Friday, 27 April 2018

Answering Spider-Man's Lingering Questions

All month long we've been sharing features covering Spider-Man, along with going in-depth on the game in the magazine's cover story. To close things out for the month, we opened the doors to the community (and a person dressed as Captain America, for some reason) to give us questions for the game's creative director, Bryan Intihar. We weren't able to ask every question we received, and skipped the ones that ventured into spoiler territory, but we want to thank everyone that submitted questions. We hope you enjoy the answers!

You can watch the interview with Intihar below, subscribe and listen to the audio on iTunes or Google Play, or listen on SoundCloud.

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And that's it for our month of Spider-Man coverage! Click the banner below to see all of our features about the game, and look our for more coverage ahead of the game's release on September 7.



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Nintendo Plans To Release More Online Subscription Information In May

Nintendo has revealed that details on their online subscription service needed for online multiplayer next month.

While the service is still set for September, Nintendo has been completely mum on details for the service. The last time any details were given about the service was outgoing CEO Tatsumi Kimishima says the company is aiming for around $20 a year for the cost. It has not yet been said what, if anything, the service will entail beyond just an online multiplayer pass.

The Nintendo online app for mobile phones, which Nintendo has indicated is the cornerstone of their Switch online experience, still only supports Splatoon 2 and has not been updated since 2017 with a vague description of bug fixes.

 

Our Take
They definitely have to offer more for the cost than just online multiplayer. It's one thing to charge for online, it's a whole different thing to come in a year and a half after launch and charge for an online experience most consider sub-par.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/04/27/nintendo-plans-to-release-more-online-subscription-information-in-may.aspx

BattleTech Review – Middling Mechanized Mayhem

 

The beloved MechWarrior/BattleTech IPs return to the classic strategy space loaded with giant mechanized armors and the pilots who command them. As a longtime fan of the franchise, I was pleased to see plenty of customization options for my mechs big and small, true to form with heat sinks, jump jets, and particle projection cannons (PPCs). However, frustrating gameplay elements, a plodding pace, and frequent “stress to progress” initiatives keep players in tough spots even as they attempt to acquire a bay full of combat-worthy scrap.

 

The core concept is simple: Bring up to four mechs (and their pilots) into a huge variety of contract encounters. The ability to select missions lets you plan your strategy – picking cold environments for your heat-heavy mechs to excel in, for instance. You also take on simple tasks to earn cash to upgrade your ship, buy weapons, purchase mechs, make repairs, and pay the constant upkeep on everything. The missions run the gamut of purported objectives, but almost always boil down to blasting your way through mechs and vehicles. This focus on meaty combat works out to be more than fine because that’s the real strength of the game; if you’ve played other modern strategy titles like X-COM, you have the general idea of what you’re going to be engaging with.

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The action is fun, with enough freedom to try out many different mech configurations. I enjoyed building melee-centric mechs designed to knock opponents down and unleash flamers and machine guns, as well as long-range heat-hogs designed to take advantage of multiple lasers and PPCs. The combat and related customization options are the stars of the show, and make the tactical warfare worth diving into. Preparing perfectly for a battle and letting loose with your creations feels great, and finishing a map with a huge coffer of supplies without taking a scratch is awesome. Most of your time in BattleTech is spent in battle, and that’s exactly where you want to be.

 

Encounters are accessible and easy to dive into, as all weapons fire by default (you can dial down and select only certain weapons to fire) and you can clearly see your hit rate. Later, you can get more complex with precision shots designed to nail critical stores of ammo or just blow the legs off a bot. While strategy games are not known for lightning-fast action, a sense of unflattering slowness permeates some missions, with actions and turns playing out across many units – especially the lengthier story encounters.

 

Strategy off the battlefield can be more important than on it. Your ship, upgrades, pilots, and mechs all cost tons of money, and you need to keep the lights on while attempting to keep everything upgraded to handle continually more challenging encounters. You’re free to roam the galaxy taking on minor missions as much as you like, but eventually you feel the crunch of the taxman and need to push hard into story content to stay above water. It feels too oppressive at times, putting a ton of pressure on the player to take on story missions to keep mechs up to speed. Stopping to smell the roses can be devastating, especially if something goes wrong.

