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2019-02-16
Star Wars: Episode IX has wrapped filming, marking the end of what Disney has dubbed the "Skywalker saga." In an emotional pair of tweets, director JJ Abrams and actor John Boyega shared a photo and thanked the cast and crew.The photo in both tweets shows actors Daisy Ridley, John Boyega, and Oscar Isaac having a good hug in costume on what appears to be a desert backdrop. The three play the principal characters of the new trilogy: Rey, Finn, and Poe Dameron, respectively."It feels impossible, but today wrapped photography on Episode IX," said Abrams. "There is no adequate way to thank this truly magical crew and cast. I'm forever indebted to you all."Boyega expressed similar sentiments.That’s a wrap on Star Wars episode 9 and the end to a chapter of my life that I couldn’t be more thankful for. What a process! It really has been a joy to be in these movies surrounded by amazing people. JJ thank you for making my dreams come true. pic.twitter.com/8b83vQKKDc — John Boyega (@JohnBoyega) February 15, 2019Abrams directed the first film of the new trilogy, The Force Awakens, and helped set the course for Disney's ownership of the franchise. Rian Johnson directed the second film, The Last Jedi. Episode IX (title yet to be revealed) was set to be helmed by Jurassic World director Colin Trevorrow, but that fell apart due to creative differences and Abrams returned to close out the trilogy.With the end of the Skywalker saga coming later this year, it's unclear exactly what direction Disney will move with the franchise afterward. The company has pumped the brakes on its spin-off anthology films, after Solo disappointed at the box office and Disney CEO Bob Iger has suggested fans got fatigued by too much Star Wars. The Last Jedi director Rian Johnson is still preparing to direct his own trilogy of films, but we're not sure where in the universe those take place.Meanwhile, the company is preparing to launch its own streaming service, Disney+, which will have its own slate of original shows: The Mandalorian, a Rogue One prequel starring Cassian Andor (Diego Luna), and a new season of The Clone Wars.Info from Gamespot.com
2019-02-16
Jump Force is a celebration of 50 years of Weekly Shonen Jump manga, featuring nearly four dozen fighters from 16 of the magazine's most iconic stories. Bandai Namco's arena tag-team fighting game borrows plenty of elements from its source materials, for better and worse. Although Jump Force's campaign story drags on for way too long and ignores what could have been interesting character interactions in favor of repeated excuses for everyone to punch the crap out of each other, its combat is an enjoyable dance between two teams of fighters--thanks to the game's excellent mechanics and flashy visuals.In Jump Force, you're an ordinary human who's caught up in a warzone when the Dragon Ball, One Piece, and Naruto universes collide into our world and bring their assortment of heroes and villains with them. After being mortally wounded by Frieza, you're resurrected as a hero capable of learning the powers, skills, and abilities of Shonen Jump's characters, and you decide to join Goku, Luffy, and Naruto's Jump Force of allies in order to fix everyone's broken world. What follows is a fairly stereotypical shonen affair, with your character growing stronger over time, enemies and friends switching sides, and a mysterious evil working behind the scenes. Like most fighting games, there's not a single problem you don't ultimately just fix with your fists, from deciding team leader to knocking sense into those who have been corrupted by the same evil forces responsible for everyone's worlds colliding with one another.There's a decent story in Jump Force, but it's buried beneath a second act that goes on for far too long. After getting acquainted with your new allies, the game tasks you with responding to threats around the globe, as well as the recruitment of any additional heroes who've managed to stumble into our world from their respective universes. Character models during cutscenes are all rather cookie-cutter, as everyone stands in the same position throughout the story, only stiffly moving their mouths and occasionally blinking. The actual story moves with the same awkwardly slow pace, and it doesn't explain what's going on with everyone's worlds or what the villains' motivations are until the third act, so you play through most of the game without any idea as to what you're really fighting against. Not being able to skip cutscenes is also rather annoying, as exiting out of a mission for any reason--such as buying more items to use in combat--has you watch the same 40- to 90-second scene again.There are brief snippets where you can see how a side story might have helped flesh out the characters, which in turn could have been a good incentive to keep pushing forward through the campaign. For example, Boruto recognizes a sadness behind the eyes of My Hero Academia's Midoriya and confides with the young hero that he knows how hard it is to live up to the ideal of father figures. But the game breezes past moments like this in order to get to the next fight.Thankfully, those fights are a blast to play. Every combatant comes equipped with an assortment of attacks, blocks, grabs, counters, and dodges that operate in a rock-paper-scissors system. Combat is fairly accessible, and it doesn't take long to understand how the basic mechanics work. However, with over 40 playable fighters, it takes time to get a handle on the entire roster's assortment of strengths and weaknesses, giving you plenty of reason to keep playing. Each fighter has four distinct and unique special attacks as well. Even though these special moves can be broken down into one of seven different types--short-range, dashing, counter, area-of-effect, long-range, shield, or buff--each fighter handles quite differently. If you've read the manga that these characters come from, you already have a fairly good idea as to what most of these iconic moves are and how they behave, but you'll still have to practice with each fighter to get a grasp of what every move can do.Every attack, basic or advanced, can be avoided in some way--whether via blocking, dodging, or countering--so most fights are tense, with each side looking for a way to bait their foe into opening themselves up for attack without putting themselves at a disadvantage. I've had fights where, after 30 seconds of back-and-forth, both sides are one strike away from defeat, and the battle continues for another full minute of counters, perfect dodges, and last-second blocks. It's empowering to finish off your foe with a perfectly executed combo or snag a victory when all hope seems lost. Each win feels like it needs to be earned, and this encourages you to explore the varied movesets of each fighter, experiment in how attacks might be chained together, and deduce your go-to characters' weaknesses in order to avoid defeat.This is especially true in regards to the campaign, as you're allowed to customize your character with any four special abilities you want. You can also choose your character's gender, body type, voice, and skin tone, as well as dress them with an assortment of hairstyles, make-up, jewelry, and clothes, allowing you to build your perfect protagonist. Completing campaign missions earns you in-game currency, which you can use to buy new outfits and items. Cosmetics won't affect your character, but it's still fun to put together outfits and it's a welcome distraction when you need a moment to step away from the steep challenge of the late-game battles.Once you're done with Jump Force's campaign, there's still plenty to do--even if not all of it is worthwhile. Free Missions are the game's version of a challenge mode, but it's not all that different from the handicaps placed on you in late-game story missions. The same can be said for Extra Missions mode, which you can play if you need a little extra in-game cash for that smokin' pair of black pants you've been eyeing for your character or if you want to expand your level cap.However, a lot of fun can be had in Jump Force's competitive modes. You can play online or off, with both friendly and ranked matches in the former. Online is where your skills will be put to the test, meaning it's also where you'll find the game's best fights. Jump Force also allows you to practice against a computer while you wait for the game to find you an opponent, so you're not just waiting on a loading screen, which is a welcome touch. Ranked Play provides the most challenging combat in Jump Force by far, but earning higher titles--and thus bragging rights--by defeating more skilled opponents is a compelling goal to work towards.Each win feels like it needs to be earned, and this encourages you to explore the varied movesets of each fighter.It's awesome to see Jump Force's roster of playable fighters include so many characters from Shonen Jump's history, even the ones from manga that aren't as mainstream but no less important, like JoJo's Bizarre Adventure and Saint Seiya. That said, there's a disappointing disparity in the number of male and female characters, especially when Dragon Ball, One Piece, and Naruto contribute to nearly half the roster and only have two women between all three of them. Shonen Jump has always been geared towards young boys, but that doesn't mean its manga hasn't had great female fighters. Including Dragon Ball's Piccolo over Android 18 and Naruto's Gaara over both Sakura and Hinata is odd, as is leaving out Black Clover's Noelle, Yu-Gi-Oh's Anzu, My Hero Academia's Uraraka, and Boruto's Sarada.Jump Force is a worthy celebration of the legacy of Shonen Jump manga, but it honors its source material a little too well with how filler-heavy the middle of its story arc is. However, even if the game rarely provides a clear motivation for stopping evil other than good must always oppose it, the act of stomping out villains in Jump Force's frantic bouts of tag-team arena combat is an enjoyable test of strategy. And with over 40 characters to master, there's ample opportunity to develop new strategies and reach greater feats of combat prowess in online multiplayer.Info from Gamespot.com
2019-02-16
