Far Cry 6 | New Gameplay Today

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Publisher: Ubisoft
Developer: Ubisoft Toronto
Release:

October 7, 2021

Rating: Mature
Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Stadia, PC, Mac

The Far Cry 6 release date is just around the corner, and we were lucky enough to go hands-on with the upcoming first-person shooter and saw many of the gameplay opportunities that the Island of Yara offers. With its antagonist being played by the famous Giancarlo Esposito, many fans are hopeful that this entry in the Far Cry series will return to form by featuring an unforgettable performance by the game’s villain. Join Alex Stadnik, Brian Shea, and our wonderful production director, Margaret Andrews, for another episode of New Gameplay Today, wherein the trio shows off brand new Far Cry 6 gameplay!

Senior editor Brian Shea summarizes his time spent playing Far Cry 6 in his recent preview, saying:

Far Cry 6 starts with a bang from both narrative and action standpoints. I’m curious if Ubisoft can carry forward with these emotional gut-punches without falling victim to the cognitive dissonance for which Far Cry is often known. Hopefully, the enjoyment we get from flying around in our wingsuits, firing over-the-top weapons, and fighting alongside a cute wiener dog named Chorizo doesn’t contrast too harshly with the story of an island in political peril. Only time will tell if Ubisoft can balance these disparate tones, but in my time playing, I had a blast and still felt the weight of the dark narrative beats.

Did you enjoy this early look at Far Cry 6? If so, subscribe to the Game Informer YouTube channel so that you don’t miss our full Far Cry 6 review when the game launches this October! If you’re interested in seeing the latest footage of upcoming games, be sure to check out other episodes of New Gameplay Today here. As always, leave a comment down below, letting us know if you’re excited to play the latest entry in the Far Cry series.

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

Deathloop Touches On Immersive Features In New Trailer

As we move into the current generation, new features have come into focus that help make games more immersive. Deathloop, slated to arrive on September 14, boasts a number of these aspects. To take advantage of these features requires new hardware, and sadly multiple factors have gone into making current-gen systems difficult to acquire, something that could hopefully be rectified as we head into the next year. That said, a new trailer for Deathloop shows off some of the perks of playing games in this era. Oh, you should also check out our guide to everything Deathloop right here. Why keep talking about it? You can check out the trailer below!

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Perhaps the most obvious upgrade that games can get from new tech is graphical. Still, we have a whole “generation” to see how developers can take advantage of that, despite having some great-looking titles already available. Adaptive triggers, different for each weapon, are becoming sort of a standard here on the PlayStation 5. This helps every weapon feel distinct from one another and gives them a bit of their own personality. Deathloop further utilizes the adaptive trigger to highlight scenarios like gun jamming, which the player feels on the controller as well. Again, these may be small things on a larger scale, but they lead to more immersive gameplay when taken in aggregate. Haptic feedback for running, sliding, and more helps further enhance that tactile essence.

Deathloop also takes advantage of the controller speaker to alert the player at various times. As you can see, many of these immersion aspects tie in directly to the DualSense controller and all it can do. While I doubt they will make or break the Deathloop experience, they certainly add a bit of depth and texture to the gameplay experience. Anyway, how are you feeling about Deathloop? Are you going to pick it up? Not your thing? Let us know in the comments!

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

It’s 2021 And VVVVVV Is Still Getting Updates

Yes. You read the headline right. Terry Cavanaugh’s 2010 game VVVVVV has received a new update in 2021. It’s been over seven years since the game saw a patch, so why now?

Early last year, Cavanaugh made the source code for VVVVVV public and let people mess around with the game. As a result of opening up the game, update 2.3 features many changes, all of which are linked in Cavanaugh’s blog about the release. While this is an official release for the game, its creator didn’t do most of the work on the newest version but was the gatekeeper for what made it in.

“I’ve personally added very, very little to this update – which is something that I feel maybe a little anxious about! But I’ve been very careful to make sure that every change is something I was happy with, and that none of the changes to the game were doing anything other than making this the best version of the 2010 game,” said Cavanaugh about the project.

While there are a bunch of changes to the game, here’s what stands out to Cavanaugh as key changes:

  • 60-plus FPS support
  • Improved graphical options (Including VSync and an option to give the text a black outline for better visibility)
  • New features in the level editor
  • Hundreds of bug fixes

VVVVVV is a puzzle platformer where cute little smiley guy Captain Veridian navigates a maze-like planet to find his missing crew. Veridian flips the pull of gravity to clear obstacles like pits or deadly spikes, the latter of which spells instant death with the slightest touch. The world is unforgiving, but it’s fun finding ideal paths through dangerous rooms. Cavanaugh may be more famous for his work on Super Hexagon or, most recently, Dicey Dungeons, but VVVVVV is one of my favorite indie platformers, and its soundtrack is one of my all-time favorites.

If you haven’t tried VVVVVV and enjoy a stiff challenge, check it out, especially with the “best version of the 2010 game” now available. Grab a copy on PlayStation 4, Switch, 3DS, iOS, Android, or PC, but keep in mind the new update is only available through Steam or itch.io. 

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

Exclusive Shin Megami Tensei V Screenshots Give Us More Glimpses Of The Demons And Characters

Publisher: Sega
Developer: Atlus
Release:

November 12, 2021

Platform: Switch

Since the game’s big release date announcement this past JuneGame Informer has been rolling out exclusive previews of Shin Megami Tensei V. The newest entry of the captivating role-playing series has lots to be excited about, so we’ve been working with the team at Atlus to show off different parts of the game as we get closer and closer to launch. From new looks at the main characters to a primer of the story of the game, we’ve had you covered in recent months.

Our most recent look at Shin Megami Tensei V focused on the demons and negotiations that take place between them and the main characters. Atlus has passed along even more localized screenshots for this prominent aspect of the game. You can check out the gallery below to see these new, exclusive screenshots.

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On top of that, Atlus sent over some new character art for some of these demons that you’ll be fighting, fusing, interacting with, and potentially recruiting to fight alongside you. The game features more than 200 demons across the adventure, featuring classics like Jack Frost, as well as several new creatures designed by Masayuki Doi, who has been with the series since Persona 2: Innocent Sin. You can see the new demon art below.

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Shin Megami Tensei V launches November 12 on Switch. For tons more on the upcoming Atlus RPG, check out our Shin Megami Tensei V hub here. As always, keep your eyes on our site for more info about Shin Megami Tensei V in the lead up to launch.


What is your hype level for Shin Megami Tensei V? Where are you hoping the story goes? What kinds of demons are you looking to recruit or fuse? Let us know your thoughts in the comments section below!

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

Story Of Seasons: Pioneers Of Olive Town Heads To PC

Have you ever wanted to play Story of Seasons: Pioneers of Olive Town but didn’t have a Switch? On September 15, you’re in luck, as the farming simulation game is headed to Steam on PC. If you can’t get enough of planting crops and taking care of adorable cow-looking things (that may or may not actually be cows), then Story of Seasons: Pioneers of Olive Town might satiate that farming desire.

“My journey through Pioneers of Olive Town was full of highs and lows. Things either came too easy, like wooing the townsperson of my choice, or required too much effort, like unlocking some farm facilities,” said Kimberly Wallace in the Game Informer review. “I was impressed with how much there is to do, but it all comes at a cost; I felt like I could never spend time exploring certain aspects, such as creating clothing or getting into cooking, because they require precious time and feel insignificant compared to your other tasks.” In our review, Pioneers of Olive town clocked in at a 7.5, with the analysis distilled down to – The core farming loop is still entertaining, but the rewards aren’t satisfying enough for the investment required to get them. Check out the entire review here.

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Of course, you’re not just making cheese and farming crops in Story of Seasons. No, today’s farm sims typically also include several neighboring villager interactions, and you can participate in festivals, build up a museum full of collectibles, and work on your relationships with the townsfolk. Hopefully, some of the identified issues on the Switch version, such as load times, stuttering, and framerate issues, are smoothed over in the PC release.

Are you into farming sims? What would you like to see in the next era of farm games? Does Story of Seasons: Pioneers of Olive Town heading to PC do anything for you? Let us know in the comments!

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

Everything We Know About Lost Judgment

Lost Judgment, the next game from Yakuza developer Ryu Ga Gotoku Studio and the second in its Judgment spin-off franchise, is coming out on September 21. We recently went hands-on with the game. You can watch our episode of New Gameplay Today right here. To keep the Judgment train rolling, ahead of the game’s release, we’re running down everything we know about the game, from its story, themes, gameplay, and setting. 

It’s A Direct Sequel to Judgment

Even though it isn’t RGG Studio’s first spin-off set in the Yakuza world, Judgment made a comparatively huge splash when it was released in 2018. Telling the story of Takayuki Yagami, a disgraced lawyer-turned private eye, the game is set in Kamurocho, the main open-world location from the Yakuza series, but tells its own story aside from that of protagonist Kazuma Kiryu. After the events of Judgment, which had Yagami facing an assortment of corruptions within Japan – including false convictions, pharmaceutical conspiracies, and murder – Yagami has returned to his life investigating petty cases around Tokyo’s redlight district. But of course, it’s not long before he’s pulled into a much larger case. 

It All Starts With A Dead Body

(Content warning for sexual assault)

We recently had a chance to play through numerous different levels of Lost Judgment – including its opening. If you want to read the full article, which includes an interview with producer Kazuki Hosokawa, you can find that in the most recent issue of Game InformerIn the meantime, here’s what we had to say about the game’s opening moments:

Lost Judgment opens in Ijincho, Yokohama, the location from Like a Dragon and the latest open world in the overall series. Firefighters are racing to a scene; smoke billows out of an abandoned building, but there are no visible signs of fire, as one firefighter points out. It strikes him as a false alarm or a prank. 

His assumption is not correct.

Once inside, they survey the floor with the smoke, discovering 14 flares arranged in the shape of an arrow pointing in the direction of a large mass covered by a tarp. Flies, hundreds of them, hover around. You can’t be sure until one of the firemen musters the courage to remove the tarp, but you have a pretty good idea what lies beneath. It’s bad. 

Removing the tarp confirms your worst assumptions – a dead body. But not a fresh corpse. The skin is black with decay. The hands restrained behind the back, mangled and broken. The body has been here a while, maggots and larva making themselves at home in the decomposing hole that was once a nose. The camera slowly pans towards the corpse, and right before you can’t take it any longer, the screen cuts to black, and in pipes a familiar voice. 

“In Japan, 99.9 percent of criminal trials end with a guilty verdict,” protagonist Takayuki Yagami says, a declaration of Lost Judgment’s themes. 

“The reality is, the law is neither as perfect or as fair as it’s supposed to be,” he says a few moments later. “So I’ve made it my job to give those without a voice a chance to be heard.”

Set in December 2021, Akihiro Ehara is accused of groping a woman on a train. A bystander captures Ehara’s attempt to flee on video. It’s broadcast by the news, leading to a public outcry for a maximum sentence. However, Ehara brings up the corpse in Yokohama on trial, asking if the court has identified the person. His defense lawyer, Saori Shirosaki, a main character from the first game and one of Yagami’s coworkers, asks Yagami to investigate, believing police overlooked important case details. Did Ehara commit two crimes at the same time? If so, how? Was his sexual battery case a cover-up? Or has he gamed Japan’s justice system entirely? These are the central questions in Lost Judgment.  

It’s Dealing With Heavy Themes Affecting Both Japan And The World

If it wasn’t clear in the previous section, Lost Judgment’s story centers on some weighty topics, including Japan’s actual 99-percent conviction rate, sexual assault, murder, and corruption within Japan’s judicial system. Whether or not the game pulls any of this off with grace, we’ll have to wait and see. But it is worth noting the game isn’t pulling punches when it comes to its sociopolitical themes. And that’s the point. 

RGG’s games, especially the most recent releases, have never shied from tackling political and social issues within Japan. And where many western studios tend to avoid these topics – or at least talking about them – Hosokawa is open about what RGG is trying to say in Lost Judgment and the purpose of video games as political platforms, telling us, “Whether or not video games are a good medium for dealing with political issues is not a function of the game itself, but rather a function of the relationship between creators and players.”

As he sees it, when video games became a dominating force in entertainment, or as they “became as important as novels and movies as a means for meaningful experiences,” it was only natural they would adopt narratives true to the real world. The implication seems that Hosokawa views his audience as a mature one who wants to play games that explore themes about society, not shirk away from the thought of video game creators being politically-minded people.

“It’s also probably true that the market has changed from one centered on children and enthusiasts to one that is open and diverse enough to include people with various preferences and ideas,” Hosokawa says. “For this reason, I feel that game creators should be strongly encouraged if not required to have a good understanding of and to be cautious about the way they depict certain themes and motifs when considering the diversity of their players.”

Yokohama Is Back

While the Yakuza series has featured numerous different open worlds throughout the years, by and large, it’s known for its central Kamurocho setting, which takes close inspiration from Japan’s real-world Kabukicho entertainment district. Until 2020, when Yakuza: Like a Dragon moved the series to Yokohama with its Ijincho setting. 

While the game also features Kamurocho, Ijincho is making a return for Lost Judgment, but not without some subtle and specific changes. Like a Dragon is a turn-based RPG, and so the large Ijincho map is built with this gameplay in mind. Lost Judgment, however, is a brawler, sticking with the Yakuza series’ historical gameplay. When RGG was developing Like a Dragon, Hosokawa says he was already thinking about how the developer would use the map in Lost Judgment. And in fact, numerous changes have been made to Ijincho to serve the game’s difference in gameplay that the player might never notice at all. 

Except for one significant change the player can’t miss. 

“Ijincho is also a vast city, created on the premise of being an RPG, so we also introduced the skateboard as a means of transportation to make navigating the city feel more comfortable,” Hosokawa says. 

While playing Lost Judgment, we took the game’s new skateboard for a few joyrides, and for what it is, it works well enough. Don’t expect Tony Hawk’s Pro Skater, but there is a fun novelty to skateboarding around the city, even if the controls are limited.

Run Back To School

As part of his investigation in Lost Judgment, Yagami has to infiltrate a Yokohama high school undercover. Which, of course, means you also are going back to school. 

Lost Judgment features a fully modeled Japanese high school for you to explore, with its own story beats, minigames, and characters. When we played Lost Judgment, we didn’t get too much time with the school, but one level did give us a glimpse at combat within the setting. 

Here’s what we had to say:

Our time exploring the school shows a beautifully realized level full of classrooms and courtyards. Our objective is to head to the third floor, though we’re stopped by a group of kids connected to the local Chinese gang, the Yokohama Liumang. A fight ensues. Which, Yagami beating the holy hell out of a group of children is a bit of a weird look, but here we are. Combat within the school, specifically in the classrooms, makes great use of the environment; grabbing a student’s desk to pummel an enemy is as funny as it is absurd. 

Combat Feels Fantastic

Historically, RGG’s games have been beat ’em ups, and it’s here that Lost Judgment shines. Combat is instantly fluid and chaining fast combos with heavy and light attacks combined with grapples and throws feels excellent. But with Like A Dragon, the core Yakuza series is now a turn-based RPG, meaning Judgment, the spin-off, is now carrying forward the main games’ legacy as a brawler. It’s an interesting position for a side series to be in, and Hosokawa says Lost Judgment’s combat is a legitimate evolution of RGG’s action systems. 

“I would also say the battle system is the most advanced form of RGG Studio’s action combat yet,” Hosokawa says. 

And There’s Also Stealth And Parkour

When we were playing Lost Judgment, we got to see the game’s new parkour and stealth systems. Both systems are relatively rudimentary in terms of gameplay. Still, they work well enough, and there’s something to be said about how they break up the tried-and-true RGG gameplay, which remained relatively the same for several years. We didn’t get a lot of time with either system but enjoyed what little we got to play. 

It’s RGG’s First Global Release

Historically, Ryu Ga Gotoku Studio’s games have come out in Japan upwards of a year before other territories – or in some cases haven’t come out at all outside of their home country. That all changes with Lost Judgment. For the first time in the company’s history, it will launch a game worldwide on the same day. Publisher Sega will release Lost Judgment on September 21. It will be available on PlayStation 5, PlayStation 4, Xbox Series X/S, and Xbox One. 

What About PC?

Good question! RGG has been bringing its games over to PC in recent years – except for the Judgment series. According to a report from Japanese entertainment site Nikkan Taisu, Johnny & Associates, the talent agency representing Takuya Kimura, the actor lending his face and voice to Yagami in the Judgment series, does not want any of their talents on “a PC platform that is not a game console platform and connects directly to the internet” due to privacy concerns. Due to publisher Sega and Johnny & Associates not reaching an agreement, the entire series will reportedly end after Lost Judgment. However, Sega has yet to say anything official on the matter.

