Ghost Recon Breakpoint November Update Roadmap Detailed

Ubisoft has detailed some updates headed to Tom Clancy’s Ghost Recon: Breakpoint this month, including new faction missions, bug fixes and game-feel improvements, and more.

In a November roadmap update, Ubisoft outlined the changes coming in two scheduled updates for Ghost Recon: Breakpoint–Title Update 1.0.3, which arrives on November 12; and Title Update 1.0.3.1, which is slated for the end of the month.

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November 12’s update includes two new faction missions: A Deadly Trap and Whistleblower. In A Deadly Trap, you’re tasked with helping the Homesteaders protect themselves from a planned virus attack by gathering enough supplies to survive. Whistleblower will see you aid potential rebels in their escape to the Outcasts by covering their tracks. These faction missions occur every three weeks and completing them nets you Battle Points, which are used to unlock Battle Rewards.

Ghost Recon: Breakpoint will also see several mechanics changed in the November 12 update, including a more fluid cover-switch system, night vision goggles no longer blocking crosshairs, and more. For example, stamina conservation will be better, with stamina depleting slower and recovering faster when Title Update 1.0.3 arrives. Ubisoft clarified that full patch notes will be “available soon.”

Ghost Recon: Breakpoint has had a rough go since its October 4 launch on PC, PlayStation 4, and Xbox One, with Ubisoft CEO Yves Guillemot saying the game had “very disappointing sales.” Still, Guillemot outlined the studio’s plans to improve the looter-shooter. And the title managed to snag the number two spot on the US PlayStation Store’s best-selling games of October.

from GameSpot – Game News https://www.gamespot.com/articles/ghost-recon-breakpoint-november-update-roadmap-det/1100-6471223/

Shadowlands Puts Big A Focus On Player Choice In World Of Warcraft

The next expansion to World of Warcraft takes the game to a place that hasn’t been explored much before: the Shadowlands, Azeroth’s version of the afterlife. With little mentioned about the place in either lore or past games, Blizzard has been free to explore a whole new world, with its own rules and peoples, that are set to bring a bunch of new ideas to the long-running MMO.

As was discussed on stage at Blizzcon 2019, a big focus for Shadowlands is on enhancing player agency. Though the new expansion will have a fairly linear story that will carry you through its major locations and introduce you to its various factions, it’ll also include a lot of opportunities to make big choices. You’ll pick a faction to join, which will come with an endgame story to complete, and present you with decisions that factor into your look and gear loadouts.

As executive producer John Hight and senior game designer Johnny Cash explained in an interview with GameSpot, your entry into Shadowlands will first take you through its four major locations: Bastion, Maldraxxus, Ardenweald, and Revendreth. In each, you’ll meet a different Covenant–Shadowlands ruling groups–and talk with their leaders, while completing quests that give you a sense of who all these people and what they’re after.

“We wanted to have a good story arc [in Shadowlands],” Hight explained. “So this time we’re going to take you through each of the Covenants in linear fashion so that the story, and the conflict and the alliances that exist between the Covenants can be told. When we’ve given players the choice before to go to one zone or another–that’s cool, and those stories are kind of self-contained. I think we did a really great job of that, especially in [Battle for Azeroth]. But this, it’s important too, because these Covenants have been completely unknown. This is not something that’s covered in Warcraft lore. I think it’s important that we roll out for you and kind of serve up the interactions between each of them.”

Meeting each of the Covenants and learning what they’re all about also gears you up for a big choice you’ll make when you hit max level. At that point, you’ll be able to choose a Covenant to join, which will give you some specific cosmetic options for how you look, and new class-specific abilities that are unique to that Covenant.

Your choice in joining a Covenant also provides an end-game story campaign specific to that group, providing an incentive to make different decisions with alternate characters.

“While we’re not offering, specifically, new player races, we are looking at joining your Covenant as one of the game’s really major systems, that actually plays into both race and class,” Cash said. “When you’re going through the Shadowlands, like John was mentioning, on this big narrative journey, you’re getting exposed to each of them and you’re having an opportunity to play with their toys a bit to say, hey, if you join us, you’re going to get this and this as opposed to this and this, and so on. When you finally reached that choice moment, the goal is that players have a really deep understanding of, especially from a gameplay perspective, what they’re going to get. And of course, from there, they’re going to unlock all sorts of cosmetic upgrades, armor sets, and mounts, and all that sort of thing. Between those two things, you end up having that kind of secondary identity. You’re of course a warrior first and foremost, and maybe you’re a Tauren warrior or whatever it might be, but you’re also going to have the identity in Shadowlands as a Kyrian or whatever you choose.”

Apart from the Covenant you’ll gain in Shadowlands, you’ll also encounter the new Soulbind system. As Cash explained it, from a functional standpoint, Soulbinds are kind of like artifacts; you can equip one at a time for specific abilities. But they’re not just gear–Soulbinds are related to characters you encounter in Shadowlands.

