Bungie Highlights Upcoming Destiny 2: Season of the Splicer Stasis Changes

Destiny 2: Season of the Splicer brings with it transmog, the epic return of Vault of Glass, Expunge, and more. It is also bringing much-needed Stasis changes, an ability introduced with Beyond Light that has the Destiny community divided, doubly so on the PvP side of things. In a recent blog post from Bungie, the studio has outlined some upcoming changes to this subclass and what that means for Guardians going forward. 

Sandbox lead Kevin Yanes took the reigns during this week’s update to talk about Stasis changes that Guardians have ahead. The main focus of the latest Statsis heads up concerns the state of PvP. There has been a lot of feedback regarding the addition of PvP. While I personally love the additional challenge in Crucible, despite hating getting frozen, I do understand the frustration. It is incredibly unbalanced, especially for those playing comp. With the lack of new Crucible maps and the perceived lack of meaningful updates to the PvP experience, it’s understandable why the Guardian versus Guardian aspect of Destiny 2 has found itself under a bright spotlight. 

“It’s clear the vision we had for crowd control in PvE is succeeding and players are finding it both useful and fun,” said Yanes in the most recent blog post. “We love how Stasis plays in PvE and we want to preserve that experience, but we agree with many in the PvP community who say that Stasis is too dominant in the Crucible for too little effort or skill required.”

He continued on, saying that the feedback has been crucial and that the team is preparing to roll out some new changes based on community insight. Working hard to “reel in this great new power,” Bungie is making a few vital tweaks to make Crucible more fun and blanaced. 

“Stasis and crowd control are key components of the Destiny combat sandbox – they’re not going anywhere, meaning it’s up to us to ensure Stasis plays well across all activities, regardless of skill level,” he added. “What you’ll find detailed in this TWAB is a series of changes we believe will more evenly position Stasis alongside Void, Solar, and Arc subclasses as an equal option rather than the dominant one, while retaining what is fun about the ability set.”

The dev continues saying that since Forsaken, the team recognizes why players feel that gunplay has “taken a backseat” and because of that, Bungie will be focusing more on weapons going forward. Since Crucible is an excellent combination of subclass power and weaponry, the balance is a hard, thin line to tread, but one the studio is committed to regardless. 

Yanes mentioned that the changes going forward implement a few key pillars of the studio’s creative vision going into PvP, including weapons as a primary focus, non-super abilities acting as an enhancement to combat, abilities with clear-cut strengths, weakness and counters, and rewards. All in all, the gist of the latest update is that Bungie has heard players and it is shifting its focus back onto gunplay; the core pillar. 

Combat designer Eric Smith added that Bungie had some planned changes for Season 15 with a substantial subclass balance patch, but feedback has prompted for some of those changes to arrive sooner rather than later. For Hotfix 3.2.0.3 (June 3), the below changes can be expected: 

Stasis Freeze

  • Reduced duration of all non-Super freezes vs. players to 1.35s.
    • Note: This freeze is too short to break out of, so breaking out is now only possible when frozen by a Super.
  • Reduced Special-weapon, Heavy-weapon, and Light-ability bonus damage vs. frozen players from +50% to +5%.

Stasis Slow 

  • No longer reduces weapon accuracy. 
    • Now increases weapon flinch when under fire. 
  • No longer suppresses class ability and air moves (e.g., Icarus Dash). 
    • Known issue: The Stormcaller’s Ionic Blink is still suppressed when slowed. We plan to address this in a future release. 
  • Reduced movement speed penalty while slowed by ~20%. 

Whisper of Hedrons Fragment

  • No longer increases weapon damage after freezing. 
  • Now increases weapon stability, weapon aim assist, Mobility, Resilience, and Recovery after freezing. 

Whisper of Rime Fragment

  • No longer provides overshield while in Super. 

Coldsnap Grenade 

  • Seeker no longer tracks targets after initial target acquisition. 
  • Increased arming duration before seeker spawns from 0.3s to 0.8s. 
  • Reduced detonation radius vs. players from 3m to 1.5m. 
  • Now bounces off walls and detonates on the ground. 

Titan Behemoth 

Shiver Strike 

  • Reduced flight speed and distance. 
  • Reduced knockback vs. players. 
  • Removed slow detonation on player impact. 

Cryoclasm 

  • Now requires the Titan to sprint for 1.25s before activation when not in Super. 
  • Removed cooldown. 

Howl of the Storm 

  • Reduced angle of initial freezing/damage cone. 
  • Reduced crystal-creation freezing radius. 
  • Slowed down sequence of crystal formation to allow victims more opportunity to escape. 
  • Now spawns a small crystal on walls if performed into walls. 

Glacial Quake 

  • Reduced heavy slam vertical freeze range vs. players. 
  • Reduced damage resistance from 50% to 47%. 

Hunter Revenant 

Withering Blade

  • Reduced slow duration vs. players from 2.5s to 1.5s. 
  • Reduced Whisper of Durance slow-duration extension vs. players from 2s to 0.5s. 
  • Reduced damage vs. players from 65 to 45 (after one bounce reduced further to 30). 
  • Reduced projectile speed by 10%. 
  • Reduced tracking after bouncing off a wall. 

Winter’s Shroud 

  • Reduced slow duration vs. players from 2.5s to 1.5s. 
  • Reduced Whisper of Durance slow-duration extension vs. players from 2s to 0.5s. 

Touch of Winter 

  • Coldsnap seeker no longer has increased movement speed or travel distance. 
  • Coldsnap seeker now spawns a small Stasis crystal on detonation. 

Warlock Shadebinder

Penumbral Blast 

  • Reduced tracking and proximity detonation size and tracking vs. players. 
  • Reduced freeze radius vs. players when impacting the environment from 2.7m to 1.5m. 

Iceflare Bolts 

  • Seeker now only chains once when spawned from a player shatter. 

Winter’s Wrath 

  • Freezing-projectile tracking strength now ramps down to 0 after 2s of flight.’

To learn more, you can check out the full Bungie blog post here

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

Fornite Unites With Mistborn For Unexpected Crossover

Fortnite continues to surprise in the most unexpected of ways, this time with a crossover event with Brandon Sanderson’s ongoing Mistborn book series.

Starting today, players can dive into Fortnite’s battle royale shop to add Mistborn’s Kelsier to their ranks. This cloaked assassin wields a volcanic glass dagger, and players can choose whether he wears his black attire or his masked, white undercover variant. The purchase also adds the Hemalurgic Spikes Back Bling, and a Kelsier-themed loading screen.

Sanderson has penned seven different Mistborn books, and has announced plans to release four more. The next novel, Mistborn: The Lost Metal, is slated to release in December 2022. Sanderson has also projected release dates for the next trilogy of books, landing in 2025, 2026, and 2027. We’d love for George R. R. Martin to adopt a similar schedule so we could know what year (or decade) his next Song of Ice and Fire book is on the way.

Sanderson has worked with Epic Games’ Donald Mustard in the past. He wrote two novellas based on Chair’s excellent mobile Infinity Blade games. The Infinity Blade weapon of note appeared in Fortnite for a short stint before being vaulted on December 14, 2018. It can now be found in Creative mode.

For players that subscribe to the Fortnite Crew, the heavily armored Mecha Cuddle Master will be added to the pack this June. She comes with the Psytronic Bow Back Bling, the Nuzzle Jet Pickaxe (which shoots out a flame), and a Cuddle Mech Wrap.

What crossover event would you like to see happen next in Fortnite? Epic Games has delivered a steady drip of characters from Star Wars, Marvel, and DC Comics, and has also looked to popular movies to add The Predator and Terminator to the mix. It’s fair to assume this summer’s theatrical blockbusters have a good shot of being represented. Marvel’s Black Widow seems like a slam dunk, but I also wouldn’t be surprised if F9 (Fast & Furious 9) is represented in some way.

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

The Secrets Behind Tim Schafer’s Rubik’s Cube Collection

Tim Schafer owns a lot of Rubik’s Cubes. This is something eagle-eyed viewers of Double Fine’s many documentaries might’ve noticed throughout the years. Any scene with Schafer sitting in his office – of which there are a lot – is usually accompanied by many Rubik’s Cubes covering his desk. Or they’re found in his hands, as he quickly works through the Cube’s puzzles in various meetings or work calls.

