It’s time to drink deep from the well of ’90s adventure games, where 2D and early 3D art both benefited from the soft phosphor glow of our CRT screens. Where we really cared about hotkeys because the balls in our mice were caked with gunk. Where developers working in the shadow of LucasArts games like Grim Fandango were getting weird.
This is by no means an authoritative list of the most overlooked influential games from one of the wackiest periods in game experimentation, when FMV and 3D technology were respectively petering out and heating up. But they stood out then, and stand out even more today, in a new era of adventure games that seek to expand the historical limitations of the adventure genre.
1. The Best Within (1995)
Gabriel Knight: Sins of the Father is probably the best known of Jane Jensen’s beloved supernatural schattenjager (“shadow hunter”) adventure series. But its sequel, the gorgeous, ambitious The Beast Within—an FMV masterpiece that broke ground with its storytelling and incredibly detailed world—really set the bar for point-and-click adventures aimed squarely at adults.
It came out in 1995, the same year as Roberta Williams’ FMV horror game Phantasmagoria, which, while also for older audiences, felt more like a novelty or object of fascination than something that had layers to slowly, patiently ponder and unpeel. Phantasmagoria also offered a much more contained narrative and a smaller, more intimate scope, with a story about a married couple’s isolation and paranoia in an ominous new home. And for that, it was fine. A little camp, a little cliched, set against the sort of memorably weird environments that defined 3D graphics at the time: plenty of over-the-top marble textures and slightly off-kilter architecture.
In almost direct opposition to this purposefully claustrophobic intimacy, The Beast Within went big. It covered multiple cities and towns. It tugged at the threads of a fictional Wagner opera that had been lost and cursed to the ages: barely realistic enough to feel plausible until you delve deeper into the supernatural chaos that make up the schattenjager’s bread and butter. Using real life locations also helped. There are scenes set in Munich, tourist spots around Bavaria, and, most dramatically, Neuschwanstein Castle (one ambitious fan even posted an account of his trip to Germany where he visited the game locations).
It was the first time that I’d seen a game pull together such a compelling, haunting world drawn from reality; to be fair, when I played this with my dad, I was also a kid and the closest combination of reality and gaming I’d experienced was playing Carmen Sandiego and The Lost Secret of the Rainforest. The Beast Within had such a wonderfully indulgent tone: you can tell Jensen loved working on the character dynamics between Gabriel and Baron von Glower, as well as Grace and Gerde; every single character in the ensemble cast was played to perfection.
I will never stop talking about this game, because playing it was like having an incendiary lightbulb go off—no, explode from sheer brightness—in my head, all those years ago. While everyone else was coasting, Jane Jensen was in a league of her own, and if Microsoft gives her the chance to rekindle the Gabriel Knight fire (she’s open to it!), it’ll be the best decision of their lives.
2. The Longest Journey (1999)
From a storytelling perspective, 1999’s The Longest Journey treads familiar ground in everyday fantasy magical realism—the idea of otherworldly forces seeping into a “normal” world—but it’s just so damn well made. Teen art student April Ryan, a relatively new arrival in the bustling metropolis of Newport, finds herself plagued by wild dreams about a fantastical place where dragons and magic are real. The story hinges on the idea of dual worlds—Stark devoted to order and science, and Arcadia to magic and chance—and the threat of a forced reunification, with April as a rather stereotypical “chosen one” to realign the all-important Balance.
Even over 20 years on, the environmental art is gorgeous evidence that photorealism often isn’t the best route when you’re trying to build out the character of a game world. The relationship between Arcadia and Stark isn’t just cosmetic, and the writing plays on this estranged sibling-type dynamic relationship to create compelling layers of tension and longing. The voice acting is excellent as well, down to April’s corny, self-aware one-liners that exemplify the finest cheese that adventure writing has to offer without going overboard.
The supporting characters, too, are all well-played and mostly well-formed. The Rolling Man is a fun specimen: April meets him as an “expat” from Stark who’s been living in Arcadia for the past fifteen years, in a ramshackle house he built into the cliff by the sea. He’s built around the very familiar (at least to me, as my home country Singapore has a large expat population) stereotype of the real-world western expat, who enjoys the distinction of being a stranger in a strange land while keeping an arm’s length from the populace. Cortez, April’s mentor, is an Arcadian expat in Stark, and chooses to maintain the core of his Arcadian principles through the role of being a weird old hippie that everyone finds a little creepy. And her landlords—a down-to-earth lesbian couple who run a boarding house for students and low-income arrivals to the city—evoke the most ’90s vibes of all.
I can’t help but feel a sense of regret that I didn’t play The Longest Journey when it first came out, on a cozy CRT monitor where its thin, spidery cursive text font would have hit the mark (now it’s just borderline illegible). Its sense of scale is amazing. I never got frustrated having to schlep from one scene to the other because I wanted to absorb as much of the atmosphere as possible; I soaked up every last second of April’s small interactions with a weird old Arcadian sailor on the Marcurian pier. I pored through all the barely-intelligible fairytales and folklore and Arcadian history at the Enclave.
I even liked taking the Newport subway, for whatever reason—there’s nothing particularly special about it, but by the time I got my subway pass working, I was fully dialed into April’s journey and by god I was going to roleplay the living shit out of it.
This isn’t a story that reinvents the wheel: there are certainly some shit bits in there, like April’s edgelord housemate Zack, who doubtless only exists because ’90s storytelling felt compelled to remind us that date rapists are real. Even though writer Ragnar Tornquist was influenced by Joss Whedon, he actually made something that stands up better than anything Whedon did (whose success I feel was a testament to the talent and resilience of his crew). The Longest Journey had such a magnificent sense of immersion that still mostly holds up today, and was arguably one of the first “big” 3D games to take established fantasy and sci-fi tropes and make them feel engaging and new.
D2 (1999)
I’m always going to think of D not as shorthand for the most famous vampire in the world, but for “Dad.” I often think about D and D2 together (I haven’t played the middle child in the series, Enemy Zero) because I feel that what creator Kenji Eno did for the character of Laura was ahead of his time and a glorious finger in the face of an industry that largely banks on uniform continuity in franchises.
I’m not going to pretend that the first game, D, isn’t painful to sit through in the year 2022. It’s abysmally slow and the graphics look like crap on modern resolutions/screens, unless you can commit to putting yourself in the shoes of someone in 1995 who had never played an atmospheric horror game before. The awkward camera angles, the slow panning, the stiff, death-mask like faces were tethered to the technology available at the time. But where D really just let its freak flag fly was the way in which Eno forced his vision on the player—you only have two hours to play the game (there’s even a clock in your inventory to remind you of the time), and there is no save function. It was meant to be a meal eaten in one sitting, and you would have to eat all of it, or at least try to.
Eno wasn’t a perfect Michelin-starred chef, but his work was strange and engaging and just a little pretentious without being mind-numbingly overbearing, so much so that you’d definitely want to eat from him again.
With D2, released only on the Dreamcast, we meet Laura in a drastically different reincarnation but with the same “accessories;” namely the handheld compact that her mother left her, which gives you a limited number of in-game hints. The way that Eno envisioned his blonde, Lynchian protagonist as a “digital actress” was something that nobody else was doing in games, long before we got to the present and very exhausting era of digital humans. There’s a particularly cool blog entry on Laura as a fleeting fashion/cultural icon in Japan, modeling for Yojhi Yamamoto in an issue of HF magazine long before video game characters started showing up in Prada and Louis Vuitton shoots (high fashion brands are now, of course, all the rage in games like Fortnite and the metaverse-adjacent world).
Laura’s influence aside, D2 stood out as a freakish experiment all on its own, with Eno going full-bore weirdo with a survival/action situation in the Canadian wilderness, complete with body horror, genetic engineering, cults, and angels. There is, unsurprisingly, a full 15-minute ending cinematic (this is part one) that seems to be, on some level, a partial reach for the epoch-spanning texture of 2001: A Space Odyssey, with some odd on-screen AIDS statistics and causes of death around the world.
It’s a lot.
But it was also fucking great, because it was like nothing I’d seen before. The little musical choices, especially, were such a great flourish, and inappropriate audio cues like cheery automated flight attendant reminders to buckle your seatbelt while you’re having a full-blown gunfight in a wrecked airplane. Eno had all the room to do what he wanted, and as this blog points out, his vision for D2 seemed more fully-formed than his previous two outings and closer to what he might have achieved in future games if not for his death in 2013.
Open-chip surgery is a thing. And it involves ion beams. This came as news to me as I wandered through Intel’s lab in Haifa, Israel, and no sooner had I learned about its existence I came face to face with the impressive machine that performs the surgery. It’s surprisingly small, quiet even, and it has one of the coolest names imaginable: Focused Ion Beam, or FIB for short.
When it comes to fixing a faulty processor, there’s no easy way to do it. I should have known that performing bypass surgery on chips with transistors only nanometers across would require intense effort and precision. Yet it’s so easy to disregard what goes into making a chip when you’re regularly benchmarking heaps of them like I am.
