In response to the highly unpopular reduced payouts from certain Gran Turismo 7 races, players have created a way to hands-off earn credits without grinding in-game, and it involves not actually playing.

Credits are needed to purchase high-end cars in the shop, and by making it harder to earn free credits just through gameplay, Polyphony Digital incentivizes purchase of in-game credits with real money instead–a move GT7 players are unhappy with.

Spotted by VGC, PSN Profile user Septomor posted a hands-off AFK script to farm credits. It’s only usable with Windows and PS4 Remote Play for now, and the script essentially runs the same race with the same car over and over again without any user input.

GT7 also came under fire for an extended maintenance period. Explaining why the game was offline for so long, Polyphony Digital explained that it discovered a major bug “where the game would not start properly in some cases on product versions for the PS4 and PS5.”

With the combination of reduced credit payouts from certain races and longer-than-expected maintenance, GT7’s Metacritic score took a dive. Players are expressing their dissatisfaction with the recent in-game change by review-bombing the game. GT7’s user score currently sits at 1.8.

In our Gran Turismo 7 review, Alex Goy scored it 8/10. He said, “It plays as close to driving a real car as you can get on a console, and much like shaving a few seconds off your commute, or playing on your favorite road in the real world, the game draws you in with challenges, physics, and luscious visuals.”

Read MoreGameSpot – Game News

Anyone who has been playing through Destiny 2‘s latest expansion, The Witch Queen, has probably been taking advantage of the weapon crafting system it introduced. Thanks to the game’s latest update, 4.0.0.4, making new guns or glaives on Mars will be less of a headache thanks to a sizable quality-of-life change.

After downloading today’s update for Destiny 2, players will be able to store more elements in their inventories. These elements are used specifically in weapon crafting, with each corresponding with a different weapon perk. However, instead of only being able to hold 250 of each of these elements, players will be able to stuff a whopping 1,000 in their inventories.

That only applies to Adroit, Mutable, Energetic, Ruinous, and Drowned elements though. Natural Elements, the general currency used in Destiny 2’s weapon crafting, have also had a decent inventory carrying capacity, up to 10,000 from 8,500.

These changes will only matter during Destiny 2’s current season. According to last week’s This Week At Bungie post, every one of those elements, save for Natural Elements, will be removed from the game.

Along with changes to weapon crafting, Bungie is addressing a massive issue that appeared in the game’s PvP mode, Gambit. Some perks in Gambit were using their PvE values instead, and while it’s fun to wipe the floor with brainless AI, putting another player on the receiving end of that isn’t balanced. Specifically, Bungie has fixed Eriana’s Vow so it “will no longer one-shot opponents unless they’ve already taken damage from other sources.”

A full list of patch notes for Destiny 2’s latest hotfix can be found below.

ACTIVITIES

Throne World

Fixed a networking issue that could cause the destructible Pyramid Crux object used in many activities to desync state between client and host causing several issues and confusing players.Fixed an issue where a third Altar could unintentionally be active on the map for a short period.

Gambit

Fixed an issue causing perks in Gambit PvP to use PvE values. More specifically, Eriana’s Vow will no longer one-shot opponents unless they’ve already taken damage from other sources.

Vow of the Disciple

Fixed an issue where an unintentional symbol could appear where one of Rhulk’s attacks met environment geometry.Fixed an issue where players could earn a lore entry while only standing in front of one of two symbols.Fixed an issue where players could shoot any symbol to pass the “kill” symbol check for the lore entry.Fixed an issue where players could disrupt The Caretaker mid-wipe performance.Fixed an issue where players could complete The Caretaker encounter and the activity would not progress.Fixed an issue where the Rhulk encounter would be soft locked if players spread Leeching Force as their final deposit occurs.Fixed an issue where players could leave raid banners up by planting them as the encounter begins.Fixed an issue where players could earn multiple lore entries by reloading checkpoints.

The Witch Queen Campaign

Fixed an issue where players could circumvent death in Legendary Campaign missions by leaving the fireteam and rejoining. Players that Join in Progress now require a revive.Fixed an issue preventing replayable nodes in The Witch Queen campaign from appearing on the Throne World map for a small portion of players.Fixed the displayed possible rewards for Legend difficulty for The Ghosts to include Ascendant Alloy.

PsiOps Battlegrounds

Fixed an issue where Champions were inconsistently spawning in PsiOps Battlegrounds.

