Wednesday, 31 January 2018

Mario Kart Races Onto Mobile Devices In 2019

In yet another entry of a surprising series announcements that Nintendo has made tonight, the company just revealed that a mobile adaptation of Mario Kart will be hitting sometime early next year. Details are scant, with Nintendo revealing nothing except the game's title: Mario Kart Tour.

You can check out the announcement for yourself here:

It's interesting that the announcement lists Mario Kart Tour as a mobile application instead of an outright game. We'll have to wait to find out more about this pocket sized-speedster later.

For more on recent mobile adaptations of Nintendo games, be sure to check out our look at Animal Crossing Pocket Camp

 

Our Take
A Mario Kart mobile game could be cool! If it's not bogged down in microtransactions. Here's hoping!



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/31/mario-kart-races-onto-mobile-devices-in-2019.aspx

Bungie Delivers Roadmap For Destiny 2

Bungie has released a development roadmap for Destiny 2 that outlines updates and changes planned for the game through May.

In a blog post, game director Christopher Barrett says everything below will be available to all players, and that the dates may change. He also says that the studio has some "larger projects in development."

Click to enlarge 

[Source: Bungie] 



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/31/bungie-delivers-roadmap-for-destiny-2.aspx

Nintendo Partnering With The Producer Of Despicable Me To Make Mario Movie

No, not THAT Mario Brothers movie. A new one!

Nintendo of America just gave a few more details on the upcoming Mario film, which has often been discussed but no details have emerged...until now, On twitter of all places:

We had heard back earlier this month that the movie's production partner would be announced. Turns out it's Illumination Entertainment, the company behind Minions and Despicable Me. Chris Meledandri served as producer on both films. Not many details beyond that but it's enough to suggest that this Mario film will likely not be live-action, given Illumination's specialty is CGI films.

 

Our Take
Illumination Entertainment knows how to make good movies for kids. I'm in.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/31/nintendo-reveals-mario-movie-is-in-the-works.aspx

Nintendo Switch Online Service Coming In September

Nintendo has announced that its much awaited fee-based online service for Switch is coming in September.

The Switch launched last March, but at the time the platform's online service was undefined. Currently online play is free for Nintendo account holders as a trial until September, and the service will cost $3.99 a month or $19.99 a year. It includes free game downloads (for the month only), online play, and more.

At the end of last year, Nintendo's Italian website seemed to indicate that the service would be delayed until the fall of 2018.

[Source: Nintendo (1), (2)] 

 

Our Take 
It'll be interesting to see what first- and/or third-party titles Nintendo uses to highlight the service when it launches. Maybe this will be a new title or extra content for a title currently out.



from www.GameInformer.com - The Feed https://www.gameinformer.com/b/news/archive/2018/01/31/nintendo-switch-online-service-coming-in-september.aspx

Someone Actually Spent Over $60,000 On A Counter-Strike Weapon Skin

In one costly transaction, an avid Counter-Strike: Global Offensive esports fan spent over $60,000 on a single weapon skin.

Dragon Lore, the name of the sniper rifle skin, is the rarest item in Cobblestone Packages, a series of CS:GO loot crates valued at around $30. These types of crates are only available to spectators who watch ELeague Major events. Among other items, these crates contain a limited number of autographed stickers, which act as electronic signatures by pro players that are put on weapon skins. There are also different levels of condition with weapon skins, with the rarest being "factory new."

This particular Dragon Lore skin is in "factory new" condition and boasts a sticker "signed" by Tyler "Skadoodle" Latham, a member of esports team Cloud9. On Monday, Cloud9 won first place at ELeague Major: Boston, which marked the first time an American team took top honors at an event sponsored by Valve. Latham was also named MVP in the Major.

These factors further increased the value of the Dragon skin. It was originally listed on opskins.com for $35,000 and later sold for $61,052.63 after an un-named buyer and CS:GO skin seller Drone negotiated. For comparison's sake, PC Gamer says the most expensive CS:GO item from 2017 is a holographic iBuyPower sticker that on average sold for $4,500.

[Source: Polygon]



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/31/someone-actually-spent-over-60000-on-a-counterstrike-weapon-skin.aspx

Xbox One X Launch Grows Microsoft's Gaming Revenue

Microsoft revealed its earnings for the second quarter of its fiscal year 18 (which ended on December 31, 2017), with the company's gaming division in particular doing well.

Gaming revenue increased eight percent from the previous year, which was "driven" by the launch of the Xbox One X console in November according to Microsoft. Hardware revenue itself increased by 14 percent.

Xbox software and services went up four percent, with Live revenue growth and a decrease from software launches as compared to last year. 

[Source: Microsoft (1), (2)]



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/31/xbox-one-x-launch-grows-microsofts-gaming-revenue.aspx

Sick Stunts In Shadow Of The Colossus On PlayStation 4

Shadow of the Colossus is a beautiful and dramatic masterpiece about loss – which makes it the perfect playground to pull off some sick-ass stunts.

Join Benjamin Reeves, Suriel Vazquez, Leo Vader and I as we push Agro to his limits, ride birds and fish like there is no tomorrow, and prove that Wander is more than just a man with nothing to lose. He's a thrill seeker that laughs in the face of mortality.

(Please visit the site to view this media)

For an arguably more serious look at the merits of this remake of Shadow of the Colossus, head here to read our review. For more sick stunts from a trio of bad-ass dudes, head here to watch us ride Link's Breath of the Wild motorcycle around Hyrule.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/01/31/sick-stunts-in-shadow-of-the-colossus-on-playstation-4.aspx

The Virtual Life – Shadow Of The Colossus And The Joys Of Lonesome Roads

 

I was 17 when I started driving every other weekend from Charlotte to Atlanta. The purpose of those trips was to see a person I loved, but that’s neither here nor there. That’s not the story. The road is the story – nearly 250 miles of cracked asphalt cutting through dying towns and state lines.

My friends often expressed sympathy for me. “Oh, that trip sounds like it sucks,” they’d say. Or they’d apologize for having a party I couldn’t make because of these scheduled trips. My usual reply was probably something along the lines of, "Yeah, it's not the best," said in the key of it-is-what-it-is.

But the truth is maybe I didn’t mind it. Maybe, for an hour every other Thursday night, I’d pack a small bag of clothes and toiletries, agonizing over which novels I wanted to stuff in it. Maybe I spent hours prepping genre playlists for the three and a half hour trip, songs that would blare and thump me awake during the initial hours. Maybe I rose all those Fridays before the sun, poured some cheap but effective coffee into a cup, and hit the road in a hand-me-down Corolla with a grin on my face, knowing that the next four hours belonged to me alone.

The capital-T truth is that I loved it. I've spent a fair amount of time over the past few days thinking about that routine journey thanks to the remaster of Shadow of the Colossus.

Shadow of the Colossus is a classic PlayStation 2 game about a wanderer seeking out 16 giant stone monsters lumbering around a huge sprawl of land and slaying them one by one.

Wait. Scratch that. That’s a Wikipedia entry. We can do better.

Shadow of the Colossus is about going to desperate lengths for the person you love, putting everything on the line, and paying a high cost for something beyond yourself.

No, no no no no. That’s not right either.

Shadow of Colossus is a bold, interactive parable about the selfish motivations that exist beneath supposedly noble endeavors. The tainted and destructive underbelly of chivalry. A demonstration of what happens when we let romantic notions override our sense of duty and utilitarian good.

