As a gaming mouse designed for FPS players one of the cool features of the new Razer Basilisk is the inclusion of a thumb rest and DPI clutch. Like those things positioned behind fancy steering wheels, here it means being able to switch to a faster or slower DPI for small bursts of precision snipering. Or, in my case fast getaways.
Oh, and it's a pretty great mouse too.
The Razer Basilisk follows a similar ergonomic shape seen across the Razer range, plus naming their gear after formidable serpents. As a righty one glance at the Basilisk and you’ll note the prominent thumb rest indentation in the design. Although this means it may not be as aesthetically appealing as something like the Razer Lancehead, in practice it’s more comfortable thanks to the overall lightweight design of the Basilisk and inclusion of textured rubber grips. Build quality is exceptional for what is essentially a mid-range gaming mouse, with a great finish and sturdy button feel.
In a follow-up to yesterday's story about EA closing down Visceral Games, one of the leads on the studio's classic survival horror sci-fi game Dead Space 2 noted that development cost upwards of 60 million and having sold 4 million copies sold wasn't enough to turn a profit. Or, make it a financial success. Which adds weight to the idea that strong single-player big budget titles might be a gamble for a number of publishers.
Zach Wilson went on to state that the reason big publishers have created their own digital distribution services like Origin, and Uplay, is to maximize profit share. Noting that even though something might sell well it could still be a financial failure after all is said and done.
Dead Space 2 cost 60 Million dollars to make and they were merciless with their budget. they only sold 4 mil and that wasn't enough
Also, and on a completely separate note EA's recent forays into single-player territory Mass Effect Andromeda and Mirror's Edge Part 2.0 got mixed reviews which makes us wonder how well they sold. And if that factored into the decision at all.
As it includes every Halo game prior to the release of Halo 5, remastered for Xbox One, Halo: The Master Chief Collection represents one of the biggest installs currently available on the console. And now with Xbox One X enhancements due next year, which is awesome news, we should expect to see this compendium cross the 100GB install size threshold. Which is okay when you consider it's more than one game.
Also developer 343 announced that alongside the update any remaining bugs or glitches would also be fixed. Which is nice cause everyone kind of remembers the rocky launch plagued by matchmaking issues, so it'd be great to see everything ironed out once and for all.
As announced today, work is underway on updates, fixes and Xbox One X enhancements for Halo: The Master Chief Collection – coming in 2018. pic.twitter.com/DlByQ2SkU1
Yeah, it's been 10 years since the initial release of Team fortress 2 by Valve. Which is still one of the all-time great team-based shooters, where its design and hat influence can be felt across many of today's hottest properties. And to celebrate 10 years Valve has released a big update that includes a new in-house designed map, and a whole slew of community-created content.
The Jungle Inferno update, as it's being called also introduces a new Team Fortress 2 animated short - and it's awesome.
The new map, cheekily introduced in the animation above is a play of Jurassic Park called Mercenary Park. Designed and created in-house at Valve, it's a jungle-themed control point map. In addition to that Valve are highlighting some of the most upvoted community-created maps during the update.
Of course a big Team Fortress 2 update also means new emotes and cosmetics, also created by the community. For more info on Jungle Inferno head here.
Filed in 2015, Activision noted to Rolling Stone that "the technology is not currently in any games". Which is all well and good, but reading into the patent reveals just how far using time-honored marketing tactics have come. For the sole purpose of manipulating consumers into buying something. And never feeling content with what they have.
Okay, so we're well aware that companies need to be able to sell products and if we're being honest we mostly enjoy the marketing around selling that initial copy of a game. Traditional stuff that we all see like trailers, posters, weird pop-up art, and so forth.
But with the recent and prominent 'games as service' trend that we're seeing, which is also adding substantial development and infrastructure costs to developers and publishers, we're seeing a trend to push and sell additional content. Which can either be microtransactions in the form of items or the more popular tokens for loot boxes. Pay to spin and then win.
But this patent from Activision is different. It actively paints a picture of purposefully matchmaking a newcomer with an expert equipped with premium items. And then post match promote those items to the player.
"For example, in one implementation, the system may include a microtransaction engine that arranges matches to influence game-related purchases," according to the patent. "For instance, the microtransaction engine may match a more expert/marquee player with a junior player to encourage the junior player to make game-related purchases of items possessed/used by the marquee player. A junior player may wish to emulate the marquee player by obtaining weapons or other items used by the marquee player."