UI/UX

General

Fixed an issue where some items were being highlighted as new incorrectly, which had negative impacts to performance.Fixed an issue where general game performance could stutter or drop in framerate while character inventory UI was loading.

INVESTMENT

Economy

Fixed an issue that was causing Gambit weapon and armor focusing to cost more than expected. Focusing now costs 10,000 Glimmer and 50 Legendary Shards each.Rahool’s destination materials now are sold for stacks of five for one Legendary Shard, matching Spider’s previous exchange rates.Fixed an issue that was still allowing Weapon Telemetries to drop. Players can safely delete all Weapon Telemetries from their inventories as they no longer have any use and will not be used in the future.Fixed an issue where a Vanguard bounty, The Harder They Fall, could only be progressed in strikes.Fixed an issue where the Omega catalyst boost was rewarding 3x progress instead of 4x.Fixed an issue where the Legendary Campaign emblem, A Higher Truth, could not be equipped on platforms where the player doesn’t own The Witch Queen.Players who found themselves unable to unlock or acquire a Light subclass should now be able to do so.Players should find the associated pursuits in their inventory when first entering orbit with space remaining for the associated pursuit.Fixed an issue where the Ritual of the Season Triumph could be progressed with PvE kills outside of Vanguard playlists.Fixed an issue where Seasonal quest steps could be blocked if players had reached the Psionic Intel inventory limit.Fixed an issue where Nightfalls were giving inconsistent reputation bonuses when reaching a platinum score. Some strikes will now reward additional reputation, while others will reward less.

Weapon Crafting

Increased Element crafting currency caps. More information can be found in the 3/17/2022 This Week at Bungie blog article.Fixed an issue where the Sleight of Hand trait perk had incorrect crafting requirements.

Seals

Fixed an issue where the Moments of Triumph 2021 title could not be equipped.

GAMEPLAY

Weapons

Fixed an issue where the Explosive Personality Grenade Launcher was not using the correct RPM stat for wave frames. Note that the crafting screen will still display the wrong RPM which will be fixed in a future patch.The actual weapon item will have the correct stat.Fixed an issue where The Logic ornament for The Lament appeared backwards.Fixed an issue where The Lament and Worldline Zero were not networking their attacks correctly.Fixed an issue where a faint box would be visible around the hip-fire reticle when using Osteo Striga or Forerunner.All Glaives now reach full charge after four successful projectile hits instead of six.

Armor

Fixed an issue where the previous reduction of melee recharge rate for Graviton Forfeit was erroneously applying in PvE activities.Fixed an issue where the Exotic Titan Helmet, Loreley Splendor, would consume class ability energy upon death without spawning a Sunspot(as in the case of taking enough damage to fully deplete your health while you still have any shields).Players must first acquire Vow of the Disciple raid mods before they can be applied to armor from that raid.Fixed an issue where some armor was not appearing on the Appearance Customization screen, even after it had been unlocked with Synthweave.Fixed an issue where some Rare armor sets could be infused.Fixed an issue where focusing an Umbral Engram could sometimes give the wrong armor to Warlocks.

Abilities

Boss combatants no longer take additional melee damage while frozen by Stasis.Sentinel Titan’s Bastion barricade now takes 20% increased damage from player sources. This damage bonus stacks with other sources of anti-emplacement damage like the Hakke Breach Armaments origin trait or Anti-Barrier Rounds.Targets with Void invisibility active now ping the radar for 0.6 seconds every 3 seconds until invisibility ends. Normal radar visibility rules still apply (i.e., double jumping or sprinting pings the radar). Note: Now that we’ve seen feedback and data from the first weekend of Trials in Season 16, we wanted to take a few steps to address a few outliers in the Void 3.0 subclass kits.These changes are targeted specifically at PvP and don’t affect the PvE sandbox.We believe that some frustration stems from prevalence and will taper off over time as additional subclasses are brought into the 3.0 system, but wanted to address what we can before the next Trials weekend.As always, we’ll be on the lookout for feedback and will adjust where needed.Fixed an issue where Child of the Old Gods could damage some targets through immunity shields. While the Child will not be put on time out, it now knows better and has issued heartfelt apologies to all targets that it has damaged through immunity.We are thankful to have such a good Child, and are proud of them.