Nope. Not it either. Actually, all of these are valid interpretations. That’s part of Shadow of the Colossus’ enduring legacy: the cruelty of Wanderer’s actions, the somber music and sympathetic cinematography that houses each colossi’s death, and the bleak ending make this game a complex work to dissect.

For me though, when I think about Shadow of the Colossus, I don’t think about those particular qualities. Don’t get me wrong, the story progression is compelling and the majority of Colossi fights are breathtaking in their scale and fun to figure out (the eighth Colossus can be catapulted into the sun though). Precious few games marry traditional storytelling with interactivity this well, letting us experience fantastical fights from the likes of Greek epic poems while also putting a subversive twist on heroics. Years later, Shadow of the Colossus is still infuriatingly clever as an interactive story.

But I think of its spaces the most: the small, mundane adventures that occur between the fights with the epic colossi, on the wide plains and within the rocky corridor-like canyons. Trotting through all of these sacred yet unassuming places I can't help but think of the road.


For four hours, during every other weekend for three years, with nothing left to do but listen to music and stare out at an endless stretch of road, I’d pursue myself. The self that I wanted to be, that I thought I wanted to be.

I held court in my own delusions. I dreamed of being famous, of being validated by external sources. I wanted to be a seminal novelist, a visionary director, a brilliant satirist armed with a keen eye and arsenal of zingers. I traced out all the possible futures I could have and pondered them. I wrote entire (bad) novels in my head while driving in the early hours of the morning. For three years, I made these trips and contended with and educated myself about myself. I hatched plots. I dreamed of epic fiction you’ll never read (be thankful). I bobbed my head to Wu-Tang and St. Vincent. But most of all, I drove, my eyes scanning a starry skyline or cows chewing on grass on the sides of the interstate. Sometimes I’d switch the music off and just listen to the sounds encasing me.

The constant groan and whirl of an engine I never took care of as much I should have. The occasional siren of a police cruiser dashing past me to chase down some speedster. Tires kicking up gravel.

Gravel and dirt go flying as the horse Agro gallops across the bridge, rocks tumbling down into the ravine far below. The game’s camera pulls out to show how big the land is. Truth be told: the size of Shadow of the Colossus’ world isn’t that big. The map certainly doesn’t come close to matching Los Santos or Breath of the Wild’s version of Hyrule in acres.

However, Shadow of the Colosus weaponizes the size of The Forbidden Land against the player, with the camera constantly swinging around Wanderer and Agro to show you the depth of ravines, the multi-skyscraper height of peaks and mountains, and crumbling castles. The game actively attempts to make you feel like a trespassing ant in a world you don’t understand. There are also no side quests to speak of. Before the arrival of overstuffed open-world games, Shadow Of The Colossus opted for a minimalist game tucked inside an open-world wrapper. You can eat lizards to build up your stamina for colossus fights, but there are no villagers to save, no chores to perform.

Just you, the colossi, and the open road.

And good grief, what a road it is. Winding paths cutting through green mountains and deserts stretching as far as the eye can see. Every location in Shadow of the Colossus, despite its emptiness, feels like a real, lived-in place. Those mountains I mentioned earlier? There’s a crumbling temple entombed in them, showing signs of some kind of mysterious civilization that has long since vanished.

On paper, this isn’t exciting. So many open-world games have this environmental-storytelling-graveyard thing in effect, with you coming across a house filled with skeletons posed in an interesting fashion, surrounded by journals designed to give you an idea of what sort of violence happened here. However, Shadow of the Colossus chooses ambiguity and mystery over sating the player’s desire to know what happened here.

So many times during my latest playthrough, I chose to explore and get lost on the way to fights with the colossi. There was no material gain for this, no new piece of traditional gameplay content to explore from doing this. Just me, Agro, and the wind blowing as we explored a valley, the echo of hooves on the rocks throughout. I deliberately scaled hills to look out across green plains and ruined structures rather than immediately rush toward the colossi. For nothing more than the pleasure of looking and wondering what happened here.

No notifications bombarded me about the wear and tear of my equipment or how much EXP I gained from finding a new place or slivers of clues about some NPC who may be hiding somewhere out of sight, waiting to give me an ancient weapon that grants me a stats boost in battle.

To hell with all of that.

Shadow of the Colossus chooses the road over all of it. It chooses the experience. In that way, it is a pure game, untouchable by the crutches of cluttered open-world design, of signposts telling you This Is How You Should Feel About This Thing You Just Did. The "journey alone is more than enough" is the gambit that Shadow of the Colossus makes, the very foundation it rests on.

If only other games were as brave.

I haven’t thought about the road in a long time. It was one of those things I tried to push to the side of my mind when I started another chapter in my life in Minneapolis. I don’t drive anymore. Don’t need to. Instead, I walk to work most mornings. A 40-minute commute with music pumping through my headphones, thoughts still centered on what the future may hold, but also on the present. On how I can do the best things for myself and the people I love – even strangers too. It’s never been something I’m great at, but I’m hoping to map that particular path and travel down it in the years to come.

I do miss it all, though. Moving through the night like a shark's fin cutting through water. Having conversations with myself. Seeing beautiful vistas emerge as I take turns, watching the sunlight strike the clearing ahead of the forest I'm surrounded by. I even miss the terrible gas station coffee, bitter and with bits of grind floating at the top. Maybe I'll take a trip soon. They have beautiful mountains here, I think. Cabins too.

Oh. Right. Video games. You're here for that. Well, if you've indulged me this much, perhaps I can leave you with this:

Games have always been art to me. Not just because they can make compelling commentary on politics and existentialism, but also because they’re pathways into the self. They’re just as capable of carrying us down new and nostalgia-less avenues of self-critique and self-understanding as any other art form. They can also spur us to action and help us roll with the changes thanks to yearnings and reminders, of who were and who want to be, they leave with us.

With its constant sense of mystery and breathtaking design, Shadow of the Colossus stands tall not just as one of the boldest games ever made, but as an essential and moving piece of art that I think should be experienced by people who are wary of even touching a controller. Chances are you'll likely come away from it with a much different experience than I did. But I hope you do play it. And that you do like it. And that whatever you come away from it with, I hope it's positive. Whether it's a lasting memory you carry with you for the rest of your life or simply a couple of pleasant afternoons in front of a television that end with you going, "Well, that was nice."



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/01/31/the-virtual-life-shadow-of-the-colossus-and-the-joys-of-lonesome-roads.aspx

Steal A Look At Two New DualShock 4 Controllers

Usually some of the PlayStation 4's most appealing DualShock 4 variants are exclusive to certain retailers, such as the translucent variants later last year. However, the latest set of universally available controllers have quite a bit of class to them.

Coming this March for $64.99 each, PlayStation 4 owners will get the chance to nab a Midnight Blue or Steel Black DualShock 4. The latter is incredibly reminiscent to the version released with the Batman: Arkham Knight PlayStation 4 bundle, so for those who had an eye for its color scheme, this is the closest you'll likely get. You can check out some snazzy angles of the controllers below.

[Source: PlayStation Blog]

 

Our Take
Blue is my favorite color, so it's no wonder that I have every shade of it for my PlayStation 4 needs with the Uncharted 4 Grey Blue, Wave Blue, and Transparent Blue controllers. Looks like I'm going to have to go for the Midnight Blue DualShock 4 in March as well.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/31/steal-a-look-at-two-new-dualshock-4-controllers.aspx

New Hollow Knight DLC Gets Teaser Trailer

Team Cherry dropped a teaser trailer for an upcoming DLC pack called Gods & Glory. This free addition is scheduled to come out sometime in early 2018.

