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Special Events and Tournaments
Behind the scenes
Already a month in the year and a handful of games have came out and are there are more to come (Especially with Anthem , and kingdom hearts for the rpg fans)
Dont forget there is a XO for anthem , so start getting ready to dive in with less than a month away. Ready yourselves for this bioware rpg space game out on February 22nd- SunKenRock
A few things to be seen in the coming weeks both for the Weekly and Fever. Hopefully there will be more influx of member spotlights, along with the return of P.O.W. soon. Another returning thing to look out for soon are the The Fevers.
*Please check the forum calendar and #events channel on Discord for up-to-date event times. Also see the suggestions thread for any requests and/or offers to host an event*
If you would like to help ensure your game's game nights, events, etc. are listed and want to have the ability to post them on the calendar, or your game nights do not appear on this calendar over the next few days, please contact Violet. She will get them squared away.
To convert the times to your timezone, use the following tool: Time Zone Converter. Please check the Discord Events channel for reminders about events. Also with some game nights being made up for that day due to the people whom are on.
Special Events and On-going Tournaments
(We need some special events ! Dont be shy and talk to SunKenRock)
Clan Jobs: In and out of gaming
Fever Clan Job Roster Master List
(We need some special events ! Dont be shy and talk to SunKenRock)
Clan Jobs: In and out of gaming
Fever Clan Job Roster Master List
This link will take you to everything Fever and provides a table of contents to direct you to what you may seek. If you do not see anything for game that you are looking for (or might be interested in starting a group in) contact
Head - @Thundernut,
Deputies - @Gizmo256, @Axle (Recruitment)
Overwatch: Latest Patch Notes
Diablo 3: Season 16 bad luck and how to deal with it
Path of Exile: League Builds ?
Eve Online: Still Playing?
Starcraft: DeepMind AI Demonstration against SC2 Pros
Rainbow Six Seige: A New Age
Miinfin / Tablefortwo / Cellticangel / wierden / Trippie
Camron / GoldenDeth
Oculus' VR time-warping nightclub game with live actors
The Under Presents is a new kind of VR experience that teleports you from your living room to a sprawling absurdist universe with live actors. Could it finally be VR's killer app?
The Under Presents takes place in a sprawling absurdist world, but its home base is a nightclub-like space in the hull of a hulking overturned ship, where whimsical stage acts perform (often played by live actors in VR).
I ended up in an absurdist maze world yesterday. A bemused godlike creature helped me find the back entrance to his nightclub, "The Under," in the hull of an overturned ship. On stage, a green-skinned lounge performer sang and danced with her drumming skeleton sidekick, Tina. When a cruise-boat captain ran up to me and touched my hand, I teleported to a kiddie pool in a desert for a harried, personalized lifeguard-training spiel, but then I had to jump back to the club to join a live office-aerobics exercise run by a man in a purple spandex unitard. He invited me on stage to lead the group in a new move of my own invention.
And that doesn't even begin to explain the 10 people trapped on a burning ship-in-a-bottle that can go back and forth through time.
The interplay of 10 people on a ship on display in a bottle is The Under Presents' story-within-a-story. You unravel their backstory and their fate by scrubbing backward and forward through time and virtually following specific characters.
When it's released later this year, The Under Presents will teleport you from your living room to this sprawling absurdist universe that mixes VR and stories-within-stories with immersive theater and remote live actors. It has line-dancing cats and a dolphin named Gerald. If it's a hit, it'll be a victory for uncompromising oddity and all the weirdos who love it.
Virtual reality needs a hit.
VR was one of technology's buzziest trends in the last three years, attracting giant investments by heavyweights like Google and Facebook. But its hype has fizzled, as widespread adoption of VR has been elusive. Without a gotta-see-it experience compelling people to try the unfamiliar format, consumers en masse have been ambivalent about the appeal of these strange headsets you strap to your face.
The Under Presents will be released this year as a paid experience for Oculus Quest, the company's standalone VR headset expected in the spring for $399. Oculus hasn't determined its exact release date or price.
Seoul-based Gen.G has esports teams, such as the Seoul Dynasty team that participates in the Overwatch League. In this deal, Gen.G will receive the latest high-capacity, high-performance SSDs from Samsung, along with financial support. Samsung SSD will be implemented in the Gen.G Seoul HQ, where Gen.G teams train.
