Pokemon Dev’s Switch RPG, Little Town Hero, Gets Battle System Explainer

Pokemon Sword and Shield arrive on Nintendo Switch next month, but before then, developer Game Freak is releasing another RPG for the hybrid system. Little Town Hero hits the Switch Eshop next week, and ahead of its release, the studio has put out a video that further details the game’s unique battle system.

Unlike a traditional RPG, you don’t equip weapons and armor to do battle against monsters in Little Town Hero; rather, you fight them using “ideas.” These fall into three categories: those that attack, those that defend, and those that “do something special.” The video likens this system to a card game. You have a limited number of ideas at your disposal, so you’ll need to use them strategically in order to come out victorious.

Your ideas are initially formed as “Izzits,” and you’ll need to expend power to turn them into “Dazzits” in order use them against a foe. Depending on where you are in town, you’ll also be able to enlist the help of bystanders during battle. These villagers can either attack the monsters or give you a buff. You’ll find “gimmicks” scattered around town as well that you can take advantage of; in the video, protagonist Axe comes across a cannon that he fires at a monstrous sheep.

In another departure from other RPGs, Little Town Hero also doesn’t have experience points in a traditional sense; rather, you’ll earn Eureka Points when you successfully defeat a monster. These can then be spent to power up your ideas across a skill tree. You can take a closer look at the combat system in the video above.

Little Town Hero launches on the Switch Eshop on October 16. Pokemon Sword and Shield, meanwhile, arrive on November 15. The Pokemon Company recently revealed another new Pokemon debuting in the games: Galarian Ponyta, which will be exclusive to Pokemon Shield. You can see all the other new Gen 8 Pokemon revealed so far in our gallery.

from GameSpot – Game News https://www.gamespot.com/articles/pokemon-devs-switch-rpg-little-town-hero-gets-batt/1100-6470498/

Grab This Free PC Game On Steam Right Now

Steam is known for its frequent sales, but this weekend, you can grab a game completely for free. Princess Remedy 2: In A Heap of Trouble is free until 10 AM on October 15, and if you grab it in time, it’s yours to keep forever.

No Caption Provided

Princess Remedy 2: In A Heap of Trouble

See at Steam

All you need to do to claim your digital copy is go to its Steam page and click “Add to Account.” You’ll then be greeted by a successful redemption message on the next page. Princess Remedy 2 is an action-RPG shooter that sort of resembles Game Boy games–of course with a much greater colour palette.

Princess Remedy 2 is the sequel to a free game, Princess Remedy: In A World of Hurt, that’s available on Steam right now. Both games are from developer Ludosity, a team that’s best known for its Zelda-like Ittle Dew series.

from GameSpot – Game News https://www.gamespot.com/articles/grab-this-free-pc-game-on-steam-right-now/1100-6470503/

Gamers Planning Hong Kong Protest At BlizzCon 2019

BlizzCon is home to championships, game reveals, fan events, and cosplay contests. This year it may host another spectacle: mass political demonstrations. In the wake of Blizzard’s heavily criticized decision to ban a player for making a political statement in a post-match interview, a group of gamers are organizing a protest to take place at the event.

The digital rights group Fight for the Future unveiled its Gamers For Freedom campaign. The campaign site already has tools in place like a scorecard for companies which have publicly pledged not to censor players, and suggestions for similar games for those who want to boycott Blizzard. The group is calling for an umbrella protest to take place at BlizzCon. You can RSVP for the protest through its Facebook page, and join its Discord channel.

“Blizzard, and other companies who are engaging in censorship on behalf of an authoritarian government, are not going to get away with it,” said Fight for the Future deputy director Evan Greer, in a statement. “They have no idea what kind of Internet shitstorm they’ve unleashed. We’re going to make an example out of them to make sure that all companies know that throwing human rights and free expression under the bus to make some extra money will not be tolerated.”

The controversy began when professional Hearthstone player Ng Wai Chung (aka Blitzchung) expressed support for the Hong Kong protests during a post-match interview. Blizzard banned Chung from competitive events for a year and rescinded his $10,000 in winnings. Since then the response has been fierce, with gamers calling for boycotts and some deleting their accounts. US Senators criticized the move as censorship, some Blizzard employees staged their own protest, and host personalities like Brian Kibler announced they would no longer shoutcast Hearthstone events. Most recently Hearthstone’s first ever World Champion, James Kostesich aka “Firebat,” called the penalty ridiculous and unreasonable.

