Category: Gamespot

  • Here's When Fortnite's Next Update Releases

    Season 7 of Fortnite kicked off with the release of the big 7.00 patch last week, and now the second update of the season is on the way. Developer Epic Games confirmed that Fortnite’s 7.01 update is scheduled to roll out for all platforms–PS4, Xbox One, PC, Nintendo Switch, and mobile–tomorrow, December 11, and it looks like it’ll introduce a new type of weapon to the game.

    The official Fortnite Twitter account confirmed that the new update is scheduled to go live Tuesday morning at 2 AM PT / 5 AM ET / 10 AM GMT. Epic hasn’t revealed what will be added to the game in the new patch, but the announcement tweet teases players to “keep sharp,” referencing the newly unveiled sword that’s on the way.

    Epic introduces new weapons and items to Fortnite on a regular basis, but most of those have come in the form of guns or traps, making the recently teased sword the first of its kind in the battle royale game. This also makes it clear that the developer plans to keep up Fortnite’s impressive weekly update schedule, despite the new Block area providing a good opportunity to slow down updates.

    A number of big changes were made to Fortnite in Season 7. Epic added a new arctic region to the game’s ever-changing map, as well as Fortnite’s first aerial vehicle: the X-4 Stormwing plane. The developer also introduced a ton of new rewards to unlock through the Season 7 Battle Pass, among them additional pets and Wraps, a type of cosmetic that can be applied to weapons and vehicles to customize their look.

    Fortnite’s second set of Season 7 challenges are slated to arrive on December 13. In the meantime, you can still complete Week 1’s challenges, which include dancing in forbidden locations and dancing on a crown of RVs. You can find tips on how to complete them in our Fortnite Season 7 challenges roundup.

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  • Halo Co-Creator Reveals First Image From New Game

    Halo Co-Creator Reveals First Image From New Game

    V1 Interactive, the studio founded by Halo co-creator Marcus Lehto, has revealed a first look at the team’s new game. As posted on the developer’s website, the image shows a city/settlement that has presumably seen better days.

    The image’s caption says that the picture shows just a “glimpse into a small corner of the larger world we’re building.” More information about V1’s untitled game will be revealed “soon,” the developer said. “We’ve still got some miles to tread before we can pull the curtain all the way back, so stay tuned!”

    No Caption Provided

    The image apparently contains some clues and mysteries. Someone zoomed in on a creature walking on the fallen structure on the right-hand side of the image, and Lehto–presumably joking–said this is the protagonist from the game.

    Whatever this game is, it will be published by Private Division, which is the newly established independent games label run by Red Dead Redemption and Grand Theft Auto parent company Take-Two. Private Division is also publishing The Outer Worlds, which is the intriguing-looking sci-fi RPG from the Microsoft-owned Fallout: New Vegas developer Obsidian, along with the super-ambitious PC and console game Ancestors: The Humankind Odyssey from Assassin’s Creed creator Patrice Desilets.

    Another co-creator of the Halo universe, Alex Seropian, is working on a new game as well. Seropian’s studio, Industrial Toys, was acquired by Electronic Arts, and CFO Blake Jorgensen said the project is “innovative.” But it’s probably not launching soon.

    What do you make of the first image from V1’s new game? It’s giving me some Destiny vibes. Let us know your thoughts in the comments below!

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  • Farming Simulator 19 Sells 1 Million Copies After 10 Days, Sets New Franchise Sales Record

    The newest Farming Simulator game got off to a strong start. Farming Simulator 19 sold more than 1 million combined physical and digital copies over its first 10 days, it was announced today. A press release points out that the success is particularly notable given that Farming Simulator 19’s release date–November 20–came amid a busy season for blockbuster releases.

    1 million copies sold in 10 days represents a new franchise sales record, according the CEO of developer Giants Software, Christian Amman. “It’s incredible to see the impact of the team’s hard work. Farming Simulator 19 offers so many new opportunities and our players are thrilled about them. Never before has a Farming Simulator game reached the one million mark so quickly and we are proud and happy that so many players join us on this amazing journey.”

