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Take-Two’s Future Games Might Be Shorter With More Post-Launch Content

It took longer than usual for some of Take-Two Interactive’s most recent successes–Grand Theft Auto V and Red Dead Redemption 2–to hit the market. While the publisher is likely pleased with the results of such ambitious games, CEO Strauss Zelnick is convinced the development gap between releases will shorten thanks in part to post-launch content.

In a GamesIndustry.Biz interview during E3 2019, Zelnick envisions the trend of extensive time between game releases coming to an end. “I don’t see it expanding further. In fact, I would expect in many instances it may compress,” Zelnick said. “We find that intersection between the time it takes our creators to do the best work in the industry on the one hand, and what the consumer wants, recognizing that building anticipation is a good thing.” Zelnick cements his argument by saying “eight years is probably too long,” likely referring to the development time between Red Dead Redemption and its direct sequel.

Post-launch content might be the force that causes the pendulum to swing, according to Zelnick. “It’s possible that the ability to deliver content on an ongoing basis for a long time after an initial release,” he said. “Would mean that perhaps that initial release wouldn’t be as long in terms of [the] number of hours of gameplay as previously had been demanded in a world where that was all you were getting.”

He suggests the development could shorten because teams would be primarily focused on finishing a product first and delivering further content once the game is released. While Zelnick doesn’t predict a change in the way AAA publishers shoot for less ambitious titles, he does find the idea of post-launch content shortening development to be “a fewer, bigger, better strategy.”

Take-Two is the parent company of developers like 2K–and its properties 2K Play, 2K Games, and 2K Sports–and Rockstar Games. The big-name publisher has some games launching throughout the rest of the year. Ancestors: The Humankind Odyssey is set to launch on August 27 for PC and sometime in December for PlayStation 4 and Xbox One. Borderlands 3 will launch on September 13 for PC, PlayStation 4, and Xbox One, and November 14 for Google Stadia. The Outer Worlds is scheduled to release on October 25 for PC, PlayStation 4, and Xbox One.

from GameSpot – Game News https://www.gamespot.com/articles/take-twos-future-games-might-be-shorter-with-more-/1100-6467868/

Bleeding Edge Brings Ninja Theory’s DmC Design Sensibilities To Competitive Multiplayer

The appearance of the next game from Ninja Theory, Bleeding Edge, was something of a surprise during Microsoft’s press conference at E3 2019. It’s a competitive game in the vein of something like Overwatch or Apex Legends, pitting teams of four players against each other as they try to capture objectives while wailing on each other. That’s pretty far removed from the studio’s past games–third-person narrative action titles such as Hellblade: Senua’s Sacrifice and DmC: Devil May Cry.

Bleeding Edge is looking to marry online competitive games with the kind of combat experiences you might expect from Ninja Theory. It’s principally a sort of competitive brawler–the majority of the characters specialize in melee combat. Think Overwatch, but fewer guns and more combos.

That’s the kind of game creative director Rahni Tucker wanted to play, so that’s the one she and her team made, she told GameSpot at E3.

“For me, combat is my interest, that’s what I love to make,” Tucker said. “At home, I play competitive team multiplayer games. So, it just seemed like a natural synergy. Like, an ‘Ah!’ moment. I was like, ‘Where’s third-person action combat meets competitive team multiplayer? I feel like this game doesn’t exist and I would play it, so why don’t we make that? It’s just the game that I love basically, my passion project.”

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Close-Range Combat

In Bleeding Edge, most characters are melee fighters, although there are different roles among the cast. Some are support class fighters with ranged attacks, meant to stay out of the fray to heal or buff teammates, while others are tank-like and designed to get in close and wreck people. All 10 characters have a variety of abilities, which we tried out in a match we played at the Microsoft Showcase. Melee DPS fighter Daemon, for instance, carries a samurai sword, can briefly turn himself invisible, and uses a dash move to close gaps and land quick hits. The witchy Maeve can cage opponents in place and siphon life from them, while saw-wielding tank Buttercup has a Roadhog-style chain move that can pull enemies to her. All those abilities have cooldown timers, and every character also has an ultimate move that charges up over time; Daemon’s ultimate turned him into a fast-slashing killing machine against anyone who stumbled into a certain radius around him. Each character has two ultimates for you to pick from at the start of a match.

I was like, ‘Where’s third-person action combat meets competitive team multiplayer?'”

