Dragon Quest III: HD-2D Remake And Dragon Quest Keshi Keshi Revealed

In addition to a brand new Dragon Quest game announced with The Flames of Fate, Square Enix also confirmed that Dragon Quest III was getting an HD-2D remake and info on a brand new (free) mobile game with Keshi Keshi. 

During a recent live stream to celebrate the franchise’s 35th anniversary, Square Enix revealed a few new experiences within the realm of Dragon Quest. Among them being a remake of the beloved Dragon Quest III. While details are scarce, the company did confirm an Octopath Traveler-esque experience, giving the upcoming release a more classic 2D feel that balances out the newness that players will experience with Dragon Quest XIII: The Flames of Fate. 

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Also announced in the stream above is Dragon Quest Keshi Keshi, a free-to-play mobile puzzle game that will be available for both iOS and Android users. This experience is free and will offer familiar faces, old foes, and items that long-time fans will instantly recognize. And the need to erase graffiti, but you can see more of that above. 

For Dragon Quest 10 hopefuls, Square also confirmed that an expansion for Dragon Quest 10 is also dropping, though only for Japan at this time, in addition to an offline version of the game that will be top-down. 

While the Dragon Quest franchise is hugely beloved in Japan, that odesn’t mean the rest of the world isn’t also hold a large amount of love for this ongoing RPG experience. With various takes on an evolving adventure, the Western side of the world has slowly but surely been catching up to Japan in terms of appreciation for these games. With Square Enix taking some risks with the franchise, we’re eager to learn more about what could possibly be in store further down the line.


What do you think about the latest Dragon Quest reveals? Are you enticed by the Dragon Quest III: HD-2D Remake? Join in on the conversation in the comment section below! 

Source:[http://www.gameinformer.com/]

Dragon Quest XII: The Flames Of Fate Announced, A Darker Turn For The Series

A late-night showcase for those in the West from Square Enix Japan revealed a few new Dragon Quest experiences including that of The Flames of Fate. Dragon Quest XII: The Flames of Fate has been revealed to celebrate the franchise’s 35th anniversary (35?! How time flies!) and it shows off a much darker path for the beloved RPG series. 

Dragon Quest XII: The Flames of Fate is the first main entry into the Dragon Quest franchise since 2017. The latest entry will house a ton of player agency, rooted in choices made throughout this adventure that will branch out for the usual mode of storytelling that these games are known for. Yuji Horii, the creator of Dragon Quest, confirmed that the team is not getting rid of commands, but that’s about the extent of this particular reveal outside of a logo, but the showcase did frame this particular entry as a Dragon Quest “for adults.” Never mind that Yakuza is pretty much exactly that, we’ll take any creative leaps that the team wants to make. 

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The Dragon Quest franchise is a largely popular RPG series in Japan, but it’s got weight on the Western side of the world as well. Dragon Quest XI: Echoes of an Elusive Age was a massive hit for PS4 and 3DS players for Japan, with a PS4 and PC release for those elsewhere. A more enhanced version later launched on Xbox One, PS4, PC, Nintendo Switch, and Google Stadia, amounting to over six million copies sold worldwide. 

It will be interesting to see where Square Enix takes the beloved Dragon Quest universe next, especially given what a long track record this series has. Will they continue to go down the darker road, or will the franchise return to its more light-hearted roots? We don’t know, but we’re excited to find out! 


What are your thoughts on the next major Dragon Quest storyline from Square Enix? What other changes are you hoping to see made in this ongoing saga? Sound off with your thoughts in the comment section below! 

Source:[http://www.gameinformer.com/]

Courtenay Taylor, The Voice Behind Jack In Mass Effect, On Her Character’s Missed Opportunities

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Earlier today, we talked about how modders are doing what they did for the original Mass Effect trilogy for the remaster by restoring cut dialogue options that gave players more same-sex romance options. With some characters cut due to previous social pressure from outlets like Fox News, a lot of players that were hoping for more representation were left waiting for mods. Jack is one such character, and even though her character’s storyline even expressly states that she is interested in both men and women, she was left as a Male Shepard-only option. Between that and her limited appearance in Mass Effect 3, there were a lot of unexplored areas regarding the biotic with a sordid past. So, we decided to explore on our own a little bit with Jack herself with voice actress Courtenay Taylor. 

When we asked Commander Jane Shepard’s voice actress, Jennifer Hale, what she’d want to see from the next Mass Effect, she told us she wanted Shep back and the ability for her to romance both Tali and Jack. Taylor echoed that sentiment and went a little more into detail about how she felt her character had so much more to give despite being satisfied with how they ended her narrative.

“I feel like they did a great job wrapping her up,” she tells us, “but I also feel like there was so much that was unmined. With her, I would be stoked to go back in time with her. I would be stoked to go forward. You know, I would have loved to revisit her; I think there’s much left to be explored with Jack’s storyline and where she could go. And I think that the problem with Mass Effect is that they gave you all of these amazing characters with really rich backstories and amazing relationships with other people. You know, life goes on. You’re not just like, ‘Okay, well, it just ends when she turns 37 or whatever,’ and then that’s the end of it. I’d love to see prior things with her be more fleshed out.”

Courtenay Taylor via MN2S Talent Agency

MN2S Talent Agency

When Shepard goes on their quest to get to know Jack more in the second game, she regales them with stories of her past. Stories of abuse by Cerberus, abuse from those she considered friends. Abuse from loved ones. Her tale was one that was filled with sadness and anger, but Shepard’s kindness and their mission helped her find healing and carve out a new path for herself, a path that many saw continue on with Mass Effect 3 as a much more confident and content person. 

Taylor related a lot to her character with aspects of her own life. She also has a thing for the girls with brass knuckles, as she put it. “I’m always cheering for the chick with tattoos and to have the knee-high socks. You know, like with the gold front and I’m like ‘Yes, that’s the girl where I’m like take all my money.’ I love those women, right? I don’t just want the ones that show up pretty and bangin’ because everybody’s already going to like them.” She laughed then with a huge grin on her face, adding, “I want the one that’s named Lucky.

“I want the ones with the brass knuckle tattoos. Those are my peeps, and so those are the stories I want to hear more of. I think that these worlds already have a lot of these well-adjusted, cool-as-a-cucumber women that are just naturally pretty and, you know, seen as womanly or whatever that means. They fit certain standards, and I want to see the punk-rock princesses, I want to see punk rock. It’s time for non-traditional women to get the spotlight.”

And you know what? A-freaking-men, sister. 

Source:[http://www.gameinformer.com/]

Jennifer Hale On Next Mass Effect, ‘I Want Shepard Back, 100%’ And FemShep To Romance Tali

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Last year, we had our first look at the next Mass Effect. The video took us through a timeline of events, bridging the gaps between Andromeda, the trilogy, and the extended lore found in the books, comics, and even movies. With the video ending on a shot of a matriarchal Liara with lifelines on her face and a smirk on her lips, we know that the future of Mass Effect could very well be set hundreds of years in the future. With the two galaxies represented between the trilogy and Andromeda, the sky is the limit (literally) as to where the next Mass Effect could go. When we sat down with Commander Shepard herself, Jennifer Hale, we couldn’t help but ask where she’d want to see in the future of this space franchise. 

I think a large portion of the community would agree with her when she told Game Informer with a resounding “yes!” that she’d like to see Commander Shepard back in some form. “I want Shepard back 100%,” she told us. “I want to explore the relationships, you know, with Garrus, Thane, Liara – all of that!”

She took it a step further, saying: “I would like for FemShep to base able romance Tali, and I would like everyone to be able to romance Jack. I just want to just want to jump back into this story in any capacity. I love it so much, and I also want to be like Mark Meer (who voices the male Commander Shepard) where I can be this weird alien that nobody knows it’s me.”

For those that may not know, Meer, like Hale, voiced quite a few different characters in the Mass Effect trilogy, including the “Me no like you” Vorcha that can be found at the epicenter of Omega. 

It’s an interesting thing to note that Hale would like to see Tali be romanced by FemShep, and Jack as well. While the modding community is hard at work to restore the cut dialogue from the games, some same-sex romance options were left on the cutting room floor. Some due to that not being the intended role for certain characters, while others were removed due to social pressure from Fox News (Jack, in this case). It’s been a hot topic regarding the trilogy since these games first came out, and a resurgence can be seen with a whole new generation of gamers enjoying this story, thanks to the remaster. While some of those options were later opened up to both BroShep and FemShep, like Kaidan, the first and second games were extremely lacking. For FemShep to rally for more romance options for a space RPG that is all about player choice and reflecting internal decisions, it would be really nice to see BioWare consider restoring the cut audio content left for modders to recover. 

As for Shepard returning, we’d love to see it, but I don’t think you should get your hopes up quite yet. After the Legendary Edition came out, my trilogy playthrough count is now up to 34. I’ve enjoyed the books, comics, codex, and anime immensely, and it’s with that familiarity with this franchise that I wrote up an extensive (and I do mean extensive) analysis of the next Mass Effect teaser trailer about what a tale of two galaxies could mean for this franchise. I even pulled from the comics themselves with visual comparisons! If you’re interested in learning more, you can check out that deep dive right here

Source:[http://www.gameinformer.com/]

Same-Sex Mass Effect Legendary Edition Mods Are On The Way Using Cut Assets

RPGs that allow romance as a feature give players that are interested in that kind of content another layer of immersion to enjoy. Skyrim does it. Dragon Age does it. Mass Effect does it. Mass Effect 1 didn’t do it well, but the team learned and evolved and eventually added more options in the subsequent two releases. That being said, more options were left on the cutting room floor, including Jack as a pansexual option, and modders for the original trilogy were quick to restore those scenes. While right now there is only one mod to restore same-sex romances, one for default male Shepard only, the community as a whole is hard at work on restoring what was cut. 

Files were cut in the original games, eliminating voice lines that were recorded for same-sex romance options regarding characters like Kaidan, Jack, Jacob, Thane, and even Tali. While some of those dialogue options were recorded without the intention of being used, which is explained a little further down, others were cut due to social pressure to eliminate same-sex pairings. Most notoriously was the decision to cut Jack, a character that plainly states in her conversations with Shepard that she’s been with both men and women, due to criticisms from Fox News. Luckily, just like modders did for the original trilogy, the community is coming in to save the day by doing the same for the Mass Effect Legendary Edition. 

Ryan Ainsworth, known as Audemus in the modding community, recently sat down with our friends over at TheGamer to talk about one of the many initiatives going forward with the remaster. Since the Mass Effect Legendary Edition uses an updated Wwise audio engine, it’s easier to mod in cut audio than it was for the initial trilogy, something that players have seen with some of the older same-sex mods. Because of that update, the modding community is finding it easier to restore those cut romances, including Kaidan and Ashley, which were limited to just the third game. 

“I think the lack of LGBT representation in the Mass Effect trilogy is quite disappointing,” Ainsworth told the site. “Especially since, for example, you can’t get the full Paramour achievement in Legendary Edition if you play a strictly gay male Shepard. I know there are petitions to get BioWare to add in those romances for Mass Effect 2 and Kaidan’s gay romance in [the first] Mass Effect, and while it’s a shame that it doesn’t look like that’s going to end up happening, I can say that with our improved Mass Effect 2 audio modding potential, plus the fact that all of the unused same-sex romance voiceover is still present in Legendary Edition’s files, these mods are not just on the table – they’re pretty much certain to be made.”

He added, “So PC Gaymers can rejoice (that was a terrible joke, don’t print that, lmao). Off the top of my head, these would be for Kaidan, Ashley, Jacob, Jack, Miranda, Thane, and Tali. For some of them, there isn’t enough in the files to fully restore, but we can be very clever with reusing/splicing existing lines to fill in the blanks.”

If you remember from our coverage back in February, we confirmed that though there were cut romance options for same-sex pairings, including Jack due to Fox News pressure, Kaidan was reportedly never intended to be an option for Male Shepard in the first game. Mac Walters, the game’s director, told Game Informer that though the character was later added as a male romance option in the third game, the audio found for his character in Mass Effect 1 was not indicative of cut content. Not like Jack. 

When I asked whether or not Kaidan’s romance was cut for Male Shepard in the first game, and if so, would it be restored in the remaster, Walters responded with a quick and resounding “no.” He elaborated, telling me, “So, this is an interesting one. What had happened in the original first game – actually in all of them – is when we would record the male and female Shepard lines, you actually had to go in and manually flag every single line that shouldn’t or should be recorded for either gender at the time. The process for that, as you can imagine – as our tools had just been created on Mass Effect 1 – relied on every human to go in and actually select every single line. What you’d find is that there, it’s not just the lines, there are other lines that got recorded that shouldn’t have been recorded because they weren’t checked, so they’d just get printed off as a script, they’d go to the studio, the actors would record them, they’d come back to the game, and that’s what shipped.” 

He added that the team did try to capture as many of those instances where something wasn’t checked as they could, and eventually, the toolset was improved upon to lessen human error, but in the first game, it was still all very new, and Kaidan’s lines slipped through the cracks. Because of that, Walters added that Kaidan will still only be romanceable by Male Shepard in the third game because “it wasn’t intentional in the original,” and the team has already told us that they wanted to keep the remaster as true to the source material as possible beyond generalized improvements. 

Remember: romance in these games is optional, romancing the same gender even more so. If you don’t like it, it is possible simply to ignore it, but having the option there to enjoy or to ignore means a lot to a very large portion of the Mass Effect fanbase. In a game that is about your experiences, there is nothing wrong with wanting those experiences to marry with real-life preferences. 

If you’re interested in the same-sex mod that is available now for default Male Shepard, you can find that on Nexus right here. Be sure to also check out our game hub to learn more about the Mass Effect Legendary Edition, including exclusive interviews, deep dives, tips, and so much more. 

