In today’s computer gaming news from Marijuanapy, find out about multiple new witcher games being planned by CD Project. Meanwhile, CS: GO celebrates its 10 year old anniversary. We will take you back over the years to explain how Steam’s most popular game became its most popular game. Lastly, Nvidia tweeted about ‘Project Beyond’. This is probably a teaser for RTX 40 series graphics cards.
CD Projekt is Preparing New Witcher Games
Original Source: CD Projekt is already planning multiple new Witcher games
This year, CD Projekt Red revealed The Witcher 4, the start of a new “saga” that will likely be a trilogy. “We have more than one new tale in mind,” CEO Adam Kiciski stated during an earnings call.
“The original serial included three games, so now we’re thinking about more,” said Kiciski. “But we’re in pre-production on the second Witcher tale,” Kiciski said. “We’re using Unreal Engine 5 instead of CD Projekt’s own tools.”
CD Projekt’s long-term strategy suggests the first game in its new epic could seed subsequent entries more purposefully than the original Witcher did. The Witcher 2 saved files carried over your relationships with various characters (and if they were alive).
If CD Projekt plans a trilogy from the start, may we witness a Mass Effect-style throughline? It’s a cool notion, but it could be a decade before it comes to pass.
The next Witcher game won’t be called The Witcher 4 “A trilogy can’t have a fourth part,” CD Projekt’s Marcin Iwinski declared in 2017. We don’t know much about it other than that it’s in pre-production and may focus on the Lynx school of witchers based on the pendant in the teaser image CD Projekt provided several months ago.
CS:GO Celebrates 10 Years
Original Source: 10 years of Counter-Strike: Global Offensive
This generation’s best FPS started as a console port. Counter-Strike: Global Offensive was supposed to unite the 1.6 and Source communities and bring the game to consoles, where FPS was growing rapidly.
CS:GO draws 21 million gamers a month and fills out esports arenas for major competitions despite never succeeding on console. Few games can match CS:success, GO’s and it’s not done yet.
The 10th anniversary is a perfect occasion to reflect on CS:history. GO’s Controversies led to new internet rules, changes inspired hundreds of future games, and the road to become one of the greatest esports in the world. It’s been a rollercoaster for fans and faraway watchers.
When CS:GO was revealed, hopes were high that it would reconcile the fragmented Counter-Strike community. However, it soon became evident that neither side wanted this.
James Banks, a former 1.6 pro and top CS:GO broadcaster, was “extremely dissatisfied” as a 1.6 player who didn’t transition to Source. “It looked wonderful, but they were aiming to be like Call of Duty, and I believed my game would never be the same.”
Jack “Jacky” Peters, a famous CS:GO commentator, was friends with many UK Source players at the time. The gameplay wasn’t tight, the game was smeared in fog and blur, and it lacked the creature comforts of CS:GO today.
Unifying 1.6 and Source players was always going to be difficult, but CS:GO was terrible at first. In the early months of CS:life, GO’s and throughout the beta that preceded it, there was a lot of chatter of players sticking with older versions of Counter-Strike, especially Source, and it felt like CS:GO wouldn’t last long.
Skins were CS:most GO’s important update a year after launch. Without them, the game wouldn’t be as popular as it is today, despite skins being less common. CS:GO popularized the concept by illustrating how skins established their own mini-economy that attracted more attention and money to the scene.
“The skins ecosystem for CS:GO was incredibly essential; it set a lot of benchmarks for what items may mean to this generation of games,” explains CS:GO caster James Bardolph.
“Counter-Strike is one of those rare games that has a grassroots community of contributors and its own culture, including the maps people develop and timeless moments (door jammed, anyone?). Skins permitted collectors and a new kind of self-expression.”
As skins gained popularity, an economy evolved around trading them, and while there were flaws (more on that soon), the money they brought in supported the pro scene. Without the money that skin trading and gambling sites made through commissions on trades, or just being a casino, as well as the sticker money directly made by pro teams through in game sales, it’s likely the pro scene would be considerably smaller than it is today, as skin-related sites funded a significant amount of teams and tournaments for many years, including the current number one ranked team in the world, Team Liquid.
Third-party gambling sites built on tradable CS:GO skins used the Steam API to facilitate trading while bypassing the Steam Marketplace’s limitations. From betting on pro matches to full-fledged casinos and everything in between, skin betting became a big business with billions of dollars worth of skins passing via unregulated businesses every year.
