Author: dpugh007

  • Game Awards 2018: All The Winners Revealed Here Tonight

    In addition to hosting 10 or more new game announcements, The Game Awards is also an awards show. It’s right there in the name, after all. There are numerous categories, including Best Narrative, Best Art Direction, Best Score/Music, Best Performance, and of course, Game of the Year.

    Game of the Year nominees this year are Assassin’s Creed Odyssey, Celeste, God of War, Marvel’s Spider-Man, Monster Hunter World, and Red Dead Redemption 2.

    Overall, God of War and Red Dead Redemption 2 lead the way with eight nominations each. You can see the full rundown of categories and nominees below. Throughout the evening we’ll put the winners in bold; Game of the Year is expected to be announced last.

    You can watch The Game Awards 2018 right here on GameSpot. The show begins at 5:30 PM PT / 8:30 PM ET, which is 1:30 AM in London and 12:30 PM in Sydney on December 7.

    2018 Game Awards Nominees

    Game of the Year

    • Assassin’s Creed Odyssey (Ubisoft Quebec / Ubisoft)
    • Celeste (Matt Makes Games)
    • God of War (Sony Santa Monica / SIE)
    • Marvel’s Spider-Man (Insomniac Games / SIE)
    • Monster Hunter: World (Capcom)
    • Red Dead Redemption 2 (Rockstar Games)

    Best Ongoing Game

    • Destiny 2 (Bungie / Activision)
    • Fortnite (Epic Games)
    • No Man’s Sky (Hello Games)
    • Overwatch (Blizzard)
    • Tom Clancy’s Rainbow Six Siege (Ubisoft Montreal / Ubisoft)

    Best Game Direction

    • A Way Out (Hazelight Studios / EA)
    • Detroit: Become Human (Quantic Dream / SIE)
    • God of War (Sony Santa Monica / SIE)
    • Marvel’s Spider-Man (Insomniac Games / SIE)
    • Red Dead Redemption 2 (Rockstar Games)

    Best Narrative

    • Detroit: Become Human (Quantic Dream / SIE)
    • God of War (Sony Santa Monica / SIE)
    • Life is Strange 2: Episode 1 (Dontnod Entertainment / Square Enix)
    • Marvel’s Spider-Man (Insomniac Games / SIE)
    • Red Dead Redemption 2 (Rockstar Games)

    Best Art Direction

    • Assassin’s Creed Odyssey (Ubisoft Quebec / Ubisoft)
    • God of War (Sony Santa Monica / SIE)
    • Octopath Traveler (Square Enix / Acquire / Nintendo)
    • Red Dead Redemption 2 (Rockstar Games)
    • Return of Obra Din (3909 LLC)

    Best Score/Music

    • Celeste (Lena Raine)
    • God of War (Bear McCreary)
    • Marvel’s Spider-Man (John Paesano)
    • Ni No Kuni II (Joe Hisaishi)
    • Octopath Traveler (Yasunori Nishiki)
    • Red Dead Redemption 2 (Woody Jackson)

    Best Audio Design

    • Call of Duty: Black Ops 4 (Treyarch Studios / Activision)
    • Forza Horizon 4 (Playground Games / Turn 10 Studios / Microsoft Studios)
    • God of War (Sony Santa Monica / SIE)
    • Marvel’s Spider-Man (Insomniac Games / SIE)
    • Red Dead Redemption 2 (Rockstar Games)

    Best Performance

    • Bryan Dechart as Connor, Detroit: Become Human
    • Christopher Judge as Kratos, God of War
    • Melissanthi Mahut as Kassandra, Assassin’s Creed Odyssey
    • Roger Clark as Arthur Morgan, Red Dead Redemption 2
    • Yuri Lowenthal as Peter Parker, Marvel’s Spider-Man

    Games for Impact

    • 11-11 Memories Retold (Digixart / Aardman Animations / BANDAI NAMCO Entertainment)
    • Celeste (Matt Makes Games)
    • Florence (Mountains / Annapurna Interactive)
    • Life is Strange 2: Episode 1 (Dontnod Entertainment / Square Enix)
    • The Missing: JJ Macfield and the Island of Memories (White Owls / Arc System Works)

    Best Independent Game

    • Celeste (Matt Makes Games)
    • Dead Cells (Motion Twin)
    • Into the Breach (Subset Games)
    • Return of the Obra Dinn (3909 LLC)
    • The Messenger (Sabotage Studio)