The round we played took place on an industrial map with a train track running through the center–and happening to cross over its three control points. Capturing those spots earns your team points (as does landing kills), but the trains that occasionally run through the map are a hazard to be either avoided or used against the other team. The map also had jump pads that made it possible to reach higher levels, adding some verticality, and health drops scattered around that were key to keeping alive.

It’s all the sort of thing you’d expect from other character-based competitive games. Bleeding Edge stands out with its combat, though; it all feels much more MOBA-like as two teams converge and start wailing away at each other. As soon as you get into a fight, the action-adventure pedigree of the Ninja Theory team asserts itself. Hitting an enemy with a series of melee strikes can stun them, and linking regular attacks with your special abilities can extend a combo and let you hammer away opponents. You’ve also got a dodge move that helps you break free of a combo executed by someone else, but it has limited charges, requiring you to think about how best to use your moves to control the fight and avoid getting locked down.

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“The main thing, I think, is the design sensibilities that go into making the combat feel right because the game, to play, is very different, as you know,” Tucker said. “Single-player hack-and-slash games, you can run in versus 50 guys and own them all in the face, and do a 50-hit combo where they don’t get to do anything. But playing against that is not very fun. [Bleeding Edge] is definitely a team game and that was a big thing that I wanted it to be, because I like playing support and you can’t play support if it’s not a team game. That was important to me as well. I think that’s one of the things people struggle a little bit when they see third-person action, is they go, ‘Oh, cool, I’m just gonna run in and kill everything!’ And it’s like, well, yeah, but so are they. You can’t run in versus four people and just kill everything because they’re as powerful as you are.

“The thing that I’m bringing, I think, from DmC into this is the design sensibility. So making the combat feel good, making the hits feel like they’re connecting, the animation slick, it feels right in your hand, got good response control.”

It might not feel exactly like DmC, but Bleeding Edge does capture that responsive, strategic feeling of fighting–while amping it up with the frantic unpredictability inherent in taking on other players.

Modding Your Heroes

Bleeding Edge also separates itself in the ways you can customize your characters. The premise of the title, as Tucker explained, is a friendly competition between cyborgs set some 50 or so years in the future. The characters are all at the “bleeding edge” of cybernetic body modification, using technology to do all sorts of weird things to themselves, and beating and blowing each other up are how they try out their latest enhancements.

Customization is part of the underlying premise, so in addition to picking different characters with a variety of abilities (and switching between them mid-match to adjust your strategy), you can also unlock “mods” to install on your characters, which change the way their abilities work. Each character gets three mod slots, and you can unlock more character-specific mods over time as you play (there are about 20 for each), which allow to you build different loadouts of each character that fit your playstyle and the strategies of a match.

The thing that I’m bringing, I think, from DmC into this is the design sensibility.”

“Using Daemon as an example, his default mod set is base attack/damage, a bit of extra health and more range for his shooting but if you wanted to you could go fully into, say, stealth and you can have a mod that makes stealth last forever, you have a mod that makes him move faster under stealth and there’s a mod, say, that does extra damage coming out of stealth. You can equip those three into a build and call it the Stealth Build, and then if you’re playing on a team where you don’t really need to care about survivability and you just want to get around the back and kill [support character] Zero Cool time and time again, then you might take that build.”

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It all sounds like a potent recipe for a competitive game, and Bleeding Edge created some fun, chaotic moments as all eight players wailed on each other in an attempt to take control points in our match. It’s tough to gauge after just one battle, of course, but there’s a depth to Bleeding Edge’s melee combat that should entice fans of MOBAs and other competitive games, with a bright, easygoing art style and accessibility that make it easy to pick up. The question is whether Bleeding Edge can make a dent in a crowded competitive game market–but at the very least, it has the potential to scratch a combat itch no other games of this type are addressing.

