Thursday, 31 May 2018

Moonlighter Review – Don't Quit Your Day Job

If you’ve ever wondered how item stores in video games manage to stay in business, Moonlighter lets you step behind the counter to find out. As a young merchant named Will, you spend part of your time tending to your shop, and the other part diving into randomly generated dungeons to restock. This straightforward premise initially shows huge potential, but like most jobs, routine sets in and leaves you going through the motions.

Moonlighter isn’t the only item-store simulator out there, but it sets itself apart from the competition with its fantastic retro atmosphere. The pixel art and music evoke a unique retro aesthetic without feeling like cheap nostalgia, which is rare feat. Beneath that alluring presentation is a formula that provides a few hours of simple fun. After exploring a dungeon, you sell the items you collected – a process which requires some trial and error, since you want to set a price that maximizes profits while keeping your customers happy. Then you use that money (and some materials) to upgrade your gear, helping you delve deeper and collect more valuable loot. After that, the cycle repeats as you defeat bosses and unlock dungeons with different visual themes.

At the beginning, I looked forward to spending my nights encountering strange foes and finding artifacts in the randomized dungeon layouts. During the day, I enjoyed the puzzle-like process of finding the sweet spot for pricing when restocking my shelves, with different customer reactions signaling whether the cost is too high or low. After scrolling through my ledger on a particularly profitable day, the urge to take just one more trip to the dungeons was powerful. Even the simple battles were entertaining, using top-down combat that borrows from games like The Legend of Zelda: A Link to the Past.

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Despite all of its promise, the problem with Moonlighter is how soon the whole concept plateaus. Once the early thrills wear off, you are left to chase rewards that never ultimately pay off. As you craft and upgrade different weapons and armor, they get stronger – but they generally keep pace with enemies’ increasing power, so you don’t feel much improvement. Plus, without new abilities to expand your options, you’re using the exact same moves in the fourth dungeon that you used in the first one. This doesn’t dull the basic fun of combat and exploration in the moment, but it prevents the adventure from evolving.

Once you finish the golem dungeon and catalogue all of its treasures, you move on to the forest dungeon and repeat the same process. The environment and enemies change, but the template doesn’t; you fight through three floors and take periodic trips home to sell your spoils. No puzzles, no tricks – just clearing rooms. At the end of each dungeon, you fight a boss, but even those encounters feel similar. Whether it’s a robot snake or a ball of electricity, the bosses demand little from you other than getting close and swinging your weapon, using potions when necessary.

One interesting wrinkle in your journey is the addition of item curses. Objects you find might have one of these random properties, like breaking after you take too much damage, or destroying an item in an adjacent inventory slot. This adds a layer of management to your looting; you need to think about which items you collect and where they’re placed on the grid, so amassing artifacts isn’t only a question of how much space you have left in your bag. But once you get your treasures home, the routine kicks in again.

Discerning the value of different items feels static. You’re putting a higher price tag on nutritive water than you were on iron bars, but your strategy never changes. Just take a guess, wait for a customer’s reaction, and adjust until you get the ideal response. However, I appreciate how the game remembers the right prices once you find them, which cuts down on the hassle of getting stuff on the shelves.

I wish I could say all aspects of Moonlighter were so user-friendly, but I encountered a variety of different technical problems during my playthrough. Customers not leaving my store (so I couldn’t close up shop), important enemies not spawning, and inconsistent hit detection are just a few examples. The severity varies, but the progress-blocking problems forced me to restart – an act that usually caused me to lose valuable items I had gathered. Frustrations like these put a major dent in Moonlighter’s long-term charm.

With four dungeons to finish and forget in a prescribed order (plus a final boss fight), the repetition makes Moonlighter feel less like one unfolding game and more like the same game four times. The story is barely present, and persistent elements that tie the rogue-lite experience together – like crafting and store expansion – have too little impact to convey a satisfying sense of progress. When viewed on a smaller scale, the accessible combat and simple formula make it easy to pick up and enjoy Moonlighter casually. However, my excitement and enthusiasm were at their highest during the brief window when I didn’t know exactly what to expect next.

 

This review pertains to the PS4 version of Moonlighter. The game is also available now on Xbox One and PC, with a Switch version planned for later this year.



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GTA: San Andreas, Midnight Club: LA, And Rockstar Table Tennis Hit Xbox One Backward Compatibility Next Week

Following on the heels of GTA IV, Bully, and Red Dead Redemption, Rockstar announced today that three more of its titles would be coming to Xbox One backwards compatibility. Starting June 7, GTA: San Andreas, Midnight Club: LA, and Rockstar Games Presents Table Tennis will all be available to play on Xbox One.

Rockstar has said that GTA: San Andreas will be the enhanced version released on Xbox 360, with increased resolution and draw distance, even if using the original Xbox disc. Additionally, both the initial release of Midnight Club: LA and the complete edition (with new tracks, music, and parts) will be available. 

Red Dead Redemption received a native 4K update alongside its backwards compatibility, but so far no similar improvements have been announced for these titles. Regardless, they present an excellent opportunity to enjoy more of Rockstar's catalog.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/05/31/move-over-red-dead-redemption-san-andreas-midnight-club-and-table-tennis-now-backwards-compatible.aspx

Insomniac Games Teases New VR Project

In a new developer spotlight, Insomniac has teased a new exploration-based VR game on the Oculus. The studio hints at a solution to the issue of movement in an open-world environment, eschewing the typical short-range teleportation system that many VR games currently use. 

The game sounds like it could be a mix of the ambition of No Man's Sky and the quality of world design that Insomniac is known for. Hopefully we will see a hand-crafted open world or galaxy that will allow players to explore and discover and run into the fun and vibrant characters that the studio does so well.

You can see the full video below.

(Please visit the site to view this media)

 

Our Take:
It looks like Insomniac is still fully in support of VR. I am glad to see developers still taking chances and trying to find the full potential of the format. Insomniac has made some amazing games (Sunset Overdrive is my jam) and I want their signature style and creativity to carry over to an open-world VR game.That would be something to get me interested in finally taking the plunge of picking up a headset. 



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/05/31/insomniac-teases-new-vr-game.aspx

Sonic Mania Adventures Episode Three Shines The Spotlight On Knuckles

As Sega gears up for the launch of Sonic Mania Plus this July, it is continuing its animated short series Sonic Mania Adventures. The first episode captured fans' hearts with a charming animated style and amazing remixes of classic Sonic tunes, and the second and third episodes are no different.

The third episode, appropriately titled "& Knuckles," features the series' red echidna fulfilling his duties as the guardian of the Master Emerald. Come for the Knuckles-focused short, but stay for the awesome reworking of his theme song that'll leave you wondering where you can find the soundtrack to this series.

