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Showing posts with label Shacknews Recent Articles. Show all posts
Showing posts with label Shacknews Recent Articles. Show all posts

Monday, 13 June 2016

E3 2016: Eagle Flight Soared Onstage At Ubisoft's E3 Conference

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Eagle Flight showed up during Ubisoft's E3 2016 conference, along with Palmer Luckey and Jason Holtman of Oculus VR. The team suited up with Oculus Rifts for a live PvP demo in VR, hosted by Carsten Myhill of Ubisoft. 

Developing...



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E3 2016: South Park: The Fractured But Hole gets gameplay reveal

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Ubisoft has a mixture of serious and fun games, but one that is always the must fun is the South Park series. And what's more fun that being a kid playing a superhero in South park: The Fractured, But Hole.

The story picks up where Stick of Truth left off. Kids playing superheroe, kids get into a fight and are arguing. Cartman is the Coon. 

Developing ...



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E3 2016: Tyranny gets a new gameplay trailer

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The PC Gaming Show unveiled the first gameplay footage for Obisidian Entertainment upcoming isometric RPG called Tyranny.

The game, which was successfully funded in Kickstarter, focuses on the aftermath of grand war between good and evil is over where the forces of evil, led by Kyros the Overlord, have won. Players will play as a Fatebinder, but as with any of the great RPGs of Obsidian, there are many different paths players can take in the world.

Here's the latest trailer.



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E3 2016: Hacking Minds With The New Horror of Observer

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Observer was given some well-deserved screen time during the PC Gaming Show 2016. You play as Dan, a part of a special police unit called Observers, whose purpose is to hack people's minds and memories.

The game takes place within a cyberpunk universe with Eastern European influences, with a fight between the high-tech environment and holograms.

Observer will focus on narrative and environmental storytelling, and you'll need to use special technology to scan the environment and hack others' minds.

Developing...



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E3 2016: Ghost Recon Wildlands

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During their E3 2016 press conference, Ubisoft revealed more details about the open-world military game Ghost Recon Wildlands. It focuses on a dangerous new drug, as you play a squad of elite special ops agents dropped behind enemy lines to disrupt the cartel's operations.

Developing...



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E3 2016: Don't Stop Just Dance 2017 Now

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During their E3 2016 press conference, Ubisoft revealed more details about the upcoming Just Dance 2017. 

Ubisoft started the conference with a rollicking dance routine from "Just Dance" featuring Queen's iconic "Don't Stop Me Now" and colorful cartoony animal costumes and a man playing a butterfly guitar. I suppose that's one way to kick of fa conference. And then...Aisha Tyler to announce Just Dance 2017!

The fan-favorite announcer took the stage to chat about the first "dance on demand" streaming service with Just Dance Unlimited. Just Dance 2017 is headed to all platforms as well as PC and Nintendo NX next year.



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E3 2016: Elder Scrolls Legends Impressions: So That's How Hearthstone Newbies Feel

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In a long line of "me too" digital card games following the success of Hearthstone, Elder Scrolls Legends may be the one that felt the most nakedly ambitious to topple Blizzard's stronghold on the market. The mechanics appeared similar and the fantasy setting made it all seem extremely familiar. Having now played it, it does have some clever ideas of its own, but the similarities could make it difficult to crack an already established fanbase.

Mechanically, you could virtually share terms between the inevitable competitors: Summon instead of Battlecry as an effect that takes place upon playing a card, Guard instead of Taunt as a shield for the hero that forces enemy minions to attack, and so on. It does introduce some extra elements, like the ability to spill extra damage from a minion onto the enemy hero. This blending of Hearthstone and Magic elements gives it a bit more flexibility, at the expense of some simplicity.

The much more signfiicant difference comes in the form of lanes. Rather than one large field of play, the board is separated down the middle into two lanes. Choosing a lane for your cards might mean a more direct line of attack against the enemy hero, since the minions in play can't cross between the lanes. Once both lanes are in play with multiple cards per side, it's almost as if you're juggling two smaller skirmishes at once, while at the same time strategizing how to best accomplish your overall objective. It's quite a twist that adds an additional layer of strategic depth, and I can only imagine how high-level play could get mind-bogglingly detailed--especially since the lanes can also offer special benefits or hazards of their own.