Though there’s no price point or release date for Bleeding Edge yet, Tucker said Ninja Theory intends to support the game after launch with additional characters (there are 10 at launch and Ninja Theory is already teasing two more) and maps (beyond the three that’ll be available at release). Tucker also said she wants to work on a more robust spectator mode for the game as well. Microsoft and Ninja Theory are also running a technical alpha on June 27, which you can sign up for on the Bleeding Edge website.

from GameSpot – Game News https://www.gamespot.com/articles/bleeding-edge-brings-ninja-theorys-dmc-design-sens/1100-6467869/

Pokemon Games After Sword & Shield May Not Feature All Monsters Either

While most mainline Pokemon games to date have allowed you to carry your monsters over from previous titles, we learned at E3 2019 that the upcoming Pokemon Sword and Shield for Switch will be bucking this trend. During a Treehouse Live segment, producer Junichi Masuda revealed that players can’t transfer every old Pokemon to the games–only those that already appear in the Galar Pokedex. And it seems Sword and Shield may not be the last Pokemon titles with this restriction.

In an interview with Famitsu (via Eurogamer), Masuda reiterates that the reason behind this controversial limitation is due to the amount of time it would take to balance every Pokemon and improve them visually thanks to the sheer size of the series’ Pokedex, which now encompasses more than 1,000 Pokemon including alternate forms. “As a result, it has become extremely difficult to make Pokemon with a new personality play an active part and to balance their compatibility,” Masuda said. “That is the reason for this decision, and we have decided that it is difficult to make all Pokemon appear in future works.”

Masuda’s response suggests that future Pokemon games may likewise not include every monster in the series, although it doesn’t necessarily rule out the possibility that more could be added in to the titles down the line. Famitsu asked if that would be the case with Sword and Shield, but Masuda said that was still “undecided” at this point.

To transfer previous monsters over to Sword and Shield, you’ll first need to bring them over to Pokemon Home, a new Pokemon Bank-like cloud service launching for Nintendo Switch and smartphones in early 2020. Pokemon Home allows you to store any monster from Pokemon Bank on 3DS, as well as Let’s Go Pikachu and Eevee, Sword and Shield, and Pokemon Go, then bring those into Sword and Shield (provided they’re in the Galar Pokedex). Unlike Pokemon Bank, you can also trade Pokemon with other players directly from Pokemon Home. The Pokemon Company hasn’t shared any pricing details for the service yet, but Pokemon Bank requires players to have a subscription, which cost $5 per year.

Pokemon Sword and Shield launch for Switch on November 15. Nintendo revealed a ton of new details about the games during a special Pokemon Direct ahead of E3. Among other things, we learned about the games’ new Dynamax battle mechanic, which allows Pokemon to temporarily grow into the size of a building during battle. We also got a look at the open-world Wild Area that stretches between towns in the Galar region, as well as the multiplayer Max Raid Battles. You can read more about the games in our Pokemon Sword and Shield pre-order guide.

from GameSpot – Game News https://www.gamespot.com/articles/pokemon-games-after-sword-and-shield-may-not-featu/1100-6467846/

Overwatch Gets New Baptiste Skin With Limited-Time Event

Overwatch is kicking off another limited-time event, this time centering around the latest addition to the roster, Baptiste. You can earn some special cosmetics including a new Epic skin for Baptiste, and the event goes hand-in-hand with a short story featuring the character.

From June 18 through July 1, notch wins in Quick Play, Competitive, or Arcade to win the new cosmetic items. Three wins will grant you a player icon, six will give you two new sprays, and nine will give you the Battle Medic Baptiste skin. You can also earn extra sprays by watching up to six hours of participating Overwatch streamers on Twitch.

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The update kicking off the Baptiste event also introduces the new Replays feature. This will let you watch previous matches with flexible controls over aspects like camera and playback speed. You can check out the official site for more info including keyboard shortcuts.

Baptiste was added to the game in March, and he marked the game’s 30th Hero. Overwatch has had more frequent, smaller events recently in addition to its big holiday-themed ones, including dabbling with free-to-play and introducing a new Workshop feature.

from GameSpot – Game News https://www.gamespot.com/articles/overwatch-gets-new-baptiste-skin-with-limited-time/1100-6467859/

Destiny 2 Ascendant Challenge Guide, Week 6 Location (June 18-25)

We’re deep into Destiny 2‘s latest content expansion, the Season of Opulence, meaning we’re back on the grind to reach the new 750 Power level cap. The good news is, there are plenty of opportunities to gather more Powerful gear. As always, a reliable way to get the gear you need fast is with the weekly Ascendant Challenge, which takes you into the strange recesses of the Dreaming City. This is the end of the six-week cycle of challenges, and this one, the Cimmerian Garrison, is one of the spookiest and most involved. Here’s where to find the Taken portal and what to do once you’re inside.

