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The author is a big techy guy from India. he loves to review latest gadgets and research on them. For any queries/help contact at Right Side of this blog.

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Tuesday 31 March 2015

WhatsApp calling now rolling out to everyone, no invite needed


After a lengthy invite-only test run (and rumors going back a year), WhatsApp is now finally making the new calling feature available to all users.

Activating voice calling in WhatsApp initially required a “hack” of sorts, as well as receiving a call from someone who already had the feature. Now it seems that the feature is openly available with the latest version of WhatsApp for Android, 2.12.19, without needing to get a call first.

Once you install or update WhatsApp to 2.12.19, you should see a Calls log tab in the top menu, while initiating a new call is as simply as tapping the “plus” button. From there, the call interface is straightforward. You can hang up, activate the speaker, mute, and switch to chat, and that’s pretty much it. Calls connect almost instantly and sound quality is crisp, without interruptions.

There’s a chance that this feature is activated server-side (so it may take a while until everyone gets it), but we received it on multiple devices, without having got a call first. Plus, tips and reports on Android forums suggest the feature is now rolling out far and wide, so it looks like the real deal.

Version 2.12.19 of WhatsApp can be downloaded from the Play Store or from WhatsApp’s website. If you opt for the latter, you will need to enable installing apps from unknown sources before installing it.

Let us know if WhatsApp calling is active for you.

For most devices , Whatsapp 2.12.19 is not available on PlayStore , so you can download it HERE. (This is the official link , and no Fraud).


Tags : whatsapp, whatsapp calling, whatsapp calling no invite, whatsapp calling without invite,whatsapp 2.12.19
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Intel And Micron Begin Production Of 10 Terabyte 3D SSDs



Intel and Micron have announced they are working together on the production of 3D NAND memory chips. The stackable 3D memory will allow for the production of ultra-fast flash memory at extremely high densities.
The 3D NAND 2.5” SSDs have actually entered production and samples are being sent to manufacturers. The key benefit of this 3D storage is a tripling of the capacity of current NAND technologies, opening the door for 10TB+ 2.5 inch solid state drives.




The technology uses floating gate cells in order to triple the density of storage drives, opening up the door for 10TB 2.5" SSDs and 3.5TB gum stick-sized flash storage. Floating gate cells involves the stacking of up to 32 layers of cells vertically, capable of a maximum of 384Gb per individual stack. Intel claims the enhanced storage outpaces Moore's Law and will result in the lowering of the cost-per-gigabyte for solid state drive users. 
 "Micron and Intel's collaboration has created an industry-leading solid-state storage technology that offers high density, performance and efficiency and is unmatched by any flash today," said Brian Shirley, vice president of Memory Technology and Solutions at Micron Technology. "This 3D NAND technology has the potential to create fundamental market shifts. The depth of the impact that flash has had to date—from smartphones to flash-optimized supercomputing—is really just scratching the surface of what's possible."
Full-scale production will begin in Q4 2015, with the first 3D NAND SSDs from Intel and Micron expected to crop up in early 2016, roughly a year from now. Excited by the rapid growth of high-speed storage? Could this been the technology we need to leave hard drives behind for good?




Intel and Micron say that 256Gb MLC flash based on its 3D NAND technology has already started sampling, with a 384Gb TLC version beginning sampling later in the spring. The companies claim that devices using these modules will be produced by the fourth quarter, with individual SSD drives making use of the technology appearing sometime in the next year.

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Monday 30 March 2015



The likes of Steam and even GOG have, in recent months, been doing their damndest to prevent users from picking up games on the cheap from other territories, but it could all be for naught if the European Commision has anything to do with it.
The executive body of the European Union has had enough with regional limits on digital sales, and wants to instead create a Digital Single Market. Valve recently clamped down on users doing this, even preventing cross-region gifting. GOG meanwhile made a name for itself for DRM-free games and its Fair Price Package, designed to eliminate region-specific pricing - an element increasingly forgotten in the push to get content from publishers.
The Juncker Commission is the body of the European Commision now responsible for digital legislation, making it a goal to break down the barriers enforced by digital storefronts.
Let us do away with all those fences and walls that block us online,” said Andrus Ansip, Vice-President for the Digital Single Market. “People must be able to freely go across borders online just as they do offline.
The effect of such a store change is that a single price would be available across the entirety of Europe. Many Steam users will be familiar with cheaper games available from Russian key sellers, available for a fraction of the price of a German or British copy, for example. If price discrimination were to be eliminated we would likely see an average price across all European territories, either a cheaper one to ensure all markets are catered to or raising every country to the maximum price.
Whether they’re successful or not remains to be seen, but the ramifications for digital storefronts like Steam could be huge.
Do you agree prices should be the same across all territories? Or is it only fair certain countries pay more? Let us know what you think!
Read more ...


The likes of Steam and even GOG have, in recent months, been doing their damndest to prevent users from picking up games on the cheap from other territories, but it could all be for naught if the European Commision has anything to do with it.
The executive body of the European Union has had enough with regional limits on digital sales, and wants to instead create a Digital Single Market. Valve recently clamped down on users doing this, even preventing cross-region gifting. GOG meanwhile made a name for itself for DRM-free games and its Fair Price Package, designed to eliminate region-specific pricing - an element increasingly forgotten in the push to get content from publishers.
The Juncker Commission is the body of the European Commision now responsible for digital legislation, making it a goal to break down the barriers enforced by digital storefronts.
Let us do away with all those fences and walls that block us online,” said Andrus Ansip, Vice-President for the Digital Single Market. “People must be able to freely go across borders online just as they do offline.
The effect of such a store change is that a single price would be available across the entirety of Europe. Many Steam users will be familiar with cheaper games available from Russian key sellers, available for a fraction of the price of a German or British copy, for example. If price discrimination were to be eliminated we would likely see an average price across all European territories, either a cheaper one to ensure all markets are catered to or raising every country to the maximum price.
Whether they’re successful or not remains to be seen, but the ramifications for digital storefronts like Steam could be huge.
Do you agree prices should be the same across all territories? Or is it only fair certain countries pay more? Let us know what you think!
Read more ...

