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Alleged planner of Istanbul airport attack ID'd
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Shack News
Shacknews Recent Articles http://www.shacknews.com/rss?recent_articles=1 en-us E3 2016: Day 2 Post-Show Wrap Up Show http://www.shacknews.com/article/95643/e3-2016-day-2-post-show-wrap-up-show http://www.shacknews.com/article/95643/e3-2016-day-2-post-show-wrap-up-show <p>Steve Watts, Cassidee Moser, David Craddock, Joshua Hawkins, and Asif Khan share their Day 2 E3 experiences and argue about the viability of virtual reality. Asif also let everyone know his favorite tea concoction.&nbsp;</p> <p>For more great videos, be sure to subscribe to&nbsp;<a href="https://www.youtube.com/channel/UCLR08NT874M_Mpgg9vtkv-g" target="_blank">Shacknews</a>&nbsp;on&nbsp;YouTube.</p> <p><iframe width="700" height="369" src="https://www.youtube.com/embed/KRLfjCrzZO0" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p> <p>You can also find our replay on our official&nbsp;<a href="https://www.twitch.tv/shacknews/v/73579326" target="_blank">Shacknews&nbsp;Twitch Channel</a>.</p> <p>Check out all E3 2016 Booth Interviews and Stream replays on our<a href="https://www.youtube.com/playlist?list=PLhcdG2mGcVVLtzBJiaOAVBdTv-pgRQCRa" target="_blank">&nbsp;Official Shacknews E3 2016&nbsp;</a><a href="https://www.youtube.com/playlist?list=PLhcdG2mGcVVLtzBJiaOAVBdTv-pgRQCRa" target="_blank">YouTube playlist</a>.</p> Thu, 30 Jun 2016 16:20:00 PDT Shack Staff Activision invoked DMCA law to remove Steam game that stole assets from Call of Duty http://www.shacknews.com/article/95645/activision-invoked-dmca-law-to-remove-steam-game-that-stole-assets-from-call-of-duty http://www.shacknews.com/article/95645/activision-invoked-dmca-law-to-remove-steam-game-that-stole-assets-from-call-of-duty <p>After discovering that Orion contained stolen assets from Call of Duty: Black Ops 3, Activision had the game removed from Steam (via&nbsp;<a href="http://www.gamespot.com/articles/activision-took-down-a-steam-game-for-stealing-cal/1100-6441438/" target="_blank">GameSpot</a>). The kicker: Orion director David Prassel seemed unaware of the theft.</p> <p>Prassel made a post on&nbsp;<a href="http://steamcommunity.com/app/407840/discussions/0/351660338709276017/" target="_blank">Orion's Steam forums</a> asking fans to rally behind the company and oppose the DMCA takedown. Activision reached out to him with definitive proof that Orion had purloined Call of Duty assets.</p> <p>"Last night I received evidence directly from Activision regarding assets not even mentioned in public yet. Upon receiving this it became immediately apparent that blatant rips were made. While the artist offered to remake any assets at no cost, he has now been fired immediately upon learning this. This will slightly affect production and I will get into that later."</p> <p>NeoGAF user Low-G was the first to point out&nbsp;<a href="http://www.neogaf.com/forum/showpost.php?p=208528587&amp;postcount=13" target="_blank">similarities between certain assets</a>, such as Black Ops 3's M8A7 and Orion's copycat gun. While the body of Orion's weapon held some distinctions, the top section was overtly similar.</p> <div class="articleImage full" style="width: 700px;"><img src="https://s3-us-west-1.amazonaws.com/shacknews/assets/editorial/2016/06/Orion_gun theft1.jpg" alt="" width="700" height="370" /></div> <p>In his post, Prassel explained that he overlooked the duplicity because his company hires freelancers, and he isn't able to cross-check and verify every asset they turn in due to their varying schedules.</p> <p>More troubling for Orion, Prassel's digging turned out several more instances of stolen assets. "We are shutting down social media. I don't find the results from when it's positive large enough, and when it gets bad it's just horrible. We really need to bunker down to catch up on what was removed and we just want to focus on the game."</p> <p>Further updates on this and other Orion issues will be published on&nbsp;<a href="https://steamcommunity.com/linkfilter/?url=http://orion-project.net" target="_blank">Orion-Project.net</a>.</p> Thu, 30 Jun 2016 15:50:00 PDT David Craddock Wreck-It Ralph sequel slated for 2018 http://www.shacknews.com/article/95644/wreck-it-ralph-sequel-slated-for-2018 http://www.shacknews.com/article/95644/wreck-it-ralph-sequel-slated-for-2018 <p>On a livestream <a href="https://www.facebook.com/Disney/videos/10153760073335954" target="_blank">broadcast on Facebook</a>, Walt Disney Animation Studios announced a sequel to Wreck-It Ralph for release in theaters on March 9, 2018.</p> <p>What's the holdup? After wrecking video games in his feature film debut in 2012, Ralph has set his sights on the Internet, and, well, that's a lot of pipes. Fortunately, he's in good hands. Disney reassembled the team from the first movie, including co-directors Rich Moore (recently of Zootopia fame) and Phil Johnston, co-writer on Wreck-It Ralph.</p> <p>John C. Reilly, the voice of Ralph, announced the sequel alongside his colleagues at Disney. Concept art from the film appeared on Disney's <a href="https://twitter.com/Disney/status/748552684014288899/photo/1?ref_src=twsrc%5Etfw" target="_blank">Twitter</a>.</p> <p>No plot details besides Ralph entering the Internet alongside Vanellope von Schweetz, his tiny companion from the first movie, have been released. In what could be a tease, director Rich Moore has mentioned that he'd love to get Nintendo to sign off on letting Mario appear in a sequel.</p> Thu, 30 Jun 2016 15:00:00 PDT David Craddock E3 2016: Oculus Interview with Nate Mitchell http://www.shacknews.com/article/95642/e3-2016-oculus-interview-with-nate-mitchell http://www.shacknews.com/article/95642/e3-2016-oculus-interview-with-nate-mitchell <p>Shacknews' coverage of day 2 of E3 2016 concluded&nbsp;with an interview with Nate Mitchell from Oculus. It was great to have Nate&nbsp;stop by our booth on the show floor of E3 2016 to&nbsp;chat with Asif about Oculus Rift, their game lineup, and the future of virtual reality.</p> <p><span>For more great videos, be sure to subscribe to&nbsp;</span><a href="https://www.youtube.com/channel/UCLR08NT874M_Mpgg9vtkv-g" target="_blank">Shacknews</a><span>&nbsp;on YouTube.</span></p> <p><iframe width="700" height="369" src="https://www.youtube.com/embed/SUEWLga19WE" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p> <p>You can also find our replay on our official&nbsp;<a href="https://www.twitch.tv/shacknews/v/73577745" target="_blank">Shacknews Twitch Channel</a>.</p> <p>Check out all E3 2016 Booth Interviews and Stream replays on our&nbsp;<a href="https://www.youtube.com/playlist?list=PLhcdG2mGcVVLtzBJiaOAVBdTv-pgRQCRa" target="_blank">Official Shacknews E3 2016 YouTube playlist</a>.</p> Thu, 30 Jun 2016 14:30:00 PDT Shack Staff E3 2016: Furi Gameplay and Interview with Emeric Thoa http://www.shacknews.com/article/95641/e3-2016-furi-gameplay-and-interview-with-emeric-thoa http://www.shacknews.com/article/95641/e3-2016-furi-gameplay-and-interview-with-emeric-thoa <p><span>Shacknews' coverage of day 2 of E3 2016 continued with an interview with Emeric Thoa from the Game Bakers. It was great to have Emeric stop by our booth on the show floor of E3 2016 to show us&nbsp;Furi gameplay and talk about its development.</span></p> <p><span><span>For more great videos, be sure to subscribe to&nbsp;</span><a href="https://www.youtube.com/channel/UCLR08NT874M_Mpgg9vtkv-g" target="_blank">Shacknews</a><span>&nbsp;on YouTube.</span></span></p> <p><iframe width="700" height="369" src="https://www.youtube.com/embed/Jgi2bn7CCwY" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p> <p>You can also find our replay on our official&nbsp;<a href="https://www.twitch.tv/shacknews/v/73577109" target="_blank">Shacknews Twitch Channel</a>.</p> <p>Check out all E3 2016 Booth Interviews and Stream replays on our&nbsp;<a href="https://www.youtube.com/playlist?list=PLhcdG2mGcVVLtzBJiaOAVBdTv-pgRQCRa" target="_blank">Official Shacknews E3 2016 YouTube playlist</a>.</p> Thu, 30 Jun 2016 14:00:00 PDT Shack Staff Inside: How to Get the Secret Ending http://www.shacknews.com/article/95640/inside-how-to-get-the-secret-ending http://www.shacknews.com/article/95640/inside-how-to-get-the-secret-ending <p>Inside is an interesting experience, to say the least, and alongside several secret orbs, a hidden secret ending has been specially crafted into the game. In order to unlock this secret ending, however, you will need to accomplish a few things, and this guide will help you unlock the game&rsquo;s hidden ending.</p> <p>The first step to unlocking the secret ending is to find and destroy all fourteen of the secret orbs hidden throughout the game&rsquo;s many levels. Don&rsquo;t fret too much about that, as we&rsquo;ve written up a really handy guide to help you <a href="http://www.shacknews.com/article/95639/inside-all-collectibles-and-secrets-the-last-one-achievement" target="_blank">find all fourteen orbs and collectibles</a>.</p> <p>Once you have destroyed all the orbs, and deactivated the final one, you will notice that the light board in the back of the room with the giant sphere is now dark, save for one light. This is an indicator to return to the location of the second orb, which can be found in the bunker underneath the cornfield. Go ahead and load up that checkpoint, and then make your way into the bunker once more.</p> <p>After arriving in the bunker, take note of the closed vault door to you right. This is the door you need to get past, and to open it up you&rsquo;re going to need to solve one of the eeriest and most challenging puzzles of the game. You should also take note of a switch in front of the vault door. Before this switch was inactive, however, now that you have activated and destroyed all the orbs, it is active and be used with the Action Button.</p> <p>You can pull the switch in three different directions, Up, Left, and Right. A pull in each direction will warrant a different ominous tone. You might recognize these tones from the tape recorder that was playing near the fifth secret orb. You will actually need to use the tones from that recorder to activate the switch, and unlock the door. If you don&rsquo;t want to bother going back through and jotting it down yourself, the sequence is as follows:</p> <p><strong>Up, Up, Right, Left, Right, Right, Right, Up, Up, Up, Right, Left, Left, Left</strong></p> <p>After playing this on the switch, the bunker door will open, and you can follow the long tunnel to a room with a rather peculiar secret ending. We aren&rsquo;t sure what it means, but that&rsquo;s the beauty of these things. In the end, it is all left up to each player&rsquo;s own interpretations.