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10 hours ago

Video inside WITCHER 3 - New Footage From GDC 15

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| By CrAkKedOuT - 10 hours ago

Not the best quality but still.

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10 hours ago

New ID@Xbox Games Storm GDC

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| By CrAkKedOuT - 10 hours ago

Some (but not all) of the ID@Xbox games being shown in San Francisco this week are included below, and be sure to check out the Xbox YouTube page for new trailers!
  • Bedlam (RedBedlam): Based on the novel by award-winning British author Christopher Brookmyre, this is a shooter for everyone who remembers gaming in the ‘80s and ‘90s!
  • Beyond Eyes (Team17): How does a blind person navigate the world? This unique title might give you some sense of what itÂ’s like to live in a world without sight, as you control a young girl in search of her lost cat.
  • ClusterPuck 99 (PHL Collective): This competitive sports game features eight-player local competitive action.
  • Cuphead (Studio MDHR): A run-and-gun adventure, with plenty of 1930s style animation to keep things interesting! It will make its console debut on Xbox One!
  • Earthlock: Festival of Magic (Snowcastle Games): An exciting, nonlinear role-playing game.
  • The Flame in the Flood (The Molasses Flood): A rogue-lite river journey through the backwaters of a forgotten post-societal America. It will make its console debut on Xbox One.
  • Fortified (Clapfoot Games): An exciting new take on action-strategy games that combines shooter, real-time strategy, and base defense mechanics.
  • Game 4 (The Behemoth): One of the weirdest turn-based strategy games youÂ’ll ever play, with plenty of The BehemothÂ’s unmistakable style.
  • Goat Simulator (Double Eleven): You are a goat, and you are on a rampage. What more do you need to know? More goat to the people!
  • LA Cops (Team 17): This top-down strategy shooter celebrates everything awesome about ‘70s cop fiction.
  • Magic Duels: Origins (Wizards of the Coast): The worldÂ’s most beloved collectible card game goes free-to-play! It will make its console debut first on Xbox one
  • Mighty No. 9 (Comcept): This Kickstarter darling is the brainchild of acclaimed developer Keiji Inafune, the creator of Mega Man. True side-scrolling perfection!
  • Pixel Galaxy (Serenity Forge): ItÂ’s one heck of a hectic shoot-Â’em-up, inspired by Katamari Damacy. Grow, make friends, and survive together!
  • R.B.I. Baseball 15 ( The legendary Major League Baseball franchise returns with fresh game modes, authentic ballparks, improved animations, and deep stat-tracking.
  • Rivals of Aether (Dan Fornace): This fighting game challenges you to uncover the elemental mysteries of Fire, Water, Air, and Earth.
  • Shadow Blade: Reload (Dead Mage): Guide a young ninja on his journey to seek the teachings of the last remaining ninja master as he embarks on a quest for revenge.
  • Shovel Knight (Yacht Club Games): Steel thy shovel! The amazing retro sidescrolling adventure is coming to Xbox One!
  • SMITE (Hi-Rez Studios): The next evolution in multiplayer online battle arena space. Assemble your team, choose your hero, and destroy your opponents. Stay tuned for details on the Xbox One beta, coming very soon!
  • Submerged (Uppercut Games): YouÂ’re trapped in an ancient, half-submerged city, with next to nothing. Explore the flooded cityscape and scale its buildings in a fight to survive!
  • Super Dungeon Bros (React! Games): A multiplayer dungeon-crawling extravaganza with a rock music theme. Get your bros together and get ready to rock out!
  • SWORDY (Frogshark): In this multiplayer physics brawler, you will hit your friends until they explode. You really have to see this one to wrap your head around this craziness. WeÂ’re pleased to say Swordy will debut first on Xbox One.
  • The Sun and Moon (Digerati Distribution and Marketing): ItÂ’s a platformer with a twist: You can dive into the ground, reversing your gravity while conserving your momentum. Winner of the Ludum Dare 29 competition!
  • ZHEROS (Rimlight Studios): This 3D action brawler – set in an alternative future universe – is rife with engaging combat and outrageous characters.

