26 April 2014

Unreal Engine 4 Support Arrives For Linux, Steam OS, PS4 And Xbox One

Epic’s Unreal Engine 4 is now compatible with Linux, Steam OS, PS4 and Xbox One after a major update to the graphics engine.



We all saw the battle of the game engines, as Epic, Crytek and Unity fought over their respective game engines, offering up knock-down prices for subscription services that look hard to resist. The competition’s far from over though, as Epic has now future-proofed its brand-new engine for the latest gaming consoles, as well as doing Gabe Newell a hefty favour with Linux and Steam OS support…

Unreal Engine 4 is available now to would-be developer for a $19 per month subscription fee. The days of devs forking out millions of dollars to license game engines now seem but a hazy memory.

I know from the tech demos that I’ve seen over the years that UE4 is a bit of a beast, but until now there’s nothing out there actually released to support it. Next week’s procedurally generated horror Daylight has become the engine’s debut, bucking Epic’s trend of showcasing its latest and greatest engine with its latest and greatest game. Epic is course busy beavering away on Fortnite, a co-op sandbox survival game where players must work together to erect a fort by day, before fending off invaders at 'nite'.

So what does this mean for you, the gamer? Well, more games. Games galore. A games extravaganza on nearly every platform. The steamrolling Linux support could well see a huge shift in gaming as the years roll by, but for now it’s looking like Steam OS could be getting a strong start when it officially launches later this year.

Unreal Engine 3 was undoubtedly the stand-out engine of the previous generation of videogames, do you think its successor will stand up tall in the next round of games?Let me know!

21 April 2014

Scourge: Outbreak Review

Hello there,I'm Accel and this is my review on Scourge: Outbreak.Among my ever-changing taste in gaming genres, the shooter has always been one of my favorites. From the arena shooter like Quake III to the action-adventure-filled shoes of Nathan Drake in Uncharted, it’s hard for me to find one I don’t like. When Scourge: Outbreak was thrust upon the shooting community, promising co-op, online multiplayer and a story-filled campaign, many, including myself, were highly intrigued. Despite the promises and my excitement, I had a bit of doubt. Instead of pondering on that doubt, I decided to jump in with my fingers crossed in hope of surprises.

Game link: http://www.scourgeoutbreak.com/
Steam link:http://store.steampowered.com/app/227560/




Newcomers to Scourge: Outbreak will find a classically styled, old-school third person shooter, reminiscent of the original Lara Croft and early Gears of War games. Containing a linear and at times somewhat predictable storyline, players will be guided through a futuristic research facility, on a mission to uncover a dangerous secret, kept from the world by the Nogari Corporation.

Tragnarion has worked hard to revive the 4 player co-operative campaign, allowing players to assume the role of one of Echo Squads 4 playable characters, to fight alongside friends or other online players. By providing each of the squad members with their own unique stats and abilities, specialising them towards certain weapons and group positions, players are presented with a variety of play styles and group dynamics. In addition, by playing through the campaign as each separate member of Echo Squad, players will discover new segments of the story through memories and visions unique to that character, increasing the replay ability of the game.


Scourge: Outbreak follows Echo Squad, a group of four stereotypical mercenaries, on their mission to take down the dastardly Nogari Corporation. Echo Squad will go about doing that by rescuing a double-agent, Dr. Reisbeck, and stealing a meteorite fragment that lead to the development of “ambrosia.” Ambrosia is a new “powerful synthetic energy source” which has lead the Nogari Corporation to power, and is responsible for powering Echo Squad’s suits.

 There’s also the rogue Alpha Squad that gets in the way of your mission that must be dealt with. And that’s about all of the information you get regarding your mission in Scourge: Outbreak. Reisbeck, who communicates with you via com chat, attempts to explain further on the origins of Nogari, ambrosia, and Alpha Squad, but the dialogue of these bits of conversation are so uninteresting and boring that it’s hard to muster up the will to even attempt to grasp the point that’s trying to be given. Even when Reisbeck is informing Echo Squad of their current objective, I failed to hold interest because I was never given a reason to remotely care about the one-dimensional mercenaries and the impact their mission actually held.

The playable Echo Squad consists of the mercenaries Shade, Stonewall, Mass and Amp. Just judging by the names, one can assume what stereotype the character is going to hold. Shade is the stealthy assassin-esque character; Mass is the big bouldering brute from Europe; Stonewall is the stone-faced American marine, and Amp is the strong female with a sense of amnesia, leaving her past a complete mystery. Despite Scourge: Outbreak falling prey to these stereotypes, something I found intriguing was the unique stats, leveling up and suit abilities each character sported, even if they did seem to be ripped from the Mass Effect series.


