CES 2023 is in full swing. We’ve been drowning in specifications for the best part of a week and it’s starting to grate. Alright, there are some fancy bits we’ve spotted—a new range of 13th Gen, RTX 40-series gaming laptops here, a sprinkling of high refresh, low response time monitors there, but what about the real scientific innovations?Well, as much as I’d love to present you with timeline altering technological wonders, there’s a lot more stuff out there that seems only to ring the gilded bell of consumerist marketing gumpf. Still, my spirits have been lifted somewhat by the smattering of hilarious technology worming its way onto the market.
So to break up the mundanity interrupted only by my singular insight of “Gosh, aren’t there a lot of 16:10 gaming laptops this year,” I give you Katie’s worst of CES 2023. A wonderland of technological strangeness to set us up right for a new year of staring into the void that is humanity’s future.
Brought to you by boredom™, in association with Future Publishing.
Pissing contest
Alright so let’s start off with something meant to help you manage your physical well being. A noble cause, and totally not something that could ever be misused. It’s tech that you’re meant to pee on. Not that I’m inclined to do such things, but my colleagues assure me that “any tech can be peed on.” Whether it should be peed on or not is another matter.
The U-Scan is a health monitor in the form of a little piss pebble to put in your toilet. Not only does this little pee monitor help you keep an eye on vitamin deficiencies, oestrogen, PH levels, and much more by analysing your urine, it does presents its findings through a handy mobile app. It’s a great idea, but I don’t see many people purposefully buying tech you’re meant to pee on. Maybe I’m wrong, but I can almost hear our Jacob wincing through the computer screen over the uncleanliness of it all.
This thing is even smart enough to tell the difference between human pee and water from the flush. It can even detect exactly who is peeing on it.
God, tell me the Withings office that brought us this little doesn’t have these lining their toilet cubicles in the office, keeping tabs on employee vitals. Old Orwell is rolling in his grave right about now.
Thousand dollar Rubik’s Cube
Alright so this one’s actually kind of cool, or at least it was before I spotted the original price tag. Essentially it’s a Rubik’s Cube, only electronic and with games. The press release simply notes that it’s “a solid black glass cube….. alive… where you can change the screen geometry during the gameplay, cannot be described in words, it’s truly a sight to behold…”
If all those ellipses weren’t enough to awaken the burning mystery of the WOWCube, its internal connections communicate through the use of magnets. Magnets, how do they work? Unfortunately the press release refuses to divulge the WOWCube’s most intimate of secrets. Now, while the crossover between Rubik’s Cube likers and those who understand obscure Insane Clown Posse references is relatively niche, at least the WOWCube is a little more relevant to gaming than some of the stuff on this list.
WOWCube preorders are open now, and the company will start delivering the first batch in “January 2023.” Specific. Just know that the tip top “Black edition” will set you back $999, or $699 if you preorder. So, a Rubik’s Cube that costs more than the Steam Deck? No thanks.
Stick Drift
Three years ago, Sony rocked up at CES with the Vision-S, a concept sedan packed with wall-to-wall entertainment features. It seemed to be no more than a publicity stunt, but now the company has paired with Honda to make the dream a reality with the Afeela.
In case you’re wondering, Afeela is an Arabic name, numerologically associated with social prowess, companionship, and grace. Though it’s the ‘feel’ part that the announcement stressed.
It’s an AI-powered electric vehicle with, of course, an integrated PS5. The worst part is that, while the LED panel on the front of the car might be used for some cool stuff, we can see where it’s going with this: cheaper leases for ad-laden cars, or worse, ads on the car you paid for that you can’t turn off.
Don’t get me wrong, the car is looking damn gorgeous, I just have my reservations when companies stray out of their main wheelhouse. Here’s hoping the Afeela doesn’t end up with just 417 hours to live like the Sony DualSense controller.
Smell your waifu
The Aroma Shooter quite possibly takes the crown for CES 2023 for not only the worst name, but also the most potential for perverted usage. It’s a stinky tech necklace that transmits smells relevant to what’s being shown on your computer screen. It uses “solid-state” cartridges that come in a variety of flavours, including papaya, chamomile, and even soy sauce.
It’s essentially a wearable aroma diffuser, only the company has managed to do away with liquid and gaseous materials. The compatible app, AromaPlayer, is technically what’s being showcased here. It’s a platform that “integrates smell into your favorite movies” and allows you to create and distribute your own digital smellscapes.
Okay, nothing strange about that. People have been wanting to transmit smells digitally for some time. Maybe it’ll catch on, I thought.
Then—and if you watch the video below you’ll understand why—my suggestive brain kicked in, and rolled a critical success. As our Robin mentioned, setting a somewhat degenerative tone for the rest of our morning meeting today, “It does look a bit like it may be for pervs.”
Granted it does have some incredible potential for use in games, though there’s another pungent contender in the game space: OVR technology. It’s a little module that, instead of being worn around your neck, hooks onto the bottom of your VR headset.
