Showing posts with label www.GameInformer.com - Top Five. Show all posts
Showing posts with label www.GameInformer.com - Top Five. Show all posts

Tuesday, 5 June 2018

E3 2018 Predictions: Nintendo

For the past two years, Nintendo has chosen to focus its E3 presence toward singular games. The Legend of Zelda: Breath of the Wild commandeered 2016 in a huge way and Super Mario Odyssey defined the Nintendo booth in 2017. The smart money is on Super Smash Bros. for 2018, but with the Switch's continued success, we're thinking we'll be seeing a whole lot more than just Nintendo games at its booth and during its Direct presentation.

As we have done in years past, we have placed our predictions on a scale of Sure Bet, 50/50, and Long Shot.

Super Smash Bros. Isn’t A Port… But It Looks Like One
The moment the dust had cleared after the Switch's announcement, the first question on everyone's minds (after the confirmation that a new Zelda and a new Mario were on the way) was, "What about Smash Bros.?" We all assumed, and frankly would have been satisfied with a port of the excellent Wii U version of Super Smash Bros., but when the game was finally confirmed in March, we weren't sure what to think. Is this the Wii U Super Smash Bros. with new characters like the inklings from Splatoon and a Breath of the Wild skin for Link? Or is it an entirely new game? Super Smash Bros. Wii U released in 2014, but on the Smash Bros. release timeline, four years is pretty quick for a new entry. The gap between Melee and Brawl was seven years and the gap between Brawl and Wii U was six. That being said, for reasons not yet totally clear, this seems like it's not going to be a port, but we also don't think it will feel dramatically different from the last entry – and we're okay with that. Keep an eye out later in the week for a feature where we break down which new characters we expect to see in the new game.

Probability: Sure Bet

Retro’s Rumored Star Fox Racer Surfaces
Last month, rumors began circulating that Retro's next project would be something surprising. Not a new Donkey Kong Country, Metroid Prime, or a new I.P., but rather a racing game based in the Star Fox universe. Rumors should always be taken with a grain of salt, but there is a lot of evidence surrounding this one, and Mario Kart 8 Deluxe was a commercial juggernaut on Switch. Of course Nintendo would want more racing games for its console that would fit in that same genre. We're betting we will see this thing – whatever it is – at E3.

Probability: Sure Bet


Amiibo Presence Reduced Significantly
We're not saying we won't see any amiibos at E3, either behind a glass case on the show floor or pictured during the Direct presentation, but we're thinking we will be seeing fewer of them. Retailers like Target no longer have dedicated sections devoted to the near-field communication baubles, and many of the characters (presumably) that will be in the new Smash Bros. already have amiibo figures connected to them.

Probability: Sure Bet

Metroid Prime 4 Gets A Trailer
One of the most exciting announcements with the least amount of information associated with it from E3 2017 was Metroid Prime 4. All we learned last year was it was coming and that Retro was not making it. That was it. This year, we're hoping to see a trailer. We're not even confident it will have gameplay in it, but it will at least give us an idea of the game's art direction and story.

Probability: Sure Bet


Pictured: Fire Emblem Warriors

Fire Emblem Switch Gets A Trailer, But It’s Still Far Away
Another one of Nintendo's patented no detail announcements was a recent one that said, "Fire Emblem is coming to Switch... eventually!" We're thinking we will learn more about that game this year with a trailer, but its release date will be a ways out.

Probability: 50/50

Head to page two for our port predictions as well as our Animal Crossing thoughts.



from www.GameInformer.com - Top Five https://ift.tt/2LlXPD2

The Sports Desk – The NBA 2K19 Wishlist

The NBA 2K series is a sales juggernaut that won't quit. Year in and year out, hoops addicts buy the game throughout the year, making it a perennial listing alongside the Grand Theft Autos and Call of Dutys of the world in the NPD sales charts. Playing the game year-in and year-out, it's easy to see why. While developer Visual Concepts has its share of clanks off the rim (and even the occasional air ball), the team behind 2K continually pushes the boundaries of sports video games with ambitious new features.

NBA 2K18's bright new features like a MyGM storyline, all-time franchise teams, and improved player models were largely obfuscated by public outcry about the overly aggressive microtransaction system. The backlash didn't keep the game from selling, but if past sports games are any indication, the successor typically pays for the sins of its predecessor. If Visual Concepts hopes to keep the franchise growing, it will need to take the overabundance of negative fan feedback into consideration and integrate solutions alongside its ambitions for NBA 2K19.

As a longtime player who has owned every copy of NBA 2K since its debut in 1999, Matt Bertz has his own ideas about how NBA 2K19 could rise above the doubt. Here's his wishlist for this year's game.

GENERAL 

  • Improve Load Times

The NBA 2K games are HUGE, with several impressive modes vying for our times. Switching between them can take forever, so here's hoping that Visual Concepts tries to optimize the game and get us into the action more quickly.

  • Year-to-Year Saves

MLB: The Show introduced this feature years ago, and we'd love to see Visual Concepts consider it for NBA 2K. Being able to migrate your MyLeague, MyGM, or MyCareer save into the new game to continue your journey would be a great addition.

  • Bring Back Historical Modes

Two of my favorite NBA 2K features of all time are NBA 2K11's Jordan Challenge and NBA 2K12's NBA's Greatest mode, which let you relive some of basketball's greatest moments. The era-specific presentation packages were a delight, and the modes served as a great lesson to younger fans why players like Jordan, Magic, and Bird are so revered. We'd love to see a new historical mode that either profiles an all-time great or showcases more of the league's rich tapestry of great teams.

  • Sign Stubborn Stars

Certain all-time players like Reggie Miller and Charles Barkley stubbornly refuse to lend their likenesses to the NBA 2K series. Here's hoping Visual Concepts can give them an offer they can't refuse so some of the all-time teams don't have as many glaring omissions.

  • Improve Playoffs Presentation

The intensity ramps up during the playoffs, both on the court and off, but NBA 2K's broadcast presentation package could use some renovations to make the occasions feel more special. I still feel Visual Concepts does better at creating context around your team in MyGM and MyCareer modes than any other sports game, but more could be done to identify the narrative and focus on it. When a team has upset higher seeds the last two rounds, this should be the big story going in. If a team has come back from being down three games to force a game seven, the remarkable turnaround should drive the broadcast. 

  • Refine Transition Game

Fastbreaks still look too clunky in NBA 2K18. When you throw the outlet pass to the breaking player, the pass gathering animation to dribbling creates a hitch in his step that slows him down just enough to let defenders catch up. Offensive teammates occasionally stop running instead of going to the basket, as well. These are smaller fixes that shouldn't be hard to implement. 

  • WNBA Integration

The 2K series has a neglected market just begging for inclusion. Adding the WNBA license and allowing people to play a MyCareer through the women's league could dramatically expand the audience and further the mainstream appeal of the franchise.

GAMEPLAY 

  • Eliminate Clipping

The biggest gameplay problem in the NBA 2K series is undoubtedly clipping. Watching a player's limbs warp through the body of their defensive counterpart is immersion shattering, and it feels really cheap in a game where staying in front of your man is hard enough already. Visual Concepts needs to take this problem seriously both in the paint, where bodies frequently bang around, and on the perimeter.

