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Dell has redesigned the XPS 15 laptop, and it s available today starting at $1,000 for the base model, and up to $1,700 if you want something with a little more power.
Dell has added its edge-to-edge "InfinityEdge" display to the XPS 15, much like the display in its popular XPS 13, and it s looking extra nice. You ll have the option of a 1920x1080 resolution or the 3840x2160 4K touch display. Another cutting edge inclusion: a USB 3.1 Type-C port (also compatible with Thunderbolt 3).
An added bonus of the narrow bezel is that the 15.6-inch display now fits roughly into the size of an average 14-inch laptop. Its dimensions are 11-17mm x 357mm x 235mm, and it weighs 3.9 lbs for the non-touch, and 4.4lbs for the touch version.
Dell has also upgraded to Skylake processors, letting you choose between the 2.7 GHz Core i3-6100G, the quad-core 3.2 GHz Core i5-6300HQ, and the quad-core 3.5 GHz i7-6700HQ. As for graphics, you ll be choosing between Intel HD Graphics 530 and an Nvidia GeForce GTX 960M. The latter isn t the most powerful card out there, but it's capable of good 1080p gaming performance—it's roughly equivalent to a desktop 750 Ti.
8GB DDR4 memory at 2133 MHz comes with most of the options, with 16GB on the most expensive i7 model, but you can upgrade up to 32GB if you want. For storage, you ve got the options of a 500GB HDD + 32GB Flash, or 1TB HDD + 32GB Flash. Solid State Drives are also available, with 256GB, 512GB, and 1TB PCIe options.
Dell claims the XPS 15 should be able to get up to 16 hours of battery life, depending on configuration. Expect to get less than that when you're gaming, of course.
Vizio announced pricing for its new Reference Series televisions with Dolby Vision, and yes, they're expensive. Crazy expensive, even -- Vizio's aksing $6,000 for the 65-inch model and a jaw-dropping $130,000 for the 120-inch version.
No, our zero-key isn't sticking, Vizio's price tag of more than a $1,000 per inch of screen real estate is correct. And the craziest thing isn't the price alone, but that somebody out there is going to buy this thing. Probably multiple somebodies.
More power to them. What they'll get in return is a cutting edge television with a 4K resolution and the first to support Dolby Vision, a proprietary High Dynamic Range (HDR) imaging playback technology that's supposed to splash your eyeballs with incredible colors, contrast, and brightness.
"Vizio and Dolby have worked tirelessly together to make true High Dynamic Range a reality for consumers. The picture quality achieved with Dolby Vision on the Vizio Reference Series is literally jaw-dropping and establishes a new level of excellence for the industry," said Matt McRae, Chief Technology Officer, Vizio. "High Dynamic Range and Ultra Color Spectrum is enabled through proprietary, custom panel technologies creating a television that pushes the limits of contrast ratios and color gamut while redefining the level of picture quality available at home."
Yes, a $130,000 4K TV falls a bit outside of Maximum PC's usual coverage, but with Steam Machines and other PC consoles invading the living room and the monitor market innovating again (remember when a 30-inch 2560x1600 monitor was the best there was?), we couldn't pass up an opportunity to talk about Vizio's Reference Series.
It will also be interesting to see if Vizio or any other company brings this kind of technology to the computer monitor space. What's unique about these TVs is their ability to render colors closer to the range a human eye can see. Vizio says the effect is further enhanced by a full array 800-nit LED backlight with an unprecedented 348 active LED zones for a much wider range of luminance and precise color control.
Netflix is on board with what Vizio has done here and has committed to remastering content in Dolby Vision, starting with season one of Marco Polo.
Both the 65-inch and 120-inch models are special order items on Vizio's website. If you have the requisite funds and are interested, you'll have to fill out a form indicating interest.
ESL One New York came and went this past weekend, bringing the world its first Dota 2 LAN on the 6.85 patch. Eight teams representing North America, China, Southeast Asia, Europe, and Russia came together for a prize pool over $280,000. ESL One New York isn t going to be the biggest tournament on this patch, but it marks a return from the summer break that started after The International 5. Dota 2 is back in session with both spectators and players learning what the new patch brings to the scene.
