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Hello mk123,
Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
mk123 joined on the 10/07/2019.
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Publisher: 505 GamesDeveloper: Lab Zero GamesRelease: October 8, 2019Rating: TeenReviewed on: PlayStation 4Also on: Xbox One, PCIndivisible is a hybrid that sounds like a dream come true to a very specific subset of gamers (me included), with side-scrolling exploration reminiscent of the Metroid series and a combat system inspired by the cult classic Valkyrie Profile. The potential of that combination is what led to Indivisible’s crowdfunding success back in 2015. It was exciting then to imagine the harmonious blending of these concepts, but four years later, Indivisible no longer exists in that realm of pure possibilities. Reality has taken its toll here, and none of Indivisible’s promising pieces fit together exactly right.
The game tells the story of Ajna – a girl who must defeat an ancient evil with the assistance of the friends she makes along the way. The plot is simple and predictable, which isn’t necessarily bad; combat and exploration are bigger points of emphasis, but each one provides fun and frustration in equal measure.
Click here to watch embedded mediaMost of your time is spent navigating Indivisible’s 2D world with an expanding array of mobility-related powers. Though Ajna’s moveset is initially limited, you earn new tricks at a satisfying pace. I also appreciate that so many of them have a significant impact on how you move, and aren't just glorified keys. For instance, you don’t get a green laser that opens green doors; Ajna learns cool maneuvers like super-speed, air-dashing, and teleportation – all of which help you reach previously inaccessible areas and collectibles. When the platforming gets especially complex, the game feels almost like puzzler that requires both rhythm and concentration. At its best, Indivisible reminded me of the 2018 platformer Celeste, asking players to string together an elaborate series of moves in order to avoid hazards and reach out-of-the-way places.
However, the exploration is rarely at its best. Backtracking is a frequent issue, forcing you to revisit the same areas or retrace your steps to leave after an objective is complete. That may be part of the Metroid-inspired formula, but the places you visit don’t have enough going on to hold your interest. To be clear: Developer Lab Zero Games (the studio behind Skullgirls) did a wonderful job with the art and character designs. The world has a gorgeous hand-painted style, and the animations look great. The problem is the environments don’t give you enough interesting things to do. This makes retreading familiar ground feel boring and routine, even with the fast-travel options at your disposal. During my first visit to a mountain focused almost exclusively on platforming challenges, I was thrilled. But that sensation wore off when I had to play through the area a second time, and then a third, with just a few new paths to change up the routine.
Beating up monsters is your primary distraction as you head toward your destinations. The clever combat system has your four party members assigned to different face buttons, so you can send them in individually or as a group by tapping their corresponding buttons. You can also modify these commands, like pressing up at the same time in order to perform a launcher, or pressing down to use a unique ability. Battles happen in real time right on the terrain where they are initiated, so you also need to block with careful timing when enemies attack in order to mitigate damage. This unique combat system takes time to fully understand, but I had fun trying out different character combinations (you can recruit over 20 allies) to see how their attacks synergize for maximum effect. Can I launch enemies with my botanist and keep them aloft with my archer long enough for my chainsaw-wielding chef to start her spin attack?
Click image thumbnails to view larger version
I only wish the answer to that question actually mattered. Even if you develop the exact timing needed to maximize your damage, Indivisible isn’t challenging enough to reward that expertise. Defense is disproportionately critical compared to offense; as long as you’re timing your blocks well and doing basic guard breaks, you can basically button-mash through most regular fights. That’s less entertaining, but it points to a bigger issue: Indivisible doesn’t reward you for learning its intricacies. You progress and earn experience regardless of how you win, so when victory seems assured, you don’t have a reason to experiment with finer mechanics like unsatisfying super moves or characters with unconventional combat styles.
Indivisible has high and low points when you’re fighting or running around, but the cascade of minor inconveniences and technical issues remains consistent throughout. They don’t seem like much individually, they build up over the approximately 25-hour adventure and make the whole journey feel surprisingly unpolished. I had to reload my game when one of my party members got hung up on a platform on her way back to the party after an attack. Another reload was required when I got trapped in a wall. I stood on invisible platforms, got ejected from combat due to environmental flukes (only to receive no XP for my effort), and was unable to talk to the fortune-teller who was supposed to tell me where to go next. Some seemingly important fights are literally over in seconds, while the final boss is a precise and aggravating endurance bout that doesn’t even rely on the standard combat system. Instead of ending on a gratifying note, your big climactic encounter is just a brutal disappointment.
Indivisible is full of ambitious ideas and uneven execution. When it succeeds, you see glimpses of the fantastic game it could have been – but those flashes never last long enough for the dream to take shape. What you’re left with is an experience full of noteworthy successes and confusing failures, and like the game’s title suggests, they are all too intertwined to separate.

