Summer Game Fest 2022 Developers And Publishers Revealed

Summer Game Fest

Summer Game Fest kicks off on June 9, and host Geoff Keighley has unveiled the full list of game publishers and studios participating in the event. 

In the tweet posted above, Keighley states that SGF will feature events and updates from over 30 partners, with more to be announced. For now, the line-up includes: 

  • 2K
  • Activision
  • Atlus
  • Bandai Namco
  • Bloober Team
  • Capcom
  • Coffee Stain
  • Deep Silver
  • Devolver Digital
  • Digital Extremes
  • Dotemu
  • EA
  • Epic Games
  • Focus Entertainment
  • Frost Giant Studios
  • Humble Games
  • Level Infinite
  • Mediatonic
  • miHoYo
  • Netflix
  • PlayStation
  • Raw Fury
  • Samsung Gaming Hub
  • Sega
  • Square Enix
  • Skybound Games
  • Steam
  • Studio MDHR
  • Tribeca Festival
  • Warner Bros. Games
  • Xbox

Now that we have a clearer idea of which companies have something to show, the speculation can begin. Will Bloober Team reveal its long-rumored Silent Hill project or its already announced Layers of Fear sequel? Will Dotemu finally spill the beans on a Teenage Mutant Ninja Turtles: Shredder’s Revenge release date? Square Enix has already teased something Final Fantasy VII-related for the event; could it be a Remake 2 reveal? We’ll get all those answers and more next week. 

If you want to watch along, be sure to check out our June gaming showcase schedule to keep up on what streams are happening and when.  

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

Summer Games Fest 2022 Developers And Publishers Revealed

Summer Game Fest

Summer Game Fest kicks off on June 9, and host Geoff Keighley has unveiled the full list of game publishers and studios participating in the event. 

In the tweet posted above, Keighley states that SGF will feature events and updates from over 30 partners, with more to be announced. For now, the line-up includes: 

  • 2K
  • Activision
  • Atlus
  • Bandai Namco
  • Bloober Team
  • Capcom
  • Coffee Stain
  • Deep Silver
  • Devolver Digital
  • Digital Extremes
  • Dotemu
  • EA
  • Epic Games
  • Focus Entertainment
  • Frost Giant Studios
  • Humble Games
  • Level Infinite
  • Mediatonic
  • miHoYo
  • Netflix
  • PlayStation
  • Raw Fury
  • Samsung Gaming Hub
  • Sega
  • Square Enix
  • Skybound Games
  • Steam
  • Studio MDHR
  • Tribeca Festival
  • Warner Bros. Games
  • Xbox

Now that we have a clearer idea of which companies have something to show, the speculation can begin. Will Bloober Team reveal its long-rumored Silent Hill project or its already announced Layers of Fear sequel? Will Dotemu finally spill the beans on a Teenage Mutant Ninja Turtles: Shredder’s Revenge release date? Square Enix has already teased something Final Fantasy VII-related for the event; could it be a Remake 2 reveal? We’ll get all those answers and more next week. 

If you want to watch along, be sure to check out our June gaming showcase schedule to keep up on what streams are happening and when.  

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

What We Want To See From Tomorrow’s Pokémon Scarlet And Violet Trailer

The Pokémon Company announced today that it will be debuting new footage of two of this holiday’s most anticipated releases, Pokémon Scarlet and Violet. We first saw the duo of Switch games when they were revealed in a Pokémon Day presentation, which brought along an initial look at the unnamed region seemingly based on Spain and Portugal and the introduction of the three beloved starter monsters, Quaxly, Sprigatito, and Fuecoco.

The second look at Scarlet and Violet will hit the Pokémon YouTube channel tomorrow morning at 6 a.m. Pacific, but until then, we can’t help but wonder what will be shown in the new trailer. This new footage is only going to scratch the surface of what we’re going to see over the coming months for Pokémon Scarlet and Violet, and while it’s still early days, I’m hoping we see some or all of the topics below addressed in some way during the new trailer tomorrow morning.

What’s the Gimmick?

Every Pokémon generation has a combat gimmick that makes that series of games unique. X and Y introduced Mega Evolutions, and Sun and Moon brought in Z-moves, while Sword and Shield introduced Dynamaxing and Gigantimaxing, a mixture of the previous two generations’ mechanics rolled into one. We didn’t even get a glimmer of what Gen 9 Pokémon will be capable of in the first trailer for Scarlet and Violet. Whether Game Freak introduces a radical change like type-swapping, triple-type monsters, or brings back Mega Evolutions in a big way, tomorrow’s trailer would be a great place to set the foundation for what strategies trainers can expect to employ in battle.

Introduce the Region

The region of any Pokémon game is the backbone of the entire experience. It sets the table for the culture of the people you’ll meet through the adventure and even the types of new monsters you’ll be aiming to catch along the way. We know that Scarlet and Violet take place in a region that takes inspiration from Spain and Portugal, so expect to see an Iberian Peninsula flair in the locals and creatures. We’re looking forward to learning the name of this new place and finding out more about its inhabitants and how it differs from the other regions we’ve visited over the last few generations.

New Pokémon!

It would be an absolute travesty not to have any new Pokémon sightings with this new trailer, so we’re confident we’ll see some in tomorrow’s footage. In recent years, entirely new monsters have shared the spotlight with regional forms of existing Pokémon with evolutionary adaptations that suit the environment they live in. Not only do I think we’ll see a few fresh faces to the Pokédex, like the Rattata and Pidgey equivalents that come with each iteration, but also regional Spain and Portugal-inspired variants. The low-hanging fruit here is a new look and typing for Tauros or Bouffalant to lean into the traditions of the running of the bulls or something related to matadors and bullfighting. I’m also taking bets on seeing yet another Meowth form showing up in Scarlet and Violet.

Cover Legendaries and Box Art

Scarlet and Violet are still months away, but the second showing of a Pokémon game is the best time to make a big impression by introducing the monsters that will grace the box art for each installment. There’s an excellent chance we’ll get to see the Legendary Pokémon that are tied to the story of this new region and, with them, a look at the packaging for the games. Given the logo treatments for Scarlet and Violet, I’m hoping for a duo of Legends that differ stylistically more so than the last few generations of Pokémon games, hinting at more significant differences between the two versions of the games themselves than ever before.

The Influence of Arceus

Pokémon Legends: Arceus was massive upheaval and rebuilding for how Pokémon games are played. Not only was it primarily open world, but your interactions with the Pokémon on your team and those in the wild are much more personal than ever before. As the trainer, you could catch Pokémon in the wild without entering a battle with them, and every fight you partake in starts with choosing a Pokémon and throwing the Poké Ball to initiate to match where you’re standing seamlessly. With early screenshots of Scarlet and Violet showing similar kinds of battles set in the world, there’s a very good chance Generation 9 takes what was rebuilt in Arceus and evolves it even further. The Pokémon Company and Game Freak are even going as far as calling these games “open world,” which wasn’t the case even for Arceus, but I’d love to see this new brand of Pokémon gameplay continued and even doubled down on for these entries.

What are you hoping to see from Pokémon Scarlet and Violet tomorrow? Let us know your Pokédreams in the comments below!

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

Sonic Frontiers: New Teaser Shows First Taste Of Open-World Gameplay

Sonic Frontiers New Gameplay First

Sonic Frontiers was teased way back in 2019 before it was teased once again in 2021. It was originally supposed to drop last year, but it instead became a 2022 title, with a new trailer debuting at The Game Awards 2021. Now, as we anticipate the Blue Blur’s 3D return sometime this year, Sega has released a new teaser trailer that gives us just a taste of Sonic’s first open-world foray, and it looks awesome. 

This new teaser comes by way of the official Sonic the Hedgehog Twitter account, which released the trailer alongside news that Sonic Frontiers is getting the IGN First treatment in June. In fact, according to the tweet, we’ll be getting some world-exclusive reveals very soon, which, if this teaser trailer is anything to go off of, means we’ll probably be getting some extended looks at gameplay in June. For now, the teaser trailer below will have to do: 

As you can see in the trailer, there’s a lot going on in just this quick 30-second glimpse. There’s plenty of full-speed, open-world running, lots of rails to grind on, enemies to destroy, and it appears there are even tower-like checkpoints to activate or interact with. I’d wager you have to do this to open up more of the game’s open-world map, but that’s just a guess for now. Hopefully, we will learn more soon. 

What do you think of this gameplay teaser? Let us know in the comments below!

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

Reviewing Marvel And DC’s Big Events | From Panel To Podcast

On this week’s episode, we dive into the biggest week ever for comic books! We purchased roughly 25 comics each and have reviews for the best of the bunch, including Daredevil/Elektra, Something is Killing the Children, The Punisher, Hulk, and so much more. As always, we take a look ahead to what we will be purchasing this week, giving you a nice roadmap for what is to come.

If you would like to follow us on Twitter: Andrew Reiner (@Andrew_Reiner) and Philip Hoff (@bnow23).

From Panel to Podcast is a weekly show created by two lifelong comic book readers who offer suggestions on which comic books you should be reading each week. Each episode also dives into the latest developments for comics in video games, movies, and television shows. We’ll even discuss comic book collectibles and anything we think you should know about that pertains to this entertainment medium.

Be sure to subscribe to From Panel to Podcast on your favorite podcast platform. The show is available on Google Podcasts, Spotify, and Apple Podcasts.

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

Assassin’s Creed Origins Gets 60 FPS Boost This Week

Last December, Ubisoft announced a new-gen performance update was coming to Assassin’s Creed Origins and we now know that it’s coming this week.

On June 2, Bayak’s revenge quest across Ptolemy-era Egypt will run even better thanks to the addition of 60 FPS gameplay. The update will be available for those who play the game on PlayStation 5 and Xbox Series X/S. Origins’ successor, Assassin’s Creed Odyssey, received the same current-gen FPS boost last August

If you own a PS5 or Xbox Series console and haven’t played Assassin’s Creed Origins, this is the best way to experience one of our favorite modern entries in the long-running franchise. To learn more, you can read our original review of Origins here. Be sure to also check out our staff ranking of the entire Assassin’s Creed series.

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

Games Pass Additions Amass An Army Of Ninjas And Assassins In June

Xbox has begun to announce its upcoming slate of Game Pass titles for next month, with six games joining the service in the opening days of June. Sharpen your blades and get ready for plenty of action with the three big games coming to the subscription service over the next week. Ubisoft is providing two games with For Honor: Marching Fire Edition hitting tomorrow and Assassin’s Creed Origins arriving on June 7, just in time for Series X owners to enjoy the new 60FPS update. Koei Tecmo is also bringing Ryu Hyabusa’s remastered trilogy of 3D adventures to Game Pass with the June 2 addition of Ninja Gaiden Master Collection

Here’s the full list of Game Pass additions coming in the first part of June:

  • For Honor: Marching Fire Edition – June 1 (Console, PC, and Cloud)
  • Ninja Gaiden Master Collection – June 2 (Console and PC)
  • Assassin’s Creed Origins – June 7 (Console, PC, and Cloud)
  • Chorus – June 7 (Console, PC, and Cloud)
  • Disc Room – June 7 (Console, PC, and Cloud)
  • Spacelines from the Far Out – June 7 (Console and PC)

With new games joining the service, others are often leaving as well. Get your game time in with the following titles that will be gone from Game Pass on June 15:

  • Darkest Dungeon (Console, PC, and Cloud)
  • Dungeons & Dragons: Dark Alliance (Console, PC, and Cloud)
  • Greedfall (Console, PC, and Cloud)
  • Limbo (Console, PC, and Cloud)
  • Worms Rumble (Console, PC, and Cloud)

This newest Game Pass update only stretches into the first week of June, but keep in mind that Xbox and Bethesda are holding their joint showcase of upcoming games on June 12. Keep your eyes peeled on that presentation and Game Informer for more updates on what’s coming to Game Pass in the future.

