Destiny 2’s Xenophage, The New Exotic Weapon, Is Bugged

Among the many new things introduced to Destiny 2 this week was another Exotic weapon quest, this one for Xenophage. Starting the quest and seeing it all the way through is challenging, but that didn’t stop some players from quickly getting their hands on it–and finding themselves underwhelmed. As it turns out, the weapon is bugged, causing it to be less effective than intended.

After players began to unlock Xenophage, posts began to pop up on places like Reddit wondering if something was wrong. The weapon was not dealing precision damage and was generally not great–not exactly what you’d expect from an Exotic light machine gun.

In response to some of the feedback that’s been shared about the new gun, Bungie community manager Cozmo23 wrote on Reddit, “I checked with the team on this. The fact that Xenophage does not do precision damage is not a bug and by design. However, the weapon is unintentionally underperforming and we are currently investigating.”

Bungie’s weekly blog post reinforced that this is a bug, much to the amusement of some players due to the fact that Xenophage’s unique design is basically that of a bug gun.

There’s no word on how quickly Xenophage’s problems will be resolved, but there’s no time like the present to work on acquiring it. Alternatively, you can dive into the new dungeon or Festival of the Lost.

from GameSpot – Game News https://www.gamespot.com/articles/destiny-2s-xenophage-the-new-exotic-weapon-is-bugg/1100-6471078/

WWE 2K20 Update Out Now, Here Are The Patch Notes

Patch 1.02 is now available for WWE 2K20 on PlayStation 4, Xbox One, and PC. This latest update aims to fix a slew of bugs and glitches hampering 2K’s latest pro wrestling game.

The patch notes don’t delve into the nitty-gritty specifics of what was fixed or changed, but it promises to improve upon 2K20’s gameplay, controls, graphics, clipping, hit detection, and aiming. It should also address some of the crashes and freezes that occur throughout the game, characters “warping” or moving unnaturally around the arena, and its online stability.

Update 1.02 Patch Notes

  • Gameplay and Controls
  • Graphics and Clipping
  • Hair Physics
  • Hit detection and aiming
  • Interactions with tables, ladders, steel steps, and other objects
  • Referee actions
  • Onscreen button prompts
  • Characters “warping” or moving unnaturally around the arena
  • Crashes and Freezing
  • Image downloads
  • Entrances and attires
  • Universe mode editing and saving
  • Custom and Created Superstars and creation modes
  • Commentary and sound effects
  • Online Stability, matchmaking, desyncs, and lag

2K says it expects to roll out additional patches in the near future to address other concerns.

WWE 2K20 has scored unfavorably with critics since its release. GameSpot’s review scored it 2/10, saying, “WWE 2K’s annual release schedule has felt superfluous for a number of years now. This has never been more apparent than with WWE 2K20, a game that’s not only riddled with frequent technical issues, but one that’s notably worse than its predecessor in almost every area–whether it’s the dull and unenjoyable combat, the fact half the roster look like terrifying goblin facsimiles of themselves, or MyCareer’s obnoxious and tedious story. This is the moment the WWE 2K series hit Rock Bottom.”

from GameSpot – Game News https://www.gamespot.com/articles/wwe-2k20-update-out-now-here-are-the-patch-notes/1100-6471079/

Early Black Friday Deals At Ebay: Nintendo Switch Lite, Pokemon Sword And Shield, And More

Welcome to November, the month that marks the true beginning of the holiday shopping season and exciting leadup to Black Friday and Cyber Monday. We’re now just weeks away from the frenzy that is Black Friday weekend, but stores aren’t wasting any time in getting shoppers excited for the biggest deals. That includes Ebay, which is kicking off the first of its holiday deals on November 1.

Ebay’s Black Friday plans include a series of Black Friday “Drops” every Friday at 9 AM PT / 12 PM ET through December 13. These drops will include “a limited quantity of trending items,” such as the Nintendo Switch and Bose headphones. Ebay will also be offering major deals on its Brand Outlet page, which features items from major brands like Apple, Microsoft, Samsung, Nintendo, and many more.