“Skin gambling began as a means to get rid of inexpensive skins by betting on matches,” adds Bardolph. “The big turning point was when the first jackpot site appeared—it had nothing to do with CS:GO matches or anything else, just instant gratification with user against user, hoping the site wouldn’t steal the better skins in the pot or rig the thing entirely, which was inevitable in an unregulated space.”
The First Major
Early and mid-2000s Counter-Strike was a popular esport in the West. Both 1.6 and Source had substantial pro scenes for the time, and it was one of the first games to award $100,000 prize pools. League of Legends, StarCraft II, and Dota 2 suddenly loomed over the CS 1.6 and Source pro scenes, giving large prize pools and luring the greatest pro teams.
The competitive scene started slowly due to CS:poor GO’s debut and several players’ unwillingness to adapt to the new game. Then Valve announced the first CS:GO Major, a $250,000 tournament at DreamHack Winter 2013, and attitudes shifted.
Free-to-play Counter-Strike GO
Given how popular CS:GO was before 2018, it’s easy to forget that it didn’t go free-to-play until 2018. With Steam sales dropping the price below $5, the barrier to entry wasn’t high, but Valve opened the floodgates. It also coincided with the release of Danger Zone, CS:battle GO’s royale mode, which felt like the game was following the crowd: long-time gamers weren’t impressed.
“I and my pals were frustrated because you paid for the game and got nothing in return,” explains Jacky. “And the fear that cheaters will overtake the game, which was already happening. F2P helped CS:GO develop and reach more gamers, and Valve has increased security to stop cheats. I think this was CS:second-most-important GO’s upgrade after skins.”
The established CS:GO community reacted negatively to the free-to-play changeover, but it was inevitable. It expanded the game to millions of players, notably outside the Western community that dominated CS for years. Without the transition to free-to-play, CS:player GO’s base would be declining; instead, peak concurrent players have doubled.
CS:GO is now enjoying its highest player counts ever (about 600,000 on Steam at any given time), and its future among amateurs and pros seems safe. With the rumored move to the Source 2 engine due soon, it’s likely the game will continue to grow.
On this anniversary, we should confront the idea that Counter-Strike has “always been the same game.” You get it. The foundation of this experience is a CT team and a T team with a bomb, and people will play that on Dust 2 as long as they play Counter-Strike.
CS:arc GO’s illustrates what a chameleon the series has always been, thanks to its community and Valve harnessing and rewarding that innovation. CS:GO hasn’t just changed with the times; it’s influenced them. It reinvents itself: maybe not all at once, but the game is unrecognizable from launch.
Counter-Strike has some basic guidelines, as any veteran player will tell you. When the competition knows where you are, keep going.
Nvidia Tweets ‘projectbeyond,’ Teaser for Rtx 40 Series
Today, Nvidia tweeted about ‘Project Beyond’ Almost probably a teaser for RTX 40 series graphics cards. It originates from Nvidia GeForce, thus it’s not an AI or datacenter product or technology. Also, Nvidia CEO Jensen Huang revealed Nvidia will unveil RTX 40 information at GTC 2022.
Huang will give a keynote at GTC 2022 on September 20, just 12 days away. GTC (GPU Technology Conference) focuses on developers and high-performance computing, however Nvidia has used it to reveal new designs.
We won’t know what Project Beyond is until Jensen’s speech, but with 12 days left, Nvidia will likely tease us on social media.
May we see the RTX 4090, 4080, and 4070? Styled video must be served. We should expect some details on new RTX technologies, but no benchmark data and no launch event.
In the meantime, we have some details about upcoming cards, however they alter according on the moon’s position. We may expect a big gain in performance with each SKU relative to its RTX 30 predecessor, with larger core counts, more VRAM, and increased power consumption, albeit hopefully not to the ludicrous levels proposed.
The event will be livestreamed and we’ll let you know when we obtain the link. If it’s a huge reveal
Summary of Today’s Computer Gaming News
To put it simply, we discover that CD Project is already planning new Witcher games. This long-term planning makes it sound like the first game in its new series could set up future games much more deliberately than the original Witcher did.
Meanwhile, Steam’s most popular game CS:GO celebrates its decade anniversary. Through the history that led to new internet rules, changes inspired hundreds of future games, and the road to become one of the greatest esports in the world.
Finally, Nvidia teased new RTX 40 graphics cards, or something related to them. We won’t know what Project Beyond is until Jensen’s speech, but for not too long, Nvidia will likely tease us on social media.