At least in my time, though, the enemy actions were happening too quickly to get a solid understanding of them. I'm sure it's perfectly understandable once properly versed in the game, but as a first-timer it was a little off-putting having an entire enemy turn resolve before I strongly grasped what had just occurred. Ideally, Bethesda will implement an A.I. speed option or allow a better look at the card history so that newcomers won't feel too put off by it.

And that's where most of my concern about Elder Scrolls Legends stems from. Hearthstone caught an audience by being inviting, friendly, and bright. It has gained a reputation for being difficult to crack now, since the audience is so entrenched and the competitive meta is so set, but the fundamentals are still the same. Elder Scrolls, by comparison, is tonally dark and moves incredibly fast. It's easy to see how a newcomer could simply not have the patience to learn its intricacies.

That would be a shame, because some of the elements here really do seem brilliant. The lanes themselves are a great addition to the formula, and as a burgeoning CCG fan myself, I'm looking forward to flexing my strategic muscle to explore those depths. But, that also may mean it innately appeals to those of us already invested in this genre, which would miss the central design philosophy behind Hearthstone. For a game that clearly intends to challenge Blizzard on its own turf, that could prove to be a misstep.



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E3 2016: Warhammer 40k: Dawn of War 3 Announced, Focuses on Acessibility

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SEGA and developer Relic Games have announced Warhammer 40,000: Dawn of War 3 for the PC. 

During a previous live press reveal at E3 Judge's Week, Relic team members gave a brief gameplay demo and discussed some of the highlights and new features introduced in Dawn of War 3's all-new campaign, including new mechanics, locations, and features.  

Dawn of War 3's story focuses on the conflict between three factions; the “tip of the spear” warrior class known as Space Marines; the Eldar, a race whose battle strategy involves a “hit and run” style of combat; and the Orks, a brutish, violent group with an insatiable need for bloodshed.

According to members of the development team, the game is being created with three specific goals in mind.

One, it had to feature visually thrilling battles, full of unique animations and carefully-designed models.

During the announcement presentation, they cited specifically the changes they’d made to area of effect attacks like grenades, tweaking them ever so slightly to allow for the opponent to react and (hopefully) counter before being destroyed. Through this, they hoped to balance combat better and improve Dawn of War 3’s visual feedback.

Second, they wanted to stres the player's ability to build armies. To emphasize this, they introduced super units, powerful heroes with uniquely impressive abilities that—when used right—could turn the tides of battle.

In a hands-off gameplay demo, we saw the Marines’ Imperial Knight Solaria and her powerful abilities. Using both the Gatling gun and the missile functions of her Imperial Knight form, she is able to clear the field around her using a steady, powerful bullet spray or launch a directional missile offense at multiple enemies at once with damage escalation.

The super units for each faction vary dramatically and have different strengths, weaknesses, and uses that are intended to encourage players toward experimenting and finding the heroes that best suit their play style. It’s another way people can customize their experience and make it as strategically deep or challenging as they want.

Third was accessibility. In Dawn of War 3, Relic development staff wanted to bring their love of Warhammer and make it available to a wider range of people, thus (hopefully) bringing more people into the fold of Warhammer fandom. 

Strategy games are a difficult genre to introduce to people, especially when they don't have prior experience with it or simply haven't played in several years.  Being conscious of this, developers at Relic have focused Dawn of War 3’s direction toward being a more accessible and approachable game to players of all experience levels.

Approachable it may be, but one of the leading devs giving the presentation was careful to stress accessibility did not mean Dawn of War 3 was going to be “dumbed down” in any way. Rather, they were focused on maintaining the core tenets of a Warhammer game, all while introducing ideas intended to make it appealing to new and seasoned players alike.

Visit Shacknews for more updates on Dawn of War 3 as they become available. 



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E3 2106: Tyranny

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The PC Gaming Show unveiled the first gameplay footage for Obisidian Entertainment upcoming isometric RPG called Tyranny.