“As you join a Covenant, you’re going to meet certain characters in that covenant that you’re going to help out in some way,” he said. “Maybe you save them from great peril or they save you from great peril, or you end up having a bond or a kinship. Those characters are going to, at some point inevitably, offer to engage in this ritual for you. This is something that all a soul races in the Shadowlands engage in called Soulbinding. It’s a kind of exactly what it sounds, this link, this powerful kind of ephemeral link between two souls. And so, when you engage in a soul bind with someone in the Shadowlands, you get some of their power and they get some of yours.”

Cash said you’ll have more than one Soulbind as you travel the Shadowlands, and you’ll be able to customize the abilities your Soulbinds bestow on you. That means you might have Soulbinds that are good for specific situations or activities that you can swap between.

Player agency is a big part of Torghast, Tower of the Damned, the new activity that’s part of Shadowlands’ spooky endgame zone, The Maw. Both the way you’ll fight through Torghast, and the rewards you’ll take away from it, are all about choices. The tower is an endless replayable activity where you work to get as far as you can, and it contains rogue-like elements like a layout that shift between runs and randomized power-ups you’ll earn as you play through. Though the slate of power-ups that pop up is out of your control, you’ll be able to choose between some options as you go, to guide your build.

Fighting through Torghast gives you more choices in the form of runes you’ll earn, which you’ll use to craft specific Legendary items.

“We know that people love loading in their Legendaries,” Hight said. “They told us after Legion, ‘Where are my Legendaries?’ They’re not Legendary weapons, but they are going to be Legendary pieces that you can equip–up to one, but you can build more than that and you can swap out. You’re going to have a lot of control over the aspects, the abilities that are on those Legendaries.”

From the sounds of things, Blizzard is looking to balance a linear, grand story feel in Shadowlands with lots of opportunities for players to define the expansion for themselves. We’ll have to wait until Shadowlands’ release, sometime in 2020, to find out just how well those two ideas will gel.

from GameSpot – Game News https://www.gamespot.com/articles/shadowlands-puts-big-a-focus-on-player-choice-in-w/1100-6471222/

Epic vs. Steam: Explaining The PC Digital Storefront Dilemma For Indie Games

PC digital marketplaces have been a contentious topic recently. Steam’s years-long dominance has been disrupted, slightly but distinctly, by aggressive moves from the Epic Games Store. While it’s easy to find players voicing their discontent with the Steam status quo or Epic exclusivity, how exactly we arrived here–and what it means for the game development community–often goes overlooked.

While Steam is the current market leader for PC digital distribution, in the early 2000s its market dominance was anything but certain. It launched in September 2003 to a relatively anemic digital PC market. Publishers had experimented with selling their wares direct to customers, but there was no one-stop shop that brought together multiple publishers. If game studios were door-to-door salesmen, Steam was the mall.

This approach wasn’t entirely novel, of course. Chains like GameStop had built businesses around selling video games. But many big box retailers and brick-and-mortar specialty stores were slow to note the advent of faster Internet connection speeds, especially among the higher-tech crowd that plays PC games. Valve entered this fledgeling market early, and has had time to establish itself as the leader.

In the years since, other digital distribution platforms have entered the market. Microsoft has made multiple attempts to distribute PC games with initiatives like Games For Windows Live, but Steam has remained the market leader. Over time, PC game digital distribution entered something approaching stability, with Steam acting as the default platform accompanied by a handful of publisher-led storefronts and smaller boutique distributors like GOG. None posed a real challenge to Steam’s dominance.

Recently, though, Steam has had to contend with real competition in the PC space, thanks to a new entrant in the market. At first, the Epic Games Store appeared to be another publisher storefront akin to EA’s Origin or Ubisoft’s Uplay, but Epic clearly had bigger plans in mind. It quickly began locking down exclusivity arrangements with developers. Some of these arrangements were controversial, especially when games previously announced or even already available for preorder on Steam were pulled. This was the case with one early example, Metro: Exodus, which honored existing preorders but stopped taking new ones.

The Epic Games Store has posed itself as a more developer-friendly solution in comparison to Steam, but it’s the exclusivity arrangements that have garnered backlash from some in the gaming community. Epic has deep pockets, thanks in large part to the runaway success of Fortnite, and it appears to be using some of those funds to buy market share–at least, that’s what the perception can be. Complaints about the Epic Store range from a lack of convenience–having to run a separate launcher or keep a separate friends list–and broken promises of Steam support, to a lack of features on Epic’s burgeoning store.

Epic Games’ Tim Sweeney has been especially outspoken regarding his company’s store initiative, often vocally criticizing Steam’s revenue split with developers (70/30) while promoting Epic’s own (88/12). He’s also addressed consumers who raise concerns directly to him. Despite the company’s size, Epic is still something of an underdog in the storefront battle. Steam remains the dominant marketplace but, by pitting itself against the market leader, Epic Games is declaring itself a real competitor.

