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		<title>IncGamers Forums</title>
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		<description>Diablo 3 and Diablo 2 Forums, friendly, well managed and busy</description>
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		<lastBuildDate>Fri, 24 May 2013 08:44:46 GMT</lastBuildDate>
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			<title>IncGamers Forums</title>
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			<title>The Incredible Adventures of Van Helsing</title>
			<link>http://www.incgamers.com/forums/showthread.php?846236-The-Incredible-Adventures-of-Van-Helsing&amp;goto=newpost</link>
			<pubDate>Fri, 24 May 2013 05:45:13 GMT</pubDate>
			<description>http://store.steampowered.com/app/215530/ 
 
$14  
 
I am really liking this game</description>
			<content:encoded><![CDATA[<div><a href="http://store.steampowered.com/app/215530/" target="_blank">http://store.steampowered.com/app/215530/</a><br />
<br />
$14 <br />
<br />
I am really liking this game</div>

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			<category domain="http://www.incgamers.com/forums/forumdisplay.php?186-PC-Gaming-Discussion">PC Gaming Discussion</category>
			<dc:creator>jamesL</dc:creator>
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			<title><![CDATA[Techland\'s Dying Light bringing parkour and zombies to PC]]></title>
			<link>http://www.incgamers.com/forums/showthread.php?846234-Techland-s-Dying-Light-bringing-parkour-and-zombies-to-PC&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 23:23:59 GMT</pubDate>
			<description><![CDATA[<p style="text-align: center;"><img class="aligncenter size-large wp-image-38407" alt="Dying Light" src="http://www.incgamers.com/wp-content/uploads/2013/05/964290_248732545269799_854105431_o-1024x576.jpg" width="640" height="360" /></p> 
Have we nit had enough of zombies yet? Not so according to...]]></description>
			<content:encoded><![CDATA[<div>&lt;p style=&quot;text-align: center;&quot;&gt;&lt;img class=&quot;aligncenter size-large wp-image-38407&quot; alt=&quot;Dying Light&quot; src=&quot;http://www.incgamers.com/wp-content/uploads/2013/05/964290_248732545269799_854105431_o-1024x576.jpg&quot; width=&quot;640&quot; height=&quot;360&quot; /&gt;&lt;/p&gt;<br />
Have we nit had enough of zombies yet? Not so according to Warner and Techland who have revealed Dying Light which is due for release at some point in 2014.<br />
<br />
This first person action survival horror title brings the shambling zombies back to our screens in an open world first person experience. So does it offer anything new other than finishing off the undead?<br />
<br />
There are a couple of features that stand out, one being the free-running parkour style gameplay that proved so popular in Mirror's Edge. Set in that looks like a cramped*Rio de Janerio, this will give players the opportunity to bound around the rooftops.<br />
<br />
“The next-gen technology allows us to create a truly dynamic open world that features a game-changing day-night cycle,” said Paweł Marchewka, CEO of Techland. “Inventive free running mechanics also allow for nearly unrestricted exploration and weapon-crafting to further enhance the action survival experience.&quot;<br />
<br />
The game's title sets the scene, players will have to find what they need to survive during the day but at night fight off the nasty hordes. It sounds like a race against the clock, get everything you need before the sun sets.<br />
<br />
Techland are also revisiting some of the game features from the Dead Island series with the addition of a crafting system, and if the game is as open world as they claim, it might actually be an interesting game.<br />
<br />
Assuming we are all not sick to death of zombies by the time Dying Light releases, the game may just stand a chance.<br />
<br />
[gallery link=&quot;file&quot; columns=&quot;4&quot; ids=&quot;38405,38406,38407,38408,38409&quot;]<br />
<br />
[gallery link=&quot;file&quot; columns=&quot;4&quot; ids=&quot;38409,38408,38407,38406,38405&quot;]</div>

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			<category domain="http://www.incgamers.com/forums/forumdisplay.php?186-PC-Gaming-Discussion">PC Gaming Discussion</category>
			<dc:creator>Hound</dc:creator>
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			<title>IncGamers Plays Grim Dawn</title>
			<link>http://www.incgamers.com/forums/showthread.php?846225-IncGamers-Plays-Grim-Dawn&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 18:38:04 GMT</pubDate>
			<description><![CDATA[<a href="http://www.incgamers.com/wp-content/uploads/2013/05/grimplays.jpg"><img src="http://www.incgamers.com/wp-content/uploads/2013/05/grimplays.jpg" alt="grim plays" width="640" height="200" class="aligncenter size-full wp-image-38396" /></a> 
 
Hot on the heels of our <a...]]></description>
			<content:encoded><![CDATA[<div>&lt;a href=&quot;http://www.incgamers.com/wp-content/uploads/2013/05/grimplays.jpg&quot;&gt;&lt;img src=&quot;http://www.incgamers.com/wp-content/uploads/2013/05/grimplays.jpg&quot; alt=&quot;grim plays&quot; width=&quot;640&quot; height=&quot;200&quot; class=&quot;aligncenter size-full wp-image-38396&quot; /&gt;&lt;/a&gt;<br />
<br />
Hot on the heels of our &lt;a href=&quot;http://www.incgamers.com/2013/05/grim-dawn-preview/&quot; target=&quot;_blank&quot;&gt;written hands-on preview&lt;/a&gt; comes our IncGamers Plays of Crate Entertainment' ARPG Grim Dawn which is currently in alpha testing.<br />
<br />
Paul takes you through the first part of the alpha version of the game and explains the game's many features and mechanics. We will be revisiting the game in a future IncGamers Plays as Paul continues to level up characters. For now, watch this let us know what you think of the game so far.<br />
<br />
&lt;script type=&quot;text/javascript&quot; charset=&quot;utf-8&quot; src=&quot;//cdn.playwire.com/bolt/js/embed.min.js&quot; data-width=&quot;640&quot; data-height=&quot;380&quot; data-publisher-id=&quot;58&quot; data-video-id=&quot;262641&quot;&gt;&lt;/script&gt;</div>

