Neo Geo Mini Gets The Discounted Bundle It Always Needed

The Neo Geo Mini proved to be a fun way to play SNK’s classic arcade games on a small screen with its on-board controls. However, many of its titles, including series like The King of Fighters, Samurai Shodown, and Metal Slug, are multiplayer-focused, which makes the omission of extra controllers disappointing.

That’s why this discounted bundle from Wal-Mart and Amazon is so compelling. Normally costing $140 USD, the bundle’s price has been discounted to $100. For that, you get the Neo Geo Mini, two controllers, and an HDMI cable. The controllers are based on the Neo Geo AES’s pads, with one coming in classic black and the other in white. In addition to its own, built-in screen, you can also output the microconsole to a TV with the included HDMI cable.

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Neo Geo Mini Pro Player Pack – $100 ($140)

See it at Amazon See it at Wal-Mart

You can see a full list of the games in the gallery above, including a selection of screenshots. I’m particularly fond of the Samurai Shodown series, but with certified bangers like Metal Slug 3, Shock Troopers, and The King of Fighters ’98, there are plenty of great games in the Neo Geo Mini’s selection. I’ve always been rather fond of SNK’s sports games, so the inclusions of Super Sidekicks and Top Player’s Golf are appreciated (however, I am partial to Neo Turf Masters, which is sadly not included).

Our Neo Geo Mini review praised the microconsole’s small form factor and how much fun it is to play these games on its 3.5-inch screen. However, GameSpot’s Peter Brown was disappointed when outputting to a TV. He praised the emulation but lamented the image quality, scaling, and lack of options.

from GameSpot – Game News

Roguelike RPG Children Of Morta Gets Official Release Date

After missing its planned 2018 release window, RPG hack-n-slash Children of Morta has nailed down a definitive release date for consoles and PC. The upcoming roguelike by Dead Mage, the team responsible for Shadow Blade and the newly-announced Tale of Ronin, is scheduled to launch on September 3 for PC and October 15 for Nintendo Switch, PlayStation 4, and Xbox One.

Children of Morta is a story-driven action-RPG with roguelike elements where you control a member of the Bergson family on their quest to fend off the forthcoming Corruption. You’ll choose between six playable characters to explore ever-changing dungeons and biomes while you uncover Mount Morta’s history and relics. Check out the trailer below.

Dead Mage’s Amir Fassihi, in an Xbox Wire blog post, described Children of Morta’s narrative as “a story of plain, straightforward emotions that we all recognize: hope, courage, love, and eventually sacrifice and grief.” Fassihi also said that, while every character is unique, “your characters must rest if you’re using them frequently.” This, Dead Mage hopes, will inspire you to try other family members and their abilities.

On top of the release date, Dead Mage announced a Signature Edition of Children of Morta. This physical version will include a region-free copy of the game on PS4 or Switch, six enamel pins, a pocket-sized art book, an art card and certificate, and a “Sierra” box with an outer sleeve. Children of Morta Signature Edition retails for $45 USD on PS4 and $50 USD on Switch.

from GameSpot – Game News

Bungie Dates Destiny 2 Cross Save, PC Migration To Steam

Since the release of the PC version of Destiny 2, plenty of players have been hoping for cross-save capabilities that would let them move their characters between platforms. Bungie kicked off a lot of excitement when it announced cross save was on its way, alongside Destiny 2’s next expansion, but we’ve never been quite clear on when the feature would actually become available–until now.

In its latest weekly blog post, Bungie finally put an actual date on when cross save will become available: August 21. On that date, you’ll be able to link your Destiny 2 accounts between multiple platforms and access your characters on all of them.

Bungie previously laid out a bit of info about how cross save will work. You’ll be able to freely move your character between platforms with Destiny 2: New Light, the upcoming free-to-play version of Destiny 2’s Year One content. If you want to play Shadowkeep or anything from Forsaken and the annual pass that came after it, however, you’ll need to purchase it on the platform to which you’re moving. Elements like Silver, Destiny 2’s premium currency, stay on the platforms where they were purchased. Silver is linked to your characters, so if you have Silver on a different platform or a different set of characters, you won’t get to access it.

As Bungie notes in its cross save FAQ, though, you’ll have to make some decisions if you’ve been playing Destiny 2 on more than one platform. When you enable cross save, you’ll have to choose which account to keep–you can only make one set of characters available across all platforms. Unfortunately, that means you can’t merge, say, your Hunter from your PS4 account with the Titan you play on PC and your Warlock from Xbox One. You’ll have to use either your PS4, PC, or Xbox account for cross save.