Project Cars To Get Regular Free Content Updates After Launch




The ever-committed Slightly Mad Studios has revealed plans for a series of post-launch content updates for its upcoming racing simulator, Project CARS. In addition to featuring one of the largest real-life track rosters ever seen, Slightly Mad Studios will be adding new content each and every month following the racer’s launch in May.


The first car to be added will be the Lykan Hypersport. The star of the show in the latest Fast & Furious move, the Lykan Hypersport will be pulling up to the start line in June, available to download free of charge. While Slightly Mad Studios hasn’t indicated how many content updates it plans to create after launch, it has said this is just a sneak-peek at how Project CARS is set to expand in the future.


"We are immensely pleased to have this awesome machine in the game and to give fans the chance to get behind the wheel of a truly amazing vehicle," commented creative director Andy Tudor. "The Lykan Hypersport represents the first of a series of free cars we'll be giving away every month as a thank you to our fans for being so patient for the launch of the game. We'll have more info on the full schedule of further content for Project CARS soon.


Project CARS has been on the receiving end of a number of delays over the years, but it will at last be arriving on PC, PlayStation 4 and Xbox One in mid-May.



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Titanfall Sequel Confirmed, And It’ll Be Multiplatform



This is hardly surprising news: Respawn Entertainment are working on a sequel to Titanfall, and it’s going to be multiplatform.
Given the success of Titanfall, commercially and critically, absolutely nobody thought Titanfall wouldn’t get a sequel, and furthermore most people were positive it would come to Playstation as well.
Still, it’s nice to have official confirmation.
Talking to IGN ahead of tonight’s BAFTA Game Awards Zampella said, “I guess EA announced a sequel, so I could play coy and pretend I don’t know anything about it, or… yeah. So we’re working on a sequel. No official name yet, but we’re working on that. That’s the main focus but we’re starting up a second team and doing some smaller stuff too. Small, exploratory, taking it slow! It’ll be multiplatform.”
Zampella also mentioned that if they could change something about the original game it would be platform, but also clarified that the Microsoft deal was the only way to actually get the game made. Now, though, it seems, with Titanfall firmly entrenched in the minds of consumers it’s far easier to bring it to more platforms.
It’s not secret I loved Titanfall. The game got heavily criticised, but mostly from the same people to tend to bash anything popular. It had some big flaws, for sure, but there’s not a smoother FPS out there and the action is incredibly satisfying. I’m looking forward to seeing a sequel.
Interestingly Zampella also mentioned that he liked Evolve’s DLC method of giving map packs out for free to ensure the fanbase remains cohesive. What irritates me personally is that maps used to be free; it’s not a new idea, but sadly we moved into a world where new arenas had to be paid for, splitting fans. Indeed, multiple map packs is why I haven’t gone back to Titanfall, although the season pass just popped up on Xbox One for free the other day, so I might just be clambering back into my mech very soon
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Codemasters Announce F1 2015 For Launch In June




Codemasters have just announced that their current-gen only take on the sport of F1, cunningly titled F1 2015, will finally launch on June 12th for Xbox One, PS4 and PC.
This latest entry boasts a brand new engine that allows for a more detailed simulation.
“The handling is a vast improvement from our previous games. In particular our new tyre model is a superb step forward towards realism, letting you explore where the limit is and allowing you to instantly feel much more connected with the car. You can now experience the changes in grip caused by temperature changes, wear, car set-up, debris and weather conditions.” stated director Paul Jeal in the official press release.
Another new feature will be integration with Kinect and the Playstation camera. Using these devices players will be able to radio back to their respective garages to request race information or even a change of tyre.
“F1 2015 marks an exciting new chapter for Codemasters and Formula One; it’s a shift in direction for the game series, on new formats and our brand new game engine, with the game set to be released earlier in the season, launching this June,” Paul Jeal said.
As an F1 nut I’m optimistic about the new game, and am happy to see some major changes given that the series was starting to drag. Hopefully it’ll at least be more interesting than the first race of the season. That wouldn’t be difficult, though
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Archos Gamepad 2 Review


