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  1. Apex Legends is a place for you to join forces with other players where you can express yourself, your individuality, and have fun. But it’s not just your space, it’s everyone’s. Harassing, bullying, threatening, offending, or any toxic behavior towards others is not acceptable—ever. That’s why we’ve recently updated Apex Legends with a way for you to report toxicity in-game.

     

    When you sign up for your EA Account, you agree to play by fair rules. We’re counting on you to keep toxicity out of the dropship, the ring, and everywhere in between. Read more about how we're building healthy communities for all gamers.

     

    WHAT DOES REPORTING LOOK LIKE?

     

    Post match you can report players using the button listed at the bottom of the screen.

    Apex post-match death recap.PNG

     

    After choosing to report a player, we’ll ask you  to choose a reason for reporting. 

    Apex initial reporting selection.png

     

    If you select Cheating, we’ll ask you to pick from a list of common cheating behaviors. 

    Apex cheating reporting section.png

     

    If you pick Other, we’ll  send you to the player’s Origin page. 

    Apex player reporting page.png

     

    From here you can pick from a list of reasons you’re reporting this player. 

    Apex reporting player's Origin page.png

    View the full article

  2. screenshot_10.jpeg

    Publisher: X.D. Network
    Developer: Freebird Games
    Rating: Everyone
    Reviewed on: Switch
    Also on: PC

    On an isolated stretch of road near a lonely lighthouse, two doctors march toward a cliffside mansion. They have been hired to rewrite the memories of an old man named Johnny Wyles in order to fulfill his dying wish of going to the moon. This isn’t a simple process, and as the doctors dive into Johnny’s mind and revisit several of his most important memories, they effectively relive his life in reverse. To the Moon may be light on gameplay, but it is a storytelling powerhouse that explores the themes of love and regret, and by the end, I felt encouraged to reflect on some of the most important relationships in my own life.

    In 2011, designer Kan Gao released To the Moon onto PC. For Gao, its development was a way to work through several existential questions he'd encountered when he learned about a life-threatening condition facing his grandfather. That original 2011 release used the RPG Maker XP toolkit, which gave To the Moon an old-school charm, but Gao’s heartbreaking story was the real reason To the Moon stood out in a pack of pixelated indie darlings. Almost a decade later, To the Moon is on Switch, and the entire game has been rebuilt in Unity. The visual overhaul is slight, but it retains the old school charm of the original release.

    Click here to watch embedded media

    Fortunately, the narrative has been completely untouched, because it remains incredibly powerful even a decade after release. As players explore Johnny’s sometimes mundane and often heartbreaking life, they encounter several strange mysteries. For example, why is his house full of origami rabbits? Why does his wife seem obsessed with lighthouses? And why does Johnny’s mother call him Joey? The revelations to these miniature mysteries are often as surprising as they are heartbreaking. You spend most of the game reading and clicking through text boxes, but the dialogue feels natural, and I was genuinely interested to see how Johnny’s big life events would play out. Overall, To the Moon’s narrative is well-paced and kept me glued to my Switch’s screen until I rolled credits.

    While this experience is largely a narrative-based, it has a few gameplay moments. As you jump from one memory to the next, you collect a series of mementos of Johnny’s life. You do this by inspecting significant objects within the environment of each memory. These mementos aren’t hard to find, but collecting them sometimes feels like a chore since the process is so simple. Once you collect all five mementos in a given space, you complete a simple puzzle before jumping to the next memory. During these picture puzzles, you flip columns or rows of tiles until all the tiles are flipped over and you complete a picture. I got hung up on one of these puzzles, but for the most part, they are shallow experiences that don’t add much to the overall package.

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    Fortunately, To the Moon’s narrative is so heartfelt and touching that its superficial puzzles didn’t diminish the adventure. To the Moon forced me to think about my own life and my own regrets and asked me what I would change if I could. I may not have a machine that can rewrite my memories, but if I did, I wouldn’t want to forget this game.

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    Score: 8.25

    Summary: To the Moon may be light on gameplay, but it is a storytelling powerhouse that explores the themes of love and regret.