According to the YouTube page, Gods & Glory will include the following features:

  • A new character, the Godseeker, and quest to aid her in an unfulfilled duty
  • New boss fights that intertwine with the Godseeker's quest
  • A third game mode that has been requested for a long time
  • New music from composer Christopher Larkin
  • Glorify charms to be added to your charm collection

(Please visit the site to view this media)

With an early 2018 release, hopefully this last free DLC coincides with Hollow Knight's Switch port. Hollow Knight is currently available for PC, Mac and Linux.

[Source: Team Cherry] 



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/31/new-hollow-knight-dlc-gets-teaser-trailer.aspx

Onrush Swerves Onto The Scene With A Release Date

Despite solid showings with the Motorstorm series and Driveclub, United Kingdom-based Evolution Studios was closed down in early 2016 after Sony restructured its projects on the European front, but Codemasters wouldn't let that be the team's end after it took them into its fold. The reborn studio has since been hard at work on producing its next off-road, chaotic racing title Onrush since it was announced at Paris Games Week 2017. The team decided to lift the hood on more details.

Codemasters' social media manager Aaron Rook revealed that Onrush will not only be coming to the PlayStation 4 and Xbox One on June 5, but also PC at a later date. The consoles' enhanced versions, the PS4 Pro and Xbox One X, will be taken advantage of by the developer, too. If you're itching to hit the gas on this game, you can get a head start with a beta scheduled for May by pre-ordering the digital deluxe edition on PlayStation 4, which includes eight exclusive vehicle designs and another eight unique to the platform. More info on the Xbox One version will be revealed soon.

Multiple screenshots were published that were taken in the newly announced photo mode. Features like "shutter speed, zoom and focus distance" will likely have a lot of racers pausing over and over for the best shots of their flips, wrecks, and more.

You can currently pre-order a physical edition of Onrush on Amazon UK for £44.00 for PlayStation 4 or Xbox One, but any U.S. pre-order campaign is unknown at this time. The standard and deluxe versions are now available for pre-order on the PlayStation Network and Xbox Marketplace.

[Source: Codemasters]

 

Our Take
I haven't been taken by racing games for a long time because only the crazy, arcade-like variants appeal to me. So, amid a plethora of hyper-realistic racers, it's awesome to see one combine the crazy stunts of Rocket League with the insane speed and takedowns of Burnout. Onrush definitely has my interest moving forward.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/31/onrush-swerves-onto-the-scene-with-a-release-date.aspx

Knack & Rime Headline February's PlayStation Plus Free Titles

PS4 titles Knack (shown) and Rime headline February's free titles for PlayStation Plus members.

The other February titles include Spelunker HD and Mugen Souls Z for PS3, and Exiles End and Grand Kingdom for Vita. The later is also on PS4.

PS+ members get PS VR title Starblood Arena through March 6.

[Source: Official PlayStation Blog] 



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/31/knack-amp-rime-headline-february-39-s-playstation-plus-free-titles.aspx

Latest Dragon's Crown Pro Trailer Showcases Co-Op Chaos

Atlus is bringing Vanillaware's brawler Dragon's Crown to the PlayStation 4 this spring. The game features arcade-style action with support for up to four players. Curious about how it looks with a full party? You're in luck! A new trailer for the game highlights the co-op experience.

Your party can include up to four players, either locally, online, or in any combination. Regardless of how your party is composed, you can expect chaotic, screen-filling action.

(Please visit the site to view this media)



from www.GameInformer.com - The Feed http://www.gameinformer.com/games/dragons_crown_pro/b/playstation4/archive/2018/01/31/latest-dragons-crown-pro-trailer-showcases-co_2D00_op-chaos.aspx

Switch Surpasses Wii U's Lifetime Sales Mark

Nintendo has announced that after being on sale for less than a year, worldwide Switch console sales have surpassed those of the Wii U's entire lifecycle.

The company has sold 14.86 million Switch units worldwide since its release in March 2017 through the end of 2017, compared to 13.56 million units for the Wii U over more than four years.

On the software side, Nintendo is also proud of the fact that Super Mario Odyssey has sold over nine million copies, Mario Kart Deluxe over seven million, and The Legend of Zelda: Breath of the Wild at 6.7 million.

[Source: Nintendo (1), (2)] 



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/31/switch-surpasses-wii-u-s-lifetime-sales-mark.aspx

Science-Fiction Weekly – Solo, Avengers: Infinity War, Ant-Man And The Wasp

Solo: A Star Wars Story opens in theaters on May 25 – just 114 days from now – and we still haven't seen one second of footage from it. Leaked Lego sets provided a glimpse of what to expect, including a different design for the Millennium Falcon. Our first legitimate details come from AMC Theaters of all places. AMC reveals three planets that are in the film.

Fans who are familiar with Han Solo's expanded-universe backstory likely won't be surprised by any of these locations. The first is Corellia, Solo's homeworld. If this planet is designed in the same way it was in the Corellian Trilogy books (which are no longer canonical), it contains within an artificially created star system governed by the Empire. AMC goes as far to say, "certainly that's where Han's story will begin," and we'll likely see a young Solo trying to make ends meet as a podracer.

Next up is Mimban, swamp world first appearing in the 1978 novel Splinter of the Mind's Eye, which takes place between A New Hope and The Empire Strikes Back. Mimban is a swampy jungle world, not unlike Dagobah. The leaked Lego sets showed off Mimban stromtroopers, and it appears Solo will tango with them on this harsh planet. The book detailed Mimban as a place rich with Kiburr Crystals. AMC speculates we'll see the Empire mining them for the Death Star.

The final planet mentioned is Kessel, a location every Star Wars fan knows thanks to Solo bragging about the Falcon making the Kessel run in less than 12 parsecs. We'll likely see that moment play out in the film. Thanks to tweeted images from director Ron Howard, we also know we'll see Kessel's spice mines. If we witness Solo as a spice smuggler, we may get a look at Jabba the Hutt again. Here's hoping he looks more like his Return of the Jedi counterpart, and not the abomination that was in the special edition of A New Hope.

Fans of Marvel's film universe can also learn more about the forthcoming Avengers: Infinity War movie by reading about it. A new Avengers: Infinity War Prelude comic-book series released last Wednesday outlines the narrative path leading up to the film. The story shows off Iron Man's new armor, presents the location where some of the Avengers are heading, and hints at Bucky finding a cure for his Hydra brainwashing. There's a chance we won't see those last two beats in the movie. The Prelude comic is a two-parter with the next installment launching next month. Infinity War opens in theaters on May 4.

No one really knows what is happening to God Particle, the next installment in J. J. Abrams' Cloverfield movie series. The forthcoming film has been delayed numerous times, most recently from February 24 to April 20. The Hollywood Reporter is now saying God Particle may not hit movie theaters at all, and may head to Netflix instead. The story states Paramount is in discussions with Netflix to bring the film to the digital platform, which seems a little odd given just the success of both Cloverfield films at the box office.

Marvel is also giving us an early look at what comes after Infinity War in the first teaser trailer for Ant-Man and the Wasp, set for release in July. I loved the hell out of the first film, and the same lighthearted vibe is clearly conveyed in our first look at the sequel. It has more of a Honey, I Shrunk the Kids vibe to it, but it works, especially for the action we're seeing. Check out the trailer below:

(Please visit the site to view this media)



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/01/31/science-fiction-weekly-solo-avengers-infinity-war.aspx

Tuesday, 30 January 2018

BJ Blazkowicz Starts The Id Family Tree As The Great-Grandfather Of The Doom Marine

The co-founders of id Software, John Romero and Tom Hall, joked back and forth on Twitter today after confirming a bit of long-rumored piece of lore: Wolfenstein's BJ Blazkowicz is the grandfather of Commander Keen, and Keen himself the father of the Doom Marine, or DoomGuy.