Source:[http://www.gameinformer.com/]

Double Fine’s Lee Petty Talks Game Dev Philosophies, Crunch, And More

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During our recent Psychonauts 2 cover story interviews, we had the chance to talk one-on-one with the game’s principal artist Lee Petty. A game developer for more than 20 years now, Petty’s career has taken him from triple-A studios like Crystal Dynamics all the way to, of course, the smaller teams of Double Fine. During his tenure at the latter, he’s served as art director on Brütal Legend, lead the development of RAD and Stacking, and generally had a hand in the art and writing of many other games. 

Our chat with Petty, however, reached far beyond his years at Double Fine, covering his thoughts on open-world game design, the value proposition of video games, and the game industry’s issues with crunch. Petty had a lot to say about a lot of topics, all of which you can watch in the video above and/or read in the transcript below. 

For more Psychonauts 2 coverage, make sure to check our cover story hub, see an exclusive look at one of the game’s new powers, and read our interview with one of the mental health experts consulting on the game. 


Game Informer: Were you doing games before you were at Double Fine? 

Lee Petty: Yeah, yeah. I worked at a number of studios before Double Fine and also ran my own studio, or co-ran a studio for a couple years. Immediately before joining Double Fine, I’d worked at Crystal Dynamics for about five years, which was purchased twice while I was was there. So, yeah. It [wound] up being Square right at the end of my time there. Square Enix.

GI: It seems like Double Fine’s a pretty unique space to me. You go from, like, leading your own project to suddenly you’re helping out somebody else on their project. Is that process hard? Or is it kind of nice to be like, “Oh, now I’m not in charge. That’s actually kind of relaxing.”

LP: I mean, it’s a bit of both. I think it’s like anything else. I like always staying very hands-on. So even when you’re a lead at Double Fine, you’re pretty much still doing fulltime production work, as well as being a lead and a manager. So it’s challenging to balance all that load correctly. But I enjoy it. I feel like the best leads I’ve worked with are people who still keep their hands dirty in the production all the time; they have the best understanding of what you’re doing and can offer more poignant advice and guidance. So I strive to be like that. I also really enjoy lots of different things. I enjoy, you know, art and art direction, but I also really enjoy game design and writing and other things. And lighting is one of the things that I do a lot of on the games I work on. So you know, it kind of made sense for me to help out when they needed help on that. Ultimately, we’re a small studio so people move around a lot. One of the advantages to sometimes having multiple projects is that they’re in slightly different phases of development and then you get extra help at the beginning or end. Even though I didn’t work a lot on them, I helped out a lot with Happy Action Theater and Costume Quest 2 and all these other games I have gone and spent some time on as well.

GI: From your personal history within Double Fine, how you first got started directing projects, was it just that first Amnesia Fortnight or were you approached to direct projects? How did that whole thing work out?

LP: Well, you know, on Brütal Legend, I was the director, and we had a very flat structure on the art team. We had a lead animator, and there [were] maybe 13 animators on that project. There was a lot of animators on that project. But I was the art director, and so basically every artist reported to me [laughs]. So it’s like 22 direct reports, you know? And so I was doing a lot of high level direction and helping a lot [to] coordinate things. And so I think Tim, what he told me at the time is he wanted to see how I would do leading a project. And I had always been pitching him on the side on various ideas. I was interested in working on a project that was smaller in size, both in terms of the game and the team, that was kind of in that 12 to 14 person team member size, which is what Stacking was. And so I kind of was always pitching him ideas. And when Amnesia Fortnight came around, I kind of had a pitch ready for him, and lobbied to get that done. I just kind of went from there.

GI: You mentioned you wanted to work with teams around 12 to 14 people. Is that your preferred team size? Do you like smaller teams? What makes that kind of a group special?

LP: I think what it does is it means that you have less management overhead. And inherently, everyone has a little bit more awareness of what’s going on in the project, and a little more creative stake in everything going on. I think people still have primary roles, but on a team that size, everyone’s gonna have to have a secondary role. And some people have tertiary roles or interests as well. And I like that. That becomes too challenging on a large project, I think, to do that entirely. I mean, obviously, we try to some extent to keep things flat here and collaborative, of course, but it’s super challenging. Then you just have a whole team of producers who are documenting the collaboration and communicating the collaboration, as opposed to people just collaborating. So, I like that aspect. 

And I wish in general games were smaller; I don’t want to play a 40, 60, 80 hour game, generally speaking. Maybe you have room in your life for one or two of those, but I like – things that have an impact on me don’t have to be huge. I play some games as service, as everyone else does, that are perpetual games, but I also like having an impactful four hour experience. And I do think that a lot of the tenants of game design – and maybe some things I don’t care for about game design manipulating player behavior – are a result of long games [that] keep trying to keep people engaged as the rising cost of content [increases]. And then they’re like, ‘But we have to keep them up for 80 hours. So here’s a grindy secondary missions that no one gives two shits about, but they’re in the game.’

GI: Do you have any insight into why the industry leans towards making bigger games?

LP: I think it’s a really complex question and answer. I think there’s a lot of factors that funnel into that over time. Once Nintendo resurrected the industry, they basically turned it into a children’s toy, which basically turned reviews for 15 years into value propositions for parents buying their kid stuff for Christmas. When it’s just being seen through that lens, it’s all about value, and it’s all about surfacing labor. I mean, probably half the world still thinks modern art modern art is a scam, and they look at something that’s 100 years old and go, “But I could’ve done that.” They don’t really get it, right? So, a lot of it’s about surfacing labor, like craft, and making people be like, “Yeah!” So I think part of it is that, that value proposition as a toy. And that’s obviously changed a bit. Part of it was competing for shelf space, right? A lot of these things came from a history that isn’t really there anymore. 

Double Fine Productions/2 Player Productions
Lee Petty

But I think then what happened is the cost of development has skyrocketed, because the cost of creating content, since games are married to technological advance, generally speaking, has gone up, and if you adjust for inflation, the amount we’re selling games for has gone down. So what do you do? You try and find ways to deal with that. So yeah, some people outsource, or most people do in some percentage. You get players to keep engaging and returning to the content so that you can sell them other things. I mean, there’s a lot of these factors all piling in. 

I do feel like a breath of fresh air happened when downloadable or digital content for games sort of, like, balanced things out a bit because smaller experiences became possible again. There were other price points other than a box retail game. And so if you sell something for $15 or $10, the expectations are naturally [adjusted]. Or at least they were [laughs]. Nowadays, people expect a triple-A game for $15, but there was a number of years there where people could kind of adjust that a bit. That was great. 

I mean, there’s just so many reasons for it, I think. Things get established in the industry and it kind of just changes players’ expectations. Movies were never 20 hours long. They came out of a history of plays, and plays weren’t 20 hours long. Other than, I guess, anything Wagner may have written. That’s not really a play [laughs]. But I guess if you look at Netflix and the series they put on, people binge watch that a lot of times, these series, and that’s 12 hours of content, it’s not two hours. And so, I don’t know how that’s mixing things up for people either nowadays, in terms of what people expect even in that media. 

GI: Over the last 10 years it feel’s like, Double Fine’s really pushed to combat crunch. Speaking from your perspective, what has that journey been like? And why do you feel that crunch is a hard thing to combat as a company? 

L: Yeah. You know, I think crunch has been talked a lot about in the industry, just at large, for a while now. Obviously it’s bad for everyone, but I also think the challenge in talking about it is just that crunch has no definition. Are you a company that defines crunch as someone’s worked 42 hours this week? Or is it more endemic? Is it something that happens for three months in a row? Or is it something that people plan on? I do feel that when I worked at other companies – and I’m not going to name any names – I do feel like there were times where the culture and the fundamental planning for a game was built around making people work 60 to 80 hours a week for months on end, and that was built into the schedule. That was extremely prevalent in the industry. It still is. It’s less prevalent and now it gets hidden and lied about in various ways. That’s terrible. That’s a terrible cost to a human being. I remember that my first five years in the industry, when I was at my fifth year in the industry, I remember looking around and – I don’t know if it was a GDC survey or some survey I read and it showed level of experience people had in the industry. There was, like, a huge dropping off point where everyone almost quit the industry at five years, because everyone was just burnt out. And so there was almost no one in the industry who had five to 15 years of experience. It was like, everyone was either under five or over 15 because they had been around for a long time and they were probably in a higher-level position. Of course it didn’t say why, it was a survey, and I was like, “Well, I know one of those contributing factors was [crunch].” 

It’s out of control. I think Double Fine, as I understand it, had a really bad time with it on Psychonauts. I didn’t work on Psychonauts, so I can’t speak to that in detail. Since that time, people have always been conscious about it in management and try to do a good job at it. It’s not always possible to totally control it or guarantee it’s always 40 hours no matter what. I think, you know, like everyone else, we’re still figuring out that perfect balance. But Tim has – Tim and others – have made it a top priority. I see it even more now on Psychonauts 2 than I ever have before. And part of that is, you know, we’ve had a big focus on more diversity hiring over the last couple years – and that means diverse [across] all different spectrums, whether it be age, gender, race, what have you. And I think that means that people have a lot of different considerations at home. Part of respecting that and embracing that diversity is to make sure that you’re allowing time for that. So I feel great about that movement, and I feel like there’s always improvement that can be done. 

I don’t know what’s going to happen in the industry in general, because I see it being talked a lot about at other companies. But I know a lot of people in the industry. Having worked in it for 25 years, I know a lot of what is being said isn’t true. It’s maybe technically true, but there are ways that it gets hidden, right? Maybe you only have 20 full time staff, but there’s actually 1000 people that worked on it, and the other 980 people who aren’t your full time staff all crunched. Right? There’s all sorts of things that happen that I feel are disingenuous. But overall, I would say there’s been an improvement in the industry in the last, I don’t know, five, eight years? At least from where it was in the early aughts, for sure. 

GI: I’m curious what you feel is Double Fine’s great strength as a company? 

L: I think – that’s a great question. It’s hard to have perspective on that, to some extent, having been there so long. I think in terms of a consumer facing thing, you know, there’s internal for people who work there and maybe more outward facing. I think our greatest strength is also our biggest challenge from a consumer standpoint, which is we like to try a lot of different things. I do think we’ve worked in a lot of different genres on a lot of different types of games, and I do find that if you’re a person who likes that, if you like maybe some of the core sensibilities that we have but like to play lots of different things, I think that’s a really big strength. That can translate to be people internally get[ting] to try and grow a lot, as opposed to being locked in one genre or one role for their entire career. But that’s also super challenging, because usually people who make top tier games in a given genre, it’s like, their fifth time making that same exact game, and their engines and workflows and people are really hyper-tuned towards that. I think there’s maybe a level of, like, we’ll just call it mechanical precision you get from that that maybe we’re never gonna hit head on. 

But I was thinking about this question a lot when Microsoft purchased us. This is not anything official they’ve ever said to me, but I was thinking about, like, “How do we fit in with the Microsoft family in that regard?” And you know, with something like Game Pass, it’s a platform, and there’s a lot of different offerings there. You know, we’re never gonna be, like, the Forza developer or the Halo developer, but I do think we can reliably produce different experiences – we’ve done it – on a frequent [basis] that are enjoyable and good and unusual. And so, it becomes something unique that can be put to that platform, that I think overall, when you look at the broad spectrum, you know you’re going to get something a little different coming from us, and pretty consistently delivered at a quality level. So, I think that’s probably our greatest strength, is that we can do that. 

Source:[http://www.gameinformer.com/]

Same-Sex Mass Effect Legendary Edition Mods Are On The Way Using Cut Assets

RPGs that allow romance as a feature give players that are interested in that kind of content another layer of immersion to enjoy. Skyrim does it. Dragon Age does it. Mass Effect does it. Mass Effect 1 didn’t do it well, but the team learned and evolved and eventually added more options in the subsequent two releases. That being said, more options were left on the cutting room floor, including Jack as a pansexual option, and modders for the original trilogy were quick to restore those scenes. While right now there is only one mod to restore same-sex romances, one for default male Shepard only, the community as a whole is hard at work on restoring what was cut. 

Files were cut in the original games, eliminating voice lines that were recorded for same-sex romance options regarding characters like Kaidan, Jack, Jacob, Thane, and even Tali. While some of those dialogue options were recorded without the intention of being used, which is explained a little further down, others were cut due to social pressure to eliminate same-sex pairings. Most notoriously was the decision to cut Jack, a character that plainly states in her conversations with Shepard that she’s been with both men and women, due to criticisms from Fox News. Luckily, just like modders did for the original trilogy, the community is coming in to save the day by doing the same for the Mass Effect Legendary Edition. 

Ryan Ainsworth, known as Audemus in the modding community, recently sat down with our friends over at TheGamer to talk about one of the many initiatives going forward with the remaster. Since the Mass Effect Legendary Edition uses an updated Wwise audio engine, it’s easier to mod in cut audio than it was for the initial trilogy, something that players have seen with some of the older same-sex mods. Because of that update, the modding community is finding it easier to restore those cut romances, including Kaidan and Ashley, which were limited to just the third game. 

“I think the lack of LGBT representation in the Mass Effect trilogy is quite disappointing,” Ainsworth told the site. “Especially since, for example, you can’t get the full Paramour achievement in Legendary Edition if you play a strictly gay male Shepard. I know there are petitions to get BioWare to add in those romances for Mass Effect 2 and Kaidan’s gay romance in [the first] Mass Effect, and while it’s a shame that it doesn’t look like that’s going to end up happening, I can say that with our improved Mass Effect 2 audio modding potential, plus the fact that all of the unused same-sex romance voiceover is still present in Legendary Edition’s files, these mods are not just on the table – they’re pretty much certain to be made.”

He added, “So PC Gaymers can rejoice (that was a terrible joke, don’t print that, lmao). Off the top of my head, these would be for Kaidan, Ashley, Jacob, Jack, Miranda, Thane, and Tali. For some of them, there isn’t enough in the files to fully restore, but we can be very clever with reusing/splicing existing lines to fill in the blanks.”

If you remember from our coverage back in February, we confirmed that though there were cut romance options for same-sex pairings, including Jack due to Fox News pressure, Kaidan was reportedly never intended to be an option for Male Shepard in the first game. Mac Walters, the game’s director, told Game Informer that though the character was later added as a male romance option in the third game, the audio found for his character in Mass Effect 1 was not indicative of cut content. Not like Jack. 

