Monday 7 September 2015

'Final Fantasy XV' Release Update: Official Release Date, Regis, Luna Character Updates to be Announced in March 2016?

Game Maker Square Enix's Holds Event At E3 Conference 

"Final Fantasy XV" fans, after years of waiting, can now relax a little bit. The game's developer, Square Enix, has finally set a time frame when the fans can expect its release. The news was officially announced by game director Hajime Tabata in the recently concluded PAX event in Seattle. 
"Final Fantasy XV" game director Tabata said that the release of the much awaited game will not happen before March 2016 and that the company will make the launching of the game even more spectacular in order for it to be memorable for the fans, iSchool Guide reported. 
Tabata also apologized to fans for the confusion created during the Gamescom event. What they meant to say was that by March next year, they will be able to make the announcement of the official release date for the much anticipated "Final Fantasy XV."
The "Final Fantasy"-centric event will happen in March 2016. It will also be a memorable day because they will unveil the much awaited installation of the game. 
Tabata, when asked about the plan for the launching of the said game, said: "This may be something that we are a little bit embarrassed to talk about, but really, this is the first time that we've done a packaged, stand-alone Final Fantasy game with a simultaneous global launch, so we didn't have the setup to deal with that, really. The first thing we had to do was re-arrange our internal structure to create something that could do that. That was the first important work on the project," as reported by GameSpot.
The "Final Fantasy XV" team will have another Active Time Panel sometime this month, and they will also be at the Tokyo Game Show. This is also the next time that die-hard fans will be updated, with regards to game development and immediate plans for the launching of the said game, as well as some more specifics about Luna and Regis.

'NBA 2K16' Release Date & Gameplay: Game To Feature Adaptive Coaching Engine, New Play Types, Improved Play Calling & More

NBA 2K15 Launch Celebration 

Game developer 2K Sports has revealed a new gameplay feature in its upcoming basketball simulation video game "NBA 2K16." The company has introduced the Adaptive Coaching Engine (ACE) feature which offers big improvements, specifically in play-calling, offenses, play types and more. 
Aside from these, the company has also tipped off details regarding the game's upgraded player interactions and improved gameplay before it is launched officially on Sept. 25, a report from Design & Trend said on Monday.
Gospel Herald reports that a certain game developer named Da Czar has posted vital information on a blog which provides avid fans and players a glimpse of the various changes in the game. It was noted that one of the changes introduced in the game is the improvement of A.I.'s drive logic.
2K Sports claims that the changes in the game is meant to deliver a "living world experience," and this includes the 30 coaches that will have their own behavior and responses to the scores. It was said that each coach in the upcoming video game will have their own mindset that can help them strategize their own defenses and offenses.
"For 'NBA 2K16' we completely re-wrote our Drive Logic to work hand in hand with our 1 v 1 attack module. In what will become a common theme, we gave the A.I. fundamental basketball reads on which to base its drive decisions. The A.I. is aware of pull up, runner/floater, and layup distances. We use a touch down to check down philosophy so he is constantly aware of if the paint is open or clogged," reads an excerpt from Da Czar's blog, as quoted by Design & Trend.
"We even have the A.I. check for the presence of shot blockers and allow that to play a role in its decision to drive. This happens for both regular drive attempts and when the A.I. is attacking using a pick and roll. Our A.I. also looks to punish defenders going under screens against guys who can stroke the three," he continued. The complete details of the "NBA 2K16" gameplay can be accessed here.
In related news, NBA has announced that "NBA 2K16" will feature the '04-'05 Suns which will include various basketball talents such as Steve Nash, Amar'e Stoudemire, Shawn Marion, Quentin Richardson and Joe Johnson. It was said that the game's official release date is slated on Sept. 29. However, some retailers have offered a special Early Tip Off (ETO) version of the game four days prior the scheduled release, allowing players to get a copy of the ETO by Sept. 25.

AU New Releases: Rugby League Live 3 Launches for Xbox One, PS4

This week, Rugby League Live 3 kicks off at Australian retailers for the PlayStation 4 and the Xbox One. The game features an improved Career mode, where players can take a forward or back through from a U20 team to a full professional squad.
The game contains all 2014 and 2015 rule changes, with current 2015 rosters and team uniforms. Over 100 teams are in the game, including those from the NRL, Super League, Holden Cup, and more. Rugby League Live 3 also features an improved replay system, allowing players to use super slow-mo and place the camera where they choose.
Rugby League Live 3 sports a dynamic weather system, ranging from day time with full sun to night time with mid-game rain. The game also introduces the FanHub, where users can create their own players and teams and share them online across platforms.
Last-gen console owners will have to wait a little longer, however; the game has been delayed to be released for the PlayStation 3 and Xbox 360 later this month, as confirmed on its Facebook page.
Check out some screenshots in the gallery below.

