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AMD unveils three Radeon 6000 graphics cards with ray tracing and RTX-beating performance - Eurogamer.net
AMD has announced three new Radeon graphics cards, including the RX 6900 XT which competes against the fastest consumer GPU on the market, the RTX 3090, at $500 less.
It's time for BIG NAVI, as AMD has unveiled their new Radeon graphics cards: the $579 RX 6800, $649 RX 6800 XT and $999 RX 6900 XT. AMD claims that the cards should meet or beat Nvidia's flagship RTX 30-series graphics cards, all the way up to the $1499 RTX 3090, often at lower price and while consuming less power. The 6000-series cards are also the first desktop AMD GPUs to support real-time ray tracing, variable rate shading and other DirectX 12 Ultimate features. All in all, it's an exciting package for AMD fans - and would-be Nvidia users that might have become frustrated with poor RTX 30-series availability. The performance here is what most people are looking for, so let's start with that. In AMD's slides, they showed the 300W RX 6800 XT trading blows with the 320W RTX 3080 at 4K, with small leads for the AMD card in Battlefield 5, Call of Duty Modern Warfare and Forza Horizon 4 and narrow losses in The Division 2, Resident Evil 3 and Wolfenstein Young Blood. Elsewhere, like in Doom Eternal, Borderlands 3, Gears 5 and Shadow of the Tomb Raider, the two cards were more or less equal. It was a similar story at 1440p, where the AMD card remained competitive in each title displayed. This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings Meanwhile, the RX 6800 looks set to compete against the RTX 2080 Ti - and by extension, the RTX 3070. AMD's marketing materials showed the 6800 beating the 2080 Ti comprehensively at 4K and 1440p, often by a 10 per cent margin or higher, although the slide notes that this is with Smart Access Memory enabled, a feature that requires a Ryzen 5000 processor (more on that later). It was a similar story for the flagship RX 6900 XT, which is able to match or beat the RTX 3090 by a good margin despite costing $500 less - but again, that's with Smart Access Memory enabled and the card overclocked, so it'll be interesting to see how the cards compare at stock speeds and when using Intel processors. So how have AMD delivered such a sharp uplift from (Little) Navi GPUs like the RX 5700 XT? One architectural change is the company's Infinity Cache system, which is based on Ryzen's Zen L3 cache and allows Big Navi's 256-bit memory bus to attain 2.17x the bandwidth of a traditional 384-bit memory bus while using less power. Graphics card clock frequencies are also up 30 per cent, while using the same 7nm process. Combined with efficiency improvements to the compute units themselves - AMD noted 'pervasive fine-grain clock gating, aggressive pipeline rebalancing and redesigned data paths' - and you have a significantly more performant GPU.
|RX 6000 Specs||CUs||Boost Clock||VRAM||Infinity Cache||TDP||Price|
|RX 6900 XT||80||2250MHz||16GB GDDR6||128MB||300W||$999|
|RX 6800 XT||72||2250MHz||16GB GDDR6||128MB||300W||$649|
|RX 6800||60||2105MHz||16GB GDDR6||128MB||250W||$579|
Our first look at the PlayStation 5 user interface - and it could be a game-changer - Eurogamer.net
When was the last time we saw a game-changing reveal in the immediate run-up to the launch of a next generation console? Sony may well have pulled this out of the bag with today's new State of Play, concentrating on the much-anticipated PlayStation 5 user interface. Sony's menu systems have always been polished, beautiful pieces of work, but for the next generation, this is married with a truly impressive range of in-game functions. There are some impressive new improvements to existing options but also things we have never seen before in a console. Digital Foundry had the chance to see the interface ahead of time and to talk about the new system with SIE's Hideaki Nishino, senior vice president of platform and planning management. And at the basic level, the user interface itself does not disappoint. We've had hints of sorts about the look and feel of the system UI in prior Sony online events, with a smart menu system rendered in glittering bronze - and we can now confirm that the whole presentation renders at a native 4K and even supports native HDR out of the box. We also get our first look at the home page, where games and media apps each get their own portion of the UI. There's a focus on instant access to everything you need - delivered thanks to the new, faster Zen 2 CPU cores and the ultra-fast SSD solution, supplemented by a caching system to reduce potential network lag. On top of that, certain apps like the PlayStation Store are now fully integrated into the system, meaning no delay when you access them. But the cool new stuff really starts to kick in when you highlight a specific game - it's at this point where we start to see the 'cards' associated with the title, and the most crucial card type are Activities. Essentially, Activity cards take the