Wednesday 28 February 2018

Facebook Launches Women In Gaming Initiative

Facebook has launched an initiative with the explicit goal of getting more women involved in video game development.

The social media giant wants to encourage women in the field by leveraging community connections and shining the spotlight on success stories. The company seeks to address the fact that women, and especially women of color, are underrepresented in the games industry and wants to support women interested in breaking into the field.

Part of this initiative is a series of videos from women creators in the industry using the #SheTalksGames hashtag. So far, twenty videos have been released, with an intention to release one hundred within the month. The video series interview women in various roles in the gaming industry, including executives, human resources, art, programming, design, and more

Facebook is also partnering with other organizations such as Women in Games and the European Women in Games conference to help women in the industry at video game conferences and events by providing travel and accommodation support, as well as providing resources for talks and research.

[Source: Gamasutra]

 

Our Take
I am glad that Facebook is taking on this initiative and it is a positive use of social media. While there are a lot of people who are going to pretend to sound pseudo-intellectual by parroting "Well just hire the best person for the job!" it probably helps to have multiple options for the best person for the job by encouraging all types and kinds of people to pursue their interests. Letting established biases based on whatever dictate an entire industry is, at best, asinine.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/02/28/facebook-launches-women-in-gaming-initiative.aspx

Final Fantasy XV Director Asking Fans If They Want A Happy Or Sad Ending

Despite Final Fantasy XV having come out in 2015, director Hajime Tabata still has grand plans, and is asking fans what kind of ending they want for the story.

At a fan greeting today, Tabata asked fans if they want a happy ending or the opposite, a super bad ending. Some of the people in attendance reported back Tabata's question on social media with fans wondering what Tabata's question really implied. Thanks to ResetEra for the translation.

While Tabata did not clarify what direction he has decided to go in, he did indicate the feedback has helped him make a decision. Tabata also didn't clarify what exactly this means – was he talking about making a new ending to the main campaign of the game that released over two years ago now? Or an ultimate ending to all the game's DLC, of which there's now four additional episodes planned? Or maybe a broader end to the Final Fantasy XV story like how Final Fantasy XIII spread its story across three games?

Final Fantasy XV is re-releasing with a Royal Edition, which contains season one of DLC and all the patches and improvements to the game, next week on March 6. The Royal Edition can either be a separate purchase or a $20 upgrade from the base game on PlayStation 4 and Xbox One, and is roughly the same as the Windows Version releasing on the same date, though that includes different costumes depending on where you pre-order it. For example, Square-Enix announced today that pre-ordering on Origin nets your characters costumes from The Sims.

 

Our Take
I remain confused at when is a good time to finish Final Fantasy XV, but it seems like the answer is increasingly just waiting until Final Fantasy XVI is out.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/02/28/final-fantasy-xv-director-asking-fans-if-they-want-a-happy-or-sad-ending.aspx

Nicolas Cage Stars In Oculus VR Humanity Bureau Video Series

In a move that's surprising as it is unnecessary, Nicolas Cage is starring in a seven-episode VR video series set in the world of the upcoming The Humanity Bureau.

For those not in the know, The Humanity Bureau is a film in which people who can't pull their weight in society are exiled to a place called New Eden, and it also stars Cage and Sarah Lind. To hype up the movie, developer and publisher One Touch Distribution has released a video series, available on Oculus VR, which according to the description on the Oculus Store, "is a custom themed multi format movie experience app."

The app includes "The Humanity Bureau VR cinematic experience in 7 episodes, bonus material from behind the scenes and making of, the feature film movie trailers, Standard 2D, Barco Escape formats." And on Earth Day (April 22), users will receive the upcoming movie (which releases April 6).  The three-screen Barco Escape version, specifically, promises to "revolutionize the future of cinema," which we doubt.

If you're interested in check out the future of cinema, you can download The Humanity Bureau VR here.

 

Our Take
Huh.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/02/28/nicolas-cage-stars-in-oculus-vr-humanity-bureau-video-series.aspx

Tony Hawk Confirms He Has Parted Ways With Activision

Not that it wasn't already fairly obvious as a consequence of the last few years of Tony Hawk games, but Activision and the professional skater no longer have anything to do with each other on a personal level, Hawk confirmed on Twitter.

Hawk made the comment after numerous messages to him from fans asking for remasters of Tony Hawk to complaining at him about the quality of the games. The professional skater, and professional brand name, replied that he's no longer in a position to do anything about the games anymore.

"To anyone asking me to 'remaster" old games, or complaining about THPS servers being down: Activision owns the THPS license but I am no longer working with them," Hawk wrote on Twitter. "If I had the skills / authority to reboot servers or code games for newer systems on my own, I would be happy to..."

Activision's tumultuous relationship with the Tony Hawk license has not been a secret over the years, but it was unknown to what if any extent Hawk himself had been involved. After Tony Hawk Pro Skater HD and Tony Hawk Pro Skater 5, the series has been critically panned, and fans have been placing blame on all parties, including Hawk himself.

Tony Hawk is not the only real person who does not own their name in game titles – the late Tom Clancy's name is included on a number of Ubisoft games despite no involvement in the games or any kind of source material.

 

Our Take
It's not at all surprising, but it does feel like Hawk feels a bit melancholy about not owning the Pro Skater series in any form. Licenses are complicated things, as everyone who engages in them eventually finds out.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/02/28/tony-hawk-confirms-he-has-parted-ways-with-activision.aspx

Kingdom Come: Deliverance Review – A Noble Quest In Need Of Divine Intervention

Despite offering an endless tapestry of intriguing tales to draw from, the events of history remain criminally ignored by video games. Sure, exotic locations like ancient Egypt and decades-old wars occasionally serve as flashy backdrops for modern action, but too few games try to convey what life was really like in a historical time and place. Kingdom Come: Deliverance eschews the fantasy tropes of other open-world RPGs in favor of the real-life characters and conflicts of 15th century Bohemia. Unfortunately, the engrossing feudal adventure awaiting players is brought to its knees by a needlessly restrictive save system and a litany of game-breaking bugs.

One of the most successful outcomes of Kingdom Come's focus on realism is the story. Instead of guiding an almighty warrior to predestined greatness, you play as the unassuming son of a blacksmith whose world is turned upside-down when an invading army pillages his village. Kingdom Come succeeds in not only conveying the historical events of its small slice of European history to the player, but doing so from a peasant's perspective; much of the political dealings affecting the fate of Henry's home country are entirely out of his control. The best he can do is serve Sir Radzig Kobyla and a small council of other Bohemian lords, while hoping their efforts to retain power intersect with his own thirst for vengeance.

Henry's limited means make Kingdom Come's story feel personal in a way few games manage, and offer up plenty of meaningful choices and surprises along the way. Some quests take Henry on hours-long diversions, such as engaging in drunken reveries with a wayward priest, or entering a monastery disguised as a monk to track down a reformed bandit. The narrative is far from perfect (particularly the ending, which feels more like the cheap tease for a sequel than a thoughtful commentary on Henry's lot in life), but it kept me going.

Kingdom Come's focus on realism also results in a variety of intriguing gameplay systems, from the absurdly in-depth alchemy system to the demanding combat that takes hours to fully comprehend. Every skill Henry can learn – be it lockpicking, weapon maintenance, or even reading – offers another rabbit hole to devote his days to. The perks you earn from progressing are less compelling, as many confer stat penalties in addition to whatever they're buffing, but I still enjoyed learning the ins and outs of every activity.