FIFA 16 demo: Xbox One, PlayStation 4, PC, Xbox 360 and PlayStation 3 releases due

Fans eagerly anticipating the release of FIFA 16 will get their first taste of the new game this week with a demo version set to be available for download across various platforms.
A limited version of the game will be free to download on Xbox One, PlayStation 4, PC, Xbox 360 and PlayStation 3 from September 8th to 10th.
Players starting the demo for the first time will automatically be sent straight to kick-off in an El Clasico match-up between Real Madrid and Barcelona at the Bernabeu.
After that, gamers will be able to try out the new innovations, most notably the option to play with women's teams. The United States and Germany women's national teams will be the sides available to play with in the demo.
There will be 10 clubs available, including Chelsea and Manchester City from the Premier League. The other sides are Real Madrid, Barcelona, Borussia Dortmund, Borussia Monchengladbach, Inter Milan, PSG, River Plate and Seattle Sounders. When it comes to stadiums, BORUSSIA-PARK and CenturyLink Field make their debuts.
As well as being able to play regular games, FIFA Ultimate Team Draft, a new feature for the franchise, will be available. The new game mode allows gamers to select a player for each position from an option of five before entering their chosen line-up of top quality stars into a match.

There are also a couple of features that will enable players to start honing their skills before the game is released in full on September 24. There are six new skill games that can be played whilst matches load, plus FIFA trainer, a contextual training system enabling players to pick up tips whilst playing matches, either in regular mode or FUT Draft.

Intel to invest $50m in quantum research collaboration


Intel, Delft University of Technology and TNO, the Dutch Organisation for Applied Research, have embarked on a 10 year project to accelerate advancements in quantum computing. As part of the collaboration, Intel will invest $50million, as well as engineering resources and technical support.
"A fully functioning quantum computer is at least a dozen years away,” said Mike Mayberry, pictured, managing director of Intel Labs, “but the practical and theoretical research efforts we’re announcing today mark an important milestone in the journey to bring it closer to reality. Our collaboration … will explore quantum computing breakthroughs that could influence the industry overall.”
Intel has made the investment in the belief that no one company or organisation will succeed alone in developing quantum computing. Instead, it will require partnerships such as the one it has just entered.
“In the next five to 10 years, progress in quantum computing will increasingly require the combination of excellent science with high-level engineering,” said Lieven Vandersypen, lead scientist at Delft’s QuTech Institute. “For the realisation of complex circuits containing large numbers of quantum bits, the know how from the semiconductor industry is essential and QuTech is thrilled to partner with the leading semiconductor company in the world.”
Intel’s CEO Brian Krzanich noted: “Quantum computing holds the promise of solving complex problems that are practically insurmountable today, changing the world for the better.

EVGA GTX 980 Ti Superclocked+ ACX 2.0+ Review / NVIDIA GTX 980 Ti SLI Performance Review

