2018-11-08
Warcraft 3 ultimately led to World of Warcraft, but nearly 15 years of persistent lore and world-building in WoW has rendered some older material outdated. Blizzard plans to correct that in the upcoming Reforged remaster of Warcraft 3, by updating some older pieces to reflect the universe as it currently is."This is a Reforged edition. We're looking at the campaign itself, like The Culling in particular," Brian Sousa, Art Lead on Classic Games at Blizzard, told GameSpot. "We completely redesigned the map layout and made it look like Stratholme from World of Warcraft because people have been in Stratholme, people know the entryway to Stratholme, and the original didn't have any of that. It was a very different feel altogether. It had Greek columns, and it had like weird statues, and a river, and the zoo, and things that people wouldn't recognize if they were from World of Warcraft playing this game."That was one of the things. We're like, 'Well, this should look like Stratholme', so it had a complete redesign with that. As we go through more of the campaign, there's going to be more instances where we do pull on World of Warcraft for influence because they have the lore, they have grounded out all of these characters, all these locations, and they've put so much backstory into just everything. We have a huge library to pull from."This Reforged edition will include remodeled characters and animations, remastered maps, an upgraded UI, and 4K support. A "Spoils of War" edition also nets you bonuses in Blizzard's various other games like Hearthstone, Diablo 3, and Heroes of the Storm.Alongside Warcraft 3: Reforged, Blizzard took the opportunity at BlizzCon to announce a release window for WoW Classic. Like Reforged, it takes a game from Blizzard's classic library and remasters it for modern audiences, but this time it's turning back the clock on lots of the modern touches that have come to WoW over the last decade, to allow players to experience it the way it originally existed. It's coming in the summer of 2019, which will officially mark 15 years since WoW first released.Info from Gamespot.com
2018-11-08
Blizzard has wasted no time adding Overwatch's newest character to the public test realm, where PC players can try out new updates before they're ready to roll out wide on all platforms. The new character Ashe just debuted at BlizzCon on Friday, and she's already available to try out. You can see her in action in the video above.As detailed in a panel at BlizzCon, Ashe's main weapon is a lever-action rifle with a speedy firing mode or a slower mode down the sights. Her secondary is a sawed-off shotgun, and she can also lob dynamite with a delayed fuse timer. Finally, her Ultimate ability calls in B.O.B., her robot bodyguard/butler to do some damage of his own or to give you a wave.Ashe was revealed in an animated short called "Reunion," which hinted at her history with McCree. As a former member of the Deadlock gang, he abandoned his crew to join the good guys and apparently made a few enemies in the process. You can check out the Ashe gameplay video to see more of her in action. Naturally, the update also adds a wide array of skins to change Ashe's look. You can see them all below.To access the PTR on your PC, open Battle.net and select "PTR: Overwatch" as the Region. Ashe is just one of many heroes coming down the pipe, as Blizzard said it has six new heroes planned. It also debuted a new set of Overwatch Lego for those who prefer to go hands on with their tiny heroes.Info from Gamespot.com
2018-11-08
The interactive movie--that nebulous, hard-to-define genre briefly fashionable in the mid-1990s, when CD-ROM technology made it possible for developers to integrate live-action footage into games--is not exactly remembered for its high quality. But even in the tradition responsible for such notorious follies as Night Trap, Sewer Shark, and Who Shot Johnny Rock, The Quiet Man is astonishingly dire--a graceless, outdated game that belongs squarely in the era of laserdiscs and the Philips CD-i. When it isn't an interactive movie, it's a simple 3D beat-em-up of the kind once ubiquitous at arcades. But an interest in the past does not make The Quiet Man a love letter to video game history, and its ideas are poorly realized.The Quiet Man boasts a formal conceit that is at least moderately interesting. You play as a svelte blonde 20-something named Dane, who is deaf, and as a consequence the game is almost totally silent. You hear only the muffled patter of footfalls while walking, some indistinct notes of synthesizer to represent voices, and a faint patina of generic ambience elsewhere. The marketing materials describe this as an effort to allow the player to "experience the world in the way Dane does." But we clearly do not experience the world as Dane does. Dane reads lips; he communicates extensively and effortlessly with every character he encounters. So why are these conversations not subtitled? In one lengthy scene of dialogue after another, people talk with Dane, presumably advancing the story. Meanwhile, we have no earthly clue what's being said or what's going on.This sort of inexplicable design is entirely typical of The Quiet Man. It’s difficult to understand so much of what transpires. Consider an early narrative sequence in which Dane meets either a colleague or a friend--the relationship was not apparent to me and only gets more confusing over the course of the story--and converses with him in his office. In