RPG Genre RSS Feed | GameSkinny.com RPG on GameSkinny https://www.gameskinny.com/ en Launch Media Network Epic Steals More Titles Out From Under Steam in The Outer Worlds, More https://www.gameskinny.com/0t42n/epic-steals-more-titles-out-from-under-steam-in-the-outer-worlds-more https://www.gameskinny.com/0t42n/epic-steals-more-titles-out-from-under-steam-in-the-outer-worlds-more Wed, 20 Mar 2019 17:05:19 -0400 QuintLyn

Epic Games held its annual "State of Unreal" keynote at GDC this morning, and it seems the company is doing really well in one area snagging launch exclusives for games people really want to play, such as Metro Exodus earlier this year and The Division 2 more recently. 

However, one of the latest games to be added to that growing list is the upcoming FPS RPG from 2K's Private Division, The Outer Worlds. According to multiple sources, the game will launch on the Epic Games Store and the Windows Store. It will be exclusive to the Epic Games Store for one year following release. 

Those playing The Outer Worlds on PlayStation 4 and Xbox One will, of course, not be affected. 

Originally revealed at The Game Awards last year, The Outer Worlds attracted the attention of gamers almost everywhere and being hailed by some as the kind of thing that Fallout 76 should have been.

Some of that thinking is based on the fact that the game is being developed by the original creators of Fallout, Obsidian Entertainment. That's not to say it's a Fallout clone, though. If anything, The Outer Worlds seems to be a fresh and fun take on the genre, although we'll have to wait and see.

However, The Outer Worlds isn't the only game Private Division will be bringing to the Epic Games Store. The company is also responsible for Ancestors: The Humankind Odyssey, a survival game coming from the creator of Assassin's Creed, which was revealed at the end of last year. 

And finally, Epic will also be offering the third-person shooter from Remedy, titled Control, as an exclusive store launch. 

It was not specified if either Ancestors or Control would eventually be released on Steam. As of this writing, the Steam pages for all three games are still live, although none are currently taking pre-orders. 

Late last year, Obsidian confirmed that The Outer Worlds would not have microtransactions, and earlier this year, the developer confirmed that companions will be optional, that it will have a survival mode, and will release sometime this year. 

Google Stadia Will Support the Xbox Adaptive Controller https://www.gameskinny.com/1pr3e/google-stadia-will-support-the-xbox-adaptive-controller https://www.gameskinny.com/1pr3e/google-stadia-will-support-the-xbox-adaptive-controller Wed, 20 Mar 2019 16:20:08 -0400 QuintLyn

While we still have some questions about Google's Stadia game streaming service, and now know that the Stadia-specific controller will be required for anyone wanting to play on their TVs, we do know that the service will feature adaptive technology on Day One.

While Stadia is compatible with other controllers, as well as mouse and keyboard, it is also compatible with the Xbox Adaptive Controller.

During the Stadia announcement, Google noted that those playing on PC could use any wired USB peripheral to play games through the service. This includes the Adaptive Controller, a peripheral designed by Microsoft to make gaming more accessible to players with disabilities.

The Adaptive Controller is modular, allowing different peripherals to be attached to it via the 19 3.5 mm jacks along the back of the controller, giving players even more options on how to use the device. The base controller is programmable, making the two large buttons that would otherwise seem limited nearly limitless in how players can use it.

Since it launched last year, the adaptive controller has received highly complimentary feedback from groups like Able Gamers and others who believe it's a true step in the right direction from Microsoft, assuring that games really can be played by anyone.

The inclusion of the controller as a device supported by Stadia is a smart move on Google's part as well, even if it's limited to PCs for now.

Indie Studio Brace Yourself Games Making Legend of Zelda Title, Cadence of Hyrule https://www.gameskinny.com/nr56u/indie-studio-brace-yourself-games-making-legend-of-zelda-title-cadence-of-hyrule https://www.gameskinny.com/nr56u/indie-studio-brace-yourself-games-making-legend-of-zelda-title-cadence-of-hyrule Wed, 20 Mar 2019 13:54:47 -0400 Joshua Broadwell

Nintendo is well known for keeping its IPs close. For the most part, outside of a few games like The Legend of Zelda: Oracle of Seasons, the Oracle of Ages, and Mario + Rabbids: Kingdom Battle, it's rare to see the company's core franchises handled by anyone other than Nintendo.

That changed in a big way today.

In today's Nindies Direct livestream, Nintendo revealed a new Zelda game. But it's a Zelda game developed by an indie developer.

Brace Yourself Games, a Canadian studio known for the critically acclaimed Crypt of the Necrodancer, is releasing a mashup game called Cadence of Hyrule — Crypt of the Necrodancer featuring The Legend of Zelda this spring. 

Necrodancer is a unique take on the roguelike dungeon crawler, where players must time their movements to the beat of the rhythm and learn how enemies move in relation to the music as well.

In a press release posted shortly after the livestream aired, Nintendo provided more information about Cadence of Hyrule:

As Link or Princess Zelda, players explore randomly generated overworld and dungeons on a quest to save Hyrule, and every beat of the 25 remixed Legend of Zelda tunes is a chance to move, attack, defend and more.

From modern-looking Lynels to the Hyrulean Soldiers of old, players must master the instinctive movements of each pixel-art enemy and strategically outstep them in rhythmic combat using an arsenal of iconic items from The Legend of Zelda, as well as the spells and weapons from Crypt of the NecroDancer

Of the many mold-breaking elements in this announcement, one, in particular, stands out: unlike the earlier games handled by different companies, this is the first time Nintendo, or any major developer, has entrusted its IP to an indie studio.

The other noteworthy info here is that players can choose Zelda as a playable character. It's something fans have clamored for increasingly in recent years.

Perhaps, then, Nintendo entrusting Mario to Ubisoft wasn't a one-off choice, and this sort of outsourcing will be the new normal — how Nintendo experiments with its franchises while the core games may or may not stay the same.

Anthem Ranks as February's Best Selling Game https://www.gameskinny.com/f9fq2/anthem-ranks-as-februarys-best-selling-game https://www.gameskinny.com/f9fq2/anthem-ranks-as-februarys-best-selling-game Wed, 20 Mar 2019 13:41:12 -0400 Joshua Broadwell

BioWare's Anthem, a game that strongly resembles the likes of Destiny, has had an interesting first month. It released to underwhelming reviews highlighting problems with the loot system and the need for more content.

Then, some serious bugs came to light, including one with the potential to brick PlayStation 4 consoles. EA responded with patches and acknowledgments, but some still wondered about the game's future.

And now, market research group NPD has released its February report, with Anthem at the top of the month's best-selling games list.

NPD's figures come from sales tracking and other research, not actually from the publisher itself; the numbers do not include digital sales.

Although EA has not officially released any sales numbers regarding the game, it's an impressive feat for a number of reasons, not only because it defies all the problems the game encountered in that first month.