(Please visit the site to view this media)

To watch the first two episodes of Sonic Mania Adventures, head here for Episode 1 and here for Episode 2.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/05/31/sonic-mania-adventures-episode-three-shines-the-spotlight-on-knuckles.aspx

Blog Herding – The Best Blogs Of The Community (May 31, 2018)

I began chatting with Jeff Marchiafava about doing Blog Herding back in 2013. I just really wanted my life intertwined with Game Informer's. As many of you know, I interned here. I love everything about G.I. I wrote many stories, one for print, went to parties where craft beer was had, and bad games were played. And editor Matt Kato became one of my closest friends, and one I look forward to chatting with every day – even if he supports Manchester City. According to email correspondence with Jeff, it was in January 2015 that we began talking about what this iteration of Blog Herding would look like, and what it would mean when I took it over.

There have been so many times where bloggers reminded me just how old I was getting when it came to a past game I played. And now I have this reminder that I did Blog Herding for over three years, beginning on March 26, 2015. It's baffling, rewarding, but also scary. I'm afraid I didn't do enough for all of you. I definitely tried! I hope I did. I absolutely loved playing Rocket League and Monster Hunter with all of you. I loved reading your writing. I absolutely enjoyed becoming friends with some of you and chatting with you about life, games, and what gaming means to us in our lives.

And Game Informer has given me a lot. Every single one of you has given me more than I can express – whether it is a reason to check out a game or a conversation on what this crazy life means (it would be remiss not to mention Rebekah Lang's impact on me as a friend). When there was a chance to do Blog Herding, I knew I had to give back to the great community. And not to belabor the point, but you all rock, and I hope I served you well. The new website won't have the ability for blogs to be written. Your blogs will be saved, but I do recommend you back them up if you can. And I implore you to all try and freelance – the range and depth of content on display in this community is astounding. Don't be afraid to grow, and then to shine.

Our final Blog Herding has ninjas, foxes amongst the stars, a card game, and eulogies. It's not a regular week, but a good one. A bitter sweet one, but one I'm glad to have been a part of. I just wish I had been here longer. You're all amazing.

I actually kept a bottle of a special beer, Alaskan Smoked Porter 2011, in the hopes that I would get a job at Game Informer before its recommended aging length of five years was up. I gave myself a five-year window. To some, I failed, but I made great friends along the way, and I wouldn't change a thing. Except maybe not having an old beer to drink now! That's life, and I hope with the loss of user blogs, you all find a way to continue writing.

Looking back at that first Blog Herding... I don't even have the same last name anymore! What a wild ride this has been. Thank you all.

See you all later, space cowboys and cowgirls. No – you have dust in your eyes. Plus, I'm allergic to my cat. Yes, the one I named after Shigeru Miyamoto.    

Community Blogs For May 17 – May 30:

Zang Recomends: Shadow Blade: Reload (PS4)
The Zangmaster writes about a fast-paced platformer starring a ninja. That's pretty much all I need to know. While I like to play ninja games more in the style of Tenchu (such an underrated, amazing series), I'm down for just about anything with a ninja in it.

Nintendo 64 – The Console With a Distorted Legacy
Widdowson91 argues that the Nintendo 64 isn't all that great because it doesn't have a lot of great games compared to other consoles. I would argue that a handful of the 64's best games are probably some of the best games ever. It's an interesting blog. What do you think?

Gwent Beta: Rule Changes, Loot Boxes, and Trolls, oh my!
JillG breaks down the popular Gwent, a card game a good friend of mine won't stop talking about, and one I know nothing about. It's a good read for those interested in trying out the beta, which I finally deleted because I just can't find the time to play it. Plus, I'm more of a Pazaak guy myself.

Would A Star Fox Racing Game Really Be That Bad?
In a world where gamers want proper Metroid and Star Fox games, Nintendo might give us exactly what we want: a Star Fox Racing game. Err, wait a minute. MightyMagikarp's blog counters the people who don't want to see an improper Star Fox game, instead giving us reasons why this might be a good idea. At this point I would rather see him on a planet filled with dinosaurs again.

My Recent Speedrun Obsession
Writergirl2394 is addicted to speedruns. She breaks down what makes them appealing, like Skyrim's broken world involving horses and flinging oneself. This is definitely one interesting community, and one I would like to explore more.

RIP User Blogs
It was hard to include these blogs, but this is what we got with the end of BH near. Dominic Cichocki, who has been an up and coming writer in the blogosphere as of late, reflects on what the platform was able to do for him. This is such a nostalgic post it both makes me happy and hurt. Thank you for being a part of G.I., Dominic.

A Farewell To The Blogs (Thanks, G.I.)
Bjdbuch first wrote a Game Informer blog nine years ago. I had just moved to Alaska and was writng for a newspaper there and trying to freelance and break into the industry. (I actually interviewed with Andrew Reiner and Jeff Cork, I believe, for a job at Game Informer that summer). I ended up getting closer to where Cork grew up than to G.I., but it was a fun adventure! Anyway, bjdbuch wrote a blog back then. At 13. It was short and imperfect, but it was another part of the Blog Herding legacy. "The community gave me a sense of purpose and pride during a time in my life where I didn't have much. Middle school was hell, but I knew that I could always go to GameInformer.com and find people who liked me for the nerd that I was. It was amazing." You're amazing, bjdbuch.

Darkest Dungeon: Give the Blogs Some Company in the Grave
JillG "celebrates" the demise of Blog Herding with Darkest Dungeon. It works. Jill may have come to the blog game later on, but her impact was felt. Thank you for sticking with us, Jill!  

Gaming's Most Epic Moments: The New GoW Was Amazing
Brendon Curzio beat God of War, and I did not. So, I can't say what all he writes about, but I can say the moments in God of War are *kisses fingers like a chef* – amazing. I can't read this because spoilers, but knowing Curzio, it's good. And knowing God of War, these moments are some of gaming's best.

Community Reviews:

Mario & Luigi: Superstar Saga + Bowser's Minions Review – A Welcome Return
Insane_Buffoon delievers a short and sweet review on why this Super Mario and Luigi RPG is so much fun to play. "The biggest new addition is a new separate campaign featuring a tenacious goomba trying to reunite with his beloved leader. The gameplay plays out in a real-time strategic lite style." I have wanted to replay this game on the Gameboy Advance, but I really want to try out the new content.

Community Writing Challenge:

This is it, ladies and gentlemen. The final challenge: What did writing for Game Informer's blogging platform mean to you? What did it do for you? How did it change you?

I hope you enjoy the blogs! Please contact me via my Game Informer page or on Twitter at @LouisGarcia12 with any blog news or playdate suggestions.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/05/31/blog-herding-the-best-blogs-of-the-community-may-31-2018.aspx

New GTFO Screenshots Show Off Gory Thrills

10 Chambers Collective, an indie Swedish company led by Payday developers, made waves last year when it revealed the horror-focused co-op game GTFO. The trailer was brief but got the message across: you and your friends work together to complete objectives while fending off nasty monsters.

