E3 2019: Hand-Drawn The Legend Of Wright

Microsoft’s E3 2019 presentation wouldn’t be complete without a heaping helping of indie games. During the company’s showcase, we got a glimpse at RPG Time: The Legend of Wright, a new hand-drawn RPG from Japanese indie studio Desk Works.

The game takes place inside a student’s notebook. We watch our hero protagonist traverse a variety of environments, discovering an assortment of treasure, and overcoming a plethora of obstacles including puzzles and more. Check out the official announcement trailer below.

The Legend of Wright will launch on mobile, PC, and Xbox One sometime next year.

E3 2019 may have wrapped up for the day but there’s still so much to come, so be sure to look at the full schedule to see what presentations are coming up next. Afterward, head back here for all the latest news and reveals coming out of this year’s E3, and don’t forget to check out the six biggest announcements from Microsoft’s showcase.

from GameSpot – Game News https://www.gamespot.com/articles/e3-2019-hand-drawn-the-legend-of-wright/1100-6467589/

E3 2019: Final Fantasy 7 Remake Will Release In 2020

Square Enix has officially confirmed that Final Fantasy VII Remake will launch worldwide on March 3, 2020. The announcement was made during a Final Fantasy concert held prior to the official opening of E3 2019. Square Enix still due to have a press conference during E3, but the company has also chosen to give the much-anticipated remake its own time in the limelight.

The release date was preceded by a new trailer, which you can see above. It features Cloud, Barret, and a few other familiar faces taking on the Bombing Mission from the opening of the original Final Fantasy VII. We also get to see the new-look Omnislash, which looks as cool as we remember it being way back in 1997. The major difference from the original that is shown in the trailer is towards the end, where Aerith grabs hold of Clouds hand as a strange black entity envelops them.

The Final Fantasy VII remake has had a lengthy development journey and, over the years, fans have been kept mostly in the dark. This has changed recently, as Square Enix has been delivering more information and even providing glimpses at how the game looks and plays. Most recently, Final Fantasy VII Remake was featured in a PlayStation State of Play livestream held in May.

A release date is big news, but we expect there will be more to see of the game at Square Enix’s E3 press conference on Tuesday, June 11, at 6PM PT.

You can stay up to date on everything happened at E3 2019 by using our full press conference schedule. You’ll also be able to follow our E3 coverage from the show floor to get exclusive impressions on the biggest upcoming games.

from GameSpot – Game News https://www.gamespot.com/articles/e3-2019-final-fantasy-7-remake-will-release-in-202/1100-6467578/

Cyberpunk 2077 For PC Is Digital-Only In The US, So No Collector’s Edition

Cyberpunk 2077 finally has a release date and Keanu Reeves, and now developer CD Projekt Red has confirmed more details about the game’s release.

In the United States and all of North America, the PC edition will be digital-only. Among other things, this means the impressive-looking collector’s edition will not be available on PC in the USA. In other parts of the world, Cyberpunk 2077 will release boxed copies that come with download codes to redeem the game on GOG, and this includes both the standard edition and the collector’s edition.

To get the collector’s edition in North America, which comes with a neat statue and other extras, you’ll need to buy the game on Xbox One or PlayStation 4.

Check out the video embedded below to see an unboxing video for Cyberpunk 2077’s collector’s edition.

Cyberpunk 2077 releases on April 16, 2020 for PlayStation 4, Xbox One, and PC. Actor Keanu Reeves appeared on the Microsoft stage today to announce the release date and confirm his role in the game, and that’s been one of E3’s highlights so far.

from GameSpot – Game News https://www.gamespot.com/articles/cyberpunk-2077-for-pc-is-digital-only-in-the-us-so/1100-6467588/

E3 2019: Adorable Deer Game Way To The Woods Gets New Trailer

During Microsoft’s E3 press conference, we got a look at the adorable deer game Way to the Woods. The presentation brought a new trailer, below, which shows a doe and a fawn exploring a variety of dilapidated environments in sequences reminiscent of thatgamecompany’s Journey.

Way to the Woods is an adventure game where you and the fawn are trying to get back home in a post-human world. Survival requires scavenging for food and shelter, but it seems some kind of cat god will have all the answers. While the game is developed primarily by Australian developer Anthony Tan, whose work has appeared in Owlchemy Labs’ Job Simulator, the music comes from composer-duo Aivi and Surasshu, who are most known for their work on Steven Universe.

Tan initially revealed Way to the Woods as an early 2019 title, but the adventure game will now release on consoles and PC sometime next year. With appearing on the Xbox stage, it’s been confirmed that Way to the Woods will appear on Xbox One and will arrive as an Xbox Game Pass title at launch.

