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UHQBot

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  1. chiefs_15_mahomes_001.jpg

    Publisher: Electronic Arts
    Developer: EA Tiburon
    Release: August 2, 2019
    Rating: Rating Pending
    Platform: PlayStation 4, Xbox One, PC

    Sports minds often argue that quarterback is the most influential position in sports. The modern NFL is predicated on signal callers identifying defensive tendencies, making pre-snap adjustments, and attacking perceived weaknesses with arm strength, accuracy, and sometimes their legs. If your quarterback can't handle these responsibilities while also avoiding the 250-pound pass-rushing monsters breathing down his neck, chances are your team is heading for a high draft pick next season. We've seen it play out time and time again throughout NFL history. When Peyton Manning missed the 2011 season with the Indianapolis Colts due to a neck injury, the perennial playoff team that had made nine straight postseason visits plunged to a franchise-altering 2-14 record. That disaster season ultimately led to the end of Manning's Colts career and the drafting of Andrew Luck.

    Quarterbacks have always played a critical role in the Madden series – see Michael Vick in Madden 04 – but athleticism often rules over accuracy or pocket presence. The changes EA Tiburon introduces in Madden NFL 20 could make the position more influential than ever, whether we're talking about those highly mobile quarterbacks or the more traditional passers who tear apart defenses with quick decision making from the pocket. Here are four reasons why the quarterbacks could dominate play in multiple ways this year.

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    Superstar X-Factor Abilities Give Quarterbacks Extra Influence

    No position gains more from Madden NFL 20's new signature abilities than quarterbacks. Scrolling through the complete roster of X-Factor players for each NFL club, only quarterbacks had more than two different superstar abilities, with some of the top signal callers having as many as five. Not only that, some of their abilities make the players around them better.

    For years, pocket passers like Tom Brady have never felt as dangerous in Madden as they are in real life. The GOAT may actually feel like the GOAT in Madden 20 if his signature abilities make a true difference. One of Brady's abilities gives him four additional hot routes at the line of scrimmage, while another helps his offensive lineman hold their pass blocks longer than they will for other quarterbacks. Drew Brees also has a teammate-altering superstar ability that gives his running backs surer hands when catching balls out of the backfield.

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    RPO Unlocks The True Potential Of Athletic Quarterbacks

    The run-pass option has become an NFL staple over the past couple years, and it's finally coming to Madden this year. These plays rely on quarterbacks to quickly read the defense and determine whether to hand the ball off to a running back, target a receiver breaking off the line of scrimmage, or tuck it and run themselves. Having a stable of RPO plays in the playbooks should make mobile quarterbacks like Cam Newton, Lamar Jackson, and Madden cover athlete Patrick Mahomes even more dangerous than they already are.

    Increased Pocket Mobility Should Make Avoiding The Pass Rush Easier

    In a throwback to earlier Madden titles, this year's game re-introduces the ability to close the passing windows at the touch of a button and turn your quarterback into an instant run threat. Whenever you feel the heat bearing down on you or identify a huge hole in the defense downfield, you can tap the left trigger to toggle the passing windows off and turn your QB into a runner, giving you the full suite of jukes, spins, and stiff arms. Should you avoid the pressure and still find yourself behind the line of scrimmage, you can tap LT again to toggle back to the passing windows. This feature is a welcome return and should help aware passers avoid oncoming rushers and make something out of nothing.

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    The New Pump Fake System Can Draw Defenders Out Of Position 

    Many NFL quarterbacks use pump fakes to freeze defenders and give them that small opening they need to thread the ball to a receiver. Madden 20 introduces an improved system that lets you pump fake to any receiver by double tapping the button of the intended target. Should you time it perfectly on a double-move route, your chances of getting the defender to bite on the fake go up dramatically. Some quarterbacks with killer pump fakes like Ben Roethlisberger even have superstar abilities that increase their success rates even further.

    Taken together, these new features should make elite quarterbacks more deadly than they've felt in the past. And if you don't have a top-tier gunslinger, just like the real NFL, you're going to want to get one ASAP.

    View the full article

  2. fifa20volta6.81500b.jpg

    Publisher: EA Sports
    Developer: EA Canada
    Release: September 27, 2019
    Rating: Rating Pending
    Platform: PlayStation 4, Xbox One, PC

    FIFA 20 debuted at EA Play today, and while we didn't get hands-on with the new FIFA Street-esque Volta Football mode, we did come away with plenty of details about how it works and what it does and doesn't have, as well as gameplay impressions from regular 11 v 11 play.

    You can read the basics and take a look at the first trailer here. Plus here are some more details on Volta.

    • Microtransactions – "We're not launching with any kind of microtransactions in Volta," says executive producer Aaron McHardy. "Everything you get in the game you unlock through challenges or by earning the in-game currency." It's unknown if that means there might be mictrotransactions after launch, but that might be reading too much into McHardy's wording.
       
