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  1. Past hour
  2. Ubisoft recently showed off more of its upcoming Watch Dogs: Legion, shining the spotlight on a game that had been lurking in the shadows. We got to play it for several hours, and shared some of our thoughts and impressions on the open-world action. As it turns out, that was only a small part of the story. In the next issue of Game Informer, we take a deeper dive into the systems that make the game possible – and memorable – with insights from the team at Ubisoft Toronto. The big twist with Legion is that nearly everyone in the open world can be recruited to join your team, from spies and police officers to beekeepers, bartenders, and barbers. Not everyone has a skillset that lends itself to helping DedSec free London from the grip of private-security firm Albion, but figuring out what each person can bring to the fight is half the fun. Over the course of 14 pages, we explore how players will be able to recruit everyone by exploiting their fully modeled routines, transforming them from your run-of-the-mill NPCs to your secret weapons against tyranny in this near-future nightmare. Even if you haven't been following the Watch Dogs series so far, based on what we've played, Legion is a great starting point – particularly if you're into immersive sims or enjoy poking around the boundaries of a game's systems to see just how far you can push the simulation. There's a lot to absorb, and we've got some great stories of in-game heroism (and mayhem) to show what's heading your way this October 29. Of course, that's not all that's coming this issue. We have an extensive look at Crystal Dynamics' upcoming Avengers title, which explores how the team has been working to make the game better following its initial (and divisive) first few showings. Brian Shea talks to the team to learn what they have in store not only for the launch, but how the team plans on supporting the title in the long run. We've also got a lengthy look at what's ahead for Xbox Series X, highlight some must-have collectables, and bring you some great reviews and previews for the games you'll be talking about over the next few months. Print subscribers can expect their issues to begin arriving in the coming weeks. The digital edition of this issue launches later today for PC/Mac, iOS, and Google Play. You can also get the latest issue through third-party apps on Nook and Kindle later this week. To switch your print subscription to digital, click here, or to create a new subscription, click here. View the full article
  3. Today
  4. Click here to watch embedded media If it hasn't become apparant by now, Ghost of Tsushima has been a huge success both critically and commercially for Sucker Punch and Sony. And while no such sequal has been announced by either party at this time, it's safe to assume we're witnessing the dawn of another first-party franchise for the house of Kratos, Aloy, and Ellie. In that spirit, Matt Miller, Joe Juba, and I went over all the story beats and additions we'd love to see Sucker Punch make whenever the next game graces our PlayStations in our spoiler-filled discussion about Ghost of Tsushima 2. If you enjoyed this video, be sure to check out the full episode of Spoiled where we breakdown the ending, our favorite characters, and more. Thanks for watching! View the full article
  5. Publisher: EA Sports Developer: EA Vancouver Release: August 14, 2020 Rating: Teen Platform: PlayStation 4, Xbox One Just as career mode is the most popular mode in the EA Sports UFC franchise, created fighters are far and away the most popular characters in the game. That's been the talking point used by developer EA Vancouver as the team members discussed why they've scrapped modes like Ultimate Team and doubled down on innovating and evolving gameplay, career mode, and Create-a-Fighter. We caught up with EA Vancouver one last time ahead of launch to chat about what changes were made in the Create-a-Fighter space. The big change this time around is that rather than going in and tweaking every single aspect of the fighter's attributes and skills, you now choose from 12 distinct archetypes. According to creative director Brian Hayes, this is less about restricting player choice and more about ensuring that the online experience is balanced. "Previously, we had a system where most people would just create a fighter and give them 100 everything and level five everything, and they'd all be very O.P.," he says. "We're taking an approach where we want to make sure people can use their created fighter in as many modes as possible because it's a very popular fighter for people to use. We needed to find a system that makes these fighters fair, competitively balanced against other licensed fighters in the game. That's why we came up with the archetypes." Early on, the studio toyed with the idea of a point-allocation system, where the higher you raised attributes, the more costly they would be, but the team figured out that a system like that is highly exploitable. "We had considered doing other things like a development-point limiting system," Hayes says. "What you end up having is people will find a way to min-max the system and find the way that is the most slightly O.P., so everybody will go do that. It's not the same as having 100 OVR created fighters everywhere, but you still end up with basically every created fighter being just one thing. We could still end up in a situation where the game comes out and we find out week one or week two that these two or three archetypes are a little bit O.P. Well then we have the ability to go in and tune those things like we would with a licensed fighter. So we're going to bump these archetypes up, we're going to turn these other archetypes down so that those 12 archetypes still have great variability, but competitive balance, which is a positive for people using created fighters against licensed fighters or against other created fighters online." The Archetypes EA Sports UFC 4 brings 12 distinct archetypes into the mix for its Create-a-Fighter suite. First, you choose a primary style, then within each style, you select the sub-style archetype you want to use. Check out the full list below. Kickboxer Acrobat Pressure Showboat Boxer Sniper Powerhouse Balanced Top Dog Engine Razor Wrestler Dominator Smasher Jiu-Jitsu Shark Vanguard Another positive side effect from the archetype system is it makes the fighter-creation process much more streamlined. No longer do you have to go in and