"In a particular example, the junior player may wish to become an expert sniper in a game (e.g., as determined from the player profile)," according to the patent. "The microtransaction engine may match the junior player with a player that is a highly skilled sniper in the game. In this manner, the junior player may be encouraged to make game-related purchases such as a rifle or other item used by the marquee player."
And of course the justification.
"Doing so may enhance a level of enjoyment by the player for the game-related purchase, which may encourage future purchases."
In response to the patent details going public Activision has responded that it was a separate R&D team that put this together, unconnected to any game studio. Bungie then followed up to note that this technology hasn't been implemented in Destiny 2.
In 2016, Activision Blizzard posted earnings of $3.6 billion from in-game sales, which was up from the $1.6 billion the previous year.
Following on from Content Drop #0 (which is now available for consoles, too), Techland has just opened up Content Drop #1 for free on PC, Xbox One and PS4. The new content offers new Bounties alongside a bevy of new weapons and new enemies.
Here's what's in store for your free download:
New Bounties are waiting in Safe Houses for players who have completed the game. Beat them to earn unique weapons that come with special abilities:
Last Wish Revolver Land consecutive headshots to increase the firepower of your bullets.
Kuai Dagger String parkour moves together while carrying this dagger to get a speed boost.
Fenris Axe Each time you cut off a limb with this axe your next attack will be stronger.
Ye Old Trusty (available exclusively via Gemly)
This wrench can fix a broken pipe or break a skull. Because everyone needs a tool they can trust.
To get this free update simply update your game to the latest version. You can grab the Harran Military Rifle and Ye Old Trusty weapons from https://gemly.com.
Stay tuned for more updates as we continue to support Dying Light with our program of 10 DLCs in 12 months.
We can't help but think that "Fenris Axe" is a bit of a cheeky look ahead at Techland's purported open-world fantasy action-RPG they're quietly working on.
In my interview with game director Jen Matthies, he spoke about how the team envisioned the Wolfenstein reboot as a trilogy. Which happened before the success of the first game, noting that "we introduced Frau Engel in the hopes that we got to do the second game, and she would be the main antagonist". And now with a Hitler cameo in the launch trailer... well, you get the idea.
In our discussion we also talked about Mecha Hitler as the final boss in the original Wolfenstein 3D from 1992, with Jens telling me that "once you start bringing Hitler into the picture, there's no way to go from there, if that makes sense".
So we know that as a studio Machine Games is all about foreshadowing and planning out a strong narrative. Which means it's fairly reasonable to expect that Wolfenstein II will in some way include a nod to the final battle, so to speak, between good and fascist.
Here's where it gets a little conspiracy-theory, but the reasoning is sound. Machine Games introduced Frau in the first game before she became the main villain in Wolfenstein II: The New Colossus. In the launch trailer above we get a glimpse at Hitler, older and more frail and out of focus as he approaches a group of loyal fascist lap dogs. And so, if we assume Hitler will be the final boss or end point for B.J. and the freedom fighter's struggle, then a frail old piece of shit Nazi cameo makes sense as foreshadowing. And becuase an unarmed Hitler would be easy to dispatch of, this can only mean one thing - the return of Mecha Hitler!
Because well, the series has been pushing the Nazi tech angle further and further with each entry. So yeah, case closed.
With the future of the game's director and writer of the Uncharted series Amy Hennig still unclear. Development on the cinematic Star Wars title hasn't ceased but moved to EA’s worldwide studios, which means the team behind the FIFA series will pick up the pieces. A strange an unexpected turn of events that gets even stranger when you read EA executive VP Patrick Söderlund's post on the matter.
Where he states the following.
In its current form, it was shaping up to be a story-based, linear adventure game. Throughout the development process, we have been testing the game concept with players, listening to the feedback about what and how they want to play, and closely tracking fundamental shifts in the marketplace. It has become clear that to deliver an experience that players will want to come back to and enjoy for a long time to come, we needed to pivot the design.
And then this.
We are shifting the game to be a broader experience that allows for more variety and player agency, leaning into the capabilities of our Frostbite engine and re-imagining central elements of the game.
