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2019-09-28
We recently got hands-on with the much anticipated PlayStation 4 exclusive The Last Of Us Part II. One element that's making a significant change to how gameplay will flow in the sequel is the inclusion of enemy dogs. These canine foes will make stealth much more challenging and involved this time around.GameSpot editor Phil Hornshaw spoke to the game's co-director Anthony Newman, and Phil noted that--during his gameplay session--he couldn't just watch enemies for their patrol routes and take them out safely because they're a lot more proactive. But that's not the only reason why stealth is tougher.Newman noted, "In stealth gameplay, in almost every stealth game you've ever played, the goal is to just stay out of sight. If you just stay out of sight, if you just hang back, you'll be fine. What I'm really excited about with attack dogs is that not only do they create an interesting melee challenge, an interesting aiming challenge where they're so fast and low to the ground it can be really difficult to aim at them, but by sniffing out your trail, you can't do that anymore. You can't just hang back." The Last of Us 2 News The Last Of Us Part 2 Is "Meant To Be Unsettling" How The Last Of Us 2 Will Make You Feel Bad About Killing Enemies You'll Kill A Lot Of Dogs In The Last of Us Part 2 The Last Of Us 2 Includes Two Ridiculous NSFW Easter Eggs From Phil's experience, enemy dogs force you to be more mobile, but you can distract them by throwing objects to make noise or keep moving to break your scent trail. Newman continued, "You can't just remain unseen because now there's this new dimension of perception that you've never had to deal with before. You've always had to try to stay quiet; always had to try to stay out of sight. Now you actually have to worry about the sense of smell of your enemies as well. I'm really excited about that new dimension that's opened up."We have the game covered from every angle; be sure to read our in-depth The Last Of Us Part II preview and watch our hands-on impressions from the preview event. Sony's recent State of Play livestream showed new gameplay from The Last of Us Part II which also hinted at the involvement and roles of some very important returning characters.This is going to be a big game, and it was revealed that The Last of Us Part II will come on two discs, a rarity for PS4 games. Special editions of the game are flying off shelves, and if you manage to get one, you'll get a heartfelt note from co-director Neil Druckmann. The Last Of Us Part II launches on February 21, 2020 exclusively for PS4.If you still want to hear more about The Last of Us Part II, check out the latest episode of the GameSpot After Dark podcast.Info from Gamespot.com
2019-09-28
Niantic is making another round of gameplay tweaks to Pokemon Go. In a new post on its official website, the developer details some of the adjustments that are coming soon to trainer battles, as well as some new attacks that will be added to the game.First, Niantic says it's refining the train battle system to make encounters "more intuitive and responsive." In particular, the developer is improving the timing of damage dealt and energy charged. Additionally, a Pokemon's health bar will now pulse when hit by an attack, making it easier to tell when a monster sustains damage.Community Note: Over the next couple of weeks, you’ll see some changes in Pokémon GO’s various combat systems. In this update, we’re excited to announce more changes focusing on Trainer Battles! https://t.co/am1EgE862Y — Pokémon GO (@PokemonGoApp) September 27, 2019A handful of moves are also receiving various tweaks. Bubble Beam will now reliably lower the opponent's attack stat, while Psychic will dish out more damage and be usable quicker. On top of that, Psychic will have a chance of lowering an opponent's defense stat. According to Niantic, these changes are "intended to make Psychic a more viable Psychic-type attack in both raids and Trainer Battles."Finally, Niantic is introducing two new attacks to the game: Thunder Fang and Ice Fang. A handful of Pokemon will also be able to learn attacks they initially couldn't in Pokemon Go. You can see some of those below:Alolan Raichu - ThundershockAlolan Sandshrew - Ice PunchAlolan Ninetales - CharmGolduck - Bubble Beam, Synchronoise, Cross ChopAlolan Marowak - Fire Spin, Flame WheelMantine - Bubble BeamMawile - Fire Fang, Ice Fang, Power-Up PunchWeavile - SnarlThese changes will be implemented "over the next few weeks." In the meantime, Pokemon Go players have a lot to do. The Legendary Giratina recently returned to five-star Raid Battles. The long-awaited Mime Jr. was also added to the game earlier this week as part of a new special event. October's Community Day is also set for October 12, and it'll feature the Gen 3 Pokemon Trapinch.Info from Gamespot.com
2019-09-28
Ahhh, FIFA. Like the setting of the sun, the drawing in of the nights, the putting on of an old winter coat, there's both an inevitability and a level of comfort that comes with the release of a new FIFA game. The football season is properly back. The squads are correct again. A couple of new features to keep us occupied through the long, dark nights. All is right with the world.FIFA 20 might not be the series at absolute peak form--Volta isn't the revolution it perhaps could have been and Career Mode still feels underdeveloped--but modern FIFA is such a broad, deep, and complete offering that it remains a must-buy for football fans.On the pitch, FIFA 20 is remarkably similar to last year. Sports games do change year-on-year--I just feel that rate of change is slowing as we reach the end of this console generation. So while there are some welcome improvements--more natural first touches and more satisfying ball physics--things feel very similar to FIFA 19 once you walk out of the tunnel.Set pieces, have, however, received a bit of a makeover--specifically direct free kicks and penalties. In a throwback to the halcyon days of FIFA 2003, both now have you aim a reticle at the precise location you want to place the ball. Then, incorporating last year's genius timed finishing mechanic, you'll need to press shoot again at the right time, while also adding curve in the case of free kicks. Both take a little time to get used to, but they offer greater depth and satisfaction when you smack one into the top corner.In another nostalgic move--and in an attempt to offer greater improvements off the pitch--FIFA 20 introduces a new mode, the FIFA Street-like Volta Football, bringing street soccer to the main series for the first time. You control a squad of street superstars aiming to become the world's best in a journey that takes you across various unique, exotic locales. These three-, four-, or five-a-side matches are shorter and more chaotic than a standard 11-a-side game, and they feel sufficiently different and entertaining to become a worthwhile staple in FIFA's roster of modes. Fancier tricks and flicks and simplified tactics make it a mode that feels a little more, well, fun, than the more traditional game types--but don't expect the depth FIFA Street gave us all those years ago. There are no Gamebreaker shots here, and it's not as easy to utterly humiliate your opponent with outrageous nutmegs and rainbow flicks. Instead, Volta focuses on the culture of street soccer, where the language and atmosphere are more relaxed, more expressive--and more sartorially customizable.The Volta store and challenges that unlock new gear--combined with the ability to play against online human opponents in Volta League--mean the mode certainly contains more longevity than the mode it replaces, The Journey. And Volta Story, the single-player campaign in which you face off against AI teams, is a closer analogue to The Journey with its cutscenes and cast of characters. Its world tour structure is compelling and its real-world locations well-realized, with unique personalities and play styles of their own. However