Pocket-Lint Writes:
"At £29.99 for the standard version, or £49.99 for the Professional, for a 1-year subscription, you might decide that this is just too much to pay for a heavy duplication of some existing tools. However, the real strength of System Mechanic is that it brings all things under one umbrella, so instead of fishing around for a whole load of different tools, here, there and everywhere, it can be done quickly and easily."
"With varying levels of control for advanced or novice users, we found that all the tools ran quickly and efficiently, finding and fixing problems. Whilst it is a neat piece of software, the real decision will be whether you consider it valuable enough to buy the ongoing subscription."
Video games -- particularly AAA video games -- have become too expensive to make. The intel from every fly on the wall in every investor's room is there is an increasing level of caution about spending hundreds of millions just to release a single video game. And you can't blame them. Many AAA game budgets mean that you can print hundreds of millions in revenue, and not even turn a profit. If you are an investor, quite frankly, there are many easier ways to make a buck. AAA games have always been expensive to make though, but when did we go from expensive, to too expensive? A decade ago, AAA games were still expensive to make, but fears of "sustainability" didn't keep every CEO up at night. Consumer expectations and demands no doubt play a role in this, but more and more games are also revealing obvious signs of resource mismanagement, evident by development teams and budgets spiraling out of control with sometimes nothing substantial to show for it.
ESTNN writes: "The easiest campfire can be found in the middle of the lake close to Restored Reels. Landing in the middle of the island immediately puts you near the campfire, which is surrounded by a tent, a barrel and a single lawn chair."
Have you ever noticed how quiet the Automatons can be in Helldivers 2? That is exactly why some players are calling for audio cues for heavier foes.