For more on Lost Judgment, make sure to check out the new”>https://www.gameinformer.com/cover-reveal/2021/08/26/cover-reveal-marve… issue of Game”>https://www.gameinformer.com/cover-reveal/2021/08/26/cover-reveal-marve… Informer, where we had the chance to play through multiple hours of the game and talk in-depth with Hosokawa about the game’s development, story, and themes. 

And if you caught the semi-obvious Deftones reference in this piece, sound off in the comments below. 

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

Tactical Shooter Nine To Five Heads To PC Early Access

Redhill Games’ Nine To Five is now available on Steam Early Access if you’re looking to try out the tactical shooter that shakes up the formula with small, scrappy team fights. If you’re looking for something that feels a lot like the common core of Counterstrike but with smaller teams, more teams in each match, and considerably more intel available before taking action, Nine To Five might be one to take a look at. 

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Instead of the popular 5v5 or 6v6 formats that make up the standard in most shooter maps, Nine To Five centers on 3v3v3 gameplay, meaning if you’re the last left alive on a team, you can make a quick exit and hope the other two teams tear each other to pieces, leaving you to clean house on a final target. Of course, everything is objective-based, so securing the position fast and taking a critical point can mean a quick win, while the opponents hope that you get into a skirmish first before acting. Decisions, decisions!

Gun modding is a huge part of Nine To Five, and you can tweak the dials on damage, accuracy, range, and a host of other numbers on weapons, letting you play around with bizarre and powerful takes on the core weapons you expect in a tactical shooter. Shotguns, automatic rifles, sniper rifles, and the rest of the standard fare are all available for tweaking and tuning.

Unlike the 3v3v3 mechanics that change up gameplay considerably (for better or worse) than many other shooters occupying the same subgenre, drone usage is a big thing. Players all have drones they can use to scout areas or even set up to overlook a position. Have a great sniper roost with only one entry point? Set up your drone behind you, and you will know exactly when an enemy is on the approach and can swivel around and take them out. However, drones are fragile and easily destroyed, so scout and set up with caution! Also, we all know how boring it can be when you’re dead, and you have to wait around for your allies to complete the match to move on. Well, now you can actively help your teammates while dead by taking control of a drone and doing some more recon! These drones add a highly significant factor to gameplay and can easily be as important as quality aim.

Does the 3v3v3 format interest you? Do you like checking out games in early access or waiting for launch? Let us know in the comments!

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

Everything We Know About NBA 2K22 So Far

Publisher: 2K Games
Developer: Visual Concepts
Release:

September 10, 2021

Rating: Everyone
Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC

Last year, Visual Concepts’ NBA 2K series saw a season of highs and lows, as it made the move to new-gen hardware and tried to keep last-gen users happy. For NBA 2K22, the mission hasn’t changed: a new-gen and current-gen version are both in development with new features to keep players on both hardware invested. “We have two unique experiences again this year,” says executive producer Erick Boenisch. “We made two brand-new games again. That’s something that I feel really solid about. It worked really well for us last year; our fans resonated with the different experiences they could play. “

After revealing the main cover athlete Luka Dončić among other special covers, Visual Concepts is finally pulling back the curtain on what to expect from NBA 2K22, providing information drops through Courtside Reports. In addition, we attended a presentation from the Visual Concepts team, where it dished more on new features and answered a few questions. Here’s what we know so far.

This page was updated on 8/31 to give more details on the improved gameplay and The W

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On-Court Gameplay Improvements

As seen in the trailer above, Visual Concepts is promising more impactful changes on both sides of the game. Last year, Visual Concepts worked on elevating dribbling, allowing you to change up the speed of your dribble and size-up moves. It looks like more improvements to this key area of the game are coming in NBA 2K22 to provide a unique feel and rhythm when sizing up, tighter navigation, and a significantly faster overall pace.

The action should also feel a bit different thanks to some new moves on the court and a new shooting meter. Offensively, the goal is to give players more control over how they score. Post play has also seen some enhancements, including new movement and a new arsenal of back-to-basket moves. New R2/RT fakes allow you to chain multiple fakes together to keep defenders guessing, while new disengage faceup moves, new hop shots/fades/hooks, and a better pull chair mechanic give you more options for success. 

For the shooting game, a new shot meter should change things up; it dynamically expands when players take high-quality shots with skilled shooters, but this will shrink when they’re heavily contested, shooting with a less skilled shooter, or fatigued. Shot IQ will matter more in NBA 2K22, forcing you to make good plays and work for open looks. Forcing up bad shots isn’t going to work as it has sometimes in the past. If defenders are crowding the shooter and making good shot contests, more bricks and airballs should ensue. 

As you can see, basketball IQ and stick skills will play a bigger role in your success. You can expect precision jump shooting, dunking in traffic, and pulling off alley-oops to be more skill-based alongside new signature moves and combos to break down defenders off the dribble.  Gameplay director Mike Wang said, “If you don’t make the right play, then that’s going to be on you.”

Defensively, a revamped shot contest, stealing, and blocking system bring more realism to the game. For blocks, expect more variety here, such as several new snatch blocks and volleyball spikes. Elite defenders should also make much more of an impact, being able to play suffocating defense on the perimeter. Defensive A.I. is always said to be improved, and you can expect a significant update to the fundamental defensive rotations.  New on-ball defensive positioning logic is also said to give defenders A.I. more consistency in their positioning regardless of their distance from the basket.

Some other tweaks include a new dunk-style creator for more customization. In addition, the badge count has been increased to 80 (see all the new ones below), and new-gen versions will introduce Takeover Perks, which you unlock to strengthen your existing Takeover abilities. You can learn more by reading the recent Courtside Report, which highlighted “faster-paced gameplay, tighter and more responsive movement, more skill-based offense, and changes to the player builder.” 

New Badges

  • Fast Twitch – Ability to get off the floor quicker for standing layups and dunks

  • Grace Under Pressure – Ability to convert standing layups more effectively

  • Limitless Takeoff – Ability to soar from further away on driving dunk attempts

  • Mouse in the House – Ability for bigs to finish over shorter players more efficiently

  • Unstrippable – Ability to secure the ball better when gathering for a layup/dunk in traffic

  • Chef – Ability to knock down Steph-like off-dribble deep 3’s

  • Limitless Spot-up – Ability to hit logo-range 3’s off a catch and shoot

  • Lucky #7 – Boosts your ability to score when shooting early in the clock

  • Mismatch Expert – Ability to successfully shoot over taller defenders on a switch

  • Glue Hands – Ability to make difficult catches and quicker branch out to a shot or dribble

  • Hyperdrive – Boosts the speed and effectiveness of moving dribble moves

  • Quick Chain – Boosts the ability to quickly chain dribble moves together

  • Post Playmaker – Boosts the effectiveness of both shots and moves when playing in the post

  • Triple Threat Juke – Increases the effectiveness of triple threat fakes, jabs, and go moves

  • Ball Stripper – Ability to strip layup and dunk attempts more effectively

  • Hustler – Ability to get to those scrappy 50/50 balls quicker than opponents

  • Menace – Significantly drops the offensive ratings of opponents when you smother them

Seasons Are Going Game-wide

Seasons are back, and they’re expanding. They are going game-wide and will be making their way into other modes beyond MyTeam. Visual Concepts says to expect more content, rewards, and more ways to play. “It’s free for all NBA 2K22 gamers; there’s no pay, no battle pass, this is all free content,” Boenisch confirms. “It’s going to be playable in MyTeam on both gens, it’s gonna be playable on MyCareer mode on both gens. And also on The W on the next-gen consoles. This brings more constant more rewards, more ways to play for gamers all year long. ” 

Seasons run every six weeks, providing new content and rewards each time. Every mode will offer different rewards and ways to claim them during the season. For instance, in MyCareer, you have the chance to gain new apparel and banners for your MyPlayer. Each season will hold its own Grand Prize to chase. In MyCareer Season 1, the Grand Prize is go-karts to use in either the Neighborhood or City. This will let you reach unexplored regions, but you need to reach level 40 to obtain this prize. If you don’t quite get there, you can redeem inline skates at level 30.  If you reach level 40 in four different seasons, you then earn “Legend” status. 

As for MyTeam, you earn XP with new and familiar Agendas, while also earning new rewards from Season and Lifetime Agenda Groups. You can reach level 40 in every MyTeam mode, such as Domination, Triple Thtreat, Limited, Unlimited, Draft, etc. The top prize of Season 1? Pink Diamond Carmelo Anthony!  A new fast-paced mode is also set to come this holiday.

The W is also getting some love with Seasons. Going head-to-head with other My Players online will grant you new rewards, such as VC, clothing bundles, badges, nail polish, and more.

And as a bonus, you’ll have some new music as you work for your rewards each season. “First Fridays” will add new songs to the game’s soundtrack every Friday throughout the season, and Visuals Concepts has inked some big partnerships with musical labels, such as Columbia Records, Def Jam Recordings, Low Profile/Casual Records, Ninja Tune, and Warner Records to get the job done and offer music from both up-and-coming artists and big-names. 

To learn more about Seasons, check out the Courtside Report here.

Drafting Returns For MyTeam

MyTeam fans will also be happy to know one much-requested feature is finally making a return: drafting. “The MyTeam draft mode will have you select an entire lineup,” says MyTeam producer John Smith. “And it’s going to have a constantly updated pool of players, because as everyone knows, with My Team, that roster and the players that we put out all year long, evolve very much from Season One to Season Two to Season Three and beyond. This is an online mode. And the rewards that you get with your drafted team are for your permanent MyTeam collection.”

Smith did tease to expect another new mode outside of drafting to come around this holiday season. And before you ask, yes, just like in 2K21, all your progress will carry over across console generations, so if you do upgrade, you won’t lose all your progress. 

The New City (PS5/Xbox Series X/S) and New Neighborhood (PS4, Xbox One)

Last year, new-gen players were introduced to The City and current-gen players had The 2K Beach. The former is getting some much-needed improvements, while the latter get to take to the waters and compete in a community aboard a cruise ship. The cruise ship will dock at exotic destinations throughout each season, with special shoreside events to keep things interesting.  Season 1 takes the cruise ship to the Carribean 

The City has a new layout this year, and Visual Concepts said it made the experience much more lively and interactive, with more NPCs populating the city to make it feel alive. A new quest system is promising more creative content, while also providing new ways to level up and earn rewards. Visual Concepts says it will go into specifics at a later date.

Matchmaking options for The City should give players quicker alternatives for getting into games, with special buildings designated for this feature. Visual Concepts also said these types of sessions will be available for a number of game types and contribute to all MyPlayer progress.

Some other confirmations we received: Affiliations still exist and Visual Concepts said they’ll “be bigger than ever.” You also won’t have to spend games grinding in Rookieville to access The City, as Boenisch confirmed that’s a thing of the past.  “Rookieville was a good experiment for us,” he said. “I enjoyed it for what it was. But at the end of the day, I didn’t feel it added to the game what we set out for it. So there is no Rookieville in 2K22; you start as a fresh-faced kid in The City.” 

Visual Concepts said to expect more information in September on both The City and Cruise Ship Neighborhoods. 

The W Is Back For PS5 And Xbox Series X/S

Last year, the new-gen versions of NBA 2K21 introduced The W, which let you create your own WNBA MyPlayer for the first time and build your own path to stardom by playing for one of the league’s 12 teams.  NBA 2K22 is bringing it back with a new badge progression system and giving you more ways to grow your skills with professional WNBA players. 

You can customize your badges freely, allowing you to create unique builds depending on your player’s specialties. Badges come in four categories: finishing, shooting, playmaking, and defense. When you create your MyPlayer, the badges available will appear next to your attributes. By playing games, you’ll earn badge points, and once you earn enough to fill a meter, you can equip or upgrade a badge. 

Visual Concepts said there will be greater rewards and bigger consequences depending on your actions. One decision you’ll have is how you spend your off-time. Visual Concepts is adding three playable activities to participate in on these days that will contribute to either bettering your craft, gaining more popularity, or beefing up your bank account. If you partake in scrimmages, which only last one quarter, you have the opportunity to improve your chemistry with teammates. If being a team player is important to you, you’ll want to spend some time here. You also have the option to join practices to work on specific skills, which will only help you earn badges and upgrades for them faster. 

However, if you want to leverage the connections you make around the league, contact workouts let you challenge WNBA superstars, such as Candace Parker, A’ja Wilson, and Nneka Ogwumike to 1-on-1, 2-on-2, or even 3-on-3 games of 21. You start your The W journey with three WNBA contacts, and each player specializes in different skills that will help you improve your badge categories. Earning a W against one of these players boosts your badge progress significantly. And if you lose, you can keep trying until you prove yourself. You also have the option to eventually team up with them for workouts instead of always going head-to-head. 

The W online is also back, with some improvements. You can now team up with friends before hitting matchmaking, so you can take to court together. Playing online also lets you earn season XP, which can go toward rewards, such as adding historic contacts for workouts. This will refresh every season, but it looks like for season one, you get legends from the Houston Comets and New York Liberty to learn from. Exclusive clothing and signature animations will also be available.

MyCareer Is Getting Reenvisioned For New-Gen

A traditional career mode will hit current-gen versions, but Visual Concepts is merging MyCareer with The City for new-gen versions, so your growing career will be reflected in this venue. As your player makes a name for themselves, they can pursue side ventures here, such as entering the fashion world or getting involved in the hip-hop business. You will also watch your home base grow with your ambition and success right in The City.

“What we’re doing this year is [we] really tore down the wall between The City and MyCareer; they’re one,” Boenisch explains. “Your MyCareer takes place in The City. You’ll be using the [new] questing engine we made as part of the MyCareer experience. Your house, [it’s] going to start off really simple, and as you kind of play along in your career, your house becomes bigger and bigger until you get the penthouse in the sky. But the whole point is, you’re living in The City with tons of other people who are on their careers as well. You’re just interacting with all of these people, pushing along your objective. “

When asked if we would get an authored, cinematic story like the past, Boenisch had this to say: “The story of MyCareer is it’s the narrative of you – the MyPlayer that you create and your journey, from wherever we start you to ultimately where you want to end up. That’s different for many people. That’s an NBA champion, or that is making it to the NBA, or that is making it to the Hall of Fame. There’s so many ways you can choose. But without giving too much away because I do want to talk about this a lot later, that tearing down the wall of MyCareer and The City is you will have these interactions, these cinematics, if you want to call it that, in real-time in The City. As you are going about your story, you’re going to visit your agent’s house, you’re going to the Nike facility to have your negotiations in the environment there. You’re moving about your career in The City alongside many, many other players doing the same.”

More will be revealed in September about exactly what the storyline entails and how much freedom you have within it.

MyNBA/WNBA (PS5/Xbox Series X/S)

While Visual Concepts wouldn’t elaborate just yet what it has planned, it said to expect the road to building a winning franchise to involve a bigger focus on the staff behind the players. Staffing is going to be just as integral as signing star players to bolster your roster. This includes scouting, training, and coaching. We can expect more details in early September. 

Release Timing

A global launch is set for September 10 on all platforms (PS5, Xbox Series X/S, PS4, Xbox One, Switch, and PC). You can check out all the different editions and what’s in them here.

We will be updating this story as more info is revealed, so you can keep track of it all in one place.
 

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

Windows 11 With Gaming Enhancements Launches October 5

PC users are no longer left wondering when the next big Windows platform is going to launch. Confirmed today in a blog post, Microsoft will be releasing Windows 11 on October 5. New computers loaded with the redesigned operating system will be released on that day as well, though a free update to Windows 11 will begin rolling out to existing Windows 10 users starting on launch day. But getting your upgrade could take a while.

Microsoft is looking to their last big OS release for guidance on this rollout for existing devices. “The free upgrade to Windows 11 starts on October 5 and will be phased and measured with a focus on quality. Following the tremendous learnings from Windows 10, we want to make sure we’re providing you with the best possible experience,” says Aaron Woodman in his post on the Windows blog. Newer products running Windows 10 will be prioritized, as they are more likely to hit the preferred specifications, which won’t be a stretch for recently purchased computers. 

Microsoft plans to have the rollout last through mid-2022, so if your desktop or laptop is more than a couple of years old, you may have to have some patience. Leading up to the release of Windows 11, MS will be rereleasing its PC Health Check app to determine eligibility to upgrade. Those who wish to remain on Windows 10 for the foreseeable future will continue to receive support and updates through October 14, 2025.

So, what does Windows 11 mean for gaming? Microsoft is taking features from the Xbox Series X/S consoles and bringing them to the new OS. Auto HDR will be making an appearance, and DirectX 12 Ultimate, which allows the use of DirectX Raytracing, mesh shaders, and variable rate shading. In layman’s terms, games can look and/or run better using these tools.

