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Middle-Earth: Shadow of Mordor system requirements are even higher than Watch Dogs

Posted by Shark (Admins) at Apr 9 2014, 11:50 PM. 0 comments

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Do you remember Shadow of Mordor? You're forgiven if not, because, as generic fantasy names go, it's almost memorably unmemorable. If you need a refresher, the announcement trailer is an adequate primer for Warner Brothers' upcoming Assassin's Creed-meets-Lord of the Rings fantasy action-'em-up.

In preparation for its October release, a Steam listing has appeared. With it, are the game's PC system requirements. For those recently stung by Watch Dogs' high demands, these specifications may provide a familiar feeling of computational inadequacy.

Minimum:
OS: 64-bit: Vista, Win 7, Win 8
Processor: Intel Core i5-750, 2.67 GHz | AMD Phenom II X4 965, 3.4 GHz
Memory: 4 GB RAM
Graphics: NVIDIA GeForce GTX 560 | AMD Radeon HD 6950
DirectX: Version 11
Network: Broadband Internet connection
Hard Drive: 25 GB available space

Recommended:
OS: 64-bit: Win 7, Win 8
Processor: Intel Core i7-3770, 3.4 GHz | AMD FX-8350, 4.0 GHz
Memory: 8 GB RAM
Graphics: NVIDIA GeForce GTX 670 | AMD Radeon HD 7970
DirectX: Version 11
Network: Broadband Internet connection
Hard Drive: 40 GB available space

To compare, we're seeing a similar 64-bit OS restriction. And while the minimum RAM requirement is lower, the recommended GPU is higher; recommending the newer GTX 670, over Watch Dogs' suggestion of a GTX 560.

As with Watch Dogs, Shadow of Mordor is releasing on Xbox 360 and PS3 as well as PC and current-gen consoles. So while this is a good suggestion of where system requirements are heading, it's possible that the size of these games are still being set by the older hardware. As we move away from the last-gen, we should get an even better idea of the components needed to stay competitive.

The GTX Titan Z: $1000 more than two Titan Blacks, and probably slower

Posted by Shark (Admins) at Apr 9 2014, 08:13 PM. 0 comments

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Because lots of people paid serious money to buy up all the GTX Titans Nvidia could make, they've decided to push things further. The twin-GPU GTX Titan Z is a $3,000 graphics card announced at the GPU Technology Conference (GTC) in San Jose. According to Nvidia CEO Jen-Hsun Huang it exists simply because “the market just wanted so much more performance,” but is it really worth all that money?

The card will be the latest in Nvidia's line of dual-GPU graphics cards and contains a pair of the GK110 GPUs that have featured previously in Nvidia's GTX Titan Black cards. That means it's got a total of 5,760 CUDA cores, with an aggregated 12GB of GDDR5 video memory.

“If you're in desperate need of a supercomputer,” said Huang introducing it, “and you need one close by and handy - one that will sit next to your desk - we have just the card for you: Titan Z.”

While it's pretty impressive that much performance and technology is being squeezed into a single graphics card, it also seems to be far too expensive for what it is. Essentially it's a pair of Titan Black GPUs on one slice of PCB. They're the quickest GPUs Nvidia have available right now, but a pair of those cards will set you back some $2,000. The real kicker is that an SLI setup with twin GTX Titan Blacks is also likely to perform a fair bit quicker than a single Titan Z card.

Why? Because generally a dual-GPU card will have its chips clocked slower than an individual card's GPU to be able to maintain suitable thermals and sit within a certain energy footprint. Nvidia haven't released the full specs of the Titan Z, but if it follows any of the dual-GPU designs that have gone before it then those GK110 chips are likely to be sitting around 800-850MHz compared to the 889MHz of the separate GTX Titan Black GPUs.

So that's a single card which costs $1,000 more than buying a pair of Titan Blacks and likely wont be able to perform as quickly. If this thing used a pair of the new 28nm top Maxwell GPUs I could understand the price disparity, but the GK110 is getting on a bit now. We'll know more when Nvidia releases the card's full specs, and I have the chance to run some benchmarks.

Dark Souls 2 producer explains accessibility, says combat feels more intuitive

Posted by Shark (Admins) at Mar 4 2014, 01:23 PM. 0 comments

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To call Dark Souls hard is to sort of miss the point. It was a challenge, to be sure, but mainly because its story and systems were obtuse and coy enigmas hidden throughout the game. Dark Souls 2's co-director Yui Tanimura has never shied away from using the word "accessibility", causing some to worry that the game's obscurities would be more clearly signposted for the sequel.

In an interview with OXM, Namco Bandai producer Takeshi Miyazoe has explained how the team have translated their philosophy of accessibility into a game that doesn't ruin the game's mystery or challenge.

"It's a lot of things that happen behind the scenes, like the motion capture," Miyazoe said. "In the previous game, the player motions were hand-animated, whereas this time they're motion-captured by stunt artists." Supposedly, this makes the combat feel more intuitive, making it easier and more natural to read the intricacies of an enemy's attack moves.

As for the story, Dark Souls 2 will remain just as obscure. "The 'true story' isn't as important to us as the story each player creates based on his or her own roleplay," Miyazoe said. "We want you to explore or get items and read the descriptions to find out more, so that you are able to fill in the gaps as you explore."

