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7 hours ago

NIS Open to Developing Multiplatform Games for PS4 and Nintendo Switch

2 people viewing this

| By Tadgh - 7 hours ago



Quote:

Japanese developer Nippon Ichi Software is open to the possibility of developing multiplatform titles for both PS4 and the Nintendo Switch.

That’s according to CEO Sohei Shinkawa, who spoke to Famitsu about the fruitful relationship between NIS and Sony, before acknowledging the studio’s built-in fanbase on PlayStation platforms.

visit this link http://www.playstationlif .. ntendo-switch/

 
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7 hours ago

Xbox Live Rewards Offer Free Bonus Content and Prizes for Playing Free-to-Play Games

2 people viewing this

| By Snow - 7 hours ago

Microsoft has this week unveiled the latest entries in its Xbox Live Rewards program.

Between now and February 28, Rewards members will be able to claim a variety of in-game content by playing some of the many free-to-play titles the Xbox One has to offer.

The official website states: “Welcome to FREEdom… a brand-new way to experience a category of games you may not be aware of. With Free to Play games, you get the robust, innovative game experiences you crave with the freedom to spend as you want.”

Some of the limited-time offers include:


The chance to win one of a number of prizes, including a 49” 4K Ultra HD TV, simply by downloading and playing MMO social title Roblox. Users can claim up to four prize draw entries per week.


A variety of in-game content by referring their friends to download Neverwinter, World of Tanks, Star Trek Online or DC Universe Online.


75 Platinum (worth $4.99) by downloading Warframe and completing five new in-game achievements.


visit this link https://rewards.xbox.com/ .. eedom-rewards/

 
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7 hours ago

Video inside I hear Nintendo out here fu*king up already Hm ?..

6 people viewing this

| By Doc Zombie - 7 hours ago


 
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7 hours ago

Watch Dogs 2 Free Demo Available Now

2 people viewing this

| By Tadgh - 7 hours ago



Quote:

Ubisoft has announced a free demo version of Watch Dogs 2.

Available now on PlayStation 4 and coming to Xbox One on January 24, the demo lets you play the full game for three hours. This includes access to all features, including co-op and multiplayer. The online elements require a membership to PlayStation Plus (PS4) or Xbox Live Gold (Xbox One).

Quote:

There was no mention of a demo for Watch Dogs 2 on PC.

Didn't look very appealing so I never picked it up, at least I can see for myself now (next week).

 
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7 hours ago

Former Dead Space and Bioshock devs team up for upcoming PS4 horror title Perception

2 people viewing this

| By Snow - 7 hours ago

Perception features a blind protagonist in a spooky mansion and with teams Dead Space and Bioshock on board, it’s got to be scary.

Perception is an upcoming horror game from The Deep End Games, a team made up of developers who have worked on the Bioshock series, Dead Space and more.

The dev team announced their new title over on the PlayStation blog, and describe it as “a first-person narrative horror adventure that tells the story of Cassie, a blind heroine who uses her extraordinary hearing and razor-sharp wits to unravel the mysteries of an abandoned estate that haunts her dreams.”

The gameplay uses echolocation to guide the player around the house and from the description and screenshots, I’m imagining something akin to Daredevil circa Ben Affleck.

“Cassie finds her way by tapping her cane and can ‘see’ via echolocation. She needs to avoid detection and uses ambient sounds of the house to help her navigate or uses objects to create distractions. Every sound creates a visual. But there is a cost…sound will attract your enemies and reveal your location.”

If you do get spotted, it’s the usual fare of running and hiding to avoid detection although presumably you’ll need to make noise to ‘see’ where you’re going attracting yet more attention, so we’ll have to see how that portion of the gameplay is handled when we get more info.



visit this link https://www.vg247.com/201 .. le-perception/

 
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7 hours ago

Halo Wars 2 wont have HDR support on Xbox One

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| By Snow - 7 hours ago

One of the most requested games from the Halo community will finally hit Xbox One and PC next month.

Halo Wars 2 will come as a Xbox Play Anywhere title, and it stands to be even more popular than the original: according to Xbox, Halo Wars still clocks some one million hours per week across both Xbox 360 and Xbox One.

Set to release on February 21, Halo Wars 2 promises to evolve and improve upon its predecessor’s best traits. With Total War developer and genre heavyweight Creative Assembly collaborating with lead dev 343 Industries, Halo Wars 2 will help kickstart the year for Xbox fans.

Unfortunately, however, Halo Wars 2 will skip out on the improved visual quality offered by HDR.

