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Publisher: Sony Interactive EntertainmentDeveloper: Kojima ProductionsRelease: November 8, 2019Rating: Rating PendingPlatform: PlayStation 4

We all know that Death Stranding is part of the strand genre, but there are still a few mysteries surrounding Hideo Kojima's next title.
During the Gamescom 2019 opening presentation, we got another look at Death Stranding in action. The game is visual stunning, and the gameplay seems to involve a lot of walking through an open world where you will deliver goods and reconnect the people who live in a fractured America.
Players can scan the environment and use a variety of tools to explore/traverse an unforgiving terrain. If you fall down you might agitate the baby you carry, which would be bad. When this happens, players must cuddle and bounce the baby to make him feel better. Players will rock the baby by physically moving the PS4 controllers, using its motion controls. However, if you shake too hard the baby will get angry. And angry babies are bad!
We also got a look at another odd mechanic, which lets players pee. I'm sorry, did we say odd? We meant incredible. We don't know much about this mechanic, but it might be tied to the game's survival systems, and Kojima said that players would be able to use this pee as a weapon somehow. Additionally, if people continue to pee on the same spot in the world, "Something good will happen." We don't know what that means, but during the demo, Sam's pee made a mushroom grow.
Also, game industry journalist Geoff Keighley is an NPC in the game.
Death Stranding hits the PS4 on November 8, but we should see a lot more next month at TGS.
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Publisher: Sony Interactive EntertainmentDeveloper: Kojima ProductionsRelease: November 8, 2019Rating: Rating PendingPlatform: PlayStation 4

At Gamescom, we got a sneak peek into what is sure to be one of the PlayStation 4's big holiday titles. Kojima got a stranding ovation when he took the stage to show off several new characters, and these characters help explain the role of babies in the game.
The first character we got a look at was Mama, who is played by Margaret Qualley. This characters seems to be some kind of mechanic who has an invisible baby. What else do you need to know? Her baby was born on the "other side," but they are still connected through an umbilical cord. In the world of Death Stranding, babies seem to be connected to the afterlife and are capable of creating a link between the two realities.
The second character we saw was Bridge Baby (shortened as BB). This is the baby that Sam (Norman Reedus) carries around with him. Sadly, BB's mom died when he was born, which means that the baby is connected to the world of the dead. This is how Sam is able sense other creatures on the "other side." I'm sure we don't have to explain the finer points of how this works, considering its pretty obvious.
Death Stranding hits the PS4 on November 8, but we should see a lot more next month at TGS.
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Publisher: CD Projekt RedDeveloper: Saber Interactive, CD Projekt RedRelease: October 15, 2019Rating: MaturePlatform: SwitchA little while ago, the developers at CD Projekt Red gave me the opportunity to try out The Witcher 3 on Switch, one of Nintendo's biggest announcements at E3 this year. While the game came out a few years ago, it was well known for struggling even on the PlayStation 4 and Xbox One, so the idea of a Switch version was a fundamentally confusing proposition. I wanted to check out the game for, if nothing else, to satiate my own curiosity. I was more than a little surprised by what I played.
To get it out of the way in one sentence: The Witcher 3 on Switch is perfectly alright. It is everything that The Witcher 3 was, in terms of content, on the PS4, Xbox One, and PC. The game plays exactly the same, whether you're fighting a Leshen, riding Roach over the hills of the countryside, or bumming around Novigrad looking for Dandelion. The Witcher 3 on Switch is a perfectly playable version of the game, which is decidedly shocking when you consider just how crammed the game felt on more powerful hardware.

