Friday, 31 May 2019

Gunvolt Chronicles: Luminous Avenger iX will not be a Switch exclusive

So we got a little tease for a PS4 version of Gunvolt Chronicles: Luminous Avenger iX (it was previously just confirmed for Switch in mid-2018) thanks to a ratings board listing, but live at BitSummit today, a year after the announcement, Inti Creates has fully spilled the beans.

Gunvolt Chronicles: Luminous Avenger iX is out in September, and will get a simultaneous release on PC, PS4, and Switch: no "timed exclusive" nonsense, just full support for all three platforms immediately. Based on Inti Creates' wording, Gunvolt Chronicles is described as "taking place in the same universe as Azure Striker Gunvolt," re-confirming that its not a mainline entry. You can get a look at it in the trailer below, which is the first footage since 2018's teaser.

The trailer will give you an extended look at the protagonist Copen (who shared the spotlight with Gunvolt in the second core entry), a quick rundown of the ridiculous narrative, and a glimpse at a few of the bigger enemies you'll have to face.

Gunvolt Chronicles: Luminous Avenger iX will release on September 26 for $14.99.

Gunvolt Chronicles: Luminous Avenger iX will not be a Switch exclusive screenshot

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from Destructoid http://bit.ly/2Z4GANx

Daily Reaction: E3 Around the Corner, and the Rumor Mill’s a Churnin’

I love E3 time. While I may question the continued relevance that the show itself has moving forward, there’s no denying the fever pitch of news, rumors, and leaks coming from all angles. Some of these things are going to be early announcements from publishers and developers themselves, trying to get a spot of attention away from the rest of the noise. Some are going to be leaks, verifiable information that makes its way out into the public space ahead of an official announcement. These often happen thanks to innocuous things like pictures of keychains being produced for a game that has yet to be announced. Sometimes, these “leaks” are actually carefully crafted publicity to increase the thrill of finding out the information by riding the hype. Other times, they ruin a surprise. It can often be hard to determine which is which. And then there are the rumors.

Ah, the good old rumor mill. Here’s where people need to keep their salt shakers handy, because rumors are often theories formed by connecting the dots between various information points. Without a key telling us what the picture is supposed to look like, we too often draw the pictures we want to see, rather than the one that it actually creates. It might start somewhere in a truth, but it often ends up in an assumption or theory that only seems credible thanks to confirmation bias.

Right or Wrong, Rumors Can be Conversation

Take this rumor about the Ghost of Tsushima release date. It begins with a truth. Amazon UK has an image of the box art showing the PEGI rating for the game already, which is unusual for games that don’t have release dates yet. There are a number of possible explanations for the image, but the extrapolation that people like to hear is that it means a Ghost of Tsushima release date is incoming. I mean, we got the Death Stranding release date recently, right? And it’s a PS4 title, so that means it has to release before the PS5 comes out, right? Confirmation bias makes us want to believe this rumor. It’s a conversation point. It’s interesting. And it’s just as likely that it’s wrong.

Could the PEGI image mean something? Well, sure. It could. But there are just as many points of evidence that say this is nothing. The game doesn’t show up on the PEGI website. The NA Amazon listing shows the Rating Pending ESRB image. Recent hiring at Sucker Punch indicates the game is still a ways off. Then there’s also the unique possibility that this rumor is true, and Ghost of Tsushima will release within the next year, but the Amazon image has nothing to do with that.

Ghost of Tsushima Release Date Featured

Whether the rumors are right, wrong, or somewhere in between, they sure are fun to talk about. It’s a cultural thing. I remember watching through the entirety of LOST in real time over the course of six year. I talked with friends at work that watched it. I visited online forums to trade theories about the show. We looked at pieces of evidence to analyze even the smallest details and draw conclusions from these. I’d say we were probably wrong more often than we were right, but it was an exciting moment of community that brought us together to talk about something we all loved.

E3 offers that same opportunity of community discussion around games. Whether we’re right or wrong, we get the excitement of tons of new information and we can talk about all of our theories and rumors, no matter how crazy they are. It also brings these games into the conversation outside of traditional announcements. Sucker Punch isn’t talking about Ghost of Tsushima right now, but because of something as small as a an image on Amazon, it’s entered the sphere of conversation.

Every year during May and June is an exciting time to be a gamer, not just because of the games we can play, but because of the conversations we can have. Games are fun, games are exciting, and E3 time—even if the show is losing relevance—always incites lots of great talk around games. Even if a lot of that talk ends up being wrong, it’s a great time to come together in our common interest of video games, and I love it.


Daily Reaction reacts daily to the video game industry. Have suggestions for the column or subjects you’d like us to react to? Let me know in the comments below and be sure to check out previous Daily Reactions for more dives beyond the headlines.

The post Daily Reaction: E3 Around the Corner, and the Rumor Mill’s a Churnin’ appeared first on PlayStation LifeStyle.



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Metal Gear Solid 4 vs. Metal Gear Solid V

Guns of the Patriots or Phantom Pain? - Before Hideo Kojima and Konami parted ways, the Metal Gear Solid series had a couple of mind-blowing final chapters so let's explore the gameplay and stories of each and see which snake comes out on top. Read more: Metal Gear Solid 4 vs. Metal Gear Solid V

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WSJ: Justice Department 'preparing' Google antitrust investigation

Late Friday, the Wall Street Journal reported, based on it anonymous sources, that the Department of Justice is preparing an antitrust probe of Google. The company has faced several similar investigations from EU officials, as well as investigations...

from Engadget RSS Feed https://engt.co/2WgK02v

Paul Allen's Stratolaunch is reportedly shutting down

Paul Allen's space company, Stratolaunch Systems Corporation, is reportedly closing down its operations. According to Reuters, the company is shutting up shop, but it's also exploring the possibility of selling its assets and intellectual property. A...

from Engadget RSS Feed https://engt.co/2Z4poYv

Mortal Kombat 11 welcomes Spawn and series veterans as DLC

After a tease yesterday and a literal 24-hour wait, NetherRealm has finally unveiled footage for Shang Tsung in Mortal Kombat 11. Along with giving us a glimpse of the sorcerer in action, we also have confirmation of another three characters that will be coming to the hugely successful fighter in the future. Series veterans Sindel and Nightwolf will be available as DLC alongside guest character Spawn, as was rumored a while back.

