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2019-10-06
Those looking for the new Star Trek show that returns the beloved Starfleet Captain Picard to screens were treated to a new trailer (below) at New York Comic Con 2019, as well as confirmation that Star Trek: Picard premieres on January 23 on CBS All Access.Patrick Stewart offered his appreciated to fans and introduced the new trailer, saying "You are wonderful. As you are going to shortly discover, well maybe sometime next year... Some of you may have heard that in San Diego several months ago that we showed a trailer of some of the work we have been doing. It was a beautiful trailer and it seemed to do its job very successfully. Now, we have another one! It is quite unseen, but publicly, you are the first audience."The trailer started with Picard walking through what looks to be his vineyard, where he has spent his time since leaving Starfleet.He approaches Data, who is painting a rather haunting picture of a lady in a white dress. Data offers his brush to Picard and asks him if he'd like to finish the piece, but Picard is reluctant and, as he reaches for the brush, flashbacks of an event quickly cut in and out. The event shows ships firing lasers and, given the tone of the music, could be a reference to a traumatic event that Picard experienced in the past.In the next shot, Picard wakes up and greets his dog, Number One. He wanders around on his vineyard before being approached by a person in need; a person that digs up Picard's past. This leads to him returning to Starfleet and emploring the Federation to help the mysterious woman that has approached him and investigate what is transpiring around her but is rejected.It seems Picard takes it upon himself to get it done, however, as he's shown to be putting together a team to go on a new mission. Of course, some members of that team will be familiar to fans, as Picard recruits old friends as well as new on his mission. One such friend is William Riker, another Starfleet Captain. The two then sit on a dock and share a nice moment. Deanna Troi is also shown and Picard embraces her warmly.The panel for Picard was made up of Hanelle Culpepper (executive producer), Kirsten Beyer (supervising producer), Heather Kadin (executive producer), Akiva Goldsman (executive producer), Michael Chabon (executive producer), Alex Kurtzman (executive producer). Representing the cast was Patrick Stewart (Picard), Isa Briones (Dahj), Santiago Cabrera (Chris Rios), Michelle Hurd (Raffi), Alison Phill (Dr. Jurati), Harry Treadway (Narek), and Evan Evagora (Elnor)."We’re doing our best not to fail it, which I think we’ve done pretty well," said Goldsman. "You’re surrounded by a lot of people who love Star Trek and love Captain Picard. It went from job to opportunity, and we’re pretty blessed.”The panelists went on to recount how the series came about. According to Kurtzman, it all started as a Short Trek, one of the mini-stories that explore specific characters. "I called [Stewart's] agent and asked to set up a meeting, knowing he probably didn't want to bring him back ... We pitched him and he said it was lovely, but no. We walked out and said well, we gave it our best shot." According to Goldsman, they decided not to push further but Stewart reached back out having read a document written by Short Trek's Chabon."A big concern [was] Patrick didn’t want it to be a TNG reunion show," said Kadin. "We only brought people back if their story really mattered. We give them something significant to do and each of them has something pivotal to tell. The way Tilly is as a new character in Discovery, that’s they way Isa’s character will be in this show.”Goldsman continued: "We wanted it to be a real-time follow up to where last we saw Picard in Nemesis. We wanted the ensuing time that has passed for us, also pass for Jean-Luc. We know pretty much everything that happened in those 20 years. Patrick is the singular expert on Picard found his way there."Chabon was approached to do a short film, which would end up being the first round of Short Treks. He loved Discovery and agreed, and over time this project evolved. "I’ve lived in these imaginative worlds since I was 10 years old," he said, "From that moment, I’ve never stopped living in these imaginative worlds. All my books have a hidden Star Trek reference. It comes very naturally to think in terms of Star Trek.”Isa Briones provided more color for the character Dahj: “When Dahj and Picard first meet, it’s this really special moment of two lost souls in a way colliding in this crazy circumstance born out of tragedy and starts with me asking for help, but we help each other. Complicated is a good word. I can't say much, but I am seeking help because of a horrible tragedy that I have just gone through, and I feel I have to ask Picard for help."Santiago's character Rios, meanwhile, is ex-Starfleet. "We’re sort of a band of misfits, a motley crew," he explained. "He comes on board and many things ensue. Different relationships come out of it. The pieces all start to come together."Raffi, who is played by Michelle Hurd, is another character that has a complicated history with Picard. "We had a falling out. She’s also very complicated in general. She’s sarcastic, she has vices that she leans on. She’s also a genius hacker and systems analyst. She has a history with Picard.” In relation to Rios, Raffi has history there too, but the duo is described as having a "very unique, strong bond."Dr. Jurati, played by Alison Pill, is a character that relishes the opportunity Picard presents. "Picard’s mission ends up being exactly what she’s spent her entire life dreaming about," Pill revealed, "So they have the same goal in mind."Narek and Elnor are described as an odd couple by Evan Evagora. "They’re both very different," he said. "We’re both Romulans raised very differently. He’s more secretive, lying. My character was raised to always tell the truth, speak his mind."Hanelle, who directed the first three episodes, offered some insight on the pressures of working on Picard. "I became a Star Trek fan because of The Next Generation. When I got the job, it was an incredible honor but it was also terrifying. I didn’t want to let you guys down. I want to make sure we honor this character we all love but are authentic to who he is at this time."Story details for Picard were also revealed by way of a display at the Star Trek Universe booth at NYCC. The placard for the titular character reads, "Since resigning from Starfleet, Admiral Jean-Luc Picard has lived a somewhat reclusive life on his family estate in La Barre, France. All of that changes when he receives an unexpected visitor and is once more drawn back to the galactic stage."The booth also provided further information on Jeri Ryan's Seven of Nine, who returns for the show. "Seven of Nine is the former Borg drone separated from the Collective by Captain Kathryn Janeway and the USS Voyager," reads the description. "Returned from the Delta Quadrant and freed from the collective for over 20 years, Seven continues to see Starfleet in a different light as she crosses paths with Admiral Jean-Luc Picard."For more on the show, make sure to check out our roundup of everything we know about Picard. The panel also delivered a new trailer for Star Trek: Discovery Season 3, which takes the crew of the U.S.S. Discovery 930 years into the future. Cast and crew of the show offered a whole lot of new information about what's in store for Burnham and the other members of Starfleet.Disclosure: CBS All Access is owned by CBS, GameSpot's parent company. Info from Gamespot.com
2019-10-06
Star Trek Discovery Season 3 opened the franchise's panel at New York Comic Con 2019, with showrunner Michelle Paradise, and executive producers Heather Kadin and Alex Kurtzman appearing on-stage, alongside a number of members from its cast. The panel delivered a new trailer (below) for the third season, as well as some fresh info on what fans can expect.The trailer shows Michael Burnham in the future, with multiple changes in her look to mark the passing of time. Book, Saru, and Tilly also appear, and the crew of the Discovery are marked as being "930 years from home" where "their fight begins." Book says, "Do you believe in ghosts? That patch on your shirt [referring to the Starfleet patch]." There's a look at some action sequences, along with a question being asked: "Where will you go?" The answer, it seems, is "Wherever the answers are."The producers were joined by cast members Sonequa Martin-Green, who plays Michael Burnham, Saru actor Doug Jones, Mary Wiseman, who plays Tilly, and Anthony Rapp, who portrays Stamets, Wilson Cruz, who plays Culber, and David Ajala, who plays a new character, Cleveland Booker, aka Book.Following the trailer, Martin-Green said, "Everything is handled with such courage and respect and gentleness. What's interesting now is that in the very title of our show, it's all about discovery. You get to be on that journey with us.""It's super exciting, we are married to canon. We honor and respect all of that. We are looking for ways to push the show and push our characters," added Michelle Paradise. "We know going 930 years into the future, the audience has high expectations for what that might look like, what that might feel like. Every episode feeling like a mini-movie.”Heather Kadin noted that the new season is also welcoming to newcomers. "You didn’t have to know canon to go into the show. You can just come in and you don't