</p> Thu, 30 Jun 2016 14:00:00 PDT Josh Hawkins Inside: All Collectibles and Secrets, The Last One Achievement http://www.shacknews.com/article/95639/inside-all-collectibles-and-secrets-the-last-one-achievement http://www.shacknews.com/article/95639/inside-all-collectibles-and-secrets-the-last-one-achievement <p>There are several collectibles which take the form of medium-sized black discoball-like orbs, hidden throughout the various levels of Inside. These orbs are also always attached to yellow power cables, which can often be seen from outside of the secret areas where the orbs are hidden. There are fourteen orbs total, the last one near the end of the game is actually attached to a huge board that tracks your progress, and a dot on the board will light up for each of the other thirteen orbs you discover and break open.</p> <p>Since you can simply load up any area of the game you want, it is really easy to backtrack and pick up additional orbs that you might have missed. Opening and destroying all the collectibles inside the black orbs will open up the final and largest orb, allowing you to break open the last collectible and claim a final secret.</p> <p><strong>Orb #1</strong></p> <p>This first orb is located in The Forest, close to Checkpoint 6. After you are chased by the team of dogs, and dive off the cliff into the water, dive down and look to your left to spot a secret path.</p> <p>If you follow the path it will lead you to a room with the first orb. Rock the Pillar to create a bridge across the gap in the floor, and then destroy the orb.</p> <p><strong>Orb #2</strong></p> <p>This second orb is located in the Cornfield, a little after Checkpoint 7. Walk forward once you enter the cornfield, and just keep pressing down on the Action Button until your character stops and grabs on to something. This is a vault door, which leads to an underground bunker with the next orb hidden inside.</p> <p>Climb into the bunker after opening the door, and then look to your left to spot this orb in a photo development room. You might also have noticed the inactive vault door on the right of the room. Ignore this for now, however, once you have collected all the orbs, this door will become active, and you can unlock it to acquire a secret ending.</p> <p><strong>Orb #3</strong></p> <p>This orb can be found at The Farm, just after Checkpoint 9.</p> <p>Drop down from the top of the farmhouse and into the wagon of dead pigs. Now take the wagon and pull it to your left, next to the building. This will allow you to climb on top of it, and pull a plank off the side of the building so you can drop inside.</p> <p>Now use the rope to swing to the left and grab the secret orb to destroy it.</p> <p><strong>Orb #4</strong></p> <p>The fourth orb can be found near The City, at Checkpoint 14.</p> <p>When you enter the city, you will have to find a way to the top floor to push a safe off of a plank, and off the side to destroy another group of planks, that opens up a hole in the floor.</p> <p>After dropping the safe through the floor, climb into the hole, enter the vent in the left-hand corner, and then destroy the secret orb inside.</p> <p><strong>Orb #5</strong></p> <p>This orb can be found in The City, beneath Checkpoint 16.</p> <p>Once you reach the rooftops, make your way to an area where you have to slide down the roof to another building, and then jump across a small gap onto a pipe. Instead of climbing up, like you would to continue the story, climb down, and jump across to a ladder. Now climb down the ladder to find this orb and a large tape player playing some eerie tunes. Take note of the sequence of tunes, as you will need them to find the secret ending.</p> <p><strong>Orb #6</strong></p> <p>To find this orb you must travel to The Depths, between Checkpoints 29 and 30.</p> <p>After you jump over a small ledge, and then smash open a red door with the submarine, you will enter a flooded room featuring a large stairwell that ends with another red door.</p> <p>Head down and dislodge the crate near the bottom of the area by charging it. Then continue forward down the path into a secret puzzle room. To reach this orb you will need to use the mind controller to put the guy on top of the submarine.</p> <p>Now hop back into the sub with the guy on top, and carefully lower the sub into the water to launch yourself into the air at the other mind control helmet. The man on top of the sub will reach for it, and grab a hold of it. Then you can make your way to the previous mind control helmet, and use it to control a new character in the background that will allow you to interact with the orb and destroy it.</p> <p><strong>Orb #7</strong></p> <p>The seventh orb can be found across from The Beach, between Checkpoints 31 and 32.</p> <p>After you crash through a wooden patch in the ceiling, turn to the left, and make your way all the way over in the submarine. Now use the charge underwater to launch into the air and hit the pipes twice. Once that has been done, go ahead and exit the sub and make the jump to the new ledge and ladder, climbing up them to discover a secret orb that you can break.</p> <p><strong>Orb #8</strong></p> <p>This orb is located in The Mines, close to Checkpoint 34.</p> <p>To find this orb you will need to make your way through the Mines until you must complete the &ldquo;20-man puzzle&rdquo;. First you will need to gather a few followers from the bottom floor, where you first get the helmet. Now use those followers to gain access to the very left by using the minecart and rope to find three additional followers in a cage.</p> <p>After releasing the caged people, make your way back to the elevator and destroy the patched up wooden wall you spot along the way. Head inside the hole, down the nearby ladder, and take the torch so that you can defend yourself against a group of wolves coming up.</p> <p>Now make your way to the left of the cave, and keep the wolves at bay until you can destroy the orb, and force them to scatter.</p> <p><strong>Orb #9</strong></p> <p>To find this orb you must make your way past The Bridge, around Checkpoint 44.</p> <p>Move forward from the checkpoint, and enter the water using the right-hand floor panel. Wait for the creature beneath the surface to get close, then jump back to the surface to escape its jaws. Now head to the left and jump in the water, swimming all the way left to outpace the creature and reach the hidden orb ahead, as well as a crate that leads you back to where you came from.</p> <p><strong>Orb #10</strong></p> <p>The tenth orb is located in The Flooded Base, near Checkpoint 46.</p> <p>Swim to the right from the checkpoint to reveal a yellow power cable. From here you will need to swim up, through the building, and into the next area beyond. Now swim down and to the left to find a small vault door that can be opened by rotating the middle piece, and pulling down on the tab. Follow the path the door was blocking to find the orb.</p> <p><strong>Orb #11</strong></p> <p>Once you reach the Facility Entrance, near Checkpoint 48, you won&rsquo;t have far to go to snag this orb.</p> <p>From the checkpoint, take note of the waterlogged room which hides a pit near the end. You can swim down from here to an underground lake with the orb hidden just out of reach on top of a clockwork machine. If you head back up, you will come to a puzzle that requires you to rotate platforms at the end of a long piece of machinery, which is used to shield you from the light scanner.</p> <p>Position this piece at the very center of its highest position, and then head back down into the water to find a platform that will allow you to reach the orb.</p> <p><strong>Orb #12</strong></p> <p>This orb is located in The Facility, close to Checkpoint 50.</p> <p>Make your way to the room with the floating bodies, and then solve the puzzle until you are able to get up to the bodies. Now you need to continue the puzzle until you are able to return the yellow box to the room with all the bodies. Use the box to allow you to push the button that will lower a platform down along the right-hand wall.</p> <p>Now use the box one last time to jump onto the platform, and ride it up to the top to reveal a secret orb.</p> <p><strong>Orb #13</strong></p> <p>The second to last orb is located in the Facility Offices, near Checkpoint 54.</p> <p>During the elevator puzzle, make your way to the bottom of shaft and then bring the elevator to the highest level. Now grab the nearby followers on top, and have them follow you to the same level. Head into the elevator, and close the door quickly to cut the followers into two different groups. Take the elevator down, forcing the second group of followers to climb on top of the elevator cart.</p> <p>Now take the elevator back up, and exit it to the right. Use Group 1 of your followers to boost you to the yellow wire, then climb to the top. You should now be in the attic, and you can use Group 2 to boost to the orb nearby.</p> <p><strong>Orb #14</strong></p> <p>The final orb is located in The Facility right after Checkpoint 58.</p> <p>Once you have unlocked all thirteen of the previous orbs, the final secret will be reachable. From Checkpoint 58, look forward to spot a ladder. Jump across and grab onto the ladder, climbing it to the top to discover a large room with a giant sphere. Head inside the sphere and move the object inside to deactivate the lights, and destroy the last orb.</p> <p>Now walk back outside of the sphere to unlock the Last One achievement.</p> <p>Once you have destroyed all fourteen orbs, you may notice that all the lights in the background, which showcased the amount of orbs found and destroyed, have all gone out, save for one, the second one. This is a clue, that when followed will lead you back to the second secret orb, where you can discover <a href="http://www.shacknews.com/article/95640/inside-how-to-get-the-secret-ending" target="_blank">Inside&rsquo;s secret ending</a>&nbsp;hidden behind one last puzzle.</p> Thu, 30 Jun 2016 14:00:00 PDT Josh Hawkins E3 2016: Worms WMD Gameplay and Interview with Bethany Aston from Team 17 http://www.shacknews.com/article/95638/e3-2016-worms-wmd-gameplay-and-interview-with-bethany-aston-from-team-17 http://www.shacknews.com/article/95638/e3-2016-worms-wmd-gameplay-and-interview-with-bethany-aston-from-team-17 <p>Shacknews' coverage of day 2 of E3 2016 continued with an interview with Bethany Aston from Team 17. It was great to have Bethany&nbsp;stop by our booth on the show floor of E3 2016 to show us Worms WMD&nbsp;gameplay and talk about its development.