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Instead of looking at the games we’ve played during the week, we’re looking at the games we’ve played during the entire year that haven’t quite made it into our goty of the year considerations, but we still enjoyed!
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Memories of Mother
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There are few things quite as exciting for a development team as releasing new content. Months or years of hard work finally bear fruit, and the creators behind it can finally step back to listen to the reactions and feedback from players. Yet how does this process look internally? What is considered when making a DLC for an already released game? Today, I find out through a chat with Philipp Strecker, Product Owner at Avalanche Studios about the latest addition, Parque Fernando, to the open-world hunting simulator theHunter: Call of the Wild for Xbox One.
What is Parque Fernando?
Parque Fernando, inspired by the South American region of Patagonia, marks the 5th reserve in theHunter: Call of the Wild and adds six new species to the animal roster.
After releasing a reserve in the long requested African Savanna, we were faced with the challenge of finding the “next big thing.” For Parque Fernando, this edge comes from the various features we are introducing. Instead of focusing on going deeply into one aspect, we instead decided to take a broader approach, thereby creating a strong foundation that the community can react to, and based on their feedback we can then see which features we develop even further.
What sets Parque Fernando apart from other reserves?
We had a lot of things on our wish list that we wanted to cover during the development of Parque Fernando, but unfortunately due to our limited man power and time, we were unable to do everything. In many ways this reserve offers starting points, and creates a foundation for features that we feel are strong enough on their own to be fun and can evolve even further. An example is the Trophy Collection room, which displays diamond animals (highest difficulty) harvested by the player. This room displays the same trophy model for each species of animal across all players, and while it’s a great way to connect the people’s achievements with the beautiful animals in the game, the logical next step would be to make it even more individual and personal.
How do you pick new species?
Usually, we pick one new species to be the star of each new reserve. The Puma in Parque Fernando allowed us to explore more opportunities for predator and prey mechanics, which brings more life, sensation and simulation to the game. We try to balance the animal roster through different means, like size or hunting technique, to ensure that everybody can find their preferred animal on the new map. Often there are constraints to work with, like where in the world the reserve is placed or how many new animations have to be created. Patagonia as a region offered both great native species but also an easy explanation why you can find “imported” animals in this reserve as this is true to life.
How do you decide what content and features to put into the game?
With a diverse and passionate playerbase, you get requests around the clock, which is both fantastic and valuable to the development team. Our job is to identify what fits best with our skill set, what our team can achieve, what keeps us in business and also what people really mean when they want a reserve in Patagonia. Expectations vary a lot so we usually have some lengthy discussions whether a Puma or a Mule Deer is the better addition to the game. This alone can be quite an enjoyable process, since it really makes you think about what fits our players and the game as a whole.
What was the most unexpected bug during development?
Ah, there are so many to choose from! We had Pumas chasing birds, other Pumas and un-spawned animals. There were Ducks taking off like helicopters and flying through mountains, animal dropping clues inside buildings and much more. One animation issue lead to all the animals having really big bellies and breathing in a very comical manner. In short, just your average day in the game development industry. We are happy about every bug we fix in the game and sometimes we say our goodbyes to the special ones.
How do you strike a balance between new content and fixing issues?
While both are crucial and necessary in keeping the game fun and relevant for our players, finding a balance can be hard since oftentimes any decision you make will leave one party disappointed. We are trying out different combinations of both but it can be challenging to effectively show and communicate this to our community. Every release includes game improvements and bug fixes, and we follow up on the community’s feedback. The players are incredibly passionate, supportive and helpful so we always want to return that energy with a good game.
See the rest of the story on Xbox Wire
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If you head to your local comic book store, or fire up your favorite reading app, I recommend taking a look at the first issue of The Witcher: Of Flesh and Flame, a new limited series by Dark Horse that launched today. The story is set in CD Projekt’s video game adaptation of The Witcher, and once again focuses on the exploits of Geralt, who is tasked to solve a mystery for an old acquaintance.
This four-part story kicks off with a 32-page first issue written by Aleksandra Motyka with art by Marianna Strychowska. Don’t worry, Geralt looks nothing like Henry Cavill in this series. This isn’t Dark Horse’s first time creating new stories for this license. Writer Paul Tobin penned a handful of stories, including House of Glass, Fox Children, and Killing Monsters. You can read Tobin’s work in a collection that released in October.

