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  1. Today
  2. New WoW Classic Realms Opening Monday, 26 August - NA Originally Posted by Blizzard (Blue Tracker / Official Forums) August 26, 2019 10:00 AM PST, We will remove the limitation on only creating a total of three WoW Classic characters per WoW account. Thereafter, players will be able to create up to 10 characters per Classic realm, for a total of 50 characters across all Classic realms per WoW account. Additionally, at August 26, 2019 10:00 AM PST, we will open the following new realms in this region: At this time, all realms that have a Full or High population tag are expected to experience extended queues. We urge players on realms marked Full or High to plan to play on one of these new realms to avoid the longest queues, and to help spread the player population as evenly as possible and provide the best play experience for everyone. Thank you! New WoW Classic Realms Opening Monday, 26 August - EU Originally Posted by Blizzard (Blue Tracker / Official Forums) August 26, 2019 10:00 AM PST, we will remove the limitation on only creating a total of three WoW Classic characters per WoW account. Thereafter, players will be able to create up to 10 characters per Classic realm, for a total of 50 characters across all Classic realms per WoW account. Additionally, at August 26, 2019 10:00 AM PST, we will open the following new realms in this region: At this time, all realms that have a Full or High population tag are expected to experience extended queues. We urge players on realms marked Full or High to plan to play on one of these new realms to avoid the longest queues, and to help spread the player population as evenly as possible and provide the best play experience for everyone. Thank you! Leviathan's Eye Nerf Blizzard Clarification Originally Posted by Blizzard (Blue Tracker / Official Forums) Leviathan's Eye Nerfs show a clear misunderstanding on how WEAK main stats are The change being discussed here was the first of two changes in this patch that are together related to a cleanup of how stats are calculated for some gems. After the second fix is implemented in the next build of 8.2.5, there should be no overall changes to their stats. Sorry for the confusion! Overcrowded Realm Update – August 21 Originally Posted by Blizzard (Blue Tracker / Official Forums) Since our last update, we have continued to see the community create new characters in preparation for the launch of WoW® Classic next week. During this process, we have seen a regular trend where characters keep being made on Full realms. Each of the Full realms has a LOT of characters to the extent that it may be more than can fit into the queue system. As a result, you may not be able to get into the queue when you want to play and even if you do, it will likely be a very long wait. For a better play experience, we highly recommend that players avoid creating characters on any realm marked as Full. Additionally, at this time, based on their expected population and queues, we strongly advise people to move off the following realms: NA Herod – PvPFaerlina – PvPWhitemane – PvPEU Shazzrah – PvPGolemagg – PvP If you are currently planning to play on one of these realms, you should expect extremely long queue times that take several hours to get through. In order to have a better play experience, we urge players on these realms to consider moving to the Blaumeux (Pacific Time Zone) and Skeram (Eastern Time Zone) realms. All of the existing realms have a healthy population. Even a Full realm in 2006 would be Low by our current metrics. Any realm that is listed above Medium should expect queues at launch, with increasing severity from High to Full. World of Warcraft Classic Community Resources Originally Posted by Blizzard (Blue Tracker / Official Forums) World of Warcraft Classic provides players the opportunity to delve into a faithful recreation of the original WoW® experience, but no one needs to go it alone. We’ve gathered together some of the best resources from around the community to help. World of Warcraft Official Site News and Forums Stay on top of all the official World of Warcraft Classic news by visiting the official site using the “WoW Classic” tag. World of Warcraft Official forums: Make your way over to the official WoW Classic forums to meet up with players like you. WoW Classic General Discussion: Discuss your experiences with others, get help, and meet new friends. WoW Classic Bug Report: You can report bugs within WoW Classic, or post on the Bug Report forum. WoW Classic New Guild Listings: If you’re looking for a guild to join, you can find one looking for members here. Classic Connections 2004-2006: Trying to reconnect with old friends or guildmates? Follow the prompts to see if you can reconnect with them here. Fansites and Communities Wowhead Classic: Wowhead has a suite of tools including talent calculator, gear planner, and a variety of strategy guides available for players looking to maximize their experience in WoW® Classic. If you’re feeling extra nostalgic, you can also use Wowhead’s Thottbot visual theme. WoW Classic guides by Quissy Icy Veins: Covering the latest WoW Classic news, Icy Veins has a variety of strategy guides and information on classes, professions, dungeons, and reputations. WoW Classic Reddit: Join other WoW Classic community members to discuss your experiences in the game, swap stories, or get help and support from others. Azeroth Noob: A helpful Reddit community for players new to WoW Classic. classic WoW.live: classicWoW.live serves as a community hub of guides, tools, streams and more. Podcasts Countdown to Classic: Hosted by Josh Corbett, this long running podcast serves up the latest and most comprehensive information on WoW Classic. Classicast: Hosted by a variety of streamers including Esfand, StaysafeTV and more with a focus on WoW Classic news and discussions. DefTalk / Good Morning Azeroth: Hosted by Defcamp and Melderon this podcast provides interviews, guides, discussions, and more. The Classic Casual: Hosts Allen and Anthony explore all aspects of WoW Classic while planning the fate of their characters. Warcraft Radio: Newly returned to the air you can catch their new shows including Classic Completionist hosted by Kikijiki on Twitch. Did we miss one of your favorite fansites, podcasts or streams? Share them in the comments below. View the full article
  3. Yesterday
  4. Gamescom 2019 is just about to wrap up, and while hundreds of thousands of people travel to Cologne, Germany every year for the massive industry trade show, most people can't make it out there. In all likelihood, you're one of those people sitting at home while the show is going on, but don't worry: We've got you covered. Below, you'll see several shots from around Gamescom 2019's showfloor and the convention center. The Koelnmesse, where Gamescom is held each year Gamescom always attracts a sea of people, and this year is no different If you want your statue photo opps, Gamescom has got your statue photo opps Speaking of photo opps, Ubisoft had them available for all its big games, including Watch Dogs: Legion, Ghost Recon Breakpoint, and Rainbow Six: Siege After it skipped E3 this year, it was good to see Sony on a big showfloor Of course the Dragon Ball booth has plenty of cool things to take pictures of They're probably fine, right? Mutants and sponges, together at last Borderlands 3's booth is one of the cooler ones of Gamescom 2019 Xbox was also back in full force after doing its own thing for E3 The Little Nightmares 2 booth looks to inspire some slightly bigger nightmares for Gamescom attendees Cyberpunk 2077 is once again one of the hottest games of the show (and for good reason) The YouTube Gaming/Stadia booth has a slide?! Destroy All Humans is back! What's the last word? My German is a bit rusty. Planet Zoo's booth is an utter delight Apparently you can just park your tank anywhere these days It wouldn't be a video game expo without *checks notes* cars? Imagine how long this took to put together! Probably long enough to make you think twice before nerfing A similar display was at E3 this year, but it's always cool to see the Avengers' suits up close View the full article