</p> <p>For more great videos, be sure to subscribe to&nbsp;<a href="https://www.youtube.com/channel/UCLR08NT874M_Mpgg9vtkv-g" target="_blank">Shacknews</a>&nbsp;on YouTube.</p> <p><iframe width="700" height="369" src="https://www.youtube.com/embed/i_ztJOKdng8" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p> <p>You can also find our replay on our official&nbsp;<a href="https://www.twitch.tv/shacknews/v/73576515" target="_blank">Shacknews Twitch Channel</a>.</p> <p>Check out all E3 2016 Booth Interviews and Stream replays on our&nbsp;<a href="https://www.youtube.com/playlist?list=PLhcdG2mGcVVLtzBJiaOAVBdTv-pgRQCRa" target="_blank">Official Shacknews E3 2016 YouTube playlist</a>.</p> Thu, 30 Jun 2016 13:30:00 PDT Shack Staff E3 2016: Overcooked Gameplay and Interview with Phil Duncan & Bethany Aston from Team 17 http://www.shacknews.com/article/95637/e3-2016-overcooked-gameplay-and-interview-with-phil-duncan--bethany-aston-from-team-17 http://www.shacknews.com/article/95637/e3-2016-overcooked-gameplay-and-interview-with-phil-duncan--bethany-aston-from-team-17 <p>Shacknews' coverage of day 2 of E3 2016 continued with an interview with Phil Duncan &amp; Bethany Aston from Team 17. It was great to have them&nbsp;stop by our booth on the show floor of E3 2016 to show us Overcooked&nbsp;gameplay and talk about its development.</p> <p>For more great videos, be sure to subscribe to&nbsp;<a href="https://www.youtube.com/channel/UCLR08NT874M_Mpgg9vtkv-g" target="_blank">Shacknews</a>&nbsp;on YouTube.</p> <p><iframe width="700" height="369" src="https://www.youtube.com/embed/V7myODhAmpY" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p> <p>You can also find our replay on our official&nbsp;<a href="https://www.twitch.tv/shacknews/v/73575565" target="_blank">Shacknews Twitch Channel</a>.</p> <p>Check out all E3 2016 Booth Interviews and Stream replays on our&nbsp;<a href="https://www.youtube.com/playlist?list=PLhcdG2mGcVVLtzBJiaOAVBdTv-pgRQCRa" target="_blank">Official Shacknews E3 2016 YouTube playlist</a>.</p> Thu, 30 Jun 2016 13:15:00 PDT Shack Staff E3 2016: Yooka-Laylee Gameplay and Interview with Steve Mayles & Grant Kirkhope from Team 17 http://www.shacknews.com/article/95636/e3-2016-yooka-laylee-gameplay-and-interview-with-steve-mayles--grant-kirkhope-from-team-17 http://www.shacknews.com/article/95636/e3-2016-yooka-laylee-gameplay-and-interview-with-steve-mayles--grant-kirkhope-from-team-17 <p>Shacknews' coverage of day 2 of E3 2016 continued with an interview with Steve Mayles &amp; Grant Kirkhope from Team 17. It was great to have them&nbsp;stop by our booth on the show floor of E3 2016 to show us Yooka-Laylee&nbsp;gameplay and talk about its development.</p> <p>For more great videos, be sure to subscribe to <a href="https://www.youtube.com/channel/UCLR08NT874M_Mpgg9vtkv-g" target="_blank">Shacknews</a>&nbsp;on YouTube.</p> <p><iframe width="700" height="369" src="https://www.youtube.com/embed/zQ51BQM_sCU" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p> <p>You can also find our replay on our official <a href="https://www.twitch.tv/shacknews/v/73574829" target="_blank">Shacknews Twitch Channel</a>.</p> <p>Check out all E3 2016 Booth Interviews and Stream replays on our <a href="https://www.youtube.com/playlist?list=PLhcdG2mGcVVLtzBJiaOAVBdTv-pgRQCRa" target="_blank">Official Shacknews E3 2016 YouTube playlist</a>.</p> Thu, 30 Jun 2016 13:05:00 PDT Shack Staff How the original Xbox team convinced 'insulted' Bill Gates to green-light a console http://www.shacknews.com/article/95635/how-the-original-xbox-team-convinced-insulted-bill-gates-to-green-light-a-console http://www.shacknews.com/article/95635/how-the-original-xbox-team-convinced-insulted-bill-gates-to-green-light-a-console <p>Speaking to IGN editor Ryan McCaffrey (via&nbsp;<a href="http://www.gamespot.com/articles/bill-gates-was-insulted-by-xbox-pitch-co-creator-s/1100-6441429/">GameSpot</a>) in a&nbsp;<a href="https://www.youtube.com/watch?v=vUULNTLw0Ko">video interview</a>, Xbox co-creator Ed Fries reminisced kinda-sorta fondly about the St. Valentine's Day Massacre, the name whispered internally at Microsoft to refer to the day Bill Gates went into a tirade over the proposal for the original Xbox console.</p> <p>Fries explained that there were two teams trying to sell Gates&mdash;then chairman and chief software architect, a position the Microsoft co-founder created for himself&mdash;and CEO Steve Ballmer on creating a game console. Fries headed one team, and put together a proposal for, in essence, a PC in a box. It would run on Windows and contain a hard disk drive to minimize loading times.</p> <p>The other team, led by designer Seamus Blackley, pitched a box modeled after Sega's Dreamcast, on the basis that "at the time, Dreamcast was king. Influence," Blackley wrote on Twitter upon revealing his&nbsp;<a href="http://www.shacknews.com/article/95534/original-xbox-controller-designs-show-how-the-dreamcast-influenced-microsofts-first-console">original concept sketches for the Xbox</a>.</p> <div class="articleImage full" style="width: 543px;"><img src="https://s3-us-west-1.amazonaws.com/shacknews/assets/editorial/2016/06/Xbox OG concept_1.jpg" alt="" width="543" height="705" /></div> <p>Gates threw in with Fries' team. He liked the idea of building a game console that served as a Trojan horse: a game machine to the untrained eye, but under the hood, another Windows platform. Gates allotted one year for the Xbox team to put a business plan together and get the ball rolling. The strategy underwent some modifications.</p> <p>"Then we spend a year going over what it's actually going to take, the [second] team shuts down and joins us, and we become more like them, but at some point we drop Windows. We want this closed thing that runs games really well," Fries explained (via <a href="http://www.neogaf.com/forum/showthread.php?t=1240281" target="_blank">NeoGAF</a>).</p> <p>There was just one problem. Fries and his teammates, including Blackley and fellow Xbox co-creator J Allard, forgot to inform Gates that Windows would no longer comprise the beating heart of Microsoft's console. At a meeting scheduled for 4:00 pm on Valentine's Day, Gates blew his top.</p> <p>"So we go into the meeting and four o'clock Valentine's Day," Fries said. "Bill walks in, he's holding a PowerPoint deck and yells, 'This is the blanking insult to everything I've done at this company' and that was the start, so we all looked at [Xbox director and designer J Allard] because we knew Bill's mad about the no Windows thing, because we forgot to 'pre-disaster' him, so J is in shock for a minute and Bill yells at me and shuts me down and Robbie steps up and Bill shuts him down anyway, and then Ballmer goes through and says we're gonna lose a lot of money and he's beating us up about that."</p> <p>An hour passes. Two hours. Fries and the others steal glances at their watches. It's nearing six o'clock on the most romantic day of the year, and Gates is still unleashing hellfire and brimstone. To Fries'&nbsp;amazement, one of the other attendees raises a hand. Gates pauses in mid-tirade and calls on him.</p> <div class="articleImage full" style="width: 620px;"><img src="https://s3-us-west-1.amazonaws.com/shacknews/assets/editorial/2016/06/Xbox OG_1.jpg" alt="" width="620" height="301" /></div> <p>"'What about Sony?' and he says, 'Sony is slowly invading the living room with a processor here software there, they could be a threat to Microsoft.'"</p> <p>Gates and Ballmer stared at each other. "Yeah," Gates said. "What about Sony?"</p> <p>Gates turned to the Xbox team and promised to give them everything they needed to create their console, Windows or no Windows. Ballmer echoed the chairman's vow.</p> <p>"And I turn to Robbie and say, 'That was the weirdest meeting I've ever been in,'" Fries said.</p> Thu, 30 Jun 2016 13:00:00 PDT David Craddock Final Fantasy: Brave Exvius now available on iOS and Android http://www.shacknews.com/article/95634/final-fantasy-brave-exvius-now-available-on-ios-and-android http://www.shacknews.com/article/95634/final-fantasy-brave-exvius-now-available-on-ios-and-android <p>Final Fantasy:&nbsp;<a href="http://www.shacknews.com/article/94670/final-fantasy-brave-exvius-releasing-in-the-us-on-android-ios-this-summer" target="_blank">Brave Exvius</a>, a free-to-play entry in the series made exclusively for&nbsp;<a href="https://itunes.apple.com/se/app/final-fantasy-brave-exvius/id1078553808?l=en&amp;mt=8" target="_blank">iOS</a> and&nbsp;<a href="https://play.google.com/store/apps/details?id=com.square_enix.android_googleplay.FFBEWW&amp;hl=en" target="_blank">Android</a> devices, is available now. Combat follows classic turn-based conventions, and you hunt for items in dungeons while the game tells you a tale about a couple of knights, a young girl, and a crystal.</p> <p>Since Final Fantasy: Brave Exvius is free to play, there are microtransactions. Most are cosmetic, so you can ignore them. If you want to fast-track your party, spring for the Early Bird Special, which contains everything you need to "grow [your] characters at a faster pace."</p> <p><iframe width="700" height="369" src="https://www.youtube.com/embed/0r5_xwF-nm4" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p> Thu, 30 Jun 2016 12:20:00 PDT David Craddock You Can Now Watch People Eat On Twitch http://www.shacknews.com/article/95631/you-can-now-watch-people-eat-on-twitch http://www.shacknews.com/article/95631/you-can-now-watch-people-eat-on-twitch <p>I guess we're eating on Twitch while streaming now, guys.</p> <p>Previously you kinda had to do it on the DL while you were gaming because it's kind of an important function for daily life, but now Twitch has deemed it dire enough that it demands its own special section: <a href="https://www.twitch.tv/directory/game/Social%20Eating">Social Eating</a>.</p> <p>It no doubt refers to the "muk-bang" fad from South Korea where streamers consume mass quantities while conversing with the audience. Both men and women partake in the streams, but I can't help but wonder if it's more than just "haha, look at me eating all this food, let's chat" and a little bit of a fetish. If that's your thing, more power to you -- but seems bizarre on a site that discourages anything overtly sexual. Just sayin'. Some of those streamers can definitely put away impressive amounts of food, though!