Despite 6.85 not containing fundamental game changes, there was still anticipation that this patch could dramatically alter professional play - but no one was quite sure how, and early picks reflect this. Throughout the four quarter final series there was a random-seeming diversity of hero picks spanning multiple years of International metagames. By far the oddest combination of heroes was played by Team Archon, who chose Chaos Knight, Medusa, Winter Wyvern, Nyx Assassin, and Doom. Oddly enough, Chaos Knight was played as a semi-support in an effort utilize his stun and the new armor reduction on Chaos Strike. However, the Team Archon goof troop couldn t handle CDEC s somewhat more traditional lineup of Rubick, Clockwerk, Bounty Hunter, Queen of Pain, and Sniper.
The TI5 runner-ups delivered a reality check - the Chaos Knight and Medusa meta hasn t suddenly taken over Dota 2. The lack of dramatic changes in the 6.85 patch means that the meta is going to have a much slower pace compared to previous patches, and crazy team compositions need a basis in real principles. Still, CDEC did pick Sniper - a pick that was a lot less common in 6.84. By picking a long-range carry and multiple heroes with disengage potential, Sniper could either force Team Archon to dive him, or take pot-shots from a distance and carry his team to victory. Even if the zany composition from Team Archon didn t work, CDEC still utilized a non-traditional pick, indicating a willingness to try new ideas.
These changes in thinking are fairly evident with some of 6.84 s top picks, like Leshrac and Storm Spirit. Leshrac has fallen from grace, with a scant three picks and no wins. There aren t even stats for Storm Spirit since he was never picked. In fact, the jolly man wasn t even banned. ESL One New York worked as a sieve for the top tier picks, separating the gold from the rest of the dirt. Queen of Pain was the most chosen hero, serving her standard role as a consistent laner with high potential to control a game. Lots of other heroes have retained their 6.84-era popularity. Gyrocopter, Shadow Fiend, Clockwerk, Dazzle: these picks aren t redefining the meta.
You can t measure which heroes are strongest entirely through picks, though, as they ll have been banned too frequently. The pros are truly scared of walruses and spiders, with Tusk and Broodmother receiving 13 and 10 bans respectively. In every game of ESL One, Tusk was either picked or banned. This follows the 6.84 trend of removing heroes that could reliably dominate an early game and snowball into the midgame (literally, in Tusk s case.) Broodmother, formerly a niche pick, can similarly control the laning phase and open up space for the rest of her team. Even if counters for Broodmother are locked in, she can still put enough pressure to cause heavy rotations and keep her team in-control. A third hero charted high in the ban rates as well, and for good reason.
Alongside Broodmother, the new breakout hero seems to be Ember Spirit. He was picked fairly frequently at TI5, but nowhere near as much as Gyrocopter or Queen of Pain. Part of this is due to the patch nerfing many of the counters for the ridiculously low-armor hero, and the opportunity afforded for teams to lane him outside the middle lane. Additionally, Ember Spirit has a new popular build that involves purchasing an early Boots of Travel so he can constantly farm, heal, and join team fights. The only time Ember Spirit is inactive is when he s dead. This is a stark contrast to 6.84, where he would be chosen as a viable mid-game fighter but most teams focused on getting him farm and split-pushing. While this build does give him the option to split push and build for the late-game, his insanely high early game damage is being used to control games like former top bans. The counter to Ember Spirit s success was to start banning him or lose, as he won all five games he played.
Game one of the finals between Vega Squadron and Team Secret showed that both finalists were willing to experiment. Team Secret drafted around stall tactics with Anti-Mage, Elder Titan, Dark Seer, Windranger, and Crystal Maiden. Vega Squadron drafted around pure unadulterated aggression with Io, Tiny, Clockwerk, Disruptor, and Slardar. Both teams had four common 6.84 picks, but their 6.85 choices played a pivotal role in the team. Optimally, Elder Titan would be able to constantly disrupt Vega Squadron s initiation with Echo Stomp and set up easy kills on Io. Meanwhile, Slardar proved to be a fine pick for the safe lane duo, and would fill the role of more aggressive follow-up to Vega s already offensive team.
After losing, Team Secret ran Meepo and Enchantress against a traditional team. In part this is because w33 is a fantastic Meepo player, but also because Meepo was a viable pick. They not only won game two, they crushed it. Aggression across the board led to a sub-30 minute victory, as Meepo netted and murdered Queen of Pain while Enchantress ran around the map providing ganks and lane support. Team Secret would eventually take the approach Team Archon did and go for an unconventional draft with Razor, Templar Assassin, Mirana, Naga Siren, and Crystal Maiden. Unfortunately this lineup contained no reliable crowd control, and Vega Squadron s Ember Spirit was able to do whatever he wanted. This mistake opened the door for Vega Squadron to claim the top spot.