Another big deal for PC gaming is the inclusion of support for the DirectStorage API, which will greatly decrease loading times in-game, like what you’d see in the Series X/S. Luckily, DirectStorage will also be available for Windows 10 users, but regardless of your OS, the feature will need specific hardware like solid-state drives to work.

Of course, the Xbox app and Xbox Game Pass – as usual, for a separate subscription fee – will be present in the new OS environment, allowing for the use of Xbox’s community features and the subscription service’s library of games. Streaming games through the Xbox app via Xbox Cloud Gaming is coming at some point, but until then, the service will have to be through the web browser.

Windows 11 will also feature a new look, with the Start menu gravitating to the center of the taskbar. Clicking the Start icon will introduce a dock window with your available apps. It’s rather MacOS in its presentation, so those who are Windows loyalists may be in for some culture shock. Microsoft is tying Teams into the taskbar and will introduce updates to widgets, snapping, and improved accessibility options. Android apps will also be making their debut on PC, and not just for touch screen devices!

While the change from Windows 10 to 11 is a big deal, I don’t see it as being quite as problematic as previous OS transitions. While Windows 11 has a new look, the way it runs behind the scenes will be similar enough to Windows 10 that you shouldn’t have to worry about your current gaming collection suddenly becoming useless. Although there may be individual issues with apps and programs, so if there’s anything you absolutely need to keep up and running, do some research before upgrading.

Click here to watch embedded media

Are you excited about the new version of Windows? Will you be upgrading ASAP, or would you rather wait and see how things shake out? I, for one, love digging into new software and tech, so count me among those diving in immediately.

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

Ghostrunner’s Neon Pack Adds Assist Options And Roguelike Wave Mode

Ghostrunner is a thrilling but brutally difficult action platformer that requires pixel-perfect timing and quick reflexes to survive. Thankfully, things will be a bit easier for those who want to enjoy the ride with a lower skill ceiling, thanks to the arrival of the Neon Pack DLC. The new content bundle, which is available to purchase now for $4.49, adds flashy new swords and two additional gameplay modes, one of which adds some handy assist options to make your ninja parkour adventure less maddening. 

Assist Mode adds handy accessibility options such as shorter cooldown times for special skills, the ability to take one extra hit before dying, and, perhaps the biggest boon, gameplay slowdown. This option decreases the speed of the action by two degrees, “slow” or “slower.” This allows players who have trouble keeping up with Ghostrunner due to physical disability, age, or otherwise to engage with the game at a pace better suited to them.

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For hardcore players, the roguelike Wave Mode pits them against 20 randomized waves of increasingly challenging enemies. With every wave you complete, you’ll unlock another upgrade to equip to help keep you in the fight. A special prize awaits anyone who can slice their way through all 20 waves. 

Neon Pack also bestows the Neon Night, Afterglow, Luminescence, and Glint swords. These colorful animated blades each come with their own glove set. 

Ghostrunner is available on PlayStation 4, Xbox One, and PC. Native PlayStation 5 and Xbox Series X/S versions are scheduled to release September 28. Meanwhile, Ghostrunner 2 has already been announced for new-gen consoles and PC, though the release window remains a mystery. 


What do you think of the Neon Pack? If you bounced on Ghostrunner due to its difficulty, does the assist mode entice you to give it another go? Let us know in the comments!

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

Hearthstone Unveils New Mercenaries Mode

We first heard about Mercenaries all the way back in February, but today Blizzard has taken a much deeper dive into specifics about the upcoming Hearthstone mode. Mercenaries is essentially a different game but located within the Hearthstone client and universe, living separately in the same space – similar to how the auto battler Battlegrounds shares space with the core digital collectible card game. Hearthstone Mercenaries arrives on October 12.

In Mercenaries, you build up a village and put together a crew of powerful warriors, wizards, and whatever else you like. Most of the characters you can acquire are huge names in the Warcraft universe, ranging from high-profile powerhouses like Tyrande Whisperwind to meme-masters like Milhouse Manastorm. It’s important to reiterate that acquiring, playing, equipping, and both PVE and PVP experiences in Mercenaries are nothing like that of core Hearthstone. This is ostensibly a completely new game. 

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You must build a team of mercenaries from core archetypes – Fighters, Casters, and Protectors- and choose to slot both abilities and equipment. What do you do with this team? Chase bounties, of course! As you take on a bounty, you face various encounters and other interactive nodes as you work through a map. Yes, this aspect is very similar to how you maneuver through many modern roguelike deckbuilders such as Slay the Spire or Monster Train. Combat is its own beast that requires plenty of strategical noodling as you set things up and watch them happen, hopefully with a result that leaves you the winner. 

Along the way, progression is bolstered by building up your own village, which hosts myriad unlocks. You can check out deep dives into gameplay, village/collection, and a top-level overview on the official site. What do you think of Mercenaries? Is this mode appealing? Do you play Battlegrounds or standard Hearthstone? Let us know in the comments!

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

Dead Space Early Build Shows Better Lighting, VFX, And Alien Dismemberment

I remember playing Dead Space when it dropped in 2008 and putting my playthrough on pause multiple times because of crippling fear. Necromorph gurgling and low-frequency vespers would fill my ears even when walking down an unoccupied hallway. That level of dread is hard to match and even harder to recreate. And yet Dead Space is back in the spotlight once again. Motive Studios is helming the remake and showcased an early build during today’s livestream event: better lighting, new VFX, and updated necromorph dismemberment technology. 

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Senior producer Philippe Ducharme and creative director Roman Campos-Oriola took to the virtual podium to facilitate the Dead Space Remake livestream and show what the team has in store for returning and new players. Ducharme began the conversation highlighting the importance of honoring the first game’s legacy; “staying true to the source.” Motive Studios engaged with community members early on for brutal feedback during the conception stages. And even though polished gameplay wasn’t revealed today, we got a quick peek at the Ishimura’s next-gen facelift. The massive cruiser has been recreated using legacy assets amplified with new levels of detail and atmospheric lighting. Ambient fog coats shadowy corridors where necromorphs lie in wait.

Speaking of necromorphs, Ducharme and Campos-Oriola talked about the deeper level of gore coming to the Dead Space Remake. Impalement from Dead Space 2 is back, and layers of bodily membranes can be blasted away by Isaac’s different firearms. For instance, an energy slice from the plasma cutter might first rip an alien’s skin off the bone, giving the player an idea of their chosen weapon’s usefulness based on visual feedback. Perhaps an enhanced plasma cutter might sever the bone entirely. Either way, enemy body damage is now implemented, making the action more horrific than it already was; an impressive feat if you played the original version of the game.

Towards the end of the livestream, when asked about narrative expansion, Campos-Oriola responded that the story would remain unchanged because it’s “really iconic… it’s just about being Isaac and going into that hulking spaceship and feeling alone and isolated as you try to survive all these space zombies, finding Nicole, and solving the mystery of the Markers.” Motive Studios wants to resituate Dead Space in its broader universe (e.g., movies, anime, sequel games) in a better way. For more details, watch the stream above.


Does this make you even more excited for the remake? Based on Ducharme and Campos-Oriola’s words, is the team paying homage to the series in all the ways that you’ve ever imagined? Drop your thoughts in the comments section!

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

Windows 11 With Gaming Enhancements Launches October 5

PC users are no longer left wondering when the next big Windows platform is going to launch. Confirmed today in a blog post, Microsoft will be releasing Windows 11 on October 5. New computers loaded with the redesigned operating system will be released on that day as well, though a free update to Windows 11 will begin rolling out to existing Windows 10 users starting on launch day. But getting your upgrade could take a while.

Microsoft is looking to their last big OS release for guidance on this rollout for existing devices. “The free upgrade to Windows 11 starts on October 5 and will be phased and measured with a focus on quality. Following the tremendous learnings from Windows 10, we want to make sure we’re providing you with the best possible experience,” says Aaron Woodman in his post on the Windows blog. Newer products running Windows 10 will be prioritized, as they are more likely to hit the preferred specifications, which won’t be a stretch for recently purchased computers. 

Microsoft plans to have the rollout last through mid-2022, so if your desktop or laptop is more than a couple of years old, you may have to have some patience. Leading up to the release of Windows 11, MS will be rereleasing its PC Health Check app to determine eligibility to upgrade. Those who wish to remain on Windows 10 for the foreseeable future will continue to receive support and updates through October 14, 2025.

So, what does Windows 11 mean for gaming? Microsoft is taking features from the Xbox Series X/S consoles and bringing them to the new OS. Auto HDR will be making an appearance, and DirectX 12 Ultimate, which allows the use of DirectX Raytracing, mesh shaders, and variable rate shading. In layman’s terms, games can look and/or run better using these tools.

Another big deal for PC gaming is the inclusion of support for the DirectStorage API, which will greatly decrease loading times in-game, like what you’d see in the Series X/S. Luckily, DirectStorage will also be available for Windows 10 users, but regardless of your OS, the feature will need specific hardware like solid-state drives to work.

Of course, the Xbox app and Xbox Game Pass – as usual, for a separate subscription fee – will be present in the new OS environment, allowing for the use of Xbox’s community features and the subscription service’s library of games. Streaming games through the Xbox app via Xbox Cloud Gaming is coming at some point, but until then, the service will have to be through the web browser.

Windows 11 will also feature a new look, with the Start menu gravitating to the center of the taskbar. Clicking the Start icon will introduce a dock window with your available apps. It’s rather MacOS in its presentation, so those who are Windows loyalists may be in for some culture shock. Microsoft is tying Teams into the taskbar and will introduce updates to widgets, snapping, and improved accessibility options. Android apps will also be making their debut on PC, and not just for touch screen devices!

While the change from Windows 10 to 11 is a big deal, I don’t see it as being quite as problematic as previous OS transitions. While Windows 11 has a new look, the way it runs behind the scenes will be similar enough to Windows 10 that you shouldn’t have to worry about your current gaming collection suddenly becoming useless. Although there may be individual issues with apps and programs, so if there’s anything you absolutely need to keep up and running, do some research before upgrading.

Click here to watch embedded media

Are you excited about the new version of Windows? Will you be upgrading ASAP, or would you rather wait and see how things shake out? I, for one, love digging into new software and tech, so count me among those diving in immediately.

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

Call Of Duty: Black Ops Cold War Season 5 Is Here

While Call of Duty: Vanguard may have revitalized Call of Duty conversation over the last few weeks, the content engine rolls on strong for Call of Duty: Black Ops Cold War and Warzone. Season 5 is finally here, and with it comes a new Double Agent mode, multiplayer maps, Zombies, and Warzone additions! Let’s break it down.

First, there’s Double Agent mode. Get ready to backstab and betray in this multiplayer party-style experience. Is this Call of Duty’s take on Among Us fever? Not quite, but there’s still plenty of sus to be had. Double Agent features a ten-player lobby in which players take on one of three roles. The titular double agents want to see everyone else dead or blow up explosive sites to see victory. The investigator, well, investigates to try to find the double agents. And the rest of the players are operatives who identify and eliminate the double agents before they win. 

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Obviously, this type of game mode wouldn’t work well with mini-games and many people standing in a circle accusing each other of being the enemy in a Call of Duty game. Nah, everyone starts with a pistol, and weapons are available all over the map. However, each role has access to different skills and abilities to help them meet their goals. For instance, the investigator can track footprints from a kill location to help identify an enemy or issue a Wanted Order to mark a suspicious player. Yep, you can use voice chat to help identify those wily agents too! I’m sure those conversations will be absolutely chill.

Demolition game mode makes a return. If an investigation isn’t your thing, you can blow up bombsites. Now that’s more like it! Five multiplayer maps head into rotation here as well across the season rollout (not all available at Season launch), including Echelon, Slums, Showroom, Drive-In, and Zoo. Yes, Zoo. You get to battle it out in freaking bear pits, aquariums, and the gift shop. Don’t worry; no animals will be harmed. I hope we get to fight in the penguin areas; those are always the coolest places in any zoo.

Zombies mode is getting a new perk that lets players see enemies, highlighting them with a bright outline perfect for spotting dangerous threats long before they’re chomping your face. A new Outbreak region brings even more variance to the Zombies survival mode (If you’re not familiar with Outbreak, it’s pretty awesome, and yes, it’s a mode within a mode, games are getting very meta these days). Tanks have also been added to Outbreak, so when you really need some extra stopping power, you can mow down an entire legion of zombies with some serious shelling. And if that wasn’t enough, a grapple gun also adds some traversal and speed options for Outbreak players.

And if you aren’t interested in any of that content, Warzone has even more going on. New perks enter the pot with Combat Scout and Tempered. Combat Scout pings enemies and temporarily highlights them, which is a huge edge in combat for the battle royale mode. Tempered lets you get the most out of your armor plates, making them more efficient so that your team will likely have more plates to share so you can go into battle fully prepared. New points of interest and a new Gulag map flesh things out.

Alongside all this, there are new operators, new weapons, and more also on the way. For a full overview of everything hitting in Season 5, check out the official site here. What do you think about Season 5, specifically the Double Agent mode? Let us know in the comments!

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

The Marvel’s Midnight Suns Digital Issue Is Now Live

Marvel's Midnight Suns

If you subscribe to Game Informer‘s digital edition, you’re now able to learn more about the highly anticipated Marvel’s Midnight Suns from the strategy masters at Firaxis Games. Following last week’s cover reveal, our digital issue is now live to subscribers on web browsersiPad/iPhone, and Android devices. Individual issues will be available for purchase later today. You can download the apps to view the issue by following this link. All of these digital options are included in a standard subscription.

Cover by Ryan Stegman (artist) and Guru-eFX (colorist)

But this issue is so much more than just our cover story! In keeping with the theme of games inspired by the colorful panels of comic creators, various Game Informer editors discuss their favorite comic book and superhero games of all time. Jason Guisao writes an opinion on why Princess Zelda should finally get her own game. We offer a detailed breakdown of Valves’ new portable PC device, the Steam Deck. Matt Miller takes an early look at the World of Warcraft-themed Pandemic board game. Meanwhile, Blake Hester goes hands-on with the latest Ryu Ga Gotoku Studio epic, Lost Judgement.

We also have deep-dive on some of the most exciting games on the horizon, including big features on Back 4 Blood and Life is Strange: True Colors. Even beyond our featured previews, you can expect new looks at Far Cry 6, Pokémon Legends: Arceus, NBA 2K22, Halo Infinite, Company of Heroes 3, and plenty more! Top that off with our usual review section, as well as a bevy of other interesting articles and this issue has something for everyone!

If you subscribe digitally on PC or mobile through our standard subscription, you can access the issue now. If you subscribe through our third-party apps, Kindle and Nook, the issue will arrive in your library later this week.

Not a digital subscriber yet? Convert your existing print subscription or start a new subscription here.

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

CD Projekt Red Hires Cyberpunk 2077 Community Modders

Despite its bumpy launch period, Cybperunk 2077’s fervent modding community has been hard at work buffing Night City’s immersion in positive and controversial ways. Nevertheless, the impact that mods like third-person perspective and cosmetic upgrades for V have raised the eyebrows of developers at CD Projekt Red. According to a post on the Cyberpunk 2077 Modding Community Discord Server (as well as this Reddit screenshot seen here), a few notable modders have been hired to work alongside the folks at CD Projekt Red.

Under developer Yigsoft’s banner, the chosen modders are slated to work on multiple aspects of Cyberpunk 2077’s backend. The post reads as follows, “We will be working on various projects related to the Cyberpunk 2077 backend and the game’s modding support. We are really excited for this, and we really hope we can help to bring Cyberpunk 2077 to the next level!” What these community members turned full-fledged developers will be working on remains to be seen. 

Cyberpunk 2077 has gotten a long list of technical updates since its 2020 launch. The patch notes range from minor bugs to progress-halting issues. Multiplayer and next-gen upgrades are still expected at some point in the future, but details surrounding these anticipated features are scarce. Regardless of this, Cyberpunk 2077 soared to new heights on high-end PCs, earning a 9 when we originally reviewed it. While myriad problems have since been fixed, Cd Projekt Red’s ambitious sandbox wasn’t recieved as well on the base versions of the Xbox One and PlayStation 4. I concluded my last-gen review stating:

“Cyberpunk 2077 wasn’t optimized for last-gen consoles, and no amount of interesting side activities can remedy that. On PC, the world lives up to its title as the ‘City of Dreams.’ For Xbox One and PlayStation 4 players, however, their time in Night City is likely a nightmare.”


With community members joining the dev team, what do you hope to see in future Cyberpunk tweaks or content rollouts? Let us know in the comments section!

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

Photo Adventure Game Toem Gets September Launch Date

Toem is a charming photography-focused game that recently got its due during the Nintendo Indie World Showcase. Those excited to unwind in its cutesy, hand-drawn world and capture photographs will get their chance on September 17.  