    Publisher Focus Home Interactive COO John Bert added that the company is “extremely proud” of Giants Software, adding that the new sales milestone reflects the game’s commitment to quality. Farming Simulator 19 boasts a “mostly positive” aggregate review score on Steam after more than 4,500 reviews.

    New for the 2019 edition of Farming Simulator was a “complete overhaul” of the game’s graphics engine, which Giants Software says delivers the “most striking and immersive visuals and effects.” The game also adds a major new license in John Deere, along with a number of new locations in America and Europe to create and expand a farm. The game also adds rideable horses for the first time.

    Farming Simulator 19 is out now on PlayStation 4, Xbox One, and PC.

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  • Avengers Endgame Trailer Obliterates Previous Record

    The brand-new trailer for Avengers: Endgame was unsurprisingly very popular. The video, which was released on Friday morning, become the “most-viewed trailer in history.” It picked up 289 million views in its first 24 hours across all channels.

    That is well ahead of Avengers: Infinity War’s first trailer, which tallied 230 million views over its first day earlier this year. It’s yet another success for Disney, which owns Marvel, as the media giant’s new trailer Lion King picked up 224.6 million first-day views just recently.

    To the greatest fans in the world, thank you for being there from the beginning til the endgame and making Marvel Studios’ #AvengersEndgame the most viewed trailer in history with 289M views in 24 hours! pic.twitter.com/WqWRzENmI1

    — The Avengers (@Avengers) December 8, 2018

    The new Avengers trailer came after what fans thought was a long wait, even though Disney/Marvel never said when the trailer might arrive. The new trailer confirmed the movie’s name, Endgame, a title that makes a lot of sense given what is expected to happen after the dramatic, cliff-hanger ending of Infinity War.

    The Avengers: Endgame trailer also of course raises a lot of questions, like what happened to Captain America’s beard, how much time has passed since Infinity War, how Scott Lang seemingly got out of the Quantum Realm, and more. Check out GameSpot’s rundown of all the big questions here.

    More: Avengers 4: Endgame Trailer Breakdown: Everything We Learned About The 2019 Marvel Movie

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  • It's Time To Slow Fortnite's Updates–And The Block Is Just The Solution

    Season 7 of Fortnite is in full swing, and with it comes another 10 weeks’ worth of new challenges, weapons, items, skins, emotes, map changes, balance tweaks, and everything else in-between that Epic uses to keep Fortnite feeling fresh week after week. Right off the bat, the most significant of these changes appears to be the new snow-coated section of the map, which adds some festive and suitably chilly elements for this winter season. But the brand-new Creative mode, and the way it intertwines with the The Block to showcase community creations on the shared game map, might be Season 7’s most exciting new addition, and should take some of the pressure off Epic to pump out new content every single week.

    Fortnite is in a good place right now with the way its gameplay has been finely tuned, and this is born from a season of experimentation. In fairness, this has been true of most seasons, since Epic isn’t content to sit on its laurels even when Fortnite continues to be the most popular game in the world. Yet Season 6 was more experimental than usual. For starters, glider redeploy was added to the default game modes for a week or so to test its effect on the game before Epic, with the help of the community’s feedback, opted to remove it. While I enjoyed being able to flank people and bypass their fortresses by simply gliding over them, it did negatively impact the dynamic of most firefights. Fall damage was essentially removed, encouraging people to build as high as they could with no tangible repercussions, while healing or reviving squadmates became nigh on impossible due to the ease with which hostile players could traverse vast distances. Then there was the maligned addition of mounted turrets, a brief and confusing buff to explosive damage, a welcome buff to shotgun damage, numerous changes to the map as Kevin The Cube embarked upon his final journey, and the Fortnitemares Halloween event that shook up default game modes by introducing the calculated mayhem of AI zombies.

    Fortnite’s strengths are built around this ever-changing environment that keeps the battle royale foundations feeling fresh. Being part of the zeitgeist is too enticing to ignore when there’s new content released every single week, whether it’s a new weapon, vehicle, or some ridiculous one-time-only event. But there were moments during Season 6 where playing Fortnite was more than a little frustrating. It’s admirable that Epic is eager to experiment and innovate when it already has a winning formula on its hands, but it often felt like changes were being introduced for change’s sake. Obviously, this all worked out in the end, growing pains and all, because the last few weeks of Season 6 were fantastic, and that has continued into Season 7. But there’s an argument to be made for slightly fewer new additions in favour of maintaining and improving upon the core gameplay’s current excellence.