    Best Mobile Game

    • Donut County (Ben Esposito / Annapurna Interactive)
    • Florence (Mountains / Annapurna Interactive)
    • Fortnite (Epic Games)
    • PUBG MOBILE (Lightspeed & Quantum / Tencent Games)
    • Reigns: Game of Thrones (Nerial / Developer Digital)

    Best VR/AR Game

    • ASTRO BOT Rescue Mission (SIE Japan Studio / SIE)
    • Beat Saber (Beat Games)
    • Firewall Zero Hour (First Contact Entertainment / SIE)
    • Moss (Polyarc Games)
    • Tetris Effect (Resonair / Enhance, Inc)

    Best Action Game

    • Call of Duty: Black Ops 4 (Treyarch / Activision)
    • Dead Cells (Motion Twin)
    • Destiny 2: Forsaken (Bungie / Activision)
    • Far Cry 5 (Ubisoft Montreal / Ubisoft)
    • Mega Man 11 (Capcom)

    Best Action/Adventure Game

    • Assassin’s Creed Odyssey (Ubisoft Quebec / Ubisoft)
    • God of War (Sony Santa Monica / SIE)
    • Marvel’s Spider-Man (Insomniac Games / SIE)
    • Red Dead Redemption 2 (Rockstar Games)
    • Shadow of the Tomb Raider (Eidos Montreal / Crystal Dynamics / Square Enix)

    Best Role-Playing Game

    • Dragon Quest XI: Echoes of an Elusive Age (Square Enix / Square Enix)
    • Monster Hunter: World (Capcom)
    • Ni no Kuni II: Revenant Kingdom (Level 5 / BANDAI NAMCO Entertainment)
    • Octopath Traveler (Square Enix / Acquire / Nintendo)
    • Pillars of Eternity II: Deadfire (Obsidian Entertainment / Versus Evil)

    Best Fighting Game

    • BlazBlue: Cross Tag Battle (Arc System Works)
    • Dragon Ball FighterZ (Arc System Works / BANDAI NAMCO Entertainment)
    • Soul Calibur VI (Bandai Namco Studios / BANDAI NAMCO Entertainment)
    • Street Fighter V Arcade (Dimps / Capcom)

    Best Family Game

    • Mario Tennis Aces (Camelot Software Planning / Nintendo)
    • Nintendo Labo (Nintendo EPD / Nintendo)
    • Overcooked 2 (Ghost Town Games / Team 17)
    • Starlink: Battle for Atlas (Ubisoft Toronto / Ubisoft)
    • Super Mario Party (NDCube / Nintendo)

    Best Strategy Game

    • Battletech (Harebrained Schemes / Paradox Interactive
    • Frostpunk (11 bit studios)
    • Into the Breach (Subset Games)
    • The Banner Saga 3 (Stoic Studio / Versus Evil)
    • Valkyria Chronicles 4 (Sega CS3 / Sega)

    Best Sports/Racing Game

    • FIFA 19 (EA Vancouver / EA Sports)
    • Forza Horizon 4 (Playground Games / Turn 10 Studios / Microsoft Studios)
    • Mario Tennis Aces (Camelot Software Planning / Nintendo)
    • NBA 2K19 (Visual Concepts / 2K Sports)
    • Pro Evolution Soccer 2019 (PES Productions / Konami)

    Best Multiplayer Game

    • Call of Duty: Black Ops 4 (Treyarch / Activision)
    • Destiny 2: Forsaken (Bungie / Activision)
    • Fortnite (Epic Games)
    • Monster Hunter: World (Capcom)
    • Sea of Thieves (Rare / Microsoft Studios)

    Best Student Game

    • Combat 2018 (Inland Norway University of Applied Sciences – Norway)
    • Dash Quasar (UC Santa Cruz)
    • JERA (Digipen Bilbao, Spain)
    • LIFF (ISTART Digital – France)
    • RE: Charge (MIT)

    Best Debut Indie Game

    • Donut County (Ben Esposito / Annapurna Interactive)
    • Florence (Mountains / Annapurna Interactive)
    • Moss (Polyarc Games)
    • The Messenger (Sabotage Studio)
    • Yoku’s Island Express (Villa Gorilla)