 

Having one of your mechs get randomly headshot and blown away can result in a frustrating cost that simply cannot be recovered. Saving often, even during a mission, is essential. “Save scumming” isn’t a practice I advocate for often, but here it must be done to prevent a lucky shot that could literally bury your business in a single salvo. Beyond these design issues, I also experienced myriad crashes and freezes during gameplay that cost me big chunks of time and progress. On the flip side, if you do come up against a foe that might be too much to handle – you can attempt those headshots and hope. If they don’t work, you can load the save. It isn’t a great way to play, but you may feel like your playthrough is backed into a corner sometimes.

 

Despite some gameplay quibbles, the core loop of BattleTech – mech acquisition, customization, and combat – does a great job of adhering to the source material and providing engaging ballistic battles. Crunching an enemy core under your metal boot or scoping out a target for an enormous missile barrage are satisfying as hell, even if the frame of the title could stand for a little extra armor.

 



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A Spoiler-Filled Avengers: Infinity War Discussion

We know we're Game Informer and everything, but sometimes we get very excited about good dorky films. In this video discussion, Ben Hanson, Matt Miller, Brian Shea, and Andrew Reiner break down everything they loved and were confused about with the amazing Avengers: Infinity War. There's a lot to say, so we hope you enjoy the talk about our favorite moments, favorite jokes, and speculation about the mysterious "Avengers 4". Oh, and if you're hungry for more Marvel gaming content, check out our full hub of exclusive features covering Insomniac's Spider-Man right here!

Enjoy the discussion, and let us know your thoughts on the film in the comments. This is your last warning: WE SPOIL EVERYTHING!

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Funny To A Point – 10 Fatherly Lessons From Kratos

After a rough first go, Kratos is taking a second stab at being a father in the newest God of War. While his parenting efforts are a marked improvement over the tremendously low bar he set for himself in the original trilogy, many of the lessons Kratos passes on to his son, Atreus, still leave a lot to be desired.

I started playing the new God of War last week, and while I didn't make enough progress to join our Game Club discussion, I am enjoying it a lot more than any of the previous titles in the series. The focus on thoughtful storytelling and character development makes it a much more compelling adventure to me – as does having the ax equivalent of Thor's hammer that I can instantly recall after hurling it at enemies, crates, and pretty much anything else that catches my eye. Seriously, why don't more games have magic axes? It's amazing! 

But just because Sony Santa Monica has penned a remarkable story centering on Kratos' father/son relationship with Atreus doesn't mean he's a good dad. Not that there's any reason to believe he would be – he's killed like a hundred gods, for crying out loud! I mean, maybe you could explain killing one god, but when you're as deep into double digits as Kratos is, you probably ain't winning any custody battles in the future.

Anyhow, I was instantly intrigued by the prospect of analyzing Kratos' actions in God of War not just as the kick-ass god slayer he's always been, but also as a single parent trying to impart some important life lessons to his son. Suffice it to say, it didn't take long to realize that our brooding protagonist won't be receiving a "World's #1 Dad" shirt anytime soon. 

Parents take note: Here are 10 life lessons from Kratos that you probably super shouldn't pass on to your kids.

Lesson #1: Stealing From The Dead? Totally Cool! 
Virtually all parents set out to teach their kids the importance of sharing, but that lesson usually involves a participant who is A) willing, and B) alive. Otherwise, it's not so much sharing as it is GRAVE ROBBING.

Kratos seems entirely indifferent to that distinction. The first time Atreus sees his dad shove the lid off a coffin and rifle through the corpse's belongings, he utters "What?!" in understandable disbelief. To which Kratos grumbles, "He can no longer use it. We can."

While that's technically true, it's still a pretty bleak outlook on life to be imparting on your impressionable tween. And you can't even use the "desperate times" argument, because the loot in question was a couple hundred hacksilver, which is the Norse equivalent of pocket change. Way to be a role model, Kratos...