    This week we’ve already seen a fascinating way Epic can maintain the game’s growth without impacting its mechanics. The Block–which acts as a dedicated space for showcasing standout community creations–is a smart idea that blends the new Creative mode with Fortnite’s constantly evolving map. Creative mode provides Battle Pass owners your own personal island to do with as you please–creating your own maps, game modes, and anything else you can imagine that isn’t just recreating de_dust. The prospect of having the best of the these creations appear as a brand-new area to play in every week is incredibly exciting–even if it comes at the cost of Risky Reels–and I can only imagine that feeling increases tenfold for those whipping up their own creations.

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  • The Walking Dead: The Final Season Will Return In January 2019

    With the sudden closure of Telltale Games this past September, there were many doubts about the conclusion of the Final Season of the developer’s seminal adventure game series The Walking Dead. During the Kinda Funny Games Showcase, however, it was revealed that next episode of The Final Season will arrive on January 15, 2019, with many of the core developers returning to finish out the conclusion to Telltale Games’ seminal adventure game series.

    In the trailer for Episode 3: Broken Toys, we saw Clementine looking after another survivor during the zombie apocalypse, with a voiceover from the first season’s protagonist Lee reflecting on her growth. Over the course of the four seasons, Clementine has grown from a vulnerable character that needed guidance, to one of the series’ most hardened survivors. The trailer closed out with the twitter hashtag, #StillNotBitten, referencing a line said by Clementine during trailer.

    In the weeks after the closure of Telltale Games last September, Robert Kirkman–the creator of The Walking Dead– and his studio Skybound Entertainment announced at New York Comic Con 2018 that they were able to work out a deal to ensure that former developers could return to the same office to continue work on the closing season.

    “We’ve successfully negotiated with Telltale Games for our company Skybound to come in and see Season 4 of the Telltale game to completion,” said Kirkman during NYCC 2018. “We can’t lose Andrew Lincoln and Clementine in the same year.”

    Skybound Entertainment has brought on 40 of the original developers to ensure that the same creatives are involved in the finish of the season, which had already been written prior to the closure. In our review of Episode 2: Suffer the Children, Justin Clark gave the game an 8/10, praising the game’s story and events, while also lamenting on the game’s cliffhanger–which came close to never being resolved.

    “We leave The Walking Dead on a Telltale firmly willing to make mechanical and tonal risks, nearly all of which pay off well in this episode, hinting towards a bright future we may never get to see. If this is the last time we see her, the fact that she, and this series, have become what they’ve become is maybe the closest thing to a Happily Ever After as can be expected from The Walking Dead.”

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  • Yakuza Dev's Judge Eyes Has A New Name, Western Release Date

    Project Judge, the next game from Yakuza developer Ryu Ga Gotoku Studio, has been given a new name for its Western release. Outside of Japan, the game will be called “Judgement” and it will be available in Summer of 2019. The new information was revealed during the Kinda Funny Games Showcase, where a trailer was also shown.

    Unlike previous trailers, this one featured English voices–which is a big change for the developer, given that the Yakuza series was subtitled, instead of dubbed. The trailer ended with confirmation that Greg Chun will voice main character Takayuki Yagami. Chun is a prolific voice actor for video games, having lent his talents to Overwatch, Neir: Automata, Super Smash Bros. Ultimate, and Call of Duty: Black Ops 4, among other titles.

    Judgement made its debut during the PlayStation Lineup Tour event held earlier this year. It’s a narrative driven experience in which players assume the role of an investigator getting to the bottom of murders and other crimes. Ryu Ga Gotoku Studio’s chief creative officer Toshihiro Nagoshi previously described Judgement as “something completely different” from what it has done so far. He also said that it has been in development for around three years.

