Sabtu, 07 Maret 2020

The Ars 13: Our top indie game picks from PAX East 2020 - Ars Technica

I’ve been writing about games long enough to remember when the concept of an “indie game” was new and odd. It seems like just yesterday that getting a game to market without the help of a major publisher or console maker was so rare as to border on impossible. Today, though, increased access to digital distribution, easy-to-learn game development tools, and cheap game development hardware has produced thousands upon thousands of independent game developers, all fighting for a small portion of gamers’ limited attention spans.

Nowhere is that battle more apparent than at PAX East, where the crowded Boston Convention Center floor is packed to the gills with hundreds of indie game booths that range from single-person development teams to mini-conglomerate indie publishers like Devolver Digital, Tiny Build, and Annapurna Interactive.

Playing every indie game at a modern PAX East would take multiple weeks; a four-day show just doesn't offer enough time to take it all in. But we did our best, sampling from a wide variety of the most interesting indie prospects. Here, in alphabetical order, are 13 indie games that stood out from the PAX East crowd.

Ambition: A Minuet in Power

Developer: Joy Manufacturing Co.
Platforms: Windows, Mac
Expected release date: TBD
More info: Official web site

Visual novels are like video game comfort food. They’re a great way to unwind and unplug, and they let you focus on narrative and dialogue as opposed to more complicated mechanics. Ambition: A Minuet in Power allowed me to escape the noisy, crowded PAX East show floor and enter a world of intrigue, scandal, fashion, and romance set against the French revolution.

Developer Joy Manufacturing Co. describes Ambition as a “rogue-lite” visual novel, meaning that it shares some of the features of roguelikes without complicated trial-and-error mechanics or combat. As a young woman who finds herself alone in Paris, you must navigate a world where gossip is currency, your outfits say everything about you, and every social event could have devastating consequences.

It’s a lovely escape with beautiful artwork, and because your choices determine where the story goes, it’s a little different every time you play it. I’ll happily go back to Paris when it launches on PC later this year.
-Sarah LeBoeuf

The Dungeon of Naheulbeuk

Developer: Artefacts Studio
Platform: Windows
Expected release date: 2020
More info: Official web page

Let’s face it: role-playing games are built on tropes. The mechanics change, the graphics get better, but traditional RPGs typically still feature a group of mages, warriors, and archers fighting evil in a fantasy setting. Dungeons of Naheulbeuk relentlessly mocks these RPG tropes through humorous dialogue and a line-up of clumsy heroes better suited for getting drunk at the local pub than saving the day.

As a longtime fan of RPGs, I couldn’t help but laugh at the way The Dungeon of Naheulbeuk pokes fun at the genre. But Naheulbeuk is more than just a vessel for comedy; there’s a beautifully crafted, surprisingly deep game underneath the humor. The tactics-based combat system requires players to be aware of not just individual attacks but of the environment and positioning of each character as well. Actress Felicia Day, who voices a “snarky” red-haired wizard, praised the game's “really sharp, really funny” writing. Based on what I’ve seen, I’d have to agree.
-Sarah LeBoeuf

Fall Guys

Developer: Mediatonic
Platforms: PS4, Windows
Expected release date: Summer 2020
More info: Devolver Digital

Battle royale games are all the rage these days, but not everyone digs high-pressure shooters like Fortnite and Apex Legends. So the brilliant minds at Mediatonic had an idea: what if we did battle royale, but as a party game?

The result is Fall Guys, a blindingly bright, absurdly silly 100-player match-up of mini-games and pure chaos. Think Mario Party meets Ellen’s Game of Games. Every round consists of a shorter game lasting just a few minutes, after which about a third of players are eliminated. These rounds might have games like collecting eggs, trying to pull tails off of other players, or obstacle-filled races; they all have simple mechanics that make it easy to join in.

Fall Guys is sheer fun. It was up on the big screen at Devolver’s booth, so those in line could cheer on players. During my own session, where I made it to the final round before losing the crown, I found myself fist-pumping, shouting, and ultimately wanting more. It’s due out for PC and PS4 later this year, though it feels like there’s a missed opportunity for a perfect-fit Nintendo Switch release. Regardless of platform, it’s a great way to bring players together for an experience that’s unapologetically silly and a ton of fun.
-Sarah LeBoeuf

Help Will Come Tomorrow

Developer: Arclight Creations
Platform: Windows, Xbox One, PS4, Switch
Expected release date: April 21, 2020
More info: Steam

Russia, 1917. The Russian Revolution is in full swing, and an attack on the Trans-Siberian Railroad has left a group of its passengers stranded in the snowy wilderness. This is Help Will Come Tomorrow, a Polish indie game that mixes survival elements with interpersonal relationships against a historical backdrop.

In Help Will Come Tomorrow, you’re in charge of managing the survivors’ time in the wilderness while having no idea when help will actually come. That means doling out what meager food is available, assigning work duties, building shelter and tools, and making sure everyone is relatively healthy, which isn’t easy when you’re surviving on beans, moss, and questionable mushrooms.