form of curated entry points into the game, authored by the developer - 'ready to wear' challenges that get you straight into the action with specific objectives highlighted - and even an estimate on play time offered. In the State of Play video, we see how just fast activating an Activity is: we are running from a suspended version of the game (it's not a cold boot), but regardless, thanks to presentational flourishes, any hint of loading is cleverly obscured - you're straight into gameplay. This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings Sony's latest State of Play shows the PlayStation 5 UI in action. Also impressive is how the user can return to what's known as the Control Centre at any time during play, able to access any and all cards seamlessly - and that includes what's known as Official Game Help. This takes the form of context-sensitive streaming videos that get you past the current tricky spot, without the user potentially being exposed to spoilers. These videos can be run full screen or while you are playing, via a picture-in-picture mode. You can even choose where the video sits on-screen in that latter option. This won't apply to all games, and it seems that where it is available, it's flagged as exclusive for PlayStation Plus users. "Actually, to me, it's like unlocking the hidden treasures in the game," Hideaki Nishino says of the new cards system. "So the PS5 UX is centred around the getting of players into the game easier and faster. And as you know, you can see they're making their available playtime more meaningful. We really care about [this]... it's an investment. I can play with my kids, I can play with my wife, but I want to play games. That's a huge, huge investment, it's a part of my life. "So with the PS5 user experience, we are re-imagining the way the game works together with the hardware and network, delivering a truly next generation experience. The UX is completely centred around the player and we're connecting players with gameplay - and a passionate community of gamers. So that's the philosophy. We worked on this over the last several years, and we got together and as a single team across London, the United States and Tokyo, and we are happy to show you the result of that." The community aspect is also integrated into the Control Centre and therefore into gameplay - voice chat is easily accessible, and it's a piece of cake for party members to share their screens too, even if it's of a different game. In the State of Play video, we take a break from playing Sackboy Adventures and watch another party member streaming Uncharted: The Lost Legacy (being a system level feature, back-compat PS4 titles should share some of the features of the new UI). Just like the game help videos, this stream can be set up in a side-by-side configuration with gameplay, or run picture-in-picture, with the user able to choose where the video sits. This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings So essentially, what we're looking at here is a new level of accessibility and interaction with games from the front-end, via resume from rest mode (where the system jumps straight back into the Control Centre) and from within the game itself. There is the sense that with Sackboy Adventures, we are perhaps looking at one of the most fully featured examples of the level of interaction available - certainly in the launch period. Hideaki Nishino confirms that there is a level of authorship required by the developer to get the most out of the tools Sony provides. "So, Activities is the way the inside of the game context is exposed - we are asking developers to expose this data so it can be integrated with the system UI and that can be shown as a card, so that's one thing," he says. "The other one is Official Game Help - so we can show the Official Game Help video when you are stuck in the game, you can bring up the cards, and you can watch it... So these are all from metadata coming out from the games and linking back to the associated data. So you're right, we are asking publisher and developer to provide us the best insight information to the system. But without having the user going into the game deeply, the user can see it and the user can jump back into the game quickly." Basically, it's a way for developers to shine a light on many of the challenges and activities within a game, that may otherwise go overlooked, but of course, there's nothing to stop the player making their way through the title as they would ordinarily, using the Control Centre simply for non-gaming functions, such as accessing party features. However, Activities can take any number of forms. Remember Need for Speed: Hot Pursuit and the way that Autolog regularly tossed new challenges at the player, especially when someone on your friends list beat your score? The PlayStation 5 UX can do that too - and it'll crop up organically on the front-end without having to boot the game. This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings I was concerned that such a rich