Pokemon Go: Last Chance To Catch Armored Mewtwo

Time is running out to catch Pokemon Go‘s latest Legendary Pokemon, Armored Mewtwo. This special version of the Legendary Psychic-type will only be available until 1 PM PT / 4 PM ET / 9 PM BST on July 31, making this your last opportunity to add one to your collection.

Unlike a standard Mewtwo, this version of the Legendary Pokemon is sporting the power-suppressing armor it wears in the Mewtwo Strikes Back: Evolution movie. Not only is its appearance different, but it has more defense-oriented stats than a regular Mewtwo, and it is capable of learning different attacks.

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Like most other Legendaries in Pokemon Go, Armored Mewtwo will appear in five-star Raids. You must team up with other players in-person and battle the Legendary Pokemon first, before you can earn a chance at capturing it. Despite its different appearance and stats, Armored Mewtwo is still a pure Psychic-type, which means it’s weak to Ghost, Dark, and Bug Pokemon such as Giratina, Tyranitar, and Scizor.

Armored Mewtwo isn’t the only Pokemon leaving Go soon. You also only have a few more days to catch a Pikachu wearing a straw hat, which is spawning around the world as part of a One Piece crossover event. Straw hat Pikachu will only appear in the wild until July 29, so time is running out to add one to your collection if you haven’t already.

In other Pokemon Go news, Team Rocket has begun appearing in the game. You can challenge Rocket grunts at certain PokeStops and then catch the Shadow Pokemon they leave behind. Niantic has also announced the first details for August’s Community Day. The event is set for Saturday, August 3, and the featured Pokemon this time will be the Psychic/Fairy-type Ralts.

from GameSpot – Game News https://www.gamespot.com/articles/pokemon-go-last-chance-to-catch-armored-mewtwo/1100-6468694/

Watch The QuakeCon Live Streams Right Here: Doom Eternal, Fallout 76, And More

QuakeCon begins this weekend, and it promises to be a hell of a show. This will be the “Year of Doom,” both to celebrate the groundbreaking FPS classic’s 25th anniversary and to look ahead to the coming release of Doom Eternal. A series of panels include a few looks at Doom, along with fellow Bethesda-published games Fallout 76 and Elder Scrolls Online.

GameSpot will be streaming the show as it all goes down, so make sure to bookmark this page and check back to watch the panels live. The first livestreams will begin on Friday, July 26 with even more on Saturday, July 27.

QuakeCon will once again take place in Dallas, TX. Panels include a keynote featuring Doom Eternal, two separate panels on the impact and influence of Doom, and panels featuring Fallout 76 and Elder Scrolls Online. Those latter two are ongoing live games, so we may get a first look at upcoming updates and expansions. Check below for the full 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/watch-the-quakecon-live-streams-right-here-doom-et/1100-6468692/

Greedfall Developer Webseries Episode 2 – ‘Forging an Adventure’

Greedfall Developer Webseries Episode 2 - 'Forging an Adventure'

This week’s video looks at dialogue choice and skill customization.

source /news/8766-greedfall-developer-webseries-episode-2-forging-an-adventure

Watch The QuakeCon Live Streams Right Here: Doom Eternal, Fallout 76, And More

QuakeCon begins this weekend, and it promises to be a hell of a show. This will be the “Year of Doom,” both to celebrate the groundbreaking FPS classic’s 25th anniversary and to look ahead to the coming release of Doom Eternal. A series of panels include a few looks at Doom, along with fellow Bethesda-published games Fallout 76 and Elder Scrolls Online.

GameSpot will be streaming the show as it all goes down, so make sure to bookmark this page and check back to watch the panels live. The first livestreams will begin on Friday, July 26 with even more on Saturday, July 27.