During all of this, you’ll manage interpersonal relationships, keeping in mind that certain groups, like aristocrats, don’t get along with others (they’re also not fond of hard work, another aspect to keep in mind). I wish I’d had more time with this game, and I’ll get a chance soon: publisher Klabatar is planning for a late April release, and there’s currently a live Kickstarter campaign to get it through the home stretch.
-Sarah LeBoeuf

Ironlights

Developer: E McNeill
Platforms: Oculus Quest, Oculus Rift, SteamVR
Expected release: Spring 2020
More info: Kickstarter

For all the imagined coolness of lightsaber duels in VR, the concept is pretty hard to get right in practice. For starters, the lack of physical obstructions means your cutting motion will slice right through the opponent’s virtual guard like it’s slicing through air… because, in reality, it is.

Ironlights solves this problem with a few interesting design choices that make its two-player sword duels actually work. For one, the game uses a recharging energy system to ensure that only one player can be on “offense” at a time, while the other uses their own weapon just to block. For another, the energy-based weapons in the attacker’s hand disintegrate into particles when blocked, requiring the attacker to grab behind their back for a new blade. And all the action is slowed down significantly from your real time movements, giving the defending player the opportunity to react while limiting the power of an attacker who is simply flailing about as quickly as possible.

The result is the best translation into virtual reality of the basic two-player risk/reward fighting game structure that I’ve yet seen. The nearly complete demo I played on a wireless Oculus Quest showed off a variety of different weapon types, from a spinnable bo staff to a swinging mace and chain, all with their various pros and cons. We can’t wait to see the techniques and metagaming that develops when online VR competitors finally get their hands on this one in wide release.
-Kyle Orland

Maneater

Developer: Blindside Interactive
Platform: Windows, PS4
Expected release date: TBD
More info: Steam

If you took Discovery’s Shark Week and turned it into a completely over-the-top video game, you couldn’t do much better than Maneater. This open world shark simulation leans hard into its reality TV premise, complete with larger-than-life good ol’ boy shark hunter antagonists and a nature documentary narrator that explains basic aquatic life facts as you rip and tear through the water.

The game’s core appeal is the sheer catharsis of sharky carnage, whether it’s shaking a wriggling fish between your mighty jaws or leaping out of the water and flailing about to destroy a ship full of shark hunters. But much like the ocean, Maneater has hidden depths that can only be unlocked as you complete open-water quests and level up with new abilities needed to take on threats both in and out of the water.

It’s hard to tell from a limited PAX demo whether the game’s core loops and expansion system will sustain it for multiple hours. But the sheer joy of controlling of one of nature’s most remorseless killers is strong enough here to pique our interest.
-Kyle Orland

Maquette

Developer: Graceful Decay
Platform: Windows
Expected release date: TBD
More info: Steam

There’s a moment early on in the Maquette demo where you pick up an innocent-looking small red cube and see and hear a much larger, identical red cube rise into the air in the distance, mimicking the smaller cube's movements in your hands. The concept instantly clicks -- anything you manipulate in the small maquette model in the center of your world also has a super-sized effect on the wider, ornate domed environment around you.

Using this newfound power, you unlock new portions of a literal memory palace that slowly fills in with sketchbook remembrances of a past romantic relationship, haunted by the specter of its own inevitable decay. Well-written dialogue snippets in the demo mix with well-timed musical drops to produce some real emotion from a simple “boy meets girl” tale.

While the positional platforming puzzles start off rather simple, you’re quickly required to master new ideas of how size and perspective interact in the echoing world-within-a-world. The short PAX East demo only hints at an even wider world outside the initial domed enclosure, where your larger environment acts as its own recursive maquette for an even greater adventure. After spending a bit of time in this elegantly constructed puzzle box of a world, we can’t wait to see where it goes.
-Kyle Orland

Metamorphosis

Developer: Ovid Works
Platform: Windows, Ps4, Xbox One, Switch
Expected release date: 2020
More info: Official web site

Show of hands—how many of you read Franz Kafka’s The Metamorphosis in high school and thought this novella about a man waking up as a bug and being rejected by his family and society would make a great video game? No hands? Well, for whatever reason, developer Ovid Works decided it would make a great title and the result is a surreal first-person puzzle game coming to PC later this year.

The video game Metamorphosis starts like the classic story. As Gregor Samsa, find yourself in a familiar place, but something’s not quite right. The furniture is too big—or are you too small? After the first series of puzzles that has you venturing through a relatively normal house, Metamorphosis veers away from the original story and gets weird. Yes, even weirder than a man waking up as a bug.

The puzzles and platforming are challenging and satisfying, and I ended my demo session wanting to know where Gregor’s story goes. Hopefully it won’t end as depressingly as Kafka’s original work.
-Sarah LeBoeuf

Paper Beast

Developer: Pixel Reef
Platform: PlayStation VR
Expected release date: Q1 2020
More info: PlayStation.com

The titular, origami-inspired beasts in this upcoming adventure from Eric Chahi (Out of This World) are pleasant enough to look at in static, flat screenshots. But you have to see them in motion, up-close-and-personal in virtual reality, to really get a sense for what makes this game special.

