Microsoft Went To Great Lengths To Keep Keanu Reeves A Secret At Its E3 2019 Press Conference

The appearance of Keanu Reeves at the Microsoft Xbox E3 2019 briefing where he announced the release date for Cyberpunk 2077 was unquestionably one of the most memorable events of the entire show (at least so far). Now, it’s revealed that Microsoft went to great lengths to ensure that Reeves’ appearance was kept a secret.

Xbox boss Phil Spencer explained to Variety that Microsoft used a stand-in for Reeves during rehearsals. Not only that, but Reeves was referred to with a codename. The report goes on to say that Reeves didn’t set foot inside the Microsoft Theatre until the morning of his appearance.

Also in the interview, Spencer acknowledged that he wasn’t sure how it would all go down. He said he’s seen some celebrity endorsements fall flat over years. But after seeing a brief from developer CD Projekt Red–which had the idea for Reeves’ appearance–Microsoft was convinced that it was going to be “very authentic,” Spencer said.

CD Projekt Red spoke to GameSpot at E3 this week regarding how they got Reeves involved. They approached him about a year ago for the role, and the studio said the part he plays–Johnny Silverhand–would only work with Reeves. “It was always him or no one else for the role,” CD Projekt Red’s Miles Tost explained, adding that he was happy the news didn’t leak.

Check out the video embedded above to learn more about how CD Projekt Red brought Keanu Reeves on board for Cyberpunk 2077. You can also read the GameSpot story linked below to learn more about the role Reeves plays in Cyberpunk 2077.

After years of development, Cyberpunk 2077 is finally releasing on April 16, 2020 across PlayStation 4, Xbox One, and PC.

More E3 news:

from GameSpot – Game News https://www.gamespot.com/articles/microsoft-went-to-great-lengths-to-keep-keanu-reev/1100-6467739/

The Legend of Heroes: Trails of Cold Steel 3 Hands-On Impressions from E3 2019

The Legend of Heroes: Trails of Cold Steel 3 Hands-On Impressions from E3 2019

NIS America have finally showcased a playable demo for their upcoming localization of the next title in the beloved Trails series – how is it stacking up?

source /preview/8614-the-legend-of-heroes-trails-of-cold-steel-3-hands-on-impressions-from-e3-2019

Revealed At E3 2019: A Mario Party-Style Simpsons Game Was In The Works At EA

Electronic Arts considered developing a Mario Party-style Simpsons game, but it was too ambitious and it was ultimately canceled. The news comes from an E3 2019 Coliseum livestream where series producers Matt Selman and J. Stewart Burns spoke about it for what appears to be the first time. Selman mentioned the game after host Aaron Bleyaert asked the panel which Simpsons game was their favorite to work on.

“My favourite game to work on was the Simpsons party game that never came out that we just got paid for,” Selman said with a laugh. “At the time there was a trendy kind of, Mario Party, lots of mini-games … we briefly discussed getting on that bandwagon.”

Burns said the Simpsons party game was going to span around 20 different party games, but he estimated it would take a year to make each one, and that was simply not possible.

“It looked like it was going to be a 20-year project or longer because I don’t think we were going to get one of the party games done in a year,” he said. “That was not my favorite thing to work on. It was great when we heard it was not going forward. That was our fault, not EA’s.”

Burns added that he felt like the Simpsons production team owed Electronic Arts the mobile game Tapped Out after the unannounced party game fell apart.

Tapped Out went on to become very popular and lucrative, and it’s still operating today more than six years after its initial release in 2013. The game continues to receive new updates, the latest of which is called “Royale.” Its new content pokes fun at battle royale games like Fortnite.

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It’s unclear what developer was tasked with working on the unannounced and unreleased Simpsons party game, and it’s also unknown if any actual development was done on the title or if it was only conceived in the planning stage.

Whatever the case, it’s almost always exciting to hear about unannounced games and think about what they could have been. This is also true for the Simpsons party game. There are seemingly countless opportunities for fun and silly Simpsons-style mini-games. You could imagine something about Homer eating donuts, Bart skateboarding, or Barney drinking as many beers as possible. The possibilities are pretty much endless.

Also during the livestream, Selman talked about how much he enjoyed 2007’s The Simpsons Video Game for its meta-narrative in particular, even if the gameplay wasn’t all that great. He also enjoyed how God was the final boss.

