Fatshark’s co-op Ogryn party simulator Warhammer 40,000: Darktide has been in preorder beta for just under a week, and in that time players have been pointing out various issues. Chief among those issues: crashes. While I’ve been lucky enough to only have Darktide crash on me twice, plenty of others have found it to be less stable.
The patch notes (opens in new tab) for version 1.0.7 identify six different types of crashes that have now been purged: matchmaking crashes, cutscene alt-tabbing crashes, falling-out-of-bounds crashes, crashes caused by starting a mission with a specific feat equipped, crashes caused by certain weapon traits, and multiple crashes caused by the Beast of Nurgle. As if we didn’t have enough reasons to hate Beasts of Nurgle already.
Fatshark says that, while many of the causes of crashes have been dealt with, “there is one big category of crashes manifested as ‘GPU-hangs’, that probably still will show its ugly face at times. That said, we are on a good trajectory to have a stable game at the time of release due in large part to the many players that are helping provide us with the required data to help address these issues.” Together we all do our part to serve the Graphics Card Imperium.
As for new features added by this update, the big one is Oska Krall the Barber-Chirurgeon. This blood-spattered member of the Mourningstar’s crew can be found in the hub, where he offers the chance to go back into character customization and tinker with your face, hair, scars, and tattoos. If you’re starting to regret that droopy moustache or want to roll a full-blown Ogryn-Orson Welles (opens in new tab), now you can finally get rid of it. Though Krall mentions a cost, it’s currently free to modify your appearance.
This update also brings with it a big honking block of text in the top-left of the screen that says “Pre-Order Beta Test November 17-29, 2022.” Presumably it’s there to help out the many players who preordered Darktide so they could play the beta and then were confused by the fact it’s a beta. Emperor preserve us.
As for balance changes, the Psyker continues being reworked after a nerf from the initial beta was poorly received. The latest change removes the Peril cost of pushing with the force sword, while slightly reducing its range. “Peril cost is still there on the push follow-up, though,” Fatshark says, “which should help to balance its ability to ignore the stagger reduction.”
Some weapons have been improved, making infantry autoguns, shredder autopistols, and Ogryn bully clubs more worthwhile choices. The attack attributes of ranged minions have been adjusted, and the pacing of spawns as well. Now, Fatshark says, “Locking the forces of chaos in melee should be a bit smoother while clamping down some of the more insane spikes in the pacing.”
Finally, being rescued or revived will now be shown in third-person, and a bug I’m kind of sad I never saw that caused “various issues where if you look straight down, the third-person character’s head will twist and rotate 180 degrees” has been fixed.
If you’d like to read more, here are the full notes:
Stability/Bugs/Fixes
Fixed a significant amount of crashes – matchmaking crashes both on server and client.
Fixed “stuck in position 1” queuing issue
Addressed many of the lack of XP in progression issues
Fixed crashes that could occur when tabbing out while watching a cinematic
Fixed crashes when a player fell out of bounds
Fixed issues in the credit store where it was impossible to buy things with in-game currency
Fixed issues where the third-person camera would follow the player when falling out of bounds.
Fixed issues where the Tigrus Mk II Heavy Eviscerator damage stat did not work as intended, damage defaulted to 50%. Now should scale damage properly.
Fixed issues where the start animation of a heavy attack with the Thunder Hammer could get stuck.
Fixed multiple crashes caused by the Beast of Nurgle.
Fixed crashes that could occur when leaving the Mourningstar to head on a mission when having a specific trait equipped.
Fixed crashes that could occur with certain weapon traits.
Fixed issues where a player could complete the ‘Up Close and Personal’ Penance without meeting the appropriate criteria.
Fixed issues where Veteran Sharpshooter’s ‘Covering Fire’ did not work correctly.
Fixed issues with Zealot’s talent descriptions not matching what they actually do.
Fixed various issues where if you look straight down, the third-person character’s head will twist and rotate 180 degrees.
Fixed an issue where players would sometimes spawn with both weapons in hand.
Fixed an issue where the Ogryn’s Grenade Box collides with the primary weapon on block.
Fixed an issue with the Armory where the stock may occasionally be refreshed prematurely before the timer should have elapsed.
Added codes to be displayed alongside errors.
Fixed an issue where “Toughness damage reduction” effects didn’t work vs. melee damage. (both talents and coherency effects)
Fixed an issue where Zealots “Regain toughness while in melee” talent didn’t trigger properly.
Rebalancing/Gameplay tweaks
Veteran talent balance pass, bleeding.
Zealot talent balance pass, toughness, and bleeding updates.
Ogryn balance pass and grenade amounts adjusted.
Ogryn club, attack combo adjusted. Damage values increased against certain enemy types.
Ogryn shovel increased mobility
Adjusted pacing w/ enemy characters, hordes, and spawns
Additional Psyker gameplay adjustments, including removal of a ‘push’ charge cost for the Force Sword
Bump up for autoguns and autopistols
Ranged Minions attack attributes adjusted
Player Interactions
Changed revive/rescue/pullup states to be 3rd person
https://gamingarmyunited.com/wp-content/uploads/2022/11/1669163612_Darktides-107-patch-makes-progress-on-crashes-lets-you-fix.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-22 23:32:192022-11-22 23:32:19Darktide’s 1.0.7 patch makes progress on crashes, lets you fix your ugly face
Crystal Dynamics says Marvel’s Avengers design lead Brian Waggoner “will no longer be a studio spokesperson” or speak publicly about its projects after offensive tweets he’d previously posted were brought to light by the community.
Posted over a period of years stretching at least as far back as 2011, the tweets in question were variously racist, ableist, and homophobic: Not egregiously hateful, but plentiful, and most of them reflecting basic right-wing talking points like black-on-black crime (opens in new tab) or US President Barack Obama’s citizenship (opens in new tab). Most of the tweets have since been deleted, but in a 2020 tweet that’s still posted Waggoner described himself as a “Trump voter (opens in new tab).”
Waggoner apologized for the tweets after they surfaced, and said he takes “full accountability for the hurt they caused to my followers, the community, and those I work with.”
“Since that time, I have learned and grown and the content I posted doesn’t reflect who I am today,” Waggoner tweeted on November 21. “I understand if you cannot accept my apology because of the pain I have caused. I will continue to listen, learn, and work to improve myself.”
Waggoner joined Crystal Dynamics in April 2021 to help turn around Marvel’s Avengers, which has floundered since its 2020 release. Since then, he’s become the game’s best-known public representative, in part thanks to a moment of incredible awkwardness (and comedy) when a plan to add She-Hulk to the game was leaked during a livestream that Waggoner was taking part in. Just a few minutes after Waggoner posted his apology, however, Crystal Dynamics said he will no longer be taking that role.
“It’s incredibly disappointing to see language and views from employees that don’t align with our studio values,” Crystal Dynamics tweeted. “We apologize to our community and coworkers who are rightfully upset by the content. Brian will no longer be a studio spokesperson or communicating about studio projects.”
