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2019-08-08
At a Federal Trade Commission (FTC) public panel on microtransactions in video games, the Entertainment Software Association announced that all three console platform-holders have agreed to a voluntary change in their policies toward loot boxes. Though the ESA's Michael Warnecke defended the practice in broad terms, he said, going forward, any new games or game updates that add loot boxes on Microsoft, Nintendo, and Sony platforms will be required to disclose the rarity rates of items."Microsoft, Nintendo, and Sony have indicated to the ESA a commitment to new platform policies with respect to the use of paid loot boxes in games that are developed for their platform," Warnecke said. "Specifically, this would apply to new games and game updates that add loot box features, and it would require the disclosure of the relative rarity or probabilities of obtaining randomized virtual items in games available on their platforms."Warnecke noted that many leading publishers that are members of the ESA have committed to a similar approach at the publisher level, and that this voluntary disclosure puts all platforms on par with the mobile disclosure requirements. In a statement, the ESA noted that publishers who have agreed to the disclosures include Activision Blizzard, Bandai Namco, Bethesda, Bungie, Electronic Arts, Microsoft, Nintendo, Sony, Take-Two Interactive, Ubisoft, Warner Bros., and Wizards of the Coast. The disclosures are said to be coming by the end of 2020, and other ESA member companies are considering joining the policy."This approach would also be compatible with the Apple and Google approach on the mobile platform. We believe that, taken together, this provides a comprehensive approach to ensuring that consumers get the information they need so they can make informed purchasing decisions when it comes to paid loot boxes."GameSpot has contacted Microsoft, Nintendo, and Sony, along with relevant ESA member companies, for comment on the new initiative and their participation. Their responses can be seen in the list below, which will be updated further as publishers respond.The FTC's public workshop on loot boxes has concluded. This workshop is the FTC's first official response to increasing calls to regulate the use of loot boxes, including a bill that would ban the practice. Rocket League developer Psyonix has already announced plans to do away with loot boxes this year.Capcom: "Capcom will continue to comply with industry standard practices such as disclosures for 'In-Game Purchases' labels on packaging. Furthermore, to clarify, Capcom does not currently have console games that support purchasable loot boxes offering in-game virtual items, but will continue to monitor standards for potential policies in the future."Electronic Arts: "We applaud the new initiatives from console makers and publishers to provide more information to players. Beginning last year, we introduced probability disclosures where applicable in all our new games, across all platforms, and will continue to provide this information to help our players as we move forward."Epic Games: "Earlier this year, the Fortnite Save the World team made a change that showed players every item that they would get in a paid llama before opening it. Earlier this week, the team at Psyonix announced a similar change coming later this year to paid crates in Rocket League. Going forward, we’re committed to the same transparency for player purchases in all Epic Games titles."Microsoft: "We believe in transparency with customers and providing them information for making their purchase decisions. This is a new policy that affects all new apps or games by 2020 offering 'loot boxes' or other mechanisms on Microsoft platforms that provide randomized virtual items for purchase must disclose to customers, prior to purchase, the odds of receiving each item. In addition, we’re proud to offer robust family settings that offer further control over in-game purchasing."Nintendo: "At Nintendo, ensuring that our customers can make informed choices when they play our games is very important. As part of our ongoing efforts in this area, Nintendo will require disclosure of drop rates in Nintendo Switch games that offer randomized virtual items for purchase, such as loot boxes. This requirement will apply to all new games and includes updates to current games that add loot boxes through in-game purchases. "We also offer tools like our Nintendo Switch Parental Controls mobile app, which empowers parents to choose what works for their family, including managing in-game purchases and setting playtime limits."Sony: "Sony Interactive Entertainment aims to ensure PlayStation users have access to information and tools, such as parental wallet controls, that will help them make informed decisions about in-game purchasing. We support industry efforts to disclose the probability of obtaining randomized virtual items, known as loot boxes, and are committed to providing consumers with this information for all games we produce and publish."Wizards of the Coast: "Wizards of the Coast has championed the disclosure of odds when purchasing virtual items and will continue to ensure players and parents of players make informed choices about their purchases.Info from Gamespot.com
2019-08-08
The Pokemon Company has released a new trailer for Pokemon Sword and Shield. Not only does the video give us our first look at the games' villainous team, it also reveals a few more Gen 8 Pokemon, including Galarian forms of a couple of older monsters--one of which is receiving a brand-new evolution in the upcoming titles.Just as in Sun and Moon on 3DS, some older Pokemon will have a different appearance and typing in the Galar region. That includes the raccoon-like Pokemon Zigzagoon and its evolution, Linoone, which were originally introduced in Pokemon Ruby and Sapphire on Game Boy Advance. In the Galar region, Zigzagoon and Linoone are Dark/Normal-types and have black and white fur rather than brown, giving them a rocker look.While Linoone is traditionally the end of this evolutionary line, in the Galar region, it is capable of evolving into a brand-new Pokemon called Obstagoon. It may not be the only old Pokemon to receive a new evolution, either; as the official Pokemon website explains, "some regional forms have developed unique Evolutions unseen in any other region," suggesting other Galarian forms may also get a new evolutionary branch.ObstagoonIn addition to Zigzagoon and Linoone, we saw a new Galarian form of Weezing, which has smokestacks atop its two heads that resemble top hats, making it look like a dapper English gentleman. The Pokemon Company also revealed a new monster called Morpeko, which has "fully belly" and "hangry" forms, as well as the first details on Poke Jobs.Pokemon Sword and Shield launch for Nintendo Switch on November 15. Controversially, the games won't feature every old Pokemon, but you can see all the new Gen 8 Pokemon so far in our gallery. For more on the titles, check out our Pokemon Sword and Shield pre-order guide.Info from Gamespot.com
2019-08-08
While Call of Duty: Modern Warfare is expected to explore heavy subject matter in its single-player mode, developer Infinity Ward has decided to go in a more campy direction for multiplayer. The Modern Warfare reboot takes us back to the '90s with the Tamagunchi, an optional accessory euippable in both multiplayer and the Spec Ops cooperative mode.As the name suggests, Tamagunchis are Infinity Ward's version of the Tamagotchi, a '90s relic that requires constant babysitting of a virtual pet or else it kicks the bucket. Tamagunchis function very similar--except these are ravenous beasts feeding off your kills. The more kills you get, the happier it is. Go too long without killing and, as art director Joel Emslie told Game Informer, "it will rot and die."The idea was birthed after a coder found a way to synch the in-game wristwatch with the console's internal clock to display real-world time. Muiltiplayer design director Geoff Smith told Game Informer that the team, upon uncovering the limitlessness of coding, "[grew the idea] into more and more madness."Tamagunchis react directly to your performance, reminding you that you are either doing great or terrible by going "Ya-ta" and making a little noise or just dying. The virtual pets even evolve out of their eggs should you pull together a successful string of kills.While Tamagunchis are optional, Modern Warfare is expected to drop one multiplayer option found in Black Ops 4. According to co-multiplayer design director Joe Cecot, Infinity Ward's upcoming first-person shooter will not feature a battle royale mode. However, Mordern Warfare will feature a brand-new mode that hones in on the franchise's most compelling multiplayer elements.Info from Gamespot.com