PLATFORMS

PC

Fixed an issue where some overlays could cause game crashes. Includes MSI Afterburner and Razor Cortex.Read MoreGameSpot – Game News

World of Warcraft Shadowlands may have already received its final content update and just kicked off Season 3, but in an atypical move, Blizzard has now confirmed that the game will receive an additional season later this year.

Season 4 will mix things up when it comes to WoW’s normal seasonal format, according to a Blizzard post on the game’s official forums. WoW seasons typically consist of a rotating roster of Mythic+ dungeons (oftentimes featuring a new dungeon and new seasonal affixes), a new raid, and a new season of competitive PvP. Since Shadowlands isn’t set to receive any new content–the recent Eternity’s End update was the last–Blizzard looks to be pulling from previously released content to keep things fresh instead.

For Mythic+, Blizzard will be featuring two dungeons from the game’s last four expansions. Those dungeons will be the two wings of Shadowlands’ Tazavesh, the two wings of Battle for Azeroth’s Operation Mechagon, the two wings of Legion’s Return to Karazhan, and two to-be-determined dungeons from Warlords of Draenor. Players can vote on which two Draenor dungeons should be included.

Raiding will also be different in Season 4. With no new raid to tackle, Blizzard is instead looking to make all three of Shadowlands’ raid tiers relevant in Season 4 by increasing their difficulty, adding a new seasonal affix, and increasing the power level of loot dropped within each raid.

Blizzard is set to reveal WoW’s next expansion on April 19. The timing of the announcement (most new WoW expansions are typically announced at BlizzCon in November and then released roughly a year or so later) leads many fans to believe that WoW’s next expansion won’t be coming until sometime in the first half of 2023. The fact that Blizzard is now planning for an additional Shadowlands season to fill out the remainder of 2022 seems to back that idea up.

Shadowlands has proven to be a disappointing expansion for many players in the game’s community, so the news that it will be sticking around for longer than is typical could be a hard pill to swallow for fans who are ready to move on to what’s next for Blizzard’s MMORPG. On the bright side, Blizzard is making the popular Mage Tower feature a permanent addition, which should give players some challenging solo content to pursue while they wait for new content. WoW fans can also look forward to the announcement of Blizzard’s long-in-development Warcraft mobile game, slated to be revealed in May.

Read MoreGameSpot – Game News

To bring digital-camera imaging quality to its new smartphones even in challenging captures like high-contrast, low-light, and motion, rather than look for or develop an alternative to established mobile-device CPUs, Global consumer electronics and mobile communications company OPPO designed the new MariSilicon X imaging NPU (Neural Processing Unit) chip.

MariSilicon X combines neural processing hardware with an ISP (“Image Signal Processor”) and a multi-tier memory subsystem into a dedicated component between the smartphone’s cameras and CPU. This lets MariSilicon X run machine learning and AI algorithms many times faster and with a fraction of the energy of previous approaches. The result: jaw-dropping computational photography improvements including superior night and low-light videos, with crisp detail and better color reproduction. OPPO is premiering MariSilicon X and the imaging benefits it brings in its brand-new Find X5 Series smartphones.

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Walt Disney Games and Kabam Entertainment are partnering up for Disney’s Mirrorverse, an action-RPG launching June 23 on mobile devices that brings Disney and Pixar characters together in a brand-new adventure.

Mirrorverse is set in an alternate universe where enemies called the Fractured are attempting to break the Stellar Mirror and harness its magic. Some of Disney and Pixar’s most famous characters–both heroes like Sulley from Monsters Inc. and villains like Sleeping Beauty’s Maleficent–have been amplified by the magic produced by the mirror in order to protect it, turning them into Guardians that fight the Fractured hordes.

These Guardians are reimaginations of those iconic Disney characters, giving them new powers and abilities. Beauty and the Beast’s Belle, for example, is a powerful sorceress wielding a staff powered by the cursed rose from Beast’s castle, while the aforementioned Sulley is a melee warrior tank wearing armor made from the doors of the Scream Floor. 40 Guardians will be available to unlock at launch, with more coming via monthly content releases post-launch.

Disney’s Mirrorverse is casting a brand-new light on some of the most famous characters in history, turning them into powerful warriors of both might and magic. GameSpot recently spoke with two key members of the game’s development team, executive producer Mark Raham from Kabam and VP of creative Will Rosas from Walt Disney Games, about what makes this new Disney game different from anything we’ve played before.

