Saturday, July 8, 2017

All the latest from GameSpot On 07/09/2017

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In the 07/09/2017 edition:

What's New About The New Nintendo 2DS XL? Photos And 3DS XL Comparison

By Anonymous on Jul 08, 2017 11:44 pm

The New Nintendo 2DS XL


The New Nintendo 2DS XL

The latest revision in the line of Nintendo 2DS/3DS handhelds comes in the form of the New 2DS XL. It adopts the clamshell design of the 3DS, but ditches the 3D capabilities. Several changes were made to its design, many of which are solid improvements on an already-great handheld system.

As indicated by the "New" moniker, the New Nintendo 2DS XL features the c-stick, ZL and ZR buttons, and faster processor introduced in 2015's New Nintendo 3DS XL. These features are essential for playing certain games like Super Smash Bros for 3DS and Xenoblade Chronicles 3D, just to name a few. Note that 3D functions are not required for games.

The New Nintendo 2DS XL is set to release on July 28 in North America and will retail for $150 USD.


What's In The Box?


What's In The Box?

The packaging comes with the system itself, a 4GB micro SDHC memory card, an AR card pack, and an AC adapter to charge the battery. Yes, the New 2DS XL comes with an AC adapter!


Weight, Dimensions, Design


Weight, Dimensions, Design

Weighing in at 9.2 ounces (260 grams), the New 2DS XL is about 2.4 ounces lighter than the New 3DS XL and the same as the previous 2DS.

It's also a bit more compact with slightly smaller dimensions. When closed, the New 2DS XL measures in at 6.3 inches wide, 3.4 inches long, and 0.8 inches tall.

The front of the New 2DS XL sports a black textured chassis with diagonal ridges and teal trim.


Triggers And Charging Port


Triggers And Charging Port

The left and right triggers (L, ZL, R, ZR) atop the handheld are soft to the touch and tactile, and they also rock the teal accents. You'll notice that the charging port is off center on the new 2DS XL.


Power Button, Cartridge/Memory Slot, 3.5mm Audio Jack, And Stylus


Power Button, Cartridge/Memory Slot, 3.5mm Audio Jack, And Stylus

There's a lot going on at the bottom of the New 2DS XL. The small teal dot the right is the power button, and the stylus and 3.5mm audio jack is towards the center-right. A significant change in the New 2DS XL is the game cartridge and memory card slot enclosure, now on the left.


Game Cartridges And Memory Sticks


Game Cartridges And Memory Sticks

Here's a closer look at that enclosure. Instead of pulling the back end of handheld to insert the memory card (like the New 3DS XL), it simply goes into its slot on the left. Game cartridges are no longer exposed either, as you can see the game slot on the right.


Super-sized Dual Screens


Super-sized Dual Screens

The New 2DS XL sports screens the same size as the New 3DS XL: a 4.88 inch LCD screen for the top, and a 4.18-inch resistive touch screen below. It also has a built-in Amiibo/NFC reader within the bottom screen.

You can spot the front-facing camera which is now located in the center on hinge, as opposed to above the top screen like the 3DS XL.


Face Buttons And C-stick


Face Buttons And C-stick

All the face buttons have the teal accent and a tactile feel similar to previous 3DS systems. Since it's part of the "New" family of 2DS/3DS systems, it comes with the c-stick which works just the same as the New 3DS systems.


Analog Stick And D-pad


Analog Stick And D-pad

The analog stick--or circle pad--remains unchanged from previous models and functions just the same. The d-pad has the same tactile feel, but rocks the teal accent.


Screen Resolution


Screen Resolution

The top screen has a resolution of 400x240 and the bottom resistive touch screen is at 320x240. These resolutions are essentially the same as the New 3DS XL, except that it had 800 horizontal pixels (400 per eye) for 3D effects.


The Slim Profile


The Slim Profile

Although it's not that much slimmer than the New 3DS XL, it still has a thin profile. When it's open, the New 2DS XL extends to 6.4 inches in length.


Stylus


Stylus

It's a bit hard to find the stylus at first as it goes nearly unnoticed when tucked away right next to the audio jack. The stylus has a small notch to take out with ease.


Stylus For Scale


Stylus For Scale

The stylus is also shorter than in previous 2DS/3DS models, and here it is compared to the New 2DS XL's body.


Speakers And Volume Control


Speakers And Volume Control

The built-in speakers have been placed at the left and right ends of the New 2DS XL's bottom portion, as opposed to the 3DS XL's speakers that bookended the top screen. The teal-colored volume slider can also be seen on the left side of the system.


Back End And Forward Cameras


Back End And Forward Cameras

There's isn't really a reason to take out the backplate now that the memory stick inserts at the bottom of the New 2DS XL. But the back end has a sleek matte finish that helps you grip the system.

You'll also notice that the dual forward-facing cameras are now placed at the top-end of the handheld's body, rather than the top-end of the flip-up screen.


Yes, You Get an AC Adapter


Yes, You Get an AC Adapter

It's good to know that you'll get a charger for your New 2DS XL (unlike the New 3DS). AC adapters are compatible across the whole 2DS/3DS family of handhelds.