The Scourge: Outbreak also boasts a back to basics online multiplayer, covering 3 game modes; Deathmatch, Team Death Match, and Capture the Flag. These modes are played across 5 maps each of which are found within the campaign and have been adapted for multiplayer combat. What makes the Scourge: Outbreak multiplayer experience different to other multiplayer shooters, is the bareness of the modes and maps. Whilst fighting against other players online, there are no gimmicks, intractable traps, or game changing perks. Player’s battle against one another using their pre-selected weapons, and the available cover found around the map, and the most skilful player comes out on top.

Unfortunately for Tragnarion, the multiplayer servers have been pretty empty since its release on STEAM earlier on this week. Even with the game being made fully cross-platform, allowing PC and Mac players to fight together, players are still having to wait in lobbies for 10-15 minutes before finding enough players to start a match.

This game may not contain next-gen graphics, or have the most original storyline; however Tragnarion have made a good attempt at recreating the classic shooter, and for a budget price what more can you expect and due to that I’d give The Scourge:Outbreak 7 out of 10.So what do you guys think, let me know in the comment section below



20 April 2014

Lucky Number 7 - Playstation 4 Hits New Sales Landmark

The Playstation 4 is an unstoppable juggernaut right now, and it doesn’t appear it’s running out of gas any time soon, as Sony has just announced that its 5-month-old console has already shifted more than 7 million units.

For a point of reference, Playstation 2 was the best-selling console of all time, totalling more than 155 million sales, but shifted just 3 million units during its first 5 months on sale…



It puts the Playstation 4 firmly ahead in the console race for now, easily outstripping the Wii U’s lifetime sales and surpassing the latest known figure of 3.9m Xbox Ones. This figure was released at the end of January, and we’re expecting Microsoft to promote some sky high figures of their own soon, following the launch of Titanfall.

Sony also announced that, as of April 6, 20.5m PS4 games have been sold both digitally and in-store, averaging around three games per person.

“The response from the global gaming community for PS4 has been overwhelming and we are truly humbled that gamers are selecting PS4 as their next generation console of choice,” SCE president and CEO Andrew House said.

In terms of AAA-exclusives the Playstation 4 is looking a bit thin on the ground for 2014, but that doesn’t appear to be deterring games for now. We know we can expect DriveClub and The Order 1886 over the coming months, but beyond that Sony is looking to rely on the indie initiative which has been such a success so far.

The success of the PS4 shows no signs of slowing, do you think this is just a rush from the hardcore early adopters or will it have lasting appeal?

What effect do you think Titanfall will have had on the Xbox One's sales?Let me know!

Hybrid Hard Drives And Whether They Are Worth The Additional Cost

Games are swallowing up storage space like nobody’s business at the moment, with titles such as The Elder Scrolls Online and Titanfall tipping the scales at 60GB plus. With that in mind Solid State Drive (SSD) space is more precious than ever. Despite rapidly falling costs, a 1TB SSD still costs around $500, nearly 10x more than a $55 internal hard drive…



Without scouting out the deals, SSDs can still be expensive business. For many, a substantial SSD is off limits for now, despite the high-speed access and vast performance gains available. We thought it best then to investigate hybrid hard drives, which marry traits from both SSD and HDD components, to see what they offer and whether they’re worthwhile.

The thinking behind a hybrid hard drive is that it combines the high-speed we’ve come to expect from an SSD with the larger capacity and lower price point seen in a traditional hard drive.

What a hybrid HD essentially is is a standard hard drive with a discrete additional SSD capable of housing the OS and the most frequently used data. Most files will be stored on the conventional and more spacious hard drive, while Windows etc will benefit from lightning quick access times of an SSD.

One thing worth bearing in mind for organisational enthusiasts - the hybrid drive is a single unit, both physically and technically when viewed by the PC. A 1TB hybrid hard drive with 10GB SSD will appear as a single 1TB hard drive, with complex algorithms deciding what content is best suited to the limited SSD space.

The caching algorithms take a bit of time to sort itself out as your system calculates what your most frequently used files and programs are, meaning that there will be no performance increase at first. The speed of the hard drive will increase over time as the most accessed files ingratiate themselves into the SSD.

What this means for you, the gamer, is perhaps negligible. Using a hybrid hard drive will mean noticeably faster boot times, as well as faster in-game loading if SSD portion is large enough to house games. It’s worth bearing in mind though that it will pale in comparison to a dedicated SSD, with which you can expect to see ~25% boosts in overall system level performance, compared to ~10-15% with a hybrid drive.