While the beasts themselves are designed by hand, every animation in Paper Beast is procedurally generated based on the animal’s structure, status, and locomotive needs. The result is something like those Boston Dynamics videos, where lifelike movements and reactions to everyday stimuli make lifeless materials operate with an uncanny realism.

At PAX, we sampled a short “narrative” section that followed one massive, lumbering beast through a variety of natural hazards both big and small, telling a melancholy tale of slow decay without any dialogue. But it was the sandbox mode that provided the more appealing opportunity to play god, crafting structures of water, ice, and sand for the various beasts to exist in. It’s a bit like playing with a virtual reality ant farm, only with fantastical creatures that are a lot more interesting than real-world insects could hope to be.
-Kyle Orland

The Red Lantern

Developer: Timberline Studio
Platforms: Switch, Windows
Expected release date: Summer 2020
More info: Epic Games Store

Video games are only beginning to truly experiment with how randomness and rogue-like procedural generation can add a touch of happenstance to their narrative, not just to their gameplay. The Red Lantern showcases one way in which chance can lead to a new type of storytelling.

You take control of a young girl trying to escape her past in the great frozen wilderness of Alaska, riding a sled behind a team of dogs in an attempt to take part in the famous Iditarod race. Past that, though, the specifics of the narrative will change each time you make the arduous journey.

When you stumble upon a seemingly abandoned cabin, for instance, you might find a stash of vital food. Or maybe you’ll find the a shell of a house ruined by a long-past storm. Or maybe a horde of angry raccoons will force you to use one of your limited medical kits. Or you could ignore the cabin altogether and save your strength for something more important down the snowy road.

Through it all, Ashly Burch’s emotive performance drives the narrative forward through a vocalized inner monologue. After repetition and failure, you'll eventually learn which risks are worth avoiding and which rewards are valuable enough to justify those risks. The development team plans over 100 different types of interactions in the final game, each with multiple different scenarios, ensuring there will be new twists and turns to keep things interesting until, older and wiser, you’re finally able to achieve your goal.
-Kyle Orland

She Dreams Elsewhere

Developer: Studio Zevere
Platforms: Windows, Mac, Linux, Xbox One
Expected release date: 2020
More info: Itch.io (includes demo)

Ever have a nightmare that seems to go on forever? She Dreams Elsewhere is an ambitious game from Studio Zevere’s sole employee, Davionne Gooden, which perfectly captures the feeling of being stuck in a surreal dream world.

After waking up in her own bed with a bit of a hangover, Thalia goes on a search for her missing dog and ends up in a strange, winding dungeon. The exploration and combat would feel right at home in an old-school RPG, but the vibe, artwork, and narrative focus are entirely new.

The pixelated art style and humorous, casual dialogue give She Dreams Elsewhere a definite Earthbound vibe, but there’s also a bit of Persona surreal-ness in there too. It’s sharp, witty, and often funny, with classic turn-based battles that give the game's artwork a chance to shine. Going from the largely black-and-white aesthetic of the overworld to boldly colored backgrounds and hand-scrawled characters on battle screens only ups the dreamlike weirdness.

She Dreams Elsewhere’s “mental mindscape” stayed with me long after I’d left the Indie Megabooth, and it’s one of my favorite games from the PAX show floor, period. It’s due out for PC and Xbox One later this year. Oh, and you can pet the dog.
-Sarah LeBoeuf

Shovel Knight Pocket Dungeon

Developer: Vine / Yacht Club Games
Platforms: Switch, PS4 (more TBD)
Expected release date: TBD
More info: Yacht Club Games

Take the musical grid-based adventuring of Crypt of the Necrodancer. Combine it with a color-matching puzzle game like Puyo Puyo. The result would be something like Shovel Knight Pocket Dungeon, an instantly accessible and hard to put down action-puzzle game.

Bumping up against one of the enemies in Pocket Dungeon's grid doesn’t just attack that enemy, but also every enemy of the same type attached to it in an unbroken line. The same is true of health pickups and items, all of which fall in from the top of the screen with each step, like you’re living in a medieval-themed version of Tetris.

You have to plan your movements carefully to maximize your impact while minimizing the risk from enemy counterattacks. Or, you can take a risk and let the enemies fill up the screen in the hopes of unleashing a massive chain attack for even greater rewards.

As you go, treasure chests and item shops open up new abilities and powers, like the ability to shoot line-clearing projectiles or stop time briefly. These come in handy for powerful, fast-moving boss encounters. Add in a driving soundtrack to push the whole thing along, and you have an instantly addictive experience that I wanted to keep playing long after my PAX demo time was up.
-Kyle Orland

Welcome to Elk

Developer: Triple Topping
Platforms: Windows, Mac
Expected release date: 2020
More info: Official web site

You’d be forgiven if you spotted Welcome to Elk on the PAX East show floor and mistook its subject matter for something light-hearted. The graphics are cartoony, and the Welcome to Elk is filled with silly mini-games that might task you with singing a song or pouring a beer. Yet the game's bright vignettes all hide darker stories behind them—true stories of real-life tragedies brought to life in unexpected ways.