Score: 7
Summary: When Indivisible succeeds, you see glimpses of the fantastic game it could have been – but those flashes never last long enough for the dream to take shape.
Concept: A beautiful action/RPG that draws on classic inspirations, with an emphasis on a unique battle system and devious platforming challenges
Graphics: Amazing art and animation do a great job bringing the events to life. However, some important moments aren’t visually represented through cutscenes, which gives the storytelling a low-budget vibe for certain developments
Sound: Excellent music and solid voice performances give the world and cast plenty of character
Playability: With a few minor situational exceptions, the controls for both combat and platforming are responsive and easy to use. That’s good, since proper timing is a major part of the gameplay
Entertainment: When Indivisible is good, it reminds me of some of my favorite games. But it hits those heights only rarely, and is usually pulled down by tedium, repetition, and other issues.
Replay: Moderate
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Hello mfrascaroli,
Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
mfrascaroli joined on the 10/06/2019.
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Hello fatchance,
Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
fatchance joined on the 10/05/2019.
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Hello DenFed,
Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
DenFed joined on the 10/05/2019.
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Hello dewd,
Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
dewd joined on the 10/05/2019.
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Publisher: Square EnixDeveloper: Crystal Dynamics, Eidos MontrealRelease: May 15, 2020Platform: PlayStation 4, Xbox One, Stadia, PCKamala Khan – known as Ms. Marvel – is the first new playable character to be announced following the initial reveal of Marvel's Avengers at E3 this year. Played by Sandra Saad, Kamala Khan is the sixth playable hero announced for the game, joining Thor, Iron Man, Captain America, Hulk, and Black Widow.
Click image thumbnails to view larger version
Kamala Khan was affected by the events of A-Day, where the Avengers failed to stop a massive attack launched by an unknown adversary. Khan was turned inhuman, bestowing her with embiggen abilities, which she can use to great effect in combat. We only get brief glimpses of her in combat in the trailer below, but the story sequences show that she will play an integral role in the way the narrative plays out. According to the PlayStation Blog, Kamala is a driving force in reassembling the Avengers following the early events in the story.
Click here to watch embedded mediaMarvel's Avengers comes to PlayStation 4, Xbox One, Stadia, and PC on May 15. For more on Avengers, check out our hands-on impressions from the initial demo, and learn how the mission and gear systems work.
[Source: Marvel's Avengers on Twitter, PlayStation Blog]
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Publisher: Sony Interactive EntertainmentDeveloper: CamouflajRelease: February 28, 2020Platform: PlayStation VR

Iron Man VR was announced in March and has looked promising ever since. However, while we've gotten our hands on a small demo for the game, we've been eagerly anticipating playing the full release. During today's Marvel Games panel at New York Comic Con, Marvel revealed we'll finally have that opportunity on February 28.
IGN reports the panel, which is not being streamed, also including the game's first story trailer. We'll update this story once that trailer hits the internet. Iron Man VR launches on PSVR February 28, 2020.
Update: PlayStation has shared the story trailer, which you can see below.
Click here to watch embedded media[Source: IGN]
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Hello RiotGamer2212,
Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
RiotGamer2212 joined on the 10/04/2019.
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Publisher: LionsgateDeveloper: Good Shepherd Entertainment, Mike Bithell GamesRelease: October 8, 2019Platform: PC, MacGamers know composer Austin Wintory for his acclaimed scores to titles like Journey (which was nominated for a Grammy) and Assassin's Creed Syndicate. Next week, with the release of John Wick Hex, we'll hear even more of his work.
Wintory is the mind behind the music of John Wick Hex, as revealed in the exclusive video below from Lionsgate and developer Bithell Games. Check it out to hear some of Wintory's score and see his collaborators (Tom Strahle and MB Gordy) in action:
Click here to watch embedded mediaWith this reveal out in the open, Wintory will also be joining game director Mike Bithell and voice actor Troy Baker for their John Wick Hex New York Comic Con panel on Saturday, October 5 (a.k.a. tomorrow).
For more insight into Wintory's work, you can listen to the Journey soundtrack accompanied by his commentary. For more on John Wick Hex, read our impressions from E3.
John Wick Hex releases on October 8 on PC and Mac.
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Hello riot2212,
Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
riot2212 joined on the 10/04/2019.
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Hello Rincewindtgw,
Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
Rincewindtgw joined on the 10/04/2019.
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Hello Denver,
Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
Denver joined on the 10/02/2019.
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Hello FluxMonkii,
Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
FluxMonkii joined on the 10/02/2019.