The discussion started in December, when John Romero posted an innocuous tweet saying that BJ was based on Commander Keen, the star of the early 90s space-faring sidescrollers starring youngster Billy Blaze as he defends Earth from aliens. A fan caught that tweet and took the question to id co-founder Tom Hall asking if this lineage extends all the way to id's other favorite son, the Doom Marine.

Hall was fairly clear: "The lineage isn't a theory. Fact."

Romero and Hall then had a bit of back and forth over the revelation, establishing a backstory for the missing generation between William and his grandson. Hall explained that Keen's father was "an awesome, heroic...newscaster" who went by the stage name of Billy Blaze, explaining where the younger Keen got his new last name from.

So that explains it, id's heroes are actually just one big family that is really, really good at killing things.

 

Our Take
Billy Blaze shooter when



from www.GameInformer.com - The Feed https://www.gameinformer.com/b/news/archive/2018/01/30/bj-blazkowicz-starts-the-id-family-tree-as-the-great-grandfather-of-the-doom-marine.aspx

EA Misses Star Wars: Battlefield II Target, Plans To Reintroduce Microtransactions Soon

While Star Wars: Battlefront II, the embattled multiplayer first person shooter from DICE, sold a whopping nine million copies, it fell a million short of EA's conservative ten million estimate, and considerably below the three-month opening sales of the previous title. The game has also fallen short in terms of revenue, prompting EA to confirm that microtransactions will be returning to the game soon.

After hastily removing the ability to buy crystals, virtual currency for the lootbox-driven progression mechanic of the game, hours ahead of the game's launch, EA promised that they would bring them back once they figured out how to better make them fit into the multiplayer game. Today, EA explained that the microtransactions will be returning within the next few months.

Additionally, EA CEO Andrew Wilson was quick to clarify that the supposedly acrimonious row between the publisher and Disney was fictional and their relationship was no weaker for the controversy. “You shouldn’t believe everything you read in the press,” explained Wilson. “We have a tremendous relationship with Disney and we have built some amazing games together, and we have been very proactive with that relation in the service of our players.

“We’re at a point where, when we make the decision that we have the right model for players and our community, I have no doubt that we will get the support of Disney on that," he said when discussing reintroducing the microtransaction model back into Battlefront II.

EA has revised their forecast to expect Battlefront II's sales to hit ts original 10-11 million goal by the end of the fiscal year, or the start of April. This number still puts it behind the first game in the same time frame, which sold fourteen million by that point.

Star Wars: Battlefront II is available on PlayStation 4, Xbox One, and PC. EA stated last week that they are revamping the progression model in the coming months, a plan that likely includes the reinstatement of the payment model in its structure.

 

Our Take
You can't accuse them of being misleading about it, as they promised from day one that they would bring the model back eventually. It will be interesting to see if this makes up any of their revenue losses or if people are just done by that point.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/30/ea-misses-star-wars-battlefield-ii-target-plans-to-reintroduce-microtransactions-soon.aspx

EA Confirms New Battlefield This Year, Respawn's Star Wars Title By March 2020, Comments On Lootboxes As Gambling

In their quarterly earnings call today, Electronic Arts confirmed a new Battlefield title for this holiday season, and indicated that Respawn's Star Wars action game will release in the 2020 financial year.

Electronics Arts executives Andrew Wilson, Patrick Soderlund, and Blake Jorgensen announced that a new Battlefield game would release this year and praised the success of the Battlefield IP, especially as Battlefield One ended up becoming the biggest game in the series. No other details were provided, but Battlefield One was revealed by DICE ahead of E3, so presumably EA will do something similar again.

The game was announced partly as means to explain why Bioware's Anthem, originally announced for 2018, is now slipping to early 2019. Jorgensen insisted that they do not look at the new date as a delay and that pushing it back was only done for scheduling reasons, with Jorgensen explaining game has been hitting all its development milestones. "It doesn't make sense to release [Anthem] next to Battlefield," he stated.

A question was asked to the executive team about whether or not Battlefront II broke fan trust and if it could be repaired in two years for an inevitable Battlefront III, but Soderlund clarified that Battlefront III has not been announced. He said that he expects Respawn's Star Wars action game, which has not been shown yet, to be fiscal year 2020's Star Wars game. Fiscal year 2020 ends in March 2020, so if those predictions are accurate, a holiday 2019 release could be a good guess.

When asked about the impact of PlayerUnknown's Battlegrounds, EA president Andrew Wilson equivocated, and would not confirm similar long-running battle royale modes for Battlefield. "What PUBG has done is change the level of innovation that changes the way people play first-person shooting games,' Wilson said. "We've also seen it in Fortnite, so people are clearly interested in it. That doesn't mean just putting battle royale in Battlefield, though. Our Battlefield teams are looking at how they innovate, including core gameplay and map design."

Finally, the specter that has been hanging over EA since Battlefront II's release, lootboxes were eventually brought up. "We do not believe that lootboxes are a form of gambling, and a lot of countries agree with us," the executives reiterated after a question. "It's not just us, the entire industry and the ESA agree, and are helping to explain to people what those are. People are enjoying games all the time that some are misconstruing as lootboxes or gambling."

Battlefront II has sold nine million copies, though EA pointed out that this is weaker performance than Battlefield One.

 

Our Take
It is interesting that they consider 2018 a bad time to release a game next to Battlefield and not 2016, when Titanfall 2 infamously launched a week ahead of Battlefield One.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/30/ea-confirms-new-battlefield-this-year-respawn-39-s-star-wars-title-by-march-2020-comments-on-lootboxes-as-gambling.aspx

Gabe Newell Once Considered Joint Venture With Nintendo

The "what ifs" of the video game industry's trajectory are monumental to contemplate, such as if Nintendo had gone through developing a console with Sony or the recent rumor that Microsoft is considering buying out EA. One such rumor that's floated around or some time is whether Valve and Nintendo have ever considered working with each other. Apparently, they did.

Gabe Newell's son, Grey Newell, appeared on a live stream with Valve News Network's Tyler McVicker and was discussing if he had met any celebrities before. Regarding whether he had met Nintendo game designer Shigeru Miyamoto or the late Satoru Iwata, he casually mentioned how his father met with one of them (which is not clear) seven years ago:

 "My dad was meeting him about some joint thing...project. I think it was about the original Wii and it ended up not happening. But we stopped by in Japan [...] This was like probably seven years ago. It was super casual.”

You can watch the live stream below. This particular conversation starts at 2:22:17.

[Source: Valve News Network via Nintendo Everything]

Our Take
It's likely buried history at this point, but the prospects of what Newell discussed with Miyamoto or Iwata are fascinating. It's likely that they briefly considered Valve developing a title for the Wii, but what if that had led to more projects down the line? Considering the Nintendo Switch is built on technology outside Nintendo with an Nvidia processor, perhaps Valve could've played a part in the console's technical development. Ah, the possibilities are endless.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/30/gabe-newell-once-considered-joint-venture-with-nintendo.aspx

Update: EA Confirms Anthem Delay To 2019

Update: In an interview with the Wall Street Journal, EA has confirmed that Anthem is being delayed to 2019, though the company does not characterize it as a delay. Electronic Arts deny Kotaku's report that the reason for the delay has anything to do with development troubles. The original story is as follows:

Bioware's ambitious multiplayer co-op shooter Anthem is now set for 2019, according to a report from Kotaku.