Take, for example, this scene from Double Fine Adventure episode three. Schafer, sitting next to Double Fine principal artist Lee Petty, is on a Skype call with artist Nathan “Bagel” Stapley as they work out various art directions for the then-in development Broken Age. Based on our frame-by-frame analysis of the scene, three different Rubik’s Cubes can be seen: one in Schafer’s hands, one on his desk between him and Petty, and one atop the couch near the window in the background. While there has been some debate here at Game Informer over whether or not the final Rubik’s Cube counts, as it appears to actually be a small pillow, for the sake of comprehensiveness, we’ve chosen to include it.

Double Fine Productions/2 Player Productions

Double Fine Productions/2 Player Productions

Owning a Rubik’s Cube on its own is not that peculiar; they’re popular toys. In fact, since its debut in 1977 (originally sold as the Magic Cube), Rubik’s has sold more than 450 million of its toys. It stands to reason a lot of people own one. One. That makes sense. But three in an office alone? It’s a bit outlandish.

Being the intrepid reporter I am, I decided to use a chunk of Game Informer’s limited time with Schafer on our recent cover story interviews to get to the bottom of this Rubik’s Cube mystery. The answer might surprise you. But probably not. He just kinda likes them.

In the 1990s, Schafer worked for LucasArts, the game development division of George Lucas’ company Lucasfilm. The team used an internal engine called the Script Creation Utility for Maniac Mansion (SCUMM for short), named after the game the engine was originally made for. When pressed about his Rubik’s Cube habit, Schafer admits that compiling SCUMM games took, as he puts it, an “awkward” amount of time. He’d often be stuck with not enough time to use the bathroom or go to the kitchen, but too much time to sit there and do nothing. So Schafer, needing a way to fill the days, learned to solve a three-by-three-block Rubik’s Cube.

However, many years later, at Double Fine Productions, the company Schafer founded after LucasArts, a never-solved mystery presented itself.

“I learned how to do a three-by-three cube, and then one day at Double Fine, mysteriously, I never figured out who did this, someone left a four-by-four on my desk,” Schafer says. “I was like, ‘Ah, I can’t solve that.’ But the thing that’s different now is that everything you could ever want to do, there’s some kid on YouTube who can do it and will tell you how to do it. So, I was like, ‘I’m going to solve a four-by-four.’ And I was like, ‘Hey, look! I solved it. I don’t know who left that on my desk, but I solved it.’ And then this five-by-five showed up on my desk, and it’s like, ‘Ugh.'”

While Schafer still doesn’t know who left the Cubes on his desk, the mystery escalated all the way to seven-by-seven-block Rubik’s Cubes. Schafer, a man determined, learned to solve them all. In exclusive photos obtained by Game Informer, you can see how large Schafer’s collection has become. Sitting in a small basket on his desk, at least 14 cubes of various dimensions, colors, and complexities can be seen.

Rubik’s Cubes now consume Schafer’s days, and no 24 hours are complete without at least a few solves of his various cubes. If you ever find yourself on a video call with Schafer, there’s a good chance that just under his camera are fingers hard at work.

“There’s no secret to it, there’s just these patterns and methods for doing it,” Schafer says. “But once you learn it – I solve this stack every day a few times. Because I’m sitting in meetings now, and we’re in these Zoom meetings, and I’m sure you all have things that you’re doing when you’re in a meeting. Like, there’s a lot of meetings where you just have to listen. In a real-life live meeting, I want to do this, but it’s rude because I’m supposed to be looking in your eyes, but I’m messing with this cube. But on a Zoom meeting, I have it down here [off camera] the whole time and no one even knows. It’s fun, satisfying.”

So there you have it – the secrets behind Tim Schafer’s Rubik’s Cube collection and habits (mostly) solved. However, Schafer leaves us with a couple surprising revelations. For one, he’s moved from Rubik’s Cubes to nicer, more high-end cube puzzles from China, ones that spin faster and feel good to the touch. The second revelation is that it’s not just cubes anymore. He’s graduated onto something else far different.

“I have [cubes] for Zoom meetings and then I also have tiny, tiny little jigsaw puzzles that I do at my desk here while I’m in the longer meetings,” Schafer reveals. “Am I the only one who does that? Don’t you go to long meetings?”

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

Cyberpunk 2077 Gets A New Game Director

Cyberpunk 2077 has found a new game director in Gabriel Amatangelo following former quest director, Mateusz Tomaszkiewicz, stepping down from his role and leaving CD Projekt Red entirely.

The new game director joined up with the studio back in January of 2020. He joined the team as creative director for Cyberpunk 2077. Prior to that, he has worked on several major RPG experiences, including Dragon Age Inquisition’s expansions (which did much to tie the base game together) and Star Wars: The Old Republic. With his RPG background and ability to tie into an ongoing story flawlessly, his leadership could mean amazing things for Cyberpunk 2077’s future following its chaotic launch.

Amatangelo will be leading the development charge as Cyberpunk 2077 continues to get into the shape it was promised to be in at launch, as well as the promised DLC for this open-world adventure. 

Adam Badowski, the former Cyberpunk 2077 game director, has stepped down from his role to focus on other aspects of game development under the CDPR umbrella in a different leadership position. With more Cyberpunk experiences on the way and a return to the Witcher franchise, there is plenty of work to be done for the Polish studio.

This is all part of the revised plan of action for the studio after its game was pulled from Sony storefronts after it was revealed that the marketing for the game was not what it seemed. To learn about the road to Cyberpunk 2077’s launch, and what happened after beyond just glitches, you can read more at our game hub here


[Source: GameIndustry.biz]

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

Super Replay Is Back With Bloodborne

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Are you ready for part twelve of our epic playthrough of FromSoftware’s Bloodborne! Grab some snacks and come join us as we take the iconic whirligig saw out for a spin on the toughest bosses of The Old Hunters. Check out our review here and join us today at 2 PM CT!

Are you ready for a chilling thrill ride through FromSoftware’s masterpiece? Bloodborne is a dark horror action/RPG that tasks the player with navigating through haunted streets full of werewolves and shuffling, shambling ghouls – and that’s just the first hour. Bloodborne showcases immaculate environments dripping with atmosphere, creative and cruel monster designs, and terrors ripped from the great beyond. And we’re going to play through it! Super Replay, the legendary Game Informer series that pairs pro players with even more professional commentary, is back.

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As the flagship revival title, Bloodborne is going to be live and uncut every Friday at 2 PM CST. So won’t you come join us for a blood-tinged brawl? How many times will I choke during boss fights? Will I even remember how to use the parry guns? (Probably not).

But I have faith that together, we will make it through, even if that includes farming up a mess of blood vials to get past a grotesque pig and other creatures of the night. This is a raw, organic playthrough at its finest, as I haven’t really touched the game since my second playthrough of The Old Hunters shortly after it launched. In short, it’s the perfect way to bring all the fun and intensity of the Super Replay directly into your eyeballs, shot live and beamed into reality via livestream. 

“Bloodborne is a blood-drenched horror gem that has only the faintest of cracks in its façade. Bloodborne succeeds through sparse storytelling, lush atmospheres (conjuring up notions of the best of Lovecraft’s work), and tight combat that forces you to be aggressive,” I said in my Game Informer review. “While this new IP doesn’t stray far from the established Souls franchise, it is a magical, wondrous work that admirably instills both terror and triumph in those brave enough to delve into it.”

Checkout the entire Replay series here and get started with the Bloodborne run in epic fashion here.

Do you like Super Replay? Are you glad to see it back? What other games would you like to see featured in the future? Let us know in the comments!

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

The Last Of Us TV Series Casts Merle Dandridge As Marlene, Reprising Her Role From The Game

The Last of Us TV series from HBO continues to find its cast, with the show’s lasting addition being someone that is already intimately familiar with her role. Merle Dandridge is reprising her role from the game, playing Marlene in the upcoming The Last of Us TV series. 

The latest casting news came from an unusual source with Geoff Keighley. He took to Twitter to relay the good news, sharing yet another confirmation of the expanding cast members. 

For those that may not remember Marlene in The Last of Us game, she was the final antagonist in the first title. She also briefly appeared in the sequel, though only as a flashback. Leader of the Fireflies and Ellie’s surrogate mother, Marlene was staunchly against the military control set withing this world setting. Fighting against the tight control within the Quarantine Zones, she – alongside many others – fought tooth and nail to overpower the military. Even successfully doing so several times over. 

The upcoming HBO adaptation is under the helm of Sony Pictures Television, Word Games, The Mighty Mint, and Naughty Dog. The HBO adaptation is meant to be a new beginning for the franchise following The Last of Us Part II‘s release. The games themselves artistically entangled combat and narrative cutscenes, so the jump for this franchise into a TV format isn’t really a huge stretch. While the sequel was met with a very mixed reception, the first game is pretty universally loved. With reports that Sony is remaking The Last of Us for the PlayStation 5, it will be interesting to see a fresh lens on a universe that was a vital part of the last two generations. 

