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Wolfenstein: Youngblood’s Estimated Game Length Revealed

During Bethesda’s E3 2019 presentation we got a good look at the upcoming first-person shooter Wolfenstein: Youngblood. Though this year’s E3 may have ended, news about the convention’s biggest games continues to trickle out. One such piece of information is the length of the Wolfenstein spin-off.

Machine Games’ executive producer Jerk Gustafsson sat down with GamesBeat to talk about Wolfenstein: Youngblood and discussed the new characters–BJ Blazkowicz’s twin daughters, Jess and Soph–the game’s length, and more.

GamesBeat asked Gustafsson just how long Wolfenstein: Youngblood is, to which Gustafsson said the game is the studio’s “biggest game yet, but it’s a pretty short production time.” Gustafsson said, “I think we’re looking at at least 25 to 30 hours if you play through everything.” He added that the “level progression and the non-linear narrative” makes the game longer than their previous titles. Game length statistic site How Long To Beat reports that Wolfenstein: The New Order and Wolfenstein II: The New Colossus both have main storylines that take approximately 11 hours to finish.

GamesBeat also asked how Machine Games settled on two-player co-op. Gustafsson said, “We know that Anya [Blazkowicz’s wife] was pregnant with twins. It made sense to do something fresh and new in the ’80s when the twins were older. We also wanted to do a story about growing up and the transition between adolescence and adulthood. Those were the main reasons for going with the two characters.”

Wolfenstein: Youngblood launches on July 26 for Nintendo Switch, PC, PlayStation 4, and Xbox One.

from GameSpot – Game News https://www.gamespot.com/articles/wolfenstein-youngbloods-estimated-game-length-reve/1100-6467839/

Cyberpunk 2077’s Behind-Closed-Door E3 Demo To Be Public Soon

Cyberpunk 2077 had an impressive showing on Microsoft’s stage during E3 2019, where we learned lots of information–like the role Keanu Reeves plays–and saw lots of exciting gameplay. That gameplay may have been restricted to a behind-closed-doors event on the show floor, but Polish developers CD Projekt Red announced that we’ll all get to see it this August.

In replying to a tweet from Wushu Studios’ community manager, CD Projekt Red’s global community lead Marcin Momot said Cyberpunk 2077’s extended gameplay demo will be public during this year’s PAX West, which takes place in the Washington State Convention Center in Seattle between August 29 and September 2. Momot said, “It’s going to happen exactly during PAX West.”

In other Cyberpunk news, we’ve learned that the sci-fi, first-person shooter will have multiple endings. In an interview with YongYea during this year’s E3, quest director Mateusz Tomaszkiewicz simply confirmed that, like The Witcher 3: Wild Hunt before it, Cyberpunk 2077 will have more than one ending. How many remains to be seen, as Tomaszkiewicz didn’t quantify “multiple.” However, Tomaszkiewicz also said that all other augmentations–aside from the two assigned during the Prologue–are completely optional and that there is currently no level cap set for the game.

We’re getting ever closer to the release of Cyberpunk 2077, as CD Projekt Red founder Marcin Iwinski confirmed that the game has entered the polishing stage of development. Cyberpunk 2077 launches on April 16, 2020 for PC, PlayStation 4, and Xbox One.

More E3 News:

from GameSpot – Game News https://www.gamespot.com/articles/cyberpunk-2077s-behind-closed-door-e3-demo-to-be-p/1100-6467833/

Pokemon: Last Chance For A Free Shiny Pikachu / Eevee In Let’s Go

Last month, The Pokemon Company began distributing a free Shiny Pikachu and Eevee for the Let’s Go games on Nintendo Switch. If you’ve yet to claim one, however, your time to do so is running out. The distribution is set to end this Sunday, June 23, making this your last opportunity to add the free Shiny Pokemon to your collection.

To claim the Pokemon, you’ll first need to download the free Pokemon Pass app on your smartphone. You can grab it from Google Play or the App Store. Once the app has been installed, you’ll need to visit a participating Target store, then find a sign with a QR code for the free Pokemon in the toy aisle. Scan the code using the Pokemon Pass app and you’ll receive a serial code that you can then input in the Let’s Go games.