Both could be pretty fun, used responsibly.
NFT anime PC accessories
The anime that tech brand XPG brought to us last year, Xtreme Saga, has just birthed a red-washed round of gaming gear from the Adata subsidiary. And while the peripherals and PC case actually don’t look too bad, I have some serious reservations about the anime it’s all based around. Mainly, it being a front to sell NFTs, but also as it’s one of the worst anime’s I’ve laid eyes on in some time.
Now you can base your entire PC setup around the main character, and why on earth wouldn’t you? She’s a badass redhead with a positive attitude and a penchant for kicking ass.
It really is telling when the YouTube view to like ratio sits at 2M:397.
https://gamingarmyunited.com/wp-content/uploads/2023/01/rieSNWoDxTmPXqbL8hfyzQ.jpg7511335Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-01-07 14:00:252023-01-07 18:29:47The tech that went too far at CES 2023
CES 2023 might not yet be over, but we won’t be hearing too many more product announcements from the show. That means we’ve seen all the best products the massive technology show has in store for us, and there have been more than a few that caught our attention this year.
From colour-changing cars to microLED TVs, the Las Vegas tech show has something new to offer people of all interests. For us, though, it’s all about PC gaming announcements, and there were plenty of those to whet our appetites for the year ahead.
AMD’s own Dr. Lisa Su offered a keynote this year, and in it the red team announced new Radeon GPUs and CPUs for laptops, brand new 3D V-Cache desktop processors, and a mammoth GPU with a whole CPU inside it. Intel and Nvidia also had new 13th Gen laptop CPUs and RTX 40-series laptop GPUs to shout about, which means this CES didn’t fail to deliver on the portable front. There’s tons of processing power coming with this next generation of machines. On desktop you’ve got the RTX 4070 Ti, which is actually already out if you missed that.
Then there was the wave of new gaming monitor announcements. Mostly made up of shiny new 27-inch OLED panels and enormous ultrawides, we won’t be short of options for capable displays for the rest of the year if this show is any indication. Though admittedly we only really get a glimpse of the expensive stuff at CES, and the actual products most of us will end up buying fly a little more under the radar.
Below you’ll find our picks for the CES 2023 announcements you really don’t want to miss.
Samsung Odyssey Neo G9
Samsung Odyssey Neo G9
As an ultrawide aficionado, the Samsung Odyssey Neo G9 is very nearly my dream monitor, and one I’m sure I won’t be able to afford. With its dual UHD 7680 x 2160 resolution, mini-LED tech, 240Hz refresh rate, HDR1000 and DisplayPort 2.1, it’s the kind of screen I could foresee using for the next ten years. Who knows, by then there might be a GPU that can actually drive it at 240 FPS.
I’m not sold on the idea of using an OLED screen for day to day desktop use with lots of static content, so I consider this to be an excellent all rounder that ticks almost all the boxes.
Actually, it probably won’t fit on my desk, but this is the kind of screen I would buy a new desk for. Or a new house. Only half kidding on the latter.
Asus Zephyrus G14
Asus Zephyrus G14
The upcoming 2023 Zephyrus G14, in its miniscule form factor, will come packing anything up to a Nvidia GeForce RTX 4090 and AMD Ryzen 9 7940HS. And although the GPU will max out at 125W compared to something like the upcoming Razer Blade 16’s 175W GPU, that nerf was a necessary evil to shrink the beast down into a 14-inch laptop.
Whether the Thermal Grizzly vapor chamber cooling system will be able to handle the temperatures we’re expecting from a next-gen machine like this, is another matter. And yet it’s already looking like an impressive feat.
It’s made all the sweeter with the promise of DDR5-4800, up to 1TB of PCIe 4 storage, a 1080p camera, and a nifty little AniMe Matrix pixel display on the backside of the monitor for showing your personality a bit.
We’ve had an affinity for the Zephyrus G14 for a while, and we’re expecting great things from this little AMD/Nvidia champ in 2023.
Sony Project Leonardo
Sony Project Leonardo
I wouldn’t usually be one to choose a Sony announcement for my best in show—this is PC Gamer after all—but this year the console goliath and tech company has released something that will offer more gamers a chance to experience the latest games. You can’t argue with that. It’s called Project Leonardo, and yes it does appear to be named after the Ninja Turtle.
Sony’s Project Leonardo is an accessibility controller with tons of customisability. It’s designed to remove barriers that exist for some gamers with disabilities, and in doing so allow more people to enjoy the hobby we so love. In some ways it’s Sony’s take on Microsoft’s excellent Xbox Adaptive Controller, though they couldn’t look more different.
Project Leonardo will work on its own, in tandem with another unit, or even with a DualSense controller. It also comes with extra aux ports for further accessories, which is similar to the Xbox unit and means kits like Logitech’s Adaptive Gaming Kit would work with it too.