    • Online Play – You can play others online in the Volta League, which features promotion and relegation, but there is no Pro Clubs-style online co-op team play. A friend can, however, come over and you can both play on the same side in the league against another online player. Referring to online co-op team play, McHardy says, "We're not dumb, we know it's what people want."
       
    • Customization & Content – Apart from the normal custom clothes, celebrations, tattoos, and other ways to make your avatar your own, there are both preset facial options and analog face morphing for features like your nose or mouth.
      You pick your home court, but you can't apply custom graphics, for instance to the ground.
      In terms of getting more diverse looks for your crew, like Ultimate Team's squad battles, as you play matches in the mode you'll go up against the A.I. representations of real-life players. Win and you can steal those players for your side.
      New content will be added via seasons every four to six weeks.
       
    • Volta In Other Modes? EA Canada isn't saying if your progress in Volta unlocks something in Ultimate Team, for instance, or vice versa. However, given that this kind of thing has happened in past years between The Journey and Ultimate Team, we'd be surprised if it didn't.
       
    • Taunts – Apart from flair moves like skill tricks and fancy shots, etc., Volta also has taunts. While these don't dupe your opponent into a stun animation for instance, they may be used as part of a progress challenge.
       
    • Volta Story – This part of Volta Football isn't a story mode per se like The Journey. Instead it introduces small-side football in general, trains you in skill moves, and is a good multi-hour, optional, starting point.
       
    • Simplified Volta Skills – You can perform all the normal skill moves you already do in FIFA, and you can also make use of simplified skill moves using the triggers and moving in a direction. From here the game will choose an appropriate flair move for you.

    What about regular 11 v 11 gameplay? I got a few matches in, and here are some of my initial observations. The game doesn't come out until September, so it's still early for changes to be made.

    • Jostling – Added refinement in this already solid gameplay element produces more loose balls as well as even stumbles for the defender and some fouls.
       
    • Shots – While I want to see more shots in different situations, in my limited play time I've already seen some new goals as well as some off-target shots when using the outside of the foot. I've also seen some shots taken from otherwise good spots take appropriate deflections off defenders.
      In terms of shot and pass power, I still had the odd time when both felt weaker than I was expecting.
       
    • Defending – Developer EA Canada has already said it wants to make it so players can't just let the A.I. do all the defending, and in this sense I've seen times when your A.I. teammates don't always aggressively steal the ball. Going forward this is a tricky area, as A.I. defenders still need to make smart choices and not just stand around.
       
    • Penalty/Free Kick – New this year is the ability to add spin by flicking the right analog to curve the ball around the wall or apply top spin or hit a knuckleball or driven shot.
       
    • Game Speed – Overall the default pace felt slower than last year.
       
    • Player Switching – As of now, this is an area that still needs work.

    View the full article

  3. giants_26_barkley_002.jpg

    Publisher: Electronic Arts
    Developer: EA Tiburon
    Release: August 2, 2019
    Rating: Rating Pending
    Platform: PlayStation 4, Xbox One, PC

    The thing that all Madden fans want to know about Madden 20 is whether it not it feels better than last year: It does. I played four games at the EA Play pre-E3 event, and the word that comes to mind is "smoother." What does that mean, exactly? That's hard to say specifically without spending more time with the game, but it seems like players have a little more weight to their movements and the transitions between some of the animations are better. Perhaps kinks in the RPM motion tech have been worked out. Whatever the changes, they're subtle but they're there.

    Now, that doesn't mean that there won't be bugs – I'm sure there will be. That also doesn't mean that the gameplay problems from previous years are all fixed. In my relatively short time with the title, I saw instances where catching and defending animations got jumbled up and passes weren't caught for inexplicable reasons. Gameplay is what we're going to experience most when the title comes out, so I can only hope more progress is made on this front before release.

    The other big topic for Madden 20 are the Superstar and X-Factor abilities. Obviously these will have to be correctly balanced in the final game, but honestly, it was hard to tell much about them in the time I had with the game. The X-Factors only trigger after you meet the criteria like completing a certain amount of passes, and I didn't come into any situations where it felt like someone was getting a huge boost – which could be a good sign that at least they're not completely taking over the game at this point.

    Nevertheless, much more time is needed with the game to see what bears out, so I'm looking forward to reviewing the game as the August 2nd release date nears.

    Here are some other random tidbits I gleaned in my hands-on time with the game (on both competitive and simulation gameplay settings and pro and all-pro difficulty): 

    • When playing on the defensive side of the ball, I noticed the shape of the pocket changing my sack opportunities, with smaller gaps inside and between the guard and the tackle. In general, I had less success than usual trying to come inside against tackles on the perimeter.
       
    • I didn't notice much different in the run blocking either inside or outside. The running itself, as I alluded at the start, felt better.
       