While this will probably sadden a lot of people, Shang Tsung's move set borrows commands from Reptile, Ermac, Rain, and Smoke from Mortal Kombat 9. He seems to be a mish-mash of his build from that same game and a bunch of characters that will likely not be making a comeback anytime soon. Not letting go of ties to the film, actor Cary-Hiroyuki Tagawa gives us his famous "YOUR SOUL IS MINE" line multiple times. The fatality is even a reference to the legendary Mortal Kombat II one. He looks like a blast.

If you nabbed the collector's edition or the "Kombat Pack" season pass, you'll be given one-week early-access to Shang Tsung on June 18. While the other characters aren't given a timeframe or footage, the trailer above ends on the note that two more guest characters will be heading into the fray. The chainsaw sound effect is confusing if only because Ash Williams actor Bruce Campbell already deconfirmed the character. Maybe that was all a ruse or Leatherface could be returning. We'll have to wait and see.

Mortal Kombat 11 welcomes Spawn and series veterans as DLC screenshot

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from Destructoid http://bit.ly/30YduB8

Samurai Shodown's Yoshitora readies his sword collection

SNK continues its weekly character trailer series, putting the spotlight on each of the warriors gearing for battle in the upcoming fighter Samurai Shodown. This week, it is the turn of Samurai Shodown V protagonist Yoshitora Tokugawa.

Created to be a successor of sorts to long-time hero Haohmaru, Yoshitora is yet another runaway samurai who was trained to be a shogun leader, but instead fled the clan to live it up with gals and booze. Armed with seven swords (each named after a woman in his life, save for one named after himself) Yoshitora is never too far from a blade, even if he has a rough time going through metal detectors.

Samurai Shodown's Yoshitora readies his sword collection screenshot

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from Destructoid http://bit.ly/2EIQnRr

Xbox Game Pass is making the jump to PC

Microsoft is finally bringing its Xbox Game Pass service to PC. Sort of soft launched last year with "Xbox Play Anywhere" titles, Microsoft has detailed a full outline for what Game Pass will be offering PC players in the near future. In addition to a rotating selection of over 100 games (many of which will be playable on Xbox One), Microsoft will be dumping the UWA (Universal Windows App) requirement and supporting Win32 applications. While that might be a bunch of techno-nonsense to the average consumer, what it means is that games will no longer have to specifically require Windows 10 or the Windows Store to be featured in Game Pass.

In a post over on Xbox Wire, Microsoft notes that Game Pass will launch with titles from well-known PC game developers and publishers. The mentioned companies include Bethesda, Deep Silver, Sega, Devolver Digital, and Paradox Interactive. Now that the UWA limitation has been lifted, we could end up seeing things like Total War, The Elder Scrolls, and Yakuza on here.

One of the more notable changes is that Microsoft will be bringing a selection of its games to other digital distribution platforms. While not technically a part of Game Pass, titles like Gears of War 5, Age of Empires 1-3 Definitive Editions, and the upcoming Halo: Master Chief Collection will be purchasable on Steam when they launch. Where Game Pass factors in is that players from any ecosystem will be able to play against each other and Xbox One players (for applicable titles).

More news about the service will be coming during E3, so make sure to watch Microsoft's conference when it airs on June 9, 2019.

Xbox Game Pass is making the jump to PC screenshot

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from Destructoid http://bit.ly/2KcsZPT

This Zelda: Breath of the Wild clip of Link fighting a Molduga is stylish as hell

The Legend of Zelda: Breath of the Wild was released on March 3, 2017, and I can still remember nearly every video I've seen of it.

The first one I ever witnessed was a bear running through the woods on fire, wrecking a forest, and from there over a hundred clips of players besting bosses, Guardians, and the environment are burned in my brain. People have broken and tested this game to its limits, but we're not done yet, over two years removed from launch. That applies to this new video from Ghulam_Jewel.

Basically, the player starts off with the high ground, goes down to fight the Molduga, then utilizes Revali's Gale at the right moment to pop up and escape the jaws of the beast: finishing it off with a slow motion bomb arrow. These little stylish touches are some of Nintendo's best work on Breath of the Wild, as it eventually allowed the creation of instances like this.

This Zelda: Breath of the Wild clip of Link fighting a Molduga is stylish as hell screenshot

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from Destructoid http://bit.ly/2IenX2C

Ubisoft's E3 2019 schedule features a lot of Tom Clancy

Ubisoft has dropped a short trailer revealing the games that will be in attendance at E3 2019, which takes place in Los Angeles in just a couple of weeks time. As you can see from the video below, if you like teams of people annihilating each other, Ubi has got your back.

Tom Clancy's The Division 2, Tom Clancy's Ghost Recon: Breakpoint, For Honor and the ever-faithful Tom Clancy's Rainbow Six Siege will all be in attendance, with the publisher discussing game updates and future content, as well as a "celebrity showdown" and, according to Ubisoft President and CEO Yves Guillemot: "one or two more things."

