#egmr » Bracken http://egmr.net Let's Talk Games — Videogame News, Reviews & Opinions Tue, 18 Aug 2015 15:25:56 +0000 en-US hourly 1 http://wordpress.org/?v=4.2.3 My Story With Tony Hawk Games And Their Soundtracks http://egmr.net/2015/08/my-story-with-tony-hawk-games-and-their-soundtracks/ http://egmr.net/2015/08/my-story-with-tony-hawk-games-and-their-soundtracks/#comments Tue, 18 Aug 2015 11:00:08 +0000 http://egmr.net/?p=174673 I played my first Tony Hawk game when I was around 6 or 7. It was on the original PlayStation: Tony Hawk’s Pro Skater 2. It ignited a relationship with the series which […]

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I played my first Tony Hawk game when I was around 6 or 7. It was on the original PlayStation: Tony Hawk’s Pro Skater 2. It ignited a relationship with the series which lasted all the way through until around 2009, when I finally got my hands on Tony Hawk’s Proving Ground and shortly before I played skate. — after which the Tony Hawk series devolved into a gimmicky plastic skateboard and the skate. series thrived for two sequels.

The Tony Hawk series did more than give me a series of great but ultimately unsustainable skateboarding games, however. It affected my music tastes throughout the years, and changed how I listened to music in games early in my gaming history.

Tony Hawk’s Pro Skater 2 ignited this too; as a 2000 release, it was an interesting microcosm of music at the time. Popular rap-rock featured in Rage Against The Machine and Alleylife, as well as punk-rock — notably in Bad Religion — and alternative rock with sprinklings of emergent rap and hip-hop.

The relatively meagre 15 tracks of its soundtrack vastly changed how I listened to music. I found songs I really enjoyed out of that soundtrack, and wanted to know who they were by and where I could find more.

My parents, having been alive and listening to music in the preceding 20 years, were able to help me a bit but it wasn’t until the advent of the internet that I was able to unmistakably find everything I was looking for.

Tony Hawk’s Pro Skater 3 didn’t quite have the same impact on me, and it was only from Tony Hawk’s Pro Skater 4, which had a playlist more than double the size of its predecessors, that the series once again introduced me to music that would take me through my late childhood and adolescence.

Many of the bands featured did System of a Down (Shimmy, THPS4), Agent Orange (Bloodstains, THPS4), Bad Religion (You, THPS2), The Offspring (Blackball, THPS4) and others were often played off my devices in the mid- to late-2000s. And these were all found before I owned a PlayStation 2.

Tony Hawk’s Underground 2 (I unfortunately missed its predecessor, since I only bought a PS2 in 2006) and American Wasteland are the games in the series I remember most lucidly — the absurd competition against Jackass star Bam Margera across the world, and the quirkly 80s-esque “Save the Skate Park” narrative in Los Angeles are quite fond memories of mine.

However, just as with the then-defunct Pro Skater games, what lingers most memorably is Jimmy Eat World’s “Pain” and 3 Inches of Blood’s “Deadly Sinners” as I tore through the streets of zombie-filled New Orleans and Green Day’s “Holiday” and Strike Anywhere’s “Question the Answer” as I sped through Los Angeles, from Beverley Hills, to an oil rig off the coast of Santa Monica.

With the latter stages of the PlayStation, both games had quite extensive soundtracks which encompassed a number of genres and eras in lists of 53 and 63 songs respectively.

Despite playing through Project 8 and Proving Ground, at a glance I would not be able to tell you anything about them — either narratively or with their soundtracks. They may not have been awful, and by researching the actual track lists, there were certainly good songs about them, but they were not memorable in any significant way.

The most I can tell you about Project 8 is that it had a innovative way of performing flip tricks which let you control your skater’s feet in slow motion. There were very few big moments — no casino-busting anarchy to the sounds of various punk rock and hip-hop icons, but instead a filtered, clean experience with some background music.

It took out the air of rebelliousness from the Tony Hawk’s series, which even in its early days saw the player breaking open entrances to otherwise locked gyms in Pro Skater 2 to straight skating through Alcatraz in Pro Skater 4.

To a point, Proving Ground restored this, and had a soundtrack replete with songs from Nirvana, Foo Fighters and Beastie Boys, but it was launched a month after the release of EA’s skate. which made the Tony Hawk games mechanically irrelevant — and with a pretty strong soundtrack of its own too.

Although skate. was a new IP at the time, and Tony Hawk was the latest in a long standing series, Proving Ground could only do so much against a game that was just better.

Despite this, however, the Tony Hawk games will always hold a special place for me — because they throw back to a time when a smaller Bracken was seated in front of a 23-centimetre box television with his grey PlayStation controller discovering gaming and forming musical tastes.

Tony Hawk’s Pro Skater 5 may be launching at the perfect time, with skate. seemingly vanished into the abyss after its third iteration. It’ll be good to see if its soundtrack — which already has its own Spotify playlist — and the game itself will measure up to what’s come before.

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Techland Would Be Willing To Fix Dead Island 2 http://egmr.net/2015/08/techland-would-be-willing-to-fix-dead-island-2/ http://egmr.net/2015/08/techland-would-be-willing-to-fix-dead-island-2/#comments Mon, 17 Aug 2015 11:00:04 +0000 http://egmr.net/?p=174598 The original Dead Island, developed by Techland, was not perfect by any stretch of the imagination, but was enjoyed by enough people to warrant a sequel. The sequel however, seems […]

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The original Dead Island, developed by Techland, was not perfect by any stretch of the imagination, but was enjoyed by enough people to warrant a sequel.

The sequel however, seems to be in development hell — with developer Yager being pulled from the project by publisher Deep Silver and very little solid information being released on the title, which was scheduled for a spring 2015 release for PC, PlayStation 4 and Xbox One.

Original developers Techland, however, who in the interim have created the predominantly well-received Dying Light, would be willing to make Dead Island 2 if Deep Silver asked them, according to the Polish studio’s Tymon Smektala.

“I personally would love to go back to Dead Island because I really love that game,” said Smektala, describing the game as Techland’s ‘child’. “I think there is a place for both [Dead Island and Dying Light] to strive in the market.”

Smektala emphasised that the studio retains a strong connection to its zombie title, which first released in 2011.

“As long as someone would be able to find something that would make them different, that would draw a clear line, and I think that’s doable.”

In response to Yager’s removal from the project, Smektala explained his disappointment at the announcement, stating that “you’ve never happy” when regrettable things like that happen to developers in the gaming industry.

“It could have been us, basically,” he explained. “When something like that happens in the game dev industry it’s always sad news. You’re never happy that some other developer failed.

“I hope that we will see some more Dead Island in the future and I hope that Yager is not affected that much as it may seem right now.”

The sub-division of Yager that was working on Dead Island 2 has since filed for insolvency.

Will we see a Techland-developed Dead Island 2? Will we want to? Let us know in the comments!

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Why Tony Hawk Pro Skater 5’s Visual Style Changed http://egmr.net/2015/08/why-tony-hawk-pro-skater-5s-visual-style-changed/ http://egmr.net/2015/08/why-tony-hawk-pro-skater-5s-visual-style-changed/#comments Fri, 14 Aug 2015 11:00:36 +0000 http://egmr.net/?p=174468 The Tony Hawk series is one many, including myself, remember fondly from childhood — the last Pro Skater game came out 13 years ago, before being phased out by Underground, American Wasteland, Project 8 and Proving […]

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The Tony Hawk series is one many, including myself, remember fondly from childhood — the last Pro Skater game came out 13 years ago, before being phased out by UndergroundAmerican Wasteland, Project 8 and Proving Ground, before being outclassed by skate. and sunken by Shred and its awful skateboard peripheral.

Then Pro Skater 5 was announced.

Since its reveal, it’s suffered a bit of criticism for its lacklustre graphics and has since changed art-style, but according to Robomodo CEO Josh Tsui, this has nothing to do with the initial issues people had with the game.

“We’ve always been confident in the look we were going for, but it took a while to ensure we could maintain the framerate with this style,” said Tsui, emphasising that the studio built the game to perform before it looked pretty. “It was essential that the game run at 60fps at 1080p, even with 20 people skating online in the same session. We’ve achieved that, so now fans are seeing a better-looking game.”

“We pay attention to everything the fans are saying, but that isn’t what drove the visual upgrade,” he emphasised.

While many have called the new art style cel-shaded, Tsui doesn’t agree with that assessment.

“I wouldn’t describe the new style as cel-shaded, it’s just more detailed and vibrant,” argues Tsui. “Perhaps you can say it’s more over-the-top–the lighting has been improved and we’ve pumped up the game’s colors.

“Also, details like motion blur, depth of field, and outlining were tweaked, in the interest of improving the player’s focus on the skater and nearby obstacles and terrain.”

Regardless of exactly what it is, it’s distinctly different from old Tony Hawk games, which were photorealistic to what the PlayStation 1 and 2 could handle. Tsui explained that this difference is what will make the game look different to nostalgic fans.

“Keep in mind [Tony Hawk’s Pro Skater 4] came out 13 years ago! No matter what, a new Pro Skater game on PS4 and Xbox One was going to look a lot different,” Tsui explained.

“Ultimately we went with a style that’s playful and inclusive but still harkens back to the classic titles,” Tsui said. “You look at the crazy stuff that went into the first Pro Skater games and it just made sense to give this a fun style.”

“The power of new console hardware allowed us to do that.”

Tony Hawk’s Pro Skater 5 is expected out September 29 for PlayStation 4, Xbox One, PlayStation 3 and Xbox 360.

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Review: Luckslinger Is Brutally Difficult, Yet Novel http://egmr.net/2015/08/review-luckslinger-is-brutally-difficult-yet-novel/ http://egmr.net/2015/08/review-luckslinger-is-brutally-difficult-yet-novel/#comments Thu, 13 Aug 2015 11:00:58 +0000 http://egmr.net/?p=174304 Visit review on site for scoring. The spaghetti western is a genre which hasn’t always been given proper treatment in modern video games, away from Rockstar’s excellent Red Dead Redemption, which […]

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Visit review on site for scoring.

The spaghetti western is a genre which hasn’t always been given proper treatment in modern video games, away from Rockstar’s excellent Red Dead Redemption, which released in 2010, and a few bouts of flickering excellence from the older Call of Juarez games.

Luckslinger is a little indie title — specifically a side-scrolling pixelated shooter — which aims (from the hip) to do just that, with a slight bit of mysticism and a hip-hop infused soundtrack leading the way.

Charm and wit

Luckslinger 1

Luckslinger puts you in the boots of a cowboy, who encounters a dying man in a cavern who requests you take a keepsake, a golden bracelet, back to a small nearby town. As it turns out, the bracelet is magical, and allows its wearer to store luck as a quantifiable resource — and more on the mechanics behind that in a bit.

The game manages to strike some chords excellently with what it has surrounding these mechanics, however. Visually, the pixelated art style is arbitrary and a little overdone, but not without its appeal: it makes the game run very lightly, and keeps the game focused on its core rather than the aesthetic surrounding that. Nevertheless, the environment is sold well — filled with convincing bandit and animal enemies, as well as a couple of NPCs —  and the game manages to convey messages simply with red and yellow corners indicating bad and good luck events respectively.

The real appeal of the game comes from two sources, however: its sample-filled hip-hop soundtrack and charmingly dark humour and in-jokes.

The former may initially seem out of place; what is hip-hop doing in an era before before the turntable even existed and how does it sound so right? The soundtrack both fits the game extremely well, while creating an emphatic dissonance between what the game is depicting and what you’re hearing (and to a point, seeing). This contrast seems very odd at first, but the way it plays to everything you do — microphones screeching as you pick up an extra life token and characters speaking in vinyl scratches being just two notable mentions — creates an individualistic atmosphere that very few games have the means to create.

The dark humour also brings another facet to a fascinating game. You’ll regularly run into a couple of bizarre characters, such as gambling native Americans and Russian Roulette-playing strangers , out in the wild (immediately, you can see how being lucky affects the game) who turn into recurring helpers and humour as the game goes on. The way that characters with actual lines are set out also conveys this humour, with sly references, jokes and insults hidden amongst their scratch-voiced, speech-bubble worded speech. While it’s quite redundant to try and explain it here, the humour gives the game a little more to it than you’d expect. Luckslinger becomes more than a side-scroller with a quirky mechanic; it’s a game with characters you want to enjoy, even if they aren’t active throughout the entire game.

Thus, one of the biggest things the game has going for it is its charm — the way it almost coerces you into warming to it, even if other parts of it are a little dated or frustrate you, which they almost certainly will.

Six-shooter mechanics

Luckslinger 2

One of Luckslinger’s main mechanics is the quantifiable collection and use of luck during levels. Luck is both a passive and an active ability in the game: you can actively use it if you’ve irredeemably failed a jump or too many bullets are coming your way to spawn a platform out of nowhere or have the bullets mystically curve away, or you can let luck randomly dictate your game, curving some enemy bullets away from you and causing random events to occur.

These random events can go both ways — from a lone farmhouse giving you dynamite to help on your trip, to an old man chasing and beating you with a shovel because he thinks you’re a bandit. Environmental hazards fall when you have very little luck, and in the case of windmills and water towers, can damage you, while bridges may either collapse or not, depending on your luck.

As it’s a quantifiable resource, it drops randomly from dead enemies and can be stored; it is lost when you take damage or use your luck abilities, and the impact of this is notable on the game. Effectively, the more luck you can successfully hold onto, the easier time you’ll have. This doesn’t mean the game is impossible without it (though certainly, it’s incredibly tough) it just means that you’ll have more bad things randomly happen to you.

The accompanying mechanics beside these are also excellent. The controls are responsive and crisp, which removes the feeling of artificial difficulty from the game — the game is tough, and sometimes frustratingly so, but it’s certainly beatable and the developers have given you all the tools you need to do that.

The level design is also excellent, and importantly, allows plenty of opportunity to exercise the game’s signature luck abilities, which make them feel like a dedicated mechanic instead of a gimmicky add-on to a default side-scroller experience. This doesn’t mean there aren’t a couple of lingering issues, however.

Hiccups and misfires

Luckslinger 3

Perhaps my biggest issue with Luckslinger is its control system, and the roundabout method you have to take in assigning controls. In-game, you can only view your controls, not map them, and the only way they can be mapped is in the launcher client. It’s easier to play Luckslinger on a controller than on a keyboard, meaning that if you’re going to map controls on a controller — as I did with my Dualshock 4 — then you’re going to have to do it through generic controller button labels.

This means that it’s absurdly easy to get stuck with button conflicts — and nothing sucks more than throwing the dynamite you just picked up when trying to jump.

Other than that, there’s minor frustrations. The game’s soundtrack can be excellent, but it can be a little overpowering at times if you haven’t tweaked your settings in the menu, and the slow-motion kill feature is cool, but it can mess with your dodge timing. Of course, both of these can be tweaked in the menu if need be, so they’re more slight bothers than major issues, but nonetheless, they can cause some frustration.

Otherwise, however, Luckslinger is a side-scroller with incredibly solid base mechanics, and that’s before you add in the luck system, which feels like it’s been expertly realised. With a lot of charm coming from its soundtrack and dark humour, and a great base to start off with. Only minor issues detract from the game at large and Luckslinger can certainly ride its luck through those.

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PlayStation Plus Subscriptions To Increase In The UK http://egmr.net/2015/08/playstation-plus-subscriptions-to-increase-in-the-uk/ http://egmr.net/2015/08/playstation-plus-subscriptions-to-increase-in-the-uk/#comments Tue, 11 Aug 2015 11:00:21 +0000 http://egmr.net/?p=174180 The prices of PlayStation Plus subscriptions in the past year have increased in several regions Ukraine, Russia, Turkey and India. The price of subscriptions in South Africa was also raised […]

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The prices of PlayStation Plus subscriptions in the past year have increased in several regions Ukraine, Russia, Turkey and India.

The price of subscriptions in South Africa was also raised in October 2014, to R69 for a one-month subscription, R219 for three and R749 for twelve.

Now, however, the prices are set to rise again — the PlayStation Plus service in the UK will be getting an increase in September, according to Sony’s confirmation to Gamespot.

The UK price for Plus is currently £5.49 (R108.77) for one-month subscriptions, while a three-month subscription costs £11.99 (R227.63). These two are set to rise, though Sony has not yet announced to what price they will be raised while the annual subscription will stay at £39.99 (R792.95).

“We are dedicated to bringing PlayStation Plus members the best possible service with the most compelling content,” said PlayStation UK in a statement.

“From September 1, 2015 we will be increasing the price of monthly and three-month PlayStation Plus subscriptions in line with market conditions.”

“We will continue to invest in PS Plus to ensure an unparalleled experience, featuring the best quality games and features,” Sony said.

PlayStation Plus is a subscription-based service which provides free games monthly, cloud save storage and special discounts on the Sony Entertainment Network store, amongst other things. It is currently a requirement for online play on the PlayStation 4.

The service provides a total of 6 free games a month, between the PlayStation 4, PlayStation 3 and PlayStation Vita platforms.

With the PlayStation 4 expected to sell 16.5 million units in the financial year spanning April 2015 to March 2016, this increase will likely net Sony a little more than a small fortune.

Whether this increase will affect other regions, such as the US, remains to be seen, but while Sony’s US efforts generally work independently of the EU PlayStation Network, South Africa may be set for a second increase in two years.

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Valve Allows Special Refunds On Possibly The Most Broken Game On Steam http://egmr.net/2015/08/valve-allows-special-refunds-on-possibly-the-most-broken-game-on-steam/ http://egmr.net/2015/08/valve-allows-special-refunds-on-possibly-the-most-broken-game-on-steam/#comments Fri, 07 Aug 2015 11:00:40 +0000 http://egmr.net/?p=174012 Valve recently announced a new refund policy on Steam, which allows users to request refunds on games within 14 days of purchase if they have played fewer than two hours […]

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Valve recently announced a new refund policy on Steam, which allows users to request refunds on games within 14 days of purchase if they have played fewer than two hours of them.

This was already seen as a step forward for the digital distributor, but they’ve had to take it one step further with one particular game.

Journey of the Light is a recently released indie game developed by Lord Kres which came through the Steam Greenlight system — and it is either the most broken game to ever release on the platform, or a shameless scam.

The game released with, according to the developer, seven levels with about an hour of story content behind it — though somehow also having 17 hours of playthrough.

Players are supposed to make their way through levels by deciphering a cryptic sentence and exploring the environment around them to look for clues. However, as of yet, the first has not been solved and is by many’s players’ predictions deliberately unsolvable.

According to PCGamesN, players dug into the game’s code and found nothing: No way to solve the level, no way to progress past it, and no evidence that there are indeed six other levels in the game.

Lord Kres was on hand to tell players they could solve the levels with clues from the game’s trading cards which would drop after two hours — when the normal refund policy expires.

Valve, subsequently, have done the unprecedented — they’ve opened refunds for the game, regardless of how long the game has been played or when it was purchased.

While Lord Kres has stated that this is all a misunderstanding and that the game will be in peak playable condition shortly, the community is a little more pessimistic, especially given the previous advice voiding the refund window.

Since then, Lord Kres has apologised, refunds have opened — possibly at the developer’s request, and the game is no longer available to purchase, although it is still listed on Steam.

Whether Lord Kres’ story is true or not, we may never know, but if it is, I expect we’ll see the game back up before too long and this will have been a tragic hiccup. If not, Valve has just put down a marker of what happens when developers try to scam their buyers.

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A Cataclysmic Dawn: Rocket League Shouldn’t Be Played Alone http://egmr.net/2015/08/a-cataclysmic-dawn-rocket-league-shouldnt-be-played-alone/ http://egmr.net/2015/08/a-cataclysmic-dawn-rocket-league-shouldnt-be-played-alone/#comments Fri, 07 Aug 2015 09:00:58 +0000 http://egmr.net/?p=173983 I’ve been playing a lot of Rocket League recently; I enjoy Psyonix’s blend of football and vehicular madness, and it’s a good time killer between my university work, classes and other obligations. […]

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I’ve been playing a lot of Rocket League recently; I enjoy Psyonix’s blend of football and vehicular madness, and it’s a good time killer between my university work, classes and other obligations.

