Author: dpugh007

  • PlatinumGames’ Next Project Will Be an April Fools Treat

    Jokes on you.

    Would PlatinumGames have wanted to do it any other way? We think not. The prestigious Japanese developer will be rounding out its collection of four announcements with a final reveal on April Fools Day. It will follow on from The Wonderful 101 Remastered, Project G.G., and the studio’s new team in Tokyo, assumedly being the biggest announcement of the lot.

    How do we know this? Well, the official website which has been documenting these reveals has been updated with a small “04.01” date in the bottom right corner. You can see it in the image above. So, while the internet tries its best to trick users into believing its selection of fake stories, PlatinunGames will be taking things seriously with an all-new title.

    Read the full article on pushsquare.com

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  • Soapbox: All I Want the PS5 to Do Is Track My Play Time Across Games

    Liam wants the stats.

    I, surely amongst others, really enjoy tracking how much time I’ve sunk into a video game. From the grand looter shooters of Destiny 2 and The Division 2 through to huge RPGs such as The Witcher 3: Wild Hunt and Dragon Quest XI: Echoes of an Elusive Age, I always like to take note how of many hours I’ve played them for. I’ll take the 137 hours it took me to complete Persona 5 to the grave, however, not every PlayStation 4 title tracks your play time and it has become a bit of a pet peeve of mine. To make matters worse, it is a standard feature across quite literally every other console and platform which makes up the video game industry. So, while Sony boasts of its admittedly impressive SSD and 3D audio on PlayStation 5, all I want the hardware manufacturer to announce is system-level play time tracking the player can actually view.

    It wouldn’t be such a big deal to me if nobody else was doing it. The games which need it most usually have the functionality built in, RPGs in particular, so I’m more than likely going to be set when Final Fantasy VII Remake and Cyberpunk 2077 release. However, the problem is that every other hardware manufacturer and PC storefront has the feature built in straight from the off. The Xbox One allows you to view various statistics for every game on the console with the touch of a button, listing your play time amongst other noteworthy achievements. While not as good as the Nintendo 3DS’, the Nintendo Switch builds rough estimates of the time you’ve invested into each title in everyone’s profile pages. Steam on PC tracks your play time for every single game in your library. Hell, even the Epic Games Store supports the feature.

    Read the full article on pushsquare.com

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  • Could SEGA’s Superb Tokyo Olympics Game Come to PS5 After Postponement?

    Going for gold?

    We reviewed SEGA’s brilliant Olympic Games Tokyo 2020 title last year, after importing the Japanese version. However, with today’s postponement of the event until 2021, the publisher now has big decisions to make. The release was scheduled to launch on the PlayStation 4 in Western territories this summer, ahead of the global sporting showcase getting underway this July – but it’ll now surely be delayed.

    Of course, it opens the possibility of a PlayStation 5 port, as – assuming coronavirus doesn’t also delay the device – the next-gen console should be on store shelves by next summer. We’ve requested an update from SEGA and will update as soon as we hear back.

    Read the full article on pushsquare.com

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  • PS5’s SSD Has Developer Dreaming Big and Thinking of New Frontiers

    “My mind was racing”.

    Fans may be bickering about teraflops as PlayStation 5 and Xbox Series X comparisons continue to dominate social media, but developers are clear: Sony’s next-gen system will fundamentally change the future of game design. Writing on ResetEra, Breakfall Games developer JasoNsider has echoed the sentiment of others in the industry, explaining that he’d “give up GPU power for a faster drive any day”.

    “The PS5 drive and framework/infrastructure around it sound so fast that I just start dreaming of design with zero drive bottlenecks,” he wrote. “Personally, I love it when new hardware can make me dream big and think of new frontiers. I’m personally not as enthused by crazy high resolutions and 15 per cent more powerful GPUs at the moment. I like when hardware and software allows new ways of thinking.”

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  • News: Sony is slowing PlayStation Network speeds to “manage download traffic” during the pandemic

    “We appreciate the support and understanding from our community.”

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  • News: Xbox Live is undergoing “unprecedented demand” as a result of the pandemic

    Phil Spencer champions gaming’s “unique power to bring people together”

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  • Mini Review: DOOM 64 – After More Than 20 Years, DOOM’s Oft-Forgotten Third Instalment Packs a Punch

    It’s been 64 years.

    It’s easy to forget that DOOM 64 is not simply a port of the original DOOM to Nintendo 64, but a fully-fledged sequel that was developed Midway Games. It’s even easier to forget that this was actually a pretty impressive step forward. While aiming is still archaic – lateral aiming only – the level design represents a monumental leap forward.

