Author: dpugh007

  • Feature: Two Tribes On Why Swap This! Is A Puzzler Not To Be Missed And The Studio's Future

    “We know a lot of people are sceptical”.

    Earlier this week, developer Two Tribes (famous for titles such as Toki Tori and RIVE amongst many others) teased an upcoming game. The collective mind of the internet used its almighty brain power to work out that it could be a Switch version of Swap This! – a puzzle game originally designed for iOS that was removed from the store some years ago.

    Today, Two Tribes has officially unveiled the project, confirming people’s suspicions that Swap This! is indeed coming to Switch, bringing its colour-matching puzzle gameplay along for the ride. The game is said to feature five super-charged power-ups and five distinct play modes to keep you busy, requiring fast reflexes and tactical thinking to be successful. Of course, the developer had previously stated that RIVE would be its last new game as a studio, yet here we are with another release coming to Nintendo’s latest console.

    Read the full article on nintendolife.com

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  • Review: Sinner: Sacrifice For Redemption – A Distilled But Ultimately Disappointing Dark Souls Wannabe

    Like a boss?

    FromSoftware’s ‘SoulsBorne’ series has plenty of defining features that set it apart from its contemporaries. Obtuse storytelling. Mercilessly precise combat models. Mazelike hubs to explore. But none of these elements hold quite as much tangible power as the series’ (mostly) breathtaking bosses. From the tag-team nightmare of Orstein and Smough to the onslaught of Father Gascoigne, these are the big bads that stay with you long after the game has been returned to its shelf.

    But what if you could do away with all the exploration and busywork that tied those monolithic monsters together and get straight to the boss fights? That’s clearly the question developer Dark Star wished to pose with Sinner: Sacrifice for Redemption, a boss-rush experience that distils that familiar SoulsBorne experience into eight distinct fights, but unfortunately, the answer it gives fails to leave the same kind of impact as its inspiration.

    Read the full article on nintendolife.com

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  • Check Out This Super-Colourful Wave Of Pokémon Merchandise Soon Landing In Japan

    Available next month.

    One of the many things that Japan is absolutely brilliant at is providing endless amounts of Pokémon merchandise. From a complete set of all original 151 Pokémon in plush form, to a humongous Lapras toy that could easily carry a small army of children around, there will absolutely be something for you.

    The official Pokémon website has now shared details of a new collection, too, with the whole set adopting an ultra-colourful theme. Aptly named ‘Pop Color’, the range is set to hit Japanese Pokémon Centers (and will also appear on Amazon Japan for international shipping) from 10th November. You can check out some of the goodies down below.

    Read the full article on nintendolife.com

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  • If You Liked The Weirdness Of Annihilation, Then Remedy's Control May Be For You

    If You Liked The Weirdness Of Annihilation, Then Remedy's Control May Be For You

    By now it’s almost become rote to say that Finnish developer Remedy is a specialist in narrative-focused games. After all, the studio is best known for Alan Wake, Max Payne, and Quantum Break, games where narrative was squarely at the forefront (even down to the episodic nature of its most recent title). So it was somewhat of a surprise during this year’s E3 when Remedy revealed Control as its next big game. While seemingly still embracing some of the time and environmental manipulation mechanics of its previous titles, Control is apparently moving away from the strong linear narratives Remedy is best known for to instead be a more open-ended, free-flowing story experience.

    That’s not to say, however, that Control won’t have a cohesive story. Rather, as Remedy creative director Sam Lake told us during a recent interview, the story won’t be told in a strictly linear way, with players interacting with the plot depending on how (and where) they move through the game’s strange environments. Control is also eschewing a simple, easily digestible narrative, according to Lake. Rather, this sci-fi story is aiming to emulate the uncertainty and doubt of films like Annihilation and shows like Legion. In the below interview, Lake talks to GameSpot about what experience Remedy wants players to come away with while playing Control, what the main influences for the game were, and Alan Wake’s move to the small screen in the form of a brand-new TV show.

    In previous interviews you’ve used the genre term “new weird” to describe what you’re doing with Control. Can you tell us more about that?

    If we look at many science fiction and fantasy things, they give you a relatively safe world where there is an answer and there is a chosen one and it’s simplified. But new weird, even though it uses the same elements, approaches them more from real-world perspective where maybe there is no answer. Maybe there is a mystery. Maybe we are dealing with unexplainable forces that go beyond current human understanding. Maybe there is a theory for what this is. Maybe there is a competing theory. Maybe they both make sense. There can be answers, I think. But you still need to make up your own mind and do your own interpretation and piece these things together.

    One inspiration for us going into this was Jeff Vandermeer’s Annihilation, and the book especially. The movie came out and it’s definitely cool as well. Other sources of inspiration for me for maybe this fragmented, hallucinatory, trippy storytelling world are Legion as a show, and Mr. Robot in some ways. Mr. Robot especially does interesting things with the voice of narration. And always for me, Twin Peaks.