  5. Publisher: Paradox Interactive Developer: Romero Games Release: 2020 Rating: Rating Pending Platform: PlayStation 4, Xbox One, Switch, PC, Mac One of the most pleasant surprises of E3 was Romero Games’ strategy/RPG hybrid Empire Of Sin. The isometric game casts you as one of 14 gangsters (some historical figures like Al Capone, others fictional characters) trying to rule over Chicago during Prohibition. Whoever controls the most territory and cash at the end of 13 years emerges the victor. While the E3 demo put on a strong show, which you can read about here, I wasn’t convinced that all of the elements would mix well together or that the final version might be too complicated, given this is a game that juggles tactical combat, resource management, and even RPG-lite traits for your characters. However, I got nearly 45 minutes of hands-on time with a demo and came away impressed with Empire Of Sin to the point it’s my personal game of the show. The game starts you off in Chicago’s Little Italy neighborhood. You fight your way up by taking over rackets (casinos, bars, distilleries), often by force, raiding the building with your gangster and whatever mob of henchmen you’ve recruited. Battles play out like a crunchy version of XCOM and Jagged Alliance with turns where units can move into cover and blast at at foes, using action points to shoot, reload, and move. Enemies slam into surfaces and walls in ridiculous, bloody fashion when they’re killed by gunfire. If an enemy is fatally wounded but still breathing, you can even have your character brutally execute them to terrorize whatever faction they belong to. It’s all gory tactics and a blast to play through. Outside of combat, the most interesting element is the emergent storytelling that rises out of the character’s traits, which occur based one your choices. Have one of your characters execute foes too often and they can gain the cruel trait, becoming a serial killer who offs one of your other gang members. If you have two gang members that fight alongside one another, they could fall in love or develop unrequited affection that has an impact on combat. For example, if one character sees her lover perish in action, she might (free of the player’s control) fly into a murderous rage and empty a clip into the killer. The compelling character traits and fun combat are married by the micromanagement strategy, which has you upgrading your various establishments to extend your rule over Chicago. You can bribe the police to keep raids away, make your bars fancier to attract richer clientele, and hire security to fend off other gang members. You can also call a sit down with other bosses you’re having trouble with to try and end things peacefully (or by force). You can even poison your own liquor and sell it to allied factions to weaken them for your own gain. Even in this small slice of the game, there was a ridiculous number of options I got to play around with that made this fantasy of being a 1920s gangster feel meticulous and enthralling. Empire Of Sin is due out Spring 2020 and I can’t wait to play my hand at becoming Chicago’s new kingpin. View the full article
  6. Gamescom is kind of like Europe’s version of E3, if E3 were bigger and somehow more of a spectacle. It’s open to the public, so anyone with about 20 Euro can come inside and see what’s on the horizon. The sense of excitement and enthusiasm around the event is contagious, and it’s one of the reasons I look forward to going to Germany every year to attend. This year my days were packed, and I saw a lot of games. Of those, these are the 10 that stood out to me – from tiny indies to major upcoming blockbusters. Borderlands 3 At Gamescom, Gearbox outlined some of what players can expect from the shooter’s endgame content. In addition to the return of Circle of Slaughter, a hordelike, wave-based mode, Borderlands 3 introduces Proving Grounds. These side missions are unlocked by discovering hidden Eridian language fragments throughout the world. Unlike Circle of Slaughter, which has enemies assaulting players in a small area, Proving Grounds has more of a linear A to B structure. I played one of these missions as the pet handler Fl4k, where I had to fight a variety of skags and spiderants – including a queen and king variant – while working my way through the mission path. Proving Grounds is designed to be replayable, and there are optional goals to achieve. I didn’t make it through without dying (I blame my pet, even though it wasn’t probably the pupper’s fault), but I did beat the final boss in the allotted time and mopped up all the enemies. Because of that, the chest at the end of the stage held better loot for me, including a sniper-shotgun frankengun. Seeing a few of the objective checkmarks left blank only made me want to dive back in and do better next time. Next time isn’t long away, either. Borderlands 3 is coming September 13. Iron Danger I’d never heard of Iron Danger before the show, and I’m glad I took the time to check out Action Squad Studios’ game. It’s a tactical RPG, which isn’t usually my thing, but the introduction of a timeline that players can scrub through like a video player makes defeat sting a lot less than in other games in the genre. The tagline says, “You will die, but you will not fail,” which is an appropriate sentiment. You play as a mage, and you and your party members fight against a variety of foes including 30-foot-tall steampunk automatons. Fortunately, you can swap between the real-time adventure mode to trance mode, where you advance and rewind time at your leisure. If you’re discovered or killed, you’re able to rewind time up to five seconds. You can also use that ability to have one character toss an explosive barrel, rewind, and do it again with the other – so they throw them in a coordinated attack. I watched a lengthy sequence where the party set up a trap, lured enemies over with a sound, and felled a tree to detonate it all. It didn’t work well at first, but thanks to rewinding and experimentation, it eventually resulted in a blast that wiped the enemies out in one massive explosion. It’s a more elegant alternative to save-scumming, which the devs say allows them to make enemies and encounters more challenging. It’s coming to PlayStation 4, Xbox One, and PC in 2020. The Eternal Cylinder The Trebhums have an unwieldly name and oddball appearance, but I grew quite fond of the little aliens during my hands-on demo with The Eternal Cylinder. The critters look a lot like Q-bert, and they face an existential threat in the form of a massive rolling object that is intent on moving forward – whatever is in its path, be damned. The Trebhums don’t start out able to do much more than flee, but they can eat different foods to manipulate their bodies in helpful ways. Chomp on a grasshopper-like creature, and you sprout springy legs to help you jump over walls. Cold weather got you down? Eat furry prey, and grow a fluffy coat. The unrelenting cylinder is far from the most surreal element in Ace Team’s game. As I progressed, I faced enemies including a giant pod thing that split in the middle, revealing a set of chompers. Weirder still was a torso and arms fused into a car. When I honked at it, it awoke from its slumber and chased me around – and the light from its headlights removed the modifications I’d picked up along the way. There’s also a narrator who would be right at home in a nature documentary, commenting on milestones and doing his part to contribute to the overall strangeness of the whole presentation. It’s coming to consoles and PC in 2020. Minecraft Dungeons The first thing that struck me when I started playing Minecraft Dungeons was how hard it was. And I’m completely fine with that. The dungeon-crawler may draw from a kid-friendly universe, but the demo showed that it’s a competent game on its own. Our timed demo was set in the Desert Temple, and our