A lot of the time, I play at odd times — between my lecture which ends at 10:20 and my next one which starts at 11:25, for example. As a result, often none of my regular teammates are playing since they have jobs, classes and other obligations which occupy their time.

Playing during these times has led me to one conclusion — I absolutely detest playing with randoms.

Despite the obvious downfall that playing a team game like Rocket League with a group of people you have no clear communications with, other than arbitrary messages assigned to different combinations of arrow buttons, is a clear path to a rage-filled gaming session, I can’t bear playing with a team who are so utterly obsessed with personal glory. This isn’t personal glory in the sense of anything tangible — they’ll leave glaring holes in their defence for the mere hope of scoring a goal, knock teammates out of the way because they want to get at the ball themselves, and quit at the first sign of an issue.

It’s frustrating, infuriating and it’s making me want to play something else — something like FIFA, where the players are programmed to make supporting runs, or Call of Duty, in which your teammates can be awful, but you can still have a good game. Bit by bit it’s striking me that this isn’t a game to be played alone.

This is at no fault of the designers — building a sports game which relies on the efforts of several different players being in sync is difficult, and Rocket League is about as good an implementation of a workable system in this as you’re bound to see — but the game suffers when the team has no unifying aspect. When you play with friends, you play to each other’s strengths so that everyone can get a good go at the ball, whether in centring, shooting or clearing, but playing with randoms is far less reliable, as you have no prior knowledge of them.

Rocket League 2

This means a couple of things:

  • Better players’ strengths are stifled

    In an attempt to retain sanity, better players will resort to playing the team game — whether that’s hanging back to mop up the loose ball which is released by an errant shot or powerful clearance, or lunging for the ball on the wings so teammates in the centre can have a chance to score.This completely disregards their strengths as they play a game which more arbitrarily focuses on making selfish players somewhat useful than to what they’re good at; a good player in goal may be useful, but if their best attributes lie in attacking, having them sweep up the back is painful.

  • Worse players clog up the game

    When children learn to play soccer, they’re introduced to positional play. This assigns specific roles to different players and ensures that all areas of the pitch are covered, however, children usually disregard this advice completely and bunch up around the ball, forming a sort of football mosh-pit until the ball skews off in one direction or another. This is exactly what it feels like playing Rocket League with strangers.

    Everyone wants to score — it just happens. I want to score goals, but I also don’t want to lose and typically the latter is more important to me. Not for many randoms, however, who aggressively pursue the ball wherever it goes. If there’s a player with collective glory at heart, they’ll likely pull back to wait for a loose ball, or get into a position to claim a pass, but in all likelihood, you’ll wind up with a roving death ball of flying cars.

Rocket League 4

  • This should be building into a meta, but it isn’t yet

    Everything has a metagame of some description — for soccer, the ideal way to play the game for a long time was the 4-4-2 formation, and of course, the metas of popular MOBAs make for constant debate. Rocket League doesn’t have this yet.Sure, the preferred method in Standard may be to have one player chase the ball, one hang around in the goal or on halfway and have the third move into a position to challenge for the ball if it comes loose, but there’s no indication that this is the best way to play yet. Part of this comes from the fact that many players are still trying to grasp core mechanics, but another is that the tutorials only deal with individual skills.

    Both Gamespot and Polygon have starter guides out for Rocket League, but the game itself has no tutorial situations which require you to pass to a teammate, or to play amongst other players. There’s no pointers on how the best teams play in-game, and there’s no tips on where to position yourself in-game. While the higher echelons of ranked Rocket League will undoubtedly build into an ideal game eventually, there’s comparatively little hope for the standard playlists — which see Pro-ranked players regularly crossing paths with Rookies.

Rocket League isn’t a bad game by any description, but it needs solid teammates to truly thrive. And that’s what playing with friends gives you. Even if there are leagues and ranks between you, at least you can call for the cross, or the space to hit a ball without causing an issue.

While you may get a team who gels really well together in an online lobby, these are few and far between. It’s more likely you’ll get two players who form an impromptu partnership while the third tries to get into the game, but it’s unlikely you’ll have true team cohesion without having players that you can communicate with clearly and know well enough to play basic positions with. This may be unfortunate, but it makes waiting for my regular partners-in-crime to get online that much more rewarding.

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Gamescom 2015: Battleborn Gets A Release Date http://egmr.net/2015/08/gamescom-2015-battleborn-gets-a-release-date/ http://egmr.net/2015/08/gamescom-2015-battleborn-gets-a-release-date/#comments Thu, 06 Aug 2015 14:00:56 +0000 http://egmr.net/?p=173919 Gearbox’s Battleborn is one of the trio of hero-based shooter titles coming up in the next few months, along with Bethesda’s Battlecry and Blizzard’s Overwatch.  The game, however, will not be as limited in its release […]

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Gearbox’s Battleborn is one of the trio of hero-based shooter titles coming up in the next few months, along with Bethesda’s Battlecry and Blizzard’s Overwatch. 

The game, however, will not be as limited in its release platforms as Overwatch and Battlecry, which are releasing exclusively PC. Instead, Battleborn will be releasing for PlayStation 4, Xbox One and PC when it releases on February 9, 2016.

The game also had four new heroes introduced — namely Ambra, a melee priestess with magic abilities; Reyna, a space pirate leader with a laser pistol and team buffs; Mellka, a black ops agent with poison weapons; and Benedict, a bird-like character with a rocket launcher and flight powers. \

These characters are featured in a new trailer (embedded above) who form part of the upcoming title’s 25-character roster.

Battleborn‘s MOBA-style character system is going to be interesting to see implemented, especially given their success with longer form archetypal character-based games in the form of Borderlands through Borderlands: The PreSequel.

Whether Gearbox can make the game work with such a large roster, and a more community targeted method of gameplay  — offering 5v5 multiplayer modes and co-op modes — than the initial Borderlands titles remains to be seen, but it seems like the developer is playing to their strengths with the over-the-top shooter.

Fortunately, we may get a chance to give it a go before it releases, as Battleborn will have an open beta later this year — details will be reported as they are released — in advance of its 2016 release.

Battleborn releases on February 9, 2016, for PlayStation 4, Xbox One and PC.

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Phil Spencer Speaks About Sony’s Third-Party Dominance http://egmr.net/2015/08/phil-spencer-speaks-about-sonys-third-party-dominance/ http://egmr.net/2015/08/phil-spencer-speaks-about-sonys-third-party-dominance/#comments Thu, 06 Aug 2015 11:00:30 +0000 http://egmr.net/?p=173909 In the current generation of consoles, Sony seems to have the upper hand with regards to third-party titles — big series such as Call of Duty and Assassin’s Creed seem to have prioritised […]

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In the current generation of consoles, Sony seems to have the upper hand with regards to third-party titles — big series such as Call of Duty and Assassin’s Creed seem to have prioritised the PlayStation 4, and multiplatform games have largely run better on the Sony side.

One may jump to the conclusion that Sony’s current share of the console market makes the PlayStation 4 a better choice for multiplatform developers, while its comparatively more powerful hardware gives it a further nudge. However, Microsoft’s Phil Spencer sees it a little differently.

In an interview with Gamespot following Microsoft’s Gamescom conference, Phil Spencer discussed why Sony seem to be dominating on the third-party circuit — and it isn’t because of market shares.

So, they don’t “gobble” the deals up. They buy them. You know, I read the same things you do, and I know some people think it’s somehow less expensive to sign third-party exclusives if you have a bigger market-share. I can tell you, it has nothing to do with market share.

When you go in to do a deal, with a third party, that third party has its own view of the global market and the value of it. And they should, they should think about their assets and how valuable they are, just like anyone would when they are selling their goods.

I ran first party before I took on the job as head of Xbox. And when I was picked to do this job, I think people would have expected that my focus would be on first party. My view is, there are some bellwether companies out there in terms of first-party games, like Nintendo, which has incredibly strong IP, and a breadth of characters and games to play, which allows them to do a great job in lighting up peoples’ interests.

While this may sound a little sour, Spencer emphasised that this is down to a difference in approach. Microsoft is focusing more on first-party titles with the Xbox One, as shown by their reveals and gameplay at E3 and Gamescom with titles like Quantum Break and Halo Wars 2.

So we’re making a conscious decision to focus on our first-party games. It doesn’t make it harder or easier, it’s just a decision. I do think that building up first-party exclusives is creatively more difficult than signing a deal, just by the nature of what it is. But I’ll point out too that Sony has some great first-party franchises. I’m a big fan of Uncharted, I thought that looked great at E3. I really admire the team at Naughty Dog, the team at Polyphony.

For us, right now Xbox is in a stretch where all its first-party teams are doing an incredible job. I’m proud of that as the head of Xbox, and as the head of first-party. To be able to open a show with Quantum Break, to be able to close it with Halo Wars, and to have Dave Jones and Hideki Kamiya on stage in between, makes me incredibly proud. Oh I should mention Forza too…

While we may see the better versions of third-party titles elsewhere, there is still a slew of quality titles coming to the Xbox One. While Spencer may seem sour towards Sony — which would be understandable given how they have won over several large franchises in the current console generation — it seems it’s more a case of frustration at the misunderstanding of the Xbox One’s intent.

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Project Cars Dev Taking Off In Their Next Title http://egmr.net/2015/08/project-cars-dev-taking-off-in-their-next-title/ http://egmr.net/2015/08/project-cars-dev-taking-off-in-their-next-title/#comments Wed, 05 Aug 2015 11:00:04 +0000 http://egmr.net/?p=173844 Project Cars was a title that released to mild critical acclaim; reviewers both praised its realism in comparison to games like Gran Turismo and Forza, while criticising its relatively small vehicle roster and […]

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Project Cars was a title that released to mild critical acclaim; reviewers both praised its realism in comparison to games like Gran Turismo and Forza, while criticising its relatively small vehicle roster and uninspired career mode.

However, the only way from Project Cars is up for developer Slightly Mad Studios — quite literally, in fact, as their new game Red Bull Air Race — The Game shows.

The game focuses on the intense sport of air racing. These races see fourteen pilots nonconcurrently in lightweight aeroplanes bobbing and weaving through a track marked by massive pylons, hitting checkpoints and executing specific manoeuvres.

The time-trial style races will see players going as fast as they can through the track while avoiding penalties for missed checkpoints and manoeuvres.

This marks the first time a plane racing game will be playable on PC, according to a statement released by Slightly Mad Studios, whose flagship IP, Project Cars, currently has a crowdfunding project running on the developer’s World of Mass Development platform for the racing simulator’s potential sequel.

Red Bull Air Race — The Game will likely be visually similar to Project Cars, if the trailer above, in 1080p/60fps is anything to go by. The game will be co-developed by Wing Racers Sports Games GmbH, whose press release can be read here.

The game is scheduled for a 2016 release, and more news on the game’s details and systems will be released closer to the time. For now, all we can do is ogle at the trailer above and wait for more details from the developers.

Red Bull Air Race — The Game will release exclusively for PC, with no other platforms planned for the game at the moment.

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Rocket League Will Come To Other Platforms http://egmr.net/2015/08/rocket-league-will-come-to-other-platforms/ http://egmr.net/2015/08/rocket-league-will-come-to-other-platforms/#comments Tue, 04 Aug 2015 11:00:21 +0000 http://egmr.net/?p=173809 Rocket League released recently to community and critical acclaim. With more than 100,000 players online on most nights and having surpassed 5 million downloads, there’s very little question that Psyonix’s rocket-powered […]

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Rocket League released recently to community and critical acclaim. With more than 100,000 players online on most nights and having surpassed 5 million downloads, there’s very little question that Psyonix’s rocket-powered vehicular soccer game has been an instant hit.

However, the game has currently only released on PlayStation 4 and PC — leaving Xbox and Nintendo console owners out in the cold. According to Psyonix, however, this won’t be the case forever.

According to Psyonix VP of marketing Jeremy Dunham stated that the developer is looking to port the game to other systems — a decision that has been affirmed by the game’s instant success.

“Now that the game is doing as well as it’s doing and people really want to see [it on different systems], we’ve focused on [porting the game],” said Dunham. “We’re now in a position that we can expand our team. We are absolutely, 100 percent going to other platforms.”

Dunham explained that while the studio does want to bring the game to other systems, Psyonix’s relatively small team size means that working on more than two platforms, especially with what they were trying to accomplish with the title, would have been impossible.

“The number one reason we’re only on PlayStation and PC is because the team is small,” he said.

“For the majority of the development, there were only 8 to 12 people working on Rocket League, and we’ve only very recently–in the last few weeks–added a couple of people to that count.”

“We wanted to make sure that it was very good, very polished, that everybody liked it, and the only way we could ensure that was to focus on two platforms,” emphasised Dunham.

Dunham did not announce which platforms Rocket League would release on, but it is currently available on Steam and PlayStation 4 for $20 apiece.

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The Witcher 3’s Newest Patch Gives Players A Helping Hand http://egmr.net/2015/08/the-witcher-3s-newest-patch-gives-players-a-helping-hand/ http://egmr.net/2015/08/the-witcher-3s-newest-patch-gives-players-a-helping-hand/#comments Mon, 03 Aug 2015 11:00:14 +0000 http://egmr.net/?p=173731 The Witcher 3: Wild Hunt is about to hit the end of its free DLC cycle, but CD Projekt RED are still fixing the lingering issues in the game with their […]

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The Witcher 3: Wild Hunt is about to hit the end of its free DLC cycle, but CD Projekt RED are still fixing the lingering issues in the game with their upcoming patch 1.08.

The patch is preparing the game for the implementation of New Game+, while picking off a couple of performance issues and glitches hanging around within the game.

The full patch notes can be found below:

PERFORMANCE:
Overall improvements to performance, including some issues that may have been caused by 1.07.

UI:
[Japanese Only][PS4 Only] Fixes an issue where the background text of certain books would flicker. Fixes an issue where part of the Kaer Morhen map would not display properly.

GAMEPLAY

  • Fixes a rare issue where items would disappear from the stash.
  • Fixes a very rare issue which would cause Geralt to get stuck when trying to run.
  • The interaction pop-up will no longer appear on lootable objects that are empty.
  • Fixes an occasional glitch in one of the dwarf combat animations.
  • Heads chopped off during finishers will no longer disappear.
  • “Players can perform a roll just before landing to significantly reduce the damage caused by falling.
  • We’ve added a tutorial pop-up window explaining this to make it clearer.”
  • Fixes an issue where players were unable to compare their items with ones sold by merchants.

ACHIEVEMENTS

  • Players will now be able to complete the Card Collector achievement.
  • Achievements are now working properly again and will be unlocked if players meet their requirements after installing this patch (PC version).

GRAPHICS

  • Fixes an issue where interiors would sometimes not display properly on the minimap.
  • Fixes an issue where certain world elements would sometimes be missing and noticeable visual glitches would be present while in Novigrad.

QUESTS

  • Fixes an issue where players were unable to finish the “It Takes Three to Tango” quest, even though they had obtained wine at the Kingfisher.
  • Fixes an issue where Geralt would sometimes die after traveling to Velen in the quest “Something Ends, Something Begins.”
  • The entrance to the area where the Sunstone is obtained will no longer be blocked off if the player exits it prematurely during “The Sunstone” quest.
  • Fixes an issue where players were unable to complete the “Get Junior” quest on certain occasions.
  • Fixes an issue where players were unable to finish the “Scavenger Hunt: Viper School Gear” quest due to a closed gate.
  • Fixes an issue where some players were unable to investigate rooms during the “Family Matters” quest, effectively blocking their progression.
  • Fixes an issue where players were unable to finish the “Hey, You Wanna Look at my Stuff?” quest.
  • Fixes an issue where players were unable to talk to Roche during the “An Eye for an Eye” quest.
  • Fixes an issue where Roche would stay at his camp instead of going to the Oxenfurt Bridge in the “Get Junior” quest.
  • Fixes an issue where, under certain circumstances, Yennefer would not appear in Oxenfurt during the “The Great Escape” quest.
  • Drowners will have a harder time killing Nidas during the “Black Pearl” quest.
  • Fixes an issue which led to an infinite loading screen during the “To Bait a Forktail…” quest under certain circumstances.
  • Fixes a rare issue where the basement was locked during the “King’s Gambit” quest.
  • Fixes an issue where players were unable to free the merchant during the Person in Distress event in the Claywich area.
  • The trolls at the Circle of Elements will no longer attack Geralt if he opts for a peaceful resolution.
  • Fixes an issue where players were unable to talk to Roche during the “Brothers in Arms” quest.
  • Fixes an issue where Zoltan’s card was unobtainable.

GENERAL:
Preparatory features paving the way for the introduction of New Game + in the future.

One of the changes CD Projekt RED made in the 1.07 update was to scale the level requirements for certain items up, which has left certain players stranded without gear. However, the developer is dropping in a potion to give players a bit of extra time to get some new gear.

“In patch 1.07, the level requirements for certain items were scaled up, leaving some players stuck with only unusable gear. With patch 1.08, we are introducing the Wolven Hour potion. This potion will be available in everyone’s inventory once they install the patch. It will reduce level requirements on all gear for a period of one hour,” said CD Projekt RED.

“This will give players time to level up or find alternative equipment using the gear that was available to them in patch 1.05 but became unusable after patch 1.07. After one hour, the potion’s effects will cease and the requirements for all gear will revert to their original, pre-potion values.”

No release date for this update has yet been announced, but it’s expected soon — in preparation for the last upcoming DLC — for PlayStation 4, Xbox One and PC.

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NAG LAN JHB Tickets Go On Sale Soon http://egmr.net/2015/07/nag-lan-jhb-tickets-go-on-sale-soon/ http://egmr.net/2015/07/nag-lan-jhb-tickets-go-on-sale-soon/#comments Fri, 31 Jul 2015 11:00:36 +0000 http://egmr.net/?p=173622 The NAG LAN is one of the rAge Expo’s greatest attractions, besides the slew of stalls and games. rAge 2015 will be no different, with the LAN once again being one […]

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The NAG LAN is one of the rAge Expo’s greatest attractions, besides the slew of stalls and games. rAge 2015 will be no different, with the LAN once again being one of the main attractions at the event.

Tickets for this year’s LAN are going on sale soon, which means that tickets for this year’s LAN will be out of stock within 15 minutes of the sale going live.

The tickets will go on sale on Saturday August 1st, at 09:00. Two types of tickets will be available: a NAG LAN Main Dome ticket, which will place you in the main expo centre or on the mezzanine level (entry via Entrance 6), and the NAG LAN Area 51 ticket, which will place you in a separate enclosed hall, across from entrance 3. Both areas will be on the same network and have internet connectivity.

Tickets cost R550, for either ticket, and will allow access to both the LAN and the rAge Expo itself, which runs concurrently. Attendees are expected to bring their own PCs, although connectivity and seating arrangements will be provided.

To sum that all up, here’s the quick details:

  • Where: Ticketpro Dome, Northgate (formerly Coca-Cola Dome)
  • When: 9 – 11 October 2015
  • What: NAG LAN
  • Tickets: R550, from Computicket (On sale from 1 August 2015, 09:00)

The NAG LAN is one of South Africa’s biggest LAN events, with 2,500 attendees with rigs in tow.

This year’s sponsors for the event are FPB; Intel, who are supplying servers; HP, who will be supplying network infrastructure and switches and IS, who will be supplying internet connectivity.

