Formula Fusion-CODEX Pc Game
Phil Savage wrote about an interesting looking racer back in 2015 called Formula Fusion. Based on footage released then, it looked like the Wipeout clone PC has always needed. Fast forward two years, and while it's unfortunate that we live in a more terrifying and hostile world than ever before, at least this game has finally released.
Formula Fusion-CODEX Pc Game
Shaun Prescott is the Australian editor of PC Gamer. With over ten years experience covering the games industry, his work has appeared on GamesRadar+, TechRadar, The Guardian, PLAY Magazine, the Sydney Morning Herald, and more. Specific interests include indie games, obscure Metroidvanias, speedrunning, experimental games and FPSs. He thinks Lulu by Metallica and Lou Reed is an all-time classic that will receive its due critical reappraisal one day. "}; var triggerHydrate = function() window.sliceComponents.authorBio.hydrate(data, componentContainer); var triggerScriptLoadThenHydrate = function() var script = document.createElement('script'); script.src = ' -8-2/authorBio.js'; script.async = true; script.id = 'vanilla-slice-authorBio-component-script'; script.onload = () => window.sliceComponents.authorBio = authorBio; triggerHydrate(); ; document.head.append(script); if (window.lazyObserveElement) window.lazyObserveElement(componentContainer, triggerScriptLoadThenHydrate); else triggerHydrate(); } }).catch(err => console.log('Hydration Script has failed for authorBio Slice', err)); }).catch(err => console.log('Externals script failed to load', err));Shaun PrescottSocial Links NavigationShaun Prescott is the Australian editor of PC Gamer. With over ten years experience covering the games industry, his work has appeared on GamesRadar+, TechRadar, The Guardian, PLAY Magazine, the Sydney Morning Herald, and more. Specific interests include indie games, obscure Metroidvanias, speedrunning, experimental games and FPSs. He thinks Lulu by Metallica and Lou Reed is an all-time classic that will receive its due critical reappraisal one day.
Denuvo Software Solutions GmbH is an Austrian company formed through the management buyout of Sony DADC DigitalWorks, the creators of SecuROM. After the management buyout Denuvo Software Solutions and Sony DADC continued to have a close working relationship with the latter acting as a reselling partner of the former. Some games making use of the Denuvo Anti-Tamper product will therefore include mentions of this relationship in their EULAs, and refer to the product as one by Sony DADC or similar. In early 2018, Denuvo Software Solutions was acquired by Irdeto.
In August 2018, Irdeto announced the Anti-Cheat technology would soon launch as a full end-to-end solution. The following year, on 20 March 2019, a launch announcement was made about the new product. According to the announcement, Denuvo Anti-Cheat combines machine learning of game agnostic process metrics with the latest hardware security features offered by Intel and AMD to detect and prevent cheating. The protection supposedly operates on the binary, not the source code, and integrates directly into the product build process, and also does not interfere with debuggers, instrumentation tools, or profilers, nor does it require additional APIs or SDKs to implement. Since it uses hardware-backed security, the protection goes beyond that which is offered by simple Windows kernel-mode drivers.
On May 14, 2020 the anti-cheat product launched alongside the first update of Doom Eternal to protect its 'battlemode' multiplayer mode, and was met with a negative community response when it was discovered to rely on an kernel-level driver and introduced incompatibility with Proton, a compatibility tool used to allow Windows-based games to be played on Linux. Following the negative response, Denuvo responded to enquiries made by TechRaptor to explain that while they do not believe in kernel-level anti-cheat, the use of a kernel-level driver is necessary for the product to take advantage of modern hardware-backed security. On the subject of Proton, Denuvo replied to be tracking the issue immediately after launch as well as being committed to delivering a fix soon.
The company also described how their approach differed from other anti-cheat technologies in that they take what they describe to be a "read only" approach where the anti-cheat protection does not actively block any cheats or applications but only detects and reports. This detection as well as data collection was further stated to not be performed at all outside of competitive multiplayer matches. Users were stated to be free to cheat, mod, and hook their games, but if done maliciously in a competitive multiplayer match they would be banned from online services.
