Thursday, June 29, 2017

Outlast 2 vs Resident Evil 7: Which Horror Game is Scarier?

   Outlast 2 vs Resident Evil 7


Outlast 2 and Resident Evil 7 are both doing a good job with scaring their respective audiences. The question is, which does it better?
Two of the scariest games this year are upon us. Resident Evil 7 and Outlast 2 appear to be terrifying just about everyone who plays them and while it has been out for a few months already, Resident Evil 7's scare factor definitely hasn't waned just yet. However,Outlast 2 is looking to be the epitome of horror gaming. With the two titles still very fresh in people's minds, the question still remains -- which game is scarier? Is there even a definitive answer? Let's delve a little further.Outlast 2 is the hot release right now. Streamers are peeing themselves, people are frantically searching for guides on how to do just about anything, and reviewers are making themselves heard. While certain design decisions have been received negatively, like the outdoor setting where getting lost is all-too common, the selling point of the title is where the game shines -- it's a scare fest. Gamespot's review of the game hits the nail on the head:
"Tension is what Outlast 2 does best. Its gameplay may stumble, but you're always deeply, inescapably immersed in its atmosphere.
The stumbling gameplay is due to weapons not being a viable option here. Running and hiding is the only way in which you can escape death so it may cause some frustration in that regard. On the other hand it means that tension and atmosphere are front and center.
While Outlast 2 has no weapons of which to speak, Resident Evil 7 gives you a few toys to play with. Weaponry in horror games can either be incorporated very well, or very badly, but fortunately RE7 sides with the former. Threats will always remain threats, no matter how armed to the teeth you may appear to be. So setting a flamethrower on Marguerite doesn't guarantee a smouldering corpse, no matter how singed you think she is.
The true horror of the title stems from the tension that is created rather than the in-your-face chaos, similar to that of Outlast 2. Again, coming back to another Gamespot review, they summarize it in a nutshell:
"The textures, details and sounds are, without exception, utterly gross in the best way. And impressively RE7 relies far more on its atmosphere than cheap jumpscares."
Atmosphere is indeed king in horror games, and it's what both of these titles pull off so well. It's been a dwindling genre in recent years but goosebump inducing horror games still rear their heads from time to time, as we see here.

The general consensus is that both games are mutually scary. Outlast 2 and its ban on weapons helps to up the ante from what was established in the original, and Resident Evil 7 deviates completely from a lot of the series tropes while still keeping itself embedded in the Resident Evil franchise. The atmospheric similarities are clear, but the games are also very different.
The original Outlast was a smash hit, and once the seventh iteration of Resident Evil was upon us, fans took the forums and asked that golden question -- is it scarier than Outlast? The answers given only cement what we know even further, but an interesting point was also raised. Outlast and its sequel rely on the atmosphere and the scares to keep you engaged, but Resident Evil 7 has more gameplay to back it up.
The gameplay of Resident Evil 7 helps to add different flavor to its atmosphere. You have more control over the outcome, whereas Outlast 2 regularly boils down to "attempt to sneak through here, get spotted, run for your life to here." That isn't a bad thing in Outlast 2's case, but the inherent similarities of the two titles were created through slightly different means. The same result can often come from several methods, and these two games are an indication of that fact.

What can be deemed from this is that there is no clear winner as to which of these two games is scarier. Of course, subjectivity may come into it, as gamers will favor one title over the other, but on the whole, both have been praised for how well they manage to pull people in with their atmospheric focus.
What's next for both series? Only time will tell. Let's hope we see something that will continue to scare us senseless. Have you played Outlast 2 or Resident Evil 7? Which one did you find scariest? Let us know in the comments below! 