We spent time discussing the thought process behind Mirrorverse, especially the radical departure from what Disney fans would consider the norm. Character designs, building a brand-new story from scratch, and how far into the Disney vault Kabam will go in future releases are all discussed, and I came out of the interview with a clear understanding of why this new look at Disney will be a welcome one.

This interview was conducted via video conferencing and edited for readability and clarity.

GameSpot: A lot of the character designs that we saw would be considered “out of the box” for the characters they’re portraying. How much freedom was Kabam given to design the characters this way, and how much collaboration with Disney went into these designs?

Mark Raham: This has been a really amazing partnership with Disney. One thing that we decided pretty early on is that these amazing evolutions of these characters that everyone knows have to be rooted in authenticity. We did a lot of testing early on around this concept, and the one thing that kept coming back to us was this: if you preserve the core of who that character is, if that’s still present in the battle-ready evolved version of Mirrorverse, then people are willing to accept it and love it.

What’s been really exciting about developing this game is working with Will and our partners at Disney hand in hand to really understand those core essences. Who are these people? What matters to them? The Mirrorverse is a world where the forces of light and dark are really exaggerated to a cataclysmic degree compared to these characters’ original films. What would they do in these extraordinary circumstances and how would they adapt in order to stand up for what they believe in and the people that they care about? That part has been an amazing process.

Will Rosas: To echo that, the collaboration with Kabam has been phenomenal. We’re big fans of their game Marvel: Contest of Champions, they’ve done a phenomenal job in terms of the execution, the action, and the storytelling. We were thrilled to work with these guys again.

To Mark’s point, if you’re going to take these guys and put them into this high-stakes world, how do you evolve their design in order to “meet the moment?” That’s a big thing here; you don’t want to necessarily take them and place them into this world. They have to be ready to meet the moment. That’s where we’re able to evolve their designs, which are still rooted in authenticity, and that’s what makes it plausible. That’s what makes players believe that this can happen, and this idea is what got us the buy-in from the rest of the organization.

It makes sense that there would be a few more hoops to jump through, from a design standpoint, in order to turn Belle into a sorceress than, say, have Sulley being a tank with armor made from the doors of his factory. Belle as a magic-wielder is a bit more of a mental leap, but after seeing her in-game it makes perfect sense.

Rosas: You’re hitting on something there that’s very important to Mirrorverse, and that’s storytelling. Storytelling is at the heart of everything that we do; we’ve got these ideas around these characters, but we have to have a bit of backstory in order to present them. Some of these things you’ll see via the in-game bios for each character, like with Belle in particular there were some choices that were made. The world of the Mirrorverse is changed, amplified by what’s called “stellar magic,” and that creates this divergent path that turns Belle into the sorceress that she is.

The presentation we saw yesterday made reference to the references in each of the characters, for example the stone in Belle’s magical staff is the rose from Beauty and the Beast, or the part of Sulley’s armor that has Boo’s door number written on it. Clearly there will be little things like this to find on all of the characters, so how challenging was it to research what would make the perfect reference to include in these character designs? Was there an attempt to balance references that might be too obscure versus those that everyone will know?

Raham: We feel like there has to be those layers, right? The ideal thing is someone who’s familiar with a movie because they watched it on Disney+ or played with an action figure would recognize some familiar faces, while the true, die-hard Disney fans who are super-steeped in the lore will have things to find targeted to them in every single character, maybe even more than one for some characters.

Is there one reference in particular that you’re particularly proud of?

Raham: It’s hard to pick just one, they’re like my kids. I’m extremely proud of what the character team between Kabam and Disney is building. One of my favorites–what I’m playing in the game right now–is Maui from Moana. In the Mirrorverse, the “stellar magic” has changed Maui’s relationship with the sun and the earth, giving him different powers. In gameplay, he’s an amazing tank that can also protect those around him. He’s got these radiant tattoos coming off of him that blast magic off of them, and his talents can be customized in such a way that he gives armor to his teammates during combat. His story is great, his visual representation is awesome, and he’s super useful in the dungeon mode.

Rapunzel is another great one, she’s actually one of our starter Guardians right out of the gate. She’s a powerhouse melee fighter that’s really easy for new users to understand: push button, swing medieval battle frying pan. She has a nice, gratifying action feel, and her magical hair can add healing in a pinch. Her dialogue is sharp, she’s funny and curious about the world, and it really feels like the actual Rapunzel from Tangled is going on this adventure with you.