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Dying Light: The Following Dies A Little Heavier http://egmr.net/2015/07/dying-light-the-following-dies-a-little-heavier/ http://egmr.net/2015/07/dying-light-the-following-dies-a-little-heavier/#comments Thu, 30 Jul 2015 11:00:55 +0000 http://egmr.net/?p=173549 Dying Light was, like Dead Island, quite a polarising game. While many enjoyed it for its large-scale environment, first-person parkour system and swift movement, many found fault with the way it was […]

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Dying Light was, like Dead Island, quite a polarising game. While many enjoyed it for its large-scale environment, first-person parkour system and swift movement, many found fault with the way it was structured and the lack of proper narrative drive, including our own reviewer.

However, the game has still retained some popularity, and a new story-based expansion pack is in the works from developer, Techland.

The expansion, entitled The Following (because nothing says creative like a common cult allusion) will feature drivable vehicles — namely all-terrain dirt buggies — and a new, massive map, larger than all the previous Dying Light maps combined.

“For Dying Light: The Following we’re adding a number of bold game-changers to create one massive expansion,” explained producer Tymon Smektala.

“Something big that will give the game a brand-new flavor. There is a lot we’re packing in here.

“We also kept a close eye on player feedback to help tailor what we’ve created here,” said Smektala. “Hopefully people will see that this new expansion is first and foremost, for the fans.”

Dying Light: The Following is going to be made available for purchase separately, but holders of Dying Light‘s season pass will be able to pick up the massive expansion for free.

The expansion will get a behind-closed-doors showing at Gamescom next month, followed by a full public reveal shortly thereafter, meaning we can expect a release closer to the end of the year.

Whether the expansion is a success or not remains to be seen, and will rely quite heavily on how the buggies end up driving. However, as someone who’s struggling to get into the core game a bit, something which shifts the base gameplay so much could add a bit of life into a game that hasn’t really caught me yet, and something new for long-time players and fans.

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Review: Rocket League Is A Jet-Fuelled Rampage http://egmr.net/2015/07/review-rocket-league-is-a-jet-fuelled-rampage/ http://egmr.net/2015/07/review-rocket-league-is-a-jet-fuelled-rampage/#comments Wed, 29 Jul 2015 13:30:19 +0000 http://egmr.net/?p=173511 Visit review on site for scoring. Rocket League is the successor to Supersonic Acrobatic Rocket-Powered Battle-Cars (SARPBC), both of which are physics-based vehicular soccer games with all the chaos and mayhem of […]

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Visit review on site for scoring.

Rocket League is the successor to Supersonic Acrobatic Rocket-Powered Battle-Cars (SARPBC), both of which are physics-based vehicular soccer games with all the chaos and mayhem of a demolition derby. Published independently, Rocket League manages to blend sports and a demolition derby atmosphere, while making sure the game is easily approachable, with plenty of depth to improve.

The game, while a physics-based driving game, feels much more like a sports simulator than you would imagine — this isn’t in the sense of FIFA, which sees you carefully structuring attacks through a team, but rather actual football, which sees you jostling for the ball, having to be cognisant of your teammates positions and hoping that if you hit the ball into the centre, someone will knock it into the goal, but we’ll come back to this in a bit.

Rocket League sees you playing in teams of 3 (standard, but 4v4, 2v2 and 1v1 modes are also available, as well as a trio of ranked modes), each driving uniformly fast cars and try to hit an oversized ball into the other team’s goal. You do this by ramming it, and dodging and boosting into it, attempting to aim while careering towards the ball in question while the other team does their utmost to stop you.

Rocket League 4

What the game values is simple: if you’re attacking, score, assist, shoot or get the ball into a shooting position, if you’re defending, clear or stop it going into the goal — this is what you get points for, although for obvious reasons your team only gets points when the ball goes into the goal. You’ll also get a few extra points every time you do something spectacular, like hitting a ball while flipping backwards, or while boosting through the air.

This simplicity is excellent for the the game, since it means players who have gone through even the most basic of tutorials or button mapping lists can still play the game, but it’s hardly the extent of what the game can manage. Timing, skill and understanding the game’s physics play a large part in getting all this right — and playing against others who understand it presents an almost physical struggle which can be  but as a base game, it is incredibly simple.

Rocket League 1

The team-play dynamic is very important and incredibly easy to overlook in public lobbies, but staying a little further back from the scramble from the floating ball means that if it pops up, you can take a shot or put it into the centre; likewise for defence, staying on the line while your team attempts to clear means that if a shot gets off or the goal deflects towards the goal, there’s still a chance it can be saved. This very simple concept of team-play means that players can play together, even without microphones, and play some form of cohesive strategy, meaning

The game is largely online focused — single player exhibition and season modes are available, but the AI lacks the same unpredictability of human players, as well as the inherent improvisation of online games. There is a split-screen mode, thankfully, so you can pile friends onto a couch and throw them in a lobby. There are also a trio of welcome training modes above the tutorial which allow you to improve on your shooting, defence and handling of aerial shots, if you want to improve your technique.

The online play works well, though there have been intermittent server issues, with dedicated servers present in Europe, North America, South America and Oceania. This means that local players may have some issue connecting although the game is still easily playable at 300+ ping, as players with a few disconnection issues here and there.

Rocket League 2

Rocket League is a surprisingly good sports simulator — completely by commitment to core mechanics, which the developers have remained adamant that they will maintain, and skill-based gameplay. It’s easily accessible both to new players and to players who had hours upon hours logged in SARPBC, and the control system is smooth enough to be called competent, but clunky enough to be competitive in cross-platform PC and PlayStation 4 multiplayer. Even a lacklustre soundtrack and intermittent connectivity issues cannot stop Rocket League for being an excellent competitive title, and an addictive experience for players of all descriptions.

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Fallout 4’s Building Is More Like Minecraft Than Skyrim http://egmr.net/2015/07/fallout-4s-building-is-more-like-minecraft-than-skyrim/ http://egmr.net/2015/07/fallout-4s-building-is-more-like-minecraft-than-skyrim/#comments Tue, 28 Jul 2015 11:00:36 +0000 http://egmr.net/?p=173451 Fallout 4 is going to feature dedicated base building, which will allow you to craft your own areas, build them up, establish a power grid and attract traders and inhabitants to […]

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Fallout 4 is going to feature dedicated base building, which will allow you to craft your own areas, build them up, establish a power grid and attract traders and inhabitants to live in it. However, before QuakeCon, all we’d seen of it was the brief snippets shown in the launch trailer.

It would be natural to assume that the building mechanics would follow those of another famed Bethesda game, The Elder Scrolls V: Skyrim, specifically the Hearthfire expansion for the game, which allowed you to build only within within strictly pre-determined frameworks. However, Bethesda’s VP of Marketing, Pete Hines says this isn’t the case and that Fallout 4‘s base building will give you a substantial amount more control than Skyrim’s did.

“It’s not just, ‘Hey, here’s Breezehome [one of the houses in Skyrim],’ where we just picked a house, and you can buy it, and you can go to somebody and say, ‘Here’s this much gold, and put this thing into my house.’ [In Fallout 4] it’s, ‘Now I’m building it, I’m actually building the house, I’m building the wall, I’m placing the door, I made the table, I made the mattress,” explained Hines. “It’s that sense of making your own way in the world and defining, ‘Who am I and where do I live and what’s my story in this world?'”

Hines further explained that there will be a limited number of locations to build in, but players will have a ton of options on how they choose to customise these locaitons. “There are preset locations around the world where you can [build],” Hines explained.

“You can definitely build up… [In one demo] there’s a radio tower, and the developer that built it just kept going up and incorporating the tower into their structure.”

“Much like a game like Minecraft, you can be a noob and just build a simple little thing. And you can also get the guys who go crazy and [can say], ‘I rebuilt the spaceship from this game… [or] I rebuilt the Tardis from Doctor Who using the lights and stuff and it looks exactly like it.’ Like, holy s**t that’s incredible.”

Fallout 4 releases November 10 for Xbox One, PC and PlayStation 4.

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Id Software Talks About Rebooting Doom http://egmr.net/2015/07/id-software-talks-about-rebooting-doom/ http://egmr.net/2015/07/id-software-talks-about-rebooting-doom/#comments Mon, 27 Jul 2015 11:00:51 +0000 http://egmr.net/?p=173409 Doom was one of Bethesda’s reveals at E3 as a reboot of the classic shooter series, retaining many signatures of an old style shooter with the benefits of modern technology. Doom comes […]

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Doom was one of Bethesda’s reveals at E3 as a reboot of the classic shooter series, retaining many signatures of an old style shooter with the benefits of modern technology.

Doom comes more than a decade after Doom 3, and Bethesda’s marketing VP Pete Hines and id’s Executive Producer Marty Stratton talked to Gamespot about the difficulties of rebooting the series.

“Id hasn’t made a game in the current pantheon of first-person shooters,” said Hines. “It’s not a part of that conversation.”

“You can go to any sixteen-year-old at Quakecon and ask them what their favorite shooter is and they’re going to say Call of Duty and Battlefield and Halo, but not Doom, because why would they? We haven’t put out Doom games.”

Hines further explained that the series would have to rebuild its reputation, in order to gain a fanbase and reclaim former fans of the franchise. Hines stressed that the developer’s big challenge would be staying true to the franchise, but still staying relevant to modern shooter conventions.

Stratton discussed the difficulties of being faithful to a legacy, especially after opting not to make Doom 4. This isn’t the first time a series has been revived by a Bethesda studio, notably with Fallout 3 re-imagining Interplay’s previously defunct isometric RPG into a shooter-RPG.

“It’s challenging,” Stratton said. “We talked a lot to [Bethesda Game Director] Todd Howard and to the Bethesda team, because they went through the same thing when they were working on Fallout 3.”

“You always want to respect the game and that fondness for it and what it means to people, but at the same time we’ve looked ahead with every decision and every idea,” Stratton explained. “We know what [players are] here for, we know [they’re] here for a Doom game, we’re going to give [them] the best version of Doom.”

At the same time as id Software are trying to stay relevant, the may not be pandering to trends. This is Doom‘s approach to eSports, according to Stratton, despite the studio’s immense experience with eSports in the form of Quake. 

“We’re not developing [Doom] specifically with how we address eSports,” explained Stratton.

There’s tons of moments, even just watching the [multiplayer matches] at Quakecon, where there’s very eSports moments in it. It really just illustrates how esports can be born out of that,” stressed Stratton. “But we’re really [working on] how we entertain millions of people on their couches everyday. So that’s really been our focus.”

Doom launches in 2016 for PlayStation 4, Xbox One and PC.

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There’s A New Most-Requested Game For Xbox One Backwards Compatibility http://egmr.net/2015/07/theres-a-new-most-requested-game-for-xbox-one-backwards-compatibility/ http://egmr.net/2015/07/theres-a-new-most-requested-game-for-xbox-one-backwards-compatibility/#comments Fri, 24 Jul 2015 11:30:50 +0000 http://egmr.net/?p=173369 Backwards compatibility was one of the biggest announcements by Microsoft at E3 2015 — that they would make games that were released for the Xbox 360 compatible with the Xbox […]

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Backwards compatibility was one of the biggest announcements by Microsoft at E3 2015 — that they would make games that were released for the Xbox 360 compatible with the Xbox One, at their developer’s discretion, of course.

Congruently, they launched a poll, which allowed players to weigh in on what games they would like to see making their way to Microsoft’s flagship console. This came with no promise that these games would make their way towards backwards compatibility support, but rather just let players have their say.

Red Dead Redemption has headed this poll for quite some time, but recently it’s been pipped to the top spot, by none other than Call of Duty: Black Ops II. 

Call of Duty: Black Ops II is arguably the most popular iteration of Activision’s annualised Call of Duty franchise, due to its distinctive play-style, balanced map and game mode design, and excellent ranked play and eSports modes.

That said, all the Call of Duty titles bar Call of Duty: Ghosts, which has already received a current-gen release, make an appearance at some point in the list, among popular titles such as The Elder Scrolls V: Skyrim and Left 4 Dead 2. The full list is available below:

  • Call of Duty: Black Ops II
  • Red Dead Redemption
  • The Elder Scrolls V: Skyrim
  • Call of Duty: Modern Warfare 2
  • Halo: Reach
  • Call of Duty: Black Ops
  • Gears of War 3
  • Fallout 3
  • Call of Duty 4: Modern Warfare
  • Call of Duty: Modern Warfare 3
  • Mass Effect 3
  • Call of Duty: World at War
  • BioShock Infinite
  • Fallout: New Vegas
  • Left 4 Dead 2

Black Ops II was originally the most-requested game for backwards compatibility, before being pipped to the spot by Red Dead Redemption, but has now reclaimed its top spot.

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The Fallout Anthology Is A Megaton Of Fun http://egmr.net/2015/07/the-fallout-anthology-is-a-megaton-of-fun/ http://egmr.net/2015/07/the-fallout-anthology-is-a-megaton-of-fun/#comments Fri, 24 Jul 2015 11:00:45 +0000 http://egmr.net/?p=173366 The Fallout series is quite a historied one, that extends well before Bethesda released Fallout 3 in 2007. Many newer-generation gamers, however, will have missed the original two games, which released in 1997 and […]

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The Fallout series is quite a historied one, that extends well before Bethesda released Fallout 3 in 2007. Many newer-generation gamers, however, will have missed the original two games, which released in 1997 and 1998 respectively.

Now, however, Bethesda’s Pete Hines has announced the Fallout Anthology, which brings all the Fallout games thus far released for Windows PC into one, neatly organised collection.

The set comes boxed with the following games, and DLCs (indented), listed below:

  • Fallout
  • Fallout 2
  • Fallout Tactics
  • Fallout 3: Game of the Year Edition
    • Point Lookout
    • Mothership Zeta
    • Operation Anchorage
    • The Pitt
    • Broken Steel
  • Fallout: New Vegas Ultimate Edition
    • Dead Money
    • Honest Hearts
    • Old World Blues
    • Lonesome Road
    • Courier’s Stash
    • Gun Runner’s Arsenal

Unfortunately, but predictably, the anthology does not include Fallout 4, which only releases on November 10. The storage case, however — shaped in the form of the series’ iconic mini-nukes — includes a space for the disk should you acquire a physical version of the game.

The bundle releases on September 29th in North America — one day short of 18 years after the release of the original Fallout. The bundle is also coming to Australia in Europe, where it will release on October 1 and 2 respectively.

The bundle will set you back the equivalent of $49.99; which gets you five games, all their DLC and a snazzy mini-nuke to go with them.

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The Witcher 3’s New DLC Is Smoothly Executed http://egmr.net/2015/07/the-witcher-3s-new-dlc-is-smoothly-executed/ http://egmr.net/2015/07/the-witcher-3s-new-dlc-is-smoothly-executed/#comments Wed, 22 Jul 2015 11:30:20 +0000 http://egmr.net/?p=173288 The Witcher 3: Wild Hunt has been out a while now, and we’re nearing the end of CD Projekt RED’s free DLC run. Out of the 16 promised DLCs, 15 have […]

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The Witcher 3: Wild Hunt has been out a while now, and we’re nearing the end of CD Projekt RED’s free DLC run. Out of the 16 promised DLCs, 15 have been released so far, and it seems the developer may be targeting a big finish next week.

This week’s however, finishes in one way — it adds new animations to Geralt’s finishing repertoire. After playing through the game, it’s almost a certainty that you’ve seen Geralt’s four or five finishing moves hundreds of times, so a few new ones certainly won’t go to waste.

Given how much time you spend in combat in The Witcher 3: Wild Hunt, it’s good to see a few more of these being added. While the fairly limited finishing move spectrum certainly gave Geralt an air of efficiency and professionalism, seeing the same basic stabs and decapitations every couple of minutes for a hundred hours certainly begged for some variety.

The last DLC in this run will be coming out next week, which may be a big one, if the official “The Witcher” account hinting about it is anything to go by.

After the last release, CD Projekt RED will likely relocate their resources to the construction of their expansions — currently the only paid DLC available for the title.

The Witcher 3: Wild Hunt‘s DLC is available for free off the PlayStation Store, Xbox Live and a variety of online stores on PC.

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Dishonored: Definitive Edition Half-Price For Previous Gen Owners http://egmr.net/2015/07/dishonored-definitive-edition-half-price-for-previous-gen-owners/ http://egmr.net/2015/07/dishonored-definitive-edition-half-price-for-previous-gen-owners/#comments Wed, 22 Jul 2015 11:00:16 +0000 http://egmr.net/?p=173285 Remasters have become commonplace in today’s market, and many owners of games on previous generation systems are less than pleased at having to pay full price for them, but Bethesda […]

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Remasters have become commonplace in today’s market, and many owners of games on previous generation systems are less than pleased at having to pay full price for them, but Bethesda are trying something different with the Dishonored: Definitive Edition. 

Dishonored: Definitive Edition is releasing at a price point of $40 (which is already significantly lower than your average game release), but users on Reddit’s PS4 forum have noticed that players who already own the game will be able to pick it up at the (comparatively) low, low price of $20 as an upgrade package.

This only applies for players who own digital versions, unfortunately, which I would imagine is to prevent it being exploited by people borrowing or renting the game to get the discount. Nevertheless, this should mean a good portion of PlayStation owners will be eligible for the discount, as it was on PlayStation Plus earlier this year.

Dishonored: Definitive Edition contains the base game, where you play as Corvo, and the game’s DLC packs, which are largely centred around Daud, the assassin leader in-game, both visually enhanced for the newer hardware of the PlayStation 4 and Xbox One.

No word yet on whether this deal will be available on the Xbox One or PC versions of the game, or, as this deal was spotted on the US Store, if it will be making its way onto the European PSN, but one would assume it’s a universal deal.

The Dishonored: Definitive Edition releases in August for PlayStation 4, Xbox One and PC.

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Rocket League Won’t Be Getting Game-Changing Additions To Public Games http://egmr.net/2015/07/rocket-league-wont-be-getting-game-changing-additions-to-public-games/ http://egmr.net/2015/07/rocket-league-wont-be-getting-game-changing-additions-to-public-games/#comments Tue, 21 Jul 2015 11:00:10 +0000 http://egmr.net/?p=173261 Rocket League has become a popular multiplayer revelation on Steam and PlayStation 4 — the latter version of which has been made available for free to PlayStation Plus users — but […]

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Rocket League has become a popular multiplayer revelation on Steam and PlayStation 4 — the latter version of which has been made available for free to PlayStation Plus users — but Psyonix recently worried a few fans with recent announcements that could change the core gameplay.

In a PSU.com article, Psyonix was quoted as saying the following: “Weapons aren’t something we plan to add in Rocket League–but power-ups are possible.”

Now, while power-ups would likely shake up the gameplay, they would probably change the core experience, something many fans of the newly released title were understandably apprehensive about.

However, these discussed power-ups won’t be making their way into the game, according ton Psyonix’s Dave Hagewood.

“There are not going to be power-ups added to the game,” explained the developer. “We’re not going to change balance, add stats [e.g. “different max speeds”], change physics, etc. We have a good formula and there are already infinite ways to make the game even better without changing core gameplay.”

While this seems in direct contrast to what was said in the PSU.com article, Hagewood went on to explain how Rocket League‘s private matches may get the option to add modifiers.

“That answer [in the PSU.com article] may have been based on the possibility of adding mutators that allow private matches to change things up for a single match just to mix things up but absolutely not for regular gameplay,” explained Hagewood.

This bodes well for players who have been enjoying the game — of which there are a few, as Rocket League has been plagued by matchmaking difficulties as players have piled onto their servers. This has started to stabilise, and Psyonix’s title recently hit a record of 179,000 concurrent players playing online.

Rocket League is currently available for $20 on Steam and PlayStation 4, but is also free for PlayStation Plus users.

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The Witcher 3’s Newest Patch Is A Behemoth http://egmr.net/2015/07/the-witcher-3s-newest-patch-is-a-behemoth/ http://egmr.net/2015/07/the-witcher-3s-newest-patch-is-a-behemoth/#comments Mon, 20 Jul 2015 11:00:33 +0000 http://egmr.net/?p=173221 The Witcher 3 was never in the worst state on release, launching in a better state than many other recent releases, but CD Projekt RED have been diligent in fixing errors […]

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The Witcher 3 was never in the worst state on release, launching in a better state than many other recent releases, but CD Projekt RED have been diligent in fixing errors when they arise and adding new content into the game.