Tuesday, June 27, 2017

RESIDENT EVIL 7

                       RESIDENT EVIL 7
Available on PS4 (version tested), Xbox One, PC
The best Resident Evil game is hotly-contested, though often the same few crop up. The Gamecube remake, 2 and 4 often form the backbone of any discussion about Capcom’s best, and I think Resident Evil 7 now belongs in that conversation.
The long-overdue return to survival horror is just what the series needed and, though the move to first person may seem a drastic change, Resident Evil 7 still plays like a Resident Evil game. A great one at that.
 Whereas the tank controls of old used to induce fear through a sense of powerlessness, playing from the perspective of Ethan as he battles the Bakers to save his girlfriend, Mia, carries that same fear but in a different way. While more liberated in my movement thanks to much sharper controls, I’m now more fearful of what lies around the next corner, as the first-person perspective makes the scares feel all the more personal.
This is done by some of the greatest sound design of any game I’ve ever played. Seemingly innocuous noises suddenly become utterly terrifying the deeper into the game you get. Capcom is very intelligent in how it scares the player. It doesn’t simply go for the cheap thrills in a way that games like Until Dawn: Rush of Blood do, instead it allows the player to get comfortable through repetition. Moving through the same corridors, solving puzzles (much like the Spencer mansion, the Baker household is designed in such a way where you’ll explore every room multiple times) and every time I THINK a scare will come, it doesn’t.
The times when I’m sliding through a narrow passageway, the music rises and rises as if Jaws is approaching so that I begin to expect Jack to grab me by the throat as I reach its end, or open a door to a new room expecting to be thrown through its walls by him, it doesn’t happen. Now, I don’t know what to expect, so rather than build myself up to the scare, I’m left in constant dreaded expectation, meaning any sudden sound has me on edge.
While moving around a corridor, the simple noise of a bottle hitting the floor, a door closing upstairs or rusty pipes means I’m constantly spinning Ethan 360-degrees to the point where he must start feeling ill. Capcom has done a fiendish job in driving me mad with the torture of a scare that never comes, that is of course until it comes and somehow manages to still be terrifying.
The first half of Resi 7 feels like I’m playing a teen slasher horror movie in the best way possible. It’s me versus whichever member of the Baker family is particularly pissed off, it’s incredibly thrilling. Hiding behind sofas and boxes as Jack stomps around yelling obscenities searching for Ethan is truly intense. Then, as I progress through each room, there comes some of the greatest and most creative boss fights in the series to date. I won’t spoil them here, but just know you’re in for a treat.
One new combat mechanic is Ethan’s ability to block. Blocking significantly reduces the damage taken from strikes, and you’ll quickly learn how vital this mechanic is during combat, and for a player like myself I suffered some initial growing pains combining blocking and running. With previous Resident Evil games the strategy was always to turn and run to relative safety before turning to shoot the enemy. Now, turning your back presents serious vulnerability, so it is now more strategic to absorb a blow while blocking before fleeing. With resources being so scant I often found myself dying because I failed to remember how useful blocking is, with my flight instinct kicking in far too soon.
There will be many nods to fans throughout the game: from the use of simple herbs to even the sound of pressing buttons on a keypad being taken directly from the original games. It’s clear that every facet of this game has been built by developers with a true affection and understanding for this franchise’s history.
The gameplay and sound are complemented by stunning visuals, too. Resi 7 includes PS4 Pro support with full 4K and HDR, and is one of the best games to take advantage of the tech. The step up in visual fidelity is immediately noticeable on what is an already gorgeous game. Candles flicker with brightness that can hurt your eyes to look at for too long but the flame can be surrounded by pitch darkness, a burst of the flamethrower in a dark room will light it up with blinding light. It finally made me feel justified in spending an outrageous amount on a new TV in last year’s Black Friday sales.
The superb sound and looks would only be window dressing if Resi 7 wasn’t compelling to play, and thankfully it is thanks to incredible voice acting coupled with a compelling story. As the story unfolds and this new form of infection causes its subjects to deteriorate further it leads me to want to discover more. The T-Virus has been around for decades to the point where veterans can detail its lineage, but this new virus is different, giving us plenty of questions to find answers for. Resident Evil has always done a great job of telling the story beyond cutscenes and that continues in 7 with newspaper clippings, diary entries and other things littered in the map further embellishing the Baker’s already compelling story.
However, there comes a time at the midway point where the landscape of the game completely changes, all hindered on a critical narrative plot point. Unfortunately the moment that it is built on significantly lacks the narrative punch Capcom thinks it has, meaning rather than be left with my jaw dropped I was instead left with my eyebrows raised in confusion.
Then, of course, there’s the support of PlayStation VR. Capcom has tried to make the VR experience accommodating to all players with multiple settings, including a “smooth” option where movements on the right analogue stick are one-to-one and allow Ethan to move as he does in the regular game mode. Unfortunately I found the experience quite nauseating, the juxtaposition of Ethan’s head moving while my head stayed still was something my brain couldn’t deal with, so I switched to the more rigid option, where flicks of the stick left or right sees Ethan turn at sharper angles.
There are multiple problems with VR which make it a far lesser experience than in the TV version. For starters the graphics quality takes a major dip, as you might expect, even when running on the Pro, and considering how amazing the game looks on the TV, the step down can feel a little too steep. Secondly, because of the slightly fiddly movement mechanics, it can lack the dexterity required in the game’s more challenging sequences, making the experience far more frustrating than it need be.
Also – and I’m not afraid to admit this – Resident Evil 7 is far too terrifying to play in VR, especially on a first play through. The nerves I felt while playing even on the TV meant I couldn’t imagine playing it in virtual reality without having at least some awareness of what lies ahead. If you’re a true thrillseeker, masochist or genuinely mental, then go for it, but I certainly didn’t have the heart or stomach for it. I feel like VR should be treated as a means of enjoying the Resident Evil 7 highlight reel rather than using it during intense gameplay moments which require precision.