The game, which was successfully funded in Kickstarter, focuses on the aftermath of grand war between good and evil is over where the forces of evil, led by Kyros the Overlord, have won. Players will play as a Fatebinder, but as with any of the great RPGs of Obsidian, there are many different paths players can take in the world.

Here's the latest trailer.



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E3 2016: Hacking Minds With Observer

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Observer was given some well-deserved screen time during the PC Gaming Show 2016. You play as Dan, a part of a special police unit called Observers, whose purpose is to hack people's minds and memories.

The game takes place within a cyberpunk universe with Eastern European influences, with a fight between the high-tech environment and holograms.

Observer will focus on narrative and environmental storytelling, and you'll need to use special technology to scan the environment and hack others' minds.

Developing...



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E3 2016: Bethesda: Elder Scrolls 6 is 'A Very Long Ways Off'

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Speaking today in an interview with YouTube gaming, Bethesda's Todd Howard shared sad news for Elder Scrolls fans. 

"I think that’s kind of the elephant in the room, always, when we talk about anything," he said. "I think it’s good in these moments to tell our fans, 'Yes, of course we are [working on Elder Scrolls 6].' It’s something we love. But I have to be careful what I say. It’s a very long ways off. I can sit here and explain the game to you and you’d say, ‘That sounds like you don’t even have the technology, how long is that going to take?’"

Developing...



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E3 2016: Fallout 4 VR and Amplifying Immersion

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For all the high-minded talk of graphical fidelity being the key to immersion, Bethesda's games tend to prove just the opposite. Games like Skyrim and Fallout 4 were no where near visual highpoints of their contemporaries at launch--at least before the mod community got to them. But to millions of fans, they're the most immersive games around due to their depth and clockwork worlds. Bethesda seems to intuitively understand this, by spearheading its VR effort with Fallout 4.

I had a brief hands-on with Fallout on the HTC Vive (scheduled to launch next year) and while there's clearly a long way to go it's a promising start.

For the demo, I was instructed to stick close to the Red Rocket gas station, signaling that this proof-of-concept hasn't yet fleshed out the full game world. Like many of Bethesda's games, Fallout felt to me like it could pop a spring at any moment, so it's not surprising that the studio only had a limited portion of the game mapped out. 

Movement was done in the teleportation-style, with a cursor letting me jump short distances instantly. It's not a very elegant solution for movement, and it's certainly not applicable to the real game that demands movement and cover during tense gunfights. For the purposes of a virtual tour, though, it worked fine. I was able to look around the environment, though having my movement restricted did break the immersion somewhat.

This being a video game, most of the interaction came down the barrel of a gun, with sets of bottles and cans lined up in a makeshift shooting gallery style. It was starting to get a little rote, when the demo suddenly threw a pack of raiders at me, who promptly injured my canine companion, Dogmeat. How dare you. At this point, the experience got truly exciting, as I whipped my head around to lock eyes on a target, then raised my actual arm to take aim and fire.

Nothing about this is revolutionary, per se, but having it integrated into the world of Fallout made it stand out that much more. Knowing as I do just how expansive the world can be, and knowing that attacks from raiders, mutants, and deathclaws can come at any time, the small glimpse of a skirmish illustrated how this could be applied to much larger threats, in the midst of exploring a broken down factory or burnt out shack.

I do still have technical concerns. Like I said, Fallout has never been the most stable game, and getting it to run at a framerate that's smooth in VR is vital to warding off problems like motion sickness. Bethesda is going to have technical hurdles ahead, and instead of disregarding those fractures as part of the experience, it has to make sure it's buttery-smooth for it to be viable at all in this new format. I hope the studio understands that, but we'll have to see.

For the time being, Fallout 4 in VR was a striking look at how virtual reality could create opportunities for long-lasting, rich games that demand more time than 15 minutes of wow. And if it works, Bethesda could easily apply this philosophy to other open-world RPGs, so a day may come when we can explore the world of the Elder Scrolls this way as well. We can certainly hope.



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E3 2016: LawBreakers Public Alpha Coming July 18

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LawBreakers was on display during the PC Gaming Show this year, showing off a trailer that urged viewers to head to the official site to sign up for the Alpha right now. The Ice-T narrated trailer showed off some frenetic gameplay that did its best to pump up audiences.

