Category: Gamespot

  • PS4's Ratchet & Clank Runs at 1080p/30fps, Is About 10-12 Hours Long

    Following yesterday’s information blowout on the upcoming Ratchet & Clank game for PlayStation 4, Sony has now confirmed resolution, frame rate, pricing, and other details for the gorgeous-looking game.

    As you might have guessed, the new Ratchet & Clank runs at 1080p; frame rate is 30fps. These details were confirmed by developer Insomniac Games community lead James Stevenson.

    “Our goal was to match or exceed the fidelity of CG animated movies,” he said on the PlayStation Blog. “When we first started we realized that was actually possible with PS4. Pretty exciting.”

    The new Ratchet & Clank game for PS4 will launch in spring 2016 alongside a full-length animated movie based on the series. Both the game and the movie were previously expected to launch in 2015, but were recently delayed. For more on the movie, check out its star-studded voice cast.

    Stevenson also confirmed that, as suspected, the new Ratchet & Clank game will cost $40, not $60.

    In addition, Stevenson clarified that the new Ratchet & Clank is “way bigger” than the most recent release, Into the Nexus for PlayStation 3, and should offer about 10-12 hours of gameplay. Of course, this is just an estimation, and Stevenson stresses that the game will also offer upgrades and trophies to unlock.

    In addition to the much-improved visuals, Ratchet & Clank will feature new planets, bosses, and weapons, as well as a modernized control scheme. These weapons consist of both brand-new weapons and some returning from the Ratchet & Clank Future games, such as the Groovitron that forces nearby characters to dance. Also making a return here is the Bouncer weapon from Going Commando, but you’ll need to preorder the game in order to get your hands on that.

    Expect to hear much more about the game as we approach E3 next week.

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  • PS4 Racer Driveclub's Long-Delayed Free Version Is Nearly Ready

    PS4 Racer Driveclub's Long-Delayed Free Version Is Nearly Ready

    The free version of PlayStation 4 racing game Driveclub, which was supposed to launch alongside the main game last year but was later delayed indefinitely, is now closing in on its release.

    “We’re in the final stages of development now,” game director Paul Rustchynsky said to a fan on Twitter.

    All PlayStation Plus members will be able to download Driveclub for free, though it should be noted that this version doesn’t included everything in the main game.

    Driveclub itself, which was originally pegged as a PS4 launch title, suffered through serious server issues at launch in October 2014.

    The PS Plus edition was put on hold, with Sony saying it would not release the game until it was confident that the servers would hold up.

    If you’d rather play another Sony-developed PS4 racing game, we learned this week that Gran Turismo 7–which will have better crash physics–should launch before 2017.

    Are you planning to check out the PS Plus edition of Driveclub when it arrives? Already moved on? Let us know in the comments below.

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  • Shadow Warrior 2 E3 Reveal Teased

    Shadow Warrior 2 is in development, publisher Devolver Digital has confirmed.

    A Facebook post on the Shadow Warrior page links to a website with the logo for the sequel. The post also asks “Who wants more Wang?,” as a cheeky puerile reference to the first game’s protagonist.

    The post also confirms the sequel will once again be developed by Flying Wild Hog. The timing of the tease suggests the game will be more fully revealed at E3 2015.

    In our Shadow Warrior review we awarded the game a 7/10.

    “If you’re going to remake a game known for its tacky humor, this is the way to do it,” said our reviewer. “The crassness is here, but it’s merely seasoning in a colorful old-school first-person shooter that allows excitement to build organically from the way its systems interact.”

    “If you saw Duke Nukem’s 2011 appearance as a personal slight, you’ll be glad to know that Lo Wang still stands tall and proud.”

    The game was also praised for its high-energy, colorful shooting action, great diversity of weapons, with lots of reasons to use them all, and robust upgrade system.”

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  • Lego Worlds Early Access Review

    Lego Worlds Early Access Review

    GameSpot’s early access reviews evaluate unfinished games that are nonetheless available for purchase by the public. While the games in question are not considered finished by their creators, you may still devote money, time, and bandwidth for the privilege of playing them before they are complete. The review below critiques a work in progress, and represents a snapshot of the game at the time of the review’s publication.