Other new games, including Metro: Exodus, were outshone by games that debuted back in 2018. Anthem not only sold more than Metro, Red Dead Redemption 2, and Super Smash Bros. Ultimate, it also managed to outsell recent big hits like the Resident Evil 2 remake and Kingdom Hearts 3, the latter of which released late in January.

More importantly for BioWare, Anthem's debut sales figures make it the developer's second best-selling game in its launch month, behind Mass Effect 3.

It's good news for EA as well. The publisher's decisions always seem to do the opposite of what its fans want, and it has had a difficult year already. Anthem's sales figures are a bit of good news to brighten the darkness.

NPD's report also showed that the total amount spent on console, handheld, and PC games in February increased by 15% this year compared to last February, and the year-to-date amount spent is $896 million, an increase of 10% compared to last year at the same time.

Strong titles, like Anthem and the Resident Evil 2 remake surely contributed to the increase, but it also suggests console gaming is firmly entrenched and won't be disappearing anytime soon, despite advances in streaming technology.

Just Like We All Thought, Stadia Will Require High Speed Internet https://www.gameskinny.com/ziscg/just-like-we-all-thought-stadia-will-require-high-speed-internet https://www.gameskinny.com/ziscg/just-like-we-all-thought-stadia-will-require-high-speed-internet Wed, 20 Mar 2019 11:19:35 -0400 QuintLyn

If you caught yesterday's GDC keynote presentation from Google where the company announced its Stadia game streaming service, you were probably left with a few questions.

With all the hype, hype, hype going on during the presentation, the company kind of skipped over a few important details.

While most of us might be more or less on board with Google attempting a run at the game streaming service thing, we've seen this idea before  and there were issues, particularly around users internet capabilities.

Interestingly, Google didn't linger much on details about how good someone's internet will need to be in order to use Stadia. So what happens if you live in an area with less than stellar service  or use a service that caps your data, such as some Xfinity accounts?

While we still don't have an answer to the second part of that question, we do have one for the first half.

Following the keynote yesterday, Kotaku's Maddy Meyers spoke with Phil Harrison, vice president and GM at Google, about the streaming service, asking what internet speeds are required to reliably run Stadia.

According to Harrison, players hoping to get 1080p at 60 FPS will need around 25 MBps in order to get the best out of it. Apparently, users can run with less, but this is the recommended speed.

As for those hoping to stream 4K with Stadia, they'll need about 30Mbps.

Ideally, the system will adjust the resolution of a game based on the user-end speeds. But that does mean anyone with lower speeds or iffy connections won't receive the best service. And it definitely means anyone in rural areas or those using satellite will probably want to just buy hard copies of their games as usual.

During the interview, Meyers also asked Harrison about the hardware required to get Stadia on the TV. Doing so will require Chromecast and the Stadia controller.

If you're on PC, any controller, or mouse and keyboard, will work, including those for PS4 and Xbox One.

As of this writing, there is still no firm release window or price point for Stadia. Alongside Stadia and the Stadia controller, Google also announced the creation of the Stadia Games and Entertainment Division

Apex Legends Season 1 Introduces Battle Pass, New Legend, More https://www.gameskinny.com/5dky4/apex-legends-season-1-introduces-battle-pass-new-legend-more https://www.gameskinny.com/5dky4/apex-legends-season-1-introduces-battle-pass-new-legend-more Wed, 20 Mar 2019 11:57:31 -0400 Joshua Broadwell

Apex Legends' long-awaited Season 1-Wild Frontier is here at last and brings with it a heap of new content. Wild Frontier introduces 100 new rewards players can earn just by playing the game, along with the chance of earning enough Apex Coins to purchase the Season 2 pass without paying for anything extra.

Octane is also finally making his appearance in Apex Legends after being leaked in datamining a few months ago.

Season 1 Battle Pass and Battle Pass Rewards

The Season 1 Battle Pass comes in a few different forms:

  • No Battle Pass: Leveling up your character's Battle Pass Level will earn you free Battle Pass rewards when you reach the corresponding level

  • Battle Pass: The standard Battle Pass, which gives you access to all 100 rewards unlocked automatically as you reach the respective level, plus the Free Battle Pass rewards

  • Battle Pass Bundle: The bundle is the same as the regular Battle Pass, but gives you access to the first 25 Battle Pass rewards immediately regardless of level. If you're starting out, that'd be rewards 1-25, or if your Battle Pass Level is already 30 when you decide to purchase the pass, you'd get the earlier rewards, along with immediate access to rewards 31-56

Here is the pricing for the Battle Pass and the Battle Pass Bundle:

  • Battle Pass: 950 Apex Coins. If you have no coins currently, it would require purchasing 1,000 Apex Coins for $10. 

  • Battle Pass Bundle: 2,800 Apex Coins. If you have no coins in your balance, it would require purchasing 4,000 Apex Coins for $40 dollars, since the next lowest tier would only be 2,000 Apex Coins.

Respawn says players can purchase the Wild Frontier Battle Pass at any point in the season, which runs for three months, and Battle Pass Levels increase automatically during normal gameplay, whether the player purchased the Pass or not. However, the passes can only be purchased via the in-game store.

Upon purchasing either pass, players automatically receive the Lifeline Revolutionary skin, the Wraith Survivor skin, and the Mirage Outlaw skin.

The Battle Pass Bundle does not grant access to new items or items different from the standard Battle Pass; it only unlocks a selection of them faster.

Most of the rewards are cosmetic. For example, reaching Level 14 earns you the Navigator Longbow Skin, while the Level 23 reward is the Silk Road Wraith Skin, and Level 49 nets you the Harvest Peacekeeper Skin. Other rewards include soundquips, badges, stat trackers, and Apex Packs.

The rewards are exclusive to Season 1. They won't appear again after the season finishes, but players keep everything they earn during the season.

It's also important to note that several of the Battle Pass rewards are Apex Coins. Respawn mentioned players who reach Battle Pass Level 97 would regain the coins spent on Season 1's pass and could use those to purchase Season 2's pass, set to premiere sometime in June, without spending any additional money.

You can find a full table of Battle Pass rewards and Free Battle Pass rewards here.

In a new announcement detailing their approach to season content, Respawn also addressed concerns arising over progressing that far in a fairly short span of time. Players will receive a Battle Pass experience bonus if they experiment with different characters. The goal is to teach people how to master the game in a variety of styles.

New Legend: Octane

The latest Legend to join the fray makes his debut with Wild Frontier as well. As dataminers found out several weeks ago, Octane is built around speed, hence the subtitle "High-Speed Daredevil." Players are finding his speed surpasses even Wraith, and that's before using his Stim ability.

Respawn also introduced a new mechanic with Octane's Tactical skill, which sacrifices his health for even more speed and ease of movement. It's an approach that lets players vary their style even when using the same character, allowing for greater experimentation in keeping with the company's approach to new characters.