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Publisher: Wizards of the CoastDeveloper: Wizards of the CoastRelease: September 26, 2019Rating: TeenReviewed on: PCMagic: The Gathering has had numerous digital incarnations over the years. However, they’ve all fallen short of the core game’s appeal in different ways – whether it was Duels’ lack of staying power or Magic: The Gathering Online’s exclusive focus on hardcore players and a 1:1 pricing with physical model. With Magic: The Gathering Arena, there’s finally a Magic product that truly embraces the digital age, offering both casual fun and competitive card-slinging.
Click here to watch embedded mediaIf you know the current standard landscape of the game (i.e. the last few years of sets), it’s all here. While the presentation and layout are full of bells and whistles – talking cards, streamlined land-tapping, flashy enter-the-battlefield effects for mythic cards – it’s still the tabletop game you know and love. Games play faster, in part due to taking the human element out of rote tasks like shuffling decks, placing and removing counters on cards, and cleaning up tokens. The digital nature of the game also allows for some special formats that wouldn’t be possible in physical space. For instance, Momir format allows you to summon random creatures – a fun (and not necessarily competitive) way to enjoy the digital-only format.
As with all things Magic, it’s about what you can play and when. If you’re feeling like you want to do a draft, you can anytime, assuming you have the currency. If you just want to get in and play, Arena does a great job at providing a multitude of free decks and cards. The model isn’t overbearing, but if you want to have a suite of competitive decks, you'll need to shell out money. Card acquisition is fairly accommodating, but drafts and tournaments are locked behind large sums of earned currency or paid entries. This means if you get into the game and take it seriously, you will almost certainly be paying, but the costs feel reasonable.
Click image thumbnails to view larger version
Sealed deck events, limited-time events like singleton (only allowing one copy of any card), or special tournaments with varying rules are constantly available and cycling, ensuring you have multiple offerings to engage with every time you log on. Card packs also offer something not present in the physical game: wild cards. You can pull and trade these for any card you like of the associated rarity – a major boon when you’re trying to get a playset of a critical mythic rare for your competitive deck.
However, you’re not able to play or obtain cards from most of Magic's long history. If you want to play with your favorite fungi from Fallen Empires or mass a kobold army from Legends, you’re out of luck. The social features are noticeably lacking – you can duel with friends, but it’s far easier to play against random opponents in ladder play. Arena also currently lacks some of the favorite social formats, such as Commander/Elder Dragon Highlander or Cube draft, but these are mostly forgivable omissions.
If you’re looking to play Magic, there’s probably no better way than Magic: The Gathering Arena, and that says a lot. Wizards of the Coast seemed hesitant to move all-in on a digital product in the last decade, perhaps out of fear that it could cannibalize the gigantic paper audience, but Magic is finally where it needs to be in the digital space.

Score: 8.75
Summary: Magic: The Gathering at its digital best.
Concept: Play the epic tabletop card game in the digital space, complete with continual rotating events
Graphics: Splashy effects highlight mythic cards and a compact format keeps the field easy to understand at a glance
Sound: Speech and crunchy sounds give a tactile feel to card-slinging
Playability: Some degree of familiarity with the card game is critical, as the onboarding doesn’t do much for new players’ learning experience
Entertainment: Fans of Magic: The Gathering finally have a digital product they can be excited for, with free decks and a constant flow of cards creating an enticing free-to-play experience
Replay: High
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Hello JoeyBanana,
Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
JoeyBanana joined on the 10/02/2019.
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Publisher: Fellow TravellerDeveloper: Chance AgencyRelease: October 3, 2019Rating: TeenReviewed on: SwitchAlso on: PC, iOSIn today’s world, rideshare services like Uber and Lyft have become ubiquitous modes of transportation. Using that as a springboard, Neo Cab is a fascinating ride. It takes something we’re all familiar with – hiring a driver through an app – and explores meaningful topics through that lens, like our relationship with technology and confronting toxic friendships. The concept of being a driver and managing conversations to ensure a five-star rating is enticing on its own, but Neo Cab shines by adding intriguing layers, like a future where humans are increasingly losing themselves to technology.
What does it mean to be human in a world overrun with machines? How do you enact positive change when the world is shifting before you in such dangerous ways? These are just a few questions at the heart of Neo Cab, and they’re part of what makes the game so much more than simply a driver-for-hire simulator. You play as Lina, one of the few human drivers left, trying to make ends meet by working for Neo Cab. Lina is new to the city and preparing to move in with one of her oldest friends. However, things get complicated when her friend goes missing, leaving Lina to search for clues about her recent activities.
Since Neo Cab is more of a visual novel mixed with survival aspects, the basic gist of the gameplay is making little decisions that add up to your ultimate ending. Not only do you have to decide which riders to pick up, but you also must keep track of things like fuel, funds, and emotional well-being. The latter is handled in an interesting way, as you have a bracelet that tracks your mood with different color indicators. This lets you know when your emotions are getting the best of you and may need to take a break. Depending on your feelings, certain dialogue options will or won’t be available. For instance, if you’re in a good mood, you might be more likely to flirt with a customer, but if one is testing your patience, you are less likely to suck it up and be polite for your star rating. If your star rating gets below a certain threshold, you get deactivated, so that’s just one more thing to balance.
