Wednesday, February 19, 2014

Gamers in the US spent over $15 billion on video games in 2013

Gamers in the US spent over $15 billion on video games in 2013



According to a report published by the market research company The NPD Group, gamers in the United States spent $15.39 billion on game content in 2013, up 1% from the previous year.
The report breaks down the spending starting with "$6.34 billion spent in the U.S. by consumers on new physical video and PC game software," with used and rental spending reaching $1.83 billion, and "content in digital format (full game and add-on content downloads, subscriptions, mobile games and social network games)," generating $7.22 billion.
"Particularly strong growth for full-game downloads and downloadable content on consoles, PCs and portable devices, along with growth in mobile games, were more than enough to offset an 11 percent decline in new physical sales, leading to a 1 percent annual growth for total content spending," the report stated.
Strong fourth quarter hardware sales were cited by the report as leading "to a positive year for the category, which ended the year 5 percent higher than 2012." The hardware and content growth over 2013 coupled together to "a 2 percent increase in overall consumer spending over 2012."
Liam Callahan, an industry analyst working for The NPD Group, is quoted in the report as saying "The bottom line is that the overall games market is growing. NPD reported declines in content and hardware spending in both 2011 and 2012, so the growth in 2013 is a positive indicator for future market growth as we enter the first full year with all three new consoles on the market."

Captain price coming to Call of Duty: Ghosts?

Captain price coming to Call of Duty: Ghosts?


Infinity Ward is teasing that Modern Warfare star Captain Price is set to make an appear in Call of Duty: Ghosts before too long.
tweet from the developer bearing the words "Price is Coming" has led to a flurry of speculation that the former-COD star is set to resurface in future DLC for the latest entry in Activision's shooter franchise.

In the image above he's pictured on the multiplayer map Stonehaven, lending credence to the idea that he's set to join the roster as a downloadable multiplayer skin, just as Simon "Ghost" Riley did for those who pre-ordered.
YouTuber TWiiNSANE did some digging and, though the video has since been taken down by Activision, he claims a personalisation pack is on the way on February 18, that'll include a Price-themed player skin, weapon camo, reticle, patch, playercard and background.
Is it legit? Thankfully, we won't have long to wait before finding out.


Battlefield 4 Second Assault release date announced:

Battlefield 4 Second Assault release date announced



EA's official Battlefield blog announced today that Second Assault DLC for Battlefield 4 will be coming to PS3, PS4, Xbox 360, and PC on February 18th.
Speculation of the release date was reported by IGN when screengrabs from Origin Germany appeared on Reddit showing the day of release as the 18th of February.
The add-on, which was an Xbox One timed exclusive at launch,  features "four fan-favorite maps from Battlefield 3... reimagined with Frostbite 3 graphics and Battlefield 4 gameplay," according to EA.
The February 18 date only applies to members of the Battlefield Premium service. Non-subscribers to the service will have to wait until March 4 to access the content.
"Battlefield 4 veterans will recognize the surroundings, but also notice various changes – big and small – in map layout," says the company, adding, "In Operation Metro the ceilings now can be destroyed by the players. It’s also possible to bring down the communications tower of the new Caspian Border and create flammable hazards on Operation Firestorm. And Gulf of Oman’s sand storm will make your battles even more challenging."
What do you think? Will you be picking this one up as a member of Battlefield Premium, or is access two weeks early not worth your money? We want to hear what you have to say in the comments below.
Battlefield 4's Second Assault DLC could be available on non-Xbox platforms from February 18, if Origin Germany is to be believed.
screengrab taken by Reddit user OurRobOrRos suggests that Premium players will be able to get their hands on the map pack on that date, meaning it'll be the first week of March that non-Subscribers on PS4, PS3 and PC get hold of them.
Second Assault contains four remakes of Battlefield 3 maps, including Gulf of Oman, Operation Metro, Caspian Border, and Operation Firestorm. It was included with the Xbox One version of the game from launch, though it was made clear that this is only a timed exclusive. Despite some initial problems getting the pack to download, these have since been resolved.
Connection issues, crashes, and bugs have plagued Battlefield 4 on all platforms since it was launched, leading to a busy few months of patching. The issues were serious enough that DICE had to put a hold on future development, including that of expansions for Battlefield 4, in order to work on rectifying the litany of problems players have faced.