Apex Legends Roadmap

Players will also get a good idea of what Respawn has in store for future updates with the new Apex Legends Roadmap released today. It details when to expect each new season and what these will bring to the game.

Each season will bring with it a new Battle Pass, new rewards, loot, and weapons, and will introduce a new Legend.

Recent datamining efforts uncovered 11 potential new characters for Apex Legends. If the information is true, it seems Respawn will unveil them at a steady pace, doubtlessly in an attempt to ensure everyone becomes accustomed to the already-available characters first.

Other Updates

Finally, Respawn introduced a few new balances and alterations, following up on the promise they made earlier in the month to carefully test and implement meaningful changes based on player feedback.

  • The hitboxes for Gibraltar, Caustic, and Pathfinder (the three with the largest hitboxes) have been reduced to better fit their character models.

  • Caustic’s Gas Traps and Nox Gas Grenades are more effective and on a lower cooldown.

  • There are more Survey Beacons in the world for Pathfinder to scan.

  • Bangalore’s Passive movement speed bonus has been reduced.

  • Gibraltar’s Ultimate now stuns teammates as it is supposed to, just like Bangalore’s Ultimate.


Season 1 — Wild Frontier is full of content to unpack, but we'll keep you updated with all the latest Apex Legends news as it breaks. You can check out our Apex Legends guides as well, including character tiers and skill breakdowns.

Konami Whips Up Hardcore Classic Collections for 50th Anniversary https://www.gameskinny.com/tydxm/konami-whips-up-hardcore-classic-collections-for-50th-anniversary https://www.gameskinny.com/tydxm/konami-whips-up-hardcore-classic-collections-for-50th-anniversary Wed, 20 Mar 2019 10:57:37 -0400 Jonathan Moore

On March 21, Konami will celebrate its 50th anniversary. But unlike a typical birthday bash, fans and players will be the ones getting the presents in 2019. 

In a recent post on its website, Konami confirmed that three collections of classic games would be heading to the PC (Steam), PS4, Xbox One, and Nintendo Switch this year. The games will cover those released on a wide swath of platforms, such as arcade, NES, SNES, and Gameboy. 

The first will be a collection of classic Konami arcade games, aptly called the Konami Anniversary Collection: Arcade Classics. It will release on April 18 for $19.99. The games included are: 

  • Haunted Castle
  • A-Jax (Typhoon)
  • Gradius
  • Gradius 2
  • Life Force
  • Thunder Cross
  • Scramble
  • Twinbee

Then in "early summer", Konami will release the Castlevania: Anniversary Collection. As of this writing, only four of the eight games in the collection have been announced, including: 

  • Castlevania
  • Castlevania 2: Simon's Quest
  • Castlevania 3: Dracula's Curse
  • Super Castlevania 4

Lastly, the company will also release the Contra Anniversary Collection at another point "this summer". As of this writing, it is not clear if this collection will release before, alongside, or after the Castlevania Collection, but we do know that it will also include eight games, four of which have been announced: 

  • Contra 
  • Super Contra
  • Super C
  • Contra 3: Alien Wars

Although all three collections will be released digitally, Konami will include other goodies, such as digital e-books books, behind-the-scenes interviews, design documents, and more. As of this writing, neither the Castlevania: Anniversary Collection nor the Contra: Anniversary Collection have been priced.  

While it might not be the remastered catalog gamers have been hoping for since the last ice age, these three collections will most certainly be welcomed by fans of Konami or those that may no longer have access to now-defunct Wii Shop.

Former Ubisoft And EA Exec To Head Up Google's Stadia Games Division https://www.gameskinny.com/n1cs0/former-ubisoft-and-ea-exec-to-head-up-googles-stadia-games-division https://www.gameskinny.com/n1cs0/former-ubisoft-and-ea-exec-to-head-up-googles-stadia-games-division Tue, 19 Mar 2019 19:54:16 -0400 QuintLyn

Alongside Google's official Stadia announcement and controller reveal today at GDC 2019, the company also revealed that it would be entering yet another arena: game development. As most gaming platforms don't succeed post-launch without a library of games, the announcement comes as little surprise. 

To head up this new division focused on developing original games for Stadia, Google has tapped Jade Raymond, who has previously worked at Electronic Arts and, perhaps more notably, at Ubisoft on several Assassin's Creed games and the original Watch Dogs.

Last week, Google announced Raymond would be joining its staff as a vice president, but held off on revealing her official role until today.

At the keynote, Raymond spoke about her position and what she hopes to achieve, noting that she won't just be working to bring first-party games to the Stadia service, but she will also working closely with other developers to "reimagine the new generation of games," and bring "all of the bleeding edge Google technology" introduced during the keynote to partner studios.

Unfortunately, neither Raymond or any of the other presenters at the GDC keynote offered information on any of the titles that are currently being developed for Stadia, or what studios might be working with Google on the technology. 

As with more news on the service and controller, we'll have to wait until this summer to find out more information about the studio, even though Google did confirm what internet speeds are best for Stadia streaming

Xaviant's The Culling Closing Online Components https://www.gameskinny.com/77xqf/xaviants-the-culling-closing-online-components https://www.gameskinny.com/77xqf/xaviants-the-culling-closing-online-components Wed, 20 Mar 2019 09:34:58 -0400 Joshua Broadwell

In 2016, Xaviant released a game that many believed held promise: The Culling. It was a battle royale survival game before Brendan Greene's PlayerUnknown's Battlegrounds swept the world off its feet. Xaviant built its new game off the craze for the Hunger Games-style survival that underlies all modern battle royale games, and at first, it was popular.

Three years later, Xaviant is saying farewell to the game.

It's true that the company made some bad business decisions, some of which may have led to the series' ultimate demise. In 2018, not even a year after The Culling first left early access, the developers released a sequel, The Culling 2. Fans were less than pleased that the developer focused its attention on a brand-new game so soon after the first one, and because the original was still fairly popular, it only divided the player base.

At its height, The Culling boasted over 12,000 players. Though it pales in comparison to today's battle royale hits, it was a decent number for Xaviant's game.

Unfortunately, the sequel got to the point where only two players might be online at any given time, though. In an effort to bring players back to the game, Xaviant axed the sequel and made The Culling free-to-play.

However, it wasn't enough. Xaviant Director of Operations Josh Van Veld released a statement yesterday announcing The Culling's online options will be ending May 15. The game's store pages and in-app purchases will be discontinued as soon as possible.

Van Veld said:

Even with thousands of active daily users, the revenue was only a fraction of what our dev team required to continue daily operations. As a result, we’ve been forced to reduce our team size, which renders us unable to provide ongoing support and updates that would allow the game to grow and thrive.

The game's offline mode will continue to exist, though. Additionally, Val Veld sent out a call in the announcement for any parties interested in carrying The Culling forward to contact Xaviant, so the possibility exists that the game could see new life in a different form under different developers.

