Ticket to Ride takes a journey to PS4 PlayLink
Added: 30.06.2018 18:47 | 1027 views | 0 comments
 Ticket to Ride has already seen a release on console, with the Xbox 360 getting a version back in 2008. Now, with the help of Asmodee Digital, Ticket to Ride is heading to PlayStation 4. The move will see the digitised version of the popular tabletop game make full use of the console's PlayLink initiative, with a release date of "later this year". Using PlayLink, each connected player will be able to interact with the board via their phones, thereby keeping all their cards in their hand rather than visible to all who are curently playing in couch co-op. “Digital board games are a natural fit for Sony PlayLink, and bring the tradition of board game nights to PlayStation gamers,” Pierre Ortolan, Asmodee Digital’s CEO, said. “By casting the game to a phone screen, players can hide their hands and plan their moves without revealing everything to their opponents. PlayLink allows us re-create the traditional board game experience while keeping the benefits of playing digitally. We are honored to have partnered with Sony Interactive Entertainment and look forward to sharing ‘Ticket to Ride’ with PlayStation gamers.” Hopefully if this goes smoothly then another of Asmodee Digital's titles might also get the PS4 treatment – Catan VR was released for PC earlier this year and boy would I like to see that head to PSVR.
| E3 2018: Ubisoft roundup
Added: 30.06.2018 18:47 | 945 views | 0 comments
 Another Ubisoft conference passes by, but what did you miss? find out below. Just Dance 2019 has been announced (Surprise!) Ubisoft have announced, wait for it, Just Dance 2019! We all know its my favourite game, which is why Ubi started off with a dancing complication with a cheerle...[Read More] Beyond Good and Evil 2 new cinematic trailer and details Ubisoft showed off a highly polished live action trailer of Beyond Good and Evil 2, featuring a very young – and good looking Jade – while CGI, it looks every b...[Read More] Ubisoft announce new Trials game called Trials Rising After the disappointment of Trials of the Blood Dragon, Ubisoft and RedLynx have announced a return to the original format of the series with Trials Rising. It ...[Read More] The Division 2 is getting raids A new trailer has been released for The Division 2. As We already know the virus from Black Friday has spread to Washington and a new trailer shows that life ou...[Read More] Ubisoft show first Gameplay of Skull and Bones Piracy is Dead. Well, Ubisoft better hope it isn’t as their new Pirate game, Skull and Bones, has been given a brand new trailer for E3. Created by Ubisof...[Read More] Transference coming to VR and ‘traditional’ platforms Transference offers a unique world with a dark narrative. Played in first person, you must explore the minds of your family members and solve puzzles in attempt...[Read More] Starlink: Battle for Atlas launches on October 16th Ubisoft Toronto got in on the action tonight as they shower off a brand new trailer for Starlink. The open world game will release on October 16th. A surprise ...[Read More] For Honor Marching Fire releasing on 16th October In honour of the success of For Honour, Ubisoft are giving the PC version of the game away for free on PC through Uplay from June 11th to 17th. Ubisoft have als...[Read More] First look at Assassin’s Creed Odyssey Our first look at the new Assassins Creed and it looks full of colour with a vast world to explore. With a distinct feel of ‘300’, I’m fully anticipating Archim...[Read More]
| Ubi Store reveals a flurry of Assassin’s Creed Odyssey editions
Added: 30.06.2018 18:47 | 1361 views | 0 comments
 Hot off the heels of last night's reveal, the Ubi Store has put up the Assassin's Creed Odyssey editions available to pre-order and boy is there a lot to choose from – it will be tough to choose from all the awesome statue editions. Starting from £49.99 and ending at the mighty Pantheon Edition, priced at £214.99, it will certainly be worth using your Ubisoft Club rewards to get 20% off! The editions are as follows: Pantheon Edition £214.99 – Ubi Store Exclusive Play Early from October 2nd (PC Digital only) The Nemesis Diorama Assassin's Creed Odyssey Game Assassin’s Creed Odyssey Steelbook 64 page Artbook Exclusive Lithograph World Map Selected Game Soundtrack Season pass An additional mission: The blind King Digital Deluxe pack For the first 10,000 pre-orders: a Medal Necklace Spartan Edition £144.99 – Ubi Store Exclusive Play Early from 2nd October (PC Digital only) Spartan Leap statue Assassin's Creed Odyssey Game Assassin’s Creed Odyssey Steelbook 64 page Artbook Exclusive Lithograph World Map Selected Game Soundtrack Season pass An additional mission: The blind King Digital Deluxe pack For the first 10,000 pre-orders: a Medal Necklace Medusa Edition from £94.99 Fallen Gorgon statue Assassin's Creed Odyssey Game 64 page Artbook World Map Selected Game Soundtrack An additional mission: The blind King Kronos Pack For the first 10,000 pre-orders: a Medal Necklace Ultimate Edition £91.99 – PC only Play Early from 2nd October Assassin's Creed Odyssey Game Season Pass Digital Deluxe pack Gold Edition £79.99 Play Early from 2nd October (PC Digital only) Assassin's Creed Odyssey Game Season Pass For the first 10,000 pre-orders: a Medal Necklace (PS4 and Xbox One Only) Steelbook (PS4 and Xbox One only) Deluxe Edition £58.99 – PC only Assassin's Creed Odyssey Game Digital Deluxe pack Standard Edition £49.99 Assassin's Creed Odyssey Game For the first 10,000 pre-orders: a Medal Necklace (PS4 and Xbox One Only) Steelbook (PS4 and Xbox One only)
| Some people downloaded Forza Horizon 4 files over four months early
Added: 30.06.2018 18:46 | 938 views | 0 comments
 Over the weekend, some people found they were able to download the PC version of Forza Horizon 4 - over four months before the game is due out. Redditor discovered Forza Horizon 4 began pre-loading from the Windows Store, and, as you'd expect, went fishing in the game files. It wasn't long before , although this appears incomplete.