But as I’m standing in the FIB lab, watching an engineer hone in on a microscopic area inside a chip and alter how it functions with extreme accuracy, the intense effort that goes into each stage of the chipmaking process hits me like a ton of bricks. The fact that any of these chips exist, and we get new ones every single year, is mind boggling.
The reason I’m here at Intel’s Israel Development Center (IDC) is to get a glimpse of what it takes to develop, manufacture, and validate a processor. Intel’s IDC is where a lot of the legwork takes place in the creation of its processor architectures, including many of those familiar to PC gamers over the years. Skylake, Kaby Lake, Coffee Lake, Ice Lake, Rocket Lake, Alder Lake, and now Raptor Lake chips—these all originate with IDC.
So you could say it’s a good place to learn about the intricacies of building a processor from scratch.
IDC
“You have a spare tyre in your car, I have a spare block in my CPU.”
Our tour begins at the end: the Post Silicon Validation Lab. This is where engineers team up with manufacturers, OEMs, and partners to ensure that Intel’s upcoming chips work well in their systems. While most PC builders will work to their own spec, most large-scale system builders are working to Intel’s.
To one side of me, Microsoft Surface laptops with the latest mobile chips. To the other, two Alienware desktops running Raptor Lake. These systems were in the lab in September, so at least a month in advance of the 13th Gen’s launch, if not long before our hoard of journalists were bused in.
At the end of the room sits a drawer of goodies, including two early Raptor Lake samples. Though what’s more out of the ordinary in this lab is the PCIe 5.0 test card. When Intel adopted Gen 5 for its 12th Gen CPUs for the first time, there were no add-in cards capable of utilising Gen 5 ports. Intel had to make one for itself. It seems so obvious in that testing environment that such a device would be required, but I hadn’t thought about how testing new features on your unannounced or high-performance products often means building cutting-edge testing vehicles, too. It’s not a sleek looking device, but it’s not particularly shoddy either, and I’m told it gets the job done.
This validation lab is also where we hear of Alder Lake’s first boot on Windows. The 12th Gen chips were the first to use Intel’s new hybrid architecture: a slightly less homogenous approach to computing utilising both Performance-cores (P-cores) and Efficient-cores (E-cores) on a single die. This disparate build requires a different approach to OS optimisation, and Intel’s engineers made no bones about the hours it took to boot an Alder Lake CPU into Windows for the first time.
The first time Intel booted the chip was from the very building I was standing in. But the 12th Gen chip wasn’t. The chip was located over 6,000 miles away in the US. A completely remote first boot.
We head out the lab the way we came in, back into a room lined with test benches for aisle after aisle. This is Intel’s stress and stability area: where CPUs are put through their paces to see if they’re ready to ship or if another stepping is required. Intel has some of the most modular and impressively compact test benches I’ve ever seen, and I’m only slightly (very) jealous of them. The PC Gamer test benches are a mess by comparison—functional (mostly) but messy. These are gorgeous, modular and compact by comparison.
Intel is running what must be hundreds of systems with bespoke hardware, automated programs, and cooling. The liquid cooling loops throughout Intel’s labs are actually plumbed into the wall, for goodness’ sake, which is the first time I’ve seen anything of the sort.
As we’re walking through the aisles of test benches, there are heaps of recognisable codenames stuck to each and every one: RPL (Raptor Lake) and ADL (Alder Lake) among them. There is more often than not a familiar benchmark running on a constant pre-programmed loop, too. 3DMark is being used to measure the might of these chips, and we’re told that engineering samples from different stages have variable standards set for stability in order to get the go-ahead to move to the next stage of the operation.
Then we’re onto power and thermal performance testing, though it’s not so much next in a chip’s life as it’s just where we’re ferried to next. I’m told there’s plenty of communication between teams and a constant back and forth on samples, so it’s less of the one-way street to validate a chip as you might imagine it to be.
This is where a lot of debugging for future chips happens in regards to applications that customers, like you and me, might actually use.
Gaming is the benchmark of choice for many of the chips being tested while we’re in the lab. Here Intel is pairing its CPUs, namely Raptor Lake at this time, with Nvidia and AMD graphics cards. It has a whole lot of them, and lots of consumer motherboards, lining the workbenches alongside accurate thermal and power monitoring tools. A handful of high-end cards were being tested in Shadow of the Tomb Raider while I was in the room, with intermittent monitors flickering to life with graphs showing voltage curves and temperatures.
The engineers here are also using standard CPU coolers, to better replicate how these chips will be actually setup out in the wider world.
All roads lead to the Class Test Lab. Every engineering sample spotted in a database or sold on eBay over the past few years once made its way through here. We’re told it’s the most engineering focused lab at Intel, but it’s said with a smirk. It has the desired effect of getting a rise out of our Intel tour guides from other departments, at least.
In this lab, which is lined with racks of test machines and containers with multiple generations of samples within, Intel is able to classify blocks independently of each other. “You have a spare tyre in your car, I have a spare block in my CPU,” an engineer tells us.
Each block in a CPU is a functional component. They range in size from the smallest of buses to a whole core component. Having the ability to classify these on a block by block level offers flexibility in both construction and troubleshooting, so it’s an important step in speeding up the design and validation process.
Electrical validation offers another way to check a processor for errors. This is primarily a job for robots, which work through trays of chips, installing them into a motherboard one by one, and run various scenarios and configurations to check for errors. We’re stood by some of Intel’s older testing tools, which require some human calibration to prevent a robot arm jabbing its suckered finger into the socket. Though close by is a brand new machine. This fancy number, we’re told, removes the need for even more human configuration, allowing for swifter, more comprehensive data gathering.
As you might already be noticing, there are many steps to validating a processor before its final design or release. But what happens when one of these steps finds something isn’t working as intended? That depends on the error, of course, but when an error is found the chip heads to a department called Component Debug.
“If it’s broken, we’ll find it,” an engineer called Arik tells us.
In debug they uncover the root cause of an issue. Say a chip isn’t hitting the speed expected of it, to give one example of myriad things that could go wrong with billions of transistors in play, someone has to figure out why. Arik explains to us that in this example they’d be looking for a path that’s limiting frequency or causing instability.
To do that, they can scan the CPU with a laser to find areas where something isn’t looking right. The image they get back from the scan sort of looks like red noise to me, but I’m no electrical engineer. It’s absolutely some sort of electrical divination, but from these splodges of red and black Arik and his team can spot where something doesn’t look right. From there they can attempt to devise a permanent fix.
Then it goes to the FIB lab. I began this feature talking about the Focused Ion Beam machine and it’s because it blows my mind. The FIB tool sits in the centre of the room. It’s smaller than I imagined. This is used to mill a CPU and fire ions on it until it works. Sounds so simple, right?
To fix a CPU, first it has to be milled, creating a tiny upside down pyramid shape in the silicon. This area is tough to see with the naked eye but these systems have an electron microscope at hand to help with that. With a microscopic worksite created, an ion beam is blasted into it to either deposit materials in order to etch a new pathway into the silicon—a tiny bridge, or connection that wasn’t there before—or destroy one. It’s marvellous.
The issues and their potential fixes from debug end up in a bucket of work for a FIB team to look at, patch up, and send back for retesting. The key thing here is that the blueprints for a processor, known as masks, aren’t necessarily being changed before a fix is found and tested to ensure it works. This way, when the debug team find a fault and suggest a fix, the FIB lab can etch the fix into a chip at a nanometre level and then fire it back for retesting, If the issue is resolved, great, that’s a change for the next stepping of an engineering sample, along with many other fixes.
The one thing you have to be extremely careful about in the FIB lab is vibration, however. One small movement could send an ion beam on a destructive path across perfectly fine silicon. Even though the FIB machine is on a vibration-proof section of the floor from where I’m standing, I’m constantly checking my feet don’t tread over the edge as I watch someone carry out silicon surgery less than a metre away.
We leave the FIB lab and head back to wrap up the day. At Intel’s IDC Haifa lab we’ve met the people behind validation, design and development for Intel’s processors, but to get an idea of manufacturing we need to head down the road, to Fab 28.
Fab 28
“Every die wants to live.”
An hour away from Tel Aviv, a few hours from Haifa, just outside a city called Kiryat Gat, is one of Intel’s major manufacturing hubs: Fab 28. This is one of few places worldwide with bleeding-edge fabrication capability. It’s where I’m given a rare opportunity to not only tour the fab facility, but walk inside the beating heart of a chip fabrication plant, known as the cleanroom.
If you have a 12th Gen or 13th Gen processor in your gaming PC, it may well have come from here. Intel likes to split production of any one chip across multiple locations—eggs in baskets and all that—but a great deal of its top gaming processors come from right here.
I dare not think of the risk assessment Intel had to carry out to let gaggles of journalists enter its hallowed halls, but, somehow, we were allowed to enter. Above the door, a motto created by the Intel engineering team: “Every die wants to live.”
But before I can step foot in the cleanroom itself, I must take the necessary precautions. Intel is serious about no contaminants getting inside the cleanroom, following a few too many issues with dust, crumbs, and pizzas making their way into the fab floor back in the early days. Nowadays Intel has rigorous rules for attire on entry. Hence the bunny suit I’m instructed to don in the gown room before I’m allowed to enter.