Ubisoft's E3 2019 schedule features a lot of Tom Clancy screenshot

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from Destructoid http://bit.ly/2KfSfEL

A year removed from its announcement, we may have more info on Gunvolt Chronicles

Back in May of 2018, Inti Creates announced Gunvolt Chronicles: Luminous Avenger iX at BitSummit. We haven't gotten much info so far other than that it'll be Switch-bound and that it'll star Copen (one of the protagonists from the second game), but thanks to a Taiwan Digital Game Rating post, we now know that Gunvolt Chronicles could be PS4-bound at some point.

As Gematsu points out, Inti Creates is set for another BitSummit appearance on June 1 (which will be the evening of May 30 in the US), so we'll likely get an announcement there. If not, it's still possible that Inti Creates can't mention the PS4 version in favor of honoring a Switch timed exclusivity deal, even if it's actually in the cards.

The Gunvolt series has really been doing work these past five years. It originally debuted on the 3DS in the form of Azure Striker Gunvolt in 2014, then was eventually ported to PC and Switch. The sequel was released in 2016, and Gunvolt has hosted two spinoffs: Mighty Gunvolt (2014) and Mighty Gunvolt Burst (2017). The star character of Gunvolt has also made myriad cameo appearances in other indie games.

Gunvolt [Taiwan Digital Game Rating via Gematsu]

A year removed from its announcement, we may have more info on Gunvolt Chronicles screenshot



from Destructoid http://bit.ly/2HM6PCC

Super Cane Magic ZERO Review – Saving Magic Pups (PS4)

If you’re tired of the same old gray and bloody action RPG, developer Studio Evil has just the game for you. Super Cane Magic ZERO is a not-so-serious take on the genre, as if the title didn’t make that obvious enough already. But looks can be deceiving, and this is one RPG that might deserve a longer look for those who so easily judge a book by its cover. Read our Super Cane Magic ZERO PS4 review to see if this co-op adventure is worth your time and moolah.

Super Cane Magic ZERO Review – Diablo, but Funny

Super Cane Magic ZERO is a twin-stick, hack-n-slash, action RPG with some roguelike elements thrown in for good measure. Studio Evil has teamed up with Italian comic artist Sio, who has come up with a story and art style all of his own design. There are not many games with such an art style, and one look at the title screen tells you what to expect: bright pastels, cheery chiptune music, and lighthearted antics all add up to a charming aesthetic that many will enjoy playing through. There’s even an in-game museum to revisit some of the stranger items found throughout the adventure.

The Unity game engine runs under the hood for Super Cane Magic ZERO, and the result is very smooth. Some occasional slowdown does rear its ugly head if there are too many effects on the screen at once, but the slowdown is usually over in a matter of seconds. The hand-drawn art style scales well to 4K on a PlayStation 4 Pro, though there are no apparent upgrades when played on such a setup. Perhaps the boost mode is in effect, but even if it isn’t the game still runs quite well, even as more players join in.

Super Cane Magic ZERO Review – Save Puppies Together!

Super Cane Magic ZERO supports up to four players in co-op and competitive modes. The entire campaign was built with co-op in mind, with enemies and loot scaling to match the number of players. Rewards are doled out about evenly, to ensure friends stay friendly. There are also multiplayer arenas to do battle in, with any characters unlocked from the main campaign. It’s a nice distraction, but when a full campaign beckons, the competitive mode feels like icing on the magical talking strawberry cake.

If quirkiness is your cup of honey, then Super Cane Magic ZERO will be right up your alley. The story involves the death of a wizard, whose dog turns magical as a result. Now this dog threatens the very existence of those on WOTF, a planetoid full of all sorts of interesting beings. Dogs are also called canes, sometimes. A lot of it doesn’t make perfect sense, but then that’s what Studio Evil seems to want to go with for this game. While many may find this art style and story endearing, others may not be able to put up with the zaniness for the entire length of the adventure.

Speaking of length, the story mode of Super Cane Magic ZERO is easily at least 20 hours long. On the harder difficulty levels, total campaign length will be padded somewhat as a bit of grinding may be necessary for some players, depending on skill level. There is a surprising amount of variety in the loot to be found, as well. Short-range options include sticks, swords (including some made of exotic materials, such as cartoon hearts), and even pirate hook hands. Longer-range options include crazy-looking ray guns, literal pea shooters, more traditional guns, and others. Armor, rings, and other accessories can also be found as they drop from defeated enemies or are found in chests, and each have various boons and other effects to help players along. Think Diablo, and you’ll understand.

Super Cane Magic ZERO Review – Eat It All

One thing most RPGs don’t feature is an emphasis on eating things. Generally speaking, most games in this genre have players using potions, eating specific items, or sleeping to regain health. Super Cane Magic ZERO, on the other hand, is all about consumption. Anything that can be picked up can be eaten. Since this includes just about anything that isn’t nailed down (other than NPCs), some interesting options are available. What’s more, the attributes of what is eaten are taken into account, and effects can be stacked. Obviously, eating something like a rock (there are at least four kinds!) won’t usually do you much good. But consuming a chunk of meat will increase your maximum health the first time you eat any sort of meat. Following this up with eating a carrot will usually result in extra effects being stacked, such as stronger attacks or a better chance at dodging. Eating too many categories of food will cancel out all effects, though, as the character burps and everything resets to base-level stats. There is some experimenting that needs to be done in order to figure it all out, but it’s a fun aspect of the game that few others have considered.

The RPG elements are evident in not only the attributes that food has, but in the skills tree. As bosses are defeated, new “beliefs” are unlocked, which each represent skills that can be unlocked by spending points every time a character levels up. Some of the more useful skills include being able to walk on water for up to ten seconds, being able to walk on lava for a while, and throwing objects further. There are several of these skill trees to unlock, and respec is an option thanks to some NPCs. These skill trees greatly deepen strategy options available to players.