Now, even though we don't know the history behind the development of the game or what the feedback was from testing, this could be read as 'the idea of a 15 hour single-player adventure doesn't gel with keeping players engaged like loot boxes and multiplayer do'.
Which was what made Dead Space 3 so terrible, the inclusion of co-op and multiplayer into a series that was all about sci-fi survival horror. It felt of like feature creep at the time from a publisher looking to cash in on what was popular. Also a Visceral title. And yeah, as the studio behind the excellent Dead Space is now closing down this is sad news. Especially when it's starting to sound like Star Wars meets Uncharted, according to EA, is not what players want.
Sporting the same impressive battery life of the entire Surface line, with 17 hours of video playback life, plus variants with the new 8th Gen Intel Core i7 CPUs - the new Surface Book 2 will also be available with Nvidia graphics options. Namely the Nvidia GeForce GTX 1050 or 1060. Impressive specs aside, because you also get two USB 3.1 ports, it's still think, sleek, and an awesome blend of tablet and laptop.
The Surface Book 2 will be available for pre-order on November 9, with availability on November 16 in either 13.5” or 15” options. Naturally, the variants with the GeForce GTX graphics options will be the ones to look out for, and alongside the CPU, memory, and storage should prove to be as impressive under the hood as the Surface has always been aesthetically.
For more info on the Surface Book 2, including detailed specs, head here.
In addition to the hardware announcement comes word that the next big Windows 10 update is here. The big three additions are:
Photos Remix: Photos Remix uses AI and deep learning to organize and transform your photo and video albums into stories.
Windows Mixed Reality: The magic of Windows Mixed Reality - where you can escape to the most immersive experiences – touring top travel destinations, getting inside the most exciting games, attending the most popular events, even travelling across time and space – right in your own home, with you at the center of everything. And with quick, easy setup, and affordable devices build on the Fall Windows 10 Creators Update, this amazing new world is just minutes away. Acer, Dell, HP, and Lenovo have also launched a selection of Windows Mixed Reality headsets today, available for trial and purchase at Microsoft Store and Microsoft.com.au. Consumers can head to Microsoft Flagship Store Sydney from today to try Mixed Reality and the range mixed reality experiences available.
3D in Windows: With 3D in Windows 10, everyone can experience and create amazing things in a new dimension. With the Fall Creators Update you have the most complete collection of 3D tools and resources available – everything you need to create, remix, and share in 3D. With the Fall Creators Update, you can: easily create and remix 3D objects, view your 3D creations in the real world, add 3D to Office files for visual impact and add 3D to photos and videos for fun and impact.
Windows Mixed Reality is the hardware and software maker's foray into the world of VR with a number of affordable headsets hitting the market this holiday season, compatible with SteamVR.
As one of the founders and creative director of Wolfenstein II: The New Colossus development studio Machine Games, Jens Matthies has a long history developing first-person shooters. With titles like The Chronicles of Riddick: Escape from Butcher Bay (2004) and The Darkness (2007) making up a small part of his impressive resume. With The New Colossus due for release later this month, we had the chance to speak at length with Jens about his history and thoughts on the genre that has been the focal point of his impressive career.
Also, we talked about the process behind creating a sequel to a beloved title, how playing the original Wolfenstein 3D was a formative experience, and more Nazi talk than you’d expect for a discussion about gaming.
AusGamers: You get the sense, too. Not that you would need to comment too deeply on this, but there's been, obviously with recent politicising of certain things - including Wolfenstein. During the development, were you conscious of the rise of extreme right-wing parties across a bunch of western countries? Was there a feeling that, perhaps people would look at Wolfenstein and then relate that to current events?
Jens Matthies: Well, there's a lot of dimensions to that question. One is, of course, that if you're doing a game about Nazis, and you take that game seriously, then on a very significant level that game is going to be political. There's just no way around that. That's something that we were aware of, and that's something that we embraced from the early days.
The other side, of course, it's not like we're doing a game that's a social commentary on current events. What our goal has always been is to make sure the timeless piece of art. Basically, that's what we're going for. So, we don't really let the outside world affect what the game is about, or what it's going to be, if that makes sense.
Then, of course, what happens in the real world is also a spectrum. There's arguably a difference between, let's take an example like Brexit or whatever, which on some level, might be considered a nationalist movement. But, that is very fucking different from Nazis marching in the street.