Despite this, the game will be more upfront with certain systems. "In terms of tutorials it will be a little more than in Dark Souls I, but we're not going to explain all the tools you'll have," said Miyazoe. "We want players to be creative."

Battlefield 4 netcode fixes are still "top priorities," says DICE

Posted by Shark (Admins) at Mar 4 2014, 01:22 PM. 0 comments

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Four months after launch, Battlefield 4 still suffers from a variety of technical issues. Today, DICE announced what it’s doing to address these issues, as well as listing out specific problems the developer wants to target.

“Fixing the commonly nicknamed ‘netcode issues’ – problems ranging between faulty networking latency compensation and glitches in the gameplay simulation itself – is one of the top priorities for DICE,” it said. “We have found and fixed several issues with latency compensation, and thereby decreased the impressions of ‘one hit kills’ in the game. We have also fixed several issues that could lead to rubber banding, and we are working on fixing several more.”

DICE then goes on to list a number of issues it’s still fixing and investigating. You can find the full list on the Battlelog website, but here are some highlights:

Rubber banding: Dice says it’s made several optimizations to decrease it for some players, that it’s releasing more fixes soon, and that it continues to collect data.
Kill camera delay / player death sync: Where the death camera triggers too soon, making you think that you died too early. A fix for this is included in the next update.
No Registered damage: DICE is aware of the bug. In Feburary 13 it added code that enables it to specifically track when this happens. That data should help DICE improve firefights “in the future.”
Instant death while sprinting: At this point we move on to the slapstick comedy portion of the announcement. “At certain occasions while walking or sprinting, a player could get catapulted at high speed which would cause death if any object was standing in the way. This was caused by a mathematical error in the character physics code, and we have a fix prepared for an upcoming patch.”

In addition, DICE is working on fixing issues with Levolution going out of sync, shots appearing to be fired in the wrong direction, and vehicles not taking damage.

South Park: The Stick of Truth trailer is unsurprisingly unsafe for work

Posted by Shark (Admins) at Mar 4 2014, 01:20 PM. 0 comments



While the video may not shy away from swearing, crude jokes and a scene set in an anus, it's still a long way from the final product, which - in some territories - was deemed shocking enough to be self-censored by Ubisoft.

South Park: The Stick of Truth is out today in the US, and March 7th in the UK.

The Elder Scrolls Online hands-on: trouble in Tamriel

Posted by Conduit (Admins) at Feb 7 2014, 03:32 PM. 0 comments

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There are a set of features common to all main Elder Scrolls games. They've all been injected with a near-lethal dose of lore, they all start in a prison, and, once freed, they all offer the player an initially paralysing level of choice and freedom. The Elder Scrolls Online checks the first and second boxes perfectly. It's that third point - the freedom - where things start to get complicated.

After escaping the realm of Daedric uber-jerk Molag Bal, you emerge not into a vast and mysterious world of possibility, but instead a small island full of low-level questing. It's a moment that hammers home that, yes, this is an MMO, and one that mostly follows a much-trodden path. Mostly, but not always. TESO does, in places, evoke Skyrim; just not as you'll remember it. It's like a Hollywood remake of a favourite foreign film. For all the similarities, everything feels slightly off-kilter.

There are strong caveats for everything I'm about to say, and I think it's important to make them clear upfront. The most obvious is that TESO will be both long and broad. There are three factions, each with their own areas and quests leading to the level-cap. I've played a character from one of those factions - the Ebonheart Pact - for somewhere between 10-15 hours. For all I've seen, there's overwhelmingly more that I haven't.

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It's also important to note that, for all my issues with the beta, none of them are about the game being either too much like an MMO or too much like Skyrim. I like MMOs. I like Skyrim. I was primed to enjoy TESO, whichever end of the RPG spectrum it settled on. The problem is that the combination treads an unnatural middle-ground of warring concepts. As a result, both sides suffer.

For instance, the freedom of exploration. Once I'd completed Tutorial Island, I was shipped off to a slightly larger post-tutorial area, before finally being let loose on the first of Ebonheart's five main zones. Here things opened up significantly. While I was still being hemmed in by the traditional MMO smattering of higher-level enemies, I at least had the space to explore a relatively large and unbroken area of the map. The question became what to do in it?

The answer was questing. There are some collectibles hidden around the map - crystals which, when enough have been found, give you extra skill points to assign. For the most part, though, there was no sense that exploration would be rewarded with some entertaining or mysterious secret. I quickly fell into the MMO routine: hunting out the blue quest-giver arrows on the compass, accepting their task, and checking off a laundry list of actions. Eventually, I became more focused on my own basic character progression than in finding myself immersed in the setting.

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It doesn't help that the world feels stiff and rigid. Even the swaying of trees is barely perceptible, giving my faction's environments an almost sterile quality. That lifelessness was an unfortunate theme of the time I spent in TESO, seen in the disinterested voice acting of minor quest-givers; the way warring soldiers would ineffectually swipe at each other in perpetuity (or at least until a player stepped in); and the bizarre celebration after I defended Davon's Watch, in which groups of three NPCs would line up for some unconvincing fist pumps.

On the plus side, the game does interesting things with the scale of the world. Because of the choice between first-person or over-the-shoulder third-person viewpoints, your perspective is much closer to your characters. Wandering through the city of Davon's Watch, I was impressed by how large it felt. When the game's released, and the zone's are filled with players, it's easy to imagine the world feeling bustling with activity.
 
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