  • Add A Layup Shot Meter

Too many easy buckets clanged off the rim in NBA 2K18, and the worst part is we have no idea why. Was the timing off? Is the player's rating so low he's incapable of making the easy uncontested shot? Visual Concepts can put this issue to rest by giving us the meter and feedback system we get for jump shots.

  • Incorporate Real Ball Physics

The unpredictability of loose balls got dramatically better in NBA 2K18, but the ball is hardly free. We see it cut right through defenders in the aforementioned clipping problems, and you can sometimes see it awkwardly warp to the dribbler's hand when the game transitions between animations. Adding real ball physics is a tricky endeavor, but if done right 2K would dramatically improve and likely have way more realistic turnovers/steals.

  • Double Down On Defense

The new motion system introduced in NBA 2K18 made it easier for stud players to blow past stationary defenders, but it's created a dramatic imbalance in the one-on-one play against other humans. The series needs to get back to basics with a strong defensive fortification, particularly for versus play. Better movement fidelity to stay in front of dribblers, more anticipatory A.I. defensive reactions during pick and rolls, and a stiffer penalty for ambitious shot takers who throw up threes from 40 feet with a hand in their face would go a long way toward evening the odds.

  • Fix Shot Contest Logic

I love having the shot feedback system surfaced, but seeing how the game interprets certain defensive coverages always left me scratching my head. When a big man is being guarded by a small on the perimeter and gets a clean look at the basket – with no hand in his face at all during the shot animation – should that shot be considered contested? Similarly, when a defender is stuck behind the big and roll, should that shot be contested? And conversely, why are players draining threes from 40 yards away with hands in their face? Visual Concepts should take a close look at its values for determining shot modifiers and revise so what you see more often aligns with what you get.

FRANCHISE MODES 

  • Make Another MyGM Story

It wasn't perfect by any means, but as a fan of off-the-court drama, the first-ever franchise mode story mode was a huge success in my book. I'd love to see NBA 2K19 double down on this platform and explore more untold stories of the front office. That said, they should explore some new cinematics with way fewer aggressive hand gestures so it doesn't look so ridiculous.

  • Rebuild Trade Logic

The NBA 2K series has some of the most robust trade options in sports games, with the ability to create trades with multiple teams and explore personnel swaps via the trade finder. That said, the A.I. that drives the other NBA teams could use a dramatic overhaul, particularly on draft day. Last year I watched the Celtics draft a player number six overall, only to trade him for the 15th selection later in the draft. While we're talking trades during the draft, I'd also appreciate a cleaner trade summary that makes it easier to understand who went where for what instead of segmenting the reports per team.

  • Tweak Player Morale System

I'm a big fan of the player morale system in the NBA 2K games, and wish more sports games would give their players agency during their careers. It makes for a more interesting locker room, and gives the players their own motivations for acting during free agency. That said, the system could still use some tweaks to make sure players are acting within their personalities. Mr. Sixth Man himself, the 38-year-old vet Jamal Crawford, should not be complaining about not being a starter.

  • Surface Impactful News Better

NBA 2K has a news center where you can read rumors, transaction information, and scouting updates, but it does a horrible job of cutting through the noise to deliver information relevant to your franchise. I would love to see 2K develop a smart news hub with a more readable presentation that surfaces information that matters. If you're trying to lure a major free agent against other teams, the headline story should be about the bidding war intensifying. This does two things –reflects on your in-game actions, and acts as a warning that maybe you should up your offer if you want to land your free agency target. Leading up to the draft, the news hub could surface the mock drafts buried in menus and discuss performances of the players you placed on your draft board. When you're on the hot seat due to failing to meet an owner's expectations, your tenuous situation should become news fodder for columnists. Getting reports like these in front of users' eyes would go a long way toward making MyGM feel more alive. 

  • Get A New Press Corps

Perhaps this is intentional, but you can't win with the press. Most of the time you're damned if you do and damned if you don't when fielding questions from reporters, even if you offer a perfectly reasonable answer. We would love to see this system revamped, so reporters more capably challenge your decision-making on free agent signings, busted draft picks, and trades. Given the number of decisions a GM has to make on a daily basis, the press has plenty of weapons for challenging their leadership rather than continually making you throw either coaches, trainers, or finance guys under the bus. Visual Concepts should focus on these things instead of the vague questions about how the team is doing. 

MYCAREER 

  • Tone Down The Cheese...Or Hire A Comedy Writer

At some point, the writers at Visual Concepts should just take our word that they are not great at writing comedy. The horror of living with the annoying sidekick B-Fresh still haunts us to this day, and we may never recover from the trauma of her terrible schtick. The same goes for the team staff you interacted with on a regular basis in NBA 2K18. The developers need to either abandon this lighthearted trajectory or hire someone who is more capable of creating moments of levity.

  • Lose The Linear Story And Embrace Player Choice

The best MyCareer to date is still NBA 2K14, which offered a lot of freedom to act how you wanted to act. Visual Concepts should move away from scripted stories and go back to a branching, dynamic formula that lets us be the players we want to be. This could start by allowing users to choose their origin story. Are they a lottery prospect wrapping up their college career, an undrafted prospect hoping to rise through the D-league, or maybe a Euroleague star eager to make the jump to the NBA? From there, 2K should give the player the freedom to express themselves and write their own narrative, giving them the flexibility to become the next humble HOFer like Tim Duncan, villain like Draymond Green, goofball like Nick Young, or cultural icon like MJ or LeBron. Allowing players to interact more with their coaches, GMs, and teammates could create circumstances to burn bridges and create rivalries or bring organizations together. The water cooler moments that could come from this type of flexibility would dramatically surpass the groans we all shared over Frequency Vibrations, Orange Juice, and DJ.

  • Take MyCareer Offline

The archetypes and create-a-player limitations make perfect sense for multiplayer modes like Pro-Am and MyPark, but they hamper the potential of MyCareer because we can never make a legendary superstar that rivals the skills of greats like Steph Curry or LeBron James. 2K should uncouple MyCareer from its online endeavors for good and let us upgrade these offline players to our hearts' content. Let us create and develop unbound superstars who redefine the game of basketball instead of locking us into pre-set destinations. 

  • Be Less Stingy With VC

Talk to any hardcore NBA 2K player or watch basically any video or stream, and the first thing to come out of people's mouths is frustration over how 2K doled out virtual currency in NBA 2K18. That's a major perception problem, and if Visual Concepts wants to win back these dedicated fans it needs to follow through with a mea culpa by being a little less scrooge like when it comes to in-game rewards. Bring back the modifiers for playing at higher difficulties, ramp up the rewards to be more in line with earlier versions, and clearly spell out the VC reward formula so people understand the system better.