tweak every last attribute for each fighter you create. Now, you simply go in, choose the fighter's type, enter their vital information, and craft what they look like. However, just because the process of defining a fighter's skillset is more efficient doesn't mean the cosmetic side has been pared down. In fact, the sculpting tools from UFC 3 made the trip to this fourth entry, plus there are more hairstyle and facial hair options, as well as new body types, hair colors, and tattoos. In addition, UFC 4 adds new categories for clothing and emotes. Clothing ranges from tame items like custom shorts and gloves to over-the-top cosmetics like animal masks, heavy chains, "anime hair," superhero masks, unicorn t-shirts, and royal crowns. The emotes let you give your fighter a bit more personality in the pre- and post-fight sequences, as well as in-fight taunts. As you create your stable of fighters (up to 20 total, according to Hayes), you can designate one fighter to be your Universal Avatar. That fighter follows you across modes and can conform to whatever weightclass you are playing. That means that if you create a fighter at 170 pounds, if you set him as your Universal Avatar and want to use him in a 135-pound bout, he'll shrink proportionately to that size and associated skillsets. Universal Avatars are also able to swap out their archetypes on the fly, meaning that if you're a kickboxing archetype and you want to counter a jiu-jitsu or wrestling specialist, you can swap out your skills with ease. For more on EA Sports UFC 4, check out our in-depth look at the game as a whole, or learn more about career mode through our recent deep dive. EA Sports UFC 4 hits PlayStation 4 and Xbox One on August 14. EA Sports UFC 4 Platform: PlayStation 4, Xbox One Release Date: August 14, 2020 Purchase More Info View the full article
  6. Publisher: EA Sports Developer: EA Vancouver Release: October 9, 2020 (PlayStation 4, Xbox One, PC), TBA (PlayStation 5, Xbox Series X) Platform: PlayStation 5, Xbox Series X, PlayStation 4, Xbox One, PC Like any competitive team, FIFA 21 is looking to consistently improve and shore up its weaknesses. Sometimes, that means looking at the core fundamentals and making some adjustments in order for the team to function in better harmony. EA Sports turned to two key places for inspiration on what to tweak for its game plan: the real-life sport and community feedback. This resulted in bettering the creativity, responsiveness, and fluidity of its gameplay for FIFA 21. After going hands-on with FIFA 21, we experienced additions that put you in more control of the action on the pitch, and they’re all for the better. Don’t expect any drastic changes to the formula, but these are welcome improvements and address some nagging issues. Whether it’s new techniques or improved A.I., FIFA 21 is making sure you’re better able to create the plays you want. Here’s what stood out for us. Agile Dribbling Takes The Game To A More Competitive Level Dribbling is a fundamental part of the game, and this skill can be make-or-break when it comes to achieving victory. We’ve seen players’ fast footwork trick defenders, providing an opening for them to blow past their cover for a satisfying scoring chance. In FIFA 21, the standard dribbling has been improved to be more responsive and quick, but a new, more refined technique called “agile dribbling,” is also being added to your arsenal. Agile dribbling gives you more advanced ways to outsmart your defender and assert yourself on the pitch. All you need to tap into it is press the right bumper while moving the left stick in the direction you want. This allows you to move the ball side to side and back and forth with ease, and it’s a great tool to have to prevent yourself from getting tackled and blowing past a defender when they overcommit in a certain direction. However, keep in mind, the dribbling attribute of the player you’re controlling will determine how successful you will be with this technique. Players known for their dribbling like Mbappé and Messi will be much faster and effective than most. Testing this during our hands-on proved this much; the controls are easy enough to activate, but agile dribbling does require some mastery. It’s easy to lose the ball if you’re not careful, but it’s also satisfying to boot when you outsmart a defender with your sweet moves. This is one technique we expect to really see shine in competitive play, especially those who are just gunning for their big stars to embarrass their opponents. Improved A.I. Intelligence Makes For More Realistic Interactions A lot of effort has gone into elevating the A.I. and ensuring it’s making more realistic and intelligent decisions on the field. One of the most promising new features is called “positioning personality,” which strives to make players feel different depending on their position and skill attributes. From striker to fullback, every position plays differently and requires different intelligences, and likewise, every player has their own personal strengths and weaknesses. For some examples of how this functions in FIFA 21, top forwards are less likely to get caught offside and recognize when they need to create a passing lane. Defenders are overall more likely to cut off passing lanes and the more skilled ones will recognize runs earlier, giving them a better chance to break it up. “This means that players that are good tactically are going to have a bigger impact in FIFA regardless of their pace, dribbling, and shooting attributes, which for years have been the most impactful ones,” says lead gameplay producer Sam Riviera. EA Sports also worked on its collision system to make the physical action on the pitch much more natural. Now players won’t run directly into other players, trying to avoid unnecessary contact, like jumping over a sliding player. If there is a collision, EA worked to improve the physics so players wouldn’t get stuck together in large groups like in previous entries. This may seem like a minor improvement, but it does create more space and less pileups, making for a smoother experience. For players looking for a challenge but feel like the CPU has been too predictable and easy in the past, a new competitor mode, which replicates the playstyles of some of the best FIFA professionals in the world, is for you. In this difficulty mode, teams will use all their skill moves, aggressively pass, and find the best ways to score. Expect the A.I. to pull out all stops, and it’s a lot of fun trying to stay one step ahead