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2019-06-09
During its EA Play event (which precedes E3 2019), Respawn teased that Apex Legends' most notorious (and possibly worse) weapon will see some improvements. We are referencing, of course, the Mozambique shotgun, a weapon that has been the subject of more jokes and memes than any other weapon in the free-to-play battle royale game.The Mozambique is widely regarded as a bad--even useless--weapon in Apex Legends, especially as far as shotguns go. The team didn't detail what kinds of improvements it might be seeing, but we can expect to find out when Season 2 launches on July 2. The Mozambique buff was teased alongside two new hop-ups, which can be attached to weapons to give them specific improvements or features; it's not clear if the Mozambique improvements would be through a hop-up or other means.Respawn has made it clear previously that it knows the Mozambique is a weak weapon, but it's indicated it wants to have a wide range between the best and worst guns. Presumably, it will still remain one of the weaker weapons in Apex players' arsenal, but it could become less of a joke.The Apex Legends segment during EA Play also gave more details on Season 2's Battle Pass and revealed the tenth legend, Wattson. A new gun was also revealed, and it's a Titanfall 2 classic: the L-Star. That appears to be the antithesis of the Mozambique, as you won't just find it in the world; it's so powerful that you won't be able to scavenge for additional ammo, either.Info from Gamespot.com
2019-06-09
During EA Play--publisher Electronic Arts' annual pre-E3 conference--EA announced a lot of new details for its most anticipated titles and upcoming game updates, including Star Wars Jedi: Fallen Order and Apex Legends: Season 2. Along with some more concrete details like the new character Wattson, new gun, and changes to battle pass progression, developer Respawn had an exciting but vague tease for what could be a Fortnite-like map-changing event.At the very end of the trailer for Apex Legends: Season 2, there's a brief shot of what could be a dragon or dinosaur or some other form of Godzilla-like kaiju creature. It's big, it's lizard-like, and it's coming to Apex Legends. Respawn isn't ready to reveal what it is or when we can expect to see it, but it's apparently coming as part of Season 2 in July. It also suggested we might learn more about what this is all about over the next month.In terms of the more concrete additions we learned about, first up is the L-Star, another of Titanfall 2's most powerful weapons. Dropping into Apex Legends in Season 2, the L-Star is a powerful LMG that decimates enemies and easily demolishes doors. The gun is so powerful, it's exclusively only found in drops pods. You also can't find additional ammunition for it; whatever it has when you pick it up is all you'll get.Season 2 also sees another playable Legend join the battle royale game. Wattson is a young woman who helped create the battle royale arena seen in the game. She steps into the ring with several electrical-based weapons, utilizing her own tech to electrocute enemies, bombard them with missiles and grenades, and plug chokepoints.Respawn also teased a buff for Apex's worst gun, the Mozambique. It didn't share any specifics, but you can expect it to be slightly less worthless following a future update. Likewise, Respawn has heard the feedback about Season 1's battle pass and will be going with challenge-based progression that sounds more like what's in Fortnite.Apex Legends is available for Xbox One, PS4, and PC.Info from Gamespot.com
2019-06-09
During the EA Play conference around E3 2019, developer DICE outlined new content for its large-scale FPS Battlefield 5. One of the biggest additions is the inclusion of the Pacific theater of World War II in the single-player campaign Tides Of War and in the multiplayer modes. This will be a free update (like all Battlefield 5 content updates) that adds pacific theater missions and maps as Chapter 5 this fall.DICE outlined that it has three maps planned to incorporate the Pacific theater, one of which will be Iwo Jima. There are also some new elements coming to the game, as DICE said it's trying to capture the invasion experience and incorporate amphibious warfare with additional vehicles as US and Japanese forces hop from island to island. A classic weapon is also coming to Battlefield 5: the M1 Garand.DICE and EA outlined a content plan for Battlefield 5 leading up to the launch of the game back in November 2018; this included new missions, maps, and modes, like the battle royale mode Firestorm. Support for the game is continuing with three new multiplayer maps: Al-Sahdan in June, Marita in July, and Operation Underground in October. Chapter 5 content is likely to hit in November as it's designated to roll out this fall.Info from Gamespot.com
2019-06-09
EA surprised Anthem fans by not giving the game an official spot on its EA Play presentation, but it did squeeze some time for the game between its FIFA and Madden NFL spots. Lead producer Ben Irving appeared for a short interview at the E3 event to discuss the game, though this was less about showcasing upcoming content and more about recognizing the game's weak spots while committing to continuing to work on it.Irving said that right now the team is working with influencers and getting feedback from players about recent events and the Cataclysm limited-time event, which is now in testing on PC. The idea right now is to gather impressions from the test server and use that to shape content going forward.“Anthem does have a future. A very bright future, we hope," Irving said. "We've learned a lot these last few months, we really want to make the game better, we believe Anthem can be a really amazing game. We know we have some work to do, we just want to work with the community and build it together and make it the game that everyone wants it to be."For more out of E3 2019, check out our full schedule of press conferences.E3 2019 Press Conference ScheduleThursday, June 6, 9 AM PT -- Google Stadia ConnectSaturday, June 8, 9:15 AM PT -- EA PlaySaturday, June 8, 11 AM PT -- Nintendo Invitational TournamentsSunday, June 9, 1 PM PT -- Microsoft Xbox Press ConferenceSunday, June 9, 5:30 PM PT -- Bethesda Press ConferenceSunday, June 9, 7 PM PT -- Devolver Press ConferenceMonday, June 10, 10 AM PT -- PC Gaming ShowMonday, June 10, 12 PM PT -- Limited Run Games Press ConferenceMonday, June 10, 1 PM PT -- Ubisoft Press ConferenceMonday, June 10, 4:30 PM PT -- Kinda Funny ShowcaseMonday, June 10, 6 PM PT -- Square Enix Press ConferenceTuesday, June 11, 9 AM PT -- Nintendo Direct ShowcaseInfo from Gamespot.com