When I asked whether or not Kaidan’s romance was cut for Male Shepard in the first game, and if so, would it be restored in the remaster, Walters responded with a quick and resounding “no.” He elaborated, telling me, “So, this is an interesting one. What had happened in the original first game – actually in all of them – is when we would record the male and female Shepard lines, you actually had to go in and manually flag every single line that shouldn’t or should be recorded for either gender at the time. The process for that, as you can imagine – as our tools had just been created on Mass Effect 1 – relied on every human to go in and actually select every single line. What you’d find is that there, it’s not just the lines, there are other lines that got recorded that shouldn’t have been recorded because they weren’t checked, so they’d just get printed off as a script, they’d go to the studio, the actors would record them, they’d come back to the game, and that’s what shipped.” 

He added that the team did try to capture as many of those instances where something wasn’t checked as they could, and eventually, the toolset was improved upon to lessen human error, but in the first game, it was still all very new, and Kaidan’s lines slipped through the cracks. Because of that, Walters added that Kaidan will still only be romanceable by Male Shepard in the third game because “it wasn’t intentional in the original,” and the team has already told us that they wanted to keep the remaster as true to the source material as possible beyond generalized improvements. 

Remember: romance in these games is optional, romancing the same gender even more so. If you don’t like it, it is possible simply to ignore it, but having the option there to enjoy or to ignore means a lot to a very large portion of the Mass Effect fanbase. In a game that is about your experiences, there is nothing wrong with wanting those experiences to marry with real-life preferences. 

If you’re interested in the same-sex mod that is available now for default Male Shepard, you can find that on Nexus right here. Be sure to also check out our game hub to learn more about the Mass Effect Legendary Edition, including exclusive interviews, deep dives, tips, and so much more. 

Source:[http://www.gameinformer.com/]

Xbox-Bethesda E3 2021 Showcase Dates Set, Xbox FanFest Registration Now Live

We’re less than a month away from E3 2021, and Microsoft has already confirmed that a part of that will be a joint Xbox-Bethesda showcase in place of the usual BethesdaLand event. With so many rumors surrounding Starfield, fans are eager to learn more about what the two companies have in store following the ZeniMax acquisition that became official earlier this year. 

The Xbox-Bethesda E3 2021 showcase is officially set for a special live stream event that will take place on June 13, Sunday, at 10 a.m. Pacific. Xbox games general marketing manager Aaron Greenberg has confirmed a few details regarding the event via the Xbox Wire blog, offering a small tease as to what gamers can expect. 

In the latest blog post, Greenberg confirmed that the show would focus on Xbox Game Studios, some neat projects that Bethesda is working on, and a showcase of talent from the game creators who share their passion globally. The show is estimated to last about 90 minutes, packed with reveals, more details about the cemented partnership, a holiday release schedule, and some more surprises. 

We already know that we’ll be seeing a new look at Halo Infinite gameplay, confirmed earlier this year. Starfield is also reportedly making an appearance, though that does not mean that it is necessarily launching this year, despite the rumors. Fallout 76 is likely to make a small appearance, but maybe – just maybe – we could be learning about something new from the Wasteland? 

Right now, what’s in store is purely speculation outside of what has been confirmed. Fan theories are alight, though, which makes the coming event that much more exciting. 

For those interested in watching the showcase, you can do so at the following locations: 

Microsoft also confirmed that Xbox FanFest would be digital again this year, with registration live through this link.

It all goes down on June 13. Are you excited? 


Thoughts about the upcoming showcase? Predictions on what will be shown? Shout ’em out, loud and proud, in the comment section below! 

Source:[http://www.gameinformer.com/]

BlizzCon 2021 Canceled, Hybrid Event Rescheduled For Early Next Year

Like a host of shows and in-person gatherings and events this year, BlizzCon won’t be having a big event. While most shows have taken the digital approach this year, including the upcoming E3 and assortment of big summer game announcements, Blizzard is not having an event in 2021. However, there will be a show early next year.

In a blog post, executive producer of BlizzCon Saralyn Smith said that a global event is being planned for the early part of next year. “But we don’t want to let too long go by before we connect with everyone again,” said Smith. “So in the meantime, we’re planning a global event for the early part of next year, combining an online show along the lines of our recent BlizzConline with smaller in-person gatherings, and we’ll share more as our plans come together. Check out the entire announcement post here.

Reasons mentioned regarding the show are, unsurprisingly, COVID related. While the end may hopefully be in striking distance at this point as restrictions are slowly lifted and vaccination numbers climb, event planning is a lengthy process with many moving parts that takes an incredible amount of planning and execution. Uncertainties remain regarding the pandemic, and until those are gone, events (not just BlizzCon) are in flux. Personally, I can’t wait for in-person events to resume in some fashion, but I’m also cognizant of the tremendous amount of preparation and planning that go into these events, so I’m not anticipating a real return to convention-land until next year.

Unfortunately, the language used in Smith’s post also doesn’t give much confidence that a full-fledged traditional BlizzCon will be happening as the early 2022 event, but let’s wait and see what happens.

Have you ever been to BlizzCon? Were you hoping it would return this year? Do you crave the return of gaming conventions? Does none of this impact you at all? Let us know in the comments!

Source:[http://www.gameinformer.com/]

Far Cry 6 Gameplay Will Be Revealed This Friday

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For those interested in learning more about the next step for the Ubisoft staple, new Far Cry 6 gameplay is being revealed later this week. Kicking on Friday, the studio promises an exciting first look at actual in-game gameplay versus the cinematic trailer that was part of the title’s initial announcement. 

Ubisoft took to the game’s Twitter account to deliver the good news, with a small video teasing what’s ahead. Take a look at the latest video in the post below: 

The Far Cry 6 gameplay premiere will be live on May 28 at 9:30 a.m. Pacific. With the famed Giancarlo Esposito playing dictator Anton Castillo, the small teaser below shows him in all of his totalitarianistic power. The new gameplay reveal will hopefully show more of his character and how the player will hope to possibly go up against him. With Yara, a fictional island ran by Castillo; there is oppression rooted deep within the idyllic paradise-like setting. How will our protagonist take to the challenges before them? Will Castillo fall? These are the questions we have and hope to see a glimpse of answers to with the upcoming showcase that drops on Friday.

We don’t have a new release date at this time since it was delayed from its original February 18, 2021 launch date. It can launch anytime between May 2021 through March 2022, according to the most recent update. That being said, it is currently in development for PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC, Google Stadia, and Amazon Luna, though this reveal may include a new release window for fans to look forward to.


What are your thoughts on what we’ve seen so far about Far Cry 6? Are you excited for the next step of the Far Cry franchise, or do you think that Ubisoft should pull back a little bit? Sound off with your hottest of hot takes in the comments below! 

Source:[http://www.gameinformer.com/]

Sega’s Arcade-Style 2020 Olympics Video Game Launches Next Month

Despite the yearlong delay due to the COVID-19 pandemic, the 2020 Olympic Games are pushing forward in 2021, and as such, the previously announced official video game from Sega is also finally coming out next month. We’ve already received two Olympics 2020 video games from Sega: Mario & Sonic at the Olympic Games Tokyo 2020 on Nintendo Switch and a separate game called Sonic at the Olympic Games – Tokyo 2020 for mobile devices. Now, players will be able to strap in, lace up, and jump in to the Olympic Games free of those pesky company mascots.

Olympic Games Tokyo 2020 – The Official Video Game features 18 Olympic events, with local and online play for up to eight players. While online, competitors can take part in ranked modes and try to claim their spot on the global leaderboard for each event. Players can also customize their avatars with more than 50 different wardrobe options, ranging from traditional kits to outfits like pirates and astronauts. You can see just how outlandish the customization can get in the screenshot gallery below.

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As you might expect from the screenshots, Sega’s Olympic Games Tokyo 2020 video game delivers an arcade experience, allowing players of all ages to take part in the various events. “The Olympic Games are a unifying symbol of sportsmanship and competition for athletes and fans throughout the world,” president and COO at Sega of America Ian Curran said in a press release. “Tokyo 2020 channels that same positive spirit into a fun, arcade-style experience for friends and family to play together as we all look forward to the start of the Olympic Games this summer.”

The full event list includes the 100m Dash, 4×100 Relay, 110m Hurdles, Hammer Throw, Long Jump, Baseball, Basketball, Beach Volleyball, BMX, Boxing, Judo, Rugby Sevens, Football (Soccer), 100m Freestyle (Swimming), 200m Individual Medley (Swimming), Sport Climbing, Table Tennis, and Tennis. 

Olympic Games Tokyo 2020 – The Official Video Game launches on PlayStation 4, Xbox One, Switch, Stadia, and PC on June 22.

Source:[http://www.gameinformer.com/]

Free PS Plus June 2021 Free Games Revealed, Includes Star Wars: Squadrons

Microsoft just revealed its Xbox Games With Gold lineup for June, and now it’s time for PlayStation to show off what it’s got. Where Xbox is leaning into that DC love, PlayStation is also getting into the fighting spirit with Virtua Fighter 5: Ultimate Showdown. 

The next month includes Star Wars racing action, hacking danger, and a return to the Virtua franchise as the future of the series continues to be a hot topic regarding what’s next. 

Free PS Plus June 2021 Free Games 

  • Operation Tango
  • Star Wars: Squadrons
  • Virtua Fighter 5: Ultimate Showdown

The June lineup includes the PS5 version of Operation Tango, an adventure where players must team up for a co-op experience where players will need to take on harrowing missions. The caveat? Communication is key, so both players will need to have a working mic. 

Virtua Fighter 5: Ultimate Showdown is a Sega staple, and this version is the remaster for fans to enjoy. New online modes, ranked matches, and overhauled visuals all make this a new experience of an old favorite. 

And, of course, there is Star Wars: Squadrons. This game is all about space dogfights, and we couldn’t get enough of it. Our own Andrew Reiner gave it an 8.25 out of 10, saying: 

“Squadrons’ single-player may fizzle out frequently like a malfunctioning hyperdrive motivator, but the multiplayer continually impresses and is worth the price of entry alone. Flying in formation with a group of friends put a smile on my face, and that was just the calm before the storm. When the lasers start flying, Squadrons’ multiplayer can be nothing short of exhilarating and a great test of skill, pushing players to be clever in the cockpit to outthink and outmaneuver opponents. Given just how enjoyable it is to pilot an X-Wing or TIE Fighter, this is a multiplayer experience I will continually go back to, even if EA doesn’t support it with new content. It’s just fun to play, providing something different compared to most of today’s competitive games.”

For those looking to jump in on this month’s action, it’s definitely not too late to go nab May’s free games, which you can find here. That being said, it is important to remember that an active PS Plus membership is required for all of the aforementioned titles. Sony’s online services membership includes free games each month, exclusive sales on select titles, and more. The free games downloaded due to the PS Plus service remain yours to keep unless you cancel your membership. 


Thoughts on the free PS Plus June 2021 games lineup? What do you hope gets added into the freebie lineup next? Sound off with your thoughts in the comment section below! 

Source:[http://www.gameinformer.com/]

Xbox Games With Gold June 2021 Free Games Revealed

We have LEGO: Batman to enjoy this month, but next month is also continuing on with that DC comics love. The Xbox Games With Gold June 2021 lineup has been revealed, and while some of the freebies are a little niche, there is one particular title that fighting game fans might want to scoop up if they haven’t already. 

Just like every month, Team Green offers a select few games to give away for free, both for Xbox Live Gold and Xbox Game Pass Ultimate members. Whether you want to beat the crap out of Superman or battle it out Coliseum style, here’s what you have to look forward to on Xbox next month. 

Xbox Games With Gold June 2021 Free Games

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If you have Xbox Live or Xbox Game Pass Ultimate, the below four titles are free-to-own starting next month: 

  • The King’s Bird – June 1 through June 30
  • Shadows Awakening – June 16 through July 15
  • NeoGeo Battle Coliseum – June 1 through June 15
  • Injustice: Gods Among Us – June 16 through June 30

Everyone, by now, likely already knows about Injustice: Gods Among Us. This fighting game from the studio that gave us Mortal Kombat pits iconic DC characters against one another in an original new storyline.

NeoGeo Battle Coliseum is something I’ve never played personally. Still, with it being free, I’m interested in learning more about the original heroes that players can tag-team within this particular fighting title. The King’s Bird is an artistic tale that is a far pivot from the previously mentioned fighting games, an adventure rooted in physics as players must escape into a secret world to learn what it means to have freedom.

And last but not least: Shadows Awakening. This is a game where players can assume control of a demon from the Shadow Realm, craving the souls of heroes that have perished. It’s a challenging experience, one that you can try out for yourself for free if you have Xbox Live or Game Pass Ultimate. 

Just like how Sony does it with PS Plus, the games for the Xbox Games With Gold membership are yours to keep as long as the membership remains active.


Thoughts on Xbox Games With Gold June 2021’s free games lineup? What would you have preferred to see instead? Sound off with your thoughts in the comment section below! 

Source:[http://www.gameinformer.com/]

Axiom Verge 2 Delayed To Later This Year

Axiom Verge 2 has been delayed for a second time. Although it never had a firm release date, the sequel to the 2015 Metroid-inspired hit was originally scheduled to arrive last fall before being pushed to a vague launch window sometime before June 2021. Creator Thomas Happ has confirmed that won’t be the case, and Axiom Verge 2 is now slated to arrive sometime during Q3 2021.

That would place the game’s release between July 1 and September 30. IGN first broke the news with Happ posting a message on the Axiom Verge 2 website confirming the delay. While he doesn’t provide specifics, Happ states he simply requires more time to work on the game without killing himself to get it done since he’s the sole developer on the project.   

“I could go into a long spiel about why it’s taking longer than I originally forecast, but I don’t want to get too bogged down into technical details. Suffice it to say that the game will be better for the additional time, and I won’t have to burn myself out crunching to hit a date that I set for myself,” says Happ. 