Cliff Bleszinski, CEO of Boss Key Productions, was on hand to talk about what LawBreakers might offer for players who are already playing Overwatch and Battleborn, commenting that it's more "Western" with cursing. That's a little confusing, but okay.

We'll have a little more to look forward to when the alpha is open to everyone soon. Head over and sign up if you're interested. The public alpha begins July 18.

Developing...



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Alienware 13 with OLED Display Now Available For Sale

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Alienware previously announced it’s updating its Alienware 13 to now include an OLED display, simply called the Alienware 13 - OLED. Today, the company is once again shining a light on its upcoming notebook at this year’s E3, and is finally making it available for sale.

The Alienware 13 - OLED features a QHD OLED Touchscreen Display that’s capable of delivering a resolution of 2560 x 1440, has a contrast ration of 100,000:1, and a 1ms typ 2ms max response time. The notebook comes with an NVIDIA GeForce GTX 960M with 2GB GDDR5 standard, although users can upgrade to a GTX 965M with 4GB GDDR5 memory if they like. It also comes with a Graphics Amplifier Port, so if you already own one with a desktop graphics card of your choice, you can just go for the standard option and plug that into the Alienware 13 to get the full benefit of its OLED display.

Other key optional features include an Intel Core i7-6500U, up to 16GB Dual-Channel DDR3L 1600MHz RAM, and a 128GB M.2 SSD Boot drive and a 512GB 5400RPM Storage drive.

The Alienware 13 - OLED is made of a premium material which uses aerospace-inspired carbon-fiber filled parts, anodized aluminum and copper to help keep it sturdy, and a much thinner design. The notebook measures in at 1.04in x 9.25in x 12.91in and weighs approximately 4.53lbs, making this an easily portable gaming laptop. It also features a 4-cell Li-ion 52 wHr battery, and a ton of lighting options, both on the outside and throughout its keyboard.

I was given the opportunity to see the Alienware 13 with OLED display for myself during a press event in New York City back in April, and as I expected, everything looked extremely vibrant and detailed when combined with the notebook's incredible screen. With it including a GTX 960M, I wasn't able to push the notebook as hard as I would like when playing games, but visuals were still impressive, especially when combined with one of Alienware's Graphics Amplifier.

OLED displays appeared to be the next big thing for laptops at CES 2016, and if you're a gamer, you should consider checking the Alienware 13 with OLED out for yourself. If you like what you see, and I'm sure you will, then you can place your order starting today.



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Alienware Alpha R2 Review: Harder, Better, Faster, Stronger

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The Alienware Alpha debuted back in late 2014, and at the time, I was completely enamoured by the little PC that could because it allowed me to bring all of my PC games into my living room without having a large, clunky desktop ruining the feng shui of the room. While the original Alpha was able to handle a large variety of smaller releases, such as Duck Game, Fez, and other smaller indie titles, it struggled to compete with the current console generation as many newer AAA games didn’t perform as well. This lead me to use my Alpha as a streaming device when I needed to play beefier games from my office PC.

After a year and a half of the original Alpha being available for sale, as well as a Steam Machine version releasing back in November 2015, Alienware is ready to unveil the latest iteration of its Alpha, called the Alienware Alpha R2. I not only spent some time with the Alpha R2 at a media event held in New York City back in April, but I was also invited to to welcome the device into my home for over a week. After getting to know the R2 a little better, I can tell you that I’m amazed Alienware was able to fit so much within the small structure of the Alpha, which includes an NVIDIA GeForce GTX 960 GPU, an Intel Core i7 6700T processor, and is now future proof with the inclusion of a port for its Graphics Amplifier.

The Alienware Alpha continues to be a console’s worst nightmare, now more than ever.

A Good Thing in a Small Package

If you’re familiar with the original Alpha, you’ll be happy to know its size and layout have largely been left unchanged. It’s still about the size of the Nintendo Wii (3” x 8” x 8”) and weighs approximately 4.4lbs. The layout of its ports have also been left unchanged, although there are some improvements in the R2. Its front USB ports are now USB 3.0 and there’s now a Graphics Amplifier port in the rear of the device. Outside of those two major changes, you can still expect two USB 3.0 ports located at its rear, a hidden USB 2.0 port underneath, an HDMI-In and HDMI-Out 2.0 port, an optical audio out port, and an RJ45 GbE port.