The bunny suit has undoubtedly become one of the more famous symbols of Intel throughout its history—just behind the Intel bong. That’s bong as in the five-note song played at the end of every Intel advert for years, not the other thing. I don’t even know what that is.
Once upon a time these famous protective suits included ventilators that engineers would have to wear for the duration of their 12-hour shifts. Nowadays, the tools each come with their own controlled environment, so they’re no longer required. Instead, engineers have to wear only a fabric face mask, hood, hair net, gloves, more gloves, overalls, and tall boots. All of which is washed, stored, reused, or recycled in the gown room in a cordoned off area at the entrance of the cleanroom.
Though the 12-hour shifts remain. In fact, many of those that work in the roles responsible for the day-to-day operations of the fab will work relatively long shifts, including those lining the desks in the control room.
The other thing I’m handed for my cleanroom visit is a specially-made cleanroom safe notepad and pen. You wouldn’t think much of them to look at—they’re fairly standard looking jotting utensils—but it’s a good example of the standards that must be kept to ensure a smooth operation.
From the preparation area it’s a short walk to the cleanroom doors. The first thing I notice as I approach are the lights bathing everything in a yellow glow after them. That’s not just for show. Intel uses yellow lights to protect the wafers from harmful rays causing unwanted exposure on the nascent CPUs. This is a factory built to etch wafers with lithography, after all, and that means light is the primary tool with which to go about that.
My first thought upon entering the fab is how gargantuan it is. It goes on seemingly forever in one direction, and we’re a football field or two away from the end in the other. Fab 28 is connected up to Fab 18, and to Intel’s engineers “it’s all one big fab.” Someday soon it’ll also be connected to Intel’s Fab 38, which is currently in construction next door.
Fab 38’s floor plan makes Fab 28 look almost small by comparison, but it’s largely just steel girders and colossal cranes right now.
My second thought upon entering the fab is slight concern at the wafer bots screeching along above my head. These are known adorably as FOUPs (Front Opening Unified Pods), and you can’t see it from the cleanroom floor, but above our heads there’s an automated superhighway for FOUPs that can travel at even faster speeds to reach the far ends of the fab. These bots are how all wafers go from point A to point B inside the fab, then onto point C, D, E, F, and so on—there are many stages to the chip making process, and I don’t pretend to know them all.
As a stack of wafers is finished in one machine, a FOUP zooms over, two lines descend from under it, the wafers are secured, and it reels them up into its cold, robotic embrace. Then it figures out the best route to take to the next station and zips off thataway. Potentially slowing or stopping on occasion along the way to allow another bot to give way to traffic on a busy intersection.
This system, like most in the fab, is entirely automated, and is a part of Intel’s Automated Material Handling System.
There are also plenty of engineers at work to ensure the fab is functioning properly and efficiently, some of which work in the cleanroom and others that monitor progress from the ROC, or Remote Operation Control—a 24/7 control tower where every two hours the entire staff gets up for some routine stretching to, if my memory serves me, Israeli psychedelic trance duo Infected Mushroom. They say it’s really important to them that everyone has a break—they work long 12-hour shifts—but we didn’t chance upon this ritual. With a smile, they admit they’ve been doing it for every group, which works out to roughly six two-hourly stretches in an hour or so.
Next door to ROC—close enough you can hear their psy-trance through the door—is DOR, or Defect Operational Review. This team is the first defence against dodgy wafers, scouring data and harnessing statistics to uncover the cause of defects out of the fab floor. Any issue, however big or small, could come from a number of sources: a specific tool, a process, a material. It’s a key job and the relatively small team here take care of all of it.
But I’m wrapped up in my overalls for a reason and over in the cleanroom a few friendly engineers took the time out to talk us through the tools and processes they’re working on each day. I would think it’s a strange place to spend a lot of time, mainly for the yellow lights and bunny suit. But also because you can recognise your coworkers while you’re there by only their badge and eye colour.
An Intel engineer explains a few of the key tools surrounding me as we walk further into the fab. It’s all frightfully expensive equipment—from the likes of Cymer, Tokyo Electron Limited (TEL), and ASML—but it’s the lithographic tools that I’m told are the priciest. At one point we stand next to an ASML Twinscan immersion system, which will cost $100 to $200 million, and we’re facing another pricey tool, a TEL Lithius Pro V.
Bear in mind, some of these tools can handle over 200 wafers in an hour, and they’re absolutely massive, and there’s a seemingly endless amount of them.
If you can believe it, these DUV tools are on their way out, and the next-generation will require even more space and cost that much more money. Hence why Fab 38 is springing up next door. The next few nodes from Intel will require masses of EUV machines, for Extreme Ultraviolet, and will allow for the progress to smaller and more efficient process nodes.
Fab 28 stats
Location: Kiryat Gat, Israel Opened: 2008 Wafer size: 300mm Primary node: Intel 7 Gaming processors made here: 12th and 13th Gen Core processors
Yet one tool used inside the cleanroom might be more familiar to us PC gamers, and that’s the Microsoft HoloLens set up nearby. Unlike your VR headset gathering dust in the corner, the Intel team actually uses this kit for training new staff. A routine job is pre-programmed in by a more experienced member of the team and the new staff member has prompts, images, and explanations so they may better learn the process on the job.
AR training is a relatively new addition to the cleanroom. Intel introduced it just a few months before the outbreak of the Covid-19 pandemic in 2020, which by most people’s opinion is pretty good timing.
And with that our time in the fab comes to a close. A short trip through a very long building, but you could spend all day in there just rooting around the maze of tools.
Yet the cleanroom is just one slice of the fab. There’s also the roof space, where the cleanroom’s controlled environment is maintained; the sub-fab, which houses the important facilities for power management, chemicals, etc.; and then the dirty utilities floor below that, which as you might imagine houses all the less sanitary power and waste facilities. Four floors total.
As we walk out from the yellow light and back to the gown room to get back into our civvies, we take a snap. I’m at the back, on the right of the photograph, feeling pretty content. Life goal achieved.
Fab 38
Fab 38—10 bigger than Fab 28
Fab 28 is big. Fab 38 is massive. When Fab 38 is completed, it will house tools capable of delivering EUV-based process nodes, which won’t come a moment too soon for the next generation of processors.
EUV technology offers to dramatically reduce the complexity of making a modern processor and continue the descent into smaller and more efficient nodes. Up until now, engineers have been working tirelessly to find new ways to stuff more transistors into a given area of silicon with existing 193nm technologies. That means tricking a 193nm lithographic source into producing a much denser and efficient product. They’ve generally been quite successful at it, too, using multi-patterning and masks to get the desired results. But it involves more steps, more ways for things to go wrong, and generally will continue to get more expensive as time goes on.
That wouldn’t be very ‘Moore’s Law is alive and well’, would it? So Intel, and its like-minded competition, has other plans: EUV.
EUV uses extreme ultraviolet wavelengths that are roughly equivalent to a 13.5nm source, cutting out a heap of extra steps and improving yields. Basically, saving a whole lot of time and money. It was, once upon a time, considered too difficult to ever really work in practice. However, that’s a challenge most boffins couldn’t resist, and lo and behold we’re now on the precipice of EUV process nodes from all the major chipmakers, including Intel, TSMC, and Samsung. The impossible is becoming reality.
The shift to EUV is still a massive undertaking, however. Not the least bit because these machines are somehow even more pricey than the ones they replace. The other challenge is where do you put these machines: they’re bigger than ever, partially due to requiring even more controlled environments to function, and they won’t easily fit where older machines exist today.
The answer: you have to build a big new fab to house them. And that’s exactly what Intel’s doing with Fab 38, and its other new fab developments in Germany and the US.
But Fab 38 is nowhere near ready to build chips yet. What I’m staring at from across the top of a multi-story car park is primarily the foundations of a very expensive building, wrought from thick girders of metal and up to 42 metres into the Earth.
Every square metre matters in a fab. Intel avoids having pillars in the fab for this reason, and instead uses a metal frame circumventing the outer walls of the building. It’s not a cheap design decision, nor is it an easy one to carry out. In fact, Intel has hired the world’s second largest crane to lift the constituent parts of this metal frame into place.
I’m told Intel had wanted the world’s biggest crane, but that it was busy building a nuclear power plant in the UK. So it had to settle for the second-largest. Our guide tells us that even this crane costs hundreds of thousands of dollars to operate each day.
The other key ingredient for the fab is concrete. The construction requires so much that Intel has three concrete factories set up dedicated to getting it to the site. To get the concrete from these sites to the fab construction, a large fleet of trucks is required. That causes another issue: congestion. Israel’s main highways and roads seem in good enough condition, and on our travels it looks like they’re building a lot more of them, but we did get stuck in traffic a handful of times. To try and avoid causing that logistical nightmare, and to not make matters worse for those nearby, Intel’s concrete trucks only travel at night.