This newest update, patch 1.07, brings in a new movement style for Geralt, to alleviate complaints of the witcher’s clumisness in play, and a stash, in which players can store items. Perhaps most surprising, however, is how much was actually fixed in the game, as the list (which you’ll find further down this article) is quite extensive.

The full patch notes are listed below:

  • Introduces an alternative movement style for Geralt. To enable, go to the Gameplay\Movement Response submenu.
  • Fixes a rare issue where the player’s horse would not fall to the ground properly.
  • Fixes a rare issue where the player could be locked into the aiming animation if hit while throwing a bomb on horseback.
  • Fixes a rare issue with an infinite loading screen in the Ladies of the Wood quest.
  • Includes a variety of collision fixes.
  • Fixes an issue where Wild Hunt warriors would remain present even after the player completed the main storyline.
  • Fixes an issue where players could repeatedly buy foreign currency from a loan shark and sell it at the Vivaldi Bank.
  • Fixes an exploit whereby players could loot gold from a single chest more than once.
  • Fixes an issue whereby some skills were not properly removed after the player used the Potion of Clearance.
  • Fixes an issue with target locking, which should now be more responsive.
  • Introduces a number of changes in selected game-world areas to prevent players from unexpectedly progressing quests or leaving the playable area by climbing certain elements of the landscape.
  • Fixes an issue where sometimes players could not use Signs after reaching Skellige for the first time.
  • Fixes an issue where damage from certain sources was incorrectly calculated.
  • Fixes an issue where the durability of alternative weapons did not drop as intended.
  • Fixes an issue where the game would remain in slow motion if the player had used manual targeting.
  • Fixes an issue whereby meditation could be blocked by certain quests.
  • Fixes an issue where Stamina did not always regenerate properly.
  • Fixes an issue where Geralt’s statistics could be multiplied if the player stood in a Dimeritium bomb cloud while the Cluster skill was activated.
  • Introduces a number of fixes, improvements and clarifications in the map-pins and objectives for multiple quests.
  • Fixes an issue where in certain circumstances gravity ceased to apply to the player’s horse.
  • Adds a stash for player convenience. Players can now store loot in their stash, access to which is available in different parts of the world. Stash locations are marked on the map.
  • Fixes an issue whereby the player’s horse would often stop abruptly before bridges or other narrow passages.
  • Fixes an issue whereby encumbrance was not updating correctly, resulting in players being overburdened where in fact they were not.
  • Fixes a rare issue where players were unable to choose different Signs.
  • Fixes an issue where the player was sometimes unable to craft glyphs.
  • Fixes an issue where not all merchants would accept junk loot.
  • All crafting components and alchemy ingredients now weigh nothing.
  • Fixes an issue where certain armor/hairstyle combinations interacted incorrectly.
  • Fixes an issue where instances of the Quen Sign would occasionally burst during dialogue scenes.
  • Fixes a rare issue where the player could not play gwent with Madame Serenity at the Passiflora.
  • The Zoltan gwent card should now always be present beneath the Hanged Man’s Tree if the player does not win it earlier in White Orchard.
  • Fixes a rare issue where players could not talk to, or play gwent with, the innkeeper at the Inn at the Crossroads.
  • Includes a number of wording and spelling fixes in multiple localized versions.
  • Introduces a number of improvements in the game streaming system. Players should experience fewer blurred textures, NPC spawn times should be markedly reduced, and there should be an overall improvement in the speed with which game assets are loaded. Streaming system improvements should be most noticeable on consoles and systems with non-SSD drives.
  • Improves performance in the swamps of the No Man’s Land region.
  • Fixes an issue whereby the presence of fog could adversely affect game performance.
  • Optimizes various FX which should result in improved performance during the Battle of Kaer Morhen quest.
  • Introduces a number of optimizations that improve overall performance throughout the game.
  • Improves overall game performance.
  • Fixes an issue where Keira’s magic bubble could adversely affect performance.
  • Fixes an issue whereby the mouse cursor would remain visible during in-game video playback.
  • Adds a warning if the user runs out of disk space and wants to crate a new game save.
  • Fixes an issue whereby Colorblind mode was not properly saved.
  • Fixes an issue whereby Zoltan would sometimes appear in the incorrect location after the Novigrad, Closed City quest.
  • Fixes an issue during the Last Wish quest whereby Geralt would continue his conversation with Yennefer after they parted.
  • Fixes an issue where two simultaneous instances of some characters would appear in a scene in the Broken Flowers quest.
  • Fixes an issue whereby some objectives were not available to the player and would be automatically failed during the Battle of Kaer Morhen quest..
  • Fixes an issue where in certain circumstances Lambert did not board the boat during the Final Trial quest.
  • Fixes an issue where in certain circumstances Madame Serenity was improperly placed during the Deadly Plot quest.
  • Fixes an issue where the Fake Papers quest would be failed if the player did not mention that one of the brothers was dead.
  • Fixes an issue whereby players would sometimes be unable to start the final horse race, The Heroes’ Pursuits: For the Goddess’ Glory! in Skellige.
  • Fixes an issue where unintended objects were present in Novigrad after the Battle of Kaer Morhen quest.
  • Fixes an issue where a progression break could occur if Geralt was knocked out by guards while following the Bloody Baron during the Family Matters quest.
  • Fixes an issue where players were sometimes unable to interact with a torch in the Get Junior quest.
  • Fixes an issue where players could sometimes experience an infinite loading screen during the Iron Maiden quest.
  • Fixes an issue where in certain circumstances players could encounter a blocker during the Contract: The Apiarian Phantom quest. Players who have encountered this bug need to backtrack to the frozen hive and examine the footprints around it again.
  • Fixes an issue whereby the player could get locked inside a room during the Through Time and Space quest.
  • Fixes an issue where on rare occasions players were unable to progress the game after the Get Junior quest, specifically upon reaching Vernon Roche’s camp.
  • Fixes an issue whereby purchasing wine during the It Takes Three to Tango quest would not always progress the quest properly.
  • Fixes an issue where the In Wolf’s Clothing quest did not progress properly after the player read Morkvarg’s journal.
  • Fixes an issue where on some rare occasions players were unable to interact with the Wild Hunt soldier’s body during the Echoes of the Past quest.
  • Fixes an issue whereby Keira would not always properly use the portal during the For the Advancement of Learning quest if asked to go to Kaer Morhen.
  • Fixes an issue where the Scoia’tael from Novigrad was not always available to play in the Gwent quest.
  • Fixes an issue where the player could get blocked inside a cellar during the King’s Gambit quest.
  • Fixes an issue where in certain situations the player was unable to find Triss during the Final Preparations quest.
  • Fixes an issue where occasionally the Kingfisher tavern was left without an innkeeper after the Now or Never quest.
  • Fixes an issue where Yennefer was not spawned in Oxenfurt during the Great Escape quest.
  • Fixes a rare issue where Captain Wolverstone was not at the Golden Sturgeon when intended.
  • Fixes a rare issue where the bodyguards in the Reason of State quest were not hostile.
  • Fixes a rare issue where the griffin would not always appear in the Contract: The Creature from the Oxenfurt Forest quest.
  • Fixes an issue where the wyvern would not appear in the Contract: Phantom of the Trade Route quest.
  • Fixes an issue with enlisting Sukrus from Skellige to be Hattori’s bodyguard in the Of Swords and Dumplings quest.
  • Fixes a rare issue whereby the visions in the Echoes of the Past quest were not displayed.
  • The Contract: Devil by the Well quest no longer counts towards the Geralt: The Professional achievement.
  • Fixes a rare issue when the player could not speak with Lambert at Kaer Morhen during the Final Trial quest.
  • Fixes a rare issue where players could not always complete the Hey, You Wanna Look at my Stuff? quest.
  • Fixes an issue where players were sometimes unable to summon a horse after the Fencing Lessons quest.
  • Fixes an issue where in the Scavenger Hunt: Viper School Gear quest the gate to the mausoleum was locked.
  • Fixes an issue where players could not use Signs or swords after the fistfight at the Rosemary and Thyme during the Broken Flowers quest.
  • Fixes a rare issue whereby players could not examine the source of interference during the Disturbance quest.
  • Fixes an issue with the Dirty Funds quest.
  • Fixes a rare issue with a loading screen in the Contract: The Phantom of Eldberg quest.
  • Fixes a issue with a loading screen at Aeramas’ residence during the Of Dairy and Darkness quest.
  • Fixes an issue where quest givers for the Deadly Delights and Jenny o’ the Woods contracts would disappear.
  • Introduces a number of improvements to overall game stability.
  • Fixes an issue where the Potion of Clearance would pop into the quick slot if the player ran out of food.
  • Adds a Books tab to the Inventory panel.
  • Introduces a number of additional loading screen hints.
  • Introduces a pinning feature for formulae and diagrams. Ingredients and components for pinned formulae/diagrams are highlighted in the shop view. This should greatly facilitate the purchase of currently needed elements.
  • Introduces a feature whereby currently equipped items are highlighted in the Repair panel, facilitating prioritization of items needing repair.
  • Adds a feature whereby read and unread books are marked differently in the Inventory panel.
  • The list of all available DLC packages is now displayed in the Main Menu/Options/Downloadable Content submenu for better clarity.
  • Enabled additional settings that decreases the hair and fur image quality slightly, without compromising its general appearance, to optimize HairWorks on a wider range of hardware.

The Witcher 3‘s newest update is available on Xbox One, PlayStation 4 and PC.

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Rust Getting Randomly Assigned Female Characters http://egmr.net/2015/07/rust-getting-randomly-assigned-female-characters/ http://egmr.net/2015/07/rust-getting-randomly-assigned-female-characters/#comments Fri, 17 Jul 2015 11:00:07 +0000 http://egmr.net/?p=173196 Rust, Facepunch Studios’ survival game, has certainly (randomly) generated its fair share of talking points with assigned character models, which linked the appearance, race and even penis size of players’ […]

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Rust, Facepunch Studios’ survival game, has certainly (randomly) generated its fair share of talking points with assigned character models, which linked the appearance, race and even penis size of players’ characters to their Steam accounts.

Now, however, there will be another characteristic thrown into the mix, as female character models are being added to the game. These character models, for now, are restricted to admins and server mods to facilitate testing for largely cosmetic items, like alternate clothing models, but soon they’ll make their way to normal circulation.

Speaking on the devblog, Garry Newman clarified where the studio stood with the female character model.

“The female model is in. But not actually. We still have some stuff to work out, like making alternate clothing models for her, but if you’re an admin on a server you’ll be the female model,” explained Newman.

In discussing whether players would have a choice to switch to the female models, Newman clarified that the game would take a similar approach to your characters gender as it has to all the other character traits in Rust.

“To clear up some confusion, when we [sic] it does go live you won’t get a choice of whether you’re female or male,” said Newman

“We’re not “taking the choice away” from you. You never had a choice. A man’s voice coming out of a woman’s body is no more weird than an 8 year-old boy’s voice coming out of a man’s body.”

Of course, female character models aren’t the only thing coming out of Rust‘s update this week, including the addition of more armour sets and global crafting items which will use the Steam Inventory system in the same way Counter-Strike: Global Offensive has with gun skins.

Newman intends on these items being used in the same way — used as a commodity which can be sold for Steam Wallet funds to less committed players, or traded for blueprints you don’t already own.

Check out the full devblog here for more information.

 

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Destiny Reddit Mod Hired As A Community Manager http://egmr.net/2015/07/destiny-reddit-mod-hired-as-a-community-manager/ http://egmr.net/2015/07/destiny-reddit-mod-hired-as-a-community-manager/#comments Thu, 16 Jul 2015 11:00:55 +0000 http://egmr.net/?p=173172 Reddit, for all its recent controversies, has largely always been a self-governing set of message boards, with popular boards springing up with the release of new video games. Destiny, Bungie’s […]

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Reddit, for all its recent controversies, has largely always been a self-governing set of message boards, with popular boards springing up with the release of new video games.

Destiny, Bungie’s first-person shooter with MMORPG elements, is the type of game that gives itself to platforms like these, with raid crews, weapon trades and news being easily organised and accessible in this format.

These platforms also offer a condensed version of the community’s attitude towards the game and the path they feel it should be taking — something Destiny has struggled with, as shown by its recent woes with its Red Bull partnership and the upcoming physical release of its next expansion, The Taken King, the collector’s edition of which would contain content inaccessible to early adopters.

This environment is something Bungie feel they need to tap into, which they’ve done by hiring Reddit user Cozmo, the creator of the Destiny sub-Reddit, which has close to 190,000 separate subscribers and thousands of views at any given moment.

Currently Destiny community manager, Deej, explained that this move was to service the Destiny community — still an alarmingly large group — more efficiently.

“The fact of the matter is that there are too many of you for me to handle alone,” said Deej in a community post.

“Sure, I have urk [community and marketing relations manager Eric Osborne] to lead the way, but we both get pulled behind the scenes more and more to make sure you’re informed about the next evolution that Bungie will be hurling at you. But what about the front lines?”

Cozmo will move into the role of engaging with the community, likely through the existing sub-Reddit — albeit no longer as a moderator — and through the game’s various other social media channels to supplement Deej’s work, while the current community manager will continue to write the game’s weekly update posts.

 

 

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This Week’s Deals With Gold Is Loaded With DLC http://egmr.net/2015/07/this-weeks-deals-with-gold-is-loaded-with-dlc/ http://egmr.net/2015/07/this-weeks-deals-with-gold-is-loaded-with-dlc/#comments Wed, 15 Jul 2015 11:00:49 +0000 http://egmr.net/?p=173154 This week’s deals for Xbox 360 and Xbox One are loaded with DLC for Battlefield 4, Call of Duty Black Ops and Black Ops 2, as well as the Season Pass for BioShock Infinite. The […]

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This week’s deals for Xbox 360 and Xbox One are loaded with DLC for Battlefield 4Call of Duty Black Ops and Black Ops 2, as well as the Season Pass for BioShock Infinite. The map packs and assorted shortcut kits are on sale, though the games themselves remain at full price.

Aside from these, various games, including Deus Ex: Human Revolution, Spec Ops: The Line and XCOM: Enemy Unknown, are also on sale. The list isn’t entirely filled with quality, however, as it also features the abysmal Duke Nukem Forever and lacklustre Risen 3: Titan Lords.

Below, you’ll find the full list, accompanied by their prices in dollar values. Asterisked titles require an Xbox Live Gold subscription to be eligible for the download.

Xbox One:
  • Battlefield 4 Assault Shortcut Kit — $3.50
  • Battlefield 4 Air Vehicle Shortcut Kit — $5
  • Battlefield 4 Engineer Shortcut Kit — $3.50
  • Battlefield 4 Ground and Sea Vehicle Shortcut Kit — $7.50
  • Battlefield 4 Recon Shortcut Kit — $3.50
  • Battlefield 4 Soldier Shortcut Bundle — $12.50
  • Battlefield 4 Support Shortcut Kit — $3.50
  • Battlefield 4 Weapon Shortcut Bundle — $7.50
  • Battlefield 4 Ultimate Shortcut Bundle — $25
  • Murdered: Soul Suspect* — $12
  • R.B.I. Baseball 15* — $10
  • Tomb Raider Definitive Edition* — $9.90
Xbox 360:
  • Battlefield 4 Assault Shortcut Kit — $3.50
  • Battlefield 4 Air Vehicle Shortcut Kit — $5
  • Battlefield 4 Vehicle Shortcut Bundle — $10
  • Battlefield 4 Engineer Shortcut Kit — $3.50
  • Battlefield 4 Ground and Sea Vehicle Shortcut Kit — $7.50
  • Battlefield 4 Recon Shortcut Kit — $3.50
  • Battlefield 4 Soldier Shortcut Bundle — $12.50
  • Battlefield 4 Support Shortcut Kit — $3.50
  • Battlefield 4 Weapon Shortcut Bundle — $7.50
  • Battlefield 4 Ultimate Shortcut Bundle — $25
  • BioShock Infinite DLC Pass* — $10
  • Black Ops Annihilation* — $11.24
  • Black Ops Escalation* — $11.24
  • Black Ops First Strike* — $11.24
  • Black Ops Rezurrection* — $11.24
  • Black Ops II Apocalypse — $11.24
  • Black Ops II Revolution — $11.24
  • Black Ops II Uprising — $11.24
  • Black Ops II Vengeance — $11.24
  • Black Ops II DLC Pass* — $33.50
  • Deus Ex: Human Revolution* — $3.74
  • Duke Nukem Forever* — $5
  • Lara Croft and the Guardian of Light* — $3.74
  • Murdered: Soul Suspect* — $7
  • Risen 3: Titan Lords* — $10.19
  • Tomb Raider Anniversary* — $5
  • Tomb Raider Legend* — $5
  • Tomb Raider Underworld* — $5
  • Spec Ops: The Line* — $7.50
  • XCOM: Enemy Unknown* — $10

These deals are valid up until July 20th, which, if you don’t have a calendar on-hand, is next week Monday.

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Street Fighter 2 Soundtracks To Be Re-Released http://egmr.net/2015/07/street-fighter-2-soundtracks-to-be-re-released/ http://egmr.net/2015/07/street-fighter-2-soundtracks-to-be-re-released/#comments Tue, 14 Jul 2015 11:00:05 +0000 http://egmr.net/?p=173135 Street Fighter V may be in the works, but it’s not the only Street Fighter content currently in the works. Japanese music label, Brave Wave is behind the other, working on launching the […]

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Street Fighter V may be in the works, but it’s not the only Street Fighter content currently in the works.

Japanese music label, Brave Wave is behind the other, working on launching the soundtrack to Street Fighter 2, which will release later in 2015 on disc and vinyl.

This forms the first release of Brave Wave’s current project, which is targeted at re-releasing and remastering video game soundtracks.

The project, dubbed the ‘Generation Series’ is aimed at delivering “definitive editions of legendary video game soundtracks” according to Brave Wave, something Street Fighter 2 certainly qualifies for.

“Some of [the soundtracks are] previously unreleased, incomplete, out of print, hard to find, or not preserved in the best possible quality. For the first time ever, we are releasing your favorite soundtracks in comprehensive collector’s editions: restored, remastered, often in unprecedented quality,” explained Brave Wave.

The Street Fighter 2 soundtrack will include newly remastered versions of both the CPS-1 and CPS-2 arcade system board versions of the soundtrack. These will be “extracted directly from the arcade boards and approved by original composer Yoko Shimomura.”

“For the first time in the series history, we will present a limited edition vinyl release, carefully and especially remastered in translucent colored vinyl, with art prints sourced from the Capcom archive,” the company added.

Brain Wave explained that it will be working with researchers, consultants and sound engineers to bring the best possible versions of the soundtracks that they can create to consumers. On top of that, the company will also be working with rights holders and developers to ensure that the remasters and re-releases stay true to their creators’ original visions.

Brain Wave have not yet announced their release plan, but the Street Fighter 2 soundtrack is still expected in 2015. They do have a notification system operational, which will inform potential purchasers when pre-orders open, which can be accessed here.

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Marvel Focusing On Better Games For Console http://egmr.net/2015/07/marvel-focusing-on-better-games-for-console/ http://egmr.net/2015/07/marvel-focusing-on-better-games-for-console/#comments Mon, 13 Jul 2015 11:00:32 +0000 http://egmr.net/?p=173118 Marvel, the Disney-owned comic book giant, have announced that they taking a more quality-focused approach to their video games on home entertainment systems, but that we shouldn’t expect to see […]

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Marvel, the Disney-owned comic book giant, have announced that they taking a more quality-focused approach to their video games on home entertainment systems, but that we shouldn’t expect to see them soon.