the characters you share your travels with are so irritating, and the writing so aggressively How Do You Do, Fellow Kids, that it becomes something of a chore to play. Other oddities such as inexplicably needing to play the same opposing team over and over, every squad having the exact same goalkeeper, and some consistent basic positioning errors mean Volta comes across as a mode that feels simultaneously long-lasting and half-baked. In a final, strange note, Volta requires an internet connection, even when playing the single-player mode, for reasons that remain unclear.Career Mode is FIFA's other main single-player offering, and it comes with a raft of new features. Proper conversations between manager and players are finally possible, for example; players will come to you to complain to or thank you about their game-time, as they have for many years, but you now have the opportunity to reply, with the aim to keep their morale--and hence performance levels--high. The system is shallow, with the morale bar seemingly the only variable you can affect, and messages still repeat far too often with the same old typos intact, but it at least feels a little more interactive than the stagnant old email system.Similarly, pre- and post-match press conferences have been overhauled, and they now appear more like those seen in The Journey in previous seasons. Again, the objective here is to maintain your team's morale, and again there isn't much more to it, but it is more visually and intellectually stimulating than a simple menu screen, as it was before. The final big new feature, dynamic player potential, means players' potential rating now changes based on your treatment of them. The move will please Career Mode ultras but in practice makes little difference to anybody but the most committed of players.Disappointingly, despite all the changes, Career Mode still feels a little barebones, and it still contains a number of inaccuracies. The transfer window ends erroneously late for English clubs, for instance, while VAR and short goal kicks are yet to be introduced into FIFA at all. Transfer negotiations are unchanged, save for two new background locations in which to hammer out a deal, and scouting and youth teams are the same for yet another year in a row. Career Mode has taken some steps forward this year, but a revolution is needed.Ultimate Team, meanwhile, continues its expansion and is now bigger and better than ever. The adoption of a Fortnite-esque battle pass model in FUT Seasons--not to be confused with FUT Seasons, the sub-mode--is somewhat confusing, but a masterstroke. It essentially manifests itself as an expansion of the existing daily and weekly challenges, with new tasks you can work towards over multiple weeks or the entire year. Rewards include packs, players, new cosmetic options including tifos and balls, and more. It all adds another way to be rewarded and another objective to work toward--especially useful for those who struggle to compete in the weekend league (which, by the way, is unchanged and hence remains as moreish, and as grindy, as ever).FUT's other new addition is Friendlies, which are a new way of playing casually within Ultimate Team. There are no great rewards for playing FUT Friendlies, but you do still earn coins, and, crucially, player injuries, contracts, fitness, and your playing record remain unaffected. The community has been crying out for a place to go when they can't face the pressure of Rivals or Squad Battles, and finally they have it. It also contains the same in-depth stat tracking and bizarre mode variants as was introduced in FIFA 19's Kick Off mode, along with new House Rules options. They're a weird, entertaining place to go to have fun with friends and they mean that, if it wasn't already, Ultimate Team really feels like its own game now. You might understandably disagree with its pay-to-win tendencies--yes, spending more money on packs means you're still more likely to get Lionel Messi than someone simply grinding for in-game currency--but FUT is as compelling and complete as game modes come, and I am horribly obsessed once again.Completeness appears to be the ethos FIFA lives by, and despite the omission of Juventus (forza Piemonte Calcio), this year's game feels more complete than ever. The same goes for its aesthetics and licensing, which continue to offer the closest virtual approximation of real-world football--or, more accurately, Sky Sports' version of football--available.Flawed and iterative, but comforting, complete, and compelling, FIFA 20 is as frustrating and as essential as ever. The Journey and FIFA Street will continue to be missed, but Volta offers a genuinely different option for those who want to dip in and out across FIFA's smorgasboard of game types, while Ultimate Team continues its route to world domination. It's just a shame Career Mode continues to stagnate--even if EA has finally remembered it exists.Info from Gamespot.com
2019-09-28
Bungie's latest blog post gave a final look at changes and alterations coming with the release of Destiny 2's Shadowkeep expansion, and it contained a whole lot of information. Easily missed, however, was the fact that a bunch of Destiny 2 guns are getting their power nerfed a bit--although not directly. Bungie is changing the effectiveness of certain weapon perks that can stack up to increase damage. Chief among the weapons affected is The Recluse, a pinnacle submachine gun that has become one of the most useful, and most used, guns in the game.In its This Week at Bungie post ahead of Shadowkeep, the studio detailed how damage-dealing will change in Shadowkeep. As director Luke Smith previously noted in his Director's Cut blog posts, weapon damage in the second year of Destiny 2 has become something of a runaway train. It's possible to stack perks and buffs together to get massive damage boosts in ways Bungie didn't expect, and some guns have become more or less essential for various activities--putting people who don't have them at a disadvantage."Legendary weapons have become too powerful overall," Bungie wrote. "In many cases, they even outclass Exotic Primary weapons, so we’re walking them all back a bit. All the way back in original Destiny, we had a perk named Crowd Control, which was Rampage’s predecessor. Crowd Control capped out at a bonus of +15% extra damage. At this point in Destiny 2, Rampage caps out at about +67%. That’s a 447% increase from the original iteration. Legendary damage perks have become so powerful, they simply invalidate non-damage related perks."Perks Getting Reduced Effectiveness in Shadowkeep RampageKill ClipSwashbucklerMultikill ClipDesperadoSurroundedMaster of ArmsOnslaught Several of those perks appear on a variety of guns, but three of them are specific to a few of the top guns in the game. The "Master of Arms" perk is exclusive to The Recluse, giving you a big damage boost on the submachine gun for any kill you make with any weapon. That has made it one of the best guns in the game up to now. Also on the list are Desperado, a unique perk on the Redrix's Broadsword pinnacle pulse rifle, and Onslaught, the perk specific to the Breakneck pinnacle auto rifle.The TWAB post also includes a few details about how it's changing the perks, although there's not much information. Bungie writes that all the perks being changed will "use the same damage multipliers for PvE that they did in PvP." The Rampage change doesn't affect The Huckleberry, an Exotic submachine gun; Onslaught and Desperado will now change bullet impact values in PvE activities; and Surrounded no longer multiples precision damage over base damage, since that was making it more effective on some weapon types than others.Bungie also detailed how it's doing away with pinnacle weapons altogether, changing them instead to easier-to-obtain but way-less-overpowered "ritual weapons" in Shadowkeep. So this change sounds like it's right in line with Bungie's thinking on those guns--but it's still a bummer that the mega-powerful Recluse is getting taken down a peg. Still, we know Bungie wants to keep lots of different weapon sets viable in Destiny 2, and when one gun becomes dominant, nerfs are never far behind. Info from Gamespot.com