It starts with dedication. Dedication to the hardcore gaming community is not an easy one – but EVGA is always at the forefront of trying to innovate for the gaming community. Throughout the years, this custom card add-in partner for NVIDIA comes up with their very interesting cooler specifications for reference cards, and has quite the community behind it that is dedicated to hardcore gaming. This generation for the NVIDIA GTX 980Ti launch, EVGA GTX 980Ti is pushing out the offerings and the one I will be taking a closer look at is the EVGA GTX 980 Ti Superclocked+ (SC+) with ACX 2.0+ in stock and SLI configurations.
The Makings of EVGA GTX 980 Ti SC+ ACX 2.0+
The EVGA GTX 980 Ti SC+ ACX 2.0+ is a beautiful card like many of the add-in cards by a lot of other partner boards. It has a solid construction of two aluminum heat constructs under the video card shroud which is adorned with EVGA’s logo in a sort of brazen gold background. There are a total of five heat pipes which help to dissipate the heat for this card and the ACX 2.0 design is a vast improvement over ACX 1.0 according to EVGA (with almost 25% reduction in GPU temperature). In addition, you have plastic double-ball bearing fans which is said to improve lifespan and is generally an accepted statement after many laboratory tests being done.
acx2.0 cooling
What I love about EVGA with this card is the shroud/heatsink assembly design really protects the GM200-310 Maxwell core with more solid ACX 2.0+ construction, but that they chose some nice beefy heat pipes layered evenly. You can expect solid construction with this design that also covers and cools the voltage regulators and memory chips as well as providing a back-plate protection at the sub-dermal level for this card.
Display options include one DVI-i port,  an HDMI port, and lastly three Display Ports. For power usage: the card utilizes one 6-pin and one 8-pin PCI-Express connector (with the box including a dual 6-pin MOLEX-to-8-pin PCIe adapter).
The card also comes with a backplate of its own. For SLI – there has been a lot of talk about backplates, particularly with reference cards when it came to the 980 cards about overheating. With EVGA backplates, cooling is actually improved (which was the purpose of these plates for EVGA) and it would be rather silly to remove these to help cool things down. If you find you are running too hot/close to the maximum temperature for 980 Ti stock (92 degrees Celsius) then by all means look to a bigger case to improve latent airflow through fan coolers.
Here is a list of full specs from the manufacturer’s own website:
So, What Are We Testing Now?
The usual because we have to stick to the same standards as we tested the other cards for it to remain relevant for people wanting to compare the EVGA GTX 980 Ti SC+ ACX 2.0+ with other add-in board cards.  All testing was done in a consolidated chart (to make things much easier to reference) than having to reference 20 other charts.
The test system:
What do our results say?
They clearly say the EVGA GTX 980 Ti SC+ ACX 2.0+ at 1100 Mhz stock clock is a winner. It averages an average of 1.2 frames per second more than ZOTAC’s 980 Ti AMP! Edition on average, but it is equally matched in terms of its performance to price ratio. This is a good thing for both of these add-in partners because that means consumers have a choice and both choices are excellent. The NVIDIA GTX 980 Ti launch is a formidably great one with many incredible add-in custom cooler configurations that are well wroth the money. With SLI – this card of course nearly doubles the performance and scales perfectly to almost 110% going from one card to two in SLI configuration – which boasts for its efficacy to handle scaling well. SLI scaling is not something every card can do with grace, let alone scale higher than 100%. As far as general NVIDIA GeForce GTX 980 Ti SLI performance is concerned – this is the best value for money besides buying 2 GTX Titan X’s and putting them in SLI mode.
Can I Turn It Up, If So – Should I?
That entirely depends on you! Overclocking does in fact denigrate the life expectancy of a card even if by a couple of MHz so I always do advise against it. Sure you can get another few frames per second but for me personally – I don’t like to do it on my own systems. Overclocking this card and stepping up the frequency with the usual Heaven benchmark for stability testing, I was able to get my card to 1312 MHz for the stock clock and almost 1965 MHz for an effective 7860Mhz memory clock. What did performance look like for this?
The EVGA GTX 980 Ti SC+ ACX 2.0+ reveals a significant gain with this hefty overclock. I saw 9.8 frames per second average as a high for this and all without overclocking the voltage was a great but pleasant surprise. EVGA GTX 980 Ti SC+ ACX 2.0 was tested with a multimeter straight from our test rig. At idle the card takes 9.3 watts and at load comes close to 246.2 Watts compared to the reference card (at 272.6 watts total DC draw but an actual draw of 248.7 watts for the component itself).
Is It On Fire? (Temperature & Sound Performance)
The temperature on load  came to 74.3 degrees Celsius for SLI configuration and almost 52.1 degrees Celsius for a single-card setup on load. SLI idled at 38 degrees Celsius whereas the single-card component idled at 36 degrees Celsius. ACX 2.0+ clearly was working its magic keeping this card below the 90 degrees threshold and maintaining constantly lower idle temperatures and load temperatures across the board for the open-air cooler style. In terms of overclocking temperature at load – it came close to 78.6 degrees Celsius for a single card setup. Note: testing is done inside a standard ATX sized case with little to no wire footprint in order to assure real world results as much as possible. The SLI configuration came out to 38.6 dBA per card and total you are looking at about 62.4 dBA on average from the centre-point for measurement using a sound meter probe.
Should I Buy It?
A resounding absolute “Yes!” If you can afford the $679.99 MSRP of the card and let alone two of them, then you absolutely should if having one of the world’s best gaming rigs is your main and primary concern. The EVGA GTX 980 Ti SC+ ACX 2.0+ runs cool, is very quiet at SLI load, and kept through the paces with beautiful finesse that is fitting for hardcore gamers looking for a real powerhouse card with a strong community backing behind it. The card in SLI truly reveals the potential of NVIDIA’S GeForce GTX 980 Ti in terms of sheer SLI power and it is definitely one of the most impressive launches NVIDIA has come up with to date in terms of a price to performance standpoint that is simply remarkable. I cannot recommend having the EVGA GTX 980 Ti SC+ ACX 2.0+ enough for a GTX 980 Ti purchase and feel that anyone buying an EVGA this generation will feel quite pleased with their purchase delivering on not just quality standards, but quality results that last for a very long time at least until the next generation of cards in the NVIDIA lineup hits