4GB Memory Stick Included


4GB Memory Stick Included

Be careful with micro SD cards, they're pretty easy to lose. Thankfully, this Toshiba 4GB micro SDHC card is already inserted in the New 2DS XL right out of the box.


Next to a New 3DS XL


Next to a New 3DS XL

Now for the size and weight comparison.

New 2DS XL: 6.3 in. width, 3.4 in. length (6.4 in. when open), 0.8 in. height, 9.2 ounces.

New 3DS XL: 6.3 in. width, 3.7 in. length (6.8 in. when open), 0.8 in. height, 11.6 ounces.


Side-by-side


Side-by-side

While any height difference is negligible, you'll notice that the 2DS XL has a slightly shorter length. The clamshell design of the New 2DS XL also creates a better seal when closed.


Stacks on Deck


Stacks on Deck

The difference in length is much more noticeable when literally stacked against each other.


Top Portions Compared


Top Portions Compared

All the triggers buttons are very much the same in terms of placements, shape, and feel. Again, you'll also notice the off-center charging port on the New 2DS XL


Bottom Portions Compared


Bottom Portions Compared

You can see the exposed game cartridge slot on the left of the New 3DS XL and how its changed on the New 2DS XL. Notice that the New 3DS XL also doesn't have a micro SD slot, you're required to take out the backplate to insert one.

A closer look highlights the better seal of the New 2DS XL's clamshell design.


Stylus Comparison


Stylus Comparison

The New 2DS XL stylus is shorter by about half an inch.


Screen And Button Comparison


Screen And Button Comparison

The screens themselves are identical, but the New 2DS XL has a sleek phone-like design to the top screen and a bottom screen that lays flat across the system's body. Button placement is the same, except the Home button is located below the d-pad on the New 2DS XL.


Would You Buy A New Nintendo 2DS XL?


Would You Buy A New Nintendo 2DS XL?

Will you be picking up the New Nintendo 2DS XL when it hits store shelves? Are you going to make the jump from the older 2DS or 3DS? Let us know in the comments!



7 Things We Want In Super Smash Bros. For Switch

By Anonymous on Jul 08, 2017 11:30 pm

The Brawl To End Them All


Super Smash Bros. may have been conspicuously absent from Nintendo's E3 2017 showing, but that certainly doesn't mean a Switch installment isn't coming. Nintendo has repeatedly expressed interest in bringing more Wii U games to its new console. Already the company has released an expanded version of Mario Kart 8 for the system, with a deluxe port of the Pokemon fighting game Pokken Tournament on the way in September.

There are plenty of other Wii U titles that deserve a second lease of life on Switch as well--you can see some of the ones we want most here--but Smash Bros. is undoubtedly the most obvious candidate. Nintendo effectively perfected the mascot brawler with the Wii U iteration, and the game would be a great fit for the console thanks to its ability to be taken and played anywhere.

As with Mario Kart 8 and the upcoming Pokken Tournament DX, Nintendo will likely include new content when it ultimately brings Super Smash Bros. to Switch. In this gallery, we take a look at some of the features we think the company should add to make the Switch port the definitive Smash Bros. experience.


Previous DLC


Nintendo may have been initially hesitant to embrace downloadable content, but the company certainly shed any reservations it had about the practice last generation. Super Smash Bros. stands as the prime example, as it offers perhaps the most robust selection of DLC in a Nintendo game to date. Nintendo released a wealth of additional content for the title in the months after its release, from new stages and fighters (including surprise additions like Bayonetta and Final Fantasy VII's Cloud), to a huge assortment of Mii Fighter costumes, many of which were based on commonly requested characters like Geno from Super Mario RPG.

For the inevitable Switch version, Nintendo should follow the approach it took with Mario Kart 8 Deluxe and include the game's entire array of DLC right out of the box. Even if you've already played Super Smash Bros. on either of its previous two host platforms, you may not have purchased every piece of DLC Nintendo released for it. Having it all right from the outset would make the package more enticing to newcomers and veterans alike, and it would give fans a chance to experience some content they may have missed the first time around.


3DS Stages


The biggest distinction between the Wii U and 3DS versions of Super Smash Bros. is the selection of stages in each game. While both titles share the same roster of fighters, each features its own unique collection of levels for players to fight on. Stages based on home console titles, like Mario Galaxy and Skyloft from The Legend of Zelda: Skyward Sword, could only be found in the Wii U version, while ones inspired by handheld games, such as Nintendogs' Living Room and Tortimer Island from Animal Crossing: New Leaf, were exclusive to the 3DS release.

Along with all the stages from the Wii U version, Nintendo should include the entire selection of 3DS levels in a Switch port of Super Smash Bros. as well. For players who opted to only play the game on one of its previous platforms, this would give them a chance to duke it out on a whole new assortment of levels. Not only would the 3DS stages benefit from Switch's more powerful hardware, including the entire selection would be a fairly quick and easy way for Nintendo to nearly double the number of levels the game has to offer.


