Monday, March 31, 2014

DirectX 12 Revealed by Microsoft



Today at the Game Developers Conference in San Francisco, Microsoft took the lid off its graphics API, DirectX 12. According to the company, developers will have more direct control over their visuals than ever, with more complex scenes and rendering features. And yes, these changes should translate to Xbox One games, in addition to a new focus across multiple platforms.
forza5directx12
“Xbox One games will see improved performance and we’ll bring the same API to all Microsoft platforms,” said Microsoft's Anuj Gosalia during today's GDC presentation.
Microsoft wants DirectX 12 to exist as a "console-like" API, making it easier for developers to work with higher consistency and predictability. Direct3D 12 will apparently spread performance across multiple cores, lowering overall strain on hardware, and creating an environment where your rig--or PC rig--will have more headroom for running high-end graphics. Microsoft says 40 percent of all DirectX 11 hardware will be ready for DirectX 12 on day one.
Chris Tector of Turn 10 Studios presented a demo of Forza Motorsport 5 running through Direct3D 12 on PC. Tector was quick to point out Direct3D 12 would allow developers to more efficiently handle resources, but it was difficult to see exactly how Direct3D 12 was really impacting the game's performance based on the demo. Overall, the game looked more or less the same as it does on Xbox One.
dx11vsdx12
While GPU manufacturer AMD was present at the presentation--and were adamant DirectX 12 would offer improvements to performance--it's still a bit unclear as to what extent existing AMD graphics cards will take full advantage of DirectX 12. AMD did say its existing customers will "benefit."
Intel vice president Eric Mintzer said 4th-gen Core processors will be ready for DirectX 12 at launch, and the "most important" improvements may affect lower-power Intel CPUs, thanks to improved power management. Additionally, DirectX 12 will be supported on Fermi, Kepler, Maxwell, and future Nvidia architectures, said Nvidia's senior vice president Tony Tomasi.
"Epic will be working closely with NVIDIA and Microsoft to create a world-class implementation of DX12 in Unreal Engine 4," said Epic Games' Tim Sweeney. "DirectX12 is a great step forward, exposing low-level hardware functionality through an industry standard API to give developers more control and efficiency than ever before."
dx12mobile
Interestingly, Qualcomm also gave a presentation extolling the virtues of DirectX 12 for mobile. According to company vice president of engineering Eric Demers, DirectX 12 could be the missing link between console and mobile. “We’re excited to see Xbox and PC titles move into mobile," said Demers.
As far as compatibility across Windows operating systems, Microsoft was a bit coy. While DirectX 12 will not support Windows XP, Windows 7 support is also a little unclear, with Microsoft only saying they weren't "discussing Windows 7 support today." Moreover, Microsoft stated 50 percent of all PC game rigs will be DirectX 12 compatible at launch. A preview of DirectX 12 is due out later this year.

Friday, March 28, 2014

DARK SOULS 2....Review




Dark Souls II feels like playing baseball with a familiar, worn-in, comfortable mitt, only the rules of the sport have been slightly tweaked. Anyone worried that the sequel might rein back on the difficulty in favor of targeting a wider audience can sleep easy tonight – Dark Souls II is every bit as punishing, demanding, and ultimately rewarding as its 2011 predecessor. Its new ideas for both single-player exploration and helping and tormenting others in multiplayer don’t always quite click, but enough do to make this an exceptional game and an irresistible challenge.

As a guy who earned both the "To Link the Fire" and "Dark Lord" endgame Achievements in the original Dark Souls, I have no shame in admitting that Dark Souls II put me down hundreds of times throughout the massive, 60-hour journey. But like the original, no death was ever in vain. Each moment of failure taught me more about how Dark Souls II works that helped me get better. From learning to exploit enemy attack patterns to picking up the signs of environmental traps, the high difficulty almost never felt insurmountable.
 say “almost” because developer From Software went a little too far with a penalty that decreases your max HP every time you die. This can be counteracted by using a Human Effigy, but those items are few and far between in the early half of the campaign. While undoubtedly a hardcore feature, I found it frustrating because it slightly stifled my urge to explore the world with a fear of being too harshly penalized for failure.
But I pushed through and was rewarded for it, because the sprawling and diverse world of Dark Souls II proves to be ripe for non-linear exploration. One of my favorite elements here is that you always have at least a handful of different routes through the world at your disposal. Stuck at haunted dock full of fire-wielding marauders? Well, you can work your way down a well and find a tomb full of talking rats. Can’t get past a particularly tricky boss? Maybe head down another path to the Shaded Woods instead, and come back once you've leveled up.