    Alongside the numerous Yakuza titles released over the last couple of years, Ryu Ga Gotoku Studio also launched Fist of the North Star: Lost Paradise, a game based on the beloved manga and anime property Hokuto No Ken. In his review, Matt Espineli awarded Fist of the North Star: Lost Paradise an 8/10, saying it has a “melodramatic narrative that skillfully blends new and old storylines” and a “fantastic combat system captures the feeling of Kenshiro’s fighting style.”

    “Lost Paradise may replicate the Yakuza series’ format, but it’s filled with a passion for FotNS that makes it fantastic all on its own,” he added. “While previous games based on the property have adapted its story and characters with some success, few have managed to not only nail the style and tone but redefine what’s possible with its world and characters. RGG Studios has done a splendid job at evoking the justice-fueled power fantasy Kenshiro represents, succeeding in revealing more about the historic and beloved character in amusing and unexpected ways.”

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  • Why The Outer Worlds Is A Dream Project For Fallout Creators Cain And Boyarsky

    Why The Outer Worlds Is A Dream Project For Fallout Creators Cain And Boyarsky

    The reveal of Obsidian Entertainment’s The Outer Worlds was a highlight of the The Game Awards 2018. The studio has built up a solid reputation over the years for crafting creative and engrossing narrative-heavy RPGs, and if nothing else, The Outer Worlds shows many signs of being directly inspired by recent entries in the Fallout series, one of which–New Vegas–was developed by Obsidian less than a decade ago. The Outer Worlds is also the brainchild of Tim Cain and Leonard Boyarsky, two creatives with a storied history in PC gaming. Their most notable chapter by far? When they and a small band of collaborators created the original Fallout in the mid ’90s. But after following up with Fallout 2, they’ve had to watch while Bethesda took the series in its own direction–despite being at Obsidian now, neither Cain nor Boyarsky were working there at the time of New Vegas’ development.

    We recently published a deeper dive into The Outer Worlds that speaks to a behind-closed-doors demo, covering aspects of the game’s story, character progression, and combat. In the interview below, we get into the mindset of the two co-directors. It’s obvious from the start that they have Fallout on the brain, lending credence to the suspicion that The Outer Worlds bears some striking similarities.

    On the other hand, it also veers away from the grime and dirt of a post-apocalyptic Earth in favor a world with vitality. For as much as they are exploring ideas that likely, in some fashion, link back to their days making Fallout, Cain and Boyarsky are most excited about heading into uncharted territory.

    Continue reading to hear their thoughts on reuniting after years and games apart, and where they hope to take their audience when The Outer Worlds releases on PC, PS4, and Xbox One in 2019.

    What was the feeling in your gut leading up to this reveal?

    Tim Cain: We just really wanted to show it. We have all these things that are funny or cool, but we couldn’t talk about it.

    Leonard Boyarsky: We are very happy with where it’s at. We think it looks great, we think it plays great. It’s what we wanted to make when we started it, but at the same time you never know how people are going to react. To be able to finally show it and see how people react is cathartic.

    I think I’ve seen you [Boyarsky] quoted online as saying this is a “dream project.” What aspect of this, would you say, is the dream?

    Leonard Boyarsky

    Boyarsky: Oh, it’s definitely working with Tim! [laughter] No, but it is though; that is exactly what I meant. I worked on a couple games before Fallout, and Tim worked on a couple games before Fallout, but that was pretty much our start of working on games that we have creative control over. We created Fallout from scratch, we basically had complete creative control and did whatever we wanted to–same thing with Arcanum. It had been a really long time since we created an IP from scratch. We’re really good friends, we complement each other’s strengths and weaknesses really well. Not many people are fortunate enough to find that kind of person to work with in their careers, and we were lucky that it was very early in our careers and we have this really great synergy when we get together and start doing this stuff.

    We’ve never really made a pure sci-fi game. Fallout was sci-fi, but it was more post-apocalyptic than sci-fi. So it was one of these things where we’re really big fans of science fiction; I personally love fantasy, but I much prefer science fiction if I have to choose between them. So it was weird that we’d never gotten around to do one, and when this opportunity came up it was like, “Yes, I can work with Tim again and we can create an IP from scratch!” It was basically this laundry list of things that I thought…that the next game I wanted to work on would be if I could say “here’s the stuff I want to do,” and this was it.