NVIDIA GTX 750 Ti REVIEW BY IGN:

Before we get to the review, here are the specs of the test bench we used to put this card through its paces ,as well as a few notes on the testing and reviewing process:
- Processor: Intel Core i5-2500k (stock)
- Motherboard: Asus Sabertooth Z77
- RAM: 16 GB Corsair Vengeance
We tested this in a closed test bench to make it as real-world as it gets.
Notes: Graphic card reviews are always accompanied by lots of graphs and comparison figures. However, since this is the first GPU review on IGN India, our arsenal is quite small, so there will just be the first batch of tests. As we get more cards to test, we will be able to provide better comparative figures as well as graphs. Not only that; we will be bringing you special comparison stories and buyers guides backed by quantifiable numbers. Until then, sit back and enjoy the show.
After a slew of high-end graphic card launches, Nvidia is ready to settle down and think of the budget gamers with the new GeForce GTX 750 Ti, which marks a significant level up for the company. Taking what it learned from the KeplerGPUs, it has pushed low power consumption to a whole new level with the new Maxwell architecture, and the 750 Ti is the first to flaunt it.
The 750 Ti is a small card -measuring 5.75 x 4.25 inches - just about the size of the PCI-express port itself. There is one fan on it, but it hardly takes up any space. This compact form factor makes it the perfect graphics card to drop into your mini-ITX chassis or homemade Steam Machine, with room to spare.
Nvidia GTX 750 Ti Review
While the specs usually depend on the various configurations set by the OEMs, the reference unit we tested has some impressive specs - a clock speed of 1020 Mhz that boosts to 1085 Mhz; 512 CUDA cores; 2GB of GDDR5 RAM, 128-bit, 5400Mhz memory clock; 2MB L2 cache with a total memory bandwidth of 84 Gb/s; and a bilinear texture filtering rate of 32 GigaTexels/sec. Out back, there aretwo Dual-link DVIports and a mini HDMI port, although this can change depending on the manufacturer you go with.
On to the benchmarks. All the scores below are benchmarked on the drivers Nvidia has provided to us, which are beta and not yet released to public. In the past, Nvidia has consistently been improving the performance of its GPUs with each driver release.Since this is new architecture, we have no doubt that,in time, these numbers will increase by a fair percentage as Nvidia optimises the drivers.
Nvidia GTX 750 Ti Review
While it would have been perfect to pit this card against AMD’s Radeon R7 series in a cage match, unfortunately, we did not have one lying around. Instead, we threw in a Gigabyte GeForce GTX 660 OC as the 750Ti benchmarks neck-and-neck with that powerhouse. Expect an ‘R7 vs 750 Ti’ in the near future.
We kicked things off with Battlefield 4, which ran like a dream, and was one of the few games we tested that ran everything at 1920x1080 with everything set to Ultra. The Frostbite 3 engine was always stable,with an average of 34fps. The 750 Ti went through the Levelution events without breaking a sweat reaching 60+ fps on the high side. The 660 averaged at 70fps at the same settings.
Nvidia GTX 750 Ti Review
We tried including Crysis 3 in the benchmarks, but somehow the game kept crashing. We chalked that down to the beta drivers. The released-to-public drivers will be stable.
Metro: Last Light was up next with its terrific 4A game engine that’s a total PhysX hog and eats graphic cards for breakfast. The benchmarks showed an average of 17 fps on 1920x1080 at Ultra settings, with PhysX turned all the way up. There was a gain of 2 fps when we turned PhysX off, and when we set the graphics settings to high, we got 24fps. At 1680x1050 on Ultra, itran at about 20 fps with PhysX off. We did stabilize the game to 30fps with a few tweaks here and there, we achieved a playable 40fps while still retaining the fidelity. The 660 chugged along at 18fps at Ultra with PhysX enabled at 1080p, and 36 fps with PhysX off.