I like the idea of paying attention to your emotions and making sure you’re taking care of yourself in theory, but trying to play conversations to a particular mood is frustrating, since your moods ping pong based on the interaction far too quickly. Even if you play your cards right, it comes down to the luck of who you pick up. You can also role-play Lina one way and then have this weird disconnect when suddenly an option that seems natural can’t be selected due to an arbitrary system.
Click image thumbnails to view larger version
The biggest offense is how your mood plays into your ending, which sends mixed signals about the emotional state you should be in for it to get a satisfying finale. Don’t expect to get a good ending on your first playthrough, as the slightest slip-up can damn the whole interaction. I played through Neo Cab multiple times, and that last encounter always bothers me because you are set up to fail. I won’t spoil anything else about it, but those last moments cast a dark cloud over an experience I otherwise enjoyed.
The best part of the adventure is the one-on-one interactions with your eclectic riders, like a quantum statistician who dazzles you with alternate timelines, and a girl whose overprotective mother has locked her in robot armor. Since you can pick up some riders multiple times, you really get to know them and see their growth through your interactions and advice. Outside of a couple that feel half-realized, I was surprised at how intriguing the majority of these character arcs are; they not only give you more information about this futuristic, tech-crazed world, but they also have a lot to say about life and give you a say in determining what really matters. In one, I helped a young work-obsessed woman see what was missing from her life. In another, I let an older man jump out of my car to feel alive.
Neo Cab poses a lot of questions, crossing something familiar with a plausible futuristic backdrop. Chance Agency crafts an intriguing world where people all have their own ideas about technology and how much it should be a part of our everyday lives. Neo Cab has the fun of being a driver, meeting new people, and trying to hustle for cash and get that coveted star-rating. But it also offers a much deeper experience – one that makes you look inward. That’s especially why it’s worth the trip.

Score: 8
Summary: Neo Cab explores meaningful topics through intriguing characters, making for a memorable ride.
Concept: Get behind the wheel as a rideshare driver in a technology-driven, futuristic world
Graphics: Flashy, neon colors capture the backdrop wonderfully, and the characters all have their own eccentric sense of style
Sound: The game is light on sound, with only music to guide you. Unfortunately, some tracks get repetitive
Playability: A clean interface and simple controls make it easy to pick up and play. However, you may want to adjust the text speed in the options to ensure you don’t miss details
Entertainment: Neo Cab has a fun gameplay loop, but the customers you pick up are the stars of the show, making it a memorable journey that examines what it means to be human
Replay: Moderate
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Hello Basu,
Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
Basu joined on the 10/01/2019.
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TURN UP THE HEAT IN SEASON 3
Grab the new Battle Pass to unlock over 100 items.
To get the Battle Pass, jump into Apex Legends and head to the Battle Pass tab in the store. Grab the Battle Pass for 950 Apex Coins or the Battle Pass Bundle for 2,800 Apex Coins (contains 4,700 Apex Coins' worth of content), and you're all set. Bring the heat and unlock new rewards every time you level up.
BATTLE PASS FAQ
How do I buy the Battle Pass?
The Battle Pass can only be purchased in the in-game store using Apex Coins. Launch Apex Legends, navigate to the Battle Pass tab, and purchase the Battle Pass from there. If you need to purchase Apex Coins, you can do that in the store, too.
What happens if I buy my Battle Pass late in the season?
You’ll receive all of the rewards up to your Battle Pass level (which is your current level for the season) retroactively! For example, if you’re on level 20 for the season when you buy the Battle Pass, you’ll unlock all rewards for every level up to 20, plus three special Battle Pass skins.
If you buy the Battle Pass Bundle, you’ll get the rewards for 25 levels in addition to the levels you’ve already reached. So, if you’re on level 20 for the season when you buy the Battle Pass Bundle, you’ll get all the rewards through level 45 and the three special Battle Pass skins.
Can I keep leveling my Season 3 Battle Pass after the season ends?
No, the rewards available in the Season 3 Battle Pass can only be earned until the season is over. After it ends, you won’t be able to earn additional Meltdown content.
Do I keep my stuff after the season ends?
Yes! You keep every Battle Pass reward you’ve unlocked after the season is over.
What if I don’t buy the Battle Pass? Can I still earn rewards for free?
Yes. Even if you don’t purchase the Battle Pass, you can still earn the following items for free:
- Freezer Burn Caustic skin
- Five Apex Packs
- Season 3 stat trackers
- Mirage Loading Screen
If I buy the Battle Pass, can I also get the free rewards?
