David Cage: Quantic Dream Looking To Publish Games Across All Genres

Things have been somewhat quiet for Quantic Dream for the last year or so, at least in terms of games. The developer’s last title, Detroit: Become Human, released in May 2018, and elicited a generally positive reaction from critics and players. While it featured a trope-heavy story that achieved mixed results in attempting to tackle some of its big ideas, like racism and xenophobia as seen through a sci-fi “humans versus robots” lens, Detroit was an impressive feat in terms of bringing the performances of human actors into video game worlds.

A little more than a year after the release of Detroit, Quantic Dream CEO, writer, and director David Cage turned up at San Diego Comic-Con 2019 for a panel featuring several actors from Detroit and another of the studio’s past games, Heavy Rain. The panel dug into the motion capture technology used to create those games and capture the actors’ performances to bring them into a digital world.

While it’s not clear what Quantic Dream is working on next and Cage didn’t announce anything during the panel, things have changed for the studio. For more than the last decade, Quantic Dream’s games have been PlayStation exclusives, thanks to a partnership between the developer and Sony. That partnership has ended, however, with Quantic Dream taking its games multiplatform with an investment from Chinese publisher NetEase.

Before that, Quantic Dream made headlines for another reason: as Eurogamer reported, Quantic Dream lost a lawsuit that alleged the studio created a toxic workplace culture for employees. Those allegations arose from an investigation by journalists from Le Monde, Canard PC, and Mediapart published in January 2018.

Ahead of Quantic Dream’s panel, Cage sat down with GameSpot for a brief interview about the studio’s post-Sony situation and the technology it used to create Detroit. Cage refused to comment on the lawsuit or Quantic’s workplace culture when we asked about them, but he did discuss where the studio is headed in the future and where it’s turning its focus in terms of developing games and technology.

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GameSpot: It’s been more than a year since the release of Quantic Dream’s last game, Detroit: Become Human, and you’ve moved away from your partnership with Sony, right? So what is going on with Quantic Dream right now?

David Cage: Sure. So we worked exclusively with Sony for the past 12 years, and it’s been absolutely a fantastic partnership with them, we really enjoyed working with them, and we had a lot of creative freedom and the liberty to do the games we wanted to make, which was absolutely amazing. But after 12 years working together, we felt that it was time for us maybe to explore different routes and to do different things, and we also wanted to become publishers and really work on our titles, maybe work on more than one title at a time. Also, we see the landscape changing very fast, we see new platforms, we see mobile, and we see cloudplay, and we wanted to just be able to be part of this landscape.

And that’s really what motivated us initially to look around, and so we started talking to different people and very quickly we found that the people at NetEase–that is the fifth-largest publisher in the world, although they may be less famous than other publishers right now, but they’re pretty big. But we met people that we really like and who understood what we were doing, understood our vision, and just wanted to help us to grow and to explore different possibilities. It gives us the same freedom, give us the support we needed for our new ambitions, but we want to be even more ambitious than we’ve ever been and just continue creating games that are different.

Does that mean creating games that are different from what we’ve seen from you before, like Detroit and Heavy Rain?

Sure, we are working around on different projects, and that’s also something we wanted to do for a long time. Putting the same passion and the same enthusiasm and exploring maybe different jobs. An important part of what we wanted to do was to become a publisher to publish our own games, that was something important to us, but also to work with other developers, and not necessarily regarding interactive storytelling, but any genre. As long as it’s original, innovative, and high-quality, we are interested. And we have been in this industry for 22 years, so we just felt that maybe we could also share the experience we had being a developer ourselves for a long time, sharing access to motion capture, to soundstages, to actors, to talents, to outsourcing, all the industrial advantages that we may have. Technology also could be shared. And just give a chance to other developers to get access to this fantastic market and to gamers, and just help them the best we can.

Can you tell us anything about what you might be working on or what you might be working on publishing? Anything like that?

No, we don’t have any announcement to make, but we are very actively working on this right now, and it’s so exciting, really exciting. You know, I’m in this industry for 22 years, and it feels like it’s a startup company, and we’re starting a new adventure now, so I wouldn’t say it’s a new journey because we’ve been on this journey for a long time, but it feels very exciting. And it’s very exciting times for the industry in general with cloud play, with different platforms arriving, with new possibilities–but also meeting other developers. Being a publisher now allows us to meet different people and to see how much talent there is in this industry.