level of functionality may well be taking system resources away from the game developer, whether that's in terms of CPU time, GPU or memory. Sony isn't giving away any numbers on what the system allocation is, and neither is it confirming how much useable space is available on the SSD. However, the aim is to deliver the new features with the same kind of system allocation developers currently work with on current-gen platforms. "Hardware resource is limited and defined, and it's shared between the game and our system side," confirms Hideaki Nishino. "We define how much of the resource can be spent by the system side, but it's a similar amount [to] what we are doing with PlayStation 4. That's a philosophical thing: we are trying to give as much power and resource as possible back to the game side, because the game is the core, and then we bring Control Centre and Activity Cards while minimising the [system] resources we spend." There are further Easter Eggs to watch out for in the State of Play video. For example, during the section on using Control Centre to access multiplayer functions, we see that there's a joinable game of Destruction All-Stars taking place - and for the user, it's just one button press away. We'll need to confirm this when we see the actual video (as opposed to a somewhat choppy low resolution version beamed over Microsoft Teams!) but it looks like the load process from button press to the arrival of the "Sony Interactive Entertainment Presents" splash screen is a process that lasts around just eight seconds. It's also refreshing to see that there are no protracted logo screens, we're straight into the action (Sony has confirmed that we're seeing a cold boot of the game here, not any kind of system resume function). It's in Destruction All-Stars that we get a hint of the kind of sharing functionality on offer via the new Create button on the Dual Sense controller, and there's confirmation that both screenshots and video are captured at 4K resolution. We don't get to see how captured media can be filtered and processed before it's shared, but there is confirmation that Control Centre can be used to send this media to parties and external social media platforms like Twitter. Another nice touch here is how voice dictation is used to add messages to media - no microphone is required, as there's one built into the Dual Sense pad. The age-old problem of laborious joypad typing is finally addressed, assuming the quality of the dictation holds up, of course. This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings Ultimately, everything we've seen so far of the new user interface suggests a degree of innovation that may well border on outright revolution, depending on how developers choose to use the tools delivered by the new cards system. In theory, the sky's the limit, but certainly in the here and now, the focus is on easily accessing more content within a particular title - and maximising the return from what may be a limited amount of gameplay time. But the good news is that it's all wrapped in a high quality, polished menu system that will be familiar to PlayStation 4 gamers, while evoking memories of the slick PS3 user interface. "We do care about the beauty of the UI, which is, of course, going to be of a PlayStation quality," enthuses Hideaki Nishino. "But at the same time, we really want to make sure the customer can fully utilise their time for engaging with the game. And there was a conversation with developers and creators: they sometimes feel kind of sad, because now the game scope is huge and the game world is huge - and people may not see the whole picture of the game. So how we can bring them more into the games? I know, there is a menu system and a scene system in the game that can show the customer the various options in the game. "However, it should be a really, really great moment. With the cards, you see the options, what you could enjoy. And with challenges in the dynamic update, they kind of force me back into the gameplay. It's a really great experience, having the user more engaged with the game. This system is [there] to support great play and a great time. I speak to my team, it's like a theatre setting - it's there to energize all the actors on the stage, to perform at their best. And you should not notice what's going on behind the scenes." One final piece of good news. We're firm advocates of game preservation at Digital Foundry. We believe that when you buy a physical game, you should be able to install and play it offline. The code on the disc matters. PlayStation 4 will always let you run that code, patches are never mandatory except for totally online titles - and Hideaki Nishino says that the same is true for PlayStation 5. Not being able to run the disc code would be "out of the question". There will be a PS5 Digital Edition, of course, but beyond the brand new bells and whistles with the new UI, it's good to see that the commitment to the physical disc is still there for those who stick to the standard console.