It’s no surprise that EA would want to try to make its own Mario Party-style game, as Nintendo’s franchise is enduringly popular. The latest instalment, Super Mario Party, has sold more than 6.4 million copies which makes it one of the Switch’s most successful games.

The Simpsons Video Game in 2007 was the latest Simpsons console/PC game. During the livestream, Burns said the producers are always thinking about how they could make more Simpsons titles, but, sorry, there is no word yet on if Hit & Run 2 will ever happen.

More E3 news:

from GameSpot – Game News https://www.gamespot.com/articles/revealed-at-e3-2019-a-mario-party-style-simpsons-g/1100-6467738/

Infinity Ward’s Co-Founder Weighs In On The Modern Warfare Reboot At E3 2019

Infinity Ward created one of the most successful and influential shooters of all time with 2007’s Call of Duty 4: Modern Warfare. The studio is rebooting the game this year, but not everyone involved with the original Modern Warfare is still with the team.

Activision fired Infinity Ward co-founders Vince Zampella and Jason West in 2010 for insubordination. Zampella went on to create Respawn Entertainment, which enjoyed success with the Titanfall series and more recently the battle royale game Apex Legends (West has since joined Epic Games). But what does Zampella think of Activision deciding to reboot Modern Warfare? Speaking on GameSpot sister site Giant Bomb’s E3 2019 livestream, Zampella said he has mixed feelings about Modern Warfare coming back.

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“There’s a part of it where it’s humbling. It’s like somebody that I was involved in is worthy of being rebooted. It’s got so much history that people want to see it grow and evolve. There’s a little bit of that, ‘Wow, that legacy is huge.’ That’s humbling,” Zampella said.

At the same time, however, Zampella said he is “a little bit emotional.” Specifically, he said he wonders about Captain Price and how the new game will carry his legacy forward. Zampella said he’s also thinking about how the legacy of the Modern Warfare series could change depending on the response and reception to the Modern Warfare reboot. Overall, Zampella said his feelings swing back and forth when he thinks about the new game, but overall he said he has confidence that Infinity Ward is “in it right for the right reasons.”

“They wanted to do something great in the Modern Warfare space,” he said.

The new Modern Warfare retains some elements of 2007’s game in that it will tell war stories from different perspectives in a fictional Middle East setting. Price is indeed returning as a mentor character of sorts, but he has a new voice actor.

When Zampella and West were fired, a number of Infinity Ward developers left to join them at Respawn on the team that would go on to create Titanfall. One of those developers was Drew McCoy, who is now the executive producer of the wildly successful Apex Legends.

McCoy said he’s been excited to experience the new Modern Warfare reboot this time as a fan and not a developer. He also mentioned that it was a “classy” move on Activision’s part to put the original developers’ names in the opening credits to the 2016 Modern Warfare remaster.

The defections from Infinity Ward were so numerous that Activision reportedly had to bring in Sledgehammer Games to help finish Call of Duty: Modern Warfare 3.

Zampella and West settled their lawsuit with Activision in 2012. Activision reportedly paid dozens of millions of dollars to former Infinity Ward developers in the case.

More E3 news:

from GameSpot – Game News https://www.gamespot.com/articles/infinity-wards-co-founder-weighs-in-on-the-modern-/1100-6467737/

After E3 And Scarlett Reveal, More Xbox News Coming At X019 Event In November

Microsoft’s X0 event is returning this year. Xbox boss Phil Spencer confirmed during the Inside Xbox livestream this week that X019 will be held in London this November.

Microsoft says fans can expect “news, first looks, and plenty of surprises.” The show will begin with the “biggest Inside Xbox episode of the year,” Microsoft teased.

The company said it’s expecting “thousands” of people to attend, and more details will be announced at Gamescom in August. No venue has been announced for X019, while ticketing details are also unknown at this point.

Microsoft brought back the X0 event in 2018 with a show that took place in Mexico City. it was a big show for Microsoft. At the event, Microsoft announced the release date for Crackdown 3, an Xbox One X discount, the buyout of inXile, and more.

As for Microsoft’s showing at E3, the company made a series of huge announcements such as Project Scarlett, Elden Ring, a Cyberpunk 2077 release date, and more.

