Category Archives: Technology

Shadow Of Mordor studio are making a Wonder Woman game with the Nemesis System

Honestly, I’ve no interest in Wonder Woman. Warner Bros announcing an open-world Wonder Woman game at The Game Awards tonight meant nothing to me at first. My interest was piqued when I saw it’s being made by Monolith, the studio behind F.E.A.R. and the Middle-Earth: Shadow Of Mordor series. Then I saw OH WAIT it’s using that wonderful patented Nemesis System which breathes personality and history into enemies? I’m in. Fully. Let’s go.

Warzone Pacific Dec 9 update patch notes: Cold War & MW weapon buffs & nerfs, bug fixes

Raven Software has released a new hot fix update for Call of Duty: Warzone Pacific on December 9 that includes weapon balancing updates across the field, effecting Modern Warfare, Cold War, and Vanguard weapons.


The new weapon balancing update for Call of Duty: Warzone Pacific brings in line a balance across the different game’s weapons, including Modern Warfare and Cold War weapons at the start of the new season.

This new weapon balancing update is live in Warzone. As noted previously, players can use the Modern Warfare & Cold War content in standard Battle Royale modes. Only Vanguard content is accessible in the Vanguard Royale modes.

The update also includes a variety of bug fixes for Call of Duty: Warzone Pacific.

Warzone December 9 Update Patch Notes

Bug Fixes

  • Fixed collision issues with various elements across Caldera allowing Players to exploit/peek/shoot through them.
  • Fixed an issue allowing access to items that Players weren’t supposed to see yet!

For more information on live issues, please visit our Warzone Trello Board.

Weapons

Weapon Adjustments

Numerous changes have been made to Vanguard (VG) Weapons and Attachments. Names, Descriptions, Pros, Cons, and Stat Bars have been updated in-game to reflect these changes.

In addition to the above mentioned Vanguard changes, the following Modern Warfare (MW) and Black Ops Cold War (BOCW) Weapon adjustments have been made:

» Assault Rifle «

  • AK-47 (BOCW)
    • Initial Recoil Deviation increased

We do not believe the AK-47 (BOCW) is imbalanced. However, we want to stay on top of Weapons that have a consistently fast Time to Kill by ensuring their handling and behavior is consistent with other similarly effective Weapons.

  • EM2 (BOCW)
    • Neck Damage Multiplier decreased to 1.1, up from 1.2
    • Recoil Magnitude increased
    • Recoil Deviation increased

The EM2 (BOCW) has exerted an impressive level of dominance over the long-range engagement space since its debut. Generally, this can happen when a Weapon’s Time to Kill potential is not met with adequate downsides. Slow-firing Weapons like the EM2 (BOCW) naturally lend themselves to higher-skilled players, as missed shots are far more detrimental. In the case of the EM2 (BOCW), we felt its mechanical input was not equivalent to its output. We have adjusted its Recoil behavior such that it will require more active Recoil countering. We are also reducing its Neck Multiplier – which will affect some of its ‘realistic’ TTK breakpoints while leaving its actual TTK potential unchanged.

» Marksman Rifle «

  • Crossbow (MW)
    • Neck Damage increased to 250, up from 200
    • Upper Torso Damage increased to 240, up from 200
    • Lower Torso Damage increased to 220, up from 200
  • Marksman Rifle Charlie (MW)
    • Flinch Resistance decreased by 62%

The Marksman Rifle Charlie (MW) and the Swiss K31’s (BOCW) have benefited greatly from heavily reduced Flinch – an attribute which has been exclusive to ‘aggressive’ snipers for quite some time. A considerable reduction to their base Flinch Resistance will require some acclimation, as veteran snipers will find that they can no longer challenge Assault Rifles as consistently while sustaining fire in long-range engagements.

  • R1 Shadowhunter (BOCW)
    • Neck Damage increased to 250, up from 200
    • Upper Torso Damage increased to 240, up from 200
    • Lower Torso Damage increased to 220, up from 200

The Crossbow (MW) and the R1 Shadowhunter (BOCW) have not received much attention since they landed in the Warzone. We are aiming to optimize their effectiveness without inadvertently creating all-out arrow warfare on Caldera.

» Melee «

  • Ballistic Knife (BOCW)
    • Upper Torso Damage increased to 248, up from 246
    • Lower Torso Damage increased to 225, up from 195
    • Upper Arm Damage increased to 200, up from 180
    • Lower Arm Damage increased to 190, up from 180
    • Upper Leg Damage increased to 200, up from 160
    • Lower Leg Damage increased to 190, up from 160

Similar to the Crossbow (MW) and the R1 Shadowhunter (BOCW), we are increasing the effectiveness of the Ballistic Knife (BOCW). A single, well-aimed piece of Tactical Equipment can put an enemy within one-shot range to the Upper Torso, creating a surprising one-two punch.

  • Baseball Bat (BOCW)
    • Lunge Distance decreased by 47%
  • Battle Axe (BOCW)
    • Lunge Distance decreased by 38%
  • Cane (BOCW)
    • Lunge Distance decreased by 46%
  • Mace (BOCW)
    • Lunge Distance decreased by 42%

Dying to Melee Weapons can often feel unfair (and unfun). Lunge distances could push some Melee Weapons over the edge when combined with the ability to achieve Melee Finisher damage in only two hits – giving Players only a few hundred milliseconds to react. As a result, even fully kitted Players could feel out-muscled in close quarters, which simply should not happen. Players wielding Melee Weapons will now be much less threatening granted there is not an overabundance of missed shots.

» Shotgun «

  • Shotgun Bravo (BOCW)
    • Movement Speed decreased by 1.2%
    • ADS Movement Speed decreased by 8.6%

With its inherent BOCW mobility, and generous magazine sizes, the Shotgun Bravo (BOCW) has remained a force to be reckoned with despite receiving several balance changes. Reducing the Shotgun Bravo’s (BOCW) mobility will make it more susceptible to the downsides one would expect from Weapons in its class. Without that mobility to quickly close the gap into its deadly Maximum Damage Range, the Shotgun Bravo (BOCW) will become a more equitable selection.

