Thursday, 1 March 2018

Blog Herding – The Best Blogs Of The Community (March 1, 2018)

This week brings us a lot of looks at remakes, which is always fun to dive into. Instead of a remake, I want Square to bring the Xenogears team back together and finish the second half of what was the best PlayStation 1 JRPG. I would buy that remake or update or whatever. Now dive in!

Community Blogs For February 22 – February 28:

Remakes And Remasters: 2018 Edition
TrentDF doesn't write about the state of remakes, just that there have been a lot of them in 2017. And he wants more. Here he makes the case for five games to get remakes, including Bushido Blade, a Spyro trilogy like the Crash Bandicoot remake, and even Twisted Metal. I'm down.

The Therapeutic Effects Of Gaming
Prince of Snark Euphoric Ennui I writes about how gaming can improve lives. He breaks it down into different disabilities, and explains what games are available for people to play, and how certain games can help. The University of Wisconsin-Madison even had a team that developed a Wii game to "help children with autism improve their balance." It worked.

3 Things I Like About Dishonored 2
The Dishonored series is an absolute blast, and it is nice to see it make a return to the blogosphere thanks to Timothy Repasky. Here he writes about three key things the game does well. Of course, the amount of choice available is one of those things, and I couldn't agree more with this blog.

A Gaming Life: Pt. 2 – Let's Talk About The Secret Of Mana Remake
If you haven't already heard about this particular remake, let Dominic Cichocki fill you in: "It's not good." He goes on to write that "the new elements like HD graphics, voice acting, and the existence of the game itself, all feel muddled and cheap. Numerous hard crashes made me feel like I was playing Skyrim, while many other bugs popped up repeatedly." Why, Square? WHY? And really, a re-release with the original delicious sprites would have sufficed.

Table Top Gaming: Dark Souls The Card Game
Based on what I know about this series, I don't understand how a card game can really...work? I mean, crazier things have happened, but Brendon Curzio writes that the game is "well worth the price" of 60 bones. And I really like how you level up your deck in the game; I could see enjoying this.

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/2018/03/01/blog-herding-the-best-blogs-of-the-community-march-1-2018.aspx

Report: Nintendo Interested In Expanding Switch's Capabilities Via Peripherals

The Wall Street Journal reports that Nintendo is looking at utilizing peripherals to continue the Switch's strong momentum in its second year on the market, according to multiple sources "familiar with the company's plans."

The upcoming Labo cardboard kits certainly fit this bill, and according to the report, Nintendo wants to continue to expand the Switch's features. This could possibly include "network-related features and peripherals to be attached to its USB Type-C port."

This focus on peripherals and increased capabilities would be as opposed to changes to the unit itself such as a smaller form factor, for instance.

[Source: The Wall Street Journal] 

 

Our Take 
It's good to hear that the company is thinking more about supporting the current system than just looking to the next generation, and it will be interesting to weigh the cost of these new peripherals versus a whole new system. 



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/03/01/report-nintendo-interested-in-expanding-switch-s-capabilities-via-peripherals.aspx

Overwatch League Interview – SoOn, Offense For Los Angeles Valiant

Terence "SoOn" Tarlier is often the first person opposing team's see on the battlefield. He's proven to be a tremendous scout as Tracer, diving in and out of enemy ranks to deal damage and disrupt their strategies. I talked to Tarlier about his time in Overwatch League, the techniques he uses for Tracer, and what he thinks Blizzard needs to do to make Symmetra a hero that could be used in the league.

You were handed a tough loss from Seoul Dynasty in the first match of Stage 2. Walk me through that match. What did they do to seize control? Did they surprise you with their comp?

Absolutely not. I know they run dive with Lucio, especially Tobi who's insane on this hero. We lost because they played better and we needed more practice.

Fleta is one of Seoul’s difference makers. Did you anticipate he would switch to Reaper? That seemed to surprise a lot of viewers.

Against Korean teams, you can expect many heroes, so it was not a surprise to me. We just needed to adapt against this Reaper.

Due to the latest patch, we’re obviously seeing a lot less of Mercy in Stage 2. What else did you see in the opening matches that is different than Stage 1?

Tanks play differently because without Mercy to heal it's harder to not take too much damage.



Does Stage 2 bring any new challenges for a Tracer player?

Not really. A Tracer player depends on his playstyle and teammates.

