Call Of Duty: Modern Warfare Gets New Content This Week

Call of Duty: Modern Warfare launched its Season One content on PC, PS4, and Xbox One recently, but part of that live game plan includes regular content drops throughout the season as well. That will be the case with this week’s “Season One Refresh,” which will include a new game mode, operator, maps, and Spec Ops missions. Plus you can claim a little bonus for logging in.

The refresh includes the Cranked game mode, a Deathmatch variant that has you racing to get kills. You can also try the new Spec Ops missions Operation Strong Box, Classic Special Ops Disinform, and Classic Special Ops Bomb Squad. The new operator Nikto will be available in a new operator bundle that includes the character along with a watch, weapon blueprints, and customization items. The Docks map will also get a holiday-themed reskin called Over Winter.

Finally, if you log in on December 18 after 10 AM PT, you can get a free gift pack in the “Just For You” section of the store. From December 20 at 10 AM PT to December 23 at 10 AM PT, you can score double weapon XP.

Other content drops are still planned for throughout the rest of the season. This is part of Infinity War’s live game plan for Modern Warfare, having announced before release that it would no longer use map packs that splinter the player base. The seasons do come with Battle Passes that earn you some cosmetic items, but all maps and game-changing additions like new weapons or equipment are free for all players.

from GameSpot – Game News https://www.gamespot.com/articles/call-of-duty-modern-warfare-gets-new-content-this-/1100-6472303/

Dead or Alive 6 Core Fighters Is Free For PS4, Xbox One Right Now

Dead or Alive 6‘s free-to-play version, Core Fighters, has a sweet little treat for those who download the free bundle package. The Core Fighters bundle comes with series mainstay and Ninja Gaiden protagonist, Ryu Hayabusa, for no extra charge.

The Core Fighters bundle is downloadable for free on PlayStation 4 and Xbox One. You only need an active PS Plus or Xbox Live Gold membership to install the game. Doing so nets you Ryu Hayabusa’s character license for free, a DLC add-on that typically ranges from $3 USD to $8 USD depending on the character.

Dead or Alive 6: Core Fighters is the instant-access version of the game. With Core Fighters, you can play as familiar combatants like Hitomi and Kasumi, get access to most of the stages and game modes, and more. Other features, like story mode and additional characters, can be purchased separately on PlayStation 4 or Xbox One.

We gave the fighting game a 7/10 in our Dead or Alive 6 review, saying, “Despite some missteps, DoA6 is a fun, engaging fighter with great-feeling, easy-to-pick-up combat, a strong sense of visual style, and a lot of personality. If you’re looking for a new fighting game to learn the ins and outs of–or perhaps a nice entry into the 3D side of fighting games–DoA6 is a fighter of choice.”

from GameSpot – Game News https://www.gamespot.com/articles/dead-or-alive-6-core-fighters-is-free-for-ps4-xbox/1100-6472300/

PlayStation Now Adds Three More Games In January

The subscription service PlayStation Now is getting another set of big games in January, including some notable first-party games. They’ll only be available for a limited time, but if you’re a subscriber you can grab them starting on January 2.

The month’s offerings include Horizon Zero Dawn, with the Frozen Wilds expansion and other bonus content included, along with Uncharted: The Lost Legacy. Those two games will be available through April 7, 2020, and you have the option to download or stream them. The service will also add Overcooked 2, though that game doesn’t have a set expiration date.

Meanwhile, you can also still grab the games that became available in December: PUBG, Wolfenstein: The Old Blood, and Formula 1 2019. Those are all available until March 2, 2020. Persona 5 and Middle-Earth: Shadow of War will be available through February 3, 2020. God of War (2018), Infamous: Second Son, Grand Theft Auto V, and Uncharted 4: A Thief’s End are available for now, but will be removed on January 2.