  • Bring The Neighborhood To Life

NBA 2K18's Neighborhood was an outside the box attempt at trying to blend the NBA 2K experience together with a new social hub. The idea of being able to stop into a Foot Locker to shop on your way to your next ProAm/MyPark/NBA game was interesting, but the world felt strangely dead. From the collection of MyPlayer zombies standing motionless in groups in front of the Allen Iverson statue to the otherwise barren streets, it felt more like the set of 28 Days Later than a vibrant community. To improve the experience, Visual Concepts needs to create more side activities and introduce more NPCs. 

  • Make Cribs Customizable

Designing your court is cool, but why not allow us to also unlock our inner interior designer and customize our cribs as well like the good old ESPN NFL 2K5 days? Offering more ways to spend VC sounds like something Visual Concepts would be into, and gamers have demonstrated an affinity for any type of customization a developer offers.

  • Give Us Respecs

Not everyone has the time or energy to level a bunch of alts in NBA 2K, and they are important when constructing a team for MYPark or ProAm games. Sometimes you have too many ball handlers and need someone to run forward instead of guard. Visual Concepts should introduce a respec system for alts that would allow users to carry over unlocked badges (that are position appropriate) and the same number of attribute points they've already earned (or purchased) for their base character.

  • Let Us Skip Cutscenes

Sometimes you just want to get to the action. The people have spoken.

ONLINE MODES 

  • Private Matchmaking

Pro Am teams have been asking for this for years. Give it to them.

  • Skill-Based Matchmaking

Visual Concepts hasn't developed a great system for making sure you get paired with players of a similar skill level in MyPark or Pro Am. This doesn't matter for park rats who are willing to take on all comers, but it can be intimidating for newer players/teams still trying to learn the nuances of the modes.

  • Get Rid Of The "Got Next" Format In MyPark

I understand where Visual Concepts is coming from with the idea of MyPark. Placing users in a virtual basketball mecca with several street courts and an indoor gym where they can show off their basketball fashion skills sounds great on paper, but it breaks every rule about good matchmaking in practice. You know what's better than making people stand in line to play the next game? Letting them jump immediately into a game via a standard lobby system. Our time is precious. Don't make us waste it by standing around a virtual court instead of playing.

  • Keep Improving Server Stability

The NBA 2K servers are light years ahead of where they were previously, but they could always use some fine-tuning to keep on-court action smooth and server response times for game mode loads fast.  

MYTEAM 

  • Remove contracts

As far as we're concerned, contracts are a niggling hassle that should be eliminated permanently from all Ultimate Team-style modes. Let us focus on card collection and improvement instead of card management.

  • Improve Auction House Search

The auction house is adequate, but its search function needs some work to be more effective. Searching by name doesn't always work, and we need more tools for granular searches. If I want a guard with a defensive grade or system proficiency above a certain threshold, it should be able to give me that report.

  • Revamp Packs

As far as I'm concerned, spending coins on packs in NBA 2K18 is a waste of currency. I rarely get good players, and the variety of packs available is extremely limited. Visual Concepts should improve the odds of receiving a halfway decent player and introduce more variety to the types of card packs available. Why can't I buy a pack that's weighted more toward players, shoes, or badges?

  • Introduce Card Upgrades

The Power Up card upgrade system introduced in Madden 18 was an addictive and rewarding evolution of the Ultimate Team concept. Being able to put your hard work into improving a pre-existing player at the cost of losing some of your collection is a great hook, and I'd love to see it applied to MyTeam. Allowing players to grind to unlock more badge slots, improve badges, and even upgrade a player up the gem scale would dramatically improve the team building.

  • Keep Cards Faithful To Real Life

Nothing against the players, but certain players are bad fits for certain schemes and have certain deficiencies. That should stay the case regardless of what level of gem the card is. In no world should Shaq be a great fit for a spread offense, or Boris Diaw a world-beating player who can do everything. Making players' strengths even stronger makes sense, but let's kill the ridiculous fantasy of there being an A+ perimeter defense version of Carmelo Anthony.

  • Offer More Ways To Make MT

MyTeam's play options aren't nearly as varied as its Madden Ultimate Team or FIFA Ultimate Team counterparts. I'd love to see more diversity in play offerings, including situational challenges, more historical moment challenges, and MT boosts for raising the difficulties of the challenges.

Missed some of the previous Sports Desk entries? Take a look at the past installments via our Hub page by clicking on the banner below. 
Have a suggestion or comment? Put it in the comments section below, send me an email, or reach me on twitter at @mattkato.

 

HOW IS ULTIMATE TEAM CHANGING IN MADDEN 19? 

EA Tiburon recently published an official blog revealing some interesting details for Madden 19's Ultimate Team mode – addressing some fan concerns and desires (click here for our Madden wishlist) while raising new questions in the process.

Here's what's new for Madden Ultimate Team in Madden 19:

  • No Contracts (!)
  • Training Replaces Power Ups: Increase the OVR of base player cards through training by quickselling other cards. Cards can be upgraded multiple times, with some upper tiers requiring a specific card, like that player's core elite card, for instance. While upgrading a player item makes it non-auctionable/tradable (NAT), you can strip a player of his upgrades. This gives you back some of the training you've already paid for, although you'll lose an undisclosed percentage of the training points you've already invested as a fee. You'll also get any base cards back in the same condition as you first put them in.
  • Choose Your Chemistry: Almost all player cards do not have a default chemistry apart from the chemistry they generate with their teammates. As you train and upgrade a player, you can unlock the ability to apply a scheme chemistry like Balanced Offense or Go Deep. These too can be changed. Other special chemistry abilities depend on the OVR and attributes of the player itself, so not everyone will be the same.
  • Solo Battles: These are like FIFA's Squad Battles where you play against the CPU (controlling selected user's lineups) for weekly pack and coin rewards. For more info, check out the official MUT blog.
  • Squad Challenges: Squad-based play with your friends against the CPU with weekly challenges.
  • Specialist Positions: Seven new special positional designations like slot receiver or rush defensive end.
  • A Smaller Depth Chart: You won't need to fill in as many spots on your depth chart – only 25 for both sides of the ball, with everyone contributing towards the chemistry tiers. Because of this, the requirement for the chemistry tiers is higher.

There are some good changes and additions in here – I love axing the contracts and the addition of the Solo Battles, which will be an easy way to make coins and get some packs. I also have a few questions...

What's The Training Quicksell Cost? 
Historically, quickselling your cards for coins gets you next to nothing. Will quickselling for training give an equally poor return? Hopefully not, because what I didn't like about last year's Power Up system is that you have to sacrifice too much in specific cards, coins, and time in relation to the players you get in return. So if you have to quicksell a substantial amount from your binder to train your cards up the tiers, what's really different? EA says that training is "mainly" done through quickselling, but didn't specify how else it could be done – which leads to the next question...

Can You Buy Training With Madden Points? 
I'd be surprised if this were the case since it wasn't allowed with last year's Power Up players.

What's it Going To Cost To Get Your Cards Back? 
While it's nice that you can start over on a card you're training, why do you have to pay a tax to do so? EA hasn't set how many training points you have to pay as a penalty, but like the auction house transaction tax, it's simply a way to siphon off your coins and keep you playing.