Super Cane Magic ZERO Review – Aiming Pains

If there’s one area that could have used some touchup, it’s Super Cane Magic ZERO’s aiming system. The right stick is used to aim, both for items that have been picked up as well as weapons currently equipped. The thing is, the aiming interface is better equipped for throwing items than aiming weapons. A reticle shows up where any item will be thrown, while aiming a weapon merely shows a reticle under the player character, with a notch indicating general direction of attack. This can make longer shots hard to pinpoint, other than by simply shooting and tweaking shots after the fact. The dual-stick nature and pace of firing does lend itself well to mostly spray-and-praying offense, but some of the slower weapons make this experience slightly unpleasant.

Super Cane Magic ZERO is one RPG some gamers will be quick to dismiss, but that will be a mistake. Appearances can be deceiving, and the fugly exterior belies a deep experience, one that can even be rewarding and challenging. The inclusion of same-screen co-op and other multiplayer options ensure friends, foes, and frenemies can join in on the fun whenever they want. Aiming may be a bit awkward, and occasional slowdown can occur, but these are small issues in an action RPG that has a charming, Sio-inspired aesthetic, nice campaign length, and good looting options. This all adds up to a complete package in bright, dog-obsessed gift wrapping that fans of the genre should check out.


Super Cane Magic ZERO review code provided by publisher. Version 1.02 reviewed on a PlayStation 4 Pro. For more information on scoring please see our Review Policy.

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Celebrating A Series: Dishonored 3 – It’s Time To Take The Franchise To Pandyssia

PlayStation LifeStyle’s Celebrating A Series looks at some of the best games to come out in recent years and begs us to ask the question: “where is the next entry?” Recently, we’ve covered where Destiny 3 can grow the franchise, why we’re still waiting on Jak and Daxter 4, and what might follow-up Until Dawn. This week, it’s my pleasure to enter your brain space so we can together wonder how Dishonored 3 might continue the series now that the arc of Corvo and Emily is wrapped up.

The original Dishonored is one of my favorite games ever. It’s one of the best additions to a genre that’s easily in my top three: first-person stealth. A good, well-balanced stealth game is hard to create. Sneaking around needs to feel good, levels need to be designed with smart verticality, and combat cannot feel too powerful nor too cheap. Dishonored nailed all of this while being set in an interesting world and backed by a really rewarding narrative. I always loved Corvo’s creepy metalwork skull mask, so when Dishonored 2 was announced and Arkane revealed a Collector’s Edition that came with a replica of that mask, I was all in. If only the mask was designed to be worn. Then again, where would I even be able to wear such a chilling thing?

Dishonored 3

Bethesda’s E3 press conference is coming up fast, and the one thing I’m hoping to see from them is an announcement for Dishonored 3. I know Ricardo Bare went on the record mid last year to let fans know that the series is “resting for now,” so the chances of an announcement are slim. Still, we don’t know what Arkane Studios is working on other than DLC for Prey.

Where can the story of Dishonored 3 go now?

We know next to nothing about what Arkane or Bethesda want to do with Dishonored 3. There are a few key bits of information that we do have to help us speculate on what is next for the franchise.

We know that the game will move away from Corvo and Emily’s stories. So, a whole new cast is likely to be found in a different part of the world. If the current cast of characters is being retired, there is really no way of guessing who might be the star of our next sneaking spree. We can look at what new settings the game could take place in though. From there we could kick around an idea for what sort of character we might see.

We’ve explored a large chunk of the Empire of the Isles. We’ve been to Gristol and Serkonos, which leaves either Tyvia or Morely left to be explored. Maybe we will follow another royal family on one of these two unseen islands. Perhaps it will go the total opposite and tell the story of a beggar tasked with taking down fanatics around the island. Arkane may choose to stay in the Isles to use the similarities in technology and class systems so that players still feel familiar with the series while it’s being revamped.

Dishonored 3

Arkane could also choose to throw that out of the window and fully commit to taking players on a completely new journey. In the unnamed world that Dishonored takes place in, there is a huge landmass to the east of the Isles known as the Pandyssian Continent. This region has not been touched by the series, apart from a few mentions in notes scattered around. Pandyssia, while being a large area, is mostly an unexplored jungle and is believed to be inhabited by small tribes of less advanced people.

If Dishonored 3 takes places some number of years after the current arc, it would be interesting to find ourselves in Pandyssia either as it’s being explored or a number of years after it has been colonized by the Isles. I would be interested in stepping into the shoes of an explorer of this new continent as they discover ancient tribes and their unique supernatural rituals. I find this a fascinating concept given the events at the end of Death of the Outsider, where the otherworldly being who granted inhuman abilities to several people has been taken out of the picture. With him gone, the supernatural side of things is in flux. This new setting would be a great way to bring back the crazy abilities that we’d expect from a Dishonored game while also exploring a totally new dogma surrounding them.

Core Gameplay for Dishonored 3

Let’s get combat out of the way right at the beginning. Dishonored 3 should have smoother and more intuitive combat, but it doesn’t need to be much deeper than it is right now. New skills to insta-kill enemies while in combat or better attack and health values would be really detrimental to the game’s core component: stealth. If engaging enemies head-on is too comfortable, then very little is going to encourage a stealthy approach, which is the heart of Dishonored. Combat is best when it feels like you barely made it out alive. So, let’s keep combat about where it is capabilities-wise while putting some more polish into stealth.

I would love to see more depth given to enemy AI, especially in regards to how they react to a player sneaking about. There has been plenty of times where I have been in a guard’s line-of-sight but was not spotted by the guards. This should absolutely change, but the world needs to be altered along with it. Enemies need to discover the player with complete accuracy, but more opportunities to sneak around them or hide from them when they are patrolling should be present for players.