The exact date when the fab will be finished isn’t set, but it’ll be ready sometime in the middle of the decade. Likely it’ll miss out on the first wave of EUV processes out of Intel, with Intel 4. It takes so long to build new capacity, Intel is essentially betting on demand many years in advance of when it’ll come. It’s a forecasting nightmare: we’re just off the back of unprecedented demand for silicon and now we’re in a period of a relatively slow market for processors.
But if another such wave of demand for chips comes again in the future, Intel says it will be prepared. Fab 38 has more room to grow if needed, it’s just a matter of when it can hire an extremely large crane.
The novelty of Google’s doodles doesn’t really wear off does it? The doodles have always been a pretty great way to signify dates of historical importance, but when it comes to holidays and festivities Google ups the effort and sometimes brings us a little game to play instead.
This year Google has brought back a game from a previous Halloween: Great Ghoul Duel. This 4v4 arena duel is part Snake and part Slither.io. It’s all about collecting Spirit Flames across the map and then bringing them back to your base. The team with the most flames by the end of the time wins, simple eh?
There is one wrinkle, though: if your chain of Spirit Flames is interrupted by the enemy team, they can steal the flames and you’ll be stunned for a second, mourning the loss of your hard earned orbs. It’s pretty easy to get a hang of and there are even some achievements you can earn if you’re really into the game. It’s a nice little Halloween treat, and I always appreciate it when there are thematically spooky games without too many scares involved.
When Doodles arrive, Google puts together a little page of information on the project and even sometimes notes about how it was created. The Great Ghoul Duel’s page has some credits, early sketches of the game’s new characters, and even the names of the ghosts you play when you embark on your battles. My favourite is the little ghost cat with a fish in its mouth. Their name is Olive and I’d do anything for them.
And if you’re not into the new game and miss 2016’s Magic Cat Academy, don’t worry, you can still play it in the Doodles archive for your fill of spooky browser game content.
Overwatch League drops are a big part of the arena shooter’s competitive tournament, letting viewers earn special Home & Away skins for every hero by watching official matches, as well as player-designed namecards, and some cosmetic sprays. While the Overwatch 2 Twitch Drops seemed a little stingy, there are a lot more free skins on offer this time around.
I say “free”, but you’re actually going to be paying for them with your time rather than with money, though you can always have the stream open in another tab while you’re doing something else. You also don’t have to watch consistently to earn the rewards, so you can view a little at a time to reach the necessary amount.
In this guide, I’ll explain how to set up Overwatch League drops so you can watch on YouTube, and what rewards you can earn based on how long you spend watching. It’s worth noting that even if you missed previous matches, there will be replays the following day.
How to set up Overwatch League drops
If you want to earn tokens and cosmetics by watching league matches, you’ll need to link your Battle.net account with your YouTube account. However, this isn’t done through the connections page in your Battle.net account. Here’s how to link them:
Log into your YouTube account
Click the avatar in the top right and head to settings
Click ‘Connected Apps’ on the left side
Click ‘Connect’ next to Battle.net
Once you’re all hooked up, you can watch matches on the official Overwatch League YouTube channel. Alternatively, you can also log into your Blizzard account on the Overwatch League website to watch matches there and earn rewards.
The remaining playoffs and the Grand Finals all take place between October 30 – November 4. Here’s the schedule for when they take place.
Overwatch League skins: How to get them
You can earn Overwatch League Home & Away skins for every hero by watching official matches, with three skins rewarded for every three hours you watch along with some additional cosmetics. You’ll also receive five League Tokens per hour, which can be redeemed for further skins in the store if you get enough of them.
Here’s the breakdown of the rewards you get for each viewing bracket:
Time watched
Skins
Extra rewards
3 hours
Bastion, Tracer, Genji
Grand Finals 1 spray
6 hours
Mei, Hanzo, Mercy
Zhulong player icon
9 hours
Brigitte, Ana, Zenyatta
Luchador player icon
12 hours
D.Va, Ashe, Wrecking Ball
Royal Knight player icon
15 hours
Pharah, Echo, Cassidy
Happi player icon
18 hours
Baptiste, Sigma, Roadhog
Clockwork player icon
21 hours
Reinhardt, Soldier: 76, Orisa, Sombra
OWL Turns 5 player icon
24 hours
Torbjorn, Doomfist, Symmetra
Lucio Dance Party emote
27 hours
Lucio, Reaper, Junkrat, Moira
–
30 hours
Widowmaker, Winston, Zarya
100 League Tokens
There are also specific rewards for the Grand Finals if you just want skins for the new characters, Junker Queen, Kiriko, and Sojourn. You can get these by watching two hours of the Grand Finals. All rewards will need to be redeemed before 31 December, 2022.
https://gamingarmyunited.com/wp-content/uploads/2022/10/7eMhzJ5yzUMZKNcEn9iYDA.jpg10801920Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-10-31 14:17:012022-10-31 14:35:41Overwatch League drops and how to get free skins
We evidently weren’t the only ones confused about the planned launch of two different cards, with wholly different GPUs, and completely different specs, but sharing the same name.
“The RTX 4080 12GB is a fantastic graphics card, but it’s not named right. Having two GPUs with the 4080 designation is confusing,” Nvidia says in a surprisingly concise blog post.
“So, we’re pressing the ‘unlaunch’ button on the 4080 12GB. The RTX 4080 16GB is amazing and on track to delight gamers everywhere on November 16th.”
The GeForce RTX 4090 was the first card from the RTX 40-series out of the door on October 12, and now we know it will be followed on November 16 with a single RTX 4080. You’ll find the full specs and details of all this GPUs below.
Release Date
The GeForce RTX 4080 is launching on November 16 this year, in one 16GB SKU.
You can sign up to be notified when the cards are available over on Nvidia’s site. Resellers are expected to offer a similar service—not quite pre-orders, allowing buyers to sign up for notifications as to when the cards arrive.
There’s nothing official from Nvidia on when the review embargo lifts for these cards, which isn’t too surprising given the lack of a release date, but given the RTX 4090’s launch it is likely that would be around November 15.
Price
When it comes to the thorny subject of price, the RTX 4080 makes for difficult reading. While the top-end, the GeForce RTX 4090, can naturally enjoy an elevated price point due to its flagship positioning, that’s not usually true when it comes to the 80-level cards.
The GeForce RTX 4080 (16GB) has a starting price of $1,199. For comparison, the GeForce RTX 3080 (10GB) launched at $699, making this $500 more expensive offering. Like the RTX 4090, this will be available as a Founders Edition card.
The GeForce RTX 4080 (12GB) had a starting price of $899. But with that card nixed we don’t know what that will mean for the pricing of any potential RTX 4070 or RTX 4070 Ti with a similar AD104 GPU. There does seem to be a big price void to fill below the two $1,200+ Ada graphics cards.
Performance
Nvidia has released some internal RTX 4080 benchmark figures to show off its latest architecture, and it certainly makes for some interesting reading. While all of the new Ada Lovelace GPUs enjoy significant increases in what Nvidia calls “Next Generation” games, things aren’t looking so rosy when it comes to today’s games.
The likes of Resident Evil Village, Assassin’s Creed Valhalla, and The Division 2 all appear to show performance drops for the RTX 4080 (12GB) edition and only small increases for the RTX 4080 (16GB) compared to the RTX 3090 Ti. That probably goes some way to explaining why the 12GB card was canned…
This isn’t the absolute home run you might expect for the money, though things are a bit healthier when it comes to Microsoft Flight Simulator and Warhammer 40,000: Darktide, which enjoy an almost doubling of the frame rate. It’s going to be interesting to see how these cards perform in a range of titles when we do get them on the test benches—because while the RTX 4090 clearly has some serious performance chops, it isn’t as clear cut lower down the stack.
Specs
The RTX 4080 uses Nvidia’s Ada Lovelace architecture, boast support for the new 3rd generation Ray tracing cores, 4th generation Tensor cores, and DLSS 3. Nvidia has stuck with the PCIe 4.0 interface for this generation and the cards support Resizable BAR, Microsoft DirectX 12 Ultimate, and Vulkan RT API.
Nvidia will be producing Founder Editions of the GeForce RTX 4080 (16GB) cards, but there will also be a host of AIB-produced versions of the second-tier Ada GPU launching at the same time. Likely with pricing that gets mighty close to the $1,600 reference price of the RTX 4090…
The RTX 4080 is using a completely different GPU to the RTX 4090, and not a cut-down version of the top Ada chip. The AD103 GPU in this 16GB card houses 9,728 CUDA cores, which is considerably less than the AD102 GPU in the RTX 4090 which sports 16,432 CUDA cores.
It’s also running its 16GB of GDDR6X memory on just a 256-bit memory bus, as opposed to the 384-bit bus used by the RTX 3080 of old. How much of a difference that will make will only appear once we get the cards in hands ourselves.
We’ve included the RTX 4080 12GB specs below, just to show what Nvidia was aiming to produce at this $899 level.
Alongside new playable legend Catalyst, Apex Legends Season 15 adds a fifth battle royale map to the game called Broken Moon. Broken Moon explores both the bright and dark sides of the moon, contrasting heaven and hell. Located upon Cleo, the partially destroyed moon hanging over Boreas, Broken Moon will feature African culture and imagery, reflecting what we’ve seen of Catalyst and Seer‘s homeworld.