I played the game from the tutorial, which means from Geralt's time in the bathtub, through a bit into the first town, and then further saves darting around the world and the story, all in handheld mode. In the cutscenes, it is absolutely inarguable that The Witcher 3 is the best looking game on the Switch. Overall resolution aside, the character models are fairly difficult to discern from the more graphically powerful consoles. With the Switch, Nintendo made a lot of conscious decisions to use modern technology to create a portable console rather than a graphical powerhouse, but the first few seconds looking at a cutscene of character models talking in The Witcher 3 and you begin to wonder if there were really that many compromises overall.
This isn't to say it's all perfect. The models are great, but it doesn't take long to see where the comparatively lower-powered Switch shows its seams. The textures around the character models look noticeably worse, and then the ancillary environmental textures like ceilings or walls in the background, bear much lower-resolution textures. Obviously some things had to be crammed into a smaller box, and this is not the worst idea to make it fit, but it is noticeable.

The framerate is consistent, but certainly doesn't feel like 30 frames a second. It's lower, though it does not appear to fluctuate through battles or conversations. I am not sure if the framerate is any better while docked, but I would guess it's somewhere around 25 frames per second in handheld mode, just from eyeballing it.
In a later save, I wanted to poke around Novigrad a bit to see if the framerate holds up, which it does, and if the draw distance could keep up. There were no draw distance issues to speak of that I noticed, nor issues with texture pop-in, which in itself is surprising. That said, there are issues where shadows will pop in occasionally. As much as I ran around The Witcher 3's biggest city, it was roughly similar to how I remembered it when I played the game on PC.

I also just rode Roach, the generic name for any horse Geralt claims ownership of, around the open world. There were no issues of loading or worse performance in the open world. The texture resolution on some environments was worse, but the game's strong lighting tech did a lot of heavy lifting in making it really hard to notice. I'll say again: The Witcher 3, for all its faults, absolutely looks like it could lay claim to being the best-looking game on Switch.
CDPR told me that the game runs in 540p in handheld mode and 720p when docked. In handheld mode, they estimated the battery will last around 2-3 hours, but this was on the old Switch model, so it is hard to say how that number will change on the Switch Lite or updated Switch model. Loading is still noticeable, but felt a little shorter than I remembered from the PC version, usually being about one minute after a death on Switch. Also, the entire game, including all the DLC and expansions, will be on the 32GB cart and part of the eShop download. There will be no additional download for content on the game, like Doom or Wolfenstein have done in the past.

I don't know that, based on what I played, that I would necessarily recommend this version of The Witcher 3 to players with plenty of options and no strong preferences, but it is a lot more of an option than I expected. It is a portable version of one of the best games of 2015 in a way that shouldn't be technically possible, so it is a feat worth noting even if it isn't a feast for the eyes.
The Witcher 3, developed by Saber Interactive and overseen by CDPR, releases on Switch on October 15.
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Publisher: Electronic ArtsDeveloper: Ghost GamesRelease: November 8, 2019Rating: Rating PendingPlatform: PlayStation 4, Xbox One, PCAfter a few disappointing releases in the series, Ghost Games is hoping Need for Speed Heat brings the franchise back to its core: cops and customization.
The new gameplay trailer for the title unveiled at Gamescom 2019 delves a little deeper into these aspects. The cops are always a presence in the game's fictional Palm City, but the extent of their behavior depends on if it's night or day. By day they'll still chase you and pull you over if you've been breaking the law, but at night things get more aggressive as they coordinate efforts to take you down and possibly steal your earnings (from street races and other challenges) if they get to you before you can get to the safety of your garage.
In the garage the game gives you a slew of customization options for almost every car in the game. You can also see the cars of your crew members in the garage as well. The video above gives you a taste of some of the customizable parts for your car and even your avatar, which you can outfit with Adidas shoes, and more.
If the game's customization gets you excited you can get a head start in advance of the game's November 8 release via the Heat Studio app (iOS/Android) available almost everywhere right now. Your creations can then be imported into the game when it launches.
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Publisher: Flight School StudioDeveloper: Flight School StudioRelease: September 6, 2019Platform: Xbox One, Switch, PC