Will there be alternate costumes/skins for each of the heroes? Other mobile games have employed them in the past, and as you’ve mentioned Maui, we now like the idea of playing with Sharkhead Maui.

Raham: I’ll go back to authenticity for this question; it’s really important for us that every single one of these Guardians is rooted in a truth about who they are and what they’ve gone through. As such, I don’t know that something like a magical hat would make sense in our game. We want this to be a game that people really invest emotionally into for years to come, and to that end we want a real sense of place, story, and purpose for these characters. Their visual representation is going to be driven by what’s happened in this world and what will happen going forward.

In terms of customization and personal expression, we’re going to focus on that more on the player side rather than the in-game characters with icons and decorations, mixing and matching to say “this is who I am as a player.”

You mentioned wanting players to enjoy the game for many years. Obviously there’s a massive vault of Disney content that characters can be pulled from. How deep into the vault would Kabam be willing (or allowed) to go for character ideas? Are there any limits to what you can pull from?

Raham: From Kabam’s perspective, we’re definitely not going to exhaust the pantheon of Disney content. What’s great about the world we’ve set up is that we can reach into the vault of Disney classics, from the iconic animated movies to live-action films and even to Pixar movies and shorts, with a reason to bring them together in a cohesive way, which is really great.

In terms of who and how, even looking at the launch list you’ll see expected franchise blockbusters like Elsa, Jack Sparrow, and those types of characters. However, you’re also going to find characters that our players have told us resonate with them. Scrooge McDuck is a perfect example; Scrooge is in the game because players have said, “Scrooge is the man, we want to play with him in this game.” The possibility to dig deep and find things that mean a lot to our players gives us a lot of opportunities.

Rosas: I completely agree with that, and I would also say that as Disney and Pixar continue to add new content through films and Disney+, there’s opportunities there to introduce new characters into the world as well. There really is an infinite amount of characters we can choose from, and there’s going to be a combination of fan favorites, new characters, names that the team is passionate about, and more. It’s really exciting, and I think there’s a lot of great characters to come.

Speaking of those infinite possibilities, could Mirrorverse expand into other Disney-owned properties like Marvel and Star Wars, or will it focus strictly on the aforementioned Disney and Pixar?

Raham: For now we want to focus on getting this right, and there is already a lot to work with. I want to be sure we don’t spread our attention too thin, because it’s the small details that matter most.

Rosas: I would add that while we really appreciate our Marvel and Star Wars fans, I think Mirrorverse features Disney and Pixar characters in gaming like you’ve never seen them before, and I think we want to continue down that path. Whenever you see a new character, there’s both a surprise and delight around what that character can look like. What is the Guardian version of that character? That question really excites us when we think about it, there’s an unexpected nature around how these characters are represented in this game. If you’re a big fan of Sorcerer Mickey, for example, wait until you’ve seen our version–he’s unlike anything you’ve seen. There’s so much richness in the Disney and Pixar universes, and we’re going to really lean into that.

Regarding the idea of the Mirrorverse itself: Was it something that started at Kabam that was then presented to Disney, or was this built from the ground up as a collaboration as a brand-new Disney-themed project?

Raham: We had a great relationship with Disney previously thanks to Marvel: Contest of Champions. We’ve known each other for a long time and enjoy working with each other. Contest has been out for six-plus years now and we’re hitting a large part of planet Earth every single day. We wanted the opportunity to do that with a new story, with new properties, and working with our partners to do that.

At the very beginning of the discussion, there was an opportunity identified to say, “Does this have to be a cross-over or mashup, or can we build something really new that really lasts and people want to play for 4-5 years down the line?” What it came down to was, we had to build a brand-new lore, new mythology, and a new grounding for that type of storytelling.

Rosas: It took us a bit to get to this place, as we tried to consider how people think about these characters, how it is possible for them to do the things they’re doing in this world, etc. The characters don’t normally coexist, so what is the event that brings them all together? What is this high-stakes world, and is it worthy of bringing them all to it? What’s the call to action when the characters get here? Building all of this got us incredibly excited and working towards the setup and the power of the mirror symbol in both Disney and Pixar. We started riffing, and we’re super thrilled about where we landed.

How long would you say development has been going on Mirrorverse? When did the project first begin?

