GDC: Google Showcases One Of Stadia’s Coolest Features

Google pulled back the curtain on its video game plans during the Game Developers Conference, unveiling its ambitious Stadia cloud gaming platform. Through Stadia, players and developers will not only be able to stream video games across a variety of devices such as smartphones, tablets, and TVs, they’ll even be able to share precise in-game moments with others.

During the company’s keynote address, veteran game designer Dylan Cuthbert took the stage to discuss Stadia’s State Share technology. Using the feature, developers will be able to “instantly share a playable moment from the game,” down to the world state, the player’s position and inventory, and any other aspects. The state can then be shared as a link that will allow other players to pick up from that exact moment.

Cuthbert discussed some of the examples possible with State Share. “I can create moments specifically for this kind of sharing–challenges to beat my incredible speed runs, or chances for other players to also experience those same tough boss battles. I can build as many shareable moments as I want and let the internet turn my whole game into an infinitely replayable treasure hunt.”

According to Google, Stadia will also enable game streamers to better engage with their audience with a feature called Crowd Play. This will allow viewers to jump into the same game session as a streamer by clicking a button on the screen and joining a queue.

Stadia will launch later this year. The platform will initially be available in the US, Canada, the UK, and “most of Europe” and will support various input devices, including its own proprietary controller. Additional details about Stadia and its launch lineup will be shared this summer.

For more on cloud gaming, be sure to check out how cloud gaming works and read up on the companies investing heavily in the cloud. You can also catch up on all of the Google gaming news from today’s GDC event.

from GameSpot – Game News https://www.gamespot.com/articles/gdc-google-showcases-one-of-stadias-coolest-featur/1100-6465685/

How Google Stadia Game Pricing Could Work, According To Ubisoft’s CEO

Google’s Stadia announcement shared an in-depth look at the streaming platform, technology, features, and more. One conspicuously missing component was price: There was no word on what the first-party controller or–more importantly–games themselves will cost. Ubisoft’s Yves Guillemot, whose company partnered with Google for the Project Stream test last year, shared some thoughts in an interview. Project Stream was a free test of Assassin’s Creed Odyssey, but how will we pay for future games offered through Stadia?

“I think we will have a multitude of ways,” Guillemot told GameSpot. “Either you buy full price and you play; or you will be able to also register, possibly, to play either one hour or two hours a day. There will be plenty of ways.”

The question of price is looming over the Stadia platform, since streaming games from the cloud is such a different model than traditional game sales. As opposed to buying a physical copy that you can hold, or even a digital copy that downloads data onto your console, consumers will have to get accustomed to paying for the ability to stream a game. Guillemot’s comments suggest that traditional purchases and perhaps a Netflix-style subscription model are on the table, and he’s had plenty of time to think about the subject.

“We have been working with Google for a long time now,” he said. “The first time we went to see them [Google] was six years ago, about what was the beginning of what this is today. We even created at that time a joint venture with Square Enix to do that job. We have been looking at that technology for a long time.”

For more on Google’s cloud platform, catch up with all we know about Stadia. Or you can read our primer on why cloud gaming is the next big thing, and see some of the competition Google will face with the companies investing in cloud tech.

from GameSpot – Game News https://www.gamespot.com/articles/how-google-stadia-game-pricing-could-work-accordin/1100-6465689/

Castle Crashers Releases For PS4 And Switch Soon

It’s nearing four years since Castle Crashers made the jump to current gen with a remaster on Xbox One. It’s been even longer since San Diego-based developers, The Behemoth, launched the side-scrolling beat-em-up on last generation’s hardware. Now, in celebration of the game’s 10th–going on 11th–year on the market, the studio has announced that Castle Crashers is re-re-releasing, this time for Nintendo Switch and PS4.

In a Twitter post, The Behemoth stated Castle Crashers Remastered, the version of the game that launched on Xbox One back in September 2015, is making its way to the Nintendo Switch and PlayStation 4. Unfortunately, no release date accompanied the announcement.

