Tag: pc

Back to the Future Day Comes to Rocket League

Way back in 1989 on December 22nd in movie theaters Back to the Future 2, was released and we got to see Marty and the Doc go forward in the future to October 21st, 2015. Today IS  October 21st, 2015 and that means It's Back to the Future day. How cool is that? From this point forward all the Back to the Future films will have taken place in the past. Boom... mind blown.

The fine folks at Psyonix have celebrated this wondrous occasion with the release of the Back to the Future, car pack for their popular title Rocket League. In the form of pure awesome this pack contains access to Doc. Brown's, DeLorean Time Machine. It'll cos you two bucks, but come on people it's the DeLorean Time Machine!

You get the DeLorean, the Outatime Boost Trail, and the DeLorean Time Machine wheels and tires. You'll be locked in to these options when you use the car, and you can only change the colors in the primary paint options, no graphics or secondary paint.

Here are some screens of the venerable Time Machine in action, as always click images to see them full size.

2015-10-21_000072015-10-21_000082015-10-21_00009title featurego fast2015-10-21_000052015-10-21_000042015-10-21_000032015-10-21_00002

 

Xbox One Wireless Adapter for PC: Is it worth it to you?

Earlier this year information was released about the Xbox One wireless PC adapter and it's date of release. It seems that the adapter itself will be available on October 20th and will allow you to sync a controller with your PC and stream your PC and Xbox games to Windows. All for $24.99.

The package will also include a USB extender for the adapter. Say your computer is in one room while you've decided to run a long HDMI cable to your sixty inch TV in another room and you want to use that as your monitor, the USB extender will make sure your controller is still in range so you can do that.

Microsoft's page (from the link above) says that the adapter will support up to eight wireless controllers and up to four chat headsets or two stereo headsets.

 

Xbone_wireless

Cool in theory, though this information isn't all that exciting to me personally. Firstly, wireless stuff isn't important to me almost 100% of the time. Secondly, the adapter will only work with Widows 10. At least for now. Thirdly, this adapter is slated to cost $24.99 (which, honestly, may not be so bad considering it's abilities).

So what do you think? Is this adapter worth the cost to stream your games on your Windows 10 PC? Or are you satisfied with wires and not changing batteries like me?

There Will Be No New TF2 Halloween Event This Year

One of my favorite holidays is Halloween. Not because of all the candy, but because of Team Fortress 2's yearly Halloween events. What started out as a King of The Hill map and a ghastly gibus quickly transformed into blown-out boss fights and carnival games. They really brought new life to TF2 every year, and the costumes were a funny way to add more spice to the game.

Last year's event had bumper cars, rubber ducks and a Rocket League style football match.

Read more

Humble Bundle Presents Humble Monthly

Humble Bundle is now entering the monthly subscription business. They offer a highly curated list of games for the monthly price of $12. If you subscribe, you'll receive a new bundle of games the first Friday of each month. The monthly bundles are set to start on November 6th and they're currently giving away a copy of Legend of Grimmock 2 to early adopters.

You'll get individual Steam keys for each game in the bundle. In the very likely case that you already own one or two of the bundled games, you could give them away as presents to your closest friends. The bundle contents will remain a mystery until said Friday, but if you choose to wait for it to be revealed, you won't be able to purchase it. In other words, you'll be buying a mystery box for $12.

Humble Monthly is a new kind of bundle that delivers top-notch games straight to your inbox, once per month. If you’re interested in joining, head on over to the Humble Monthly tab atHumbleBundle.com

Membership starts at $12 a month.

Once you’re signed up, you can look forward to 11:00AM PST the first Friday of each month as the day new games are unlocked. The bundle contents will be top-secret until that day.

If you haven't subscribed by the time the games are unlocked, you'll miss out on that month's content (except for the instant-unlock game). You will be unable to purchase bundles from previous months.

Remember, the early bird gets the bundle. Don’t be the late bird.