We don’t have an anticipated release window at this time, but with two new directors and the mainstay cast set in stone, this project is inching closer and closer to getting ready to share with the world. 


What do you think of the actress behind Marlene reprising her role for the upcoming The Last of Us TV series? Are you happy with the casting calls thus far? Sound off with your thoughts in the comment section below! 

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

Everything New In Horizon Forbidden West

The State of Play that premiered today was all about Horizon Forbidden West, the stunning and highly-anticipated sequel to Horizon Zero Dawn. Gameplay footage provided us with some bombastic insight into Aloy’s new mission, her futuristic gear, and the environment that she’ll be navigating. In case you missed the extensive clip that was shown earlier today, here’s all the new exciting info that Guerrilla Games has in store for us.

Narrative Beats

Red Blight / San Francisco / New Enemy Faction

A disease called the Red Blight is poisoning the land. The clock is ticking on when all life will be at the mercy of this spreading plague.  It’s up to Aloy to venture into the wilds and comb through a bevy of dangerous environments – including the San Francisco ruins that were shown during today’s State of Play – to find any technological answers that’ll put an end to the Red Blight. In addition to the monstrous fauna that’ll be skulking each biome, a new tribe with the ability to control machines, much like Aloy herself, will be attempting to thwart your search. 

Exploration Tools

Focus Scanner / Pull Caster / Shield Wing / Diving Mask

Of course, Aloy will be traversing the world with a bevy of interesting new exploration items. The Focus Scanner can be used to highlight climbing spots otherwise hidden throughout the open-world, while the Pull Caster can be used to speed up the process by catapulting Aloy to great heights. This can be coupled with the Shield Wing – a futuristic umbrella of sorts – that allows Aloy to quickly close distances from above in order to escape violent pursuers, descend from particularly perilous heights, or ambush unsuspecting foes. Finally the Diving Mask presents players with the opportunity to dip beneath the water’s surface for an indefinite period of time to unearth secrets, boost through strong currents, or chart safe pathways away from the watchful eyes of amphibious machines. 

Combat Tools

Spear / Slingshot / Special Arrows / Spike Launcher / Smoke Bombs / Dropped Weapons

Aloy also comes equipped with a spear which can be used at close-range to chain multiple combos. Additionally, you can apply buffs, called surges, to the spear to take down incredibly powerful enemies with amplified attacks. The weapon wheel contains other items like a slingshot that chucks adhesive grenades to temporarily stall hunkering machines. 

There are also special arrows that can be used to strip armor and expose weak spots, a launcher that fires explode-on-impact spikes, and smoke bombs to blind enemies and make openings for devastating attacks. Finally, Aloy can retrieve dropped weapons from the battlefield (you can see this towards the end of the gameplay footage) allowing her to turn an adversaries’ firepower back against them. These tools and more can be upgraded at work benches for higher stats. 


What did you think of the State of Play? I, for one, was floored by the next-gen visuals and can’t wait to experience the action up-close whenever Horizon Forbidden West launches. Show your excitement in the comments below!

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

Xbox Game Pass Adding 7 New Games As Surprise Addition

Even though Microsoft already shared a ton of new titles coming to Xbox Game Pass last week, the company has just confirmed even more are on the way. Seven new additions are coming soon on top of the previously confirmed titles, including a survivalist adventure you won’t forget and a stunning indie journey that is all about magic. Let’s dive into what’s coming down the pipeline. 

What’s coming to Xbox Game Pass: 

Let’s dive in, here is what is coming to Xbox Game Pass starting today:

  • Conan Exiles (Cloud and Console) – May 27
  • Fuzion Frenzy (Cloud) – May 27
  • Joy Ride Turbo (Cloud) – May 27 
  • Solasta: Crown of the Magister (PC) – May 27
  • Slime Rancher (PC) – May 27
  • MechWarrior 5: Mercenaries (Console) – May 27
  • SpellForce 3: Soul Harvest (PC) – May 27

Previously confirmed additions: 

  • Snowrunner, Cloud, Console, PC – Today
  • Peggle 2, Cloud – May 20
  • Plants vs. Zombies: Battle for Neighborville, Cloud – May 20
  • Secret Neighbor, PC – May 20
  • The Wild At Heart, Console and PC – May 20
  • The Catch: Carp & Course Fishing, Cloud, Console, and PC – May 21
  • Knockout City, Console and PC – May 21
  • Maneater, Cloud, Console, and PC – May 25

What’s leaving – May 31

  • Assetto Corsas, Cloud and Console
  • Broforce, PC
  • Kingdom Hearts HD 1.5+2.5 Remix
  • Kingdom Hearts HD 2.8 Final Chapter Prologue
  • Surviving Mars
  • Void Bastards

There are two versions of Xbox Game Pass available to those interested in joining the party. Xbox Game Pass is $9.99, and the Ultimate version, which includes Xbox Live, for $14.99. With the price point of certain titles coming in at $70, a membership service like this is a welcome option. Even more so that the resources behind this library continue to grow, including the recent EA Play and Bethesda additions. With first-party day one titles being included as a perk, it’s a solid deal for those looking to try out games before shelling out 60 plus bucks. 


Thoughts on the new Xbox Game Pass arrivals dropping this month? What do you hope gets added next? Sound off with your thoughts in the comment section below!

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

New Horizon Forbidden West PS5 Gameplay Revealed, Including New Locations And Stunning Creatures

E3 2021 feels like it has kicked off a little early this year with so many announcements happening around the same time. With the latest PlayStation State of Play, Guerrilla Games shared new Horizon Forbidden West PS5 gameplay footage for those eager to jump back into the role of Aloy from the original Horizon Zero Dawn experience. 

The latest video dives deep into what players can expect from the highly anticipated sequel. The stunning open world is made even more so by utilizing smart ray tracing technology. From what we’ve seen before today’s showcase, massive storms have destroyed the land that we so loved in the first game. This latest look also shows off some of the earlier features revealed, like diving underwater. There will also be a plethora of new creatures for her to interact with and new monsters to fight, including an awesome-looking robotic elephant.

Can we also appreciate that she has a Breath of the Wild glider and an Ult attack? And the scanner? And the boost? I’m OK, I’m not excited or anything…(I’m very excited). 

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Horizon Zero Dawn was a huge success for PlayStation 4, marking it as an instant staple for the Sony-specific platform. It’s easy to see why so many fell in love with Aloy, the RPG’s protagonist. She was strong, impressively so, and tough but she didn’t let that harden her heart, a heart with the capability to forgive, to survive, and to thrive. Never scared off from approaching a challenge head-on, the sequel with Horizon Forbidden West aims to carry on her strength. Meeting new characters, besting new foes, and exploring new terrain all await when Horizon Forbidden west drops. 

This franchise’s dual-nature setting with futuristic technology in a more tribal society made the parallels between the two worlds a unique one for the game’s narrative. With Forbidden West promising even more adventures, a larger world to get lost in, and new ways to master combat and hone Aloy’s skills, the upcoming journey from Guerrilla Games aims to take what so many loved from the first adventure and make it even better. 

Still no release date yet, but hopefully something more concrete soon. 


What do you think about the latest Horizon Forbidden West PS5 gameplay reveal? Are you anxious to transform into Aloy once more? Sound off with your thoughts in the comment section below! 

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

New Dying Light 2: Stay Human Gameplay Shows Off More About The Dangers Of Consequences

We’ve got some glorious new Dying Light 2 gameplay to feast our eyes on, now called Dying Light 2: Stay Human, and it goes even deeper into what role consequences and player choice have in this game. We always knew that choice would be a heavy factor in Dying Light 2, now we’ve got a closer look at what that means. 

With our new look at Dying Light 2: Stay human, we’ve got a closer view of the story surrounding the story; more backstory, more nuanced, and more dangers beyond the first game. Techland Games has previously confirmed that there are heavy consequences beyond just the obvious; some of them will even require more than one playthrough to see them come to full fruition. Players will be forced to make incredibly hard decisions in various no-win situations, decisions that will impact even the very world itself. Sometimes, these major consequences will even manifest at the very end of Dying Light 2, making it far too late for players to turn back time. 