a series of mundane closeups the other man speaks as Dane nods along, rapt; the nature of their discussion is opaque, and their performances, amateurish and hammy, are abysmal. You can imagine this scene being staged in such a way that the content would be clear even without sound or subtitles. The Quiet Man doesn't even try.When these mystifying, interminable full-motion-video scenes at last end, the actors are switched out for crudely animated substitutions, many of whom bear such a poor resemblance to their real-life counterparts that it is frequently unclear who's who. It's never hard to pick out Dane in the heat of battle, though, because he's the only one who's white. The endless procession of villainous henchmen you're asked to brutally dispatch are uniformly latino, broad caricatures of "cholos" in street-gang garb who sneer at you between pummelings. You fight them pretty much exclusively throughout. The political implications of the game's demographic makeup are appalling, in this fraught time of wall-building especially, and the end result is plainly, unforgivably racist.In any case, it's quite fitting for the enemies to be the same cliched type repeated ad nauseam, because repetitiveness is the very nature of The Quiet Man's beat-em-up combat system. Brawling has what might generously be described as an arcade-like simplicity: one button to punch, one to kick, and one to dodge, plus a finishing move that can be triggered on occasion. It would be more accurate to call this rudimentary. Almost every battle boils down to a dull frenzy of button-mashing, as enemies rarely block, scarcely fight back, and practically never come at you more than one at a time. Though waves of 10 or even 20 must be defeated to clear a given room, they don't change their approach or vary their style, and mostly seem to stand around awaiting their turn to be vanquished. There's no way to vary your own attacks, either, which gives every encounter the air of a chore.Boss battles aren't much different in terms of character or technique. They distinguish themselves instead in terms of overwhelming difficulty. I almost never lost a fight in the course of regular gameplay; each of the handful of boss battles, though, kept me stuck for a long time, as I labored through dust-ups with enemies that seemed absurdly overpowered and virtually invulnerable to damage. Worse than simply losing these battles was how consistently vague they proved to be. Seldom is it apparent why you might be losing a fight. The game doesn't track damage or show the enemy's health, and it's never certain whether your hits are landing or registering much effect--hitboxes are indistinct and attacks almost always clip through bodies, which makes the whole process feel at once feeble, confusing, and outrageously imprecise.Simplistic, ungainly combat is all the more surprising given that it is The Quiet Man's only gameplay mechanic. From beginning to end there is nothing else to do--no places to navigate, no items to collect, no weapons to wield, no puzzles to solve. It's just those same mind-numbing punches and kicks broken up by extended narrative scenes that by virtue of the enforced silence you can't hope to follow or understand. The broad contours of the plot are vaguely discernible: the drama involves childhood trauma, a seedy metropolitan underbelly, various acts of conspiracy and revenge. As for the details, it's impossible to say. The game's final moments tease an upcoming addition that will allow you to play it through a second time with the sound restored. This feels like both a preposterous cop-out--that's the main conceit!--and a cruel punishment. With sound the story will surely make more sense. But having suffered through The Quiet Man once, I can't bear to try it again.Info from Gamespot.com
2018-11-07
The Castlevania games are well known for a few specific things, like elaborate levels, cheesy dialogue, and atmospheric design. Music ranks high among those characteristics, which made it extremely weird when the first season of Netflix's Castlevania show included exactly zero music from the Castlevania games. Fans hoped showrunner Adi Shankar would correct that in Castlevania Season 2, and those who watched all the way to Episode 7 weren't disappointed.Why did it take so long for the Castlevania show to finally use some of the games' iconic music? We asked Shankar during a recent interview."It is a process," Shankar said. "I'm not making a commentary of how difficult of a process, but I'm just saying, yeah, it is a process."The Castlevania franchise is owned by Konami, a Japanese company that famously has not seemed particularly interested in catering to what fans of its games want in recent years. Bloody Tears, the song used in Episode 7's impressive and game reference-heavy battle, was originally composed by Kenichi Matsubara and was first heard in Castlevania II: Simon's Quest, a NES game released more than three decades ago. Needless to say, the licensing process for it and similar tracks may be more complex than fans assume.But aside from that, Shankar didn't want to turn Castlevania into the kind of show that buys fans off with endless fan service."It was good to build to it, because it makes the use of it more meaningful," he said. The same went for Trevor's whip, which the character upgraded to the famous Morning Star during Castlevania Season 2: "There's a version of the show out there where literally every episode Trevor is getting an upgrade," Shankar