When Creature in the Well was introduced earlier this year at GDC, the weird combination of top-down action gameplay and pinball mechanics surprised us, especially by the idea that no one had really ever thought of it before. Now, as the game's release date looms in the next few weeks, I was given the opportunity to go hands-on with the game in an extended demo.
The game takes place across several dungeons that operate on power costs. Rather than, say, finding small keys in treasure chests, players absorb power by bouncing pinballs off of things and use that electricity to open up long-derelict doors. They do this at the express displeasure of the Creature residing in the well, a somewhat larger-than-life figure that controls the nearby town through fear and intimidating. As the creature has a difficult time stopping your protagonist, a somewhat revive-happy automaton, it has also committed to ensuring that the village around the dungeons does not want to work with you.

It feels reductive to say that Creature in the Well's mechanics are just a combination of pinball and action, but it's definitely not insulting to be that reductive. The game plays with those mechanics in interesting and often novel ways, in a way that feels like how level creators in Super Mario Maker create fascinating new ideas within a limited toolset. Puzzles in the game take the pinball concept about as far as it can go, using switches and levers and timing to balance both solving skills and execution.
In one example, two turrets were firing balls at asynchronous rates. The player has to wait for them to get close to matching up, flip a switch to put the balls inside of two brackets to bounce between and eventually eliminate, while also firing on a third wall repeatedly in the middle while not moving from the position that depresses the button keeping the walls up. If it sounds easy, then that's a failure of description, as you soon realize that catching the balls back in the middle yourself can push you back off the button, making a triumph of timing into a long sigh and a loop back to the beginning.