Nvidia will fully support Async Compute with software drivers

Nvidia Async Compute Ashes of Singularity 

[Update] NVIDIA have been in touch to confirm Oxide's most recent comments regarding a software update to add async compute functionality. We'll be keeping an eye on the upcoming display driver's patch notes.
Nvidia will fully support Asynchronous Shaders with its GPUs through the use of new software drivers. At current the feature is not fully implemented by the drivers, but Oxide Games are working with Nvidia to help them bring the needed support. 
“We actually just chatted with Nvidia about Async Compute, indeed the driver hasn’t fully implemented it yet, but it appeared like it was,” said Oxide developer ‘Kollock’. “We are working closely with them as they fully implement Async Compute. We’ll keep everyone posted as we learn more.”
Nvidia’s issues with Async Computer were made apparent with the DirectX 12 benchmark for Oxide Games’ Ashes of the Singularity, where AMD Radeon GPUs performed significantly better than Nvidia’s. Oxide pinpointed the issue as being down to Asynchronous Shaders, one of DirectX’s new features.  
Nvidia’s GTX 900 series graphics cards are capable of handling Async Compute, but right now the software just doesn’t support the feature. But with Oxide Games helping the graphics giant out, hopefully it shouldn’t be long before those Ashes of the Singularity benchmark tests start to look a little more even.

Broken Sword 5: The Serpent's Curse Released on Xbox One and PS4, Launch Screens and Video

Broken Sword 5: The Serpent's Curse Screenshot 
Revolution is working on bringing George and Nico's latest adventure to next gen consoles
Unveiling some in-game footage and these five screenshots, Revolution Software announced that an enhanced version of Broken Sword 5 - The Serpent’s Curse is out now worldwide for PlayStation 4 and Xbox One, at a price of £19.99, €29.99 and $29.99. The release features enhancements over the other versions including additional animation and audio, a character gallery section and many console-specific enhancements.
Digital versions will be published by Revolution through PlayStation Network and Xbox Games Store. Retail versions, which will include the game's introduction as a graphic novel, will be distributed throughout Europe and EMEA by Ravenscourt.

‘LawBreakers’ Unveiled as Free-to-Play for PC, Console Version a Possibility: Xbox Head Says Game ‘Welcome on Xbox'


Boss Key Productions and Cliff Bleszinski's latest project is a free-to-play game, titled "LawBreakers."  And while the game title would only be available on PC, Bleszinski revealed that a console version may be in the works soon.  The console news seemed to excite Xbox head, Phil Spencer, who already said that the title is "welcome on Xbox."
Last Friday, Boss Key Productions head Bleszinski unveiled "Lawbreakers," a gravity based shooter game that has been in development under the codename "Project BlueStreak," Destructoid stated.  The "Gears of War" creator and game developers at Boss Key was able to come up with an interesting game world wherein a cataclysmic event has reportedly left areas on Earth with low pockets of gravity.  These gravity challenged areas adds a different layer to the "LawBreakers" gameplay.
In a recent interview at PAX Prime, Bleszinski shared his excitement about the game and revealed a few gameplay aspects such as game characters going vertical and knocking around each other, as well a rocket jump and an air burst rocket move.   He also stressed how he and his team wanted the "FPS dance to kind of comeback" with a few of "LawBreakers'" gameplay strategies.  This would reportedly allow players to stay alive longer, as well as maximize the game's vertical axis.
Bleszinski added, "It's a lot greater than your Call of Duty grind. It's a little bit faster than your Titanfall one. It's somewhere around Halo-ish is what I like to say."
Meanwhile, the Boss Key executive also told Gamespot that although "LawBreakers" is currently confirmed for the PC, the game may have console versions in the near future.  Apparently, the team is prioritizing the PC release before exploring other platforms.  However, Bleszinski shared that he would need to find another studio to help with that development given the lack of manpower resources.  He stated that the company's current headcount is only 40.
Despite those challenges, the game developer revealed he still plans to speak with Xbox and Playstation bosses, Phil Spencer and Adam Boyes, respectively.
As for whether "LawBreakers" will be embraced by the gaming console executives, Bleszinski need not wonder about Xbox's participation.  According to Bleeding Cool, the Xbox head already expressed his interest in the Boss Key game via Twitter.  Spencer wrote, "@SambaXVI @therealcliffyb is always welcome on Xbox."  It seems it's now up to Bleszinski and his team to make it happen.
The free-to-play PC game "LawBreakers" is slated for a 2016 release.  Game developers also released a trailer Friday, September 4, which showcased "LawBreakers" gameplay.