Sony recently cut the monthly subscription price of PlayStation Now from $20 / £13 to $10 / £9, and at the same time announced it would be rotating in some big games for a limited time. This all appears aimed at competing more directly with Microsoft’s Xbox Game Pass service, which offers its own subscription lineup of games and has committed to releasing first-party titles on their wide release dates.

from GameSpot – Game News https://www.gamespot.com/articles/playstation-now-adds-three-more-games-in-january/1100-6472298/

Destiny 2 Patch Notes For The Dawning Update, Live Now

With the latest weekly reset in Destiny 2, Bungie has released the new 2.7.0.1 hotfix update that coincides with the launch of this year’s holiday-themed event, The Dawning. That means you can get a bunch of wintry items and cosmetics–including a new gun that requires very little effort–while also diving into core new Season of Dawn content, namely the EDZ and Nessus Sundial obelisks and their corresponding rewards and activities. Here’s what’s new and a look at the patch notes.

Of the most immediate concern is The Dawning, the time-limited event that runs from now until January 14. Much like last year, Eva Levante has returned to the Tower with a set of bounties and a revamped version of her oven: Eva’s Holiday Oven 2.0. This is used to craft treats for various bounties and quests. When Eva gives it to you, she’ll give you the necessary materials to craft an item for Zavala–quickly take it over to him and return to Eva to receive a package that will net you The Dawning’s new weapon for this year, Cold Front, a submachine gun.

Eververse also has a ton of new cosmetics, including a finisher, shader, ghost shells, sparrow, emotes, and more. You can buy them all now for Silver, but Bungie shared on Twitter that everything–except for one item, the Perfect Ten finisher–will be sold for Bright Dust through Eververse during the event, which is certainly welcome news.

Outside of The Dawning, Season of Dawn’s other content continues to roll out. That includes the EDZ and Nessus obelisks, which can now be connected to the Sundial, allowing you to take on new bosses and earn a pair of new weapons from each. Additionally, there’s another Saint-14 mission.

Finally, in terms of the update, there are an assortment of fixes, including those related to Escalation Protocol chests and Resonate Stems not working properly. But I think we can all agree the best part of the patch notes concerns a fix for an issue where, and I quote, “finishers could yeet bosses off the map and cause other shenanigans.” So that’s sorted.

You can see the full patch notes below.

Destiny 2 Hotfix Update 2.7.0.1 Patch Notes

Combat Systems

  • Fixed an issue where Dynamo mods were granting more Super energy than expected
  • Fixed an issue where swapping between Hand Cannons with Explosive Rounds could result in higher damage than intended
  • The fixed-roll of Pyroclastic Flow no longer has Tap the Trigger as a perk
  • Fixed an issue where Symmetry’s arc seekers would unintentionally stagger Unstoppable Champions
  • Note: this perk is meant for an Exotic weapon that is coming out later in the Season
  • Fixed an issue where finishers could yeet bosses off the map and cause other shenanigans

Activities

  • Fixed an issue where attempting to launch Forsaken Baron adventures would cause a Honeydew error

Rewards

  • Resonate Stems, Escalation Protocol chests, and other impacted rewards will now be granted properly
  • Fixed and issue where some Sundial rewards could be infused without dismantling the item

Eververse

  • Fixed an issue where the Sunbreaker Titan armor ornament bundle could still be purchased at full price even if some items where owned

PC

  • PC video settings now save correctly and do not get reset when launching the game

from GameSpot – Game News https://www.gamespot.com/articles/destiny-2-patch-notes-for-the-dawning-update-live-/1100-6472299/

This Incredible Xbox Game Pass Ultimate Deal Gets You 6 Months For $40

There’s no better time to be an Xbox Game Pass member if you own an Xbox One, as Microsoft has continued to add new and excellent games to the Game Pass library. Announced earlier this year, Xbox Game Pass Ultimate combines regular Game Pass for both console and PC as well as Xbox Live Gold for a membership that gets you the best of what Xbox has to offer. A month of Game Pass Ultimate normally costs $15, which adds up to $90 over six months. However, you can currently snag six months of Game Pass Ultimate for over half off at Newegg, an excellent deal if you want to renew at a discount.

