The game’s main cast includes Agnea, a dancer Partitio, a merchant Hikari, a warrior Osvald, a scholar Throné, a thief Temenos, a cleric Castti, an apothecary and Ochette, a hunter. It takes place in the world of Solistia, a setting that is more modern than the prior game’s medieval setting, which is presented more like something from the nineteenth or twentieth centuries. While Octopath Traveler II retains the same structure of following eight separate character’s stories throughout the game, it follows eight new characters in a new setting separate from the prior games. New to the battle system are “Latent Powers”, which function similar to limit breaks in Final Fantasy, moves that can only be accessed once a gauge builds up over the course of a battle. Every turn, “boost points” are accumulated, which can be used for extra moves in future turns. Once discovered, an indicator is shown onscreen, and if it is exploited enough times, a “break” occurs, temporarily weakening the enemy. Every enemy has a number of hidden “weakness” attributes related to being weak to particular weapons or elements. The game retains the turn-based battle system of the first game as well, including the “break” and “boost” systems. For example, the player can choose to make the character Hikari duel characters in the daytime, in hopes of learning new skills for battle, but at night, there is the separate option to instead spend in-game currency to bribe characters for information or items. New to the sequel is there being distinct “daytime” and nighttime” segments of gameplay, with path actions, will differ depending on the time of day. Once again, each character has their own “path action” – a particular means for the player to have the respective character interact with non-player characters in the game world, often with the goal of getting reward items or characters to fight in support of their cause. The player move between eight separate characters, each with their own purpose for traversing the game world. Similar to the first Octopath Traveler, the game plays as a traditional JRPG.
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If I try to play a game like HoMM3 or the original Age of Wonders with a too high resolution I get a better overview, but lose a lot of immersion. Trying out different resolutions is a good idea anyway. I could see going a little higher if I had a very large screen, but for a 17 inch laptop screen I think the original vertical resolution looks the best. There are also other filters that some people prefer, but I wouldn't have used those without at first having a look at how the game is supposed to look. I believe that this is the setting used as default. This makes the game look the most similar to how it originally looked. It is also important to select the right options for the stretch filter in the HD launcher, which is Bilinear 2xSharper. But this also cuts out a few of the new interface features, though they are not the most important in my opinion. If you want to play the game with the same resolution as the game had when it was new (only with more horizontal space) you can use the 1080圆00 resolution. This is very close to the vertical size of the original game, only a little larger so there is space for a few more UI elements. The developers of the HD mod themselves recommend using the resolution 1180圆64 for a 1920x1080 screen. If you do that everything looks way too small so you feel less immersed in the beautiful world of Heroes of Might and Magic 3. I also really recommend people to not play the game with a high resolution in the HD mod. I hope people continue to speak out so it changes. Game dev is awful, you do it because you like it, it will chew you up and afterwards you will be glad to have any other job in IT that at least pays well. Employees passion was abused to the maximum, majority of them quit gaming industry. My friend claims that he worked for 3DO and assures me that there was a large quantity of vodka involved in the games development. In April 2020, over 30 of the company's titles were purchased from Prism Entertainment by Ziggurat Interactive. Employees were laid off without pay, and the company's game brands and other intellectual properties were sold to rivals like Microsoft, Namco, Crave and Ubisoft, and also to founder Trip Hawkins, who paid $405,000 for rights to some old brands and the company's "Internet patent portfolio". List of added features in Horn of the Abbys modification: Īfter struggling for several years, the company filed for Chapter 11 bankruptcy in May 2003. Official /r/heroes3 team how to multiplayer HoMM 3 tutorial: A lot of information on the game, so read this! Official 's HotA threadĪ's "HotA section" (Polish fan portal) The One True Way to play Heroes of Might and Magic 3, is the "Complete Edition". This is the Heroes of Might and Magic 3 subreddit. According to the developers during an interview, it was originally not going to feature the characters who were introduced in Dead or Alive Xtreme 3 Venus Vacation and Scarlet, but has been decided to include one of them as candidate DLC characters, starting from Season 4, with the first one being Tamaki. The game currently has 