We haven't heard much about the game, developed on the Unity engine, since that trailer. However, today 10 Chambers Collective revealed some goopy screenshots that give you a good idea of the level of violence you can expect from the game, as well as a glimpse of a jellyfish-lookin' monster. Scroll down below to see all the screens.

GTFO is due out this year and 10 Chambers Collective says that the game will be playable at E3. For more on GTFO, you can watch the reveal trailer here.



from www.GameInformer.com - The Feed http://www.gameinformer.com/games/gtfo/b/pc/archive/2018/05/31/new-screenshots-show-off-gory-thrills.aspx

Elite Dangerous: Beyond – Chapter 2 Coming In June

Elite Dangerous developer Frontier Developments has announced that the game's second update – Chapter 2 – is coming out on June 28 in advance of a bigger fall update.

The update gives The Alliance the Challenger, which has stronger armor than the Chieftain, while the Thargoid counter with new scouts that can buff other scouts.

It also includes new Wing Mining missions, scanning and interacting with space installations (including the ability to hack turrets), tech brokers, and more.

Elite Dangerous is available on PC, PS4, and Xbox One, and you read Dan Tack's review here.

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[Source: Frontier Developments



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New Soulcalibur VI Trailer Showcases Maxi's Return

Time to get your swashbuckle on. Maxi, The Dandy Of The South Seas, is heading to SoulCalibur VI.

The fan-favorite pirate has been a part of the series since the first entry. You can watch VI's version of the nunchaku-wielding fighter in action right here in this recently released trailer:

(Please visit the site to view this media)

Soulcalibur VI is due out sometime this year. For more on the game check out The Witcher's Geralt, an unlockable character,  in action here.



from www.GameInformer.com - The Feed http://www.gameinformer.com/games/soulcalibur_vi/b/playstation4/archive/2018/05/31/new-soulcalibur-vi-trailer-showcases-maxi-39-s-return.aspx

Warhammer: Vermintide 2 Free Update Includes Mod Support & New Challenges

Last month's update for Warhammer: Vermintide 2 eased the game's difficulty, but this month's free update is all about offering new challenges for players.

The PC update includes daily challenges (for some impressive gear) and new quests, as well as over 100 cosmetic items and mod support through the Steam Workshop. The cosmetic items can be found in chests (which now have a better drop rate for cosmetics) and after doing Okri's Challenges. The update also include various bug fixes and tweaks, which you can read about by clicking the source link after the update's trailer below.

In other Warhammer: Vermintide 2 news, the upcoming PS4/Xbox One versions are getting 

For more on the game check out Javy's review.

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[Source: Fatshark] 



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Wednesday, 30 May 2018

Super Replay – Mega Man

Capcom's Tim Turi joins the Game Informer crew for a brief (but complete) look at Mega Man's first adventure. We all know Tim has proven himself as a great gamer, somehow managing to work his way through Overblood, Illbleed, and the atrocious Martian Gothic, but he needed a little help getting through Mega Man. He uses a new rewind power to undo his deaths. This functionality is a part of the recently released Mega Man Legacy Collection, which you can play on Switch, PlayStation 4, and Xbox One.

Tim does a bang up job working his way through these difficult stages, and more impressively, remembering which weapons work on which bosses. We hope you enjoy this short Super Replay, and come back in a few weeks to check out the first episode of our complete playthrough of God Hand.

(Please visit the site to view this media)



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/05/30/super-replay-mega-man.aspx

Agony Review – The Worst Version Of Hell

Agony’s premise is simple: you play a soul who has been damned to the deepest pits of hell. Your job? Escape. A survival-horror game in the mode of Amnesia and Alien: Isolation, Agony makes a strong first impression with its opening cinematic thanks to astounding visuals that pop and crackle, showcasing fiery skies and trees branches with organs hanging from them as your character is cast into the great abyss. Unfortunately, only boredom and frustration follow in the wake of this well-crafted cinematic, ushering players through the dullest version of the underworld I’ve ever played.

Gore is Agony’s calling card, and it’s everywhere. Fetuses hang from the ceiling, their umbilical cords wrapped around their throats while still-breathing men and women dangle from rafters, spears impaling them. Blood-caked demons hold orgies while monsters with heads shaped like Venus fly traps pursue you through caverns of ruptured flesh. All of this might sounds gross and maybe even a little enthralling but the constant bombardment of such grotesque images rob the world of its power through quick desensitization. At the same time, poorly designed hide-and-seek makes the journey itself a slog.

For the vast majority of this odyssey, you play as a soul jumping across withered bodies, using each one as a host to navigate the underworld until a monster kills your host, forcing you to jump to another. Sometimes you can possess demons to bypass obstacles, but most of the time you’re playing husks and hiding in the dark from giant, gross monsters. And when I say dark, I mean really dark; I had to turn up my brightness settings all the way up to even see anything, which robs the monsters and the hell-world of their power to inspire fear. Seeing all of hell lit up is particularly disappointing, as the majority of the environment feels like you’re navigating one big, bloody organ that looks the same everywhere. The protagonist’s distorted fish-eye view also made me nauseous, and I rarely suffer from simulation sickness.

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The combination of poor enemy A.I. and cramped level design is Agony’s biggest downfall. Demons are everywhere, patrolling for you. Most of the environments they guard are tiny, barely larger than a hallway. These foes can’t see you, but they have heightened hearing, so you have to hold your breath to avoid being caught. Of course, this is useless because the mechanic is clearly broken. I died countless times to these monsters because they heard me even though I was holding my breath or they ran into me because the game gave me literally nowhere else to go, meaning that life and death often comes down to pure chance. Death also often means being thrown back to a checkpoint that can cost you 15 minutes of progress.

Agony makes things even worse by requiring you to find objects (like bleeding hearts) to unlock doors as you navigate mazes of corridors. The resulting scavenger hunts are deeply annoying, as the majority of my time playing the game was spent scanning the ground for keys, in the dark hoping that an enemy wouldn’t happen to come by and murder me.

Compounding the hide-and-seek frustrations are a number of bugs and technical issues that make certain points of the game downright unplayable. Aside from framerate drops, my character also became stuck in walls and all I could do was wait until a monster came by and chomped me to death. Even when the experience isn’t beset by tech issues, the act of moving around in the world is so cumbersome that it’s a pain simply to move around.

Even with all of these issues in mind, this journey to hell might have been worth the trouble if the game had a compelling story. It doesn’t. Your way out of hell involves finding and doing the bidding of a mysterious Red Goddess, but the voice acting and writing is so poor that my eyes glazed over any time a demon started spewing a monologue at me.

Agony lives up to its name in the most dreadful way possible. The gory shock tactics try too hard to impress, and are ultimately a moot point given just how effective the game’s brokenness is at dispelling any palpable fear or awe I might have had and replacing it with aggravation.



from www.GameInformer.com - The Feed http://www.gameinformer.com/games/agony/b/pc/archive/2018/05/30/the-worst-version-of-hell.aspx

Fire Lion Lunastra Coming To Monster Hunter World Tomorrow

A returning monster named Lunastra is coming to Monster Hunter World on May 31 alongside a new update, Capcom has announced. 