</p> <p>This is apparently in line with Twitch's move to bring "creative" streams to the site with the Creative category, letting those who'd like to share music composition, painting and other types of creative pursuits. But it's a whole lot weirder, I'd say. If you genuinely love watching others eat, well...I guess you've got a haven on Twitch now. Or a place to have fun with your "watching people eat" fetish. On Twitch. Where certain sexual games are banned. Or something...?</p> Thu, 30 Jun 2016 11:28:00 PDT Brittany Vincent Square Enix to co-host Deus Ex-style human augmentation conference http://www.shacknews.com/article/95629/square-enix-to-co-host-deus-ex-style-human-augmentation-conference http://www.shacknews.com/article/95629/square-enix-to-co-host-deus-ex-style-human-augmentation-conference <p>Deus Ex: Mankind Divided&nbsp;pushes the theme of human augmentation and the rights of those who choose mechanical upgrades. In a case of life imitating art, publisher Square Enis is partnering with CNN's new brand studio Courageous to host the first ever Human By Design conference in New York City on August 3.</p> <p>The <a href="http://www.humanxdesign.com/downloads/HxDPressRelease.pdf">one-day conference</a>&nbsp;will brings a variety of experts to three panel discussions related to the intersection of technology and humanity.&nbsp;The panels include:</p> <ul> <li><a href="http://www.humanxdesign.com/#panel1">Is Augmentation a human right?</a>&nbsp;- This panel will address how augmentation can be accessible to everyone on the planet.</li> <li><a href="http://www.humanxdesign.com/#panel2">Selective vs. Therapeutic</a>&nbsp;- Panelists will discuss&nbsp;who should have the final say on augmentation procedures, doctor or individuals.</li> <li><a href="http://www.humanxdesign.com/#panel3">The Future of the Far, Far Next</a>&nbsp;- Discussion will center on&nbsp;what&nbsp;medical advances will enable 10 years from now</li> </ul> <p>The conference will end with the presentation of a Code of Ethics on Human Augmentation, drafted by the Human by Design Board comprised of conference speakers. "The Code is meant to engage a deeper conversation around the issues of human augmentation, while reflecting the specific views of the authors, in an effort to help shape the future of the industry," according to the conference web site.</p> <p>&ldquo;Human by Design goes beyond bringing to life the key themes of Deus Ex: Mankind Divided,"&nbsp;said Jon Grant, senior product marketing manager at Square Enix. "This conference is a special opportunity for a video game to take pause from the limitless world we play in, and to drive the conversation around what is really happening in the space of human augmentation. Our hope is that the gaming world tunes into the conference and is inspired to get involved as well.&rdquo;</p> <p>The conference will also be streamed live on the <a href="https://www.twitch.tv/deusex">Deus Ex Twitch channel</a>, as well as&nbsp;CNN's proprietary Launchpad social channel.</p> <p><iframe width="700" height="394" src="https://player.vimeo.com/video/172766084" frameborder="0" webkitallowfullscreen="webkitallowfullscreen" mozallowfullscreen="mozallowfullscreen" allowfullscreen="allowfullscreen"></iframe></p> Thu, 30 Jun 2016 11:00:00 PDT John Keefer Star Wars: The Old Republic story moves on to The Gemini Deception DLC http://www.shacknews.com/article/95628/star-wars-the-old-republic-story-moves-on-to-the-gemini-deception-dlc http://www.shacknews.com/article/95628/star-wars-the-old-republic-story-moves-on-to-the-gemini-deception-dlc <p>Star Wars: The old Republic - Knights of the Fallen Empire has kicked off Chapter 15 of the story-driven MMO with the launch of The Gemini Deception DLC.</p> <p>In this episode, we find the Outlander teaming up with the deadly&nbsp;<span>Droid SCORPIO&nbsp;to&nbsp;infiltrate a Zakuulan warship and face Emperor Arcann&rsquo;s formidable force of elite soldiers. When the mission goes awry, the Outlander must find a way out of a deadly trap &ndash; only to be faced with a shattering betrayal. Oooooo, chills, right?</span></p> <p>In this DLC, players get:</p> <ul> <li><strong>New GEMINI Cartel Pack:</strong>&nbsp;Offers a chance to get a&nbsp;GEMINI Pulse Weapon effect plus rare vehicles and armor sets.</li> <li><a href="http://www.swtor.com/dark-vs-light"><strong>Dark vs. Light Event</strong>:</a>&nbsp;A new event for players to earn extra challenege rewards during the summer.</li> </ul> <p>The DLC comes at no cost to subscribers. Members as of July 1 will get a&nbsp;HK-55 Victory Stronghold Decoration as part of the Rewards program.</p> <p>Chapter 14, Mandalore's Revenge, <a href="http://www.shacknews.com/article/95012/star-wars-the-old-republic---knights-of-the-fallen-empire-adds-mandalores-revenge-dlc">launched</a>&nbsp;at the beginning of June. Details on Chapter 16 should come before the end of July.</p> <p><iframe width="700" height="394" src="https://www.youtube.com/embed/sI3hhvywd2Y" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p> Thu, 30 Jun 2016 10:22:00 PDT John Keefer Pokemon Sun and Moon trailer unveils seven new characters http://www.shacknews.com/article/95627/pokemon-sun-and-moon-trailer-unveils-seven-new-characters http://www.shacknews.com/article/95627/pokemon-sun-and-moon-trailer-unveils-seven-new-characters <p><strong>Update:&nbsp;</strong>Nintendo released an English version of yesterday's trailer, which we embedded below instead of the Japanese version.</p> <p>In anticipation of it Pokemon Sun and Moon <a href="http://www.shacknews.com/article/95517/new-pokemon-sun-and-moon-details-coming-next-week">reveal tomorrow</a>, the Poekmon Company has released a new trailer showing off seven new pocket monsters that will be part of the game.'</p> <p>While the trailer is in Japanese, <a href="http://www.serebii.net/news/2016/30-June-2016.shtml">translations</a>&nbsp;have started to pop up naming the little creatures, ranging from a dragon to a cube with tusks. From the video, we also get a good idea of some of the abilities.</p> <ul> <li>Bruxish: Water/Psychic</li> <li>Charjabug: Bug/Electric</li> <li>Cutiefly:Bug/Fairy</li> <li>Drampa: Normal/Dragon</li> <li>Tapukoko: Electric/Fairy</li> <li>Togedemaru: Electric/Steel-type</li> <li>Vikavolt: Bug/Electric</li> </ul> <p>The game is expected to be released in North America on November 18, and in Europe five days later.</p> <p><iframe width="700" height="394" src="https://www.youtube.com/embed/eE2NJjuQc3A" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p> Thu, 30 Jun 2016 09:45:00 PDT John Keefer Hitman's new Elusive Target will be in Marrakesh on July 1 http://www.shacknews.com/article/95626/hitmans-new-elusive-target-will-be-in-marrakesh-on-july-1 http://www.shacknews.com/article/95626/hitmans-new-elusive-target-will-be-in-marrakesh-on-july-1 <p>Io Interactive is keeping Agent 47 busy. He's getting a new elusive target tomorrow.</p> <p>This target is known as <a href="https://hitman.com/news/elusive-target-5">the Gunrunner</a>, and the contract goes active at 5 a.m. PDT / 8 a.m. EDT. Players will have 72 hours to dispatch him somewhere within the town of Marrakesh.&nbsp;As with previous elusive targets, minimap markers and Instinct mode will be disabled, and if you fail, you cannot try again.</p> <p>Players must also have the Marrakesh DLC installed to find the target and eliminate him.&nbsp;</p> Thu, 30 Jun 2016 09:15:00 PDT John Keefer Street Fighter V update hits July 1 with new characters and story mode http://www.shacknews.com/article/95625/street-fighter-v-update-hits-july-1-with-new-characters-and-story-mode http://www.shacknews.com/article/95625/street-fighter-v-update-hits-july-1-with-new-characters-and-story-mode <p>Bits and pieces of the Street Fighter V June update have been trickling out over the past few weeks, from the <a href="http://www.shacknews.com/article/95133/street-fighter-5-getting-cinematic-story-mode-and-other-updates-this-month">new story mode</a>&nbsp;and the characters of <a href="http://www.shacknews.com/article/95526/balrog-comes-to-street-fighter-v-on-friday">Balrog</a>&nbsp;and <a href="http://www.shacknews.com/article/94934/ibuki-sneaks-into-street-fighter-5-roster-in-june">Ibuki</a>, to the new <a href="http://www.shacknews.com/article/95470/street-fighter-5-june-updates-new-character-costumes-and-stage-variations-revealed">character costumes&nbsp;and stage variations</a>.&nbsp;Capcom has finally released the official details, with the new update hitting tomorrow.</p> <p>The cinematic story mode, entitled A Shadow Falls, is designed to bridge the gap between Street Fighter III and IV, focusing on the World Warriors rising up against the evil Shadaloo organization. Players will have access to 16 characters, as well a six addition released and unreleased 2016 DLC toons. This content will be free to all.</p> <p>In addition to Balrog and Ibuki, the update brings two new stages (and three alternates), matchmaking improvements, new costumes for each character, and an in-game shop. Here are the costs tor the extra content:</p> <ul> <li>Ibuki: $5.99 (100,000 fight money)</li> <li>Balrog: $5.99 (100,000)</li> <li><span style="line-height: 1.5em;">New Stages: $3.99 (70,000)&nbsp;</span></li> <li>Alternate Stages: $1.99 (40,000)</li> <li>Story Costumes: $1.99 (40,000)</li> <li>Premium Costumes (Battle and Summer) $3.99 (cash only) &nbsp;</li> </ul> <p><iframe width="700" height="394" src="https://www.youtube.com/embed/gYIEKKrzJBM" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p> Thu, 30 Jun 2016 08:48:00 PDT John Keefer Civilization VI video shows off the importance of the new Builders unit http://www.shacknews.com/article/95624/civilization-vi-video-shows-off-the-importance-of-the-new-builders-unit http://www.shacknews.com/article/95624/civilization-vi-video-shows-off-the-importance-of-the-new-builders-unit <p>Civilization VI is going to bring some changes to the way the game is played compared to Civilization V. Cities and improvements will now take up multiple tiles. And to create improvements, workers have been replaced by builders.</p> <p>A new video from Firaxis shows off some of the mechanics behind the new unit, including the instanteous creation of an improvement instead of having to wait numerous turns for completion. While this may a welcome change those of us who impatiently wait for upgrades, the drawback is that builders will only build three improvements before they disband. The video mentions "most builders," which means it is possible that some builders may have more charges, either via promotion or as a perk of a particular Civ.</p> <p>If you are a veteran of the game, these videos are pretty informative about what you can expect when the game hits on October 21.