We all always wished that our PC games will be more attractive if we can play them with a console gaming remote and now your wish is granted. The wizardry comes courtesy of new Windows drivers that support the Xbox One controller on a Windows PC, Microsoft's Larry Hryb, aka Major Nelson, revealed Thursday. The drivers are now available for both 32-bit and 64-bit versions of Windows and also will be packaged as part of a future Windows update.
Xbox One gamers had apparently been clamoring for PC support, according to Major Nelson. Xbox 360 owners have long been able to use their controller on a PC. But the Xbox One controller offers a few advantages over its predecessor, most notably an improved D-pad that allows for greater movement.
To enable the support on your PC, download and install the necessary drivers for your version of Windows. You can then connect your Xbox One controller to your PC through a microUSB cable.
So does this mean you can play just any game on your PC using the Xbox One controller? No, not quite. The new PC drivers will allow the Xbox One controller to talk to any game that features gamepad support for the Xbox 360 controller.
And here i the list of game which can be played.Click Here.
Have fun and comment like and share it with your friends.
Tekken: Revenge Of Kazuya is a new live action Tekken movie which is a prequel to the 2010 movie of TEKKEN. This latest movie was once formally known as 'TEKKEN - A Man Called X' and starred Kane Kosugi in the lead role with Prachya Pinkaew (Ong Bak) directing. The recent Amazon listing (which has now pulled pre-order links) for 'Tekken: Revenge Of Kazuya' shared the poster you can see above, a new change of directors (Wych Kaosayananda) and some of the actors who will join Kane Kosugi in the film such as; Kelly Wenham, Cary-Hiroyuki Tagawa, Gary Daniels, Biljana Misic, Charlotte Kirk and Ron Smoorenburg. Tekken: Revenge Of Kazuya is set for release on Blu-Rays and DVDs on the 12th of August this year. A trailer for the film should be appearing online shortly. Get READY FOR THE NEXT BATTLE
We all know that Nokia Lumia Series comes with wireless charging but now you can also use it for your samsung phones and don't want to buy a new one just use this.
Taiwan -- Luxa2, the lesser-known division of Thermaltake, is likely to have slipped under the radar. That's not to say there aren't any noteworthy products being released by the company, as was made abundantly clear while walking past the Thermaltake booth at Computex 2014, adorned as it was with high-end PC towers and cooling equipment.
What piqued my interest though, was a new range of wireless portable charging banks that run on the Qi standard. The 10,000mAh TX-P2 looks like a metallic brick, and a pretty hefty one at that, supporting both wireless and wired charging.
However, apart from the Nokia Lumia devices, there aren't really a lot of phones that come with wireless charging as default. But that isn't stopping Luxa2. A spokesperson from the company showed me some of Luxa2's wireless charging receivers, costing just $10 (£6, AU$10.8), that you can attach to four of the high-end Samsung phones. These are already available in online stores such as Newegg.
This power bank can also charge your phone wireless.
The Samsung Galaxy S3, S4, Note 2 and Note 3 are supported, but you'll have to make sure to purchase the correct version for it to work on your phone. There's no soldering involved, you just stick the kit over your battery at a specific point and your phone can now be charged wirelessly.
The reason this works is because wireless charging capabilities were already built into the phones, but Samsung did not ship the devices with wireless charging covers (these are sold separately).
One thing to note when using these stickers on your Samsung phone, and as pointed out by my colleague Nic Healy who has tried something similar before, is that it blocks your NFC. According to Luxa2, of the four supported phones, only the Note 2's NFC isn't blocked.
The very famous series of First Person Shooting game. Call of Duty is going to launch it new installment Advance warfare in which we can see our future but with the concepts not like some fantasy. As a part of GameInformer's ongoing coverage ofCall of Duty: Advanced Warfare, the outlet hasgone into detailon the weapons and technology that will feature in this November's instalment of the first-person shooter series.
The new setting of 2054 allows developer Sledgehammer games to bring into the game's reality concepts that aren't even prototypes today. One of those is a 3D Printer Rifle. Note that this is not a gun which has been created through 3D printing, which is possible today, but a gun that 3D prints its ammunition on-the-fly in the weapon's chamber.
Other technology detailed includes a plasma rifle, a hoverbike, vertical takeoff aircraft, and an exo suit that will increase your speed, strength and jump height.
Check out the gallery below for more, originally found on GameInformer. Call of Duty: Advanced Warfare launches November 4.
Intel is very famous name in the processor world after the I- series by Intel, it get even more in headlines. Intel is now very serious about getting both its processors and LTE into tablets. And its latest 64-bit chip, codenamed Moorefield, is expected to make a high-profile appearance at the upcoming Computex conference.