The juxtaposition of Welcome to Elk’s gameplay with a video recording of a man telling the true story about another man murdered in front of his wife and child is chilling; I haven’t stopped thinking about it since. Sometimes, in the face of unimaginable tragedy, the only thing you can do is laugh, and Welcome to Elk absolutely nails this absurd feeling. It’s not a feel-good game, but it has important stories to tell, and I’ve never seen anything like it.
-Sarah LeBoeuf

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2020-03-07 14:00:00Z
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Black Mesa, The Ambitious Fan Remake Of Half-Life, Has Finally Hit Version 1.0; Full Patch Notes Included - GameSpot

Black Mesa, the fan-made remake of the original Half-Life, has finally hit version 1.0 after 16 years in the making. A slight delay halted its exit from Steam Early Access by 24 hours, but the long-time labor of love from developer Crowbar Collective has now officially released.

It's been a long time coming, too, with the entire project originating as a mod for Half-Life 2 back in 2004. Black Mesa was initially scheduled for a late 2009 release, but that was eventually pushed back until 2012 when a standalone version of the game launched as a free download. This version included recreations of every chapter in Half-Life with the exception of the final chapter set on the alien world of Xen. Gordon Freeman's excursion to Xen was widely considered the weakest part of the original Half-Life, so Crowbar Collective intended to rework the final chapter for a later release.

Black Mesa's initial launch in 2012 also coincided with the introduction of Valve's Steam Greenlight program, which allowed users to vote for games to be added to Steam's storefront. Black Mesa was one of the first games to be voted on by fans and approved by Valve as part of the program, and soon after Valve approached the team about releasing Black Mesa as a commercial project. With full access to the latest version of the Source engine, and the ability to earn money from the project after working as volunteers for so many years, Crowbar Collective agreed. The game then launched in Steam Early Access on May 5, 2015.

At this point, the Xen sections were still a work in progress, but Black Mesa's Early Access release allowed for valuable feedback and bug testing from the community. Eventually, after a couple of betas and some stress testing by players, the full Xen chapter was released on December 24, 2019, which brings us to now and the full release of version 1.0.

"Through luck, hard work, and maybe a bit of ignorance, we didn't shy away from our goal of bringing this game to completion," said project lead Adam Engels in a blog post celebrating the 1.0 release. "We are proud of what we built. We think this upcoming 1.0 release is the best, most polished, and most fun version of the game yet. The anticipation and excitement around our project is beyond flattering."

Part of that excitement also stems from the imminent arrival of Half-Life: Alyx. Launching both games so close together is purely coincidental, but it's funny that Valve should finally return to the series just as Black Mesa exits Early Access after 16 years in development. Black Mesa exists, in part, because fans thought we would never get another Half-Life game. Crowbar Collective filled that void with a project of its own, and now its popularity possibly attributed to Valve's desire to create more new games in the series.

"I hope that everyone has something that inspires them as much as Half-Life inspired us," Engels concludes. "I hope that everyone embraces the setbacks and challenges that come, and I hope no one fears the long road in front of them."

Version 1.0 full patch notes

We have been working exceedingly hard to bring you Black Mesa. Since the full release of Xen (0.9) we have done a complete overhaul pass on the combat design and guidance for all the earthbound levels, redesigned the HECU marine AI, upgraded the Vortigaunts AI, and built a new, modern user interface.

At launch, we'll be right here to fix bugs and add quality of life improvements. After that, we will be taking a break before starting up on any big updates.

So, without further delay, here is a detailed change list for Black Mesa 1.0!

Overhaul

Game-Wide

Our time in Early Access gave us lots of opportunities to beta test new content and talk with our community. We took what we learned during the development of Xen, and applied it to the Earthbound Chapters.

- Improvements to every major combat arena in the game

- Redesigned puzzles for clarity and intention

- Enhance environments to highlight objectives

Art

We took a number of sections throughout the game and updated them visually to help the game feel more cohesive. We also made better use of the dynamic lights that we created for Xen.

Artificial Intelligence

HECU

-Better utilize cover and movement in general

-Put suppressing fire on players last known location and where they expect you to be

-Use grenades more strategically and more often

-New environmental analysis lets them track, flank, and move in for the kill

-Use weapons and abilities depending on their class

-Occasionally use RPGs (grenadiers)

-Use under barrel MP5 grenade launcher (commanders)

-Drop med kits properly (medics)

-Marines wearing a gas-mask will now use alternate, radio-filtered, deepened voice lines, which sound much more like the original HECU!

-Use more voice lines and communication

Vortigaunts

The Vorts got an upgrade too, with features from their Interloper counterparts and new features to make them more fun to fight!

-Dodge on spawn or dodge when player aims at Vort

-Better navigate to the player

-Use close-range charge attack (Dispel)

-Use dynamic lights when attaching

-Vorts AI now behave differently depending on how brave or scared they are feeling, which is based on damage taken / done to the enemy.

