpheus can also be found in smartphones, which could result in a lower price.

For some perspective, the Oculus Rift Dev Kit 2 is currently priced at $350. Oculus’ founders Palmet Luckey and Nate Mitchell have said in the past that they’re aiming for the $200-$400 range when the consumer model launchers, though nothing is certain at this point.

Oculus Rift Dev Kit 2 Model

Both VR Headsets are sure to bring VR to the forefront with consumers, but Sony may have the upper hand due to their household name and the PlayStation 4 (it’s selling quite well). According to the Sony Worldwide President, the goal is to draw in not only people that play games, but non-video game players as well.

“With the Morpheus and PlayStation 4, we can offer them a totally new virtual reality experience in a lighthearted and fun manner.”

Yoshida expressed the belief that people are attracted to the device due to its “sensor-equipped control system” that allows users to interact with the virtual world they’re currently immersed in. At TGS 2014 in particular, some people were so into Project Morpheus, they began making swimming-like motions while play a game that placed them under the sea. Sony President and CEO Andrew House said in an interview earlier this year that he believes VR as a whole is the “new frontier of game development,” before saying the company is fully committed to Project Morpheus.

A lot of companies are getting on board with VR aside from Oculus and Sony. Samsung recently announced the Samsung Gear VR in collaboration with Oculus, and earlier this week, the AirVR –which aims to deliver the VR experience by strapping an iPad to you face– began its Kickstarter campaign. It’ll be interesting to see who comes out first and who does it better.

Source: The Wall Street Journal

Original author: Kyree Leary
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Alien Isolation Survive Trailers
‘Alien: Isolation’ Trailers Show So Many Ways To Die
Twisted

It was a rallying cry heard nearly every time an Aliens video game sent squads of space marines up against Xenomorph bullet-sponges: “when will somebody make a game based on the original Alien?” That question is set to be answered in the form of Alien: Isolation: a game so relentless in its emphasis on vulnerability and ever-present danger, it seems to be promoting the likelihood of players being killed time and again, not trying to hide it.

But as the old saying goes, even the most masochistic gamers should be careful what they wish for. Stepping into the role of Amanda Ripley (daughter of Ellen Ripley), players will be forced to rely on their wits, their will, and their stealth to survive – not their accuracy with a firearm. While a single Xenomorph stalking you through a space station may not sound like a sizable threat, a new series of trailers from Creative Assembly show that death is, quite literally, waiting around every corner.

We got the opportunity to find out firsthand just how many roads lead to ruin – playing the truly brutal Survivor Mode at E3 2014 – so it’s nice to see that the studio is intent on sharing with fans the kind of terror they can prepare themselves for. The first trailer in the game’s ‘#HowWillYouSurvive’ video series promised there would be ‘no escape,’ and these new trailers explain why.

Instead of emphasizing gunplay and explosives, Amanda Ripley will need to rely on cunning and evasion. Since the game can be completed without killing a soul, the latest ‘Hear You Scream’ trailer shows a handy tool at the player’s disposal: an explosive distraction:

Fans of the film know that the vents and ducts of a spaceship can prove to be both helpful in hiding from a Xenomorph, or helping it trap you in. And as ‘In The Vents’ shows, the cunning alien has clearly learned a thing or two in the years since the first film’s release:

If you’re still thinking that firing weapons might be a solid strategy as opposed to sneaking and hiding, the next video shows why even being near someone following that line of thinking can prove fatal:

If you’re getting the sense from these videos that players may end up regretting the chance to find out what it would actually be like to suddenly drop into an Alien movie – only to be killed moments later – you’re not wrong.

In fact, the overwhelming threat of death remains one of our concerns for the game (in truth, one of the only concerns). Punishing players in the name of immersion is one thing, but finding a balance between challenge and frustration is the real trick.

Alien: Isolation is set to launch on October 7, 2014, and will be available on PC, PS3, PS4, Xbox 360 and Xbox One.

Follow me on Twitter @andrew_dyce.

Original author: Andrew Dyce
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Battleborn Cooperative Screen - Varelsi Arrival
First ‘Battleborn’ Cooperative Campaign Gameplay Footage Debuts
Twisted

Earlier this week, developer Gearbox Software offered gamers their first look at their new title Battleborn in action. However, while the footage was compelling it was only a small slice of a larger pie, and left many to wonder how the full game would work.