    Best Esports Game

    • CSGO
    • DOTA2
    • Fortnite
    • League of Legends
    • Overwatch

    Best Esports Player

    • Dominique “SonicFox” McLean (Echo Fox)
    • Hajime “Tokido” Taniguchi
    • Jian “Uzi” Zi-Hao (Royal Never Give Up)Oleksandr “s1mple” Kostyliev (Natus Vincere)
    • Sung-hyeon “JJoNak” Bang (New York Excelsior)

    Best Esports Team

    • Astralis (CSGO)
    • Cloud9 (LOL)
    • Fnatic (LOL)
    • London Spitfire (OWL)
    • OG (DOTA2)

    Best Esports Coach

    • Bok “Reapered” Han-gyu (Cloud9)
    • Cristian “ppasarel” Bănăseanu (OG)
    • Danny “zonic” Sørensen (Astralis)
    • Dylan Falco (Fnatic)
    • Jakob “YamatoCannon” Mebdi (Team Vitality)
    • Janko “YNk” Paunovic (MiBR)

    Best Esports Event

    • ELEAGUE Major: Boston 2018
    • EVO 2018
    • League of Legends World Championship
    • Overwatch League Grand Finals
    • The International 2018

    Best Esports Host

    • Alex “Goldenboy” MendezAlex “Machine” Richardson
    • AndersBlumeEefje “Sjokz” Depoortere
    • Paul “RedEye” Chaloner

    Best Esports Moment

    • C9 Comeback Win In Triple OT vs FAZE (ELEAGUE)KT vs IG Base Race (LOL Worlds)G2 Beating RNG (LOL Worlds)
    • OG’s Massive Upset of LGD (DOTA 2 Finals)
    • SonicFox Side Switch Against Go1 in DBZ (EVO)

    Content Creator of the Year

    • Dr. Lupo
    • Myth
    • Ninja
    • Pokimane
    • Willyrex

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  • CS: GO Is Now Free-To-Play

    Valve’s popular tactical shooter, Counter-Strike: Global Offensive, has gone free-to-play. Alongside the release of the new Danger Zone battle royale mode, the publisher announced that Steam users can now download and play CS: GO at no cost, while all existing players are automatically upgraded to Prime Status.

    As an added perk, those who’ve been updated to Prime Status are entitled to a free weapon skin for a limited time: the Souvenir MP5-SD | Lab Rat. In order to get it, you’ll need to earn 250 XP in the aforementioned Danger Zone, which can be done by killing enemies, completing objectives, and surviving. New players can also choose to upgrade to Prime Status for $15.

    Much like Fortnite and other battle royale games, Danger Zone drops players onto a shrinking map, with the goal being to be the last one remaining. Valve describes it as a “fast-paced battle royale game mode built on CS:GO’s tactical gameplay,” and it features some elements not commonly found in other games of its kind, like the ability earn money by completing contracts, opening safes, and carrying hostages to a rescue zone.

    Another area where Danger Zone differs from other battle royale games is its player count. Rather than supporting 100 players, Danger Zone’s cap is limited to either 16 players when jumping in solo or 18 when playing as a two- or three-person squad. Given this smaller player count, Danger Zone matches are also much shorter than those in other battle royale games, typically lasting around 10 minutes by Valve’s estimate.

    Danger Zone is available now as a free update for CS: GO. The mode will be installed automatically when players login to the game.

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  • 2018: The State Of Microtransactions

    Microtransactions are nothing new in the gaming world, but in 2018, the controversial business practice underwent a number of changes and evolutions from what we’ve seen in the past. As part of GameSpot’s year-end features, we’re looking at the current state of microtransactions in video games, including how they’ve been used in the big games of 2018, what’s different, better, and worse than before, and other relevant topics.

    Going back to 2017 is important to set the stage for what happened in 2018. At the end of 2017, Electronic Arts launched Star Wars: Battlefront II, a sequel to its massively successful multiplayer game from 2015. The game looked gorgeous and, in a move that fans generally enjoyed, it introduced a single-player campaign after the earlier title left it out due it part so it could launch alongside Star Wars: The Force Awakens and piggyback on the hype. Things did not go to plan for EA, as much of the conversation surrounding Battlefront II focused on its use of microtransactions. Specifically, people took issue with how the game allowed players to spend real money on loot boxes that could contain items that affect gameplay.

    It wasn’t as direct as paying for specific weapons or other game-affecting upgrades, but paying for the chance to get something that gave players the upper hand on the battlefield understandably rubbed some players the wrong way. And it also brought up concerns that Battlefront II was, in essence, a form of gambling (more on that later). In response to an avalanche of criticism and concern stemming from the game’s early access, pre-release play period, EA removed all forms of microtransactions from Battlefront II on the eve of the game’s public launch.