Tablets being marketed as gaming platforms are seeing a surge in popularity at the moment, yet the Archos Gamepad 2 is somewhat unique in that it whacks on a set of physical controls to compliment the standard touch-screen navigation. The inclusion of buttons and sticks sends a clear message to potential buyers: the Archos Gamepad 2 is for games, and a tablet second. Sounds pretty good, right? Well, as we’re going to find out through the review the Gamepad 2 is really a tablet first and a light gaming device second.
The Gamepad 2 is armed with an ARM Cortex A9 quad-core processor which clocks in at 1.6Ghz per core and 2GB of Ram. As standard the device can be purchased with either 8GB or 16GBB of storage, neither of which is very much for storing games, so you’ll want to whack a microSD card in there pronto. The sticking point here is the Mali 400 MP4 GPU, the very same GPU the Gamepad 2’s predecessor had under its hood, too. Now, to be fair the Mali 400 is a solid GPU but….well, even in the original Gamepad it was considered a little outdated and doesn’t seem like a very sensible choice for a tablet marketing itself as being great for gaming. I’ve got some serious concerns about the Gamepad 2 being able to remain competitive as games machine moving forward. While most Android games aren’t exactly demanding, we are starting to see titles become bigger and more complex, making great use of the ever improving technology.
With those specifications in mind lets head into the raw benchmarks, starting with Antutu where the Gamepad 2 took home a score of 24349, but where things get interesting is the breakdown. General performance came in with a rating of high, surpassing 60% of the opposition. Not too shabby, really. Battery life registered as average, so there’s little to say there. The shock was game performance which Antatu rated as being poor, surpassing a mere 40% of other devices, hardly a glowing recommendation for something claiming to good for playing games on. So I immediately fired up 3D Mark’s Ice Storm benchmark and began putting the Gamepad 2 through its paces. Things didn’t get off to a good start when the demo, which doesn’t affect final score, was struggling to maintain a good frame rate with sharp drops stopping it from being smooth. Once into the tests proper the Gamepad 2 registered 11fps on the first test, 22fps on the second and 20.5fps on the physics test. Not exactly spectacular results when you consider something like the budget Moto G smartphone has a higher average score and higher frames per second while costing less than the Gamepad 2. Then there’s the Nexus 7 which is also in the same price bracket these and utterly thrashes the Gamepad 2 in these days, maxing out the overall score and running on average at twice the FPS. Ultimately Archos’ device scored 3701 on the standard Ice Storm benchmark. Out of curiosity I then ran the Gamepad 2 through Ice Storm Extreme where it recorded a score of 2909, with a mere 9.9FPS on test one, 11.9fps on test two and 22.6fps on the physics test.
Real world performance seemed to reflect these scores quite well. Loading up the included Modern Combat 4 the game was certainly playable but far from smooth, and as a gamer smoothness is what I’m looking for. Modern Combat 4 is a relatively demanding Android game, but if something is going to market itself as being geared towards playing games I’d expect better performance. Asphalt 8 fared quite a bit better, and while the framerate still wasn’t great it was smooth enough to enjoy the game, though some dips did catch me off. Still, gaming was generally hampered by some seriously long loading times, such as about a minute just to get into a race in Asphalt 8. It’s a bit mad to think that the two games the Gamepad 2 comes pre-loaded with really don’t show the tablet’s performance in a good light. Real Racing from EA was also too choppy to be entirely satisfactory, but remained just about playable. Most Android games aren’t overly demanding, though, so its fair to say that all you want is run the new Family Guy game, play Angry Birds and a few others it’ll be fine. For more demanding titles, though, the Archos Gamepad 2 just struggles too much.
On the other hand the Gamepad 2 does make a beastly emulator, the hardware more than capable of running older games and the physical buttons are spot-on for tackling them all. I found myself playing more of the old games than I did the new. I’m not sure this is the kind of endorsement Archos is looking for, but there you have it. It runs old games real good, folks.
Let’s talk about those controls, shall we? There’s two thumbsticks on either side that manage to feel pretty good for gaming. On my model they did feel a little stiff to use, resulting in me struggling to perform more subtle inputs. However, I believe this to be a result of my particular test unit having been used by other journalists before me – the left stick feels a tad sticky and stiff, whereas the right stick feels nice and smooth Sitting above the right stuck is a cluster of four buttons, an instantly familiar sight to…well, everyone these days. They sit a little close together for my tastes and feel too squishy as well, but ultimately they do the job. Located on the top are a further four buttons, including two “trigger” style buttons. Both fit quite naturally under your fingers and while they to feel a little squishy they perform well enough. Throw in the d-pad, which in keeping with the theme is also squishy, and the jobs a good ‘un. I have to admit that with my PC and console gaming heritage touch-screen and tilt controls have never really done it for me in anything more than basic games, so having actual controls under my fingers felt good.
Below the controls we find a bit of a problem: speakers. Okay, so speakers in general aren’t a problem, but the issue here is that their location means you’ll like at least partially cover them up when playing games, muffling what is already a tinny set of audio drivers. Even uncovered the speakers just aren’t all that good, able to go up to an impressive quality but not able to deliver good bass or even accurate highs. Detail gets awfully muddled, so I found it preferable to stick on some headphones instead.
Moving away from gaming more general usage yielded a far better experience. The whole thing runs on a pretty much stock version of Android Jelly Bean 4.2 so there’s not a whole lot to be said about that. Archos have chucked in a few additions of their own in the form of an Archos Gamezone, which is a reskin of the Play Store, and Archos Music. Getting around was smooth and easy, although I did note the occasional moment of slow-down and unresponsiveness.
The biggest addition is a piece of software which lets you remap standard touch controls to the physical controls. I love the idea in theory, but the reality is patchy. When it works it’s great, and while there’s a slight delay caused by the device translating the inputs many, many games benefit greatly from the more precise controls. But that’s when it works: for Real Racing the app wouldn’t even start, and when it did I couldn’t get the controls to map properly, possibly owing to the fact that the game itself was detecting the physical controls but seemed unable to configure things correctly. There were quite a lot of times it became unresponsive or just wouldn’t start, and furthermore controls have to be mapped while the game is actually playing, which can naturally be a pain in the arse. There seems to be a lot of games it simply doesn’t work with.

Let’s turn our attention to the build quality and aesthetics of this beast. At 400g the Gamepad 2 can be a little heavy when holding it in one hand while using the other to surf the web, but when you’ve got it in both hands the weight feels right, giving it a nice sense of heft and solidarity. That solidarity is no illusion, either: there’s no give in the plastic shell, nor does it feel cheap and tacky. Visually it’s not going to win any awards or anything, but I quite like the simple black design. Located on the top you can find a standard 3.5mm audio port for plugging in headphones and whatnot, a charging port for the included USB to Micro-USB cable and even a mini-HDMI to HDMI port so that you can play games on a big screen.
At a 720p and a mediocre 216 pixels per inch the 7″ screen is lagging behind the competition a little. However, despite this it looks lovely and detailed across both games and movies, providing pretty good color reproduction and depth. Of course it doesn’t match up to many of the full HD offerings on other tablets, but honestly the lower resolution wasn’t very noticeable in most instances because of the size of the screen. Text was sharp and games looked lovely, so while the lack of a full 1080p is a little disappointing it’s not a massive loss.
It’s also backed up by some solid battery life as well, managing to last me around 5-7 hours of continuous gaming, more than enough for the vast majority of journeys. With lighter use that lifespan can almost double, so I have zero complaints here.
The problem here really is one of marketing and expectation. Viewed purely as a budget tablet the Archos Gamepad 2 would actually be quite good, boasting a nice screen, good connection options and solid general performance when browsing the net. But when viewed as a gaming orientated device it’s kind of useless in many regards, and most people would be better of getting a PS Vita or a 3DS or some other tablet like the Nexus 7. It just doesn’t offer anywhere near the raw power required to take it seriously as a gaming device. And that’s really a shame because it’s controller definitely makes for a better experience in terms of comfort. However, it is good choice for somebody primarily looking for a tablet and a light gaming device second, or even for somebody that struggles to come to terms with touch-screen controls. If Archos release a Gamepad 3 with more raw power under the hood, they’ll be onto a winner.
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Grand Theft Auto 5 System Requirements | GTA 5 System Requirements | GTA V System Requirements