Denuvo Anti-Tamper is the current de-facto standard for securing DRM schemes on modern titles. Since its original release back in 2014, it has been used to strengthen the DRM of over 150 titles; some with great success, others less so. At its core, it uses various obfuscation techniques, such as unique hardware-based code paths, virtualization, and more, to make tampering with the account-based DRM protection of a game (e.g. Epic Games Launcher, Microsoft Store, Origin, Steam, or Uplay) harder in an attempt to delay piracy. It is embedded in the executable of the game, and only stores licensing data (the "offline token" used to launch the game) separately on the storage drive. This licensing data is typically a couple of kilobytes in size, and is (re)created when the system environment changes enough to necessitate a new token.
A consequence of its use of unique hardware-based code paths, Denuvo Anti-Tamper requires an online connection periodically as the system environment of the operating system changes with new hardware and/or Windows updates. While everything that might invalidate the token stored on the storage drive is not fully known, this happens frequently enough for the anti-tamper protection to be described as requiring a periodic online connection every fortnight or so. This is generally not an issue or hindrance for those with an always present online connection, but can be an annoyance for people primarily using roaming data. Players gaming offline for a long period of time can also suffer if proper preparations are not made in advance to ensure the validity of the offline token. The lack of transparency on storefronts regarding this process from Denuvo Anti-Tamper is a hindrance for potential purchasers, as it means people might not be aware of its presence and periodic online requirement before purchasing a game that, after purchase, the purchaser may find unplayable when an online connection is unavailable.
The online component relies solely on standardized HTTPS communications and a simple web API, and fully respects and makes use of system-wide proxy configuration and internet settings. Basically the client (the game executable) sends the locally generated request code in the body of a HTTP request message to the online server using the POST method, and receives the appropriate response code back in the body of the response message. This single exchange (one sent request, one received response) is all that is needed for the anti-tamper component of the game executable to generate the appropriate offline token for the system.
This is a DRM scheme employed on the retail discs of some games (e.g. Deus Ex: Mankind Divided, NieR: Automata) in some regions and is used to authenticate the physical disc as well as a one-time serial key located on a leaflet in the disc case. After the authentication of both, a Steam activation key for the game is redeemed from an online database and granted to the user in the application window, which can then be used in the Steam client to unlock a copy of the game.
Qualche anno fa il genere dei racing game a gravità zero, da sempre caratterizzato da velocità estreme, piste tortuose e armi energetiche, sembrava destinato ad un lento ma inesorabile oblio.F-Zero aveva fatto il suo tempo (benché i moltissimi fan continuino a chiedere a gran voce a Nintendo un nuovo episodio), Wipeout era ormai diventata una serie irregolare, e altri titoli, come ad esempio Extreme-G, stavano iniziando a trasformarsi in ricordi sbiaditi di un'epoca passata. Poi ci fu quella che può essere considerata una vera e propria rinascita: Fast Racing Neo pose le basi per Fast RMX, uno dei titoli di lancio di maggior successo su Nintendo Switch; RedOut, sviluppato interamente in Italia, riuscì nell'intento di soddisfare la voglia di velocità degli utenti PC; e infine anche Wipeout è ora tornato sulle scene con l'Omega Collection una raccolta che, dal punto di vista tecnico e contenutistico, risulta ineccepibile.In questo scenario si inserisce quindi Formula Fusion, progetto nato su Kickstarter con una campagna di raccolta fondi di medio successo e partorita dalla passione di ex dipendenti di Psygnosis e Studio Liverpool, radunati sotto il nome R8 Games.Dopo un lancio su Steam avvenuto due anni fa e conseguente lungo periodo in Early Access, durante il quale il team ha migliorato molti aspetti della produzione, Formula Fusion raggiunge quindi la fase di pubblicazione vera e propria, finendo però rapidamente fuori pista.
I presupposti e gli ingredienti per un ottimo racing game c'erano tutti: un team dotato di ampia esperienza, il coinvolgimento di The Designers Republic, lo studio che sviluppò l'impronta visiva che ha contribuito a donare l'immortalità ai primi tre Wipeout, e persino una disponibilità economica sì abbastanza ristretta ma comunque garantita da una nutrita fan base creatasi proprio grazie alla campagna Kickstarter.Sebbene le aspettative fossero ovviamente piuttosto alte, basta purtroppo trascorrere solo poche ore