Though the studio’s message above states that Waggoner is no longer a studio spokesperson, Crystal Dynamics left it unclear whether he was still working at the developer. I’ve reached out to the studio for clarification and will update if I receive a reply.
Playing PC games on the move is an attractive proposition, and now is a decent time to buy a gaming laptop. Nvidia’s new mid-range RTX 40-series desktop GPUs will be here early next year, but its 40-series laptop GPUs won’t be available until sometime later, so an RTX 30-series mobile chip shouldn’t immediately feel out-of-date. (Don’t bother with an RTX 20-series laptop at this point, though.) This is also the time of year when everything goes on sale, starting with Black Friday and Cyber Monday.
In anticipation of the sales and gift giving season, we’ve collected some of our favorite gaming laptops here. This article was produced with support from Intel. We like Intel’s mobile CPUs and the laptops we’ve selected here include them, but for more recommendations, including some AMD builds, see our guide to the best gaming laptops. This list includes a larger variety of laptops, all with specs that we favor—enough memory and SSD storage to be viable gaming machines, good screens with refresh rates as high as 360Hz, and good graphics processors to drive them.
Other things we’ve looked out for include Thunderbolt 4 or HDMI 2.1 ports for hooking your laptop up to external monitors, and the new Wi-Fi 6 standard that will help ensure your internet connections are stable and swift. No partridge in a pear tree, though.
The Intel Core i7-12700H is a popular processor, and it turns up in the latest iteration of the Blade 15 from Razor. The laptop is a glorious thing to behold, milled from aluminum and looking almost demure, with nothing to betray what’s inside, not even Razor’s trademark livid green, apart from a tiny sliver inside the USB ports. Folded down, it could almost be a business tool.
Not so when you fire it up: The Razer logo on the lid glows, the keyboard erupts in rainbows, and the 14-core Intel i7 processor gives its vapor chamber cooling system something to think about as it tears through your games. You can spec an Nvidia GeForce RTX 3080Ti GPU too, along with up to 32GB of fast DDR5 RAM and a 1TB SSD if you want to go all the way.
You can spec a 4K screen with a 144Hz refresh rate, but stick with the base 1080p model and you’ll be able to push framerates as high as 360fps. We liked this laptop so much we put it at the top of our list of best gaming laptops, where we also recommend the Razer Blade 14 (opens in new tab) with an AMD Ryzen 9 6900HX CPU, for a more compact option.
The 16-inch laptop is a great size compromise between the largest 17-inch gaming laptops and the more easily portable 14 and 15-inch devices. A slightly larger screen makes a lot of sense for a gaming laptop, especially as bezels have become so thin. The Omen 16 is a particularly good example, with its high-end Intel Core i9-12900H, which can boost up to 5GHz.
There’s 16GB of DDR5 RAM installed, too, and a 2560×1440 IPS screen with a 165Hz refresh rate. No complaints about those panel specs, although this Omen’s Nvidia GeForce RTX 3060 GPU might struggle to actually hit 165 fps at 1440p in demanding games. Storage is handled by a 1TB NVMe SSD, which will allow you to jam plenty of your current game library onto the machine.
The Omen 16’s speakers have been developed in partnership with Bang & Olufsen, and decent speaker sound is a nice touch if you like watching movies on your laptop. It also features Wi-Fi 6 and Bluetooth 5.2 and has the array of USB ports we like to see, including one Thunderbolt and one USB 4.
With a choice of speedy Intel processors—the Core i7-12700H and i9-12900HK among them—plus Nvidia RTX 30-series graphics cards all the way up to the 3080Ti, you’ll struggle to find a better set of gaming laptop component options than in the big Alienware x17 R2
The 17.3-inch screen comes in either 1080p or 4K versions, with refresh rates that climb to an incredible 480Hz. They all support variable refresh rates with Nvidia G-Sync, and even the slowest 4K choice can manage 120Hz. And while the X17 didn’t make it into our guide to the best laptops, its close cousin the M17, which uses processors and graphics chips from AMD, did.
You can spec an X17 R2 out with 64GB of DDR5 RAM, which is probably too much for pure gaming but can help if you also use the laptop for video editing, and there’s a 512GB NVMe SSD for storing those games (and videos) on.
You can connect the laptop to fast external storage using the USB 3.2 Gen 2 and Thunderbolt 4 ports, and there’s an HDMI 2.1 port to connect to an external monitor or TV. The internal SSD is a bit small, so adding an external one is a great way to expand its storage, and who doesn’t like gaming on large screens?
Wi-Fi 6E and Bluetooth 5.2 take care of internet connectivity and connections to your headphones and other wireless peripherals. Stereo speakers and a headphone jack round out the package, along with Alienware’s RGB-lit xSeries keyboard.
No one will accuse this 2022 MSI gaming laptop of being cheap, but for over four grand you get what you’d expect: An Intel Core i9 processor, 17.3in 4K IPS screen with a 120Hz refresh rate, 32GB of RAM, and a fast 1TB NVMe SSD. Rounding all that out is a GeForce RTX 3080Ti GPU, which sits at the top of the laptop graphics hierarchy.
You also get Intel Thunderbolt, an HDMI port capable of 4K/120 output (or 8K/60 if you’ve got the screen for it). Wi-Fi hits the 6E standard we want, and there’s an SD card reader for photographers who want to take advantage of the fast internals for image editing, too.
With two speakers plus four woofers, the Stealth is far from stealthy, something not helped by the RGB keyboard, but we’ll forgive it.
Available as either a 15.6 or 17.3-inch model, the Helios 300 can either be a full desktop replacement, or a laptop you can take on the train. Whichever you choose, there are premium components on offer in this high-end machine—the linked model includes a hearty eight-core Intel Core i7-11800H.
Graphics are supplied by Nvidia GeForce chips, with the 8GB RTX 3070Ti being the most powerful GPU you can specify. It’s a great GPU for screens up to 1440p, and good to see being used here. Screens vary, from 15-inch 1080p panels at 144Hz, to 17-inch 2560 x 1440 IPS models at 165Hz, a 15-inch 1440p screen at 240Hz, and variations in-between.
RAM is generally 16GB, with some like the linked model packing 32GB DDR5—the technology involved is either DDR4 or DDR5, depending which model you choose. Almost all Helios 300s come with a 1TB SSD, apart from one which has a 512GB drive, but standard features include Wi-Fi 6, a backlit keyboard, and Acer’s fifth-generation Aeroblade cooling technology, which features an effective fan. You can control its speed too, if it’s getting a little loud.
There’s a full range of ports ringing the edge of the case, with Thunderbolt 4, HDMI 2.1, USB 3.2 Gen 2 and Ethernet all present as we’d expect.