of them. Creative Runs Is A Difference-Maker Of all of the tweaks and additions, the one that felt the most impactful and promising is creative runs. You now have more control over telling your A.I. players where you want them to go. This is a godsend for getting your players in the best spaces to execute on your game plan. Now right after a pass, you can flick the right stick in any direction and the passing player will start moving there, such as sending them to the wing or requesting they do a diagonal run. This is the first time you have 360-degree control of the run, giving you plenty of options for ways to create chances. Click here to watch embedded media Before, we often felt at the mercy of our A.I., but being able to ensure they go where we need them with ease really lessens this frustration. With directed runs, you can send your player to a better area with more space in the heat of the moment. This allows you to create a lot of different types of plays that weren’t possible before. Another way to better create the plays you want is the ability to stay locked to a player, so after you make a pass, you aren’t automatically swapped to that player. This is great if you want to stay on the attack and spot an opening, but need to make a pass before you can get there. All you need to do now is press both sticks at the same time to stay locked to a player, and the CPU will take control of the player you just passed to. Final Thoughts FIFA 21 is giving players more options and control to ensure they can play how they want. During our hands-on we noticed a slew of tweaks, such as more consistent blocking, accurate tackles, and improved player passing, which just made everything on the pitch feel much better. Having the ability to tap into new tactics like agile dribbling and creative runs provided more spectacular ways to create plays, resulting in those special moments where you feel like you’ve earned a play on the highlight reel. None of this rewrites the formula, but they are all positive changes. We can only hope that these tools give players even more unique and creative ways to have success on the pitch. Time will tell, but the improved A.I. alone makes for a better experience. View the full article
  7. Ready to dress your little bean up like fast food and grab another player just as they try to complete a critical jump? It might be time for Fall Guys: Ultimate Knockout, which lands today on PlayStation 4 and PC (And it's free on PlayStation Plus!). The party game battle royale pits you against 59 other beans through a variety of challenges to cut the field down to one eventual winner. You can party up with 3 friends and watch each other progress or fail through each event, and if you get selected for a team activity you will be matched up with your buddies that you queued up with to sling eggs, bounce balls, or steal tails. Each event eliminates chunk of the field until the final batch of beans must compete in a winner-take-all activity, whether that's a race to the crown or a tiptoe atop a dwindling hex platform. Just spoke to my friends in the server team and we have at least 120k people connected to the game right now We're currently BEEFING up our servers to cope with all of the BEANS who want to fall There will be occasional interuptions for the next 30 mins — Fall Guys (@FallGuysGame) August 4, 2020 It gets pretty wild. Anyway the demand seems strong for a little party these days so servers might get a little slammed today. Go forth and win chicken outfits and dress up like french fries. Oh and check out the launch trailer! Click here to watch embedded media View the full article
  8. Last month, Xbox announced it would be including access to its cloud-gaming suite (currently named xCloud) as a part of its Xbox Game Pass Ultimate subscription. Now, Xbox has detailed that subscribers will be able to play a library of more than 100 games when the service comes to the bundle on September 15. This initial roll out will include 22 markets across North America, Europe, and South Korea, and will enable players to game on Android phones and tablets. The list of available titles includes Halo: The Master Chief Collection, Destiny 2, Forza Horizon 4, The Outer Worlds, Yakuza Kiwami 2, and more. Additionally, Xbox is hoping to make all first-party games from Xbox Game Studios playable from the cloud on day one, just as they will be playable locally at no additional charge through the Game Pass subscription. As previously announced, if you're playing on a device other than your Xbox, your profile, friends list, achievements, controller settings, and save data travel with you. Microsoft has intentionally designed xCloud to work even in low-bandwidth situations, requiring a minimum 10Mbps wi-fi connection or LTE mobile connection. Xbox Game Pass Ultimate adds cloud gaming through xCloud on September 15. View the full article
  9. Actions Taken Against Gallywix And Gold Selling Originally Posted by Blizzard (Blue Tracker / Official Forums) After performing a thorough investigation, we’ve identified that the Gallywix boosting organization has been taking part in gold selling for real money. Real money trading – also known as RMT – is a serious violation of our End-User License Agreement and is not tolerated, therefore we’ve begun taking action and have banned accounts in North America and Europe that were associated with this group and taking part in the real money trading transactions. These actions have primarily targeted the Gallywix organization so far, but our investigations are ongoing and additional accounts involved with running this organization may be banned in the future. Going forward, accounts may receive actions if they are found to be involved in future transactions with Gallywix or are actively advertising it. Thank you for your understanding. Hotfixes - August 3, 2020 Originally Posted by Blizzard (Blue Tracker / Official Forums) WoW Classic Lefty within Blackrock Depths should now inflict damage with his Five Fat Finger Exploding Heart Technique. View the full article