Rise of the Tomb Raider Xbox 360 Images Released


In a time where people are still shifting between the old generation of consoles and the new generation, some developers need to be able to adhere to all of their fans, even if it means making the same game for double the platforms.  Rise of the Tomb Raider was announced last year to be a timed exclusive for Microsoft, meaning that not only will the game be available for Xbox One, but also for Xbox 360.  Today, a few screenshots were released with side by side comparisons of the Xbox One version of the game with the Xbox 360 version and the difference is very noticeable.  It’s clear that the 360 version had to really downsize in the flourishing department in order to accommodate the older generation.  It’s a little sad, but at least players who haven’t upgraded yet will be able to play one of this year’s biggest games.
Rise of the Tomb Raider will be released November 10 for Xbox One and Xbox 360 and sometime next year for PS4 and PS3.
Check out the comparisons below (top: Xbox One / bottom: Xbox 360):

Minecraft Story Mode PS4, Xbox One Release Date on November 11 LEAKED: NEW Gameplay Trailer Launched at PAX Prime 2015

Minecraft:  Story Mode

A new leak on the release date of Minecraft Story Mode from Telltale Games has just surfaced online and revealed that the game will arrive on Xbox One and PS4 this coming November 11. The PS3 and Xbox 360 versions, on the other hand, will follow shortly on November 30 while the Wii U launch date was not mentioned. 
Gamezone reports that the PlayStation 4 and Xbox One editions of Minecraft Story Mode will be launched on November 11 and followed by the release of the PlayStation 3 and Xbox 360 versions  on Nov. 30. While the new game will be coming to Wii U,  no release date has been confirmed at this time for the Nintendo console.
As announced earlier, Minecraft: Story Mode is confirmed to be under way from game developer Telltale Games, the renowned creator of game hits such as The Walking Dead and The Wolf Among Us. Similar to other past games, there will be six various episodes to be launched and the first episode will be available on the disc version while the others will be purchased online, Latin Post wrote.  
Meanwhile, PC Gamer noted that Minecraft: Story Mode all-new gameplay footage showcasing a 15-minute demo was unveiled at recently concluded PAX Prime 2015. The quality of the video that has been shared online was taken from the event and may not be in excellent visual but an a-ok to enable the gamers to what is presented in the clip.
Fans can check out the gameplay footage via this link here.     
As revealed, Minecraft Story Mode is set in the world of Minecraft and include original, brand new characters and other exciting features. 
The first of the six different episodes of Minecraft Story Mode is set to be launched this 2015 on PlayStation 3, PlayStation 4, Xbox 360, Xbox One, PlayStation Vita, Wii U, PC, iOS and Android on a yet to be confirmed release date from Telltale Games.