If you’ve got the money to spare then a dedicated SSD is undoubtedly the way to go, particularly when combined with a seperate spacious HDD to hide the legions of files taking up on valuable space on your rig. For those on a tighter budget though, who aren’t particularly bothered by the performance gains seen with a dedicated SSD, then a hybrid hard drive is a great choice above and beyond a traditional HDD.

So what do you think is the best choice for a gamer on a budget?Do you think SSD above all else, are the performance gains too great to ignore?Let me know on the discussion area below

13 April 2014

V-Sync explained


V Sync has been a thorn in many a gamers side for some time now, posing a genuine dilemma to gamers seeking the best in performance.

Unlike many other graphical options, it's not the same as just turning a slider up to max and getting the best, with vsync, screen-tearing and buffering causing problems to even the henchest of rigs. So what is vsync, and is it really as bad as it's sometimes made out to be...

Vsync Explained



So, what is Vsync? It stands for vertical synchronisation, and it’s effectively designed to get your graphics card and monitor working in time together. It should be ensuring they march to the beat of the same drum, rather than your GPU creating frames quicker than your monitor can display them.

Your monitor is always set a specific refresh rate, it doesn’t matter what your PC or GPU is doing at any one time, it will always be outputting the number of images relative to its refresh rate. Monitors refresh rate is measured in Hz (Hertz), which gives you the number of times it is updated every second. So, a 60Hz monitor would be capable of outputting a maximum of 60 frames per second.

It sounds great in theory, but of course it’s not without its caveats of course. Because vsync is tied directly to your monitor’s refresh rate, this puts a theoretical cap on your PC’s performance. Without vysnc enabled, your graphics card could be pumping out more images than your monitor can actually display at any one time, potentially leading to overlapping images - causing the effect known as screen-tearing.

As an example, let’s say you’ve got a 100 Hz monitor, and you’re playing a game that your GPU is outputting at a rock-solid 120 frames per second. Because the monitor is only capable of displaying a maximum of 100 frames in a second, the other twenty are redundant. The problem is that the GPU is still pumping out these images, meaning that during 1 in every 5 frames, two frames will be displayed at the same time.

The effect visually is a disjointed image, with certain points that have moved rapidly during the 1/100 of a second change appearing to have teared due to being created twice in a single frame. It can be anywhere on the screen, and it’s not a screen-wide occurrence, but for many gamers it can pretty off-putting. The more out of sync your monitor and GPU are, the worse the screen-tearing will be.

So that explains why to have Vsync on, but why does it get so much hate? Take the red pill, ladies and gents, because we’re going deeper down the rabbit hole…

Double Buffering

Double buffering was a technique created decision to lessen the effects of screen-tearing. It basically creates and frame buffer and a back buffer - your monitor grabs the image from the frame buffer, while the graphics card copies the next image from the back buffer to the frame buffer, and creates a new image for the back buffer. Think of it like a daisy chain from image creation to image display, ensuring each step is finished before moving onto the next. If the copying isn’t quick enough there can still be torn images, but it’s still an improvement.

The downside though, is that double-buffered vsync can only happen at set values of the refresh rate. For example, on a 120 Hz monitor, double-buffered vsync can output at 120fps, 60 (½ 120), 40 (⅓ 120), 30 (¼ 120), 24 (⅕ 120) etc. Imagine that you’re playing a game and it’s usually hitting about 70 fps on your rig, meaning that double-buffered vsync automatically ensures it outputs at 60 frames per second. If you hit a graphically intense section that drops your fps down to 59, it will automatically drop all the way down to the next available integer, 40 fps. What was a simple and barely noticeable 15% frame rate drop suddenly becomes nearly 50%, creating a massive lurch in frame rates.

To Vsync or not Vsync, that is the question

What you’re looking at with vsync is a choice, a personal preference that comes entirely down to you. For many, switching vsync on will make for a noticeably prettier game, particularly those afflicted few that can spot an image tear from 20 paces, blindfolded. Unfortunately, it’s these very same people that are likely to notice screen-tearing that will notice the framerate hitches when vsync is turned on. While double or even triple-buffering can help greatly reduce this effect, for many the huge percentage hits framerates make it a road not worth travelling.

What it's crucial to remember though, is that no matter how fast your GPU can pump out images, it's always going to be limited by the tech in your monitor. As long as your GPU can create these images faster than your monitor can display them, then you're not going to lose out in any way from vsync limiting your framerate.

So, do you turn on Vsync or would you rather have your GPU working to the limit?Does screen tearing bother you, or can you tell the difference when the framerate drops for that matter?Let me know below!

