New NVIDIA 800M series and GeForce bundles launched

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NVIDIA has announced a new line-up of notebook GPUs GeForce 800M. They deliver double digit jumps in performance of 30%, 40% and in some cases even 60% year on year.

This year not only is NVIDIA bringing faster GPUs to the table, it is also introducing a whole new set of killer features designed specifically for notebook gamers including:

  • NVIDIA Battery Boost gives you up to 2x the gaming battery life, automatically
  • GeForce Shadowplay for notebooks
  • GameStream support

GeForce bundle

Gamers who purchase select NVIDIA GeForce GTX desktop GPUs and GeForce GTX-powered notebooks can take advantage of two new bundle offerings. A redeemable code for DAYLIGHT or £90 of in-game currency for Heroes of Newerth, Path of Exile, and Warface.

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DAYLIGHT is the world’s first game built on Unreal Engine 4, featuring NVIDIA PhysX technology and as a procedurally generated game you will never play the same level twice. This is next generation gaming!

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Purchasers of various GeForce cards or other GeForce GTX notebooks will receive £90 (£30 per title) of in-game currency for three of the world’s most popular free-to-play titles, which combined have more than 65 million registered users worldwide:

  • Warface, a brand new shooter from the creators of FarCry and Crysis
  • Heroes of Newerth, a session-based multiplayer RPG game based on the phenomenally popular Defense of the Ancients (DOTA)
  • Path of Exile, an online action RPG set in a dark fantasy world

Can you cut ‘Surgeon Simulator’ out now for iOS

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After the success on PC & Mac, last year, Bossa Studios’ outrageous operation game Surgeon Simulator has been successfully transplanted onto iPad, and is available now in the App Store, priced £3.99 / $5.99.

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In the all-new touch screen version of Surgeon Simulator, players are tasked once more with taking urgent care of the world’s unluckiest patient, Bob, but this time using their own (trembling) hands!

Reprising the role of fumbling amateur physician, Nigel Burke, Surgeon Simulator now places players in the heart of the action. Featuring brand new touch controls, Nigel’s not-so-nimble fingers are now replaced by the player’s own dextrous digits, begging the question you’ve always pondered; “how hard could it be?””

As well as finding mad new methods with which to butcher poor Bob, Surgeon Simulator for iPad also packs the operating theatre full of features, including:

  • The trusty Heart and Double-Kidney transplants from Surgeon Simulator 2013
  • Two new surgeries: Teeth and Eye transplants, to give Bob that real Hollywood look
  • Abandon the theatre confines and try your hand at operating on a moving trolley in the hospital corridors!
  • More than 50 new achievement to unlock
  • Record and upload your botched surgeries to delight (and horrify) your friends*
  • Multiplayer! Yes, multiplayer!
  • Plus loads more, but, shhh… let’s not spoil the surprise.

Razer Blade Now World’s Thinnest Gaming Laptop

The Razer Blade´s has announced a state-of-the-art IGZO/IPS (Indium Gallium Zinc Oxide/In-Plane Switching) display panel technology provides unmatched colour and image quality.

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The result is a 250 percent increase in contrast ratio over its predecessor, with high brightness LED backlighting optimized for outdoor use, wide viewing angles, and dramatically improved video propagation and response. The Razer Blade´s display minimizes color shift while maximizing uniformity to make gaming more beautiful than ever before possible.

Blending retina-tearing clarity with ultimate functionality, the Razer Blade is also equipped with a 10-point capacitive multi-touch screen that works seamlessly with the new touch interface in Windows 8.

“The Razer Blade sets the benchmark by which all laptops should be measured,” says Min-Liang Tan, Razer co-founder, CEO and creative director. “The Razer Blade, the world´s thinnest and most powerful gaming laptop, now comes with the best 14-inch notebook display on the planet.”