Lesson #2: Apologies Are For Losers
Another universal lesson for young kids is learning to say you're sorry when you make a mistake. In Atreus' case, that "mistake" was...not murdering a magic deer successfully during a father-son hunting trip. After getting chewed out by Kratos for missing the majestic creature with his arrow, Atreus apologizes, only to be told, "Don't be sorry. Be better."

Self-improvement is certainly a worthy goal, but you'd think Kratos of all people would recognize the value of acknowledging one's mistakes. He's got one or two biggies himself in his past...

Lesson #3: Don't Listen To Mom
"Listen to your mother," is a go-to refrain for most dads, but Kratos isn't one to defer to the judgement of others (again, the whole god-killing thing...). When the duo tracks the scared-and-probably-1,000-year-old-super deer to some nearby ruins, Atreus pauses.

"He went in the old temple," Atreus says. "But mom told me never to go in there."

Kratos' reply? "We do what we please, boy. No excuses."

Yeah, GREAT guiding principle for a 10-year-old kid. And while Kratos' advice is a moot point in Atreus' case, it is a bit of a retroactive F.U. to his former wife. Also, what if "what he pleases" is being a good boy who listens to his mom? What then, Kratos?!

Lesson #4: Unabashed Hypocrisy
You can chalk up a lot of Kratos' unnecessarily stern behavior to him being a hard-ass – but you can't explain away his hypocrisy quite so easily. When Kratos finally takes down a giant troll that attacks them during their hunting expedition, Atreus lunges at the felled beast and begins slicing it with his knife, while yelling that he isn't afraid. Kratos eventually stops Atreus, and then somberly declares that he's not ready for the adventure ahead. 

Excuse me?! Isn't that the point of the whole freaking series? Losing his temper is literally all Kratos has ever done! I mean, he once ripped a dude's head off and then used it as a lantern for the rest of the damn game! A LANTERN! And now he's suddenly all "inside voices"?

You could argue that Kratos' admonishment is more about Atreus losing focus than his actual anger, but that doesn't really fly either – the way I play God of War, Kratos is flailing and flinging himself all over the battlefield with virtually no control whatsoever. Atreus' outburst was a chip off the old block as far as I'm concerned. 

Lesson #5: Know When To Shaddup
And the time to shut up is apparently ALL THE TIME. Seriously, if I had a hacksilver for every time Kratos responded to one of Atreus' musings with "Stop talking, boy," I wouldn't have to rob dead people anymore!

That said, it is nice to finally have a protagonist that shares my disdain for small talk with chatty NPCs. Or people in general for that matter. It might not be the best lesson for a young and inquisitive child, but it might come in handy with co-workers...

Lesson #6: Pick Up Your Toys! 
One of the optional objectives in God of War is for Kratos to find sets of hidden collectibles, the first of which happens to be carved toys. In a rare display of good parenting, Kratos traipses all over the forest looking for them, effectively teaching Atreus the importance of picking up your toys when you're done playing.

I was surprised – I would've pegged Kratos as the type of dad who would hide them and then tell Atreus that a draugr stole them because that's what happens when you leave your toys out in the yard. Or the type of dad who swears up a storm when he steps on the antlers of your wooden deer in the middle of the night. Either way.

Now that I think of it, though, Kratos does sell all of the collectibles in the game to the dwarven blacksmiths, who are basically the Norse equivalent of Pawn America. So maybe he's still a lousy dad after all.

Lesson #7: How To Handle Uninvited Guests
A note to any Norse census takers out there: Don't just show up on Kratos' doorstep and start asking a bunch of questions. To his credit, Kratos tried to prevent Atreus from seeing how he handles the mysterious visitor that shows up at their house – but that's kind of hard when you also throw them through the house.

On the bright side, I guess Kratos did effectively teach Atreus not to talk to strangers...and to drop a mountain on them when they don't take a hint. 