As always, the first step is to pick up the Ascendant Challenge from Petra–this is what nets you a piece of Powerful gear for completing it. Once that’s done, make sure you have a Tincture of Queensfoil. With that in hand, you’ll enter the Lost Sector in Rheasilvia, the Chamber of Starlight. You’ll need to make your way through the entire thing, as the portal is located just behind the chest that unlocks after killing the boss. While optional, you might as well complete the Lost Sector to make things easier on yourself. With that out of the way, use the Tincture to gain the Ascendance buff, which allows you to see the Taken portal. The exact location can be seen in the video above and map below.

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Jump through the portal to head to Cimmerian Garrison, located in the Ascendant Plane. Here, you’ll be faced with what amounts to a gauntlet–you’ll need to make your way through and kill an enemy at the end. Once you go inside, you’ll be chased by three knights. As you progress, you’ll have to deal with various enemies, including hobgoblins, shriekers, and thrall with yellow health bars. Take them out as you go, and you’ll reach a point where you have to platform across some rocks (because it wouldn’t be an Ascendant Challenge without some first-person platforming). Along the way, be mindful of the Taken corruption that will periodically explode with a blast of energy, which can send you falling you to your death if you aren’t careful.

Once you’re done platforming, you’ll have to kill a knight to finish things out, but beware the shrieker that spawns nearby. With the knight dead, open the chest to complete the Ascendant Challenge. There may not be any special rewards inside there, but you’ll get a piece of Powerful gear for turning in the associated bounty.

There are plenty of other ways to find good gear for Iron Banner in Jokers Wild, including the hunt to find the Exotic hand cannon Thorn. You should also be delving into the Gambit Prime and Reckoning activities, and pledging your allegiance to the Drifter or to the Vanguard–each of which offers different rewards.

from GameSpot – Game News https://www.gamespot.com/articles/destiny-2-ascendant-challenge-guide-week-6-locatio/1100-6462391/

US Presidential Candidate Endorses Video Game Unionization

Video game unionization has been increasingly talked-about in light of recent events, and now the idea has received a high-profile endorsement from US presidential candidate Bernie Sanders. The Vermont Senator is currently running to be the Democratic nominee for president in 2020, and expressed support for game unionization on Twitter.

The tweet referenced the size of the multi-billion dollar industry and praised the International Alliance of Theatrical Stage Employees (IATSE) and Game Workers Unite for organizing workers. He also linked to an article from Time, summarizing recent developments in the industry that have led to calls for unionization.

Sanders is a self-described Democratic Socialist, and has often spoken on unionization and workers rights issues. He is one of almost two dozen Democratic candidates vying for the nomination.

Unionization has been an especially pertinent topic in recent months following reports of heavy crunch at several high-profile studios. Take-Two CEO Strauss Zelnick recently expressed his thoughts about crunch, but expressed willingness to engage in collective bargaining. Some studios have made a point to respond directly to crunch, and Nintendo recently suggested its delay to Animal Crossing: New Horizons was to promote a healthy work-life balance. The crunch periods have spurred on calls from outside groups, including an open letter from the AFL-CIO.

from GameSpot – Game News https://www.gamespot.com/articles/us-presidential-candidate-endorses-video-game-unio/1100-6467864/

Monster Hunter World: Iceborne PS4 Beta Dates Announced

Get ready for a cold snap. Monster Hunter World is preparing to kick off beta sessions for Iceborne on PlayStation 4, in preparation for the expansion launch later this year.

The beta will let you try out three quests. A Great Jagras hunt will be welcoming for newcomers to get your feet wet. The wyvern Banbaro offers a mid-level challenge, and Tigrex will challenge the most seasoned hunters. You’ll also have access to all 14 weapon types across all three challenges and the training area. Weapons will include new features along with the Clutch Claw grapple and Slinger tools. Completing each challenge will earn you an item pack of consumables that will be waiting for you in the full version of Iceborne, when it launches.

The first Iceborne beta will be exclusive to PlayStation Plus users and begin on Friday, June 21. The second will be available or all PS4 owners and begin on Friday, June 28. You’ll be able to pre-load in advance, and you won’t need the base game to participate in the beta.

Monster Hunter World: Iceborne is coming on September 6 to PS4 and Xbox One, with a PC release following in the winter. You will need Monster Hunter World to place the full Iceborne expansion, and you’ll need to have finished the main story through Hunter Rank 16 to play the Iceborne content.