2019-08-08
A new update is now live for Cadence of Hyrule, The Legend of Zelda-themed Crypt of the Necrodancer-like game. The update implements several quality-of-life improvements and bug fixes.Crypt of the Necrodancer speedrunner wilarseny posted the patch notes for the update on Reddit. In terms of new features, the update gives Cadence of Hyrule achievements, leaderboard categories for co-op play, and a Beat Rumble option--the latter of which causes your controller to vibrate to the beat of the music to better help you time your movements.There are several bug fixes in the update as well, the most notable of which is the removal of an issue that "could cause enemies to take an extra move when the song looped." The update also removes some game-breaking exploits, like picking up a bomb even after it had exploded and preventing Ganon from refilling his health by skipping cutscenes during his boss battle. The full patch notes are outlined below.Cadence Of Hyrule Update 1.0.2 Patch NotesAdded achievementsAdded leaderboard categories for co-op. If co-op is used at any point during a run, the run will become a "co-op" run for leaderboard purposesAdded more granularity to time-based leaderboard scoresAdded a "Beat Rumble" option, that gently vibrates the controller on the beatAdded "( only)" flyaway when a player picks up a weapon their character cannot currently useAdded collision in several areas to prevent map escapes and dungeon skipsAdded an option to see the credits from the main menuAdjusted enemy movement behaviour when an enemy is being pushed against a wall by windAdjusted player movement behaviour when holding an object while being pushed by windAdjusted player movement behaviour when pushing an object while sliding on iceAdded an option to change some HUD elements to improve readability for colour-blind playersChanged HUD elements to grey-out when the player does not have enough stamina for that actionPrevent giving out dagger/shortsword in "Flawless Victory" blue chestFixed a bug that could cause enemies to take an extra move when the song loopedFixed a bug where bombs could be lifted after they had exploded, with unintended resultsFixed a bug where game time would continue to count up if the console was put to sleep or quit to the home menuFixed a bug where skipping the cutscene between phases of the Ganon battle could prevent him from refilling his healthMany other bug fixesCadence of Hyrule is available for Nintendo Switch. In GameSpot's Cadence of Hyrule review, James O'Connor wrote, "Cadence of Hyrule is a fantastic Zelda game in its own right, even though it adopts the gameplay mechanics of another series. Beyond the aesthetics, it nails the satisfying sense of exploration and increasing power, and it revels in the joy of discovery, as all the best Zelda games do. It's an extremely successful melding of two great game series and an experience that makes you feel eager for Nintendo to do more interesting things with their major licenses."Info from Gamespot.com
2019-08-08
Pokemon Go's August Community Day may have ended, but players won't have to wait too long for the game's next monthly event. Niantic has now announced the first details for September's Community Day, which will take place on Sunday, September 15.The featured Pokemon for September's event will be Turtwig, the Grass-type starter from the series' Gen 4 games, Diamond and Pearl. Throughout the Community Day, the turtle Pokemon will appear in the wild much more frequently than it normally does, making for a good opportunity to catch as many as you can and stock up on Turtwig Candy. Not only that, you'll also have your first chance to catch a Shiny Turtwig.On top of increased spawns, any Turtwig that you evolve all the way into Torterra up to an hour after the Community Day ends will also know a special event-exclusive move that it couldn't otherwise learn in the game. Niantic hasn't announced what this move will be just yet, but the developer will share more details closer to the event. Beyond that, Niantic will offer a couple of other bonuses during September's Community Day. This time, you'll earn triple the normal amount of Stardust for each Pokemon you catch. Any Lure Modules you use during the event will also remain active for three hours rather than 30 minutes.As usual, September's Community Day will run for three hours. Whereas the past two monthly events took place from 4-7 PM local time to account for the hot summer weather, September's Community Day will take place much earlier than usual, from 11 AM-2 PM local time. You can read more details about the event on the official Pokemon website.In the meantime, there's still some time to catch the Legendary Rayquaza, which has returned to Raid Battles until September 2. The Sky High Pokemon has appeared in Raids before, but this time, you'll have a chance to encounter its Shiny version. You can read tips on how to catch Rayquaza in our guide. Team Rocket is also still appearing at various PokeStops with their Shadow Pokemon, and it looks like the evil team's boss, Giovanni, could be coming to the game soon too.Info from Gamespot.com
2019-08-08
Fire Emblem: Three Houses asks a lot of you. Every piece, from battle to friendships to training your units, must be managed both individually and as part of a whole. It can be intimidating, but when it all clicks together, it really clicks. Mastering the art of thoughtful lesson planning as a professor improves your performance on the battlefield, where success relies on calculated teamwork and deft execution. Cultivating relationships during battle in turn draws you closer to each of the characters, who you then want to invest even more time into in the classroom. Every piece feeds into the next in a rewarding, engrossing loop where you get lost in the whole experience, not just in the minutiae.Three Houses casts you as a mercenary who, while out on a mission with their father, runs into a group of teens under attack. After a brief introduction and battle tutorial--which you shouldn't need, since you're apparently already an established mercenary, but we'll go with it--you learn that they are students at Garreg Mach monastery. Each of them leads one of the school's three houses: Black Eagles, Blue Lions, or Golden Deer. At the behest of the church's archbishop, who definitely gives off nefarious vibes but is also a gentle mom figure, you end up becoming a professor and must choose which of the houses to lead. There is a lot of mystery to the setup, with consistent hints that something is not quite right, and it's easy to get absorbed in trying to figure out what the archbishop and various other shady figures are up to.Your main role as professor is to instruct your students in matters of combat and prepare them for story battles at the end of each month. Battles in Three Houses feature the same turn-based, tactical combat at the heart of the series, albeit with some changes. The classic weapon triangle is downplayed quite a bit in favor of Combat Arts, which have been altered somewhat from their introduction in Fire Emblem Echoes: Shadows of Valentia. Combat Arts are attacks tied to a weapon type and can boost a unit's attack power at the expense of weapon durability; some are effective against specific enemy types, like armored units. You can also unlock skills outside of Combat Arts that grant you better stats with certain weapons, like a heftier boost for using an axe against a lance user, similar to the old weapon triangle. It's the same complexity the series is known for but less abstracted, making it a bit easier to strategize without sacrificing depth.One of the big combat additions is battalions, mini armies you can equip that provide various benefits to a unit during battle. They also give you a new type of attack called a Gambit, which varies based on the type of battalion--magic-focused, brute force, and so on--and stuns the enemies it hits. Gambits are limited-use and can be incredibly powerful against the right enemies. You can increase a Gambit's effectiveness even further if one or more of