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Your Comic-Con panel is about technology, so can you talk about Quantic Dream’s work in that area? You worked on motion capture technology for Detroit–are you still developing in that area?

Oh yeah, I mean, we are a very strange developer, to be honest with you, because we’ve always developed our own tech. From the first day 22 years ago, it was our own engine, our own tools, our own everything. And since then, we keep developing our own technology. We have about 50 engineers working full-time on the tech, and it allows our games maybe to look a bit different, and really, to have the tech that is tailored to the type of games we make. So cinematography is a big thing, actors–and virtual actors–are a big thing in what we do, filming, lighting. All these things are absolutely critical in this type of game. We developed the technology that fully supports this vision.

Regarding motion capture, we are one of the very few developers in the world that invested in a motion capture set about 20 years ago, and since then, we kept upgrading it and improving it …. But it’s something that proved to be, absolutely, a strategic investment 20 years ago, and when you look at a game like Detroit, I don’t think this game could have been made if we didn’t have our own motion capture set internally, because absolutely the entire game is in performance capture, so it’s literally 360 days of shooting with about 300 actors. We had stunts, we had kids, we had an absolutely massive cast of different profiles of actors. It could only be made this way because we mastered the technology of motion capture.

And we learn game after game, and we improve, and we also developed a very specific technology regarding facial animation. Most studios out there use a headset for actors, and you’ve probably seen that in “making of” videos and stuff, but there are usually two cameras with a lamp that they set in front of you, and it’s kind of intrusive for actors and very difficult for them to focus on their emotions, just because they have these things looking at them, the lamp in their face. You also can’t shoot when characters get closer, or they talk more intimately, or they kiss or whatever, or they hug each other. You can’t do this kind of thing. So we started developing a technology 20 years ago that is purely based on markers, so it’s just little dots on the face, and no headsets, no wires, nothing. It’s just purely markers, and it’s fantastic for actors because it’s complete freedom, it’s not intrusive, they totally forget about their markers, and it also allows you to track eyes, which is also very special. Eyes are so important in order to communicate emotion.

That’s one of the things we did love. And we have many things at the moment in the work regarding the engines, the tools, but also performance capture, of course. We keep improving game after game, we keep investing in R&D, and we hoped that the next game would look a thousand times better than the previous one.

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With some distance on Detroit, even from a creative standpoint and from a tech standpoint, how do you feel about that game? Is there anything you’d change or do differently?

I think everyone at Quantic Dream is really proud of Detroit. It’s been a lot of work, but it’s also what we wanted it to be, which is a game where the player tells his own story through his actions. The branching narrative was a very important aspect for us, and from what I hear from gamers, I mean, it worked for them. It really gave them the feeling of telling their own story. Very proud of the work done with the actors. we were very lucky to find very talented actors like Bryan Dechart [who plays Connor] and Jesse Williams [who plays Markus].

Honestly, I think that Detroit is probably as good as we could do at the time. So, I have absolutely no regret on the game. I think it’s pretty much what I had in mind. It’s much better because of the contribution of actors who did a fantastic job.

Now, game after game, you know that technology evolves and new platforms arrive, and you want to boost the realism further. And we were talking about photorealism for years in the industry, and game after game, we are trying to get closer. And I think Detroit looked better than Beyond, Beyond looks better than Heavy Rain, etc., etc. So I think the next game we will try to push the envelope.

I think that lighting is going to be a key thing. There is this new technology called “ray tracing” that we talk a lot about these days. I think this is going to be interesting because it will allow to improve reflections, lighting, shadows. And I think that’s a big deal. For years, I mean, the amount of polygons you could display was key, then it became the shaders and then textures, and now I think it’s all about the lighting, and the more subtle and nuanced the lighting will be, the better the image will be. I don’t think it’s going to be a war about resolution; I know that people talk about 8K these days and blah blah blah. I don’t think this is the real next battle. I would rather put focus on lighting. Lighting, lighting, lighting.

from GameSpot – Game News https://www.gamespot.com/articles/david-cage-quantic-dream-looking-to-publish-games-/1100-6468713/

Doom Eternal’s Slayer Vs Demon Multiplayer “Battle Mode” Detailed

At the QuakeCon keynote, Bethesda and Id Software detailed its asymmetrical Battlemode multiplayer for Doom Eternal. In this mode, you can take on the role of the classic “Slayer” Doomguy, or one of five Demons with varied abilities and upgrades.