Those are just some of the new games coming to Xbox One via ID@Xbox. In all, itÂ’s an exciting time for independent games on Xbox One. Some more of the amazing games in development now for Xbox One include:
  • Wasteland 2 (inXile Entertainment)
  • Blues and Bullets (A Crowd of Monsters)
  • Quest of Dungeons (David Jose Lourenco Amador)
  • Commander CherryÂ’s Puzzled Journey (Grande Games)
  • 34 Big ThingsÂ’ Hyperdrive Massacre and Red Out
  • Starpoint Gemini 2 (Little Green Men)
  • The Little Acre (Pewter Game Studios)
  • Space Dust Racers (Space Dust Studios)
  • The Adventures of Pip (Tick Toc Games)
  • Paranautical Activity and Slain (Digerati Distribution)
  • Gear Gauntlet (Drop Dead Interactive)
  • Draw a Stickman: Epic (Hitcents)
  • Reagan Gorbachev (Team2Bit)
  • Twin Souls: The Path of Shadows (Lince Works)
  • Raging Justice (Makin Games)
  • Grabbles (Noble Whale)
  • Run (Torch Games)
  • World of Diving (Vertigo Games)
  • Luna's Tale: The Curse of the Forgotten Doll (Maestro Game Studio)
  • Standpoint (Unruly Attractions)

And there are many more great titles on the horizon. Stay tuned!

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10 hours ago

Article inside HALO: MCC Content Update Live

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| By xFMx ALCHEMiST - 10 hours ago


The next time you log into Halo: The Master Chief Collection, you will be prompted to download the latest content update, which focuses on matchmaking, party stability, title-specific improvements, and more.

Below, you’ll find a summary what is included in today’s update:

Made a variety of updates to improve matchmaking performance and success rates
Improved matchmaking search times/time to match
Improved stability throughout the matchmaking process across all titles

Improved party stability

Made improvements to multiplayer shot registration
Improved campaign stability across a variety of levels
Addressed stability issues for matchmaking and custom games
Fixed issues around resuming H2A Campaign from “remastered” mode
Improved medal display consistency

Fixed issues regarding aim assist which resulted in the reticle being pushed away from an enemy
Improved shot registration consistency between host / client in peer-to-peer custom game matches
Resolved a variety of UI inconsistencies, including team color randomization, medals, and in-game scoreboard display

Let us know about your experience, and check back for details as the team continues work on next month’s content update.

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11 hours ago

Video inside NVIDIA GDC Presentation reveals the Shield

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| By Alexein Aner - 11 hours ago


"world's first 4K Android TV console." The device itself is thin and sports the familiar sharp design aesthetic (with green glow). It supports decoded 4K video at 60Hz. The Shield will launch in May for $199, game controller included, alongside the company's new Grid game-streaming service.

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12 hours ago

PS4 hits 20 million units sold

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| By Jesszman - 12 hours ago

TOKYO, March 3, 2015 /PRNewswire/ -- Sony Computer Entertainment Inc. (SCE) today announced that the PlayStation®4 (PS4™) computer entertainment system has cumulatively sold through more than 20.2 million units worldwide as of March 1. PS4 continues to demonstrate the fastest and strongest growth in PlayStation® hardware history.

"We are so grateful for the enormous support from PlayStation® fans worldwide, and we are truly humbled that gamers around the globe have continued to select PS4 as the best place to play," said Andrew House, President and Global CEO of Sony Computer Entertainment Inc. "We remain steadfast in our commitment to deliver unique and interactive entertainment experiences powered by the network and the PS4 system's deep social capabilities."

The PS4 system's games portfolio will continue to expand with highly anticipated titles such as Batman: Arkham Knight (Warner Bros. Interactive Entertainment), Metal Gear Solid V: The Phantom Pain (Konami Digital Entertainment Co., Ltd.), Bloodborne, Until Dawn, Tearaway Unfolded, and Uncharted 4: A Thief's End (SCE Worldwide Studios). The independent development community will also continue to deliver innovative new titles for PS4 including No Man's Sky (Hello Games).

SCE will continue to expand the world of PS4 to deliver entertainment experiences that are only possible on PlayStation.

