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  1. switch_daemonxmachina_nd0904_scrn_06_bmp

    Publisher: Nintendo
    Developer: Marvelous Entertainment
    Release: September 13, 2019
    Reviewed on: Switch

    I can forgive myself for concluding that my enthusiasm for sci-fi, giant robots, and high-concept anime might make Daemon X Machina a good fit. However, after playing it, I wouldn’t be able to forgive myself if I didn’t warn others of similar inclinations to stay away. Though its components might seem initially appealing, Daemon X Machina fails to deliver on gameplay, story, or any other facet that might have seemed interesting at first glance.

    In a vaguely defined post-apocalyptic world, giant manned mecha do battle across a desolate landscape, fighting against each other as well as the looming threat of malevolent artificial intelligence. Competing consortiums, governmental entities, and the motivations of individual mercenaries all compete for narrative attention, and it is all nonsense. None of the dozens of named characters coalesce into interesting personalities, but virtually all of them speak in hushed tones about their mysterious purpose for fighting, even as I shake my head at the meaningless babble of their prolonged conversations.

    The broader storytelling is nearly as unintelligible, spending many hours lost in an incoherent mash-up of anime tropes and the teasing of revelations that seem never to arrive. Meanwhile, players adopt the role of the “rookie,” a woefully silent protagonist without a will of their own, spending the bulk of the plot tripping happily between missions, regardless of which side of the conflict that places them on. As a player, you learn not to care what’s happening, and just push on into the action.

    At first, I was heartened by the attractive and sharp lines of the sophisticated mecha designs (“arsenals,” in the game’s parlance), and the wide variety of mission locations which you visit over the course of a lengthy tour of duty through the campaign. But even those surface details fail to impress as the real-time combat grows tedious and uninteresting. The lock-on weapons systems and constant target strafing never advance in sophistication. The quick speed of movement in both the air and ground encounters can be exciting, but it also means that tracking onscreen action, especially against the other fast-moving arsenals, is an exercise in futility. That problem is exacerbated by an unhelpful battle UI, which fails to monitor fundamental details like the altitude of the many targets on your radar.

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    Difficulty is also uneven. After several early hours of simplistic fights, the later hours of the campaign fluctuate dramatically. In one, the fight is so easy that I finish off the boss before the in-mission dialogue even concludes. In another (including some dreaded protect missions), I hammer my head against the wall of repeated mission failures, or batter enemies for extended fights in which high hit point totals replace actual challenging attack patterns. I’m struck by how much everything feels like similar mecha games from more than a decade ago, but in none of the good ways.

    Between missions, the hangar bay provides opportunities to upgrade. Body modification of your pilot gives some mostly minor bonuses. The tech implants are presumably meant to scare you about how they are slowly stealing your humanity; that effort fails, since the hero is already robotic and lifeless. My mech improves through new weapons and armor purchased and developed with funds earned during missions. I appreciate the detail and wide variety of options here, as well as the cosmetic features that unlock with time, and a deep devotion to stat min-maxing can yield returns. Even so, the customization of your arsenal is poorly explained, and you rarely have a clear sense of what aspects of your equipment best suit a given fight. Individual weapon and armor pieces are challenging to compare without immaculate study, blurring the process of deciding whether a new piece is even worth the price. The accumulated effect is that any sense of progression is suffocated. I rarely felt like I had experienced meaningful growth even after multiple sessions of play.

    If you push past the game’s failings, a four-player cooperative multiplayer option lets you partake in designated missions with friends or other online enthusiasts. These battles are often easy and seem not to have been rebalanced for multiple living players, but the parade of different weapon effects on display is rousing. Setting up a lobby and hopping into a lobby is relatively easy, and I like that you can designate some of the A.I. pilots as teammates for times you’d prefer not to hop online.

    I kept waiting for Daemon X Machina to pull the curtain back and reveal some sophistication in its gameplay, or some narrative twist that might make the uninspired combat worth slogging through. Those things never arrive. While the game ostensibly scratches the itch for players who have longed for something like Armored Core on the Switch, it’s a model that feels out of step with recent innovations in the sphere of action games. There are better worlds to save than this benighted future. 

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    Score: 5.5

    Summary: Attractive mecha designs and plentiful missions can't save the plodding narrative and archaic gameplay of this sci-fi adventure.