said, and he didn't want to fall into that trap."At a certain point these things kind of lose their impact and meaning," he said, emphasizing that using the song there wasn't intended as some kind of cheap surprise. It's a moment of pay-off to things that have been building throughout Season 1 and 2, not simply a wink toward fans."Ultimately what we're trying to do here--with any kind of entertainment--is to evoke, provoke, make you feel a broad spectrum of emotions," Shankar said. "This is one of the notes we were able to hit--no pun intended. It's that--I don't want to say the nostalgia note, but it is a note we were able to hit, and it's one of those notes that has diminishing returns if you hit it too many times."The music isn't the only thing Castlevania fans get nostalgic for. The show's three protagonists--Trevor, Alucard, and Sypha--are all playable characters from Castlevania III. The show also took inspiration from other Castlevania games, including Lament of Innocence and Curse of Darkness. Shankar said he likes to take characters and other elements from these games and flesh them out beyond the relatively basic characteristics present in their original incarnations--but in a way that makes sense to fans."Those early games were not able to communicate the subtle characterizations, the subtle nuances, because early games didn't have a way to communicate that," he said. "All of us felt--Warren Ellis, myself, Kevin [Kolde], my partner on the show--that it was really important to expand the world of the show." He compared it to the Marvel universe, which spans comics, games, movies, TV shows, and more, all with their own continuities that run in parallel, and each medium with its own strengths and focuses. "In all these different universes, some events play out exactly the same, some things play out slightly differently," he said. "Some characters show up in slightly different timelines and slightly different forms. Sometimes the power balance is different, right? That's very much the same deal with Castlevania. Our show takes place in a parallel timeline--a parallel universe--to that of the games.""Which, by the way, the games also have multiple timelines in and of themselves," he added.By Season 2's conclusion, many of the storylines begun in the show are wrapped up neatly. But it also leaves our heroes in a position to have more adventures--and several villains remain in the mix as well. Netflix recently confirmed that Castlevania Season 3 is a go, and Shankar said they already have plans in place."I'm trying to think of what I can and can't say," he teased. "We have Season 3 mapped out. A big thing about this show is none of us want to be just making it up as we go along...Every single time, we take a look at how much time we have to tell the story and how many resources we have to tell it. But there's a plan in place. There's an arc in place. When Season 3 comes out you will see that Season 2 set up the events of Season 3. There's still this cast of nefarious characters out there.""And don't forget this is also a massive world," he continued. "The world of Castlevania, of the--let's call it the Castlevania cinematic universe for our discussion--in that cinematic universe is this massive landscape, and what we saw [in Seasons 1 and 2] is a story on that board. But there are far reaching ramifications for all the events that transpired in Season 1 and Season 2."What's his overall goal for Castlevania Season 3? "An Emmy nomination--that would be pretty tight," Shankar said. He'll have our vote whenever Castlevania returns to Netflix, which will hopefully happen sooner rather than later. You can catch Season 1 and 2 streaming on Netflix now. Info from Gamespot.com
2018-11-07
Nintendo has published new job listings that further confirms the developer has already begun production on another The Legend of Zelda game. Perhaps more interestingly, the job listings suggest dungeons--a series staple that was mostly absent from 2017's The Legend of Zelda: Breath of the Wild--will be returning in the upcoming game.Currently, Nintendo is looking for a 3DCG designer and level designer to contribute work to The Legend of Zelda series. Both job listings are published in Japanese, but ResetEra user guru-guru has been able to provide a rough English translation. The 3DCG designer's primary roles are the creation of terrain and topography for fields and dungeons, as well as concept art. The level designer is being hired to plan enemy placements and dungeon layout.The job listings do not reveal whether or not this upcoming game is a brand new story. In the six years between Skyward Sword and Breath of the Wild, Nintendo only created mainline Zelda titles that connected to older games. 2015's Tri Force Heroes, for example, is a sequel to 2013's A Link Between Worlds, which itself is a sequel to 1991's A Link to the Past. 2013's The Wind Waker HD, 2015's Majora's Mask 3D, and 2016's Twilight Princess HD are all remasters of classic Zelda titles.The job postings also don't specify work on the next game in the franchise, just a game in the series, so there's a chance the upcoming The Legend of Zelda title could be a sequel story or HD remaster of an older story as opposed to something completely new. A remaster of an older Zelda game would explain the emphasis Nintendo is placing on dungeons. This is, however, simply a guess and not something to be taken as fact.Last year, The Legend of Zelda series producer Eiji Aonuma said there is a possibility that there would be another Zelda game on Nintendo Switch. He also mentioned that the next mainline game in the series could be multiplayer-focused.Info from Gamespot.com