    • One thing I could not get used to while playing was the timing/arc/speed of the deep ball. Using different caliber of QBs, it simply felt like the deep ball took too long to drop, causing several instances – both when I was throwing the ball as well as my human opponents – where the defensive back could get good position and pick the ball off. I know Madden 20 has new pass trajectories, so perhaps this is something that's still being tweaked.
       
    • Run-Pass Option plays (RPOs) require quick decision making. Make reads before you snap the ball, because you'll only have a split-second to decide whether to hand the ball off or throw it. If you miss the window the QB will default to a run or pass depending on the play. However, for some RPOs if you hold on to the ball before passing you'll get an illegal man downfield penalty. Overall I liked running RPOs, and I'm sure after some practice I'll sprinkle in a few of my favorites into my regular rotation.
       
    • The new pump fake controls (double tapping the receiver's icon button) feels really good and smooth. I'm definitely going to be doing this more this year.
       
    • While in the pocket, QBs can also pull down the ball by tapping the left trigger. From here he can perform ball carrier moves like spins and jukes. The mileage on this action is going to vary by QB and player, as it takes a cool customer to dance around the pocket without getting yourself into worse trouble, but the high-end users are probably going to feast on this.

    After playing the game, what am I most excited about? Even though I don't have a full impression of them yet, it's probably the Superstar/X-Factor abilities and the scenario engine. The abilities in particular could do a great job of bringing out the best of what the NFL has to offer and enabling some satisfying, dramatic games that payoff through being able to utilize and execute with the best players on your roster. Or they could be an unbalanced mess that developer EA Tiburon has to chase their tail on after launch.

    Like a lot of what I experienced today, there's potential for things to go either way at this point.

    View the full article

  4. 2019-06-08_12_00_21-ea_play_2019_live_stream_-_youtube.jpg

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    Publisher: Electronic Arts
    Developer: Respawn Entertainment
    Release: November 15, 2019
    Platform: PlayStation 4, Xbox One, PC

    At today's E3 EA Play event, the company unveiled the first gameplay for their much-anticipated Star Wars game, Star Wars Jedi: Fallen Order. The demo shown off presents a decent chunk of the game, clocking in at nearly 14 minutes. Here you can see how combat, platform, and all some of the parts between those two verbs will work. We also get to see a glimpse of some of the Purge Troopers, and some K-2SO-style droids, though they're not as quippy.

    If you're looking for more Star Wars, check out this month's cover story! You can read our full cover story on the game for free right here. Also, make sure to check out our coverage hub below, which will be updated with new stories throughout the month.

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    View the full article

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    Publisher: EA Sports
    Developer: EA Canada
    Release: September 27, 2019
    Rating: Rating Pending
    Platform: PlayStation 4, Xbox One, PC

    EA Sports has just released the first trailer for FIFA 20 featuring Volta Football, an homage to the old FIFA Street franchise.

    The official FIFA website lists different ways to play Volta in the game, including a story based mode, a league (with promotion/relegation), and a journey to build your squad. The size of the sides range from three to five a side with keepers optional, as well as professional Futsal. The size and location of the venues can also change – including those with walls to run or flick the ball off of.

    Players can customize their avatar (male or female) from clothes, hairstyles, tattoos, celebrations, and other flair items, some of which will be unlocked by beating various challenges. No word whether Volta has microtransactions.

    We should hopefully get our hands on Volta via FIFA 20 this weekend at EA Play.

    View the full article

  6. Publisher: THQ Nordic
    Developer: Black Forest Games
    Release: 2020
    Platform: PlayStation 4, Xbox One, PC

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    Today, THQ Nordic announced that Destroy All Humans for modern platforms, a complete remake of the 2005 cult classic. The game followed an alien invader from outer space landing on Earth with a mission to take it over by, what else, destroying all humans. The THQ game appealed to a lot of players for its comedy and wanton destruction, so fan demand for new entries has been fairly loud and consistent.

    You can check out the trailer for the game below.

    Click here to watch embedded media

    We got a chance to play a bit of Destroy All Humans recently and can report that it does in fact feel like the old games with a coat of modern tech painted over it while still being quite early. The developers at Black Forest Games have a lot of reverence for the old title and were able to procure not only the cut content from the original game, but also unused ideas they never implemented, all to be wrapped into the remake. While THQ Nordic describes the new title as a "shot-for-shot remake," they also mentioned that they want to expand things like the banter and dialogue between the two FBI agents that frame the story.

    Destroy All Humans was also on THQ Nordic's leaked E3 list that was posted during their 8chan AMA. The game will be released on PlayStation 4, Xbox One, and PC.