These drawn-to-scale diagrams show just how the PS5 and Xbox Series X will fit into your home - Eurogamer.net
A series of drawn-to-scale diagrams are helping gamers better understand how next-gen consoles PS5 and Xbox Series X/S will fit into their homes and media centres. In a series of tweets, illustrator Keisawada drew a number of scaled diagrams that show how each of the next-gen systems will look compared to existing hardware, and... they're big. Really big. Here, take a look: Xbox Series X(151x151x301mm)??????? pic.twitter.com/Y9VDEkbokW — ???(?????????????) (@keisawada) September 20, 2020 This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings Although we already knew that both Sony's and Microsoft's new systems are pretty chunky, the addition of other existing hardware helps contexualise just how much room the next-gen systems will take up, particularly for those playing on smaller monitors or television sets. Xbox Series S(275x151x63.5mm)??????? pic.twitter.com/C1K4mIOHBA — ???(?????????????) (@keisawada) September 20, 2020 This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings While we're on the topic of the PS5, yesterday Sony apologised for the chaos caused by PlayStation 5 pre-orders earlier this week. "Let's be honest: PS5 pre-orders could have been a lot smoother," Sony said in a tweet on the official PlayStation account. "We truly apologise for that. Over the next few days, we will release more PS5 consoles for preorder - retailers will share more details. "And more PS5s will be available through the end of the year." This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings
Immortals Fenyx Rising is a messy mash-up of the best Nintendo and Ubisoft games this generation - Eurogamer.net
I liked the name Gods and Monsters. It was a bit plain, perhaps, but pulpy and straightforward. You knew what you were getting. It suggested some big godly powers and even bigger mythical beasts to whack them with, all set in a fantasy Ancient Greece. This would have been fine, I suppose. But it's clear from a few hours' play that Ubisoft has grander ideas, and that after a lengthy delay, some re-working and a new 3rd December release date, the game now known as Immortals Fenyx Rising wants to be something quite a bit bigger. Despite its MOBA-ish moniker, Immortals is an action RPG from the talented Assassin's Creed Syndicate and Odyssey team at Ubisoft Quebec. The narrative is told in a very different way, but there is a similarity to the feel of its light-hearted storytelling, while its combat and gear systems are even more familiar still. It's immediately apparent the other big influence is The Legend of Zelda: Breath of Wild, which is riffed on to a surprising degree. Plenty of games now use Zelda's stamina meter, or employ a similar glider. But Immortals' landscape is essentially defined by Nintendo's Switch opus, with a mix of Odyssey's more fantastical realms thrown in for good measure. Spread across its world are combat and puzzle shrines - sorry, "Vaults" - and tricky little puzzle areas on the open map that require the use of the game's physics engine to solve. There's a limited version of cooking. There's a power to pick up items with magnets. You can head straight to the world's toughest areas from the very beginning. I could go on. If Assassin's Creed Odyssey was Ubisoft's take on The Witcher, this is its version of Zelda, in a year where the closest Nintendo fans will get is a spin-off hack-and-slash. Breath of the Odyssey. Instead of Hyrule, Immortals is spread across a set of seven embattled lands home to various Greek gods. The lush green area seen when the game was first unveiled is home to Aphrodite, for example, while the section in this new demo was a rusty, dusty outback home to Hephaestus and his mighty forge. The enemies here, along with cyclopes and minotaurs, include hulking robots that reminded me of Skyward Sword's ancient desert mechanicals. Here, as with other areas, main character Fenyx was battling to save the land from the beast-like Ganon, sorry, Typhon, a demonic Greek god once imprisoned by Zeus for being a troublemaker. "My first memory of what became Immortals was about halfway through Odyssey we had a bug where instead of having humans on your crew you had a bunch of giant Cyclopses," game director Scott Phillips recalled. "It got a bunch of us thinking - we could do a bit with a game focused solely on the mythology. With Odyssey you need to be historically authentic. When it came to this, the first thing on our mind was how to bring Ancient Greece mythology to the 21st Century." Throughout this demo there wasn't much of a chance to get to know Fenyx, which left me with the feeling Ubisoft was playing around with a largely silent protagonist. Instead, the game's story is told via voiceover - a surprise, and one of Immortals' standout original ideas - given