One of the biggest surprises has been the how little time the pros actually spent playing. Average game length has been shorter than The International 5, and part of this shift can be ascribed to teams adapting to the new drafts and picking poorly. At the same time, only one game was longer than 50 minutes, and no game reached the hour mark, a rarity for Dota 2. It s possible that teams are becoming more aggressive in an attempt to hold onto early game leads, and game-defining moments are occurring around the 20 minute mark instead of during sustained pushes later on.
In the end, the Dota 2 of 6.85 isn t all that different from the Dota 2 of 6.84. In light of that, professional teams are showing a willingness to experiment and incorporate unsung heroes, and a major meta shift is still possible. Alchemist has become a viable choice, and even Elder Titan is seeing play. The question is: if this is the meta now, will Tusk, Broodmother, and Ember Spirit dominate the Frankfurt Major?
PC Gamer Pro is dedicated to esports and competitive gaming. Check back every day for exciting, fun and informative articles about League of Legends, Dota 2, Hearthstone, CS:GO and more. GL HF!
Telltale Games has broken its tradition of making its episodic games five chapters long with Game of Thrones, but Tales from the Borderlands sticks to the five-episode format and that means that the next episode will be its last. As Telltale just tweeted, that finale will be released on October 20, just over two weeks from now.
This trailer looks like it's about the first episode, but that's just because episode one is now available for free on consoles and mobile. It's actually a teaser for episode five, called "The Vault of the Traveler".
Telltale Games is busy this month. A week before episode 5 of Tales from the Borderlands comes out, Minecraft: Story Mode is released. How soon before Telltale has fingers in all the pies, making episodic games in every video game universe there is? Where will they go next?
Armikrog feels like a lot of the children s games that were foisted on me by non-gaming relatives in the 90s, and I probably would have enjoyed it more if I were 15 years younger. At that age I was so excited to be playing games at all that I could innocently interpret a string of trivial but illogical obstacles as mysterious rather than a sign of shoddy production. Delayed twice, Armikrog is still chock full of padding, which is remarkable considering it s just four hours long, closer to what an early publisher might pump out to fill a hole than a Kickstarted labour of love.
The opening cutscene (that is, the Claymation cutscene after the hand-drawn musical number that attempts to introduce the story) got my hopes up. Pencil Test Studios Claymation is rich and fluid, the fingerprints in the clay that studios like Aardman edit out giving earthy authenticity to the stop motion. Spaceman Tommynaut and his psychic dog Beak Beak crawl from their crashed spaceship only to be accosted by the local wildlife in a slapstick sequence worthy of any Saturday morning cartoon. Then they run inside a nearby tower and slam the door on a promising start.
Facial animation is the first thing I noticed was missing. When Beak Beak and Tommy chat, the sound spouts from a nonspecific location, but as there s precious little conversation to begin with, you stop seeing it quickly. That s odd for an adventure game. Usually they lean on dialogue to energise static scenes, but Tommy and Beak Beak proceed in silence, as if the introduction had interrupted a lovers tiff and they re waiting for the other to apologise. Instead, you hear the occasional thank you when Beak Beak weighs down a button or retches up an item he swallowed.
It s not just about flavour—muteness is a mechanical problem. Neither character will indicate when a problem requires their intervention. A button at waist height might need either Tommy or Beak Beak to press it, or it could need powering on elsewhere, but you can t know unless you try with both. Every time. This is part of a larger problem that Armikrog has with clarity and finesse. It uses the default Windows cursor for a start, incongruous in a world of clay, and offers not the slightest hint at which objects are interactive and which are not or which character must do the dirty work. Worse, some buttons become interactive only when they re good and ready for you, masquerading as static scenery until a later time. On others, the haste with which Armikrog must have been thrown together is betrayed by the tell-tale halo of a green screen.
Maybe I m grateful for the silence. Greetings, friend! I am Abrah-ant Lincoln chatters an ant in a top hat before clicking out a puzzle. That s all he says. There s also Thomas Jeffers-ant, complete with Declaration of Independ-ants (that s one of mine) and what might have been a Roosevelt, but he doesn t talk long enough to deliver an ant-based pun—the very height of humour on this baffling plane of existence. As to why there is a stream US presid-ants (hire me), Armikrog doesn t much care. It s the random comedic grasping of a child learning to structure a joke.