The world of Drangelic is massive and filled with a wide variety of different locales. You'll travel between crumbling seaside kingdoms to marshes layered with thick coats of poison to what feels like the bowels of hell itself. While the variety in places to fight and explore is great, the world of Dark Souls II lacks a certain cohesion that was present in the original. 2011's depiction of Lordran felt it made sense in a geographic sense -- no matter how fantastical the setting got, it all seemed to fit together naturally. With the variety here and the ability to fast travel on a whim, Dark Souls II feels more like a large collection of levels than one natural single world.
Despite this schism, it’s definitely a nice world to look at. Dark Souls II's updated engine emphasizes the role of lighting in exploration. The game looks gorgeous when you're roaming around outside in a naturally lit area, or carrying around a torch. At any bonfire, you can choose to remove your shield in favor of lighting a torch. Not only does having a flame in your hand illuminate dark corners, but some enemies will cower in fear before your light. A choice that makes such a visible impact is cool, but oddly enough, the torch creates a strange tradeoff. Do you want to play it safe and carry a shield, or risk death and create a more visually interesting experience?
But these lighting conundrums don’t take away from just how great it feels to play Dark Souls II. It builds upon the challenge, scope, and mystery of the original in so many different impressive ways.

One of the biggest changes to the way this world works is the expanded fast-travel system. While fast travel is available in original, you don't unlock it until well over halfway through. In Dark Souls II, fast travel between any bonfire you've kindled is unlocked right from the get-go. I can't emphasize how great it is to be able to hop around the map at my leisure. The one place it’s counterproductive is when you have to warp back to the hub area whenever you want to exchange souls for stat upgrades. That irritating and unnecessary step leads to a good chunk of wasted time. Some might like the fact that it feels like a throwback to the setup of the original Demon's Souls, but it definitely felt like one of those “two steps forward, one step back” moments.
Oh, and remember how awful the frame rate got back in the original when you entered Blighttown? Dark Souls II runs at a steady 30 frames per second throughout the entire campaign without a hiccup. Even in areas brimming with enemies and environmental interactions, the game never slows down, meaning that you’ll never have anyone to blame for a “You Died” screen other than yourself.
Linking up with other players online changes the dynamics of play in some really interesting and challenging new ways. Dark Souls II builds on the same excellent foundation of choosing whether you want to invade other players' games and troll them with nightmares, or take the saintly route and assist them in particularly tough battles.

The role of Covenants is also expanded and made good use of for multiplayer. For instance, joining the Rat Covenant gave me the run of an ancient tomb, including control of where to place poison pools, enemy rats, and other devious booby traps for the next non-Rat Covenant player that happens by to deal with. Think Tecmo’s Deception, and you’re pretty close to the new dynamics that From Software has created here. It’s an extremely satisfying way to express my inner evil genius.
Combat this time around is similar to the original – a strong emphasis is placed on patience, learning enemy tells, and being able to block or dodge at an instant’s notice. Minor tweaks are present – magic feels a bit underpowered this time around, and the timing necessary for parrying feels more strict – but fighting through the world is still an immensely satisfying experience. Every encounter is a miniature puzzle in of itself, and the enemies in Dark Souls II are some of the strongest stuff From Soft’s ever produced. Mummified knights who can actually guard and parry provide stiff early-game challenges. Massive armored turtles slowly stomp towards you with menace, forcing you to use your agility to combat their raw strength. And giant trolls with smaller creatures riding atop them necessitate keeping your distance and quick, calculated strikes. It’s chock full of challenge and variety.

Iconic bosses also provide a ton of memorable moments of pain and regret that eventually become triumph. They don’t have quite the same impact as those in the original Dark Souls, but to be fair, that’s probably because I was prepared for the kind of challenge they were going to throw at me. There are certainly standouts. The Mirror Knight, for example, is an amazingly tough battle set on a gorgeous tower, and features some super exciting uses of multiplayer and New Game Plus. They’re fantastic surprises I won’t spoil for you.