31 playable characters. See also: List of Dead or Alive characters § Introduced in Dead or Alive 6 The juggling ground-bounce system in this game is also being enhanced to extend juggle combos. There is a new mechanic named the Break Hold, where the character reverses an opponent, stunning them, before appearing behind them, open for a counter. If the Gauge is full, a Fatal Rush will culminate in a Break Blow, similar to what the Critical Blow in Dead or Alive 5 would do. New mechanics introduced are the Fatal Rush, a beginner-friendly mechanic where pressing one button multiple times results in the character performing a simple combo, and the Break Gauge, a meter that builds up as the characters attack. The game is supposed to be more accessible for newcomers. The game adds blood effects and new violence physics that can be user-adjusted or turned off in the options. Dead or Alive 6 also marks the first time for the series to have costume customization mode. New features include slow-motion moments and visible damage on the fighters during the course of the fight, while the sweat effects from Dead or Alive 5 return and are more pronounced. The game is markedly graphically violent in contrast to the previous entries in the Dead or Alive series With these remote control bots, activate the motorized weapons and knock your opponent’s armor off to win the battle. 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Hexbug Micro ant Hexbug Nano Santa Sleigh VEX Gatling Rapid Fire Hexbug Battle Spider Nano Flash Hexbug Fireants Hexbug Junkbots Hexbug Aquabot 2.0 Fish. This item: HEXBUG BattleBots Arena Pro - Build Your Own Battle Bot with Arena Game Board and Accessories - Remote Controlled Toy for Kids - Batteries Included with Hex Bug Set 89.52 89. It’s robot fighting time Modeled after television’s hit series BattleBots, comes the HEXBUG BattleBots Arena Pro.Learn More. We use cookies and similar tools that are necessary to enable you to make purchases, to enhance your shopping experiences and to provide our services, as detailed in our Cookie Notice. In this case, throttling pxd::server_job destroyed the game’s performance, so I had to give up on that particular change. Even though Yakuza 4 appears to be extremely similar to 3 from the technical side, the situation there was slightly more complicated.Most notably, the current worst offender, pxd::server_job This keeps the frame limiter loop spinning the CPU, but the other threads don’t. Regain CPU time properly by using Sleep(1) instead, while the frame limiter loop now uses SwitchToThread() to yield only when it is possible. In this case, I settled for a mixed solution – non-time-critical threads Both Yakuza 3 and 4 widely use Sleep(0) to idle threads,īut that ends up not giving away CPU time to other threads if there is no other thread (at the same or higher priority level) ready,Īnd thus in practice threads end up spinning for no apparent reason. Thread scheduling appears not to give away enough CPU time from idle threads.This change made the message pump thread disappear from the profiling results and already relieved the CPU noticeably. I modified the message loop to use GetMessage to wait for messages and free CPU time. The message pump thread processing Windows messages was spin locking using PeekMessage, and therefore hogging the entire CPU core even if there.In the best case, the information presented this way could I’ll spare the implementation detailsīecause they aren’t useful – instead, I’ll briefly explain the changes I made. Special K makes the worst offenders instantly noticeable, so I could come forward with several fixes. With proper setup, it can act almost as a profiler! To address the most common issues in various games and/or to retrofit HDR, but I instead used its extensive resource monitoring capabilities. Most people use it as a general-purpose framework This time for my investigations I used Special K. (it is possible if the CPU heats up and throttles or if threads are starving each other for CPU time). Even worse, for some people, it seems to have caused performance issues My 4-core, 8-thread CPU regularly saw 50-60% overall CPU load, with some cutscenes going as far as 90%.Ī simple cutscene using 90% CPU time? Hmmm.Ī quick look at Steam forums reveals it’s a widespread issue. Much more than Yakuza 0 and even Yakuza Kiwami 2! The next issue may not be obvious, but something is definitely wrong – both Yakuza 3 and Yakuza 4 are insanely CPU intensive, Windows 8 compatibility is highly likely a placebo fix for something – I find it unlikely it was the only viable option.ĭPI scaling settings, on the other hand, should have been set in the executable’s manifest instead of being forced through compatibility settings! Although I can’t say for sure what went down, I can’t think of any reasons where those would be required in a modern game. The included script file sets the games to use Windows 8 compatibility and overrides the DPI scaling settings. For some reason, Yakuza 3 and Yakuza 4 ship with… compatibility options! I spotted the first oddity even before launching any of the games. You can reach those segments within one or two hours of playing, so I don’t think they can be considered major spoilers. Therefore with the Remastered Collection, I knew I’ll be looking into these gamesĪs always in cases like this, it didn’t take long before something worth looking into showed up.