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

V Rising Reaches 1.5 Million Copies Sold In Just Two Weeks

V Rising launched in Steam Early Access on May 17, and the vampire action survival game has quickly taken the world by storm. Developer Stunlock Studios revealed that the game has pushed past 1.5 million copies sold in only two weeks.

Stunlock doesn’t provide an exact sales number, but 1.5 million+ is a remarkable feat for a game technically in its infancy. V Rising has been popular on Twitch and has garnered strong reviews thus far. The game puts you in the undead boots of a newly awakened vampire who must build their empire. Similar to games like Valheim, players explore an open world in search of resources (either from nature itself or by pillaging villages) to construct a castle and become the second coming of Dracula. Combat pushes you to use your supernatural abilities to take down a host of otherworldly creatures, and you can tackle the game alongside friends in co-op. You can also attack other players’ castles in PvP. 

As an Early Access title, V Rising will continue to receive updates and improvements over the next several months. The game’s Steam page states that Stunlock hopes to launch the game in 1.0 within the next 12 months, barring any changes.

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

The Monument Valley Series Is Coming To PC This July

Monument Valley Series PC Release July

Ustwo’s Monument Valley and its sequel are coming to PC this summer. 

More specifically, Monument Valley: Panoramic Edition and Monument Valley II: Panoramic Edition will hit PC on July 12. Both of these illusion-based geometric puzzle games were released on iOS and Android devices in 2014 and 2017 respectively, and now, for the first time ever, they’ll be playable on non-mobile devices. As the name implies, the view of the game, which is longer than it is horizontal as a result of being mobile games, will be shifted to account for PC monitors. Instead, both Monument Valley games will be presented in a wide view and you can see what that looks like below thanks to the series’ art director:

Both games can be added to Steam wishlists right now and unsurprisingly, in order to run these games on your PC, you’re not going to need much horsepower at all. As for price, each will be available for $7.99 and both games will come with their previously released DLC, which incudes Ida’s Dream and Forgotten Shores for Monument Valley and The Lost Forest for Monument Valley II. 

While waiting for July 12, read Game Informer’s Monument Valley review and then read Game Informer’s Monument Valley II review

Are you excited to play these games on PC? Let us know in the comments below!

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

Romancing SaGa: Minstrel Song Remastered Releasing This Winter

Romancing Saga Remaster

Square Enix is synonymous with widely known JRPG franchises like Final Fantasy, Dragon Quest, Kingdom Hearts, and Nier. However, a lesser-known series that’s produced some under-the-radar experiences is returning. Romancing SaGa: Minstrel Song Remastered is launching on PlayStation 5, PlayStation 4, Switch, PC, and iOS and Android devices this winter. 

Minstrel Song dropped exclusively on PlayStation 2 in 2005. The updated visuals (changed from bit art to 3D) don’t do much to improve the very bizarre character designs, but fans of the series that never got to play it more than a decade ago will finally get to test their skills with the game’s combat and class systems. 

Minstrel Song itself is a remake of the original Romancing SaGa game released on the Super Famicom in 1992. The narrative follows eight adventurers as they try to stop the resurgence of an ancient deity of darkness. 

The Game Informer archives reveal that Joe Juba gave Romancing SaGa a 5 out of 10 and said that the game vied for the worst RPG of the year. Hopefully, the remaster gives it a second lease on life. Romancing SaGa: Minstrel Song Remastered drops on PlayStation 5, PlayStation 4, Switch, PC, and mobile devices later this year.

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

Romancing SaGa: Minstrel Song Remastered’s Melodies To Soar On All Consoles This Winter

Romancing Saga Remaster

Square Enix is synonymous with widely known JRPG franchises like Final Fantasy, Dragon Quest, Kingdom Hearts, and Nier. However, a lesser-known series that’s produced some under-the-radar experiences is returning. Romancing SaGa: Minstrel Song Remastered is launching on all consoles this winter. 

Minstrel Song dropped exclusively on PlayStation 2 in 2005. The updated visuals (changed from bit art to 3D) don’t do much to improve the very bizarre character designs, but fans of the series that never got to play it more than a decade ago will finally get to test their skills with the game’s combat and class systems. 

Minstrel Song itself is a remake of the original Romancing SaGa game released on the Super Famicom in 1992. The narrative follows eight adventurers as they try to stop the resurgence of an ancient deity of darkness. 

The Game Informer archives reveal that Joe Juba gave Romancing SaGa a 5 out of 10 and said that the game vied for the worst RPG of the year. Hopefully, the remaster gives it a second lease on life. Romancing SaGa: Minstrel Song Remastered drops on PlayStation 5, PlayStation 4, Switch, PC, and mobile devices later this year.

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

New Pokémon Scarlet And Violet Trailer Dropping Tomorrow

Pokemon Scarlet and Pokemon Violet New Trailer When

Nintendo has announced that a brand new trailer for Pokémon Scarlet and Pokémon Violet is dropping tomorrow. 

The trailer will go live at 6 a.m. PT/9 a.m. ET tomorrow, June 1, on the official Pokémon YouTube trailer. As for what to expect, that remains unknown as the tweet announcing this news says to tune in to the channel “for the latest on Pokémon Scarlet and Pokémon Violet.” If it’s like trailers in years past, we’ll likely learn more about the world of Gen 9, including some new looks at Pokémon, locales we’ll be visiting, and, if we’re lucky, a look at the two main legendaries that will appear on the boxes of these two Switch games. 

I’m hoping to see the legendaries we’ll be encountering and a release date. We only know the games are releasing in “Late 2022.” That likely means somewhere in the October through November timeframe if this gen follows previous generations’ steps. Still, I’d love to get official confirmation of when I’ll be playing this game and picking Quaxly, the best starter, to join me on my adventure. 

While waiting for tomorrow, read about the original Pokémon Scarlet and Pokémon Violet announcement, which included our first looks at the three starters this time around. Then, check out all of the Pokémon confirmed for these games thus far. Check out this breakdown of all the Pokémon Scarlet and Pokémon Violet version differences and exclusives revealed after that. 

What do you hope to see in tomorrow’s trailer? Let us know in the comments below!

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

The June PlayStation Plus Lineup Has Reportedly Leaked

PS Plus June Leaked God of War

“Boy! Get ready to download the latest game I was included in,” is probably what Kratos would say to Atreus if he read this story. That’s because reliable PlayStation Plus leaker source Deallabs has reportedly leaked the June PS Plus games and the lineup includes God of War, Nickelodeon All-Star Brawl, and Naruto to Boruto: Shinobi Striker. 

This news comes by way of Deallabs, naturally, as reported by Eurogamer and if it’s like previous months, the former is correct. If this leak does end up being correct, PS Plus subscribers will have those three games to look forward to from June 7 to July 5. 

This wouldn’t be the most surprising lineup, especially when you consider God of War: Ragnarok is slated to release sometime in 2022. Perhaps it’s coming sooner than later and Sony is releasing God of War as a way to begin the marketing for its sequel. 

This leak, if true, would techincally be the first month of PS Plus post-Sony’s revamp, which includes three new tiers of the subscription service that essentially combine Plus with the company’s cloud streaming service, PlayStation Now. Only time will tell if this leak is like those in months past. We’re likely just a day or two away from finding out what games are officially free to download for PS Plus subscribers in June. 

[Source: Deallabs via Eurogamer]

Are you excited about these three games? Let us know in the comments below!

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

June PlayStation Plus Games Reportedly Include God Of War, Nickelodeon All-Star Brawl, And More

PS Plus June Leaked God of War

“Boy! Get ready to download the latest game I was included in,” is probably what Kratos would say to Atreus if he read this story. That’s because reliable PlayStation Plus leaker source Deallabs has reportedly leaked the June PS Plus games and the lineup includes God of War, Nickelodeon All-Star Brawl, and Naruto to Boruto: Shinobi Striker. 

This news comes by way of Deallabs, naturally, as reported by Eurogamer and if it’s like previous months, the former is correct. If this leak does end up being correct, PS Plus subscribers will have those three games to look forward to from June 7 to July 5. 

This wouldn’t be the most surprising lineup, especially when you consider God of War: Ragnarok is slated to release sometime in 2022. Perhaps it’s coming sooner than later and Sony is releasing God of War as a way to begin the marketing for its sequel. 

This leak, if true, would techincally be the first month of PS Plus post-Sony’s revamp, which includes three new tiers of the subscription service that essentially combine Plus with the company’s cloud streaming service, PlayStation Now. Only time will tell if this leak is like those in months past. We’re likely just a day or two away from finding out what games are officially free to download for PS Plus subscribers in June. 

[Source: Deallabs via Eurogamer]

Are you excited about these three games? Let us know in the comments below!

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

Tracing Threads: The Making Of Tunic

making of Tunic Andrew Shouldice interview Tunic indie game pass Finji

Tunic started with a difficult choice for lead developer Andrew Shouldice: stay at his stable job or take the plunge and quit to work full-time on his budding game idea. In 2015, Shouldice closed his eyes and jumped. However, when asked why he made that decision, he initially hesitates. 

“Why indeed?” Shouldice answers after a beat with a chuckle and a dramatic tone that suggests Tunic’s development cycle was a long one. There is no single incident he can point to that spurred him into making his choice. Instead, several factors, including how much he enjoyed making past one-off projects and his dwindling excitement for his job, influenced his decision to strike out on his own. His departure wasn’t without uncertainty.

“I remember thinking to myself; this might be a bad decision,” Shouldice says. “But I would rather make the bad decision now than always wonder what could have been, you know? Which is very cheesy, I understand. But that was sort of the thing that ended up pushing me over the edge. I really want to do this. Maybe it’s a bad idea, but I have to know.”

Seven years after its inception and four since its grand debut on the E3 stage, Tunic has finally launched. The vibrant isometric action game puts you in the boots of a sword-wielding fox fighting through a world of winding paths, mysterious structures, merciless enemies, and hidden secrets. Its art style, combat, and setting earned Tunic an ever-growing crowd of fans over the years. But while it’s currently one of the highest-rated releases of the year, Tunic started as a small solo project.

The Adventure Begins

Free of his employment safety net, Shouldice sat down – coffee in hand – to work on a project that wasn’t even a fully formed concept. His only direction at this early point was to make a game “with lots of secrets” and a protagonist “going on an adventure.”

That moment was when the game’s now-familiar vulpine hero started to take shape. Despite the sword-wielding fox being one of Tunic’s most endearing elements, it exemplifies the project’s early uncertainty. The creator admits the idea for the creature stemmed, in part, from his limitations in modeling humans. And this wasn’t an outlier. Shouldice recalls he struggled a lot with inexperience in the early development process.

“This is the first large-scale, commercial 3D game that I’ve made,” says Shouldice. “And for a long time, I was the only person putting code into it. And I was a programmer by trade, but there are a lot of things to learn about video games. And the programming part wasn’t necessarily the trickiest sphere.”

Realizing he would need some support, Shouldice began to look for additional creators to help him craft his game.

Shouldice first sent an email to Terence Lee, who, along with his wife Janice Kwan, would later work on Tunic’s soundtrack. Though excited by the idea of the project, Lee was unsure if he’d be available to compose for the adventurous title due to other obligations. Later that year at 2015’s Game Developers Conference, Tunic’s lead developer managed to connect with Lee and Power Up Audio’s Kevin Regamey, who would go on to lead the design of Tunic’s sounds.

Regamey recognized Tunic’s potential after playing a very early version of the game. “I played this build for, like, 10 hours,” says Regamey. “It was crazy. [Power Up Audio] all played it as a team, and we’re like, ‘Who the hell is this guy?’” The moment was even more remarkable for Regamey when he remembers Shouldice saying, “‘This probably won’t make it in the final game.’ And it’s true [that] nothing in that build’s in the final game.”