The developers penned a blog post on its official website detailing the announcement. Castle Crashers Remastered for Switch and PS4 will contain the Back Off Barbarian mini-game, all previously released DLC, and various gameplay improvements and performance updates. This re-release will also run at 60 frames per second and feature textures much improved over the original game’s. Essentially, it’s the Xbox One version of the game and more.

For the Switch version, Castle Crashers Remastered utilizes the system’s HD Rumble feature and four-player local Joy-Con support. So you, your friend, and your friend’s friend can play on one system using multiple Joy-Cons. PS4 owners who purchase the game will see the color of their controlled character displayed on the controller’s lightbar. Who doesn’t love a pink lightbar?

The Behemoth co-founder Dan Paladin gave some very specific reasons why this remaster is happening. It boils down to game preservation, a hot-button topic in the industry. “When we make games we want them to stick around,” Paladin wrote in the blog post. He also notes that “higher resolutions, higher framerates, chances to make tweaks, and better overall quality” are “very satisfying.”

At the end of the post, Paladin confirms that the studio is working on a new game. As of right now, it’s codenamed “Game 5.” There’s no other information on this title, but Paladin ensures the studio will “have more information on this later in the year hopefully.”

In our initial Castle Crashers review, we said the game is “an absurdly hilarious romp you won’t soon forget.”

Castle Crashers Remastered is available now on Mac, PC, and Xbox One. If you happen to have a PS3 or Xbox 360, you can play it there, too.

from GameSpot – Game News https://www.gamespot.com/articles/castle-crashers-releases-for-ps4-and-switch-soon/1100-6465688/

GDC: Google’s Confirmed Stadia Games Include Doom Eternal

During the Google GDC 2019 keynote, company VP Phil Harrison revealed a new cloud gaming streaming service called Stadia. Following its use in the Project Stream test last year, Assassin’s Creed Odyssey was featured prominently during the event, but it wasn’t the only triple-A game promised to run on the hardware. At a later point in the presentation, id Software executive producer Marty Stratton took the stage to announce Doom Eternal would be one of the games coming to Stadia.

Stratton said that Doom Eternal both plays and looks “great” on Stadia. The sequel to 2016’s Doom will play in true 4K HDR at 60 FPS on the cloud gaming platform. Stadia itself is designed to unite players, spectators, and developers all on one platform. For example, during Google’s keynote, the company showcased how you will be able to watch a trailer for a game on YouTube and then start playing said game through streaming within a few seconds.

Stadia will also feature cross-platform support. Harrison confirmed cross-platform play, allowing you to play with others regardless of platform. Stadia will also support cloud saves for game state and save files, so specific titles could have cross-platform progression as well.

Stadia will be supported across several platforms, including desktops, laptops, TVs, tablets, and phones. At launch, the service will be able to stream games up to 4K HDR at 60 FPS with surround sound, and Google has scheduled plans to increase that to 8K resolution in the future. Although you can use existing controllers with Stadia, Google is also releasing its own controller–which supports Google Assistant. Stadia scheduled to release this year.

For more information on cloud gaming, you can read up on how it works as well as which companies other than Google are investing in the technology behind it. We’re collecting all the Google Stadia gaming news announced at GDC today as well.

Doom Eternal is also loosely scheduled for 2019, coming to Xbox One, PS4, PC, Nintendo Switch, and now Stadia. Neither Bethesda or id Software has announced whether the game is coming to the Switch the same day as the other platforms, or if that version will be delayed. Eternal is more immersive and gruesome than its predecessor. The new game also offers additional means of moving around the map–including a grappling hook and free running.

from GameSpot – Game News https://www.gamespot.com/articles/gdc-googles-confirmed-stadia-games-include-doom-et/1100-6465686/

Stadia, Google’s Cloud Gaming Platform, Will Have Cross-Platform Support

During Google’s GDC 2019 keynote presentation, the company’s vice president and general manager Phil Harrison announced Stadia, a cloud-based streaming service that allows you to play games across most of your devices. At the end of his portion of the keynote, Harrison also mentioned that most games on Stadia would feature cross-platform support, which could come in multiple forms.