group of four worked our way through the maze-like corridors to try to find the exit – and the big bad that guarded it. I immediately split off from the group, which I learned was a pretty bad idea. I could work my way through the low-level skeletons with relative ease, but became overwhelmed when facing tougher foes that could summon adds and were equipped with special status effects. You’re going to want to stick with your buddies when you play, is all I’m saying. There’s an impressive amount of depth in play, with enchanting systems and loot to collect. Being tossed into the world in a demo let me appreciate how well it controls and feels overall, but I’m looking forward to the satisfying accumulation in power that can only come from starting from scratch and working through the campaign. Minecraft Dungeons is coming to PlayStation 4, Xbox One, Switch, and PC in 2020. Biomutant I visited Experiment 101's booth for the third consecutive Gamescom to see what the Swedish studio was up to. As it turns out, there’s a reason the team hasn’t been making headlines lately: They’re busy making the game. It’s been one of my most anticipated titles since I first saw it in 2017, and I was eager to see more of the post-apocalyptic kung-fu fable, as they call it. Rather than showing off a live demo as they have in the past, I got to watch a lengthy video that highlights just some of what players will be able to see if they spend enough time exploring the game’s world. Some of the highlights included a giant tortoise-like creature with buildings on its back, a boss battle where players pilot an octopus ship that can clamp down on the monster’s mouth and inject ink into its maw, and, my favorite, a mechanical hand vehicle. Players can ride on its hand as it creeps along like Thing from The Addam’s Family (sorry, I’m old), and it can activate a combat mode where it makes a finger-gun gesture while firing. I also caught a glimpse of the game’s six faction leaders, who each are masters of a unique weapon, such as a bo staff or nunchuks. Players choose to ally with one of the factions, and then can kill or spare the remaining ones as they work through the narrative. Be merciful, and you can even learn their abilities, seamlessly switching between them in combat. I wish I could have gotten some hands-on time with Biomutant, but I was still happy to see that it continues to look better every time I see it. Experiment 101 is a small studio of about 20 developers, and they’re currently working to ensure that it ships as bug-free and is as polished as possible. Look for it in 2020. Disintegration V1 Interactive’s debut is a tactical/FPS hybrid in which players give orders to A.I. squadmates and make snap tactical judgments while monitoring (and participating in!) the action on a weaponized hoverbike. The team wasn’t showing off the campaign, but I did get to check out one of Disintegration’s multiplayer modes. Retrieval is a lot like capture the flag, but with explosive payloads that can wipe your team if you aren’t careful. The matches I played were hectic, particularly since most members of the two four-person teams were still getting the hang of shooting on the bike and also making sure that their A.I. companions weren’t dawdling around. Once I got settled into the multitasking loop, I had a great time with it. Here’s hoping we get to see more of it soon. I wrote a longer preview on the game, too, which you can read here. Rock of Ages 3: Make & Break Ace Team brings the stone-rolling action back in Rock of Age 3: Make & Break. As the name implies, the latest entry to the series adds user creation, allowing players to design, playtest, and share their tracks with the community. During a hands-off demo, I saw how easy it was to connect two points on an empty playspace by dragging the cursor around. Tracks were created automatically, following every bend the cursor made. From there, you can tweak the course further by clicking into the nodes that are automatically placed, widening the course or narrowing it, raising or lowering the height, and even adding banking slopes for high-speed cornering. Adding obstacles and other hazards is similarly simple. You’ll have to complete the track before you can share it with the world at large, so don’t get ay ideas about uploading something that’s impossible to complete. We saw a complete stage created in about five minutes. It looks intuitive and fun, and the developers say the tool is identical to what they’ve used to create the levels players will roll through in the campaign. It’s coming to PlayStation 4, Xbox One, Switch, and PC next year. Autonauts Denki’s upcoming game is a boon for lazy people like me. You play as an adorable little explorer who lands on a procedurally generated planet to establish a new home. That sounds like a lot of work, but fortunately you’re not going to be doing it alone. Your character is a crafty one, capable of taking a few sticks and other materials to build functional robots. Once constructed, you’re able to program these bots to perform increasingly complex tasks. At first, having them chop down trees for you is a time-saving triumph. That’s nothing, though. Eventually you’ll be able to harness them to create entirely automated supply chains. For instance, you need blankets? You can have a series of robots feed and care for sheep, shear them when they’re ready, and then process the wool into blankets. You can even create clothes for your bots, outfitting your lumberjack bots in matching red plaid or putting ponchos on the farmers – while making new arrivals happy by fulfilling their needs and harvesting their love. Yeah. This agricultural focus is just the first step. After the game launches this fall, a free update will bring the industrial age to your tech tree, allowing you to upgrade bots to run on steam, build trains to ferry materials around, and more. Look for Autonauts on PC this fall. Chernobylite The Farm 51’s upcoming horror game was a must-see for me this year, probably because HBO’s Chernobyl is still so fresh in my mind. This isn’t quite as realistic as the show (time shifts and weird ghost-like apparitions are just a few of the things that stuck out in my hands-on demo), but it’s no less atmospheric. The team visited the actual site of the nuclear disaster to capture photogrammetric measurements and get as many of the details right as possible. They weren’t able to delve as deep into the facility as Igor and his group of mercenaries do in the game, but perhaps that’s for the best. The former plant worker is haunted by memories – and visions – of his missing fiancé, Tatyana, and he figures he can only find answers at the site of the tragedy. After claiming some radioactive Chernobylite samples to power some kind of reality-bending tool, everything falls apart. The setup is intriguing, and the game’s overall structure seems to build on it in intriguing ways. Your small group sets up a camp, which can be expanded and improved like a survival game. You set out on expeditions to learn more about Tatyana’s whereabouts and gather resources. Keep your recruits happy, and they’ll accompany you in battle, give you weapons, and more. Permadeath is in play, so you’ll need to be careful. If you’re unfortunate enough to die, you’ll have to start over, too. There’s a cool twist though: You retain your memories, so you’ll get new conversation options to bypass some missions and save time on subsequent playthroughs. Cyberpunk 2077 There’s not a whole lot else to say about Cyberpunk 2077 at this point, particularly since the live demo I saw at Gamescom was essentially identical to what CD Projekt Red showed at E3 (and also thanks to our exhaustive coverage of that demo). It was the first time I’d seen it, though, and I walked away complete impressed. I think what stood out most of all was how seamless everything appeared, from talking with NPCs to combat to riding vehicles. There’s a sensation that the player avatar is inhabiting the world that’s hard to ignore, and perhaps harder to articulate. It’s an astounding feat, and I can’t wait to get my hands on it April 16, 2020. Boring choice, I know, but what can you do? View the full article