Notably, the Nintendo Switch Lite and Pokemon Sword and Shield will be the Black Friday Drops on November 15–which happens to be release day for the new Pokemon games–but Ebay’s press release doesn’t indicate what the sale price will be for either product. We’ve reached out for more information and will update this story when we hear back.

Black Friday deals at Ebay come with the store’s best price guarantee, which means you’ll receive 110 percent of the price difference on eligible deals and top products if you find the same item for less on a competitor’s website. The best price guarantee is available at Ebay year-round, but the offer is sure to come in particularly handy during Black Friday.

We’ll keep this article updated as more gaming, tech, and entertainment deals go live, but for now, check out an overview of the best upcoming deals below, as well as some of the current offers.

Black Friday Drops

Live now:

No Caption Provided

Apple Watch Series 5 with GPS and Wifi

$379 ($400)

Upcoming Black Friday Drops

November 8:

  • Breville Barista Express Espresso Machine — over 50% off
  • Bose SoundTouch 10 Wireless Speaker (Factory Renewed) — save over $100

November 15:

  • Nintendo Switch Lite — TBD
  • Pokemon Sword and Shield — TBD

November 22:

  • Apple iPhone 11, 128GB Unlocked — over $45 off

Pre-Black Friday Deals

We’re still weeks away from the big event itself, but in the meantime, you can browse some of the best deals already available at Ebay below.


from GameSpot – Game News https://www.gamespot.com/articles/early-black-friday-deals-at-ebay-nintendo-switch-l/1100-6471030/

What Makes An Interesting NPC? The Outer Worlds Devs Reveal Tricks Of The Trade

Who doesn’t love a good-old video game hero? The power, the glory, the gravitational pull that brings items, quests, and excitement your way–heroes make the game, right? Well, yes and no. In the case of The Outer Worlds, and plenty of other games from Obsidian Entertainment, you, AKA the hero, are rarely the most interesting person in the room. Obsidian is well known for crafting offbeat personalities and for writing clever dialogue that makes its RPGs almost endlessly entertaining, and the recent release of The Outer Worlds serves as a strong reminder why the team deserves that reputation.

We recently had the chance to sit down with narrative designer, Nitai Poddar, and co-game director, Leonard Boyarsky, to discuss what goes into the creation of an NPC at Obsidian. It’s no accident that characters like the Moon Man in The Outer Worlds wind up stealing the show, and to hear the two creators discuss their process, it’s evident that the people behind these memorable characters get just as much enjoyment out of them as we do.

If you’re still on the fence about giving Obsidian’s latest game a try, have a look at our Outer Worlds review by Edmond Tran, which goes into great detail describing what’s in store for the curious explorer.

Editor’s Note: The following interview has been lightly edited for better clarity and flow.

Where does the character creation process begin, and does Obsidian, as a whole, have a process for developing characters?

Boyarsky: I think it’s different for every project as well as different parts of the same project. In general we come up with an outline of what we want to do in general for the entire game. And then, you know, the setting generates some characters, the story you want to tell generates some character ideas. It all has to do with the confluence of events that lead you to that character. Characters should feel like they existed before then, so you have to place them in the world. It’s just kind of… we could start from any number of places for the actual character. You could start with a character you like from other media like a book or a movie, just a very basic idea. You know this is this character’s reason for existence, and just go from there.

Poddar: I think there are a couple things that Obsidian tries to do, studio-wise, as it relates to designing characters. I don’t know if other studios do this, but traditionally at Obsidian, not just for The Outer Worlds, but for previous games, a narrative designer usually has control of a companion. As the companions get written they are divvied among the narrative designers and we tend to pick one and take them in whatever direction we want. We also like to explore particular ideas in an area. If an area in The Outer Worlds, like the Groundbreaker, has a particular conflict, or Edgewater has a particular conflict, in order to explore that conflict we will craft a character who is deeply invested in that problem somehow. So there isn’t really a separation between character and area or character and story. They go hand in hand.

Are there any traits or tropes that are off-limits?