Dayton Young, product director at Fight for the Future, outlined a series of steps the campaign believes Blizzard must take. Those include reversing the ban of Chung, restoring his $10,000 in tournament winnings, and repairing its relationship with livestream personalities who have declined to work with Blizzard.

“No gamers should be punished for expressing their views on politics and human rights,” Young said. “And no game company should ever ban or penalize players for advocating for their own political freedom. We call on all game developers and publishers to make a public commitment to support the rights of their customers, employees, and fans to freely express their beliefs in America, in Hong Kong, in China, and around the globe.”

from GameSpot – Game News https://www.gamespot.com/articles/gamers-planning-hong-kong-protest-at-blizzcon-2019/1100-6470502/

Apple Arcade Gets Five New Games, Two Of Which Seem Spooky

Five more games have been added to Apple Arcade, further boosting the size of the mobile game subscription service’s library. Two of the five seem rather spooky, perfect for anyone looking for that type of game ahead of Halloween. In fact, both of the scary-looking games seem like the most promising of the new bunch.

Inmost looks like it may be the best of the lot, an atmospheric, story-driven puzzle platformer that has you control three different characters in three different stories, all of which come together in one interconnected narrative. Gameplay looks tense, with demonic-like shadow creatures chasing you through haunted-looking woods and crumbling settlements and castles. And although one of the characters can fight, it seems like all three need to rely on using the environment to overcome the dark forces they encounter. Though launching on Apple Arcade, Inmost is scheduled to also release on Nintendo Switch and PC.

The other spooky game, Stela, is more cinematic–presenting a puzzle platformer that relies on its unsettlingly creepy backgrounds, themes, and music to craft an experience similar to Limbo or Inside. Launching on Apple Arcade, Stela is coming to Xbox One on October 17 and PC sometime in 2019. The rest of the new games include the race car arena shooter ShockRods, action strategy game Decoherence, and music-focused action game Mind Symphony.

So far, Apple Arcade has built a decent reputation for itself, securing limited-time exclusives for several excellent games. After playing through most of them, we have more than a few favorites. If you want more detailed recommendations, GameSpot has a Sayonara Wild Hearts review, What the Golf review, Overland review, and Grindstone impressions.

from GameSpot – Game News https://www.gamespot.com/articles/apple-arcade-gets-five-new-games-two-of-which-seem/1100-6470501/

I’m Relentlessly Greedy In Grindstone, And It Makes Things Thrilling

Since Apple Arcade launched, I’ve meant to try out many of its games, a number of which look terrific. And yet I can’t for one primary reason: Grindstone. Aside from dabbling in What The Golf and Card of Darkness, Grindstone remains my go-to mobile game a month after launch, and I’ve developed what feels like an unusual strategy for a puzzle game: taking big risks and quitting when backed into a corner. And my greed is to blame.

Your goal in Grindstone is to take out enough enemies–ideally in long chains of like-colored groups–to open the exit door and make your way out. Standard enemies don’t pose any danger to you, but leave them on the board long enough and they’ll attack adjacent tiles if you end a turn next to them. As you progress further into the game, special enemy types pop up that are a greater threat. That includes one who steals the precious grindstones created by long combos and which allow you to shift from attacking one color of enemy to another in a single turn.

While there are ways to avoid damage, the consequences of losing health are fairly severe. You have only three health points, and any you lose have to be restored between levels by spending gems you earn by playing. This has the makings of a microtransaction-fueled nightmare, but thankfully Grindstone’s place on Apple Arcade means it’s free of any in-game purchases, and thus there’s no worry that a tough level is meant to push you to spend real-world money.

Still, I find myself avoiding a loss of health at all costs. At any time, you can quit out of the level you’re on, sacrificing any materials you’ve collected but saving yourself from a dangerous situation. And to spare myself spending any gems on health–feeding into my hoarding tendencies when playing games–I often back out of levels rather than suffer any damage, even if I could take a hit and ultimately still finish the level. Damage is not inevitable: More often than not, I can complete all three objectives in a level and safely escape without ever taking a hit. Quitting lets me take care of the perfect run I always strive for. Sure, I could return to a level to take care of a missed objective, but why not get it all out of the way on my first completion?