“Because players can customize Project Leonardo according to their needs, there is no one ‘right’ form factor,” says designer So Morimoto. “We want to empower them to create their own configurations. The controller can also flexibly accept combinations of accessibility accessories to create a unique aesthetic. I am excited that the design will be completed through collaboration with players rather than presenting them with a single form factor.”
We’re still waiting on some further info on this controller, including on whether it’ll play nicely on PC and how much it’ll cost. Sony teamed up with some excellent charities for the controller’s development, including AbleGamers, SpecialEffect, and Stack Up, so we’re hopeful that when it’s in the homes of its target audience it’ll make a real difference.
The runner-up for cool CES controllers is Asus for slapping an OLED on an Xbox pad—these things are not the same.
LG Signature OLED M
LG Signature OLED M
For me, CES has always been about over-the-top TVs I’ll never afford. LG’s Signature OLED M (Model M3) is something I can seriously see in my living room, assuming I take out a second mortgage. This gorgeous 97-inch 4K 120Hz OLED TV has a sleek modern design that looks like the TV Bruce Wayne would have in his penthouse.
Perhaps the coolest feature of the M3 is its Zero Connect box. Basically instead of putting inputs on the TV itself, all the audio and video signals are sent to TV wirelessly via the Zero Connect box. This means you don’t have to see any unsightly cables from your gaming PC, game console and cable box under your TV keeping with the clean aesthetic and still enjoy lag-free gaming. The box itself has a rotatable antenna so you can easily align it with the TV no matter where it’s located for maximum signal quality.
LG claims users “can enjoy content at 4K 120Hz and clear, crisp sound without interruption or degradation of quality,” which if true, could be a game changer. As someone who consistent with cable management issues, this TV is a dream.
AMD Ryzen 7040 Series
AMD Ryzen 7040 Series
CES 2023 has not, in all candour, blown my socks off. The disappointments of 2022, particularly in the graphics market, have continued with Nvidia’s exasperatingly expensive $800 mid-tier RTX 4070 Ti board.
On the CPU side of things, however, things are looking brighter and AMD looks to have another mobile killer in the new Ryzen 7040 Series laptop APU. For me, it’s by far the more significant chip than the equally new Ryzen 7045 processor.
The latter is just the existing Ryzen 7000 desktop CPU stuffed into a laptop. That’s fine, and all. But it’s only going to be relevant for really beefy desktop replacement rigs. And in any case, its main claim to fame is offering up to 16 cores. Which is utter overkill for gaming.
Indeed, for my money it’s the Ryzen 4070 that’s the real laptop chip. It comes with up to eight cores, which is plenty for gaming. It’s also based on TSMC’s 4nm node.
Granted, the 4nm node is really just a tweaked version of 5nm. But it does offer slightly better efficiency than TSMC 5nm and it’s pretty much right at the bleeding edge. Which bodes well for battery life. On which note, AMD is claiming up to 30 hours. Wow.
Then there’s the chip’s AI engine. OK, for now the benefits of this are unproven. But I’m of the view that it could become useful sooner than you think. Including for gaming. Even if not, the Ryzen 7040 is going to make for some very powerful but also slick, slim and surprisingly long lasting gaming laptops. Hurrah.
https://gamingarmyunited.com/wp-content/uploads/2023/01/KiJYCNqkavER8BPUfYgTaJ.jpg14052500Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-01-07 14:00:142023-01-07 18:30:53The PC gaming announcements you don’t want to miss from CES 2023
We’ve put together this list of the best anime games on PC to help you figure out which ones you absolutely shouldn’t miss, because there sure are a lot of them—videogames adapted from specific anime shows and movies, as well as videogames more broadly inspired by the medium.
It makes sense for there to be a lot of overlap between anime and games. Many character designers, writers, and voice actors work in both industries at once. Plus, there are plenty of game designers who grew up on Ghost in the Shell or Pokémon and went on to draw on that influence in their videogame work.
Gargantuan JRPGs, absurdly over-the-top fighters, crime-solving visual novels—take your pick. If you’re looking for an interactive anime fix, read on for our faves. There’s a bit of something for everyone.
The best anime fighting games
Dragon Ball FighterZ
Release date: 2018 | Developer: Arc System Works | Steam
No game looks like an Arc System Works game. The company has perfected the combination of 3D and 2D animation with flashy fighting games like Guilty Gear and Blazblue, but the best example is Dragon Ball FighterZ. It turns brawls into proper anime battles, making sure you always see the best angle when you pull off a ridiculous move. And that’s why it’s the absolute best anime fighting game.
Not only is it beginner-friendly, DBFZ also makes you feel as powerful as no other fighting game, thanks to the anime factor—in Dragon Ball, throwing a foe into space or hitting them hard enough to take out most of the surrounding landscape are regular occurrences. Thanks to Arc’s stunning animation, FighterZ looks just like—if not better—than the original.