In comments to GameSpot, Sweeney said that the Epic Games Store is profitable with its modest revenue split. He also said that the 88/12 split is the figure given to all developers and publishers of any size, and “there have never been any exceptions.” That said, he’s open about the fact that Epic’s other long-term projects are providing a base of funding for developer partnerships.

“The funding Epic is providing for developers is a long-term investment in their and our future,” he said. “Epic’s funding commitments far exceed the store’s current 5% profits, and is made possible by the financial success of Unreal Engine and Fortnite.” He said these partnerships provide financial support for development and marketing, “which enables them to take their time to build more polished games with significantly less uncertainty.”

Sweeney’s outspoken nature has made him a lightning rod for the divisive issue of store exclusivity. His Twitter account is rife with ongoing discussions as users argue with him about everything from exclusivity to revenue splits. And he’s been quick to pose the company’s moves as altruistic, even suggesting that it would stop pursuing exclusivity arrangements if Steam adopted Epic’s revenue split.

“Ultimately, this is about making the industry a better place, starting with the terms available for developers,” Sweeney told GI.biz in March. “I understand gamers don’t see that. They don’t see the hardship of making a payroll and seeing the store suck out 30% of the revenue from it. It can be jarring to see the industry is changing in ways that are typically invisible to us as gamers.”

The nature of these warring stores has led to backlash, and indie developers in particular are caught in the middle. Epic’s offer is attractive, offering both a better revenue split and a safety net for partners. And while Epic’s criticism of Steam’s revenue model is likely driven at least partly by competition, developers themselves who have ultimately gone to the Epic Games Store often share Epic’s own central question: why is the revenue split on Steam so high?

“I buy a lot of games on Steam, but I didn’t really know how the business of it worked,” said Airborne Kingdom producer Zach Mumbach, “So I started looking into it. How do you get a game on Steam? How do we get funded? And what I found was, the whole thing was kind of disheartening.”

Mumbach had come from a triple-A studio, working at EA before starting an indie company, The Wandering Band. The tiny company had an idea for a game, but the revenue split caught Mumbach off-guard.

“Okay, so [Valve is] going to take 30% of the revenue. And right away I felt, ‘Whoa, that’s high.’ This is coming from AAA, that’s what a Target or Walmart or GameStop takes from big AAA [publishers]. They take 30% to put their games in stores. That’s physical store space. They have to put lights on, they have to pay employees. I guess my assumption was, well digital obviously it’s going to be cheaper. Why would the storefronts take a full 30%?”

The studio had been self-funding its project, but it was going to need a publisher arrangement to keep going, and proposed contracts were equally difficult to swallow. Mumbach found that publishers may be willing to front the cost of development, but would then require the investment to be recouped in full, and then the publisher could receive as much as 50% of the remaining revenue after that point. That means, for example, a $1 million funding arrangement would need to make $1.4 million in total before The Wandering Band would see a dime.

“Depending on the publishing deal you get, you’re getting less than half of the money that your game is making,” Mumbach said. “So I was super bummed. I talked to a whole bunch of publishers and I tried to leverage different offers against each other to try to get these numbers down. That’s when Epic came into the picture. They’re going to get their money back, but not in a way that cuts us off from revenue for who-knows-how-long.”

Mumbach noted that for his game, this makes Epic’s funding a part of the development process. He’s been able to bring on an extra engineer, and the game isn’t yet complete. He concedes that this makes his experience different than a game like Borderlands 3 or Metro Exodus–which were nearly complete by the time their respective Epic Store exclusivity was announced. But he maintains that it was the right move, not only for how it helped his fledgling studio, but how it prevented him from taking big financial risks that could impact the game’s quality.

“Before we signed with them, I was seriously considering ditching the whole publisher route,” he said. “You can imagine if I had a loan for that much money over my head right now, I’d be stressed out and I’d be making decisions about getting this game out faster. ‘We’ve got to get this game out, I’ve got to get my money back, I’ve got to be able to pay off this loan!’ We can take as much time as we need and we have extra funding.”

William Chyr, developer of Manifold Garden, recounted a similar experience.

“At the end of the day the money allows us to keep the studio going,” Chyr said. “It allows us to pay back the investors. It allows us to recoup development costs, keep the lights on, and then we can keep supporting the game. We’ve been able to scale up and get QA and get a lot more help.”

While the move makes sense for developers, high-profile incidents have made many studios wary of how to approach the topic with their prospective fans. Responses ranging from review-bombing to outright harassment and threats have been commonplace. Perhaps the most high-profile of these was directed towards the creators of Ooblets, a small indie game that broke the news with a tongue-in-cheek tone that some gamers took as insulting. The response was fierce and hateful.

“I mistakenly thought I could have some impact on their opinions and emotions and defuse the situation with some lighthearted criticism of the main things that drove them to attack people,” developer Ben Wasser said. “You can see how well that went. It was a stupid miscalculation on my part.”

