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Amy Confirmed As Next DLC Character

Sat, 02/16/2019 - 19:07
Publisher: Bandai Namco Developer: Project Soul Release: October 19, 2018 Rating: Teen Platform: PlayStation 4

Bandai Namco has announced who the third of four planned DLC characters will be coming to Soulcalibur VI as part of the game's season pass.

Amy Sorel, who was first made playable back in Soulcalibur III, will be returning the to the weapons-based fighting series, the company announced at this year's Evo Japan. Sporting a rapier-wielding style similar to her adopted father Raphael, Amy has a few tricks up her sleeves, including quick mix-up strings, a rose toss, and a slide that can extend combos. You can watch her in action in the Japanese-language trailer below.

Click here to watch embedded media

The announcement seems to give credence to a leak from data-mined info from late last year that could mean Cassandra will be the next DLC character, as that leak showed that both she and Amy were in the game's config file. Hopefully, that'll the case.

Categories: Games

Here’s Everything We Know About Fire Emblem: Three Houses

Fri, 02/15/2019 - 22:10

Publisher: Nintendo Release: Spring 2019 Platform: Switch

Nintendo and Intelligent Systems finally provided some concrete details about the upcoming Fire Emblem entry, Three Houses, during the latest Nintendo Direct. A lot of interesting stuff was revealed, but arguably the biggest tidbit of info is the July 26 release date. Here is the most notable information we gleaned from the presentation.

The Game Is Harry Potter As Hell
Back when Nintendo revealed Three Houses, the fact it took place at a school and had its student body separated into houses resulted in many people noticing similarities between the game and the popular Harry Potter franchise. The latest video has only doubled down on those similarities. As a professor at the Officer's Academy, you training your students with exercises and exams while building your relationship with them as their teacher. Interiors for the academy show in the Direct echo the stone design castle of Hogwarts as well.

New Continent, New Characters
Three Houses takes place on the continent of Fódlan, which is divided into three kingdoms: Adrestian, Faerghus, and Leicester. All the kingdoms live in relative harmony and send their high-born children to the monastery of Garreg Mach. We don't know much about the plot beyond that setup and you taking the role of a professor at that academy. However, given Fire Emblem's fondness for exploring violent and philosophical divisions between kingdoms, we wouldn't be surprised to see these three  eventually warring with one another.

Permadeath Is Likely Returning
During the presentation, Nintendo stated that "Whether your students live or die will depend on your leadership." There has been no explicit outlining of how permadeath will work (or even if it will feature in the game), but given the series' history that statement seems to imply it will. Every Fire Emblem since Awakening has also had the option to turn off permadeath as well, so we might see that, too.

You Choose Between Three Factions
Each of the three houses (Black Eagles, Blue Lions, and Golden Deer) of the academy are tied to one of the kingdoms on Fódlan's continent (respectively: Adrestian, Faerghus, Leicester).  During the game, you choose to lead the education for one of the houses, caring for all the students under that house banner, including the heir apparent for the kingdom.

The School Is Packed
While fans might be nervous that the school setting will result in fewer units to use on the battlefield and characters to get to know, the Direct briefly mentioned: "There are many students to meet, each with their own personality and skills." 

You Are Actually Teaching During The Game
Your role as a professor isn't just a title. The gameplay featured during the Direct showed the player able to plan and carry out lessons, as well as tutor students one-on-one. They can even give exams.

You Can Select Your Protagonist's Gender
As was the case with Awakening and Fates, you have the opportunity to select your main character's gender at the beginning of the campaign.

No Word On Whether Or Not Relationships Return
Both Awakening and Fates allowed players to have members in their armies date one another and even produce offspring. Given that this entry takes place in a school setting, that premise might be difficult, and neither Nintendo nor Intelligent Systems have said anything about that feature yet.

Battle Systems Are Being Tweaked 
Instead of single units moving across the battlefield, per series norm, units will often have battalions troops at their back to support them during battle. No word yet on how that affects stats during battle.

There's A Lot More 3D This Go Round
Fates and Awakening featured 3D models on the battlefield, sure, but in the quieter moments in your home base, you were mostly talking to character portraits in traditional visual-novel style. However, you're able to roam around Garreg Mach as a 3D character speaking to other 3D characters in Three Houses. The models are also a big improvement over the previous games, with them actually having feet and detailed faces.

The Supernatural Is Involved Once Again
It just wouldn't be Fire Emblem without fantastical elements. The series has always danced with fantasy, focusing on necromancers, dragons, and mages. Three Houses has its own share of the fantastical, with spell-casting powers on display during the direct as well as a mysterious girl named Sothis appearing in your main character's visions.

For more on Fire Emblem: Three Houses, head here.

Categories: Games

Metro Primed

Fri, 02/15/2019 - 18:45
Publisher: Deep Silver Developer: 4A Games Release: February 15, 2019 Rating: Mature Platform: PlayStation 4, Xbox One, PC

Metro Exodus is finally coming out after a fairly significant delay and it seems like things worked out quite well according to our review. Players can finally journey back into the cold world of Metro and figure out how to survive in the post-apocalypse and today's launch trailer helps reinforce those themes.

Check out the launch trailer below.

Click here to watch embedded media

The trailer shows off the various oppressive environments you'll be journeying through in the game, along with the kind of enemies that will try to kill you in them. 

Metro Exodus is available today on PlayStation 4, Xbox One, and PC.

Categories: Games

Everything You Need To Know About The World Of Anthem

Fri, 02/15/2019 - 18:41

Publisher: Electronic Arts Developer: BioWare Release: February 22, 2019 Rating: Rating Pending Platform: PlayStation 4, Xbox One, PC

Anthem is breaking the mold of what we expect from BioWare. With its focus on cooperative multiplayer, flight-based movement, and long-term player investment, it’s safe to say that that the game stands apart from projects like Dragon Age and Mass Effect. Nonetheless, the studio’s penchant for world-building and deep lore remain in full effect; Anthem is a rich treasure trove of fiction ahead of its launch. Independent of any storytelling that might happen in the actual game, there’s a lot to get excited about in the universe that BioWare has crafted around Anthem.

In advance of the game’s full release, we spoke with Anthem’s lead writers, Cathleen Rootsaert and Jay Watamaniuk. They explained the history of the Anthem world, the nature of the Anthem of Creation, the big threats facing the player characters, and more.

Read the full interview below.

Game Informer: The game is called Anthem. What is the Anthem of Creation, and how does it affect the game world as it exists as players will find it at the beginning of the game?