12 April 2014

Dead Island: Riptide review

Hello there, I'm Accel and this is my review on Dead Island: Riptide.Dead Island: Riptide is more of the same, and if you played and enjoyed the last one then in all likelihood that's all you want to hear from this review.If you put any amount of time into the original then chances are you already know the praise and criticism that's about to follow.That's not to say there aren't changes – improvements even – but Dead Island: Riptide won't appeal to those who were left feeling cold by the original.

Game link: http://deadisland.deepsilver.com/agegate.php
Steam link: http://store.steampowered.com/app/216250/


Still, if all you ever wanted was two games about slicing zombies with poisoned katanas and exploding knives, Riptide has your back.

Like its predeccessor, Dead Island Riptide is light on narrative, but there's the skeleton of a story in place. The original survivors of the Banoi outbreak have been picked up by a stereotypical, self-destructively shady military organization, and are being held hostage on a ship when the zombies rear their ugly heads again. After an altercation on board, the protagonists wash up on a new island, Palanai, which is dealing with its own zombie crisis. Cue the onslaught of back-and-forth missions!

Riptide isn't billing itself as a sequel, which is probably for the best as it truly feels like an expansion upon the original -- to the point where you can even import your old characters and access their old levels and unlocked skills. Each character has access to some expanded skills and will likely be close to maxing out their progress trees by the time the campaign ends. Despite new abilities, none of the existing four characters play noticeably differently and all of them generally fall back into their hacking or bashing ways. There is, however, the inclusion of a new hand-to-hand combat character, who uses kicks and punches with deadly efficiency.

As the story goes, after living through the events of the first game, the survivors (you can import your Dead Island 1 save) are whisked off by copter to an awaiting army ship, where they're immediately greeted with the sight of handcuffs. Despite their protestations, they're soon overpowered and drugged and are sent packing to the on-board laboratory for tests.

When they wake up in their cell, they find they've made a new chum - a former navy soldier imaginatively named John Morgan. Despite some initial hostility they discover that they have more than just a dodgy accent and a terribly hammy script in common.Like the original survivors, John is also immune to the virus that's wrecking havoc around the pacific, and so is eligible to join the cast as Riptide's sole new playable character. A brawler with a killer uppercut and a devastating big boot, John is a good choice for players who like to get stuck in, but he's nothing special, either to look at, listen to or play as.

Anyway, to cut a long, and terrible tutorial level short, the ship crashes into yet another island that's teeming with undead assholes, and our gang have to hop off and kick their heads in all over again, preferably before the US army nukes the place off the face of the Earth, because according to an army general who's also washed up on shore, that's totally going to happen. A shame too, because the wild, lagoon-streaked island of Palanai is quite the tropical paradise - if you can look past the smell of rotting flesh, that is.

Riptide's biggest failing, however, is in its environment. Balai simply isn't as fun a place to explore as Banoi. The original game's tropical resort was a unique and flavorful setting, giving Dead Island its own sense of personality, and splitting off into various interesting town and prison areas. Banoi had an identity, one players could feel intimately familiar with over the course of their adventures. The frequent backtracking was mitigated somewhat by the generally compelling surroundings.

By contrast, Palanai is a wonted expanse of jungle for the most part, full of linear corridors gated by invisible walls, and indistinct scenery. The game's second major area, Henderson, is a little more interesting, bringing back some of the town aesthetic from the original game, but it's not a patch on the variety found there. The map design feels convoluted, full of winding roads and dead-ends that undermine its open-world presentation; there's an overwhelming sense of environmental clutter, especially in areas littered with alleyways that could go anywhere or nowhere, depending on your luck.

It could go without saying that Riptide is not a pretty game. It looks exactly like the original, which was mutton dressed as mutton. On consoles, textures are muddy, screen-tearing is common, and there are several areas where the framerate drags to an unbearable crawl. None of the visual issues are necessarily dealbreakers, but when you account for this being Techland's second crack of the whip, it becomes much harder to forgive problems that should have been ironed out in patches to the first game, let alone making reappearances in the new one.

Riptide is a smarter and better balanced game than its predecessor (particularly in co-op, where stronger enemies seem to make a beeline to the strongest party members), but not nearly by enough. It's difficult to see where Dead Island excels in comparison to other zombie-infest games.

It leans towards co-op, but Left 4 Dead offers a better framework for teamwork and problem solving. It throws zombies at you like they're going out of fashion (which, apparently, they're not), but lacks the excitement or drama of Resident Evil. Tension? Zombi U has it beat. Comedy? Despite the slapstick weapons, it's a po-faced dullard compared to Capcom's Dead Rising. The script, meanwhile, could be bettered by a zombified Dan Brown.