Sunday, June 25, 2017

REVIEW OUTLAST 2

                               *OUTLAST 2*

Outlast 2's maniacal commitment to its core conceit is simultaneously its greatest strength and its greatest weakness. Like the original--which helped popularize first-person survival horror when it launched in 2013--Outlast 2 casts you as a hapless everyman with zero fighting skills and no tools beyond a camcorder. Your only option when confronted with grotesque, bloodthirsty murderers is to run and hide.
As a result, every snapping twig, every distant scream, every gruesome corpse grips you with fear even more tightly than it might if you actually had a way to defend yourself. But this also means the core gameplay cannot evolve as you progress--the chase sequences you survive at the start of the game are essentially identical to the situations you encounter near the end. There aren't many new mechanics or scenarios to keep the intervening hours feeling varied and engaging

To make matters worse, the game's most harrowing moments--those sequences where you're spotted by an enemy and must flee to safety--frequently devolve into trial-and-error tedium. Almost invariably, these chases are scripted, meaning you must get from point A to a specific point B as quickly as possible. Problem is, point B is rarely obvious. It might be a tiny opening you have to crawl through or a bookcase you have to move, but you'll only have a few seconds to figure it out before your pursuers catch up and kill you, forcing you to replay most of the chase in order to return to the apparent dead end where you got stuck. At that point, the game stops being scary and simply becomes frustrating.
This was occasionally an issue in the first game as well, but you often had more freedom and could play more strategically--if you're trying to avoid one bad guy in a large area while sneaking from room to room to collect valve handles, you can decide, "Okay, he'll see me when I dart across here, but I think I can make it back to this locker and hide before he catches me." In Outlast 2, you generally just need to run from whatever's directly behind you and hope you figure out the one correct path as you go. At least when you do stay on track, it's unbelievably intense and exhilarating. The fact that the game excels at delivering sudden bursts of panic keeps your nerves on edge at all times. You never quite know when hell will break loose again, but you always know it's coming.
 All of these scare tactics get in your head and, in a way, deepen those skin-crawling lulls between the adrenaline-pumping chases. In most games, walking into a room and grabbing an item is about as simple as it gets, but when you're utterly convinced some new horror's just waiting to rip your throat out, exploring for camera batteries suddenly feels like a harrowing trial. And you'll need those batteries. Just as before, your camera's night vision allows you see in the dark, and the new directional mic also lets you (loosely) track enemies through walls.
However, both of these comforts drain your batteries at an alarming rate, especially on higher difficulty settings. You can keep night vision on even when you run out of juice, but your screen starts to flicker and the camera can't focus. It's almost scarier than being totally blind, so it's important to expend your battery power strategically. I never had a problem finding batteries on Normal, but higher difficulty settings turn this aspect of the experience into a legitimate challenge