2018-11-07
Microsoft is promising big news for its Xbox presentation taking place later this week. The X018 event will take place November 10-11 in Mexico City, and a teaser from the company has given us an idea of what to expect from the show.A tweet from the company named three games that we'll see at the show. PlayerUnknown's Battlegrounds will get "big news," along with Shadow of the Tomb Raider's The Forge expansion and new updates to State of Decay 2. The Forge is coming later this month, so this will probably be its coming out party before the release. The teaser ended by promising "more exclusive looks."Described as a "global celebration of all things Xbox," X018 will be broadcast live with news and first looks. Microsoft has been aggressive with its market strategies, most recently introducing a new payment plan for consoles called Xbox All Access. This could carry over into the next generation. We also may see further details of Microsoft's streaming plans, with Project xCloud planned for testing in 2019.Microsoft is stepping forward with its own winter event as its chief console competitor, PlayStation 4, steps away from plans for a similar event. Sony announced its usually-annual PSX event would be skipping 2018. The company was open about the reasons why, saying it simply didn't have enough to show to justify such a large-scale event. "We wouldn't have enough to bring people all together in North America to have that event," worldwide studios head Shawn Layden said. "We don't want to set expectations really high and then not deliver on that."Sony's withdrawal from the spotlight may give Microsoft more of a chance to shine with debuts for third-party games like Shadow of the Tomb Raider and others.Info from Gamespot.com
2018-11-07
Treyarch has released a major balancing update across all three multiplayer modes in Call of Duty: Black Ops 4. The update also makes several changes to the game's featured playlists.For multiplayer mode, the biggest change is the addition of Gun Game to the featured playlist. A Black Ops fan favorite, the playlist spawns you with a specific set of weapons and changes said set when you kill another player. Typically a match ends whenever a player is able to cycle through every set, but Black Ops 4 is also adding a second variation of the playlist called Chaos Domination. In this updated version, players still cycle through different sets of weapons, but matches are between two teams instead of free-for-all and the winner is decided by whichever team can score 150 points first by capturing zones.For Blackout, 100-player solo has been added to the featured playlist. The maximum player count in both duos and quads has also been set at 88. For Zombies, you'll now earn experience much more quickly when playing on Hardcore or Realistic difficulty. Also, an exploit that allowed players to keep their special weapon out indefinitely has been fixed. The rest of the update balances the weapons, armor, and gadgets across all three modes. Plenty of items are getting nerfed, so strategies that have worked for you in the past may not be as effective now. For the entire list of changes, you can read the update's full patch notes on Treyarch's subreddit. The general changes are listed below.Call of Duty: Black Ops 4 is available on Xbox One, PS4, and PC.Black Ops 4 October 30 Update General ChangesSocialPlayers can now invite players who are online, but not in the game, to their in-game party.MiscellaneousResolved an issue where particular weapon Camos would overlap weapon Optics.Resolved multiple issues with Paintjobs not showing up in-game.Resolved an issue where your Gun Rack would show up when inspecting other players.Resolved an issue where Emblems for other players would appear in lower resolution than expected in the Social menu.General stability fixes and performance improvements across Multiplayer, Blackout, and Zombies.Info from Gamespot.com
2018-11-07
EA may be planning to add two more major Clone Wars characters to Star Wars Battlefront 2. Nothing has been confirmed, but it appears as if both Ahsoka Tano and Padme Amidala will be added to the game in 2019.General Grievous, who was added to Battlefront 2 as a playable hero on October 30, mentions both Ahsoka and Padme in certain lines of dialogue, implying that DICE is planning to have the Separatist leader interact with the two heroines in the future. EA has already confirmed that DICE has more content planned for Battlefront 2 beyond the post-launch DLC roadmap--scheduled to end in December 2018. During the company's quarterly earnings call, EA CEO Andrew Wilson stated that Battlefront 2 would continue to get more content throughout the "next year."In an earlier blog post, EA revealed the process by which new Star Wars Battlefront 2 Hero characters are created. The most steadfast rule was that every "hero must counter a villain, and vice versa." This is why General Grievous and Count Dooku are being added to the game, as the two villains share a natural rivalry with Obi-Wan Kenobi and Anakin Skywalker--two other new Hero characters. So if Ahsoka and Padme are implemented into Battlefront 2, then that means two corresponding villains are being planned for the game as well.Matthew Wood, James Arnold Taylor, Corey Burton, and Matt Lanter--all Star Wars: The Clone Wars animated series voice actors--have returned to voice General Grievous, Obi-Wan Kenobi, Count Dooku, and Anakin Skywalker respectfully in Battlefront 2. As both Ahsoka and Padme are major characters in the same show, it stands to reason that EA would also recruit Ashley Eckstein and Catherine Taber to voice them in-game.Star Wars Battlefront 2 is available on Xbox One, PS4, and PC.Info from Gamespot.com