The PS4 system is currently available in 123 countries and regions worldwide.

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14 hours ago

Image inside Mad Max - Pre-order DLC & release date confirmed

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| By Da Ill One - 14 hours ago

Warner Bros have today revealed the release date, pre-order bonus and box art for the upcoming Mad Max game on Xbox One, PS4 and PC.

Arriving on September 4th 2015, if you pre-order Mad Max you’ll get access to an additional Magnum Opus car body called “The Ripper,” which packs a powerful V8 engine, upgraded exhaust with custom off-road tires, a ramming grill and a tuned suspension so it can take on a variety of Wasteland surfaces.

Mad Max is set to launch 4th September in the UK for PlayStation®4, Xbox One, PC and SteamOS.

Mad Max, developed by Avalanche Studios will see players become Max, a lone warrior who must fight to stay alive in The Wasteland, using vicious on-ground and vehicular combat against savage bandits. Avalanche will deliver open world gameplay in a post-apocalyptic setting where cars are the key to survival.


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15 hours ago

Video inside Wasteland 2, Shovel Knight and more indies coming to Xbox One

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| By Krazie - 15 hours ago


Xbox One owners are about to receive a pile of great new indie games.

At GDC 2015, Microsoft revealed a list of new indie games headed to Xbox One.

Some of these titles have already released on other platforms, so it looks like Microsoft has really relaxed the parity clause of ID@Xbox – or perhaps made special arrangements with the developers. In either case it’s great news for Xbox One owners.

HereÂ’s the full list, courtesy of Gematsu:

The Adventures of Pip (Tictoc Games)
Anarcute (AnarTeam)
Aritana and the HarpyÂ’s Feather (Duaik)
Blues and Bullets (A Crowd of Monsters)
Clusterpuck 99 (PHL Collective)
The Flame in the Flood (The Molasses Flood)
Fortified (Clapfoot)
Grabbles (Noble Whale)
Hyperdrive Massacre (34BigThings)
Inside My Radio (Seaven Studio)
Knight Squad (Chainawesome Games)
The Little Acre (Pewter Games)
Magic Duels: Forge (Magic the Gathering)
Pixel Galaxy (Serenity Forge)
Quest of Dungeons (Upfall Studios)
R.B.I. Baseball 15 (MLB)
Redout (34BigThings)
Rivals of Aether (34BigThings)
Screencheat (Surprise Attack)
Shadow Blade: Reload (Dead Mage)
Shovel Knight (Yacht Club Games)
Soul Axiom (Wales Interactive)
Space Dust Racers (Space Dust Studios)
Standpoint (Unruly Attractions)
Starpoint Gemini 2 (LGM)
Submerged (Screen Australia)
The Sun and the Moon (Digerati)
Swordy (Frogshark)
Tumblestone (The Quantum Astrophysicists Club)
Wasteland 2 (inXile Entertainment)
Zheros (Rimlight Studios)

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15 hours ago

Image inside New Morpheus (PS4 VR) Prototype Shown. Updated Specs. Releasing First Half 2016

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| By CrAkKedOuT - 15 hours ago

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16 hours ago

VALVE Announces - Source 2, Steam Link, Steam Lighthouse, Steam Machines

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| By CrAkKedOuT - 16 hours ago

Valve Officially announces Source 2. (+ Steam Link + Steam Lighthouse) #1


We continue to see very strong growth in PC Gaming, with Steam growing 50% in the last 12 months," said Gabe Newell, Valve's president. "With these announcements we hope that we are helping build on that momentum."

Steam Machines, Windows PCs, Macs, and Linux PCs will be able to take advantage of a new product announced at GDC called Steam Link. Designed to extend your Steam experience to any room in the house, Steam Link allows you to stream all your Steam content from any PC or Steam Machine on the same home network. Supporting 1080p at 60Hz with low latency, Steam Link will be available this November for $49.99, and available with a Steam Controller for an additional $49.99 in the US (worldwide pricing to be released closer to launch).