Games really don't come much bigger than this. Grand Theft Auto V is the fastest selling entertainment product on the planet, breaking seven Guinness world records and shifting more than 38 million copies in the process. Now the most successful game in years is at last coming to PC, where finally PC gamers can step into the psychotic shoes of Trevor, Franklin, and Michael, as the epic crime saga at last finds its way home.
 
Bringing with it massively revamped graphics, support for up to 4K resolution, and potential for some absolutely insane modding support, GTA 5 on PC is set to be the definitive version of one of the highest rated titles of all time. Before you hand over your hard-earned cash to Rockstar though, you're going to want to know if your PC gaming is a smooth criminal or a bumbling fool, so read on to check out the official GTA V system requirements...

Grand Theft Auto V Minimum System Requirements

  • OS: Windows Vista 64-bit
  • CPU: Intel Core 2 Quad Q6600 2.4GHz  or AMD Phenom 9850 2.5GHz
  • RAM: 4GB System Memory
  • GPU RAM: 1GB Video Memory
  • GPU: Nvidia GeForce 9800 GT 1GB or AMD Radeon HD 4870
  • HDD: 65GB Free Hard Drive Space
  • DX: DirectX 10

Grand Theft Auto V Recommended System Requirements

  • OS: Windows 8.1 64-bit
  • CPU: Intel Core i5-3470 3.2GHz or AMD FX-8350 4.0GHz
  • RAM: 8 GB System Memory
  • GPU RAM: 2GB Video Memory
  • GPU: Nvidia GeForce GTX 660 2GB or AMD Radeon HD 7870 2GB
These minimum requirements for Grand Theft Auto V aren't too bad at all, and are in factor quite a bit lower than we were expecting. Both the CPU and GPU demands are pretty low-end for modern gaming and are pretty representative of a last-generation of console ports. As it stands most PC gamers should be alright with playing GTA 5, at least on the lower settings, where it will likely look similar to the console original.
 
One caveat is that absolutely massive download size - support for extremely high-res textures and the abundance of video and audio tracks for the radio are likely to blame for this, but it's going to be a massive download if you go the digital route. Hopefully we'll be able to pre-load GTA 5 nice and early, but if not then a physical copy from the postman could be the way to go.  
 
GTA V's recommended requirements are a pretty massive leap up, suggesting there's a lot of scalability with the settings which is nice to see. Despite this there's nothing here that's a patch on the system requirements pumped out by the likes of The Witcher 3 and Assassin's Creed Unity. A decent gaming rig from the last two or three years should be able to really crank up the graphics options in GTA5. If you want to max it out though and capitalize on that advertised 4K resolution in Grand Theft Auto 5 then you're going to need a GPU above and beyond what's outlined here, which is for 1080p gaming
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Logitech G303 Daedalus Apex Mouse Review


Although it had terrific performance, especially for its low price, the G302 Daedalus Prime from Logitech wasn’t a mouse I had much love for personally, mostly because it was an uncomfortable beast for those  like myself who use a palm grip, and felt a little too cheap. From a more objective standpoint, however, the G302 was a damn good choice for a lot of people, and didn’t break the bank like so many other gaming mice on the market Cue the G303 Daedalus Apex, a direct sequel from Logitech and yet another strong performer which has managed to solve one of my two major gripes about the G302.
As somebody who tends to use a standard palm grip the Apex is far from being a comfortable mouse to use. The sharply angled sides don’t allow the fingers to rest nicely along the mouse, and the short rear means the back of your hand sits heavily on the desk rather than being supported. There’s no wings for the fingers to rest in, either, nor any textured material for extra grip. Everything makes vastly more sense when swapping over to different styles of grip, though. Personally I ended up utilising two fingers on the top and my thumb and pinky holding the sides while the palm of my hovered above the Apex, a modified version of the claw grip. Even then, though, the pointy sides of the Apex don’t make much sense from a comfort point of view.


What does make sense is the pure performance, which is impressive. Marketing for the Apex throws around the 12,000DPI top-end quite a lot to impress folk, but it’s mostly useless number since anything even nearly that high sends the cursor blasting around the screen like a clown on pure caffeine. Tossing aside the ability to send your mouse into DPI hyperspace the snappily named PMW3366 optical sensor is awesome, both incredibly accurate and seemingly capable of dealing with fastest movements I could possibly muster before my entire arm ripped free of my torso. The lower end of the scale is 200DPI. Let’s face it, though; these days we rarely get a lemon when it comes to sensors, and while it’s always lovely to see raw performance increases the truth is that most people will never feel or notice the difference. All that needs to be said is that the sensor did not once let me down or skip a beat – it was nothing short of outstanding. On top of that the spring-loaded, free-floating left and right-click buttons feel lovely, having a minimal amount of travel, the design aiming for outright speed and achieving that goal beautifully. While they have just enough tension to ensure accidental clicks don’t happen the left and right primary buttons require minimal pressure to activate and a satisfying click to boot. To put it simply they feel awesome. There’s two thumb buttons located on the left side of the mouse, and speaking of that this seems a good time to point out that while it does sport an asymetrical design the placement of the thumb buttons on the left mean this mouse is for right-handed people only. Moving on we come to the scroll wheel which has distinctive notches and very light resistance, which is great for quickly zooming in during a game or even for navigating web-pages, but isn’t so great when precision is called for. Finally there’s the DPI switch which lets you jump between a total of five preset DPI settings, all of which can be modified using the Logitech software.