Even Valve employees have found themselves needing to couch their words carefully to avoid legitimizing abusive responses. After Metro Exodus announced it would be a timed Epic exclusive, Valve issued a statement that referred to the move as “unfair” to customers. A subsequent backlash against individual Exodus developers and even Metro series author Dmitry Glukhovsky made the company consider how its statement may have inflamed tensions.

“I don’t think that was our intent to upset people,” Steam business developer Nathaniel Blue told Kotaku. “It wasn’t the intent of the message. It was more about the timing. The game was about to launch, and then it was [exclusive to the Epic store]. So that was the only goal of that. What came out of that was not what we expected. It wasn’t meant to be this lightning rod.”

Blue added that the company has decided to remain quiet on these arrangements from that point on, so as to avoid upsetting the community.

As for indie developers, they’re faced with the prospect of making the announcement alone. Epic pledged its support for developers against harassment, but has not outlined concrete steps it is taking to protect developers from backlash. Sweeney draws a sharp distinction between critics and harassers, and suggests that engaging the latter group in good faith is the best approach.

“There are two distinct things happening,” he said. “There are critics sharing their views while engaging in debate, and then there is a smaller set of trolls engaging in harassment, threats, and fabrication. Critics and abusers are distinct sets of people and shouldn’t be conflated.

“Harassers have always existed, but have now gained a vast reach because social media companies algorithmically curate by engagement, and negative engagement is stronger than positive. With critics, we should always engage in discussion with the hope that eventually we’ll arrive at a common view of what the store landscape should look like. This is a healthy debate that is shaping the future of the industry.”

For studios, that strategy has propagated naturally, with some watching and learning from other studios and settling on a relatively safe method: make the announcement in a straightforward manner, free from jokes or opinionated commentary. Then engage as necessary, but politely.

“When we announced it, it was pretty straightforward,” Chyr said. “‘We’re doing this, let us know your concerns, this is why we’re doing it.’ We got some backlash but it’s like 5%.”

Chyr pointed out that engaging with the community one-on-one was a crucial aspect step for him to help dispel any bad blood. He made a point to speak with people who were concerned on a personal level, which made a real difference.

“Most of the discussions were positive,” he said. “I have a mailing list with like 4,000 people and I would say maybe 10 people emailed me back disappointed. But I emailed each of them back and asked to talk and I explained the decision. Most of them, actually, came around and said they understood. A lot of them apologized. I think they didn’t expect me to be on the receiving end of that email.”

Mumbach took a similar approach with a detailed post explaining the decision to the community, but also said that some people will just never be convinced.

“Most people were like, ‘this sucks, Epic’s evil.’ But the conversation happened,” he said. “And some people ended on, ‘You know what, best of luck but I’m not going to support Epic.’ Cool, you can do what you want. I don’t have any problem with that. And certainly some people were like, ‘Oh wow, thank you. I understand this a lot better. I’m going to buy games on Epic’s store because I want to support developers,’ and that’s really cool when people say that.”

On the whole, the fight over digital storefronts and backlash against developers who make exclusivity arrangements is happening on a much larger stage, against two of the most profitable and powerful companies in the video game industry. Developers, and especially small indie developers, are only able to do what they can to navigate a contentious topic they have little control over.

“At the end of the day I’m not the person making the store,” Chyr said. “I’m just a developer. As an indie guy, I’ve got my little raft out on the ocean, but I’m not the one making the waves or deciding the current. We’re just trying to not sink.”

from GameSpot – Game News https://www.gamespot.com/articles/epic-vs-steam-explaining-the-pc-digital-storefront/1100-6471219/

Norman Reedus Is Happy Silent Hills Didn’t Get Made

Despite the attention Hideo Kojima’s ill-fated Silent Hills grabbed, Norman Reedus, the star of Kojima Productions’ first title, is glad the project fell through because Death Stranding is “way better.”

Reedus, in an interview with The Hollywood Reporter, was asked if there were any similarities between Death Stranding and Silent Hills. He said the two are invariably different and is happy Silent Hills didn’t work out. “When that went away, I was bummed, but when Hideo described what we were doing next, I completely forgot about it. I was like, thank god that didn’t work, because this is way better. This is a completely different thing.”

Reedus also discussed how he came into contact with Kojima, stating director Guillermo del Toro told him to say yes to a guy who called about doing a video game. This conversation, according to Reedus, happened roughly three years ago, when the two began working on Silent Hills. After Silent Hills’ cancellation in 2015, Reedus said he was contacted to do a brand-new game–Death Stranding.

“So Hideo, Guillermo, and I were going to do another game, a Silent Hills game, but Konami and Kojima had a falling out, so it went radio silence for a minute,” Reedus said. “Then they came back and said Sony’s back in with Hideo and we’re going to make a brand-new game. I was more excited about that, to be honest, because Hideo came down to San Diego Comic-Con and had an iPad and was showing me some of the graphics he was working on, which were just mind-blowing. I knew it was going to be a home run right from the get-go.”