Steam Machines from partners Alienware and Falcon Northwest are being shown, with Machines from a dozen other partners slated to release this November. Steam Machines will start at the same price point as game consoles, with higher performance. Customers interested in the best possible gaming experience can choose whichever components meet their needs. Epic will give a demonstration of the newly announced Unreal Tournament running on a 4K monitor driven by the Falcon Northwest Steam Machine. "We love this platform," said Tim Sweeney, founder of Epic Games. "Whether you're running incredibly detailed scenes at 4K or running 1080p at 120 FPS for an intense shooter experience, this brings world-class gaming and graphics to televisions with an open platform true to Valve's PC gaming roots."

Valve will show a virtual reality (VR) headset. Developer versions of the headset will be available this spring, and partner HTC will ship their Vive headset to consumers by the end of the year.

Two new technologies are part of the VR release - a room scale tracking system codenamed Lighthouse, and a VR input system. "In order to have a high quality VR experience, you need high resolution, high speed tracking," said Valve's Alan Yates. "Lighthouse gives us the ability to do this for an arbitrary number of targets at a low enough BOM cost that it can be incorporated into TVs, monitors, headsets, input devices, or mobile devices." Valve intends to make Lighthouse freely available to any hardware manufacturers interested in the technology.

"Now that we have Lighthouse, we have an important piece of the puzzle for tackling VR input devices," said Valve's Joe Ludwig. "The work on the Steam Controller gave us the base to build upon, so now we have touch and motion as integrated parts of the PC gaming experience."

"We've been working in VR for years and it was only until we used SteamVR's controllers and experienced the magic of absolute tracking that we were able to make the VR game we always wanted to make," said Alex Schwartz of Owlchemylabs.

VR demos being shown at GDC include work from Bossa Studios, Cloudhead Games, Dovetail Games, Fireproof Studios, Google, Owlchemylabs, Skillman & Hackett, Steel Wool Games, Vertigo Games, and Wevr.

Valve announced the Source 2 engine, the successor to the Source engine used in Valve's games since the launch of Counter-Strike: Source and Half-Life 2. "The value of a platform like the PC is how much it increases the productivity of those who use the platform. With Source 2, our focus is increasing creator productivity. Given how important user generated content is becoming, Source 2 is designed not for just the professional developer, but enabling gamers themselves to participate in the creation and development of their favorite games," said Valve's Jay Stelly. "We will be making Source 2 available for free to content developers. This combined with recent announcements by Epic and Unity will help continue the PCs dominance as the premiere content authoring platform."

Also as part of supporting PC gaming, Valve announced that it will be releasing a Vulkan-compatible version of the Source 2 engine. Vulkan is a cross-platform, cross-vendor 3D graphics API that allows game developers to get the most out of the latest graphics hardware, and ensures hardware developers that there is a consistent, low overhead method of taking advantage of products. Vulkan, previously called Next Generation OpenGL, is administered by the Khronos Group, along with other standards such as OpenCL, OpenGL, and WebGL.

GDC 2015 will mark the 13th anniversary of Valve's first public announcement of Steam, which has since become the leading platform for PC, Mac, and Linux games and software. In the last year, Steam realized the addition of many new services and features - including In-Home Streaming, Broadcasting, Music, and user-created stores - as it grew to over 125 million active accounts worldwide.

For more information, please visit

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16 hours ago

PS4 designed for 120fps

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| By Jesszman - 16 hours ago

Revealed at the Morpheus conference along with the new prototype which also supports 120fps:

*tweet embedded

*tweet embedded

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19 hours ago

(NEW)Xbox 360 Preview Program

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| By iamsoulja - 19 hours ago

Starting in early March select invitees will be able to join the Xbox 360 Preview program. This will work much like the Xbox One preview – and selected customers will be able to sign-up directly from their Xbox 360. Look for a special Xbox Live message then head to Settings, then account then under account management if you’ve been selected, you’ll see Xbox 360 Preview Registration. Sign up there and enroll your console. Nothing will happen yet, but we’ll let you know when the Preview is ready to begin through a Xbox Live message.

In our upcoming release will be addressing common customer issues including improving the ability to troubleshoot common network issues from the 360 and adding a Network Connectivity test including Download and Upload speed tests.

There will be even more changes coming later this year – so sign up to be a part of the Xbox 360 Preview Program.