ĭISCLAIMER: All screenshots shown in this article come from the early stages of Yakuza 3 and 4. Yakuza Kiwami 2 got a SilentPatch several months after the release, Like with Yakuza Kiwami 2 (but unlike Yakuza: Like a Dragon!), these ports have been made by QLOC. I’ve been looking forward to these games,Īnd now with Yakuza 3, 4, and 5 released, we are very close to seeing a complete mainline Yakuza saga on PC! It’s been a week since Yakuza Remastered Collection has released on PC and Xbox One. Scroll down to Download section for a download link. TL DR - if you are not interested in an in-depth overview of what was wrong with the game and how it was fixed, SilentPatch for Yakuza 3 & Yakuza 4 Remastered Once a character ended a call with “gotta bounce, yo, craving boba”, I knew that we’d gone beyond “I’m just too old” and into the realm of focus-group-approved dialogue.ĭeveloped by the masterful Criterion Games, Need for Speed Unbound is a spectacularly polished title, which goes to great lengths to utilize the power of the ninth-gen platform. The soundtrack is perfectly suited for folk far younger and cooler than I, and the voice acting is perfectly fine, but the dialogue is atrocious, wall-to-wall with insufferable, cookie-cutter “bants”. While all of this activity is fun and enjoyable, it has to be noted that NFSU‘s narrative and script absolutely do not make the grade. These missions all offer their own rewards, unlocking new safehouses as well as access to more vehicles and upgrades. As Lakeshore opens up, a selection of side objectives and jobs-for-hire become available, from getting hot wheels (not the toys) out of the city under the watchful eyes of the feds, to becoming the most One-Star-Rated Uber driver in history. SEE FOR DETAILS.While progressing through the story, all in-game earnings, (whether bagged on the streets or at the bookies), can be blown on a huge gallery of vehicles and upgrades, with the player gunning their way through a tiered licensing system and obtaining the machinery necessary to qualify for the city’s more elite street circuits. And when you take first, don't forget to stunt on the competition with your own personal win poses.ĬONDITIONS AND RESTRICTIONS APPLY. Extend that look to your ride, transforming your cars with unique wraps and cutaways for the ultimate legendary custom. Pull up to a Meetup and show off your unique style with hundreds of cosmetic items to choose from, including exclusive gear from some of the world’s most pioneering fashion innovators.Do you outrun the cops, battle them head on, or hide out in Lakeshore's underground? Run these streets and you’ll reap the rewards. While the cops pile on the pressure, you gotta make tactical decisions using new escape mechanics to take control of the chase.
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Dead Space: Extraction was later ported to PlayStation 3 and used PlayStation Move.ĭead Space: Extraction reviewed well, with an average Metacritic score of 82 for the Wii and 79 for PlayStation 3. Extraction tasks up to two players with battling through ten chapters, and are able to choose routes through the ship, as well as tackling puzzles on the way. While there’s no clear reason why a Wii adaptation of Dead Space didn’t happen (although presumably it might have been too much of a job to scale down the game to work on Nintendo’s hardware), we instead got this great on-rails shooter.Ī perfect fit for the console, Extraction blended Dead Space’s limb dismembering and dark style with classic lightgun gaming. With the Nintendo Wii doing crazy good business around the globe, it’d be foolish for EA not to get in on the motion controlled madness with the Dead Space franchise. While we’ll talk about Dead Space spin offs later in the article, Dead Space: Extraction deserved an entry of its own. It wasn’t a commercial success however, and as of the end of 2008, had sold less than half a million copies, though did break the one million sales barrier in 2009.ĭead Space: Extraction(2009) Dead Space: Extraction Dead Space became an instant classic, and was a critical success, with the Xbox 360 (89) performing best, and the PS3 (88) and PC (86) versions also receiving high praise. Dead Space also featured a silent protagonist, which was very popular in the early part of the 21st century. The game also employs zero HUD, with Isaac’s health being indicated on the spine of his suit and weapon info being on the actual in-game weapon itself. The combat itself, which skews away from the usual ‘bullet to the head’ idea of other survival horror games, also implements a limb severing system, allowing you to dismember the many horrors of the USG Ishimura, adding a tactical element to your confrontations with the Necromorphs. Not content with merely copying Capcom’s horror masterpiece, Visceral made Dead Space their own.