AusGamers: Oh, definitely. Yeah.
Jens Matthies: I guess the conclusion from our point of view is that it's quite disheartening to see real life Nazis marching in the streets in 2017. If catharsis is what you want, then Wolfenstein is the place.
Or, battle of the vastly different marketing strategies. With Call of Duty going back to its World War II roots one might expect a live-action trailer that aims to hit the same sombre but heroic tone of something like Band of Brothers. Not so. What we get instead is a bunch of dudes getting the band back together in order to totally COD-it-up bro. Yeah, a big.. what?
The Assassin's Creed Origins live action trailer goes a different route, with impressive cinematography and costumes to create a state of visual unrest within a seemingly pristine historic Egypt. It's short and to the point, highlighting the role of a mysterious Assassin disrupting the norm. Check it out.
As for the Call of Duty: WWII live-action trailer, we're not entirely sure who this is meant for. It's light, fun, slightly offensive, and the complete opposite of what we've seen so far when it comes to the actual game itself. Which, we're still excited to play.
So, in the battle of the live action trailers. In that both arrived in our inbox at around the same time, the winner is Assassin's Creed Origins.
When Bethesda and id Software announced that DOOM was coming to Nintendo Switch a lot of people immediately took note. One, it's an awesome game. Two, the Nintendo Switch hits the sweet spot between portable and console gaming. And today, we've got official word that DOOM is all set to hit the Switch on November 10. Hells yeah.
And as a nice little added bonus we get the following video of id Software's creative director Hugo Martin and executive producer Marty Stratton talking about bringing DOOM to the Switch. They confirm that all features will be included, right down to all the multiplayer DLC released so far. Plus, the impressive visual effects thanks to the power of id Tech 6.
An impressive showing to be sure, and we love that Hugo's first memories of playing Doom comes from the underrated Doom 64 on the Nintendo 64.
With the PC release of Destiny 2 almost here, Activision and Bungie has released a PC-specific launch trailer highlighting the benefits of what looks to be the definitive version of the game - visually speaking. 4K resolution support, an uncapped frame-rate, mouse and keyboard key mapping, text chat, adjustable Field of View, detailed visual settings, triple monitor support, and HDR. Yeah, we're keen to see just how it stacks up.
Because the PC footage we see in the trailer below certainly looks impressive.
And here be the specs:
MINIMUM CPU Intel: Intel Core i3-3250 3.5 GHz or Intel Pentium G4560 3.5 GHz
CPU AMD: AMD FX-4350 4.2 GHz
GPU NVidia: Nvidia GeForce GTX 660 2GB or GTX 1050 2GB
GPU AMD: AMD Radeon HD 7850 2GB
RECOMMENDED CPU Intel: Intel Core i5-2400 3.4 GHz or i5 7400 3.5 GHz
CPU AMD: AMD Ryzen R5 1600X 3.6 GHz
GPU NVidia: Nvidia GeForce GTX 970 4GB or GTX 1060 6GB
GPU AMD: AMD R9 390 8GB
OS: Windows 7 64-bit or Windows 8.1 64-bit or Windows 10 64-bit (Recommended)
Hard Drive Space: 68GB available hard drive space
Destiny 2 on PC will be available via the Blizzard Battle.net app, October 25 from 4am AEDT.
Great news for World of Tanks fans, with Wargaming confirming they are launching a local server for Australian and New Zealand players on November 1, 2017. Finally! With over with 130 million players worldwide the PC community for World of Tanks is nothing to sneeze at, so it's definitely good to see that Wargaming are committed to supporting the local scene.
The only catch is that for some reason the playable hours on the local server will be limited to 6pm to 12am AEDT. Even so Travis Plane, Wargaming Australia New Zealand Country Manager, has high hopes for the prime time server.
"Tankers can now storm the battlefield, roll in guns blazing and ambush their opponents’ quicker, making team combat more intense, fun and enjoyable," he notes. "A local server is the number one request from our community and we are finally rolling them out on November 1, from 6pm – 12am AEDT. It’s a long time coming but we hope that our players and the community can see that we’re truly committed to investing in Australia and New Zealand."