Apex Legends is a battle royale game centered around the concept of surviving as a team. You can wordlessly ask for weapons and equipment or point out enemy locations with the game's ping system. Downed teammates can be revived, and you can respawn dead allies if you grab their banner in time. Everything in the game revolves around your squad working together, and that starts with knowing how to use your chosen Legend's unique abilities to benefit the team.Wraith is one of the six Legends unlocked in Apex from the start (with two more you can earn or purchase), and this interdimensional skirmisher is one of the most versatile characters in the game. Although she's designed to excel as a hit-and-run tactician, Wraith can fit into Mirage's role as a trickster or handle Bloodhound's recon duties in a pinch. In this short guide, we're going to take a look at Wraith, and explain how this Legend can open up new avenues towards victory for you and your squad.If you're still on the fence about picking up Apex Legends, check out our review. If you're already playing Respawn's battle royale game and you're looking for a few extra tips, we have a guide on becoming a champion, as well as a gallery of the best weapons in the game.Other Character GuidesLifeline Guide: Tips On How To Be The Best Combat MedicMirage Guide: Tips On How To Be The Best Holographic TricksterWraith's General OverviewWraith is one of the three offense-focused fighters in Apex Legends, so she's specifically designed to be one of her team's major damage dealers. Her abilities make her an ideal candidate for your squad's point person, so don't expect to hang back when it's time to move out. That doesn't mean you should go off on your own though. Wraith may be able to take care of herself, but she's a force to be reckoned with when she's using her portals to help her entire team get the drop on an enemy.Confusing the enemy should be your main concern as Wraith, but if need be you can use her skills to aid downed allies, scout ahead, get your team out of a losing firefight, set ambushes, or trick an enemy into killing themselves. Regardless of how you use Wraith, it's important to keep moving during a fight. Wraith is most useless when she's standing still and trying to snipe an enemy from afar, where her abilities can really only be used defensively. Because you'll usually be in the thick of things as Wraith, you'll want to nab at least one weapon with a decent fire rate that packs a punch at close range. The EVA-8 and Mastiff shotguns are your best bets, but the Peacekeeper, Wingman, and Flatline are all excellent choices as well. Also, try to avoid executing enemies. Wraith has some really cool execution animations, but you want to keep moving to kill the enemy team as quickly as possible.Wraith's SkillsPassive Skill: Voices From The Void - A voice warns you when danger approaches. As far as you can tell, it’s on your side.With this passive, voices warn of any incoming threat that might harm Wraith, so stick close to your teammates to defend them as well. The voices are whispered, so for the best results, play Apex Legends with headphones, subtitles on, or both. On very rare occasions, this passive makes enemy footsteps louder as well, so headphones might be the way to go, since you don't get an audible warning for those. Don't forget to hit the button prompt when the voices speak up, so you can alert your teammates as well. Knowing an enemy has spotted you, that a grenade is fast approaching, or that one of Caustic's Nox Gas Traps is waiting for you around the corner or behind a closed door can make a difference between victory and defeatTactical Skill: Into The Void - Reposition quickly through the safety of void space, avoiding all damage.When Wraith journeys into the void, she becomes untouchable and nearly invisible. She also moves a lot faster too, so you can use this skill to escape an approaching ring wall. Wraith can't interact with anything while in the void, though, meaning she can't pick up weapons or items, see enemies or allies, attack, or open or close doors.Ultimate Skill: Dimensional Rift - Link two locations with portals for 60 seconds, allowing your entire team to use them.Wraith has one of the most useful Ultimate skills in Apex Legends. She can drop portals next to downed allies so they can crawl through and teleport to safety, or use the massive speed boost she gets from placing her first portal to escape an approaching zone wall. If you don't have a Bloodhound on-hand, you can use Wraith to drop one portal, run ahead to scout some buildings, and escape through a quickly placed second portal if any enemies are hiding inside.Tips To Play As WraithOnce you've gotten a knack for Voices From The Void, Wraith can become nearly untouchable at long range. Not only are you warned when someone tags you, the voices speak up when you're in a sniper's scope. The second you hear that you've got a sniper on you, warn your teammates and use your tactical skill, Into The Void. You'll disappear and become untouchable, much to your enemy's chagrin.Speaking of Into The Void, because of its drawbacks, it's best used defensively to escape a firefight or ambush. However, you can also use the ability to reach downed allies or safely flank an enemy's position. If your team has another pinned down, you can use Into The Void to get the drop on someone, but that's much easier to do if you're chatting with friends and they guide you to where an opponent is hiding. To truly master Into The Void, learn all the tiny details of Apex Legends' map, so you know what you're doing and where you're going when you blink out of existence.As a final note, pay close attention to the shadows that populate the void. They aren't enemies or allies. They're actually Wraith. Because she's caught between dimensions, Wraith can see every outcome she's ever made, making, or will make, in both this universe and others. Those shadows mark where she'll come out of the void if she heads in that direction, so they're basically marking her possible futures.Above, we listed how Wraith can support her team with Dimensional Rift, but as an offense-focused character, this skill is best used for killing enemies. If Wraith uses Dimensional Rift, she can follow up with Into the Void to speed across the battlefield unscathed before placing her second portal. With this strategy, you can teleport your entire team into a flanking position behind another squad. To safeguard your first portal, you can have Gibraltar throw his Dome Of Protection over it, or have Bangalore's Smoke Launcher hide its location.If you really want to mess with an enemy, have your squad wait behind cover with grenades, before rushing forward and placing a portal next to an another team. The second it's set, teleport back to safety while your allies step through to the enemy squad, drop their grenades at their feet, and then transport back. If you have a Caustic on your squad, his Ultimate can do insane damage with this technique, especially within enclosed spaces. If you're in the midst of a firefight, drop one portal and run to the nearest map edge to drop your second. With any luck, in the confusion of battle, your enemies will think you escaped through the portal and "follow you" through it to kill you, only to appear in open air and fall to their deaths instead. You can trick people into teleporting outside the ring wall too. If the edge of the map and ring are far away, having a waiting Caustic Nox Gas Trap or a Gibraltar with a Spitfire or Devotion and his Gun Shield up can work too. We've done a lot experiments with what Wraith's portals can and can't do if you need any more combat strategies.How To Counter Wraith's WeaknessesDespite the wide range of attacks Wraith can pull off with her skills, she can be easily countered by a Bloodhound. The technological tracker can tell where Wraith has gone, and see her through walls. If you're playing Wraith and see a Bloodhound, taking them out should be your first priority.Wraith is also at her best when she is the one causing the confusion, not the other way around. Disorienting Wraith with Bangalore's Smoke Launcher, Caustic's Nox Gas Grenade, or Mirage's Psyche Out or Vanishing Act are the best ways of knocking her off her game once she's within killing range. If you're playing Wraith and your enemy responds with any of these attacks, don't panic. Use Into The Void and get out. Remember, your abilities are best used to surprise the enemy. If you're the one being surprised, you need to retreat and try again. Info from Gamespot.com
2019-02-16
Spoiler alert: At the end of Far Cry 5, the United States gets nuked. Seventeen years later, the region and residents of Hope County have endured and mostly recovered from the devastation anew. The vegetation is more abundant, society has been reshaped, and there is a hell of a lot more duct tape everywhere. Everything feels new and different--well, except for that fact that there's ruthless, tyrannical oppression taking over everything and it's up to you, and basically only you, to stop it. Some things never change. That's Far Cry: New Dawn--despite a few new novelties and a great mechanical twist, New Dawn feels exactly like what it is: a direct continuation of Far Cry 5.That's not inherently a bad thing. New Dawn features the same kind of forward-thinking approach to open-world exploration and progression as Far Cry 5. While main missions are mapped out for you, the discovery of side activities like enemy outposts, treasure hunts (formerly prepper stashes), and companion recruitment missions mostly comes from your own organic exploration. Earning perk points to improve your abilities is tied to your discovery of hidden caches and diversifying the activities you undertake. New Dawn is a more concise game--the map is smaller than Far Cry 5 and there's less curated content to discover this time around--but the emphasis is still on staying out in the world and soaking up the environment.That sense of freedom has been diminished, however. It's not the fact that you're revisiting Hope County, but rather how New Dawn sets up the pins. In Far Cry 5, you began in the middle of the map and were allowed to explore in any direction you wished; New Dawn starts you off in the bottom corner of the map and basically pushes you in a steady, linear sweep north as you slowly reclaim territory, and asks you to regularly bring resources back to your base in that starting area to bolster it.What's to stop you from just darting ahead? Well, damage numbers. New Dawn introduces RPG elements, like damage numbers, into its design for the first time in the series. The game's guns and enemies fall into four different tiered ranks, and getting ahead requires that you go out into the world to scavenge crafting materials to upgrade your base so you can upgrade your weapons workshop and eventually craft better guns to take down the higher rank enemies impeding your progress. Outfits, armor, and defense numbers don't factor in your growth, just weapons. Guns at rank 1 and 2 will do a minimal amount of damage to well-armored rank 3 and elite rank enemies.Early on, this can be annoying if you try to push the limits of the game in a way you're not meant to. Heading too far into the map and needing to use up hundreds of bullets to take down a rank 3 bear you encounter isn't terrifying as much as it is silly, and eventually, the demands of story missions will stop you from going too far.But if you dial down your Far Cry 5-style expectations of freedom and go with the flow, you run into these awkward predicaments far less often. Your guns feel like they do the damage they're supposed to, and enemies feel like they have an acceptable level of resistance. In fact, once you get access to the top-tier arsenal, things will start to swing wildly in your favor--your guns will feel overpowered to the point where even shooting rank 1 enemies in the foot might be enough to take them out--which feels great when you're getting overwhelmed. Played the right way, the game's RPG-style systems basically feel invisible, and you can enjoy Far Cry's style of weighty gunplay and feel like an incredibly competent one-person army. The feeling of eventually being able to overcome New Dawn's elite enemies is good, but you're left wondering why you needed to be held back by artificial gating at all.It doesn't help that there's no tangible sense of growth with weapons and vehicle crafting; New Dawn's selection of guns and cars isn't dramatically