Resident Evil 3’s Nemesis Can Be Heard In The New RE2 Demo

Capcom has released a new demo for the remake of Resident Evil 2, titled R.P.D. Demo. It’s available to download now on PlayStation 4, Xbox One, and PC, and includes a well-timed reference to the upcoming release of Resident Evil 3.

The demo is the same as the one-shot demo released prior to Resident Evil 2’s launch back in January, except the 30-minute time limit has been removed so you can explore Racoon City’s police station at your own pace. However, there is one key difference in the form of a creepy Easter egg.

Players investigating the front entrance of the R.P.D. in the latest demo have reported hearing Nemesis shouting “STARS.” Nemesis is, of course, the popular antagonist of Resident Evil 3: Nemesis, which Capcom announced earlier this week is also getting the remake treatment. Resident Evil 3 takes place prior to and during the events of Resident Evil 2, so Nemesis would have been pursuing Jill Valentine at the same time Leon and Claire were both in Racoon City. It’s a very cool Easter egg, especially considering this week’s reveal, and is something Capcom really didn’t have to do–so it’s easy to appreciate that they did.

The remake of Resident Evil 3 is set to launch on April 3, 2020 for PlayStation 4, Xbox One, and PC. It also comes packaged with Resident Evil Resistance, an asymmetric multiplayer game which, among other things, stars a guy called Martin Sandwich.

from GameSpot – Game News https://www.gamespot.com/articles/resident-evil-3s-nemesis-can-be-heard-in-the-new-r/1100-6472227/

Death Stranding Update Fixes Text Size, See The Improvement Here

Death Stranding is one of our best games of 2019 nominees, but there’s always room for improvement. One common criticism among many players, including Smash Bros director Masahiro Sakurai, is the itty-bitty text size. Kojima Productions promised a fix incoming, and now that patch is available.

The 1.07 patch includes general bug fixes, but the major update is to the text size. You can change it using the Options menu in the title screen. Firsthand accounts of the change, like the one below, seem positive on the revision.

The UI issue was one of the most consistent complaints, even among fans of the game. This patch was also announced to fix a griefing issue that allowed players to block progress with vehicles.

Death Stranding received a 9/10 in GameSpot’s review, with particular praise for its practical and emotional payoffs for putting in the work to build infrastructure in the post-apocalyptic world.

GameSpot’s Game of the Year will be announced on December 17. Until then, check out all of our Best of 2019 coverage.

from GameSpot – Game News https://www.gamespot.com/articles/death-stranding-update-fixes-text-size-see-the-imp/1100-6472225/

Best Games Of 2019 – Control

Over the next few days, we will reveal what we believe are the 10 best games of 2019, organized by release date. Then, on December 17, we will reveal which of the nominees gets to take home the coveted title of GameSpot’s Best Game of 2019. So be sure to come back then for the big announcement, and in the meantime, follow along with all of our other end-of-the-year coverage collected in our Best of 2019 hub.

Remedy Entertainment excels at creating deep worlds with each of its new games, but none is quite so fleshed-out and exciting to explore as the developer’s latest, Control. Set in a government office building that houses a department specifically geared at investigating, containing, and understanding paranormal artifacts, Control drops you in a strange and shifting world full of mysteries, and one that’s incredibly well-realized–the result of a confluence of writing, gameplay, visual artistry, and singular vision.

From the first moment you set foot in the Oldest House, itself a potentially-sentient structure whose corridors and rooms change and mutate of their own accord, Control revels in its sense of the supernatural uncanny. Its influences are immediately apparent: As much as it might draw on real science and history as a grounding for its extra-ordinary events, it also pulls ideas from the online creepypasta database SCP and leans into Remedy’s long-running fascination with the works of David Lynch. As the new director of the Federal Bureau of Control, Jesse, you’re tasked with both saving and exploring this world that even the characters of the Bureau don’t really understand. That gives Remedy plenty of room to make Control remarkably weird, but in a delightful way–it can be strange, fascinating, horrifying, and hilarious in equal measure (and sometimes simultaneously). It’s all thanks to well-drawn characters and strong writing throughout, which makes seeking out the inter-office memos and files that shed light on the inner workings of the Bureau a motivation to play the game in and of itself.