Performance Analysis: Mad Max

Mad Max takes Avalanche Studios in a new direction: focusing strongly on vehicular combat and exploration of a vast post-apocalyptic wasteland, the developers successfully translate the bleak and unrelenting vision of George Miller's iconic series into a challenging action title. From a technological perspective, Mad Max also impresses with the studio's use of complex lighting and extensive post-processing to bring the wasteland to life. Physically-based lighting and clustered shading allow for a large number of simultaneous light sources without heavily impacting on performance, while materials such as sand, metals, and fabrics are accurately rendered with a suitably run-down aesthetic.
In terms of multi-platform comparisons, both console versions of Mad Max operate natively at full 1080p, with the Xbox One game matching the PS4 in the resolution stakes pixel-for-pixel - a pleasant surprise considering the resolution differential in many top-tier games. Edge-smoothing looks impressive, most likely handled by a custom anti-aliasing algorithm (Avalanche has a history of experimenting with its own techniques in this area). While the details on the actual AA implementation remain unknown right now, the technique in play here works well in tackling jaggies when exploring the vast wasteland, with rocky canyons and sand tunes appearing suitable smooth. That said, sub-pixel details aren't handled quite as successfully and shimmering across small objects and more intricate structures is noticeable when exploring outposts scattered across the post-apocalyptic landscape.
An initial gaze across the rest of the game's graphically rich visuals reveals a welcome level of parity across both consoles, with the same core art and effects work deployed equally in almost every area between the two formats. Texture filtering, depth of field, motion blur, and shadow quality all match up nicely to the point where differences you may see in our media are mostly a product of a dynamic time of time system, where slightly variances in shadow position and lighting occur depending on how quickly we complete certain missions.
Performance analysis reveals a very solid 30fps in play on both versions of Mad Max - not bad considering the parity in resolution and effects-work between the two platforms.
So far we are looking at a match between the two consoles in pretty much every area, although in a few scenes some unexpected differences do crop up. The appearance of lower resolution normal maps on some parts of Max's character model on the PS4 is a curious anomaly, with tears in his shirt and dog tags appearing sharper on Xbox One. The lighting in the opening cut-scene scene also appears harsher and more washed out on PS4. When gameplay finally begins, the lighting model equalises, suggesting that the initial difference in the opening scene is nothing more than a small platform-specific anomaly. Likewise the normal map/texture issue on PS4 also seems like a small technical glitch, as this aspect of the game appears consistently identical everywhere else.
Avalanche Studios is on cue to deliver a technically solid multi-platform release with both consoles receiving the same core level of visual quality. Impressively, the decision to target native 1080p on Xbox One also comes without any repercussions in terms of performance. In fact, frame-rates are slightly more stable on the Microsoft platform during gameplay, suggesting that the developers have taken great care in optimising the game. 30fps is the target on both platforms and for the most part we are looking at frame-rates locked at that level for the duration on both systems, with very little in the way of disruptions to distract from the experience.
Ramming into other vehicles or blowing them up during combat on the roads plays out smoothly, and often we see no interruptions from the desired 30fps target, bar perhaps the odd single frame drop or solitary tear. Similarly, fist-fights against multiple enemies also come across as smooth and fluid. Indeed, across a multitude of different scenarios Mad Max frequently offers up a solid 30fps experience with no tangible impact on gameplay.

Borderlands fps added to list of supported Xbox 360 titles for backward compatibility on Microsoft Xbox One

Borderlands on Xbox One 

If you are a gamer owning an Xbox console, you have plenty to cheer about as far as backward compatibility for Xbox 360 games are concerned. You can play popular first-person-shooter game Borderlands on your Xbox One when the functionality is launched in November this year.
This development is confirmed by Microsoft's official Xbox Wire web portal, and players will also be able to carry over previous achievements, saved files and add-ons to Xbox One via the backward compatibility feature.
Apart from Borderlands, players will be able to check out other games including those with gold titles, irrespective of the Xbox gaming console. Also, purchasers of Gears Of War: Ultimate Edition and the Xbox One Gears Of War: Ultimate Edition Bundle get to unlock the entire Gears collection via Xbox One backward compatibility.
By playing Gears Of War: Ultimate Edition on Xbox Live from 25 August to 31 December 2015, gamers will get access to Gears of War, Gears Of War 2, Gears Of War 3 and Gears Of War: Judgment when backwards compatibility is launched.
List of prominent Xbox 360 titles confirmed to be available on Xbox One, via backward compatibility
  • A Kingdom For Keflings
  • A World Of Keflings
  • Alien Hominid HD
  • Banjo-Kazooie
  • Banjo-Tooie
  • BattleBlock Theater
  • Defense Grid
  • Geometry Wars Evolved
  • Hexic HD
  • Kameo
  • Mass Effect
  • N+
  • Perfect Dark
  • Perfect Dark Zero
  • Super Meat Boy
  • Toy Soldiers
  • Toy Soldiers: Cold War
  • Viva Piñata: TIP
  • Shadow Complex
  • Zuma.

Castle Crashers' Xbox One Remake Will Be Free For Some Players

The Behemoth recently announced that a remastered edition of Castle Crashers will arrive on the Xbox One beginning September 9th. The game will feature all new high-def textures and assets as well as a brand new mini-game and it will be free for some players.

Over on their official website, the developers unveiled the official announcement trailer for the remastered edition of Castle Crashers, which you can check out below.

