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Assassin's Creed Syndicate
Assassin's Creed Syndicate

PC | PlayStation 4 | Xbox One
Genre: Action
Developer: Ubisoft Official Site:
Publisher: Ubisoft Classification: TBC
Release Date:
23rd October 2015
Wednesday, 16 December 2015
Post by KostaAndreadis @ 02:29pm 16/12/15 | 0 Comments
Available now for the console versions and next week for PC, the Jack the Ripper DLC for the latest Assassin's Creed certainly sounds like a good fit. Era and all. And as with any new bit of content there's a new trailer to go with the release, but this one is a little different. And a little bit special. Presented as a VR experience you can watch the trailer and pan the camera as you see fit. Sure, it may sound like a gimmick but in action it's very cool. Even in 2D.

Could this pave the way for more VR ready and interactive trailers in the future? Let's hope so, because this is a great way to showcase the care and detail that goes into creating these worlds.

The Jack the Ripper DLC is part of the Assassin's Creed Syndicate Season Pass. Check out our review here, where we give you a 360º look at the game. With words.
Friday, 6 November 2015
Post by KostaAndreadis @ 02:41pm 06/11/15 | 1 Comments
Taking a look at recommended PC specs is all about figuring out where your rig lies on the spectrum. If all your bits of hardware are technically way more advanced than everything listed then you can be sure you'll feel a hell of a lot better about spending well over $1,000 for parts. And today we've got a new list to check out, one for the upcoming Assassin's Creed Syndicate, which gets its PC release November 19.

How do they stack up? Well, not exactly too modest, as you'll definitely need a decent PC to run this at the recommended settings (which, according to Ubisoft represents running the game at 1080p 30fps).

  • Supported OS: Windows 7 SP1, Windows 8.1, Windows 10(64bit versions)
  • Processor: Intel Core i5 2400s @ 2.5 GHz or AMD FX 6350 @ 3.9 GHz
  • RAM: 6GB or more for Windows 7, Windows 8.1, Windows 10
  • Video Card: NVIDIA GeForce GTX 660 or AMD Radeon R9 270 (2GB VRAM with Shader Model 5.0)
  • DirectX: DirectX June 2010 Redistributable
  • Sound: DirectX compatible sound card with latest drivers

  • Supported OS: Windows 7 SP1, Windows 8.1, Windows 10 (64bit versions only)
  • Processor: Intel Core i7-3770 @ 3.5 GHz or AMD FX-8350 @ 4.0 GHz
  • RAM: 8GB
  • Video Card: NVIDIA GeForce GTX 760 (4GB) or the newer GTX 970 (4GB) or AMD Radeon R9 280X (3GB) or better
  • DirectX: DirectX June 2010 Redistributable
  • Sound: DirectX 9.0c compatible sound card with latest drivers
  • Hard Drive: 50 GB available space

  • Ubisoft also note that, "the game requires a video card with at least 3GB of VRAM when playing at a full HD resolution. While we encourage you to fiddle with the advanced options to fully customize your gaming experience, please keep an eye out for the VRAM meter usage when you adjust these settings."

    In addition to specs you can also get details on some of the high-end features here.

    Also, check out our recent review, where Nathan said that he "had a heap of fun with Assassin’s Creed Syndicate."

    Thursday, 22 October 2015
    Post by Steve Farrelly @ 10:43pm 22/10/15 | 9 Comments
    Nathan "nachosjustice" Lawrence has been hitting the cobblestones in Ubisoft's latest installment of the annual Assassin's Creed series to review the London-based Assassin's Creed Syndicate.

    Here's a snippet from his review:
    It’s a shame because the free running is the best in series in Syndicate. Sure, there are odd moments where you’ll encounter an invisible wall or gameplay execution won’t match movement intention but, for the vast majority of the time, Ubisoft Quebec nails it. Borrowing the movement up/down logic from Unity, Ubisoft Quebec evolves the system to the point that it treats parkour momentum as threefold. Up and down are the most obvious options, but there’s also respect for a horizontal plane, which equates to automated vaulting across waist-high obstacles.

    The result is a semi-intuitive/semi-manual control system that requires some initial mental rewiring for returning fans, but ultimately pays off in terms of preserving forward momentum and, basically, getting your character where you want them to go in the way you want them to get there. This philosophy of tweaking the core mechanics of the series carries over into other areas, too, albeit with mixed results.
    Click here for our Assassin's Creed Syndicate review.
    Wednesday, 7 October 2015
    Post by nachosjustice @ 02:20pm 07/10/15 | 0 Comments
    Last week I had the opportunity to spend a few hours with Assassin's Creed Syndicate, and you can read my preview here. During the event, I also had a chat with Syndicate's Game Director, Scott Phillips to learn more about how Ubisoft picks time periods, the tone of the latest game, and fundamental questions about changes to the parkour and combat mechanics.

    The meat of the interview comes in the second half, a snippet of which you can see below.
    AusGamers: I also noticed that, but I couldn’t really repeat it in game, but I noticed there was a time when I ran Evie towards an edge and she pulled up short and stopped. I was curious, is that the game trying to tell me I wouldn’t be able to make that jump?

    Scott Phillips: When you hit an edge and if you don’t continue with just the right trigger, it’s because the distance is too far down below you. What we set out to do with the parkour is to make sure that the player has what we refer to as RTA/RTB [right trigger + A / right trigger + B], which would be the Xbox controls. Essentially it’s parkour up and then parkour down, and we wanted to make it more obvious and more clear cut what does what. So parkour up will always take you up walls and make you go above and climb on top of things. RT [right trigger] will take you in the core trajectory, you’ll always be moving forward as fast as possible, and then RTB or parkour down will take you down as fast as you can possibly go. So we wanted to give the player more control over where they wanted to go, which can sometimes mean that until you’re used to how you should use the system, you’ll get stopped sometimes because we don’t want to blend every movement mode to the point where you’re confused and you don’t know what you’re going to get. So you may get stopped sometimes until you learn how to use the system a little bit better, and then you’ll feel much more in control of that character.
    Click here to read the full interview.
    Wednesday, 2 September 2015
    Post by Steve Farrelly @ 01:35pm 02/09/15 | 0 Comments
    Couldn't help but point out that you catch a glimpse of some peds playing cricket, but otherwise this newest Assassin's Creed Syndicate trailer does a lot to really sell the open-world they've created this time around. It truly looks alive.

    From Whitechapel to Westminster, immerse yourself in the most diverse playground of the franchise.

    Discover the Assassin's Creed Syndicate massive living open-world in the London Horizon trailer.
    Considering the size of peripheral open-world life we've been seeing evolve in the open-world space, especially more recently with The Witcher 3, and considering it is an area that often doesn't feel as fleshed as it could in the AC franchise, I'm now more optimistic about Syndicate than I've ever been.

    Watch the trailer embedded below, and stay tuned for more on the game from us soon.