your other units are within attack range of the target, a tried-and-true Fire Emblem concept that applies to all kinds of attacks. There's also an anime-style splash screen as you attack that shows each character involved in the Gambit looking fierce, which adds a nice bit of drama.How much you use Combat Arts and Gambits depends on what difficulty you're on. On Normal difficulty, well-trained units will likely be able to dispatch most enemies in one or two hits without the help of Combat Arts or Gambits. On Hard, however, enemies hit harder and withstand your attacks better. You have to think much more carefully about unit placement, the best time to use a Gambit and take advantage of its stun effect, and how many Combat Arts you can fire off before your weapon breaks. This is where things get exciting; after a few turns of cautious setup, you (hopefully) get to knock out tons of enemies as your plans fall into place.Some of the early-game and optional battle maps are open spaces that don't require you to think too hard, especially on Normal. But the story battles throughout feature a variety of map layouts--from pirate ships to what appears to be a lava-filled cavern--that challenge you to consider where your units need to be, both in the next turn and several turns down the line. Many of them have different routes, enemies coming at you from multiple angles, optional treasure to chase, and other quirks that require you to split your party up or change their equipped classes to suit the situation. Thieves, for instance, can open chests and doors without a key, while flying units don't take damage from ground that's on fire.The depth of strategy in these elements really shines on Hard difficulty, but especially so when coupled with Divine Pulse, another limited-use ability. Divine Pulse allows you to rewind time in order to redo all or part of the battle, usually if one of your units dies. Rewinding with Divine Pulse shows just how important unit placement and attack choice can be, as even a slight change can make or break the encounter. It's also just a nice quality-of-life feature if you play on Classic mode, in which units who die in battle are lost forever and can't fight or train anymore. You might still soft reset from time to time, but it's great to be able to rectify a mistake right away and get a shot of instant gratification for a job well re-done.Battling, of course, is only one part of life at the monastery. The backbone of Three Houses is the monthly school calendar, and if you like organizing things, planning ahead, or school in general, this can be the most engrossing part. On Sundays, you have free time you can spend in one of four ways: exploring the monastery, participating in side battles, holding a seminar to improve your students' skills, or simply taking the day off. Mondays are for instruction, which consists of selecting students from a list and choosing a few of their skills to boost. The rest of the week goes by automatically, with a sprite of the professor running along the calendar and stopping occasionally for random events or story cutscenes. It sounds a bit hands-off, but there's a lot to think about as it is, and the week-by-week rather than day-by-day structure keeps things moving and ensures you never have to wait too long to progress in any area.The predictable structure of each month--and the fact that you can see the full month's schedule with events listed ahead of time--gives you the foundation to make effective plans. All that time management can definitely be overwhelming, at least at first. You have to keep tabs on your students' skills and study goals, your own skills, everyone's inventory, and various other meters and menus while planning for the lessons and battles to come. But you're treated to a near-constant stream of positive reinforcement as those meters fill up week by week and your students improve their skills. You're always moving toward the next thing: the next level up, the next skill you need to develop, the next month and what may unfold.To complement this, your activities when exploring the monastery (as well as how many battles you can participate in, if you choose to battle on your day off) are limited by activity points. You get more as your "professor level" increases, which means you have to balance activities that boost your professor level with ones that help your students grow. Activity points also ensure that the month continues at a healthy pace, preventing you from lingering on any one Sunday for too long. Seminars and rest days just eat up the whole day without consideration for activity points, which can break up the more involved weeks and provide their own benefits.How you choose to spend your time also comes down to how motivated your students are to learn. Each of your students has a motivation gauge that's drained when you instruct them, and they can't be instructed again until you interact with them and get their motivation back up. You can do this most effectively when exploring the monastery--where you get to talk to different characters, give them gifts, and share bonding time with them--whereas battle only rarely increases motivation levels. While you can skip a lot of the school life bits and even automate instruction, you won't get the best results. You're directly at a disadvantage in combat if you don't make time for your students, which is by design.Like all recent Fire Emblem games, keeping you invested in your units and their relationships is the glue that binds the whole experience together. It's incredibly effective in Three Houses, where your direct involvement in nearly all aspects of a unit's growth trajectory gives you a special stake in their success. After spending time and effort to help a character achieve their full potential, you're not just satisfied when they win a fight--you're proud. And the more you invest in someone--both emotionally and through months of lesson plans and instruction--the more cautious you'll be about putting them in harm's way, and the more you'll work to come up with a solid battle strategy.Considering you're a teacher, it's good rather than disappointing that there's almost no romance to speak of. Some students are flirty, but mainly, you're fostering camaraderie rather than playing matchmaker or romancing them yourself. As you unlock new support levels with different characters--both by interacting with them at the monastery and by using teamwork in battles--you get cutscenes that flesh them out more. Some are charming, lighthearted conversations between two friends, while many of them give you insight into more serious matters--a father forcing his daughter into marriage, discrimination within the monastery, the dark reason behind someone's lofty ambitions. For the most part, each support conversation is just a piece of who a character is, and as you slowly build support levels over time, you begin to uncover the full picture of each person. As a result, learning more about each of the characters and their place in the monastery is as much a reward for progress as the level bars that tick forever upward as you go.Every NPC is fully voiced in both English and Japanese, which brings a lot of life to the brief support conversations. Disappointingly, though, the professor is silent. They do have a voice--they'll occasionally say a line when leveling up or improving a skill--but in cutscenes and when talking to students and faculty, they just nod or shake their head flatly. There are brief dialogue options during conversations, but where they could give way to a full, subtitled sentence or two from the professor, you're just left with the other character's reaction. Characters do, however, refer to the professor's personality and how they come across throughout the game, which is odd considering they mostly nod at things. This puts distance between you and the characters you're bonding with, and it's a missed opportunity in a game where the protagonist has an otherwise set look, personality, and backstory.It's not hard to like a lot of the characters, though. They draw you in with anime archetypes--the ladies' man, the bratty prince, the clumsy but well-meaning girl--and surprise you with much more nuance under the surface. Some of the funniest scenes early on involve Bernadetta, a shut-in with extreme reactions to normal social situations, but her inner life is a lot darker and more complicated than those early conversations let on. You might