    If you can really put yourself back in your own shoes in the ’90s, compared to today, what aspect of your current responsibilities do you love, and what do you miss from those times that you worked in an attic, and…

    Boyarsky: Well for me I still love the things I loved then, creating a world from scratch, it’s just the best part about this. I love creating unique worlds with a unique feel and a unique look. The thing I do have to say I miss is that when we made Fallout and Arcanum, it was a very small team. We got to do all the stuff we’re doing now but we also got to do…Tim did programming, I did design, like a lot of art on Fallout. I was the lead artist and the art director, and I was also doing like havlf the animations in the game, modelling stuff, texture mapping. I didn’t end up scripting on that one, but I scripted in Arcanum. Working on those small teams you end up having your hand in everything.

    For [The Outer Worlds] we are much more directors. It’s our vision, but we have a lot of very talented and wonderful people that we’re working with who have done things that, especially from an art standpoint, I don’t know that I would have brought it in that direction, but in a good way. We pointed them in a direction and they ran in directions that we never could have anticipated. In a way that’s very rewarding because you feel like you gave people a germ of an idea and they got to make it their own and it comes back to you and you see what people have done. But on the other hand, I’m not in there doing that every day. I’m making sure people are heading to the right destination and fulfilling our vision of the game. I’ve been able to do some writing, some hands-on art direction, but for the most part a lot of people are doing the actual nuts-and-bolts work that we used to do on a day-to-day basis.

    Tim Cain

    Cain: Plus, one thing, in the ’90s you could do things no one had ever done before because everything was so young and it was a bit of a Wild West of an industry. Now every time you think of something and you look, it’s like, “Oh, this game did it. This indie game did it five years ago.” It’s hard to think of something that is completely original.

    We managed to put some things in here that I’ve never seen done in a game. In that way, I kinda miss that…the sky was the limit back then. If you could think about it, you could do it.

    Boyarsky: Well a perfect example of that is, when we made Arcanum, I didn’t even really know what steampunk was. Now there is like every kind of punk there is. When we started talking about this game and the setting we had to be very careful not to fall into this pre-defined thing that has been done before. That’s very important to us. We didn’t want people to look at it and know exactly what this is, because people didn’t do that with Fallout because nobody had seen something like that before. Between now and then, there’s been every kind of mish mash of different styles. I mean, hopefully people took inspiration for Fallout for some of that stuff.

    Cain: We didn’t want to make Tolkien with machine guns. One thing I’ve done, every time I ship a game I write a postmortem, just for myself; it doesn’t get published. I write a postmortem of everything I think went right and wrong, and I also keep notes whenever I have an idea. So I went through them for this game and found some ideas from a few years ago that I’d like to try out. And here’s what I thought went wrong with Temple, or Vampire, or Fallout.

    I even write, I probably shouldn’t, but every time I play a Fallout game I write a postmortem for it. I have a postmortem for Fallout 3, Fallout 4, and New Vegas, even though I didn’t work on them. So I read through all those notes, to recall what I thought they did right and what I thought they did wrong. And that influenced a lot of what I’m doing with this game.

    How often, if ever, do industry trends or audience demands seep into your priorities?

    Boyarsky: A lot less than we probably should. [laughter] We’ve always been really interested in making the games that we don’t think are out there. Maybe there’s a good reason why some of them aren’t out there.

    Cain: We always like to joke, “Let’s just make the games we like, and hopefully people will play them.” We have been trying to understand what people have been asking for. I know when we put our combat system together, it was really important that it be an RPG, but people really want…

    Boyarsky: Yeah but it’s less of a thing where we go, “Look at what people are looking for.” We really don’t want people to be saying, “Wow, this is a great RPG, you know the combat is just okay, but the RPG stuff is great.”

    One of our goals is that we want combat to be fun. Obviously our combat isn’t going to be as good as Call of Duty because that’s not what we are here to do. So, in that aspect when we set out to do something like that, well then what would people think is a fun combat system? What do people want from a combat system that they would consider fun? I think we’ve been in that mode for years, but I’m not sure that we’ve ever focused on those things as much as we have with this one.