QuakeCon will once again take place in Dallas, TX. Panels include a keynote featuring Doom Eternal, two separate panels on the impact and influence of Doom, and panels featuring Fallout 76 and Elder Scrolls Online. Those latter two are ongoing live games, so we may get a first look at upcoming updates and expansions. Check below for the full 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/watch-the-quakecon-live-streams-right-here-doom-et/1100-6468692/

These 2 PC Games Are Free To Claim At Epic Starting Today

Over the past eight months or so that the Epic Games Store has been in business, the PC game retailer has slowly ramped up its offering of free games for its users, first giving away a game every two weeks and then transitioning to a weekly giveaway. Now, it appears Epic is testing the waters of giving away two free games on a weekly basis, if the offerings this week and next are any indications of its future plans. From now through August 2, you can claim Moonlighter and This War of Mine for free at the Epic Store; then, on August 2, the pair will be replaced by another duo of freebies: Alan Wake and For Honor.

As a reminder, once you claim any of Epic’s free games, they’re yours to keep forever. To claim them, you’ll have to first create a free Epic account, if you don’t already have one.

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This War of Mine

If you enjoy dark survival-themed games that require life-and-death decisions influenced by your own morals, definitely check out This War of Mine, which was developed by the same team behind Frostpunk. The game puts you in the shoes of a group of civilians struggling to survive in a war-torn city. Scavenging for resources like food and medicine is crucial, and along the way, player-controlled characters will run into other NPC survivors, whom you can choose to kill or help out. Epic seems to be giving away the Anniversary Edition, which adds new characters, new locations, and an entirely new ending to the game.

Get This War of Mine free at Epic

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Moonlighter

Then there’s Moonlighter, a very different sort of game that you’ll like if you’re into action RPGs with rogue-lite elements. Primarily, you’ll manage your shop in Rynoka Village, controlling inventory, setting prices, recruiting assistants, and upgrading the shop. You can also upgrade other aspects of the town, adding things like a blacksmith or potion-maker to produce items that are helpful for the dungeon portion of the game. Your character can access various worlds through otherworldly gates, where they will fight hordes of enemies and gather profitable loot, resources, and more. As you progress in the game, you can craft new armor and weapons and even enchant existing equipment.

Get Moonlighter free at Epic

On the topic of PC game deals: Don’t miss out on Green Man Gaming’s huge summer sale going on right now with over 2,000 PC games and DLC marked down. If you like This War of Mine and haven’t played Frostpunk, the latter is on sale for $13.50. Plus, get Resident Evil 2 for $35.63, Monster Hunter World for $27, Civilization VI for $13.20, and more.

from GameSpot – Game News https://www.gamespot.com/articles/these-2-pc-games-are-free-to-claim-at-epic-startin/1100-6468687/

Fire Emblem: Three Houses Review Roundup

Fire Emblem: Three Houses marks Nintendo’s big release on Switch this summer. The latest entry in the long-running strategy RPG series maintains much of what has made the series so iconic, but it makes some significant changes too.

Three Houses puts you into a bustling school, and the titular three houses represent different factions. This gives the game a fresh tone as you navigate school life. On top of that, it lets go of the weapon triangle, a staple of the series that has given a rock-paper-scissors aspect to combat. Critics are largely regarding the changes as positive, as reflected in GameSpot’s review.

“When all was said and done, all I could think about was starting another playthrough,” wrote Kallie Plagge. “I was curious about the mysteries left unsolved, of course, but I also hoped to undo my mistakes. There were characters I didn’t talk to enough, students I didn’t recruit, and far more effective ways to train my units.”

Several other outlets have published their Fire Emblem reviews as well. We’ve gathered a sampling of them below. For even more reviews, check out GameSpot’s sister site Metacritic.