discover a character you thought was a jerk is actually one of your favorites or slowly stop using a less-than-favorite character in battle. You also have the option of having tea with someone, during which you have to choose conversation topics according to what you know about them, dating sim-style. Knowing what topics they'll like is actually a lot harder than it sounds, and successfully talking to a favorite character--even if the tea setup can be a little awkward in practice--is a small victory.Each house's campaign feels distinct but not so different that one seems way better than the other. Every house has a mix of personalities and skills, and they all have their own advantages and disadvantages. Students from different houses can form friendships with each other, too, and you can eventually recruit students from other houses to join yours. Rather than being repetitive, on a second playthrough, recruiting gives you access to different relationship combinations; you can see a different side to a character through a different set of support conversations. And while the overall setup of the game is largely the same across the three houses, each has its own web of B plots, and the second half of the game will look very different depending on who you're with and the choices you've made.The first half concerns the church, its secrets, and the fact that the professor knows very little about their own identity. As the basic loop of each month pulls you forward, so too does the promise of learning the truth about something, whether it's why the archbishop wanted you to be a teacher in the first place or who a suspicious masked individual is. These threads remain pretty open, though, at least after one and a quarter playthroughs. You get different details in each route, and so far it's been a long process to piece everything together.Learning more about each of the characters and their place in the monastery is as much a reward for progress as the level bars that tick forever upward as you go.After a five-year time skip, you enter the "war phase" of the game. While the structure of the game is the same--you even instruct your units, since you still need to train for battle--the focus shifts to the house-specific stories. They involve a lot of hard decisions, with old friends becoming enemies, people you wish you didn't have to kill, and students who've changed either in spite or because of your guidance. Late-game battles are especially challenging, with higher stakes and multi-lane layouts that require a lot of forethought. Success in these battles is incredibly rewarding, as you're seeing dozens of hours of investment in your students reach a crescendo, but they're bittersweet in context.When all was said and done, all I could think about was starting another playthrough. I was curious about the mysteries left unsolved, of course, but I also hoped to undo my mistakes. There were characters I didn't talk to enough, students I didn't recruit, and far more effective ways to train my units. A second playthrough treads familiar ground in the beginning, but after learning and growing so much in the first, it feels fresh, too. That speaks to Three Houses' mechanical complexity and depth as well as the connections it fosters with its characters--and whether you're managing inventories or battlefields, it's the kind of game that's hard to put down, even when it's over.Info from Gamespot.com
2019-08-08
Infinity Ward seems to be working hard to cement Call of Duty: Modern Warfare as more than just a reboot. The developers are going all-in with revitalizing the game's multiplayer, offering new weapon customization tools, and more. Continuing on that trend, Modern Warfare will feature dedicated servers across all platforms.The news comes from Game Informer's September cover story, which reports that, alongside cross-platform play, Modern Warfare will have "dedicated servers for everyone" when it launches on October 25 for PC, PlayStation 4, and Xbox One.Modern Warfare isn't the only game in the long-running franchise to feature dedicated servers, though. Call of Duty 4: Modern Warfare also had dedicated servers when it was released in 2007. So, too, did Ghosts, Black Ops, and World at War. Back in October 2018, Call of Duty: Black Ops 4 received a silent server update that improved stability, increasing the tick rate in response to community backlash over slow server speed.Also out of Gamer Informer, Modern Warfare will feature a cheeky throwback to the '90s in the form of Tamagunchis, virtual pets that need the same level of attention as the Tamagotchi but with a twist: These virtual pets feed off your kills instead of your constant love and adoration. Info from Gamespot.com
2019-08-08
Supergiant Games has released a new update for Hades. Still in early access, the game receives a bunch of content in this update--including new weapons and powers as well as gameplay changes to certain enemies and items.This latest patch is Hades' sixth major update, adding a brand-new location at the very edge of the Underworld for you to explore. "We're actively working on [Hades] based on our plans and your feedback," Supergiant Games wrote in the patch notes. "We expect to keep adding features, characters, weapons, foes, powers, environments, and more, while expanding the story and fine-tuning all aspects of the experience."Supergiant Games hasn't announced when Hades will leave early access, but this latest update suggests the game could possibly officially release soon. The new area, Temple of Styx, adds more story elements and includes the game's final battle, so Hades now has both a beginning and an end. Other notable highlights in the update include gameplay reworks, such as the ability to call upon divine aid more often and the addition of new Boons and "Duo" Boons. The update also adds two new pieces of music to the game's soundtrack.Hades is an Epic Games Store exclusive, offered for free on the PC digital storefront from day one as an incentive to download the launcher. The full patch notes for Hades' latest update can be found below.Hades August 6 Update Full Patch NotesGeneral GameplayBoss foes switch between phases faster (their invulnerability periods are shorter)Knock-away effects now work against boss foesTrial of the Gods: spurned gods' Boons no longer have reduced rarity; they may offer 'Exchange' Boons for Boons from the other godSlightly reduced the length of each biome (since completing a run now takes longer than before)Increased healing from Death Defiance effectsAfter clearing Encounters, Chamber doors should unlock slightly faster than beforePool of Purging: newly added! Look for these in chambers from time to timeIncreased value of Charon's Obol Chamber Rewards and gifts from SisyphusWall Slam damage scales up in each successive biomeHealth pick-ups no longer block projectilesWeapons & PowersHeart-Seeking Bow: increased damage of main Attack (Dash Attack is unchanged)Shield of Chaos: returns sooner after the Throw special if there are no other foes near itVarious improvements and fixes to input bufferingBoons & BlessingsReworked and renamed Wrath and all Wrath Boons: now you can Call for Olympian aid more often, or use your entire God Gauge for an ultra-powered effect like beforeBillowing Strength (Zeus): newly added!Thunder Dash (Zeus): normalized base power levelTempest Strike (Poseidon): slightly reduced power levelTempest Flourish (Poseidon): slightly reduced power levelDivine Strike (Athena): slightly increased power levelProud Bearing (Athena): increased power levelHeartbreak Strike (Aphrodite): slightly increased power levelLife Affirmation (Aphrodite): newly added!Impending Doom (Ares): newly added!Clean Kill (Artemis): reduced power levelFully Loaded (Artemis): no longer upgradeable using PomsTipsy Shot (Dionysus): now enhanced by Rapid Cast (Hermes)Second Wind (Hermes): newly added!Greater Recall (Hermes): newly added!Greater Evasion (Hermes): reduced power level of Rare and Epic rarityPassing Through (Hermes): reduced power levelSecond Wind (Hermes): reduced power levelLightning Phalanx (Zeus x Athena): newly added!Vengeful Mood (Zeus x Ares): newly added!Freak Accident (Zeus x Artemis): cut from game; replaced with...Lightning Rod (Zeus x Artemis): newly added!Sweet Nectar (Poseidon x Aphrodite): newly added!Exclusive Access (Poseidon x Dionysus): newly added!Merciful End (Ares x Athena): reduced power levelHeart Rend (Artemis x Aphrodite): newly