via the chatty Zeus and Prometheus. While the dialogue here was recorded specifically for this demo, the pair will provide a somewhat unreliable narration throughout the full game, as they peer down at Fenyx's efforts. Prometheus is the straight man, while Zeus (played by Odyssey's Barnabas voice actor Andreas Apergis) is the rock star god who missed half the set crushing cans backstage. The pair squabble and bicker, occasionally breaking the fourth wall when the exposition gets too long-winded or to crack a joke. In a way, it makes the rest of the game's straight-faced take on Zelda a little less bare-faced, with a nudge and a wink to acknowledge you may have seen this kind of puzzle before. "We felt this was a different way to tell the story," game director Scott Phillips told me via a call later on. "We still wanted a strong main character but felt these narrators let us be a little more verbose with the history without it feeling like the player character is a historian taking you on a tour. Zeus and Prometheus go on this learning journey about Zeus, king of the gods. You as Fenyx go on a journey meeting all these gods and gaining their help to defeat Typhon. Those two stories weave back and forth together and conclude together. Overall it's a bit Ancient Greek Guardians of the Galaxy - its interactions are lighthearted but the stakes are epic - and world-ending if you don't succeed in your task." In the full game, Fenyx will definitely speak, Phillips continued - and be quite chatty in their interactions with the gods throughout the story. Early on in the game you get to create your own version of the character, with a choice of body types, voice types, skin colour, hair and eye colour, beards, facial scars and more. This can then be changed again later in the game's Hall of the Gods hub. This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings If you've played Assassin's Creed Odyssey you'll immediately be familiar with how Fenyx will grow in strength throughout the game, via the addition of powers you can learn and equip from a skill tree. Some are nearly identical, such as the ability to control arrows in-flight, or to charge into a group of enemies to send them scattering. Melee combat is familiar too, with sword and axe gear slots replacing Odyssey's light and heavy attacks. Other slots are taken up by your armour set, helmet, phoenix and mount, all of which come imbued with perks. There are no numbers visible, but items can be upgraded in power. And, again like Odyssey, there's a well-timed dodge mechanic to avoid damage rather than physical shields. One puzzle found out in the open world required you to guide an arrow through a course of small hoops. Another more complex area required you to free a series of weighted balls from Crystal Maze-like puzzle rooms in order to place them all on a map of the stars. Vaults, meanwhile, are discrete puzzle areas set in their own small realms, and which make use of the game's physics engine to let you leap across floating columns, or clear a path by manoeuvring and firing large projectiles into far-away blocks like a giant game of Angry Birds. Many of these puzzles are pleasantly challenging, and provide a rush of accomplishment once completed that is only dampened by their rather lacklustre rewards. Completing a 15-minute puzzle to be provided with... 15 lightning bolts, or something similar, was a bit of a let-down - though it may be that in the full game this will be just what I'll need to upgrade something on my skill tree. Puzzles within the open world give you a separate currency, while enemies drop a third that lets you upgrade physical gear. It's a very Ubisoft take on Zelda, in other words. Phillips says the original Gods and Monsters pitch from the studio was well received on the back of its impressive work on Assassin's Creed Odyssey - and you can see how Ubisoft would want to extend the life of that game's mechanics and setting in a way that is not hampered by the rules of an Assassin's Creed, while riffing on Nintendo's best work this generation in the process. I had fun making my way through this mix of ideas, though repeatedly finding familiar mechanics never stopped feeling a little jarring when so little of the game's originality - its own story and main character - where on show to smooth things over. This point does sound like something the team has been working on, however - one interesting comment from Phillips was that until the delay, the game featured a sole narrator, playing Homer, before this was changed to the current dynamic. It's also why the game's name changed, Phillips said, to focus more on the hero's journey itself, rather than the world they will travel through. Development on the game lost a little time earlier this year when the studio switched to home working, though the project was far enough along at that point