2019-09-28
Disney+ seems to be taking a unified approach with its slate of upcoming Star Wars shows. The Mandalorian director, Deborah Chow, has been tapped to take over directorial duties for the upcoming Obi-Wan, Variety reports.Lucasfilm boss Kathleen Kennedy released a statement praising Chow's vision for the series. "We really wanted to select a director who is able to explore both the quiet determination and rich mystique of Obi-Wan in a way that folds seamlessly into the Star Wars saga. Based on her phenomenal work developing our characters in The Mandalorian, I'm absolutely confident Deborah is the right director to tell this story."Earlier this year at the D23 Expo in Anaheim, California, Kennedy confirmed that the scripts for Obi-Wan had been written and that the show would begin official production at some point in 2020.Obi-Wan is set eight years after the events of the Star Wars prequel series, which concluded with a duel between Obi-Wan and his former padawan, Anakin, and ultimately resulted in Anakin's full physical transformation into the pop culture icon Darth Vader. So, obviously, there will be plenty for poor Obi-Wan to unpack--and plenty of potential stories primed for exploration and examination.Obi-Wan does not have an official release date set but will likely be on track to start streaming at some point in 2021. Disney+ will launch on November 12, with the first of the Star Wars series, The Mandalorian, available on day one. Info from Gamespot.com
2019-09-28
Though a cinematic video, the Apex Legends Season 3 trailer does confirm that the battle royale game is getting a new map. You can see the Legends battle it out on the new map in the trailer, which is embedded below, alongside newcomer Crypto--who develops a friendly rivalry with Mirage."Welcome to World's Edge, a new Apex Legends map where molten heat and chemical ice collide," the trailer's description reads. "Join our cast of Legends--including the newest Legend, Crypto--on the dropship as they're whisked from Planet Solace towards World's Edge on Planet Talos."World's Edge was initially teased via Crypto's first in-game appearance during Season 2, in which he invaded Kings Canyon to hack the computers in Singh Labs. Upon being discovered, the hacker flees, but not before the computer he's been working on reveals he's trying to find a way to visit a location only known as "World's Edge."In the trailer, we see the Legends contending with both ice and fire environmental hazards, although Octane manages to use some water geysers to launch himself up into the air. We also see a city-like, urban area and a moving train. Whether all these elements make it into the actual game remains to be seen, as Respawn has advertised actions in Apex Legends' cinematic trailers that you can't actually achieve in-game.Regardless, a new map is huge for Apex Legends. The battle royale game has been limited to one map since its launch--although, admittedly, it's an exceptionally well-structured battlefield--so World's Edge presents a drastic change. Based on the trailer, it seems like the Legends have been moved to this map while the Syndicate finishes fixing Kings Canyon (Crypto destroyed a portion of it at the start of Season 2), so World's Edge may be the only map you can play in Season 3. We'll have to wait and see.Apex Legends is availble on Xbox One, PS4, and PC.Info from Gamespot.com
2019-09-28
Code Vein establishes its own identity from the outset. It may latch onto a Dark Souls formula that has come to define a generation of action-RPGs, but Bandai Namco's latest manages to set itself apart from the rest by presenting a post-apocalyptic world filled with what are essentially anime vampires. Interesting concepts and mechanics filter out from this central blood-soaked idea, resulting in a game that feels familiar yet wildly different from its inspiration. Yet it's the parts that are most recognisable, such as its combat, where Code Vein stumbles.After an apocalyptic cataclysm ravages the world, those who died are brought back to life as immortal beings called Revenants. The only price they have to pay for reincarnation is an insatiable thirst for blood. There's no neck biting, disintegrating in sunlight, or anything else you would usually associate with traditional vampires here. If a Revenant goes for too long without satisfying its thirst for blood, however, they lose their humanity and transform into grotesque creatures known as the Lost. Fortunately, Revenants don't have to feed on the last remaining humans to survive. Blood Beads grow on plants throughout the world and function as suitable substitutes for human blood, nourishing a Revenant's bloodlust in much the same way. The problem is, Blood Beads are becoming increasingly scarce, so you have to find the source and hopefully attain a steady supply. That's the basic plot, anyway, but it doesn't take long to deviate into other areas and introduce world-ending stakes.In stereotypical protagonist fashion, you begin the game by waking up with amnesia before finding out you're the chosen one. You see, each Revenant in Code Vein has a class known as a Blood Code. Your created character is special due to the fact they're not confined to a single Blood Code like everyone else is. This malleability allows you to swap between various classes whenever you feel like it, with your arsenal of available Blood Codes expanding the further you progress through the game.Blood Codes are tailored to a specific style of play that often fits into a typical RPG class template--think warrior or mage. Gifts are Code Vein's version of abilities, granting you access to a wide range of passive and active skills that are tied but not limited to each Blood Code. You're able to mix and match Gifts to a certain degree, with the most exciting ones letting you unleash flashy special attacks in melee combat. That's not all they're capable of, however, as others allow you to fire projectiles of piercing Ichor, boost your attack power, temporarily add a stun effect to your weapon, and many more. The character creator is already comprehensive enough, but Code Vein provides a plethora of options when it comes to finding a playstyle that suits you.Killing enemies earns Haze that can be spent on levelling up your character, purchasing weapon and armor upgrades, or attaining various items like poison cures and throwing daggers. When you die, you lose all of the Haze you had accrued up to that point unless you can return to the location of your demise and pick it back up. Haze is relatively easy to accumulate, though, so walking around with pockets full of the stuff never feels as stressful as it maybe should. Levelling up your character is also simplistic to a fault because it doesn’t let you min-max your stats. Everything it tied to Blood Codes so it’s unclear why information such as your character's strength and dexterity is even surfaced.Either way, incorporating Gifts amid regular attacks makes for some satisfying combos, and there's a gratifying heft behind each slash and crunch of Code Vein's melee combat. Defeating enemies is based on rationing light and heavy attacks, and you have access to a decent array of weaponry, too, cycling through the usual assortment of broadswords, halberds, giant hammers, and spears. Most of them are ludicrously large in typical anime fashion as well. There's not a lot of variety between each moveset within a weapon's specific class, but bouncing around between weapon types offers some tangible deviation.Each Gift consumes from a pool of Ichor that's replenished by simply defeating enemies or refilled in larger doses by performing drain attacks, parries, and backstabs. This incentivizes you to use Gifts regularly, approaching each enemy with an offensive mindset to unleash a bevy of special attacks and then