» Sniper Rifle «

  • Swiss K31 (BOCW)
    • Flinch Resistance decreased by 62%

» Submachine Gun «

  • OTs 9 (BOCW)
    • Maximum Damage decreased to 30, down from 31
    • Headshot Damage Multiplier decreased to 1.33, down from 1.52
  • Submachine Gun Alpha (BOCW)
    • Maximum Damage decreased to 20, down from 31
    • Headshot Damage Multiplier decreased to 1.41, down from 1.45
  • Submachine Gun Charlie (MW)
    • Fire Rate decreased to .08, down from .075
    • Sprint to Fire Speed decreased by 2.6%
    • Note: These changes only affect Warzone.

The OTs 9 (BOCW) has ruled over the short-range space for some time and changes to it will surely come as no surprise. As a preemptive measure, we will also be adjusting several Weapons that have been waiting in the wings to take its place once dethroned.  While it is sad to see our favorite Weapons take a hit to their effectiveness, we feel the pool of viable short-range Weapons will benefit from this anticipatory adjustment.

NOTE: An imminent update will further address Bloom and include adjustments to Weapons including the PPSh-41 (VG).

Attachments

Attachment Adjustments

» Optic «

  • G16 2.5x (VG)
    • Assault Rifles
      • Eye position shifted forward

The G16 2.5x has become the preferred Optic across Caldera. By shifting the eye position forward, we are creating a greater area of magnification which will better assist in carving out its identity.

» Stock «

  • Raider Stock (BOCW)
    • Movement Speed modifiers decreased by 25%
  • SAS Combat Stock (BOCW)
    • Movement Speed modifiers decreased by 25%

Warzone is a living, breathing, ever-evolving game. This demands that we not only regularly reflect on precise Weapon details but that we also, at times, take great pause to assess the state of the game holistically. Games that progressively introduce content, like Warzone, run the risk of experiencing ‘power creep’. It is important that intermittently, we compress the power level of certain aspects in the game that may be at risk of endangering the greater balance. We believe that the influx of a considerable amount of content is a most opportune time – during which we feel it is appropriate to adjust the most powerful mobility Attachments in Warzone. The sheer existence of these Attachments significantly warps not just this Attachment category for BOCW Weapons, but also requires that any future Weapon that intends to identify as ‘highly mobile’ must contest these values as a baseline. This dynamic forces the power level to slowly rise over time, which in turn must elicit a correction. This change will not be the last in addressing Weapon attributes that reach a peak in power that must be compressed to preserve our delicate ecosystem.

SOURCE: Raven Software

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The Game Awards 2021: all the news and trailers

It’s that time of the year: The Game Awards, a three hour-long event where the awards take backstage to trailers and reveals. This year’s show was a busy one, with news covering everything from Star Wars and The Expanse to Halo and Among Us. We even got a new Alan Wake. Also, Sting was there.

If you weren’t able to catch the show live, here are all the biggest announcements you missed.

Explore the Matrix in Unreal Engine

Epic’s latest demo for Unreal Engine 5 isn’t just a pretty cinematic, but rather an interactive feature you can download for free right now on a PlayStation 5. Even better, it’s a chance to explore the cyberpunk world of The Matrix ahead of the fourth movie’s release later this month — which we just so happened to get a fresh look at tonight, as well. For even more, be sure to check out our interview with Keanu Reeves and Carrie-Anne Moss.

Alan Wake 2 moves the series into survival horror

One of the biggest surprises was that Alan Wake is getting a sequel. We don’t know much about it, but creative director Sam Lake says the series will be moving in a survival horror direction.

Silent Hill creator returns with Slitterhead

Bokeh Game Studio, a team led by Silent Hill creator Keiichiro Toyama, teased an extremely creepy new game with the equally creepy title Slitterhead. It’s so creepy I can’t embed the trailer — check it out here.

Elden Ring still looks incredible

We’ve already seen plenty of Elden Ring — and even played a little bit of it — but that doesn’t mean we don’t want to keep watching trailers. The latest is more focused on story than gameplay, and makes the wait for the game’s February launch that much harder.

A proper look at the Suicide Squad game

It’s been a long time since Rocksteady — the studio best-known for the Arkham series of Batman games — revealed that it was working on a Suicide Squad title, but we got a fresh look at Kill the Justice League thanks to a new trailer. The game is expected to launch in 2022, making it Rocksteady’s first new game in nearly seven years.

Wonder Woman is getting her own game

In other DC news, Monolith Productions — the team behind Middle-earth: Shadow of Mordor — is making a Wonder Woman game. It’ll be a third-person action game with that will make use of Mordor’s famed “nemesis system.” No word yet on release date or platforms.

Final Fantasy VII Remake is finally coming to PC

The formerly PlayStation-exclusive remake of classic Final Fantasy VII is now coming to PCs — and it’s coming soon. The port will be out on December 16th, and it’ll be the enhanced Intergrade version that previously graced the PS5.

Quantic Dream is making a Star Wars game

Quantic Dream, the studio behind the, let’s say, questionable game Detroit: Become Human, is now making a title based in the Star Wars universe. It’s called Eclipse, is set during the High Republic era, and is described as “an intricately branching action-adventure game that can be experienced in many ways, and puts the destinies of multiple playable characters in your hands.” No word on a release window or platforms yet.

A new trailer for the live-action Halo series

While everyone is hooked on Halo Infinite, there’s another big addition to the Halo universe coming as well. At the Game Awards we got our first real look at the live-action Halo TV show that’s coming to Paramount Plus early next year.

