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    New, Exclusive Call Of Duty: WWII Multiplayer Gameplay

    GameInformer
    By GameInformer,

    Gibraltor610.jpg

    With Call of Duty: WWII's upcoming public beta, players will get to experience new multiplayer maps like Gibraltar. But, before you dive in, you might be able to learn a thing or two from this new gameplay footage where a pro shows off the new map. While visiting Sledgehammer Games for our new cover story on Call of Duty: WWII, we were able to capture gameplay footage from one of the best Call of Duty: WWII players in the world that now works within the studio on the multiplayer design team. We'd love to tell you this hero's identity, but Activision isn't ready to reveal the hire yet.

    Watch the video below to see new gameplay footage from Gibraltar, Pointe du Hoc, Ardennes Forest, and the War mode with Operation Breakout.

    (Please visit the site to view this media)

    We'll have more exclusive reveals, videos, and information on Call of Duty: WWII throughout the month, so be sure to check out the coverage hub.

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    What The Heck Is This? Episode 12

    GameInformer
    By GameInformer,

    whatheheckep12_5F00_610.jpg

    We cover a lot of big, well-known games here at Game Informer. Thanks to these efforts, you (hopefully) know all about the next big franchise, or the highly-anticipated new game from that notable indie developer What about those random games that fly under the radar? The one among the dozens that release every day on Steam? Or that Xbox One game with the weird title? This new video series is an attempt to highlight those games – for better or worse.

    We see these type of games all of the time. The game that we look at and say, "What the heck is that?" This is our chance to play them and decide, on the spot, if we want to keep playing them, or move on to to something different.

    In episode 12 we change things up a little bit by playing a single game: Ken Follett's The Pillars of the Earth.

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    Episode 1 | Episode 2 | Episode 3 |Episode 4 | Episode 5 | Episode 6
    Episode 7
    | Episode 8 | Episode 9
    | Episode 10 | Episode 11 | Episode 12

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    Minecraft: Story Mode – Season Two: Giant Consequences Review – Picking Up The Pace

    GameInformer
    By GameInformer,

    MCSM2_2D00_2_2D00_1_2D00_610.jpg

    The premiere episode of Minecraft: Story Mode's new season faced pacing issues, but it effectively set up the rest of the season with an interesting antagonist that rivaled the Wither Storm from the first season. With that in mind, I looked ahead with curiosity on where the next entry would take Jesse and friends, and this episode delivers on the promise of a threatening big bad, and the improved pacing makes Minecraft: Story Mode's aging formula as enjoyable as it's ever been.

    By now, veteran players of Telltale's episodic adventures know what to expect; each episode presents you with a series of scenes that have you complete quick-time events, choose dialogue, and solve exploration-based puzzles. Along the way, your choices loosely influence the way the story plays out. Minecraft: Story Mode is no different. Giant Consequences is light on combat, but it makes up for it with lots of quick-time events to capitalize on big set-pieces and a fun shooting-gallery mini-game.

    Early on, you face off against a massive creature controlled by the Admin, a seemingly omnipotent creature who is said to have built the world that Jesse inhabits. The scale of this encounter is reminiscent of the climax of season one, and the banter between Jesse and the Admin is entertaining. Hearing the Admin recite parts of Jesse's adventures from the first season is a sobering reminder of just how powerful he is.

    (Please visit the site to view this media)

    Though I was unsure of Jesse's new party of adventurers for season two, I warmed up to most of them throughout this episode. The delusional wannabe-rival character Stella still irks me, but she's supposed to. Characters like the gruff Jack and the underdog Radar grew on me as their arcs matured and their charm shined through. I liked watching the constantly doubted Radar overcome his fears to try and prove the naysayers wrong. And while I don't want to spoil anything, I enjoyed a couple of the characters deliver some fun reveals near the end of this episode.

    The first episode of this season introduced improved combat that added new elements like dodge-rolls and a stamina bar, as well as a new way to craft entire structures using the resources in your inventory on a grid-based platform. I was delighted not only to see the structure I built in the first episode reappear in Giant Consequences, but also the opportunity to build a new structure that I hope will make an appearance in a future episode. By allowing players to flex their creativity in new ways, Telltale is giving its Minecraft series more of what made the masses fall in love with that property in the first place, and helping to further differentiate it from its plethora of other licensed series.

    With a breakneck pace and action-packed events, the sophomore episode of season two has me hoping that the series can carry this momentum forward. Though I'm anticipating the typical Telltale pattern where all your choices end up not making much of a difference at the season's conclusion, I'm at least enjoying the ride to that point.

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    We Happy Few Is Coming To PS4, Xbox One, And PC In April 2018

    GameInformer
    By GameInformer,

    wehappyfew_2D00_624_2D00_610.jpg

    We Happy Few, the procedurally generated paranoid adventure developed by Compulsion Games, is now being published by Gearbox and releasing on April 13, 2018.

    The game now boasts a full single player campaign with three different characters. The newly announced PlayStation 4 version comes day and date with the Xbox One and PC versions shown in 2015.

    While a collector's edition will be available, it does not contain a physical version of the game. Check out the trailer below to see We Happy Few's strange, off-putting world.

    (Please visit the site to view this media)

     

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    Patch 7.3 New Combat Animations: It’s Magic!

    Curse
    By Curse,
    Patch 7.3 New Combat Animations: It’s Magic!
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    With patch 7.3 on the horizon, we thought it was time to share some updates to combat animations for several casting classes. Similar to what we did with the melee classes at the launch of Legion, these updates are all about priests, mages, Restoration and Elemental shaman, and some additional refinements to Restoration druid casting animations! We’re also continuing to work on even more enhancements for additional classes at a later point in development.

