Friday, 31 March 2017

Weekend Warrior – Pointless Reboot #32832: Go Go Power Rangers!

First, it was Transformers and GI Joe, then they massacred the Teenage Mutant Ninja Turtles, and now Hollywood has set their sights on the next kids' show in line, Mighty Morphin' Power Rangers. Like all the rest of Tinseltown's big-budget reboots of dated-yet-beloved franchises, Power Rangers is sure to be little more than a cynical cash grab. Still, maybe there's a chance that the film might actually be Morphenomenal.

The GI crew will be busy doing their own things this weekend, mostly trying to wean off of The Legend of Zelda: Breath of the Wild in an effort to give a chance to Mass Effect: Andromeda. What are you up to this weekend? Let us know in the comments below!

Manon Hume (@ManonHume) – I started rereading the Death Note manga the day before the Netflix trailer came out, so I’m excited to finish that this weekend. I also got sucked back into Sunless Sea by the iPad announcement this week, so between the two of those, I’m ready for a dark, chill weekend – just how I like it.

Dan Tack (@dantack) – Playerunknown's Battlegrounds - Jumping out of planes, picking that perfect sniper position in the pouring rain, dodging the red zones, and trying to be the last one standing.

Brian Shea (@BrianPShea) – This weekend, I’m playing Mass Effect: Andromeda, Overwatch, and enjoying the Water Festival event in Pokémon Go.

Ben Hanson (@yozetty) – This weekend I’m going to be playing a lot of Mass Effect: Andromeda for our new Game Club! Lord knows, I’d give an arm and a leg to be spending more time with Zelda instead, but you know… what are you going to do?

Kyle Hilliard (@KyleMHilliard) – I think I might, possibly, maybe, be almost ready to put down Zelda. I’ve put in about 125 hours and have about seven shrines to go before I have completed them all. I don’t have to do all the Koroks, I don’t need to photograph everything, but I do want to see every Shrine. After that, maybe Mass Effect? I’m leaning toward Nier: Automata. It’s going to be tough to move on from Zelda. I don’t know if you know this, but it is a very, very good game.

Zak Wojnar (@ZakWojnar) – Unfortunately, I probably won't be able to play much this weekend, but if I can, I will continue my Yakuza 0 journey. I have about 25 hours logged over the course of the past month-and-a-half, which is simply not enough, especially considering how much I am enjoying the adventures of Kiryu and Goro. But hey, these Game Informer and ScreenRant articles don't write themselves, know what I mean? It's not so bad, though; I've listened to London Calling and Music from Big Pink literally every day this week, and I don't see why that shouldn't continue through the weekend.

Jordan Leendertsen (@Bad_Durandal) – This weekend I’ll begrudgingly finish off Netflix’s Iron Fist. I’ll then probably top off that incredible experience by downing an Old Fashioned while screaming the lyrics to Skid Row’s “18 and Life”, as is tradition in my native land. I’m a few missions away from the end of GTA V, so I might top that off. I’m mostly afraid of what might happen to Michael, he and his wife are such a great couple. There’s also Horizon, which has giant robot dinosaurs. So I guess that’s cool. Even with all of these slick games to play, I know I’m just gonna end up playing more Overwatch, because Overwatch is an eternal pit from which there is no escape. Watch your back Orisa players; Pharah is comin’ for you.



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Rare’s Former All-Star Composers Talk About Reuniting For Yooka-Laylee

Nearly two years after it brought in over $2.6 million on Kickstarter, Yooka-Laylee is almost here. The project has been a labor of love for the folks at Playtonic, a team comprised of ex-Rare developers who worked on a number of N64 classics like Banjo-Kazooie and Donkey Kong 64.

One of the key ingredients of the mascot platformer genre is a charming soundtrack, and Yooka-Laylee has an all-star team of ex-Rare composers, including Grant Kirkhope (Banjo-Kazooie, Viva Piñata) David Wise (Donkey Kong Country, Battletoads), and Steve Burke (Kameo: Elements of Power, Jetpac Refueled). Laced Records is pulling out all the stops for Yooka-Laylee’s soundtrack, opting to release the score on digital, CD, and even 180g vinyl for hardcore audiophiles.

