Author: dpugh007

  • Top 10 UK Sales Chart: F1 2016 Pulls Ahead of No Man's Sky

    Codemasters’ F1 2016 takes the top spot on the UK sales chart for the week ending August 20, pushing No Man’s Sky down to second place. Beyond this, there has been little change in the top ten from last week.

    Lego Star Wars: The Force Awakens moves up one position to No.3, while Overwatch moves down one spot to No.4. Grand Theft Auto 5 finishes the week at No.5, ahead of Rocket League at No.6, FIFA 16 at No.7, and Uncharted 4: A Thief’s End at No.8. Rounding of the top ten are Doom at No.9 and Minecraft: Xbox Edition at No.10.

    You can see the full top 10 in the list below. This table does not include digital sales data, and thus should not be considered representative of all UK game sales.

    1. F1 2016
    2. No Man’s Sky
    3. Lego Star Wars: The Force Awakens
    4. Overwatch
    5. Grand Theft Auto 5
    6. Rocket League
    7. FIFA 16
    8. Uncharted 4: A Thief’s End
    9. Doom
    10. Minecraft: Xbox Edition

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  • Mario Stars In Olympics Closing Ceremony

    Mario Stars In Olympics Closing Ceremony

    With the Rio Olympics drawing to a close, Tokyo is up next in 2020. And to mark the occasion, Mario made a surprise appearance at the closing ceremony tonight, warp-piping from Japan to Brazil and transforming into…Japanese Prime Miniter Shinzo Abe.

    Read more…

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  • After Nine Years Of Work, Fez Gets Its Last Update

    After Nine Years Of Work, Fez Gets Its Last Update

    Perspective-shifting platformer Fez came out all the way back in 2012
    . It was first announced in 2007. Last week, a patch was released for it that brings nearly a decade’s worth of development on the title to a close.

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  • The Week In Games: Come Together

    The Week In Games: Come Together

    Mankind may stand divided this week but next week, Hatsune Miku will bring us back together through the power of song and dance. Let’s all stay strong until then.

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  • Watch: Official Trailer for Korea's 'The Map Against the World' Film

    Watch: Official Trailer for Korea's 'The Map Against the World' Film

    The Map Against the World Trailer

    “How dare you distribute such sensitive information to the common people!” CJ Entertainment debuted the official trailer for the Korean film The Map Against the World, about a geographer and cartographer who traveled around Korea in the 1800s making a detailed map. The film is directed by veteran Korean filmmaker Kang Woo-Suk, and stars Cha Seung-won as the lead character, along with Yu Jun-Sang and Nam Ji-hyun. The idea is based on the true story of Kim Jeong-ho, who went under the pen name Gosanja, devoting his life to the creation of the “Daedongyeojido” map of Korea first published in 1861. This looks like it has lovely cinematography about a humble man who wanted to share the world with the people. ›››

    Continue reading Watch: Official Trailer for Korea’s ‘The Map Against the World’ Film

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  • No Man's Sky PC Patch Notes and Details on What's Next

    No Man's Sky PC Patch Notes and Details on What's Next

    Hello Games has published the full patch notes for all of the No Man’s Sky PC patches released so far.

    There have been three of these to date and they addressed many, many things, such as players getting stuck under the world, crashes, and the game failing to save until you died.

    The patch notes for all three updates are printed below, as written by Hello Games and published on Steam. Hello Games says these fixes should address about 70 percent of the problems that players have informed the developer of. The team is now at work on fixing the remaining 30 percent.

    In this post, Hello Games says the team has been “incredibly busy” since No Man’s Sky’s release for PC on August 12. In addition to tracking issues submitted directly to the developer, the studio is looking at what people are saying in places like Steam, GOG, and Reddit.

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    “Right now the team is fully focused on categorizing and fixing support issues in order of priority, based on the number of people they are affecting,” the studio said. “The information and crash dumps you’ve posted have been indispensable in helping us track down and fix these issues.”

    Looking ahead, Hello Games said it expects to release at least one more “major” No Man’s Sky update next week. The studio, as well as presumably its new QA staff, are working on this patch this weekend.

    Hello Games also reiterated that it will get to work on new No Man’s Sky game features after it’s done fixing the game’s PC issues. The PlayStation 4 version has also been patched since launch, but it appears the PC version faced many more issues than its console counterpart.

    Patch 1

    AMD Phenom Support

    • Game is now confirmed working on Phenom CPUs.
    • Thousands of lines of assembly have been rewritten to support AMD CPUs. The game code no longer relies on anything above SSE 2,
    • Havok Physics has also now created new libs for us to add Phenom support.

    Alt-Tab has improved

    • Some systems/configs were crashing or not pausing correctly on Alt Tab. This should now be resolved.

    Improved Performance

    • On CPUs with 4 threads or fewer, performance has been improved.
    • On CPUs with exactly 8 threads, performance has also been significantly improved.