to not need as many big meetings, Phillips recalls. "I think we were in a good place - not closing mode but close - where there was less ideation and so it was easier to work from home," he says. "But it has been an odd and memorable year for everyone." As for Ubisoft's own summer of headlines, associated with the company's tidal wave of sexual assault and misconduct allegations, Phillips declined to say much on their impact within the studio. "There's not too much I can say - I would point to what Yves has said publicly about trying to make Ubisoft the best working environment it possibly can be," he concluded. "I trust and take him at his word that that's what he wants to do for Ubisoft. The morale of the studio - considering everything - is quite high. We're proud of having our first new IP ever, our studio has always been growing - I've been here six years and it has grown a lot since Assassin's Creed Syndicate and with Immortals Fenyx Rising we have the creative footing to grow into the future." When asked for more detail, a Ubisoft spokesperson sent through the following boilerplate statement: "Concerning recent allegations raised against certain Ubisoft team members: we want to start by apologising to everyone affected by this - we are truly sorry. We are dedicated to creating an inclusive and safe environment for our teams, players, and communities. It is clear we have fallen short of this in the past. We must do better. "We have started by launching investigations into the allegations with the support of specialised external consultants. Based on the outcomes, we are fully committed to taking any and all appropriate disciplinary action. As these investigations are ongoing, we can't comment further. We are also auditing our existing policies, processes, and systems to understand where these have broken down, and to ensure we can better prevent, detect, and punish inappropriate behaviour. "We will be sharing additional measures that we are putting in place with our teams in the coming days. Our goal is to foster an environment that our employees, partners, and communities can be proud of - one that reflects our values and that is safe for everyone." Ubisoft also addressed the issue prior to tonight's broadcast with a new video statement from its CEO, Yves Guillemot.
Flight Simulator controller recommendations: Our picks for budget, mid-tier and high end joystick setups - Eurogamer.net
Our best budget, mid-tier and high end hardware recommendations for Flight Simulator, including the best joysticks.
14 years on from the last entry, Microsoft Flight Simulator is finally back - and its return sees a whole wave of lapsed or new players taking to the skies. And if it's your first time up there in a while, it can all be a bit bewildering - even before you've sat at the controls of a Cessna or a more complex beast like a Boeing 747, there's all sorts of options and extras to consider. Like, for example, what controls you might consider using. This page offers an overview of the many Flight Simulator hardware setups you can consider, according to your budget - from using an Xbox controller through to instrument panels and pedals. On this page: Can you use an Xbox controller in Microsoft Flight Simulator? Microsoft Flight Simulator is a flexible thing, catering to casual players who just want to tour the world from the comfort of their own sofa to wannabe pilots who want to role-play all 6 hours of a transatlantic flight. An Xbox One controller is a great option to begin with - and a testament to how sensitive controller sticks and triggers can be. As such, it caters to all sorts of control options - from mouse and keyboard through to a fully modular cockpit with multiple screens and button boxes. You can play Microsoft Flight Simulator with an Xbox controller and have a perfectly satisfying experience - though you might need a keyboard close by for some specific commands, such as changing sim rate and autopilot shortcuts. If you're looking to invest in one of these, remember there's a refresh later this year with the arrival of the Xbox Series X controller, if you can wait a couple of months. However, if you're looking for a bit more immersion there's more than one option when it comes to flight-specific hardware. To see this content please enable targeting cookies.Manage cookie settings The budget Microsoft Flight Simulator hardware and joystick setup If you want to look beyond a gamepad, a cheap HOTAS - which is an acronym for hands on throttle-and-stick, but we'll stick with HOTAS because it's easier to type and sounds funnier - can be yours for relatively little. The basic Thrustmaster T.Flight HOTAS should cost you well under 50 quid (although limited stock and some opportunistic sellers mean it's going for a bit more than that at present). The Thrustmaster T.Flight HOTAS One. It's simple and feels fairly