Powerful and light are frequently mutually exclusive in the gaming laptop space, but not here. While others on this list bother the 3 kg mark, the Asus ROG M16 (opens in new tab) is a positively svelte 2 kg. That’s 4.4 lbs, which is light for the power you’re getting. This is another laptop that sits between the productivity-focused 14 and 15-inch laptops and the 17-inchers, which can be cumbersome if you actually want to use them on an airplane or at a cafe.
The internal hardware is of a suitably premium level for just over $2,000, with Intel’s Core 14-core i9-12900H processor sitting at the center of a component list that can support an Nvidia GeForce RTX 3070Ti laptop GPU, 16GB of DDR5 RAM (expandable to 48GB), and a 1TB NVMe SSD to store your games on. The screen is one of ROG’s ‘Nebula’ displays, an anti-glare IPS panel in a 16:10 aspect ratio, squeezing 2560 x 1600 pixels into its 16-inch diagonal. It can refresh as fast as 165Hz, and has adaptive sync, plus Dolby Vision HDR. It’s the kind of high-end screen we want to see in any laptop with a high-end GPU.
There’s a lot going on away from these core features too, with a broad selection of USB ports, including one Thunderbolt 4, Wi-Fi 6E, Bluetooth 5.2, a backlit RGB keyboard, and an optional backpack to keep it in.
MSI sure does make a lot of laptops. The GE76 Raider (opens in new tab) isn’t the last time you’ll see its products in this list, but with a 17.3-inch screen—and a chassis to match—it’s one of the biggest portable computers to bear the MSI logo.
Whether it’s really portable or not is up to you. As they get bigger the likelihood of a laptop being tucked in a bag and taken to the coffee shop or gaming meet diminishes, and a 17-incher is just as likely to be left on top of a desk.
Lucky, then, that it has desktop-class performance, pairing Intel’s Core i9-12900HK with the Nvidia GeForce RTX 3080Ti GPU and 32GB of DDR5 RAM, though you can choose different specs.
If you do find yourself taking the Raider out and about, MSI has fitted an RGB light bar beneath the front of the casing, which combines with the backlit keyboard to ensure this is a laptop you’ll never lose sight of.
From closer to the budget end of the market—although these are gaming laptops, which are never really “cheap”—comes the Nitro 5. You can build out a Nitro 5 with the most minimal of specs for well under $1,000, or put together an expensive laptop powerhouse.
It follows the recent trend in the gaming laptop world of taking a less aggressive approach to design. Apart from the noticeable gap between the two halves of the machine, and the red glow once you’ve got it open and running, this might almost be mistaken for something you’d use to create presentations and spreadsheets.
Well, sure, you could do that, but playing Midnight Suns will probably be much more fun. To this end, you’ll find a choice of Intel processors available for the Nitro 5, all the way up to the Core i9-12900H 14-core CPU. The degree of customization (opens in new tab) is nice with this one: You can specify up to 32GB of RAM, choose the size of the battery, and decide between 15.6 or 17.3-inch screens, with 1080p and 1440p models available, and Nvidia GPUs from the 30 series are selectable. There’s potentially a lot of laptop on offer here, and depending on the spec is a solid choice for today’s games.
Another MSI, and another nicely designed laptop with the kind of internals to make a desktop gaming PC weep into its hard drive trays. Intel’s 12th-generation processors once again make an appearance, in the form of the Core i9 12900H, and 15.6-inch IPS screens can be specced (opens in new tab) from a speedy 1080p 360Hz, a 4K 120Hz, or a 1440p 240Hz model holding down the middle ground.
Alongside that Intel i9 and up to 64GB of DDR5 RAM sits an Nvidia RTX 3080Ti GPU for pushing the pixels, its capabilities aided by 16GB of dedicated graphics memory. Whatever games you like to play, from racing simulations to fast-moving action adventures, the GS66 will be able to keep up. The only problem we found in our review is that it’s a bit loud when the cooling fans are running.
Storage is handled by a NVMe SSD, and there are two slots inside the machine, for possible future upgrades. Your internet connection is taken care of by WI-Fi 6E or a 2.5Gbps Ethernet socket, and there’s Bluetooth 5.2 for your headset. Arranged around the edge of the laptop are ports including Thunderbolt 4, USB 3.2 Gen 2, and an HDMI capable of 8k/60, should you need it. All this is contained in a package weighing just 2.1kg, making it a highly portable and extremely capable gaming device.
Intel’s i7 processor and Nvidia’s GeForce 3080Ti laptop GPU make a potent combination, which is why they’re so often found in the best gaming laptops. Here they are again, in a premium-looking laptop that also sports a 16-inch 2560 x 1600 16:10 screen you can equip with a mini-LED backlight, and up to 32GB of RAM. We went with the Legion 5 in our best gaming laptops rundown, but the Legion 7 has a more powerful GPU option—it’s bigger and more expensive as a result, of course.
The processor in the Legion 7 is the Intel i7-12800HX, which has a total of 16 cores. As it’s a 12-generation chip, these are split into Performance and Efficiency, and it features eight of each, for a total of 24 threads able to be processed at a time. Gamers will particularly appreciate the 4.8GHz boost speed, and the fast DDR5 RAM, while the 512GB PCIe Gen 4 SSD should keep loading times under control even if it is a bit small by today’s standards.
In addition to its useful resolution, the screen is HDR compatible, for extra color depth, and can refresh at 165Hz. There’s fast Wi-Fi 6E, two Thunderbolt 4 ports, an HDMI 2.1, 2.5Gbps Ethernet, and more USB ports for excellent connectivity. The keyboard has RGB lighting, and you can swap out the WASD keys if you want to, or if you wear them out.
Really, this is a professional content creation laptop, and as such comes with Studio drivers for its Nvidia GeForce 3060 GPU. The Studio drivers aren’t updated as often as the Game Ready drivers, and aren’t optimized for individual gaming titles, as they are designed to be as stable as possible. You can still play games with Studio drivers, and their presence makes this a good choice for students or those working in a creative field, but it’s easy to switch them for the Game Ready drivers.
The Envy 15 can be bought with an Intel i9 processor to go with that GPU, making a fast combo that can tear through whatever you throw at it. There’s up to 32GB of DDR4 RAM too, and a 2TB MVMe SSD for storage. And the 4K OLED touchscreen you can spec on this Envy 15 will be the, ahem, envy of anyone looking over your shoulder while you’re designing or gaming.
This is a powerful machine that has a good-sized vent at the back of its aluminum casing to let the heat out. With Thunderbolt, USB 3, and an HDMI 2.1 port, it’s also a versatile laptop that can be connected to fast external storage and big screens. Even the Bang & Olufsen audio system acquits itself well.