    Concept: Two doctors attempt to fulfill a dying man’s last wish by reconfiguring his memories

    Graphics: Inspired by 16-bit RPGs, To the Moon looks like an old SNES game

    Sound: The soundtrack is a bit repetitive, but the main piano-driven theme is moving

    Playability: You spend most of the game reading dialogue boxes, but a few simple puzzles interrupt the narrative

    Entertainment: To the Moon is incredibly story-focused. Fortunately, that tale is powerful and heartfelt

    Replay: Moderately low

    Click to Purchase

    View the full article

  3. Welcome to Pathfinder’s Soiree! You are cordially invited to two weeks of refined mayhem. We are pleased to offer fresh game modes every two days, from golden oldies to exotic new additions. Partake in a rollicking event prize track, earn exquisite rewards, and peruse the event shop for an array of Art Deco inspired cosmetics and outfits. Dress code: Formal Skins.

     

    The Event runs from 1/14 to 1/28 and includes:

     

    • Limited-Time Mode Arcade
      • Experience a different limited-time mode every two days, including familiar favorites and new additions
    • Introduction of Event Prize Track
      • Complete challenges to rack up Arcade points and earn increasingly prestigious rewards throughout the event
    • Direct Purchase Event Shop
      • Featuring exclusive Art Deco inspired cosmetics and other new additions to the core loot pool

    For full details check out our blog here: https://www.ea.com/games/apex-legends/news/grand-soiree-arcade-event

     

    Limited-Time Modes Schedule:

     

    1/14 to 1/15 - GOLD RUSH DUOS

    • Gold Weapons only with you and a friend.

    1/16 to 1/17 - LIVE.DIE.LIVE

    • Automatically respawn on living squadmates when the ring closes.

    1/18 to 1/19 - THIRD-PERSON MODE

    • A classic out-of-body experience.

    1/20 to 1/21 - ALWAYS BE CLOSING

    • Keep on the move, avoiding big damage from a ring that won’t slow down.

    1/22 to 1/23 - ARMED AND DANGEROUS ON WORLD’S EDGE

    • Shotguns and Sniper Rifles with limited armor.

    1/24 to 1/25 - NIGHT GAME ON KINGS CANYON

    • Play on Kings Canyon at Night.

    1/26 to 1/28 - DUMMIES BIG DAY

    • This game ain’t gonna test itself.

    BUG FIXES

     

    • Fixes for various script and code errors that were causing crashes.
    • Fixed a bug where the out of bounds timer would not display when perching on top of some buildings in Capitol City.
    • Fix for cases we saw where players would receive a client error when fighting Wattson.
    • Fixed issue with Octane’s “Laughing Fool” skin blocking player vision when using the 1x Holo Sight.
    • Fixed issue where players could get into unintentional hiding spots in the Train tunnels and around multiple buildings on the map.
    • Fixed bug where the mini map was showing an incorrect view of the landscape east of the Sorting Factory and Capitol City.
    • Fixed bug where the trajectory line wouldn’t appear when trying to aim ordnance.
    • Fixes for cases where the final circle was ending in a bad location.
    • Fixed an issue with the Ghouls and Ghost Peacekeeper skin not displaying the correct animation in game.
    • Fixed the bug where a squadmate selects a character in Legend Select and the Legend is not displaying the skin that is currently equipped by the player.

     

    LEGEND BUG FIXES

     

    • Fixed a bug where if anyone picks up gold shields while inside of a Gibraltar dome shield they will receive 63% faster healing when it should stay at 50%
    • Fixed a couple bugs with Bloodhound Passive skill: players could not see timers when looking at enemy tracks [clues] and tracks would expire 30 seconds sooner than expected .
    • Fixed bug where Wraith could take damage from Thermite ordnance while using her Tactical or Ultimate abilities.
    • Fixed visual bug for when Crypto first drops into game, the Drone UI reports that it is "recharging" (as if it has been destroyed pre-drop), but progress does not complete / progress.
    • Fix for Wattson’s Ultimate to prevent being able to deploy an Interceptor Pylon through walls. 