2019-06-09
New features coming to the Madden NFL franchise were shown off during the EA Play conference for E3 2019. With Madden NFL 20, you'll have a new career campaign called that takes over for Longshot mode. Additionally, there will be some tweaks to gameplay that will make superstar players standout even more, and some new challenge scenarios to unlock new stuff and improve stats. EA is also expanding the accessibility options to make the game playable by a wider group of people.The brand new career campaign is called Face of the Franchise. You'll create a college player who begins as a star quarterback for the Texas Longhorns and compete in the college football playoffs--this will lead to an NFL Draft sequence. There's also the Scenario Engine where you can participate in different challenges, and compete in the Pro Bowl as well.Along with Ultimate Missions, you'll take part in dynamic challenges and quests to unlock stuff and improve player stats. Additionally, Madden 20 will feature evolving playbooks that updates as teams incorporate new plays in real life. RPOs, or run-pass option plays, are coming to the game as well.Arguably, the biggest change is in the Superstar X-Factor feature. This acts as a special hero-like perk for star players. For example, running back Alvin Kamara has "Satellite" which makes him even more effective as a receiver out of the backfield with improved run-after-catch ability. JuJu Smith Schuster has the "Double Me" X-Factor which demands additional attention from the defense.These are always on/available--designed to extend specific specialties of big-name players. Cover star Pat Mahomes has "Bazooka," which is exclusive to him.Madden NFL 20 will have a closed beta taking place June 14-16.Separately from all this, EA detailed new accessibility options that will be available in Madden 20. Many of the features from previous years carry over here, but among the new ones are new text-to-speech and speech-to-text options. EA has greatly expanded things like how menu narration works for something like the depth chart to make it more usable.Info from Gamespot.com
2019-06-09
Electronic Arts wrapped up its EA Play presentation at E3 2019 with a showcase of what's next for The Sims 4. The stream announced a new expansion, Island Living, that releases this summer, as well as a handful of new cosmetic and other packs coming throughout the summer and into the fall. You can see a trailer for the expansion above or watch the entire Sims 4 portion of the presentation below.The big announcement was Island Living, which launches on June 21 to PC and then to PS4 and Xbox One on July 16. The expansion focuses on the island of Sulani, where you can relax on the beach, help clean up the ocean, play with dolphins, become a lifeguard, build sandcastles, and even build their own mer-person to swim around the island.The presentation also announced a partnership with the It Gets Better Project to release a series of LGBTQ+ themed cosmetics and in-game items. The items range from It Gets Better and Pride clothing to a gender-neutral bathroom door. The items will roll out in The Sims 4 on PC, as well as FreePlay and Mobile first on June 18, and then expand to consoles in July.Also new is the Moschino Stuff Pack, which will include items from the real-life capsule collection, as well as the ability to get a job as a fashion photographer. Finally, a Sims 4 Realm of Magic pack is coming later this year, with more details to come on that in the future."With Island Living, the development team wanted to give players the chance to escape with their Sims to a peaceful, unique paradise and truly connect with nature,” said senior producer Mike Duke, in an announcement. "This expansion will enable fans and their Sims to find their bliss, whether it is relaxing under a palm tree on the beach, befriending a mermaid along the coral reefs, or protecting the Sulani environment and ensuring that the island becomes more beautiful than ever."For more out of EA Play and E3 2019, check out all of our coverage including the full schedule of press conferences.Info from Gamespot.com
2019-06-09
While they were not featured in E3 2019's EA Play livestream, three new indie games were announced during the studio event just after the stream. In a press release, EA announced partnerships with three indie studios to create several new games: Zoink Games (Fe and Flipping Death), Glowmade, and Hazelight Studios (A Way Out). The games that each are working on will be EA Originals."We continue to connect innovative and creatively distinct new games from the best and boldest independent game makers to a global audience of players." EA executive vice president of strategic growth Matt Bilbey said in the press release. "We want to offer our players the broadest, highest quality content possible, with the best access possible."Zoink Games is creating Lost in Random, a game that mixes together both action and strategy within a dark fantasy world. Glowmade is developing a co-op RPG called RustHeart, which sees a young hero and their robot sidekick explore an