We spoke to this trio of video game music veterans and asked them about the new game, what it was like to reunite for a brand-new, old-school adventure, how composing for PlayStation 4 and Xbox One compares to the old NES and Game Boy days, and how Chris Sutherland’s cake shop helped them found a game company.


(Left to right: Grant Kirkhope, Steve Burke, David Wise)

How did Playtonic come about?

Kirkhope: Gavin Price is the head of the studio, and he was the guy who put it all together. It’s a bizarre story. Back when they worked at Rare, he and his wife had a cake shop. They made cakes. He was used to doing the business thing, getting business loans and all that. Without Gavin, it would never have happened, because he was like, “I’ll put it together, I’ll form the company, I’ll settle the business loans; I’ve done it all before with the cake shop.” And that’s what kicked it off. He said, “I can pay wages for a little while, but let’s try Kickstarter to see how it goes.” If he hadn’t done his cake shop, this probably never would have happened. And the cakes were great.

The three of you, Grant, David, and Steve, are the Playtonic music team. For Yooka-Laylee, are any one of you taking the lead?

Kirkhope: Yooka-Laylee is a Banjo-Kazooie-type game; it was natural that I did more on this one because it’s right up my alley.

Wise: This was definitely Grant's domain – continuing on from the Banjo Kazooie days – but executed with so much more finesse. Also, I believe our main sound designer Dan Murdoch added a few mini tunes and stingers in places.

Back in the day, how did you each get your first gig at Rare?

Burke: I picked up a copy of Edge magazine, somewhere towards the end of 2000. At the time I was working as an assistant to a film composer in London, and thought it would be interesting to try and work in the video game industry. Rare was advertising for an in-house composer and sound designer role, and after a visit to the studio and writing some audition music, I got the job in early 2001. I was hired to work as the composer and sound designer on Kameo. At the time it was going to be a Nintendo GameCube game, but eventually came out as a launch title for the Xbox 360.

Wise: I was working in a Music Shop in Leicester – decades ago – when two people came in (Tim and Chris Stamper) and asked me to demo a very early music computer, the Yamaha CX5. They didn't recognize the music I was using to demonstrate the gear, so they asked who the artist was. When I explained that they were my compositions, they offered me a job at Rare.

Kirkhope: I left university (The Royal Northern College of Music) at 22, and I played in lots of bands for 11 years, with on-and-off unemployment benefits. One of my best friends was Robin Beanland, and he was the keyboard player in a local band. One day, he announced that he’d gotten a job. He went to work at Rare. He said to me, “Grant, you’ve been on unemployment for, like, 11 years. Don’t you think you should get a job? Why don’t you try doing what I’m doing? I’m working on video games and writing music.” I had never once dreamed about being a composer. I wanted to be in Judas Priest! But I spent about a year writing music that I thought was video game-centric, and I sent Rare five cassette tapes, but never got a reply. Then, out of the blue, they said, “Please come in, you’ve got the job.”

Fast forward to just a couple of years ago: what was it like when you got the call to do Yooka-Laylee? What was it like getting the band back together?

Wise: Very much like getting the band back together. We worked together for so many years, so it was very reassuring to be able to pool our creative talent together once again. Also, when we were no longer at Rare, it gave me time to reflect on exactly how much I had enjoyed working there – especially the people I was working with – and had just taken that experience for granted at the time.

Kirkhope: A lot of people said I was crazy, it was never gonna happen, people don’t want that game anymore, and I’d gone on about it for quite a lot of years. And, to get to the point where we’re all actually doing it again was just unbelievable. It was a set of fortunate disasters that got us to this point. Some guys got laid off from Rare, some guys quit… People were available for the first time in 15 years to do this.

Burke: One of the most fun games I’d worked on at Rare was the music to Jetpac Refueled, and it felt like I could go down that retro route again with Yooka-Laylee.

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You've all worked with each other on Rare games, but this is the first time all three of you are together for one game. How does that collaboration work?

Kirkhope: When we first got the gig, it was obvious the bits I should do, obvious the bits that Dave should do, and obvious the bits that Steve should do. So it was really easy. That was as far as the collaboration went.