Moorefield, aka the quad-core Atom Z3560/Z3580, is designed for smaller devices of 8 inches and smaller (including smartphones) and will show up in products at Computex Taipei conference starting on June 4, an Intel spokeswoman told CNET.
What makes it different than previous "Bay Trail" tablet processors that power tablets like the Lenovo ThinkPad 8? Moorefield comes in a smaller chip package (making it easier to use in small tablets and phablets) and has better "thermals" (meaning it runs cooler), the spokeswoman said.
Maybe more importantly, it is LTE "optimized," the spokeswoman said. That means it includes support for Intel's XMM 7260 LTE siliconn (see graphic at bottom), which is CAT 6 capable (300 Mbps theoretical peak downlink speeds).
Intel has struggled to match LTE with its processors in tablets to date. For example, on the Windows 8.1side of the ledger, very few tablets from top-tier device makers are offered in the US with built-in LTE.
Moorefield could change that as the KDDI MeMO Pad attests -- one of the first devices to tap Moorefield. That Android product packs the Z3580 Moorefield Atom processor and has built-in LTE.
How much of your humanity are you willing to give up for even the slightest chance of victory?
Dark Souls II asks this question of you at every turn, encouraging you to press onward in spite of imminent death. And with each death, you lose a little of your humanity and become more hollow. Your maximum health slightly diminishes each time as well, eventually sinking to 50 percent of its full value, and yet as each sliver of humanity is sliced away, you heed the call to move onward. Eventually, you overcome the obstacle that stood between you and victory--that quartet of gargoyles swarming you on a rooftop, that arachnoid demon plunging poisonous pincers into your flesh, that disgusting mound of meat that defies description. You have triumphed! But your gain does not come without sacrifice. You have sworn, you have gasped, and you have sweated. You have forfeited your own humanity so you might collect the souls of the damned.
Like Dark Souls and Demon's Souls before it, Dark Souls II is not just a fantasy role-playing adventure, but a cloud that hangs heavy over your head whenever you so much as think about it. These modern classics developed by From Software have rightfully earned a reputation for being brutally difficult, but their beauty is derived not solely from difficulty, but also from dread. Dark Souls II is not a survival horror game in the normal sense, but few games can make you this afraid to peer around the corner, while simultaneously curious as to what awaits you there. Death is so very beautiful in this game, for it comes at the hands of amazing beasts and warmongers: hulking armored knights, shimmering otherworldly invaders, and tendrils that rise out of black pools of poison. Sure, each death punctures your heart, but one of Dark Souls II's many gruesome pleasures is discovering new ways to die.
The eerie blackness is front and center as you start up the game and enter the mysterious abode in front of you. Three old crones await you inside and ask you to customize your character and choose a class before venturing into the unknown. Like most of Dark Souls II's characters, these women offer vague advice and refer to events and concepts without filling in the details. The anxiety mounts as you weave in and out of the nearby caverns that fill you in on the basics of movement and combat. This area may teach you the fundamentals, but it also raises a number of questions. What are those odd voices you hear when you stand near the bird's nest that rests on a narrow ledge? What is the significance of the flame sconces scattered about that you are meant to set alight? How do you survive encounters with the monstrous ogres on the beach below that squish you like a measly bug when you draw near?
Welcome to Drangleic, a world that is not quick to whisper its secrets to you, in a game that trusts you to find the answers for yourself.
This introduction is not as soul crushing as the original Dark Souls' opening, but that's just fine, for Dark Souls II offers you an early taste of hope, a feeling that was quite rare in its predecessors. That hope arrives by way of Majula, a gorgeous oasis that's as close to a home as you will find in the game. My first glimpse of Majula was a revelation. As I emerged from the nearby shadows, the glowing sun blinded me, and I stood in awe of the world opening up before me. Whenever the bleakness of Drangleic at large overwhelmed me, I was glad to return to this hub for an emotional refresh.
Majula is more akin to Demon's Souls' Nexus than to Dark Souls' Firelink Shrine. It is your central hub of operations, and while it's mostly devoid of life when you first come upon it, it slowly fills out with the vendors you meet upon your travels, many of whom set up shop there. Your most important contact there, however, is the cloaked woman who allows you to level up in exchange for souls, the game's currency. But even Majula is not immune to mystery. There's an impossibly deep hole in the ground here, one that spells certain death if you fall into it. (Don't let it fool you; the boards that crisscross this passage may look high enough to provide a safe landing, but you will not survive that fall.) What's down there? Surely something valuable must lurk down there. Or something horrifying. You eventually make your way down, but Dark Souls II doesn't tell you when or how that may happen.