We’re still in the throes of E3 2019, so be sure to look at the full schedule to see what presentations are coming up next, and head back here for all the latest news and reveals. And check out the six biggest announcements from Microsoft’s showcase.

from GameSpot – Game News https://www.gamespot.com/articles/e3-2019-adorable-deer-game-way-to-the-woods-gets-n/1100-6467587/

Halo: The Master Chief Collection PC Pricing Announced At E3

A lot of the attention on Halo at E3 was understandably focused on Halo Infinite, but Halo: The Master Chief Collection is getting some attention as well. The Master Chief Collection is coming to PC, and as we’ve known, each title will be sold separately. Now, Microsoft has confirmed how much each one will cost. In an Xbox Wire post, the company confirmed Halo: Reach, Halo: Combat Evolved Anniversary, Halo 2 Anniversary, Halo 3, and Halo 4 will cost $10 USD each on both Steam and the Microsoft Store. Halo 3: ODST, meanwhile, will cost $5 for its campaign-only experience.

Titles will be released over time, beginning with Halo: Reach sometime in June, and continuing chronologically from there at points in the future. Microsoft did not say if it will release a bundle with all of the titles when they’re all eventually released.

Purchased individually, it will cost you $55 USD to buy all of the Halo games within The Master Chief Collection on PC. That’s not exactly a very good deal, as the package currently sells for $30 USD on Xbox One (though this does not include Reach currently).

Alternatively, each game within Halo: The Master Chief Collection for PC will be available with Xbox Game Pass for PC. The service, which launched on June 9, normally costs $10 USD/month, but Microsoft is offering it for the introductory rate of $5 USD/month, a price that is discounted even further thanks to a sale that brings it down to $1/month for new subscribers.

Players can also subscribe to Xbox Game Pass Ultimate, which covers Xbox One and PC. This service normally goes for $15/month, but new subscribers can get in for only $1.

Halo: Reach is also coming to Xbox One. Everyone who owns The Master Chief Collection gets the game’s multiplayer content for free, while the campaign and Firefight modes will become available to buy in an add-on. Game Pass subscribers, meanwhile, get everything without paying extra.

As for Halo Infinite, Microsoft premiered an extended single-player trailer during its Xbox E3 briefing that followed Master Chief waking up in a foreign place without Cortana. For more, check out GameSpot’s thoughts on Infinite’s E3 2019 showing in the video embedded above.

from GameSpot – Game News https://www.gamespot.com/articles/halo-the-master-chief-collection-pc-pricing-announ/1100-6467586/

Final Fantasy VII Remake will be released in the first quarter of 2020

Final Fantasy VII Remake will be released in the first quarter of 2020

Unsure if the remake is still episodic.

source /news/8576-final-fantasy-vii-remake-will-be-released-in-the-first-quarter-of-2020

E3 2019: Rage 2 “Rise Of The Ghosts” Expansion Announced

At Bethesda’s E3 2019 presentation, the studio announced a new expansion for Rage 2 aimed at making the wasteland action game wilder. The “Rise of the Ghosts” expansion introduces new enemies, vehicles, weapons, and more.

The trailer showed off a mechanized walker, sand worm, low gravity cheat code, new vehicles like a skull motorcycle and Armadillo, new game modes, story, and enemy areas. Bethesda also promised that it would deliver new content on a weekly basis, all with the goal of making the game feel more unpredictable.

All of this appears primed to add some variety to a world that could use it. GameSpot’s review of Rage 2 lamented that the world was fun to play in, but it left some of its potential untapped.

“I spent some time after finishing the campaign flying the Icarus gyrocopter from side quest to side quest while overlooking the vastness of Rage 2’s open world. It’s a gruesome wasteland with the potential to be a wide playground of opportunities to flex your robust set of abilities and weapons,” Michael Higham wrote. “And at times, it gave me just that. Yet I couldn’t stop thinking about how that potential was left untapped. Open world games sometimes overstay their welcome, and it’s odd to see Rage 2 have the exact opposite problem.”

Make sure to follow along with our full E3 press conference schedule so you can catch each of the events and announcements as they happen.

from GameSpot – Game News https://www.gamespot.com/articles/e3-2019-rage-2-rise-of-the-ghosts-expansion-announ/1100-6467576/

E3 2019: First Look At Doom Eternal’s Multiplayer

During the Bethesda E3 press conference, id Software showcased a new gameplay trailer for Doom Eternal. The developer followed the video with further details for the upcoming first-person shooter, including what to expect for the game’s multiplayer.

Doom Eternal’s multiplayer is called Battlemode, and it sees one player-controlled Doom Slayer face off against two player-controlled demons. The demons are able to summon additional allies and need to work together to overwhelm and kill the Doom Slayer. Their opponent has access to the Doom Slayer’s vast array of powerful firearms, explosives, and blades. As the trailer advertises, it’s strategy vs. skill.