need to know what came before. You as the audience will experience the newness as the cast experiences it for the first time."Picking up on these comments, Kurtzman said the show reflects the world, which is why it's so interesting and enduring. "One of the great joys of this is taking everything you know about Trek, and you put it in a blender," he explained. "Trek is a mirror that holds itself up to the world as it is."Many of the things that we long for, hope and passion and empathy, those things seem to be wanting more and more. Trek is always the anchor to bring you back to what's possible. We’re looking to have something to say about the world as it is now, reflected in the future that we present on screen."Ajala offered more details on his character, Book, who is introduced in the first episode through a slightly unorthodox interaction with Burnham. "Getting to share that journey with Burnham is great. You’ll be seeing this journey through Book’s eyes and Burnham’s eyes."Wilson Cruz's Culber and Anthony Rapp's character, Stamets, reflected on their relationship through the series. "It’s been quite a wild ride," Cruz said. "We've spanned life and death, have been through a lot. What he’s discovered is that this presents an opportunity for him. This trip into the future is a clean slate. For him, for their relationship. And to live up to his potential. Part of that is being a better partner, a better doctor, being there for his crew and their friends in this uncharted and unknowable future. That’s what Season 3 is about for me."Rapp added: "I think Stamets is tougher to please than I am. He’s really good at boundaries. It’s cool that we’re in the future, but they’re also really allowing on a personal level, what it’s like to leave everyone behind. Saying goodbye to everything.”Mary Wiseman provided perspective on her character, Tilly. "She does a lot of work for these people as an ensign. This moment in our narrative, we are going to start driving without a roadmap. We jump to the future, it’s a leap of faith, where you have to make big decisions and a big move. This season she will step more into her power in the ways that she can. It’s not a time to wilt or step back. It’s time to move forward. I think you’re going to see why she has gravitated towards these people and why they have gravitated toward her.”Previously, Kurtzman said the crew was going 1000 years into the future, but as noted above, it's actually 930. Kurtzman said, "If we don't give you something that is completely surprising, we feel we have failed. There are no timeline adjustments, Canon has informed what happens."Saru has now moved past his adolescence in Season 3, according to Doug Jones. "[Season 2] I think that was very reflective for me, [of] fear in general. I think that’s a lesson for people who deal with fear and anxiety--what we fear might not be real. It might be made up. He’s had to step up as acting captain a couple of times in this series. It’s discussed between [Saru and Burnham] already [about who will be captain]. Will they respect either of us as captain? Will we self govern?""[Saru and Burnham are] kind of like chosen brother and sister, and go through all the evolution that brother and sister go through. In season 2 we become so close. The evolution continues in Season 3 as well. How do we all deal with all of those changes? We all help guide each other through all of those changes.""One of the things that’s most fascinating to me is that one of the definitions of duty is that it is this binding force," said Martin-Green. "Duty called for us to go to the future. We fight for the present and we fight for the future. That act bound us together and bound us to everything we believe in Starfleet. What these writers do is show that fight for identity, the fight for personal and collective identity. You’ve seen all these revolutions in each person."“Nothing can compare to all of the genius that has come before us, it’s about what our writers are willing to explore. The ugly truths of fighting for this utopian future, what that duty does to you when we jump to this future that’s full of uncertainty, how we’re going to navigate this. Sometimes it’s ugly, but duty calls.”Season 3 of Discovery will debut in 2020 on CBS All Access in the US. Thus far, the show has been available to watch on Netflix in other territories.In addition to Star Trek Discovery Season 3, there are a number of other TV shows on the way for Trekkies. Star Trek: Picard is coming in January, 2020. Another is a Discovery spin-off that stars Michelle Yeoh as Terran Emperor and Section 31 agent Philippa Georgiou. There's also a teen-orientated show called Starfleet Academy. If that wasn't enough, an animated Star Trek comedy show called Lower Decks in development from Rick and Morty's Mike McMahan.Disclosure: CBS All Access is owned by CBS, GameSpot's parent company. Info from Gamespot.com
2019-10-05
Season 3: Meltdown introduced Tae Joon "Crypto" Park as the newest playable character to Apex Legends. Though most of the new content in Season 3 is free, you'll need to drop 750 Apex Coins or 12,000 Legend Tokens to unlock Crypto--much like Season 1's Octane and Season 2's Wattson.In the following guide, we detail all of Crypto's unique abilities and how to best use them to counter other characters or shore up holes in your own squad's defenses. If Season 3 is your introduction to Apex Legends, don't worry--the new character, map, and gameplay changes make the battle royale very welcoming to newcomers. Below, you'll find the rest of our character guides, giving you all the information you need to get started with the Legend of your choice.Other Character GuidesWraith Guide: Be The Best Interdimensional SkirmisherCaustic Guide: Be The Best Toxic TrapperGibraltar Guide: Be The Best Shielded FortressLifeline Guide: Be The Best Combat MedicMirage Guide: Be The Best Holographic TricksterPathfinder Guide: Be The Best Forward ScoutBangalore Guide: Be The Best Professional SoldierBloodhound Guide: Be The Best Technological TrackerOctane Guide: Be The Best Adrenaline JunkieWattson Guide: Be The Best Static DefenderCrypto's General OverviewCrypto is Apex Legends' second recon character. In this regard, his role on the battlefield is similar to Bloodhound: hunt down and identify enemies. However, unlike Bloodhound, who's an aggressive tracker that seeks out squads to kill, Crypto places less emphasis on being on the frontline, as he's better suited at finding enemies while remaining hidden.Rarely does Crypto excel at spearheading his squad's offensive. If you want to play as Crypto, you're typically going to fulfill a support role, aiding your teammates in increasing their kill counts. Unlike most of the other Legends, Crypto does not possess an ability that allows him to easily escape a fight. As such, you need to ensure firefights are already stacked in your squad's favor before you engage. Once you emerge from hiding and join the fray, you have to commit.Crypto's AbilitiesTactical Ability: Surveillance Drone - Deploy an aerial drone that allows you to view the surrounding area from above.Crypto's drone has a variety of uses. It can open and close doors, crack open loot bins, and retrieve fallen teammate's respawn beacons. Point the drone's camera at any of the Champion Squad banners throughout the arena and it will show you how many squads are in your immediate vicinity. Crypto can only summon one drone at a time, but he's got an unlimited supply. Once the drone is destroyed, however, there's a 40-second cooldown before he can summon another one.Passive Ability: Neurolink - Enemies detected by the Surveillance Drone within 30 meters of your position are marked for you and your teammates to see.Though you can tag enemies with your drone, marking them with Neurolink is what best helps your squad. Doing so highlights the enemy for your entire team, allowing allies to see targets through walls or smoke.Ultimate Ability: Drone EMP - Your Surveillance Drone sets off an EMP blast that deals shield damage, slows enemies, and disables traps.Crypto's ultimate ability does 50 shield damage--outright destroying white body armor--and slows all enemies with an effect similar to Wattson's Perimeter Security fences. Like other Legends, Crypto is affected by his own ultimate ability, so make sure you're not in the blast zone when you activate the Drone EMP. The EMP blast is not limited by terrain, allowing you to use the attack as a bunker buster to hit a team hiding in a building.Tips To Play As CryptoCrypto is the only Legend to have his passive and ultimate ability tied to his tactical. This limits what you can do with him--every ability has to be done through your drone. Thus, mastering how to maneuver the drone to dodge enemy shots or weave among obstacles should be your first priority. Once your drone is destroyed you have to wait almost a full minute to use it again, and you won't have access to any abilities until then. Keep your drone alive, only sacrificing it as a means to distract foes so your squad can retreat.Though his abilities would suggest a long-range approach, Crypto is actually at his best in mid-range combat. Equipping a mid-range scope on the G7-Scout, R-301, Peacekeeper, or new Charge Rifle gives Crypto the ability to deal damage quickly from a slight distance. When a battle starts, you're best bet is to find cover and send your drone skyward. Be careful, as Crypto can't move while using his drone. Put your drone behind the