This update is going to make or break me for the game! I hope the loot rains hard on us!
CONFLICT RELEASE DATE: May 24th, 2016
Techland is one of the few developers that care about their fans still. If you own the season pass from before you will get this for FREE! They don’t act like a cash grab team like Bungie does with Destiny.EA and Activision should take notes on how to respect people’s cash.
Important Announcement: To all survivors!
We’re so excited to say that Dying Light: The Following – Enhanced Edition is coming to PlayStation 4, Xbox One, and the PC with the launch date set to February 9th, 2016. This definitive zombie experience will include an enhanced version of the original game, the expansion pack Dying Light: The Following, The Bozak Horde mode, the Be the Zombie mode, the Cuisine & Cargo challenge missions, the Ultimate Survivor Bundle, and all the content updates released to date – all that at the price of $59,99.
We didn’t want to follow a beaten track and just re-release our game in a new wrapping. That’s why for the last half year we’ve been working on a ton of enhancements. We’re adding bonus post-game content, a Nightmare difficulty level, nearly 100 new animations, new NPC models, advanced AI behaviors, and more. One year after the original release, Dying Light will be bigger than ever.
These enhancements will be made available to all Dying Light players, so don’t forget to check out our announcement trailer and stay tuned for more cool news coming this week.
— Dying Light Team
The World’s Thinnest Gaming Laptop now boasts the best 14″ laptop display, meet the new Razer Blade: http://rzr.to/blade14
Equipped with a state-of-the-art IGZO (Indium Gallium Zinc Oxide) IPS touchscreen, the new Razer Blade presents your games in stunning 3200×1800 QHD+, bringing into focus the finest of details at any angle with 262 PPI density.
Beauty on the outside, beast within — the Razer Blade comes outfitted with the NVIDIA® GeForce® GTX 870M GPU, 4th Gen Quad Core i7 Processor, 8 GB 1600MHZ DDR3L memory and all-SSD storage.
Seeing is believing: http://rzr.to/blade14
The hunt is on. Experience the thrill of 4v1 from every perspective in an interactive, multi-channel trailer featuring commentary by Aaron “Ayesee” Chambers and Turtle Rock Studios’ Chris Ashton.
INSTRUCTIONS: Turn Annotations [ON] | The in-game HUD elements like health bars, jetpack meters, and player names have been hidden for this video. You can track Goliath’s health and Hunters’ incap states from the controls at the bottom of the screen. Use the annotations on the same overlay to switch between perspectives in real-time throughout the match.
Pre-order Evolve to receive the Monster Expansion Pack (first DLC Monster and Goliath’s Savage Skin) for FREE when they release:http://2kgam.es/Preorder4v1
Several press web sites are reporting today about SteamOS, Steam Machines, and the Steam Controller. They came to Steam hardware HQ recently and spent some hands-on time with all three. Here is a roundup of their coverage:
Also, here are some photographs that we shot recently of the Steam Machine prototype and Steam Controller:
Here’s a quick look at some games being played with the prototype version of the Steam Controller — the same version that we’ll be shipping to 300 Steam users later this year. We’ll post more demonstrations like this soon, including footage of some other game developers using the controller to play their own games. http://steamcommunity.com/groups/stea…
I want one !
AMD Radeon™ R9 series GPUs feature award-winning GCN Architecture for unrivalled performance and efficiency. Packed with groundbreaking features like AMD PowerTune technology and AMD CrossFire™ technology, gamers need never settle for anything less.1,2
In 2014, Valve Steam Machines will be commercially available with our AMD graphics hardware! We can’t wait! http://t.co/7OKo3FTwZW
— AMDGaming (@AMDGaming) October 10, 2013
The next generation of AMD graphics processors !
When you can, you will have five products to choose from:
AMD only provides 3D Mark Fire Strike scores for performance. I assume they are using the final score, and not the “graphics score” although they were unclear.
The R7 250 is the low end card of the group with 1GB of GDDR5. Performance, according to 3DMark scores (>2000 on Fire Strike), is expected to be about two-thirds of what an NVIDIA GeForce GTX 650 Ti can deliver. Then again, that card retails for about ~$130 USD. The R7 250 has an expected retail value of less than < $89 USD. This is a pretty decent offering which can probably play Battlefield 3 at 1080p if you play with the graphics quality settings somewhere around “medium”. This is just my estimate, of course.
The R7 260X is the next level up. The RAM has been double over the R7 250 to 2GB of GDDR5 and its 3DMark score almost doubled, too (> 3700 on Fire Strike). This puts it almost smack dab atop the Radeon HD 6970. The R7 260X is about $20-30 USD cheaper than the HD 6970. The R7 is expected to retail for $139. Good price cut while keeping up to date on architecture.
The R9 270X is the low end of the high end parts. With 2GB of GDDR5 and a 3DMark Fire Strike score of >5500, this is aimed at the GeForce 670. The R7 270X will retail for around ~$199 which is about $120 USD cheaper than NVIDIA’s offering.