Burke: We worked independently. Each composer had a particular part of the game to work on, and we brought along our own styles to fit in with that. My boss tune was a little closer in style to what Grant was doing, as this needed to sit alongside his level music. I asked Gavin and Chris at Playtonic what sort of music they’d like for each of Rextro’s Arcade games (I called them “Yook-arcade-lee” while we were working on them) and then I’d keep them updated with each version of the track until everybody was happy with the final version. This way of working was exactly how we did it at Rare when we had a few composers sharing a project.

David's first game was Slalom for NES, Grant’s first gig was on Game Boy, and Steve goes back to Star Fox Adventures on GameCube. Do you miss the days of retro consoles? Or is it liberating to work on more modern tools?

Burke: I miss the retro consoles and the sounds they produced. On Yooka-Laylee I had the chance to write in the style of music that I grew up with on the Commodore 64 and Amiga games. The first drafts of all the Rextro Arcades are entirely synths, no orchestral sounds. Pretty much 4 note polyphony. Once I was happy that they reminded me of old game console music, I started adding more orchestral and modern sounding synths to mix in the old and new.

Kirkhope: We have more memory space now. You can use bigger samples, and you can get close to CD quality, 44.1 kilohertz. Nothing in those old Rare games is anywhere near that. It’s 16 kilohertz if you’re lucky. Probably 11 or 8. That’s why it sounds like crap! During Viva Piñata, I got to use a proper live orchestra. It’s spectacular to get to that level of quality. To go from working on 3 note channels and a noise channel on the game boy in 1995, to using a full live orchestra in 2005.

Is a ukulele incorporated into every tune in the game?

Burke: Not so much in the Rextro tracks, but a little bit finds its way in to one.

Kirkhope: I’ve been doing a little bit, of course. Not much, but the main tune is me playing ukulele.

Wise: I used Ukulele in every track I composed for Yooka-Laylee. I went and purchased a LAG Tenor Uke, along with a few very good Ukulele VBST sample instruments. I may however have used the instrument in creative ways. For one tune I recorded the ukulele chords, drowned them in reverb, edited out the initial attack and used the frozen reverb tails as a pad sound, which then got enhanced more by using a rhythmic filter to create movement.

One of the highly-publicized stretch goals was the GK Rap, kind of a modern take on the sensibilities of Grant’s DK Rap.

Kirkhope: Nobody even asked me about that, they just put it on the page, and I was like, “What?” I didn’t even know it was there. The plan is to make it as cheesy as the DK Rap. It’s not going to be a credible rap song. I hope people take it in the spirit it’s intended.

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Yooka-Laylee comes out on April 11 for PlayStation 4, Xbox One, and PC, and for Nintendo Switch later in 2017. For more on the game, check out our hands-on preview.



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The Witcher Author Made A Huge Miscalculation With The CD Projekt Red Licensing Deal

The person responsible for creating the wonderful characters and universe of The Witcher has never been a fan of video games. When CD Projekt Red approached him about creating an interactive take on his fiction, the writer had one thought. "What I expect from an adaptation: a big bag of money. That is all," Polish author Andrzej Sapkowski told Eurogamer.

"I was stupid enough to sell them rights to the whole bunch," he continued. "They offered me a percentage of their profits. I said, 'No, there will be no profit at all – give me all my money right now! The whole amount.' It was stupid. I was stupid enough to leave everything in their hands because I didn't believe in their success. But who could foresee their success? I couldn't."

Talk about an extreme miscalculation. CD Projekt Red's successful Witcher trilogy has catapulted the studio's worth, which was recently valued at $1.6 billion. Missing out on that much profit for a game set in the universe you created could turn you bitter, but Sapkowski doesn't have any hard feelings. "The game is made very well," he says, "and they merit all of the beneficiaries they get from it. They merit it. The game is very good, well done, well done."

To learn more about the enigmatic writer and the creation of The Witcher novels, we highly recommend you read the rest of the Eurogamer interview.

 

Our Take
Sometimes taking the money upfront instead of getting points on the back-end is a terrible idea, as Sapkowski demonstrates. But it's not all bad. The game franchise's success has resonated around the world, which has in turn driven book sales for Sapkowski. We also have a feeling that if a major motion picture or television studio offers him a deal, he will insist upon receiving royalties.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2017/03/24/the-witcher-author-made-a-huge-miscalculation-with-the-cd-projekt-red-deal.aspx

Nioh Update Adds New Sub-Missions

Today Team Ninja released a new patch for Nioh, the surprise PS4 exclusive hit that has captured the imaginations of gamers who enjoy difficult action games like Dark Souls. 