This strategy plays into the ultimate challenge that all players will run into in Grindstone: greed. Your primary objective in any level is to kill enough enemies to open the gate and escape, but it’s only later in a level that you’re presented with optional objectives (killing a particular enemy and, separately, obtaining a key and using it to open a chest). On top of the materials you can obtain by killing special enemies, you’re heavily incentivized not to exit a level as soon as you’re able. Instead, you’re constantly reeled back in with the prospect of further rewards–but at the risk of losing health or even death. When you see an enemy on the opposite side of the map that you’re sure you can take out (netting you further rewards), it’s hard to pass up the opportunity.

That same lure is there when you see a long chain to be executed that might land you far away from the exit–unsure of what enemies you’ll be surrounded by on the next turn and thus whether you’ll be able to make it out safely. The desire to dive back in rather than exiting is driven in large part by greed, but also the sheer satisfaction of long combos: The combination of sound effects and visuals make for an intensely delightful experience. Longer chains see your character progressively move faster as it’s executed–save for particularly heavy hits where the action momentarily slow down, not unlike landing a big hit in Monster Hunter. This is a purely visual flourish, but it feels fantastic every single time.

Other times, I can’t help but stick around just for the thrill of it. It’s not often a puzzle game with no time constraints makes me feel like I’m on the edge of my seat, and yet Grindstone is most fun when I say “screw it” to the smart choice and get the adrenaline pumping by taking big risks. That may result in the occasional retreat like a disastrous XCOM run, but the sheer exhilaration when things work out is well worth having to hit Quit once in a while.

from GameSpot – Game News https://www.gamespot.com/articles/im-relentlessly-greedy-in-grindstone-and-it-makes-/1100-6470500/

Fortnite: Chapter 2 Seemingly Leaks As Season 11 Teases Big Changes

Epic continues to hint that some big changes are in store for Fortnite in Season 11. The current season of the hit battle royale game is scheduled to end this Sunday, following an in-game event ominously known as “The End.” It appears that event could lead to an entirely new start for the game, if a supposed leak turns out to be accurate.

Numerous Fortnite players on Reddit and other forums have discovered an image for “Fortnite: Chapter 2” on the Italian App Store that suggests the game will be rebranded and revamped following the end of this season. While not confirmed, rumors have been swirling that the next season of Fortnite would bring an entirely new map, after dataminers discovered a list of new location names within the game’s code.

The name of this weekend’s big event also seems to suggest that Fortnite as players know it will be changing significantly. Further, a recent tweet by the Fortnite Twitter account teases that “The End is near” and shows the Battle Bus leaving the familiar island, playing into the rumors that a new map is coming. You can see the teaser below.

According to the in-game countdown timers, the End event is scheduled to take place at 11 AM PT / 2 PM ET on Sunday, October 13. Just what the event will entail is anyone’s guess, but it presumably has something to do with the Visitor. The mysterious character first appeared in Season 4 of the game and built a rocket, which caused a rift to form in the sky. The Visitor returned in Season 10 and is building another rocket at Dusty Depot, so the countdown timers may signal when it will launch.

Ahead of the event, Epic has rolled out one final set of Season 10 challenges for players to complete. A number of these involve tracking down recordings left behind by the Visitor, further suggesting he’ll play an important role in this weekend’s event. You can find maps and guides for the Visitor recordings, as well as this season’s other challenges, in our complete Fortnite Season 10 challenges roundup.

Epic hasn’t yet confirmed when Season 11 will officially begin, but new seasons typically kick off shortly after the previous one begins, so it will presumably start sometime next week. Similarly, the developer hasn’t shared many concrete details on what players can expect from the new season, but we do know one change that’ll happen. As part of its recent matchmaking tweaks, Epic will be adding bots to Fortnite. You can catch up on everything else we know about Fortnite Season 11 so far here.

from GameSpot – Game News https://www.gamespot.com/articles/fortnite-chapter-2-seemingly-leaks-as-season-11-te/1100-6470499/

Werewolf: The Apocalypse – Earthblood to be revealed next week at PDXCON

Werewolf: The Apocalypse - Earthblood to be revealed next week at PDXCON

The curtains will finally lift on this action RPG.

source /news/9074-werewolf-the-apocalypse-earthblood-to-be-revealed-next-week-at-pdxcon

Apex Legends Season 3’s New Weapon, The Charge Rifle, Is Changing

Apex Legends Season 3: Meltdown introduces a bunch of changes into Respawn’s battle royale game, including a brand-new map, playable character, battle pass, and weapon. The new weapon, the Charge Rifle, has had a pretty major impact on the game, offering a way to deal high amounts of damage from afar. Respawn seems to agree with some of the complaints levied at the Charge Rifle for being too powerful because the developer is planning some weapon balance changes.