    Concept: Fly futuristic mechs in fast-moving battles in the midst of an ill-defined narrative

    Graphics: Attractive but familiar mecha designs are featured across an impressive variety of locales, but everything blurs together in the rapid-fire pace of play, and the UI obscures more than it reveals

    Sound: The incessant music is so bad and repetitive I was forced to turn it way down after the first few hours. Anime-style voice work nails all the tropes you could ask for

    Playability: Interacting with this game is deeply problematic. The menu and upgrade systems are hard to parse, and control mechanics in combat feel loose and without weight or depth

    Entertainment: An easy skip, even if you like mecha-infused action

    Replay: Low

    Click to Purchase

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  2. Hey everyone!

     

    Apex Legends™ Ranked mode designers here and we’re back to talk about Ranked Leagues Series 2 for Apex Legends. We’ll revisit our goals, talk about some results, and detail how Ranked Leagues will work when Series 2 launches with Season 3.

     

    TL;DR

    • Ranked League Series 1 scoring system worked well, we’re making a few improvements.
    • Ranked matchmaking created really intense games, we’ll continue to improve it.
    • A soft reset of your rank is coming, along with some ranked cosmetic rewards.

    RECAPPING GOALS FOR RANKED LEAGUES

    We want to quickly review our four goals for Ranked and comment a bit on some of the Series 1 results so far. Keep in mind that we’re trying to improve the systems with each update, and some outcomes will take longer to tune than others.

     

    • Create a true measure of skill in Apex Legends. We launched Ranked Leagues with a score-based system rather than a hidden ELO-type system. So far, we’re pleased with the results. The system was easily understood by new and veteran players alike, and gave us a good baseline calibration of skill for future Series. As of 9/10 we have the following distribution among players who played more than 5 hours of Ranked:
      • 5.1% Bronze
      • 40.0% Silver
      • 35.7% Gold
      • 16.8% Platinum
      • 2.1% Diamond
      • 0.2% Apex Predator

    This is a pretty solid distribution for a system with no demotion, and we’re using this as the skill calibration for Series 2.

     

    • Reward competitive players for the time they invest in Apex Legends. As competitive players, we generally believe that the best reward for ranked play is your rank itself. That being said, we’re offering cosmetic rewards to everyone based on their highest score ranked. Badges, gun charms, and dive trails will be awarded to ranked players when the new Series kicks off. Watch for an alert on your first login after the reset! Scroll down to see the rewards in a video preview.
    • Ensure competitive integrity through skill-based matchmaking. We made lots of changes to matchmaking across Series 1 to ensure that people were getting into games quickly and versus similarly skilled players. As expected, this was more difficult at the highest end of the skill spread, and we ended up having to match Apex Predators down with Platinum players in many regions depending on the time of day and player population. We’ll continue to monitor this and will make adjustments as needed. We’re hoping that Series 2 will more quickly calibrate players’ skills and will result in more evenly distributed matchmaking buckets.
    • Let top-tier Apex Legends players compete at the highest levels of skill. Ranked Leagues has produced some of the most intense late game scenarios to date. We were very pleased to see some new high level strategies emerge from the high RP players throughout the season. To try and increase the intensity, and encourage more aggressive play - we’re introducing some new changes to the scoring system in Series 2. Let’s get into the details.

    SERIES 2

    Now that we have a bit of a look into how Series 1 went, here’s what to expect when Series 2 kicks off.

     

    WHAT’S STAYING THE SAME

    Parts of the system are working as intended, and we won’t be making any changes to them. There will be no changes to the Tiers & Divisions in Series 2. The level requirement for ranked play will remain at 10. Playing with friends will continue to matchmake up to the highest ranked player.

     

    SOFT RESET

    At the start of Series 2 everyone will be soft reset on their ranked position, and the scoring system will be updated. The reset will be 1.5 Tiers down for all players. 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. This means that players will need less time to climb to their true skill ranking, and will have more time to compete at their actual skill level and try to climb higher than before.

     

    SCORING

    The Series 1 scoring system worked well, but we want to make some improvements. Here’s what we’re trying to accomplish, and how the new system works. First off, we need a bit more granularity in the point spread, so we’re 10x’ing all the points in the whole system. At first glance this may just look like point inflation, but in reality we need to be able to reward something in between 1 RP and 2 RP, so going to 10, 15, 20 RP gives us that flexibility. We’re also updating the match entry RP costs slightly.