2018-11-07
Nintendo has announced that more than 10 million NES Classic and SNES Classic units have been sold since both consoles released. First launching to high demand in November 2016, the NES Classic was cancelled in April 2017 and then re-released in June 2018. The SNES Classic released in September 2017.During Nintendo's financial results briefing, president Shuntaro Furukawa stated both Classic consoles' success suggested there might be "even greater demand during the holiday season." Furukawa did not discuss either unit's future during the briefing, and did not remark whether this success might justify the creation of additional Classic consoles--for Nintendo 64 or GameCube, for example--or the addition of more NES games on Switch Online.Nintendo has also released the updated list of the company's global game sales data for both Switch and 3DS. The biggest change in the Switch list is Mario Tennis Aces, which shot up to the number six spot with 2.16 million copies sold, after being number 10 during the last update. The big four--Super Mario Odyssey, Mario Kart 8 Deluxe, The Legend of Zelda: Breath of the Wild, and Splatoon 2--remain in the top, while the rest of the list has shuffled around a bit. With Nintendo adopting a pay to play online model for the Switch, it will be interesting to see if Splatoon 2 can continue to remain in the top four, or if it will be knocked out by another game in the coming months.The full list of the top 10 games on both Switch and 3DS are listed below.Nintendo Switch Global Game Sales DataSuper Mario Odyssey -- 12.17 millionMario Kart 8 Deluxe -- 11.71 millionThe Legend of Zelda: Breath of the Wild -- 10.28 millionSplatoon 2 -- 7.47 million1-2-Switch -- 2.64 millionMario Tennis Aces -- 2.16 millionArms -- 2.10 millionKirby Star Allies -- 2.10 millionDonkey Kong: Tropical Freeze -- 1.67 millionXenoblade Chronicles 2 -- 1.53 millionNintendo 3DS Global Game Sales DataMario Kart 7 -- 17.04 millionPokemon X/Y -- 16.29 millionPokemon Sun/Moon -- 16.10 millionPokemon Omega Ruby/Alpha Sapphire -- 14.06 millionNew Super Mario Bros. 2 -- 12.61 millionSuper Mario 3D Land -- 11.96 millionAnimal Crossing: New Leaf -- 11.69 millionSuper Smash Bros. for 3DS -- 9.24 millionPokemon Ultra Sun/Ultra Moon -- 7.51 millionTomodachi Life -- 6.20 millionInfo from Gamespot.com
2018-11-07
While playing the first handful of hours of Red Dead Redemption 2, I was coming to terms with kinda sorta...hating it. Rockstar's sprawling western just wasn't for me. It was too plodding, too deliberate, too time-consuming, and too dull. So many of the game's systems seemed designed deliberately to keep you from having fun while playing it. No matter how much I liked the original Red Dead Redemption--a game I'd fully completed in 2010, despite a lot of the same sorts of issues--I was getting ready to let the sequel ride off into the sunset that is deleting it off my PS4 hard drive.Then I hit one of the game's best scenes (at least, so far), and it significantly changed my mind.It's not exactly an easy task to get to that scene if you're already at odds with the game's pace. It comes in Chapter 2, after you have gone through quite a few tutorial missions, learning about brushing horses, tracking and hunting game through the wilderness, and improving camp. Red Dead 2's story isn't in any particular hurry to pull you along, but eventually you spend time with all of the Van der Linde gang's characters, and hanging around with them starts to become the story in itself. One mission sees you and your comrades mounting a rescue mission to save Sean, an outlaw pal who was captured by bounty hunters off-screen in the earlier Blackwater job that happens before the game's start.It's not the mission to save Sean that turned the corner for Red Dead 2. That's another of those "fight a bunch of guys" missions common to video games, where you gun down a small army while ducking behind trees and random bits of wood to hide incoming fire. Red Dead 2's gunplay isn't especially engaging most of the time; leaving the game's sticky aim assist on basically does the work for you, but turning it off makes picking out targets finicky and difficult. But the gang and I managed to clear out the bounty hunters holding Sean and secure his release, safe and sound.One evening not long after rescuing Sean, I returned to camp to find everyone in good spirits. Dutch, the gang's leader, declared Sean's return a major victory, and before long, a full-blown party started. Scattered groups of people in the gang started pounding whiskey, singing, dancing, and conversing. The camp came alive as the characters cut loose and had a rare bit of fun.The party scene is, so far, my favorite thing that's happened in Red Dead 2. You can wander around, sitting by campfires and joining in as other members of the gang sing songs, to which protagonist Arthur doesn't always know all the words. You can ask one of the women of the gang for a dance, and somewhat clumsily sway with her, or offer a quick dip. You can listen to a variety of interactions, including Sean drunkenly