  7. Click here to watch embedded media Our deepest thanks to everybody that watches, listens to, or reads any of Game Informer's content... and thanks for checking out this bizarre episode of The Game Informer Show. By now you might have heard that there were recently seven wonderful people laid off at Game Informer, so we begin the show with Andy McNamara filling us in on the state of the company. After that, the conversation gets more uplifting as we talk about Death Stranding and the afterlife of Oninaki. After some wonderfully sweet community emails, we're joined by the creator of Magic: The Gathering Richard Garfield and Jeopardy super-champion Ken Kennings to talk about their upcoming trivia game Half Truth. Thanks again for all of the support throughout the years. You can watch the video above, subscribe and listen to the audio on iTunes or Google Play, listen on SoundCloud, stream it on Spotify, or download the MP3 at the bottom of the page. Also, be sure to send your questions to [email protected] for a chance to have them answered on the show. Our thanks to the talented Super Marcato Bros. for The Game Informer Show's intro song. You can hear more of their original tunes and awesome video game music podcast at their website. To jump to a particular point in the discussion, check out the time stamps below. :10 - Andy McNamara on the state of Game Informer 5:45 - Gamescom news recap (Imran would have been on this) 12:18 - Death Stranding 22:35 - Astral Chain 28:30 - Oninaki 35:50 - Rainbow 6 Major event 39:30 - Pokémon World Championships (Suriel would have been on this) 48:45 - Community emails (Kyle and Suriel would have been on this) 1:47:13 - Richard Garfield and Ken Jennings on Half Truth View the full article
  8. EA Dice senior producer Ryan McArthur says in an official blog post that Battlefield V will not release a 5v5 multiplayer mode as originally planned. The added focus on improving the quality of the experience and adding more of the content you want has led us to step back from our original plans to offer a competitive 5v5 mode. Not creating this mode was a tough decision, but vital for us to more quickly reach our bug-crushing and content goals. McArthur further explains that the team wants to focus on the multiplayer modes that players are already enjoying. The mode was supposed to be based off of Battlefield 1's Incursions, which didn't go over so well with the player base, so perhaps it's for the best if resources are directed elsewhere. The post further talked about the 4.4 update that includes the Provence and Lofoten Islands maps (Squad Conquest and Team Deathmatch), September 4.6 update with the Operation Underground map (Conquest, Team Deathmatch, Breakthrough, and Squad Conquest), the Pacific theater, and other improvements and future plans. For McArthur's full post, check out his blog post via the source link below. [Source: DICE] View the full article
  9. Fans of Madden’s franchise mode got some improvements to their favorite part of the game, but the mode wasn’t wholly transformed since they were layered on top of a structure that hasn’t changed in years. Until EA decides to scrap the mode’s foundations – in particular the simulation engine – no real progress can be made. The heart of a franchise mode is the behind-the-scenes sim engine which produces everything not determined directly on the playing field, from free agency to the draft and the league’s stats. Given that the whole mode is precisely about what happens in the front offices of the NFL teams, this is a crucial part. Unfortunately it’s a part that the series consistently gets wrong. The A.I. governing the actions of the other teams makes ne’er do well teams like the Jets look like bonafide serial geniuses. Here are just a few examples. You can dupe the A.I. into bad trades by making them give up too many assets for a player – even a mediocre one – because it over-values players at positions of need. It doesn’t draft correctly because it can’t project growth in or develop its current players, so it sees the QB it just drafted for a team rated under an 80 (he is a rookie, after all), and thinks it has to draft another QB in the following draft. In the early and middle of the first round of the draft it also picks players at positions not normally drafted that high such as centers, guards, safeties, and tight ends. This is compounded by the A.I. thinking there’s a run at those positions, causing it to choose more players at those lower-priority spots because it’s fooled itself into thinking it’s going to miss out on grabbing the fourth-best center in the first round. Most A.I.-controlled players negotiating new contracts are simple to sign because they don’t have a sense of their real value on the market. The sim engine can’t tabulate stats correctly through the season, whether it’s not producing enough yards for running QBs or not giving them enough INTs. This skews the entire backstory of the year and the league as a whole. These are all specific examples of the game not getting it right behind the scenes, and they add up to a big problem for the mode, keeping it from evolving. What use is adding a new feature like the Scenario Engine, which surfaces players’ opinions to you as a coach during the season, if the game can’t even correctly coordinate what happens afterwards? I’ve seen times where a player complains they aren’t getting the ball enough, you give them a great stat line in the next game, and they still complain. Madden developer EA Tiburon could totally overhaul its draft, filling it with flashy videos and player stories, but if there’s not a single A.I. initiated trade in the first round – which there usually isn’t – then the actual drama and importance of the whole event is lost. It’s this kind of fundamental disconnect between how the mode is serviced and how it actually performs that is frustrating year in and year out. It’s not just an example of the mode not reaching its full potential or not delivering the moon, it’s actively sabotaging itself. Maybe the next-generation can help usher in a new era for the series’ Franchise mode with improved simulation logic. But until that happens this mode will be permanently stuck with its own mistakes. THE TICKER NBA 2K20 MyCareer Details & Trailer Madden 20 Update Adds Offensive Line Abilities & Fixes PES 2020 Gets Exclusive License for Euro 2020 & Serie A License Everything You Need to Know About NHL 20's Franchise Mode Session Announces Steam Early Access & Xbox Preview Arrival Skater XL Coming to Switch and Xbox One (new trailer too) PES Mobile Getting Big Update In October View the full article
  10. Publisher: Yacht Club Games Developer: Mechanical Head Games Release: TBA Platform: PlayStation 4, Xbox One, Switch, PC Games inspired by the 8-bit era aren't rare these days, but it's always nice to see one from an indie dev that so obviously has an abundance of love for the genre. That appears to be the case with Cyber Shadow, a game from Mechanical Head Studios. Combining the gameplay and level design of Ninja Gaiden with boss battles directly inspired by Contra, Cyber Shadow has landed firmly on my radar. I played through two stages of Cyber Shadow, an early one with relatively little resistance, and a stage from the middle of the game with turrets and enemies galore. Tight gameplay, well-designed 8-bit visuals, and a terrific soundtrack contribute to making it feel like a worthy spiritual successor to Ninja Gaiden. Swinging the ninja's sword feels good, and I loved using the various powerups. From powerful shuriken to a unique circular blade that whips around you as you move and attack, you uncover various ways to augment your combat. My favorite was an upward slash that sent fireballs hurtling above. The enemies range from flying creatures to mechanical dragons, but the main attraction is the boss battles. The two I took on felt like a strong mix of Ninja Gaiden and Contra. The first one, Smasher, could have fit right in as the first boss of a game in Konami's popular side-scrolling shooter. I had to avoid projectiles from above, as well as shockwaves, while waiting for the devious machine to reveal its weakpoint. The second boss was a heavily-armored ninja mech with multiple forms. Slashing him and throwing fireballs with reckless abandon, I almost lose sight of my own health as I watch his bar plummet. However, I dodge his final thrust and counter with a flurry of slashes to finish him off. Cyber Shadow looks to deliver exciting challenges and fun gameplay based on the popular formula for decades ago. If what I played today is any indication, I'm on board. When it releases, Cyber Shadow will hit PS4, Xbox One, Switch, and PC. View the full article