Raham: We started talking about the idea of Mirrorverse and building the foundation back in 2018. It really was a process of not rushing to the end; as Will said a lot of these characters have never talked to each other before, and we had to have a grounding for that. Have Belle and Maleficent ever talked about things like magic with each other before? These were the things we had to consider while talking about ideas and concepts and stories. Getting that part solid and clear, making sure people understood the reasoning behind this concept, was the first big job.

How are you planning to tell your story in Mirrorverse? Will there be seasons? Will there be one overarching story with follow-up stories coming later on? How will that structure work?

Raham: The main story is told through the game’s Story Mode, which has eight chapters. Within that story there are specific arcs, but as you know, this is mobile: the game is never done. You can look at Contest of Champions for example, building out dozens of characters and creating tons of dialogue within the game and the community. That’s what we think Mirrorverse is ripe for; speculation, anticipation, and eventually our community working together to find out what’s next.

This last question is focused on the Disney side of things: the Mirrorverse idea is a bit of a departure from the “standard” thought when it comes to the way that these characters are portrayed. If an idea would ever be brought to you by Kabam or another company that is a similar departure–for example a Street Fighter-style fighting game with Disney characters–would those ideas be considered, or is there a boundary to how far you’d be willing to go with how characters are portrayed?

Rosas: I don’t think we ever go into initial conversations with partners with any preconceived notions. We always have an open mind, and that’s actually how we approached Mirrorverse. When Kabam and us started talking, we were really excited about the idea and immediately started planning how to do this. We always go into these things with an open mind, while providing clear swing lanes for various teams to carve out a unique story that works for them and these characters.

Our goal with any of our partners is to tell original stories. The medium of gaming is an incredible platform; we’ve got so many fans, and we want to make sure we’re not just retelling stories from films. We want to make sure we’re building new experiences, innovating in how gamers see our characters and worlds, and reintroduce them to characters they haven’t seen in a while if ever before. This is an absolute thrill for us, because when you play these characters you get to see them in a whole new light through actions, dialogue, and more. We’re bringing something new, and that’s ultimately what gamers want, what Disney fans want, and it’s a really exciting medium for us to tell new stories.

Read MoreGameSpot – Game News

Arcade1Up’s Infinity Game Table is one of the brand’s most impressive offerings, letting you play a variety of classic board games–complete with online play–without having to worry about keeping score or cleanup. Now, it’s getting a dose of the Caped Crusader with the release of Monopoly Batman.

GameSpot can exclusively reveal that Monopoly Batman is releasing on the Infinity Game Table, complete with options for local multiplayer as well as online play with between two and six people. As a digital board game, the banker is completely automated, and the game board is dynamic. You still get the fun of rolling dice, virtual as they may be, to determine if you have to end your friendships, and you can also adjust the house rules to suit your preferences.

Batman Monopoly

As it’s Batman-themed, you won’t just be putting up hotels around the Gotham board. Instead, you’ll be using Bat Signals and Wayne Towers in an effort to bankrupt everyone else. We’re going to be honest–that doesn’t exactly sound like heroic behavior!

The Infinity Game Table is available in 24-inch and 32-inch screen sizes and features removable legs, allowing you to use it as its own standalone table or place it on an existing surface. Many of the games available are from Hasbro and Parker Bros., including Sorry, Battleship, and Clue, and there are also classic games like chess and backgammon. Many are pre-installed, with a digital store available to purchase additional games.

Read MoreGameSpot – Game News

Depending on your point of view, the last two years have either gone by very slowly, or very quickly. While the COVID pandemic never seemed to end – and technically still hasn’t – the last two years have whizzed by for the tech industry, and especially for NVIIDA. The company launched its Ampere GPU architecture just two years ago at GTC 2020, and after selling more of their chips than ever before, now in 2022 it’s already time to introduce the next architecture. So without further ado, let’s talk about the Hopper architecture, which will underpin the next generation of NVIDIA server GPUs.

As has become a ritual now for NVIDIA, the company is using its Spring GTC event to launch its next generation GPU architecture. Introduced just two years ago, Ampere has been NVIDIA’s most successful server GPU architecture to date, with over $10B in data center sales in just the last year. And yet NVIDIA has little time to rest on their laurels, as the the growth and profitability of the server accelerator market means that there are more competitors than ever before aiming take a piece of NVIDIA’s market for themselves. To that end, NVIDIA is ready (and eager) to use their biggest show of the year to talk about their next generation architecture, as well as the first products that will implement it.