    Microtransactions were reinstated months later, but in a very different way. In their new and current form, players can only spend money on cosmetic items; that is, skins and other items that have no bearing on how a player performs on the battlefield. Although EA changed course, the high-profile nature of Battlefront II–it’s a Star Wars game, after all–led to a ripple effect that heated up in 2018 and affected the future output from EA and other publishers. Thanks to the Disney/Star Wars connection, the discussion around loot boxes extended beyond gaming circles and into mainstream media coverage around the world. In turn, this meant that basically every company that implements microtransactions in their games faced an increased level of scrutiny, and one can hope this led to more pro-consumer tactics as it relates to MTX.

    Lawmakers from the United States and around the world took aim at Battlefront II (and other titles), with politicians calling paid-for loot boxes a form of gambling and seeking to create a legal precedent that could stop the business practice from spreading and holding offending companies accountable. Proposals for new laws relating to loot boxes were put forth in places like Hawaii, where state senator Chris Lee proposed a bill that would limit the sale of video games with “gambling-like mechanisms” to people under the age of 21. Lee, who worked with other politicians from other states in America, said he believed the legislation could have a snowball effect and spread to other parts of the country that enact their own similar laws. Nothing ever came of this bill, which is no surprise given that only around 4 percent of bills ever become law. Internationally, Belgium’s Gambling Commission declared that some video game loot boxes amounted to illegal gambling. In the wake of this decision, Blizzard yanked loot boxes from Overwatch in the country. EA reportedly defied Belgium’s Gambling Commission, refusing to take action, a move that could lead to further legal action down the road.

    EA, as well industry groups like the ESRB, ESA, and IGDA, have publicly come out to say loot boxes are not a form of gambling, while regulators in New Zealand and France also stated this year that loot boxes in video games do not constitute gambling. In Australia, a recent Senate inquiry called for a “comprehensive review” of loot box mechanics to determine what action to take. Another major development came in November when the United States Federal Trade Commission said it agreed to the idea of investigating loot boxes at the request of Democratic senator Maggie Hassan.

    What will be done about loot boxes in the future? Trade groups like the ESA and IGDA believe the industry should self-regulate when it comes to loot boxes. Politicians, meanwhile, will argue that laws are necessary to ensure that something is being done to protect young people from falling into dangerous gambling habits. Self-regulation may be a good idea in theory, but actual laws or regulations would put more pressure on developers and publishers.

    Those who believe loot boxes are a form of gambling come to that conclusion by asserting that, like a slot machine, people are encouraged to pay real money for the chance to get something they want. Some video games, like Overwatch, disclose odds, but only in some regions such as China. For its part, Blizzard believes its loot box system is not problematic because the items contained within its loot boxes are cosmetic only.

    Parent company Activision Blizzard is likely happy to keep things the way they are, as the company pulled in $4 billion from microtransactions in 2017 alone. This figure covers all of Activision’s business units, including Candy Crush giant King, but Overwatch certainly contributed as well. It’s not just Activision Blizzard that makes buckets of money from microtransactions. Every major publisher has posted year-over-year gains in the money it makes from selling extra content, whether that be beyond the initial sale price for full-price games or as optional add-ons in free-to-play titles. In 2018 (and years prior) it was more newsworthy and noteworthy when a major game did not feature a MTX system of some sort.

    The evidence seems to suggest that microtransactions, or recurring consumer spending, or whatever you want to call it, is only going to increase in the time to come. For example, Take-Two, the parent publisher of games like Red Dead Redemption, GTA, Borderlands, NBA 2K, and others, reiterated this year that it wants microtransactions in every game it makes. (This apparently does not extend to Take-Two’s indie publishing label, Private Division, as Obsidian’s new game won’t have any microtransactions).

    Another high-profile microtransaction story this year came from Microsoft and Halo developer 343 Industries. 343 is hiring an “online experience designer” who will, among other things, use psychology to encourage players to spend more time in Halo Infinite–and spend more money. Going back to Activision, management at the company recently said that it is looking at how it can put more microtransactions in Destiny 2 after the game’s Forsaken expansion failed to sell up to the company’s expectations, though developer Bungie has said it’s not disappointed with Forsaken’s performance.