As an apology of sorts for the second delay, Happ has made the documentary about the making of the first Axiom Verge permanently free to watch online. The 26-minute film comes from 2 Player Productions, the company best known for its acclaimed Double Fine Adventure documentary series. It chronicles Happ’s five-year journey creating Axiom Verge and was originally included in Axiom Verge: Multiverse Edition as a physical blu-ray and purchasable on Steam as a standalone film. Now you can check it out on Steam at no cost here and, eventually, the Epic Games Store, presumably for free as well.   

Axiom Verge 2 was first announced during a Nintendo Indie World showcase in December 2019. While the game retains the sci-fi retro vibe of the original, it serves as both a prequel and a sequel featuring a new protagonist, alien world, and bizarre weapons. Like he did with the first game, Happ is handling all aspects of the sequel’s development. Earlier this year, former GI Editor Joe Juba published an extensive hands-on preview of the game that provides first-hand impressions of everything Axiom Verge 2 has to offer. You can give it a read here

Axiom Verge 2 is coming to Switch and PC as an Epic Games Store exclusive

What do you think about Axiom Verge 2’s latest delay? Let us know in the comments!

[Source: Thomas Happ via IGN]

Source:[http://www.gameinformer.com/]

Epic Games Shares Stunning New Video Showing Off Unreal Engine 5

Using Lumen and Naninite technology, Unreal Engine 5 takes gaming even further, using movie assets and lighting techniques that make immersion all the more possible. Today, Epic Games revealed a new tech demo showcasing the power of Unreal Engine 5, including more information and assets for developers to use immediately. 

Epic Games took to its blog once more to show gamers and developers alike what the future looks like, while also allowing for these assets to be available as an early-access build through the company’s launcher. Check out the video below to see the Dark World tech demo that shows off how these assets and lighting effects impact the levels of realism that can be felt in games: 

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The next generation of Engine evolution is a collaborative effort to bring gaming to a level of quality that has been the goal for a long time. Making productivity more mainlined in a way that will benefit developers while also taking their visions of world creation to ‘unreal’ heights. Nanite virtualized micropolygon geometry, which means that artists and technical directors will be able to put more detail into these incredible environments than ever before. This is what will give games their movie-like quality with being able to manipulate billions of polygons in the Engine and will also make the process more efficient in terms of polygon budgets. The purpose being film-like assets. 

Bigger worlds, brighter worlds, and worlds that feel like something we’ve experienced before. And worlds we never could have dreamed of.

While new engines dropping are nothing new, this is still an impressive leap in technology; one that the gamer in me from 30 years ago could never have imagined in her wildest dreams. I truly believe that Unreal Engine 5 has the potential to do what Alyx did for VR: it’s going to turn how we approach development and perceive progression on its head and this is just one more phase in the industry that is going to bring this media to the level of recognition it deserves alongside TV and film. 

To learn more about Unreal Engine 5, you can check out the latest blog post from Epic Games right here

Source:[http://www.gameinformer.com/]

DreamsCom 2021 Returns, An Entire Gaming Convention Set Within The Game ‘Dreams’

Dreams is a phenomenal PlayStation experience that lets players create their own adventures through limitless assets, powered by their own creativity. With 2020 being mostly digital due to COVID-19, the games industry and many others have been changed forever. That’s not necessarily a bad thing either. Case and point? Sony got in touch with its own creative side, offering up a convention experience filled with developer interviews, an interactive show floor, and so much more, all powered by Dreams. 

DreamsCom first made its debut back in 2020 because of the global pandemic, and now it’s back once more. With the objective of providing a digital experience dedicated to the community to show off the brilliance of creators within the game, a closer look at what it’s like to be a developer, and a plethora of surprises for gamers to uncover.

Jen Simpkins, editorial manager for Media Molecule, took to the official PlayStation Blog to share the first details about the returning event. “Play, watch, read, create, and get involved with” a wide variety of things to do within this digital showcase. “This year, we’ll be bringing you multiple days of official DreamsCom coverage live on stream, courtesy of our new editorial brand, The Impsider,” said Simpkins. It will be kicking off on July 27 at 9 a.m. Pacific on the studio’s Twitch channel, seen here

July 28 is when the DreamsCom ’21 show floor will open up, much like any real-life convention. Of course, it’s all made in Dreams and will allow attendees to peruse creator booths, various halls, and more. The DreamsCom 2021 experience will continue until August 2 to give people enough time to explore it all. From developer panels to just getting some inspiration for your own creations, it’s a brilliant way for the community to come together regardless of where they live. 

To learn even more, including more images about how the booths will be laid out, you can check out the full blog post here


Thoughts on DreamsCom 2021? How else do you think COVID-19 impacted the industry in a good way? Sound off with your thoughts in the comment section below! 

Source:[http://www.gameinformer.com/]

Pokémon Legends: Arceus, Pokémon Brilliant Diamond, And Pokémon Shining Pearl Release Dates Set

The Pokémon Company International dropped a few new release dates for fans to take note of concerning Pokémon Legends Arceus, Pokémon Brilliant Diamond, and Pokémon Shining Pearl. Releasing exclusively on Nintendo Switch, two of the upcoming Pokémon adventures will be making it in time just for the holiday season, whereas Pokémon Legends Arceus is dropping early next year.

First things first, Diamond and Pearl. Both titles are going to be launching on the Nintendo hybrid platform on November 19, 2021. Pokémon Legends Arceus will be releasing a few months later, on January 28, 2022.

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But it’s not just new game releases that players can look forward to; the Gotta Catch ‘Em All company also confirmed that Pokémon Home is getting a new update coming soon with the “Catch Calendar.” This feature will allow players to view Pokémon registered to Home’s Pokedex from a variety of different angles. Kind of perfect with the recent release of Pokémon Snap with trainers getting in touch with their inner photographer and all. It’s all about angles, am I right?

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For longtime trainers, Brilliant Diamond and Shining Pearl aren’t totally new experiences. Instead, they are “brilliant” remakes of the original Diamond and Pearl versions from back in 2006. While the Pokémon Company promises that the story from the original games has been faithfully reproduced, it does promise current-gen upgrades and revitalizing changes to the colors, the graphics, and other unique surprises when venturing through the Sinnoh region. 

For those craving a brand new adventure, Legends Arceus is where it is at. This game takes the Pokémon name even further into the realm of RPG adventures. Players will be tasked with going out into the wild and complete this region’s very first Pokedex. Legends aims to tap into the wild adventurer within trainers, giving a new way to experience a beloved franchise.


What do you think about the three Pokémon adventures on the way? Any particular one you’re planning on scooping up first? Sound off with your thoughts in the comment section below! 

Source:[http://www.gameinformer.com/]

J.J. Abrams Confirms Portal Movie Is In Active Development With Warner Bros.

Gaming adaptations are the big craze in recent years, but what about the Portal movie that was confirmed to be in development? J.J. Abrams shed a little light on the future of the Valve take, confirming that it is still in active development at Warner Bros., though also providing an update that he is no longer actively involved with the Half-Life adaptation that was also rumored. 

If you don’t remember a Portal movie being announced, don’t worry – it’s been a while. It was announced back in 2013 that both Abrams and Valve were working in tandem to bring the physics-based puzzler to life in a new way.

Abrams told IGN during a recent press event“We actually do have a script that’s being written for the Portal movie now at [Warner Bros.]. We’re really excited about the take and the pitch, so it feels like that thing’s finally on the rails.”

While he didn’t confirm any other information, including who is writing the upcoming movie, he did add that it has loads of potential and will be “super fun” for fans. That being said, he did iterate that it will be a fun adventure that Warner Bros. is at the helm for. Especially so since Portal has a pretty open-ended storyline, making it easy to take it in any chosen creative direction. 

We don’t know what the story will adapt, exactly. Will it star Chell? Will it take a cue from the first Portal or the second Portal? Who is the new director? Who will portray the infamous Cave Johnson and all of his lemons?! The world needs answers, Abrams, the world needs answers! 


Are you excited for a Portal movie and for it to finally be making progress? What are you hoping to see in the upcoming adaptation? Sound off with your thoughts in the comment section below. Do it for Wheatley! 

Source:[http://www.gameinformer.com/]

Phoenix Point Festering Skies DLC Is Out Today

Phoenix Point, the tactical strategy game from X-COM creator Julian Gollop, gets a big chunk of content today. The Festering Skies DLC package includes new missions, new types of missions, additions to the story, an air-combat minigame, and more. They had me at air-combat minigame, but this third major DLC kit looks like an add-on that has a number of interesting experiences for those that have already conquered what Phoenix Point has to offer. The update is out on PC platforms via Steam, Epic Games Store, and the Microsoft Store today. Check out the trailer below.

Click here to watch embedded media

The Festering Skies DLC tasks players with taking on the biggest and baddest challenges to hit Phoenix Point, including an aerial Pandoran threat. Players battle on the ground as usual, but new foibles in air combat open up new conflicts. The Behemoth is the ultimate opponent, ready to annihilate mankind forever if left unopposed. While that all sounds pretty traditional for narrative motivation, there’s a whole new storyline and cinematics to go along with it. On the gameplay end, Festering Skies comes with some other new features.

New mission types and an air-combat minigame get players right into battling the Pandorans. You can research and upgrade your air-combat arsenal to lay siege to the skies.

If you’re pretty sure you’re going to want the next several content packs, Festering Skies is available as part of an expansion pass bundle that contains Festering Skies and two yet-to-be-released DLC campaigns. There’s a handy roadmap to see what’s on the horizon for Phoenix Point located here.

The core game tasks players with turn-based strategy, basebuilding and advancement, and more, with a multitude of missions and procedurally generated encounters. Is Festering Skies something that you are looking forward to? Let us know in the comments!

Source:[http://www.gameinformer.com/]

Free Preview Of The New Chapter From ‘A Place In The West,’ An Officially Licensed Half-Life Comic

For those who couldn’t enjoy Half-Life Alyx due to the VR exclusivity, there is a new experience to enjoy set within the universe Valve built. This fan-created graphic novel is officially licensed and has just released a new chapter for fans to enjoy over on Steam. The seventh chapter, called The Dark Between Stars, is available now right here

The Half-Life adaptation is called A Place in the West and was first published back in September of 2016. Created by a talented team of five, this adventure takes fans of the iconic Valve franchise on a wild new ride following Albert Kempinski. Scientist Leyla Poirier is also a main feature of this new tale alongside the beloved alien Vortigaunt, a warrior named Dreyfus.

“We’re so excited by this seventh chapter,” said writer and co-creator Ross Joseph Gardner. “It officially marks the halfway point in our story, and sees the comic’s setting, New Franklin, descend into civil war. The art team has done an incredible job.”

For those curious about jumping in, we’ve got a free preview at some of the new pages of the latest chapter, which you can see below:

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Though this is not a comic series that Valve itself had a direct hand in, Half-Life: A Place in the West is officially licensed by the company to use the Half-Life IP. Interested but not quite ready to make the jump? Been there before! You can scope out the first chapter, completely for free, right here


Thoughts on this fan-created Half-Life adventure? What other games that seem to have come to a standstill would you like to see fans take into their own hands? Shout out with your hottest of hot takes in the comment section below! 

Source:[http://www.gameinformer.com/]

Psychonauts 2: 114 Rapid-Fire Questions With Tim Schafer

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Tim Schafer is one of the most iconic names in the world of video games. From his work at LucasArts creating seminal titles such as Grim Fandango and Day of the Tentacle to opening his own studio to make the original Psychonauts, Brütal Legend, and more, the celebrated developer has built a legacy producing humorous romps through a plethora of different gameplay styles. 

Schafer and his team at Double Fine hope to continue that trend with Psychonauts 2, a return to the wild world of psychic abilities that finds Raz and company using their special mental talents to fight those who would harm the rest of the world. Taking place just three days after the original title, the aforementioned protagonist finds himself entering the ranks of the Psychonauts and must learn to master his psychic abilities if he wants to help save the world.

But can Double Fine’s latest adventure live up to the levels of creativity and nostalgia created by the original title? There’s only one person to ask.

Join us as we sit down with Tim Shafer to discuss the new powers in the game, which characters are returning, and who we’ll be up against, all in our patented rapid-fire fashion. That’s not all, though! We also grill Schafer about how he got Jack Black into Brütal Legend, what the secret behind his iconic chili is, and so much more about his long history in the video game industry.


Enjoyed this look at Tim Schafer, Psychonauts 2, and the history of Double Fine? We have plenty more where that came from. Be sure to check out our exclusive content hub below, along with a first look at the game’s new psi-powers, our Psychonauts 2 deep-dive on the latest episode of The GI Show, and a peek into how the developer is handling mental health in its latest title!

Source:[http://www.gameinformer.com/]

Elder Scrolls Online Dev Opens Up On What “Terrifies” Him About Losing Touch With The Community

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The Elder Scrolls Online had a rough launch, but the team turned it around in a beautiful way, in large part due to community feedback and finding the game’s identity. But other MMORPGs have lost touch with their communities, and that’s one of the creative director’s biggest fears. We sat down to talk with creative director Rich Lambert to talk about how rocky launch of the online title earlier this month, but there was one part that truly struck out regarding how involved with the community this team really is. 

When The Elder Scrolls Online first released, it was immediately met with negative feedback due to its bland storyline, paid subscription fee, and a plethora of other reasons. Lambert told Game Informer that this was largely due to the dev team not really having “an identity” with what they wanted to do, spreading the direction between wanting to make everyone happy too thin, effectively doing the exact opposite. With each expansion, this online experience has grown and has become an incredible MMORPG experience. A lot of that is in part to the community, a community that has helped shape the amazing world of Tamriel we know today within this particular iteration. That’s why, according to Lambert, the team is “terrified” at losing touch with that community pulse because the community is what makes this game so amazing.

When I asked if he was concerned about how the community feels about this team, especially after looking at how World of Warcraft players feel like Blizzard no longer cares, he said that’s a thought that keeps him up at night.