And although limiting the time might feel like an oversight, there are plans to expand this next year. "As our player numbers grow and the matchmaking continues to improve, we plan to widen these hours and are aiming for a full-time local server in 2018," said Travis.
To celebrate the launch, Wargaming are hosting Australian and New Zealand player gatherings in Auckland, Sydney and Melbourne. The Auckland event will be held on Friday 20 October, Melbourne on Thursday 26 October ahead of PAX, and Sydney on Wednesday 1 November.
Yeah, yeah, we may have given something important away in that headline, but we do oh-so love South Park's comedic history (even some of the more cringy stuff from waaaay back in the day). And South Park: The Fractured But Whole is everything you expect from the brand, coupled with fantastic RPG topes, rules and more.
Here's a snippet. A sweary snippet:
If you played South Park: The Stick of Truth, you’re largely in for a very familiar experience here. In Obsidian’s foray, some of the fart and mini-game controls were a bit… well, not so great. Ubisoft San Francisco has listened to that feedback and addressed this in spades. The game’s main mini-game is, as you can only expect from Matt and Trey, about shitting. In fact there’s an initial challenge thrown down to the gamer to try and shit in every toilet in the town of South Park. It’s a game about shitting.
But funnily enough, South Park as a brand is about shitting on everything. They even had an episode about how many times was too many times to say shit in a TV show back when swearing was creeping into mainstream, primetime TV. They love the word, and they love act (shit measured in Courics, for example), and in South Park: The Fractured But Whole, it’s front and centre of the whole damn thing; aiming squarely for the S-Bend, with aplomb abomb. And that’s okay, because it works here and the comedy fits. Just bear this in mind: if you don’t like shit, dick and fart jokes, this game might not be for you.
And Wolfesntein III could bring back Mecha Hitler from the 1992 original! Last week we had the pleasure to speak at length with the Creative Director of Machine Games, Jens Matthies. A life long fan of id Software he began dreaming of game development as a child wanting to create immersive and cinematic worlds that players could explore. When Wolfenstein 3D rolled around in 1992 the promise of that dream began to look like a reality.
And now he leads development on the spiritual reboot of the franchise. Talking about the success of Wolfenstein: The New Order, Jens noted that he's always wanted to work on a sequel. And that the hope was that Wolfenstein would become a trilogy.
AusGamers: In terms of Wolfenstein as a franchise, it has changed quite, I wouldn't say drastically, but there have been big changes since its first appearance in the early '90s. What were some of your original thoughts on the series, and how did that evolve to shaping the new direction?
Jens Matthies: That's not a trivial problem when you start approaching it. When we started talking to Bethesda, they had recently acquired id Software. We are, of course, huge fanboys of them at Machine Games. We were like, "Oh, is anyone working on Wolfenstein?" We found out that no one was, and it's how we started elbowing our way into working on it. But of course, the series has been through a number of different hands, and many different studios over the years. It's not so easy to just say exactly what Wolfenstein is. So for us, we decided we wanted to go back to its roots. For us, it is Wolfenstein 3D, by id Software in '92.
We made a deep dive of that game, and tried to analyse what the core principles are, which is deceptively tricky. It's not such a big game by today's standards, and doesn't have so much functionality either. The more we started looking at it, the more we approached this core ethos on that game, which is this totally unrestricted created freedom that those at id Software had back then.
Of course, for them, this was before any kind of publisher entered the picture, any kind of marketing department, anything like that. They were inventing a genre, basically. They just put whatever the fuck they wanted into that game. It's like a WWII game, but the protagonist is this ultimate Nazi killer who's clearly inspired by the action heroes of the ‘80s and ‘90s. It's all kinds of weird stuff like Mecha Hitler, it's fucking crazy.
That core ethos, more than anything, is what we decided we were going to celebrate with these games, and to really honour the legacy of that. And interestingly, even though you could argue that B.J. Blazkowicz is very two-dimensional in character, which is not an unfair assessment, there is also storytelling in there. Every time you migrate from one scenario to the next, one, there is a story explaining what's going on, and all of that conveyed through text. It's not very fancy looking at it today.
AusGamers: Ah, the days of text. Yeah, that was totally fine back then.
Jens Matthies: In a sense, I don't feel like story is something that we've added. Or that we've added this story telling layer to Wolfenstein. It was always there, we are just able to express it in a way now that was impossible back then.
