September 14, 2017

Dishonored: Death of the Outsider Launch Trailer Released

Posted on September 14, 2017 by Rae Michelle Richards

Dishonored: Death of the Outsider is out on Windows PC, PlayStation 4 and Xbox One. This standalone sequel to last year’s Dishonored II also provides Billie Lurk with the starring role as the playable protagonist for this entry in the Dishonored franchise. 

Billie does not have “the mark of the outsider”, instead she has her own unique set of abilities allowing her to plan a bank heist, enter underground fight clubs and ultimately take down the Outsider and bring a close to the plotline of Dishonored II. 

Content Warning: Bethesda’s recently released launch trailer does mature content including graphic violence and at least one beheading. 


New Layton game on the way in October

Posted on September 14, 2017 by Jason Nason

Despite the fact that I have yet to actually try any of the previous games in the series there was one game that I’m pretty interested in trying. The games is the latest in the Layton series from Level 5 and comes to the Nintendo 3DS in October.

Layton’s Mystery Journey: Katrielle and the Millionaires’ Conspiracy arrives on October 6th and is the next game in the franchise. The puzzle solving / adventure title is a single player affair and features a brand new adventure in the Layton series, this time with a female protagonist.

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Nintendo Direct reveals tons of new games for Switch & 3DS

Posted on September 14, 2017 by Jason Nason

Origianlly I held back because I wanted to do in depth posts for each game revealed in yesterday’s Nintendo Direct, but there are so many games that it may take me a while. So for now check out the full Direct video below as well as Nintendo’s press release from yesterdays announcments.

Stay tuned for some more details about some of the games that I’m most excited for as well in the coming days.

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September 14th Nintendo Download

Posted on September 14, 2017 by Jason Nason

Nintendo 3DS eShop

Metroid: Samus Returns – Explore a hostile alien planet as legendary bounty hunter Samus Aran. Her mission? Terminate the Metroid menace in a masterful reimagining of her 1991 Game Boy adventure. This intense, side-scrolling action platformer revitalizes classic gameplay with stunning 3D visuals and a wide range of new content sure to please both new and veteran players. The Metroid: Samus Returns game will be available on Sept. 15.

Minecraft: New Nintendo 3DS Edition: Fans of Minecraft will have another way to play the hit creation game when it comes to New Nintendo 3DS systems. This portable version of the game comes with Survival and Creative modes, five skin packs and two texture packs. Minecraft: New Nintendo 3DS Edition is available now in Nintendo eShop. The packaged version will launch at a later date.

YO-KAI WATCH 2: Oni Evolution Update (Version 2.0): Anyone that owns the YO-KAI WATCH 2: Bony Spirits or YO-KAI WATCH 2: Fleshy Soulsgames can download a free “Oni Evolution” software update starting today. It adds the Yo-kai Watch Psychic Blasters mode with additional bosses to battle against, the chance to befriend new Yo-kai and more fun features. This update also allows players the ability to transfer save data from the YO-KAI WATCH 2: Bony Spirits and YO-KAI WATCH 2: Fleshy Souls games to YO-KAI WATCH 2: Psychic Specters, which launches on Sept. 29.

Also New this Week

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Quake Champions Developers Discuss Network Improvements & Future Content

Posted on September 14, 2017 by Rae Michelle Richards

Every week developers from id Software take to Twitch.TV to discuss upcoming content, balance passes and other changes coming to Quake Champions. They also dedicate a good amount of time to answering questions from the community – whether these questions have been gathered from the Bethesda forums, official GC discord or social media. 

Last week’s stream, held on September 8th, featured a number of questions surrounding the possibility of new content – specifically themed seasonal events akin to those done for Overwatch and purchasable shaders. Other questions of interest included what the devs are working on to combat “rubber banding” (other player avatars moving erratically or not playing the correct animations) and Rockets which seem to still be registering 0 DMG randomly. 


In regards to Shaders it doesn’t sound like the devs will be making them purchasable with Shards anytime soon. Looks like they will be staying as challenge rewards and lootbox drops: 

  1. Willcolour-shadersbe purchaseable with favour?
    No, probably not. The reason is that we think that the lootbox makes a good case for us. We talked about it in a previous written AMA in the form of “premium shaders” (purchasable premium shaders), but the “standard shaders” we have now is a good way to ensure there are things to earn. If you could buy them individually, there’d just be a lot of content you wouldn’t want anyway. 