    LEGEND META

     

    • Gibraltar
      • Passive: Gibraltar revives squadmates faster while inside the Dome Shield.
    • Wraith
      • Removed the bonus move speed Into the Void and Dimensional Rift at the same time. Wraith will now move at their combined movement speed when they are both activated.
      • Increased cooldown for Into the Void: 25 seconds -> 35 seconds.
    • Crypto
      • Drone and EMP improvements.
        • Surveillance Drone increased the health 1 -> 30.
        • EMP no longer affects friendly traps/deployables.
        • EMP no longer slows friendlies. \

     

    CHANGE TO ENERGY MAGS

     

    • Extended Energy Mags removed
    • HAVOC mag size: 32
    • Devotion mag size: 44

    Designer notes: We know that the removal of energy mags seems a bit odd, but it will make much more sense with the release of Season 4! It takes a while to make the bigger changes you see in the new season updates, and we generally make sure to filter out these changes from preceding mid-season updates. This time we made a mistake and shipped a change that wasn’t intended to go live until Season 4. 



    TOURNAMENT MODE

    This feature is limited to approved partners and allows them to arrange private player matches, record live footage via game client spectators, and view match results. Our goal here is to provide great tools for tournament organizers for setting up teams and matches at events and a better spectating experience for fans.

    Let us know what you think here!

    View the full article

  4. Attend the Grand Soirée from January 14-28, featuring seven splendid limited-time modes and plentiful prizes.

     

     

    You are cordially invited to two weeks of refined mayhem. We are pleased to offer fresh game modes every two days, from golden oldies to exotic new additions. Partake in a rollicking event prize track, earn exquisite rewards, and peruse the event shop for an array of Art Deco inspired cosmetics and outfits. Dress code: Formal Skins. To elaborate on the event we have Brad Pettigrew, Product Manager for Apex Legends.

     

    Hey all, SaladGuy-RSPN back to walk you through the Grand Soirée Arcade Event, which brings back the Roaring Twenties starting on January 14 - January 28.

    What’s in the Grand Soirée Arcade Event.

     

    • Limited-Time Mode Arcade
      • Experience a different limited-time mode every two days, including familiar favorites and new additions
    • Introduction of Event Prize Track
      • Complete challenges to rack up Arcade points and earn increasingly prestigious rewards throughout the event
    • Direct Purchase Event Shop
      • Featuring exclusive Art Deco inspired cosmetics and other new additions to the core loot pool

    Seven Rotating Limited-Time Modes

    We’re kicking off the decade with a bang! The Grand Soirée Arcade Event features seven limited-time modes, with a new mode rotating every two days. You’ll notice some familiar favorites like Armed and Dangerous and new modes like DUMMIE’s Big Day, but we’re being coy on the details for now - you’ll have to jump in for yourself to see all the surprises we have to offer.

     

    pathfinder-event-scorecard.jpg

     

    Progress up the Event Prize Track and Earn Increasingly Prestigious Rewards

    We’ve overhauled the event challenges to a new prize track system that gives everyone more rewards and more ways to earn. Earning challenges will net you points and earning more points gets you more rewards.

    Each limited-time mode will have three new challenges worth a total of 1000 points. We’ve tuned the system so that you don’t need to be there every day, but the socialites among you will also receive a special badge for trying every mode. And don’t worry, you’ll still be able to complete your battle pass challenges throughout the event too.

    Bonus Scoring Weekend

    Be sure to play during the Bonus Scoring Weekend, where you’ll be able to grab an additional set of event-specific challenges worth a total of 500 points. The bonus challenges will be available starting January 17 at 10:00 a.m. PT and runs until January 20 at 10:00 a.m. PT.

     

    Direct Purchase Event Shop

    As with previous Themed Events, the Grand Soirée will have a direct purchase shop that will include a mix of legendary skins, as well as other Art Deco inspired cosmetics at a $5 price point. The skins will be rotating throughout the event, so be sure to check back often for new items.

    In addition, six new Legendary skins will be added to the core loot pool at the start of the event, which can be crafted or obtained from Apex Packs at any time or available for direct purchase during the event.