attacking squad so they're sandwiched between it and you. That way, if they want to destroy it, they'll have to turn their back on you. Exit the drone, leave your hiding spot, and begin your attack. Even if the enemy hides behind cover, you and your squad will still be able to see them thanks to Neurolink. As you continue to shoot the opposition, your squadmates should rush to overwhelm the enemy.If Drone EMP is ready to go, all the better. Follow the strategy above but use the ability as you're exiting drone view and beginning your assault. The enemy team will then have to turn their backs on you to shoot down the drone and stop the EMP, or they'll have to respond to your attack and take shield damage and be too stunned to run away. Either way, the odds will turn in your favor. You may want to save your EMP if the match is almost over, though. Given its ability to disable traps, Crypto can ruin an entire team's defense in the final circle--disabling Caustic's Nox Gas Traps and Wattson's Perimeter Security and Interception Pylon. Plus the enemy team will take shield damage and be stunned.When your allies are down, let your drone do the heavy lifting for you--especially if your teammate's banner is outside the safe zone. The drone takes no damage from being outside the zone, allowing you to safely pick up your teammate's respawn banner.How To Mitigate Crypto's WeaknessesBecause of how dependent Crypto is on his drone, his main weakness is actually just going up against someone who's a good shot. The drone has one HP, so any attack from any gun, grenade, or ability will destroy it. You can't really be sneaky with the drone either. Not only does it make a ton of noise, but enemies are alerted to when Neurolink has marked them. However, there are a few things you can do to hide your drone and make it more difficult to destroy.Bangalore, Caustic, Lifeline, and Gibraltar can all hide the drone with their abilities. Bangalore's Smoke Launcher and Caustic's Nox Gas Traps create a smokescreen that hides the drone if you're in an enclosed space, and positioning your drone behind a Lifeline's Combat Medic shield gives you just enough time to mark enemies before the forcefield goes down. Even after the drone has been destroyed, Neurolink lasts a few seconds, giving you time to emerge from cover and fire on the enemy. Gibraltar's Dome Shield provides a longer solution of the same strategy.The Legend that best counters Crypto is Bloodhound, as the technological tracker can sniff out the hacker's hiding spot while he's piloting the drone and unaware of his surroundings. There's no way to directly counter this yourself. You'll just have to trust your team to watch your back. If you don't, we suggest exiting your drone view the second you spot a Bloodhound, unless you're very confident that you'll get the drop on them before they get the drop on you. Info from Gamespot.com
2019-10-05
Several weeks after the release of Borderlands 3, the lawsuit between series developer Gearbox Software's CEO Randy Pitchford and former company lawyer Wade Callender has come to an end. Both sides have "resolved all claims between them," although specifics on the exact deal they've struck were not shared.A joint statement filed in 162nd Judicial District of Dallas, Texas confirms that Randy Pitchford has been "exonerated" from the claims against him. The two sides reportedly apologized, while "all misunderstandings between the parties have been corrected."The document asks the Court to dismiss the case "with prejudice," which means it cannot be revisited at a later date."Upon review of all the evidence in the case, it was of the opinion of counsel that the evidence exonerated Randy Pitchford from the allegations against him; all misunderstandings between the parties have been corrected, and apologies were exchanged," reads a line from the statement. "Because the parties are mutually bound by confidentiality, no additional statements will be forthcoming."This seemingly brings about an end to a bitter, drawn out legal battle between Pitchford and Callender. Gearbox sued Callender for fraud, and Callender fired back with his own lawsuit containing numerous and significant claims. Callender alleged that Pitchford awarded himself a secret bonus of $18 million that Callender claims should have gone into a pool spread between developers. Callender also claimed that Pitchford accidentally left a USB drive at a Medieval Times restaurant that he says contained secret company documents and videos of "underage" pornography and that Pitchford held parties at his home where "adult men reportedly exposed themselves to minors." Gearbox has consistently denied this and other claims.While this lawsuit may have come to an end, Pitchford has been a focal point of other controversies as well. Another former employee, David Eddings, explained why he won't be resuming his role as Claptrap for Borderlands 3. That led to a testy exchange with Pitchford until Eddings ultimately alleged that Pitchford had physically assaulted him at GDC 2017, and subsequently stalked him on social media.Gearbox's latest release, Borderlands 3, launched in September and sold 5 million copies in 5 days to set a new franchise sales record. Info from Gamespot.com
2019-10-05
Shortly after the launch of Destiny 2: Shadowkeep, Bungie released the next trailer showcasing the next raid known as the Garden of Salvation. Bringing players back Destiny 1's Black Garden, which closed out the main story of the game, the Vex stronghold that's between the realms of time and space is home to a new threat that the Guardians will need to take out. This time, Guardians will be bringing with them a full fireteam to face the new menace within.During the brief glimpse of the raid in the trailer, the enigmatic Guardian Eris Morn offers warnings for the major threat within the Black Garden. Just like in the original game, the Black Garden will focus primarily on the Vex faction, the machine race intent on rewriting history. However, the returning force known as The Darkness will also have a role to play, which was referenced throughout Shadowkeep. Just as with previous raids, your fireteam will encounter several obstacles focusing on combat engagements, puzzles, and even some involved platforming sections. Once it's completed for the first time, that's when we believe the Season of the Undying's new Vex Offensive activity will become available.The raid is expected to go live on October 5, 10 AM PST, and as is tradition, players are currently grinding out loot to acquire more strength for the raid. To participate, you and your fireteam will need to be at least 890 Power. During that launch window, players will go through the new raid blind, and they'll have to figure out what to do with their comrades. Just like previous launches for Destiny raids, Bungie devs will monitor the various attempts at the raid to determine who will take home the World's First crown--and some exclusive rewards.Groups that can finish within the first 24 hours will get a special emblem, others who finish before October 15 will get to purchase a special raid jacket, and of course, the first clan to finish the raid will get all previously mentioned prizes and also a coveted World's First championship belt. Unlike previous raids, Bungie will introduce a limited time modifier for first-time raiders, which will cap Power at 920. This will ensure players aren't overpowered for the raid.Additionally, as previously announced, the Exotic weapon Jotunn has been banned from the raid for 24 hours, as it's been proven more effective than intended against enemies and bosses. Not just that, but two other pieces of Exotic armor--the Hunter's Sealed Ahamkara Grasps and Titan's Peregrine Greaves--will also be banned. Because Bungie lacks the ability to render the items unusable in just the raid, you won't be able to equip them anywhere in the game during the ban.The following items will be disabled game-wide for 24 hours after the launch of the Garden of Salvation raid on 10/5 at 10AM PDT.💠 Jötunn💠 Sealed Ahamkara Grasps💠 Peregrine Greaves pic.twitter.com/UZUXC2Tpc9 — Bungie (@Bungie) October 4, 2019Garden of Salvation Raid Start Time10 AM PST1 PM EST6 PM BST3 AM AETThere's plenty of new loot to acquire in the raid, but in order to participate, you'll need to finish the campaign and its following missions, along with getting up to 890 Power. If you're looking for more info on how to get raid-ready, check out our various guides and features highlighting tips and other details about the important things of note. Destiny 2 Recent News Where Is Xur Today? Destiny 2 Exotic Location, Weapon, Armor (October 4-8) Destiny 2 Shadowkeep Review In Progress - A Giant Leap Destiny 2 Horned Wreath Location: Where To Go For Essence Of Vanity Quest Destiny 2 Captive Cord Location: Where To Go For Essence Of Failure Quest Destiny 2 Shadowkeep: How To Power Above 900 And Get Raid Ready Info from Gamespot.com
2019-10-05