    View the full article

  7. screenshot-2019-06-07-09h33m34s830.jpg

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    After a tease yesterday, Playtonic Games revealed what's next for Yooka-Laylee this morning with The Impossible Layer. For the Yooka-Laylee follow-up, Playtonic has made a 2D platformer with what appears to be a 3D overworld that will have puzzles and some limited action mechanics. The soundtrack is being created by famed Rare composers Grant Kirkhope and David Wise.

    The game looks mechanically similar to Retro's Donkey Kong Country Returns series, which is strange when you think about it. Rare created the Donkey Kong Country series and then Retro created the Returns series based on Rare's take on Donkey Kong, and now Playtonic, a studio made of former Rare developers who are making games catering to those nostalgic for Rare's classic style, are making a game that looks a little bit like a game that Retro made based on Rare's work. To top it all off, Kirkhope and Wise's music (which you can hear a bit of in the trailer) wraps it all up to make it sound a bit like Donkey Kong Country/Returns. It's a weird thing.

    We don't know the exact release date, but Playtonic says it will release this year on PlayStation 4, Xbox One, Switch, and PC. We will apparently be learning more about the game during E3. For our review of Yooka-Laylee, head here.

    View the full article

  8. Publisher: Atlus
    Developer: Atlus
    Release: 2020
    Platform: PlayStation 4

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    Persona 5 The Royal is more than a simple re-release of 2017's major JRPG. Among other things, the new version is also adding an entirely new character, a ribbon-dancing gymnast named Kasumi, and integrating her into the game's story. Atlus has finally released the first video focusing solely on Kasumi and her interactions with the protagonist. 

    It's a Japanese language trailer, so unless you have knowledge of Japanese, said interactions might be a little lost on you, but there's still plenty to gleam from the footage below.

    Click here to watch embedded media

    From the footage, we can see that Kasumi spends some part of her story swinging at the pitching machines and not always being super successful. Atlus seems to go out of their way to not show when in the story you might be meeting Kasumi, as her Persona awakening and battle footage does not show any party members aside from Joker and Mona.

    Persona 5 The Royal will be releasing in Japan later this year, but will be coming to America exclusively on the PlayStation 4 in 2020.

    View the full article

  9. Publisher: Devolver Digital
    Developer: DeadToast Entertainment
    Release: TBA
    Rating: Rating Pending
    Platform: PC

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    It has been a year since Devolver Digital first revealed My Friend Pedro, a bullet-dancing sidescroller involving lots of killing and also a talking banana named Pedro, at their Devolver Digital presentation. The game had a short and intriguing trailer and we have been pretty into the game during our preview sessions with it. Now Devolver has announced that it will be just a few short weeks before we can play the final version.

    My Friend Pedro
    June 20

    Chat with Pedro then preorder on Nintendo Switch and PC to get 15% off: https://t.co/G27nCcDDQU pic.twitter.com/jOSYyoK7sJ

    — My Friend Pedro ?? (@deadtoast_com) June 6, 2019

    That's just two weeks from today. My Friend Pedro is sort of a creative action movie game, where you're armed with two guns and a knife and have to basically puzzle your way through rooms of enemies by finding the best ways to take them all out. This might mean rolling in through the door, kicking a frying pan into someone's face, shooting the frying pan in the air, and letting the ricocheted bullets take care of the other enemies.

    My Friend Pedro releases on Switch and PC on June 20.

    View the full article

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    Publisher: Sony Interactive Entertainment
    Developer: London Studios
    Release: May 28, 2019
    Rating: Mature
    Reviewed on: PlayStation VR

    Blood & Truth tells the trials of the Marks crime family in London, fending off rivals in a bid for survival. Make no mistake: The milieu quickly leans on your Guy Ritchie-inspired assumptions, employing criminal shorthand for the easiest imaginations. It’s not nuanced, but it’s appropriate for the medium – a VR shoot-‘em-up that mainly parades enemies right in front of your face. Bob’s your uncle, as they say.

    Shooting everything in your way is as easy as pulling the triggers on your Move controllers, but the movement system hampers the experience due to artificial constraints. Half the combat has the on-rails feel of an old arcade game, because you don’t have free movement. The other half is going to specific points in the environment by looking in that direction and pressing a button. These preset locations often offer cover, but don’t let you go backward to previous spots for a better vantage point, sometimes leaving your flank exposed. Speaking of cover, enemies don’t always make the best use of it, and combat feels like you’re on a moving walkway flanked by target-practice dummies.

    Click here to watch embedded media

    I like the way Blood & Truth uses VR in a few novel ways, like reloading by touching the bandolier on my chest to get a new magazine, and then bringing my hands together to slide it in. Likewise, the first couple of times rerouting a fuse to open a secure door, climbing a building scaffold, or even commanding a pair of DJ turntables are mildly amusing, but these are relatively minor tasks that don’t sustain interest in VR any more than they would in real life.