The game whisks players to a whimsical land inspired by Scandanavia inhabited by talking balloons, goofy ship captains, and other weird characters designed to make you say “aww.” You’ll use your trusty camera to take photos to solve puzzles while working your way up a mountain to experience an event known as the, you guessed it, Toem. Since your character has an altruistic soul, you also use your camera eye to solve the problems of the area’s native citizens. Check out the trailer for a snapshot of everything that lies in store. 

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As you’ve likely gathered, Toem is a laid-back experience that encourages players to slow down and enjoy its peaceful atmosphere. To that end, a soundtrack of chill beats helps players melt into the adventure. A roughly 4-hour runtime also positions Toem as a pleasant palette cleanser in between larger releases. If you’re a completionist, though, expect to spend twice as long uncovering all of the game’s secrets. 

Toem was already slated to launch on Switch and PC, but the game has now been confirmed for PlayStation 5. You can pick it up for $19.99 with a 10% discount during launch week. If you’re in the market for other upcoming photography-based games, check our list of the coolest photo-taking games you can play right now and on the horizon. 

Any of you shutterbugs interested in giving Toem a look? Let us know in the comments! 

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

Far Cry 6 Preview – Stoking The Flames

Far Cry 6

Publisher: Ubisoft
Developer: Ubisoft Toronto
Release:

October 7, 2021

Rating: Mature
Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Stadia, PC, Mac

Ever since its announcement last summer, Far Cry 6 has been one of the most highly anticipated games on the horizon. With a revolution against a murderous dictator on the fictional Caribbean Island of Yara serving as the backdrop, the stakes are high in this latest entry. While everything has looked promising to this point, I was excited to finally get my hands on the new game to see for myself how it’s turning out.

The opening moments of Far Cry 6 feature celebratory tones, but they don’t last long. You play Dani Rojas (who can be male or female), a former soldier looking towards a better life. You’re on the roof of your home having a drink with your friends Alejo and Lita, excited to leave Yara behind. The plan is drinks in Mexico, then dinner in Miami. A commotion on the ground draws your attention as soldiers in President Antón Castillo’s army start shooting civilians. Lita pleads with Alejo not to draw attention, but his hatred for Castillo is too much; he throws his beer at the soldiers, yelling, “F— Castillo!” Unfortunately, the soldiers spot him and put a bullet in his head. 

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All hell breaks loose as Lita and Dani make a break for it, evading soldiers and racing to the docks. They board a fishing vessel, but the sense of relief is short-lived as the boat suddenly stops and Castillo walks down the steps. Actor Giancarlo Esposito of Breaking Bad and The Mandalorian fame plays Castillo. From this scene, he appears to one-up the already sterling roster of menacing antagonists from Far Cry’s history. 

After his bodyguard murders one of the refugees who yells in Castillo’s face, the President turns his attention to a small, hooded child in the back, who turns out to be his son, Diego. Diego was also attempting to escape, and he pleads with his father to let the others go. Castillo doesn’t listen. He whisks his son away, and his forces open fire on the ship. 

Dani awakens on Isla Santuario next to Lita, who is bleeding out on the beach. She hangs on long enough to pass Dani her phone with information on finding rebels on the island. In an emotional moment, Lita dies, and Dani grabs her machete and embarks on the journey to escape from Yara.

Dani soon seeks out the camp in Lita’s phone and finds Clara, the leader of the resistance group Libertad. Dani asks for help getting out, but Clara runs down Libertad’s mission, convincing Dani to stay and fight. Dani’s first mission is to track down a former double agent named Juan Cortez. 

Juan is known for his love of booze but also his resourcefulness and eccentricity. Naturally, I find him at the bar in a small, beachside town. Castillo’s FND military forces are also looking for him, and it turns out the barman sold him out. After Juan pays the bartender back for that favor, he and his pet alligator, Guapo, jump into action, fighting off the soldiers alongside Dani. Guapo likes Dani and becomes the first Amigo – animal companions that fight alongside you – that you add to your roster.

Before heading back to camp, Juan says he wants to make a stop at a recent FND supply drop. Along with Guapo, I take out the soldiers and scavenge the supplies. Once back at camp, I use those supplies to craft two special bullet types for enemies with and without armor, respectively. 

Far Cry 6

Juan then tells me my next mission: Steal uranium from one of Castillo’s forts. On my way there, I encounter a checkpoint that blocks traffic with a spike strip. I decide to take out the soldiers and destroy the FND billboard to claim the checkpoint as my own, which posts guerrilla fighters there instead of Castillo’s forces. Shortly after, I arrive at my destination. 

The fort is full of guards, but I notice multiple ways to approach the situation after scoping it out from a nearby viewpoint. Do I equip my armor-piercing rounds and go in guns blazing? Or do I take a sneakier route to make my approach easier? I see vines on the exterior that I could climb, and there is a way to swim under the fort and enter through the cellar. I could also go to the substation on the cliffside and zipline into the window. I decide to scale the vines and take out the patrolling soldiers one by one. After killing the officer, retrieving the key, and finding the uranium, I head back to Juan at Clara’s camp.

Once back, Juan hands me my first Supremo – an ultimate weapon that operates on a cooldown. The Exterminador is a multi-rocket launcher that locks onto enemies and wipes them from existence; it’s the definition of “overkill” against foot soldiers but is also effective against tanks. Other Supremos you unlock include the Volta, an EMP pulse that knocks enemies over, disables security systems, and hijacks vehicles, and the Médico, which lets you self-revive and heal allies. My personal favorite is El Muro, a revolver with a ton of stopping power that you use with a handheld shield.

Far Cry 6

After blowing up two of Castillo’s ships and escaping Isla Santuario, I land on El Este, where I meet a whole new cast of characters, fight alongside different resistance groups, and open a ton of new missions. Yara seems vast in its explorable area, and I can’t wait to dig into the final product. 

Far Cry 6 starts with a bang from both narrative and action standpoints. I’m curious if Ubisoft can carry forward with these emotional gut-punches without falling victim to the cognitive dissonance for which Far Cry is often known. Hopefully, the enjoyment we get from flying around in our wingsuits, firing over-the-top weapons, and fighting alongside a cute wiener dog named Chorizo doesn’t contrast too harshly with the story of an island in political peril. Only time will tell if Ubisoft can balance these disparate tones, but in my time playing, I had a blast and still felt the weight of the dark narrative beats.

Far Cry 6 comes to PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Stadia, Luna, and PC on October 7.

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

The Big Con Is An Easy Mark Worth Scoping Out

Publisher: Skybound
Developer: Mighty Yell
Release:

August 31, 2021

Rating: Teen
Platform: Xbox Series X/S, Xbox One, PC

The Big Con transports players back to the ‘90s when video rental stores dotted the land, tacky bright colors were in like Flynn, and you could unironically describe something as “radical” and be considered, well, pretty rad. The game launches today, and I’ve found the game’s first few chapters to be as enjoyable as drawing that cool “S” symbol over and over again. That’s a compliment in case you’re a young ‘un. That thing is weirdly entertaining to make. 

The game stars Ali, a mischievous though good-hearted teenager who discovers her mom’s video store (which also serves as their home) is in danger of being foreclosed by dubious loan sharks. Saving the store requires repayment to the tune of $97,000. Despite her mother’s resistance, Ali wants to help, and she secretly partners up with Ted, a well-dressed teen and master con artist, who shows her the ins and outs of stealing. That’s right; you’ll need to con your way to enough money to buy a fancy new car. She’s also got Rad Ghost, a humourous apparition that is the walking distillation of early ‘90s attitude who serves as your hint giver and moral support.  

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Under the guise of attending band camp, Ali and Ted embark on a cross-country road trip to hunt for increasingly bigger scores. Every stop along the way, whether it be shopping malls or a busy train, serves as a self-contained level, and the goal is to accumulate a certain amount of cash before moving on. As you freely roam around areas, you’ll gather items and converse with folks to find out what makes them tick and, most of all, the things they’re willing to open their wallets for. 

I’m spending most of my time pickpocketing friends, frenemies, and plenty of colorful strangers. It’s the most basic form of stealing and can be performed on just about anyone. Doing so involves sneaking behind targets and winning a simple mini-game of stopping a moving cursor inside of the colored section of a bar. The harder the pickpocket, the faster the needle, and the more narrow the safe zone is. That doesn’t necessarily mean you’ll earn more money from tougher robberies. I’m scoring close to $100 or more from easier targets after initially getting single-digit amounts.  Pickpocketing isn’t the hardest thing in the world, provided you possess decent reflexes, but it does capture the tense timing of nabbing what isn’t yours without detection. Not that I would know anything about that, of course. 

So far, there doesn’t seem to be any apparent moral consequence to flexing those sticky fingers. I kind of hope that remains true because I’ve had no quarrel with stealing a child’s favorite baseball card to sell to a desperate collector or robbing a mother while she strolled peacefully with her newborn. Failing the pickpocket game does get you caught, however, though it only means you can’t attempt to rob them again without wearing a disguise. Paper bags, clown noses, Groucho Marx glasses, and other silly outfits can be found while exploring and allow you to frisk targets who are on to you. You can only get caught three times in total, though, so don’t be afraid to move onto someone else if a target is too tricky to fleece. 

You can make decent money digging through pockets, but the bigger scores come by eavesdropping on folks to learn about their wants and needs, then capitalizing on them. I encountered a desperate father looking to buy a sold-out doll for his whiny daughter and a stock trader willing to pay anything for a hot market tip. Getting what you need generally hasn’t been difficult as long as I explored thoroughly and talked to everyone. To help the stock guy, I feigned interest to a financial expert who was more than happy to regale me with a humorously long diatribe about current market trends. Regurgitating that lecture to the needy gentlemen netted $1000 for the tip. 

The puzzle design has yet to challenge me, and I think I’m okay with that for now. The Big Con has design trappings reminiscent of point-and-click games of old, but I haven’t had to combine items or manually present them in the sometimes annoying “is this what you’re looking for?” kind of way. If you have what someone needs, the game clearly surfaces it through dialogue. This takes away a lot of the frustrating guesswork and obtuse dot-connecting that the genre can be notorious for and allows me to enjoy the goofy writing and weird situations. 

You’ll also pick up random junk in addition to costumes and quest items. Nothing goes to waste in The Big Con, though, thanks to an eccentric collector who tasks you with finding items that match certain themes. For example, he’ll want things that remind him of corn or cows. He’ll pay for each correct item, and he’ll also buy all of your remaining junk once you’re ready to move on to the next area. It’s a nifty way to make some extra cash, providing further incentive to poke around your surroundings. 

So far, The Big Con has been a charming homage to a decade near and dear to millennials such as myself. It’s been a smooth game to sail through since the mechanics and puzzles aren’t the deepest in the world, and while that could be taken as a knock, I’d rather something be simple and make sense than be overly convoluted. That could change as I explore deeper, of course, but for now I’m having a good time soaking in the vibrant presentation and catchy soundtrack. I’m also growing more and more curious if Ali’s altruistic crime spree pays off. Can she rescue the video store? Will she face any consequences whatsoever for her actions? Seriously, what’s really going on with Rad Ghost? You can answer those questions and more right now by picking up The Big Con on Xbox Series X/S, Xbox One, and PC.

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

Gotham Knights And Suicide Squad To Be Shown At DC FanDome 2021

If you’re a fan of the Batman Arkham games, you’ve likely been eagerly awaiting news on Gotham Knights and Suicide Squad: Kill The Justice League. You won’t have to wait too much longer. The DC FanDome will return for a 2nd edition this October, and Warner Bros. Interactive plans to show off both games during the event. 

Neither Gotham Knights nor Suicide Squad: Kill The Justice League are traditional sequels to the Arkham games, but they are both exciting titles in their own right. Gotham Knights is a co-op-friendly action game from WB Games Montréal. Players won’t be able to play as Batman, but they will be able to jump into the capes of Batgirl, Red Hood, Nightwing, and Robin to protect their beloved city after the death of Batman. Gotham Knights continues the vein of the Arkham games but features a greater emphasis on RPG systems. 

Meanwhile, Suicide Squad: Kill The Justice League is the long-awaited new title from Rocksteady Games, which last released Batman: Arkham Knight in 2015. We still don’t know much about Suicide Squad. Still, many have suggested that it’s set in an open world based on Metropolis, features co-op and solo play, and centers on Harley Quinn, Deadshot, Captain Boomerang, and King Shark as they work to take down the Justice League. 

Warner Bros. Interactive has been radio silent about both games for some time, but a bunch of fresh details are set to drop during this year’s DC FanDome, taking place Saturday, October 16, at noon CST. 

In addition to the games, the FanDome will include Aquaman: King of Atlantis, Aquaman and the Lost Kingdom, The Batman, Batman: Caped Crusader, Batman: Fear State, the Batman/Fortnite comic crossover, Batwheels, Batwoman, Black Adam, Black Manta, Catwoman: Hunted, DC League of Super-Pets, DC’s Legends of Tomorrow, DC’s Stargirl, DC Super Hero Girls, DMZ, Doom Patrol, The Flash (film and TV), Harley Quinn, Injustice, an update on the Milestone Universe, Naomi, Nubia and the Amazons, Peacemaker, Shazam! Fury of the Gods, Supergirl, Superman & Lois, Sweet Tooth, Teen Titans Go!, Titans, Young Justice: Phantoms, Wonder Woman Historia, Wonderful Women of the World, and more. Find out more details here

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

All Of The Known Dinosaurs In Jurassic World Evolution 2

Publisher: Frontier Developments
Developer: Frontier Developments
Release:

November 9, 2021

Rating: Teen
Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC

“Life finds a way.” With dinosaurs on the loose in the United States, Jurassic World Evolution 2 fully embraces Ian Malcolm‘s famous warning. We’re going to learn what life is like living among these thunder lizards.

Frontier Developments says players will encounter over 75 dinosaurs species within this sequel. We likely won’t learn exactly which dinosaurs are included prior to the game’s November 9 launch, but Frontier is trickling out videos that highlight some the new additions and returning favorites.

With an expanded focus on marine and flying reptiles, there should be a diverse amount of creatures to study and perhaps contain within your theme parks. The wider variety also means more ways that guests can be devoured. We all want to know if a flying dinosaur can feed the Mosasaurus by dropping a guest into the lagoon.

The list below rounds up all of the known dinosaurs that will be in Jurassic World Evolution 2. We’re currently sitting at just under half of what we can expect to see in the game. Odds are some of the hybrids like the Indominus Rex will return, and will likely be joined by other Frankensteined monstrosities. We also don’t know if Frontier is adding dinosaurs from the ongoing Camp Cretaceous Netflix show. Bumpy would surely be a draw for parks.

We’ll update this list whenever new dinosaurs are announced or discovered and will also provide a full list upon the game’s release. Here are the known dinos:

  • Acrocanthosaurus – Carnivore
  • Albertosaurus – Carnivore
  • Allosaurus – Carnivore
  • Amargasaurus – Herbivore

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  • Ankylosaurus – Herbivore
  • Attenborosaurus – Piscivore (Marine) *Deluxe Edition Only
  • Baryonyx – Piscivore
  • Brachiosaurus – Herbivore

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  • Camasaurus – Herbivore
  • Carnotaurus – Carnivore
  • Chasmosaurus – Herbivore
  • Coelophysis – Carnivore

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  • Corythosaurus – Herbivore
  • Dimorphodon – Piscivore (Flying)

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  • Diplodocus – Herbivore
  • Dracorex – Herbivore
  • Dryosaurus – Herbivore
  • Gallimimus – Herbivore
  • Geosternbergia – Piscivore (Flying) *Deluxe Edition Only
  • Homalocephale – Herbivore
  • Huayangosaurus – Herbivore *Deluxe Edition Only
  • Kentrosaurus – Herbivore
  • Megalosaurus – Carnivore *Deluxe Edition Only
  • Mosasaurus – Piscivore (Marine)

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  • Nasutoceratops – Herbivore
  • Pachycephalosaurus – Herbivore
  • Pachyrhinosaurus – Herbivore *Deluxe Edition Only
  • Parasaurolophus – Herbivore
  • Pteranodon – Piscivore (Flying)

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  • Qianzhousaurus – Carnivore

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  • Stegosaurus – Herbivore

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  • Struthiomimus – Herbivore
  • Torosaurus – Herbivore
  • Triceratops – Herbivore

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  • Tyrannosaurus Rex – Carnivore
  • Velociraptor – Carnivore

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

Everything We Know About Deathloop

We have been following the news about Deathloop closely since it was revealed at the Bethesda 2019 E3 conference, even featuring it on the cover of one of our issues. A lot has happened in the two years since its announcement, including a deal that brought Bethesda-owned studios under Microsoft’s umbrella, which made everyone question whether the title would continue as a PlayStation 5 console-exclusive.