Tekken 7 has assists and autocombos, but enabling them takes away buttons you need for other moves. It’s not real beginner-friendly. Tekken 7 expects you to learn punishes and staple combos, to pay attention to frame data. (The fact it then sells frame data display as DLC is ridiculous, of course.) It’s honest about its difficulty though, treating story mode as a tutorial because it knows most people play story mode to learn how to play. Well, that and to watch over-the-top cutscenes where Heihachi kicks missiles back at the people who shot them.
Developed for PC, and with a boisterously thriving online community dedicated to the platform, Tekken 7 is a fighting game worth dedicating hours and hours of your life to. At least until Tekken 8 comes along.
Bandai Namco’s Tales series has introduced us to plenty of worlds that need saving since 1995’s Tales of Phantasia, but Tales of Vesperia, originally released as an Xbox 360 exclusive in 2008, stands out thanks to the way it hits that old school JRPG sweet spot. Its protagonists are a group of lovable misfits who for the most part just happen across each other, the battle system is a mix between turn-based and real-time, and there’s a traditional kaleidoscopic fantasy world to explore.
Tales of Vesperia also features fairly classic 2D visuals, with characters designed by mangaka Kousuke Fujishima and cutscenes by popular animation studio Production I.G. But more than just the visuals, it’s the feeling of a grand adventure in faraway lands complete with everything from pirates to dragons and mysterious magical forces that makes Tales of Vesperia such a great JRPG.
With Ni No Kuni: Wrath of the White Witch a game finally captured the trademark charm of Studio Ghibli. The makers of such beloved movies as My Neighbor Totoro and Spirited Away were involved in Ni No Kuni’s creation, producing its animated cutscenes. And while Ni No Kuni wasn’t written by anyone at Ghibli, Akihiro Hino, who worked on games such as Dark Cloud, Dragon Quest 8 and 9, and the Professor Layton series, managed to hit the same heartwarming notes.
Ni No Kuni works for both children and adults in exactly the same way as many Studio Ghibli movies, telling fairytales in which young heroes gain the power to save multiple worlds—mostly by cramming loads of food into their mouths, capturing weird critters, and then rushing off into peril.
When you’re done with Ni No Kuni: Wrath of the White Witch you can move on to Ni No Kuni 2: Revenant Kingdom. Although Studio Ghibli wasn’t involved in creating the sequel it retains the distinctive animation style.
Sure, recent years have buried us in remakes. Don’t let that put you off Final Fantasy 7 Remake, though. It may look like a retelling of disc one’s cyberpunk fable of a stratified city only with a more action-y combat system and some Akira-style motorbike chases thrown in, but the way it plays with your expectations and twists the story it knows you’re anticipating is cleverer than you’d think. The combat’s not the pure action it looks like either. The combos are just something you do to build up bars you need to cast spells and use abilities, dropping the world into slow-motion as you dig through menus for the attacks that do more than just chip damage.
Read more
Need your anime games to look their best? Here are the best gaming PCs right now.
Think of Remake more like a verb than a noun. FF7R is about a struggle to remake the city of Midgar, the slum-protecting ecoterrorists of Avalanche trying to get rid of its reliance on the planet’s lifestream for power and the Shinra Corporation trying to manipulate Midgar into a war they can profit from. Meanwhile, another force is out there trying to remake the familiar plot playing out against this backdrop. It’s got layers, man. Just like the city.
While you’re looking at fantasy of the final variety, don’t go past Final Fantasy 12: The Zodiac Age. Its gambit system gives it some of the best combat the series has ever had, and the PC remaster comes with improvements like a fast-forward button to double or even quadruple the speed to help you get through the slower bits.
If you see the protagonist of Nier Automata out of context you might take her for one of the sexy body-pillow babes that give anime and its fans a bit of a bad rap (sometimes deservedly so, but that’s a different story). But how many anime babes do you know who transform into fighter jets? How many of them efficiently hack and slash their way through hordes of enemies? OK, actually quite a few, but how many of those are also grappling with the fact they’re machines built for a never-ending war?
Nier Automata isn’t just a hack-and-slash. It’s also a deep dive into what it means to have free will, about the meaning of war and whether ignorance can help us stay sane. It’s heavy stuff, masterfully showing the other side of anime. It’s not all bright colors and cute girls. Sometimes it’s about the horrors of war… and cute girls.
If you want to go back to the start of the series, The 2010 original was remastered and finally released on PC as Nier Replicant ver.1.22474487139… in 2021.
Sometimes more really is more, and Bandai Namco’s soulslike Code Vein is a great example of that. Its world has fallen prey to vampire-like monsters that can emit a deadly miasma, and you’re among a group of young, stylish, superpowered people trying to get the monster population under control using massively oversized weapons. As is so often the case with anime games, a simple description of the things that happen doesn’t make much sense. That’s part of Code Vein’s charm.
While it wants to be compared with the Souls games, Code Vein is a lot more approachable, as well as being different stylistically. Unlike the quiet, dark atmosphere of Dark Souls, it feels like a shonen anime—the kind where characters solve a lot of problems via fast-paced, acrobatic combat.