different enough between ranks to make the large distinction in damage output believable. Rank 1 weapons are a varied suite of handguns, rifles, and shotguns, and higher-rank arsenals are basically defined by the increasing amount of duct tape and junk on that same suite, as if that stuff has magical properties that makes the guns perform better. There are lots of guns to choose from, but if you've played Far Cry 5 you'll immediately recognize them, duct tape or no.The one nice exception is the new Saw Launcher, which shoots circular saw blades. Higher tier versions of the weapon actually have noticeably different properties, like the ability to shoot saw blades with ricocheting, homing, and boomerang traits. It's the only weapon which truly feels like it was borne out of the post-apocalypse, improvised from scavenged parts. Aerosol cans, pipes, and spray paint might give the other guns and cars a cool look, but it doesn't change how familiar they feel.The same can be said of the world itself. Far Cry 5's Hope County already felt a bit post-apocalyptic--the rural setting was isolated from the world thanks to antagonist Joseph Seed--so even though there are plenty of visible differences to the region, the impact of those changes isn't massive. There are a few key locations that provoke some amusement in their discovery, but the strength of Far Cry 5's Hope County was its natural environments--the forests, lakes, rivers, and mountains. The conceit that the region was re-vegetated by a super bloom after nuclear devastation means that the vibe in New Dawn is basically identical, despite dramatic increases in upended cars and graffiti. It's a pretty post-apocalypse, but it doesn't have the feeling of desperation you might associate with the theme. Scavenging for materials doesn't feel like a drastic necessity, just a way to get ahead. New Dawn doesn't feel like it takes the theme to enough of an extreme to feel meaningful or different.The solid bones of Far Cry's combat are still here, though, and they're still very good. Taking on outposts (within your rank), whether that be via stealth or aggression, is still enjoyable, and the game encourages you to repeat them at increased difficulties to earn more resources. New Dawn also introduces seven self-contained missions called Expeditions. These are large, diverse maps set outside Hope County, and they feature setpieces like a New Orleans amusement park, an aircraft carrier, and even a Splinter Cell-themed plane crash. Expedition environments are a highlight, but the snatch-and-grab objectives mean that you're never really encouraged to stop and appreciate them--you're more concerned with getting the hell out of there as a non-stop stream of enemies comes after you.The concise nature of the game means there's a remarkable lack of time given to the characters and plot, too. A few of the major characters feel like they could be interesting, the twin sister antagonists especially, but the few interactions you have with them are definitely not enough to develop them and make you care. While the performances have gusto, key moments of pathos just feel completely unearned. Something major happened to a key character and I was surprised how little empathy I felt. A detestable deal is made and I was mad at how little time they spent justifying it. Underdeveloped connections to characters also exacerbate the relative mundanity of the story missions compared to the game's side and open-world activities--turret sequences, bland chases, forced melee fights, and even a slow boat ride, all of which go on for way too long.You do get a double jump, though. That is, the ability to jump in mid-air. You also get the ability to basically turn invisible and give yourself super speed and strength. The Far Cry series has always dabbled in the mystic, but yes: In a strange turn of events, New Dawn eventually says "screw it" and gives you access to superhuman powers. And the way it changes how you approach the world is undoubtedly the best thing about the game.These sudden powers let you lean hard into superhero fantasy, allowing you to bound over fences and onto buildings, using your newfound mobility and invisibility to completely terrorize enemies like you're the Predator, or perhaps jumping high into the fray and firing off explosive arrows, pretending you're Hawkeye from The Avengers. Maybe you're more of a Wolverine, activating the berserker ability to rush an outpost at super speed and send heavily armed assailants and bears alike flying with your bare fists. A minor new mechanic lets you temporarily pick up shields from enemies and toss them like you're Captain America (supporting characters even refer to you as "Cap"), and I'm shocked they didn't do more with this--the inability to permanently keep a shield is a big disappointment.The powers are so good that it's almost a shame they come at a point late in the game where you'll likely already be well-equipped to deal with elite rank enemies, since a few scenarios that challenge your ability to use these effectively definitely would have been a welcome addition. But as it stands, they're a fantastic expansion of Far Cry's combat vocabulary. They completely elevate your confidence to rip through everything and everyone, suddenly turning New Dawn's familiar, pedestrian experience into a raucous blast.There's a lot of potential in the ideas seeded in New Dawn, but there isn't enough room for many of them to breathe and feel fully realized. Not the post-apocalyptic theme, not the RPG mechanics, not the weapons, vehicles, plot, or characters. Advancing through the adventure is an enjoyable experience, especially once you get your superhuman powers, but this is largely because Far Cry 5's combat and progression models remain compelling enough to propel you forward. For its part, New Dawn is a palatable but unremarkable spin-off that feels like it could have achieved so much more.Info from Gamespot.com
2019-02-16
Apex Legends is similar to other battle royale games, but it where it differs is its emphasis on teamwork. The game has eight different character to choose from, each with their own unique abilities. Deciding which character to play as and knowing how their abilities can best contribute to your team's survival is essential.For a character like Caustic, defensive tactics is the name of the game. His deadly gas traps can easily overwhelm and hinder mobility of enemy squads, offering your fellow teammates fertile opportunity for an easy ambush. At a glance, Caustic's abilities often seem more contextual than universally functional, but with a little practice, you can use that to your advantage.Keep reading for all the information you need on Caustic's abilities, including his strengths and weaknesses, as well as tips on how to use him effectively and help your team to victory. We've also got plenty more guides, including things that Apex Legends doesn't tell you, a list of myths we've tested about how the game works, and a full rundown of the game's best guns. You might also want to check out our Apex Legends review.General OverviewAs stated above, Caustic's strategies are a bit contextual. His Gas Traps are lethal, but it takes a firm understanding of their capabilities to use them effectively. And with such a large map where numerous battle scenarios are possible, finding the right time to leverage Caustic's strengths proves more difficult than you'd expect. That said, getting a feel for that takes time, so remain patient and don't hesitate to adjust his abilities to the needs of your team.In battle, Caustic is best in close quarters situations. His gas abilities let you control a fight by blanketing areas to force enemies out of or away from them, and can give your team a serious advantage as your opponents are damaged, slowed, and blinded. He's also good for countering tracker or scout characters such as Bloodhound or Wraith--gas traps placed carefully can slow people following you, block pathways, and force players to move through pathways that help your teammates.Use Caustic to try to control the battlefield and give your team strategic advantages, and sew chaos among enemy teams whenever possible by gassing them out. Just be aware that your gas can negatively affect your teammates. It won't kill them, but it can blind and slow them.AbilitiesTactical: Nox Gas TrapCaustic can drop Nox Gas Trap canisters that release deadly gas when shot or triggered by enemies. Gas effectively blinds enemies, while damaging them over time, making it great for close-range encounters.Passive: Nox VisionNox Vision allows you to see enemies through Gas. It's pretty convenient, as enemies afflicted by your toxic gas are highlighted in green for both you and your squadmates.Ultimate: Nox Gas GrenadeCaustic’s Ultimate Ability Nox Gas Grenade blankets a large area in Nox Gas. This ability can be used defensively or offensively, putting enemy squads into a state of panic in confined space or sending them running in the other direction.Tips To PlayWhile you're likely to be inclined to surprise enemies with Caustic's traps, it's a great idea to set some down as you're fighting to tip the balance in your favor. It's also possible to block doors and hallways with your traps, which can physically impede people from getting past them. You can throw up to six Nox Gas Traps at a time. You have three on cooldown, but once that ends, you can drop three more, or drop one as you get them back off a cooldown. Another great way to use the Nox Gas Traps is laying them down behind your team as you move up. This will alert you if anyone's triggered them or are trying to sneak up on you. In addition, you can drop traps near downed enemies in hopes of luring their teammates near them. Any traps you don't use, you can also pick back up, so keep that in mind.The enemy outlining provided by Caustic's Nox Vision is a nice perk that should encourage you to use your traps more liberally. The gas won't hurt your teammates but be aware that their visibility in gas is still similar to smoke grenades, so try not to go overboard--lest you want to frustrate your squad.Caustic’s Nox Gas Grenades are useful in leading enemies into an ambush. It's also particularly useful in pushing enemies away, so you can give your squad time to revive downed teammates. You can even throw them in the opposite scenario, preventing enemy squads from bringing back their friends.Another handy strategy is comboing Caustic's gas trap and gas grenade in a confined space. If you're able to block an enemy into a room with a trap, throw a grenade inside. Assuming they aren't smart enough to grenade the door, this deadly combination should make for a guaranteed kill.All this talk about deadly gas is great, but don't think the enemy is completely powerless. Beware of incoming Grenades or Arc Stars while your gas is active on the field.Info from Gamespot.com
2019-02-16