Cathleen Rootsaert: The anthem of creation exists in this world. It was what built this world. That's basically it. But it is not a benevolent force. It is a churning, chaotic, often destructive force, because the world is unfinished, and the Anthem of Creation was left behind to continually create, sometimes for good, sometimes for bad. Not with any sort of intention, but just this force that is churning and creating the world of Anthem. The Shapers tried to contain the Anthem and to bend it to their will, and have it create the world in the image that they had in their mind. We don't know why they left it, but they left it unfinished. And so the Anthem of Creation, the giant machines, tech, and relics are constantly at odds with each other, creating chaos.

So the Shapers weren't necessarily the creators of the Anthem, they were the ones who were utilizing it for their own ends?

CR: We don't know.

Jay Watamaniuk: Yeah that's a bit of a chicken and egg. We're not sure what the connection is between the two, or who used what. The people who live in the world of Anthem have no answer for that question.

Do the people of the world have confidence that the Shapers were actual beings that lived in the world at some point in the past?

JW: There's a variety of ideas behind what people call the Shapers. All the people living today in the world of Anthem have the wreckage of these massive machines, these relics, these constructs that are strewn about the place. So, there are several ideas: were they beings that lived on this world? Were they ever here? What were they? Were the Shapers the machines themselves? There's a bunch of different opinions, a bunch of different hypotheses on that, but nobody's certain about what they are. That whole category is referred to as the Shapers.

CR: We tried not to create one religion, you know what I mean? So, it really mirrors Earth today.

To put that another way, it sounds like you're suggesting there's different people who have different opinions about what and who the Shapers were, and those sometimes take on spiritual or religious significance for people, but nobody really factually knows the truth. Is that right?

CR: That's right. And I would say, it's going to be religious for some people and purely scientific for others. The faction that we have called the Arcanists, they study the Shapers, but they're not, they don't worship them as gods or anything, it's more scientific for them.

JW: Yeah, they don't try to figure out the relationship of the Shapers and the Anthem through a religious lens; it's purely scientific.

Well, the dovetails well with the next question I have. Who are the Arcanists. Is that a designation like a scientist? Or is that an order of people who have gathered together of like mind? And what is their primary interest?

JW: As Cathleen mentioned, they are a group. You go and you want to become an Arcanist, versus it being a title. It's something you would need to pursue, like a career or a calling. They are the ones that are trying to establish: ‘what are the fundamental rules of this world?’ This world that keeps changing due to the conflict between the Anthem and the Shaper constructs. So they're trying to lay down the rules. Essentially, they are the scientists. They are the ones you go to for these bigger questions, but they are also the innovators of the world. The creation of technology sits with Arcanists. Now we've got offshoots, we've got engineers and specialists and things like that, but Arcanists are definitely identified as those that are trying to pursue scientific truth.

What are the Scars? From early glimpses, it seems like the Scars have a pretty strange experience of life, and I wonder if you could describe a little bit about who and what they are.

JW: That is a fine phrase that we will steal and give you no credit for. So yes, you are absolutely correct. They are strange beings, a strange race. Now some of the stuff is shrouded in a bit of mystery, I won't be getting into today, but I want to carefully make sure that they are not considered animals or anything like that. They have a society. They just have hive minds. There's more than a nod to an insect colony in how they go about things. How they act. Things like that. It's more akin to locusts. They’re scavengers. They're very well known to be scavengers. They'll strip down Striders or anything they come upon and use it to build their own nests and hives. Their origins are shrouded in mystery, but they are almost like a plague that needs to be contained. And they're extremely difficult to contain. So they're part of this constant threat, against Fort Tarsis, against anyone within Bastion, which is the territory that the game takes place in.

What is the distinction then between Scars and Escari?

JW: The Escari are actually a higher form of Scars. The Escari are Scar. They have just developed into something far more powerful. You get enough Scars together, one of them will sort of evolve into something stronger.

And is there a quality about the Scars and this higher form of Escari where they're copying other life forms? Is that the idea?

JW: Yes, they're running around, and they look like people, but I can assure you they are not. They are more mimics than anything.

For lack of a better term, what are the other "alien threats" in the world, if we think about the Scar as being this sort of strange race/entity, are there other creatures that are roaming around out there in the world that aren't exactly like humans?

CR: Yes, so at the beginning, the very first mission of the game when you go into the Heart of Rage, it is a cataclysm. And the cataclysm is something that is one of the most chaotic events that we come across in the world. And it is Shapers and the Anthem pushing against each other. There are two different kinds of threats that can come from a cataclysm. We have Elementals and Chimera. An elemental is something like the Titan that you fight at the end of the first mission. They are actually born out of the chaos of the cataclysm. So they are a monster born from this conflict with the Anthem of Creation. The Anthem has created these elementals. And then we have something called Chimera. And Chimera are the animals of the world who are essentially changed by cataclysms and by Shaper events. Those are two more of the threats in this world. And then there's the grabbit. I would not cuddle a grabbit.

What's a grabbit?

CR: Well a grabbit looks really, kind of gentle and huge, and they sort of hop around. But if you get close and have a really close look at the teeth on a grabbit, those are extremely sharp: that's a mouthful of sharp razors. And so I wouldn't trust them. A lot of the fauna in the world of Anthem are actually super deadly, for example we have one with an electric charge that will basically tentpole your javelin right out of the sky. So, some of the animals look innocuous, but they'll kill you. That's the thing. This world will kill you.

JW: I imagine the sub-heading of this article to be: Never trust a grabbit.

Let's switch gears a bit and talk about the history of this world, as players will encounter it. Who was Helena Tarsis and why is she remembered so clearly by the people of this world?

CR: So Helena Tarsis was the first leader with the creation of the javelins who founded something called the Legion of Dawn. At that time, years and years ago, people were oppressed by another race called the Urgoth. And so Helena Tarsis with her Legion of Dawn rose up against the Urgoth and defeated them and drove them from Bastion. So, she was instrumental in our people being freed from slavery, because we were slaves to the Urgoth.

Is there anything we know about the Urgoth?

CR: Just that they are bad news.

JW: This was centuries and centuries ago. So it was sort of this great, oppressive race that were completely shattered and defeated by General Tarsis. It's part of our history.

CR: And they're also very much people of myth. Throughout the world you'll find Urgoth statues. There's a relief of the myth of Helena Tarsis defeating the Urgoth. Very much like the Knights of the Round Table, her story has been mythologized. She inspired those sorts of stories.