From a gameplay standpoint, Control often is a full realization of Remedy’s brand of action, culminating ideas that have been kicking around in its other games for some time. As you find various supernatural Objects of Power scattered throughout the Oldest House, you gain a variety of new abilities, like picking up and tossing objects at enemies with your mind, levitating around huge rooms, and using chunks of concrete walls and floors as shields. Control is a fast-action third-person shooter at its heart, but the gunplay takes a back seat to the combinations of abilities you can use to get the upper-hand on your opponents. And it’s often a blast, especially as you gain more and more ridiculous power. It helps that, graphically, Control is gorgeous; every camera movement looks like a planned bit of cinematography as you play, and shredding the Oldest House in combat is a delight of flying papers and bits of concrete that make the powers you’re wielding feel all the more fantastic–and believable.

Though Control’s gameplay lends itself to cool moments, it’s everything surrounding the action that really makes the game special. Every step through the Oldest House reveals something new about the game’s world, whether through Jesse’s internal monologue musings, her interactions with the other characters, or the many tidbits of story you discover through the files and documents that litter its halls. Remedy sets its game in a version of reality filled with a vaster and less understandable world hidden just beneath the surface, and it’s bursting with ideas that beg to be explored.

There’s the otherworldly motel filled with locked rooms, which links sections of the Oldest House together like a metaphysical conduit–and whose physical location can’t be pinned down. There’s the standout Ashtray Maze section, in which you fight through an ever-changing Overlook Hotel-like locale that expands and contracts in impossible ways, set to a kick-ass soundtrack. You’ll venture to the Astral Plane and have interactions with The Board, the vaguely menacing extradimensional presence that seems to guide the Bureau. All the while, you’re dealing with the Hiss, the evil presence that threatens to take over everything by literally possessing the Bureau’s employees to fulfill an unknowable agenda.

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Just as interesting are the tidbits Remedy throws in that give Control a uniquely uncanny feel. Hidden throughout the offices are films created by the Bureau’s lead researcher, Casper Darling, in which he excitedly explains the paranormal entities and artifacts the agency specializes in–while constantly revealing how little anyone actually knows about what they’re dealing with and how dangerous it is. There are the Threshold Kids episodes, a series of low-fidelity puppet show videos meant to teach children living in the Bureau about its intricacies, all of which have an undercurrent of horror flowing through them. Even memos and messages sent between characters that you discover along the way are constantly challenging you to make connections and fill in gaps in the world yourself. Remedy’s consistently excellent writing makes each of these worthy reasons to stop and read in the middle of a game about flying around and using telekineses to smash monsters. It all works together to compel you to continually explore the Oldest House and try to understand its secrets–even as the whole point, made clear again and again, is that the people of the Bureau are in over their heads, fumbling away at something they’ll never sufficiently understand or, ahem, control.

More than any other game this year (and many others), I lost myself to Control. Its expertly crafted world is incredibly deep, vast, and intriguing, stretching out from the Oldest House like the gnarled roots of an ancient tree. Every time I booted up the game, I discovered something new, from Control’s links to Remedy’s past works that create an intricate universe of stories, to little tidbits that gave new insights on easy-to-miss story beats. Control is amazingly dense and lovingly constructed by a team that knew exactly what it wanted to make. It’s a game that is truly more than the sum of its parts, and you absolutely should wander its shifting, perilous corridors to see what you can discover.

from GameSpot – Game News https://www.gamespot.com/articles/best-games-of-2019-control/1100-6472174/

Red Dead Redemption 2 Online’s Moonshiners Update Is Out Now; Here’s What’s Included

You can now peddle white lightning as a black-market bootlegger in Moonshiners, the latest frontier pursuit for Red Dead Redemption 2‘s online mode. Purchase the new Shack property and team up with an infamous distiller to start your own Moonshining business–provided you’ve already cut your teeth as a trader.

You can purchase one of five different Moonshining Shacks. Once you’ve sourced your cook and equipment, Maggie Fike–an old hand in the bootlegging business–will maintain the homestead’s front upstairs while the illegal distillation takes place downstairs. The basement also has room for a bar, a space for a band and dancefloor, and you can even upgrade your moonshining equipment.