cheap, but it's more than up to the task and is a big step up from the gamepad experience, with a suite of buttons available to map the many controls of a plane and with a z-axis on the stick for rudder control. For a little bit more - expect to pay just over £100 - Thrustmaster bundles together the T.Flight HOTAS with its entry level T.Flight Rudder Pedals, offering perhaps the best budget way into the complete flying experience. The mid-tier Microsoft Flight Simulator hardware and joystick setup So you've been bitten by the flying bug and you want to invest in a slightly more professional rig? Your first port of call will be upgrading to a yoke controller, which affords you more accuracy and, most importantly, feels even more like the real thing. For an entry level option, you can't go wrong with the Logitech Pro Flight Yoke system, which will set you back around £140, and as a bonus comes bundled with a throttle quadrant. Control set-ups are completely modular, so it's perfectly possible to use a Logitech Pro Flight Yoke with Thrustmaster's T.Flight Rudder Pedals for a near-complete cockpit. The Logitech G 945-000004 Saitek Pro Flight Yoke System. If you're looking for a slightly classier stick option, then the Thrustmaster TCA Sidestick Airbus Edition is just the trick, faithfully modelled on the A320's own stick. You can use it on its own easily enough, and it's the perfect thing to have sitting discreetly on your desk if you want to hop in and out of flights. An accompanying throttle quadrant is due for release later this year, which will also be bundled up with the TCA Sidestick as part of the Thrustmaster TCA Officer Pack Airbus Edition. For those investigating their Flight Simulator options, we have a planes list and airport list for each launch edition, a list of Flight Simulator Achievements and what to expect from Flight Simulator's Xbox version. Then, when you start playing, we have explainers on weather and liveries, multiplayer, using autopilot and sim rate, and how to use the game's equivalent of photo mode with Active Pause. The high-end Microsoft Flight Simulator hardware and joystick setup And if you're really serious about this flight sim lark, be prepared to spend some serious money. When it comes to rudder pedals, the Thrustmaster TPR Pendular Rudder is a pretty hardcore piece of kit - but be warned that it takes up quite a bit of space so you'll need to clear under your desk. Thrustmaster also offers a high-end HOTAS with the Thrustmaster Warthog, which might be intended for more militaristic purposes than Microsoft Flight Simulator offers but which nevertheless delivers a premium feel. How a Honeycomb Alpha Flight Controls and a Thrustmaster TFP pedal set up looks. (And a Thrustmaster stick thrown in, just because.) For a premium yoke, Honeycomb's Alpha Flight Controls are perhaps your best option - they're beautifully designed, complete with an array of switches for various cockpit controls and feel just great in the hand. They've not too expensive either, coming in at around £230 - though be prepared to spend that again if you want to buy Honeycomb's forthcoming throttle quadrant, which looks every bit as luxurious. And if you're really, really serious there's no stopping there - you might want to look into investing into the SAITEK Pro Flight Instrument Panel, or the SAITEK Pro Flight Radio Panel, or even looking at some of the more high-end options in the bustling third-party marketplace. Tinkering with hardware set-ups and controller configurations is one of the pleasures - and the pains - of playing with sims, and with Microsoft Flight Simulator the sky really is the limit.
Ghost of Tsushima is getting an option to make combat easier - Eurogamer.net
Ghost of Tsushima owners will receive an update to the game today which allows you to make the experience easier - or more difficult. Patch 1.05 includes a new Lethal difficulty level which makes the weapons of your enemies more deadly, but also buffs main character Jin's own katana. Enemies will also be more aggressive in combat and detect you faster, with tighter windows to dodge and parry. Alternatively, you'll be able to enable Lower Insensity. This setting will let you block more attacks than in standard combat, and recover if you do get hit. You'll also get a window of grace if you're using Resolve to heal up, while enemy awareness will build more slowly. To see this content please enable targeting cookies.Manage cookie settings Finally, the patch adds some nice accessibility options, such as a toggle for 150 per cent larger text across subtitles, mission objectives and button prompts. You'll also be able to turn off the name of the person speaking within subtitles, and colour them in various non-white shades. Chris Tapsell labelled the game a "likeable if clunky Hollywood blockbuster" in Eurogamer's Ghost of Tsushima review.