As far as the game’s journey, it seems that Deathloop’s development was a case of life imitating art. The game went through a cycle of getting delayed, showing off details in a Sony showcase, getting delayed, and showing off more details in Sony’s State of Play. But it looks like the loop is about to break since the stylish first-person shooter has gone gold and is just around the corner. To make sure you have all the info you need on release day, here’s everything we know about Deathloop:

Who Is Making It?

Arkane Studios is handling the game’s development, specifically its team based in Lyon, France. The studio is best known for the Dishonored series and Prey, and it is bringing a lot of those games’ DNA into Deathloop, a new IP for the team. The game’s director Dinga Bakaba is a long-time Arkane veteran and previously directed Dishonored 2 and Wolfenstein: Youngblood.

Who Am I Playing?

You’ll slip into the ‘60s-inspired leather jacket of Colt Vahn, an assassin who finds himself trapped in two senses. He is stranded on Blackreef Island, a spit of land in the middle of the ocean teeming with deadly enemies, but he is also ensnared in a never-ending, 24-hour period. To escape both, Colt must cross off every name on his hit list before time resets his progress.

If I’m An Assassin, Who Are My Targets?

Scattered across the island are eight individuals, called the Visionaries, who hold the key to breaking through Colt’s nightmare imprisonment. Here’s the list: Egor Serling, Aleksis Dorsey, Frank Spicer, Charlie Montague, Harriet Morse, Fia Zborowska, Dr. Wenjie Evans, and Julianna Blake. Each of these people helped the AEON Program successfully loop time in pursuit of eternal life. They are the pillars that hold up the life-prolonging project, and while even one remains alive, it will continue. From swanky clubs to scientific facilities, Colt must track down every person in this group, study their routines, and take them out before his time is up to break the maddening cycle. But be warned, if you don’t get them all, you’ll have to start all over the next day, and there is only one solution to Arkane’s “murder puzzle.”

Egor and Aleksis were two of the first targets Arkane revealed. As the founder of AEON, Egor Serling is a scientifically minded individual who enjoys solitude while wanting to be the life of the party. On the other end of the spectrum, Aleksis Dorsey thinks of himself as the leader of his pack, something he communicates through his signature wolf mask. We later got a glimpse at Frank Spicer, the group’s muscle and aspiring rockstar. Julianna Blake is a unique member of the Visionaries. Not only does she recognize she is in a time loop, unlike everyone else whose memory resets each time, but she’s also actively hunting you down to stop you from ending it. The other four targets are still a mystery, but you’ll have plenty of time to figure them out during your time in the loop.

Deathloop

How does The Time Loop Work?

As the name suggests, Deathloop’s deadly gameplay takes place in a repeating 24-hour cycle of time. Each day is split into Morning, Noon, Afternoon, and Night. If Night comes to an end and you still have targets on your list, or you die, you’ll wake up back at Morning again. Luckily, you’ll retain all the information you gathered during your last loop and, with an unlockable rare item called Residuum, you even get to hold on to some of your gear and abilities between loops.

Dying does not always mean starting over again, however. Early in the game, players pick up the Reprise ability. Reprise lets you turn back time to before your death, giving you a chance to right your deadly mistakes before you make them. This is especially valuable because you can’t quick save your game in Deathloop. However, you only get two Reprises per day, and you need to retrace your steps to recover some of your most valuable items after triggering it. If you want more than two take-backsies in one loop, set your sights on Julianna because killing her refreshes the ability.

Blackreef Island

Within the black-sand beaches of your prison are four distinct districts, each with their own unique flavor. You are free to explore any of them in whatever order you’d like, but you can only investigate a single location during any one time period, so choose carefully. It is possible your target won’t be available at the time you decide to infiltrate their liar, but once you discover this, you can avoid that time and place combo the future.

For all the other island inhabitants, Blackreef is a never-ending party that you are trying to crash. This means every single person you meet in the game will be antagonistic and try to kill you. While the world around you may be utterly hostile, it at least has a groovy vibe. Everything from the game’s locations to its characters has an eye-catching 1960’s aesthetic design.

What Are The Tools Of The Trade?

Despite waking up on a beach with no idea what’s going on, Colt gains access to a surprisingly large assortment of gear throughout his adventure. Weapons, of course, are some of the most important. For silent kills, you can go with the over-the-top nail gun called the PT-6 Spiker, or the tried-and-true Machete. If you want to go in guns blazing, you’ve got the Rapier, a sniper’s dream shotgun, the Strelak 50-50 assault rifle, the heritage gun that looks like it should be out on the open plains, and many more. To make these weapons, and yourself, even deadlier, you can equip tiny metal Trinkets found throughout the world that grant boosts and alter gun properties.

Guns aren’t the only trick up your sleeve. Deathloop also boasts some powerful abilities, like Reprise, which you can collect by picking up the right Slab. These Slabs grant unique powers in the game, including Karnesis, which lets you throw objects and people around with ease. Many Arkane fans will recognize the Shift ability as it bears a striking resemblance to a similar power, called Blink, in Dishonored. You can also upgrade each ability to enhance its effect. Slabs are scarce, but you can sometimes find them on Visionaries you have killed.

Is There A Multiplayer?

Yes, the game has a limited online PvP aspect that works like a Dark Souls invasion. Other players can enter your world as Julianna Blake and try to murder you. You’ll always know when this happens because your loquacious rival announces her arrival over the radio. The person playing as Julianna only gets one life in a day, but another player could inhabit the lethal sniper later, so you’re never entirely safe. Knowing that some players might find this feature unappealing, Arkane made it possible to restrict challengers to your friend list or opt-out entirely.

When Is The Game Coming Out?

Deathloop releases on September 14 for PlayStation 5 and PC.

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

Pathfinder: Wrath Of The Righteous Shows Off In Launch Trailer

The last decade has provided players with a wealth of CRPGs to explore; the classic isometric days of roleplaying are definitely not forgotten. Pathfinder: Kingmaker’s successor, Wrath of the Righteous, lands this week on PC. Playing on console? Fear not. Pathfinder: Wrath of the Righteous is scheduled to hit PlayStation 4 and Xbox One on March 1, 2022. Okay, so that’s a little ways away, but it’s nice to see that games that would once be PC-only fare are getting excellent translations to console, taking into consideration the sweeping changes needed to shift from mouse-and-keyboard to controller gameplay. Check out the launch trailer right here.

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Wrath of the Righteous as a CRPG gives you one major option, whereas many other genre titles are locked into one school of thought. Yes, you can choose to play as either real-time with pause or pure turn-based. This gives players the freedom to pick a playset that works for them, whether they want to channel the classic Black Isle vibes or simply work within pure turn windows. You can switch between these game modes as you wish in-game, so you can experiment and find the one that works for you.

Wrath of the Righteous also features nine Mythic Paths to explore, allowing players to obtain godlike abilities and powers far beyond the scope of normal CRPGs. These are game-changing toolkits that can radically transform an entire playthrough and all gameplay options at any given time. Forget casting a big fire spell; we’re talking about controlling and altering the flow of time, becoming an actual Dragon, Lich, Angel, or an Insatiable Swarm. Yeah. That’s the first time I’ve seen playing as an Insatiable Swarm as an option, so I’m going to be checking out that one.

Do you play CRPGs? What’s your favorite? Are you excited to see more of them come to console? Let us know in the comments!

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

First Look At Dead Space Remake With Special Livestream Tomorrow

Motive Studios announced a Dead Space remake is on the horizon, though the reveal didn’t come with any sort of gameplay or cinematic trailer. A simple reveal, but that’s all it took to get horror fans pumped. For those curious as to what the remake will have in store, the team is hosting a special Dead Space live stream tomorrow, here’s what you need to know. 

How to watch the Dead Space Remake livestream

The community live stream and early look at the development is going down on Twitch on August 31 at 10:00 a.m. PT / 1:00 p.m. ET. You can watch it right here with the official Motive Studios Twitch channel where Senior Producer Philippe Ducharme and Creative Director Roman Campos-Oriola will be showing off what the team has been working on. 

The live stream will give fans a first look at the early development build for the game and hear what the creative leads have to say about the work thus far. They will also be diving a little deeper into what the vision is for the remake, something talked about earlier this Summer

Also included will be a few special guests from the Dead Space Community Council, a group that is made up of some of the biggest Dead Space fans that have been helping out with this endeavor. It will be great to see what changes are going to be witnessed with the remake, especially since a previous interview detailed some of the plot holes that Motive Studios is looking to fill


Are you excited to see our first look at the Dead Space Remake? What are you thoughts so far on the revisitation of the iconic space horror adventure? Shout out those thoughts loud and proud in the comment section below! Do it for Isaac. 

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

Mythic Legions Is Bringing Their Figurine Universe To Video Games

Four Horsemen Studios is bringing their toy line into the video game universe with Mythic Legions Tactics: War of the Aetherblade. The figurines feature interchangeable parts and custom options, so players have been able to build their own takes on classic fantasy archetypes like skeletons, ogres, knights, goblins, and more. While the toys-to-life craze may have died down in recent years, Four Horsemen is bringing the universe they’ve created in the wargaming figure world directly into games with tactical game. Makes sense, right? I mean, if you were going to attempt to emulate the tabletop fantasy gaming world, it would probably have to be something turn-based and tactical in order to capture the source essence. You can see things in a pre-alpha state in this trailer below!

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If you’ve never seen the Mythic Legions figure line, they’re impressive. How that is going to translate into a game in its final form is always a question, but at least the team has a great foundation to start from. Mythic Legions Tactics: War of the Aetherblade is slated to hit with a free-to-play multiplayer battle mode with a purchasable single-player mode that contains a ton of battles, characters, races, and a bunch of other things that get unlocked for multiplayer as you progress. 

As you play, you can unlock and collect visual changes for characters, weapons, and armor, so it’s not veering into any kind of pay-for-power gacha or anything. If you feel like just setting up some absurd battles between all kinds of factions and races, you can use Battle Template mode to create two absurd forces and just watch them fight each other to the ground, which could make for some interesting streaming scenarios where viewers can predict the winner out of the two teams.

Mythic Legions Tactics: War of the Aetherblade doesn’t have a release date yet, but is looking to land on Android, iOS, and PC at launch. Other platforms appear to be a possibility, as Xbox Series X/S was mentioned as a stretch goal during the project’s Kickstarter.

What do you think about Mythic Legions Tactics: War of the Aetherblade? Do you tabletop fantasy wargame? Have you ever thought about it? The sheer thrill of pulling out a measuring tape to see if your fireball can reach a knight is something that’s handled a bit more cleanly in the digital world, but there’s something special about seeing your opponent’s face when you roll a natural 20, right? Let us know in the comments!

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

Roguelike Golf Adventure Cursed To Golf Coming To Switch And PC In 2022

A roguelike golf adventure? It’s more likely than you think. As genres continue to collide, Chuhai Labs and Thunderful Publishing are teeing off with Cursed to Golf in 2022. What platforms is this golfy charmer coming to? Nintendo Switch and PC! Yep, you play as a golfer attempting to escape Golf Purgatory, with 18 holes (dungeons) to get through and 4 biomes. It’s a bizarre mashup of genres as you head into turn-based challenges in 2D side-scrolling golf, with all the fun stuff you’d find on regular golf courses served up in a more interesting way. 

That means players face down water, rough, bunkers, and a whole slew of more twisted fare that only makes sense in this golfish-afterlife-thing. So get ready to take on fans, spikes, explosives, and a whole lot more, stuff that would put your local mini-golf course soiree to shame. Check out the trailer below for a taste of what Golf Purgatory is all about. Alongside the turn-based roguelike stuff, there’s apparently some Metroidvania elements too – why not, right?

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There’s a lot of enthusiasm in that trailer and yes, some gameplay too. Calculate the precise angles and speed to land those big shots as you try to maneuver your way out of purgatory.  Of course, with many challenges to face, our golf hero isn’t helpless. With many abilities like time rewinds, scattershots, and various speed-ups and slowdowns, players have the chance to manipulate the flow of golf to their advantage. As it’s in the roguelike format, every run is different, and the tools in your golf bag are going to be different every time. You never know what you might discover by combining different mechanics in new ways.

What do you think about Cursed to Golf? Are we entering an era full of golf-based takes on other genres and subgenres? Sound off in the comments and let us know!

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

343 Industries Explains Why It Hasn’t Shared Halo Infinite Campaign Gameplay Footage Yet

When 343 Industries dropped Halo Infinite’s first Flight Test for the game’s multiplayer, the reception was overwhelmingly positive. Then, during Gamescom, we got another new look at Halo Infinite, though still no campaign gameplay. The decision not to reveal more of the campaign has resulted in worry from the community about the state of the game, considering its original delay. However, the studio is now providing insight into why we haven’t seen anything concrete yet regarding Master Chief’s story. 

In a recent blog post on Halo Waypointhead of creative Joseph Staten provided some context regarding the reveal decisions surrounding Halo Infinite. “In many ways, shutting down a game is like being on final approach to landing an airplane,” Staten said in the latest blog post. “And if you’ll forgive a bit of aviation-geekery, the entirety of the team is essentially in a “sterile cockpit,” which is to say: we’re at a critical phase in the flight that is Halo Infinite, so it’s extremely important to avoid distractions and stay focused on mission-critical tasks only. For Campaign, that means putting maximum effort into ensuring the wide-open, adventure-filled experience you’ll all get to play on December 8th is as great as it can possibly be. And gameplay demos and trailers not only take a huge amount of effort to do well, but they also take cycles away from bugs and other shutdown tasks.”

In terms of “shutting down a game,” Staten is referring to polishing up what the experience will have to offer. When fans got their first glimpse at what Halo Infinite looked like in action last year, the response was immediate and not in a good way. The team eventually decided to push back its release a whole year, taking that time to re-evaluate the game they wanted to ship. We’ve seen that effort in full force on the multiplayer front, but the lack of campaign has been worrisome. Luckily, Staten did mention he is currently playing through the campaign, saying, “I’m going for a 100% run, which means completing all primary and secondary missions, finding all collectibles, etc. I’ve played Infinite’s Campaign multiple times. But every time I do, I always find something new tucked away on Zeta Halo. Sometimes these are quiet little bits of environmental storytelling, such as an abandoned but desperately defended Marine recon post, high on a lonely mountainside (fortunately, the Banished missed the fully loaded S7 sniper rifle that the Marines left behind). Sometimes these are combat encounters with deviously polished scripting, for example, a UNSC forward operating base that seemed abandoned… until I heard the laughter and taunts of multiple, energy sword-wielding and cloaked Elites, as I stumbled into their trap.”

With another Flight Test on the way that does away with the teabagging (oh sorry, NOT teabagging) bots and Slayer, hopefully, there will be more information on the state of the campaign and an up-close-and-personal look sooner rather than later. 

In the meantime, catch up on all of the latest Halo Infinite news with our dedicated game hub right here


What do you think? Does the lack of Halo Infinite campaign footage concern you, or do you trust 343 Industries with the latest entry? Sound off with your thoughts in the comment section below! 

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

Kojima Makes A Great Point About Using Photo Modes As A Learning Tool

Hideo Kojima wants people to stop ragging on photo modes in games, and you know what? He’s right. On Twitter over the weekend, the Metal Gear and Death Stranding director had some encouraging words for those using in-game photography and how they can potentially improve the skills of aspiring shutterbugs.

“There are still some people who make fun of the fact that you are taking virtual pictures in the game. If you keep taking pictures, even in-game, your sensitivity and skills will naturally improve. Composition, layout, focus, etc,” Kojima says in his first of two Tweets on the subject. In games, you have complete control over your scenery, lighting, and character poses, giving the freedom to play around and experiment with capturing your subjects in ways that you may only have seconds to do in real life.

Developing that eye for composition takes time but using tools like photo modes could certainly speed up the process for the real thing. Kojima’s mini-thread concludes with that same sentiment, saying, “Most importantly, you will know what you want to photograph. After that, the in-game experience will surely come in handy when you shoot with a real camera or smartphone.”

Honestly, I hadn’t given too much thought to the benefit of photo modes before reading this series of tweets, but I’m in complete agreement with Hideo. If I’m ever itching to improve my photography skills, I’m going fire up Final Fantasy VII Remake or even Super Mario Odyssey, and see what kind of wild shots I can take, or even just brush up on the fundamentals. 

Have you had any success learning photography from photo modes in games? Do you have any favorite photo modes you’d like to share? Let our community know in the comments! And if you want to know about games with photography as a core mechanic, our newest associate editor Jill Grodt has you covered with a fantastic feature on the subject here.

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

Two New Critical Role Statues Are On The Way With Vax And Vex

Sideshow Collectibles is a company that sets the bar high when it comes to high-end commemorations of our favorite franchises. From comics to games, Sideshow knows how to craft the perfect fan tribute and now it is adding even more statues to the D&D experience Critical Role’s memorabilia lineup.  