Geralt has had a busy year, guesting in Bandai Namco’s Soulcalibur VI a few months ago and making an appearance in Capcom’s Monster Hunter: World early in 2019.
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For Honor’s war planet seems to bring in the most powerful warriors from around time and the world to avoid sticky questions about why a samurai, a viking, and a knight are in a European-style castle at once. It also affords the game the chance to fudge the details a bit and crossover with other properties, like Assassin’s Creed, which it seems Ubisoft is keen on doing.
Nothing is true, everything is permitted. pic.twitter.com/6CSiROHvYF
— For Honor (@ForHonorGame) December 19, 2018
The For Honor Twitter account teased a collaboration with other Ubisoft property Assassin’s Creed with a vague but direct tweet. The little video shows the For Honor emblems morphing into the Abstergo logo, and then a short message stating a full reveal on December 20.
The most obvious collaboration point would be to throw an Assassin into the mix, presumably Ezio-era, but that might be a bit ambitious for a short teaser. It could also be something as simple as cosmetic items, but that might be too small to make a teaser for, so it’s anyone’s guess. Ubisoft has not shied away from offering new and major content in For Honor quickly and quietly, so we’ll find out tomorrow.
For Honor recently released their Marching Fire expansion, which added a host of new content, characters, and levels. The game is available on PlayStation 4, Xbox One, and PC.
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A Norwegian issue with the way Nintendo handles eShop cancellations, as in they completely refuse to do so, has now been escalated to the German courts. The German Consumer Protection Authority is taking legal action against Nintendo of Europe over their “all sales are final” policy in a case that may have rippling effects across Europe and beyond.
Nintendo’s eShop lets you preorder games as much as you want as long as the listing is there. Unfortunately, if you decide you don’t want the game for whatever reason, you can’t cancel the preorder under any circumstances. This runs afoul of a number of European consumer protection laws, which Norway had a problem with earlier this year. Since Nintendo of Europe is based in Germany, the case has been moved there.
Nintendo’s defense here is that preloading means that the transaction has already begun, whether the preloading itself has started or not. The company is citing article 16 of European Consumer Law Directive 2011/83, which states that cancellations can be ignored if “the performance has begun with the consumer’s prior express consent, and with the acknowledgement that he will lose his right of withdrawal once the contract has been fully performed by the trader”.
Basically, Nintendo is saying that preloading the game means that you already own it, whether you can launch it or not. That makes it void for a cancellation.
It remains to be seen whether Nintendo’s defense will hold water, as it is seemingly an inventive use of that article. Should Nintendo fail to defend against this, however, it will be interesting to see whether they change the eShop rules at all and whether they make worldwide changes or make them specific to Europe. The entire process could be drawn out for months to a year, so it might be too early to speculate how everything shakes out.
[Source: Eurogamer]
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Travis Strikes Again: No More Heroes is still a bit of an enigma for No More Heroes fans, but it is hard to argue the game doesn’t have that old Suda style and that will probably be enough for a large number of fans. To further reinforce that idea, Suda is actually signing a special edition of the game with goodies in it for fans for release in the UK, but shipping everywhere.
English readers, here’s a collector edition for Travis Strikes Again ?
This edition gives you a physical game + a documented and fully illustrated book!
Another special edition is signed by @suda_51 !Preorder on Pix’n Love website tomorrow 5pm (UK time) ⏲️@Grasshopper_EN pic.twitter.com/DiX7DB4D5R
— Editions Pix’n Love (@Pixnlove) December 17, 2018
For the UK version, everything is in English. Obviously the French version has everything in French, which could pose a problem if you don’t speak French, but this would be a good time to learn if you’re leaning that direction.
The collector’s edition box, which comes with the game, a certificate of authenticity signed by director Goichi Suda, four lithographs, and a hardcover “Make Of” book about the game. The most hardcore No More Heroes fans were probably sold at the game part, but the rest of that is also pretty cool.
Travis Strikes Again: No More Heroes releases on January 18 on Nintendo Switch. You can read our latest preview here and catch a New Gameplay Today right here.
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The NPD, or National Purchase Diary, tracks retail sales across the U.S. on a monthly basis including for gaming, occasionally receiving and reporting data from digital sales as well depending on the publisher. While Call of Duty: Black Ops 4 beat out Red Dead Redemption II last month in part due to how much earlier within October Call of Duty was released, the roles were reversed in November with Red Dead Redemption II winning the battle but not quite the war.