To claim the deal, add a three-month Game Pass Ultimate membership to your cart. Use promo code EMCUVUC33 at checkout, and you’ll drop that price to $40. On top of that, you’ll get an additional three months as a free gift item, getting you six months for the $40 price. This deal is available through next Monday, December 23. The extra three-month membership code must be redeemed by March 15.

New games were just announced for Xbox Game Pass today, and they’re good ones. Untitled Goose Game is available right now, and this Friday, Life is Strange 2 Episode 5, Pillars of Eternity, and The Witcher 3: Wild Hunt will be added to the library. For a closer look at the Game Pass library, check out our guide to the best Xbox Game Pass games available now.

In addition to having access to a great library of games, Xbox Game Pass Ultimate gets you free monthly Xbox One and Xbox 360 games and exclusive discounts thanks to Xbox Live Gold. December’s free Games With Gold currently include Insane Robots, Jurassic World Evolution, Toy Story 3, and Castlevania: Lords of Shadow – Mirror of Fate HD.

from GameSpot – Game News https://www.gamespot.com/articles/this-incredible-xbox-game-pass-ultimate-deal-gets-/1100-6472296/

Steve Watts’ Most Anticipated Game Of 2020 – Bravely Default 2

2020 is almost here, so we’ve asked GameSpot’s staff to share which games they’re looking forward to most in the new year. New consoles are going to dominate the headlines, but at the end of the day it’s all about the games, and there are a ton of exciting ones to look forward to. When you’re done reading this entry, follow along with all of our other end-of-the-year coverage collected in our Best of 2019 hub and our Most Anticipated of 2020 hub.

Square Enix can be overcautious about its brands, even for a franchise as wildly varied as Final Fantasy. Though the company has loosened up in recent years with experiments like Theatrhythm and World of FF, one need look no further than the portable series Bravely Default to see what does and does not qualify for the title. Bravely Default and its sequel, Bravely Second, are Final Fantasy games in all but name. The original even sported a subtitle in Japan, “Flying Fairy,” that has widely been interpreted by fans as an overt reference to the “FF” series. But Bravely Default gets downright weird with it, reveling in its freedom to subvert both gameplay and storytelling conventions, and it’s all the better for it. The revelation of a third Bravely game, this one declaring itself a proper sequel with the “Bravely Default 2” moniker, has me incredibly excited.

Bravely Default borrowed liberally from classic, SNES-era Final Fantasy games, right down to character models that imitate the squat, doll-like art of Kazuko Shibuya for Final Fantasy 5. It features a foursome of heroes reminiscent of the classic “Warriors of Light.” It centers on elemental crystals, and even uses a job system. It riffed on all these concepts, with smartly-engineered solutions to reduce the monotony of RPG grinding, and in many ways it felt like a modernized classic. Near the end-game, though, the wealth of job classes and abilities gave way to a refreshing second game type: the ability to invent combinations of abilities and equipment that were downright unfair.

Somewhere along the line, the team realized this was a rich vein to tap for its sequel. Bravely Second revolved much more overtly around allowing players to break game systems and tinker with the underlying mechanics. It’s as if Square realized on some level that part of the fun of those old RPGs was finding creative ways to cheat, and so it built an entire system around facilitating those interactions. The second game was less novel as a retro throwback but absolutely brilliant as a funhouse mirror reflection of classic RPGs.

The stories, even while centered on light and classic tropes, have found ways to surprise and delight. By focusing on a small cast of four characters, their individual personalities shine through. The game regularly juxtaposes simple storybook tropes against more complex intersections of religion and politics. And the first game, at least, can claim one of my favorite plot twists in video games of all time, still shocking in how much it chilled me for such an adorable, endearing game. (Bravely Second tried to repeat this magical moment with an even more meta twist, but as M. Night Shyamalan will tell you, plot twists are never as good the second time around.)