Lunastra is the female version of Teostra, the fire-breathing elder dragon. Where Lunastra differs, beyond her raw brute strength, is that she can cover the arena in blue flames that cause a heat effect to your characters. This means that you had better be drinking cool drinks or your hunter's health will slowly slip away during the fight.

Unlike other monsters that engage in dramatic fights when they meet, Lunastra and Teostra meeting up is nothing but bad news for your hunting party. The two team up to unleash a super move that covers the entire arena in red and blue flame, making you incredibly vulnerable to the next hit. Lunastra also brings with her some frankly useful and interesting armor sets that should be good for hunters who are already done crafting all the other armor they want in the game. She will be available in an event quest starting at the end of May.

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Coming along with her is an update that makes a couple of bug fixes and preps the game for time-limited Arch-Tempered Elder Dragons. These special challenge bosses are meant for post-game hunters looking for fights harder than even tempered Deviljho and it starts with Arch-Tempered Kirin. Slaying these monsters gets you material for new armor sets that Capcom has said offer extremely good bonuses, but we'll have to wait and see. Kirin comes on June 8, with Val Hazak following on June 21.

One quality of life improvement is making it so scout flies no longer steal the camera at camp when starting a mission. Capcom added this for respawning a while back, but now the camera won't focus on the Scoutflies as you run toward the table for a meal.

The Lunastra update should be coming later today/tomorrow worldwide. As with all Monster Hunter World updates, the new content is all free.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/05/30/fire-lion-lunastra-coming-to-monster-hunter-world-tomorrow.aspx

Vegito Blue And Fused Zamasu Shown In Dragon Ball FighterZ DLC Gameplay Trailer

A new trailer has been released featuring the next batch of warriors for Dragon Ball FighterZ.  Fused Zamasu and Vegito Blue will be joining the roster, two characters from the currently appearing (in the English dub) of the Future Trunks arc of Dragon Ball Super. They will be available tomorrow May 31 and are the second of four planned character packs. 

Season pass owners will have access to the new characters tomorrow, and those who want to purchase the fighters individually can for $5 a piece. 

(Please visit the site to view this media)

 

Our Take:
It is great to see Zamasu added to the roster; the future trunks arc is one of my favorite in the series. The game still suffers from a roster filled with too many Goku's and too many saiyans, and Vegito Blue won't help that, but he should be a fun addition. It is unfortunate that the nature of this DLC is a big spoiler for the English dub fans, but that is the price of watching a mega-popular anime these days.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/05/30/vegito-blue-and-fused-zamasu-shown-in-new-trailer-for-dragon-ball-fighterz-dlc.aspx

Fight Off The Alien Oppressors With XCOM 2 In June's Free PlayStation Plus Lineup

XCOM 2 and Trials Fusion are PlayStation Plus' free games for June. Game Informer's Ben Reeves gave XCOM 2 a 9.5, saying that despite the game's notorious level of challenge, "XCOM 2's battles are so compelling that it's easy to pick yourself up after defeat and jump back into the fray. Successfully navigating XCOM 2's storm of difficult choices is enough to make you feel like a true legend."

In addition to XCOM 2 and Trials Fusion, PlayStation Plus subscribers will also be able to obtain free titles for the PS3 and PS Vita (though Sony will be ending that part of the service next year).

  • Tom Clancy’s Ghost Recon Future Soldier (PS3)
  • Zombie Driver HD Complete Edition (PS3)
  • Squares (PS Vita)
  • Atomic Ninjas (PS Vita)

The June lineup will be available June 5. You'll have until then to get your hands on the free games for May, including Beyond: Two Souls and Rayman Legends.

[Source: PlayStation Blog]



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/05/30/fight-off-the-alien-invasion-in-xcom-2-free-for-junes-playstation-plus-game.aspx

Tank Is A Dazzling, Tron-Inspired Short Film For Arcade Fans

This impressive short film from Red Giant is a visual homage to vector arcade games like Battlezone and Star Wars. Follow the story of a team of pilots on their quest to take down a weapon of mass destruction. Come on, it's only about three minutes of your life.

(Please visit the site to view this media)



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/05/30/tank-is-a-dazzling-tron-inspired-short-film-for-arcade-fans.aspx

Pre-Orders Open For Atari VCS

Pre-orders have begun at Indigogo for two Atari VCS models. The VCS is a gaming platform that comes with over 100 arcade and home classic Atari titles like Missile Command and Yars' Revenge. The unit is also Linux based, so users can add their own titles and customize it as they see fit.

The Day One Collector's Edition ($299) is an Indigogo exclusive and is only available for a limited time, while the the Onyx edition ($199) is not exclusive but still limited. The former has a real-wood front, and the latter a illuminated red Atari logo.

The system is expected to ship out in mid-2019.

For our hands-on impressions of the unit, check out this report from Brian Shea.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/05/30/pre-orders-open-for-atari-vcs.aspx

Sega Announces Team Sonic Racing From Sumo Digital

Sega has revealed the newest Sonic the Hedgehog game, making good on their teaser at SXSW of a Sonic racing title by announcing exactly that. Team Sonic Racing is a new Sonic-based racing title from Sonic & Sega All-Stars Racing Transformed developer Sumo Digital releasing on Switch, PlayStation 4, Xbox One, and PC.

While functionally similar to Sonic & Sega All-Stars Racing Transformed, the cast in this game is limited to Sonic and fourteen of his friends broken down into three types of Power, Technique, and of course, Speed. Players can take the rubber to the road in Grand Prix, Time Trial, and a new mode called Team Adventure.

True to its name, Team Sonic Racing focuses on racing as a team. Racers work as a team to knock out opponents, use team moves, and use a Team Ultimate together. It's not clear if the team-based gameplay is only for Team Adventure mode or if the entire game centers around it, though it is likely we'll find out more about the game at E3.

Team Sonic Racing releases this Winter for Switch, PlayStation 4, Xbox One, and PC.

 

Our Take
I really liked the Sega fanservice of the Racing Transformed, so losing that is a bit of a bummer. It seems like Sega is aiming squarely for Mario Kart, though.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/05/30/sega-announces-team-sonic-racing-from-sumo-digital.aspx

Lego Gives DC Comics' Super Villains Their Own Video Game, Coming In October

Looks like TT Games and Lego Games has yet another title on the way. After revealing that The Incredibles was to receive its own adaptation, WB Games revealed today that another Lego game was on the way. This one is based around DC's super villains and focuses on a world where "The Justice League has disappeared."

WB broke the news with a teaser trailer featuring The Joker, Harley Quinn, Poison Ivy, and others. The teaser trailer strongly suggests you'll be playing as a custom character.

(Please visit the site to view this media)

The game arrives on October 16, 2018.