Cross-platform play specifically has been confirmed, allowing you to play with your friends regardless of whether you’re gaming on console, PC, tablet, or mobile device. Whether games will allow play between Stadia versions and those on other dedicated gaming platforms like PS4, Xbox One, and PC remains to be seen (and will likely vary by game), games running on Stadia should work regardless of what hardware you and other players are using.

Harrison also said that Stadia would support cloud saves for game state and save files, so specific titles will also have cross-platform progression. Again, it’s unclear if progression will be shared between Stadia and non-Stadia versions of games, but if you’re playing a Stadia game on multiple devices, your progress will move with you. So, if you were to play a multiplayer-focused game on your PC through Stadia, navigating over to your phone would bring all your unlocked items with you.

Google plans to use Stadia to bring together all aspects of gaming–whether you want to play, spectate, or develop–on to one platform. During the GDC keynote, for example, the company showcased how someone watching a trailer for Assassin’s Creed Odyssey on Ubisoft’s YouTube channel can click a link at the end of the video which allows them to begin playing the game through streaming in just a few seconds.

Harrison promises Stadia will be supported across several platforms, including desktops, laptops, TVs, tablets, and phones. At launch, Stadia will support streams in 4K at 60 FPS with surround sound, and Google plans on upping that to 8K resolution in the future. You’ll be able to use existing controllers with Stadia, but Google also announced its own controller specifically built for the service. The controller features most button inputs seen on Xbox One and PS4’s respective controllers, but it will also include one that allows you to ask Google Assistant a question. Stadia is scheduled to launch in 2019.

For more information on cloud gaming, you can read up on how it works as well as which companies other than Google are investing in the technology behind it. We’re collecting all the Google gaming news announced at GDC today as well, including the reveal that Doom Eternal is coming to Stadia.

from GameSpot – Game News https://www.gamespot.com/articles/stadia-googles-cloud-gaming-platform-will-have-cro/1100-6465683/

GDC: Google Stadia Release Date Window Set For This Year

Google has revealed a vague release window for its new Stadia platform. The service will launch later this year, coming first to the US, UK, Canada, and “most of Europe,” with a worldwide release coming at some point after that.

Pricing was not revealed for the new platform; while you won’t need specific hardware, you will presumably need to buy access to games or some kind of subscription service, but Google didn’t share any information regarding this aspect of the service. However, we did get lots of other details besides that, including the basics of what Stadia is: Google’s vision for a new kind of gaming service powered by the cloud. You’ll be able to play games, even high-end ones like Assassin’s Creed Odyssey or Doom Eternal, on most any internet-connected device.

As well as offering cloud streaming of games to phones, laptops, PCs, and TVs, it will also launch with its own controller. In addition, the company has founded a first-party development house to make games exclusively for Stadia.

Stadia will support cross-platform multiplayer and allow you to seamlessly switch between devices. You can also simply click a link while watching a game on YouTube to dive into that very same game at the exact same point. Alternatively, streamers can allow viewers to sign up to join in to play in the same game session with them. All of this is done seamlessly; you don’t have to download anything or have specific, high-end hardware to play.

At launch, Stadia will support 4K HDR gameplay at 60 FPS, with plans to scale that up to 8K at 120 FPS. Ubisoft, Doom Eternal developer Id Software, and Q-Games were among the developers mentioned as partners at Google’s GDC conference, while more than 100 studios already have Stadia in their hands. For more, check out everything we know about Google Stadia.

from GameSpot – Game News https://www.gamespot.com/articles/gdc-google-stadia-release-date-window-set-for-this/1100-6465682/

GDC 2019: Google Stadia Video Game Controller Revealed

At the Game Developers Conference, Google unveiled its vision for the future of video games: a cloud streaming service called Stadia, which gives instant access to play games across Chromebooks, smartphones, tablets, and TVs. In other words, it’s a platform that is accessible through devices you may already own, and it will will be compatible with keyboards and other input devices you might have, too. However, Google will also release its own proprietary Stadia controller, and now we know what it looks like and how it works.