In addition to the Fjord and Beau statues that were revealed last year, the high-end collectibles company is now adding Vax and Vex to the fray. While neither are quite available to arrive in homes everywhere, the pair is at least pre-orderable for those interested: 

Vax 

The Vax statue above features a hexagonal base that is meant to look like stone where you’ll see the Vox Machina logo engraved. Standing at 11.75″ tall, this smirking statue is the perfect addition to any Critical Role fan’s collection. 

Vex: 

Vex can be seen on a similar base, though at a slightly shorter height at 11.5″ tall. With a more expressive look that fits this character perfectly, she joins Vex as the latest statue grab available for D&D fans. 

Both are available now to pre-order for $195. The expected ship date is currently slated for a May to July 2022 launch. Interested? Check them both out here to learn more about how you can secure one. 


Thoughts on the latest statues to join the Critical Role lineup? Shout those thoughts out loud and proud in the comment section below! 

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

Norman Reedus Says Death Stranding 2 Is “In Negotiations”

With the Death Stranding: Director’s Cut on the way, it looks like Hideo Kojima is far from done with the breakout universe for his Kojima Productions studio. In a recent interview, Norman Reedus, who played Sam Porter Bridges in the game, stated that a sequel is currently “in negotiations.”

In a recent interview with Adoro Cinema (courtesy of Twitter user @Nibel), the actor confirmed a sequel is the current plan in the most casual way possible.  When asked which character he thought could win a marathon, his character from The Walking Dead or from Death Stranding, he was quick to side with Sam Porter Bridges because of his motorcycle and the exoskeleton. Which, fair. What’s interesting, however, is that he added, “I think we’re doing a second Death Stranding. The game is in negotiations right now. So… yay!” 

While not to be taken as an official announcement quite yet, his comments do sound promising for those hoping for a continuation of this particular world. Whether it will continue on the narrative told in the first game or take on a completely new set of characters remains to be seen, but the fact that it is in negotiations is a good sign. 

There have been rumors that Kojima Productions has some sort of partnership with Microsoft for future releases. Since Kojima’s company is his own to do with what he’d like, he has the freedom to bounce between any company he wishes. The first Death Stranding originally started as a PlayStation exclusive, though that barrier widened to include PC post-launch. Nothing about a partnership with Team Green has been formally announced, however, so we’re keeping this firmly in the rumor pile for now. 


Are you excited for a potential Death Stranding 2? Do you think there is a special partnership between Xbox and Kojima Productions? If so, what do you hope that partnership looks like? Sound off with your thoughts in the comment section below! 

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

First Official Resident Evil Movie Reboot Photos Of ‘Welcome To Raccoon City’ And New Details Revealed

Not only do we have our first look at the official Resident Evil movie reboot photos for Welcome to Raccoon City, but we also have new details about the upcoming film, as well. 

Courtesy of IGN, we’ve got our first look at Avan Jogia as Leon S. Kennedy and Kaya Scodelario as Claire Redfield. To see even more photos, including Tom Hopper as Albert Wesker, Hannah John-Kamen as Jill Valentine, and Nathan Dales as Brad Vickers, you can check out the full photo gallery right here

IGN
Leon Kennedy and Claire Redfield

Also included with the new set reveal is an interview with director Johannes Roberts where he reaffirmed that the movie reboot is based on the first two Resident Evil games and how Raccoon City became a central point for chaos being unleashed into the world with the T-Virus. He also mentioned how this movie will be a completely different experience than the films that starred Milla Jovovich, saying:

“This movie really had nothing to do with the previous franchise. This was all about returning to the games and creating a movie that was much more a horror movie than the sort of sci-fi action of the previous films. I was hugely influenced in particular by the remake of the second game and I really wanted to capture the atmosphere-drenched tone that it had. It was so cinematic. The previous movies were very bright and shiny whereas this movie was dark and grimy, entirely shot at night. It’s constantly raining and the town is shrouded in mist. … I was hugely influenced by movies like The Exorcist (and Exorcist 3!), Don’t Look Now, and The Shining. You can really feel the texture in this movie. Nothing in this town feels hi-tech. It feels dilapidated. I wanted Raccoon City to feel a bit like the town in Deer Hunter; a ghost town forgotten by the rest of the world. And the whole structure of the film was definitely very influenced by Assault on Precinct 13.”

“With this movie, I really wanted to go back to the original first two games and re-create the terrifying visceral experience I had when I first played them whilst at the same time telling a grounded human story about a small dying American town that feels both relatable and relevant to today’s audiences,” said Johannes earlier this year.

IGN
Marina Mazepa as Lisa Trevor

At the root of this new movie, the director mentioned that he wanted the film-verse of Resident Evil to return to the roots of the franchise: Horror. “I wanted to go back to the horror of it all. I wanted scares and atmosphere rather than full-on action,” Roberts told the site. “I think fans of the game felt the same. They wanted to see the iconic characters and locations and feel that the movie was more in line with the Resident Evil game world so that’s really why we chose to go in that direction. We worked hand in hand with Capcom on this movie to the point that we actually got blueprints from them on the designs of the Spencer Mansion and Raccoon police station in order to recreate them as perfectly as we could. We even have the exact artwork up on the mansion walls. Capcom saw it for the first time the other day and was so happy and excited.”

The upcoming Resident Evil movie reboot will be set in a new universe that is inspired by the iconic Capcom franchise, including mainstay characters that we’ve fallen in love with through the years. It also has an all-star team behind the film, including Robert Kulzer as producer (Paul W.S. Anderson’s Resident Evil movies), James Harris (I Am Not A Serial Killer), Hartley Gorenstein (The Boys), and Martin Moszkowicz as executive producer. Alex Zhang (Greyhound) and Victor Hadida are slated to co-executive producer, with Colin Scully and Alex Westmore overseeing the entire reboot. 

To learn more, check out the full interview here


Thoughts on our first look at Resident Evil: Welcome to Raccoon City and the director’s comments about its inspirations? Shout ’em out, loud and proud, in the comment section below (yay, comments are back!!).

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

First Official Resident Evil Movie Reboot Photos Of ‘Welcome To Racoon City’ And New Details Revealed

Not only do we have our first look at the official Resident Evil movie reboot photos for Welcome to Racoon City, but we also have new details about the upcoming film, as well. 

Courtesy of IGN, we’ve got our first look at Avan Jogia as Leon S. Kennedy and Kaya Scodelario as Claire Redfield. To see even more photos, including Tom Hopper as Albert Wesker, Hannah John-Kamen as Jill Valentine, and Nathan Dales as Brad Vickers, you can check out the full photo gallery right here

IGN
Leon Kennedy and Claire Redfield

Also included with the new set reveal is an interview with director Johannes Roberts where he reaffirmed that the movie reboot is based on the first two Resident Evil games and how Racoon City became a central point for chaos being unleashed into the world with the T-Virus. He also mentioned how this movie will be a completely different experience than the films that starred Milla Jovovich, saying:

“This movie really had nothing to do with the previous franchise. This was all about returning to the games and creating a movie that was much more a horror movie than the sort of sci-fi action of the previous films. I was hugely influenced in particular by the remake of the second game and I really wanted to capture the atmosphere-drenched tone that it had. It was so cinematic. The previous movies were very bright and shiny whereas this movie was dark and grimy, entirely shot at night. It’s constantly raining and the town is shrouded in mist. … I was hugely influenced by movies like The Exorcist (and Exorcist 3!), Don’t Look Now, and The Shining. You can really feel the texture in this movie. Nothing in this town feels hi-tech. It feels dilapidated. I wanted Raccoon City to feel a bit like the town in Deer Hunter; a ghost town forgotten by the rest of the world. And the whole structure of the film was definitely very influenced by Assault on Precinct 13.”

“With this movie, I really wanted to go back to the original first two games and re-create the terrifying visceral experience I had when I first played them whilst at the same time telling a grounded human story about a small dying American town that feels both relatable and relevant to today’s audiences,” said Johannes earlier this year.

IGN
Marina Mazepa as Lisa Trevor

At the root of this new movie, the director mentioned that he wanted the film-verse of Resident Evil to return to the roots of the franchise: Horror. “I wanted to go back to the horror of it all. I wanted scares and atmosphere rather than full-on action,” Roberts told the site. “I think fans of the game felt the same. They wanted to see the iconic characters and locations and feel that the movie was more in line with the Resident Evil game world so that’s really why we chose to go in that direction. We worked hand in hand with Capcom on this movie to the point that we actually got blueprints from them on the designs of the Spencer Mansion and Raccoon police station in order to recreate them as perfectly as we could. We even have the exact artwork up on the mansion walls. Capcom saw it for the first time the other day and was so happy and excited.”

The upcoming Resident Evil movie reboot will be set in a new universe that is inspired by the iconic Capcom franchise, including mainstay characters that we’ve fallen in love with through the years. It also has an all-star team behind the film, including Robert Kulzer as producer (Paul W.S. Anderson’s Resident Evil movies), James Harris (I Am Not A Serial Killer), Hartley Gorenstein (The Boys), and Martin Moszkowicz as executive producer. Alex Zhang (Greyhound) and Victor Hadida are slated to co-executive producer, with Colin Scully and Alex Westmore overseeing the entire reboot. 

To learn more, check out the full interview here


Thoughts on our first look at Resident Evil: Welcome to Racoon City and the director’s comments about its inspirations? Shout ’em out, loud and proud, in the comment section below (yay, comments are back!!).

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

Naughty By Nature – Naughty Dog Leadership Reflects On The Studio’s History

Naughty Dog is one of the most beloved game developers in the industry. Since 1984, the studio has delivered a steady stream of hits, including iconic franchises like Crash Bandicoot, Jak and Daxter, Uncharted, and The Last of Us. But making games isn’t getting any easier, so we sat down with Naughty Dog co-presidents Evan Wells and Neil Druckmann to talk about how they’re shepherding the legacy of the studio, working to combat work crunch, and dealing with harsh criticism.

At first hearing, Naughty Dog can come across as kind of a silly name for a company. It definitely has a legacy now, but do you ever wish you could change the name?
Evan Wells: I love it. I think it’s got a great history at this point. When Jason [Rubin] and Andy [Gavin] founded the company, they were called JAM Software, which was maybe cool back in the ’80s but probably not so cool today. They were about to publish their first game with EA and they went, “There’s already a JAM Software, so you’ve got 24 hours to come up with a new name.” That’s where Naughty Dog came from. I think it works. I like the name, and I wouldn’t want to change it now.

Speaking about that legacy, Naughty Dog has had such an interesting history. It started making kid-friendly platformers and almost every project has gotten more mature. Can you talk about that progression?
Evan Wells: A lot of it comes through our staff maturing but also the industry and the medium maturing. Back when we were making Crash Bandicoot, we couldn’t conceive of making a game like the The Last of Us, it just wasn’t technically achievable. As creators we’ve grown through the years and we’ve progressed with the hardware and actually tried to stay ahead of that curve. With Crash Bandicoot, we had to have a big head with big features just so you could read the character expressions. Then when we move to PS2, we could get more detail we could go more humanoid. With the PS3, we could finally get that subtlety where you have emotion between the lines and really get the subtle facial features. Each hardware production has allowed us to delve into more interesting content.

Neil Druckmann: We have more flexibility now. Now we have the luxury of picking and choosing what style, and what kind of story, and what kind of game we want to create.

A look inside the Naughty Dog offices

Do you have any desire to go towards lighter fare or return to your roots, to those kid-friendly games?
Evan Wells: If we had endless resources and time it would be super fun to do that. You look at what Insomniac is doing with Ratchet and Clank and it’s exciting. It’s great to see that stuff. We’re just limited with time, you know, I’m 48 years-old and how many more games do you get to make, so you got to pick and choose.

Neil Druckmann: Once we finish a project, we spend quite a bit of time entertaining all sorts of different directions, whether it’s going to be something new or if we’re going back to some old franchise. We really take our time with it, and if you were to see our folders of concept art you’d see unused concepts that are all over the gamut. Then we look at everything and we ask ourselves what are we excited by? What’s something that’s going to challenge us and push us, and push the medium as far as games that can be? Because that inspiration is so important to carry through years of production.

A lot of fans have this perception of Naughty Dog as this crown jewel in Sony’s cap, like the best of the best in the development world. Do you see yourselves that way?
Evan Wells: That’s a big question. We just try to make games that excite us. We try to make games that are going to be fun to play and received well by our fans, and rewarding for the team to create. We’re not really driven by any pressure from Sony to do anything in particular.

Neil Druckmann: To steal a term from someone, our brand is excellence and people come to Naughty Dog to achieve excellence and we give ourselves the pressure of living up to the kinds of games people expect from us.

You’ve said that you look up to studios like Insomniac, Guerrilla Games, and Sony Santa Monica. What specifically do you see them doing that inspires you?
Neil Druckmann: It might be some particular tech like what Guerrilla was able to achieve with how dense their foliage is. We looked at that, and we talked to them about that.

Evan Wells: You always come out with something that you could do better, even if it’s not something you adopt directly. So many times you’re brainstorming something in the office with your colleagues, and you look at something like, “Yeah, that’s just gonna be too hard to implement. We can’t go down that road.” And then you go talk to another studio, and you see that they’ve done that very thing or something very similar and you’re like, “Oh my God!” And then they talk about how it’s paid off, and you’re instantly inspired.

The Last of Us Part II concept art

Do you have any specific examples of that?
Evan Wells: Very early on in The Last of Us Part II development, we knew that it was taking places in Seattle, and we knew that Sucker Punch had completely modeled Seattle for Infamous Second Son. We said, “We’re not going to use the assets in the game, but we want to quickly feel out the space, so can we get access to those assets?” And they said, “Sure,” and sent it over. We were able to quickly rough out the environment. That was a huge help.

Neil Druckmann: Another thing that comes to mind when we were talking to Sucker Punch is that we were talking about mo-capping a horse for The Last of Us Part II, and we were looking for ways to do it, and they were like, “Oh, we’re about to do the same thing [for Ghost of Tsushima]. Let’s double up our efforts.” Motion capture for a big animal is a big deal, and we were able to just approach the problem together and use similar data, sometimes the same data for both games.

I wouldn’t have even thought about mo-capping a horse. That’s crazy that you did that.
Neil Druckmann: We also mo-capped dogs, and then there’s a sheep sequence in The Last of Us Part II, and that’s actually dogs acting like sheep.

Naughty Dog has such a proven track record, but that hasn’t come without cost. Over the years, you’ve come under fire for studio crunch. Could you speak to your personal experience with crunch and how that’s affected the studio?
Evan Wells: I have definitely personally worked very hard over the years. I think some of that has helped me get to where I am in my career. As a studio, we’ve all worked hard together, and we are working very hard on every project to find the right balance, just like we do in all of our technical aspects of creating a game. We have post mortems and we look at how the animation went and we look at how the design went and we dig really deep into all the things that could have been better and the things we got right. We do the same thing with production. We look at how the whole game was created, and where we can make improvements and how we can strike the right balance between giving people the opportunity to – as I mentioned earlier – leave their mark on the industry and advance their craft in ways that have never been achieved, but also find space along that spectrum.

Neil Druckmann: We have so many talented people that are good at solving problems, whether they’re creative or technical. Let me go back to The Last of Us Part II; some pillars that were important to us were diversity, diversity in the people we hire and the characters that we have in our game as well as accessibility and how do we make our games more accessible. Likewise, we’re looking at quality of life for preventing burnout, to employ the brain power we have in our studio, and we started coming up with working groups to talk about the areas in the studio where we can improve. We worked a particular way when we’re 40 people, now we have to evolve as we keep growing.

Evan Wells: Something else that we’re really focused on is increasing the level of management at the studio. We have more directors and more leads, all with the end goal of giving the entire team more opportunities to provide feedback and check in on their well-being.

Neil Druckmann: Everybody has a different definition of what crunch means. And I guess for us, we think of it as, how do we look out for the well-being of our colleagues and everyone that works at Naughty Dog, which is some combination of how many hours you work and how much stress you’re feeling, whether that’s something that’s going on in the office or at home. We find that there is no one solution that fits everybody. Everybody has a unique situation we might need to address.

One of the things that the industry has talked about as a possible solution is unionization. Do you have thoughts on unionization?
Evan Wells: I haven’t put a lot of thought into that. I don’t know if that would be a solution for crunch. To Neil’s point about making sure that everybody is able to work as hard or as little as they want, we’ve got to create an environment that allows that. If we had some sort of restriction where when the clock strikes 40 hours the servers shut down and you can’t work anymore, that would frustrate people to no end. There are people who really want to put in that extra polish on their own volition, and they would feel handcuffed.