Boyarsky: Stuff that feels overdone, but sometimes taking something that’s overdone and doing it in a new way can be more interesting. You know, subverting player expectations. We always like to do things that feel a little different, that feel off-center, that you’re not going to see anywhere else. I would think anyone trying to tell good stories or create good characters would avoid flat characters–characters that just exist to get you to the next plot point.

Poddar: Yah if there is, I haven’t found it yet. The sign of a successful character is that people tend to like it or see the value in that character. Like you said, the characters we try to avoid are just RPG characters that have nothing to say and no real investment outside of their quest. I don’t really think we tend to think of our characters as tropes. We are more interested in motivation and what they have to say, their dialogue, and their personality.

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How does the framework for what a character can be change between projects? I imagine the technical side of things must have an impact.

Boyarsky: Some stuff is determined by the structure of the game, whether its an isometric game–Pillars [Of Eternity] had a lot of narration as well as dialogue–but I think in general you can say the same thing for any of our games. It’s dictated by the needs of the story. You know: what would be a great character, what’s a great way within the context of that game to develop the character and express that to the player?

Poddar: Yeah, Pillars was definitely much more literary. You had a narrator, and that narrator could provide storytelling context, like the characters expression, or tone of voice through narration. We can’t really do that in our game, so we have to rely almost exclusively on what the character says, maybe sometimes what they look like or what gestures they give based on our animation. That’s pretty much the extent of it. They are two very different styles of game, isometric versus something that feels much more immersive in a first-person way. They engender different ways of making a character.

How do you maintain a level of quality and consistency when it comes to the range of characters and stories you’re trying to explore?

Poddar: We have a really experienced narrative design team. They’ve been doing this for a while. Some of that is just instinct at this point. They know how many options need to go into a particular conversation, what a well-fleshed-out NPC with lots of choices looks like.

I think we are also somewhat spoiled by our tools. The tools guys at Obsidian made just an incredible custom tool to manage conversations. It makes it so easy, relatively speaking, to put together this elaborate tree of choices, to block things off, to enable other options as they open up. Once you get used to it, it’s very easy to write. We are, to an extent, as good as our tools are.

Boyarski: Yeah, in the past I had to use Excel to write dialogue, which is…you start kind of throwing everything at the wall and pull your hair out as you’re trying to make the whole thing make sense and come together. This tool is a lot easier to use.

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What are some of the unexpected ways you need to be creative in the face of technological constraints?

Poddar: I think our constraints are not so much limited by our tools, but self-imposed. For example: We have a budget for each character. Let’s say you have a character that must give you a particular quest, we need to use that budget of lines in a way that gets the quest to the player but we also have to have reactivity. What if the player is playing a character with low intelligence? We have to spend some of that budget on dumb dialogue choices. What if the player has completed the quest already before speaking to the NPC? We have to account for that. It’s very much a game of knowing exactly how much room you have to spend on an NPC and making the most of that.

What was the vision for Parvati, the first Outer Worlds companion, going into her development?

Boyarsky: She was written originally by Chris Latoi, and then taken over by Kate Dollarhyde. One of the things that I think is really great about Obsidian is that maybe we’ll have a general archetype for a character, or a place we want them to fit in the story, but after that, the writer is free to develop the character as they work on them. That’s the most organic way of creating interesting characters, you find stuff as you’re writing the character. So I wouldn’t want to put a lot of words in their mouths in terms of what they were trying to accomplish with her. As with all of our characters, we are trying to create interesting characters that are based off a specific archetype, but then they really become, hopefully, feeling like living and breathing characters that react to the situation you’re in, that react to the other companions or NPCs in the world. Parvati, for instance, she has a job that’s kind of demeaning to her–not the job itself, she loves the job of being a mechanic, but the boss she has is a little demeaning to her. She just wants to be able to experience the freedom of flying around the system. I thought she was a very well envisioned character.