In addition, a “Samsung SSD Streaming Studio” will be built in the second floor of the Gen.G Seoul headquarters. Here, Gen.G players will enjoy various games and deliver fun content in the optimal gaming setup equipped with Samsung SSD.
With PC games, SSDs can decrease “lag” in high-spec gameplay and allow for a more stable gaming experience over a long period of time.
“To continuously improve the players’ performance, it is vital to establish a fast and stable computing environment,” said Edward Choi, head of marketing at Gen.G Esports, in a statement. “I am very excited to have this opportunity to enhance players’ performance and exhibit high-performance Samsung SSD hardware through this official sponsorship deal with Samsung Electronics.”
Kevin Chou and Kent Wakeford, the former leaders of mobile gaming firm Kabam, founded Gen.G Esports as a global esports organization in 2017. One of their first moves was to acquire Samsung Galaxy, a champion League of Legends team, from Samsung. Chou remains executive chairman and Wakeford is vice chairman.
Gen.G also has partnerships with gaming hardware manufacturer Razer, Korean chair manufacturer Sidiz, furniture brand Desker, and computer networking company Netgear. Chou will be a speaker at our upcoming GamesBeat Summit, taking place April 23 to April 24, in Los Angeles.
Skyrim’s NPC companions aren’t very useful, but if you still want company on your mountain hikes and dragon-slaying adventures, Skyrim Together might scratch the itch. Following the announcement earlier this month, a closed beta is now available for Patreon backers. It’s expected to run for a week or two, building up to an open beta.
In the closed beta, players will be able to invite friends into their game and start private sessions, fight each other, travel wherever they want—separately or together—and join each other in quests. You can read the list of features on the subreddit. And here's a list of planned features.
Bethesda’s official multiplayer spin-offs have left a lot to be desired. The Elder Scrolls Online has grown into a solid if slightly bland MMO, but it was a complete mess at launch, while Fallout 76 has been a bit of a disaster. Hopefully the mod will fare better.
A separate launcher is required to use the mod, as well as an account on the Skyrim Together site and a linked Patreon account. It’s out now for Patreon backers.
Anthem's 'Launch Pad' is a multiplayer social hub for up to 16 players
Anthem's Lead Producer Mike Gamble has announced that the team has added a new feature to the game called "Launch Bay". In effect, Launch Bay is a multiplayer hub for up to sixteen players. "Hang out with your friends, use the forge, reload and grab a new contract." Gamble wrote. He further stated that this feature was added based on community feedback.
Subnautica: Below Zero dives into early access next week
Those who have plumbed the depths of Subnautica‘s oceans will have some chilly new waters to explore very soon. Standalone expansion Subnautica: Below Zero launches on Steam, Discord and the Epic Store on January 30th, albeit in early access. There’s frosty new biomes to survive, strange new alien flora and fauna to eat (or be eaten by) and more to do on the surface. There’s even going to be alien penguins (called Pengwings – yes, really), which would be adorable if a quarter of their body wasn’t an enormous, vertical spike-lined clam shell.
This time, players control a scientist sent to investigate alien artifacts. Naturally, things take a turn for the disastrous, leaving you isolated from the orbital station that would support you, and forced to scavenge, hunt and rebuild. Still, it shouldn’t’ be quite as stressful this time if you got a handle on the rhythms of gathering food, oxygen and materials last time round. From what little they’re mentioning on the official pages, we’ll be delving a little deeper into the alien race who left so much below the waves, and the organisations trying to research their technology – this time there’s more to worry about than your own well-being.
Thanks to sharing a lot of foundation with the original Subnautica, Below Zero won’t be in early access for as long, but Unknown Worlds still reckon it’ll take at least one year to finish. The initial release is going to be pretty brief story-wise (estimated at around an hour or two of things to do, fully voice acted), but the early-game areas will be detailed and explorable. Unknown Worlds do warn that the game won’t run as well as the original Subnautica at first, so expect frame-rate dips, but that should improve over time.