Luckily, not everything from the game’s humble beginnings was scrapped, including the concept for its surprisingly tranquil music. “I always liked that contrast in the game of it being really visually and aesthetically gentle and pleasing but also being difficult gameplay-wise,” says Lee. “So, when I made music for it, I intentionally tried to make it a bit more chill and relaxing. And I think a lot of people connected with that.” Both composer and audio designer emphasize how vital the soundscape is for Tunic, with Regamey saying, “The audio is almost like a character in that world… there are a lot of moments throughout the game where it is necessary and important for the audio to take the spotlight. The music and the sound are kind of one-to-one with all these other things, like the game design and the level design and the art.” 

Stitching Tunic Together

With new teammates onboard helping to create a concrete and executable game, the early notions of secrets and adventure started getting fleshed out. One concept that enthused Shouldice was “visually pleasing and beautiful” isn’t inherently “on the opposite end of the spectrum of difficulty.”

“I think there are places for games, like some early Zelda games,” says Shouldice, referencing a prominent inspiration for Tunic, “[that] are beautiful and colorful, but still have that amount of difficulty and challenge that encourages you to be brave and to go to places that maybe you’re not ready for.”

Here, Shouldice’s idea of a game with adventure becomes apparent. He sought not only to create an experience where the character goes out into the world to fight foes and open treasure chests, but one that encourages the players themselves to be adventurous.

“One of the most exciting moments for me when playing a game,” says Shouldice, “is seeing something scary and having that thrill of ‘I need to run away, or I need to deal with this.’” This idea is not just limited to combat. Tunic’s developer suggests that stumbling on seemingly impossible challenges or treading on ground that feels off-limits while exploring is a vital part of the games he admires. In Tunic, Shouldice says he wants players to experience the rush of thinking, “Maybe you’re in a place where you’re not supposed to be right now, you know? Maybe you’re really exploring in uncharted waters now.”

Nostalgia was also instrumental in shaping Tunic. It’s clear the game takes many visual and design cues from NES, SNES, and Game Boy-era Zelda entries, but there’s more to it than that. The team talks about trying to recreate the feeling of finding unexpected lore in a game’s instruction booklet or putting your head together with friends to figure out the answer to a challenging puzzle – something that has become less common when players can simply look up a guide online. One of the easiest places to see Tunic’s retro design aspirations is in the in-game illustrated guides scattered throughout the world.

“The pages that you pick up are more than just a collectible. It’s not just you know, ‘I got all the manual pages. Hurray for me,’” explains Shouldice. “But maybe you’ve had this experience of flipping through a manual for some game and having that be an extension of the game experience itself. So, it’s not just, ‘Yeah, I know how to wall kick.’ The game tells you all about that. Sometimes there are secrets; there are things that you can only find out from reading the manual in those old games, and Tunic is definitely that way. There are plenty of things that you will have to pore through these pages to figure out.”

Last Puzzle Pieces

With the core game coming together, producer Felix Kramer joined the crew and, in 2017, publisher Finji – which previously worked on Chicory: A Colorful Tale and Night in the Woods – started working on ways to spotlight the project. A year later, Tunic took center stage at Xbox’s E3 showcase.

“Having the trailer appear there was a treasured memory for me,” says Shouldice. “I don’t know if it’s a warm, fuzzy memory because I lost a lot of heartbeats that day. But that will definitely stick with me.”

While the team had been working on Tunic for three years, 2018 was the first time many people became aware of the game and began watching its development. That group of new fans included various game makers, who connected with the project and, consequently, began incorporating some of its ideas into their work. “Every now and again, people will say that they’re drawing inspiration from [Tunic],” says Shouldice. “And given that this game so deeply draws its inspiration from other things, it’s pretty special to hear that other people can see it and, you know, feel that same feeling and want to make stuff themselves.”

One of those people was Eric Billingsley, who began working on Tunic as a level designer in 2020. “Previous to that, I was working on my own solo thing, Spring Falls, and Tunic was one of the visual references I was using. So, it was exciting to come on to [Tunic],” says Billingsley. “At that point, the game was pretty much solidified in most of the areas, but a lot of the areas still didn’t look final yet. So, my job was to go in and bring those areas – make them look nice, like the stuff that had already been seen in the game.”

The Developing Difficulties

Having admired the game from the sidelines, Tunic’s newest member may have been excited to get started, but he was also realistic. The level designer was stepping into the middle of an ongoing and years-long development process. Thinking back over that time now, Billingsley recalls not only his continuing enthusiasm but also the obstacles he faced in his new role.

“One of the biggest challenges I found is, because the game is so stylized, sometimes it’s hard to tell when things look finished or not,” says Billingsley. “If you go too detailed, it doesn’t look like Tunic anymore, and if it’s not detailed enough, it doesn’t look like a finished thing. And keeping track of how everything is connected is even sometimes a challenge when it comes to level design.”

But many problematic aspects of Tunic’s design also feed the game’s strengths. Tunic’s isometric perspective, for example, initially felt limiting to several team members. Billingsley acknowledges the view could be restrictive, but “the hidden benefit of that is now it’s very easy to hide little secret paths.” Conveniently, this plays right into Shouldice’s vision of a game stuffed with secrets that prompt engaged exploration.

Power Up Audio’s Kevin Regamey also weighed in on the isometric perspective, saying it could “result in you hearing things that you can’t even see because [the sound’s source is] beneath the pane of the camera view.” But, mirroring level design, this constraint turned out to be a blessing in disguise. “As it stands now, there’s basically no 3D audio in the game, in the traditional sense,” says Regamey. “Everything’s playing back in 2D; it’s just like playing sounds. And it feels a little more one-to-one with how things were done back in the day.” Again, that unexpected result reinforces Tunic’s direction, this time emphasizing its old-school sensibilities. 

How Time Flies

The fully assembled team worked furiously on Tunic over the past few years to prepare it for its 2022 launch. During that time, Tunic’s lead developer was aware that some fans had been waiting half a decade or more to get their hands on the game and blames himself for the long wait.

“I’m the person that’s responsible for the development time, I think,” says Shouldice. “There was content creation and level design and learning how to make good animations and all those sorts of things. I think it’s probably safe to say – maybe the others could correct me – there’s no part of this game that has not been revised at least once or twice. I think the model of the key that you get early in the game might be the first version of itself. But a lot of other things are second-generation assets that have been rebuilt as I’ve learned more about what this game is.”

Eagerly admitting the process took longer than any of them expected, his teammates underline other reasons for the extended development. Composer Terence Lee muses on how, in the beginning, no one really knew what the final project would even look like, resulting in ever-shifting work. Additionally, the game’s audio and level designers emphasize some time-consuming, but necessary changes demanded a sizable chunk of the developers’ time.

“It’s a small, small team,” asserts Billingsley. “There was no way to do this project very, very quickly.” Especially since, according to Billingsley, the original size of the game was “twice as big, but it was mostly empty space.” Regamey, though hesitant to talk about cut parts of the game for fear of disappointing fans, did go on to reveal one section of Tunic that eventually got the ax.

“There once was a desert in Tunic,” Regamey explains. “There is no longer a desert because running across dunes was decidedly not as interesting as the other parts of the game.”

The Final Stretch

The team finally saw the finish line after revealing Tunic’s March 16 release date at The Game Awards in December. The announcement was a big achievement for the Tunic crew, as their trailer opened the massive show – which scored a record-breaking 85 million livestream views that year. When the finish line was in sight, it was hard for many of Tunic’s creators to decide whether they were relieved or nervous that the journey was almost over.

Looking over the experience, Shouldice shares his wish that Tunic “managed to capture that sort of childlike wonder” the games in his youth inspired. “And whether or not people get that feeling from the finished game, I don’t know,” says Shouldice. “I hope so.”

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

Apex Legends Is Still The Best Battle Royale, And It’s Not Even Close

Apex Legends Best Battle Royale

My first battle royale skydive was in the early access version of PUBG. I landed on the outskirts of Lipovka and, with the devastating SCAR-L, made quick work of enemies. There were brief moments of gratification, but securing that delicious Chicken Dinner tested my patience for dozens of hours and proved too frustrating. Fortnite’s cartoonish aesthetic and enticing crossovers scratched my casual FPS itch, but the base-building mechanic constantly shattered combat momentum. Warzone’s sensory overload was downright overwhelming. With arena sizes that seemingly rivaled open-world games, a high combatant count, and annoying purchasable killstreaks, Call of Duty’s battle royale reminded me that less is more. 

And then there’s Apex Legends, the great equalizer – where skill, tactics, and dumb luck (RNG) coalesced into intense, energetic bouts. Even five years after its surprise launch, Apex Legends continues to be the best battle royale out there. 

Titanfall’s parkour physics demonstrated that flashy animations complement tight gunplay and empower players. Apex Legends might not have wall-running or explosive mech action, but the movement remains fluid. Grappling, sliding, crouching, wall jumping, changing directions midair, and sprinting make matches exhilarating and streamlined. Moreover, interactions beyond simply firing your R-301 or chucking a Thermite reward experimental/strategic play. For instance, while useful for the incapacitated, knockdown shields can also be repurposed as mobile cover for low-health teammates. I can’t count the number of times I’ve frantically popped a shield battery or reloaded my Wingman behind a downed ally to save the day. Blocking enterable doors with Loba’s Black Market Boutique or kidnapping unsuspecting adversaries with Wraith’s Dimensional Rift are other great examples of how Apex Legends’ mechanical depth redefines engagements. 

Smaller squads mean that encounters aren’t prolonged, but compact maps also catalyze third-parties. When one firefight ends, another is bound to begin. This keeps the tension high and generally leads to shorter matches (who doesn’t love to get some rounds in before work?).  

At the heart of Apex Legends’ charm is its infectious ensemble cast. PUBG’s stripped character creator, Fortnite’s various skin-deep cosmetics, and Warzone’s forgettable avatars don’t hold a candle to Respawn Entertainment’s eccentric prizefighters. Narrative beats tend to be peripheral – revealed in cinematic trailers or comics – but voice lines, ability kits, and lore events contextualize character motivations. Bangalore is the latest badass trooper in a military family. She often comments on optimal weapon attachments when pinged. Whereas the lighthearted genius, Wattson, might blurt out cheesy electricity puns when celebrating a decisive victory.

Certain squad combinations trigger unique barks and conversations, too. Loba is hostile to Revenant, her parent’s killer, but is appropriately warmer to alleged love interest Valkyrie. These diverse personalities contribute to the competitive shooter’s replayability and, more importantly, make players feel attached to their legend of choice.

Season 13 is well underway with the addition of defensive warrior Newcastle, significant changes to the tropical beaches of Storm Point, and ranked mode tweaks that promote teamplay. Compared to its contemporaries, Apex Legends sets a new standard for battle royales with accessible but elegant controls, enticing equipment like heirlooms, finishers, and badges, likable playable characters, and strong dev support in the form of recurring/original seasonal events. If you’re looking for a multiplayer experience that perfectly balances competitivity with flashy fun, look no further than the untamed, laser-ridden frontiers of the Outlands. 

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

An Interview With MultiVersus Director Tony Huynh

During the recent closed alpha test, we sat down to talk about all things MultiVersus with the game’s director, Tony Huynh, from Player First Games. In this interview, we talk with Tony about what MultiVerus is, how it is to work with Warner Bros on the project, philosophies on its core combat designs and business models, and much more. 

Game Informer: Can you tell us about MultiVersus? What’s the quick pitch of it?

Tony Huynh: MultiVersus is a cooperative platform fighter. It’s free to play. And it’s a game that has a lot of the barriers removed, that’s really easy to pick up, but also a really smooth, gradual mastery curve into the game. Its focus is on cooperative team-based gameplay. So from the ground up, everything about it is team-based, working with your ally, all the abilities and moves are based around team play as well as having a huge iconic character cast of really awesome characters. We spent a lot of time on making the characters play the way that you think that they would play. We try to support every single input device, like keyboards and controllers. In an effort to remove all barriers, we also have a lot of resources poured into making really good online play through dedicated server rollback netcode. In a nutshell, that is what MultiVersus is; it’s a very cooperative focused, social-focused platform fighter that I think everybody can pick up and play and then also invest thousands of hours, like I have, into it. [laughs]

GI: One of the special things about this game is its co-op focus. It is a 2v2 fighting game at heart. Can you talk about the decision in going to a 2v2 game as opposed to focusing on solo and free for all modes that are still present?