  • PlayStation Plus Exclusive Beta: June 21-June 24
    • 3 AM PT
    • 12 AM ET
    • 11 AM BST
    • 8 PM AEST
  • PlayStation 4 Wide Beta: June 28-July 1
    • 3 AM PT
    • 12 AM ET
    • 11 AM BST
    • 8 PM AEST

from GameSpot – Game News https://www.gamespot.com/articles/monster-hunter-world-iceborne-ps4-beta-dates-annou/1100-6467862/

Xbox One Wireless Controllers And Adapters Are On Sale At Amazon (US)

Just as Microsoft’s E3 sale on all things Xbox wraps up, Amazon swoops in with another great deal on Xbox One controllers paired PC wireless adapters, which are priced at $45 down from the listed $80. Microsoft is still offering $10 off many of its controllers directly, but Amazon’s deal is better so long as you don’t mind the standard, black model. You can save even more if you don’t care about the wireless adapter, and get it with a cable instead for $40.37 total.

Get an Xbox Wireless Controller and Adapter for $45 »

The Xbox wireless controller is currently compatible with all members of the Xbox One console family (original, S, and X) as well as Windows PC. You will likely only need one wireless dongle on PC, but each supports up to eight separate controllers. Apple made waves at its most recent WWDC event by announcing that the controller would also become compatible with iPhone and Apple TV when iOS 13 rolls out this coming fall. During its recent presentation at E3 2019, Microsoft also gave us an initial preview of Project Scarlett, its next console, and offered assurances that current controllers would be compatible with the upcoming platform.

Once you’re set up with a controller, what else do you need? Best Buy is offering a good deal on certain Turtle Beach gaming headsets, including several that are compatible with Xbox One and Windows PC. You can also head over to our general roundup of the best accessories for Xbox One.

from GameSpot – Game News https://www.gamespot.com/articles/xbox-one-wireless-controllers-and-adapters-are-on-/1100-6467861/

Fortnite Patch Notes (Today’s Update 9.30): Chug Splash, Vaulted Weapons

Developer Epic Games continues to change Fortnite week-by-week, and the new update, version 9.30, introduces more new elements to the free-to-play battle royale phenomenon. Update 9.30 is live now on PS4, Xbox One, PC, Nintendo Switch, iOS, and Android, adding a new item, removing weapons, and making a notable change to shotguns. Read on for the full patch notes and a rundown on its biggest additions and changes.

This week’s new item is the Chug Splash, a throwable that allows you to heal other players. “Upon impact, the item splashes liquid in a small area,” Epic’s official blog post states. “All players within the splash radius will be instantly granted 20 health/shield.”

If you’re injured, you’ll receive 20 health, while those with full health will be given 20 shield. “Chug Splash can heal allies, enemies, and can extend the duration of the ‘knocked’ state for knocked players.” Chug Splashes are available in rare variants only from floor loot, chests, vending machines, supply drops, and llamas. They drop in stacks of two, up to a maximum of six.

Three limited-time modes enter the battle royale fray this week. Sniper Shootout Duos sees teams of two fight off with sniper rifles only, while Trios is classic battle royale with three-person squads, and Solid Gold Squads increases the abundance of legendary weapons.

Elsewhere, explosive availability has been drastically reduced: Epic has vaulted (removed) the Boom Bow, Dual Pistols, and Dynamite. The developer didn’t offer much in the way of explanation for the change, merely stating, “These vaults are primarily targeted at adjusting the availability of explosives, putting them more in line with where we think they should be.”

Shotguns have also been tweaked. The Combat Shotgun’s long-range damage has been reduced, and there is no longer a delay when switching to shotgun weapons–unless you have multiple shotguns in your inventory. Take a look at the full list of Fortnite: Battle Royale patch notes below, via Epic.

In other Fortnite news, it was revealed last week how the game was nearly canceled. It has, however, gone on to be extremely successful, with Epic recently being given a BAFTA special award.