DOTA 2 Iournament in INDIA.....




The tournament, dubbed Digital Wars Online—Season II will be broadcast live on Twitch. The tournament videos will also be available on demand on YouTube once the matches are over with. For more information on the tournament, check out the thread on the IGN India forums.
 
“Antec as a leading brand in gaming cabinets, power supplies and accessories is glad to associate with Digital Wars Online – Season II,” said business head of Antec India Kevan Li. “With our product portfolio to cater to gamers with varied budgets and gaming requirements, this is a great platform to showcase our products as well as have the opportunity to interact with leading gamers across India. We feel that more and more such tournaments need to be held on a regular basis in order to encourage PC gaming as a sport as well as to inspire more Indian gamers to experiment with the DIY culture for assembling their gaming rigs.”

INDIAN PRICING FOR UPCOMING GAMES

 
 
Batman: Arkham Knight
PC – Rs. 1,499
PS4 – Rs. 3,499
 
Watch Dogs
PC – Rs. 1,799
PS3/Xbox 360 – Rs. 2,999
PS4 – Rs. 3,499
 
Murdered: Soul Suspect
PC – Rs. 999
PS3/Xbox 360 – Rs. 2,999
PS4 – Rs. 3,499
 
The Division
PC – Rs. 1,499
PS4 – Rs. 3,499
 
The Elder Scrolls Online
PC – Rs. 3,499
PS4 – Rs. 4,799
 
Middle-Earth: Shadow of Mordor
PC – Rs. 999
PS3/Xbox 360 – Rs. 2,999
PS4 – Rs. 3,499
 
Dying Light
PC – Rs. 999
PS3/Xbox 360 – Rs. 2,999
PS4 – Rs. 3,499
 
Mad Max
PC – Rs. 999
PS3/Xbox 360 – Rs. 2,999
PS4 – Rs. 3,499
 
Evolve
PC – Rs. 999
PS4 – Rs. 3,499
 
LEGO the Hobbit: The Video Game
PC – Rs. 499
PS3/Vita/Xbox 360 – Rs. 1,999
PS4 – Rs. 2,499
 
Alien: Isolation
PC – Rs. 999
PS3/Xbox 360 – Rs. 2,999
PS4 – Rs. 3,499
The Amazing Spider-Man 2
PS3/Xbox 360 – Rs. 2,999
PS4 – Rs. 3,499
 
Don Bradman Cricket 14
PS3/Xbox 360 – Rs. 4,299
 
The Evil Within
PC – Rs. 2,499
PS3/Xbox 360 – Rs. 3,999
PS4 – Rs. 4,799
 
2014 FIFA World Cup Brazil
PS3/Xbox 360 – Rs. 3,499
 
Wolfenstein: New World Order
PC – Rs. 2,999
PS3/Xbox 360 – Rs. 3,999
PS4 – Rs. 4,799
 
The common theme here seems to be that most PC games are priced between Rs. 999 and Rs. 1,499, while previous-gen console versions are priced at Rs. 2,999 and current-gen at Rs. 3,499. Bethesda seems to have the most expensive offerings, however, with the PC versions of its games priced at Rs. 2999, previous-gen at Rs. 3,999 and current-gen at Rs. 4,799.

Thursday, March 27, 2014

ARKHAM KNIGHT : Things You Need To Know!