Look for the message


Got my invite last night

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19 hours ago

Video inside New Gameplay Video Released for Unreal Engine 4-powered "Loading Human"

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| By Da Ill One - 19 hours ago

Untold Games has released a new gameplay demo for Loading Human, created to showcase the virtual reality adventure game at this yearÂ’s GDC

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19 hours ago

Image inside MGS V : The Phantom Pain releasing September 1st

4 people viewing this

| By Remy Lebeaw - 19 hours ago

Leaked ign video confirms

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19 hours ago

HBO Go App Out Today on PS4

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| By KeepinItTrill - 19 hours ago

The HBO Go app will be available on PlayStation 4 later today.

The PlayStation 4 app will function "just like" the PlayStation 3 version, according to Sony. Upon signing in, you'll be required to authenticate your console with your cable/satellite provider through HBO Go's website.

Once your PlayStation 4 has been authenticated, you'll be able to watch any episode from any HBO series, including Game of Thrones, True Detective, and Girls.

The HBO Go app came to Xbox One late last year. HBO plans on releasing a standalone version of its streaming service before Game of Thrones' Season 5 debut on April 12.

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19 hours ago

March 2015 PlayStation Plus Free Games in North America

3 people viewing this

| By Remy Lebeaw - 19 hours ago

Entering the Instant Game Collection

Oddworld: New ‘n’ Tasty (PS4)

Valiant Hearts: The Great War (PS4)

Papo & Yo (PS3)

Sherlock Holmes: Crimes and Punishment (PS3)

CounterSpy (PS3, cross-buy on PS4, PS Vita)

OlliOlli 2: Welcome to Olliwood (PS Vita, cross-buy on PS4) (Shows up as free in basket)


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19 hours ago

No Man's Sky is so big, the developers built space probes to explore it for them

3 people viewing this

| By Msirae Faythung - 19 hours ago


There's a robot that lives inside No Man's Sky that nobody outside of the development team may ever see, because its entire purpose is to fly to each of the game's 18 quintillion worlds, take short videos and document its interstellar travels as a series of animated GIFs.

Developer Hello Games built this probe because, at its core, No Man's Sky is so massive that its statistically insignificant team of four human artists can't control or oversee its creation. At best, they can audit some of what already happened and adjust accordingly.

So, instead of pure human oversight, No Man's Sky is governed by what art director Grant Duncan calls a team of thousands of "mindless idiots" — the computer code and algorithms that take the structure that he and his team created and turned that into a universe.

The decision to give up control wasn't easy. Duncan's now-loving embrace of procedurally generated art started as something that existed on the continuum between ambivalence and outright hostility.

But now, deep into the development of No Man's Sky, and despite his initial reservations, he learned to stop worrying and love procedural art, a process he documented in a GDC 2015 session this week.

The problem that probe is designed to solve is one that hits artists particularly hard: When every atom is procedural, developers must, by definition, lose control. Duncan learned to embrace this, at least in part out of the necessity to create a universe with planets numbering in the quintillions (a number so big that he admits to it being "entirely meaningless" to the human mind).

Thus, the autonomous robot and the "idiotic" team of virtual art directors that keep tabs on the unfathomable number of celestial bodies, their flora, their fauna, their geography and their indigenous creatures.


The idiotic robots Duncan deployed are responsible for creating what players will see in No Man's Sky. This is no exaggeration. There was no other way to create the the open universe game set for release sometime this year on PlayStation 4 — and, presumably, later on other unspecified platforms.

It really is a universe, full of a myriad of stars. Each star has a solar system. And each solar system has planets. And planet-hopping — the process of traveling from planet to planet, solar system to solar system and galaxy to galaxy to explore and exploit — is perhaps the easiest gameplay mechanic to understand in No Man's Sky, a game whose whose other activities Hello Games has been deliberately tight-lipped.

Near the beginning, while creating the vast universe of No Man's Sky, Hello Games began with the idea of with planet-hopping. And when making something like that an intrinsic part of the game, they needed to do more than just create planets. They needed to fill them with plants and animals that made them feel alive.