Armikrog operates internal logic divorced from any school of human thought. It s not about problem solving but completing the same set of isolated, artificial tasks three times over before the final showdown. It makes the first round of puzzles quite mystifying: push the orange monster to the right to open a secret door. Who cares why? Use the psychic dog to talk to the tentacle creature, who will deliver a cutscene entirely in a made-up language before spitting out a machine part. For reasons. Use a lever to enter a cable car, but make sure it s the right lever and not the one that just looks like the right lever because the model is bugged. Solve a sliding block puzzle for the third time, because that s what counts as a lock around here. Armikrog is beaten through learned behaviour, not deductive reasoning.
The chasm between Armikrog logic and real logic is embodied by the baby puzzle. Early on you find an abandoned infant, and to stop the blighter crying you need to complete a memory test, hooking toys to a mobile as an off-key jingle nibbles at your sanity. If the jingle completes a full rendition without anything falling, you receive a vital, story-progressing item. Otherwise, you have to rearrange the toys and sit through a tortuous encore. This vestigial excuse for a puzzle is wheeled out thrice to kill time.
Armikrog treats the chain of causality with contempt, beholden to nothing but its own sporadic attempts to challenge the player. It succeeds in getting in your way. Your first encounter with any given puzzle provides the solution to the lot, if only you weren t confronted with the arduous task of implementing it.
Fallout 4 is out really soon—in just over a month—and after working on them for a while Bethesda finally has the system requirements ready for your nervous perusal. Can your machine handle the wasteland?
MinimumWindows 7/8/10 (64-bit OS required)Intel Core i5-2300 2.8 GHz/AMD Phenom II X4 945 3.0 GHz or equivalent8 GB RAM30 GB free HDD spaceNVIDIA GTX 550 Ti 2GB/AMD Radeon HD 7870 2GB or equivalent
RecommendedWindows 7/8/10 (64-bit OS required)Intel Core i7 4790 3.6 GHz/AMD FX-9590 4.7 GHz or equivalent8 GB RAM30 GB free HDD spaceNVIDIA GTX 780 3GB/AMD Radeon R9 290X 4GB or equivalent
Thankfully, these are more reasonable than those for Battlefront and my PC should do the job, which is excellent news.
The update from Bethesda also includes news on exact release time: 12:01am in most territories (EST if you're in North America). You can also see which languages the game will support in your region. Naturally, you can play with an Xbox One/360 controller if you really want to, the game supports Steam Achievements, and there's some information about pre-order bonuses and the Pip-Boy app.
Wadjet Eye has a knack for producing solid point-and-click adventure games: the Blackwell games, Primordia, A Golden Wake, and many more. So even though there must be a million post-apocalyptic video games nowadays, I trust that they can put a new spin on it.
Shardlight's setting sounds familiar enough: "The world ended on the day the bombs fell. Since then, it's always been like this: disease, hunger, death." There's an oligarchy called the Aristrocrats that controls the planet's resources, which is particularly important—aside from food and water the citizens also need vaccinations for a particularly prevalent plague.
The protagonist, Amy Wellard, has symptoms, and is working for the government (reluctantly, the description points out) so that she can qualify for the vaccine lottery. However, she believes there to be a cure to the plague, and her adventure to find it is the basis for the game—a more interesting premise than the usual post-apocalyptic man with gun scenarios.
As is Wadjet's way, the art is pretty great too, so I've included some screenshots below. Shardlight is due out in spring 2016.
What is it? The first expansion pack for Beyond Earth, adding new factions, biomes and a few new features like aquatic cities, as well as shaking up the existing diplomacy system.Expect to pay: 25 / $30Developer: FiraxisPublisher: 2K GamesReviewed on: i7, GTX 970,8GB RAMLink: Official site
Even hardcore fans mostly agree, if Beyond Earth taught us anything, it s that you ve got to go further than merely another solar system to escape the shadow of Alpha Centauri. With that in mind, Rising Tide is a smartly put together expansion. It doesn t make Beyond Earth the game that some of us wanted, especially in terms of finding its own groove instead of just being Civ in space, but it does at least put its focus on the biggest criticisms instead of simply bolting on a few more toys and random cool features. It s closer. Not there, but a good deal closer.
For me, one of the changes I most appreciate is the reworking of Affinities. In the original Beyond Earth, these had your society developing down one of three paths—Purity, Supremacy or Harmony. I personally loathed this system, not for the core mechanical idea, but because it philosophically felt less like charting a future for humanity than signing it up to one of three dogmatic space cults, complete with silly space robes. Rising Tide allows for Hybrid Affinities, mixing and matching them. This opens up new options, but more than that, it feels endlessly more appropriate. Why wouldn t you combine technology and aliens? It s just slightly morbid common sense.