TH: I’m going to give you a little bit of a long-winded answer, but just a little bit of history behind that decision. My history is that I am a massive fighting game player. And I’m a combat designer by trade. It’s the reason why I became a combat designer, it’s because of these games. Traditionally they have been 1v1 focused, and singles focused. I also play a lot of other games; I play games outside of the fighting game genre, like MOBAs and shooters. And the reason why I was discovering why I wasn’t playing just fighting games all the time was because I like playing with my friends. And I just think that playing with my friends is a really good and fun experience, right? It’s a reason why most of my social circle and friends are based on people I’ve met online, and people I’ve met playing games. And the other thing is these games are extremely, extremely important to me. They’ve changed my life and changed my career, and gave me a career. So I want a lot of players to be able to experience the way that I experienced it growing up. And part of that is great code and being able to pick up and play with other players, but also playing with somebody and having a shared objective. And that’s something I think that I was missing, and why I was playing these other [games].

So a huge part of it is making sure that we can bring this genre to a lot more players, but also that experience of working with somebody else, and playing with somebody else, and being of one mind [was] what I was missing, and what made a lot of sense to bring in. It wasn’t an easy decision. Because the thing is, we fully embraced this concept, but it changes everything from the ground up. Every single decision that you’re making, all the mechanics on the characters, how they play, how do they impact the other character, including all the macro levels, meta systems and everything else, and even the strategic gameplay around perks, affects allies and then selection of perks actually impacting your ally. Everything in the game is tied around this concept. Steven doesn’t just shield himself, he shields his allies at the same time. Wonder Woman has to pay attention to where her ally is, so she can dash to them, and then protect them and position herself correctly. So, there’s just a lot of opportunity for teamwork and team play, that actually fundamentally changes up how the gameplay actually works.

GI: You mentioned that you brought on some ideas from outside of fighting games? Do you think that fighting games could learn more from other genres of games to boost their popularity and boost their playability?

TH: There’s a lot of lessons from everywhere you can take. It depends on what the goals are, and our goals are: how do we remove barriers for the game, and how do we get as many players in playing as possible? I think [it’s] being well-rounded developers and understanding a lot of different ways to play, basically. Because the thing is, you really want to be careful about making the same game over and over again, and a lot of that has to come from understanding multiple genres and understanding what you like and what is possible. And good ideas come from everywhere. So we should pay attention. We [shouldn’t] just throw [something] out because of because it hasn’t been done before. What we found is a lot of players that aren’t in the fighting game community, or play platform fighters, really enjoy the game because it’s very easy to pick up. But also a big part of [MultiVersus] will also be free to play, and a lot of players can just try the game. And it’s on us, honestly, if they stick around. If they liked the game, it’s on us. If we don’t make a great game for them, they’re not going to stick around. So this is the true test of are we making the correct game, are we making a game that players are going to enjoy and continue to play? And then also, because it’s free to play, a lot of players can try it out. There’s cross-play as well. So, players can come on and they can play with their friends. We’re trying to remove as many barriers as possible.

But it helps us out in a bunch of different ways. The best way, and the best experience, for playing these types of games is to play against somebody that is fairly equal in skill. And, to do that, it’s very important that a lot of players are able to play the game. We can matchmake you based off of your skill, so you can have a really great experience and a smooth kind of mastery curve all the way up. That’s part of the reason why we’ve done the things that we have. We don’t just do things here at Player First Games. We’re very deliberate about our decision-making for what we’re trying to do. And it isn’t geared around any sort of nefarious thing. It’s based around, “we’re trying to achieve this goal.” We’re trying to provide this experience to as many players as possible and introduce his genre to as many people as possible. And then how do we do that? And how do we give everyone the best experience possible? Also, partnering with WB helps us reach a lot more players as well because of their awesome history and the history of their characters that they have and being able to reach that audience as well and making a game that they can get into.

GI: The game is free to play; sometimes that has certain expectations that people put on free-to-play games. With MultiVersus, are you looking to make most things unlockable by playing versus spending money? I’m guessing there are going to be ways of spending money on the game to unlock cosmetics. What does the monetization model look like and how do you expect players to interact with it?

TH: I can talk about the philosophy that we have, which is there’s no pay to win here. In fact, anything that grants any sort of benefit like perks, for instance, they can only be earned by playing the game. Spending enough money on the game shouldn’t give you an advantage. That’s the overarching thing about the game. What I’ve discovered in my past is that if players really enjoy the game, they’ll spend money. That’s kind of the bottom line, and I think that our cosmetics are really awesome. Ring out effects and everything else like they’re, [in] my personal opinion, I think they’re worth spending money on because they’re so cool. So, that’s kind of the model that we’re using. We just want players to have a really great experience, and that’s it.

GI: In the alpha right now, we are experiencing the battle pass and some of the other progressions systems. There’s a lot in here! Each character levels up to have their own unlocks, etc. Are you looking at doing a seasonal structure for these Battle Passes, and what kind of content are we looking at if you do roll out content seasonally?

TH: We want to surprise and delight players. That’s our number one goal as a developer, right? So, I think that’ll be a mix of content drops, as well as seasonal [content]. The current plan is not to just pack everything into seasons, but it is also to have some surprises thrown in periodically. I think that the seasonal structure is fairly healthy in terms of how positive that’s received by players. Because it also gives us opportunities like check-in points where we want to address specific issues or making sure the game is healthy and making larger changes in a seasonal structure. But also dropping really awesome new content, maps, modes, characters, ways to play the game, and new features. I also think that we will be dropping that stuff periodically as well outside of the seasonal structure.

GI: How many characters are you looking at for launch? We currently have 15 playable in the alpha build.

TH: 16 have been announced. Iron Giant, [who] also got announced, will be appearing in the open beta.  Taz is the latest addition, and Velma was also playable in the last tech test, so she’ll be playable in this one as well. But yeah, in terms of characters, it’s really important for us to make sure that every addition really adds something to the roster. Every roster spot is really important, because of dev resources required and IP approvals. There’s a lot of things you have to go through in order to make a character and put it out there. Every character we add, there has to be an opportunity to make sure that, from the development side, we’re able to make a character that plays the way that you think it should play, but also pushes some envelope in the game as well. So, Iron Giant is going to be our first colossus-sized character; it’s going to be awesome. I think a piece of this is that we want to make sure that we on the dev side can be creative as well, and be able to see opportunities for characters that, like Velma, you wouldn’t expect to be on a fighting game. It’s not like, if you put a poll out, she wouldn’t be very high up there because she’s well known, but she’s not thought of as a fighter. But from our development team, we just had the inspiration of, “what if we made a character that didn’t know physical attacks, she just used words of encouragement, and sass, and science, and solving mysteries, including gathering clues, to win. And so that was just an opportunity. We were like, “Okay, we have to do this.” So, we did it. We will continuously add characters. There will be a regular cadence in which they [are] added. I hope to have a really large roster of characters, and we have a lot to choose from. Also, we want to reach out to the community and see what they want and tie that into this as well, but the main thing is how do we delight and surprise players all the time? So, there will be surprises like Velma, and that will continue. But more important than our large roster is that each character brings something, that we’re doing something that is pushing the envelope in some way. I’d rather have a uniquely playing roster that fills a lot of different ways to play the game than having a really large roster. But that being said, we’re going to try to make a really large roster that plays very uniquely and pushes the envelope with every character.

GI: How has it been working with Warner Brothers? And have they been open to your ideas for using specific properties? Or were there any that have been off-limits or harder to get at than you expected?

TH: I’m going to hit this at a high level, I think. But at a high level, it’s been a dream, quite frankly. When we first started this, we thought about partners and also about how do we realize this vision that we have. A huge part of that is the resources that Warner has. Not just the characters, but also on the development side, and on the back end, and all the support they can give us in terms of testing the game, making sure the game is in a good spot, and we can validate what we’re trying to do. So a lot of that stuff has been absolutely amazing. It’s been best case scenario. I was like, “this is the best case scenario,” and it’s been way better than that. The general thing is, we come up with the ideas, and we go, “Can we do this?” And the answer is very often just, “Yes.” There [are] IP approvals and IP holders on each of the different characters and different hoops and obstacles to jump through. But It’s been really smooth. It’s surprisingly smooth. Again, I couldn’t have hoped for a better partner. It’s been really great.

GI: Do you have plans for larger game sizes than the 2v2 or four-player matches? Are there technical hurdles with your rollback netcode that may hold that back?

TH: The way that we’ve done things, we’ve gone on a very different route which is server based, dedicated, on rollback netcode, which is not usually done, because it’s very expensive. The way that we think about things is what is the best experience for players? And we thought that this approach was the best. But that also gives us a lot of flexibility on what we do in terms of team sizes, or whatnot. So, there’s always challenges with any sort of number change like 3v3 or 4v4, but I think that they’re very surmountable the way that we’ve set things up to allow us to do those types of things. It’s just a matter of investing the amount of time to create the content and figure it out and make sure that’s a great experience for players. And there will be a lot of new modes coming out. I can promise some surprising stuff, too.

GI: Speaking of modes, do you have any sort of Story Mode planned since we’re mashing all these all of these brands together?

TH: There will be content that you can enjoy. The big thing for us is everything has to go through co-op. So, there will be additional modes coming out shortly that are less competitive. That’s probably the best way I can put it. With any sort of story mode, there’s a lot of resources involved and we need to make sure the core of the game is healthy and correct. And even now, we’re in an alpha; this is a test, this is not a finished game. There [are] bugs. We’re still refining and making sure the balance is right. We need to focus on specific things and then we move on to the next thing, but I absolutely understand that players really want some sort of story mode. And I think our game is really ripe for a lot of stuff that could happen there. And it’s just a matter of getting [MultiVersus] out to players and doing the work. I would love it.

GI: To focus on more casual playstyles, I’ve noticed that some characters do have some items that drop. Are there any other spawnable items that people might see in more casual modes?

TH: In Free-For-All Mode, right now, there are spawnable items. In free-for-all, the items are randomly spawned. At the start of the map, there’s a safe that players can punch in at each other. Also, the map shrinks in size over time as well in Free-For-All. So, there’s very different rules based off of the game mode. Of course, we have a ton of really awesome items coming in, and they’ll be continuously updated. I think that’s part of the surprise and delight aspect of this is, like items, we can just keep making them, and keep putting them out very regularly, and players have something new to look at and enjoy relatively frequently. Part of the overall strategy is to put out a lot of different things and set the basis for everything. What we’re trying to do with our open beta is to have the basis for everything so everybody can see where we could go, and then start to realize that over time.

No release date is set for MultiVersus at this time. If you’re looking to get your hands on the cross-play and cross-progression platform fighter, an open beta is planned to begin in July on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC.

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

I Wish Kingdom Hearts’ Sora Was More Like Yakuza’s Ichiban Kasuga

Working for a video game website, I engage in many playful, though sometimes heated, debates about games with my co-workers. We recently discussed the best Kingdom Hearts characters, and, surprisingly, several of us excluded Sora from the cream of the crop. However, a defender propped up Sora’s one defining good trait, his overwhelming positivity. In response, I jokingly said if optimism is all Sora offers, he should be replaced by a superior beacon of positivity: Ichiban Kasuga, star of Yakuza: Like a Dragon. We had a good laugh and moved on, but the idea lingered in my brain. 

I’ll preface my next statement with this disclosure: I like Kingdom Hearts. Now that blowback immunity is activated, I think Sora is lame. He’s a good kid with a great heart, and he’s fun to use in Super Smash Bros. However, Kingdom Hearts III made me finally accept that I haven’t really been into Sora as a personality since (maybe) Kingdom Hearts II. Much of that probably has to do with his dialogue; it’s unbearably cringe-worthy at times. Not to mention he’s also got a bad case of Ash Ketchum syndrome; the dude is umpteen games deep, and he still isn’t an officially recognized keyblade master? More than anything else, though, I find Sora bland. 

