Crytek Outlines New Weapons, Monsters, And Map Coming To Hunt: Showdown
Added: 30.06.2018 18:39 | 1553 views | 0 comments
 Hunt: Showdown was one of the most promising titles of last year's E3, and in the year since our first look at the reworked competitive survival horror shooter from Crytek, the studio has slowly been refining the technology driving the game in Steam Early Access. The logistical work has paid off, and the game has mostly very positive user reviews since the last big patch (bringing the total user review rating up to the mostly positive category).
Now that the developer feels more comfortable with the game's performance, the team is starting to further expand the content for the game. We sat down with Crytek at E3 to hear about its plans.
New Weaponry
Hunters can look forward to wielding several new weapons in the near future. In the early moments of each round, most hunters equip their melee weapons to move silently and avoid detection. Crytek plans to expand the melee options to include a throwable tomahawk ax and throwing knives, both of which are retrievable.
Two new types of grenades are also being introduced. The Hive Bomb unleashes a torrent of wasps on enemies in the vicinity, and the Sticky Bomb sticks to its target before detonating.
Crytek also plans to add two new crossbows. The vintage version is a classic two-handed weapon, and can be modified with explosive arrows that pack a serious punch. The hand crossbow is a faster loading one-handed model.
New Enemy
The water is typically one of the safest places in the Hunt map, which seems counterintuitive given this is the land of gators. Rather than add scaly reptiles to the mix, Crytek is introducing the Water Devil. This worm-like monster will have you watching for unexpected ripples in the water. Once it starts heading your way, you better get moving or expect to be overwhelmed by the swarm of tentacles.
New Time Of Day
The night and day versions of maps give the map a very different feel, but soon you may be subjected to a third option – fog. A popular fan request, adding fog to the map diminishes the sightlines significantly, forcing you to move more cautiously unless you want to accidentally run into a pack of enemies or, even worse, and a more careful party of hunters than your own.
New Map
Crytek wouldn't tell us much about the new map, except to say that it's still set in the Louisiana bayou.
Other changes coming in the next several months include death screens that show you who shot you, spectator mode for after you die but want to watch the rest of the map, and player looting that allows you to take ammo and consumables.
To learn more about Crytek's list of planned changes for Hunt: Showdown, you can check out on its website.
| Survival Horrror Cooperative Shooter GTFO Shows Promise
Added: 30.06.2018 18:39 | 1628 views | 0 comments
 Gamers have had a glut of interesting cooperative shooters to play in the last few years, with standouts like Destiny, Ghost Recon Wildlands, and The Division keeping squads together through various universes. But one curious absence in the current cooperative landscape is a survival-horror experience that riffs on the tension and teamplay sensibilities of the cult favorite Left 4 Dead franchise. A small team of former Payday developers at 10 Chambers Collective hopes to tap into that neglected theme with GTFO.
This universe isn't another me-too zombie game sending waves of brain-eaters at your squad. Instead, players assume the role of prisoners sent into the depths of a mysterious underground complex against their will to retrieve curious items of interest for their warden. Finding the objects is easy enough; making it out alive is the tricky part, as the halls are roamed by deadly monstrosities that look like grotesque evolutions of The Last of Us' clickers.
Before dropping into the darkened halls for a hands-on session I had a chance to check out the arsenal available to players. Each prisoner can carry two guns, a melee weapon, and a special tool like a motion sensor, area scanner that can tag enemies behind walls, sentry turret, and a glue gun that can be used to slow the advancing horde of creatures. Picking the right combination of tools can be key to making it back alive.
When we drop into the complex, its halls are eerily quiet. A squad member scans each door before we open it expecting to find a pack of enemies waiting for us, but four doors in we haven't seen a thing. The tension hanging heavily in the air continues to build with each empty chamber, but eventually the scanner lights up with activity. We move carefully so not to disturb the enemies, and they stand quietly, waiting to spring into action at the command of the scout. These creatures extend visible tendrils into the atmosphere hoping to pick up movement. Once they sense someone is there they let out a shrill cry to spring the other enemies into action. Moving around these tendrils can be dangerous, but we arm our melee weapons and successfully take this small forward group out stealthily to avoid a bigger firefight.
Moving further into the complex, we come across a command console near a locked door. These computers look like they are running DOS, and players can even type commands into the prompt. Since we need the key to the door, we query its location into the console and it gives us a new objective marker to pursue. 10 Chambers doesn't want to hold players' hands in these circumstances, and instead wants the teams to problem-solve solutions. Players also have to work together to figure out how to open locked supply crates.