It's a practical, perfunctory slog of a game, but at least there's plenty of it, and it is capable of entertaining in fits and starts. But you know what, that's just, like, our opinion, man. There were plenty of people out there who were able and willing to overcome the first game's flaws, such is the brilliance of the core concept. And we can't ignore that.

If you're reading this and are mentally repelling our criticisms with a barbed wire baseball bat, then you may find that enough of Techland's vision shines through to keep you entertained. It is, to use the heinous cliche ever devised, a real Marmite game.But to everyone else, our advice on Dead Island: Riptide is very clear. Despite its beautiful skies and deep blue lagoons and bewitching skill trees, you can't overlook the fact that Palanai stinks.This game should deserve a score 6 out of 10. So what do you guys think, shoot your way to the comment section below.



Rebranded Ghost Recon online Lands On Steam

Living up to its namesake, Ubisoft’s Ghost Recon Phantoms has made its way undetected to the Steam store overnight.

Previously known as Tom Clancy’s Ghost Recon Online, Ghost Recon Phantoms is a free-to-play squad-based shooter where you and your band of (hopefully) well-trained teammates go on globetrotting firefights…

Steam link: http://store.steampowered.com/app/243870/



Ubisoft opted the scratch Ghost Recon Phantoms old identity in favour of a new one, adding a new background story, a brand new user interface, and additional weapon and character designs for all three of the available classes.

It would be fair to say that Ghost Recon Online never really took off in the public consciousness, and it’s clear that Ubisoft’s hoping this huge new update and rebranding can make it a success.

"The launch trailer is an accurate portrayal of the new DNA of the game. Sleeker, more refined and looking better than ever,” said game producer Corey Facteau. “it showcases the new character design in a map that our veterans know very well, the Xinyi District. The intense action sequence is just a peek into the intense combat of the game and reinforces the Ghost Recon Phantoms belief that by fighting as a team, you prevail.”

Were you a fan of Ghost Recon Online?

Have you jumped in and tried this latest version on Steam?

Let us know what you think of it!

Watch Dogs Nvidia Trailer Reveals The PC-Exclusive Graphical Tweaks

Another day, another Watch Dogs trailer. This one’s a bit of a corker though, with Watch Dogs lead PC engineer Paul Lassi explaining why it’ll look better on PC than anywhere else.

video link: http://www.youtube.com/watch?v=fWKOyqOJMmQ

The new video discusses the Nvidia technologies used in the PC version that creates the most vivid and breathtaking Chicago possible…

“During the last years of development we have worked closely with Nvidia in order to create the most vivid and breathtaking Chicago for the PC version of Watch Dogs,” said Lassi.

“One of the technologies that allowed us to achieve this level of quality is an Nvidia technique called HBAO+, which stands for Horizon Based Ambient Occlusion.

“HBAO + improves on existing AO techniques to add richer, more detailed, and realistic shadows around objects that protrude rays of light. HBAO+ is faster, more efficient and significantly better compared to previous techniques.”


Watch Dogs launches worldwide on May 27, for PC, PS4, PS3, Xbox One and Xbox 360, with a Wii U version expected at some point.

What do you think the latest graphical bells and whistles shown in Watch Dogs?

Is is living up to how you’d hoped it would look?

6 April 2014

Goat simulator 2014 review


Hello there, I'm Accel And this is my review on Goat Simulator 2014.The trouble with Goat Simulator is that it’s actually not as terrible as you might expect. It is a bad joke, carried well: an open world anarchy simulation in which you can headbutt, lick and occasionally wear jetpacks, breaking stuff for high-scores. It is full of ideas, and even if those ideas are mostly stupid, they are still ideas.

Game link: http://www.goat-simulator.com/
Steam link:http://store.steampowered.com/app/265930/

Goat Simulator: the best game never made for kids.

Occasionally while you are competing against your Steam friends in an in-game meta-mini-game named Flappy Goat, it is a little bit profound. Occasionally, when you’ve managed to get your goat stuck between two physics objects, and his face is vibrating back and forth at what seems to be the speed of sound, you wonder whether the joke was worth the effort.

Occasionally, you just want all games to be just like Goat Sim. Occasionally, you want to throw your hands up in the air and scream “wtf is this crap?”


There's no story behind Goat Simulator. Your simply thrown straight into the town, giving you the freedom to create your own fun. Whether it's bouncing on trampolines, running into a petrol station, blowing it up in the process, or attaching your  tongue onto a moving vehicle. You can also perform ragdoll, which is fun to do whilst in mid air, or throwing yourself into traffic.

For all your destruction and absurd behaviour, you earn points, which can be multiplied by performing them in quick succession. It works similar to the Insurance Fraud mini game in Saints Row, where you ragdoll into incoming traffic to earn points.  There's also bonuses awarded for completing certain challenges, For instance, blow up the petrol station and you will earn the Michael Bay challenge.