More E3 news:

from GameSpot – Game News https://www.gamespot.com/articles/after-e3-and-scarlett-reveal-more-xbox-news-coming/1100-6467736/

Pokemon Sword & Shield: Why Game Freak Wanted To Make Pokemon Huge

Just before E3 2019, The Pokemon Company introduced us to the new Dynamax mechanic in Pokemon Sword and Shield. When a Pokemon Dynamaxes, it grows to an incredible size–like, building-size–and gains extra power and stronger moves. It also works similarly to Mega Evolution in that you can only use it once in a battle. Basically, Dynamaxing is the “taking it up to 11” of Pokemon games.

At E3 2019, we spoke to Sword and Shield creative director Shigeru Ohmori about the thought process behind Dynamaxing. As it turns out, a lot of it has to do with the Nintendo Switch as a new platform for core Pokemon games. These are the first in the main series to be on TVs, so going big with the Pokemon is a great way to show that off.

“Now on Nintendo Switch, we have more resolution to work with–maybe you’re playing on a big screen TV,” Ohmori said. “So the ability to see the difference in size of the Pokemon was a lot easier this time… It was something we wanted to challenge ourselves [with] this time.”

On top of that, there was a heartwarming reason: to make sure every Pokemon has a chance to shine. Unlike with Mega Evolution, any Pokemon can be Dynamaxed; they don’t need to hold a special item, even. Yes, this means you can battle with a giant Wooloo.

“One of my goals with Dynamax this time around is that any Pokemon can use it, so I wanted to have the ability to–for some Pokemon that didn’t have their time in the spotlight to be viable in battle as well this time,” Ohmori said.

In other Pokemon news, we learned more about how Max Raid battles work during Nintendo’s Treehouse livestream. Pokemon Sword and Shield come out November 15.

More E3 News:

from GameSpot – Game News https://www.gamespot.com/articles/pokemon-sword-and-shield-why-game-freak-wanted-to-/1100-6467735/

E3 2019: A Close Look At Star Wars: Jedi Fallen Order’s Combat

One of the biggest challenges that Star Wars: Jedi Fallen Order‘s developers face is creating a game that has engaging mechanics, but also fulfills the fantasy of being a Jedi. It may sound easy on paper but striking the right balance is tricky, and there’s a long line of mediocre Star Wars action games that serve as a testament to that.

At E3 2019, the scuttlebutt has been that Jedi Fallen Order is a game in the same mold as From Software’s Dark Souls, Bloodborne, and Sekiro. These games are mechanically demanding and deliver a potent sense of accomplishment, but it’s hard-earned–not the kind of approachable experience that hooks an audience as broad as Star Wars’. And therein lies the challenge.

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Respawn’s solution is what it calls “thoughtful” combat, and this is also what is most reminiscent of From Software’s games. At E3 2019 I got a chance to play Jedi Fallen Order, with the bulk of my hands-on spent in a combat arena getting a better handle of what this “thoughtful” combat entails.

The arena itself was no-frills, a plain open area where I could run around and swing my lightsaber to cut down any enemies in my path. Further out, there were walls where enemies could be placed to fire blaster shots from a safe distance. My opponents were a cannon-fodder Storm Trooper, a blaster-wielding variant, aggressive Purge Troopers, and surprisingly deadly KX-Series Security Droids.

Almost immediately, Jedi Fallen Order feels a lot looser than Dark Souls; the general speed of movement and responsiveness is closer to Sekrio, though its feedback doesn’t quite feel as sharp and satisfying. The “thoughtful” part of combat comes in how you manage your enemies and crowd control, and then the efficiency with which you dispatch them.

To begin with, I went up against the vanilla, hits-head-on-roof brand of Storm Trooper, who like to stand at a distance and take potshots with their blasters. To take them out, I simply waited for them to fire a shot and then guarded at the very last second to deflect the incoming fire back and take out the trooper. The guard button can be held down to deflect all incoming fire in random directions, but to actually return the shot requires specific timing. These enemies are incredibly fragile and, if you get close enough to them, a couple of lightsaber swings brings them down.