     

    ENTRY RP COST

    Each Ranked match will require RP to play based on your tier:

    • Bronze matches are still free
    • Silver matches cost 12RP
    • Gold matches cost 24RP
    • Platinum matches cost 36RP
    • Diamond matches cost 48RP
    • Apex Predator matches cost 60RP

    KILLS, ASSISTS, AND MULTIPLIERS

    This time we’re also adding assists to the kill count score. Assists are defined as dealing damage to a player within 5 seconds before they are knocked down. If a player is revived, the assist credit is cleared. Assist credit is only given to teammates of a player who earns the kill. A player cannot get a kill and an assist on a single opponent. Previously damage dealt 0.75 seconds before a player is knocked down or before a knocked player was eliminated counted as an assist, so it was technically possible that you could earn 2 assists on one target.  

     

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    The new combined kill & assist score is still capped at 5 per match, but with a placement multiplier. Although the 5 kill cap was initially controversial, we didn’t see many players actually hit the cap too often, and it did reduce hot-dropping as we intended.  

     

    SCORING DETAILS

    ranked-2.jpg

     

    APEX PREDATOR LADDER POSITION

    New in Series 2, Apex Predator ranked players will no longer just have their RP shown - but will now see their standing worldwide. This should create some intense competition among the most skilled players around the world.These ladder positions are split by platform, so we will have three players on Playstation, XBox and PC each claim #1 in the world respectively.

     

    REWARDS

    Cosmetic rewards for your ranked performance are coming! Once the new Series starts, you will get a notification on login that your rank has been reset and you’ve been awarded any earned cosmetics. Everyone will receive a badge that shows their highest level reached. Platinum and higher players will receive an exclusive gun charm for their highest level reached. Lastly, Diamond and Apex Predator players will receive a custom dive trail for their highest rank reached, which can be enabled or disabled in the Loadouts section.  

     

    PENALTIES

    We deactivated leaver penalties in Series 1 to be overly cautious on false positives. This time we’re starting Ranked Series 2 with leaver penalties enabled. Players who abandon their teammates will be hit with a matchmaking penalty in both regular and Ranked matches. Penalties will result in a player being barred from joining a match for escalating amounts of time based on how often they have abandoned in Ranked. An abandon is defined as leaving the game before the match is over for you; this includes leaving during character select, leaving while you are alive, and leaving when you are dead but can still be respawned by teammates. Penalty times start out at five minutes, and repeat abandons will increase that time up to a week.

     

    LOSS FORGIVENESS

    We introduced the Loss Forgiveness system when Ranked first arrived, and we’re pleased to report that it is working as intended. Players are not getting penalized RP for when their teammates drop from the game, or some other technical problem hits that is out of their control. We’ll continue to keep an eye on how players are unintentionally moving down the ladder and make changes as needed.

     

    Overall, we’re really happy with how the introduction of Ranked Leagues has worked out, and we’re excited for what we can learn and adjust as this second wave gets out to players.

     

    (Source)

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  3. wicksd.png

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    Publisher: Lionsgate
    Developer: Good Shepherd Entertainment, Mike Bithell Games
    Release: October 8, 2019
    Platform: PC, Mac

    Bithell Games' John Wick Hex is just weeks away, releasing exclusively on the Epic Games store on October 8 for both PC and Mac. John Wick Hex is described by Bithell Games and Publisher Good Shepherd Entertainment as "fight-choreographed chess brought to life as an action-oriented timeline strategy game." You can get an idea of what that means from a gameplay perspective in the new trailer.

    We'll have to wait for release to see how Troy Baker's Keanu Reeves impression is for Hex, but this trailer gives us a bit of story context, and also shows us some of the environment variety, not to mention a lot of action. Ian McShane reprises his role as Winston, as does Lance Reddick as Charon.

    Every second counts in John Wick Hex, which tasks players to consume ammo, time reloads, and use every tool in their arsenal to track down Hex, a new foe who is gunning for Wick. For a deeper dive into this fascinating action game, check out Joe Juba's impressions.