Lesson #8: Human Empathy – Or, Ya Know, The Complete Opposite
After Kratos' less-than-friendly encounter with the stranger, Atreus somberly asks his dad if he's had to kill humans before. Kratos replies that they "do what we must to survive." When Atreus points out that the other humans are also just trying to survive, Kratos gives his pièce de résistance of fatherly advice:

"Close your heart to it... Close your heart to their desperation. Close your heart to their suffering. Do not allow yourself to feel for them..."

So let's see: Do whatever you want, don't say sorry, and blind yourself to the suffering you cause in others. Got it. Guys, I'm seriously starting to wonder if Kratos is a good role model for children...

Lesson #9: An Utter Disdain For Pottery
Seriously, if 6th grade art class taught me anything, it's that clay pots aren't easy to make! Especially way back whenever this game takes place; it's not like you could just stroll down to Dick Blick and buy a hunk of clay and one of those electric spinning wheels that I can't see without immediately thinking of Ghost. It must have been a HUGE pain in the butt to make a giant clay pot – and yet Kratos can't seem to walk 10 feet without smashing one.  Let's hope Atreus doesn't have a budding interest in ceramics; something tells me that career discussion wouldn't go well. Aaaand that's all I got. 

Lesson #10: Patience!
I finally figured out one good lesson Kratos teaches Atreus, even if it is a bit of a stretch. Kratos doesn't strike me as a particularly patient guy, but the way I'm playing God of War, Atreus will grow up to have the composure of a saint. All he wants to do is get up the damn mountain, but he's constantly being stymied by my Kratos' obsessive need to check out every nook and cranny of the world, and relentlessly backtrack every time we reach a fork in the road. Atreus' ultimate test of patience came the other night when I fell asleep while playing, leaving Kratos to stare at a tree for two straight hours. I woke up to Atreus muttering some idle dialogue, like "What are we doing?" or "I think we need to go this way," or "Maybe you should go to bed." Come to think of it, that last one was probably my wife. Either way, Atreus clearly hasn't learned his lesson yet. Be silent, BOY! 

Need more laughs? Funny To A Point, banner, hub, fancy pants. Go!



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Nintendo Labo Review – Creativity For A Specific Audience

Labo is a Nintendo product, but it’s not for every Nintendo (or even video game) fan. If the idea of a part-craft, part-video-game toy that is also a programming tool made of cardboard makes you scoff indignantly, having it in your hands won’t suddenly make you a believer. Labo is a bizarre product meant to inspire creative play, and in that regard, it succeeds. For those enamored with toys like Lego, where much of the fun relies on your own creativity, then Labo is absolutely worth your time (or at least one of the two kits is).

Labo Variety Kit
The Variety Kit is the introductory Labo pack and it offers the most to do, both in terms of video gaming and creativity. It includes the cardboard and software necessary to build the RC car, the fishing rod, the motorcycle racing wheel, the house, and the piano (which is the crown jewel of the kit). Every Toy-Con, as Nintendo has dubbed them, takes about an hour to build, though the piano is the exception, clocking in at about two and a half hours.

The building process is fun, and the time goes by quickly. The instructions walking you through the process will be familiar to Lego builders, but the interactivity is elevated to a new level. It works like a video, where you can fast-forward and rewind at variable speeds, and rotate and zoom at any time. This was particularly helpful when it came down to tiny little details like determining which of two available tabs I should lay down first.

Along with folding and connecting tabs, you also have to place an assortment of reflective pieces of tape in specific places so that the right Joy-Con's camera can recognize it. This is the most tedious part of building, but I appreciate how it shows exactly how each piece of the total build works.

Beyond the step-by-step instructions, you have access to a series of conversations with characters created for Labo. They walk you through how everything works in more detail, talking you through troubleshooting topics and helping you decorate the Labo creations without warping the cardboard. These chats are entertaining and well-written, and do a good job teaching the player more about Labo.