The larger 17-inch laptop is preferred by those who favor screen real estate over portability, but the form factor has another benefit—there’s more room in the chassis to fit in components and cooling systems. The Scar 17 takes the Intel Core i9-12900H CPU and Nvidia GeForce RTX 3080Ti laptop GPU (a 3070Ti option is also available) that makes such a good pairing, and complements it with up to 64gb of DDR5 RAM and a 2TB NVMe SSD.
It’s the screens, though, that really make a 17-inch laptop, and it’s a shame not to see a 4K option here, but the 1440p model with a 240Hz refresh rate that is available will keep the action smooth and the textures sharp. It’s a nice IPS adaptive-sync panel, with Dolby Vision HDR.
Should you need to connect to things, you’ll find Thunderbolt 4, USB 3.2 Gen 2, and HDMI 2.1 are all available, as well as a 2.5Gbps LAN port plus Wi-Fi 6E and Bluetooth 5.2. For flair, there’s a light bar, glowing bezel, and lighting-equipped logo that can be controlled with Asus’ Armory Crate software.
https://gamingarmyunited.com/wp-content/uploads/2022/11/1669160066_12-great-gaming-laptops-for-the-holidays.jpg6741200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-22 23:26:192022-11-22 23:26:1912 great gaming laptops for the holidays
Warhammer: Vermintide 2 veterans know that every successful run demands picking up two ominous grimoires and three well-hidden tomes, secret items that reward you with far better loot drops at the end of a successful mission. They also amp up the challenge, taking up vital inventory space and reducing your health pool to a risky sliver. We expected grimoires and tomes to be back in Warhammer 40K: Darktide, and they are—but with some significant changes.
Tomes have been renamed to “scriptures,” and Darktide’s reworked loot system means the reward for finding grimoires and tomes is a bit different, this time around. The biggest change, though, is that as best as we can tell so far, grimoires and scriptures are no longer in the same place in each level.
Because Darktide’s still in beta we can’t tell you exactly where to find each grimoire yet. But as we track down all their possible locations, here’s an overview of everything new about grimoires and tomes in Warhammer 40K: Darktide.
How do you find Darktide grimoires and scriptures?
(Image credit: Fatshark)
Here’s one huge difference between Vermintide and Darktide: grimoires and scriptures do not appear on every mission. They’ll only appear in a level if the mission you take lists them as secondary objectives.
If you’re choosing missions on the lowest difficulty setting, you’re probably not going to see those objectives pop up. On the mission select screen, look for missions that are at least the second difficulty level (uprising) to find secondary objectives included.
Darktide grimoires and scriptures can appear in several locations
(opens in new tab)
We haven’t fully confirmed how this system works yet—and some things may still be changing during the beta—but it seems as though grimoires and scriptures can appear in more than one location in a mission. We’ll be confirming their potential locations throughout the beta to build out a thorough guide to where to find every grimoire and scripture.
What do grimoires and scriptures do in Darktide?
(opens in new tab)
First, the good stuff:
👍 Grimoires and scriptures increase your coin and XP rewards at the end of a match
That’s it—pretty simple. Because Darktide doesn’t use a loot crate system like Vermintide, collecting them doesn’t have any impact on the quality of gear you can get in Darktide; they just speed up the leveling process and put some cash in your pocket to spend on that new gun you’re eyeing.
Now the bad stuff:
💀 Grimoires cause corruption, aka the purple stuff that eats up a chunk of your health bar; it can only be removed at a medicae station.
💀 Grimoires take up an equipment slot, so you can’t carry medkits or ammo boxes for the rest of the mission.
💀 Scriptures also replace your medkit or ammo box, but they can be temporarily dropped and picked back up. They don’t cause corruption.
There are some other limitations to keep in mind. You can’t drop a grimoire once you’ve picked it up, but you can destroy it by equipping it and pressing your attack button (left click). If you get killed, then it’s gone for good. Likewise if you crash or disconnect, you’ll lose the grimoire. Scriptures can sometimes be found in ordinary-looking containers, so make sure to check every one you see.
Finally, a little tip for your grimoire and scripture hunt: Darktide has items called Curios that can lessen the effect of corruption, making it easier to survive a mission with a grimoire in your inventory.
Cyberpower’s GXi4700W gaming PC is the only Black Friday discounted rig that doesn’t look like every other colorless box out there. You do want your computer to be Instagrammable, right? Walmart has knocked $300 off of it, bringing it to a budget-friendly $899 (opens in new tab).
Sometimes you have to risk it all for an aesthetic. The airflow in the $899 Cyberpower GXi4700W gaming PC looks a little suspect, but a number of Best Buy reviews (opens in new tab) for a separate PC with the case express that it’s not a problem. There aren’t any retail reviews for this exact configuration, but some Reddit comments say it’s not as bad as it looks.
Cyberpower’s case has a curved, white front panel, and through the glass side panel, you can see its white interior. The preinstalled hardware is all black, which matches the black edges of the case. Altogether it’s something, when so many gaming PCs, especially in the sub-$1,000 price-range are charcoal black rectangles, devoid of personality. With some clever presets for its RGB fans, it could be a desktop PC that doesn’t look like an black monolith on your desk.
Monochrome aesthetics won’t run your games, but the GXi4700W’s 12-core Intel i7 12700F, Radeon RX 6700 XT, and 16GBs of DDR4 RAM in it will do the job. For under $1,000, you get a strong processor and an impressive AMD GPU all wrapped in a sleek case. The graphics card alone is a gateway into high framerate 1080p and 1440p gaming. If you want to play games in 4K, you should probably look at gaming PCs for twice this price. But for anyone that wants to remain budget-friendly, this is the rig to get.
Four case fans in what looks like a fairly closed-off case might seem like a bit of a risk, but that might be my prebuilt anxiety talking. Prebuilt PCs tend to come with oddly designed cases that limit airflow. The Best Buy reviews for another Cyberpower PC in this same case don’t report any issues, but the superior specs with this model could introduce more heat, especially if you’re one to dabble in overclocking. Over on Reddit (opens in new tab), in a thread for this exact PC, users say overheating isn’t actually an issue.
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(Image credit: CyberPower)
(Image credit: CyberPower)
(Image credit: CyberPower)
“Air gets pulled in from the bottom and from the thin openings on the sides and top of the front panel. It’s adequate. I know it’s hard to tell from the photos, but it gets plenty of air for any normal use,” wrote MicahWeeks (opens in new tab).
As long as you don’t play games in a sauna, it sounds like you should be fine. [Apologies to our Finnish readers, for whom there’s a non-zero chance of running Crysis in a sauna. —Ed.]
The only disappointing part of this build is that SSD. For this price, a 500GB NVMe SSD seems small. SSDs are cheap these days, so if it doesn’t cut it, you can always upgrade. A 1TB SSD from the start would have been nice though. There are plenty of good Black Friday SSD deals (opens in new tab) to choose from if you’re PC savvy enough to install one on your own.