They plan on expanding the game outwards and deeper downwards over the course of early access. More vehicles are on the way, including a hoverbike to explore the planet’s icy surface. The road to Below Zero’s final launch should be a smoother ride this time round, at least compared to the original’s lengthy stay in early access, and Unknown Worlds plan on bumping up the price a little – 25%, they say – at launch.
The first early access version of Subnautica: Below Zero launches on January 30th, 6pm GMT. It’ll cost £15.49/€16.79/$19.99, and be available on Steam.
Unity developed a video game designed to test AI players
Unity, a leading maker of game development tools, announced today that it’s created a new, unprecedented type of video game that’s designed not to be played by humans, but by artificial intelligence. The game is called Obstacle Tower, and it’s a piece of software that’s created to judge the level of sophistication of an AI agent by measuring how efficiently it can maneuver up to 100 levels that change and scale in difficulty in unpredictable ways. Each level is procedurally generated, so it changes every time the AI attempts it.
With Obstacle Tower and a $100,000 pool of prizes set aside for participants to claim as part of a contest, Unity hopes it can provide AI researchers with a new benchmarking tool to evaluate self-learning software. “We wanted to give the researchers something to really work with that would to an extreme degree challenge the abilities of the AI systems that are currently in research and development around the world,” Danny Lange, Unity’s vice president of AI and machine learning, told The Verge. “What we really want to do here is create a tool for researchers to focus their work on and unite around and compare progress.”
Video games are among the most useful training tools for AI researchers because of the vast amount of critical thinking, problem-solving, and path planning required to play and succeed at even simple arcade titles. And for years, the one game that proved to be an especially challenging obstacle for AI agents, and therefore a solid benchmark against which to measure an AI’s abilities, was the 1984 Atari classic Montezuma’s Revenge. The game, unlike most others of its time period, provided few concrete feedback mechanisms for players. Instead, it rewarded exploration and puzzle-solving as opposed to fast reflexes and precise aiming. That made it especially difficult for researchers to train AI software to learn as it played the game.
Yet, AI agents are rapidly improving thanks to novel approaches to machine learning, which Unity cites as a motivator to create Obstacle Tower. In November of last year, AI lab OpenAI published research showing how a unique approach to the technique known as reinforcement learning, in which an AI is given a reward mechanism and cycled through sometimes hundreds of years of accelerated play time, that was tailored to reward curiosity yielded record performance in Montezuma’s Revenge.
Reinforcement learning is how Google’s DeepMind trained software to beat the world’s best players at Go and, as of last week, even StarCraft II. But the technique is only traditionally effective at certain games where the parameters can be tightly controlled and the goals set for the AI agents are clear, concise, and free of potential distractions. For Montezuma’s Revenge, OpenAI incentivized its algorithm to explore the game by essentially giving it a secret to find in the game’s first level, which encourages the agent to speedily traverse more of the environment than it would have otherwise.
In the case of Obstacle Tower, Unity is taking a similar approach in design, though it’s adding in procedurally generated levels that also change in physical design as the AI progresses. The game is essentially a modern take on Montezuma’s Revenge. It mixes platforming and puzzle-solving that will have players searching for keys and avoiding enemies and spike pits, so Lange says that it should be an effective test of AI expertise in areas like computer vision, virtual locomotion, and planning. It’s also in 3D and in third person, which will require AI agents exercise a more sophisticated level of spatial awareness as they move around the levels.
“There’s a wide range of control problems, visual problems, and cognitive problems that you have to overcome to progress from level to level, and every level it gets harder,” Lange says. “We’ve had human players play and they can get to around level 15.” Unity plans to make Obstacle Tower open source, so game developers and researchers can modify it as they see fit. You’ll also be able to download it and try it yourself, in the event you’re interested in testing a game that was never intended to be played by a human.
As part of the contest it’s hosting around the game, Unity says any participant can train an AI agent to scale the first 25 floors of the tower between February 11th and March 31st. Starting on April 15th, the full 100-floor game will be available, with winners announced on June 14th. Unity says it will be giving out cash prizes as well as travel vouchers and credits for Google’s Cloud Platform. It’s unclear exactly how the contest will reward researchers, be it by overall performance or the first team to develop an agent that can beat 100 floors, but Unity plans to release more information about the contest in the coming weeks.