More EA titles including The Sims 4 and Titanfall 2 now available on Steam - Eurogamer.net
Late last year, EA made its long-awaited return to Steam with the arrival of Star Wars: Fallen Order. The publisher's selection of titles has continued to swell on Valve's storefront since then, and today brings another batch of games, including The Sims 4 and Titanfall 2. Those hoping to see some of EA's more recent offerings getting the Steam treatment, such as Respawn Entertainment's celebrated shooter Apex Legends, might be a little disappointed (UPDATE: You should no longer feel disappointed!) - the newest game of the bunch, co-op prison break adventure A Way out, released in 2018 - but it's still a decent list for those that prefer to dwell among Valve's charcoal grey chambers. EA has been slowly introducing its titles to Steam in waves, with the last few weeks bringing the likes of Dragon Age 2 and Inquisition, Mirror's Edge Catalyst, Battlefield 1, Mass Effect: Andromeda, and more. As of today, it's also possible to purchase The Sims 4 (and its DLC), Titanfall 2, A Way Out, Need for Speed: Most Wanted and Payback, and Dead Space 3. To see this content please enable targeting cookies.Manage cookie settings Notably, there are significant saving to be found on EA titles across the board right now, even including its latest Steam releases. The Sims 4, for example, is 50% off at £17.49, A Way Out is half-price at £12.49, as is Dead Space 3 at £8.99, and Need for Speed: Payback at £12.49. Titanfall 2 is 67% off at £8.24, and Most Wanted gets a 75% discount at £4.49. You'll find the full list of discounted games here. As for EA's future Steam plans, the publisher hasn't yet said. However, it's EA Play livestream is primed and ready to run at midnight, 19th June, so perhaps more will be detailed then.
The Exo Stranger finally returns in Destiny 2 expansion Beyond Light - Eurogamer.net
Bungie has revealed the next big expansion for Destiny 2 - and it marks the return of a character players haven't seen since the Destiny 1 campaign. Destiny 2: Beyond Light, due out on 22nd September 2020, revolves around the arrival of the mysterious Darkness via a fleet of Pyramid ships that is heading towards Earth. Destiny 2's Season of Arrivals, which begins today, sees the arrival of the first Pyramid ship on the moon of Io. This sets off a chain of events that will unfold throughout the season and tie into Beyond Light. Beyond Light adds a new destination, Jupiter's frozen moon Europa, and above it an ancient Pyramid ship. You get to infiltrate the Golden Age Braytech facility there and uncover secrets under the ice. To see this content please enable targeting cookies.Manage cookie settings Beyond Light also adds Destiny's first new element ever, dubbed Stasis. Here's the official blurb: "Rooted in Darkness, Guardians will wield this new elemental power alongside Arc, Solar, and Void to summon epic supers and control the battlefield. Titans, Warlocks and Hunters will each use Stasis in a different way. More details on Stasis to come later this summer." There's a new raid, as you'd expect, called the Deep Stone Crypt. This lies underneath the frozen tundra of Europa. Also on Europa is the Fallen, whose splintered houses have rallied and built a new empire under the banner of the Fallen Kell of Darkness, Eramis. "Abandoned by the Traveler and left by the Light, Eramis is on her own journey into the Darkness, and towards a collision course with Guardians," Bungie says. Of particular interest to fans will be the return of the Exo Stranger. This character was last seen making little sense in the Destiny 1 campaign, where the ghost-less Exo disappeared after aiding the player Guardian. The Exo Stranger is infamous within the Destiny community for the "I don't even have time to explain why I don't have time to explain" line of dialogue, which became a meme and a metaphor for the nonsensical, Frankenstein story Bungie pieced together last minute for Destiny 1's September 2014 launch. Back in May 2018, Destiny fans reckoned they'd worked out the identity of the Exo Stranger, but this remains unconfirmed. Perhaps now, six years after Destiny came out, we'll find out. The Exo Stranger returns with an odd-looking creature in-tow. Some sort of organic Ghost? As Bungie had already announced, Destiny 2 is coming to PlayStation 5 and Xbox Series X. Purchases of Destiny 2: Beyond Light on Xbox One will transfer to Xbox Series X for free via Microsoft's Smart Delivery program. Purchases on PlayStation 4 will upgrade to PlayStation 5 for free, Bungie said. Expect more on the next-gen versions of Destiny 2 in the coming months. Back to Destiny 2's Season of Arrivals, and Bungie noted throughout the season, Messages of Darkness will be found on Io. Players can go to the Cradle on Io and uncover these hidden communications. Also on Io is a new public event under the newly arrived Pyramid ship, "where an untapped power has summoned the enemies of humanity."