The Pokemon you’ll receive will be the opposite of the version you own, so you’ll get a Shiny Eevee in Let’s Go Pikachu, and a Shiny Pikachu in Let’s Go Eevee. Each Pokemon comes at level 10 and knows the following movesets:

Pikachu

  • Thunderbolt
  • Double Kick
  • Double Team
  • Thunder

Eevee

  • Double-Edge
  • Iron Tail
  • Helping Hand
  • Facade

Once you’ve gotten a serial code from Target, fire up your copy of Let’s Go and select the Mystery Gift option from the game’s main menu. Choose the option to receive your gift with a code/password, then the serial code and the free Pikachu or Eevee will be downloaded into your game. You can find step-by-step directions in our guide on how to get your free Shiny Pikachu or Eevee.

Pokemon: Let’s Go Pikachu and Eevee are available now on Nintendo Switch, but those aren’t the only Pokemon RPGs coming to the console. A new pair of Pokemon games, Pokemon Sword and Shield, are set to launch on the system on November 15. We learned a lot more details about the titles at E3 2019; we got our first look at their new Dynamax mechanic and learned how Max Raid Battles work. 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-last-chance-for-a-free-shiny-pikachu-eevee/1100-6467832/

Mortal Kombat 11 Adding “Kombat League” With Ranked Seasons, Rewards

Mortal Kombat 11 is getting a significant addition to competitive play with an update coming on June 18. The “Kombat League” update will add a seasonal ranked mode with in-game rewards up for grabs.

In Kombat League, you can participate in ranked matches during four-week seasons to compete (ahem, kompete) your way across nine tiers of ranks. Those range from Apprentice to Elder God. Rewards are cumulative for all lower tiers, and you’ll earn rewards based on the highest tier you reached during the season. The update will also add new daily and seasonal quests for more items. Once a season ends, the next one will start immediately so you can start grinding your way up to the next set of rewards. The first season is called the Season of Blood.

The matchmaking system will pair you up against players of similar skill levels as you improve and climb the ranks. The update will also add a new meter to give you a quick look at your chances of winning against an opponent when you begin a ranked match.

The Kombat League will be launching alongside Shang Tsung, the first of six planned DLC fighters. The studio has also revealed Spawn, Nightwolf, and Sindel are coming, but another DLC fighter reveal could be on the way.

from GameSpot – Game News https://www.gamespot.com/articles/mortal-kombat-11-adding-kombat-league-with-ranked-/1100-6467835/

Final Fantasy 14 Will Be Flooded With Fat Black Chocobos If Amazon Gets Its Way

Final Fantasy XIV fans should head over to Amazon, because the retailer is offering a free Fat Black Chocobo Mount DLC along with any game listed at $20 or more for the rest of June. Note that this even applies to games that are currently discounted below $20, so long as the list price is high enough. The deal follows up on E3 2019, where Square Enix revealed FFXIV’s upcoming, third expansion: Shadowbringers, which launches on July 3. That pairs most naturally with purchasing a time card for playing FFXIV itself, but if you’re already stocked up on MMO subscriptions, you can instead grab the DLC along with nearly any game or accessory. We’ve listed a few highlights below.

Get 30 days of FFXIV along with the Fat Black Chocobo Mount DLC for $30 »

Shadowbringers is the third major expansion for Square Enix’s nearly decade-running MMORPG, and director Naoki Yoshida promised during the E3 reveal that it would contain as much new content as a standalone RPG. That includes the new gunbreaker class, the rabbit-like Viera as a new playable race, an increased level cap, and a New Game+ mode that lets players go through old missions again while retaining their progress. Perhaps most exciting, however, was the reveal that Shadowbringers includes a collaboration with Nier: Automata‘s auteur creative director, Yoko Taro, in the YoRHa: Dark Apocalypse 24-player raid, which is set in his game’s world.