For the aesthete PC gamer, the GXi4700W is simply one of the best Black Friday deals right now. It’s $300 off the base price and, while its specs aren’t drastically different from some other deals, it won’t be embarrassing to look at. And when everything else is pretty equal, why not go for the nicest looking one?
https://gamingarmyunited.com/wp-content/uploads/2022/11/This-budget-Black-Friday-gaming-PC-doesnt-look-like-every.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-22 23:00:122022-11-22 23:00:12This budget Black Friday gaming PC doesn’t look like every other gaming PC
Do you feel the need for speed? More importantly, does your PC have the speed to make the new Need for Speed run with the speed you need? Today is the day to find out.
Need for Speed Unbound (opens in new tab) is set to launch on December 2, and with that date now just over a week away, Electronic Arts has dropped details (opens in new tab) on when exactly it will launch, what sort of accessibility options it will support, and—as promised above, what exactly you’ll need to run it.
So, first things first: Let’s dive under the hood.
Need for Speed Unbound System Requirements
The minimum Pinto:
OS: Windows 10 64-bit
Processor (AMD): Ryzen 5 2600 or equivalent
Processor (Intel): Core i5-8600 or equivalent
Memory: 8 GB
Graphics card (AMD): RX 570 or equivalent
Graphics card (NVIDIA): GTX 1050 Ti or equivalent
DirectX: 12 Compatible video card
Online Connection Requirements: 1 Mbps or faster Internet connection
Hard-drive space: 50GB+
The recommended Pagani:
OS: Windows 10 64-bit
Processor (AMD): Ryzen 5 3600 or equivalent
Processor (Intel): Core i7-8700 or equivalent
Memory: 16 GB
Graphics card (AMD): Radeon RX5700 or Equivalent
Graphics card (NVIDIA): GeForce RTX 2070 or Equivalent
DirectX: 12 Compatible video card
Online Connection Requirements: 1 Mbps or faster Internet connection
Hard-drive space: 50GB+
Need for Speed Unbound will support crossplay in the Lakeshore Online multiplayer mode across PC, Xbox Series X-S, and PlayStation 5, but it can be disabled if you’d rather not. It will also offer a range of control options and adjustments, accessibility features like colorblind mode, adjustable chat text size, and lighting controls, and—this one feels a bit weird—17 different audio options including “dynamic range, balancing out the Car, Speech, Effects, and Music volumes, and adjusting VOIP settings for when you’re burning up the road in Lakeshore Online.”
Need for Speed Unbound Unlock Times
Today’s update also breaks down Need for Speed Unbound’s slightly complicated launch schedule. It’s got almost as many moving parts as the system requirements:
Need for Speed Unbound Palace Edition launches on Nov 28, 2022 11pm PT / Nov 29 2 am ET / 7am UTC / 8am CET
Need for Speed Unbound Standard Edition launches Dec 1, 2022 11pm PT / Dec 2 2 am ET / 7am UTC / 8am CET
EA Play/EA Play Pro launches Nov 28, 2022 11pm PT / Nov 29 2 am ET / 7am UTC / 8am CET
EA Play – Play the 10 hour trial of Need for Speed Unbound Standard Edition (and keep your progress when you buy the game)
EA Play Pro – Get the full Palace Edition of Need for Speed Unbound with your EA Play Pro subscription.
To confuse things further, here’s a map with early access launch times—click the icon in the upper-right corner to see it full size:
https://gamingarmyunited.com/wp-content/uploads/2022/11/Need-for-Speed-Unbound-system-requirements-and-unlock-times-revealed.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-22 21:46:532022-11-22 21:46:53Need for Speed Unbound system requirements and unlock times revealed
Luau is the first programming language to put the power of semantic subtyping in the hands of millions of creators.
Minimizing false positives
One of the issues with type error reporting in tools like the Script Analysis widget in Roblox Studio is false positives. These are warnings that are artifacts of the analysis, and don’t correspond to errors which can occur at runtime. For example, the program
local x = CFrame.new()
local y
if (math.random()) then
y = CFrame.new()
else
y = Vector3.new()
end
local z = x * y
reports a type error which cannot happen at runtime, since CFrame supports multiplication by both Vector3 and CFrame. (Its type is ((CFrame, CFrame) -> CFrame) & ((CFrame, Vector3) -> Vector3).)
False positives are especially poor for onboarding new users. If a type-curious creator switches on typechecking and is immediately faced with a wall of spurious red squiggles, there is a strong incentive to immediately switch it off again.
Inaccuracies in type errors are inevitable, since it is impossible to decide ahead of time whether a runtime error will be triggered. Type system designers have to choose whether to live with false positives or false negatives. In Luau this is determined by the mode: strict mode errs on the side of false positives, and nonstrict mode errs on the side of false negatives.
While inaccuracies are inevitable, we try to remove them whenever possible, since they result in spurious errors, and imprecision in type-driven tooling like autocomplete or API documentation.
Subtyping as a source of false positives
One of the sources of false positives in Luau (and many other similar languages like TypeScript or Flow) is subtyping. Subtyping is used whenever a variable is initialized or assigned to, and whenever a function is called: the type system checks that the type of the expression is a subtype of the type of the variable. For example, if we add types to the above program
local x : CFrame = CFrame.new()
local y : Vector3 | CFrame
if (math.random()) then
y = CFrame.new()
else
y = Vector3.new()
end
local z : Vector3 | CFrame = x * y
then the type system checks that the type of CFrame multiplication is a subtype of (CFrame, Vector3 | CFrame) -> (Vector3 | CFrame).
Subtyping is a very useful feature, and it supports rich type constructs like type union (T | U) and intersection (T & U). For example, number? is implemented as a union type (number | nil), inhabited by values that are either numbers or nil.
Unfortunately, the interaction of subtyping with intersection and union types can have odd results. A simple (but rather artificial) case in older Luau was:
local x : (number?) & (string?) = nil
local y : nil = nil
y = x -- Type '(number?) & (string?)' could not be converted into 'nil'
x = y
This error is caused by a failure of subtyping, the old subtyping algorithm reports that (number?) & (string?) is not a subtype of nil. This is a false positive, since number & string is uninhabited, so the only possible inhabitant of (number?) & (string?) is nil.
This is an artificial example, but there are real issues raised by creators caused by the problems, for example https://devforum.roblox.com/t/luau-recap-july-2021/1382101/5. Currently, these issues mostly affect creators making use of sophisticated type system features, but as we make type inference more accurate, union and intersection types will become more common, even in code with no type annotations.
This class of false positives no longer occurs in Luau, as we have moved from our old approach of syntactic subtyping to an alternative called semantic subtyping.
Syntactic subtyping
AKA “what we did before.”