To invent these alien worlds, the developers took inspiration first and foremost from something that might seem surprising: not games, not movies, not sci-fi novel covers, but the real world. Hello Games wanted No Man's Sky to be grounded in the "believability" of the real world, Duncan said, which is already filled with "bonkers" and "crazy" things, whether animal, vegetable or mineral. And if they wanted players to explore their creation (and they do), they had to make their universe and everything in it interesting and strangely familiar.

It may be a surprising twist, but it's not without logic. Just think of how many exotic and varied species of frogs exist in the real world, from the standard, green croaking lumps of fairy tales to the little neon-colored poisonous monsters of the rainforests. In No Man's Sky, reality established the rules. Then the artists went about breaking them to create alien creatures, planets and geographical formations that are, fundamentally, grounded in reality.

To populate this alternate reality, the artists created seeds: the essential parts of plants and animals and geographic locations. Trees have trunks and leaves. Animals have bone structures. Spaceships have cockpits. Buildings have doors, windows and roofs.


Then they threw those seeds into what Duncan calls a "big box of maths," where the British developer's algorithms create variations on those themes. Short trees with orange foliage. Spaceships with stubby cockpits. Alien creatures whose deer-like ancestry is graspable at a glance.

Feed No Man's Sky's big box of maths the same inputs — the art team's seeds — and it will produce the same outputs, whether on your system or a friend's. That's where its mighty universe comes from.

But that's the technical side of the equation. Duncan is an artist. It's his job to ensure that what the math box creates makes sense, looks pleasing and, though alien, feels familiar. And that happens at the intersection of art and math, a crossroad that makes some artists uncomfortable.

When he started working on procedural generation and No Man's Sky, he contacted several artist friends, many of whom shared the approximate opinion that, as Duncan put it, "procedural is a big pile of sh*t." It creates terrain so realistic that it's boring, they said. It creates blobby, cartoony creatures, they said. It takes control way from artists, they said. It's "programmer art," which isn't really art, they said.

Moreover, if the Hello Games art team was just recreating things they found in the real world, that'd be boring. It's uninteresting to artists, who see procedural technology as random and, he said, "can never lead to good art or that produces "inferior visuals."

Duncan's job was, in a sense, to prove the doubters wrong by convincing them to let go.

"I think that the truth is, we're actually all control freaks," Duncan said. "Artists are so used to having complete control of every single pixel. Especially now with digital artists. We can get Photoshop, we can zoom right in and obsess over something no one will ever care about."

So the artists at Hello Games created a blueprint system, wherein the artist creates a template. It begins, in other words, with handmade art. Then the math box creates variations on those themes — it tweaks the lioness' leg length, stretches her neck, colors her.

The tiny team focused on efficiency, again out of necessity. To create as little work as possible, they identified similar things, like bone structures. The system can move bones around and create poses that range from owls to proud stallions and "hundreds" of different movement cycles. That applies to everything from ships to sea creatures. In No Man's Sky, dolphins, sharks and whales all share a common ancestor.

But Duncan's artist friends were right about at least one thing: feeling the box of math isn't enough. That process is mechanical, and math doesn't have the same artistic sensibilities that humans do. So the artists collaborated with the coders to make random generation more pleasing.

Now the box of math nows that, when it places a boulder on the ground, it should also place a few medium and smaller boulders around it. It makes sense. You get, he said, "a lot more pleasing silhouettes."

That same system of symmetry applies to entire planets. One gets created, and it has certain properties. Those properties (say, a blue mineral) have an effect on the plants that grow on the planet and the creates that inhabit it, informing everything from their design to their complimentary colors. But before Hello Games' artists did that, they had to teach art to robots.

Finally, after the artists created the blueprints and planted the seeds, and after the coders constructed a box full of math, the universe exists. Someone has to look after it.

That's where the robot probe comes in, flying from planet to planet, making the animated GIFs, so that the folks at Hello Games can make sure everything looks acceptable. That there aren't too many red planets; if so, they can fly in and tweak things to ensure consistency and coherency.

Because if you're going to create a universe for people to explore, Duncan said, you've got to make it believable for players. And that, beyond just designing things, is the job of an artist.