That's also where different equipment comes in, as well. Different weapons have different properties, so some swords power up balls faster, while another crucially does not knock you back when when you intercept the momentum-based balls.
The game's art also bears special mention, which is inspired by Hellboy creator Mike Mignola, and is probably Creature in the Well's biggest star. The sandy, desert regions remind you of Journey and the game's soundtrack matches the mood surprisingly well.
Creature in the Well is coming to Xbox One, Switch, and PC on September 6.
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Publisher: Focus Home InteractiveDeveloper: Spiders StudiosRelease: September 10, 2019Rating: Rating PendingPlatform: PlayStation 4, Xbox One, PCDuring today's Inside Xbox Gamescom presentation, Spiders showed off a new trailer for its upcoming 17th century RPG called Greedfall. The focus of this three-and-a-half minute trailer is on the companion system, which looks to deliver plenty of interesting side plots and unexpected elements depending on which helper the player chooses. As a diplomat on the island of Teer Fardee, you are tasked to make many social decisions, many of which play out through choice.
The companion you take with you can change the outcome of things, as they can fight, talk, and journey with you. During dialogues and diplomacy, they will give you advice, and if they don't like how you are handling things, may take their actions into their own hands – one character will even bring bloodshed.
Greedfall is slated to release on September 10 for PlayStation 4, Xbox One, and PC. For more on the game's fantasy setting, check out our E3 preview.
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Publisher: Xbox Game StudiosDeveloper: The CoalitionRelease: September 10, 2019Rating: MaturePlatform: Xbox One, PCThe Coalition announced details for Gears 5's Horde mode, which includes Ultimate abilities for characters, new ways to strategize characters' builds, and more ways to maximize the game's 5-player co-op experience.
As they sound, Ultimates give players super-powered abilities like JD being able to call in an airstrike or Kait turning invisible.
Another aspect of the mode to coordinate is the ability to control bot Jack, who can fly around the level, as well as explore different builds through the various cards characters can equip. The cards' power increases as players progress, and they are reset each game. The developer wants gamers to explore different combos of perks and builds and how they can go together for each ensemble of characters. The Coalition also says that new characters will be added over time.
As much as the mode is about standing and defending against the onslaught, the developer also wants players to move around. As such, power taps have been placed around the map for players to capture, with a new tap every 10 waves. In a quality-of-life improvement, power will be equally distributed amongst everyone.
For more on the game's other multiplayer offerings, check out our hands-on impressions.
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Publisher: Starbreeze StudiosDeveloper: Behaviour InteractiveRelease: June 14, 2016Rating: MaturePlatform: PlayStation 4, Xbox One, Switch, PCHorror title Dead By Daylight has added characters from genre luminaries like A Nightmare on Elm Street and Evil Dead, and now Stranger Things is being added to the game (PC and consoles).
The chapter introduces Nancy Wheeler and Steve Harrington, and brings in the killer the Demogorgon. It also adds a new map: The Underground Complex below the Hawkins National Laboratory – site of an inter-dimensional rift.
[Source: Behavior Interactive]
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Developer: Bloober TeamRelease: August 30, 2019Platform: Xbox One, PCAs the impending release for Blair Witch, the new horror game from Observer developer Bloober based on the classic found footage horror movie of the name, draws closer and closer, we're getting more and more trailers for the game to tell us a bit more about the adventure. As of Gamescom today, we got the most extensive trailer so far, which you can watch above.
The story trailer puts us in the shoes of Ellis, who explores the deadly and decidedly creepy Black Hills Forest, a location known for disappearances and mythology in equal measures. The game is told in flashbacks, mysterious vignettes, and experiencing the horror firsthand.
In addition, there's also a new trailer focused on showing off the graphics of the game, with full 4K support. Check out some of the environments from Blair Witch below.
Click here to watch embedded mediaBlair Witch releases on Xbox One and PC on August 30.
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Publisher: 2K SportsDeveloper: Visual ConceptsRelease: September 6, 2019Rating: Everyone 10+Platform: PlayStation 4, Xbox One, Switch, PCThis year's NBA 2K MyCareer story comes to us courtesy of SpringHill Entertainment, the production house created by LeBron James and his longtime associate Maverick Carter. Directed by Sheldon Candis, the story features arguably the best cast of any NBA 2K game to date, featuring star actors Idris Elba (The Wire, Beasts of No Nation), Rosario Dawson (Deathproof, He Got Game), Thomas Middleditch (Silicon Valley), Ernie Hudson (Ghostbusters), and Lamorne Morris (New Girl).
Click here to watch embedded mediaThe story follows the career of Che, a star player for the fictitious Bay City Flames whose career trajectory derails following a showdown with his head coach regarding the treatment of an injured teammate. Fighting through the controversy, Che must fight against the perception that his social justice position makes him a problematic locker room presence and rebuild his reputation during the Portsmouth Invitational and Draft Combine. Expect a steady stream of NBA star cameos throughout the story from the likes of Anthony Davis, Kemba Walker, Scottie Pippen, and LeBron James.
“The story of ‘When The Lights Are Brightest’ in NBA 2K20 reflects the story of today’s modern athletes,” said SpringHill Entertainment CEO Maverick Carter in a press statement. “From dealing with the pressures of fame, demands on and off the court, and outside influences, athletes face a tremendous amount of obstacles. SpringHill Entertainment exists to tell compelling stories, and in this case, we were able to draw on our own experiences with LeBron and other athletes to create a narrative that’s authentic and a bit of a peek behind the curtain.”
You can watch a behind-the-scenes video breaking down the creation of this year's story here:
Click here to watch embedded mediaNBA 2K20 releases on September 6 for PS4, Xbox One, Switch, and PC. You can play the demo starting August 21 on all platforms besides PC. To learn more about the game, read our preview of the changes coming to MyGM and MyLeague and the breakdown of the new gameplay innovations.
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Publisher: UbisoftDeveloper: Ubisoft ParisRelease: October 4, 2019Rating: MaturePlatform: PlayStation 4, Xbox One, PCGhost Recon Wildlands was the first game in the series to ship without a competitive multiplayer mode, a strange move considering it has always been a central part of the brand since the early days of Xbox Live. Ubisoft eventually added the Ghost War PvP suite to the game as a free update seven months later and continued to iterate on it even into 2019. The 4v4 mode delivers tense, cat-and-mouse matches as teams move cautiously to preserve their cover while trying to triangulate the threat. With a short time-to-kill, getting a jump on opponents often makes the difference between living and dying.
Ghost Recon Breakpoint ships with Ghost War on day one, and given the warm reception the mode had in Wildlands, Ubisoft wants to preserve the white-knuckled action. However, the team at Ubisoft Paris who developed the mode for Wildlands also saw a lot of room for improvement as it transitioned to work on the next game. Here is everything you need to know about how Ghost War evolves in Breakpoint.