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The Dying Light universe was already phenomenal, but adding more RPG-like elements into the mix makes it more immersive than ever before. With a fully-fledged consequence system, surreal human interaction, and a variety of conversational options to choose from, Dying Light 2 has the potential to be a massive hit. More than that, however, it also has the chance to change the industry and how we approach development going forward.

Much like Half-Life did for the FPS genre and gaming in general, completely changing how studios approach game design, Dying Light 2: Stay Human can do the same. If done correctly and true-to-vision, the world-shattering (literally) consequence system and reactive environmental evolution could be completely unparalleled, shifting what it means to create a fully immersed universe that can change, morph, and be destroyed at the drop of a hat. That being said, the undertaking Techland chose is massive and extremely precise, not to mention complicated. Sometimes, that can mean the end product doesn’t match up with the vision, much like Cyberpunk 2077. There is a potential for this ambition to backfire, but so far, it looks like it is on track to be the extraordinary journey that the team wants players to have and that gamers want to have.

The latest gameplay video, which you can see above, shows off more about what exactly the sequel has to offer and more about the story’s background. After so long without any news, the rollouts began in earnest not too long ago. This has alleviated many concerns that the sequel was stuck in development hell, though the road to get here hasn’t necessarily been paved with sunshine and roses


What are your thoughts on the latest look at Dying Light 2? Do you agree that it could be industry-changing, or are we overstating the sequel’s potential? Sound off with your thoughts in the comment section below! 

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

Dying Light 2 Collector’s Edition Revealed With Three Additional Digital Options

Techland gave fans what they’ve been wanting: a detailed new look at what Dying Light 2 will have to offer. With its release date set in stone and more about the backstory and how consequences can be gut-wrenching, the studio also revealed a few different editions that players can buy. And yes, there is also a Dying Light 2 Collector’s Edition. 

With pre-orders now live, players can choose which experience they want to have with the Standard, Deluxe, and Collector’s options. Digital-only players also have a few options with Standard, Deluxe, and Ultimate. For anyone that pre-orders Dying Light 2: Stay Human, there will be a digital download for the Reload Pack, which will offer a unique outfit, paraglider skin, and weapon. 

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The collector’s edition, which you can see above, comes with a Dying Light 2 art book, a steel book, a secret locations map, UV stickers, a UV flashlight, and a new statue featuring the sequel’s protagonist. The collector’s edition will retail or $259.99. For those interested in nabbing one for themselves, you can pre-order your collector’s edition right here. For digital players, there will be the Standard, Deluxe, and Ultimate edition, which can also be found at the pre-order link referenced earlier. 

Dying Light 2: Stay human release on December 7 for PlayStation 5, Xbox Series X, PlayStation 4, Xbox One, and PC players. 

To learn more about Dying Light 2, be sure to check out our game hub here to see more behind-the-scenes action, exclusive art for the sequel, and more. 


Are you excited to get your hands on the highly anticipated Dying Light sequel? What did you think of today’s showcase? Sound off with your thoughts in the comment section below! 

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

Dying Light 2 Release Date Set For December

Dying Light 2

The long-awaited Dying Light 2 finally has a release date. Following a year of near silence after the game was delayed early last year, developer Techland has slowly started revealing more information about its long-awaited sequel. During today’s Dying 2 Know stream, Techland not only confirmed the game is coming on December 7, but also that it has a brand new name: Dying Light 2 Stay Human.

Dying Light 2 Stay Human picks up years after the story of the first game. You no longer play as Kyle Crane, the protagonist of the first game. Instead, you control Aiden Caldwell in a story that shapes around your choices. The game was a sight to behold at E3 2019, the first time we saw it in action. In that demo, we witnessed parkour upgrades, new combat mechanics, stunning visuals, and an impressive choice-and-consequence system. Those mechanics were further explored during today’s stream. You can read more about the choice mechanics here.

Dying Light 2

If you happened to miss the boat on the first Dying Light, Techland also announced a Platinum Edition of the original Dying Light. Dying Light: Platinum Edition gathers the base game and all of the DLC, including the expansion titled The Following, as well as a ton of cosmetic bundles. The original Dying Light was a great twist on the open-world zombie genre when it launched in 2015, and you can read our review right here.

Dying Light 2 Stay Human comes out December 7 on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC. Players have six different editions to choose from: three digital and three retail. For more on those editions, head here.


Did you enjoy the first Dying Light? Are you looking forward to Dying Light 2 Stay Human? Let us know your thoughts on if you’ll be picking this up at release in the comments section below!

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

Horizon Forbidden West State Of Play: Watch Along With Game Informer

Though physical units may be sparse, the PlayStation 5 has had no shortage of amazing experiences since its launch late last year. From the icons such as Marvel’s Spider-Man: Miles Morales to the surprising and enthralling Returnal, there has been plenty for fans of Sony’s hardware to geek out about over the last year, and Guerilla Games hopes to continue that hype train. 

Horizon Forbidden West, the sequel to the 2017 sci-fi marvel, has been on the minds of gamers ever since its first reveal in June of last year, and for good reason. The return to Aloy’s story means one of futuristic spectacle, filled with memorable metal dinos and an engrossing open-world begging to be explored. The wait to know more has been arduous, but the Horizon-faithful are about to have their patience paid off.

Sony is unveiling a new State of Play today, and Aloy and company are the main event. Guerilla Games will be rolling out a whole 14 minutes of newly revealed footage and we at Game Informer are going to be along for the ride with you! Join Kim Wallace, Ben Reeves, and Alex Stadnik as we react live to all the new gameplay, big news, and more live on Twitch! The show starts at 4 p.m. CT but we’ll be going live 10 minutes early for a little preshow action to discuss why we’re excited about the upcoming PlayStation exclusive.

For those not in the know, we moved all of our livestreams over to Twitch to facilitate a better viewing experience for our community. If you’d like to know more, be sure to check out this handy article for more details!

Want to know more about Guerilla’s hotly anticipated new game? Be sure to check out why we included Horizon Forbidden West in the list of our most anticipated action games, our article detailing today’s State of Play, and the original announcement trailer from last year’s PS5 showcase.

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

GI Show – Biomutant, Knockout City, And Deathloop Interview

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On this week’s episode of The Game Informer Show, we discuss a handful of the games we’ve been digging recently, including Biomutant, The Legend of Zelda: Breath of the Wild, Knockout City, and Portal Reloaded. We close the show by interviewing Arkane Studios’ game director Dinga Bakaba (@DBakaba) and art director Sébastien Mitton (@mitmitman) about their newest project Deathloop and why they didn’t just make another Dishonored

It’s a full show, but we make time for another round of fantastic community emails. So please join Brian Shea (@BrianPShea), Marcus Stewart (@MarcusStewart7), Alex Stadnik (@Studnik76), Blake Hester (@metallicaisrad), and Ben Reeves (@Benjaminreeves) for a new wild and ever-entertaining episode!

Thanks for listening! Please make sure to leave feedback below and share the episode if you enjoyed it. You can watch the video above, subscribe and listen to the audio on iTunes or Google Playlisten on SoundCloudstream it on Spotify, or download the MP3 at the bottom of the page. Also, be sure to send your questions to podcast@gameinformer.com for a chance to have them answered on the show!

Our thanks to The Rapture Twins for The Game Informer Show’s intro song. You can hear more of their music on their website.


To jump to a particular point in the discussion, check out the time stamps below.

00:00:00 – Introduction
00:02:46 –
Biomutant
00:20:12 – The Legend of Zelda: Breath of the Wild
00:21:58 – Knockout City
00:34:17 – Portal Reloaded
00:37:43 – Community Emails
01:19:18-
Dinga Bakaba and Sébastien Mitton Interview

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

World’s End Club – Not With A Bang But A Whimper

Publisher: NIS America
Developer: Too Kyo Games
Release:

May 28, 2021

Rating: Teen
Reviewed on: Switch

What happens when a crew of angsty students witness the apocalypse during a seemingly normal field trip? World’s End Club answers this question as it examines the various interpersonal relationships of its ensemble cast. However, janky platforming, predictable story beats, uninspired characters, and a forgettable soundtrack prevent World’s End Club from reaching the heights of the two franchises that directly informed it: Danganronpa and Zero Escape.

You’ll spend most of your time in World’s End Club parsing through extensive conversations that give context to the overarching narrative. These dialogue-heavy moments are glorified exposition dumps. Characters announce their ulterior motives and innermost feelings haphazardly, and when a primary villain enters the fray to “accidentally” reveal their diabolical plans (this happens at an alarming rate), the narrative is stripped of its stakes. At times, I was excited to see plotlines resolved, but the emotional stakes got upended so often that I lost interest. This is particularly frustrating because, despite its cartoonish/light-hearted aesthetic, World’s End Club wants to be a game about complex motifs like deceit, trust, and lasting friendship. This could have been interesting, but, as it stands, the narrative feels hollow.