    Reloading gestures sometimes not registering in the heat of battle, the movement limitations, and bullet/aiming detection not functioning properly at times stress the already simple point-and-shoot gameplay, leaving even less to enjoy.

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    The title’s most consistent strength is not its gun gameplay, but its voice-acting. The characters aren’t revelatory, but the performances at least (in most cases) give the game something dependable. This is particularly important since even though Blood & Truth is predominantly a carnival shooter, you spend a decent amount of time watching the story unfold. Still, while there are plenty of swear words and tough-guy attitudes, the plain gunplay does not pair up with the tale of rival gangs to amount to a fully realized world. Instead, it’s like watching a series of cutscenes leading you to the next action setpiece. 

    Blood & Truth has some of the elements of the breezy English gangster flicks we’ve effortlessly enjoyed on the silver screen, but it lacks enough style and substance to make the formula work.

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    Score: 6.5

    Summary: This PSVR title has the guns and the English accent, but it's not enough to make the game more than a basic on-rails shooter.

    Concept: Go on a one-man crusade to save your family and its business interests

    Graphics: The graphics are slightly muddied, making shooting through the zoom scope not a good option

    Sound: The voice acting is well done, even if the Cockney villain is familiar to the point of comedy

    Playability: Actions like picking locks and climbing around the environment come off without a hitch, but reloading via both Move controllers can fail at crucial moments

    Entertainment: Developer SIE London captures the vibe of the city and its characters, even though the gameplay is standard shooting-gallery fare

    Replay: Low

    Click to Purchase

    View the full article

  11. strife1.jpg

    Darksiders: Genesis is not Darksiders 4, and while that may be disappointing for those invested in the series’ ongoing story about an apocalypse triggered before doomsday and all the ramifications of such an event, there are still plenty of reasons to be excited about this new entry. It marks the first playable appearance of horseman Strife, and the game is being developed by Airship Syndicate, which marks the series’ official return to its original artist, Joe Madureira.

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    Genesis is a prequel story in the Darksiders universe featuring the first playable appearance of Strife, the only horseman to have so far not received his own game. Unlike the first three Darksiders games, Genesis has more in common with Diablo than it does with The Legend of Zelda, or as was the case with Darksiders 3, Dark Souls. We visited Airship Syndicate in Austin, TX to spend some time with the new game and find out what this new approach to Darksiders means for the franchise.

    Genesis takes place well before the events of the first two Darksiders games. The apocalypse has not been triggered at this point, and Strife is performing his typical horseman duties by working with the council and doing as they so demand. Airship Syndicate sees the game as more of a sidestory to the larger Darksiders story. “It does come before, so technically, if you called it a prequel, that would not be wrong,” Joe Madureira says. The game came about because Airship wanted to return to the franchise it helped develop, so it pitched a smaller Darksiders game idea that it felt, as a smaller studio, it could deliver.

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    Strife Gets His Shot

    Among Darksiders’ four horsemen, Strife has received the least amount of attention, but Genesis marks his first playable appearance. He, along with all the horsemen, were designed by Joe Madureira during the early pitch stages of Darksiders 1, but his roles in 3 and Genesis meant it was time to look back at the original design, seen above. “What is this weird muscle-y stuff?” Madureira asks out loud while mousing over his first drawing of Strife, having pulled it up on a computer. He says Strife was originally inspired by the bio-organic armor of The Guyver anime. “We ended up going more ancient fantasy, so that just didn’t work anymore,” Joe Madureira says. His armor changed, but the core elements, like his hair, mask, scarf, and guns, are basically the same from his first drawing. His personality, on the other hand, has gone through a much bigger change. “At the very beginning I imagined he would be the Boba Fett guy that was everyone’s favorite who didn’t speak,” Joe Madureira says, but in Genesis Strife makes light of every situation and cracks frequent jokes.

    In our hands-on, we explored an icy section of hell, viewing the action from an overhead perspective. Strife has a melee weapon, but his primary means of attack are a pair of guns. With the angle of the camera staying locked from above, I am able to aim Strife’s guns using twin-stick controls. He has two different types of powerful special gun attacks that can be swapped on the fly. One is a continuous fire handy when focusing on a single enemy. Another feels more like a shotgun, firing off powerful singular blasts. These two special gun abilities use ammo, but enemies drop so much that there is no need to be conservative. Strife also has a standard fire usable in those rare instances when you’re out of ammo.

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    Playing as Strife I fought waves of enemies while moving through hell, solving the periodic lever-pulling puzzle, and outrunning lava floes. As I move away from the icy entrance of the beginning of the level, it gets hotter and more industrial with giant gears and elevators impeding my progress. A large demon mini-boss guards the end of the level and he has a minigun that also fires a collection of molten rocks into the air. He sends out waves of enemies which are easily dispatched and drop ammo so that I can use Strife’s special gun attacks on the mini-boss to eventually take him down with a violent fatality marked by a button icon floating over his head. This final kill attack is reminiscent of War’s fatalities from the original Darksiders.