Balance

-Slightly nerfed assassins to have lower health and accuracy

-Nerfed Abrams 50 cal damage to make it less murderous

-Buffed Apache 30mm damage slightly

Code Fixes

-Optimized sun shadows

-Optimized dynamic lights

-Fixed bug with popping sun shadows

-Removed view punch from smaller caliber weapons

-Fixed trip mine hitbox

-Added dynamic lights to portal effects

-Fixed NPC teeth being black or bright colors

-Made sure all tripod and ceiling turrets use tracers

-Fixed gravity in Earthbound

-Fixed HECU calling wrong SMG animation

-All new, modern user interface

-Expanded options with descriptions and performance cost

-Fixed HEV chargers giving you 76 charge instead of 75

-Fixed slide sound effect playing each time the player crouched

-Changed tank machine gun accuracy for better game play

Workshop Mods Warning

Lots of mods have not been updated to work with the new version of the game. Until they are updated, they may (and probably will) cause all kinds of strange and seemingly unrelated bugs. If you want the best Black Mesa experience, make sure that you do not have any mods installed. If you have had mods in the past, it may be worth uninstalling the game, deleting all local files in Black Mesa, then reinstalling the game.

Level Design

General

-The entire game has been subject to a huge number of bug fixes and improvements throughout. The following notes won’t mention every single fix, but will detail the most important ones! We scoured the community for things to fix.

-Removed all old “dynamic” lightstyle VRAD lights and replaced them with new gbuffer dynamic lights. These will look better and perform better.

-Full dynamic light pass across the whole game. Lighting should be much moodier and dynamic throughout.

-Updated lightmap scales across many chapters, so baked lights will be more defined and have nicer shadows. This will result in generally nicer looking lighting.

-Implemented CSM volumes across every outdoor map, which should substantially improve performance at no visual cost

Black Mesa Inbound

-Updated title card to take up more of the screen

-Fixed various dynamic light errors

-Totally re-arted outdoor/cave sections

-Fixed tram not casting sun shadows

Anomalous Materials

-Updated lighting for HEV suit holder room

-Updated down lights to have crisp shadows

-Went through light maps and increased resolution (now that we are no longer using light styles)

-Updated Vortigaunt Xen scene with newer environment visuals

-Removed light style lights and replaced them with new dynamic lights

Unforeseen Consequences

-Fixed headcrabs on platform elevator from spinning around 180 degrees as they landed

-Fixed various console errors that may have been affecting performance

-Fixed houndeyes spawning in and facing wall away from player

-Updated coolant/valve puzzle to better teach core valve mechanics and for better player guidance in general

-Improved design of AM machine control room to force the player into the space

-Improved player guidance throughout the chapter and added player “drop downs” and closed doors to prevent confusing backtracking, or breaking danger sequences

-Improved box jumping puzzle

-Improved lighting for the “Lamarr jar”

-Changed ladder skins to red to help them stand out from similarly colored walls

-Improved sewer water section to show the player the ladder exit before they find the valve to raise the water level, allowing you to know where your end objective is before activating the flood

-Improved platforming/jumping on the crane boxes section

-Improved Crowbar pickup by highlighting it with door movement

-Added rewards for exploration

-Added guidance light to first retinal scanner to help new players

Office Complex

-Fixed bad autosaves throughout

-Added cover to first ceiling turret section

-Added new dynamic lights to elevator

-Added clip ramped steps for better player and NPC navigation

-Added more dramatic lighting for the “help my buddy” scene where you can first get the shotgun. In addition…

-...moved the Shotgun back to its rightful place with the Guard in this chapter!

-Updated map C freezer puzzle, to better illustrate cause / effect and utilize the entire space

-Improved all “shortcut” doors given consistent signposting (use wooden boards)

-Improved changed ladder skins to red to help them stand out from similarly colored walls

-Removed end valve/fire hazard, to streamline the end of the chapter.

"We've Got Hostiles"

-Fixed consistent crash that occurred when using closed captions at lower resolutions

-The HECU overhaul really shines in this chapter!

-Re-timed music start cue and added an explosion before it so it transitions in less abruptly

-Replaced dynamic lights and shadows in the transitioning elevator between map B and C

Blast Pit

-Fixed janky dying scientist so he doesn’t just pop when he dies

-Substantial improvements to Tentacle AI

-Added art to map E to make it feel more like you’re heading down the shaft where a giant tentacle monster just lived.

-Moved the first .357 here, to match HL1!

-Added xog volumes to areas with radiation liquid

Power Up

-Multiple fixes to the Gargantua to make him behave better throughout

-Added xog volumes to bottom of water section in map B

On A Rail

-Removed redundant console in Map A opening puzzle to streamline progression

-Added alternate route in Map B office fight vs 50 cal, to allow flanking. Also changed approach path to provide more cover to the player.

-Fixed bug in map B where battery light would show through the world

-Overhauled launch pad fight in Map C so that the player must use the entire space and a variety of different angles and tactics.

Apprehension

-Overhauled opening barrel puzzle for map A to remove redundancy, better signpost the various stages of the puzzle, and encourage more exploration of the initial arena.