It's never pleasant to see someone's hard work and dreams fall to pieces. However, the gaming industry is often a fickle one, and stories of popular games that go awry or good ideas that fall flat aren't uncommon.

Stadia's Wi-Fi Controller Looks Familiar, But Features Google Assistant https://www.gameskinny.com/1hak5/stadias-wi-fi-controller-looks-familiar-but-features-google-assistant https://www.gameskinny.com/1hak5/stadias-wi-fi-controller-looks-familiar-but-features-google-assistant Tue, 19 Mar 2019 16:35:57 -0400 QuintLyn

When Google announced its new streaming service, Stadia, today, the focus may have been on the system's back-end, how data will be sent to players, and what the company is doing to help developers. But that wasn't all Google had to reveal.

To accompany Stadia, Google not only revealed that Jade Raymond would head its new games division and that Stadia will require a 25Mbps internet connection for 1080p at 60fpsbut that it has also created its own console-style controller for the service.

For the most part, it looks like another in a long line of controllers gamers have become familiar with. As expected, it even has a share button, in this case called a "capture" button, which allows players to easily record gameplay and upload it to YouTube.

Since Google is building a good portion of Stadia around YouTube sharing and integration, including a button like this makes sense.

The second button is Google's answer to what the company is undeniably well suited for: finding information.

Now, instead of having to stop what you're doing, open a new browser window, do a search, and scrub through walkthroughs, users can simply hit the Google Assistant button on the Stadia controller and ask it to help them get past the section they're in.

Reportedly, Google Assistant will then pull up a video in-screen and take players right to the portion they need to view.

Another interesting feature of the controller is that it can be used with any platform, just like Stadia, because it connects to Google's servers via Wi-Fi. It's also capable of identifying what screen the player is trying to use, so it doesn't inadvertently cross screens.

Unfortunately, Google did not provide pricing information for the controller during its GDC 2019 keynote presentation. The company did, however, state that it would be offering more information this summer, so perhaps we'll see a price point then.

Considering what other gaming controllers of similar style and function currently cost, we'd guess those wanting to buy it will have to dole out at least $40-$50 USD.

The good news is that if players don't want to throw around that kind of cash when Stadia releases, Google confirmed the service also works with USB peripherals, including mice and keyboards, as well as PS4 and Xbox One controllers and the Xbox Adaptive Controller, except for when using Stadia on televisions. 

Google Announces Cross-Platform Gaming Service Stadia at GDC 2019 https://www.gameskinny.com/s4xkq/google-announces-cross-platform-gaming-service-stadia-at-gdc-2019 https://www.gameskinny.com/s4xkq/google-announces-cross-platform-gaming-service-stadia-at-gdc-2019 Tue, 19 Mar 2019 15:36:20 -0400 QuintLyn

Today, during its GDC keynote address, Google focused entirely on a single project: a Chrome-based video game streaming service called "Stadia".

Stadia is a large, cloud-based project that will not only allow gamers to play any game on any platform (so long as they have Chrome installed) but one that also integrates with YouTube and Google Assistant.

Some gamers got a brief taste of Stadia last year when Google tested Project Stream. This experiment allowed participants to play Ubisoft's Assassin's Creed Odyssey over Chrome without downloading or updating the game.

According to the companies and testers involved, the trial run went rather well. So well, in fact, that Google is now getting into the gaming business. 

Reportedly, Stadia will allow users to not only play high-quality, AAA video games while seamlessly switching between multiple platforms, such as PC, tablet, and phone, but to also easily connect with other players, and even their favorite YouTube content creators.

While we don't know exactly how it will work, one feature Google showed off was called "Play Now." Using the feature, players will reportedly be able to watch any YouTube video and then immediately access the game featured in the YouTube video through Stadia.

Stadia is also intended to seamlessly bring players together in games. For example, Stadia will allow for cross-platform play, specifically between companies that allow it. And fans watching their favorite YouTube creators will now be able to join them in game with a simple click, directly from the YouTube stream, rather than queuing.

Of course, creators will have control over how this works on their particular channel. However, the keynote did not address how much control they'll have. In fact, there are a few things of note that weren't addressed during the GDC panel.

Multiple presenters spoke at length about the Stadia's backend, the amount of data the service can handle, and how Google is working with game developers to get the most out of the service by offering 4K, 60fps (and eventually up to 8K, 120fps) game streaming for players.

The company showed off a Wi-Fi controller with a built-in microphone and multiple share buttons, and said that Stadia data centers would use "custom AMD CPUs capable of hitting 10 teraflops", which is four teraflops higher than the Xbox One X, and more than six teraflops higher than the PS4 Pro.  

However, Google did not mention the amount of data gamers would actually be pulling when using Stadia; particularly, Google did not address how Stadia will affect users with data caps. Google also omitted if it will be doing anything at all to quell Chrome's appetite for RAM.

However, it seems we will get some more answers soon enough. During the keynote, Google announced the Stadia service will be launching later this year, that the company had formed Stadia Games and Entertainment under the direction of Jade Raymond, and that the company will be rolling out more information during the summer. 

Header source:Techradar

Get Your First Look At SHODAN In The New System Shock 3 Teaser https://www.gameskinny.com/marjg/get-your-first-look-at-shodan-in-the-new-system-shock-3-teaser https://www.gameskinny.com/marjg/get-your-first-look-at-shodan-in-the-new-system-shock-3-teaser Tue, 19 Mar 2019 13:01:48 -0400 QuintLyn

In case you missed out on the news, the annual Game Developers Conference is under way in San Francisco -- marking the start of the gaming and tech expo and conference season that will run until E3.

Over the next few months gamers can expect plenty of reveals -- either first time announcements about new games or teasers and trailers for games we already knew were coming but haven't seen much about.

Yesterday, fans of the classic System Shock series got the first look at the long-awaited System Shock 3 -- in the form of a new teaser trailer. Those familiar with the series will instantly recognize the face that confronts them midway into the trailer.

The new trailer was revealed by developer Warren Spector during Unity's GDC keynote.

The infamous artificial intelligence SHODAN is back, and she's watching you. Once again, the player is surrounded by danger in the form of homocidal robots, mutants, and cyborgs. There is nothing safe or comforting about the place they inhabit.

Unfortunately, the (extremely) short video doesn't provide any real details on System Shock 3's narrative. Nor does it include a release date. What it does tell us is that we're looking at "pre-alpha in-engine footage", meaning we're probably a good way out from getting our hands on the game.

We also don't know what platforms the game will be available on. Although, based on the history of the series, I would at least guess PC. It might also be a good bet that since the game is still in early stages, we might end up seeing it on the next generation of consoles.

System Shock 3 isn't the only thing fans of the series are waiting on. There's also the full remake of the original System Shock. This particular project was crowdfunded on Kickstarter in 2016. Despite some hiccups in the development process, we have seen some progress. In fact, earlier this year the developers dropped a preview of the game's finalized art.