    The general gameplay and Strife’s gun-focused action makes him feel different than the horsemen of the first three Darksiders games. I understand why the game is not called Darksiders 4 because of its alternative gameplay and narrative setup, but there is no denying it is visually part of the Darksiders universe, which is likely thanks in part to Madureira’s return.

    At the end of Darksiders 2, the team at Vigil was ready to move on from the Darksiders franchise, but when THQ’s collapse caused the studio to split apart and be refounded as multiple new studios it created new opportunities. “We didn’t say we never wanted to work on Darksiders again,” Airship Syndicate president and game director, Ryan Stefanelli says. “When THQ finally shut down in finality, it was kind of like – wait… we left this story untold. I think it would have been sad, speaking for me personally, anyway, to have never gotten the chance to return to the series would have been difficult, so I am happy we have another chance.”


    For a whole lot more on Darksiders: Genesis, make sure to read the upcoming July 2019 issue of Game Informer magazine.

    View the full article

  12. darksdierstrife.jpg

    The name Darksiders: Genesis was leaked earlier this week, but today a trailer officially announced the game and developer Airship Syndicate, which was co-founded by original Darksiders artist Joe Madureira, is the studio behind it. We had a chance to visit the studio and play with Strife recently and you can read our exclusive hands-n impressions right here.

    The trailer shows gameplay reminiscent of Diablo and shows both War and Strife working together to take on waves of enemies.

    We're incredibly excited to announce our second project at Airship, #Darksiders: Genesis! War and STRIFE(!) kicking 'donkey' and taking names, to hell and back. More details coming soon! #GameDev @THQNordic @JoeMadx #Xbox #PS4 #Switch #Stadia https://t.co/VuHI2wBxZn

    — Airship Syndicate (@AirshipSyn) June 6, 2019

    You can check out the trailer on IGN's YouTube channel below. The game is coming to Xbox One, PlayStation 4, Switch, PC, and Google Stadia.

    Click here to watch embedded media

    [Source: IGN, @AirshipSyn]

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  13. Publisher: The Pokemon Company, Nintendo
    Developer: Game Freak
    Release: Late 2019
    Platform: Switch

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    In today's Pokémon Sword and Shield Direct, we learned many new details surrounding the two upcoming titles in the popular Nintendo-exclusive franchise. One of the most jarring moments in the opening montage of the Direct came when four trainers encounter a massive Gyarados. One of the trainers threw a giant Poké Ball to reveal an equally massive Raichu. It turns out that one of the unique mechanics in Sword and Shield is a new phenomenon to the world of Pokémon called Dynamax.

    Pokémon from the new Galar region can Dynamax to grow to massive in size and supercharge their abilities. While Dynamaxed, the Pokémon's moves become Max Moves. However, a Pokémon only remains in its Dynamax form for three turns, so you need to be strategic about when you boost your Pokémon. After those three turns, it reverts to its normal form.

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    In the new Wild Area, you can connect with other players to compete in Max Raid Battles against giant Pokémon. In this new local wireless and online multiplayer feature, four players join together to battle wild Dynamax Pokémon. Unlike trainer battles, the wild Dynamax Pokémon keeps its giant form for the entirety of the raid battle. It also has special powers to make it even more challenging.

    In each Max Raid Battle, one trainer is allowed to Dynamax their Pokémon. If your team of trainers defeats the wild Dynamax Pokémon, you each have a chance to catch the raid boss. The Pokémon you encounter in these Max Raid Battles depends on which area you're exploring in the Wild Area, as well as the weather. Some Pokémon can only be caught through Max Raid Battles.

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    If this all seems a little strange to you, the residents of the Galar region appear as though they don't fully understand it either. In fact, Professor Magnolia is currently researching the phenomenon to learn more about it. Sonia is her granddaughter and assistant. They will also assist you and your rival, Hop, throughout your adventures.

    Pokémon Sword and Shield launch on Switch on November 15. To learn more, check out a first look at the new Legendaries.

    View the full article

  14. Publisher: 505 Games
    Developer: Typhoon Studios
    Release: 2020
    Rating: Rating Pending
    Platform: PlayStation 4, Xbox One, PC

    ao_sceenshot1.jpg

    Alex Hutchinson has had a bit of a strange journey in game development. As the creative director behind games like Assassin's Creed III and Far Cry 4, Hutchinson clearly likes big open worlds and traveling across natural sprawl. This makes complete sense the first time you boot up Journey to the Savage Planet, Hutchinson's new indie title which puts players in the role of a planetary explorer.

    Players work for exploration agency Kindred Aeorsopace, which investigates terraformable planets which sends their employees out to planets to explore how hospitable these globes might be for human habitation. The demo I played brought us to a planet that had been somewhat explored already, giving me a waypoint in the distance to fully map the planet out.