-Overhauled lighting around the shark cage to better signpost objective.

-Mood lighting across the entire chapter to enhance the ambiance and also better direct the player in multiple places.

-Removed soft lock where players could put barrels in the crushers and lock progression.

Residue Processing

-Reworked navigation around the trash compactor to stall the player a bit more (gives the doors more time to open so there’s less of an awkward pause), and better direct the player.

-Entirely re-arted Map A opening section.

-Significant streamlining across the entire chapter to reduce length of backtracking and make the path clearer and easier to discern for players.

-Substantially improved performance throughout the chapter

Questionable Ethics

-Improved signposting in the lobby fight to make the origins of each wave clearer to players

Surface Tension

-Several major performance fixes and optimization tweaks throughout the chapter.

-Completely redesigned and re-arted Map A (dam map). Every combat encounter on the map was redesigned and the Apache fight was improved.

-Added structure to the end of map B to help guide the player better and highlight the exit

-Replaced all old HL2 rock models with new, beautiful models

-Foliage pass in many places across the chapter

-Moved around some cover and rocks in map C to help the player

-Fixed the Apache fight in map C to use proper health values and move between phases

-Implemented cinematic physics rocks at the end of the Apache fight in map C

-Reduced difficulty in the “whack a Gordon” section (removed some I/O logic that makes it so the Marines always know where you are) and improved player guidance

-Fixed bug in the “whack a Gordon” section where the tank would blow up a wall randomly for no reason, even after it had died

-Art pass on transition from map D → map E.

-Added a system to eject high velocity gibs when you kill the snipers

-Art pass on map E’s trip mine warehouse. Now with 200% more explosives!

-Reworked map F’s intro sequence so it’s more like you are coming into the middle of a conflict, rather than some Alien Grunts randomly standing around waiting to die

-Lighting / guidance improvements in map F’s bombed out building

-Door to the bathroom in map H will now close behind you so you can’t escape the Snark sequence just by backtracking

Forget About Freeman

-Redesigned map B big finale fight. Now features considerably more aerial action and a big bang for an opener!

-Re-arted the snarks devouring HECU scene to better reflect the prominence of the alien infestation throughout.

-Redesigned map B underground garage fight to more prominently highlight the aliens vs HECU aspect.

Lambda Core

-Substantially improved player signposting and direction across the 3 “hub-like” maps (C, D and E).

-Several guidance and path improvements to map C, particularly the main path by the huge turbine, to let player flow through easier.

-Significant optimizations across all Maps C, D, E, F and G. Performance should be drastically improved for all users.

-Several lighting improvements between maps D (orange map) and E (blue map), to better visually differentiate them and reduce player confusion.

-Simplified several paths around Map D and E to make navigating to your destination easier, and also massively simplify backtracking to map C.

-Multiple new dynamic lights across maps D and E to help guide the player better.

-Improved signposting on the Map G teleporter puzzle to make it feel less like trial-and-error. Burns now appear around each teleporter you’ve gone through, so you know which ones you’ve tried. The “right answer” teleporters gain a new sparkly particle effect once you’ve used them a first time, so it’s easier to remember.

-Overhauled Map I finale sequence before the teleport to Xen. You now no longer take falling damage (as previously intended), the combat is now centered entirely around controllers, and the core navigation of the arena has been rebuilt to facilitate better flow around the arena and serve as a light bit of long jump training.

Xen

-Added missing collisions to many props

Gonarch

-Fixed crash when you shoot Gonarch’s mortars (again)

-Fixed some logic in map B where the Gonarch could randomly be missing during the crystal cave sequence

-Fixed bug in map C where Gonarch wouldn’t show up for the final chase

-Added missing collisions to many props

-Re-balanced Gonarch AI for all the difficulty modes

Interloper

-Fixed bounce pads during chase in Map A1 to always put the player where they’re meant to go

-Fixed map D glass at the end of the elevator section sometimes not shattering

-Fixed transition bug at the end of map D so players will always transition at the end

-Fixed sucky vent in map D1 to fix a rare case where players could fall through it out of the world

-Added another layer of lasers to the bottom of D1 to prevent rare bug where players could fall out of the world

Nihilanth

-This was already perfect so we did not need to fix even a single thing on this ;)

Endgame

-Fixed tram door occasionally going missing for some players

Thanks. Hope everyone enjoys Black Mesa!

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2020-03-07 10:52:14Z
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NVIDIA GeForce Now loses support for 'Borderlands,' 'Civ' and other 2K games - Engadget

2K Games

NVIDIA is dropping even more titles from GeForce Now's shrinking selection of games. In a post on the company's forum, a staff member has revealed that NVIDIA will start removing 2K games from the streaming service today. 2K's most popular franchises include Borderlands, Civilization, BioShock and XCOM. The staff members didn't elaborate on the situation, only telling forum posters that the games' removal was "per publisher request" and that the company is working with 2K to "re-enable [its] games in the future."