quickly regain any lost Ichor. You need to pick the right moment to use a drain attack because of its lengthy windup, but backstabs are relatively easy to pull off, while parries require precise timing.Wailing on enemies is satisfying, and Gifts spruce up each fight with their inherent flexibility, yet combat is a disappointingly by-the-numbers affair because of the AI's shortcomings. There's an adequate variety of enemy types, but this variety generally only applies to their visual design as opposed to their behavior and movesets. They're surprisingly static, spending most of their time simply idling instead of reacting to your attacks. Each weapon you wield is usually able to stagger enemies on the first or second hit, allowing you to dispatch each foe with almost no resistance, and this remains true throughout the entirety of the game. There are a few enemies that break away from this mould, requiring you to actually dodge and make use of your Gifts, but they're an anomaly amid a sea of one-sided slugfests. Bosses aren't quite as easy to take down, but they're not far from it. There's no need to learn patterns or delicate back-and-forths that require you to engage with every aspect of Code Vein's combat. It's simple enough to beat each boss on your first or second attempt by simply manoeuvring behind them. This only deviates as you approach the end credits and bosses receive a sudden difficulty spike as they rely on powerful area of effect attacks and homing projectiles.Code Vein doesn't have to adhere to Dark Souls' challenging difficulty, but it also misses the mark by never forcing you to learn or deepen your understanding of the game to progress. Combat devolves into a mindless task where the only thing you need to watch out for is enemy placement and quantity. Difficulty is contrived by throwing numerous enemies at you at once which feeds into a focus on cooperative play. You can traverse through Code Vein's world with another player or by using one of its many AI companions. The latter can more than hold their own in a fight, proving especially useful when you're overwhelmed by multiple enemies--though their presence against singular opponents doesn't do much to quell the simplistic routine of defeating them.Exploring each environment is engaging, at least. The level design has a tendency to wrap in and around itself, offering secret paths and capturing the elation that's derived from opening a shortcut or discovering a new checkpoint to rest at and spend the Haze you just acquired. One sprawling area even borrows Anor Londo's distinct Il Duomo-inspired aesthetic, reimagining the pearly white castle as a labyrinthine maze. It's just a shame the visual design is regularly pedestrian. You spend the vast majority of your time traversing through bland post-apocalyptic streets and damp caves where rubble is Code Vein's most distinguishing feature. The addition of fire and sand shakes up the typical dilapidated cityscape, but it's not nearly enough to shake the feeling that you've seen it all before. There's even a late area that adopts the Anor Londo aesthetic for a second time, with the only difference being that it's now inside and slightly darker. Evoking memories of Dark Souls' most memorable location doesn't do it any favours.Code Vein adopts the Souls-like formula in its structure, presenting a familiar cycle of progression and basic combat similarities, and there are some interesting ideas here, too, built around the use of various Blood Codes and their distinct Gifts. You can see the fragments of a fantastic game hidden within these systems and its meaty combat feedback, but the mundanity of its enemies and the effect they have on nullifying the combat's enjoyment prevent Code Vein from ever realizing its potential.Info from Gamespot.com
2019-09-28
Untitled Goose Game--a game in which you play as a jerk goose who waddles through a small English town ruining everyone's day-- feels like a miniature version of Hitman, but with mischief instead of murder. Like those games, it's all about learning an environment inside-out and figuring out how to play various people and systems against each other to achieve your goals. You wander between four small, quaint locations and tick off objectives from your list by wreaking havoc on the people you encounter and generally being a nuisance. At first, you're annoying a man as he tends to his garden, turning on his sprinklers as he stands over them, stealing the keys to his gate, nicking his produce, and generally getting in his way. The game continues like this, as the goose's to-do list demands that it causes upset to most of the people it encounters. Working through the game means figuring out how each element interacts with everything else and how to corralling various people, who all react to the goose differently.It's a comedy first and foremost. Figuring out how to complete each objective might be essential to your progress, but the real fun is in seeing how harried you can make everyone. When you need to make a man spit out his tea, steal his shoes, and ruin his garden, you might start to feel sorry for him, but you also won't want to stop terrorizing him. The goose can only run, grab onto things, honk, and flap its wings, but through some combination of these actions you can manipulate the folks you encounter and cause chaos. One character might run in fear if you honk at them; another might bend over if you drop something for them, giving you a chance to steal their hat; another might leave their post if you steal something of theirs and drop it far away, giving you the chance to go back while they're distracted and steal the object you were really after all along.The humor of Untitled Goose Game is built into the mechanics and animations; seeing the goose waddle along, honking and flapping its wings, is inherently amusing and satisfying even before you start causing mischief because of how perfectly evocative it is of a real bird. The clean, colorful visual style is also a treat. But the reactive soundtrack is what really sells the goose's charms. The music, based on Claude Debussy's Préludes, springs into action dynamically based on the goose's actions, punctuating moments when it shocks someone and adding a buoyancy to any scene involving a chase. It gives the game a feeling of farce; at its best, it's reminiscent of a Buster Keaton film, especially since there's no dialogue.The objectives you're asked to complete often require some lateral thinking. Getting into the headspace of the goose and figuring out how a few actions can spiral into something that's going to annoy one of your targets is very entertaining. Sometimes it's immediately clear what you need to do, and sometimes the solution is more abstract, but most objectives will name an object that you can find within the environment. In the second location, for instance, you're told to "get on TV"--the solution isn't immediately obvious, but finding the TV you need to interact with is not difficult. Untitled Goose Game lightly leads you towards its puzzle solutions without explicitly holding your hand through them, so figuring out a clever solution is rewarding.You need to complete all but one objective in each location to advance, which is a nice concession, as it means you can progress to the next area even if one of the puzzles just isn't clicking for you. Sometimes it's just a matter of figuring out what needs to be done and then doing it, but you also need to practice some level of finesse: The goose can't get too close to anyone who's going to try to shoo it away, and you'll often need to be stealthy, sneaking under tables, causing distractions, and hiding behind bushes and in boxes like a long-necked, web-toed Solid Snake.Each area also features a fetch quest objective, for which you need to gather several items and put them in one place while making sure that you're not caught. These objectives are the least fun, generally, because too much is left to the imagination; the first one asks you to "have a picnic" by dragging a variety of particular items to a picnic blanket, but once you've done so the objective is immediately complete, with no additional vignettes or animations to reward all that effort. Untitled Goose Game's best objectives reward you not only with a feeling of satisfaction, but with a fun, charming bit of interaction between the goose and the people it encounters, whether that means watching a man stumble around with a bucket on his head or watching someone else wearily resign themselves to their favorite hat being gone.Untitled Goose Game is also extremely short. When I reached the end, I was surprised at how little time it had taken--I had only been playing for about two hours. Thankfully, after the credits roll you unlock a new list of objectives across the now fully unlocked map, but there isn't the same incentive to complete them when you know that you won't be rewarded with a new location to explore, or even, necessarily, new interactions. Most of them are twists on previous objectives or more complicated versions of things you've already done, often involving moving items between different locations.I'm glad that those extra objectives are there, though, and I had a good time working through them. It's just a shame that there isn't a bit more, because Untitled Goose Game ends far before I felt like I'd had my fill or seen everything the game was going to throw at me. Being short isn't inherently bad, but Untitled Goose Game's playground could stand to be bigger. I wished that I could keep riding the high of unlocking new areas and messing with new people, and it still felt like there was plenty of room to escalate things.For all the jerkiness I performed, my favorite moment in Untitled Goose Game was the one scene where the game leaned into the goose's charms. I wandered up behind two people having a chat at the pub and hit the button dedicated to honking. The two women turned to look at me, startled, but far less hostile than most of the characters I'd encountered. When I stood in a specific spot they mimed commands for me to perform, fulfilling one of my objectives while absolutely delighting the two women. Untitled Goose Game is a hilariously antagonistic experience most of the time, but I identified strongly with these characters and how lovable they found this horrible goose.The important thing is that Untitled Goose Game is a hoot. It's a comedy game that focuses on making the act of playing it funny, rather than simply being a game that features jokes. Wishing that it was longer speaks to how much fun I had with it. There's nothing else quite like Untitled Goose Game; it's charming and cute despite being mean, and both very silly and very clever. It's also probably the best non-racing game ever to feature a dedicated "honk" button.Info from Gamespot.com
2019-09-27
Kevin Feige, president of Marvel Studios and one of the driving forces behind the Marvel Cinematic Universe, will produce a new Star Wars movie for Disney. That's according to The Hollywood Reporter, which states that the move is part of new plans for "a wave of projects set in the [Star Wars] universe."The site reports that Feige discussed the Star Wars project in late summer, having met with Lucasfilm's president Kathleen Kennedy and studio co-chairmen Alan Horn and Alan Bergman. Asked for a statement, Horn said, "We are excited about the projects Kathy and the Lucasfilm team are working on, not only in terms of Star Wars but also Indiana Jones and reaching into other parts of the company including Children of Blood and Bone with Emma Watts and Fox."He continued: "With the close of the Skywalker Saga, Kathy is pursuing a new era in Star Wars storytelling, and knowing what a die-hard fan Kevin is, it made sense for these two extraordinary producers to work on a Star Wars film together."Naturally, questions will arise about the scope of the role Feige will have in the future of the Star Wars universe and also the scope of his film. For his part, Feige has been critical for crafting the interconnected universe of superhero films based on Marvel Comics characters. These films have dominated the box office for years now and, the latest, Avengers: Endgame, had a record-breaking run. Fans will no doubt be wondering if Feige's movie is the prelude to deeper involvement with Star Wars.However, speaking to THR, sources have indicated that Kennedy will remain very much at the helm. The next entry in the blockbuster sci-fi saga is Star Wars Episode 9: The Rise of Skywalker, which hits theaters on December 20. Marvel, meanwhile, is working on movies for Black Widow and Eternals, as well as Black Panther 2, among numerous other projects. Info from Gamespot.com
2019-09-27
Death Stranding, the hotly-anticipated PS4 exclusive, has gone gold, meaning development has been completed. Director Hideo Kojima shared the news on Twitter, posting an image of a master disc copy.In his tweet, Kojima paid tribute to his staff and partners, including Sony and Guerrilla Games, whose Decima engine powers Death Stranding. Kojima also thanked the musicians, actors, artists, and more.Got the gold master https://t.co/bCaXp4T43l’s been 3years9m since the studio’s https://t.co/LWCSa0VDGq to mark the 1st step as the new Kojima Productions.Thanks to Sony,Guerrilla,cast members,musicians,artists, staff & fans for supporting us from the start & for all the way thru! pic.twitter.com/LZMlzG7lex — HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) September 26, 2019Of course, in modern games, development often goes on well beyond launch thanks to DLC, patches, and so on, but this is nevertheless a big milestone. It means work can now begin on producing the millions of discs to be sent to retailers and that we're now within touching distance of the game's release date of November 8.With just weeks to go until launch, Sony has revealed a new limited edition Death Stranding-themed PS4 Pro console, for which pre-orders are available now. For more on the mysterious game, check out our explainer on Death Stranding's plot, characters, gameplay, and more.Info from Gamespot.com
2019-09-27
The full trailer for The Irishman is here. The long-awaited crime drama stars Robert De Niro, Al Pacino, and Joe Pesci, and is directed by Martin Scorsese. It's set to hit the streaming service in November.The Irishman tells the real-life story of Frank Sheeran, a union man who also allegedly worked as a contract killer. De Niro plays Sheeran, with Pacino as notorious union boss Jimmy Hoffa and Pesci as mobster Russell Bufalino. The new trailer shows how Sheeran works his way through Hoffa's ranks, and, unlike last month's first trailer, showcases the extensive de-aging technology used on the three main stars. Check it out below.The Irishman also stars Ray Romano, Anna Paquin, Bobby Cannavale, Harvey Keitel, and Stephen Graham. It's penned by by Steven Zaillian, who also wrote Schindler's List, American Gangster, and David Fincher's The Girl with the Dragon Tattoo. The movie will receive a limited theatrical release from November 1, before it hits Netflix on November 27.The extensive VFX work required to de-age the actors meant that the film required nearly two years of post-production. According to Deadline, the final budget is around $200 million, making it the most expensive movie of Scorsese's career.For more, check out GameSpot's guide to new movies to get excited for this fall. Info from Gamespot.com
2019-09-27