DEDICATED SERVERS FTW
That’s right, Ghost Recon has finally moved into the 21st century of competitive multiplayer. Players no longer have to put up with the frustrations of peer-to-peer networking, which means you can expect a better quality experience and better cheating detection. For those of you worried about the matchmaking pairing you up against elite players, Ubisoft says the matchmaking is based on a skill rating.
We also learned a few other infrastructure details worth sharing during our time at Ubisoft Paris. Ghost War will not have a ranked mode at launch, crossplay, or a play-test server for giving balancing tweaks a test run before going live. “We won't have a play-test server, but we do have a lot of tracking and data analysis in place,” says lead Ghost War game designer Alexander Rice. “We have a team that's dedicated to analyzing the stats that come out of the game, so we'll have that, plus we plan on course-correcting throughout the game if we need to do balance changes and such.”

PROGRESSION EXTENDS ACROSS PVE AND PVP
The competitive multiplayer experience may happen away from the campaign, but Breakpoint doesn’t divorce player progression into two tracks. Instead, your character carries over the same cosmetics, weapons, attachments, and other unlocks from one mode to another.
“Everything you do, whatever you choose to play, all the time you invest in the game will feed your character,” says creative director Eric Couzian. “You'll never waste minutes in the game.”
This extends to the classes and perks you unlock as well. Breakpoint will have four classes (assault, sharpshooter, panther, and field medic) and around 30 perks when it ships. You can equip three perks at one time, and the vast majority of them are viable options regardless of which mode you’re playing. Some just have a base value. For instance, Slim Shadow increases your stealth 60 percent. Others have trade-offs like the Twig perk, which increases your health regen speed 100 percent but drops your maximum health by 50 points. Only a few perks are designed specifically for PvE; other than those you can mix and match between the roughly 30 perks however you see fit.
Since progression is shared, Ubisoft wanted to make sure you can gain XP at a similar rate no matter which mode you are playing. “There's pretty much a parity,” Rice says. “The philosophy behind PvP and XP gains and especially rewards is that we compare PvP with the higher skill activities that you get in PVE.”
All weapons and attachments are shared between modes, but since Breakpoint employs a level-based loot system, not all guns are created equal. To prevent high-leveled players from running roughshod over ill-equipped newbs in Ghost War, Ubisoft Paris says there is a loot-level cap in place to normalize damage. You can still bring legendary weapons to the party (Ghost Recon’s version of exotics), but their stat increases are marginalized when you turn your sights on fellow players.
Progression may be shared across the campaign and multiplayer, but Ubisoft says Ghost War rewards players with unique customization options you can’t find in the wider region of Auroa.

MAPS & MODES
Since Wildlands shipped without PvP multiplayer, the Ghost War developers had the tricky task of taking locations from the Bolivian map and retrofitting them for competitive play. Working from the ground up on Breakpoint, they had the leeway of handcrafting these maps to tailor them specifically for PvP. Their objective? Make each map viable for all tactics and play styles.
Breakpoint will ship with six maps to start, two of which we experienced in a hands-on session. Since the community clamored so much for a snow map when Ghost War was introduced to Wildlands, Ubisoft wanted to make sure it shipped one off the bat for Breakpoint. The other map we played, Skell Port, is essentially an improved version of the popular Quarry map set in an industrial offloading port.
Six maps seem paltry compared to other shooters with multiplayer components, but to give the play experience more variety Ubisoft can change the time of day and weather on each. Players can also set up custom matches with variable settings. For instance, if you want a pure combat experience you can remove the presence of drones.
Ghost War ships with two modes at launch – elimination and sabotage. None of the maps feature NPCs or vehicles.