Unfortunately, a few decisions made in the name of realism frequently drag Henry's adventure to a crawl. Kingdom Come's save system is downright draconian, requiring you to either drink an expensive and limited potion (that also makes you drunk), or track down and sleep in a bed you own just to back up your progress. The fast-travel system, meanwhile, is a blatant misnomer, as it requires you to watch an icon slowly travel to the desired location on your map, sometimes for 90 seconds or more. Waiting and sleeping also require staring idly at a wheel for no discernable reason, and are longer and more frequent than other RPGs that use the same convention. Kingdom Come's gameplay is already slow and laborious to begin with, and these systems add nothing to the experience except pointless downtime. Kingdom Come is not more challenging or intense or even more realistic because of these additions. It's just more tedious.

The save system is elevated from "annoyance" to "fatal flaw" in the wake of the game's ultimate downfall: bugs. While my first 10 hours or so were relatively issue-free, the further I got, the more things fell apart. Collision issues left me permanently stuck in bushes, rocks, and other unstable geometry, requiring save reloads. I experienced over a half-dozen hard crashes, caused by basic actions like opening my map, pulling up the quest log, and unsheathing my sword. At one point the "surrender" prompt became a permanent addition to my HUD, forcing me to reload. Broken questlines consumed countless hours of progress, and in some cases compounded each other; I had one mission grind to a halt when an NPC was unable to sleep in his bed at an inn, because an NPC from a previous broken questline was still sleeping there. I lost four hours of progress in one session alone when the game inexplicably disabled saving of any kind.

After logging more than 100 hours into Kingdom Come, I shudder to think how many more hours I lost to bugs. Simply put, this is the kind of game where you should be saving every five minutes to safeguard your progress – except you can't.

Ultimately, Kingdom Come feels a bit like homework. If the historical setting and focus on realism appeal to you, then the deep gameplay systems and methodical pace are worth learning. If you'd rather be a magic-wielding wizard or the unequivocal hero, on the other hand, the source material will bore you almost instantly. Even if you are as in love with the premise as I am, however, the countless technical issues Kingdom Come requires you to suffer through land it in the stockade; until the developer brews up a comprehensive salve of patches and polish, you should avoid Henry's adventure like the plague.

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From Pixel To Pen: 13 Great Comics Based On Video Games

We love getting lost into the mythos of a beloved video game franchise. While feature films and television shows typically falter in adapting stories from our favorite titles, comic books often deliver justice to expanding a video game world's lore, further enriching the experience without holding a controller. Here are 13 great comic books that give due diligence to their namesakes.

Assassin's Creed by Titan Comics
Current number of issues: 14 to 23
There are countless stories to tell through sundry eras in Assassin's Creed's macrocosm, which have successfully carried over into the comic medium. Titan Comics' ongoing Assassin's Creed series, along with the Templar issues, in particular stand out above other AC comics with quality writing and aesthetics that explore periods the games have yet to touch upon, including the California gold rush, Salem during the witch trials, and Spain in the early 1500s. Assassin's Creed also manages to make the modern-day moments far more engaging than its video game counterpart, which is an accomplishment in its own right.

Dragon Age: Magekiller by Greg Rucka and Carmen Carnero
Number of issues: 5
BioWare might be known for its excellent storytelling in its games, but many of the comics based on its franchises are equally compelling. Set before and during the events in Dragon Age: Inquisition, Dragon Age: Magekiller follows Marius and Tessa Forsythia, a two-person mercenary group hired to, well, kill mages. You can tell it's passionately written by author Greg Rucka, who wrote numerous Eisner Award-winning comics for Marvel and DC and once said, "I'd cut a throat to get into the Mass Effect and Dragon Age universes" in an interview with Kotaku. Magekiller is a lovingly weaved tapestry amplifies what makes Dragon Age's mythos so wondrous.

Halo: Fall of Reach by Brian Reed and Felix Ruiz
Number of issues: 12
Over the span of three arcs, Marvel's Halo: Fall of Reach comic - adapted from the novel of the same title - details the events that ultimately lead to the inevitable defeat of numerous Spartans on Reach, a forerunner planet that's the second-most human-colonized world. The first, Boot Camp, focuses on Master Chief's childhood and the training he undergoes to become a Spartan. Covenant, the second, goes through the early days of the Human-Covenant War. The final arc is the big battle on Reach. The story visually lends itself well to the lore and helps further expand Halo's dense universe. It gives interesting insight to things gamers have wanted see in a Halo title for years, such as Master Chief's origins.

The Last of Us: American Dreams by Neil Druckmann and Faith Erin Hicks
Number of issues: 4
Spinning off The Last of Us' Left Behind story DLC, The Last of Us: American Dreams shows a portion of Ellie's upbringing inside the quarantine zone and how she met Riley, a girl who is a major influence in Ellie's life. The comic is essential to the franchise and serves as an excellent but tragic compatriot to the original game and Left Behind. American Dreams is also the only comic on this list written by its game's lead writer, Neil Druckmann, and his work shines on each page.

Left 4 Dead: The Sacrifice by Valve
Number of issues: 4
Left 4 Dead: The Sacrifice is a canonical comic that takes place before and during the events of the first game's downloadable content, The Suffering. Its story reveals the Survivors' journey through hordes of the undead at a military base. Each of the four issues is titled after each one of the game's playable characters. The most enjoyable part about this comic adaptation is seeing how each survivor first encountered zombies - one of which is brutal - and how the characters have grown in that time. It's also a nice companion story that leads up to the events of The Passing DLC, where the survivors from the first and second Left 4 Dead games cross paths.

The Legend of Zelda: A Link to the Past by Shotaro Ishinomori
Number of issues: 12
Originally appearing in Nintendo Power magazine in the early '90s, The Legend of Zelda: A Link to the Past mostly adapts the story of one of the all-time best Zelda titles but with some unique alterations. Oh, and Link talks which is always weird. These changes might feel jarring to those who know the game's every pixel, but the slight tweaks to the story combined with the way it blends comics and manga with nostalgic '90s artwork gives A Link to the Past a fresh outlook Zelda fans will enjoy. This comic also marks one of the last works by Shotaro Ishinomori, who penned several popular manga, including Cyborg 009 and Kamen Rider.

[Up Next: A blue blur throwback, stories from the Milky Way, two Italian brothers who do actual plumbing, and more round out these awesome comics.]



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RBI Baseball 18 Debut Trailer Shows Nothing

A quick scan of Xbox One's digital store revealed a product listing for RBI Baseball 18, scheduled to release on March 19. After giving the last installment in this annualized series a 2 out of 10 review rating, I was curious to see what the developers at MLB had in store for this year's game – hopefully huge changes. The summary listed fits that bill, and enthusiastically states "it's a whole new ballgame!" The additions are significant for this series; the biggest being the inclusion of a franchise mode that allows players to make trades, pick up free agents, and call up rookies. RBI Baseball 18 also delivers the series first home run derby, and completely redesigned player models, stadiums, and UI.

It really does sound like a whole new ballgame. Now let's see how it looks in action...

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The trailer doesn't show one second of footage, and instead plays out like a strange Pigeon John music video about baseball. So what do we see exactly? The logos for every MLB team, live-action footage of baseball players looking tough, and maybe, just maybe, a look at a player model from the game. Odds are those models were made for the video, but they at least looked like they could be in a game.

This series has been in the doghouse since it debuted a few years ago, and not showing any footage in the debut trailer is a huge red flag. 