AusGamers: On a side note, has there ever been any inkling or urge to actually put a mechanised Hitler in the new Wolfenstein? Would that even be possible today?
Jens Matthies: Well we, like I said, our job is not to restrict ourselves creatively. But to go as far as those kids back in '92 when they made Wolfenstein 3D would have wanted us to go. That's what we're going for. We always envisioned doing a trilogy. We, of course, didn't know when we were making the first one, if we would actually get to do a sequel. We worked under the assumption that we would, so we seeded a lot of ideas in that. We introduced Frau Engel in the first game in the hopes that we got to do the second game, and she would be the main antagonist in this one.
Once you start bringing Hitler into the picture, there's no way to go from there, if that makes sense.
AusGamers: Oh, definitely. So, hint, hint, nudge, nudge. Wolfenstein III will end with a massive Hitler battle.
Jens Matthies: I'm not commenting on that.
Check back tomorrow for our full interview with Jens, where we also talk about how fun it is to kill digital Nazis, the impact of the original Wolfenstein 3D, and fascism in America.
If there's one genre that can look to advances in technology as a way to improve an experience it's survival horror. Moody lighting, atmospheric surround sound, dynamic mist effects that can obscure and reveal exactly what the developers want, the genre has never been in a scarier or more frightening place. Which is to say that, The Evil Within 2 was not an easy game to review.
In that my time-honored tradition of playing survival horror titles at night with the lights out, meant a whole week of being afraid. Very afraid. Hold me.
Usually when we say that a game starts off slow, that means you’ll need to stick with it before it gets good. In the case of The Evil Within 2, the slow start is both memorable and quietly intense. Walking through strange dimly lit passageways, exploring an environment shrouded in mystery and shadow, and wondering what’s real or imagined. Staring at a wall at the end of a hallway only to turn around and find an entirely new environment in its place. That’s not where you came from, but that’s where you’ll need to head next.
Being able to create tension through lighting, art direction, and sound design, is probably more important in survival horror than just about any other genre. What you do or don’t see as you walk through an environment is generally more important than the eventual jump scare that comes from being confronted with an unexpected, or delayed, burst of terror. The Evil Within 2 has a clear grasp on what it takes to create a successful survival horror experience, which can be felt during the opening moments.
It's actually hard to fathom the Gran Turismo series is actually 20 years old this year. It means I've been playing games for probably way too long, but it's also arguably one of the best yardsticks by which we can measure just how far gaming has come -- both technically and design-wise -- as an ongoing, long-running source of theme and brand-consistent evidence.
This six-plus minute video features series creator Kazunori Yamauchi speaking intimately about what drove the series' growth and equally other members from Polyphony who've helped shift, shape and grow one of the most consistently excellent iterative game series of all time.
"I just kind of watched in disbelief as people bought our game," Yamauchi reveals. "I think at the time, there was no room left to feel accomplishment. We were happy, but we just couldn’t believe it. Because we worked on the first Gran Turismo for a very long time, it really felt like the game belonged to the team. We held on to it and held on to it, and nurtured it until the very last possible moment. That’s when the Gran Turismo that was our very own suddenly wasn’t ours anymore."
You can also read a lengthy post about the history of the series over at PlayStation's blog. Gran Turismo Sport launches this week on October 18 for PlayStation 4 and PlayStation 4 Pro.
According to the latest SteamCharts numbers, Boss Key Production's LawBreakers isn't faring too well when it comes to people actually, you know, playing the game. In the last 24-hours the peak player count was 105. For an online shooter that's not good. Review-wise LawBreakers was well received, so what went wrong? In a new interview over at Gamespot, Boss Key head honcho Cliff Bleszinski opens up about the state of the game.
In the sort of restrained manner that kind of proves he's moved away from the larger-than-life "Cliffy B" persona.
On the state of the game.
"Well, I think we made a darn good shooter. And the elephant in the room is our fledgling CCU, which we totally understand. We remain committed to the project and those that we have who are our fans are dedicated and we're engaging with them constantly and they're doing fun things like grassroots tournaments that they're organizing themselves. But we made a skill-based shooter that people who actually play it love and continuing to double down on marketing and awareness of it and committing to the product, is something that we're very much intent on."
On still holding out hope that things will turnaround in a similar fashion to Warframe.