HOW DOES IT PLAY?
One of the edicts driving the design decisions with the new version of Ghost War was to encourage active gameplay and not reward the passive play, which is immediately noticeable when you fire up the game. One of the main ways Ubisoft accomplishes this is the new randomized, scattered loot. Soldiers no longer start with supplies like grenades, health syringes, or drones. Before the match begins, players can look at a map overview to see where the loot caches are located, pinging them to provide direction for teammates. Once the match starts, players scramble to grab a few supplies before the bullets start firing. All of the gear operates as consumables, so once you’ve used your drone it’s gone.
After the rush to stockpile resources, the focus turns to moving into position and identifying threats. Drones aren’t nearly as powerful in the new version of Ghost War as they were previously. The detection mechanics are now more demanding, so you must be within 200 meters to get a drone to mark an enemy. The blast radius for taking down drones is super forgiving as well; all you need to do is aim in its general direction to end the surveillance. I’ll have to play more to determine if the drones feel too nerfed, but my first impression is I like their limited effectiveness. If you are tagged, it also seems easier to lose your mark.
The blending between campaign and multiplayer makes its presence known in the gameplay as well, particularly with the light survival mechanics introduced in Breakpoint. Falling or jumping off higher levels can result in injury and even death, and when you’re injured you may need to take a breather to apply a bandage to regain mobility.
As in Wildlands, the best-of-three showdowns are fraught with tension and anticipation. To encourage more firefights, the elimination mode now features a shrinking combat zone like a battle-royale game. This ensures more matches end in fireworks instead of stalemates where teams are comfortable entrenched in distant cover. Ubisoft says you cannot turn off the shrinking combat zone for a more MilSim experience, but if the community requests it the devs will look into making it an option for custom matches.

POST-LAUNCH PLANS
As with every Ubisoft game, the publisher has big post-launch plans in mind for Ghost Recon Wildlands. Ghost War will be receiving regular updates that include balance changes and new maps, modes, events, classes, and even raids. Community feedback will help drive the evolution of the experience as well.
Ghost Recon Breakpoint releases October 4 for PS4, Xbox One, and PC. You can get your hands on the game in advance during the beta that kicks off September 5. To learn more about the game, read our previous coverage:
- Everything You Need To Know About Ghost Recon Breakpoint
- Touring The Archipelago Auroa
- Ubisoft Explains Why Ghost Recon Breakpoint Has A Fictional Setting
- A.I. Partners Coming To Ghost Recon Breakpoint Post-Launch
- Finding Authenticity In Ghost Recon Breakpoint's Fiction
- Exploring Ghost Recon Breakpoint's Crafting And Endgame Content
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Publisher: Sony Pictures VRDeveloper: Tequila WorksRelease: 2019Platform: PlayStation VR, Rift, ViveGroundhog Day: Like Father Like Son is the unexpected virtual reality sequel to to the 1993 film starring Bill Murray, Groundhog Day. In the game, you play as film protagonist Phil Connors' son, Phil Jr., as he lives out the same fate his father endured by living the same day (Groundhog day) over and over.
The game has a release date as well as release platforms platforms, and a new trailer (which you can see above). It is coming September 17 to PlayStation VR, Oculus Rift, and HTC Vive for $29.99. For more on Groundhog Day: Like Father Like Son, you can watch our interview with the game's various creators below.
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Hello Exhawk,
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.
Exhawk joined on the 08/19/2019.
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Publisher: 505 GamesDeveloper: Typhoon StudiosRelease: 2020Rating: Rating PendingPlatform: PlayStation 4, Xbox One, PC