A year has passed since the events of Arkham City, and Gotham has begun to show signs of recovery. The death of the Joker ushered in a period of relative stability for Gotham – there were even signs of regeneration, perhaps redemption. In truth the villains haven't disappeared, but without the Joker's culture of chaos it's been more difficult for them to destroy the lives of Gotham's honest citizens.
This isn't the salvation Batman has been fighting towards, though. It's a moment of respite. The Joker's absence created a power vacuum in Gotham, and the Scarecrow – arguably Rocksteady's most original take on a Batman villain – has returned to seize control. He's threatening Gotham with a large-scale chemical attack, forcing the authorities to issue a city-wide evacuation. This is how Arkham Knight begins.
The prologue shows hysterical citizens jostling for spaces on school buses being used to ferry people beyond the city's limits. The roads are gridlocked. Time moves forward, and the streets become empty. Everyone's left – at least the hard-working, decent folk of Gotham have. There are a few cops behind, still fighting the good fight, but we see one shot at close range. His body hits the ground. It's brutal, remorseless, and as the camera pulls back, we see Two-Face and the Penguin standing over the wide-eyed corpse. The narrator tells us that Gotham has been inherited by "scum, criminals, and worse".
The camera glides through the streets, taking in the destruction – burning cars puke out black smoke and packs of wild thugs roam freely. The camera moves higher and higher, until at the very top of a large building we see a familiar sight. Every Nolan film had one of these unforgettable shots, where Batman – Gotham's watchful protector – was caught, in silhouette, silently surveying the city he promised to redeem. But this shot is impressive for different reasons. It shows the immense scale of Arkham Knight, but also how seamless it wants this world and experience to be.
The following hands-off demonstration lasted for approximately 30 minutes. Below are what I think right now are the most interesting or striking elements of Arkham Knight. I also spoke with Rocksteady's brand manager, Dax Ginn, who was able to go into more detail about certain aspects of the game.

THE BATMOBILE

The Batmobile is undoubtedly the centrepiece of Arkham Knight. When I first saw it in motion, tearing around the streets of Gotham, its exhaust angrily snarling, I initially thought of Nolan's Tumbler. I think a lot of people will. This is a huge vehicle, after all, with gigantic tyres and the profile of a rhino, but the official inspiration can be traced back to Rocksteady's very first Batman game, Arkham Asylum.
I'd entirely forgotten but at the very beginning of Asylum the Batmobile makes an appearance. "That’s the first one we looked at," says Ginn. "We went back and had a look at what we have done before. If you look at some of the design features of that – the fins on the back, the pipes along the side – those features and those elements exist within this Batmobile."
Rocksteady has got to a point where it's created its own unique embodiment of the Batman myth that it can draw upon itself, and feel confident in that decision.
"I think it’s fair to say we didn’t line up every Batmobile ever made, and pick and choose pieces. We first and foremost went to our own Batmobile and chose elements we wanted to evolve and carry over. We then looked at what this needs to do in the game."
And it needs to be an unstoppable force. When Batman calls in the Batmobile, it reminded me of the moment you request a Titan. While the game itself doesn't change, the dynamic and the way you perceive and interact with the world does.
The Batmobile is seemingly indestructible – you can crash through pillars and concrete walls without any really noticeable loss in speed. And though it looks like a tank, I also found it strangely organic – maybe it's those overlapping carbon fibre scales or the way it's chassis is segmented and flexes when you take a corner, but it feels more than just a machine.
There's also a lot of raw power. It's incredibly fast and agile, more than capable of taking tight corners and making large jumps. It's during the more agile manoeuvres when the design really comes to life too – little hydraulic fins on the wheel arches raise up to assist with breaking and the large exhaust lets out a fiery growl. While I don't know if I'd go as far as to say it's like a character, it certainly has its own personality and I think the default mood is angry.
Rocksteady is definitely treating the Batmobile like a character though, and it will have its own upgrade path just like Batman. "You saw the immobiliser rockets onboard – a non-lethal vehicle takedown gadget – but there are more abilities the Batmobile brings, but we'll be talking more about them later on."