    Framerate Stuttering due to Shader Caching

    • Framerate was initially stuttering due to shaders not being correctly cached by the GPU on some systems. We have replaced the GPU caching system. You may notice some stutter during the Galactic Map intro to the game (the very first time you run), but it should be smoother from then on. This is particularly true on ATI cards.

    Max FPS Cap

    • On some CPU/GPU configurations, setting Max FPS to 60 or 30 was not giving 60 or 30 FPS (causing stuttering). This has been fixed.

    Radeon 6xxx

    • Added support for this GPU, which doesn’t support OpenGL 4.5 fully.

    Save Corruption

    • Solution to try to prevent saves getting corrupted no matter what’s going on in background processes (see Patch 3 below, where we also are attempting to recover corrupted saves).

    Intel GPU Detection

    • We do not currently support Intel GPUS. We are working on this for a future patch, to expand our min spec.
    • In the meantime, the game will now let you know if you are trying to run with an unsupported GPU. This will hopefully flag for some users that their high end GPU has not been selected.

    Gsync

    • Gsync has been disabled by default, which was causing an issue for some users

    Mouse Smoothing

    • Generally this is most helpful for players with sub-30 FPS.
    • Smoothing on mouse movement has been improved to prevent hitching or stuttering, and is now adjustable through the Options menu in “Mouse Smoothing”.
    • It defaults to off. If you feel micro stutters in framerate affecting controls, feel free to turn this up. If you feel the framerate is “slow” or “lumpy”, please make sure that this is turned off

    Patch 2

    Stuck under the world

    • It was possible for players to save their game stuck under the terrain, leaving them stuck. This was caused by getting shot down in atmosphere, and their ship reaching ridiculous speeds as it crashed to the planet. This has been resolved.
    • Whilst it won’t happen anymore, if you are currently already stuck under the world, we detect this and do our best to rescue you.

    Crash after warping

    • Occasionally at random the game would lock up after a warp, or return to desktop. This was due to very specific timing in hardware (a threading specific bug) – meaning that unfortunately for some people it was regular, and for others they would never be able to recreate it. This was our most reported crash during gameplay, and has now been resolved.

    Game failing to save until you died

    • If the player died, and then loaded the game ten times without saving, and then died, player progress wouldn’t be saved from then on until you died again. This is fixed now! This was also causing player’s saves to grow in size.

    Crash fixes in scanning

    • Quite a rare crash, but in certain scenarios it was possible to scan from space or on planet and crash the game.

    Crash warping inside a freighter

    • When warping into a battle sometimes the player warped into the inside of a freighter and everything went crazy 🙁
    • This is fixed now.

    Patch 3

    Stranded in Space Station

    • If you died in your ship while in atmosphere of a planet with a damaged ship, you could respawn in a space station with your launch thrusters and pulse engine damaged. If you did not have the resources to fix them then you could no longer take off and be stuck there. This will no longer happen.

    Loading Corrupted Save Files

    • Some players have corrupted save files, we’ve been working with them to still load saves even if they are corrupted (this can happen for many reasons outside of the games control). This fix has allowed many players to still load their save even if they have become corrupt on PC.

    Crash fixes for next three most commonly reported issues:

    • As the player gathers a huge amount of discoveries, there was a threading issue that becomes more prevalent the more discoveries you have, and could cause the game to crash.
    • If you had collected a large number of blueprints, in a specific order it was possible to crash the game when you received a new blueprint. This has been fixed.
    • Players who set a large number of waypoints could find themselves in a situation where they could crash the game in the Galactic Map, this is remedied now (PS. A better waypoint system is coming).

    For more on No Man’s Sky, check out GameSpot’s review and all previous coverage.

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  • Our Biggest Titanfall 2 Questions and Concerns

    The Titanfall 2 pre-alpha tech test is now open to the public, letting PS4 and Xbox One players (but not PC players) try out the next installment in Respawn’s first-person shooter series. We’ve spent a lot of time with the tech test already, running on walls, grappling around, and blowing stuff up with our Titans, and we’ve been impressed with many of the changes and additions.

    However, after several days playing the tech test, we aksi have some concerns and questions about the game. The test is very limited–only two maps, three modes, and a handful of weapons are in it–so it’s hard to say at the moment how the full game will turn out. However, there are some parts of the game that we hope are improved or changed before its final release.

    Why should we use anything but the grappling hook?

    Titanfall 2’s most significant change to its base gameplay comes in the form of the grappling hook, which fits very well into the game’s overall emphasis on quick and rhythmic movement. Getting skilled enough with the grappling hook so that you can swing and catapult yourself around is a big part of the game now, and it’s both fun and effective when you do it well.

    But you can swap out the grappling hook for other perks, such as an ability that lets you create a holographic doppelganger of yourself or an item that sends out sonar waves to show enemies on the map. However, in our time with the game, we’ve come to realize that there’s very little reason at the moment to use anything but the grappling hook. It enhances movement in such a way that makes you inherently more powerful than players without it, and the other abilities can’t compensate for this imbalance. Further, the hook is the best way to take on Titans, as you can easily grapple onto them and attack them.