I’ve talked about the Logitech software before, and there’s not a whole lot to discuss anyway. It’s incredibly easy to navigate, and using it you can even set up the mouse for specific surfaces, plus adjust all the usual things like polling rate and the like. You can also store up to three profiles on the mouse itself. Jobs a good ‘un, then, except for one irritation which is the software doesn’t seem to detect new Logitech devices that get plugged in. Since I already use a Logitech keyboard and mouse the software was installed on my computer, and for it to register the G303 I had to reinstall it.
The build quality is pretty damn solid, too. The previous G302 felt a little…cheap, the plastic shell creaking and groaning a little if squeezed, but the G303 is absolutely solid. There’s no give in the shell, and each of the buttons feels lovely to click as we’ve chatted about. That’s coupled with a nice 127g (cord included) weight which was light enough to flick around yet heavy enough to suit my own tastes.  The G302 was a little prone to the sides lifting away from the mouse mat when being moved quickly, but the G303 has no such issues. Another small change is that the G303 sports a braided cable instead of the rubber one previously used, which means it doesn’t tend to rub as badly on the desk or mat, making for slightly less resistance. Having said that the cable is quite heavy for a braided and thus does  have a habit of lying flat along the desk or mouse mat, creating a small amount of drag. Nothing either a mouse bungee or piece of well-placed tape can’t solve, though.
Another improvement over the previous G302 is the ability to modify the mouse’s lighting so that you can have more than just a blue glow. You can now opt to have the mouse light up in 16.8 million shades, plus set it to pulse, stay on permanently or just turn the light show off altogether. This compliments the simple but pleasing design of the Apex. It won’t turn many heads, but I for one quite enjoy the straightforward aesthetic. It’s nice to see something a little more profile than the standard “gaming” devices that do the rounds.
The big question is exactly what the G303 is supposed to be. The G302 was marketed as a mouse for MOBAs and the low price tag supported that, offering some serious performance without the wallet-breaking to go with it. The G303 isn’t being advertised as being for MOBA players, and then there’s the slightly increased price which nets you an even better sensor in return. It’s a good upgrade, certainly, but not one that’s actually worth getting rid of the G302 and replacing it with the G303. However, the increased accuracy and tracking at speed does make it pretty effective at dealing with shooters, so if you’re claw-grip user with a love for guns this could just be the right mouse for you, if you can accept the less than stellar ergonomics.
There’s no getting around the fact that from a personal standpoint the G303 simply isn’t for me, though. Performance counts for a lot, but even it can’t overcome the G303’s lack of comfort for this palm-gripper, which I swear isn’t a euphemism. If Logitech rounded those edges a smidge it would be a far nicer mouse to hold in the hand, but as it stands those angles serve only to restrict it to alternate methods of grip and thereby also restricts the market. But if you are one of those strange, alien, freaky-deaky people who use claw-grip or such then the G303 may just be the perfect mouse for you, though its unusual erganomics means I would seriously recommend finding a way of holding one in your hand before handing over the cash. It packs some seriously kick-ass performance in its well-built shell and has stupidly satisfying left and right mouse buttons, all for a decent price. Not bad, Logitech.
Price:$69.99 at Amazon.com
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Sunday 29 March 2015

Battlefield: Hardline Review – Identity Crisis

  

Platforms: Xbox One, Xbox 360, PC, PS3 and PS4
Reviewed On: Xbox One
Developer: Visceral
Publisher: EA
Singleplayer: Yes
Multiplayer: Yes

Battlefield: Hardline doesn’t know what it is. On the one hand it tries to uphold the Battlefield name, a name that has become synonymous with epic multiplayer war. On the other hand it wants to be a police procedural with a hefty dose of action and a cops versus robber multiplayer. It’s almost like developer Visceral had the idea for a police game but couldn’t get the funding to build it, before EA stepped in and demanded a new Battlefield game to meet their quota since DICE were still busy fixing the mess that was Battlefield 4. What we gamers have been left with, then, is a half-baked mixture that can’t live up to the Battlefield name and can’t carve an identity for itself. It’s fun, but it’s not as good as it should be.
You play as rookie detective Nick Mendoza who is stationed in Miami, a city undergoing a pretty major drug war. The story kicks off as a police procedural, tracking Nick and his partner as they try to bust a gang smuggling drugs,  before heading into standard dirty cop territory. But about half-way through the game the tone seems to take a radical shift from its relatively grounded police work into more set-piece heavy, totally insane stupidity that should be familiar to anyone who has touched a Call of Duty game. It’s a jarring leap, to be honest. The campaign stumbles along, but there’s no getting around the dodgy writing which not only insists on hitting every crime procedural cliché along the way but also giving us inconsistent characters who constantly make decisions that seem to go against what little personality has been established across the meagre six hours it takes to complete the singleplayer. You’ll see every double-cross coming from a mile away, groan at every cliché and quickly realise that you don’t care about any of the characters. All of it leads up to a bunch of instantly forgettable set pieces which remind us that EA still can’t get over their Call of Duty envy and a finale which makes no sense. And all of this is a crime against the clearly talented cast of actors who voice these idiotic police officers.

