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Posts tagged ‘Gaming’

15
Sep

‘Gravity Rush 2’ expands a portable adventure to PS4 scale


The original Gravity Rush was a key launch title for the PlayStation Vita — a (rare) original adventure that wasn’t a portable iteration of something that already existed. But when it came to the sequel, Sony’s Japan Studios wanted to bring it to home consoles and Gravity Rush 2 was announced alongside a PS4 remaster of the first game. I got to play the latest demo of the sequel here at the Tokyo Game Show, and it looks and feels like a bigger game in nearly every way — exactly what GR2 needs if it wants to stand out on Sony’s main console against stiff competition.

In Gravity Rush 2, you still play as Kat, wielding gravity-warping powers that let her tumble up, sideways and (boringly, realistically…) down. Combined with a surprisingly intuitive control scheme, you’re soon soaring around towns and locales, while the relatively simple fight system lets you fight back against invading inter-dimensional blobs of black stuff.

Said blobby aliens (with handy glowing red weak spots) are still around, with some sort of dimensional disaster occurring between the end of GR and the start of GR2. For not-fully-explained reasons, there are now a few powerful upstarts with powers of their own (self-healing brawlers, crystal-winged angels), as well as military forces with both giant mechs and high-tech battle suits built to go toe-to-toe with anyone with gravity powers. This already sounds like it will help alleviate some of the battle tedium that I felt when playing the original game — everyone likes a good boss battle.

It was even cooler when Raven — the gravity-powered antagonist from the first game — started fighting alongside me. She would often team up alongside Kat as I charged up my most powerful attack, ensuring I did more damage to the giant mech robot attacking us. Both fighting and exploration is made even more interesting by the introduction of two new gravity power styles: Jupiter (slow, hard-hitting) and Luna (light as a feather, but weedier in a fight).

Luna style was the most fun for me, at least during my short play-through. Kat skates along the ground as if it’s ice; she even can stand on water or thin branches. She can also leap pretty damn high without even needing to tap into her gravity mojo. Both styles add a change of pace mid-battle, and you can interchange between the new styles and your normal power-set by swiping up and down on the DualShock touchpad. By the way, slamming into the ground with the Jupiter style is so, very, very satisfying:

You can further augment abilities through a new talisman system (you’ll find them in side-quests as well as during the main campaign), which will let you boost and fine-tune your skills. You will be able to swap between talismans in-game, meaning you can equip yourself better for whatever particular task you’re trying to complete. Harder kicks, longer lasting powers, more things to magically throw with your gravity powers were all outlined during my briefing, but this is just scratching the surface. Combine this with the three power styles mentioned above, and Gravity Rush 2 looks like a deeper game — the kind that PS4 owners would expect.

As the sequel was built for the home console, it all looks predictably far gorgeous and grander than handheld-bound Gravity Rush. There’s a heavy stylistic tone to the series, but Sony’s console has the power to deliver the vision on a bigger scale; to add fluffy cloud surroundings to the skies, to fill street markets with a bunch of people without choking on the graphical fumes. Stand somewhere high, and you can see for (possibly) miles.

There’s a learning curve to both navigating the skies and nailing the black blobs with your kicks and gravity skills. New players will be introduced to Kat’s existing skill set gradually throughout the start of the game, but if you’ve played the first title on Vita, if not the PS4, you’ll be soaring and falling in no time. And to those that didn’t get what they wanted from the original story-wise, Director Toyama ensured the audience during a Q&A session that many of the game’s mysteries, including the origin of Kat, will be answered in the game.

The in-game world will be at least twice, if not three times, as big as the original, with each region having a particular flavor, delivered through building and character design and through the soundtrack. The music is rich, big-budget orchestral pieces, while in-game characters are still talking in something nonsensical that sounds like a language from both North Europe and South America all at once. The attention paid to both audio and design was what helped make the original stand out, so while it’s nice to see the game take a slightly more exotic twist on design, it looks like Japan Studios have also given the sequel just as much attention, perhaps more. The demo I played showed a world that was busier than the original, and as I said before, just grander.