Among Us is coming to VR

You can already play social deduction hit Among Us on a big range of platforms, but its next release offers something different: virtual reality. The new version is being developed by VR studio Schell Games (I Expect You to Die) and will shift the experience from a cute 2D game to a first-person, 3D experience. No word on a release date, but it’s coming to Meta Quest, PlayStation VR, and Steam VR headsets.

Google Play games are coming to PC

In a surprise announcement, Google teased a new tool that will make it possible to play Android games from Google Play on a PC. We don’t have many details yet, but it’s expected to be available in 2022.

A double dose of Sonic

In addition to the surprise reveal of a new “open zone” game called Sonic Frontiers, the latest attempt to make a good 3D Sonic The Hedgehog, we also got a glimpse at the sequel to the live-action Sonic movie from 2020 — including the first look (and listen) of Idris Elba as Knuckles.

Dune: Spice Wars is an RTS spinoff

The world of Dune is set to expand with Spice Wars, a real-time strategy game from developer Shiro Games that’s slated to launch in early access on PC in 2022.

A long, uncomfortable trailer for Hellblade 2

The sequel to Hellblade — a terrifying game about madness — looks bigger in just about every way, from the world you’ll be running through to the creepy monsters you’ll take on. In short, it looks terrifying, but you can get a good feel for the experience with this lengthy new trailer.

Cuphead’s expansion makes a fresh appearance

It’s been a long time since we’ve heard from Studio MDHR about The Delicious Last Course, a big expansion coming to run-and-gun platformer Cuphead. Now we not only have a fresh look, but a release date: the DLC will be available on June 30th, 2022 on all platforms that Cuphead is on.

Another chill League of Legends album

This summer Riot released an extremely chill album full of copyright-free music designed specifically for streamers. Now it’s released its second, based on League character Diana, which features 43 tracks composed by 25 different artists. It’s available to stream now on services like Spotify and Apple Music.

PUBG is now free-to-play

Years after its initial release, the genre-defining battle royale PUBG is finally going free to play. The change puts the game on even footing with contemporaries like Fortnite and Apex Legends (along with the mobile spinoffs PUBG Mobile and PUBG: New State) and should go a long way towards keeping the game’s competitive scene alive for the next few years.

Star Trek gets a Telltale-style adventure

Dramatic Labs, a new studio made up of veterans from ill-fated adventure game developer Telltale, is using that same choose-your-own-adventure format for an upcoming Star trek game. It’s called Resurgence, and the studio says it tells an all-new story set not long after the events of The Next Generation. It’s due to launch next spring on Xbox, PlayStation, and the Epic Games Store.

…and Telltale is making an Expanse game

Meanwhile, the revived version of Telltale is also working on a sci-fi title, with a new series based on The Expanse. It’s billed as a prequel to the Amazon Prime series, and is being co-developed by Life is Strange studio Deck Nine.

Thirsty Suitors has strong Scott Pilgrim vibes

The latest release from Falcon Age developer Outerloop Games is called Thirsty Suitors, and it’s described as “a narrative action-adventure game that grapples with themes of complex family dynamics, navigating difficult relationships, and discovering one’s true self.” It also has some strong Scott Pilgrim vibes with fights against exes, along with some Tony Hawk-style skateboarding. The Annapurna-published game is listed as “coming soon” for PC.

Release dates for Tunic, CrossfireX, and Lost Ark

Nestled amongst all of the trailers and reveals were a few newly announced release dates. The adorable Zelda-like Tunic is coming out on March 16th for the Xbox and PC — and we also got a charming new trailer to go along with the date. CrossfireX, the upcoming Xbox shooter that’s a collaboration between Smilegate and Remedy, will debut on February 8th. (While Smilegate developed the multiplayer portion, Remedy handled the single-player campaign.) Meanwhile, Lost Ark, an MMO published by Amazon, will be available on February 11th on Steam.

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‘It Takes Two’ Scores Game Of The Year – Deadline

Hazelight Studios and EA’s It Takes Two took home several prizes at The Game Awards 2021, including best family game, best multiplayer game, and game of the year. The annual ceremony returned to a live ceremony at the Microsoft Theater in Los Angeles on Thursday, after it went virtual in 2020 because of the Covid-19 pandmeic. 

It Takes Two bested fellow GOTY nominees Resident Evil Village, Deathloop, Metroid Dead, Psychonauts 2 and Ratchet & Clank: Rift Apart. Also taking home numerous honors during the evening ceremony were Kena: Bridge of Spirits and Forza Horizon 5

Like the 2020 iteration and previous years, The Game Awards 2021 featured some major starpower, with Simu Liu, Ben Schwartz, Keanu Reeves, Giancarlo Esposito and Ming-Na Wen among the ceremony’s presenters. Schwartz and Sonic the Hedgehog co-star Jim Carrey came together to tease the film’s upcoming sequel with the first trailer. 

The pre-show also featured news for gaming takes on entertainment titles, including Amazon’s The Expanse and horror classic Texas Chainsaw Massacre, which gets a multiplayer spin from Gun Interactive and Sumo Nottingham. Dune will also get the gaming treatment with a real-time strategy title.

Thursday’s awards show comes at a precarious time in the gaming industry, as major studios, including  Activision Blizzard, have come under fire with toxic workplace allegations surrounding their work. Creator and host Geoff Keighley started off the ceremony addressing the grave headlines, denouncing toxic behavior.

“We should not and we will not tolerate abuse, harassment…by anyone including our online communities,” he said. “I call on everyone to do their part to build a better, safer video game industry.”

Additional highlights include the trailer for Paramount+’s Halo series, starring Pablo Schreiber, Imagine Dragons’ performance of their Arcane theme and updates for a number of major gaming titles including Warner Bros. Games’ Wonder Woman, Rocksteady’s Suicide Squad: Kill the Justice League, Remedy’s Alan Wake II and Fromsoftware’s Elden Ring

See the full list of winners at The Game Awards below.