Fortnite Update 9.30 Patch Notes

Weapons And Items

  • Chug Splash
    • On impact, this thrown item splashes liquid in a small area. All players within the splash radius will be instantly granted 20 Health/Shield.
      • Grants health unless you are full health, in which case it will grant Shield.
      • Chug Splash can heal allies, enemies, and can extend the duration of the ‘knocked’ state for knocked players.
    • Rare variant.
    • Drops in stacks of 2.
    • Max stack size: 6.
    • Can be found from Floor Loot, Chests, Vending Machines, Supply Drops, and Llamas.
  • Shotgun Swap Delay Removed
    • Shotgun cooldowns now only apply when the player is carrying multiple shotguns, regardless of Shotgun type.
      • This is a Quality of Life change to prevent the swap delay system from interfering with players who do not have multiple shotguns in their inventory. As with all changes, we’ll be keeping a close eye on this and make adjustments if necessary.
  • Reduced the Combat Shotgun’s long-range effectiveness
    • Reduced damage at medium distances by 10%
      • 2.44 tiles to 4.88 tiles
    • Reduced damage at long distances by 20%
      • 4.88 tiles to 9.76 tiles
    • The Combat Shotgun’s accuracy uniquely enables players to hit shots from longer distances compared to other shotguns. However, the damage at those longer ranges was a little higher than desired.
  • Vaulted
    • Boom Bow
    • Dual Pistols
    • Dynamite
    • These Vaults are primarily targeted at adjusting the availability of explosives, putting them more in line with where we think they should be.
  • Removed the ability to ride Proximity Grenade Launcher projectiles
    • Due to the faster speed of this projectile, it was causing problems with level streaming. You can still ride rockets launched from Rocket Launchers.
  • Added short delay to start damaging players from Storm Flip on entry, to mimic normal Storm gameplay
  • Added Storm Flip to Audio Visualizer when it is activated
  • Toys no longer will show up in the elimination feed on Starter Island

Bug Fixes And Adjustments

  • Players could shoot immediately after using a Rift to Go.
  • Supply Drones would sometimes spawn underground in areas with water.
  • Adjusted the area of around the Reboot Van that players cannot build to prevent the placement of floors and traps under the Van.
  • The Proximity Grenade Launcher was auto reloading while aiming down sights.
    • This is fix makes it consistent with Snipers and will reload once unscoping or after next attempt to fire.
  • Adjusted the timing for the effects of consumables to help situations where players would switch away from the consumable before it finished activating.
  • Reboot Cards will no longer fall to the ground. They will remain where they spawn.
  • Reboot Cards were remaining available on the map even after the timer had expired.
  • Campfires could block explosion damage at specific angles.
  • The Shadow Bomb double jump ability could be activated while under the effect of a Boogie Bomb.
  • Boogie Bomb effects would continue playing on players while they were skydiving.
  • Empty Shadow Bombs could not be discarded correctly if eliminated while the effect was active while in respawn game modes.
  • Players that had a Rift to Go used on them at the same time they were being rebooted would sometimes not be put into the skydiving state.
  • Storm Flip would deal incorrect damage if two were overlapped on each other.
  • Storm Flip was able to stop a Supply Drop from falling
  • Weapons were showing while using emotes while on a Driftboard

Gameplay

  • Made the “Hold to Swap” feature an option. This defaults as OFF.
    • With the option OFF, pickup is now back on the initial button press instead of button release. This should result in more responsive pickup behavior.
  • Made the Fortbyte Pressure Plate Puzzle NW of The Block easier to complete.
    • Once unlocked the Fortbyte will be available for up to 15 seconds.
    • Parking all vehicles on the pedestals will trigger them, except the Hoverboard.
  • Slipstreams now fade out the visual effects and play audio cues to warn that they are shutting off before the collision and forces are disabled, to give players more advance warning.
  • Added Storm Flip color switch effects, depending on Storm intersection points.

Bug Fixes And Adjustments

  • Skydiving from the bus toward a slipstream was not auto-deploying gliders at the correct height.
  • Storm Surge was not activating in Phase 8
  • Player health could be improperly rounded when receiving damage.
  • The health bar for structures could disappear when hitting a wall and swapping to build mode.
  • Lava was dealing damage to players too quickly.

Performance

  • Rendering optimizations on player built walls to help end-game situations with thousands of building pieces.
  • Added general optimizations for audio visual indicators.

Bug Fixes and Adjustments

  • Resolved an issue causing poor performance in the lobby on Mac when in a large party.