That doesn’t mean your other characters are gone forever, though. Bungie says in the FAQ you can disable cross save, which will give you access to the characters you had on their original individual platforms. It’ll take 90 days for those characters to become available again, though. “This policy exists to discourage activity like account recoveries by other players,” Bungie writes.

Bungie also gave a few new details about Destiny 2’s PC version. As announced with Shadowkeep, Destiny 2 is moving off of Activision’s launcher and onto Steam, something that was slated to happen alongside the release of the expansion. Bungie announced recently it was delaying the expansion from its September release date to October 1, and the move from to Steam is similarly delayed. Starting on August 20, however, PC users can start linking their accounts between and Steam to make the transition easier.

In its PC move FAQ, Bungie explains that you’ll get a one-time move from to Steam that’ll take everything you’ve purchased with you–including all game content and any Silver you’ve bought, as well.

from GameSpot – Game News

TurboGrafx-16 Mini Adds Seven More Games To Complete Lineup, Including Splatterhouse

The TurboGrafx-16 Mini already had a sprawling lineup, but Konami has now added a few more to complete the list. The full library included in the mini console now includes Splatterhouse along with a selection of six more Japanese games.

The new Japanese additions include Dragon Spirit, Galaga ’88, Seeirei Senshi Spriggan, Spriggan Mark 2, The Genji and the Heike Clans, and The Legend of Valkyrie.

Konami is taking a unique approach for the TG-16 Mini. Rather than release separate mini-consoles with their own libraries in each territory, it’s releasing a single library with both English- and Japanese-language games across all territories, including some games that are available in both languages. The one exception to the consistency is the Japanese PC Engine Mini, which includes Tokimeki Memorial instead of Salamander.

This dual language support makes the boast of 57 games a bit inflated, since some games overlap. Still, it’s a fairly massive collection, now coming in at 25 TurboGrafx-16 games and 32 PC Engine games.

The system is now available for pre-order, having debuted as an Amazon Prime Day exclusive. The price is set at $100 / €89.99 RRP. It will release on March 19, 2020.

Pre-order TurboGrafx-16 Mini at Amazon

TurboGrafx-16 Mini games:

  • Air Zonk
  • Alien Crush
  • Blazing Lazers
  • Bomberman ‘93
  • Bonk’s Revenge
  • Cadash
  • Chew-Man-Fu
  • Dungeon Explorer
  • J.J. & Jeff
  • Lords Of Thunder
  • Military Madness
  • Moto Roader
  • Neutopia
  • Neutopia II
  • New Adventure Island
  • Ninja Spirit
  • Parasol Stars
  • Power Golf
  • Psychosis
  • R-Type
  • Soldier Blade
  • Space Harrier
  • Splatterhouse
  • Victory Run
  • Ys Book I&II

PC Engine games:

  • Akumajō Dracula X Chi No Rondo
  • Aldynes
  • Appare! Gateball
  • Bomberman ‘94
  • Bomberman Panic Bomber
  • Chō Aniki
  • Daimakaimura
  • Dragon Spirit
  • Dungeon Explorer
  • Fantasy Zone
  • Galaga ‘88
  • Ginga Fukei Densetsu Sapphire
  • Gradius
  • Gradius II – Gofer No Yabō –
  • Jaseiken Necromancer
  • Nectaris
  • Neutopia
  • Neutopia II
  • Ninja Ryūkenden
  • PC Genjin
  • Salamandr
  • Seirei Senshi Spriggan
  • Snatcher
  • Spriggan Mark 2
  • Star Parodier
  • Super Darius
  • Super Momotarō Dentetsu II
  • Super Star Soldier
  • The Genji and the Heike Clans
  • The Kung Fu
  • The Legend of Valkyrie
  • Ys I・II

from GameSpot – Game News

Metal Slug-Inspired RPG Headed To Consoles And PC Next Year

A new pixel-art Metroidvania is headed to PC, Nintendo Switch, and Xbox One next year. Mega Cat Studios, the team behind the beat ’em up Coffee Crisis, announced that Bite the Bullet is expected to launch early 2020.