Even if you're stocked up on batteries, though, there's another reason to brave exploration: journal entries. As with the original game, there's no traditional story arc with a beginning, middle, and end. Instead, you're given a goal--in this case, to save your missing wife--and bad stuff happens as you pursue that goal. The only way to understand your situation is to gather information from, for example, suicide notes and deranged gospel excerpts. The writing is strong throughout, but Outlast 2's primary narrative relies too heavily on trite horror tropes, including sadistic backwoods fanatics, demon babies, and of course, damsels in distress. The ending also falls short of the wild twist that capped the first game.
But there is another side to Outlast 2's story. As you progress, Blake starts to experience hallucinations that seem to depict a traumatic childhood event. They reveal new details at exactly the right pace, providing subtle, devastating hints without spelling everything out. It hooked me early, compelled me through the campaign, and eventually delivered an emotional payoff, all while tying together both halves of the game through shared themes of guilt, abandonment, and the exploitation of faith. Altogether, Blake's hallucinations prove to be one of the game's strongest elements.
In truth, Outlast's "no weapons" formula worked better as a shorter experience. Stretched over twice the length of the original game, Outlast 2's gameplay starts to wear thin, especially since too many of its scripted chases funnel you down preset paths. At the same time, however, I admire its purity, and to an extent, I'm willing to accept its shortcomings for the sake of true survival horror. The campaign is scary from start to finish and delivers on its promise of unrelenting terror in part because it never allows you to fight back. The atmosphere and sound design are expertly crafted, and Blake's hallucinations elevate the game's story above that of the first. It doesn't do much to build on the original formula, but it unquestionably provides a more polished version of the same idea.
Think of it as a ride through a really amazing haunted house: you don't have a ton of control and sometimes the ride breaks down for a moment or two, but it's basically guaranteed to leave you scared out of your mind.

Thursday, June 22, 2017

PS5: what will the Sony PlayStation 5 be like and when will we see it?

 PS5: Sony PlayStation 5 

Update: PS5 didn't make an appearance at this year's E3 2017, but that doesn't mean it's not in the works. Continue reading for our current thoughts on the console generation and our wishlist for Sony's next system. 
Original article continues below...
It's hard to say when we'll see the PS5, or PlayStation 5 if we're being formal. It could be as early as this year's E3. But chances are good that it will still be a good long while before Shuhei Yoshida announces the next-next-gen consoleSo why are we preparing ourselves for the long haul? 
The console market is in a weird place right now, and this has big implications for what form the PS5 might end up taking. 
A lot of this has to do with Sony's announcement of the PS4 Pro, a mid-generation console upgrade that's expanded the hardware's functionality sufficiently. Sony now has a system that's capable of both HDR and 4K upscaled gameplay which, for most gamers, is more than enough for the time-being.
But, perhaps even more importantly, the console's existence and recent success has called into question whether a proper follow-up to the PS4 will ever be needed. We might be moving towards a more iterative hardware cycle. 
  • But just because Microsoft launches a system doesn't mean that Sony will counter immediately – there are good reasons to believe that Sony is less comfortable with the idea of taking a mobile phone-style “upgrade every year” approach to consoles in the future, including comments from Yoshida himself. 
    Also, it boils down to simple economics: it’s well documented that the longer a console can persist on the high-street shelves, the more profitable it becomes, as economies of scale reduce manufacturing costs, while a large installed base means publishers can sell more copies of their latest games.
    What does that mean for the PS5? Will Sony's fifth console come to fruition? What would it do differently? What can it do differently? 
    For right now, at least, we don't have all the answers. 
    But instead of twiddling our thumbs and waiting for Sony to plop the next system on our laps, we've done some digging to try and get to the bottom of the mystery that's kept us up at night: What is the PS5 and when is it coming out?
  • We’ve got the TVs: can we have proper 4K gaming?

  • The PS4 Pro offers a tantalising hint of what 4K gaming could be like. But the stark fact remains: it still doesn’t have the grunt to do 4K properly. 
    Its “checkerboard” technique of taking single pixels and using each to render four pixels in 4K resolution is clever, but now 4K TV sales are gaining traction, it’s reasonable to expect console technology to advance to a level at which it can display 4K output natively. 
    Chris Kingsley, CTO and co-founder of developer Rebellion, dangles an even more ambitious technological carrot in front of a putative PS5: “Obviously new hardware should be able to support 4K TVs and possibly even 8K TVs at a push!” 
    Native 4K support, surely, will be a basic requirement of the PlayStation 5? And if Sony cracks that particular problem with alacrity, it could even mean that a PlayStation 5 will arrive sooner than anticipated.Sony recently became the first console manufacturer to embrace virtual reality, thanks to the PlayStation VR, but if you examine PlayStation VR closely – and observe how it operates on the PS4 Pro – it invites speculation about how a PS5 might take VR to a new level. 
    Currently, PlayStation VR operates at lower resolution than the Oculus Rift andHTC Vive – but, as it stands, even its current incarnation almost pushes the base PlayStation 4 beyond its limits. Running a PlayStation VR on a PS4 Pro brings improved frame-rates, which are very handy indeed in terms of the overall VR experience, but even the PS4 Pro can’t overcome the resolution constraints set by the PlayStation VR headset.
  • So it’s a good bet that, presuming PlayStation VR is successful (and it already appears to be catching on) Sony will want to return to the market with a second, markedly higher-tech iteration: which would provide an obvious selling point for the PlayStation 5. 
    And if a PlayStation VR 2 headset could be sold without an external black box, it should be markedly cheaper, further accelerating VR’s march into the mainstream.