THE BATSUIT

It's still Kevin Conroy, but Batman looks different. It's weird, he looks more like the Batmobile. The suit's more armoured and has sections made from carbon fibre. It's been done to underline the relationship between Batman and his car.
"The Batsuit was really our opportunity to integrate Batman and the Batmobile as one," Ginn tells me. "The man and machine idea, the synergy between them, was really critical for us. We were very aware very early on we have to make a Batman game, this isn’t a driving game – it’s still a Batman game, and so the interconnection between Batman and Batmobile aesthetically has to be as linked it is from a gameplay perspective."
This is most dramatically showcased when Batman calls in the Batmobile for the very first time. He swoops down from a rooftop in slow motion. As Batman falls, the car pulls into shot and almost appears as if it's going to mow Batman down – he jumps at the last minute, the car goes into a tail-spin, and Batman lands comfortably inside the vehicle. This is the set-piece, cinematic introduction, but it works in a similar way in the actual game. The Batmobile can be summoned at any point, and it will come find you, never taking more than a few seconds, and with a simple button press you hop in. You can call it in while gliding through the air, and even swoop directly into the driver's seat.
"If you look at the design of the Batsuit and you look at the design of the Batmobile, there’s really clear aesthetic connections between the two in terms of the usage of carbon fibre and the difference between large patches of low detail and then areas of intense detail is one of the philosophies that we had with the design of the Batmobile. When you’re on a plane and look out at the wing, the top of the wing when flying doesn't have a lot of detail on it, but when you land and the air brakes go up, the detail underneath that is kind of insane. It’s super, super detailed. That’s was the philosophy we had for both design of the Batsuit and the Batmobile. Areas that are very sleek and then patches that are insanely detailed."
I think one of the most interesting aspects of Arkham Knight's setup is this brief period of peace and prosperity that Gotham has experienced in the last year. Even though things have been getting better, Batman has been secretly preparing for the worst. Ginn tells me that he's been developing not only his gear but his abilities during this time. "He’s been preparing for the worst. Building the Batmobile and redesigning his suit, and all of the technical steps he’s taken to kit himself out puts him in a perfect position to meet the threat Scarecrow brings. Scarecrow is unifying the entire Rogues gallery – all of the super villains of Gotham City united against Batman. That’s a threat unlike he’s ever faced before, so he needed to be ready."

GOTHAM CITY


It's still Kevin Conroy, but Batman looks different. It's weird, he looks more like the Batmobile. The suit's more armoured and has sections made from carbon fibre. It's been done to underline the relationship between Batman and his car.
"The Batsuit was really our opportunity to integrate Batman and the Batmobile as one," Ginn tells me. "The man and machine idea, the synergy between them, was really critical for us. We were very aware very early on we have to make a Batman game, this isn’t a driving game – it’s still a Batman game, and so the interconnection between Batman and Batmobile aesthetically has to be as linked it is from a gameplay perspective."
This is most dramatically showcased when Batman calls in the Batmobile for the very first time. He swoops down from a rooftop in slow motion. As Batman falls, the car pulls into shot and almost appears as if it's going to mow Batman down – he jumps at the last minute, the car goes into a tail-spin, and Batman lands comfortably inside the vehicle. This is the set-piece, cinematic introduction, but it works in a similar way in the actual game. The Batmobile can be summoned at any point, and it will come find you, never taking more than a few seconds, and with a simple button press you hop in. You can call it in while gliding through the air, and even swoop directly into the driver's seat.
"If you look at the design of the Batsuit and you look at the design of the Batmobile, there’s really clear aesthetic connections between the two in terms of the usage of carbon fibre and the difference between large patches of low detail and then areas of intense detail is one of the philosophies that we had with the design of the Batmobile. When you’re on a plane and look out at the wing, the top of the wing when flying doesn't have a lot of detail on it, but when you land and the air brakes go up, the detail underneath that is kind of insane. It’s super, super detailed. That’s was the philosophy we had for both design of the Batsuit and the Batmobile. Areas that are very sleek and then patches that are insanely detailed."
I think one of the most interesting aspects of Arkham Knight's setup is this brief period of peace and prosperity that Gotham has experienced in the last year. Even though things have been getting better, Batman has been secretly preparing for the worst. Ginn tells me that he's been developing not only his gear but his abilities during this time. "He’s been preparing for the worst. Building the Batmobile and redesigning his suit, and all of the technical steps he’s taken to kit himself out puts him in a perfect position to meet the threat Scarecrow brings. Scarecrow is unifying the entire Rogues gallery – all of the super villains of Gotham City united against Batman. That’s a threat unlike he’s ever faced before, so he needed to be ready."
I'm going to say it. I prefer Arkham Asylum to Arkham City. I actually didn't realise this was so much of a controversial statement until recently. It's borne more out of a love and an admiration of Asylum's level design than a dissatisfaction with its sequel. That being said, I never found City to be the most engaging of open-world experiences. I liked it for other reasons. It was an open-world experience, of sorts, but you were confined to a part of the city. All of its best moments where spent inside. The open-world felt more like a plot device rather than a genuine sandbox to prowl. I wanted to explore all of Gotham City, but was quarantined from beginning to end.
Arkham Knight literally tears down the walls of Arkham City. I only saw the game in action for half an hour but already this feels more like an interesting, well-realised, surprising version of Gotham to explore. There are distinct areas, from the neon-tinged, richly-detailed China town to the grimly industrial makeup of Falcone's shipping yard. The city also unfolds more naturally and fluidly. Arkham City's map had memorable areas, but there was nothing much in between, knitting them together. And the introduction of the Batmobile has definitely helped shape the design of Gotham from the street-level up – "the shape of streets, the layout of streets, the location of significant landmarks – all of those things were considered as we were developing the behaviour of the Batmobile," Ginn explains.
And while I didn't see most of Gotham, it appears to be huge.
"That’s kind of the cool thing about having such creative control over the world we are creating," Ginn explains. "It can be whatever it needs to be in order to deliver the most awesome gameplay experience. It’s about five times bigger than Arkham City, therefore 20 times bigger than Arkham Asylum. So it’s pretty massive."
For those wondering if Gotham City extends to include Wayne Manor, unfortunately it only refers to the urban environment of central Gotham. Or at least, that's what the official party line is.