As a personal opinion, I think the price is a bit steep. With $12 I could buy 4 or 5 games selected by myself during a Steam sale. On the other hand, I think Humble Bundle is really good at selecting great games for their famous indie bundles. I'm not sure what to think, my wallet says no, but I think it could be a pleasant surprise if I gave it a try. It's a good thing that there's plenty of time to think about it. What do you think?

Mad Max – A Past Due Review

Mad Max is a fascinating game. It does a lot of great things, some questionable things, and a few things that are not a good fit for everyone. Should you pick it up? Well that’s one of the harder questions to ask as it depends on what type of gamer you are.

But before we can attempt to answer that question we need to carefully explore this game’s various systems. In this Past Due Review we will be exploring animation quality, character and environmental modeling, lighting, particle effects, audio, game mechanics, level design, and more. Every facet of the game will be discussed for at least a paragraph, exploring which sections work well and which ones didn’t survive the wasteland.

Also keep in mind if you're used to expecting a score at the end of a review, you won't find it here. I like to let these different aspects of a game stand on their own. 

long_walk

Read more

Opinion: The Mystery Of Music

Long, long ago. Back when computers were new and gaming was just a twinkle in Nintendo's eye, the music that computers actually made was...well, atrocious. It sort of depended on which computer you had, of course, but the IBM PC - my gaming platform of choice - largely went silent in those years, because it was a pretty binary choice. You either enjoyed the sounds of silence or you had to contend with the PC speaker. And oh God. You did not want to contend with the PC speaker.

Capable of only outputting one tone - a high pitched bleep - composers would try to wrangle the PC speaker into making music that would make you grit your teeth. Some folks managed semi-interesting sounds: The opening of Xenon 2, Megablast, wasn't terrible on the PC speaker. The same is arguably true of Maniac Mansion, but by and large, most people's reaction to PC speaker music was "TURN IT OFF."

So, when sound cards came along, I bought one immediately. And it changed my entire perspective on gaming.

And Sierra Said "Let There Be Music" And Lo, For There Was

The first few sound cards for computers were ridiculously expensive until the Adlib came along. The Adlib didn't sound great, but in comparison with the PC Speaker, well, it was /fantastic./
Ah, the Adlib. FM-Synthesis at it's cheapest.

The first few companies to seriously embrace music on the PC did so at great cost: the only sort of electronic machinery capable of playing the sounds that the original developers wanted to hear were expensive, costing easily into the $500 realm. This, of course, simply wouldn't do. So Sierra helped usher in the era of the cheap FM-Synthesis card in the form of the Adlib. And from there, things took off at a swift pace.

Cryo, masters of beautiful, somewhat confusing games, threw their hat in the ring. The Dune soundtrack is - to this day - a marvel of FM Synthesis. However did their composer get that card to make those noises? No one but he [and some professionals who know that hardware very well] knew what he did, but it was magic.

It was the first game sound track I fell in love with and it opened my ears to a world I'd - quite frankly - formerly ignored.

But There Were Many Machines And They All Sounded Different

If you switched on a computer or a console during the mid-eighties or the early 90's, you had no real way of knowing what you were in store for music wise. It was quite an interesting time for video game sound.
The Amiga 1000, the NES and the SNES - each sounded very different.

While I'm talking - most specifically - about the IBM PC, because that's what I got to know the best, there were a bunch of other machines out there - and they all sounded a little different, because they all used very different music chips. The Amiga, for example, used the Paula sound chip to great effect, allowing composers to use samples as part of their songs. A game that perfectly showcased this ability and that made a lasting impression on anyone into gaming music was Shadow Of The Beast 2.

But then, too, there were the consoles. And each console was created differently - because nobody could settle on standards at that particular time and place - and we were grateful of it, because it allowed us to hear so many different soundscapes.

On the NES, for example, there was the awesome, proto-rock of Contra. You couldn't help but bob your head along to the music of the first stage. And while it wasn't quite the same as the sounds coming out of an arcade, it was of a vintage all it's own. Something you soaked up and listened to long after the game was over.