added!Hunter's Mark (Artemis): Status Curse now applies to a nearby foe (instead of the one you hit)Ocean's Bounty (Poseidon): yields greater rewards; no longer affects Centaur HeartsRazor Shoals (Poseidon): reworked; Rupture damage no longer scales with move speedVicious Cycle (Ares): effect no longer stacks from separate sourcesGrasp (Chaos): reduced max. possible bonusDaedalus Hammer UpgradesSniper Shot (Bow): reduced min. distance for damage bonus; reduced damage bonusTwin Shot (Bow) and Sniper Shot (Bow) are now mutually exclusivePulverizing Blow (Shield): fixed an issue causing on-hit effects not to trigger from the second hitExploding Launcher (Spear): now increases base damage of the Throw specialInvigorating Blast (Rail): power-up effect is applied more reliablyFoes & EncountersBeware of a variety of all-new foes and sinister traps in the Temple of StyxThanatos: reduced frequency of his area attack; also increased preattack duration and recovery timeTrial of the Gods: Athena effects no longer harm you as foes spawnSlam-Dancer: attacks more frequentlyAlecto: increased damage of Whip Shot attackBone Hydra: increased health and armorSoul Catcher: butterfly projectiles can no longer be deflected (only destroyed)The Minotaur: reduced healthTheseus: reduced health; removed Chariot reinforcementsKeepsakes & ItemsLambent Plume: clear-times required to gain the benefit now vary by encounter typeKiss of Styx (Well): increased shop costLevel Design & EnvironmentsAdded Temple of Styx chambersOther minor fixes and improvements to various chambersArt & Visual FXAdded new Temple of Styx environment setUpdated textures for MegaeraUpdated look of Witch variants in Asphodel and ElysiumAdded slight animation to portraits for Dionysus and AresAdded visual effect for Exit Wounds (Artemis)Updated visual effects for Shatter Shot (Aphrodite)Updated UI and visuals for Death Defiance effectsUpdated some artwork in the House of HadesUpdated visual effect for spurned god's Boon vanishing in Trials of the GodsUpdated visual effect for Gorgon and Megagorgon projectilesUpdated shadows on some House of Hades charactersUpdated main menu based on new Major UpdateMenus & UIUpdated Wrath Gauge UI (now called the God Gauge) as part of the Wrath system reworkUpdated biome map with the Temple of StyxUpdated text for various Boons and interactionsAdded visual timer when using Lambent Plume (Hermes)Improved feedback on active Heat UI when using the PactText clarifications to some Boons and upgradesOther minor changes and improvementsMusic & SFXTwo new music tracks, for the Temple of Styx and final battle!Added many new sound SFX for the Temple of StyxOther minor changes, fixes, and mix improvementsVoice & NarrativeAdded narrative events with several charactersAdded more Zagreus voice lines for various gameplay contextsAdded new Storyteller events for successfully clearing runs; removed some that no longer applyAdded Codex entries for new Styx foes, as well as Asphodel and Elysium WitchesUpdated requirements for some narrative eventsFixes and tuning to some contextual voice eventsMiscellaneousUpdated Development Roadmap to reflect our plans for our next Major Update, and beyondUpdated Credits; including with some exceptional Community Contributors (Thank you!!)Cerberus: now permits Zagreus to pet him in certain contextsBug FixesFixed an issue where foes could deal extra damage to you after Charm effects on them expireFixed an issue where Poms of Power sometimes offered no visible changes in Boon powerFixed issues with the effects of Light of Ixion (Well) and Trove Tracker (Well) not stacking correctlyFixed an issue with exiting Chambers just as the last foe is slain in a Trove TrialFixed an issue preventing Wrath Boons from being offered as Pom of Power upgradesFixed Ares' Blade Rifts getting stuck in walls in some contextsFixed Tipsy Shot (Dionysus) creating multiple Ammo drops due to Burst Shot (Artemis)Fixed Battle Rage (Ares) activating from Thanatos kills or Exalted respawnsFixed Dying Lament (Aphrodite) hitting the player in rare instancesFixed Sudden Rush (Daedalus) sometimes causing the Shield's Bull Rush to have reduced rangeFixed Drift Dash (Hermes) sometimes causing the Shield's Bull Rush to have reduced rangeFixed a rare issue with the next chamber not unlocking in the Fallen Warrior's chamberFixed being able to gift Ambrosia to the Fallen Warrior before learning his nameFixed pre-boss Shop Chamber previews sometimes appearing alterable by Fated AuthorityFixed incorrect footstep sounds sometimes occurring in the House after multiple consecutive runsFixed the center-most projectile in Tisiphone's flurry attack being invisibleFixed Skull Earring (Megaera) visual feedback not clearing after healing above the activation thresholdFixed a graphical issue where Elysian Arrow Trap projectiles did not always dissipate correctlyFixed gameplay timer briefly counting up between Olympians speaking and the Boon screen openingFixed 'Petrified' status icon sometimes not displaying correctlyFixed music state sometimes advancing incorrectly after returning from ErebusFixed an issue causing the save indicator to show in the Main Menu after quitting right after savingFixed instances where Bone Hydra's neck segments could sort in front of the headFixed various other graphical sorting issuesMany other minor fixesInfo from Gamespot.com
2019-08-08
We generally don't talk much about kitchen accessories here on GameSpot Deals, but it's not every day we spot a common household item as attractive as this coffee mug right here. This gorgeous 16 oz. cup is repping the original PlayStation logo and has an oil slick design with an iridescent rainbow finish. We thought you might want to know it's on sale for $7.49 rather than $10, which is a really good price for a piece of retro PlayStation merch that also has a practical, everyday use. (That's also just a solid price for a coffee mug, period.)See it at GameStopThe main thing to know about this flashy guy is that it's hand wash only. Don't stick it in the dishwasher, and definitely don't heat it up in the microwave, as you'll ruin those pretty colors. So while it requires a bit more care than the average mug, you're definitely getting your money's worth, and it would also make a great gift for any PlayStation fan with the holidays coming up.Since ThinkGeek's online presence merged with GameStop's in July (RIP), there's a wider range of apparel, collectibles, and other merchandise up for purchase on the retailer's website these days, from action figures and Funko Pops to board games and trading cards. And with its Back to School sale going on, GameStop actually has some solid deals on collectibles right now, including other neat mugs like this One Punch Man heat-changing one and this over-the-top Sailor Moon design. There are also over 1,000 T-shirts on sale for just $10, and if you're needing to buy a backpack, you'll get a free lanyard with your purchase, which is nice if you're heading to any conventions soon.Info from Gamespot.com
2019-08-08
Before the days of the stoic Dark Souls and Sekiro: Shadows Die Twice, From Software was a niche developer nestled between regular releases of the mecha-action series Armored Core and the occasional oddball side project. Fifteen years ago, the developer released a game that blended its talents for mech combat and off-the-wall humor: Metal Wolf Chaos. Developed for the original Xbox, this action satire puts you in the role of the 47th President of the United States, Michael Wilson, who embarks on a high-octane trip across America fighting mechs, soldiers, and other machines of war following a coup led by vice president Richard Hawk.Essentially a pastiche of action films, Saturday morning cartoons, and Japanese mecha anime, Metal Wolf Chaos pokes a lot of fun at American culture, embodied by the lead character who also happens to the leader of the free world. It's a setup that seemed like it would have made for a decent third-person shooter for the North American audience--however, it would never arrive in the West. The original Metal Wolf Chaos for the Xbox was a Japan-only release, positioned as a hardcore action game intended to attract new players to the system. Unfortunately, it wouldn't make much of a dent in the market, and its release came and went. Now in 2019, From Software and Devolver Digital have released Metal Wolf Chaos XD, a revival of the forgotten game for modern platforms. Out now for PS4, Xbox One, and PC, it's