During a panel at San Diego Comic-Con (SDCC), Marvel discussed their new approach in response to a fan’s question. While the company’s quality-centric approach will see fewer video games released under the comic giant’s label with larger spaces of time between them, the games will be worth the long production cycles.

“We are very much focused on what our console strategy will be for the future,” said Marvel Games producer Mike Jones. “Obviously console games take a lot longer to incubate, so that will be a slower process for us.”

“We are very much taking a controlled, less-is-more, quality-focused, developer-focused strategy,” he said. “But it is very top of mind, and we’ll have a lot more announcements probably next year.”

Marvel Games, to this point, has largely consisted of mobile games — as evidenced by their showings at SDCC, with Marvel Puzzle Quest, Contest of Champions and Future Fight taking centre-stage. However, according to Jones, this isn’t Marvel’s sole aim, as has been shown by their yet-unnamed collaboration with story-driven developers Telltale Games, as well as the unannounced projects they are working on at the moment.

Marvel may dominate the movie circuits with the much-discussed Marvel Cinematic Universe, but in terms of video games, DC has had the better luck in recent years, specifically with franchises like Injustice: Gods Among Us and the Batman Arkham series.

The Marvel universes’ notable contributions in the past few years have been somewhat limited, but include a mildly successful Deadpool game, featuring in LEGO games (a series which has also featured DC characters) and recent addition into the Disney Infinity lineup.

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Fallout Shelter Has An Android Release Window http://egmr.net/2015/07/fallout-shelter-has-an-android-release-window/ http://egmr.net/2015/07/fallout-shelter-has-an-android-release-window/#comments Fri, 03 Jul 2015 11:00:50 +0000 http://egmr.net/?p=172897 Fallout Shelter was one of Bethesda’s many announcements at E3 2015, but came with one downfall to many gamers — it was only available on iOS. Since then, Android players have […]

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Fallout Shelter was one of Bethesda’s many announcements at E3 2015, but came with one downfall to many gamers — it was only available on iOS.

Since then, Android players have been requesting a port to their platform for the popular vault builder, which has eclipsed popular mobile games like Candy Crush Saga on the iOS platform.

Unlike Candy Crush Saga, however, it’s done this without being solely profit-based — microtransactions exist in-game, but are largely unnecessary, and their are no paywall timers or internet connectivity restrictions placed on the game.

Bethesda have since announced that an Android port was in the works, but had not announced a predicted release date other than it still being predicted in 2015. However, Bethesda VP of marketing and public relations, Pete Hines, has since announced that Fallout Shelter may be coming to Android sooner than we expected.

So that’s what we have: a tentative August release date. Although we got the iOS version in June, it makes sense for the Android version to be so delayed — the variation that exists between Android phones, which vary between budget devices and flagship phones doesn’t exist in iPhones, which generally conform to a very general standard.

Bethesda, in addition to building the Android version, have also been supporting it with constant update, like adding Fallout 4 character Preston Garvey, the leader of the Commonwealth Minutemen, along with his Laser Musket.

In other Fallout 4 news, players who pre-order Bethesda’s upcoming Boston-based open-world RPG on Xbox One will get Fallout 3 for free within the following 7-10 days if they order off the Xbox Store, which they can play on Xbox One when it becomes backwards compatible, or a download code with a physical copy on Fallout 4‘s release.

Fallout 4 releases for PlayStation 4, Xbox One and PC on November 10, while Fallout Shelter will release for Android in August.

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Star Wars Battlefront Leak Reveals Weapons And Vehicles http://egmr.net/2015/07/star-wars-battlefront-leak-reveals-weapons-and-vehicles/ http://egmr.net/2015/07/star-wars-battlefront-leak-reveals-weapons-and-vehicles/#comments Thu, 02 Jul 2015 11:00:59 +0000 http://egmr.net/?p=172857 Star Wars Battlefront, EA and DICE’s reboot of the Battlefront franchise, is going into alpha, and some of the registered players — who did so towards the end of July — have […]

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Star Wars Battlefront, EA and DICE’s reboot of the Battlefront franchise, is going into alpha, and some of the registered players — who did so towards the end of July — have been exploring the game files for what will appear in the final game.

So far, what they’ve found is a bunch of weapons and vehicles, which sounds like the intro to a Grand Theft Auto Online heist. However, these files may indicate what we’ll be seeing littering Battlefront‘s maps in November.

The vehicles named in the game files include the following: the T-65 X-wing, the Tie Fighter, Lambda Shuttle, Y-wing, Tie-Bomber, Corellian Corvette, Nebulon B Frigate, Imperial Star Destroyer, Mon Calamari Capital Ship Home One, AT-ST, AT-AT, Tie Interceptor, 74-Z Speeder Bike.

As far as ships go, DICE have included aerial conflicts in Battlefront, even if they aren’t including full-on space battles — so many of those fighter ships with be controllable. Capital ships, such as Imperial Star Destroyers will also appear in-game, though will not be destructible from a direct player point of view, according to the developer.

In terms of weapons, DICE have previously stated that any weapons named within Star Wars canon would receive names in the upcoming first- and third-person shooter, which takes place during the Galactic Civil War — Episode IV, V and VI in the movie series.

The weapons named within the alpha game files are include the E11, A280, DH17, DL44, DLT19, DLT20a, EE3, Rocket Launcher, SE14c, and the T21. While these codes may seem largely ineffectual to anyone who hasn’t aggressively studied Star Wars lore, there are some nuggets to be taken from this information; the EE3 blaster, for example, is typically associated with legendary bounty hunter, Boba Fett.

Of course, there’s no confirmation that all this content will make it to the game’s eventual release, though this leak may be a helpful indication of what we can expect in the main game. The leak has also revealed different modes for the Tatooine maps (dawn and midday) as well as basic player interactions, similar to Battlefield‘s Commrose.

Star Wars Battlefront releases November 17 for Xbox One, PlayStation 4 and PC.

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Review: Catlateral Damage Is A Microcosm Of The Internet http://egmr.net/2015/07/review-catlateral-damage-is-a-microcosm-of-the-internet/ http://egmr.net/2015/07/review-catlateral-damage-is-a-microcosm-of-the-internet/#comments Wed, 01 Jul 2015 11:00:23 +0000 http://egmr.net/?p=172800 Visit review on site for scoring. Catlateral Damage is a first-person cat simulator. You’re a cooped-up house cat with a massive chip on their shoulder — a fairly insignificant, arbitrary issue […]

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Visit review on site for scoring.

Catlateral Damage is a first-person cat simulator. You’re a cooped-up house cat with a massive chip on their shoulder — a fairly insignificant, arbitrary issue springs you into action, and suddenly your role switches from being innocuously cute and cuddly to being a malevolent fluffy ball of player-controlled destruction.

Not convinced yet? Well, if you were a cat, would you not want to be this (below) cat?

I imagine that video being played on repeat as inspiration for what was about to be built, since that’s exactly what you’ll be doing for nine tenths of your game.

If this sounds repetitive, that’s because it is. The game places you in nondescript environments and tasks you with causing chaos — and that’s about it. It’s the same concept which made Goat Simulator so frustratingly brilliant — it latches onto something innocuous, a cat, or a goat, for example, and reduces them to absurdity.

That’s not to say it’s not a little charming — from the outset the game is filled with light cat puns, a couple of simple-to-learn modes with adorable, tiny feline character models (who cause an alarming amount of destruction). The soundtrack sets a jovial if limited scene, and the visuals, though incredibly simplistic, are presented in a cartoonishly stylised manner which sets the scene for the brief off-the-wall stint that is Catlateral Damage.

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As a game, it plays quite smoothly — the control system is simple, with a standard WASD and Space Bar binding to control movement directions and jumping respectively, while the left and right mouse buttons control left and right pawns, and the middle button pushes straight instead of swinging. The levels too, are fairly simply designed taking place in fairly small household environments with generic, recurring items scattered in the environment for you to wreak havoc on.

The modes are split between Objective, where you need to destroy a certain number of objects within a certain time-frame in a specific environment to accumulate score, and Litterbox (because no game is complete without toilet humour) where you’re free to explore levels and move past them as you wish. There’s no narrative so to speak; it’s just a cat wreaking havoc in a house while their owner’s away.

To be fair, the developer has tried to build some form of lasting appeal, by including collectible cat pictures (since he clearly understands the internet implicitly) and alternative player skins. These are either found scattered around maps, or unlocked by reaching particular milestones (destroying certain numbers of unique objects, for example); they’re not particularly effectual in the long-term, but it’s nice to see that some effort has been put into making the game playable for longer periods of time, even if it is largely superficial.

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And that’s about all Catlateral Damage is — superficial; it’s fun for at most an hour or two, but the mechanics go no deeper than hitting books off a shelf, or chasing a red dot around a room to unlock a special power-up. There’s no good reason to keep playing once you’ve mastered the basics of the game’s mechanics, because all these mechanics are for novelty, with very little following after them other than a couple of pointless achievements and character skins.

This review may seem very short, and there’s a very good reason for that — what do we say about a game that has nothing to say? Catlateral Damage exists solely for novelty, and that’s fine — but at $10, it’s clearly not worth it. The game may be worth picking up on a Steam sale for an hour or two of mindless fun, but after that it’ll end up in the same place as Goat Simulator and their like — idle in your library, and perhaps even eligible for refund.

As a premise Catlateral Damage seems excellent, and to a point, it’s charming and fun; it’s cute and filled to the brim with silly puns. However, that’s about all it is: there’s no substantial improvement to the gameplay after the first couple of hours, nor are the worlds designed in such a way that fully exploring all of them is worth the trouble.

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Catlateral Damage isn’t a bad game, it’s just superficial. Not superficial in the way a Call of Duty game may be, taking a largely wistful approach to complex and contentious issues, but rather in presenting a world in an absurd context for the sake of it. As I say, this isn’t necessarily a bad thing, but it means if you’re looking for any substance, you won’t find it anywhere in Catlateral Damage — whether you’re looking in its gameplay mechanics or its environmental approach.

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Destiny May Have Helped Sony Win Call Of Duty http://egmr.net/2015/06/destiny-may-have-helped-sony-win-call-of-duty/ http://egmr.net/2015/06/destiny-may-have-helped-sony-win-call-of-duty/#comments Tue, 30 Jun 2015 11:00:42 +0000 http://egmr.net/?p=172786 Call of Duty has long been a franchise that has prioritised the Xbox brand — between early DLC releases for Microsoft’s consoles, and the tech and software giants backing the Call […]

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Call of Duty has long been a franchise that has prioritised the Xbox brand — between early DLC releases for Microsoft’s consoles, and the tech and software giants backing the Call of Duty Championships, Activision’s series seemed locked to the 360, and later the One.

However, its absence at Microsoft’s E3 conference raised a few eyebrows, before its showcase at Sony’s conference confirmed that Call of Duty: Black Ops III would be primarily focused on the PlayStation 4.

According to Gamespot’s interaction with PlayStation VP of Publisher & Developer Relations, Adam Boyes, however, their standing relationship with Activision around Destiny, Bungie’s much-maligned shooter-slash-MMO, may have played a part in securing the deal.

Destiny‘s relationship with the PlayStation 4 has been very similar to, if not more involved than, Call of Duty‘s with the Xbox brand, with Sony’s playerbase getting downloadable content earlier than their competitor’s, and marketing it almost as a first-party title.

“Well, I think the first thing was we’ve had a great relationship with Activision around Destiny,” said Boyes.

“And I’m a huge fan of that.”

With Black Ops III, however, Sony are getting an already-established series under their banner, with all the quality and content assurance that goes with the Call of Duty series.

“We fell in love instantly,” Boyes said about Black Ops III, emphasising how Sony were instantly convinced that their involvement with Activision’s flagship series would pay dividends.

“As soon as I started playing it, I said, ‘This feels incredible! You can wallride!’ It’s just so smooth; it’s almost like poetic.”

“And so obviously, we just continued talking with our partners at Activision and worked something out. And now we’ve got I think a great benefit to all the gamers.”

Call of Duty: Black Ops III releases on November 6 for PlayStation 4, PlayStation 3, Xbox One, Xbox 360 and PC. A multiplayer beta will run for the upcoming title, hitting PlayStation 4 first, before Xbox One and PC.

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DICE Explain Battlefront’s On-Rails AT-AT http://egmr.net/2015/06/dice-explain-battlefronts-on-rails-at-at/ http://egmr.net/2015/06/dice-explain-battlefronts-on-rails-at-at/#comments Mon, 29 Jun 2015 11:00:03 +0000 http://egmr.net/?p=172762 One of the key talking points to come out of the Star Wars Battlefront reveal and subsequent gameplay trailers was that the AT-AT — the huge Imperial walker renowned for its role […]

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One of the key talking points to come out of the Star Wars Battlefront reveal and subsequent gameplay trailers was that the AT-AT — the huge Imperial walker renowned for its role in the battle of Hoth at the beginning of The Empire Strikes Back — would be confined to a preset path, and players would only be able to control its weapons.

However, DICE have explained this design choice, explaining that the sheer scale and power of the AT-AT means that it’s a balancing nightmare as a vehicle.

According to Star Wars Battlefront senior producer Sigurlina Ingvarsdottir explains that implementing the AT-AT in any other way would have broken the game.

“The AT-AT is obviously an extremely unique vehicle. They’re so big, their movement is slow, their attributes are so different they have almost their own laws,” Ingvarsdottir said.

“If you were to control their path – that would be game breaking.”

Previously, Star Wars Battlefront II allowed players to fully control AT-ATs, which were more cumbersome than useful; although they were devastatingly powerful, they were quite easy to take down. Clearly DICE have something else in mind in terms of how they’re implementing one of the Empire’s most iconic vehicles.

Star Destroyers, another one of the Empire’s signature vehicles, will also be making their way into Battlefront, but not as flagships, like in the previous games. These vehicles, instead, will be lofted high above player fighting on the ground, and won’t be destructible by conventional means (no Starkiller pull-downs here).

However, according to a recent Reddit AMA with the developers, the battle raging on in the sky will develop in response to how the battle on the ground is going. Whether this means we’ll see Star Destroyers falling out of the sky remains to be seen.

Lastly, one of Star Wars most iconic landmarks — the moon  the Death Star, will not be making an appearance in the game, either as a map or as a 25-killstreak.

Star Wars Battlefront, if all goes well, releases November 20th for PlayStation 4, Xbox One and PC.

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Mortal Kombat X Gets Some Character Balance http://egmr.net/2015/06/mortal-kombat-x-gets-some-character-balance/ http://egmr.net/2015/06/mortal-kombat-x-gets-some-character-balance/#comments Fri, 26 Jun 2015 11:00:27 +0000 http://egmr.net/?p=172677 Mortal Kombat X is one of the finest fighting games we’ve seen in a while, but that doesn’t mean its perfect — certainly that’s the approach of the developers, whose latest […]

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Mortal Kombat X is one of the finest fighting games we’ve seen in a while, but that doesn’t mean its perfect — certainly that’s the approach of the developers, whose latest patch is bringing major character rebalances to the game.

On top of this, there are a couple of smaller gameplay fixes coming to the game, either to improve its performance incrementally or to add in some handy functionality. Oh, and a couple of new stage brutalities just for fun.

The full patch notes can be found below, quoted directly from Warner Bros. Games’ forums:

General Gameplay Fixes

  • You can now turn off auto saving of Match Replays in game play options (this is defaulted OFF you will need to turn these ON after getting this patch if desired)
  • Improvement to PlayStation®3 system generic driver support (The user can now turn off the DUALSHOCK®4 wireless controller after pairing a compatible fightstick to the console. The DUALSHOCK®4 wireless controller can only be turned off AFTER pairing the fightstick.)
  • User now can leave a KOTH session as king without taking a loss
  • There are new secret brutalities to discover!

Character Specific Fixes

  • D’Vorah – reduced the cancel advantage after Pterothorax combo (Towards + FP, FP, BP) by 2
  • D’Vorah (Swarm Queen) – must be in the Bug Bomb held loop for 3 frames before you can dash cancel out of it
  • Cassie – Single Shot is +2 on hit (up from -9)
  • Ermac – adjusted hitbox on Soul Burst & Soul Burst to make it harder to low profile
  • Ermac – increased Soul Burst damage by 4
  • Ermac – increased Soul Blast damage by 10
  • Erron Black – increased the cancel advantage of Down + FK by 3 (no longer connects into Tackle on hit)
  • Ferra/Torr – increased damage on Grab ‘n’ Stab by 3
  • Ferra/Torr – increased damage on Deep Stab by 4
  • Goro – increased hit advantage on Shokan Grab & Shokan Slam to 28 (up from 8)
  • Goro (Kuatan Warrior) – increased hit advantage on Chest Lunge to 20 (up from 5)
  • Goro (Kuatan Warrior) – increased hit advantage on Chest Charge to 23 (up from 5)
  • Goro (Dragon Fangs) – increased hit advantage on Shokan Stabs to 22 (up from 7)
  • Goro (Dragon Fangs) – increased hit advantage on Shokan Massacre to 23 (up from 5)
  • Goro (Tigrar Fury) – decreased combo damage scaling after Ground Scorch
  • Jacqui – Stanky Leg (BK ~up BK) is now listed in the movelist
  • Jason – increased the hitbox on Back Breaker, Spine Shatter, Choke, Choke Slam, Tight Squeeze, & Crippler to make it harder to low profile
  • Jason (Relentless) – reduced the recovery frames on Dark Pursuit (enhanced) to 54 (down from 106)
  • Jax – opponent can no longer techroll after x-ray
  • Johnny Cage (Fisticuffs) – Away + FP now has 10 startup frames (up from 9)
  • Johnny Cage (Fisticuffs) – all Speed Bag hits are now always -3 on block instead of every 4th one being 0
  • Kano – Black Dragon Ball (enhanced) damage increased by 4
  • Kano – Uprise Ball (enhanced) damage increased by 3 and is now -5 on block (down from -27)
  • Kano (Commando) – Choke & Strangle are now -4 on block (down from -14)
  • Kenshi – Down + BK can no longer be high parried
  • Kenshi – it is now easier to juggle combo after Sword Dance
  • Kenshi – several moves were not combo damage scaling correctly on hit
  • Kenshi (possessed) – Sickle Lift reaction is now consistent (no longer more or less hit advantage depending on height)
  • Kenshi (Kenjutsu) – removed armor from Tele-Strike
  • Kitana – now pokes out with a fan in Punishing Poke (Down + FP)
  • Kitana – Rising Blades can now be special move 2in1’d out of on hit
  • Kitana – 2nd fan in enhanced Fan Toss is now a mid block
  • Kitana – Back Slash (Towards + FP) is now -9 on block (down from -34) +5 on hit (up from -20) and has 25 less recovery frames
  • Kitana – Learn Respect combo (Towards + FP, FP) is now -2 on block (down from -1FP) +6 on hit (up from -3) and has 9 less recovery frames
  • Kitana – Fake Out combo (BP, FP) is now +2 on block (down from -12)
  • Kitana – increased damage on Fan-Tastic combo (BP, FP, BP) by 4 and is now -3 on block (down from -10)
  • Kitana – Fan Swipe (Towards + BP) is now -6 on block (down from -18) +8 on hit (up from -14) and has 12 less recovery frames
  • Kitana – Gut Gash combo (Towards + BP, BP) -6 on block (down from -17) and has 9 less recovery frames
  • Kitana – increased combo damage scaling after Rightful Heir combo (Towards + BK, FK)
  • Kitana (Royal Storm) – Square Boost & Square Wave are now a hard knockdown
  • Kitana (Assassin) – reduced meter gain from parry
  • Kitana (Assassin) – Princess Parry startup is now 7 (down from 18)
  • Kitana (Mournful) – easier to juggle combo after Air Glaive Throw and Air Glaive Return
  • Kitana (Mournful) – Shadow Kick & Eclipse Kick startup is 12 (down from 14)
  • Kotal Kahn – Towards + FK can no longer be high parried
  • Kotal Kahn (Sun God) – improved hitbox on Sun God Choke
  • Kung Jin (Ancestral) – now goes into a ducking state during Low Shot
  • Kung Lao – no longer gains a bar of meter when doing a wakeup Hat Toss or Teleport
  • Kung Lao (Tempest) – Hat Spin & Orbiting Hat now correctly combo damage scale on hit
  • Kung Lao (Hat Trick) – Hat Call Back is now a mid block
  • Kung Lao (Hat Trick) – Hat Call Back of a Low Hat Trap is now a low block
  • Kung Lao (Hat Trick) – slightly easier to juggle combo after Hat Call Back
  • Kung Lao (Hat Trick) – reduced High Hat Trap recovery by 25 frames
  • Kung Lao (Hat Trick) – reduced Hat Trap & Low Hat Trap recovery by 15 frames
  • Kung Lao’s- EX teleport throw damage fixed