For more on on Lego games, be sure to check out our review of Lego Marvel Super Heroes 2.

Our Take
More games aimed at kids is, in the end, always a good thing.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/05/30/lego-dc-super-villains-trailer.aspx

Fallout 76 Announced

Bethesda has announced Fallout 76 – a Bethesda Game Studios title appearing on the Xbox One, PlayStation 4, and PC.

Nothing is known about the game at this time – whether it will a Fallout title as we've come to know them, an online-focused title, or something else entirely.

However, we do know a little about Vault 76. It was a control Vault in West Virginia that was to open up 20 years after a nuclear war.

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Tuesday, 29 May 2018

Nintendo Announces New, Hylian-Themed 2DS XL

Refusing to consolidate to a single handheld system, Nintendo announced a new Zelda 2DS XL today. Its case features the Hylian shield design and it comes with a pre-installed copy of The Legend of Zelda: A Link Between Worlds. 

Like the Detective Pikachu version before it, this Hylian Shield Edition has a vibrant color scheme and is priced at $159.99 exclusively at GameStop.

[Disclaimer: GameStop is the parent company of Game Informer]



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Xbox One Games With Gold For June Brings Assassin's Creed Chronicles: Russia And More

Microsoft has announced the Xbox One and backwards compatible Xbox 360 games they're releasing to Gold members for free in the month of June, including Assassin's Creed Chronicles: Russia and Sonic & Sega All-Stars Racing Transformed.

The headlining game, Assassin's Creed, was the third game in the sidescrolling Assassin's Creed Chronicles series, preceded by India and China. Players take the role of the assassin Nikolai Orelov during Russia's October Revolution to try and unravel a templar plot. The other Xbox One game is less of a free game and more of a down payment, as Xbox Live Gold subscribers will get a Gold bundle for the free-to-play MOBA Smite which includes currency and characters.

Sonic All-Stars Racing Transformed for the Xbox 360 joins in on the fun. The kart (and boat and plane) racing game is often compared to popular rival Mario Kart 8 quite favorably by more than a few people and can be played online through the Xbox One backwards compatibility. You can also download Lego Indiana Jones 2, if you're feeling the need for bricks and also hate snakes.

[Source: Microsoft]

 

Our Take
Considering Sega teased a Sonic Racing game at SXSW, I wonder if releasing Sonic Racing Transformed now is their way of whetting people's appetites.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/05/29/xbox-one-games-with-gold-for-june-brings-assassins-creed-chronicles-russia-and-more.aspx

Limited Edition Blue And Gold PS4 Announced

Sony announced a new blue and gold PS4 design via the PlayStation Blog. The Days of Play Limited Edition PS4 features a bold blue shell with gold symbols adorning the top of the console and the included Dualshock 4's touchpad.

The design comes in celebration of Sony's Days of Play 2018 event, which runs from June 8-18. Throughout the event, Sony is discounting several games such as God Of War and Horizon: Zero Dawn, as well as a few hardware bundles, controllers, and the 12-month PlayStation Plus bundle. A full list of deals can be found on the PlayStation Blog post.

The limited edition PS4 console has a 1TB hard drive and will retail for $299.99 beginning June 8.

[Source: PlayStation Blog]

 

Our Take
This thing is...gross. The blue isn't too bad, but paired with the gold, it's nasty.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/05/29/limited-edition-blue-and-gold-ps4-announced.aspx

Black Clover: Quartet Knights Gets North American Release Date

Black Clover: Quartet Knights is getting a North American release this September on PC and PlayStation 4. The 4v4 multiplayer brawler is going to have an original story set in the Black Clover universe and a dedicated story mode. The multiplayer allows players to select their Magic Knights and choose their strategies. Different members of your team can be set to attack, defend or provide support, allowing for a number of different options and styles of play.

Black Clover: Quartet Knights releases September 14 on PlayStation 4 and PC.

(Please visit the site to view this media)

 

Our Take:
I assume this is good news for Black Clover fans, as I have no experience with the anime. It is always good to see more games getting North American releases, though, as I originally got into Demon's Souls seeing the Japanese version before it came to the states.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/05/29/black-clover-quartet-knights-gets-an-american-release-date.aspx

Nineteen Years After Original Release, Valkyrie Profile Releases For Mobile

Following in the footsteps of its other classic RPGs, Square Enix is bringing Valkyrie Profile to iOS and Android with new features to improve the playing experience. 

Originally released in 1999 for the original PlayStation, the turn-based RPG has a story based in Norse mythology and a variety of endings based on players' choices. The mobile version is subtitled Lenneth, like the 2006 PSP re-release, and this port boasts autosaving, auto-battling, and new touchscreen user-interface.

The game is available now for $15.99 on iOS and Android.

 

Our Take
Hopefully Lenneth will avoid the ghastly changes that have plagued recent re-releases like Chrono Trigger. If so, mobile is probably the best platform to play this sprawling RPG. 



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/05/29/nineteen-years-after-original-release-valkyrie-profile-soars-onto-mobile.aspx

The Sports Desk – The Madden NFL 19 Wishlist

Developer EA Tiburon just announced Madden 19's release date (August 10) and first features, which is a great launching pad to air some of our hopes and dreams for the franchise.

In our recent conversation, new senior producer Carlos Guerrero, said that Madden 19 was a "much more balanced offering," giving us hope that all aspects of the game – including the recently neglected Franchise mode – get improvements and new features.

Matt Bertz and I put this wishlist together covering most of the game's bases, offering many possibilities for this year and beyond.

GAMEPLAY 

  • It's good to hear that this in Madden 19 runners push their linemen ahead instead of just running into them, and this, in conjunction with the one-cut system should make navigating the line of scrimmage easier for running backs. Similarly, we'd like to see action behind the line of scrimmage feel more smooth. Taking a handoff and accelerating afterwords (including using speed boost) feels like you're moving in slow motion, with tackles behind the line of scrimmage feeling pre-determined.
  • The circumstances that trigger sacks need to be cleaned up, taking out those produced by awkward animations and situations that QBs should otherwise easily get out of. In real-life, quarterbacks have different levels of pocket awareness, which could perhaps come into play here. In the end, there should be fewer sacks from simply bumping into another player.
  • QBs' actions with the ball while in the pocket need to be clarified. In Madden 18 there are too many times when they improbably get off a pass when you'd expect a fumble or sack.
  • Magnet catches are still noticeable in Madden 18 – particularly on the lower gameplay styles like Arcade.
  • A.I. QBs need to become smarter and show more variance in their play and stat lines. In previous games there were only two kinds of A.I. QBs – those who could barely read a defense and those who could pick you apart too easily. There need to be more QBs somewhere in the middle. They also need to conform to their real-life play styles like dink-and-dunkers vs. those who like to bomb it downfield. Each QB's overall risk tolerance and what kinds of throws they can and can't make could also be molded.
  • Man-to-man coverage needs to be a more viable option than in Madden 18 versus zone coverage depending on the situation.
  • Offensive linemen on the perimeter need to pick up or at least get a hand on defenders passing in front of them instead of blindly ignoring them at times.
  • Coaching challenges for ref calls need to work – they haven't in years. This ranges from the game properly recognizing the spot of the ball or if a player's feet are inbounds, for instance, as well as letting you call the appropriate challenge to begin with.