As Phoenix Wright, it’s your job to prove your client’s innocence in the courtroom, which you’ll need to do by cross-examining witnesses and searching crime scenes for clues. You know, like a regular lawyer definitely does.
There’s drama and there’s murder, but Ace Attorney is rarely grim. These are games where anything is possible—and things never turn out the way you expect them to. When you put on your bright blue suit you’ve got to be ready to interrogate the witness’s pet parrot if it turns out to be necessary. (It will turn out to be necessary.)
If the psychics, ghosts, and sexy clowns of the Phoenix Wright games are just too staid and serious for you, Danganronpa: Trigger Happy Havoc takes the formula and makes it even more ridiculous. The setting is a school for exceptional students where the latest intake of talented young people wake to find they’ve been trapped in the sealed-up academy with a talking robot bear.
Said bear explains that they’re all taking part in what sounds like a social experiment, and will only be allowed to leave if they kill each other and get away with it. If one student murders another there’s an investigation-by-trial, and if the killer isn’t uncovered the murderer goes free while everyone else is executed. If the killer is uncovered, they’re the one executed and the other students remain trapped. Until the next murder happens, when it all plays out again.
Some of the mysteries are better than others, but they’re always tense thanks to a system that sees clues you gather during the investigation phase transformed into “truth bullets” to shoot at statements those clues contradict. There are other minigames involved in the trials too, and like the mysteries some are better than others. (You can always tweak the difficulty if you don’t get on with them.) What elevates Danganronpa is its characters and atmosphere: exaggerated, colorful, and weird as anything.
Though it tells a standalone story, Trigger Happy Havoc has had follow-ups. They’re not worth it, however, falling immediately into fanservice and cliché while leaning even more on minigames. You’re better off sticking with the original.
Another option for watching outrageous characters fight and outwit each other in order to survive is the Zero Escape series. Originally handheld puzzlers, the first two games in the series (Nine Hours, Nine Persons, Nine Doors and Virtue’s Last Reward) were combined together as Zero Escape: The Nonary Games and finally ported to PC in 2017, getting a graphical update over the DS original and some other new features.
The Nonary Games are two of the best anime thrillers you can play; tense and tricky escape room puzzles combined with a story that ruthlessly pits protagonists against each other. A combination of visual novel and first-person puzzle, you truly won’t see what’s coming, and you should really experience it for yourself.
This free-to-play card game is a fun way to relive the times you dueled friends—and the time you invested all that money in pricey cards. The Yu-Gi-Oh! anime was basically just an exciting, half-hour ad for an expensive card game, but don’t worry, this time it won’t cost you quite as much.
The Duel Links community is a big, competitive place, with regular events and seasons. There’s also a story mode making this a full-fledged game. There are microtransactions, but you can earn plenty of rewards without having to spend money. More importantly, the presentation is really good, with simple but effective animations and the original voice actors.
As well as Yu-Gi-Oh! Duel Links, there’s also Yu-Gi-Oh! Master Duel, which is a more faithful adaptation of the original card game. That means the turn times are longer and there are more counters and combos. Duel Links uses the speed duel format, and feels like the game they played when you were watching the show.
Release date: 2016 | Developer: Sad Panda | Steam, Nutaku
Crush Crush and Hush Hush, its counterpart on the masculine side, turn dating sims into idle games. (Several of the developers worked on the hugely successful AdVenture Capitalist before turning their hands to smut.) You meet a cast of cuties and win their hearts with moonlight strolls, showers of gifts, and outrageous flirting while managing a limited number of time blocks to work multiple jobs and build your skills. Those cuties include a mecha pilot, a time traveler, a holographic vocaloid, and a bear named ‘Bearverley’, because why not?
Release date: 2017 | Developer: Pearl Abyss | Steam
This popular fantasy MMO has one of the most in-depth selections of sliders around. Whether you want to adjust your hair’s length or curl strength, or tamper with the intensity of your tattoos, Black Desert Online has you covered. It’s easy to use too, breaking your face and body up into a topographic map of adjustable sections and letting you change your hair by clicking and dragging
You can also look through the Beauty Album to see what looks other players are creating for their corsairs, berserkers, and dark knights, then filter them by categories like Good Looks, Celebrity, and Ugly. You can either adopt someone else’s character design wholesale or tweak it to your preference. Tweaking is best, because if you hit the ‘Apply Most Popular’ button on a female character there’s a strong chance you’ll end up looking like a goth clown with gigantic boobs.
Though it doesn’t have quite as powerful a set of options as Black Desert, and you can only alter your face rather than your body, Lost Ark still has a lot of options for personalizing your character. For instance, it lets you alter your iris size, color, and opacity separately from your eye color and pupil shape, and then do it all differently for the other eye.
When you finally make it out of the character creator and past the typically slow opening hours almost every MMO seems required to have, it’s a much better game. The over-the-top action-RPG combat is some of the best around, and the storylines get progressively stranger until you find yourself taking part in dwarf musicals in between fighting on top of colossal demons.