Returning Fighters


Even before Nintendo began rolling out downloadable content for Super Smash Bros. on Wii U and 3DS, the games featured the largest roster of fighters in the series to date. With a few notable exceptions, nearly every character from past installments was present and accounted for, and many of the ones who were absent, like Lucas, eventually found their way into the titles as DLC. Nintendo even resurrected older fighters like Mewtwo, Dr. Mario, and Roy--none of whom had appeared in a Smash Bros. game since Melee--as DLC characters.

That said, there are still some veteran fighters who are conspicuously missing from the roster. The most obvious are the Ice Climbers, who had been staples of the series since they debuted in Melee, but were unfortunately cut from the most recent titles due to their inability to work properly on 3DS. They aren't the only fighters still missing in action, however. Snake may not find himself in a Smash Bros. game again due to licensing issues with Konami, but another Brawl combatant, Wolf, faces no such hurdles and most certainly should make a comeback. Pichu is another Melee-exclusive fighter who could potentially rejoin the fray, as could Charizard's former Pokemon Trainer teammates Squirtle and Ivysaur, both of whom could be expanded into their own individual characters just as the Fire-type starter was.


New Fighters


Of course, as nice as it would be for Nintendo to bring the few remaining Smash Bros. stragglers back to the roster, it would be even better if the company also included new fighters in the Switch version. After all, Mario Kart 8 Deluxe featured a handful of new and returning racers when it debuted on Switch, and the same will be true of Pokken Tournament DX, which will include new fighters such as Decidueye when it arrives for the console.

With the precedent already set, it's safe to say Nintendo will add at least a couple of new fighters to the roster if and when it decides to port Super Smash Bros. to Switch. The only question is, which characters will make the cut? The Smash Bros. series has always been a celebration of Nintendo's history, and the company has added a few new IPs to its pantheon of franchises since the Wii U version was originally released. Perhaps the most notable is Splatoon; not only is there a new game in the series on the horizon for Switch, the Inklings were two of the new racers featured in Mario Kart 8 Deluxe, so it's fair to expect them to appear in a Switch version of Super Smash Bros. as well.

Nintendo also hasn't been shy about using Super Smash Bros. as a vehicle to advertise its new and upcoming releases. Such was the case with Corrin, who was added to the Wii U and 3DS versions as a DLC character to promote what was at the time the latest Fire Emblem game, Fire Emblem Fates. With the release of Fire Emblem Echoes, however, it wouldn't be surprising to see Nintendo include either of that game's dual heroes, Alm or Celica, in the Switch release. Xenoblade is likewise becoming one of the company's major franchises, and adding Rex from Xenoblade Chronicles 2 to the Smash Bros. roster would be a great way to represent the series and promote one of Switch's marquee titles. Any character from Arms also seems like a natural choice for a new fighter; not only would their appearance give even more exposure to the company's burgeoning IP, their unique abilities would make them feel right at home in the mascot brawler.


Smash Run


Along with their unique selection of stages, the other distinguishing factor between the Wii U and 3DS versions of Super Smash Bros. is each title's exclusive game mode. On Wii U, it's a Mario Party-like board game called Smash Tour. Players take turns maneuvering around a board collecting power-ups and fighters, and when two or more land on the same space, they use the items and characters they collected to battle against each other.

The 3DS version, meanwhile, featured a more frantic game mode called Smash Run. In this mode, players explore a massive side-scrolling stage and fight through waves of enemies, picking up items along the way to power up their characters. After a five-minute time limit elapses, players are pitted in a "final battle" against a CPU opponent that features a randomly-imposed battle condition.

While it seems all but given that Smash Tour would make a return in a Switch port of Super Smash Bros., we'd like to see Nintendo also include 3DS's Smash Run as an option alongside it. Not only is it one of the handheld version's best features, it's arguably the more entertaining of the two exclusive modes, and its short duration makes it ideally suited for Switch's portable nature. Including both would give players more options to enjoy and truly make the Switch port the definitive version of the game.


New Alternate Costumes


Before Super Smash Bros. arrived on Wii U and 3DS, the series generally treated alternate costumes like an afterthought. While some fighters like Samus had different outfits that were inspired by actual Power Suit upgrades, for the most part, alternate costumes were simple palette swaps meant to distinguish one player from another. That changed with the Wii U and 3DS installments. Not only were there even more alternate costumes to choose from (eight as opposed to four), they were much more elaborate in their design, and many, like Mario's American flag overalls, even referenced obscure games from Nintendo's history.

For the Switch port of Super Smash Bros., Nintendo should include a new assortment of alternate costumes for many of its fighters. While most of the company's mascots change very little from game to game, some like Link look dramatically different depending on the title. He and Princess Zelda could both receive new costumes based on their appearance in The Legend of Zelda: Breath of the Wild. Mario also dons some new outfit in his Switch adventure Super Mario Odyssey, any of which would make a fun alternate costume for the plumber. And with another woolly adventure in store for Yoshi next year, the dino could also get a new alternate design based on his yarn incarnation. Not only would these costumes help make familiar characters feel fresh, they would keep the Switch version of Smash Bros. contemporary by featuring content from Nintendo's most recent titles.