Game of the Year

It Takes Two (Hazelight Studios/EA)

Best Game Direction

Deathloop (Arkane Studios/Bethesda)

Best Ongoing

FINAL FANTASY XIV Online (SQUARE ENIX)

Best Indie

Kena: Bridge of Spirits (Ember Lab)

Best Debut Indie

Kena: Bridge of Spirits (Ember Lab)

Best Narrative

Marvel’s Guardians of the Galaxy (Eidos Montreal/SQUARE ENIX)

Best Art Direction

Deathloop (Arkane Studios/Bethesda)

Best Score and Music

NieR Replicant ver.1.22474487139 (Keiichi Okabe, Composer)

Best Audio Design

Forza Horizon 5 (Playground Games/Xbox Game Studios)

Best Performance

Maggie Robertson as Lady Dimitrescu, Resident Evil Village

Games for Impact

Life is Strange: True Colors (Deck Nine/SQUARE ENIX)

Best Community Support

FINAL FANTASY XIV Online (SQUARE ENIX)

Best Mobile Game, Presented by Verizon

Genshin Impact (MiHoYo)

Best VR/AR

Resident Evil 4 (Armature Studio/Capcom/Oculus Studios)

Best Action

Returnal (Housemarque/SIE)

Best Action/Adventure

Metroid Dread (Mercury Steam/Nintendo)

Best Role Playing

Tales of Arise (Bandai Namco)

Best Fighting

Guilty Gear -Strive- (Arc System Works)

Best Family

It Takes Two (Hazelight Studios/EA)

Best Sports/Racing

Forza Horizon 5 (Playground Games/Xbox Game Studios)

Best Sim/Strategy

Age of Empires IV (Relic Entertainment/Xbox Game Studios)

Best Multiplayer

It Takes Two (Hazelight Studios/EA)

Most Anticipated, Presented by Prime Gaming

Elden Ring (FromSoftware/Bandai Namco)

Innovation in Accessibility, Presented by Chevrolet

Forza Horizon 5 (Playground Games/Xbox Game Studios)

Content Creator of the Year

Dream

Best Esports Game, Presented by Grubhub

League of Legends (Riot Games)

Best Esports Athlete

Oleksandr “s1mple” Kostyliev

Best Esports Team

Natus Vincere (CS:GO)

Best Esports Coach

Kim “kkOma” Jeong-gyun

Best Esports Event

2021 League of Legends World Championship



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The Matrix Awakens: Epic Games Free Demo Showcases Unreal Engine 5

Is it real — or is it Unreal?

Epic Games worked with Warner Bros., “The Matrix Resurrections” director Lana Wachowski to create a “technical demo” set in the world of the Matrix, designed to show off the capabilities of Epic’s latest 3D creation tool, Unreal Engine 5. The company on Thursday released “The Matrix Awakens: An Unreal Engine 5 Experience,” available as a 29-gigabyte free download for Sony’s PlayStation 5 (at this link) and Microsoft’s Xbox Series X/S (at this link), after promoting it at the 2021 Game Awards on Thursday.

The point of the proof-of-concept is to get digital artists excited about using Unreal Engine 5, which Epic is slating for official release in 2022. “Making something look super-real should encourage storytellers for how to use [Unreal Engine 5] in a game — or a film or TV show,” said Kim Libreri, CTO at Epic Games.

Written and cinematically directed by Lana Wachowski, “The Matrix Awakens” features Keanu Reeves and Carrie-Anne Moss reprising their roles as Neo and Trinity (and also appearing as themselves). The actors provided voiceovers for the project. But with the exception of a brief video clip of Reeves, the actors and characters in “The Matrix Awakens” (including a de-aged Keanu) are entirely digital re-creations. Epic’s 3Lateral team captured high-fidelity 3D scans of Reeves and Moss’ faces and 4D captures of their performances in its studio in Novi Sad, Serbia.

“How do we know what is real?” Reeves says in the opener for “The Matrix Awakens.”

Following the cinematic intro, users can engage in gameplay — shooting at evil agents from a speeding car in a chase across in a virtual city about the size of L.A. — and then wander around the metropolis in an open-world exploration. [See screen shots from “The Matrix Awakens” below.]

Epic plans to release all the creative assets used to build the virtual Matrix city (and its AI-powered vehicles and pedestrians) next year alongside the final release of Unreal Engine 5. “We wanted to create a city that would benefit anyone who wants to reuse it,” Libreri said.

A few years ago, Libreri and John Gaeta — both of whom were part of the VFX team for the first three “Matrix” movies — met with Lana Wachowski for lunch. In a statement, she recalled, “When I told them I was making another Matrix film, they suggested I come and play in the Epic sandbox. And holy shit, what a sandbox it is! I imagine the first company to build an actual Matrix — a fully immersive, persistent world — will be a game company and Epic is certainly paving the way there.”

Wachowski added, “Whatever the future of cinematic storytelling, Epic will play no small part in its evolution.”

Libreri conceded that VFX pros will be able to tell the difference between, say, the real Keanu Reeves and the version fabricated by Unreal Engine 5. But he predicted that the platform and “The Matrix Awakens” assets will be appealing to filmmakers looking to quickly and inexpensively create metro streetscapes. “I’m sure episodic TV shows will use that,” he said.

Epic makes Unreal Engine free for filmmakers to use; it charges a licensing fee if a developer uses the content as part of interactive game or VR experience. Epic is already using Unreal Engine 5 to power the latest iteration of its massively popular “Fortnite” game.

Why didn’t Epic create a full-blown Matrix game? That either wasn’t on the table or was outside the scope of Epic Games’ ambitions. “There is enough of a framework you could build a compelling game,” Libreri said. He noted that WB has its own games development and publishing division, Warner Bros. Games (formerly Warner Bros. Interactive Entertainment), which adapts the studio’s intellectual property.

