Tuesday, 1 August 2017

Four Reasons Strategy Fans Should Be Excited For Mario + Rabbids: Kingdom Battle

Mario + Rabbids: Kingdom Battle is a strange blend. Nintendo's Mario Bros. characters have collided with the insanity of Ubisoft's Rabbids and the strategic depth of games like XCOM to create an incredibly unique game. You can see an extended play session here, but the video below will offer a more straigh-to-the-point collection of reasons for why Ben Reeves thinks this is a game every Switch owner should have on their radar.

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To learn more things about other games, in variables of four, follow think links for Pyre, Ever Oasis, Injustice 2, Final Fantasy XII: The Zodiac Age, Prey, Dragon Quest Heroes II, Outlast II, Persona 5, Splatoon 2, Yooka-Laylee, Mass Effect: Andromeda, Nier: Automata, Bulletstorm: Full Clip Edition, and The Legend of Zelda: Breath of the Wild by following the links.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2017/08/01/four-reasons-strategy-fans-should-be-excited-for-mario-rabbids-kingdom-battle.aspx

Watch Us Break Down 20 Minutes Of Mario + Rabbids: Kingdom Battle Gameplay

Switch owners looking for something new to play only need to wait until August 29 for what promises to be one of the most unique strategy games of the year.

We got our first look at Mario + Rabbids: Kingdom Battle earlier this year at E3 and were immediately impressed. After getting our hands on an extended section of the game, Game Informer editors Dan Tack and Ben Reeves sat down to go over the finer points of Ubisoft's unique take on strategy action. Watch the video below to find out why we're excited to play this odd mashup.

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from www.GameInformer.com - The Feed http://www.gameinformer.com/games/mario__rabbids_kingdom_battle/b/switch/archive/2017/08/01/watch-us-break-down-20-minutes-of-mario-rabbids-kingdom-battle-gameplay.aspx

Stardew Valley Multiplayer On Track For 2018 Release

Stardew Valley captivated audiences when it released on PC last year, letting players farm, mine, and become part of a relaxing Harvest Moon-like community. As rewarding as it all was, it felt a little lonely at times. Developer Chucklefish recognized that, and announced that it was working on a patch to incorporate multiplayer into the experience. Today, we've got an update, which includes some details on how things are coming along and what kinds of activities players can expect to share with their friends – including, quite possibly, marriage.

When it's finished, players will be able to build up to three cabins on their farms, for up to three farmhands (friends). Farmhands will be able to do just about everything the main player can do, aside from scheduling festivals or determining when it's time to sleep. Otherwise, they can pitch in to farm, mine, fish, forage, and more. There's no plan for local multiplayer, so you'll need to connect online.

Players can marry NPCs (drama alert!), and Chucklefish says they might be able to marry friends, too. "It’s an idea we like a lot, and want to make available as a feature," they wrote. "Player-to-player marriage won’t use the mermaid pendant, but rather an alternative method that requires a similar amount of effort to wooing an NPC. We’re still working out what that will be.

According to the post, putting multiplayer into the game after its release has been difficult, time-consuming work that's resulted in rewriting 15,000 lines of code. That part's nearly done, however. Chucklefish is planning on a PC beta at some point near the end of the year, with a release in early 2018.

Console players will have to wait until next year, too. It'll be first on the long-awaited Nintendo Switch port, with other platforms to follow.

[Source: Stardew Valley]

 

Our Take
Don't get any ideas, Ben Hanson.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2017/08/01/stardew-valley-multiplayer-on-track-for-2018-release.aspx

Watch Jimmy Fallon Play Clash Royale

Jimmy Fallon is a big fan of Clash Royale. On the last day of the game's "Summer of 2v2," The Tonight Show host posted a video of his 2v2 deck and walks through his favorite cards. Fallon is clearly an avid player, well versed in talking smack about the free chests, and disappointment tied to the magical chests.

Fallon concludes the video with a 2v2 match with a random player. He wisely removed any traces of his player name and guild. He says the video is not a commercial for Supercell or Clash Royale, stating he doesn't know them, and isn't receiving any payments for this video. "I will never get paid by them," he said. "In fact, I pay them at some points to buy these things, but only a couple of times."

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from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2017/08/01/watch-jimmy-fallon-play-clash-royale.aspx

Resident Evil Revelations Remake Coming To PS4, Xbox One, Switch

Capcom has been busy rereleasing games from the Resident Evil archives over the past few years, and it doesn't look as though that strategy will be hitting the grave anytime soon. Today, the company announced that an enhanced port of the 2012 game Resident Evil Revelations will be coming to the PlayStation 4, Xbox One, and Nintendo Switch consoles.

Resident Evil Revelations was originally released in 2012 for the 3DS, with an HD port hitting the PlayStation 3, Xbox 360, Wii U, and PC a year later. Capcom says the latest revision features the best-looking version players have seen yet, with 1080p visuals, a better framerate, and improved textures and enemy animations. 

The game follows Jill Valentine and Chris Redfield as they work (and fight) to uncover the mysteries behind an abandoned cruise ship. Things go south immediately, as you can see in the trailer below, which shows off the latest version of the game. 

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The enhanced version of Resident Evil Revelations is coming to PlayStation 4 and Xbox One on August 29. It's priced at $19.99, and includes all of the previously released DLC – which can be accessed as unlockable rewards.