  10. Fortnite's latest season, Splashdown, released a few months back in mid-June. It's brought some significant changes to the battle-royale mode, most notably drenching the map with waters that have been slowly receding over the past several weeks. It's just about back to its pre-flood state, which means there's finally enough land to support another big addition: driving! Epic has confirmed that the JoyRide update will be coming to the game on August 5, which adds the long-awaited ability to drive cars. https://twitter.com/FortniteGame/status/1290391994842324992 Sure, the game has featured a variety of four-wheeled vehicles over the years, but aside from shopping carts, golf carts, and quadcrasher ATVs, they've only been a resource for metal. This should add some much-appreciated utility to these things, and also give players another way to quickly get around the world. The pictured Whiplash looks like a two-seater, but we'll have to wait until the update launches to see just how many other vehicles are coming to Fortnite and how many combatants can cram into each one. And, perhaps more importantly, will you be able to honk their horns at will? View the full article
  11. Yesterday
  12. Following the reveal of what's new to Madden NFL 21, fans of the series' franchise mode were quick to point out that the minimal updates made for Madden NFL 21 felt more like patch notes than upgrades you would expect in the next iteration of a long-running and successful franchise like Madden. Today, EA Sports released a blog post detailing the roadmap not only for Madden NFL 21's post-launch lifespan, but also what improvements the team is exploring for Madden NFL 22. Following Madden NFL 21's reveal, a social-media movement called #FixMaddenFranchise, as well as other prominent community feedback led to the team rethinking how it approaches franchise mode. As a result, the development team is devoting a higher percentage of team bandwidth to provide updates to Madden NFL 21's franchise mode post-launch, and make even bigger changes for Madden NFL 22's franchise. The plan right now is to operate Madden NFL 21 as a platform, delivering significant content updates through two or three releases over the next few months. Following launch, Madden NFL 21 players can expect tuning updates to improve the progression and regression of players, new commissioner tools, improved A.I.-driven personnel management, improved playoff and Super Bowl presentation, customizable X-Factor and Superstar abilities, improved U.I. showing historical player performances, better trade logic, better retirement U.I., and updates to the playoff U.I so you can better track the postseason action. If you're looking for bigger changes, EA Sports is already laying out what it wants to do with Madden NFL 22, saying it's not committed to doing these things just yet, but it's "exploring creatively." The areas the team is currently looking into include coaching and staffing management, scouting improvements, new scenario engine enhancements, new team chemistry systems, more commissioner tool improvements, and additional content like new logos, names, uniforms, and options for relocation. EA Sports says it will share more as the development team gets closer to Madden NFL 22. While fans of franchise mode are sure to still be disappointed with the meager offerings at Madden NFL 21's launch, hopefully this acknowledgement of the team's neglect of the mode, as well as the commitment provided through the roadmap help ease the tension within the community. Madden NFL 21 launches on PlayStation 4, Xbox One, and PC on August 28. It will come to PlayStation 5 and Xbox Series X later this year. [Source: EA] Madden NFL 21 Platform: PlayStation 5, Xbox Series X, PlayStation 4, Xbox One, Stadia, PC Release Date: August 28, 2020 Purchase More Info View the full article
  13. Ectoplasmic Distiller Changes Originally Posted by Blizzard (Blue Tracker / Official Forums) A hotfix was applied last week that made it so the Ectoplasmic Distiller quest item would no longer generate threat. We made this change because in patch 1.12, dropping this item applied a buff to everybody in range of the item, and since buffs generate threat by default, it could be used to trivialize the threat mechanics in many encounters. We don’t believe this was an intended effect and this was a case where the impact was extreme enough to warrant the change. Another notable reason for the change is that this item is not a quest reward, but item used as part of the mechanics to complete a quest, which is then removed when the quest is complete. We want quest completion to be a rewarding experience, and not feel like a mistake. Dark Legacy Comics #736 DLC #736 has been released. View the full article
  14. If you are interested in joining the Game Informer family, we have four full-time positions available: one video editor and three associate editors. Relocation is not necessary for either role, but we would love it if you joined us at our headquarters in Minnesota. Before sending your résumé, please be aware of a few things: Both positions require extensive video game knowledge. For the video editor position, we are looking for someone with a background in video and studio tech. In your application, please include a cover letter highlighting your specialties in video and links to your demo reel or several videos (not necessarily game-related) with an explanation of your role in their creation. For the associate editor position, please include a cover letter and writing samples. If you have published work on other sites, you can use those links. Otherwise, please include writing samples as .pdf attachments. We generally receive an overwhelming amount of résumés, so this process may take time. Keep this in mind if you don’t hear back from us right away. Read the qualifications for each position below. ASSOCIATE EDITOR JOB DESCRIPTION Working with general supervision, the Associate Editor serves as one of the primary content creators for Game Informer, Game Informer Digital, and Game Informer Online. As such, associates must demonstrate fluency across all the game platforms and create unique news, preview, review, and feature content. Principle responsibilities include writing, proofreading, conceptualizing stories, maintaining a social media presence, and appearing on podcasts, video shows, and streams. The role requires occasional travel, both domestically and internationally, and occasional night/weekend work. The associate editor may interact with their supervisor several times a week, perhaps daily, to receive guidance and feedback. Some non-routine activities may require a supervisor’s advance approval. ESSENTIAL JOB DUTIES AND RESPONSIBILITIES Produce written news, preview, review, and feature content for Game Informer, Game Informer Digital, and Game Informer Online. Work with editors to develop creative feature content and become a better writer/editor. Travel to publishers, developers, events, and