  • Game: Fire Emblem: Three Houses
  • Platform: Nintendo Switch
  • Developer: Nintendo
  • Release date: July 26
  • Price: $60 / £50 / $100 AUD

GameSpot — 9/10

“Mastering the art of thoughtful lesson planning as a professor improves your performance on the battlefield, where success relies on calculated teamwork and deft execution. Cultivating relationships during battle in turn draws you closer to each of the characters, who you then want to invest even more time into in the classroom. Every piece feeds into the next in a rewarding, engrossing loop where you get lost in the whole experience, not just in the minutiae.” — Kallie Plagge [Full review]

GamesRadar — 5/5

“Fire Emblem: Three Houses fully realizes a new, meaningful direction for the franchise that makes it the best it has ever been.” — Aron Garst [Full review]

Game Informer — 9.5/10

“Fire Emblem: Three Houses is ambitious, and takes more chances than previous entries in the series. The way it lets your role as professor play into both the narrative and gameplay is nothing short of fantastic. This is the most I’ve ever cared about my Fire Emblem characters, and that’s incredibly high praise.” — Kimberley Wallace [Full review]

USGamer — 4.5/5

“Fire Emblem: Three Houses soars on to Switch with a fully-realized school setting, deep character customization, and multiple full-length campaigns. While it loses momentum in the second half, it still manages to come off as a striking reinvention of the well-worn Fire Emblem formula. That makes its first real console appearance in more than a decade a triumph.” — Kat Bailey [Full review]

The Guardian — 4/5

“It all adds up to a new lease of life for one of Nintendo’s younger series, bolstered by revised combat and a gorgeous new look that endows these 3D characters with the grace and style of older games’ portrait art. By turns grandiose and silly, but always engrossing, this bubbling school soap opera is a game to spend a summer with.” — Edwin Evans-Thirlwell [Full review]

Daily Star — 3/5

“Fire Emblem: Three Houses is not a bad game–it starts off strong and for some reason systematically unpicks everything by the time you’re 30 hours in. The battle system is fairly impressive but still carries some of the flaws the series has had for the past decade, and the writing of the central cast feels like a step back compared to the 3DS series’ entries.” — Dom Peppiatt [Full review]

from GameSpot – Game News https://www.gamespot.com/articles/fire-emblem-three-houses-review-roundup/1100-6468689/

Pokemon Go: Team Rocket Returns With New Special Research

Earlier this week, Pokemon Go players had their first encounter with Team Rocket. The villainous trainers would invade certain PokeStops and challenge players to battle using their Shadow Pokemon, but just as suddenly as they appeared, Team Rocket seemed to vanish from the game. The evil team is now back again in Pokemon Go in even greater numbers, and there’s a new Special Research questline to go along with them.

Just as before, you can encounter a Team Rocket grunt at certain PokeStops. You can tell which locations have been taken over by the team by their appearance. On the overworld map, the PokeStop cube will appear darker and will twitch erratically, and when you approach it, you’ll notice the stop is colored black rather than blue. Spin the Photo Disc at one of these PokeStops and the Rocket grunt will reveal themselves and challenge you to a Pokemon battle.

Rocket grunts come with Shadow Pokemon, which have red eyes and are surrounded by a dark aura. If you defeat the Rocket grunt in battle, they’ll leave their Shadow Pokemon behind, giving you an opportunity to capture it. Once you’ve rescued the monster, you’ll have the option to “purify” it by spending Candy and Stardust.

Not only will purification return the Shadow Pokemon’s appearance to normal, it’ll also increase its stats. Purified Pokemon will require less Stardust and Candy to power up, as well, giving you another incentive to purify them. You can read more about the process in our Pokemon Go Shadow Pokemon guide.

To coincide with Team Rocket’s invasion of Pokemon Go, a new Special Research questline dubbed A Troubling Situation is now live. When you boot up the game, Professor Willow will mention the recent Rocket sightings and assign your first few tasks.