    View the full article

  4. reef1.jpg

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    Terminator characters are making cameo appearances in Gears 5, Ghost Recon: Breakpoint, and Mortal Kombat 11, but come December 3, you will see them in their own environment in Terminator: Resistance, a new game developed by Teyon and published by Reef Entertainment. Terminator: Resistance is a single-player shooter set 30 years after Judgment Day. You assume the identity of Resistance Pacific Division recruit private Jacob Rivers, and are tasked to combat Skynet in the streets of Los Angeles.

    Rivers can either mow down the robot foes with guns a blaze or use stealth techniques to knock them offline, both in critical path missions and side quests. Depending on how you do, you'll change your the outcome of the world, which is shown through multiple endings.

    This isn't Teyon and Reef's first trek through licensed game waters. The studio also put out Rambo: The Video Game, which netted a 4 out of 10 review from Game Informer.

    View the full article

  5. switch_tlozlinksawakening_e3_screen_064.

    Publisher: Nintendo
    Release: September 20, 2019
    Rating: Everyone
    Reviewed on: Switch

    The Legend of Zelda: Link’s Awakening was one of the strangest games in a series filled with outliers. Its playful nature and cameos from other Nintendo franchises certainly helped cement that status, but that’s only part of the story. Strip away its playful veneer and you’re still left with one of the strongest entries in terms of dungeon design and boss battles. Now, 26 years after its original release, Nintendo has remade Link’s first portable adventure for the Switch. The result beautifully captures the essence of the Game Boy original while adding some quality-of-life upgrades to bring it up to contemporary standards.

    The most striking thing about the new version of Link’s Awakening is how it feels simultaneously fresh and familiar. The remake forgoes the original’s screen-by-screen overworld navigation in favor of smooth-scrolling exploration, but the placement of every tree, house, and buried seashell is right where it was back in the day.

    Rather than trying to recreate the sprites from the original version or making them adhere to the same presentation in A Link Between Worlds, Nintendo started from scratch in an unexpected way. It looks as though you’re engaging with a tiny plastic diorama; characters have a glossy sheen, and there’s an exaggerated depth-of-field effect that reinforces the illusion. It’s delightful, and it perfectly matches the story’s whimsical tone. This is, after all, a game where you help a goat and SimCity’s Mr. Wright cultivate a pen-pal relationship. The dialogue is as snappy as ever, with fourth-wall-breaking moments that still hold up today. 

    Click here to watch embedded media

    Of course, charm alone only goes so far. As I played through Link’s Awakening again, I was repeatedly struck by how wonderfully designed the experience is. Koholint’s overworld isn’t the largest that players have explored in the series – not by a long shot – but you really get the sense of how carefully the original creators managed every single pixel. For every time I had to backtrack, it seemed as though I was opening up a new shortcut, finding a satisfying new use for an item I’d just earned, or discovering a fun secret. 

    I adored the original release, but it was definitely a product of its time. The Game Boy didn’t overwhelm players with an abundance of buttons, which meant that you ended up spending a fair amount of time selecting items in menus. I still had to pop into those menus with the remake, but having dedicated buttons for sprinting, blocking, and swinging Link’s sword minimizes the shuffling, so it isn’t terribly annoying. 

    The remake is a faithful retelling of the original, but there are a few other updates. Most notably, the gravedigger Dampé appears with a new dungeon-designing tool. As you play through dungeons, you unlock tiles that you can place to create your own Zelda dungeons. It’s a neat idea, but I didn’t find it particularly engaging. Most of the tiles that are available to you are pulled from dungeons you’ve already cleared. I appreciate the effort, but it isn’t something I’m drawn toward in the long term.

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    Perhaps my dissatisfaction with the dungeon-creating tools is because the official ones are so great. I was surprised to see that many of the solutions and moments stayed with me decades after I last played through them. Not only did I remember so much, but it’s all aged so beautifully – whether I was lugging a wrecking ball around to smash a series of load-bearing pillars or battling a maniacal genie and his various forms. Puzzles are clever without seeming too obscure, and the solutions deliver a nice sense of satisfaction.

    Link’s Awakening has always held a special place in my heart, but asking someone to go back to the original release is tough. With this remake, people don’t have any excuses for not playing through one of the best (and strangest) entries. I envy those of you who will be experiencing this for the first time, though revisiting it all these years later is still an absolute pleasure.