Nvidia GTX 750 Ti Review
We then took to the high seas with Assassins Creed IV: Black Flag, where 750 Ti performed admirably with everything maxed out at 1920x1080 and PhysX on. The card delivered an admirable average of 35 fps, only dropping to 19fps when there were too many ships engaged in battle with lots of PhysX cannon smoke, achieving a high of 61 fps.The Nvidia GTX 660 gave about 34 fps as an average.
Lastly, Batman: Arkham Origins with its Unreal Engine yielded an average of 25 fps at 1920x1080 with all settings set to max. Though workable, it’s still not smooth as butter, though turning down the AA a few notches ironed things out. The 660 churned out an average of 60 fps.
Nvidia GTX 750 Ti Review
The 750 Ti held its own on the punishing DirectX 11 Unigine Heaven benchmark, with a score of 488, averaging at 19.5 fps, with a max of 45 fps on Ultra with tessellation set to Extreme. On high settings,it gave an average of 25 fps, with a max of 45 FPS with 8X Antialiasing, Tessellation set to normal. While as the 660 scored a 655 with 26FPS on Ultra.
The card scored 5486 in 3D Mark 11 performance testsand 3766 in 3D Mark’s Firestrike Performance test. While as the 660 scored a 6905 in performance tests and 4575 in Firestrike.
Nvidia GTX 750 Ti Review
The 750 Ti was specifically built to play games at 1080p on a normal and high setting, but since it is the first of a breed of new Maxwell cards, we threw a lot of Ultra benchmarks at it to test its mettle. It may provide smaller fps numbers, but know this, these numbers are with everything set to the most extreme. So you will see 20-60% gains when you dial down graphic hungry settings like Anti-Aliasing to 2x or 4x.
As the scores show, this little card churns out some big numbers. While it staggered a bit when running things at Ultra, it did shine in Battlefield 4 and Assassins Creed IV: Black Flag, allowing you to play easily with everything turned up to max. In comparison with the 660, the numbers were very close.
Nvidia GTX 750 Ti Review
The biggest selling point, apart from the budget factor, is the power consumption of the Maxwell architecture. Nvidia is able to achieve 135% performance per core over Kepler, doubling the performance per watt. The minimum power requirement for the 750 Ti is a 300W power supply. It does not even need an external PCI-e power cable, drawing just the power from the slot itself.Andless power consumption means less heat.The performance it ekes out of the cores is fantastic, but if you love overclocking, Nvidia claims that you can safely push the boost clock from 1085 Mhz to 1271 Mhz.
The GTX 750 Ti starts at Rs. 11,990, and the 750 starts at Rs. 9,900 - about the same price bracket as the R7 260. With the 750 Ti, you’re essentially getting a card that’s very close to the output of a GeForce GTX 660, which costs upwards of Rs 17,000,and that’s a steal!
THE VERDICT
This card has it all - power, price and energy efficiency. You get a lot more than you pay for, and it’s perfect for your small HTPC setups,for converting your boring home PC into a gaming machine, or even to add a couple to your full-sized gaming rig in a SLI setup. If you were holding off on a graphic card purchase till something truly powerful came along at a budget price, the 750Ti is it. Goodbye and good night, Kepler! The age of Maxwell is here, and after seeing this little card in action, we cannot wait for the 800 series