Single Joy-Con Multiplayer


Switch's defining feature is its ability to be taken and played anywhere thanks to its versatile hardware design, which is especially beneficial for multiplayer games. While they're still more enjoyable to play on a television when the console is docked, you're no longer required to gather around a TV for a quick race or match against your friends; many games for the console allow two players to play together using nothing but its screen and a single Joy-Con each, allowing for impromptu play sessions literally anywhere.

Naturally, this would be a perfect feature to include in a Switch version of Super Smash Bros. More serious players may scoff at the idea of playing the game with anything other than a GameCube or Switch Pro Controller, but ever since Brawl, the series has supported a wide variety of different controller options, including a single Wii Remote turned sideways. Giving players the option to compete against one another using a single Joy-Con would be the perfect way to capitalize on the game's pick-up-and-play nature. Nintendo has already confirmed that a control scheme tailored around a single Joy-Con will be an option in Pokken Tournament DX, and it would be equally well-suited for Smash Bros.



5 Things You'll Love About Spider-Man: Homecoming

By Anonymous on Jul 08, 2017 10:30 pm
Spider-Man: Homecoming is now in cinemas, so here's Dave and Tam with 5 things you'll love about the latest entry into the Marvel Cinematic Universe.

Check Out These Sick Destiny 2 Armor Designs

By Anonymous on Jul 08, 2017 09:29 pm

If you're looking for your next great armor build, Destiny 2 might just be your answer. Just like what was done with Destiny, Bungie has created an art reference portal with artists and cosplayers in the community in mind.

Bungie's community manager "Cozmo" says the reference portal was done by fan's request after the announcement of the game in May. The portal, which can be found here, will be the future home to all of the game's reference art, from armor to weapons and everything in-between.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3

Right now, the portal only has armor references for the Titan, Hunter, and Warlock classes, which can be seen above. Each class has their own distinct colors and styles, and we're loving the finer details of these "Parade Armor" designs. If you look closely enough, these armor sets can also bee seen in action in the recently released Destiny 2 beta trailer.

Destiny 2's beta is only open to those who have pre-ordered the title and will include access to the game's first mission "Homecoming," new multiplayer mode Countdown, all three sub classes, and more. It begins July 18 on PS4 and Xbox One, and late August on PC.

For all things Destiny 2, be sure to check out our game hub to keep up with the latest news and features. Destiny 2 launches on September 6 on PS4 and Xbox One, and October 24 on PC.


Zelda: Breath Of The Wild - How To Master The Final Trials

By Anonymous on Jul 08, 2017 08:30 pm
Just can't quite make it through those last trials in the recent Breath of the Wild DLC? Don't worry, Jake has got you with some helpful hints, tips, and tricks to guide you to victory!

The Best Cosplay From Anime Expo 2017

By Anonymous on Jul 08, 2017 08:30 pm


Couldn't make it to Anime Expo 2017? GameSpot has you covered with some photos of the amazing cosplay at the event, from video games like The Legend of Zelda: Breath of the Wild to anime like Dragon Ball Super. Click ahead to check out some of the best cosplayers we saw at the show!


Jason Voorhees (Friday The 13th Series)


Bulma, Bunny Ver. (Dragon Ball)


Muk (Pokemon)


Skeletor


Mipha (The Legend Of Zelda: Breath Of The Wild)


Ragyo Kiryuin (Kill la Kill)


Yuri Plisetsky, Victor Nikiforov, And Yuri Katsuki (Yuri On Ice)


Korok And Link (The Legend Of Zelda: Breath Of The Wild)


Pikachu In Magikarp And Gyarados Hoodies (Pokemon)


Overwatch Group



Link, Barbarian Armor Ver. (The Legend Of Zelda: Breath Of The Wild)


Link, Ancient Armor Ver. (The Legend Of Zelda: Breath Of The Wild)


Reaper (Overwatch)


Mushroom Kingdom Princesses Group (Super Mario Series)


Batman (DC Comics)


Fire Emblem Awakening Group


Venom Snake (Metal Gear Solid V: The Phantom Pain)


2B, Bunny Ver. (Nier: Automata)



Fullmetal Alchemist Group


Sailor Moon Group


Dark Magician Girl And Yugi Muto (Yu-Gi-Oh!)


Tharja (Fire Emblem Awakening)


Eeveelutions Group (Pokemon)


Beerus (Dragon Ball Super)



Spider-Man: Homecoming: Who Is The Post-Credit Character?

By Anonymous on Jul 08, 2017 07:30 pm

Spider-Man: Homecoming is now in theaters, and if you haven't heard, there are two post-credit sequences, which you can learn about here. Who was the unfamiliar character shown during the mid-credit scene, and what's his history with Spider-Man? Continue reading as we break down who this iconic character is.

Warning: Spoilers for Spider-Man: Homecoming below.

The character in question was none other than Mac Gargan, better known as Scorpion. He's someone important in Spider-Man's history, and has an incredibly wild character arc.

No Caption Provided

During the mid-credit sequence, Toomes is in prison, walking through the halls by the cells. when he is approached by another inmate. This is the same person we saw on the Staten Island Ferry--who got webbed to the back of the boat--earlier in the film. That inmate is Mac Gargan, but most people know him better by his supervillain name, Scorpion.