While we’re a couple of days away from Death Stranding’s November 8 launch on PlayStation 4, reviews have begun publishing online. The genre-blending exploration title has received generally favorable reviews, with our own review awarding it a 9/10. Editor Kallie Plagge wrote of her experience with Death Stranding: “It’s positive without ignoring pain; in fact, it argues in both its story and its gameplay that adversity itself is what makes things worth doing and life worth living. It’s a game that requires patience, compassion, and love, and it’s also one we really need right now.”

from GameSpot – Game News https://www.gamespot.com/articles/norman-reedus-is-happy-silent-hills-didnt-get-made/1100-6471220/

Blizzard President Reflects On A Rough Year For The Company

Anyone following gaming discourse over the last year will know that Blizzard Entertainment has been a common focal point for heated discourse. In addition to facing backlash for the surprise reveal of Diablo Immortal–a mobile spinoff of the action-RPG–the developer also experienced a significant number of layoffs in early 2019. However, the most pressing issue they’ve faced thus far is the controversy regarding Hearthstone pro-player Ng Wai Chung (Blitzchung), who was penalized for using his platform to show support for the citizen protests in Hong Kong. The negative response to Blizzard’s actions was widespread and far-reaching, even prompting members of the U.S. Congress to respond to the recent events in the gaming world.

But at BlizzCon 2019, the developers sought a fresh start by publicly addressing the company’s missteps and admitting fault. Following Blizzard president J. Allen Brack’s opening statement at BlizzCon 2019, GameSpot spoke with Brack in an extended interview regarding the developer’s recent year, and where they’ll go from here.

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So you started BlizzCon 2019 by making another statement about what was going on over the last month. Can you talk about why it was important to start off the show by addressing what occurred with ‘Blitzchung’ and the recent Freedom Hong Kong protests?

Brack: I think it’s probably not a secret that it’s been a hard month for Blizzard. It’s been hard a month for the community, and it’s been a hard month for the employees. I think there’s been a lot of confusion, and a lot of misinformation and challenges that everyone has had to go through. So, frankly, we never had a conversation saying that we weren’t going to take a moment to talk about it because to not at least have a really straightforward conversation with our community would have appeared extremely tone-deaf in my mind. So it was the right thing to do, and obviously, we felt very strongly that we had to do. Otherwise, it would have been hanging over us for the rest of the show.

Following your BlizzCon statement, there were people online who felt you didn’t say enough. Specifically, to directly address Ng Wai Chung directly. Do you have any comments about that?

I haven’t actually read or seen the criticisms from what was said this morning at this time. Very early on, one of the very first conversations, when we made our statement, was about walking back the penalty and restoring his winnings. We actually had a personal conversation with Blitzchung and we apologized to him for how this had gone. No one was happy with how we ended up here. This [statement] was more about what everyone was thinking, what everyone read, and what everyone has heard about the situation. We sort of had to reset and readdress what our values were about that have somehow have been lost. That overall narrative about what really happened had sort of been lost in the last month.

There’s been a lot of concerns for Blizzard throughout this year, and those feelings come from both the community and from employees at Blizzard as well. This feeling of uncertainty was palpable, especially when coming into this year’s show. Do you empathize with people who have voiced their concerns publically, and do you see where they’re coming from?

Oh, it’s easy to see that. Yeah, absolutely. So I think one of the things that has made Blizzard really successful is that we’re members of our own community. We play all of our own games, we’re fans of all of our own games, and we play other games as well. We’re gamers, and so it’s easy to empathize with the community because we are them, we are our own community. I really think that’s one of the strengths of Blizzard. But there’s another piece to that too, which is that we place value in the belief that every voice in our community matters. It is about you voicing your opinion loudly and often–whether you agree or not. So there’s an internal culture of expression, whether that is in the agreement or disagreement with the games that we’re making or not making. So I wasn’t unhappy with people, employees even, expressing themselves following what happened [with Blitzchung]. I felt that’s the culture of Blizzard at work.

The Freedom Hong Kong protest outside BlizzCon 2019.

If we take a look back at last year’s BlizzCon, there was some controversy with the reveal of Diablo Immortal. In that instance, it seemed like fans came expecting something else. Did you feel that it was important to address that by giving people what they wanted this time around?

Yes, I did. We talked for many, many months about how we were going to do the opening ceremony this year and what was the right flow. One of the very early ideas that we decided was to immediately lead the show with Diablo IV. We actually wanted to lead-in from the countdown to Diablo IV, which is something we had never done before. So we’ve done nothing but get more committed to that as time went on. We felt that was the right decision. With the other announcements that we had, they weren’t going to be heard until we announced Diablo IV, so people really feel good about it. I hope people feel like it’s delivering on a lot of the things they want for the next game.

I thought it was interesting that Diablo Immortal didn’t get a mention during the opening ceremony, even though the game is here at the show. I actually got to play it myself before this interview.