I sent my goat through as many houses as I could, destroying property, licking random people (which scares the daylights out of them), and jumping out of windows. When I was curious to see if I could kill the goat--as I’m that kind of monster, apparently--I head-butted a gas station with explosive results. Not only did the goat not die, I earned a Michael Bay achievement.

These quests are really the only direction the game gives players, and while it’s fun to try to complete some of these challenges, it’s far more fun to experiment on your own. I saw the quests as a way to teach me a bit how to play and maybe give me a goal or two. For example, two of the quests are to destroy Goat-henge and become the King of All Goats. Those sound like two challenges that need to be accepted! Oh wait, what’s that? A giant waterpark slide? I need to find a way to jump off that while sliding down!


But there is some interesting design. There are challenges: little mini-games that have to be defeated on the route to a high score. A goat wrestling ring. A murderous pentagram that must be fed with corpses/unconscious ragdolls. A goat version of Flappy Birds. There is stuff to do, and just as each joke wears thin, it stops.

Here’s the thing. I can sort of appreciate Goat Sim, but it leaves me a little cold. However, I showed it to some pre-teens, and they thought it was the greatest game they’d ever seen. Their sides still hurt from laughing. I wonder if, accidentally, Goat Sim might be one of the best kids games going: an ungulate enhanced remix of the Lego series, that proves that breaking is at least as fun as building.

It is hard to feel mean about a game that inspires that kind of reaction. I think this game deserve a score 7 out of 10. So what do you guys think, ready to goat around and do what goat do.Share it on the discussion area below.




4 April 2014

Short News Friday #11

You could be forgiven for assuming that SOMA, the upcoming horror game from Amnesia: The Dark Descent creators Frictional Games, was set in space.

You and bizillionzz other people weren’t alone in your belief. SOMA is still the in the deepest, darkest depths - but it’s not space you need to be worrying about…

No, no, not space, but underwater. And it’s less ‘he lives in a pineapple under the sea’, more ‘oh my god I didn’t think my liver would float.'

Frictional Games Thomas Grip explained how the idea came about in a recent blog post, writing “It was a decision which came very swiftly; Jens (co-founder of Frictional Games) and I sort of decided it on a whim during a meet-up. But it’s something that had been brewing inside us for a long time. Most of our earth is covered in ocean, and yet it’s something that we know very little about. It is an incredibly hostile environment filled with strange creatures, and it is right on our door step.”

Whereas previously I was worrying about sentient computers and nano machines crawling through my brain, Frictional Games want to refocus onto the strange creatures that may live in the deepest and most inhospitable parts of the ocean.

“Gigantic squid, luminescent fish and creatures that are all mouths and teeth are only the start. If you dive down any distance you enter into a realm of monsters,” continued Grip.

“The ocean is an alien world, and we’ve only scratched the surface. We feel it’s the perfect place to explore in a horror game.”

Anyone else getting Burial at sea vibes from this? Anyway, you’ll have to dust off your diving suit when SOMA arrives on PC and PS4 in 2015.Did you see this one coming?Think the underwater scares will be able to rival Amnesia: The Dark Descents castle-rambling antics?

Dark Souls II review

Hello there, i'm Accel and this is my review on Dark Souls II. Everything in Drangleic is new, of course, but this world of endless blind corners is also familiar. The minute you set foot in Majula, a beautiful, sun-parched coastal settlement with a conspicuously placed bonfire, you know you’re in this game’s Firelink. And you know that at least one of the paths branching out from this central hub will lead to an area that you’re not yet ready for, put there by FromSoftware with the sole purpose of making sure you know your place. And you’ll instinctively attack every chest in the game before trying to open it.

Game link: http://www.darksoulsii.com/us/
Steam link http://store.steampowered.com/agecheck/app/236430/( not release on PC yet but you could pre-ordered it )



As such, your first hours in Dark Souls II are about identifying, and adapting to, the subtle differences between it and its predecessor. Majula’s blacksmith, for instance, doesn’t carry an infinite number of the Titanite Shards you use to improve your gear. He has just ten, and upgrade materials remain scarce throughout the early part of the game. Indeed, most merchants’ stocks are limited; you’ll wish you could stock up on the Human Effigy – this game’s Humanity equivalent, which now not only lets you summon help for boss battles but also restores a health bar whose capacity depletes after every successive death – but you can’t.

The only item available in unlimited quantities from the outset is the Lifegem, a new healing item whose very existence caused concern among the Souls series’ rabidly passionate community. Given out like candy in prerelease demos and the network beta, it’s a rarer commodity in the final game: an uncommon drop and sold by merchants for 300 souls apiece. It’s an essential tool early on, given that at the outset your Estus Flask can be used only once.