Hoping to answer those questions, Gearbox Software has today unleashed a more substantial gameplay video focused on Battleborn‘s cooperative campaign. Much like the initial video, this cooperative footage is still pre-alpha gameplay, but it does help bring Battleborn‘s concepts into greater focus.

Although the first pitch for Battleborn seemed to suggest the game was part FPS and part MOBA (multiplayer online battle arena), this footage shows very few MOBA elements, if any. Rather, Battleborn appears to be an evolution of Gearbox’s work on the Borderlands franchise, and draws heavily from that game’s lead.

For starters, Battleborn offers players a unique cast of playable characters to choose from. Each character offers special combat abilities, skill trees, and weapon options, but all are plenty capable in battle. However, it is only when groups of players work together that the true magic of Battleborn seems to develop, as players unite their various skills against hordes of robotic enemies.

Gameplay wise, Battleborn has a lot in common with Borderlands as well, bringing that series’ fast, frenetic FPS combat to open arenas. But where Borderlands was a little more about emergent gameplay, Battleborn appears more focused on staged events like defending a point or tackling a large boss.

What stands out most to me, though, is the personality of the playable characters and NPCs. Humor has always been of Gearbox’s strongest attributes, and even though Battleborn doesn’t appear to be as story-driven as other games, there are still spots of humor peppered throughout the demo. Whether or not the writing as a whole will be as strong as this brief portion is unclear, but there were certainly parts that made me chuckle.

Overall, Battleborn looks to be well within Gearbox’s wheelhouse, albeit with some slight variations on familiar formulas. The combat has similar qualities to Borderlands, but doesn’t rely as heavily on being a straight shooter. And visually the game is very striking; with bold splashes of color and some really cool effects. We weren’t too sure what Battleborn was going to be when it was first announced, especially after Gerabox said not to call the game a MOBA, but now the picture has become much clearer.

What do you think of Battleborn‘s cooperative campaign? What about it intrigues you and what do you have questions about?

Battleborn releases in 2015 on PC, PS4, and Xbox One.

Original author: Anthony Taormina
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Minecraft Notch Sale Abandon 0x10c
‘Minecraft’ Composer on Notch Abandoning ’0x10c’ & Leaving Mojang
Twisted

When the rumor first appeared that Microsoft was in talks to acquire Minecraft developer Mojang, it was a shock to many. But sure enough, just days after the news broke, the story became official, with Microsoft paying an incredible $2.5 billion for ownership of one of the most successful indie games of all time. It’s a huge boon for Markus ‘Notch’ Persson, Minecraft’s creator, and many have speculated as to what Notch will do with his newfound fortune – including Conan O’Brien.

However, Persson’s given reason for leaving behind the game he created and nurtured was far from the greed and hedonism that some have suspected. Instead, he cited the pressures of being in the spotlight. After a recent spout of hate following controversy regarding Minecraft’s EULA, Persson realised he “didn’t have the connection” to his fans that he thought he had. Upon becoming less of a person and more of a “symbol,” Persson said that the time was right to sell.

Persson was not the only individual responsible for making Minecraft into the behemoth property that it is today. Take, for instance, the haunting score that accompanies players in their Minecraft adventures. That score – along with the sound design of the game itself – was the creation of composer Daniel Rosenfeld. Rosenfeld’s profile grew along with Mojang’s, eventually allowing him to focus solely on his music as a means of income. As someone who worked closely with Persson, Rosenfeld was able to give his own thoughts on Microsoft’s takeover.

Notch 0x10c Minecraft sale

Speaking with Polygon, Rosenfeld discussed the role of social media in Persson’s decision to sell. The backlash Persson felt over public forums like Twitter could certainly be seen as a catalyst, with the impersonal nature of social networks seen by Rosenfeld as a dark side to that level of direct communication. “At some point, said Rosenfeld, “social networks do not see you as a person anymore.” Rosenfeld said that users personally communicate with public figures “as if they’re basically publicly stating their opinion.”