Poddar: She was a favorite in the office. Now that the game is pretty much done and people are playing it all the way through, I get this comment a lot: hey, Parvati is awesome. People tend to love her and it’s not surprising to me that she is a favorite. She is designed to be likeable, she’s kind of the conscience of the party. She was inspired by a little bit by Kaylee of Firefly. The old line in describing Kaylee is that whatever Kaylee says, she is probably right. That is largely true to Parvati. It’s a dystopian setting where people tend to buy and sell their morality, but Parvati has a very strong center. She’s also the first companion you run into, so she’s kind of doing double duty in that we want to introduce the player to the concept of companions, rather than get them used to how the companions system works in combat and conversation. So she’s a good first companion to pick up because she’s so likeable.

Boyarsky: She’s really interesting in that we were looking at Firefly as one of our inspirations, but I feel like she kind of organically became a little bit like Kaylee. She actually has a similar job, she’s the mechanic, but we didn’t set out to make our companion who’s pretty much like her. She just started becoming more like her as we were developing her. It was very interesting. I still feel she has her own voice and characterization.

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Is the process of developing the first companion drastically different than the others?

Poddar: It’s pretty different, because that companion now needs to be very closely tied with the first area that you explore, which is in and of itself a tutorial area. Everything in the Emerald Vale area is doing double duty. It has to function as a fun, complete area where you have a bunch of quests and content, that we’re introducing you to the setting, but it’s also the tutorial area. You get your first combat-related quest, we kind of slowly ramp you up. So, she has a lot more content that is closely tied to that area, more than say one of the other companions who would have in the areas that you find them.

Obsidian’s free-flowing RPG is currently available on PC, PS4, and Xbox One, where it’s included at no additional cost if you subscribe to Xbox Game Pass. For more insight into The Outer Worlds, and tips on how to get by as a fledgling interplanetary hero, check out our spoiler-free beginner’s guide.

from GameSpot – Game News https://www.gamespot.com/articles/what-makes-an-interesting-npc-the-outer-worlds-dev/1100-6471072/

Pokemon Sword & Shield Cross Over With Tetris 99 For Next Week’s Maximus Cup

Tetris 99‘s Luigi’s Mansion event may have only recently taken place, but the game’s next Maximus Cup has already been announced, and it’s happening soon. The competition takes place next weekend, and much like previous events, it will be a crossover, this time with November’s big Switch releases: Pokemon Sword and Shield.

The event begins at 11 PM PT on November 7 (2 AM ET on November 8) and runs until 10:59 PM PT on November 11. Like most other Maximus Cups, the competition will be point-based. You’ll receive points depending on how well you place during a match, and if you can amass at least 100 by the end of the event, you’ll unlock a special theme based on the upcoming Pokemon titles. You can take a look at the theme below.

This certainly isn’t the first crossover Tetris 99 has held. As previously mentioned, the game’s most recent Maximus Cup featured Luigi’s Mansion 3, and previous events were themed around Fire Emblem: Three Houses, Super Kirby Clash, and Splatoon 2.

To take part in Tetris 99’s Maximus Cups, you’ll need to have a paid Nintendo Switch Online membership. Subscriptions run for US $4 / £3.49 / AU $6 for one month, US $8 / £7 / AU $12 for three months, and US $20 / £18 / AU $30 for one year. Nintendo also offers an a family plan that covers up to eight Nintendo accounts and costs US $35 / £31.49 / AU $55 a year.

Pokemon Sword and Shield launch on Nintendo Switch on November 15. The games are available to pre-load now on the Eshop, and if you purchase them before January 15, 2020, you’ll receive a special Meowth that is capable of Gigantamaxing as a free gift. Other free Pokemon will also be available for the games. You can read more in our Pokemon Sword and Shield pre-order guide.

from GameSpot – Game News https://www.gamespot.com/articles/pokemon-sword-and-shield-cross-over-with-tetris-99/1100-6471069/

Norman Reedus Talks Death Stranding, Silent Hills, And Working With Kojima

The long-awaited Death Stranding is only a week away now, launching on November 8 for PlayStation 4. Before then, however, star Norman Reedus has been talking about what it’s like working with enigmatic director Hideo Kojima, how he got involved with the cancelled Silent Hills, and whether he knows just what Death Stranding is all about.

“I’ve been in several video games with Walking Dead, and they just kind of came with the territory of the juggernaut that is the Walking Dead, but nothing like this. I never dreamed that I would be wearing a motion capture suit with Velcro all over me. It was a blast, I have to admit,” Reedus told The Hollywood Reporter.

