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|Watch: Urban legends we believed for far too long|
Added: 16.07.2017 12:00 | 3 views | 0 comments
Greetings Eurogamers! We heard a rumour you like watching videos about video games, so here are three of them you can watch right now. You're welcome.
In contrast to the satisfactory conclusion to that little exchange, here are a selection of gaming urban legends we believed for far too long, before our hopes were cruelly dashed by things like 'the internet' and 'facts'. You know, I'm not sure that kid at school's uncle really did work for Nintendo.
Talking of rumours and hearsay, did you hear about the awful goings-on at Camp Crystal Lake? I heard a bunch of teens were murdered by a masked killer and that said masked killer had only a slim grasp of the game mechanics at his disposal. Yes, it's us playing Friday The 13th: The Game and having a whale of a time.
|Speed limits the last bastion of Windows 10/HERE Maps advantage to 'fall'?|
Added: 11.07.2017 11:13 | 8 views | 0 comments
I've dealt in several features here on AAWP with the pros and cons of HERE Maps and then Windows 10 Maps (based on the same codebase) and - despite dodgy traffic handling and UI issues - one of the key advantages of Nokia's and then Microsoft's application was that speed limits are displayed and speed warnings given. In contrast, this has been a deficiency of Google Maps for a decade, but I wanted to link out to news that speed limits and warnings are coming to the latter. It's a rollout and I don't know why it's taking Google so long (perhaps they never gathered limit information in the first place, unlike HERE/Nokia?), but at some point in the near future (a year or so), the market leading Google Maps/Navigation will have the same speed functions as Microsoft's in house application...
|Roadhog Nerf Takes Its Toll in Competitive Overwatch|
Added: 07.07.2017 17:48 | 3 views | 0 comments
Its been just over two weeks since Roadhogs controversial nerf went into effect, and its still not sitting well with everybody. At the beginning of Season 5, Roadhog was among the most popular heroes in Competitive Play. His slow and devastating play-style, in contrast to the speedy and imprecise divers, made him a fan favorite for many. But since 1.12 rolled out on June 21st, his presence among the Top 100 players hero pools has fallen 50% on PC, and as much as 30% on consoles.
Added: 28.06.2017 12:07 | 9 views | 0 comments
" /> You must defeat the enemies with a gun and shoot them with colored bullets. You can only damage the enemies if your bullets are contrasting to your enemies' colors.
|In memory of Call of Duty's cyborgs|
Added: 24.06.2017 8:12 | 17 views | 0 comments
Call of Duty has finally washed its hands of the far future, ejecting from Infinite Warfare's glistening cockpit and plunging headlong into the barbed wire thickets and bullet-churned foxholes of the 1940s. But given that Call of Duty is already the War To End All Wars, reshaping periods and places to fit its own, ageless and perpetually revisited strain of corridor shoot-out, what does heading back to World War 2 actually mean in practice? The resumed of video game visuals aside, it means the end of the series' brief, torrid love affair with powered exoskeletons and cybernetic enhancements. Exosuits remain the fashion elsewhere - consider BioWare's Anthem, in which mechs surge like dolphins through the foliage of a collapsed Earth - and it's possible that 2018's Call of Duty (Black Ops 4, presumably) will stuff you back into a cyborg Onesie. But Sledgehammer's decision to clear the table of cybernetic enhancements is a pivotal moment for a trope that has given rise to some powerful experiments.
You could argue that exosuits, exoskeletons and cybernetic doodads in general merely revisit and elaborate upon tried-and-true mechanics such as double jumps and armour boosts. There's a certain irony to the idea that games like Titanfall and Advanced Warfare are "boundary-pushing", given that each can be viewed as a reversion to the high velocity vertical combat of Quake and Unreal. But exosuits in video games aren't just clusters of character abilities - they can also be a means of distancing you from those abilities, placing them at the disposal of what is effectively a companion character, not quite under your control. Compare Master Chief's craggy MJOLNIR armour to the sinewy Nanosuits of the Crysis games. Halo's developers have conjured up plenty of mystery about the man inside the suit, his "true" face forever threatening to surface, but when you punch out a Wraith tank or line up a Spartan laser in Halo, it doesn't occur to you to wonder whether Chief is his super-soldier exoskeleton or merely operating it. The distinction is, in practical terms, irrelevant.
In Crysis, by contrast, the Nanosuit is very much not the player character, but a kind of fellow creature, a semi-subservient entity with needs and limitations. It has "stamina" reserves that must be painstakingly managed as you flip between stealthy, defensive or aggressive play - fail to get the balance right, and the suit will "punish" you, clouding your vision and slowing your motions. Unlike Chief's MJOLNIR kit, the Nanosuit also has a voice, rasping suggestions and warnings at the subcortical level. It's a sinister reworking of the role played by Halo's AI comrade Cortana, who is often plugged directly into the Chief's armour and can thus be treated as an inward extension of his persona, a stereotypical "feminine side", but who never seriously threatens to wrest your control away.
|Hands-On: Assassins Creed Origins steps back in time, but feels far more modern (Critical Hit)|
Added: 14.06.2017 0:46 | 7 views | 0 comments
Assassin's Creed Origins is taking the treasured serious way, way back in time. But it contrasts heavily to the major step forward nearly everything else takes.