Bite the Bullet is a Metal Slug-inspired RPG where you devour your enemies and environmental inhabitants to power up your character and weaponry. According to the game’s official website, this “roguelike RPG shooter” will feature a variety of classes, over 60 levels, a plethora of weapon crafting and ability unlocks, and more. It looks like a mashup of Tribute Games’ Mercenary Kings and La Cartel Studio’s Mother Russia Bleeds, with a bit of Phobia Game Studio’s Carrion tossed in for good measure. Check out the trailer below.

As the game’s Steam store page states, “Every enemy has its own nutritional information, and your body type will change based on the types of enemies you consume.” As you consume everything from enemies to walls to bullets, your abilities will change, your stats will increase, and your weapons will receive modifiers depending on what you eat.

from GameSpot – Game News

Cadence Of Hyrule Demo Now On Nintendo Switch Eshop

Cadence of Hyrule marks one of the rare times Nintendo has allowed another developer to use its characters, offering a mash-up of Crypt of the NecroDancer mechanics with the familiar songs and sounds of The Legend of Zelda series. Just in case you haven’t tried it out for yourself yet, Nintendo and developer Brace Yourself Games have put up a demo.

Nintendo announced the demo through its Twitter account. You can find the demo now through the Nintendo Switch Eshop or on Nintendo’s Website.

Cadence of Hyrule was a pleasant surprise from Nintendo this year, showing more flexibility with its characters than usual. While it has allowed larger developers like Ubisoft and Team Ninja to play in its world with games like Mario + Rabbids and Hyrule Warriors, respectively, Crypt of the NecroDancer was a relatively small indie hit by comparison. The crossover paid off, as GameSpot’s Cadence of Hyrule review praised its creative rhythm-based way of paying homage to classic Zelda.

“Cadence of Hyrule is a fantastic Zelda game in its own right, even though it adopts the gameplay mechanics of another series,” James O’Connor wrote. “Beyond the aesthetics, it nails the satisfying sense of exploration and increasing power, and it revels in the joy of discovery, as all the best Zelda games do. It’s an extremely successful melding of two great game series and an experience that makes you feel eager for Nintendo to do more interesting things with their major licenses.”

from GameSpot – Game News

More Single-Player Games Headed To Xbox Going Forward

Microsoft’s Xbox platform may be synonymous with multiplayer offerings, but the brand is looking to diversify its portfolio in the years to come. It seems more single-player titles are in the works at Xbox and its umbrella studios.

Xbox head Phil Spencer responded to a tweet asking if more single-player games are headed to the platform. “Yes, I can confirm,” Spencer replied. He did not specify how many single-player games are in development or what developers are working on single-player titles at the moment. However, Spencer assured that, with the new Xbox Game Studios additions, the brand has “a lot of teams that have built strong [single-player] focused games and we want that to continue.”

It’s unclear if Spencer is referring to first- or third-party titles. One of the most anticipated single-player games, Star Wars – Jedi: Fallen Order, is headed to PC, PlayStation 4, and Xbox One on November 15. And Remedy Entertainment’s Control, a single-player action game featuring space-altering supernatural abilities, launches on PC, PlayStation 4, and Xbox One on August 27.

Alongside 343 Industries (Halo), Compulsion Games (We Happy Few), Ninja Theory (Hellblade: Senua’s Sacrifice), Playground Games (Forza Horizon), The Coalition (Gears of War), and more, Xbox announced the acquisition of Double Fine Productions during E3 2019. In November 2018, Xbox also picked up Wasteland 3 developer InXile Entertainment and The Outer Worlds creator Obsidian Entertainment.

from GameSpot – Game News

Spyro Gets His Own Nintendo Switch Controller And It’s Cute As Heck

The Nintendo Switch has some solid Pro Controller alternatives in PowerA’s wireless, “enhanced” pads. Now, the company is adding a Spyro-themed version to its lineup, and in addition to the new design, it boasts everything that PowerA’s previous controllers have featured.

The wireless Spyro Controller is up for pre-order on Amazon now, with a release date of August 30. That’s just in time for Spyro Reignited Trilogy‘s Switch release on September 3. We’ve been impressed by PowerA’s output for Nintendo Switch, including its wired controllers, which come at a cheaper price tag.

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See it at Amazon

As for the Spyro-themed pad, it’s officially licensed by Nintendo and has the ability to map buttons to the two triggers situated on the back of the controller. It also features motion controls and Bluetooth connectivity; however, there’s no rumble or NFC compatibility, meaning you won’t be able to scan any Amiibos.