Tuesday, June 20, 2017

Grand Theft Auto IV review

Grand Theft Auto IV review


As with the GTAIII trilogy, Grand Theft Auto IV is all about the moments. Don't get me wrong: minute by minute, hour by hour, this is one of the most stupendous experiences gaming has to offer, but it's the moments that matter. These are the moments where you laugh out loud at a lewd joke in a cut scene or another biting bit of satire on the radio, then accidentally plough into a police car, setting off a disastrous car chase when you were seconds away from a mission objective. These are the moments where the onscreen action and some random tune on the soundtrack come together to create something cool and incongruous or just plain cool. And what makes GTAIV so incredible is that my moments won't be your moments and your moments won't be the same as anybody else's. Despite all the clones - the True Crimes, the Saint's Rows, the Scarfaces and the Mercenaries - it's a simple fact that nobody does this stuff better than Rockstar, and even Rockstar has never done this stuff so brilliantly before.
Read more at http://www.trustedreviews.com/Grand-Theft-Auto-IV-review#i00K3dMP47SB34s6.99
I think the key words here are density and detail. At its core, GTAIV still isn't a huge departure from Vice City, San Andreas or GTAIII. It's another tale of rags to riches on the wrong side of the law. The basic structure is familiar: find your feet, take missions from various mobsters and dodgy dealers, take cars when you need to, work your way up through the criminal fraternity and lie, cheat, steal and kill your way to a better life. What has made each GTA better than the last is the ludicrous amount of stuff that Rockstar piles on top. Get a girlfriend, play pool, go bowling, browse the Web, take in the sights, have a meal, see a show, get off your face on booze, change your threads, and much, much more. Liberty City is just packed with things to do, and at no point does any one of them seem like a side issue or a mini-game. They're all just parts of your hero's ongoing life story.
Read more at http://www.trustedreviews.com/Grand-Theft-Auto-IV-review#i00K3dMP47SB34s6.99
The world Rockstar has created here is an awesome achievement. A lesser developer might have pastiched New York, copying the look and feel of the different neighbourhoods and nicking enough iconic stuff to make it work, but Rockstar has bottled its own twisted version of the city and made it feel like a living, breathing place. The different areas and boroughs aren't just placed next to each other; they seem to merge and flow together, the character changing with the shop signs, the buildings, the streets and the pavement furniture. Each place has a tangible atmosphere, with none of the sterility that hampered True Crime or Saint's Row. You can almost feel the dirt and smell the smells. As the game bathes the streets in warm evening sun or your car makes its way through a swirling mist straight out of Taxi Driver, the effect is incredibly potent. With the exception of Bioshock's Rapture, I can't think of another gaming world that has felt so real
Read more at http://www.trustedreviews.com/Grand-Theft-Auto-IV-review#i00K3dMP47SB34s6.99

Sunday, June 18, 2017

FIFA 18 vs PES 2018: What's new?

FIFA 18 vs PES 2018: What's new?


FIFA 18 vs PES 2018: What's new?
    EA Sports has just unveiled the first details about FIFA 18, with a focus on improved animations and even slicker visuals. But, as usual, it’s not the only football game coming out this year. PES 2018 is also being shown at E3 2017 though as of yet we don’t have many details about what will improved.