Neil Druckmann: We’ve tried stuff, like Evan is describing, in the past where we’ve said, “Okay, no working past this hour,” or, “It’s mandatory that no one can work on Sunday,” and they’re always a lot of corner cases of someone saying, “Well, I couldn’t work on Friday because I had to be with my kids. It’s actually more convenient for me to come in on Sunday.” When you try to have a silver bullet, like one solution, you’re always leaving someone behind. That’s why we feel like we need multiple solutions. We have to approach this from multiple angles.

A Naughty Dog family shot

You talked about ensuring that the workplace is a fun environment. What does that look like?
Neil Druckmann: We make video games, right? So many of us have dreamed about doing this when we were kids and sometimes you’re in it so long you forget to appreciate it. For me it’s just a constant reminder that the creative process, the putting the thing together, should be fun in itself. That’s about how do you get feedback? How do you realign someone that was working on [an] idea that might not work out, but still inspire them to come back to the vision? There’s an art to that.

Some companies seem to be moving away from the big, story-driven single-player games. For example, Ubisoft recently announced that it would be developing more long-tail, free-to-play games. Do you feel that story-driven, single-player games are still Naughty Dog’s future?
Evan Wells: Absolutely. Yeah, and it’s sort of in our DNA to tell these stories. I think that’s going to continue. Single-player experiences are near and dear to us. It’s what has attracted a lot of people to Naughty Dog, and that’s what inspires them, so I think we’re going to keep at it as long as we can.

Neil Druckmann: And again, going back to who Sony is, there has never been a mandate like, “Oh, this is where we see the winds shifting. Can you start making these kind of games instead?” We know just as they know that when you work on something you’re excited by, something you’re passionate by, you’re going to do great work.

You basically put a bow on the Uncharted series, but you still have that The Last of Us multiplayer project in the works. Do you want to continue to work on the IP you’ve established or do you have a desire to create new properties at this point?
Evan Wells: I think the easy answer is: both. I think there’s excitement to develop new IP, but there is still a ton of love for Uncharted and The Last of Us, and I think you’ll see both kinds of projects from us in the future.

The Last of Us Part II was a big, sprawling project and it was largely well-received, but a certain segment was very critical of various aspects of the game. How did you, as a studio, deal with that?
Neil Druckmann: When we started making The Last of Us Part II, specifically, we knew we were making something that would be controversial for part of the fanbase. That’s not the reason to make it, we made it despite that. Our intention is not to upset people or alienate people, our intention is to tell a story that’s meaningful to us that we think has some value behind it, and is worth spending years of our time making. When we had the leaks, before anybody had a chance to play it, that’s when we got a ton of negativity, and we started questioning, “Is this game going to be successful at all?” We didn’t even know how much the leak really hurt us. That was really the low point for me. And it helped that some people in the studio – like [character art director] Ashley Swidowski reached out to me and said, “I just want you to know that no matter what happens, I am proud of this game. It’s my favorite game I’ve worked on, and you don’t understand how much this means to me.” More than anything, that’s the thing that makes me proud. Sometimes I get asked, “Do you get nervous for interviews or for doing a presentation at E3?” And, I’m an introvert and there is some level of nervousness, but I never get more nervous than when I have to speak in front of all of Naughty Dog, because there’s nobody that Evan and I want to make more proud than everybody else who works on the game, because they put so much of themselves into the game. They’re so excited and they’re so passionate about what they’re making. Those are the people I want to make proud more than anything else. If some percentage of the studio didn’t like the game that would just bum me out beyond repair. As far as people on the outside, I’m like, “That’s unfortunate [you didn’t like The Last of Us Part II], but I stand by the game we made.”

Sounds like you’re saying that some of the biggest fans of Naughty Dog are at Naughty Dog?
Neil Druckmann: I would say that the biggest fans and the biggest critics are within Naughty Dog, and that’s what keeps us as good as we are.


This article originally appeared in Issue 337 of Game Informer.

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

Destiny 2 Beginner’s Guide For New And Returning Players | Season Of The Lost

Click to watch embedded media

Publisher: Bungie
Developer: Bungie
Release:

November 10, 2020
(PlayStation 4,
Xbox One,
Stadia,
PC), December 8, 2020
(PlayStation 5,
Xbox Series X/S)

Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Stadia, PC

As a long-time Destiny 2 fan, it’s a fantastic sight to see so many returning players and newcomers join the fray thanks to Season of the Lost and the upcoming Witch Queen expansion. While Destiny has always had a story, it truly feels like the Forsaken DLC kicked off a new wave of inspiration from the team. The studio over at Bungie continued that flow with Shadowkeep and the current expansion, Beyond Light. From there, the seasonal content hit a crescendo that is nothing short of inspiring, especially so with Season of the Chosen and Splicer.

With Season of the Lost bringing back a beloved character from the first game, many veteran Destiny players are returning after long hiatuses. That, and newcomers are finally checking out what the space shooter has in store. That being said, the Destiny 2 available today is almost nothing like it was at launch, and that can be very intimidating when looking at all of the different content. Where should you start? What should you skip? What should be your focus? Well, Guardian, strap in, because here’s your Destiny 2 Beginner’s Guide for new and returning players before diving into what Season of the Lost has in store. 

Should I pay for the expansions or try free-to-play first? 

Free is always good but in this case? Paid is way, way better. If you’re looking for story, the expansions are the way to go. Forsaken, Shadowkeep, and Beyond Light are the current expansions you can dive into, with the first being a true pivot for the Destiny 2 experience. When the game first launched, it was rough, which we talked about here, but Forsaken truly acted as a catalyst for positive change. Then Shadowkeep came and took the story into an even darker place with the current expansion, Beyond Light, shattering us in ways (sometimes literally) that are both painful and beautiful. Purchasing the expansions is also a great way to get better gear because it’s assumed that you’ve played the game before now while also granting access to higher-tier content such as Raids. 

The free version isn’t a bad start if you are on the fence about whether or not the style of gameplay is right for you. You can play PvP events like Crucible, PvPvE events like Gambit, and enjoy additional content such as Strikes. You can also enjoy the Vault of Glass raid, the only raid that is free for everyone that has returned from its Destiny 1 glory. Expansion-specific Exotic quests are also limited to paid players. What you will also be missing out on is some of the best storytelling in Destiny history, as well as the seasonal content that adds gut-wrenching lore and tales of inspiring feats. 

Classes and Subclasses

There are three classes to choose from, I recommend running one of each to level faster and to experience the wildly different ways each one approaches combat:

  • Hunter – Perfect for rogue lovers
  • Titan – Perfect for tank lovers
  • Warlock – Perfect for magic lovers
    • Think of Warlocks as a Support character due to healing rift abilities and its Well of Radiance Super 

Each class has four subclasses to master, individually unlocked: 

  • Solar
  • Arc
  • Void
  • Stasis 
    • This can only be unlocked if you have Beyond Light

Each subclass has three skill trees to unlock, which are different from class to class. Play around for different trees depending on the instance. For example, when I run raids as a Warlock, I’ll typically either go top-tree void or Solar for Well of Radiance to keep my fireteam alive. Or, if I want to do massive damage with my Titan, I will go Thundercrash using the Arc subclass. Paired with a unique Exotic chest piece, that damage is increased even more, making this a powerhouse addition to any fire team. Hunters also have a unique Tether ability which is great for clearing large groups of enemies at one time. 

Where should I start?

It’s easy to feel overwhelmed at first, whether you are completely green or a returning player. When dropping into Destiny 2 for the first time, New Light starts you with doing the introduction mission on the Cosmodrome. This is a tutorial segment of the game that shows you the basic ropes, such as Supers, basic combat, weapon types, and varying NPC roles. When you are there, you will be directed to your first NPC that will dole out what are called Bounties. These are specific tasks that give instructions on what players will need to do in order to complete them. They are great for getting XP to level while also earning Pinnacles and Powerfuls, which is something we’ll go into more detail about in the Gear section. 

When running around to get your first ship, it can be a little disorienting because a new player isn’t going to be super familiar with how Destiny works quite yet, which can be a tad overwhelming. Pay attention to what the NPCs that have a marker over them tell you, grab bounties, and then pay attention to your Quest log to track which action items you want to do first. This will get more complicated as you go on, but the start of your journey will focus on catching you up on everything to do in-game. Once the New Light campaign is complete, you’ll then head to the Tower where there will be quest markers for key characters: 

  • Shaxx – Crucible, PvP
  • Banshee – Weapon bounties, consumables, purchasable items with Glimmer (in-game material used as currency), Legendary Shards, etc
  • Drifter – Gambit bounties 
  • Zavala – Titan vanguard for Strike bounties, Strikes in a playlist can be found in the Destinations tab on your menu alongside Gambit and Crucible
  • Ikora Rey – Warlock vanguard 
  • ADA-1 – Armor Synthesis agent for transmogrification, offers unique bounties for materials needed to make cosmetic changes

Eventually, there will be an extension to the Tower called the H.E.L.M, but you don’t need to worry about that until you reach Beyond Light content and continue on with Season of the Chosen and everything after that point. 

Unlocking worlds will be key when first starting out, and this can be a pain in the butt because it depends on your Power Level. New areas will also unlock as you go into each expansion, opening up new content like Strikes and Season-specific activities. Which brings us to our next point: what is a Power Level? 

What is a Power Level?

Power Levels is the current level of your character, an average of the gear levels you have equipped both with armor and weapons. Power Levels are key in knowing which content you should tackle and what you should hold off on. If you dive into an activity that recommends a 1300 Power Level at 1240, you’re going to get crushed and that could ruin your Destiny experience. 

You’ll also deal with what’s called an Artifact, which was introduced in Year 2. Artifacts will be key when leveling up, offering up a boost in your Power level from your Base level (pre-Artifact) while also unlocking powerful mods for your gear. The quickest way to level up your PL is to run three characters of each class and do all of your Pinnacle and Powerful bounties (marked by a gold symbol in your Destination and Map tabs. Hover over where the symbol is marked to see what you need to do, depending on the activity). Pinnacles and Powerfuls will increase your Power Level if you aren’t at that season’s cap yet through completion, dropping weapons and gear at a higher PL. 

Gear and how to approach earning it

Good sources for Legendary gear: 

  • Blue and Purple drops from enemies
  • Decrypting engrams, which are world drops and rewards for bounties
  • Clan bounties
    • Join a clan! There is an XP boost, and you’ll ensure you always have a fire team for those matchmaking activities versus going with randoms you don’t know. 
  • Older raids
  • Nightfall playlists
  • Dungeons 
    • Highly recommend Pit of Heresy and The Shattered Throne
  • Activities
    • Lost Sectors, Strikes, Public Events, Crucible

For Powerful gear: 

  • Exotic quest rewards, which are limited
  • Trials of Osiris, which is hardcore PvP and I recommend avoiding this as a new player
  • Completing eight bounties from vendors that offer Powerfuls, you’ll see this when you hover over the vendors marked with the gold symbol mentioned previously 
  • Europa’s Weekly Exo Challenge
  • Season Pass
  • Prime Engrams (Visit Cryptarch in the Tower to decrypt them)
  • Exotic Engrams
  • Crucible, Gambit, and Nightfalls

For Pinnacle gear (once you’ve reached the Powerful cap): 

  • Weekly playlists
    • Crucible, Strikes, Gambit
  • Clan XP
  • Exotic quest completion like Presage from Season of the Chosen
  • Trials of Osiris (7 wins)
  • Nightfall: The Ordeal (100,000 points or more)
  • Iron Banner
    • A Crucible playlist that rotates in and out of the game 
  • Seasonal Activity reward
  • Newest raid runs, Vault of Glass 
  • Newest Dungeon, Prophecy (Found on the Tower)

Gear types: 

For both weapons and armor, you’ll see the following options: 

  1. Blue (don’t worry about stats if it’s blue, just choose the highest Power Level to level up)
  2. Purple (Legendary)
  3. Gold (Exotic)

Weapon types: 

There are three weapons you’ll see on the left side of your character screen. From top to bottom indicates impact. The first weapon slot is your Kinetic weapon, which means it does not have an energy type attached to it. The second slot is your Energy, which provides bonus energy type damage such as Solar, Arc, and Void. The third slot is your Power weapon, which specifically uses purple ammo bricks. Like armor, there are three color options with Blue, Purple, and Gold. Exotic (Gold) is the best, but you can only equip one Exotic at a time. Legendaries are also powerful and can be made more so with the help of mods. There are mods you can slot in your armor that make it easier to find certain types of ammo. Weapons like Snipers, Fusion Rifles, and Shotguns use green ammo bricks, which work similarly to purple when looking to stay loaded. Purple ammo bricks will always be needed for your Power weapon.

Gear stats: 

For armor, there are various stats to keep in mind, which will vary in importance depending on the class of your choosing:

  • Mobility – Ideal for Hunters
  • Resilience – Ideal for Titans
  • Recovery – Ideal for Warlocks
  • Discipline – Grenade Cooldown reduction
  • Intellect – Super Cooldown reduction
  • Strength – Melee Cooldown reduction

Armor and weapons can also be enhanced with the use of mods:

  • General mods, boosts basic stats
  • Slot-specific mods, increases ammo finds, improved ADS times on weapons, and how combat affects you such as decreased incoming ranged damage
  • Combat-style mods, powerful mods that include Charged with Light, Elemental Wells, and Warmind Cells (which are fun to explode for clearing out enemies)
  • Raid mods, only active for specific raids

Obtain mods by buying them from vendors and seasonal-specific characters.

You can also level your gear, as well, with Legendary Shards, Glimmer, and other materials. Level them all the way up to 10 to Masterwork them, making each piece the most powerful it can be without mods. You can obtain Masterwork material from a few different locations, but Spider on the Tangled Shore is my favorite. There are also consumables that you can purchase with Bright Dust in the store tab seen in the image above that will drop Enhancement Cores and Upgrade Modules from defeating powerful enemies. 

My recommendation: 

There is A LOT in Destiny 2. Focus on the story first, story by story. Each expansion will be marked with a certain symbol: Forsaken, Shadowkeep, and Beyond Light. I recommend finishing each expansion individually to keep the story linear and making sense. This will also naturally level you up while also making you more familiar with the game mechanics and the story thus far. You’ll also unlock Lore tabs in your character screen, read those to see behind-the-scenes instances within the world for even more story and worldbuilding. 

There are certain instances you will need to matchmake for with other players, with the exception of higher-difficulty Strikes, Grandmasters, Raids, and Trials. For the latter three, try to group up with friends, if you can. You can’t solo a Raid, sorry. With crossplay now live, getting with friends is even easier. For other instances like Gambit and Crucible, Bungie provides matchmaking and you don’t have to listen to chat if you don’t want to (I never do during the rare times I play with people other than my clan). 

The story is wonderful but it’s set up in a way that is a little unique to Destiny, which means some elements are easily missed. To avoid this, honestly, do everything – strikes, seasonal content, story missions, etc – especially when limited-time events like Guardian Games and the Halloween event roll around, because they have neat drops and enjoyable breaks from the doom and gloom narrative. 

I hope that helped! Please feel free to reach out to me @DirtyEffinHippy if you have any questions. And remember, gaming is there to enjoy. If you’re not having fun, it’s not worth it. So get out there, Guardian, and show the Darkness what Light can do! 

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

Young Souls Review – Dungeon Brawling With The Best Of Them

Publisher: The Arcade Crew
Developer: 1P2P
Release:

August 17, 2021
(Stadia), 2021 (PlayStation 4,
Xbox One,
Switch,
PC)

Reviewed on: Stadia
Also on:
PlayStation 4, Xbox One, Switch, PC

Young Souls stars two orphans who are used to being overlooked, but you shouldn’t ignore their adventure. This RPG brawler sports more depth than your run-of-the-mill beat ‘em up thanks to slick combat, enjoyable customization, and sharp writing. Whether you’re cutting down monsters alone or alongside a buddy, brawler connoisseurs should take notice. 

Orphaned twins Jenn and Tristan feel like they’re up against the world. The foul-mouthed, hot-headed teens are conditioned to fend for themselves, earning a reputation as troublemaking outcasts in their small town. The only person they respect is the Professor, their adoptive father who opened his home to them a year prior. The three enjoy a harmonious though emotionally awkward relationship, but things take a turn for the weird when the twins discover the Professor has been kidnapped. Even stranger, a portal in his laboratory reveals an underground world inhabited by goblins whose leader plans to assault their town. While that’s a problem, Jenn and Tristan’s primary concern is rescuing the Professor, and they are more than eager to pick up swords, shields, and other weapons to cut down goblin after goblin standing in their way.