On top of that, you’ll need to power the controller with two AA batteries. This gives you up to 30 hours of gameplay, and while it may seem like a negative compared to the Pro Controller’s recharging battery, I personally prefer this. The Pro Controller’s internal battery is convenient, but when it loses its charge, you won’t be able to use it wirelessly any longer. That hopefully won’t happen until far after the Switch’s lifespan, but as someone who likes to revisit their favourite games (and has been burned by a couple of dead PS3 controllers), I appreciate good quality controllers that come wired or battery-powered.

As for Spyro Reignited Trilogy, it released on PS4 and Xbox One last year on November 13. Reviewer Justin Clark called it “the best kind of collection that not only brings a beloved series up to current visual standards but also proves just how well-built the original titles were.” You can check out the score and read our full Spyro Reignited review here.

from GameSpot – Game News

How AI: The Somnium Files Blends Absurdism, Love, And Dreams Into A Murder Mystery

Like many mystery-driven adventure games, AI: The Somnium Files is a little tough to talk about. It’s not exactly action-packed in its moment-to-moment gameplay, and most of the intrigue in games like it comes from the ways in which they challenge your investigative skills and decision-making–plot twists and character dialogue are often at the heart of it all. This is very much the case when it comes to games under the direction of developer Kotaro Uchikoshi, best known for the Zero Escape series.

Since AI: The Somnium Files was first revealed, we knew that it would channel similar gameplay elements from Zero Escape, but it’s aiming to be an evolution of that. As special agent Kaname Date, you travel between reality and a dream world to unravel the truth behind a series of murders. Its overarching theme revolves around a pun for the word eye: “eye” as in your sight, “ai” the Japanese word for love, and A.I. as in artificial intelligence. Not to mention all the murder victims have one eye gouged out as well. Date himself has one eye that’s actually an A.I. companion named Aiba (a Japanese-English pun for eyeball). And the real name of A-set, the virtual influencer/idol behind music videos and promotional materials, is Iris.

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Last time we spoke with Uchikoshi-san, he talked about love, story details, and the dream world’s Psync mechanic, but there’s still more than meets the eye. To get further insight into what’s going on, we corresponded again via email and dug into the game’s direction. We were also able to loop in the English localization team lead Alex Flagg for additional perspective on what it’s like to deliver a dialogue-heavy Japanese game to a Western audience.

If you’re not caught up on AI: The Somnium Files, check out our interview with Iris “A-set/Tesa” Sagan or our hands-on preview with the game from GDC 2019. The game launches for PlayStation 4, PC, and Nintendo Switch on September 17 this year.

Can you explain the “Somnium” world? It’s the key to solving mysteries, but are these people’s secrets, true feelings, dreams? How does Kaname Date use that information throughout the game?

Kotaro Uchikoshi: Somnium means “dream” in Latin. So a Somnium world would mean “dream world.” Dreams are made from fragments of memory stitched together like patchwork. Hidden inside are people’s secrets and suppressed feelings. It’s Kaname Date’s job to interpret what he sees in the dream to solve mysteries and move forward in the investigation. For example, there’s something like this: A girl was alone at the scene of the crime. However, she suffered mental trauma and now has aphonia, so she can’t talk. So, Date will dive into the girl’s dream world and find a lead: she heard a phone ring. Then, Date will return to reality, go back to the scene to investigate and look for a cellphone somewhere. Something like that.

We’ve seen AI being both dead serious, cheery, and sometimes outright absurd. How do you strike a tone that comes together?

Alex Flagg: Through a lot of hard work! Uchikoshi has this amazing ability to blend Wikipedia-diving information dumps, absurdist theater, and sex jokes into a gripping and touching story. What I’ve discovered by playing and localizing his work is that you can get away with a lot that seems narratively inconsistent as long as you’ve already captured the audience’s attention with an intriguing plot and interesting characters. Uchikoshi taught me that tone can fluctuate wildly, as long as the heart is centered and steady. Because if your heart is fluctuating wildly, you’re probably having a heart attack and are about to die. You know, narratively speaking.