 That meagre limit can be raised by finding Estus Shards locked away in Drangleic’s darkest corners, but our flask was good for just eight swigs by the end of the game, compared to the first game’s 15. Healing options aren’t just well balanced in terms of supply, but usage, too: Lifegems are quicker to use than your Estus, but they refill less of your health bar and take significantly longer to do so. It’s just one more thing to consider in a combat system that’s an endless procession of split-second life-or-death decisions and which often feels more RTS than RPG.

Little balancing acts exist elsewhere, thankfully. A chest in an early area holds a ring that reduces HP loss after death. At first, bosses drop generous amounts of souls, letting you level up and improve weapons and armour at a fair lick. In Dark Souls, only the forward roll had invincibility, but now the backward one does too. Unless our timing was flawless, there are even a few frames on the sideways version.

Most significantly of all, enemies eventually stop respawning. This serves two purposes: shutting down soul farming, and removing the frustration of making a mistake against a grunt you’ve already killed a dozen times on the well-travelled route from bonfire to boss. It’s one of the few helping hands FromSoftware offers, acknowledging that you’ve learned all you need to from that group of enemies, and getting them out of your way. It doesn’t make the game easier or less rewarding than its predecessor. After all, the elation at beating Ornstein and Smough had nothing to do with the times you slipped up against the Knights on the approach.

It does, however, undermine Drangleic’s sense of place. Lordran was a consistent, coherent space, its enemy placements forever fixed, its individual areas looping back on themselves and each other. We could guide you from the top of Anor Londo to the bottom of Tomb Of The Giants turn by turn, and tell you exactly what you’d face along the way. For all that you’ll welcome despawning enemies when struggling against a Drangleic boss, it’s a different matter when you return later on and find that a place that was once teeming with Undead is now a ghost town.

That doesn’t tell the whole story, either. Just as you’re starting to feel that the end is in sight, it transpires that FromSoftware has other ideas. The difficulty ratchets up yet another notch, the world design team sends you to greater heights and new depths, and you realise that the single greatest way in which Dark Souls II differs from its predecessor is that, rather than tailing off towards the end, it just keeps getting better. This late-game rug-pull pivots around a single moment in which not a sword is swung nor a word is spoken. It’s a remarkable scene that serves to remind you what FromSoftware does better than any studio in the world – finding beauty in the darkness and majesty in the grotesque.

The first playthrough is only the beginning, of course. Finish the final boss and you’re not immediately dropped into New Game Plus, but sent back to Majula, free to explore and mop up before starting your second journey. And when you do, FromSoftware gives you all of five seconds before bringing you back down to Earth with a bump. Let’s just say that a new game is about far more than bigger enemy health bars and higher damage output. Good luck – and try running away.

What, then, of the infamous claim that Dark Souls II would be more accessible? Well, friendlier bonfire placement helps and, after a couple of spikes, the difficulty curve is a good deal smoother early on. The ability to respec your build using a rare item will help those who unwittingly level themselves into a corner. Yet for all its little tweaks, Dark Souls II is, foremost, a game made for Souls players. It is a game that asks everything of you and gives so much back, keeping its cards close to its chest, and revealing them only to those prepared to die and die again. It is made to be played for hundreds, if not thousands, of hours as you try new builds, explore PVP and experiment with covenants, all the while slowly peeling back the layers of its lore. Some of its ideas work better than others, and Drangleic is no match for Lordran’s intricate design, but Dark Souls II is, like its predecessors, brilliant, beautiful, and absolutely essential.So i would like to give this game a score 8 out of 10. So what do you guys think, rush to the comment section now.

The Desktop Start Menu Is Returning To Windows 8

Its Microsoft’s annual Build conference this week, and what better way to kick things off than welcoming an old friend back into the fold - the desktop Start menu.

This vital piece of kit for the Microsoft empire has been sadly vacant from Windows 8 and Windows 8.1. Many a PC gamer has glanced forlornly down at to the bottom-left of their button, carelessly clicking and expecting a treasure trove of programs and features. It’s coming back soon though, as Microsoft looks to brush the world’s Windows 8 problems under its luxurious corporate carpet…

The Start menu will be coming back in a major update to Windows 8.1, with Microsoft claiming that it will look very similar to the one used in Windows 7, but this time with a small tiled interfaced attached to the side. It’s a small concession to Windows 8’s panel-based roots, and looking at the first screens it appears to work well.

Of course there’s many users out there who’ve already customised Windows 8.1themselves and added the Start menu, but for the average user this should come as a welcome change.