Once you’ve sourced all of the ingredients and produced the goods, you’ll have to learn the demands of the market and time your shipments so that they align with the tastes of your buyers. Because of this, Moonshining requires you to have attained at least rank five as a Trader, or completed one Trader Sell mission. Once all of that is out of the way, you can get the operation up and running.

There are new story missions you can take on solo or with your Posse, as Maggie helps to build your business and enact a little revenge of her own along the way. Completing missions will earn benefits that expand your business, as you eliminate rivals, learn new recipes, and establish a steady list of clientele. You can also develop different blends to distribute across the five states, and serve patrons and friends directly with your own bar.

Much like every other Specialist Role in Red Dead Online, the Moonshiner features a unique progression path that unlocks bespoke apparel and accessories, equipment upgrades, new weapons like a Flammable Moonshine Jug, new horse breeds, and more.

On top of this, the Outlaw Pass is returning with another 100 ranks of rewards to earn, including new clothing and accessories, Role XP boosts during the Club Membership period, and Gold gifts up to 40 Gold Bars. In addition, the free Wheeler, Rawson and Co. Club Membership entitles you to select perks as you accumulate XP up until March 10, 2020. Every Red Dead Online player is automatically enrolled in the Wheeler, Rawson and Co. Club just by playing the game.

Elsewhere, Offers and Rewards is a new feature you can find on the Benefits page in the pause menu. Here you’ll find a collection of gifts, discounts, and promotions that can be applied to a range of goods. Rewards include gifts like Gold Bars, refills on Trader and Moonshiner business supplies, clothing items and accessories, and other complimentary gifts.

The latest update to Red Dead Online also features new clothing items, including Bandoliers and Corsets, the powerful Navy Revolver, and plenty of gameplay improvements and enhancements. You can find out more on Rockstar’s blog.

Here are some of the improvements added in the latest update:

  • The ability to quick-swap weapons in the heat of battle–simply assign a “Quick Select” firearm within the Weapon Wheel, then tap L1/LB/Tab during gameplay to quickly switch between this and your currently-equipped weapon (you can still holster your weapon with a double tap of L1/LB/Tab or by selecting Unarmed in the Weapon Wheel)
  • Ability Card rebalancing on certain cards, and limits on Tonic use to ensure a level playing field for all players
  • Accessibility improvements for fishing, allowing players to reel in a catch by holding a button rather than circling the analogue stick
  • Increased stability for Horses, making your steed slightly less likely to fall down after a collision and quicker to get back up after a fall or revival

Moonshiners is available now in Red Dead Online for PlayStation 4, Xbox One, and PC, and is coming to Google Stadia later this month.

from GameSpot – Game News https://www.gamespot.com/articles/red-dead-redemption-2-onlines-moonshiners-update-i/1100-6472223/

Death Stranding Will Be Available For Its Lowest Price Yet On Sunday

Death Stranding was one of the few 2019 games to not receive a Black Friday or Cyber Monday discount at any major retailer. Since it released just a few weeks before the big shopping weekend, that’s not all too surprising. But if you’ve held out for the past month looking for a discount, you’re about to be rewarded. Starting this Sunday, December 15, Target will have Death Stranding for $40.

Death Stranding and more than 30 other games that normally retail for $60 will be dropped to $40 at Target through December 21. Target hasn’t revealed the full list, but we know ten of the discounted games already:

Death Stranding and The Outer Worlds were finalists for Game of the Year at The Game Awards. The top prize was ultimately claimed by Sekiro: Shadows Die Twice.

Target is also offering $10 discounts on Mario vs. Sonic at the Olympic Games: Tokyo 2020, Call of Duty: Modern Warfare, Plants vs. Zombies: Battle for Neighborville, and Just Dance 2020.

Select games will be 50% off, including Kingdom Hearts 3 ($15), Mario + Rabbids Kingdom Battle ($20), and Marvel’s Spider-Man Game of the Year Edition ($20).