KU: This is a hard question. All I can say is…by watching the balance. If I were to compare it, it’s like a barista or a mixologist. Their jobs are very sensuous, and it’s hard to put into words how they balance the ingredients. Or maybe it’s similar to hitting on someone. You can’t always be serious and cool and you can’t always be energetic and carefree. They’ll just brush you off, won’t they? It’s important to understand when to be serious and when to be energetic… What I’m trying to say is that everything is balanced out by things and you can’t just explain it away with words. Having said that, my pick-up techniques have never been very successful. I bet Alex is really good at it, so next time I’m in LA, maybe he can teach me a few tricks!

There’s some body horror, light gore, and morbid imagery in your games, AI especially. Do you ever have ideas then stop yourself from going too far?

KU: When I was writing the scenario for AI, the character designs weren’t finalized yet. That meant that I only had a general idea of the characters while writing. That’s why I didn’t feel much guilt putting the characters through some really tough times. When the designs came in, I thought, “OMG, so cute!” That’s when the characters started to really exist. But then it crossed my mind. “Ah, why did I do that to them…?” I didn’t want to have a guilty conscience about it, so I thought, “Could I at least try not to put them through the darkest of my ideas?” Because of that, some scenes are now milder than the original idea. But this isn’t censorship, this is love. Love for my characters. I decided to tone down some things, but the story isn’t any less interesting or fun because of it. Please don’t worry about that.

What are your thoughts on canonical endings in games with branching storylines? How does AI handle that?

KU: I remember watching a Hayao Miyazaki documentary, and he said something like, “I’m over this, I don’t want to do this” while drawing original cels. Branching routes are like that to me. It’s so much work. I scream, “Augh! I’m over this, too much work!” while writing the story too. In AI, the story splits from the decisions you make in the Somnia. To put it simply, picking either the “A” lead or “B” lead changes how the story unfolds. Branching stories are a pain in the ass for the creator, but to the player, there’s nothing better. There’s a lot of interesting elements in this game due to the branching paths, so please look forward to it!

What are some important things Akira Okada (assistant director) has brought this time around for AI that you didn’t think of?

KU: Of course Okada-kun was a huge contributor, but AI was created from multiple ideas from all the staff members. For example, Aiba turning into a cute girl in Somnium, the video game inspiration behind a certain action scene, one of the stages from one of the Somnia. All of those were ideas from the staff. I mean, the Somnium parts, from the setting to the structure, was mainly done by Okada-kun and Yamada-san. I have nothing but respect and appreciation for the staff.

Are there any particular difficulties that come out of having to do a simultaneous Japanese and Western release?

AF: Oh, absolutely. Working side-by-side with the Japanese creative team is a totally different experience than picking up a completed project and adapting it.

KU: Thanks to the hard work from Alex, Kazu [Okura], the other Spike Chunsoft Inc. team members, and [community manager] Dave Kracker, I didn’t really have any trouble with simultaneous shipping. So, to the Spike Chunsoft Inc. team of course, the development staff in Japan, and the Chinese localization staff: I thank you very, very much, from the bottom of my heart!

You get to control Aiba in the Somnium world, but you only get a limited time to investigate.

What are some Japanese- or English-only quirks you get to put in the game? Are there some unique things players will get out of either language option?

AF: The Japanese and English are largely the same, script and presentation-wise. There are a few times here and there that, say, a joke was intentionally not localized, or a character’s voice performance in the English has a slightly different feel than the Japanese performance, but for the most part they are two versions of the same game.

Some jokes or one-liners might come across differently in either language. And one thing that we’re very proud of is that A-set’s debut single, “Invincible Rainbow Arrow,” is fully localized, right down to matching the Japanese rhyme scheme and poetic meter. So if you are playing in Japanese, you will hear the Japanese version of the song; if you are playing in English, you will hear the English version.

How involved are you with the performances of the voice cast?

AF: The translator for this project, Kazu Okura, and I were either there at Bang Zoom! studios or listening in over voice call every single day of recording. While we offered feedback and direction, especially during particularly intricate or complicated scenes, we can only take a little bit of the credit: it was our audio engineer JP Aller and voice director Chris Faiella that really helped the words come off the page and become something incredible in the performance.

What’s the toughest aspect for localizing AI that folks might not realize?

AF: I would say the humor is by far the most challenging aspect of localization, especially “dad joke” humor, jokes that are intentionally bad. If you localize that joke to make it genuinely funny, you aren’t exactly matching the tone of the Japanese. If you localize the joke to make it unfunny, you run the risk of the audience not realizing that the joke is supposed to be bad, it’s supposed to make you roll your eyes and groan. AI is full of these kinds of jokes, so my translator and I worked very hard to make them funny…but not too funny.