Speaking with Fenix Bazaar in a soon-to-be-published interview, 343 Industries design director, Clay Jensen, revealed the news.

“I wish that I could say yes,” Jensen said when asked if Halo Wars 2 would support HDR. “Unfortunately, we are not going to have HDR support for Halo Wars 2. We do support 4K on PC, which looks gorgeous, and you definitely need to play that because it’s stunning.”


Jensen explained that 343 would ultimately love to support HDR in the future, but that it wouldn’t happen with Halo Wars 2.

“It’s something that, certainly in future titles, we’ll be looking to support it. Unfortunately, not for this launch,” he said.


While that is sure to disappoint some recent Xbox One S purchasers, the good news is that Halo Wars 2 is looking and sounding every bit as good if not better than the original. Stay tuned for our full interview with Jensen in the coming days.



visit this link http://fenixbazaar.com/20 .. t-on-xbox-one/

 
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7 hours ago

Video inside New Injustice 2 Trailer with New Character Reveals

10 people viewing this

| By Rockstar718 - 7 hours ago




I spotted Poison Ivy, Bane, and Brainiac. Darkseid is the pre-order character


 
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8 hours ago

Microsoft acquires simplygon!

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| By Snow - 8 hours ago

We’re excited to announce that Simplygon has been acquired by Microsoft!

Throughout our journey, we’ve been laser focused on helping developers push the boundaries of 3D. From our early days delivering advanced level-of-detail solutions, to the adoption of Simplygon SDK by most leading AAA game development studios, and our more recent expansion into enterprise AR/VR, Simplygon has made automatic 3D data-optimization increasingly more accessible to developers. Our next challenge is 3D For Everyone, the ultimate accessibility! We’re thrilled to join forces with Microsoft to make this happen.

Thank you to everyone who has helped us along the way – our customers, partners, investors and employees.

Sincerely,
CEO Matt Connors, Founder & CTO Ulrik Lindahl, and Co-Founder Koshi Hamedi

Read more on the Microsoft blog.



visit this link https://www.simplygon.com .. res-simplygon/

 
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23 hours ago

Video inside Far Cry Primal ...in Magnificent 1440p/60fps

4 people viewing this

| By D.IrIsH - 23 hours ago



Such a beautiful game.. too bad there is fu*k all for story

I've seen this hovering around the top sellers list a few times though, so people are biting..

 
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1 day ago

Image inside Updated Xbox Guide

2 people viewing this

| By xFMx ALCHEMiST - 1 day ago



Back to the OG 360 days, no more double tapping, no need to go home now


 
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1 day ago

Ps4 Exclusive Nioh Has Officially Gone Gold!

5 people viewing this

| By Snow - 1 day ago


 
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1 day ago

Bioware: Mass Effect Andromeda on Xbox Scorpio a possibility

3 people viewing this

| By Epitome - 1 day ago


It appears as though BioWare are more open to the idea of bringing Mass Effect: Andromeda to Xbox Scorpio standards than previously suggested. Those of you that are somewhat out of the loop, BioWare recently stated that they have “no plans right now” when asked if Andromeda would get a Scorpio version.

That seems to be something more likely than not following a recent interview between Official Xbox Magazine and creative director Mac Walters. When pressed whether or not a similar level of support would be given for Scorpio as with the PS4 Pro enhancements, Walters stated:

“Given our Spring release date, I’m not sure exactly what we’re going to be able to support at that time, but we have a strong service plan for ME that will continue past our release date. If we do a Game of the Year edition, or a future edition or something like that, that’s something we’d definitely consider looking at, for sure.”

It seems to be down to time issues rather than anything else, but it’s more promising than what was put out beforehand. Stay tuned and we’ll keep you in the loop. Do note however, it’s important to understand that this game will be compatible on Xbox Scorpio, given that all Xbox One games will run on the upcoming console. The above statement rests entirely on utilizing the enhancements.


visit this link Source

 
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1 day ago

Switch accessories are damn pricey

3 people viewing this

| By Kewop Decam - 1 day ago

visit this link https://www.slashgear.com .. -you-13471884/




So the Nintendo Switch is out. Or rather, it has been dated and, at least in some lucky few cities, pre-orders will begin soon. But if you’re not yet in a hurry to buy one and are still trying to save up for a Nintendo Switch, here’s a handy list of how much you’ll need to get the console itself as well as the accessories you might want to grab along with it.

The Nintendo Switch itself will cost $299.99, whether you go with the plain grey version or the one with dual-tone Joy-Cons. To be clear, the console itself never changes its grey color, only the controllers do. The box comes with everything you need to get playing, including the console, two Joy-Cons, the dock, the grip, the HDMI cable, and the charging cable.