 

Our Take
Baseball fans want to see a great (or even good) MLB experience on Xbox One and Switch. RBI Baseball is the only game that can fill that void. The game ships in a few weeks. Show us what you have been working on, MLB.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/02/28/rbi-baseball-18-debut-trailer-shows-nothing.aspx

New Gameplay Today – H1Z1's Auto Royale

Daybreak's zombie-filled survival game H1Z1 is out of early access, and it's launched with a surprise. Auto Royale mode is a motorized take on the popular genre. But is it any good? Join Leo, Reiner, and me as we try to solve this mystery.

In Auto Royale, teams of four ride in a car together, picking up power-ups and trying to scour the ever-shrinking map for enemy teams. Reiner is on the sticks keyboard and mouse this episode, and he divides his time riding shotgun and taking the wheel. As you'll see, it's a lonely stretch of road.

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Crytek CEO Cevat Yerli Stepping Down, Replaced By Fellow Co-Founders

Cevat Yerli, co-founder of Crysis, FarCry, and The Hunt: Showdown developer Crytek, has stepped down as CEO of the company, staying on as a "Strategic Shareholder" at the company.

His two co-founding brothers, Avni and Faruk Yerli, will replace him as joint-CEOs. The company did not announce any additional changes to its company structure, and maintained that none of its current projects would be impacted by the change.

“With the company in a strong position, now is the ideal time to recognize the existing leadership’s excellent achievements over these past two years and formally transition executive leadership to Avni and Faruk," Yerli said. "I have every confidence that the company will continue to shine under the guidance of Avni, Faruk, and the rest of the leadership team.”

[Source: Crytek]

 

Our Take
"Strategic Shareholder" sounds like a neat job.



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The Virtual Life – Into The Breach And The Sanctity Of Life

The artillery is a smouldering heap, devastated by giant kaiju's claw swipe. The pilot inside, a good soldier, is gone. But the loss wasn't for nothing. I watch as the round timer at the top of the screen hits zero, and the giant bugs terrorizing humanity, known as the Vek, descend back into the earth once more, leaving these vulnerable cities untouched. A breeze of relief blows through my chest.

We did it. No civilians died.

The relief is my only celebration. I click the exit battle button and move onto the next mission, trying hard not to think about the loss of my pilot.

Into The Breach is a game that combines the mech vs kaiju battlegrounds of Pacific Rim and Neon Evangelion Genesis with chess. And like most strategy games, Into The Breach is constantly forcing you to weigh the scales when it comes to the tactical value of units around the map. Is it worthwhile for you to throw your mech and its pilot in harm's way to protect a city (essentially a unit of health for you, the tactician) or a possible upgrade that's just landed on the battlefield in the form of a pod, or should you preserve your unit's health to help against the overwhelming enemy force that's popping up all over the map? On paper, this does not sound particularly special. Most turn-based strategy games function on this foundation of making value choices that affect how many strategies are open to you each turn, with each choice you make having one of the following consequences:

1. You lose strategic options and your enemy gains some
2. You gain strategic options and your enemy loses some
3. Nobody loses anything, both sides gain options
4. You win
5. You lose

So if all tactics game more or less play out this way, what is it that makes Into The Breach so satisfying and interesting? For me, it's how developer Subset Games uses the theme of collateral damage to make your losses hit harder than in other strategy games. Every time one of your cities takes a hit in Into The Breach, not only do you lose a chunk of your game's health bar, but you're also told precisely how many civilians die from that monster's attack with an explosion of numbers. It makes a crushing blow that much worse, especially as little text blurbs erupt from the cities around the map as the match begins with cries of, "The Rift Walkers will help us!" and, "We're doomed."

All tactics games eventually boil down to a simple question: What losses are bearable? Into The Breach suffuses that with emotional depth, prompting you not to take the fight to the enemy in typical fisticuffs style but instead make you think in terms of diversion and enemy placement. Your goals aren't about destroying your enemy but instead about keeping them at bay and protecting countless innocents that are depending on you. These goals eventually return to that universal question I brought up earlier. What sacrifices are you willing to make to protect those people? Your mechs and the pilots inside them? The valuable upgrades inside the pods that land on the battlefield? Do you sacrifice completing an optional objective that could give you powerful weaponry far down the road so you can protect a few hundred lives?

Decisions, large and small, have consequences that reverberate throughout the entire game. The leaders of the islands you're trying to protect will pop up every now and then to remind you of your successes and failures, like how a train transporting supplies was destroyed so now people will starve as a result of your failure. On the other hand, saving that train might have meant sacrificing something more valuable, so there's no single correct answer, really.

Into The Breach becomes not just a game about tactical dilemmas but one of ethical dilemmas, one that's made even more heartwrenching by the slowly-dripping realization that you can't save everyone. There will be moments that happen on the battlefield where you will have to choose between one city or the other, and there's no reason for it. It won't be because you made a bad choice. It'll happen because of luck of the draw. Some players may find that frustrating and deeply unfair (luckily Into The Breach is structured in such a way you can make health back relatively easy) but I find it makes my position as a tactician more interesting. I'm not some all-powerful demigod who can save the day Ender's Game style 100% of the time. Those bad luck instances really drive home the desperation of these battles, making them feel more vivid and emotionally engaging.

Into The Breach diverts its gaze from the typical power fantasy of dominating enemies on a map that comes along with the genre, and instead puts its stake in preventing as much collateral damage as possible. It's a wise gambit, one that makes Into The Breach stand out in a genre that's filled with brilliant games. I can't wait to see what comes next from Subset Games, a developer that's building a name for tinkering and mutating genres to make bold and exciting experiences.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/02/28/the-virtual-life-into-the-breach-and-the-sanctity-of-life.aspx

Here’s Why Metro Exodus Doesn’t Have Multiplayer

Metro has always been a single-player narrative-driven experience, but the games’ universe does seem like it’s ripe for expansion into other genres and modes. The claustrophobic setting and the emphasis on firefights against both bandits and monsters make it seem like a great co-op experience could be crafted for that universe. During our visit to the 4A Games, we asked them if the team had considered creating a multiplayer Metro experience.

“I don’t think we can say [multiplayer] is something that isn’t interesting from a technical standpoint,” executive producer Jon Bloch says. “But our focus for Metro has always been a story-driven experience, y’know, filling the shoes of someone living in [Metro’s] environment and going on this journey.”

During our interview, Bloch mentioned that 4A had toyed around with a prototype for co-op but weren't satisfied with the results. "This is the sort of thing that is its own beast. You gotta spend just as much time working on it as you do the main game."

“Multiplayer is possible, yes,” creative director Andriy Prokhorov adds, “But to do it only for the sake of having multiplayer? We’re not interested. If you do it, it should be something really unique. We have an idea but….we are not doing it right now.”

So it sounds like multiplayer isn’t off the table for the Metro series, but you shouldn’t expect it for Exodus.

For more on Metro Exodus, be sure to check out our coverage by clicking on the banner below.



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Final Fantasy Meets The Sims On PC With Sims 4 Pack

Final Fantasy XV is coming to PC on March 6, and the bonuses keep rolling in. Those who pick up the PC edition before May 1 will be treated to a Sims 4 pack, which includes two very unique superhero outfits, the Llama Suit and Plumbob. You can see them in action in the trailer below.

(Please visit the site to view this media)

This pack comes in addition to the Half-Life pack, which allows you to dress Noctis up as Gordon Freeman and fight enemies with a crowbar.