Taking NVIDIA into the next generation of server GPUs is the Hopper architecture. Named after computer science pioneer Grace Hopper, the Hopper architecture is a very significant, but also very NVIDIA update to the company’s ongoing family of GPU architectures. With the company’s efforts now solidly bifurcated into server and consumer GPU configurations, Hopper is NVIDIA doubling down on everything the company does well, and then building it even bigger than ever before.

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Friday the 13th developer Illfonic has revealed its newest asymmetrical multiplayer game, Ghostbusters: Spirits Unleashed. Currently scheduled for release on PC, Xbox Series X|S, Xbox One, PS5, and PS4 in Q4 2022, the game will see you join three other players as you strap on a proton pack and help clean up paranormal infestations in New York City.

The game is filled with several pieces of iconic Ghostbusters equipment, as you’ll track down ghosts using a PKE meter, wrangle them with the aforementioned Proton Pack and Neutrona Wand, and finally bag ’em with a Ghost Trap. Just remember: When the light is green then the trap is clean.

If you’d prefer to cross on over to the other side, you’ll be able to play as one of several types of ghosts and cause some havoc. Ghosts have a range of skills that include flight, intangibility, and the ability to possess inanimate objects. If a Ghostbuster gets too close to you while you’re playing as a phantom, you can also use your slime powers to summon a few minions that’ll leave the paranormal investigators drenched in ectoplasm.

Adding some more authenticity to the game is the inclusion of Ernie Hudson and Dan Akroyd, who reprise their roles of Winston Zeddemore and Dan Stantz respectfully. Zeddemore is now in charge of the Ghostbusters and assigns missions, while Stantz has plenty of information to share from his occult bookshop. You’ll also be able to customize your Ghostbuster or ghost, upgrade equipment, and enhance your abilities as you progress through the game.

Remember, don’t cross the streams.

While it may be a multiplayer game, Illfonic added that AI companions will also be available for anyone who plays Ghostbusters: Spirits Unleashed in solo mode. Illfonic is also working on a Texas Chainsaw Massacre asymmetrical multiplayer game currently, which aims to make the genre even more intense by using a 4v3 format for matches.

Games based on popular movie licenses seem to be on the rise lately, as Saber Interactive’s Evil Dead: The Game is scheduled for release in May. Beyond those ghoulish franchises, Hitman developer IO Interactive is working on a James Bond 007 game, the world of Harry Potter is being explored in Hogwarts Legacy, and Bethesda has an Indiana Jones game in development.

Read MoreGameSpot – Game News

Please join us at 8:00am PT (15:00 UTC) for our live blog coverage of NVIDIA’s Spring GTC keynote address. The traditional kick-off to the show – be it physical or virtual – NVIDIA’s annual spring keynote is showcase for NVIDIA’s vision for the next 12 to 24 months across all of their segments, from graphics to AI to automotive. Along with slew of product announcements, the presentation, delivered by CEO (and James Halliday LARPer) Jensen Huang always contains a few surprises.

Looking at NVIDIA’s sizable product stack, with the companys Ampere-based A100 server accelerators about to hit two years old, NVIDIA is arguably due for a major server GPU refresh. Meanwhile there’s also the matters of NVIDIA’s in-development Armv9 “Grace” CPUs, which were first announced last year. And of course, the latest developments in NVIDIA’s efforts to make self-driving cars a market reality.

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After a substantial overhaul in February, Cyberpunk 2077 has received a new update that continues to tweak several lingering issues inside of the game. While it’s not as massive as the previous update, there are a significant number of improvements that have been added to the sci-fi sandbox according to the patch notes.

In the gameplay department, issues related to missing loot, broken animations, and teleporting wrecked cars have been fixed. Console-specific fixes include addressing corrupted saves being imported from PS4 to PS5, Xbox Series X|S controller disconnects will no longer result in a player being stuck, and wet roads should have an accurate amount of reflection on the PS5 version that’s comparable to the PC edition of the game.

Bugs in quests such as Automatic Love, Epistrophy, and Path of Glory have also been cleaned up, and your vehicle should spawn closer to V when it’s summoned. You can see the full list below of all the fixes. While Cyberpunk 2077 and its saucy Johnny Silverhand content are in a better state currently, developer CD Projekt Red is looking to the future by revisiting its past. The studio announced this week that a new Witcher game is in development and will be built using Unreal Engine 5, but it won’t be exclusive to the Epic Games Store on PC.