Syntactic subtyping is a syntax-directed recursive algorithm. The interesting cases to deal with intersection and union types are:
Reflexivity: T is a subtype of T
Intersection L: (T₁ & … & Tⱼ) is a subtype of U whenever some of the Tᵢ are subtypes of U
Union L: (T₁ | … | Tⱼ) is a subtype of U whenever all of the Tᵢ are subtypes of U
Intersection R: T is a subtype of (U₁ & … & Uⱼ) whenever T is a subtype of all of the Uᵢ
Union R: T is a subtype of (U₁ | … | Uⱼ) whenever T is a subtype of some of the Uᵢ.
For example:
By Reflexivity: nil is a subtype of nil
so by Union R: nil is a subtype of number?
and: nil is a subtype of string?
so by Intersection R: nil is a subtype of (number?) & (string?).
Yay! Unfortunately, using these rules:
number isn’t a subtype of nil
so by Union L: (number?) isn’t a subtype of nil
and: string isn’t a subtype of nil
so by Union L: (string?) isn’t a subtype of nil
so by Intersection L: (number?) & (string?) isn’t a subtype of nil.
This is typical of syntactic subtyping: when it returns a “yes” result, it is correct, but when it returns a “no” result, it might be wrong. The algorithm is a conservative approximation, and since a “no” result can lead to type errors, this is a source of false positives.
Semantic subtyping
AKA “what we do now.”
Rather than thinking of subtyping as being syntax-directed, we first consider its semantics, and later return to how the semantics is implemented. For this, we adopt semantic subtyping:
The semantics of a type is a set of values.
Intersection types are thought of as intersections of sets.
and since subtypes are interpreted as set inclusions:
Subtype
Supertype
Because
nil
number?
{ nil } ⊆ { nil, 1, 2, 3, … }
nil
string?
{ nil } ⊆ { nil, “foo”, “bar”, … }
nil
(number?) & (string?)
{ nil } ⊆ { nil }
(number?) & (string?)
nil
{ nil } ⊆ { nil }
So according to semantic subtyping, (number?) & (string?) is equivalent to nil, but syntactic subtyping only supports one direction.
This is all fine and good, but if we want to use semantic subtyping in tools, we need an algorithm, and it turns out checking semantic subtyping is non-trivial.
Semantic subtyping is hard
NP-hard to be precise.
We can reduce graph coloring to semantic subtyping by coding up a graph as a Luau type such that checking subtyping on types has the same result as checking for the impossibility of coloring the graph
For example, coloring a three-node, two color graph can be done using types:
type Red = "red"
type Blue = "blue"
type Color = Red | Blue
type Coloring = (Color) -> (Color) -> (Color) -> boolean
type Uncolorable = (Color) -> (Color) -> (Color) -> false
Then a graph can be encoded as an overload function type with subtype Uncolorable and supertype Coloring, as an overloaded function which returns false when a constraint is violated. Each overload encodes one constraint. For example a line has constraints saying that adjacent nodes cannot have the same color:
A triangle is similar, but the end points also cannot have the same color:
type Triangle = Line
& ((Red) -> (Color) -> (Red) -> false)
& ((Blue) -> (Color) -> (Blue) -> false)
Now, Triangle is a subtype of Uncolorable, but Line is not, since the line can be 2-colored. This can be generalized to any finite graph with any finite number of colors, and so subtype checking is NP-hard.
We deal with this in two ways:
we cache types to reduce memory footprint, and
give up with a “Code Too Complex” error if the cache of types gets too large.
Hopefully this doesn’t come up in practice much. There is good evidence that issues like this don’t arise in practice from experience with type systems like that of Standard ML, which is EXPTIME-complete, but in practice you have to go out of your way to code up Turing Machine tapes as types.
Type normalization
The algorithm used to decide semantic subtyping is type normalization. Rather than being directed by syntax, we first rewrite types to be normalized, then check subtyping on normalized types.
A normalized type is a union of:
a normalized nil type (either never or nil)
a normalized number type (either never or number)
a normalized boolean type (either never or true or false or boolean)
a normalized function type (either never or an intersection of function types) etc
Once types are normalized, it is straightforward to check semantic subtyping.
Every type can be normalized (sigh, with some technical restrictions around generic type packs). The important steps are:
removing intersections of mismatched primitives, e.g. number & bool is replaced by never, and
removing unions of functions, e.g. ((number?) -> number) | ((string?) -> string) is replaced by (nil) -> (number | string).
For example, normalizing (number?) & (string?) removes number & string, so all that is left is nil.
Our first attempt at implementing type normalization applied it liberally, but this resulted in dreadful performance (complex code went from typechecking in less than a minute to running overnight). The reason for this is annoyingly simple: there is an optimization in Luau’s subtyping algorithm to handle reflexivity (T is a subtype of T) that performs a cheap pointer equality check. Type normalization can convert pointer-identical types into semantically-equivalent (but not pointer-identical) types, which significantly degrades performance.
Because of these performance issues, we still use syntactic subtyping as our first check for subtyping, and only perform type normalization if the syntactic algorithm fails. This is sound, because syntactic subtyping is a conservative approximation to semantic subtyping.
Pragmatic semantic subtyping
Off-the-shelf semantic subtyping is slightly different from what is implemented in Luau, because it requires models to be set-theoretic, which requires that inhabitants of function types “act like functions.” There are two reasons why we drop this requirement.
Firstly, we normalize function types to an intersection of functions, for example a horrible mess of unions and intersections of functions:
Set-theoretic semantic subtyping does not support this normalization, and instead normalizes functions to disjunctive normal form (unions of intersections of functions). We do not do this for ergonomic reasons: overloaded functions are idiomatic in Luau, but DNF is not, and we do not want to present users with such non-idiomatic types.
Our normalization relies on rewriting away unions of function types:
((A) -> B) | ((C) -> D) → (A & C) -> (B | D)
This normalization is sound in our model, but not in set-theoretic models.
Secondly, in Luau, the type of a function application f(x) is B if f has type (A) -> B and x has type A. Unexpectedly, this is not always true in set-theoretic models, due to uninhabited types. In set-theoretic models, if x has type never then f(x) has type never. We do not want to burden users with the idea that function application has a special corner case, especially since that corner case can only arise in dead code.
In set-theoretic models, (never) -> A is a subtype of (never) -> B, no matter what A and B are. This is not true in Luau.
For these two reasons (which are largely about ergonomics rather than anything technical) we drop the set-theoretic requirement, and use pragmatic semantic subtyping.
Negation types
The other difference between Luau’s type system and off-the-shelf semantic subtyping is that Luau does not support all negated types.
The common case for wanting negated types is in typechecking conditionals:
-- initially x has type T
if (type(x) == "string") then
-- in this branch x has type T & string
else
-- in this branch x has type T & ~string
end
This uses a negated type ~string inhabited by values that are not strings.
In Luau, we only allow this kind of typing refinement on test types like string, function, Part and so on, and not on structural types like (A) -> B, which avoids the common case of general negated types.