alien multiverse. Hazelight Studios' game remains unannounced, but EA's press release describes the title as "a fresh take on the challenges of working together."This year, EA Play focused on the publisher's larger, more mainstream titles. The livestream began with a gameplay reveal of Star Wars Jedi: Fallen Order, which saw Cal Kestis cut through Storm and Purge Troopers with his lightsaber in Sekiro: Shadows Die Twice-looking, tactical combat and also pull off supernatural feats with his array of Force powers. We were also treated to a familiar face and provided additional hints that Fallen Order takes place a few years before Rogue One.The rest of EA Play showcased what to expect in Season 2 of Apex Legends (including start date, a new Legend named Wattson, a Titanfall 2 fan-favorite LMG, and a dragon), revealed where BioWare stands on Anthem, announced changes coming to the new FIFA and Madden games, and highlighted a bunch of new content for The Sims 4.Info from Gamespot.com
2019-06-09
Nintendo closed out its pre-E3 Splatoon 2 World Championship with a big announcement: the theme of the game's final Splatfest. Ahead of Nintendo's E3 Direct on Tuesday, Splatoon 2 producer Hisashi Nogami took the stage and announced the Final Fest, which will take place over a 72-hour period from July 18-21. Fittingly for the final Splatfest, the competition will carry an apocalyptic theme: chaos vs. order.Just as in previous Splatfests, a new Shifty Station will be featured during the Final Fest. Not only that, but all 23 Shifty Station stages from previous Splatfests will return for the event as well. The previous Shifty Stations will rotate out for the first 48 hours of the Final Fest, while the new design will be featured for the final 24 hours.Nintendo also announced four new pieces of headgear to coincide with the Final Fest. The gear will be distributed through the Squid Research Lab channel from the Switch News app closer toward the event. You can take a look at it below.That wasn't the only Splatoon 2 announcement. Nogami also revealed that the game's 5.0 update will arrive in late July, following the Final Fest. The update will add a "Turf War (Splatfest)" option to private battles, which will allow players to play on any of the 24 Shifty Station maps. The Splatfest option will also transform the other stages into their nighttime versions, just as they appeared during actual Splatfests.Nintendo has more announcements in store on June 11, which it airs its E3 Direct presentation. That will focus on Switch games coming in 2019, including Luigi's Mansion 3, Marvel Ultimate Alliance 3: The Black Order, and The Legend of Zelda: Link's Awakening. You can find out when and how to watch Nintendo's E3 Direct here.Info from Gamespot.com
2019-06-09
June is Pride Month, and there are many LGBTQ+ celebrations that take place around the world. During the EA Play event ahead of E3 2019, the company announced that The Sims 4 will be getting a suite of new pride-themed items to celebrate the LGBTQ+ community. The new items come as a partnership with the It Gets Better project, a nonprofit that works on uplifting LGBTQ+ people; additions include clothing as well as a gender-neutral bathroom door, which is currently unavailable in the game.PC players will get access to the new pride items beginning June 18th, while console players will get them in July. The content is also coming to The Sims Freeplay and The Sims Mobile in June. The announcement did not specify, however, whether the items will be available for purchase or if they're simply free additions.The Sims series has a long history of being inclusive of different sexualities and identities. Beginning in the original game, Sims could form romantic relationships with anyone regardless of gender or their dating history. In The Sims 4, there are now options for transgender Sims, and while binary, they are much more than most character creators currently offer. The upcoming gender-neutral bathroom door seems like a step in a more nonbinary-inclusive direction for the game.In other Sims news, The Sims 4's seventh expansion, Island Living, was announced. The expansion adds a new world called Sulani, which is largely based in Polynesian culture, and includes new features like mermaids. Island Living launches on PC on June 21 and then on consoles on July 16. Info from Gamespot.com
2019-06-09
Nintendo has been fairly tight-lipped about what it plans to showcase during its E3 2019 Direct presentation next week, but now we know at least one announcement we can expect from the broadcast. Following the finals of the Super Smash Bros. Ultimate World Championship, Nintendo confirmed it will reveal the game's next DLC character during its E3 Direct on Tuesday, June 11.In a video message, Super Smash Bros. Ultimate director Masahiro Sakurai congratulated the winning team and provided an update on the game's DLC. "As for me, I'll be continuing my work on the next DLC fighter, and more information regarding that will be shared in the Nintendo Direct for E3 2019, so I hope you're looking forward to it," Sakurai said.Nintendo of America president Doug Bowser also teased that fans wouldn't want to miss Tuesday's Direct. "I think many of you are gonna want to tune in next week to see what, or who, [Sakurai] may be talking about," he said. Bowser also announced a Super Smash Bros. Ultimate Online Open tournament, which will kick off this month. The four winners of that will compete in Super Smash Bros. Ultimate at the Evo 2019 championships this August.Nintendo has already released two DLC characters for Super Smash Bros. Ultimate. Piranha Plant, who was offered for free to early adopters, arrived in February, while Persona 5's Joker launched in April. There are still four DLC characters coming to the game, although Nintendo hasn't revealed their identities yet. Joker and the remaining four fighters are included in the $25 Fighters Pass.Nintendo's E3 Direct presentation airs at 9 AM PT / 12 PM ET / 5 PM BST on June 11. In addition to revealing the next Smash DLC fighter, we know the broadcast will focus on Switch games coming in 2019, including Luigi's Mansion 3, Marvel Ultimate Alliance 3: The Black Order, and The Legend of Zelda: Link's Awakening. You can find out when and how to watch Nintendo's E3 Direct here.That wasn't the only announcement to come out of Nintendo's pre-E3 tournaments. Following the Splatoon 2 World Championship, Nintendo announced the date and theme of the game's final Splatfest event, which will take place from July 18-21. Following the Splatfest, Nintendo will release the game's 5.0 update. You can find more news and announcements from E3 on GameSpot's E3 2019 hub.Info from Gamespot.com