If you want to do a bit more, play with more people, or setup charging stations in other places, you will, of course, have to save up for those accessories.

The Nintendo Pro Controller, which gives a more traditional gamepad feel, will set you back $69.99. It has motion sensor, NFC for amiibo, HD rumble, “and more”. Nintendo doesn’t mention if it’s IR-enabled like the Joy-Con.



If, on the other hand, you prefer to invest in more Joy-Cons, you have two options. You can pick up either a single left or right controller for $49.99 or go all out on a pair for $79.99.



What would a Nintendo console be without a wheel. Although Nintendo didn’t really talk about a driving game, we now know one should be coming for the Switch as well. Joy-Con Wheels come in sets of two and cost only $14.99. Like the Wii-mote, you place the Joy-Con inside to wheel for it to be of any use.



Another Grip, which not only transforms a pair of Joy-Cons into a more traditional gamepad form and charges it as well, goes for $29.99. A Charging Dock set, which includes the dock, HDMI cable, and charging cable, is the priciest accessory at $89.99.

All of these are marked as coming soon, but the Nintendo Switch itself will be landing 3rd March. These accessories will likely follow suit.

visit this link https://www.slashgear.com .. -you-13471884/

 
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1 day ago

Resident Evil 7 SPOILERS... OMG (enter at own risk)

2 people viewing this

| By GUMa - 1 day ago





HUNK is back.

HUNK is in the ending for RE 7

 
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1 day ago

Behold, the Xbox One S Laptop!

2 people viewing this

| By Tadgh - 1 day ago





Quote:

Ben Heck has been known to create some amazing pieces in the past, but the Xbox One S laptop has to be one of the more unique creations to date. The project started several months ago when Heck tore down the Xbox One S and never rebuilt it. Instead of letting it lay in waste, he began working on the concept of an Xbox One S laptop. After several months and being filmed in stages, the laptop made its debut on his YouTube channel on January 6.
The laptop is fully functional.


 
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1 day ago

Gabe Newell to host Reddit AMA tomorrow

3 people viewing this

| By Faythung - 1 day ago

It's time to ask Mr Valve anything.

Quote:

I imagine Gabe Newell spent much of last week with his ears burning following Game Informer's interview with an alleged anonymous Valve employee. The source, whose opinions interviewer Andrew Reiner was unable to verify, suggested Half-Life 3 did not exist, has never existed and probably won't ever exist—the same applying to Half-Life 2: Episode 3. Tomorrow the world has the chance to hear it straight from the horse's mouth as Gabe Newell has agreed to host a Reddit AMA.

At 3pm PT/11pm GMT tomorrow (January 17), Newell will appear on visit this link The Gaben subreddit as confirmed first by the subreddit's moderator Jedi Burrell and again by the Steam subreddit's R3TR1X.

 
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1 day ago

Microsoft finally rebuilding the XBox One Dashboard for speed

2 people viewing this

| By Tadgh - 1 day ago




Quote:

The Xbox One dashboard was built with Kinect in mind, from the overall user interface to the basic fundamentals that assign system resources accordingly. Microsoft has slowly been walking back some of those decisions with improvements focused on quick access to features with the controller, but there are still some inherent problems with dashboard performance. It appears that Microsoft is finally about to address the Xbox One dashboard issues.

In a blog post detailing a new Game Mode for Windows 10, Microsoft reveals that it’s not only Windows 10 that’s getting some performance enhancements. “Every Xbox One will see an update coming to the Guide that will make it faster to complete common tasks,” explains Mike Ybarra, head of platform engineering for Xbox. “Through one press of the Xbox button on your controller, you’ll be able to pull up the newly enhanced Guide as an overlay on the left side of your screen no matter what you’re doing.”




visit this link http://www.theverge.com/2 .. rd-update-2017

 
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2 days ago

Video inside For those who missed the snubbed GOTY

3 people viewing this

| By MumbleRap - 2 days ago


Craziest Turn of events OAT

 
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2 days ago

Image inside How Astroneer makes crafting fun

4 people viewing this

| By D.IrIsH - 2 days ago



Astroneer is a space game about hoovering up alien materials with a magic gun and listening to them plop into your backpack. And in this Astroneer has cracked something very special in crafting and resource management: it’s actually fun.