He first appeared in Amazing Spider-Man #19 back in 1964 and was created by the legendary Stan Lee and Steve Ditko. During Gargan's first appearance--shown above--he was assigned to follow and track Peter Parker. In issue #20, it was revealed that J Jonah Jameson hired him for the job; however, Jameson had a new mission for Gargan. He paid the tracker $10,000 to be in a science experiment that would turn the ordinary man into a super-powered being that could defeat Spider-Man. The experiment left Gargan with superhuman coordination and strength. In addition, he was given a costume with a tail that could be swung like a sledgehammer. The Scorpion was born.

Gargan received some additional powers because of the experiment. He has enhanced speed, endurance, and reflexes. In addition, his tail got a few upgrades throughout the years, like when he could spray acid out of it. He's one of the few villains in Spider-Man's rogue gallery that is more powerful than him in every way.

Scorpion bested Spider-Man during their first battle. However, instead of unmasking the webslinger--like he was ordered to by Jameson--Gargan decided to rob an armored truck, stealing the money inside. Eventually, Spider-Man caught up to Scorpion, beat him, and turned him into the police.

No Caption Provided

Gargan took on a new form in 2004 when the Venom symbiote left Eddie Brock and took on Gargan as its new host. This new Venom played a major role in a lot of storylines, which included joining The Thunderbolts and Norman Osborn's Dark Avengers. After a few years, the symbiote was separated from Gargan during Siege. Gargan was imprisoned, only to later escape and return as Scorpion in a heavily armored suit.

If you want to learn more about Mac Gargan, check out these stories.

  • "The Last Stand": Spider-Man takes on the Sinister Twelve, after Norman Osborn orchestrates Aunt May's kidnapping. This is when Scorpion becomes Venom. The story takes place in Marvel Knights: Spider-Man #9-12.
  • Thunderbolts: Warren Ellis and Mike Deodato's legendary run on this supervillain team book has Gargan, as Venom, working with some of Marvel's baddest villains. You should check out Thunderbolts #110-121.
  • Dark Avengers: Gargan joins Norman Osborn's new Avengers team, during some dark times in Marvel comics. The tail end of the arc features Gargan losing the Venom symbiote. For this story, check out Dark Avengers #1-16, leading into Siege #1-4.
  • "New Ways To Die": Gargan, with the Venom symbiote, battles Eddie Brock, now called Anti-Venom. It takes place in Amazing Spider-Man #568-573.

Spider-Man: Homecoming is out now. You can check out our review here. You can also learn more about characters and elements in the film by checking out "Who Is The Vulture," "Who Is The Shocker," and "What Is Damage Control."


9 Tips For Surviving Zelda: Breath Of The Wild's Master Mode DLC

By Anonymous on Jul 08, 2017 07:30 pm

Master of Hyrule


The Legend of Zelda: Breath of the Wild's Master Mode is finally out, and it doesn't mess around. It's painfully difficult: enemies are stronger, their health regenerates rapidly, and you often find high-level enemies in places you never would have thought possible. All of these changes mean that you have to tackle familiar objectives in new ways; charging into battle like you're used to is not a good idea. To get you started, we've gathered nine tips to consider when you start Master Mode.

For more about Breath of the Wild, check out our full review, our guide roundup, or our feature detailing everything you need to know about it. And be sure to check out our roundup detailing where to find all the new DLC armor sets and items.


Avoid Combat When Necessary


Enemies in Master Mode are incredibly tough, with higher-level stats and regenerating health giving them the upper hand. To make matters worse: your weapons break more quickly than they do when playing on standard difficulty. Rather than fight your way across Hyrule, consider accomplishing your goals without engaging enemies. All it takes is one or two hits to die, even against red Bokoblins, so it's better to be safe than sorry and find a way around enemies, rather than charging headlong into combat.


Don't Rush!


One of the biggest mistakes you can make in Master Mode is sprinting across the map and accidentally stumbling upon a group of enemies. Be sure to tread lightly and observe your surroundings to find the safest path from point A to point B. Consider every vantage point an opportunity for reconnaissance, and use that info wisely when charting your course ahead.


Focus On Shrines To Boost Your Health


Enemies can kill you faster than ever, so consider focusing your energy on completing shrines to earn spirit orbs so that you can upgrade your health as soon as possible. That way, if you unexpectedly encounter enemies, you can stand to take a hit or two before dying.


Sneak And Steal


It's true that Bokoblins will make quick work of you early on in Master Mode, but that doesn't mean you can't infiltrate their camps and steal their precious weapons; the trick is to run, rather than fight. When you spot a camp of Bokoblins with weapons off to the side, sneak up as quietly as possible and steal their equipment. Even if they notice you, don't worry: Bokoblins will give chase for a while and throw rocks to hit you from a distance, but a clever mix of sprinting, climbing, and dodging will allow you to get away with their weapons unscathed.