not often to see a game that has lived a second life as an internet meme return for a third with a remaster.What makes the circumstances surrounding Metal Wolf Chaos' original release so strange was that the intended audience for its ridiculous satire of American culture was, ironically, unable to play the game. From Software never provided an official reason as to why Metal Wolf Chaos never made it to the West. However, publishers at the time were already in the transitional phase for the upcoming Xbox 360, and the game's satire of terrorism and American culture on soon-to-be outdated hardware likely made it a tough sell. Developed on a budget and in under a year by 30 developers, Metal Wolf Chaos keeps things simple, leaning heavily on the over-the-top mech action with its revolving set of weaponry. President Wilson's trek across the country to restore the so-called American way of life is emphasized with his mantra of "believing in your own justice," which puts a certain gravitas behind the game.In an interview with Destructoid, From Software producer Masanori Takeuchi described their approach to interpreting American culture, and how it was intended to attract both Western and Japanese audiences."It is America as perceived by the Japanese. It's completely fictional, but at the time, it was our idea of this ideology of American culture and comic book heroes, and we pieced that together and it became the president piloting the mech," Takeuchi said. "We think that when Japanese look at it that way, from the American point of view, it's almost like how they imagine a Japanese ninja, and sort of the same ideologies, the same kind of fantasy, so it goes two ways."To put things into proper perspective, Metal Wolf Chaos is a political game--even when it focuses on fun. Its original release came during the height of Bush-era jingoism following the events of September 11, 2001 and the 2003 invasion of Iraq. The style and tone of Metal Wolf Chaos are all about America, and the main plot often comes across like a Hollywood fantasy. The lead character, the strongwilled and capable US president, takes matters into his own hands to fight back against the invasion of the country, taking advantage of America's ease of access to guns to do so. The game opens with the president of the United States piloting his mech, shouting "Let's Party!" as he faces off against Hawk's homegrown militia. From this intro alone, you know you're in for something of a farce. To play Metal Wolf Chaos is to contend with a barrage of one-liners, melodrama, and cheesy platitudes of what it means to be an American--and it does everything with the utmost sincerity. It's essentially a Japanese anime honed through an American fetishized lense crafted by Michael Bay.Though North America missed out on the full game, some western players had the chance to try a short demo of the game thanks to the Official Xbox Magazine. With every issue, readers also received a complimentary demo disc. This particular disc featured a hidden demo for Metal Wolf Chaos, allowing players to jump into the game's early levels set in San Francisco. Unless you owned an imported Japanese Xbox or modified your system to play games region-free, this would be the only way for Western players to experience the game.In the years since its release, Metal Wolf Chaos garnered a cult following in the West. This was due to the game receiving something of a revival in YouTube Let's Play videos and internet memes highlighting select moments. But in 2016, indie publisher Devovler Digital--who's past works included Hotline Miami and the Shadow Warrior reboot--reached out to From Software on Twitter, offering to get the game released in the West. Devolver even used the hashtag #FreeMetalWolf in their offer to the developer. After the tweet went viral, Devolver Digital and From Software began their collaboration on a remaster for modern consoles.When compared to the original, Metal Wolf Chaos XD keeps things faithful to the original--low polycount and all. Some notable changes, however, include the upgraded resolution to play at 4K, along with a new save system, removing the original's notoriously taxing process. Metal Wolf Chaos is a pure action game, leaving most of its main story beats for mission bookends. It's a very low-budget game, and it shows. In a way, though, the low budget ends up creating an aesthetic that offers some added charm to Metal Wolf Chaos's ridiculous plot and mostly straightforward, objective-driven gameplay. In that regard, it fills that similar "so bizarre, it's good" space that Swery65's Deadly Premonition inhabited.Playing through the game now, however, it's hard not to draw parallels with the events and storytelling tropes of the game and today's political climate. With homegrown terrorism, fascism, and propaganda on the rise, it can make some of the events of the game feel eerie--even when its story is totally absurd. Between levels, you're treated to breaking news segments from major news channels where your battles against the Hawk's militia are intentionally misconstrued and repackaged as propaganda. Essentially, fake news.That's not to say Metal Wolf Chaos is prophetic. But rather, From Software had an awareness of the inherent ridiculousness of American jingoism in 2004 and the absurd results that it could foster. Though we don't have mechs in 2019, the level of overt patriotism on display in Metal Wolf Chaos isn't that foreign. Playing through this satire of American culture can be a fun trip down memory lane circa 2004. Yet, there's an interesting topic of discussion to be found in this game. In many ways, the tone and plot of this cult hit lands harder now then it did before--likely more than the creators ever imagined. Info from Gamespot.com
2019-08-08
To say Dungeons & Dragons is in something of a golden age right now would probably be an understatement. Tabletop roleplaying has had an incredible resurgence in pop culture, thanks in part to its inherent timelessness and accessibility--you don't really need much more than a handbook, a sheet of paper, and a few dice to stir up a game--but also thanks to technology Streaming shows devoted entirely to the playing of D&D campaigns have entered the cultural fray just as '80s nostalgia has reached a fever pitch and the results have been explosive, to say the least.The dominos of a cross-platform, cross-media tabletop-playing empire have been set up, so of course, it was only a matter of time before someone came along and knocked them all down.Enter the McElroy family, brothers Justin, Travis, and Griffin alongside their father Clint. Comedians, podcasters, and content creators, the McElroys have amassed a massive following for their work on shows like My Brother, My Brother, And Me, an "advice show for the modern era" and the oft-meme'd Monster Factory, a youtube series in which the character creation mechanics of various video games are pushed to their absolute limits. But mixed in with the gags and the goofs is a McElroy show that stands apart from the rest. The Adventure Zone, which started, ostensibly, as a fun way for the three brothers to play D&D with their dad has since taken on a life all its own--not only as a podcast, but as a burgeoning line of graphic novels.Alongside artist Carey Pietsch, the McElroys have successfully taken the D&D craze to its logical, genre-bending extreme, transmuting the dice-rolling, roleplaying story found in their hours and hours of podcasting into a "kindhearted epic fantasy" that stands on its own, independent from both its tabletop and broadcast roots.But does the charm of the actual D&D playing get lost in the translation from podcast to page? Travis McElroy doesn't think so. In fact, in a conversation with GameSpot at this year's San Diego Comic-Con, he was confident that the graphic novel adaptations were great ways to introduce yourself to the characters and the world the show exists in."If it's somebody who has been kind of weary of getting into the podcast, the graphic novel is the perfect way to do it," He said. Because one, you can pick it up, read two pages, set it back down, and go about your day and come back to it as opposed to--I think if you listen to three minutes of a podcast and then pause it--well."Clint explained that, though TAZ in all its forms is exploring the same story, they still tackle them in very different ways. "We kind of view it as a different project from the podcast. The podcast is an