The ‘Battlefield 1’ Premium Pass nets you four new expansions
Battlefield 1’s upcoming Premium Pass was officially announced today, and it’ll run you $49.99 if you want to add all four of the planned expansion packs to your collection.
You’ll be able to add both the French and Russian armies to your campaign when you pick up the Premium Pass in addition to the first DLC pack, called They Shall Not Pass. Premium Pass owners will be given two-week early access to each DLC package, beginning with They Shall Not Pass, which is scheduled for release in March 2017.
In addition, the pass offers 16 new multiplayer maps, new Operations and game modes, Elite classes, 20 new weapons and a slew of new vehicles to mess about with. Battlefield’s Battlepacks are making a return as well, which will be delivered each month beginning November 2016. If you’re a collector, you’ll want to check out the 14 new dog tags that’ll be released over the Premium Pass season period.
Battlefield 1 hits Xbox One, PC and PlayStation 4 on October 21st.
Source: Battlefield Blog
Adult Swim is publishing ‘ToeJam and Earl: Back in the Groove’
Adult Swim Games is stepping in to publish an all-new ToeJam and Earl game 25 years after the original made its Sega Genesis debut.
It’s called ToeJam and Earl: Back in the Groove, and the titular aliens find themselves returning to Earth after ToeJam borrows the Rapmaster Rocketship from Lamont for an intergalactic joyride. While orbiting our planet ToeJam has Earl bump the sound system, presses the wrong button, and they crash land on Earth. Great job, guys. They find themselves teaming up with some well-meaning (but kind of strange) humans so they can get back home.
From the teaser trailer, it’s pretty clear developer Humanature Studios is sticking to what worked with the original game and its subsequent sequels with a hip-hop lilt and groovy-looking levels. It’s funky, alright, and old school fans should agree it looks like it has that certain something that made the first game so memorable.
The game’s coming to PC and console in 2017, but if you’re at PAX West, you’ll be able to check out a demo for yourself.
VR game developers prefer the HTC Vive, grapple with nausea
The decision to get a high-end virtual reality headset is as much about the software selection as the technology itself. So which platform is getting the most attention from developers? Apparently, it’s HTC’s Vive. A UBM Game Network industry report shows that 49 percent of VR developers are targeting the Vive, while 43 percent are writing software for the Oculus Rift. And the gap gets wider when it comes to the next game from these studios — nearly 35 percent are building for the Vive, while a little over 23 percent are aiming at the Rift.
The study doesn’t explain why the Vive is getting more support, although its technology may play an important role. While Oculus is largely focused on sit-down VR with conventional controls (its motion controller won’t arrive until later this year), the Vive shipped from the start with support for room-scale VR and motion input. There’s just more you can do. We’d add that the Vive already has unique experiences, like the Star Wars VR experiment, and that HTC has managed to get the Vive into the hands of influential YouTube stars like PewDiePie. If many of your potential players were most excited for the Vive, which one would you support? Still, it comes as a mild surprise when Oculus has the luxuries of both years of publicity and Facebook’s financial backing.
There are plenty of challenges for developers, regardless of the hardware. The steep price of high-end VR (you need a fast PC on top of the headset) and a lack of must-have titles play a part, but one of the most common problems is nausea. As we found out first hand, sickness can sour an otherwise great experience — people might not try VR again if their first experience makes them queasy. Also, just under half of all VR creators are funding their projects with personal funds, rather than leaning on outside help.
Thankfully, there’s a lot of optimism. Nearly 96 percent of surveyed developers believe there’s a sustainable audience for VR and augmented reality. While that’s not completely shocking for a group that’s already committed (you wouldn’t make a VR game if you didn’t think people would buy it), the data shows that creators believe there’s a real, long-term audience.
Source: Gamasutra
Why young-adult video games are thriving
In the recent hit game Inside, you play a child on the run through a mysterious and horrifying surveillance state straight out of 1984. Oxenfree stars a group of teenagers with a complicated history arriving at a spooky island for an ill-advised camping trip. Life Is Strange puts you in the shoes of a young girl at a boarding school with burgeoning time-warp powers and messed-up friends. The common thread among these three highly acclaimed indie games is obvious: They star youthful protagonists facing confusing coming-of-age moments in worlds tinted by magic and mystery. They’re what you might call “young adult” video games.
But these games — and popular “YA” works in other mediums, such as the Netflix series Stranger Things — tell us something about what YA has become. Over the past few years, “young adult fiction” has become less of a demographic for book readers, and more of a genre in its own right, like sci-fi or true crime. It used to be that young adult fiction was regarded strictly as books aimed at children aged 13 to 17, but many of those titles appeal to a much broader age range. In fact, young adult fiction is hugely popular among grown-ups too, with Nielsen reporting last year that over 80 percent of all YA book sales were made to adult readers.
With such broad appeal, it was inevitable the young adult genre would soon colonize film and television with massive multimillion-dollar franchises. Now YA has taken root in video games too — and it’s thriving.
