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The good, the unknown and the ugly of Beyond Good & Evil 2

Added: 03.07.2018 19:47 | 1210 views | 0 comments


Last week, Beyond Good & Evil 2 creator Michel Ancel told fans to expect a . It was disappointing news, perhaps, for those eager to explore the kind of worlds glimpsed in last year's flashy E3 debut trailer. But it was also news which should come as absolutely no surprise to anyone following the game's still-early progress.
What sort of game will Beyond Good & Evil 2 be? It's still hard to say - a year on from the tech demo shown behind closed doors at E3 2017. Over the 12 months, Ubisoft Montpellier has periodically streamed updates to its loyal followers on Twitch, but these have mostly just been opportunities to share concept art and answer questions. For this year's E3, Ubisoft Montpellier packed a proper gameplay demo in its suitcase, one which showed off co-op play and some early combat and exploration systems - but it was another glimpse which left us with probably more questions than answers.
I'm excited for Beyond Good & Evil 2's story after hearing how the dots connect between the two flashy CGI trailers shown thus far. Likewise, I'm delighted by this year's confirmation BG&E1 stars Jade and Pey'J are back for definite. For those in need of a recap, last year's trailer saw our crew of heroes steal a set of coordinates and set off for something named Moksha's Gate, a mysterious object described by Ubisoft Montpellier as "a door in space", led by a captain who shared a familial resemblance to Jade. This year, we caught up with the crew later on, with the captain mysteriously missing, as Jade herself pops up as an antagonist and seemingly ends the mission to Moksha's Gate for good.

From: https:

If Ubisoft wants to cling on to Clancy, it's time to talk politics

Added: 03.07.2018 19:47 | 1211 views | 0 comments


How do you duck a question about the politics of a game which pits a citizen militia against a corrupt government in modern-day Washington DC? Well, you could start by talking about the weather. "I loved the coldness of the first game, and to be able to go to DC and actually get to feel the humidity and hot summer of East Coast weather," The Division 2's creative director Terry Spiers to Polygon at E3, when pressed about what it meant to stage an armed uprising in the capital of his own country. "That's what I'm most excited about."
This kind of chipper, non-committal platitude has become as natural as breathing for Ubisoft, even as its various Clancy properties bury their expensively accessorised noses in topics like the South American narcotics trade or the ethics of torture. It's all rather odd when you consider the pride, not to say enormous smugness, Tom Clancy himself took in the links between his stories and the shadow realm of superpower relations and national security. on TV in 1998, for instance, arguing for a change of law to permit the assassination of heads of state with reference to his 1996 door-stopper Executive Orders. in a memorably unsympathetic Washington Post profile, boasting of the "half-million" calls he received from admiring reporters in the aftermath of Operation Desert Storm.
With their starchy casts of alpha nerds and special operators, visions of an America that is at once wargod and underdog and steamy accounts of missile launches and fleet manoeuvres, Clancy's books were warmly embraced by the military establishment. Colin Powell - former US secretary of state and one of the minds behind the bogus case for Saddam's secret WMDs - once declared that "a lot of what I know about warfare I learned from reading Tom". Ronald Reagan was also a fan: while negotiating with the USSR in Reykjavik, he recommended Red Storm Rising to Margaret Thatcher for its "excellent picture of the Soviet Union's intentions and strategy". Clancy, who never served in the armed forces thanks to acute near-sightedness, reveled in all this, name-dropping high rank contacts to reporters and railing against peaceniks and grifter politicians in speeches at academies and bases. You wonder what he'd have made of Ubisoft's determination to avoid seeing Tom Clancy games in any kind of context, to show us footage of democracies on fire while talking gaily of blue skies and "exploring a new city".

From: https:

The Crew 2 takes Forza Horizon's concept and ramps up the scale

Added: 03.07.2018 19:42 | 1254 views | 0 comments


Given absolute freedom to race anywhere you choose, The Crew 2 is one of the most exciting racing concepts on PS4 and Xbox One consoles. For those who missed the original, it hands you a miniaturised version of the USA, from New York to San Francisco, remixed and remodeled for you to freely explore. Four years on, the canvas is now even bigger for this sequel - and to help with that heightened scale, developer Ivory Tower adds boats and planes to an existing warehouse of supercars, giving you more ways to get from state to state. The sense of scale is often staggering - a supersized version of Forza Horizon, if you will - and the idea is realised surprisingly well on all consoles.
Of course, you can bypass all of the game's open-world roaming, and just jump straight to set racing events on a 2D map. It's far more practical, but ultimately it's hard not to experiment with The Crew 2's engine in a more free-form manner, just to see how far it goes. Certainly in my experience escalates to a point I didn't expect going in.
First, there's the breadth of the terrain. Taken at a macro level, the breadth of landmass is a marvel - it's just as much experimenting with this side of the game as the actual racing. The engine gives you all the tools you need to migrate quickly: take a vehicle anywhere in the world, freeze the action, and then zoom out and out until you see a full top-down view. It's like an in-game Google Earth - even letting you walk around to admire your collection of boats, planes and cars. The orbital camera mechanic has similarities to Driver San Francisco - itself an unusual last-gen racer, which let you detach from your vehicle. It's curious to note this was developed by Ubisoft Reflections, who also had a hand on the original The Crew, and you have to wonder if some ideas were carried over between the two projects.