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			<dc:creator>Hound</dc:creator>
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			<title><![CDATA[Marvel at Shazam\'s Infinite Crisis abilities]]></title>
			<link>http://www.incgamers.com/forums/showthread.php?846222-Marvel-at-Shazam-s-Infinite-Crisis-abilities&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 18:13:47 GMT</pubDate>
			<description><![CDATA[<p style="text-align: center;"><img class="aligncenter  wp-image-38390" alt="Infinite Crisis Shazam" src="http://www.incgamers.com/wp-content/uploads/2013/05/shazam-1024x551.jpg" width="512" height="275" /></p> 
The latest DC hero to be showcased for the forthcoming Dota-like <em>Infinite...]]></description>
			<content:encoded><![CDATA[<div>&lt;p style=&quot;text-align: center;&quot;&gt;&lt;img class=&quot;aligncenter  wp-image-38390&quot; alt=&quot;Infinite Crisis Shazam&quot; src=&quot;http://www.incgamers.com/wp-content/uploads/2013/05/shazam-1024x551.jpg&quot; width=&quot;512&quot; height=&quot;275&quot; /&gt;&lt;/p&gt;<br />
The latest DC hero to be showcased for the forthcoming Dota-like &lt;em&gt;Infinite Crisis&lt;/em&gt; is the artist formerly known as Captain Marvel. Apparently he's just called Shazam now, because DC is sick of people confusing him with his mentor (the wizard named .. er .. Shazam.) Isn't it also a bit weird that DC had a hero literally called Captain Marvel?<br />
<br />
Well, whatever. Shazam is going to be in &lt;em&gt;Infinite Crisis, &lt;/em&gt;complete with lighting based powers and a fair bit of speed. He can even briefly transform back and forth between his superhero identity and young Billy Batson.<br />
<br />
Turbine's title is due later in 2013, and &lt;a href=&quot;https://www.infinitecrisis.com/en/beta-application&quot; target=&quot;_blank&quot;&gt;sign-ups for beta&lt;/a&gt; are being taken now.<br />
<br />
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			<dc:creator>Hound</dc:creator>
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			<title><![CDATA[Mighty Quest for Epic Loot\'s archer wants to set you aquiver]]></title>
			<link>http://www.incgamers.com/forums/showthread.php?846221-Mighty-Quest-for-Epic-Loot-s-archer-wants-to-set-you-aquiver&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 17:43:07 GMT</pubDate>
			<description><![CDATA[<img src="http://www.incgamers.com/wp-content/uploads/2013/05/mightyquestforepicloot-1024x575.jpg" alt="The Mighty Quest for Epic Loot" width="640" height="359" class="aligncenter size-large wp-image-38386" /> 
 
Ubisoft's free-to-play dungeon crawler (and indeed, dungeon maker) <em>The Might Quest...]]></description>
			<content:encoded><![CDATA[<div>&lt;img src=&quot;http://www.incgamers.com/wp-content/uploads/2013/05/mightyquestforepicloot-1024x575.jpg&quot; alt=&quot;The Mighty Quest for Epic Loot&quot; width=&quot;640&quot; height=&quot;359&quot; class=&quot;aligncenter size-large wp-image-38386&quot; /&gt;<br />
<br />
Ubisoft's free-to-play dungeon crawler (and indeed, dungeon maker) &lt;em&gt;The Might Quest for Epic Loot&lt;/em&gt; is on its way. Right now, &lt;a href=&quot;https://www.themightyquest.com/en&quot; target=&quot;_blank&quot;&gt;you can register&lt;/a&gt; for the alpha test (or possibly beta test, different parts of the official site give different answers,) with a full release in the realms of &quot;coming soon.&quot;<br />
<br />
But who shall be your questing avatar on this top-down-ish adventure? The archer seems to be one such choice, as his trailer below demonstrates. Sure, he's not &lt;em&gt;Sterling&lt;/em&gt; Archer, but he still has ghost falcon powers and the ability to dodge hamster traps. That seems pretty good.<br />
<br />
&lt;script type=&quot;text/javascript&quot; charset=&quot;utf-8&quot; src=&quot;//cdn.playwire.com/bolt/js/embed.min.js&quot; data-width=&quot;640&quot; data-height=&quot;380&quot; data-publisher-id=&quot;58&quot; data-video-id=&quot;265558&quot;&gt;&lt;/script&gt;</div>

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			<dc:creator>Hound</dc:creator>
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			<title>Banking on success: Payday gets its own live-action web series</title>
			<link>http://www.incgamers.com/forums/showthread.php?846219-Banking-on-success-Payday-gets-its-own-live-action-web-series&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 17:14:39 GMT</pubDate>
			<description><![CDATA[<p style="text-align: center;"><img class="aligncenter  wp-image-38381" alt="Payday web series" src="http://www.incgamers.com/wp-content/uploads/2013/05/paydaywebseries-1024x547.jpg" width="512" height="273" /></p> 
When I think of <em>Payday</em>, I don't necessarily think of men in a van quoting...]]></description>
			<content:encoded><![CDATA[<div>&lt;p style=&quot;text-align: center;&quot;&gt;&lt;img class=&quot;aligncenter  wp-image-38381&quot; alt=&quot;Payday web series&quot; src=&quot;http://www.incgamers.com/wp-content/uploads/2013/05/paydaywebseries-1024x547.jpg&quot; width=&quot;512&quot; height=&quot;273&quot; /&gt;&lt;/p&gt;<br />
When I think of &lt;em&gt;Payday&lt;/em&gt;, I don't necessarily think of men in a van quoting Newton and philosophising around the ethics of robbing high finance. But that's what's on offer in this short 'teaser' for an upcoming live-action web show based around the series.<br />
<br />
It's all promo for &lt;em&gt;Payday 2&lt;/em&gt; of course, but if it follows through with its apparent intent to explore whether robbing a bank is really worse than that same institution dicking around with billions of dollars worth of mortgage securities then it could have some substance to it. Demian Lichtenstein, probably best known for his music video work, is the man doing the directing.<br />
<br />
&lt;em&gt;Payday 2&lt;/em&gt; is due in August. The first episode in the live-action series should appear in a couple of weeks time.<br />
<br />
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			<category domain="http://www.incgamers.com/forums/forumdisplay.php?186-PC-Gaming-Discussion">PC Gaming Discussion</category>
			<dc:creator>Hound</dc:creator>
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			<title>New Nvidia 320.18 drivers bring more stability to recent releases</title>
			<link>http://www.incgamers.com/forums/showthread.php?846218-New-Nvidia-320-18-drivers-bring-more-stability-to-recent-releases&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 17:10:39 GMT</pubDate>
			<description><![CDATA[<a href="http://www.incgamers.com/wp-content/uploads/2012/12/Nvidia_logo_big-e1355977364907.jpg"><img class="aligncenter size-full wp-image-30865" alt="Nvidia" src="http://www.incgamers.com/wp-content/uploads/2012/12/Nvidia_logo_big-e1355977364907.jpg" width="598" height="302" /></a> 
 