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    Score: 9

    Summary: This remake beautifully captures the essence of the Game Boy original while adding some quality-of-life upgrades to bring it up to contemporary standards.

    Concept: Bring a classic Zelda game to the Switch in a lovingly faithful remake that can stand confidently among its contemporaries

    Graphics: Incredible depth-of-field effects build the illusion that you’re peering at a living diorama, even though some slowdown occasionally creeps in

    Sound: Classic tunes have been given the same treatment as the visuals, bringing a grandeur to the music that wasn’t possible in the Game Boy era

    Playability: Frequently used items like Link’s sword and shield get dedicated buttons, reducing the amount of time you spend swapping things around in menus

    Entertainment: Link’s Awakening was home to some of the best classic-era dungeon designs and bosses in the series, and this remake is a reminder of (or introduction to) its legacy

    Replay: Moderately high

    Click to Purchase

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  6. nhl20_laine.jpg

    Publisher: EA Sports
    Developer: EA Vancouver
    Release: September 13, 2019
    Rating: Everyone 10+
    Reviewed on: PlayStation 4
    Also on: Xbox One

    NHL 20 is that team that didn’t make moves in the off-season beyond conditioning its current players and adding mid-tier free agents. After going big last year with a new skating and physics engine, NHL 20 dials back by focusing on refinements and smaller improvements. The result is better gameplay, but the changes – or in some cases the lack thereof – to the core modes leave much to be desired.

    While not a complete reinvention, the overall gameplay looks and feels better than it ever has. The addition of contextual and star players’ signature shots make all the difference. Not every player looks the same winding up a slapshot, and now players react more realistically, such as going down on one knee to snipe or leaning forward into the stick for more snapping power. This adds some much-needed variety to the on-ice action and makes setting up plays more fun. Everything feels more natural, especially one-timers and jamming the stick in scrums for the dirty goals. Although, in turn, I found scoring a lot easier than in past entries, leading to ridiculously high-scoring games.

    One part that feels off is the checking; sometimes out of nowhere, players get a surge of momentum, allowing them to land hulking, unrealistic checks. I wish physicality factored more into board battles like real-life, an area that still needs work. Players’ on-ice awareness also stands to be improved; you still see them skating past pucks or reverting back to defense when they should be battling for the puck. Also, while I was impressed with the new goaltending animations that had them making acrobatic saves, I can’t say the same for the goaltending A.I. itself. While goalies certainly follow the puck better, they still don’t adjust to player tendencies, biting on the same moves repeatedly. 

    Everyone will invariably be attracted to different modes, but expect refinements rather than large-scale changes. Be A Pro players are once again left out in the dust with the mode being practically identical to last year and in desperate need of new lifeblood. EA Sports Hockey League also remains largely the same, with its player classes, traits, and specialties in need of new options. Unfortunately, this also means things like A.I. defensemen jumping into the play at inappropriate times. NHL 20 also features alumni rosters, although they feel like an afterthought with some questionable line-ups, like the Anaheim Ducks’ roster featuring Jarkko Ruutu, Niklas Hagman, and Bryan Allen (201 franchise games), while omitting Francois Beauchemin and Paul Kariya (1198 franchise games).

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    This may seem disappointing, but a slew of other modes make smart, though minor, additions. Arcade-focused Ones includes couch co-op, allowing you to play as star NHL players against friends. Ultimate Team introduces squad battles, a single-player competitive mode where you compete against A.I.-controlled teams created by the HUT community, which give players an easier way to earn rewards. World of Chel adds new cosmetic items alongside weekly challenges to get special limited-time jerseys and hats (though it is still lacking compared to other games on the market). 

    The mode that got the biggest face-lift is Franchise, where you pull the strings behind the scenes by taking on the role of general manager, forging a path to the cup. You now have more ways to strategize by hiring coaches with their own systems and finding the right players to fit within it, or firing your coaching staff when it no longer works. I love the idea, but this mode is a mess and will probably take EA some time to iron out the kinks. Franchise’s new trade finder is barely functional, most of the time turning up nothing or less-than-ideal deals. Signing coaches is the most frustrating process, as they’re extremely picky if your franchise isn’t 100-percent ideal, requiring you to throw money at them, and even then, they sometimes cannot be swayed. And it appears EA just forgot the option to have you filter for goalie coaches, meaning you won’t find candidates to interview who want that role. 