The actor–best known for playing Daryl Dixon in The Walking Dead–then elaborated on what it’s like being directed by Kojima, and delved into how the Metal Gear Solid creator is open to collaboration. “Sometimes the other actors were there. A lot of times it was just me and Hideo,” he explained. “He would have a plastic baby doll on the ground and want me to cradle it and act like it’s dead, then act like it’s alive. Then freak out because there’s handprints everywhere. You stand up and he goes, ‘Imagine there’s a thousand dead whales in front of you,’ and you’re like, ‘What?!’ His mind is on another level. He’s a genius’ genius.

“A lot of times a director will say, in this scene I think you should do it this way, and they’ve rehearsed it in their head so much that when you throw something new at them they sort of short-circuit. There’s not room for interpretation. Hideo is the opposite. You’ll say, ‘Maybe I should do this,’ and he’ll say, ‘Yes! And then do this on top of that!’ He’s a collaborative mind. He wants to hear your input. If you don’t say anything, he’ll think there’s probably something wrong with you. He’s a lot of fun to work with. If he ever did a movie or anything else, I would be there in a heartbeat.”

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As far as Death Stranding’s story is concerned, Reedus says it gradually came into focus and started to make sense after half a year. “[Kojima] revealed it in bits and pieces, and I’ll admit that some of those bits and pieces I was like, what are you talking about? As we worked on the game, it began to make more sense to me, and now I know what the game’s about, but I’ll admit there was a good half a year in the beginning where I was just like, I trust him, I’m going to do whatever he says.”

Of course, Reedus and Kojima’s relationship began when they worked on P.T., the playable teaser that was eventually going to lead to Silent Hills until Konami cancelled the project. “I first met Hideo when Guillermo del Toro called me and said, ‘Hey, there’s a guy who’s going to call you and wants to do a video game with you. Just say yes.’ I said, ‘Who is he?’ And he said, ‘Trust me, just say yes,’ Reedus recalls. “Guillermo gave me my SAG card and my first acting job, and I trust him with everything. I knew this guy would be good if Guillermo was saying this. 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 admits he doesn’t play video games himself, but his friends let him know what a cult hit P.T. was. “I have never played it,” he says. “I’ve seen it! I know I’m the surprise at the end. I’ve seen it played, and it’s terrifying. It’s a horror film.” While many were disappointed by Silent Hills cancellation, Reedus is ultimately glad things didn’t work out with the horror series. “Silent Hills had the backstory and people knew that game, knew what it was about and what it would look like. 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.

“I’ve really gotten to know the mind of Hideo a little bit. I like the fact that Silent Hills didn’t happen, to be honest, because I’ve gotten such a peek into the way he works and the way he thinks, and I’m completely blown away by this guy.”

Kallie Plagge praised Kojima’s latest in GameSpot’s Death Stranding review, saying “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.” You can also check out our review roundup to see what the other critics are saying about the divisive title.

from GameSpot – Game News https://www.gamespot.com/articles/norman-reedus-talks-death-stranding-silent-hills-a/1100-6471073/

How To Watch The BlizzCon Opening Ceremony Keynote Livestream

Blizzard’s annual fan event, BlizzCon, is just hours away, with a public livestream planned for the opening ceremonies. While the bulk of the event is composed of esports tournaments, costume contests, and in-depth developer talks, the opening ceremonies act as a keynote for all of Blizzard’s upcoming plans. It’s here that the company makes its announcements for new games, major updates and expansions, and more.

This year, rumors have been circulating that the company will finally take the wraps off the much-anticipated Diablo 4, and it could even show Overwatch 2. We also know from a teaser that it will show new Hearthstone content, likely including the next expansion. We’re also likely to see other updates for games like World of Warcraft.

If you want to see it all go down live, just check the start times below and come back here to watch at showtime. Plus check out when some other notable talks are taking place for more from the show.