Are there other individual figures that you feel are really important in the history of this fictional world?

CR: Well, I'll just let Jay jump in here after this, but the thing about the Legion of Dawn was after the death of Helena Tarsis, the Legion of Dawn split into three factions. The three factions that we experience in our game, so the Freelancers, the Sentinels, and the Dominion. They each claim Helena Tarsis and the Legion of Dawn as their origin story, but they had a falling out and now they are there completely separate factions.

What is the distinction between those three groups?

JW: The fundamental reason for the split is because is that they had different ways of interpreting what General Tarsis did with her life her  and acts that she is known for. The Sentinels are the ones that established Fort Tarsis and this gigantic wall. Now the Sentinels believe that this is our island of civilization in this in this sea of monsters and chaos. We will defend this. We are the shields against the chaos of the world versus humanity, and that is where law and order are. So that's sort of the foundation of the beliefs of Sentinels. "If one of them stands, the wall remains" is something that they say.

Versus Freelancers. Freelancers are beholden to no one, they have no real organization. Freelancers will go out beyond the wall and deal with problems out there. The problems are diverse, they're either taking care of someone, rescuing someone, helping people, silencing shaper relics when they when they're out of control. There's a variety of tasks. And so, between those two groups there's a bit of friction because they differ in how they want to protect humanity. They both have that goal, but they accomplish it in different ways.

And we have the Dominion which is a different set of beliefs. They are the ones that pursued this oppressive race that held humanity down because they wanted to destroy them, and they have a far more aggressive approach to what they do. And so they have become an expansionist empire, and they have gone north and then not much was heard from them. In our game, the threat of the Dominion is very, very real. And while the world is out to kill you, as we mentioned before, the most recent thing out to kill you is that the Dominion are coming. So, there’s a stark difference between the Dominion and the other two groups that that came from the tradition of General Tarsis.

And the players will be controlling Freelancers?

JW: That's correct. We figured it would be more interesting for the player if you could fly up beyond the wall and check out what's there versus standing on the wall.

Fair enough. That would be very different kind of a game. A lot slower paced.

JW: Quite different, yes. More of an RTS.

Is it fair to say the Sentinels and the Freelancers are allied? Just maybe not always in complete agreement?

JW: They're absolutely allies. When it comes down to it they just differ so wildly in how they go about their jobs their vocation that there's friction there. And there's always been friction there and a little bit of mistrust. You essentially have the person that stays in the fort and then you've got this weird sort of other guy that flies over the wall and deals with these very strange problems, so there's an element of "I don't quite understand what you do. I don't trust what you do." But in the end they're both working towards the same goal. They're both here to protect humanity.

What is the location called Freemark, and what happened to it?

CR: Freemark is another great city in the region of Bastion. There's Antium. Fort Tarsis is kind of like the stop on the trade route we have, like a smaller sort of place between the two large cities. And Freemark was a was another one of these great cities, and it had a very highly respected and highly-populated Freelancer enclave in it as well. It was actually built to protect a shaper relic called the Cenotaph. The Dominion believed that they had a way, using the Cenotaph, to control the Anthem of Creation. And so they busted their way into Freemark, they messed with the Cenotaph and they caused the cataclysm that became the Heart of Rage which is at the center of our story. Because now the Freelancers want to go back in.The city of Freemark was destroyed, the people died, and it was it was a horrific event, and so the Freelancers goal is to shut down the Heart of Rage because if these cataclysms keep going they just continue to destroy everything around them. They eat the land and they suck everything into their terrible force.

And is there a known way of how to stop these cataclysms?

CR: One of the specializations of the Freelancers is that they deal with Shaper constructs and and part of their goal is to stop the cataclysms before they start. And so they have some special knowledge, but it's also very much that they're flying by the seat of their pants. It's not like "oh, ok. Green wire, red wire and shut it down. Like every situation is different, because every once in a while they'll come across a Shaper construct or a relic that they've never seen before, so it's a very specialized and dangerous knowledge. We liken them to kind of like fire-jumpers. You know how they're jumping in to put out sort of oil well fires right?

You mention that the threat of the Dominion is a big part of where the story begins, and that there's this cataclysm that's ongoing that the Freelancers and the Sentinels are concerned about. What else is happening in the current events of this world?

CR: At the beginning of the game we see that the Freelancers are going in to the Heart of Rage and they're going to shut it down. And if you've played you know that it's a failure. Because of that failure, the game actually starts two years after that point, and the Freelancers are now really diminished. People don't trust them. A lot of Freelancers lost their lives trying to shut down the Heart of Rage, so a lot of what you're doing over the course of the game is to is to rebuild the reputation of the Freelancers.

Is there a leadership structure to the Freelancers? Is there somebody you're taking orders from?

JW: Unlike the Sentinels which have this sort of very clear hierarchy, Freelancers don't. They do have a system of respect and they have honorific type titles. We've got Grandmaster-type character role, but not because those people are in charge. It is simply they have experience or they have earned a reputation and thus perhaps have more sway. We've got a character in a fort, Yarrow, he is a retired Freelancer, but he deals with a lot of Freelancer business. Simply because he has earned that through his experience, and he knows a lot about what is going on. So, while he is not in charge, Freelancers do look up to him as a source of, maybe not authority, but certainly advice. So, yeah. No actual structure to the Freelancer group.

Who and what are cyphers?

CR: Cyphers are altered humans. They are altered by exposure to the element ember. In our world, long-distance communication has always been difficult. And so cyphers only start, these altered beings, only started appearing about 100 years ago?

JW: Yeah, they are recent innovation let's say.

CR: Yeah. And so, Cyphers, much like Arcanists, they pursue their calling. They go to a place called a Satomi, which is a sort of like a school for cyphers, and they learn to enhance their skills. Once they study they say that a cypher is always a little broken. So, in becoming a cypher they have had give up or have lost a certain part of who they were before. And they sit in amplifier chairs, because they are linked to Freelancers through something called a link in their Javelin suits. They can process information at incredible speed, so they sit in the amplifier chair and they help Freelancers through their mission and they help them if they come across something like a new Shaper construct they've never seen, for example. The cyphers are there to support the Freelancers.

Do the cyphers have some particular insight into the Anthem?

