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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.

    3106459-nomanssky_spaceplanets_1470673213.png

    “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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  • The New Prey Is Dishonored Meets Dead Space

    The New Prey Is Dishonored Meets Dead Space

    Something has gone terribly wrong. The cavernous atrium of the Talos 1 space station is dark and devoid of life, yet filled with ominous creaks and groans. A lifeless body slumps against a nearby wall. Protagonist Morgan Yu–the key subject in some secretive experiment gone awry–grips a wrench in anticipation of what’s to come.

    “When you emerge from the experiment, the disaster that’s overtaking the space station just happened. It didn’t happen months or years ago, it’s happening right now,” says lead designer Ricardo Bare. Though Bare won’t reveal the exact nature of Prey‘s central disaster, its effects can be felt throughout the world. Even the game’s opening area utilizes the same jarring juxtaposition of decadence and ruin that makes games like BioShock such unsettling experiences.

    Players can select a male or female version of Morgan, hence the gender-neutral name.
    Players can select a male or female version of Morgan, hence the gender-neutral name.

    As Morgan creeps through the once-impressive atrium, a shadowy, spider-like figure darts up a nearby staircase. Ignoring decades of horror movie wisdom, Morgan chases after the specter, but when he reaches the top of the stairs, he finds only a trashcan rolling slowly towards him. Seemingly on a hunch, Morgan swings his wrench anyway, and as it strikes, the object instantly transforms into a screeching alien, still shadowy and ethereal in form.

    With a few more swipes, Morgan subdues the alien, which Bare later identifies as a Mimic–a creature capable of assuming the form of virtually any object, allowing it to hide in plain sight and terrify unsuspecting experimentees. Jump scares seem inevitable and utterly unavoidable. “It’s not always predictable, even by us, because the aliens do that systemically,” explains Arkane Studios co-creative director Raphael Colantonio. “Based on what objects are around them, they will choose one if they have to flee at this moment.”

    While there’s clearly plenty of potential for terror in Prey, Colantonio is also quick to downplay its overall significance. “There are horror elements, but it’s not a horror game in the sense that this is not the focus for us,” explains Colantonio. “The focus is…a story where you were the subject of an experiment and something went wrong, and now you are trying to understand what happened, and who you are, and why you’re here, and how do you escape this place.”

    Mimics are capable of assuming the form of virtually any object, allowing them to hide in plain sight. Jump scares seem inevitable and utterly unavoidable.

    Indeed, Prey seems to rely more on subdued creepiness than explicit horror and, according to Colantonio, may even resort to fourth wall-breaking psychological manipulation to further seed its subtle yet pervasive paranoia. “We’re going to mess with the players’ heads to some degree, at least at the very beginning,” laughs Colantonio, “because there’s a big theme about identity and what did you want before and what do you want now?”

    The developers won’t just be playing mind games, though–they’ll also be empowering players to cope with their dire circumstances, primarily by arming them with makeshift weapons and unconventional abilities. While further exploring the station, for example, Morgan stumbles upon a glass case containing a sinister-looking metallic object called a Neuromod. As the name implies, these devices quite literally modify Morgan’s brain by stabbing needles through his eyeball and rewiring his neurons, thereby unlocking a new ability or upgrade.

    “There are two groups of Neuromods,” reveals Bare. “There are human-based Neuromods–human skills like, ‘I want to be a better hacker,’ or ‘more agile,’ or something like that. But then all the alien ones are in a separate group. You don’t have the data for those, so you have to go out and scan the aliens and acquire it.” According to Bare, scanning enough aliens to acquire specific powers will be demanding, often forcing players to venture into particularly dangerous parts of the space station or defeat a certain number of powerful enemies.

    Ultimately it’s up to players to decide which options are actually worth the risk, but as you might expect, the rewards are potentially substantial. Perhaps the most compelling example: Morgan can actually acquire the Mimic ability and transform into virtually any nearby object. “There are some rules around the power,” says Bare, “like it has to be an object that’s roughly the size of Morgan or smaller, and it has to be an object that isn’t bolted to the ground. It has to be a physics-based object.”