Dishonored 3

Abilities in Dishonored 3

The character’s supernatural abilities, given that they don’t disappear thanks to Death of the Outsider, could use some more variation. While I loved playing Emily, her powers didn’t feel different enough compared to Corvo’s. Maybe that’s part of the point. It could be that the variety of powers that a person has will be similar between family members, or it could be that The Outsider had a very limited imagination when granting powers. Either way, both the Attano/Kaldwin lineage and The Outsider are out for this next entry, so Arkane should really let their creative minds loose. I think it’s a given that a power similar to Blink, which can teleport players short distances, will be back in some capacity. Most of the levels are designed with it in mind, and that smart verticality that I mention really leans on it. So, if Arkane wants to create levels that are both large and tall, they will need a similar power.

On the flipside, if Dishonored 3 were to take place in jungles of Pandyssia there might not be a lot of verticality in the world. If this is the case, the basic movement power could take the form of a quick point-to-point, dash-like movement. Maybe the possession ability that Corvo had could return and be expanded to control bugs or monkey-like creatures native to the jungles. I hope that it goes way further than this.

As we step out of the Imperialistic setting of the Isles, where the supernatural elements match the commercial theme of manipulating a person and altering reality, into a setting where nature is the defining characteristic, I hope to see powers that are influenced by this new setting. There could be powers that use vines or flora to subdue or distract enemies. The mud could be pulled from the surrounding area, hardened, and used to create a pathway where one otherwise did not exist. Instead of using Blink, which allows you to spot enemies through walls, could we have a group of gnats form overhead enemies to let us know of their location? There are a lot of possible powers that would compliment this setting to separate it from previous Dishonored locations.

Dishonored 3

Final Thoughts on Dishonored 3

There are a ton of places that Dishonored 3 could go and a ton of people who could tell its story. I hope that Arkane Studios uses this chance to deliver something unexpecting and exciting that takes advantage of the Death of the Outsider’s ramifications. While it will be a bummer to not see Corvo or Emily’s return, the franchise is ready for a new cast of characters to take center stage. The gameplay is the greatest strength of the series, and Dishonored 3 will have a chance to add some needed variety will using it to expand upon the lore of the world. Needless to say, wherever Arkane takes the series next, I am confident it will bring something fantastic to players.

The post Celebrating A Series: Dishonored 3 – It’s Time To Take The Franchise To Pandyssia appeared first on PlayStation LifeStyle.



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Date A Live: Rio Reincarnation Western Release Dates Hit With a Minor Delay

After its success in Japan, Date A Live: Rio Reincarnation received North America and Europe in June release windows. However, it appears that the date has been pushed a little further back. Idea Factory, the publisher of the visual novel, announced on Twitter that Date A Live: Rio Reincarnation will release in North America on July 23rd and in Europe on July 26th. The Steam version of the game will also launch in tandem with the North American release on July 23rd.

Many replies to Idea Factory’s tweet inquired about the possibility of a limited edition. Idea Factory has responded with, “There will be more information coming in June! :)” Hopefully this little bit of a tease could indicate that the company has been working on a collector’s edition and will be releasing details on what it contains and how much it might be soon. Or, the company might reveal in June that it won’t be offering one. But if that’s the case, what’s up with that teasing smile?

The PlayStation 4 and Steam releases will include two of Date a Live‘s earlier titles, which were previously only available on the PlayStation 3, Rinne Utopia and Arusu Install. Rio Reincarnation will feature 11 different characters for the player to date, with over 150 in-game events to see. As part of the re-release, there will be new date endings and new event CGs to go along with them. All character portraits will be given more life-like animations during conversations. which will show the characters breathing and blinking. They will even have new conversation-specific reactions not seen in the original versions.

Date a Live Rio Reincarnation Kurumi

The Date A Live visual novels are based on the Fujimi Fantasia Bunko light novel series. Rio Reincarnation puts players in the shoes of Shido Itsuka, who was presumably a regular ol’ high school student, until he discovered that he had the ability to seal away the powers of Spirts. These Spirits have been appearing since mysterious spacequakes began happening around 30 years prior to where Rio Reincarnation starts off. Shido must now work to save the world and protect the Spirits that he begins to form bonds with. What better way is there to do that than going on as many dates as possible?

Keep your eyes peeled next month for more information on Date A Live: Rio Reincarnation. The game will be released on July 23rd and 26th in North America and Europe respectively. Idea Factory also has another Date a Live game planned for release in Japan sometime in September. Let us know if you’ll be picking up Rio Reincarnation, and if you have your wallets at the ready for a possible limited edition!

[Source: Idea Factory via Twitter]

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Prepare for ‘The Next Chapter’ of Destiny 2 With a Reveal Next Month

It’s true, E3 2019 is less than two weeks away. Yet, Bungie doesn’t seem content to wait that long to reveal “The Next Chapter” of Destiny 2. In fact, Destiny players will know what’s next in store for the sequel in just a few days’ time. According to a recent post on Bungie’s official Twitter page, details about the new phase of Destiny 2 will go live on June 6th at 10 AM PST.

Check out the post from Bungie in the tweet below:

For now, there are no hints as to what Bungie has planned for the June 6th reveal. Interestingly, even fans seem at somewhat of a loss. Is another expansion on the cards? Maybe, just maybe, a long-awaited feature like cross-play is finally ready for the green light? It’s honestly anyone’s guess.

Whatever the studio has up its sleeve is sure to draw the attention of even non-fans of the series. After all, if this “Next Chapter” does indeed lead to a new update, it will mark the first big Destiny update since Bungie’s departure from Activision. Naturally, many are curious how the studio manage things while simultaneously self-publishing. As evidenced by the tweet above, the wait to find out isn’t long.