As time marched onward and music chips got better and better, so too did the sounds. The 8 bit frontier gave way to the 16 bit land of Utopia and with it came a new plethora of sounds and songs that could get pretty dense if listened to in the right atmosphere. I remember the very first time I heard the slow, pulsating electronica of Stickerbrush Symphony and being absolutely blown away by how complex that piece of music was - how many different layers of sound were bubbling just underneath the surface of such a simple song.

The Most Important Thing: Every Machine's Sound Was Unique

To The Moon had emotional, beautiful music with some haunting lyrics. Shovel Knight just sounded like a lost NES classic from the word go.
To The Moon and Shovel Knight, both aural classics in their own way.

One thing that - I think, anyway - is missing from modern computing and modern gaming is how different each of these sound chips were - what they could do, how they would sound, which musical genuis would learn the ins and outs of this specific hardware. A lot of that mystery has fallen by the wayside as we reached the pinnacle of sound in the form of CD-Quality music.

Sure, you can get a symphony to record your soundtrack now, but the problem with that - for me - is that anyone can do that. There's no real mystery in what I'm hearing anymore. No interesting finessing of the hardware to produce something radical and interesting.

On the other hand, this has given me some of my favourite more modern soundtracks. While there are only a handful of real "songs" in To The Moon, each song [with vocals - something that was difficult to achieve in that long-ago time of near-silence] is special in it's own particular and beautiful way.

And - to be fair - modern composers might find the soundscapes of the NES somewhat stifling - having to only work within very particular constraints to produce very particular tones means that there are limits to what you can do. While - for example - the soundtrack of Shovel Knight was amazing, I imagine that the composers for that game might have been genuinely taken aback at first with what they could and couldn't do, given their desire to slavishly emulate the NES.

So, you win some and you lose some. But I am just grateful - in the very long run - that we moved away from the sound of silence. The mystery of music is far better.

Read more

Rocket League: A Past Due Review

So here's the thing. I have had a lot of trouble writing this review. Every time I sit down to write about Rocket League, I gain a very large urge to just pick the game back up and start playing, which is what I've been doing since the game came out. I've actually had to uninstall the game for the time being, just to get this damn review done in a somewhat timely manner and get back to playing this marvel of a game. With that said, if you haven't read a Past Due Review from me before, do not expected a scored review. This is an examination of the game on a component by component basis. Such as, animation quality, modeling, lighting, particle effects, audio, game mechanics, level design, and more.

gpMech

1437624507

The biggest reason I decided to study game design was my fascination with the concept of Play. Play is a thing we need to engage in to survive as children, and yet many of us lose sight of the notion of play as we grow older. Play makes us healthy, strong, and causes us to critically think. Many great and innovative games, whether on the field, a computer, or even a board game, show a great understanding of what it means to engage someone in the act of play. Soccer is one such game that has captivated people in play for many years (sorry, but yeah I call it that because Americans taught me a far dumber sport was called football.) And what Psyonix has done with both Rocket League and Supersonic Acrobatic Rocket-Powered Battle-Cars was give players a brand new way to play the game, simply by altering the way we interact with the ball. In this physics based game the most impressive component is the methods you use to control your Battle-Car. At the end of the day, you only need to make your car hit the ball into the goal, but the character controller for the car gives you so many ways to hit the ball, interact with your opponents, and traverse the environment. The amount of ways you can make your car avatar move will surprise you countless times, but it stays true to the age old concept of easy to learn, hard to master. All while keeping the core concept of play at the center of it all, never letting the player forget about the heart and soul of a game that has reminded me that we all live to play. And play you will. Rocket League doesn’t just create a great experience, it re-creates what it felt like to be 6 years old, playing on the field with your friends in what ever manner it may have been.