The changed date comes in the midst of a deep dive report on the new game from the venerated studio. The article talks about the immense pressure the developers are under to properly deliver the game, which is apparently Bioware's most ambitious project in the studio's history.

The game started in pre-production when Mass Effect director Casey Hudson was heading the title before leaving in 2014, returning last year to lead the studio as a whole. 

You can find Anthem's gameplay reveal below. Anthem was announced at Microsoft's E3 2017 press conference with a presumed release date of spring 2018. It is scheduled for release on PlayStation 4, Xbox One, and PC.

(Please visit the site to view this media)

[Source: Kotaku]

 

Our Take
Hopefully the pressure on the studio is not too great, but it is good that they are taking as much time as they need. The studio does not need a reputation for rushed games to outlive their reputation for great ones.



from www.GameInformer.com - The Feed https://www.gameinformer.com/b/news/archive/2018/01/30/report-biowares-anthem-set-for-2019.aspx

Nintendo To Cut Off Addition Of Wii Shop Points

Nintendo have announced that soon people will be unable to add Wii Points, the currency used to buy games from the Wii Shop Channel, to their accounts.

Beginning at 1 p.m. PT on March 26, Wii Points cannot be added via credit card or a Wii Points card. The points will be disabled to prepare for the Wii Shop's closure on January 30, 2019.

Other than Arcade Archives and some Neo Geo titles, the Switch currently has no Virtual Console or ways to download older Nintendo titles. The Wii U, 3DS, and Wii are the only  platforms in which retro Nintendo games can be digitally purchased. The Wii Shop Channel in particular is the only way to download over 220 games, according to redditor Mechageo. Those titles include Chrono Trigger, Earthworm Jim 1 and 2, the first three Final Fantasy games, and Super Smash Bros.

[Source: Nintendo]


Our Take
It makes perfect sense that Nintendo is moving on from a 12-year-old console's service, but it's also tragic since the only way to legally download more than 200 games, a few of which are staples in video game history, is on the Wii. I'm certainly no expert on how the technology works, but it's also strange they are cutting off additional Wii Points nine months before the Wii Shop shuts its virtual doors forever. It's not like their central profits are coming from the Wii at this point, but that's still nine months Nintendo could use to get some last-time purchases.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/30/nintendo-to-cut-off-addition-of-wii-shop-points.aspx

UFC 3 Review – From Contender To Champion

When EA Sports signed its deal with the UFC in 2012, the publisher had an uphill battle. The previous UFC series by Yuke's set a high bar that EA initially struggled to meet. With UFC 3, EA Sports refines and sharpens the entire package, finally earning its place as the champ of mixed-martial-arts video games.

No game captures the calculated-yet-violent spirit of mixed martial arts better than UFC 3. The rush of entering the Octagon with the sole purpose of topping your opponent is well represented through both gameplay and presentation. The UFC brings multiple martial-arts disciplines into each fight, and you must always be on guard against both ruthless knockouts and technical submissions. Fights often turn into breathless affairs, keeping you on the edge of your seat. Just because you're winning the fight doesn't mean a single well-placed uppercut or takedown won't turn the tide in your opponent's favor.

UFC 3's striking controls are the best the series has ever seen. From the base knowledge of each face-button corresponding to a limb to the more advanced strikes using shoulder buttons as modifiers to your basic attacks, the stand-up game in UFC 3 is intuitive and accessible while maintaining depth. New vulnerability windows leave you open to damage when you attack to make striking a more careful art. This, when combined with the finely tuned stamina bar, successfully balances out the number of fighters who come out swinging for the fences, as getting caught with a head kick in the middle of throwing a haymaker puts them in a precarious situation.

Animations have been rebuilt from the ground up for UFC 3, making for seamless transitions between moves. In addition, there are few awkward strikes and glitches during gameplay, and fighters look and move much more like their real-world counterparts. Each fighter's stance, pre-fight routine, and post-fight celebrations looks authentic to how they behave in real-life.

With how great and authentic UFC 3 typically looks and feels, I'm disappointed by how often the commentary fails to keep pace. Play-by-play analyst Jon Anik does a great job in his debut effort, but longtime color commentator Joe Rogan adds little in way of new voiceover, a noticeable detriment in sequences where Anik and Rogan are going back and forth. In addition, the commentary sometimes lacks contextual awareness, with incorrect calls or set ups that give the incorrect storyline of fights.

(Please visit the site to view this media)

UFC 3's overhauled career mode is a huge success. The new GOAT Career mode peppers in multiple short-term goals to keep you engaged at every turn. I enjoy watching my fighter climb the ranks on his way to his first title shot, but the satisfaction of completing smaller goals every few fights on my way to a better contract is much more exciting. I also love how each contract gives me a new rival to trash-talk throughout my contract before facing off against them. UFC's licensed shows help tell the story of your fighter each step of the way, making each milestone even more satisfying.

Earning the title is still one of the ultimate goals, but to become the greatest of all time, you need to perform well inside and outside of the Octagon. I love the balancing act between training and promoting during the lead up to a fight. Do you want to boost your fight's hype by talking trash to your opponent on social media, or do you want to learn a new submission that might come in handy during that fight? I often struggled with the answer to that question, and because of that, I looked forward to each training camp as much as the fights themselves.

In addition to career, players can engage in several diversions, both returning and debut. Popular one-off exhibitions like Knockout mode return (with Snoop Dogg delivering humorous commentary), while the new Tournaments feature allows you to pit 8 or 16 fighters against each other in a bracket-style tournament with custom rules. I'm glad Live Events are back, as I enjoy following along with real-world cards and putting in my picks for who I think will win.

Online, you can play in ranked championship in pursuit of a belt, or unranked quick-matches, resulting in a basic-yet-enjoyable suite. Online play is mostly smooth and absent of lag, but I'm annoyed you still can't skip the long-winded pre-fight and mid-round presentations unless both players agree to.

Ultimate Team also introduces many new features. As you fight through opponents online and offline, you earn in-game currency, which can be used to purchase packs. Each pack you open features fighters, moves, and consumable boosters that can be applied to different slots of each fighter on your starting lineup. Items can also boost your chemistry rating if you apply them to the correct weight class, fighter type, and slot (for example, punches to the arm category). Which each added move and consumable boost, your fighter becomes more competitive, which helps whether you're jumping into online matchmaking or staying offline.

With items carrying different tiers of effectiveness, and better packs costing more in-game currency, it opens the mode up to tempt you with microtransactions. However, without paying any real money, I still fell into the addictive loop of earning coins through completing in fights and opening packs to improve my fighter. Opening a pack to reveal your favorite fighter, or the move you've been moving from one of your starters' arsenal is a thrill. I love that the online portion of Ultimate Team has been complemented by a fully featured offline mode for those who don't want to throw down in the fiery gauntlet of online competition or worry about players who have paid money to acquire the best items.

By building on its already strong foundation and adding meaningful new gameplay and modes, UFC 3 delivers a terrific MMA experience from top to bottom. Whether you want to play against a friend in a single bout or develop a fighter from local favorite to greatest all time, UFC 3 allows you to live out the fantasy of stepping into the Octagon like never before.