ĭead Space’s protagonist Isaac Clarke can move freely in combat, unlike RE4’s Leon Kennedy who remains rooted to the spot. After Resident Evil 4 was released, the third-person style of gameplay inspired Visceral to create something in a similar vein. So let’s take a look at the history of the Dead Space franchise, a series that succeeded where so many others failed.Ģ6 years after its release, gamers still look back on System Shock with a lot of love, so it’s easy to understand why Dead Space developers Viceral wanted to create a second sequel to the classic sci-fi horror/RPG. With all these franchises stuttering and failing, Dead Space was a real diamond in the rough. The much loved Fatal Frame series also suffered, with the fourth entry to the series, 2008’s Fatal Frame: Mask of the Lunar Eclipse, only being released in Japan. Meanwhile, 2004’s Doom 3 was a valiant attempt to transition from a run and gun FPS to a slower, story driven horror title, but failed to move the franchise forward and ended up seeing the series put on ice for 12 years. Smaller franchises struggled too during the 2000s, with the final official Clock Tower game coming in 2002. Then, one year later in 2009, we’d see the release of Resident Evil 5, which took a slight downturn in quality for the series and was somewhat of a letdown after the all time classic that was Resident Evil 4. The genre was facing a downturn, with 2008 also giving us the much anticipated yet disappointing Silent Hill: Homecoming alongside the equally disheartening Alone in the Dark reboot. Before Dead Space came along, survival horror was in a bad place during the seventh console generation. The media made a big deal about the lopsided outcome of 73 Easting, but that was just a preamble to what came next. “At 73 Easting, you have 14 American tanks attacking 50-plus Iraqi tanks with almost no losses on the U.S. As designed, the M1A1 Abrams tanks wiped out the T-72s with armor-piercing rounds before the Iraqis knew what hit them. “Seeing the Iraqis weren’t deployed, McMaster closed in for the kill and attacked at point blank range,” says Cogan. With only 14 tanks in his reconnaissance troop, McMaster decided to capitalize on the element of surprise and take the objective, codenamed 73 Easting. spy planes that an entire brigade of Iraqi tanks was parked over a nearby rise. McMaster of the Second Armored Cavalry Regiment received intelligence from U.S. The first major tank battle of the Gulf War came on February 26, 1991, when Captain H.R. But on February 24, 1991, the Coalition forces swept in from the western deserts with more than 3,000 tanks and armored personnel carriers. had amassed a fleet of warships in the Persian Gulf, tricking Saddam into believing that the initial invasion would target Kuwait City. On January 17, 1991, a massive U.S.-led air offensive hit Iraq’s air defenses, then, after months of preparations, the ground war began with a brilliant feint by the American Commanding General Norman Schwarzkopf. We tend to think of World War II as the great tank war, but one of the largest tank battles of the 20th century took place in 1991 during the Persian Gulf War. During the Gulf War, Challenger 1s destroyed more than 400 Iraqi tanks and didn’t suffer a single loss. The preferred tank of the 1st UK Armoured Division was the Challenger 1, a 62-ton battle tank powered by a 1200-horsepower Rolls Royce Condor diesel engine and fitted with a 120-mm main gun. True to the mission of the Marines, they also piloted the AAV7 Amphibious Assault Vehicle, a fully tracked, ship-to-shore transporter that could speed 25 Marines from the waters of the Persian Gulf to the desert battlefield.Īmerica’s allies also brought their own beasts. The M60A1 was older than the Abrams, but its 105-mm main gun still packed a wallop. Marine Corps manned their own battle tanks in Kuwait, mostly M60A1 Patton models. During actual fighting, the M551 Sheridans only played a supporting role since their aluminum armor was vulnerable to enemy tank fire. The aluminum-clad M551 Sheridans were first to arrive because they were light enough to be transported by planes and air-dropped into battle. The very first American tanks to reach the staging grounds in Saudi Arabia were M551 Sheridans built for the Vietnam War. Army deployed some 1,900 M1A1 Abrams tanks in the Gulf War, but they weren’t the only armored assets on the battlefield. “By the time you hear an Abrams tank, you’re already dead.” During NATO exercises in Europe prior to the Gulf War, admiring allies dubbed the Abrams “whispering death.” Other Gulf War Battle Tanks “I was an armor officer for 10 years,” says Cogan. The speed came from a 1500-horsepower jet turbine engine that burned jet fuel instead of diesel, muffling the engine’s roar. And instead of firing conventional artillery rounds, the Abrams’ cannon hurled an armor-piercing dart that traveled a mile a second and decimated enemy tanks with one shot.įor its size and firepower, the M1A1 Abrams was also surprisingly fast and quiet. Its 120-mm main gun was gyro stabilized to aim true while charging over bumpy terrain at 45 mph. Measuring 32 feet long and weighing 68 tons, the Abrams tank deployed in the Gulf War was designed to take a direct hit from the biggest and baddest Iraqi tank and shrug it off. |
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