On the Apex Legends Trello page, you can see all of the quality-of-life changes that Respawn has planned or is just keeping track of for its battle royale–one of which is balancing changes for the Charge Rifle. Respawn isn’t clear about how the weapon is changing, only that the Charge Rifle balance “is not where it should be” and that adjustments are “incoming.” Respawn typically implements updates for Apex Legends on Tuesdays–like the upcoming Halloween-themed Fight or Fright event–so we could see changes to the Charge Rifle as soon as October 15.

Currently, the Charge Rifle is one of the strongest sniper rifles in the game. So on a large map like World’s Edge, one that encourages long-range encounters, it’s one of the best options you can have in your arsenal. The weapon initially fires a small laser that does moderate damage before shooting a much stronger beam that does considerable amounts of damage. It’s probably one of the best weapons to use if you’re playing as new character Crypto, because its lack of bullet drop and fairly fast fire rate allows you to quickly snipe at opponents you spy with your drone.

Looking through Trello, there are a few other notable changes scheduled for Apex Legends as well. Respawn is planning to implement an option to keep the deathbox UI open while taking damage, for example, allowing you to go back to the way the UI used to work prior to Season 3 if that’s what you prefer.

Perhaps most intriguing is a patch to add the option to spend Legend Tokens to re-roll your daily challenges. Between all three in-game currencies, Legend Tokens are the one that most players have in excess, only spending them to buy new playable Legends. Having the option to use them to get new dailies would be a huge boon for those working through the battle pass who occasionally get challenges tied to characters they never play or don’t own.

from GameSpot – Game News https://www.gamespot.com/articles/apex-legends-season-3s-new-weapon-the-charge-rifle/1100-6470497/

Pokemon Go Dev Releases New Tool To Suggest Points Of Interest

Pokemon Go developer Niantic has launched a new tool that aims to make the process of adding new points of interest to its games easier. The tool is called Wayfarer, and it lets players not only suggest new wayspots for Niantic titles, but also allows them to review and edit suggestions by other players.

As Niantic explains on its blog, “With Niantic Wayfarer, eligible players will be able to review nominations of local points-of-interest (museums, art installations, historical markers, etc.) so they can be added to Niantic products (e.g. Portals, PokeStops and Gyms).” The tool is currently only available for select Ingress players, but the studio says it will expand to Pokemon Go users as well “before the new year.” You can learn more about the tool and sign up for it on Niantic’s website.

This certainly isn’t the first time Niantic has given players the ability to suggest new wayspots. Last year, the developer rolled out a PokeStop nomination feature in Pokemon Go that allowed players to suggest potential new PokeStops, and Gyms. That, however, is limited to certain countries and is only available to players in those regions who’ve hit the game’s level cap of 40.

In other Pokemon Go news, the game’s October Community Day event takes place tomorrow, October 12. The featured Pokemon this time is Trapinch, and if players can evolve it into its final form, Flygon, up to an hour after the event ends, it’ll learn the event-exclusive move Earth Power.

Pokemon Go players also still have a few more days to catch the game’s current Legendary, Altered Forme Giratina. The Renegade Pokemon will appear in five-star Raid Battles until October 17, after which point it’ll be replaced by a different Legendary–although Niantic has not yet announced which Pokemon will take its place.

from GameSpot – Game News https://www.gamespot.com/articles/pokemon-go-dev-releases-new-tool-to-suggest-points/1100-6470493/

Not Everyone Knows How To Speak Video Games

On this episode of the GameSpot’s After Dark podcast, the crew is joined by Brian Altano, who you may know from IGN and the Comedy Button. There’s a variety of topics discussed, including a little video game console called [checks notes] PlayStation 5, and the latest entry in a little role-playing series called [check notes] Dragon Quest, among other things.

One of the interesting discussions focuses on the language of video games, which many of us have learned intimately through playing games over the years. However, for newcomers, it’s much harder to understand how to play games and many don’t make it easy. In fact, they can make assumptions about what we know and are capable of. You can listen to the episode using the links below and read a transcript of some of that discussion there too.

Where You Can Listen

See But Don’t Tell

Lucy: One or more of us has been playing either Control or Fire Emblem. And I’m here to finally break my streak, at least, in that I played Erica at the weekend, the Flavorworks game. So I played it with my phone because I, annoyingly, trapped a nerve under my shoulder blade at the tail end of last week. And so I was like, “I’m doing nothing this weekend but just playing games.” Annoyingly though, Erica, because you play it on your phone, I had to play it lefthanded. And so every time I was trying to do something I was like, “Aw, come on, man.” But it’s really cool.