Well, we wanted me to keep the focus on Diablo IV. When we start to think about the core Blizzard audience, a lot of them are going to watch the stream live or attend the show. They’re very much in tune with what Diablo is–from Immortal, Diablo III, and Diablo IV. But when you present a new game, it can potentially create some confusion for branding. So very early on, we decided this presentation is going to be about Diablo IV. There’s going to be several big announcements that we’re going to have, but Diablo IV is going to have its own space in the Diablo universe. We didn’t want to create any kind of confusion.

So I wasn’t unhappy with people, employees even, expressing themselves following what happened [with Blitzchung]. I felt that’s the culture of Blizzard at work.

Certainly, Diablo IV is going to be a PC and console-based design from the ground up, and I think it’s going to speak to that audience. I’m glad to hear that you played Immortal. I actually played it too and I think it’s actually coming along very well. I think it’s going to be fun and I really like the idea of Diablo as a mobile game. I think there are going to be different audiences for both. There will be an overlap with some and I think it’ll just be up to people to decide how they want to engage with different kinds of games. I certainly think a lot of the hardcore players will be on PC and console, but the goal is not necessarily to have everybody play both [Immortal and IV]. There’s going to be people who really resonate with the mobile game, and that’s going to be great for them, and yet there’s going to be people who are really interested in the PC game, and that’s going to be great for that as well. But some people are going to play both, and I’ll put myself in that camp.

It seems that the big lesson to take away from last year was that it’s important to set expectations for Blizzard fans?

Well, we don’t really try to tease what we’re going to announce. So really, it’s like people were just ready for another Diablo game. I think that’s one of the reasons why expectations were set so high last year. Like, they knew that there’s got to be a new Diablo thing at some point. But you’re right, it is about expectations. Games are only ready to be shown when they’re ready. So there’s a bit of a challenge with that in terms of figuring out if the game is coming along and that it’s ready for us to announce. There’s a lot to consider once the game is ready for the next stage. How do we best proceed forward, and will it be something that the community will really love? It’s always an interesting conversation to have. I hope we’re never in a similar position following Immortal’s reveal for our games again.

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Both Diablo IV and Overwatch 2 were leaked online, which I imagine must have frustrating. Did that impact any of your plans for the show?

Yeah, so when you start to get into what BlizzCon is going to be about, we had already made the decision on what games were going to be shown and announced really early. I read something online, this was a couple of weeks ago, about how many announcements are going to be made at this BlizzCon. I’m like, “I don’t think you understand how long it takes to make games.” Not you, I mean, I’m talking about this random poster online. This is not just a way to manufacture an announcement. We really want to have a game demo that people feel really good about. So really, we just stuck to the same path as we had prior to our game announcements.

When looking back at this year, it seemed like just when Blizzard moved past one problem, it ran right into another one. Going back to earlier this year, the makeup of the Blizzard workforce had altered significantly following a round of layoffs. Can you talk about it was like for everyone at the studio to continue on and try to preserve the work that those employees contributed to the current slate of games?

I don’t know if I’ve said publicly, but that was the worst week of my life professionally. I think the important thing to communicate is the reasoning, the intent, and just conveying to everyone about, “How did we get into this place and how are we going to prevent ourselves from ever getting in this place again?” With how we set up the company, and the way you want to structure things going forward, we want to make sure that never happens. So that’s the thing that you just have to over-communicate and talk a lot with everyone that’s there.

I hope we’re never in a similar position following Immortal’s reveal for our games again.

We’ve got 4,000 employees around the world and 2,800 people in Irvine. So there’s a lot of voices to kind of communicate with, and to ensure that everyone understands what we’re trying to do. Events like BlizzCon can be galvanizing, I think, for the employee base. Because you can work by yourself for a long time on projects and not really understand whether they’re exciting or interesting to anybody but the people at the company. There’s going to be a lot of interest and excitement about all the announcements that we’ve made, so that can really be empowering for our developers.

Following those layoffs, has the working relationship between Activision and Blizzard been stable?

I think so. One of the things that they say loudly and often is the commitment that they have to us, and supporting our ability to make the games that we want to make. Bobby Kotick [CEO of Activision Blizzard] has said publicly a lot that he doesn’t want to tell any game developer what game to make or what game to not make. It’s not something where he thinks he adds value. And so for us, it’s about what are the games that we want to work on, what are the things we want to focus on, and how do we move forward in the best possible way?

Recently, especially in light of the recent events from the last month, there have been some concerns about Blizzard having less autonomy. A common concern expressed online is how much influence China is having on the company when it pertains to game development and community outreach.

This has actually been a thing that I think has been a little confusing for me, and certainly for a lot of Blizzard employees as well. I also think there’s a lot of confusion around our relationship in China and sort of the laws and practices there. It is against the regulations for us to [solely] publish our games in China. We must, by law, have a partner, and so we have a partner that we’ve been in business for more than 10 years called NetEase. We think they’re a very good partner, but they are the publisher [of our games] in China. Blizzard is not legally allowed to do a lot of the publishing activities and it is a requirement that the partner does that.