LONGSHOT 

  • We liked a lot of things about the mode so there's not a ton to change, but I would like to see more of a mix of gameplay styles, from quick-time events, regular Madden gameplay, and more. On the whole, regular gameplay should be the predominant flavor.
  • Last year's scouting report was a behind-the-scenes element, so seeing it surfaced more with a progression system for Devin (we assume this new Longshot simply takes place after last year's, with Devin now in the NFL) would be a nice way to invest more in the character beyond just the story.
  • Like my criticisms of FIFA's The Journey story mode, I'd like to see more NFL league, team, player, and fanbase flavor so you really feel like you're part of a team going through the ups and downs of the NFL season and not just one man in his own head.
  • Add key branching points to the story that lead players down meaningful paths of differentiation.

CONNECTED FRANCHISE MODE 

  • We're curious how the new player progression system based on positional archetypes and team schemes are balanced. Will it allow for all-around great players? What skills and attributes will these archetypes highlight? How will they handle potential and regression? The new progression system should be more about making the most of the players on your roster and not just a way to limit how gamers apply XP points. Similarly, the positional archetypes will hopefully allow you to find mid- and lower-level free agents and draftees that can grow and thrive in your team's particular schemes.
  • We'd love to see coordinators become important parts of your franchises' gameplans, offseason moves, and player development. This should include a coaching carousel during the playoffs where teams not in the playoffs vie for the hot coordinators and head coaching candidates.
  • More contract perimeters like restricted free agents, transition tags, the fifth-year contract option, front-loading, incentives, and more should be tools by which you can entice free agents and finesse the cap.
  • The draft needs to be overhauled to give it more juice. Pre-draft misinformation, news of other teams' needs and potential moves, media mock drafts, player visits, further personalization of draft picks (like college stats, personal stories, etc.), and much more can put you in the draft mood well before draft day. Your scouting can take into account all this information, making it your scouts' info on players vaguer, but also more intriguing.
  • On draft day, trade logic and options need to be re-worked so it's not just an instantaneous yes/no situation. Getting on the phone with other GMs and going back and forth trying to hash out a deal as the clock ticks should be fun part of the draft that could be spun off into its own segment.
  • Free agency should utilize the not-so-secret negotiations before actual free agency opens up, consist of multiple waves (like veterans dropping later), and not be so concrete in its information. Like the draft, a little vagueness can spur our imagination in a big way. We'd love to see a system similar to NCAA Football's old recruiting system come into play where you only have a certain number of hours to allocate toward wooing unrestricted free agents. Do you spend all your money and time on wining and dining a game changing player, or do you spread your resources to address multiple needs in the early days of free agency instead?
  • Player morale could touch on weekly performance, contract negotiations, and scheme fit. Players' personalities in general could also come into play in these ways, with some players more or less willing to go to teams with winning or losing reputations.
  • Mid-season trades need to be more prominent, reflecting their recent rise in the league itself.

MADDEN ULTIMATE TEAM 

  • It's great that EA has announced that training cards are a way to progress players, and it could be like last year's Power-Ups, that this will be for certain cards and sets. Hopefully, it doesn't cost more than its worth like Power-Ups, however. Team tokens also need to be not as cost-prohibitive.
  • There should be fewer non-auctionable/tradable (NAT) cards.
  • Thresholds like zone coverage need to be blurred so they aren't activated so harshly. This would make cards just under the threshold still valuable and not blow up the market for cards meeting previous thresholds.
  • We'd like more diversity of cards right out of the gate so that we don't come up against the same rosters with the same legends in the beginning.
  • Do away with contracts. They don't mean anything anymore.
  • Put in a practice mode so we can see how our cards play out in the game before we take them into live action.
  • We'd like a way to access the auction house via a browser. This, provided of course, that EA could make it secure and cut out bots that run auto transactions.
  • Like FIFA, a compare button to instantly see what your card is worth in the auction house would be great. Also like FIFA, it would be cool to see what you originally paid for a card. This goes along with having stats for cards in general.
  • Being able to equip your players with classic uniforms, helmets, facemasks, and all manner of equipment items would blow up.
  • A minor quality-of-life improvement would be to be able to add players to sets directly from your lineup page. It would also be nice if, when adding cards to sets, if all ineligible cards where automatically removed or not selectable.
  • Packs and items bought in the store only with points (which are bought with real money) should be eliminated. Everything should be purchasable with coins as well even if, as a tradeoff, some packs/items cost a lot of coins.
  • Who gets a card and when needs to be spread out better so you don't have too many versions of one player and not enough of somebody else.

Missed some of the previous Sports Desk entries? Take a look at the past installments via our Hub page by clicking on the banner below. 
Have a suggestion or comment? Put it in the comments section below, send me an email, or reach me on twitter at @mattkato.

 

THE TICKER 
A quick rundown of some of the sports news from the week 

GT Sport Gets Major Update 
The famous Circuit de la Sarthe, nine cars, and three GT League events added.

Pro Evolution Soccer 2019 Adds 7 Full League Licenses, 2 More On the Way 
Includes an exclusive license for the Russian Premier Liga.

Madden 19 Release Date, Hall of Fame Edition Cover Star, Pre-Order Bonuses & First Features Announced 

New Madden & NBA Live Leadership Discuss Franchises' Futures 

First Gameplay Look at F1 2018's Monaco Track 

Football Tactics & Glory Dev Diary 
For my hands-on impressions, check out this previous Sports Desk entry 

FIFA 18's World Cup Free Update Predicts The World Cup Results 



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/05/29/the-sports-desk-the-madden-nfl-19-wishlist.aspx

Bethesda Tweets Apparent Fallout Teaser

Bethesda tweeted a test pattern this morning with the hashtag #PleaseStandBy that is pretty clearly a Fallout tease. Outside of being the familiar Fallout test pattern, with the Native America head on top, there is not much else that can be inferred form the simple tease. Presumably, it is something Bethesda will expand more on at E3.

For our review of Fallout 4, head here.

 

Our Take
The pie in the sky hope is that Bethesda will announce Fallout 5 at E3, or maybe a New Vagas-like sequel to Fallout 4, but there are plenty of other things this could be teasing. It might be a big Fallout 4 expansion, or maybe a port to Switch of Fallout 3 or 4, or maybe something entirely new. Bethesda likes those Switch ports, after all. Whatever it is ultimately teasing, we should know in just a few short weeks.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/05/29/bethesda-tweets-apparent-fallout-teaser.aspx

One Piece: World Seeker Gets Its First Gameplay Trailer

World Seeker is an open world One Piece game, and it looks like it may be taking cues from the Batman: Arkham games.

