Games Monster Hunter PC version details inbound: Monday, July 9th @ 9am PT / 5pm BST


Monster Hunter PC version details inbound: Monday, July 9th @ 9am PT / 5pm BST

Posted: 07 Jul 2018 03:52 AM PDT

Valve leaks Steam game player counts; we have the numbers

Posted: 06 Jul 2018 12:52 PM PDT

PlayStation's Shuhei Yoshida: Triple-A titles ‘feel too big to fail’

Posted: 07 Jul 2018 03:28 AM PDT

Remasters with bad audio seems to be becoming a trend

Posted: 06 Jul 2018 03:18 PM PDT

Remasters of popular older titles have been very popular since the latter half of the PS3/360 console generation. They offer quick cash for the publishers, and most gamers appreciate getting to play games they missed or old favorites with a new coat of paint or a higher framerate.

Lately though, I've been noticing a lot of remasters which severely downgrade the auditory experience compared to the original. In particular, all dynamic range seems to have dissappeared. For those who don't know, dynamic range is essentially the difference between the smallist and loudest audible details. Music listeners may be familiar with the Loudness War, a time when record labels intentionally squashed the dynamic range out of new albums as well as remasters of older albums to make them sound louder and more attention grabbing. Cable and TV stations do something similar to catch your attention when channel flipping. If you've ever wondered why rustling leaves and gunshots have the same volume when watching The Walking Dead on AMC, that's why.

I've noticed this kind of dynamic range compression in three of the four remasters I've most recently played: Gears of War Ultimate Edition (XB1), Bioshock Remastered (Steam), and Bulletstorm: Full Clip Edition. Kingdom Hearts 1.5 on the PS4 sounds great.

Many games give you options to control dynamic range. This is usually a sound setting with options like "Headphones", "Home Theater", and "TV Speaker". Most games do not have any options beyond just letting you set the volume of dialog or music, but they maintain a reasonable amount of dynamic range that sounds decent on most if not all listening devices.

The three offenders above (coincidentally all Unreal powered games) have significant dynamic range compression processing in place with no way to turn it off. Furthermore, I haven't seen any discussion of this in any threads about those games when they released.

I'm not really looking for help to solve these issues (any fix would likely require a lot more work than editing some config files), but I wanted to draw attention to it. As it is, this issue alone makes the original versions of these games more enjoyable to me than the so-called "remasteres".

submitted by /u/babypuncher_
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Ubisoft no longer removing customization content of For Honor

Posted: 06 Jul 2018 09:19 AM PDT

[4K] Ghost of Tsushima PS4 Pro Early Analysis: Gameplay Demo Tech Breakdown!

Posted: 07 Jul 2018 04:06 AM PDT

What is your opinion on destructible environments in games?

Posted: 07 Jul 2018 02:01 AM PDT

I have played two franchises with destruction mechanics, Battlefield and Batman Arkham series. I'll go over my experience with Battlefield first.

The first Battlefield game I played was Bad Company 2, and its destruction was its most memorable aspect. You could destroy entire buildings, reduce the whole map to rubble. This was great as a vehicle driver, as enemy infantry were sitting ducks. When the shoe was on your foot though, it felt terrible spawning only to die within a few seconds.

Battlefield 3 toned destruction way down, which many criticized it for. I honestly don't remember a single instance of destruction from that game, apart from the odd wall getting a hole blown in it by an RPG.

Battlefield 4 brought back destruction in a controlled manner with its scripted Levolution. This could transform entire maps in one go, like the map that could get flooded. On other maps, it was significantly limited, Siege of Shanghai for example. Once you bring down the skyscraper, that's about it.

BF1 struck a nice balance between BC2 and BF4, though many buildings on most maps were already damaged at the start of the match.

There are two other types of destruction that I've seen in games:

Fixed destruction: think the Batman Arkham games. You had specific destructible walls that you could blow up with your explosive gel. Other than that, everything else was indestructible.

Small scale destruction: think Rainbow Six Siege. You can blow holes in walls, ceilings and poke murder holes to peek through. You cannot bring down a floor or the building though.

What do you think of destruction in games? Do you enjoy the mechanic in games that feature it?

submitted by /u/TomHicks
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Galaxy in Turmoil Gameplay Teaser

Posted: 06 Jul 2018 07:11 PM PDT

Terry Cavanagh's (Super Hexagon) next game is a Rogue-like Dungeon Crawler

Posted: 07 Jul 2018 07:58 AM PDT

Humble Monthly July 2018 games revealed; August early unlock is A Hat In Time, Escapists 2, and Conan Exiles

Posted: 06 Jul 2018 10:00 AM PDT

Activision is giving From Software 'much-needed support' on Sekiro's tutorial syste

Posted: 06 Jul 2018 12:33 PM PDT

Dawn of War Ultimate Apocalypse Mod Spotlight

Posted: 06 Jul 2018 12:30 PM PDT

Leveling in Fallout 76; Perk Cards and the Game's New S.P.E.C.I.A.L. System

Posted: 07 Jul 2018 08:38 AM PDT

Yakuza Kiwami 2 Story Trailer

Posted: 06 Jul 2018 08:30 AM PDT

Pillars of Eternity II: Deadfire - Backer Update 51 - Patch 1.2

Posted: 06 Jul 2018 12:18 PM PDT

Matthewmatosis- Opus Magnum Review

Posted: 06 Jul 2018 10:56 AM PDT

428: Shibuya Scramble - Official Trailer | PS4 and PC

Posted: 06 Jul 2018 12:39 PM PDT

The Many Translations of the “Lost Woods”

Posted: 06 Jul 2018 01:32 PM PDT

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