  11. Publisher: 505 Games Developer: Lab Zero Games Release: October 8, 2019 Rating: Rating Pending Platform: PlayStation 4, Xbox One, PC After a successful crowdfunding campaign, Indivisible has been catching eyes with its incredibly beautiful hand-drawn and hand-animated aesthetic. The game comes from Lab Zero Games, the developer behind beloved fighting game Skullgirls. While Indivisible is hardly a fighting game, the DNA is indisputable. Indivisible combines action, platforming, and role-playing elements to create something unique, challenging, and fun. While various fantastical settings are explorable over the course of the story, my Gamescom demo takes place in Tai Krung City, a bustling metropolis under the thumb of a ruthless crime lord. Making your way through the city is straightforward, but you're going to need some platforming chops. From simple jumping across platforms and pogoing like Scrooge McDuck across dangerous electrified blocks to pole-vaulting upward to reach higher levels and sticking her spear into the ceiling to cross large gaps, protagonist Ajna has an eclectic and ever-growing arsenal of moves to help her tackle the obstacle courses that make up Indivisible's levels. Platforming may be an integral part of getting to Ajna's destination, but it's not the only core mechanic. When you run into an enemy, you enter the battle screen and your party emerges. You bring three companions to fight alongside Ajna, but choosing your allies likely won't be easy; there are more than 20 recruitable characters, each with their own abilities, to add to your party. My demo party consists of Ajna, a support character, a mage, and a brawler. In battles, each character is represented by a face button. When you want to attack with that character, you press that face button. Energy refills any time the character isn't attacking or blocking, with some party members having longer recharges or more attacks they can store up. When you attack with a character, you can modify using the d-pad for upward or downward strikes. When you get locked in an intense battle, it feels like you're executing loosely improvised combos in a fighting game, harking back to Lab Zero's fighting-game expertise. The characters also have super moves, which use a shared super meter in the upper corner of the screen. Each time you land an attack, the meter charges incrementally. Finally unleashing a super is satisfying and powerful. I'm excited to figure out how to work them seamlessly into combos as I master the combat in the final game. While we've covered the game on multiple occasions since its 2015 reveal, we're getting to the point where we're just ready to play the long-awaited RPG. Thankfully, the finish line is in sight; Indivisible launches on October 8 on PS4, Xbox One, and PC, with a Switch version coming some time after that. View the full article
  12. Assassin's Creed Rogue was the seventh installment of the Assassin's Creed series that didn't make much of a splash since it released on Xbox 360 and PlayStation 3 on the same day as Assassin's Creed Unity on Xbox One and PlayStation 4. It was a last-gen game going up against the new-gen flagship experience. Getting two Assassin's Creed games on the same day was an awesome thing, however, and Rogue ended up being pretty damn good, as it was designed similarly to the great Assassin's Creed: Black Flag. Thet means plenty of sailing. Rogue's Shay Patrick Cormac is one of the series' lesser-known assassins, but you'll now have the chance to give him some love with Damtoys' 12-inch figure. No release date has been given yet, but this figure features plenty of articulation, and a variety of interchangeable items, including pistols, a rifle, swords, and more. Cormac is not the only assassin Damtoys has focused on. You can also fill your shelves with most of the other assassins from the series. View the full article
  13. CD Projekt Red has announced that it is holding a Cyberpunk 2077 livestream on August 30 at 11 AM Pacific time. The presentation features 15 minutes of what the developer has been showing at Gamescom, as well as additional information about the game. Pacifica, different playstyles, and more will be discussed. The livestream can be seen over on CD Projekt Red's official Twitch channel. [Source: CD Projekt Red] View the full article
  14. Publisher: Private Division Developer: V1 Interactive Release: 2020 Disintegration takes a familiar conceit from tactically oriented games – the shot-caller who monitors the action from above – and adds a clever twist. “What we wanted to do was turn that camera in the sky into an active participant in combat,” says V1 Interactive’s co-founder, Marcus Lehto. The result, which we played at its Gamescom debut, smashes together FPS and tactical action to create a fascinating, fast-paced hybrid. Players control a crew of A.I. companions, while monitoring the action from above. You’re not just an observer, though; your vehicle, known as a grav cycle, is kitted out with both offensive weapons and defensive capabilities. As your crew of mechanized buddies scrambles on the ground below, you direct their actions by issuing commands via beacons and button presses while also taking out rivals with your own attacks. It’s a tense feat of juggling, but it became second nature after only a few minutes of hands-on time. Click here to watch embedded media Lehto says the sci-fi game features a complete single-player campaign, but that’s not what we’re playing at the show. Instead, we’re dropped into one of the game’s multiplayer modes, a take on capture the flag called Retrieval. Here, two teams of four take turns on attack and defense, trying to nab volatile power cores and deliver them past enemy lines before the payloads explode. Players can choose between several themed crews, which Lehto likens to motorcycle gangs. These have their own cosmetic flair (the Sideshows are like maniacal clowns, while the Warhedz look like they were pulled straight out of Mad Max’s world), as well as gameplay specializations. From the six crews I see in the demo, I pick the King’s Guard, which gives me the ability to fire charged bolts as well as drop a mine that provides a slow healing trickle to allies that come within its range. Click image thumbnails to view larger version The match takes place in what looks like a refinery, with choke points to guard and side passageways to slip through if you’re lucky. I hang back at first, doing my best to support the team with heals and taking shots when I can safely take them, but that strategy gets old after a bit. I find that I’m able to be far more aggressive than I initially thought, focusing on enemy grav cycles while my A.I. buddies provide solid backup. Both matches end in a draw, but I’m eager for more. Unfortunately, we’re out of time. V1 Interactive is a small team of about 30 developers, which Lehto says is important. He says he’s seen what can happen when studios get too large (he left Bungie in 2012), which is an experience he doesn’t want to repeat. If this multiplayer demo is any indication, his team not only has some great ideas, but can potentially deliver on them, as well. V1 Interactive’s co-founder Marcus Lehto has quite the gaming pedigree. He co-created the Halo universe, and worked at Bungie when you could squeeze the entire staff into an elevator. I asked if there were any connections between Disintegration and the primordial version of Halo. “When I first started working at Bungie, I was working on Myth: The Fallen Lords, which is a real-time tactics game. It was a really fun game to work on, and then when we moved onto Halo, that’s exactly how it started – we were just reskinning Myth with a sci-fi skin to it before it took on its own life after that, as you well know. [Disintegration] actually started a little similar, as a spiritual successor to some of those roots of what I had done and worked on with the Myth franchise. That was the inspiration, initially, but that was the very, very groundwork. It quickly changed, and rather than you being the boots on the ground as well, it took on this role as the avatar in the sky.” View the full article