After several hours with Anthem, I can't say I'm particularly interested in it yet. I've completed some missions, upgraded my loadout, and gone on some more missions, but I'm not yet invested in anything I'm doing. I will, of course, keep playing, and I'll be posting a full review in the coming days. There's just nothing here so far that's driving me forward. I'm curious, but only to see if my first impression--that this is a somewhat generic, Destiny-like experience--will be proven wrong.Anthem starts, well, kind of like Destiny 2. The Freelancers, who fight off threats using mechanized combat suits called Javelins, have fallen out of favor with humanity after a significant loss in the game's tutorial mission. It's not clear why this one failure is enough to discredit the Freelancers, but after a two-year time skip, they are scattered to the winds, now underdogs who must climb back up the ladder to "hero" status. This means starting with basic weaponry, even though you were a rookie two years prior and presumably have more experience since then. Your life revolves around taking contract missions from people in the downtrodden citadel that is your base, Tarsis, which you return to after each excursion.There's a lot of jargon thrown around throughout the opening minutes with little explanation--it kind of feels like you're listening to a conversation about people you don't know, so none of it carries much weight. There's also a long cutscene that consists of an NPC narrating background details for you, so it's also not clear how much your character is supposed to know and about what. I did gather that there's an ancient mystery at the heart of everything, but I'm not yet sure what exactly is intriguing about it. The story so far feels like a justification for why I need to level up and find new loot, rather than the groundwork for a vibrant sci-fi world that's enticing to explore.Mission structure doesn't help this much; so far it's been going from point A to point B, shooting some enemies, and then heading to the next waypoint. If you play solo, you can take this at your own pace and presumably stop to take in the sights, but playing co-op with friends or by matchmaking--which the game recommends as the best way to play, and which nets you better rewards--means you'll have to keep up with everyone else. It also makes it easier and faster to complete missions, which is welcome, since they mostly consist of fighting waves of enemies while your NPC partner back at Tarsis scans something nearby (much like Destiny's Ghost).It is moderately satisfying to find new loot even if the missions themselves aren't thrilling, and I am having fun experimenting with loadouts. You get an assortment of weapons and upgrades after each mission, so you can constantly change up your equipment between contracts and try out new combinations. I'm playing the Ranger class currently, and I've established a good flow of using my guns, grenades, and missiles in rotation.Anthem's mech-powered flying keeps missions from being completely one-note. It's my favorite part of the game so far; you have to keep your suit from overheating while you fly, which means you can get creative (or at least add flourishes as you go). The main cooling methods are water and literally cooling your jets by descending. It's exciting to nosedive only to pull up at the last second, and there's something serene about flying under a waterfall and into a strange cave. The most exciting thing to happen to me in Anthem so far is finding an upgrade for my suit that increased its heat resistance, letting me fly longer. I'm hoping I find more reason to explore than I currently have, if only to have more reason to be in the air.I'm currently treating Anthem's disparate missions as an excuse to try a new weapon or special attack, which, combined with flight, gives me incentive to keep going. I'm hoping that I get more out of the story as I go on, but so far it's too generic to get its hooks in me. I'll keep playing on PC--I've luckily only been kicked due to server issues twice--so look out for the full review in the next few days.Info from Gamespot.com
2019-02-16
Apex Legends encourages you to create a squad that leverages the strengths of the game's characters. Its eight playable characters each comes with their own unique abilities, so composing an effective team of three requires a bit of trial and error.If you've chosen Pathfinder, you have interest in scoping out the path ahead for your squad. As a scout, it's your responsibility to use his various mobility options to spot enemy locations and strategic points of interest.Keep reading for all the information you need on Pathfinder's abilities, including his strengths and weaknesses, as well as tips on how to use him effectively and help your team to victory. We've also got plenty more guides, including things that Apex Legends doesn't tell you, a list of myths we've tested about how the game works, and a full rundown of the game's best guns. You might also want to check out our Apex Legends review.General OverviewSometimes a squad's path to success is made possible by a solid recon player. Pathfinder handles that role in spades with abilities that provide advantageous intel. With abilities that increase its mobility and awareness of nearby enemies, your responsibility as Pathfinder is to serve your squadmates and keep them in the know about what's happening in the battlefield. With its endearingly optimistic personality, Pathfinder makes playing the scout a charming and fulfilling experience.AbilitiesTactical: Grappling HookPathfinder’s Grappling Hook can be used to get to hard-to-reach places quickly. It's your go-to method for getting a lay of the land.Passive: Insider KnowledgePathfinder’s Passive ability Insider Knowledge allows you to scan a survey beacon that will reveal the ring’s next location. Use this whenever you see the survey beacon as it can greatly help you gain a positional advantage over the next team.Ultimate: Zipline GunPathfinder’s ultimate ability is Zipline gun creates a zipline that everyone can use, allowing your whole squad to reach areas not as easily accessible.Tips To PlayThe Grappling Hook is Pathfinder's deadliest weapon. The most obvious use is to get him to high ground for sniping, since you get can get some very good vantage points for the Longbow DMR, Triple Take, or Kraber.Don't discount the grapple's ability to make you go fast, though.It can be used to do some fun tactical plays to swing around enemies or to try to get up and over them. Getting good with the grapple can let you swing over top of enemy positions to land in perfect positions for flanking, or to totally confuse enemies as they lose track of you. What's more, with practice, you can get good at using the grapple swing to save yourself from bad situations by zipping through the air and getting away quickly.Pathfinder’s ultimate ability is great to get to high vantage points for sniping. Also, this ability allows your team to traverse long distances, or flank enemies. It's also great for creating escape routes; set up a zipline leading away from enemies as you prepare for an ambush, so if things don't go your way, you can quickly reposition for healing or to make a run for it.The Insider Knowledge ability is pretty invaluable, and you should be making use of it in every match as often as you can. It shows you where the next ring will be, allowing you to plan your movements around the map better than other players. You can use that information to get set up in strong positions ahead of other teams, so that by the time they arrive when the ring forces them to move, you can be waiting--ideally with high ground and a sniper.In combat situations, try to stay up high as much as you can--as Pathfinder, verticality is a capability you have that other characters don't. Pop up on rooftops, zip from building to building, and generally use your mobility to get to places your enemies don't expect to see you. Smart players will try to get angles on opposing squads they don't expect, so while the rest of your team is distracting them, you can show up on a nearby rooftop, laying down machine gun fire. It's a great way to rack up kills and knockdowns with hit-and-run tactics.Ziplines are noisy, but they're much quicker than running, and you're tougher to hit in the air than you are on the ground. Don't be afraid to toss ziplines when you have them to help you quickly climb hills or pass over buildings, even in a combat scenario, because the added speed might be enough to get you out of harm's way. Info from Gamespot.com
2019-02-16
There's a blacksmith, toiling away in the markets of the capital of Nava, who thinks making swords is boring. Why create something, she argues, when death is its only use? She'd rather make a kettle any day of the week. So I bought her kettle, and now I can brew all kinds of delicious, and at times mysterious, tea whenever I hole up and camp in the wilderness. And I still haven't found a sword.Eastshade is a non-violent, first-person adventure game set in a rolling open world full of quests. Imagine an Elder Scrolls game was an old boot, and you picked it up, turned it upside down and shook it until all the combat and magic and loot, every orc and dragon and bandit fell out. Then you took a shoehorn and eased a walking simulator inside the wrinkled leather before setting off on a delightful stroll across the countryside. Eastshade is just about the loveliest, prettiest, and just bloody nicest game I've played in years.You play an artist, recently shipwrecked in Eastshade near the small coastal village of Lyndor. After a kind chap finds you on the beach and lets you rest in his cozy cave until you recover, you resume your journey to visit and then paint your just-passed mother's favorite places in Eastshade. It's a simple setup, paying tribute to a lost loved one, and it's indicative of the kind of sincere, touching gestures you'll carry out over the course of the game.The flow of Eastshade will be familiar to anyone who has played an open-world RPG in recent years. You speak to NPCs, at first enquiring about the local history and points of interest before delving into something more personal and finally unlocking a unique quest. A child and aspiring painter asks you to help her acquire some art supplies. A smitten merchant wants some advice on how she should pursue her romantic interest. A park ranger needs your assistance in catching and caring for an injured waterfox. Not everyone has a story to tell--there are plenty of mute, generic NPCs filling the streets--but the ones you do meet almost always open up to you in the sweetest of ways.Most quests involve tracking down the next person in the quest chain or venturing afar to find a particular item. Some, however, require your talents as an artist. Indeed, it seems that once an Eastshadian discovers you can paint, they're quick to realize how much they'd really like some oil on canvas hanging over the fireplace. One keen art-lover asked me to paint him a picture of a chicken, so I made my way over the markets where I'd earlier spied some chickens nestling among the hay, set down my easel and painted the perfect poultry portrait.The act of painting itself isn't simulated in any way. You simply use the mouse to drag a frame across the screen. Anything within that frame is then captured, rendered in a painterly style, and reproduced on the canvas. In essence, you're taking screenshots. As such there's much pleasure to be had in framing your subject, as anyone who has unearthed the joys of a game's photo mode can attest. I was asked by a particularly pompous villager to paint his portrait, and fully capture all his self-described nobility and heroism. He was sitting in a tavern at the time, next to a huge fireplace whose chimney stretched to the double-story ceiling, so I framed him as this tiny