From: https:

The good, the unknown and the ugly of Beyond Good & Evil 2

Added: 03.07.2018 19:42 | 1186 views | 0 comments


Last week, Beyond Good & Evil 2 creator Michel Ancel told fans to expect a . It was disappointing news, perhaps, for those eager to explore the kind of worlds glimpsed in last year's flashy E3 debut trailer. But it was also news which should come as absolutely no surprise to anyone following the game's still-early progress.
What sort of game will Beyond Good & Evil 2 be? It's still hard to say - a year on from the tech demo shown behind closed doors at E3 2017. Over the 12 months, Ubisoft Montpellier has periodically streamed updates to its loyal followers on Twitch, but these have mostly just been opportunities to share concept art and answer questions. For this year's E3, Ubisoft Montpellier packed a proper gameplay demo in its suitcase, one which showed off co-op play and some early combat and exploration systems - but it was another glimpse which left us with probably more questions than answers.
I'm excited for Beyond Good & Evil 2's story after hearing how the dots connect between the two flashy CGI trailers shown thus far. Likewise, I'm delighted by this year's confirmation BG&E1 stars Jade and Pey'J are back for definite. For those in need of a recap, last year's trailer saw our crew of heroes steal a set of coordinates and set off for something named Moksha's Gate, a mysterious object described by Ubisoft Montpellier as "a door in space", led by a captain who shared a familial resemblance to Jade. This year, we caught up with the crew later on, with the captain mysteriously missing, as Jade herself pops up as an antagonist and seemingly ends the mission to Moksha's Gate for good.

From: https:

If Ubisoft wants to cling on to Clancy, it's time to talk politics

Added: 03.07.2018 19:42 | 1103 views | 0 comments


How do you duck a question about the politics of a game which pits a citizen militia against a corrupt government in modern-day Washington DC? Well, you could start by talking about the weather. "I loved the coldness of the first game, and to be able to go to DC and actually get to feel the humidity and hot summer of East Coast weather," The Division 2's creative director Terry Spiers to Polygon at E3, when pressed about what it meant to stage an armed uprising in the capital of his own country. "That's what I'm most excited about."
This kind of chipper, non-committal platitude has become as natural as breathing for Ubisoft, even as its various Clancy properties bury their expensively accessorised noses in topics like the South American narcotics trade or the ethics of torture. It's all rather odd when you consider the pride, not to say enormous smugness, Tom Clancy himself took in the links between his stories and the shadow realm of superpower relations and national security. on TV in 1998, for instance, arguing for a change of law to permit the assassination of heads of state with reference to his 1996 door-stopper Executive Orders. in a memorably unsympathetic Washington Post profile, boasting of the "half-million" calls he received from admiring reporters in the aftermath of Operation Desert Storm.
With their starchy casts of alpha nerds and special operators, visions of an America that is at once wargod and underdog and steamy accounts of missile launches and fleet manoeuvres, Clancy's books were warmly embraced by the military establishment. Colin Powell - former US secretary of state and one of the minds behind the bogus case for Saddam's secret WMDs - once declared that "a lot of what I know about warfare I learned from reading Tom". Ronald Reagan was also a fan: while negotiating with the USSR in Reykjavik, he recommended Red Storm Rising to Margaret Thatcher for its "excellent picture of the Soviet Union's intentions and strategy". Clancy, who never served in the armed forces thanks to acute near-sightedness, reveled in all this, name-dropping high rank contacts to reporters and railing against peaceniks and grifter politicians in speeches at academies and bases. You wonder what he'd have made of Ubisoft's determination to avoid seeing Tom Clancy games in any kind of context, to show us footage of democracies on fire while talking gaily of blue skies and "exploring a new city".

From: https:

The Crew 2 takes Forza Horizon's concept and ramps up the scale

Added: 03.07.2018 18:37 | 653 views | 0 comments


Given absolute freedom to race anywhere you choose, The Crew 2 is one of the most exciting racing concepts on PS4 and Xbox One consoles. For those who missed the original, it hands you a miniaturised version of the USA, from New York to San Francisco, remixed and remodeled for you to freely explore. Four years on, the canvas is now even bigger for this sequel - and to help with that heightened scale, developer Ivory Tower adds boats and planes to an existing warehouse of supercars, giving you more ways to get from state to state. The sense of scale is often staggering - a supersized version of Forza Horizon, if you will - and the idea is realised surprisingly well on all consoles.
Of course, you can bypass all of the game's open-world roaming, and just jump straight to set racing events on a 2D map. It's far more practical, but ultimately it's hard not to experiment with The Crew 2's engine in a more free-form manner, just to see how far it goes. Certainly in my experience escalates to a point I didn't expect going in.
First, there's the breadth of the terrain. Taken at a macro level, the breadth of landmass is a marvel - it's just as much experimenting with this side of the game as the actual racing. The engine gives you all the tools you need to migrate quickly: take a vehicle anywhere in the world, freeze the action, and then zoom out and out until you see a full top-down view. It's like an in-game Google Earth - even letting you walk around to admire your collection of boats, planes and cars. The orbital camera mechanic has similarities to Driver San Francisco - itself an unusual last-gen racer, which let you detach from your vehicle. It's curious to note this was developed by Ubisoft Reflections, who also had a hand on the original The Crew, and you have to wonder if some ideas were carried over between the two projects.