Measuring just 0.7-inches thin, the Razer Blade also packs more power-per-cubic-inch than any other laptop in the world. The Razer Blade boasts frame rates that are up to 70 percent better than the previous iteration with the latest NVIDIA GeForce GTX 870M GPU. The Razer Blade is powered by a 4th gen Intel Core i7 processor and uses solid-state storage technology for boot speeds up to four-times faster than a traditional notebook hard drive. Constructed in a rugged all-aluminum chassis, the Razer Blade features a custom-designed track pad and backlit gaming – grade keyboard that has full anti-ghosting capabilities and programmable keys powered by the revolutionary Synapse 2.0 software.

“The Razer Blade laptop screams premium design and top-notch performance, and we are as happy as can be outfitting such a beautiful and powerful machine with our latest graphics processor,” says Brian Choi, NVIDIA Sr. product manager. “With nearly twice the graphics horsepower compared to last year´s model, the Razer Blade will be one of the most visually stunning, yet portable, gaming laptops the world has ever seen.”

The ultra-portable laptop features 8 GB of fast 1600 MHz DDR3L memory and comes standard with 128 GB of total solid-state storage with options for a 256 GB or 512 GB SSD. The Razer Blade also comes with Dolby Home Theatre v4, featuring immersive audio-quality output that is custom-tuned to deliver a cinematic sound experience.

The Razer Blade delivers up to six hours of battery life and includes the latest high-performance 802.11ac wireless connectivity.

The 14-inch Razer Blade embodies Razer´s continuing drive to design the world´s best gaming laptops for those that need insanely powerful performance, the thinnest form factor and the highest resolution screen to game anywhere, anytime. Razer sets out to do the impossible without compromising performance and, with the Razer Blade 14-inch laptop, users are able to do more than ever before on an ultra-portable system.

The Razer Blade is now available for pre-order. For more information, go to www.razerzone.com/blade.

Price: Starts at $2,199

Availability: Razerzone.com – Pre-Order Now, Shipping Early April

Product features:

  • 14.0 in. QHD+ 16:9 ratio, 3200×1800
  • IGZO/IPS (Indium Gallium Zinc Oxide/In-Plane Switching) display panel
  • LED-backlit 10-point capacitive multi-touch screen
  • NVIDIA® GeForce® GTX 870M (3 GB GDDR5) & Intel HD4600 Integrated Graphics
  • NVIDIA® GeForce® ShadowPlay, GameStream and Battery Boost™ Enabled
  • 4th Gen Intel® Core™ i7-4702HQ Quad Core processor
  • 8 GB Onboard Memory (DDR3L ? 1600 MHz)
  • Windows 8.1 64-Bit
  • 128 GB SSD, with optional 256/512 GB SSD (SATA M.2)
  • Intel Wireless-AC 7260HMW (802.11a/b/g/n/ac + Bluetooth® 4.0)
  • (3x) USB 3.0 port (SuperSpeed)
  • HDMI 1.4a audio and video output
  • Dolby® Digital Plus Home Theatre Edition
  • Built-in stereo speakers
  • 3.5 mm microphone/headphone combo jack
  • Array microphone
  • 7.1 Codec support (via HDMI)
  • Built-in full-HD webcam (2.0 MP)
  • Compact 150 W Power Adapter
  • Built-in 70 Wh Rechargeable lithium ion polymer battery
  • Razer Anti-Ghosting Keyboard (with adjustable backlight)
  • Kensington Lock interface
  • 13.6 in. (345 mm) Width x 0.70 in. (17.8 mm) Height x 9.3 in. (235 mm) Depth
  • 4.47 lbs. / 2.03 kg

Review: Pac-Man and the Ghostly Adventure

As Pac-Man is a somewhat famous name if you remember the original 1980’s game. Before you even begin the majority of games in the series you have a relatively good idea of what you’ll be doing. Some entries have changed the formula slightly, but not significantly, but Pac-Man and the Ghostly Adventures takes everything you thought you knew about Pac-Man and throws it out of the window, in the nicest sense.

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Now in this imagination of Pac-Man, gone is the traditional maze-based gameplay, with have instead been replaced by a 3D platformer, gone is the silent and simple protagonist replaced a 3D character with a can-do attitude and gone, at least in part, is the fierce rivalry between Pac-Man and those pesky famous ghosts.