Going further into the complex, things finally get hairy. Once alerted, the enemies come fast and furiously, forcing players to stay in constant communication and never stray too far from one other. Friendly fire compounds the issue, as a few wayward bullets can do the creature's job for them. These frantic battles create great circumstances for heroic moments, like the last person standing trying frantically to survive the wave so they can revive their fallen comrades. Failing to do so would kick you back to the start of the mission, though longer challenges will feature some checkpoints with the caveat that they only save during the duration of that play session. If you shut down for the day, you'll have to start from scratch next time.
Unlike Payday, which sent unrelenting waves at you the moment you get noticed, GTFO is a much more rhythmic experience, shifting from quiet moments of stealth and resource gathering to the more deadly enemy onslaughts. Giving players a breather is a welcome evolution, as supplies can be scarce and making sure everyone has at least a few clips and access to a med kit is crucial before engaging the next encounter.
Once we find the keycard, the real firefight begins. We head back to the Apex door that has the object of interest behind its walls, and insert the key. This starts a bioscan, where all four players must stand in a highlighted circle to get the door to unlock. Apex doors make you go through multiple bioscans before opening, during which waves of enemies continue to rush toward your position.
Preparing for these battles is crucial; we make sure to cover the floor in front of us with glue to slow their approach and position the sentry so it covers two hallways. Our original plan was sound, but in moving from the second to the third bioscan we forget to move the sentry to a forward position. When the horrors descend on our position, the sentry picks up the movement and starts firing. This proves to be a problem considering we are standing in between the monsters and the turret. Friendly fire – 1, squad – 0. Thus ends our run in the underground; another team of prisoners will have to complete the job.
GTFO pulls no punches. The missions can be unapologetically hard, demanding constant communication between squad mates if you want to make it to the extraction point. The missions are tiered so players must complete three jobs before they get to one that provides a loot drop. 10 Chamber Collective founder Ulf Andersson says they want to slow the reward drip so each time you get an item it feels more meaningful. Some missions could take upwards of six hours to complete, but the studio also plans to offer more breezy "lunch" missions as well.
The gameplay felt tight, and the studio is aiming for 4K resolution at 60 frames per second. Given those parameters, you may be surprised to learn it's running on the Unity engine, a popular mobile platform that is making strides into the PC and console platforms.
10 Chambers Collective hopes to have a beta out on PC by the end of the year, but won't release it until they feel it's ready. I only experienced a brief slice of gameplay, but the emphasis on teamwork and suffocating tension make this one worth watching.
| Why Sekiro: Shadows Die Twice Isn't A Souls Game
Added: 30.06.2018 18:39 | 1524 views | 0 comments
Sekiro is a major departure from what has been seen in From Software's Souls series, and mastermind Hidetaka Miyazaki's next game is not just Bloodborne or Dark Souls set in feudal Japan. There are a number of reasons why this is the case, and you can expect to find something different compared to previous titles using the Souls formula. Lets take a look at 10 things we noticed about Sekiro that separate it from the other Souls games and how these changes could help Shadows Die Twice entice new players and old fans alike.
The info was assembled from a variety of interviews and hands-off demos from around the industry during E3, including , , , and .
1. A Jump Button: None of the games in the Souls series feature a jump button, and the only way a player can go airborne is to sprint and leap together. It is unwieldy, imprecise, and frustrating, and the world is not designed with verticality in mind outside of ladders and elevators. The rare "platforming sections" in the Souls games are the weakest parts of the series. Sekiro has a dedicated jump, which is used to traverse the world, dodge enemy attacks, and explore the more varied level design.
2. A Grapple: Sekiro features a grapple mechanic that is used to pull yourself quickly and closer to enemies for attacks, and to have more freedom to explore the world. The grapple, mixed with the ability to jump, makes the act of traversing feudal Japan in Sekiro different from anything you experience in a Souls game.
3. Stealth Mechanics:The closest you get to stealth in a Souls game is slowly trudging up behind an enemy and getting a backstab in. Sekiro has dedicated stealth mechanics, such as crouching in tall grass, silent kills from hidden areas or rooftops, and sidling up against walls for cover. Players can slowly take out weaker enemies one-by-one before engaging larger, tougher enemies in combat.
4. No Stats Or Classes: In Sekiro you are a set character, and have no stats to manipulate or classes to pick from. The game is designed around being a Shinobi in feudal Japan, and From Software has designed the world and weapons to fit that character. With stealth, traversal and swordplay all major parts of the game, focusing on being a ninja is the only option in Sekiro. From Software has stated there may be some replacement for stats but it won't be anything like what has been previously seen in their Souls games.