Utilize Your Environment For Stat Boosts


Cooking and crafting has always been a core component of Breath of the Wild, but it's imperative in Master Mode. Collecting every resource within reach allows you to concoct meals and elixirs that lend you greater speed, heartier defense, or greater attack power, and thus an essential edge in combat. This should be obvious to anyone who's spent time in Breath of the Wild, but it bears repeating given how even the smallest advantage in Master Mode is worthy of your time and energy.


Head To Hyrule Field For DLC Equipment


Given that enemies are super tough in Master Mode, why not make a beeline for Majora's Mask--one of the new pieces of gear in this DLC--to make it easier for you to walk among monsters without raising their ire? Look to the EX Treasure: Ancient Mask side quest to decipher its location, and while you're at it, be sure to go for the EX Treasure: Phantasma side quest as well: the Phantom Armor you earn carries a defense rating of 8, which is far better than other armor you find early on. To unlock these quests, you'll first need to leave the opening area--The Great Plateau--and subsequently encounter a loading screen before these quests unlock. An easy way to trigger a loading screen is by fast-traveling to a shrine or tower.


Amiibo Are Your Amigos


Once the option becomes available, you can always dive headlong into Amiibo farming to acquire lots of rupees, food, resources, and even new gear. It's not exactly playing fair, but you need all the help you can get to make it through Master Mode.


Look For Floating Platforms With Metallic Treasure Chests


The new floating platforms that dot Hyrule are a great resource for strong gear with stat bonuses. Most items you find within sport significantly increased capabilities, and they may give you a fighting chance against the mode's harder-than-usual enemies.


Use Bodies Of Water To Drown Enemies


If you can knock an enemy into water, there's a good chance they will drown and die instantly. Use this to your advantage and place bombs near the edge of a body of water, lure enemies to the location, and blow them up from behind to send them flying into the air and into the drink. Then all that's left is to harvest their body parts like the sick monkey you are.



Europe's Top 20 Best-Selling PS4 Games For June 2017 Revealed

By Anonymous on Jul 08, 2017 04:30 pm

In addition to the US list of PSN's top-20 best-selling PlayStation 4 games for June 2017, Sony has revealed last month's top-selling PlayStation Store titles for Europe. While many of the same games appear across both charts, there are some notable differences in Europe's list, including the No. 1 title.

The top two PSN games in the US swapped places on Europe's chart; Crash Bandicoot N. Sane Trilogy took the No. 1 spot, while Friday the 13th landed at No. 2. Meanwhile, Europe's top-selling title for May, FIFA 17, fell slightly to No. 3, though it still unsurprisingly charted higher than in the US, where it was No. 11. Likewise, Grand Theft Auto V continues to endure despite being released almost three years ago, coming in at No. 4, while Tekken 7 rounded out the top five.

No Caption Provided

As in the US, last month's DLC chart was topped by Call of Duty: Black Ops III's Zombies Chronicles, with Diablo III's Rise of the Necromancer expansion following at No. 2. The rest of the list, however, is dramatically different. No. 3 was the Battlefield 1 Premium Pass, while its US counterpart, Final Fantasy XIV: Stormblood, did not make the chart at all.

FIFA 17 also took the top spot on PS3, while Killzone: Mercenary was the best-selling Vita game for June. You can find the full list of the month's best-selling titles across all of Sony's platforms on the PlayStation Blog, while the PS4 charts can be seen below.

June 2017's Best-Selling PS4 Games on PSN in Europe

  1. Crash Bandicoot N. Sane Trilogy
  2. Friday the 13th: The Game
  3. FIFA 17
  4. Grand Theft Auto V
  5. Tekken 7
  6. Horizon Zero Dawn
  7. Star Wars Battlefront
  8. Battlefield 4
  9. Battlefield 1
  10. Rocket League
  11. The Witcher 3: Wild Hunt
  12. Minecraft
  13. Wolfenstein: The New Order
  14. Hitman
  15. Wipeout Omega Collection
  16. The Last of Us Remastered
  17. EA Sports UFC 2
  18. NHL 17
  19. Grand Theft Auto: San Andreas
  20. Call of Duty: Modern Warfare Remastered

June 2017's Best-Selling PS4 DLC on PSN in Europe

  1. Call of Duty Black Ops III: Zombies Chronicles
  2. Diablo III: Rise of the Necromancer
  3. Battlefield 1 Premium Pass
  4. Black Ops III - The Giant Zombies Map
  5. Rocket League - Batman v Superman: Dawn of Justice Car Pack
  6. Rocket League - The Fate of the Furious Ice Charger
  7. Battlefield 1 - They Shall Not Pass
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What is a teraFLOP?


Thanks in large part to Microsoft's upcoming Xbox One X console, we've been hearing a lot about teraFLOPS lately, but what exactly is a teraFLOP? And which consoles have the most?

We're going to answer those questions and rank the consoles by their FLOPS in this gallery.

What are FLOPS?

They stand for floating point operations per second. They're used to measure a console's maximum graphical potential.

In this story, you'll see us mention gigaFLOP and teraFLOP. The former represents a billion FLOPS and the latter represents one trillion FLOPS.

How do you calculate a teraFLOP?