The Stadia controller was shown off at GDC in three different color schemes. It connects to Google’s servers through Wi-Fi, and it identifies what screen you want to play on. In addition to the standard array of inputs, it also features two unique buttons: one allows you to capture gameplay and share and save it to YouTube, while the other is a Google Assistant button, which accesses the controller’s built-in microphone to get gameplay advice from an assistant. And in a fun reference, the back of the controller is home to the Konami Code.

No Caption ProvidedGallery image 1Gallery image 2

The streaming tech behind Stadia is the same that powered the Project Stream test that ran last year, when Google partnered with Ubisoft to stream Assassin’s Creed Odyssey for free through a Chrome browser. The company has made other big moves into the video game space, recently hiring Jade Raymond, best known for her work at Ubisoft and EA. Raymond will head up Stadia Games and Entertainment, a new first-party studio that will develop games exclusively for Stadia.

Stadia will launch later this year. It’ll be available first in the US, Canada, the UK, and “most of Europe.” Google hasn’t shared any pricing details for the service or its controller, but it promises to reveal more information this summer, including what games will be available at launch “and beyond.”

One key detail we don’t know beyond specific pricing is how you’ll buy games–will they be available through a subscription or like a standard game purchase? That remains to be seen, though we know Doom Eternal is coming to Stadia. Odyssey was also featured prominently during the GDC keynote. Ubisoft, the publisher of the latter, seems to be a big supported of Stadia, and when we spoke with CEO Yves Guillemot at GDC, he suggested there could be multiple ways to buy Stadia games.

For more on cloud gaming, check out how cloud gaming works and read up on the companies investing heavily in the cloud. Be sure to catch up on all of the Google Stadia gaming news from today’s GDC event.

from GameSpot – Game News https://www.gamespot.com/articles/gdc-2019-google-stadia-video-game-controller-revea/1100-6465675/

Apex Legends Season 1 Battle Pass Is Live On PS4, Xbox One, And PC

About a month and a half after the game’s initial release, Season 1 of Apex Legends has begun. The game’s Wild Frontier Battle Pass is now available to purchase on PS4, Xbox One, and PC, bringing a new assortment of skins, stat trackers, and other exclusive rewards to unlock in Respawn’s popular battle royale game. This arrives as part of a new Apex Legends update that also adds the new playable legend, Octane.

Much like Fortnite‘s own seasonal Battle Pass, the Wild Frontier Battle Pass costs 950 Apex Coins, which roughly equates to $10 / £8. If you’re eager to get a head start, EA is also offering a Battle Pass bundle for 2,800 Apex Coins that will instantly unlock the first 25 tiers, giving you immediate access to those rewards.

Apex Coins are Legends’ premium currency. They can typically only be purchased with real money, although there are a few other ways to get your hands on some for free. You’ll receive 1,000 Apex Coins by signing up for EA/Origin Access, which effectively amounts to a 50% discount if you spring for a one-month subscription. You’ll also be able to earn up to 1,000 Apex Coins by leveling up the Battle Pass.

As in Fortnite, you’ll unlock rewards as you level up Apex Legends’ Battle Pass, and you’ll receive three exclusive character skins automatically just for purchasing it. Even if you don’t decide to buy the pass, however, you’ll still be able to earn a handful of rewards, and you’ll retroactively unlock any you would have earned if you decide to purchase it partway through the season.

Unlike Fortnite, however, Apex Legends’ Battle Pass doesn’t offer any challenges. According to Respawn, this was a deliberate decision in order to let players focus on learning the ins and outs of the game rather than striving to check off contrived tasks.

“You’ll notice the first version isn’t built around a complex quest system where you need to do a 720 backflip off of Watchtower Artemis and get two Wingman headshots before hitting the ground,” Respawn wrote in a blog post. “While we think there’s really cool design space in quests and challenges for future Battle Passes, we wanted the initial version to allow our players to just play and learn the game.”