CR: Yes. The cyphers are tuned to the Anthem like no one else in the world. They can actually hear it. Freelancers cannot hear it, Sentinels can't, Dominion can't, but a cypher can hear it, and so for example in the first mission Faye is very much fighting against the Anthem almost driving her crazy, right? It's because she can hear it and when you meet up with Owen, Owen is very jealous of the fact that Faye has heard it. It’s very addictive, and part of Faye's whole journey is that she wants to get back go back to the Heart of Rage because she wants to hear the Anthem finish. She wants to hear the end of the song, at least metaphorically. She is very much driven. It’s almost like catnip, like a "got to get more" sort of thing. So it's dangerous and seductive.

We've talked about places like Fort Tarsis and Bastion and I wonder if you could just give me a quick summary of the geography of the game world’s geography.

JW: Sure, basically Cathleen mentioned that Fort Tarsis sits in the middle of an area or region called Bastion. And we have a very large city, the largest city, Antium, down to the south, which we don't see in this particular game so far; we don't actually go to visit Antium. Now, Fort Tarsis was kind of a waypoint between Antium and Freemark, which was to the north. Fort Tarsis acts more or less as a frontier between the two because civilization is set up in islands, these fortified cities in the midst of the wilderness –  the jungle, the chaos – all that kind of stuff makes it difficult to establish civilization. So, Fort Tarsis was a very critical and necessary step when traveling from Antium to Freemark. And Bastion is the region that actually extends beyond the border of what we've established in the game so far.

CR: We can also say that Stralheim is where the dominion are. We know that it’s like a northern region. We don't go there, but it's probably on the same continent. Bastion is one of the regions and Stralheim is one of the regions. But, beyond that, it's all kind of like, “here-be-dragons.”

Is there a name for the actual world?

JW: That's an excellent question. We'll stop there.

The last subject I want to address are these suits that the players in interacting with. What are Javelins? What makes them special? Why is it more than just a suit of armor?

JW: There's a couple foundational components to that. The first one, in the lore of the world itself, humanity was throwing off its shackles once upon a time due to two things: General Tarsis, of course, but it was really the development of the first javelin suits that allowed us to stand against the Urgoth. So, there's that. The idea that humanity is not built very well to survive in this world without special weapons and special protection. And so, with the invention and innovation of javelin suits, it allows us to not only stand up to our oppressors but to build civilization from scratch. Because once we were on our own and we were free to do what we wanted we were able to build civilization, sort of carve it out of the chaos using javelin suits. Now, in the modern day there's been refinements and changes and all that. But everyone who goes outside the walls has to be afforded some kind of protection. You've seen the giant walkers, the striders: heavily armored, slow moving; that's the kind of thing that is needed to travel any kind of long distance. So, the javelin suits are these very specialized things. They're hand-crafted, they're carefully maintained because they are the link to basic survival within the world of Anthem. There is no survival in this world without javelins.

So what are the signets and crowns as they relate to javelins?

JW: You can think of it like a metaphor of a car key and putting it into the ignition; there's a special connection between pilots and the javelin. It's also true of someone like an operator, someone who operates a strider, a special connection between that person and this piece of machinery. It's not just a suit that has servos and is articulated, and all that kind of stuff. There's a much deeper connection between a person and a machine that occurs between the action of the signet and the crown of that machine itself. Without getting too into crazy detail, it’s good to think of it as a car key going into an ignition; it's what starts you up, it's what connects you to that machine, to that javelin.

Beyond what we’ve spoken about, what else are you excited about for players to encounter in the world of Anthem?

CR: Well, I think that I would just mention that you can wander around Fort Tarsis and really get a sense of what the world is like from the people who live there. There are people that you can talk to, there are merchants, there are other cyphers, there's a bar, of course, (where everybody kicks back), there's a freelancer enclave and people with stories. And the stories of these people that live in Fort Tarsis intertwine with each other. So, you can meet an old woman and discover the story of her child, who was a freelancer. There's a gossip who sticks around the fort and there's somebody named Prospero who's there to sell you awesomeness for your suit. These people all have lives and that's really where a lot of that richness from the lore comes from. You know, if you're going to go out and play with your friends, if you're friends say: “Well, let's meet at 8 o'clock then we'll go out and we'll fly some missions,” I would hope that people would say: “You know what, I'm going to show up a half hour early and I'm going to check out Fort Tarsis; I'm going to walk around and I'm going to talk to some of the people there because I think that there's a lot of fun conversations.” And you get to know your crew. Your crew is also there, like any other BioWare game, that's where you'll find Owen, Faye, Haluk, Tassyn. You can talk to them and learn a little bit more about them and get to know them better.

JW: I think to add on to that abut the detail of Fort Tarsis, which is set up a bit like it's set up like a small town, one of the great bits that I discovered as we moved along in development is slapping on the suit and not having an endpoint, not having a marker out in the world. The artists have done such a beautiful job crafting this world. We've done our best to try to fill up with things to discover. And so, you don't need to feel pressured to be on a directed mission. Get out there, and find out what can be discovered. I mean, it's a game about exploration and it's a big, giant world and you have this excellent way to explore that. Don't miss the beauty of it. That's my advice.

 

Anthem is available today for PC players with EA’s Origin Access Premier and as a 10-hour trial on Xbox One, and is available on all platforms (PS4, Xbox One, and PC) on February 22.

Categories: Games

How The Outer Worlds Lets You Play Your Way

Fri, 02/15/2019 - 18:00

Publisher: Private Division Developer: Obsidian Entertainment Release: 2019 Platform: PlayStation 4, Xbox One, PC

The Outer Worlds is full of different possibilities, and depending on the choices players make, their experiences with the story and gameplay could vary greatly. That’s a foundational element of the game’s design; co-directors Leonard Boyarsky and Tim Cain have been iterating on how to accommodate player choice since their days working together on the original Fallout. We talked to the duo about why this concept is so important in The Outer Worlds, and the kinds of decisions players can expect during the journey.

Broadly speaking, Obsidian wants you to play The Outer Worlds your own way, including everything from the narrative to the gameplay. “I don’t remember how we came to this formula back when we started working on Fallout, but we just looked at a bunch of games that were out at the time, and it didn’t seem you were given a lot of options in terms of playing however you wanted to play,” Boyarsky says. “There was some player choice, but it was ‘You can be the good guy this way, or you can be the good guy that way.’”

While the story does have choices and characters at different places along the good/evil spectrum, The Outer Worlds isn’t necessarily about picking a moral alignment and sticking to it. ‘It’s not “here’s the good choice, here’s the bad one,’” Cain says. “Instead, it’s like, ‘You could this or this. This will cause X, this will cause Y. You decide what you care about.’”