The R9 280X should be pretty close to the 7970 GHz Edition. It will be about ~$90 cheaper with an expected retail value of $299. It also has a bump in frame buffer over the lower-tier R9 270X, containing 3GB of GDDR5.
Not a lot is known about the top end, R9 290X, except that it will be the first gaming GPU to cross 5 TeraFLOPs of compute performance. To put that into comparison, the GeForce Titan has a theoretical maximum of 4.5 TeraFLOPs.
If you are interested in the R9 290X and Battlefield 4, you will be able to pre-order a limited edition package containing both products. Pre-orders open “from select partners” October 3rd. For how much? Who knows.
A new way to play your entire Steam library from the sofa.
Join the Steam hardware beta and help us shape a new generation of gaming.
We set out with a singular goal: bring the Steam experience, in its entirety, into the living-room. We knew how to build the user interface, we knew how to build a machine, and even an operating system. But that still left input — our biggest missing link. We realized early on that our goals required a new kind of input technology — one that could bridge the gap from the desk to the living room without compromises. So we spent a year experimenting with new approaches to input and we now believe we’ve arrived at something worth sharing and testing with you.
The Steam Controller is designed to work with all the games on Steam: past, present, and future. Even the older titles in the catalog and the ones which were not built with controller support. (We’ve fooled those older games into thinking they’re being played with a keyboard and mouse, but we’ve designed a gamepad that’s nothing like either one of those devices.) We think you’ll agree that we’re onto something with the Steam Controller, and now we want your help with the design process.
Traditional gamepads force us to accept compromises. We’ve made it a goal to improve upon the resolution and fidelity of input that’s possible with those devices. The Steam controller offers a new and, we believe, vastly superior control scheme, all while enabling you to play from the comfort of your sofa. Built with high-precision input technologies and focused on low-latency performance, the Steam controller is just what the living-room ordered.
The most prominent elements of the Steam controller are its two circular trackpads. Driven by the player’s thumbs, each one has a high-resolution trackpad as its base. It is also clickable, allowing the entire surface to act as a button. The trackpads allow far higher fidelity input than has previously been possible with traditional handheld controllers. Steam gamers, who are used to the input associated with PCs, will appreciate that the Steam Controller’s resolution approaches that of a desktop mouse.
Whole genres of games that were previously only playable with a keyboard and mouse are now accessible from the sofa. RTS games. Casual, cursor-driven games. Strategy games. 4x space exploration games. A huge variety of indie games. Simulation titles. And of course, Euro Truck Simulator 2.
In addition, games like first-person shooters that are designed around precise aiming within a large visual field now benefit from the trackpads’ high resolution and absolute position control.
Trackpads, by their nature, are less physical than thumbsticks. By themselves, they are “light touch” devices and don’t offer the kind of visceral feedback that players get from pushing joysticks around. As we investigated trackpad-based input devices, it became clear through testing that we had to find ways to add more physicality to the experience. It also became clear that “rumble”, as it has been traditionally implemented (a lopsided weight spun around a single axis), was not going to be enough. Not even close.
The Steam Controller is built around a new generation of super-precise haptic feedback, employing dual linear resonant actuators. These small, strong, weighted electro-magnets are attached to each of the dual trackpads. They are capable of delivering a wide range of force and vibration, allowing precise control over frequency, amplitude, and direction of movement.
This haptic capability provides a vital channel of information to the player – delivering in-game information about speed, boundaries, thresholds, textures, action confirmations, or any other events about which game designers want players to be aware. It is a higher-bandwidth haptic information channel than exists in any other consumer product that we know of. As a parlour trick they can even play audio waveforms and function as speakers.
In the center of the controller is another touch-enabled surface, this one backed by a high-resolution screen. This surface, too, is critical to achieving the controller’s primary goal – supporting all games in the Steam catalog. The screen allows an infinite number of discrete actions to be made available to the player, without requiring an infinite number of physical buttons.
The whole screen itself is also clickable, like a large single button. So actions are not invoked by a simple touch, they instead require a click. This allows a player to touch the screen, browse available actions, and only then commit to the one they want. Players can swipe through pages of actions in games where that’s appropriate. When programmed by game developers using our API, the touch screen can work as a scrolling menu, a radial dial, provide secondary info like a map or use other custom input modes we haven’t thought of yet.
In order to avoid forcing players to divide their attention between screens, a critical feature of the Steam Controller comes from its deep integration with Steam. When a player touches the controller screen, its display is overlayed on top of the game they’re playing, allowing the player to leave their attention squarely on the action, where it belongs.
Every button and input zone has been placed based on frequency of use, precision required and ergonomic comfort. There are a total of sixteen buttons on the Steam Controller. Half of them are accessible to the player without requiring thumbs to be lifted from the trackpads, including two on the back. All controls and buttons have been placed symmetrically, making left or right handedness switchable via a software config checkbox.
In order to support the full catalog of existing Steam games (none of which were built with the Steam Controller in mind), we have built in a legacy mode that allows the controller to present itself as a keyboard and mouse. The Steam Community can use the configuration tool to create and share bindings for their favorite games. Players can choose from a list of the most popular configurations.