Audio

  • Improvements to Grenade Launcher and Grenade fuse sounds
    • Added a close-range fuse loop that is attenuated based on damage radius.
    • Sound ramps up as the projectile get close to exploding. If you hear this you’re going to take damage unless you block the explosion.
  • Lowered the volume of vehicles in a Slipstream that doesn’t have a driver/passenger.
  • Increase the range for the enemy 1×1 pickaxe impact sound from 1 tile to 1.5 tiles

Bug Fixes And Adjustments

  • Fixed an issue with audio device hot-swapping when switching between outputs.
  • One-shot sounds could re-trigger when walking into audio range.
    • This was most noticeable with harvesting, explosion, and gunshot sounds.
  • The Victory Royale sound no longer gets affected by the slow-motion effect when a match is won.
  • The Combat Shotgun had the wrong fire sounds on mobile/Switch.
  • The Baller suction sounds were playing 2d if someone piloted a baller that you’d previously dismounted.
  • Sounds for consumables would not play if approaching a player while they were already using them
  • Footstep audio for the “Take the Elf” emote wasn’t playing.

UI

  • Hiding the vehicle health bar that appears above a vehicle if you are the player operating it to avoid two vehicle health bars from being displayed.
    • The vehicle health bar that appears above a players health and shield will remain in the HUD.

Bug Fixes And Adjustments

  • The direction-to-safety vector lines were not appearing properly on the map when in game modes where respawn was enabled.

Replay

Bug Fixes And Adjustments

  • Scrubbing a replay could cause the unique font color on Golden points of interest to disappear.

Mobile

  • Increased the size of the auto-pickup radius for items

Bug Fixes And Adjustments

  • Graphical Improvements:
    • Lava textures were not appearing properly in the Floor of Lava Limited Time Mode on Android.
    • Resolved HLOD issues that were occurring at Loot Lake on Mobile.
    • Fixed the Quinjet Glider deploy animation on the Google Pixel 2.
    • The collar of the Instinct Outfit was clipping into the hood.
    • The Fiend Wrap and Turbulent Wraps were not displaying properly on certain Mobile devices.
    • The icon for the Wonder Outfit was displaying as pixels.
  • The FPS counter was not being properly displayed in-game when enabled.
  • While the map was opened, pressing anywhere outside of it was making that press count as if it was the joystick.
  • The Cycle Weapons HUD Layouts weren’t visible after jumping from the Battle Bus
  • Fixed an issue where the “Require Access to Contacts” prompts was appearing for Mobile players.
  • Sound effects and music were not playing properly on the Moto Z2Force and HTC U11 devices.
  • Reloading a Shotgun was being impeded when Tap Anywhere was active.
  • Using a bluetooth controller was assigning players to the incorrect matchmaking bucket.
  • Player character models weren’t appearing after returning to the Lobby from the Item Shop.
  • The Controller UI was appearing on screens even when a controller wasn’t connected.

from GameSpot – Game News https://www.gamespot.com/articles/fortnite-patch-notes-todays-update-930-chug-splash/1100-6467857/

Death Stranding Director Hideo Kojima Coming To San Diego Comic-Con

Hideo Kojima’s new game, Death Stranding, was a no-show at E3 2019 last week. So when will we hear about it next? We might learn more at San Diego Comic-Con in July.

The game developer posted on Twitter today to say he and Drive director Nicolas Winding Refn are coming to San Diego Comic-Con. The specifics are unknown at this point, but it could be that the pair are appearing on some kind of joint panel where they talk about each other’s projects.

The full San Diego Comic-Con schedule hasn’t been posted yet, so there is no word yet on if the Kojima/Winding Refn panel is officially part of the show or connected to it in some other manner. The show runs July 18-21 in San Diego.

Winding Refn is the director of several Ryan Gosling movies including Drive and Only God Forgives. He appears in Death Stranding as the character “Heartman.”

He and Kojima are friends. Kojima appears in Winding Refn’s new Amazon show, Too Old To Die Young, in which he cuts off a man’s finger with a giant sword.

Winding Refn is just the latest celebrity to feature in Death Stranding. The Walking Dead’s Norman Reedus plays the main character, while Lea Seydoux, Lindsay Wagner, Mads Mikkelsen, Margaret Qualley, Tommie Earl Jenkins, and Troy Baker all have roles in the game.

Death Stranding releases for PS4 on November 8.

from GameSpot – Game News https://www.gamespot.com/articles/death-stranding-director-hideo-kojima-coming-to-sa/1100-6467856/