Prototyping and verification
During the design of Luau’s semantic subtyping algorithm, there were changes made (for example initially we thought we were going to be able to use set-theoretic subtyping). During this time of rapid change, it was important to be able to iterate quickly, so we initially implemented a prototype rather than jumping straight to a production implementation.
Validating the prototype was important, since subtyping algorithms can have unexpected corner cases. For this reason, we adopted Agda as the prototyping language. As well as supporting unit testing, Agda supports mechanized verification, so we are confident in the design.
The prototype does not implement all of Luau, just the functional subset, but this was enough to discover subtle feature interactions that would probably have surfaced as difficult-to-fix bugs in production.
Prototyping is not perfect, for example the main issues that we hit in production were about performance and the C++ standard library, which are never going to be caught by a prototype. But the production implementation was otherwise fairly straightforward (or at least as straightforward as a 3kLOC change can be).
Next steps
Semantic subtyping has removed one source of false positives, but we still have others to track down:
Overloaded function applications and operators
Property access on expressions of complex type
Read-only properties of tables
Variables that change type over time (aka typestates)
The quest to remove spurious red squiggles continues!
Acknowledgments
Thanks to Giuseppe Castagna and Ben Greenman for helpful comments on drafts of this post.
Alan coordinates the design and implementation of the Luau type system, which helps drive many of the features of development in Roblox Studio. Dr. Jeffrey has over 30 years of experience with research in programming languages, has been an active member of numerous open-source software projects, and holds a DPhil from the University of Oxford, England.
We liked the supernatural immersive sim Weird West (opens in new tab) quite a bit when it arrived earlier this year, and now it’s even better thanks to the addition of mod support in the latest patch. A handful of mods are already available for the game, including one that changes it from an isometric perspective to first person.
The “quirky” first-person mod isn’t officially supported by developer WolfEye Studios, but it was created by a Weird West developer: Joe Wintergreen, a systems designer on the game. Wintergreen said in a YouTube video that the project began with a quick first-person perspective mod that was “surprisingly cool but not particularly good,” and then got underway in earnest a few months later when WolfEye asked if he’d come back for a week or two to polish it up for release as one of Weird West’s first mods.
“I had to do this in as hacky and awful a way as possible because there wasn’t much time, any changes I made had to not break the game’s existing systems, and I had to touch as few files as possible,” Wintergreen said. “So others could identify these changes easily I tagged them all ‘Wintergreen mode.’ Years earlier I’d pushed through some unrelated changes to the camera which were at the time called ‘Joe mode.’ So technically Weird West is always in either ‘Joe mode’ or ‘Wintergreen mode.'”
The full mod release makes a few changes from Wintergreen’s initial first-person project, including repositioning the camera, “wacky situation bone offsets” to avoid weird clipping problems, the addition of a temporary third-person camera for actions that look too weird or boring in first person, adding a new sky and map edges, and “a lot of other little forgettable things like that.”
“The result is still pretty janky and you’ll definitely run into issues, but with any luck they shouldn’t stop you from playing through the game,” Wintergreen said. “Overall this was a pretty cool and fun thing to get the opportunity to do.”
Weird West’s mod support works through mod.io (opens in new tab) to enable browsing and installation from within the game on Steam, GOG, and Epic. People who have Weird West on Game Pass have to put a little more effort into it by downloading the mod separately and then unzipping it into the Weird West install directory. Once that’s done, the mod will be automatically activated the next time the game is launched.
The first-person mod is the big one right now, but four other mods are currently available for Weird West as well: Long-Lasting Tools, No Friendly Fire, Undead Animals, and Heroes Gender Swap, which lets players change the appearance (but not the gameplay) of the Bounty Hunter, Pigman, Protector, and Devotee.
The 1.05 patch that added mod support also makes a handful of bug fixes:
Fixes scenery shadows flickering, which was happening in some locations when rotating the camera on Xbox and Playstation.
Rebinding the key for USE on PC now also correctly remaps the “drop” key when carrying objects around.
If a shovel or pickaxe somehow ended up with zero durability when transferred out of the player’s inventory, it will regain its full durability upon being retrieved.
Fixed bounty board sometimes having a child as bounty target, resulting in an impossible-to-kill bounty.
Fixed rare case during the Protector Journey where the Ravenous attack waves in Olvidado Pueblo were never ending, causing the objective to become stuck.
https://gamingarmyunited.com/wp-content/uploads/2022/11/1669149014_Weird-West-is-now-playable-in-first-person-thanks-to-official.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-22 20:08:342022-11-22 20:08:34Weird West is now playable in first-person thanks to official mod support
Something is rotten in the state of Revachol. This year has seen the gradual unfurling of a bitterly ironic real-world tale, one in which the creators of perhaps the best PC game ever (opens in new tab) appear to have been systemically cut-out of the company (opens in new tab) they co-founded, Disco Elysium studio ZA/UM: and are now fighting in the courts for some restorative justice.
How on Earth did it get to this point? One of the answers is relatively simple. Four concept sketches of a man in a scarf, the first glimpses of a Disco Elysium sequel, which were allegedly bought last year for just over €1 by a shell company controlled by a ZA/UM executive, and then immediately re-sold to ZA/UM for €4.8 million.
The players are as follows. The first grouping includes Robert Kurvitz and Aleksander Rostov, the key creatives behind Disco Elysium, and Kaur Kender, who acted as executive producer and marketing manager on the game. All are partners in Studio ZA/UM.
On the other side are Ilmar Kompus, the director and largest shareholder of Studio ZA/UM, and Tõnis Haavel. The Estonian Ekspress newspaper (opens in new tab) describes Haavel as a “smooth-talking ex-banker who was convicted of investment fraud in 2015 and received a seven-month suspended prison sentence.” He was also an executive producer on Disco Elysium.
The information coming is from a hearing held in Harju County Court in October, Estonia’s largest county court, and it’s important to emphasise up-front that none of this is settled but claim and counter-claim.
The Estonian Ekspress reports (opens in new tab) that the problems began when Margus Linnamäe, who largely financed Disco Elysium and was ZA/UM’s largest shareholder, decided to sell up in 2021. There was an expectation that Linnamäe would split this shareholding among the partners but, instead, he sold it all to Kompus.
Kurvitz and Rostov did not know about this at the time. Their suspicions were raised when they were apparently demoted internally and, after checking the Estonian registration of companies, realised that control of ZA/UM now belonged to Kompus. The pair began demanding answers, shortly after which they were sacked. Both still own minor shareholdings in ZA/UM.
At the hearing, Kurvitz and Rostov argued that Kompus had used money that should have gone to the studio and shareholders, and funded Disco Elysium’s sequel, in order to buy those $4.8 million sketches. This was the alleged sleight-of-hand.
The shell company Tütreke, controlled by Kompus, somehow acquired these four sketches (described as being for a game called Pioneer One), and paid exactly one pound sterling for them before re-selling to ZA/UM for $4.8 million. This amount is what was apparently used to buy Linnamäe’s large stake, and put it in the hands of Kompus.