Release date: 2017 | Developer: VRChat Inc. | Steam, Oculus
In theory you can look like whoever or whatever your heart desires in the shared digital world of VRChat. In practice, there’s a reason every single article about someone’s experience in VRChat includes the phrase “anime girls”. Heck, even the official mascot Box Cat (a cat with a cardboard box on its head) has been sidelined in favor of a variety of big-eyed avatars in the official art.
Though it does struggle with lag, VRChat has become the place to live out your anime second life. Perhaps in the waffle house on the moon.
Release date: 2020 | Developer: pixiv Inc. | Steam, Oculus
Of course, before moving your social life to VRChat full-time you’ll need the perfect avatar. Or maybe you want to become a Vtuber without having to pay thousands of dollars? VRoid Studio is the free alternative, a suite of 3D character creation tools designed for people without 3D modeling experience. If you want more assets than the preset options provide, others are available.
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Ramattra made his debut back in Overwatch 1, during 2019’s Storm Rising PvE event. He appeared at the end of the closing cinematic, talking to now-fellow tank hero Doomfist. We’ve not heard much about the Null Sector leader since or even known his name—until now. He’ll be joining the tank pool, with his kit revolving around the fact that he sports two separate forms.
Omnic Form will have Ramattra sporting a slim frame around the size of a DPS hero. He adopts more of a poking strategy in this form, with lead hero designer Alec Dawson telling press during a group interview that Omnic Form will do a better job of protecting teammates at a distance. With a button press, Ramattra can transform into his larger, foreboding Nemesis Form, a threatening presence that lead narrative designer Gavin Jurgens-Fyhrie doesn’t want players to diminish. “I don’t think we can overestimate how scary Ramattra gets when he goes into Nemesis Form,” he said.
Nemesis mode is all about charging forward, switching up from ranged to more of a close-range brawler style: “You’re rushing down the enemies, you’re charging in there, and you have these punches that you’re trying to get to the backline and get rid of some of their squishies,” Dawson said.
Nemesis Form will make Ramattra “one of the biggest targets on the battlefield,” which should be a field day for abilities like Ana’s sleep dart or Zenyatta’s discord orb when facing him on the enemy team. It’ll also make him mighty scary as he’s charging towards you with fists flying, but y’know. Dawson didn’t mention exactly what Ramattra’s ultimate ability is yet, but clarified that one ability will be shared across two forms and that “you’re gonna want to get away from him when he uses it.”
Lore nerds will be pleased to know that there’ll be plenty of stuff happening between Ramattra and Zenyatta, too. “They came to be as close as brothers,” Jurgens-Fyhrie told me. “So you will see interactions between them where you see that closeness and you get a hint at that history,” adding that those “hungry for Zenyatta lore” will have a great time with Ramattra’s addition.
Less exciting news is that there are currently no plans to move heroes access forward on the battle pass, and players on the free track will still need to reach tier 55 in order to unlock him. It’s a disappointing choice, but art director Dion Rogers said that shaping the battle pass and heroes’ places in it is “a constant conversation for our team.”
Ramattra sounds like a pretty formidable foe, one that’ll require a little bit of skill to know which form is best for which situation. As a support main I’m excited to see how he can lead a team on the battlefield, and as a Zenyatta main especially I’m looking forward to hearing all the nuggets of lore between the two characters. Ramattra will join the lineup at the beginning of Season 2, which is set to kick off on December 6.
https://gamingarmyunited.com/wp-content/uploads/2022/11/mwvd64K9e74m3ksjfQ8w8a.jpg10801920Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-05 01:45:282022-11-05 01:45:28Overwatch 2’s newest hero is a transforming tank that ‘you’re gonna want to get away from’
2022 is over halfway over, and despite some notable delays, it’s been a strong year for PC games. The release calendar for big budget games like Starfield has taken a beating, but there’s still been a lot to celebrate in 2022: a slick port of Monster Hunter Rise, gleeful destruction engine Teardown, backyard survival game Grounded, cosmic dreadfest Scorn, and, of course, that little game called Elden Ring.
This list is specifically our answer to the question “What new PC games should I play right now?” with picks pulled from the best PC games of the year, old favorites we think now is a good time to revisit, and some 2022 hidden gems. It’s a reflection of what the PC Gamer team is playing right now, not a list of the all-time best games ever, although there’ll be overlap. (Our highest review score of 2022 is a 95%. Very few games have scored higher than that in PC Gamer’s nearly 30-year history.)
For a more comprehensive list of great PC games past and present, check out our annual Top 100 list of the best games on PC. We have some fresh picks for the best Steam Deck games if you have one of Valve’s handhelds on the way.
We also stay on top of the year’s calendar with our guide to the new games of 2022, organized by month.
Some good news related to this list: The graphics card shortage is finally easing up, which means it’s now possible to build a new gaming PC for a non-outrageous price. We have a guide to putting together an entry-level gaming PC for around $750, and we have some recommendations for pre-built PCs, too.