You can read more about how the Apex Legends Battle Pass works here. Also arriving to the game today is Octane, Apex Legends’ newest playable character. However, he isn’t included as part of the Battle Pass; rather, players will need to purchase him separately from the in-game store for 12,000 Legend Tokens or 750 Apex Coins. He comes with a bunch of new skins for you to earn.

from GameSpot – Game News https://www.gamespot.com/articles/apex-legends-season-1-battle-pass-is-live-on-ps4-x/1100-6465677/

Apex Legends Season 1 Patch Notes: Update With Octane, Battle Pass, And More Is Live

Respawn has launched the latest update for Apex Legends, and it’s a big one. This patch serves as the start of Season 1, meaning it covers more than just the typical additions and tweaks–although those are a big part, with the much-anticipated hit box changes being implemented. The new update also adds both the Battle Pass and new character, Octane. Here’s everything new and different in the patch notes.

Respawn released the patch notes for the Season 1: Wild Frontier update on the Apex Legends subreddit, and they give a little more detail on a few things, like how long Octane’s abilities last, and included a bunch of quality-of-live improvements that are now part of the game as well. Arguably the biggest is the hit box change, though. According to Respawn, the hit boxes for Gibraltar, Caustic, and Pathfinder have been changed “to better align with their shapes.” These were announced previously, and the adjustment to character hit boxes should make big characters like Gibraltar, Caustic, and Pathfinder a lot more viable on the battlefield.

Hit boxes are invisible shapes assigned to characters that register when they’ve been hit–if you shoot a character but your bullet lands outside their hit box (hitting, say, a hand or a piece of clothing), the hit doesn’t count and the character takes no damage. Caustic and Gibraltar, being the biggest characters in Apex Legends, had the biggest hit boxes, but they were also apparently not quite in line with the character players see on screen. The same is true of the robot Pathfinder, whose hit box previously extended into places that didn’t look like they should count as a hit, such as the space between his metal legs. The change should make all three characters a little tougher to hit, and therefore, more players will be likely to choose them going forward.

The new update also throws in a number of bug fixes, like patching a spot in Gibraltar’s shield that wasn’t blocking bullets and fixing a problem in which Pathfinder’s zip line wouldn’t deploy if players used it while jumping. There are a bunch of other quality-of-life changes that should make playing the game a bit easier for some people, like the ability to swap the functions of the left and right bumpers on controllers.

Another notable addition in this patch is the new ability to report people you suspect might be cheating. Players using hacks have been a problem for Apex on PC, and Respawn said in its patch notes it has banned just shy of 500,000 players for cheating. That’s a pretty big number, but considering Respawn says 50 million people have downloaded the game, there might still be a long way to go in cleaning up the cheater problem.

Finally, another aspect of note is improved crash reporting. PC crashes are still more commonplace than many would like, and this update aims to improve the way reports are generated. It also makes it easy for you to decide whether to share this report with Respawn and that there isn’t any personal data being included when you do.

You can read the full patch notes below. The update–and accompanying new content, include Octane skins–is now live on PS4, Xbox One, and PC.

Apex Legends March 19 Update Patch Notes

Stability & Performance

We’ve got some fixes in this patch that will improve stability on PC but we know there are still issues out there we need to address. We also added crash reporting so we can better understand how to tackle the issues we haven’t solved yet and address future ones.