After booting up Pac-Man and the Ghostly Adventures you are introduced to the world and characters by way of a simple cutscene announcing that there are three globes that need power in order to gain access to some temples, and that Betrayus has launched an attack on Pacopolis.

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This is effectively as detailed as the story gets, the meager plot funneling you to various locations in order to grab different artefacts and defeat some of Betrayus’ minions. With the game is aimed at a younger audience the uncomplicated plot is understandable as a design choice, but even so the story is poor and the questionable voice acting certainly doesn’t help.

After the brief cut-scene you are dumped into Pacopolis with the task of reaching the piece of fruit at the end of each level. Each area is covered with the familiar glowing yellow pellets that are required to enter some levels. There is also Slimetanium to collect (which can be used to add extra hearts for Pac-Man), as well as eyes of the ghosts you eat, which can be redeemed for extra lives. Don’t worry, I don’t really see how eyes mean extra lives, either.

The platforming areas are solid apart from the first handful, although this is down to the power berries adding unique gameplay mechanics. If Pac chomps on one of the power berries he will change form, some berries change him into a giant ball, others a fire or ice Pac and one even turns him into a chameleon. Often areas will be impassable unless you are in a certain form, but fortunately the required berry is never far away. Some enemies, such as the ice ghosts, can only be defeated when Pac is in a certain form, which can be abit annoying at times.

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The power berries change the game entirely, and some of them such as the chameleon berry or the giant ball berry – are brilliant changes of pace, albeit slightly underused. Throughout the six worlds, two of which revisit previous worlds, you will only become a giant ball or a chameleon in a handful of levels, whilst the slightly less awesome transformations such as Fire Pac or Rubber Pac are much more common. If the adventurous power berries were more frequently used, Pac-Man and the Ghostly Adventures would be a lot more fun.

Although the power berries increase the enjoyment of the game, the standard platforming sections with normal Pac are still tight and pretty decent. Levels are full of challenging platforming sections but will not be impassable for experienced gamers, but the younger market at which the game is aimed may struggle at times.

Unfortunately, the camera isn’t quite as tight as the platforming. Occasionally the camera will move to an angle that doesn’t show what needs to be seen, or is angled in a way that messes with the depth perception, leading to you try to make an impossible jump. This doesn’t happen all that often, but it’s enough to be noticeable and annoying. You can change the camera angle with the right sick, but often the damage has been done before you have a chance.

The ghosts that fill each of the levels could also use some work. The incredibly basic AI makes them predictable and none of them are particularly difficult to counter or kill. Strangely it was Inky, Pinky, Blinky and Clyde who alerted Pac to the attack on Pacopolis, yet it is their ghost brethren that are attacking the city and being killed by Pac.

A throwaway multiplayer mode sees up to four players being ghosts and having to chase Pac-Man around a maze in the classic style, albeit in 3D. This mode is fun at first but quickly loses all sense of fun as the repetition creeps in.

Pac-Man multiplayer

Reviewed on Xbox 360 Also available on PlayStation 3, PC, Nintendo 3DS, Wii U

The complete list of BAFTA Games Award Winners 2014

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The British Academy of Film and Television Arts (BAFTA) has announced the winners of tonight’s British Academy Games Awards, which celebrated the very best in games of the past year.

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The ceremony was hosted by Dara O Briain at Tobacco Dock, London E1, where presenters included Rob Beckett, Alex Brooker, Shaun Dooley, Hideo Kojima, Ian Livingstone, Steven Moffat, Chris Ramsay, Carol Vorderman and Wretch 32.
The Last of Us, the post-apocalyptic story of love and loss among the last survivors of humanity, took home five BAFTA awards: Action & Adventure, Audio Achievement, Best Game, Story, and Performer was presented to Ashley Johnson for her role as Ellie.

Grand Theft Auto V, one of the biggest and most technically accomplished games of the year, won in the British Game, Game Design and Multiplayer categories.