New announcers may be added in the future in the form of “Announcer Packs” after Early Access has concluded:

8. New Announcers
We’d like to introduce Announcer Packs, but Early Access is not the time for it. From our experience, it’s very easy to find you need to add new announcer lines for new modes, for example, and if we record them now, we have to go back and re-record those sets, which is costly and difficulty.
Once more things are settled, we’ll get to work on them, however. 

New music is on the roadmap for future updates – with one developer even floating the idea of unlockable “music packs”. To be fair it sounds like a lot of this stuff is preliminary: 

  1. More ambient tracks, more music.
    Yes, a great idea. We have it planned, and definitely, a feature coming online soon. Music drops in packs, or something?

Network related issues with Quake Champions have been widely reported among the community. At one point during the Closed Beta Test it wasn’t uncommon to see your foes “stutter” up stairs and other elevated objects with no animations. Since then the devs at id & Sabre have worked to move QC from a client side damage model to a server simulation model. 

Here is a bit about that change and how internal testing works for QC: 

Road ahead:
When we design QC and architected the network code, we designed and programmed it for every system we possibly could, but for a game as complex as QC we have servers across the world, different ISPs, and millions of PC configurations, so we do run into issues we had no idea we would run into. So, we try to identify and crush those. This is why we started in Beta and moved into Early Access – but we’re still working on all these aspects. 

If you, at any point, feel you are rubber-banding, your ping fluctuates, etc., then we are actively trying to identify those issues and their solutions, trying to fix it — we’re actively working on it; we know we need to fix the net-code! 

Some improvements will be small, some will be large, but there isn’t one big fix-all. 
We have to find the issue, solve it, and test and hope it works in the real world. 

We’re for example about to do an internal tests in regards to compression methodolgy, and we hope that it will give a huge boost in performance, but it’s a slow process. 

A lot of the comments online are about net-code, which tend to become a big bucket. But there are these isolated events and issues that get lumped together – we’re trying to break them down and test them, so we have some topics we want to cover: 

Previously the game worked – in regards to hit-detection – by being able to shoot the actual model, while the server would calculate all those animations you saw. The server was trying to synchronize the exact shape on both ends, but it is too CPU intensive, and a bit less forgiving, as just a minute discrepancy is enough to desync the client and server. So we’re moving towards static hit-meshes. In essence, giving the models a static mesh that could be hit – imagine putting a sheet over the character, it encompasses everything they “take up in space”, but without gaps (e.g. armpits, etc.).

As time goes by, we’ll include more animation states (more sheets).

Special thanks to Santiak of the Quake Champions community for providing the above-paraphrased quotes from the official live stream. QC entered Early Access at the end of August and it sounds like the devs have a lot more planned in terms of content but also network and hit box registration in the coming patches. 

I’ll continue to monitor developments with Quake Champions and report any major developments in upcoming blog posts. 


Celebrate The Best Mario Party Mini Games With Mario Party: The Top 100

Posted on September 14, 2017 by Rae Michelle Richards

Do you have fond memories of playing the original 3 Mario Party games on the Nintendo 64? Never played one of the classic games from almost two decades ago? The Big N is curating the top 100 mini games from the series history and remaking them on the 3DS with the announcement of Mario Party: The Top 100, due out this November. 

With support for download play, friends who don’t own a copy of the game can still get in on the action. From the look of the trailer personal favorites of mine like the deadly treadmill and Shy Guy Flag game from the original are present and accounted for.  It is not known at this time if ‘The Top 100’ will feature traditional game boards, will eschew them for free roaming movement as in Mario Party 10 or will simply provide a vast library of mini-games. 

Mario Party debuted on the Nintendo 64 in early 1998 and was quickly followed up with two numbered sequels in 1999 and 2001. Gamecube saw the release of 4 numbered entries between 2002 and 2005 while the original Wii saw just two Mario Party titles in 2007 and 2012 respectively. Wii U only received one game – the critically panned Mario Party 10. In addition to the 10 main console releases, Mario Party: The Top 100 will be the 5th portable offshoot. 


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