Square Enix’s E3 2019 presentation featured a healthy dose of Final Fantasy all around, including more gameplay footage from the hotly-anticipated Final Fantasy VII Remake. The studio also revealed Trials of Mana, a full 3D remake of the SNES cult curio (in the west, at least) Seiken Densetsu 3, which marks the game’s first English-language release. It will arrive on Switch, PS4, and PC in early 2020.

More E3 News:

from GameSpot – Game News https://www.gamespot.com/articles/final-fantasy-14-will-be-flooded-with-fat-black-ch/1100-6467828/

Fallout 76 Nuclear Winter Battle Royale Beta Extended Indefinitely

Bethesda launched a new Fallout 76 game mode at E3 2019 as a “beta sneak peek,” but has now extended it indefinitely. The Nuclear Winter mode brought the popular battle royale genre to Bethesda’s online game, and now the studio has announce it will remain available.

When first announced, it seemed Nuclear Winter would be a limited-time mode only available during the free trial period. But in an update on the Fallout 76 blog, the company says “the pre-beta sneak peek of Nuclear Winter will remain on and continue to receive updates.”

The note also made a point to thank the fans for their enthusiasm in trying out the new mode.

“We’ve been blown away by the reactions and responses we’ve been seeing all week to Nuclear Winter. It has been so amazing to read all your experiences and see everything you’ve been sharing. There are so many incredible up-and-coming Overseers! Vault 51 is lucky.”

Fallout 76 had a rocky launch, but Bethesda has been committed to maintaining it with regular updates. Todd Howard also opened up recently about its early struggles and what he would have done differently.

At E3, Bethesda also announced an upcoming expansion that will add human NPCs for the first time. There’s still a special E3-themed bundle for sale as well through July 8, which lets you get extra in-game currency and some other bonuses for cheaper than the usual conversion rate.

from GameSpot – Game News https://www.gamespot.com/articles/fallout-76-nuclear-winter-battle-royale-beta-exten/1100-6467827/

Fallout 76 Battle Royale Beta Extended Indefinitely

Bethesda launched a new Fallout 76 game mode at E3 2019 as a “beta sneak peek,” but has now extended it indefinitely. The Nuclear Winter mode brought the popular battle royale genre to Bethesda’s online game, and now the studio has announce it will remain available.

When first announced, it seemed Nuclear Winter would be a limited-time mode only available during the free trial period. But in an update on the Fallout 76 blog, the company says “the pre-beta sneak peek of Nuclear Winter will remain on and continue to receive updates.”

The note also made a point to thank the fans for their enthusiasm in trying out the new mode.

“We’ve been blown away by the reactions and responses we’ve been seeing all week to Nuclear Winter. It has been so amazing to read all your experiences and see everything you’ve been sharing. There are so many incredible up-and-coming Overseers! Vault 51 is lucky.”

Fallout 76 had a rocky launch, but Bethesda has been committed to maintaining it with regular updates. Todd Howard also opened up recently about its early struggles and what he would have done differently.

At E3, Bethesda also announced an upcoming expansion that will add human NPCs for the first time. There’s still a special E3-themed bundle for sale as well through July 8, which lets you get extra in-game currency and some other bonuses for cheaper than the usual conversion rate.

from GameSpot – Game News https://www.gamespot.com/articles/fallout-76-battle-royale-beta-extended-indefinitel/1100-6467827/

The Division 2 Devs’ Response To Crunch And Player Feedback Is A Game-Changer

The demands of supporting live service games are far-reaching and complicated–and this is true for Massive’s The Division 2. Just recently at E3, the game’s new Expeditions feature was detailed at E3, and that’s part of the game’s extensive first year of free content updates.

In a new video feature, GameSpot’s Jess McDonell looks at Massive’s The Division 2 specifically and how the studio has gone about supporting the ongoing game and interacting with its community. Jess speaks with Massive community developers Petter Mårtensson and Christoph Gansler about how they engage with and incorporate player feedback with the live service game.