DICE isn't developing a Battlefield game for 2014

DICE isn't developing a Battlefield game for 2014



According to industry analyst Michael Pachter, EA says Battlefield 4 developer DICE isn't working on a sequel to the series for 2014. Kotaku reports Pachter relayed the newsto both investors and media on Friday. Rumors have swirled for some time stating the Battlefield franchise would move into a yearly release schedule, similar to Call of Duty.

"Although they have not yet announced a version of Battlefield for [fiscal year 2015], they confirmed that our understanding is spot on and that if a version of Battlefield were to be released in FY:15, it would be developed by a studio other than DICE," said Pachter.
EA's fiscal year 2015 runs from April 2014 through the end of March 2015. Of course, this doesn't mean a different developer isn't working on a sequel to Battlefield 4 for next year. DICE has previously announced Star Wars Battlefront and Mirror's Edge 2 are in the pipeline for the studio.
But with two more titles on deck, DICE is facing considerable upheaval over the server issues in Battlefield 4. This week, an EA representative said work on future projects is on hold while DICE sorts out the current problem.

DICE has hinted at what the future holds for the Battlefield franchise, suggesting that narrative is becoming less and less important. In an interview with the New York Times, head honchos Patrick Soderlund and Patrick Bach talked about why they think the series has been so successful, and what needs to be prioritised in order to maintain momentum.
"I hate to say this, but storytelling does not come naturally to Swedes," said Soderlund. "But we’re good at designing systems, and that’s what these games really are. Minecraft puts a box in front of you and says, ‘Do whatever you want with it.’ Battlefield is a system designed for entertainment rather than for telling you a story."
His comments were echoed by Bach, who added, "The story is just the coating on the game. The game is now the experience of playing it."
So, what does this mean for the future of the franchise? Well, according to Bach, DICE is focused on creating a title packed with content that may not tell the best story, but will certainly be memorable thanks to the scale of its set-pieces. "More features. More extras. More destruction," he said. "Every new game needs to be the next big thing."
The studio has talked before about the state of the shooter genre, so it'll be interesting to see how that analysis is incorporated with these thoughts on narrative's declining importance.

Just because the guys at DICE know what they want to do with the next number Battlefield title though, doesn't mean there aren't other projects we should expect to see sooner. Bach has spoken out previously about how much pressure he feels making the new Star Wars: Battlefront title, and there have long been hints that Bad Company will one day return as it's too good to kill.

Battlefield 4 will release on PlayStation 3, Xbox 360 and PC on October 29 in North America, October 31 in Australia and November 1 in Europe. PlayStation 4 and Xbox One versions will be available when the consoles launch.

TITANFALL BETA for PC

Prepared for Titanfall: 3 hours with the beta



Flames have begun to engulf the cockpit of my Titan, but it’s going to be okay. I don’t have to worry about ejecting. I’ve equipped a piece of kit that takes care of it automatically. A fraction of a second later, he sets me free. It’s a dying act of kindness. Farewell, friend.
Flying though the air, looking down at the Titans that destroyed my mechanical friend, they don’t look so big. It's time to make them pay.
Titanfall is full of moments like these. Wild, chaotic bursts of adrenaline and against-the-odds victories.
Until very recently I’d only played Titanfall for 15 minutes at last year’s Gamescom. A lot of us raved and waxed lyrical about how it was the most exciting thing we’d played since the last exciting thing we played. And thankfully, my enthusiasm remains largely undiminished, but having spent more time with it, there’s an overwhelming number of things talk about.
I played three multiplayer modes at length, dabbled with a vast array of upgrades, got to grips with Burn Cards (special abilities that are unlocked), and really to know my Titan. This was just the multiplayer beta, though, so I still have little idea of how Titanfall’s ‘campaign’ – a hybrid of single- and multi-player modes – really unfolds or whether the word 'campaign' is still relevant.
I played the beta, which will be going live very shortly, and it comprises three modes: Attrition, Hardpoint Domination, and Last Titan Standing. Attrition is team deathmatch and Hardpoint Domination is what you'd expect – three control points are spread across the map waiting to be claimed by opposing teams. Last Titan Standing is a little bit different, with everyone starting in a Titan with no respawns. It’s a long, gruelling fight to the death that has its own dynamic, with the most skilled pilots able to keep their Titan in play for longer.

There’s so much content on IGN today anatomising the Titanfall beta, from the upgrades that can be unlocked, an expert's guide to the best load-out, detailed walkthroughs of the two maps, Fracture and Angel City, and even a commentary with Respawn co-founder Vince Zampella. So instead of echoing the work of others, I thought I’d focus on the moments I think make Titanfall stand out and fun to play, the strategies and tactics that started to emerge during my time with the game and – above all – try to describe the relationship that quickly forms between you and your Titan.
Firstly, playing as a pilot is great. It doesn’t feel like the lesser of the two roles. Not once did I find myself impatiently waiting for a Titan to arrive. Actually, I found myself delaying the request. I started to save it for more opportune moments – this will become a tactic. It just felt more advantageous to call in the Titan when everyone else was running around on foot – all fleshy and exposed. Or when a control point needed clearing out quickly in a round of Hardpoint – the Titan, with its ballistic firepower, can easily flush out an enclosed space.