So the Weibo post (China’s most popular blogging site) is a prime example of that. The Hearthstone channel on Weibo is run by the publisher NetEase, it is operated by them. When they ran that statement on Weibo, it was not a statement that they asked us about. It’s not a statement that we believe in nor is it a statement that we would have approved. So that’s sort of being lost here when it comes to the controversy.

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Sure, but do you still feel that Blizzard should have done a lot better following this controversy? After this happened, has there been an internal examination of your process of handling conflicts at Blizzard? If so, what has changed since then?

Yeah, we have a culture of learning. We have a culture of improvement, and we have a culture of iteration. This has exposed us to a whole bunch of things that need to go differently next time. I think we have said, this morning even, that we acted too quickly. Absolutely. Did we have the right constituents in the room to make the decision and to have the right time in order to be successful? [Brack shakes his head] Clearly, that’s something that we need to do differently going forward. Are the rules clear to everyone? Does everyone understand what the expectations are and what the penalties are going to be going forward? There was some kind of work to do for that going forward. I don’t think anyone is excited about this last month from that perspective. So yeah, things could be done differently.

This year’s BlizzCon could be seen as something of a gut check for the company, and for you as well. You actually became President a little over a year ago, and a lot has happened. So all things considered, how do you feel about Blizzard going forward from here?

Well, right now sitting in front of you, I feel awesome. I say that not having read too many responses on how this morning has gone, and actually, having not talked to too many people yet. But I feel like a lot of love and time went into the opening statement. A lot of love has gone into these games. Some of them have been in development for a very long time and so for them to kind of have their day, it felt that was a great hour this morning. That was certainly the intent. We wanted to say, “Hey, let’s have a great hour of all of your favorite games and all of your favorite franchises,” and hopefully, we’re delivering on what people want and what they’re excited for. So right now, I feel great about Blizzard. I might feel different as I talk to more people by the end of the day, but right now, this has been a day that we were working toward for a very long time.

One of the things I said this morning was that this is the weekend that we look forward to. That’s for multiple reasons; One is that we get to hear that direct feedback and really see the people that are fans of what we’re doing, and the other is for the opportunity to show these new announcements and really start to get feedback about what we’re doing. That I feel is really empowering.

from GameSpot – Game News https://www.gamespot.com/articles/blizzard-president-reflects-on-a-rough-year-for-th/1100-6471196/

Elder Scrolls Online Free To Play For This Week

The Elder Scrolls Online has been steadily issuing new content and updates since its launch in 2014, but in case you haven’t gotten a chance to catch up with it in the last five years, you can now sample it for free. ZeniMax Online is offering a free trial period across PC, PS4, and Xbox One through November 13.

Once the trial period is over, you can play the full game with your created character by purchasing a boxed copy–the current version of which is branded with the Elseweyr expansion. Online play is free after that, but you can pay a premium subscription for extra goodies each month.

ESO had a rocky launch, but Bethesda has been continuously pivoting and updating with moves like its console releases and dropping the mandatory subscription. It has grown steadily since then, currently boasting 13.5 million registered players in total. The studio has long-term plans going forward too, saying it has a roadmap years into the future.

The most recent expansion, which launched in June, introduced a necromancer class and a new story featuring dragons. It’s been dubbed the “Season of the Dragon,” and explores the mysterious Elsweyr region.

from GameSpot – Game News https://www.gamespot.com/articles/elder-scrolls-online-free-to-play-for-this-week/1100-6471213/

Pokemon Sword And Shield Show Off Competitive Training Improvements

Pokemon Sword and Shield arrive on Nintendo Switch in a little over a week, and The Pokemon Company continues to share new tidbits about the titles. The company has released a new trailer that shows off some of the changes developer Game Freak has implemented to make it easier than ever to get into competitive battling.

The trailer begins with a look at new items called Mints, which allow you to change the effects of a Pokemon’s nature. For instance, if you feed a Modest Mint to a Pokemon, it’ll alter that monster’s base stats to what they would be if it had a Modest nature–in this case, increasing its Special Attack at the expense of its Attack.

Game Freak has also made a significant change to Egg Moves–moves that certain Pokemon can only learn through breeding. In the past, Egg Moves could only be passed down by the father Pokemon; in Sword and Shield, however, two Pokemon of the same species can pass Egg Moves to each other if both are left at the Pokemon Nursery.

Another quality-of-life improvement the trailer showcases is the ability to access your Pokemon Box remotely. In previous games, you could only store and take out Pokemon by accessing the PC inside a Pokemon Center, and while that’s still an option in Sword and Shield, you can now also perform those same actions from almost anywhere in the Galar region, so you’ll no longer need to constantly head to a Pokemon Center if you want to change up your Pokemon party.

The trailer closes out with a look at Exp. Candies. These are similar to Rare Candies in that they make it easier to level up a Pokemon; however, unlike Rare Candies, which automatically increase a Pokemon’s level by one, Exp. Candies bestow a bunch of experience points on a Pokemon. The candies come in small, medium, large, and XL, and the size of the candy determines how much experience it grants.