trying to convince one of the camp's women, Karen, that he's in love with her--and then to their tryst in a tent, where both break down in whiskey driven tears. It's a moment that's both heartfelt and hilarious, especially when Sean stumbles back out of the tent afterward and playfully calls Arthur a creep.The party lasts through the night, and while there's not a particularly large amount to actually do from a gameplay standpoint, it's one of the better moments in Red Dead 2 because it takes advantage of what's great about the game: its characters. You spend the party just learning about the people who make up the gang, and time spent with them deepens the story moments and conversations that come later.It's nice, too, that for as much shooting and stabbing as you do in Red Dead 2, there are ways to interact with its world that don't come at the end of a gun barrel. The games industry is full of triple-A titles that have huge, beautiful, imaginative worlds, but your only way of taking part in those worlds is to kill the stuff within them. For all that imagination, the reality of what games offer is usually pretty narrow: kill, or be killed. In Red Dead 2, there are at least these other opportunities, where interacting with characters is as rewarding as sticking them up or gunning them down.Video games as a medium often still struggle in trying to tell compelling stories, specifically focusing on plot and action while relegating character development and worldbuilding to collectible notes and audio logs. Games often feel like their creators fear that if players aren't constantly running from one battle to the next, they'll stop playing altogether--there's no time to waste on populating many games with people, even though the people within them are what make humans so interested in stories in the first place.Red Dead 2 isn't afraid to let you stop and just spend time with its characters. The party scene has no real gameplay loop, there's no achievement or trophy tied to it, and you can basically set your controller down for most of it. Red Dead 2's confidence in its characters is such that the game is okay with you not playing for a bit, but instead just being there, in that moment it's trying to create for you. Rockstar's willingness to try to leave you in moments like that is refreshing, because so many games and developers aren't. When other developers are looking at Red Dead 2's success, I hope that's the lesson they take from it.Info from Gamespot.com
2018-11-07
Ubisoft has announced live-action adaptions for two of its games. The developer is working on scripts for a TV series based on Child of Light and a film about the event of Werewolves Within.According to Variety, both adaptions are a part of Ubisoft's Women's Film and Television Fellowship, a program conceived in 2017 to "illuminate female voices within the entertainment industry." Both adaptations are being written by two of the fellows, Mishna Wolff and Tasha Huo. After being selected, both women were offered the chance to pick one of Ubisoft's games to transform into a movie or TV series. Wolff wanted to adapt Werewolves Within while Huo picked Child of Light."[The game] kept popping into my head," Wolff said, in regards to her decision to adapt Werewolves Within. "It was just demanding I tell a story." Huo knew she wanted to tackle Child of Light before even starting the fellowship. "We love that the game centers around Aurora discovering strength," Huo said. "I love video games and I'm passionate about them, but you want people who have never heard of these games to fall in love with them.""We were so thrilled with the outcome of this fellowship, it is exactly what we wanted," Ubisoft director of film Margaret Boykin said. "We were so lucky to work with these two women." Ubisoft is also putting together an upcoming movie based on the Rabbids games, Tom Clancy's The Division, and the Splinter Cell games. The developer is also working on a sequel for 2016's Assassin's Creed and movies about Watch Dogs and Far Cry.Child of Light is a 2014 platformer RPG where players take control of a young, selfish princess named Aurora, who one night falls asleep and awakens in another world called Lemuria. After she befriends a firefly named Igniculus, Aurora is told to collect the stars, sun, and moon and return light to Lemuria. She meets an odd assortment of individuals on her quest, and together the group of misfits mature and grow together. In our Child of Light review, we gave the game an 8/10, congratulating it on its willingness to "explore the dull ache" of woe and enjoying its "interesting and engaging" combat.Werewolves Within is a 2016 spin on the party game Mafia. A VR title, players sit around a campfire in a small town meeting. Some players are secretly werewolves while everyone else are ordinary townsfolk. The werewolves must keep their identity a secret to win, while the other players use clues to try and deduce who amongst them isn't really human. In our Werewolves Within review, we gave the game a 7/10, describing its matches as "hair-raising, pulse-quickening experiences" but wishing there was more there to get players to "return to the game."Info from Gamespot.com
2018-11-07
