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AMD Games

AMD Tightens Bonds With Game Developers 91

J. Dzhugashvili writes "Nvidia 'The Way It's Meant To Be Played' splash screens are all over major PC games. AMD's developer relations program used to be a much lower-profile affair, but that's changed recently. New and upcoming games like Sleeping Dogs, Dishonored, Medal of Honor Warfighter, Far Cry 3, BioShock Infinite, and the Tomb Raider reboot are all part of AMD's Gaming Evolved program. As it turns out, that's because AMD's new executive team is more keen on gaming than their predecessors, and they've poured more money into the initiative. The result: closer relationships between AMD and game developers/publishers, better support for Radeon-specific features in new titles, and juicy game bundle offers."
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AMD Tightens Bonds With Game Developers

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  • Re:Drivers? (Score:3, Interesting)

    by Ash Vince ( 602485 ) * on Wednesday October 24, 2012 @08:19AM (#41750643) Journal

    Wake me up when their linux drivers work as well as nvidia's please :)

    Please leave slashdot immediately.

    ATI have opened the specs on their card up so are clearly the better product. Nvidia are mean, secretive and nasty so you must therefore hate them, drawing any attention to them having actually produced a better working product (ie- including software bit) under Linux immediately forfeits your geek card and hence all slashdot posting rights. :-)

  • by sapphire wyvern ( 1153271 ) on Wednesday October 24, 2012 @10:42AM (#41752097)

    Well...

    It's not exactly the same game as the original XCOM, in the same way that Civ IV and Civ V are significantly different games from Civ I and Civ II (Civ II isn't really very different from Civ I). But in my opinion, it is actually a better piece of game design, particularly in the tactical combat mode. I actually think it is the best all-round XCOM game yet.

    The tactical combat mode is probably where most of the significant changes occur. I would say it now is somewhat more boardgamey than the original XCOM. I don't have a problem with that but I can see where some people would find it off-putting. Instead of time units, you get two actions per turn. You can use both to make a single long move from one position to another, or spend one action to move and then use the other action to do something else. The most common choices for "something else" are firing a weapon, using an item such as a grenade or medpack, going on overwatch, and re-loading. Doing anything other than moving will generally end your turn, even if you do it with your first action.

    The inventory is very much "streamlined" over the original XCOM. Soldiers get a main weapon (largely determined by what type of soldier they are, combined with what research you've completed), a pistol, and one inventory slot for an item that grants passive bonuses or a limited-use special ability (eg throw grenade). All soldiers carry a "sufficient" (ie unlimited) number of reloads for their primary weapon, but reloading ends your turn, which denies you the opportunity to overwatch or attack - so ammo management is hugely important tactically. Ensuring that you don't exhaust your ammo for everyone in the team at once is much more important than in the original games.

    If you've played a d20-based tabletop RPG sometime in the last 15 years, it's fairly similar in its general mechanics. Like a tabletop RPG, all these basic combat mechanics get elaborated on by a class-based advancement system for the soldiers. Instead of just getting bonus APs, stamina and accuracy, soldiers now get perks as they advance which modify the main tactical combat rules. For example, heavy weapons experts can easily get an ability that makes it so that firing their main weapon as the first action no longer ends the turn - so they can fire and then move, or fire twice, or fire and reload, or fire and overwatch. The close-in "Assault" class starts with an ability that allows them to move twice and then attack in the same turn.

    Another limitation is that most soldiers can only attack enemies they can see themselves. (Snipers can optionally be given the ability to *either* move and fire, *or* attack enemies that other squad members can see but can't see themselves. This is a really hard choice to make.)

    Cover is hugely, hugely important in the tactical play. It provides *large* penalties to the hit chance of attacks, but more importantly, attacks against someone who is *not* in cover are extremely likely to score a critical hit, which does a lot more damage. Since cover is relative to attacker & defender positioning, it's very important to cover your flanks and be aware of possible avenues for attack. This makes the move & attack abilities, or the later-game stealth abilities, very useful. It also enables some interesting tactics. For example, grenades don't do a terribly large amount of damage, and might seem very inefficient for actually killing enemies. But as well as being an area of effect attack, they also destroy cover. So if you can maneuver a soldier into grenade range of a bunch of aliens who are hiding behind good cover, you can destroy the cover with the grenade and then mow down the now-exposed aliens with your other soldiers. Unlike the original game, XCOM Enemy Unknown is actually very good at telling you what cover your soldiers will have if they move to various positions. But cover is positional and directional, so if an alien outflanks your soldiers' positions, the cover will be useless.

    So the tactical combat is in many ways les

"Everything should be made as simple as possible, but not simpler." -- Albert Einstein

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