The 3-player mode pits one Slayer against two Demons. The Slayer is armed to the teeth with guns, mods, and equipment, but will have to take down demons to refresh resources like ammo and health. Demons have their own set of special talents, like the ability to see through walls and summon AI controlled demons and hazards. After defeating one player-controlled Demon, the Slayer has 20 seconds to find and eliminate the other one to win the match. Matches will be best of five; as the rounds go on players can upgrade abilities. Plus Demons can summon more powerful demons, and the Slayer can get a BFG.

So far the revealed Demons include a Revenant with jetpack and shoulder-mounted rocket, including a special rocket barrage; a Pain Elemental that can fly and track the Slayer, and has a rechargeable shield; and a Mancubus with heavy cannons and flame throwers for lots of lethality at the cost of mobility. The end of the presentation also mentioned the Archvile and Marauder. At launch it will include six maps, and more maps and Demons will be added post-launch.

This QuakeCon also marks the last for Tim Willits, studio director at Id Software. The show opened with a farewell to Willits. Appropriately enough, this QuakeCon has officially been dubbed “The Year of Doom,” both to mark the original game’s anniversary and the upcoming Doom Eternal release. For more on QuakeCon, Doom Eternal, and other games from Bethesda, check out all the panels happening at QuakeCon.

from GameSpot – Game News https://www.gamespot.com/articles/doom-eternals-slayer-vs-demon-multiplayer-battle-m/1100-6468706/

Doom 1-3 Coming To Nintendo Switch, Apparently

This year marks the 25th anniversary of Doom, and the seminal FPS series will have a big presence at QuakeCon, which kicks off later today, July 26. Bethesda has already confirmed we’ll get another look at the upcoming Doom Eternal during its QuakeCon keynote, but it appears another surprise from the event has leaked early.

As spotted by Nintendo Life, the original Doom, Doom 2, and Doom 3 have been listed for Switch on the Nintendo UK website. The pages each listed the games as releasing for Switch today, with Doom 1 and 2 priced at £4, while Doom 3 costs £8. The titles aren’t live on the Switch eShop, however, and no pages for them have yet appeared on Nintendo of America’s website, so it’s unclear if these listings were simply a mistake or went live earlier than intended.

The QuakeCon keynote begins today at 9 AM PT / 12 PM ET, and it’ll be followed by an Influence of Doom panel at 10 AM PT / 1 PM ET. Bethesda will also host panels for Fallout 76 and Elder Scrolls Online this weekend. If you’re interested in following along, you can watch the QuakeCon livestreams here.

Doom Eternal is coming to Switch as well as PS4, Xbox One, and PC this November. We got an extended look at the game during Bethesda’s E3 2019 press conference, where the publisher showcased a brutal gameplay trailer and revealed the title’s collector’s edition, which comes with a full-size Doom Slayer helmet. You can read more in our Doom Eternal pre-order guide.

QuakeCon 2019 Schedule

Friday, July 26th

  • QuakeCon Keynote featuring Doom Eternal – 11 AM CT (12 PM ET / 9 AM PT)
  • Influence of Doom Panel – 12 PM CT (1 PM ET / 10 AM PT)

Saturday, July 27th

  • Fallout 76 Panel – 10 AM CT (11 AM ET / 8 AM PT)
  • Knee Deep in Doom panel – 11 AM CT (12 PM ET / 9 AM PT)
  • Elder Scrolls Online Panel – 2 PM CT (3 PM ET / 11 AM PT)

from GameSpot – Game News https://www.gamespot.com/articles/doom-1-3-coming-to-nintendo-switch-apparently/1100-6468704/

Fire Emblem: Three Houses – Budding Talents, Hidden Talents and their bonuses

Fire Emblem: Three Houses - Budding Talents, Hidden Talents and their bonuses

Here’s all the hidden budding talents in Fire Emblem Three Houses and the bonuses you’ll awaken when you reveal them.