THE VILLAINS

I still think the Scarecrow sequences in Arkham Asylum remain a highpoint for the series, so it's great the Scarecrow is being lined up as one of the game's chief antagonists. Even more so, when you realise the narrative once again takes place over the course of a single night – this time round it's Halloween. So what can we expect? Unsurprisingly, Ginn wouldn't be drawn on specifics, but if the Joker was about embracing chaos, we should expect a more psychological assault on Batman this time.

 Of course, standing behind the Scarecrow is the new eponymous villain: the Arkham Knight. We know next to nothing about him, and Ginn wouldn't offer anything more than saying the character has been co-developed by Rocksteady and DC Comics. At the very end of the demo, Batman is ambushed by the Arkham Knight, who beats him to the ground. His silhouette resembles Batman, but there's no cape and his armour is more futuristic. His voice is digitally-altered, and refers to Batman as an 'old man' and says rather ominously, "This ends tonight."



And it does, at least according Rocksteady which is presenting this game as the definitive conclusion to its trilogy. Speaking to Ginn, it's clear that Batman: Arkham Origins, released only last year, was never part of the development plan or impinged upon this project in any way. This is the third and final chapter in Rocksteady's Batman story.



THE ACTION 


Combat has always been one of Arkham’s biggest strengths. The simple yet attractive system ofcombos and counters appears unchanged, but Batman looks more powerful then ever before – there are new moves, of course, and more varied environmental attacks; Batman grabs one of Riddler’s henchmen and crashes his skull into a nearby generator. There are new abilities too. Thugs with guns have always posed the greatest threat in the Arkham series, but towards the end of the demo, Batman makes light work of three armed guards using a new skill, the ‘Fear Takedown’ – it’s a way to quickly chain attacks and within seconds, sure enough, the three guards are out cold.The combat is fast and brutal, and reassuringly familiar, but what has changed is the scale and fluidity of the overall experience. Batman can traverse the city at incredible speed, using either the Batmobile or his array of gadgets which have way more functionality than ever before. Batman can now use his grapple gun and line launcher while gliding, making him more agile. Actually, one of my favourite moments came when Batman fired his line launcher while gliding towards a group of criminals. It creates a tight rope between two buildings, onto which the Dark Knight perches and surveys his prey down below.



                                                                                                               source: IGN

Tuesday, March 25, 2014

PS4 software update 1.62 available






How to update your PS4 system software to version 1.62.

An update to the PlayStation 4 system software was released on 18 March 2014. If you update your 
PS4 system, the system software version will be 1.62 and the following features will be updated. In order to download PS4 system software version 1.62, you will need a minimum 320MB of free space on either the PS4 Hard Disk Drive (System Update) or on removable storage media (PC Update).