There’s a lot more happening in Pokemon Go. As part of a One Piece crossover event, Pikachu wearing straw hats are appearing in the wild until July 29. The game’s current Legendary, Armored Mewtwo, will also be leaving on July 31, and shortly after that, Niantic will host the next Pokemon Go Community Day. That takes place on Saturday, August 3, and the featured Pokemon this time will be Ralts.

from GameSpot – Game News https://www.gamespot.com/articles/pokemon-go-team-rocket-returns-with-new-special-re/1100-6468684/

Fire Emblem: Three Houses Directors Have No Clue Why The Series Is Popular In The West

“I don’t know.” I’m on the phone with Toshiyuki Kusakihara, one of the directors of Fire Emblem: Three Houses, Shadows of Valentina, and an art director on many others. And that’s what he tells me through a translator when I ask what he thinks is the reason the series has suddenly skyrocketed in Western success over the last decade. It’s a pretty amusing answer. “I actually don’t know why it’s been so accepted by so many people all over the world.”

Nintendo’s turn-based strategy RPG franchise has been popular with Japanese audiences ever since its inception in 1990, but outside of Japan, few had ever heard about it until two anime swordsmen named Marth and Roy made an appearance in Super Smash Bros. Melee. Following Melee’s release in 2001, a number of Fire Emblem games made their way to the West on GameCube, DS, and Wii. But it wasn’t until 2013, when Awakening released on the 3DS, that Fire Emblem actually exploded in international popularity, an occurrence that reportedly saved the series from imminent cancellation.

Lucina and Chrom, Fire Emblem Awakening (2013) for Nintendo 3DS

Maybe it was just the rapidly growing install base of the 3DS; the handheld was beginning to really hit its stride after a poor launch, and the new 3DS XL had recently gone on sale. Maybe it was a renewed interest in tactical strategy games; Firaxis’ excellent reboot of XCOM, Enemy Unknown, had also been a recent and popular release. But Kusakihara genuinely couldn’t point to anything remotely definitive. “We don’t have the confidence to say: ‘Oh! As long as we keep doing this thing, then the game will be popular!’ There’s nothing like that.”

Since Awakening, the development team at Intelligent Systems has pulled Fire Emblem in a couple of interesting new directions. First was the ambitious Fates for 3DS, a title that was divided into three separate products. Then came Shadows of Valentina, a remake of the second-ever Fire Emblem game from 1992, which stood out for its notable tweaks to the strategy combat mechanics and featured third-person dungeon exploration, of all things. There was Fire Emblem Heroes, which refashioned the tactical battles to suit a surprisingly good bite-sized mobile game with an all-star cast. Now, Three Houses has been released for the Switch, and its narrative flow revolves around a yearly calendar schedule, coupled with a military academy where your protagonist is a professor and your class of students are your troops.

“We don’t have the confidence to say: ‘Oh! As long as we keep doing this thing, then the game will be popular!’ There’s nothing like that.”

When Three Houses was officially revealed, I (and I assume many others) saw the academy component and instantly made the connection to another Japanese RPG which saw an enormous spike in popularity–the Shin Megami Tensei spin-off, Persona. Persona games always revolve around students in high school across the course of a year, so naturally, I assumed that the Fire Emblem development team looked at Persona’s incredible success and attempted to tap into that formula. Of course, like the foolish Westerner I am, I was wrong.

“‘Genealogy Of The Holy War‘ was what we directly drew inspiration from,” Kusakihara stated. “This was a game for the Super Famicom that released in 1996, and it’s the fourth in the Fire Emblem series.” It was never released in English, though a fan translation exists. “In this game, you have an Officer’s Academy where there are best friends who really develop their relationships there, and the story was centered around them. So [Three Houses] was kind of an attempt to create that kind of setting in more detail.”

Fire Emblem: Geneology of the Holy War (1996) for Super Famicom

Building beautifully aspirational lifelong relationships through an extravagantly romanticized depiction of high school life is a huge component of Three Houses. Across the course of a campaign, you’ll spend a couple of dozen hours with any number of students at the academy, sharing meals, training and fighting alongside them, getting to know each other through laughter, loss, and love. Later on, as Fire Emblem games typically unfold, you’ll go to war, and how the game’s bloody conflicts unfold and affect everyone might just change how once close friends see one another. Across the course of development, a number of different methods to help articulate this experience were explored, but the team’s natural conclusion just so happened to resemble the popular Shin Megami Tensei spin-off. “We had a lot of talks about how we could distinguish the passage of time at the monastery. If you have one year, we really want the player to feel each of those days passing and make them valuable to the player,” Kusakihara explained.