"On PC, there's this immediately wanting to declare something a success or a bomb by this kind of internet culture that loves to just observe things.
And it's like, "Well guys, the small bit that we have, we're gonna continue to iterate with and engage." And as we issue content drops, maybe there's gonna be sales or a potential free weekend somewhere down the line. You know, continue to fluff that CCU up and I continue to go back to games like Warframe, that slowly built their very small audience as a bunch of dedicated fan and then, continued to fluff it up. And you watch the graph of the CCU and it's so low, so low, and then eventually, over the course of a year, year and a half, two years, it became this phenomenon that a lot of people weren't even talking about it."
On the tone of the marketing, and it's aggressive '90s attitude. Seen in the video below.
"Here's the thing; I really like and enjoy the characters we shipped in the game because I wanted to go in the opposite of the kind of style that's really popular right now. And is it a little bit retro? Sure, it's a little bit '90s. Maybe it's that my love of the whole '90s Spawn archetype's coming through. Who knows if that's the case? But, the thing is, is we're not gonna beat some of those other games in regards to their crazy, 400 Pixar animators creating these amazing five minute shorts."
It's a fascinating interview, representing a far more humble developer than the one who was cheekily bad mouthing big franchise shooters prior to its release. Check it out here.
All the Wrasslin' fans out there, this one's for you. Available now via the Digital Deluxe Johnathan Cena Edition or tomorrow as a Standard Edition, 2K's WWE 2K18 is finally here to suplex or pile-drive its way onto your console of choice. See, I know my Wrasslin' terms. Of course if your console of choice is the Nintendo Switch you'll have to wait until sometime this spring. Anyway, launch trailer after the jump!
The new graphics engine and animations do look good.
WWE 2K18 feature highlights include:
Extensive Roster: Featuring nearly 200 playable WWE and NXT Superstars and Legends, including cover Superstar Seth Rollins alongside John Cena, Brock Lesnar, AJ Styles, Alexa Bliss, Bobby Roode, Sasha Banks, Dean Ambrose, The New Day, Finn Bálor, Jinder Mahal, The Miz, No Way Jose, SAnitY, Undertaker, Stone Cold Steve Austin, Andre the Giant and many more, WWE 2K18 delivers the largest roster in WWE games history;
Kurt Angle: Consumers who pre-ordered WWE 2K18 at any participating retailer received two playable characters of WWE Hall of Famer, decorated Olympian and current Raw General Manager, Kurt Angle, at no extra cost:
WWE “American Hero” persona (2001);
ECW® “Wrestling Machine” persona (2006).
Gameplay Enhancements: WWE 2K18 continues refining the simulation gameplay experience that sits at the franchise’s core. Mayhem arrives in the form of improved eight-person matches, a new carry and drag system, thousands of new animations and more – all complemented by a brand new graphics engine that delivers spectacular lighting, more realistic skin and new camera effects to ensure everyone’s favorite WWE personalities, crowds and arenas look their best;
Creation Suite: WWE 2K18’s world-class Creation Suite delivers greater control for players to customize, build and share their own unique WWE Superstars, Arenas, Entrances and more. Highlights include new body types, face templates and menu poses; new hairstyles, scars, teeth, tattoo branding techniques and clothing materials; improved logo mapping, stitch patterns and highlight reel creations; the ability to preview lighting scenarios; Create-a-Show, featuring a fun 8-bit filter option; custom match types and much more;
MyCAREER Mode: The franchise’s career-driven journey focuses on telling a compelling story through self-created WWE Superstars (a.k.a. MyPLAYERs) as they explore two different paths en route to a WrestleMania moment and beyond: the Company Man and the Fan Favorite. A new free-roaming backstage area provides a more experiential scenario, as players spend more time interacting with fellow WWE Superstars and supporting personnel to explore their personalities, receive side quests, conduct or ambush interviews, change match cards and more. Players will also see MyCAREER updates to the mode’s Promo Generator, as well as Invasions;
Universe Mode: WWE 2K18 introduces two types of rivalry scenarios – Potential Rivalries and Active Rivalries – along with a color-coded Intensity Meter to guide what’s likely to happen between opposing rivals in any situation. Rivalries and storylines now see better flow to align with WWE’s real-life pay-per-view events, while new Power Rankings, Goals and Match Types add more depth throughout the experience;
Road to Glory: Making its WWE 2K18 debut, Road to Glory is a completely new online experience where MyPLAYERs from all over the world battle against one another. Players can compete daily in a variety of match types to earn stars, boosts, Superstar parts and virtual currency. In addition, by increasing their levels, players can further customize their MyPLAYERs to gain the advantage over others. Overall, players are encouraged to see if they have what it takes to secure entry into pay-per-view events and defeat their favorite WWE Superstars to earn special rewards;
Commentary: Featuring the debut trio of Michael Cole, Byron Saxton and Corey Graves at the commentary table, a WWE 2K game has never sounded better. Improved crowd sounds, including the addition of authentic crowd chants, bring WWE 2K18 closer than ever to what fans see every week on WWE television and at live events;
Also, the soundtrack has been hand-picked and selected by none other than Dwayne "The Rock" Johnson. Which is pretty cool.