    I like that players and coaches come to you to have conversations, but it’s very one-sided as you can never summon them to discuss changes or poor performance. Worse is you don’t always have ways to meet their demands. For instance, when a player asks for more minutes, you have no way to communicate this to the coach except to try playing them on another line and hoping the coach leans on that one more. To Franchise’s credit, the player readiness category in scouting is extremely helpful for planning future rosters. Also, players asking for appropriate compensation for contracts based on their stats and the season they’re having is a welcome improvement. The mode no doubt needed a shakeup, and the ideas are promising, I just wish it was in better shape.

    NHL 20 is an uneven experience. One minute I’d feel the high of setting up an awesome play and seeing the puck land in the back of the net, but then I’d slam my stick into the ice frustrated by disappointing aspects across its modes. Seeing similar issues continually bleed over year after year is getting harder to forgive the longer they go on, but it’s still the only way you can really experience the thrill of being on the ice, and at the very least, it captures that well.  

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    Score: 7.5

    Summary: NHL 20 boasts better gameplay, but more effort could have gone into improving its various modes.

    Concept: Build upon last year’s new skating engine by making plays and shots look and feel more realistic while refining many popular modes

    Graphics: Not much has changed in this department through the years, but the new shot and goaltending animations are impressive. More real-world likeness for star players would go a long way

    Sound: The commentary gets a much-needed change-up, thanks to new duo James Cybulski and Ray Ferraro taking the helm. The pair add new energy and life to the on-ice action

    Playability: The game certainly plays better than NHL 19, but many modes lack the upgrades they so desperately need

    Entertainment: NHL 20 gives hockey fans plenty of ways to have fun and invest their time, but there are a few disappointments along the way

    Replay: High

    Click to Purchase

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  7. Call of Duty: Modern Warfare

    Publisher: Activision
    Developer: Infinity Ward
    Release: October 25, 2019
    Platform: PlayStation 4, Xbox One, PC

    A hot topic in the conversation surrounding Call of Duty: Modern Warfare to this point has been how Infinity Ward will handle crossplay. The team has said the highly anticipated shooter will feature full crossplay between platforms, but further details have been scarce. Today, we learned a lot more about how the feature works.

    First and foremost, anybody playing Call of Duty: Modern Warfare needs to have a Call of Duty account. You can go here to create one using your PSN, Xbox Live, Steam, Activision, or Battle.net account. Once you get you get your hands on the game, you choose to opt in or opt out of crossplay. Choosing to enable crossplay means players can play with others on PlayStation 4, Xbox One, and PC. Once you have your Call of Duty account and you enable crossplay, you can create cross-platform friends lists and parties comprised of players from PS4, Xbox One, and PC.

    Call of Duty: Modern Warfare

    One of the largest questions fans have had about this feature is how Infinity Ward will balance keyboard-and-mouse players with controller players. PlayStation 4 players can decide to use a keyboard and mouse. PS4, Xbox One, and PC players can all play with each other as long as they all use controllers, or all use keyboard and mouse. However, you can also join lobbies where there are no control-scheme filters, meaning you can play with players across all platforms with controllers and keyboard and mouse.

    Infinity Ward has also announced that it intends to demonstrate its commitment to this crossplay initiative by delivering most post-launch content (maps, modes, Spec Ops missions, etc.) simultaneously across all three platforms. Despite this, the franchise maintains its partnership with PlayStation, with the studio stating that PS4 players will have "an exciting Day 1 advantage." The team did not provide details about what that means, but says information will arrive soon.

    Call of Duty: Modern Warfare launches on PS4, Xbox One, and PC on October 25. For more on the upcoming shooter, check out our coverage hub by clicking the banner below.

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  8. classiclaunch_wow_onyxia_3840x2160.jpg

    Publisher: Blizzard Entertainment
    Developer: Blizzard Entertainment
    Release: November 22, 2004
    Rating: Teen
    Reviewed on: PC
    Also on: Mac

    World of Warcraft has truly withstood the test of time. With WoW Classic, players can visit the title as it once was, without any of the daily quests, group-finding features, or streamlined leveling. In WoW Classic, you earn everything you obtain, and it makes every green item drop and crafting material feel like something special. While some aspects of the game feel their age and make you long for the changes that came in later iterations, the heart of Blizzard’s legendary MMO still beats strong.