We first saw Boreas and Cleo just prior to Season 10 and the introduction of Seer. Unlike most of the other locations seen across the Titanfall games and Apex Legends, Seer’s home seemed to feature a primarily dark-skinned population and African-inspired culture. Finally returning to the planet (or, rather, the planet’s moon) in Season 15 presented a chance to talk shop with the narrative and art teams behind Apex Legends to figure out how this corner of the in-game universe came to be.
“There are several tribes and countries represented throughout Boreas,” Apex Legends world director Ed Agostini told me. “Most of our inspiration comes from Nigeria. You can see these [on Broken Moon] represented in areas like the government-provided homes for the workers on the moon–the Promenade and the Eternal Gardens [point-of-interests]. The use of diamond-shaped patterns found on rugs and pillows, wildlife sculptures, and painted masks can be seen on shelves and walls. In the Promenade, you can find several shops that have Igbo-specific names that [former Apex Legends writer] Ify Nwadiwe helped us with. Even the name of the Kobindi Group, which represents the private industry on the moon, is Igbo-inspired.”
Boreas and Cleo are also the places within Apex Legends where we’ve seen mysticism and spirituality become more prominent, making them further stand out compared to the more grounded high-tech science seen elsewhere. For example, many on Boreas believe Seer is the one prophesied to bring ruin to the world. The planet has a long-standing myth about a calamity occurring simultaneously alongside the birth of a child with cursed eyes, who would be born from a woman bearing the mark of the moth–the prophecy suspiciously mirrors the nature of Seer’s birth, enough to leave him ostracized by his planet (save for his parents) his entire life.
We can see this mysticism and spiritualism further reflected in Catalyst’s backstory as well, as the legend and her friends were a part of a Wiccan-like sisterhood as teenagers. Intriguingly, their sisterhood is primarily informed by Boreas’ Afrofuturistic culture, as seen in the Stories from the Outlands: Last Hope trailer. “There’s definitely that Afrofuturism sense of Boreas, which we want to maintain as we talk about Catalyst,” Apex Legends lead writer Ashley Reed said. “We wanted to make that really visible in the trailer; like her friends’ hideout, we have aspects of that Afrofuturism as well. And within the map itself, the actual Broken Moon map, it’s in there as well.”
I’ve always wanted Apex Legends to dip its toes into more fantastical spiritualism and mysticism, but that doesn’t seem to be happening anytime soon. Despite the mystical nature surrounding Seer and Catalyst–and Broken Moon itself, given the general mysticism associated with lunar imagery and symbolism–Respawn has reaffirmed that Apex Legends is a science fiction universe. All the magical-looking happenstances and suspiciously accurate prophecies can be chalked up to high-tech science and freaky coincidence.
“While the prophecy [of Seer’s birth] and Catalyst’s own beliefs are tied to mysticism and spirituality, the basic makeup of Cleo is very grounded in science and infrastructure,” Agostini said. “That being said, we do have the Eternal Gardens which represent the more spiritual side of Boreas. This ceremonial park is meant to evoke tranquility and a place to meditate for those that want to reflect on the tragedy that occurred 26 years ago. We also included African proverbs on our signposts that carry some of that same gravitas that reflects what we’ve seen and heard from both Seer and Catalyst’s lore trailers.”
Still, even if magic doesn’t canonically exist in Apex Legends (for now, anyway), it’s been a pleasant surprise to see Boreas’ Afrofuturism once again show up and, more importantly, get put into the game. Up to this point, African culture has only been seen in-game in Encore, one of Apex Legends’ seven Arenas maps, and a few character skins. Beyond those few examples, Apex Legends’ Afrofuturism really only exists outside of the game in trailers and tweets, not often recognized or highlighted. Afrofuturism is a side of science fiction that doesn’t get enough love in popular media, so it’s wonderful to see Respawn willingly choose to come back to it. It’s rare to see African culture highlighted in a game as popular as Apex Legends.
“We wanted to reflect the diversity of the continent [of Africa] as we imagined that the various cities of Boreas represented various African countries and their cultures,” Agostini said. “Our signposts [on Broken Moon] have proverbs that were sourced from various African regions. In Eternal Gardens the stained glass evokes the colors of the flags of countries like South Africa and Ghana while featuring pyramid-shaped gateways and light fixtures–previously seen in our Encore Arena [map] and a way to do a callback and tie the two locations together. Ultimately, as you explore the homes, you will find photos that represent a melting pot of races and cultures and hopefully a sense of harmony and camaraderie between all of these people that are trying to save their homeworld.”
We’ll be able to fully explore Broken Moon at the start of Apex Legends Season 15, which kicks off November 1.
https://gamingarmyunited.com/wp-content/uploads/2022/10/4054451-s15_catalyst-Kl2lfK.jpeg270480https://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.png2022-10-29 18:25:312022-10-29 18:25:31Apex Legends’ Broken Moon Map Builds On The Afrofuturism Of Catalyst And Seer’s Home
In today’s review, we are taking a look at the ValuePro VP1600ELCD, a popular low-cost UPS from CyberPower, the renowned US-based power systems manufacturer. As the name suggests, it is a product developed with value in mind, in an effort to entice home users and small business owners. Truly, features such as built-in AVR and completely silent operation are very enticing at this price range from a renowned brand name. As with all things that are too good to be true though, there are tradeoffs.
https://gamingarmyunited.com/wp-content/uploads/2022/10/GAU_Socialpaper.png338600https://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.png2022-10-29 18:25:292022-10-29 18:25:29The CyberPower ValuePro VP1600ELCD 1600 VA UPS Review: A Solid Budget Power Backup
There are two kinds of Marauders Contracts: Core Contracts and Daily Contracts. Core Contracts are a long length of quests for the Pirate Faction. Daily Contracts are random Contracts supporting either the United Allies, Kingdom Alliance, or Central Empire.
Contracts will have different goals such as collecting items, destroying specific objects, visiting certain areas in a Raid Location, or even killing other players. Once completed, you can collect the reward for a Contract on the Contracts page.
Marauders Core Contracts List
These Marauders Contracts are for the “Pirate” faction and essentially represent a long, sequential quest chain that will get you some early-game gear at first. Later on, these Core Contracts will unlock some of the most powerful Weapons and Ships in the game.
Basic Resupply
Faction – Pirates
Requirements – Deliver 3 Junk Scrap
XP Reward – N/A
Faction Standing Reward – 10
$ Reward – $2,100
Other Rewards – 1 MP40, 10mm Ammo
Simply Scrap items that will give you Junk Scrap and deliver 3 on the Contracts screen. The easiest solution is to go into a Raid, grab the default items from your Rustbucket, immediately return home, and Scrap them.
Repo Man
Faction – Pirates
Requirements – Examine the Half Track Bike at the Iridium Asteroid Mine
XP Reward – 150
Faction Standing Reward – 35
$ Reward – $2,350
Other Rewards – 1 Commando Backpack
This Marauders Contract will require exploring the Iridium Asteroid Mine and finding the Half Track Bike in question.
The Repo Man Contract is a little misleading; you may jump to the conclusion that you need to examine three separate Half Track Bikes. Thankfully, to complete the Repo Man Contract, simply find a single Asteroid Half Track Bike in the Iridium Asteroid Mine and interact with it when the prompt appears on screen for three seconds to complete the Contract.
The Half Track Bike is located in the Export area of the Iridium Asteroid Mine, near the Security Office. Hidden down a narrow hallway, the Half Track Bike can be found at the following coordinates:
X = 62, 283
Y = -4,086
Z = 74
The area surrounding the Half Track Bike will be populated with various machinery, containers, and even grey half track jeeps. Keep your eyes peeled for these to help you find the objective, while also remaining vigilant of nearby foes. Once you’ve found the Half Track Bike, walk up to it and hold the interact key for three seconds to complete the Repo Man Contract objective.
The best way to complete the Repo Man Contract is to enter the Iridium Asteroid Mine via the Export/Security area. Taking the ‘front’ of the Mine as the side with a protruding metal structure around it, enter the ‘left’ hangar from space and head forward to find the location given above. Entering via this area will start you closest to the Half Track Bike location.
Make Your Mark…
Faction – Pirates
Requirements – Get 5 Kills with Any Weapon
XP Reward – 90
Faction Standing Reward – 50
$ Reward – $2,800
Other Rewards – 1 Mat-49, 2x .32 ACP Ammo
To complete Make Your Mark… all you need to do is get five kills, whether that be other Marauders or NPC enemies.
It’s worth noting that progress for this Contract does not seem to be tracking accurately, meaning you may end up needing more than five kills to complete this objective.
Stand Out
Faction – Pirates
Requirements – Kill 3 Marauders
XP Reward – 100
Faction Standing Reward – 75
$ Reward – $3,000
Other Rewards – 2x Ammo Box
To complete Stand Out all you need to do is kill three Marauders (these are other players, not the NPCs).
Finding other players, let alone killing them, is not always an easy task. The best way to complete Stand Out is to head into a Raid with a strong kit, including a primary weapon, armour, and medical supplies, and to stalk the Airlocks for other players just entering the location. Conversely, if you hear a nearby firefight then check it out as other players will be roaming the area.