BlizzCon Opening Ceremony Start Times (Friday, November 1)

  • 11 AM PT
  • 2 PM ET
  • 6 PM GMT
  • 5 AM AEST (Saturday, November 2)

from GameSpot – Game News https://www.gamespot.com/articles/how-to-watch-the-blizzcon-opening-ceremony-keynote/1100-6471076/

First-Party Nintendo Switch Games Are On Sale For Some Of Their Lowest Prices Yet

First-party Nintendo Switch games rarely receive discounts. It’s even more rare to see them get meaningful discounts, but today is your lucky day, Nintendo Switch fans. Walmart has discounted a bunch of first-party Switch games to $44 or less, and Amazon, to no one’s surprise, is price-matching this sale, too. There’s no guarantee you’ll see games like Super Mario Odyssey or The Legend of Zelda: Breath of the Wild for less than their current prices on Black Friday, so now might be the time to stock up on great Switch games, either for yourself or for awesome gifts.

Though Breath of the Wild released in 2017 alongside the Switch, we can’t recall ever seeing it this cheap. Walmart and Amazon are both selling it for $43.94. The same goes for the superb 3D platformer Super Mario Odyssey, which is also discounted to $43.94.

More into side-scrolling Mario? Walmart and Amazon have you covered there, too. The create-your-own Mario experience Super Mario Maker 2 is down to $43.94 as well, its lowest price since releasing this past summer. And New Super Mario Bros. U Deluxe, which compiles two superb Wii U side-scrollers, is also available for the same price at both stores.

Pokemon Sword and Shield are right around the corner, but the compelling reimagining of Pokemon Yellow can be bought for just $42.94. You can choose between Pokemon: Let’s Go, Pikachu and Pokemon: Let’s Go, Eevee for this deal. The Poke Ball Plus controller that can be used in Let’s Go has a more modest discount, down from $50 to $43.70.

You can browse the full list of first-party Switch game deals at Walmart and take a look at our picks below.

The Legend of Zelda: Breath of the Wild — $43.94 ($60)

Super Mario Odyssey — $43.94 ($60)

Super Mario Maker 2 — $43.94 ($60)

New Super Mario Bros. U Deluxe — $43.94 ($60)

Pokemon: Let’s Go, Pikachu — $42.94 ($60)

Pokemon: Let’s Go, Eevee — $42.94 ($60)

Poke Ball Plus — $43.30 ($50)

Splatoon 2 — $43.94 ($60)

Yoshi’s Crafted World — $43.94 ($60)

Super Mario Party — $43.94 ($60)

from GameSpot – Game News https://www.gamespot.com/articles/first-party-nintendo-switch-games-are-on-sale-for-/1100-6471070/

Death Stranding Review Roundup

Death Stranding has been a long time coming. Hideo Kojima’s first independent project since his high-profile split with Konami has been the subject of several inscrutable trailers, which left fans wondering if or when we’d ever see the ambitious project. Now its release is just a week away, and reviews have started to appear.

As you may expect from a Kojima game, the game has been divisive. While critics agree the gameplay is unique, the narrative appears to be a sticking point for some. Overall the consensus suggests that the game is uncompromising in ways that may put off some players. GameSpot’s own Death Stranding review agrees.

“Death Stranding is a hard game to absorb,” wrote Kallie Plagge. “There are many intertwining threads to its plot, and silly names, corny moments, and heavy exposition belie an otherwise very simple message. That comes through much more clearly in the game’s more mundane moments, when you find a desperately-needed ladder left behind by another player or receive a letter from an NPC thanking you for your efforts.”

Several outlets have published their Death Stranding reviews ahead of the game’s launch on November 8. We’ve compiled a number of them below to give a view from around the industry. For even more reviews, check out GameSpot sister site Metacritic.