The composer has seen his own Twitter following explode to nearly 200,000 followers as Minecraft’s popularity grew, and feels the pressures of that intrusion himself – despite his follower figure being a far cry from Persson’s two million. Rosenberg explains the effect that “some guy on Twitter” can have when that person uses social media as a platform for hate messages. “You spend most of that day thinking about this one guy,” explains Rosenberg. “Maybe he was right. Maybe you’re actually terrible and didn’t know yet. That feeling also happens with Markus, except it’s amplified times two million.” Rosenberg then says, succinctly, that he “can absolutely understand that [Persson] might have been emotionally bankrupt after hundreds of thousands of people told him he’s garbage.”

0x10c-prototype-screenshot-people

Rosenfeld was also able to talk about a failed project with Persson, an ambitious first-person space exploration title called 0x10c. Persson stopped work on the project, which was set in an alternate future where the space race never ended, in August of last year. By that point Rosenfeld had already created a pair of potential themes of the game, which he released via Bandcamp on Monday. Those few minutes of score may be the only thing that the public see of the project, other than a few scant screenshots, a teaser trailer and a few other test videos. However, Rosenfeld has no hard feelings over 0x10c, a “struggle” that he enjoyed. “I’m not bitter,” said Rosenfeld. “I still had fun thinking about the concept.”

It remains to be seen what Persson will create next. However, Rosenberg will continue working on Minecraft for now – and will do so “as long as we’re still happy with the product.” Rosenberg does have some other video game projects lined up as well as his work with Minecraft. Let’s see whether he teams up with Persson once again in the future.

Source: Polygon

Original author: Rob Gordon
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Halo 2 Anniversary - Chief, Grunt and a Phonebooth
Microsoft Explains Why ‘Halo’ Isn’t on PC
Twisted

It easy to forget that earlier Halo games were on the PC at one point, but that’s because, at least these days, when you hear ‘Halo,’ you think of an Xbox console. The Halo: Master Chief Collection, which packs together the four core Halo games that star Master Chief, would be a great place to bring PC fans back into the fold (since Microsoft also owns PCs) but the company hasn’t taken advantage of the opportunity. What better game to use those new Xbox One PC controllers on than Halo?

Speaking to Kotaku, 343 Industries Executive Producer Dan Ayoub explains that, while the desires of PC fans haven’t gone unheard, the Xbox One version of the Halo collection is the “main focus right now. That’s quite honestly where all our headspace is right now.”

Ayoub continues by explaining that console ports and HD remasters are no easy task, contrary to what people may think; even less so when there are multiple games to worry about.

“From a technical standpoint, you look at the architecture of the Xbox One and there are some similarities to the architecture of a modern PC. That certainly makes that sort of cross-platform development easier. But beyond that the ease goes away. Master Chief Collection is massive. We have to coordinate four games, 100-plus maps, a lot of new cinematics, and Halo 2 Anniversary.”

This may all sound a bit disappointing to PC players still holding out for Halo on PC, especially since Halo and Halo 2 have made they way to the platform in the past, but Ayoub nor Microsoft have completely dismissed the idea. If anything, it’s something that’ll take more time to produce. Microsoft has said before they’re committed to PC gaming and providing better support, and in the last month previous Xbox One exclusives have begun making their way to PC; look no further than the PC releases of Dead Rising 3 and Ryse: Son of Rome for proof of that.

But the PC community should definitely keep doing what their doing with the Halo series though, because 343 has certainly taken note of their dedication, as well as the numerous PCs out there. One notable fan project that’s gaining traction is Project-Contingency: a fan-made, free-to-play Halo game that runs on CryEngine 3.

“That’s one of the things I love about the PC community. You’ve got so many cool things going on [with fans]. And then you’ve got the breadth; PCs are everywhere all over the planet. Obviously as part of Microsoft PCs are part of our business. When you look at that market and community, there’s almost limitless possibilities in terms of what we can do.”

Halo: The Master Chief Collection releases on November 11, 2014 for Xbox One.

Source: Kotaku

Original author: Kyree Leary
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Hopper Version 3 was released today.  The old Hopper will be discontinued March 8th 2013.  You must upgrade as it will no longer function.

Here are some of the new fetures in Hopper 3:

  • Full Family Bucket Support
  • Performance increase for FireFox users
  • Less memory on all versions
  • Stability improvements, Hopper keeps on going
  • https support
  • New GUI
  • Better logging
  • Ability to run our Beta Hopper on demand

 

 

UA-19823795-1