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News with tag Skin  RSS
Mortal Kombat X Tremor and Klassic Skin Pack 2 Review: Are They Worth It?

Added: 22.07.2015 2:19 | 23 views | 0 comments


The final promised kombatant for Mortal Kombat X is now available for Kombat Pass holders. Let's see how Tremor along with some new costumes stacks up.

From: n4g.com

Odin Sphere Stabs PS4 With Leifdrasir (Also PS3 and Vita)

Added: 20.07.2015 16:00 | 17 views | 0 comments


Atlus and Vanillaware have just announced via stream from... Boston, for some reason... that they will be bringing the PS2's Odin Sphere into HD for PS3, PS4, and Vita. Called Odin Sphere Leifdrasir, it's neither a sequel nor a simple HD remaster, but a kind of re-imagining of the original. These are not direct feed screenshots, but captures from the stream:
[gallery=1901] The mah-fuggin' deal: New combat abilities Maybe even new combat system? We're exploring areas vertically now My girl Gwendolyn New way to mix potions, it looks like Here's the video. He spells the name with a 't' but the logo has a 'd' as in "dawg," dawg. It's Leifdrasir, not Leiftrasir. I am right. Oh, yeah, that video: Skip to about 2:35 to see when the trailer begins. Being upgraded from PS2, I hope some of those boss battles will be free of the crippling slowdown that showed up. The game comes out Jan. 14 of 2016 and the price is set for 7980 yen (about $64 USD...though that amount was like $85 USD a year ago. Oh, exchange rate, you fickle beast). The original game is available on the PS2 Classic line of the PSN Store. [Source: 4Gamer]

From: www.gamerevolution.com

JSkat 0.15.0

Added: 17.07.2015 11:56 | 18 views | 0 comments


A new and easy to play Java card game.

Tags: Skin, Jack
From: spd.rss.ac

Microsoft Will Skip TGS 2015

Added: 13.07.2015 1:53 | 37 views | 0 comments



Reports have come in indicating that Microsoft will not be attending this year's Tokyo Game Show. This shouldn't come as much of a shock to most people who know the storied history of Microsoft's game consoles and their poor reception in Japan, but for those of you expecting Microsoft to carry their E3 momentum into Japan need to temper those expectations.

From: www.cinemablend.com

Mortal Kombat X Predator and Predatory/Prey Skin Pack: Are They Worth It?

Added: 09.07.2015 12:15 | 25 views | 0 comments


The third major DLC for Mortal Kombat X is now available. Let's see how it stands up.

From: n4g.com

Mortal Kombat X: Klassic Skin Fatalities and Reveal Teaser

Added: 06.07.2015 22:38 | 19 views | 0 comments


Get a look at a few of the Klassic Skins coming out soon and the fatalities that come with them.

From: feeds.ign.com

Batman: Arkham Knight I#039;ve Got You Under My Skin E3 2015 Trailer

Added: 03.07.2015 16:20 | 12 views | 0 comments


In the explosive finale to the Arkham series, Batman faces the ultimate threat against the city he is sworn to protect...

From: megagames.com

rFactor 2 Build 982

Added: 02.07.2015 18:23 | 35 views | 0 comments


FEATURES: - This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We're still working on this, so feedback is very welcome. NEW PLUGIN SYSTEM RELEASED. - Max vehicles for the All Cars Tracks default mod was increased to 45. - Added a configurable control for "Skip Formation" (but if none is configured, the Space key will be used). - Added AI self-preservation reaction to preventing tipping. - Increased effect AIW parameter AISpec has on AI acceleration and max speed. - Added cockpit readouts "BESTLAP" and "LASTLAP" for modders to use. - Clean up of AI multiline pack driving. More tolerance of nearby cars when slowingly moving towards grid or pit spots. - Assume any future Thrustmaster wheel will need its FFB direction reversed and do so automatically. If for some reason that is not desired, open up the Controller.JSON file and set "Steering Effects Strength" to 9999 instead of 10000. - FOV now stored per (exact) vehicle. - Added steering wheel ranges to plugin telemetry. - Now recognizing GDB track type of "Oval" in addition to the original types "Superspeedway", "Superspeedway Oval", "Speedway", "Speedway Oval", "Short Track" and "Short Track Oval". Despite all these choices, the app code doesn't actually differentiate them, other than to identify these track types as not being a "Road Course". The main differences in behaviors between ovals and road courses are 1) whether the spotter works (oval only), 2) whether formation/caution lines are called "inside/outside" (ovals) or "left/right" (road courses), 3) auto-shifting and AI shifting behavior, and 4) some scoring things that will soon be obsolete because they will be controlled by plugins rather than the app code - Added a plugin interface to view some pit menu data. Currently, you can only change the pitstop choices by using this in conjunction with CheckHWControl(). - Expanded the virtual vehicle creation to optionally include vehicle description and vehicle number. - Adjustment parameters for multiview are now available in config.ini. You must manually edit the values in this file until the in-game tool is available. You can revert to the original multiview method by setting UseSubViewParams to 0. Setting UseSubViewParams to 1 assumes a symmetric setup and will use the ViewParams for all viewports. Exit the sim, edit config.ini and restart for settings to take effect. - Forcing vehicle body collision model to be below a certain limit now (automatically LOD'ing if necessary). This is done for performance reasons.

From: www.gamershell.com

rFactor 2 Build 982

Added: 02.07.2015 18:23 | 48 views | 0 comments


FEATURES: - This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We're still working on this, so feedback is very welcome. NEW PLUGIN SYSTEM RELEASED. - Max vehicles for the All Cars Tracks default mod was increased to 45. - Added a configurable control for "Skip Formation" (but if none is configured, the Space key will be used). - Added AI self-preservation reaction to preventing tipping. - Increased effect AIW parameter AISpec has on AI acceleration and max speed. - Added cockpit readouts "BESTLAP" and "LASTLAP" for modders to use. - Clean up of AI multiline pack driving. More tolerance of nearby cars when slowingly moving towards grid or pit spots. - Assume any future Thrustmaster wheel will need its FFB direction reversed and do so automatically. If for some reason that is not desired, open up the Controller.JSON file and set "Steering Effects Strength" to 9999 instead of 10000. - FOV now stored per (exact) vehicle. - Added steering wheel ranges to plugin telemetry. - Now recognizing GDB track type of "Oval" in addition to the original types "Superspeedway", "Superspeedway Oval", "Speedway", "Speedway Oval", "Short Track" and "Short Track Oval". Despite all these choices, the app code doesn't actually differentiate them, other than to identify these track types as not being a "Road Course". The main differences in behaviors between ovals and road courses are 1) whether the spotter works (oval only), 2) whether formation/caution lines are called "inside/outside" (ovals) or "left/right" (road courses), 3) auto-shifting and AI shifting behavior, and 4) some scoring things that will soon be obsolete because they will be controlled by plugins rather than the app code - Added a plugin interface to view some pit menu data. Currently, you can only change the pitstop choices by using this in conjunction with CheckHWControl(). - Expanded the virtual vehicle creation to optionally include vehicle description and vehicle number. - Adjustment parameters for multiview are now available in config.ini. You must manually edit the values in this file until the in-game tool is available. You can revert to the original multiview method by setting UseSubViewParams to 0. Setting UseSubViewParams to 1 assumes a symmetric setup and will use the ViewParams for all viewports. Exit the sim, edit config.ini and restart for settings to take effect. - Forcing vehicle body collision model to be below a certain limit now (automatically LOD'ing if necessary). This is done for performance reasons.

From: www.gamershell.com


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