Cyberpunk 2077 won’t be making a graphical engine switch either, as CDPR will continue to use REDEngine for the game’s upcoming expansion.

Cyberpunk 2077 Update 1.52 Patch Notes

Gameplay

Fixed an issue that could cause wrecked cars or multiple Nomad cars to spawn in traffic when driving fast.Fixed an issue where first equip animation could be played repeatedly after recovering a throwing knife.The Laminate-armor Media Ballistic Vest can now be found as loot in Japantown.Fixed an issue where the recon grenade highlighted non-hostile crowd NPCs.Fixed an issue where after using the Take Control quick-hack on a device, the camera axis was inverted when zoomed in.

Quests

Player won’t be able to purchase again an apartment makeover they already own anymore.Added the showering interaction to the Nomad Camp.It won’t be possible to hack the Northside apartment before completing Act 1 anymore.Fixed an issue where Open World combat events and some scenes could remain disabled after visiting Afterlife until the player fast traveled within Watson.Automatic Love – Walking into a wall in the elevator in Megabuilding H8 will no longer cause instant death.Blistering Love – Fixed an issue where Johnny could despawn if player left the booth before interacting with the projector, blocking progress.Cyberpsycho Sighting: Demons of War – Fixed an issue where it wasn’t possible to progress past the “Search the area to collect information” objective.Epistrophy – Fixed an issue where the quest could reappear in the Journal instead of being marked as failed after player failed to retrieve any of the cabs.I Fought the Law – Fixed an issue where River could drive out of the market area erratically and push V out of world bounds.Life During Wartime – Fixed an issue where selecting a blue dialogue option twice upon arriving on the crash site blocked progression.Path of Glory – Optional objective “Get dressed” will no longer be incompletable if player collected the clothes before it appeared.The Information – Fixed an issue where the doors to Lizzie’s were closed during the hours they should be open, blocking progression.The Ride – Fixed an issue where Dex’s car was swerving left and right when driving away.With a Little Help from My Friends – Fixed an issue where holocalls and text messages could be blocked if player told Saul about Panam’s plan while the Nomads were driving away.

Open World

Fixed an issue where summoned vehicles could be spawned far away from the player.Suicidal Corpos in Corpo Plaza will no longer stand up after the fall.Fixed an issue where an Assault in Progress in Arroyo wasn’t visible on the map, hindering progress in The Jungle achievement.Gig: Goodbye, Night City – Fixed an issue where the quest didn’t trigger after approaching the area.Gig: No Fixers – Fixed an issue where the “Park Iris’ car in the garage” optional objective didn’t complete if player stopped in front of the garage.Gig: Playing for Keeps – Fixed an issue where all the enemies in the casino were set to Friendly.Murk Man Returns Again Once More Forever – Fixed an issue where the Rayfield Caliburn didn’t spawn.

User Interface

Added a quest tag to fixer rewards when they’re first found in the stash.Opening menus while reading a shard will no longer block the game.It won’t be possible to change the position of the marker when a time skip is in progress anymore.Fixed an issue where the loot UI could flicker and change before picking up the item.Fixed an issue where the English text “A Favor for a Friend” would be displayed regardless of the language version instead of the correct quest name for some tracked quests.

Visual

Fixed animations and missing or displaced objects in various scenes.Fixed some issues with animation occurring when performing an aerial takedown using the Hidden Dragon perk.Fixed an issue where sandstorms could appear in scenes they weren’t supposed to.Fixed an issue where foliage was not affected by different weather conditions.Polycarbonate Sport Sunglasses will no longer be visible when switching between Third Person Mode and First Person Mode while driving.

Console-specific

Memory improvements and crash fixes on next-gen consoles.Minor UI optimizations.[PlayStation 5] Importing a save while not connected to the PlayStation Network will no longer block the option to continue the game.[PlayStation 5] Fixed an issue where a corrupted save was created when player tried to import a PlayStation 4 save when no saves were exported.[PlayStation] Fixed an issue where the “Press [Options Button] To Continue” screen registered pressing the button with a delay.[PlayStation 5] Wet roads will now be as reflective as on the PC version.[PlayStation 5/Xbox Series X] Changing the preset in Video settings will no longer set all the Graphics options to ON automatically.[Xbox One/Xbox Series X] Disconnecting the controller and entering the pause menu at the same time will no longer result in player being stuck.

Stadia-specific

Enabled aggressive crowds on Stadia.Read MoreGameSpot – Game News