figure dwarfed by the imposing stone furnace. He was grateful, of course--I'm sure the game logic merely checks if the required subject is in the frame--but I found it extremely satisfying.At a certain point you will also gain the ability to register with another local artist and begin taking commissions to earn glowstones, the local currency. It functions much like a job board: you check in, accept the gig, then return later with the finished painting and collect your cash. Each commission gives you a description of the type of painting desired and it's up to you to figure out where you need to go and what you need to include in the frame. Some are easy to identify, like a specific request for a windmill, but you may have no idea where to find it. Others are more vague, like a “starry cavern” or a “natural arch.” Either way, it's enjoyable to have your memory of the landscape tested as you struggle to recall elements of the terrain.Sometimes you won't have a spare canvas to paint on, meaning you'll have to obtain the materials necessary to craft a new canvas. Fortunately, there are wooden boards and piles of cloth lying around the various towns and villages, and NPCs don't seem to mind at all if you walk into their homes and grab some. It's a good idea to thoroughly explore every area and collect any such craftable materials as there doesn't seem to be any limit on how much you can carry. I found I typically had enough canvases to complete quest-critical paintings, but if I'd wanted to paint for fun, as it were, I would have had to tediously wait for previously collected materials to respawn or spend my hard-earned glowstones to buy them.Money's tight, you see, and there are other things worth purchasing. This isn't an RPG, so you won't be selling loot to finance your endeavors--though there is a sort of joke merchant who will buy anything off you for the princely sum of one glowstone. However, there are items you will need in order to access new areas of the world. A coat, for example, lets you continue to explore the countryside during the cold nights, while a tent lets you camp outdoors overnight or simply rest for a while if you need to meet someone at a certain time of day.You'll find yourself walking a fine line between securing what you need to complete your current tasks and saving up to afford what you need to unlock new quest possibilities. I remember standing in the markets and agonizing over whether to spend what little money I had on a fishing rod (because one quest wanted me to catch a particular type of fish) or a kettle (because my pockets were already bursting with all different kinds of plants and herbs). It was a genuinely stressful moment in a game otherwise conducted entirely in serene contemplation.Eastshade is a slow game. There's an awful lot of walking, or running once you realize there's the option, and you'll spend almost all your time trekking back and forth between villages or strolling across town from one shop to the next, ferrying this item to that person and hoping to speak to so-and-so about this-and-that. It would quickly grow tiresome were it not for the dinky penny-farthing bicycle you can buy and the presence of craftable fast travel items, and more importantly, the immense natural beauty found in every corner, along every path, and over every crest of the world.Indeed, Eastshade is a slow game that moves at just the right pace. From the warm, golden sunlight filtering through the dense canopy of the Great Tree to the pools of water on the terrace farms that skirt the city glittering in the morning light, you'll constantly find yourself stopping to catch your breath. Even after treading the same cobbled road a dozen or more times, hours later I would still find myself admiring the scenery, expansive vistas and minute details alike.The pace perfectly complements your actions, too. This is a game about taking your time and paying attention to the environment through which you're moving. You have a quest log and a map of the land, but there are no quest markers or waypoints telling you where to go. You have to read the lay of the land and remember details of where you've been. As you travel, the geographical contours of the world gradually become imprinted in your mind until you could paint them almost from memory alone. Almost.By giving you a paintbrush (and a kettle) instead of a sword, Eastshade is a rare first-person open world game that's not about killing but rather about doing good deeds, helping people see the error of their ways, and bringing communities together all through the power of art. It's a breath of fresh Eastshadian air and a genuine, unironic feel-good game. Now, if you'll excuse me, I'm going to put the kettle on.Info from Gamespot.com
2019-02-16
Editor's note: This review in progress covers only the campaign portion of Crackdown 3. We will be updating and finalizing the review once we have access to the Wrecking Zone multiplayer mode and have spent sufficient time with it. Keep an eye out for the final review in the coming days.It's been a long wait for Crackdown 3. Delays can be a positive thing, offering developers time to refine and polish a game. In other cases, it can result in what feels like a dated experience. At least in terms of its campaign--we don't have access to the Wrecking Zone multiplayer mode yet--Crackdown 3 firmly falls in the latter category, offering some amusement but little in the way of interesting new ideas or fun things to do. It's large and bombastic, with plenty of chaos and collateral damage, but few redeeming values--like a video game version of Man of Steel.You play as a superpowered member of The Agency who is sent into a city to dispense justice as you systematically eliminate the comically evil members of a nefarious evil corporation. You start out relatively weak but progressively grow in power, jumping higher and gaining the ability to perform ground pounds, pick up and throw increasingly heavy objects, and so on. Enemy factions are responsible for certain aspects of the criminal operation, such as manufacturing a sort of poison, and taking them out weakens that area and makes your ultimate goal of taking down the big bad leader more feasible. There will be collateral damage along the way that is frowned upon--kill too many innocents, and a local militia puts up a halfhearted effort to put you down--but is soon forgotten. Yes, I'm describing Crackdown 3, not its 2007 progenitor.It would be fine for this to feel so familiar if the action itself were more engaging. The core of collecting orbs (to level up your agility and jump height) and wreaking havoc remains enjoyable, but it isn't strong enough to make up for Crackdown 3's numerous shortcomings. From the moment you gain control of your character, it's hard to shake the sense that this doesn't feel like a game from 2019. Draw distance aside, the visuals are underwhelming, leaning too heavily on recreating the simple cel-shaded look of past Crackdown games. The one technological advancement the game may have to boast about--large-scale destruction, powered by Microsoft's Azure cloud servers--is reserved entirely for the online Wrecking Zone mode, which we have not yet gotten to try in the full game. There's no meaningful destruction in the campaign, and the end result is a world that feels lifeless, as if some key element of it is missing.The game's opening takes place in a small area of the city and lays out the basic structure of your goals: Take over a particular boss's various bases to locate him or her and then complete a boss fight, which, in most cases, is a pretty standard encounter where the enemy has more health than usual. This tutorial is somewhat of an off-putting start; for a game about freedom and doing badass superhero things, you're stuck in a tightly confined area, underpowered, and tasked with a goal that entails killing some enemies and then removing a pair of batteries powering a propaganda station. Before long, the game opens up and you're given access to the full city and a wider selection of objectives to tackle, at which point there's some hope that the newfound freedom and variety will provide the excitement that's lacking in this early area.The problem is, what you do in that opening section is representative of the entire game; there's very little variety to speak of. Ostensibly, each of the different factions presents its own unique challenges and objectives for you to complete. Yet it quickly becomes apparent that what distinguishes them are only surface-level details. No matter the faction, you're always mindlessly shooting an endless wave of foes as you work your way toward objective markers. Once you're there, you'll usually hold a button. Sometimes you'll have glowing targets to shoot. For a certain objective, you have to shoot a piece of machinery or throw a rock underneath it (always two times) to destroy it. After multiple hours of this, the action begins to bleed together. All of these bases you complete are just another box you can check off the to-do list, rather than a satisfying challenge you look forward to dealing with. I suffered a crash midway through the game that might have resulted in me losing some small amount of progress, but with how same-y many of the objectives are, I honestly wasn't sure if I was repeating one I had already completed. One of the major criticisms of the original Crackdown was a lack of things to do, and while there might be more here on paper, far too much of it feels like filler, rather than worthwhile missions.Interesting enemies could have made these rote objectives more exciting, but they too suffer from a lack of diversity. There are different archetypes with their own attack patterns, but they do little to shake up the action, even if some do fly, have shields, rush at you, or pilot mechs. Snipers, due to the heavy damage they inflict, were the only enemies that prompted me to break from my otherwise uniform approach of attacking whatever was closest to me. Weapons have certain types of targets they're more or less effective against, but certain guns are so powerful that I found little need carefully evaluate what I was using. You move from one objective on the map to the next, hold down the trigger to lock on to enemies, hope it picks the target you want (not always a given), and then blast away.it's just sort of a constant white noise, like you're taking a weed wacker at whatever is in front of youAnd that's okay. Crackdown 3 isn't a game where you should need to carefully consider your loadout and the precise manner in which you need to approach a fight; you're supposed to be a superhero who can dominate whatever is in front of you. But the combination of stale objectives and cannon-fodder enemies makes combat mindless and, at times, even boring, which is strange for a game filled with explosions and enemies flying off of rooftops. If you were to chart the excitement of playing through the campaign, there would be few peaks or valleys; it's just sort of a constant white noise, like you're taking a weed wacker at whatever is in front of you. It's not until much further into the game that you gain the weapons (like a gun that creates black holes) and high-level abilities (like being able to pick up and throw tanks) that make combat more entertaining. By that point, the repetitive goals and encounters have long since become