Collegiate esports continues to grow as competitions around the world spring up at tertiary institutions trying to find the next great esports player. For people in the Singapore PVP Campus League (Mobile Legends: Bang Bang) scene, those players might already be found. After a gruelling battle featuring 90 hopeful teams, three have qualified for the Finals on 7-8 December at PVP Esports @ Singapore Comic Con.Unstable Network SIM (UNS), from the Singapore Institute of Management, qualified in the upper bracket, while Institute of Technical Education teams Serpentine (SPT) and Holy (HL) will have to fight their way up through a lower bracket final before they get their shot in the Grand Finals.Mobile Legends: Bang Bang is the immensely popular mobile MOBA from Moonton featuring five versus five hero-focused battles where two teams attempt to destroy one another's bases. Being a mobile game, it requires a significant amount of focus and high manual dexterity as players make skillshots and secure kills.A Twist of Fatea1a2 snipes Holy to secure a win.The best team out of the qualifiers, Unstable Network, came together almost by accident."They were all in my friends-list beforehand, so it was easy for me to ask them to join my team," explained Aaron "K U K U" Tan from USN. "At the time, however, I did not know that they were attending [the Singapore Institute of Management] until [Shane "Hao • WakaWaka"] Hao told me who to approach [from our school]."This lead to USN adding William "a1a2" Heese, Eugene "ᴀcεσғsρα∂ε" NG and Enoch Cheong Xiang "Flawedshot" Rui to the team as they kicked off their campaign to win the Campus League.A Winding PathBAH-NANA secures an Ace against UNS (ITE).For Serpentine, the path to becoming a team was a little more typical, as they just got together for the tournament and decided on a team name almost on a whim."Some of my teammates pitched weird names," Glenn "XCP." Hong of SPT. "So I figured I might as well put Serpentine. Otherwise, I wanted to [call us] Viper or Syngeneic."Those teammates suggesting weird names are Chai "ᴊᴜɴ♣" Munjun, Tan Boon "Spyman" Kiat, Brosnan "BAH-NANA" Yong and Zacharias "ᴺᵞˣeтʜᴇʀ" Fong — alongside XCP., of course.Holy MolyP⁄ιgεση•鳩 assassinates the enemy team to earn a GG.Holy, meanwhile, have been together for quite some time — which might explain the team synergy that got them to the finals.Eugene "p⁄ιgεση•鳩" Yam and I were friends from secondary school, while Sheng Meng "レクイエム" Foo knew me from CCA, our boardgames club," said Huang "❖FrostZK" Zhikang when asked how the team came together. Keith "gнοѕτ" was also a CCA member and friends with Sheng Meng, and finally, Marcus "dragonmasterultimate" is Eugene's classmate."At first the team was me, Eugene, Sheng Meng and two other friends of ours. However they couldn't make it, so Eugene introduced Marcus, and Sheng Meng introduced Keith. And we have known each other since."MVP EffortsWe asked each team who their MVP was — who they felt played invaluably during the tournament. Serpentine quickly pointed to Spyman and BAH-NANA, two players who created massive headaches for their opponents.For Holy, it was a different kind of one-two combo."Sheng Meng did a great job for protecting and supporting Eugene our mid-laner," said FrostZK. "But overall I think Eugene was the MVP, he played well in every match and carried the team to victory."A1a2 was the MVP for UNS, and it appears that they weren't the only ones who noticed his spectacular play."[A1a2] has been approached by many esports teams but he rejected them all," said K U K U. "He displayed an outstanding performance at the Funan qualifiers, and it really wasn't easy trying to convince him to join this tournament as he has other commitments."Educational and InspirationalSingapore's Minister for Education, Mr Ong Ye Kung, attended the PVP Inter-Campus League at Funan Mall, taking the time to learn how to play Mobile Legends: Bang Bang — something all three teams agreed was a big deal."Maybe it will help Singapore host more esports events (in the future)" said XCP. of the visit."Esports is a booming industry, and people enjoy playing games for a living," said K U K U. "However many people feel that playing video games is a waste of time and not constructive or valuable to a person's development or career."Hopefully the visit provided Minister Ong with a little extra perspective as esports continues to pursue governmental support in Singapore and around the world.SPYMAN goes to work against team KIMMYThe Path ForwardOne of the challenges of collegiate esports is the balancing act between practising and keeping up with your studies. It's a tight rope that USN is definitely walking."We are currently busy with our school work," said K U K U. "So we haven't really been playing Mobile Legends as much, but hopefully our standard of play will maintain into December."Serpentine is taking a more measured approach."We are practising slowly until we figure out our mistakes," said XCP.And Holy is going all-in to get the win."We will be playing together every day and training in ranked to improve more on our teamwork and skills," said FrostZK.Holy and Serpentine face off first in an elimination match during PVP Esports @ Singapore Comic Con on the 7th of December, while Unstable Network SIM will be watching in the wings. They'll compete against the victor, and the winner will take home $2500 worth of prizes.PVP Esports @ Singapore Comic Con begins 7th December 2019 at Marina Bay Sands. Info from Gamespot.com
2019-10-05
The latest game from developer Quantic Dream is a big success. Detroit: Become Human, which was originally released in May 2018, has now passed 3 million copies sold. Quantic Dream announced on Twitter that the game has hit 3.2 million copies on PS4 globally.This is just the latest sales milestone for Detroit. In December 2019, publisher Sony announced that the game had reached 2 million copies sold.We are delighted to announce that Detroit: Become Human has now sold in excess of 3 million units on PS4 worldwide! pic.twitter.com/CAL7bsg4jH — QUANTIC DREAM (@Quantic_Dream) October 3, 2019Sales of Detroit are expected to continue to grow, as the game is scheduled to launch on PC later this year. The game is releasing as a timed-exclusive for the Epic Games Store. Quantic Dream worked with Sony for a long time on its big games, including Heavy Rain, Beyond: Two Souls, and Detroit, but the company is going multi-platform for its next release. Heavy Rain was released on PC in June, while Beyond: Two Souls came out for PC in July. Like Detroit, both titles are exclusive to the Epic Games Store through a timed-exclusivity deal between Epic and Quantic.Detroit tells the story of three androids living in the future and grappling with their sentience. In this future, androids are deeply life-like and interwoven with society, and the game overall was generally well-received. For more, check out GameSpot's Detroit review. Info from Gamespot.com
2019-10-05
Nobody likes a cheater, and that's also true for Bungie, the developer of the Destiny series. The studio announced that it has banned a number of Destiny 2 players who tried to use aim-bots."Our security team has taken action today [October 3] and issued a wave of bans targeted at players attempting to use aiming cheat tools," Bungie wrote on Twitter.Our Security Team has taken action today and issued a wave of bans targeted at players attempting to use aiming cheat tools. Keep it clean. pic.twitter.com/XwAJ0BaJCr — Bungie (@Bungie) October 3, 2019It's been a big week for Destiny 2, as the game's newest expansion, Shadowkeep, launched this week alongside a free-to-play version of the sci-fi shooter called New Light.The rollout of Shadowkeep and New Light wasn't entirely smooth, as Bungie was forced to bring down the game's servers for several hours to perform "emergency maintenance." Things have improved significantly since, although there are a number of lingering issues, including one that impacts players' ability to get a key new item, the Gate Lord's Eye artifact.Destiny 2 was able to reach more than 200,000 peak concurrent players on launch day on Steam alone, and the game continues to be extremely popular. Steam's public statistics page shows the game reached 222,000 concurrent players on October 3, making it one of the most popular games on the entirety of Steam.Info from Gamespot.com
2019-10-05
As a loot-based third-person shooter, Tom Clancy's Ghost Recon: Breakpoint is packed with tons of systems and mechanics. When you first start the game, it can feel like a lot to take in all at once, so we don't blame you if you skipped past Maria's early shop tutorials--which is easy to do. As a result, you're likely to become confused as you play about something that's explained in one of her most crucial tutorials: how blueprints work.As you can imagine, not all guns and attachments can be bought at Maria's shop or even found organically in the world. Instead, you need to search for their blueprints. These investigative mini-quests have you traveling all around Auroa island to secure the ability to purchase some of the game's better, more powerful guns.You can generally find blueprints in special chests scattered across Auroa's various bases and residential districts. But if you're having trouble, you can clue in on their location by interacting with intel points.Once you've acquired a weapon or attachment blueprint, you can then buy it at Maria's shop. It's as easy as that. There's no crafting involved--all you need is your hard-earned Skell credits. But don't fret, they're just as affordable as the other guns in Maria's shop. If you grow partial to a particular weapon, though, you're welcome to re-purchase it with stats adjusted to your current level.For more Ghost Recon Breakpoint, check out our spoiler-free beginner's guide and how to fight drones. Be sure to check back often in the coming days as we publish even more guides. For everything else Breakpoint-related, read our feature rounding up everything you need to know.Tom Clancy's Ghost Recon: Breakpoint is available now for PS4, Xbox One, and PC. You can read our most significant thoughts of the full game so far in our early review impressions.Info from Gamespot.com