Splatoon 2 Getting Special Demo, Free Trial, and Digital Discount https://www.gameskinny.com/ipunt/splatoon-2-getting-special-demo-free-trial-and-digital-discount https://www.gameskinny.com/ipunt/splatoon-2-getting-special-demo-free-trial-and-digital-discount Tue, 19 Mar 2019 12:00:32 -0400 Joshua Broadwell

Splatoon was one of Nintendo's surprise new IPs in the Wii U days, with its sequel being one of the most anticipated Switch titles after the system was first announced. Now, having sold approximately 8 million copies since its launch in 2011, Splatoon 2 is placed alongside the likes of The Legend of Zelda: Breath of the Wild and Mario Kart 8 Deluxe as one of the Switch's evergreen titles.

8 million is a large number, but there are plenty of people who haven't picked the game up or are curious but don't want to commit without further details. Nintendo knows that and is offering a special demo with a Nintendo Switch Online trial. The demo started today, March 19 at 10:00a.m. EST and runs until March 25 at the same time.

The demo gives you access to 4-on-4 Turf Battles, the game's primary mode; Salmon Run, a two-to-four player co-op mode; and League and Ranked Online Battles, higher levels of Turf War open to teams with higher ranking levels. Players with the demo can play with others who have downloaded the demo or those who own the full game.

As such, the demo requires a Nintendo Switch Online membership. Those who already have a membership can jump right in. If you've yet to purchase one, after downloading the demo, you're given the option to start a free 7-day trial membership.

Note that unless you cancel the membership at the end of the 7days, it automatically converts to a monthly renewal subscription.

If you like what you see during the demo, you can take advantage of a special 20% discount on the digital version of Splatoon 2 purchased through the Nintendo eShop.

Splatoon 2 received many content updates during its first year, including an expansive DLC campaign. It also has online competitions on a regular basis, and is often considered one of the best co-op games available. If you feel a little overwhelmed getting started, though, check out our Splatoon 2 guide coverage to help you rise through the ranks

Roguelite Sparklite Gets Shiny New Teaser Trailer https://www.gameskinny.com/jr6sj/roguelite-sparklite-gets-shiny-new-teaser-trailer https://www.gameskinny.com/jr6sj/roguelite-sparklite-gets-shiny-new-teaser-trailer Tue, 19 Mar 2019 12:46:47 -0400 Joshua Broadwell

Last year, developer Red Blue Games announced a partnership with publisher Merge Games for a brand-new roguelite adventure called Sparklite. The game flew under the radar for many people at the time, but Red Blue recently released a new teaser trailer as well as a batch of details explaining what the nostalgia-heavy brawler is all about.

Sparklite's plot has a few throwbacks to Secret of Mana. Sparklite itself, apart from being the title of the game, is the substance that keeps the world alive. It's a powerful force that people can channel for good or bad, or one of which they can consume large quantities for immense power boosts and serious consequences.

A villain styling himself the "Baron" conceives of a plan to harness Sparklite to power his war machines and embarks on a venture to monopolize the material. However, his overproduction and overuse of Sparklite creates a wave of pollution that washes over the world and slowly begins corrupting it.

The world has hope, though, in the form of protagonist, Ada. If she can prevent the Baron from taking control of the Sparklite core, his plans can be overturned.

Ada has quite the adventure in store for her it seems.

Sparklite takes inspiration from The Legend of Zelda: A Link to the Past and Rogue Legacy, among other classic titles. With the help of Ada's gadgets and tools, players will fight their way through dungeons and overworld maps full of monsters.

The world of Sparklite is vast and varied, and Ada will explore dark mines, luminous nightscapes, and dense forests full of secrets along her journey.

The game's roots in A Link to the Past are visible in the gameplay trailer. However, Red Blue Games has yet to discuss much about its roguelite elements, though the developers are keen to point out that the game will carve its own identity to separate it from its inspirations.

Sparklite is set to launch sometime in fall 2019 for PlayStation 4, Xbox One, Nintendo Switch, and Windows.

Ubisoft Fixes The Division 2 Skill Bug, But Problems Remain https://www.gameskinny.com/ngwo6/ubisoft-fixes-the-division-2-skill-bug-but-problems-remain https://www.gameskinny.com/ngwo6/ubisoft-fixes-the-division-2-skill-bug-but-problems-remain Tue, 19 Mar 2019 12:46:01 -0400 Joshua Broadwell

Ubisoft's Tom Clancy's: The Division 2 has had an interesting life so far. Its appearance on the Epic Games Store was a big step for Ubisoft away from Steam into a new method of PC games marketing that translated to higher pre-sales figures and more profit for Ubisoft.

Just a few days after launching, The Division 2 found itself at the top of the UK charts, despite selling only a fifth as many copies as its predecessors. Release has had its fair share of problems, in particular bugs.

One bug in particular created a rather undesirable situation for many players and greatly interfered with gameplay. Whenever a player would deploy a skill, the skill would perform as expected for a time, before fizzling out and entering cooldown.

This bug affected all skills, including the drone, grenade, and turret and had players scrambling to find a workaround that would let them still play and enjoy the game.

However, Ubisoft removed the game for a short time on March 18 so it could undergo some maintenance. The problem isn't completely fixed, but for the time being, the self-destruction and forced cooldown problems with skills shouldn't crop up — or, at least, shouldn't crop up as often.

Ubisoft took to the forums to inform players of the maintenance and explain that the company is still working on solving the root of the problem so skills won't be affected at all anymore.

While the investigation continues, Ubisoft advises players not to use OVERLAP and EXTRA talents. These two in particular seem to be causing the issues in some way.

For many players, not using these talents won't cause much trouble. They seem either not to work or their benefits are rather vague as explained in the talent descriptions. Perhaps Overlap not working is part of the issue Ubisoft is investigating, and it, too, will be fixed in time.

The Division 2 Guide: Leveling and End Game Preparation https://www.gameskinny.com/9l7ag/the-division-2-guide-leveling-and-end-game-preparation https://www.gameskinny.com/9l7ag/the-division-2-guide-leveling-and-end-game-preparation Wed, 20 Mar 2019 11:09:57 -0400 Synzer

The Division 2 has a lot of content to level through and do at end game. So much that it might be overwhelming trying to figure out where to start. After leveling one character, I noticed some things I wish I knew before getting to max level.

This guide will go over what will make the leveling process smoother and better prepare you for when you do reach max level. This will be split into two main categories: Activities and Inventory/Item Management.

Activities to do while Leveling in The Division 2

Main Missions

This is absolutely the most important thing to do first while leveling. Main missions give the most experience, advance the story, and unlock multiple things.

You want to do these no later than the level listed on the mission. So if it lists level 12 for example, do it before you reach level 13.

The division 2 main missions

You will unlock more areas, upgrades to the base of operations, and features by doing the main missions. It is also required that you complete all of the main story missions and strongholds before you can start doing end game activities, even if you are already level 30.