While more places to explore is great, there will still be extra missions and challenges to help you power up your character, with a new mining side-quest letting you challenge other players online. This challenge system existed in the first game, but the introduction of customizable talismans suggests canny item management could trump raw gaming skills. Inside the mining areas, you’ll also be able to find gems and upgrades, as well trinkets from players who died in that area. Which is a bit morbid. And if mining sounds a bit like glorified grinding for new powers and cash, Toyama insisted that it will not be necessary for finishing the game, but more like an extension for those who want to play more.

Gravity Rush 2 launches in the US and UK on December 2nd, and November 30th in the rest of Europe.

15
Sep

Playing ‘Rez’ on PlayStation VR made me fall in love again


I haven’t been able to find someone at Engadget who doesn’t enjoy Rez. (Although now that I’ve written that I’m sure I will.) And if anyone does dislike it, they should play it in VR, because they’re wrong and they need to be corrected. Yes, Rez Infinite, in high resolution, 60 frames-per-second loveliness, comes to the PS4 with PSVR compatibility and it cranks the already addictively immersive experience up a notch. I played it yesterday, and this is definitely what I’ll be playing on my PlayStation VR come October.

The game is a well-established critical hit, originally released on the Dreamcast a whole 15 years ago, that’s been retooled and tailored to VR. But the interesting part is that it already feels made for VR: Anachronistic “hacking the mainframe” concept, “immersive experience” back-of-the-game-box sales pitch. The music! The addiction! Oh no, not again!

Your targeting reticule (gameplay summary: you shoot down pretty much anything that moves) is in the center of your vision, so you can look at what you want to shoot, tap or hold the ‘X’ button, and it (usually) goes down. This, coupled with the simple game mechanics (like the lack of movement controls), make it the most accessible launch game I’ve played on PSVR. No motion sickness, no confusing controls. You sit down, strap in and play Rez. And chill.

I bopped my head as I (effortlessly!) cleared the demo level. Some people stared, while others recorded awkward gifs — but I didn’t care. I can’t wait to play the whole game all over again. And if you’ve never played it, well there is (probably) no better way to play it.

15
Sep

Jon Snow is evil and angry in ‘Call of Duty: Infinite Warfare’


Call of Duty: Infinite Warfare brings the war (and the fare) to space, and it’s taking Game of Thrones actor Kit Harington and UFC fighter Conor McGregor along for the ride. Unfortunately, Activision and Infinity Ward didn’t take this opportunity to make the world’s best buddy-cop action-comedy game. Instead, Harington plays the evil Admiral Salen Kotch of the Settlement Defense Front and McGregor is his muscle, Captain Bradley Fillion. They’re a pair of bad dudes in space suits and in the story campaign, it’s your job to take them down.

Call of Duty: Infinite Warfare - Story Trailer

The Infinite Warfare story trailer shows some of the space fights and moon missions that are new to this installment, though the game doesn’t seem to stray far from Earth’s side.

Infinite Warfare hits PlayStation 4, Xbox One and PC on November 4th, and it’s the only way to get Call of Duty: Modern Warfare Remastered. Special editions of the game, ranging from $80 to $120, come with Modern Warfare Remastered and it isn’t being sold separately at this time.

15
Sep

Hopefully the new ‘Resident Evil 7’ demo won’t make you queasy


If the first demo for Resident Evil 7: Biohazard didn’t leave you with a headache or worse (yeah, even in 2D), it might’ve left you scratching your noggin. Well, the “Beginning Hour” demo is getting an update, according to a post on the PlayStation Blog. The Twilight update “expands on what you can do and explore” in the run-down shack. Over on Capcom Unity the publisher-developer teases that even if you’ve explored every corner of the house that “we’ve got something special in store for you.” So maybe, just maybe, you’ll find a use for that severed finger. Hopefully the update means the flashlight’s incessant bobbing and swaying been fixed, too.