The game will carry a $14.99 price tag, which is the standard price of the game when it first launched on the Xbox 360 seven years ago. It seems insane that it's been seven years since Castle Crashers originally launched on the Xbox 360 as part of Microsoft's push to get more XNA-friendly Xbox Live Arcade games up and out onto the platform. That was back when indies made up a large initiative for Microsoft to bring in more games to the Xbox 360 and bridge the gap between PC indie developers and home console distribution.

It's crazy to think that indies being on home consoles was all because of Microsoft's efforts that originated on the OG Xbox but really took off during the Xbox 360's era with the help of the XBLIG and the XNA coding library and tools to help up-and-coming developers make the leap from PC to console with ease. During this generation most people look to the PS4 for indie titles, even going as far as to call it the “IndieStation 4”. Amazing how times change.

The Behemoth hasn't forgotten those times, though. In fact, they want to celebrate and reward all those early adopters who picked up digital copies of Castle Crashers on the Xbox 360 seven years ago by allowing current console owners of Castle Crashers to get the remastered version of the game for the Xbox One for free. That's right, you'll be able to get Castle Crashers for free if you already purchased a digital version of the game for the Xbox 360.

This free deal won't last forever, though. You'll only have until September 20th to get the remastered version of Castle Crashers for free for the Xbox One. Another catch is that you also have to be a registered subscriber to Xbox Live Gold. That's right... this is free only to those padding Microsoft's coffers with a subscription to Xbox Live Gold.

So keep those three things in mind: you need to have Xbox Live Gold. You need to have purchased Castle Crashers on the Xbox 360. You only have until September 20th to get in on this deal.

Beyond September 20th, there will be a loyalty discount for previous owners of the game, enabling them to get the remastered edition for only $5.00 starting September 21st. This loyalty deal will only be available to previous owners and those who are subscribed to Xbox Live Gold.

Additionally, if you don't feel like getting the remastered edition for whatever reason, you'll still be able to play the Xbox 360 version of Castle Crashers on the Xbox One. The Behemoth has announced that the game will support backwards compatibility between the Xbox 360 and Xbox One version of the game.

Is this the future of video games? New virtual reality system called The Void puts player INSIDE the action and could launch as soon as next summer

  • Virtual reality company based in Pleasant Grove, Utah, has constructed multiple levels that transport players to distant worlds 
  • Users wear headsets and vests as they walk around warehouse facility where each room is used multiple times to create environments 
  • Company has allowed journalist to test two levels as it prepares to open to the public next summer for what will be thirty-minute, $30 sessions
  • The Void has plans to open 250 centers around the world within five years

    A virtual reality theme park has begun testing an attraction that fully immerses users into Aztec temples and faraway alien laboratories from the comfort of suburban Utah.
    The Void, a company working to create the experience at their facility in Pleasant Grove, recently allowed a journalist from Tech Insider to go through two levels of what it calls 'the future of entertainment'.
    In the game, players don a headset and suit and are armed with a virtual gun as they adventure around complex imaginary worlds while walking around a 'real world' warehouse with a setup of walls and sensors. 
    A virtual reality system called The Void plans to open next summer and is allowed players to test out levels of its immersive video game. Above, two gamers with the headsets and virtual guns used
    A virtual reality system called The Void plans to open next summer and is allowed players to test out levels of its immersive video game. Above, two gamers with the headsets and virtual guns used
    Players walk around the company's warehouse facility in Utah, but in the game (pictured) they appear wearing futuristic battle suits
    Players walk around the company's warehouse facility in Utah, but in the game (pictured) they appear wearing futuristic battle suits
    The company says that the levels tried out by Tech Insider's Dave Smith are still at 'alpha' and 'pre-alpha' stages.
    He walked around both a Aztec temple and a 'research facility' that includes an alien being jumping out of glass container. 
    At the same time as the headset is taking players through a video game, sensors in the 'game pod' are tracking the exact location of their heads and hands to replicate them in the virtual world. 
    Smith said that the key to The Void is that players 'utilize several rooms physical again and again, guiding you through them in a different order, and laying different virtual elements on top so you'd never know it unless you removed your headset.'
    James Jensen, the CTO of The Void, told KPFK that the levels, some of which are multiplayer, will take about 30 minutes for each player. 

The Witcher 3 New Game Plus Glitch Allows Players To Always Stun, Freeze, Burn Enemies

The Witcher 3 New Game Plus Glitch Allows Players To Always Stun, Freeze, Burn Enemies 

The Witcher 3 New Game Plus Glitch Allows Players To Always Stun, Freeze, Burn Enemies

The Witcher 3 is a truly massive open world game and so it’s not surprising to see that the game has a few bugs. Most of these are pretty harmless and the team has been trying to fix those that actually prevent players from completing the game.