What's the Relationship Between Training Upgrades & Chemistry  
At one point in the official blog written by associate producer Jake Stein, he says, "If that player has an upgrade option..." implying that some players do not have the option to be trained and upgraded. Since the ability to apply specific chems is unlocked via training, it would, therefore, seem that not all cards have chems. This has been the case in the past, but if upgrading and chems are tied together, then this could mean the pool of players that can be upgraded is more than those that could be powered up in Madden 18, otherwise there will be significantly less cards that can be chemed.

All of this could have a knock-on effect on cards' value in the auction house. They could be worth less because in order for a card to be sold in the first place, it'll have to have its NAT status removed by stripping it of its chems and upgrades. You'll then have to train/chem that card on your own dime. I imagine EA will release plenty of program players with their own chems already attached, so hopefully the market remains stable.

Is There A Penalty For Changing Your Chemistry? 
EA didn't specifically say there was a cost to change your players' scheme chemistry, but it does compare changing your chemistry to removing your upgrade tiers, which does have a penalty.

 

FIFA 18'S WORLD CUP ULTIMATE TEAM MODE IS LIKE QUALIFICATION ALL OVER AGAIN 

The World Cup is almost here, and to get you primed and ready, EA has released a free World Cup update for FIFA 18. The most intriguing component (it also lets you play the regular tournament) is that it comes with its own relatively self-contained Ultimate Team mode. The World Cup Ultimate Team mode gives you players from the squads from the national teams competing in the tournament, and it has contracts, chemistry styles, team chemistry, etc. The only thing missing is the transfer market.

The option to play with highly rated players from the jump is cool, but the experience wears out its welcome. The rewards as you go through the tournament – like getting a single player pack for getting to the semifinal round (which turned out to be a 68 OVR goalkeeper, BTW) – dull the buzz. This is especially true when you think about fulfilling the mode's Squad Building Challenges. Without a transfer market to help you find the cards you need, you have to grind the tournament with its lackluster rewards for cards you'd normally pay 250 coins for without a thought.

You can also play the draft mode, but like in regular FUT, it costs 15,000 coins just to enter. Similarly, buying WC FUT packs start at 5,000 coins for a standard and 7,500 for a premium pack (I'm in the semis my first time through and I barely have 5,000 coins). So whichever way you turn costs a lot of coins. Ironically, since World Cut FUT gives you regular FUT rewards to, the normal transfer market has dropped since it's being flooded with cards from the cross-pollination. All in all, perhaps just taking the U.S. through the World Cup in the non-Ultimate Team mode is the less monotonous thing to do.

 

THE TICKER 
A quick rundown of some of the sports news from the week 

Tennis World Tour Review – It's Not Your Racket's Fault

Konami Loses The Borussia Dortmund License For PES 2019 
Interestingly, the German club pulled out of a deal that was supposed to go until June 2020. In good news, Konami has inked a deal with Bundesliga side Schalke.

June Season Rewards & More For MLB 2019 

Gameplay Update #6 For UFC 3 



from www.GameInformer.com - Top Five https://ift.tt/2LkcRJq

Sunday, 3 June 2018

Super Replay – Killer7 Bonus Episode With Suda51

At the end of our Replay Civil War, it all came down to you to choose the next Super Replay! Our Overblood Facebook group ended up choosing two games through a tie: Killer7 and Godhand.

You chose well. Killer7 is my favorite game of all time, for reasons I will fully elaborate on in the near future. The short version, however, it's that it's the closest video games have gotten to being a David Lynch film. It benefits from being played alone in near silence, so you can fully process its wild, surreal moments, cool characters, and ambiguous plot.

In fitting with its themes, we decided to take Killer7 very seriously, as Andrew Reiner, Joe Juba, Leo Vader, and I focus only an the artistry of Killer7 and never talk about anything else and make absolutely zero jokes. Enjoy!

(Please visit the site to view this media)

(Please visit the site to view this media)

(Please visit the site to view this media)

(Please visit the site to view this media)

(Please visit the site to view this media)

(Please visit the site to view this media)

(Please visit the site to view this media)

(Please visit the site to view this media)

(Please visit the site to view this media)

(Please visit the site to view this media)

(Please visit the site to view this media)

(Please visit the site to view this media)

(Please visit the site to view this media)

(Please visit the site to view this media) 



from www.GameInformer.com - Top Five https://ift.tt/2sqd8ni

Replay – Beat Down: Fists Of Vengeance

In 2005, Capcom teamed up with developer Cavia to create a foul-mouthed brawler that offered a surprising amount of depth. The Game Informer crew cautiously reenters this world and are surprised by how "awesome" it is. We gave this game a 5 out of 10 back in the day, criticizing its use of language and bare-bones combat. Today, we're more amused by it, and are quite smitten with the recruiting system, which allows the player to add almost anyone as a teammate.

Join us for this brief look, and make sure you stick around for the second game, which is one of Ubisoft's strangest licensed games. We'll be back with another episode in just seven days!

(Please visit the site to view this media)



from www.GameInformer.com - Top Five https://ift.tt/2H9OCLD

GI Show – Fallout 76, Pokémon Switch, Mega Man 11

Welcome back to The Game Informer Show! On this week's episode, Andrew Reiner, and Matt Bertz talk about the reveal of Fallout 76 from Bethesda Game Studios and Bertz's trip to London to see three hours of Battlefield V gameplay. Then Kyle Hilliard and Suriel Vazquez (Skyping in from Tokyo) join the show to talk about the exciting announcement of Pokémon: Lets Go Pikachu and Pokémon: Lets Go Eevee on the Nintendo Switch. Also, Brian Shea joins us to talk about the impressive campaign in Mario Tennis Aces and his time playing Splatoon 2's Octo Expansion. Before we get to some fun community emails, Andy McNamara joins us to talk about Game Informer's new website and some changes that are coming up. For the final segment, Ben Reeves and Imran Khan are joined by Capcom's Tim Turi to talk about playing Mega Man 11.

You can watch the video below, subscribe and listen to the audio on iTunes or Google Play, or listen to episode 401 on SoundCloud. Also, be sure to send your questions to podcast@gameinformer.com for a chance to have them answered on the show!

(Please visit the site to view this media)

Our thanks to the talented Super Marcato Bros. for The Game Informer Show's intro song. You can hear more of their original tunes and awesome video game music podcast at their website.

To jump to a particular point in the discussion, check out the time stamps below...

:55 - Fallout 76
7:40 - Battlefield V
20:40 - Yoku's Island Express
23:40 - Forgotton Anne
27:40 - Jurassic World Alive
30:45 - Pokémon Let's Go Pikachu/Eevee
47:15 - Pokémon Quest
52:00 - Mario Tennis Aces
56:15 - Splatoon 2: Octo Expansion
59:40 - Shea's Sonic Update
1:01:30 - Andy McNamara on Game Informer's new website
1:31:30 - Community emails
2:01:30 - Tim Turi on Mega Man 11



from www.GameInformer.com - Top Five https://ift.tt/2suegFv

Top Of The Table – Great Party Games For Your Picnic Table

Summer is upon us, and there’s plenty of reasons to find yourself enjoying the sunshine and a fun evening at the lake, a meal after a long hike, or simply settling in at your favorite camp site. While those settings aren’t ideal for giant strategic board games, they can be a perfect opportunity to break out simple social party games that are compact and easy to transport. 