Even before Smackdown moves to Fox, WWE is continuing to expand its brand on one of the company's networks with a new show called WWE Backstage.Beginning on Tuesday, November 5 on FS1, Renee Young and Booker T will host this hour-long program where the two are joined by guests and talk about the biggest stories in WWE. They will be joined by WWE superstars and other personalities to discuss the world of sports entertainment.“WWE Backstage is a wrestling show for wrestling fans. From hardcore fans to people new to wrestling, we’ll give them a little bit of everything,” Young said in a press release. “It’s going to be fun, it’s going to be loud, we’re going to give them a ton of opinions and I can’t wait to help spread the word about SmackDown coming to Fox.”While the show won't be following any in-ring action with WWE, the weekly series, which airs at 8 PM PT / 11 PM ET, does sound a whole lot like the WWE Network series, Talking Smack, where Renee Young and Daniel Bryan discussed the events of each week's episode of Smackdown and interviewed WWE superstars.That series ran for a year and a half and was a popular show on WWE's streaming service. It was cancelled in July 2017, but it gave WWE fans some amazing moments like the argument between Daniel Bryan and The Miz, which ended with Bryan walking off the set in a very real moment. Hopefully, WWE Backstage can capture that lightning in a bottle once again when it comes to FS1 on November 5.Info from Gamespot.com
2019-09-27
Call of Duty: Modern Warfare takes the series back to where it had its first breakout success. This year's entry in the annual franchise is a soft reboot, bringing back the name and many characters from the 2007 game while exploring a whole new story and building on the multiplayer lessons learned over the last 12 years. Call of Duty: Modern Warfare News Call Of Duty: Modern Warfare Story Trailer Officially Debuts CoD Modern Warfare's PS4 Players Will Have A "Day One Advantage" CoD: Modern Warfare Makes A Huge Change To How DLC Maps Are Released Call Of Duty: Modern Warfare Pre-Order Guide Activision and Infinity Ward have been slowly taking the wraps off the next Call of Duty, most recently with a story trailer reveal during Sony's State of Play. That revealed much more about the campaign, along with more details on the Spec Ops multiplayer mode. For all that and everything else we know, read on.Table of Contents [hide]Story CampaignMultiplayerPS4 ExclusivePC System RequirementsRelease DateStory CampaignThe Modern Warfare campaign will once again take place in modern day, updated for the year 2019. The story promises to be more morally ambiguous, and will even include four major branching pathways that allow you to make major decisions that will have impacts on story events. The commitment to authenticity makes this year's entry much more graphic than ever before, as one mission shown in a preview event included enemies choking on blood and writhing in pain on the ground.The plot appears to focus on a war-torn country and the heroes aligning themselves with a faction of the conflict. In the process, chemical weapons are obtained by bad actors, further complicating the situation.Mixed up in all this are familiar faces like Captain Price. But don't expect him to reference events from the previous games in the series. This is a new continuity that reuses fan-favorite characters, not a continuation of any prior events.So how long will this campaign last? The studio hasn't said, exactly, but indicated it will be about as long as you've come to expect for a COD campaign. That usually means around 6-8 hours, give or take a few. Though it is worth noting that studio narrative director Taylor Kurosaki said the length "varies greatly."MultiplayerMultiplayer has been retooled in several key ways, both to match this new game's focus on authenticity and to update the gameplay yet again. A new "Realism" mode removes the HUD, and you can breach doors for ambushes. It also takes a fresh look at nighttime maps, with a revised version of night vision goggles.Modern Warfare will bring back Killstreaks and several of the most popular multiplayer modes, along with two new modes: a 2v2 Gunfight mode, and Ground War, which pits large team sizes against each other. Despite the 100-strong match sizes in Ground War, though, it isn't a battle royale, and Infinity Ward is careful to note it has no plans for a battle royale mode in Modern Warfare.Not all of the new inclusions have gotten a warm welcome, however. The inclusion of the chemical weapon white phosphorous as a Killstreak bonus has been met with controversy, as the actual weapon is not meant to be used on human targets and can have devastating effects. Infinity Ward defended the reward by saying that while it is focused on gritty realism in the narrative campaign, the multiplayer is just meant to be fun.PS4 ExclusiveThe popular co-op mode Spec Ops is coming back as well, but one part of it will be a platform exclusive. Infinity Ward has confirmed that Survival, one of the Spec Ops modes, will be exclusive to PS4 until October 2020, when it will come to PC and Xbox One as well.PC System RequirementsActivision has not released final system specs for Call of Duty: Modern Warfare yet. However, it has released specs for the recent PC beta test, and those are likely to be at least similar to the final recommendations:Call of Duty: Modern Warfare Beta Minimum SpecsRequires DirectX 12 compatible systemOS: Windows 7 64-Bit (SP1) or Windows 10 64-Bit (1709 or later)CPU: Intel Core i5 2500k or AMD equivalentVideo: Nvidia GeForce GTX 670 2GB / GTX 1650 4GB or AMD Radeon HD 7950RAM: 8GB RAMHDD: 45GB HD spaceNetwork: Broadband Internet connectionSound Card: DirectX CompatibleRecommended SpecsRequires DirectX 12 compatible systemOS: Windows 10 64 Bit (latest Service Pack)CPU: Intel Core i7 4770k or AMD equivalentVideo: Nvidia GeForce GTX 970 4GB / GTX 1660 6GB or AMD Radeon R9 390 / AMD RX 580RAM: 16GB RAMHDD: 45GB HD spaceNetwork: Broadband Internet connectionSound Card: DirectX CompatibleRelease DateCall of Duty: Modern Warfare launches on PC, PS4, and Xbox One on October 25. As usual, it's coming in several different incarnations, so consult our pre-order guide for more details on the various versions and what collectibles and in-game items come with each.Info from Gamespot.com
2019-09-27
Brutality is at the heart of the story Naughty Dog is telling in The Last of Us Part 2, raising questions of what people will do to survive, and what they'll do, and sacrifice, for the people they love. In The Last of Us, those questions centered on the parental relationship between protagonist Joel and his 14-year-old charge, Ellie. In The Last of Us Part 2, the spotlight is on an older, more capable Ellie, who's motivated by similar forces but which stem from a different place.The post-apocalypse of The Last of Us sees the world thrown into chaos by a zombie-like fungus that turns humans into unthinking killing machines, which has collapsed almost all of civilization. In the wake of that event, every day is a fight for survival, both against the infected and other human beings who are willing to kill one another just to stay alive. Fighting other people was a huge part of The Last of Us, and in Part 2, Ellie embarks on a quest for revenge against other survivors.We played about two hours of The Last of Us Part 2 at a Sony event in Los Angeles, and throughout the session, Ellie killed a whole lot of people. The preview we played consisted of two sections, the first of which seemed to be the setup for Ellie's crusade. Naughty Dog didn't fill in the details of her motivations, but the first scene was all about Ellie's relationship with Dina, her best friend and burgeoning crush. We last saw Dina in Naughty Dog's E3 2018 trailer, which showed Ellie and Dina sharing a kiss during a dance in their relatively secure town of Jackson, Wyoming. That scene suggests Ellie has romantic feelings for Dina that aren't necessarily reciprocated, but by the end of our first gameplay session, Ellie and Dina's relationship had changed to become a romance.During the event, writer Neil Druckmann said that some terrible event pushes Ellie to track down a group of survivors to exact her retribution. The most recent trailer for Part 2 implies that the event is something very bad happening to Dina.For the most part, though, the first section of our demo felt a lot like its predecessor. There was a lot of sneaking around, killing infected "runners" (the more agile, more recently infected enemies), and a few "clickers," their blind but