2019-10-05
Ubisoft's next big release is Ghost Recon: Breakpoint, which launches on October 4 for PS4, Xbox One, and PC. The publisher worked with a military adviser, Emil Daubon, on the project, and GameSpot recently had the chance to sit down with him for a wide-ranging conversationIn our chat, Daubon--a 17-year military veteran who served in the Army Special Forces with multiple deployments to Afghanistan--told us about his unique background, how he became attached to Breakpoint, what his contributions on the project are, and lots more.Daubon has a degree from Columbia in theatre with a concentration on acting and writing, and has written for TV shows and movies; he's an actor, too. He brings these creative chops, along with his extended military background, to the table for Breakpoint.His responsibilities on Breakpoint included working on the soldier chatter, or "barks," which are the conversations between characters. Daubon pulled these lines from a number of places, including his own time spent serving in the military."Soldiers on patrol tell jokes or complain about the weather or talk about how their rent is due or, you know, there's a variety of things that people talk about in real world situations that happen and have nothing to do with military tactics," he said. "And I honestly feel that creating a game where all you hear is very specific, military jargon doesn't feel real at all. Because the truth is two guys on guard who have been there for hours and hours, and it's raining, and they're miserable are going to crack wise or tell jokes or insult each other."Daubon touches on numerous other subjects in the interview, including how life-like the Breakpoint weapons feel (as someone who has handed many, he knows), working with actor Jon Bernthal, why military stories are so endlessly popular, and what he thinks about telling stories that accurately reflect the military experience but are also enjoyable and fun.You can read the full interview below.Can you just talk about your background in the military, and then how you became associated with writing for video games or writing for TV and movies. What was that transition like?I've served in the military for 17 and a half years, almost 15 with Army Special Forces. I was active duty military for about 10 years, and then I transitioned to the National Guard. There are Special Forces opportunities in the guards as basically reserve unit.And I went back there, because I used to work as a film crew, technical lighting technician on film crews, and I wanted to get back into that. So I was doing the part-time military thing and then working on films. And I realized after a couple of years that I wanted control of narrative content. I just ... I found that I wanted to tell my own stories.So I went to school. I was super fortunate. I got to go to Columbia, and I started off studying film, and I ended up transitioning to theater just because I wanted to... I wanted an education in classical drama theory to support sort of my writing, so my degree is in theater. My concentrations were in acting and writing, and I was pursuing film. I wrote and directed a few shorts.I've written a couple of features, and you know the intent was to either stay in New York or go to LA and pursue filming. I had the opportunity to work on Ghost Recon Breakpoint, which was just blind luck really. I happen to know one of the writers who was at Columbia with me doing his MFA who was writing on staff [at Ubisoft], and they were looking for an additional content writer. "Okay, we just need someone to help fill in some gaps in it."He said, "Hey, here's my friend Emil's email. You should reach out to him, interview him, see if he's interested." And so I came on board with Ghost Recon Breakpoint just as an additional content writer, but once they learned of my background in Special Forces, my role quickly evolved into technical adviser and consultant as well as writer. View this post on InstagramDon’t worry, I’ll defeat them! I have product in my hair!!!A post shared by Emil Daubon (@emil_daubon) on Jul 17, 2019 at 6:35pm PDT On Breakpoint specifically, what would you say your main areas of contribution are?So, predominantly writing. I focused on systemic writing, which is, you know, barks, and voices, and dialogue for all the AI. So, all the non-player characters I was focusing on writing.The systemic narrative design team had a really ambitious vision for expanding the systems to create sort of multi-layered systems and interactions so that as you navigate the world, it just had more real depth, like a ... more three-dimensional feeling world. Based on proximity, or other sort of triggers and coding constraints, you can trigger different interactions. So, even if you're in the same objective, the same mission, if you're standing two meters to the right or left, you're going to trigger different responses from different enemy archetypes.The idea was to give it that sort of authentic experience. So, you're actually immersed in this world where you're not hearing the same barks over and over and over again.And because of the design to have this expansive and multilayered systemic writing, they needed somebody who could focus just on that. So I came in to do that. I did get to write some side missions and some optional dialogues, but ... I spent a lot of time writing, working on the systems.And then as a consultant I worked with every department to help heighten details of authenticity, whether it was realization, the progression team, the voice team. I was on site and available to help answer questions about details. So, whether it's how this particular gun functions, or how this particular character looks when they're diving behind cover, or how this body moves through space. So, I was fortunate. I got to work with every creative team to help sort of create a more immersive experience.How do you go about balancing authenticity and making the game fun?Well that's the point. In particular with a film background, I understand that oftentimes what happens in reality just isn't viable [in a game]. Whether it's coding or programming constraints, whether it's sort of visual or cinematic liability. The trick is finding that balance. And I have found that it comes from the sort of injection or addition of specific details.Oftentimes there's something as simple as different enemy archetypes. And the way that we were doing that was through motion. It was the easiest way so that you know, even from a distance you can recognize a different archetype based on how they're moving. And in particular the Wolves [the main enemy faction in Breakpoint] were a very specific sort of enemy component that you have to face. We needed that to be distinctive so that as you engage in play, you know, "Oh that's the Wolves, that's a high level of enemy." And so we did that by creating certain sort of visual cues.We added little details so that they just have a more distinct visual signature. But it's still completely possible. It's still a very real way to hold a weapon, to operate a firearm, to move when you have, you know, gear and equipment and a backpack on. And that's really the secret.What I found the secret to be was add enough real details that you can make the fantasy feel real. And the point is always been that. It's not to be authentic, it's to feel authentic. So immersion in this fantasy world should feel like you're in a real world, whether it's the real world or our real world.Was there any kind of pushback with the developers in terms of if they really wanted to stick to something, but you were said, 'No, this is really more the way it should be?'I mean, there is always pushback in any sort of creative collaboration. The point is finding the sort of point of compromise. I think maybe just because of sort of my experience with film and understanding that oftentimes it's not about what you as a consultant think is real. It's about understanding the director has a vision or the actor has a certain persona that they're going to embody. It's about offering enough sort of suggestions and support so that you can make it feel real.There was never like conflict. I approached it in such a way that if I felt strongly about a certain detail, rather than saying like, "No, this is wrong, this is how it would happen," I would say like, "Oh, that's really cool. Maybe if we add this detail, it might look a little bit more real."And we tried it. And I think most often they would say like, "Oh yeah, that's really great." And oftentimes, I mean even coming in as a consultant and saying like, "That's just not how things are done," is completely impossible.You know, whether it's the code... I mean the animation might already exist, the coding might be so constrained that you just can't change it, and it's pointless to fight about it.And honestly, I don't think it really benefits because oftentimes real tactics and real sort of details might just not work [in the game]. So my job as a consultant has always been to make the sort of team director's vision function within a realm of viability, not dictating to them what is real.As I understand the military in combat situations, the camaraderie that soldiers feel is a very palpable thing, and I got a sense of that from watching things like Band