    How big a risk do you think it is for you guys to try to break away from the stuff you’ve done before and experiment in this more free form, different approaches type of narrative?

    It’s a challenge, certainly; but we always want to try out new things with every project. We also had the perspective that we’ve now done a couple of games that were very linear, structured episodically, and it feels like the right time to break away from that, to try creating a deeper world where the player can keep coming back to and find new things and keep on playing. So that was a starting point for me and Mikael Kasurinen, who is our game director. A challenge? Yes, but you need to have that. You need to keep it interesting.

    No Caption Provided

    Is Control the size or style of game that you see Remedy focusing on in future projects?

    We definitely strive to learn from every project. And I feel that we are always taking a step back and looking critically at the idea of, what is a Remedy game? And what are the ingredients we feel are working really well for us? And what are maybe some things that we would put into a lesser role and come up with something new at the same time? There are definitely new elements here that we feel excited and positive about, and I can see them being elements in our future games as well. But it’s always also game-specific and project-specific. This is Control and this is the style for that. For something else, we’ll see.

    That’s an interesting question that you just brought up. What is a Remedy game? We’ve talked a lot about the new things you’re trying in Control, but do you see any through lines from all your previous projects into this one?

    They have all been, in some ways, the model of a hero’s journey. Which I like a lot and I think it works, especially well in this loose framework for an action game. It’s a very strange, weird dream-like hero’s journey, but it’s one nonetheless. [There’s also the] idea of a family in some ways, and a family that has been broken. We have those ideas and themes in Control as well.

    Are there any nods to your previous games in this? Is there a chance of having a fully-connected Remedy games universe at all?

    Well, if you are familiar with our games, there always are nods [to other games], such as Easter eggs or other things. To me, that’s always been a natural way somehow to approach this, and it doesn’t go any further than that. I think that’s part of the mystery to be discovered in this game.

    No Caption Provided

    Recently there was news about an Alan Wake television show moving forward. What’s your involvement with that?

    Alan Wake is important to us, and important to me, so we want to be involved because it didn’t make any sense to just sell the rights and see it go. It just felt like there are interesting ideas that we could pursue of how to have a dialogue between the game and the show. And it also feels like, through the years, there is so much Alan Wake lore that’s up here that is really good potential material for the show. So yeah, definitely we’ll be involved. I guess the official role is executive producer, which is a very kind of crude, loose term but yeah, Peter Calloway, who is the showrunner, we have a dialogue going on. And we are sitting down together and brainstorming on this.

    Are you interested in telling the story of the game again or do you want to start from a different path?

    Yes and no. It doesn’t make sense to me to tack them to a show just because they were part of the game. I think that we want the show and we want certain core ideas but first and foremost, it needs to be a great show. But also at the same time, I think it will give us opportunities where we had certain ideas in the game that we didn’t have an opportunity to really explore or go deep into. And I’m looking forward to the idea that in the show, we can actually expand and go a lot deeper into certain things that were important, or I felt were important, but we couldn’t really do a lot with them.

    Will this get us to an Alan Wake sequel?

    Yeah, I hope so. I would love to do more Alan Wake, but yeah, nothing to tell you about that.

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  • Four Valve Games Get Xbox One X-Enhanced

    Microsoft has announced four Xbox One backwards compatible games have been X-enhanced. This means that these Xbox 360 titles run at a higher resolution and nine times the original pixel count on an Xbox One X.

    All four games–Portal: Still Alive, Half-Life 2: The Orange Box, Left 4 Dead, and Left 4 Dead 2–are developed by Valve. When all is said and done, it’s technically five games, as Half Life 2: The Orange Box is a combined collection of Half-Life 2, Portal: Still Alive, and Team Fortress 2. You can buy the games digitally from the Xbox Store or use the original Xbox 360 discs. The addition of these four games brings the number of Xbox One backwards compatible X-enhanced titles to 21, a list that also includes games like Red Dead Redemption and Skate 3.

    First releasing in 2007–as part of Valve’s The Orange Box bundle–Portal: Still Alive is a 3D puzzle platformer that focuses on a battle of wits between the silent protagonist Chell and the psychopathic A.I. antagonist GLaDOS. Half-Life 2 and Team Fortress 2 have had long-standing effects on the video game industry, such as the former playing a huge part in the success of Steam’s launch and the latter inspiring titles like Overwatch. The Left 4 Dead series temporarily revitalized interest in zombie video games with campaigns centered around teamwork-based first-person shooter combat and a multiplayer horde mode.