    -SaladGuy-RSPN

     

    Let us know what you think here!

    View the full article

  5. lbj1500last.jpg

    Publisher: Lego Games
    Developer: Light Brick
    Rating: Everyone
    Reviewed on: iOS

    Playing with Legos is often about building a particular set step by step, but in Lego Builder’s Journey, you have no instruction booklet. That being said, it’s not a blank canvas sandbox, either. It’s a puzzler that gives you some freedom in how you assemble the pieces you’re given so you can create a path for your character through its small-scale stages. The result is a title that has its challenges and eureka moments, but which is also notable for its relaxed mood that makes placing your next piece surprisingly peaceful.

    Click here to watch embedded media

    Lego Builder’s stages mainly take place outdoors (like a beach, the woods, and rocky trails), tasking you with placing the Lego pieces you’re given to move your character so they can be reunited with their parent. Build a bridge across a ravine, rollerskate across a river, and build a fort to raise its flag high. Only a handful of specific pieces are at your disposal at any one time, but the game does a good job both making you understand what is and is not possible with these pieces while still creating situations that can stump you as you try and get from point A to B. Some stages have multiple configurations of bricks that can lead to success, which keeps frustration relatively low.

    The touch controls are simple, letting you rotate, place, and discard pieces. However, the one small gripe I have on this front is that while the camera can be rotated around the stage to a degree, it automatically adjusts back to the default view, not giving you full control to inspect the landscape as you like. Otherwise, the interface is up to the task, even on time-sensitive puzzles like having to place bricks before they sink.

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    The puzzles themselves range in difficulty, build off of each other, and introduce new concepts such as matching colors and levels obscured in darkness except for a lone flashlight brick. I was stumped on a few, but they never get too complex; you’re always a handful of steps from completing them. The upside to this is that the puzzle-solving and gameplay language is reliable and consistent. The downside is that the game is limited in what it can do and it isn’t until near the end – as it’s winding down – that it really takes off. Although some stages feel like filler, my favorite ones involve figuring out how to first manipulate the level itself to manufacture specific Lego pieces which then contribute to solving the rest of the stage.

    Lego Builder’s Journey doesn’t give you the total freedom to build what you want, but it taps into strong feelings – problem solving and the satisfaction that comes with it. The game is a good start to what I hope is an evolving franchise.

    lbjbox.jpg

    Score: 7.5

    Summary: This puzzler largely puts its pieces in the right place.

    Concept: Place pieces to solve puzzles and reunite a parent/child pair in over 35 stages

    Graphics: The color palette goes hand-in-hand with the relaxed atmosphere and bucolic setting

    Sound: A serene soundtrack creates a calming atmosphere for that next move

    Playability: The simple controls occasionally get in the way of executing time-sensitive puzzles, but overall they are easy to understand and use

    Entertainment: Lego Builder’s Journey puts the right pieces in place for a satisfying (but under-explored) experience

    Replay: Low

    Click to Purchase

    View the full article

  6. saga1.jpg

    Publisher: Square Enix
    Developer: Square Enix
    Rating: Teen
    Reviewed on: Switch
    Also on: PlayStation 4, PC, iOS, Android

    The SaGa series has built its reputation upon eschewing the RPG template; it’s not just about visiting towns, exploring dungeons, and leveling up. SaGa games take risks and experiment with different approaches to RPG design (with varying degrees of success). Scarlet Grace is one of the franchise’s best entries, with an engaging gameplay loop and an incredible battle system. It comes with its share of flaws, but the better elements narrowly win out over the unsavory aspects.

    Scarlet Grace does not follow a typical RPG structure, since it lacks dungeons and explorable towns. Instead, a storybook-like map displays landmarks like mines, castles, and forests. Once you click on these destinations, you are either thrown into a battle or a brief dialogue sequence. While it sounds like a boring way to introduce the world, the map quickly turns into interesting little puzzles. Outside of going to certain locales via the main story path, other places on the map open up different quests that can alter the storyline. In one, I had to figure out how to make a volcano erupt. In another, I had to decide whether or not to help a witch. You’re always making decisions, seeing if they pay off, and feeling a sense of accomplishment when you finally unlock a solution. However, that excitement doesn’t last, because the loop gets repetitive as the adventure drags on. Jumping around the map to perform basic fetch quests and fight similar enemies takes the shine off Scarlet Grace’s unconventional structure and makes it feel routine and predictable over time.  