Icon key
Reference these emojis to narrow down what you’re looking for in our selection of the best PC games.
💻 = Suitable for low-end PCs
🙋♀️ = Singleplayer
🙋♀️🙋♀️ = Multiplayer
🎮 = Best with a controller
🆓 = Free-to-play
What we’re playing now
These are the games the PC Gamer team is currently playing: the up-to-the-minute (or at least, month) stuff on our Steam quick launch menus. You can see all of our recent game reviews here.
Elden Ring (90%)🎮🙋♀️🙋♀️ Surprise, surprise: The latest fantasy gauntlet from Dark Souls creator FromSoftware is brilliant. The real treat of this enormous RPG is that it’s so open-ended, you can easily start up a second or third run to carry you through the quiet summer months.
Best of the best
These games aren’t all piping hot out of the oven, but some things get better with age. They’re the cream of the crop on PC, either scoring 90%+ in a review or appearing on our list of the Top 100 PC games. If you just want a damn fine PC game from the last several years, check these out.
Total War: Warhammer 3 (90%)🙋♀️🙋♀️: A brilliant final act with the series’ most inventive and unusual factions yet.
Strange Horticulture (90%) 🙋♀️💻: A beautiful and engrossing detective game packed with mysteries, puzzles, plants, and intrigue.
God of War (90%) 🙋♀️🎮: The best game on PS4 is now one of the best games on PC.
Monster Hunter: Rise (90%)🙋♀️🙋♀️💻: Arguably the greatest entry in Capcom’s flagship series, and a game that simply never stops giving.
Forza Horizon 5 (90%)🙋♀️🙋♀️🎮: Even a marginal improvement on the best racing series around is worth celebrating.
Wildermyth (90%)🙋♀️🙋♀️💻: Narrative design as genetic engineering, it will live in your head like an imaginary friend.
Valheim💻🙋♀️🙋♀️: A survival sandbox that rekindled our love for chopping, mining and building with stylish, savvy streamlining.
The best competitive multiplayer games right now
Apex Legends (93%)🆓🙋♀️🙋♀️
One of our favorite current battle royale games. The map is fantastic, the ‘ping’ communication system is something every FPS should have from here on, the guns and movement are great fun (no wallrunning, but sliding down hills feels great).
Hunt: Showdown🙋♀️🙋♀️
Quietly one of the best multiplayer games you can play today. Morgan elaborated on why last year: “When enjoyed with friends, Hunt is one of those games that seems to magically manufacture special moments.”
Rainbow Six Siege (90%)🆓🙋♀️🙋♀️ Siege might lack the sharp hit detection and purity of CS:GO, but it’s a more accessible and modern FPS that rewards clever timing and coordinated teamwork as much as aim.
The best PC games by genre
Find our selection of the best PC games just a bit too broad? Perhaps you know you’re after a gripping story, or an intense racer, or the kind of sim you can spend a whole weekend playing like a second job. Our genre lists have curated recommendations for RPGs, racing, strategy, and more. Check ’em out:
https://gamingarmyunited.com/wp-content/uploads/2022/11/DgkJKUFYRBbBvqXr9u6rtg.jpg14132513Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-04 23:45:362022-11-04 23:45:36The best PC games right now
Half-Life Alyx never truly wowed me back in 2020, because Boneworks already had its hooks in me. While clearly lower budget and wobbly in places, I fell in love with its simulationist approach to VR. Physics-driven avatars bouncing around on 3D legs, everything with weight and heft and no invisible walls to stop me from clambering out into the sparsely-textured corners of the simulation. At times it was the kind of VR magic I dreamed of as a kid.
Need to know
What Is It?: A VR physics sandbox with a sizable story mode. Expect To Pay: $39.99 / £29.99 Release date: September 29, 2022 Developer: Stress Level Zero Publisher: Stress Level Zero Reviewed On: Windows 11, Nvidia 2080 Ti, Intel i9-9900k @ 4.9ghz, 32gb RAM, Quest 1 Wireless via Virtual Desktop Multiplayer: None officially. Some with mods. Link: Official site
Bonelab—part sequel, part creator’s sandbox—expands on that experimental, hell-or-high-water design I want out of VR. It’s not an experience I can recommend to newcomers: moving around on virtual legs can be a dizzying experience, although it’s one that I adapted to. Despite some uneven pacing and a little bit of physics jank (seemingly an inescapable part of any VR game with a lot of moving parts), Bonelab is one of the most consistently exciting PC experiences I’ve had with my Oculus Quest headset.
Where Boneworks was more of a traditional story-driven action game, Bonelab takes that core and reworks it into something similar to Garry’s Mod for VR, interwoven with a 5-6 hour story mode.Set in a strange alternate ’90s (think Hypnospace Outlaw, but more haunted) where VR took off early, the story has you breaking out of a conservative corporate-run metaverse to become a free-wheeling hacker and modder. For the most part this involves familiar VR running, gunning, brawling and puzzle-solving, but expands into more creative territory by the end.