The*320.18...]]></description>
			<content:encoded><![CDATA[<div>&lt;a href=&quot;http://www.incgamers.com/wp-content/uploads/2012/12/Nvidia_logo_big-e1355977364907.jpg&quot;&gt;&lt;img class=&quot;aligncenter size-full wp-image-30865&quot; alt=&quot;Nvidia&quot; src=&quot;http://www.incgamers.com/wp-content/uploads/2012/12/Nvidia_logo_big-e1355977364907.jpg&quot; width=&quot;598&quot; height=&quot;302&quot; /&gt;&lt;/a&gt;<br />
<br />
The*320.18 drivers have been released by Nvidia which offer stability and performance increases to some of your favourite games and new releases.<br />
<br />
In this update expect performance increases of*20% in*&lt;em&gt;Tomb Raider&lt;/em&gt;, 20% in*&lt;em&gt;DiRT Showdown&lt;/em&gt;, 10%*&lt;em&gt;Metro: Last Light&lt;/em&gt;, 8% in*&lt;em&gt;Assassin’s Creed III&lt;/em&gt;, 6% in*&lt;em&gt;Far Cry 3&lt;/em&gt;, and 5% in*&lt;em&gt;BioShock Infinite.&lt;/em&gt;<br />
<br />
New SLI profiles have also been added for*&lt;em&gt;Call of Juarez: Gunslinger&lt;/em&gt;,&lt;em&gt;Dead Island: Riptide&lt;/em&gt;,*&lt;em&gt;Dungeons &amp;amp; Dragons: Neverwinter&lt;/em&gt;,*&lt;em&gt;Euro Truck Simulator 2&lt;/em&gt;,*&lt;em&gt;Far Cry 3: Blood Dragon&lt;/em&gt;,*&lt;em&gt;GRID 2&lt;/em&gt;, and*&lt;em&gt;Remember Me.&lt;/em&gt;<br />
<br />
It;s worth getting your drivers upgraded now if you are playing any of the above. Head to &lt;a href=&quot;http://www.geforce.com/drivers&quot; target=&quot;_blank&quot;&gt;Nvidia's site&lt;/a&gt; to download.</div>

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			<dc:creator>Hound</dc:creator>
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			<title>Russians show their courage in Company of Heroes 2 story trailer</title>
			<link>http://www.incgamers.com/forums/showthread.php?846216-Russians-show-their-courage-in-Company-of-Heroes-2-story-trailer&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 16:56:12 GMT</pubDate>
			<description><![CDATA[A new Company of Heroes 2 story trailer for Relic shows the plight and courage of the Russian forces as they fought back the Germans, and the soldier in the trailer retells his story of the horrors of war. 
 