Use all the knowledge you’ve learned from our Marauders Guide Hub and put it to good use to complete Stand Out.
Advanced Resupply
Faction – Pirates
Requirements – Deliver 8 Metal Sheets
XP Reward – 110
Faction Standing Reward – 90
$ Reward – $3,500
Other Rewards – 1 Small Shield, Unlocks Small Shield Crafting Recipe
To complete the Advanced Resupply Contract, all you must do is collect and deliver eight Metal Sheets. Importantly, all eight Metal Sheets must be in your inventory upon turning in the Contract, though they do not all need to be collected in a single run.
The best way to complete Advanced Resupply is to enter a Raid and loot various containers until you get lucky and find a Metal Sheet or two. Dying in a Raid will cause you to lose your items, including any Metal Sheets you have on your person. Make sure to leave the Raid alive so that you can store however many Metal Sheets you found in your Stash until you have acquired all eight Metal Sheets.
Pirate Rank
Faction – Pirates
Requirements – Examine the Merchant Frigate Engine for 25 seconds
XP Reward – 140
Faction Standing Reward – 100
$ Reward – $3,250
Other Rewards – Unlocks Cosmetic: Outlaw Chest
The Pirate Rank Contract is a return to the more complex and involved objectives like the earlier Repo Man Contract.
Pirate Rank tasks you with examining the Merchant Frigate Engine for 25 seconds. This can be a surprisingly challenging objective as the Merchant Frigate is home to many, many guards, and is a popular location for other players given the high chances of stronger loot.
To complete Pirate Rank, you first need to board the Merchant Frigate. The Merchant Frigate is a random location that can spawn in space during Raids, identifiable by its unique design and bright red lights. To board the Merchant Frigate, use the Escape/Breaching Pods on the lower deck of your ship and fly towards the Merchant Frigate.
If you’re lucky, you’ll spawn in the Engine Room of the Frigate and the objective will be directly ahead. Otherwise, you need to locate the Engine Room. For reference, if you don’t spawn in the Engine Room, then it will be on the opposite end of the ship to your location. Listen out for the loud humming of the engine.
Once you’re in the Engine Room, walk up to the large red engine and interact with it when the prompt appears to examine the Merchant Frigate Engine. You’ll need to hold the interact key (F) for 25 seconds so be cautious of other players out for blood. After you’ve interacted with the engine, you’ll hear a ding and the Pirate Rank Contract will be complete, whether you escape alive or not. Although, there are handy escape pods in the Engine Room to leave the Raid.
Guild Membership
Faction – Pirates
Requirements – Deliver a Silver Coin
XP Reward – 120
Faction Standing Reward – 115
$ Reward – $4,200
Other Rewards – 1 Plate Rig, 1 M1 Helmet
Guild Membership is another relatively straightforward Contract, tasking you with finding a Silver Coin. However, while you are not tasked with finding a specific (often dangerous) area, there is a large amount of luck involved.
Silver Coins are rare and valuable items in Marauders that can be sold for money. Chances are, you’ve found one already but sold it without realising a later Contract would require one. Don’t fret, I’m in the same boat.
Silver Coins can be found almost anywhere in containers and on corpses. Search as many boxes, chests, and bodies as you can and hopefully, you’ll find one sooner rather than later. Areas behind locked doors or inside Marauders‘ many Vaults seem to have a higher chance of dropping these valuable Silver Coins. You will, however, require a lockpick or blowtorch respectively to enter these areas. Happy hunting!
Scouting Party
Faction – Pirates
Requirements – Hold the Furnace for 90 seconds (found in the Iridium Asteroid Mine)
XP Reward – 120
Faction Standing Reward – 110
$ Reward – $5,000
Other Rewards – Unlocks Cosmetic: Outlaw Head
Scouting Party tasks you with standing in the Furnace Room of the Iridium Asteroid Mine for an anxiety-inducing 90 seconds. There are many points of entry to this location so stay on your guard at all times; you never know when or where someone might appear.
The Furnace can be found at these rough coordinates:
X = 64,000
Y = -2,000
Z = -29
More Core Contracts to be added as we progress in the game.
Marauders Daily Contracts List
A total of 6 Daily Contracts are made available each day, and you can have 3 of these Marauders Contracts active at any one time. You cannot cancel a Contract once you’ve accepted it. Any remaining Contracts will disappear at the reset time and you’ll have to select new Contracts.
Air Production
Faction – United Allies
Requirements – Activate the Air Processor at the Iridium Asteroid Mine
XP Reward – 250
Faction Standing Reward – 50
$ Reward – $9,000
Other Rewards – .45 ACP
Once you get to the Iridium Asteroid Mine, head inside and search for the Air Processor area. To find the Air Processor, locate the door marked ‘Air’ near the centre of the map, not far from the Furnace Room. Once you enter the Air Room, follow the short catwalk forward to find the Air Processor door. Enter the Air Processor to find a red switch located on a terminal nearby, above it will be the label ‘Air’. Interact with this switch to activate the Air Processor and complete the Air Production Daily Contract.
The switch to activate the Air Processor in the Iridium Asteroid Mine can be found at the following coordinates:
X = 66,000
Y = -1,050
Z = 499
Bag Maker
Faction – Central Empire
Requirements – Deliver 3 folded Light Bags
XP Reward – 375
Faction Standing Reward – 20
$ Reward – $12,500
Other Rewards – Radio Backpack
As far as Marauders Contracts go, this one is pretty easy — you can Craft the requested Light Bags once you unlock it at Level 5. It will require a total of 6 Synthetic Scrap to make them all.
Boom Relay
Faction – Kingdom Alliance
Requirements – Destroy a Radar Tower
XP Reward – 225 XP
Faction Standing Reward – 35
$ Reward – $8,000
Other Rewards – N/A
You can find Radar Towers in space outside of most Raid Locations — here’s what they look like:
Radar Towers are completely defenseless. They make a distinct sound, so keep your ears open and track it down. A few shots from the Rustbucket’s gun will turn them into scrap in no time.
Brigand Service
Faction – United Allies
Requirements – Collect the Gold Ring from the Foreman at the Iridium Asteroid Mine
XP Reward – 225
Faction Standing Reward – 20
$ Reward – $11,000
Other Rewards – N/A
The Foreman’s Gold Ring can be found in the lower decks of the Iridium Asteroid Mine in the Foreman’s Office. To find the Gold Ring and the Foreman’s Office, take the ramp heading down near the Half Track Bike (Repo Man Core Contract) to enter the tunnel and cave system being excavated by machinery. The Foreman’s Office can be found here, near a bright red light on the wall above. To collect the Gold Ring, enter the Foreman’s Office and interact with the ring on the desk.
The Gold Ring to complete the Brigand Service Daily Contract in the Iridium Asteroid Mine can be found at the following coordinates:
X = 67,000
Y = -5,550
Z = -910
Call Home
Faction – United Allies
Requirements – Collect 3 Transmitters from the Iridium Asteroid Mine or the L1812 Service Space Station and deliver them
Transmitters are small boxes that are hidden away in inconspicuous places. Search these locations thoroughly to find them.
Iridium Asteroid Mine:
One Transmitter spawns in the Foreman’s Office (same location as the Brigand Service Daily Contract) located on the lower decks, accessed via a ramp leading down near the Half Track Bike at the centre of the map. The Transmitter is on a small table near the door.
Another Transmitter can spawn in the Security Office, accessed via a ramp leading up from the Half Track Bike near the centre of the map. The Transmitter is hidden on the floor between the front desk and a filing cabinet, near the front door to the Security Office and the locked gate to the armory.
L1812 Service Station/Spaceport:
One Transmitter can be found in the Bar area, towards the centre of the map. Make your way here and around the circular room to find the Vault on the ground floor. Facing the Vault door, there will be a small room to your left. The Transmitter can be found on the front desk.
Clear Path
Faction – Central Empire
Requirements – Destroy 4 Space Mines
XP Reward – 250
Faction Standing Reward – 35
$ Reward – $9,000
Other Rewards – 1 Torpedo Launcher
This is one of the easier Marauders Contracts; Space Mines can be found floating around outside of many Raid Locations.
Here’s what they look like:
Get the Space Mines in your crosshairs and fire away. Keep your distance, though — after all, they do explode.
Coin Collector
Faction – United Allies
Requirements – Deliver 8 Copper Coins
XP Reward – 225
Faction Standing Reward – 20
$ Reward – $10,000
Other Rewards – N/A
Copper Coins are loot that you can find in most Raid Locations. Collect them in successive Raids and then turn the whole stack in one you have enough.
Crop Production
Faction – Kingdom Alliance
Requirements – Examine the Manifest in the Terraformer Production Building
XP Reward – 250
Faction Standing Reward – 50
$ Reward – $7,500
Other Rewards – 1 Thompson, .45 ACP
This Contract asks you to go interact with the Production Manifest in the Production Building on the Terraformer map. To find the Production Manifest, look for a large concrete building marked with distinctive red paint, labelled ‘Production’. Inside will be the Manifest, located on a table at the centre of the room.