Let’s paint a hypothetical picture where Square Enix decided to retire Sora alongside his goofy clown shoes and decided to get wild. I can’t think of a better replacement than Yakuza: Like a Dragon’s Ichiban Kasuga. Why? In short, he’s pretty much Sora but cooler and vastly more endearing. Like Sora, he values his friendships, is fiercely loyal, possesses an inspiring can-do attitude, has a great moral compass, and is a complete dork. Plus, I’d love to see Ichiban interact with all of the Disney weirdos. But obviously, that can’t happen, so the next best thing is for Square Enix to look at Ichi to build a better Sora. 

Ichiban is flawed. Despite being a total sweetheart, he willingly joins and associates with organized crime syndicates. However, that inner turmoil drew me to him because you knew that, under the smiling poofy-haired surface, the guy had some baggage that he needed help sorting through. Yakuza: Like a Dragon does a great job fleshing out his upbringing as an orphan to give context for his beliefs and relatively bright outlook on life. As a result, Ichiban’s optimism feels earned and inspiring rather than obligatory. Like a Dragon spends time developing its cheerful hero as much as it does the overarching plot, giving me someone I genuinely wanted to root for. 

Sora has never felt as compelling. He grew up on the Nick Jr. version of the Lord of the Flies island, so he’s had it pretty good compared to Ichiban. That’s not to say that Sora needs tragedy to be interesting, but I want more from him. Square Enix has spent more time making Kingdom Hearts’ fiction as convoluted as possible but hasn’t given Sora’s characterization the same TLC. He’s had some growth, of course, but I still see the kid we met in 2002 – only taller and with repressed puberty in his voice. And in a series all about friendship, heartbreak, and loyalty, that’s become more glaring as I’ve gotten older. You can do “plucky happy dude” and still make him engaging rather than mildly grating. 

I don’t want Sora to become some kind of edgelord either. Rikku already fills that quota as the “emotionally damaged good-then-bad-now-good again hero.” I just want Kingdom Hearts IV to explore who Sora is, what makes him tick, and develop him into a more complete person. I think Ichiban is a great template to study because the two wacky-haired heroes are so similar. If that’s out of the question for Square, then take my suggestion earlier and actually put Ichiban in the game instead. I’d love to see him get a drink with Donald and Goofy.

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

Final Fantasy 10’s Blitzball Is Now Canon In Star Wars

Final Fantasy X Blitzball Star Wars

If you’ve ever wondered if people in the world of Star Wars play sports that don’t involve racing repulsorcrafts, we now know that they play at least one: Blitzball. 

No, you didn’t misread that – it says Blitzball, you know, the underwater hockey-like sport played by Tidus, Wakka, and others in Final Fantasy X. That’s because in the canonized novel Star Wars: Brotherhood, which is about the relationship between Anakin Skywalker and Obi-Wan Kenobi, a reference to Blitzball being played in a local lake is made. How do we know it’s the Blitzball from Final Fantasy X? Well, the author of Brotherhood, Mike Chen, is the person who revealed this fun detail, as reported by GamesRadar

“There’s a reference to a sport called Blitzball played in a local lake. Blitzball is basically underwater hockey played as a minigame in Final Fantasy X. As a former NHL writer, I freaking loved Blitzball and spent hours winning leagues.” 

As you can see, it seems Chen was a big enough fan of the sport that he included a reference to it in his canon Star Wars novel. Does someone have a lightsaber that looks like Caladbolg, though? 

If you’re interested in other Brotherhood easter eggs such as this, Chen has an entire thread dedicated to them on Twitter. 

For more about Star Wars, watch the new trailer for Star Wars Jedi: Survivor, which is the sequel to Star Wars Jedi: Fallen Order, and then watch this new Star Wars: The Bad Batch Season 2 trailer. After that, read our breakdown of all the new details we learned about The Mandalorian, Ahsoka, and Star Wars: Skeleton Crew, a new series starring Jude Law. 

[Source: GamesRadar]

Who do you think would be better at Blitzball – Anakin Skywalker or Obi-Wan Kenobi? Let us know your answer in the comments below!

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

The Most Immersive Part Of GTA V’s Open World Is Its Radio

Grand Theft Auto V Music Radio Stations

Back in March, I began playing Grand Theft Auto V for the first time ever. I somehow missed it in 2013, and as the years went by, I realized maybe I just wasn’t that interested in it. However, I couldn’t shake the idea that I had a GTA-sized gap in my gaming knowledge, especially as I write news stories seemingly every month about its massive sales numbers, which somehow keep increasing, the continuous flow of GTAV Online content, and more. 

GTA V is as prevalent today as it was in 2013, so when the new-gen editions on PlayStation 5 and Xbox Series X/S were released in March, I decided to finally give it a go. And, unsurprisingly to most reading this probably, it lived up to the hype. So much so that I’m still playing it today, more than two months later. I love playing through the game’s main campaign and the Strangers and Freaks missions, but I’ve found that my absolute favorite thing to do is just drive around while listening to music. 

After hopping on to do just that the other night, I realized something: the radio in GTA V makes it more immersive than most open-world games for me. I think that’s why I spend so much of my time in-game driving around, listening to Kendrick Lamar, Frank Ocean, and Chakra Attack’s Dr. Ray De Angelo Harris, voiced by J.B. Smoove. 

When I hop into a vehicle in GTA V, the first thing I do is pull up the radio. I scroll through my usual favorites – blonded Los Santos, Channel X, Vinewood Boulevard Radio, and of course, Non-Stop-Pop FM. Is a favorite tune on like Ocean’s “Chanel” or Koffee’s “W”? Have I heard this segment of Chakra Attack? Searching usually takes me about a minute, and I refuse to get on the road until I find exactly what I’m in the mood for, which is exactly what I do when I get in my car in real life.

And then I drive.

Sometimes I’m heading toward my next mission, but often, I’m just driving long enough to reach the end of a song and see what pops up next. I’m obsessed with this, and I’m pretty surprised by how much more immersive listening to real-world music makes GTA V’s open world. Of course, I don’t feel like Franklin or Michael or Trevor (not sure I’d even want to, given the events of the game), but the radio does a lot of heavy lifting to make it seem like I’m living somebody’s life in GTA V. 

I’m obviously very aware I’m playing a video game, but there’s something special about hearing a song I listen to while driving in real life come on the radio in GTA V. It influences how I drive – when Ace Hood’s “Bugatti” comes on, yeah, I’m probably going to be speeding, launching off of ramps, and drifting through intersections because it’s hype as hell. When “Glamorous” by Fergie starts, maybe I trade in the truck for a sleeker two-door and cruise through downtown Los Santos. And when Chakra Attack begins, I’m probably just laughing to myself, a lot. 

Much like how I try to match music to my mood in real life, or sometimes even set my attitude based on whatever I end up listening to, the same happens in GTA V, and I wish more games would cater to that because I don’t think I’m alone. Sure, some games use real-world artists in their soundtrack – Cyberpunk 2077 did it in 2020 – but I’m not sure any focus as much on music as Rockstar Games does, going so far as to actually update soundtracks with new songs and radio stations. 

There’s undoubtedly a litany of copyright hurdles to jump over to do this, and many companies don’t have Rockstar Games money to do that, so I understand why most soundtracks aren’t living. But imagine if they were – I know my immersion in open-world games would increase, and that’s important because it keeps me playing. And that’s something I think every developer wants for its game.

In this medium, hundreds of employees spend thousands of hours perfecting in-game brush, the way a knife stabs into an enemy, or how glass breaks when a brick is thrown into it – all to ensure the experience is as life-like as possible (which, mind you, is awesome and something I appreciate assuming that’s done under healthy conditions). I’d just like that kind of energy put into music more often. 

What’s your favorite use of real-world music in a video game? Let me know in the comments below!

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

Asymmetrical Multiplayers To Play On Your Day Off

Asymmetrical Games Evil Dead Dead By Daylight Among Us

It’s Memorial Day, and to celebrate the long weekend, we’re shining the spotlight on the asymmetrical multiplayer genre. This category features games where two groups face each other, but each side has unique, sometimes wildly disproportionate, skills and goals. As evidenced by many of the year’s recently released and upcoming titles, like Evil Dead: The Game, IllFonic’s Ghostbusters: Spirits Unleased, and Dragon Ball: The Breakers, the genre is seeing a resurgence. There’s no shortage of asymmetrical games you can jump into right now if you want to hone your skills or build up anticipation for soon-to-be-released titles.

Dead by Daylight

PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, Stadia, PC, iOS, Android

It’s hard to talk asymmetrical multiplayer without Dead by Daylight. Released nearly six years ago, the game is still a genre favorite and is on its 23rd chapter. Players split into two teams; one consists of a Killer, and the other, four Survivors. The characters on both sides are inspired by pop culture, including a few you might have seen in our Evil Dead: The Game cover story.

Among Us

PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC, iOS, Android

Social deception games recently garnered interest due to the unexpected popularity of one title: Among Us. The game sets up a struggle between a spaceship’s unsuspecting Crewmates and predatory alien Imposters. To win, the Crewmates must identify each would-be murderer and eject them into the cold vastness of space before the Imposters can cut all the innocent astronauts down.

Back 4 Blood

PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC

As a spiritual successor to Left 4 Dead created by original developer Turtle Rock Studios, Back 4 Blood’s Versus Mode channels its forbearer. The recent mode lacks some of the old spark and doesn’t include a campaign component, but you still get to play as Ridden.

Predator: Hunting Grounds

PlayStation 5, PlayStation 4, PC

Become the titular threat from the Predator movies and hunt your friends down one by one. The four-player human team is ready for war with a pack of weapons, but they must contend with the alien’s arsenal, which includes heat-sensing vision and cloaking abilities. 

Resident Evil Resistance

PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC

You and three friends can join the Resistance in Resident Evils 3’s online multiplayer mode. Get through all three stages set before you by the fifth member of the group, who plays the role of a faceless Umbrella Corporation Mastermind – made harder by the ever-present risk of zombies.

Secret Neighbor

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

In this multiplayer take on the popular Hello Neighbor games, you and your teammates break into the suspicious house next door, trying to rescue a friend from its locked basement. However, one of your companions is the Neighbor in disguise, intent on trapping you in the home forever.

Tom Clancy’s Rainbow Six Siege

PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC

The number of teammates begins the same at the start of a 5v5 Rainbow Six Siege match, but that inevitably changes as each operator mercilessly uses their unique abilities to eliminate their opponents. The result is a unique and intense asymmetrical struggle.

Intruder

PC

Intruder is still in Early Access, but the five-on-five, spy-vs-guards title is fully playable. Inspired by Metal Gear Solid and Splinter Cell, Intruder is all about stealth, with one faction using every available stratagem and gadget to get past their fellow players, the guards. 

Looking for more amazing games to play? Click on the banner below to head over to Game Informers list hub!

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

Star Wars: The Bad Batch Season 2 Trailer Reveals Wookiee Jedi Youngling, Fall 2022 Release Window

Star Wars The Bad Batch Season 2 Release Date

Hot off an exciting weekend of tons of news from Star Wars Celebration 2022, including the reveal of Star Wars Jedi: Survivor and details about The Mandalorian and Ahsoka, a new trailer for Season 2 of Star Wars: The Bad Batch has arrived. 

In it, we get new looks at the Bad Batch, of course, as well as Darth Sidious aka The Emperor and Wookiee Jedi youngling Gungi. With a look at Gungi, we now know that he survived Order 66, which sought to kill and end the entirety of the Jedi. The trailer also reveals that we can expect Season 2 of The Bad Batch to drop onto Disney+ this fall. 