Having only played the multiplayer game of CoH 2, it's great to get a feel for the single...]]></description>
			<content:encoded><![CDATA[<div>A new Company of Heroes 2 story trailer for Relic shows the plight and courage of the Russian forces as they fought back the Germans, and the soldier in the trailer retells his story of the horrors of war.<br />
<br />
Having only played the multiplayer game of CoH 2, it's great to get a feel for the single player story campaign.<br />
<br />
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			<dc:creator>Hound</dc:creator>
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			<title>Arma 3 alpha update brings more tweaks</title>
			<link>http://www.incgamers.com/forums/showthread.php?846215-Arma-3-alpha-update-brings-more-tweaks&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 16:47:00 GMT</pubDate>
			<description><![CDATA[<p style="text-align: center;"><a href="http://www.incgamers.com/wp-content/uploads/2012/12/arma-3-hub.jpg"><img class="aligncenter  wp-image-30402" alt="Arma 3" src="http://www.incgamers.com/wp-content/uploads/2012/12/arma-3-hub.jpg" width="574" height="324" /></a></p> 
Bohemia Interactive...]]></description>
			<content:encoded><![CDATA[<div>&lt;p style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;http://www.incgamers.com/wp-content/uploads/2012/12/arma-3-hub.jpg&quot;&gt;&lt;img class=&quot;aligncenter  wp-image-30402&quot; alt=&quot;Arma 3&quot; src=&quot;http://www.incgamers.com/wp-content/uploads/2012/12/arma-3-hub.jpg&quot; width=&quot;574&quot; height=&quot;324&quot; /&gt;&lt;/a&gt;&lt;/p&gt;<br />
Bohemia Interactive continue the development of Arma 3 and have released a new patch for the game today taking it to version 0.58<br />
<br />
The new patch update improvements to the*new dedicated combat and stealth radio protocol, lighting and audio tweaks and probably most importantly a new dedicated server administrator to make hosting easier.<br />
<br />
The full list reads as follows:<br />
&lt;blockquote&gt;<br />
&lt;h3&gt;DATA&lt;/h3&gt;<br />
&lt;ul&gt;<br />
	&lt;li&gt;Dedicated Server files added to the root of the game (&lt;em&gt;arma3server.exe&lt;/em&gt;*and supporting libraries)&lt;/li&gt;<br />
	&lt;li&gt;Comprehensive lighting tweaking (&lt;a href=&quot;http://forums.bistudio.com/showthread.php?153773-Lighting-tweaking&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;details&lt;/a&gt;)&lt;/li&gt;<br />
	&lt;li&gt;Environmental tweaks: sun, lens flares, material changes for changed lighting&lt;/li&gt;<br />
	&lt;li&gt;Lights optimization&lt;/li&gt;<br />
	&lt;li&gt;Lighting tweaks for vehicles (headlights, positional lights) and flashlights&lt;/li&gt;<br />
	&lt;li&gt;Increased light intensity of muzzle flashes&lt;/li&gt;<br />
	&lt;li&gt;Added: dedicated combat radio protocol&lt;/li&gt;<br />
	&lt;li&gt;Added: dedicated stealth radio protocol&lt;/li&gt;<br />
	&lt;li&gt;Fixed various radio protocol issues&lt;/li&gt;<br />
	&lt;li&gt;Asset audio overhaul: volume balancing, WAV to WSS conversion and more (&lt;a href=&quot;http://forums.bistudio.com/showthread.php?154605-Audio-tweaking&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;details&lt;/a&gt;)&lt;/li&gt;<br />
	&lt;li&gt;Alarm sound now also configured under*&lt;em&gt;CfgSounds&lt;/em&gt;, as “Alarm”&lt;/li&gt;<br />
	&lt;li&gt;Improved Ka 60 fire geometry&lt;/li&gt;<br />
	&lt;li&gt;Various types of lights on the Ka 60 improved (placement, parameters)&lt;/li&gt;<br />
	&lt;li&gt;Fixed:*&lt;a href=&quot;http://feedback.arma3.com/view.php?id=7401&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;http://feedback.arma3.com/view.php?id=7401&lt;/a&gt;*(Ka 60 rotor collisions)&lt;/li&gt;<br />
	&lt;li&gt;Fixed:*&lt;a href=&quot;http://feedback.arma3.com/view.php?id=1219&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;http://feedback.arma3.com/view.php?id=1219&lt;/a&gt;*(wrong Ka 60 horizon indication)&lt;/li&gt;<br />
	&lt;li&gt;Adjusted mass distribution of MH-9&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Position lights of helicopters have been adjusted&lt;/li&gt;<br />
	&lt;li&gt;AI helicopter handling improved&lt;/li&gt;<br />
	&lt;li&gt;Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better&lt;/li&gt;<br />
	&lt;li&gt;Speedboat (minigun) now uses correct muzzle points&lt;/li&gt;<br />
	&lt;li&gt;Fixed:*&lt;a href=&quot;http://feedback.arma3.com/view.php?id=7584&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;http://feedback.arma3.com/view.php?id=7584&lt;/a&gt;*(top-speed gear change for the Hunter)&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Tweaked fire geometry (mostly glasses) for the Hunter&lt;/li&gt;<br />
	&lt;li&gt;Tweaked MRAPs' maximum light radius to improve performance&lt;/li&gt;<br />
	&lt;li&gt;MRAPs should have tracers every third shot now&lt;/li&gt;<br />
	&lt;li&gt;Fixed:*&lt;a href=&quot;http://feedback.arma3.com/view.php?id=8384&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;http://feedback.arma3.com/view.php?id=8384&lt;/a&gt;*(helicopter wreck's smoke and electricity effect*did not stop after wreck was deleted)&lt;/li&gt;<br />
	&lt;li&gt;Launcher AI settings and weapon performance configuration tweaked&lt;/li&gt;<br />
	&lt;li&gt;Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.)&lt;/li&gt;<br />
	&lt;li&gt;Material penetration properties modified&lt;/li&gt;<br />
	&lt;li&gt;Fixed:*&lt;a href=&quot;http://feedback.arma3.com/view.php?id=6682&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;http://feedback.arma3.com/view.php?id=6682&lt;/a&gt;*(MXM suppressor)&lt;/li&gt;<br />
	&lt;li&gt;Holosights have been replaced by ACO for Katiba&lt;/li&gt;<br />
	&lt;li&gt;12.7mm HMG Rate of Fire fixed&lt;/li&gt;<br />
	&lt;li&gt;Tweaked missiles for AH-9 to be better used by AI&lt;/li&gt;<br />
	&lt;li&gt;Adjusted DAGR locking cone and adjusted its AI characteristics&lt;/li&gt;<br />
	&lt;li&gt;Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up for better aiming by both for players and AI&lt;/li&gt;<br />
	&lt;li&gt;Fixed: MXM and MX SW handles have better materials&lt;/li&gt;<br />
	&lt;li&gt;Range Master character added&lt;/li&gt;<br />
	&lt;li&gt;All*chest rigs*should be of better visual quality&lt;/li&gt;<br />
	&lt;li&gt;BLUFOR marksman's has changed its*color*to match his uniform&lt;/li&gt;<br />
	&lt;li&gt;Removed hand grenades from helicopter pilots and crew&lt;/li&gt;<br />
	&lt;li&gt;Diver UW magazine count modified&lt;/li&gt;<br />
	&lt;li&gt;Automatic rifleman shouldn't have a tracer round every bullet anymore&lt;/li&gt;<br />
	&lt;li&gt;Removed little cubes from BLUFOR rifleman's right wrist&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Missing texture of backpack has been re-mapped&lt;/li&gt;<br />
	&lt;li&gt;&lt;a href=&quot;http://forums.bistudio.com/showthread.php?153178-Movement-speed-tweaking&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;Movement speed tweaking&lt;/a&gt;*and unification*deployed&lt;/li&gt;<br />
	&lt;li&gt;Various little tweaks and fixes on common houses&lt;/li&gt;<br />
	&lt;li&gt;Fixed:*&lt;a href=&quot;http://feedback.arma3.com/view.php?id=802&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;http://feedback.arma3.com/view.php?id=802&lt;/a&gt;*(fuel station coloration after destruction)&lt;/li&gt;<br />
	&lt;li&gt;Fixed:*&lt;a href=&quot;http://feedback.arma3.com/view.php?id=3333&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;http://feedback.arma3.com/view.php?id=3333&lt;/a&gt;*(telephone pole collisions)&lt;/li&gt;<br />
	&lt;li&gt;Added*&lt;em&gt;numberOfDoors&lt;/em&gt;*parameter to structure configs&lt;/li&gt;<br />
	&lt;li&gt;Added*&lt;em&gt;numberOfHatches&lt;/em&gt;*parameter to structures configs&lt;/li&gt;<br />
	&lt;li&gt;Reduced durability of reflectors and markerlights on structures&lt;/li&gt;<br />
	&lt;li&gt;Added baked lighting for crowns and trunks of trees and shrubs (macro maps)&lt;/li&gt;<br />