The majority of the Alpha R2’s changes have been made under the hood as consumers now have the option to include either an NVIDIA GeForce GTX 960 GPU with 4GB DDR5 or an AMD Radeon R9 M470X GPU with 2GB DDR5. This is a huge step up from the NVIDIA GTX 860M discrete-class GPU that was included in all of the original Alpha PCs. Alienware is also offering several options for processors, all of which are 6th Gen Intel Core i Family CPUs, options for SSDs up to 1TB, and supports up to 16GB of DDR4 2133MHz RAM. With all of these improvements, Alienware claims the R2 offers a 60% increase in graphics performance on average when compared to the original Alpha.

In my experience, I can tell you that I noticed a large improvement in how the Alpha R2 performs over the original as I was able to play a number of newly-released games, including Overwatch, Mirror’s Edge Catalyst, and DOOM, all on High/Ultra settings, depending on the game. Considering I was barely able to get games like Mad Max to run on Medium settings on the original Alpha, this is a big deal. And all of this was done just using the GTX 960 GPU with things looking even better when I hooked up a Graphics Amplifier to the R2 with a GTX 980 TI installed, which allowed me to easily play those previously-mentioned games on Ultra settings without breaking a sweat.

Size Doesn’t Matter

With all of these improvements made to the Alpha’s internals, I’m not surprised it sounds like a jet engine when playing games that are more demanding on the system. Each time I played games like DOOM, the fans within the Alpha would work overtime in order to reduce the sudden increase in temperature. Since I have the Alpha hooked up in my living room, the sound didn’t bother me as much, but if you plan on using it in a small space, you might want to invest in some headphones, that is, depending on what you have inside of it. I’m sure the lowest spec’d Alpha would make much less noise than a fully tricked out one.

Even though I eventually installed the highest supported processor, RAM, and hard drive on the original Alpha, I felt like I could only do so much with what Alienware offered. That all changes with the R2 as its support for its Graphics Amplifier means I can now use nearly any desktop-grade GPU with the PC -- Yes, that goes for the newly-released NVIDIA GeForce GTX 1080, too. This also means the Alpha can now play games at 4K resolutions and supports VR, which would be impossible to do on the original Alpha or any other device its size.

If you would prefer to just focus on the Alpha’s performance, I performed some benchmark tests using both PCMark 8 and 3DMark 11. In its PCMark 8 test, the Alpha R2 received a score of 3808, while its 3DMark 11 results being 6173 in Fire Strike 1.1, 18888 in Sky Diver 1.0, and 21523 in Cloud Gate 1.1. These results mean the Alpha R2, by itself, is capable of meeting the minimum PC requirements for virtual reality applications. I don’t know about you, but that’s extremely impressive in my eyes considering just how small the Alpha is. Again - it’s no bigger than the original Wii.

Hivemind and Controller Not Included

For the Alpha R2, Alienware decided to ship it without its Hivemind UI pre-installed and included a keyboard and mouse, instead of an Xbox 360 gamepad and wireless adapter. While the company still believes it’s developing a worthwhile user interface in Hivemind as it will soon make it available to additional Alienware devices, and possibly beyond, its decision to make both its UI and controller optional was due to a shift it’s taking with the Alpha.

This time around, Alienware wants customers to consider the Alpha R2 to be a small form-factor PC, first and foremost. Don’t worry, fans of Hivemind. The company is working on a new version of the UI for the launch of the Alpha and will have it ready to download on Dell’s support website in the coming weeks and it will be completely compatible with Windows 10.

Even though I enjoyed Hivemind at first, I ended up uninstalling it and using the original Alpha as a small form-factor PC. At the time, Hivemind was limited in its offerings, but since then the UI has expanded to deliver a wide variety of content to users, including Steam, Origin, Battle.net, UPlay, and additional support for other gaming software. Hivemind also supports third-party applications, such as Plex, Soundcloud, Flickr, and more. While I respect Alienware’s dedication to continuing to expand Hivemind, I’m pleased to see the company is now giving Alpha users the option as to whether or not they want to have it installed, rather than locking them from the get go.