Developer System Era Software has put a peculiar focus on how resources are presented and how you manipulate them, and at its centre is an idea that’s surprisingly rare in games:

THE MECHANIC: Resources are physical

Of course, Minecraft’s crafting system is kind of physical, in that its recipes ask you to place resources in a representation of the thing you’re making. But, locked into a menu, it’s an abstraction from the game world. That’s where Astroneer does things very differently. In fact, I haven’t played with a crafting system that’s as deeply implanted in its game world.

“This sounds a little too intentional, as if I had a masterplan, which I totally didn’t,” Jacob Liechty admits to me. “I had no idea what I was doing.”

It’s not even as if Liechty was a designer when he began to lead Astroneer’s design. He co-founded System Era having been a graphics engineer at Halo developer 343 Industries, and, knowing the project needed someone to concentrate on design, he took on the role with a prototype already made. From that point, when the game was called Exo (“Which is a terrible name”), he began to feel out a different way forward.



The first thing the team worked on was the the backpack, which carries your items and displays your power and oxygen supplies, and on which are mounted your upgrades. When you select it with E, it smoothly moves from your character’s back and towards you so you can start to interact with it with your mouse. “It’s the dumbest thing that the backpack flies up into your face,” says Liechty with a laugh. “It felt really dumb in the beginning, like why is it floating in front of your face? Who’s holding it? Narratively it makes zero sense. But you get used to it, and it works great.”

That’s because the backpack holds the key to that physicality. You drag items from slot to slot, items which you can see in the backpack when you’re running around, too. And as you gather resources with the game’s deformation tool, a kind of gun which can shape terrain as well as suck up resources, you can see them collecting into a stack which then moves into an open slot in the backpack when it’s filled.



System Era considered this process, something most other games represent with a number going up on a hotbar, incredibly closely. “We were being finicky about how we thought it should work. We were considering a rail from the deform tool to the backpack and shuffled around these mechanics until they slotted into their appropriate places.”

They give you a tactile sense of involvement with the crafting system, and the idea that your resources are identifiable physical objects carries through to all aspects of managing them. To craft larger objects, such as the smelter, you’ll see holograms and names of the resources where you need to place them. “When you go find that resource in the world and you see the same icon and text, you know it’s supposed to go there. It’s what it wants. It can tell you that without a textbox to say you have to put copper there, just because we maintain that consistency across the whole board. Honestly, it’s sort of a new – I can’t really point to another game. Well, if I could point to it, I’d have copied it.”



The overriding feel to Astroneer’s crafting system is of simplicity. Currently, there are only 13 different resources, and no crafting recipe requires more than one type, and the maximum number recipes demand is two units. This is heavily influenced by the physical nature of placing resources on their holograms: there simply isn’t room on most platforms’ 3D models to present more, though Liechty has ideas for how they can be extended.

This gives a novel clarity to Astroneer’s crafting system. It doesn’t need to tutorialise it, making your first play a self-driven exploration of both your world and the system, which is neither obtuse nor hand-holdy. And the decision to craft an item doesn’t carry the weight it does in most other crafting games, where it’s all too common to agonise over using a resource for one item instead of another. In Astroneer, at least in the early game, you tend to just try it out to see what results.



It also gave System Era, who brought Astroneer to Early Access with just six people, the ability to give a great deal of attention to each resource. “Let’s say we have 50 resources,” says Liechty. “There’s no way we’d go and make individual 3D models for them. It’d take forever. And some of the resources make different sounds when you collect them. Having so few resources allows us to give tonnes of character to each one.” It forced them focus on the important stuff. “If you have this massively complex [crafting system] and all these spreadsheets, you should give the time to focus on the core experience. I’ve always hammered home that it’s far more important to make a great core experience than an OK sprawling one.”

It’s lead to a remarkably generous crafting system. Tethers are an important item which you implant in the ground to carry conduits of oxygen out into the world so you can travel further before your suit’s supplies run out. You’ll use many of them as your web of tethers grows, and you get 11 of them for each unit of compound, which is a common resource. Contrast this with Minecraft’s torches, which perform a similar role. To make a batch of four torches, you need a stick (crafted from two planks, which in turn are crafted from wood chopped from trees) and a coal (mined from common but sporadic coal deposits), or charcoal (which is smelted from wood in a furnace).



Astroneer’s generosity is balanced against a constraint which feels frustrating in most crafting games. Your backpack can only carry eight items compared to, for example, the 36 slots in a Minecraft inventory, each of which can usually carry up to 64 of the same item.

Why doesn’t it feel frustrating? “That’s a hard question,” says Liechty. “I remember being concerned early on about the player’s backpack. I don’t know.” He laughs. “The boisterous or arrogant answer would be, you just gotta design better. If you decide your game needs to be such and such and it needs to have an inventory with 100 slots, then that’s your fault!”