	&lt;li&gt;Last / distant LOD for plants improved&lt;/li&gt;<br />
	&lt;li&gt;Fixed: various bush material / alpha shaders&lt;/li&gt;<br />
	&lt;li&gt;Smoke shell effect tweaked&lt;/li&gt;<br />
	&lt;li&gt;Rocket effects tweaked&lt;/li&gt;<br />
	&lt;li&gt;Blood hit and fire dust effects tweaked&lt;/li&gt;<br />
	&lt;li&gt;Added small settlement near Kamino firing range&lt;/li&gt;<br />
	&lt;li&gt;Stratis bridges improved for characters and vehicles&lt;/li&gt;<br />
	&lt;li&gt;Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors&lt;/li&gt;<br />
	&lt;li&gt;Tweaks to Stratis lamp placements&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Sandbag barriers adjusted on Stratis&lt;/li&gt;<br />
	&lt;li&gt;Added: New system for displaying*&lt;a href=&quot;https://community.bistudio.com/wiki/Mission_Presentation&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;scenario overview&lt;/a&gt;*information&lt;/li&gt;<br />
	&lt;li&gt;Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme&lt;/li&gt;<br />
	&lt;li&gt;Author's name in scenario overview is formatted like &quot;by %s&quot;. If undefined &quot;by Unknown Community Author&quot; is displayed&lt;/li&gt;<br />
	&lt;li&gt;Added tooltips to*&lt;em&gt;CListBox&lt;/em&gt;*and key presets&lt;/li&gt;<br />
	&lt;li&gt;Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default&lt;/li&gt;<br />
	&lt;li&gt;Welcome Screen no longer shown for new profiles made during the same session&lt;/li&gt;<br />
	&lt;li&gt;Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white&lt;/li&gt;<br />
	&lt;li&gt;Added: Debriefing now shows number of respawns instead of reverts in multiplayer&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Quick command linked to the old communications menu&lt;/li&gt;<br />
	&lt;li&gt;Added: Correct cursor for supports communications menu&lt;/li&gt;<br />
	&lt;li&gt;Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (&lt;a href=&quot;http://community.bistudio.com/wiki/Arma_3_Respawn&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;details&lt;/a&gt;)&lt;/li&gt;<br />
	&lt;li&gt;Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates&lt;/li&gt;<br />
	&lt;li&gt;Added: Communication menu manager&lt;/li&gt;<br />
	&lt;li&gt;Function BIS_fnc_objectsGrabber would sometimes not close the output Array&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Functions viewer was not working when launched from mission editor&lt;/li&gt;<br />
	&lt;li&gt;Added: Adding new control presets and their tooltips&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Notification area is now wider&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission&lt;/li&gt;<br />
	&lt;li&gt;Field Manual Commanding / Move hint improved&lt;/li&gt;<br />
	&lt;li&gt;BIS_fnc_arrayShuffle added to functions&lt;/li&gt;<br />
	&lt;li&gt;Fixed: BIS_fnc_infoText was using obsolete sound&lt;/li&gt;<br />
	&lt;li&gt;Added: A notification is displayed when a new communication menu item is added&lt;/li&gt;<br />
	&lt;li&gt;Fixed: allowFunctionsRecompile description.ext param had no effect&lt;/li&gt;<br />
	&lt;li&gt;Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added&lt;/li&gt;<br />
	&lt;li&gt;Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side&lt;/li&gt;<br />
	&lt;li&gt;Optimized: BIS_fnc_selectRandomWeighted&lt;/li&gt;<br />
	&lt;li&gt;Added: Variable header added to local functions&lt;/li&gt;<br />
	&lt;li&gt;Fixed: BIS_fnc_sortBy ignored entries with duplicate values&lt;/li&gt;<br />
	&lt;li&gt;Danger FSM: Script command*&lt;em&gt;setUnitPosWeak&lt;/em&gt;*used instead of*&lt;em&gt;setUnitPos&lt;/em&gt;. Priority of event*&lt;em&gt;DCCanFire&lt;/em&gt;*is higher now&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Chromatic aberration remained when camera was launched from the pause menu&lt;/li&gt;<br />
	&lt;li&gt;Removed:*&lt;em&gt;pauseOnLoad.sqf&lt;/em&gt;*redundant script&lt;/li&gt;<br />
	&lt;li&gt;Optimized: Module framework now loads modules significantly faster and takes less time during a mission&lt;/li&gt;<br />
	&lt;li&gt;Added: BIS_fnc_startLoadingScreen and BIS_fnc_endLoadingScreen - a simple loading screen manager which gives a designer the ability to control his / her loads without fear of breaking others&lt;/li&gt;<br />
	&lt;li&gt;Added: Error message will now interrupt loading screen&lt;/li&gt;<br />
	&lt;li&gt;Fixed: The default editor template was still calling functions&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Feedback FSM optimization&lt;/li&gt;<br />
	&lt;li&gt;Fixed: When*&lt;em&gt;respawnOnStart&lt;/em&gt;*was set to 1 in*&lt;em&gt;description.ext&lt;/em&gt;, death scripts were sometimes executed after respawn scripts&lt;/li&gt;<br />
	&lt;li&gt;Added: Correct ETA for mortar support in SCUBA mission&lt;/li&gt;<br />
&lt;/ul&gt;<br />
&lt;h3&gt;ENGINE&lt;/h3&gt;<br />
&lt;ul&gt;<br />
	&lt;li&gt;New Dedicated Server parameters for configuring ports for Steam services (should allow multiple DS per OS-instance) (&lt;a href=&quot;http://community.bistudio.com/wiki/server.cfg#Arma_III_-_STEAM_ports_configuration&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;details&lt;/a&gt;)&lt;/li&gt;<br />
	&lt;li&gt;Updated to Physx3.2.4&lt;/li&gt;<br />
	&lt;li&gt;Fixed several MP synchronization issues&lt;/li&gt;<br />
	&lt;li&gt;Fixed several crash opportunities in SP and MP&lt;/li&gt;<br />
	&lt;li&gt;Several inventory interaction and stability fixes&lt;/li&gt;<br />
	&lt;li&gt;Removed destroyed buildings from PhysX simulation&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Wheel speed in damaged or destroyed state&lt;/li&gt;<br />
	&lt;li&gt;Dynamic light influence to AI visibility tweaked&lt;/li&gt;<br />
	&lt;li&gt;Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Hard limit usage while performing light sorting&lt;/li&gt;<br />
	&lt;li&gt;Added: New hard limits implemented into particle lights&lt;/li&gt;<br />
	&lt;li&gt;Added: New parameters for particle effects (global variants of surfNormalX, Y and Z)&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Starting scenarios from subfolders did not work correctly&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Audio distance curve&lt;/li&gt;<br />
	&lt;li&gt;Added: Radio filter / effect&lt;/li&gt;<br />
	&lt;li&gt;Fixed: MX UGL had a displaced crosshair&lt;/li&gt;<br />
	&lt;li&gt;Added: Loiter waypoint&lt;/li&gt;<br />
	&lt;li&gt;Fixed: AI will not eject before player&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Taking additional ammo for pistol would play reloading sound&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Certain magazines could not be moved to another container from backpacks&lt;/li&gt;<br />
	&lt;li&gt;Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Backpack items when on the ground (WeaponHolder) were missing the 'Take' action&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Texture flickering on wrecks&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Tooltip crash in MP sessions listbox&lt;/li&gt;<br />
	&lt;li&gt;Fixed:*&lt;a href=&quot;http://feedback.arma3.com/view.php?id=7673&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;http://feedback.arma3.com/view.php?id=7673&lt;/a&gt;*(crash when trying to bind controls - drag and drop)&lt;/li&gt;<br />
	&lt;li&gt;Added*&lt;em&gt;lbSetTooltip&lt;/em&gt;*script command&lt;/li&gt;<br />
	&lt;li&gt;Removed redundant*&lt;em&gt;CfgFirstAid &amp;gt;&amp;gt; firstAidScript&lt;/em&gt;&lt;/li&gt;<br />
	&lt;li&gt;Small optimization of face mimics&lt;/li&gt;<br />
	&lt;li&gt;Fixed:*&lt;em&gt;enableFatigue&lt;/em&gt;*command was not working&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Manual control for locked missiles works again&lt;/li&gt;<br />
	&lt;li&gt;Added: Most detailed shadow lod is now displayed in view pilot&lt;/li&gt;<br />
	&lt;li&gt;Fixed: Helicopters engines now are damaged correctly upon contact with water&lt;/li&gt;<br />
&lt;/ul&gt;<br />
&amp;nbsp;&lt;/blockquote&gt;</div>