    In the time that I’ve spent with it so far, Lego Worlds has been an utter delight. Whenever I think I’ve seen everything it has to offer in its current state, suddenly there’s a camel rolling around comically in the sand, or a vampire jealously guarding a motorcycle, or a pig snuffling around the top of a massive cupcake.

    This game is a treat.

    Most animals will be your BFF if you ask nicely.

    Based on what’s playable now and what’s planned for the future, Lego Worlds’ focus is exploration and building, and it already excels at both. There is a surprising variety of biomes to drop into its generated worlds, along with a slew of interactive objects–too many to name, with countless unique interactions available. During my first few hours of play, I found myself riding a bear and fighting robbers in an area littered with oversized puddings, as the sun crested gold over a chocolate-topped mountain. Soon enough, I had traded my bear friend for a dinghy and set out toward a patch of green across the water.

    Mobility is key in Lego Worlds, whether you are spurring a cranky bear through a field of candy or traveling by foot. Characters can climb up the sides (and even undersides) of just about any object placed in the world, from pine trees to pagodas, and when climbing is combined with double-jumping, exploration-minded folks will have little trouble getting wherever they want to go. And there are plenty of reason to explore. New objects, characters, vehicles, and animals populate the inventory, while chests littered across the world spit out gleaming plastic studs to use as currency–as will most other objects, when punched hard enough. Larger, rarer chests may also have items like weapons in them, but considering that you can take down a zombie with a couple bare-handed swipes, these seem mostly ornamental.

    Climbing is an unexpected but welcome feature for explorers.

    Studs can also be used to unlock props and playsets to build with in the world, and building is where Lego Worlds shines brightest. Rather than giving you blocks made of specific materials, Lego Worlds instead provides you with dozens upon dozens of different brick shapes, colors, and even opacities to build with. That’s simple enough, but the real brilliance of Lego Worlds’ building system is how rarely it gets in the player’s way. Bricks do not follow any particular rules, so there’s no need to worry about gravity or logic or even lining up the studs of the bricks themselves. The camera is always where it’s needed, while the avatar is always just out of the way, and switching between placing, moving, and deleting bricks is accomplished with a few deft clicks. Have a change of heart about the color of the walls? No need to rebuild, just paint it over. Brick variety is also staggering, and when you consider that making a chair in Minecraft still involves crafting up a set of stairs and two wooden signboards to slap on either side, it’s easy to appreciate the creative freedom that a full range of shapes can provide. The best part of all this is that laying plain bricks costs the player absolutely no currency or resources, so it’s easy to dig right into building if that’s what you’re there for. There’s also terraforming, which can be accomplished with a standard range of terraforming brushes or with a line-up of entertaining specialty vehicles, including steamrollers, bulldozers, and even lawn mowers.

    But Lego Worlds still has its fair share of kinks to work out. The lack of a windowed mode is a big pain for those who likes to multitask while they build or wander, and I’ve personally had to contend with disappearing cursors and uncooperative menus more than once. Given how good the game both looks and feels otherwise, these are fairly minor grievances. I can live with a fickle “undo” function, for example, when I can remove the offending block with a single right click either way.

    Terraforming the old fashioned way.

    Of course, the conversation around Lego Worlds (and countless other building-oriented sandbox games) inevitably leads back to Minecraft, which doesn’t do anyone any favors. While there are similarities between the two, there is a certain type of Minecraft fan who will find little of interest in Lego Worlds. It doesn’t offer much in the way of survival mechanics or scarcity of materials, and there’s no hint of either in the game’s list of promised features. This means that those who savor spending their first night in a new world dug into a tiny hillside bunker, hoarding coal and raw pork chops, may be left wanting. The same is true for those who appreciate the creep of progress as they gain access to better and better materials for more advanced crafting recipes. It’s best to scrap any hopes of crafting altogether, because this just isn’t that game.