The second variant of Storm Trooper was wielding an electric baton of sorts and, as such, was very aggressive, quickly moving into range to deliver up-close melee attacks. Here, I got to put the counter system to work and, as a strike was about to land on me, pressed the guard button to turn the table on the enemy and create an opening for myself. This will no doubt be familiar to those have played Sekiro, though, again, the timing feels a little more lenient. Like deflecting blaster shots, there is a simpler way to deal with these enemies, and that is to hold down the block button to nullify attacks. However, Jedi in training and hero of Jedi Fallen Order, Cal Kestis, has a defense bar and every attack chips away at it, so turtling for extended periods of time isn’t an option.

Almost immediately, Jedi Fallen Order feels a lot looser than Dark Souls; the general speed of movement and responsiveness is closer to Sekrio

And that’s where the dodge comes in handy. Pressing the B button on the Xbox controller while holding a direction made Cal dash, but with a second tap of the button, he’d roll away. This, it turned out, was particularly useful for getting away from the Purge Troopers, who are a considerably more formidable enemy. Taking them down involved a careful dance of landing a swipe and then dodge-rolling out of the way of their sweeping attacks. Occasionally they’d spin their double-sided energy weapons around themselves, but by pressing the dodge button without a direction, Cal could do a last-second dodge that narrowly avoids the incoming attack without disengaging from battle, slowing down the action. Occasionally, I’d pull these last-second dodges off in quick succession and be rewarded with a front kick animation that would create some space.

The final enemy, the Security Droids, were undoubtedly the trickiest customers. While slow, they would bear down on me and deliver powerful punches that, unless parried, would deplete Cal’s health in just a few blows. They’d also throw in an unblockable grab, during which Cal would be slammed into the ground. These guys required a little more finesse to destroy, and by finesse, I mean using a very handy Force ability that would lock them into place to give you a good window to land a powerful Focus Attack.

Taken individually, each element of Jedi Fallen Order’s combat is fairly simple and I daresay uninteresting. However, it’s when the game throws a bunch of different kinds of enemies at you together that the “thoughtful” part of it really clicks. With Blaster Troopers dotted around, baton-wielding troopers closing the gap, and a Purge Trooper circling, Jedi Fallen Order’s combat becomes a process of target prioritization and threat management. I quickly used my Force powers to trap the Purge Trooper in stasis, then double jumped away from the incoming attackers so I could get enough time and space to bait the troopers perched on walls to fire at me. I deflected blaster shots back to take them out of the equation, and by that time had enough breathing room to land a series of counter-attacks that left just me and the Purge Trooper in the field of combat. With the odds evened, I could carefully engage and disengage, dodging through its flurries and countering the slower, more telegraphed strikes.

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And that’s when it all clicked into place. At this stage, it feels like Respawn has done a good job of having a two-tiered gameplay experience, with the first being one that can be enjoyed by those looking for a simple but satisfying, almost button-mashy style of combat. The second, however, offers greater depth for those who want it, inviting them to consider how they approach each scenario, how best they can use their abilities and Force powers to give themselves the edge, and then executing in an efficient way. There were further considerations in combat that, sadly, we didn’t get as much of an opportunity to experiment with, like Force pulling enemies towards you, which looked like it would be very useful for taking out the Troopers with flamethrowers, and the Force Push. On top of that, there was a skill tree that wasn’t available in our demo, so it seems there’s further depth. But, as it stands, Jedi Fallen Order feels like it could be a satisfying Star Wars action experience. It may even double up as an approachable entry-point into the world of Souls-likes.

from GameSpot – Game News https://www.gamespot.com/articles/e3-2019-a-close-look-at-star-wars-jedi-fallen-orde/1100-6467734/

After Bethesda E3 2019 Briefing, Todd Howard Opens Up About Fallout 76’s Struggles

Appearing on GameSpot’s E3 2019 stage show today, Bethesda boss Todd Howard opened up and spoke candidly about Fallout 76‘s struggles and where the game is headed. The full segment is available to watch in the video embed above, and it is well worth a watch.

In the video, Howard talks about how Bethesda was caught off guard by how widespread Fallout 76’s issues were at release. He said the issues might have been serious enough to sink the title were it not for the game’s passionate fan base that stuck with it and gave Bethesda feedback. Overall, Howard remarked that Bethesda “missed the mark” with Fallout 76 at release.