Playing as the pilot fundamentally changes the way you regard the environment. You think more vertically from the off. But I must admit, after three hours, I wasn’t nimbly hopping from walls to rooftops, as I expected. I used the double-jump constantly, hurdling over walls and vaulting through windows. Fluent wall-running didn't come naturally, but maybe I just didn't want to practice and fail in the heat of battle. This seemed to be true of the players around me. Free-running might turn out to be a really useful tactic, and some will master it to great advantage, but I suspect those skills will come with time and more intimate knowledge of the maps.
One of the reasons playing as pilot is so satisfying, I think, is the David and Goliath dynamic the game encourages. If you use your speed, agility and smarts, you can take down a Titan alone. It’s not an insurmountable obstacle, and when you succeed, it feels like a victory all to yourself.
It requires very specialised weaponry, though. There are two Anti-Titan weapons in the beta. The Sidewinder is a rapid-fire, extremely high-calibre rifle that allows you to pepper the Titan at close range. It attracts more attention, however. The Archer rocket, meanwhile, has the benefit of a lock-on, a heftier punch, and a much greater range, but the reload speed is quite slow, as you fumble around with its gigantic shells. Toppling a Titan isn't just about the firepower either. It requires cunning and a canny ability to exploit blind-spots – I frequently got within touching distance and remained unseen by moving in unison with the Titan. It might be unsportsmanlike, but when your opponent is a giant mech armed to the teeth with rockets and shields, it’s preferable to shoot them in the back.

The pilot’s other equipment ranges from the familiar – assault rifles, shotguns, pistols – to the more exotic, like the smart pistol. When you first learn about it, it sounds like a cheat – a gun that automatically locks onto targets and fires bullets around corners. How is that fair? In practice, it makes perfect sense and requires tactics to be wielded effectively. It automatically locks onto targets within range, turning red if a kill is possible. AI-controlled opponents, which help bulk out a team’s numbers, can be killed instantly, once a lock-on is acquired. That’s quite easy. But to take down a human-controlled adversary requires multiple lock-ons, which is much trickier. You must keep them within your sights for a couple of seconds and remain undetected, otherwise it’s very easy for them to turn around and take you out with a heavier weapon. It’s a cool, futuristic weapon and the balancing, so far, seems spot-on. When used strategically, it also allows for some great passages of gameplay. At one point, I used the smart pistol to target four Grunts while looking down from a rooftop; I jumped, pulled the trigger mid-air, and all four hit the ground before I even landed. Moments like that happen a lot in Titanfall.
There's much more to explore too. Kit changes the Pilot and Titans in subtle but potent ways. Essentially they’re Perks, modifying the key attributes of both pilots and Titans. The DNA of Call of Duty still lies within deep within Titanfall's bones. That's not a bad thing; it's a proven and familiar structure. Yet there's room for more. The beta introduces Burn Cards. There’s a flimsy premise surrounding their existence. Apparently, your performance on the battlefield has been noticed, and a pack of ‘favours’ has been mysteriously posted under you door. Essentially, they're single-use perks that are unlocked randomly. You can equip them before spawning, but if you die before using the card, it's lost forever. Up to three different cards can be selected, though the second and third slots unlock at levels 9 and 11.

My first pack contained ‘Prosthetic Legs’, which made my pilot much faster; ‘Decisive Action’ shaved 40 seconds off my Titan’s build time; and the ‘Amped Mag Charge’  switched out my anti-Titan weapon for a new, more potent weapon. As you level up, the Burn Cards become more formidable – eventually you'll be able to summon a Titan with a fully-charged Damage Core (basically, it can deal more damage as soon as you get inside).
With Kit and a potentially endless supply of Burn Cards, it’s clear we’re entering a world of mind-boggling combinations and load-outs. The presentation of Burn Cards – it definitely recalls something like Gold Packs in FIFA’s Ultimate Team – makes you think they may eventually be offered in exchange for real money. But there's no talk of that being the case right now.
I just mentioned Grunts, and it was my first time really playing with them. They’re bots, assigned to both teams, to pad out the numbers and fill in the maps. It’s pretty easy to kill them – like I say, the smart pistol makes light work of them – and they also come in a slightly tougher variant, known as the Spectre. I found them to be a necessary and important addition to the overall experience. Pilots and Titans are undoubtedly the major pieces in play – they have the best weapons and the individual power to change the dynamic of a match – whereas the Grunts are best thought of as pawns – there to make up the numbers, perhaps, but also to provide resistance against the backdrop of a much bigger conflict.
A few months ago, a lot was made of Titanfall being just 6 vs. 6, but based on the beta, I’m happy that it is. The scale of something like Battlefield 4’s multiplayer is staggering and provides a memorable experience, but I definitely prefer the intimacy of Titanfall. It feels like my actions have immediate impact. Even though I’m not a bad Call of Duty player – really, I’m not – I often find myself alienated in big games. Sure, I’m contributing in my own way, but often I feel anonymous and ineffectual. I never once felt like this playing Titanfall. I always felt like I was influencing the fortunes of my team.