Red Dead Redemption rocketed to first place this month, which pretty much every industry analyst in the world expected. That said, Call of Duty: Black Ops 4 is still the overall best selling game of the year, despite the PC release not being tracked by the NPD. Red Dead Redemption could pull ahead given December, but 2018 might belong to Call of Duty much like 2017 did, as well as the previous three years.
Though, anyone who has ever bet against Rockstar games having extremely long sales legs has ended up with monthly egg on their face. The sales of Red Dead Redemption II already exceed the entire lifetime sales of Red Dead Redemption by 40 percent.
Battlefield V made its delayed debut at third, which should quiet murmurs about Battlefield V’s poor preorders. People were still eager to pick the game up, even after the releases of Red Dead and Call of Duty.
Fallout 76 follows behind at fourth place, which might surprise some after the poor critical response and essentially weekly controversies. The game was either what the market was actually looking for or speaks to the intense power of the brand, both of which are solid reasons for Bethesda to consider Fallout 76 as a successful experiment.
Pokémon Let’s Go Pikachu and Eevee hit the fifth and sixth spots respectively and likely would have charted above Fallout 76 had they been combined and had Nintendo reported digital sales of the two games. The launch sales for the game are the second highest of any Pokémon game in history, behind Pokémon Stadium on the Nintendo 64. This bodes extremely well for Pokémon’s next mainline game supposedly releasing in 2019.
You can check out the full software list below.
| Red Dead Redemption II | 1 | |
| Call of Duty: Black Ops IIII | 2 | |
| Battlefield V | 3 | |
| Fallout 76 | 4 | |
| Pokemon: Lets Go Pikachu | 5 | |
| Pokemon: Lets Go Eevee | 6 | |
| NBA 2K19 | 7 | |
| Madden NFL 19 | 8 | |
| Spyro Reignited Trilogy | 9 | |
| FIFA 19 | 10 | |
| Assassin’s Creed: Odyssey | 11 | |
| Super Mario Party | 12 | |
| Marvel’s Spider-Man | 13 | |
| Mario Kart 8 | 14 | |
| WWE 2K19 | 15 | |
| God of War 2018 | 16 | |
| Shadow Of The Tomb Raider | 17 | |
| Just Dance 2019 | 18 | |
| Grand Theft Auto V | 19 | |
| Forza Horizon 4 | 20 |
Some notable omissions are the Switch version of Diablo III, Hitman 2, and Darksiders III, though the THQ Nordic game released late in the month. It was a fairly packed month, however, so games that didn’t appear on the list may still have ended up successful.
In terms of hardware, this was one of the biggest months of not just the year but of the last several years. All three major consoles – the PlayStation 4, Xbox One, and Switch – sold more than 1.3 million units each in November. The last and until now only time three consoles of any stripe sold more than a million units was 2010 when the Wii, DS, and Xbox 360 came together to achieve that feat.
This time, the Nintendo Switch lead the charge in terms of dollar sales, but the PlayStation 4 still remains the best selling console in 2018, partially due to the incredible sales of the PS4 Spider-Man bundle ahead of Black Friday.
Next month, the major contender is Super Smash Bros. Ultimate, which Nintendo has said sold three million already.
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A few years back, when IO Interactive was still working with Square Enix to publish the recent reboot of Hitman, the developer was big on surprise seasonal content. One of the most memorable missions put Agent 47 in a Christmas-themed mission in the first season’s Paris level and involving both Santa Claus and some rascally but well-known thieves.
Starting today until January 8, owners of the Hitman Legacy Pack can revisit the Paris level from the first season to have another shot at the Holiday Hoarders mission. Harry “Smoky” Bagnato and Marv “Slick” Gonif are skulking through the Paris fashion show stealing presents, which is more than enough to end up on Agent 47’s naughty list. The pair of thieves from Home Alone can now stop trying to murder a small child and pick on someone their own size.
Completing the mission nabs players the Secret Santa pack, which lets players use the Agent 47 Santa outfit anywhere within Hitman 2. Challenge yourself to assassinate some targets as Santa Claus for that extra boost of Christmas spirit.
The Hitman Legacy Pack comes free to owners of the first season of Hitman when launching Hitman 2, but can also be purchased separately.
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