Update: We posed a few questions about the game to developer Playground Games – check out their answers in the sidebar below the main story.
The Forza Horizon franchise has always been about an open world, but Forza Horizon 4 is stretching that in new ways for the series. We talked with the developers at Playground Games in more depth about the what players can expect as they explore, engage in co-op with friends, and enjoy the seamless environment.
Driving around the world, you will always have access to 12 real-life drivers. Moreover, this online state can easily be switched off at any time, at which time the game reverts back to the drivatar-filled world you’re used to. As you race along, your friends can follow you across the map, but the game will load in instances of other real-life drivers.
Players experience four distinct seasons, which introduce their own handling challenges and even open up new areas of the map, and the seasons change for everyone at the same time once per week.
If you see someone, their collision will be turned off unless they’re already a friend or you start a race (you can also block people if you just don't want them in your world). Forza Horizon 4’s co-op blends the previously separate co-op silos so there’s no difference between free-roam and event racing, for instance. While you won't be able to create your own events in the world (like putting down a marker where you hit some huge air, for example), you're free to flow between all the game has to offer with or without other people.
Despite the fact that the online scope of the game is widening, features like race rewinding and photography are still available, as is the ability to chat in the world via preset messages.
The Horizon Festival is once again at the center of the title (complete with a drag strip and circuit in the hub), but campaign players are free to rise up the ranks as they see fit, whether that's through racing, painting, photography, tuning, or streaming.
The game also broadens out the Forza Horizon lifestyle with ancillary options like houses, jobs, owning businesses, and customization through clothing. There are approximately 12 houses to own in the game, from a simple cottage to Edinburgh Castle, although developer Playground Games hasn't specified how you purchase them (the studio hasn't announced any new microtransactions). Houses can also be used for fast travel.
Those looking for a PvP competitive scene can find it in new team PvP, leagues, and the ability to recruit and create/share PvP circuits.
Post-launch the team is looking at the in-game season format (one year in the game should roughly equal one month) to push new content, and the ultimate goal is to make each season in the game have different stuff to do from in-game year to in-game year. One of the things on the wishlist currently is the ability to make your own events for co-op play.
From game to game the Forza Horizon series has fulfilled the promise of its open world more and more, and Forza Horizon 4 is taking down one of the last main barriers.
TT Games has been steadily releasing Lego titles for more than a decade now, bringing notable franchises like Star Wars, Harry Potter, and Marvel and DC comics to life in charming, family friendly games. While the frequency of releases has been reliable, its quality has occasionally slipped. If you were frustrated with the state of Lego Marvel Super Heroes 2 at launch, , either. TT Games has been examining how to revitalize its games moving forward, starting with the upcoming Lego DC Super-Villains. I played the E3 demo and chatted with Arthur Parsons, head of design at TT Games, about what the studio is doing to make the best possible game – for both returning players and newcomers.
There’s a lot to unpack with this game, so I’ll focus on the big things first. Lego DC Super-Villains is the first time that players will get to play through a campaign centered around the best part of most stories: the bad guys. “Everyone loves playing as Vader or Voldemort, or whoever the bad guys are,” Parsons says.” And because of the wealth of source material here, TT Games had a lot to work with. “DC’s villains, I think they out of every IP we’ve ever touched, they’ve got the best roster of villains. By a long way.”
Players have been able to play as the baddies in free play in the DC games, with one exception. “In Lego Batman 1 we had villain levels, but you had to complete the whole hero bit first,” Parsons says. “They were actually the most fun bit of Lego Batman 1, but we’ve not been there since. When it came time to do another DC game, villains was the obvious choice. It effectively feels like a new IP.”
While you’ll interact with bad guys like Lex Luther, Joker, and Harley Quinn, there’s also another major player in town: you. “For the first time ever, the customizer is important to the game,” Parsons says. “Normally it’s an afterthought; it’s just something for free play. This time around, the first thing you do is create your own villain who joins with the Legion of Doom. But the villain that you create is actually important in the story, and you can upgrade them along the way, so they have the ability to absorb energy, so you get new powers and new abilities, and it’s a character who weaves in and out of the story all the way right through the end.” If you don’t care all that much about your character, you can pick from a variety of presets or have the game come up with a random selection. Lego veterans know the depth that players have with their created characters, and it’s fully on display here. You have a wide array of options at your disposal, from decals, body parts, and weapons, right down to your villain’s backstory. Your character has an absorption ability, so he or she can acquire new powers throughout the campaign. When it’s over, it’s possible to end up with an overpowered jack-of-all-trades style villain, who can deftly handle gold and silver blocks, laser-cutting puzzles, and anything else that gets in the way – similar to how the unlockable Stan Lee character acts in the Lego Marvel titles.
The demo is a silly escape from Stryker’s Island, where Lex Luther and Mercy help my created character out of the prison. As we move from one brick-bashing location to the next, I also get to play as Solomon Grundy, Cheetah, Joker, and Harley. There isn’t anything particularly mind-blowing about any of it, but it does highlight some of the refinements that TT Games has made – refinements that are a long time coming. For example, when you encounter a situation that requires a specific character’s ability, control will automatically leap to that villain.
“We’ve put a lot of attention on accessibility with this game,” Parsons explains. “We don’t want kids to get roadblocked, we don’t want anyone getting frustrated not knowing what to do.” In one area, I climb to the top of an area with wall jumps. Once I get to the top, Cheetah jumps away from the opening to prevent her from accidentally falling back down. “I know that’s not much of a touch, but all those little things, people just get through the content nice and easy and they don’t get roadblocked,” Parsons says.