The Steam Controller was designed from the ground up to be hackable. Just as the Steam Community and Workshop contributors currently deliver tremendous value via additions to software products on Steam, we believe that they will meaningfully contribute to the design of the Steam Controller. We plan to make tools available that will enable users to participate in all aspects of the experience, from industrial design to electrical engineering. We can’t wait to see what you come up with.
We’re done with our announcements, and we promise to switch gears now and talk specifics over here in our Steam Universe community group. Also we’ll talk soon about the design process and how we’ve arrived at our current prototype. (We’ll post detailed specs next week for our living room SteamOS prototype, too.)We look forward to working together with you to design the future of Steam in the living room.
Here’s how to make yourself eligible to win one of the first 300 Steam Machines:
THE HARDWARE BETA ELIGIBILITY QUEST:Before October 25, log in to Steam and then visit your quest page to track your current status towards beta test eligibility1. Join the Steam Universe community group2. Agree to the Steam Hardware Beta Terms and Conditions3. Make 10 Steam friends (if you haven’t already)4. Create a public Steam Community profile (if you haven’t already)5. Play a game using a gamepad in Big Picture mode
That beta “quest” will be open until October 25.
Looks like we will see a Steam Box in 2014 !?! We will have to wait and see !
Quote “Last year, we shipped a software feature called Big Picture, a user-interface tailored for televisions and gamepads.This year we’ve been working on even more ways to connect the dots for customers who want Steam in the living-room.Soon, we’ll be adding you to our design process, so that you can help us shape the future of Steam. “
The Witcher 3: Wild Hunt is the final episode of the award-winning RPG series and the last part of the legend of Geralt of Rivia. The Witcher 3: Wild Hunt is the most robust and breathtaking game ever created by CD Projekt RED. Open-world, free-roaming exploration is an adventure in itself as the player will gallop through war-ravaged lands, sail misty waters and track down dangerous beasts for money. An improved combat system will allow players to feel like a real monster-hunter, a witcher who uses his superior senses and fighting skills to survive in a dark fantasy world–while he embarks on a quest to save his loved ones. The new core mechanics of The Witcher 3: Wild Hunt immerse the player in the experience completely, with no Quick Time Events, only intuitive RPG gameplay.
City lights, fog, strangers passing by… Watch Mike Pondsmith the creator of the pen-and-paper RPG Cyberpunk 2020® and learn about his inspirations for creating a dystopian metropolis of Night City.
CD Projekt RED is proud to collaborate with Mike and bring this city to life in its upcoming RPG — Cyberpunk 2077.
The game will be set in the near future in which advanced technologies have become both the salvation and the curse of humanity. A multi-thread, nonlinear story designed for mature players (a CD Projekt RED trademark) will give players a chance to freely roam the open-world and visit places well known from the pen-and-paper RPG “Cyberpunk 2020®”, including a combat zone completely taken over by gangs, the legendary Afterlife joint and the nostalgic Forlorn Hope.
For more info about the game go to http://cyberpunk.net/
Now we will witness the reality 63 years after nuclear holocaust.
After the success of Afterfall: InSanity on Steam Greenlight, Nicolas Games and IntoXicate Studios are proud to announce a new chapter in the history of the Afterfall world. This time we will travel into more ‘distant future’ –
63 years after Day Zero. And we will do it three times.
What is the Pearl of the Wasteland?
A search of ones own identity, legendary City of Wonders and roots of civilization in the world destroyed by war. Every character in game imagines Pearl as something different; for some it is a lost treasury filled with unimaginable wealth, for others last bastion of humanity where life thrives just like it did before the Day Zero. There is more than a few visions of the Pearl of the Wasteland in the game what evokes in a player a sense of something fugitive, elusive, almost mythical. Pearl of the Wasteland is humanity in times when civilization is but a distant memory. On the barren wastelands where survival is the only thing that matters, the last treasure that almost no one can afford is to remain human.
Three episodes, three heroes, three paths…
Every soul perceives Pearl as something different –we want to present the same story as told by three different heroes with different motivations, experience and desires. Players be able to control three different characters whose paths might cross at certain points. Although they will share a similar goal, the road, just like the Pearlitself, is unique for Reaper, Hope Iriv and Rottgar Iriv.
Every episodewill take around 1,5-2 hours to finish.
Gender: Story Driven Action Shooter
Age Rating : TBD
Release Date; TBA
Mix of action, exploration, saving and protecting other characters from threats
Shooting mechanics based on cover system, realistic weapon behavior and limited ammo to emphasize gravity of the threat in each situation
Recreation of the original Afterfall world setting –environments, characters, weapons, sounds, music etc.
1,5-2 hours of gameplay per Episode
Each Episode with a unique protagonist
Unique gameplay elements in each Episode
Stay tuned –news will show up on our facebook http://www.facebook.com/AfterfallPearlOfTheWasteland