Instead, Dark Souls II trusts you. As in its predecessors, there are no waypoints, and there is no quest log. Instead, you simply head out into Drangleic seeking to light primal bonfires and thus restore some dignity to this decrepit land. The only way to defeat the defiant creatures that guard the bonfires, however, is to grow stronger by murdering enemies and collecting their souls, which you then spend on new levels, new armor, and other trinkets that strengthen your resolve in battle. If you've played the earlier Souls games, you should take to the combat quickly. You feel each swing of your axe, each stab with your spear, and each fireball you lob. Timing is key: every action leaves you vulnerable, so you must pay close attention to the rhythm of your enemies' attacks and strike at the opportune moment. Managing your stamina is also vital to success. Every attack you launch uses up stamina, as does successfully blocking an attack. You can't simply flail about with abandon; this is not that kind of game, and not taking care during every encounter will get you killed.
Not that you shouldn't expect death. Dark Souls II is built around your repeated demise. When that inevitable moment comes, you drop all the souls you were carrying and must retrieve them if you don't want to lose them permanently. You get only one chance to get them back, for dying before you reach them eliminates them from the world forever. Of course, this mechanic is nothing new: it's the same concept that powered both Demon's Souls and Dark Souls, after all. But just as Dark Souls represented a structural change over Demon's Souls, so too does Dark Souls II over its predecessor.
Some of the differences are noticeable early on, though their benefits aren't always immediately clear. I was not sure how I felt about one such change: the limited enemy respawns. Each time you die or rest at a bonfire, the world is refreshed and the standard defeated foes respawn. Or at least, that's how it used to happen. In Dark Souls II, there comes a point when many local enemies don't respawn anymore, allowing you freedom to progress with fewer obstacles in your way. It's true that infinite respawns encouraged grinding, particularly when the enemies you faced dropped important items. But that repetition also instilled a bizarre connection between player and game. I can still clearly remember, for instance, exactly how to progress through Dark Souls' Undead Parish--where each enemy is, what attacks it will use, and what precarious drop-offs I must keep a lookout for. When I first encountered the limited respawn system, I worried that the sequel had lost a vital element that would keep Dark Souls II from commandeering my waking and sleeping thoughts.
As it turns out, I shouldn't have worried. The grinding opportunities are still there, and there are in-game items that force enemies in a given region to begin respawning again (and make them more powerful, to boot). Dark Souls II's hook isn't the endless cycle of enemy death and resurrection, however, but the promise of new and exciting places to explore, and new and exciting foes to face. And that hook is supported by any number of subtle changes to the formula. For example, once you activate a bonfire, you can warp to it from any other bonfire without having to pass through perilous places over and over again. Again, I didn't immediately take to this change, but once I discovered just how vast Drangleic was--it's decidedly bigger than Dark Souls' Lordran--I embraced the structural tweaks.
These changes might not have worked had Dark Souls II not made discovery such a thrill, but with each new area comes a new wondrous vista and a new challenge to overcome. The early forests and ruins are very Dark Souls, but the intricate architecture and carefully planned enemy locations make even familiar-looking environments fresh and unique. The more progress you make, however, the more unusual the settings become, and the more you need to consider new methods of approach. Suddenly, undead freaks are flinging themselves to the ground and exploding, and so you must hasten your rhythm. You walk through an archway and into the thickest fog imaginable, where you cannot lock on to the ghostly shimmers that attack you. Poison rains from the sky, bedeviled urns curse you when you linger near, and anthropomorphic tortoises stop, drop, and roll all over your puny body. Dark Souls II wants to kill you, but the cycle of death and rebirth is worth it if it means finding the royal ring that lets you open that giant door and discover what new and wonderful lands lie beyond it.
Those lands are incredibly striking. Given reports of Dark Souls II's new engine, I was disappointed by the game's lighting, which was flatter than I had hoped, thus rendering my torch less vital for providing dynamic light than it might have otherwise been. But to fixate for too long on this single visual element sells the fantastic art design short. Make your way past Harvest Valley's poisonous pools--and the fantastic monstrosities that fire orbs of darkness at you--and you can only marvel at all of the windmills that lie before you. Of course, this is Drangleic and not the Netherlands; those windmills are not quaint landmarks, but harbingers of disease and death. Then there's Iron Keep, which takes lava levels to a whole new height of fiery doom. There are very occasional frame rate issues that intrude on the grim elegance, but nothing on par with Dark Souls' Blighttown struggles.