Can you walk me through your strategy as Tracer? You seem to find unique positions to turn the tides of a fight.

I try to be like Striker, being free to do whatever i want and do the right decision at the right moment, play passive and focus tanks, focus tracer, or flank and annoy the enemy backlane.

How did you get involved in Overwatch League? Did you compete in any games prior to it?


I was playing ShootMania for years before Overwatch started. I gained a lot of experience and it helped me to be professional.



How is America treating you so far? Are you enjoying your time here? Sick of living with your teammates yet?

Being in America was a dream, and living on this country is just magic, but yeah, my girlfriend, family and friends miss me a lot. Living with my teammates help a bit to be motivated. I really enjoy my time here.

Can you walk me through what it’s like living at apartments and going to campus to play?


Living in a team house, for a young player it's awesome, but now I'm 24. We take an Uber to campus. Being with everyone in a room all day, and many small details make me tired really fast.

Who do you think the best player in the league is? And why?

It doesn't exist, because the skill-cap of this game is less important than teamplay.



Do you have a rival yet? Anyone that you find yourself going after first in a match?

Striker and SBB

What’s your favorite map for Tracer play? Why does she have an advantage on it?

Control maps, especially Lijiang, because there is a lot of small packs and way to flank.

I ask this to most players: What do you want to see from future updates in the game?

Rewards for top 1 or top 10 players, weapons skins, rare skins (90% of players have legendary skins), limited skins, better ranking system, better balance on heroes.

Is there anything Blizzard could do to make Symmetra a hero that would be used in Overwatch League?

Symmetra need to be able to heal to play this heroes, left+right click heal and damage at the same time maybe?

(Please visit the site to view this media)

How do you feel about practicing with other teams – do you feel they hold back their real strategies?

It feels good to play against the best teams in the world. I think teams try some strategy sometimes

After your career in Overwatch League concludes, what do you see yourself doing in life?

Being a coach, manage a team, be with players in good or bad moments, help them to reach their objective is something I would like to.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/03/01/overwatch-league-interview-soon-offense-for-los-angeles-valiant.aspx

Tracing The Lineage Of S.T.A.L.K.E.R.: Shadow Of Chernobyl

S.T.A.L.K.E.R. Shadow Of Chernobyl remains, years later, an exquisitely peculiar game. Released in 2007, the RPG/FPS hybrid was praised for its open spaces, interlocking survival systems, and mysterious setting. Awaking inside a 30 km radioactive zone based on the real-life Chernobyl Exhaustion Zone, the player takes on the role of a Stalker, a sort of bandit that explores "the Zone" in search of artifacts that catch a hefty market price.

The game’s hyper-focus on survival, which had you managing hunger, radioactivity levels, and injuries years before the likes of The Long Dark and Don’t Starve, as well as its ambiguous morality system, leading to branching endings, has kept the attention of a devoted audience – with mods continuing to emerge more than a decade later.

In a way, S.T.A.L.K.E.R. was always destined to be an oddball game, if it was ever going to be a worthwhile adaptation of its source material (good news: it is!). Even in the strange world of video game adaptations, where things like the Battle Chasers comic-book series transforming into a video game are the norm, S.T.A.L.K.E.R’s origins are unique and (fittingly) murky.


STALKER – The Book

The foundation of what would ultimately become S.T.A.L.K.E.R. was born in 1971 as Roadside Picnic, a sci-fi novel written by the brothers Arkady and Boris Strugatsky. A Russian novel written during The Cold War, the book was hard sci-fi, thematically taking on the concept of dystopia, man’s inhumanity to man, as well as mankind’s inability to accept the mysteries of life for what they are: mysteries.

The book introduces a version of the world that would eventually germinate into S.T.A.L.K.E.R decades later, with Redrick “Red” as a Stalker attempting to cure his daughter’s radioactive mutation by sneaking into The Zone one last time to find a Golden Sphere, which supposedly has the ability to grant whoever is before it one wish.

The Zone itself is a consequence of what one character uses a "roadside picnic" as an analogy to explain, with extraterrestrials visiting Earth and discarding their "trash" before leaving again. The trash is, of course, mysterious to humanity and the energy within it helps making develop technological evolutions while also having a negative effect on the environment and people within The Zone (likely a thematic reference to the 1957 nuclear disaster in Kyshtym, in which a nuclear processing plant exploded and covered the surrounding area in radiation).