    In that way, Journey to the Savage Planet is similar to No Man's Sky, but without the randomization aspects. The planet I was on was not procedurally generated, it was designed by people with designated areas for stat upgrades, enemy spawns, and general exploration. This also means the planet can be divided up into different areas in logical ways, allowing players to actually solve the world around them.

    ao_sceenshot3.jpg

    Every life in Journey to the Savage Planet starts aboard your ship. Now you could easily jump straight to the planet surface and begin your adventure, but you would be missing the real start of the game: the commercials. On a TV screen on the ship, you can load a commercial each time you respawn, which advertises a space-age product or service in full-motion video. They're surprisingly hilarious and worth watching and it makes the deaths sting a little less.

    And things will definitely kill you. Enemies can vary from docile and non-aggressive goblin monsters to flying bugs that will stick stingers through your face. You have access to a gun, which is little more than a laser pea shooter, and a melee attack that does about the same amount of damage. That is to say, early on, it's better to avoid fighting aggressive enemies as you get to your goals.

    While my demo time with Journey to the Savage Planet was short, it did appear that was the main idea of the game: make it to goals. In this case, my waypoint for my next exploratory point was up on a steep cliff. The problem for me was to figure out how to get there. Along the way, you get stat-building items and catalog the unique wildlife, but the ultimate goal is to get from point A to point B and it is never as easy as a straight line. This task proved surprisingly complicated as I ended up platforming across a windy valley, trying to navigate a surprisingly circuitous path to a landbridge, and ultimately running out of time just ahead my goal.

    ao_sceenshot2.jpg

    While it was hard to get a taste of the game in the short time I had, I definitely got a better sense of its structure. It is trying to chart a path through design and non-linearity while letting players chart their own path. It remains to be seen how successful the game will be in the long term, but as an indie exploration title, it appears to be going somewhere interesting.

    View the full article

  15. Hey all,

     

    Lots going on with this patch so bear with the long post. Below is a breakdown of what's available in the Legendary Hunt Event as well as patch notes for a collection of fixes and quality of life additions to Apex.

     

    NEW LIMITED TIME EVENT: THE LEGENDARY HUNT

    gmfemdo5re231.png

     

    Apex Elite Queue

    June 4 – July 2

     

    Make it to the Top 5 in any match, and earn your way into a select queue full of Top 5 winners. Then prove you’re the best of the best by taking them all down!

    • The queue is optional. You can choose to play in the regular playlist at any time.

    • The Ring closes faster and damage for out of bounds has been increased.

    • Earn character specific badges that track Elite game wins.

     

    Two Additional Legendary Skins for all Battle Pass Owners

     

    • Players who have the Wild Frontier Battle Pass will automatically get the Legendary Honored Prey R-301 skin.

    • Players who reach Battle Pass level 15 before the end of the event will get the Wraith Night Terror Legendary skin.

     

    Legendary Hunt Challenge Rewards

    June 4 – June 18

     

    Complete special in-game challenges to score free Legendary Hunt loot! Don’t lose sight of your prey – these rewards are event exclusive, and once it’s over, they’re gone for good.

    • Legendary Hunt Badge – Finish in the Top 5 in any match. Tracks your longest Top 5 streak in the Elite Queue.

    • Rare Wolfpack G7 Scout weapon skin – Finish in the Top 5 in an Apex Elite match.

    • Epic Master of the Hunt Bloodhound Legend skin – Finish in the Top 5 in any queue five times (consecutive or nonconsecutive).

    • Legendary Tamed Beast Triple Take weapon skin – Win twice in any queue (consecutive or nonconsecutive).

     

    Battle Pass Bonus XP

    June 4 – June 18

     

    Earn an entire Battle Pass level when you finish in the Top 5 in any match (once per day).

     

    Double XP Weekend

    Friday June 7 at 10:00 a.m. PT – Monday June 10 at 10:00 a.m. PT

     

    Score double level XP and Battle Pass XP all weekend long! Does not include the Battle Pass level earned from finishing in the Top 5 each day.

     

    Legendary Hunt Store Skins

    June 4 – June 18

     

    New Legendary Hunt items will rotate into the shop every three to four days – these items are event limited, so they may be back, but no one can say when.

     

    1.2 PATCH NOTES

     

    KNOWN ISSUES

     

    “Teamwork” and “Bonus Round” Badges

    • We are working on a server side patch for these ASAP.

    Playstation sign in bug for new players

    • [affects Playstation only] There is an issue with some brand new players that do not already have an EA account linked to PSN being unable to sign into the game. We’re working a fix for this to get out ASAP.

    KINGS CANYON UPDATES

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    • Thunderdome has had some small changes to loot placement, mostly around moving loose loot into bins for more visibility on where the loot is.