Note: The online portion of this game was evaluated using EA Access servers prior to official launch.



from www.GameInformer.com - The Feed http://www.gameinformer.com/games/ufc_3/b/xboxone/archive/2018/01/30/ea-sports-ufc-3-game-informer-review.aspx

New Rockstar Humble Bundle Donates To Rainforest Alliance

Rockstar and Humble Bundle have teamed up to bring a great gaming deal and help save the planet at the same time. For every purchase made on this bundle, Rockstar is donating 100% of its proceeds to the Rainforest Alliance, an organization that aims to educate people in more sustainable practices and spread those benefits to forests, communities, and wildlife around the world.

Here is what each level of donation will net you:

  • Donate $1 or more to get Grand Theft Auto III, Grand Theft Auto: Vice City, Max Payne, and Manhunt
  • Donate more than the average donation (currently at $8.58) will also unlock Bully: Scholarship Edition, Grand Theft Auto: San Andreas, L.A. Noire, and Max Payne 2: The Fall of Max Payne
  • Donate $15 or more to also get Grand Theft Auto IV with all DLC, Max Payne 3 with all DLC, and all of L.A. Noire's DLC

To get in on this humble bundle before it ends on February 12, head here. To learn more about the Rainforest Allliance, check out their website.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/30/new-rockstar-humble-bundle-donates-to-rainforest-alliance.aspx

Sega Denies Rumors Of New Sonic Racing

Due to a leaked presentation from UK-based developer Sumo Digital that vaguely referred to in-development projects, rumors have been swirling that a new Sonic & All-Stars Racing game is in the works. Sega's social media and PR face, Aaron Webber, has come out to deny the project exists.

"Hi guys – saw rumors floating today about another SART game," Webber wrote on Twitter today. "Just wanted to confirm it’s not a thing!"

The last Sonic All-Stars Racing game was released in 2012 for Xbox 360, PS3, and PC, with Wii U and 3DS versions following after. It is widely considered a rival to the Mario Kart series in terms of quality, with many fans preferring it to Nintendo's racing juggernaut.

 

Our Take
The wording is suspicious, as the leaked presentation never referred to the kart racing game as Sonic & All-Stars Racing Transformed specifically, just a new kart racing title which people assumed would be in the same series. I wonder if claiming there is no SART game is very intentional wording or not, especially since the "Transformed" moniker was only added for the sequel.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/30/sega-denies-rumors-of-new-sonic-racing.aspx

Overwatch PTR Changes Go Live, Mercy and Junkrat Get Nerfed

Mercy's Resurrect ultimate used to be an incredible factor in the difference between victory and defeat, which led to her reworked ultimate Valkyrie. While being able to revive players at a slower rate, her temporarily increased damage, mobility, and healing have compensated for this weakness. The latest changes to her abilities have been tested on Overwatch's test servers for the past several weeks and have gone live today without any alterations.

As a minor recap, the changes further nullify her resurrect ability by allowing it to take longer to perform in Valkyrie mode. She will no longer receive bonus charges for resurrect and can move not only half of her original Valkyrie speed, but also has five seconds less to utilize it. In addition, Junkrat's newfound ability to throw out two concussion mines has given him a significant buff, so players will now need to be more accurate since their effective range has been reduced.

And even though Blizzard tossed in plentiful goodies with its big cosmetic update, there are some fresh sprays and icons, Torbjorn voice lines, and Tracer emotes themed after Warcraft. However, you'll only be able to access them if you pre-order the upcoming expansion Battle for Azeroth via the collector's edition or digital deluxe edition.

[Source: Blizzard]

 

Our Take
"Must-picks" are when Overwatch players know the meta is out of sorts. This has been a long-time issue with Mercy, as I've especially noticed recently since one of my friends (who mains healers) has felt pressured to play her at all times due to her overpowered abilities. Other healers simply aren't as effective in comparison, but this patch holds much promise to bring her down (maybe too much?) so other heroes in her class are more viable. I also can't tell you how scary it's been to be around Junkrat as of late, so the little adjustment to his concussion mines is much appreciated. It will certainly be interesting to see how this will impact the meta.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/30/overwatch-ptr-changes-go-public-mercy-and-junkrat-get-nerfed.aspx

Wolfenstein II's Second DLC Is A Disappointment

Wolfenstein II's Freedom Chronicles opened strong with its first episode: The Adventures Of Gunslinger Joe. Gunslinger Joe not only combined Wolfenstein's wackier inclinations by embracing camp and gore, but also made Joe himself a compelling character within a short amount of time, showing explicit examples of the Nazis' cruelty to black men and women in Wolfenstein's universe and how Joe rises against it. The levels were also well-designed, with great combat encounters and pacing. I was excited to see where the Freedom Chronicles after finishing Gungslinger.

Unfortunately, the second DLC Diaries Of Silent Death fails on pretty much every count to live up to the promise of the first. Here's why:

The Story And Protagonist Are Dull And Cliched
Jessica Valiant, a one-eyed former OSS agent seeking to avenge her husband's death at the hand of Nazis, is a great character on paper. Fierce, deadly, and witty. The first two are true, but Valiant's monologues are mostly about drinking and trying to fill the hole in her heart left by her husband's death...by stabbing Nazis. Diaries Of Silent Death throws Wolfenstein's sober storytelling to the side to focus on wacky shenanigans, which would be fine if the writing was strong enough to support it, but Diaries Of Silent Death is weak in that regard.

The Stealth Is Bad
Wolfenstein II's campaign shines with its gameplay flexibility, letting you choose to play stealthily or go guns blazing. The Freedom Chronicles sections off gameplay options, though. Joe had to play as a bruiser, capable of tackling Nazis into red mists and hurling cans at fatal speeds, which were fun. The stealth gameplay of Wolfenstein II is strong enough on its own, but the poor level design of Diaries Of Silent Death make it a chore. The last level in particular is frustrating, with precious few infiltration points (like vents), and tiny areas crowded with massive enemies capable of taking out Valiant with a few shots. The campaign is just consistently frustrating rather than fun.

(Please visit the site to view this media)

The Levels Are Uninteresting
Diaries Of Silent Death goes to Hollywood. That journey should be exciting but instead, it's a brief jaunt that isn't fun at all. The other levels are also the sort of military compound infiltrations we've come to expect from the series, except these are all drab and dull.

The Playtime Is Pitifully Short
It took me an hour and ten minutes to blow through Diaries Of Silent Death. As one of the most ardent Wolfenstein fanatics out there, it's easily the most lackluster time I've spent with a Wolfenstein game.

For more on Wolfenstein, check out our feature on the history of the series here.



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Nolan Bushnell, Tim Schafer, And Rami Ismail To Be Honored At GDC Awards In March

The Game Developers Choice Awards in March will be honoring three prominent industry veterans with awards being given to Nolan Bushnell, Tim Schafer, and Rami Ismail.

The three are being recognized with different awards focusing on their contributions to the video game industry. Rami Ismail, co-founder of Vlambeer and independent game developer, is being honored with the Ambassador Award. This award is for individuals "who are helping video games advance to a better place through advocacy or action."

Nolan Bushnell has long been at the forefront of every video game history book, and as such is receiving the Pioneer Award from the GCDAs in recognition of his breakthroughs in business. Bushnell is best known in the industry for co-founding Atari and, well, pioneering the video game market as we know it.

Tim Schafer, the founder, president, and creative director of Double Fine Productions, is receiving the Lifetime Achievement award for his three decades in game development. Schafer started at Lucasarts, bringing to life beloved games Day of the Tentacle, Full Throttle, and Grim Fandango before founding Double Fine and creating games like Psychonauts and Broken Age.

The Game Developers Choice Awards will take place in San Francisco on March 21.