Learnin’ to walk again
The first stretch of Bonelab introduces the basics. Movement (walking, climbing and jumping, no teleporting), basic physics puzzle-solving (often with enough wiggle-room for improvisation) and combat with melee weapons and firearms. The guns are a satisfying bunch of (mostly) real-world bullet-hoses. While not painfully realistic in their handling, they feel right, with you popping in a magazine, racking the slide and rattling off rounds as recoil dynamically spoils your aim unless you hold it steady using both hands. Thanks to better sound and effects it feels punchier than shooting in Boneworks, although melee has seen the most improvement.
For a game sold on its physics-based brawling, Boneworks never quite felt right to me. Weapons were too heavy and my character was too weak. In Bonelab, most avatars I inhabited could swing a sword or club with ease. Blunt attacks land with satisfying weight, while blades pierce and stick in virtual non-flesh, requiring some force to dislodge them. Bare-handed fighting is even better, letting you properly grapple and brawl. No other game has let me convincingly grab an enemy, trip them, pin them to the ground and headbutt them (ideally while lifting their virtual shoulders towards you so you don’t go launching your headset off) into submission. Who needs pub brawls when I’ve got VR?
After the intro Bonelab gets a bit experimental, putting the story on hold to introduce a large hub containing physics sandboxes, challenge maps and score-chasing minigame modes, plus a showcase of some developer-approved mods. The arenas are an interesting distraction and the Tactical Trial maps provide some satisfying John Wick-esque room-to-room combat, but this trips up the campaign’s pacing a little. It’s a taste at what the long-term vision is for Bonelab, although at this point I felt like something fundamental was missing.
The six-body problem
That something is kept under wraps until around halfway through the story: the Bodylog. Much like how the gravity gun recontextualized Half-Life 2, this little arm-mounted device changes how you play Bonelab, letting you switch physically-driven avatars freely for the rest of the game and beyond. Replacing your generic starting body, there are six main avatars (ranging from a petite anime devil-maid to a gangly 12-foot-tall monster) and the effect they have on gameplay is enormous.
Each body has physics and stats based on its appearance, which gave me a taste of inhabiting a completely new body. Thanks to some clever proportional mapping (if you enter your measurements correctly), each avatar feels like an extension of your body, no matter how different it is to your real-world meatsack. Configured right, touching your chest in reality maps to the same action on almost any avatar. Even user-made models with more alien proportions feel controllable, although it does sometimes feel like you’re puppeteering them around on strings, rather than fully inhabiting them.
Switching between bodies to solve problems is the focus of the final stretch of the story campaign, which has the highest concentration of physics puzzling, parkour and combat. It’s never quite immersive sim-levels of freedom, but it’s thrilling to change shape to solve problems. I’d shrink down to a cartoon critter to crawl through a vent or blow myself up into an armored knight when I wanted to rumble bare-handed or move a half-ton stone obstacle. This late-game segment also features the most variety in environments, leaning into the idea that you’re breaking out of a virtual world.
Delving into this fragmented metaverse probably wouldn’t have been nearly as memorable for me were it not for Michael Wyckhoff’s expansive soundtrack. Airy synths are backed with brooding melodies and a surprising number of varied vocal tracks. Eight vocalists lend their talents, and it really cements Bonelab’s aesthetic identity; Mechanical, strange, but with a surprising amount of soul.
There is no spoon
That playful vibe hits a peak in the final stretch. Bonelab’s ending is as strangely structured as everything preceding it, ending not with a dramatic boss fight, but climbing a windmill. If I had been here purely for the story, I might have been left wanting, but for me, this is where the true Bonelab experience began, thanks to the game encouraging me to immediately cut loose and start experimenting with everything I’d been given. The real magic for me became apparent bringing my avatar-switching powers back to earlier maps. What once seemed purely linear is now clearly infested with secret areas and easter eggs, most of them rewarding new tools, gadgets items or NPCs you can summon.
This warren of secrets is how Bonelab sells the fantasy of breaking free of ‘normal’ VR’s bounds and becoming a cool creator and hacker. The other half is that the story’s end includes an invite to the official mod community Discord channel and, in turn, the game’s rapidly expanding mod repository. This is where Bonelab’s true potential is. Despite the mod SDK being only partially complete (not officially supporting the creation of new AI or custom items at present), players have already created things far beyond anything in the main game: Avatars with built-in weapons, a waterpark to slide around in a rideable rubber ring, tons of guns and hundreds of new maps; some scripted, some sandboxes.
While not early access, Bonelab is still a work-in-progress. Since launch, there have been multiple updates to the mod development tools, and a major update to the game to improve a handful of levels. Even within the game there’s hints at a whole ‘B-side’ plot that doesn’t exist at present. Developers Stress Level Zero have promised to work closely with players on the future of Bonelab, and it’s anyone’s guess where it’ll end up. I’m just glad to be on the ground floor of such an experimental game, and curious as to how it’ll change—or change VR itself—over the coming months.
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
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