As you can see in the trailer above, the titular Bad Batch of heroes are still doing their thing, searching for what they want to do now that they’re free. Of course, meanwhile, Sheev Palpatine’s empire is on the rise and the crew will need to deal with that while extending their helping hands to others. It looks like they’re after new allies, too, which hopefully includes Gungi. 

For more about Star Wars, read about the newly announced series, Star Wars: Skeleton Crew, which will star Jude Law, and then read about how the Rogue One prequel series, Andor, will hit Disney+ in August. After that, check out the first ever Star Wars Jedi: Survivor trailer

Are you excited for Season 2 of Star Wars: The Bad Batch? Let us know in the comments below!

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

Elden Ring Director Hidetaka Miyazaki Reveals His Favorite Boss

Elden Ring Miyazaki Favorite Boss Radahn

Everyone has that Elden Ring boss they really enjoyed facing off against, even if they kicked your butt over and over again, including the game’s director and From Software CEO Hidetaka Miyazaki. 

His favorite boss is Starscourge Radahn, according to a new Xbox Wire Japan blog post, as translated by IGN. As for why, the famed director cites Radahn’s alluring design as a character in The Lands Between as well as the festival surrounding him. 

“It’s tough to decide, but I’d have to say Radahn,” Miyazaki said. “As an individual character, he’s really alluring, and I really like the Radahn Festival situation. There’s a literal sense of festivity and exuberance, but also a unique tinge of sadness and loneliness.” 

He said when he first brought up the idea of Radahn and his festival, “no one on the team took it seriously,” which is extra funny considering this boss is Miyazaki’s favorite. He added that his next favorite bosses after Radahn are Godrick, the Grafted and Rykard, Lord of Blasphemy. He also said one of his favorite designs out of anything in the game is the 12-fingered Caria Manor hand spiders, because of course (they still give me the heebie-jeebies). 

“Spider Hand is one of my favorite designs,” Miyazaki said in the Xbox Wire Japan post. “It’s something you don’t want to even look at because it’s so horrible. I wonder if the way to overcome your issue is to face it head on and beat it.” 

I was more of a “oohp, there’s one of those hand spider things so I’m going to turn around now” kind of player. 

For more, read about this Elden Ring mod that lets you party up with NPCs and bosses like Malenia and then check out Game Informer’s Elden Ring review to find out why we gave it a 10 out of 10. Check out this composer who covered Elden Ring’s main theme in 15 different styles after that. 

[Source: IGN]

What’s your favorite boss in Elden Ring? Let us know in the comments below! Mine is Dragonlord Placidusax because of that one move – you know the one – that’s so pretty.

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

Hear A New Punk Rock-Inspired Track From Splatoon 3’s Soundtrack

Splatoon 3 music

Nintendo has revealed a sneak peek at an upcoming music track from Splatoon 3. Nintendo describes “Sea Me Now” by in-universe band Front Roe as having “a melodious, punkish sound” that has been “swimming up the charts in Splatville lately.” True to the description, the track veers closer to what we had in the first Splatoon’s soundtrack, though with decidedly more of a punk-rock edge.

You can listen to “Sea Me Now” by Front Roe below.

The Splatoon series has long been known for its music, even including its in-universe artists as main characters. In the original Splatoon, pop duo Callie and Marie (AKA the Squid Sisters) ran down the news at the start of each play session, while Splatoon 2 introduced us to Pearl and Marina (AKA Off The Hook). We don’t know who the figurehead announcers of Splatoon 3 will be as of this writing.

Splatoon 3 comes to Switch on September 9. For more on what this third entry in the franchise brings to the battlefield, check out the latest gameplay trailer here or learn about its improvements on the series’ wave-based cooperative mode, Salmon Run: Next Wave, here.

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

Introducing Video Gameography Season Six: Devil May Cry Series

Video Gameography is on hiatus this week, but in the interim, we’d like to announce the next season officially. 

Season six of Video Gameography will chronicle one of the most stylish franchises around: Devil May Cry. Its 20+ year history began after series creator Hideki Kaimya attempted to create an installment of another legendary Capcom series, and instead birthed the prototype of the modern character action game (or “Stylish Action”). In this new season, we’ll be covering the development and devilish narratives of all of the DMC titles, including Ninja Theory’s reboot. Dante, black-haired Dante, Virgil, Sparda, Trish, Nero, Lady, V; all of your favorite characters are going to be there! Here’s the complete list of games we’ll be talking about in the coming weeks:

  • Devil May Cry
  • Devil May Cry 2
  • Devil May Cry 3: Dante’s Awakening
  • Devil May Cry 4
  • DmC: Devil May Cry
  • Devil May Cry 5

Video Gameography is a podcast hosted by Game Informer Associate Editors Marcus Stewart and John Carson. Each season is a deep dive into a specific video game series, with each episode exploring the year of release, development, and narrative for a single game in that storied franchise. We’re joined by a special guest every episode to help break down our thoughts on the topic that week and have a few laughs along the way. 

Last season, we broke from the mold established from our Metroid, Halo, Uncharted, and Bioshock seasons by covering the Gameography of a single development studio, Supergiant Games. Check out the episodes for Bastion, Transistor, Pyre, and Hades to catch up on the show before we initiate our Devil Trigger and take a stab at Devil May Cry. 

Listen and subscribe to Video Gameography on your favorite podcast service. If you enjoy the show, don’t forget to give us a five-star review, and make sure to let us know what you enjoy about it. For more feedback, throw us an email at Podcast@GameInformer.com with Video Gameography in the subject line. 

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

Star Wars: Knights Of The Old Republic II Releases On Switch This June

Star Wars: Knights of the Old Republic II – The Sith Lords is coming to Switch on June 8. This role-playing game was originally released on Xbox in 2004 and later found its way to PC. You’ll now have the chance to play it again on your TV or take it on the go on Switch for just $15.

The Sith Lords is set during a dark period for the Republic. As a Jedi in exile, you could bring stability to the Jedi Order and help the Republic, or embrace the dark side of the Force and help a new order take command. This sequel embraces player choice in meaningful and fun ways, allowing you to form tight bonds with your teammates and pick how you wield the Force.

We recently ranked The Sith Lords as the fifth best Star Wars game in our Top 30 Star Wars Games list, saying “Although development switched studios from BioWare to Obsidian Entertainment, the choice-driven bliss of the original Knights of the Old Republic RPG is alive and well in Sith Lords. Picking up five years after the fall of Lord Malak, the Sith Lords is another finely penned tale that offers deeper dialogue options, another great cast of characters, and plenty of alignment-specific variables.”

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

Star Wars Jedi: Fallen Order’s BD-1 Is Getting A Huge Lego Set

BD-1 is everywhere these days. He starred in Star Wars Jedi: Fallen Order alongside Cal Kestis, will be in the just-announced sequel Star Wars Jedi: Survivor, and may have even been in an episode of The Book of Boba Fett. This adorable droid is now getting the brick treatment with a Lego set launching this August.

Lego announced this BD-1 set at Star Wars Celebration and showed off what it can do. The set consists of 1,062 pieces and is a part of Lego’s recent droid line, which consists of R2-D2, D-O, and a Probe Droid. BD-1’s legs move, his head tilts, and you can open a tray that holds healing cannisters. Lego also included a display plaque that comes with a BD-1 minifigure. Now all we need is a smaller set that gives us a Cal Kestis minifigure. The BD-1 set retails for $99.99. You can see it in all of its glory in the images below:

Lego also gave us our first look at a forthcoming set based on Andor, a new Disney Plus series slated to release later this year. This set comes with minifigures of Cassian Andor, Luthen Rael, and inspector Syril Karn. The Mobile Tac-Pod is piloted by Karn.


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

Batgirl’s Controversial Gotham Knights Biography Has Been Reworked

Warner Bros. Montreal has altered Batgirl’s biography in Gotham Knights following backlash about the game’s explanation for her paralysis recovery.

Batgirl AKA Barbara Gordon is one of Gotham Knights’ four playable characters alongside Nightwing, Robin, and Red Hood in a story that sees the Bat family defending Gotham after Bruce Wayne’s death. In the 1988 comic story The Killing Joke, Barbara is famously shot through the spine by the Joker, paralyzing and confining her to a wheelchair for many years in which she lent tech and information support to Batman as Oracle. In DC’s 2011 New 52 comic reboot, Barbara regains her mobility due to an experimental surgery followed by physical therapy/training. 

Per Eurogamer, Gotham Knights’ original website biography for Batgirl vaguely references these events. It doesn’t mention the Joker or a specific culprit, but the offending bit was the implication that Barbara overcame her disability just by training hard. You can read the relevant section of the bio below: 

After a face-off that put Barbara in a wheelchair, she became Oracle, a powerful information and communications expert. But her father’s death spurred her to train and recover from her wounds so that she could return to active duty as Batgirl.

Some fans criticized Warner Bros. Montreal for misusing this kind of heroic training trope, feeling it undermined her disability. The studio addressed these complaints in a recent Discord Q&A where creative director Patrick Redding elaborated on Barbara’s recovery by saying: 

“As with many of our characters and plot elements, the circumstances around Barbara’s injuries differ in some important ways from how it’s been portrayed in the comics. Barbara has been through multiple surgeries followed by a lot of physical therapy and pain management [in Gotham Knights].”

Redding states that the biography has been rewritten. It now reads:

With extensive training and rehabilitation, she recovered from her wounds, and returned to active duty as Batgirl. 

Warner Bros. Montreal is also working with disability charity organization AbleGamers “to learn about different types of spinal injuries and the potential for someone to regain mobility.” To that end, the team says players will see Barbara doing rehab exercises in the Belfry hideout and her Batsuit and civilian clothing include back bracing. 

Gotham Knights launches October 25 for PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC. You can watch the most recent gameplay demo here.

[Source: Eurogamer]

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

Obi-Wan Kenobi’s Smallest Hero Will Be A Big Collectible This Holiday

SPOILERS AHEAD!
If you haven’t watched the first episode of Obi-Wan Kenobi on Disney Plus, you should avoid going any further. The latest Star Wars collectible announced introduces a new character, and it’s unlike anything we’ve seen in the Star Wars universe. This odd companion appears to be this year’s Grogu, and will be turned into a variety of collectibles that will be released this holiday season.

These announcements were made today by toy manufacturer Hasbro, and happened during Star Wars Celebration, a four-day event held in Anaheim, Calif.

The trailers for Obi-Wan Kenobi implied Old Ben would be keeping an eye on Luke Skywalker, but the show is more about his sister at this point. When we first meet Leia, we see she has a companion droid named LOLA (L0-LA59). This tiny, hovering droid is transforming into three different collectibles, one offering functionality that mimics the movements and sounds from the show.

Hasbro’s animatronic edition features a touch sensor on LOLA’s head that can activate over 45 different light, sound, and movement options. This version retails for $89.99 and will be released in the fall.

Hasbro’s second LOLA offering is an interactive electronic figure that also offers lights and sounds, but lacks the movements. This figure is highly poseable, however, allowing for the panels on LOLA’s back to be positioned in different ways. This figure releases this summer for $39.99.

Hasbro’s final announcement ties in with the Grogu Bounty Collection. You can add two small LOLA toys to your shelves, each showing off the droid’s personality in different ways. This series of figures will be joined by other figures based on R2-D2, BD-1, and Grogu. Hasbro is targeting a fall release for them.

 

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

Star Wars Jedi: Survivor Continues Cal Kestis’ Quest In 2023

Day two of Star Wars Celebration 2022 brought the first news of new Star Wars video games, and the announcement has been a long time coming. EA and Respawn Entertainment have officially revealed the sequel to Jedi: Fallen Order. This new title will continue the story of force-wielder Cal Kestis in Star Wars Jedi: Survivor.