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Father Of Final Fantasy Hironobu Sakaguchi Streaming Final Fantasy VI

Hironobu Sakaguchi, commonly known as the father of the Final Fantasy series, will be doing a four-part stream of Final Fantasy VI on March 1.

In conjunction with Japanese gaming magazine Famitsu, Sakaguchi will be streaming the game on Youtube and Japanese video site NicoNico. The first episode will have a guest appearance by Kazuko Shibuya, the pixel artist on Final Fantasy VI, to join Sakaguchi in his quest to topple the Empire and save the world from ruin.

Sakaguchi directed the Final Fantasy series up through Final Fantasy V, then becoming the producer for the series as a whole until Final Fantasy IX. After that, Sakaguchi took on a more broad role in Square, overseeing games like Parasite Eve, Vagrant Story, and Kingdom Hearts. After he spearheaded and directed Final Fantasy: The Spirits Within, which was a box-office bomb, Sakaguchi resigned from Square and founded Mistwalker, the studio behind games like Lost Odyssey and Terra Battle.

Final Fantasy VI was released in the west as Final Fantasy III, but has since been referred to in every modern incarnation as the corrected VI.

[Source: Gematsu]

 

Our Take
It probably won't do me much good in Japanese, but I'm really hopeful someone subtitles this so we can hear Sakaguchi's insights into what I think is the best Final Fantasy game.



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Sony Will Stop Offering PS3, Vita Games In PS Plus Lineups Next Year

Sony has announced PlayStation 3 and PlayStation Vita games will no longer be part of its monthly roster of free PlayStation Plus titles.

But don't fret. Any PS3 and Vita freebies previously downloaded from PS Plus can be re-downloaded any time after the update, which goes live March 8, 2019. Sony simply will no longer include new games from those platforms in future lineups. Members can also still use game saves among other PS Plus perks on PS3 and Vita following the update.

Sony says this update stems from "the increasingly vast number of PS4s in homes around the world." PS Plus each month typically releases two games each from PS4, PS3, and Vita, each platform of which sometimes has cross buy. Sony in a statement to Polygon says the PS3 and Vita games won't be replaced by more PS4 titles. PS Plus will instead only release the usual two free PS4 games.

Check out the free PS Plus games for March here.

[Source: PlayStation Blog]

 

Our Take
It's certainly understandable why Sony wants people to ditch the old and focus more on the new, especially with the PS4s critical and commercial success that it absolutely deserves. However, not substituting the four PS3 and Vita games with one, maybe two more PS4 titles each month devalues PS Plus. The free games are arguably the best part about being a member. Perhaps if there's enough fan demand Sony will compensate with more PS4 titles. If not, they need to have more desirable games on their PS Plus horizon to keep people on the hook.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/02/28/sony-will-stop-offering-ps3-vita-games-in-ps-plus-lineups-next-year.aspx

Five Changes That Could Make Metal Gear Survive Fun

I'm not going to mince words here: Metal Gear Survive has issues. That’s probably what many Metal Gear fans were expecting, considering that the project is the first entry after Konami’s acrimonious split with series creator Hideo Kojima. But even apart from all of that drama, Metal Gear Survive fails to entertain as a survival experience. If Konami wants to salvage this title and turn it into something players can enjoy, here are five big changes that might turn it around.

1. Less eating and drinking
Managing hunger and thirst (among other resources) is a core component of many games in this genre. That Metal Gear Survive makes you balance these demands isn’t a problem. However, the aggressive pace at which your hunger and thirst deplete means that you spend too much time worrying about food and water. Getting excited about an expedition into the unknown is tough when you never feel like you have the freedom to explore, or the breathing room to enjoy the items you collect. I’m not even suggesting removing these restrictions entirely, but they are too oppressive in their current form. If Konami made tweaks that allowed you to devote less effort to keeping your hunger and thirst under control, you could have more fun with the upgrades, base-building, and other parts of the experience.

2. No more drip-feeding
Metal Gear Survive has a bunch of interlocking systems, but introduces them way too slowly. Why deliberately prevent players from accessing the full complement of features that make the experience interesting? For instance, Metal Gear Survive has different classes with different abilities you can invest in. The only problem: You are stuck with just one class until you finish a short series missions after beating the campaign. Other parts of the game suffer from this clumsy pacing too. Rescuing and recruiting new staff members, generating your own food, and base-building are all fun, but you shouldn’t have to play the game for 20+ hours before you start getting a taste of the good parts. Make the road to these things shorter and less of a slog, and you’d have a game that comes closer to realizing its potential.

3. Don’t hold multiplayer hostage
Prior to its release, Konami placed a huge emphasis on Metal Gear Survive’s multiplayer. It’s what I played at E3 last year, at a time when the company only vaguely alluded to the presence of any single-player content at all. That’s why I felt tricked when I first started playing Metal Gear Survive after its release. I had to play for almost two hours before any multiplayer opened up. When it did, I was hilariously under-leveled, and had to be carried by my teammates for several matches until I reached a point when I could actually contribute. Beyond that hurdle, the game also has an issue with the breadth of content. The modes and maps are disappointingly sparse, even when you have them all unlocked – which only happens after you reach the final stretch of the single-player campaign. Multiplayer (and the various options associated with it) needs to be separated further from the solo content. If people want to play co-op, they should be able to do that freely without clearing various arbitrary hurdles in the story mode.

4. Ditch (or at least fix) microtransactions
I had hoped that Konami would take a more sensible (or at least less exploitative) approach to microtransactions after the FOB debacle in The Phantom Pain. That did not happen; Metal Gear Survive’s implementation of premium currency is sinister and awful in a variety of ways. The worst is how the core gameplay drives players into a frustrating loop of hunger and thirst management (see above). This throttling of progress leaves you thinking, “Wow, this sucks. I wish I didn’t have to deal with this.” The game’s response? “You don’t have to…just spend some real money on this boost!”

This also comes into play in the late-game as you wait for new waves of zombies to attack your base; the wait between waves can take up to an entire real-time day… but not if you pay to speed up that timer. You also need to use premium currency to get additional character slots beyond your first. Of course, you can’t buy the number of coins that you actually want to achieve your goal; you have to buy them in pre-set packages that inevitably leave some small and practically useless amounts unused and wasted. Here’s the bottom line: The whole structure bears a striking resemblance to the slimiest free-to-play mobile games, except in this case, you’ve paid $40 for the base game already.

5. Offline play
If you’re not online, you can’t play Metal Gear Survive at all in any game mode. It doesn’t matter if you are only interested in the single-player campaign; the whole game requires an always-on connection. Why? Obviously, you need to be online to use the cooperative multiplayer, but the solo experience gains nothing from this restriction, so why make us put up with the extra complication?



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/02/28/five-changes-that-could-make-metal-gear-survive-fun.aspx

Taking To The Court With Tennis World Tour

Tennis has been on somewhat of a hiatus from video games, so sports gamers are excited for Tennis World Tour, a career mode-focused title from Breakpoint Games this spring (PS4, Xbox One, PC, and Switch).

Recently we had an opportunity to get our hands on an early build of the title, and in the video below (which is footage from the developer, not capture of our actual time with the game) editors Brian Shea and Matthew Kato discuss some of their thoughts – including details on the career structure.

Stay tuned for more details about the game in an upcoming edition of The Sports Desk.

(Please visit the site to view this media)



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FTL Creators Subset Games Talk Returning To The Spotlight With Into The Breach

This is originally a featured was published in Issue #290 of Game Informer.