</p> <p><iframe width="700" height="394" src="https://www.youtube.com/embed/cQzQR9SKYQo" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p> Thu, 30 Jun 2016 08:23:00 PDT John Keefer Total War: Warhammer update 1 adds Blood Knights and DX12 support http://www.shacknews.com/article/95623/total-war-warhammer-update-1-adds-blood-knights-and-dx12-support http://www.shacknews.com/article/95623/total-war-warhammer-update-1-adds-blood-knights-and-dx12-support <p>Total War: Warhammer has been <a href="http://www.shacknews.com/article/94898/total-war-warhammer-sets-franchise-sales-record">a resounding success</a>&nbsp;so far, &nbsp;and developer Creative Assembly is continuing to push forward with new content and updates for the game. We get a look at some of that today with the release of Update 1, and the first <a href="http://www.shacknews.com/article/94079/total-war-warhammer-dev-details-post-launch-dlc-plans">FreeLC content promised</a>&nbsp;before the game launched.&nbsp;</p> <p>The new content includes the Blood Knight shock cavalry for the Vampire Counts. If you aren't familiar with the lore, here's a synopsis from <a href="http://wiki.totalwar.com/w/Total_War_WARHAMMER_Update_1">the patch notes</a>: "<span>Once the order of The Knights of The Blood Dragon, these noble warriors were dominated and given The Blood Kiss by the vampire Walach of the Harkon family. In undeath, their skill is no less potent: they are among the most powerful cavalry in The Old World."</span></p> <p>If you prefer multiplayer, you get five new maps with the update, including&nbsp;<span>Alpine Ridge, Crossroads, Heorot Ridge, Peak Pass and Blue Reach River.</span></p> <p><span>The update also brings support for DirectX 12, and benchmarking for DX11 and DX12 to see whcih runs better on your system. The&nbsp;<a href="http://wiki.totalwar.com/w/Total_War_WARHAMMER_DirectX_12_System_Requirements">system requirements</a>&nbsp;include Windows 10 (</span>minimum version: 10.0.10586) and DX12 compatible video card (<a href="http://wiki.totalwar.com/w/Total_War_WARHAMMER_DirectX_12_System_Requirements">listed at the bottom</a>). Known issues with DX12 support are listed at the bottom of the patch notes.</p> <p>Here is a complete list of the changes and fixes.</p> <p><strong>Heroes balance changes</strong></p> <ul> <li>AI-controlled Heroes now receive half the amount of XP that the player would following an action.</li> <li>Reduced AI-controlled Hero success chance on Easy and Normal difficulties.</li> <li>Rebalanced traits and followers that could affect</li> <li>Hero action success chance. Hero actions that damage the entire target army cause significantly less damage.</li> </ul> <p><strong>Spell, ability and effect changes</strong></p> <ul> <li>The effectiveness of Direct Damage spells (eg Spirit Leech) is now modified according to context, bringing them more in line with other spell types. Their damage output is now more variable as a result.</li> <li>In multiplayer, all players will now begin battle with the same (but randomly determined) starting Winds of Magic.</li> <li>Tweaks to hit-point regeneration and resurrection effects are tweaked to be more effective and have longer durations.</li> <li>The Invocation of Nehek will now replenish the maximum HP of entities revived by it.</li> <li>The Frenzy ability will no longer target allies in range.</li> <li>Improvements to vortex/building interactions.</li> <li>Movement/charge speed abilities now have longer durations.</li> <li>Mad Cap Mushrooms now has the correct miscast effect.</li> <li>Update to lightning so it now damages buildings.</li> <li>Solheim&rsquo;s Bolt of Illumination (fired by Luminark of Hysh) is now stronger and better against moving targets.</li> <li>Satchel charges should no longer explode in the air.</li> <li>Updated the Chaos Lord abilities and rebalanced the initial recharge of their abilities.</li> <li>Manual aim (ALT) of spawn abilities such as Raise Dead now previews proxies in the correct place on the ground.</li> <li>Added a target arrow to show the range of spawn abilities such as Raise Dead.</li> <li>Fixed an issue with inconsistent firing arcs for magic on walls during Siege Battles.</li> <li>Fixed the target arc location/orientation for area-of-effect spells on the battlefield.</li> <li>Friendly AI present on the battlefield will now no longer assume control of units that the player has spawned with abilities such as Raise Dead.</li> </ul> <p><strong>Units: First Balance Pass</strong></p> <p><strong>Bretonnia</strong></p> <ul> <li>Grail Knights: +Hitpoints, + Charge Bonus, -Damage, +AP Damage</li> <li>Louen Leoncoeur on Beaquis: +Melee Attack</li> <li>Trebuchet: smaller hitbox vs projectiles</li> <li>Men-At-Arms, Spearmen-At-Arms: &ndash;Armour</li> </ul> <p><strong>Chaos Warriors</strong></p> <ul> <li>Chariots: &ndash;cost</li> <li>Chaos Spawn: smaller hitbox vs projectiles</li> <li>Chosen (all): +Armour</li> <li>Chosen with Halberd +Bonus vs Large</li> <li>Dragon: +Armour, +Hitpoints, +Melee Attack</li> <li>Dragon Ogres: +Melee Defence, +Damage, +Missile Resistance</li> <li>Forsaken: &ndash;Armour, -Melee Attack, -Melee Defence, -Damage, +Speed, +Charge Bonus</li> <li>Hellcannon: rebalanced projectile properties for greater effectiveness</li> <li>Knights (all): +Hitpoints, +Melee Defence, +Charge Bonus</li> <li>Knights with Lances: -Damage, +AP Damage</li> <li>Marauder Horsemen (all): +Damage, +Reload Speed, +Accuracy</li> <li>Sigvald now has the Strider ability</li> <li>Sorcerer Lords: +Damage, +Leadership</li> <li>Sorcerer Lord with Lore of Death: &ndash;Cost</li> <li>Trolls (all): +Damage</li> <li>Warhounds: +Speed</li> </ul> <p><strong>Dwarves</strong></p> <ul> <li>Flame Cannon: +Damage, +Range, increased firing angle to allow firing from second row</li> <li>Gyrocopter, Gyrobomber: +Mass, tweaks to chance of playing hit reaction animation, tweaks to projectiles that result in slight accuracy increase</li> <li>Irondrakes with Trollhammer Torpedoes: +Damage</li> <li>Miners with Blasting Charges: &ndash;Projectile Damage</li> <li>Organ Gun: +Penetration (now penetrates Troll-sized enemies too)</li> <li>Slayers: lower chance of getting knocked down by splash attacks</li> </ul> <p><strong>Empire</strong></p> <ul> <li>Empire Knights, Reiksguard: +Charge Bonus</li> <li>Helblaster Volley Gun: +Penetration (now penetrates cavalry-sized enemies too)</li> <li>Demigryph Knights: (all) +Cost, +Damage, -AP Damage, -Speed</li> <li>Griffon: &ndash;Speed</li> <li>Steam Tank: &ndash;Speed</li> </ul> <p><strong>Greenskins</strong></p> <ul> <li>Goblin Big Boss: +Damage, +Melee Attack, +Melee Defence, -Cost</li> <li>Trolls: +Damage, smaller hitbox vs projectiles</li> <li>Wolf Chariot: +Hitpoints, +Melee Attack, +Charge Bonus</li> <li>Goblin bow units: &ndash;Damage</li> <li>Forest Goblin Spider Riders (all): &ndash;Hitpoints, -AP Damage</li> <li>Savage Orcs (all): &ndash;Leadership, -Melee Attack, -Charge Bonus</li> </ul> <p><strong>Vampire Counts</strong></p> <ul> <li>Banshee now has Terror</li> <li>Black Coach: +Melee Defence, +Armour, +Attack Speed</li> <li>Black Knights (all): +Charge Bonus</li> <li>Cairn Wraiths, Hexwraiths, Banshee: rebalanced for higher Physical Resistance</li> <li>Crypt Horrors: &ndash;Speed, -Damage, -Armour</li> <li>Terrorgheist: &ndash;Speed</li> </ul> <p><strong>Battle AI</strong></p> <ul> <li>Improved the Siege AI's unit selection when deciding to attack city gates so that missile-heavy AI armies can have a better chance at being successful.</li> <li>Siege AI will now attempt to assault the gates even if they only have missile units.</li> <li>Increased the width of the walls the Siege AI will attempt to defend.</li> <li>Improved the AI's positioning on walls when defending during siege battles.</li> <li>When the Battle AI decides to switch from defence to attack, it will fully commit instead of sometimes trying to pull back and defend again.</li> <li>Fixed an issue that sometimes prevented the attacking Siege AI&rsquo;s flying units from engaging.</li> <li>Fixed an issue that could cause the defending Battle AI to unnecessarily move a few meters forward at the start of battle.</li> <li>Updated the Vampire Counts army templates for the AI to improve army quality.</li> </ul> <p><strong>Campaign AI</strong></p> <ul> <li>Increased war co-ordination attack priority in Campaign, to help make allied AI factions respond more readily to war targets/war co-ordination.</li> <li>Diplomatic treacheries now have a bigger impact on the player's reliability rating, and the AI remembers them for a longer period of time.</li> <li>Campaign AI is now less likely to offer money and more likely to sign more alliances.</li> <li>Campaign AI is now a bit more cautious with intercepting enemy armies.</li> <li>AI is now less inclined to start chasing the Chaos player around the Campaign map.</li> <li>Increased the chance of Chaos recruiting when they are in the position to do so, when controlled by the AI.</li> <li>Changed late game (&lsquo;Age of Peace&rsquo;) AI behaviour, to make AI factions more aggressive and unreliable. As a result they are more likely to return to the pre-Chaos status quo, breaking treaties and turning against one another. Also increased the Great Power penalty at this stage of the game.</li> </ul> <p><strong>Multiplayer and MP campaign</strong></p> <ul> <li>Unit rebalancing across all races (see Unit Rebalancing By Race).</li> <li>Added 5 new Multiplayer maps: Alpine Ridge, Crossroads, Heorot Ridge, Peak Pass and Blue Reach River.</li> <li>Fixed an issue in Quick Battle mode where players click Start Battle and change factions very quickly, leading to mixed up units and factions.</li> <li>When playing a co-operative Multiplayer Campaign, if a player has a Waaagh! Army, their co-operative ally can no longer target their Waaagh! and attack it.</li> <li>Fixed a Multiplayer Campaign Progression Blocker which occurred if a Greenskins player had a WAAAGH! When the Chaos Invasion triggered, and made their End Turn button permanently greyed out.</li> <li>The player list will now display correctly in the Chat window when opened in the front end.</li> <li>Players with Team Merging unselected in Quick Battle mode will no longer be merged into teams.</li> <li>A tool-tip which erroneously displayed "AI Player" when any player hovered the mouse over a human player in a LAN Multiplayer Battle Lobby has been corrected.</li> <li>Added a tool-tip to the blue map marker (telestration) on the Tactical Map during Multiplayer Battles.</li> <li>Fix for MPC issues where multiple "allied attacked" prompts would appear simultaneously, causing progression to be blocked for the player.