Pull these games out onto the picnic table for short play times, easy-to-learn rules, and laugh-inducing premises, perfect for a quiet afternoon or evening in the great outdoors. 

Superfight
Publisher: Skybound Games

If you’re hanging around the right sort of people, they’re probably able to get behind a good argument of “Who would win in a fight?” Superfight takes this concept to its natural conclusion, by tasking its players with absurd match-ups of famous (or at least familiar) figures with weird superpowers, and asking all the other players to vote about who would win. Superfight is simple and without pretense; figures like Abraham Lincoln, a Kindergarten class, or Hermione can get powered up with abilities like giant claws that sprout from their hands, or being armed with ghost pepper spray. It’s fun to imagine the absurd match-ups, and to try and make your case for why your character would win. Superfight easily supports as few as three players, or as many as ten, and numerous expansions are available if it becomes a family favorite. 

Codenames Duet
Publisher: Czech Games Edition

Codenames Duet is the cooperative evolution of my personal favorite low-key party game, Codenames. Like in the original, players lay out a grid of cards with words like “igloo” or “radio” printed on them. Players then give one-word clues, along with a number that suggests how many words on the grid might relate to the clue. But watch out! Some of the cards on the grid are assassins – accidentally select one of those, and it’s game over. In the newer Duet version of the game, rather than two competing teams of spies, everyone is working cooperatively to find the correct cards before an assassin is accidentally contacted. It’s a great variation on an already excellent game, in which you’ll learn a lot about the ways that your fellow players understand words and meanings. Codenames Duet has the distinguishing feature of playing great with only two players, but it works well for bigger groups as well. 

The Chameleon
Publisher: Big Potato Games

Can you blend in with the crowd, even if they all know the subject of the conversation, and you don’t? That’s the intriguing premise behind this great party game, which scales wonderfully for as few as three or as many as eight players. Everyone around the table knows a secret word that is one of many in a particular topic area, like fairy tales, drinks, the zoo, or hobbies. Within a topic, one of the words on a grid is the secret word; in the movies topic, the word might be King Kong, Titanic, or Finding Nemo. Going around the table, every player then offers a single word that could relate to the secret word. The trick is, one player doesn’t know the secret, and they need to blend in by coming up with a word that seems like it fits. At the end of the round, players try to guess the chameleon. But even if the chameleon is identified, he or she still gets a chance to win if they can guess the secret word from the clues that were given. The Chameleon is a surprisingly nuanced social game, which can also lead to a lot of laughs – well worth checking out if you’re looking for something new. 

You’ve Got Crabs
Publisher: Ad Magic, Exploding Kittens

If you’re willing to overlook the innuendo, You’ve Got Crabs is a surprisingly family-friendly card game. Based on and rebuilt from a classic poker-deck card game commonly called Kemps, You’ve Got Crabs is a game of matching and secret communication between teams of two partners. Partner teams first agree on a secret signal to each other, and then go about drawing cards and trying to get a matching set of four. You then let your partner know that you’ve got a set with your secret signal. If they catch on, your partner points at you and shouts “You’ve Got Crabs!” and you get points (tallied, of course, with crab tokens). But if someone else notices the signal, they can shout the game’s title and steal your points/crabs. The cards you’re collecting are populated with art and names of seafood-themed puns, like “Crabernet Sauvignon,” “Crabridor Retriever,” and “Taxi Crab,” which adds to the silliness. The whole thing plays fast, relatively loose, and with a lot of laughs. You’ve Got Crabs works for four to ten players, but you’ll obviously need an even number of players to make things work. 

Sushi Go Party!
Publisher: Gamewright

I’m a big fan of the original Sushi Go, which is my favorite game for teaching the drafting mechanic to new tabletop players. But Sushi Go Party! takes that same formula and blows it out for larger groups of up to eight players. Players earn points by collecting sets and individual cards that add up to a great sushi meal, including tasty options like tempura, maki rolls, and edamame, not to mention delectable dessert like green tea ice cream. Players grab a stack of cards and add one to their hand before passing the remaining cards on to the next player in the sequence. Will you try to collect the most Maki? Or take a risk to try and get three sashimi cards for that big score? Sushi Go Party! includes a lot more types of cards than in the original game, leading to more customization and variety in how the game plays. Plus, you just can’t beat those little anthropomorphic sushi characters on all the cards. 

That’s A Question!
Publisher: Czech Games Edition

Ideal for close friends who enjoy leveraging their knowledge of each other, That’s A Question! comes from the same designer as Codenames (see above). Players have a hand of cards with a variety of potential answers on them. In the center of the table, a small board prompt offers up three questions: (1) Which would you miss more if it ceased to exist? (2) Which of these would you choose? and (3) Whom do you consider worse? Players choose from their available cards to lay down two options, and then pose that question to one of the other players. For instance, would you miss Google or comfy underwear more? Everyone else then votes on which answer that person would give. That’s A Question! also includes a cute board and figures for noting score, which tracks a group of squirrels that are climbing a mountain. But the real fun of the game is the amusing questions and answers that emerge, and being surprised what your friends really think. There are even ways to double down on an answer with a special token, if you’re especially confident of the answer that someone is going to give. That’s A Question! plays best with a relatively full group of five or six players. 

 

Any of the games above are sure to help add some fun and laughter to your day out in nature, all are physically small enough to transport easily, and they don’t require a large play space to make work – even a big tree stump could work in a pinch. And, of course, the selections I’ve included here are just some of my recent favorites – there are lots of other great options. If nothing there strikes you, hit me up via email or Twitter, and I’ll offer some additional recommendations of good party games for your next get-together, whether that’s to be gathered near a campfire or in the comfy air conditioning at home. 

If you’re looking for some more complex tabletop offerings, you should make sure and check out the full Top of the Table hub, where you’ll find a bunch of additional recommendations. And feel free to share some of your favorite party games in the comments below.



from www.GameInformer.com - Top Five https://ift.tt/2LPGmE1

Friday, 1 June 2018

Should You Play Jurassic World Alive?

The trailers for the forthcoming film Jurassic World: Fallen Kingdom hint that dinosaurs are no longer contained in the park and are on the loose in your neighborhoods and houses. Ludia's latest video game, Jurassic World Alive, echoes this premise, as it invites players out into the real world to use their mobile device's GPS to track down dinosaurs on the run. Yes, this game has a lot in common with Pokémon Go, but it also builds on the concepts introduced in Ludia's other mobile Jurassic Park and Jurassic World games.

I'm a big fan of Pokémon Go (with a level 36 character), and am finding Jurassic World Alive to be every bit as enjoyable in its opening moments. Tracking down new dinosaurs is a good time, and battling dinosaurs is a strategic affair, but I do worry about mid- to late-game progression, which appears to be tied to numerous types of in-game currency.