  15. Developer Team Ninja was so pleased with the response and feedback from the closed alpha demo for Nioh 2 earlier this year that it is launching a second demo at Tokyo Game Show next month. Unfortunately, there's still a lot we don't know about the demo such as if it'll be available more broadly (Team Ninja is calling it a "consumer demo"), or even when the full game itself is supposed to come out. That this announcement is being made through the Official PlayStation Blog here in North America (Sony Interactive Entertainment published the first game here in the West), however, could be a sign that it'll be available to more people than those just at TGS. The developer also released some new screens – which you can see in the gallery below. If you're unfamiliar with the series, I suggest you check out Dan Tack's glowing review of the first title. Click image thumbnails to view larger version [Source: Official PlayStation Blog] View the full article
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  17. Publisher: Sony Computer Entertainment Developer: Other Ocean Interactive Release: October 25, 2019 Platform: PlayStation 4 Fans of Sir Daniel Fortesque had a lot to be excited for when Sony revealed earlier this year that it had a remake of the first MediEvil in the works. Flash forward to Gamescom 2019 and we've finally gotten some hands-on time with this nostalgic return to Gallowmere. And from what we played, those looking for a more scenic trip down memory lane are going to be very happy. Like the recent Crash and Spyro remakes, MediEvil is a gorgeous and (obviously) massive upgrade over the original game when it comes to visuals. The first game was inspired by Burton's The Nightmare Before Christmas and the remake does an excellent job of making everything look more akin to that stop motion class. The textures are smooth, the models more realistic than oddly shaped polygonal models, and the moon-adorned skybox is enchanting. The simple gameplay from the original is more or less retained. Weapon impacts land with a heavy thud and you can feel the weight behind your sword every time. You can attack foes with a close encounters weapons like sword or Daniel's arm, which he can pop out of his socket. Long-range weapons like throwing knives help to whittle zombies and other foes down before you run in for the kill. So far, MediEvil seems like it's going to be a real treat for players who adored the original game or those in search of a goofy, colorful hack & slash adventure when it comes to PS4 on October 25. View the full article
  18. Click here to watch embedded media Horizon Zero Dawn's Aloy has already appeared in Capcom's Monster Hunter World game, so it's only fitting that her Frozen Wilds DLC persona also graces Monster Hunter World: Iceborne on PS4 (out September 6). The quick teaser trailer for the crossover doesn't go into any detail beyond showing her in her armor with a bowgun, but if it's like her appearance in Monster Hunter World, she will likely be involved in timed events. [Source: Capcom] View the full article
  19. Publisher: Electronic Arts Developer: Ghost Games Release: November 8, 2019 Rating: Rating Pending Platform: PlayStation 4, Xbox One, PC There’s little doubt among fans that Need For Speed is also in need of some new life. The series' past few entries have been bogged down by intrusive microtransactions, poor storytelling, and lackluster settings. However, a beautiful new Miami-inspired metropolis called Palm City – as well as a particularly chaotic implementation of NFS’s classic boogeyman, the street-racer hating police force – might do just enough to propel the series back to the top. During Gamescom 2019, we got to spend 30 minutes fiddling with customizaton options and playing out two street races. There is a large array of customization options for those who want to deck out their rides. We were given a sleek looking Mercedes AMG to play with in a garage before the first race, and I spent a few minutes switching out various models of canards, wheels, splitters, skirts just to see how it would change the car’s look. Stance tuning, paint and decal options, and even modifying the sound of your exhaust are also options you can tweak. Alongside your car, you can customize your driver's hair, clothes, and shoes. There weren’t that many options in the demo, but they did run the gamut from mundane, like curly hair, to wacky, with you being able to don serial killer masks. The difference between the two races in the demo are night and day – literally. The first race has you gunning around Palm City’s harbor, passing ships and dockworkers in a giant circle. Heat leans more in the direction of arcadey than realistic, with turbo-boosted collisions and spectacular particle effects creating the sorts of crashes that wouldn’t be out of place in The Fast And The Furious. Hitting the nitro, which slowly refills over the race, sends you barreling ahead at breakneck speed for a brief instance of time, letting you hit trees hard enough you rip them for their roots and smashing small walls to pieces. The nitro is also practical, with careful uses of it letting you overtake other racers at a critical juncture. Admittedly, outside of the spectacle and how satisfying it is to pull off a tight turn and eclipse your opponents, the day race is traditional, without any notable modifiers or hooks to make it stand out. The next race, which takes place at night, is anything but and does a great job of demonstrating the tension and surprising amount of emergent storytelling that Heat is aiming for. The race, which took me and the A.I. controlled racers, through the middle of Palm City, crossing through busy intersections and tearing across bridges, started normal enough. We zipped down the road, ramming into one another as we vied for an early lead. However, once I hit the nitro, cop cars started showing up out of nowhere. Unlike the cops in Payback and the reboot, these officers were much more relentless – usefully so. Bumping into cops calls in more cops. When I realized that, I started ramming every one I saw, creating an influx of police cruisers that were smashing into my opponents’ cars and sending them flying off the road. My agent of chaos strategy eventually backfired, as one plowed right into me and forced me to lose the race. However, in the moment, the thrill was so exciting that the loss wasn’t even close to being a bitter pill. That’s not where the fun ends either. After a night race concludes, the police will chase you, forcing you to evade them and seek out a safe house. This might sound like a chore on paper, but I found the experience immensely entertaining as I darted through alleyways and crashed through barriers in a desperate attempt to evade cruisers and SWAT vans as they tried to bounce me around like a ball. Hearing the officers have detailed, convincing conversations over the police scanner about what me and the other racers were doing also added to the tension and made the chase feel particularly cinematic. In the end, the justice brigade got me with a spike strip and a fantastic pile-up spectacle that rivals any of the police chases I’ve had in Grand Theft Auto V thanks to the overwhelming aggression and limited means to fight back. There is no other means of defense except your skills behind the wheel. Be crafty or get caught, losing whatever prize money (used to buy upgrades for your car) you gained during the race while also gaining some reputation currency. It’s not clear yet what reputation affects in the game. There remains a number of questions about how Heat will handle progression and storytelling. However, the strength and intensity of the demo we played as well as EA’s confirmation that Heat is ditching lootboxes entirely after Payback’s grindy inclusion of them has our hopes up that this entry might be the one that puts the series back on track. View the full article