The basic formula for computing teraFLOPS for a GPU is:

(# of parallel GPU processing cores multiplied by peak clock speed in MHz multiplied by two) divided by 1,000,000

The number two in the formula stems from the fact that some GPU instructions can deliver two operations per cycle, and since teraFLOP is a measure of a GPU's maximum graphical potential, we use that metric.

Let's see how we can use that formula to calculate the teraFLOPS in the Xbox One. The system's integrated graphics has 768 parallel processing cores. The GPU's peak clock speed is 853MHz. When we multiply 768 by 853 and then again by two, and then divide that number by 1,000,000, we get 1.31 teraFLOPS.

Imperfections with teraFLOPS

While teraFLOPS can provide a relatively good indication of a console's performance, it isn't perfect. TeraFLOPS only measure a segment of GPU performance. For instance, AMD's RX 480 graphics card offers 5.8 teraFLOPS, but is generally a little slower than Nvidia's GTX 980, which offers 4.6 teraFLOPS.

This metric doesn't take into account a console's video memory, which can act as a GPU bottleneck. It also doesn't take into account CPU, system RAM, storage speed, thermals, and power limits, all of which can bottleneck performance.

Now that we've explained the technical lingo, let's get to the console teraFLOP rankings.


14. Sega Dreamcast


We're starting with the Dreamcast, because it's the first console we have precise FLOP numbers for. Sega's console came out on November 27, 1998, and featured a 100MHz PowerVR2 integrated GPU, which offered 1.4 gigaflops of performance.

Notable graphic-intensive games: Jet Grind Radio, Soulcalibur, Shenmue, Shenmue II, Resident Evil Code: Veronica, Ecco the Dolphin: Defender of the Future, Rez


13. Sony PlayStation 2


Released on March 4, 2000, Sony's PlayStation 2 used a 150MHz Graphics Synthesizer solution that offered 6.2 gigaflops of performance, which is 4.4x more than the Dreamcast.

Notable graphic-intensive games: God of War, God of War II, Final Fantasy X, Final Fantasy XII, Shadow of the Colossus, Metal Gear Solid 2: Sons of Liberty, Metal Gear Solid 3: Snake Eater, Onimusha 3: Demon Siege, Ratchet and Clank: Up Your Arsenal, Gran Turismo 4, Zone of the Enders: The 2nd Runner, Jak 3


12. Nintendo GameCube


Released on September 14, 2001, the GameCube's Flipper GPU allowed Nintendo's console to reach 9.4 gigaflops, which is 1.5x the competing PlayStation 2 released a year before it.

Notable graphic-intensive games: Resident Evil 4, Star Fox Adventures, Star Wars Rogue Squadron: Rogue Leader, Metroid Prime, Metroid Prime 2 Echoes, F-Zero GX, Legend of Zelda: The Wind Waker, Super Mario Sunshine, Super Smash Bros. Melee, Legend of Zelda: Twilight Princess


11. Nintendo Wii


Released five years after the GameCube on November 19, 2006, the Nintendo Wii used ATI's Hollywood GPU clocked at 243MHz. With the Wii, Nintendo opted to go with an innovative control scheme, rather than to focus on processing power. It offered 12 gigaflops, which represents a 1.27x improvement over its GameCube predecessor. In terms of FLOPS, this is the smallest leap between console generations in this list.

Notable graphic-intensive games: Red Steel 2, Donkey Kong Country Returns, The Legend of Zelda: Skyward Sword, Super Mario Galaxy, Super Mario Galaxy 2, Mario Kart Wii, Super Smash Bros. Brawl


10. Microsoft Xbox


Despite releasing five years before the Wii on November 15, 2001, Microsoft's original Xbox offered 1.6x more FLOPS than Nintendo's motion-based console with its Nvidia NV2A GPU. Its graphics solution was clocked at 233MHz, which allows it to break into the top 10 with its 20 gigaFLOPS.

Notable graphic-intensive games: Ninja Gaiden Black, Splinter Cell: Chaos Theory, Burnout Revenge, Doom 3, Dead or Alive Ultimate, Forza Motorsport, Chronicles of Riddick, Far Cry Instincts, Halo, Halo 2


9. Sony PlayStation 3


Sony released its PlayStation 3 console on November 11, 2006. With its Nvidia RSX Reality Synthesizer graphics solution, it offered 230.4 gigaFLOPS. That's 11.5x as many FLOPS as the 2001-released Xbox before it. Compared to its predecessor, the PS2, it offers 37.1x as many FLOPS and represents the largest generational jump in graphical performance on this list.

Notable graphic-intensive games: God of War 3, Killzone 3, Gran Turismo 5, Heavy Rain, Uncharted 2, Uncharted 3, The Last of Us, Beyond: Two Souls


8. Microsoft Xbox 360


Despite releasing a year before the PlayStation 3 on November 22, 2005, the Xbox 360 has 9.6 more gigaFLOPs than Sony's system with its 240 gigaFLOPS offering. With its ATI Xenos GPU clocked at 500MHz, it offers 12x more FLOPS than Microsoft's first console.