    While loot boxes as a form of microtransactions may be fading away, publishers are constantly looking into how they can keep players engaged with their games–and spending money–over a longer period of time. One trend in 2018 that became even more popular was letting players spend money on cosmetic items, and some of this growth might have been driven by the overwhelming success of Fortnite. Epic’s battle royale game features a store where players can spend real money on all manner of things from tomato head skins to Oktoberfest-themed gliders to, more recently, NFL jersey skins. None of these items affect gameplay, and instead act as another way for fans to express themselves.

    From a business perspective, these types of add-ons are likely very margin-rich, and as such, quite lucrative. Another wrinkle that Fortnite executes so well is how its skins and other cosmetic items are only available for a short period of time, creating a feeling of scarcity regardless of whether or not it’s true. The game effectively tells you, “Here’s a cool skin; buy it now or you may never have another chance.” There is even a countdown timer that informs players when skins and other items are set to rotate out of the store. In reality, skins and other cosmetic items are often re-circulated at a later date, but Epic doesn’t give much heads up. In turn, this encourages players to keep coming back to see what’s new. It’s a smart system, and it seems to be paying off for Epic.

    Part of the reason so many people feel uneasy about microtransactions is because of the speculation and reports that some games are purposefully designed to push players towards spending more money on microtransactions. In 2018, this trend continued. NBA 2K19 and NBA Live 19 were criticised for their microtransaction elements, specifically how some of the game’s modes can feel like a grind if you don’t pay up. The Ultimate Team modes in EA’s Madden and FIFA franchises have been criticised for years about this, and in 2018, EA CFO Blake Jorgensen revealed in an earnings call what many had always suspected. He confirmed that FIFA 19 was designed to steer players towards the microtransaction-filled Ultimate Team mode. “We know the game is designed to ultimately steer [players] into Ultimate Team,” Jorgensen said during an earnings call in October.

    Microtransactions in video games are here to stay, but (messaging issues aside) it appears EA is keen to avoid making the same mistake twice, with other publishers taking note, too. At E3 this year, DICE developers spoke frankly about Battlefront II’s failings as it relates to microtransactions. And when other DICE developers got on stage to talk about Battlefield 5, the studio opened by proclaiming the game won’t feature any loot boxes. Not only that, but the game launched in November without any form of microtransactions whatsoever. Cosmetic microtransactions are coming to the World War II shooter sometime after launch, with the aim of giving players the opportunity to dress up their soldier and weapons in unique and personalised ways. This seems to be the middle-ground EA is content with, as BioWare has said its 2019 game Anthem won’t have loot boxes but will instead feature cosmetic-only microtransactions. It’s not the same for every publisher and game. For example, Blizzard’s popular hero shooter Overwatch has used loot boxes since launch to drive extra revenue, and former Blizzard executive Mike Morhaime spoke frequently and passionately about how loot boxes are here to stay. Flipping back again, Microsoft’s racing game Forza Motorsport 7 released an update this year to remove loot boxes (though microtransactions are still featured in the store).

    Another big-time example of microtransactions in video games this year was Assassin’s Creed: Odyssey. While the franchise has implemented microtransactions in some capacity for many years already, Odyssey was the first entry to allow players to pay a fee–$10 USD–to get a permanent double XP boost. This allows players to effectively level twice as fast, and some argued the $10 XP boost was the game’s best feature. That’s up for debate, but what’s clear is the game was a big hit–and microtransactions played a part. Ubisoft disclosed that Odyssey’s launch was the most successful Assassin’s Creed release in half a decade thanks in part to the extra revenue that the game’s microtransactions brought in.

    Some say it is icky for big-budget, AAA games to ask for more money beyond the initial sale price, which can be $60 USD or more depending on where you live and what you’re after. Publishers will say microtransactions are completely optional, and because they do not impact gameplay–or, if they do, are limited to single-player–they don’t affect balance or the general integrity of the game. Being able to craft a character that is uniquely you is part of the appeal of many games today. The issue for many is that games now offer the ability to buy content that, in the past, might have been included on the disc right out of the gate. Publishers might counter that the price of games has not gone up, despite inflation and rising development costs.

    Whatever the case, regulatory bodies and other industry groups are taking notice of the discussion and enacting some changes in response. The Entertainment Software Rating Board this year announced that it would introduce a new label on some games with microtransaction systems. The overall goal is to inform consumers–and in particular, parents–about which games offer a way to spend additional real-world money from right within the game itself, but whether or not this has any actual impact remains to be seen.