He also acknowledged that Fallout 76 was something new and different for Bethesda with its always-online, multiplayer-focused nature. He said Fallout 76 was similar to Bungie’s Destiny in that it wasn’t overwhelmingly enjoyed at launch but survived–and thrived–thanks in part to fans that stuck with the game and helped give feedback to make it better.

Howard’s main regret from Fallout 76 is that it didn’t go through enough public beta tests to give Bethesda the insight and information it needed to ensure a smoother rollout.

While Fallout 76 might not have had the best start, Howard stressed that Bethesda remains committed to the game. Just this week, Bethesda launched a new battle royale mode called Nuclear Winter, while the next free expansion Wastelanders is coming later this year.

One of the reasons that Bethesda is able to continue to support Fallout 76 is because the company has grown substantially in recent years. A dedicated team is working on ongoing support for Fallout 76, while Bethesda’s other internal teams are working on titles like Starfield and The Elder Scrolls VI, in addition to Bethesda’s in-development mobile projects.

Howard also briefly discussed one of Bethesda’s upcoming next-generation games, Starfield. He said it’s being designed to stand apart from other sci-fi games with its own unique tone.

“There is a lot of science fiction. There’s less in games actually; there’s more in movies and television. And for us, that’s a world and IP and game we’ve thought about for a decade. It’s our first new IP in 25 years,” Howard said. “Our goal is it has its uniqueness where it stands up with Fallout and Elder Scrolls and Starfield, and it’s its own thing. We spend a lot of time on tone. Not just game flow, but how does it feel so you look at it and say, ‘That’s Starfield’ versus Star Trek or Star Wars.”

You can watch our full interview with Todd Howard in the video embed above.

More E3 news:

from GameSpot – Game News https://www.gamespot.com/articles/after-bethesda-e3-2019-briefing-todd-howard-opens-/1100-6467733/

E3 2019: Pokemon Sword And Shield Have Transfer Limitations

Nintendo revealed a whole lot of new details about Pokemon Sword and Shield last week, but we also learned some new tidbits about the games during the Treehouse livestream that directly followed Nintendo’s E3 2019 Direct. In particular, we learned more about how the recently announced Pokemon Home service will work with the Switch titles, and it appears there will be some limitations.

During the Treehouse livestream, game producer Junichi Masuda revealed that not every previous Pokemon will be transferable to Sword and Shield. “Players will be able to transfer their Pokemon from Pokemon Home only if they appear in the Galar region Pokedex,” Masuda said through an interpreter. What that means is that if a Pokemon isn’t already obtainable within Sword and Shield, you won’t be able to transfer it over from Pokemon Home.

Masuda acknowledged this is a change from how the previous Pokemon cloud service, Pokemon Bank, worked and explained the rationale behind this controversial decision:

“In previous games that worked with the Pokemon Bank service, you were able to–for example, in Sun and Moon–bring over any Pokemon, even if they weren’t in the Alola Pokedex,” Masuda said. “But with the transition to the Nintendo Switch hardware, being much more powerful [and] allowing us to be much more expressive with each of the individual Pokemon … at Game Freak we really spent a lot of time thinking about what the best way to move forward was, really preserving the quality of all the different Pokemon while also taking into account the battle balance, having so many different Pokemon available, all within a limited development time so we don’t keep fans waiting too long for every new entry in the series. And after a lot of discussion, we decided to come to a new direction.”

One of the new features in Sword and Shield that undoubtedly proved to be a hurdle in this regard was Dynamaxing, which can supersize a Pokemon for a limited time during battle. Given that there are more than 800 Pokemon in the series, Game Freak would have had to make new assets for hundreds of different monsters to account for this feature. We also don’t yet know how many Pokemon will be available in Sword and Shield; we’ve only gotten a glimpse at a handful of them thus far, but we’ve already seen a number of fan-favorites among them.

Pokemon Sword and Shield launch for Nintendo Switch on November 15. The games will be compatible with the Poke Ball Plus accessory. We also learned some new details about Raid Battles during the Treehouse segment, which you can watch in its entirety above. For more on the titles, be sure to check out our Pokemon Sword and Shield pre-order guide.

More E3 news:

from GameSpot – Game News https://www.gamespot.com/articles/e3-2019-pokemon-sword-and-shield-have-transfer-lim/1100-6467720/