So far I’ve only really talked about what it’s like to be a pilot, but controlling the Titan is really a natural extension of being on foot. The Titan is your most powerful weapon and dependable ally. You can request his arrival much sooner than you think; it’s not a kill-streak type reward just for the elite player, it’s an indispensable part of the game’s ebb and flow.
In the beta, there’s only one Titan, the Atlas class. It has innate abilities like the ‘Damage Core’, which temporarily increases all of its attacks, and access to heavy duty weaponry, from chain-guns to quad rockets. But after a couple of hours, distinct tactics began to emerge which really distinguish what it's like to play as the Titan.
The boost – which can only be used twice before it needs to recharge – becomes invaluable, both offensively and defensively. I’d recommend keeping one boost in reserve at all times for emergencies. You stomp around as the Titan, but being able to escape danger quickly is essential for preserving your health. If surrounded, the Titan can fall quicker than you'd think.
The Vortex Shield – an ability that enables you to collect all incoming projectiles and return them from where they came – becomes an entire meta-game in itself. I frequently had ridiculous stand-offs with other Titans, both of us trying to catch each other's rockets using the Vortex Shield. More often than not, nobody would fire – a ludicrous stalemate, with each Titan flashing its shield in what must have resembled a bizarre mating ritual to onlookers. What I’m trying to convey is there’s depth and strategy to being a Titan. It's a huge ace up the sleeve, granting access to formidable weaponry, but if it's not wielded with intelligence and tactics, craftier pilots will take you down. Use your Titan wisely, and don't let it die in vain.

It wasn't until playing the beta that I realised just how capable and useful a Titan can be. You don’t hop aboard and stay inside until it bursts into flames and you eject. That’s such a waste. Instead, you’re free to exit at any point, but the Titan can still be controlled while you're on foot. This is done simply by alternating between two modes using the d-pad. You can tell the Titan to stay put, like an obedient dog, and function like a heavy-duty sentry gun, or have it follow you and lend support. Instantly, it unlocks a whole host of tactics that I’d never really thought about. If you need to hold a marker in Hardpoint, you can now watch both entrances by leaving your Titan to stand guard at one of them. Alternatively, leave your Titan to camp by the control point while you perch on a nearby rooftop with a sniper rifle.
And that's the thing. I’m trying to remain impersonal and use the impersonal ‘it’. Your Titan, after all, is just a machine. But after just three hours, I can’t do it with any conviction. Maybe I’ve seen Iron Giant too many times, but my Titan is really a person. He follows you into battle without the slightest hesitation. He always has your back. He takes bullets for you. And he’ll even die trying to save you. I don’t think I’ll ever get tired of seeing him plummet to the ground or the way he reaches out expectantly as you approach.
I think this is the beginning of a beautiful friendship