Target’s weekly deals are good both in-store and online. It’ll be interesting to see if Amazon price matches some or all of these deals. We’d recommend checking the price of Death Stranding at Amazon on Sunday morning.

If you’re looking for more great holiday deals, both Best Buy and Walmart are running 12 Days of Deals sales.

from GameSpot – Game News https://www.gamespot.com/articles/death-stranding-will-be-available-for-its-lowest-p/1100-6472224/

Hollow Knight: Silksong Gets More Enemies In Brief Developer Update

Though Hollow Knight: Silksong is still a while away, developer Team Cherry has provided a brief update on the game’s progress. The action-platformer continues to grow larger in scope than the studio’s breakout hit, 2017’s Hollow Knight.

Team Cherry confirmed Silksong’s enemy count has increased from 150 to, as of right now, 165. As the team is “[still] building this (very large) game,” it’s safe to assume 165 isn’t the final count for the number of opponents in Silksong. However, the studio did share artwork for the latest set of combatants, an unnamed boss trio that “works closely together [to cover] for each other’s weaknesses.”

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The studio has refrained from saying too much about these enemies but assured that it isn’t “just randomly building things without an end in [sight].” Team Cherry is mindful of how Silksong’s story unfolds, with the intent to create “a vast, surprising new world” that matches or succeeds the original game’s.

Team Cherry also shared two new songs from game composer Christopher Larkin, who returns to score Silksong after his work on Hollow Knight. The two tracks, “Bonebottom” and “Lace,” will be part of the official Hollow Knight: Silksong soundtrack, which will launch at the same time as the game. You can listen to a sample of the soundtrack on Larkin’s official Bandcamp page.

Hollow Knight: Silksong was revealed during E3 2019, where Team Cherry showed off some gameplay for the upcoming sequel. While a release date is still unknown, the game is in development for Nintendo Switch and PC.

from GameSpot – Game News https://www.gamespot.com/articles/hollow-knight-silksong-gets-more-enemies-in-brief-/1100-6472220/

The Outer Worlds Update 1.2 Fixes A Dreaded Bug, But The Solution Was Anything But Simple

The Outer Worlds was released back in October to critical praise. Since its launch, however, numerous players have reported a bug where the game thinks one of your companions is dead, causing you to fail certain quests. Update 1.2 for The Outer Worlds has now rolled out on PlayStation 4, Xbox One, and PC (and you can see the full patch notes below), thankfully fixing the strange bug, but Obsidian’s QA lead Taylor Swope has revealed just how difficult it was to solve.

In an 18-tweet thread on Twitter, Swope explained the fascinating process of trying to figure out how and why the bug was occurring. “The gist of the bug was that, for some players, a companion quest would be marked as Failed in the quest log, with the reasoning that the companion was dead–despite the fact that the companion was very much alive and well,” he said. “This was perplexing because (outside of SuperNova mode) companions can’t die.

“There were one or two cases before launch where this issue seemed to happen, but no one in QA ever managed to reproduce it and despite our best efforts we couldn’t learn anything concrete about it. One reason it was so hard to pin down is that it was impossible to tell when the bug actually happened–all of the cases we had were essentially ‘hey something bad happened in the last ten hours and now my quest is broken.'”

This led to an investigation where Swope had to figure out the location of every script and line of code that could possibly make the game think that a companion was dead. After plenty of searching, the logical culprit ended up being the player’s ship. Companions can die when they’re in a party, and the only time they’re present but not in a party is when they’re on the ship. They might be “undamageable” on the ship, but as Swope and his team discovered, undamageable doesn’t mean “invulnerable.” Companion’s can’t take damage from attacks but can still get hurt by other things.

Fall damage was one suspect, but there’s nowhere on the ship that’s high enough to result in a lethal fall. “I looked into tons of theories, including ‘maybe their height data is preserved when fast travelling from other maps’ and ‘maybe a physics interaction between two companions causes one to rapidly accelerate upwards,'” Swope explained. “My personal fav was ‘what if a companion is standing right where a cow spawns in during a random event and they’re launched into space.’ Was genuinely bummed when that theory didn’t pan out.”