Users will reportedly be able to find and run their Windows applications all within the new Start Menu, thanks to the new hybridised system. For those of you who are feeling a bit progressive, the option will still be there to keep the full-screen Start menu which I'm guessing a few Windows 8 users have come to know and love.

The Start Menu's back, is all forgiven?Is Windows 8 all as bad as it's made out to be?Find our comments window below and let me know!

The Elder Scrolls Online early review

Hello there,I'm Accel and this is my early review on The elder Scrolls Online.First of all ,I am not an expert in MMORPGs – or much of a fan of them. I’ve tried quite a few, from the big, obvious titles to more obscure Korean efforts, but the only one I’ve ever put any serious amount of time into is The Secret World, which is, by all accounts, a bit of an odd duck. I’m not in a position to make sweeping generalisations regarding the genre as a whole.

Having said all that, I’m perfectly prepared to judge the heck out of The Elder Scrolls Online, because that franchise is something I do know and love.

Game link: http://elderscrollsonline.com/en-uk/



The whole time I was playing The Elder Scrolls Online during a press beta over the past few weeks, I desperately wanted to be doing something – anything! else. I particularly wanted to be playing a different game in the franchise – Skyrim, Oblivion, Morrowind – or a different MMORPG. The reason for this is that The Elder Scrolls Online has rather failed in what I assume was its mission: to bring that ineffable, inimitable Bethesda quality to a very crowded market, in order to differentiate a game from its many competitors.

Maybe I know so little about MMORPGs that the glaring differentiations weren’t immediately apparent to me. But for me the real issue is that while I did not go into The Elder Scrolls Online expecting Skyrim multiplayer, I also did not go in expecting to be utterly bored – and I was.

I have a couple of major objections to The Elder Scrolls Online in its current state, and this first one may – thankfully – be ironed out during beta testing: the presentation is fiddly and non-intuitive.

I don’t want to get bogged down describing all the little pieces of the UI that frustrated or annoyed me, from the dark ages chat window to the console-style interaction wheel to the difficulty in determining which item is highlighted in a list. These problems (and the absolutely dreadful tutorial system, which if I were the kind to use sarcastic quotation marks would absolutely have borne that shame) may and hopefully will all be resolved, either before or just after launch.

There is one aspect of the presentation which is unlikely to change, though, and that makes my heart sink in disappointment: the story is presented in a very off-putting and old-fashioned manner.

I expected The Elder Scrolls Online to deviate from this trend because the franchise’s lore is so rad. It’s always suffered a bit in keeping its overarching plot hidden behind the story of the moment – a friend of mine has no idea the Daedra exist, for example – but if you’re even the slightest bit inclined to explore (like me) you uncover a massive amount of backstory, history and worldbuilding without having to do anything so tedious as read those books lying around everywhere (I never, ever do).

But it didn’t. The story in The Elder Scrolls Online is presented in the most humdrum way possible – gorgeous non-engine cinematics, long slabs of text, people standing around talking at you for hours on end. The Elder Scrolls skin kicks in again a bit here in that when you talk to somebody you zoom in, Oblivion style (remember how Skyrim got rid of that? Yeahhhh) so you can see their face and animations clearly. This is supposed to immerse you in the world, I guess, and the star-studded vocal cast no doubt cost a pretty penny and deserves a nod.

The gameplay in The Elder Scrolls Online is straight outta MMORPG 101. If you can follow a quest marker, you can put your brain in neutral and get on with it. I can’t emphasise enough how generic the quests are. This is a problem endemic to MMORPGs in particular but game design in general – how do you disguise the fact that you are giving the player the same kinds of tasks over and over again (the gameplay loop)? Well, I don’t know. You know who else doesn’t know? Zenimax Online.

I’m pretty sure there are mechanical aspects of The Elder Scrolls Online which are new and interesting, but in beta, these weren’t adequately presented or explained – don’t get me started on the tutorials again. As such, I didn’t find anything remarkable about it (well, the first person view is kind of cute, what with the hand animations and all – but also kind of unusable when wandering the field because ahh I’m trailing 18 mobs and ahh I can’t see the AoE markers) until I hit a sudden and dramatic difficulty spike.

Yeah well, you know; whatever floats your boat, dude. If you want to spend hours of your precious leisure time grinding away until you reach the “real” game at top levels, and thereafter have scheduled hours for raids or be constantly working on your gear to maintain your PvP ranking, then good on you. Personally, if I’m going to play an MMORPG – and as Dave says, especially if I’m going to pay for it – it’s got to be fun right from the start. Because you know what is fun right from the start? Skyrim.So what do you guys think. Let me know in the comment section below.