The Production Manifest for the Crop Production Daily Contract can be found at the following coordinates:
X = 52,500
Y = -44,000
Z = 250
Cull Cattle
Faction – Kingdom Alliance
Requirements – Kill 8 Raiders in the Spaceport, Iridium Asteroid Mine, or Terraformer map.
XP Reward – 175
Faction Standing Reward – 35
$ Reward – $7,500
Other Rewards – N/A
This Contract tasks you with killing eight Raiders in the Spaceport (L1812 Service Station, Iridium Asteroid Mine, or the Terraformer map. Raiders are the basic NPC opponents you will undoubtedly encounter during a Raid in any of these locations.
Fuel Shortage
Faction – Central Empire
Requirements – Deliver a Motor Oil Can found in the Iridium Asteroid Mine or Spaceport
XP Reward – 250
Faction Standing Reward – 35
$ Reward – $11,000
Other Rewards – SVT-40, 54-R. Ammo
The Fuel Shortage Contract asks you to collect and deliver a Motor Oil Can found in the Iridium Asteroid Mine or Spaceport (L1812 Service Station) map. These are small red cans located in the environment that you will have to pick up and store in your inventory until you extract from your current Raid alive.
Head Protection
Faction – United Allies
Requirements – Deliver 3 M1 Helmets
XP Reward – 250
Faction Standing Reward – 35
$ Reward – $6,750
Other Rewards – M5 Helmet
This is another one of the easier Marauders Contracts. Once you hit Level 15, you can Craft the M1 Helmets at the cost of 3 Metal Scrap and 1 Fabric each.
Light Recon
Faction – Kingdom Alliance
Requirements – Go to the bottom of the Iridium Asteroid Mine and interact with the dead Security Team
XP Reward – 100
Faction Standing Reward – 15
$ Reward – $12,000
Other Rewards – N/A
This Contract requires you to delve deep into the Iridium Asteroid Mine. Unfortunately, we don’t have a specific location just yet.
Merchant Piracy
Faction – Kingdom Alliance
Requirements – Go to the Merchant Ship and hold the Bridge for 0:45
XP Reward – 175
Faction Standing Reward – 20
$ Reward – $7,500
Other Rewards – BA Flak Vest
The Merchant Ship is a rare Raid Location that can spawn on other maps; you’ll have to board a Breaching Pod and ram into it to get in. The Bridge is at the top of the ship, so work your way up and carefully deal with any Security Personnel or players you encounter along the way.
Mineral Mania
Faction – Central Empire
Requirements – Deliver an Asteroid Nickel Ore sample (found in the Iridium Asteroid Mine)
XP Reward – 255
Faction Standing Reward – 35
$ Reward – $9,500
Other Rewards – STG-44, 7.62 Ammo
The Mineral Mania Daily Contract tasks the player with collecting and delivering an Asteroid Nickel Ore sample, found in the Iridium Asteroid Mine. To find the Asteroid Nickel Ore sample, take the ramp leading down from the Half Track Bike found at the centre of the map, near the Security Office and Export area. Follow the path until you reach the Foreman’s Office. Head through the Office, taking the door at the back revealing a small metal staircase leading to a lower tunnel. There will be minecart tracks and a dead body at the foot of the stairs. Follow the tracks to the right to find another short staircase leading to a small dead-end tunnel. Here you will find two bodies and the Asteroid Nickel Ore sample on a white sheet.
The Asteroid Nickel Ore sample to complete the Mineral Mania Daily Contract in the Iridium Asteroid Mine can be found at the following coordinates:
X = 65,700
Y = -5,120
Z = -1,494
Papers Please
Faction – United Allies
Requirements – Read the Manifest located in the spaceport Admin Office (found in the L1812 Service Space Station)
XP Reward – 200
Faction Standing Reward – 35
$ Reward – $7,000
Other Rewards – M1941 Johnson, .300 Magnum Ammo
The Admin Manifest can be found on the desk in the Admin Office, located on the upper level of the Bar area at the centre of the spaceport. On the upper floor of this circular room, find the door labelled ‘Admin’ and head inside. The Manifest is the red stack of documents on the desk immediately to your right as you enter.
The Admin Manifest to complete the Papers Please Daily Contract in the L1812 Service Space Station can be found at the following coordinates:
X = 57,800
Y = 21,300
Z = 800
Payday
Faction – Kingdom Alliance
Requirements – Examine the List of Bank Transfers at the L1812 Service Space Station
XP Reward – 250
Faction Standing Reward – 55
$ Reward – $9,000
Other Rewards – N/A
The List of Bank Transfers is somewhere in the L1812 Service Space Station, but we don’t have an exact location just yet.
Pirate King
Faction – Central Empire
Requirements – Kill 1 other Marauder (player)
XP Reward – 350
Faction Standing Reward – 35
$ Reward – $5,500
Other Rewards – N/A
You’ll inevitably complete this Contract simply by going on multiple Raids — all you have to do is kill another player.
Pistol Training
Faction – Central Empire
Requirements – Kill 12 enemies with the Mauser M712 Pistol
XP Reward – 300
Faction Standing Reward – 25
$ Reward – $8,000
Other Rewards – 1 STG-44, 7.62 Ammo
The Pistol Training Contract tasks you with eliminating enemies using the Mauser M712 Pistol. This weapon can be looted during Raids or purchased from certain Merchants.
Currently, this Contract can be completed using any weapon, so long as you have the Mauser M712 Pistol equipped in your sidearm weapon slot. Whether this is working as intended or not remains to be seen.
Security Detail
Faction – United Allies
Requirements – Hold the Security Office in the Iridium Asteroid Mine for 1:00 (requires Lockpick)
XP Reward – 425
Faction Standing Reward – 35
$ Reward – $12,000
Other Rewards – U.A. Supply Drop
This is one of the slightly trickier Marauders Contracts — you’re going to need to loot or Craft a Lockpick and bring it with you. You can’t get into the Security Office without one. Once you do, interact with the prompt and wait for 1 minute to complete this Contract.
Shopping Tour
Faction – Central Empire
Requirements – Examine the Cargo Report at the L1812 Service Space Station
XP Reward – 250
Faction Standing Reward – 55
$ Reward – $9,000
Other Rewards – N/A
The Spaceport Cargo Report to complete the Shopping Tour Contract, is located in the L1812 Service Space Station at the following coordinates:
X = 66,570
Y = 19,003
Z = 397
Sidearm Inventory
Faction – United Allies
Requirements – Return 3 1911 Pistols
XP Reward – 525
Faction Standing Reward – 35
$ Reward – $18,000
Other Rewards – 1 Trench Gun
The Sidearm Inventory Contract asks that you deliver three 1911 Pistols. These are sidearms that can be looted from containers or enemies during Raids. Once you have three of these pistols in your inventory, turn them in to complete the Contract and receive your rewards.
Silent Assassin
Faction – Kingdom Alliance
Requirements – Kill 6 NPCs or Marauders (players) with the Welrod
XP Reward – 300
Faction Standing Reward – 25
$ Reward – $8,000
Other Rewards – 1 Bren Mk2, 7.62 Ammo
It’s always a good idea to hold onto a couple of Welrods just in case this Contract comes up. You’ll have to kill 6 NPCs and/or Marauders in order to complete it. The Welrod is a bolt-action suppressed pistol, so it’s best to only use it when you can carefully line up a headshot — that is to say, your best chance is to sneak up on enemies rather than attempting to use this gun during a firefight.
Vault Intel
Faction – Central Empire
Requirements – Reach the Spaceport Vault to confirm intel
XP Reward – 250
Faction Standing Reward – 25
$ Reward – $9,000
Other Rewards – 1 MP40
The Vault Intel Contract asks you to make your way to the Vault on the Spaceport/L1812 Service Station map and to guard the area for a short time. Note that you do not need to open the Vault, meaning no Blowtorch is required.
War Economy
Faction – United Allies
Requirements – Deliver 3 Metal Sheets
XP Reward – 325
Faction Standing Reward – 35
$ Reward – $18,000
Other Rewards – 1 M50 Reising, .45 ACP
Metal Sheets can be found in most Raid Locations, and you might even have a few on hand by the time you get this Contract. Collect 3 of them and deliver them as requested.
War Effort
Faction – Kingdom Alliance
Requirements – Kill 1 Navy Commando
XP Reward – 175
Faction Standing Reward – 35
$ Reward – $7,500
Other Rewards – K.A. Supply Drop
The War Effort Contract sets you the goal of eliminating a Navy Commando. These are elite NPCs found only in the most dangerous of locations, such as the Damaged Capital Ship. Proceed with cautious as these are among the toughest foes in the Marauders, often coming equipped with full Panzer Rig armour and assault rifles.
More Daily Contracts and more details on the above Contracts to be added as we progress in the game.
Marauders Ships are used to get you from space into your Raid Location. Unlike many other Extraction Shooters, Marauders starts you outside of the area and requires you to enter it from the depths of space.