While working at the 2K Games office in Shanghai, Justin Ma and Matthew Davis started developing a side project called FTL. A sci-fi roguelike about making it from one side of the galaxy to the other in your spaceship, FTL was a harsh game that heavily drew inspiration from Spelunky.

Davis and Ma thought they were making something with little appeal beyond a niche audience. However, when the duo took to Kickstarter to fund development, adopting the moniker of Subset Games, they discovered that was not the case.

“We went into crowdfunding expecting a small campaign, with the modest goal of $10,000,” Davis says. Within 30 days, the campaign raised over $200,000. Subset spent the latter half of the year finishing FTL. To help with the development, they hired contractors like Ben Prunty, who produced the soundtrack, and Tom Jubert, who wrote the game.

“It was very stressful,” Davis recalls. “For 90 percent of development, we didn’t even know we were going to have something people cared about. While it was exciting to have the support of people willing to give us that much money for a fun project, it was also terrifying to have that much responsibility.”

The two developed the game guerrilla-style, working from their respective apartments and occasionally meeting to discuss development over beers. As had been the process from the beginning, Davis and Ma were more concerned with making a game they would enjoy than something designed to capture the attention of a huge audience, looking to difficult board games like Red November and Battlestar Galactica for inspiration. FTL launched in September 2012 to critical acclaim, immediately becoming a financial success. Outside of some expanded content and a mobile release, Subset has spent nearly five years out of the spotlight.

Davis says that much of the silence was due to personal life happenings. Since FTL’s development ended, he’s moved across the country and had a child. Ma travels often and the two keep in touch through chat programs. During this quiet period, both developers spent a lot of time developing and scrapping various prototypes. “We were trying hard not to get in a sophomore slump,” Ma recalls. “Those days it was about trying to find a game’s hook. It took longer than FTL had until we felt we had something.”

The two ultimately settled on Into The Breach, a tactical sci-fi game that draws inspiration from the likes of Batman v Superman: Dawn of Justice and Pacific Rim, requiring players to defend cities from monsters with mechanized suits. While this might sound generic, Subset Games has spent a lot of time prototyping the game to make its gameplay addictive and fascinating.

Much of the time spent developing the game has been focused on making sure the foundation is right. “The game has undergone heavy iterations,” Ma states, going on to say that Subset has “gutted everything” multiple times across various prototypes until they distilled the core gameplay down into what they wanted it to be. Instead of beating your enemies to a pulp, you must instead use your units’ various abilities to keep them away from cities for a set number of turns. This encourages you not to think about damage ratios and health meters but instead the combination of abilities at your disposal.

Much like FTL, Subset Games isn’t setting out to make a blockbuster but another game that they themselves would love to play. To that end, Subset hasn’t drastically changed the way they run their operation. Instead of purchasing a studio space, the two continue to work remotely as they did before, with no fixed location and alongside talented contractors.

Into The Breach is far from completion, with the duo now focus on creating content for the campaign. The game can’t help but sit firmly in the looming shadow of FTL, which is not only a fantastic on its own merits but also one of shining examples people point to when they talk about the success of crowdfunded video games. Creating something that will live up to that legacy is no easy task, but Subset, quietly inventive as ever, seems ready to scale that hill one inch at a time.

For more on Into The Breach, check out our review here.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/02/28/ftl-creators-subset-games-talk-returning-to-the-spotlight-with-into-the-breach.aspx

Overwatch Reveals Its Latest Support Hero, Brigitte

After making a few teases about its next hero, Overwatch has finally unveiled Brigitte Lindholm, who is now playable in the PC Public Test Realm of the game.

You might recognize the surname Lindholm, as she is the daughter of Torbjörn. In combat, Brigitte's main weapon is a close-range rocket flail. Her Whip Shot ability has a much longer range by swinging the flail forward, knocking back enemies. Like Reinhardt and Orisa, Brigitte can deploy a barrier, but can use the Shield Bash ability to run past it and stun the first enemy she hits.

She can also lay down repair packs to heal her allies. Allies with full health gain additional armor. Her ultimate ability, Rally, creates a "substantial" amount of armor for her allies, and lets her move much more quickly.

To get a more in-depth look at Brigitte, check out the trailer below.

(Please visit the site to view this media)



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March's PlayStation Plus Lineup Includes Bloodborne, Ratchet And Clank

March starts tomorrow, and with it comes a new lineup of games available for PlayStation Plus subscribers. This month's lineup is headlined by Bloodborne, a dark and dreary action RPG that's one of PlayStation's best exclusives, and Ratchet & Clank, which is much better than the film and helps breathe new life into the iconic PlayStation characters.

Here's the rest of March's PlayStation Plus offerings:

  • Legend of Kay, PS3
  • Mighty No. 9, PS3 (Cross Buy with PS4)
  • Claire: Extended Cut, PS Vita (Cross Buy with PS4)
  • Bombing Busters, PS Vita (Cross Buy with PS4)

Fans of Dungeon Defenders II will also be able to receive an exclusive PlayStation Plus pack starting on March 13 through April 10, which will include four Shadow Costumes, one million in gold, five Campaign Shard Packs, five Defender Packs, and a Ninja Gato Pet. Every other game that's listed on March's PlayStation Plus lineup will be available next week.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/02/28/marchs-playstation-plus-lineup-includes-bloodborne-ratchet-and-clank.aspx

New Gameplay Today – Kirby Star Allies

Kirby's Switch debut is only a few weeks away, so we decided to take an extended, detailed look at the game. To do that, however, it was requested that we keep our looks to three minutes each, with the option to showcase up to 15 minutes for footage from the game prior to its release on March 16. So we decided to do exactly that.

Join Jeff Cork, Leo Vader, a special guest I refuse to spoil here, and me for a look at Kirby Star Allies across five bite-sized episodes.

Episode 1
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Episode 2
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Episode 3: The Co-op Episode With Special Guest Suriel Vazquez
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Episode 4
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Episode 5
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For more on Kirby Star Allies, head here.



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[Update] Nintendo Takes Down Its User Review System

Update 2/28/14: After being up for a short while, Nintendo has taken down its user reviews system.

Before, users could scroll down to a game's page on Nintendo's website to leave a review. Currently, however, they are greeted with the following message: "Customer reviews have been taken offline as we evaluate this feature and its functionality. We currently have no estimated date on when an update will be provided. We appreciate the positive response and thank the reviewers who provided such thoughtful commentary on the games."

The company did not provide a reason as to why they are evaluating the feature. We reached out to Nintendo and will update this story should they respond.

Original Story: User reviews are coming to Nintendo's website, as spotted by Polygon, adding a feature that lets fans talk up (or talk down) games on Nintendo systems.

If you have played a Nintendo 3DS or Nintendo Switch game, and your MyNintendo ID confirms as much, you can go to the company's website and drop some thoughts about the game. The process for this is, at best, circuitous in that Nintendo way, so let's go at it step by step.

To review a game, you browse Nintendo's game guide and search for the game you want to talk about. Upon finding let's say Splatoon 2, you scroll down to "Review This Game." Assuming you're logged in with your Nintendo ID, Nintendo's servers will check if you have played the game for at least two hours. If you have, great! You can submit a review using a 5-star system, create a headline, write a review (with a minimum of 50 characters, so no just "This sucks!" or "WOW"), be nice and mark for spoilers, and identify what type of gamer you are: Core gamer, casual gamer, parent, or Nintendo fan.