deadlier elders. Ellie carries a switchblade now--gone is the need to constantly craft shivs to stealthily kill clickers--so in most combat situations with the infected, your go-to approach is to sneak up behind for a quick silent takedown.Figuring out how to use the environment to your advantage and distracting enemies with thrown bottles and bricks are still essential to these moments. And as in the last game, getting spotted turns the slow and stealthy approach into a heart-pounding nightmare as you try to take out enemies before you're overwhelmed or grabbed and killed by a clicker.The Last of Us was essentially a cooperative experience with Joel and Ellie working together, and in the first scene, every combat encounter found Ellie working with Dina. Co-director Anthony Newman told GameSpot that Naughty Dog has amped up your allies' capabilities in Part 2. Where the studio could get away with keeping the younger and less experienced Ellie mostly out of the fight in the first game, in the demo we played, both characters are seasoned survivors. Thus, Dina is a more active ally who you can rely on. She'll execute her own stealth kills, for instance, and is helpful in a straight fight. Dina's active participation in combat also paves the way for additional strategic considerations. The Last of Us 2 News The Last Of Us Part 2 Is "Meant To Be Unsettling" How The Last Of Us 2 Will Make You Feel Bad About Killing Enemies You'll Kill A Lot Of Dogs In The Last of Us Part 2 The Last Of Us 2 Includes Two Ridiculous NSFW Easter Eggs "In the past in almost all of our games, the allies have done kind of fake damage, where you see them shoot enemies and it's a little bit theatrical--like their bullets are clearly doing way less damage than yours," Newman said. "What I'm really excited about is that with a lot of effort and some clever AI tricks, every time you see an ally shoot an enemy, their bullets do exactly as much damage as yours do, which is just another way that players are able to make predictions and think two or three steps ahead. When they see Dina take a couple of shots, and then they realize, 'I only need one more shot to finish off that enemy because I saw that happen.' And I think it's great that players can now count on that and make those kinds of plans interacting with your allies."While there were clickers to kill and buildings to scavenge, most of the first scene we played was about the relationship between Ellie and Dina. The original game was filled with conversations between Ellie and Joel as you explored the world, with both characters commenting on landmarks, objects, and collectibles. You'll find those same optional conversations and character-building moments in Part 2. Ellie and Dina stopping to check out a snowy mountain vista triggered one of those conversations, as the pair took in the view while dancing around their clear attraction to each other and the rapidly changing nature of their friendship. Watching Ellie and Dina figure out how to deal with their feelings was the highlight of the demo--Naughty Dog beautifully captures Ellie's struggle to determine exactly where she stands with Dina in the wake of their kiss.Killing In The NameThe second section of the game was a much later level that mostly focused on combat, stealth, and crafting. It began with Ellie alone in Seattle, a former quarantine zone that has been overtaken by a militant group called the Wolves. Druckmann described the group as xenophobic, killing trespassers on sight. The level was apparently a bit of a pit stop for Ellie--her goal there was to find Tommy, Joel's brother, who was also trapped in Seattle and is being hunted by the Wolves.Ellie's new abilities in Part 2 are countered by smarter human enemies who coordinate more and work together to flush her out of cover or flank her. The biggest new change to combat in this section was the addition of scent-seeking attack dogs that some of the Wolves employed to find trespassers. As Newman explained, the dogs change up stealth gameplay significantly because they force Ellie to be a lot more mobile and reactive. You can't just hang back to stay out of sight and keep quiet--you now have to deal with enemies who can pick up your scent.Ellie now leaves a scent trail behind her as she moves around an area, and if dogs cross it, they can start to track her. You can see the trail in the refined Listen mode, which allows you to see enemies behind walls and through obstacles, to give you the sense of the dog's path before it finds you. Getting dogs off your scent requires either distracting them by throwing something or staying on the move until your trail dissipates. Luckily, Ellie's ability to crawl through tall grass makes her a lot tougher for other enemies to spot, so while you're forced to move around a lot more in Part 2, you have more options for avoiding detection, at least at a distance.The dogs are a vicious addition to combat, as well. Get spotted, and you'll have to deal with incoming fire from enemies as well as the attack dogs attempting to knock Ellie down and tear her throat out. Ellie's switchblade gives her close-range melee options, as do other weapons you can find in the game, like axes and machetes. With so many Wolves wandering around, we found ourselves getting caught quite a few times during the second section--and fighting a lot of dogs.As in the first game, Naughty Dog puts a big emphasis on the horror of Ellie's battles with other characters, whether human, infected, or canine. But fighting other humans takes on a significant note of savagery. Stealth kills are an intense affair in which a person struggles as Ellie slams her knife into their neck, gritting her teeth as she strains against their panicked flailing until blood and life pour out of them. Melee fights often end with a blade embedded in the side of an enemy before they sputter and collapse.Naughty Dog has also increased the brutality of fighting for your life in another, more thematic way: Every human enemy in Part 2 is named, so characters will often call out to each other by name as they discuss tactics or shout orders. Kill someone, and their friends will call out their name in anguish. The same goes for the dogs; it seems you'll hear a lot of pained cries from dog owners as you kill their companions in Part 2. Hearing your enemies react in emotional pain (in addition to physical pain) is a jarring addition that Newman said emphasizes the core thematic thrust of the series--and it's meant to be unsettling."A big part of the theme of the game are the parts of your humanity that are lost or potentially stripped away when you pursue justice," Newman said. "The lengths that you go for justice can have a very high human cost to you personally. And one of the ways I'm really excited about that we're kind of bringing that to life is our named enemies. ...Not only does it show how intelligent they are that they're able to coordinate, but by naming them, they become that much more of a real human."Keep MovingEllie's ability to get around in stealth also helps her out in combat, making a hit-and-run style more viable than it was for Joel. Naughty Dog's encounter design emphasizes your ability to run to get out of trouble, find a better spot to make a stand, or re-enter stealth. Most areas where we fought enemies were large, with lots of opportunities to jump through windows or crawl through holes in walls to lose pursuers or trick enemy combatants. Running is a major part of your repertoire in fights, and Ellie's ability to quickly reposition herself in big areas with lots of different options is all but essential if you want to survive against several enemies at once. Your sprint button is also now a dedicated dodge button; time it right and you can slip under the swing of an enemy axe to open them up to a counterstrike, or make it tougher for someone to shoot you as you try to find cover.Combat is as harrowing in Part 2 as it was in The Last of Us, and no more forgiving. Wolves quickly descended on Ellie's