(Please visit the site to view this media)

The opening hour of play, however, is hassle free. When you boot up the game, you see yourself standing on a map. Ludia uses Google Maps to give players a precise world to explore, right down to building and road placements. Much like Pokémon Go's gyms and stops, Jurassic World Alive players will find destinations on the map called supply drops. You'll need to physically walk over to these spots to be able to collect the drop, which contains coins, cash, and darts.

You'll also see various dinosaurs wandering wandering the wilds. You won't see many of them in any particular area. The most I've seen is three in one clickable space, and it's a much wider space than Go. You can click on a dinosaur that is a few blocks away and still engage with it. When you perform this action, you don't capture or battle it. You instead launch a drone into the sky, and are tasked to shoot darts at the dinosaur to retrieve some of its DNA. This action is handled through a timed minigame, which demands precision. You are trying to hit the center of a circle on the dinosaur. The better your aim, the more DNA is extracted. If you miss, the dart will either deflect off of the dinosaur or fall to the street. Again, darts are finite. I haven't run out of them in these early stages of play, but I wonder what would happen if I went for a five-mile walk and captured everything along the way. This minigame is fun, but it takes way too much time to load. From what I can tell, the game is more stable than Go, but it is much slower in its gameplay and interface.

When collect enough DNA from one dinosaur, you can recreate it in the lab and add it to your collection, of which there appears to be 100 different types of track down. If you keep farming the same type of dinosaur, you can level it up. I did this with my stegosaurus, which is now level two. I'll need to collect 150 more DNA samples to evolve it again. Evolving a dinosaur requires gold. The first level for a common stegosaurus cost me five gold. This next level will cost me 10 more.

The dinosaurs are nicely detailed and animated, allowing the user to click on them to watch them roar or swing their tails. Just collecting the beasts is an engaging affair, but their true purpose in this game is battling against other players' dinosaurs. When you collect four different types of beats, you can enter the Proving Grounds to learn how to battle against A.I.-controlled dinos. These fights are turn-based, pushing players to use different attacks and strategies to take down their opponents. Each dinosaur has a set amount of health (based on its level), as well as a variety of attributes for strength, speed, armor, damage, and critical chance. The strategies vary widely between each dinosaur type. My stegosaurus can deal 1.5x damage with its "thagomizer" attack, which also lowers my target's speed by 50 percent for three turns. My einiosaurus can stun opponents, and my velociraptor deals twice as much damage. While only one of your dinosaurs can be on the battlefield at once, you can swap it out at any time to change up your strategies. Again, only four dinosaurs can enter the fray.

Graduating from the Proving Grounds reveals the Fallen Kingdom, the area where you can battle other players and take on other missions. Matchmaking seems to work well, with opponents being found quickly and at the same level. The battles are quite intense, most coming down to one dino left on either side. There's definitely some guess work involved as to what your opponent may do, but using stuns and special attacks at the right times can turn the tide of war in your favor, allowing you to coast to victory in the final moments. Winning rewards you with coins and incubators that take time to open. Incubators hold a random number of darts, dino DNA, and the various forms of currency. You can wait a few minutes or hours to open one, or exchange the in-game cash to unseal it immediately.

I'm going to stick with Jurassic World Alive for a while. It isn't replacing Pokémon Go for me, but I can't say no to collecting dinosaurs, especially when it's handled this well. I'm still in the fact-finding stages, and have plenty of questions I need answered. How evil the in-game currency ends up being is a big one. I also want to know if specific dinosaurs are spawning in specific regions or if they are just randomly spawning all over the place. What can I say, I'm a sucker for these types of games, and can't wait to see what Niantic is planning with Harry Potter: Wizards Unite.



from www.GameInformer.com - Top Five https://ift.tt/2LJlZZb

Super Replay – Mega Man

Capcom's Tim Turi joins the Game Informer crew for a brief (but complete) look at Mega Man's first adventure. We all know Tim has proven himself as a great gamer, somehow managing to work his way through Overblood, Illbleed, and the atrocious Martian Gothic, but he needed a little help getting through Mega Man. He uses a new rewind power to undo his deaths. This functionality is a part of the recently released Mega Man Legacy Collection, which you can play on Switch, PlayStation 4, and Xbox One.

Tim does a bang up job working his way through these difficult stages, and more impressively, remembering which weapons work on which bosses. We hope you enjoy this short Super Replay, and come back in a few weeks to check out the first episode of our complete playthrough of God Hand.

(Please visit the site to view this media)



from www.GameInformer.com - Top Five https://ift.tt/2xs7S7D

Thursday, 31 May 2018

Fallout 76 Announced

Bethesda has announced Fallout 76 – a Bethesda Game Studios title appearing on the Xbox One, PlayStation 4, and PC.

Nothing is known about the game at this time – whether it will a Fallout title as we've come to know them, an online-focused title, or something else entirely.

However, we do know a little about Vault 76. It was a control Vault likely in West Virginia that was to open up 20 years after a nuclear war.

(Please visit the site to view this media)



from www.GameInformer.com - Top Five https://ift.tt/2H2eNUo

Wednesday, 30 May 2018

Let’s Go Pikachu And Eevee Bridges The Gap Between The Main Series And Pokémon Go

The Pokémon Company has announced (and confirmed) what it is calling the next mainline Pokémon RPG games and a dedicated, Pokémon-themed accessory are coming to Switch in November.

Firstly, it's worth noting these games are not the Pokémon Switch RPG that was announced with few details at E3 2017. That game is coming in 2019 and these two games are separate.

Pokémon: Let’s Go Pikachu! and Pokémon: Let's Go Eevee! are inspired by Pokémon Yellow, take place in Kanto, and serve as a console counterpart to Pokémon Go. They are designed and geared towards younger players "taking their first steps into the Pokémon video game world."

Although the exploration segments in the Let's Go games look similar to Sun and Moon's (albeit with higher-res but slightly more cutesy graphics), tn these games players will be able to catch Pokémon using the Switch's motion controls, the interface for which looks nearly identical to Go's (the Pokémon also look nearly identical to their Go incarnations, albeit with smooth edges and higher textures).

(Please visit the site to view this media)

The Pokémon Company also wants the Let's Go games to serve both newfound fans brought in by Go as well as the mainline RPG games. Your central partner (whether it's Eevee or Pikachu) will be a bigger part of your team: You can pet it, deepen your bond with them and customize them with different outfits. You can also have one other Pokémon in your party follow your around - and you'll ride around on the larger ones, such as Onyx or Charizard.

The Let's Go Games, being on a console, also have co-op. In co-op mode, each player can hold a Joy-Con and manage a single Pokémon in battle. Two players can also explore the field at the same time, and make it easier to catch Pokémon in the catching interface.

The new Poké Ball Plus accessory can replace the Joy-Con while playing. It lights up and rumbles as you're playing. Leter, you can store a Pokémon in your Ball Plus and take it with you. As you walk around outside, The Pokémon Company's Shinya Takahashi said "some fun things might happen," which the company will talk about at a later date.