You can't mix and match, so you might need to ask yourself some hard questions about whether video games are more important than your kids.

The page notes that reviews will be moderated, but they won't be modified, removed, or rejected simply for disliking a Nintendo product. There might be other reasons that they'll be removed or rejected, but your opinions of the game won't be the straw that breaks the camel's back. After 3-7 business days, the reviews will go up, implying that a person or persons are actually looking through these manually.

The review system is brand new, so nothing has shown up yet, and we'll likely be seeing the first reviews next week.

[Source: Polygon]

 

Our Take
I assumed one of the reasons they killed Miiverse was because of the moderation overhead that must have gone into it, but maybe this is a much smaller scale. I do wonder if any of these ratings or reviews will be available to be seen or even posted from the eShop itself.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/02/28/nintendo-sets-up-user-reviews-for-games.aspx

David Jaffe's Studio Shuts Down

The Bartlet Jones Supernatural Detective Agency has shut its doors, a month after the Drawn to Death developer announced it was laying off the majority of its staff. Studio founder David Jaffe broke the news in a tweet this morning, in which he also said the studio was looking to unload a variety of Twisted Metal and God of War props to people who live near the studio.

Drawn to Death was the studio's sole release, and the stylish shooter was widely panned by critics. A few days earlier, Jaffe tweeted that the team had been working on a PlayStation VR Iron Man game on its own, with plans to eventually pitch it to Marvel. Unfortunately, that didn't come to fruition.

[Source: David Jaffe] 

 

Our Take
I wasn't a huge fan of Drawn to Death, either, but it's still disappointing when a studio shuts down.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/02/28/david-jaffe-s-studio-shuts-down.aspx

Ralph And Vanellope Head Online In Wreck-It Ralph 2 Trailer

Walt Disney Animation Studios' 2012 film Wreck-It Ralph was a warm-hearted exploration of heroism and retro gaming, and the upcoming sequel appears to be raising the stakes even higher. How? By taking the arcade heroes Wreck-It Ralph and Vanellope von Schweetz online, of course. The studio has released a new trailer for Ralph Breaks the Internet: Wreck-It Ralph 2, which provides a slice of how they fare in this technologically advanced world.

Check out the clip below to see the pair interact with spam, clickbait, eBay, tablet gaming, and more.

(Please visit the site to view this media)

Ralph Breaks the Internet: Wreck-It Ralph 2 is coming to theaters on November 21. 



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Killer7 Coming To Let It Die

PS4 title Let it Die from Japanese developer Grasshopper Manufacture is hosting GameCube/PS2 game Killer7 (shown) in a team-up celebrating the studio's 20th anniversary.

Details are scarce at the moment, other than the "collaboration," as the developer puts it, is happening this spring.

[Source: Grasshopper Manufacture] 

 

Our Take 
I assume the game will be tacked on to Let it Die via the main menu, but it would be sweet if Killer7 were somehow accessible within the game of Let it Die itself.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/02/28/killer-7-coming-to-let-it-die.aspx

Where The Water Tastes Like Wine Review – A Soulful Journey Through America

Wandering through the countryside, you hear whispers of devastation, unemployment, and dust storms that ravage people's homes. Other moments bring you courage in your tired journey, as you listen to a worker's hopeful song or watch hundreds of butterflies flutter overhead. Whether they're tragic, surreal, or humorous, each of these occasions are just as captivating as the next as you watch them grow into fantastical tales told around a campfire.

Where The Water Tastes Like Wine is an adventure game about sharing stories. After striking a deal with the devil, you're cursed to walk the lands of Depression-era America as a skeleton and collect the tales of its people. Both melancholy and thoughtful, Where The Water Tastes Like Wine paints a fascinating historical picture embellished by folklore, where the population is caught in dire times that cloud the American Dream. 

You spend your time walking from state to state visiting small villages and big cities that bustle with life. You can hitchhike or take a train to make travel easier, but this is still a slow-paced experience. That isn't a bad thing; the pacing is a perfect thematic fit, and it makes for a pensive experience that slowly provides twists and turns with every intriguing discovery. You visit rural areas often, finding interactive short stories in old mills, farms, and winding paths. Each takes only a minute or two to complete, telling you a strange tale about a camera that brings death to those it photographs or a simple story about a boy and the bond he shares with his dog.

Every short story you encounter is told with a beautiful illustration, and a gruff narrator helps build the scene. These stories present themselves as tiny text adventures, and as you continue to venture out, they become embellished as word spreads. It's always amusing to see what form an original story takes next and how much further it is from the truth, as though you're playing a game of broken telephone. For example, two men mistaking themselves for brothers later becomes ludicrously misunderstood as eight identical men from eight different mothers falsely believing that they're siblings. 

You also have agency in these tales, and a story's direction can change its tone completely. Helping a man find his lost glasses but choosing to steal his wallet in the process, for example, can turn an optimistic story dismal.

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The tone of these narratives becomes important when you encounter other travelers and sit by a nighttime campfire with them. This is the crux of Where The Water Taste Like Wine's gameplay. Your collected stories act as currency in a series of interactions that progressively unfold through different chapters. This is a compelling concept that requires both keen planning and insight. You equip specific stories beforehand, and then during conversation, you choose them from a selection of tarot cards that have themed categories like authority and family. 

Every character wants something different, which brings a welcome variety. A young homeless boy abandoned by his family loves action-filled anecdotes, whereas a somber coal miner may prefer a lighter tale to remind him that hope still exists. My only gripe with these tales is that you can't listen to the vignettes again once they're completed, and with over 200 to collect, I sometimes forgot a story's message or tone. 

These fireside interactions, however, make up my favorite moments. The goal is to get characters to open up so that you can collect their stories too. They begin to trust you if you tell them the tales they wish to hear. In their ending chapters, characters' illustrations evolve into something symbolic, such as a priest struggling with his faith seen trapped in an angel's headlock. Others, like an African-American Pullman porter facing an identity crisis, is obscured behind crooked branches that hold white masks. I curiously awaited these transformations, eagerly wondering how these gorgeous artworks would portray a person's plight in a creative way.

Though much of Where The Water Taste Like Wine's focus is storytelling, it also has some light survival mechanics. If you're not careful, you can meet an untimely death by overexerting yourself or letting your health get too low. Certain stories may physically injure you, and hopping a train without paying can leave you beaten by a cop. Accessing train stations in big cities requires cash, which you can acquire from odd jobs or sometimes by luck. Managing these needs and funds is a small but engaging addition, immersing you into the world and adding bigger stakes to decision-making.

Where The Water Tastes Like Wine is a surprisingly beefy adventure game, offering over 20 hours of content and a treasure trove of stories that never cease to entertain. I laughed, reminisced about my own life, and enjoyed meeting the colorful cast of characters who opened up to me as time went on. Whether I was reminding travelers of their worth or offering an ear so they could share their sorrows, I felt as though I brought them peace in an almost spiritual fashion. Like a Grim Reaper collecting souls, I instead collected the essence of short stories, to help others struggling with demons find their way. It makes for not just a captivating experience, but an empowering one I won't soon forget.



from www.GameInformer.com - The Feed http://www.gameinformer.com/games/where_the_water_tastes_like_wine/b/pc/archive/2018/02/28/game-informer-review-where-the-water-tastes-like-wine.aspx

Injustice 2 Legendary Edition Announced

On March 27, fighter Injustice 2 is getting a Legendary Edition (PS4, Xbox One, PC) that not only includes all the downloadable characters, but also raises the level cap and more.