The 1.06 patch includes a number of minor tweaks and stability changes, but the most notable alteration is the addition of new submissions that open up after you reach the final part of the game. The update didn't say how many of these submissions are being added, but the ones included in the game were basically full-length missions full of stuff to do.

Dan Tack gave Nioh a 9.0, saying, "Nioh will break you down before it lifts you up, but you soon crave the thrill of mastering a new weapon or toppling a titanic boss." You can read the full review here.



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Top Of The Table – Assault Of The Giants

Wizards of the Coast has been active recently in spreading its Dungeons & Dragons storylines and characters into mediums outside of its iconic role-playing game. That willingness to share creative control with partners has led to a stellar new board game from designer Andrew Parks and the folks at WizKids. Assault of the Giants is a rich and engaging strategy affair, perfect for a night of fun with a group of fantasy-loving friends. And while it’s not necessary in order to enjoy the game, a passing knowledge of D&D giants, or even last year’s excellent Storm King’s Thunder D&D adventure, will be rewarded as you observe all the ways in which Assault of the Giants taps into the locations and personalities that made that such a great campaign. 

Several months ago, I highlighted Storm King’s Thunder in advance of when the D&D adventure hit shelves. Like that lengthy campaign, the board game Assault of the Giants is rooted in the same fictional backdrop. The All-Father, the greatest of the giant gods, has broken the caste system that governs the giants, leaving each race of giants a chance to scramble into a new position of power. In the role-playing game, players controlled human, elf, and dwarf heroes (among others) caught in the chaos around this titanic struggle. This new board game offers an empowering twist; each of the three to six players controls an entire race of giants as they seek to claim victory, often at a terrible cost to the “small folk” who get in the way. 

Playing the roles of the often villainous and destructive giant races isn’t the only way that Assault of the Giants distinguishes itself. My favorite aspect of the game is its asymmetric paths to victory, which demand that each player pursue dramatically different avenues to win the game. Control the Fire Giants, and you must desperately seek to revive an ancient dragon-slaying titan. Meanwhile, take up the mantle of the Jarl of the Frost Giants, and your goals involve encasing the world in ice in order to prove your worth. The game even finds a way to make the idiotic Hill Giants amusing; as their queen, you believe only your size will show your quality as a giant, so the whole game becomes about gathering enough food (often in the form of captured halflings) to sate your gluttonous craving. Distinct event cards, some generalized to everyone and some specific to your race, add a sense of unfolding narrative that I found refreshing, especially in a strategy title of this depth, where story is often left by the wayside. 

No matter which giant race you race you control, Assault of the Giants takes its title seriously. While resource gathering and smart area control is essential, the bulk of gameplay focuses on combat, usually between the competing players and their ever-growing armies of giants. The dice-based combat mechanic takes a few turns to wrap your head around, but once you grasp it, battles move smoothly and I rarely encountered situations that the rules couldn’t resolve. The game rewards aggressive expansion and rapid seizing of goals (in keeping with giant temperament), so it’s rare that you go very long without a fight. With smaller player groups, the other giant races remain in play as easy-to-manage NPC groups, so the map is satisfyingly active, and changing all the time. There’s even the addition of giantkillers to shake up the action; these diminutive hero miniatures may be brought into play from time to time and shake up the playfield by murdering off some of your opponent’s most valuable troops.

In between battles, Assault of the Giants employs a clever turn structure, in which players must deploy one and only one specific command on each turn, and that action is then exhausted until you play the command card to rest on a future turn. Do you move your troops across the map, or plunder the hapless villages of the small folk? Do you recruit new giants onto the field, or gather spells to use in a subsequent combat? Each decision dictates your options that turn, but also might help a future action on a later turn unfold at a greater strength. For instance, hold your “Attack” command until you’ve gotten a few other cards into play, and you provide additional opportunities to inflict damage commensurate with the number of other cards already played. It’s an intriguing loop that demands that every player is constantly considering the changing dynamics on the board, rather than tuning out between turns. 