    A lot of promising sandbox games have stagnated in their early access or beta stages. I’ve personally been burned before, and I have a hard time imagining another “craftlike” enthusiast who hasn’t. As much as I enjoy Lego Worlds’ charm and usability, I would still describe its future as uncertain. It will take a lot more than camels and bears and unbelievably user-friendly building controls to stand alongside the genre’s biggest successes. While it demonstrates an impressive understanding of how you engage with exploration and building in wide open worlds, that won’t be enough to sustain it without even more content and the implementation of promised features, such as online multiplayer. Lego Worlds’ foundation is rock-solid; the developer just needs to keep laying the bricks.

    What’s There?

    There are loads of biomes ready to explore, as well as creatures, characters, vehicles and items to interact with. The game also has a full set of building and terraforming features already implemented, though there may still be more in the works.

    What’s to Come?

    The list is long, but most notably they’re promising more biomes, items, characters, buildings, vehicles, as well as new liquid behaviours, underwater exploration, cave systems, improved AI and online multiplayer.

    What Does it Cost?

    $14.99

    When Will it be Finished?

    Early 2016

    What’s the Verdict?

    It’s an absolute delight to explore and build even in the game’s current state, but there’s still plenty of room to grow. Like so many other early access craftlikes, maintaining regular updates will make or break LEGO Worlds.

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  • Watch Every Pre-E3 2015 Game Trailer

    Next week is the E3 conference, during which many new trailers and gameplay videos will be released to the world. But some developers also release them during the weeks before E3. It can be overwhelming to keep up with the pre-E3 trailers, so we’ve gathered them all in one place. Check them out below!

    Adr1ft:

    Battleborn:

    Danganronpa Another Episode: Ultra Despair Girls:

    Fallout 4:

    Figure Heads:

    Fortnite:

    Hellblade:

    Kingdom Come: Deliverance:

    Lego Marvel’s Avengers:

    Life is Strange:

    Mega Man Legacy Collection:

    Monster Hunter X:

    NBA 2K16:

    Pokemon Super Mystery Dungeon:

    Ratchet and Clank:

    Resident Evil 0:

    Rocket League:

    Sword Coast Legends:

    Volume:

    XCOM 2:

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  • E3 Starts Early With Virtual Reality Conference on Thursday

    E3 Starts Early With Virtual Reality Conference on Thursday

    With virtual reality poised to be a significant part of E3, one of the biggest players in the business has announced its own dedicated conference–which will begin before the show even starts.

    The Facebook-owned Oculus VR, maker of the Oculus Rift headset, has announced that its “Oculus E3 Press Conference” will be held tomorrow, June 11, and will be broadcast via livestream.

    The event kicks off at 10 AM PDT / 1 PM EDT and should run for one hour. You can watch a livestream through the Oculus website or on Twitch.

    Oculus did not share any details regarding what to expect from the event. Recently, the Rift’s minimum specs leaked, while pricing still remains up in the air.

    E3 rolls on later this week with Bethesda’s briefing on Sunday evening, followed by an avalanche of press conferences on Monday and Tuesday.

    Ahead of the Oculus E3 event, and the Rift’s consumer launch next year, Oculus has also updated its branding/logo. Check it out below.

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  • Metal Gear Solid Inspired Stealth Game From Thomas Was Alone Dev Gets Release Date

    Thomas Was Alone developer Mike Bithell’s next game, Volume, will be released on August 18 on PlayStation 4, PlayStation Vita, and PC.

    Along with the release date announcement, Bithell has also released a new trailer for the game.

    The short video shows off Volume’s Metal Gear Solid-inspired sneaking gameplay, and teases the narrative themes at the heart of the experience.

    Lord of the Rings actor Andy Serkis will play a lead role in Volume. The Gollum actor will voice a villain named Guy Gisborne.

    According to Bithell, Serkis was his “dream” actor for the role, and, after some initial struggles, Bithell was able to get him for the game with help from British casting studio Side.