“It terrifies me. It terrifies me to think about losing the pulse of the community and feel like they might think we’re not paying attention,” he tells me. “You know, as I said earlier, one of the biggest reasons why we’re in the position we are in today is because we listen to them. And we’re a part of the community, as well. And so the game got better because of that. You know, I think if you don’t play your own game, you’re not going to be in tune with the game; you’re going to not be in tune with your community. That’s just going to be harder to make the game better. So yes, it’s something that sometimes keeps me up at night.”

He added that he’s lucky that he and his team enjoy the title so much, actively playing it to make it better and to enjoy the world they’ve helped to build. From Reddit boards to modders, Elder Scrolls Online is unique because it was rebuilt from the ground up with care, precision, and a dedication to finding – and respecting – a profound creative vision. 

To learn more about what the creative director had to say about the launch and evolution of The Elder Scrolls Online, you can read our full interview right here

Source:[http://www.gameinformer.com/]

Resident Evil Is Crashing Dead By Daylight, Here’s What You Need To Know

Dead by Daylight is no stranger to bringing iconic worlds from the horror realm into its game. We’ve had horror staples like Saw, we’ve seen K-Pop invade the scene with jealous pop stars, we’ve even had Silent Hill make a comeback thanks to the Dead by Daylight experience. Now, Resident Evil is throwing its world into the mix, including a few familiar faces and a new means to survive. 

This horror adventure from Behaviour Interactive is celebrating its 5-year anniversary and to mark the killer milestone, the team showed off a closer look at Resident Evil making its way into the title. The latest crossover is poised to join the fray on June 15, so what can players expect? Plenty! Let’s break it down.

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The Resident Evil chapter will bring two new survivors to Dead by Daylight, characters that you’ll immediately recognize. Leon Kennedy joins the fight alongside Jill Valentine. Both have three perks for players to get comfy with, including Leon’s Flashbang perk that provides something entirely new to Dead by Daylight. Now, Leon can hide in a locker to craft a grenade, marking the first time players will be able to spawn a brand new item.

On the Killer side, Nemesis returns. He can infect Survivors with his tentacle attacks. Each infection gives him more power and longer tentacle reach. This isn’t hentai, it’s just his schtick. To “get better” after being infected, players can scout for vaccines hidden throughout the map, using them to continue on their mission regarding generators.

It wouldn’t be a new chapter without a new map. The Resident Evil add-on will bring with it the Racoon City Police station, though this iteration has definitely seen better days. 

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“We could not have dreamed of a better way to celebrate our fifth anniversary than by welcoming the legendary characters from Resident Evil into our universe. They are at the root of all horror in video games and we are humbled to be able to honor that legacy with a new chapter, thus cementing our own position as the Hall of Fame of Horror”, explains Mathieu Côté, Game Director for Dead by Daylight. “We are so very grateful to Capcom for everything they’ve done in the last 25 years to bring us immersive, terrifying games. It is an incredibly proud moment for us.”

Oh, and one more thing: zombies are coming! For the first time in Dead by Daylight, AI zombies are flooding the map to help Nemesis. Not only do players need to be aware of the Killer, but now also these PvE enemies as well. 

Players will be able to experience it for themselves when the Resident Evil Chapter arrives in Dead by Daylight on June 15 on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Nintendo Switch, PC, and Google Stadia. 

Source:[http://www.gameinformer.com/]

Biomutant: A Spoiler-Free Beginner’s Guide

So, you picked up Biomutant, eh? Although I didn’t enjoy the game as much as I’d hoped (check out our review), there’s no denying that the experience possesses a certain charm and can offer solid fun if you’re willing to put up with some drawbacks. If you’re planning to take the plunge, know that Biomutant has a ton to do and it can be overwhelming to decide where to go first and what to prioritize. To get your adventure started on the right foot, I put together this spoiler-free beginner’s guide with some general tips and advice, some of which I wish I knew earlier after investing dozens of hours into the experience. 

Don’t Stress About Picking A Tribe Or Class

Biomutant begins by having you create a character, which includes selecting its tribe. This dictates your proficiency in certain stats, as well as your general appearance. Classes, meanwhile, come with a special ability or perk, such as Psi-Freak’s Spark Ball attack. 

Don’t stress too much about being locked into a specific way of playing. These templates are largely fluid and outside of missing out on a certain perk (not a big deal) any of them can be tailored to your liking depending on where you invest your ability points. Saboteur may be the best class for dual-wielding melee weapons, but that doesn’t mean other classes can’t dual-wield effectively.  When it comes to selecting a tribe, feel free to pick one based on appearance first and foremost. 

Your fur style and color can be changed by visiting a barber named Trim. The game doesn’t steer you towards him so, if you find yourself regretting your appearance early on, you can find trim towards the center of the map east of Urfidurf Outpost, just outside of the small town of Flibberdit. 

Find Protective Suits Instead Of Upgrading Resistances

Some areas of the map are plagued with deadly environmental effects like heat, cold, and radioactivity. While you can spend time investing precious Bio Points into upgrading your natural resistance to these zones, that’s a fool’s errand. Upon stepping into these hazardous biomes for the first time, you’ll trigger quests to find the protective suits for each zone. Go out of your way to do these missions as soon as possible. 

They’re largely simple affairs that don’t take too long to complete, and the reward is a suit that provides complete invulnerability to its corresponding biome. Best of all, you can save up to five outfits in the gear menu so switching between suits is a breeze. Bio Points are also used to purchase new Biogenetics, which is a category of special powers. Why waste points raising your cold resistance from one to three percent when you can learn how to create giant mucus bubbles instead?

Don’t Be Afraid To Change Your Aura

Aura is your morality, which swings between light and dark depending on your choices and actions. It takes the form of a simple point system, and some Psi-Powers, the other tier of superpowers, can only be obtained if your Aura is a specific level either way. 

If you’re a goodie-two-shoes eying that dark-exclusive telekinesis ability, all you have to do is commit enough evil deeds to raise your darkness level, and vice-versa. It’s very easy to do. Outside of dialogue choices, there are small animals roaming the world you can catch. When you do, you’re given the option to kill or spare them. Whatever you pick, you’re rewarded a point towards the respective alignment. It’s effectively a quick and easy way to grind alignment.  

There are other ways to manipulate this metric (like praying to light/dark shrines) but the point is that it’s very simple to swing from being super evil to super good without major repercussions. Or at least consequences you’ll care about; the narrative as a whole is nothing special whatsoever, so who cares what your choices bring? You’ll have more fun being a morally fluid powerhouse boasting a full arsenal of Psi-Powers. 

How To Turn Down The Narrator

If you’re like me and get tired of the narrator’s constant interjections outside of cutscenes, you can enter the audio settings and lower the frequency of his banter via a slider. I didn’t discover this until many hours in. Once I did, I dropped that sucker down to zero. You’ll still hear from him often since he narrates the story and characters but anything that lessens his presence helps. Trust me: you’re not missing anything. 

What Automaton Upgrades To Prioritize

Upgrading your grasshopper-like Automaton involves interacting with Mirage, a Kung Fu Panda-looking dude who pops up in different areas across the map. He stands out like a sore thumb so if you spot him, drop everything and chat him up. He’ll treat you to a flashback battle sequence, but regardless if you win or lose the fight you’ll unlock a new function for your Automaton. There are five total with the flashlight unlocked from the start. I recommend unlocking the rest in the following order based on usefulness: 

  1. Glider – lets you glide short distances.
  2. Health Injector – A reusable consumable that refills your health.
  3. Turret – your Automation automatically attacks enemies during battle.
  4. Boost – A reusable consumable that raises your damage output.

You Don’t Need To Hold Down A Button To Glide

Once you obtain the glider, you’ll instinctively hold down the jump button while gliding because that’s how video games tend to operate. You don’t have to. Tap it once, and you’ll glide (somewhat) hands-free. Seems like a small thing, but I didn’t realize this for a good while and had a more comfortable time playing once I did. Plummeting to the ground wouldn’t matter anyway since there’s no fall damage, but at least your thumb gets a break. 

Don’t Trust The “Area Cleared” Messages

Most areas display the type of loot it holds and how much of it there is to find. Locate everything listed and you’ll be treated to an “Area Cleared” message. Don’t believe it; areas still have plenty of decent loot that, for some reason, doesn’t fall under this metric. If you take the game at its word, you’ll miss out on consumables, crafting ingredients, and yes, even weapons and gear. Keep digging until you’ve truly cleaned out every desk, chest, or locker before moving on. 

Break Before You Buy

When it comes to selling unwanted weapons or gear versus deconstructing them for parts/ingredients, I generally found recycling to be far more valuable. You’ll always need a healthy supply of ingredients, both for crafting and for certain missions where NPC’s request 20 pieces of wood, for example. Furthermore, upgrading your equipment at designated benches requires a large amount of resources. 

Stores only sell parts instead of completed weapons, and while some vendors offer the occasionally powerful muzzle or blade, you find just as many parts while exploring and they’re often rarer and more powerful. I rarely found ready-made weapons better than the tools I created myself, especially by the mid-game. You should still carry around decent chunk of change, but I didn’t find much reason to open my purse by and large. However, I was always in need of more crafting ingredients.

How To Fast-Track The Tribe War

Resolving the Tribe War is one of the main pillars of Biomutant’s campaign. It’s not great since it features no real narrative content. It’s just an exercise in capturing multiple outposts for each tribe via a bland series of battles. 

Odds are you’ll grow bored of them after dealing with the first two tribes, and you have to deal with five of them in total. However, there’s a way to fast-track the process. This is probably the closest thing to a spoiler but I don’t consider it to be one because, again, there’s virtually no real story to this element of the game. If you really don’t want to know anything, turn back now. If you don’t care and want to speed up a very tedious element of Biomutant, read on. 

During the final confrontations I chose to persuade the leaders of the first two tribes into surrendering peacefully (which is incredibly easy to do since everyone listens to you if your Charisma is at least in the 50s). Upon uniting the 2nd tribe, a message appeared saying the remaining three tribes have recognized my strength and are willing to collectively surrender. You can choose to accept this surrender or continue to conquer them individually as you’ve been doing. I chose the former option, and I kid you not the other three tribes simply gave up. This immediately ended the Tribe War and opened up the remaining territories for me to explore peacefully. 

It’s wild that such a large and integral part of the game can basically be skipped like this. I was grateful for it though because, again, the Tribe War missions are incredibly boring and there are so many other things to do. I don’t know if the same option will arise if you take a more evil approach (it wouldn’t surprise me), but if you find yourself wanting to wrap up the Tribe War sooner than later, here’s what I did to make it happen. 

  • Maintain a mostly Light Aura. 
  • Always persuade leaders to surrender.
  • Let enemy leaders join you instead of imprisoning them.

This isn’t an exact science, but if you follow that template then odds are you’ll only have to battle two tribes instead of five. 


Hopefully, this advice makes your adventure a bit more enjoyable. Let us know in the comments if you’re playing Biomutant and what you think of the game so far. 

Source:[http://www.gameinformer.com/]

Sonic Anniversary Presentation Will Give A First Look At Upcoming Projects This Thursday

The Sonic the Hedgehog franchise turns 30 next month, and fans have been wondering how Sega and Sonic Team will mark the occasion. While head of Sonic Team Takashi Iizuka told us in 2019 that 2021 would be a big year for the Sonic franchise, outside of a few licensing and partnership announcements, it’s been pretty quiet in the world of the Blue Blur. That appears to be changing later this week, as Sega has announced Sonic Central, a look at what’s on the horizon for the Sonic franchise.

According to a teaser image, Sonic Central will provide players a first look at several new things. The stream, which will take place on both YouTube and Twitch, will deliver a first look at some of Sega and Sonic Team’s upcoming projects, partnerships, and events built around celebrating the 30th anniversary of the Sonic the Hedgehog franchise. Sonic Central airs on the official Sonic channels on both YouTube and Twitch at 9 a.m. Pacific / 12 p.m. Eastern on Thursday, May 27.

In addition to the Sonic Central announcement, Sega also released a video thanking fans and celebrating the first 30 years of the brand. You can watch that video below.

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The last big year for the Sonic the Hedgehog franchise was 2017 when both Sonic Mania and Sonic Forces launched after their initial announcements at the 25th-anniversary celebration of the franchise at San Diego Comic-Con 2016. Sonic Mania garnered strong fan and critical reception, while Sonic Forces were more lukewarm in how it was received by the community and critics. In the time since, Sonic and friends took part in some good old-fashioned kart racing in the Sumo Digital-developed Team Sonic Racing in 2019. 

Sonic the Hedgehog originally released on Sega Genesis on June 23, 1991. Interestingly enough, Game Informer also turns 30 years old later this summer, and our magazine’s first issue featured none other than Sonic the Hedgehog on the cover. For more on the Sonic the Hedgehog franchise’s history, check out our suite of features including the series’ rollercoaster existence, its leap to Nintendo consoles, why Sonic 2 is so important, and even how the Genesis’ Lock-On Technology for Sonic & Knuckles came into existence.

Source:[http://www.gameinformer.com/]

Lady Dimitrescu Face Model Cosplays As Her Character For Cool Resident Evil Village Tribute

Well, well … Ethan Winters. We’ve shared a few really cool Lady Dimitrescu cosplays in the past, but none can compare to the actual face model herself paying her own special tribute to Resident Evil Village. 

Helena Mankowska provided the face of the Big Tall Vampire Lady that the internet fell in love with. So when she took her role to the next level with a full-on cosplay shoot, it’s pretty safe to say that fans of this aristocrat were excited to see the character come to life. 

 

 

 

 

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A post shared by Helena Mankowska (@helenamankowska)

The actress also showed off a close-up shot that honestly brings the terror of the Dimitrescu house front and center. With its moody lighting and sharp angles, it’s easy to see her fall back into the role of the first real threat Ethan Winters encounters. Even if it is far from the last. 

 

 

 

 

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A post shared by Helena Mankowska (@helenamankowska)

Even with the small video below, it’s easy to see that the actress is having fun with it. It’s always interesting to see the faces and voices behind iconic characters go all-in on the fandom love. You love to see it, even if we are wishing there was more screentime for our beloved vamp.