FIFA 18 VS PES 2018 – GRAPHICS

FIFA 17 saw the switch to the Frostbite engine, and it took the game to the next level when it came to graphics. But FIFA 18 turns things up a notch, and a few tweaks have made all the difference. The crowd is no-longer a regimented heard, but a collection of people that all react differently and this really helps the atmosphere in the stadium.
There’s a new lighting system and improved shadows, both of which give more realism to the game, but some players do still feel a bit dead behind the eyes.
PES 2017 had excellent player faces and details, but lacked much stadium atmosphere and had a poor general UI. It’ll be interesting to see if it again focuses on a few key players, stadiums and teams rather than giving it a bigger overhaul.
FIFA 18 VS PES 2018 – LICENSES

Even though we don’t have any concrete details from Konami about PES 2018 yet, this section is rather easy to call. As has been the case in previous years, we’d thoroughly expect FIFA to lead the way in licensed teams.

You can expect to have all the biggest leagues and teams playable in FIFA 18, including the Premier League and La Liga, along with likenesses for all the players. We’ve already seen FIFA is focusing big on Cristiano Ronaldo, going as far as motion-capturing him into the game, and during our hands-on we were told there is a big focus on getting players as accurate as possible, even down to their individual running styles.

FIFA 18 VS PES 2018 – GAMEPLAY

Improved gameplay is a big focus in FIFA 18, and during our short time with the pre-release version of the game it was easy to notice the improvements.
A new animation and motion system makes skills and movements much smoother, while dribbling is more fun. Crossing is less floaty, and new ‘Wonder Goals’ add some extra glamour to those special finishes.
FIFA 18 feels a much more rounded and enjoyable experience, and certain aspects like the dribbling feel influenced by the free movement in recent PES titles.
PES 2018 is likely to continue the focus on gameplay that Konami has pushed recently, and we’d expect it to still be the choice for pure football-sim enthusiasts.

EARLY IMPRESSIONS

Considering we know almost nothing about PES 2018 yet and quite a lot about FIFA 18, this vs might seem oddly one sided so far. But FIFA 18 has taken a number of strides forward and it’s going to tough for PES to catch up. We’ll update this article once PES 2018 has been detailed and we’ll then have a better view of how the two games compare.
Both PES 2018 and FIFA 18 will be out in the autumn, on a range of consoles. Features will likely alter depending on the platform, though.

Saturday, June 17, 2017

Xbox 360

                     Xbox 360 review

The Xbox 360 Slim is an all-new console with the latest update


The Xbox One might be out there in the next generation, but the Xbox 360 has changed since its launch in 2005.
That much is transparently clear from the updated version that debuted in 2010.
  • Buy Microsoft Xbox 360 at Amazon for $229.99 
  • The Xbox 360 S is smaller, sleeker and quieter than the previous model and designed to banish the infamous 'Red Ring of Death' hardware failure that forced Microsoft to extend its warranty on the system.
  • Likewise the arrival of Kinect, which has gone on to sell over 10 million units, has transformed the machine from solely the preserve of hardcore gamers to a casual gamer friendly environment.
    While some of the novelty of Kinect may have worn off, if anything the games are improving – finding new ways to take advantage of what is still fascinating technology.
    But Microsoft is and always has been a software company first and foremost and, fittingly, that's where the Xbox 360 has changed the most. The NXE update of 2008 binned the old 'blades' system for an interface that was more welcoming to multimedia content and 2011 has seen another major update to the console's operating system. One so substantial, we've felt it necessary to update this review to reflect what a different machine it is.
    Whether it's the old model or the new one, the Xbox 360 has now comprehensively changed from a machine primarily about playing games, with a modest selection of online content attached, to a fully featured entertainment and media hub.
  • The majority of forms of digital entertainment are catered for, there are extensive social networking features available and a new TV tab aims to replace traditional digital boxes with IPTV and catch up services.
  • The new dashboard, based around the Metro design language that also features in Windows 8 and Windows Phone 7, is a far busier interface, but it's reflective of the huge amounts of content now available within the walled garden of Xbox Live.
    Getting to it all has always been the challenge and Microsoft has made admirable steps towards making that a straightforward process.

Friday, June 16, 2017

GTA 6 release date, latest news, story info and wishlist

                                                     GTA 6 release 

GTA 6 NEWS – WHAT’S BEING SAID ABOUT IT?