  20. Dear Game Informer Community, Yesterday, as part of a GameStop restructuring plan, our parent company eliminated the positions of about 120 employees across its various offices. We lost seven members of our team – our cohorts, compatriots, and friends. They shaped us and made us who we are today, just like every member of the Game Informer team who passes through this company. Here is the official statement from GameStop: As part of the previously announced GameStop Reboot initiative to transform our business for the future and improve our financial performance, we can confirm a workforce reduction was implemented impacting more than 120 corporate staff positions, representing approximately 14% of our total associate base at our company headquarters as well as at some other offices. While these changes are difficult, they were necessary to reduce costs and better align the organization with our efforts to optimize the business to meet our future objectives and success factors. We recognize that this is a difficult day for our company and particularly for those associates impacted. We appreciate their dedication and service to GameStop and are committed to supporting them during this time of transition. I’m saddened by yesterday’s news; the Game Informer team means the world to me. You, our readers who have supported us over the years – mean the world to us. I can’t thank them or you enough. We appreciate the love that has poured out for GI and the affected team members: Matt Bertz, Elise Favis, Javy Gwaltney, Kyle Hilliard, Imran Khan, Jeff Marchiafava, and Suriel Vazquez. They are so talented and so passionate – please support them if you are hiring. Each of them has my highest, most glowing recommendation. For now, Game Informer lives to fight another day. Your support is appreciated. Cheers Andy View the full article
  21. Yesterday, Sega simultaneously announced the existence of The Yakuza Remastered Collection and released the first part. The collection, which is initially available as a sort of season pass, includes remastered versions of the PS3 games Yakuza 3, 4, and 5, running at 1080p and 60 fps on the PlayStation 4. I asked series producer Daisuke Sato why the games aren't getting the full Kiwami treatment, and he says it came down to a question of time. If his team were to fully remake those games, it would require their full attention and would take more than three years. Since the games featured in this collection were originally released on PlayStation 3, the visuals hold up significantly better than their PlayStation 2 predecessors. Yakuza 3 is available now, and the next games in the series will be unlocked automatically as the team completes the remastering process. Yakuza 4 is slated for an October 29 release, and Yakuza 5 should be unlocking February 11, 2020. February 11 is also the release date for a limited run of physical copies of the game – the first time Yakuza 5 is available as a physical release in North America. To mark that occasion, the Day One Edition of the game includes a PS3 case for Yakuza 5, to let collectors fill the gap on their shelves. Click here to watch embedded media I played a bit of the Yakuza 3 remake, and while it's a noticeable step down from the Kiwami games – crowds have a tendency to pop into view and the UI is a bit clunky – it's fairly easy on the eyes overall. More than anything, as someone who got on board with the series when Yakuza 0 was released, I'm excited to finally fill in an important gap in Kiryu's saga. The Yakuza Remastered Collection is available for digital purchase now for $59.99, which is the same price as the Day One Edition. View the full article
  22. Click here to watch embedded media Supermassive, the studio behind Until Dawn, is bringing horror back next week in the first installment of the The Dark Pictures anthology called Man of Medan. This choice-driven experience (which also offers the option of cooperative play) arrives on PlayStation 4, Xbox One, and PC on August 30. A new teaser trailer gives us a short look at what we can expect from Man of Medan (and this anthology), which unfolds through the narration of a mysterious old man named The Curator. Each of the anthology games will feature five playable characters, and they can all live or die. Their fate is in your hands. Until Dawn is one of my favorite horror games to date, and I can't wait to see what Supermassive has in store for us in this anthology. View the full article
  23. Publisher: Focus Home Interactive Developer: Spiders Studios Release: September 10, 2019 Rating: Rating Pending Platform: PlayStation 4, Xbox One, PC Greedfall, an upcoming RPG from Spiders Studios, tasks you with traversing a dangerous world full of warring factions and a horrible plague with seemingly no cure. However, while you can certainly skewer your adversaries with your sword or blast them away with magic, your character is often better off solving their problems using their words. After customizing your character, including choosing between male or female, you take control of De Sardet, a diplomat from the Old Continent, a plague-riddled, overpopulated, and polluted region. They travel to Teerfradee, an island rumored to hold a mysterious means for a cure. As a member of a neutral faction De Sardet acts as an intermediary between the warring factions on Teerfradee. Many of the interactions you have with other people is through dialogue, with traits like charisma playing a major role in what kind of convincing they can get away with. However, if the action heats up, De Sardet is more than capable in a fight. I witness the power of the De Sardet I’m playing during my brief hands-on demo as a herd of buff beasts known as Tenlan circle around her. Using her magic, I loft ranged light attacks their way, before getting up close for the killing blow: a short-range heavy attack in the form of an energy burst. I love how the combat feels, but if it’s a bit too chaotic for you, you can use a tactical pause to allow you to queue up attacks and strategies. If you’d rather keep things flowing naturally, you can also map many of the tactical pause abilities to the d-pad. This De Sardet was upgraded with magic in mind, so she can also use short-distance warps to dodge incoming attacks and get the upper hand on enemies. However, that doesn’t mean she’s completely useless if things get physical; slashing through the beasts to finish off the last remaining creatures is satisfying and effective. You can also craft customization items for De Sardet’s outfit, which can also grant boosts to stats, as well as differentiate them cosmetically. With Greedfall putting such an emphasis on interactions with other characters in the world, choosing the right companions for your current objective is critical. You can recruit five different companions: Kurt is a respected mercenary, Siora is a native to the island with a justifiable hatred of the xenophobic sentiments brought by the other factions, Vasco is a member of the thoroughly religious magic faction called Theleme, Petrus is a member of the high-seas-traveling faction known as Naut, and Aphra is a scholar from the science-focused Bridge Alliance. With so many different personalities and loyalties in this group, you need to be careful when you choose which two to bring on adventure with you. In addition to forming relationships with these characters through side missions and conversation trees, you can also romance your companions; in the very first conversation in my demo, I shoot my shot with Kurt, only to fail miserably. Greedfall is impressive and ambitious, with beautiful graphics, a fun combat system, and intriguing promises about how much power your dialogue has. Thankfully, the wait to launch isn't a long one, and it hits PS4, Xbox One, and PC on September 10. View the full article