Nintendo's recent November Direct is the last confirmed pre-release showcase of Super Smash Bros. Ultimate prior to the game's launch. The video revealed the final new characters included in the base game of Ultimate, while also detailing the new story mode, extra features, and post-launch content.Our full coverage of the Direct and everything announced is listed out below. Ultimate is the fifth mainline game in the Super Smash Bros. franchise, incorporating every character seen in the series to date and adding a few more. Although most of the tried-and-true Super Smash Bros. formula returns in this most recent installment, Ultimate does make a few changes. Stage selection now occurs before players pick their fighters, for example. Also, certain characters, like Dark Pit and Daisy, have been made into Echo Fighters--meaning they're basically a reskin of another character, but certain attributes like speed or attack damage have been slightly tweaked.Super Smash Bros. Ultimate launches on December 7 for Nintendo Switch. The game also has an Ultimate Special edition--comes with a steelbook case and Super Smash Bros. styled Switch Pro controller--that's available for pre-order. New Amiibo figures are also on the way.Final Two New Launch CharactersDuring the Direct, Nintendo announced the final two fighters that will be in Super Smash Bros. Ultimate at launch--Ken and Incineroar. This finalizes Ultimate's starting roster of playable characters at 74.Ken is an Echo Fighter of his Street Fighter rival Ryu. His default appearance is his Super Street Fighter II Turbo look. Although his attacks are similar to Ryu, Ken is a bit faster, has a different shaped Hadoken, and uses two different Final Smashes.Incineroar is the final evolution of Pokemon Sun / Moon's fire starter, Litten. In Pokemon, Incineroar is a fire and dark type, but its appearance is based off that of a wrestler. As such, in Ultimate, Incineroar attacks with a flurry of powerful punches and throws, which are either bathed in flame or dark energy. Its Final Smash, Max Malicious Moonsault, is a variation of its Z-move from Pokemon Sun / Moon.Story ModeUltimate's story mode is called World of Light. It's played similarly to a board game, where landing on certain spaces sparks an event that transports you to another area or into a battle. World of Light begins with the entire roster of fighters going into battle against a new, unknown threat. However, every fighter--except for Kirby--is easily defeated. Now on his own, Kirby has to track down and save his friends so the fight can be taken up once again. The story incorporates spoken dialogue and an anime-like soundtrack.Spirits ModeSpirits mode is a new addition to the Super Smash Bros. franchise. The mode allows players to equip unique "Spirits" to enhance their chosen fighters.Each fighter can equip one Primary Spirit to increase specific stats. Support Spirits can be assigned to Primary ones to account for any weaknesses. Each Spirit comes in one of four rarities--Novice, Advanced, Aces, and Legend--and are one of three types--Attack, Grab, and Shield. Attack Spirits are best against Grab, while Grab defeats Shield, and Shield trumps Attack. You can see all the Spirits we saw in our full list.Post-Launch CharacterNintendo also announced the first post-launch fighter to come to Ultimate. Piranha Plant will be available for download around February 2019. The character is free, and downloads automatically if you choose to buy the digital version of Ultimate prior to January 31. If you buy the physical version, then you'll need to register online by January 31 and go into My Nintendo Rewards to get the character for free.Additional DLCNintendo has promised more fighters, stages, and music tracks will be made available as post-launch DLC. There are five packs currently scheduled, each one including one fighter, one stage, and a few musical tracks. Each pack will cost $6 USD, but a $25 USD Fighters Pass can also be bought that bundles everything together.The Fighters Pass will also include an outfit based on Rex--from Xenoblade Chronicles 2--for your Mii fighters. Nintendo is still developing all of the fighters included in the Fighters Pass, so players can expect each DLC pack to trickle out throughout 2019. Piranha Plant is not a part of any of the five DLC packs or the Fighters Pass, but it will eventually be sold as DLC if you don't download it while it's free.Info from Gamespot.com
2018-11-07
Fences--merchants, not boundary markers--in Red Dead Redemption 2 are the only businesses that will buy goods you've found while looting strangers and rifling through private property, and by gum, they sure are hard to find. Considering the size of RDR2's map, and that there are only four fences in all the land, odds are you may be wondering where they're hiding. We've got a handy reference guide to help locate the black-market traders that peddle in illicit goods.Fair warning: you have to first complete Chapter 2's 'The Spines of America' mission before you can use any fence, and you won't be able to access either of the specialized fences--for horses or wagons--until you reach certain progress milestones in the game's main story.Let's start off with the first location you're likely to find: Emerald RanchFence #1: Emerald Ranch (Unlocks after Chapter 2, Pouring Fourth Oil)The first fence location you might stumble across during the natural trajectory of the story's early mission is located on the south-west edge of Emerald Ranch, on the backside of a massive barn. In additional to its usual services, this is also the only fence that will pay you for turning in stolen stagecoaches and carriages.The same time that you unlock the standard fence at Emerald Ranch, you will also unlock the ability to trade in