"The best games to me" Duncan said, are those in which "you don't question anything. Things just feel like they belong together."

Taken from Polygon.

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21 hours ago

Mad Max Releasing Sept 4 PC, PS4, X1. PS3 360 Cancelled

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| By CrAkKedOuT - 21 hours ago

*tweet embedded

Good move to cancel last gen.

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21 hours ago

Video inside White Night Gets an Atmospheric Launch Trailer

4 people viewing this

| By Da Ill One - 21 hours ago

OSome StudioÂ’s White Night is now available for the PS4, Xbox One, PC, and Linux platforms, so a new launch trailer and a handful of screenshots have been released to hopefully convince you to download it.

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22 hours ago

Video inside Mad Max Game Informer Coverage Trailer + GI cover

2 people viewing this

| By Da Ill One - 22 hours ago

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22 hours ago

Image inside Massive Battlefield 4 Winter Patch Out Now, Improves Netcode And More

4 people viewing this

| By lboog1423 - 22 hours ago

Developer DICE on Tuesday released Battlefield 4's long-awaited Winter patch across console and PC. The hefty patch weighs in at around 1.34 GB, according to DICE LA.

The Battlefield 4 Winter patch features a raft of changes and tweaks, including the general improvement of netcode and new anti-cheat measures. The patch also introduces a new Squad Oblitation game mode and three new Premium playlists: "Large Scale Battles," "The Battlefield," and "Close Quarters."

Elsewhere, the patch also introduces more agile physics for Helicopters, meaning they can now do barrel rolls.

The full Battlefield 4 Winter patch notes are available below. You can also check out this PDF that illustrates some of the changes visually. Today's Winter patch follows the Fall patch, which was released in October.

Battlefield 4 launched fall 2013 to a number of problems, but DICE has been improving the online experience and releasing new content ever since. Even with Battlefield Hardline's release now just a couple weeks away, DICE plans to continue balancing the game and is even making an all-new map based on community feedback.

Battlefield 4 Winter Patch Notes:

  • Added Squad Obliteration game mode
  • Added support for New player servers (rank 10 and down)
  • Added support for matchmaking into ranked servers (in addition to standard official)
  • Various anti-cheat improvements implemented
  • In combat system now temporarily disables squad spawning when squad mate is in combat
  • In combat system now temporarily disables Medic Bag healing based on damage taken and incoming suppression increase
  • In combat system now temporarily disables First Aid Kit healing based on damage taken
  • Decouple vehicle aiming from turning option added
  • Added Mastery Dog tags for several weapons that were previously missing
  • Added 3 new Premium playlists: 'Large Scale Battles', 'The Battlefield', and 'Close Quarters'
  • Fixed an issue that would sometimes cause an error about stats not fetching, if connecting to a session after immediately being disconnected
  • Fixed an exploit related to CTF/Obliteration exploit using M224 Mortar/MAV/EOD Bot
  • PC - Several AMD Mantle optimizations
  • PC - Various graphical performance improvements
  • PS4/XBOX ONE - Fixed a case where the Battledash would not show after signing out of a profile while in the rent-a-server section
  • PS4/XBOX ONE - Fixed naming inconsistency with the server browser and quick match for Conquest Large
  • Xbox One - Fixed an issue where the user would sometimes not enter friends online session when joining through 'Friends List'
  • Xbox One - Fixed an issue where Digital Premium Edition did not give premium access on Battlelog
  • X360 - Fixed an issue where performing a sign-in change during game would sometimes result in endless black loading screen
  • X360 - Fixed an issue where multiple users in the same squad would crash if the squad leader disconnected from a full server
  • Added option for player to separately toggle the slowdown and auto rotation components of aim assist. Server admins can now enforce a disable of the auto rotation component on ranked servers
  • All consoles - Fixed an issue where it was not possible to join a rented server that had a password set

  • Footsteps: Significantly improved audio of footsteps for enemies and friendlies so that they can clearly be heard. Also fixed an issue where grenades explosions or other loud sounds would mute footstep sounds
  • Fixed an issue where EOR music would not play in CTF
  • PC - TDM/SQDM: 'Tension music' now correctly playing for all teams in TDM and SQDM