    Starting today, four more Xbox One Backward Compatibility titles will be enhanced for Xbox One X. Enjoy playing Half-Life 2: The Orange Box, Portal: Still Alive, Left 4 Dead, and Left 4 Dead 2 with enhanced visuals and higher resolutions on Xbox One X https://t.co/7q7myPS0gC pic.twitter.com/bdUjeDvnhG

    — Larry Hryb (@majornelson) October 18, 2018

    All of these games have received near perfect scores on GameSpot for their impressive gameplay and well written stories. In our Portal: Still Alive review, we gave the game a 9/10. In our Half-Life 2 review, we gave the game a 9.2/10. In our Team Fortress 2 review, we gave the game an 8/10. In our reviews for Left 4 Dead and Left 4 Dead 2, we gave the former an 8.5/10 and the latter a 9/10.

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  • Destiny 2 Data Miners Uncovered Possible Proof Of Exotic Thunderlord's Return

    In Update 2.0.4, the most recent patch for Destiny 2, data miners discovered evidence that Thunderlord, an Exotic machine gun from the original Destiny, could be returning. Not only that, but players might be adventuring to the Cosmodrome, the opening area of the first game, to earn the weapon.

    According to Polygon, the data miners have discovered Feeding Frenzy, one of Thunderlord’s original perks, in Destiny 2’s database. The perk isn’t currently attached to any weapon in the game, which matches up with an earlier pattern established by Destiny 2’s Whisper of the Worm, an Exotic sniper rifle. Whisper of the Worm is a renamed variation of Destiny’s Black Spindle, a gun with an original perk called White Nail. The White Nail perk appeared in the data of Destiny 2’s Warmind expansion prior to Whisper of the Worm being added to the game.

    The data miners also found audio files that suggest a future Destiny 2 update might send players back to the Cosmodrome, further hinting Thunderlord is on its way to Destiny 2. Thunderlord is the first Destiny Exotic weapon ever revealed to the world, shown off during Destiny’s E3 2013 gameplay reveal demo. When Destiny launched, the mission was tweaked so that players wouldn’t earn such a powerful weapon right at the game’s start. However, these data mine leaks could be hinting that Destiny 2 will allow us to replay that mission as it happened back in 2013, and we’ll earn Thunderlord just like the Guardians did in that first demo.

    Bungie has not revealed whether or not any of this is true, although some players believe that if the Cosmodrome mission and Thunderlord weapon are coming to Destiny 2, it will be a part of the Festival of the Lost, a limited-time Halloween-themed event currently going on right now. As part of the event, on October 30, you’ll have access to a new quest line where you can track down Master Ives’ killers. Bungie has remained rather coy on what these quests are, simply stating in a blog post that there will be “powerful” rewards.

    Destiny 2 is available on Xbox One, PS4, and PC. Festival of the Lost continues until November 6 at 10 AM PST / 1 PM EST / 6 PM BST.

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  • Star Wars: Battlefront 2 Will Use Voice Actors From The Clone Wars Animated Series

    EA has announced that four of the voice actors from Star Wars: The Clone Wars animated series will be reprising their roles in Battlefront 2. Each of the four Hero characters will be rolling out separately over the next several months, starting this October.

    In a blog post on Battlefront 2’s website, EA DICE editorial writer Daniel Steinholtz revealed Matthew Wood, James Arnold Taylor, Corey Burton, and Matt Lanter will return to voice General Grievous, Obi-Wan Kenobi, Count Dooku, and Anakin Skywalker respectfully. Grievous comes to Battlefront 2 on October 30, while the remaining three Hero characters don’t have exact release dates. As of right now, Obi-Wan is scheduled for November 2018, Dooku for January 2019, and Anakin for February 2019.

    EA recently revealed its process for how new Star Wars Hero characters are chosen for Battlefront 2. For the developer, every “hero must counter a villain, and vice versa” so after deciding to add Obi-Wan and Anakin to the game, Grievous and Dooku–villains that share a “natural rivalry” with the two Jedi–were also chosen.

    Grievous, Obi-Wan, Dooku, and Anakin are part of a Clone Wars DLC road map scheduled for Battlefront 2. The updates started in August, first focusing on adding a wider variety of cosmetic appearances for the Republic Army, such as Yoda’s 41st Elite Corps and Windu’s 91st Mobile Reconnaissance Corps. A Prequel Era playlist was also added to the game, which limits multiplayer matches to Galactic Assault on Clone Wars era maps. More multiplayer locations, like Geonosis, are scheduled for future updates.

    Star Wars: Battlefront 2 is available on Xbox One, PS4, and PC. The Clone Wars animated series, once believed to be cancelled for good, is returning with a seventh season that sees Anakin and Obi-Wan once again teaming up with Ahsoka Tano to aid in the Siege of Mandalore.

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  • The Quiet Man–A Game About Being Deaf–Lets You Replay The Story With Sound

    Square Enix has announced that you’ll be able to replay The Quiet Man–a game about a protagonist who’s deaf–on a second playthrough with sound. The choice to do so is optional, according to Gematsu, but Square Enix’s decision to add the feature is slightly puzzling, as it appears to undermine the whole point of the game.