“We didn’t have a calendar at the very beginning of development. We did a lot of builds where we were trying to make systems that worked but it just wasn’t fun. So we added that and the element of activity points.” In Three Houses, a set amount of activity points, tied to your Professor Level, restricts how much one-on-one tutelage you can give students, as well as how many extracurricular activities you can perform on your days off. “[Activity points] would really focus the player on what they should do every day, whether that’s exploring or going on missions, etc.”

When Sunday rolls around in Three Houses and you don’t need to spend your day teaching your students, there are a number of valuable things you can choose to do, but you won’t have enough time to do them all. You can get your own one-on-one training sessions from fellow professors to improve your own skills, you can set off to the battlefield and fight sorties to complete side missions, you can fish, you can garden, you can sleep in and do nothing, but most importantly: You can hang out with your students and cultivate those personal relationships. Having a close-knit camaraderie in your class will provide a significant advantage on the battlefield, of course, but off the battlefield, these social links can blossom into deep friendships and sometimes the suggestion of romance, providing a wealth of insight to the backstories of the characters. Between the three different classes of students, the professors, and other academy staff, Three Houses has 35 characters with storylines that tie the majority of them together.

Professor Manuela teaches a class in Fire Emblem: Three Houses (2019)

Kusakihara breaks down the production of the social simulation: “There were three scenario writers from Koei Tecmo that helped out with a lot of the writing, and as you know the game is fully voiced. So we definitely had a lot of content to work on. The work took over three months and there was at least five times as much content as there was in Echoes [Shadows of Valentina] for the Japanese version.”

The involvement of Koei Tecmo (responsible for another enduring tactical strategy series, Romance Of The Three Kingdoms) in the development of Three Houses was already a known factor, but what was surprising to me is just how much of the legwork the studio was responsible for, especially because Fire Emblem is so closely associated with Intelligent Systems. Kusakihara: “With the composition of the team, I stood in as a director representing Intelligent Systems, and then we had Mr. Takeru Kanazaki working as a sound director. We had a few members helping with programming and also sound, but many members of the development team were from Koei Tecmo, so they really did a lot of the work.”

“…there was at least five times as much content as there was in Echoes.”

“I provided the world settings and the character settings and some of the systems and scenarios from the game, and we would hand this over to Koei Tecmo and then discuss further detail and develop from there.” It’s a curious revelation, if only because it invites speculation about what kind of projects the rest of Intelligent Systems might working on. It’s also interesting that Koei Tecmo, responsible for the Dynasty Warriors action series (as well as the spin-off Fire Emblem Warriors), was also heavily responsible in another Nintendo title that released a week prior to Three Houses–Marvel Ultimate Alliance 3.

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Among the fresh new faces to contribute significant work to Three Houses was illustrator Chinatsu Kurahana, who served as the game’s new lead character designer. Kurahana’s previous work most notably includes designing characters for the popular Japanese romantic visual novel series, Uta no Prince-sama, a game revolving around a teenage girl’s budding relationships with a group of aspiring male pop idols.

Dating idols isn’t really that much of a far cry from the social aspect of Fire Emblem, and with the new direction of the series, Kurahana was an easy choice. “A lot of this game takes place at the Officer’s Academy and there are a lot of nobles there. So we want to kind of depict a glamorous, aristocratic society,” Kusakihara told me. “Kurahana, who we had already been in talks with, seemed like she would be a good fit, and she definitely had a big impact of the hairstyles of the characters.”

“We also wanted a bit of a refresh because we were putting this game out on the Nintendo Switch, which is a new platform and, well, we wanted a new image for the game.” Hairstyles aren’t the only huge makeover for the series, naturally. One of the biggest mechanical restylings in Three Houses is the removal of Fire Emblem’s Weapon Triangle, the rock-scissors-paper system that has been the core foundation of combat in every entry since, well, Genealogy of the Holy War.