You can watch the full video above, while the entire Q&A is available below featuring joint responses from Gansler and Mårtensson. In it, the developers talked about the value of transparency in The Division 2’s development, how to manage player feedback, and how to maintain a constantly evolving online game.

Gansler and Mårtensson also discuss the hot-button issue of crunch, which is an industry term for the practice of developers working overly long hours to finish milestones.

No Caption Provided

GameSpot: How important is player feedback to what ends up in the game?

Gansler and Mårtensson: Player feedback is very important to us at Massive Entertainment. We’re always monitoring social channels and forums such as Reddit and YouTube to see what the players are saying about the game. We want our community to know that we see the development of The Division 2 as an ongoing relationship. That said, we and the players don’t always agree on everything. We need to constantly have a holistic view of what goes in and what goes out of the game. But we discuss the feedback we get on a daily basis.

When it comes to developing The Division 2 and incorporating player feedback, how strongly do you agree or disagree with the alleged Henry Ford quote: “If I had asked people what they wanted, they would have said faster horses.”

“We learned a lot from the first game that we took with us into The Division 2.”

As developers, we must have a 360-degree view of the game. Our designers and production teams know the game intimately. They know what’s feasible and what’s not feasible, and they know how certain changes that are being requested would or wouldn’t work practically. Sometimes feedback can be laser-focused on a specific aspect of the game that, if changed, could have much bigger implications that you don’t directly see. At the same time, many of our players also know the game very well, so nothing is discarded.

In addition, we have a lot of data from the game. We have a great data analytics team that works together with our user researchers and the community team. Together, they see how our players play the game and sometimes the loudest complaints are not reflected in reality.

Has your perspective of how to respond to or implement player feedback changed from The Division 1 to The Division 2?

We learned a lot from the first game that we took with us into The Division 2. Updates 1.4 and 1.8 for The Division were largely based on player feedback and we even brought community members to our studios for workshops on the game’s development (big shout out to all our Elite Task Force members!). That mindset is something that we took with us to the second game.

How often are highly requested features implemented?

For every title update we’ve released for The Division 2, we try to implement various features or tweaks that have been requested by the community. Some requests take longer to implement of course, but we have some cool stuff coming up that community members have discussed and requested that I won’t spoil now.

There are thousands of suggestions across your official forums and the Division 2 subreddit. Where is the line between seeing highly requested features and what can practically be implemented, whether that be for volume or technical reasons?

That line can be difficult to draw. As mentioned earlier, we look at all the feedback we get, see if it’s something that we believe would make the game better, if it’s technically possible to implement, and then decide based on those factors.

“We can’t always answer every question or respond to every criticism, which of course can be frustrating for some, but we try to talk to our players as much as we possibly can”

Even when your community doesn’t agree with certain mechanics or changes, they seem to have an incredible amount of respect for how consistently they are heard and communicated with. Was this always the plan? How do you practically maintain that open line of communication?

We are fortunate to have a passionate community team that has a frequent dialogue with our players. Our Twitch channel is our main tool, where we do our weekly State of the Game livestreams. We also do gameplay streams since that’s a great avenue for us to just sit down, play the game and talk directly to our community.

We can’t always answer every question or respond to every criticism, which of course can be frustrating for some, but we try to talk to our players as much as we possibly can. The community team also has a close relationship with the developers themselves and information flows both ways as a result. Myself and Chris, the community developers for the game, sit smack down in the middle of the Live Team and are in constant communication with them to make sure we know everything that is going on.

And yes, this was always a part of the plan. State of the Game has been running for a long time, from before the first game even launched, and we have no plans to stop doing it. The community interaction has been incredibly important for all of us working on the game. Many of our developers show up on our streams or interact with fans on Twitter and other social channels.

Can you offer some examples of things that have changed in the game as a result of player feedback?

For the first game, Update 1.4 was eye-opening for us. For The Division 2, the drawbacks on weapon mods were very controversial within the community and we ended up removing them from the game.