An opening sequence early in the game really sets the stage for everything that feels wrong with the game. You head out into a run-down neighbourhood at night with the intention of finding a guy and getting some information. It’s a sequence clearly intended to create some atmosphere and set up the characters, but it quickly devolves into something much worse. From the start the writing is weak, the two partners clumsily bantering. Once out of the patrol vehicle you find the environment to be incredibly restrictive, not allowing you to chat to the locals or anything. At one point your partner readily admits that sneaking through somebody’s yard is entirely illegal, yet mere moments later neither cop seems bothered about knocking out people who are seemingly innocent of any wrong doing. You see, Hardline likes to deal in criminals and dirty cops but doesn’t actually want to get into the nitty-gritty of any of it, treading around all the many complex questions surrounding police work in a world where cops more closely resemble private military firms by simply ignoring everything while simultaneously having its characters run around with serious weaponry and do questionable things. Want to kill every person you meet? No problem. Are you actually killing cops? Nah, that’s just a private company who just happen to dress like police, act exactly like police and have all the same jurisdiction as police. This wouldn’t be a problem if the developers were capable of telling a light-hearted, fun police procedural instead, but they can’t quite do that either. It’s the first in Hardline’s many cases of identity crisis.
At least it makes some decent use of its theme in the new arresting gameplay mechanic. Gunplay is still in, obviously, but now Battlefield does stealth, too, borrowing liberally from numerous games with the inclusion of cones of vision on the mini-map and even Far Cry style alarms that need to be disabled and a magic camera that can tag enemies for you. You can even toss empty shells to distract criminals and laugh as they somehow fail to see you in the broad daylight. By sneaking up behind a crook you can flash your badge and tell them to freeze, making them put their hands up. To keep them in check you have to keep your gun trained on them until you can get close enough to slam them to the ground and slap the cuffs on them. Groups of up to three criminals can be handled like this, and naturally to keep all of them from gunning you down you need to carefully. Fail to keep them all nervous and somebody will pull a weapon on you, naturally alerting nearby enemies to your presence as well.
Initially whipping out the cuffs and arresting criminals feels fun and fresh, an interesting addition to the otherwise simplistic stealth. But it grows old far too quickly. Because the developers need to account for players going in all guns blazing as well levels are filled with enemies, and if you want to go down the good cop approach it means arresting a lot of people, and there’s little effort to keep things feeling interesting. Enemies will always react with one of a few snippets of audio before the same animation plays. You’ll never encounter an enemy who simply refuses to freeze or tries to call out for help. Laughably once arrested criminals just lie on the floor with a little stream of cartoon Zs emanating from them, even though they are wide awake. Their clueless comrades might stumble across them, but even then they won’t utter a word, and perhaps even worse is the fact that the aforementioned comrade won’t notice the handcuffs. But while you arrest far too many hapless morons to keep the mechanic interesting you’ll feel compelled to do it anyway as the game’s progression system vastly favours clean arrests over dead bodies, offering 250 points for every captured crook and a mere 100 points for a corpse. It’s this very reward system, though, that perhaps most eloquently demonstrates Hardline’s wonky development: playing as the good cop grants you access to new and more powerful weapons, weapons that a bad cop who guns everyone down would use. Counter intuitively putting a bullet in every bad guys brain will still unlock new guns, but at a much slower rate.
At least putting those bullets into brains is generally quite fun. Despite seemingly being a little confused this is still very much a Battlefield game when it comes to the guns which are universally awesome to fire, the now standard high quality audio design of the series delivering beautiful snarling death with every pull of the trigger while the level of kick is just right. The result is guns that feel seriously satisfying to use. It’s just a shame that you won’t be putting them to great use. The AI of the Battlefield series has never been exemplary, and Hardline’s seems to almost be worse. Enemies take cover semi-sensibly, but they have a habit of doing stupid things, like running up three flights of stairs that they’ve just watched several of their pals get shot to pieces on. They suffice as cannon fodder, but nothing else, even on the highest difficulty settings


Your AI partner/s is worse, a shambling goon with no semblance of intelligence to be found within their dense skulls. Quite why they are even there is a mystery. On numerous occasions they failed to notice the enemies surrounding them, and when they did she proved incapable of actually killing them. Indeed on one occasion I patiently counted how many shots it took my partner to put down a crook and was astonished to see them put 30+ rounds into his chest before he finally died. And that’s if my partner even bothered to move at all. How such horrendous AI ever passed testing is beyond me.
Another small nod to the overall theme of the game is the ability to hunt for evidence, a potentially exciting prospect which could have brought a unique twist to the gameplay formula. The reality is that hunting for evidence is nothing more than whipping out a scanner and following the little arrow which points you straight to the target where you then proceed to scan it. And that’s it. Collected evidence is merely added to a case file where you can listen to a tiny snippet of explanatory audio for each clue, and if you gather enough of it the case is is closed with no further interaction from you required. It’s nothing more than a glorified collectible hunt. In fact it’s worse since the police scanner points players to the collectible, rather than making them look for it through exploration.
If there is one thing I can’t find too much fault with it’s the episodic presentation of the singleplayer. Each episode is prefaced by a “previously on” segment, and if you exit the level you’ll be greeted by another segment which gives you a glimpse of what’s coming up. Finish an episode and a Netflix style screen will pop up with a timer counting down to the next episode starting.
The rest of the presentation, however, is a mixed bag. Sometimes the game looks quite nice, and then the next moment it looks pretty crappy. Partly this is because of the 780p resolution that the Xbox One versions runs at, but more than that it’s just weak textures and drab levels. Jagged lines are a big problem, too, as is clipping when arrested crooks, their heads passing straight through entire walls. Other bugs exist, too, like one mission where the next event failed to trigger, forcing a restart, or enemies walking through walls. At least the audio design is as strong as ever, delivering an almost orgasmic audio experience for anyone with a good set of earphones or 7.1 sound system.
Ranking Hardline’s singleplayer in the Battlefield franchise is a tricky proposition. It sits only below the vastly more fun Bad Company campaigns, their strengths being stellar personalities of Bad Company themselves,  and above the rest, especially the utter tripe that was Battlefield 4. However, given how bloody awful Battlefield campaigns have been this is hardly glowing praise. It’s ultimately a mediocre affair that will only amaze if you’ve never played a shooter before, interspersed with a few genuinely good shootouts and set pieces which hint at something far stronger.
On the multiplayer side of things we again see evidence that developers Visceral had trouble merging the cops and robbers theme with the Battlefield template. Tanks and attacks helicopters are out in favour of plenty of transport vehicles, smaller maps and far less access to explosive weaponry. The result is a faster pace with less waiting to get some action and a heavy focus in infantry play, but the overall concept of having the police face-off against criminals is largely abandoned except in some vague but unimaginative ways. Arresting crooks, for example, and being encouraged to go non-lethal, is entirely bypassed, which is truly a shame when you consider how cool it might have been if people playing as the police got bonus points for arresting the opposing team rather than just shooting them. The shift from full-scale chaotic warfare might alone be enough to justify dedicated Battlefield fans skipping this one entirely. Conquest mode returns, and has the full 64-player roster, but without the tanks, helicopters and everyone carrying RPGs it feels somewhat neutered. I’d even go so far as to that in order for Hardline to maintain its own identity Conquest should have been left out entirely.
And that’s the thing: you rarely get to feel like you’re playing as either criminals or police in Hardline, instead if feels more like you’re just playing as the military again, but with a really crappy budget that doesn’t allow for proper tanks. A theme like this provides so much potential freedom: the criminals could have a variety of mad guns since they would use would they could get their hands on, and both the zipline and grappling hook that have been introduced make a lot of sense for them. Meanwhile the police force doesn’t have much to differentiate them except for being able to knock enemies out with a tazer. Where’s the spike strips, for example?