The Doom Eternal segment of the press conference ended with the game finally getting a release date. Doom Eternal is coming to Xbox One, PS4, PC, and Nintendo Switch on November 22. A Doom Eternal Collector’s Edition was announced as well, and it includes a Doom Slayer helmet that you can actually wear.

The single-player trailer showed off more of what we’ve seen of Doom Eternal before: fast-paced action, monstrous demons, bloody executions, and acrobatic movement. We got to see lots of Doom Eternal’s weapons in action, both new and old.

from GameSpot – Game News https://www.gamespot.com/articles/e3-2019-first-look-at-doom-eternals-multiplayer/1100-6467585/

Doom Eternal Is A “Fantasy Combat Puzzle”, But What Does That Mean?

Doom Eternal is butter. Smooth, creamy, gory butter, where your every action seamlessly spreads from one to another. At an extended hands-on session with the game a few weeks before E3, I played roughly 30 minutes of the upcoming shooter, with the demo starting off at a UAC base on the moon Phobos, before hopping between giant pieces of rubble floating in space, and then all the way to the surface of Mars (battling hordes of demons along the way, of course). As with the rebooted Doom in 2016, transitioning from traversal to combat and back in Doom Eternal felt thrilling, entangling you in that classic Doom power fantasy of being a nigh-unstoppable killing machine.

Doom Eternal, then, is undoubtedly more Doom, albeit with an even more concerted attempt to marry movement with shooting to force players to be more mobile and aggressive. I spoke with id Software creative director Hugo Martin and executive producer Marty Stratton to find out exactly how they wanted to build on the success of the last game, the link between difficulty and “content” with a game, and why they wanted to have their game on Google’s new streaming Stadia platform.

You’ve used the term “fantasy combat puzzle” to describe what you’re trying to achieve with the gameplay in Doom Eternal. What does that mean?

Hugo Martin: Basically, the game is going to provide you with a problem that you’re going to need to solve (and you) solve it through aggression, through skill, through the mastery of the elements in the game. We’re going to give you the tools to solve the problem, and it’s going to be up to you to figure it out and master how to do it.

I think that we have to lean on providing a well-crafted experience over however many hours to make that engaging from beginning to end, and the way we do that is by challenging the player. Our game has to have a meta. If there is no meta to the experience, then there’s no subtext to what you’re doing. It’s just pretty flat and shallow at that point.

So when you say puzzle, you mean all the mechanics you put into this and how they’re used to solve a particular fight, right?

Martin: Say I’m out of ammo. I’m being hunted down by all these guys, what do I do? I can’t deal with this arachnatron’s gun, and it’s mauling me. What do I do? Oh, there’s a mod with a scope over there. Damn, my aim sucks. Okay, maybe I need to get better at aiming. We put these intentional design fail states in the game where the player fails. We want you to fail and die but then hopefully in death, you’re thinking and you’re thinking, and like, okay, I think I can overcome that if I do this. That’s basically what we mean by combat puzzle.

You should always understand why you died. Even in that death moment if you’re not the fastest thinker at the moment, you’re like, man. I learned this three levels ago, I saw this in a tutorial, or I learned this when I shot the arachnatron’s gun off. In that pause of death you think I’ve got to try this differently, I’ve got to use this tool that I’ve learned and to overcome this hurdle.

The key is that you’ve got to feel like it’s fair. If the game is screwing me that’s not cool. Enemies with hitscan weapons that are unavoidable and I can’t do anything about it, that’s not cool.

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Were there any specific influences that guided you as you leaned into the “tough but fair” approach?

Martin: The original Doom. Everything in original Doom counted by making the resources mean a lot more. It immediately made the game more engaging. I think a perfect example when we say puzzles is the old rocket launcher from 1993, which was incredibly powerful. If you didn’t respect the weapon and you were irresponsible with it, it would get you killed. We’re just doing that stuff.

Traversal played a very big part in the 2016 game, it’s obviously playing a much bigger part now. Why did you decide to push traversal even more?

Marty Stratton: I think mainly to have a variety of gameplay. It makes combat more fun, it makes the variety of the gameplay more fun, and it gives us more opportunities to do amazing things with the world and with the places you go.

Martin: That’s only one level. Mars Core focuses a little bit more on epic platforming while other levels emphasize other things. There’s a lot of really cool, simple binary, what we call 16-bit style mechanics in Doom Eternal that will present the player with some really engaging experiences. Some nice obstacles for them to overcome.

I don’t want to make a hard game just to make a hard game. That’s not fun. It’s got to be engaging. Something that’s worth your time. You’re going to spend $60 on this game, you’re going to play it for however many hours. It’s got to be engaging, it’s got to be worth my time. If it’s a sleepwalk where I’m just running down a hallway shooting guys point blank with a shotgun, that’s not really worth anybody’s time.