]]></content:encoded>
			<category domain="http://www.incgamers.com/forums/forumdisplay.php?186-PC-Gaming-Discussion">PC Gaming Discussion</category>
			<dc:creator>Hound</dc:creator>
			<guid isPermaLink="true">http://www.incgamers.com/forums/showthread.php?846215-Arma-3-alpha-update-brings-more-tweaks</guid>
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			<title>FINAL FANTASY XIV: A Realm Reborn on 27 August</title>
			<link>http://www.incgamers.com/forums/showthread.php?846214-FINAL-FANTASY-XIV-A-Realm-Reborn-on-27-August&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 16:36:21 GMT</pubDate>
			<description><![CDATA[<a href="http://www.incgamers.com/wp-content/uploads/2013/05/10560Class11.jpg"><img class="aligncenter size-large wp-image-37161" alt="Final Fantasy XIV: A Realm Reborn" src="http://www.incgamers.com/wp-content/uploads/2013/05/10560Class11-1024x576.jpg" width="640" height="360" /></a> 
 
Square...]]></description>
			<content:encoded><![CDATA[<div>&lt;a href=&quot;http://www.incgamers.com/wp-content/uploads/2013/05/10560Class11.jpg&quot;&gt;&lt;img class=&quot;aligncenter size-large wp-image-37161&quot; alt=&quot;Final Fantasy XIV: A Realm Reborn&quot; src=&quot;http://www.incgamers.com/wp-content/uploads/2013/05/10560Class11-1024x576.jpg&quot; width=&quot;640&quot; height=&quot;360&quot; /&gt;&lt;/a&gt;<br />
<br />
Square Enix has now set a launch date for*FINAL FANTASY XIV: A Realm Reborn on the PC and PS3.&lt;em&gt;&lt;/em&gt;<br />
<br />
The rebooted MMO will launch on 27 August and the subscription price has also been set. To play it's going to cost*£7.69 / €10.99 and there are also a pre-order incentives for budding adventurers.<br />
&lt;blockquote&gt;&lt;strong&gt;&lt;span style=&quot;text-decoration: underline;&quot;&gt;PREORDER INCENTIVES&lt;/span&gt;&lt;/strong&gt;<br />
<br />
As well as the*&lt;em&gt;FINAL FANTASY XIV: A Realm Reborn&lt;/em&gt;*game disc, fans who pre-order the standard or Collector’s Edition of the game will receive the following exclusive in-game content:<br />
<br />
·*********&lt;strong&gt;Early Access:&lt;/strong&gt;*Access the game servers ahead of the official launch. Get your head start and make your mark in the realm of Eorzea!<br />
·*********&lt;strong&gt;Cait Sith Doll Minion:&lt;/strong&gt;*On sabbatical from Shinra Inc. and looking for adventure, Cait Sith will join your party as a non-combat pet.<br />
·*********&lt;strong&gt;Mog Cap:*&lt;/strong&gt;Show your love of*&lt;em&gt;FINAL FANTASY&lt;/em&gt;*and strut around the world of Eorzea in this Moogle themed hat.*Kupo!<br />
<br />
&lt;strong&gt;&lt;span style=&quot;text-decoration: underline;&quot;&gt;COLLECTOR’S EDITION&lt;/span&gt;&lt;/strong&gt;<br />
<br />
The*&lt;em&gt;FINAL FANTASY XIV: A Realm Reborn Collector’s Edition&lt;/em&gt;*will include:&lt;/blockquote&gt;<br />
&lt;ul&gt;<br />
	&lt;li&gt;<br />
&lt;blockquote&gt;Collector’s box designed by Yo****aka Amano, legendary*&lt;em&gt;FINAL FANTASY&lt;/em&gt;artist&lt;/blockquote&gt;<br />
&lt;/li&gt;<br />
	&lt;li&gt;<br />
&lt;blockquote&gt;80-page “Art of Eorzea” hardcover art book featuring never-before-seen concept art&lt;/blockquote&gt;<br />
&lt;/li&gt;<br />
	&lt;li&gt;<br />
&lt;blockquote&gt;“The Waning of the Sixth Sun,” a special bonus video disc that takes a cinematic look at the events that led up to the realm being reborn&lt;/blockquote&gt;<br />
&lt;/li&gt;<br />
	&lt;li&gt;<br />
&lt;blockquote&gt;“Sounds of Eorzea” album that features musical scores by renowned&lt;em&gt;FINAL FANTASY&lt;/em&gt;*series composers&lt;/blockquote&gt;<br />
&lt;/li&gt;<br />
	&lt;li&gt;<br />
&lt;blockquote&gt;Five collectable character art cards&lt;/blockquote&gt;<br />
&lt;/li&gt;<br />
	&lt;li&gt;<br />
&lt;blockquote&gt;A*&lt;em&gt;FINAL FANTASY XIV: A Realm Reborn&lt;/em&gt;-branded security token to secure user accounts&lt;/blockquote&gt;<br />
&lt;/li&gt;<br />
	&lt;li&gt;In-game bonus items: Helm of Light, Baby Behemoth Minion, Coeurl Mount and Behemoth Barding&lt;/li&gt;<br />
&lt;/ul&gt;</div>

]]></content:encoded>
			<category domain="http://www.incgamers.com/forums/forumdisplay.php?186-PC-Gaming-Discussion">PC Gaming Discussion</category>
			<dc:creator>Hound</dc:creator>
			<guid isPermaLink="true">http://www.incgamers.com/forums/showthread.php?846214-FINAL-FANTASY-XIV-A-Realm-Reborn-on-27-August</guid>
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			<title>Xbox One AKA XBone -- what on earth did they expect</title>
			<link>http://www.incgamers.com/forums/showthread.php?846205-Xbox-One-AKA-XBone-what-on-earth-did-they-expect&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 13:15:31 GMT</pubDate>
			<description><![CDATA[Did the creatives at MS not spot the obvious nickname, surely they must have. Perhaps they did and they rather liked the moniker XBone.  I do think 'boner' though when I see it, so it strikes me as a ridiculous nickname, rather than cool or quirky.]]></description>
			<content:encoded><![CDATA[<div>Did the creatives at MS not spot the obvious nickname, surely they must have. Perhaps they did and they rather liked the moniker XBone.  I do think 'boner' though when I see it, so it strikes me as a ridiculous nickname, rather than cool or quirky.</div>

]]></content:encoded>
			<category domain="http://www.incgamers.com/forums/forumdisplay.php?186-PC-Gaming-Discussion">PC Gaming Discussion</category>
			<dc:creator>Elly</dc:creator>
			<guid isPermaLink="true">http://www.incgamers.com/forums/showthread.php?846205-Xbox-One-AKA-XBone-what-on-earth-did-they-expect</guid>
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		<item>
			<title>Watch the Elder Scrolls Online giant lizard Wamasu in action</title>
			<link>http://www.incgamers.com/forums/showthread.php?846199-Watch-the-Elder-Scrolls-Online-giant-lizard-Wamasu-in-action&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 05:07:01 GMT</pubDate>
			<description><![CDATA[<a href="http://www.incgamers.com/wp-content/uploads/2013/05/wamasu2.jpg"><img class="aligncenter size-full wp-image-38351" alt="Elder Scrolls Online" src="http://www.incgamers.com/wp-content/uploads/2013/05/wamasu2.jpg" width="611" height="286" /></a> 
 