Heist is the headlining act and is, to my mind, at least, the best of the new modes, making use of the game’s overall them, albeit not to the degree that it really should. The criminals are tasked with breaking into two vaults, stealing the contents of each and delivering it to two separate escape points, meanwhile the cops have the straightforward goal of stopping them. Providing the crooks don’t get away with all the loot in a set time the police win the match. On the bank map Heist feels pretty damn good, especially when you’re playing as a crook trying to fight your way out of the building against a horde of angry coppers. It’s just a shame that the actual criminal element of the mode is so meagre: cracking the vaults just means running from the close start point and holding down X. The police start further away and most of the time struggled to stop the criminals cracking the vault, leaving the battle mostly for the second phase of the match. The mode remains great fun, though.
The supporting act is probably Hotwire, a mode that sounds fantastic in theory but has some flaws in reality, though like Heist it manages to generally quite enjoyable regardless. In Hotwire you must capture and hold points around the map, but the catch is that the capture points are actually vehicles, and to capture them you’ve got to drive fast and keep driving fast. It’s a great idea and in theory is obviously meant to encourage cool car chases, especially when you load up with teammates all leaning out the windows and firing madly. Toss in extra vehicles that each team have at their spawn and heavy weaponry to pick up around the maps and you’ve got a killer idea, right? Not quite: for starters the speeds of most vehicles are the same and the handling model is incredibly simplistic, so car chases don’t feel all that dramatic. I also noted that most players had already resorted to just hanging around and placing charges on the vehicles rather than trying to drive them. Finally the maps just need to be a bit bigger as right now driving in circles is the standard tactic, although bigger maps would make things more dull for people who get stuck on foot for long periods of time trying to chase down the enemy vehicles. For all its problems many of my best Hardline memories stem from playing Hotwire.
Blood Money is the third of the most enjoyable modes on offer here, whacking a heap of money in the middle of the map and challenging both sides to grab as much of it as they can return it to their respective vaults, the justification for the cops being that they need it for evidence. A neat twist is that you can even rob the other team’s vault if you like, just to add insult to injury. Basically what it amounts to is a clusterfuck in the middle of the map, but if you can get a decent team together it’s a glorious clusterfuck indeed. Speaking of clusterfucks, though, that’s how much of the game feels. The smaller maps and generally quicker pace make for frantic matches on just about every mode where getting killed from behind and the sides occurs frequently, far more so than usually in Battlefield. Players just seem to be everywhere and it can be hard to get a sense of what direction the fight really is going, because there isn’t one; it’s everywhere. As much as people will hate me for the comparison, Hardline feels just a bit more Call of Duty-ish at times.
Hardline even takes a few illadvised stabs at the E-Sports market through two game modes. V.I.P. is a 5v5 affair with no respawns where one team must get the V.I.P. to one of two drop-off points while the opposing team must stop them. The second is titled Rescue and involves two teams facing off against each other with hostages in the middle. The cops must rescue both hostages or simply kill all the criminals, while the criminals must defend the hostages and survive until the 3-minute timer runs out, with no respawns allowed for either side. Both modes have potential, but are entirely ruined by maps that aren’t designed for them. Rather than make custom maps suited perfectly for each of the two modes developer Visceral opted to simply use a small chunk of the existing maps that are used in the other game modes, and it simply doesn’t work. In VI.P. one team has to try to cover two seperate escape points on maps which far too easily let the other team just make a dash for the objective. One the V.I.P. reaches the extraction point the extraction timer is quick that the opposing team have no chance to react. Their best best is to simply split the team 3/2 and hunker down near the extraction zones and hope for the best. Rescue fares a tad better, but the maps still don’t do it justice.
The progression system has been tweaked for the better, at least in some regards. This time around you earn cash for your multiplayer exploits and can use it to purchase new gadgets and guns, so there’s no waiting around for a linear progression system to finally give you the weapon you’ve been waiting to use. It just makes so much more sense to unlock the gear you want, rather than what the developers say you should get next. What doesn’t is that the game still insists on locking off weapon attachments until you’ve earned a certain amount of kills with said weapon, a really pointless decision that just means the shiny new gun you spent cash on feels far less useful than other items in your armory for a little while. And then what makes even less sense than that is how utterly lacking Hardline is in weaponry compared to Battlefield 4. Each class has a meagre four or less primary weapons to pick from, not counting the fact that both the criminals and cops have different sets of gear, which is fine even if it means you might only get to use your favorite gun half the time. Technically you can use a gun as both a cop and a criminal, but to do so you need to earn 1,000+ kills with that specific weapon, so if you want to be able to select from eight guns per class you’ll need to sink a lot of time into the game. It’s just such a disappointingly  small arsenal of weapons. Battlefield 4 had enough that ensure that everyone could find at least one or two guns they love, but in Hardline I couldn’t find any rifle I particularly liked for the primary Operator class. It’s such a let-down to see the armory stripped down so much.