GeForce Now's library suffered one tremendous blow after another almost as soon as the service came out of beta. Activision Blizzard pulled its games just a few days after it went public, because it apparently wanted a commercial agreement with NVIDIA. Shortly after that, Skyrim developer Bethesda followed suit.

NVIDIA didn't release an official statement this time around, but when Bethesda exited, GeForce Now general manager Phil Eisler said:

"As we approach a paid service, some publishers may choose to remove games before the trial period ends. Ultimately, they maintain control over their content and decide whether the game you purchase includes streaming on GeForce NOW. Meanwhile, others will bring games back as they continue to realize GeForce NOW's value (stay tuned for more on that).

As the transition period comes to completion, game removals should be few and far between, with new games added to GeForce NOW each week."

Via: PCGamer
Source: Nvidia
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2020-03-07 05:41:57Z
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Jumat, 06 Maret 2020

The Oppo Find X2 Takes One of the Samsung Galaxy S20 Ultra's Best Features and Does It Better - Gizmodo

Illustration for article titled The Oppo Find X2 Takes One of the Samsung Galaxy S20 Ultras Best Features and Does It Better
Photo: Sam Rutherford (Gizmodo)

Samsung just raised the bar for high refresh rate screens on phones to 120Hz with the Galaxy S20 line, but now, Oppo may have just one-upped Samsung with the Find X2.

Available as two slightly different models—the Find X2 and Find X2 Pro—where Oppo has outdone Samsung is by giving the Find X2 a 6.7-inch 3168 x 1440 AMOLED display that can pump out 120Hz no matter the resolution. That’s a critical advantage compared to the Galaxy S20, where Samsung only lets you use 120Hz mode when the S20's screen is set to a lower FHD+ resolution, which means you’re forced to choose between using the S20's full 3200 x 1440 resolution or 120Hz mode. It’s kind of a bummer

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On the S20, Samsung says the ability to turn on 120Hz at the S20's full resolution was disabled to better balance the phone’s performance and battery life. Meanwhile, Oppo’s new phone doesn’t have the limitation, and after getting a chance to play around with a Find X2 Pro for a bit, I’m really glad it doesn’t.

120Hz at max resolution is where it’s at.
120Hz at max resolution is where it’s at.
Photo: Samsung (Gizmodo)

With the phone set to its full resolution and 120Hz, the Find X2 Pro’s screen is wonderfully sharp. And it’s not like Oppo cut corners on other parts of the Find X2's screen, because colors appear bright and saturated, and with a peak brightness of 1,200 nits, the Find X2 isn’t hurting there either. Combined with the same 240Hz touch response rate (the same you get on the Galaxy S20), the Find X2's screen is simply exceedingly smooth.

But a great screen isn’t the only highlight feature on the Find X2, as the phone comes with flagship specs including a Qualcomm Snapdragon 865 chip, 12GB of RAM, 256GB of base storage (or 512GB on the Find X2 Pro), in-screen fingerprint reader, and support for 5G. Though somewhat annoyingly, you don’t get a microSD card reader or a headphone jack.

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On the back, the Find X2 gets a 48-MP main cam, a 12-MP ultra-wide cam, and a 13-MP telephoto cam, with the Find X2 Pro stepping up another level with a 48-MP main cam, a 48-MP ultra-wide cam, and a 13-MP periscope telephoto cam that delivers a 10x hybrid zoom (along with digital zoom up to 60x). So while even the Find X2 Pro’s overall reach isn’t quite as stupidly long as the 100x Space Zoom on the Galaxy S20 Ultra, the Oppo isn’t that far behind.

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And when it comes to recharging the phone, the Find X2 sports Oppo’s extremely fast 65-watt Super VOOC charging. Seriously, I was kind of floored the first time I tested it out. After letting the phone drain to down before plugging it in to recharge, the Find X2 Pro went from 5 percent battery to 67 percent in just 15 minutes, before hitting 82 percent after another five minutes. For any kind of normal use, that’s basically a full charge in 20 minutes, though it’s also somewhat necessary since the Find X2 doesn’t support wireless charging.

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I also want to call attention to the Find X2's design. It has nice curved sides and a polished metal frame that feel a lot like a Galaxy S10+ (which is a good thing in my book), but more importantly, alongside the Find X2 Pro’s standard black ceramic back, there’s also a version that features an orange vegan leather back.

Not only does the vegan leather seem like better protection against everyday drops, it feels fantastic and when combining that leather with the coppery/rose gold metal on its sides, it looks great too. If you go for the leather version, the Find X2 Pro definitely isn’t a phone you’ll want to put in a case.

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Illustration for article titled The Oppo Find X2 Takes One of the Samsung Galaxy S20 Ultras Best Features and Does It Better

However, the big downside to all this is that like the Galaxy S20 and S20 Ultra, the Find X2 comes with a hefty price. The standard Find X2 is listed at 1,000 euros (or around $1,130), while the Find X2 Pro goes for 1,200 euros (or about $1,350). So for any normal folk that were scared away by the super high price of the $1,400 Galaxy S20 Ultra, Oppo isn’t really giving people a lot of relief. Even with that price tag, there’s still a lot of like, and I’m looking forward to going more in-depth with the Find X2 Pro now that it’s officially available.