“But it’s not always extreme gray areas,” Boyarsky clarifies.

“What if the more evil choice has an obviously better outcome?” Cain says. “What if more people are saved by the evil choice? But it’s evil! But the result is better! Is it a worse choice? I don’t know if you can solve morality with arithmetic, but there are some things in the game where you’re like, ‘I am not sure if this is bad.’”

It all boils down to giving players options that allow them to form an entertaining and consistent vision of their character. If you want to be noble and avoid working with bad people, that’s an option. If you want to kill everybody (well, almost), you can do that too. You can say things that are nice or mean, smart or dumb. The game will track many different variables regarding your actions, so you never know how you might see your choices reflected in a given scenario.

However, don’t expect your choices in The Outer Worlds to send your character down completely divergent paths. While the context surrounding major beats may change, the game is ultimately telling a cohesive story, which means all players must eventually confront the same scenarios. For example, in the first part of the game, you need to find a power regulator for your ship. All players need to do that to progress…but they don’t need to do it the same way.

“Our story structures look like footballs, where there are all these points that everybody will pass through,” Cain says. “With the power regulator for your ship: Did you work with people? Did you buy it? There’s more than one of them out there, so which one did you take? How did you handle the people who were using it? We try to arrange our story by thinking about the points all players are going to pass through, but then we try to remember what the context was so that things in the setting change to reflect the choice you made.”

This may seem familiar to fans of choice-driven experiences, but Obsidian’s path through the choke points is one taken less often. In other titles, those events often serve as a way to reset the action – a way for the game to make something uniform happen for all players regardless of their choices to drive the story forward. “We don’t demand that those dramatic points play out in any specific way,” Boyarsky says. "This is an impactful moment, but is it impactful because you did this, or this, or this? We try to take a neutral approach to that.”

All of this is in addition to the multiple choices you are making on the gameplay front. Which skills do you invest in? How do you prefer to take out your enemies – assuming you even want to take them out at all? “We went into this thinking about hybrids,” Cain says. “There’s a stealth path, but there’s also a stealth/combat path. But what about the stealth/talker hybrid? The person who tries to talk and sneak through situations? That would be the ultimate pacifist playthrough.”

Apart from mixing the standard combat/stealth/persuasion archetypes, players can also elect to pursue a leadership-focused playstyle. This means that your individual abilities may lean more general, but you invest in skills that allow you to leverage your companions’ talents more effectively. You might do one encounter stealthily, and then by changing who you have with you, bypass the next potential encounter with persuasion. This allows you maximum flexibility – though you also lose out on the benefits that may come from maximizing a particular approach. That’s okay! There’s no optimal way to play The Outer Worlds. To play it correctly, you just need to figure out what is interesting and fun to you, and then invest in that.

“Back even before I was working in games, when I first started considering what a computer game could be, playing text games – it just felt like there was this rich world where you could do anything,” Boyarsky says. “From back when I was young, I was like, ‘Oh, that’s what a video game should be.’ So I guess I’ve never lost that crazy idea.”

 

For more on The Outer Worlds, click on the banner below for more exclusive features during our month of coverage.

Categories: Games

Rainbow Six Siege Introduces Two New Australian Operators

Fri, 02/15/2019 - 01:20
Publisher: Ubisoft Developer: Ubisoft Release: 2015 Rating: Rating Pending Platform: PlayStation 4, Xbox One, PC

Ubisoft has steadily added dozens of operators to Rainbow Six Siege, their team-based tactical multiplayer shooter, over the years since its release. The cast has exploded in terms of skill and character diversity and two new operators, named Gridlock and Mozzie, are representing the land down under in upcoming appearance.

Check out their reveal trailer below.

Click here to watch embedded media

Gridlock and Mozzie are an attacker and defender respectively. With Gridlock, players can lock down areas using caltrops and ambush enemies. Mozzie on the other hand focuses mostly counter-intelligence and can hide the team from attackers finding them.

A full unveiling of the characters will take place on February 17 at the Rainbow Six Siege Invitational in Montreal, Canada.

Categories: Games

You Can Get Fortnite's Season 8 Battle Pass For Free

Thu, 02/14/2019 - 20:00
Publisher: Epic Games Developer: Epic Games Release: July 25, 2017 Rating: Teen Platform: PlayStation 4, Xbox One, Switch, PC, Mac, iOS

Epic Games has a valentine for you, and it's a free Fortnite Battle Pass.

While players wait for Season 8 to begin, they can complete 13 Overtime Challenges to nab next season's Battle Pass for free. The Battle Pass gives players two Season 8 outfits instantly, with the potential to earn up to five more. Make sure to complete those challenges soon – the giveaway ends February 27.

Patch v7.40 also brings back gifting for a limited time, from now until February 22. As an extra Valentine's Day bonus, players can send the Heartspan Glider to a friend for free until February 15 at 7 p.m. EST.

Players who are hungry for new game modes will enjoy the new limited time mode – Catch! — which removes guns from the game completely, restricting players to grenades and throwable objects like Port-a-Forts.

You can read the full patch notes on the official Fortnite blog here.

Categories: Games

Catherine: Full Body Gets September Release Date

Thu, 02/14/2019 - 17:55
Publisher: Atlus Developer: Atlus Release: 2019 Rating: Mature Platform: PlayStation 4, Xbox One

Click here to watch embedded media

In the spirit of Valentine's Day, Catherine: Full Body, the remastered version of the 2011 cult-classic, got a release date. It will be released on September 3, and it will come with plenty of new content for returning fans.

In addition to improved visuals, Full Body will have over twice as many puzzles as the original and a Safety Mode that allows players to skip any if they get stuck or just want to see the story play out. The Full Body version of the game will also include an entirely new character, Rin, to make the story just a bit more complicated.

Atlus is also releasing a Heart's Desire collector's edition of the game for $79.99, which comes housed in a box modeled after the game's puzzling towers. This edition also include a steelbook case, art book, the game soundtrack, and a sheep plush.

Catherine: Full Body will release on September 3 for PlayStation 4. Check out our review of the original game here, or watch us play the game on a recent episode of Replay.

Categories: Games

Hot Summer Night

Thu, 02/14/2019 - 01:20
Publisher: 505 Games Developer: ArtPlay Release: 2019 Rating: Rating Pending Platform: PlayStation 4, Xbox One, Switch, PC

Bloodstained: Ritual of the Night got its first Switch footage during today's Nintendo Direct, but it was also the first time the game got a narrowed down release date beyond just a year. Now it's been confirmed that Bloodstained: Ritual of the Night will release in Summer 2019.