Along with being able to swing and leap through the game's open city world, the gameplay trailer also shows Luffy activating a detective vision-like ability to look through walls and see enemies. The trailer also shows off a healthy collection of Luffy's combat abilities, many taken directly from the manga/anime.

(Please visit the site to view this media)

One Piece: World Seeker is coming later this year.



from www.GameInformer.com - The Feed http://www.gameinformer.com/games/one_piece_world_seeker/b/playstation4/archive/2018/05/29/the-first-gameplay-trailer-shows-off-surprising-mechanics.aspx

We Go Hands-On With More Mega Man 11

Despite his long slumber, Mega Man has a history synonymous with gaming. With Mega Man 11, the blue bomber is attempting the kind of revival fraught with the same kind of dangers that dozens of other series have tried before with few coming out the other end successful. Mega Man's newest adventure, however, might be more well-equipped for a grand return than any of his former contemporaries.

We got a chance to play the newest build of Mega Man 11, which features BlockMan's Egyptian/Aztec fusion-themed level and FuseMan's newly playable electric bugaloo around a power plant. Mega Man traverses these environments with his usual repertoire of running, jumping, sliding, and holding in the charge button the entire time.

The newest tool for Mega Man to use, however, is the Gear system. Dr. Wily has an epiphany of the gear ability system in his advanced age, recalling that he pioneered the technology with Dr. Light when they were both young. The gears can slow down time, power up a fighting robot, or combine both for a last-ditch effort in battle. Wily decides to power up his current set of robot masters with the gear system and Mega Man insists that he also receives the upgrade from Dr. Light to fight off these powered-up enemies.

Using the shoulder buttons, Mega Man can activate the Speed Gear, which slows down time, or the Power Gear, which powers up his Mega Buster and gives him two full charge shots at its strongest charge. Both abilities are set on a cooldown, meaning you can't just walk through a level with time permanently slowed down. Activating either buys you a few seconds to take advantage of the gear until you stop using it or it runs out, requiring a full cooldown to zero before it can be used again.

Mega Man can also build up a charge through the level that allows him to combine both gears as a desperation move, slowing down time and giving his Mega Buster an extra bit of oomph. The super fighting robot better have defeated the boss with this ultimate attack, though, or he'll overheat and be unable to charge shots for a limited time.

The gears are not an easy button as I initially feared they would be. It allows the designers to be a bit more devilish with the design of optional challenges. An E-Tank in Block Man's stage requires platforming off a falling block to reach, which is doable for those with fast reaction times, but made just a bit easier using the Speed Gear. The Gears alone won't make anyone look like a speedrunner, but they provide a little smoothing out of some of Mega Man's hard edges.

The robot masters also have this same technology and use it to add different phases to the boss fight. BlockMan uses the Power Gear to assemble a block-filled mech that looks like something akin to Mega Man's monstrous rival the Yellow Devil. The gears end up making the boss feel fresher than when they simply bounced around the stage hitting you with projectiles, as classic as that formula may be.

FuseMan's stage revisits a trope well-worn in Mega Man's long history, an electric-themed stage littered with traps around Mega Man's feet. Fuses shoot electric beams as you go through the stage, invoking a Mario-style level design of introducing a stage obstacle and iterating on its use over the level. Before too long, Mega Man is avoiding moving electric beams while platforming up a vertical corridor and avoiding the exposed flooring.

As someone who has grown up alongside the Mega Man series and counts its games as some of my favorites, I was initially fairly worried about whether the eleventh game could successfully channel the spirit of its predecessors. After having played it, I am confident that the final product feels like Mega Man, and the developers understand just how difficult to define that feel can be. The blue bomber is modernizing, which in itself can be a game of inches, but he has not lost his robotic soul in the process.

Mega Man 11 releases on Switch, PlayStation 4, Xbox One, and PC on October 2.



from www.GameInformer.com - The Feed http://www.gameinformer.com/games/mega_man_11/b/playstation4/archive/2018/05/29/hands-on-with-the-newest-title-and-its-brand-new-features.aspx

Agony Walks Back Uncensored Patch For PC

Last month Madmind Studio, the developers behind Agony (the survival-horror game set in hell) made headlines last month when it revealed that it planned to skirt around an Adults Only rating for PC by uploading an uncensored patch after the game's release. This was intended to be a compromise for Madmind to offer players uncensored content on at least one platform given that AO-rated games aren't released on console. The announcement sparked a debate about the effectiveness of the Entertainment Software Ratings Board and whether or not such a move undermined the ESRB.

The answer seems to be somewhat moot, given that Madmind announced that it will not be releasing the patch due to "legal issues," per the statement on the game's Steam forums:

Secondly, due to legal issues, we are not going to be able to release the Adult Only patch. However, that content does not affect the game in any significant way because the deleted material that was supposed to be added in the latest version of the patch is from two endings (out of seven) and some scenes that may be unlocked only after the end of the game. We are going to publish a comparison video on May 30th, 2018 so you will not miss out on anything.

Please bear in mind that leaving this content uncensored would result in the game being banned and us, Madmind Studio, being sued. That would simply lead to the studio being closed. Obviously, we don’t want this to happen and we hope that you understand it.

You can read the whole (NSFW) announcement right here.

Agony is out later today on PS4, Xbox One, and PC.

 

Our Take
More than anything, this seems like an embarrassment for Madmind. I wonder if the developer hadn't announced its plans to release an uncensored patch and just did it quietly, if the ESRB or anyone else would have cared. It seems likely that a modder will simply stick the removed bits back in anyway at some point. In the end, this all feels like a chance for the ESRB to showcase some questionable flex when it comes to regulating content in the digital space.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/05/29/agony-walks-back-uncensored-patch-for-pc.aspx

Learning What Mario Tennis Aces' Adventure Mode Serves Up

Mario Tennis: Ultra Smash launched on Wii U in 2015 to poor reception from fans and critics alike. The game added little in way of new mechanics and even less in terms of reasons to return to the game time and again. With gameplay that expands your arsenal, an improved online suite, and a better list of modes, Mario Tennis Aces on Switch hopes to avoid the double fault and deliver a better experience for players. I went hands on with one of Aces' main attractions, adventure mode, to learn the basics of the new gameplay and see if this entry is more likely to sink its hooks into players.

You only play as Mario in adventure mode, but the story features many character besides Nintendo's mascot. Luigi has uncovered an evil tennis racket, and it has taken him, Wario, and Waluigi hostage. Mario sets out to rescue the captive characters and uncover the secrets of the racket's past. The journey takes Mario to Bask Kingdom, a dominion previously ruined by the powerful racket. To fight for his brother and the destroyed kingdom, Mario learns new abilities, which play out as brief tutorial stages in adventure mode.