Yes! Everyone can earn the free rewards during Season 3.
What Are Daily and Weekly Challenges?
Daily and Weekly Challenges are recurring objectives that grant bonus Battle Pass XP when they are completed. Each day, you will receive three new Daily Challenges, and each week you will receive a set of seven new Weekly Challenges. You’ll also get access to a special set of Weekly Challenges that reward you for completing other challenges in the list.
For all the details on how challenges work, check out our blog here.
If I own the Battle Pass, can I buy levels past level 100 to get the bonus items?
No, you can only purchase levels up to level 100. You must earn the final 10 levels through playtime.
Will the Battle Pass rewards ever return after Season 3?
No. All Meltdown cosmetic rewards (excluding Apex Packs and content dropped from them) in the Battle Pass are exclusive to Season 3 and will never be available again. Players in future seasons will be jealous of your OG status.
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A NEW LEGEND APPEARS: CRYPTO
Cool, calm, and collected, Crypto deploys a specialized surveillance drone to stay in the fight and out of the spotlight.

CRYPTO’S ABILITIES

NEW MAP: WORLD’S EDGE

After multiple suspicious setbacks during the reconstruction of Kings Canyon, the Syndicate has decided to move the Games to the cliffside mining city known as World's Edge on nearby Talos. Legends can explore towering skyscrapers "frozen" by a chemical explosion, then catch a train to ice-covered hills, while avoiding deadly pits of molten lava if they want to be crowned Champion in this new arena.
WHERE IS KINGS CANYON?
For the start of Season 3 World’s Edge will be the only playable map across both regular and ranked matches. As the season progresses we’ll be looking at data, sentiment, and feedback to help us determine the best way to bring Kings Canyon back into the mix.
NEW WEAPON: CHARGE RIFLE

This energy rifle/sniper takes a second to warm up and will do minor damage to players if you keep a bead on them before delivering a mighty blow to whomever is on the receiving end of it. The Charge Rifle is part of the standard loot pool and can be found all over the map.
NEW BATTLE PASS
Season 3 brings an all new Battle Pass! Check out the full details and rewards available in Season 3 here.
LEGEND META
All Legends
- Executioner Perk: Previously, the Gold Armor perk, “Executioner”, gave a full shield recharge on successful completion of a finisher. In Season 3, all Legends will have this perk meaning--finishers will fully recharge your shields regardless if you have Gold Armor equipped or not. Gold Armor will now have a Guardian Angel perk that is detailed below in the Loot/Meta Changes section.
Gibraltar
- Dome Shield
- Players in the Dome Shield use healing items 25% faster.
- Increased the throw distance by 60%.
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Increased cooldown.
- 20 seconds -> 30 seconds.
- Defensive Bombardment
- Decreased cooldown.
- 4.5 minutes -> 3 minutes.
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Decreased duration
- 8 seconds -> 6 seconds.
- Increased throw distance by 36%.
Bloodhound
- Eye of the Allfather
- Reduced the animation time to activate by 33%.
- Now immediately tells you how many targets have been pinged.
- Beast of the Hunt
- Fixed an issue with FoV scaling messing up ADS aim sensitivity.
- Reduced animation time to activate by 30%.
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Increased movement speed bonus
- 25% -> 30%
Bangalore
- Rolling Thunder
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Increased damage
- 20 -> 40
Octane
- Adrenaline Junkie
- Fixed an issue with FoV scaling messing up ADS aim sensitivity.
Wraith
[Designer notes: We’ve pulled back additional nerfs for further testing, but Wraith’s power balance is definitely on our radar.]
- Dimensional Rift
- No longer deploys if you are downed before placing it.
Pathfinder
- Grapple
- Reduced the grapple projectile velocity by 33%, meaning it takes a fraction of a second longer to connect the grapple to the wall. The behavior once you are connected remains the same.
- Zipline
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Increased cooldown
- 90 seconds -> 120 seconds.
WEAPON AND LOOT META
Hop-ups
[Designer notes: We think the number of hop-up types in the game is about as high as we want to go right now when we consider loot dilution and the likelihood of finding a desired hop-up. Going forward, we intend to rotate hop-ups each season -- some may be removed from the loot pool to make room for new or returning ones. Below are the changes we’ll be making to hop-ups for Season 3.]
- REMOVED: Disruptor Rounds
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REMOVED: Skullpiercer Rifling
- Wingman: Was 2.0 base / 2.25 with Skullpiercer. Is now 2.15 base.
- DMR: Was 2.0 base / 2.5 with Skullpiercer. Is now 2.15 base.
- The base headshot damage multipliers of the DMR and Wingman have been increased slightly.