The novel isn’t caught up in the ambiguity of later iterations of the story. Its characters are defined, with desires and flaws, and Harmont, the Canadian town outside of The Zone, is given more time than The Zone itself. There’s a lot of philosophical conversation between scientists about the meaning of life and how people are cruel to each other.

In the end, Roadside Picnic’s version of The Zone feels more like a tool for thematic delivery rather than an exploration of interesting setting, with the novel focusing more on the interactions of its characters and the society that’s been built outside of (and because of) The Zone.

In 1979, film director Andrei Tarkovsky would change that, throwing the outside world to the side in order to focus on the horrors and wonder of The Zone.


STALKER – The Movie

Stalker is a sci-fi movie that barely bothers with the sci-fi, and it’s that much stronger for that reason. Taking the Strugatsky’s brothers’ concept of The Zone and Stalker, and essentially throwing everything else away, Tarkovsky also moved the setting to Russia. Stalker focuses on an unnamed Stalker as he guides two other men, a scientist named Professor and an author named Writer through The Zone in search of a room that’s said to grant the wishes of whoever steps inside.

We do get a brief glimpse into the world outside of The Zone, which is presented in an eerie monochrome color suggesting that the protagonist’s notions of home, space, and time have been distorted by his frequent trips to the The Zone. Tarkovsky ditches the gruff, antihero Stalker that Red was, instead changing his hero into a holy fool of sorts, a man who knows the dangers of The Zone, carrying metal nuts to test centers where gravity is distorted, but is also prone to babbling pitifully about the horrors of the world.

Often referred to as a “landscape movie,” Stalker is a visually astonishing film obsessed with beauty of nature and decay, aware that they are connected biologically and spiritually. There are no monsters that roam Tarkovsky’s version of The Zone. Man is, to him, an awful and complex enough monster on his own. Instead, during their journey (which takes a 165-minute runtime) our trio faces off against one another and themselves, arguing about Stalker’s seemingly insane rituals to protect them in The Zone as well as the foolishness of the desires that made them seek out The Room in the first place. Stalker is indeed a horror film, but its horrors emerge psychologically, in how it toys with the minds of its victims, as our protagonist explains:

Stalker: The Zone is a very complicated system of traps, and they're all deadly. I don't know what's going on here in the absence of people, but the moment someone shows up, everything comes into motion. Old traps disappear and new ones emerge. Safe spots become impassable. Now your path is easy, now it's hopelessly involved. That's The Zone. It may even seem capricious. But it is what we've made it with our condition. It happened that people had to stop halfway and go back. Some of them even died on the very threshold of the room. But everything that's going on here depends not on The Zone, but on us! 

Writer: So it lets the good ones pass and kills the bad ones? 

Stalker: I don't know. I think it lets those pass who have lost all hope. Not good or bad, but wretched people. But even the most wretched will die if they don't know how to behave. You have been lucky, it just warned you.

By the end of the film, only two things are certain: None of the people who made the trip are happy or fulfilled, and The Zone continues to produce questions that are unanswerable by any human mind. It’s a cousin of Lovecraftian terror, where you know something is out there, but you don’t know what. The thing about Lovecraft though is that there was always some kind of monster behind the forces he created, something that took shape, it was just wrapped up in layer after layer of mystery. The Zone is just The Zone. It exists independent of humans. And its victims can’t tell if it bears them ill will or The Zone automatically bends time and space by just existing. There’s a level of indifference there that makes things much more awful and cold – horror that is simply the natural order of things.

It’s this brand of horror that developer GSC wisely built on to create the most popular version of the Stalker name: A creepy, hardcore first-person shooter that made trespassing into the unknown its crux.


STALKER – The Game

“Does not hold your hand” has become a go-to phrase for describing games that are difficult and make the player fend for themselves. S.T.A.L.K.E.R. most certainly fits this mold, forcing you to explore The Zone at your own peril and discover what you need to do to survive and progress the story.

S.T.A.L.K.E.R. does an incredible job of making its world immersive. The Zone feels like a place that exists separate from you, that if you were taken out of the equation, it would continue operating as is, with radioactive mutants and bandits fighting one another. It is a place that is ultimately indifferent to you and in that way it captures the true spirit of The Zone that shines through both Tarkovsky and Strugatsky’s visions – the unknowable terror of the world you inhabit. The fact that S.T.A.L.K.E.R. is a game where you’re inhabiting that space also makes that feeling more visceral, as well as the intricate survival systems.