position if we started shooting and hunted her once they knew she was around. Even after we'd given enemies the slip, they stayed on alert, combing the area for any sign of Ellie. The enemies are smarter, but as Newman explained, making them more realistic also makes them more predictable, which gives the player some advantages, too."Our AI now has a new state of awareness between complete awareness of your position and being totally unaware of where you are," he said. "We sometimes call it 'vague knowledge.' An enemy can see another enemy get killed by a silent weapon like the bow or our new crafted silencers that you can attach to the pistol, and they will infer from the direction that the arrow came from, 'I think it came from over there,' but they don't know your actual position. ...By having these kinds of more refined and nuanced layers of knowledge and perception and coordination, players can make better and better predictions, and make more refined strategies about what to do next."Ellie's AdaptationsCrafting is still a big part of The Last of Us Part 2, both in and out of combat. You'll spend a lot of your time checking every drawer and shelf for things like alcohol, rags, bullets, and weapon components, in order to make things like medkits, molotov cocktails, and smoke bombs. As with the last game, you can craft anywhere on the fly if you have the right items but the action doesn't stop--you'll need to find cover or hide yourself before opening your backpack.Crafting works pretty much the way it did in The Last of Us, but Naughty Dog has made some significant changes to how you'll improve Ellie's abilities in Part 2. You'll still look for supplement pills throughout the game to help make Ellie stronger, but the game's new skill trees put a lot more emphasis on giving her new abilities than in increasing her stats. Ellie has several upgrade trees that are usually linked to a certain theme; you can increase her movement speed while prone on one tree, for instance, while another allows her to craft smoke bombs that also stun enemies. The ability to build new consumable silencers for your pistol is something you'll have to unlock from a skill tree as well. We also discovered a training manual in the preview level, which unlocked a whole new archery-related skill tree for Ellie, full of its own specific upgrades.Weapon modding has also been revamped quite a bit. The basics are the same as in The Last of Us, in which you pick up generic components and use them to upgrade your guns at a workbench. But most of the upgrades alter how your guns work and handle, making them a much more important part of customization. We slapped a scope on a hunting rifle for long-range combat, while cutting the recoil and sway on a pistol to make it more viable for stealthy situations when paired with craftable silencers. Newman said Naughty Dog wanted Part 2's weapons to feel more like part of your character as you customize them, to put an emphasis on allowing you to enhance your particular play style through your choices as you upgrade both Ellie and her guns.The Last Of Us Part 2, Not The Last Of Us 2Newman said Part 2 will be a blend of the kinds of scenes we saw, with sections in which Ellie will work with allies and others where she'll be alone. But like the Last of Us Part 2 trailer released during Sony's State of Play event this week, the second preview section ended with Ellie discovering Joel in Seattle, suggesting that at least part of Ellie's journey will see the two characters reunited in both story and gameplay.Newman also said that Ellie and Joel's relationship is a big part of the story in Part 2, despite the fact that Joel has been absent from everything Naughty Dog has shown about the game until now."Thematically, I think what I would say is there's a reason this game is called Part 2 and not 2," he said. "It really is an exploration of where their relationship goes at the end of the first game. There's kind of a little bit of a hanging note of discord after the first game, where after everything that happens, it's clear that Ellie isn't quite on board with what Joel is telling her at the end of The Last of Us 1. And really I think Part 2 delves into what happens next, where does it go from there. And I think that the world of The Last of Us is so rich and has the opportunity for so many stories in general that can be woven in and out of the story of Joel and Ellie that we felt really compelled to try and explore those kinds of stories."But it also seems pretty clear that Naughty Dog's focus is on Ellie's story in Part 2, what her search for revenge will cost her, and what she--and you--will be willing to do to get it. As Newman said, it's supposed to be unsettling.Info from Gamespot.com
2019-09-27
Note: There is some not-safe-for-work sexual language and a minor spoiler for The Last of Us 2 in the post beyond. Read on at your own risk.We've seen Naughty Dog slip self-referential Easter eggs into its games in the past, and they're often pretty clever. Uncharted 4's playable version of Crash Bandicoot that sits in Nathan Drake and Elena Fisher's living room might be the studio's most memorable--until you discover the not-safe-for-work ones hiding in an early level of The Last of Us Part 2.We played about two hours of The Last of Us Part 2 at a preview event in Los Angeles, which included an early mission featuring protagonist Ellie and her companion Dina out on patrol to search for the zombie-like infected. During the mission, the pair find themselves trapped in a bookstore by a snowstorm, and they discover a hidden room that another member of their team, the late Eugene, turned into a marijuana grow house.Eugene's hideaway includes a bunch of other personal items that Ellie and Dina discover as they wander around, like a gas mask bong, among other things. And then the two women discover Eugene's stash of videotapes. Turns out, they're old VHS porn videos. The Last of Us 2 News The Last Of Us Part 2 Is "Meant To Be Unsettling" How The Last Of Us 2 Will Make You Feel Bad About Killing Enemies You'll Kill A Lot Of Dogs In The Last of Us Part 2 The Last Of Us 2 Includes Two Ridiculous NSFW Easter Eggs Ellie finds that two of Eugene's tapes aren't family-friendly by reading their labels, which is where Naughty Dog makes two great jokes. Like in our world, somebody living in the universe of The Last of Us, before the game's 2013 outbreak of the Cordyceps fungus that basically turns people into zombies, made some porn movies with pun titles to riff on existing media. In Eugene's video collection, Ellie finds the phenomenally titled "Smash Brandi's Cooch"--a play on Naughty Dog's own beloved PlayStation platformer, Crash Bandicoot.The second parody is more for eagle-eyed fans of The Last of Us. It's called "Dong of the Wolf," which is an in-universe reference rather than a callback to a Naughty Dog game title. Back in The Last of Us, you might have noticed billboards and posters for a movie called "Dawn of the Wolf Part 2," which featured a man with wolfish features embracing a woman. Find a specific billboard and Joel and Ellie have a conversation about the film, which looks like a werewolf take on something like Twilight. Apparently, there was a market for a more hardcore version.While those Easter eggs were the most ridiculous and outwardly hilarious of the ones we saw in Naughty Dog's hands-on demo, they weren't the only ones. Near Eugene's porn stash, we found an in-game PlayStation 3 system with a stack of Naughty Dog games beside it, including Uncharted 2 and Uncharted 3. The interesting implication here is that Naughty Dog existed within the fictional universe of The Last of Us (at least until the outbreak in 2013). Maybe the pornographers of the game's world only coincidentally landed on a Crash Bandicoot-like name for their movie--or maybe it's now The Last of Us canon that somebody making porn in that world was just a really big fan. Info from Gamespot.com


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