stale. Making your way up the skyscrapers that serve as headquarters for the final few bosses provides some of the only memorable combat sequences, but these only serve to emphasize how rote so much of the game is otherwise.Outside of the core objectives, there is some fun to be had. Stunt rings that require you to drive a vehicle through them are an amusing challenge, even if the solution is often to rely on your transforming vehicle's ability to jump into the air. (Your Agency car can be summoned at almost any time and transforms into various forms, which is a cool concept that's spoiled by the poor driving controls that make it feel like you're riding across a sheet of ice.) Rooftop races that have you going from checkpoint to checkpoint on foot, often by leaping from one building to the next, are a thrill. Likewise, climbing puzzles that have you ascend tall structures make for a chest-pounding activity. Just be sure to do those as soon as you meet the recommended agility level designated on the map; wait too long, and the satisfying rush of landing a difficult jump is gone due to your ability to skip obstacles with massive leaps.Co-op multiplayer improves things across the board, letting you race against a friend and engage in general shenanigans. The old Crackdown standby of picking up someone driving a car and throwing it--whether to help them reach a distant goal or simply to doom them--is a hilarious way to interact with another player, and it's nice that rooftop races can be a competitive activity. But all of this only masks the underlying problems of the game; the action is just as repetitive, and I found myself wishing my partner and I had something worth doing together. Still, co-op is easily the best way to play the campaign.Leaping high through the air across rooftops and collecting orbs--which still feature one of the all-time great sound effects--is fun and rewarding, because that pursuit has a direct correlation to further improving your jump height. Lifting large objects and chucking them at foes is likewise an entertaining alternative to typical gunfights. Just like in its predecessors, these two superpowers are the primary source of what entertainment there is to be had in Crackdown 3. But it soon becomes apparent that the campaign has little new to offer. It certainly delivers on letting you blow things up and jump around the city. However, a dozen years after the first Crackdown offered that same experience but failed to provide you with enough interesting content surrounding that, it's truly disappointing to see this latest iteration suffer from the very same problems.We'll finalize this review once we have access to Wrecking Zone and have had time to put it through its paces.Info from Gamespot.com
2019-02-16
If you had to explain Yo-kai Watch in a nutshell to someone who's never heard of or played it, you might boil it down to "Pokemon but with Japanese ghosts" or "Baby's first Shin Megami Tensei." Anything grim or distressing about a kid who can talk to ghosts goes by the wayside when the ghosts are comical entities like a missing left sock or a possessed police car. In this third expansive and quirky outing for the Yo-kai Watch series, our hero Nate has to take on a quest far more daunting than anything he’s faced so far: moving to America.Specifically, Nate's family ends up moving to BBQ, an over-the-top caricature of Texas, for his dad's job, and finds that the U.S. has supernatural problems all its own that he and his best yokai buddies, a cat named Jibanyan and an uber-effete ghost butler named Whisper, have to handle. Meanwhile, back in Nate's hometown of Springdale (which is located in Japan), a bubbly ball of nerdy energy named Hailey-Anne is enticed into buying a Yo-kai Watch of her own, which ties her to Usapyon, a ghost astronaut rabbit. Stuck with each other, they form a detective agency.That's really over-the-top as far as a game aimed squarely at a younger audience goes, and that's largely a result of how it's been localized. Yo-kai Watch 3 was originally two games in Japan, with Nate and Hailey-Anne's stories comprising a game each. The version released in the West has combined the two, allowing players to switch to the other campaign at will, before the two stories converge in the later hours. It's a daring choice that allows you a ton of control over how you experience the sprawling narrative, but it also highlights just how much the narrative didn't need to sprawl to begin with. The first major plot points of both stories--Nate meeting a boy in BBQ who can see yokai as well, and Hailey-Anne starting the detective agency--are a good five or six hours in. Having both stories in the same package is a positive, but having to manually thread together two stories that could already stand to be a little more concise is less so.On the plus side, that does give you ample reason to slow down and really take in your surroundings, which is really one of the greater joys in this game. Despite the aesthetic, the interpretations of Japan and Texas are surprisingly intricate places full of people worth speaking to and places to wander off to. As the game went on, one of my favorite things to do in it was to ride the trains in Springdale, missing stops just to look around. In addition, Nate's story has the compelling element of him trying to get accustomed to American culture, and on occasion, work you do in one of the towns--unlocking an app, or asking someone for a favor--affects the story in the other. But by and large, much of the first half of the game has both Nate and Hailey-Anne doing random fetch quests or being distracted with the game's numerous side missions, which are fun but wholly tangential from the main game. That creates a major problem with pacing early on.Yo-kai Watch has always been an accessible series, and this third entry is no different. The cycle of gameplay usually boils down to Nate finding a possessed human doing something unusual, using the watch to reveal the yokai controlling them, and getting into a simple showdown with it. After these battles, there's a strong chance it joins your menagerie of friendly yokai who can be used to fight other yokai--of which there are a whopping 600-plus. There are very few of what seasoned RPG veterans might consider a dungeon, and when there are, as long as you've found at least six yokai you like, you can blow through nearly all of them in mere minutes, with no real pressing need to collect more except for the sheer joy of collecting them.Combat does ostensibly have some measure of depth compared to the series' predecessors, with the addition of a 3x3 grid system that allows you to move yokai around to dodge attacks and pick up special items. There's also plenty of information about each yokai which you can put to good use, such as elemental weaknesses and their preferred food. That's all alongside familiar mechanics like quirky mini-games used to heal yokai that have been afflicted with status effects or to charge up ultimate (or more accurately, Soultimate) attacks. But with the exception of the occasional boss fight and the rather welcome difficulty spike of the final third of the game, it's rare that you actually have to utilize any of these mechanics. So much of the game's combat is a passive experience, but neglecting to have a full grasp of it when the game finally expects you to be proactive in battle will eventually get you in serious trouble.These are the things that make Yo-kai Watch excellent as an introductory RPG for beginners. For everyone else, however, the game has to endear itself in between major plot points on sheer charm which, thankfully, it's more than capable of delivering. On the Hailey-Anne side, what comes off as grating over-enthusiasm at the start settles down over time to become unflappable optimism and curiosity. The girl fears absolutely nothing, even when giant demons start showing up that send her running through the streets. Her alliance with Usapyon evolves from one of convenience to a genuinely sweet elementary school partnership over time, especially as the details of Usapyon's origins become clearer.Having both stories in the same package is a positive, but having to manually thread together two stories that could already stand to be a little more concise is less so.As mentioned, Nate's side has an even more intriguing angle. For some reason, the localization obscures the fact that Nate's hometown of Springdale is in Japan, but the touchstones of a kid dealing with severe culture shock are still here. Even when American culture is as hilariously exaggerated as it is, there's something subtly poignant about an ostensibly Japanese kid exploring an all-American city for the first time. And as his circle of friends expands to include Buck, a wild-haired kid with a deep southern drawl, so too does his experience with American yokai and all the loud and proud aspects of such.It's still a game aimed at a young crowd, though, and the game's poignancy is undercut a bit by wild reactions, non-sequitur humor, and impromptu j-pop musicals. Most of the scarier aspects of the game dealing with the existence and management of the afterlife have been softened to the absolute extreme. The game was only ever going to get so serious, and the winking nods to more adult fare like The Godfather, Fist of the North Star, The X-Files, and Twin Peaks are indeed just that: playful winks. It's less the competitive Growlithe-eat-Growlithe world of Pokemon than a cheerful, wacky playground where Pokemon-like creatures happen to live.There's not much to Yo-kai Watch 3, but there’s still a lot of charm to be found. The towns of Springdale and BBQ are both bright, pleasant places to be; the people in it are even more so. Visiting the world of Yo-kai Watch for the third time is a fun time, even though you’ll end up staying a lot longer than perhaps necessary.Info from Gamespot.com
2019-02-15
James Cameron, the legendary movie director who made aquatic-themed movies like Titanic and The Abyss, has seen Aquaman and he's not exactly the biggest fan of it. In an interview with Yahoo! (via EW), Cameron said the movie is "great fun" but not very realistic."I could have never made that film because it requires this total dreamlike disconnection from any sense of physics or reality. It exists somewhere between a Greek mythic landscape and a fairy tale landscape. And people just kind of zoom around underwater because … they propel themselves mentally, I guess. I don't know. " he said. You buy it on its own terms."Cameron, who himself has traveled to the bottom of the ocean, pointed out that he's spent "thousands" of hours underwater. He takes underwater storytelling very seriously."I'm very literal about my underwater. It needs to look like it's real," he said. "And while I can enjoy that film I don't resonate with it because it doesn't look real."Cameron wasn't entirely negative about Aquaman, however, as he said he applauds the movie for the scenes in which it showed the ocean as being used as a garbage dump to remind people to respect and protect the world's oceans.The upcoming Avatar sequels that Cameron is making will have "a lot" of underwater sequences, and these will have "such a different feel" than Aquaman, Cameron said. For the Avatar sequels, Cameron is using a reportedly brand-new filming technique capable of doing motion-capture work underwater.James Wan, who directed Aquaman, previously spoke with EW about working in the shadow of Cameron. "Rule No. 1 is don't ever compete with James Cameron," he said. "He's in a whole different game of his own. And No. 2, our movie is such a different-looking film."Aquaman was a smash hit, taking in more than $1 billion globally at the box office. Unsurprisingly, a sequel is on the way; it's progressing further now by hiring a writer. As for the Avatar series, Avatar 2 is expected to hit theaters in December 2020. Info from Gamespot.com