Ships can fly around within the limits of the area surrounding the Raid Location. All Ships are equipped with onboard weapons and Breaching Pods. Breaching Pods can be used to escape a heavily-damaged ship or to breach an opposing player’s Ship. You can even use a Breaching Pod to breach your own Ship and repair it.
The default “Rustbucket” ship is lacking in amenities, but higher-tier Ships can be outfitted with alternate weapons and other upgrades. Furthermore, the better ships have onboard inventories that allow you to store additional loot.
How to Repair Your Ship in Marauders
You can repair your Ship in Marauders by grabbing one of the many Fire Extinguishers located on the wall near the engine. These must be equipped in Weapon slots. A Fire Extinguisher can repair approximately 25% of a Rustbucket’s health.
If your Ship is damaged, any additional shots from an attacker will cause damage to the Crew within. You can repair a Ship even if it’s at 0% Health, but it’s difficult to do this as a solo player — you’ll be a sitting duck until you get moving again.
How to Steal a Ship in Marauders
There are two ways to steal a Ship in Marauders:
Use a Breaching Pod to board an enemy ship and kill the crew.
Kill the Captain of a Crew, steal their Captain’s Card, and exit the Raid via the Airlock their own ship is located at.
In either case, stealing a ship means you will have to abandon your own ship.
How to Sell a Ship in Marauders
You cannot sell a Ship in Marauders. However, you can scrap it in the Hangar and recover some of its cost.
How to Give a Ship to a Friend in Marauders
You can give a ship to a friend in Marauders by entering into a Raid, dropping them your Captain’s Card, and letting them exit the Raid. When they return home, they’ll find that the Ship is now in their Hangar.
List of Marauders Ships
Here is a list of all of the Marauders Ships we’ve encountered thus far and what we’ve learned about them.
Rustbucket
Crafting Cost – N/A
Inventory Size – N/A
Speed – 100
Turn Rate – 50
Armor – 150
Mobility – 200
Gun Damage – 70
Attachment Slots – N/A
“A [beat-up ship], you are [surprised] it even runs[.]”
The Rustbucket is the default Marauders Ship — you will always have one available. It comes equipped with four Fire Extinguishers, a Luger P08, 30 rounds of 9mm ammunition, and a Pouch Rig Armor; these items ensure that you can enter a Raid with basic equipment even if you’re broke. These items will respawn at the start of every new Raid.
If desired, you can enter a Raid, take all of the items, and immediately leave to scrap or sell them. You won’t get much in the way of useful materials, but it is a viable strategy to getting a little bit of money or materials if you’re truly out of money.
The Scout Frigate is basically a Rustbucket that’s in good shape. It has an inventory unlike its cheaper counterpart.
Interceptor Frigate
Crafting Cost – 3 Metal Sheet, 3 Metal Scrap, 1 Tool Kit, 1 Fuel Bottle, 3 Synthetic Scrap, 1 Large Cable
Inventory Size – 6 x 3
Speed – 400
Turn Rate – 200
Armor – 250
Mobility – 300
Gun Damage – 70
Attachment Slots – 1 Weapon, 1 Engine
“A fast frigate. What it lacks in armour and slots it makes up for with its speed.”
The Interceptor Frigate’s main advantage is in its sheer speed — it moves four times faster than a Scout Frigate and it boasts a respectable inventory size, too.
Heavy Frigate
Crafting Cost – ?
Inventory Size – ?
Speed – ?
Turn Rate – ?
Armor – ?
Mobility – ?
Gun Damage – ?
Attachment Slots – ?
“A [heavily-armoured] frigate. What it lacks in speed it makes up for in thick armour plating.”
The Heavy Frigate is best described as a tank — it can absorb a lot more punishment than many other ships.
Vulture Frigate
Crafting Cost – ?
Inventory Size – ?
Speed – ?
Turn Rate – ?
Armor – ?
Mobility – ?
Gun Damage – ?
Attachment Slots – ?
“A rare and instantly recognisable from afar, the Vulture class is an interesting balance of speed and armour.”
The Vulture aims to balance speed and armor and can arguably do better than many of its cheaper counterparts.
Capital Frigate
Crafting Cost – ?
Inventory Size – ?
Speed – ?
Turn Rate – ?
Armor – ?
Mobility – ?
Gun Damage – ?
Attachment Slots – ?
“Pride and Joy of the Central Empire, the largest ship in the galaxy with two turret sections.”
The Capital Frigate is the absolute pinnacle of Marauders Ships and boasts the capability of equipping two different weapons. That said, do keep in mind that it’s a rather large ship — it will surely be an attractive target for boarding by other Marauders.
Welcome, Marauders, to our first Developer Blog! Our goal with this document is to provide the Community with details on upcoming releases and features that the team are working on. We hope to release a Dev Blog every month but that may be adjusted depending on production. So let’s get right into it! Mac has some exciting updates to talk about regarding our first update “HEALTH”, coming November!
Crashes & Crews
Mac – We are currently investigating, with the Community’s assistance, the variety of crashes that can happen when launching the game, or when joining a match. This has been going exceedingly well, and we hope we can resolve the majority of these instances for the next update. On top of this, we are looking into the mystery of some players not joining their captain when entering a raid. This is under full investigation!
AIRLOCK BUSY
We have also made efforts through all maps, to add extra airlocks. This should help reduce the issue of players running into the AIRLOCK BUSY problem, when trying to enter a location. Alongside the addition of these extra Airlocks, it was important for us to try and balance the ability for people to rush an adjacent airlock, for example, in the Terraformer Maintenance dome or the Asteroid Mine air processor segment. We want it to be harder to do, but still possible. Our hope is that these adjustments will add an intense dynamic to the gameplay loop, but just slightly more balanced for everyone.
BATTLE RIFLE
Now, it’s time to get to the good stuff! Introducing the EM-2 Battle Rifle! This fully automatic bullpup with a 20 round magazine, chambered in 5.56, will help you make short work of any space pirates you might encounter on your raids. This rifle has been modified from the original by the Kingdom Alliance, once it was noticed that the original .280 caliber variant wasn’t getting the job done! Once the Patch drops, you can pick one up for yourself from the S.A.S Operatives or raiding a vault!
ATTACHMENTS
I think it was Friedrich Nietzsche who said, “The best weapon against an enemy is one with more attachments.” Or maybe I am misremembering that.
Let’s start off with the Sten, our goal is to have more weapons get modified to have 4 to 5 attachments available, most of which can be unlocked through a trader (the Sten attachments will be through the Overlord trader). Included attachments for the sten re-work are a drum mag, stock and muzzle break, but with the suppressor to remain a craftable. This redesign was inspired by the prototype Mark 1 Sten which has given it our unique diesel-punk spin, this is also something that we will continue to do with all our weapons across the board!
PERFECTLY BALANCED as all things should be……
Ceeg – Receiving your feedback & suggestions in our Discord, has been incredibly helpful in how we choose to balance different aspects of our game. Here are some of the changes that will be taking effect with the upcoming patch! First off, the Merchant ship and Capital ships have had their spawn rates increased!
This paired with the improvements to the map cycling should help prevent too much raid repetition. We’ve also made some adjustments to loot distribution, like adding a cheeky new depot in the Navy Outpost, helping make more of the locations appealing, even if you don’t have a quest primed for that map. In terms of our Weapons and stats, we are enjoying that a hard meta hasn’t formed and players are enjoying trying out different kits. This is something we love to see and will always encourage.
Lastly, some changes have been made to Mission Requirements, making some of the extremely hard ones a little more forgiving, but also adding more variations to the Daily Contracts, so that Penal Colony and Navy Outpost are included in the loop!
QOL & ANTI CHEAT
You said it (a lot!), so we did it! Toggle Lean is being implemented with the upcoming patch. And the whole Universe rejoiced! We have also made some headway into the FOV Slider and various other QoL adjustments, so watch this space…
James – We thought we would share with you that we have been performing daily ban waves since launch, reaching 20 waves total with many cheaters removed from the game. So, thank you to everyone who has been diligent with the player reports.
We knew making such a hardcore competitive game would attract this sort of attention, and wanted to let everyone know that this will be an on-going battle and we have no intention of letting off the pressure. We would also like to take this opportunity to say that we do see a lot of *minor* cheating, including the use of exploits (using only what is in the base game) that will result in a ban. So don’t chance it. We don’t enjoy implementing full bans on players who clearly enjoy the game, and have pushed the boundaries a little too far!
BONUS EXPERIMENT
Every so often, we will try and experiment with a new feature that has either been highly requested, or something that we really want to see in Marauders, even though it might not necessarily be planned, or on the Roadmap. With this update we wanted to see if scopes could give our semi auto rifles a stronger position in your armoury. We love our focus on ironsight gameplay and it is here to stay, but we couldn’t resist seeing what a sniper rifle might feel like. So keep an eye out for them in the near future!
That’s it for this Dev Blog, keep a close eye out for the Patch Notes with Update HEALTH!
https://gamingarmyunited.com/wp-content/uploads/2022/10/Dev-Blog-001-The-Health-Update.png6291151Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-10-27 12:54:412022-10-27 13:01:43Dev Blog #001 – The Health Update
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