In addition to getting the first game, Nintendo Switch players will be able to play Resident Evil Revelations 2 on their systems later this year. The sequel was released on a variety of platforms in 2015, including PlayStation 4 and Xbox One. There's no word yet on the price or specific release dates for those games, so stay tuned.

Meanwhile, be sure to check out our reviews for the original release as well as the sequel.

 

Our Take
Twenty bucks isn't a bad price for people who haven't already played the game, but it would have been nice to get some additional raid levels, bonus weapons, or something new.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2017/08/01/resident-evil-revelations-remake-coming-to-ps4-xbox-one-switch.aspx

Tacoma Review – Facing Mortality In Space

In 2013, Fullbright’s Gone Home spearheaded a new surge in narrative-focused exploration in gaming, focusing less on traditional gameplay and putting more emphasis on player directed storytelling. Tacoma is Fullbright’s next game, and while it may not reinvent the genre once again, it nonetheless continues Gone Home’s legacy of making strides in environmental and personal storytelling in a different light.

The year is 2088, and you play as Amy Ferrier, a specialist hired to retrieve an A.I. and its data aboard the Tacoma space station, where a crew has gone missing after facing perilous events. Although the station is abandoned, you never truly feel alone; you view augmented-reality simulations where the ship’s crew appears as brightly colored holograms. 

These silhouettes show what took place days prior to Amy’s arrival, and although you cannot interact with them, you get to know the crew intimately as you experience a gripping sci-fi mystery about how they faced impending doom. Some crew members are couples, and you see their relationship struggles and how they are affected when danger is imminent. Another time, I listened to a crewmember talk to his son about the hurdles with financing his academics, giving insight into their personal life. 

Tacoma’s storyline about a space crew’s fight for survival isn’t necessarily unique, but how it delivers the story is. You move between sections of the space station using zero-gravity corridors, and new locations have augmented reality simulations that happen around you. I felt like a fly on the wall as events unfolded around me, which was fascinating. It gives a voyeuristic but satisfying sensation similar to Gone Home, where how much you get out of the story depends on how much you explore.

Tacoma isn’t full of puzzles or mechanics beyond basic exploration, but it’s still an enthralling experience. Your time is spent listening to conversations, reading through personal files, and overcoming minor obstacles like discovering passcodes or finding hidden keys to open locked compartments.

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Tacoma gives you the power to play, pause, and rewind simulations. With each space I inhabited, I chose which story to follow as crew members grouped together or split up to have simultaneous but separate discussions in different parts of a contained area. For example, I can listen to a couple flirt as party preparations are happening in a nearby kitchen. If I rewind, I can instead move to the kitchen to watch other characters idly chat as they decorate a cake. This makes for a fascinating approach to branching narrative. It’s supported by a strong cast of nuanced characters with diverse backgrounds, sexualities, and identities.

The six-member crew that was once aboard Tacoma is a colorful bunch. Some are open books, while others keep their cards close to their chest. Conversation is natural and engaging when disputes between the crew occur as they find out that they only have three days of breathable air left. How each character digests this information is different: Some are quick to take initiative for survival, others panic after trying to stay composed. How each character faces their own mortality is engaging, but the narrative doesn’t always keep you on the edge of your seat. The focus is more on relationships among the crew, who they are as people, and how disaster brings them together.

Locations feel lived in and personal, and belongings like a boy band poster or letters to loved ones can paint a clearer picture of a character’s background. Almost every item in Tacoma is interactive on some level, which adds a layer of fun. I picked up darts to throw at the target of a CEO’s face, and picked up a skull to complete a skeleton’s body in another room. These moments are small, but they helped me immerse myself into Tacoma’s world.

With Tacoma’s unique take on branching narratives and a strong cast, it manages to tell an intriguing tale about mortality and relationships in the face of catastrophe. Tacoma builds on the foundations of Gone Home, but has its own unique tricks to tell an immersive story in a compelling way.



from www.GameInformer.com - The Feed http://www.gameinformer.com/games/tacoma/b/pc/archive/2017/08/01/game-informer-review-tacoma.aspx

Monday, 31 July 2017

Reader Discussion: When Do You Put Limiters On Yourself In A Game?

Most of us have played a game that gives us options for how to do something. Do you take the easier path that might have negative, or immoral, consequences? Or do you do the harder way that lets your character feel squeaky clean afterward. Or maybe the game isn't really giving you a moral choice as much as you just want to try it a different way by not taking advantage of every mechanic you can.

The question, then, is when do you put limiters on yourself in a game?

There are entire subscultures in gaming around making the game more challenging by not leveling up. The Dark Souls community, for example, often engages in Soul Level 1 playthroughs. Since leveling up in that game is entirely elective, they can get to the end of the game without increasing a single character stat. By doing this, they make the game more interesting and challenging for themselves, and also expose how skill-dependent the game is. Grinding may help you, but it's not necessary to win.

Personally, I went through all of Metal Gear Solid V: The Phantom Pain without killing a single enemy soldier. There were some situations where I straight up had to blow up some tanks, but, uh, I just told myself they were probably unmanned. Friends questioned why I bothered when there was no achievement for doing so, but to me, not killing anyone made the game more fun. I had to really think out every situation because I couldn't just gun my way out if things went wrong. I also finished Dishonored without killing anyone...well, except for that one soldier that fell off a roof long after I knocked him out and left.

When have you made things a bit harder for yourself because you want to have more fun? When have you wanted to but the game just wasn't built for it?



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2017/07/31/reader-discussion-when-do-you-put-limiters-on-yourself-in-a-game.aspx