A brief teaser trailer was shown with the unveiling, which you can watch above. In it, the odds seem stacked against Cal and what may or may not remain of his crew from Fallen Order. Of the known characters, only Kestis and his trusty droid BD-1 make an appearance in the footage, though their cohort Greez’s ship, the Stinger Mantis, is seen from the cockpit, empty and in a bad way in a desert. Other notable characters are the potential antagonist who narrates the trailer and a mysterious person preserved in a tube. No one seems to know who this figure is at the moment (and folks at EA are staying quiet on the subject for now), but their characteristics of what looks to be a fit guy with long silvery floating in a vat of liquid is radiating cool dude energy like Star Wars’ version of Sephiroth or Mega Man X’s Zero. I already can’t wait to find out who it is.

Star Wars Jedi: Survivor takes place five years after the events of Fallen Order, and according to a press release Cal “begins to feel the pressure of being one of the last remaining Jedi in the galaxy.” Along this new journey, he’ll meet new and interesting characters, and the game will expand on the combat system from the original, with Cal learning new ways of tapping into the Force.

 

Stig Asmussen, the director of Fallen Order, is back at the helm for Survivor. “For Jedi: Survivor, we are working in lockstep with Lucasfilm Games to build on the legacy of Jedi: Fallen Order. We’re leveraging advanced technology to create more dynamic Jedi combat and cinematic storytelling to expand on Cal’s story as he matures and survives during the dark times,” Asmussen says. “We can’t wait to share more about the game with the world later this year.”

Respawn is targeting a 2023 release for Star Wars Jedi: Survivor on PlayStation 5, Xbox Series X/S, and PC.

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

Valve Plans To Address Team Fortress 2’s Bot Problem

Team Fortress 2 remains an extremely popular game with a large active player base, but the last couple of years has seen it overrun by aimbots. A passionate group of fans has long pleaded with developer Valve to address the issue, and the company has finally responded. 

Yesterday, the official Team Fortress 2 Twitter account posted a message in response to #SaveTF2, a peaceful campaign of fans working to raise awareness about the game’s rampant bot problem. Basically, bot programs have made the game nearly unplayable for some since they’ll instantly kill players upon loading up into match-ups, giving the bots users an unfair advantage. TF2 players have become increasingly vocal about the problem, but Valve has remained largely silent on the issue (even going quiet on the game’s forums) until posting the following message: 

TF2 community, we hear you! We love this game and know you do, too. We see how large this issue has become and are working to improve things.

Valve doesn’t elaborate on how it plans to tackle the problem or when to expect a solution but getting the notoriously quiet company to respond is an accomplishment and measure of relief for Team Fortress 2 fans. Hopefully, it results in a substantial response that comes sooner rather than later.

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

Mario Strikers: Battle League Preview | All Things Nintendo

This week on All Things Nintendo, Brian is joined by Game Informer Show host Alex Van Aken to talk about the upcoming Mario Strikers: Battle League. Brian has seen the game in action and is ready to tell longtime series fan, Alex, all about the live gameplay he witnessed. 

If you’d like to follow the people from this episode on Twitter, hit the following links: Brian Shea (@brianpshea), Alex Van Aken (@itsVanAken)

The All Things Nintendo podcast is a weekly show where we celebrate, discuss, and break down all the latest games, news, and announcements from the industry’s most recognizable name. Each week, Brian is joined by different guests to talk about what’s happening in the world of Nintendo. Along the way, they’ll share personal stories, uncover hidden gems in the eShop, and even look back on the classics we all grew up with. A new episode hits every Friday!

Be sure to subscribe to All Things Nintendo on your favorite podcast platform. The show is available on Apple PodcastsSpotify, and Google Podcasts.

00:00:00 – Introduction
00:02:33 – Temtem Gets 1.0 Release Date
00:09:37 – 3DS and Wii U eShop’s Remove Payment Options
00:11:44 – Sonic the Hedgehog 2 Movie Hits Paramount Plus
00:13:53 – Mario Strikers: Battle League Post-Launch Content Confirmed
00:20:24 – Mario Strikers: Battle League Impressions
00:43:24 – Definitive Ranking: Mario Sports Games
00:51:19 – eShop Gem of the Week: Lofi Ping Pong

If you’d like to get in touch with the All Things Nintendo podcast, you can do so by emailing AllThingsNintendo@GameInformer.com, tweeting to Brian (@BrianPShea), or by joining the official Game Informer Discord server. You can do that by linking your Discord account to your Twitch account and subscribing to the Game Informer Twitch channel. From there, find the All Things Nintendo channel under “Community Spaces.”

For more Game Informer podcasts, be sure to check out The Game Informer Show with hosts Alex Stadnik and Alex Van Aken, which covers the weekly happenings of the video game industry, and Video Gameography with hosts Marcus Stewart and John Carson, which explores the history of video games – one series at a time! We also have From Panel to Podcast from host Andrew Reiner, covering everything from the world of comic books, including the shows, movies, and games that spawn from them!

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

Evil Dead: The Game Review – Not Very Groovy

evil dead: the game review

Reviewed on:
Xbox Series X/S

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

Publisher:
Saber Interactive, Boss Team Games

Developer:
Saber Interactive

Release:
May 13, 2022

Rating:
Mature

Evil Dead: The Game is a faithful adaptation, full of subtle and not-so-subtle homages to the classic horror series. You can visit iconic sites like The Knowby Cabin, wield boomsticks and chainsaw prosthetics, fight off a possessed severed hand, play as your favorite cast members, or command armies of Deadites as the series’ antagonist, the Kandarian Demon. They even recreated the first-person, off-axis camera effect synonymous with Sam Raimi’s directorial style from the movies. But while these elements fill the title with fanservice, none of them make for a very good video game, certainly not one that stands out in a growing subgenre. 

Asymmetrical multiplayer games are inherently uneven, with each side traditionally offering vastly different perspectives – and playstyles – from their counterpart. And this is what makes my time playing Evil Dead so frustrating: It’s incredibly one-sided for a game all about two sides. And it’s majorly unbalanced. 

The game’s premise is simple: A team of four Survivors must banish the Kandarian Demon – who an opposing player controls – by activating the Necronomicon within 30 minutes. However, the Survivors must solve two problems: The Necronomicon is missing pages, and a group of evil wraiths called The Dark Ones are guarding the book. Therefore, the squad’s primary goal is to track down pieces of a map leading to the Kandarian Dagger and the Lost Pages of the Necronomicon – two of the franchise’s iconic MacGuffins – and use them to win the match. The Kandarian Demon’s goal is to stop these events from happening. All players slowly increase their abilities throughout the game by collecting items and skill points. However, during the early game, the demon feels less effective (and a little boring) since a leveling system locks away its core abilities until later. 

If you play as a Survivor, you’ll participate in a co-op shooter offering nail-biting scares, solid combat, and thoughtful mechanics involving light and darkness while fighting off waves of zombies controlled by a single opposing player. The cast of playable characters is complete with performances by the original film actors, including fan favorites like Henry The Red, Cheryl, Kelly Maxwell, and four versions of protagonist Ash Williams. While the actors’ performances are mostly fine, they don’t sound like they’ve been recorded in the same acoustic space. It’s not a big deal, but it’s noticeable and pulls me out of the experience at times. 

evil dead: the game review

Besides the basics like health, ammo, and shields, which you find by scavenging abandoned locations, there are two systems you have to manage as a Survivor. The first is a simple flashlight with finite battery life. Obviously, the lamp illuminates the path ahead, making it easier to navigate through darkened environments, but it also highlights hidden items like special ammo you’d otherwise be unable to collect. I like this mechanic as it requires players to be methodical in their light consumption and adds consequences for exhausting the flashlight’s battery. You need to be strategic with your use of light as Survivors’ fear levels increase while in the dark or away from teammates, making them vulnerable to demon possession and creating an exciting cat-and-mouse relationship between them and the opposing player. 

Being a Survivor is enjoyable with the right teammates; however, if you prefer to play as the solitary big bad, the Kandarian Demon, I struggle to recommend Evil Dead: The Game. As the antagonist of the match, you pick one of three demon armies to control and then use their unique abilities and units to eliminate the team of Survivors or thwart their plan to banish you. The Puppeteer army specializes in electricity, telekinesis, and improved possession. The Warlord army, led by Deadite Henrietta Knowby, specializes in up-close encounters with brute force and toxic gas abilities. Lastly, fan-favorite antagonist Evil Ash leads the Necromancer army, specializing in summoning, buffing, and resurrecting fallen minions. Each army’s playstyle is distinct, making it satisfying to explore various strategies from match to match. 

evil dead: the game review

Typically, the killer is my favorite role in asymmetrical horror games, but playing as the demon often feels like controlling a household poltergeist knocking plates off a shelf, whose presence is more a nuisance than a looming evil threat. The demon’s gameplay loop involves tedious cooldowns, thoughtlessly placing traps to scare other players, and the monotonous task of flying around the environment to collect energy orbs anytime an ability depletes your resources. This results in a bizarre amount of downtime, even when there should be intensity at the end of the match. 

The best part of controlling the Kandarian Demon is strategically placing Deadite summoning portals to ambush careless players or persuade them to flee into the darkness, where their fear levels will rapidly increase. Once a player is scared enough, you can possess them and wreak havoc on their teammates with shotguns, chainsaws, or whatever weapons they currently have. The game is at its best during these moments. However, the fun is often short-lived due to the minions’ small health bars, your overly harsh ability cooldowns, and how easy it is for Survivors to run away from the fight (especially since you have to simultaneously collect energy orbs). To that last point, it’s frustrating to spend energy possessing a nearby Deadite to attack a player, only to have a player just barely outrun you. These scenarios happen often and are a waste of energy orbs, which are already tedious to obtain, and it’s not fun. 

Evil Dead: The Game features two large maps at launch, with a third, Castle Kandar from Army of Darkness, coming via free DLC in the months ahead. The unnamed maps feature a couple of unique points of interest like The Knowby Cabin, Flight 666, or Misery Manor, but most locations are unremarkable. However, despite their lack of personality, they are beautiful. Post-processing effects like fog, lens debris, and bloomed highlights create a film-like look that helps sell the environment’s eeriness. 

evil dead: the game review

Despite its beauty, Evil Dead lacks polish. Characters become stuck on seemingly flat surfaces, items spill out of containers unnaturally, and matchmaking lobbies are frequently interrupted by player disconnections. And many minor frustrations pull the experience even further down. For example, as the Kandarian Demon, you can possess vehicles for 100 energy. However, since you’re required to deposit those resources when you cast the ability, you can’t drive the car if you only have the minimum power since the possession slowly empties your energy bar. This leads to scenarios where you’ll spend all of your energy possessing a car, thinking you’re about to have a strategic advantage, only to lose control immediately after. The game lets you write checks you can’t cash, and the result is a frustrating waste of resources.

The good news is future updates can address most of my more minor gripes, but the game is an unbalanced mess at release. Developer Saber Interactive’s commitment to fan service is commendable, and die-hard Evil Dead fans will find this release enjoyable. However, it’s hard to see the lasting appeal for the rest of us.

Score:
6

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

Enter For Your Chance To Win Game Informer Gold – Evil Dead: The Game Issue

High-gloss paper. Gold-foil covers. Uniquely-numbered issues. Ridiculously-low print runs. This is Game Informer Gold, an ultra-rare collectible that one of you can win through this sweepstakes. You need to get your hands on Game Informer Gold to truly understand how big of an upgrade it is over our standard edition. From its increased thickness to the gold shine on the cover, this is as high-end as magazines get.

This month, the copy of Game Informer Gold that is up for grabs is issue #345, our Evil Dead: The Game issue. Even better, this stunning alternate art cover features a younger Ash Williams and a horde of Deadites stalking behind him; it’s a great companion piece to the standard version of issue #345 you may have already collected! As always, this edition of Game Informer Gold is an extremely limited print run. The winner of this sweepstakes will get one of these issues. Only one person will win.

For more info on Game Informer Gold, watch this short video featuring our first Game Informer Gold issue #340:

Enter below by June 6th, 2022 for your chance at this unique exclusive collectible. NO PURCHASE IS NECESSARY. Full rules are available below. Many will enter, but only one will win! Good Luck!