He's big and mean looking this Wamasu giant...]]></description>
			<content:encoded><![CDATA[<div>&lt;a href=&quot;http://www.incgamers.com/wp-content/uploads/2013/05/wamasu2.jpg&quot;&gt;&lt;img class=&quot;aligncenter size-full wp-image-38351&quot; alt=&quot;Elder Scrolls Online&quot; src=&quot;http://www.incgamers.com/wp-content/uploads/2013/05/wamasu2.jpg&quot; width=&quot;611&quot; height=&quot;286&quot; /&gt;&lt;/a&gt;<br />
<br />
He's big and mean looking this Wamasu giant lizard chap, they are the terror of the &lt;em&gt;Elder Scrolls Online&lt;/em&gt; Black Marsh. So how do you come up with such a fearsome looking creature?<br />
<br />
The Bethesda crew recently polled their fans to find out what creature they wanted to see the most and the Wamasu came out on top. In a new ESO*&lt;a href=&quot;http://elderscrollsonline.com/en/news/post/2013/05/22/creating-eso-the-wamasu&quot; target=&quot;_blank&quot;&gt;developer update&lt;/a&gt; the team explain the creation process of the design, attacks and effects.<br />
<br />
I always thought electricity and water we are a bad mix but is appears the Wamasu has got round this little problem.<br />
<br />
&lt;object width=&quot;640&quot; height=&quot;360&quot; classid=&quot;clsid:d27cdb6e-ae6d-11cf-96b8-444553540000&quot; codebase=&quot;http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0&quot;&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot; /&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot; /&gt;&lt;param name=&quot;src&quot; value=&quot;http://www.youtube.com/v/ZxXOUgzjzg4?version=3&amp;amp;hl=en_US&quot; /&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot; /&gt;&lt;embed width=&quot;640&quot; height=&quot;360&quot; type=&quot;application/x-shockwave-flash&quot; src=&quot;http://www.youtube.com/v/ZxXOUgzjzg4?version=3&amp;amp;hl=en_US&quot; allowFullScreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; allowfullscreen=&quot;true&quot; /&gt;&lt;/object&gt;</div>

]]></content:encoded>
			<category domain="http://www.incgamers.com/forums/forumdisplay.php?186-PC-Gaming-Discussion">PC Gaming Discussion</category>
			<dc:creator>Hound</dc:creator>
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			<title>Call of Duty Ghosts engine tech comparison video featuring more dogs</title>
			<link>http://www.incgamers.com/forums/showthread.php?846191-Call-of-Duty-Ghosts-engine-tech-comparison-video-featuring-more-dogs&amp;goto=newpost</link>
			<pubDate>Wed, 22 May 2013 23:15:39 GMT</pubDate>
			<description><![CDATA[Another <em>Call of Duty Ghosts</em> video has been released by Infinity Ward showcasing some of the technological advances in the visuals since Modern Warfare 3. 
 
In the video there's discussion on the polys, high detailed textures and of course more dog action. They love their dogs in these...]]></description>
			<content:encoded><![CDATA[<div>Another &lt;em&gt;Call of Duty Ghosts&lt;/em&gt; video has been released by Infinity Ward showcasing some of the technological advances in the visuals since Modern Warfare 3.<br />
<br />
In the video there's discussion on the polys, high detailed textures and of course more dog action. They love their dogs in these latest videos. Woof!<br />
<br />
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]]></content:encoded>
			<category domain="http://www.incgamers.com/forums/forumdisplay.php?186-PC-Gaming-Discussion">PC Gaming Discussion</category>
			<dc:creator>Hound</dc:creator>
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			<title>Hardware showcases the massive Baserunner unit</title>
			<link>http://www.incgamers.com/forums/showthread.php?846188-Hardware-showcases-the-massive-Baserunner-unit&amp;goto=newpost</link>
			<pubDate>Wed, 22 May 2013 20:51:53 GMT</pubDate>
			<description><![CDATA[<img class="aligncenter size-large wp-image-38338" alt="Hardware" src="http://www.incgamers.com/wp-content/uploads/2013/05/hardware-1024x456.jpg" width="640" height="285" /> 
 
Former <em>Homeworld</em> developers Blackbird Interactive are making an RTS. That sentence alone should be enough to...]]></description>
			<content:encoded><![CDATA[<div>&lt;img class=&quot;aligncenter size-large wp-image-38338&quot; alt=&quot;Hardware&quot; src=&quot;http://www.incgamers.com/wp-content/uploads/2013/05/hardware-1024x456.jpg&quot; width=&quot;640&quot; height=&quot;285&quot; /&gt;<br />
<br />
Former &lt;em&gt;Homeworld&lt;/em&gt; developers Blackbird Interactive are making an RTS. That sentence alone should be enough to spark some interest; but if you need more, a new video has been released that showcases one of the units that will presumably be appearing in Blackbird's upcoming &lt;em&gt;Hardware: Shipbreakers&lt;/em&gt;.<br />
<br />
It's a versatile unit, and also a massive one. See it in various states of action, below.<br />
<br />
If you fancy bunging some cash Blackbird's way to help them develop&lt;em&gt;Hardware&lt;/em&gt;, that &lt;a href=&quot;https://blackbirdinteractive.com/store/&quot; target=&quot;_blank&quot;&gt;option is available&lt;/a&gt; at the team's website. It's quite pricey, but will (among other things) guarantee you access to the closed beta.<br />
<br />
&lt;****** src=&quot;http://www.youtube.com/embed/NmcSMAuo8OI&quot; height=&quot;360&quot; width=&quot;640&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot;&gt;&lt;/******&gt;</div>