of Brothers and Saving Private Ryan. It's the little details that really sell it. So can you just talk more about just what you're trying to do with the chatter?I mean [I got it from] from a variety of places. A lot of it came from military experience, but a lot of it was just... I mean a lot of the chatter is based on basic, simple human interactions. I mean, in combat, in real life, people aren't constantly just talking tactics, you know?Like soldiers on patrol tell jokes or complain about the weather or talk about how their rent is due or, you know, there's a variety of things that people talk about in real world situations that happen and have nothing to do with military tactics. And I honestly feel that creating a game where all you hear is very specific, military jargon doesn't feel real at all. Because the truth is two guys on guard who have been there for hours and hours, and it's raining, and they're miserable are going to crack wise or tell jokes or assault each other."In combat, in real life, people aren't constantly just talking tactics, you know?" -- DaubonSo we tried to, sort of balance the amount of military jargon with just real human conversations. And then we also tried to sort of vary the levels of both, whether it's military vernacular or like human just regular speech because we want the archetypes to feel different. If they're all telling jokes all the time, they all feel like the same person.So the trick was to just vary the sort of levels of tactical competency with just humanity. And of course, you know, like, so the Wolves have a very specific vernacular. Even when it comes to tactical jargon, they have a very specific lexicon they use. And that was intentional to give them this same signature when you hear them speak.The sort of regular PMCs [private military contractors] have varying degrees of military experience and you're going to hear that and feel like in the barks they use, some speak with a very professional military vernacular. But some sound like they're right off the farm and never held a gun; we needed a job, you know. And everything in between. And that was the point was again, creating a textured and layered world that feels real and in real life people just talk until it's time to do business.Did you get to write any lines or any chatter for Jon Bernthal's character? Did you get to work with him on this?So, sadly, I didn't get to write anything for him. Walker's dialogue in lines were pretty well locked in by the time I came on board, but I got to work with him on motion capture-Yeah, I was just going to ask what that was like.I've worked on a lot of films and I've worked with a lot of actors. There's some really top level A-list, Hollywood talent ... I've worked with a lot of people. And honestly, Jon was one of the most professional artists I've ever worked with. I mean he shows up every day, he's there early, he's ready to work, he takes direction well, he takes suggestions, he offers suggestions, he makes adjustments like that. And he brings this wealth of experience in these sort of conflicted military type characters and with sort of deep humanity, but at the same time a ferocity that's like engaging and exciting. So he brings all of this and he's just professional. He shows up ready to work.So it was a... I mean it was a treat to work with him, and then getting to know him, you know, he's a super cool guy and he really loves that he's part of this project. So his enthusiasm and his excitement were palpable every day on set. And I think we created something really cool with him, and he brought something to that character that nobody else could have.A lot of games will lean into futuristic or sci-fi kind of weapons, but the guns in Breakpoint are based on models that are actually in production in the real world. So what kind of things did you do to make sure that they looked and sounded and everything, you know, very authentic?I didn't have a lot of control over that. So there are weapons teams that are specifically dedicated to the animations for the weapons, but they would consult with me oftentimes. Because a lot of those mechanics existed when I came on board. I was able to come in ... I listened to all the guns, sort of suppressed and unsuppressed.Because aside from the realistic details of a particular gun, it's also important they all feel different from one another. And that's another example of how oftentimes realism needs to be not adjusted, but balanced and merged in the fantasy.One of the chief player complaints that I've seen on countless forums is that every weapon sounds the same. And every weapon feels the same. And that's an important detail. And the team was really dedicated to providing a more immersive experience.So, you know, I got to sit down with them at one point and just listen to all of the guns firing, suppressed and unsuppressed. I've shot a bunch of those guns myself. We had videos of ones that were really exotic and I'd never seen. And we're able to sit down and tweak the tone and volume levels so that each one has a more distinctive feel while still remaining really true to how that gun actually performs.And that's just one example. A lot of times again, like I said earlier, it's in those small details and if it's just how like a cartridge actually ejects from the ejection port. If it's something you can tweak a little bit so it looks a little bit different from every other gun but still is precisely how that weapon operates, then great.Having fired some of these weapons yourself in real life and then having played the game, do you think it feels very authentic? What did it feel like to you?There's so much diversity in how the weapons performed that it... What I found was important is like when I switched from one gun to the other, it feels different. You know, I feel like I'm transitioning from my rifle and my pistol or I'm switching from one assault rifle to another assault rifle. And that for me is really immersive.I obviously can't speak for any of the other millions of players that enjoy these kinds of games. But I think that's one of the details that's really going to stand out. Because you know they, within the constraints of the gaming, you know whether it's paddles or you're on a keyboard, it is really difficult to capture the real feel, the tactile sensation, the feeling of a gun. They do a really good job. Like they're pretty cool. I think players are going to be pretty stoked with what we've been able to create.Another major point about the Ghost Recon games is they come from a Tom Clancy background, and he wrote a lot about 'What If' scenarios. How do you go about modeling military situations in the game maybe that don't exist yet in real life?I mean, the 'What If' scenario is at the heart of what we're creating right now and it's the heart of Tom Clancy. He takes very--he took sadly [Tom Clancy passed away in 2013]--very real, very plausible scenarios and technologies and applied these contingencies like, 'Well, this exists, but what if it goes in this direction?' And that's what this game has done.The application of a slightly futuristic setting, just giving us a few years in the future, allows us to explore these contingencies. There's two overarching themes to this game and that is autonomous technology and what happens if and when it grows beyond our control. And then there's this theme of what if the greatest adversary you can face is, you know, your equal. And those two themes are very plausible and very... I mean, as a military member, I hope I would never encounter a scenario like Nomad and Walker.But the backstory there is very compelling and understanding the character of Walker helps to support that. This is a deeply conflicted man, you know, who still holds true to his values and beliefs that he is right and just. But both of these themes projected slightly into the future allow us to explore those contingencies. Drone technology is pretty advanced at this point.It is plausible that maybe somehow it could move in directions like this and that's the point of Tom Clancy is to... In a piece of entertainment to explore something that could be potentially terrifying, you know? And then how would the world deal with that in that context?And I guess it just leads into another question I had just about military stories and stories about war have been popular across all types of mediums since the beginning of recorded history really. What do you think it is that makes these stories so compelling?"As a younger person, I wanted to immerse myself in the fantasy of being an elite soldier so much that I joined the military and I did it" -- DaubonI mean, like you said, I mean every form of medium throughout history has war stories. I mean, literature, poetry, film, novels. I mean every have written about war, whether condemning world war or fighting, and everything in between.As a younger person, I wanted to immerse myself in the fantasy of being an elite soldier so much that I joined the military and I did it. There is an exciting aspect to the tactical considerations of combat that make games like Ghost Recon so exciting because it's not just shooting. There's so much in that world that you have to take into account. You have to plan. There's strategy involved. There's a deeply immersive experience with the combat scenarios that are based on these tactical considerations.I think that's one of the aspects that makes shooters so exciting is that it feels real because you have to plan and