Enter for a chance to win Game Informer Gold – Evil Dead: The Game Issue

 

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

Super Replay | Star Wars Jedi: Fallen Order – Episode XI

A not-so-long time ago in the same galaxy we all reside in, Respawn Entertainment deviated from its first-person shooter roots to create Star Wars Jedi: Fallen Order. This third-person action game was the studio’s first stab at tackling the coveted Star Wars license, crafting an original adventure set five years after Revenge of the Sith. It stars Cal Kestis, a padawan turned junker (played by Shameless star Cameron Monaghan) that managed to evade the Jedi purge of Order 66. After he’s outed by the Sith, he embarks on a quest to recover an artifact capable of locating force-sensitive children while also avoiding capture by the Inquisitors, who are elite Jedi hunters. 

The game features a blend of lightsaber combat and a suite of Force abilities. Borrowing inspiration from FromSoftware’s Soul series, encounters are challenging, requiring a strategic blend of blocks and parries to outduel opponents. Meanwhile, the various planets take on a Metroid-inspired progression with players unlocking abilities to backtrack to previously inaccessible areas. 

Watch on Twitch!

Fallen Order was released on November 15, 2019, and was a critical and financial success. It also served as a saving grace for single-player fans, providing proof to an increasingly multiplayer-focused EA that linear story-driven experiences can still make the big bucks. With a sequel reportedly in the works, we’re revisiting this gem of the Star Wars video game pantheon. 

Join Marcus Stewart, Andrew Reiner, and John Carson on Twitch today at 2 p.m. Central as we journey through the entirety of Cal Kestis’ adventure. Expect plenty of laughs, deaths, and general nerding out over all things Star Wars. We encourage you to hang out with us in chat. Just as a reminder, subscribing to Game Informer on Twitch rewards access to the official Game Informer Discord channel where you can interact with our lovely community as well as the editors. See you in chat!

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

A Dinosaur Inspired By The Joker Is Coming To Jurassic World Evolution 2 Soon

When Jurassic World: Dominion opens in theaters in two weeks, we’ll see what happens when dinosaurs walk among us. Odds are most humans will be turned into tasty dinosaur snacks, but we probably won’t go down without a fight. Jurassic World Evolution 2 players can download a new expansion that adds some of the movie’s new dinosaurs to their parks on the same day. The Dominion Biosyn expansion adds the Gigantosaurus, Dreadnoughtus, Pyroraptor, Quetzalcoatlus, Therizinosaurus, and the long-overdue Dimetrodon.

The Gigantosaurs’ behavior in Dominion is apparently modeled after The Dark Knight’s Joker. This odd inspiration point was revealed by the movie’s director Colin Trevorrow in an interview with Empire Magazine. “I wanted something that felt like the Joker,” he said. “It just wants to watch the world burn.” We’ll have to wait to see just how much of that destructive quality comes out in the game’s version of the beast.

The arrival of dinosaurs is just a tiny part of this expansion, which offers a new ‘what if’ campaign inspired by the forthcoming motion picture. This campaign allows players to add new buildings to their parks, as well as a variety of new species, some of which are feathered. Existing dinosaurs will also get new skins. The new story unfolds through a variety of characters, including Claire Dearing (voiced by Bryce Dallas Howard), Dr. Alan Grant (voiced by Sam Neill), Dr. Ellie Sattler (voiced by Laura Dern), and Lewis Dodgson (voiced by Campbell Scott).

Other new features for the park include an underground Hyper Loop transportation network, invisible fences, and new vehicles and decorations. All of it can be used in the Sandbox.

Frontier Developments calls this expansion its biggest yet, and it’s slated to release on June 14.

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

State Of Play Returns Next Week, Will Include PlayStation VR2 Games

Sony has announced a new State of Play scheduled to air next Thursday, June 2 at 3 p.m. Pacifice/6 p.m. Eastern. 

The PlayStation Blog states the event will run for 30 minutes and showcases “exciting reveals from our third-party partners.” The post doesn’t mention first-party at all, so it sounds like we shouldn’t expect updates on games like God of War: Ragnarok, Marvel’s Spider-Man 2, or the rumored remake of The Last of Us.

Sony also teases that viewers will get a “sneak peek” into PlayStation VR2 games. Just yesterday it was confirmed the headset will launch with over 20 games. The only announced title is Horizon: Call of the Wild, though that project may not appear if the event is highlighting third parties. At that point, it’s anyone’s guess as to what PS VR2 software we’ll see.

The last State of Play took place in March, which brought the reveals of games like Valkyrie Elysium, Exoprimal, and Gundam Evolution. Given that this could be Sony’s only real presence during June’s onslaught of game showcases, it hopefully has some heavy-hitters, even if they won’t be coming from its first-party studios. 

We recently shared our own predictions on PlayStation reveals this summer during this week’s Game Informer Show podcast. What do you hope/expect to see at State of Play? Let us know in the comments!

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

Mario Strikers: Battle League Preview – Just For Kicks

Mario Strikers: Battle League preview

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

Publisher:
Tate Multimedia

Developer:
Tate Multimedia

Release:
May 27, 2022

Rating:
Everyone 10+

First debuting in 2005 on Nintendo’s GameCube, the Mario Strikers series has developed a cult fan base over the last 17 years. However, in the time since that original launch, the series has only seen one additional title hit store shelves. Just two years after the launch of that first game, Mario Strikers Charged launched on Wii, but that’s the last we heard of the Mario Strikers franchise until earlier this year when Nintendo announced a new title for Switch, Mario Strikers: Battle League. While it has certainly been a long wait for fans of the GameCube and Wii entries, the more than 30 minutes of live gameplay I saw indicates that Mario Strikers: Battle League is worth the wait.

As you might expect, Mario Strikers: Battle League carries forward many of the franchise’s conventions. Players once again step onto a fantastical field of play to compete in a soccer-like sport called strike. These strike matches consist of five-on-five action – four players on the field for each team (who can be controlled by human players), with one goalie (who cannot be controlled by players) – with basically no rules to govern the Nintendo athletes; players can tackle each other with no regard for safety, use items to temporarily incapacitate opponents, push each other into the electric fence that surrounds the field, and even pick up the ball with their hands. The game featured in Mario Strikers: Battle League may look like soccer on the surface, but if anything, this is a no-holds-barred version of the most popular sport on the planet. However, the objective is the same at the end of the day: blast the ball past the opposing goalie more times than your opponent can before time runs out.

Mario Strikers: Battle League

While items like Bob-ombs, Red Shells, Green Shells, Banana Peels, and Super Mushrooms litter the field over the course of a given match, the most exciting and effective pickup is the Strike Orb. If you manage to grab a Strike Orb, your entire team glows for a brief window, granting you the ability to perform a Hyper Strike shot. These shots require you to charge up, then correctly time a meter to get the shot off in its best form; if you get the timing just right, the shot is unblockable, while if you mistime the meter portion of the shot, the opposing team can do a button-mashing minigame to have their goalie block it. These Hyper Strikes play out in character-specific cutscenes, with each character possessing a distinct Hyper Strike. For instance, Yoshi unleashes a massive egg that bounces around the field, squashing anyone it lands on before firing the ball towards the goal, while Bowser picks up the ball, breathes fire on it, then throws it at the net. If the Hyper Strike goes into the net, it counts for two points, giving these cinematic shots extra significance. 

Players can take the field through three modes of play: Quick Battle, Cup Battles, and Strikers Club. Quick Battle is exactly what it sounds like: a one-off match between two teams. Cup Battles serve as the game’s tournament mode and appear to operate much like Mario Kart’s cup series, with you unlocking more cups as you play and earning coins and other in-game rewards. Those coins can be traded in for gear with which you can customize the characters of Mario Strikers: Battle: League (more on that later).

The big addition for this entry is Strikers Club. This online mode allows you to create or join a club with up to 20 people. From there, any four players from an established club can hop online and compete against another Strikers Club. Based on how you do in the match, you earn coins and club points. You can also earn additional rewards through in-season achievements like using Hyper Strike shots a certain amount of times or winning a set number of matches. Club points determine your ranking in the league you’re in; teams with the highest points at the end of a season are promoted to the next league up, while the bottom teams of each season are demoted. With seven leagues to ascend and descend, it sounds as though the game will usually deliver equally matched competition.

Strikers Club also relies heavily on customization, allowing club owners to personalize uniforms, logos, names, and even the stadium in which your games are played. Through the club customization screen, you can unlock and level up different components from the game’s various arenas to make your home field your own. Every club owner selects a base stadium on which to build, but you can then drill down into parts like fence posts, goals, goal-line decorations, and the field itself. While this responsibility falls into the lap of each club’s owner, the other 19 members can vote for how they’d like to see the customization play out, giving the owner feedback from the rest of their team.

Mario Strikers: Battle League

The gear customization suite I alluded to earlier isn’t the most robust I’ve ever seen in a video game, but it allows you to use the coins you earn to essentially respec the characters in the game. For example, Rosalina is already a strong shooter, but the person running the demo added shot-buffing gear to make her a seemingly unstoppable scoring machine. On the other hand, the already-sturdy Bowser was equipped with gear that boosts his tackle resistance stat, making would-be tacklers bounce off unsuccessfully much of the time. All this gear is acquired through coins you earn in the various Mario Strikers: Battle League modes. Characters have four slots to customize – head, arms, body, legs – with five upgraded gear sets to unlock and choose from. The gear you equip to characters carries across all modes, giving you the ability to change the natural stats and appearances of each individual character.

The wait may have been long since the last Mario Strikers game, but if Strikers Club is as immersive as it appears to be on the surface and the gameplay is as entertaining as my hands-off demo would have me believe, Next Level Games and Nintendo may have another Switch hit on their hands. Mario Strikers: Battle League comes to Switch on June 10.

Purchase

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

PlayStation State Of Play Predictions: What’s Sony’s 2022 Plan? | GI Show

State of Play Predictions

In this week’s episode of The Game Informer Show, the crew gathers to share their PlayStation State of Play Predictions. Which game announcements or big reveals do Sony have planned for Summer 2022? This week it’s anybody’s game as your hosts heat the kitchen with their bold PlayStation predictions. 

Follow us on Twitter: Stadnik (@Studnik76), Alex Van Aken (@itsVanAken), Jill Grodt (@Finruin), and Wesley LeBlanc (@LeBlancWes)

The Game Informer Show is a weekly gaming podcast covering the latest video game news, industry topics, exclusive reveals, and reviews. Join hosts Alex Stadnik and Alex Van Aken every Thursday to chat about your favorite games – past and present – with Game Informer staff, developers, and special guests from all around the industry. Listen on Apple PodcastsSpotify, or your favorite podcast app.

Check out the timestamps below to jump to a particular point in the discussion:

00:00:00 – Intro

00:02:10 – PlayStation State of Play Summer Predictions

01:05:05 – Housekeeping

01:11:20 – Listener Emails

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

PlayStation State Of Play Predictions – What’s Sony’s Plan For Summer ’22? | GI Show

State of Play Predictions

In this week’s episode of The Game Informer Show, the crew gathers to share their PlayStation State of Play Predictions. Which game announcements or big reveals do Sony have planned for Summer 2022? This week it’s anybody’s game as your hosts heat the kitchen with their bold PlayStation predictions. 

Follow us on Twitter: Stadnik (@Studnik76), Alex Van Aken (@itsVanAken), Jill Grodt (@Finruin), and Wesley LeBlanc (@LeBlancWes)

The Game Informer Show is a weekly gaming podcast covering the latest video game news, industry topics, exclusive reveals, and reviews. Join hosts Alex Stadnik and Alex Van Aken every Thursday to chat about your favorite games – past and present – with Game Informer staff, developers, and special guests from all around the industry. Listen on Apple PodcastsSpotify, or your favorite podcast app.

Check out the timestamps below to jump to a particular point in the discussion:

00:00:00 – Intro

00:02:10 – PlayStation State of Play Summer Predictions

01:05:05 – Housekeeping

01:11:20 – Listener Emails

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