Hot News from Gamescom 2013

TK MMORPG Update PictureIf you’ve never been to Gamescom you are miss­ing out, with the lat­est in the hard­ware and soft­ware sec­tor it’s one of the years most promi­nent events. At Gamescom you can immerse your­self in the multi-faceted world of gam­ing and tech­nol­ogy, have fun and expe­ri­ence all the lat­est game pre­miers. If you can’t be there, here are a few of the high­lights that you might want to check out, as we get more infor­ma­tion be sure that we’ll bring it to you here at The Gamers Blog. Here are a few of the announce­ments so far that I’m par­tic­u­larly excited about.

Tom Clancy’s The Divi­sion is com­ing to the PC
Ubisoft has finally con­firmed that The Divi­sion is indeed com­ing to PC:

Firaxis pre­pare to upgrade XCOM with their Enemy Within expan­sion
Enemy Within will be avail­able on PC and Mac, while Xbox 360 and PS3 will get the “Com­man­der Edi­tion” that includes a copy of Enemy Unknown and the Sling­shot and Elite Sol­dier con­tent packs. Set in the con­fines of Enemy Unknown, it’s the same game just with more:

Dia­blo 3 unleashes new ter­rors, in the new expan­sion, Reaper of Souls
Named after its new lord of dark­ness, Maltheal, the fallen angel of wis­dom who has now become the angel of death. The expan­sion will add new zones to fight through, a new class called the Cru­sader and raise the level cap to 70 for all of Dia­blo 3′s cur­rent classes:

New screen­shots from The Witcher 3: Wild Hunt
The third game in the excel­lent Witcher tril­ogy will con­clude Geralt’s story:

Ded­i­cated Servers for Call of Duty: Ghosts
Call of Duty: Ghosts on PC will will once again fea­ture ded­i­cated servers enabling more seam­less updates:

Crytek’s new CryEngine
Now just called ‘CryEngine’ fea­tures rev­o­lu­tion­ary Pud­dleTech. Crytek’s Carl Jones explains “We have rev­o­lu­tionised many parts of the engine: we have over­hauled our entire light­ing sys­tem, built movie qual­ity char­ac­ter ren­der­ing and ani­ma­tion solu­tions, vastly improved the speed and effec­tive­ness of our Sand­box edi­tor, and even our ren­der­ing has changed with tes­sel­la­tion, pixel accu­rate dis­place­ment map­ping and now phys­i­cal based ren­der­ing; all of this while main­tain­ing our first prin­ci­pal: that mak­ing games should be real-time, all the time.”

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