We last took Journey to the Savage Planet for a spin just ahead of E3 earlier this year and found that the game excelled in comedy but had a few other edges to clean up before release. It looks like the game is going to have all the time it takes to really make something special, however, as 505 Games has revealed that the Alex Hutchinson's planetary exploration game will release on January 28.
Alongside the release date, we also got a brand new Gamescom trailer for the game, letting us explore a bit of the eponymous savage planet and the game's newly-announced multiplayer co-op mode.
Click here to watch embedded mediaThe trailer shows off areas like the Jellywaft Islands, Swamp Gully, Fungal Forest, and more. You will be able to explore all these places with an online co-op partner of your choice, as well.
Journey to the Savage Planet arrives on PlayStation 4, Xbox One, and PC on January 28.
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Hello cheplaysit,
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.
cheplaysit joined on the 08/18/2019.
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Hello Ronaldrocket,
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.
Ronaldrocket joined on the 08/18/2019.
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Hello loophole8,
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.
loophole8 joined on the 08/18/2019.
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Hello BuckeyeChi85,
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.
BuckeyeChi85 joined on the 08/17/2019.
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Publisher: AtlusDeveloper: AtlusRelease: 2020Platform: PlayStation 4

At today's Atlus Art Show, the developer and Sega subsidiary showed off art from their games, including Persona. It made sense, then, as a place to announce a release window for Persona 5 Royal in the west, as the revision of 2017's massive JRPG has not had anything narrowed down past just the year of 2020. Atlus has now confirmed that the game will release in the west in Spring of 2020.
Additionally, we got a new trailer confirming that date courtesy of Sony, calling it a Gamescom trailer.
Click here to watch embedded mediaThe trailer shows off new things like teamwork attacks, the new character and a lot more. We've also been keeping up on all the character trailers so far.
Persona 5 Royal is coming exclusively to the PlayStation 4 in Spring.
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Publisher: Bandai NamcoDeveloper: CyberConnect2Release: 2020Platform: PlayStation 4, Xbox One, PC

When Dragon Ball Z: Kakarot was named and officially shown off at E3 earlier this year, none of the footage showed anything past the Frieza Saga. In a game about Goku's life, it makes some sense that it would at least go through the part where he becomes a Super Saiyan, but fans were concerned it wouldn't go beyond that. Not only does the game go beyond that into the Android Saga, it includes the best filler episode from the show.
In the latest issue of Jump, the manga magazine that ran Dragon Ball, Bandai Namco revealed a few new things about the game. The game, as mentioned will continue through the Android Saga, meaning the Cell Games will likely feature prominently. It hasn't been said if the game will go past that, but Cell Games would make a logical end to the series, as would the following arc. In addition, Jump confirmed that one of the side missions in the game would be based on the 125th Dragon Ball Z episode where Goku and Piccolo get driver's licenses.
The episode itself was based on the cover to chapter 255 of the manga, wherein Piccolo attempts to drive a car with Goku backseat driving.
Finally, the game will introduce a new character, an ex-Ginyu Force member named Bonyu who left the squad due to her dislike of the poses. Considering she is described as "busty" in the magazine, her name is a less-than-tasteful Japanese pun. But it's Dragon Ball, so that's pretty par for the course.
Dragon Ball Z: Kakarot is releasing on PlayStation 4, Xbox One, and PC in 2020.
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Publisher: The Pokemon CompanyDeveloper: DeNARelease: 2019Platform: iOS, AndroidAs an offshoot/part-subsidiary of/separate entity from Nintendo, the Pokémon Company has been experimenting with mobile spinoffs of its mainline series for a while now, including Pokémon Go, Magikarp Jump, Pokémon Quest, and more.
Pokémon Masters, the company’s next attempt to capitalize on the Pokémon name through mobile, is a slightly different fantasy than we’re used to. Most Pokémon games have you capture, control, or take on the role of a critter; in Masters, the fantasy is squarely focused on the titular Masters, famous trainers from other games in the series. Rather than collect Pokémon, you’re essentially adding trainers to your team.
Battles in Masters are three-on-three affairs, in which each trainer is essentially a stand-in for a particular Pokémon, called “sync pairs.” In my demo, I played as a combination of a custom character who had a Pikachu, Misty controlling a Starmee, and Brock using an Onyx. Each sync pair has a role assigned to it, nudging toward building particular types of teams depending on what you want to accomplish. These pairs also level up as you use them.