source /feature/8769-fire-emblem-three-houses-budding-talents-hidden-talents-and-their-bonuses

Ubisoft Announces Community Event, Ubisoft Experience, Coming To Sydney In September

Ubisoft has announced an all-new community event called “Ubisoft Experience.” The event, which is described as an “immersive community event,” is coming to three cities around the world, including Sydney, Australia. The event will be held Saturday 14-15 at the Roundhouse at the University of New South Wales in Sydney. The other two cities are Paris, France and Birmingham, England (however, dates for those events were not confirmed).

The Ubisoft Experience includes developer panels, competitions, and meet-and-greets, while attendees can also play classic and upcoming Ubisoft games. Some of the recent and not-yet-released titles that will be on-hand at the Ubisoft Experience include Watch Dogs: Legion, Ghost Recon: Breakpoint, Beyond Good & Evil 2, and Roller Champions.

Tickets to the Sydney event cost $20 AUD, and all proceeds go to the R U OK? charity, which is a suicide prevention organization.

“The Ubisoft Experience is a fantastic opportunity to celebrate the Australian gaming community and directly engage with our fans,” Ubisoft Australia managing director Edward Fong said in a statement. “We can’t wait for the community to see what we have in store for them and are thrilled to showcase some of our biggest titles and host some of our brightest talent from around the world… see you this September!”

The Ubisoft Experience event runs 10 AM – 6 PM on September 14 and 15. You can find more particulars about the event here on Ticketek.

from GameSpot – Game News https://www.gamespot.com/articles/ubisoft-announces-community-event-ubisoft-experien/1100-6468703/

Fire Emblem: Three Houses – Ghost, Demon or Mortal and Birthday Sothis questions explained

Fire Emblem: Three Houses - Ghost, Demon or Mortal and Birthday Sothis questions explained

Some top opening questions answered – ghost, demon or mortal? And what impact does the character birthday have?

source /feature/8768-fire-emblem-three-houses-ghost-demon-or-mortal-and-birthday-sothis-questions-explained

Fortnite Birthday Cake Locations: Where To Dance Guide (Birthday Challenge)

Season 10 of Fortnite is just around the corner, but in the meantime, the game’s second birthday event is now underway. Alongside the event comes a handful of challenges, each of which will unlock a new birthday-themed reward when completed, with a special birthday cake pickaxe awaiting those who finish all of the tasks.

There are four birthday challenges to complete in total, most of which are self-explanatory and can be cleared fairly easily simply by playing the game as normal. The one that may give you a bit of trouble, however, is to dance in front of different birthday cakes. A similar challenge was featured as part of last year’s birthday event, but these cakes are hidden in different locations, which may pose a problem if you don’t know where to look. Fortunately, we’ve put together a handy map and guide to help you find the birthday cake locations.

Where Are The Birthday Cake Locations?

You need to dance in front of 10 birthday cakes in total in order to complete this challenge, and they’re scattered all across Fortnite’s island. Fortunately, once you know where to look, the cakes should be easy enough to spot, as they’ll be surrounded by balloons. We’ve put together a map of the birthday cake locations below:

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How To Complete The Challenge

Once you know where to look for the birthday cakes, completing this challenge is simply a matter of going to the right location and then busting a move in front of the confection. If you’re low on health, you can also grab a slice of cake to recover; not only will it help replenish your health and shield, it’ll count toward your progress in a separate birthday challenge, allowing you to kill two birds with one stone.

Unlike some other challenges of this nature, which allow you to revisit the same locations in different matches and still make progress toward completing the task, you’ll need to visit 10 different cakes in order to clear this challenge. If you need a visual walkthrough, you can watch us complete the challenge in the video at the top of this guide.