Side Missions 

This is the next most important thing to do after completing main missions.

Side missions will give you blueprints to craft items, most of them being mods. Since you can't get mods from drops in The Division 2, crafting is your primary source. There are also ones that give SHD tech in addition to blueprints.

Side missions scale to your level, which is why it is important to always do main missions first if you are at the correct level.

Don't fall into the same trap that I did when leveling. Do as many side missions as you can when you aren't doing the main missions. Since they scale, I figured I would put them off until later and I ended up with a bunch of side missions to take care of at endgame.

Save yourself the endgame headache and take care of as many side missions as you can while you're leveling to get them out of the way and to net XP towards your level 30 goal.

Control Points

Control points are as important or even more important than side missions.

Control points are quick, give decent experience, grant a bunch of loot the first time you complete it, and allows you to fast travel to that location when you control it.

That last part is the most important thing to know about control points. It is very helpful, especially at end game, when you can fast travel to many locations.

Safe Houses and SHD Tech Caches

Safe Houses are buildings in each area that you can unlock and will show notable spots in that area. One of these is the ability to see SHD Tech caches on the map.

SHD Tech is used to unlock perks at the base of operations or acquire new variants for skills you already have. The perks are very important for leveling and end game so you want to make sure you get plenty of SHD Tech.

Inventory and Item Management in The Division 2

As you level you will get plenty of gear. Eventually you will run out of room, then it's time for some old-fashioned inventory management.

Deconstructing vs. Selling

You can and should deconstruct anything below Superior (Purple) quality, you can, and should, deconstruct it. This will give you crafting materials, which are extremely valuable at end game.

You might reach a point where you won't get many crafting materials from deconstructing. If this happens, you can either put it in the stash for later, or simply sell it.

Saving for Later 

When you start getting that purple quality gear and higher, you will need to look at each piece before deciding what to do with it. These items, particularly the guns, will have talents on them.

the division 2 weapon talents

If you have or find an item or gun with a talent you really like on it, keep it in your stash to pull the talent from later.

Eventually you will unlock the Recalibration Station. This allows you to take a talent from one item and put it on another of your choosing. The item you take the talent from will be destroyed in the process.

Level does not matter, so you can save low level items until you reach the highest tier if you want.

There are also projects you will get as you progress through the game. These projects often require you to donate specific armor pieces, so its a good idea to save some of each type.


That's all for the guide on leveling and end game preparation for The Division 2. Check out our other guides for The Division 2, and be sure to leave a comment below if you have any questions or tips of your own.

The Division 2 Review: The Best Looter Shooter in Years https://www.gameskinny.com/vbewt/the-division-2-review-the-best-looter-shooter-in-years https://www.gameskinny.com/vbewt/the-division-2-review-the-best-looter-shooter-in-years Wed, 20 Mar 2019 11:51:47 -0400 John Schutt

Tom Clancy's The Division 2 is the best looter-shooter to release in years. It has a full, well-worth-playing campaign, a satisfying progression system, solid combat mechanics, and a varied world to play in.

It does almost everything right, and where it fails, it does so gracefully. It is not a game that will live on any single idea, nor will it die on any one of its missteps.

And even if The Division 2 is essentially just more, better Division, the way Massive Entertainment built on that strong foundation is something to be commended. 

Loot Worth Looting

The cardinal sin of any loot-based game is not having any reason to, well, loot. And you want to have a loot progression that lasts hours upon hours — so many hours that it all can't be done in less than a week or two of incredibly hard grinding.

Unless you're a streamer or someone with a lot of time on your hands, this is the experience The Division 2 offers. The campaign is roughly 20-30 hours in length if you stick to the main story and mandatory side content, and at no point did it feel like I was either wanting for loot or that I couldn't be making meaningful progress toward some goal.

Progression is a subtle thing in The Division 2. Yes, it essentially boils down to numbers-chasing, but until the endgame, the only "number" that matters is an item's level. 

That is unless you're planning a build. With the implementation of gear "brand" sets, even the greenest uncommon gear has bonuses and perks you can work toward.

This new system doesn't give you nearly the synergistic potential a fully kitted endgame character might have, but it allows players to start thinking about how they play and, more importantly, how they like to play.

By the time I entered World Tier 1 at the end of the main story campaign, I found myself confronted not by a "you must play this way or that way choice," but instead with some empowering options that complemented the choices I was already making.

It was a refreshing twist but probably had a bit to do with luck as well. And luck is something you'll need a bit of in The Division 2, only because you will rarely get the loot you want on the first go around. And sometimes you'll be stuck with that one piece of outdated gear you just can't seem to get rid of.

Or that would be the case if crafting, recalibration, and merchants didn't exist. In The Division 2, there's is almost always a way to ensure you have the loot you need, if not the loot you want. 

All of this would not be possible without what I think is the most critical part of The Division 2's progression: the sheer amount of incrementalism involved. A player will always, always feel like they're moving upward. It's something you can feel, not only because loot is plentiful, but the means to acquire loot are even more plentiful. 

From world events to side missions, strongholds, roaming enemies, world bosses, refreshing loot chests, replayable missions with multiple difficulties, bounties, the Dark Zone — the list goes on an on — there's plenty to do and plenty of loot to get.

It's a big world, and there's a lot in it.

A Lively Washington

The open-world of Division 2 is bustling with things to do, though not all of them are satisfying to repeat endlessly. The world events are perhaps the most tedious of loot opportunities, and because they're so frequent and so quick, the stuff that drops is rarely worth the time after a certain point. 

World bosses, on the other hand, are usually a pleasant surprise, especially if you run into them randomly. A moment free of loot instantly becomes a chaotic mess with the promise of something juicy on the other side, and I was more than once distracted for an extended period by a sudden boss appearance. 

You can, of course, control how your bosses spawn through the use of bounties, and while in many cases these bounties don't offer the level of gear you're looking for, they do provide a nice bit of optional, unobtrusive content.

Where Division 2 shines is in its core mission content and the Dark Zone, but I also have serious problems with both. 


Almost every mission in The Division 2 blows the previous game's best content out of the water. The first thing I love about them is how varied the level design is in each, both from an aesthetic and gameplay standpoint.

Every mission takes you to a new and memorable location. There's very little shared visually between the various story missions, and I was consistently surprised by the variety and creativity on display with both the setting and aesthetic. 

Gameplay-wise, there are only so many directions you can take cover shooting, but many of the mission areas incorporated verticality, close quarters combat, and lots of unique sight lines to make encounters feel unique.

I never felt like I was fighting the same way twice, even if I had to replay a portion of a mission a couple of times because of some stupid mistake.

Which brings me to my issue with the missions: because they're unique, that "newness" is bound to fade over time until each mission becomes a grind for gear.

On its own, that's not a bad thing, but missions take a long time to complete even on normal difficulty because every encounter has multiple waves of enemies, some of which take a ton of damage to put down.