  • Improved stability for various GPU configurations.
  • Capped PC FPS to 300 to balance improving stability but still letting you folks enjoy those sweet frames.
  • Addressed issue with PS4 crashes due to running out of memory.
  • Introducing better reporting when Apex crashes on PC without error message.
    • We really want to fix any crashes people happen to get on PC. We also respect our player’s privacy. So, if the PC game crashes, it will write “apex_crash.txt” to your “Documents” folder. This tiny file is plain text, so you can easily see for yourself that it has no personal information. If you choose to share this file with us, it will tell us whether the crash was in Apex or in third party software. If the crash was in Apex, our programmers can use the information to find and fix it. If you experience a crash, please include this file when you report.
      • We protect your personal information.
      • You can easily see everything in the file yourself; we have no secrets.
      • You’re in control of whether we ever see the file.
  • Added Report a Player feature for cheating and abuse on PC.
    • Players can now report cheaters they encounter in-game and it’ll be sent directly to Easy Anti-Cheat. You can do this from either the spectate view after dying or when looking at your team’s Banner Cards in the Squad tab.
    • We have lots of other work going on behind the scenes and this remains high priority for us. We won’t be able to share many specifics of what we’re doing but we’ll strive to provide updates on progress for the things we can talk about.
    • As I’m finishing the notes this morning, 499,937 accounts and counting have been banned for cheating.
    • Speed hacking: We do currently have anti-speed hacking in Apex Legends, but it’s not being as effective as intended due to a bug that we believe we’ve identified and will be addressing in our next server update. Will provide ETA for it when I have it. Working to get it out ASAP.
  • Added Report a Player for abuse on Consoles
    • You can report players from the spectate view after dying or when looking at your team’s Banner Cards in the Squad tab.
  • Optimized skydiving to improve overall server performance.
  • Fixed bug where sometimes the client could crash when opening Apex Packs one right after the other.

Quality Of Life

  • Added “Swap LT/RT & LB/RB” / “Swap L1/R1 & L2/R2”) toggle in the Controller Button Layout settings.
    • Lets you quickly swap what your bumpers & triggers are set to, with any controller preset.

  • Added “Sprint View Shake” setting under the Video tab.
    • Setting this to “Minimal” can be especially helpful for players susceptible to motion sickness.

  • Added “Trigger Deadzones” setting under the Controller tab.
    • Customize how far you want to pull the triggers before they register.

  1. Added “Advanced Look Controls” settings submenu under the Controller tab.
    • Fine-tune specific aspects of the look controls for a custom feel; such as Deadzone, Response Curve, Target Compensation (aim assist), and more.

  • When you relinquish the Jumpmaster position to another player you will now hear your Legend’s VO line in addition to the new Jumpmaster. The third player won’t hear it though.
  • Pathfinder grapple: updated icon
  • Pathfinder grapple: added indicator near crosshair to show when player is in range of grapple-able geo
  • Improved mantling from a grapple point.
  • Pathfinder can now grapple ziplines.
  • We’ve added D-pad navigation as a convenience in most of the menus. Our hope is this will speed up browsing and improve accessibility.
  • UI improvements to the KO Shield
    • Shield bar drains to indicate the remaining health of the shield.
    • When you have a Gold KO Shield and are down, we’ve added an effect to the label that reminds you that you can self revive.
  • We saw that the Ring indicator that appears when players are viewing the whole map wasn’t accurately showing the player’s position so we fixed that.
  • Character animations while taking damage now accurately reflect the direction the damage is coming from.
  • Fixed a bug where occluded sounds would sometimes sound unoccluded.
  • Patched up some issues with missing geo on Kings Canyon and fixed a few spots where players were getting stuck.
  • Fixed a script error that could happen when removing attachments on holstered weapons.
  • General polish to game UI fixing some grammar issues, improved navigation, and composition of elements.
  • Fixed PC users constantly switching weapons while scrolling through items in a Death Box.
  • Fixed issue where we were seeing server stability issues sometimes caused by purchasing items while matchmaking.
  • Fixed script errors that could occur during the skydive.
  • Reduced skybox fog.
  • Adjusted the code for Supply Bins so they are less likely to kill players. If you do still get killed by one please let us know!
  • Made it so push-to-talk is no longer on when a chat box is active.
  • LT/RT no longer switches between players in spectator mode while the map is open.
  • Updated the minimap to more accurately reflect the geo and points of interest on the main map.
  • Adding sound FX to the UI for the key binding menu.
  • Fixed issue where a player’s name would not show up when they send a message that reached the character limit.
  • Fixed bug where sometimes the Champion screen resolution would be stretched in widescreen resolutions.
  • Fixed audio bug where sometimes the zipline sounds FX would keep playing after disembarking.
  • Added accessibility option to modify the subtitle size.
  • Improvements / fixes for color blind players:
    • Added better color blind support for Blood Hound’s Threat Vision.
    • Colorblind colors per setting are now displayed in the settings menu.
    • Colorblind settings moved from Video Settings to Gameplay->Accessibility. They are now applied on the fly.
    • Enemy pings now use proper enemy color instead of only using red.
  • Audio:
    • Turned down volume when Wraith activates a portal.
    • Turned down the end sounds on the Peacekeeper charged shot.
    • Turned down the draw/holster sound slightly for thermite grenades.