It’s hard to know what to make of Bravely Default 2. The odd choice of name aside, we don’t know much about it based on the brief trailer shown at The Game Awards. But those first two games were some of my favorite recent RPGs and already put the series on a trajectory of wild experimentation with the tropes and mechanics of classic RPGs. The series has earned my trust to the point that I’m excited simply to know it exists and it’s on its way. I can’t wait to see what they come up with next.

from GameSpot – Game News https://www.gamespot.com/articles/steve-watts-most-anticipated-game-of-2020-bravely-/1100-6472267/

Alessandro Fillari’s Most Anticipated Game Of 2020 – Dying Light 2

2020 is almost here, so we’ve asked GameSpot’s staff to share which games they’re looking forward to most in the new year. New consoles are going to dominate the headlines, but at the end of the day it’s all about the games, and there are a ton of exciting ones to look forward to. When you’re done reading this entry, follow along with all of our other end-of-the-year coverage collected in our Best of 2019 hub and our Most Anticipated of 2020 hub.

Techland’s Dying Light is one of my favorite action games of 2015. Though I was lukewarm on, the studio’s first crack at an open-world zombie-apocalypse game, Dead Island, the ambitious follow-up of Dying Light was a more realized take on its predecessor, and I couldn’t get enough of it. Set in a massive open-world where you were always out-numbered and where staying outside after nightfall was the worst thing that could happen to you, Dying Light is a spectacular mix of advanced parkour traversal and slick melee-combat that uses a variety of custom weapons. Even at the game’s conclusion, I still couldn’t get enough of exploring the massive space, trying to uncover items I missed and encounters left unresolved. With the upcoming sequel, Techland is upping the stakes even further by letting you have a say in where the story will go next.

Dying Light 2, surprisingly, takes place two decades after the end of Dying Light’s Following DLC. What makes this so surprising is that the ending of the epilogue concludes with former-protagonist Kyle Crane unintentionally spreading the disease throughout the world. It was an incredibly dark ending, but I can’t deny that it made me excited for where things could go in the sequel. In Dying Light 2, the modern world is a thing of the past. With dwindling resources, along with a noticeable lack of guns, it looks as though the zombie-apocalypse has brought civilization back to the dark ages. Set in one large city, which is five times bigger than the original game, you’ll take on the role of a new runner working his way across the city to form alliances, come to blows with rival gangs, and, of course, face off against hordes of infected.

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All of this sounds like the makings of a standard sequel, but what has me excited about Dying Light 2 is that it also implements elements of adaptive storytelling from role-playing games. RPG writer and narrative writer Chris Avellone is serving as the narrative lead on Dying Light 2, who’s previous game credits include the Fallout series and Planescape: Torment. During E3 2019, I got to check out some of the dynamic changes that can occur from your choices in the game. During one of many critical moments, you can either choose to side with one faction or betray them for another. Doing so will not only lead to significant changes in existing relationships but also affect the world map itself. Based on your choices, certain areas may be uncovered or destroyed entirely.

On top of all this is a renewed focus on traversal and melee combat, which now includes some clever new tricks that work the two more in-tandem. Dying Light 2 is shaping to be a sequel that not only builds upon what worked great in the first game but also fleshes out the world in some exciting ways. I was impressed with the showing at E3 2019, and given that the game’s scope will gradually expand over time, I’m digging where the story can go, even if it will take several playthroughs to see the full story to its completion.

from GameSpot – Game News https://www.gamespot.com/articles/alessandro-fillaris-most-anticipated-game-of-2020-/1100-6472280/

Pokemon Go’s First Community Day Of 2020 Dated

Now that Pokemon Go‘s final Community Day of 2019 has come and gone, Niantic has announced the first details for the game’s next monthly event. In a new post on the Pokemon Go website, the developer reveals the date of January’s Community Day, which is set for Sunday, January 19.