In addition, a trailer for the game has also been released to coincide with the date announcement.

Click here to watch embedded media

Bloodstained: Ritual of the Night will released on PlayStation 4, Xbox One, Switch, and PC this summer.

Categories: Games

Dragon Quest XI Comes To Switch This Fall

Wed, 02/13/2019 - 22:14
Publisher: Square Enix Developer: Square Enix, Armor Project Release: September 4, 2018 Rating: Rating Pending Platform: PlayStation 4, PC

Coming this fall, Square Enix's Dragon Quest XI will be making it's way to the Switch. In addition to arriving on Nintendo's console, it will also feature several new upgrades. 

It will allow you to switch on the fly between the 3D visuals and the 2D, 16-bit visuals that would play on the bottom screen of the Japanese-exclusive 3DS version. You will be able to toggle between the English and Japanese voice acting, it will feature fully orchestrated field and battle music this time out, and it will additionally have stories focused on each of the game's playable characters that were absent from the PS4 and PC release.

Dragon Quest XI was initially announced for the Switch, but this version was postponed. A little over a year after it's release on other platforms it will finally arrive as Dragon Quest XI: Echoes of an Elusive Age – Definitive Edition.

Categories: Games

Captain Marvel Joins Roster For Marvel Ultimate Alliance 3, Out This Summer

Wed, 02/13/2019 - 22:01

The star of the next major Marvel film, Captain Marvel, is joining the roster of Marvel Ultimate Alliance 3: The Black Order, which is also not that far away.

Carol Danvers is a major part of the latest trailer for the game, which outlines some of the additions and feature of this entry. Along with learning new skills as they level up, there are new co-op Synergy Attacks, as well as what are called "Alliance Extreme Attacks," which act as a kind of super ability. You can combine those supers as well, into "Ultimate Alliance Extreme Attacks." 

The Nintendo Direct stream in which the trailer premiered also announced a tentative season for the game's release: Summer. You can watch the trailer below.

Click here to watch embedded media

Categories: Games

Apex Legends Valentine's Day Update Encourages Loving Your Team

Wed, 02/13/2019 - 20:45
Publisher: Electronic Arts Developer: Respawn Entertainment Rating: Teen Platform: PlayStation 4, Xbox One, PC

Apex Legends has not been out long, but the game has already gotten its first update wrapped up in a neat little Valentine's Day theme. No one has to be lonely when you're in a three-person squad climbing your way to the top of the battle royale!

The patch notes, which were posted today on Reddit, don't name a lot of changes, but there are a few for new updates for the season. There are two new cosmetic items to earn to follow the Valentine's Day theme, including the “Through the Heart” Longbow Epic DMR skin and the "Love of the Game" Pathfinder banner frame.

Additionally, a new badge has been added for players to get from now until later next week. Starting today, if you revive a player on your team, you'll get a "Live Die Live" badge. You only have until February 19 to do so, so make sure you show one of your teammates that they're your special Valentine.

The non-Valentines parts of the patch mostly affect balance and stability. Respawn has tried to respond to feedback about crashes, server issues, and friends list errors in the last week. Bloodhound's special ability, Eye of the Allfather, now lasts for one second less than it did before.

With the game hitting a playerbase of around 25 million accounts, I wonder what the studio is going to do for the first major update of the game. Apex Legends is available on PlayStation 4, Xbox One, and PC.

Categories: Games

The Wildest Weapons In The Outer Worlds

Wed, 02/13/2019 - 18:00

Publisher: Private Division Developer: Obsidian Entertainment Release: 2019 Platform: PlayStation 4, Xbox One, PC

The Outer Worlds isn’t exactly a serious or believable game, but it generally adheres to its own internal logic. Except when it comes to science weapons. These unique items are difficult to find, but thorough explorers who amass a collection of them are treated to a variety of outlandish and entertaining effects. During our time at Obsidian Entertainment, we talked to the team in detail about one of these weapons – the shrink ray – and about how the science weapons in general are implemented in The Outer Worlds.

The Shrink Ray
According to co-director Tim Cain, science weapons are designed to have “inexplicable effects that we thought would be funny, and we didn’t care in any way if they were realistic.” The shrink ray is a perfect example of this philosophy: It collapses the space between atoms, causing creatures hit by its continuous beam to grow smaller (and stay that way as long as the beam remains focused on them).

The concept came from an unexpected place: huge monsters. Out in the wilderness of The Outer Worlds, you may encounter “mega-fauna,” which are especially large versions of specific creature types. Visually, these beasts are scaled up from their regular counterparts – but the technology that produces that effect goes in both directions.

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“The scaling can be used for a lot more than what the artists were using it for,” Cain says. “The artists didn’t want to use extreme values on it, because then things can’t move around, then can’t get through doors.” So what happens when you experiment with those extreme values in the form of a handheld gun? A shrink ray.

In addition to making enemies very small, the shrink ray also increases the pitch of their sound effects and deals a small amount of damage. But the more practical benefit comes from reducing their damage threshold; in other words, enemies that are normally resistant to damage are much more susceptible to it the smaller they get.

“It changes effectiveness based on your science skill,” says lead designer Charles Staples. “As you gain a higher science skill, it shrinks them more. It reduces their damage threshold more.”

You might assume that an effect that powerful will not work on more powerful foes – that they might have immunities to shrink ray. That assumption is incorrect. If you want to use it on one of the formidable mega-fauna, go for it; you get what Cain refers to as a “mini-mega.” But what about the final boss? “Right now, yes,” Staples says. “But then it will just be a matter of making it balanced enough where it still feels like a meaningful end to the game for most players.”

What Can Other Science Weapons Do?
The team at Obsidian isn’t currently sharing any specific of science weapons beyond the shrink ray. However, we do know that one of the melee options is internally referred to as “the Ugly Stick,” so that hints at some interesting effects. We also know that the threshold for craziness is pretty high – you can’t just add some goofy ammo and make the cut. “We had one science weapon that didn’t go far enough, and now it’s a regular weapon in the game,” Cain says. “The Force Ultimatum. It was originally going to be a science weapon because it shot out bouncing fireballs. It’s fun! But it’s not crazy enough.”