conventions to create content. Meet daily and monthly magazine and website deadlines. Proofread magazine and online features. Develop an on-air personality for podcasts, videos, and streams. BASIC AND PREFERRED QUALIFICATIONS High school diploma or GED required; Bachelor’s degree from an accredited program in English, journalism, or related field preferred. Three years of experience writing and editing material for a magazine, newspaper, or other form of print journalism/media. Must be able to travel domestically and internationally. MINIMUM QUALIFICATIONS, JOB SKILLS, ABILITIES Proficient knowledge of productivity programs, specifically Microsoft Office. Proficient ability to communicate effectively with others using spoken and written forms. Ability to recognize discrepancies/errors in written information, including the ability to initiate and respond to work errors in a professional manner, working collaboratively and cooperatively with others. Expert knowledge of video games on all platforms, including consoles, handhelds, PCs, mobile, and tablets. Ability to work under demanding time constraints, including meeting short-term deadlines. Ability to work cooperatively and collaboratively with others. Proficient relationship building skills, including the capacity to predict and manage behavior, build and leverage cross-functional partnerships within and outside of the organization. Ability to positively model the organization’s commitment to integrity, diversity, inclusion, and maintaining a respectful workplace. Consistently demonstrate a commitment to Game Informer policies and procedures, including but not limited to attendance, confidentiality, conflict of interest, and ethical responsibilities. HOW TO APPLY Send your résumé, cover letter, and writing samples to [email protected] VIDEO EDITOR JOB DESCRIPTION Working with general supervision, the Video Editor works with the editorial staff to create video content for Game Informer Online and Game Informer Digital. The primary responsibility is to run and maintain Game Informer’s video studio, regularly producing and editing shows like The Game Informer Show, Replay, and New Gameplay Today. An advanced level of knowledge and comfort with studio technology and troubleshooting, maintaining, and helping to expand our video/studio equipment is necessary. We also expect the editor to have an interest and experience with shooting roundtable discussions and interviews. Our video team is not very large, so we need somebody with a wide range of video knowledge and the ability to plan, shoot, edit, and post video content on fixed deadlines. We want somebody motivated by love of video games and video to pitch new ideas and help build the Game Informer community. The editor may interact with their supervisor several times a week, perhaps daily, to receive guidance and feedback. Some non-routine activities may require a supervisor’s advance approval. ESSENTIAL JOB DUTIES AND RESPONSIBILITIES Shoot and edit video for the Game Informer website and digital magazine. Organize and maintain audio and video/studio equipment. Organize and execute livestreams with games and on-camera talent. Meet daily and monthly website and digital magazine deadlines. Work with editors to explore video opportunities and direct them on-camera. BASIC AND PREFERRED QUALIFICATIONS High school diploma or GED required; Bachelor’s degree from an accredited program in Broadcast Journalism, Video Production, Digital Media, or related field preferred At least five years of experience shooting and editing video. Familiarity with studio technology is required, including audio mixers and video switchers. Must be able to travel domestically and internationally. MINIMUM QUALIFICATIONS, JOB SKILLS, ABILITIES Years of experience with Adobe Premiere and Photoshop. Proficient knowledge of all facets of video and audio editing. Proficient knowledge of lighting and camera technologies. Proficient knowledge in game streaming to YouTube and Twitch. Ability to coordinate and host video content in the Game Informer office or remotely. Ability to set up video shoots at offsite locations. Proficient project planning skills, including the ability to organize, prioritize and control job responsibilities in order to meet video deadlines in an environment with overlapping and potentially conflicting priorities. Ability to initiate and respond to work/video errors in a professional manner, working collaboratively and cooperatively with others. Proficient ability to communicate effectively with others. HOW TO APPLY Send your résumé, cover letter, and video samples to [email protected] View the full article
  15. On August 25, Warfame players can begin exploring the Heart of Deimos expansion on Xbox One, PlayStation 4, Switch, and PC. There's a lot going on in this open-world expansion, but perhaps the most significant update coming with this big patch doesn't even involve the terrifying fleshworld and its chilling inhabitants - a major overhaul to the new player experience. If you don't already have hundreds of hours invested into the world of Warframe, jumping in can be intimidating, which the new user experience will be instrumental in addressing. Then, you can take your journey to Deimos, a place full of horrors both above and below the moon's surface as you take on infested aberrations. You won't face these challenges without some new gear, like new pilotable "necramechs" and infested K-Drives. There's a lot of scary stuff out there. There will be new gear and a new warframe to help as well! Want to know more? You can watch a MASSIVE demo featuring 30+ minutes of Deimos action right here. Click here to watch embedded media View the full article
  16. Ready to get in there and mix it up with the Shadow Company? On August 5, Season 5 arrives with plenty of action in both traditional Call of Duty multiplayer and Warzone. While details about everything going on in the season still aren't available, we can generally expect potentially new maps, new weapons, new modes, rotations of various activities, and some new surprises along with a battle pass. While we wait to see exactly what's happening in just a few days, there's a new gameplay trailer showing off some Season 5. You can check it out below! Click here to watch embedded media View the full article