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2020-03-06 15:29:34Z
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Amazon is selling the Pixel 4 at its lowest price ever - Engadget

Engadget

We've seen Amazon and a variety of other retailers discount the Pixel 4 and Pixel 4 XL several times over the last couple of months. However, this time you around, you can buy the smaller Pixel 4 at its lowest price ever. The 64GB Just Black model is currently on sale for $550, down from $799. You can also get the Clearly White model on sale, but it's discounted by a more modest $132. If you feel like 64GB isn't enough storage, the 128GB Just Black model is $250 off at the moment, making it $650.

If you want the bigger Pixel 4 XL, your best bet is to go for the 128GB Just Black Model. It's currently 25 percent off, making it $750 instead of $999. You can buy the normally less expensive 64GB model, but even with 10 and 11 percent discounts, both the Just Black and Clearly White variants are currently more costly than their 128GB sibling.

The Pixel 4 is a flawed but mostly compelling device. Engadget reviews editor Chris Velazco gave the Pixel 4 and Pixel 4 XL scores of 85 and 83. As with Google's past devices, the two phones offer a great camera experience. However, he found battery life -- especially on the smaller Pixel 4 -- left something to be desired. The phone's Motion Sense gesture feature was also hit and miss. At times, it can feel like the future, but only when the Soli sensor it depends on is actually able to recognize your hand waving.

All products recommended by Engadget are selected by our editorial team, independent of our parent company. Some of our stories include affiliate links. If you buy something through one of these links, we may earn an affiliate commission.

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2020-03-06 15:25:42Z
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Oppo officially unveils its first smartwatch with its own ‘signature design’ that may just be a tad familiar - 9to5Mac

OPPO has made an ascendancy in recent years with its high-spec low-price smartphones, and now the company is making its break into the smartwatch market with its Apple Watch clone, err I mean, competitor.

The OPPO Watch was announced at an event in China today; the company touted its signature design, curved AMOLED display, health features, built-in cellular and its range of rubber or leather bands. The OPPO Watch goes on sale later this month in China, obviously not to be confused with the similar-looking  — and similar-sounding — Apple Watch.

If you used an Apple Watch before, you know what to expect: notifications, phone calls, messaging, music and even an onboard App Store. It is rated to be water-resistant to 50 meters and offers a similar workouts experience to what you find on watchOS.

It does have one thing the Apple Watch doesn’t: sleep tracking. Apple Watch infamously offers no onboard sleep tracking functionality, although there are several good options available in the App Store. Sleep tracking is rumored to be a main feature of the 2020 Apple Watch generation.

OPPO touts a 40-hour battery life when running in ‘Smart Mode’, although it’s unclear exactly what features are available in that mode and we’ll have to wait for hands-on to find out real-world longevity. A more stripped-down ‘Power Saver’ mode can apparently last for three weeks, offering basic timekeeping and notification features.

The device will apparently be available internationally, but OPPO has only announced a mainland China release date of March 24th so far.

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2020-03-06 11:41:00Z
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Sonos U-turn over 'bricking' its smart speakers - BBC News

Sonos will no longer make people "brick" - or permanently deactivate - their smart speakers in order to take advantage of a discount upgrade offer.

In 2019, the company launched a trade-up scheme that offered existing owners 30% off the cost of a new speaker.

But owners had to activate "Recycle Mode" on their existing Sonos speaker, making it permanently unusable - even if there was nothing wrong with it.

Sonos said it had now removed the requirement from its scheme.

Activating Recycle Mode starts an irreversible process that wipes personal data from the device - but also stops the internet-connected speaker working.

The company was criticised for encouraging people to disable speakers that had nothing wrong with them.

Sonos said the policy was to "encourage responsible disposal of older devices".

But critics said it would be much more environmentally friendly to let people sell their old speakers or donate them to family, friends or charity shops.

"The concept of trading in old Sonos speakers is brilliant, but just bricking it and asking you to send to a recycling centre doesn't make any sense," said Stuart Miles, founder of technology news website Pocket-lint.

The process of ruining gadgets and making them inoperable is known as "bricking", because it makes the device about as useful as a brick in technology terms.

Sonos said people could now apply for the upgrade discount just by registering the serial number of their existing speaker.

"We also respect the customer's right to decide for themselves when a product has reached the end of its useful life. So, while we are fully committed to supporting customers that wish to recycle their old hardware, we removed the Recycle Mode requirement from the program," the company said in a statement.

"Customers still receive a 30% discount on new Sonos products, but they can now choose what to do with their old device - continue to use it, give it to a friend, donate it to charity, responsibly recycle it at their local e-waste facility or send it back to Sonos via a prepaid shipping label."

Last year, the company also faced criticism after announcing it would no longer release software updates for some of its older speakers.

The change affected four models sold between 2006 and 2015.

It said it had to make the change because older hardware would not be able to support the new software.

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2020-03-06 11:24:05Z
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