The introduction of the New Game Plus mode through the final free DLC pack last month has introduced even more bugs. A few weeks ago we have talked about a glitch that allows players to fight some really high level monsters in New Game Plus mode and today we will talk about another one that’s been discovered recently that can effectively break the game if abused.
This new The Witcher 3 New Game Plus bug allows players to inflict stun, stagger, freeze and burn with a 100% success rate in a rather simple way. To do this, players need to attach a Lesser Morana and Morana Runestone to one of the relic type swords. A video explaining the glitch is also available on YouTube and you can check it out right below.
Earlier this week one of the issues plaguing the PC version of The Witcher 3 has finally been addressed with a new hotfix. From now on, those playing the Steam release of the game will finally be able to earn achievements properly. Another hotfix for the console versions of the game which should fix the Skellige Most Wanted quest is also going to be released soon.


Entertainment Dragon Con Brings Host of Alien, Anime Characters to Atlanta

Atlanta's annual Dragon Con science fiction and fantasy convention filled the city's downtown streets with people dressed as zombies, steampunk time travelers, purple-haired anime heroes and aliens by the dozens.
The convention draws fans from around the country to take part in sci-fi and fantasy costume contests, a massive parade through downtown Atlanta and educational seminars about science and costumes making.
One of the more popular events at the convention this year was a private party held at the Georgia Aquarium, home to the largest aquarium in the Western Hemisphere. At the sellout event, costumed revelers danced and drank under the glow of passing beluga whales and sharks on display, and dance-heavy music thumped in the background.
Tens of thousands attend the annual event, which began Thursday and continued through the weekend.

Kyo-fu! Zombie Neko TV Anime Series Premieres on October 1

Animation studio Kachidoki Studio (Chiisana Ojisan, Litchi DE Hikari Club) is launching a new TV anime series titled Kyo-fu! Zombie Neko on TV Tokyo on October 1. Manga creator and illustrator Kanahei (Onnanoko tte.) designed the original characters for the series.
The series of "warm and soothing" anime shorts will follow a cat who is suddenly resurrected from the grave, and begins to wander around town. Despite being a zombie, the cat is able to get all the townsfolk to fall in love with it.
Hiroshi Namiki (Tenpō Suikoden NEO, Nekokirai no Ie ni Umareta Nekosuki ga Neko to Kurashi E Nikki) is directing the series, and Motoichi Adachi (Litchi DE Hikari Club, Ganbare! Odenkun) is writing the scripts. Spellbound is producing the sound, and Satoshi Kashimura is serving as sound director.
The series will air within TV Tokyo's Animusu! program. The show will also air on TVQ Kyushu Broadcasting, TV Hokkaido, TV Setouchi, TV Osaka, and KIDS STATION.
Kanahei's Onnanoko tte. manga inspired a series of shorts within the children's variety program OhaStu (Good Morning Studio) in February.

Peeping Life Season 1?? Anime's Promo Video Previews Astro Boy's 'Kabe-don' Practice

The Anime Bancho YouTube channel began streaming a promotional video on Saturday for its Peeping Life Season 1?? TV anime series. The video previews Astro Boy's 'kabe-don' practice, Casshern being asked if he knows how to read situations properly, Black Jack going to see a doctor, Astro Boy telling his brother Cobalt he heard Cobalt has a girlfriend, and a skit with a couple on a plane.
The anime will premiere on October 3 on NTV, and will air on Saturdays late at night.
Ryōichi Mori (previous Peeping Life TV series such as Peeping Life - The Perfect Edition -) will direct the series at Forest Hunting One and CoMix Wave Film. The new series will feature characters from Tezuka Productions and Tatsunoko Production franchises, and will also feature characters from the previous Peeping Life series.
BRADIO (Death Parade) will perform the show's opening theme song "Hotel Alien," and detune. (Peeping Life - The Perfect Edition - music) will perform the ending theme song "Satori no Sho."
The Peeping Life CG anime franchise has more than 200 episodes, and it has sold more than 600,000 DVDs. CoMix Wave Films and BROSTA TV premiered the comedy series on the BS Asahi Premium television network in December 2008, and started streaming the series online in the same month.
The "slow-life anime" is part of the datsuryoku-kei (ennui-style) genre of comedy that depicts the listless minutiae of everyday life. The original anime combined motion-captured improvised acting with computer animation into a series of comedy shorts.