 

  • Liu Kang – adjusted several hitboxes to hit more consistently
  • Liu Kang – 3 more active frames on down BP
  • Liu Kang – now goes into a ducking state during low fireballs
  • Liu Kang (Flame Fist) – Windmill Punch & Windmill Flurry  can now be 2in1 special cancelled on block/hit
  • Liu Kang (Flame Fist) – Shaolin Flame can now be 2in1 special cancelled out of
  • Liu Kang (Dualist) – Low Soul Sphere is now a low block
  • Mileena – adjusted several hitboxes to hit more consistently
  • Mileena – Low Slash (down FP) no longer pushes opponents away before the active frames
  • Mileena – increased hit advantage on Rider combo (Away + BP, BP, throw) to 25 (up from -7)
  • Mileena (Piercing) – now goes into a ducking state during Low Sai
  • Mileena (Ravenous) – increased hit advantage on grab specials
  • Mileena (Ravenous) – doing the Quick Taste combo (Away + FP, BP, throw) will now heal her a small amount as she bites
  • Mileena (Ethereal) – Reduced the recovery on Vanish Away & Vanish Towards. Also allows for combos to continue afterwards.
  • Quan Chi – opponent can no longer techroll after x-ray
  • Quan Chi (Warlock) – victim is no longer throw immune after being hit by Portal Stab
  • Raiden – Supernatural combo (Away + FK, BK) can now be 2in1 cancelled out of
  • Raiden – reduced the hitbox of Electric Fly & Thunder Fly
  • Raiden (Thunder God) – slightly less chip damage on charged normals
  • Raiden (Master of Storms/Displacer) – now has a God’s Rage combo (Towards + FP, BP, Away + BP)
  • Reptile – adjusted several hitboxes to hit more consistently
  • Reptile – can no longer repeatedly stack the damage nullification from Stealth & Invisibility
  • Reptile – Slithering Slaps (Away + BP) increased damage by 2
  • Reptile – increased damage of Slink combo (FP, BP, FP) by 4
  • Reptile – increased damage on Deadly Venom combo (FP, BK) by 4
  • Reptile – decreased damage of Dragon Kick (FK) by 2
  • Reptile – increased damage of Shedding Skin combo (FK, BK, Down + BK) by 2
  • Reptile – increased hit/cancel advantage on Sneaky Snake combo (Away + FP, Down + BK) by 20
  • Reptile – increased damage Toxic combo (Towards + FK, Away + BK) by 2
  • Reptile – Low Heel (Down + FK) now has 7 startup frames (down from 9) and is -3 on block (up from -2)
  • Scorpion (Hellfire) – Flame Aura / Burner can no longer be done more than once in the same combo
  • Scorpion – Eternal Vengeance combo (BP, FP, BK) has 4 less cancel advantage and no longer resets the block stun when it’s 2in1 cancelled out of
  • Scorpion (Ninjutsu) – increased damage on Affliction combo (Away + FP, BP, FP) by 2
  • Scorpion (Ninjutsu) – increased damage on Doom Slice (Away + BP) by 4
  • Scorpion (Ninjutsu) – increased damage on Doom Blade (Towards + BP) by 4
  • Scorpion (Ninjutsu) – increased damage on Dead End combo (BP, FP, BP) by 2
  • Scorpion (Ninjutsu) – Downfall (Away + BK) now hits twice
  • Scorpion (Ninjutsu) – increased damage on Cataclysm combo (Towards + BK, BP) by 4
  • Shinnok – adjusted several hitboxes to hit more consistently
  • Shinnok (Necromancer) – adjusted tracking of Devil’s Flick, Devil’s Backhand, Summoned Fiend, & Summoned Slam
  • Shinnok (Necromancer) – increased damage on Judgment Fist & Judgment Smash by 3
  • Shinnok (Necromancer) – Devil’s Flick is no -8 on block (up from -4)
  • Shinnok (Bone Shaper) – Dark Beam is now a high block and +8 on hit (up from -14)
  • Shinnok (Bone Shaper) – opponent can no longer techroll after Scepter Slam
  • Shinnok (Bone Shaper) – Deity  combo (Towards + BP, BP, throw) can now be 2in1 cancelled on hit
  • Sonya – adjusted several hitboxes to hit more consistently
  • Sonya – added 5 more recovery frames on Air Drop when missed
  • Sonya – Energy Blast is a mid block and -5 on block (up from -15)
  • Sonya – increased damage of Flying Kick (enhanced) by 4
  • Sonya – increased damage of Leg Slam by 5
  • Sonya (Covert Ops) – Garrote Parry is no longer throw immune
  • Sonya (Demolition) – increased cancel advantage on Boomer combo (FP, FP, BP)
  • Sonya (Demolition) – adjusted the damage & hit stun of the grenade attacks
  • Takeda (Shirai Ryu) – the last hit of Air Spear & Spear Ryu will now combo damage scale correctly
  • Takeda (Lasher) – Whip Thrash & Whip Strike now hits on both sides
  • Tanya – last hit of throw will now combo damage scale correctly
  • Tanya – adjusted several hitboxes to hit more consistently
  • Tanya – can’t attack for 10 frames after a blocked Quick Teleport
  • Tanya – removed armor from Quick Teleport
  • Tanya (Kobu Jutsu) – Back Stab combo (Away + FP, BP + BK, throw) can no longer be punished on hit
  • Tanya (Kobu Jutsu) – 2nd and 3rd hits of Tonfa Swipe will have less block recovery frames the longer you delay the previous attack
  • Tanya (Pyromancer) – slightly increased pushback on blocked fireballs

One thing that immediately stands out from this is that while many characters have been buffed, very few have been actively weakened. Rebalancing while keeping the efficiency of previously strong characters means that NetherRealm have both found a way to keep their fans happy and their game competitive.

It’s a sizeable patch, weighing in at 5gb on the PlayStation 4; so get your downloads going!

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A Cataclysmic Dawn: Careful Moral Framing Is Crucial http://egmr.net/2015/06/a-cataclysmic-dawn-careful-moral-framing-is-crucial/ http://egmr.net/2015/06/a-cataclysmic-dawn-careful-moral-framing-is-crucial/#comments Fri, 26 Jun 2015 09:00:49 +0000 http://egmr.net/?p=172653 Morality is a concept which has really come into the mainstream of games over the past few years in gaming — either by player agency or design. Many of these […]

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Morality is a concept which has really come into the mainstream of games over the past few years in gaming — either by player agency or design. Many of these decisions are framed in binary: something is either good, or it’s bad, ignoring all long-term consequences or side effects that may occur.

By focusing purely on these binaries, within the perspective provided by the developer, players derive some meaning or outcome about their protagonists, but by looking at the broader context, a far more detailed, less morally binary outlook can be attained.

There are some spoilers in this article, so be forewarned — if you see a game you don’t want spoiled, don’t read

Games often provide players with the opportunity to make heavy, impactful decisions about their characters’ moral standings — which reflect either positively or negatively depending their context and framing.

inFamous was one of the series which most vehemently pushed a system of good vs. evil; but the games often failed to consider long-term consequences of Cole’s (pre-Second Son) actions. Especially in the second game, many of Cole’s actions are simply permutations of actions which predominantly serve his benefit rather than those which would genuinely benefit the populace of New Marais.

An example of this would be the attack on a militia base to save agent Kuo, one of your companions in the game. The bad karma option involves you ramming an explosive-laden truck into the facility to lessen the militia numbers, but hurting nearby civilians in the process, while the good option sees you freeing militia-captured police officers to fight with you in battle.

infamous 2

“He seems like a benevolent god.” “Why?” “His lightning is blue, you see.”

This good option means that you have the backing of previously captive police officers, who presumably have been kept in adverse conditions and thus are not in a state where they should really be fighting; this means they serve as a distraction — and an expendable one at that — for the superhuman Cole McGrath, who is only attacking the militia to further his own ends.

This also doesn’t guarantee the safety of civilians in the area: The militia are still firing guns and rockets with reckless abandon around the area, as well as wildly throwing grenades. In addition to this, you also have Cole firing off various lightning powers, including the debilitating Ionic Vortex, which tears through the environment with very little accuracy, sending debris and hazardous materials flying.

Other than the fact that you are not pointedly killing civilians, there’s very little to indicate that your actions are any morally justified in the good decision than in the bad. In fact, given that you are instigating combat out of the militia in a militia-controlled zone and putting both police and civilians in the firing line not only in the short-term but for days after, so that you can rescue a friend of yours, is almost unequivocally a morally reprehensible action with negative outcome.

In fact, even inFamous 2‘s good Karma ending, which sees Cole sacrificing his life and the lives of every other living Conduit to eradicate a plague is morally questionable. There is no clear way of identifying Conduits in the pre-Second Son era of inFamous games, which means Cole, by eradicating the conduits, may be massacring a sizeable chunk of humanity to save a niche crowd.

While the ratio in the games tend to indicate that Conduits are few and far between, an assessment of three cities whose Conduits are never fully found cannot serve to be a holistic representation of the entire inFamous universe’s Conduit population. As it turns out, Cole doesn’t destroy the Conduit gene (or Second Son couldn’t have happened) and the plague is cleansed, so everything turns out far better than it could have; but to say this decision was morally justified, when he could have potentially destroyed a huge part of the population, is absolutely false.

Infamous Second Son

And so we got this guy. Thanks Cole.

However, these decisions are never presented in this light. In the Hero playthrough, Cole is recognised as a hero for his actions, and he is heralded as a paragon — something we, as the consumers of this media, buy into due to how it’s framed to position Cole as a clear hero, despite his rashness and selfishness.

This is something that’s sometimes applied in games which don’t have branching storylines — games such as Double Fine’s point-and-click adventure, Broken Age.

Act 2 of Broken Age through Vella’s eyes places you in the badly-damaged ship which you took down in the first act, which has been built to harvest young women for the improvement of the genetics of the Thrush — a eugenics-ridden isolationist race who exist past the Plague Dam.

When you arrive at Loruna, the home of the Thrush, Vella creates a bomb out of a radioactive reactor core, and a couple of miscellaneous items on the ship, which you subsequently drop out of the ship to stop the Thrush from following you as you escape the city.

Quite literally, Vella nukes her enemies and no one ever questions it; she detonates a nuclear device in a massive city, which could contains hundreds upon thousands of innocent civilians, because she wants to destroy the mogs (other ships) to create an opening for her ship to escape. Thankfully, the post-game exposition shows that the detonation did not destroy Loruna or kill countless civilians — that ending would probably be a bit dark for what Double Fine were creating.

Broken Age Review 6

“Oh no! I may have just killed millions of people.”

Very few games deal with moral greyness directly — Fallout has, on a couple of occasions, such as in Tenpenny Tower, where working towards an equitable living space for ghouls amongst the Wasteland’s elite in the tower will result in the ghouls murdering them.

However, it has also brushed off other horrifying examples, such as emotionally manipulating children into opening up a path to Vault 87 from Little Lamplight for the protagonist’s personal objectives, which could compromise the children’s safety to hostile super mutants, who are known for eating and dismembering humans. These two separate examples both occur during Fallout 3, although the former is framed to make sure the player is aware of their actions, while the latter is framed as necessary.

The Witcher also has a history of dealing with moral greyness, whether this be helping a sorceress while unwittingly playing accomplice to attempted regicide or healing a gravely wounded peasant with a Witcher potion, only to find that this irreparably damages her mind. In fact, The Witcher series, specifically The Witcher 3, makes sure that the player, and as a result Geralt, almost always questions their decisions, which more often than not lead to innocent death in some form or other.

Because decisions are consistently built up as morally questionable, this leads to more engaged players — instead of automatically hitting L2 for Paragon and R2 for Renegade, or the obvious choice, players question what they have learnt about the world they exist in, and make weighty decisions which reflect either their implicit personal experiences or those of the character they are role-playing as. In CD Projekt RED’s case, this led to a game filled with poignant, affective decisions, which shaped the world in ways players sometimes couldn’t predict.

The-Witcher-3-1

Sometimes your decisions aren’t so morally grey as much as “Oops, I just burnt down a village”.

That’s not to say all games need to delve in to moral greyness — Broken Age would not have been a better game for any force-fed self-reflection, which would have detracted from its light-hearted atmosphere and charming aesthetic; inFamous 2 may have benefited from moral greyness, but would have suffered from a lack of focus in a game which was otherwise focused on absolutes; and Fallout 3‘s choice to spare players an arc in which Little Lamplight fell under threat from Vault 87’s mutants was probably best for the flow of the story, which advances swiftly past Vault 87 into the Enclave, while its choice to show the ghouls’ actions showcased the brutality of post-apocalyptia.

This is about the framing of these events — the fact that it was okay for Vella to drop a nuke because it was covered in ice-cream — and how this contributed both to the atmosphere and continuity of these games. Framing was crucial in ensuring these events kept the tone of the rest of their respective games, and framing was crucial in ensuring that somehow, all these incidents still had a huge impact on the games in which they were contained.

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Review: Broken Age Is A Delightful Trip http://egmr.net/2015/06/review-broken-age-is-a-delightful-trip/ http://egmr.net/2015/06/review-broken-age-is-a-delightful-trip/#comments Thu, 25 Jun 2015 11:00:41 +0000 http://egmr.net/?p=172601 Visit review on site for scoring. Please note: While we have reviewed Broken Age – Act 1, this review is on a different platform, by a different writer and covers the […]

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Visit review on site for scoring.

Please note: While we have reviewed Broken Age – Act 1this review is on a different platform, by a different writer and covers the complete edition of the game. There is a section devoted exclusively to Act 2, near the end of the review. 

Broken Age is the result of Double Fine’s Adventure Kickstarter — a Kickstarter which sought to create an old-style point-and-click adventure (a phrase which is used far too much in this review) free from publisher intervention. The community responded in kind, overfunding the $400,000-targeted project to $3,3 million dollars.

The game’s production goals changed, and the original projected dates were not met — but what we eventually got was Broken Age, a downloadable game with the production values of a triple-A title, retaining the ethos of what Double Fine set out to achieve.

The game, divided into two acts, puts you in the shoes of Vella and Shay, two teenagers in vastly different lives (the former in a village about to sacrifice her to a monster, the latter on a mysterious and overprotective spaceship). These two experience separate narratives which converge toward the end of the first act, and intertwine throughout the second act.

Broken Age Review 6

The world Double Fine has created is charming and filled with wonder, from grouchy talking trees to towns on clouds. The art-style — which is comparable to an animated children’s book — does this world complete justice, in stylised form and vibrant colours; while Azhar may have experienced a couple of technical glitches is his review of Act 1, my experience with the game was flawless, and everything worked as it was meant to.

The writing for the characters that inhabit these sections shows off the protagonists’ personalities, and how they interact with the world, while still being primarily light-hearted and constantly funny. While many of the characters are based on tropes in popular culture, the writing is refreshingly inventive, and dodges tropes which would have cheapened the experience.

Of course, no point-and-click adventure would be complete without puzzles, and Broken Age has these in abundance. These fit excellently with the game’s almost frivolous atmosphere, and many of the puzzles have quirky solutions; this doesn’t mean they’re easy, just well-designed, as a few of them can bring you both a sense of accomplishment and a smile to your face.

As an overall experience, Broken Age is excellent — and given how Double Fine’s production cycle changed, I would say the full experience was well worth the wait. The game isn’t without flaw, as a couple of the puzzles drift away from quirkiness into nonsense and the entire game (both acts) is fairly short, despite its long production cycle, but these don’t poignantly detract from the enjoyable adventure Double Fine have created.

 

Act 2

Broken Age Review 5

As previously linked, we reviewed Act 1 of Broken Age, when it released at the beginning of 2014. Act 2, and the complete edition of the game that we received, only released more recently, towards the end of April 2015. If you’ve not yet played Act 1 to completion, I’d recommend avoiding this section as it contains a couple of relevant spoilers. We’ve marked both where the spoilers and the description of Act 2 end below. 

Act 2 of Broken Age follows directly on from Vella’s battle with Mog Chothra — which if you recall, is a giant monster from a species which sends one of their own to travel between towns eating maidens once every fifteen years. The start of this episode occurs shortly after the revelation that Mog Chothra — as Vella knew it — and the Bossa Nostra, the ship which held Shay and his family, were one and the same.

The second act sees Shay and Vella switch places — the former in the villages that Vella explored in the first game, while the latter is trapped on the now-damaged ship.

[Spoilers end here] 

This presents its own interesting set of circumstances: everything you did during the first game has an effect, either on people or on the environments in-game, and all the characters you encountered develop as a result. Since time has also progressed since you advanced both Vella and Shay’s storylines, and events have occurred in their respective locations, this also means that new characters have met and interacted with one another.

The writing for this progression is absolutely fantastic — it shows that Double Fine have thought through how they wanted their story to develop and the lasting effect that the actions of your protagonists would have on the world around them and the characters than inhabit this world. Further than this, it shows the stark differences between Vella and Shay as characters, as they interact differently with the world around them, both as a result of their respective upbringings and because of their inherent knowledge and personal experiences.

Broken Age Review 2

In all of this, however, Double Fine have managed to retain the humour and irreverent charm that made the first act of Broken Age so immediately likeable, while still managing to deal with the grief of both Vella and Shay’s families.

This act is best played as an immediate sequel to Broken Age – Act 1, as the puzzles follow very much the same sort of design philosophy as the first act’s, and are somewhat more complex — with a couple of the later puzzles requiring synchronisation between the two characters.

These games do straddle the line between being excellently designed, providing a sense of accomplishment as you figure out how to solve them, and being almost inane, lacking a clearly logical thought process behind them with obscure clues. This caused me to consult a guide a couple of times to find solutions which I would have never thought to check by myself.

This is not a complaint endemic to me either, as its something that Azhar came across in his earlier review of Broken Age Act 1. It only affects a couple of puzzles in the game, but of course these can hinder your progress if you don’t catch onto them early, but overall they weren’t enough to impact my experience of what was an excellent second half of a beautiful and beautifully written game.

[Broken Age – Act 2 ends here]

Broken Age Review 3

Broken Age is a bit of a microcosm of crowdfunding and the good and bad that comes with that: it’s a game that’s true to the developer’s vision — an old-style point-and-click action adventure game filled with bits of humour and tons of pop culture references — but also one that divided backers. The game left some backers unimpressed by the length of time taken to release the game, which was initially was supposed to release in October 2012, and others displeased by Double Fine’s final product.

Despite this however, it is exactly what it claimed it would be — an old-style adventure game, with all the charm and humour you expect from a Double Fine production. Aside from that, it has the fantastic production values you’d expect from a game which exceeded its funding goal by such a margin, as shown in its beautifully realised art direction, excellent character voice-overs and captivating soundtrack.

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Rust Uses Your Steam ID To Determine Your Penis Length http://egmr.net/2015/06/rust-uses-your-steam-id-to-determine-your-penis-length/ http://egmr.net/2015/06/rust-uses-your-steam-id-to-determine-your-penis-length/#comments Wed, 24 Jun 2015 11:00:14 +0000 http://egmr.net/?p=172587 Steam Early Access game, Rust is one known for its randomisation of player character models, which prompted controversy when race began being randomly assigned, but the newest aspect of randomly generated character […]

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Steam Early Access game, Rust is one known for its randomisation of player character models, which prompted controversy when race began being randomly assigned, but the newest aspect of randomly generated character features has got the community measuring up to one another.