On top of anticipating the continued evolution of Destiny 2, Destiny enthusiasts are also looking forward to the next phase of the franchise overall. What will a Destiny 3 have to offer when the time for another sequel finally comes? Several months ago, a few rumors posited that emphasis will be further placed on the series’ RPG mechanics. If there’s any veracity to these claims, Bungie hasn’t said. However, fans have a wish list of their own, hoping to see fantasy explored a little more in Destiny’s aesthetic and lore.

Destiny 2 is out now on the PlayStation 4, PC, and Xbox One.

[Source: Bungie on Twitter via ResetEra]

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PlayStation 4 Firmware Update 6.70 Is Live Now

The latest PlayStation 4 firmware update is now live, so prepare for 6.70. Don’t get too excited though, as the update doesn’t do anything too substantial. According to the patch notes, it “improves system performance.”

Update 6.70 won’t take up too much of your precious hard drive space, clocking in at just 460MB. The update seems to be optional, as well, as you’re still able to use the PlayStation Network without installing it.

Sony is trying to keep the spotlight on its properties going into E3. While this PS4 update isn’t substantial, Sony has stolen the show this week with more rumors pointing to The Last Of Us Part II’s release date, the Days of Play sale, and the big Death Stranding reveal. We also got word that June’s PS Plus games would include two beloved titles that lots of people are talking about. Releasing a firmware update will only keep the conversation going.

Update 6.70 will install onto your system automatically if you have this feature enabled, which usually requires a few button prompts when you first sign in. But since 6.70 only improves system performance and is a minor update, it was live and ready to go when I booted up my system.

As the PS4’s lifecycle winds down and Sony ramps up for the next generation, it will be interesting to see what kind of firmware updates we’ll start seeing for the platform. There likely isn’t anything major in the works, as Sony seems to be shifting their focus towards the PS5.

Hopefully, the PS5 will inherit all of the beloved features from the PS4, with lots of technical improvements to keep things modern. Are there any other PS4 improvements you’d like to see before the launch of the PS5? Let us know in the comments!

[Source: PlayStation Support]

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VR Will Not Be Coming to Dreams Today

While many are eagerly awaiting the addition of VR to Dreams, they’ll have to dream a little longer. Despite rumors that VR would be coming to Dreams Early Access later today, that has officially been debunked by Media Molecule. Of course, there is always the possibility that this could all be a misdirect, but that seems unlikely.

The chatter began when Media Molecule held a developer’s talk regarding Dreams. While the development of Dreams is itself likely a fascinating topic, a response by someone who was apparently in te audience began to ignite speculation on a long-awaited feature coming to Dreams:

Of course, it’s hard to corroborate a single tweet, as no other similar reports had come out regarding this topic. Still, some began to wonder if the news was indeed true, as Media Molecule is hosting yet another Dreams stream for today. However, Media Molecule cofounder Alex Evans set the record straight on the issue of VR:

Communications Manager Abbie Heppe also chimed in on the possibility of a stealth VR drop:

Of course, as Media Molecule is planning another Dreams livestream, we could actually see a release of the VR mode soon. However, don’t hold your breath on it happening.

We do know that a VR update is planned for Dreams at some point in the future. The ability to create VR-compatible levels can help push the boundaries of Dreams even more. Dreams is still in Early Access, though, which means the game itself will continue to get tinkered with until an official launch occurs.

Dreams also launched in Early Access without its campaign, though we don’t know when that will launch, either. As these are fairly high-profile additions, it seems unlikely that they will be stealth dropped. Anything could happen in the world of Dreams, though.

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Call of Duty: Modern Warfare Will Not Have a Zombies Mode

Infinity Ward’s heavily rumored 2019 Call of Duty game has finally been revealed, including the release date of October 25 and story details about this soft reboot of the Modern Warfare franchise. There’s a lot about Call of Duty: Modern Warfare that’s still under wraps, but we had the chance to visit Infinity Ward and talk with Campaign Gameplay Director Jacob Minkoff, who revealed to us that this year’s Call of Duty would not have a zombies mode.

I asked Minkoff a question about the unified narrative and progression that will persist across the totality of Call of Duty: Modern Warfare’s game modes, and compared it to the stark contrast of Treyarch’s Black Ops series, which traditionally features very separate and individualized pillars that each feel like their own game.

“Because they focus on more of the stylized, graphic novel, super-hero experience, they can have the much more ‘out there’ different types of gameplay in their games,” Minkoff said, after reassuring me that he loves what Treyarch does. “But for us, we’re trying to create an authentic, realistic feeling world. We don’t have the flexibility to do something like put zombies in the game. That would compromise the feeling of playing in a world that feels realistic and authentic and relative to today’s conflicts and things we face.”

He went on to talk about the impetus for unified progression and gameplay. “Knowing that we needed to keep it more similar across the different modes, we decided to really lean into that, and make it completely continuous.”

Fans of cooperative gameplay modes in Call of Duty don’t need to worry though. Infinity Ward is making sure that there’s a way to play with your friends outside of the normal multiplayer. “We’re not ready to talk about cooperative play yet, but what I will tell you is that the single-player storyline goes directly into the co-op storyline. No stop. The events just continue. So those elements—gameplay, progression, story—they just continue throughout everything that we have on the disc or digital download.”

This isn’t all that surprising. Treyarch has been the studio that’s really headlined the Zombies movement within Call of Duty franchise. Sledgehammer’s leaned into it a little bit with its own games, and Infinity Ward played around with it briefly in Infinite Warfare, but the Modern Warfare games (and Ghost) didn’t add zombies. Minkoff asserts that adding zombies wouldn’t fit with the weight of what the studio wants Modern Warfare to be, and as such, wasn’t even an option.