    The ESRB’s new label, which will read “In-Game Purchases,” is located near the rating category (E for Everyone, M for Mature, etc.) but will not be housed inside the same box as content descriptors (Sexual Content, Comic Mischief, etc.). What’s more, the ESRB launched a new website intended to inform parents about the ESRB’s ratings system, how in-game purchases work, and how to use parental tools to control what and how children play games. Disappointingly, the new label will offer no specifics about the type of in-game purchases available so as to avoid overwhelming parents with too much information, the ESRB says.

    Another notable development this year in the world of microtransactions came from the Entertainment Software Association, which lobbies on behalf of the video game industry and runs E3 every year. Generating some amount of controversy, the organisation said it would rather see self-regulation by video game groups like the ESRB than the kind of government-mandated changes that the lawmakers are proposing. This reaction is understandable. Any law that would, even in some small way, limit the sale of video games is not something that the ESA would so easily or willingly get behind. The IGDA’s Jen MacLean echoed the ESA’s sentiment in her own statement where she called on the industry to address the loot box controversy to avoid government intervention.

    2018 was a fast-moving and news-filled year when it came to microtransactions, and it is reasonable to expect that microtransaction systems will remain in all of the major franchises, and ramp up. Every major publisher in video games is investing in microtransaction systems, and they’ll remain attractive to them because they consistently deliver a steady stream of revenue at a high margin. One of the key elements in this discussion is how microtransaction systems are delivered, and while publishers like EA, Ubisoft, and others are saying the right things when it comes to their implementation, what happens in practice as we move into 2019, remains to be seen.

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  • Aww Yes, It's Time For Super Smash Brothers Ultimate!

    WEEEEEEELLLLLLLLCOOOOOMME! Great news everyone, IT’S TIME FOR SMASH. That’s right, all of your favorites in one game, just pummeling each other. We’re dedicating the back half of the show to Super Smash Bros. Ultimate, but up front, we’ll tell you about GRIS, Monster Boy and the Cursed Kingdom and a few others. This week’s cast: Zachary Ryan, Peer Schneider, Tom Marks, and Brian Altano.

    Take a look at Tom’s Review for Super Smash Bros. Ultimate here:

    And, just for funsies, here’s EVERY final Smash:

    Continue reading…

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  • It's Not Too Late to Preorder Super Smash Bros. Ultimate

    If you buy something through this post, IGN may get a share of the sale. For more, read our Terms of Use.

    The reviews are in. Super Smash Bros. Ultimate is amazing. In fact, we scored it as such in our Super Smash Bros. Ultimate review. If you haven’t preordered it yet, it’s not too late. In fact, you can go ahead and get everything you possibly need to start Smashing right away with this helpful guide to everything you need.

    With a roster of 74 fighters, an unparalleled number of songs on the soundtrack, and something like 1,300 spirits, it’s as much a love-letter to gaming as it is a competitive fighting game.

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  • Biggest Fortnite Season 7 Map Changes and Comparisons

    See some of the biggest changes and cooler updates to the Fortnite map in Season 7.

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  • Imperator: Rome Has Deadly Forests and Emergency Dictator Powers

    Historically, the later period of the Western Roman Empire was heavily shaped by the migration of barbarian Germanic tribes into their former lands, paving the way for medieval states. Imperator: Rome, Paradox’s upcoming grand strategy game about the classical world, starts several centuries earlier than that in a time when Rome was just beginning its rise to power. But when I heard barbarian migrations had been implemented as a launch feature, I didn’t let the date on the calendar stop me from kicking the party off early.

    Imperator is based around population units called pops, a concept that may be familiar to players of other Paradox games like Stellaris and Victoria II. These are the people that live in all of the thousands of cities on the map. They can be encouraged to move, they can decline and die, or they can multiply as history marches on. Germanic barbarian tribes have the ability to uproot their pops and turn them into mobile armies, leaving their former homes uninhabited and allowing them to seek new ones.

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  • New Far Cry Game's Name, Box Art Seemingly Leak

    Seemingly leaked box art has revealed the next Far Cry game may be titled Far Cry: New Dawn.

    Posted by Wario64 on Twitter, the potential cover art features the same lush post-apocalyptic setting and buzzsaw-blade-shooting crossbow highlighted in yesterday’s teaser trailer.

    Far Cry: New Dawn’s potential Xbox One box art via Wario64

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