</li> <li>Fixed some cases where the player could move the camera in Multiplayer Campaign mode, when they weren't supposed to be able to.</li> </ul> <p><strong>Campaign - General</strong></p> <ul> <li>Autoresolver now deals less damage to high quality units (e.g. Slayers) in standard battle situations and deals more to low quality units.</li> <li>Subculture targeting missions are now always cancelled when the targeted subculture is destroyed.</li> <li>Diplomatic attitudes will no longer change by opening and closing the diplomacy menu.</li> <li>Displayed diplomatic attitude updated to more accurately reflect the AI's attitude.</li> <li>Changing diplomatic relations should now trend towards the target attitude much faster.</li> <li>Fixed a bug during diplomacy involving the AI breaking military access with the player.</li> <li>Fixed a bug during diplomacy offers where all options would remain greyed out, blocking the player&rsquo;s progression.</li> <li>Added a warning when the player tries to switch stance while the army has pending recruitments.</li> <li>Fixed an issue that caused the units in the unit exchange panel to have the wrong size.</li> <li>Fixed an issue that caused some mission objectives to wrongly display player's faction.</li> <li>Details of candidates will now be displayed when recruiting new agents or lords.</li> <li>Removed the &lsquo;Zoom to Location&rsquo; icon from followers that have been attained but are not attached to a character.</li> <li>Dragging the scroll bar to the end of the victory screen will no longer return it to the start of the bar.</li> <li>Fixed an issue that caused some locked actions in the Agent Info Panel to be displayed in the wrong order with the wrong tooltip.</li> <li>Fixed an issue sometimes causing the missions and events radar panel to overlap in Campaign.</li> <li>Fixed an issue that caused the units panel to not refresh when equipped ancillaries changed.</li> <li>Improved legibility of event text.</li> <li>When joining a war through diplomacy, the player&rsquo;s Greenskin Waaagh! faction will now also join the war.</li> <li>Fixed character scaling on the pre-battle screen in campaign when an army is attacked while sieging.</li> <li>War co-ordination targets are now removed when a military ally is no longer at war with the target</li> <li>Fixed a bug where after one Greenskin Tribe confederated with another which had a WAAAGH! Army, the WAAAGH! Army would stay loyal to the original tribe (which no longer existed).</li> <li>When a lord is wounded, the banners they own are now removed from the units they are assigned to.</li> <li>God-rays indicating the war target of an opposing army on the campaign map are now hidden when attacking that army and entering the pre-battle screen.</li> <li>Skills that increase Hitpoints such as The Scarred Vetaran are now maintained after the Lord with the skills is injured in battle then re-recruited.</li> <li>Tweaked the lighting on the advisor portholes.</li> <li>Fixed an issue with glowing Marienburg flags.</li> <li>Fixed an issue with flag ownership for the Greenskins.</li> <li>Campaign difficulty text when "hard" or higher is now coloured red.</li> <li>Reduced Great Power penalty for late game Campaign AI personalities (except on Very Hard and Legendary difficulties)</li> <li>Improved the Specular and Gloss levels on the Campaign Terrain in the Badlands.</li> <li>Building upgrades are now correctly cancelled after a settlement is sacked and the primary slot is downgraded.</li> <li>Improved the lighting / climate transition when the player passes the camera over the Gianthome Mountains in the northeast of the Campaign map.</li> <li>Fixed a missing lake under the shroud south of Helmgart/Montfort on the Campaign Map.</li> <li>Increased the visual fidelity of the dragon bones and the props around the Greenskin settlements on the campaign map.</li> <li>Mork is now considerably Morkier.</li> <li>Fixed some stretched and misaligned textures on the Campaign map.</li> <li>Improved the coastal shadows from cliffs on the Campaign map.</li> <li>Fixed an untextured coastal edge on the Campaign map.</li> <li>Fixed an issue where Chaos Chariots and Gorebeast Chariots were receiving too much upkeep reduction under certain circumstances and weren't affected by certain technologies.</li> <li>The Nuln unique building for artillery recruitment (Nuln Cannon Foundry/Nuln Artillery School/Special Forges) will now impart an experience bonus when artillery is recruited from the global pool.</li> <li>Fixed some flickering around the edges of lava streams near the two large volcanoes in the southern part of the Campaign map, which appeared for some users.</li> <li>Improved the shroud in the top edge of the Grand Campaign Map, to hide the crenellated edge of the Chaos Wastes area.</li> <li>Made the Teleport button on Quest Battle Notifications clearer to the player.</li> <li>Fixed an issue with the Jack of All Trades, Master of Some achievement not triggering correctly.</li> <li>The Gatebreaker achievement will no longer be unlocked during the vampire prelude battle as the Varghulf attacks the gate.</li> <li>Fixed the Grafs of The Empire achievement, which incorrectly unlocked when completing a Quest Battle with no heroes.</li> <li>Updated the Skull Staff objectives when playing as Vampires, so the third objective is no longer already complete as a result of the second.</li> <li>Bonus chapter objectives that require the player to construct a specific building will now also allow a higher level of that building to complete the objective.</li> <li>Completing the first quest battles will no longer complete the bonus chapter objective to complete a quest chain.</li> <li>Any item that grants attribute Enables Terror now also grants Enables Fear.</li> <li>Character experience is no longer awarded for sacking a settlement.</li> <li>Added tooltips to treaty icons above Heroes.</li> <li>Colour coded Vigour state text on unit tooltips in battle.</li> <li>AI-controlled Chaos Warriors race will no longer be able to offer or accept peace once war has been declared.</li> <li>Fixed a rare case of seeing a Horde Infighting effect when using a Hero to target a horde army.</li> <li>Vampiric Corruption payload that has negative effects on the player now has red text instead of green (except when the Vampire Counts faction is a human player).</li> <li>Dwarfs are much less likely to get the Likes Greenskins trait, and the trait will never trigger on Dwarf faction leaders.</li> <li>Fixed a rare case where a random magic item would be awarded when completing a quest battle that was underground.</li> <li>A large number of followers used by human factions have had their effects tweaked, along with the chance of them dropping and the triggers that cause them to drop.</li> <li>While playing as Chaos Warriors as either Kholek or Sigvald, the text for unlocking Archaon has been corrected.</li> <li>Slayers now take 1 turn to recruit, rather than 2.</li> <li>Fixed a script error in the Prelude triggered when the player skipped over FMV and cutscene very quickly via the [ESC] key.</li> <li>Added a new random incident that may respawn the Savage Orc Skull-takerz or Top Knotz tribes if they are destroyed.</li> <li>Norscans now correctly suffer attrition when standing in areas of high Vampiric corruption.</li> <li>Fixed a case where the previous/next armies buttons on the recruit Lord/Hero panel would read "province" when playing as Chaos.</li> <li>Reduced the number of factions the player needs to be at war with to complete the chapter objectives in the Vampires and Chaos campaigns.</li> <li>Corrected some male traits (using male pronouns) applying to female characters.</li> <li>Added in-line images to many tooltips that were missing them.</li> <li>Clarified some text to say that some tier 1 and 2 buildings can only be constructed in a province capital and not in a minor settlement upgraded to tier 3.</li> <li>Followers will no longer be lost after a certain number of turns.</li> <li>Arcane items are now available to all subcultures except Dwarfs so shouldn't be able to be stolen by them.</li> <li>Negative or neutral innate traits are now less likely to appear when recruiting a new Lord or Hero.</li> <li>Fixed a rare case where a grudge would be issued against the player's own faction.</li> <li>Fixed a rare case where Bjornling navies may spawn in inaccessible areas during the Chaos Invasion event.</li> <li>At the point Heroes are spawned through random events or mission rewards, they will have full movement range.</li> <li>Fixed a mismatch between the 3D and 2D portraits for some Norsca characters.</li> <li>Fixed a rare case where one of Azhag the Slaughterer's quests would ask the player to raid the player's own territory.</li> <li>The Stand or Die ability now replaces the Rally ability when unlocked via Chaos Lord skill trees.</li> <li>Fixed a rare case where the Immortulz banner may be issued as a mission reward.</li> <li>Fixed a progression blocker where the End Turn button became greyed out if the player was allied with one of the factions Chaos started at war with during the Chaos Invasion.</li> <li>Event messages in which a faction has joined a war against you now instantly open.</li> <li>Fixed a rare case where one of Heinrich Kemmler's quests would ask the player to raid the player's own territory.</li> <li>Fixed the Defiler of Ancient Barrows technology not applying the upkeep reduction to Skeleton Infantry.</li> <li>The Chaos Sorcerer Hero action &lsquo;Damage Buildings&rsquo; now correctly damages buildings in the target settlement.</li> <li>Random incidents that reduce the player's treasury will no longer trigger if they would result in bankrupting the player.</li> <li>Fixed a rare case where a mission would be issued to capture a Norsca-owned settlement.</li> <li>Reduced the rank requirement of the grudge to rank up a Master Engineer from 15 to 10.</li> <li>Rivers now blend into the sea better on Campaign maps.</li> <li>Manfred von Carstein is now granted the Swarm of Flies ability by the Zombie Dragon mount.</li> <li>Rebalanced some common leader abilities that are unlocked in Hero/Lord skill trees.</li> <li>Fixed a dwarf statue prop on the campaign map, so it no longer pops in and out when the camera approaches/recedes.</li> <li>Fixed a campaign pathfinding bug where it was possible to move multiple heroes simultaneously to the same location on the campaign map, and they'd get stuck in the same spot.</li> <li>Increase in movement range is now more accurately depicted as increasing when enabling Forced March stance in Campaigns.