  17. Act II comes to Valorant this week, and there's a lot to talk about. Obviously a new Act comes with a new battlepass full of cosmetics to unlock. There's also a new Glitchpop skin set that's full of neon and spark, so that's pretty cool too. But perhaps the most intriguing development is the addition of a new game mode - Deathmatch. Free-for-all deathmatch allows 10 players to go at it with no abilities and infinite cash, so all guns are available. This mode is all about gunplay and encourages plenty of action as players fight to be the first to 30 kills or the most kills at the 6 minute mark. Players drop health packs, UAV pings keep campers from being safe, and yes, respawning is a thing in this game mode. Since we're a while after launch, I'm wondering if the Valorant playerbase will peel off from the tactical play they've been mastering to blow off some steam between big matches - or if an entire new segment will be interested in this mode. Check out the trailer below for a look at all things Glitchpop! Click here to watch embedded media View the full article
  18. Marvel's Avengers will follow a core group of heroes – Ms. Marvel, Iron Man, Black Widow, Hulk, Captain America, and Thor – when it launches on September 4. However, the game is also getting free DLC heroes as time goes on (like the recently revealed Hawkeye). Today, developer Crystal Dynamics announced a major new addition to the roster. In a post on PlayStation Blog, Crystal Dynamics associate art director Jeff Adams announced that Spider-Man will be coming to Avengers in early 2021. The hero will be available exclusively on PlayStation 4 and PlayStation 5. Also worth noting is that Adam's says this version of the web-slinger is "our own Crystal Dynamics take on Spider-Man," so don't expect any direct ties to Insomniac's acclaimed incarnation. The PS Blog post has much more information on Crystal Dynamics' approach to this legendary figure. For more on Avengers, you can read our in-depth preview, and learn about the recent beta for the game. [Source: PlayStation Blog] View the full article
  19. Publisher: Superhot Team Developer: Superhot Team Release: July 16, 2020 Reviewed on: Xbox One Also on: PlayStation 4, PC, Mac, Linux The first-person shooter genre is well-worn territory, but 2016’s Superhot effectively innovated by creating a unique scenario where the action only unfolds when you move. The result was a more strategic, almost puzzle-like shooter, giving you time to plot your next move as you act as a one-person wrecking crew. Superhot: Mind Control Delete uses a variation on this formula; you’re still clearing rooms of heavily armed enemies, but now you have access to myriad gameplay modifiers and new abilities within a roguelike format, elevating this sequel beyond the original. Much like the first game, you’re tasked with wiping out enemies that can only move when you do – otherwise, the action remains frozen in time. You’re always outnumbered, so this helps you even the odds, as you can take time to identify the best approach to each combat situation, then work to execute your plan. Dodging bullets, grabbing weapons out of the air, and nailing a steady stream of headshots is immensely satisfying. A perfectly executed sequence makes you feel like John Wick at the top of his game, and watching it back at normal speed shows just how awe-inspiring your moves are. Mind Control Delete is spread out over numerous floors that are constructed in a rudimentary node system. Each node strings together multiple stages you must clear over the course of one life; if you die, you lose all your accumulated modifiers and must start the node over. These roguelike elements add extra excitement to each stage, raising the stakes and emphasizing perfection as you try to give yourself the best chance to complete the later stages of the node. You choose one core ability prior to going in, then every few stages you pick one of two random modifiers you’ve unlocked to add to your loadout for that run. Click image thumbnails to view larger version Cores give you powerful abilities like being able to swap bodies with enemies or recall your katana after you throw it, causing it to slice enemies down on its way back to you. However, my favorite core is “charge,” which lets you leap at a nearby enemy to deliver a powerful melee attack while escaping imminent danger. Your progress also opens new modifiers (aka hacks), which give you additional abilities. These include bouncing your bullets off walls toward enemies, reloading your gun instantly after a kill, and slowing down nearby bullets for easier dodging. I relished in each upgrade and anguished at every difficult decision as I weighed the benefits of having an extra powerful punch versus having my bullets pierce enemies for stringed-together kills. Unfortunately, this introduces the element of luck into your playthrough, as certain abilities (like one where you can kill enemies by jumping on them) are absolute duds. On the other end, I always did a small fist pump when the hack that lets me move faster showed up as a choice. As you unlock more hacks and cores to use to your advantage, the challenges you face grow more menacing in turn. Standard enemies begin spawning with weapons that dissolve when they die, or bodies that are only vulnerable in specific spots. Foes that can only be killed if you hit them in the leg or arm are particularly maddening to face. The corrupted enemy types don’t stop there, as a spiky variant explodes in a barrage of bullets upon death, begin spawning, and eventually, unkillable enemies with special abilities begin randomly spawning in stages. The three characters are not only invulnerable, but can use your core abilities like charge and the katana recall. These characters announce their presence with a frightening sound and can disrupt even the best plans. The mobility of these juggernauts adds a new layer of difficulty and stress, but I loved the adrenaline rush and subsequent relief I felt every time I finished a stage with one of these supercharged enemies present. Click here to watch embedded media Even with the various powers and hacks, Mind Control Delete is tough. Near the end, I sometimes wondered if I would ever be able to get through the increasingly difficult nodes, but through persistence and luck with the hacks on offer, I was able to push through to the end. Unfortunately, that finale presents you with an eight-hour timer that you have to sit on before you can dive back into the post-game experience, which includes additional nodes with no abilities. I love many of the fourth-wall-breaking elements of Mind Control Delete’s peripheral story, but having to keep my system on (the timer won’t tick down if it’s