And speaking of the Operator class it’s too powerful, a problem I had with past Battlefield games and their Assault class. The Operator not only wields the most versatile guns in the game, the assault rifles, but is also capable of dropping health and ammo packs, as well as reviving dead teammates. Because of this the most common class on the field is the Operator. There needs to be a separate medic class again that runs support in order to remove some of the power from the Operator and bring back a more varied and balanced team.
The other modes are familiar stuff. Team Deathmatch doesn’t exactly need any explanation these days, and Conquest, which comes in 32-player and 64-player varieties, is well-known among Battlefield fans. If you’ve somehow missed it, though, it’s basically a case of killing the enemy while capturing points in order to remove respawn tickets from the enemy’s pool. It’s bloody good fun, though the more traditional Battlefield version with tanks and jets wins out on the sheer awesomeness scale.
Battlefield: Hardline’s biggest crime is that of wasted potential. We get so few games using a theme like this, with perhaps Payday 2 being the closest in recent memory, albeit without letting people play as the police force, that to see a game like Hardline with such a huge budget behind it waste such amazing potential is almost physically painful. The singleplayer is disappointing enough, but the multiplayer makes me cringe. How could Visceral fail to utilise so much of their own theme? Can’t you, dear reader, just imagine the wealth of potential game modes, weapons and gadgets that could be offered to players? How about a mode where the criminals need to steal cars from round under the police’s nose and get them to a safe point? Call it Gone in Sixty Seconds, give the police spike strips and there we have it. Or how about a drug bust where the criminals need to either quickly get the drugs out for bonus points, or just burn them for the safer route, while the police must stop them and earn extra points for arresting criminals instead of killing them? Speaking of arrests, how about a mode where the criminals score points for killing cops, but the cops can only win the game by arresting all five criminals? A single death could result in a loss, while the police get infinite respawns so that the criminals can mow them down? The crooks would win by scoring a certain amount of points, the cops would win by arresting them. Obviously these ideas would need heavy work, but those are just off the top of my head. But what we actually get is the vaguely interesting Heist, which really amounts to capture the flag, an attempt at a car chase mode and some other offerings that are fairly typical of the Battlefield series, but without the same level of carnage.
Here’s the truth: Battlefield: Hardline feels like a glorified expansion pack for Battlefield 4, and indeed would have succeeded far more had it been just that. In fact, better yet, launch it as a £15-20 standlone expansion and Hardline would be a steal, a brilliant little slice of action. The theme is entirely tacked onto a structure that needed to be radically altered to fit it, and very little effort seems to have gone into making full use of it. Taken entirely on its own Battlefield: Hardline is a really fun multiplayer existence with a weak singleplayer campaign and a theme which seems to have been abandoned when crafting the online components.. But to take it on its own is to entirely ignore the existence of Battlefield 4 which offers up massively more maps, weapons and the inclusion of heavy armor for less money, while still having plenty of players. At this point if you want a multiplayer shooter go play Battlefield 4, unless you already own it and you’re looking for another Battefield fix.
Let’s be clear, though, despite my harsh tone the game is fun. Some may very well find the heavier focus on infantry combat the faster tone more enjoyable than the large-scale mayhem of the previous games. Personally I enjoy both, so Hardline does at least make for a refreshing change in that sense. The singleplayer has some decent moments, but will likely fail to capture your imagination and will be forgotten about almost as soon as the credits roll, but the multiplayer is a hoot, even with its many, many issues.
Here’s the bottom line: Hardline feels like it doesn’t know if it wants to be Battlefield or something new, and instead settles on a compromise that never truly works.
Make sure your rig's up to the task ahead of then by checking out the official  Battlefield Hardline  System requirement officlal Battlefield  Hardline system requirementhttps ://www.blogger.com/blogger.g?blogID=4689485502480454650#editor/target=post;postID=8908638858575489559;onPublishedMenu=allposts;onClosedMenu=allposts;postNum=0;src=postname

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SEE IF YOUR PC MEASURES UP TO BATTLEFIELD HARDLINE’S SYSTEM REQUIREMENTS

Origin has published the game's minimum and recommended system requirements. They're a little more demanding than the Battlefield 4 specs: you can no longer run the game on a 32-bit version of Windows, and you'll need double the hard drive space, too.
While the minimum specs below will apply for the final build, EA warns those running 4GB of RAM or less that they may encounter issues with the beta, as optimisation has yet to be completed for lower-end PCs. You're advised to "close all other applications while playing the game".
The specs:
Recommended:
OS: WINDOWS 8 64-BIT (with KB971512 Update)
CPU: INTEL QUAD-CORE CPU, AMD SIX-CORE CPU
MEMORY: 8 GB RAM
GRAPHICS CARD: AMD Radeon R9 290, NVIDIA GeForce GTX 760
GRAPHICS MEMORY: 3 GB
HARD DRIVE: 60 GB
DIRECTX 11
Minimum:
OS: WINDOWS VISTA SP2 64-BIT (with KB971512 Update)
PROCESSOR: Athlon II/Phenom II 2.8 GHz, Intel Core i3/i5 2.4GHz
MEMORY: 4 GB RAM
GRAPHICS CARD: ATI Radeon HD 5770 (1 GB), NVIDIA GeForce GTX 260 (896 MB)
HARD DRIVE: 60 GB
DIRECTX 11
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Grand Theft Auto V PC Screens Surface And Rockstar Promises Trailer Next Week



Rockstar has sent wind of a brand new PC trailer for Grand Theft Auto V coming next week. This will be our first look at the game in action of PC, where it will come with native support for 4K resolution and advanced graphical effects only possible on high-end PC gaming hardware. 
The Grand Theft Auto 5 PC trailer's dropping next week and the game will finally be hitting PC on April 14th. To ease those waiting woes Rockstar has sent along a bountiful supply of PC screens - Los Santos never looked so good.











Grand Theft Auto V is out on April 14th for PC. Make sure your rig's up to the task ahead of then by checking out the official GTA 5 system requirementsofficial GTA V system requirement
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