In a game like Destiny 2, I can speedrun a strike in a couple of minutes if I need to grind for something. Bosses have specific melt strategies I can use consistently, and in the time it would take me to do one hard-mode Division 2 mission, I might have gone through 10 strikes in Destiny 2.

The difference in loot amount notwithstanding, grinding in other loot games is more fun because it rarely becomes a slog. I'm seldom dreading a lengthy session doing the same quest again and again because, in most cases, I'm not dedicating my entire night to it. I might do that for a raid because they're supposed to be long, but a single story mission? No, thank you, I'm good.

The Dark Zone

The Division 2 continues the series' exploration of human greed and aggression, this time with three separate Dark Zones, each appealing to a different aesthetic and play style.

Much about what I loved about the first game's DZ is present: tension, difficulty, atmosphere. And as with everything else in The Division 2, there's a lot of expansion here.

Verticality makes itself known quickly in ways the first game never used. The dilapidated, more verdant environments offer new ways to engage. The chaos of a fight against a roaming boss can quickly descend into a fight against other Agents, which can then escalate further into a manhunt for the Rogues who went on a killing spree.

The Dark Zone is nasty in the best ways, but there are a few changes that irk me.

First, "Going Rogue" is more than just a conscious choice. It takes a button press now. You won't instantly be on everyone's hit list because of a few stray shots. You have to want to be the bad guy, and with escalating tiers of Rogue, you have to really want to be the bad guy to get the most out of the status.

But see, the system in the first game made more sense. Sure it could be unfair, but that was kind of the whole point. Mistakes were punishable, and the well-meaning became the murderous in less time than it takes to blink. 

Now, while intent is emphasized, an element of randomness is not. Division 2 thrives on a little bit of control to every encounter, but the Dark Zone is supposed to throw all those rules out the window. To impose law on the lawless is the worst possible crime.

Also, I don't think it was the wisest decision to split the Dark Zone into three pieces. It's the same complaint people have about DLC dividing the community. Until a specific Dark Zone comes out as "the place to be," I feel like it will be harder to get into those tense moments. 

How it Feels to Shoot

None of what I've talked about above works without guns to shoot at the things that drop loot. And while The Division 2 does a serviceable job of providing shooty fun, it is not Destiny or Call of Duty levels of smooth. 

That said, the different gun types do feel different, and each has its place in your loadout. But on the whole, the guns all fail to do the kind of damage that one-shots a boss mob or single-handedly clears a room.

Your best option, as of right now, is a good LMG and Sniper Rifle combo. One for the more mobile enemies, the other for the slow and stationary ones.

The cover mechanics are decent as well, if a little glitchy at times. Your character is particularly sticky to any wall within a single zip code, and moving in and out of cover in the middle of a firefight can and will get you killed. Not because you're out of cover, but because you're still in it and some guy has flanked you

I also found myself experiencing some significant input delay, though this was inconsistent enough that I chalk it up to me flooding the game with inputs in a panic.

Still, there were times out of combat where I'd ask the game to do something only to have it comply half a second after I asked. In a game where several milliseconds can be the difference between life and death, having to deal with several hundred milliseconds is irksome.

Like, say, if I wanted to activate my healing drone only to find my character stare blankly at the floor. I need the healing drone because it's saved my life more times than I can count.

What hasn't gotten me much use are almost any of the other abilities. Overall, I think the equipment in Division 2 is lacking. There are eight total on offer, and only three — the Chem Launcher, Shield, and Turret — are must-run.

The support equipment, the Drone and Hive, have their uses, but at the higher levels, their effectiveness begins to wane.

All in all, the combat and gunplay in Division 2 does its job and little else. That's fine for a game like this, but I had hoped they'd push their mechanics a little further.

Final Verdict

The Division 2 is an improvement on the first game in almost every way. Its mission design is superb, if a little long in the tooth. Its combat does exactly what it means to, enabling a lengthy and satisfying loot grind that even after forty to fifty hours I can't find any reason to stop playing.

The open world, too, is well worth your time. Settlement expansion is a little thinner than I'd like, but I'm a sucker for hub area progression and a bit spoiled by the Assassin's Creed series.

World events, bosses, and traversal are all fun, and the map isn't so large as to be overwhelming, especially with fast travel points.

I didn't talk much about the endgame much only because it's an expansion on the core game, just at a higher difficulty and with a new enemy faction. This faction, the Black Tusk, offers enough variety and mechanical challenge that they're worth getting to the endgame on their own, not to mention all the hidden secrets and easter eggs snuck across the after-campaign world.

In summary, Tom Clancy's The Division 2 is worth your time whether you're new to the series or a veteran of the New York outbreak. It won't convince you to love looter shooters, nor will it convert series detractors into advocates, but if you like a good, fun grind to while away your hours, this is the perfect game for you.

  • One of the most satisfying progressions systems in a loot game to date.
  • Varied level and mission design that allows for many different avenues of attack.
  • A lively, engaging open-world with too many activities to count.
  • Loot worth grinding for that allows for a variety of builds and play styles.
  • Bog-standard third-person combat.
  • Lackluster abilities that add little to the overall combat meta.
  • Lengthy mission times that could get in the way of enjoyable grind.

[Note: A copy of The Division 2 was provided by Ubisoft for the purpose of this review.]

Jaws.io Guide To Winning Every Match https://www.gameskinny.com/6gixw/jawsio-guide-to-winning-every-match https://www.gameskinny.com/6gixw/jawsio-guide-to-winning-every-match Tue, 19 Mar 2019 10:41:52 -0400 Ty Arthur

While it's a rarity, Jaws.io is a legitimately Jaws-branded .io title straight from Universal Studios and not a knock off using similar imagery.

As you might expect, Jaws.io plays just like any other fast-paced .io game, but with a few minor tweaks. As expected, your goal is to move around the arena and grow in size while picking up items and avoiding other players.

The change here is in whether you are playing Hunter mode, which lets you fire back at the shark, or in Jaws mode, which lets you eat any player boat you come across regardless of size. 

Below, we'll look at how to use the map to effectively as a shark to rack up points, how to get killshots as the hunter, and how to unlock skins. 

Using The Jaws.io Map Effectively

As the shark, your main goal in Jaws.io is to pick up as many items as possible to grow in size and rack up points, which means you want to hit the densest collection of objects possible, such as boats, swimmers, and docks. 

In most cases, the corners of the map are typically the best place to go because they have large collections of ships docked on the beach; you can plow through them all right from the start.

The brown docks can be picked up just like boats and swimmers, which means more points with less aiming.

It's worthy to note that the map is randomized in each match; sometimes the small islands toward the center often have larger clusters of docks, ships, and swimmers when the corners are randomly empty. Nearly everything is destructible, except the light buoys.

When playing as a Hunter, size only matters in relation to the other players, not in relation to the objects that can be picked up. In other words, you can hit a pleasure yacht that's three time your size on a dock and grow, but if you hit a player boat that's just slightly larger than your ship, you will have to respawn.