Thanks to the lovely people at Starbreeze Studios we've got THREE copies of the upcoming RAID: World War II on PS4 to give away! RAID: World War II is an action-packed four player cooperative shooter for the creators of Payday, set during a time when the Nazi war machine was still winning - aka the height of World War II.
With large 53mm drivers it's hard not to walk away impressed with the ASUS Cerberus V2 headset. Especially when you can find them fairly reasonably priced online for well under $100 AUD. So what else do you get? Well, a solid build that blends comfortable cushions, a metallic and plastic finish, plus nice touches like a detachable mic.
In terms of sound, there’s no two ways about it – you get what you pay for. On the high frequency spectrum there’s a definite divide between the Cerberus V2 and the more premium headsets out there. But even so the soundstage is clear, punchy, and detailed. And when you factor in the larger 53mm drivers you get bass of the booming variety, and the all-important mid-range frequency detail. Perhaps a little too much bass though, which can drown out other sounds when gaming. As a stereo headset with standard 3.5mm connections it’ll be up to your own device or software to adjust the EQ to get things sounding more natural. But, when adjusted or coupled with a decent amplifier the response can be impressive across games, movies, and music.
The Evil Within 2 from Bethesda and Tango Gameworks, brings another dose of intense survival horror to the word on the most spookiest of dates - Friday the 13th. The sequel continues the story of Sebastian Castellanos as he confronts unspeakable horrors within the nightmare world of the infamous STEM.
Here's the launch trailer
Coming from the mind of Shinji Mikami, the creator of Resident Evil, it's every bit a creepy as you'd expect. Our full review goes up early next week.
Developer NeocoreGames has partnered with publisher Bigben to bring the action-RPG Warhammer 40,000: Inquisitor - Martyr to Xbox One and Playstation 4. Which will launch alongside the PC version in Q1 of 2018. Already available as an Early Access title on Steam the game has gone through a number of changes since its initial debut.
"Playing as an Inquisitor in a supercharged Action-RPG developed by one of the most talented studios in the genre is a dream come true for all fans of Warhammer 40K! The success of the early access on Steam has confirmed the quality of the game, and we are delighted to give console players the chance to discover this landmark title” stated Benoît Clerc, Head of Publishing at Bigben.
"We are huge fans of the world of Warhammer 40,000 so we will take care of this game with passion. This world is intense, brutal and visceral: it’s a perfect material for an Action RPG" said Zoltán Pozsonyi, producer at NeocoreGames.
Early responses have for the most part been positive. We plan on going hands-on with this soon so stay tuned for impressions.
To be an audiophile is to transcend the mortal realm and join the ranks of angels or some other form of higher being. An alien perhaps. The point is, if you're serious about gaming or watching movies or listening to music - sound is just as important as what's displayed on screen. Aaron Jones knows this, so he's brought us his review of the Creative Sound BlasterX G5.
The Sound BlasterX G5 is a portable audio amplifier primarily targeted toward gaming. Because, well, there’s an X in the title. An external sound card that features some pretty impressive specs across the board. From an audiophile-grade headphone amplifier, to a powerful multi-core hardware based audio processor, and LED backlit mechanical controls. It comes with a USB/MicroUSB cable for connecting to PC, Mac and PS4, along with a TOSLINK/3.5mm Optical cable for Xbox One.