    Click here to watch embedded media

    Meaningful progression in all its forms is the core of WoW Classic. Picking up a new blue item can double or triple your efficiency and make you feel like a god. Crafting and professions, which have been relegated to the realm of uselessness in the last decade of modern WoW, are important and essential; every scrap of cloth and every chunk of ore go into creating massive upgrades you show off in the main cities or sell to other players. Spending a day farming cloth to make a 12-slot bag to carry around your stuff is a lengthy-yet-rewarding chore, and winning a boss loot roll in a dungeon can change your reality for hours to come.

    Entering a new zone for the first time conveys a sense of awe, exploring the haunted graveyards of Duskwood or the barren wasteland of Desolace. Socializing with other players is a must, since you won’t be able to do any serious quests or any dungeons without them. Elsewhere in today’s gaming landscape, every interaction has been reduced to nothing to combat potential toxicity and streamline gameplay. Here, talking to other people, even if it’s just a “hello,” feels almost alien – and refreshing.

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    While most everything holds up incredibly well after the years, WoW Classic’s quest design does not. You’re often tasked with becoming a menial mailman, delivering various items all over the world, one after another, for a smidgen of experience. Without the benefit of flying mounts (or even mounts, until you’re rich enough to afford one), this is a boring and arduous proposition. Quests don’t even come close to getting the job done for your experience needs either, so expect to grind plenty during lulls in killing 10 raptors or bandits. You can dull the farming fatigue a bit by picking up profession skills that make your time slaughtering foes in droves valuable, but you’re still going to want another monitor running Netflix to catch up on some new seasons while you whack away on monster after monster. Dungeons too feel the wear and tear of time, featuring endless enemies with little variation and boss battles devoid of any real mechanics.

    WoW Classic is far more than a historical novelty, and the incredible design shines through even today. It may seem odd to play an MMO, a genre that hinges on the constant promise of an evolving future, with an ostensibly finite lifespan as updates take us to where WoW ended before the Burning Crusade, but WoW Classic proves that there’s so much to be experienced in that journey. With WoW Classic available to anyone with a WoW subscription, it’s an adventure worth taking – whether again or for the first time. 

    Launching Like It’s 2004


    Some aspects to consider with WoW Classic – if you’re playing on several of the more popular servers, you may have to wait in a queue to hop on and play. Some critical quest NPCs or monsters may be highly sought after, depending on your server and zone, and may take forever to engage with. Even something as simple as collecting troll ears may end up taking hours, as tons of players are attempting to complete the quest at the same time, making every kill a contest. This will vary quite a bit depending on what server you’re on and when you play, but that’s the other side of playing in a world with thousands of other people all trying to do the same thing.

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    Score: 9

    Summary: 15 years later, the original World of Warcraft still has what it takes to captivate adventurers.

    Concept: Explore the World of Warcraft as it was 15 years ago

    Graphics: WoW’s original art style and models hold up admirably

    Sound: Inspired voices and a stirring soundtrack keep you engaged through every zone and dungeon

    Playability: While not as easy to get into as current WoW, you can still see how this game brought accessibility to the then-niche world of MMOs

    Entertainment: World of Warcraft shows why it was – and remains – the MMO to beat, with an enthralling world and satisfying sense of progression

    Replay: High

    Click to Purchase

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  9. surge_2.jpg

    Click here to watch embedded media

    Publisher: Focus Home Interactive
    Developer: Deck 13
    Release: September 24, 2019
    Rating: Rating Pending
    Platform: PlayStation 4, Xbox One, PC

    Developer Deck 13 Interactive promises plenty of violence and a brutal challenge in The Surge 2, which launches on Xbox One, PlayStation 4, and PC next Tuesday (September 24). You've seen plenty of Surge 2 videos that show heads flying, and you'll see that aspect of the game again in this short video, but this time it's a little different.

    The violence is set to a cover of the song 'The End of the World,' which was originally penned by Skeeter Davis in 1963. The cover is done by Sharon Van Etten in what Deck 13 is calling the "Symphony of Violence" trailer.

    View the full article

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