    On The Quiet Man’s Steam page, Square Enix writes you “play as a deaf character, Dane, and experience the world as the character does–with very little distinct audio and no subtitles: it’s up to you to make up your own interpretation of the story as your search for the masked man unfolds.” The developer also adds that one of the game’s key features is its soundless world. Experiencing what it’s like for someone who’s deaf to interact with the world seems to be the selling point of The Quiet Man, so it’s a little odd that there’s an option to replay the game with sound.

    The Quiet Man made waves at E3 2018 with a reveal trailer that blended together live action cutscenes and animated gameplay. Despite the excitement, Square Enix didn’t announce any further details about the game until early October, when a gameplay trailer revealed The Quiet Man’s release date was a month away.

    The gameplay trailer showcases Dane moving through a noiseless Manhattan, using his quick reaction time to respond to threats. Dane appears to have above-average strength, easily flipping around and delivering devastating beat downs on the enemies he encounters. The trailer also reveals the hooded man who serves as the game’s primary antagonist. This mysterious villain kidnaps a songstress that Dane seems smitten with and desperately wants to save.

    The Quiet Man launches on November 1 for PS4 and PC, and will release as a digital-only title. Square Enix advertised the game as an “immersive story-driven cinematic action experience” that can be completed in one sitting.

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  • Jump Back Into Rocket League To Earn Limited-Time Halloween Cosmetic Items

    Jump Back Into Rocket League To Earn Limited-Time Halloween Cosmetic Items

    The annual Haunted Hallows has returned to Rocket League. This limited-time Halloween-themed event adds a new currency to Psyonix’s game that allows you to buy special cosmetic items for your battle cars.

    During Haunted Hallows, playing in and completing online matches allows you to earn Candy Corn currency. Candy Corn can be redeemed for Halloween-themed battle car decals, toppers, wheels, and other cosmetic items. One of the limited items, called a Golden Pumpkin, unlocks one random battle car customization from the Nitro, Turbo, or Player’s Choice crates.

    Haunted Hallows continues until November 5 at 2:00 PM PST / 5:00 PM EST / 10:00 PM BST. Even if you can no longer earn Candy Corn once the event ends, you’ll still be able to spend any leftovers you might have for a limited time. You’ll have until November 8 at 2:00 PM PST / 5:00 PM EST / 10:00 PM BST to spend your leftover Candy Corn before they’re gone for good.

    No Caption ProvidedGallery image 1Gallery image 2

    We think Rocket League is superb. In our Rocket League review, Miguel Concepcion gave the game a 9/10, writing, “The joy of Rocket League rests on the countless plans that are conceived and discarded every other second in any given match. Trying to predict where and how the ball will bounce next is a game within the game. Despite the use of cars, Rocket League emulates the emotional surges typical of The Beautiful Game, such as the rush of an unexpected fast break or a well-timed header into a goal. With Rocket League, the promising concept of combining two wonderful things–cars and soccer–is equally magnificent in execution.”

    Rocket League is available on Xbox One, PS4, PC, and Nintendo Switch. The game supports cross-play between Xbox One, PC, and Switch.

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  • Exclusive Avatar T-Shirt Now Available to Xbox Insiders Level 2+!

    Exclusive Avatar T-Shirt Now Available to Xbox Insiders Level 2+!

    Starting today, the Xbox Insider Program is proud to offer an exclusive Avatar t-shirt to all Xbox Insiders who have reached Level 2 and above as a thank you for providing feedback and support throughout the years. This shirt is brand new in its digital format, but you may have seen the design in a previous post spotlighting our summer intern. We hope you’ll enjoy wearing it along with other cool Avatar accessories.

    Additionally, congratulations to the Xbox Insiders who took part in early Xbox Avatar Editor flighting efforts and received the limited edition swag for doing so! In order to keep this item exclusive to flight participants, the previously announced Xbox Insider-specific Avatar t-shirt tied to the Xbox Avatar Editor flight is no longer available now that the Xbox Avatar Editor is available to all members of the Xbox community.

    Thanks again for all you do, Xbox Insiders! Instructions for how to claim your shirt are posted on the r/XboxInsiders subreddit here: r/XboxInsiders. If you’ve never visited the r/XboxInsiders subreddit before, it’s an Insiders-helping-Insiders community of staff, volunteers, and Xbox Insider fans; we’d encourage you to stick around for the discussion, post a question or answer one, and tell us what you’d like to see more of in the Xbox Insider Program.

    See the rest of the story on Xbox Wire

    Related:
    Ball Without Limits This Weekend in NBA 2K Playgrounds 2!
    Report a Problem with the Xbox Insider Hub app!
    Team Xbox Q&A: Randy, from the Xbox Avatars Team

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