That’s a pretty funny, serendipitous coincidence–the new Fire Emblem game, which returns to a relatively minor idea found in Genealogy of the Holy War, also completely discards that entry’s most influential and longest-lasting legacy. The reasons Kusakihara gives me are pretty understandable: “We think that the weapon triangle is somewhat of a stylized system, it isn’t really realistic,” he said. “If you have a situation where a novice axe user takes down an advanced lance user, well, that makes sense? Probably not. So, we wanted to make something that comes across as more realistic to warfare and have players develop their weapons skills individually.”

Caspar punches a monk in Fire Emblem: Three Houses (2019)

It also came down to the series’ continuing focus on its personalities, especially given Three Houses’ setting of an academy where teenage students are only just coming into their own. “We wanted to center on developing the skills for these characters, and also give them a lot more freedom in terms of how they develop. So we’re really creating a weapon system that is less restrictive than our previous games.”

That’s not to say that picking the right unit or weapon for a battle isn’t an important matter in Three Houses. There are still situations where one approach might give you a massive advantage, like using arrows against flying units. And, if one of your units becomes increasingly proficient in a certain type of weapon type or discipline, you might unlock an option to equip them with passive or active combat abilities that help give them the upper hand against other certain weapons types or disciplines–an advanced swordsman might have an “Axebreaker” ability, for example, which will increase both their avoidance and chance to hit against that weapon.

“…the weapon triangle is somewhat of a stylized system, it isn’t really realistic.”

But the new system of having the freedom to mold your combat units into whatever you like also creates some interesting social-level predicaments that might in turn ask you to rethink the long-term strategy for your troupe. During my first campaign, for example, I had Dorothea in my class. She excels in black magic and swordplay, her lifelong ambitions are to be a badass warlock, and she hates the idea of learning faith-based healing magic–it’s for weenies, after all, and she even harbors an innate learning disadvantage towards it.

Toshiyuki Kusakihara

But, if you’re dedicated enough, by spending a large amount of your class time to some serious one-on-one tutelage on Faith, Dorothea has the capacity to eventually uncover hidden potential. She’ll get early access to an ability that even advanced Bishops would covet, and eventually turn that learning disadvantage into a buff. There’s some contentious subtext in this example, but regardless, the system allows you to foster unique narratives for your class–it was a tough decision to give one of my favorite students (and my most effective magic user) a hard time in class for a couple of months instead of honing her strengths even further. But it was worth it.

Kusakihara doesn’t play favorites, though. Toward the end of the conversation, I tried to get the developers on the call to dish dirt on the team’s most hated students (mine’s Lorentz, he sucks). Everyone laughs: “As the director of the game, It’s almost like, you know, I am the teacher because I helped to create them. So I have to say that I love all the students.” Genki Yokota, the other director for Three Houses, representing Nintendo, was the only one who threw me a bone: “You’re supposed to be helping out the students, so it’s hard to say that I hate any of them. But outside of the students, I can say that I really like the character Shamir.” I like Shamir too, so this was a good answer.

It’s pretty common to hear stories about developers responding to audience feedback and using that data to shape future projects. Kusakihara left me with the impression that his team is on the other side of that coin. They don’t know why their game has attracted the fanbase it has in the west, so they’re just going to just keep doing what they’ve done since Awakening. Changing the structure. Reinventing foundational mechanics. Welcoming the talents of new teams and artists. “When we develop the game, we just strive to make it something beyond what people can imagine,” he said. “That might help in making it popular.”

from GameSpot – Game News https://www.gamespot.com/articles/fire-emblem-three-houses-directors-have-no-clue-wh/1100-6468629/

FIFA 20’s New Pro Clubs Features Revealed

FIFA 20‘s big new feature is, of course, Volta, the five-a-side mode that is very reminiscent of FIFA Street. However, the series’ existing modes are also getting updates, and now developer EA has revealed everything it’s changing in the popular Pro Clubs mode.