entity, the graphic novels are a different entity and it's, the thing I tell everybody, is if you're looking for a great fun read, then it's a great fun read."The process of converting the show wasn't always an easy one. "The podcast was kind of like the pitch meeting, the writers room round table," Travis explained, "and once we start working on it, we go through and we say, 'This moment, this line, this scene, doesn't really play without tone of voice, without inflection. Can we make it work with facial expressions? Can we make it work with pauses and timing? No? Well, is there a different form of the moment we can tell using [the art.]'""The process is less about cutting things and more about translation," Pietsch agreed. "All four of the McElroys are involved throughout, not just the scripting process, but also the artwork. So, at every stage, everybody sits down to review the pages. We want to make sure the characters are looking and acting like themselves. Like, what further tweaks do we need to make or what small changes to make sure that [a character like] Magnus really sounds like Magnus who is played by Travis, you know?"This was particularly true for Murder On The Rockport Limited, which Clint described as "a very linear story. You get on a train and you go. So that freed us up to expand the two ends of it. It's like a really good cannoli, okay? You got the big globs of icing on the two ends so we expanded those to expand the universe and flesh out some of the other characters."And while the relative ease of being able to read a graphic novel versus spending hour after hour listening to a podcast is still very much there, Pietsch and the McElroys don't recommend skipping around in the story. You certainly can start your TAZ adventure by jumping right into Volume 2--but that doesn't mean you should. "Hypothetically, it could stand on its own. I think story-wise, it is self-encapsulating; you could read it, especially if you looked up a one-paragraph synopsis of book one," Travis explained, "but I would say you would miss out on a lot of character investment."Both volumes of The Adventure Zone graphic novel, Here Be Gerblins, and Murder On The Rockport Limited are available now, everywhere books are sold. Info from Gamespot.com
2019-08-08
At SummerSlam, it'll be the queen of one generation versus the queen of another, as 9-time WWE Women's Champion Charlotte Flair takes on WWE Hall of Famer Trish Stratus for the first time ever. It's a dream match for many wrestling fans and could serve as an incredible main event on just about any show WWE could ever present. It' even more than that, though. Flair, herself, sees the match as fated to be."We didn't get to tell this story on TV, but [in] 2005 when her and Lita main-evented Raw, that was in Charlotte, North Carolina, and I was sitting front row," Flair told GameSpot and a small group of media at the TCA press tour. "So to know that I'm a [high school] senior watching that happen, watching history be made, watching these two women that were pioneers in their time, [now knowing] that was going to be me 11 years later in the same arena and the same main event spot on Raw--and that was going to take that many years later. But you can't write stuff like that. So Trish is saying, 'You can't tell me that didn't inspire.' And I'm like, 'I just never saw myself as a diva.'"And in that way, Charlotte is right. Since Stratus retired from competition, WWE has also shelved the "Diva" terminology, instead labeling their female performers as "superstars"--just like the men. Still, she sees the importance of the generational battle she faces at SummerSlam."It's just crazy. And now that woman that I was watching as a senior main event [and] make history... Now I'm walking into Summer Slam [with] her being the greatest of all time and me going, 'No, I'm the greatest of all time,'" Flair explained. "It's just crazy. I mean, I don't have another word."This battle to see who is the true greatest of all time is only one of the matches on the SummerSlam card. For the rest, make sure to check out our preview of WWE's biggest show of the summer and to come back Sunday for live coverage of the event.Info from Gamespot.com
2019-08-08
Final Fantasy XIV's annual summer event, the Moonfire Faire, is back again for another year. The summer celebration is now underway on PS4 and PC until August 26, giving players a chance to complete special limited-time quests and earn some exclusive summer-themed items.To participate in the Moonfire Faire, you'll need to be at least level 30 and speak to Mayaru Moyaru in the Upper Decks of Limsa Lominsa to begin the event. As Square Enix says, "This year’s event marks the return of the Eorzean Nimble Warrior course, revamped to provide yet more high-flying thrills to acrobatically adept adventurers."Complete the Moonfire Faire quests and you'll be able to earn a variety of summer-themed clothes for your avatar, as well as a handful of different decorations for your house. You can see the list of this year's Moonfire Faire items below. As usual, you'll also be able to purchase certain items from past Moonfire Faires at vendors.Moonfire Hachimaki (head gear)White Painted Moogle Mask (head)Black Painted Moogle Mask (head)Painted Namazu Mask (head)White Moonfire Happi (body)Red Moonfire Happi (body)Black Moonfire Happi (body)Moonfire Tabi (feet)Portable Pool (outdoor furnishing)Wind Chime Stand (outdoor furnishing)Moonfire Faire Advertisement (wall-mounted)The Moonfire Faire runs until 7:59 AM PT / 10:59 AM ET on August 26. You can read more details about the event on the official Final Fantasy XIV website.Final Fantasy XIV's third major expansion, Shadowbringers, arrived this past July and introduced a wealth of new content to the popular MMO, including two new playable races, the Viera and Hrothgard, new cities to explore and dungeons to conquer, and two new jobs, among other things. You can read our thoughts on the expansion in our full Final Fantasy XIV: Shadowbringers review. Be sure to also check out our Gunbreaker and Dancer guide for tips on mastering the new classes.Info from Gamespot.com
2019-08-08
Over the past few years 8BitDo has released numerous Bluetooth controllers that work with retro console adapters, computers, Android OS devices, and Nintendo Switch. Build quality and variety have helped the company stand out from the competition, and as evidenced by last year's M30 controllers designed for use with your Sega Genesis, 8Bitdo's craft continues to improve. Its latest product, the SN30 Pro Plus Bluetooth Gamepad, looks comparable to other Super Nintendo-inspired controllers from 8Bitdo (albeit with prominent handles) but it is actually one of the most advanced controller options for Switch owners. Though it doesn't feature the official Pro controller's HD Rumble or a motion-detecting gyroscope, the SN30 Pro Plus' distinguishing capabilities make it easy to overlook these arguably minor deficits.A quick look at the SN30 Pro Plus reveals a familiar button layout, with four face buttons, four shoulder buttons (two of which are triggers), a directional pad, and start, select, home, and capture buttons. 8Bitdo sent us the model colored to look like the classic "DMG" Game Boy color scheme; it's generally on point, though a slight red tint isolated to the applique on the face of the controller does stand out against the more desaturated plastic that surrounds it. Otherwise, the overall build quality is solid, with mixed materials and good-feeling buttons lending a high-quality feel throughout. Most buttons relay a satisfying tactile response when pressed, and the triggers offer a notable amount of resistance, which is good to have in general but even more important when you consider the ways in which you can adjust their sensitivity.With the SN30 Pro Plus connected to your PC (or Mac, once the upcoming software is released) 8bitdo's Ultimate Software tool lets you dive into the deep end of configurability. The first option you'll see is button remapping, with individual profiles for the controller's two operating modes dialed in for Switch or the Windows-centric X-Input API. Like every setting we'll discuss here, the Ultimate Software's user interface is clear, organized, and very easy to use, leaving little room for guesswork. Simply look to the panel on the right, find the button you want to change in the left-hand column, then pick which input you want to reassign to that button and hit the big purple 'Sync to Controller' button to commit your changes. If you ever need a visual reference, the image of the controller on the left of the Mapping tab will reflect your new settings.This sort of visual feedback is helpful for button remapping, but it's essential for the next two options: adjusting the active area of the analog sticks and trigger shoulder buttons. In each case, you are given a real-time look at the components in question. Being able to set the dead zone for these inputs can make a big difference to the right player and game, and the fact that you can both test and visualize these settings in real time, with your controller in hand and the Ultimate Software reflecting your actions, greatly streamlines the trial and error process. Beyond dialing in the sensitivity, you also have settings for inverting the axis of your analog sticks, or swapping their relative functions entirely.Though less critical, you can also adjust the intensity of the controller's basic vibration functionality (again, not proper HD rumble), with feedback coming from the controller as you dial in your preference.