    A little over two years ago, we set our sights on revamping combat animations. The team has wanted to renovate it somehow, but what exactly does that mean? To determine the answer, our development leadership put together a small group of people to come up with a prototype of what we thought could use some cleaning up. You are currently experiencing the fruits of this work with the new melee animations. Our final goal was to create new melee moves that would make the game feel better, but not change how the game was played. During this prototype phase, we also came up with a plan for casters, but didn’t have time to put it into production until now. Let’s dig into some of the things we did.

    WoW has grown a lot over the last decade, and after we took stock of our combat pacing, it was clear that we needed to deliver a much tighter and more responsive experience for every button you press. Back in the days of simply chain-casting Frostbolt, it didn’t really matter how much time it took your character to go from precast to missile launch. Today, you have a suite of spells at your fingertips where cast times have sped up and split-second decision making is key. To help the way the game is currently played, we wanted more timing consistency.

    Keeping this split-second decision making in mind for the new cast animations, we found a sweet spot between game play responsiveness and striking, weighty animation. The punchiness of our new animations were working so well, we decided to revisit our original cast animations with a fresh eye on what we had learned—while keeping the style and uniqueness of the classic cast animations for every race. The only thing we touched was the time it took to hit the cast pose since, in the live game, each race’s cast timing is different. This ensured that every spell cast with our new class animations or our iconic racial animations had the same punchy and responsive feel.

    Ultimately, our main goals remained the same for our next chapter in updating combat; retain the individuality and identity of what came before, pay off epic moments over the course of a battle, and update the game as seamlessly as possible. If we did our jobs right, it should feel as though it has always been this way. Our work should blend into the background so you can focus on melting, smashing, cursing, crushing, igniting, stabbing, purifying, and exploding your foes into unfathomably tiny bits. - Adam Kugler, Lead Class Designer

    With animation, the first things you might notice are all new caster ready idles. Currently, after you cast a spell, the character goes back to their stand animation. For this revamp, we wanted to create distinct idles that conveyed the personality of the caster much like how a melee class does while holding two swords or a giant, two-handed axe. This was tricky since class fantasy is very personal and no two people have the same idea on how a mage or shaman should stand.

    newCaster.jpg

    We also looked at what we could do with spells that had a cast time. Currently, directed and omni (area of effect) spells loop as the spell builds up before firing. These are distinct animations we had no intention of removing, but to fit the idea of a spell building up, we thought a strong, progressive motion showing the character pulling magic from the ground or gathering it from the air would look cool. So that’s what we did with the new precast animations. Again, class fantasy was a factor with this—how exactly does a shaman pull magic from the ground?


    We also created a bunch of quick, single-handed animations to add variety to instant spells. These look especially neat as you run around casting with your right and left hands. Beefier spells now have stronger straight arm moves, while curses fire with a flick of the wrist. - Kevin Rucker, Senior Animator


    The next step for revamped animations was revamped spell effects to go along with them! This was a tricky undertaking, especially for iconic spells. The goal was to pay homage to the original—but in some cases, we needed to completely reimagine the spell. It gave us a chance to define what each kit of magic should look like and with higher fidelity than what was possible in classic WoW. With that in mind, we aimed to work our way towards snappier, more modern spell effects without trampling too much on sacred ground. Overall, we needed the combat for casters to look and feel more exciting and rewarding while keeping a unique visual identity for each class and spec.

    For example, with the Blizzard spell, we kept all the same elements of the original, but brought them in line with more modern effects. We also defined what makes this frost mage-like (wispy, magical, precise) as opposed to shaman frost (naturalist, elemental, realistic) or death knight frost (bitter, aggressive, sinister). This is a good example of an homage spell, where we wanted to keep the intention of the original spell.


    With Arcane Missiles, on the other hand, we reimagined what it could look like. We kept the iconic structure of five bursts of four missiles, but got creative with the rest. What should a mage’s Arcane magic look like? Chaotic firecracker-like sparkle explosions? We think so!


    The effects revamp effort was all about the balance between paying homage to the original feel and reimagining everything. How do we breathe new life into each spec, but make sure we retain the core identity? How do we build a tighter, more cohesive class fantasy around spells players have been casting for 12+ years? How do we make sure all these fancy new effects don’t tank your graphical performance? It has been a long, careful balancing act between what we, as artists, want it to look like and what you, as players, want it to feel like. We’re psyched about how it turned out and we hope you’re equally psyched to run around casting your improved spells! - Sarah Carmody, FX Artist


    We hope you enjoyed this behind-the-scenes look at the new caster visual updates. We had lots of fun creating all these animations and effects and look forward to hearing your thoughts on them.

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    Injustice 2's Second Fighter Pack To Be Revealed At Gamescom

    GameInformer
    By GameInformer,

    intern_2D00_brainiac_2D00_610.jpg

    WB Interactive and NetherRealm Studios have announced that the next Injustice 2 Fighter Pack will be revealed at Gamescom.

    The first Fighter Pack, containing Red Hood, Starfire, and Mortal Kombat's Sub-Zero, was announced in May of this year and just finished with the release of Starfire. The new pack is likely to contain a similar number of characters, with some mixture of DC Comics and guest characters.

    Check out our Injustice 2 review here, where we praised the game for its tight fighting system and variety of fighters.

    Who is on your wishlist for DLC characters for Injustice 2?

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