Silent protagonist Reycho is the daring leader of the Go-Getters Club, a quirky band of misfits. When a meteor suddenly crashes into Tokyo one summer afternoon, the world abruptly ends. After the impact, the crew wakes in an underwater amusement park where a floating, Pokémon-esque creature named Pielope forces them to take part in a dangerous “Game of Fate.” The trials that Reycho and company face push the tight-knit fellowship to the brink. Unfortunately, I quickly discovered that each member of the Go-Getters Club is merely a shallow archetype – from the oblivious airhead Vanilla, to the overweight, gluttonous Mowchan. Moreover, the voiceover fluctuates from mediocre to downright laughable. It became increasingly hard to care about the playable cast when they’re awkwardly robotic during emotionally tense moments and even mispronounce each other’s names from time to time.

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World’s End Club’s gameplay loop is split into three distinct sections: Act, Camp, and Story. During the unremarkable Act phase, you’ll jump over bottomless pits and push crates to clear blocked passageways. Combat usually amounts to tossing blunt objects at slow-moving targets or running for your life while navigating an array of pesky hurdles. I enjoyed the latter moments, but soon realized that getting away from World’s End Club’s zany creatures was deflatingly easy. The less frequent stealth sequences required me to hide behind objects and time my escape sprints. The Go-Getter’s Club get their down time at Campsites, where you can briefly converse with each member to gain a better understanding of character motivations, which are just as shallow as the Story moments.

The one-dimensionality of World’s End Club’s characters is apparent the minute they open their mouths, but when their Awakened Abilities activate, their personalities truly come to life. These awesome super moves help you survive in this dastardly world, and they slowly unlock as you progress through story acts. Awakened Abilities made me feel appropriately powerful and lent themselves nicely to most of World’s End Club’s simple environmental puzzles. For example, I enjoyed using Reycho’s “Big League Pitcher” to toss rocks at overhanging structures, forcing them to collapse on enemies patrolling below. I used other Awakened Abilities to wipe out otherwise indestructible geographical formations or simply slow down undefeatable bosses. The sheer number of applicable abilities made the otherwise boring enemy encounters a bit more satisfying and made uneventful platforming sections mildly entertaining.

That isn’t to say that I didn’t run into my fair share of gameplay issues. Countless times, I found myself staring at a Game Over screen because of wooden controls. Sometimes I’d continuously press the jump button just to watch Reycho saunter towards the edge of a platform. At other times, the characters seemed to fight me as I tried to grab ledges or avoid one-hit-kill obstructions. On several occasions, I was spotted repeatedly by adversaries because of unforgiving stick sensitivity; I’d try to move slightly closer to a ledge, but simply fall off the platform and into the clutches of enemies.

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The monster and biome design, on the other hand, emerged as my two favorite aspects of World’s End Club. My journey through Japan took me to abandoned prefectures teeming with overgrowth and dangerous obstacles like molten lava, pools of quicksand, and mutated foliage. Underground facilities housed rabid, bipedal canines, and dusty mountainsides were home to gigantic, armored beetles. Some creatures were far more grotesque and interesting to look at with serpentine limbs and unnerving, convulsive movements. Nevertheless, these features weren’t significant enough to distract me from World’s End Club’s myriad narrative and mechanical flaws.

World’s End Club tells an uninteresting story full of obvious twists and turns that’s segmented by linear exploration and low-stakes action. On normal difficulty, you’re killed in one hit, which doesn’t mix well with the finnicky controls. Some character designs and their accompanying abilities are particularly inspired, but I didn’t fall in love with any of their static personalities. World’s End Club ultimately wound up feeling like an unimaginative afterschool activity.

Score: 6

Summary: World’s End Club’s dull platforming mechanics, story, and ensemble cast make it a chore to play.

Concept: Lead your large crew of friends through a post-apocalyptic Tokyo while avoiding death at the hands of mutated monsters

Graphics: A few of the main character designs are cool, but most are middling. The numerous locations you traverse and creatures you encounter are definitive highlights

Sound: At best, the voicework is subpar, and the cacophonous soundtrack detracts from the already lackluster story

Playability: World’s End Club’s unresponsive controls make it easy to miss key jumps or grapples. On higher difficulties, I died a few times because of these finicky controls, but the story checkpoints are quite forgiving

Entertainment: Most Awakened Abilities are fun to use, but puzzles are boring because they’re such a breeze to complete

Replay: Low

Click to Purchase

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

Dying Light 2 Livestream: Watch Along With Game Informer

Dying Light 2 may have been revealed in 2018, but it was the game’s demo the following year that put the industry on notice. Developer Techland’s open-world zombie title blew people away with its promise of a deep, choice-filled world set on the backdrop of apocalyptic beauty. But then silence and scandal hit the studio, and Dying Light 2 has faded into the ether, with fans pining for any sort of information on the sequel to the fan-favorite title.

But today is a new day for those excited for this ambitious title. Techland is taking the pre-E3 digital stage (PrE3? Is this even a part of E3? Who knows?) and is showing off Dying Light 2 live for all to see. While the Polish developer has been relatively mum on what we’ll be seeing today, the hope is that we will finally get a more substantive look at what fans will be playing when they finally get their hands on the game.

While we don’t know what Techland will be showing, we do know who will be watching alongside you at Game Informer! Join zombie-enthusiasts Liana Ruppert and Alex Stadnik as they react live with you to all the big news, reveals, and whatever else Techland has up its sleeves.

We’re going live at 1:50 p.m. CT with our preshow to discuss our hopes and dreams for Dying Light 2, and we hope you can join us there. For those who haven’t heard, we’ve made the exciting switch to exclusively streaming on Twitch to create better livestream experiences for our lovely audience.

For more on Dying Light 2, be sure to check out Techland’s recent update videos featuring info on the map size and story, and a look at the 2019 demo that blasted the levels of hype for the game into the stratosphere!

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

Everything You Need To Know About Supermassive Games’ House Of Ashes

Publisher: Bandai Namco
Developer: Supermassive Games
Release:

2021

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

Until Dawn developer Supermassive Games is finally pulling back the curtain on the third entry in its Dark Pictures Anthology, a game pentalogy, with each standalone entry mashing together different subgenres of horror. House of Ashes brings new frights and surprises as you explore an underground temple and discover horrific creatures nesting there. 

The newest entry in the anthology takes inspiration from famed horror writer H.P Lovecraft, particularly his book At The Mountains of Madness, in addition to iconic films such as Predator, Alien, and The Descent. “At its heart, House of Ashes is an exploration horror: a group of experts on a critical mission, in a remote location, cut-off from any backup facing an inhuman enemy threat,” says director Will Doyle. “It’s also a story about loyalty, duty, and trust.”

We saw a presentation and interviewed the Supermassive team, learning firsthand about the new setting, themes, and improvements.

It’s Set During The Iraq War In The Middle East

House of Ashes is set in 2003 during the Iraq War. It begins with a U.S. military group on a mission to unearth weapons of mass destruction located underground. When they arrive, a firefight ensues, with holdout Iraqi forces attacking them, but then an earthquake disrupts everything, sending both sides down below into a vast underground temple. While this was a complicated time in our history, Supermassive says this is not a game about the war and its politics. “We knew that this could potentially be controversial,” says producer Dan McDonald. “Every step of the way, we’ve tried to treat it with respect. We’ve had lots of different consultants come on, whether it’s about Arabic or the military, to try and make sure that what we’re doing is grounded in reality …  It’s really a setting for us. [The war] is not what the game is about.” However, Supermassive isn’t shying away from addressing certain prejudices and tensions that may exist between soldiers on both sides. As you play, certain characters will be at odds over their different beliefs and must decide how to put them aside to survive an inhuman threat. 

You Explore A Cursed Temple 

All the games in the Dark Pictures Anthology have some basis in fact or legend, and discovering the connections rooted in reality and what liberties the Supermassive team took to tell a haunting story is always part of the fun. In the anthology’s first two entries, Supermassive tackled the legend of Ourang Medan and the 17th-century Salem and Andover witch trials. For House of Ashes, it’s going much further in history, letting you explore an underground temple dating back to the ancient kingdom of Akkad, which existed in the Mesopotamia region. This temple was built by a real-world historical figure: the self-proclaimed God King of the Akkad empire, Naram Sin, who reigned around 2250 B.C. Naram-Sin doesn’t have the cleanest history; he upset the gods by ransacking a temple belonging to Enlil, the God of Earth, Wind, and Storms. This brought on a curse of war, famine, and plague to Naram-Sin’s kingdom. 