This is essentially Rising Tide s approach across the board: big changes, important changes, but not necessarily dramatic changes that completely overhaul what came before. It s a more appropriate name than it might sound, and not really referring to its new aquatic cities. They re fun to play with, both in their new mechanic of acquiring territory by moving around the ocean, and a rare example of something feeling like future tech instead of just modern military equipment with a chrome finish. They re still one of the least important fundamental changes Rising Tide makes.
Other similar offerings include four new factions (one sea based, totally unlike Alien Crossfire, one spy based, totally unlike Alien Crossfire, and two others focused on diplomacy and production respectively). Worlds are now peppered with Artifacts that can be combined in groups of three to unlock bonuses, and brand new Marvels—huge alien structures that start quests for everyone once discovered. Neither cancels out the basic problem of these worlds usually feeling like Earth if our canyons were randomly full of melted cheese (and despite two new biomes, Frigid and Primeval, Fungal remains the only really alien feeling one), but they re decent low impact additions to the main game that contribute to the feel of a series finally heading in the right direction.
That direction being Alpha Centauri, it s no surprise that the diplomacy section has seen the biggest overhaul. The new system has two basic goals, to make things more transparent, and to give the leaders more personality. Sorry, typo. I mean any personality, rather than them being just a load of cardboard cutouts. Unfortunately, while they do have more than they did, Beyond Earth continues being more comfortable with the numbers side of humanity than its humans.
The more mechanical side works better. Each faction now has a Fear and Respect bar, the first based on your strength and the latter based on how your actions mesh with their philosophies, such as worrying about your peoples health. Everyone also now has Traits that offer direct upgrades, and advantages that others can buy into using the new Diplomatic Capital resource—a stipend each turn in exchange for a boost. You can have up to four in play, and swap them out, as well as spend DC to purchase units and buildings outright. Combined, all this opens up a much more interesting diplomatic metagame of mutual favours and reasons to side with specific leaders, without ruling out making deals with assorted devils if the need arises. It s also now much easier to read them, and see when you re clashing with someone or they re likely to bail on a deal.
Rising Tide doesn t turn Beyond Earth into a whole new game. Expect that, and you ll be disappointed. It does however move it closer to what it should have been, with its understanding of some of the big problems helping to at least soften the blow of their lingering disappointment first time around. It s the expansion it needed to do first, both in terms of building on the game if you are in the mood for more, and showing that the series has the right course in mind.
I keep forgetting I'm superhuman. Toward the end of Deus Ex: Mankind Divided's tutorial mission, set in hot, dusty Dubai, I emerge on the top level of a huge multi-storey atrium. A couple of gangs are doing an arms deal on the ground level far below. As a special forces operative working for Interpol, it's my job to get down there and break it up.
Stupidly, I call the elevator. After about ten seconds of waiting politely I remember I'm Adam goddamn Jensen, a bionic commando with a heart of plastic, fists of metal, and catwalk-approved shades melded into my skull. Adam goddamn Jensen does not take elevators. I take a run up and jump over the edge as a sandstorm blasts in. After a few seconds of freefall the Icarus Landing System kicks in, the view pops into third person, and Jensen's fall is cushioned by a bubble of crackling golden light. God, I love Deus Ex.
In Human Revolution the fancy landing would put my other abilities out of commission for a while. Human Revolution was two things: a great immersive sim set in exactly the sort of cyberpunk dystopia that I want to explore in games, and a hardcore snacking simulator. Want to punch a guy with your metal death hands? Eat an energy bar. Three seconds of cloak? Have another energy bar. The energy bar—the handy snack that lets you attack—is now a sort of battery cell, and you won't have to consume them anywhere near as often.
Instead of the old energy pip system, which consumed one of your pips whenever you used an augmentation, Jensen now has an energy pool. Activating an ability deletes a chunk of it. If it's a sustained ability like cloak, what remains of the bar will be temporarily drained, but then recover a few seconds later. The lowest chunk of the bar can never be permanently depleted. That means a spree of chained abilities will limit your options (until you crunch an energy cell), but you've always got a little left in the tank to play with.
This means Jensen can punch more than one or two people (brutal third-person close combat takedowns are back, by the way, and as satisfying as before). It also means you can chain augs together, or use them simultaneously. The excellent Icarus Dash electrically propels you forward at great speed, which is ideal for quick traversal, and for suddenly KO-ing very surprised men. Combine it with the silent movement aug and you've got a great stealth tool. Alternatively, use it to get into a group of enemies and activate Jensen's spinning typhoon attack to spray the area with bombs.