  24. DICE continues to update Star Wars Battlefront II in big ways. Along with Felucia being added as a large-scale map in September, fans who stuck with this multiplayer experience can look forward to The Rise of Skywalker content in December – likely lining up with the launch of the film on December 20. Much like Lucasfilm keeping the contents of this final installment in Rey's trilogy under lock and key, DICE can't reveal what players can expect, just that it's based on the film. If you jump into the game for the Rise content when it hits, you'll find a host of other things have been added, such as a new four-player co-op mode that pushes your team to complete objectives, both for the Galactic Republic and the Separatist Alliance. These missions unfold on Felucia, Geonosis, Naboo, Kamino, and Kashyyyk – the prequel trilogy planets. Those same five environments will be used again for another new mode called Instant Action, a single-player experience set on large-scale maps. You'll be able to play through these modes using the new Clone Commando. Through October and December, players can also expect another special event (which is currently unknown), and new appearances. View the full article
  25. Click here to watch embedded media Publisher: Xbox Game Studios Developer: The Coalition Release: September 10, 2019 Rating: Mature Platform: Xbox One, PC Ever since Gears of War 2, Horde mode has been a staple of Xbox's bloody shooting franchise. The ceaseless exhilaration of digging in your heels and defending a point from progressively difficult waves of enemies has kept players coming back for more, and it's always exciting to see how the team behind the series ups the ante with each passing entry. With Gears 5, The Coalition keeps the core conceit the same – players join up with a squad to fight off 50 waves of increasingly difficult monsters – but the developer is changing several elements that turn the series mainstay on its head. The biggest alteration is similar to ones we've seen in the game's other modes: the appearance of hero-shooter-lite mechanics. Much like Arcade mode in competitive multiplayer and the new Escape, the character you chooses has sweeping consequences for how you play. At launch, players can choose from nine characters: six from the Gears universe, two from the Halo: Reach universe, and one from the Terminator universe. Yes, you read that right: the launch roster consists of Marcus, Kait, JD, Del, Fahz, Jack, Emile-A239 and Kat-B320 from Halo: Reach, and Sarah Connor from Terminator. For Gears 5's Horde, each character has a passive and an ultimate ability. While the passive abilities are important, ultimate abilities have the potential to turn a disastrous wave into a successful one. Hopelessly pinned down? Activate Kait's camouflage ultimate to turn her invisible and get the perfect flank on your enemies. Desperately need some backup? Del's ultimate summons tracker robots that target nearby enemies. Some ultimates also affect nearby allies, like Marcus' Living Legend ability, which grants him and all nearby players auto headshots. If you use that ultimate in conjunction with Fahz's X-Ray ability which lets him see and shoot through walls, he'll be able to blast away Swarm skulls through walls with deadly efficiency. While the characters from Halo: Reach and Terminator are interesting additions, Jack is perhaps the most unique addition. Yes, Jack, the hovering robot that hacks things for the COGs. Unlike the other characters, Jack can't inflict massive damage. Instead, the handy little bot hovers around the battlefield, shocking enemies into a stunned state. Stunned enemies stand upright, opening them up to easy shots from Jack's allies. Jack can also boost teammates, making him extra handy. Jack's ultimate allows him to hijack an enemy on the battlefield and wreak havoc using all their abilities. To encourage players to avoid just digging into a single spot and camping, enemies now drop power orbs, which players must collect if they want to level their characters and their perks within the match. Thankfully, the obtained power is split evenly between all teammates, so if you want to let the team dig in while a more nimble character like Kait (who also has a built-in safety net in her ultimate ability if things get too hairy), you don't need to worry about one character monopolizing the power-up points. With Escape, competitive multiplayer, Horde, and the campaign now out in the open, Gears 5 is looking like compelling, robust package. I'm looking forward to seeing which modes I sink the most time into when it launches September 10 on Xbox One and PC. View the full article
  26. Click here to watch embedded media If you listened to our conversation on The Game Informer Show podcast, then you know that our favorite multiplayer mode so far in Call of Duty: Modern Warfare is Gunfight. We're continuing to roll out exclusive features on Infinity Ward's upcoming reboot, and the video above shows off a full high-level round of Gunfight featuring the best players from the studio. Check out the video above to see Justin, Ivan, and Giancarlo from QA alongside weapons speciality Ruy battle it out in this quick, 2v2 duel. If you like what you see, you can play the mode for free this weekend with the Alpha on the PlayStation 4. For more features on Call of Duty: Modern Warfare, click on the banner below and follow along with our month of coverage. View the full article
  27. We already know that Cyberpunk 2077 is shaping up to be a pretty cool game, but CD Projekt Red doesn't seem too keen on sharing it with the world at large. Fortunately, NVIDIA has been releasing little segments of the game as part of its plan to highlight how good it looks on its graphics cards. Even if you don't plan on playing the game on PC, it's a way to see the RPG in action. The clip is timed with Gamescom, but it's based on the demo that debuted at E3 back in June. Still, it's something you likely haven't seen before. https://twitter.com/NVIDIAGeForce/status/1163881118304575489 Cyberpunk 2077 is coming to PlayStation, Xbox One, and PC on April 16, 2020. Take a look at our roundup here to get the lowdown on everything we know about this highly anticipated release. View the full article
  28. Watch Now! WoW Classic with Creators Originally Posted by Blizzard (Blue Tracker / Official Forums) To commemorate the release of World of Warcraft Classic, we assembled some members of the original World of Warcraft team for an epic play session with the game that launched or propelled many of their careers. Watch original WoW game designers Alex Afrasiabi, Tom Chilton, Jeff Kaplan, Pat Nagle, and Aaron Keller group up and discuss their fondest memories developing the game. View the full article
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Centric Legends is an online video gaming community devoted to giving the best gaming experience for gamers all around the world. Video game news, industry analysis, impressions, reviews, and discussions of everything in the industry; covering all platforms, genres, and territories.

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Site staff work very hard to make sure the website and servers are is running at peak performance, latest updates and all the other bells and whistles. Without your support the site cannot survive. We'd really appreciate it!

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If you enjoy playing on our servers, think about supporting them by donating a few bucks. Get VIP perks in return!

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