In House of Ashes, the huge temple you explore was Naram-Sin’s peace-offering to the gods to end the curse, but obviously, that didn’t get him back in their good graces. Akkad falls and his temple is buried under desert sands, only being rediscovered now. Expect some claustrophobic and enclosed spaces, as you’re essentially trapped underground, but Supermassive also has areas open up regularly so you feel the vastness of this unknown world below the surface. 

There Are Monsters In The Dark

Unraveling the deeper mysteries of the temple and finding an escape route won’t be your only challenge. You have even greater threats down below – a nest of monsters that are hungry for blood. “We want you to feel exposed, vulnerable, and threatened, to get a feeling you’re being watched at all times by creatures you know nothing about,” Doyle says.

Supermassive is really building up to the first time you actually come face to face with one of these deadly creatures, as they mostly lurk and kill in the shadows. “The creatures in House of Ashes are some of the most complicated we’ve ever made,” Doyle says. “But through hand animation and motion capture, we’ve created a monster that is very believable, very threatening, and very dangerous. And there’s a whole nest of them waiting down there for you.”

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New Cast, With Ashley Tisdale Of High School Musical Fame As Lead

As with previous games, the fate of the five characters will be in your hands as you run through the adventure. Characters can die at any time, or potentially survive the whole ordeal. Every game has one big-name actor to support it. The Boys’  Shawn Ashmore took the helm in Man of Medan, followed by Midsommar’s Will Poulter for Little Hope. House of Ashes marks the first female star of The Dark Pictures Anthology, with Ashley Tisdale, best known for her Disney Channel roles, playing lead CIA officer Rachel King.

“We went after [Ashley] quite early,” McDonald says. “We had her in our mind, and she gave us a fantastic performance. I think she really wanted to try something different. So when we contacted her agent, she was interested in the project, because it was outside of her comfort zone and she wanted to test herself and stretch herself.”  

We originally saw Tisdale’s character wading through a river of blood and bones holding a human thigh bone as a torch in the teaser trailer, but it appears her headstrong protagonist is also struggling with what she wants for her future in the relationship department, which you will help her decide. 

Other characters who round out the cast include Colonel Eric King, Rachel’s estranged husband, making their relationship complicated as she decides if she wants to move on with someone else, stay single, or reconcile. Marines Jason Kolchek and Nick Kay also join them; Nick has been struggling with some of the horrific things that have happened to him in Iraq, whereas Jason likes to throw his higher rank around and be large and in charge. Lastly, an Iraqi soldier named Salim gets trapped with them, forcing the enemy sides to work together. “He’s a father,” McDonald says. “He’s got a son that he wants to get back to. [He has a] life that he wants to get back to, and that shows. You see into his world; you see into his reality.”

Supermassive thinks having people who were all connected by the war really helped them build some unique characters and conflicts. “It’s an interesting point to start off from for character motivations, and it allowed us to build up a team of characters that work together, that know each other,” McDonald says. “You get camaraderie and tension. Everyone doesn’t always get on. Not a single one of them is clean and innocent. They’ve each got their own baggage that they bring with them. We wanted to make [our characters] more complex and nuanced. There is no black and white, good and evil. It’s, ‘How you want to play it?’ and ”How you want that story to move forward?’

Building relationships again will be front and center, but this time you will have to decide when to put yourself first versus helping someone else. Supermassive has said difficult dilemmas around survival and collaboration will be at the heart of things. “What risk would you take to make sure nobody gets left behind?” Doyle asks, “And when all hell breaks loose, is there any place for compassion, or is it just to look after number one?”

New Mechanics

Supermassive emphasized that if fans played previous games, they’ll have an instant-feel for the mechanics, so don’t expect big changes to the formula. However, the developer is always listening to fan feedback and made some improvements for House of Ashes, saying fans will notice “many improvements in how the game handles.” The team experimented in Little Hope with 360° cameras. For House of Ashes, fixed cameras have been entirely replaced by a 360° player-controlled camera to make exploration more immersive. A new flashlight button also lets you search the darkest areas of the catacombs with ease for secrets and new paths, but it does slow you down a bit when you use it, so you’ll want to only bring it out when necessary. Difficulty settings (easy, medium, hard) have also been added to the game, and since people are so divided on what’s considered easy or too hard for QTEs, Supermassive is also allowing you to adjust their difficulty in terms of speed to match your skillset.


House of Ashes is set to come out sometime this year, but doesn’t have an official release date. However, for the first time, enhanced versions will be available for the new-gen systems that raise the graphical fidelity greatly. Being the third game in the anthology, hopefully, Supermassive can raise the bar even further. Time will tell.
 

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

Sonic Origins Gives Players A New Chance To Experience The Glory Days

This year marks the 30th anniversary for the Sonic the Hedgehog franchise and as with any major anniversary milestone for a long-running franchise, fans want something to celebrate the glory days of the series. While 2017’s Sonic Mania paid stellar tribute to the 2D days of Sega’s spiny speedster, fans still love and play the games that gave Nintendo’s popular plumber a run for his money back in the ’90s. During today’s Sonic Central presentation, Sega announced Sonic Origins to help players relive the early days of the Sonic the Hedgehog series.

As the name implies, Sonic Origins gathers the several of the series’ earlier entries into one collection. While we don’t have too many details at this time, Sega describes it as a “new compiled series.” As you might imagine, Sonic Origins features the mainline Genesis games (Sonic the Hedgehog, Sonic the Hedgehog 2, and Sonic 3 & Knuckles) as well as Sonic CD, which originally appeared on Sega CD. According to Sega, Sonic Origins will deliver a nostalgic experience with non-stop Sonic action and “fresh content.” Outside of that, Sega teases fans that more information will be coming soon.

The classic Genesis games are perhaps some of the most ported titles in the gaming, with appearances across all kinds of platforms ranging from PC to mobile to even Apple TV. All of the games mentioned in the Sonic Origins collection were released on Xbox Live Arcade and are still playable today through backwards compatibility on Xbox Series X, Xbox Series S, and Xbox One. While Sonic the Hedgehog and Sonic the Hedgehog 2 have continued receiving the re-release and port treatments over the years, Sonic the Hedgehog 3 and Sonic & Knuckles have been largely absent from the sweeping re-releases. Sega has never released an official statement on the reason for that, but many speculate the reason is due to the music rights since popstar Michael Jackson has long been linked to the soundtrack. It will be interesting to see if the inclusion of Sonic 3 & Knuckles in Sonic Origins means those rights have been ironed out, or if Sega has found a workaround solution.

Another thing to watch is how much care goes into updating these experiences. Will the games that have seen re-release after re-release, like Sonic 1 and Sonic 2, receive additional features and content as the tease indicates? When these two games were released on Switch under the Sega Ages banner, they added new features like the spin dash to Sonic 1, the ability to play as Knuckles (without the Sonic & Knuckles cartridge) to Sonic 2, and the Sonic Mania drop dash to both titles. Will the “fresh content” be along those lines, or is Sega teasing something bigger? Only time will tell as we get closer to the launch of the Sonic Origins release.

We do not currently have a release date or platform list for Sonic Origins. For more on the Sonic franchise, head here to learn about why Sonic 2 was so important for Sega’s rise to prominence, or head here to learn how Sonic 3 split into two games.

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

Sonic Colors: Ultimate Sprints To Modern Platforms This September

It’s no secret that the Sonic the Hedgehog franchise had a particularly rough period in the late ’00s and early ’10s, but one of the most well-liked entries in the 3D series also came out during that time. Sonic Colors delivered fast-paced action, fun level design, and unique power-ups when it launched in 2010, becoming one of the better-received Sonic games of that era. Unfortunately, the title has been stranded on Wii since its launch, with no re-releases or availability through backwards compatibility. Thankfully, Sega and developer Blind Squirrel Entertainment have changed that by announcing Sonic Colors: Ultimate.

This remaster of the 2010 Wii game delivers the same thrills as the original did 11 years ago, but as with all remasters, you can expect some enhancements. The visuals have been upscaled, the controls and core gameplay have been refined, and players can even tackle an all-new mode. In the brand new Rival Rush mode, Sonic goes head-to-head with Metal Sonic. If you can outrun your robotic rival, you earn rewards.