Alongside the games, The Pokémon Company also announced the Poké Ball Plus accessory. It can be used in place of a Joy-Con and will light up in a variety of colors, and rumble, which will let players feel the Pokémon inside of them (presumably with the Switch HD rumble). It will also let you take your Pokémon out into the real world (presumably like the Pokéwalker included with HeartGold and SoulSilver) and, finally, it can function as a Pokémon Go Plus for Pokémon Go.

The Let's Go games are also inspired by Pokémon Go, and will connect to it as well. Kanto-region Pokémon captured in Go can be transferred to Let’s Go Pikachu and Eevee by connecting your Switch and Go accounts. They're also visible inside the tall grass, removing a degree of randomness to Pokémon battles. You can play the entire game with just a single Joy-Con, catching Pokémon by swinging it in various directions.

The Pokémon Company also offered the following promise: "Something special will also be coming to the world of Pokémon Go, making the connection between both games even more appealing for Trainers. Details for this will be revealed in the near future." The trailer for the game also said Go players would meet "a special" Pokémon in Go by playing the Let's Go games.

Pokémon: Let's Go Pikachu, Let's Go Eevee, and the Poké Ball Plus will all be available on November 16.

 

Our Take
I'm a little surprised it has taken so long for a Pokémon game to communicate with Go. I know everyone (myself included) is excited for details about the next true Pokémon game and what it will look like on Switch, but this is an interesting spin-off, especially for young players. Also, if I can ride an Arcanine, this is already a top-five Pokémon game.



from www.GameInformer.com - Top Five https://ift.tt/2sguLpo

Big Changes Coming To Gameinformer.com - A Message From The Editor In Chief

I am so excited to tell you about a big change coming to gameinformer.com. Sometime in the next month, we are switching to a new, faster design. The new technology has been built from the bottom up with entirely new processes for us internally. Our new mobile-friendly site (yes, feel free to make your own "welcome to 2010, Game Informer" joke here) is built for speed. Editors will be able to update more quickly, our developers will be able to make changes at a massively increased rate, and our move to the cloud should give you the site performance you deserve as a loyal Game Informer reader.

We are testing the site's performance as we speak, so this change could happen as soon as next week (we would love to have it up and ready for E3). I felt it was important to reach out to you before the new site launched, as there are some major changes you need to be aware of.

First, we will no longer be supporting user blogs. This one hurts. We love the great work our community created, but the sad reality is there were more malicious entities attacking us with bots than our company could deal with. Keeping the bots away was essentially a full-time job. That said, while this won't be ready for launch, the team here is working on a community version of gameinformer.com where we will repost all of your pre-existing content to keep it for posterity, but new content will no longer be allowed. However, we might encounter other unforeseen issues, so with that in mind: If you have content on the Game Informer blogs that you would like to keep, I highly recommend that you create your own backup.

Second, we are closing the forums (for now) and switching our comments to Disqus. This change will give you more ways to interact as a community, and give our moderators more tools to keep the conversations civil. Signing up is easy if you haven't already, and the integration to the new site is simple and streamlined.

Finally, all our normal content will continue but with a much cleaner, responsive design that will let you enjoy gameinformer.com content (and the digital magazine) however you like. But we will be able to deliver them in new and exciting ways, with enhanced performance and functionality from our video player, higher-resolution screenshots, better galleries, improved readability, and custom-designed previews and features.

I speak for the team when I say this change is just the beginning. I hope you are as excited as we are. I will keep you updated in the coming days as to our status, and I want to take a moment to thank the entire team here at Game Informer. You all know the editors and our video team, but there are so many other people behind the scenes that make the magic happen. These teams worked their hearts out to make this new site happen, and this change is a direct result of their passion.

Enjoy this little sneak peek and let me know your thoughts. This is your site, and we will do our best to listen and make it as good as we can for you.

Cheers

Andy

A glimpse of the home page on various devices

The mobile edition is one of the biggest changes for the new site

 



from www.GameInformer.com - Top Five https://ift.tt/2kxzi2v

We Go Hands-On With More Mega Man 11

Despite his long slumber, Mega Man has a history synonymous with gaming. With Mega Man 11, the blue bomber is attempting the kind of revival fraught with the same kind of dangers that dozens of other series have tried before with few coming out the other end successful. Mega Man's newest adventure, however, might be more well-equipped for a grand return than any of his former contemporaries.

I got a chance to play the newest build of Mega Man 11, which features BlockMan's Egyptian/Aztec fusion-themed level and FuseMan's newly playable electric bugaloo around a power plant. Mega Man traverses these environments with his usual repertoire of running, jumping, sliding, and holding in the charge button the entire time.

The newest tool for Mega Man to use, however, is the Gear system. Dr. Wily has an epiphany of the gear ability system in his advanced age, recalling that he pioneered the technology with Dr. Light when they were both young. The gears can slow down time, power up a fighting robot, or combine both for a last-ditch effort in battle. Wily decides to power up his current set of robot masters with the gear system and Mega Man insists that he also receives the upgrade from Dr. Light to fight off these powered-up enemies.

Using the shoulder buttons, Mega Man can activate the Speed Gear, which slows down time, or the Power Gear, which powers up his Mega Buster and gives him two full charge shots at its strongest charge. Both abilities are set on a cooldown, meaning you can't just walk through a level with time permanently slowed down. Activating either buys you a few seconds to take advantage of the gear until you stop using it or it runs out, requiring a full cooldown to zero before it can be used again.

Mega Man can also build up a charge through the level that allows him to combine both gears as a desperation move, slowing down time and giving his Mega Buster an extra bit of oomph. The super fighting robot better have defeated the boss with this ultimate attack, though, or he'll overheat and be unable to charge shots for a limited time.

The gears are not an easy button as I initially feared they would be. It allows the designers to be a bit more devilish with the design of optional challenges. An E-Tank in Block Man's stage requires platforming off a falling block to reach, which is doable for those with fast reaction times, but made just a bit easier using the Speed Gear. The Gears alone won't make anyone look like a speedrunner, but they provide a little smoothing out of some of Mega Man's hard edges.

The robot masters also have this same technology and use it to add different phases to the boss fight. BlockMan uses the Power Gear to assemble a block-filled mech that looks like something akin to Mega Man's monstrous rival the Yellow Devil. The gears end up making the bosses feel fresher than if they simply bounced around the stage hitting you with projectiles, as classic as that formula may be.

FuseMan's stage revisits a trope well-worn in Mega Man's long history, an electric-themed stage littered with traps around Mega Man's feet. Fuses shoot electric beams as you go through the stage, invoking a Mario-style level design of introducing a stage obstacle and iterating on its use over the level. Before too long, Mega Man is avoiding moving electric beams while platforming up a vertical corridor and avoiding the exposed flooring.

As someone who has grown up alongside the Mega Man series and counts its games as some of my favorites, I was initially fairly worried about whether the eleventh game could successfully channel the spirit of its predecessors. After having played it, I am confident that the final product feels like Mega Man, and the developers understand just how difficult to define that feel can be. The blue bomber is modernizing, which in itself can be a game of inches, but he has not lost his robotic soul in the process.