Papercraft platformer Tearaway scooped awards for Artistic Achievement, Family and Mobile & Handheld. Rex Crowle, who last year was selected as a BAFTA ‘Breakthrough Brit’ for his exceptionally promising talent, collected his first BAFTA for his work on Tearaway.

Gone Home, a game of exploration in which players piece together a mysterious family story, was awarded the BAFTA for Debut Game.

Brothers: A Tale of Two Sons, the story-driven adventure game following two brothers on an epic fairytale journey, won the BAFTA for Game Innovation. The game features the unusual control system that allows one player to simultaneously control both brothers.

The BAFTA for Music was awarded to first-person shooter Bioshock Infinite, which features a selection of iconic modern musical tracks reimagined as if they were made in 1912.

FIFA 14 collected the BAFTA for Sport, the fourth time the franchise has won an award.

Papers, Please, described by creator Lucas Pope as a “dystopian document thriller”, where players take the role of an immigration officer at a border checkpoint picked up the BAFTA for Strategy and Simulation.

Showcasing the best in young games development and design talent, Size DOES Matter – created by a team of student developers in Norway – won the BAFTA Ones to Watch Award in association with Dare to be Digital.

The Fellowship was presented to Rockstar Games for its outstanding and exceptional creative contribution to the games industry. Sam Houser, Dan Houser, Leslie Benzies and Aaron Garbut attended the ceremony to accept the Award on behalf of the company.

The Awards’ highlights programme will be broadcast on Challenge (Sky: Ch 125, Freeview: Ch 46, Virgin: Ch 139) on Friday 21 March at 10pm.
Earlier today BAFTA successfully launched its inaugural ‘Inside Games’, an event attended by the public showcasing upcoming games from the world’s biggest studios and featuring developer talks and an ‘Indie Games Arcade’.

The Walking Dead: Season Two – ‘In the Pines’ and Free Download Music

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The Walking Dead: Season Two, Episode 1 – ‘All That Remains’ and Episode 2 ‘A House Divided’ are now out on Xbox Games Store, for Xbox 360, PlayStation 3 via PlayStation Network in North America and Europe, PC and Mac from the Telltale Online Store, and other digital outlets, including Steam, and on the App Store for compatible iOS devices.

The Walking Dead: Season Two will also be premiering on PlayStation Vita in the next few weeks.

Today a very special track arranged by long-time composer for Telltale Games, Jared Emerson-Johnson, with vocals supplied by the multi-talented Janel Drewis, who also works as an animator on the development team at Telltale.

Walking Dead Season 2 In the Pines

Together, Jared and Janel recorded their take on the classic traditional American folk song, ‘In the Pines,’ which dates back to the 1870’s and is believed to be of Southern Appalachian origin.

Heard during the credits to the critically-acclaimed Episode Two, ‘A House Divided,’ the track is currently free to download at telltalegames.bandcamp.com.

In addition to this track, fans can also look for more singles from Anadel, whose tracks ‘Carver’ and ‘In the Water’ are also available separately on their page at anadel.bandcamp.com.

Fans looking for additional tracks from The Walking Dead: Season Two can look forward to the full soundtrack releasing later this year after the season concludes.

1954 Alcatraz Out Now for PC and Mac

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Today the game 1954 Alcatraz, the noir adventure game from Daedalic Entertainment and Irresponsible Games is available now through digital download portals for PC and Mac. To celebrate the launch, the studio have released a brand new trailer giving players a taste of the love and crime story at the heart of the game.

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Set in the vice-ridden Golden Gate City of the fifties, 1954 Alcatraz tells the story of Joe, a man serving a long stretch in the notorious prison for armed assault. Eager to escape ‘The Rock’ and claim the hidden spoils from the heist, he soon realises his only chance to breakout is with the help of his wife Christine.

Facing death threats from the couple’s partner in crime Mickey if she doesn’t come up with the missing loot, Christine has problems of her own. But where is the cash? Only Joe knows; yet every crook, scam artist and chancer from North Beach is now looking for it. The race is on!