Kompus allegedly hoped that ZA/UM and Disco Elysium could be sold on quickly. The hearing heard that suitors including Microsoft and Tencent were tempted, while Amazon studios was interested in making a TV series set in the world.
But there remained a problem: Robert Kurvitz is the creator of Disco Elysium, still owns a piece of it, and has the right to block any acquisition. Those IP rights overall are however held by a ZA/UM UK subsidiary, the head of ZA/UM UK being Ilmar Kompus (he owns a fifth of this company).
By this stage, the Disco Elysium executive producer, Kender, had also begun to smell a rat and ask difficult questions, so Kompus dealt with him by putting him on leave and then firing him.
It is Kender who sent this into legal overdrive, claiming in court that Kompus cheated him out of just under €1,000,000. He argued to the court that it should seize Kompus’s stake in ZA/UM to prevent its sale during any ongoing action and the money disappearing overseas. The court agreed, and has done so.
Kender’s lawsuit also targets Tõnis Haavel, alleging that Kompus was acting under his direction. To cut to the chase, ZA/UM UK owns a subsidiary company called Yessirnosir Ltd, which is the holder of the IP rights to Disco Elysium, and this company was believed to be owned by Kompus. In fact the director is Anu Reiman, who also owns “over 75%” of it (opens in new tab), and is the partner of one Tõnis Haavel.
Kender claims Haavel’s role is being kept secret because Haavel is bankrupt to the tune of an astonishing €11.2 million, which is because he’s liable to pay compensation due to an infamous scandal called the Baku land affair: an investment bubble promising to buy up land in Azerbaijan where all the money vanished. This is the source of Haavel’s 2015 conviction.
(Image credit: ZA/UM)
Ilmar Kompus denied there was any lawsuit against him to the Estonian Ekspress. The paper then sent him the legal documents. He looked at them and did not respond further.
Haavel told the Ekspress that the allegations are “completely absurd” and he wouldn’t comment on any order he hadn’t seen. Again he was sent the order, and again he went quiet.
This is the financial side of the battle for Disco Elysium’s soul, but it may get even more serious. Kurvitz and Rostov believe that ZA/UM’s new owners should face criminal charges.
On November 9, Studio ZA/UM provided PC Gamer with a statement (opens in new tab) elaborating on its reasons for firing Kurvitz and Rostov. According to this, Kurvitz and Rostov showed “limited to no engagement in their responsibility and work” including “not working at all for almost two years.” The company also accuses the pair of “verbal abuse,” “gender discrimination,” and “attempts to illegally sell” ZA/UM intellectual property “with the aim of undermining the rest of the team.”
The statement goes on to say that ZA/UM “denies any claim of financial malfeasance or fraud” and that “the vast majority of profits from Disco Elysium have been invested back into the studio” to fund new projects.
The next step is a general meeting of Studio ZA/UM where, amazingly enough, small shareholders (such as Kurvitz and Rostov) will vote on whether the studio should file its own lawsuit against Kompus. Kompus will not be allowed to participate in the vote.
To summarise: Disco Elysium’s key creatives owned minority shareholdings in ZA/UM but, while they focused on things like creating games, the company’s largest shareholding was allegedly bought-out through a piece of financial chicanery whereby the studio itself paid for the shareholding on behalf of one individual.
The goal wasn’t necessarily to squeeze the creatives out but, when they noticed, they were quickly got rid of. The alleged aim was to use Disco Elysium’s success to sell the rights to a tech giant for tens of millions, and get rich quick before those anarcho-commie designers even noticed what happened.
So Kompus and Haavel want to sell the rights but, because Kurvitz can block any deal, they won’t be able to—as things stand, anyway. Equally Kurvitz, who spent upwards of two decades creating this incredibly rich setting, will no longer be able to work with it again because the rights reside with ZA/UM UK.
What a mess. It should be borne in mind that, while the court may have taken action in terms of seizing Kompus’s shareholding, it has not yet made any findings either way. The accusations against various parties remain just that, for now, and no doubt there will be further twists and turns in the battle over Disco Elysium’s future. The worrying aspect being that, if this doesn’t get sorted out definitively, it may not have one.
I’ve asked Studio ZA/UM for comment, and will update with any response.
https://gamingarmyunited.com/wp-content/uploads/2022/11/1669145207_The-legal-war-over-Disco-Elysium-reaches-Disco-Elysium-levels.jpg6011024Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-22 19:11:182022-11-22 19:11:18The legal war over Disco Elysium reaches Disco Elysium levels of complexity
Readers of PCG’s weekend question (opens in new tab) will be well-aware of my GPU struggles, but for the unfamiliar, let’s just say that, well, circumstances have conspired such that I occasionally have to turn my PC upside down to make the graphics card work. Look, don’t worry, it’s fine, but I’m in the market for a new GPU, and some of these AMD deals have me seriously tempted to switch over from the green team.
While we’ve got all the best Black Friday GPU deals (opens in new tab) arrayed for you and constantly updated, I thought I’d take some time to highlight a couple of the specific deals that have me reconsidering my loyalty to Nvidia.
First up is XFX’s version of the AMD Radeon RX 6700 XT (opens in new tab), which makes much more sense on sale than it does at MSRP, especially at over a hundred bucks off. An RTX 4090 this ain’t, but it’s a solid choice for 1080p and 1440p gaming, and the RX 6700 XT currently holds the #3 on our list of best graphics cards (opens in new tab). Since I spend most of my time playing Crusader Kings 3 (opens in new tab) on my 1440p monitor—and I’m fairly certain this card won’t ask me to turn my PC upside down at any point—I have to admit I’m tempted.
Heck, if I was content to live at 1080p for a while, I could even pick up an RX 6650 XT (opens in new tab), which is pretty much unmatched at its price point these days.
On the other hand, if I do ever get the urge to play in 4K, I could always spring for that card’s big brother: The XFX Speedster SWFT 319 RX 6900 XT (opens in new tab) (I’m convinced whoever names these things is just messing with us at this point). Another card that made barely any sense at MSRP, it becomes a lot more persuasive when you knock $200 off the price tag.
These are both RDNA 2 cards, not the latest and greatest RDNA 3 tech (opens in new tab), and they obviously lack Nvidia’s bells and whistles like DLSS. But I’m on a 1080 Ti right now anyway, so it’s not like I’m giving anything up, and with Nvidia’s latest generation of cards being so massive and expensive, I have to admit that it’s gonna be a struggle not to turn my coat on this one.
https://gamingarmyunited.com/wp-content/uploads/2022/11/1669152681_These-Black-Friday-AMD-graphics-card-deals-have-me-seriously.png6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-22 18:53:362022-11-22 18:53:36These Black Friday AMD graphics card deals have me seriously reconsidering my 8-year allegiance to Nvidia
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