Mega Man 11 releases on Switch, PlayStation 4, Xbox One, and PC on October 2.



from www.GameInformer.com - Top Five https://ift.tt/2GZKvli

We Asked A Fortune-Teller To Predict E3 2018's Biggest Reveals

It's that magical time of year when E3 predictions and rumors are flying fast. We here at Game Informer wanted to take a different path, so associate editor Suriel Vazquez traveled to Eye of Horus in Minneapolis, Minnesota to get a better idea of what to expect from the show from a tarot card session. Just in case there's any confusion, this was a real tarot card session that cost us $65. But it was worth it.

Watch the video below to see Suriel Vazquez receive the answers he seeks with a little help from the mystical realm.

(Please visit the site to view this media)

Tune in to Game Informer's E3 coverage right here and get ready for press conferences with our commentary, nightly episodes of The Game Informer Show, and a ton of gameplay impressions.



from www.GameInformer.com - Top Five https://ift.tt/2H4gqkE

Learning What Mario Tennis Aces' Adventure Mode Serves Up

Mario Tennis: Ultra Smash launched on Wii U in 2015 to poor reception from fans and critics alike. The game added little in way of new mechanics and even less in terms of reasons to return to the game time and again. With gameplay that expands your arsenal, an improved online suite, and a better list of modes, Mario Tennis Aces on Switch hopes to avoid the double fault and deliver a better experience for players. I went hands on with one of Aces' main attractions, adventure mode, to learn the basics of the new gameplay and see if this entry is more likely to sink its hooks into players.

You only play as Mario in adventure mode, but the story features many character besides Nintendo's mascot. Luigi has uncovered an evil tennis racket, and it has taken him, Wario, and Waluigi hostage. Mario sets out to rescue the captive characters and uncover the secrets of the racket's past. The journey takes Mario to Bask Kingdom, a dominion previously ruined by the powerful racket. To fight for his brother and the destroyed kingdom, Mario learns new abilities, which play out as brief tutorial stages in adventure mode.

As I work through the early lessons, I relearn the basics of Nintendo's brand of tennis. Once we get the different strokes down, I move on to learning the new abilities Mario Tennis Aces introduces. As I rally back and forth with my opponent, an energy gauge fills in the corner of the screen. I can use available energy for zone speed, which slows time and allows me to get into position, or zone shots, which I can perform if I get into proper position and expel energy as I swing my racket. If I initiate a zone shot, my character springs into the air and an aiming reticle allows me to place my shot; the longer I take to aim, the more energy I consume. You can aim away from your opponent, but if you want to challenge them, you can hit it right at them. If they don't time their counter correctly, the powerful shot will damage their racket. Inflict too much damage to your opponent's racket and it'll break, giving you the win by default.

Mario's newfound zone powers are great, but they're no match for the special shot, which can be initiated from any spot on the court when the energy gauge is maxed out. When you use a special shot, you launch into a character-specific cutscene and enter the aiming sequence again. This time, if your opponent tries and fails to return the shot properly, it'll destroy their racket in one hit. This means that if you decide to test your skills and return a special shot, failure carries a hefty price. 

The final shot type I learn is a trick shot, which causes my character to leap, lunge, or flip in the direction of the ball in a desperate attempt. It's tough to be successful with, but using this shot, I was able to reach several balls I would've just watched go by in most tennis games. With my new arsenal of attacks, I jump into the first few real challenges of adventure mode. From special-rules matches against other characters on the roster like Spike and Donkey Kong, to a minigame where I must return balls from a wall of piranha plants, adventure mode looks to provide fun diversions that give you additional ways to enjoy the game of tennis. As I complete challenges, I earn experience for Mario to improve his shot speed, run speed, and agility ratings. I also earn new rackets, which have their own set of attributes including attack, defense, and durability. I imagine that durability rating will be one to focus on if you're not great at timing your returns on zone shots.

My time with adventure mode culminates with a showdown against a boss: Petey Piranha. He puts wicked spins on the ball, but by simply continuing the rally, I chip away at his stamina. Once his bar is depleted, he tips over and I enter a zone shot to deal damage to his weak spot. After a few cycles of this, the battle is mine. It's a fun twist on the core tennis mechanics and I look forward to more creative boss fights.

Mario Tennis Aces seems to show a Camelot team that took the criticisms of Mario Tennis: Ultra Smash to heart. With myriad new gameplay mechanics and a fun adventure mode, I'm looking forward to seeing the full scope of the improvements when the game launches on June 22.

In the meantime, you can see the trailer for adventure mode below.

(Please visit the site to view this media)



from www.GameInformer.com - Top Five https://ift.tt/2IYqnl6

Tuesday, 29 May 2018

A New Image Of Final Fantasy VII Remake Shown In Background Of Another Photo

Square Enix is recruiting for jobs, including for the Final Fantasy VII remake. One of those recruitment pages, however, has the first look at Final Fantasy VII remake that we have gotten since 2015.

The image, which is found on this recruitment page, shows lead developer Naoki Hamaguchi sitting in front of a computer screen with an image of what looks like FFVII Remake on it. A tweet from uer @DKHF4 blew up the image to get a closer look.

The image appears to be Cloud standing in front of Air Buster, the second boss in the game that Cloud, Barrett, and Tifa fight right after meeting President Shinra for the first time. So we can safely say they have at least made a model for the second boss in the game.

Square Enix's E3 showcase will take place Monday, June 11 at 10:00 a.m. PT.

 

Our Take
I really hope this game is shown at E3 because I am not even that excited but this drip feed is still driving me nuts somehow. I am at the point where I am reporting on images in the background.



from www.GameInformer.com - Top Five https://ift.tt/2ISSbvs

PUBG Corp. Takes Epic To Court Over Battlegrounds Similarities

PUBG Corp., the company that develops and manages PlayerUnknown's Battlegrounds, is taking Epic Games to court over the similarities between Battlegrounds and Fortnite.

Bluehole and PUBG Corp. have been threatening this for some time, going back as far as last year when the Korean-based developer said they were mulling their options over how they would respond to Epic's addition of a battle royale mode to Fortnite. The copyright infringement suit filed now reveals that PUBG Corp. had in fact filed an injunction against Epic in January.

The movement now is likely because Epic is expanding Fortnite's Battle Royale mode into East Asia, with publisher Neowiz, developers and publishers of MMORPG Bless Online, partnering to bring it to net cafe-style businesses in South Korea. The suit was filed in Seoul Central District Court against Epic Games Korea specifically.

By filing suit, PUBG Corp. hopes to get a court to determine whether Fortnite's Battle Royale mode infringes on Battlegrounds, particularly over things like items and user interface.

[Source: Korea Times]

 

Our Take
Not being a lawyer, it is hard to say how good PUBG Corporation's argument is here. It does seem like they know this would be a massive waste of time if they didn't feel they could prove at least some aspects of it. I also can't imagine this has caught Epic by surprise and I'm sure lawyers have been preparing for this since the initial saber-rattling in September.



from www.GameInformer.com - Top Five https://ift.tt/2LEsPiL