think and execute your operation. I mean see if it fails or not, you know, see if it works and then adjust.I don't know what it is about combat that is so compelling for people to engage in other than it very well could just... It's part of life, you know, conflict exists and maybe... I mean in every form, not just combat, but conflict exists. And I think explorations of conflict can always be compelling from a dramatic perspective, because a conflict offers the opportunity for resolution. And I think narratively there's always a very satisfying arc within that.And it may be something as simple as that, and just like here's conflict on a grand scale in a way that is easily visualized and offers the potential for resolution, and how do you sort of reach that, from A to B, how do you get there and everything within that. And so whether you're reading about some military hero or whether you're engaging in a scenario where you have to interact with it, I don't know. I think that might have something to do with it, you know?Some of my favorite stories and movies are war stories. Saving Private Ryan in particular is one of my favorites, and Black Hawk Down. And I watched those movies and I come out thinking that war is this horrible thing that should be avoided. What kind of responsibility do you feel as a writer, working on a military game, to portray the realities of war--warts and all? The emotional, the physical scars that people come home with about war, as you're writing for a video game that is inherently fun.That's really interesting. I mean, I think as a content creator we have a responsibility to depict sort of real aspects of the human experience, but offer them in the context of something that can be sort of engaged with, enjoyable, whether it's playable or immersive as a film or a novel. I mean war can be horrible, you know?I think having the opportunity to create something sort of lasting and engaging and beautiful is tremendously cathartic, honestly, because it's taking aspects of those events and it's portraying them in the way that they really can be entertaining and can provide people with a little sort of sense of the fantasy. I don't think there's an easy answer.Again, having the opportunity as a content creator, I find it... I mean it's tremendously humbling to know that I have the opportunity to tell these kinds of stories for people to engage with and to maybe show them a little part of the world that I've seen, good and bad, and allow them to sort of experience it from my perspective. But it's always my perspective. It's always a very sort of limited and specific perspective.Yeah. I would have to digest that question for a while, because it's really fascinating to consider. I just think ultimately, overarchingly that when it comes to something like combat, I mean, you can't avoid its reality.But if you can create things that allow people to understand that it exists, but there's so much more than just the notions of violence, that there's humanity behind it, and there are human beings involved in it and each human being involved has a deep backstory. What brought them there, what led them there, what they'll do afterwards. Allowing people to explore all those stories I think is really important.I asked because there is a competing game coming out this year, and one of the things you can do is put white phosphorus down onto people. I was just wondering if you had any thoughts on--What game is this?... the new Call of Duty game [Modern Warfare]Oh, I've never heard of it [joking]. I actually heard that they eliminated white phosphorous.[Activision has yet to formally make any announcements about removing white phosphorous from Modern Warfare. The company did not responded to GameSpot's request for comment]I'm just wondering, are there any lines do you think you, you wouldn't cross in terms of replicating the war experience?Well, I want to create an enjoyable fantasy. I don't think you need to go into, like, call it gory detail, to provide players the fantasy because again, for me honestly, I genuinely believe that it's the application of tactical considerations that makes it exciting. It's easy to play a game where all you do is pull a trigger and shoot stuff and it blows up.It's boring, even. But having a scenario where you have to take so many different things into account and consideration and then make a plan. I really couldn't say what is too far. I don't know. I don't know. I tried. All I can say is like, I can only speak for myself as a content creator and I just know that for me the objective is always to create an immersive fantasy, and that fantasy has to be playable and enjoyable.Oftentimes real details really are not--whether it's because they're too violent or too gory or too whatever--but it's just not really applicable. The point is the creation of the fantasy, immersion in the fantasy, and a lot of people to just sort of embody that. I'm a ghost on the ground, you know? That's the motivator for me, if that makes sense. Info from Gamespot.com
2019-10-05
Ghost Recon: Breakpoint's release date has finally arrived, meaning copies of the PS4, Xbox One, and PC shooter are landing on doormats all over the world. It also means reviews are now popping up around the web, with critics giving their opinions on Ubisoft's latest tactical FPS.GameSpot's own verdict is on the way, but our early Ghost Recon: Breakpoint review impressions are live now for you to get an initial feel for our thoughts on the game. You can also take a look at a selection of reviews below or head on over to Metacritic to get the full picture. If you've already got the game and want some tips on how to proceed, check out our Ghost Reckon: Breakpoint beginner's guide.Game: Ghost Recon BreakpointPlatforms: PS4, Xbox One, PCDeveloper / Publisher: UbisoftRelease date: Out nowPrice: $60 / £60 / AU $100GameSpot -- No score (in progress)"Six hours in, Breakpoint feels like a hodgepodge of other Ubisoft titles that has thus far struggled to establish its own identity." -- Richard Wakeling [Full early review impressions]VG247 -- 1/5"Ubisoft has failed in two areas where it usually excels here – sequels and open worlds – but there’s still a small glimmer of hope in another area: reinvention. Perhaps this concept will get scrapped entirely for the next one and we’ll go back to the good old days where Ghost Recon was an excellent shooter with its own identity. Right now it’s out of focus, confused, and frustrating. A ghost of its former self." -- Kirk McKeand [Full review]IGN -- 7/10 (in progress)"Despite the overall sameness I’m feeling from Breakpoint, I’m still enjoying the majority of its gameplay loop, probably because Ubisoft has perfected it over the last decade. That odd comfort of turning off my brain while I run down the to-do list of saving Auroa from the two-headed eccentric-billionaire-genius and villainous-paramilitary monster is somewhat relaxing. But, that serenity is nearly always broken by a dumb bug or ridiculously distant respawn location that makes me ponder whether I’m actually having fun or if I just appreciate the satisfying repetition of that loop." -- Brandin Tyrrel [Full review-in-progress]Metro UK -- 6/10"Something of a greatest hits collection of ideas from Ubisoft's other open-world games but it also has some fun new ideas of its own… as well as a mountain of glitches and microtransactions." -- Nick Gillet [Full review]Push Square -- 6/10"For the most part, Ghost Recon: Breakpoint is an enjoyable open-world excursion, provided you know what to expect -- and let's face it, you probably know exactly what to expect. Its loot and gear score systems seem more than a little tacked on, but much like many of Ubisoft's other open worlders, there's a moreish quality to Breakpoint that's difficult to deny. In co-op there's potential for a lot of fun, and the freedom that you're given in both building Nomad and tackling missions is the game's greatest strength. However, an eye-watering number of microtransactions leaves a sour taste, and a parade of annoying bugs gives the release a disappointingly rough feel. Robust but bloated, Breakpoint is a mishmash that has its fun moments, but its identity is MIA." -- Robert Ramsay [Full review]Info from Gamespot.com
2019-10-05