    Gone are the series of seemingly random rooms with items and enemies strewn about for no reason. The complexity of the level design in DOOM 64 has grown by leaps and bounds. Even within the first couple of levels, it becomes apparent that puzzles involving multiple steps are not just feasible but able to be easily addressed using environmental cues. It’s a stark contrast from basically bouncing your head off the wall until you stumbled on the correct key in the prior DOOM entries, and it shows a clear way forward for what the series would eventually become in DOOM Eternal.

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  • Will PSN Be Restricted to Save on Internet Bandwidth?

    What about PlayStation Now?

    Netflix has lowered its streaming quality across Europe for the next 30 days, as coronavirus quarantine has prompted those in isolation to guzzle up more bandwidth than usual. While ISPs have been eager to stress that they can cope with the increased demand, the streaming giant has reduced picture quality across the continent, claiming that it will save data consumption by a whopping 25 per cent.

    But could the same happen to the PlayStation 4, and specifically the PlayStation Network? It’s worth keeping in mind that playing a game online doesn’t use anywhere near as much bandwidth as video streaming – depending on the title you’re looking at anywhere between 40MB to 300MB per hour, compared to about 3GB per hour for an HD video feed.

    Read the full article on pushsquare.com

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  • Doom Eternal Multiplayer Review

    [Editor’s Note: FYI, this review specifically covers the multiplayer side of Doom Eternal. For my thoughts on the campaign, check out the single-player review.]

    Doom Eternal’s campaign is so delicious and meaty that it might give you your fill of the demon-slaying first-person shooter before you can even think about multiplayer. And should you look at the dessert menu, you won’t find the typical apple pie or chocolate cake. Instead, it’s something new and exotic. I highly encourage you to give Doom Eternal’s last course a taste, because this outside-the-box, asymmetrical 2v1 Demons-vs.-Slayer Battlemode turns out to be the cherry on top.

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    Making multiplayer work well in a game designed to make you feel like the godlike combination of an unstoppable force and an immovable object can’t be easy, but Battlemode, like the single-player campaign, is very good at empowering players as well as requiring time to master. A maxed-out, fully armed Slayer takes on a pair of player-controlled Demons in a best-of-five match – any combination of the Mancubus, Revenant, Pain Elemental, Marauder, and Archvile – and both Demons must be taken out before the other can respawn in order for the Slayer to win a round.

    Also in the field are the AI-powered lower-level monsters the two Demon players can summon in various ways, which can really help you slow down the Slayer so you can go in for the kill. However, it’s a risk too because they also provide him with health, ammo, and armor when he mows them down.

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    The fight rages across a handful of maps that’re repurposed from the campaign. None particularly stand out, though they all work pretty well for Battlemode in terms of their size and flow. For me, I quickly learned that I’m best as a Demon, and it’s also where I have the most fun. The monsters, by and large, feel cool to play as – particularly the Archvile, who is both tall and has giant claws for hands, and the Marauder, who is a menace in the campaign and packs a double-fisted axe/Super Shotgun weapon combo here. Which combination of Demons you and your teammate use seems as important as the skills of the humans themselves.

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    I’ve played as every Demon, and while the Mancubus was my initial favorite, I’m now a Marauder man. His throwable axe can annoy the Slayer at long range, while the double-barreled shotgun in his other hand can deliver a lot more pain up close. In concert with a good partner – say, an Archvile who can throw down an area-of-effect lake of fire – victory was well within reach. But I also had good rounds with the Revenant and its rockets and the Pain Elemental who spits Lost Souls.

    Time-to-kill is extremely high for all three human players – particularly the Slayer – while it’s at its much lower campaign level for the AI minions. While some Slayers thrive on the challenge of being outnumbered (though certainly not outgunned), I enjoyed coordinating with a teammate in making the Slayer’s life a living Hell despite encountering almost no one with a microphone – mostly in unspoken contextual ways like avoiding the Slayer when my partner died in order to give him time to resurrect.

    Tactics Meet Twitch Skills

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    Knowing when to stick together, when to split up, when to hang back and summon as many minions as possible is key to defeating the Doomguy. So is the ability to block him from picking up items; knowing exactly when to use it can turn the tide of the battle.

    Mid-round buffs, meanwhile, allow all three contestants to make changes like more health, greater minion damage, etc. Strategies evolve quickly on both sides. I once had a Slayer run straight for me and take me out within seven seconds of the start of the round, so I knew I had to stick close to my Demon partner and be more defensive out of the gate.

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    And in what is probably the best indicator that Battlemode’s 2v1 balancing act works, I’ve seen the victories split about 50-50 between the Demons and the Slayer.

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