Notable graphic-intensive games: Gears of War 3, Alan Wake, Dirt 3, Fight Night Champion, Viva Piñata, Crysis 3, Forza Motorsport 4, Call of Duty: Advanced Warfare, Halo 4, Dead or Alive 5: Last Round


7. Nintendo Wii U


Released on November 18, 2012, Nintendo's Wii U is powered by a 550MHz Latte graphics chip from AMD. It offers up to 352 gigaFLOPS of performance, which is 29.3x as much as the Wii before it.

Notable graphic-intensive games: Mario Kart 8, Super Smash Bros. for Wii U, Super Mario 3D World, Bayonetta 2, Xenoblade Chronicles X, The Legend of Zelda: Breath of the Wild


6. Nintendo Switch


The Switch is Nintendo's only console to date that offers a teraFLOP of performance. This makes it 2.8x as graphically powerful as the Wii U before it. Released not long ago on March 3, 2017, Nintendo opted to focus more on portability rather than raw power, and went with a custom Nvidia Tegra mobile processing chip as a result.

Notable graphic-intensive games: Mario Kart 8 Deluxe, The Legend of Zelda: Breath of the Wild, Arms, Fast RMX


5. Microsoft Xbox One


Released a few days after the PlayStation 4 on November 22, 2013, Microsoft's Xbox One uses an AMD Radeon graphics solution clocked at 853MHz that offers 1.31 teraFLOPS, which means it offers 310 more gigaFLOPS than the Switch that launched after it. It also offers 5.4x as many FLOPS as its Xbox 360 predecessor.

Notable graphic-intensive games: Forza Horizon 3, Quantum Break, Gears of War 4, Titanfall 2, Rise of the Tomb Raider


4. Microsoft Xbox One S


Released on August 2, 2016, Microsoft's Xbox One S received a marginal seven percent GPU frequency boost over the stock model. This was primarily done to accommodate the extra overhead that HDR introduces. This raises the console's overall teraFLOP count to 1.4.

Notable graphic-intensive games that support HDR: Battlefield 1, Deus Ex: Mankind Divided, Gears of War 4, Mass Effect Andromeda, Resident Evil 7


3. Sony PlayStation 4


Despite garnering a top three spot, the PlayStation 4 is actually the first console to break through the one teraFLOP barrier with its 1.843 offering. Released on November 15, 2013, a week before the debut of the Xbox One, its integrated AMD Radeon GPU allowed it to offer 533 more gigaFLOPS than Microsoft's competing Xbox One console. It offers 7.9x as many FLOPS as its PS3 predecessor.

Notable graphic-intensive games: Infamous Second Son, Killzone Shadow Fall, Uncharted 4: A Thief's End, Horizon Zero Dawn, The Order: 1886


2. Sony PlayStation 4 Pro


Released on November 10, 2016, the PlayStation 4 Pro represents a mid-generational console jump for Sony that can bolster certain games' frame rate and/or resolution. With its AMD Radeon-based GPU clocked at 911MHz, it offers 4.2 teraFLOPS. This is 2.2x as much as the original PS4.

Notable graphic-intensive games that support PS4-Pro enhancements: Deus Ex: Mankind Divided, The Elder Scrolls Online, Ghost Recon Wildlands, Horizon Zero Dawn, inFAMOUS Second Son, The Last of Us Remastered, The Last Guardian


1. Microsoft Xbox One X


The Xbox One X is set to release on November 7, 2017. With its custom, integrated AMD Polaris GPU clocked at 1172MHz, it offers 6.0 teraFLOPS. This puts it 1.8 teraFLOPS ahead of the PS4 Pro. It offers 4.5x as many teraFLOPS as its predecessor, the Xbox One.


Console Teraflop Rankings Over Time


Above is a chart that plots out all of our console's FLOP rankings over time beginning with the Sega Dreamcast in 1998 and ending with the Xbox One X in 2017.

ConsoleFLOPSRelease Year
Dreamcast1.4 GFLOPS1998
PlayStation 26.2 GFLOPS2000
GameCube9.4 GFLOPS2001
Xbox20 GFLOPS2001
Xbox 360240 GFLOPS2005
PlayStation 3230.4 GFLOPS2006
Wii12 GFLOPS2006
Wii U352.0 GFLOPS2012
PlayStation 41.843 TFLOPS2013
Xbox One1.310 TFLOPS2013
Xbox One S1.4 TFLOPS2016
PlayStation 4 Pro4.2 TFLOPS2016
Nintendo Switch1 TFLOPS2017
Xbox One X6 TFLOPS2017

It's worth reiterating that an increase in FLOPS doesn't translate exactly to a proportional bump in performance. In addition to the bottlenecks we mentioned earlier, with different hardware, software, and APIs, this adds an additional learning curve for developers to overcome.

How many teraflops will it take developers to get to "photorealistic" graphics? When we asked revered Epic Games Founder Tim Sweeney that question, he told us, "You know, we're getting to the point now where we can render photo-realistic static scenes without humans with static lighting. Today's hardware can do that, so part of that problem is solved. Getting to the point of photo-realistic dynamic environments, especially with very advanced shading models like wet scenes, or reflective scenes, or anisotropic paint, though...maybe forty Teraflops is the level where we can achieve all of that."

Click here for a deeper dive at all the modern console specs.

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