The first official whiff of information about GTA 6 came from Rockstar President Leslie Benzies, who teased that the game is in very early stages of development.
“We don’t know what GTA 6 will be, but we’ve got some ideas", said Benzies in an interview with Develop.
Although it’s far from concrete confirmation of what development stage the game is at, Benzies did give us a few insights into how the idea process starts.
“It comes from the idea first. Where it is going to be set is the first question. Then that defines the missions; you’re doing different things in LA than in New York or Miami. The map and story get worked up together, and the story is a basic flow of how it works out so you can layer the mission in.”
It’s also worth remembering that by the end of GTA 4’s lifecycle, Rockstar had already conceived some broad ideas about what GTA 5 would be. The game started life around 5 years ago, but was only in full production for three of those.
“We’ve got about 45 years' worth of ideas we want to do. GTA Online is the focus right now. There ain’t no rest between finishing 5 and then Online. Plus we have some things – stuff, DLC, I don’t know how to describe it exactly – that we’d like to do, and we’ll pick the right ones.”Read more at http://www.trustedreviews.com/news/gta-6-release-date-news-gameplay-story-trailers-and-wishlist#Ryq0f9GSRH7HL3Yk.99
The latest GTA 6 gossip though is about the sheer size of the GTA 6 map. According to a new rumour, Rockstar Games could be trying to recreate the entire of the US with GTA 6, rather than just a single city.With the rumoured release date tipped to lie somewhere in 2020 (we know, that feels like a million years away), apparently Rockstar is using that time to recreate the entire country.We'd advise that you take this with a large pinch of salt though, as we doubt you need to take that 100 per cent literally. We reckon GTA 6 might just feature multiple US locations with the distances between each one cut down considerably.It could be like how The Crew managed to cover the entire US and turned it into a navigable map that takes an hour and a half in real time to drive from one end to the other.Could this be what's in store for us in GTA 6? We can only hope.Read more at http://www.trustedreviews.com/news/gta-6-release-date-news-gameplay-story-trailers-and-wishlist#Ryq0f9GSRH7HL3Yk.99


Thursday, June 15, 2017

iPhone 8 release date, news and rumors

                                 

          iPhone 8 release date, news and rumors


Update: New renders show what the iPhone 8 might look like with the screen on and point to a dual-lens front-facing camera, while a sketch gives dimensions for the iPhone 8. The phone has also apparently entered mass production.
Apple's iPhone 8 release date is expected to be three months from now, and we're already 3D Touch deep into new rumors about its 2017 smartphone.
It's the tenth anniversary of the iPhone and the design is due for big changes. We haven't seen a brand new look in three years, so prepare to be wowed.
The most immediate change may be to the name: iPhone 8, iPhone X or iPhone Edition, instead of just iPhone 7S  and iPhone 7S Plus. This is a major refresh for Apple and its name deserves a giant leap. 
Every iPhone 8 rumor really gives us a sense that Apple is overhauling its phone with at least one premium design – what we're calling the iPhone 8 – while also providing a basic specs bump for an iPhone 7S and iPhone 7S Plus.
We're sorting through all of the rumors to deliver the facts and cut through the far-fetched speculation, from the always-changing release date theories to the all-important iPhone 8 price. The iPhone 8 release date is the routine new iPhone rumor we expect to stay the same every year, but Apple may do something different here, too.
Apple has launched a new iPhone in September every year since the iPhone 5 in 2012. September iPhone launches have a pretty consistent track record.
iPhone 7S and iPhone 7S Plus may still launch in September sporting a worthy, but ultimately predictable design and feature upgrade. 
iPhone 8 may deviate from this plan by launching a little bit later (still before Christmas) with the biggest changes for Apple's smartphone in several years.
Why? iPhone 8 production is said to be running one to two months behind schedule – new tech takes time. This could mean delays or stock shortages.

We still expect Apple to have an iPhone launch event around September 8 and it could ship the 7S phones one week after CEO Tim Cook first holds them up in the air.
But it sounds like you'll have to wait – one or two extra months – for that snazzy iPhone 8's curved AMOLED display due to supply constraints, according toBloomberg.
Can you wait until October or November? We're skeptical of all of the moving release dates, but we do keep hearing the disheartening rumor over and over, as there's evidence that Apple could be having issues with both the OLED display itself, and embedding a fingerprint scanner into it.
According to one leaker mass production has started though, so we shouldn't have too long to wait if true.
TechRadar's take: We keep hearing the disheartening rumor that Apple won't have the redesigned iPhone 8 ready at the same time as the still unconfirmed iPhone 7S and iPhone 7S Plus. We still expect a September launch event with all three phones present, but you may not be able to buy the the iPhone 8 (the phone you really want) until October.

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