  • Updated the shading for many of the Dog tag country flags to make them more accurate
  • Animation: Cleaned up fast side to side movement of the character in third person
  • Fixed an issue where tracers would incorrectly show up on bullet impacts

  • Fixed an issue where the soldier camouflage selected would change to default between rounds
  • Fixed the cropped "Ready" status on the F-35 and J-20 fighter jets so that it is now fully visible
  • Fixed a HUD related issue that would sometimes occur when players on the same server would use the FLIR/IRNV
  • Dog tags will now display stats both in game and in menus
  • Several hit indicator and crosshair improvements
  • Fixed an issue where a player's health is displayed incorrectly when they get hit while regenerating health
  • Updated HUD Logic for several weapons so that they show "overheat" messages correctly
  • Tweaked Jet HUDs to be more clear
  • Improved scout helicopter crosshairs
  • All consoles - Removed an incorrect reference to parachute in the customization screen
  • Deploy screen - Added deploy screen advanced options to show vehicle passengers, more details on occupants and squad mates
  • Deploy screen - Improved squad mate selection when in vehicles


All helicopters have new more agile physics applied (you can do both barrel rolls and loops!)

  • Animation updates for m412 and sw30
  • Fixed an audio bug where the air missiles or TV guided missiles would play multiple times for one shot
  • Fixed an audio bug where the FAC boat cannons would loop indefinitely
  • Adjusted the graphics for the Kobra red dot reticle to make it longer to more closely match the actual reticle
  • Removed small animation played when going into sprint for any weapons that have a fore grip
  • Adjusted QBZ95 fore grip position in first person
  • Fix for RPK74 bolt cycle during fire animation
  • Improved HUD clarity for red dot sights against snowy/bright backgrounds - AND improved PS3/Xbox360 look as well
  • PS3/PS4 - Fixed an instance where a player would be unable to switch back to the bow from a secondary weapon if spawning as a passenger in a vehicle
  • X360 - Fixed an issue where Vehicle IRNV would not detect infantry on equal elevation properly

  • HANGAR 21
  • PS3/PS4 –Fixed an issue where a user would get stuck when descending the ladder that leads to the lower Hangar
  • Fixed a sound bug that would cause the titan engine audio to become distorted
  • Fixed various smaller sound issues
  • Fixed an issue where user would encounter snowing VFX inside of the hallway west of objective B if spawning on squad mate.

  • Fixed several collision issues based on community feedback

  • Fixed a collision issue which would cause players to fall down from the big neon sign that is used as a bridge between 2 buildings
  • Fixed an issue where a user could see through the game world after destroying part of a building situated near the CN base

  • Fixed several collision issues that would occur after the mudslide levolution was triggered. The mudslide has also been optimized to reduce visual glitches
  • Rush - Fixed issues with the EDO bot having no collision with several sidewalks around the US base first set of M-coms
  • Fixed an issue with an indestructible window in the house at the center of the map
  • Fixed an issue where a player could get stuck behind the pipes at Flag C and be forced to redeploy
  • Xbox One - Various issues collision near the valves and between them after the levolution event

  • Fixed several collision issues based on community feedback

  • Made collision conform closer to render mesh for destroyed track pieces. Moved collision volume in the level to accommodate the new changes to the adjusted object collision
  • Fixed several collision issues based on community feedback

    ZAVOD 311
  • Fixed several collision issues based on community feedback

    METRO 2014
  • Fixed an issue where users where able to get C4 kills through the roof
  • Fixed several collision issues based on community feedback

  • Fixed several collision issues based on community feedback

  • Fixed several collision issues based on community feedback

  • Fixed several collision issues based on community feedback

  • Improved collision issues on several skyscrapers

  • Fixed an issue where a user is unable to deploy Radio Beacon, MAV and similar gadgets on the boardwalk located north from the water and south from objective C
  • Fixed several collision issues based on community feedback

  • Added collision in the ceiling of the cave so that is no longer possible to hide there with the little bird

  • Lights now no longer stay intact once building is destroyed

New BF coming out and DICE still listening to the community and making the older gaming experience even better

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