What’s scarier than slowly creeping through an expanse of rotted grass, broken vehicles prowled by all sorts of monsters and highwaymen looking to kill you? Doing it while feeding yourself and monitoring how deeply soaked your body is in radioactivity is a pretty compelling addition. Oh, and let’s not forget the strange anomalies that haunt The Zone, such as flying orbs of fire and ruptures in gravity that damage you if you get too close.

S.T.A.L.K.E.R. Shadow Of Chernobyl stakes its identity in the world it builds and, despite the countless post-apocalyptic games it finds itself facing, manages to succeed. The Zone is a terrifying place, and it’s fascinating to watch how it takes shape across three different mediums from three different creators. The reason that S.T.A.L.K.E.R. shines is because the high point of every single incarnation of Stalker is environmental, and (in the right hands) games excel at wringing fantastical, immersive environments for all their worth. In that regard, The Zone, with all of its sorrowful enigmas, stands among the best settings in video games, creating a captivating world while also doing justice by its rich, established history.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/03/01/tracing-the-lineage-of-s-t-a-l-k-e-r-shadow-of-chernobyl.aspx

Detroit: Become Human Releases In May

Quantic Dream founder David Cage took to PlayStation's official blog today to let the world know that the neo-noir cybernetic thriller Detroit: Become Human is on the verge of being released. The game will be out on May 25 for PS4:

We are proud to announce that Detroit: Become Human now has an official release date. On 25th May, you will finally have the chance to get your hands on Quantic Dream’s most ambitious title to date.

In a dystopian vision of our near future, Detroit is the story of three androids, three machines designed to obey, who start to feel emotions. Confronted with persecution and the violence of society, they will all have to decide who they want to be.

You can read up on our impressions of Detroit: Become Human's gameplay here.


Our Take
Quantic Dream has built a reputation for making ambitious, zany games with branching paths. Though we're concerned about the stiff dialogue we've seen in preview builds thus far, we're hopeful that Quantic Dream's android-driven world lives up to its potential.



from www.GameInformer.com - The Feed http://www.gameinformer.com/games/detroit_become_human/b/playstation4/archive/2018/03/01/quantic-dream-39-s-latest-hits-in-may.aspx

Her Story Creator's War Games Adaptation Launches In March

Sam Barlow's adaptation of the popular 80s film War Games has been shaping up to be one of the most intriguing releases of this year. Not easily defined as a game or a television show, #WarGames seems to bridge the gap between the two, with watchers influencing where the show goes with their choices they make. This entry in the franchise focuses on hacktivism instead of  the follies of nuclear deterrence.

The game will be released on Steam and iOS on March 14, with an Xbox One version coming later.

MGM Studio Elko released a plot synopsis for the series:

Viewers will follow Jess Nurse as Kelly, an ex-military brat turned hacker activist, as she and a team of international hackers band together in an attempt to bring about peace. As events escalate, they may have done more harm than good. Viewers influence the story by switching between video feeds and the series “learns” from their choices, resulting in experiences that are unique and personal.

You can watch a trailer here for season 1:

(Please visit the site to view this media)

For more on War Games, be sure to check out our previous coverage.

 

Our Take
#WarGames has been on our radar for a while and we're still not quite sure what to make of its collision of television with the interactivity of video games. Guess we'll find out soon enough.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/03/01/her-story-creators-war-games-adaptation-launches-in-march.aspx

New Harry Potter: Hogwarts Mystery Teaser Shows Off Wizard Duels And More

Back in January, Portkey Games, the arm of Warner Brothers dedicated to publishing Harry Potter titles, revealed that indie developer Jam City was working on a mobile RPG set in the universe. This game is notable because, despite the confusing title, Harry Potter doesn't show up anywhere in it. This is a prequel game set years before the events of the book, where you get to run around as a student of one of the houses.

Today Portkey and Jam City revealed a new teaser that shows off more gameplay features, including potion making and wizard duels. You can watch the whole thing here:

(Please visit the site to view this media)

The game is due out in Spring 2018.



from www.GameInformer.com - The Feed http://www.gameinformer.com/games/harry_potter_hogwarts_mystery/b/ios/archive/2018/03/01/new-teaser-shows-off-more-of-hogwarts.aspx