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NEW HOP-UP: Anvil Receiver
- Attaches to: Flatline and R-301.
- Rarity: level 4 (gold).
- This hop-up empowers semi-auto mode; it offers highly increased damage, but at the cost of reduced rate of fire and double ammo per shot.
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NEW HOP-UP: Double Tap Trigger
- Attaches to: G7 Scout and EVA-8 Auto.
- Rarity: level 3 (purple).
- This hop-up makes each trigger pull fire a quick two round burst.
Consumables
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Ultimate Accelerants
- 20% -> 35%.
- Ultimate charge restored increased
- Reduced the amount in the world by around 40%.
GOLD GEAR CHANGES
- Gold Backpack
- The gold backpack has a new perk, “Guardian Angel”. With Guardian Angel, you will revive downed teammates with bonus health and shields (if they have armor).
- Gold Armor
The gold armor will now have “Fast Use” (consumable items take half as long to use), which was previously on the gold backpack. Now, you will be able to tell when an opponent has the ability to heal faster by seeing the gold armor damage numbers.
WEAPONS
[Designer Notes: For Season 3 weapon changes, our goals were to encourage and improve longer range gunfights and reduce power on some of the weapons that have been dominating lately. We will of course be closely watching data and player feedback on these during the season.]
- R-99
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Base mag size reduction
- Before: 18/22/26/30
- After: 18/20/23/27
- Added some recoil randomness to patterns.
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Base mag size reduction
- PDW Prowler
- Added some slight recoil randomness while maintaining the same pattern when fired in full-auto mode.
- Longbow DMR
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Reduced rate of fire
- 1.6 -> 1.3
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Reduced leg damage multiplier
- 0.9 -> 0.8
- G7 Scout
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Increased base damage
- 30 -> 34
- Hemlok
-
Increased base damage
- 18 -> 22
- Slight decrease to rate of fire to both fire modes.
-
Increased base damage
- R-301
-
Reduced damage
- 14 -> 13
-
Reduced damage
- Mozambique
- Decreased pattern spread
- Mozambique will now reset from recoil faster, which should make it easier to track targets and see where shots land.
- L-STAR
- Substantial reduction to horizontal recoil.
- Now comes equipped with 1x Digital Threat optic.
-
Reduced damage
- 21 -> 19
NEW KITTED GOLD WEAPONS
We’ve swapped out the previous set of Gold Weapons with some fresh new ones for Season 3. Keep an eye out for these fully kitted beasts that all include tier 3 versions of all compatible attachments, hop-up, and the following optics:
-
Flatline
- Includes 1x-2x optics
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EVA-8
- Includes 1x threat scope
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TripleTake
- 4x-10x Threat scope
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G7 Scout
- 2x-4x optics
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Charge Rifle
- 4x-10x threat scope
QUALITY OF LIFE
- Added a “random” option for customizing your unlocked loadscreens.
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Expanded the Ping Wheel so that you can now equip your unlocked Intro and Kill quips.
- Equip up to 8 intro or kill quips in the lobby
- Nearby enemies can hear quips when activated
- Press Y while ping wheel is up to access (controller) or F1 (default keyboard binding -- you may need to set this manually as it won’t auto-bind).
- "Celebrate" quickchat is now the 1st option in the quip wheel (Previously down on dpad).
- New Legend battle chatter - Legends now have voice lines that will call out when your squad is being third-partied. This is triggered if you take damage when recently damaged by another living squad
- You can now equip multiple skydive emotes (if you have multiple available on a character) - Hold A while skydiving to open the menu to select the skydive emote you want to use.
- Daily challenges should only give you, at most, 1 challenge for a Legend you don't own.
- No dupe character daily challenges (e.g. you should never get 2 Gibraltar dailies in the same day).
- Fixes for slowdown/performance drops at the start of a match.
- Mirage - decoys will now go where directed when deploying them during the drop if Mirage isn’t the Jumpmaster.
- Lifeline - D.O.C. Healing Drone will no longer float away after being deployed on Supply Ships
- Fixed issue where Legends could show up as locked instead of selected when joining a match late.
- Small improvements across UI to make fonts and other elements more readable.
- When swapping weapons with one on the ground, attachments will now attempt to transfer to your stowed weapon in addition to the weapon you are about to pick up.
BUG FIXES
- Octane - fixed a bug where sometimes mantling while using a tactical stopped players from being able to perform any other actions until the tactical is finished.
- Wattson - fixed bug where sometimes the visual FX from her fences would not show up after being deployed.
- Pathfinder - Fixed a bug with Insider Knowledge passive where Survey Beacon locations would disappear from the full map after activating them.
- Fixed bug where players could sometimes receive additional Battle Pass rewards by leveling up two games in a row.