This makes Jensen very powerful, but he should be. Dishonored shows that in sandbox sims, it's better to be a little overpowered and have lots of options. A clever rethink of the augmentation system gives you those options. Many augs now have lethal and non-lethal variants, or can be used in different ways to suit lethal and non-lethal players. The typhoon attack can be altered to scatter gas grenades instead of warheads. Your retractable arm-chisels can now be fired at enemies to impale them at range (or blow them up, if you charge the shot). Or you can use them to create a noisy distraction. Choosing a playstyle no longer limits you to a small subsection of Jensen's abilities. That means you have more ways to tailor your own approach, and that's what Deus Ex is all about.
The level design supports that too, of course. Dubai was a relatively linear mission designed to teach crouching, jumping, punching and elevator-calling. The dark, rainy Prague level I also played was a more traditional Deus Ex area. Eidos Montreal walled off one corner of a much larger hub and invited me to infiltrate a theatre occupied by a criminal gang.
There are many ways in. A series of ladders lead to the rooftop (I killed a sniper, took his gun and cleared out the lobby from street-level in one playthrough). There's a vent up there that drops you deep into the building. You can walk in through the front door if you want to fight. An open window presents a quieter route. I thought it would be remiss of me not to find a way to get in by stacking boxes, so I used a construction platform to carry a huge box onto a ledge, and then put it on top of another huge box to find another way up to the rooftop. Then I reached back and picked up the box, so I could throw it at a guard.
Once inside I had plenty of fun messing up the guards, luring them into the toilets and tranquilising them, creating distractions and cloaking around them. It's now much easier to change your approach mid-mission. You can modify your guns to add or remove scopes, silencers and laser targeting systems without dipping into a menu screen. You can now hack some devices at range with the right upgrades, which means you can use it in the middle of a firefight. Complete a quick rhythm task and your target, whether a security camera or a guard bot, is temporarily disabled.
For more complex devices like workstations you need to beat a prettier version of Human Revolution's node-capture minigame. This gets you into people's emails, which are full of background lore, jokes, and the occasional door code. There are new storytelling devices, too. In the middle of the theatre I stopped to watch an entire news report presented by returning news anchor Eliza Cassan. Human Revolution fans may detect the merest hint of biased reporting here.
There will be a lot more talking throughout the game. The team have used more than a hundred voice actors for Mankind Divided. The new engine doubles the number of NPCs that the team can put on screen, which ought to help hub areas feel livelier than HR's, though Eidos Montreal hasn't shown those yet.
It certainly looks better. The Dawn engine is a heavily modified version of IO's Glacier engine, and it allows for far more detail than Human Revolution. It also supports lots of clutter, much of which can be picked up and thrown to cause distractions. Prague and Dubai looked and felt completely different, one wet and grimy, the other arid and airy. The removal of Human Revolution's gold filter allows the team to create places that feel more varied, though the neat cyber-renaissance style of HR—triangles, lovely coats, the occasional ruff—thankfully remain. It still feels like Deus Ex, but with all of Human Revolution's flaws addressed. It's going to be great.
The creators of fiction set in zombie-populated worlds seem determined to paint a particular picture of humanity: that even though you'd think having zombies to worry about would stop us from killing each other, it wouldn't. Umbrella Corps, the multiplayer third-person shooter that Capcom announced last month, is no exception.
Umbrella Corps is technically a Resident Evil game, despite its obvious differences from the rest of them, so when you load up a multiplayer match you'll enter a world full of zombies. But while you can kill the undead they're not your main threat: your opponents, controlled by other players, are human beings.
This video showcases a mode that works well as a gameplay trailer: a three-minute 3v3 team battle called One Life Match Mode. As the name would suggest, you don't get to respawn.
The video is commentated by two guys, one of whom calls himself "Mad Skills Mike" and then cracks a joke about "kills" being his middle name. As always, if that's not your kind of thing maybe watch with the sound off. Since this is a trailer, they're not really there to commentate as much as point out features for the benefit of potential consumers: "And with a few moments remaining the teams are hammering out their strategies using the tactical icons", for example.
They also highlight things like the jammer that prevents zombies from attacking, until it gets broken. But are features like that enough to make Umbrella Corps worth trying when there are already so many popular multiplayer shooters out there?