5. No Other Weapons, Only The 'Shinobi Prosthetic': While Players have access to a number of options and gadgets, the only main weapon at this time is the katana mixed with your prosthetic limb. The focus is on perfecting your skill with the sword and utilizing gadgets to buff your blade or change up your playstyle. The limb offers a number of options, such as a limited block ability, an axe that can break enemy defenses, or firecrackers to stun your opponents. The gadgets can be mixed with your weapon, like using the firecrackers to light the katana on fire. The prosthetic arm used to activate them looks like the closest analogue to trick weapons in Bloodborne.
6. No Armor: A new departure will be that no extra armor can be found, in line with the theme of being a ninja and cutting out the RPG elements. From Software has already stated that Sekiro is not a role-playing game and insinuated that the only form of upgrading will be involved with the gadgets. The major reason to explore is to find new options for your prosthetic.
7. Emphasis On Story:While Sekiro won't be the next Mass Effect, it has a greater focus on story compared to the Souls games, starting with the fact that you play as a fixed character. Players don't customize their identity or choose a class. You only play as a Shinobi, Sekiro, or "The One-Armed Wolf." Characters have more of a focus, and their relationships evolve over the course of the game. Despite this, Sekiro will probably have telltale elements From Software's world-building and cryptic storytelling. Miyazaki told in an interview “It’s not going to be a thickly story-driven affair, but we think it’ll be a nice change of pace from what you’ve seen so far.”
8. Resurrection The title of the game Shadows Die Twice is not just a cool subtitle; it is intrinsic to a major change from previous games by From Software. You can use death to your advantage and choose when to resurrect your character. An enemy can kill you but you have the ability to wait for them to let their guard down, come back to life, and take advantage with a surprise attack. The ability has consequences and is limited, but changes the death-mechanic that has been the staple of the Souls series.
9. Posture The major stat in Sekiro is posture, and much like stamina you have a meter representing it. Your enemies also share that same weakness, and parrying their attacks lowers it, allowing you to take advantage with a powerful and brutal attack. Depending on the opponent, whether it be a larger enemy or a boss, it can either instantly kill them or do a significant amount of damage. You have to focus on dodging attacks with your jump, timing your blocks to cause a parry, and striking when you have the advantage. These acts lower your enemies posture and open them up for a devastating attack. If you focus too much on blocking, or receive damage, it lowers your posture, and the enemy can finish you off as well. A kanji appears that represents what sort of attack is incoming, giving you a chance to know whether it can be blocked, parried, or must be avoided altogether. It doesn't make it any easier though, as you still have to learn attack animations to know where and when to dodge, or to parry their attack when possible.
10. No More Bonfires Or Lanterns So far, Sekiro does not have a traditional lantern or bonfire system like the Souls games. Removing the need for souls or blood echoes as a currency allows From Software to change the way they look at checkpoints and death in their game, such as with the new resurrection system. Whether the game has a more typical checkpoint system or its own version of bonfires is unknown. It will be interesting to see how From Software plays with the idea of progress in a game that does not have as concrete indicators of it as the Souls games.
Something New Sekiro: Shadows Die Twice is looking to be something wholly new by From Software, and that is incredibly exciting. The game is shaping up to be From's vision of a character action game as opposed to a feudal Japanese action/RPG. That focus should allow fans of the Souls to experience something new, and also interest newcomers to the typically impenetrable series.
| Control is Remedy's most exciting project in years
Added: 30.06.2018 18:35 | 821 views | 0 comments
 I'm calling it, I'm finally letting go of Alan Wake. There is more to Remedy than its hoodie-and-tweed-wearing writer hero, and more to the studio's trademark brand of pulpy sci-fi than his gravelly, never-ending voice-overs. This is a good thing. Six years on from Wake's last outing, with no sequel in sight and Remedy's odd, live-action hybrid Quantum Break out of the way, Control feels like a clean break for Remedy. Control is the studio's first game for PlayStation 4 - its first for any Sony platform since Max Payne 2 on PS2 - something underlined by its unveiling at Sony's E3 conference. ("It felt like a good way to announce it this way and make this statement," Sam Lake, Remedy's chief writer and public face of the studio tells me after.) Control is also a clean slate to tell a new story with a more modern approach - albeit one which will still feel familiar to the studio's fans. The demo shown to press at E3 2018 is a proper peek at what everybody saw during the game's Sony conference trailer. You play as Jesse Faden (Courtney Hope, AKA Beth in Quantum Break), who like all Remedy protagonists is skilled in third-person shooting and physics manipulation while exploring dark, mysterious surroundings. These surroundings will host a big change for Control - a space to explore with a narrative path, but also side-missions and Metroidvania-inspired exploration. At one point in the demo we pass a series of prison cells, the unlucky occupant of one screaming for help. It's a side-mission which we can return to later.