Can you offer some examples of things that have not changed, despite player suggestions to alter them, and the thinking behind this?

We had planned to increase the Gear Score in the game from 500 to 515, with the latter only available in the Dark Zones. In the end, we decided to not go through with that change, which frustrated some players that were looking forward to it. We understand them, but with a series of PvE and PvP changes in our latest title update (Title Update 3), we want to improve the Dark Zone experience and make it more fun and rewarding. That said, we felt that keeping the gear score at 500 was for the best, from a game experience standpoint, as it is too early to introduce higher gear score items at this time.

How do you manage when your audience is divided in what they want out of the game (for example lowering versus maintaining the current mission difficulty)? With whom does the final decision sit on whether something should or shouldn’t be implemented?

The final decision sits with the directors, designers and the production teams. As mentioned earlier, we need to always figure out if a change is positive and realistic. The community can absolutely be split when it comes to certain topics, but in the end, we must make decisions based on those factors. The sad reality is that there will always be people who are disappointed with any changes to the game, something that comes with every live game. You can’t please everyone, but we hope people know that everything we do, we do for the overall betterment of the game.

To what degree is this communication or transparency a virtue (or a problem) for the development team?

Sometimes things go wrong, and we don’t believe in hiding from our mistakes. We’re human and mistakes happen. Transparency is very important for us; it’s part of the DNA of the project. Of course, we can’t talk about everything, even if we’d want to. That’s just the reality of game’s design and the business. Again, referring to Update 1.4 for the first game – that’s when we truly learned how important transparency can be, how important it is for our relationship with our players. That informed us moving forward.

It’s a virtue because the whole team is behind it. The problems arise when we have things we can’t talk about for whatever reasons. That can cause frustrations since players want answers to their questions. It’s a fine line to walk. You don’t want to over promise and under deliver, for example.

Does having a constantly evolving online game change the way you view the developer/player relationship?

Yes and no. This relationship is natural to us now. Of course, it changes over time, especially with new tools becoming available and new social platforms and groups popping up. Recently, we set up our own official Discord server and, all-of-a-sudden, we have a new tool to gather feedback, get a sense of the community mood and directly talk to our players in ways we couldn’t before. Having a live game means staying dynamic – when it comes to developing the game, as well as for how we communicate. Over time, I hope we can become even closer to our players in new and creative ways.

“We’re human and mistakes happen. Transparency is very important for us; it’s part of the DNA of the project.”

What are the unique challenges and advantages to having a constantly evolving game?

The challenges and advantages lie in that dynamic setting. There are things happening all the time, but not everything is visible to the players. Small changes can inadvertently become huge changes, and vice versa. We need to be at the top of our game constantly, monitor what is happening in the game and in the community and react accordingly. It can be hard, but extremely rewarding too. It’s a team effort and our live and production teams are taking on that challenge on a daily basis.

How do you manage the swings between positivity and negativity that come from the community?

We do our very best to communicate, listen and be as transparent as possible. We talk to our players as much as we can, even if it’s not always possible. We gather all the feedback, using both qualitative and quantitative methods. Those swings are a natural part of communities, but overall The Division community has been a supporting and welcoming place for a long time now. We also know that feedback always comes from the love of the game, so even if it’s something negative, players just want the game to be better. We appreciate that.

How much do you try and implement with each update and how do you manage constant rebalancing and bug fixing?

We try to implement the updates as much as we can, within the limits we have. For Title Update 3 that we just released, for example, we made a series of balance changes while also fixing hundreds of bugs – some visible to the players, some not. We’re not slowing down, and our different teams are 100 percent dedicated to making The Division 2 even bigger and better. It’s an ongoing process, but with the knowledge we have from releasing and operating the first game, we’re in a good position to take this game to new heights.

In regards to reports that online, evolving games require constant ongoing development, do your development teams undergo periods of crunch and what are your thoughts on the practice?