What defines “young adult” as a genre? Settings span from high fantasy to science fiction to magical high schools, while a lot of stories are set in ordinary places with ordinary people. But there are two common elements. First, while any good story is about change, YA embraces a kind of all-consuming transformation as its core theme. It is, in essence, about leaving behind an old self and (sometimes reluctantly) embracing a (sometimes frightening) new one. You could call it growing up.
The second tenet of young adult is, of course, youthful protagonists. With young characters as its focus, the transformative moments — whether they’re about graduating high school, falling in love or leading a postapocalypse rebellion — are new to them as they enter a larger, more disorienting world. And the emotional stakes are therefore heightened: Sometimes falling in love or becoming unpopular really is the end of the world. The effect of these stories, when executed well, is that they stir emotions not just in young readers/viewers/gamers, but in adults as well, who might remember their own first encounters with this “young” kind of startling transformation.
Video games are in an ideal position to tap into the transformative power at the center of young-adult stories. This is partly thanks to the way video games demand that the player directly interact with and exert control over the characters. In Inside, you’re pushing your young child protagonist forever toward the right of the screen. He is pursued by dogs, murderous soldiers and plenty of other brutal obstacles, but the boy never stops pushing right. The child remains largely unknowable throughout his journey, but as you put together pieces of the story, you begin to see that this is — at the risk of spoilers — a journey of complete transformation from a young boy into … something else entirely.
The puzzle portions of Inside are more recognizably “video gamey,” but I think they detract from the experience. A far more subtle game mechanic is all Inside needs to invest the gamer with the story’s transformative core: pushing right on the control stick. In a side-scrolling video game, it’s inevitable that you push further and further right, even if you don’t understand why; even if you don’t want to. It’s like growing up. You have no choice. And Inside is fundamentally about the young boy’s lack of choice in becoming something else.
Oxenfree is blessedly lighter on puzzles. In the game, you control Alex, a young girl who stands on the precipice of major life changes with the recent passing of her brother and the introduction of her new stepfamily. Oxenfree is built around a unique gameplay mechanic: conversation. Usually, video game dialogue choices boil down to three Bioware-style choices: positive, negative or neutral. Instead, Oxenfree’s dialogue offers nuanced choices (a favorite line: “You think contemplating annihilation makes you special?”). Also, the conversation doesn’t wait for you; the other characters will move on with or without main character Alex’s participation. In this way, Oxenfree’s story is all about the navigation of complex, burgeoning relationships. Through your dialogue choices, you can steer Alex over the course of the game’s magical-realist events to become wiser and more mature by the end of the trip, or just more jaded.
Life Is Strange takes a more heavy-handed approach to conversation, with plenty of painfully awkward stabs at “hip” dialogue, but its earnestness has its own kind of endearing charm. More successful is its time-warp mechanic, which allows the main character, Max, to come to terms with choice and consequences. As the player, you steer Max as she travels back and forth through time, grappling with the realization that even seemingly simple choices can lead to major consequences for her and her friends. In the game, your actions shape the world that Max inhabits, and who she and her friends ultimately become.

A still from Life Is Strange.
These games strike markedly different tones: Life Is Strange is more earnest and didactic, like an after-school special, but is populated with several well-drawn characters, particularly Max’s troubled and rebellious best friend, Chloe. Oxenfree remains truer to the spirit of real-life teens, so much so that their web of relationships overshadows the light horror story that underpins it.
Inside, meanwhile, is a horror story that has more in common with Lars Von Trier than The Hunger Games, but nonetheless it crafts a unique young-adult story that’s effective only in the form of a video game. (This same story, I suspect, might be too much of a tough sell for even the most adventurous book publishers.)
In their marketing, these games were free from the baggage of demographic targets or any cynical big-budget Divergent-style franchise agenda. They have been exempt from any conversation about which bookshelf they would belong on, or what their MIAA rating would be. They were small, beautifully told stories marketed to all gamers, and warmly received by the press as fine examples of the medium. They are artistic creations that further establish “YA” as a genre, and not just a demographic.
‘Halo 5: Forge’ reaches PCs on September 8th
It won’t take much longer before you can get a taste of Halo 5 on your PC. Microsoft and 343 Industries have revealed that Halo 5: Forge, the multiplayer level creation experience, will reach Windows 10 on September 8th. As mentioned earlier, it’s all about playing multiplayer matches on custom maps created either on the PC or the Xbox One. You won’t get either the single-player campaign (possibly a good thing) or the stock maps from the console release. You do get the perks of playing on more flexible hardware, though, such as support for 4K displays and a interface that takes advantage of finer-grained mouse and keyboard controls.
At the same time, Xbox One owners are getting a Halo 5: Guardians update (Anvil’s Legacy) that brings them in sync with the Windows release. You can play Forge maps from Windows creators, and you’ll get both two new maps (one for the Arena mode, one for Warzone) as well as new weapons, attachments and skins. No, it’s not the same as getting the exact same game on both platforms, but it’s clear between this, Forza and Gears of War that the days of Xbox-only flagship games are over.