Masters is split up into individual story, battle, and boss segments, which are all separate from each other and can be replayed. During story segments, I ran into other trainers like Sinnoh region champion Cynthia and Rose, one of the playable characters in Black and White 2, the latter of whom I was able to recruit (she uses a Snivy). All of these segments happen quickly and are about as frivolous as you'd expect, but it’s kind of fun to see to see trainers from different entries cross paths like this, even if their interactions were pretty shallow.
One thing to point out here is that, in both story and battle segments alike, Masters didn’t run well. I wasn’t able to discern what kind of tablet it was running on, but it definitely chugged below 30 fps, which put a damper on the whole experience. Character and Pokémon models certainly look nice (I’d go as far as to say it’s the best-looking Pokémon on mobile), but the slowdown was hard to ignore. This close to release (Masters is out August 29), I can’t say I’m too hopeful performance will improve by launch.
Click here to watch embedded mediaThat’s a shame, because while basic, the combat in Masters seems alright. My demo was too short to really get to a point where it challenged me (it was more of an extended tutorial), going in expecting an entertaining timewaster (the kind that’s proliferated on phones) and not complex narratively engaging experience, I saw some interesting ideas here.
If you’ve played Clash Royale or the recent Teppen, Masters’ combat will feel familiar. Using your trio of sync pairs in real time, you wait for a move meter to fill up so you can use your attacks. Each Pokémon I used had two or three attacks, each with different elements and which used one or two segments of meter. Each trainer also has a trainer ability (which also uses up your move gauge), which could include using potions or other items.

The action is snappy, something you’d want in a game made to be played in short bursts. Before making your move, you can select one of your opponent’s Pokémon, which lets you match elements to exploit your opponent’s weaknesses. There’s also a special attack you can execute with all three of your sync pairs after pulling off a certain number of moves, though the battles I played didn’t last long enough for me to use it. The story segments ended up lasting longer than the battles I played; that will hopefully change as battles become more elaborate later on.

I see the potential for something neat in Masters; with some more challenging encounters that require you to think on your feet about which attacks to throw at which target and when, it could be a decent way to make a commute disappear. But judging from the short demo I played, I’m not convinced that’s what I’ll get; most recent Pokémon games have skewed towards the easy side, so I don’t expect Masters to throw any major twists my way. I also didn’t get a chance to look at how the game plans to implement microtransactions, which look to replicate a "gacha" system similar Fire Emblem Heroes. And I definitely don’t think most phones will run it well enough for people to give it a shot, which could end up being a shame in its self.
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Hello rupo88,
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.
rupo88 joined on the 08/17/2019.
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Hello Nir777,
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.
Nir777 joined on the 08/16/2019.
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Publisher: Gungho Online EntertainmentDeveloper: GungHoRelease: August 16, 2019Platform: Switch

Grandia HD Collection was announced for Switch some time ago, but its release date kind of snuck up on people. GungHo announced fairly recently that the game would be hitting Switch today and Grandia 1, which had not been on PC before, would make it to Steam next month. The Switch version of Grandia II is based on the previous PC port, while Grandia 1 has not made it elsewhere yet.
If you're a fan of Grandia and wanted to see how the Switch version looks, GungHo put up a launch trailer for the eShop release today.
Click here to watch embedded mediaThe game definitely had some filters applied, but also appears to be re-rendered in a higher resolution. It does not appear to have any of the Saturn version's extras, however.
Grandia HD Collection released on Switch today. Grandia 1 comes to Steam in September.


























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