    Despite these loose limitations, Mimic proved invaluable during our demo. At one point, Morgan turned into a coffee mug and bypassed a locked door by rolling through an open window instead. Later on, he converted himself into a small, spherical mine and used some kind of kinetic blast to launch himself up to a previously inaccessible ledge like a scary Samus Aran. And though he never used it to hide from an enemy, Mimic could conceivably be used for stealth purposes as well. Given that the power is physics-based and highly adaptable, Mimic’s applications will likely expand to match players’ creativity.

    There are, of course, other powers available to Morgan as well. “We showed off one called Superthermal,” recalls Bare, “which lets you put a trap anywhere in the environment [and] if anything moves past the trap, it’ll explode into a huge cascade of fire. The cool thing about it is that it’s physics-based, so you can trigger it, too. You can throw a box across the room when you want it to trigger. You have to be careful because if an ally walks by it, it’ll blow up too.”

    Mimic proved invaluable during our demo. At one point, Morgan turned into a coffee mug and bypassed a locked door by rolling through an open window instead.

    Bare further warns “there are consequences” to adopting alien powers since “things like the station’s defenses will start to recognize you as an alien and start attacking you.” Just as Arkane Studios’ other tentpole franchise Dishonored pulled a page from the “choice and consequences” playbook popularized by the original Deus Ex, so too does Prey: you can choose to forgo any and all alien abilities and focus instead on the game’s unusual weaponry.

    Like Dead Space, Prey’s scientific setting means many of its firearms are actually repurposed tools rather than guns. “You’re on board of a space station; it was not a military space station or anything like this. It’s a high-tech company,” argues Colantonio. “So there are a few weapons for security reasons, but that’s all.” According to Colantonio, Prey won’t deprive players of ammo the same way a survival game like The Last of Us might, but the development team intentionally avoided handing players an arsenal.

    “We wanted to encourage players’ creativity as much as possible,” affirms Colantonio, “and if you give players weapons then they’re just going to shoot. People will usually go for the most direct solution. A bullet is pretty direct. So by limiting this, we give them opportunities for other things, which is super satisfying for players because now they have a reason to be creative, as opposed to trying to do cool things just for fun. They feel like they’re really surviving and using their intelligence, which is cool.”

    “We wanted aliens that were not going to fall into the two or three archetypes that we keep on seeing all the time. We wanted to go for a more paranormal, psychological, weird, immaterial, ethereal kind of approach.” – Raphael Colantonio, Co-creative Director

    In spite of these efforts to foster creativity, determined shooter fans might still be able to play Prey as a run-and-gunner. As Bare points out, it all comes down to player choice: “We have a crafting system in the game, and players could burn all their resources on making shotgun shells. So you could be the player who’s like, ‘I’m just going to shoot everything in the face because I burned all my resources on supporting that play style,’ and that’s okay too.”

    Assuming you’re willing to eschew shotguns and embrace Prey’s unfamiliar firearms, you’ll find options like the GLOO Cannon. This bulky, non-lethal gun spews a steady stream of sticky paste, which at one point Morgan uses to immobilize several enemies simultaneously. “We saw it as an object that was designed initially to control the aliens in case of a problem,” explains Colantonio. “They didn’t want to kill them, but they wanted to trap them. Then it happened that it has side properties.”

    Those “side properties” include the fact that GLOO hardens when it dries, allowing Morgan to, say, neutralize a hazard by capping a flaming gas pipe or even build an entirely new vertical path by spraying GLOO up a wall to create a makeshift ramp. The GLOO Cannon’s potential as a traversal and puzzle-solving tool opens the door to creativity and discovery in much the same way as Mimic and the other powers.