Visually, Assault of the Giants makes for a beautiful tabletop setup. The map of the Savage Frontier of the Forgotten Realms fantasy setting is gorgeous, and reminiscent of the old poster maps that longtime RPGers will recall from various editions of D&D. Card art, custom combat dice, and dozens of cardboard tokens lend the game a weight and complexity that will be welcome to many strategy enthusiasts. But the stars of the show are certainly the colored miniatures (non-painted in the standard edition, painted in the premium edition) that tower over the board, representing the champions of your giant army. Each figure has some handsome sculpting, and the visual prominence of the champion minis emphasizes their central role in any wise approach to victory; champion figures regularly turn the tide of a conflict.

Assault of the Giants is likely not a beginner’s strategy game, but neither should aspiring gaming groups be scared away. The rule book is lengthy, but it’s well written, and concepts are easy to grasp – even if I wouldn’t have minded an index for easier searches mid-game. The box does a solid job of couching the great minis, dice, and many game cards in safe enclosures, but I wouldn’t have minded a more thoughtful approach to organization for the rest of the game components. Even though my many game tokens are carefully organized into my own ziplock bags, the box offers little in the way of sensible places to store them except on top of all the other stuff – a little pet peeve of mine. 

In play, Assault of the Giants is a blast, and its integration of story elements into a combat-focused strategy experience hits a lot of sweet spots. Its medium weight of complexity should make it a smart pick for intermediate and expert gaming groups, and the distinct nature of each giant race lends a lot of replay value; rolling through the game as a the devastating Stone Giants is quite different from controlling the noble Storm Giants and their efforts to make peace and not war with the small folk of the world. I also appreciate that Assault of the Giants is built from the ground up with larger groups of up to six in mind – many similarly excellent map-based war games are built around smaller groups, but WizKids title handles bigger crowds when you have them, and scales comfortably to smaller groups as well. Larger groups lead to longer playing times, but it's always manageable in a full evening of play, thanks to a brisk turn order and sensible combat resolution. I’m delighted by the game’s ability to tap the major themes and narrative threads of D&D’s most recent big campaign, but no one needs to fear the interconnection, as no experience with Dungeons & Dragons is necessary. More than anything, many players will be delighted by the core concept: “You mean, we get to be the big hulking giants, instead of getting crushed by them?” If for that reason alone, fantasy enthusiasts should consider giving it a shot.

If beating your buddies senseless with a tree trunk doesn’t strike your fancy, but you would still like some board-gaming recommendations, hop over to the Top of the Table hub by clicking on the banner below. And if you’d ever like to chat more about board games or get additional personal recommendations for a great night of tabletop games with friends, drop me a line via email or Twitter through the links below. 

Top image credit: ©2017 Wizards



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Naughty Dog's Six Favorite Moments From Uncharted 4: A Thief's End

With the end of this month, we're wrapping up our wave of coverage to coincide with our cover story on Uncharted: The Lost Legacy. To close things out, we wanted to take a look back at 2016's Uncharted 4: A Thief's End. We spoke with Naughty Dog's president Evan Wells, Uncharted 4's creative director Neil Druckmann, writer Josh Scherr, lead artist Tate Mosesian, and Uncharted: The Lost Legacy's game director Kurt Margenau and creative director Shaun Escayg about their favorite moments from Nathan Drake's final adventure. 

Watch the video below to learn the stories behind Crash Bandicoot and the series' wildest setpiece. Also, just a heads up, the video contains FULL SPOILERS for Uncharted 4: A Thief's End.

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Click on the banner below to enter our hub of exclusive content that we'll be updating throughout the month.



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Ms. Pac-Man Now Playable On Google Maps

April Fools Day has come a bit early for Google, who stayed true to their yearly tradition of playing with Google Maps this year by making classic arcade game Ms. Pac-Man playable inside the map service. Players can take control of Ms. Pac-Man and chase ghosts to their hearts' content through any locale on Google Maps. It's a fun little distraction that plays off of previous April Fools gimmicks, particularly the ability to play Pac-Man.

Pac-fans eager to get their fix can head over to Google Maps and start playing by clicking the small Pac-Man icon in the bottom left corner of the screen. 



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