- Fixed an exploit that allowed players to spam fire with the Peacekeeper.
- Fixed bug where looting Lifeline’s Care Packages would not count towards the “Loot X amount of Care Packages” in the Battle Pass challenges.
- Fixed a bug where sometimes the smoke visual FX from Gibraltar, Bangalore, and Caustic Ultimates would show up on scopes when swapping weapons rapidly.
- PC - Fixed bug where model settings would be forced to “high” regardless of what setting was selected.
- Fixed a bug where players could sometimes skip the landing animation after a long fall.
- Fixed bug where sometimes map fog visual FX would disappear while looting a deathbox.
- Rebalanced audio to address issues with footsteps, ziplines, and jump jets.
Ranked League Series 2
You can check out the full details for Series 2 and learnings we got from Series 1 in our Ranked Blog here. Some highlights of the changes we’re making below.
- Rewards for your placement in Ranked Leagues Series 1 will be available to you after downloading the update for Season 3.
- We’ve adjusted the scoring for Series 2 that allows for more granularity for future improvements.
- At the launch of Series 2 on 10/1 we’ll be doing a soft reset on everyone Ranked Position from Series 1. The reset will be 1.5 tiers. That means if you ended Series 1 in Gold II, you’ll be reset to Silver IV. Players in Platinum IV will be reset to Silver II, and Apex Predators will be reset to Platinum II.
- Assists have been added to your overall score.
- New HUD elements have been added to help players keep track of their in-match RP gains or losses.
Please let us know what you think of the changes in our discussion thread!
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Hello SuperSpy,
Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
SuperSpy joined on the 10/01/2019.
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Publisher: The Pokemon Company, NintendoDeveloper: Game FreakRelease: November 15, 2019Platform: SwitchThe latest entries in the Pokémon series are making several tweaks to the franchise's long-running conventions. From introducing autosave to getting rid of the Exp. Share item in favor of an automatic solution, Sword and Shield change several things about the standard play of a Pokémon game. While Game Freak was open about a lot of the behind-the-scenes information surrounding the development of Pokémon Sword and Shield, the team was a bit cagier about a new battle mechanic it could only tease.
"Traditionally in the series, you start with your starter Pokémon and then you catch a lot of Pokémon in the beginning, and those are with you throughout your whole adventure, and the player gets attached to them. But a lot of times, they get into the competitive battles and they find they can’t actually use those Pokémon or they’re not competitive, so they have to go out and find the exact right Pokémon or breed them in a certain way to make sure they’re viable in competitive battle," planning director Kazumasa Iwao says. "This time around, we really wanted to introduce some systems that help the player be able to take those Pokémon they caught in the beginning, and the first one they chose, and actually take them straight into competitive battle. There’s a lot of hidden parameters to Pokémon that aren’t surfaced to the player. We're doing a lot of stuff in the back end introducing systems that allow players to make sure that Pokémon they want to use in competitive battles are viable."

When I ask Iwao for more details, he says he can't explain the system further, but he does go on to tease it a bit more. "I’ve got to be very vague about it, but one example – it will be visible to the player and they’ll know when they see it, I think – say you have a Pokémon where it’s got all the right stats and everything, but there’s a personality parameter as well that comes into play in battles, and it might not be the right personality, so you’ll breed until you get the right one, is what people do currently. But you’ll see that there’s a system in the game that will fix that for people."
While it's no longer necessary to do so, Iwao says players can still put effort into breeding to come up with the perfect specimen for competitive play. "We do think there’s value in that effort that players put into it," he says. "But at the same time, I think with Sword and Shield we wanted to also have a system that makes it a little bit more accessible. For example, if you’re bringing a Pokémon over from a previous game into these games, being able to use that specific Pokémon that has sentimental value to you in the battle system competitively is something we wanted to try this time."
For more on Pokémon Sword and Shield, head to our hub by clicking the banner below.
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Publisher: The Pokemon Company, NintendoDeveloper: Game FreakRelease: November 15, 2019Platform: SwitchDuring our trip to Game Freak for this month's cover story, we learned a ton of tidbits about Pokémon Sword and Shield and what went into making it. One of the smaller, yet interesting pieces of info we learned involves Exp. Share, an item that splits the experience earned in battle to all Pokémon in the player's party.
According to director Shigeru Ohmori, Pokémon Sword and Shield does away with this item. However, when we followed up with Ohmori about whether that means we need to train up each individual Pokémon, he confirmed to us that every Pokémon in your party gets equal experience automatically as you progress through the game.
This revelation occurred during our filming of our Rapid-Fire video interview, which you can look forward to later this week. For more on Pokémon Sword and Shield, head to our hub by clicking the banner below.