  • Game: Death Stranding
  • Platforms: PS4, PC (Summer 2020)
  • Developer: Kojima Productions
  • Release date: November 8
  • Price: $60 / £50 / $68 AUD

GameSpot – 9/10

“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.” – Kallie Plagge [Full Review]

Gaming Age – A+

“I was hooked from the first time I saw the title screen until the credits rolled 72 hours later. Death Stranding is immensely satisfying, and everything I could have hoped for and more from Kojima Productions.” – Tyler Nethers [Full Review]

EGM – 5/5

“In the end, Death Stranding’s biggest mystery isn’t any of the elements we’ve had teased in three-plus years of trailers—it’s what people are going to think of it. Even from a man known for making love-them-or-hate-them projects, this may end up being one of the most divisive games ever created. For me, it was an experience that I can truly say was unlike any other I remember. And, if nothing else, Death Stranding makes me respect Hideo Kojima for convincing Sony to invest millions into a game that’s about a man delivering packages to holograms.” – Mollie L Patterson [Full Review]

God is a Geek – 9/10

“Death Stranding is an ambitious game, filled with so many different mechanics and ideas that almost always work well together. The story and acting is fantastic, and its visuals are a thing of beauty, not to mention the powerful soundtrack.” – Chris White [Full Review]

Destructoid – 8/10

“Death Stranding is not the overly-strange inaccessible walled garden the marketing has made it out to be. It’s weird, don’t get me wrong! But anyone with a surface-level understanding of surrealism in art should be able to acclimate to what is essentially a playable Hollywood production.” – Chris Carter [Full Review]

Game Informer – 7/10

“Try as it might, Death Stranding’s story doesn’t shore up its faults. It’s the normal Kojima mix of twists-and-turns, tropes, and overbearing themes, but at least I like that it explores real-world topics like the theory of multiple dimensions and key events in the history of the planet’s biodiversity. Like Sam himself, I often wasn’t sure why I kept going in Death Stranding. Maybe there was a little bit of pride in another task checked off the list, another job done. Unfortunately, this added up to little reward in the end.” – Matthew Kato [Full Review]

US Gamer – 7/10

“Death Stranding might be Kojima’s boldest game to date. It may also be his most tedious. Either way, its originality outweighs its sometimes exhausting structure and poor pacing… but only just. Maybe not a game I would recommend to everyone, but certainly one of the most interesting games of 2019.” – Kat Bailey [Full Review]

IGN – 6.8/10

“Death Stranding delivers a fascinating world of supernatural sci-fi, but its gameplay struggles to support its weight.” – Tristan Ogilvie [Full Review]

VG 247 – 3/5

“If you do manage to hold out, you will be rewarded with flashes of brilliance, it’s just that those flashes are buried as deep as the core story is buried in the endless dialogue. And as profound as it wants to be, this is still a game in which you can equip and unequip your penis so you can piss out Red Bull. The good stuff is waiting for you beyond that piss, beyond the shit grenades, beyond that Ride with Norman Reedus advert unceremoniously plastered into a game universe where I didn’t see a single television set. It’s just a test of attrition.” – Kirk McKeand [Full Review]

The products discussed here were independently chosen by our editors. GameSpot may get a share of the revenue if you buy anything featured on our site.

from GameSpot – Game News https://www.gamespot.com/articles/death-stranding-review-roundup/1100-6471067/

Another Anthem Lead Is Leaving BioWare

Anthem continues to lose its lead voices as another public-facing figure departs BioWare following the live service game’s rocky launch.

Chad Robertson, BioWare’s head of live service, announced on Twitter that he’s leaving the studio after 14 years of service. “Star Wars: The Old Republic, Anthem, the Austin studio, and BioWare are in good hands; you can expect great things ahead,” he said. “I’m very excited about the next step of my journey in the game industry and look forward to sharing that soon.”

Robertson is the second Anthem lead to depart BioWare following the game’s launch, after lead producer Ben Irving left the studio back in August. Irving took over Anthem’s post-launch plans when the original creatives moved on to other projects, with Robertson seemingly replacing him in August–albeit with no change of title. Back in September, Robertson said the studio was ditching the game’s “Acts” structure so that BioWare could address some of the “core issues” people were experiencing, opting instead to release future content as seasonal updates.

Robertson has served a variety of roles at BioWare, including Head of Technology and Studio Director at BioWare Austin.

from GameSpot – Game News https://www.gamespot.com/articles/another-anthem-lead-is-leaving-bioware/1100-6471064/