    • The Pit has about 2x the loot in it

    • Repulsor has loot bins added to the west side of the area, on top of the trapezoid buildings.

    • Some loot added to the underground pit in the small town in Shattered Forest.

    • Added voice over lines that will callout Jump Towers when you ping them. You can now ping the jump towers.

    QUALITY OF LIFE / BUG FIXES

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    • Decreased the delay with items showing up in the menu when looting a Death Box.

    • Mini Map direction will now display correctly while in the ship or skydiving.

    • Improved server performance for some cases of rubberbanding when using items.

    • Removed an exploit that allowed a squad to have more than one of the same Legend.

    • Removed an exploit that allowed to "bunny hop" while healing.

    • Fixed issue where players might “bounce” off your squad when breaking off during a skydive.

    • Improved skydiving so it should feel more responsive and smooth.

    • Thermite grenades now cause damage to doors.

    • Squad Summary Page Improvements

      • cursor support added.

      • players can now mute / report players from this page.

      • players can now report teammates that have disconnected.

    • Caustic barrels can now be triggered or disabled by friendly teammates.

    • Added cooldown [.5 seconds] before you can reuse the last zipline you were on.

    • Pathfinder’s Grapple now has a blue crosshair indicator that will appear when the Grapple is in range of objects it can connect to.

    • When grappling a zipline, the trajectory will now pull players to a point below the zipline rather than above. This makes it so players are more likely to connect with the zipline instead of flying over it.

    • Made improvements to how weapon reticles and optics are displayed when playing with colorblind settings.

    • Added colorblind support for threat vision scope and Bloodhound’s Ultimate.

    • Removed the ability for players to change game settings not intended to be modified on a client level. Our intent is to prevent exploits like removing muzzle flash, disabling lighting, and other changes that give players an unfair competitive advantage.

    • We've reverted the behavior of "Holster Weapons" so pressing that button while your melee weapon is out will no longer bring out your last primary weapon.

    • Added ability to fully customize button layout for controllers.

    • Added localized voice overs for all Legends that now supports:

      • French

      • German

      • Spanish

      • Italian

      • Russian

      • Polish

      • Japanese

      • Mandarin

    • Fixed an issue where a player is unable to change their Party Privacy option.

    • Fixed the extra sway from the G7 crosshair while moving.

    • Fixed bug where cloaked Mirage was too noticeable.

    • Fixed a rare issue with using consumables while having a Caustic gas canister out.

    • Fixed an issue where shield cells and shield batteries would sometimes appear to be permanently stuck to the player.

    • Improved framerate when Sun shadow coverage is set High in Video options.

    • Fixed issue with the Long Distance Kill Badge not displaying the correct max distance.

    • Fixed issue with bad framerate when using Bloodhound’s Ultimate.

    • Fixed players being crushed by opening or closing doors when climbing onto a roof just above the door.

    • Fixed a crash related to model code.

    • Fixed issue where player would crawl very fast in place.

    • Fixed some rare cases of players getting stuck in geometry.

    • Fixed issue where Octane’s Stim trail would still linger after death.

    • Fixed cases where melee lunges could stop too far from their intended target.

    • Fixed issue with players not receiving any XP for anything after a match and the Champion Bonus showing as -1XP.

    • Fixed an issue where sometimes the audio and visual effects would not play when a weapon fires.

    • Lots of minor fixes and polish to game stability and performance.

    Please let us know how you feel about the changes here on AHQ or on the Reddit thread.

    View the full article

  16. Publisher: Capcom
    Developer: Capcom
    Release: Fall 2019
    Platform: PlayStation 4, Xbox One, PC

    monsterhunterworldicebornetigrex.jpg

    With Monster Hunter World selling so well, Capcom clearly decided not to spare any expense with the upcoming DLC expansion Iceborne. While they only briefly talked about it last year, in the last few weeks the developer has been pushing more and more information and footage of the expansion out after a debut during Sony's State of Play reveal. 

    You can check out the trailer below.

    Click here to watch embedded media

    Iceborne, which is supposed to be roughly the same length and number of monsters as the main game, seems to heavily feature a migration of Legiana, the ice wyverns that took your Handler for a ride in the mountains in a cutscene. They appear to be migrating to Seliana, which is also causing them to evolve somehow into a Shrieking Legiana. The trailer also shows off the Tigrex, which is just comboing and mauling the heck out of the player hunter, true to the Tigrex's style from previous games.

    The new hub is also supposed to offer faster access to all the various facilities, like weapon shops and palico equipment. The trailer also indicates hunters will be able to ride a jagras for the first time. There's also a small tease of Glavenus, the brute wyvern from Monster Hunter Generations, showing up at the end.

    Monster Hunter World: Iceborne launches on September 6 on consoles and this winter on PC.

    View the full article

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