The Legendary Edition includes:

  • All Downloadable Playable Characters: Darkseid, Red Hood, Starfire, Sub-Zero, Black Manta, Raiden, Hellboy, Atom, Enchantress, and The Teenage Mutant Ninja Turtles
  • Premier Skins From The Ultimate Edition: Including Power Girl, John Stewart, Green Lantern, Reverse-Flash, Grid, and Black Lightning
  • An Expanded Tutorial
  • New Gear Items (for all characters)
  • Increased Level Cap (30)
  • New Augment Slot at Level 30

At the time of this writing, a price for the edition is unknown.

 

Our Take  
Increasing the level cap seems like something you'd want to make available to all players.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/02/28/injustice-2-legendary-edition-announced.aspx

Gwent's New Arena Mode Lets You Build A Formidable Force

The Witcher's card-playing game Gwent has a new game mode: Arena, which lets players play with cards they otherwise might not have, as well as introducing some mode-specific rules.

Arena mode lets you build a deck using cards from all playable factions, as well as some duplicates. You keep playing until you win nine games or lose three.

The mode requires a new item – Mirror Shards – to enter, and these can be bought using real or in-game currency ($1.99 or 150 ore). If you want to try it, you can do so for free – until March 7, anyone who logs in gets three Mirror Shards.

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[Source: CD Projekt Red] 



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3D Realms Reveals New Bombastic Retro Shooter Ion Maiden

In a sea of what was then referred to as "Doom clones," 3D Realms made a name for itself by innovating the first-person shooter genre with the likes of Duke Nukem 3D and Shadow Warrior with its Build engine. The developer announced today that it's returning to developing the kinds of games it made its names on with Ion Maiden, a first-person shooter made in the  Build engine that's meant to channel the chaos and fun spontaneity of early shooters.

(Please visit the site to view this media)

The developer laid out the threadbare but amusing setup to the game and described its new action hero:

Shelly “Bombshell” Harrison earned her nickname as a bomb disposal expert for the Global Defense Force. When transhumanist cult mastermind Dr. Jadus Heskel unleashes a cybernetic army on Neo DC, Shelly decides it’s time to start chucking bombs rather than diffusing them.

Her journey will leave trails of blood and gore in huge, multi-path levels filled with those famous colorful keycards and plenty of secrets and Easter Eggs to discover behind every corner. There’s also no regenerating health here, so stop taking cover and start running and gunning.

Ion Maiden is now available in Early Access with a prequel campaign that's standalone from the main game. For our thoughts on that campaign, be sure to check out our New Gameplay Today.

Ion Maiden is due out sometime in 2018.

Our Take
I dug my time with Ion Maiden a fair bit, so I'm looking forward to more of this retro shooter later on this year.


from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/02/28/3d-realms-reveals-new-bombastic-retro-shooter-ion-maiden.aspx

New Gameplay Today – Ion Maiden

You like old-school shooters? You're in luck! 3D Realms, the studio behind Duke Nukem 3D, Shadow Warrior, and other classics, is working on a new game built on old tech. Watch our new episode of NGT to hear what Javy Gwaltney thinks of Ion Maiden.

The game has many of the hallmarks of 3D Realms' other games – fast action, weird weapons, and equally weird texture stretching when you look up too far. It's retro in the best sense. Check out the game in action below.

(Please visit the site to view this media)

Ion Maiden is available on PC in early access, with the full release planned for sometime this fall.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/02/28/new-gameplay-today-ion-maiden.aspx

Co-Op Paranormal Horror Game The Blackout Club Announced

Question, a team made up of industry veterans behind games like Bioshock Infinite, Bioshock 2, and Dishonored, has announced The Blackout Club for PlayStation 4, Xbox One, and PC.

The game is set in a small town where a group of teens wakes up with no memory of what happened when they were unconscious. With one of their close friends having disappeared, and none of the adults in town believing their story, the group decide to launch an investigation of their own and discover the monstrous secrets of the town in the process.

Question takes cues from procedurally-generated games with variable objectives, enemy encounters, and loot drops. The different nights involve gathering new clues and exploring the neighborhood to find out the truth.

The Blackout Club is scheduled for a Q1 2019 release on PlayStation 4, Xbox One, and PC. You can check out the first trailer below.

(Please visit the site to view this media)

 

Our Take
The game looks cool, but the story is what really intrigues me, so I am hoping the game has a strong narrative above all else.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/02/28/co-op-paranormal-horror-game-the-blackout-club-announced.aspx

H1Z1 Leaves Early Access Today, Adds Vehicular Battle Royale Mode

H1Z1, once one of the most popular games on Steam, is coming out of early access today with a HUD overhaul and a mode titled Auto Royale.

Sometimes credited as the progenitor of the Battle Royale genre, H1Z1 is leaving early access after roughly two years in the in-development category once the game split into two different projects. The officially released version adds a vehicle combat battle royale mode that pits 30 teams against each other in a map surrounded by ramps, oil slicks, turbo boosts, and more.

The news that H1Z1 is officially releasing accompanies the recent revelations of the game's numbers dropping precipitously over the last year, according to this report by Gamasutra. At its height, H1Z1 stood shoulder-to-shoulder with other Steam giants like PlayerUnknown's Battlegrounds and Dota 2, but has fallen to 9000 - 14,000 concurrent players in recent months.

The H1Z1 league, a competitive professional league for the game, season for 2018 is scheduled to begin in Q1. You can check out the launch trailer for the vehicular battle mode below.

(Please visit the site to view this media)

 

Our Take
While it's about time the game came out of early access, after Fortnite and Battlegrounds, H1Z1 feels a generation behind and has certainly been left behind in market mindshare. Maybe the release will help it recapture its glory, as the battle royale market is still extremely volatile.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/02/28/h1z1-leaves-early-access-today-adds-vehicular-battle-royale-mode.aspx

Tuesday 27 February 2018

New Fighting EX Layer Gameplay Trailer Shows Off Blair And Jack

Arika revealed the details on the release structure and window for Fighting EX Layer the other day, following it up with a gameplay trailer of new characters Blair and Jack.
Blair relies on fast movement and quick mix-ups for her combos, darting around the screen and confounding the opponent rather than focusing on power moves. Jack, who used to be known as Cracker Jack, has ditched his riverboat gambling attire in favor of rodeo cowboy duds, and hits hard with juggle combos and a baseball bat.
You can check out the gameplay trailer below.
(Please visit the site to view this media)
Arika is launching Fighting EX Layer sometime before June exclusively on the PlayStation 4 as a digital release.


from www.GameInformer.com - The Feed http://www.gameinformer.com/games/fighting_ex_layer/b/playstation4/archive/2018/02/27/blair-and-jack-show-their-moves-in-this-new-trailer.aspx

Yakuza 6 Demo Pulled From PSN As Players Access The Full Game

Sega has pulled the Yakuza 6 demo from PSN on its day after release after some intrepid players discovered ways around the story gating progress to play the entire full game.

As we reported yesterday, the Yakuza 6 demo came in at a huge 36GB, essentially downloading the full game with the ability to progress stopping midway through the first chapter. It did not take long for people to figure a way around this, however, and have been posting screenshots from the English localization through the game's third chapter. As a response, Sega pulled the demo from PSN less than a day after putting it up.