Rockstar Games has officially confirmed that Red Dead Redemption 2 is coming to PC and will be released on November 5, 2019. Rumors of a PC version have been floating around for a while now, but Rockstar and parent company Take-Two executives have been very coy in discussions about it. Not long after debuting the Rockstar Games Launcher on PC, the company will now have a major game to help push it. While it will not be exclusive to the launcher, it is the place where you'll find the most robust array of pre-order bonuses. Additionally, Rockstar confirmed that Red Dead Redemption 2 is coming to Google Stadia as a launch game in November.Rockstar says the PC version of Red Dead 2 will feature improvements to take advantage of the hardware--"a range of graphical and technical enhancements for increase[d] immersion" will be available if you have a capable PC. Screenshots and system requirements for the PC version will be shared on October 9. Beyond a better-looking game, there will also be new content in story mode. This will consist of new bounty hunting missions, gang hideouts, weapons, and "more." Red Dead Online will also be included with all of the content available in the PS4 and Xbox One versions.RED DEAD REDEMPTION 2 is coming to PC November 5thhttps://t.co/ECEqNr9HUI pic.twitter.com/8jg8WeVvQ8 — Rockstar Games (@RockstarGames) October 4, 2019Red Dead Redemption 2 Steam Version Coming LaterRed Dead 2 will be available through several different PC retailers, but not Steam, at least initially; it'll be released there in December. Pre-orders will begin through the Rockstar Games Launcher on October 9 and will include special bonuses if you purchase by October 22.Red Dead Redemption 2 PC Pre-Order Bonus GamesIn addition to the free game you can already get by installing the launcher, pre-ordering Red Dead Redemption 2 will net you two free games from the following list:Grand Theft Auto IIIGrand Theft Auto: Vice CityGrand Theft Auto: San AndreasBully: Scholarship EditionLA Noire: The Complete EditionMax Payne 3: The Complete EditionRockstar also notes that "free upgrades" to Red Dead 2's premium editions are available by pre-ordering; the Special edition and Ultimate edition will each be $20 off their regular prices (international pricing is not available yet). Whichever version of Red Dead Redemption 2 you pre-order through Rockstar, you'll also receive the following pre-order bonuses:Outlaw Survival Kit for story modeWar Horse for story modeTreasure map for story modeCash bonus for story mode50 gold bars for Red Dead OnlinePre-orders for Red Dead Redemption 2 begin on October 23 through Epic Games Store, Green Man Gaming, Humble Store, GameStop, and other retailers. If you opt to pre-order through those retailers, your bonus comes in the form of 25 gold bars for Red Dead Online.The Road To Red Dead Redemption 2 On PCIn June 2019, Take-Two CEO Strauss Zelnick said launching Red Dead Redemption 2 on PC would be a "layup." He added, "There is no downside to releasing the game on PC."The first Red Dead Redemption was not released for PC and this was somewhat of a sore spot for Rockstar Games fans on the platform. However, given the massive success of Red Dead Redemption 2, as well as the fact that it has an expansive multiplayer mode in Red Dead Online, a PC release for the sequel has felt like an inevitability.Grand Theft Auto V, Rockstar's previous release, was also made available on PC well after the initial console launch. Its accompanying multiplayer game, GTA Online, has been incredibly lucrative and both Rockstar and Take-Two will no doubt be hoping Red Dead Online performs similarly.Red Dead Redemption 2 has shipped over 24 million copies, making it one of the most commercially successful games in history. Grand Theft Auto V and Red Dead Redemption 2 are also two of the best selling PS4 games of this generation, according to NPD. GameSpot's Red Dead Redemption 2 review praised it as an "excellent prequel" with an "emotional, thought-provoking story."Info from Gamespot.com
2019-10-05
Rockstar is finally bringing Red Dead Redemption 2 to PC on November 5, allowing PC players to experience one of the best games of 2018 for the first time. Pre-orders will be available across a variety of digital storefronts, offering two different sets of pre-order bonuses. Check out the official press release from Rockstar Games or follow our pre-order guide below for all the info you need.The best bonuses come from Rockstar's own games launcher. That version includes a selection of free games from Rockstar's PC catalog, along with a set of in-game bonuses. On top of that, the Rockstar Games Launcher discounts the special editions, so it appears to be the way to go.Other digital storefronts with pre-purchase bonuses include the Epic Games Store, Green Man Gaming, the Humble Store, and GameStop. They each offer Gold Bars for use in Red Dead Online. The Steam version of Red Dead Redemption 2 isn't coming until December, and we haven't seen any pre-order bonuses outlined through it. System specs will be revealed on October 9, when pre-orders open.Red Dead 2 was lauded for its engaging story and vast, flexible open world. It was named GameSpot's Game of the Year 2018. Rockstar claims the PC version will boast graphical improvements and new story content in the form of "Bounty Hunting Missions, Gang Hideouts, Weapons, and more."Pre-Order Red Dead Redemption 2 PC On Rockstar Games LauncherPre-orders on the Rockstar Games Launcher will begin on October 9. Pre-ordering through Rockstar's store through October 22 will let you select two of the following Rockstar PC games to add to your library. This is in addition to the free San Andreas for downloading the launcher itself by October 8.Grand Theft Auto IIIGrand Theft Auto: Vice CityGrand Theft Auto: San AndreasBully: Scholarship EditionL.A. Noire: The Complete EditionMax Payne 3: The Complete EditionOn top of that, Rockstar says that pre-purchases through its launcher "include free upgrades to the Premium Editions of Red Dead Redemption 2, with both the Special Edition and Ultimate Edition discounted by $20 each." That suggests that Rockstar will be selling the game's higher-end editions for cheaper than you can find elsewhere, and the Premium Edition will be the default base edition for sale.Red Dead Redemption 2 PC Pre-Order Bonus GamesPre-purchasing through the Rockstar launcher also includes the following:Outlaw Survival Kit for Story ModeWar Horse for Story ModeTreasure Map for Story ModeCash Bonus for Story Mode50 Gold Bars for Red Dead OnlinePre-Order Red Dead Redemption 2 PC From Epic Games Store, GameStop, And MoreStarting October 23, pre-purchases will be available on the Epic Games Store, Green Man Gaming, the Humble Store, and GameStop. Pre-purchasing through any of those retailers will grant you a pre-order bonus of 25 Gold Bars for use in Red Dead Online. Red Dead Redemption 2 is also coming to Stadia as a launch title in November.Red Dead Redemption 2 originally launched in October 2018 on PS4 and Xbox One. GameSpot's Red Dead Redemption 2 review praised it as an "excellent prequel" with an "emotional, thought-provoking story."Info from Gamespot.com
2019-10-05
Rockstar Games has officially announced that Red Dead Redemption 2 is finally coming to PC on November 5, but you'll have to wait a while if you want to have it in your Steam library. Red Dead 2 will release on that date through a number of different digital storefronts, including Rockstar's recently launcher PC game launcher, but a Steam version will follow in December. A more specific release date for that version has not yet been announced.The late release is notable, given that Rockstar's PC games have typically launched on Steam. However, this isn't a case of Epic Games Store exclusivity, although Epic's storefront is among those that will sell Red Dead 2 PC at launch in November.Red Dead Redemption 2 PC Pre-Order Bonus GamesIf you pre-order Red Dead 2 PC from the Rockstar Games Launcher from October 9-22, you'll get a selection of two free Rockstar PC games from the following options:Grand Theft Auto 3GTA Vice CityGTA San AndreasBullyLA NoireMax Payne 3This is in addition to the free copy of GTA: San Andreas for downloading the launcher itself by October 8. There's also an array of other pre-order bonuses available, including some bonuses for story mode and 50 gold bars for use in Red Dead Online, the game's online multiplayer components.Then on October 23, other digital retailers will offer pre-orders as well. Those include the Epic Games Store, Green Man Gaming, the Humble Store, and GameStop, among others. Those retailers offer a pre-order bonus of 25 gold bars for Red Dead Online. And, as noted above, it will also be available on Google Stadia as a launch title. Check out our full Red Dead Redemption 2 PC pre-order guide for more info.The Steam version of Red Dead Redemption 2 will follow in December, roughly a month after it launches on other digital storefronts. It's unclear if that version will offer the same 25 gold bar pre-order bonus as other storefronts or not.Info from Gamespot.com
2019-10-05
Rockstar Games has been confirmed as a Google Stadia developer for months, but in all that time the company hasn't announced which games it's bringing to the platform. That changed today with the announcement of Red Dead Redemption 2 on PC, and paired with the official announcement from Rockstar Games was word that it will be a launch title on Stadia.The secrecy makes sense, as Stadia essentially runs PC games off of a server and feeds the video to users at home through the cloud. Confirming Red Dead 2 for Stadia would have been confirming it for PC as well. There may still be other Rockstar games slated for the service, but at the very least we know enough for it to have been on the Stadia developer list.Stadia launches in November and will have Red Dead Redemption 2 upon launch, so it's not known at this point if you'll have any option to pre-order. Other platforms offer their own suite of pre-order bonuses, especially through Rockstar's own games launcher. That launcher can get you two free games, a bunch of in-game items, and more. For more details check out our Red Dead Redemption 2 PC pre-order guide. A Steam version isn't coming until December and pre-order bonuses have not been detailed.The advantage of Stadia is that it allows players to have the high-end visuals, which Rockstar says have been enhanced for the PC release, without paying for a powerful gaming PC. That will all rely on the technology working as advertised, though, and proving itself on that is one of its major obstacles to overcome.Info from Gamespot.com


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