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			<category domain="http://www.incgamers.com/forums/forumdisplay.php?186-PC-Gaming-Discussion">PC Gaming Discussion</category>
			<dc:creator>Hound</dc:creator>
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			<title>Grim Dawn Preview</title>
			<link>http://www.incgamers.com/forums/showthread.php?846182-Grim-Dawn-Preview&amp;goto=newpost</link>
			<pubDate>Wed, 22 May 2013 19:14:19 GMT</pubDate>
			<description><![CDATA[It feels like I've spent years waiting for another ARPG to surface. Then, like buses, they've all come along at once. You can never have enough ARPG action though, what with digging into stats, collecting cool items and learning skills, it's all part of the fun. So let's welcome the latest player...]]></description>
			<content:encoded><![CDATA[<div>It feels like I've spent years waiting for another ARPG to surface. Then, like buses, they've all come along at once. You can never have enough ARPG action though, what with digging into stats, collecting cool items and learning skills, it's all part of the fun. So let's welcome the latest player on the scene, &lt;em&gt;Grim Dawn&lt;/em&gt;.<br />
<br />
Last week, Crate Entertainment launched the game's alpha test.*&lt;em&gt;Grim Dawn&lt;/em&gt; feels like it's been in development for ages; probably because it &lt;em&gt;has&lt;/em&gt; been in development for ages. Quite a few years, in fact. But there's a reason for that: lack of funds, in combination with a desire to keep sticky publisher paws off the IP and resulting sales has meant Crate have not taken the easy route to getting this game made.<br />
<br />
Crate Entertainment's Arthur Bruno can be quite outspoken when he talks about traditional publishing models. After all, he was dealing with THQ for &lt;em&gt;Titan Quest&lt;/em&gt; when he was at Iron Lore.<br />
<br />
&lt;img class=&quot;aligncenter size-large wp-image-36276&quot; alt=&quot;Grim Dawn&quot; src=&quot;http://www.incgamers.com/wp-content/uploads/2013/04/2013-4-10_slith02_lrg-1024x640.jpg&quot; width=&quot;640&quot; height=&quot;400&quot; /&gt;<br />
<br />
Shift a few years on and self funding your own game is the norm, but it's taken Crate some time to get the cash together to bring &lt;em&gt;Grim Dawn&lt;/em&gt; to an alpha test stage. After augmenting their funds though Kickstarter, Crate brought on more team members and for the past 6-8 months they've been cracking on with getting an alpha version released for their funding backers.<br />
<br />
&lt;em&gt;Grim Dawn&lt;/em&gt; is pretty much everything you would expect from an ARPG. Clicky-click to kill, a stack of skills to master, classes, the whole lot. It lives up to its name, too. The game world feels grim and broken down.<br />
<br />
The setting is Carin, a place where two evil factions have been hell-bent on wiping out the human race. Few humans have survived, but those that have made it through the turmoil are now scattered around Cairn. While the nasty guys fight each other for control, the humans have been watching and learning supernatural skills (the ones that will become available to you as you play.) Humans are crafty and if they wait long enough there will be a perfect moment to strike back. This is where the adventure begins.<br />
<br />
Created using an enhanced version of the &lt;em&gt;Titan Quest&lt;/em&gt; engine, Cairn is gloomy and a rather inhospitable place. Starting out in a lovely spot called Devil's Crossing, quests are dished out in true exclamation mark fashion. That's the cue for the old romp of levelling up, collecting loot and getting to grips with the skills of the three main classes to begin.<br />
<br />
&lt;img class=&quot;aligncenter size-large wp-image-36270&quot; alt=&quot;Grim Dawn&quot; src=&quot;http://www.incgamers.com/wp-content/uploads/2013/04/2013-4-10_groblecamp01_lrg-1024x640.jpg&quot; width=&quot;640&quot; height=&quot;400&quot; /&gt;<br />
<br />
The game starts out at a reasonable pace with levelling occurring often in the early stages, but that's not to say this game is easy. In fact, it's pretty punishing at times. With health and energy bars keeping you alive, the drops on potions are few and far between. That's not a negative criticism, in fact it's refreshing to be challenged right out the blocks. Of course this is still an alpha test and there's still lots of tweaks to be done to drops and class balancing as testing progresses.<br />
<br />
&lt;em&gt;Grim Dawn&lt;/em&gt; includes everything you would expect to find in ARPG with a focus on gear and itemisation. Progress can only really be sustained by hunting down the decent items, which of course means killing everything possible and looking for decent drops inside object such as crates, barrels and chests. It's hard to tell at this stage if &lt;em&gt;Grim Dawn&lt;/em&gt; is really bringing anything new to the genre but it's got all the right ingredients to trick the boxes of ARPG fans.<br />
<br />
Again, it is tough. Even in early stages I was finding death a common occurrence with the Soldier class, which means you need to make damn sure you have waypoint Riftgates tagged so as not to have to walk too far back to your ragged corpse. Find the corpse, regain any experience and you're up and running again.<br />
<br />
To boost those important combat abilities, players can pick up additional item components which can then be slotted into weapons or armor. Slot more than one component in and the gear gets more of a statistical boost. There are even items that can give you skills. It's this level of micromanaging your gear that should appeal to ARPG gamers who love to pour over the stats on every sword or helm.<br />
<br />
&lt;img class=&quot;aligncenter size-large wp-image-36273&quot; alt=&quot;Grim Dawn&quot; src=&quot;http://www.incgamers.com/wp-content/uploads/2013/04/2013-4-10_hound01_lrg-1024x640.jpg&quot; width=&quot;640&quot; height=&quot;400&quot; /&gt;<br />
<br />
As &lt;em&gt;Grim Dawn&lt;/em&gt; is using a modified &lt;em&gt;Titan Quest&lt;/em&gt; engine there are still some remnants of its game mechanics lurking under the hood. At the moment some skills need to be tapped on the action bar then targeted on the ground, which makes casting quite tricky. This mechanic is apparently going to be changed to a simple click with the skill going off where the mouse pointer is. It's more of an issue with the Demolitionist and Occultist classes at the moment, but hopefully it will change pretty soon.<br />
<br />
Crate obviously want their players to feel like they have some real control of the game and it's fantastic to see the ability to rotate the camera 360 degrees. That may sound like a simple feature but it does add that little something extra to the experience. No complaints as far as the game art is concerned either; it perfectly captures the dark atmosphere of Cairn, and being able to zoom quite far out means more of the play area is visible, allowing you to soak it all up.<br />
<br />
Having only sunk about ten *hours into the alpha test so far, it's reassuring to see that Crate understand what makes a solid ARPG. All the right foundations are already in place, which means that with further testing and feedback another solid title could soon burst onto the scene. Let's also not forget the possibility of modding the game in the future, and the muitiplayer which is not currently open in the alpha test.<br />
<br />
&lt;img class=&quot;aligncenter size-large wp-image-36272&quot; alt=&quot;Grim Dawn&quot; src=&quot;http://www.incgamers.com/wp-content/uploads/2013/04/2013-4-10_horror02_lrg-1024x640.jpg&quot; width=&quot;640&quot; height=&quot;400&quot; /&gt;<br />
<br />
We'll be taking a further look at the game in the weeks ahead as we advance with cross-over classes and more. Also, watch out for an interview with Crate's Arthur Bruno in the coming days.<br />
<br />
Gamers who fancy having a crack at the alpha can get onboard now by purchasing the $50 tier from &lt;a href=&quot;http://www.grimdawn.com/contribute_buynow01.php&quot; target=&quot;_blank&quot;&gt;the official*&lt;em&gt;Grim Dawn&lt;/em&gt; website.&lt;/a&gt;<br />
<br />
&lt;em&gt;Check back tomorrow for an IncGamers Plays of Grim Dawn, in which Paul tackles the undead hordes.&lt;/em&gt;</div>

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