“We apologize, but have had to remove the Yakuza 6 :The Song of Life demo from the PlayStation Store," Sega said on social media. "We are as upset as you are, and had hoped to have this demo available for everyone today. We discovered that some were able to use the demo to unlock the full game. We’re looking into the nature of the issue. Thank you for your patience.”

It is unknown if the existing demo will be patched or turned off in any way. Yakuza 6 is scheduled to release exclusively on PlayStation 4 on April 17.

 

Our Take
This isn't particularly surprising and I am hard-pressed to think of a situation where having more data in a demo didn't result in people finding ways to access it. Still, hopefully Sega can get a demo out on PSN soon, as I'm sure many are eager to try it.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/02/27/yakuza-6-demo-pulled-from-psn-as-players-access-the-full-game.aspx

New Gameplay Today – Moss

Moss is out today on PlayStation VR. You know – that cute game with the little mouse? Don't worry if you're not completely familiar with it, because Kyle straps on the headset and guides us through the charming puzzle-platformer.

As with a lot of VR games, watching it on a traditional display drains the game of some of its magic. Fortunately, Kyle is able to articulate where he thinks the game succeeds and where it falters. Stay tuned for one of Leo's notoriously challenging questions, too.

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For our review of Moss, head here.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/02/27/new-gameplay-today-moss.aspx

Guardians Of The Galaxy Director Confirms Baby Groot Is Groot's Son (Again)

Director James Gunn occasionally likes answering questions on social media, though it turns out we don't always want the answers.

Today on Twitter, Gunn was joking with a reporter about a comparison between Porgs, the puffin CG replacement from Star Wars:The Last Jedi, and Groot, the tree person who was a giant in the first Guardians of the Galaxy and a baby in Guardians of the Galaxy Vol. 2. Gunn clarified that referring to both as just "Groot" didn't really make sense.

"First Groot is dead," Gunn tweeted. "Baby Groot is his son."

Cue shock and sadness from fans who thought Groot, who sacrificed himself at the end of the first movie, was reborn as Baby Groot. Not so, says Gunn, who has been explaining this since at least back in September. On Facebook last year, Gunn wrote "Although I don't necessarily think it's obvious in Vol. 1, it's important to say that if you exploded and a little glob of you started growing into a baby, I would not assume that baby was you. I do think it's more obvious in Vol. 2, as Baby Groot has a different personality than Groot, none of his memories, and is much, much dumber."

He's not wrong. And Gunn is understandably exasperated by people being shocked all over again by the revelation despite saying it months ago. Still, not everyone got the news, so there's always going to be a fresh wave of people to traumatize every time this news comes around.

The Guardians and a Groot of some age or another will be in Avengers: Infinity War on May 4 this year, with a short scene in the trailer showing the team meeting up with Thor fresh after Thor: Ragnarok.

 

Our Take
I have heard this news before, but it is always a bummer whenever I am reminded of it. Oh well. Hopefully angsty teenage Groot is entertaining, too.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/02/27/guardians-of-the-galaxy-director-confirms-baby-groot-is-groots-son-again.aspx

Metal Gear Survive Review – Stripping A Solid Series For Parts

Metal Gear Survive is the first entry since Konami and series creator Hideo Kojima’s contentious split, and it shows. It features a non-canon, spin-off story and veers away from its stealth roots in favor of a survivalist approach. But while that might sound like heresy to fans, the most damning thing about Survive is how it squanders its own promise. It buries Metal Gear Solid V’s fantastic core mechanics beneath an abysmal campaign, skewed survival systems, and a tedious grind for resources.

Metal Gear is known for its intriguing, over-the-top geopolitical narrative, but that isn’t part of Survive. The story is distances itself from the rest of the series’ fiction, as the Captain (you) gets sucked into a wormhole that opens up in the aftermath of the XOF attack on Mother Base at the end of Ground Zeroes. While that sounds interesting, the campaign spends far too much time justifying progression loops instead of constructing an interesting story, and the few tantalizing threads lead to tepid payoffs. If you’re looking for a plot that enriches the Metal Gear universe, prepare to be sorely disappointed.

The controls and mechanics of Metal Gear Solid V anchor most of Survive. Traversing Dite (a hellscape version of MGS V’s map) and sneaking up on unsuspecting zombies feels great. The Dust, a harrowing dark zone where your objective markers disappear and your oxygen drains, make missions tense as you’re constantly on the clock. Melee weapons are sometimes awkward to wield, but combat becomes more diverse and fun as you find new weapons, defenses, and traps.

Layered on top of this skeleton are various meters to manage as you build up your character and base. Survival is difficult at first; during my first dozen hours, where and how I’d score my next meal was always on my mind. While the idea of scavenging for food isn’t inherently flawed, your hunger and thirst drain too quickly. This constantly interrupts the fun of traversing Dite. It eventually gets easier to fill yourself up, but I still I spent large chunks of time wading through menus, figuring out the best way to feed myself and manage my resources and weapons.

The campaign was practically over by the time I had stocked my base camp with water, livestock, and staff, which made building them up unrewarding. They ultimately serve as pipelines for more resources, which is Survive’s primary reward for just about anything. You’re encouraged to keep playing after you’ve finished the main story, but aside from discovering a few secrets and opting into defending your base from waves of zombies, the post-game consists of tedious treks across Dite, doing the same rescue and scavenging tasks multiple times.

You also unlock new weapons and ammo to use, but they require too much micromanagement. Rare weapons are broken when they drop, and you must spend resources before you can equip them. Maintaining gear (which degrades with use) is costly, and even rare weapons become dull so quickly that I held off on using most of them until I had amassed the copious amounts of materials needed to maintain them. This killed the excitement of obtaining a cool new weapon, since I knew I’d have to grind out a few more missions before I could use it.

Co-op pits you and three other players against waves of bad guys, and it’s much more fun than playing the solo campaign. Coordinating with others to gather materials, build up defenses, run among various groups of enemies to fend them off, and tackle side missions presents of fun mix of things to do. Although you work with your team to get the most loot, you also need to be selfish. Killing enemies, completing side missions, and building up defenses scores points, and the winner at the end of each match receives a hefty bonus. This mix of cooperation and competition can be frustrating at times, as you sneak up behind an enemy guarding a side objective only for a teammate snatch up your rightfully earned points, but also offers a good incentive for everyone to pull their weight.

Unfortunately, you won’t be of use in co-op or get much out of it until you’re several hours deep into single-player story, since you have to progress through the campaign to unlock new maps. Though harder difficulties offer satisfying challenges (like defending two key objectives instead of one), the five current maps all share the same wave-based setup and aren’t enough to keep the grind for resources fresh.

This is when Survive’s microtransactions encroach on the experience. You can pay real money for extra character slots, as well as boosters to enhance your experience and resource gains. Common resources like iron and wood come easily, but rare materials are doled at low quantities, giving rise to a nagging urge to spend real money to speed up the process. Additionally, the time between waves in the single-player base defense can last as long as an actual day, but you can expedite the wait by paying real money (which is tempting when the next wave is set to arrive at six in the morning). You get a daily log-in bonus of currency, but the amount is pitifully minor; it takes days (and even weeks) to amass a useful amount with this approach.

Metal Gear Survive doesn’t fail due to its baggage or expectations. It blunders entirely on its own merits. Its co-op suite shows promise and could become legitimately great in time, but the rest of Survive is a boring, grind-heavy slog where the biggest reward is simply more stuff. For as many bits of metal, wood, and fabric I had after 70 hours of play, I couldn’t help but think I’d wasted all of my time.

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