off) for eight hours before I can keep playing is just baffling. While the difficulty spikes near the end of the campaign were frustrating, I never felt like it was an unfair or insurmountable challenge. With procedural generation keeping the experience fresh, and exciting abilities to make you even more capable in combat, Superhot: Mind Control Delete is an exciting follow up that had me saying “one more try” well past when I planned to stop playing. Score: 8.75 Summary: By introducing a ton of exciting elements to the innovative formula, Superhot: Mind Control Delete elevates beyond the original title. Concept: Take the novel concept of Superhot, where the enemies only move when you do, and add new gameplay modifiers, weapons, abilities, and enemy types within a roguelike structure Graphics: The sterile white environments and eye-popping red enemies carry over from the original game Sound: Listening to where the bullets are coming from is crucial, and the minimal sound design effectively communicates that Playability: Simple controls and a conveyable concept make this an easy game to play, while combinable powers and procedural stages make it difficult to master Entertainment: The various gameplay modifiers and enemy types add to the puzzle-like elements of the original, further evolving Superhot’s compelling formula Replay: Moderately high Click to Purchase View the full article
  20. We know Xbox One's controllers and peripherals will be compatible with Xbox Series X, but what about PlayStation 4 accessories on PlayStation 5? Sony's answers are all over the map, but they make sense. The standard DualShock 4 controller that many of us use for PlayStation 4 gaming will work with PlayStation 5, but only for supported PlayStation 4 games. The DualShock 4 cannot be used for PlayStation 5 games. In a post on PlayStation Blog, Sony's Isabelle Tomatis, who works on PlayStation VR, Peripherals Marketing and Licensing, clarifies this stance, saying "We believe that PS5 games should take advantage of the new capabilities and features we’re bringing to the platform, including the features of DualSense wireless controller." This rule also applies to third-party controllers. Most other accessories are fully compatible with PlayStation 5. This includes the Platinum and Gold Wireless headsets (along with third-party devices that use USB or the audio jack), arcade sticks, flight sticks, and racing wheels. These items will work with with supported PlayStation 4 games and PlayStation 5 games. The PlayStation Camera is also compatible with PlayStation 5 for PlayStation VR gaming. To use it on the new hardware, players will have to get a PlayStation Camera adaptor that Sony will provide at no additional cost. How do you get the adaptor? More info will be shared at a later date. Tomatis also says that PS Move Motion Controllers will work with supported PS VR games on PlayStation 5. Of course, not every third-party accessory will make the cut. Tomatis says "We recommend checking with the manufacturer to confirm whether a product will work on PS5 and specific titles." Sony's approach to the PlayStation 5 controller follows the traditional path of a new console generation bringing new ways to interact with games. The haptic feedback and adaptive triggers are two key features on the controller that Sony touts as difference makers for this new generation of games. View the full article
  21. Sony has announced that it's hosting another State of Play livestream this week, with an emphasis on current hardware. In other words, don't go into the stream expecting to learn anything new about PlayStation 5. The State of Play starts at 1 p.m. Pacific this Thursday on Sony's official Twitch and YouTube channels and will run about 40 minutes. Sony says viewers will get some new information on several PS4 and PSVR games, in addition to updates on some of the third-party and indie titles that were shown during the June 11 State of Play. "There won’t be any updates around hardware, business, preorders, or dates either," Sony said on a related blog post. "On Thursday, our focus is squarely on showcasing some cool upcoming games coming to the broader PlayStation ecosystem. Should be fun!" View the full article
  22. Wargaming and Hasbro have teamed up to bring the Transformers to World of Warships (PC) and World of Warships: Legends on console in September. That's right, Transformers. Weird, fun collaborations are no stranger to World of Warships, which has also been injected with other stuff like anime over the years. Now, we've got the big names from one of the biggest robot brands out there coming to do battle. Optimus Prime, Megatron, Bumblebee, and Rumble are all coming to the big sea brawl, complete with ship skins and voiceovers. The upcoming content patch will also include special missions, containers, flags, patches and more that sync up with the Transformers. Sounds pretty out there, right? Take a look at the trailer below to see how these 80's cartoon legends arrive in World of Warships. Click here to watch embedded media View the full article
  23. Fae Tactics is out on Steam now, and it has a spiffy new launch trailer that zooms through many of the game's features. Fae Tactics is a "Final Fantasy Tactics-like" which is sort of a subgenre of the greater strategy RPG landscape. While not a strict adherent like Fell Seal: Arbiters Mark, there's a lot of the same DNA coursing through its fae anatomy. Defeat creatures in the world you can then summon to use as your own, cook up cake buffs while you camp between matches, and beef up your bike to travel to more exotic destinations as you search for your mother while fighting the forces of darkness. You can even party up with a boxing chicken. Check out the launch trailer below! Click here to watch embedded media View the full article
  24. He'll at that point give players Rover's Briefcase. Starting at now, Rover's Briefcase has no utilization other than filling in as verification that you finished the labyrinth Animal Crossing Items. With those three additional organic products that you have, explore your way to the base left of the island, wreck the three shakes in your way with the scoop, and get five additional ringer vouchers. When you've done the entirety of this, converse with Wilbur to return home www.lolga.com. Both the Bell Vouchers and Rover's Briefcase will be in your letter drop. The Vouchers can be recovered for 2400 Bells every, which should assist you with taking care of a portion of your credits to Tom Nook.