    “We’d been looking for an actor to play Gisborne for a while, and even come close to casting it with different folks,” Bithell said. “After one of those attempts fell through, it was a back-to-the-drawing-board moment, and I decided to stop compromising, and go for my dream actor for the role–who I’d get if practicality and reality weren’t an issue.”

    “Thank god [Serkis] said yes, and had some time clear in his busy schedule,” Bithell added.

    Serkis’ previously played Gollum in the Lord of the Rings licensed games, and had parts in Enslaved: Odyssey to the West and Heavenly Sword. He was also recently seen playing Ulysses Klaw in Avengers: Age of Ultron.

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  • 1TB Xbox One Adds $50 Gift Card

    1TB Xbox One Adds $50 Gift Card

    Following yesterday’s official announcement of the 1TB Xbox One and revamped controller, Microsoft has rolled out a special deal on the new console.

    Anyone who preorders the system through the Microsoft Store will receive a bonus $50 gift card. The console launches June 16 and also comes with a free copy of Halo: The Master Chief Collection.

    The code will be sent to your email address within 10 days.

    The $50 gift card promotion is good through June 30 and also works in-store. Codes must be redeemed by December 31, 2015, and are not combinable with other offers.

    The updated Xbox One announced yesterday features not only a larger hard drive (up from the standard 500GB), but also a new matte finish. Otherwise, however, it’s identical in look to the existing model. A new Xbox One controller featuring a 3.5mm stereo jack and updated bumpers is also included in the box and will be available to buy separately.

    Microsoft’s other piece of news this week is that the 500GB Xbox One model without Kinect has received a permanent price drop down to $350.

    We’re expecting even more news and announcements from Microsoft during the company’s E3 briefing, which is now just days away.

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  • Wii U-Exclusive Devil's Third Gets New Gameplay Trailer, Release Date

    Wii U-Exclusive Devil's Third Gets New Gameplay Trailer, Release Date

    Nintendo on Wednesday shared more details about Devil’s Third, the upcoming Wii U-exclusive developed by Dead or Alive and Ninja Gaiden’s Tomonobu Itagaki and his team at Valhalla Game Studios.

    First up, Nintendo has confirmed that the game, which combines shooting and hack-and-slash elements, will launch on August 28. That date applies to Europe, while a North American date was not announced.

    A new trailer has also been released, in which we see Itagaki setting up–in Japanese–what we’re seeing. Though you may not understand what he’s saying, there is still plenty of new gameplay footage to look at.

    Being a Wii U-exclusive, we wouldn’t be surprised if Devil’s Third showed up during Nintendo’s E3 briefing next week.

    Devil’s Third was originally going to be published by the now-defunct publisher THQ. At the time, it was an Xbox 360, PlayStation 3, and PC game, but later shifted to become a Nintendo-exclusive.

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  • Is the Final Fantasy 15 Demo Update Worth Playing?

    In a move uncommon to anything we’ve seen in the world of game demos, Square Enix released an update today for Final Fantasy XV Episode Duscae, the playable slice of Final Fantasy XV that first launched in March. This latest version–released to address fan feedback from the original demo–feels like a full-on patch, adding a handful of new content to the roughly four-hour (if you explore everything) demo.

    Last month, Final Fantasy XV director Hajime Tabata discussed fan feedback from the original demo, noting that the updated demo would address fans’ concerns. Players had problems with the targeting system and slow-moving camera, which hindered fluidity in battle. But after completing the updated Episode Duscae, I can comfortably say that Tabata made good on his promise and then some; in addition to the bevy of fixes, there are a few new missions providing new ways for Noctis to interact with his friends.

    After installing the patch, the first thing you may notice about Episode Duscae are changes to the camera. In the previous demo, it ran sluggishly, making it hard to track quick-moving enemies as they darted on and off the screen. The update has rectified this; the camera moves more quickly and is much smoother, allowing you to whip it around in any direction to keep up with the flow of battle.