When it comes to developing online, evolving games or game-as-a-service, there is less ramp up and ramp down time than during traditional game production. The team working on The Division 2 has managed to respect a healthy work-life balance throughout the project. We’re actively working to prevent teams working overtime, and when it does happen we have very clear rules and communication about the practice. For example, overtime is always paid in accordance with Swedish work regulations. And HR follows up with every team member individually to assess workload and find solutions to strike the right balance.

At Massive, we are intent on providing a healthy and enriching work environment with the goal of keeping our team members with us for 10 years or more. Work-life balance is essential if we want to attract and retain the best talent to continue developing games on the same scale and quality as The Division 2. We were rated as one of Sweden’s most attractive employers amongst young professionals in 2018, so we’re pleased with how our efforts are paying off so far.

from GameSpot – Game News https://www.gamespot.com/articles/the-division-2-devs-response-to-crunch-and-player-/1100-6467822/

Top 10 UK Games Chart: PS4 And Xbox One Exclusives Thrive In E3 Week

PS4 and Xbox One exclusives litter the UK all-format physical sales chart for the week ending June 15, but FIFA 19 still prevails at No.1. In a quiet week for new releases, PlayStation exclusives Days Gone and Spider-Man maintain their respective positions of No.2 and No.3.

Below the PlayStation pair, which benefit from Sony’s ongoing Days of Play sale, lies Forza Horizon 4 at No.4. Two more PS4 exclusives manage a top 10 finish, with PSVR Worlds at No.7 and Blood & Truth at No.10.

The week in question saw no new games hit the UK top 40, and it was a week focused on news of upcoming games thanks to E3 2019. FIFA 20 will likely be a big hitter in the UK when that launches in September, for example, while PES 2020 was also revealed. For all the news from the world’s biggest games show, check out our awards for the best of E3 2019.

You can read the full top 10 sales chart for this week below, courtesy of UKIE and GfK Chart-Track. Note this table does not include digital sales data, and so should not be considered representative of all UK game sales.

  1. FIFA 19
  2. Days Gone
  3. Spider-Man
  4. Forza Horizon 4
  5. Red Dead Redemption 2
  6. Battlefield V
  7. PSVR Worlds
  8. Anthem
  9. Grand Theft Auto V
  10. Blood & Truth

from GameSpot – Game News https://www.gamespot.com/articles/top-10-uk-games-chart-ps4-and-xbox-one-exclusives-/1100-6467826/

Shenmue 3 Dev Responds To Concerns Over Epic Store Exclusivity

During E3 last week it was confirmed that the long-in-development crowdfunded game Shenmue III will release on PC as an exclusive to the Epic Games Store at launch.

Some people got upset about this because the studio, Ys Net, had originally said the game would be available on Steam. The game is still coming to Steam, but not until 12 months after its release on the Epic Games Store. Now, developer Ys Net has responded to the outcry, but only in a preliminary way.

In a post to the game’s Kickstarter page, Ys Net said it hears the concerns of fans. Representatives from the studio were in Los Angeles for E3 where they showing off the game, but when they return to home base they’ll look into how to “find a way forward” as it relates to explaining to fans that their faith in the studio can be upheld.

“We want to make sure that the Backers are aware that we are listening to their concerns,” reads a line from the update. “We kindly ask all our fans to have some patience, we are currently at E3 demoing the game and need to get back to our respective offices to assess the situation and together find a way forward to justify the trust you placed in us.”

In 2015, more than 69,000 people contributed $6.3 million to fund the development of Shenmue III on Kickstarter. Saints Row publisher Deep Silver later came aboard as a publisher.

Shenmue III was among the titles that Epic announced as being timed-exclusives for the Epic Games Store. Another title was Untitled Goose Game from Australian developer House House. The studio said Epic made an offer that gave them a unique sense of stability in an industry where that is far from a guarantee.

Shenmue III is also coming to PlayStation 4. The Shenmue III release date is set for November 19. A new trailer was released during E3; check it out in the video embed above.

from GameSpot – Game News https://www.gamespot.com/articles/shenmue-3-dev-responds-to-concerns-over-epic-store/1100-6467821/