 

 

 

 

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A post shared by Helena Mankowska (@helenamankowska)

Coming in at over 9 feet tall, we couldn’t help but to also poke fun at this fan-driven phenomenon with our annual April Fool’s Game Infarcer coverage, including artwork that has the Big Tall Vampire Lady crushing Mr. X’s frail-by-comparison body within her grasp


Thoughts on Helena’s Lady Dimitrescu cosplay? Thoughts on the character herself and her role in the latest Resident Evil game? Sound off in the comment section below and tell us all of those thirsty hot takes. 

Source:[http://www.gameinformer.com/]

Dying Light 2 Information Arriving Later This Week

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Dying Light 2 has been one of our most anticipated games ever since we saw it in action in 2019. Unfortunately, following a delay in early 2020, the information has been reduced to a drip, and fans have wondered if the project was in peril. Thankfully, developer Techland has been more communicative in recent months, and now, the Polish studio appears to be teasing an even bigger drop of information later this week.

The teaser video (above) shows a wall with the words “Are You Dying 2 Know More?” followed by a tease for a stream happening on the official Techland Twitch channel. According to the video, we’ll be able to learn more about Dying Light 2 on Thursday, May 27 at 9 a.m. Pacific / 12 p.m. Eastern. No additional information was provided by Techland at this time aside from a cryptic message in a PR email.

Survivor,
Remember Harran? Who could forget…
But The City is our refuge now, and it needs your help.
There’s so much for you to know, and so little time, but these clues can’t fall into the wrong hands.
Find somewhere safe and play this message. You’re our last change for survival.
Above all…
Stay Human.

I was blown away by Dying Light 2 when I saw it in action at E3 2019. The action, the scope, and the world all impressed me, but I was perhaps most wowed by the ambition of how the studio is implementing choice and consequence into the narrative and game at large. Hopefully this new look on Thursday will give us more insight into all of those elements and maybe even an idea of when we can expect to play it.

Dying Light 2 was originally scheduled to launch in 2020, but not far into the year, it was delayed, with the studio saying it needed time to completely fulfill its vision. Following that, the studio largely went dark, delivering only small updates until the flow of information resumed recently. While the first game was a great twist on the open-world zombie genre, Dying Light 2 looks to bring the series and the genre to new levels.

Dying Light 2 does not currently have a release date. If you’d like to see a version of the demo that impressed us at E3 2019, you can get a look at the 26-minute video here.

Source:[http://www.gameinformer.com/]

Horizon Forbidden West PS5 Gameplay Will Be At This Week’s PlayStation State Of Play

A new PlayStation State of Play is on the roster for this week, this time centering on Aloy and her new adventures in Horizon Forbidden West. The highly anticipated sequel to Horizon Zero Dawn promises new action, gorgeous new locales, and so much more, and we’ll finally get to see some of that stunning gameplay live later this week.

The latest PlayStation State of Play kicks off on May 27 at 2 p.m. Pacific / 4 p.m. Central. Forbidden West game director Mathijs de Jonge promises 20 minutes of exclusive content, including 14 minutes of brand-new gameplay that has never been seen before. All of the gameplay shown will be shown using the power of the PlayStation 5.

You can follow along with the Aloy reveal over on Twitch and YouTube at the respective links for those interested in watching. 

The last time we had a look at Horizon Forbidden West was last year, showing off the stunning ray tracing technology and expansive open world that our red-headed protagonist will explore. What we’ve seen thus far has been nothing short of impressive, with the “no loading screens” feature making it all the more so. 

Forbidden West will act as the direct sequel to the original Horizon Zero Dawn and will continue to follow Aloy’s journey. It appears that massive storms have destroyed the land. From what was shown in the reveal trailer, it looks like Horizon Forbidden West will feature some new gameplay mechanics, like diving underwater, for example. There will also be a plethora of new creatures for her to interact with and new monsters to fight, including an awesome-looking robotic elephant.

Horizon Zero Dawn was a huge success for the PlayStation 4 lineup when it was first released back in February of 2017. Its dual-nature setting with futuristic technology in a more tribal society made the parallels between the two worlds interesting for the game’s narrative. More than that, however, was Aloy herself. Forced to overcome great struggles at such a young age, her strength is in more than just fighting. Her kindness, despite being treated as an outsider, never wavered. Her desire to help while also being strong enough to lay down personal boundaries was nothing short of inspiring. I can’t wait to see what this character does next. If it’s even half as enticing as its predecessor, we’re in for a world of enjoyment when Horizon Forbidden West finally releases. 


What are you the most excited about when it comes to Horizon Forbidden West? Thoughts on Aloy and her adventures in the first game? Shout those feelings out loud and proud in the comment section below! 

Source:[http://www.gameinformer.com/]

Fuser Now Lets You Headline A Virtual Music Festival With New Diamond Stage

Fuser

When Fuser came out last year, we loved the magic it brought as it allowed players to weave together seemingly disparate tracks from a diverse set of artists and genres to create cohesive and entertaining mixes on the fly. While Fuser implemented some social functionality in game to let DJs showcase their favorite creations, developer Harmonix is taking things a step further with a free update available today.

Through the new update, Harmonix is delivering the biggest post-launch content update to Fuser yet. It all starts with the new Diamond Stage, a place where players can step in front of a large crowd featuring hundreds of other Fuser players and potentially thousands of Twitch viewers on a newly established Twitch channel. This special stage is run by Harmonix, offering players the ability to be featured in a high-visibility spot that is broadcasting 24/7 and garner a following if audience members like what they hear.

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To get on to the Diamond Stage, players must use the new in-game currency called Diamonds. Diamonds can only be earned through play, with no option to purchase them via microtransactions. Now, when players do anything in Fuser, they earn both experience and Diamonds; players can also earn Diamonds from being in the crowd of the Diamond Stage. Players can then use Diamonds to book primetime 30-minute slots on the Diamond Stage. The notion from Harmonix is that requiring players to use in-game currency they’ve earned will encourage them to follow through with the time slots they’ve booked. Up to four players can claim the same 30-minute slot on the Diamond Stage, with full crossplay creating a single stage for the entire Fuser community to populate.

If you earn Diamonds but aren’t really the performing type, Harmonix is offering up other ways to burn that new currency. The new Diamond Shop delivers a new place to pick up new cosmetics and customizations, as well as new tracks to add to your mixes. This update also upgrades Fuser’s social interface, giving improvements to DJ profiles, a better recommendation engine, and better search options that pull from metadata. Now, you can search for things like happy mixes or mixes that feature songs from the ’80s, or even mixes that use specific effects. Finally, this update fully integrates Twitch Drops into the game, giving yet another avenue to earn in-game rewards when you watch other players onstage.

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The Headliner Spotlight update is available today for free to all Fuser players, with everyone receiving an initial cache of Diamonds once they install the update. If you’re more interested in hearing creations of others than jumping into the mix yourself, you can keep an eye on the Fuser Diamond Stage on the new Twitch channel. Fuser initially launched on November 10, 2020 on PlayStation 4, Xbox One, Switch, and PC. For more on the awesome music mixing experience, head on over to our review.

Source:[http://www.gameinformer.com/]

Netflix Announces June Showcase With First Looks At The Witcher Season 2 And The Cuphead TV Series

Netflix is hosting a special showcase around E3 2021 time. The streaming company is hosting a live stream event for June that offers a first look at shows like The Witcher season 2, The Cuphead Show, and more. 

The Geeked sister site to the main Netflix Twitter account has teased an upcoming showcased called Geeked Week for June. From June 7 – 11, Netflix will be hosting a special stream with “big news, exciting first looks, and more from the shows and films you love.”

We don’t know what exactly is being shown about these properties, but with The Witcher Season 2 done filming, perhaps we could be getting our first trailer and possible release date? The Cuphead Show has also been a source of interest, though little is known about it outside of its initial reveal and a brief teaser at the design behind the upcoming adaptation. 

I’m woefully behind on all things The Umbrella Academy, so I can’t offer any insight there. Still, the final season of Lucifer is also on the horizon, promising even bigger twists and turns to close the series out with a bang. 

Regarding when the showcase will take place, we don’t know yet. We only have the dates at this time, but hopefully, Netflix will be sharing more details here soon. 

It will be interesting to see how this showcase goes and what sort of format Netflix will be going in for the future. It was reported earlier that Netflix had approached several big names in the gaming space to broaden its reach within this market. The company has already been on a pretty stellar roll with gaming adaptations, including Resident Evil: Infinite Darkness that is coming soon. More gaming, more problems? We don’t know yet, but we’re interested in learning more. 


What do you hope to see from the upcoming Geeked Week at Netflix? Thoughts on this going down around the same time as E3? Sound off with what you’re hoping to see revealed in the comment section below! 

Source:[http://www.gameinformer.com/]

Shin Megami Tensei 3 Nocturne HD Remaster Arrives Tomorrow. Join Us! – Game Informer Live

Tomorrow, the latest version of a PlayStation 2 cult classic, Shin Megami Tensei 3: Nocturne, arrives on PlayStation 4, Switch, and PC. The Shin Megami Tensei series is the parent brand of their now more popular child, the Persona franchise. As such, many of the same faces, abilities, and sensibilities run throughout. However, while the Persona titles may have you chasing down the perfect date before time runs out for summer break, The Shin Megami Tensei titles take a larger, more philosophical view of demons and deities, and they have something of a reputation for their higher-than-normal difficulty. Yeah, these games are weird, but they’re also awesome. All the action begins at 12: 30 CT, so get yourself some lunch snacks and dig in for a fantastic livestream with the Game Informer crew!

So, we’ve assembled a powerful team of Game Informer editors to give you a taste of this new remaster for what is almost an ancient game at this point, almost two decades old. Surprisingly, many of the core elements that make Shin Megami Tensei special do seem to hold up today, but other factors do feel their age when compared to the games of today. 

However, there are plenty of interesting things to explore, especially burning questions like – If you love Persona 5, is SMT 3 Nocturne something you’ll be interested in? Just what do the games share in DNA? What’s different? We’ll be live taking your questions, battling against ancient demons, and making hard morality choices as we dive deep into the many dungeons and dangers that SMT III serves up.

With Shin Megami Tensei V scheduled to arrive this year, it’s definitely a good time to see what all the demonic transformation hype is all about. For many Persona acolytes that probably got into the series with 4 or 5, the SMT series might be a natural fit as they seek more sprawling JRPGs from both yesteryear and current reality. 

Source:[http://www.gameinformer.com/]

Game Informer Streams Are Now On Twitch

It’s official! Game Informer livestreams are happening exclusively on Twitch. That’s right, Game Informer is going all-in with our livestreams to have more opportunities to engage, entertain, and hang out – with you! Point your bookmarks right here! First, let’s handle the biggest question: Will you still be able to get all the content at other places like YouTube?

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The answer is yes. Livestream content will hit our YouTube channel around a day after we go live. So if you can’t make a stream, don’t sweat it, you’ll still be able to catch the action later. For those that are able to join us in the moment, you can count on a more robust experience with the Game Informer crew as we chart a course through the world of gaming that focuses on interacting with our awesome readers, viewers, and friends.

We’ll have sweet polls where you can vote on what you’d like to see and maybe even what to play sometimes. Community events! Amazing conversations! Special guests! Debates over fast food, Marvel movies, the best Final Fantasy game ever, and more are inevitably going to occur. Over the coming weeks and months, we’ll be implementing many of the other neat features that Twitch gives us access to, from channel points that you can collect and spend to amazing emotes and emoji. Want to support the Game Informer stream experience? You can subscribe to the channel right now!

Twitch is where we can create the best possible livestream experience for all of us in the Game Informer community, and we hope you’ll join us from Facebook, Periscope, YouTube, and more.

With this new shift for streaming content, you can expect more streams! We love talking about games both old and new, so plan on seeing a lot more of that and all of the amazing conversations they foster. You are still going to get all the great content in the magazine and on the website, but there’s something special about experiencing a game in real-time and the discussions that come of it. Longstanding staples of Game Informer like Super Replay will be joined by new offerings that give you a chance to hang out with our awesome team as they tackle all kinds of games and big events like E3 live as they happen.

More streams. Better streams. Longer streams. As they say in streamland, let’s goooooooo!

Source:[http://www.gameinformer.com/]

Vault Of Glass Is A Huge Win For Bungie And Destiny 2 Players

Vault of Glass is arguably the best raid from the Destiny franchise, and its return is a balm that the community needs. The previous season, Season of the Chosen, marked a significant turning point for Bungie. The pacing was incredible, the quests were balanced, and the storyline was impactful and meaningful in a way that many players were craving. Season of the Splicer is also on track for continuing on that positive trajectory, but how the highly desired transmog feature was implemented has the community divided. Bringing back Vault of Glass couldn’t have come at a more perfect time, offering an exciting experience for new players and a feeling of coming home for seasoned veterans. 

While I had no hope of placing for this year’s World’s First, I had a blast watching fellow clanmates and teams go for the gold. The “who can beat it first” event is always like a mini-holiday in the Destiny community, and Vault of Glass took that to the next level because of the universal player love. On Saturday evening, I dove in myself and achieved a successful completion the following day. After several runs as well as helping new players walk through it for the first time, I’m reminded of why this raid was such a treasure to begin with. The level design is stunningly beautiful, and the various mechanics  especially with the Gorgon instance  provide a harrowing backdrop to the player experience. This backdrop offers a sense of urgency, which lends itself to the feeling of accomplishment when the raid is finally cleared. 

Many were concerned that Vault of Glass would be changed too much in order to justify bringing it back. I was really happy to see that it was largely kept the same in terms of pacing and experience, though I do wish the team would have found a cool way to tie it into Season of the Splicer. This season offers a more humane look at the Fallen and tasks Guardians with taking on the Vex network. With that narrative being at the epicenter of Season 14, a neat little connection to Vault of Glass would have been something truly unique. That being said, I wasn’t disappointed by the lack of tie-in, and much of the community seems content with that decision, as well. That, and the change made to the Oracles with the numeric sequence in-tuned with the Vex Song, was a nice touch. It’s also hard as hell. 