</li> <li>Fixed performance issue when selecting forces in Use Underway stance on the Campaign map.</li> <li>Goblins are now more ticklish.</li> <li>Greenskin factions can no longer be asked to break a military access agreement with their Waaagh! army.</li> <li>Battles in the Chaos Wastes are now assigned a valid battle name.</li> <li>Decline option for intercepting an ambush is now greyed out.</li> <li>The Pre-battle options Spectate and Fight as AI are now greyed out when other player has decided to auto-resolve.</li> <li>Disabled the [HOME] key during pre-battle, as it could move the camera out of underway pre-battle scenes.</li> <li>Fixed attrition preview not showing on health bars of embedded agents.</li> <li>Select next/previous character shortcuts (&lt;/&gt;) now also include embedded agents while in character details so the player can cycle through all owned characters.</li> <li>Fixed an issue where if an embedded agent was selected, selecting the army again on the campaign map wouldn't reselect the general/army, which could lead to accidentally moving the agent out of army.</li> <li>The faction screen/spell browser is now closed when playing fullscreen movie to fix movie playback issues.</li> <li>The Diplomacy screen will no longer display incorrectly when there are no opposing factions surviving.</li> <li>The Item in Transit icon on the Character Porthole will now update / refresh more regularly along with the Character Details panel.</li> <li>Communiteam will now have immunity to all Trolls</li> <li>Fix for autosave occurring between a chapter objective being completed and new chapter objective being issued on Legendary Campaign. This fix will only affect new save games.</li> <li>Damaged Buildings advisor message will no longer trigger during the AI turn cycle.</li> <li>Fixed some white squares appearing on the textures of the Dwarf starting area on</li> <li>the Campaign map.</li> <li>Fixed some stretched and misaligned textures on the Campaign map.</li> </ul> <p><strong>Battle - General</strong></p> <ul> <li>Fixed a bug where garrison reinforcements for the defender were not being deployed at the beginning of a siege battle.</li> <li>Improved audio while placing the camera over or into holes in the battlefield (e.g. environment and wind audio will not cut out).</li> <li>Fixed a bug where AI reinforcement armies deployed at the beginning of a battle were controllable by the player.</li> <li>Orc Boar Boy Big 'Uns will no longer raise their arms as if they have a shield when taking projectile fire.</li> <li>Fixed an issue with the Vampire Bat Cage projectiles from Siege Towers.</li> <li>Fixed some gaps/holes in battle outfields.</li> <li>Improved the trees in Bloodpine Woods map on low graphics settings.</li> <li>The Savage Orc Boar Boy Big 'Uns weapon will no longer dethatch from their left hand while they are attacking with their right.</li> <li>Improved combat/melee animation for Outriders.</li> <li>Improved animation on Black Orc attacks.</li> <li>Fixed an issue where the wrong number of crewmen were being passed from the battle to the campaign, causing erroneously huge loot amounts.</li> <li>Fixed an issue where reinforcements were not coming into battle when there is more than one reinforcing Waaagh! Army.</li> <li>Fixed an issue where some units retreating from Battle would only have 1 HP upon returning to Campaign.</li> <li>Adjusted the position that reinforcements enter in underway battles</li> <li>Added audio to the Bretonnian Siege Towers with spinning spiked rollers.</li> <li>Fixed some porthole images for Forsaken, Dragon Ogres and Shaggoths, which appeared too red.</li> <li>Shadows are now more accurately rendered when moving the camera quickly in snow battles and zooming with the [N] key.</li> <li>Fixed a bug where the rotation of reinforcement armies was not correct when playing a replay, as the approach angle of the primary army was not being saved.</li> <li>Fixed the terrain in battles near Misty Mountains and Karak Kadrin, so units do not stand under the ground.</li> <li>Lords will no longer use incorrect vocalisations when their army is destroyed.</li> <li>Fixed a bug during battles where &ldquo;Withdraw&rdquo; voiceover played from the unit that was currently selected, even if they were not the unit that was withdrawing.</li> <li>Units may now taunt and cheer during Quest Battle speeches.</li> <li>Bretonnian unit vocalisation will now be more accurate regarding the weapons the units are using.</li> <li>Single creatures may now shriek when swooping in to attack enemy land units.</li> <li>Fixed battle results screen to show kills for large armies.</li> <li>Corrected the Vampire character portrait ahead of the Chaos Tomb Blade quest battle.</li> <li>When a Steam Tank is destroyed in battle, the turret no longer remains.</li> <li>Improved how decals smear over props on the battlefield.</li> <li>Reduced the visible popping between the Chaos Encampment tower LoDs.</li> <li>Improved/reduced how often individual units taunt while marching, as it sounded too frequent, especially when marching a large army towards an objective.</li> <li>Fixed an issue that sometimes prevented AI-controlled missile units from firing when they should.</li> <li>AI-controlled artillery crews will no longer stand idle if they had abandoned their equipment and their equipment is out of ammunition.</li> <li>Fixed an issue where unit card status icons would disappear on some cards when fighting with large armies.</li> <li>Fixed a Battle UI issue, where dragging a card from a locked group to an unlocked group didn't correctly remove unit from the battle group. So when the locked group&rsquo;s formation is dragged out or moved on the battlefield, the unit that was moved into the unlocked group is also moved with the locked group that it was previously in.</li> <li>You&rsquo;ve come so far. Don&rsquo;t give up now!</li> <li>Fixed incorrect calculation of 'other income' on finance details panel.</li> <li>Reinforcements with Unbreakable attribute will no longer enter a battle with 0 morale.</li> <li>Crossroads map has now been made flat.</li> <li>Tweaked deployment zones and army setups for Kholek's Starcrusher Quest Battle.</li> <li>At the start of the Starcrusher Quest Battle, the Greenskins will no longer flee.</li> <li>Improved the precision of fort perimeters in battle, so the game can more accurately judge if flying creatures are within the fort.</li> <li>Tweaked the AI army to Increase the difficulty of the Armour of Morkar Quest Battle.</li> <li>Fixed some gatehouse wall sections to prevent units getting stuck between two sections of destroyed walls.</li> <li>Gork is now appreciably Gorkier.</li> <li>Fixed an issue with reinforcements during the Axe of Dargo Quest battle.</li> <li>Fixed a bug where the attacker and defender were deployed in the wrong positions in Black Crag sally-out battles.</li> <li>Fixed a bug with hard collision breaking the navigation.</li> <li>Fixed some dark areas in the Thundering Falls Quest Battle map which didn't interact well with the Screen Space Reflections graphics option.</li> <li>Fixed a bug where the Greenskin Gatehouse wasn't always opened during the prelude battle, at the point the player gains control of all units.</li> <li>Fixed an issue during the Greenskins prelude battle where the Gatehouse would sometimes not be destroyed before the player gained control of units.</li> <li>Long shadows on battlefields are now displayed better.</li> <li>Improved Thorgrim's celebration animation on the Campaign map after winning a battle</li> <li>Improved Thorgrim's death animation on the Campaign map.</li> <li>Bretonnian Peasant Bowmen swords will no longer float next to their hands when performing a stab animation.</li> <li>Prevented the Chaos Sorcerer&rsquo;s cape from clipping through their horse on the Campaign map.</li> <li>Improved Greatswords overhead attach animations.</li> </ul> <p><strong>Technical</strong></p> <ul> <li>Fixed a number of rare crashes and memory leaks during campaign and battle.</li> <li>Improved AMD Eyefinity support</li> <li>Numerous minor typo and text-display issues found and fixed</li> <li>Loading the debug camera by changing the default_battle_camera_type and default_campaign_camera_type to 2 in the preference.script has been disabled, as it was causing crashes.</li> <li>Fixed an issue with Korean font rendering, which made characters shift around and flicker.</li> <li>Fix for transparent trees with MSAA turned on.</li> <li>The R7 M260 card will now display the correct Video Memory in the Advanced Graphics options.</li> <li>MSAA will no longer expose flat planes around the edges of battlefield vegetation.</li> <li>Fixed some buildings not opening in the Building Browser and Game Guide.</li> <li>Fixed an issue that could cause Unit Cards to become blurry when mouseing over them in the Building Browser.</li> <li>Fixed an issue where couldn't mouse over unit info panel on building browser card if info panel was on the right of the card.</li> <li>Fixed an issue where players could open chat with the shortcut key while the button is inaccessible (which caused a renderings issue when opening the chat while in spell browser was already open).</li> <li>On the Character Details panel UI lock-up bug fixed.</li> <li>Fixed a bug where tool-tips on the Game Guide were not being updated after moving the mouse off the link that made the tool-tip appear.</li> <li>Fixed the link to the Game Guide from the Recruit Lord panel in Campaign modes.</li> <li>Game Guide now scales better when the user changes the games resolution in windowed mode.</li> <li>Fixed right-clicks in the Game Guide not taking the player to correct page in non-English languages.</li> <li>Corrected some Empire building technology unlocks in the Game Guide.</li> <li>Global recruitment options will now highlight when the cursor is hovered over help page term.</li> <li>Fixed a bug with hard collision breaking the navigation.</li> <li>Fixed some dark areas in the Thundering Falls Quest Battle map which didn't interact well with the Screen Space Reflections graphics option.</li> </ul> <p><strong>Known DX12 issues</strong></p> <ul> <li>Crash on startup on AMD R7 200 series GPUs.