9247026_orig

 The magic of all this is what Rocket League is able to do to the expectations you have of both the game and yourself. Starting out you may not feel like you can contribute much to the experience, as your skill set improves with time and experience. However, you will start to feel yourself progressing the more you play and learn the eccentricities of the games control method. It reminds me of why I fell in love with DOTA 2. I always felt a sense of progression in what I could accomplish as a player. This is no different than my time spent in Rocket League, and I still know I can dramatically improve with even more practice. Give yourself enough time and effort, and Rocket League will allow you to do some pretty amazing things.

http://gfycat.com/CircularSlowBedbug

I can not wait to see this game played at an E-Sports level. I can see myself watching professional players play this game maybe as much as I’ll play it. And the methods of play feel dramatically different whether you choose to play the standard 3v3, 1v1, 2v2, or the absolutely hectic 4v4. No matter how you prefer to play you will always be having fun. So rarely have I played a competitive multiplayer game where I never payed attention to the score board. Win or lose, Rocket League always lets me have a blast engaging in my all-time favorite activity, Play.

animations

What I usually get to talk about a lot in these reviews are the animations of the games characters. Well Rocket League doesn’t have any characters in the traditional sense, instead it has cars that do move in a surprisingly animated fashion. Between the jumping, dodging, rolling, boosting, bouncing, and barrel rolling, there are actually a lot of appropriately exaggerated movements in Rocket League.

http://gfycat.com/FavoriteMatureCoyote

The animations are subtle but they are there. Sure they’re not the most complicated things to make in the world, seeing as how most of them are just transforms of position and/or rotation, but the speed and motion is fluid. With no strange spikes or wacky jitters anywhere in the movements, ensuring that your vehicle will always be in the exact position you tell it to be in, which is extremely important in a physics based game like this.

 167686_orig

9195360_orig

8046805_orig

The game’s simplicity certainly shows itself in the games various 3D models. They all look absolutely gorgeous from a couch, but up close and personal to your computer monitor, a few things start to look a little cheap. Its not that the models aren’t constructed well, all the geometry seems to fall in the right place and the textures are suitable, but they are just that: suitable. Everything is clean and flawlessly modeled in a very simplistic fashion, yet it's not ever one thing that makes Rocket League's models and art style. It's the composition of all of them in a scene together. Combining all these simple textures and shapes with the best atmospheric effects the Unreal engine can offer, creates a saturated, but not quite cartoony art style that allows every important object to pop out at you. So even though the individual models are nothing to be impressed by, this does keep your attention where it matters without being distracted by anything too detailed.
lighting

Again the lighting is also kept quite simple, making sure you are never distracted by what could have easily been quite an eye grabber. The lighting definitely captures the feeling of an arena.

6618190_orig

You can see shadows from the rafters below you as your shadow follows your movements along the ground and up the walls, all while the reflective effects on the cars and walls glisten with the warm lighting of the sunset off in the distance.  It's almost a shame that you won’t ever be looking for these things, because you’ll be so immersed in the action around you that the lighting team's hard work just becomes another impressive aspect of the games second nature.

p_effects
4205939_orig
The effect above may be my favorite particle effect of all time. It is certainly my favorite explosion effect hands down, and the expertly crafted tech art doesn’t end there. First off, everything is subtly covered in a Minority Report esque glaze, and it is most notable when the ball is just about to enter a goal and the line it must cross fades into visibility. There are also very subtle particle effects, such as the dust left from your tires when jumping and the clash effect when you trade paint with an opponent racing to block his shot on the goal. When you take into account the number of boost trails you can apply to your Battle-Car, the hard work of the Tech Art team starts to become quite apparent.