From: https:

The good, the unknown and the ugly of Beyond Good & Evil 2

Added: 03.07.2018 18:37 | 588 views | 0 comments


Last week, Beyond Good & Evil 2 creator Michel Ancel told fans to expect a . It was disappointing news, perhaps, for those eager to explore the kind of worlds glimpsed in last year's flashy E3 debut trailer. But it was also news which should come as absolutely no surprise to anyone following the game's still-early progress.
What sort of game will Beyond Good & Evil 2 be? It's still hard to say - a year on from the tech demo shown behind closed doors at E3 2017. Over the 12 months, Ubisoft Montpellier has periodically streamed updates to its loyal followers on Twitch, but these have mostly just been opportunities to share concept art and answer questions. For this year's E3, Ubisoft Montpellier packed a proper gameplay demo in its suitcase, one which showed off co-op play and some early combat and exploration systems - but it was another glimpse which left us with probably more questions than answers.
I'm excited for Beyond Good & Evil 2's story after hearing how the dots connect between the two flashy CGI trailers shown thus far. Likewise, I'm delighted by this year's confirmation BG&E1 stars Jade and Pey'J are back for definite. For those in need of a recap, last year's trailer saw our crew of heroes steal a set of coordinates and set off for something named Moksha's Gate, a mysterious object described by Ubisoft Montpellier as "a door in space", led by a captain who shared a familial resemblance to Jade. This year, we caught up with the crew later on, with the captain mysteriously missing, as Jade herself pops up as an antagonist and seemingly ends the mission to Moksha's Gate for good.

From: https:

If Ubisoft wants to cling on to Clancy, it's time to talk politics

Added: 03.07.2018 18:37 | 1168 views | 0 comments


How do you duck a question about the politics of a game which pits a citizen militia against a corrupt government in modern-day Washington DC? Well, you could start by talking about the weather. "I loved the coldness of the first game, and to be able to go to DC and actually get to feel the humidity and hot summer of East Coast weather," The Division 2's creative director Terry Spiers to Polygon at E3, when pressed about what it meant to stage an armed uprising in the capital of his own country. "That's what I'm most excited about."
This kind of chipper, non-committal platitude has become as natural as breathing for Ubisoft, even as its various Clancy properties bury their expensively accessorised noses in topics like the South American narcotics trade or the ethics of torture. It's all rather odd when you consider the pride, not to say enormous smugness, Tom Clancy himself took in the links between his stories and the shadow realm of superpower relations and national security. on TV in 1998, for instance, arguing for a change of law to permit the assassination of heads of state with reference to his 1996 door-stopper Executive Orders. in a memorably unsympathetic Washington Post profile, boasting of the "half-million" calls he received from admiring reporters in the aftermath of Operation Desert Storm.
With their starchy casts of alpha nerds and special operators, visions of an America that is at once wargod and underdog and steamy accounts of missile launches and fleet manoeuvres, Clancy's books were warmly embraced by the military establishment. Colin Powell - former US secretary of state and one of the minds behind the bogus case for Saddam's secret WMDs - once declared that "a lot of what I know about warfare I learned from reading Tom". Ronald Reagan was also a fan: while negotiating with the USSR in Reykjavik, he recommended Red Storm Rising to Margaret Thatcher for its "excellent picture of the Soviet Union's intentions and strategy". Clancy, who never served in the armed forces thanks to acute near-sightedness, reveled in all this, name-dropping high rank contacts to reporters and railing against peaceniks and grifter politicians in speeches at academies and bases. You wonder what he'd have made of Ubisoft's determination to avoid seeing Tom Clancy games in any kind of context, to show us footage of democracies on fire while talking gaily of blue skies and "exploring a new city".

From: https:

Ubisoft is finished with ‘finite experiences’

Added: 03.07.2018 16:33 | 647 views | 0 comments


Your experience with Tom Clancy's Rainbow Six: Siege never has to end, and Ubisoft is looking to bring that ongoing, long-lasting relationship to all of its games going forward. In an interview posted to its news blog, Ubisoft vice president Lionel Raynaud explained how the company wants to give players lots of smaller stories instead ...]

From: https:

Ghost Recon Advaned Warfighter and Assassin’s Creed Liberation Now Backward Compatible on Xbox One

Added: 03.07.2018 10:46 | 633 views | 0 comments

Two Ubisoft games comprise the new batch of Xbox 360 backward compatible games on Xbox One.

From: https:

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