2019-02-15
The new Apex Legends update released on Wednesday has apparently caused some issues on Xbox One. Developer Respawn announced that it discovered an "unfortunate issue" related to the Through the Heart DMR skin, which was released as part of the Valentine's Day-themed update, as well as some skins and the two unlockable Legends characters, Caustic and Mirage. And unfortunately, as of Thursday afternoon, there's been no word regarding a resolution to any of these problems.Respawn has disabled the three troubles skins--Through the Heart Valentines DMR skin, and Gibraltar's Daemon Hunter and Neural Net skins--as it investigates the issue, which only appears to be affect Xbox One and not PlayStation 4 or PC.Separate from this, and more meaningful due to its impact on gameplay, is an unrelated problem related to the two characters who are not unlocked by default: Caustic and Mirage. Respawn says some players on Xbox One are unable to use the characters after unlocking them. There's no word on when the issue might be resolved.Unlike the other six characters, both Caustic and Mirage have to be purchased using either in-game currency (earned by playing) or with a premium currency (purchased with real-world money). EA and Origin Access members receive a free allotment of the premium currency, but that's only enough to cover the cost of one of these two characters. Grinding the in-game currency to purchase Caustic or Mirage by playing takes a long time.Hey all. We discovered an unfortunate issue with the Through the Heart Valentines DMR skin, Gibraltar's Daemon Hunter and Neural Net skins that are causing crashes on Xbox One. We've disabled the skins while we investigate. — Apex Legends (@PlayApex) February 14, 2019We're aware of the reports of players unable to use Caustic or Mirage after unlocking on Xbox One and investigating. Will update when we have more info. — Apex Legends (@PlayApex) February 14, 2019In addition to the new Valentine's Day-themed content, the Apex Legends update made improvements and changes to the UI, while it also beefed up server stability and performance. Additionally, the update fixed a number of bugs, including an exploit that allowed players to duplicate items in their inventory. No longer! You can see the full Apex Legends patch notes here.Apex Legends is off to a great start. In just a week, the free-to-play battle royale game has picked up 25 million downloads and a peak concurrent user record of more than 2 million. The game's Fortnite-style battle pass launches in March, and it adds even more heroes and other new content. Info from Gamespot.com
2019-02-15
The 22nd D.I.C.E. Awards took place in Las Vegas tonight, and Sony's God of War was a big winner. The PlayStation 4 exclusive took home nine total awards, including the highly coveted overall Game of the Year.In addition to that award, God of War won Outstanding Achievement in Game Direction, Outstanding Achievement in Game Design, Adventure Game of the Year, Outstanding Achievement in Story, Outstanding Achievement in Sound Design, Outstanding Achievement in Original Music Composition, Outstanding Achievement in Character (Kratos), and Outstanding Achievement in Art Direction.God of War wasn't the only game that won multiple awards, as Celeste picked up Action Game of the Year and Outstanding Achievement for an Independent Game. Florence won Portable Game of the Year, Super Smash Bros. Ultimate took home Fighting Game of the Year, and Monster Hunter: World picked up Role-Playing Game of the Year. Fortnite, meanwhile, won for Outstanding Achievement in Online Gameplay. Rockstar's Red Dead Redemption 2 won for Outstanding Technical Achievement, but that was the only award it took home tonight.You can see the full list of categories and winners below. The D.I.C.E. Awards are not connected to the Swedish developer DICE.Also during the D.I.C.E. Awards, Bonnie Ross was inducted into the Academy of Interactive Arts and Sciences' Hall of Fame. The longtime Microsoft employee and head of Halo developer 343 Industries, Ross was praised for her work in growing the Halo franchise and for spearheading efforts to promote STEM and diversity in video games. She is the first woman in the AIAS Hall of Fame, and she joins other big names like Mario creator Shigeru Miyamoto, Valve founder Gabe Newell, and Metal Gear designer Hideo Kojima, among others.22nd DICE Award WinnersGame of the YearGod of WarPublisher: Sony Interactive EntertainmentDeveloper: SIE Santa Monica StudioOutstanding Achievement in Game DirectionGod of WarPublisher: Sony Interactive EntertainmentDeveloper: SIE Santa Monica StudioOutstanding Achievement in Game DesignGod of WarPublisher: Sony Interactive EntertainmentDeveloper: SIE Santa Monica StudioPortable Game of the YearFlorencePublisher: Annapurna InteractiveDeveloper: MountainsOutstanding Achievement for an Independent GameCelestePublisher: Matt Makes GamesDeveloper: Matt Makes GamesImmersive Reality Game of the YearBeat SaberPublisher: Beat GamesDeveloper: Beat GamesImmersive Reality Technical AchievementTónandiPublisher: Magic LeapDeveloper: Magic Leap and Sigur RósOutstanding Achievement in Online GameplayFortnitePublisher: Epic GamesDeveloper: Epic GamesStrategy/Simulation Game of the YearInto the BreachPublisher: Subset GamesDeveloper: Subset GamesSports Game of the YearMario Tennis AcesPublisher: Nintendo Co., Ltd.Developer: Nintendo Co., Ltd. and Camelot Co. Ltd.Role-Playing Game of the YearMonster Hunter: WorldPublisher: CAPCOMDeveloper: CAPCOMRacing Game of the YearForza Horizon 4Publisher: Microsoft StudiosDeveloper: Playground GamesFighting Game of the YearSuper Smash Bros. UltimatePublisher: Nintendo of AmericaDeveloper: Nintendo, Sora Ltd., and BANDAI NAMCO Studios Inc.Family Game of the YearUnravel TwoPublisher: Electronic ArtsDeveloper: ColdWood InteractiveAdventure Game of the YearGod of WarPublisher: Sony Interactive EntertainmentDeveloper: SIE Santa Monica StudioAction Game of the YearCelestePublisher: Matt Makes GamesDeveloper: Matt Makes GamesOutstanding Technical AchievementRed Dead Redemption 2Publisher: Rockstar GamesDeveloper: Rockstar GamesOutstanding Achievement in StoryGod of WarPublisher: Sony Interactive EntertainmentDeveloper: SIE Santa Monica StudioOutstanding Achievement in Sound DesignGod of WarPublisher: Sony Interactive EntertainmentDeveloper: SIE Santa Monica StudioOutstanding Achievement in Original Music CompositionGod of WarPublisher: Sony Interactive EntertainmentDeveloper: SIE Santa Monica StudioOutstanding Achievement in CharacterGod of War - KratosPublisher: Sony Interactive EntertainmentDeveloper: SIE Santa Monica StudioOutstanding Achievement in Art DirectionGod of WarPublisher: Sony Interactive EntertainmentDeveloper: SIE Santa Monica StudioOutstanding Achievement in AnimationMarvel’s Spider-ManPublisher: Sony Interactive EntertainmentDeveloper: Insomniac GamesInfo from Gamespot.com
2019-02-15
A rumor popped up today that claimed Rian Johnson would no longer work on the previously announced new Star Wars trilogy. However, that's a bunch of baloney.Johnson himself clarified on Twitter that he's still working on the new trilogy of Star Wars movies that will follow Episode 9 later this year. "No, it isn't true," he said of the rumors.The rumour seemed to stem from the site SuperBroMovies. Responding to the origin of the rumour, Johnson said he's shooting down the rumor "with all due respect to the movie bros, who I'm sure are lovely kind bros with good fraternal intentions."No it isn’t true, I’m still working on the trilogy. With all due respect to the movie bros, who I’m sure are lovely kind bros with good fraternal intentions. — Rian Johnson (@rianjohnson) February 14, 2019Discussing the new trilogy last year, Johnson said the films will feature "new characters, new places." He said Lucasfilm president Kathleen Kennedy responded positively to his ideas. While Johnson will oversee the story for the three films, he may not direct all of them.Johnson directed 2017's The Last Jedi, which was the second of three films in the new trilogy that began with 2015's The Force Awakens and wraps up with this December's Episode IX. The Last Jedi made more than $1.33 billion at the worldwide box office. In addition to the new trilogy of Star Wars films, Johnson is writing and directing the mysterious movie Knives Out featuring Daniel Craig, Michael Shannon, Chris Evans, and Toni Collette. Info from Gamespot.com
2019-02-15
Following a delay, Epic Games has released update 7.40 for Fortnite. With its release, the company has released the full patch detailing exactly what's being added, tweaked, or changed. The headline features for the update are the start of the Valentine's Surprise event, which rewards those who complete 13 Overtime Challenges with a free Battle Pass for Season 8.Another big new feature added as part of the update is Gifting which, for a limited time starting now and lasting until February 22, lets players send the Heartspan Glider to someone else for free. The Glider will be free until Friday, February 15 at 7 PM ET.A new weapon has also been introduced: the Infantry Rifle. There are Common, Uncommon, and Rare variants of it, which deal 41, 43, and 45 damage, respectively; land a headshot, and that damage is doubled. If you want to give it a try, you'll find it as floor loot or in chests and vending machines. It uses medium ammo and doesn't experience damage falloff, making it a useful weapon at long range.With Epic speeding up the frequency of its limited-time modes, it's introduced a new one with this patch. It's called Catch, and it removes all weapons from the game excerpt for thrown items like certain grenade types and Port-a-Forts (standard grenades have been vaulted). Also now available is Team Rumble, where two teams compete to secure 100 kills first.Beyond all this, you'll find changes and nerfs to various items and weapons. Those are all detailed in full Fortnite: Battle Royale update 7.40 patch notes below. To see what's changing in the Creative and Save The World modes, head to Epic's website.Click image to view in full screenLimited Time Mode RotationsAs mentioned last week, we’re continuing with rotate through LTMs at a faster pace throughout the week moving forward. The first mode is detailed below, check the in-game client on Thursdays and Saturdays to see what other modes are available!Limited Time Mode: Catch!SummaryIn this mode, all guns have been removed. The only weapons are grenades and other items that can be thrown or tossed. Get in there and throw the enemies back to the lobby!Available grenades/items: Smoke GrenadesClingersRemote ExplosivesPort-a-FortsImpulse GrenadesShockwave GrenadesMode details:Chest spawns and Floor Spawns set to 100.Can only get consumables out of Chests, Floor Loot, and Supply Drops.Increase Supply Drops throughout the game.Faster circle times.Increased drop stack counts.Limited Time Mode: Team RumbleSummaryTwo large teams fight for the Victory Royale in an action-packed mode where the first team to get 100 eliminations wins!Reduced likelihood of Storm ending up near the center of the map.Overtime Challenges & RewardsLooking to earn a free Season 8 Battle Pass? Starting with the v7.40 release, complete 13 free Overtime Challenges by February 27 to receive the upcoming Season 8 Battle Pass for FREE! Additionally, unlock 5 new rewards including the Valentine Wrap and Vines Contrail for completing these Challenges.And for current Battle Pass owners, the Overtime Challenge rewards will include new unlockable styles for the Trog, Powder, and Onesie outfits.Weapons + ItemsInfantry Rifle Available in Common, Uncommon and Rare variants. Deals 41, 43, 45 damage. 