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What else was there from the 2016 game that you really wanted to improve on for this one?

Martin: The incidental combat areas for sure. We felt like we needed to do a lot more than just arenas. We’re so proud of that. I’ve got to be honest, I think some of the incidental combat areas to me are as engaging as the arenas, if not more so, to be honest. What else?

Stratton: [There’s also the] fact that we’ve doubled the number of demons in Doom Eternal relative to 2016, so that in those late game moments in the second half of the game or the last quarter of the game, you’re seeing things that you’ve never seen up to that point.

Martin: Yeah, you’re still seeing new, fresh challenges being thrown at you. New things to learn. You’re still growing as a player. You still feel like you’re progressing. You don’t feel like the game is flatlining.

We’ve talked a bit about difficulty tonight, and you guys don’t want to make it a difficult game just for the sake of making a difficult game. There was a lot of debate around the internet a couple of months ago about game difficulty. Do you want to weigh into that debate? What is difficulty versus accessibility to you guys?

Martin: I’m pretty passionate about this–as the difficulty of your game goes down, the content in your game has to go up. That’s a simple formula. Look at some of the other games being made. If I’m playing through your game I’m just shooting at mobs (which is fine, I love those games), I better be getting a steady stream of content delivered to me throughout. There are lots of games that do that. If you don’t have that type of game, a looter-shooter, then I think your game does have to be more challenging because it’s not about I’m just getting pelted with content constantly.

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When you mean content, you mean volume of content?

Martin: Yeah.

Stratton: At a high level it’s engagement. He’s talking about difficulty creating engagement. If your difficulty is low the engagement comes more through when I get something new.

Martin: What I’m getting from a looter shooter might not be moment-to-moment challenging, but what it makes up for that is that I’m getting a ton of guns every couple of minutes. We obviously don’t make that type of game so we feel like in order to achieve a level of engagement that we want we have to make the game a little bit more of a challenging experience for the player.

Stratton: Even from a challenge perspective, when you’re talking about accessibility, there’s obviously just a broad range of accessibility. We have five difficulty options in our game. It’s not like we’re giving you one difficulty setting and say, you either play our game and get it or you’re done. You can drop it down two difficulty levels from what you played tonight or you can go up two difficulties from what you played tonight.

Martin: We have extra lives in the game which also helps with accessibility and rewards players for exploring. The key to difficulty for me is don’t just give me hard for the sake of hard. Give me something to master. If I master it, I actually make the game easy because I earned that. You’ll be able to do that in Doom Eternal. That’s what I love about games. When a game feels like it’s just being hard for the sake of being hard, that’s not cool.

Doom Eternal is one of the big games that Google will bring to Stadia. How did that partnership come about?

Stratton: I think the spark, so to speak, was that Stadia is built on the Vulcan API, and Doom was built on Vulcan as well. They saw a good match there as far as getting a game up on their platform relatively quickly, but also we have the best technical team in the entire industry and we’ve been making games a long time. I think the fact that they were entering the game space, they saw a unique opportunity to speak to a company that had been making games for 25 years that has enormously high technical standards and has worked with every single first party platform for years and years.

I think they saw that we could really show them the ropes in certain areas. They’re equally technically powerful and ambitious, and I think that was very appealing for us to see Google say, “We’re going to take on this thing that is monumental.” Streaming games is … we love that kind of stuff.

from GameSpot – Game News https://www.gamespot.com/articles/doom-eternal-is-a-fantasy-combat-puzzle-but-what-d/1100-6467505/

Bethesda E3 2019: Doom Eternal Release Date Announced

Bethesda’s E3 2019 press conference brought us a few new games, a lot of dragon love, and most importantly, a good long look at the upcoming Doom Eternal. In addition, a release date for the title was also announced.

November 22, 2019 is the date that we can expect the follow up to ID Software’s excellent Doom reboot. Hugo Martin (Creative Director) and Marty Stratton (Executive Producer) got on stage to reveal the date alongside a new story trailer and the announcement of a new multiplayer mode, titled Battlemode.

Battlemode appears to be an asynchronous multiplayer mode, where two player-controlled demons take on another who controls a Doom person. The demons will have different abilities and playstyles, and more information will be revealed at Quakecon. Bethesda also revealed the collector’s edition of Doom Eternal, which comes with a wearable Doom helmet. Because, of course.

There was a lot more that was talked about during the Bethesda presentation, so be sure to catch up in our recap. For the rest of our extensive E3 coverage, be sure to visit our content hub!

from GameSpot – Game News https://www.gamespot.com/articles/bethesda-e3-2019-doom-eternal-release-date-announc/1100-6467582/