As I work through the early lessons, I relearn the basics of Nintendo's brand of tennis. Once we get the different strokes down, I move on to learning the new abilities Mario Tennis Aces introduces. As I rally back and forth with my opponent, an energy gauge fills in the corner of the screen. I can use available energy for zone speed, which slows time and allows me to get into position, or zone shots, which I can perform if I get into proper position and expel energy as I swing my racket. If I initiate a zone shot, my character springs into the air and an aiming reticle allows me to place my shot; the longer I take to aim, the more energy I consume. You can aim away from your opponent, but if you want to challenge them, you can hit it right at them. If they don't time their counter correctly, the powerful shot will damage their racket. Inflict too much damage to your opponent's racket and it'll break, giving you the win by default.

Mario's newfound zone powers are great, but they're no match for the special shot, which can be initiated from any spot on the court when the energy gauge is maxed out. When you use a special shot, you launch into a character-specific cutscene and enter the aiming sequence again. This time, if your opponent tries and fails to return the shot properly, it'll destroy their racket in one hit. This means that if you decide to test your skills and return a special shot, failure carries a hefty price. 

The final shot type I learn is a trick shot, which causes my character to leap, lunge, or flip in the direction of the ball in a desperate attempt. It's tough to be successful with, but using this shot, I was able to reach several balls I would've just watched go by in most tennis games. With my new arsenal of attacks, I jump into the first few real challenges of adventure mode. From special-rules matches against other characters on the roster like Spike and Donkey Kong, to a minigame where I must return balls from a wall of piranha plants, adventure mode looks to provide fun diversions that give you additional ways to enjoy the game of tennis. As I complete challenges, I earn experience for Mario to improve his shot speed, run speed, and agility ratings. I also earn new rackets, which have their own set of attributes including attack, defense, and durability. I imagine that durability rating will be one to focus on if you're not great at timing your returns on zone shots.

My time with adventure mode culminates with a showdown against a boss: Petey Piranha. He puts wicked spins on the ball, but by simply continuing the rally, I chip away at his stamina. Once his bar is depleted, he tips over and I enter a zone shot to deal damage to his weak spot. After a few cycles of this, the battle is mine. It's a fun twist on the core tennis mechanics and I look forward to more creative boss fights.

Mario Tennis Aces seems to show a Camelot team that took the criticisms of Mario Tennis: Ultra Smash to heart. With myriad new gameplay mechanics and a fun adventure mode, I'm looking forward to seeing the full scope of the improvements when the game launches on June 22.

In the meantime, you can see the trailer for adventure mode below.

(Please visit the site to view this media)



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Splatoon 2's Octo Expansion Presents A Fresh Challenge

In both Splatoon and Splatoon 2, the single-player campaigns offer creative and fun breaks from the madness of online competition. Each campaign combines methodical platforming and puzzle solving with frantic firefights against the octarians and the humanoid octolings. With Splatoon 2's upcoming Octo Expansion, Nintendo is adding a ton of new content for fans of the base-game campaigns. With Splatoon fans accustomed to free updates, my initial thought upon Octo Expansion's announcement was that it would be a tough sell for the player base. Thankfully, what I played of the upcoming single-player expansion is creative, challenging, and fun.

With more than 80 new single-player missions, additional unlockable multiplayer gear, and a new story full of mysteries and Splatoon lore, Octo Expansion looks to justify its place as the first piece of premium DLC in the Splatoon franchise. In addition, anyone who gets through the Octo Expansion campaign unlocks Octolings to play as in multiplayer. However, beating every stage will prove no simple task; each stage I played was difficult in unique ways. 

Octo Expansion puts you in the shoes of Agent 8 in a subterranean test facility. As such, the stages are presented as subway platforms. You swipe your metro card to enter, choose your preferred weapon for the task, and attack the challenge. Stages vary in their objectives; one stage tasked me with pushing a giant 8-ball down a path toward the objective with few guardrails to prevent failure and myriad enemies to get in the way. If at any point in these stages you reach a total fail point (such as the 8-ball falling off the ledge), Agent 8's backpack explodes with a different color ink, splatting them and using a life. Thankfully, the checkpoint system seems fair from what I played. 

The subterranean vibe combines with the test facility setting to give off a Portal-esque vibe. This is further accentuated by how puzzle-based these missions are. While the Splatoon 2 team developed Octo Expansion, Nintendo tells me members of the Legend of Zelda: Breath of the Wild team that created the various puzzle shrines joined the Splatoon 2 crew for the design of Octo Expansion.

Though Octo Expansion still focuses keenly on the action elements, each one presents a unique challenge that requires you to think and react. One such stage gives me the choice of close-range weapons. While the ink roller is more precise, I opt for the slosher bucket that gives me a bit more range, even if it is messier. I soon find that the challenge is to battle a host of enemies on a flat area. While that isn't particularly creative, I soon realize the ground is made of destructible boxes; if I'm not careful, I'll destroy the ground right from under my feet. I quickly take out a few tentacled menaces before a bulky sniper spawns as a boss. I get him down to his last hit. He blasts at me and I jump out of the way, but his spray of ink destroyed the boxes under my character and I fall to my death. I take a more aggressive approach with the final enemy and come out victorious on my next life.

In another stage, I'm racing against the clock, hitting checkpoints to earn more time and dodging tons of missiles and other enemy fire to reach a goal, while another gives minimal time to grind along rails and destroy boxes. Most stages give you the ability to select a weapon for the job, but some give you unlimited use of a special weapon. The instance of this I encountered gave me an inkjet ability and tasked me with jet-packing from platform to platform. While that sounds simple, if you don't keep solid ground beneath you, you fall; let me tell you, I had some seriously close calls on this stage.

While those levels are all challenging, none took me to task like the one that placed more than 20 enemies on a carousel in front of me. A countdown flashes on the screen and I blast the switch, rotating the carousel of death before me. I wipe most of them out, but two tank-like enemies with gatling guns give me trouble. I nearly get them, but the timer runs out and my backpack explodes. While I didn't succeed on this stage in my three attempts, I'm itching to have another crack at it at home.

On top of the new content and multiplayer rewards, Octo Expansion also gives players a new story featuring Pearl and Marina from Off The Hook, as well as characters from the first Splatoon who have been absent in Splatoon 2 like Cap'n Cuttlefish and Agent 3, the inkling from Splatoon 1's campaign. For players who want to reap the octoling reward and learn the story, but aren't skilled enough to surmount the tricky challenges, a built in "help" option offers the ability to skip the stage if you fail enough times. 

As a huge fan of the first two Splatoon campaigns, Octo Expansion cannot come soon enough. Each stage I played feels distinct and creative, delivering new twists on the blueprints established in the main single-player modes. However, if what I played is any indication, I better brush up on my skills in Splatoon 2 before Octo Expansion's summer release date.

 

For more on Octo Expansion, check out our interview with producer Hisashi Nogami, as well as our goofy interview about Splatoon's lore and science.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/05/29/splatoon-2-octo-expansion-presents-a-fresh-challenge.aspx