The patch is scheduled for arrival today, so chances are it’ll be waiting when you turn your PlayStation 4 on next. More than that, this new demo isn’t locked behind a PlayStation Plus subscription like it was previously. In other revisions, the digital deluxe version is getting a price bump, but with it comes the promise of an additional add-on episode. If you previously purchased for $80, no worries as you’ll still get the extra episode. Everyone who’s tempted by the new demo will have to cough up $90 though.

Oh and there’s a new trailer embedded below, too, if you needed further convincing to make a return trip. Here’s to hoping Twilight is more along the lines of the “Lantern” demo from Gamescom last month.

Source: PlayStation Blog, Capcom Unity

15
Sep

Augmented reality studio castAR picks up ‘Disney Infinity’ devs


CastAR, the augmented reality company founded by two former Valve engineers, has set up a new studio in Salt Lake City with the goal of creating fresh mixed-reality experiences. To help fill the new digs, castAR scooped up a handful of developers who worked on the Disney Infinity series at Avalanche Software until that studio was unceremoniously shut down in May.

“With their experience in bringing massive franchises to life through breakthrough interactive design, the addition of this team is our next bold step in launching a dynamic platform that will bring awe-inspiring mixed reality to households,” castAR President and COO Steve Parkis says. Parkis was previously an executive with Disney Online and Zynga, and he’ll now be in charge of castAR’s expanded teams.

With the new hires, the size of castAR’s game development team has more than doubled. The company now has roughly 70 employees across its Salt Lake City and Palo Alto offices.

CastAR, founded by Jeri Ellsworth and Rick Johnson, has been buliding a pair of augmented reality glasses that can be used in everyday and professional life. However, the company hasn’t forgotten its gaming roots: One of its main goals is to create tabletop games that come to life with the castAR glasses. That’s fairly close to what the folks at Avalanche were doing with Disney Infinity — but instead of bringing reality to life, they fused it with the television screen.

In August, castAR hired Darell Rodriguez, former LucasArts president and COO of Electronic Arts, as its chief executive. CastAR has been relatively silent for about a year, but it seems that the mixed-reality business is gearing up to deliver on some of its promises.

15
Sep

Oculus makes achievements a part of Gear VR and Rift games


Oculus is joining the ranks of Xbox Live, PlayStation Network, Steam and even GameCenter. That’s right: Rift and Gear VR games are adding achievements. They’re live in a handful of games now including Minecraft and Hitman Go and it’ll only be a matter of time before they become the rule rather than the exception. As The Verge writes, the update will be rolling out over the next few weeks, and you’ll be able to opt out of sharing the meta-challenge activities if you want. You know, if you’re ever embarrassed of playing the inevitable Candy Crush VR in the future.

Source: The Verge

15
Sep

‘League of Legends’ will keep adding new champs for ‘many’ years


League of Legends studio Riot Games is 10 years old, and like a fifth-grader riding his first two-wheeler, it’s just getting started. Riot announced this week that League of Legends boasts 103 million monthly active players, up from 67 million in 2015. Compare that with Dota 2, which had 13.5 million players in the past month, or Overwatch, which has a total player pool of about 15 million. League of Legends is a massive phenomenon, helping pave the way for eSports as it enters mainstream consciousness and partnering with universities to kick off the next generation of competitive gaming.

The game itself is also huge. There are 132 champions in League of Legends, each with individual abilities, personalities, backstories, voice acting and costume choices, and Riot is constantly adding more. Just today, the company teased a new champion, bringing the revised total to 133.

That number is going to keep growing for a long while, Lead Game Designer Greg Street tells Engadget.

“We don’t have to worry about the ‘too many champions’ problem for some time,” Street says. “If you asked me, ‘Is there a magic max number of champions that League can support?’ I’d admit that there probably is, but it’s probably a pretty large number, and we won’t reach it for many, many years. For the next few years, releasing a new champion is one of the most exciting moments for League players and I’d hate to lose that feeling.”