The inclusion of Vault of Glass has also seen a huge burst of player activity as well. Destiny 2 has been back on track for quite awhile now, with an incredibly active community and impressive concurrent player count. Ranking as a top MMO in the gaming world, seeing that number go even higher with Destiny 1 fans taking part in the return of this raid bodes well for the future plans that the studio has in place.  

Season of the Splicer is still very much in its infancy, but I am eager to learn more about the Fallen and their horrific history. There is a more vulnerable side to the Destiny franchise in recent seasons, and watching Bungie find its voice after splitting from Activision has been a real roller coaster; sometimes, however, in the best way possible. 

If you have yet to tackle the newest addition to the raid roster, be sure to check out our epileptic PSA for Vault of Glass here so you can do so safely.  

Source:[http://www.gameinformer.com/]

Overwatch 2 5V5 Decision Met With Backlash As Players Start New Petition Against This Change

A lot of exciting as well as controversial news dropped last week during the Overwatch 2 PVP presentation. Of the snippets of content and changes that were revealed, one major divergence from the first Overwatch had the community reeling: the sequel is dropping the standard PVP count from 6V6 to 5V5. This means that instead of running the classic 2-2-2 team composition, teams will be forced to spawn into matches with one tank, two damage heroes, and two supports. This also means that you might have to juggle your party rotations since one person will always be unable to queue in with your team. Consequently, the 5V5 decision is getting a lot of pushback from the Overwatch player base.

According to Esports website Inven Global, fans have drafted a petition on Change.org to sway Blizzard into reverting the big PVP count change. Peter Levy, the Overwatch player that started the position, wrote, “Overwatch has its fair share of issues. Queue times and shield metas have been long-standing problems in Overwatch game design. But switching to 5v5 has no guarantee of fixing these issues, and it will cause harm to the Overwatch community.” 

Petitioner Peter Levy would also go on to offer a potential solution too, “Making tanks fun to play, either by making and releasing new tank champions at a faster pace, or by redesigning existing ones, would be a much better way to get more players to play tank, whilst also changing the metagame.” It’s worth noting that Blizzard is planning on adding interesting passive abilities to each role in order to give every hero inherent value on the battlefield. How that will affect day-to-day matches when the game releases remains to be seen. 

Moreover, this also affects the Overwatch League as professional teams will likely have to consolidate their rosters since only one tank is required. Blake “Gator” Scott, a main tank player for the Atlanta Reign and a founding member of the dreaded GOATS team composition, took to Twitter to voice his concerns, “Imagine spending 5 years to perfect your role…..Just for it to be deleted….” 


How do you feel about the 5V5 change? Had you considered all of the implications of what this will mean for the future of professional and casual Overwatch 2 play? 

[Source: Inven Global]

Source:[http://www.gameinformer.com/]

Mass Effect Legendary Edition: How Thane Has Helped Me Come To Terms With My MS

While I have over 30 playthroughs of the original trilogy, something about the Mass Effect Legendary Edition remaster has made Thane’s storyline hit closer to home than I have ever felt before. There are a lot of subtle changes in Mass Effect 2 and 3 that put entirely new perspectives on familiar narrative arcs, and because of that, I found a new level of peace when struggling with my Multiple Sclerosis. 

For those that may not know, Multiple Sclerosis (MS) is a disease where a person’s immune system eats away at the body’s nerves and the protective covering surrounding them. This disease disrupts the body in a variety of ways, some we are still discovering. For me, I can go from being able to run two miles to not being able to leave a wheelchair; it just depends. Sometimes I can’t even get out of bed because the crushing pain in my lower spine is too much and it feels like I’m being gutted from behind. While some that have MS can experience a life symptom-free, that’s not the case for everyone. For me, it’s been a battle to Hell and back, but Thane’s unique introduction into the world of Mass Effect actually has offered a calm that I wasn’t expecting, especially after so many playthroughs. 

Spoiler warning for a discussion centering around Thane as a character and his specific storyline. 

Thane Krios is a Drell assassin that players will meet in Mass Effect 2. He’s not your typical assassin, though. Instead, he offers a spiritual perspective and insight specific to his species. When players first meet him, he takes out his target. To Shepard’s surprise, however, he offers a reverent prayer for himself over the “wicked” before moving on. When he accepts Shepard’s invite onto the Normandy, he explains that he’s not concerned about it being a “one-way trip.” The reason being is that he has an incurable disease that is unique to the Drell, a disease called Kepral’s Syndrome. While not like MS, this lung disease does eventually cause symptoms that can (and do) lead to death. His calming manner of discussing his own illness and desire to contribute to the world as best he can before he goes hit me like a dropkick to the chest. 

In my day-to-day life, I do my best to soak everything in. Between the lesions on my brain and seizures that sometimes happen, I’ve had more than a few close calls with my own reaper. It makes me terrified, honestly. There have been days where I thought, “This is it, I don’t think I’m not going to wake up tomorrow.” I’ve panicked and pleaded with my husband not to let me die if I stopped breathing. Or couldn’t stop seizing. Those moments where I was terrified I was missing out on even more when I would have memory wipes that can sometimes last a full day. It makes me appreciate the day-to-day, but it also makes me impatient in a way that is uncomfortable.

I’m always looking for the “next accomplishment” because I want to get as much life done if my time is as limited as it feels, as limited as doctors have told me in the past. I step on a lot of toes because I want to help, I want to feel useful, and like I’ve made a positive impact. While the intent is good, the result oftentimes ends up with those around me being annoyed, feeling isolated, or feeling like I’m a bull in a china shop. I’ve spent so much of my past living to die, that now I’ve found myself dying to live in a way that I still haven’t processed quite yet. But playing through Thane’s story in Mass Effect 2 and 3 with the remaster has given me a fresh perspective that I wasn’t ready for, but one that I desperately needed.

As he reached out to his son to right the wrongs that have damaged their relationship within the game, I felt my own shortcomings with friends and those closest to me. As he selflessly helped those around him, despite grave danger to himself, I felt a strange sort of strength. He didn’t let it dim his light and his ability to do good, and I want to do the same. I want to be open and honest and free with my love regarding those around me, something that I think we all struggle with. I want the calm and acceptance that he has because that acceptance doesn’t come with resignation. I’m not my disease, just as he wasn’t his. There’s a power in that, and it feels incredible. 

Video games, am I right?

This series keeps surprising me. I just entered into a 34th run of the franchise with my second go at the Legendary Edition, alternating between both Shepards. In all of that time, I continue to uncover new aspects of the game, new consequences for actions, and new details that I have seemingly missed. The Legendary Edition takes those discoveries to a whole new level, adding details that were never there before through visual upgrades, and making much-needed quality of life changes to make it a smoother ride for all. To be able to play through this series that feels like home and still find new ways to be excited is a treat, and that’s a big reason why the N7 community is stronger than it’s ever been. 

Source:[http://www.gameinformer.com/]

New Uncharted Movie Set Photo Shows Tom Holland As A Younger Nathan Drake

The Uncharted movie has gone through the wringer since the concept became realized. From an impressive roster of changing directors to contending with a global pandemic, this gaming adaptation is one that many weren’t sure we were actually getting with Marvel’s Spider-Man’s Tom Holland playing a much younger Nathan Drake. As the film inches towards release, we’ve got a new set photo to look at to get a better idea of how Holland fits into his role. 

With Mark Wahlberg playing a younger Sully and Holland taking on the role of Nathan Drake, the upcoming movie will explore a facet of the games that we’ve only gotten to see through small glimpses. With flashback scenes of a Drake in his teens and beyond, the upcoming movie will explore how this iconic character became the staple that he is in the gaming world. 

In an article by The New York Times diving into Sony’s further vested interest in gaming adaptations, a new still has been shared from the set of Uncharted: 

Sony Pictures Entertainment via NYTimes

For those that may have forgotten that this film is even happening, the live-action Uncharted movie follows a tale told before the games, with a young adult protagonist we’ve seen a few times throughout the franchise. This film has been hit with numerous cancellation rumors due to a constant change of hands and being stuck in development hell for several years. Luckily, it seems like it’s all pulled together with even the voice behind Drake himself giving his official seal of approval. 

After a few different date changes, the Uncharted movie will arrive on February 18, 2022. 


Are you excited to see Tom Holland bring Nathan Drake to life in the upcoming movie? Sound off with your thoughts in the comment section below, and tell us what you think! 

Source:[http://www.gameinformer.com/]

Marvel Studios’ Eternals Gets New Teaser Trailer

Marvel Studios’ Eternals footage was briefly shown earlier this month alongside a bevy of clips from other upcoming superhero films like Black Widow and Shang-Chi and the Legend of the Ten Rings. Today, however, a teaser trailer was released that not only displays more intense scenes from the upcoming Eternals film, it gives more context to the overall narrative too.

You can watch the two-minute video below: 

Click here to watch embedded media

Gritty visuals coupled with muted colors give Eternals a more serious and foreboding tone. Following the universe-altering effects of Thanos’ snap at the end of Avengers: Endgame, an immortal race of powerful beings – living in secret among humans on Earth for thousands of years – finally comes together to defeat a nefarious faction called the Deviants. Based on what was shown above, there’s bound to be a ton of epic action sequences, romance, (possibly) deception, and death. Towards the midpoint of the trailer, you can hear Salma Hayek’s (Frida and Desperado) Ajak proclaim, “We have watched and guided. We have helped them progress and seen them accomplish wonders. Throughout the years we have never interfered…until now.” 

Marvel Studios’ Eternals is truly a star-studded movie. Famous, acclaimed actors like Angelina Jolie (Lara Croft: Tomb Raider and Girl, Interrupted), Richard Madden (Game of Thrones and Bodyguard), Barry Keoghan (Dunkirk and The Killing of a Sacred Deer), and Kumail Nanjiani (The Big Sick) take on the roles of primary characters and that’s not even a quarter of the cast!  Additionally, Academy Award-winning Director Chloe Zhao (Nomadland and The Rider) helmed the film. 

Marvel Studios’ Eternals launches in theaters everywhere on November 5. 


Have you been waiting for new clips of Marvel Studios’ Eternals? Did the teaser trailer fuel your excitement for the movie even more? Let us know in the comments below. 

Source:[http://www.gameinformer.com/]

Epileptic PSA: Destiny 2 Vault Of Glass Raid

Destiny 2: Season of the Splicer added the beloved Vault of Glass raid from the first game this weekend. When I cleared it, I felt accomplished and excited to dive back into one of my favorite raids in Destiny history. That being said, there are a few things players should be aware of before diving in, especially those that experience (or has someone in the house that experiences) epileptic episodes. 

In any sci-fi game, dramatic visual effects can be expected to offer an impactful ambiance for the player experience. These are made with the intention of causing the action to pop more, especially in high-intensity fights, boss encounters, and raid progression. With the new raid available, there are a few parts that players should be conscious of. 

Before we get started diving into some of the triggers below, I want to reiterate something from my previous epileptic PSA’s. You do not have to be epileptic to have a seizure. The people in your home do not have to be epileptic to have a seizure. As noted in my Epileptic’s Guide to Gaming, a common misconception about seizures is that they only happen to people with epilepsy. That’s not true; seizures can occur in anyone. There is also no “one type” of an epileptic episode, which means learning about triggers can be a tricky process. With accessibility in gaming becoming more of a priority, studios are finally beginning to look at the impact of certain effects on those susceptible to neurological episodes beyond simply slapping a warning label on games and calling it a day. 

Vault of Glass potential triggers

Note: This is not me telling you not to play. This is not me dragging Bungie through the mud. This guide is simply a way to make the developers aware AND to ensure that you can play the games you want to play safely. I ran the raid several times this weekend and it is absolutely doable, but being aware helps make sure that you can get that raid experience in without having to miss out or put yourself in an unsafe medical situation. 

The first encounter Guardians will take on has to do with Oracles in an open area with dark backdrops and bright white light effects. While the rate of flashing caused by the center Templar at the start, especially with the Negation ritual, can be troubling, the rate of the animation is not fast enough to trigger a full-on seizure in a traditional photosensitive sense. That being said, it could be triggering for those that are coming off of a seizure recently, as well as headache or dizziness inducing.

There is another portion of the raid where players will need to be aware of Gorgons. Unless you have the best of the best in gear, you’ll want to just stealth past them. Noting that, however, if you do catch their gaze, the Gorgon will “freak out” in a rapid animation of white and red. If you are close enough, the flashing is a concern when contrasted against the dark backdrop. 

The blindness effect during the final Antheon phase is set in a pattern that can impact those with a variety of epilepsy types (which you can find here with my Epileptic’s Guide to Gaming). When playing through this instance, the teleportation animation is also a concern with the rapid fizzle effect. Muting the coloration and slowing down the rapid-fire effect would be enough to make this a little safer. 

One fireteam member of mine mentioned, as a non-epileptic, that the Antheon blindness effect made him incredibly nauseous and that it made him sensitive to certain animations that normally wouldn’t impact him. 