    And then, of course, there’s the Recycler Charge: a portable black hole that sucks in “anything that isn’t nailed down” (including Mimics) and compresses it into crafting materials, according to Bare. While the idea of completely cleansing a room is pretty satisfying in its own right, crafting materials are significant for another, even more exciting reason: with them, players can upgrade Morgan’s suit with a propulsion system, allowing him to venture out of the station and into the floating field of debris that occupies the cold black space outside.

    GLOO hardens when it dries, allowing Morgan to, say, cap a flaming gas pipe or build an entirely new vertical path by spraying GLOO up a wall to create a makeshift ramp.

    “The exterior’s one big space that you can fly around in,” says Colantonio. “There are side quests out there, there are hidden areas of the space station that you can only get to by flying outside, and it’s also useful for traversal.” Late in the demo, Morgan pulls himself through an airlock as the atmosphere of the station hisses past him into space. Though he moves slowly and methodically, he seems to be able to maneuver with relative ease, navigating confidently through the debris in search of a missing scientist.

    The oxygen meter in the corner of the screen diminishes slowly, affording him enough time to venture into floating chunks of the station that are now exposed to open space. In one such area, Morgan finds the corpse he’s searching for, grabs some data off the body, and turns to head back inside, allowing the camera enough distance to pan over the entirety of the breathtaking station. The structure is massive, intricate, and, according to Bare, completely open.

    “The structure of the game is open ended,” says Bare. “We call it an ‘open space station game,’ so you can go anywhere in the space station you want as long as you have the means to get there. There are places, for instance, you could go to way before you have any business being there, and you’ll get your ass handed to you–like in those old school RPGs where you’re like, ‘Okay, I’ll come back when I’ve leveled up significantly.’”

    Bare continues, “Late in the game, once the space station is very opened up, then you’ll get missions all over the place, and it’ll be up to you how to get there. Do I want to go on the outside? Or do I want to go through the elevator? Or maybe I’ll crawl through the guts of the space station? You might decide that based on how fast or how dangerous it is.” While you might think opting for the relative peace of open space should be the safest option, you would, unfortunately, be wrong. “There’s combat in [zero gravity], absolutely,” warns Bare. “There are these little flying robots, and some of the aliens are able to navigate in zero-G, so you’ll definitely encounter things like that in space.”

    Needless to say, the interior corridors won’t be much safer, but in addition to encountering hostile robots and incorporeal aliens, you may also stumble upon other humans–kind of shocking when you consider the desolation of those opening moments in the atrium. “Most of the people are dead, but not all of them are, and so you’ll find some survivors along the way that are barricaded in or hiding, calling for help,” says Colantonio. “There are different people that talk to you and try to influence you into doing this or that.”

    “When you run into these people, you get to decide, ‘Should I help them? Should I hinder them?’” adds Bare. “Some of them are trying to hinder you, but the way that you treat these people has a significant impact on the way the game turns out in the end. Different people will ask you to do different things for them, and some of them are going to be mutually exclusive. If you help one, the other one will be pissed about it.”

    Regardless of who you ultimately ally with, Prey promises both plenty of threats and plenty of ways to deal with them. With its Dishonored-esque powers, inventive weaponry, zero gravity combat, unrestricted exploration, and sci-fi conspiracy steeped in tension and terror, Prey’s ambitious mix of ideas and obvious emphasis on player creativity in many ways sets the game apart from the rest of the genre. After all, how many shooters let you turn into a coffee mug?

    For more on Prey, check out our earlier coverage “Why Prey 2 Was Canceled” and “Prey Dev Explains Why It’s Named After an Unrelated Series.”

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  • Console Transitions Can Be "Super Disruptive," Xbox Scorpio Aims to Fix That

    Console Transitions Can Be "Super Disruptive," Xbox Scorpio Aims to Fix That

    The Xbox Scorpio device will usher in a new wave of thinking as it relates to console generations.