Over the past couple of years, Riot has slowed down its release cadence, Street says. However, this isn’t an attempt to limit the number of champions; instead, it’s a conscious effort to improve the quality of each new playable character.

“I can’t imagine us ever overhauling the game from scratch,” Street says. “We make updates all the time, and that includes updating old champions in need of new visuals, new sound, new backstories or those that just don’t deliver on the depth of gameplay of more modern champions.”

Street hesitates to complain about League of Legends’ massive popularity. After all, the goal of many game designers is to create something that millions, if not billions, of people around the world regularly play. But, with a huge player base comes unique difficulties.

League of Legends is a global game. There are people playing right now across Brazil, Vietnam, Turkey, the United States, South Korea, Denmark, South Africa and dozens of other countries, and each of these regions has its own quirks. Finding a balance among all of these spaces is one of the toughest aspects of Street’s job.

For example, the champion Jinx riffs on an archetype of the badass female anarchist, something that Western audiences understand. However, that archetype doesn’t really exist in other places of the world, Street says. These are the strange inconsistencies that he has to think about when implementing new champions or mechanics.

Even within a single region, we have players of vastly different skill levels, going from a true beginner all the way to a professional eSports team member, but they all expect a relatively balanced game,” Street says. “League players tend to be pretty hardcore, so it may be weird to consider how diverse the community can be, but with 100 million players, the diversity is pretty mind-boggling.”

Riot has offices around the world and Street relies on these employees to offer insights about the local atmosphere. Plus, Riot regularly asks its players what they want to see fixed or added to the game. In the end, it’s all about balance.

“As a developer, it’s easy to become paralyzed by fear that your change might ruin the night of so many players,” Street says. “But on the other hand, those players have high expectations, so they aren’t going to accept you not addressing problems. You have to be mindful of the ramifications of the changes you make, but you do have to keep making them.”

14
Sep

Sex and sexuality: The Jane Austen game breaking the MMO rules


Ever, Jane is an online role-playing game set in the dramatic, romantic worlds of Jane Austen. It invites players to attend sophisticated dinner parties and fancy balls, share gossip, keep secrets, fall in love, get married and climb the ribbon-lined social ladder of Regency-era England. It is definitely not a sex game, though sometimes players get wrapped up in this universe of exquisite gowns and forbidden desire, and they simply can’t help themselves.

“Let’s just say that we had to put in private chat,” Ever, Jane creator Judy Tyrer says with a laugh.

To be fair, it’s difficult to produce an online role-playing game that doesn’t foster sexual relationships and conversations. “It’s in every MMO that’s out there,” Tyrer adds. “The erotica is just the name of the game.”

Even though Austen’s novels never delve into the sensual details of intimate encounters, her worlds are rife with sexual tension. As Tyrer explains it, Austen’s Regency era was a period of heady debauchery: The Prince Regent was notorious for hosting orgies, and women, once they produced an heir, were largely free to do as they wished. However, discretion was key.

That’s where private chat rooms come in to Ever, Jane.

“We’re not here to make a sex game. That’s not our purpose. But we also don’t want to ignore the reality,” Tyrer says.

Historical accuracy is paramount for Tyrer. She became a history buff while researching Austen’s life and writing, and she’s attempting to fill Ever, Jane with as many realistic rules and situations as possible. This means that players can have a private chat room, but they can’t flaunt any promiscuity. If they do, they’re sent to Botany Bay, a penal colony that’s populated with other troublemakers and anyone hoping to play without any rules at all. Botany Bay isn’t live yet, which means current players can be as naughty as they wish, but Tyrer and her team are working on it.

“Botany Bay sort of solves the problem of how angry people get when they get banned,” she says. “We’re sort of saying, if you want to behave that way, that’s fine, but we’re not going to give you customer support; we’re going to stick you in a penal colony, do what you want.”

Ever, Jane is, first and foremost, a wildly ambitious MMORPG from a small, independent team led by Tyrer called Three Turn Productions. The game secured $110,000 on Kickstarter in December 2013 and it just entered open beta at the end of August. Ever, Jane is still fairly early in development, but it already has a few hundred players, with roughly 30 people online at any given time.