Fortnite Birthday Celebration Challenges

  • Play matches (10) — Wrap
  • Dance in front of different Birthday Cakes (10) — B-day Beats music track
  • Outlast Opponents (500) — Spray
  • Gain health or shield from Birthday Cake (50) — Banner

Reward: Birthday Cake harvesting tool (after completing all four challenges)

from GameSpot – Game News https://www.gamespot.com/articles/fortnite-birthday-cake-locations-where-to-dance-gu/1100-6468686/

Astral Chain Hands-On: Two Characters Make Combat A Fast-Paced Blast

Platinum Games upcoming Nintendo Switch title, Astral Chain, makes you a metaphysical anime K-9 cop. It’s as cool as it sounds, mixing some light investigation mechanics with a little bit of platforming and a two-character combat system that gives a new twist to Platinum’s approach to stylish, hard action.

At San Diego Comic-Con 2019, Nintendo offered GameSpot our first chance to get hands-on with Astral Chain. We played a small portion of the game that took place a few hours in, which seemed more akin to a side quest than a main story mission. The slice gave a brief look at a lot of what Astral Chain has to offer, including its combat system and investigation mechanics, and how they’ll both work together with the game’s central conceit–controlling two characters at once.

You play a member of a special police force unit called Neuron in Astral Chain, and your duties include dealing with the fact that the astral plane is spilling over into the real world. With it comes monsters, but you have a special trick for dealing with those, too: a Legion, your own astral plane entity that can fight monsters for you automatically or follow your commands. Your Legion is basically like a sword-wielding dog you lead around on a leash. The Legion attacks hostile creatures on its own, but you can also tell it where to go and what to attack.

Your Legion is basically like a sword-wielding dog you lead around on a leash.

The slice of Astral Chain we played started with a case about a missing woman who had seemingly come under attack from an astral plane monster, known as a chimera. Heading to the crime scene means walking through Astral Chain’s city, where you’ll find citizens to speak with and shops where you can buy useful items. Talking with people can give you information about the game’s story and the cases you’ll work on as you progress through the game, and like a real cop, you’ll keep notes about important information you learn along the way. Conversations that took place before our slice of the game had brought up mention of something called “the Red Ghost,” which turned out to be the chimera we’re hunting.

Arriving at the crime scene gave a quick sense of what Astral Chain’s investigations are like. This case required checking certain spots on the ground where evidence had been marked. We were able to see a reconstruction of the victim lying on the ground after the attack and picked up some other information about the event, and eventually, we found a place where the chimera’s astral plane energy had warped reality slightly. That was the clue we were looking for.

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Using Your Supernatural Police Dog

As you walk around in Astral Chain, your Legion isn’t necessarily always by your side, but you can just about always summon it with a quick press of the ZL button. You can use it to analyze astral plane evidence, and when we brought our Legion to check out what had happened at the crime scene, it was able to detect an astral trail the chimera had left behind. Now we were using the Legion like a bloodhound, navigating through the streets as it illuminated the trail. Before long, Astral Chain presented another use for the Legion–it can allow you to cross large gaps and leap to distant locations.

When you summon the Legion, it’ll float around on the end of its spectral leash and follow you, but you can take control of its movements by holding ZL and using the right thumbstick. Positioning the Legion on the far side of a gap lets you use it to pull you across the abyss, making it useful for platforming. You can also direct it to specific spots to activate switches and solve simple puzzles.

Eventually, the Legion led us to a portal to the astral plane where the chimera had taken the woman. The astral plane is a spooky, strangely geometric and minimalist landscape, basically filled with arenas for battling enemies and locations to use your Legion to solve puzzles. It was here that we got our first taste of combat, which, despite sometimes requiring you to control two characters in the heat of battle, is actually intuitive and easy to pick up.

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One Player Co-op Combat

You only have one attack button in Astral Chain, which you’ll pound away on as you fight enemies to create combos. Variety in combat is created by how your weapon can transform seamlessly; you wield a high-tech police baton that can change shape to fit the situation. It starts as a small, fast melee weapon, but can be switched to a powerful, slow, heavy sword called a gladius, or morphed into a pistol. You can switch your weapon on the fly to change your attacks as you pummel enemies, and stringing several attacks together builds a combo.

Fighting is less about performing a bunch of complex moves and more about exact timing to link your attacks with those of your Legion. String six hits together and you’ll see a blue circle appear on your character as time briefly slows, prompting you to hit ZL to summon your Legion. Do that in time, and the creature will spring into action, adding another big hit to your attack. You can then follow up with another strike of your own, which triggers another Legion prompt, and so on. After you’ve done enough damage, you can also activate finishing moves with your Legion, which sends your partner to rip out a chimera’s “ability core,” and restores your health and increases how long your Legion can fight at your side.