“The Matrix Awakens” project reunited many of the crew that worked on the original “Matrix” trilogy, including Libreri, Gaeta, James McTeigue, Kym Barrett, Jerome Platteaux, George Borshukov and Michael F. Gay, in collaboration with teams from Epic Games and partners including SideFX, Evil Eye Pictures, The Coalition and WetaFX (the new name of Peter Jackson’s VFX shop after Weta Digital sold its tech division to Unity).

The demo showcases multiple features of Unreal Engine 5. Those include the MetaHuman Creator; the Chaos physics system, which simulates movement of vehicles, character clothing and the destruction of buildings; the Lumen dynamic global illumination system, which uses real-time ray tracing; the platform’s World Partition system, which makes the development of large environments more manageable; and Temporal Super Resolution, a next-gen upsampling algorithm that Epic says generates rich, high-resolution images at a low processing cost.

Epic released a list of stats about the virtual city it created for “The Matrix Awakens: An Unreal Engine 5 Experience”:

  • The city is 4.138 km wide and 4.968 km long, slightly larger than the size of downtown L.A. (a surface area of 15.79 square kilometers and perimeter of 14.519 km)
  • It has 260 km of roads, 512 km of sidewalks, 1,248 intersections, 17,000 simulated traffic vehicles on the road that are destructible, and 45,073 parked cars
  • It features 35,000 simulated MetaHuman pedestrians and includes 7,000 buildings and 27,848 lampposts
  • The city is lit by only the sun, sky and “emissive materials” on meshes; no light sources were placed for the streetlights or headlights. In night mode, nearly all lighting comes from the millions of emissive building windows

Here are stills from “The Matrix Awakens,” including the fully digital re-creations of Reeves and Moss:



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Epic Games shows off Unreal Engine 5 with stunning simulated city in The Matrix Awakens demo

Join gaming leaders, alongside GamesBeat and Facebook Gaming, for their 2nd Annual GamesBeat & Facebook Gaming Summit | GamesBeat: Into the Metaverse 2 this upcoming January 25-27, 2022. Learn more about the event. 


Epic Games showed off the realism of Unreal Engine 5 with The Matrix Awakens demo amid a huge computer-generated city.

It looked phenomenal, with a completely CG actress Carrie-Ann Moss and a version of actor Keanu Reeves that’s indistinguishable from a computer creation or the real thing. The Matrix Awakens: An Unreal Engine 5 Experience was shown at The Game Awards, and it’s a preview of The Matrix Resurrections film debuting on December 22.

It’s also a pretty good sign that Epic Games is serious about building its own metaverse, or enabling the customers of its game engine to build their version of the metaverse, the universe of virtual worlds that are all interconnected, like in novels such as Snow Crash and Ready Player One.

One of the coolest parts of the demo is that Epic Games’ team spent the better part of the past year creating a virtual city that looks like a real city. And Epic Games is going to give that city away for free (with The Matrix parts removed) to the developers who use Unreal Engine 5. The city is 4.138 kilometers wide and 4.968 kilometers long, slightly larger than the size of downtown Los Angeles.

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Above: This is not a picture. It’s a simulation in Unreal Engine 5.

Image Credit: Epic Games

Kim Libreri, chief technology officer at Epic Games, said in an interview with GamesBeat that the idea was to show people a glimpse of the future of interactive entertainment and storytelling that is possible with Unreal Engine 5.

“We built a whole city for this, as we’ve been working on new techniques, new streaming, new world management systems that allow you to build a whole city,” Libreri said. “All this exists in the engine.”

The simulation of the city — the 35,000 walking pedestrians who look like real people — just keeps functioning in a procedural way as you move the camera through the 3D space. There is a freeway chase scene where you can shoot the tires out of Agent Smith cars chasing you.

“We’re giving away that city without Neo and Trinity,” Libreri said. “It’s a full, living, playable city. If anybody wants to do a racing game in that city, they will be able to use all the blueprints, all the gameplay logic, all the AI, all the destructible cars. When you see the cars exploring, that’s not us adding explosions, where we animate it by hand. It’s all procedurally exploding because when a car gets impacted, it gets deformed, it will shatter its glass. This is all procedural. So what we wanted to really lean into this concept of The Matrix is about the simulated universe. It’s all simulation.”

The demo

Above: The older Keanu Reeves looks real here, but all of this is simulated in Unreal Engine 5.

Image Credit: Epic Games

The eight-minute demo shows the first scene from the original movie starting with a young Thomas “Neo” Anderson (Reeves) with his face lying on a desk. It looks like video from the movie, but it is entirely computer-generated, as Epic’s team painstakingly re-created that scene. It shifts to the “bullet time” video from the original movie, and the older Reeves of today walks into the scene. And then we shift to a scene of Morpheus, young Neo, and the modern Reeves. Again, this scene if entirely animated, but I thought it was video of the real actors.

It goes on like this, showing action scenes in a city, but it’s all animated. The actors joke that it was thrown in to have something sexy for the marketing people. There were plenty of times I did a double-take and thought I was seeing reality, only to have Libreri say it was animated. As Moss says in the video, faces and bodies change as easily as we change clothes.

“Everybody loves games. Everybody loves movies. Some of it is live-action. Some of it is computer generated,” Libreri said. “Everybody is looking at the teaser and debating what’s real or not.”

Libreri proceeded to show the polygons behind the scenes to show what was real or not, like the opening scene.

“When Neo opens his eye, that’s Unreal,” he said.

And it runs on consoles, not a supercomputer. The Matrix Awakens: An Unreal Engine 5 Experience is now available to download for free on PlayStation 5 and Xbox Series X/S.

The Matrix crew

Above: A gameplay scene in the demo.

Image Credit: Epic Games

This boundary-pushing technical demo is an original concept set within the world of Warner Bros’ The Matrix. Written and cinematically directed by Lana Wachowski, it features Reeves and Moss reprising their roles as Neo and Trinity and — in a reality-flipping twist — also playing themselves.