The game opens up at a funeral, just like in Sense and Sensibility, and it immediately offers a different kind of quest than most other MMORPGs. Players see someone at the funeral that they’re interested in and they have to smile at this person — but it has to be discreet. This is a funeral in Regency England, after all. The game’s quests are meant to play with relationships in this way, intertwining players’ stories with longing looks and whispered promises.

Another quest that Tyrer is still writing throws drama into an otherwise demure dinner party: One player has to whisper a secret to a specific guest at the party. However, the targeted person’s goal is to not be alone with the player trying to share the secret. It’s a game of cat and mouse — any player who can see the pair will be able to hear their conversation, so the person with the secret attempts to seclude the other player as he or she tries to gracefully duck out of the conversation.

“The idea is to give people a little bit of drama and let them continue the role-play,” Tyrer says. “I like to say we throw plotbunnies into people’s stories.”

Ever, Jane is packed with atypical quests. There are no monsters to slay or worlds to save, but there are familiar mechanics for anyone who’s played an online RPG. One quest asks players to find and return a lost handkerchief, and one coming soon will send people on a mission to collect rare flowers.

This is Tyrer’s passion project. She’s in love with Austen’s blend of romance and wit, and she adores the time period itself. During her research for Ever, Jane, she uncovered a host of miniature histories, many that receive little attention in high school social studies classes. For example, there were black members of the Merchant Gentry across Regency England, and Austen was an abolitionist, even though she didn’t include this perspective in her novels.

“People want to play their own color and I didn’t want to limit them, but I also wanted to be historically accurate, so we dug into history and discovered that the history we’ve all been taught is whitewashed. Very whitewashed,” Tyrer says. “But this gives us an opportunity to help. This gives us an opportunity to present some un-whitewashed history, which is also really exciting. Let’s get the truth out there and let’s really look at what happened.”

Furthermore, cross-dressing wasn’t uncommon, and two men living together would be considered perpetual bachelors and left alone as long as they were — here’s that key word again — discreet. Two women living together were spinsters, of course.

“Nobody batted an eyelash at women,” Tyrer says.

That means no one in Ever, Jane will bother the spinsters living next door, either. As long as they’re — say it with me now — discreet. Ever, Jane is packed with these subtle interactions governed by a strict Regency rule set; it’s romantic, elegant and quietly complex. In a real-life society that paints women as more emotionally aware, it makes sense that most of Ever, Jane’s players are female. Tyrer says there are definitely men playing, but the average Ever, Jane player is a woman who loves literature.

And some of these literature lovers have never touched a video game before.

“Those are who we want to pull in,” Tyrer says. “We’re really trying to open that market and say, I believe there are a whole lot of people who would play games if we would just make games they want to play. A lot of people don’t want to play ‘I’m killing things’ games; it’s very offensive to many, many people.”

Tyrer is making the game she wants to play, an MMORPG that breaks all the rules in a dignified, rosy-cheeked way. She’s worked for decades in the computer science and video game industries, helping create experiences including Second Life, Magic the Gathering: Tactics and Ghost Recon. She’s currently enraptured by Elder Scrolls Online, another MMO that questions the genre’s typical mechanics — though not with the same gusto as Ever, Jane.

But, of course, not everyone understands Ever, Jane.

“According to the internet, as far as Ever, Jane’s concerned, I’m an old hag creative genius from North Korea,” Tyrer says, laughing. “Which I think is fine. I think it’s hysterically fine. The North Korea part is really amusing.”

Tyrer expected to receive some negative response to a game with more dinner parties than raids, but after years of working in male-dominated industries, she’s learned which criticisms to take seriously. That’s how women survive in these fields.

“We are mostly teflon,” she says.

Tyrer’s successful career helped make this independent endeavor possible. She’s funding Ever, Jane herself at the moment, but she hopes that the open beta will help lighten the load soon enough. Even though the game is still in early, rough stages, the open beta should help prove that there’s a market for a game like Ever, Jane. That’s important if Three Turn Productions wants to find investors.