The game, which currently spawns you as a naked randomised male character with unique facial features and a racial profile, now also assigns players a penis length, which is locked to your Steam ID.

Just as with the rest of your character, you have no control over this other than with what you choose to wear over it, and this has led to community members taking to the message boards to compare their members — something which YouTuber, M4STER_TROLL has aggregated in this video (NSFW, obviously).

The respective size and shape of your character’s penis is locked to your Steam ID, so while you may at some point get a new character model, your character’s penis will almost definitely be locked to the same length and shape it was previously, unless you start playing on a new Steam profile.

This wasn’t endemic to the penis mechanics, however, as Rust and Garry’s Mod designer Garry Newman explained that players’ Steam IDs are used to generate numerous characteristics, including their race and gender, as well as other body-related characteristics.

“The dick thing wasn’t really planned, it just so happens that it has a separate bone there for the censorship cube that we can scale independently,” said Newman.

This current (and alarmingly literal) dick-measuring contest is largely possible because players are currently represented by male avatars in-game. Female avatars are in development for the game, and should be making it into the game within the next few weeks, if the last Rust devblog is to be believed, though little more than a basic character model has been shown yet.

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Meet Fallout 4’s Player Voices http://egmr.net/2015/06/meet-fallout-4s-player-voices/ http://egmr.net/2015/06/meet-fallout-4s-player-voices/#comments Tue, 23 Jun 2015 09:00:00 +0000 http://egmr.net/?p=172524 Fallout 4 will be the first title in the series to feature voiced playable characters — which, considering the amount of dialogue present in the game, is incredibly impressive. The people […]

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Fallout 4 will be the first title in the series to feature voiced playable characters — which, considering the amount of dialogue present in the game, is incredibly impressive.

The people taking the roles of these characters, one of whom you will play and the other (and your child) whose fate is unknown, has been a mystery since the game was revealed. A tweet from Fallout 4 writer Emil Pagliarulo, however, has spilled the beans on the people whose voices you will be hearing for your foreseeable post-apocalyptic future.

The tweet reveals that Brian T. Delaney will be taking the role of the male protagonist. Delaney has a myriad of high quality video game credits to his name, including voices in EvolveBattlefield Hardline and Call of Duty: Advanced Warfare, as well as a recurring role in the Halo series as Roland.

The female protagonist will be played by Courtenay Taylor, arguably the more immediately recognisable of the two voices, otheras she’s played Jack in the Mass Effect series, Amanda Holliday in Destiny and Val in Evolve. She’s also worked with Bethesda before, providing voices for Breton and Khajit female characters in The Elder Scrolls Online.

While these are most certainly top notch voice actors for the roles of your protagonists in Fallout 4, the immediate issue that springs to mind is that of diversity.

The game allows you to play as a character of any race, and so confining you solely to the voice of a white character seems very limiting — especially compared to games like Saint’s Row and Dragon Age: Inquisition, which allow you to choose your character’s voice from a selection.

In related news, Bethesda announced that Fallout Shelter, their wildly popular mobile game, is on its way to Android. While the game is likely not due for another few months, Android owners are not being forgotten by Bethesda.

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Take A Look At Half-Line Miami http://egmr.net/2015/06/take-a-look-at-half-line-miami/ http://egmr.net/2015/06/take-a-look-at-half-line-miami/#comments Mon, 22 Jun 2015 11:00:09 +0000 http://egmr.net/?p=172492 It may not be the, at this point fabled, announcement of Half-Life 3, but independent developer Thomas Kole is working on something of an adaptation for the series. Half-Line Miami, the developer’s […]

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It may not be the, at this point fabled, announcement of Half-Life 3, but independent developer Thomas Kole is working on something of an adaptation for the series.

Half-Line Miami, the developer’s mash-up of a creation, mixes the gravity gun, sound effects and environment of Half-Life 2 with the aesthetic and play-style of Hotline Miami, albeit with less of the hyper-violence.

Half-Line Miami equips the player with Half-Life 2‘s Gravity Gun, and allows them to pick up and fling objects at enemies from a top-down perspective. The game’s combat is very much physics based, with the physics interactions working as expected according to Kole.

The Gravity Gun replaces other weapons from Hotline Miami, so using your environment and carefully managing where objects and enemies will fall will be crucial to survival. That said, from the trailer above, Half-Line Miami doesn’t look as crushingly brutal as its retro 80s-style equivalent, although it retains ‘R’ to restart as a crucial feature and an excellent synth-based soundtrack.

Of course, mash-ups like this are often really cool ideas which never amount to much, but Kole is actually developing the game, and according to him, all the gameplay elements of the game are functional. Further than that, he has four reimagined maps ready for play when the game does eventually release.

As for where the game is — it’s not quite ready for launch. Currently Kole is optimising his code, and entirely reworking the sound system, which at present only works on Windows 8. However, when this is done, expect to see a playable game “somewhere soon”.

To keep track of Half-Line Miami, subscribe to Thomas Kole’s YouTube channel; if you’re excited by the soundtrack, give the artist, Sung Music, a follow on Soundcloud.

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Feast Your Eyes On Deus Ex Mankind Divided Gameplay http://egmr.net/2015/06/feast-your-eyes-on-deus-ex-mankind-divided-gameplay/ http://egmr.net/2015/06/feast-your-eyes-on-deus-ex-mankind-divided-gameplay/#comments Fri, 19 Jun 2015 11:00:06 +0000 http://egmr.net/?p=172451 Deus Ex Mankind Divided was Square Enix’s worst kept secret before its reveal earlier this year, and a cause for much celebration from fans when it was announced. Unfortunately, Square Enix’s […]

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Deus Ex Mankind Divided was Square Enix’s worst kept secret before its reveal earlier this year, and a cause for much celebration from fans when it was announced.

Unfortunately, Square Enix’s E3 conference didn’t leave fans with much to get excited over, other than a largely cinematic trailer and a brief mention. This wasn’t all that E3 had to offer Mankind Divided, thankfully, as just over 25 minutes of gameplay footage has been released for the title, which is set to launch in 2016.

The gameplay, which is labelled as alpha footage for the game, is looking quite spectacular, and features developer commentary from audio director Steve Szczepkowski, who details how many of the systems in game will work.

One of these systems is the game’s open-endedness — players will be able to play through the entirety of Deus Ex Mankind Divided as a ghost, not killing a single enemy. For the more confrontational, non-lethal combat options will be available, which will allow players to maintain their non-lethal status while still engaging in live combat.

Following with this is the openness of the world itself. While the trailer shows some rather packed alleyways and side paths, the player is able to traverse this linear environment in a number of ways, from gunning straight through the middle to climbing around on ledges and rooftops.

Of course that’s not all the game has to offer — the action-packed, lethal gameplay is also on show in the gameplay footage, and shows the difference between Adam Jensen’s third- and first-person aiming modes, as well as some of the pretty effects and player abilities which will be on offer when the game launches.

Deus Ex: Mankind Divided does not have a fixed release date yet, but the title is expected to launch in 2016, after being revealed earlier this year and shown at E3 2015. The game will be available on PlayStation 4, Xbox One and PC.

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E3 2015: EA Had A Couple Of Bright Spots http://egmr.net/2015/06/e3-2015-ea-had-a-couple-of-bright-spots/ http://egmr.net/2015/06/e3-2015-ea-had-a-couple-of-bright-spots/#comments Tue, 16 Jun 2015 07:00:46 +0000 http://egmr.net/?p=172306 Everyone’s favourite developer to hate, EA, was at E3 2015 to show off their new games, and tease some of the more exciting stuff coming from their studios over the […]

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Everyone’s favourite developer to hate, EA, was at E3 2015 to show off their new games, and tease some of the more exciting stuff coming from their studios over the next year and a half.

Around these announcements, they had cameos from someone known as the “Hoop Gawd”, Brazilian football legend Pelé, who received a standing ovation, and a couple of the studio heads responsible behind these games. Below, you’ll find the full list of announcements, albeit reduced for some of the titles we’re already familiar with (I’m looking at you, FIFA).

Mass Effect Andromeda

EA’s conference started with a bang: a minute and a half of cinematic trailer from BioWare, taking us to the Mass Effect universe with the next title in the much-loved series: Mass Effect Andromeda.

It may just have been a cinematic trailer, but it hints to many exciting things, specifically since the character in the trailer is wearing a full set of N7 armour — a very Shepard thing to do by all accounts. BioWare have already confirmed that this character will not be the playable one, although players will still be confined to human characters, but will instead be one relevant to the plot throughout the game.

Also, jetpack! Mass Effect Andromeda is coming Holiday 2016 for PlayStation 4, Xbox One and PC.

Unravel


Unravel is a cute little puzzle platformer made by a Swedish team called Coldwood Interactive — who have a development team of 14 people, including their creative director, Martin Sahlin, who was at E3 2015 to show off their game.

The game sees you play as Yarny, a small, yarn-woven character in a Scandinavian environment, who has to travel across the environment to reunite with lost family. Along the way, Yarny will unravel and use his thread to overcome puzzles: by bouncing off it, by dragging along behind other creatures or by swinging with it.

Sahlin, who presented the game’s spot at EA’s conference seemed both very nervous and very passionate about this creation, which he mused about in front of the audience at E3 2015, and the audience watching via livestream. It was lovely to hear a developer be so unashamedly passionate about their game, especially in front of such a daunting audience, and we’re very excited to see where Unravel goes.

 Need for Speed

Now onto something a little more stereotypically EA: Need for Speed by Ghost Games.

Need for Speed will be pulling the best parts from various titles in the series distant history with major influence coming from Need for Speed: Underground and both Need for Speed: Most Wanted (the 2006 original) and Carbon, and some coming from more recent titles — such as the scale of Rivals‘ world and the persistent multiplayer element of it.

Above, you’ll see some gameplay: And while it’s using an awful cinematic camera during drift sequences, and looks a little too good for so-called “pre-alpha”, it looks promising — especially for the extensive customisation players will unlock as the game goes on.

Need for Speed releases on November 3, 2015 for PlayStation 4, Xbox One and PC.

Sports

Now we move onto the sports section; undoubtedly both EA’s biggest section and the most boring part of the show.

Instead of going into depth about these, I’m going to link the trailers in the descriptions of each individual game, while the trailer above is of an entity you would call THE HOOP GAWD, using the new facial scanning app for NBA Live 16which is featuring a whole slew of new animations and systems to challenge 2K’s NBA series and will release on the 29th of September 2015.

Aside from that, we have Rory McIlroy PGA Tour, the first EA Sports game to run on the Frostbite Engine, and it looks spectacular as a result. Expect to see this game in Spring 2015, along with 100% less Tiger Woods on the cover.

FIFA 16 is also, inevitably, coming this year, featuring women’s teams, some slightly improved visuals and somewhat overhauled technology; this game was led into with a brief interview with Brazilian football legend, Pelé, and while it was fantastic to see one of the game’s true legends, it was a bit of a momentum killer for EA.

Lastly we have the American sports: NHL 16 and Madden NFL 16. The latter is bringing new passing and receiving mechanics, while the former will primarily be improving its game modes, such as the Ultimate Team which has been wildly successful in many of EA’s games.

Mirror’s Edge Catalyst

Mirror’s Edge is one of the games that have been awaiting a sequel for a while, and in this case EA and DICE have not disappointed.

The game will be running on the latest version of DICE’s Frostbite Engine, and will bring first-person parkour to the current-generation of consoles. Now here’s the kicker: the game will be entirely free-roam, meaning players will be able to freely explore the city instead of being confined to set levels this time.

There will be a variety of side activities and missions to complete in the full version of the game, which releases on February 23rd, 2016.

Star Wars Battlefront

Last, but in no way least — Star Wars Battlefront. EA and DICE’s long-awaited reboot of the beloved franchise was shown running on PlayStation 4, and will have put to rest many of the doubts players had about the upcoming title.

The trailer shows the battle of Hoth — the approach of the AT-AT walkers, flying the Rebel’s harpoon fighters and X-Wings, as well as the Empire’s TIE fighters, and ground battle between the two factions. Running on the Frostbite Engine, the game also looks spectacular, with the snow effects and rapid movement working beautifully.

The game will release on November 17, 2015 for PlayStation 4, Xbox One and PC, and looks absolutely stunning.

 

All-in-all, EA’s conference was a little hit-and-miss; we had massive announcements in the form of Mass Effect, Star Wars and Mirror’s Edge, but also some disappointment in the huge focus on sport and the lack of cohesion throughout the presentation. Nevertheless there are some truly spectacular games here potentially, and I personally cannot wait to give some of them a go come release.

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E3 2015: Bethesda’s First Showcase Went Down Well http://egmr.net/2015/06/e3-2015-bethesdas-first-showcase-was-excellent/ http://egmr.net/2015/06/e3-2015-bethesdas-first-showcase-was-excellent/#comments Mon, 15 Jun 2015 06:30:18 +0000 http://egmr.net/?p=172066 E3 2015 marked the first time Bethesda would be presenting at an E3 showcase. Naturally, this was met by insane amounts of hype, mostly for the impending Fallout 4 (which it turns […]

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E3 2015 marked the first time Bethesda would be presenting at an E3 showcase. Naturally, this was met by insane amounts of hype, mostly for the impending Fallout 4 (which it turns out was announced earlier than E3), but also for Bethesda’s other IPs: Doom, Dishonored and The Elder Scrolls amongst them.

It’s safe to say that Bethesda nailed their first conference — their presentations were to-the-point, provided a lot of info, showed off numerous games and did what E3 demos are supposed to do: build hype.

Below you’ll find Bethesda’s E3 announcements, in as few words and as much detail as possible.

Fallout

 

Fallout 4, which was the highlight of Bethesda’s showcase, was not the only Fallout game shown at E3 2015: Bethesda also showed off Fallout Shelter, a mobile game which allows you to take control of your own numbered Vault as Overseer and customise and manage it as you see fit.

Vault dwellers will each have their own set of stats which determines what they will be best suited for (no G.O.A.T. exam, unfortunately), as well as personal sets of equipment, which will prove useful when they are sent on missions or random events — such as Raider invasions or Radroach infestations — occur.

The game will be free-to-play, with no paywall timers or internet connection needed; instead the game will be funded by sales of lunchboxes: items which provide random drops of weapons, armour and other equipment of varying rarity and also drop during normal gameplay, albeit not as frequently as when purchased.

The game releases today, although it is currently exclusive to the iOS platform, and will be available through the App Store.

Dishonored

One of the other big announcements of Bethesda’s E3 2015 showcase was Dishonored 2, presneted by Arkane Studios’ Harvey Smith and Raphael Colantonio. The game follows several years after Dishonored and puts you in the shoes of either the original game’s protagonist, Corvo Attano, or one of the original game’s main characters Emily Kaldwin — who has also been granted supernatural abilities by The Outsider.

Emily will have different abilities to Corvo, as shown by the tendril-based traversal in the CGI trailer above, as well as the smoke-based, which conjures up memories of The Darkness‘ Darklings and their style of movement and attack.

Besides this, there was not much shown — indicating the game may not be far enough into development to show just yet. We know that the game will take place in a new city, and involve otherworldly enemies plotting against the young Kaldwin empress.

In addition to Dishonored 2, Arkane Studios are bringing the original Dishonored to current-generation consoles as the Dishonored Definitive Edition, which willwill include the Knife of Dunwall and Brigmore Witches DLCs which place you in the shoes of Daud the Assassin.

Doom

The other big Bethesda reveal of the showcase was the new Doom. id Software’s hyperviolent first-person shooter got just short of eight minutes of gameplay which you can see above, including the shocked and amazed “Oooh’s” and “Ah’s” of the crowd as the player character systematically dismembered the demons they were fighting.

The game seems very true to it’s hell-raising predecessors, and this is something Executive Producer, Marty Stratton emphasised that id Software were striving for in their development, stating the developer was building Doom around “badass demons, big effin’ guns and moving really, really fast”.

And that’s what it looks like — the gameplay looks brutal, bloody and satisfying, with Mortal Kombat-esque melee kills; the game harks back to shooters of the 90s with ammo, armour and health pickups and weapon drops and explosive barrels litter the map. The title’s demos see you in both a massive UAC facility on Mars, and in hell — in both cases cutting down demons by the dozen.

Doom will also include a fast, arena-based multiplayer mode, which sees an arcade-style distribution of guns and game-changing power-ups littering the map, as Doom of the 90s did.

Perhaps the most exciting part of Doom is the new Snapmap feature, which will allow players to build not only maps, but full-on levels and game modes in the game, before sharing them with the community. The game will allow players to swiftly craft maps and fill them with AI, game logic and interactive items.

Doom will release for PlayStation 4, Xbox One and PC in Spring 2016.

The Elder Scrolls

The Elder Scrolls Online, and it’s newer port, Tamriel Unlimited have been out for a little while now, and have endured some criticism, but Bethesda aren’t giving up on them just yet. The developer showed off changes they would be bringing to the game over the next few months, as well as a familiar faction who may be showing themselves soon.

The trailer above shows the Imperial City fallen to demons and necromancers, which looks somewhat like a raiding level from what’s shown. We also get a glimpse of Orsinium — the realm of the Orcs — which appears to come under siege during the game, and Orcs riding bears, which is a chilling prospect by all accounts.

The last thing in the trailer is a scroll of paper with the telltale Black Hand and “We Know” of the Dark Brotherhood, Tamriel’s premier band of assassins.

Lastly, The Elder Scrolls Legends has been revealed: The Elder Scrolls Legends was revealed as a card game, seemingly looking to benefit off the success and popularity of Blizzard’s Hearthstone by bringing their own strategy card game to release.

The Elder Scrolls Legends will release for PC and iPad, and is free-to-play.

Battlecry


Lastly, we have Battlecry — perhaps the disappointment of the showcase. Battlecry is a team-based arena fighter, designed for exclusively online gameplay, a la Team Fortress. 

Players can play one of five roles in combat in Battlecry (Brawler, Enforcer, Infiltrator, Ranger and Gadgeteer) who each have their own advantages and disadvantages. The game doesn’t look bad, as such, but rather is currently being outclassed by Blizzard’s Overwatch and its extensive character roster.

Battlecry is going into global beta later this year, and signing up now — at the game’s official website — will net you priority sign-up and free in-game items.

Bethesda have had a really strong outing for their first E3, and it seems their strength is honesty — they have been honest about what they are trying to achieve, what they have shown and where they are going with their games. While these games may not end up looking identical to the E3 trailers, the developers on show were clearly passionate about what they had to offer, and it seems like it’s going to be an interesting year at Bethesda Softworks.

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E3 2015: Bethesda Drop A Megaton Of Fallout 4 Info http://egmr.net/2015/06/e3-2015-bethesda-drop-a-megaton-of-fallout-4-info/ http://egmr.net/2015/06/e3-2015-bethesda-drop-a-megaton-of-fallout-4-info/#comments Mon, 15 Jun 2015 06:00:26 +0000 http://egmr.net/?p=172077 Fallout 4 has been the subject of many a cruel hoax and prank over the past couple of years but now we know it’s a thing… And what a thing, at […]

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Fallout 4 has been the subject of many a cruel hoax and prank over the past couple of years but now we know it’s a thing… And what a thing, at that.

Bethesda’s E3 showcase gave us a glimpse at many of their biggest IPs, including DoomDisHonored 2 and The Elder Scrolls Online, but nothing quite measured up to Fallout 4, which received a wealth of information from the developer. The upcoming game was shown off by Bethesda Game Studios game director, Todd Howard.

 

Starting off with the concept art, Howard explained how the developer had been going into painstaking detail to ensure that Fallout 4 was in the best possible state it could be come launch. The concept also showed off a variety of environments — coastal towns and environments with beached ships, shanty towns, rolling post-apocalyptic plains, an irradiated forest and a desolate swamp being but a few.