Legend Hit Box Adjustments

  • Adjusted hit boxes for Gibraltar, Caustic, and Pathfinder to better align with their shapes.

Weapons

  • Fixed players being able to shortcut weapon swap by changing stance
  • Fixed players being able to shortcut Peacekeeper rechamber sequence
  • Fixed inaccurate auto ranging fullscreen (sniper) optics when base FOV is not set to default
  • Spitfire: fixed ADS view on Legendaries partially obscured by custom geo. (The Continuum, The Heavy Construct)
  • Fixed ADS view being blocked when using Caustic legendary skins with certain weapon/ optic combos
  • Digital threat optics: threat highlights are now more visible (slightly brighter; no longer affected by TSAA)
  • Fixed bug where Devotion audio sometimes wouldn’t accurately reflect rate of fire.

Additional Bug Fixes

  • Fixed rare issue where a player could get stuck on the drop ship and be invulnerable.
  • Patched up the hole we found in Gibraltar’s shield.
  • Fixed issue where Lifeline’s revive shield wouldn’t stay put while on a moving platform.
  • Fixed issue where sometimes players would get stuck in map geometry while skydiving from the dropship or Jump Towers.
  • Fixed bug where players could still shoot even after being downed.
  • Fixed bug where occasionally Lifeline’s D.O.C. drone would stay connected to a player but not heal them.
  • Limited the amount of Lifeline’s D.O.C. drones that can connect to a player to 2.
  • Fixed Pathfinder’s zipline not deploying when jumping.
  • Fixed a bug with the HUD where sometimes the Heal Bar would stay up if the heal was cancelled right after it was started.
  • Fixed a bug where sometimes the audio would continue to play sound FX for the Knockdown Shield even after it’s been destroyed.
  • Fixed issue where sometimes players could get disconnected when unplugging their controller during a game.
  • Fixed the exploit where you could do infinite wallclimb using Pathfinder’s Grapple.
  • Fixed bug where sometimes you couldn’t fire the Peacekeeper after riding a zip line.
  • Fixed issue where sometimes the skybox fog would not appear while spectating after you died.
  • Fixed bug where Banner Cards would show through walls occasionally when viewed through a very high FOV.
  • Fixed some odd light flickering that was happening on the ballon flags attached to Jump Towers.
  • Fixed bug where sometimes a player’s Banner Card would not show up after character select.

Razer Chroma Support

Apex Legends will now detect Razer Chroma peripherals and supported devices will now play animated colors that react to things you do in the game! Some examples:

  • Red lights during banner transitions.
  • While skydiving colors will tune to the color of your smoke trail.
  • Picking up loot.
  • Opening Apex Packs
  • Firing and taking damage.
  • Colors that flash when your Ultimate is ready.
  • And more!

from GameSpot – Game News https://www.gamespot.com/articles/apex-legends-season-1-patch-notes-update-with-octa/1100-6465684/

From a little hands-off demo alone, Shenmue 3 seems more of a RPG than the previous entries

From a little hands-off demo alone, Shenmue 3 seems more of a RPG than the previous entries

RPG Site’s coverage of the Shenmue series has always been a little on the side of stretching. With Shenmue III, however, our coverage actually looks like it’ll be fully justified.

source /feature/8353-from-a-little-hands-off-demo-alone-shenmue-3-seems-more-of-a-rpg-than-the-previous-entries