First up, the company is adding greater customization options within the mode, replacing the old player creation system with a new universal avatar system across all of FIFA 20. This, the company says, will “bring new ways to design your Virtual Pro’s visual characteristics.”

Beyond aesthetics, EA says it’s restoring the LF/RF, LM/RM, and LWB/RWB positions for Pro Clubs players and increasing the impact player weight and height has on “how your virtual pro moves and feels, with these choices affecting all of your pro’s physical attributes.”

The developer continues: “Stamina has also been reviewed, and we’ve tuned the values to create a risk vs. reward system–if you invest in stamina and pace, you will sacrifice other attributes for your pro. All players will start their Pro Clubs experience at an 80 overall rating. From here, progression is earned through drop in, league, and cup matches, with the remainder coming through player traits, which have also been revamped. We’ve introduced over 30 additional traits for FIFA 20 that, if paired together with specialty traits, will allow you to take customization to the next level. They offer increased benefits to your pro, but at an increased cost and a potential effect on other attributes.”

The match experience has also been improved, EA says, particularly from a visual standpoint. Replay transitions, on-screen watermarks, AR overlays, unique broadcast colors depending on match type, a new Pro Clubs logo, and club banners are all in FIFA 20, with the latter being dictated by your team’s colors and name.

Match types themselves have been updated, meanwhile, with the old cups format being replaced by house rules cups, which takes the house rules variants–survival, headers and volleys, and so on–from last year’s Kick Off revamp and introduces them to Pro Clubs. The active match type will rotate daily, with a schedule displayed in-game.

Practice matches are the final big new feature coming to FIFA 20’s version of Pro Clubs. These allow “clubs to practice individually or as a team against varied AI difficulties, from beginner to legendary,” with more settings, such as opposition tactics and overall ratings, also customizable.

The final few additions and tweaks amount to more kits and crests–with the added ability for team captains to choose kits in order to prevent clashes–and bug fixes, which you can see below via EA.

  • ‘Any’ stamina bug: Stamina drained faster for the player controlling the ‘Any’ position
  • CB in wall: The game now places taller forwards and midfielders in the wall to defend against Free Kicks
  • GK set piece: Having a GK as captain will no longer affect game stability when your team has a set piece to take
  • Club trophy celebration: Clubs can now watch the full Cup Celebration when you win

FIFA 20 launches for PS4, Xbox One, and PC on September 27. Legacy editions will come to Switch and older consoles, with updated kits and squads but lacking any substantial changes.

from GameSpot – Game News https://www.gamespot.com/articles/fifa-20s-new-pro-clubs-features-revealed/1100-6468681/

Classic PS1 Series Monster Rancher Is Coming Back

The classic PlayStation game Monster Rancher is coming back this year, according to publisher Koei Tecmo. The Japanese company tweeted an announcement of the rerelease (via Gematsu). It also opened a teaser site under its Japanese name, Monster Farm.

The phrasing implies that this will be a digital-only release, and no release plans have been announced outside Japan.

Monster Rancher first released in 1997, and shares some similarities with Pokemon in that you collect monsters to battle each other. However, Monster Rancher puts much more emphasis on monster husbandry your creatures, as you selectively breed and then raise your creatures to make stronger and stronger iterations of them. One twist was that you could load data to generate a monster from any CD you might have laying around, but that aspect probably won’t be present in this digital version.

In GameSpot’s original review, Jeff Gerstmann said the game is one of those few per year that “defy classification” and could be a sleeper hit.

“Monster Rancher isn’t for everyone,” Gerstmann wrote. “If you’ve got a large collection of CDs, and the patience to sift through them, trying to find a worthy beast, then run out and buy MR right this second. If you like a little more action in your gaming, then you might want to skip Monster Rancher.”

from GameSpot – Game News https://www.gamespot.com/articles/classic-ps1-series-monster-rancher-is-coming-back/1100-6468685/