Parsons says that his team went back to the studio’s earlier games as an exercise, and played through them again. It ended up providing them with some great internal feedback, including the realization that it’s quite easy to get stuck on the first levels of their games. “We can’t allow that to happen. I know when I play games, and you get to a point where you get frustrated or there are roadblocks, you put the controller down, and sometimes you won’t come back. That’s just unacceptable. We create all this content, and we spend a lot of time creating it, and we want everyone to be able to get through it.”
Technical issues have been a problem for the Lego games, too, and those have been given special attention. Sometimes, the solution comes from avoiding problem areas altogether. I build a drivable gadget with Joker, and after I place the final brick, the character automatically moves a little bit away from the creation. “You know far too well that some games in the past once you build something, sometimes you get embedded in it or wedged into things,” Parsons says, “Little things like that help stop these little niggly bugs and irritants that are going to come through.”
One such irritant is the platforming. It’s never felt great in the games, and characters have a tendency to fall during lengthy jumping sections. Parsons says it’s being addressed with DC Super-Villains. “People won’t notice, but there will be slight magnetism, so if you’re doing a jump and you kind of drift, we’ll sort of auto drift you back, but you won’t notice it. In terms of refinements from say, Lego Marvel Super Heroes 2 to this one, there will be several thousand, but people won’t necessarily notice them because they’re all little tiny bits here, there, and everywhere. It’s that constant evolution. We do try to get better and better at what we do.”
Lego Marvel Super Heroes 2 ended up being a bit of a wake-up call for TT Games. As I mentioned in , it was loaded with technical issues that made it difficult to play. “Lego Marvel Super Heroes 2 in my mind is a great game, but there were a few bugs and glitches when it came out,” Parsons says. “They’re all fixed in a patch now, but the problem is they shouldn’t be there in the first place.” He says his team is working to do everything they can to make sure this game ships bug-free. “ The way we’ve had to do that is actually lengthen our debug phase. It’s more than double for this than if we were doing a normal dev cycle. The results of this should be that when people get it in their hands it’s slick and it’s clean.”
We won’t know until the game’s October 16 release date if they’re successful, but what I played was rock solid. I appreciate the little quality-of-life touches , such as automatically switching characters during some sections in single player. After years of playing the games, I’ve gotten used to some of the peculiarities. But as Parsons says, his audience is constantly changing. “As kids graduate up and start playing Fortnite, there’s a whole new package of kids that come and are going to play it. Despite all the Lego games we’ve made, this could be someone’s very first Lego game.”
Hopefully, the little touches and improvements will make life much easier and more fun for those new players. Me, I’m just eager to hang with Joker and his friends.
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.
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.
Sony has announced PlayStation Hits, a new budget games range for PlayStation 4 which features some of the platform's best exclusives. Uncharted 4, Bloodborne and The Last of Us Remastered are all present and correct. Killzone Shadow Fall, InFamous Second Son and Driveclub are also included. Strangely, there's no sign of Knack.
Time limits are a much maligned bit of game design. A single level with a race against time is fine, Halo's final warthog run or Call of Duty Modern Warfare's desperate fight through a nuclear silo. But turn that into a whole game? People still argue over The Legend of Zelda: Majora's Mask and Dead Rising. The creeping pressure is quite the stress, and finding a balance that still pays off people's potentially lengthy investment should they fail to meet certain actions in time is evidently not easy. Minit's solution is right there in the name and it's magic. Minit has a time limit, at the end of which you will die and lose your progress through the game's world. Some things are kept but you'll be starting from the last bed you slept in. What makes it work? You're only sent back a mere minute in time. That sharp focus and tiny scale turns the time limit from just an obstacle and into a way to actively encourage the player. 60 seconds isn't much to lose and so instead of a frustration, it's a prompt to do things better, quicker and smarter next time. It pushes you to really engage with the world because, when every second counts, you've got to find every shortcut, every exploit and get very good at taking out or avoiding enemies. That self-imposed limit means the designers have to fill every space, every single screen with things to do as players will return again and again. Density over vastness. This mechanic highlights so many of the problems in other game worlds, especially open worlds. Some games are so big, and yet we engage with such a small percentage of their space in a meaningful way. When time isn't an obstacle, why not have miles and miles of samey fields? "More is better" is such a common characteristic of big budget titles and the result is big spaces, filled with repetitive content and scarcely anything memorable. Our interactions with so many gaming worlds is passive. Even when they're pretty enough to make us stop and snap a screenshot we're still not learning them or unravelling them. They just want to get us to the next item on a checklist.
Epic its 2019 Fortnite World Cup competition, which is open to all players and includes a not insignificant $100 million USD prize pool. Fortnite's 2018-2019 competitive season, , will incorporate community events, online events, and major competitions all over the world. Anyone that wishes to participate is free to do so - but, to earn a spot in the World Cup, players will need to enter official qualifiers, which begin this autumn. The competitive season culminates with the Fortnite World Cup event itself in late 2019. World Cup play will focus on solos and duos (although there'll apparently be "plenty of opportunities to squad up in competition too"), and Epic stresses that entry is based on merit - it won't be selling teams or franchises, and won't allow third party leagues to do so either.
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.
Halo is finally coming to your tv screen, Overwatch fans can’t decide whether or not they like playing nice, and Lucasfilm is adjusting its future plans. It's the top five news stories you might’ve missed this week.
Halo is finally coming to your tv screen, Overwatch fans can’t decide whether or not they like playing nice, and Lucasfilm is adjusting its future plans. It's the top five news stories you might’ve missed this week.