2019-06-09
Microsoft is no stranger to dropping a cheeky message or hint at a big console announcement, and it seems like there's another one for E3 2019. Ahead of an impending reveal, Microsoft appears to be teasing the reveal of a next-gen Xbox.Within its daily countdown videos for the Xbox 2019 press conference are RGB color codes for the specific color scarlet--and if you're not aware, rumors point to the codename "Scarlet(t)" for one of the next-gen Xbox consoles. There are rumors of other Xbox consoles under the codenames "Anaconda" and "Lockhart" as well.In the "3 Days To E3" video, the background had the text "R 255," and the next day had "G 36," and today showed "B 0"--this turns out to be 255, 36, 0. You can see screen caps of this in the tweet below.Im on to you Phil. pic.twitter.com/6MbWAftIDM— C.B.K (@Cr8Beyond) June 8, 2019In the past, there were hidden messages in pre-E3 videos that teased Project Scorpio, which turned out to be the Xbox One X. And in the lead up to Microsoft's press conference this year, we expected news of new console hardware at the show given that head of Xbox Phil Spencer made mention of it last year.If Microsoft is indeed announcing a next-gen Xbox at E3, it will be doing so during its press conference on Sunday, June 9. It begins at 1 PM PT / 4 PM ET / 9 PM BST (6 AM AET on June 10). You can watch the event live here on GameSpot or follow our Xbox liveblog.For all things E3 2019, check out all our coverage of the latest announcements and news; catch up on all the Xbox One games we'll see at the show, the details on Star Wars Jedi: Fallen Order gameplay, and everything that happened at EA Play.Info from Gamespot.com
2019-06-09
Just before football season kicks off, you can count on a new Madden game to roll through. This year, we're getting Madden NFL 20 along with a number of new features and gameplay tweaks, and you can get your hands on the game a bit early through its upcoming closed beta test. It'll run from June 14 12 PM ET to June 16 at midnight ET, which covers the weekend after E3 2019, but only for a select few folks.EA has outlined how to get into the closed beta. Those who attend EA Play have a chance to get a beta code at the Madden booth on-site. Between June 10 and June 14, EA will give out codes via stream/social media and you'll have to follow the official Madden Twitch or Twitter account (@EAMaddenNFL). Developers will also participate in giving codes away via MUTHEAD (Madden Ultimate Team) and Reddit. EA says to check your email associated with your EA account for additional chances to get beta codes, especially those who competed in the Madden Championship Series.The closed beta is for PlayStation 4 and Xbox One users, and codes are redeemable through each platforms normal process. The closed beta will not include the new Face of the Franchise or MUT modes, but will let you play normal games as either the Chiefs, Rams, Patriots, or Saints.Be sure to check out all the other news and announcements that came out of EA Play for E3 2019, including an extended look at Star Wars: Jedi Fallen Order gameplay and the new character coming to Apex Legends named Wattson.Info from Gamespot.com
2019-06-09
Jason Reitman, the son of Ghostbusters director Ivan Reitman, spoke at Ghostbusters Fan Fest on Saturday about his upcoming 2020 sequel, which follows the world his father helped create in 1984. The first teaser for the movie was revealed back in January, but it will still be a little while before filming begins.Speaking to a crowd at the director panel at the convention, Jason Reitman explained that the 2020 Ghostbuters sequel will start shooting in five weeks, as long as everything goes to plan. Originally, the story for the movie revolved around a 12-year-old girl with a proton pack. But since then, the idea has grown and revolves around a family. How does this family fit into the world? "You don't know their connection, and they don't know their connection either," Reitman explained. There have been reports the movie is casting four teens to lead the film: two boys, two girls.He said he's excited about the possibility of making all kinds of Ghostbusters movies. And while the stars of the original film--Sigourney Weaver, Dan Aykroyd, Ernie Hudson, and Bill Murray--have all read the script, he would not confirm if they are in fact coming back. The other star of the movie, Harold Ramis, passed away in 2014.However, during an interview with Parade Magazine, Weaver herself confirmed she will be in the movie, along with Murray and Aykroyd. "It's going to be crazy working with the guys again," she exclaimed. Sony has yet to comment on the remarks.Next year's movie will not be connected to the 2016 reboot, which angered one of the stars, but aside from Reitman being the son of the original director, he's a fan of the movie. "I love everything about it. The iconography. The music. The tone," Reitman told Entertainment Weekly. "I remember being on set and seeing them try out the card catalog gag for the first time when the library ghost makes them come flying out. I remember the day they killed Stay Puft and I brought home a hardened piece of foam that just sat on a shelf for years. I was scared there was a terror dog underneath my bed before people knew what a terror dog was."The third movie in the original Ghostbusters universe hits theaters on July 10, 2020.Info from Gamespot.com