Alternating between the two main characters, Joe and Christine, players will have to make tough moral and action choices that will directly influence the course of the story resulting in surprising twists, multiple puzzle solutions and different endings. Touching on the social topics of fifties America, 1954 Alcatraz combines a compelling story with point and click gameplay to deliver a thrilling adventure.

1954: Alcatraz is available now on Steam for PC and GOG.com for PC and Mac at £16.99.

Review: Dark Souls II

If you often feel as though you aren’t being punished enough for simply progressing through a game’s storyline of late, then rejoice! From Software is back to give us all another kick in the gaming teeth with the successor to Dark Souls. Is it time to buy a few ‘backup’ controllers or have they finally relinquished and pandered to the masses?

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No, of course not! Whilst it certainly eases you in a little more gently, Dark Souls II still packs a wallop if you attempt to play it like any other game. As in any other scenario, as soon as I gained control of my character, (after what looked like an incredibly high budget and impressive intro scene) I attempted to explore the wilderness stretching out before me. It wasn’t long before I’d found my first enemy, a giant troll looking character that, inevitably, beat me into submission several soul crushing times before I conceded defeat and ruefully went about my business following the implied ‘proper’ way to go. From then on, it was a lot easier, there were instructions to heed, little notes informing you of the controls and many susceptible enemies in weak, vulnerable formations that don’t really occur ever again. I savoured this bit, whilst it lasted. Yet as much as I tried to put it off, there’s death to be dealt on both sides; it wasn’t going to be settled here.

After some nervous foraging and a visit to a disparate warrior complaining nervously about a stone statue blocking the path, I arrived in the hub town of Majula. A place with several branching paths, an unnervingly large pit complete with visible treasure, and a merchant selling a ring to reduce fall damage. I didn’t trust him or the pit, so I left. Oddly serene, Majula instantly felt welcoming due to it’s soft, never-ending sunset and mostly safe setting, save for a few small, surprisingly aggressive pig resembling creatures. One cheeky hint I will point out is that there is a very helpful woman who resides here, talk to her, as it’s the only place where you may level up, and don’t forget to return to her fairly regularly as I did for the first few hours!

Veterans of the series will know exactly what to expect in terms of the combat mechanics, every move and decision you make during combat, even against the lesser foes, could spell disaster. It’s all about learning your opponents patterns and exploiting their occasionally wonky AI with your own timing and stamina management. Bosses are of their own unique styles and of course, posses challenges far beyond what you’ve come to face. Once you finally manage to slay one however, the elation is incomparable, until, much like many other RPG’s, they turn up as ‘normal’ enemies… Unlike previous entries, Dark Souls II runs at a stable, if not slightly underwhelming due to the newer consoles hardware, 30fps. Fortunately for us, this means less screaming at the game when it used to diddle us out of a few crucial frames during a particularly vicious battle in the past. Now if you die, it’s very likely it’s your own impatient fault!

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A few noticeable changes have been implemented that may split opinion between fans, yet combined, probably makes the game better as a whole. The first being that whilst resting at a camp fire, you can fast travel to any other unlocked camp fire without any form of payment nor punishment. The only reason this works, is due to the layout of the world map, before you might have been funnelled down a particularly linear route, whereas now, there are often different routes to travel and explore. Plus it makes the frequent returns to Manjula significantly less dull! A second change, one more in keep with the franchise, is that numerous deaths will whittle away at your maximum health bar, up to 50% in fact; to replenish that lost health, you’ll have to use a human effigy, which are rare. The third debatable point, assumedly a counter to the second, being that you can quell the amount of enemies in an area by repeatedly beating them to a pulp; whilst some may argue against this, I’ll take it. The last thing you need whilst stuck on an already, inherently difficult boss, is to either attempt to kill the horde of enemies along the way, or attempt to leg it past them, each and every time. For those, still on the fence regarding the controlled respawns, there is an item just for you that you can burn at a camp fire which will spawn more deadly variants to battle.