    Since it feels like such a fundamental part of the game, it would make sense for the grappling hook to be included in basic movement like jumping or wall-running. Then, have the other abilities on top of that. That way, everyone can grapple, and it gives the other abilities more importance.

    Will Titanfall 2 improve and flesh out progression and customization in a meaningful way?

    One of the most prevalent criticisms of the first Titanfall was that it didn’t have enough meaningful player progression. The number of weapons and items wasn’t terribly high, and many players felt that the most effective abilities and guns were unlocked very early on. This created an issue for Titanfall–how do you keep people playing?

    This tech test is very limited, with only two maps and three modes. It also doesn’t have the full suite of customization options in the game. However, we’ve already noticed that players gravitate toward the single autorifle in the game. The multipurpose gun is by far the most popular. Hopefully Titanfall 2 won’t fall into the same traps as its predecessor. We hope that it will have far more options and weapons to choose from, because combat is more fun and interesting if players are using a variety of different loadouts. But from our first look in this tech test, it seems like there’s already the potential for similar problems to arise as in the original Titanfall.

    Can its new Boosts add the same level of gameplay variety as Burn Cards?

    Burn Cards were a strange system in Titanfall 1. They provided temporary abilities or advantages during a game, and they added a level of unpredictability to interactions with enemies. Would a foe be using boosted weapons? Would they be able to spawn a Titan right at the beginning of the game?

    Burn Cards were controversial, but they certainly gave the game more customization and more variety between matches. Titanfall 2 ditches Burn Cards and adds Boosts, which give you an ability to build toward during a life. Think of them something like the Specialist abilities in Call of Duty: Black Ops 3 or a minor killstreak–you build toward them by killing enemies and completing objectives, and they give you a bit of an edge.

    However, currently there are only two of these in the game, and they aren’t nearly as interesting as Burn Cards. You can choose between Amped Guns and Ticks–the former boosts the damage of your weapons, and the latter are spider bots that track enemies and blow up. On top of this, the Ticks are currently vastly inferior to the Amped Boost. As it stands, the game gives you little reason to sacrifice the additional weapon damage for slow-moving spider bots that are easily destroyed.

    While the system of building toward these boosts seems to work better than simply burning a card anytime you want, there’s also way less variety in matches as a result.

    Since Rodeoing enemy Titans has been streamlined, can it live up to the entertaining challenge of taking down a Titan in the first game?

    Taking down an enemy Titan has been significantly changed. Instead of riding on top of an enemy Titan and either meleeing it or shooting its core, you instead rip out its battery and immediately hop off it. Or, if its battery has already been removed, you throw a grenade down into its core. It takes several grenades to sufficiently kill it, however, so it’s harder to fight against enemy Titans on foot than it was in the first game.

    This doesn’t really feel like you’re “rodeoing” a Titan anymore. One of the most fun parts of taking on a Titan in the first game was seeing how long you could stay on its back, shooting or beating it to death. We’ll have to wait and see in the final game if fighting a Titan on foot feels as challenging and exciting as it did in Titanfall 1.

    Will the Thunderbolt anti-Titan weapon prove to be a valid weapon?

    How is the Thunderbolt weapon worth using at all? It’s supposedly an anti-Titan weapon, but it shoots a ball of electricity that goes incredibly slowly and barely even damages a Titan–just incapacitates it for a second. The gun works reasonably well at clearing out Grunts, but as a means to attack an enemy Titan, it’s very underpowered at the moment.

    The idea of using something other than a rocket launcher to fight against a Titan is a good one, and we hope that the Thunderbolt will prove to be a valid option in battle. But in the tech test, you’re way better off choosing either the rockets or the directed-beam sniper.

    Is it actually effective to play as a sniper in a game all about fast-paced movement?

    This is the perennial issue for games that emphasize motion–snipers are essential parts of virtually every shooter, but they also require greater patience and precision than other guns. When an enemy can run, jump, and get around quickly, it makes lining up a shot with a sniper so challenging that it’s frustrating. And Titanfall is one of the most apparent examples of this.

    In Titanfall 1, snipers were hard to use. In Titanfall 2, you’re going to have an even tougher time holding your own because the game introduces bullet drop. You’re going to have to lead your enemies if you want to successfully snipe them, which makes lining up a shot one of the hardest things to pull off in the game.

    Of course, it feels incredibly satisfying to actually kill someone with a sniper–but it currently feels almost more like luck than skill. We’re interested to see how Respawn deals with balancing the sniper so that it’s easier but still rewarding to use.

    Titanfall 2 launches on October 28 for PS4, PC, and Xbox One. The tech test running right now is one of two public tests that Respawn has planned before the game launches.

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