2019-06-09
Respawn Entertainment opened EA Play with a 15-minute gameplay demo of Star Wars: Jedi Fallen Order. Viewers got to watch as protagonist Cal Kestis, a survivor of Order 66, which empowered the Empire to massacre Jedis and their padawans, embarked on a mission to free Wookiees that were fighting for the resistance. On the face of it, what unfolded seemed like pretty standard fare for a Star Wars action game. Cal climbed and parkoured around environments, deflected blaster shots with his lightsaber, and used Force abilities to manhandle Stormtroopers.However, there was much more going on beneath the surface and, it turns out, the demo without an accompanying breakdown didn't do the game much justice. Star Wars: Jedi Fallen Order is surprisingly cut from the same cloth as From Software's Bloodborne and Dark Souls, though it's perhaps less coarse and rough and irritating. Director Stig Asmussen has used the phrase "thoughtful combat" often when describing how Jedi Fallen Order plays and, thus far, it's not been apparent what that means.Having seen an extended version of the gameplay demo shown during EA Play, we sat down with Asmussen to discuss the game, its influences, and the particulars of the experience. We also talk about the origins of the project, the pressure of working on a property as beloved as Star Wars, and more.GameSpot: How did you arrive to this format for the game? Star Wars could be anything and, often, it's an RPG. What was it about like the action genre that made it right for Fallen Order?Stig Asmussen: It's a good question. Actually, before working on Star Wars we were working on a different game and it had basically the same pillars that we have in this game, which is thoughtful combat, agile exploration--you know, beyond human--and Metroidvania level design. And that's something that when we were working on this other game and we demoed it, people [at] EA saw it and said, there's something in there that you could see easily see it turning into a Star Wars game. My background is melee action, so when they came to us and were like, "We really like the game you're working out and we want to do at some point, but how would you guys feel about doing Star Wars?" we were like, great. And [a lot] of the core functionality that we were building for the other game, a lot of the fundamentals, were able to transition over. So we always start with, "What is the game? How does it feel? How does it play? What are the mechanics?" before really figuring out the story. It just so happened this thing that we were working on translated really well.That's a really interesting origin for the project. On the one hand, as a creator, you're working on something brand new and you can make it whatever you want. But then you're also presented with Star Wars--one of the most beloved properties of all time. How did you weigh up doing something new or doing something that people know and love, which comes with a lot of pressure?Well I've always wanted to work on Star Wars. When I first came to Respawn, Vince [Zampella] and I talked about it because it's something that he always wanted to do [too]. We had a close relationship with EA at the time so we pitched an idea. They were interested and we were interested but not everything aligned at the time. So when it came time to make the decision and what we are going to move forward with, we brought it to the team: "Hey, we can work on this thing that we've got or we can try this other opportunity with Star Wars." The entire team at that point, which is about 12 people, was like thumbs up, let's do Star Wars. I mean Force powers and lightsabers are like milk and cookies for us.Many games lead with story when they're teasing. They bring out the recognizable things to hook people, and while Jedi Fallen Order has a little of that, it feels like this it's also leading with gameplay mechanics and systems.Absolutely. But we've been working really closely with Lucasfilm and they've been great. They're like, "We love the game you're making, let's try to figure out how to solve the things [that] are Star Wars." So that's always a conversation that we're having, but our designers design very freely when they're laying out levels. I mean, they have a rough idea of what we're trying to do with the story, but really what we try to encourage them to do is come up with something that's fun and within the metrics of what our game is. In a lot of cases, our metrics of our game kind of break what Star Wars is, so then we have to sit down with Lucasfilm and have that conversation, have that brainstorming session where we figure out how to make it work for Star Wars.So one of the things that you've mentioned repeatedly is "thoughtful combat." What does that mean to you and what should it mean to someone thinking about playing the game?You're not just going in and mindlessly hacking down enemies. Every enemy has a weakness, maybe several weaknesses. Every enemy has a way to exploit the hero as well. And there's synergies between the different enemy types, so they act in different ways depending on how you combine them. So every time you walk into a battle, you really have to weigh how you're going to go in and take the guys out. We obviously want to have a power fantasy in the game, so as you're getting stronger, your abilities are getting greater. Enemies you found early on aren't going to be as much of a challenge, but we'll be introducing new enemies that will challenge you. And once you take those and you combine that with the fact that now you have several different types of entities together, and