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    I think it’s much more a matter of, I don’t want to say age, but just the length of time doing this. Earlier on Tim was saying that when we set out to make this thing that’s a conglomeration of ’50s and Road Warrior and pulp sci-fi, that wasn’t something that people had done before, or the aspect of it where it’s very gray morality and you could play anyway you wanted to play. With those things, because as Tim said that was a time when it was the Wild West where nobody had done that stuff before, now we have to look at what hasn’t been served. We don’t want to just rehash old ground. That’s how we look at what people might want or what needs to be done in other games. Sometimes it might even inform, I don’t want to say negative, but it might reinforce the opposite.

    Like, a lot of games are going towards cinematic storytelling, but to do that you have to have a voiced protagonist. One of our main goals here, as with all of the games we made together, we want people to be able to play this game any way they want to play. We want the person who wants to play as the upstanding, righteous hero who would never do anything a little bit gray to have fun and role-play the way they want to, as much as the person who wants to play the psychopath that wants to kill everyone in their way. Both of those should be fun. But if we picked a voice for you or a character for you that was premade, then no matter how much we let you tweak it, it still feels like there’s a part of it that wasn’t decided by me. I think it’s both things: What do we think is really cool that hasn’t been done, but what are things that people are doing? Do we want to take that, or do we want to keep it more old-school because this is what we get from it?

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  • The 5 Best Evolving Multiplayer Games Of 2018

    The landscape of multiplayer games has changed significantly as more developers take on the games-as-a-service approach. So many multiplayer games look and feel much different in their current states compared to the launch product as new content, balance tweaks, and seasonal events transform the original experience. It’s what entices player bases to stick around for the long-haul and how these games continue to stay relevant well after release.

    So, with our Best Evolving Multiplayer Games category, we look back at five games that underwent meaningful changes in 2018 and highlight what made these great experiences even better. For this category, initial release date and status as a final product were not factors, but rather our criteria was based on what made these games stand out and how they went above and beyond in the calendar year. In no particular order, the following are the five best evolving multiplayer games of 2018.

    Tom Clancy’s Rainbow Six Siege

    [Read the review]

    Ubisoft has been ambitious with its approach to sustaining its tactical first-person shooter Rainbow Six: Siege, and it’s been paying dividends big time. Following a mild launch in 2015, Ubisoft stuck with it by serving the player base with constant patches and major content drops which helped elevate the game’s great foundation. In 2018 alone, Rainbow Six Siege had four major content updates: Chimera, Para Bellum, Grim Sky, and Wind Bastion. Collectively, these updates brought eight operators, two new maps, major map changes, and numerous tweaks to how existing equipment and operators work. Ubisoft has been able to maintain a delicate balance even when introducing additional operators who bring new abilities and tactics to the table.

    No two matches are the same with environmental destruction, countless tactical possibilities, and unique in-match situations. Siege continues to thrive by supporting its community, being transparent with its roadmap, and delivering a distinct, deep competitive shooter experience that keeps on giving.

    Fortnite: Battle Royale

    [Read the review]

    If you had to point to the biggest story in all of games in 2018, you’d point to Fortnite. The free-to-play battle royale game has become a cultural phenomenon with the largest active play base in all of games, and propelled Epic Games to new heights of success. Fortnite separates itself from the pack by incorporating the building elements from the original Save The World mode which leads to so many tactical possibilities and unpredictable combat scenarios. But its rise in 2018 can be attributed to the impactful changes that come with each new season. Fortnite has been running on seasons which are broken into 10-week increments (its currently on season seven), and in this year alone, we’ve seen significant changes to the map, new weapons, different modes, inventive challenges, and wacky twists (like the limited time event that let you play as Marvel villain Thanos and use the Infinity Gauntlet to tear up opponents).

    Sure, Fortnite still only has one map, but large swaths of it are hardly recognizable from its original layout as they’ve been reworked to fit a loose narrative that comes with each season. At one point rifts appeared that teleported players across the map, at another, a mysterious meteor came down to obliterate a whole town, and the swamp area eventually turned into a desert paradise. Fortnite has gone in so many different and intriguing directions already,, and it just keeps growing.