Call of Duty: Modern Warfare releases on October 25, 2019 for PS4, Xbox One, and PC, featuring cross-play across all platforms.

Read more from our visit to Infinity Ward

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Inside Call of Duty: Modern Warfare’s Groundbreaking Next-Generation Quality Tech

While we’re all excited about the next generation of consoles, the end of a current console generation is nothing to overlook. Often, this period is when developers unlock its full potential, wringing out every possible bit of power they can. Just look at games like The Last of Us or Grand Theft Auto V, both of which first released at the tail end of the PS3’s life. This generation’s last hurrah might have impressive looking games like Death Stranding, but Infinity Ward wants to make its mark with Call of Duty: Modern Warfare, using groundbreaking technology and all-new techniques that will set a benchmark for future game development.

Infinity Ward might be making another game under the Call of Duty franchise banner, and it might be titled Modern Warfare, but the tech and engine that power this game are unlike anything we’ve seen before in gaming. We were invited to Infinity Ward to sit down with the developers get a good long look at how next-generation quality technology will power a complete reinvention of Call of Duty, and how they are doing it on this generation of consoles.

‘How Real Can We Make It?’

Infinity Ward set out in pursuit of ultra realism. The developers wanted to deliver the harsh realities of war in ways that no games had ever done before, and they determined that in order to do this, things needed to be as authentic as possible. That meant a complete overhaul of what the studio knew about developing games. “How real can we make it?” was the question they kept asking themselves, and apparently, a question they kept answering.

The first thing I was floored by was the visuals, which look incredibly lifelike. All gameplay footage shown was running on a PS4 (presumably a Pro, though I was assured that the game will run on a standard PS4 too). One of the tools they used to achieve the visual fidelity was photogrammetry, which is literally scanning objects or taking multiple pictures of a setting or environment and using AI to stitch those together into a 3D object or scene. Photogrammetry isn’t exactly a new technique, but Infinity Ward pioneered some of its own unique methods for implementation, including using it as an additive to compliment the game design.

Call of duty modern warfare

In this way, the team can scan things like rubble or burnt cars or guns or whatever else they want—quite literally anything—things that would take a long time to mold and place by hand, and they can get a great starting point that only needs small tweaks. It looks far more realistic and believable because it uses real objects. A pile of rubble can look more natural and less “designed,” and all with less effort so that the artists can focus their attention on things other than meticulously placing shattered pieces of a building. Campaign Gameplay Director Jacob Minkoff compared it to a Hollywood prop house, but the technique doesn’t just apply to items. Infinity Ward used it for scenery and settings too. They used it for characters. They even used it for bodies on the ground.

In your standard video game, a “dead body” laying on the ground is often just a character model that is posed to look dead and then placed on the ground, however this lacks the kind of weight that an actual body would have. In order to capture that gravity, they invited developers at the studio to lay in their custom rig, complete with 200 cameras in trusses that take photos from all different angles. With a single click, that data was captured and fed to the photogrammetry AI, which would soon spit out a 3D render that better exemplified the gravity of the human body and how it would naturally lay. It can capture reality, subtly, and nuance that’s just not possible (or at least extremely difficult and time consuming) to artificially construct.

With the realistic environments, they didn’t want want characters sticking out as if they didn’t belong. The realism of the people in the game needed to match, so they used similar photogrammetry techniques during the motion capture process in order to create hyper-realistic characters. Everything comes together in an amazing way to create one of the most realistic games, visually, that I have ever laid my eyes on. It’s not just the visuals though. It’s about capturing the soul of the character, which you simply can’t quite get through a traditional rig. Forget the traditional motion capture. This is full on motion photogrammetry, which allows actors to essentially cast their likeness right into the game, right down to the smallest ticks, quirks, and mannerisms.

While talking about characters, they started to dive into equipment and costume design, which yielded a lot of incredible little details. There are physics objects on characters that will move around realistically. The cloth simulations are unreal—even in the pre-alpha state that was shown—and it allows the team to do character designs that simply weren’t possible before. We were briefly shown some incredible models of a character wearing a ghillie suit, for example, and how the cloth physics of the suit interacted with the character’s movement. For the guns, they actually measured and modeled the luminosity of different metals  in order to make sure that the lighting interacted with each of them correctly.

Every Spectrum of Light

I’ve always held that lighting is a huge component of what has made this generation’s graphics look so good. If a game can get lighting right, it’s got a huge leg up on the competition in terms of visual fidelity. Infinity Ward didn’t just want the lighting to look right. They wanted it to behave right too, which meant also changing how it functioned with things like night vision goggles and thermal scopes.

In past games, “night vision” has been a fancy term for putting a green filter on the screen and saying “okay, now you can see in the dark,” but the behavior of the night vision goggles didn’t really work how they would in real life. For Call of Duty: Modern Warfare, Infinity Ward created an infrared wavelength of light that lives alongside the traditional world lighting. When you activate night vision, it behaves appropriately, amplifying the infrared and ignoring lighting where infrared isn’t present. They demonstrated this effect by toggling back and forth between the two modes on one scene, showing the differences in shadows, details, and how the goggles played with the infrared light coming from the player’s head lamp. Notice the reflector tags on the soldiers in the image below, which don’t show up under normal lighting.

Call of duty modern warfare

The other big part of realism is volumetric lighting, which is how light plays in the environment and mass of the empty space. Every bit of empty space in the game has density data, and particulates will change the lighting, offering far more realism than most games’ global lighting models. In truth, real lighting isn’t just the light from the sun or from that lamp in your room. It’s how that light interacts with the various objects and surfaces. Simple single-point global lighting in games has rarely been able to capture this atmospheric effect created by the environment, but using ray-tracing technology, Infinity Ward is managing to do so with Modern Warfare.