The Alpha and The Omega

The Alienware Alpha is still in its infancy when compared to the 20 years the company has been creating hardware geared towards the gaming audience. But within 2 years, Alienware was able to first introduce the Alpha, release a Steam Machine version of it, and has now fine tuned it to deliver some impressive specs all within its small form factor, and is now future proof thanks to its Graphics Amplifier port. The Alpha R2 is what I hoped the original would be, and now that it’s here, I’m more in love with the little PC that could than I’ve ever been.



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Alienware Aurora R5 Impressions: Dual GPUs, 12K Gaming, and Thousands of Build Combos

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The Alienware Area 51 can be seen as the company’s dedication to giving gamers everything they’d want in a gaming desktop, kitchen sink not included. On the other side of the desktop spectrum, its X51 line features a small form factor that’s quite versatile, allowing users to prop it up anywhere they like on, under, or next to their computer desk. Today, Alienware has announced it’s resurrecting its mid-tower desktop, the Alienware Aurora, allowing it to better round out its lineup of gaming desktops.

The Alienware Aurora takes everything the company has learned from its Area 51 and reduced its size to a point where it won’t require a team of strongmen to pick it up. It still by no means is a small desktop as it weighs a little over 30 lbs and measures in at 18.60in x 8.34in x 14.10in. The PC is capable of performing beyond the specifications required for VR gaming, can support 4K gaming, and even up to 12K gaming with its highest-end graphics options.

The amount of options customers have when building an Aurora are staggering as Alienware has an option for all budgets. And if you go for the base Aurora, the PC is a breeze to upgrade as its chassis is completely tool-less. I was able to open the Aurora myself during a press event in New York City back in April, and I was impressed just how effortless the experience was as all I needed to do was unlock the chassis, swing it open, and I was able to access all of its innards to upgrade whatever I need to.

The Aurora is capable of supporting two 300W GPUs, has factory-overclocked CPUs that are combined with Advanced CPU Liquid Cooling, overclockable HyperX FURY DDR4 RAM, options for either a 460W or 850W power supplies, and PCIe SSDs and 7200 RPM hard drive options, although an additional five drives can be installed directly within the Aurora. It also has a total of ten USB 3.0 ports, as well as a USB 3.1 Type-C and Type-A port. In other words, you should no longer complain you don’t have enough USB ports if you’re considering the Aurora.

With all of this power under the hood, Alienware has used what it learned from the Area 51 to provide proper airflow throughout the chassis,which maximizes both cooling and performance. During the press event, I was impressed by just how quiet the Aurora was while in operation, although I’d like to judge just how quiet it can be while I’m playing a 12K game in Ultra settings. I was able to change the fans from automatic to manual, ramping up its speed to 100%, and it was quite loud, although it’ll probably be a bit more quiet with the chassis closed. If you spend the majority of your time on your computer browsing the Internet and watching YouTube videos, you can expect a quiet experience with the Aurora.

The Alienware Aurora R5 appears to be a nice option for those looking for something like the Area 51, but don’t need to jump into a triple GPU setup right away. There are thousands of combinations users can create when building their Aurora, and its tool-less chassis makes it easy to get into the PC to provide your own upgrades.



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E3 2016: Inside Preview: Unsettling Feelings

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Having made an indie sensation must feel like a mixed blessing. It comes with prestige and accolades, but it also sets expectations for the next time. Playdead, the developer of 2010's Limbo, has chosen to lean into its prior success, making a spiritual successor that looks and plays almost identically, but strikes a slightly different tone.

To start with the similarities, Inside is minimalistic and mute. It consists of no words, so all of the storytelling is environmental. The figures that occupy this world are no longer blackened sillhouettes, but rather plain white-faced manequins. The puzzles largely revolve around traversal, and creatures occupy the world that present an ever-present threat to your player character, who again is a child. It feels immediately familiar, but signifies a proper amount of evolution for many of the concepts that Limbo established.