then you have your new Force abilities that you're picking up along the way, new skills that you're learning, the lightsaber--we're encouraging the player to do more than just press a button.What was the seed for that kind of combat? You came from God of War, which has depth and nuance but is mostly played as a button masher.Well, God of War is great because yeah, you can mash in the game, but there also wasn't a steep curve for skilled players because you can unlock an insane amount of moves in that game and you can change the combos in different ways. When we started this new combat system, we were looking at Wind Waker. We wanted to have kind of a Metroidvania style, which Wind Waker has a little bit of in there as your abilities unlock gates across the whole map.And we were also looking at Bloodborne and Dark Souls, and immediately I was like, "I want the game to have Z-targeting." You can turn it on and off, and it plays really well in the free mode as well. But it was really kind of like, we don't want to be as whimsical and quite as accessible as Wind Waker but Zelda does have like enemies that you kind of unlock in different ways. So we wanted to have that. That's where we started thinking about "thoughtful." You have to learn how to use the different abilities, you know?We knew it couldn't be as punishing as Dark Souls, especially since it's Star Wars. We needed to find something that was more accessible. So, yeah, those were our touchstone.In Metroidvanias the growth of power and fulfillment of the power fantasy is a lot slower. And people coming into Star Wars may want to feel like a badass Jedi straight away, right? It doesn't seem like that slow progression would play nicely with the Jedi fantasy.Right. Well, it can because of the way our character is built in the story. He's unfinished and he's unpolished. But, at the end of the day, he's got a lightsaber and that's a pretty devastating weapon. And that's another thing that kind of goes with "thoughtful combat." When you swing a lightsaber, for it to feel right, a lot of enemies need to go down with one hit, so you have to figure out how to open up an enemy. And once the player does that, then the power fantasy starts to take hold.Games like Dark Souls and Bloodborne have this process of an uphill struggle and then you're rewarded for overcoming the challenges. That's a key part of feedback and satisfaction in the games. How are you treating death in Jedi Fallen Order?That's an interesting question. We certainly can't be as punishing as Bloodborne because I think that we have to be fair to the fans and respect the fans of Star Wars. Those games are awesome, but we have a much wider audience. We love those parts of those games, so we have to figure out a way. We're in the process of playtesting right now and thinking about how difficult the system [is]. I can't really answer that question because it's still something that like we're trying. We have something that works and it works for a certain group, but we need to find a final solution.There's a moment when Cal sits down and seems to meditate. Is that the equivalent of a bonfire or lantern?Yeah, that's a save point. We have those scattered throughout the game. He goes in and he meditates. And in there you can also access your skill tree.And the blue and white bar on screen. Are those Force powers and guarding/resistance?Right. So the blue bar is your Force power. Every time you use a Force ability it gets spent. You build it back up by swinging at enemies, so you have to be offensive.That's the Bloodborne inspiration then.But the white bar is your block and enemies have the same thing as well. They've got health and they've got a block bar. So if you go in and start wailing on an enemy and they're just blocking all the time, you can break their guard.And there were moments that had a parry-style look, like Sekiro.Yeah, it's actually funny when I first played Sekiro, I was like, "It's almost the same control scheme that we have." It's very similar. Like I jumped in and said this feels like our game but it's hard as f**k. Yeah, the parry has a window that is somewhat tight, but I think a lot of people will get it. That's also how you deflect shots, like blaster shots. If you just hold [the button down] Cal will bounce them in different directions, but you can reflect back to your enemy by hitting [parry].So returning a blaster shot is the skill-based part of a reflect ability that is otherwise quite accessible to pull off.Yep. And any time an enemy is swinging there's a window where if you hit it, you'll be able to topple them.How did it feel to play Sekiro and see ideas that were so similar? That seems to happen a lot, with people coming up with similar ideas despite being completely secluded from each other.I came into and work and said, "People are going to say we stole Sekiro's stuff and put it in this game." But we didn't! I think the other similarity is you can jump in that game so that makes it a much more agile and faster than the other [From Software games]. Our game has a lot of speed to it.How much platforming and puzzle-solving do you want in the game? That's the kind of thing that engages video game fans, but may be a snag for just random Star Wars fans.They won't be arbitrary. We use puzzles as kind of a pace breaker. We had some pretty tricky ones in the God of War games, but for this game we're not doing things that are tricky, but they're still clever. The three main pillars are exploration, level design, which includes problem solving, and combat. And I would say the lion's share of it is probably combat. Even within combat, it can feel like a puzzle.You have a lot of weight on you. You're handling Star Wars, so there's that. You've got God of War 3 to your name, so there's an expectation of quality. And then it's a game from Respawn, a studio that always hits a high bar.Don't wanna