Whilst a player new to the series is always going to experience difficulties with a game like this, certain design choices don’t help along the way either. The menus, whilst archaic in looks, are filled with many, many stats that are going to go straight over most newcomers heads. Alongside this, items you acquire and come across are not named in any relative fashion to what you might expect of a traditional RPG. During the create a character stage, you are offered to pick one item from a list of gifts, most of which, inevitably sound useless yet presumably have a hidden function, accessible later in the game. I appreciate that the Dark Souls series has a reputation to uphold, but increasing the user base must also be of a benefit? I for one, would not be put off via the sheer difficulty of the game itself, but rather having to spend a few hours looking up what each item does, when you can use it and why.

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Majula’s serene, almost brightly lit, setting is also in keep with some pretty rough, enemy riddled areas however. Unlike the dark, brooding lighting of the previous games, rightfully indicating a dangerous route, you’ll find many a danger lurks in broad daylight; as such however much it makes you feel safer, you should always be on your guard. One annoyance in particular is related to the largely redundant torch, as in the earlier stages of the game, it recommends you take it into darker locations; it will even ward off some enemy types. The downside of course being that you must use your offhand to equip it, therefore sacrificing a shield or another weapon. The problem being, is that the majority of the game is quite adequately lit; in fact for the majority, it’s too well lit and as such I never really found a good reason to break it out. Whilst I’m of course grateful of having a shield on hand at all times, it would have been an interesting dynamic to have to balance your effectiveness of exploration and defence a step further.

Online play, once again makes it’s return with players able to invade other peoples games, help them out or just add a further source of difficulty. The written notes also make a return, either signifying danger or, depending on the player, giving ‘helpful’ hints to others. Entering a certain covenant can also help protect you against these threats should the need arise, or you can play in offline mode to help limit game invasions, at the downside of missing out on what can make this franchise so unique.

Due to it being developed on the previous gen, it’s understandable that the graphics aren’t going to provide too many wow factors yet despite this, not only does the opening cutscene look as through it’s been ripped straight from a blockbuster film in terms of awe and effects, but the art styling is of a higher class than most. It must be hard to come up with original locales and monsters but this seems like something From Software excels at, as most areas look fantastic, despite me being painfully aware that it’s not on the new consoles.

Overall, whatever you might think of the Dark Souls series, this game isn’t going to change your opinion. If you’ve played and enjoyed the others, you’ll feel right at home, if not, you’ll feel like you’ve been dragged into hell.

Dark Souls II – Trailer ‘The Curse of the Dark’

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With only a few more days until Dark Souls II (Namco Bandai) which will be available from 14th March on Playstation 3 and Xbox 360. PC version will be available on 25th April.

“Your flesh will decay. Your mind will fade. But you won’t ever die.”

http://www.youtube.com/watch?v=r9FpoWkX8xE

 

WildStar Gets WorldWide Release Date of 3rd June

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NCSOFT and Carbine Studios today announced that the action-adventure sci-fi MMO WildStar will officially launch worldwide on Tuesday 3rd June, 2014.

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Additionally, the publisher and studio have announced that pre-orders for the game will begin Wednesday 19th March at a suggested retail price of £34.99, with orders being accepted on WildStar’s website at www.wildstar-online.com/en/preorder and through select third party retailers such as Game and Amazon.
Players who pre-order have early access to several closed and open beta events and will receive a variety of exclusive in-game items and perks, including:

  • Early game access beginning Saturday 31st May (three days prior to the game’s official launch).
  • An exclusive Rocket House.
  • A mini-ship housing decoration, which grants players additional rest experience points.
  • A 10-slot storage bag to increase character inventory.
  • The opportunity to reserve character and guild names prior to launch.

WildStar will be available in two versions. The Standard Edition includes the game, 30 days of play time and an Eldan-themed Housing Décor item. For an additional £15, the Deluxe Edition of WildStar includes all elements of the Standard Edition as well as an even larger package of exclusive content: an Eldan Hoverboard, a unique costume, a unique Eldan player title, and a limited-edition Eldan dye set. The Deluxe Edition is available digitally or at retail as a limited edition collectable Steelbook