And like Limbo, that means that it's profoundly unsettling and tense at times. One of the most common threats, especially early, are packs of attack dogs that will run down your young boy and quite literally go for the jugular. I couldn't quite tell if the ragdoll animation made a point to show his neck being snapped or if my imagination filled in the blanks, but either way it was certainly chilling. Another creature, later in the game, threatens you in the water, making each dive a stress-filled race to dry land.

The attack dogs are being kept by the antagonists, a group of (mostly adult) manequins who appear to be rounding up people for some unnamed purpose. Whether by curiosity or heroism your boy follows them, driving the central mystery of the story.

This mass exodus also plays into the puzzles. You'll sporadically encounter pieces of the antagonists' technology that allow you to mind-control a handful of limp-limbed victims, to have them help with heavier tasks or open up areas that you can't access on your own. In my time playing, it served as a nice change of pace to the more traditional traversal puzzles, making for smoother pacing.

However, the specificity in its story may prove to be a hazard in this case. While Limbo was symbolic and interpretative, Inside appears much more literal. The world is somewhat recognizable, with structures and buildings and clothing that we'd all recognize from day-to-day life. I really appreciated Limbo's dreamlike approach, and Inside feels a little less imaginative through its realism.

It does seem to push further than Limbo in one significant way, though. While death in Limbo raised the tension and felt appropriately creepy, Inside uses it as a narrative tool. There were various points in my playthrough that it seems I was meant to have died to a particular kind of threat, because it would then reverse or subvert that in a later encounter. The subversion wouldn't work if I hadn't died, so the game was counting on me to have failed at some point to enrich the narrative. It's a strange interplay that's only possible in video games, and I really enjoyed seeing Playdead flex its narrative muscles.

Inside appears to be an evolution of Limbo's foundation in visuals, design, and narrative structure. I'm sorry to see the more hazy approach of Limbo traded in for a plot that plays it straight, but I'm still digesting the revelations in this more standard structure. It certainly shows a step forward, and even after six years, Playdead looks primed to avoid the sophomore slump.


This Inside preview was based on a full demo of the game provided by the publisher.



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E3 2016: Mount and Blade footage shows off sieges, destructive world

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At this morning's PC Gaming Show, TaleWorlds' community manager took the stage to detail the scope and intricacies of sieges in Mount and Blade.

Developing...



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WWDC 2016: Apple Announces Mac OS Sierra with Auto Unlock, Universal Clipboard, Apple Pay, and more

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Apple has announced the next big update to their Mac operating system, Mac OS Sierra.

Major new features and updates include:

Auto Unlock - users with Apple Watch will be able to authenticate their password without typing them in.

Universal Clipboard - users can copy videos, pictures, and text on an iOS device and paste it on their Mac using this awesome new continuity feature.

Apple Pay for the web - users will be able to purchase things on the web with Apple Pay using a nearby iPhone or Apple Watch for authentication.

Siri for Mac - users can now yell at their Macs when Siri gets their commands their wrong.

Picture in Picture - a killer feature from iPad is coming to Mac. It will be interesting to see if all video apps and sites support this.

iCloud Drive - users can now access their Mac desktop and folders from their other devices. iCloud will also free up space on your computer by pushing older, lesser used files to the cloud.

Tabs are now built into the system and many more features will be showcased when Mac OS Sierra ships to consumers this fall.

Developers can get their hands on it today and users can sign up for the Public Beta in July here.



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Ark: Survival Evolved reveals new biome, dinosaur, and official mod

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Jess Rapczak took to the stage at the PC Gaming Show to reveal the new Redwood Biome, a warm colored forest style biome coming to The Island. The new biome looks to be centered around forestry living, such as treehouses and things.

Another announcement during Studio Wildcard’s time on the stage was the coming of the Titanosaur, the largest dinosaur to come to the game so far. It’s a huge addition, and even allows players to build massive fortresses on its back. Jesse mentioned that there aren’t a lot of these new dinos on the island, and to tame them you’re going to have to go outside the usual methods of taming. There aren’t a whole lot of details out yet, so we’ll be sure to update our story with more info when it hits.

Jesse also revealed the Primal Survival, a popular mod for Ark, will be coming to official servers as an official Ark mod in the coming months.

Developing....



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