Your other major ability is a quick dodge that can get you out of harm’s way, and slipping past incoming attacks at the absolute last second gives you another opening to send your Legion in for an attack. Combat quickly becomes a fast-paced concert of attacks on open opponents and dodges that give you chances for counter-attacks, with your Legion leaping in and out to extend your combos. When you’re not actively telling your Legion what to do, though, it engages whoever’s closest on its own, without requiring you to babysit it.

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The result is the ability to control both characters, or just one, depending on the situation. You still need to be aware of both characters, though–your Legion disappears if a timer that starts when you summon it runs out, and more time gets subtracted as it takes damage.

The Legion has a few other tricks, too. The creature is leashed to your wrist with its spectral chain, but if you control the Legion directly, you can wrap that chain around enemies (including bosses), which briefly locks them in place and stuns them. And like your weapon, you can switch it between a few different versions, like a sword-wielding take, or a slower, more hulking one. The sword Legion can be called on for special moves, too. We fought a big shield-wielding enemy, which required lots of combos with the Legion to beat, but later, it was joined by a floating pink baddie that could create a tether between it and its allies, rendering both invulnerable. Calling on the Legion allows you to take direct control of it for a sword strike that can cut things in the environment, including that energy tether. Slicing through it broke the invulnerability bond, allowing us to send the Legion to fight one enemy while we took on the other.

After fighting some smaller enemies, we took on the chimera we’d been hunting, a multi-headed dog creature called, of course, Cerberus. The boss fight felt pretty typical to action games, with the monster winding up for big ground-smashing attacks that sent shockwaves outward, or leaping into the air to come hurtling back down toward us. The skill in the fight was in recognizing and dodging incoming attacks to create openings for the Legion to strike at the Cerberus. Avoiding attacks was a big focus since the boss could do massive damage to both you and your Legion; you need to protect yourself and pay attention to where your partner is to keep both of you alive and dishing out combo damage.

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More Astral Police Work

The fight was tough, but in all not too overwhelming. Astral Chain’s combat feels relatively simple when you first pick it up, which helps keep it accessible, but the number of things you can do with your Legion as you get used to the speed and timing of a fight adds a lot of complexity. The result is a combat system that allows you to do a lot of cool things as you get better at it, but which adds difficulty in the amount of attention and coordination it demands. Astral Chain wants you to be constantly thinking in two directions, and the skill involved in its fights comes both from quick reactions and timing, and from keeping track of both characters so you can use them effectively without getting either one killed.

The Astral Chain demo wrapped up with defeating the boss and returning the woman safely back to the human world–only to discover that in the meantime, chimeras had started appearing all over the place and the astral plane was bleeding through into the real world. Civilians were scattered around the area where chimeras were showing up, so we were tasked with clearing out the enemies–along with a giant, sword-wielding boss creature–in order to save them.

Astral Chain wants you to be constantly thinking in two directions.

Though the demo only lasted 20 minutes or so, our look at Astral Chain was enough to get a sense of how fast and satisfying its combat can be. It looks as though your Legion will be an integral part of the entire experience, which offers a lot of depth to a combat system that’s otherwise simple enough that just about anybody can pick it up.

The demo was a little thinner on what the other half of the game will be like, as you venture through the city talking to other humans and solving metaphysical crimes. The investigation in our slice of the game was pretty shallow and simplistic, but the inclusion of the notebook suggests that doing police work will be a bigger part of the game and might be more complex than just interacting with certain spots on the ground.

What’s clear is that there are a lot of cool ideas at work in Astral Chain. Platinum Games’ newest take on combat changes up the usual approach to action games just enough to feel fresh without being overwhelming, and its metaphysical setting and two-character mechanics suggest everything beyond fighting will be pretty interesting, too. We won’t have to wait long to see how Platinum’s new ideas work together as a whole; Astral Chain is due to hit Nintendo Switch on August 30.

from GameSpot – Game News https://www.gamespot.com/articles/astral-chain-hands-on-two-characters-make-combat-a/1100-6468702/