“I’m not saying it’s a bad open beta but I’m not going to lie, it’s a weak open beta,” Tyrer says. “I would much prefer to have been stronger but we have a very small team and we have financial deadlines that are coming up. We have to get investors. So the open beta is giving us the numbers we need to prove the market to the investors.”

It’s incredibly difficult to find funding for most MMOs. High-profile busts like 38 Studios’ Project Copernicus only scratch the surface — building a massive online world takes incredible technical proficiency and millions of dollars, and many games struggle to maintain an active player base. World of Warcraft is the exception, not the rule.

Tyrer understands these risks, but she believes whole-heartedly in Ever, Jane. One reason MMOs have trouble finding funding, she says, is because they’re all alike. Ever, Jane breaks the mold. The game is not only romantic and socially aware, but it also has a marketplace where players can buy household items and clothing, and Tyrer plans to implement a free-to-play option. Free players would become servants — though note that every player can climb one social rank per lifetime.

Eventually, Tyrer envisions 250,000 people playing the game. This number is distilled from the audience sizes for Jane Austen novels, films based on her books, spin-offs like Pride and Prejudice and Zombies, and fanfiction readers and writers. Tyrer knows there’s a market for romantic, social MMORPGs. She knows there’s a market for Ever, Jane. Now she has to prove it.

“I want to open the women’s market,” she says. However, she isn’t attempting to create a limited, girls-only MMO: “There are literate men who also love Ever, Jane and Jane Austen. There really are. There’s a fairly romantic male component out there, they’re just not going to admit it to their more dudely guy friends.”

14
Sep

Disney-Square mashup ‘Kingdom Hearts 2.8’ is delayed to 2017


Kingdom Hearts 3 is a long way off. To tide keyblade fans over, Square Enix has been remastering the previous games — both the console and handheld instalments — and releasing them as three-part collections for the PlayStation 3. The latest instalment, Kingdom Hearts 2.8 Final Chapter Prologue, was due to come out on the PS4 in December, but that’s now changed to January. The slight delay was announced at the Tokyo Game Show alongside a new trailer, which teases the ongoing adventures of Sora, Riku and Kairi, as well as older keyblade wielders Aqua, Terra and Ventus.

The compilation includes Dream Drop Distance, a game that was originally released for the Nintendo 3DS. Chronologically, it’s the closest title to Kingdom Hearts 3, charting Sora and Riku’s quest to become keyblade masters. It’s joined by Birth by Sleep: A Fragmentary Passage, a new playable sequence with Aqua, and Back Cover, a one-hour cinematic which serves as a prequel for the overarching series. (The same time period is covered in Kingdom Hearts Unchained X, a free-to-play game on iOS and Android.) Needless to say, the storyline is absurdly convoluted and only the most diehard Kingdom Hearts fan will know what’s going on.

If you’re one of those people, however, Kingdom Hearts 2.8 could serve as a mouth-watering appetiser for Kingdom Hearts 3. It should be coming out in Japan on January 12th, followed by North America on January 24th. Think of it this way — you now have a little more time to power through Final Fantasy XV, exploring the world of Eos and chilling with Noctis’ buddies.

Source: Kingdom Hearts (YouTube)

14
Sep

‘Rick & Morty’ co-creator unveils his first VR game


Squanchtendo Games, the recently founded VR studio from “Rick & Morty” co-creator, Justin Roiland, has just unveiled its first game: Accounting. But don’t let the benign name fool you, this virtual reality experience appears to be just as ingeniously deranged as its animated predecessor.

Squanchtendo collaborated with Crows Crows Crows game studio to create the game which, according to the Squanchtendo release, only took about a week to craft. It is available for the HTC Vive for free through Steam VR. Details are thin as to what exactly you do in the game — besides account, of course — but you can bet there’s going to be a whole lot of messed up shit in there.

Source: Accounting VR