Mittwoch, 20. November 2024

Valve might be moving closer to a Steam Controller 2 and new VR controllers, rumours say

Valve said that they want to make a new Steam Controller back in 2022, but such a thing might be getting closer to production, according to dataminer Brad Lynch.

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S.T.A.L.K.E.R. 2: Heart Of Chornobyl review: a captivating survival shooter, even with bits falling off

We’re probably all past "And in the game" jokes by now, but it is fitting that S.T.A.L.K.E.R. 2: Heart Of Chornobyl is about venturing into a shattered world and enduring the worst of its logic-defying hardships to find the treasures within. This is a bold, uncompromising survival FPS that can easily capture you for days on end – but I can’t invite you back into the Zone without hammering in a few hundred warning signs reading "DANGER: BUGS". In Ukrainian, obviously.

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There's a playable Disco Elysium 2 prototype in the wilds, according to a report on clashes between the "spiritual successors"

On 11th October 2024, three video game studios announced themselves near-simultaneously as the creators of “spiritual successors” to ZA/UM’s mournful Marxist RPG Disco Elysium. First came Longdue, a conspicuously corporate operator who are making an untitled “psychogeographic RPG”. Dark Math Games followed around lunchtime - they’re making a sexy Antarctic ski resort mystery called XXX Nightshift. Finally, there was Summer Eternal, the mouthiest and Marxiest of the lot, who have set themselves up as a workers co-operative and have yet to announce a specific project.

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Layoffs hit workers at Reflector Entertainment, makers of Unknown 9: Awakening

Workers at Reflector Entertainment, the Montreal studio that recently released third-person action adventure Unknown 9: Awakening, have been hit by layoffs, according to a number of employees who made the cuts public on social media. The studio is owned by Bandai Namco and released the game about a month ago. The exact number of people out of work isn't known, as Reflector haven't made a public statement about it. But among those affected are folks working in art, design, UI, lighting, and narrative.

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Dienstag, 19. November 2024

How Microsoft Flight Simulator 2024 uses machine learning AI, and how much of your data it might need

Microsoft Flight Simulator 2024 launches on Steam and the Microsoft Store today. Developed once again by Asobo - otherwise celebrated for their stinking rat hordes - it builds upon the 2020 game by "[taking] advantage of the latest technologies in simulation, cloud, machine learning, graphics and gaming", in the words of the launch announcement release

We've got a review in the works, but code has landed late, so our write-up might take a while. In the shorter term, I thought you might like to know how, exactly, MFS 2024 makes use of "machine learning" technologies, taking into account the energy cost of such wacky gadgetry and the creeping relationship between increased reliance on automated tools and laying people off. More immediately, you might like to know how much of your internet package it'll devour as you play.

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Bloodshed is Vampire Survivors meets Doom and it's a surprisingly moreish bloodbath

A long while ago I wrote about Vampire Survivors-likes needing to stop overwhelming you with visual clutter. I've since played a few games of a similar ilk that don't hammer you with a chaos that's impossible to dissect with your eyeballs. One of these is Bloodshed, an old school FPS take on the VS formula that actually works pretty well and did have me thinking the treacherous phrase "just one more run".

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Metal Slug Tactics review: the crunchy arcade run 'n' gun pauses to have a tactical think

I am a very casual enjoyer of Metal Slug games. I've never actually paid for one of these side-scrolling shoot 'em ups, except for all the countless coins I happily pumped into arcade machines as a child. To this day, if I see a rare glittering cabinet running one of these crunchy shmups, I will go ham for twenty or thirty minutes, and walk away satisfied that I have seen a lot of very good pixels. These games, I am convinced, were never really designed to be completed, but to be played exactly like this, as a coin-gobbling invitation to become a bandana-wearing sisyphus, a tiny Rambo pushing a bouncy, juddering tank up a hill occupied by cartoon nazis. You die a bunch and say: "ah, that was good."

So what happens when you rearrange the molecules of this run and/or gun 'em up into an isometric turn-based strategy game? You get Metal Slug Tactics, an off-kilter nod to Into The Breach and other grid-based turn-takers, but secretly housing the aggressive notions of an unhinged pyromaniac. You still die a lot. And you still walk away feeling fairly happy about it.

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