The game puts you in the shoes of the offspring (gender optional) of two pre-War characters, as well as the sole survivor of Vault 111. This may sound a bit odd, given that the war was at least 200 years before the start of Fallout 4, and you would be right: it’s downright peculiar, and doubtless something that will be explored come release.

Players will be able to design their character via the new facial sculpting system, which will allow players to customise all the parts of a character’s face by simply dragging that feature to the size and shape you would like it to be. This is the same system Bethesda used to design NPCs in-game, so expect to see lots of individual looking NPCs littering the towns and settlements in Fallout 4. 

The game will be running on an enhanced version of the Creation engine, which powered The Elder Scrolls V: Skyrim in 2011. The demo shown at E3 was running with full physical-based rendering and volumetric lighting, though no comment was made on what type of system players would need to be running to replicate the E3 demo’s fidelity.

In terms of what your character is carrying, the game has made several strides forward from the systems of Fallout 3 and New Vegas. Players will have a new Pip-Boy — a physical version of which will be available with the collector’s edition of the game — which features an all-new inventory system. The game will also feature a companion app to allow for inventory and character management outside the menu screen and on your device of choice, limited to Android and iOS, of course.

fallout4still2

Gear that the player carries will be under the scope (excuse the pun) of the all-new crafting system: The base game has over 50 unique weapons and over 700 modifications for these weapons.

The crafting uses universal crafting materials — such as adhesives and plastics — to allow you to craft new items, meaning that the millions of arbitrary items littering the environment will have more use than just encumbering your player. Along with this comes a new layered armour system, which allows you to wear different leg, torsos and arm pieces, and the ability to customised a personalised set of power armour for your Vault Dweller, which will become stronger and in better condition as you progress through the game.

Crafting, however, is no longer confined to just equipment — Fallout 4 will allow the construction of player-built settlements in certain areas. This will allow players to quickly build houses out of crafting materials they find in the environment, generators to power lights and defensive systems — as bases will be subject to raider attacks — and stalls to attract some of the game’s most well-stocked merchants. Civilians and merchants will settle in your player bases as space becomes available for them and the settlement is seen as safer or more prosperous.

The game’s lead character will be able to interact with characters in a non-locked dialogue mode, meaning players can chat in third- or first-person mode, move around during conversation, leave the discussion at any time, or even pull a gun on the other person.

Combat and exploration gameplay has been changed up a bit for Bethesda’s new title. The game can play both like a first- or third-person shooter, as well as like the VATS-driven methodical shooter fans of Bethesda’s game have come to enjoy. In addition to this, Bethesda showed off the new power armour gameplay, which features a jetpack and minigun, and the Vertibird gunning, though it remains unknown if you can actually fly the game’s second most popular mode of air travel, second only to chunks of Raider flying through the air due to explosions.

Perhaps the most appealing part of the game is its release date: Fallout 4 is scheduled to release on the 10th of November 2015, for PlayStation 4, Xbox One and PC.

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Pro Evolution Soccer Retains Its One Bit Of Exclusivity http://egmr.net/2015/06/pro-evolution-soccer-retains-its-one-bit-of-exclusivity/ http://egmr.net/2015/06/pro-evolution-soccer-retains-its-one-bit-of-exclusivity/#comments Fri, 12 Jun 2015 11:00:21 +0000 http://egmr.net/?p=172040 Amongst the two main footballing simulators, FIFA definitely has the advantage in terms of licensing — sporting Europe’s top leagues, as well as many smaller leagues and teams across the world. However, […]

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Amongst the two main footballing simulators, FIFA definitely has the advantage in terms of licensing — sporting Europe’s top leagues, as well as many smaller leagues and teams across the world.

However, Pro Evolution Soccer has had one licensing advantage over EA Sports’ behemoth sports title: the UEFA Champions League. And now it seems like Konami will retain this advantage until at least 2018.

According to reports, Konami have signed a three-year extension to their deal with UEFA, Europe’s football governing body. This deal will start with Pro Evoultion Soccer 2016 and will extend over the game’s next two outings up until 2018.

This means that Pro Evolution Soccer can continue to feature the UEFA Champions League and UEFA Europa League club competitions, which take the top and next-best teams from each league and pit them against one another.

It also means that the UEFA Super Cup, the match between the winners of the two respective UEFA competitions which appears in PES’ Master League mode, will be making a return to the game.

Alongside this, it was revealed that Brazil and Barcelona forward, Neymar — who recently won the Champions League with Barcelona and scored the third goal in the final — will be appearing on the cover of the next Pro Evolution Soccer title.

This marks the seventh year that Pro Evolution Soccer will feature the UEFA competitions, since 2009, when Konami and UEFA original agreement started.

EA Sports will still retain their stranglehold on most of the licensing in the football world — which at this point includes the Barclays Premier League, Ligue 1, the German Bundesliga, La Liga and Italian Serie A.

FIFA in recent years has also included more broadcast-related licensing, including the Sky Sports-styled television display, such as scoreboards and player displays.

Pro Evolution Soccer 2016 will release towards Q3 2015, with the UEFA licensing that the game has been marketed on since 2009.

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A Cataclysmic Dawn: I Can’t Help Be Excited For E3 2015 http://egmr.net/2015/06/a-cataclysmic-dawn-i-cant-help-be-excited-for-e3-2015/ http://egmr.net/2015/06/a-cataclysmic-dawn-i-cant-help-be-excited-for-e3-2015/#comments Fri, 12 Jun 2015 09:00:23 +0000 http://egmr.net/?p=172001 I generally don’t get too excited for conferences and expos. Often what we see is nowhere near what the final product will be like, as recent events and a particularly […]

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I generally don’t get too excited for conferences and expos. Often what we see is nowhere near what the final product will be like, as recent events and a particularly in-depth Kotaku article have shown, and at times these games don’t even make it to production.

But this year’s E3 — with it’s very particular line-up of games and developers on show — is a little different for me; I’m genuinely excited to see what some of these developers have have to offer, and how some of these games will begin to pan out, albeit with a bit of apprehension. After all, it is just an E3 demo.

There’s a few things I’m hoping to see at E3 2015. If you know me, this won’t be a surprising list, but if you don’t (which I’m hoping is the majority of my readers, right?) this may be more than mildly interesting for you.

Fallout 4

Click to enlarge.

I am a huge Fallout fan, and I’m not even referring to being mildly overweight. Between Fallout 3 and New Vegas I put in thousands of hours, while these inspired me to go out and get the original Fallout games, which I have since also played and completed.

You can imagine the sounds I made when Fallout 4‘s trailer released. They were not pretty.

Fallout 4 will likely be the object of my affections until it eventually releases, and then for months after that too — I aim to explore the depths and heights of Boston, the technological powerhouse of The Institution in the area and the easter eggs and references to previous Fallout games and lore which will undoubtedly litter the wasteland.

Of course, that’s getting way ahead of myself — E3 2015 may bring a new trailer and some new details: How the new-generation game will expand on its decidedly dated-looking predecessors and who some of the game’s big players will be.

 

Star Wars: Battlefront

Star-Wars-Battlefront-_4-17_D.0

Star Wars: Battlefront II was the last big Battlefront game, and released in 2005 and became a cult classic; with hordes of fans pressing for its release since.

10 years later, with the IP under DICE instead of Pandemic, and owned by EA instead of LucasArts, a reboot of the series is coming up to release. While it’s had its fair share of pre-release controversy — with a comparatively limited list of maps, and set scripting of certain game modes and vehicles — the game still looks promising, with an experienced developer of first-person shooters, who pioneered the Battlefield series, heading up development for the reboot.

I’m personally excited to get a view of what the game will play like — so far we’ve seen largely pre-rendered trailers, which look really pretty but show very little of the game, and it will be good to finally get a view of the game — how it will play compared to previous Battlefront games and the Battlefield series, and what the game itself will look like.

It will also be interesting to see how DICE have adapted the distinctive Star Wars locations to Battlefront, and whether it can do justice to the movie locations.

 

Just Cause 3

just-cause-3-pax-east

Square Enix announced Just Cause 3 towards the end of 2014, a sequel to one of the most over-the-top sandbox games on the previous generation of consoles.

We’ve seen an opening trailer and a finely cut gameplay trailer, but we haven’t seen raw gameplay, which is what we’ll hopefully see come E3 2015; some over the top, explosive action which encapsulates just what Just Cause 3 (if the name didn’t give it away already) is all about.

Just Cause 2 was an explosive venture into Eastern Asia, which saw players overthrowing a dictator and destroying the symbols of the current ruler’s power — which effectively meant blowing up everything from statues to oil rigs in the most chaotic way possible.

What I’ll be looking for from what we see from E3 2015 is how the game is adapted to a Mediterranean environment, after having previously been in Asia and South America, and how the developer will harness the new generation technology to improve the destruction of the environment which was so distinctive from Just Cause 2. 

 

The E3-nd

Once again, of course its pre-emptive to get needlessly excited for games that will displayed in a very scripted and prepared manner, but this year’s E3 looks like it’s got a lot going for it. Despite this, however, I can’t help be excited for E3 — the games I’ve listed above are from three of my favourite series, and to see them getting continuations makes me excited for my gaming in the near future.

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GTA Online’s New Content Phasing Out Old Gen http://egmr.net/2015/06/gta-onlines-new-content-phasing-out-old-gen/ http://egmr.net/2015/06/gta-onlines-new-content-phasing-out-old-gen/#comments Thu, 11 Jun 2015 11:00:37 +0000 http://egmr.net/?p=171981 Rockstar rolled out the Ill-Gotten Gains update for GTA V and GTA Online yesterday, but it seems a lot of this content may be restricted to the newer generation versions of the game. The update seems […]

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Rockstar rolled out the Ill-Gotten Gains update for GTA V and GTA Online yesterday, but it seems a lot of this content may be restricted to the newer generation versions of the game.

The update seems to have only limited gains for the PlayStation 3 and Xbox 360 versions of the game: the four new cars and two new air vehicles (which cumulatively cost just under 20,000,000 GTA$) as well as the new clothing options and the Combat PDW semi-automatic machine gun all making their way to Sony and Microsoft’s nearly defunct consoles.

However, a lot of it — notably the gun engravings and side activities in the new vehicles — has been restricted to PlayStation 4, Xbox One and PC versions of the game. Lists of new features and items restricted to the new generation versions of GTA V can be found below.

As far as the new vehicles go, the aerial vehicles allow their passengers the chance to engage in activities which most egregiously demonstrate their avatars’ wealth in GTA Online:

  • Drinking Champagne (Both)
  • Smoking Cigars (Luxor Deluxe)
  • Browsing Internet (Swift Deluxe)

Furthermore, the game now allows new engraved finishings

  • Yusuf Amir Luxury Finish is available for the following weapons: Assault Rifle, Carbine Rifle, Pistol, SMG, Marksman Rifle, and Micro SMG
  • Gilded Gun Metal Finish is available for the following weapons: Advanced Rifle, AP Pistol, Sawed Off Shotgun
  • Etched Wood Grip Finish is available for the Heavy Pistol and Sniper Rifle
  • Platinum Pearl Deluxe Finish is available for the Pistol .50

As far as the new features go, a new camera mode has been added for vehicles, and accessories have been added to the quick interaction menu, as well as a few extras you’ll find below:

 

  • First person Vehicle Hood Cam (already in PC) has been added for Xbox One and PS4
  • More accessories have been added to the Interaction Menu in GTA Online. Players can now change their Watches, Chains and Earrings from the Accessories section in the Interaction Menu
  • Vanilla Unicorn dancers are now topless for private dances on Xbox One and PS4 in GTA Online
  • Improvements to controller rumble strength
  • The number of dancers at Vanilla Unicorn in GTA Online has increased to match Story Mod

On top of this, there is an absolutely immense list of fixes for the game which you can find at the source link.

 

 

 

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New GTA V Update Brings Ill-Gotten Gains http://egmr.net/2015/06/new-gta-v-update-brings-ill-gotten-gains/ http://egmr.net/2015/06/new-gta-v-update-brings-ill-gotten-gains/#comments Wed, 10 Jun 2015 11:00:55 +0000 http://egmr.net/?p=171935 Rockstar certainly haven’t stopped supporting GTA V since launch, and they aren’t stopping now — with a new update making its way into the game from today. The update in question brings […]

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Rockstar certainly haven’t stopped supporting GTA V since launch, and they aren’t stopping now — with a new update making its way into the game from today.

The update in question brings the Ill-Gotten Gains DLC to GTA Online, giving players a chance to spend that sweet, sweet Heist money on.

This ranges from a sports car with gullwing doors — for just short of 2,000,000 GTA$ — to a gold-plated jet, which will set you back a cool 10,000,000 GTA$.

There are other things included in the update — like 20,000 GTA$ overcoats — and a new weapon; the DLC is aimed at giving high level players, who had most of the game’s content unlocked before Heists released, a chance to sink their hard earned cash into something new.

Even if that thing has tacky dollar signs plastered all over it.

There’s no new missions included in this update, nor deathmatches or other Jobs, but Rockstar are running a special event over the weekend, offering double RP and cash for certain game modes, with special crates dropping with limited edition T-Shirts throughout.

In addition to that, there’s a new Snapmatic contest; stay classy Los Santos.

The update, which is technically only part 1 of the Ill-Gotten Gains DLC, will set you back nothing (in real life), but just the vehicles will cost players around 20,000,000 GTA$ to purchase.

Part 2 is expected later in the (northern hemisphere) summer, while the new event will hit this weekend.

Grand Theft Auto V has been the recipient of some great first-party support since launch in 2013, and its GTA Online component has undergone a complete transformation from a broken, microtransaction-punting mess into a deep, rewarding multiplayer experience.

The Ill-Gotten Gains DLC is just the latest addition to this spectacular pool of content, which is giving some of the game’s justifiably more-jaded players new equipment to get some play out of.

Ill-Gotten Gains will be included free in the newest patch on the platform of your choice — download it and get going!

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CD Projekt RED Have Released A Gwent Tutorial http://egmr.net/2015/06/cd-projekt-red-have-released-a-gwent-tutorial/ http://egmr.net/2015/06/cd-projekt-red-have-released-a-gwent-tutorial/#comments Tue, 09 Jun 2015 11:00:25 +0000 http://egmr.net/?p=171903 The Witcher 3 is by far the best trading card game simulator to have released in the past couple of years, and in fact may be slightly let down by all […]

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The Witcher 3 is by far the best trading card game simulator to have released in the past couple of years, and in fact may be slightly let down by all the exploration, gripping narrative and excellent boss battles, as they draw focus away from the game’s finest aspect — Gwent.

Gwent mastery is the main goal in The Witcher 3, which follows the Witcher Geralt escaping the bounds of his former profession to excel in professional Gwent tournaments. Unfortunately, several events, such as the coming of the end times and that whole side plot with Ciri, distract him from this profession and lead him to having many tough decisions to make concerning his budding career as a professional card player.

However, CD Projekt RED, clearly realising their design choices may have construed Gwent as a side activity, rather than the main quest, have released a helpful tutorial video to help would be ‘adventurers’ and ‘monster-slayers’ realise the true point of 2015’s best game so far: Overloading your Northern Realms siege weapons to over 200 strength.

The tutorial, which is in stark contrast to the very loose text-based tutorials the game has to offer, takes you through the basic mechanics of Gwent, as well as the fundamentals of deck construction. It’s quite an in-depth tutorial, weighing in at just over 12 minutes — which just shows off the depth of what Gwent actually has to offer, even to beginning players.

In all seriousness — Gwent is quite a fully fleshed out side activity, and the basis of one of the best and most rewarding quests in The Witcher 3; but it’s also one that’s easy to gloss over if you don’t get into it early on.

If this post fanning out over Gwent wasn’t enough for you, check out my previous column — where I do that some more.

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Killing Floor 2 Dev Discusses Early Access http://egmr.net/2015/06/killing-floor-2-dev-discusses-early-access/ http://egmr.net/2015/06/killing-floor-2-dev-discusses-early-access/#comments Mon, 08 Jun 2015 11:00:08 +0000 http://egmr.net/?p=171848 Killing Floor was a zombie survival game which accrued quite a cult following, despite not necessarily being the best game on the market. However, Tripwire Interactive clearly kept their title’s cult […]

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Killing Floor was a zombie survival game which accrued quite a cult following, despite not necessarily being the best game on the market. However, Tripwire Interactive clearly kept their title’s cult following in mind when putting its sequel, Killing Floor 2 onto Steam Early Access in April.

In fact, the developer thinks the concept of a paid beta — a buggy, broken product which is liable to never reach full production — is inherently damaging to the system, and that primarily, devs want to be using it to include their fanbase, not alienate them with broken promises and lofty price tags; in this vein, Tripwire Interactive kept the fact that players were paying $30 for a game effectively still in development at the forefront of their thinking with Killing Floor 2‘s marketing.

“We do not subscribe to the view that things that go into Early Access should be broken,” Tripwire Interactive VP, Alan Wilson said. “Yeah, there’s probably going to be the odd, lurking bug. But at that point, we’re asking people to part with their money, and they should not be getting a broken product. I think that’s where a number of people are going wrong with Early Access. They’re treating it like a paid beta.”

Instead, Wilson believes that Early Access allowed the team to take Killing Floor 2 back to the original’s roots — that of a mod, driven by the feedback of the players having a go at it.

“As a mod team, you weren’t trying to sell anything to anyone,” Wilson said. “There was a thought that we could put stuff out there, try it, and if people didn’t like it, we could change it and try again.

“We always liked that sort of thing. It’s got a nice feedback loop in it,” said Wilson, going on to explain the appeal of Early Access to the development team. “But when you’re trying to sell a game, you can’t sell a game and then say, ‘Yeah, you’re right. This is really crappy and that’s not so good.’ People are just not comfortable with that idea.”

“So Early Access was attractive to us because it let us check out our thinking. Are we on the right track here? We think we are, but let’s make sure.”

Early Access has come under fire from the community since its inception, with many players and critics pointing out a conspicuous portion of Early Access games progressing through the system either at a really prolonged rate, or not at all, despite charging players exorbitant amounts.

Calls have been made from numerous sources, including from Wilson, to put the onus back on Valve as far as curation of store content is concerned, but the company to this point has not taken this responsibility back upon themselves.

Killing Floor 2 is currently on Early Access for $30 — and currently contains three maps and seven characters, the numbers of which are sure to increase as the game progresses through Early Access.

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New Hitman Game Is Right On Target http://egmr.net/2015/06/new-hitman-game-is-right-on-target/ http://egmr.net/2015/06/new-hitman-game-is-right-on-target/#comments Fri, 05 Jun 2015 11:30:33 +0000 http://egmr.net/?p=171827 Hitman has had a couple of weird diversions over the last couple of years, including Hitman: Go, a criticially acclaimed, tactical, turn-based strategy game with a board game aesthetic. This vein […]

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Hitman has had a couple of weird diversions over the last couple of years, including Hitman: Go, a criticially acclaimed, tactical, turn-based strategy game with a board game aesthetic.

This vein of form seems to be continuing with Hitman: Sniper, a sharpshooting game for iOS and Android devices.

The game is a fixed-location shooter, which will see you taking out multiple targets in large areas, such as an opulent house depicted in the trailer above.

Hitman: Sniper will also encourage the replaying of contracts, as it will give players a chance to see how the level evolves to their actions and what other approaches they can take, such as shooting out a glass barrier instead of shooting an enemy directly, or assassinating targets in a different order.

The game will be leaderboard-driven — meaning that players will be encouraged to try and beat their friends’ (and random players’) high scores.

The game was released as a demo in Canada last year, and was expected to be a free-to-play game, but instead is releasing as a priced game so as not to rely on microtransactions.

Hitman: Sniper is available from the App Store and Google Play for $5, or regional equivalent.

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