| Why FIFA 18 players think EA changed gameplay for the World Cup update - despite the fact it didn't
Added: 30.06.2018 18:35 | 883 views | 0 comments
 When EA Sports released the free World Cup update for FIFA 18, some players thought it played differently compared to the main game. Actually, it was more than some - there were loads of players who thought it played differently. These players, who suspected EA Sports had tinkered with the gameplay of FIFA 18 for the World Cup update on the quiet, , with . I've also seen plenty of people say the World Cup mode plays more "arcadey" than the main FIFA 18 game, with overpowered shooting from distance. I've also seen people say , and even spotted the suggestion . The truth is, the gameplay in the World Cup update is exactly the same as the gameplay in the main FIFA 18 game, Andrei Lazarescu, producer of the Switch version of FIFA and the World Cup update confirmed to me at E3. So, why do players think there's a difference?
| The E3 Bulletin - Wednesday
Added: 30.06.2018 18:35 | 558 views | 0 comments
 Our E3 bulletins run every day this week. Previous entries: |
E3 2018 has now officially started. This fact is almost completely lost on those who have been working on it and watching it and creating disparate reams of #content on it, who have been processing announcements and livestreams that began last week. The harsh reality of the 21st century is that E3, like Black Friday and Brexit, can no longer be bound by the rules of time and will continue until morale and revenue improves. As usual, opening was marked by a Nintendo happening, the scale of which has dwindled in recent years from full-bore conference to pre-prepared video, and this year hit its lowest ebb for a while with a performance that was light on wit, heavy on Smash Brothers, and yet which contained possibly the most significant release of the week in the form of Fortnite, which went live on Switch following the conference.
| We watched 50 minutes of uncut Cyberpunk 2077 gameplay and interviewed CD Projekt about it
Added: 30.06.2018 18:35 | 477 views | 0 comments
 CD Projekt has finally pulled back the curtain on Cyberpunk 2077, revealing the game to press behind closed doors at E3 this week. I saw a 50 minute live uncut gameplay demo and was blown away by the level of detail in Night City, the open world in which the game takes place. During the demo, a number of eye-catching features of the game were revealed. Here's everything I discovered during our Cyberpunk 2077 behind closed doors demo: Cyberpunk is a first-person role-playing game. You play the game from a first-person perspective, shooting weapons in the traditional FPS style, with dialogue choices appearing on screen.
| From is making a mysterious PSVR exclusive called Déraciné
Added: 30.06.2018 18:35 | 1001 views | 0 comments
 From Software is making a game exclusively for PlayStation VR which was revealed in a trailer that screened after the end of Sony's E3 showcase. Because Sony aren't doing anything by the book this year, it seems. The game is called Déraciné, whis is the French word for 'uprooted'. It has no release date. The trailer shows a large stately house with a clock tower, shot in scratchy sepia and largely empty but for a couple of unhappy-looking characters. There is some enigmatic voiceover dialogue. At the end, a dead flower is brought back to life by some magic sparkles and colour starts to seep into the scene. What does it all mean? Who knows, but this is From's third E3 reveal in two days after Sekiro: Shadows Die Twice and the Metal Wolf Chaos remaster. If it gets any more prolific, it'll be the new Platinum Games.
| Fortnite debacle sours PlayStation’s victory lap at E3
Added: 30.06.2018 18:35 | 1655 views | 0 comments
OPINION: As I enjoyed some braised chicken and a Golden Road brown ale at the PlayStation media briefing after party prior to the Electronic Entertainment Expo on Monday night, I realized I was in the middle of Sony's victory lap. PlayStation boss Shawn Layden was walking among the crowd to meet-and-greet media influencers, and he never ...]
| 6 Reasons I loved Cyberpunk 2077 At E3 - (Best E3 2018 Games)
Added: 30.06.2018 12:37 | 459 views | 0 comments
 Rossco writes "We have seen amazing footage from Cyberpunk 2077 at E3 2018 and it really was one of the best games at the event this year for me. Find out why I loved it."
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