With The Outer Worlds now out in the wild, players started reporting their companion quests failing. While it certainly wasn’t ideal that this turned out to be a real issue instead of a weird fluke, it did mean that there were thousands of eyeballs on the game. “Eventually, an offhand comment in one user’s review mentioned seeing a weird bug where a companion was ‘climbing nothing’, and this comment led me to figuring the whole thing out.”

The system for NPCs interacting with the environment in The Outer Worlds is called “furniture.” Sometimes this is literal, but it also covers everything from using a terminal to leaning on a wall. “Somewhere deep in the complex beast that is the furniture system, we had code that disabled all NPCs from starting new furniture interactions if the player was in a conversation. The problem was that using a ladder is considered two different furniture interactions: one for getting on the ladder and starting to climb, and one to stop climbing and get off.”

Thus leading to the hilarious cause of this particularly tricky bug:

Players are now reporting that their companion quests are no longer broken, thanks to the work of Swope and the rest of Obsidian’s QA team. Below are the full patch notes for everything else included in update 1.2

The Outer Worlds Update 1.2 full patch notes

Top Community Requests:

  • Updated the “Large Text Mode” setting to apply to Examinables
  • Added “Chromatic Aberration” setting to all platforms
  • Added “Controller Aiming Sensitivity” setting to all platforms
  • Added “Head Bobbing” setting to all platforms
  • Added “Field of View” setting to Xbox One and PlayStation 4 platforms
  • Fixed weapons unholstering when interacting with the environment
  • Fixed additional cases of companion quests being marked as Botched incorrectly

Audio:

  • Fixed multiple characters from talking over each other when the player dies
  • Fixed audio cutting out when scrolling on the map
  • Fixed NPCs continuing to have dialog after they have died

Companions:

  • Fixed some of Felix’s belongings appearing on the Unreliable even when he wasn’t recruited
  • Fixed Vicar Max being available as a companion even if he was killed in Edgewater
  • Fixed consumable durations not being affected by Max’s “Tuned In” Perk and the “Beverage Service Technician” Aptitude
  • Fixed enemies not always animating correctly when hit by Max’s companion ability
  • Fixed companion Perks being reset when the player respecs
  • Added a notification for when companions gain Perks from quests
  • Fixed companions calling the player’s attacks ineffective, even if they were dealing appropriate damage
  • Fixed lit areas of companions’ armor being unlit after they were knocked out
  • Fixed companion outlines not appearing after changing their armor

Design:

  • Fixed the “Battle Hardened” Perk not stacking correctly with the Inspiration 40 Skill unlock
  • Fixed the Determination 100 Skill Unlock not applying to both companions
  • Fixed the “Precision” Perk not applying to companions in some cases
  • Fixed the Determination 40 Skill unlock not applying to both companions in some cases
  • Fixed the SuperNova Hunger debuff not applying in certain situations
  • Fixed description text for the Ambidextrine status effect
  • Fixed duration for the Ambidextrine status effect
  • Fixed the “Steady Hand” Perk stacking incorrectly
  • Fixed non-drug consumables not stacking correctly
  • Fixed automechanicals being susceptible to the Poison debuff
  • Fixed the Burn status effect from Mantipillar attacks lasting forever in some cases
  • Fixed the “Bleed” and “Sugary Drink” status effects not working with one another
  • Fixed the “Leader” status effect missing a description when applied to a companion
  • Fixed the Inspiration 80 skill unlock stacking incorrectly
  • Fixed the “Caffeine Drink” status effect not applying when the “Permanent Concussion” Flaw was active
  • Fixed the effects of the “Robophobia” Flaw not clearing in certain conditions
  • Fixed “Pack Mule” Perks not applying while on the Unreliable
  • Fixed the “Revenge” Perk not increasing damage
  • Fixed misleading text in the description of Thinking Cap-let items
  • Fixed “Adelaide’s Gardening Shears” not applying the Bleed effect on targets
  • Fixed the Prismatic Hammer not benefiting from several melee Skills and Perks
  • Fixed the Prismatic Hammer not benefiting from Critical Hits
  • Increased damage of Handguns

Quests:

  • Fixed “A Family Matter” not updating properly if Tucker Needham was killed in Stellar Bay
  • Fixed “The Amateur Alchemist” not progressing if the player intimidated Vaughn
  • Fixed an optional objective in “BOLT With His Name” being blocked if the player exited a terminal at a specific point
  • Fixed “Comes Now the Power” not updating properly if the Deserters returned to Edgewater under specific conditions
  • Fixed “The Doom That Came To Roseway” being blocked if Anton left Roseway before getting his research back
  • Fixed “Friendship’s Due” not updating correctly if the player spoke to Harlow without meeting specific requirements
  • Fixed “Friendship’s Due” not updating correctly if the player killed Trask before speaking to Harlow
  • Fixed “Solution Vital” not updating properly if Captain Irion’s medical automechanical was killed
  • Fixed Dr. Chartrand attacking the player after she agrees to help them
  • Fixed issues with manti-creature spawning during Nyoka’s companion quest if the player left the area and returned in the middle of the fight

Settings:

  • Fixed the “Look Up” and “Look Down” keybindings being swapped
  • Added “Foliage” graphics setting for PC platform
  • Added “Enable Cinematic Kill Camera” setting

UI:

  • Fixed player response nodes being numbered when using a gamepad
  • Updated Vendor UI to show carry weight and encumbrance limit
  • Updated item tooltips to better indicate Pristine items
  • Added item sorting options to the Companion and Workbench screens
  • Added SuperNova survival meters to the Consumables screen
  • Fixed the companion damage bonus from the Inspiration skill not appearing correctly in the UI
  • Fixed two-handed melee weapons not showing the correct DPS value
  • Fixed plus signs appearing next to Skills that cannot directly gain points
  • Fixed quest objectives disappearing from the Quest Tracker after certain quest updates
  • Fixed the “Sublight Sniper Rifle” unique Dead-Eye not being marked as unique
  • Fixed the Vendor screen from becoming misaligned when selling many items at once
  • Fixed the effects of the “Paranoid” Flaw not displaying correctly
  • Fixed encumbrance limit not updating correctly when applying a Backpack armor mod
  • Fixed certain lootable NPC corpses not highlighting correctly
  • Fixed the “Compare” option incorrectly being available on the Companion screen
  • Fixed the effects of the “Adrena-Time Crash” debuff not displaying correctly
  • Fixed Adreno not being automatically equipped to the Emergency Medical Inhaler
  • Fixed the “Leader” status effect missing from the player
  • Updated description of “Field of View” setting and moved it to the Graphics screen
  • Fixed a missing button icon in the Quick Melee tutorial

General:

  • Fixed a crash involving mind-controlled enemies
  • Fixed a soft lock when trying to interact with the Meditative Aid after attacking the hermit
  • Updated description of “Everybody Likes Me” and “Destroyer of Worlds” Achievements/Trophies to reduce confusion
  • Fixed the player’s weapon becoming invisible when trying to attack while using the inhaler with the weapon holstered
  • Fixed facial animations not playing in certain conditions
  • Fixed NPCs continuing to climb beyond the end of a ladder on the Unreliable if the player started a conversation while they were climbing
  • Fixed not being able to open the Ledger if the player has unspent Skill points and two NPCs are conversing
  • Fixed Raptidon Collosi being able to knock targets hundreds of meters
  • Fixed Julius Moreau missing voice-over on a line of dialog
  • Fixed not being able to hit enemies with ranged weapons from point-blank range
  • Fixed various issues when trying to fire a ranged weapon and use quick-melee simultaneously
  • Fixed modded Flamethrowers being able to damage targets through walls
  • Fixed Raptidon Matriarch being invulnerable to Flamethrower damage during certain animations
  • Fixed beam weapons being able to lock on to underground targets
  • Fixed the reload animation playing too fast when exiting Tactical Time Dilation
  • Fixed a missing collision issue in Amber Heights
  • Fixed a spot in the Byzantium Tunnels that allowed the player to fall out of the map
  • Fixed not unlocking the Cascadia landing pad fast travel point in certain circumstances
  • Fixed collision issue in Edgewater junkyard
  • Fixed grass showing through the floor in Fallbrook
  • Fixed low-resolution blood textures in Labyrinth
  • Fixed a temporary asset being visible in Monarch
  • Fixed collision issues in Monarch
  • Fixed flickering geometry in Stellar Bay
  • Fixed rare cases of characters falling through the world as it was loading
  • Fixed “Hemlock’s Eyepatch” unique item being weightless
  • Fixed rare instances of player response options not being available after loading a save
  • Fixed an issue resulting in duplicate items appearing
  • Fixed consumable durations not updating correctly after saving and loading
  • Updated credits to correct a title, added two focus tester names, and added a developer that was uncredited
  • Fixed instances of missing text when playing in non-English languages
  • Fixed German localization issues
  • Fixed Japanese localization issues
  • Fixed various text errors