The above effect may be my favorite particle effect of all time. It is certainly my favorite explosion effect hands down, and the expertly crafted tech art doesn’t end there. First off, everything is subtly covered in a Minority Report esque glaze, and it is most notable when the ball is just about to enter a goal and the line it must cross fades into visibility. There are also very subtle particle effects, such as the dust left from your tires when jumping and the clash effect when you trade paint with an opponent racing to block his shot on the goal. When you take into account the number of boost trails you can apply to your Battle-Car, the hard work of the Tech Art team starts to become quite apparent.

audio_sound

This is how you do player feedback well. Every bump, slide, boost, jump, crash, and goal is exactly what your imagination expects these colorful and nearly cartoony objects would sound like, and like bees to the hive, the engines buzz around the map, frantically attempting to be the next one who causes the following amazing blast sound.

https://www.youtube.com/watch?v=tVpQ9Mo7EUU

This consistency with the game’s art style holds true in the games soundtrack as well. The music in the main menu will most likely stick with you for a few hours after playing.

4250156_orig

This is where the game’s Achilles' heel resides. At the time of this review there are only a handful of maps that are all basically the same level with different textures and day or night effects. Don’t get me wrong, this is a very masterfully crafted level, but it could begin to get repetitive if more maps weren't on the way. Thankfully though Psyonix has some more maps on the way, the first being my favorite from the previous entry in this series. It is in that game where you can find some examples of the great creativity this level design team can bring to the table, and while I’m glad they seem to be on their way to Rocket League, I wish that at least one of these unique maps was in the standard game.
6939115_orig

levels_rl

 6858583_orig

7822876_orig

Menus and sub-menus are presented in clear way that makes sense while navigating. The options screen may even surprise you with the amount of ways you can customize your view and controls, with fully re-bindable keyboard and controller functions. While the PC port of the game runs quite well, there are a few strange quips that can be a bit annoying while navigating the menus with a Mouse. Most button icons will show the PS4 commands and quite a few buttons need to be double clicked while navigating the menu. But the game does control well in matches with either a controller or keyboard and mouse. The only strange thing for me was that the default keybinding is right click to jump and space to view the ball, but with a quick key-rebind I swapped these two and was good to go. The only time the controls are completely broken on PC are in the replay mode. It is nigh-on impossible to navigate as it will always use the max DPI of your mouse, and if you're like me and have an 8200 DPI mouse, accelerating that just makes for a crazy wacky camera.

841230_orig

2322101_orig

For those of you who love decking out your car, you’ll have a blast here. You will need to play the game a bit to unlock more options and accessories for your Battle-Car, but there are enough starting choices to make your car your own. Another great example of two incredible parts of the game, show themselves working together very well here. This being the audio and particle effects for the boost trails. There are so many different boost trails and each one of their respected sound effects compliments the effect in the best extent possible.

8814796_orig

conc

For all the good I’ve talked about Rocket League, I do have one complaint. If I were to review this game as a sequel charging me $20 for the same shit I got in Supersonic Acrobatic Rocket Powered Battle-Cars, you can bet my tone would be different. So why haven’t I been looking at it that way? After all my girlfriend and I have enjoyed quite a bit of SARPBC and Rocket League is basically a reskin with less maps and a few extra features. Well to be honest, it's because this game is still just as fun. Maybe even more so now that it is much more well known, and those extra features like Seasons and Vehicle Customization do kind of enhance the experience. And I won't lie, I want as many people to experience this game as humanly possible. I have no personal gain in such a goal other than the sheer fact that if one more person gets to feel the same thing I felt when I first made an airborne goal, I’ll have brought a level of joy to someone unlike any other gaming experience. Psyonix deserves praise for their incredibly talented team members, insight into game theory, and heart that they have so celestially celebrated here. I wouldn’t feel rash in debating within my head if this is my game of the year, it's just so hard because I also really like The Witcher 3. But I have no doubts this will end up being my favorite competitive multiplayer game this year, and I have no intention of ridding myself of my addiction to a game that, as I mentioned earlier, allows me to simply play.

441255_orig

8740587

Game: Rocket League
Developer: Psyonix
Source: Steam
Special thanks to Fyshokid for the GamePlay Footage!
Audio and Video: Recorded in Game

Read more