screw that up!How do you deal with that pressure and expectation?Yeah. A lot of it is just leaning on my team and the incredible support we give each other. We all know we have the weight of the world on our shoulders, so to speak, and I kind of feed off of that. You kind of have to. The other thing too is you just can't worry about it all the time. You know, if I make a mistake, if we make a mistake on this, then we learn from it and we're going to the next thing. But we can't be afraid to fail. So we've taken some risks; I think calculated [ones]. Hopefully it works out.Do you see a future beyond this for the story of Cal? Is this the first chapter of a series?I don't know that we've really decided what's next, but he certainly is a character that we can take to different places.Did you play much Force Unleashed before making this?It was kind of interesting because Steam had a big sale on Star Wars games right when the deal was official. It was a pretty small team then and everybody downloaded [them] and played these different Star Wars games. Of course we played them growing up, but over the years what you remember about them might not have been exactly the way it was. In spirit, a lot of that stuff ended up informing us on things that we're doing in the game.What do you want people's biggest takeaway from what they've seen so far to be? There's so many people coming at this for different reasons and latching onto different things. What do you want them to be thinking about when they're looking at Jedi Fallen Order?That's a good question. I mean, the thing that I don't want to be misrepresented here is that this is a linear game. You just saw a large chunk of linear gameplay that we would call a Star Wars spectacle, a wow moment. [Editor's note: Asmussen is referring to an extended gameplay video featuring an AT-AT that was shown behind closed doors.] That is one of a handful of things like that that you'll find in the game that are very scripted and linear. But most of the game is through player choice and agency for where they want to go based on the abilities that they have. I would want to make sure that everybody has a good impression of what the moment core game experience is.Final question: Have you played the new God of War and if so what do you think of it?It's fantastic. It's fantastic.Did Cory Barlog show it to you before left?Well, before I left Sony, I knew what the idea was. I thought that Kratos being a dad was going to be a tough sell. But Cory was very earnest about it and you could see that he had a passion and he knew what he wanted to do with it. And it totally worked. It's awesome. Info from Gamespot.com
2019-06-09
For a game about interplanetary exploration, Outer Wilds can often feel incredibly small. Flying from one planet to the next takes a matter of seconds, making it easy to ping pong around the game's singular solar system. The brevity of traveling through this handcrafted collection of areas to explore might seem strange at first--especially when the opening minutes of Outer Wilds place such a heavy emphasis on the importance of your mission to document the unknown. However, it doesn't take long for your expectations of Outer Wilds to be completely flipped on their head, giving way to captivating mysteries to solve and difficult questions surrounding mortality to confront. These questions lead you on unforgettable adventures in which each piece of the story you unearth feels as rewarding as the last.You play as a citizen of a race of four-eyed, jolly-looking aliens, and you have been selected as the next of your kin to take to the stars. Nestled in the cozy forests of a small planet called Timber Hearth, you and your brethren contemplate the same questions that you've likely thought of before. Just where did we come from? Have there been others before us? And if so, where are they now? These questions drive you to explore the solar system you're in, risking your life in search of answers. Armed with nothing more than a spacesuit, a nifty language translator, and tools for surveying anything from distress signals to harmful invisible gases, you're left to take flight in your crudely constructed spaceship and venture off in any direction.With suggestions that other life existed in this solar system before you, you're tasked with finding evidence to support that claim. Dilapidated architecture from a forgotten age can be found on most planet surfaces, with translatable foreign texts allowing you to piece together the mystery of where these civilizations are today. Your exploration is restricted by a celestial ticking time bomb: The sun at the center of the solar system implodes after 22 minutes and sends you back to the same dreamy campsite on your home planet to start this Groundhog Day loop again. With each new run you can collect more pieces of Outer Wilds' narrative puzzle, slowly piecing together what might be causing the rapid decline of your neighborhood star, before embracing each inevitable death.Death isn't detrimental in a traditional sense in Outer Wilds. In a way, it's beautiful. The somber tune that plays moments before the light disappears from the solar system signals your death, but it's also an indicator of how much you might have discovered in that one life. It's satisfying to have a productive run that unlocks multiple new threads for you to follow up on in your next attempt, pushing you to new planets to explore and narrative puzzles to solve. Other times it's just as poignant to accept an uneventful run and just embrace the gorgeous scenery around you. Sitting on top of a peak and watching the sun die out is oddly soothing after uneventful expeditions, letting you reflect on your misguided choices and realign yourself for the next journey.Exploration and the knowledge you obtain with it is the only way to progress through Outer Wilds. As you come across clues and