As usual, next month’s Community Day will run for three hours, from 11 AM to 2 PM local time. Beyond that, however, Niantic hasn’t shared any further details about the event, so it remains to be seen what the featured Pokemon will be next month and what other Community Day bonuses will be available.

That isn’t the only thing the new year will bring to Pokemon Go. Niantic has also unveiled a new Buddy Adventure feature for the game, which will roll out globally by 2020. Once the feature is live, you’ll be able to play and increase your friendship level with your Buddy Pokemon, which will cut back on the distance it takes for it to find Candy and unlock perks like a CP boost during battles.

While January’s Community Day is still a few weeks away, there are plenty of events still lined up for Pokemon Go this month. This week, the Gen 5 Legendary Virizion is making its debut in the game. You’ll be able to encounter Grassland Pokemon in five-star Raids until January 7. The fan-favorite Legendaries Ho-Oh and Lugia will also return for a special Raid weekend from December 20-23.

Finally, Pokemon Go’s annual holiday event kicks off on December 24. This year, you’ll have a chance to encounter holiday versions of Pichu, Pikachu, Raichu, and Stantler in the wild and Raids. The Gen 5 Ice Pokemon Cryogonal and Cubchoo will also make their debut, and you’ll have your first chance to encounter a Shiny Snover. You can read more about this year’s holiday event on the official Pokemon Go website.

from GameSpot – Game News https://www.gamespot.com/articles/pokemon-gos-first-community-day-of-2020-dated/1100-6472293/

A Great Lineup Joins Xbox Game Pass This Week On Xbox One

A new set of Xbox One games will become available to Xbox Game Pass subscribers. As revealed on Xbox Wire, this week’s list features varied experiences on Xbox One.

Starting today, you can download indie studio House House’s breakout smash-hit, Untitled Goose Game. We gave the charming puzzle game at 8/10 in our Untitled Goose Game review, saying, “There’s nothing else quite like Untitled Goose Game; it’s charming and cute despite being mean, and both very silly and very clever. It’s also probably the best non-racing game ever to feature a dedicated ‘honk’ button.”

Three other games are on offer later this week as well. On Thursday, December 19, you can download Life is Strange 2‘s fifth episode, action-RPG Pillars of Eternity, and open-world RPG The Witcher 3: Wild Hunt. CD Projekt Red’s The Witcher 3 has seen continued success since its 2015 launch, receiving a Nintendo Switch port in October 2019 and a Daemon X Machina crossover content drop at the beginning of this month.

All four titles are available to download for subscribers of Xbox Games Pass for Console or Xbox Game Pass Ultimate.

Xbox Game Pass Lineup December 16-20

December 17

  • Untitled Goose Game

December 19

  • Life is Strange 2, Episode 5
  • Pillars of Eternity
  • The Witcher 3: Wild Hunt

The Xbox Wire post also makes a few other notable announcements. Two games are leaving Xbox Games Pass soon: Double Fine’s 2016 Metroidvania Headlander and Xbox Live Arcade classic Tecmo Bowl Throwback. There’s no date on when these two titles will no longer be offered through Xbox Game Pass; however, both are currently 20% off since they will be leaving the subscription service in the near future.

Three games are available to pre-install right now on Windows 10 PC and Xbox One. The recently-revealed Gears Tactics can be pre-installed on PC ahead of its April 2020 release. Similarly, Ninja Theory’s multiplayer combat game Bleeding Edge and Moon Studios’ Metroidvania Ori and the Will of the Wisps are also up for pre-installation on both PC and Xbox One before they officially launch in March 2020.

from GameSpot – Game News https://www.gamespot.com/articles/a-great-lineup-joins-xbox-game-pass-this-week-on-x/1100-6472294/

Game Of The Year 2019 — Sekiro: Shadows Die Twice

Over the last few days, we revealed what we believe are the 10 best games of 2019, organized by release date. Today, December 17, we reveal which of the nominees gets to take home the coveted title of GameSpot’s Best Game of 2019. You can follow along with all of GameSpot’s other end-of-the-year coverage using our Best Games of 2019 hub.