 

Our Take
All three recipients are well-deserving of their awards and it is always interesting to see who the games industry recognizes for their contributions.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/30/nolan-bushnell-tim-schafer-and-rami-ismail-to-be-honored-at-gdc-awards-in-march.aspx

Iron Banner Returns Starting Today In Destiny 2

After undergoing maintenance for the last couple of days, Destiny 2 has welcomed back the Iron Banner event for the first time in its second season. The competitive playlist features the Control playlist, which tasks players with holding down up to three map positions to increase point totals for kills. Iron Banner will be running until next week's reset on Tuesday, February 6.

Along with Iron Banner, Destiny 2's most recent update also brought a few changes to the game, including weaponry to buy from Lord Saladin himself and the addition of masterwork armor.

For more on the update, check out Bungie's latest patch notes.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/30/iron-banner-returns-starting-today-in-destiny-2.aspx

Submit Your Question For Our God Of War Podcast

All month long we've been talking about the upcoming God of War on the PlayStation 4, to coincide with our cover story. Now it's your turn to ask questions. In an upcoming episode of The Game Informer Show podcast, we'll be speaking with God of War's creative director Cory Balrog and asking him questions from the community. What do you want to know about the game's latest trailer, the game's development, or Kratos' journey? Please leave your question in the comments section below and you might hear it answered during the interview.

Subscribe to The Game Informer Show podcast by clicking here and get ready for the bonus episode airing this Friday.

Click on the banner below for more exclusive features on God of War.



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Master Chief Skins Appear In Minecraft Switch

A host of Microsoft-exclusive characters are appearing, or in one case returning, to Nintendo consoles for the first time in a Minecraft update today.

A new skin pack for Minecraft allows players to take on the appearance, blocky though they may be, of characters from Halo, Banjo-Kazooie, and Gears of War in the Switch and Wii U versions of the game. While this obviously isn't the first time Banjo has been on a Nintendo system, I believe it does mark the first appearance for Master Chief and the coalition gang.

This is part of an effort on Microsoft's part to prep the unification of Minecraft servers cross all compatible platforms. Sony has refused to participate in Minecraft crossplay, so the Microsoft mascots appearing on Switch is the first time they've crossed the console barrier. 

The skin pack is available for purchase on all cross-platform versions today, though it has been available on Xbox for ages.

 

Our Take
This is interesting, because I cannot imagine this mascot exchange works in reverse with Mario packs being available on Xbox One. Who knows, though, maybe that's part of the cross-platform deal. We'll have to wait and see.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/30/master-chief-skins-appear-in-minecraft-switch.aspx

Project Octopath Traveler Demo Downloaded A Million Times, Square Enix Shares Updates

The demo for Project Octopath Traveler, an exclusive RPG for Switch that blends HD visuals with pixel art, has been downloaded over 1 million times.

The main purpose of the demo, which released on September 13, 2017, was to receive player feedback on the game through a survey. Nintendo released a video today in which developer Square Enix gives a sneak peek at how the 45,550 responses from the demo have helped shape the final product.

  • Instead of holding the B button to run, characters now automatically run when the control stick is pushed all the way in a direction. Pressing B now makes the player sprint. However, enemy encounter rates increase the faster you run. Fast travel, which is not in the demo, has been added.
  • General visibility, especially in dungeons, is being refined. Changes include traversable areas standing out more, floor and wall color adjustment, and added landmarks. A radar, which Square says couldn't be added to the demo in time, will help players see entrances, exits, and designated areas. Players can also adjust brightness and the level of "HD-2D" filters.
  • Ten save slots, one of which is for autosaves, will be available in the final game. Players are now less likely to accidentally overwrite a save. Help text size has increased, as well as general improvements to the user.
  • Event scenes can be skipped. If you enjoy an event scene, a replay feature allows players to rewatch them. The default text speed has increased but can be adjusted.
  • With gameplay difficulty, Square says they are refining the balance so battles can "provide a good challenge, without being overly frustrating."

(Please visit the site to view this media)

Project Octopath Traveler is slated to release this year. Watch us play the demo here.

[Source: Nintendo on Twitter]

 

Our Take
Knowing player feedback truly is playing a part in the development of a game is important. This video provides a nice, brief insight into how player feedback is molding Octopath as a final product, which is looking better each time its shown.



from www.GameInformer.com - The Feed https://www.gameinformer.com/b/news/archive/2018/01/30/project-octopath-traveler-demo-downloaded-a-million-times-shares-updates.aspx

First Official Trailer For Marvel's Ant-Man And The Wasp

Marvel Studios has released the first trailer for Ant-Man and the Wasp, delivering a bite-size taste of the Marvel Cinematic Universe's next superhero duo.

Along with the return of Paul Rudd as Scott Lang/Ant-Man and Michael Douglas as Hank Pym, the trailer shines a light on Evageline Lilly's Hope van Dyne/The Wasp and her specific tech, gives a glimpse at the movie's villain, Ghost, and showcases some cool moments like transporting a travel-size headquarters and attacking with a giant Pez dispenser. 

(Please visit the site to view this media)

Other than teasing costumes and set pieces, this is the first concrete footage of the movie since it was first announced back in October 2015. This will be the first MCU movie to hit theaters after Avengers: Infinity War releases on May 6, so it's unknown at this time what impact the events of Marvel's mashup will have on the Ant-Man story.

Ant-Man and the Wasp is scheduled to release on July 6.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/30/first-official-trailer-for-marvels-ant-man-and-the-wasp.aspx

Watch Our Sea Of Thieves Crew Meet Its End At World's End

When you approach the edge of the world in Sea of Thieves, the skies turn dark, the water runs red, and your ship springs more holes than an aerated lawn. You won't last long in these rough waters, but Jeff Cork, Kyle Hilliard, Jeff Marchiafava, and Ben Reeves stock up on supplies and head out beyond the edge of the map to test their sea legs.

(Please visit the site to view this media)

Sea of Thieves is coming to Xbox One and PC on March 20. For more Sea of Thieves shenanigans, head here to watch us complete a mission (while Ben Reeves pulls off an elaborate prank), or read our feature about Rare's development of the game.



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Kiryu Assembles His Dream Team In Yakuza 6 Clan-Creator Video

Kazuma Kiryu brings people together, whether it's helping random couples with their love troubles, smoothing out relationships between criminals, or giving Yakuza players a common appreciation for the long-running series. Yakuza 6 gives the hero a new way to unite people, with the introduction of a clan-creator minigame. Think of it as a slightly more violent version of the series' hostess clubs. OK, it's a lot more violent.

Kiryu will be able to recruit a variety of different foot soldiers for his clan, which can be leveled up through battles. Those battles are fairly ambitious affairs, featuring dueling teams of up to a dozen combatants each. Players assume the role of battle tactician, giving commands to Kiryu's men and helping them take on enemies – including the Six Lunatics. You can see the lunatics and more in the video below.

(Please visit the site to view this media)

Yakuza 6: The Song of Life is coming to North American PlayStation 4s on March 20.



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New Xbox One PUBG Patch Makes Vehicles More Vulnerable

Fresh off of its announcement of over four million players on Xbox One, PUBG Corporation has released a new patch for the preview game that primarily addresses vehicle damage.