The project reunited many of the crew that worked on the seminal The Matrix trilogy, including James McTeigue, Kym Barrett, John Gaeta, Libreri, Jerome Platteaux, George Borshukov, and Michael F Gay, in collaboration with teams across both Epic Games and partners, such as SideFX, Evil Eye Pictures, The Coalition, WetaFX (formerly Weta Digital), and many others.

Wachowski, Libreri, and Gaeta have been friends since the days of the original trilogy of The Matrix.

“When I told them I was making another Matrix film, they suggested I come and play in the Epic sandbox,” said Wachowski, in a statement. “And holy shit, what a sandbox it is! I imagine the first company to build an actual Matrix — a fully immersive, persistent world — will be a game company and Epic is certainly paving the way there. It’s mind-boggling how far games have come in twenty years.”

He added, “Keanu, Carrie, and I had a blast making this demo. The Epic sandbox is pretty special because they love experimenting and dreaming big. Whatever the future of cinematic storytelling, Epic will play no small part in its evolution.”

Building the demo

Above: A real Keanu Reeves walks into a simulated scene.

Image Credit: Epic Games

While the movie doesn’t use Unreal Engine 5, there is a small scene (with a dojo) in the film that was built with the engine.

With Wachowski and many of the original crew on board, the team set out to create a demo with Unreal Engine 5 that’s nothing short of spectacular: an experience that merges art forms in exciting new ways. The demo starts out with a cinematic that features exceptionally realistic digital humans, before morphing into a fast-paced interactive experience of car chases and third-person shooter action.

All of this takes place in a huge, bustling, and explorable open-world city that — like the simulated world of The Matrix — is incredibly rich and complex, Epic said. Sixteen kilometers square, photoreal, and quickly traversable, it’s populated with realistic inhabitants and traffic. Many of the characters are built with Epic’s MetaHuman tool, which creates characters with real human faces.

The experience is a tangible demonstration that UE5 offers all the components you need to build immersive, ultra-high-fidelity environments. And that’s Epic’s sales pitch.

A realistic simulated city

Above: There are 7,000 simulated buildings in the Unreal Engine 5 demo.

Image Credit: Epic Games

The city is inspired by parts of San Francisco, New York, and Chicago, but it isn’t an exact copy of anything. It has global illumination (like the sun shining down and casting shadows) and ray tracing for reflections and shadows.

Asked how hard it was to build the city, Libreri said, ‘It took us a while to get our heads into it. But it’s pretty sustainable. And we’re actually going to put out tutorials for all customers. How do you use side effects today to do procedural layout? How do you bring stuff in the engine?”

Despite the city’s complexity, a relatively small core team was able to create the experience thanks to a set of procedural tools including SideFX’s Houdini. Procedural rules define how the world is generated: from the size of the roads and the height of the buildings, all the way down to the amount of debris on the sidewalks, Epic said.

Using this workflow, you can modify the input rules and the whole city will change, redefined by those new instructions. For small teams looking to build open worlds, that is incredibly powerful, Epic said. It means you can regenerate the entire city, right up until the last day of delivery, and continue to adjust and improve it. This opens up so many creative possibilities — and proves that any team can make a triple-A-game-quality open world in UE5, irrespective of size, Epic said.

As for the city in The Matrix Awakens: An Unreal Engine 5 Experience, it’s a living, breathing environment that never stops. Because the systems that drive its actors are part of a global simulation that is evaluated continuously, the activity that takes place in the city is far more consistent and believable. Block after block, it ticks with photorealistic AI-driven characters and vehicles — whether you’re looking at them or not, Epic said.

This isn’t opens the door to a completely new way of storytelling, Epic said. The high-fidelity simulation capabilities of UE5 are enabling an entirely new process: cinematic creation through simulation.

Many of the action scenes in the demo originated with crew members driving cars around the city to capture exciting shots. The team was able to use the simulated universe to author cinematic content, like live-action moviemakers scouting a city to find the best streets to tell their story — but without the physical constraints of the real world.

Above: Crossing the uncanny valley?

Image Credit: Epic Games

Where the sample project Valley of the Ancient gave a glimpse at some of the new technology available in UE5, The Matrix Awakens: An Unreal Engine 5 Experience goes a step further: It’s an interactive experience running in real time that you can download on your Xbox Series X/S or PlayStation 5 today.

The demo features the performance and likeness of Reeves and Moss as realistic digital humans. To achieve this, Epic’s 3Lateral team captured high-fidelity 3D scans of the actor’s faces and 4D captures of their performances in their Novi Sad studio.

The open-world city environment includes hero character IO, who was the launch character for MetaHuman Creator, as well as thousands of MetaHuman agents, demonstrating exciting new possibilities for high-fidelity in-game characters at scale, Epic said.

AI systems drive the characters and vehicles, while procedural systems built using Houdini generate the city. Unreal Engine 5’s World Partition system makes the development of the vast environment more manageable.

The movement of vehicles, character clothing, and the destruction of buildings are all simulated in-engine using Unreal Engine’s Chaos physics system. During the chase experience, because the car crashes are simulated in real time with Chaos, the same crash will never occur twice. It’s unique at every run, Epic said.

The technical demo also puts previously showcased UE5 features Nanite and Lumen through their paces. In a dense, open-world city environment, UE5’s virtualized micropolygon geometry system comes into its own.

The city comprises seven million instanced assets, made up of millions of polygons each. There are seven thousand buildings made of thousands of modular pieces, 45,073 parked cars (of which 38,146 are drivable), over 260 km of roads, 512 km of sidewalk, 1,248 intersections, 27,848 lamp posts, and 12,422 manholes. Nanite intelligently streams and processes those billions of polygons, rendering everything at film quality, super fast, Epic said.

Above: Agent Smiths in a car chase in the Unreal Engine 5 demo.

Image Credit: Epic Games

Unreal Engine 5’s fully dynamic global illumination system Lumen leverages real-time ray tracing to deliver incredibly realistic lighting and reflections throughout the interactive parts of the demo. Real-time ray tracing is also used for the cinematic element to generate the beautiful, realistic soft shadows of the characters, Epic said.