</li> <li>Shadow flickering on some maps in very large army scenarios on R9 Fury and 300 series cards</li> <li>The game will stop updating on-screen when switching between Fullscreen-Windowed mode on HD7800</li> <li>When Multi-Sample Anti-aliasing (MSAA) is enabled on some AMD R9 300 series cards, some models may exhibit a wireframe like appearance when close to the camera</li> <li>Nvidia GTX 900 series GPUs may experience occasional shadow flickering with Multi-Sample Aliasing enabled</li> </ul> Thu, 30 Jun 2016 07:59:00 PDT John Keefer Battlefield 1 screenshots leak from limited closed alpha http://www.shacknews.com/article/95622/battlefield-1-screenshots-leak-from-limited-closed-alpha http://www.shacknews.com/article/95622/battlefield-1-screenshots-leak-from-limited-closed-alpha <p>Battlefield 1 is currently in closed alpha and a few tidbits are leaking out about the test, including some screenshots showing off the user interface and other aspects not shown in the trailers.</p> <p>Reddit user tr1ggermortis <a href="https://www.reddit.com/r/battlefield_one/comments/4qj5lg/screenshots_from_latest_alpha_menu_screen_lobby/">offered up some images</a>&nbsp;showing off the menus, the lobby, controller options, keybindings, and something called Warbonds, which is probably the in-game currency similar to what Battlefield Hardline had. We get a look at customizations and loadouts, as well as some basic stats.&nbsp;It appears that the alpha currently is running Conquest and Domination modes.</p> <p>If you weren't invites to the alpha, don't get too upset. EA apparently only sent out a "<a href="http://help.ea.com/en/article/learn-about-the-battlefield-1-closed-alpha/">very small, very exclusive</a>" number of&nbsp;<a href="http://imgur.com/OjAfzts">invites</a>. The FAQ promises an open beta soon, but that <a href="http://www.shacknews.com/article/94542/battlefield-1-to-enter-beta-later-this-year">could be limited</a>&nbsp;as well.</p> <p>Battlefield 1 is <a href="http://www.shacknews.com/article/94539/battlefield-1-introduces-world-war-i-warfare-on-october-21">scheduled to come out</a>&nbsp;on October 21 to PC, Xbox One and PlayStation 4.</p> <p><img src="https://s3-us-west-1.amazonaws.com/shacknews/assets/editorial/2016/06/battlefield_1.jpg" alt="" width="700" height="968" style="undefined" /></p> <p></p> Thu, 30 Jun 2016 07:16:00 PDT John Keefer Pokemon Go is Going, Going Good, Not Great http://www.shacknews.com/article/95621/pokemon-go-is-going-going-good-not-great http://www.shacknews.com/article/95621/pokemon-go-is-going-going-good-not-great <p>Ever wanted to catch a Meowth while you're on the throne doing your business? True Life: I Caught Pokemon While Sitting On The Toilet.</p> <p>Now that I've got your attention, I recently spent about a week or so with the Pokemon Go Field Test beta, and I've come back with part 1 of my thoughts. I didn't realize I'd have so many passionate opinions on the game when I first dove in, but as it turns out I've got a lot to say about it.</p> <p>"After spending about a week with Pokemon Go, I'm convinced that's the truth. Despite some technical hang-ups (this is the field test, after all) and other curiosities, this is an extremely unique and beneficial way for Pokemon and Pokemon fans to interact with each other in a whole new space. And I'm confident with a little tweaking, it can be perfected to make a title that'll supplement the handheld titles nicely. But before I want to gush about the high points that made me excited to try the complete product when it finally rolls out, some discussion must be had about the lows, and unfortunately there are quite a few I'm concerned with."</p> <p>Piquing your curiosity? You can head over to Modojo to <a href="http://modojo.com/article/22988/pokemon-go-hands-on-pokemon-in-your-pocket-part-1">read the rest</a>, but I'll leave you with this little tidbit:</p> <p>"By my house a Mark's Feed Store restaurant with a pig statue outside was given the name "Dirty South Oink," a pretty stupid name by all counts, with poor grammar and spelling in its description as if added by another player. We all know other players, especially those on mobile devices, shouldn't be the ones to decide what to name or how to describe these landmarks, so if that is the case I would hope there's a more official process in place to check and verify the names of landmarks and offer high-resolution photos instead of the terrible cell phone images some had attached to them, which really ruins the immersion factor."</p> <p>Yeah, Dirty South Oink. Oh lord.</p> Thu, 30 Jun 2016 06:24:00 PDT Brittany Vincent New Plants Vs. Zombies Garden Warfare 2 update adds loads of challenges and balance changes http://www.shacknews.com/article/95614/new-plants-vs-zombies-garden-warfare-2-update-adds-loads-of-challenges-and-balance-changes http://www.shacknews.com/article/95614/new-plants-vs-zombies-garden-warfare-2-update-adds-loads-of-challenges-and-balance-changes <p>Electronic Arts and PopCap Vancouver have announced Trouble in Zombopolis Part 2, a new content update for&nbsp;<a href="http://www.shacknews.com/article/93327/plants-vs-zombies-garden-warfare-2-review-bearing-fruit" target="_blank">Plants Vs. Zombies Garden Warfare 2</a> owners playing on Xbox One, PS4, and PC. Trouble in Zombopolis Part 2 is free, and is available as of right now.</p> <p>EA and PopCap packed lots of goodies into this DLC update. Community Challenges offer big rewards, Delivery Challenge time trails pit you in a race against the clock, plus a smattering of balance updates to smooth out gameplay wrinkles.</p> <p>"Community Challenges are a brand new way for plants and zombies to set aside their differences and work together to tackle in-game challenges that unlock major rewards &ndash; from coins to sticker packs and even exclusive items," per a press release from EA. "Players can visit the in-game Progress-o-meter, a mysterious apparatus outside the Town Hall, to see if they qualify for the rewards, view the entire community&rsquo;s progression in real-time, and crack open a community chest once a challenge goal is completed."</p> <p>Delivery Challenges are a new addition to PVZ Garden Warfare 2's cornucopia of content. In this mode, you pilot a Rocket Chomper or Delivery Goat and embark on a race in an effort to drop off deliveries.</p> <p>You can find out more about Trouble in Zombopolis Part 2, as well as the DLC's challenges and their rewards, on the game's&nbsp;<a href="http://www.pvzgw2.com/challenge" target="_blank">Community Challenge website</a>.</p> <p><iframe width="700" height="369" src="https://www.youtube.com/embed/EWSy4N6uMC4" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p> Thu, 30 Jun 2016 05:00:00 PDT David Craddock BioShock: The Collection coming to PC and consoles this September http://www.shacknews.com/article/95612/bioshock-the-collection-coming-to-pc-and-consoles-this-september http://www.shacknews.com/article/95612/bioshock-the-collection-coming-to-pc-and-consoles-this-september <p>In celebration of the franchise's upcoming ninth birthday, 2K has announced BioShock: The Collection for Xbox One, PS4, and PC. The bundle will include remastered editions of BioShock, BioShock 2, and BioShock Infinite, courtesy of 2K partner studio Blind Squirrel Games, and will be available digitally and as a retail product on September 13.</p> <p>One exception for PC players is BioShock Infinite, which 2K says has not been remastered because "it already meets current-gen console standards and runs smoothly on high visual settings," according to a press release.</p> <p>The standard asking price of $59.99 gets you more than gussied-up HD versions of each installment in the trilogy, however. "BioShock: The Collection brings the three titles together for the first time, complete with all single-player DLC and a never-before- seen video series, 'Director&rsquo;s Commentary: Imagining BioShock,' which includes insights from Ken Levine," 2K reps told us.</p> <p>To ensure a complete experience, BioShock 2 and BioShock Infinite include all single-player DLC&mdash;Minerva's Den, Burial at Sea, challenge modes, and more. BioShock 2's multiplayer modes and multiplayer add-on content have been left down in Rapture.</p> <p>Shawn Robertson, lead animator on BioShock and BioShock Infinite, will join director Ken Levine to talk inside baseball about the series. In the same vein, you'll get to walk through a virtual museum that houses concept art for characters and concepts that didn't make the cut. A challenge mode that pits you against enemies and puzzles rounds out the new goodies included in the package.</p> <p><iframe width="700" height="369" src="https://www.youtube.com/watch?v=lifuUUKQsTw" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p> Thu, 30 Jun 2016 05:00:00 PDT David Craddock Shack Reels: Shack's Arcade Corner: Battle Circuit http://www.shacknews.com/article/95615/shack-reels-shacks-arcade-corner-battle-circuit http://www.shacknews.com/article/95615/shack-reels-shacks-arcade-corner-battle-circuit <p>This week Greg Burke teaches us&nbsp;about Battle Circuit, the action "beat 'em up" game developed and published by Capcom in 1997 for the CPS-2 arcade hardware of Europe and Japan. Please take a look.</p> <p><span>For more great videos, be sure to subscribe to&nbsp;</span><a href="https://www.youtube.com/channel/UCLR08NT874M_Mpgg9vtkv-g" target="_blank">Shacknews</a><span>&nbsp;on&nbsp;YouTube.</span></p> <p><iframe width="700" height="369" src="https://www.youtube.com/embed/BmSRqdorNTw" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p> Wed, 29 Jun 2016 16:20:00 PDT Shack Staff
Slashdot: News for Nerds, Stuff that Matters
Why Twitter Can't Even Protect Tech CEOs From Getting Hacked
Data Can Help Fix America's Overcrowded Jails, Says White House
Microsoft President Brad Smith: Computer Science Is Space Race of Today
Guccifer 2.0 Calls DNC Hack His "Personal Project," Mocks Security Firms
'Healing' Detected In Antarctic Ozone Hole, Says Study
Facebook To Shred 'Paper' News-Reading App On July 29th
Apple In Talks To Buy Jay Z-Owned Tidal Streaming Service
'UpgradeSubscription.exe' File In Preview Build Hints At Windows 10 Subscriptions
CBS/Paramount Sets Phasers To Kill On Star Trek Fan-Fiction With New Guidelines
US Regulators Investigating Tesla Over Use of 'Autopilot' Mode Linked To Fatal Crash
Women Interviewing For Tech Jobs Actually Did Worse When Their Voices Were Masked As Men's
Netherlands Gets First Nationwide 'Internet of Things'
Ask Slashdot: What's Your Preferred Media Streaming Device?
Dell Stops Selling Android Tablets
Elizabeth Warren Says Apple, Amazon and Google Are Trying To 'Lock Out' Competition
Trolan's LJ
Name meaning meme thingie
YIR... no, there's not enough to recap for that
Serenity Quiz
OMG, I made an LJ entry
Fun with LJTalk/Jabber/gaim
Deal with it. (I'm such a card)
It's blasphemy delicious!
Ups and Downs
Oh yeah
Pointless entry to signify life
Communications Update; Part Deux
Communications Update
CCNP... completed
Things you overhear...