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For those who never experienced Sonic Colors, Dr. Eggman has built a giant, interstellar amusement park that he is powering with captured members of an alien race called Wisps. Sonic learns of this and decides to bust them out of their captivity, but the aid is hardly one-way traffic; the Wisps are able to give Sonic new powers. With the help of the Wisps, Sonic speeds through six unique worlds on his way to stopping Eggman and freeing the colorful aliens. 

If Sonic Colors: Ultimate sounds like exactly what you’ve been waiting for, Sega has a few options for you to choose from. The Standard Retail Physical Pre-Order ($40) includes an exclusive Baby Sonic keychain. The Digital Standard edition ($40) includes the Sonic Movie Boost, giving players an electric boost and aura as seen in the 2020 Sonic the Hedgehog movie, plus exclusive player icons. Finally, the Digital Deluxe version ($45) allows you to jump in a few days early on September 3 at 6 p.m. Pacific / 9 p.m. Eastern, plus exclusive player icons, the Sonic Movie Boost mentioned before, special gold and silver gloves and shoes, and the Ultimate Music Pack featuring three original game remixes.

Sonic Colors: Ultimate launches on PlayStation 4, Xbox One, Switch, and PC on September 7. The PC version is digital-only and exclusive to the Epic Games Store.

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

Next Mainline Sonic Game Coming In 2022

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At SXSX 2019, head of Sonic Team Takashi Iizuka announced that the the next mainline Sonic the Hedgehog game from the flagship Sonic studio was underway. Since then, we’ve heard nothing about the project, and after today’s Sonic Central stream, we know little more than the project is still in development. During today’s video, Iizuka confirmed that the team behind Sonic Generations and Sonic Forces is still working on the next mainline Sonic game and gave us a tiny teaser video with a release window of 2022.

While Sonic Team has worked on several Puyo Puyo titles in recent years, as you might expect, the vast majority of games the studio has developed since its inception have been Sonic the Hedgehog titles. Its most recent game for the Blue Blur was Sonic Forces, which came out in 2017. While the game made various improvements and played heavily into the fandom with a create-a-character feature, the title received lukewarm reception from critics and fans. Prior to that, Sonic Team released the poorly received Sonic Lost World on Wii U and PC. However, before that, the studio seemed to regain its footing from the disastrous Sonic the Hedgehog (2006), releasing fan-favorite games like Sonic Unleashed, Sonic Colors, and Sonic Generations over a three-year stretch. Sonic Colors is so well liked that Sega is releasing an Ultimate version of it later this year.

This confirmation accompanies a flurry of other Sonic-centric announcements, including an in-game event for Two Point Hospital where you can swap out the staff members’ outfits to celebrate Sonic’s 30th anniversary, mobile game events for titles like Sonic Forces: Speed Battle and Sonic Racing, and already-released games like Sonic Mania, Sonic Forces, and Team Sonic Racing coming to PlayStation Now. You can also learn more about the newly announced Sonic Origins collection here.

We don’t have any additional information about the next mainline game from Sonic Team, but hopefully we’ll learn more soon. The new Sonic Team game launches in 2022. If you’re looking for a deep dive into the rise and fall of the Sonic series, head here. If you want to learn more about how the Sonic brand made the lead to Nintendo consoles following Sega’s transition to third-party developer, head here

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

This Year’s Pokémon Go Fest Is A Musical Celebration

For the second straight year, Pokémon Go Fest is worldwide, meaning anyone can purchase a digital ticket and participate from the comfort of their homes and neighborhoods. Last year’s tickets cost $14.99, but this year’s will be just $5, and it gives you access to two full days of Pokémon catching on July 17 and 18.

This year’s festival is themed around music. Most Pokémon Go players don’t have the sound on when they’re out in the wild, tracking down rare critters to add to their collections, but you’ll want to turn it on this year, as longtime Pokémon music producer Junichi Masuda put together new tracks just for this event. In a blog posting, Niantic details two of the songs. One is a “rock-and-rolling track for Pikachu Rock Star fans,” and the other is a “high-energy electro-pop song for Pikachu Pop Star stans.” At the fest, you’ll have the chance to catch newly outfitted Pikachus that represent the rock and pop star forms.

Similar to last year’s event, the day of catching unfolds across rotating habitats. Every hour a different habitat comes online with different spawns. For instance, for the jungle habitat, you can catch a Aipom, Froakie, Scyther, and other critters that fit the theme. For the Cave, Roggenrola, Deino, and the Galarian Stunfisk will spawn. You’ll need to play all day (from 10 to 6) to catch everything that the fest has to offer.

Day two shifts the focus to raids, but all of Pokémon from day one will still be around to catch. We don’t know which Pokémon will be in the raids, but there’s a good chance we’ll see a new one given the secrecy. We’ll also likely add a new Pokémon to our Pokédex by completing the festival’s mission, which has typically been of the Mythical variety.

New shiny variations of Pokémon will also be a part of the mix. This year, shiny Unown F, Throh, Sawk, Whismur, Chimecho, Audino, and Tympole are making their debuts. I can’t wait to see what other surprises unfold over these summer days of catching.

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

Dying Light: Platinum Edition Is Available Now

Ahead of the Dying Light 2 showcase that is planned later today, Dying Light: Platinum Edition is available now. With the sequel on the way, players that have not yet experienced what this Techland adventure has to offer have the chance to do so in the best way possible now. 

So what comes in the Platinum Edition, exactly? Players can expect to get the base game itself and all four DLC, added weapons, and seventeen skin bundles. For those ready to dive in, it’s available now at a heavily discounted rate for $24.99 through Xbox Live, though it looks like it’s still the normal price of $99 through the PlayStation Store, at least at the time of publishing. 

Everything included in Dying Light: Platinum Edition

  • Be the Zombie
  • Crash Test Skin Pack
  • Cuisine & Cargo
  • Dying Light
  • Dying Light Classified Operation Bundle
  • Dying Light – Dying Light
  • Dying Light – 5th Anniversary Bundle
  • Be the Zombie
  • Dying Light Classified Operation Bundle
  • Crash Test Skin Pack
  • Cuisine & Cargo
  • Godfather Bundle
  • Gun Psycho Bundle
  • Harran Inmate Bundle
  • Harran Ranger Bundle
  • Dying Light – Harran Tactical Unit Bundle
  • Dying Light – Hellraid
  • Dying Light – Rais Elite Bundle
  • Retrowave Bundle
  • Shu Warrior
  • The Bozak Horde
  • Dying Light: The Following
  • Ultimate Survivor Bundle
  • Viking: Raiders of Harran bundle
  • Dying Light – Vintage Gunslinger Bundle
  • Volatile Hunter Bundle
  • Dying Light – Volkan Combat Armor Bundle
  • Dying Light – White Death Bundle5th Anniversary Bundle
  • Dying Light – Harran Tactical Unit Bundle
  • Dying Light – Hellraid
  • Dying Light – Rais Elite Bundle
  • Dying Light – Vintage Gunslinger Bundle
  • Dying Light – Volkan Combat Armor Bundle
  • Dying Light – White Death Bundle
  • Dying Light: The Following
  • Godfather Bundle
  • Gun Psycho Bundle
  • Harran Inmate Bundle
  • Harran Ranger Bundle
  • Retrowave Bundle
  • Shu Warrior
  • The Bozak Horde
  • Ultimate Survivor Bundle
  • Viking: Raiders of Harran bundle
  • Volatile Hunter Bundle

For those looking at the road ahead, Techland Games has a special presentation later today at 12 p.m. Pacific / 3 p.m. Eastern. Gameplay footage will be shown, as well as a few other surprises. 

Dying Light: Platinum Edition is available on the Microsoft Store, PlayStation Store (only for PS Plus subscribers), Steam, and GOG. 

At the time this article was written, it was only available on the PlayStation and Microsoft storefronts. The Steam and GOG versions are expected to drop later today. 


Are you going to scoop up Dying Light: Platinum Edition, or are you waiting to see what Dying Light 2 will have to offer? Sound off with your thoughts in the comment section below! 

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

Game Builder Garage Preview – Making Game Development Approachable

game builder garage

Publisher: Nintendo
Developer: Nintendo
Release:

June 11, 2021

Rating: Everyone
Platform: Switch

Three years ago Nintendo introduced the world to its curious product line called Labo, a papercraft toys-to-life series that focused on not only delivering new games to kids but teaching them to build whimsical cardboard accessories to play with. Game Builder Garage, the upcoming first-party Nintendo Switch programming game that was announced in earlier this month, feels like the natural evolution of Labo – minus the cardboard. The game includes seven interactive lessons that aim to teach you how to develop seven different games via approachable visual scripting and then will set you free to build any game you’d like with its Free Programming mode. 

