- 0 replies
- 1 view
- Add Reply
- 0 replies
- 2 views
- Add Reply
- 0 replies
- 1 view
- Add Reply
- 0 replies
- 4 views
- Add Reply
- 0 replies
- 1 view
- Add Reply
Live Developer Q&A Thursday 7/19 - Submit Your Questions
You can submit your questions here in this thread or on Twitter by using the hashtag #WarcraftQA.
As a reminder, please keep your questions short (40 words or less) so that we can get to as many questions as possible. We look forward to you joining us live on Tuesday!
During E3 in June, Fortnite released on Switch, and it's a solid port. After spending time with it, however, I wondered how it would play with the aid (or hindrance, depending who you ask) of motion controls.
Realistically I don’t know if I would use it, or if it would help my aim, but I would like to try Fortnite with motion controls. I would want them to function a bit like Breath of the Wild where they would only turn on when you aim down sights. Okay, bye!— Kyle Hilliard (@KyleMHilliard) June 26, 2018
On July 12, Fortnite made it clear it was also curious about motion controls and updated the Switch version of the game to include them, so I decided to try them out.
Motion controls are divisive, and my feelings on them fall somewhere in the middle of those like them and those who wouldn't be caught dead using them. Generally, I don't like them, but there have been a few occasions where I appreciate them. I like their implementation in The Legend of Zelda: Breath of the Wild for aiming with the bow and arrow, and I also like them in Mario Tennis Aces for aiming the Zone Shot, but not for general tennis. In Splatoon, however, I just can't get the hang of motion controls, despite many of the game's best players swearing by their use.
Basically, I like motion control in moderation. I don't want to play a whole game with motion controls, but if I can activate them to adjust my aim slightly, I am happy. Thankfully Fortnite offers some settings to find this middle ground, but for the purpose of experiment, I turned everything up to the max at first. This was a bad idea.
There are three motion control settings available on Switch: Motion Sensitivity, Motion Targeting Sensitivity, and Motion Scoped Sensitivity. Motion Sensitivity applies motion controls to everything. If you move the controller at any time, the camera corresponds, and when it is turned all the way up, it is incredibly erratic. The GIF below demonstrates what even some slight controller movement looks like with that setting pumped up to 1.0. I didn't move the controller too much, but when it is maxed out, the camera move very fast. My recommendation for this setting is to turn it down to zero.
Motion Targeting Sensitivity applies to the motion controls that activate when you aim down sights. Below is a GIF of that setting turned up to 1.0, and it is similarly erratic and frankly only usable for those who have the steadiest hands.
And finally, Motion Scoped Sensitivity applies motion controls when looking down a sniper scope. This is the setting I adjusted and struggled with the most.
In the GIF below I have the Motion Targeting Sensitivity turned to about 0.25, which makes things much less erratic, but still felt a little too slow.
I was the most comfortable having this setting at 0.50 – not so erratic that my reticle goes crazy at the smallest movement, but not so slow that I didn't get some kind of accuracy benefit from having it turned on.
Sniping was a bit trickier, and I never found a setting I was fully comfortable with. Putting it at 0.50 made it too erratic, since the aiming requirement is much finer, so I dropped it down to 0.25, and that was about the best I could get it for my personal preferences.
Here's one final GIF from the starting area with the 0.50 setting for the Motion Targeting Sensitivity. It's still not perfect, but it was where I ultimately where it felt like it actually gave me a targeting edge, even if it is a small one.
As a recap, here are the settings I ended up locking in for all the motion controls. I tried making smaller adjustments, like trying 0.50 and comparing it to 0.60, but the change was so incremental that I didn't notice a major difference. It's also worth noting that using the d-pad moves the number slightly, while the control stick lets you select your number at larger increments.
After playing through a few rounds with motion controls, I don't prefer the game with them turned on. I was hoping it would improve my sniping, but I couldn't find a setting I liked when looking through a scope. The Motion Targeting Sensitivity for aiming down sights, however, I could see myself using again. It would take some practice to get used to the different style of aiming, but even after a few rounds, I could already see myself gaining at least a little bit of extra accuracy. I doubt it could ever replace the mouse and keyboard, but I could see it offering a slight edge over controller players on Switch and Xbox One. Unfortunately, it seems like I will probably never be able to test my theory against PlayStation 4 players.
For more on Fortnite, head here to read all of our features from when the game was on our cover in 2014. Needless to say, the game has changed a lot since then, but we were way ahead of the curve.
Despite the unfortunate name, GTFO is filling an interesting niche in the co-op shooter sphere. Left 4 Dead-style horde waves, but with an Aliens aesthetic and – according to this trailer – disconcerting enemies.