    Overwatch

    [Read the review]

    Since its release in 2016, Overwatch established itself as a premier competitive shooter. It might not be much of a surprise considering Blizzard’s pedigree and history of finely crafting multiplayer experiences, but it was its first foray into first-person shooters. In 2018, Overwatch continued the tradition of seasonal festivities with new character skins, thematic changes to it presentation, and occasional modes to fit the event. For example, the annual Summer Games took place in Overwatch with its vaguely-Olympic theme and included new cosmetics and the return of Lucio Ball, the 3-on-3 Rocket League-esque game mode. Lunar New Year and brought a whole assortment of creative skins, and the Winter Wonderland event is happening this month. Overwatch Archive: Retribution brought back the four-player cooperative PvE mode from last year’s Uprising, but made some tweaks and offered new pieces of narrative. And of course, new heroes are always changing how the game is played; 2018 introduced Brigitte, Wrecking Ball, and Ashe, all characters with their own backstories and unique abilities. Between its updates, additional content, and competitive spirit, Overwatch isn’t slowing down any time soon.

    Warframe

    [Read the review]

    Warframe is a prime example of how a game can completely transform itself into something greater over time. The free-to-play cooperative third-person shooter had two expansions in 2018, designated The Sacrifice and Fortuna. These updates delivered a slew of content and reworked several elements of the core game. The Sacrifice in particular had a whole solo-only campaign questline and rewarded players with the Excalibur Umbra warframe. However, Fortuna brought more significant changes to the game by introducing an entirely new open-world planet to explore with a neon-lit city below its snowy surface. Traversal also changed with the K-Drive hoverboard which players can customize to zip around the surface in fashion. For the more quiet moments, Fortuna has fishing and mining, and the new hunting activity. It’s Warframe’s biggest expansion yet that’s on PC and will soon be on PS4 and Xbox One. Speaking of platforms, Warframe is now available on Nintendo Switch; although it’s made some concessions to run properly, there’s nothing quite like it on that console-handheld hybrid.

    Pokémon Go

    [Read the review]

    Pokémon Go is a unique experience that extends beyond the game itself. It’s very much that mobile AR game that got you up and out in the real world to catch Pokémon scattered throughout your city, but continual support has kept it alive and more active than ever before. This year, the game ushered in Gen 3 Pokémon (which brought over 130 additional creatures to collect) and have begun to rollout Gen 4 Pokémon along with a whole wave of super-rare Shiny forms. There’s also a weather system that accounts for the actual conditions in your environment; there are a number of status effects and boosts to certain types depending on the weather, like with rain that boost Bug, Electric, and Water type Pokémon.

    Community events around the world have brought so many players together face-to-face to party up in real life to go on raids and catch new Pokémon. 2018 introduced Community Days that happen monthly and offer an exclusive move for a particular Pokémon that spawns at a higher rate and a shiny version of it to catch.

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  • Get A Free Steam PC Game This Weekend Only

    Get A Free Steam PC Game This Weekend Only

    They say there’s no such thing as a free lunch, but whoever said that obviously doesn’t play PC games. While you can’t eat them, games often go free for a limited time on Steam. Case in point: this weekend you can grab the real-time strategy game Company of Heroes 2 for free. It’s yours to keep and play forever, no strings attached.

    Company of Heroes 2 is a WWII-set RTS that first launched in 2013 (its fifth anniversary is the reason for the giveaway). The single-player campaign puts you in the boots of a Soviet commander in the Red Army tasked with pushing back against German invaders. Enemy forces aren’t all you have to worry about, as inclement weather can kill off your troops just as easily as a mortar team. The game also features meaty multiplayer modes that pit you against either AI or real opponents online.

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    In our Company of Heroes 2 review, Kyle VanOrd awarded the game 7.5/10, writing, “This is not a real-time strategy revolution, but a fun revival of enduring mechanics that pulls you into the trenches of the eastern front… Its barrage of online and offline skirmishes doesn’t always hit its mark. But when it finds its target, Company of Heroes 2 delivers a loud and mighty payload.”

    If you try it and enjoy it, you can also pick up three of the DLC mission packs for 75% off, bringing them down to just a few bucks each. Company of Heroes 2 goes back up to regular price on December 10, so make sure to grab your free game by then.

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