The fear of failure is incredibly powerful. It has the ability to cloud the mind, jumble the senses, and unsettle the hands. Sekiro: Shadows Die Twice understands this fear and leverages it to orchestrate challenges that feel impossible to surmount. It’s an unsparing game that relishes the opportunity to undermine your abilities and tear you down. But, crucially, it does this so you can pick up the pieces and learn to be stronger. Its methods are harsh, but the lessons are profound.

Sekiro has garnered much praise for its gameplay, which we described as “heart-pounding, palm-sweating, and nerve-wracking.” Few games offer swordplay that feels as sharp, as tense, and as satisfying, and this alone makes it a standout game in 2019. But what makes it our favorite game of the year is how it uses this gameplay to speak directly to the player.

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Sekiro is a game about growth. Not just the mechanical kind you get from learning to parry a blade, hop over a shuriken, or strike at the perfect moment, but something altogether more valuable. Perhaps the strongest example of this is the now infamous battle with Genichiro Ashina, who you must face head-on to overcome. The demands Sekiro puts on you in this fight are heavy and, for most, failure is all but guaranteed. To stand before Genichiro for hours upon hours, only to be cut down over and over, can be an arduous experience, but eventually, it all clicks into place.

It’s here that almost everyone has an epiphany: Sekiro needs to be played on its terms. Unlike From Software’s other games, it affords little room for freedom in approach. The enemies you face–big or small, human or inhuman–aren’t designed to accommodate a variety of strategies; the path to success is singular, and it almost always demands you face overwhelming odds and be willing to fall so that you can eventually stand up stronger. In a game where the difference between life and death can be a split-second press of a button, the smallest of successes are hard-fought, but their impact carries weight.

Sekiro is a reminder that failure isn’t to be feared and, in fact, it can be a springboard to betterment.

The game instills in you all the qualities necessary to overcome the hardship it presents. Unrelenting adversaries teach you that staying calm allows you to have the presence of mind required to process the challenge you face. It shows you that persevering through one hardship makes the next just a bit easier, and it proves that incredible strength can be found in the toughest adversity. These lessons, in conjunction with the thrill of doing the impossible, inspire a sense of achievement that lingers long after a virtual enemy has been felled, you’ve put down the controller and stepped away from the screen.

For years now the cycle of death and rebirth has been the cornerstone of From Software’s games, but Sekiro looks beyond its mechanical function to also give it narrative consequence. Like the studio’s previous games, story is delivered in small but meaningful ways, after all, From Software relishes subtle strokes that suggest details instead of painting in every color. Sekiro’s main story is perhaps the studio’s least ambiguous, but beneath the surface there are fascinating themes to contemplate.

Sekiro: Shadows Die Twice is a game that I still play almost every day. The war-torn land of Ashina is hostile and its inhabitants aggressive, and even all these months later, the challenges are no less daunting. But my experience has given me an understanding of it all and the self-confidence to face it–Sekiro is a reminder that failure isn’t to be feared and, in fact, it can be a springboard to betterment.

Sekiro: Shadows Die Twice co-director Hidetaka Miyazaki accepting GameSpot’s Game of the Year award

GameSpot: What’s it been like to see such a positive response to Sekiro?

Miyazaki: To be honest, it’s been a huge relief. For us, Sekiro was a game that came with several challenges and new endeavors, such as its Japanese world design, it being single-player only, as well as it being centered around the new posture system, and intense one-on-one sword battles. We feel these challenges contributed to a very unique game design, which led us to be constantly worried throughout development.