GTFO comes from the developers of Payday, and it looks like it uses their pedigree for tense cooperation while radically switching tones. The new teaser shows off shadow enemies, which only have shape when defined by an exterior light source. Because of this, they seem to appear out of nowhere, swarming the players and presumably scaring the pants off them.
GTFO will release at the end of 2018 on Steam, and you can check out our in-depth thoughts on the game here.
30 years ago today, the film adaptation of the manga, Akira, released in theaters in Japan. The legacy of both the film and the manga are important and far-reaching, both in the broader science-fiction landscape, and the cultural acceptance of anime across the world. You can see its influence in video games, but direct adaptations of the property are non-existent in North America and disappointing in Japan. I wrote this feature back in December 2012, but my desire for a video game based in Neo-Tokyo are as strong as ever on the film's 30th anniversary.
Akira (Amiga/CD32, 1994)
One of my favorite movies and comics of all time is Akira. I got my anime feet wet with Dragon Ball Z when I was young, but Akira was the first time I realized of what the medium was capable. After watching the movie dozens of times, I pursued the comics, and then watched the movie a dozen more times. Neo-Tokyo is one of my favorite fictional worlds, and the abrasive dynamic between friends Tetsuo and Kaneda has always fascinated me. I don’t know if it would work in a video game, but I would love to see somebody try.
For the uninitiated, Akira tells the complicated story of government experimentation gone terribly wrong, and the lasting effects it has on the individual citizens of a future Tokyo and politically across the entire country. The story mostly centers on two teenage orphans, Tetsuo and Kaneda, but there is a huge cast of characters, gangs, factions, government agencies, and telekinetic children who are too powerful for their own good. Tetsuo and Kaneda are members of a violent biker gang in a city frantically trying to rebuild itself, and things only get worse when the government steals Tetsuo and awakens his latent powers. It all gets very violent, very quickly.
Many of the themes and even story elements of Akira have made it into video games, perhaps most notably in Sucker Punch’s Infamous. Both Akira and Infamous open with a mysterious city-racking explosion, which sets the course for the rest of the story. Cole and Tetsuo are both overpowered super heroes with possibly misdirected senses of morality who are trying to figure out their roles both in what happened, and where they belong in this new society.
Akira (Famicom, 1988)
I got another minor taste of Akira in the form of The Lost and The Damned, Grand Theft Auto IV’s first DLC. It shared no themes with Akira whatsoever, but there were a few moments where you riding with your bike gang through Liberty City where I thought, “Man... I wish I was in Neo-Tokyo right now.”
The dream would be to explore a large, open-world Neo-Tokyo with visually distinct sections. Neo-Tokyo is broken apart into areas in the midst of being rebuilt. Some areas are completely unaffected by the explosion, while other areas have been completely abandoned and destroyed, ruled by the assorted biker gangs that have found refuge in the few remaining buildings that have not yet collapsed. The first 10 minutes of the film offers a sort of tour through the Blade Runner-esque city showing off many different areas in a short amount of time.
Then there is the consideration of who the player would actually control. I think regardless of what role you could conceivably take on, there could be interesting implications. You could be the severely overpowered Tetsuo and play a violent action game, or you could take on the role of Kaneda and try to tackle a giant any way you can. Even playing as a new character, or one who didn’t receive much exploration in either the film or comic could offer a different perspective on everything that happens.
Akira Psycho Ball (PlayStation2, 2002)
The first issue of the Akira manga was published in 1982, and the feature film released in 1988. The moment to strike on the series’ popularity has long since passed. There were three and a half attempts at a game though, which makes me slightly optimistic. All were exclusive to Japan, and only one released for the Nintendo Famicom, when Japan had Akira fever in 1988. In 1994 there was a game released for the Amiga, and in 2002 an Akira-themed pinball game released for the PlayStation 2. Apparently, the pinball game was the only game that was any good. There was a Super Famicom game in the works that was shown off briefly in 1993, but it was never completed.
I love the idea of a modern Akira video game, but I have little confidence in one ever existing. I will probably never know if it is a world that could actually work in an interactive medium, but that doesn’t mean I can’t wish for one.
For years, Nathan Fillion has been on the lips of many Uncharted fans when it comes to answering the question, just who would play Nathan Drake? The premise of Fillion, who gained fame playing Captain Mal in Firefly and later Richard Castle in Castle, playing the role of Drake has existed purely in the realm of speculation...until now.
Film director Allan Ungar uploaded a 14-minute fan film to YouTube that stars Fillion as gaming's cockiest explorer. We don't want to spoil too much here but if you're into Uncharted, you should definitely make time to watch this.
Well, there it is! Nerd culture's most popular Nathan as Nathan Drake. How did he do? Let us know in the comments below.