    One element not present in the original demo was Cross Chains, the ability for Noctis to team up with one of his friends and execute joint attacks. In Episode Duscae, these attacks are introduced while Noctis is “On Tour” with one of his companions–which essentially means Noctis and a friend are off on a two-person side mission that will temporarily pause the main quest. In the first tour with beefcake Gladiolus, Noctis learns to use Cross Chains while slicing up some Garulas for their late-night sirloin dinners.

    Cross Chains are essentially a small chain of quick-time events and are easy to master once you get the hang of the timing. Noctis’ companion will summon a gold circle, which he must enter in order to instigate the Cross Chain. After the companion lands a hit, it’s Noctis turn, and a successful Cross Chain occurs when Noctis and his partner take turns landing hits three times in a row, for six hits total. If you manage the seesaw-like execution and all six hits successfully land, the pair gets one final, powerful dual attack that will usually bring down enemies in an instant.

    According to a message screen in the demo, when all four companions are on the field at once, they will all participate in the final attack of a Cross Chain, allowing them to kill larger, harder enemies like the giant pale blue Catoblepas roaming the watering holes of Duscae region (you know, those massive long-necked creatures you couldn’t engage with in the first demo).

    There are three “On Tour” missions in Episode Duscae, one for each of Noctis’ companions. With Gladiolus, you learn how to use Cross Chains. Prompto takes you searching for mushrooms, and Ignis just wants some bro time stargazing. All three friends have their own Cross Chain attacks, making for some fun variation on the battlefield. When you first notice an enemy and the red detection bar appears at the top of the screen, one of Noctis’ friends may approach him to talk–for example, Ignis may come up and ask, “Want to hear more of my plan?”; these interactions will indicate which teammate will want to team up for Cross Chain attacks in that battle, so look out for his prompts.

    But my favorite change is the overhaul of the targeting system. Originally, when locking onto an enemy, the camera would not follow them or keep the target in focus in the center of the screen. This has been completely changed, and now you can lock onto an enemy and expect it to stay in the center of your field of vision. It’s now easier to chase enemies as they dart around and move between targets

    How you lock onto a target has also changed. Clicking R3 centers the camera in the direction you are looking at, but pressing and briefly holding R1 allows you to hard lock on to the target. A quick tap of R1 will also briefly target an enemy and bring them into focus in the center of the screen. It’s a much more comfortable way of targeting than the previous scheme, which mostly used only R3.

    Noctis now has a dodge-roll ability, which can quickly get him out of harm’s way. The parry system has also been tweaked slightly; parry symbols appear above enemies as they charge you, and holding down L1 allows you to dodge and then parry with a strong attack. Previously it didn’t feel like you were given enough time to successfully execute a parry, but now you are given enough warning time to prepare the move. These two changes, coupled with the addition of more in-battle warp points–the top of rocks, mostly–have granted players more freedom of movement, opening up the battlefield for Noctis and allowing for some pretty sweet attack combos.

    Other small changes to Episode Duscae include brief scenes of the boys playing around together. Controlling Noctis, I approached camp just as Gladiolus tackled Prompto into our tent and began beating him up. Ignis regaled us with tales of shooting stars while the company drank from mugs around a campfire. After slapping a robotic soldier away from me in combat, Prompto reached out for an ecstatic high five. These brief interactions between the four make their relationships feel stronger; I feel like I’m watching four old friends pal around, and I believe how deeply they care about each other. Each subtle fist-bump and shoulder-punch and pat on the back make Noctis, Ignis, Prompto, and Gladiolus feel more real, more interesting, and I can’t wait to see what adventures they get into in the main game.

    Also, at the end of each solo mission, you’re shown a cell phone selfie of Noctis and his companion. It’s sweet.

    Does the second version of Episode Duscae live up to the promises Square Enix has made? I think so. We’ve got huge improvements to the camera and targeting as well as significant additions to the battle system, and with combat making up such a big part of Final Fantasy games, it’s exciting to see these cool systems play out. And with four main characters as visibly invested in each other as XV’s heroes, I’m optimistic for a promising story.

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