Temporal Super Resolution, UE5’s next-gen upsampling algorithm, keeps up with vast amounts of geometric detail to create sharper, more stable images than before, outputting high-resolution images at a low processing cost. That brings more geometric detail, better lighting, and richer effects at higher resolutions.

Epic said the ability to take these technologies and build vast open worlds presents thrilling possibilities as we enter the era of the metaverse. The Matrix Awakens: An Unreal Engine 5 Experience offers a glimpse at what those worlds could look like. They could be highly stylized like the environments in Fortnite — or they could look almost as real as the physical world.

The Matrix Awakens: An Unreal Engine 5 Experience is not a game, but this tech demo offers a vision for what the future of interactive content could be; from incredibly rich and complex cities and environments, to photoreal, visually arresting cinematic spectacles.

City details

Above: Is The Matrix real?

Image Credit: Epic Games

Here’s a recap on some details on the city:

  • The city surface is 15.79 km²
  • The city perimeter is 14.519 km long
  • There are 260 km of roads in the city
  • There are 512 km of sidewalk in the city
  • There are 1,248 intersections in the city
  • There are 45,073 parked cars, of which 38,146 are drivable and destructible
  • There are 17,000 simulated traffic vehicles on the road that are destructible
  • 7,000 buildings
  • 27,848 lamp posts on the street side only
  • 12,422 sewer holes
  • Almost 10 million unique and duplicated assets were created to make the city
  • The entire world is lit by only the sun, sky and emissive materials on meshes. No light sources were placed for the tens of thousands of street lights and headlights. In night mode, nearly all lighting comes from the millions of emissive building windows.
  • 35,000 simulated MetaHuman pedestrians
  • Average polygon count? 7,000 buildings made of thousands of assets and each asset could be up to millions of polygons so there are several billions of polygons to make up just the buildings of the city.

Asked if it’s part of a game, Libreri said, “It’s purely a technology demo just to show what our customers can expect to be able to do when they’re using Unreal Engine 5. And in fact, when we ship the engine, for real next year, this entire city with all the AI for the traffic, all the building blocks, every air conditioning unit, every little piece of that will be made available.”

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‘Dune: Spice Wars’ is a strategy game set in Frank Herbert’s sci-fi universe

On the heels of Denis Villeneuve’s Dune, a new 4X strategy game set in Frank Herbert’s seminal sci-fi universe is coming to Steam Early Access next year. Shiro Games, the studio behind real-time strategy game Northgard, is on development duties. Like Civilization or almost any other 4X game, you’ll choose one faction to lead. Naturally, you can pick House Atreides or House Harkonnen, though there will be other two factions to choose from as well. It’s then up to you to lead them to victory on Arrakis.  

There hasn’t been a new Dune game since 2001’s Emperor: Battle for Dune, which was one of the last projects legendary real-time strategy developer Westwood Studios worked on before EA shut it down in 2003. Dune also has a special place in the RTS genre. Alongside Blizzard’s Warcraft: Orcs and Humans, Westwood’s Dune II helped establish many of the of tenets the genre. 

All products recommended by Engadget are selected by our editorial team, independent of our parent company. Some of our stories include affiliate links. If you buy something through one of these links, we may earn an affiliate commission.

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Rumbleverse, a pro wrestling battle royale, announced at TGAs 2021

The next take on the battle royale genre is Rumbleverse, a 40-player “brawler royale” from Extinction maker Iron Galaxy. Revealed Thursday night during the Game Awards, Rumbleverse is a city full of zany-costumed pro rasslers, elbow-dropping and pile-driving one another until the last is standing.

And yes, the characters are rasslers, not wrestlers. “The day that we were first jamming on the concept, Chelsea [Blasko] our co-CEO, she just goes, ‘We should do rasslin’!’,” said Adam Boyes, Iron Galaxy’s other co-CEO since 2016. “Just like that, right? And then we just started, like, ‘What would happen in a world where a wrestling match could break out anywhere on planet Earth?’”

Rumbleverse, to be published by Epic Games for PlayStation 4, PlayStation 5, Windows PC, Xbox One, and Xbox Series X, borrows the battle royale conventions of parachuting into a map, scarfing up loot and power-ups, and moving to stay within a steadily closing area. But because there are no guns — “except the ones attached to your arms,” says lead designer Adam Hart — Iron Galaxy’s developers hope the fighting will more engaging and more entertaining than the fast-twitch, shoot-or-be-shot immediacy of Fortnite or PUBG Battlegrounds.

“When you see somebody in this game, they’re not a threat to you just because you’ve seen them,” Hart said. “You can kind of watch them fight or have a, you know, emote conversation with them across rooftops.” Of course, at some point they’ll start throwing down. While sneak attacks are possible, normally this is mutually initiated combat.

Iron Galaxy figures most events will take between 12 and 15 minutes to crown a winner. The ring shrinks tighter and more quickly to compensate for inactivity, Hart said, to force combat on anyone who is avoiding a fight. The game’s map, “Grapital City,” is quite large — but more importantly, it has a lot of verticality. It packs a lot of visual appeal into the fights, and of course, supplies a lot more force to moves landed from way higher than the top rope.

I saw Hart, whose fighter was kitted out in a tuxedo under a karate gi, with a full-head cat mask (customization, of course, is very important here) pull out an old-school belly-to-back suplex on a clown (another dev’s costume), landing it from what looked like the observation deck of the Empire State Building.

“How often do you guys imitate Jim Ross, by the way?” I asked.

“Every day!” Boyes laughed. “For the past couple of years!” Hart added.