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Young Souls’ solid writing treats players to a likable cast and a more emotionally charged story than expected. Seeing Jenn and Tristan ponder over their actions and discover that both sides of a conflict can commit atrocities with good intentions brings welcome self-awareness. I also found it refreshing to see a villain genuinely care that invaders are systemically murdering his subjects. The twins feel earnest and relatable instead of one-dimensional edgelords, especially when asking themselves if they’re ready to call the Professor “dad.”

Kicking goblin butt rocks thanks to combat’s fluidity and the impactful feedback from landing blows. It doesn’t matter if you’re using daggers, swords, hammers, or heavy axes, stringing combos and air-juggling baddies feels great. The timing window for blocks and parries feels inconsistent, which is frustrating, but a successful parry triggers a satisfying slow-motion effect. Upgradable sub-weapons add further depth, such as a bow, a screen-hopping teleportation spell, mob-clearing bombs, and, my favorite, a chain that yanks enemies towards you or vice versa. Young Souls might not break the mold, but it’s an absolute blast to play. 

Goblins pose a more significant threat than the average beat ’em up fodder. They often evade, block, and parry, presenting an enjoyable challenge that kept me from mindlessly swinging my weapon. I was pleasantly surprised at how often I had to consider my offense instead of just mashing the attack button, especially against bosses. A few enemy types are annoying to deal with (shield-wielding spearmen block way too often), but Young Souls brings the fight in the best way. I encourage seasoned players to choose the developer’s recommended difficulty.

Playing alongside a buddy is probably ideal, but co-op is local only, unfortunately. Still, I’m impressed with how much fun Young Souls is to play alone. An awesome tag team system allows you to quickly swap between siblings at a button press which you can use to set up cool combo chains. This is great for making dramatic split-second saves since each sibling has their own health bar and a limited number of revives. I like the fighting game strategy behind constantly tagging in/out to allow the other twin recovery time while mixing up your offense. 

Jenn and Tristan initially play identically, but that changes in fun ways since each has their own loadout. Weapons and armor fundamentally alter their playstyles depending on their weight and type. For example, I had Jenn emphasize swift attacks and evasion while Tristan became my death-dealing tank. The game is at its best when you have two distinct twins to cover your bases against all threats, but having them both play similarly is a valid strategy, too. My Jenn’s speedier build fared better against a slow-moving boss, so doubling up on that strategy helped me take it down quicker. 

Young Souls’ structure resembles a condensed run-based dungeon crawler. You’ll battle your way through rooms of enemies to earn treasure, resources, and keys to unlock new zones and chests. Level design is largely straightforward to a fault. The game mixes things up with boss rush challenges and encounters against a legendary warrior who rewards a new weapon type each time she’s defeated. The most imaginative level pits players against ghosts that you can only kill using a particular weapon; however, the weapon renders you vulnerable to a one-hit kill. Young Souls can stand to shake up its exploration like this more often as most levels feel too mundane. On the plus side, backtracking to nab every item is a breeze thanks to a flexible fast-travel system, plentiful checkpoints, and the fact that the map marks locked chests. Young Souls may be the breeziest game to obtain 100 percent completion in some time. 

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In between dungeon runs, you’ll zip around town on your moped to sell items and buy outfits, including buff-granting sneakers. You can even hit the gym to complete simple but enjoyable exercise mini-games to raise the twins’ physical attributes. However, warping home to level up is a tad annoying, as is the fact that you can’t equip battle gear in the human world. 

As the kind-hearted Professor learned, give Jenn and Tristan a chance, and they’ll impress you in more ways than one. Young Souls is an exceptional adventure you shouldn’t miss if you’re searching for the next great game to tackle with a friend or want a quality RPG brawler to dig into alone. 

Score: 8.5

Summary: Young Souls may not shatter the mold for beat ’em ups, but its well-designed combat and impressive presentation make it a stand-out.

Concept: Wage a two-person war against an underground empire of monsters as a pair of rebellious teenagers

Graphics: Young Souls’ colorful art is sharp and oozes personality. It’s like playing a graphic novel for young adults

Sound: While the soundtrack doesn’t stand out as strongly as the art, solid tunes fit the spirit of adventure on and off the battlefield

Playability: The smooth combat has more depth than the average beat ’em up, and a varied loadout provides several entertaining approaches for laying the smackdown

Entertainment: Kicking butt in Young Souls is a blast and one of the rare co-op brawlers that is as enjoyable to play solo

Replay: Moderate

Click to Purchase

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

Jeff Goldblum Returns To Chat About Jurassic World Evolution 2

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Jeff Goldblum returns to Game Informer! In this face-to-face interview, the iconic actor discusses his role in the upcoming park management game, Jurassic World Evolution 2. Additionally, Jeff shares where in the United States he would build his own Jurassic Park, talks about his process for recording video game voice lines, and mentions that John Hammond, the famous Jurassic Park character, should probably go to therapy. 

Jurassic World Evolution 2 doubles down on the strengths of the first game by introducing a slew of new dinosaurs to study, including the water-dwelling Mosasaurus and Ichthyosaurus, the bird-like Cearadactylus, and more. Frontier Developments is placing more of an emphasis on the overarching narrative of the series by challenging players to complete different story-related scenarios and challenges as they build and customize their own parks across the United States. The game features many new improvements to enclosures, the caged habitats that your dinosaurs abide in, including live hunts that allow predator creatures to chase down their prey in real time.

If you enjoy this Jeff Goldblum interview and would like to learn more about the game, be sure to watch our recent episode of New Gameplay Today, wherein the Game Informer crew shows off the game’s new Lagoon enclosure and terrifying Mosasaurus in action.

 

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

Hoopa Headlines Pokémon Go’s Season Of Mischief

Coming hot off the heels of the events surrounding Pokémon Go Fest 2021, Hoopa and its antics are continuing into a new season of content for the mobile app. Dubbed the Season of Mischief, trainers will complete Special Research objectives to find the smaller version of the legendary djinn, Confined Hoopa.

Starting on September 1 and running until December 1, the Special Research story in Pokémon Go surrounding Hoopa’s exploits will begin. Throughout the Season of Mischief more will be revealed about the Pokémon as more tasks become available. As research tasks are completed, the Mischief Pokémon will become available to catch. However, Hoopa is not going to be available for transfer to Pokémon Home or other games in the series for the time being.

Coming shortly after, on September 5, is the start of some strange phenomenon around the world. Alternating throughout the day will be distributions of psychic-type or dark- and ghost-type Pokémon. Trainers will be able to find some of these Pokémon and more throughout the day in the wild or attracted with lures: Exeggecute, Jynx, Natu, Spoink, Girafarig, Beldum, Alolan Rattata, Poochyena, Duskull, Purrloin, Sableye, Carvanha, and Drifloon.

Also available in the event:

  • Collection Challenges featuring Pokémon attracted to incense
  • Double candy for Pokémon transfers
  • A free incense bundle in the shop
  • Field Research task rewarding Rare Candy and various kinds of Pokéballs

More events and activities are planned through to November, with the next confirmed dates listed as September 8 and 21.

Being ushered in with the Season of Mischief is a big shake-up to the regularly available Pokémon in each biome, hemisphere, eggs, and Ditto transformations. While more can be found through these means, here’s some Pokémon trainers can find and where they are accessible:

Biomes:

Cities – Shuppet, Trubbish, Gothita

Forests – Teddiursa, Shelmet, Karrablast

Mountains – Geodude, Rhyhorn, Slugma

Water – Krabby, Horsea, Mantine

Hemispheres:

Northern – Jigglypuff, Slowpoke, Chikorita, Cyndaquil, Totodile, Bidoof, Autumn Deerling

Southern – Clefairy, Roselia, Snivy, Tepig, Oshawott, Tympole, Spring Deerling

Eggs:

2km – Nidoran ♂, Nidoran ♀, Barboach, Drifloon

5km – Seel, Pineco, Sableye, Chingling

10km – Audino, Mienfoo

Adventure Sync Eggs:

5km – Shieldon, Cranidos, Frillish

10km – Riolu, Deino, Noibat

Mega Evolution Bonuses (CP Boost when Mega Evolved):

September – Slowbro

October – Gengar

November – Houndoom

Ditto transformations:

Gastly, Drowzee, Remoraid, Teddiursa, Gulpin, Numel, Stunky, Dwebble, Foongus

Niantic looks to be keeping trainers busy throughout the fall with all kinds of events and Pokémon to catch. For the full notes of what’s coming with Season of Mischief, check out the Pokemon Go blog post here. And check out the recent update to the saga of pandemic-era accessibility changes. Good luck to those of you looking to capture a Hoopa and all of the other monsters available in the coming weeks!


If comments are still showing as disabled, a site update is happening on our side that has caused a temporary takedown. We hope to have them back up and running soon so our community can go back to sharing their thoughts with us about everything gaming-related! 

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

Dying Light Is Leaping To Switch With New Platinum Edition

The first Dying Light is on its way to Switch by way of a new Platinum Edition. The shiny moniker signifies this as the definitive edition of the 2015 zombie open-world game. The best part about the move to Switch; you can now play those scary night missions outside in broad daylight.

Techland announced the port during their Gamescom developer video blog for Dying Light 2. The team describes Platinum Edition as “the most content-packed edition we have ever released”, featuring over 100 hours of gameplay to enjoy alone or in co-op. Though not explicitly stated, one would assume that the title contains every content update and expansion, such as The Following and Hellraid. If so, that’s a whole lot of game on one cartridge. Techland promises to go into details about the port in the near future, so it hopefully won’t be too long before know for sure. 

For fans of owning physical carts, Techland sweetens the deal with a package full of goodies. The boxed version of Platinum Edition includes the base game as well as a survival guide filled with tips and tricks, a two-sided map of Harran, and stickers. Who doesn’t want stickers? 

Unfortunately, there’s no release date for Dying Light Platinum Edition. In the meantime, you can check out the latest gameplay trailer for Dying Light 2 Stay Human that premiered during the Gamescom Xbox showcase. 

Want to catch up with the biggest announcements coming out of Gamescom? Visit our coverage hub to find all of those stories in one, convenient spot. 


If comments are still showing as disabled, a site update is happening on our side that has caused a temporary takedown. We hope to have them back up and running soon so our community can go back to sharing their thoughts with us about everything gaming-related!

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Super Replay – Demon’s Souls Episode Four

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Today, the action continues with Carolin Reaper-infused wings, death across the worlds of Demon’s Souls, and Elden Ring discussion! Come join us as Marcus attempts to take on the Armor Spider and beyond. That’s right, we still have a long way to go! Join us at 2 PM CST as the incredible journey through the From Software classic continues.

In 2009, From Software changed everything with Demon’s Souls on the PlayStation 3. The challenging action RPG would go on to lead the way for a critical subgenre with the Souls games and Bloodborne. With the PS5, Demon’s Souls found a new home with Bluepoint’s remake of the original title. Once upon a time, we began a Demon’s Souls journey that didn’t last long. This time, we’re going through it all. Today, Super Replay returns to its frenzied Friday slot with a new adventure featuring a full playthrough of Demon’s Souls. This Super Replay is sure to be extra hot!

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Join Andrew Reiner, Dan Tack, and Marcus Stewart for a blazing run through this classic game. Marcus’s first full playthrough is sure to be full of thrills, chills, and fire. Yes, fire. We’re gonna be munching on all kinds of ridiculously fiery treats during the playthrough to really up the stakes. Everyone dies numerous times in Souls games, but what if you put the added pressure of some scorching zingers on top?

When our fearless champion perishes, the action gets amped up to new levels as we consume some of the hottest fare commercially available. How far will the crew go into hot challenge land as they travel through Boletaria and beyond? It’s going to be spicy, and you don’t want to miss it! 

The action begins at 2 PM CST today, with a 2-hour block of delicious Demon’s Souls. Will Marcus fall prey to the twists and turns of the game’s opening? Demon’s Souls doesn’t mess around, and the levels can often be more maddening and dangerous than the bosses that would later come to be the highlights of From Software experiences.

Can you imagine the sheer terror as Marcus enters the Valley of Defilement for the first time? We might not make it out of this one, gang. This is sure to be one of the most epic Super Replays of all time, so come join us on Twitch for all the action. Can’t make an episode? No problem – the episodes will be up on our YouTube page and easy to browse a day or so after we’re live.

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

Big Phasmophobia Update Adds New Ghosts, Better Equipment, And More

Exposition is the latest Phasmophobia update, bringing with it a substantial amount of new content for players to enjoy and for me to be terrified by. Not only is the gear in-game getting some much-needed upgrades, but there are new ghosts to scare the pants off of us, as well. 

What’s new in Phasmophobia? 

Let’s get started with one aspect that has never failed to frustrate me: sprinting. By that, I mean in the beginning, you couldn’t do it. Technically, you “could,” but realistically? There was no change in pace. Then that slowly got a little better, but now players can sprint for three seconds with an increased speed at a five-second recharge rate. Walking speed has also changed, now at the same pace as the “old sprinting.”

Two new ghosts have also been added with the Myling and the Goryo, which means new equipment is needed to ensure you survive the hunt. With the DOTS Projector, it will be a little bit easier to discover evidence when trying to narrow down which type of nasty is hunting you, though be careful. The new update also makes it to where if you have electronic equipment on hand, the ghostie will know exacly where you are. 

In addition to the new ghosts, all ghost types have had some evidence changes in order to balance out the new meta. This also includes new UI tweaks, visual changes, and new sound effects. 

To see everything that’s new in the Exposition Phasmophobia update, check out the full patch notes below, courtesy of Steam

Sprinting

  • You can now sprint for 3 seconds at increased speed with a 5-second recharge
  • Player walking speed has been increased to the old sprint speed
  • VR Teleporting: To replicate sprinting we’ve added an inner and outer UI circle to represent teleport range (walking/sprinting), these will adjust in size depending on how far the player has chosen to teleport
  • Increased the acceleration of ghosts during a hunt when they can see you
  • Lowered the ghost’s hunt delay before it moves, from 5 to 3 seconds

New

  • Added two ghost types; The Goryo and Myling.
  • Added new equipment to find a new evidence type: The DOTS Projector
  • Electronic equipment will now alert the ghost of your position during a hunt (similar to voice). Turn them off before hiding!
  • Hunts now affect all electronic equipment with new sounds and visuals
  • The parabolic microphone now allows you to hear “paranormal sounds” when aimed towards the ghost
  • You can now enable Head Bob in the settings
  • All equipment (minus Sound Sensor) has new visuals and effects
  • New post-processing effects for players and CCTV

Changes

  • All ghost types have had their evidence changed to make room for the 2 new ghosts and DOTS projector
  • During a hunt, equipment and lights will only be affected when in range of the ghost
  • Random ghost footsteps can now only be heard with a Parabolic Microphone
  • Glowsticks glow for 30 seconds then fade over next 30 seconds
  • The spirit box text has been replaced with icons to show if the ghost is responding
  • Several sounds have been replaced
  • The Infrared Sensor functionality has been merged into the Motion Sensor
  • Lighting has been improved in most maps
  • The ‘placement helper object’ has new visuals
  • Volumetric lighting has been improved in all maps to reduce fogginess
  • When playing solo, you no longer have to use Push To Talk for the Spirit Box (if turned off in settings)
  • The Ghost will no longer be visible at the start of the hunt until it starts moving
  • Player hand skin colour will now change based on the character you’re playing as
  • The tutorial has been updated with the new evidence type and new visuals
  • VR: The journal will now always be held in the left hand
  • The Parabolic Microphone can now only be used when inside
  • Several visual adjustments
  • Several UI adjustments

Fixes

  • “Show us” phrase no longer makes the ghost interact twice
  • Fixed a bug where you could mute the Spirit Box static by picking it up with a different object in your hand
  • Fixed a bug where ghost events would only lower host’s sanity
  • Fixed a bug where the ghost window knocks were not giving interaction evidence on most windows
  • Fixed a bug where you could get the ghost to interact with objects with voice recognition in quick succession
  • Fixed a common multiplayer crash for the host on Asylum in multiplayer
  • Fixed a bug where you could force the ghost to end the hunt using voice recognition
  • Fixed a bug where you could get the ghost to interact with objects when you were dead with voice recognition
  • Fixed a bug where you wouldn’t always get a small map on the map selection screen
  • Fixed a bug where the sensors couldn’t be placed in certain doorways
  • Fixed a bug where picking up sensors too quickly would keep them turned on in your hand.
  • Fixed occlusion culling issues on several levels
  • Fixed a bug where Danish and Finnish were in the wrong order in the language selection
  • Fixed a bug where certain ghost’s animations would only play if you are the host
  • Fixed a bug where equipment sounds were broken when being held by a female character

If comments are still showing as disabled, a site update is happening on our side that has caused a temporary takedown. We hope to have them back up and running soon so our community can go back to sharing their thoughts with us about everything gaming-related! 

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