But there’s a truth in that cod-arrogance. “If you decide a limited number of resource slots is important, it just becomes a new constraint. It influences everything else, like the recipes, which will be relative to how hard it is to get those resources back to your base. We try to decide how much things cost and how many tethers you get, and you just set the resources appropriately, make trade-offs, and make sure it’s balanced and eventually end up with something that works.”



So it’s down to balance, but there’s more to the backpack’s size. For one thing, Liechty suggests that its limitation means it’s easier to remember its contents, so it’s more present in your mind and feels less cluttered. But I also find going out for resources fun; when I run out of copper, it’s not such a chore to go gallivanting out to gather more.

The deformation tool is, after all, a lovely thing, plumply reforming the land, and the ploppy sounds as resources collect and transfer to your pack (designed by Riley Gravatt) are lovely. The whole process is satisfying, especially since you’ll have used your own network of tether-lines to get to the resource spot.



It highlights something about crafting systems which so many other games seem to miss. Running out of materials doesn’t have to simply be a blocker to the thing you want to get to. Liechty puts it like this: “Content doesn’t stand in the way of content.” He means that something in a game that’s stopping you from having or doing the thing you want, well, it’s still part of the game.

“I think people have this weird ontology about what a videogame is and where the actual fun is. They’ve forgotten that in videogames there’s no such thing as a trough of non-content. There’s not just one goal in a game which you’re just trudging through to get to. The whole game is a game.”

Astroneer shows that what can be boring in many games doesn’t have to be, and that constraints, both constraints on the player and constraints on the developer, can lead to wonderful things. Such as hoovering up alien materials with a magic gun.

visit this link Rock, Paper, Shotgun

 
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2 days ago

Video inside Andromeda Initiative - Tempest and Nomad Briefing

2 people viewing this

| By D.IrIsH - 2 days ago



So the thing I can’t quite shake off when watching is that they’ve tried to style this whole campaign like they’re teaching things and showing things to new Andromeda Initiative recruits who are joining the task force. The Twitter account refers to its followers as “recruit”, and the game’s official site is styled as a job advert where the game info teasers are styled as briefings.

I mean, fine. But then you watch this briefing and it’s so weirdly aware of the fact it’s a commercial game. You get an account of the quarters aboard the Tempest and it says “The pathfinder’s cabin is also located nearby but is off limits to the general crew… unless invited… of course.” I mean, I’ve never had a work video briefing where they tell me about the staff quarters and they add “Yes, this is the place where you can bang your crew if you want to bother with romance options.” It’s an HR disaster lawsuit waiting to happen, actively encouraging staff relationships in a training video. You want to stick with some good, old-fashioned ladder safety advice and COSHH training, mate. Safe AND useful. OR at least put the space HR department’s phone number in there, you know?

And then it goes on to reference paint jobs which… I mean I guess you could say they’re talking about camouflage or whatnot and that maybe army people get off on paint jobs as much as players but, again, it feels like they’re just not that invested in their own fiction.

I mean, this probably won’t matter to most people, but do you have any idea how many marketing campaigns I’ve watched over the years because of entertainment writing? You start to really notice stuff like this.

OTHER THINGS WHICH CAUGHT MY EYE:

1. The biolab has some plantlife I’m interested in looking at a bit closer. I assume it’s not interactable – it seems more about set decoration – but I still like seeing what people include in the way of greenery aboard space stations. There are also some decorative plants elsewhere in the ship which I will be screenshotting and discussing with Alice.

2. The Pathfinder’s cabin has enough room that you could not only do yoga and zumba unimpeded but you could probably host a big line-dancing party in there.

3. Also why does the Pathfinder need so many seating options? It’s like one of those fancy hotel rooms which is like “I know you’re only here for five minutes and I know it’s only you staying but here’s a queen-sized bed, a three-seater sofa and a reclining chair”. Maybe it’s so that the Pathfinder can practice pathfinding by going over and around all the furniture and walking for a hundred meters just to get from the bed to the desk.

4. I want to drive the sh*t out of the Nomad if the real actual gameplay is anything like that (there is no real actual gameplay in this trailer because of the aforementioned Andromeda Initiative recruitment idea).

5. IS THERE A NEW VERSION OF THE MINING MINIGAME?

6. For factual info, the Tempest is (currently) built for speed and stealth, so designed to outrun stuff and hide rather than blast it in the face until it dies. It’s also piloted by a Salarian.

visit this link Rock, Paper, Shotgun

 
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