The software accompanying each Toy-Con ranges from solid entertainment to surprisingly versatile. The fishing and racing games don’t have a lot of depth, but they are enjoyable and work well with the Labo accessories. The house is a virtual pet and minigame collection, and it also serves as a bizarre showcase of what the Switch can do by incorporating the Joy-Cons’ motion controls, IR camera, and the Switch’s screen into games. You can, for example, use one of your created tools as a tap to fill up the house with water, and then tilt and shake the house to see the water react realistically.

The piano is easily the most interesting and versatile tool in the Variety Pack. You can create and record music with a surprising amount of options. It also cooperates with the fishing game by letting you insert shapes you’ve cut from paper or cardboard into a slot on the top, which can be scanned to create fish. Those created fish can then be stored in your aquarium alongside the other fish you’ve caught. The piano demanded the majority of my attention based on its music and recording applications, and it is also the most impressive build of all the creations.

The durability of Labo is an important question, and though I was impressed by the stability of each of the creations, they are not indestructible. A footfall can easily demolish a Toy-Con. But Labo holds up well through regular play, and it can even withstand a few frustrated tosses of the fishing pole by a six-year-old set on catching a bigger fish than her dad.

Included with both Labo kits is the Labo Garage. With the Garage, players can manipulate all functions of the Switch and the Joy-Con controllers. You can make things happen on the screen or use it to control the right Joy-Con’s IR camera, motion capabilities, and HD rumble functions. The visual programming language is easy to understand, and I was able to make some things that were exciting. For a stupid-but-entertaining example, I programmed the piano so that when I shook it, it would meow like a cat. At the time of this writing, Labo has only been out for a week, but players are already coming up with fascinating applications using the Garage tools, and those creations will only get more interesting and detailed as people spend more time with the Garage.
Grade: B

Labo Robot Kit
The Robot Kit offers many of the same elements that make the Labo Variety Kit an attractive acquisition. The building is fun, the step-by-step guides and tutorials are equally well-done, and the full Labo Garage suite is included.

Unfortunately, the Robot Kit is the inferior of the two Labo options. Following the directions and folding it all together is enjoyable, but the final result is underwhelming. With the Variety Kit you are building recognizable things – a piano, a fishing rod – but here your final result is basically a box. The innards offer some impressive engineering, but it’s still just a box with straps and strings hanging out of it.

The Robot Kit also offers a more traditional video game. You wear the box like a backpack and attach the strings to your feet and hands using straps and handles (made from cardboard, naturally) and pull the strings to manipulate an on-screen robot as it tries to destroy a city. Suiting up for this activity is time-consuming, and surprisingly difficult to do without the assistance of a friend. The gameplay is reminiscent of early Kinect experiences in that you are using your body to play a game, and it just doesn’t work well. I had to pause often to reattach the foot string, and actions like raising one leg and one arm to leap into the air don’t work consistently.

On the creative side of things, in one mode you can set each arm and leg to output a different sound to create music by moving your body. However, even with the game docked on the TV with the sound turned up, I struggled to hear anything I was doing over the sound of cardboard and strings scraping together.

The Robot Kit is the strangest use of the cardboard, but the fun ends after completing the build. Including the Garage in both kits is the right call, but the Robot Kit is unquestionably the dud.
Grade: D

The Final Verdict
The time I enjoyed most with Labo was the time I spent building the Toy-Cons and using them to be creative. Making music with the piano was easy and rewarding, and experimenting with cutting out slips of paper to scan for fish creation lead to laughs with my child. Labo’s legacy and longevity rests in the hands of the Garage and what people do with its tools, but even just out of the box, without the intention to create something original, Labo offers an undeniably novel and enjoyable experience that feels more like a toy than a video game.



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UPS Brings Their A-Game To Labo Accessories

Labo, Nintendo's cardboard-based slot-and-switch package, has seemingly been a pretty big hit. Now the United Parcel Service is showing they're not one to be undone.

In a tweet today, UPS showed a video of them using cardboard to cut and assemble a travel case for all your Labo variety pack accessories. The Labo Toy-Con-tainer has wheels, a lock (for however much good that does), and slots for all of Labo's assembled devices.

 

 

You can find what we think of Labo right here in a time-lapse video or on The GI Show.



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