discoveries, they're recorded in a useful log aboard your ship. These clues are stitched together and color-coded to help guide you along the various dangling threads of the story. The game's open-ended structure lets you tackle whichever parts of the mystery you want to, in any order, before they inevitably start linking together to bring the bigger picture into focus. These links aren't clear directions towards the next piece of the puzzle, but instead are suggestive nudges that help you determine when it's safe to move on from one discovery to another. This helps make each of these discoveries feel earned while also avoiding potentially frustrating barriers to your progress.Strong writing brings you into Outer Wilds' world, and unearthing even the smallest bits of this larger story is a rewarding undertaking. Its myriad of uncoverable dialogue records are charming while always maintaining a purpose, giving you small nuggets of information to ponder even in the most seemingly throwaway conversations. The preserved exchanges between children might describe a game they created to pass the time in dark and gloomy catacombs beneath a planet's surface, which contains a helpful clue for how to get to a hidden area. By contrast, you can also stumble upon the bleak distress signals that never reached their intended saviors or complex plans for alien contraptions that drove past civilizations to make alarmingly dangerous decisions. You grow attached to the recurring names in conversations and become invested in their stories, even when you know many of them don't have happy endings.Without an explicit guide to point you in the direction of your next great find, each new discovery feels like a hard-earned reward. You'll slowly be able to piece together events taking place on other ends of the solar system, slowly letting your own theories make way for a clearer understanding of events that truly transpired before presenting even more questions. This loop of discovery drives you towards exploring every inch of every planet you can, each of which holds its own delightful little puzzles to solve.Outer Wilds features just a handful of planets and other celestial objects that you're able to explore on foot, but no two are exactly alike. They each feature unique characteristics that present different challenges you need to overcome to simply explore them. The Hourglass Twins, for example, closely orbit the sun but stay dangerously close to one another, with the gravitational pull of one absorbing the sandy surface of the other and slowly unearthing new areas for you to explore over time. A fast-traveling comet known as the Interloper has an icy exterior that hides a labyrinth of caves underneath its crust, which can only be explored once it travels close enough to the sun for entrances to be melted open. An orbiting moon littered with erupting volcanoes that project volatile balls of lava into space makes simple surface exploration of Brittle Hollow treacherous. You have to uncover a way underneath the Hollow's crust to safely traverse it, discovering previous civilizations that grappled with the same dangers seemingly eons ago.Figuring out how to safely traverse each planet is an engaging puzzle to solve, especially when it requires an understanding of their positions within the solar system and at what times they're best to tackle. Stumbling upon entrances to new areas by accident or observing mysterious behaviors when exploring a planet make each of these spaces more detailed and expansive than their small physical sizes suggest, and it's even more surprising when many of them contain large cities hidden underneath their crusts waiting to be picked apart. The mechanical and visual variety of each of these planets makes exploring each new one a tantalizing treat.It's disappointing then that the rules governing simple movement and space flight in Outer Wilds are counter-intuitive to this curious poking and prodding of its world. Space flight in your ship and planetary surface exploration with your jetpack is strictly bound to the rules of physics. You need to wrestle with different gravitational magnitudes and directions as you navigate using thrusters that fire off in six directions, adding or subtracting to your motion in each associated direction.The somber tune that plays moments before the light disappears from the solar system signals your death, but it's also an indicator of how much you might have discovered in that one life.It takes time to learn when to start applying reverse thrust on an approach to a planet or how to delicately jet upwards on a planet's surface without accidentally breaking through the atmosphere and into space, but no matter how much you practice, these actions never feel completely natural. Small errors are punished with untimely, frustrating deaths. You can spend minutes waiting for the right time to navigate to a certain area, only to waste all of it over a mistake brought on by Outer Wilds' unintuitive control scheme. It's at odds with the rest of the game.Outer Wilds’ deeply captivating narrative and plentiful mysteries push you further into exploring its richly varied and stunning solar system. The time loop you’re trapped in lets you craft bite-sized expeditions that all end up telling their own stories, irrespective of whether you make a monumental discovery or simply encounter a playful interaction. Having a tool to neatly document your discoveries helps you slowly piece together a tale filled with charming writing, and one that presents its own open-ended questions that add emotional heft to the numerous exchanges you parse through during your travels. By letting you chart your own course and piece together its mystery at your own pace, Outer Wilds makes each of its expeditions feel incredibly personal and absolutely unmissable. Info from Gamespot.com


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