Pokemon Sword and Shield launch on November 15. If you pick a copy up by January 15, 2020, you’ll receive a free Meowth that’s capable of Gigantamaxing. If you’re not sure which version to choose, we’ve rounded up all the version differences and exclusive Pokemon confirmed so far. For more, check out our Pokemon Sword and Shield pre-order guide.

from GameSpot – Game News https://www.gamespot.com/articles/pokemon-sword-and-shield-show-off-competitive-trai/1100-6471209/

PS4’s Best-Selling Games On PSN In October

Sony has revealed the top selling games on the US PlayStation Store for the month of October 2019. Some big new games dominate the top of the charts, while Fortnite continues its stranglehold over the free-to-play rankings.

Call of Duty: Modern Warfare takes the top spot, which isn’t all that surprising considering Activision just announced that its latest big-budget shooter has sold more at launch than any other Call of Duty game this generation. Modern Warfare is a reboot of the popular sub-series, with GameSpot’s review in progress saying “it lays a strong foundation for where the Modern Warfare series could go from here.”

Tom Clancy’s Ghost Recon Breakpoint, another new October release, comes in second. Sony doesn’t release sales figures with its monthly charts, but Ubisoft CEO Yves Guillemot recently said that critical reception and poor sales during Breakpoint’s first weeks were disappointing, leading to the delay of Gods & Monsters, Tom Clancy’s Rainbow Six Quarantine, and Watch Dogs: Legion. In our own review, we gave Ghost Recon Breakpoint a 4/10, saying, “Breakpoint is a messy, confused game and a ghost of the series’ former self.”

Third on the list is yet another October release in the shape of Obsidian’s The Outer Worlds. The planet-hopping, pulpy sci-fi RPG shares a lot in common with Bethesda’s Fallout games. Obsidian developed the cult-favorite Fallout: New Vegas after all, and The Outer Worlds sees the studio branch out to create its own distinct world within a similar RPG structure. We gave it a 9/10 in GameSpot’s review, saying, “The Outer Worlds is consistently compelling throughout, and it’s a superb example of how to promote traditional RPG sensibilities in a sharp, modern experience.”

FIFA 20 and Minecraft round out the rest of the top five. The only other October release to crack into the top 20 is WWE 2K20, the latest pro wrestling game developed by Visual Concepts. 2K20 has become infamous since its release for the plethora of bugs and glitches players have captured and shared on social media. We gave it 2/10 in our review, saying, “This is the moment the WWE 2K series hit Rock Bottom.”

In terms of DLC and expansions, Destiny 2: Shadowkeep reached number two in the charts for October. The latest annual expansion from Bungie added a new moon-based campaign, a new raid, a new dungeon, new multiplayer maps, new weapons, and so on, as well as reworking Destiny’s armor system.

PS4 Games Top 20

1Call of Duty: Modern Warfare
2Tom Clancy’s Ghost Recon Breakpoint
3The Outer Worlds
4EA SPORTS FIFA 20
5Minecraft: PlayStation 4 Edition
6NBA 2K20
7Madden NFL 20
8Grand Theft Auto V
9Call of Duty: Black Ops 4
10Borderlands 3
11TOM CLANCY’S RAINBOW SIX SIEGE
12Mortal Kombat 11
13Red Dead Redemption 2
14Rocket League
15God of War
16Marvel’s Spider-Man
17WWE 2K20
18STAR WARS Battlefront II
19THE FOREST
20NHL 20

from GameSpot – Game News https://www.gamespot.com/articles/ps4s-best-selling-games-on-psn-in-october/1100-6471215/

Final Fantasy 7 Remake Dev Is Working On A Next-Gen Action Game

According to a recent job posting, Square Enix is working on an unannounced action game for next-generation consoles. The company’s Japanese recruitment website notes that it has openings in its First Development Division, including the opportunity to work on an upcoming next-gen title.

Square Enix says that the unannounced game is “aiming to realize a ‘next-generation action game experience’ that goes beyond the framework of existing action games, with an international team of creators from all over the world,” as per Gematsu.

The First Development Division is working on the upcoming Final Fantasy VII Remake, and has previously developed the likes of Kingdom Hearts 3, SaGa: Scarlet Grace, and Romancing SaGa Re:Universe.

Next-gen consoles Project Scarlett and PlayStation 5 are both slated for release during fall 2020. Final Fantasy VII Remake, on the other hand, is due out much sooner on March 3, 2020 for PlayStation 4.

from GameSpot – Game News https://www.gamespot.com/articles/final-fantasy-7-remake-dev-is-working-on-a-next-ge/1100-6471211/

Pokemon Sword and Shield has updated features, items and the first online competition

Pokemon Sword and Shield has updated features, items and the first online competition

Learn about exp. candy, nicknames and more.

source /news/9153-pokemon-sword-and-shield-has-updated-features-items-and-the-first-online-competition