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  26. WoW Classic - Actions to Reduce Disruption During AQ War Effort Originally Posted by Blizzard (Blue Tracker / Official Forums) We’ve seen reports that on some realms, players appear to be disrupting those who are working on the Green Scepter Shard portion of the Scepter of the Shifting Sands questline. Specifically, by bringing uninvolved and low-level characters to engage with a required enemy and buff its stats/abilities. As we did in original WoW, Blizzard Customer Support is going to take action on players who participate in such griefing, which could include the suspension of the player’s account. It’s important to note that the key factor here is the presence or absence of a PvP solution. Players who are doing the quest cannot stop same-faction players (or a Normal realm, any players) from running into a boss that has a mechanic that amplifies the boss from that behavior. Thanks to those who brought this to our attention. View the full article
  27. WoW Patch Hotfixes - July 31, 2020 Originally Posted by Blizzard (Blue Tracker / Official Forums) Items and Rewards Corrupted Items Reverted the recent change made on the interaction between Fist of Justice and Ineffable Truth for Holy and Protection Paladins. WoW Classic Attacking Anachronos now flags you for PvP. The Ectoplasmic Distiller quest item no longer generates threat. Developers’ note: Ordinarily we err on the side of authenticity when it comes to clever use of mechanics in Classic, even if we believe the original development team would have made a change given the same information we now have. The Ectoplasmic Distiller presents a rare exception mainly due to its severity: this new discovery of an unintended mechanic would completely trivialize most threat gameplay in raids for the remainder of Classic if left unchecked, including upcoming bosses in Ahn’Qiraj and Naxxramas. The pages for the quest “Draconic for Dummies” are now Epic quality. Developers’ note: We’re changing the item quality on "Draconic for Dummies" quest pages to Epic (purple) so that they'll be easier to distribute to the correct person in raids using Group Loot or Master Looter. View the full article
  28. Hot on the heels of a dormant, long-overdue-for-a-sequel Ubisoft video game franchise getting a Netflix series in Splinter Cell, another IP from the Ubisoft stable fans have been waiting a long time to continue playing in is making the leap to the digital-streaming service. Beyond Good & Evil, the cult classic 2003 title, is receiving a Netflix feature adaptation that reportedly blends live action with animation. According to The Hollywood Reporter, Rob Letterman, who directed 2019's Detective Pikachu, is set to take up directorial duties on the Beyond Good & Evil adaptation, with Jason Altman and Margaret Boykin form Ubisoft Film & Television producing. According to the report, the adaptation is already in early development, and the team is searching for writers at the moment. Fans of Beyond Good & Evil have been clamoring for a new entry in the series, and at E3 2017, Ubisoft announced Beyond Good & Evil 2 with a cinematic trailer. Unfortunately, details have been relatively scarce ever since. However, earlier this month, Ubisoft confirmed that the long-awaited game sequel is still coming along, but fans shouldn't expect to hear too much in the near future. [Source: The Hollywood Reporter] View the full article
  29. Despite all of the new info about Halo Infinite we got last week, some details were conspicuously absent. Namely, Microsoft and 343 Industries weren't talking about multiplayer, which is traditionally a major draw for the series. Today, the official Halo Twitter account confirmed rumors that the upcoming game's multiplayer mode will be free-to-play, making it accessible to people regardless of whether or not they purchase Halo Infinite. Halo is for everyone. We can confirm #HaloInfinite multiplayer will be free-to-play and will support 120FPS on Xbox Series X. More details will be shared later! pic.twitter.com/9bIrppFiON — Halo (@Halo) July 31, 2020 The tweet also confirms that the Xbox Series X version will support 120 frames per second – presumably compared to the Xbox One version, which likely won't. This free-to-play move is a big one for a series that has earned just as much (if not more) acclaim for its multiplayer modes than its single-player offerings. When the 343 and Microsoft are ready to share more details, we are eager to hear what they have to say. View the full article
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