from GameSpot – Game News https://www.gamespot.com/articles/the-outer-worlds-update-12-fixes-a-dreaded-bug-but/1100-6472219/

“A Very Unique” Star Wars Experience Is In Development At EA Motive

EA Motive was created in 2015 with ex-Ubisoft Toronto head Jade Raymond leading the studio. Since then, EA Motive has been at work on an unnamed Star Wars title and most recently helped DICE on the development of Star Wars Battlefront 2. In October of last year, however, Raymond left the studio to join Google, with another ex-Ubisoft veteran, former Ubisoft Quebec managing director Patrick Klaus, taking over the role.

In an interview with GamesIndustry.biz, Klaus says EA Motive is working on “a very unique Star Wars experience,” as well as developing its own IP. Raymond had previously said in an interview with Game Informer that Motive’s Star Wars game was planning to use a lot of the material produced by Visceral Games for its Star Wars title, with an added pivot to more “player agency.” Visceral was, of course, developing another Star Wars game with Uncharted director Amy Hennig leading the project. EA closed Visceral’s doors in October 2017, and Hennig left the company shortly thereafter.

It remains to be seen whether Motive is still using any of the work produced by Visceral. “[The studio’s identity] is being built right now,” Klaus says. “And we’re doing a lot of work internally in order to identify our DNA, who we are, and what we do. We’re in the process of communicating that internally and making sure the teams buy into it, that they’re fully committed to where we’re going and they understand why. And then I think the identity externally gets proven when we release games, and when we release successful games.”

EA’s Star Wars output has been on the low end since the company signed an exclusive 10-year licencing deal with the franchise back in 2013. DICE has developed two Star Wars Battlefront titles, and Respawn recently released Star Wars Jedi: Fallen Order, but multiple Star Wars games have been cancelled by EA since 2013, so hopefully Motive’s unique Star Wars experience will eventually see the light of day.

from GameSpot – Game News https://www.gamespot.com/articles/a-very-unique-star-wars-experience-is-in-developme/1100-6472218/

Persona 5 Scramble: The Phantom Strikers – Haru Okumura Introduction Trailer

Persona 5 Scramble: The Phantom Strikers - Haru Okumura Introduction Trailer

Noir’s ace packs quite a punch.

source /news/9291-persona-5-scramble-the-phantom-strikers-haru-okumura-introduction-trailer

Fast And Furious: Crossroads, A Game Based On The Movies, Coming In May

Of the several announcements made during The Game Awards 2019, a reveal trailer was shown for a licensed game from the Fast And Furious movie franchise. The game is called Fast And Furious: Crossroads and it looks to be a mix of races, car chases, and action. Character models have the likeness of some of its characters such as Dom Toretto (Vin Diesel) and Letty Ortiz (Michelle Rodriguez).

The game will be coming to PlayStation 4, Xbox One, and PC in May 2020. It’s being developed by Slightly Mad Studios–the team that worked on the Project Cars series and a few Need For Speed games–and published by Bandai Namco. You can check out the trailer below to see Fast And Furious: Crossroads in action.

Earlier this month, it was reported that Slightly Mad Studios was rumored to be working on an “unannounced Hollywood title” and had been since 2017. This would be it.

from GameSpot – Game News https://www.gamespot.com/articles/fast-and-furious-crossroads-a-game-based-on-the-mo/1100-6472217/