Tuesday, February 18, 2014

THIEF ON Xbox one





Thief is 900p on Xbox One, but Eidos Montreal explains why that's OK

Uh oh. Thief will run at a native resolution of 900p on Xbox One, Square Enix has confirmed to GameSpot. The PlayStation 4 version will run at a native resolution of 1080p.
Thief is the latest in what is becoming an increasingly long line of third-party titles that feature a lower native resolution on Microsoft's platform. At 900p, Thief has the same resolution on Xbox One as Ryse: Son of Rome andAssassin's Creed IV: Black Flag. Other titles, such as Call of Duty: Ghosts and Metal Gear Solid V: Ground Zeroes, run at a native resolution of 720p.
Both the PlayStation 4 and Xbox One versions of Thief will run at 30fps.
"We can't really see the difference," says Thief game director Nicolas Cantin to GameSpot when talking about the two versions. Many of the developers at Eidos Montreal maintain that the two versions are almost identical when running side-by-side.
The developers also insist that a lower resolution has no detrimental effect on the gameplay of Garret's adventure. "For me, in my mind, the PS4 and the Xbox One experience: it is the same thing," says Cantin.
"I think it's becoming too big," said Cantin when asked if the ongoing argument over native resolution is becoming a bigger issue than it should be. "To see it as a big topic? I really wonder why at some point."
Cantin maintains that working hardware specifications is a "limit" but that it's more of an engineering problem--and that the creative team did not find developing for Xbox One or PlayStation 4 a constraint. "The Xbox [One] version is really good, it's really looking great, as is the PlayStation 4," he adds.
Ultimately, resolution will "never degrade the game experience," Cantin says. "I can assure you that."
Thief will be released for Xbox One, PlayStation 4, PlayStation 3, Xbox 360, and PC on February 25.

Diablo III, FIFA 14 demos hit Xbox Live

Diablo III, FIFA 14 demos hit Xbox Live

Demos for Diablo IIIFIFA 14, and Pro Evolution Soccer 2014 are now available on Xbox Live.



The Diablo III demo features all five Hero classes, local and online multiplayer, and game progression up the Skeleton King. Demo saves can be carried forward to the full game. Diablo III for consoles launched earlier this month.
The FIFA 14 demo introduces players to the game's new Pure Shot feature and ball physics systems that aims to transform shooting to make every shot attempt "feel real." FIFA 14 launches in full on September 24 for current-generation consoles before heading to Xbox One and PlayStation 4 in November.
Lastly, the Pro Evolution Soccer 2014 demo gives players a glimpse into the first game in the series powered by the FOX Engine. Konami said "every element" of the game has been rebuilt, including all-new physics systems and updates to team and player AI. This also includes a "huge leap forward" for animations and atmosphere.
Pro Evolution Soccer 2014 comes to current-generation consoles on September 24. Next-generation versions of the game have not been announced.



Saturday, February 15, 2014

GOD OF WAR PC


God Of War 3 PC Game Full Version Free Download 


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GTA V FOR PC

GTA 5 PC Release Date, Download & Requirements: Rockstar Games Reportedly Accepting Pre-Orders This Week

The gaming world has already been taken by storm with the release of Grand Theft Auto V. The game landed on consoles in mid-September, and has been breaking records and making headlines since. GTAV has gotten outstanding reviews and is one of the most complete games of one of the greatest game franchises in history. But the fun is not done yet.
GTA has one more trick up its sleeve, which will be releasing this game on PC consoles. This content will take a look at when you can expect to see GTA on the computer and how the gameplay will run.
GTA 5: PC
The good news is that although it’s a bit later than Xbox and PlayStation, GTA will be released on the PC on November 22. Now, keep in mind that this is yet another date given by Rockstar games, and this may even be pushed out again as we get closer to mid-November.
But in the mean time, fans who prefer to play PC games can get excited for that holiday season release. And with all of the hype and excitement that GTA V has already garnered, it only makes sense that a holiday release would be perfect for the PC version.
As for the game itself, you can expect many of the same great options that are available on the Xbox and PlayStation versions of the game. You will have the opportunity of playing as one of three characters as you play through Los Santos as a criminal looking to make money and stay ahead of the law.
GTA 5: PC
The first character you will play as is Franklin, a street-wise gangster from the streets who is trying to shake the less-then-successful ways of his LS homies. After a few missions with Franklin, you’ll meet Michael, who is a retired theft who made his millions years ago in a jewel heist gone wrong.
We later find out that Michael was friends with Trevor, another playable character, and the two will again cross paths in this game. The players intertwine and interact with each other perfectly, adding to the dimension and entertainment of GTA V.
GTA 5: PC
All eyes will remain on that November 22, release date for GTA on the computer. After all, not everyone in the world has an Xbox or PlayStation and computers are much more accessible in many places. And after a petition went around that was signed by over 500,000 people, it’s obvious that there is a huge demand for this game.
Players will keep their attention on the game, and hope their holiday season is filled with the excitement of Los Santos.
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