| Fallout 76 beta begins first on Xbox One
Added: 30.06.2018 18:46 | 1118 views | 0 comments
 Fallout 76 will get a beta - and it begins first on Xbox One. In a recently updated , Bethesda said the beta for Xbox One will begin first, followed by other platforms (PlayStation 4 and PC via Bethesda.net). Bethesda has yet to say when the Fallout 76 beta will kick off, but we do know you have to pre-order the game to get in. Bethesda said that's the only way to get access to the beta.
| Fallout 76's E3 Conference Gameplay Is Now Available Online
Added: 30.06.2018 18:39 | 1498 views | 0 comments
 If you watched Bethesda's E3 conference, you saw all of Fallout 76 that the publisher was willing to show last week. If you missed the conference and only care about Fallout and don't want to watch an Andrew W.K. mini-concert or talk about The Elder Scrolls Online before getting to what you want, Bethesda has made the Fallout 76 gameplay portion of the conference available online.
You can hear Todd Howard talk about the new online Fallout here.
Fallout 76 releases on PlayStation 4, Xbox One, and PC.
| Team Sonic Racing Delivers Kart Racing With A Squad-Based Twist
Added: 30.06.2018 18:39 | 1446 views | 0 comments
 Developer Sumo Digital landed a hit with its 2012 kart-racing game Sonic & All-Stars Racing Transformed. Now, the developer is partnering with Sonic Team, stripping away the non-Sonic characters, and adding a new layer of team-based strategy for Team Sonic Racing.
In this new kart-racing title from Sega, the developers are focusing entirely on the Sonic universe, which means no Aiai or Ryo Hazuki this time around (sorry, fellow Shenmue fans). Instead, players get a roster of 15 Sonic characters. In the build I played, I could choose between Sonic, Knuckles, Tails, Shadow, Rouge, and E-123 Omega. Each character fits into one of three classes: speed, technique, or power. Once you choose a character, you're placed in a team of three based on the character's alliances; Sonic was always placed with Tails and Knuckles, while Rouge raced alongside Shadow and Omega.
When the race begins, it plays out much like a standard kart racer. Characters drift around corners, acquire consumable items, and avoid zany obstacles in the push to be first. In addition to the tried-and-true formula, players can help their teammates; you can gift items, request items, and slingshot around teammates by following their path. The game will also include a solo mode that removes the team-based mechanics, but outside of an occasional pure kart-racing foray, I don't foresee myself playing that mode much.
At the end of the race, it assigns points for your team based on where each member finished. This means you must help your team in order to actually win. In one of my races, my team finished third, fourth, and fifth, but because we were the most consistent team, we came in first in the race. In another race, I finished first, but my teammates were in the middle of the pack, so we came in second overall. I like that twist of having to keep an eye on your standing in the race, as well as your teammates.
When the game ships, it will feature stages that are both brand new to the Sonic universe, as well as familiar levels. While the developers wouldn't spill any additional details, Sonic Team head Takashi Iizuka tells me that some stages will feature recognizable songs from Sonic's past, and that Jun Senoue is composing the game. In addition, Senoue's fan-favorite band, Crush 40, performs the main theme.
Team Sonic Racing may not have the fancy transformations or characters outside of the Sonic universe, but it makes up for it with thoughtful team-based mechanics that add new twists to the formula. Sonic Team Racing is set to launch this winter on PlayStation 4, Xbox One, Switch, and PC.
| Metro Exodus Is Content Complete, Giving 4A Games Eight Months To Polish
Added: 30.06.2018 18:39 | 1434 views | 0 comments
 The Metro Exodus E3 2018 demo was based on the same content we saw back in February for the March cover story, giving the world its first chance to see the boundary-pushing graphics, unforgiving gameplay, and ambitious transition from the linear focused Metro underground to the harsh, more open Russian countryside that convinced us to put the game on the cover of Game Informer. Running at 4K on the Xbox One X console, the game's beauty won over many. But the demo wasn't without its share of gameplay hiccups.
The shooting felt good, and all of the game's systems were online, but we noticed a few rough spots as well. Collision issues made moving across the countryside more burdensome than it should be, framerate drops disrupted the gameplay, and the rowboat Artyom uses to explore the Volga River region outside Moscow was tough to steer. When we brought these issues up to executive producer Jon Bloch, he said the team is keenly aware of the current build's shortcomings and the team has more than enough time to hone the experience.
"We've never shown Metro on a console this early before, and we felt like it was appropriate for showing off this content on Xbox One X in 4K – it's already there," Bloch says. "Yes, we have some polish to go, and yes, there's still some performance stuff to nail, but it's already in good shape, so trust us when we say this extra time really is focused on polish. We're not still making the game at this point, we're smoothing it out."
Since the game is content complete and feature complete, the 4A Games to-do list in the lead-up to Metro Exodus' February launch includes raising all the levels up to the quality bar the team has set, smoothing out environmental collision both on foot and in vehicles, plugging narrative gaps they noticed once they strung the levels together, and fine-tuning performance.
Given 4A Game's strong track record, we're inclined to give them the benefit of the doubt that the game will be running smoothly by deadline. Metro Exodus is scheduled to launch alongside a surprisingly strong lineup (Anthem, Days Gone) on February 22 on PlayStation 4, Xbox One, and PC.
| Lego DC Super-Villains Shows A Renewed Focus For TT Games
Added: 30.06.2018 18:39 | 1613 views | 0 comments
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.
Tags: Batman, DOOM, E3, Amazon, PC, Marvel, Harry Potter, IGN, Rust, Lego Marvel Super Heroes, Lego Batman
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| 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.
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