Main features in system software update version 1.62
  • Operation quality during use of some applications has been improved.
Note:
  • Depending on the software title, you may not be able to play without first updating the PS4 system software.
  • Do not perform updates using any data other than the official update data provided by Sony Computer Entertainment over a network or on disc media, and do not perform updates by methods other than those described in the product documentation or in this site. If an update is performed using data from another source, by another method, or with a PS4 system that has been altered or modified in any way, the PS4 system may not operate properly and may not be able to install the official update data. Any of these actions may void the PS4 system warranty and affect your ability to obtain warranty services and repair services from Sony Computer Entertainment.
Update Methods
You can update the PS4 system software by any of the methods described below. To confirm that the update was completed successfully, once the update process is completed, go to the function screen and select (Settings) > [System] > [System Information]. If the version number of the system update file you used for updating the system is displayed in the [System Software] field, this means that the update was completed successfully.

Update using the Internet
Use your PS4 system's network update feature to update the system.

Update using a disc
Use an update file contained on a game disc to update the system.

Update using a computer
This update method can be used if your PS4 system is not connected to the Internet. Download the update file to your computer, and then save it on a USB storage device. Copy the saved file to the system storage of your PS4 system to update the system.

To update using the Internet

The following things are needed to perform the update:
  • PS4 system
  • Internet connection (wired or wireless)
Before using the network update feature, you must configure your PS4 system's network settings. For details, refer to the user's guide for your PS4 system.

On the function screen, select (Settings) > [System Software Update]. Your system automatically checks over the Internet whether you have the latest version of the system software. If there is an update file for a later version, it is downloaded to the system. When downloading is complete, a notification message is displayed in the upper left corner of the screen. On the function screen, select (Notifications) > [Downloads], and then follow the screens to perform the installation.

To update using a disc

The following things are needed to perform the update:
  • PS4 system
  • A disc that contains an update file
When you play a disc that contains a later version of the system software, a screen is displayed to guide you through the update process. Follow the screens to perform the update.

To update using a computer
To initialise your PS4 system and perform a new installation of the system software, such as for when you replace the hard disk drive go to http://in.playstation.com/ps4initialise/

IMPORTANT NOTE: Be careful when using an update file for reinstallation. All users and all data will be deleted.

For the standard update procedure, follow the steps below.
The following things are needed to perform the update:
  • PS4 system
  • Computer connected to the Internet
  • USB storage device, such as a USB flash drive
    * There must be approximately 300MB of free space.

1) On the USB storage device, create folders for saving the update file.
Using a computer, create a folder named "PS4". Inside that folder, create another folder named 
"UPDATE".
2) Download the update file, and save it in the "UPDATE" folder you created in step 1.
Save the file with the file name "PS4UPDATE.PUP".

System software update version 1.62: DOWNLOAD NOW
3) Turn off the power of your PS4 system completely. Check that the power indicator is not lit. If the power indicator is lit orange, touch the power button on the PS4 system for at least seven seconds (until the system beeps a second time).
4) Connect the USB storage device that the update file is saved on to your PS4 system, and then touch the power button for at least seven seconds. The PS4 system starts in safe mode.
5) Select [Update System Software]. Follow the screens to complete the installation.
If your PS4 system does not recognise the update file, check that the folder names and file name are correct. Enter the folder names and file name in single-byte characters using uppercase letters.

Wednesday, March 19, 2014

INFMOUS SECOND SON - MIDNIGHT LAUNCH IN MUMBAI




inFAMOUS Second Son is almost here, Game4u is all set to make it big! 

They are gearing up for this season’s most anticipated PS4 game with an exclusive midnight launch! That means you can walk into their store at midnight on 21st March 2014 (i.e. 11:55pm onwards on 20th March) and be one of the first to get your hands on inFAMOUS Second Son.

So join your fellow gamers for one of the biggest game launches in India this season. Hit the invite button and spread the word.

*******************************************************

Other Information 

- If you have pre-ordered the game, you will be getting an exclusive inFAMOUS Second Son PS4 skin
- They are also giving away an exclusive InFAMOUS Second Son art book at the midnight launch.
- The very first customer gets his/her game with the "First to Own" certificate from Game4u! (Get there real early if you wanna own this one!)
- Check out the demo at the store!

NOTE: If you are attending the launch, do ensure that you pre order at a store and NOT online (that way we can ensure we have your game/freebies ready for you)

The midnight launch will be conducted simultaneously at the following location:

Mega Mall Mumbai
(G18-B, Ground Floor, Mega Mall,Opp Oshiwara Bus Depot, New Link Road, Andheri West,Mumbai , Maharashtra – 400102)