Kallie: This is the FMV game?

Lucy: So it is… I don’t know, I think FMV sort of does it a disservice because it’s really well shot and acted, and kind of the complete polar opposite of… at least what I assume, what I think of when I think of FMV. It’s an interactive movie. It’s more so than Bandersnatch. So Bandersnatch is just you picking, you know, the left option or the right option. Whereas in this one you are kind of interacting with the environment. So you would do things like, one of the first things it shows you is a lighter and you… It doesn’t tell you how to do anything either, you just kind of automatically open it and then flick it on the screen.

Brian: So it’s intuitive.

Lucy: Yeah. So it was weird because literally the day before I’d been watching… There’s a really good video essay about what gaming is like for people who aren’t gamers. And it’s all about how we intrinsically know the language of gaming. Like you know that you press this button to jump, or if you try this, this will happen. Because you have years and years of just gaming vernacular. I don’t know, you just pick it up.

Brian: Like input recognition and stuff, yeah.

Kallie: Yeah, to make a zoomed-in version of that would be like understanding Zelda puzzles because there is a language to them. And so your first Zelda, you’re kind of like, “I guess I just put a bomb here.” But now you know like, “Oh that wall looks suspicious.”

Jake: Yeah, like I got this item in this dungeon, that means I’m probably going to do this thing and this one.

Lucy: I mean, but this video… I mean, we should probably link it [Editor’s note: It’s linked below], but it was really good because it was like this guy had his wife play a wide variety of games. So there was Dark Souls, there was Uncharted 2, I think it was. Hollow Knight, Super Mario Brothers. And Portal was the other one. Portal was wild because she could understand putting portals down, but she didn’t know to use the mouse to look around. So if you look at… Because automatically as a gamer- You would know to use the mouse to look around. And it’s just, all the footage is of her just sort of staring at this one wall, getting frustrated because she can’t do anything.

Jake: That reminds me, when I first played Halo 1, I remember not understanding that the right stick is how you look. I was like, “I should just be able to move right with just one finger. Why do I need to use this other one?” And now it makes perfect sense. I can’t imagine playing a shooter without that.

Brian: I had a friend that was the best kid in our crew at GoldenEye, and we just looked at it in his hand once, and we’re like, “You don’t ever strafe left and right. You just point and shoot.” And he was like, “You can do that?” And we’re like, “What? You’ve been wrecking us for like a year.”

Lucy: Oh my God.

Brian: And then we told him that and then he got even better, and we’re like, “Damn it!”

Lucy: Should have kept it to yourself.

Jake: And you didn’t invite him over anymore.

Brian: Yeah, never. We just dropped him like a bad habit.

Lucy: So I watched that video and I actually remembered, so I was at Paris Games Week when they revealed Erica and I remember talking to Jack from Flavorworks about it. And basically, when he was presenting the game he was like, “Yeah, it’s kind of weird how we all understand games. But what if you presented that to someone who just has no understanding of it?” And that’s the kind of stuff that you can see throughout Erica, in that the way that you interact with the game. It just makes more sense to me. It’s less game logic and more just regular logic.

Kallie: Yeah. Like in our review, our reviewer Funke, who’s a newer reviewer for us, he was talking about like, there’s one scene where Erica, who’s acted by a real person, can ding a bell to get service or attention or something and you do that by putting your hand over your phone the way you would ding that bell. And he tried it two ways. He tried just dinging it once and then he tried dinging it so many times that in the scene the person she’s with gets irritated.

Brian: Oh, wow.

Kallie: I’m sorry, did you finish it? It’s kind of like, it’s really short, right?

Lucy: One and done. I did it in about an hour-and-a-half. But it’s a branching storyline, different outcomes, and it does a cool thing where it doesn’t give you all the trophies as you’re playing, so it gives you the trophies as the credits roll. And I went through and looked and I was like, “Oh my God, I could’ve done things so different.”

But it’s, I guess, more of a psychological thriller. Erica, her father is murdered when she’s a young girl. So immediately I was like, “Well crime, hello. True crime, I have to play this.” And yeah, it’s a really cool, creepy narrative. And I really enjoyed it. And I kind of want to go back and see how my decisions would play out if I did it a different way.”

from GameSpot – Game News https://www.gamespot.com/articles/not-everyone-knows-how-to-speak-video-games/1100-6470495/