How Do You Get Them?
Explore. Finish optional tasks. Go looking for trouble. Some science weapons are easier to find than others, but most of them aren’t handed to you through the course of the main campaign. “They’re a little rarer,” says lead designer Charles Staples. “They’re off the beaten path sometimes. But if you’re exploring, these are some pretty big rewards for finding those side quests.”

Who Should Use Them?
Normally, a weapon’s effectiveness is based on your character’s proficiency with its category – handguns, for example. But because science weapons draw from your science skill instead, traditionally combat-focused builds won’t get the most out them. ““These are designed by scientists, for scientists,” Cain says. “Because we were worried, like, ‘are they going to be able to hold their own in combat with science, engineering, and medical [skills]? What are they going to do in combat?’ Well, they find weapons like this.”

Alternately, you can give science weapons to your companions. In that case, you have less control, because you're at the mercy of your allies' whims in terms when/how they actually use the weapons. But if your own science skill is abysmal, this might be a more efficient way to deploy them.  

Where Do They Come From?
Corporations are powerful in The Outer Worlds, and they like to put their logos and/or slogans on almost anything. “Everything else is branded, but the science weapons, not so much,” Staples says. “They’re sort of one-offs, and they’re not branded.” There’s a single exception to this. One weapon was made by a (currently unspecified) company as a prototype, but it proved too expensive to mass-produce – so it was hidden instead.

Can You Improve Them?
Yes. In addition to increasing your science skill to improve effects, you can also tinker with the science weapons (and other things). “Every item has a level, and if you tinker with it, you can make that level go up, and it makes its damage slightly increase,” Cain says. “So, scientists will almost certainly want to tinker with theirs and raise the level. These are just designed to make that sort of character super fun. So if you want to play Spaceman Spiff, we’ve got everything set up for you.”

How Many Are There?
Current plans include five science weapons – one for each category of weapon. Those categories are: light melee, heavy melee, handgun (this one is the shrink ray), long gun, and heavy gun. However, players may see more down the line. “If these turn out to be popular, we could easily put additional ones out as DLC, so instead of one of every category, maybe we’d have two or three,” Cain says. But at release, be on the lookout for those core five.

For more on The Outer Worlds, click on the banner below for more exclusive features during our month of coverage.

Categories: Games

Exclusive First Look At Harmonix's New VR Shooter

Wed, 02/13/2019 - 17:00

Publisher: Harmonix Developer: Harmonix Release: 2019 Platform: PC

For over twenty years, Harmonix has been guided by a mission to bring the joy of music to more people, offering experiences that tap into the emotional core of interacting with great tunes, even if you’re not a musician. The studio virtually defined the modern music/rhythm genre as we know it, as the original creators behind both Guitar Hero and Rock Band, not to mention Karaoke Revolution, Dance Central, and Amplitude, among dozens of other titles. Today, the veteran developer is pulling back the curtain on its latest endeavor, a VR rhythm/shooter called Audica.

“It’s an invented word that is meant to simultaneously evoke sound and music, as well as a sense of place,” says Harmonix co-founder Alex Rigopulos. “We really wanted to create a place for the player to go that felt special, and to allude to that in the name as well.” Rigopulos is more than a spokesperson for the project; as a VR enthusiast who has been looking for the right way to do a music-focused shooter for years, Rigopulos is taking on the role of creative director for the project.

“Back in 2014, we did a closed beta for a prototype game called Chroma,” Rigopulos says. “At the heart of every great action game, there is a core mechanic below the level of gameplay that is incredibly pleasurable. There’s a joy-producing feeling of locking into a beat and locking onto a target. At the time, it was dressed up as a team PvP first-person shooter. It had all these other trappings that were competing with the core gameplay itch. It was set aside.”

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Years later, as VR has begun to gain steam, the team at Harmonix was still musing about that potential, and simultaneously playing and enjoying some of the other music-focused VR games that have hit the market. Alex began experimenting with a purer reflection of the concept Harmonix had abandoned with Chroma and discovered that another Harmonix developer, Ryan Challinor, was also exploring a similar guns-and-music concept, and the two started working together. Challinor is now credited for helping with design and code on the game. Audica began to take shape; “We stripped away all the stuff that was encumbering the music shooter idea from Chroma, and just went 100 percent focus on gameplay and sensory immersion,” Rigopulos says. “We’re thrilled by the results.”

Audica plays as a dual-wielding VR shooter. Targets of different colors and shapes are flung toward you from multiple directions, almost like a reverse skeet-shooting experience. A concentric and closing circle around each note indicates the precise moment at which you should shoot each target, even as thumping electronic music beats lend a futuristic and rhythmic core to the action. The style will feel recognizable to players who enjoy successful VR projects like Audioshield and Beat Saber, but the addition of the shooting mechanic and precision aiming adds a whole new dynamic. And, like virtually all of Harmonix’s previous work, the real depth emerges as you boost your difficulty settings. Audica turns from a simple beat matching experience into an incredibly challenging game of concentration, Zen-like flow, and an almost choreographed feeling that sits in the odd but satisfying space between pulp sci-fi raygun wielder and ecstatic teenage rave-dancer.

“Choreographic is exactly the correct word,” Rigopulos says. “In some ways, even though this is a rhythm/shooter, some of the language we used early on when we were designing it was the language of a dance game. We wanted the gameplay to be highly physical, and provoke a lot of motion and performative qualities from the player.”  

The Soundtrack

Audica focuses on a broad array of electronic music as its audio palette. “The Audica soundtrack includes everything from household names and world-class electronic artists to electronic artists that many people may have never heard of, but that are just incredible hidden gems,” Rigopulos says. “We want to introduce the world to some of these amazing electronic artists through the gameplay and the soundtrack.” The game is currently targeted to include 70-80% licensed music, while the remaining music will come from Harmonix “friends and family,” which has been a common approach for the studio over the years.  

The early access version of Audica will include ten songs when it releases, and Harmonix is ready to share the first five announced inclusions.

  • 1788-L & Blanke “Destiny”
  • Alison Wonderland “I Want U”
  • Donna Summer “I Feel Love (Afrojack Remix)”
  • James Egbert “The Space”
  • Savant “Splinter”

I had the chance to spend several hours shooting my way through the songs of Audica. My first impression reminded me of the sensation I had when I first picked up a Guitar Hero controller: “How has this game not already been made?” The precision shooting in VR is a fun experience in its own right, as different shots come rocketing in your direction. Blue and orange targets must be hit by the correct colored gun. Some targets demand you turn the gun on a side grip. Others require a sustained trigger pull, or holding the trigger and dragging the target shot in a wide sweeping curve, even as your other weapon is fending off a new swath of incoming projectiles. As the difficulty escalates, your field of vision fills, and you're forced to abandon singular ocular focus and rely, in part, on your peripheral vision. The beats come faster, you internalize the rhythm, and your mind drops into that pleasant trance that music game aficionados chase with such passion.