Do you remember how you felt and what you were thinking when releasing the game? What expectations did you have for it?

We were mostly anxious and unsure of how it would be received. We of course always believed that Sekiro was a fun game, it was more so the anxiety behind whether players would feel the same way or not.

Now that it has been released and you’ve had time away from it, how do you feel about the game?

Having time away from Sekiro development has provided many opportunities to reflect on points of improvement. Many times I find myself thinking how Sekiro might have been better had we “done this” or “changed that.” However, even more than that, I feel an increased love for the title. Sekiro’s world and its characters have become a very important part of my life. This is the same for most of the games I’ve been involved with and is something that fills me with great joy.

When creating Sekiro, how did you challenge yourself to make sure it stood out as a unique among the games you made?

As far as game design, we made the decision to leave out several features from our previous titles in order to focus on Sekiro’s dynamic movement with the grappling hook, and intense sword-on-sword combat with the new posture system. We felt that focusing on these aspects would result in a much more Sekiro-like experience.

Aesthetically speaking, we focused on the unique beauty behind the game’s Japanese setting, putting heavy emphasis especially on its vibrant, yet withered color pallet. In addition to that, there is the focus we put on the character-driven story with the inclusion of a fixed protagonist. We feel that these were among the biggest challenges we had when making Sekiro.

As a studio primarily known for the Souls series and Bloodborne, what kind of statement did you want to make with Sekiro?

We aimed to provide a new, more vibrant take on the action and excitement we’ve expressed through the combat in both the Dark Souls series and Bloodborne. It is a fresh presentation of our desire to invoke a feeling of joy and accomplishment in the player when they overcome challenges.

What did you want players to feel when playing Sekiro? What were you hoping they’d take away from it?

We wanted players to experience the feeling of joy and accomplishment through overcoming the game’s many challenges, and we wanted them to experience this in a way that is both fresh and more exciting than before.

How do you feel knowing that people play Sekiro and by overcoming the challenges in the game, they find strength in themselves and take that into real life?

This is something I am very, very happy to hear. I generally don’t make games with the intent to specifically teach something to the player. However, as someone who focuses their game design philosophy around this idea of the player feeling a sense of joy and accomplishment by overcoming challenges, hearing that players are taking away valuable lessons from this is one of the greatest compliments I can receive. It is truly inspiring.

What part of the game are you most proud of?

I personally can’t help but look for points of improvement, which could in part be the reason why I still haven’t thought too much on this. There is no doubt that I am proud of Sekiro, I just haven’t personally been able to pick out what parts specifically I am proud of (either that or I am still just too reluctant to do so). However, one thing I can say for certain is that we feel a great amount of pride when we hear about players applying things they’ve learned through our games to their real lives.

What has making Sekiro taught you about yourselves? What lessons are you taking away from it?

I would say we learned a lot about ourselves. We, of course, learned a lot through finding solutions to various problems during development, as well as through our teamwork with Activision throughout the project. If I were to give an example of this, it would be the effectiveness of intentionally focusing on one aspect of the game during the early stages of development after deciding on the core concept. Of course, eventually, we had to shift this focus to the project as a whole, but I feel that there were several challenges that we couldn’t have overcome had we not gone with this method.

Does this game and the positive reception to it give you the confidence to pursue more original unique ideas?

As far as confidence goes I would say I am, and always have been, lacking thereof [laughs]. However, the positive voices from players serve as precious fuel as we continue to make games. Because of this, I feel we will continue to make From-style games going forward.

What would you say to the fans out there that love this game?

We want to say thank you to all the players who have played and supported Sekiro. Your voices are what keep us going, and we are truly lucky to be able to make games in the same day and age as you all. We plan on working hard to make fun, From-style games going forward, so please look forward to what we have in store.

from GameSpot – Game News https://www.gamespot.com/articles/game-of-the-year-2019-sekiro-shadows-die-twice/1100-6472249/