>Amazon | Amazon UKSome links to supporting retailers are automatically made into affiliate links, and GameSpot may receive a small share of those sales.Editors note: 8BitDo sent GameSpot a complimentary review sample of the SN30 Pro+ controller for review. Info from Gamespot.com
2019-08-08
The fifth and latest in the long-running Age of Wonders series is the first to trade in the staple high fantasy setting for a sleek and shiny sci-fi theme. Despite the change of scenery, it remains true to its roots, delivering a very good hybrid between turn-based tactics and 4X strategy game that is at its best when it focuses on people--both the people you meet and the people you send to war.4X strategy games tend to present the lands they ask their players to explore, expand, exploit, and exterminate as uninhabited. It's common to begin a new game with a settler unit and the implicit promise that this is a world yet to be settled. It's there for the taking. The colonialist fantasy extends to indigenous populations, if they exist at all, being treated as incidental. At best they are neutral props without any ambition of their own; at worst they are nothing more than vermin to be eradicated.Age of Wonders: Planetfall offers a different perspective. Instead of conquering a new world, you are returning home ages after a calamity drove your ancestors away. There is still war to be had, there are still peoples to displace--this remains a 4X game in the Sid Meier tradition. But in the light narrative touch of a quest system that gives voice and purpose to everyone you meet, there are moments of reconnection and rediscovery. In a sense it becomes a 5X game, allowing you to exhume and reclaim traces of your civilization's history.This emphasis on archaeology is more prevalent in the surprisingly substantial campaign mode than in the randomly-rolled maps of the scenario mode. The 13 campaign missions, which let you play as all six of the game's half-dozen factions, are peppered with scripted story beats that succeed in fleshing out the history of and relations between the various civilizations. Visit a foreign colony and you might trigger a conversation between your commander and another faction leader in which you're asked to perform a quest to gain their favor. Later you might encounter a third faction who promises you some vital insight into your own objectives in return for betraying the friendship you recently forged.Such choices are fraught. Each faction, even the minor indigenous ones, is busy cultivating relationships with the others, and it soon becomes clear that every new decision you make will ripple out and meaningfully affect your standing in the world.The random scenario mode can't rely on the scripted story of the campaign, but each procedurally generated map still supports the same dynamic quest system. One faction might task you with helping them complete some important research, while another urges you to hunt down a pack of troublesome enemies pillaging their lands. Such quests not only keep you engaged with interfactional diplomacy but also serve to provide clear motivation for exploring new areas and expanding your borders in specific directions.Regardless of whether you opt for the campaign or a scenario, you begin with a single settlement and gradually take over adjacent sectors to secure access to their resources. You build military units to go to war or to protect your newly acquired holdings. You colonize unclaimed sectors and upgrade them to specialize in supplying your colony with food, energy, research, or production. You have to get your head around the unintuitive sci-fi names of many technologies, structures, and units, but hover the mouse over Kinetic Force Manipulation to bring up the tooltip and you quickly realize it simply means "Better Guns."Indeed, it's all fairly straightforward for anyone who has played Civilization or dabbled in the strategic layer of a Total War, though sometimes it does feel like expansion decisions are not really choices at all. When faced with the prospect of expanding into one of two possible sectors, you're always going to pick the one that receives bonus production from its quarry over the one that offers no bonuses of any kind. Occasionally you'll have to weigh the benefits of one resource over another, but they aren't genuine either/or choices--they're more akin to whether you need that food-rich river sector now or whether you want it a little bit later.Among the structures you can build with a colony, there's also a disappointing lack of variety. Most of what you can construct are incremental upgrades that boost resource production while unique buildings, like the world wonders in Civilization, or anything that truly changes your style of play (rather than merely accelerating it) are felt only in their absence.More interesting decisions arrive in combat. Armies can contain up to six units and are lead by a hero unit commander. When two or more hostile armies meet on the world map, combat is resolved via a remarkably full-feature XCOM-style tactical battle. Every unit can move individually, take partial or full cover, attack in melee or at range, and call upon a number of specialized abilities. The range of options at your disposal here is dizzying.Each unit can be outfitted with primary and secondary weapons and up to three ability mods earned through quest rewards or unlocked on the tech tree. You can apply a template to all units of the same class, so that newly recruited infantry, for example, will all have increased accuracy and healing. But if you're like me, you'll enjoy rolling up your sleeves to customize every single unit in your army. Adding to the complexity, hero units can learn skills that not only enhance their own abilities but confer buffs to the units they lead.I loved having the authority to develop specialized armies. In my current game, I have one army composed of snipers led by a commander who uses mind control debuffs and a second army focused around a melee tank supported by defensive grunts who can throw down portable cover anywhere on the battlefield. The degree of customization allowed is both flexible and powerful.This sort of specialization matters because you can bring multiple armies into the same fight--and indeed, it becomes essential as you encounter tougher armies into the mid- and late-game. Any army on the world map that is situated adjacent to the hex where combat is initiated will be drawn into the conflict. Thus, a huge part of the tactical considerations at work here comes from maneuvering your troops to outnumber the enemy. Combat can be auto-resolved, allowing you to either watch the AI simulate the tactical battle or skip straight to the outcome, but doing so results in unnecessary losses in all but the most lopsided contests.Overall, Age of Wonders: Planetfall is a robust package for 4X players who want to test themselves against a more in-depth combat system than is typically found in the genre. It suffers a little from its sci-fi setting making things just that little bit harder to relate to than, say, actual human history, but it compensates by creating a cast of fictional alien civilizations that are worth getting to know. It might not quite feel like home at first, but you'll quickly settle in. Info from Gamespot.com


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