Also as the Hunter, the best way to avoid respawning is to move up and down an undulating wave or in Figure 8 pattern as soon as the red icon appears. This way, you can usually stay out of harm's way, sometimes indefinitely. 

 Dense areas like this are what you are looking for 

Landing The Killshot As A Hunter

Hunters' ships automatically fire directly at Jaws when he is in your line of sight. Take Jaws to zero health, and he respawns, netting you a huge point boost.

Aside from the auto fire, though, you also get a super shot, which charges up by collecting items. To charge faster for the killing shot, fire the super shot quickly the first time, then save your next shot for when the shark is low on health.

The bonus for landing the kill shot is so high that staying near Jaws and getting repeatedly eaten is a viable, worthwhile strategy. 

In the end score below, I ignored most of the docks at the edges and just trailed behind the shark until I got the kill shot, picking up anything he missed and occasionally running over smaller boats. With that strategy, I still finished almost 600 points ahead of the next player. 

How To Unlock Skins In Jaws.io

As with any .io game, progression focuses on unlocking new skins for Jaws or boat types for Hunters. Below is the full list of skins and their unlock requirements, although it's worthy to note that many of these can be bought outright for 0.99 cents instead:

  • Hammerhead Shark: watch 15 ads 
  • Battle Scarred Jaws: finish a match in 1st place
  • Whale Shark: play 3 days in a row 
  • Basking Shark: earn 50 shark points
  • Bull Shark: earn 450 shark points
  • Thresher Shark: earn 1250 shark points
  • Goblin Shark: earn 2450 shark points
  • Tiger Shark: earn 4050 shark points
  • Mecha Jaws: earn 6050 shark points
  • Jawsdroid: earn 7200 shark points
  • Holojaws: earn 9000 shark points
  • Yacht: watch 5 ads
  • The Orca: watch 30 ads
  • Sailboat: play 2 days in a row
  • Sumbarine: play 7 days in a row
  • Hooper's Boat: earn 200 shark points
  • Amity Police Boat: earn 800 shark points
  • Islander Boat: earn 1800 shark points
  • Racing Boat: earn 3200 shark points
  • Shark Hunter Boat: earn 5000 shark points
  • Riverboat: earn 10800 shark points

Jaws.io might be a relatively simple game on the surface, but getting the highest score can be tough. Hopefully, these tips and tricks will help you get the high score whether you're playing as the shark or the hunter. 

Generation Zero Takes Players To Alternate 1980s Sweden Filled With Hostile Robots https://www.gameskinny.com/qihvb/generation-zero-takes-players-to-alternate-1980s-sweden-filled-with-hostile-robots https://www.gameskinny.com/qihvb/generation-zero-takes-players-to-alternate-1980s-sweden-filled-with-hostile-robots Tue, 19 Mar 2019 09:49:58 -0400 QuintLyn

Yesterday, THQ Nordic shared the release trailer for its upcoming open-world FPS set in 1980s Sweden. Generation Zero takes players to an alternate version of the Scandinavian country where hostile machines roam the countryside. The game was one of our most-anticipated games of the year. 

In Generation Zero, players will defend themselves against these massive robots while [sic] unravelling the mystery of what is really going on."

This game isn't just a run-and-gun, however. In order to survive, players will use various tactics to lure, cripple, or destroy enemies. There's also player choice: take enemies on solo, or coordinate with up to three other players to complete objectives. Those electing to play in co-op will be able to compliment each others skills in combat by "support downed friends ... [to] share the loot after an enemy is defeated."

NPC enemies in Generation Zero are persistent, meaning that when a player destroys enemy armor, weapons, or other gear, that damage remains even if the enemy escapes. The next time a player runs across that particular foe, it will still be suffering from that same initial damage.

The interesting thing about this sort of mechanic is that it gives players the option to leave an enemy alive and come back for it when they're better prepared, rather than having to beat an enemy down all in one go.

On the more techy side of things, players may find it interesting that the game is rendered with the Apex engine, which was created by Avalanche Studios and used in games such as Just Cause 4 and Rage 2. This allows Generation Zero to have a dynamic day/night cycle, unpredictable weather, and, theoretically, complex AI behavior.

And, for the 80s fans among us, particularly where music in involved, Generation Zero features a full 1980s soundtrack. Queue the New Wave now.

Generation Zero is set to release on PlayStation 4, Xbox One, and Windows on March 26. To learn more about the game ahead of launch, be sure to head over to the game's website

The New 8-Bit Heroes Introduces NESmaker, Software That Lets You Create NES Games https://www.gameskinny.com/g9iq4/the-new-8-bit-heroes-introduces-nesmaker-software-that-lets-you-create-nes-games https://www.gameskinny.com/g9iq4/the-new-8-bit-heroes-introduces-nesmaker-software-that-lets-you-create-nes-games Mon, 18 Mar 2019 16:49:09 -0400 Joshua Broadwell

It's the dream of many a retro gamer or devoted programmer to see a game of their own making printed on a real NES cartridge. The New 8-Bit Heroes is making that dream a reality with their NESmaker software.

Platforms like Unity have made game development infinitely more accessible in recent years, but retro development remained in the domain of the particularly skilled programmers. NES development in particular relied on the now-obsolete 6502 Assembly programming language. Books and tutorials are available for learning the language, but it's a time consuming and difficult process.

NESmaker bypasses that issue by using an interface similar to Unity and GameMaker, which means retro enthusiasts don't even need to have programming knowledge to get started. The software provides several genre models for users to tinker with, including platform, scrolling shooter, and adventure.

However, it also includes options for those who do know or learn the 6502 Assembly language to build a game from the ground up.

The New 8-Bit Heroes creative director, Joe Granato, said:

Our goal is to give aspiring NES developers a new access point. ...for non-programmers, systems like the NES have an almost impossible barrier for entry. NESmaker opens up development for this system for artists and creatives of all types

Finished products are saved in a .nes file. The file can be used in certain emulators, including The New 8-Bit Heroes' recommended emulator Mesen. However, another feature that makes NESmaker unique is the ability to transfer your .nes file via flash storage onto a genuine NES cartridge.

These cartridges come with a variety of benefits, including flash storage, so there's no need to remember passwords. Yet they are still recognized by NES and Famicom machines (but not Retron consoles), making the experience as natural as possible.

The NESmaker software, bundled with a DVD documentary detailing the project's origins can be purchased from The New 8-Bit Heroes website for $40. The site also includes a range of beginner's and intermediate tutorials.

Users wishing to transfer their games to actual cartridges would need to head to Infinite NES Lives, a retro programming site The New 8-Bit Heroes recommends, to purchase individual NES cartridges, the INLretro USB Programmer, and necessary circuit boards.

Those who are interested in seeing how the finished products look and play can check out The New 8-Bit Heroes' arcade section here.