    Those looking for an epic storyline with fully developed characters won’t find it here. You play as one of the four protagonists, and taking a small quiz at the beginning pairs you with one of them. The heroes all face their own personal issues while dealing with monsters and the aftermath of a fallen Empire. The boring characters and barebones story aren’t compelling, but Scarlet Grace funnels all of its interesting ideas into its gameplay mechanics.

    The turn-based battle system has its intricacies, requiring skill and precision. Combat is my favorite part of Scarlet Grace, because it always provides options to weigh. What you do in battle affects how your combatants grow and their skill aptitudes. For instance, if you keep using a particular spear attack, it ranks up. Similarly, if you want characters to be more defensive, keep using protect/block skills to build them as impenetrable tanks. I had fun molding characters to my playstyle and unlocking skills that complement their roles. The more you use a character, the better the chance you open up new abilities, but this is only scratching the surface of things to consider.

    Click image thumbnails to view larger version

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    Every skill costs a certain amount of points each turn, and you only have so much in total that your party can use per round. I enjoyed this point-based skill system because it gives you the freedom to choose between low-cost weak attacks and high-cost strong attacks based on the situation. For instance, mages are vulnerable and have long cast times, but deal heavy damage, so I always started my first turn casting. I had one character who had an interrupt attack that could delay an enemy right before it could strike. If I played my cards right, this meant I could kill it before it reached its turn. To add to the fun, eliminating enemies between you and another party member in the turn order activates extremely powerful group attacks. These provide the nifty perk of using skills at a lesser cost, allowing you to string together a rude awakening of delightful damage. 

    Scarlet Grace is challenging; most battles had me on the edge of my seat, thanks to the smart A.I. and the little room for error. Getting through a battle with all of your characters alive becomes a great achievement, especially considering the penalty for having any party member perish on the battlefield. Every character you recruit has a certain amount of times they can die before they must sit out for a while (usually five to eight battles). On one hand, this forces you to use your other party members and boost their skills. On the other hand, when you get to a particularly vicious boss fight, you’re at a disadvantage not having your best and brightest

    Losing a party member is especially frustrating when you feel like you have no power to stop it. Unfortunately, sometimes battles just boil down to luck; you can play all your cards right and still fail. Bosses have some ridiculous attacks that feel unfair, especially in the final battle. Expect baddies that can regen health, wipe out your entire party in a single attack, and times where your attacks won’t even do damage and you need to wait for an opening. And don’t get me started on clones that can copy your attacks. I enjoyed the challenge until it felt like the game was not even giving me a fair shot at winning. While earlier in the game overcoming tough opponents was rewarding, I ended Scarlet Grace feeling the opposite, like I just happened to stumble on a generous A.I. or was lucky it didn’t cast a certain spell early. 
     
    I love so many of the ideas behind Scarlet Grace and its inventive nature, but it can’t assemble those elements into a consistent experience. Scarlet Grace has its flaws and frustrations, but it also colors outside the lines of the genre. Sometimes that’s good and exciting. Other times, it’s just scribbles. 

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    Score: 7.75

    Summary: This unconventional RPG has great ideas, but some flaws hold it back.

    Concept: Recruit and build a team to fight evil and make decisions about the future of the world

    Graphics: The visuals are subpar, even considering their upgrade from the original Japanese Vita game. However, the gorgeous, storybook-like world maps are striking

    Sound: Fantastic music accompanies your journey, while the minimal voice acting is adequate

    Playability: Everything controls well, but with so little direction, the burden is on players to learn the ins and outs of the game’s complexities

    Entertainment: Unconventional and risk-taking, Scarlet Grace houses a great battle system and interesting world, but its flaws get in the way

    Replay: Moderate

    Click to Purchase

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