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Publisher: The Pokemon Company, NintendoDeveloper: Game FreakRelease: November 15, 2019Platform: SwitchSince the start of the Pokémon series, Hidden Machines (HMs) have been a staple. These special moves, which could be taught to multiple Pokémon, then used in battle and in special circumstances outside of battle, were replaced in Sun and Moon with Ride Pokémon. During our trip to Game Freak's Tokyo headquarters for this month's cover story, we asked about the role of HMs in Pokémon Sword and Shield.
According to planning director Kazumasa Iwao, HMs didn't fit into the philosophy of Pokémon Sword and Shield. "I think they played a role in the series traditionally to be like the relationship between a door and a key; the HM will unlock something and you’re able to progress and feel the ability to go to a new place," he says. "We didn’t have them in Sun and Moon, and this time around, we didn’t feel it really matched the concept, especially with the Wild Area and wanting to have this higher degree of freedom. The player can kind of choose how they want to engage with the gameplay. Having the more HM-based elements, we didn’t feel it really matched the game, so this time around they’re not in it."
For more on Pokémon Sword and Shield, head to our hub by clicking the banner below.











































Grid Review – The Retread Reboot
in Game Reviews
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Rebooting a franchise involves taking something with a beloved history, updating its technology, and imbuing it with the spirit of the times. Grid, however, doesn’t fully live up to this objective. It simply does not contain enough beyond Codemasters’ solid racing gameplay to jumpstart the brand in this day and age. The Grid reboot brings the franchise back, but without pushing past its previous incarnations, it feels like it’s just going around in circles.
Grid offers a plethora of races across six types, spanning GT, stock, tuner, and other types of cars. You’re free to move among them (as long as you can afford the requisite car), but Grid’s career mode is missing structures, like being in charge of a full racing operation that may actually get you emotionally invested in creating your legacy. Only two race types exist: regular race and time attack, and there aren’t any larger sponsorship incentives that serve as motivating carrots. You don’t upgrade your cars’ parts or performance, and the teammates you hire don’t give you a boost on the track or have any personality or anything else to tie them to you in a meaningful way. In short, Grid is a game of numbers. It’s a game with a lot of races, but it doesn’t give you enough reason to care. It hits the bare minimum of what a racing title should be, but it doesn’t try to break out of the mold like the original Grid once tried to.
Click here to watch embedded mediaAt least Codemasters confidently executes on the racing itself. Grid’s gameplay is between an arcade and sim-racing title, a fun space that encourages experimentation with the normal, generous range of difficulty and handling options Codemasters is known for. Because of the relatively open structure of Grid’s available races, it doesn’t take long to race some powerful cars, and it similarly won’t take long to become comfortable braking hard, throwing the steering wheel into a corner, and holding on for dear life, playing with the throttle to find that sweet spot between skidding and sliding. Even when you go back to cars with stiffer suspensions, there’s still joy and skill in finding the limits.
While you’re in the throes of racing concentration you may spare a moment for the nemesis and teammate systems, but not much more. Nemeses duly give you a bump if they reach your rear quarter panel (their anger resets after each race), but the role teammates play is less obvious. They have different levels of aggression, skill, and loyalty, but most races are only three laps; this doesn’t give you time to wait around for a key moment for them to block a specific racer for your benefit, or help you out at all. Your teammates are just other cars to pass on the track, and they don’t have any personality off of it, which doesn’t leave them with much of a purpose.
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You may be paying their wages for nothing, but at least it’s not hard to earn enough gold to buy the cars needed to race across the various silos. Your earnings are also shared between single-player and multiplayer, which is nice. In multiplayer, I like how cars ghost at certain times to prevent huge pileups, like when a player is using the rewind function. But like the career, multiplayer lacks race types. You also can’t form teams, nor can you see which public lobby you are joining, or set up which assists racers can use in private matches.
The Grid series offers a fun, gorgeous racing experience, and I can see value in bringing it back. But this incarnation of the game performs the bare minimum of the reboot mandate when it should be doing so much more. We race to be in first place, but unfortunately, Grid seems content to be in the middle of the pack.
Score: 7
Summary: This reboot from Codemasters lacks the ambition that a good racer needs to get to the front.
Concept: Drop into a world with over a hundred races and six different disciplines
Graphics: Codemasters does a great job making races look gorgeous and feel alive
Sound: You can hear the track announcers before and during races, which adds atmosphere. However, your crew chief who talks in your ear piece is a hilarious, dead-pan dolt
Playability: I highly recommend taking the assists off and spending a little time getting used to the cars. Once you get over the learning curve, you’ll get comfortable and become a better racer
Entertainment: Codemasters’ skill in the genre makes Grid a competent entry, but nothing more
Replay: Moderately High
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