stolen carriages; simply ride them up to the barn doors to engage the wagon fence. Fence #2: Van Horn Trading PostOn the far-east edge of New Hanover (practically due east of Emerald Ranch) lies Van Horn Trading Post. The fence at this location is tucked away within the rear of building along the docks.Fence #3: RhodesDue south of Emerald Ranch lies Rhodes, a small town with a small trailer park to the north. There you will find a bright red trailer, and on the backside you'll find a counter and a window where the local fence awaits your business.Fence #4: Saint DenisThe far-off bustling streets of Saint Denis are where you'll find the most well-hidden fence of them all. Tucked under the busy market square, it's easy to spot if you keep an eye out for the brick archways, or the green building with bright green shudders. This is also the only fence that will purchase gold bars, valued at a whopping $500 a piece.Horse Fence, North Of Rhodes (Unlocks after Chapter 3, Horse Flesh For Dinner)After completing the gruesomely titled mission mentioned above, you can speak to a pair of strangers northwest of Rhodes, along the waterside, to turn in stolen horses. Info from Gamespot.com
2018-11-07
A new PlayerUnknown's Battleground trailer has been released. Although it's not very long, the trailer implies PUBG is going to have a future update that features a crossover with the Suicide Squad film. [Update: Another teaser reveals a few more details about the crossover.]There's not much information to be gleaned from the trailer itself. It features close-up shots of Harley Quinn and, presumably, the Joker before the duo's silhouette is glimpsed through the smoke of a tossed frag grenade. Both characters are rendered and move like PUBG's character models. On the surface it appears as if PUBG is getting Harley Quinn and Joker cosmetic items, similar to the recently released Halloween monster skins.However, the title of the trailer and its description imply there might be more to this crossover. Both refer to this new content as Harley and Joker breaking out of prison, something that players should try to prevent. Certain scenes of the trailer also showcase an environment that could be the inside of Miramar's Prison area. So this crossover might be either a limited-time event--like when Fortnite allowed players to transform into Thanos--or a new mode entirely that takes place on a small portion of PUBG's desert map.PUBG could be looking at a new game type where two people are Harley and Joker and the remaining players are cops who have to stop them from escaping prison, or an event where discovering a special item on a new prison map allows someone to transform into one of the criminals and wield their powerful gadgets. We'll have to wait and see, as any further details concerning the crossover are coming "soon."PlayerUnknown's Battleground is available on Xbox One, PC, and mobile.Info from Gamespot.com
2018-11-07
Toby Fox released the first chapter of a new RPG, called Deltarune, on October 31, 2018. Fox admits this three-hour chapter is all of Deltarune that he currently has, and the rest of the game is still years away from being finished. Which is a little disappointing, as we love what he's created so far.Prior to the game's release, Fox wrote down his answers to questions about the new game that he thought people might have. He released his answers only after Deltarune: Chapter 1 came out, so his opinion on certain aspects of the game's development might have changed in response to the positive reception.Regarding when when fans can expect the next chapter, Fox said that Chapter 1 took "a few years" to make, which is longer than development of Undertale's demo. As of right now, Fox doesn't want to spend more than seven years on any one project, so finishing Deltarune is "actually impossible" unless he recruits more people. "So I'm going to try making a team," Fox said. "Because I really want to make this. But I may not be able to succeed because I have no experience successfully directing a team and I have no idea who I'm going to work with."Fox currently has no timetable for Deltarune, but he promises that he'll release all the chapters at once if the game is made. "I'm not doing pre-orders because I don't like those," he added. "It just seems like the best way not to burn anybody."In his Q&A, Fox also addresses whether or not Deltarune will have multiple endings like Undertale. "No matter what you do the ending will be the same," he said. He also iterated that Deltarune's world is not the same as Undertale. Despite the two's similarity in setting and characters, Deltarune is a game featuring "different characters, that have lived different lives." He does add that Deltarune is "just a game you can play after you complete Undertale" though, so future chapters of the game might make more sense or take on additional meaning if you complete Undertale first.The rest of the Q&A mostly deals with Fox's own complaints with Deltarune: Chapter 1--namely the battle system--and his affirmation that he's never going to use Kickstarter again. Fox took to Twitter after the Q&A's release to thank those who helped him on Deltarune: Chapter 1 and clarify a few more details. Most noticeable is his tweet about his inspiration for Deltarune. Although Undertale came out first, Deltarune was the original game he wanted to make.Deltarune: Chapter 1 is available for PC. Undertale is available for PS4, PS Vita, PC, and Nintendo Switch.Info from Gamespot.com