Here are the details for the update from PUBG Corporation:

Gameplay

  • We've listened to your feedback and further modified the damage players can inflict on vehicles, increasing areas of vulnerability. This includes:
    • Increased damage to the vehicle body, and significant damage to the wheels when targeted with gunfire
    • Increased vehicle damage when successfully targeted with a grenade
    • Both driver and passenger will suffer increased injuries from crashing into objects or other vehicles (Dacia, UAZ, and Buggy)
    • Slight reduction to player damage when being struck by a vehicle

Optimization

  • Continued optimization to controller input lag
  • Visual quality of reticle is improved for Xbox One (Red Dot, Holographic, and 2x Sight)

Bug fixes

  • Resolved issue where inventory may highlight the wrong column when looting
  • The sensitivity setting for 4x Scope is now also applied to the permanent scope on the VSS
  • Auto-run (double-clicking the left stick) is disabled when aiming down sights
  • Players can now use the D-Pad while in the map view without switching melee, pistol, or throwing weapons
  • Removing the marker from the map when pressing (Y) will no longer switch primary/secondary weapons
  • Fixed issue where the crosshair is not correctly displayed after players reconnect to a game session

[Source: PUBG Corporation] 



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/30/new-xbox-one-pubg-patch-makes-vehicles-more-vulnerable.aspx

Shadow Of The Colossus Review – On The Shoulders Of Giants



I don’t think I am being hyperbolic when I call Shadow of the Colossus a masterpiece. Even among Fumito Ueda’s small-but-impressive collection of games, Shadow of the Colossus stands out as my favorite. I know I’m not alone in that, which is why remaking Shadow of the Colossus is a tall and dangerous order. Thankfully, developer Bluepoint was up to the task. While it does not improve on the original game (or the HD remaster from 2011) in every way, this version of Shadow of the Colossus is absolutely worth seeking out for both fans and newcomers.

The biggest and most notable overhaul to the game are the visuals. Remakes are often complimented for allowing you see dated games as you remember them as opposed to how they really looked, but Shadow of the Colossus goes well beyond that sentiment. You can see individual blades of grass as you ride with Agro, and the portals to the sky that appear above defeated colossi take on a new beauty. With so much to look at, the added detail leads to fewer moments of boredom as you travel. It adds more weight to the moments between colossi, and made me more eager to explore.

The new environmental details are impressive, but the colossi are astounding. The beard on the sixth colossus looks better than it ever has. The eyes on colossus number 10, who chases you underneath the sand, have a humanity I’ve never seen before. The fur in particular, on all the colossi, is especially realistic. Even the new details impress, like a wave that accompanies the bird colossus you fight on the lake as it speeds toward you. Along with looking great, the wave gives the beast more implied weight, and even gives you a better cue for when to jump. The impact of meeting each colossus has never been lost on me, even after -multiple playthroughs, and it has only been elevated for this remake. I gasped at near-falls, and my heart raced as I leapt from Agro’s back onto the flying dessert colossus just as it did in the past.

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For all the visual steps forward, one element falls short. Mono and Agro look great, and even Lord Emon (who had the least amount of detail of any human character in the original) has a new impressive wizened look – but Wander’s face looks bad. Something was lost in translation on the way to PlayStation 4, and Wander looks like he has been recast by a younger actor with softer features. Newcomers may not be bothered by his new appearance, but I couldn’t get over the fact that he simply never looked right.

A number of other changes are small, but still improve the experience. The original control scheme was atypical, to be polite, and the new default control scheme is more in line with contemporary button layouts (X to jump, circle to roll). Your items are now quick-select on the d-pad, making it easier to quickly change from sword to bow. Changes to the stamina bar also make its upgrade progress clearer, and it uses less screen space while still offering the necessary information. You also get a detailed list of stats you can refer to anytime, tracking things like distance traveled, time riding fish and hawks, Agro stunts, and your fastest times for defeating colossi. I love stat-tracking, so I definitely appreciate their inclusion.

The option to play a mirrored version of the game after you beat it is one of the few true additions, and it’s an inoffensive unlock that doesn’t change the game in a substantial way. While the lack of more significant content additions might be disappointing for some, I appreciate how true this remake remains to the original I adore. Bluepoint strikes a good balance, making welcome changes that leave the core experience intact.

The original Shadow of the Colossus is easily one of my favorite games. It was among the first that made me want to violently point at the screen and yell, “Look! Video games are art!” at anyone within earshot. Bluepoint’s remake feels different in some respects, but is exactly like Shadow of the Colossus in the important ways. Scaling beasts feels appropriately epic, and the few story moments that exist still tell a heart-wrenching tale of sacrifice in the face of impossible odds.

The PS4 Pro Edge
A few advantages exist if you’re playing Shadow of the Colossus on a PS4 Pro. Outside of the expected additional 4K display options, you can also choose to play the game in Performance mode. As the name implies, this mode prioritizes performance, boosting the framerate to 60 FPS. The other mode, Cinematic, lowers the frame rate to 30 FPS, but displays the game in 4K. On a standard PS4, the game plays in 30 FPS. Performance mode was my preferred way to play. The higher frame-
rate makes the game lose some of its filmic qualities, but it plays and feels better as a result.


from www.GameInformer.com - The Feed http://www.gameinformer.com/games/shadow_of_the_colossus/b/playstation4/archive/2018/01/30/game-informer-shadow-of-the-colossus-ps4-review.aspx

Monday, 29 January 2018

Capcom Might Let Monster Hunter Players Redesign Their Characters If There Is Fan Demand

Now that Monster Hunter World is out and seemingly quite successful, millions of players have gone through the character creator and made their own hunter. Capcom, however, is thinking about whether people should be able to remake those designs after they've started the game.

There has been a rash of players who have created their hunters only to be surprised at the result in the game. When Game Watch Impress brought this up to producer Ryozo Tsujimoto, it seems like the idea was not one he had considered.

"You can’t redo it, but when making a character you can check their expressions, so you might want to do that first while making a character," Tsujimoto said in an interview translated by Gematsu. "However, if there’s enough demand for it then I’ll put it under consideration."

Since the game's release on Friday, some Japanese players have been complaining online that they have spent significant time in the character creator but the actual facial animations and lighting in the game are not well represented in the character creator itself.

Monster Hunter World is available on PlayStation 4 and Xbox One, with a PC version planned for Autumn of this year. You can read our review of the game here, where Dan Tack calls World "the best game in the series."

[Source: Game Watch Impress via Gematsu]

 

Our Take
I usually just keep my helmet on, but yeah, the faces can look really weird when animated. Players should be able to change their character design or sex whenever they want to, so it's strange that the game lacked these things in the first place. Hopefully they hear demand and either patch it in or add it in an inevitable update.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/01/29/capcom-might-let-monster-hunter-players-redesign-their-characters-if-there-is-fan-demand.aspx

Sega Joins Forces With Heavy Rain Lead Designer On New Narrative Game

Sega announced today that they have entered into a publishing deal with London-based Interior Night, a new studio founded by former Quantic Dream lead designer Caroline Marchal.

The studio which has a mission statement of delivering narrative-driven games for mature audiences, is not discussing the new IP yet, nor is Sega. Marchal's experience on Heavy Rain and Beyond: Two Souls combined with the studio's stated intention makes it fairly easy to guess what the game will end up being.

Interior Night is made up of former staff from Quantic Dream, Sony, and Slightly Mad Studios, the developer behind Project Cars. Quantic Dream itself has recently been facing criticism after reports alleging harassment and a toxic work environment at the studio.

Sega has not given a target date or platforms for this new game, so it is likely to be some time off.

 

Our Take
It will be interesting to see what ex-Quantic Dream staff can do. It's also good to see Sega supporting new studios and taking a chance on seeing what different visions they have to offer.



from www.GameInformer.com - The Feed https://www.gameinformer.com/b/news/archive/2018/01/29/sega-joins-forces-with-heavy-rain-lead-designer-on-new-narrative-game.aspx