    On the latest Inner Circle podcast, Xbox director Albert Penello spoke about how the new Scorpio device, which launches in 2017, is Microsoft’s attempt at “thinking beyond console generations.” While previous transitions, like the one from Xbox 360 to Xbox One, have been “disruptive”–for developers and gamers alike–the move to Scorpio will be different. The device introduces the idea that Xbox consoles exist in the same family, with the games and peripherals you own able to move forward with you.

    “You hear us talking about thinking beyond console generations. It’s not the idea that you don’t want to do consoles anymore or that there’s not going to be more performance [in the future with new systems],” Penello said. “But if you go back and look at console generations, they’re always super exciting when something new comes out, but they’re super disruptive.

    “They’re really hard on developers, because they have to learn how to program on these new machines; they’re really hard on customers, which I think sometimes people forget,” he added. “You have to give up a lot of stuff. The idea [for Scorpio and the future] is, can we smooth that out, can this be more about a family, can we think beyond, ‘We’re gonna do this one and then stop and then start all over again.’”

    3114973-scorpio.jpg

    When the Xbox Scorpio, or whatever it ends up being called, is released, it will live alongside the Xbox One and Xbox One S. Xbox Scorpio will be “the most powerful console ever made,” and the entire idea of offering systems with different specs–which is not uncommon on PC–is to give consumers more choice. Not everyone buys a game console for the same reason, Penello said.

    “It’s really easy for people to think there’s just one customer for consoles and they’re reason for buying is identical across the millions of people. But there isn’t; it’s just not true,” he said.

    Going forward, people will be able to buy a console based on what’s most important to them, be that price, performance, or other factors, the developer said. Whatever the case, “you can’t go wrong,” Penello said, because all the games and accessories will work across devices.

    Also during the podcast–which is great and you should listen to the whole thing here–Penello talks about supporting all manner of “Xbox Family” devices. Will the Xbox One be supported indefinitely? It’s too soon to say, Penello said, and nothing has been decided, but the director said you can look to the PC market for an example of what could happen. There, older systems are still supported years and years after release, though if you want the best experience, upgrading is the way to go. The same could be true for the console market.

    This is truly an interesting time in the console space and it will be interesting to see how this plays out. It’s also worth mentioning that Sony’s PlayStation Neo will also be backwards compatible with PlayStation 4.

    As for what come next after Scorpio, Xbox boss Phil Spencer said this week that Microsoft already has “ideas.”

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  • Hardware Review: Everdrive GBA X5 (Game Boy Advance) Flash Cartridge

    Hardware Review: Everdrive GBA X5 (Game Boy Advance) Flash Cartridge

    Everdrive-GBA-X5-ReviewIn what could be described as the most anticipated arrival from Krikzz’s retro gaming headquarters, the Ukrainian mastermind has finally released an Everdrive flash cartridge for the Game Boy Advance. Simply dubbed the Everdrive GBA X5, this modern solution for Nintendo’s 2001 handheld enters a slightly crowded market with the aim of coming out on top.

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  • Five Games, Five Songs

    Five Games, Five Songs

    The last few games I played couldn’t be any more different from one another. The same goes for their varied, gorgeous soundtracks.

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  • What Is Your Favorite Open World Game?

    What Is Your Favorite Open World Game?

    Heartbreak is stumbling on a planet, entering its atmosphere to see lush green hills and island chains surrounded by gorgeous blue oceans below—only to land and find out it’s too toxic to withstand for extended periods of time. Damn it, No Man’s Sky!

    Read more…

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  • Why the Hell Was There a Gun Seller at a Wizard World?

    Why the Hell Was There a Gun Seller at a Wizard World?

    Yeah, you heard right. There was a freaking gun retailer at a comic convention. But, it didn’t last long.

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  • Ape Escape 2 Is Better Than I Remember

    Ape Escape 2 Is Better Than I Remember

    Oh how I long to relive those days chasing danger, and launching stealthy attacks
    on those damned dirty apes of Ape Escape on the PSN. Sadly, I’m still waiting for that release. In the meanwhile, the primates of Ape Escape 2 can terrorize me instead.

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