Click here to watch embedded media

Before you can begin programming games in Game Builder Garage, you’ll need a crash course in Nodons, which are personified representations of the game objects, triggers, timers, cameras, and other tools that inhabit a game engine. The game is aimed at a younger audience, so these fictionalized creatures help to teach design principles while keeping the experience approachable and easy to understand. There’s a Nodon for everything, and you’ll connect them together in different ways to build a game. Need to move a character from left to right with a Joy-Con stick? Connect a Control Stick Nodon to the Left/Right function of the Person Nodon that’s tied to the character. Need to scale the size of the game screen’s field of view? Yep, there’s a Nodon for that.

However, the engine’s simple node-based visual scripting doesn’t mean it lacks depth. In fact, there are a variety of games that can be built in Game Builder Garage. My demo featured a ten-step interactive lesson called Alien Blaster, which teaches players how to develop their own 2D side-scrolling shooter. And players shouldn’t worry about getting lost either, since the seven lessons can’t be skimmed through and require comprehensive checkpoint tests.

When inquiring about the range of projects that can be created using the software, I was shown an array of games: an arcade twin-stick shooter reminiscent of Geometry Wars, 2D and 3D platformers, a local multiplayer arcade driving game, and virtual pinball. The coolest part is that Nintendo is allowing users to access some of the Switch’s best features, including IR sensors, motion controls, and support of up to 8 Joy-Cons for local multiplayer games. So in theory, players can recreate party games like 1-2-Switch.

game builder garage

Despite the large number of games that can be developed with Game Builder Garage, it should be known that the software isn’t nearly as robust as game engines like Unity, Unreal Engine, or even other development-focused games like Dreams. For instance, users won’t be able to import any external assets into the game, meaning they’ll have to rely on the game’s audio library and catalog of character and object models. However, the parameters of those premade assets can be customized, like the tempo and instrumentation of music tracks or the textures on a 3D model. And you might’ve already seen this coming, but no, you can’t export your games to play outside of Game Builder Garage. However, you can share your games with other players who own a copy of the game and subscribe to Nintendo Switch Online via a number ID system similar to Super Mario Maker.

Nintendo’s decision to release Game Builder Garage as an insular platform isn’t surprising to me, and the software’s constraints clearly demonstrate the vision behind its creation: to make game development approachable. While it won’t serve as the avenue for the next great commercial release, Game Builder Garage fosters an environment focused on learning, iterating, and ultimately, having fun. Game Builder Garage releases on June 11, 2021 for $29.99 on Nintendo Switch, where you can learn the basics of game development from the brilliant minds at Nintendo.

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

Gearbox Is Adding Borderlands 3 Crossplay, But Gearbox Was Told To Remove PS5 And PS4 Support

Sony has isolated itself in the past when looking at crossplay. While the company eventually conceded to long-time pressure to add this feature for games like Fortnite despite its previous staunch stance against opening up the ability to play between platforms, it looks like it’s still an ongoing battle. Gearbox CEO Randy Pitchford confirmed that Borderlands 3 crossplay is included in an upcoming update for the game, but that “the publisher” has removed compatibility for PS5 and PS4 players due to certification. 

Pitchford took to Twitter to confirm the crossplay news, a feature that will be available for Xbox, PC, and Google Stadia players. It was meant to include support for PlayStation players before Sony stepped in: 

In the above tweet, Pitchford confirmed the crossplay plans. “Good news or bad news first,” he began. “Good news: An update for Borderlands 3 has been prepared for release that includes full crossplay support across all platforms. Bad news: For certification, we have been required by the publisher to remove crossplay support for PlayStation consoles.” 

The publisher for Gearbox in this instance is 2K Games. He references “the publisher” in the tweet but doesn’t call the name. Whether the directive came from 2K Games on their in or from Sony down is unclear, but Game Informer has reached out for clarification. Given that Sony requires additional payment for crossplay access, it is a possibility that 2K, as the publisher, opted not to pay the added fee. It’s also possible that Sony is still on the fence about what justifies a crossplay title under its umbrella. We hope to have more info soon, so keep this page bookmarked for future updates.


What do you think about Borderlands 3 pulling crossplay support from PlayStation consoles? Sound off with your thoughts in the comment section below. 

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

Baldur’s Gate Dark Alliance Reveals, And Famous Dungeons & Dragons Fan, Joe Manganiello As Utaar

Actor Joe Manganiello, arguably most known for his roles in True Blood and Justice League, is an actor known for his neverending love for Dungeons & Dragons. Because of that love and his various public D&D campaigns, it should be of no surprise that he is confirmed to have a role in the upcoming Baldur’s Gate Dark Alliance from Tuque Games. 

The studio posted up a new video clip on the game’s official Twitter account of the Kelvin descendant, Utaar Kelvinson. With the simple caption of, “This guy’s voice sounds so familiar…,” fans were quick to realize who exactly was voicing the frost giant. 

This isn’t the actor’s first run with Dungeons & Dragons as a professional, not just a player. He added his writing talents to that of Baldur’s Gate: Descent Into Avernus, which made its debut in 2019. 

Players will be able to meet Utaar for themselves when Dark Alliance arrives on June 22, 2021. Thanks to this title being available on Xbox Game Pass at launch, players that are members of this particular subscription service can jump into the newest adventure at no additional cost. There is a lot to be excited for with this third-person action brawler. This is especially true for those that are looking for a new fantasy game to dive into with friends. With up to 4-player co-op, it being free just adds yet another reason to check it out. 

You can also learn more about the game with our hub here


Thoughts on Joe Manganiello’s role in Baldur’s Gate: Dark Alliance with his Dungeons & Dragons love? Are you excited to see what the upcoming RPG has to offer? Weigh in with those hottest of hot takes in the comment section below! 

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

Dungeons & Dragons: Dark Alliance Reveals Joe Manganiello As Utaar

Actor Joe Manganiello, arguably most known for his roles in True Blood and Justice League, is an actor known for his neverending love for Dungeons & Dragons. Because of that love and his various public D&D campaigns, it should be of no surprise that he is confirmed to have a role in the upcoming Baldur’s Gate Dark Alliance from Tuque Games. 

The studio posted up a new video clip on the game’s official Twitter account of the Kelvin descendant, Utaar Kelvinson. With the simple caption of, “This guy’s voice sounds so familiar…,” fans were quick to realize who exactly was voicing the frost giant. 

This isn’t the actor’s first run with Dungeons & Dragons as a professional, not just a player. He added his writing talents to that of Baldur’s Gate: Descent Into Avernus, which made its debut in 2019. 

Players will be able to meet Utaar for themselves when Dark Alliance arrives on June 22, 2021. Thanks to this title being available on Xbox Game Pass at launch, players that are members of this particular subscription service can jump into the newest adventure at no additional cost. There is a lot to be excited for with this third-person action brawler. This is especially true for those that are looking for a new fantasy game to dive into with friends. With up to 4-player co-op, it being free just adds yet another reason to check it out. 

You can also learn more about the game with our hub here


Thoughts on Joe Manganiello’s role in Baldur’s Gate: Dark Alliance with his Dungeons & Dragons love? Are you excited to see what the upcoming RPG has to offer? Weigh in with those hottest of hot takes in the comment section below! 

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

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

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

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

Click here to watch embedded media

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

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

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


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

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

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

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

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

Click here to watch embedded media

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

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


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

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

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

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

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

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

Courtenay Taylor via MN2S Talent Agency

MN2S Talent Agency

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

Double Fine Productions/2 Player Productions
Lee Petty

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

BlizzCon 2021 Canceled, Hybrid Event Rescheduled For Early Next Year

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

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

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

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

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

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

Far Cry 6 Gameplay Will Be Revealed This Friday

Click to watch embedded media

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

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

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

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


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

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

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

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

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

Click image thumbnails to view larger version

 

                                                                                                            

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

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

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

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

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

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

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

Free PS Plus June 2021 Free Games 

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

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

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

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

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

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


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

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

Xbox Games With Gold June 2021 Free Games Revealed

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

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

Xbox Games With Gold June 2021 Free Games

Click here to watch embedded media

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

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

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

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

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

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


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

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

Axiom Verge 2 Delayed To Later This Year

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

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

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

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

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

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

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

[Source: Thomas Happ via IGN]

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