Source: Xbox Wire
The highs and lows of Gamescom 2016
Gamescom is over. The publishers have packed away their booths, and the lingering smell of sweaty, Kölsch-fueled gamers (and sweaty, coffee-fueled journalists) has finally started to dissipate. In the closing hours of our trip to Cologne, Germany, the “team” (Nick Summers and I) sat down to chat about our time at the video game show.
Talking points include the lack of press conferences this year; the myriad ways I made a fool of myself in VR; Outreach’s fresh take on space exploration; Sea of Thieves actually looking pretty good; Metal Gear Survive really not looking good and Titanfall 2’s new focus on plot. That’s a wrap on our Gamescom coverage this year — if you missed any of our stories, you can find them all here.
Explore indie puzzler ‘The Witness’ on Xbox One in September
“Ideally we want the game to be in as many places as we can get it, but since we are a small developer and it’s a complicated game, we can only do so much at once.” That’s The Witness developer Jonathan Blow describing to us his desire for the indie puzzler to be available on more than just PlayStation 4. All the way back in February 2013. Now those dreams are coming to fruition as The Witness will make its way to Xbox One on September 13th — two and a half years after that interview with my coworker Jessica Conditt and six months after its debut on PS4 and PC. In a post on Xbox Wire, Blow lays out what new players should do when they get their hands on it.
Basically, if you get stuck on a puzzle, don’t look up solutions on YouTube or from a text-based walk through. Instead, explore another part of the island and you might find the solution while you’re at it. If you’ve avoided the game’s spoilers since January, it shouldn’t be too hard to resist the urge for a few more weeks, should it?
Source: Xbox Wire
‘Pokémon Go’ update explains which monsters are the best
Despite its incredible initial popularity, Pokémon Go has faced a number of issues since launch beyond just keeping its servers working. A Bloomberg report cites analyst numbers claiming the game’s active users have shrunk by more than 10 million from their mid-July peak, which makes keeping the remaining players happy even more important. An update that just arrived on Android and iOS is trying to address that, pulling in the recently-added Team Leader characters to give players advice on their Pokémon.

The only problem is that, as you can see in the screenshots, the advice is pretty vague and may not give casual players any useful info. Basically, by pressing the appraisal button while looking at a captured Pokémon, players can get feedback that indicates how that particular Pokémon’s stats compare to others of its species. That’s the kind of feedback you’ll need before deciding which ones to evolve, battle or trade to the professor — but only if you can understand what’s going on. The Pokémon Go Database fan site has a list of all the possible responses and what they mean in terms of numbers, acting as an explainer to the explanation feature.
As-is, it’s a small step towards helping players understand what’s going on without needing to search out help online, while the changelog indicates that Niantic is also working on “rebalancing” the training battle. So many areas of the game could use work to provide better rewards for time invested it’s hard to pick out just one, but that’s apparently what’s coming next. You can grab the new update on iTunes or Google Play right now — let us know if a few one-liners from Spark, Blanche and Candela are enough to keep you playing.
Source: Pokémon Go, iTunes, Google Play
Revisit 2005 by playing ‘Call of Duty 2’ on your Xbox One
Back before Call of Duty went full-on Michael Bay, the series focused on historical conflicts ignored by the then unstoppable Medal of Honor series. Xbox 360 launch title Call of Duty 2 was the last game in the series from original developer Infinity Ward to do such. And now, you have the chance to play through the Battle of Pointe du Hoc once again. How’s that? The objective-based WWII shooter is now backward compatible on Xbox One. If nothing else, it’s an interesting glimpse both at how much the franchise has changed and how FPS themselves have evolved over the past 11 years. Because, even in 2005, CoD 2 was considered a bit old-school in terms of design.
The best part is that it’s free — assuming you still have the original disc, of course. Everyone else can cough up $20 for it via the Xbox Game Store. Now’s a good of time as any to try finishing your run through the campaign on “veteran” difficulty, no? I can’t think of a better way to prep for Modern Warfare Remastered, myself.
Via: Eurogamer
Source: Xbox Game Store
Look at the Xbox 360’s cancelled ‘Goldeneye 007’ HD remaster
It’s one of those bits of gaming trivia that punches a specific generation of players square in the gut: There was once an Xbox Live port of Goldeneye 007 in the works, but it was cancelled. It’s true — Activation was porting the Nintendo 64 classic to the Xbox 360 back in 2008, but the project was canned when Microsoft and Nintendo couldn’t reach a licensing agreement. The good news? Today we finally get a look at what the game would have been — known leaker Rare Thief has posted 30 minutes of gameplay footage.
For fans of the original game, the video is a bittersweet revelation. Here, we see everything fans wanted from the XBLA remake: the complete, classic single player campaign, new high resolution textures, a much improved framerate of 60 fps and the complete multiplayer experienced tailored to online play over Xbox Live. Better still are the new features players missed out on, including new multiplayer levels, an option that equals all character heights (Take that, Oddjob) and an option to instantly switch between classic and HD graphic modes.
It’s nice to see what almost was, if a bit sad to know we’ll never be able to play it. That’s something we’ll all have to come to terms with — but hey, at least we still have Goldeneye: Source.
Source: Rare Thief, YouTube