“Tesa, aka A-set, you bet.” was totally the localization team’s idea, huh?

AF: Yes, it was. Her slogan cheer is different in the Japanese and the English. In the Japanese, it goes something like “volatile solvent of the net world, Aseton, aka A-set!” It’s a wordplay on the honorific “ton” added to her stage name “A-set,” making it sound like “acetone,” the chemical solvent. Keeping it “Aseton” in English would be clunky, invite mispronunciation, and lose the cuteness factor of the Japanese wordplay. So we decided to go with “Tesa,” a cute, easy-to-say nickname that utilizes the game’s prevalent motif of reflection (“Tesa” is of course “A-set” backwards). There was a time we briefly considered making her nickname “Ace,” but Zero Escape fans will know why we decided against that.

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A-set has been a huge part of AI’s lead up. Besides being a major character and idol, what was the idea behind breaking the fourth wall with A-set’s YouTube channel?

KU: One of the themes of this game is dreams and reality. So by linking the real world that we live in with the artificial world of AI, I tried to express the analogy (or is it a metaphor?) of “dreams and reality,” or something like that. Iris (A-set’s real name) is the goddess of rainbows in Greek mythology. She is said to be the messenger girl that delivers the words of the gods. Rainbows are also sometimes called the “bridge of heaven,” so you could say that A-set is the “bridge” between fiction and reality.

With all the lead up to AI and A-set at the forefront, how involved are you in her video content?

AF: Very involved! Our team and the creative team in Japan were sharing ideas for videos and story beats for months, coming up with the general “plot” of her YouTube channel together. Once that was more or less in place, we localized and recorded each video based on Japan’s video, which was incredibly difficult because of the fast pace they had to be produced. Often times we didn’t even have a final video render to look at while we were recording, so we had to feel it out by the script alone. But it came together beautifully.

How’s she been as a promotional partner?

KU: She was amazing! I know there were times I pushed her, but she didn’t make a face and took everything very seriously. I thank her from the bottom of my heart. Also, she smells really nice. A sweet scent that tickles a person’s heart… If she comes on screen while playing AI, please put your nose up to the screen. I’m sure you’ll start to smell irises…

Will A-set’s presence in our real world play into events in AI?

AF: “Our real world”? What a peculiar way of phrasing it. You can see her, hear her; she is information in the universe and she occupies space in your mind at this very moment. She exists in this world the same way I do right now, typing away at my computer, communicating with you only through ones and zeros. One and the same.

KU: I already kind of answered this, but Iris is the bridge that connects our world to their world. As long as she exists, both worlds will continue to be linked.

How much tequila have you drank since the A-set interview we did?

KU: The situation has changed. Currently, rather than me drinking tequila, it’s more of tequila drinking me. My office is always full of it. That’s where I wrote the game’s story. Just like one of those caterpillars in the bottles of tequila.

from GameSpot – Game News

Infinity Ward Hints At Call Of Duty: Modern Warfare Battle Royale

Despite previous reports of Call of Duty: Modern Warfare not having a battle royale mode, developers Infinity Ward have hinted that the upcoming first-person shooter may include the popular mode. In fact, there are “many” unnannounced multiplayer modes for the Modern Warfare reboot.

In a rapid-fire interview with Game Informer, art director Joel Emslie did not confirm or deny whether Modern Warfare will have a battle royale mode. However, after being asked if the game will feature the mode, Emslie said, “We’ll have to wait and see.” Emslie then noted that he’s a fan of both the battle royale genre and larger player counts, with his personal favorite game mode being Ground War.

Game Informer also asked if there are any multiplayer modes that have yet to be announced. “There are many,” Emslie confirmed. He did not specify what “many” amounts to. There are plenty modes that we know of thus far: the gritty single-player campaign, Gunfight, Ground War, Spec Ops, and a swath of traditional multiplayer modes (including the likes of Capture the Flag, Team Deathmatch, Search and Destroy, and more).

Also out of Game Informer is a new addition to the Modern Warfare experience. Tamagunchis, a virtual pet similar to the Tamagotchis from the ’90s, add a lighthearted touch to the game’s multiplayer experience. And Gunsmithing also introduces deeper weapon customization tools to multiplayer when it launches on October 25 for PC, PlayStation 4, and Xbox One.

from GameSpot – Game News