It’s important to remember that triggers come from a variety of places. For me, flashing lights at a certain rate can almost guarantee a seizure. This is something most photo-sensitive epileptics have to be aware of. While sometimes seizures can occur with no discernable trigger, a few common irritants are known that are good to be aware of: 

  • Sleep deprivation
  • Specific hours of the day
  • When you’re ill or have a fever
  • Stress
  • Flashing lights at a certain rate, speed, and color (most commonly red and white)
  • Alcohol or excessive drug consumption
  • Women can sometimes be more susceptible with their menstrual cycle
  • Diet restrictions or drastic changes in diet
  • Certain medications
  • Heat or extreme cold
  • Hormone shifts
  • Excess caffeine

A few tips (with the full breakdown in our previously linked guide): 

  • Sit at least two feet away from the screen, if possible
  • Try to keep your gaming area well-lit to reduce the impact of flashing lights as the sole focus
  • Dim your screen’s brightness
  • Invest in a monitor/TV screen that offers an Eye-Saver Mode. This will eliminate blue light, which has helped me with red and white flashing
    • Some monitors offer glare guards and flicker-free settings
    • “Gamer glasses” like from Gunnar also help as well, especially if an eye-saving mode monitor isn’t available at this time
  • Try not to play a game if you’re in a state of extreme exhaustion
  • Don’t forget to take breaks, often
  • Pay attention to how you’re feeling
    • If you start to feel “off,” don’t ignore that. Identify what triggered that change in feeling and take a moment to step away
  • In extreme instances (for games like Cyberpunk 2077), you can also alternate covering one eye over the other and switching off periodically
    • This is especially helpful for focal epileptics
  • Try not to play anything when you are home alone, if possible
    • If you live alone, have a plan in place with a close friend or neighbor should you need help
  • Play around with in-game settings
    • Disable motion-blur, if applicable 
    • Some games, especially indies, will offer alternative game modes that dim flickering effects in games (ie., glitch effects, “hacking” effects, etc.)

For more possible seizure triggers to be aware of in Destiny 2, check out our in-depth dive for Season of the Splicer. 

Source:[http://www.gameinformer.com/]

Biomutant Review – The Short Branch Of The Evolutionary Tree

Click here to watch embedded media

Publisher: THQ Nordic
Developer: Experiment 101
Release:

May 25, 2021

Rating: Teen
Reviewed on: PlayStation 4
Also on:
Xbox One, PC

Much like its gene-spliced protagonist, Biomutant is a hodgepodge of ideas stitched together to form what is ultimately a mixed bag. The game blends elements of open-world design with stylish action, gunplay, crafting, a morality system, and more. Like many jacks-of-all-trades it winds up being a master of none, and a thick layer of technical jank on top of half-baked ideas makes Biomutant feel like a case of feature creep that needed to be scaled back.  

At its core, Biomutant is a typical open-world game featuring a large map littered with basic objectives, points of interests, and various environmental biomes with bizarre wildlife roaming in between. Despite its post-apocalyptic premise, the vibrant overworld is packed with color, and I love how that beauty is juxtaposed with ruins of modern civilization. A majestic Tree of Life sits at the world’s center and its four gigantic roots snake for miles overhead for a wondrous sight. The anthropomorphic character and monster designs are a charming blend of strange, funny and, sometimes, unsettling.

I enjoyed Biomutant most when I simply explored, stumbling upon hidden bunkers or abandoned villages and clearing them of their precious loot. Traveling gets even better thanks to a variety of transportation options, from riding various mounts to stomping around in a mech suit to soaring on a glider. Summoning a mech from the sky feels empowering until you realize some vehicles can only be used in vaguely designated zones. Being barred from summoning my boat in one clear body of water but not another puts a damper on the game’s sense of freedom.

Combat blends stylish melee with wacky gunplay but lacks the polish it needs, often feeling messy and imprecise. Parrying feels especially unsatisfying, and the loose lock-on system makes staying on target a finnicky pain. I appreciated the variety of special powers at my disposal such as creating trails of fire or conjuring ice storms. These abilities add a flashy wrinkle to the action, but they also don’t pack as much punch as I wanted in battle, even after investing stat points into them.

Biomutant’s combat became more tolerable once I acquired stronger weapons via a robust and rewarding crafting system. After collecting random junk like old sniper scopes, trumpet horns, or even bananas, you can slap together devastating killing machines. I had a great time maximizing this system, and seeing my creations tear through monsters always felt rewarding. The same goofy satisfaction applies to armor and gear; my character rocked a mascot helmet and a polo shirt that looked ridiculous, but the outfit was augmented to be as sturdy as a suit of armor. The drive to make cooler weapons is potent and scavenging for new parts consistently felt worthwhile even when I found loot that was inferior to what I already had. That’s because you can always sell it or, better yet, break it down into valuable ingredients to craft better parts. 

Biomutant boasts an overwhelming amount of side activities that are mediocre best but too many of them boil down to completing simple actions a set number of times in different locations. The tasks themselves aren’t bad, they’re just the definition of busy work, and the rewards aren’t worth the effort half the time. Still, you don’t need to worry about a lack of content in Biomutant; my quest log overflowed with things to keep me busy for dozens of hours, even if those activities were largely shallow.

While elements around the edges can allow some degree of entertainment, it all feels hollow when it’s funneled into an underwhelming narrative core. Upon bringing your furry hero to life, you’re saddled with several big tasks. Four destructive World Eaters are killing the Tree of Life, and it’s up to you to stop them. You also need to bring an end to a tribe war by joining one faction and then uniting or eradicating the rest. On top of that, the brute who murdered your family in childhood has resurfaced and must be dealt with. Did I mention there’s also a life-saving Ark that holds a limited number of seats and you must determine which of your allies gets a free ride should the world go sideways? 

Biomutant juggles a lot of threads but none of them are engaging. Avenging your parents’ death lacks any emotional punch because the killer is barely a factor in the story, and the final showdown unfolds in predictable, anticlimactic fashion. Solving the tribe war simply involves conquering the other settlements in bland confrontations and deciding whether to kill or spare the leaders. World Eater missions have the most meat on their bones by far, with various tasks, such as obtaining vehicles, aimed to prepare you for the big fights. However, facing these beasts consists of sloppily designed boss fights that rob these titanic battles of any sense of awe. The Ark subplot feels entirely unnecessary and doesn’t even make total sense if you manage to save everything anyway. The lackluster storytelling further diminishes an already shallow morality system, which yo-yos between basic black and white choices.

Click here to watch embedded media

Throughout your journey a pleasant British narrator recites the entire adventure. He does an adequate job, but his rampant interjections outside of cutscenes wore on me after a while. The narrator also speaks for every character, which robs them of any individuality, and conversations become tedious since you have to wait for the narrator to translate the native creatures’ gibberish. The only other voices you hear are your two bickering fairies, which represent your light and dark side, and they became my favorite personalities by default for having, well, personality. I like that they’re both jerks constantly belittling each other while rallying you to join their side.

A lackluster presentation and technical issues further spoil the experience. Cutscenes are rough thanks to stilted animations and an overall flat delivery. An occasionally wonky camera can zoom inside of objects during conversations. Cinematics sometimes end abruptly, even cutting off dialogue in progress. Playing on PC offers a smoother outing, but various bugs and hard crashes hindered my adventure on console.

Biomutant consistently shows glimmers of promise but it takes patience and a pair of rose-colored glasses to see them. I genuinely loathed my first several hours with the game, but once I made cooler weapons that made combat more tolerable or admired another postcard-worthy sight, I felt more disappointed than anything. Biomutant has all the ingredients of a unique, entertaining adventure. It just spends too much time doing everything possible to try and impress its audience instead of polishing its handful of strengths.

Score: 6.5

Summary: Despite bursting at the seams with cool ideas, Biomutant is a largely hollow experience that only provides fleeting glimpses of greatness.

Concept: Splice together a hero, save a dying world, avenge your parents’ murder, and end a war in this wildly ambitious open-world title

Graphics: Biomutant’s wonderfully quirky art and creature design makes for bizarre eye-candy but rough animations and an overall lackluster presentation begs for another coat of polish

Sound: The handful of forgettable tracks plus the overwhelming presence of a tiresome narrator makes Biomutant unremarkable to the ears

Playability: Combat feels messier than it looks thanks to rough polish and troublesome targeting but becomes bearable once you craft more powerful and exciting weaponry

Entertainment: Biomutant has fun moments, but it stumbles in too many significant ways to make it a wholly satisfying experience

Replay: Moderately High

Click to Purchase

Source:[http://www.gameinformer.com/]

Biomutant Review – A Flawed Mutation

Click here to watch embedded media

Publisher: THQ Nordic
Developer: Experiment 101
Release:

May 25, 2021

Rating: Teen
Reviewed on: PlayStation 4
Also on:
Xbox One, PC

Much like its gene-spliced protagonist, Biomutant is a hodgepodge of ideas stitched together to form what is ultimately a mixed bag. The game blends elements of open-world design with stylish action, gunplay, crafting, a morality system, and more. Like many jacks-of-all-trades it winds up being a master of none, and a thick layer of technical jank on top of half-baked ideas makes Biomutant feel like a case of feature creep that needed to be scaled back.  

At its core, Biomutant is a typical open-world game featuring a large map littered with basic objectives, points of interests, and various environmental biomes with bizarre wildlife roaming in between. Despite its post-apocalyptic premise, the vibrant overworld is packed with color, and I love how that beauty is juxtaposed with ruins of modern civilization. A majestic Tree of Life sits at the world’s center and its four gigantic roots snake for miles overhead for a wondrous sight. The anthropomorphic character and monster designs are a charming blend of strange, funny and, sometimes, unsettling.

I enjoyed Biomutant most when I simply explored, stumbling upon hidden bunkers or abandoned villages and clearing them of their precious loot. Traveling gets even better thanks to a variety of transportation options, from riding various mounts to stomping around in a mech suit to soaring on a glider. Summoning a mech from the sky feels empowering until you realize some vehicles can only be used in vaguely designated zones. Being barred from summoning my boat in one clear body of water but not another puts a damper on the game’s sense of freedom.

Combat blends stylish melee with wacky gunplay but lacks the polish it needs, often feeling messy and imprecise. Parrying feels especially unsatisfying, and the loose lock-on system makes staying on target a finnicky pain. I appreciated the variety of special powers at my disposal such as creating trails of fire or conjuring ice storms. These abilities add a flashy wrinkle to the action, but they also don’t pack as much punch as I wanted in battle, even after investing stat points into them.

Biomutant’s combat became more tolerable once I acquired stronger weapons via a robust and rewarding crafting system. After collecting random junk like old sniper scopes, trumpet horns, or even bananas, you can slap together devastating killing machines. I had a great time maximizing this system, and seeing my creations tear through monsters always felt rewarding. The same goofy satisfaction applies to armor and gear; my character rocked a mascot helmet and a polo shirt that looked ridiculous, but the outfit was augmented to be as sturdy as a suit of armor. The drive to make cooler weapons is potent and scavenging for new parts consistently felt worthwhile even when I found loot that was inferior to what I already had. That’s because you can always sell it or, better yet, break it down into valuable ingredients to craft better parts. 

Biomutant boasts an overwhelming amount of side activities that are mediocre best but too many of them boil down to completing simple actions a set number of times in different locations. The tasks themselves aren’t bad, they’re just the definition of busy work, and the rewards aren’t worth the effort half the time. Still, you don’t need to worry about a lack of content in Biomutant; my quest log overflowed with things to keep me busy for dozens of hours, even if those activities were largely shallow.

While elements around the edges can allow some degree of entertainment, it all feels hollow when it’s funneled into an underwhelming narrative core. Upon bringing your furry hero to life, you’re saddled with several big tasks. Four destructive World Eaters are killing the Tree of Life, and it’s up to you to stop them. You also need to bring an end to a tribe war by joining one faction and then uniting or eradicating the rest. On top of that, the brute who murdered your family in childhood has resurfaced and must be dealt with. Did I mention there’s also a life-saving Ark that holds a limited number of seats and you must determine which of your allies gets a free ride should the world go sideways? 

Biomutant juggles a lot of threads but none of them are engaging. Avenging your parents’ death lacks any emotional punch because the killer is barely a factor in the story, and the final showdown unfolds in predictable, anticlimactic fashion. Solving the tribe war simply involves conquering the other settlements in bland confrontations and deciding whether to kill or spare the leaders. World Eater missions have the most meat on their bones by far, with various tasks, such as obtaining vehicles, aimed to prepare you for the big fights. However, facing these beasts consists of sloppily designed boss fights that rob these titanic battles of any sense of awe. The Ark subplot feels entirely unnecessary and doesn’t even make total sense if you manage to save everything anyway. The lackluster storytelling further diminishes an already shallow morality system, which yo-yos between basic black and white choices.

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Throughout your journey a pleasant British narrator recites the entire adventure. He does an adequate job, but his rampant interjections outside of cutscenes wore on me after a while. The narrator also speaks for every character, which robs them of any individuality, and conversations become tedious since you have to wait for the narrator to translate the native creatures’ gibberish. The only other voices you hear are your two bickering fairies, which represent your light and dark side, and they became my favorite personalities by default for having, well, personality. I like that they’re both jerks constantly belittling each other while rallying you to join their side.

A lackluster presentation and technical issues further spoil the experience. Cutscenes are rough thanks to stilted animations and an overall flat delivery. An occasionally wonky camera can zoom inside of objects during conversations. Cinematics sometimes end abruptly, even cutting off dialogue in progress. Playing on PC offers a smoother outing, but various bugs and hard crashes hindered my adventure on console.

Biomutant consistently shows glimmers of promise but it takes patience and a pair of rose-colored glasses to see them. I genuinely loathed my first several hours with the game, but once I made cooler weapons that made combat more tolerable or admired another postcard-worthy sight, I felt more disappointed than anything. Biomutant has all the ingredients of a unique, entertaining adventure. It just spends too much time doing everything possible to try and impress its audience instead of polishing its handful of strengths.

Score: 6.5

Summary: Despite bursting at the seams with cool ideas, Biomutant is a largely hollow experience that only provides fleeting glimpses of greatness.

Concept: Splice together a hero, save a dying world, avenge your parents’ murder, and end a war in this wildly ambitious open-world title

Graphics: Biomutant’s wonderfully quirky art and creature design makes for bizarre eye-candy but rough animations and an overall lackluster presentation begs for another coat of polish

Sound: The handful of forgettable tracks plus the overwhelming presence of a tiresome narrator makes Biomutant unremarkable to the ears

Playability: Combat feels messier than it looks thanks to rough polish and troublesome targeting but becomes bearable once you craft more powerful and exciting weaponry

Entertainment: Biomutant has fun moments, but it stumbles in too many significant ways to make it a wholly satisfying experience

Replay: Moderately High

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Source:[http://www.gameinformer.com/]