Eliminations are a simple case of draining another player’s health bar, which can be replenished or buffed by the power-ups strewn about Grapital City. Hart guzzled down protein powder, for example, and picked up weightlifting magazines to get himself in shape. There’s also plenty of roasted poultry, the international sign of video game health since Castlevania and Gauntlet. It’s available from a drive-thru window for “Squatch Chicken: The Home of Slow-Squatted Chicken.”

“[The cook] has all the chicken on a squat rack, and he just dips it into the fire,” Hart explained.

Other pick-ups supply perks or modify one of three core attributes — arms (power), core (health), and legs (stamina). Players can work up a match-to-match character build that emphasizes certain areas of their wrestling prowess. Hart’s character, in the playthrough, went 3-5-2, for example, with his core being the top attribute. But a max-stamina fighter could do comparable damage per second with a flurry of lesser attacks — and I saw plenty of chained, juggling strikes that fighting game fans will recognize.

“One thing we found out is that a lot of people that are crazy-good platform players, like Mario, Crash, Spyro fans, became the best players, very quickly,” Boyes said. “So it’s as much, I think, about how you move around the world as it is your offensive integrity.”

Melee weapons are also available, like baseball bats and the de-rigueur folding chairs. But as Hart pointed out, anything a player can hold can also be knocked from their hands (and used) — weapon or power-up. That means you can also improvise throwing attacks with the can of whey.

Grapital City’s environment also presents tactical possibilities for players, too. No one can swim, so if the circle is closing around an area with water, players can get rung out quickly even if they’re at maximum health. Being outside the circle doesn’t inflict damage, as it does in Fortnite, but it does start a 10-second countdown, akin to disqualification matches in real pro rasslin’. (Not that pro rasslin’ is real. Just, you know, real-life.)

Other wrestling tropes include a perk that revives a player after they’ve been counted out (that is, when their health has been fully drained), much like the scripted reversals and comebacks in epic-length wrestling matches.

“What I love about this is, I see someone, and I see a series of choices for me,” Boyes summarized. “Do I have enough stuff that I’ve picked up? Do I feel like my stats are good enough? Do I have that one move I need? Can I sneak up behind him? Can I sort of stalk them? Or can I just run away, get health, and come back.

“I don’t want to say it’s casual, but because there’s so much depth to the combat, it makes it less pressure,” Boyes said, “but more, you know, just more fun to experiment and try new things.”

Rumbleverse kicks off a “First Look” gameplay event on Friday, Dec. 10, available to a limited number of players (the game’s official website has registration information and more details). Iron Galaxy expects to launch Rumbleverse in early access on the Epic Games Store on Feb. 8, 2022, as well as on PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X through those consoles’ marketplaces. Rumbleverse will support cross-platform play and progression, Iron Galaxy said.

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PUBG: Battlegrounds is going free-to-play

The original PlayerUnknown’s Battlegrounds (aka PUBG) is moving to a free-to-play model beginning January 12st, 2022, developer Krafton announced at The Game Awards Thursday.

PUBG has been a paid game since it launched on Steam in early access in 2017. It quickly became a huge hit, and it was such a sensation that it inspired Epic Games to make a free battle royale mode for its (at the time) new tower defense game called Fortnite. Fortnite: Battle Royale has since gone on to become an entertainment juggernaut, likely in part because it’s free, and Activision Blizzard has also released its own massively popular free-to-play battle royale shooter, Call of Duty: Warzone.

Although PUBG will soon be free-to-play, there will still be some elements that are locked behind a fee after the switch. Krafton plans to introduce an optional one-time $12.99 “account upgrade” called Battlegrounds Plus that gives you access to ranked and custom match modes, special in-game items, and more. People have who already paid for PUBG will get the PUBG Special Commemorative Pack, which includes Battlegrounds Plus and additional in-game items.

Despite fierce competition, PUBG: Battlegrounds has remained popular, having sold 75 million copies since its release, PUBG Corporation creative director Dave Curd told The Verge in an interview. And on mobile, PUBG is one of the biggest franchises around; the free-to-play PUBG Mobile has been downloaded more than 1 billion times, and Krafton recently released a second free-to-play mobile PUB game, PUBG: New State.

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Best Buy Pulls TCL’s Google TVs From Online Store

Image: TCL

A cheap $300 TCL TV is one of the best tech purchases I’ve made in recent years. I had just moved to Brooklyn as a cash-strapped 20-something out of college and needed a TV that just got the job done. The TCL with Roku built in was the ideal solution, and since then, I’ve been recommending it to folks on a similar budget.

Now though, anyone in the market for a TCL, specifically those running Google TV, should think twice. Best Buy appears to have removed 5-series and 6-series TCL TVs from its store after widespread complaints of buggy Google TV software.

It’s a rocky start for TCL—the company only began selling Google-powered TVs earlier this year after earning a name with its Roku-powered models. We’ve long considered TCL’s 5- and 6-series TVs to be the best affordable 4K models around, and the addition of Google TV sounded like the cherry on top, but clearly, this cake needs more time to bake.

Chris Welch at The Verge, who reported on the apparent removal of TCL Google TV listings, says he has noticed some “general slowness” and that his roommate ran into crashes and freezes. Digital Trends Senior Editor Caleb Denison had a similar experience, calling the 5-series Google TV “glitchy” and “annoying.” Disgruntled customers echoed those experiences on social media and, as The Verge points out, the 65-inch 6-series model had a lowly 3.5-star rating on Best Buy before it vanished.

TCL still lists the 5 and 6-series Google TVs on its website, which even contains a link to their now-empty Best Buy product pages. Click on said link and you get a, “We’re sorry, something went wrong” message (sorry for the flashbacks, PS5 shoppers).

We should point out that poor performance as the reason behind the TV’s disappearance from Best Buy is only speculation, although it seems the most likely cause. We’ve reached out to Best Buy and TCL to get confirmation and will update this article as soon as we hear back. Whatever the reason, at the moment, one of TCL’s most popular models is not available at the exclusive U.S. retailer of TCL’s Google TVs, and um, that’s a big problem.

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