2x headshot multiplier.Can be found from Floor Loot, Chests, and Vending Machines.Uses Medium Ammo.Fires quick-moving projectiles without damage falloff.Improvements to the Bush consumable. Now absorbs one instance of weapon damage before being removed from the owner. Fall damage will not remove the Bush.Now translucent (for the Bush wearer only!) in order to allow for better visibility of surroundings.Hand Cannon Epic rarity Reduced environmental damage from 150 to 100.Legendary rarity Reduced environmental damage from 157 to 105.Rocket Launcher Shifted availability of Rocket Launchers out of Chests and into Supply Drops. Removed Rocket Launchers from Chests.Increased the chance of receiving a Rocket Launcher from Supply Drops from 25% to 50%.Epic rarity Reload speed increased from 2.66 to 3.42.Now only available from Vending MachinesLegendary rarity Reload speed increased from 2.52 to 3.24.Unvaulted ClingersCupid’s Crossbow - Limited Time Item Epic Rarity.Infinite ammo.Bodyshot Damage: 79.Headshot Damage: 197.Can be found in Floor Loot and Chests.Does 1 environmental damage.Vaulted GrenadesBug FixesFixed an issue causing projectile weapons to fire inaccurately when aiming at other players from very close range.Fixed an issue that was causing explosive splash damage to be blocked when players didn’t actually have cover.GameplayAdded Pop-Up Cup settings to default playlists We're introducing a few larger changes into the default Fortnite playlist as a test. We've seen these settings in pop-up cups result in more engaging fights and allowing players to gain more consistent rewards for the risk of engagement.Based on the positive feedback we received during these specific Pop-Up cups, we’re implementing the following adjustments: 50 Health (or Shield) based on your health when the Elimination occurs.50/50/50 materials dropped on Elimination500/500/500 Cap on materialsHarvest rate increased by 40%We’ll be closely monitoring feedback on this change - play a couple matches and let us know what you think!Removed the ability for the X4 Stormwing to break through structures and large objects. Small props will still be destroyed from direct hit from an X4 Stormwing.Changes to Ziplines Ziplines are now interact to engage.Ziplines grant fall damage immunity.Ziplines now have an audio visualizer icon.Final Circle adjustments Increased the travel distance by 48%.Shrink time has been increased from 45 seconds to 75 seconds.PC, Mac, and console players can now crouch while in Edit Mode. Gamepad players can assign this through custom gamepad controls.Note: This functionality is coming to mobile soon.Turbo Building Reduced the initial timer for turbo building from 0.15 to 0.05.Added the ability to swap the item in the currently selected slot with a new item by holding interact instead of tapping. Added UI text to show players they’re able to use swap.Not available on touch input.Floor traps will automatically build a floor piece for you if needed. You must have the required resources.Logitech and Razer RGB peripherals will now react when doing emotes.Sneaky Snowmen will be destroyed if they fall from a high distance. Stand on the head of a Sneaky Snowman to avoid fall damage.Removed HUD bar for the minigun overheating mechanic.Adjusted the distance of the Bottle Rocket sound indicators so that they match the max distance of the sound effects.Added a Bottle Rocket sound indicator for the explosion of rockets.Bug FixesAim Assist “Snap-To” Adjustments We’ve added a compounding time delay to the aim assist “snap-to” feature when spamming the Aim Down Sight button. Each button press after the first will apply a time delay, up to 5 seconds, before the aim assist “snap-to” effect is applied.We are making this change to prevent situations where players would spam the Aim Down Sight button on enemies, which caused the crosshair to stay locked on to targets indefinitely. This change should prevent the lock-on mechanic from being abused while retaining the same Aim Assist feel. We'll be closely monitoring feedback about this change.Fixed an issue where Bottle Rockets would not align to specific slope angles.Cozy Campfire logs no longer block movement.Prevent weapon auto-reload from canceling emotes.Fixed an issue that allowed traps to trigger through lab tunnel walls in Dusty Divot.Fixed auto pickup not occurring when landing from skydiving.Fix issue where a player with no traps would switch to the build tool if they hit the button to equip traps.Fixed an issue where glider items could be triggered right after teleporting with a Rift-to-Go which would block subsequent skydiving.Fixed an issue that would block building beneath a mounted turret.Fixed an issue where Snowmen placed on the map would appear invisible or under the map.EventsNew Tournament Series - ‘Share The Love Series’ (Solo & Duo) Available from February 14 until February 24.Players will compete across any of four division tournaments: Open DivisionProspect DivisionContender DivisionChampion DivisionEarning enough points during any nightly session to receive a pin will unlock the next highest division.Earning a pin during a Champion Division session will advance to Round 2 - the Champion Division Finals!‘Share the Love Series’ Sprays will be granted based on the highest division achieved, including the Champion Division Finals.All divisions run simultaneously and share the same tournament schedule. The full schedule for your server region can be viewed from the Events tab.New Tournament - ‘Trios One Day Cup’ Available on February 17Grab a couple of your best friends and join in for the Trios One Day Cup, going from a fully Open tournament to an intense final round with the best Trios in a single day.The tournament takes place across three rounds - earn a pin during each round to advance.The full schedule for your server region can be viewed within the Events tab.Tournaments can now take place across multiple rounds, with players needing to earn a pin in order to unlock the next round of the tournament.Multiple tournaments are now able to be running at the same time.Reduced the maximum matchmaking time for tournaments from 5 minutes to 4 minutes. This value limits the amount of time a player can wait for a match in a tournament before they create the best match possible at that time.Increased the minimum amount of players for tournament matches from 80 to 90.Streamer Mode can now be used during tournament play.In-game leaderboards are now fully available in all regions, for each tournament session. These can be accessed inside of the tournament page by clicking on any tournament session.AudioAdd audio when squadmates ready up in the lobby.The following audio improvements have been made for Mobile/Switch platforms: Improve skydiving wind audio.Add more variation to gunshot environment impacts.Bug FixesFixed the Air Horn emote only having 1 variation on Mobile/Switch.UIStats v2 The ability to track all of your play in one place and view it across all platforms.This includes the ability for mobile and Switch players to view their stats in-game.Breaks up stats by each individual Limited Time Mode.Players now receive a pop-up prompt informing them if a player they recently reported has had action taken against their account.When eliminated by the Storm, instead of saying "You Eliminated Yourself", the text now says "Eliminated by the Storm"Improved look and implementation of Bad Network Indicator and updated Bad Connection Indicator UI to track bad vs severe ping. Yellow indicates poor status, red indicates severe status, flashing red indicates dropped signalSlash commands have been improved and re-enabled in chat windows.Bug FixesFixed an issue where you could switch between different tabs in the background if you were in the Player Feedback menu.Fixed missing Remove Marker map icon on Mac.Fixed Battle Pass info not displaying properly in the lobby in certain cases.Fixed an issue where elimination counts and names for teammates were not calculated properly in large team modes.ReplayBug FixesFixed an issue causing weapon animations to sometimes play twice for each shot fired in replays.SocialGifting returns for a Limited Time The Gifting feature is back for a limited time! You’ll be able to send or receive presents from friends until February 22.Bug FixesFixed an issue that would result in incorrect or duplicate party suggestion text bubbles to appear in the lobby.MobileAdding an optional Targeted Edit button to allow you to edit without having to touch the screen. This allows the player to edit using their crosshairs, similar to other platforms. The Targeted Edit button can be found in the extra buttons section under the HUD Layout Tool.Edit and Edit Reset Buttons will now capture touches. No more editing through the edit button.Adding visual feedback to many mobile buttons to allow for better instant feedback and help us better diagnose issues seen in the community.Now backing up the most recently saved hud layout to the player’s cloud save.Bug FixesFixing an issue with the input blocked message appearing on mobile when leaving a game.Fixed an issue causing some key-bind widgets to display incorrectly on mobile with controllers.Quick switching from a weapon to a consumable no longer briefly fires the equipped weapon.Fixed multiple issues with Turbo Building or weapon firing stopping when switching weapons or switching between Build, Edit, Combat mode.Fixed an issue with touch input causing controllers to stop responding when scrolling.Fixed multiple issues to support more controller hardware as well as fixed many issues related to parts of the UI that may not be properly navigable by controllers.Season 7 of Fortnite ends on February 28, so players only have a little more time to complete any remaining challenges. We have all the tips and guides you need for the trickier ones in our complete Fortnite Season 7 challenges roundup. Epic is also expected to hold two double XP weekends before the season ends to give players another opportunity to level their Battle Pass up; the first is set for February 15-17, while the second takes place February 22-24. It has not yet been confirmed when Season 8 of Fortnite will begin.In other Fortnite news, following lawsuits from Backpack Kid, rapper 2 Milly, and Carlton from The Fresh Prince of Bel-Air, over claims that the studio stole their dance moves, Epic Games has released a memorandum that seeks to have at least one of the lawsuits dismissed on the grounds that "no one can own a dance step."Info from Gamespot.com


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