Those fans won’t have long to wait to try out Harmonix’s newest project. Audica is steering toward a release on early access for Oculus Rift and HTC Vive on March 7, with an initial 10-song lineup. The full version is targeting release by the end of 2019, and the studio hopes to expand to other VR platforms like PSVR and Oculus Quest if the opportunity presents itself.

Want to see the game in action? Check out the (frankly awesome) announcement trailer below.

Click here to watch embedded media

Categories: Games

The Past And Present Collide In New Days Gone Story Trailer

Wed, 02/13/2019 - 15:00

Click here to watch embedded media

Publisher: Sony Interactive Entertainment Developer: SIE Bend Studio Release: April 26, 2019 Rating: Rating Pending Platform: PlayStation 4

In Days Gone, a church can both be a place where you reminisce about the happiest moment of your life and where you sledgehammer another human being to death.

Those are separate moments for Deacon St. John in the game's latest trailer, where he wallows in a brief interlude from the harsh realities of his current life.

Days Gone comes out on PlayStation 4 April 26.

For more on the game, check out all the coverage from our cover story as well as this zombie-invested recent trailer.

[Source: Official PlayStation Blog]

If there's one thing you can learn from this trailer, it's that you should at least take off your stupid baseball cap when you get married.
Categories: Games

Buckle Up For Dangerous Driving's New Trailer & Release Date

Wed, 02/13/2019 - 14:00

Click here to watch embedded media

Publisher: Three Fields Entertainment Developer: Three Fields Entertainment Release: April Rating: Rating Pending Platform: PlayStation 4, Xbox One, PC

Dangerous Driving – the latest chaotic creation from Three Fields Entertainment (Dangerous Golf, Danger Zone 2) – has an updated release date (April 9) as well as a trailer giving players a taste of the game's high-speed hits and near-misses. 

The game features eight different game modes, and whether you're trying to string together combos in Heatwave or taking down all you see in the aptly-named Takedown mode, the game's commitment to eye-watering speed, fantastic crashes, and threading the eye of the needle with a steady hand on the wheel remains. The game even lets you control a cop car so you can take out scofflaws with extreme prejudice.

Dangerous Driving also includes eight-player online and 30 courses set across seven locations.

When the game comes out on April 9 (PS4, Xbox One, PC), fans can get it for $29.99 digitally or at retail – including Danger Zone 2 as a bonus – for $39.99.

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Categories: Games

Jump In

Tue, 02/12/2019 - 20:00
Developer: Bandai Namco Release: February 15, 2019

Only one small Valentine's Day stands between you and Jump Force, Bandai Namco's upcoming crossover fighting game using characters from the Japanese manga publication Shonen Jump. This means characters like Naruto, Yugi, Goku, and more are fighting each other and fighting off villains. Nothing exemplifies the explosiveness of that dynamic better than the Jump Force launch trailer, which you can watch below.

Click here to watch embedded media

The trailer shows how the heroes get assembled and the force they're getting together to stop and also shows Yusuke Urameshi punching a guy real hard with spirit power. 

Which character are you most excited to get your hands on? More importantly, which character are you most excited to finally punch? Let us know below in the comments.

Jump Force releases on PlayStation 4, Xbox One, and PC on February 15.

Categories: Games

Outpost Blitz

Tue, 02/12/2019 - 19:05
Publisher: Bethesda Softworks Developer: Avalanche Studios Rating: Rating Pending Platform: PlayStation 4, Xbox One, PC

There's no shortage of post-apocalyptic shooters these days, but Rage 2 is hoping to differentiate itself with fast gameplay and a unique style. We get to see good examples of both of those in the latest gameplay footage from the game, showing the player taking down a Goon outpost and then engaging in a car chase.

Click here to watch embedded media

You can see a lot of your potential arsenal in this video, from superhero pose ground hits to classic assault rifles to rocket launchers drone-like vehicles that hover above the ground. As this is official footage, the player obviously has a lot of experience with the game, so hopefully you can start playing this stylishly after just a little while with the game.

Rage 2 releases on PlayStation 4, Xbox One, and PC on May 14.

Categories: Games

Sow Divisions With Your Friends In Division 2's Open Beta

Tue, 02/12/2019 - 17:43
Publisher: Ubisoft Developer: Ubisoft Massive Release: March 15, 2019 Rating: Not rated Platform: PlayStation 4, Xbox One, PC

For any Division fans or anyone curious about the highly-anticipated follow-up, Ubisoft has set the dates for The Division 2's open beta. Set aside a few days at the beginning of March, because from March 1-4 the beta will be available for anyone on PS4, Xbox One, and PC.

While you wait for March you can watch us play through a chunk of the game in an episode of New Gameplay Today, see our big takeaways from the game's open world, or see what the creative director had to say about changes to this new game. The Division 2 will launch shortly after the beta closes on March 15.

Categories: Games

Crackdown 3 Won't Ship With Competitive Multiplayer Parties

Mon, 02/11/2019 - 21:33
Publisher: Microsoft Game Studios Developer: Sumo Digital Release: February 15, 2019 Rating: Mature Platform: Xbox One, PC

Crackdown 3 is coming out in just a few weeks and fans of the series are excited to co-op through the city together as private super agents making their own buddy cop movie. While players will get to run around Crackdown's open world together, it doesn't seem they will be able to do everything in the game together.

Wrecking Zone, Crackdown's cloud-based destructive multiplayer, puts multiple players in an arena that can basically be destroyed with the pull of a trigger or the press of a button. While it might be fun to team up with a friend to do this, according to creative director Joseph Staten, you won't be able to immediately.

Not for day one, no. Stay tuned for updates on our plans post-launch.

— Joseph Staten (@joestaten) February 10, 2019

Basically, you'll just have to enjoy Wrecking Zone with other players who aren't your friends at first. Then you can make them your friends by winning a lot! And then not party up with them until the game gets updated to allow that. It is unclear how long that will be the case, but it's certainly odd for the game to ship without party support in the multiplayer. Hopefully it is not too long a wait.

Crackdown 3 releases on February 15 on Xbox One and PC.

Categories: Games

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