The ultimate goal is that these types of new, specially tailored pieces of software will help create smarter AI agents that can learn more complex skills at ever-accelerating rates. Learning to play a video game won’t be applicable to most real-world tasks we’ll have a robot perform in the future; chances are, we won’t want robots trying and failing to vacuum your carpet or fry an egg thousands of times until it gets it right. (Although we may very well have the robot’s software practice those tasks using virtual simulation.) And only by training deep neural networks on massive data sets geared toward a singular and narrow purpose — such as recognizing objects in photos — can companies like Google turn advances in AI research into actual features we may use in today’s commercial products.
But by training AI to play video games without any instruction whatsoever, researchers are gaining a better understanding of how the mind solves problems and, more importantly, how it learns to solve new ones it’s never encountered before. These types of challenges, like Unity’s Obstacle Tower, could provide researchers new avenues to keep working at those challenges, with an eventual milestone of creating what the industry refers to as artificial general intelligence, or AI software that can perform any task a human can.
“A lot of people think that AI is about building better product recommendations at Amazon. But at the end of the day, it’s really solving way more complex problems. It’s about dealing with vision, control, and other cognitive challenges,” Lange says. For Unity as a company, he adds that this type of work is also about helping establish its game development toolset as a place where cutting-edge research can, down the line, translate to industry advances. “We have as a mission to democratize game development, but we also want to democratize AI. We want to make sure that a lot of developers out there can get their hands on it.”
Simply put, Capcom’s remade Resident Evil 2 is stunning, an example of how to make a masterful survival-horror game. It’s more than that, too; it’s a study in the best ways of remaking a classic, capturing the feel of the original without merely putting a fresh coat of paint on old action. All at once, it’s the Resident Evil 2 you know and love -- and a brand new game entirely.
It helps that it’s been 21 years, such a long time that now, RE2 is arriving for a new generation of gamers. These gamers expect more, too, with sharper visuals and controls, and Capcom delivers precisely that. This is a lush, beautiful game, with wildly lifelike-looking zombies. They’ll react when you systematically dismember them, with potent animations and plenty of blood and guts.
You play the game as either Leon Kennedy of Claire Redfield in parallel storylines. You choose one at the outset, and overall, both stories play rather similarly, with only little touches offering differences. Beat the game with one, though, and you can run through again with a second story for each. Once again, the adjustments are subtle, but Capcom still does a solid job of delivering extra replay value in a genre that’s often been one-and-done.
Whoever you play as, you begin several months after the outbreak of the first Resident Evil, and you wind up exploring Raccoon City. It’s a vastly different Raccoon City than the one from the original RE2, in large part because Capcom didn’t remaster this game; they totally remade it. This game uses the same engine as Resident Evil 7, and areas are fully rendered with a completely fluid over-the-shoulder camera.
It feels like whole new game with the soul of the original RE2. Areas feel more robust now that you can look around, but the creep factor remains. Music is subtle, and every moment is tense. RE2 gets the “survival” part of things perfectly; you’re always dealing with very limited ammo, a challenge that makes every shot precious.
The vibe is familiar; the spooks themselves are not. Iconic rooms aren’t where you expect them to be. Zombies surprise you at new times. Play for two or three hours, and RE2 starts to feel like it’s own game, with only a few puzzles delivering familiarity.
It feels independent too, because of the presence of one persistent baddie who stalks you in the halls, the Tyrant. He’ll chase you throughout the game, in somewhat limited fashion, delivering a new element to gameplay, and an ever present concern. You can’t use all your ammo on him, so you skillfully run from him.
The Tyrant is both strength and weakness, supercharging the feel of gameplay initially, but eventually overstaying its welcome. It’s satisfying to escape the Tyrant the first few times, exhilarating to run down the halls and elude him. But it’s less fun when you’re gutting out a puzzle, and the Tyrant becomes an annoyance.
The Tyrant doesn’t come close to wrecking the overall experience of RE2, though, because the rest of this game is just so satisfying. Quite simply, this is Resident Evil at its finest.
5 out of 5 starsReviewed on Xbox OneAvailable on Xbox One X, PlayStation 4 Pro, and PC
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Thank you for reading and have a nice week!
- The Fever Weekly Team