All of the lighting is rendered in realtime, which means lights can be used to tactical effect within gameplay too. Showing off a mission where a special ops team takes down a terrorist cell in a townhouse, they demonstrated shooting out the main light and using night vision to eliminate any terrorists in the room. They then showed what this same scene might look like had we chosen not to remove the light from the equation, which painted quite a different picture, both visually and tactically.

Oh, and I mentioned thermal imaging? Objects and textures actually have Fahrenheit data built into them, so what you are seeing through the thermal vision isn’t just programmed visuals, but actual heat signatures of the objects you are looking at. As a fun detail and even more added realism (at least for the scene that was shown), they ran this image through a compression algorithm and then extracted it again to get the same kinds of artifacts that an actual satellite relayed thermal image might have. There are no shortcuts here.

Closing the Gap

Graphics are only one side of the story in that pursuit of realism. Video game environments are traditionally scaled up by about 30% in order to allow the characters to fit in those spaces and let players feel comfortable playing in them. Once you start creating realistically scaled doors, hallways and objects, you start running into problems with the character’s hitbox clipping through solid objects. AI begins to have problems navigating the tight spaces. Even if those problems have been solved, with the player’s hitbox scaled down, they can suddenly see surfaces much closer than is normally intended. Infinity Ward wanted to do one-to-one scale though, so they set about creating a graybox environment at scale to methodically find and eliminate every problem that came along with this new approach.

Call of duty modern warfare

According to Jacob Minkoff, it took the team more than two years to get the one-to-one scaling of the environment to work exactly right as they dealt with problem after problem it created. It took a completely redesigned AI system, reconfigured player hitboxes, and a whole lot of trial and error to refine it. In order to solve the problem of blurry textures up close (after finally solving the hitbox problem) the team used a technique called microtiling, which layers textures and provides increased fidelity when you are close to an object. In the end they came away with something that has a much more tight feel, something that helps to drive home the weight, realism, and intensity of the game’s narrative. The usual 30% increase, while comfortable and easier to develop for, simply felt too much like a standard “video game” for what Infinity Ward wanted to achieve.

What Makes a Weapon?

What would a Call of Duty game be without guns though, right? Weapons received an exhaustive overall. Everything from the way that bullets interact with what’s being shot to how sounds reverberate around the environment not only gives Call of Duty: Modern Warfare a whole new feel, but it amplifies the realism of each and every weapon. Animations were reworked to show more realistic handling. That “video gamey” weapon sway idol animation was reduced, and the gun is no longer bolted to the camera, allowing it to trail ever so slightly as you turn from side to side. These animations are actually all different per gun too, so a heavier weapon will react differently than a small and light pistol.

The presentation then broke down the audio components of the weapons, from the sounds of the gun’s mechanisms itself, to the bullet’s interaction with the environment, and even the tiniest details, like audio from the shell casings, realistically reacting to the surfaces that each one hits. There are different sounds for hip fire versus ADS (aiming down sights). Sounds reverberate in the environment differently, so a gunfight in a subway tunnel sounds different than one on a city street. They demonstrated these differences in real time, moving around a closed environment to show the different ways the guns audio reacts based on where you are. The sounds use ray-tracing technology to simulate how they would move in a 3D space before reaching your ears. Explosions do the same thing, which again was demonstrated in real time for us.

The speed of sound is also adhered to, which means that a bullet can travel faster than the audio can reach your ear (and bullets are actual objects in this game, not hit scan, which means that they do have travel time). Depending on the distance from which a gun is fired, you may hear the whiz of a bullet just ahead of the crack of the gunshot. It’s tiny details like these audio nuances that players may not consciously notice, but that will help further immerse them in the realism that Infinity Ward is trying to create.

Is Modern Warfare the Future?

All of this new technology wasn’t created just for Modern Warfare either. They started a whole new tech-based studio under Activision and headquartered in Poland to refine and offer these advanced technologies out. The studio uses this new tech for ultra realism, pioneering new methods and tricks for animation and rendering. While getting a rundown of everything that powers Call of Duty: Modern Warfare, I couldn’t help but think about Sony’s soft reveal for its next-gen console. “This is next gen. This is next gen,” I kept saying to myself over and over again, but no. Infinity reminded us numerous times that everything we were seeing was running on a PS4. All of the tech they talked about will be packed into the PS4 version of the game.

I put that next-gen thought to Jacob Minkoff, telling him that this smells an awful lot like next-gen tech to me. His reply was that he honestly doesn’t have any insight on what’s coming next. He’s been focused on building Modern Warfare for this generation of consoles. I wasn’t satisfied with what felt like a “PR-safe” answer, but he continued, reminding me that it’s often the early titles in a console generation that are little more than just late last-gen titles with their numbers cranked up. He said that a lot of the biggest innovation comes as development studios seek to eke out every last bit of power at the end of the console cycle and push the hardware to its absolute limits.

Either way, all of this new technology positions Infinity Ward (and Activision, for that matter) in a great place going into next-gen. They are already all set up with a cutting edge tech-based studio that is pushing the boundaries and expectations of the medium. Raising the ceiling of what’s possible as next-gen rolls around will be an incredible opportunity for them. Until that time though, Call of Duty: Modern Warfare is going to serve as a window into what the future of games may hold. I just still can’t believe that what I saw at Infinity Ward is coming out later this year.


Call of Duty Modern Warfare preview held at Infinity Ward’s studios. Travel and accommodations were provided by Activision.

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