Skyrim Roars Onto The Nintendo Switch Today


Posted on November 17, 2017 by Rae Michelle Richards

Bethesda has released the long-awaited Nintendo Switch version of 2011’s The Elder Scrolls V: Skyrim. It has been five years since the original release of Skyrim on PC, Xbox 360 and PlayStation 3 but the Nintendo Switch version does see several improvements from last year’s Skyrim: Special Edition. This means that the Switch version of Skyrim runs on a modified version of the 64-bit Fallout 4 engine and can make use of the system’s full 4GB of ram. As well Skyrim for Switch also includes the Dawnguard, Dragon Born and Hearth Fire DLC add-ons right on the cartridge. 

A few Nintendo specific treats are also available that might interest those who are returning to Tamriel- Link’s Master Sword, Hylian Shield and Champions Tunic from the Legend of Zelda series are obtainable exclusively in this version of the game.  

With the release of Skyrim on Switch every game from the original Nintendo Switch reveal video has been released!😀 


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EA Turns off Real Money Purchases In Battlefront II Ahead of Launch


Posted on November 16, 2017 by Rae Michelle Richards

Electronic Arts has turned off real money purchases of the premium currency “crystals” within Star Wars: Battlefront II which launches in just a couple of hours time. Their brief statement outlines that the game is built upon player feedback and that in-game purchases will not be re-enabled until they evaluate the state of the game with the community.

This story is still developing. Updates to follow.


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DOOM’s Nintendo Switch Port Will Have You Believing In The Dark Arts


Posted on November 16, 2017 by Rae Michelle Richards

Over the past week I’ve been playing 2016’s DOOM on the Nintendo Switch and this game… just wow, what black magic did Bethesda use to make a game as visually striking and visceral work on Nintendo’s hybrid tablet? 

Players new to this iteration of the classic FPS franchise will find themselves in the boots of the Doom Slayer, an unnamed marine who loves nothing more than ripping the limbs off of demons and splattering their guts across the floor. DOOM exists for two reasons: 1) to allow players to graphically murder countless demons in as comically over the top fashion as possible and 2) to provide the player with an assortment of deadly futuristic weapons that are each more devastating and implausible as the last. These two core tenants are true whether you’re playing the game’s introductory level or on the final boss. 

Overall I’ve played about five hours of DOOM on Switch and I’ve just returned from my first trip to Hell. As a repeat visitor to the lands of fire and brimstone, I have to say being able to be transported to DOOM’s hellscapes where ever I please – whether that’s on the bus or on the couch – proves just how viable the Switch is for First Person Shooters, a genre that up until now has gone unrepresented on Nintendo’s hot new platform. 

Yes, graphically DOOM’s portable iteration is a visual downgrade from its PC based sibling (which I adored and reviewed last year) but when seeing it in motion none of that really matters. Halving of the frame rate from 60 fps to a mostly locked 30 and lowering the resolution of some environment textures to accommodate the Nintendo Switch’s 4GB of RAM does little to hamper the visual quality of this port of DOOM. For the most part, the framerate remains rock solid during heavy action scenes, effects like water running down windows and depth of field are faithfully recreated. Somehow, Panic Button got the full 12+ hour campaign on to Nintendo’s handheld and I’m glad for it. If you haven’t played through DOOM yet and own a Switch I’d highly recommend picking it up – it plays great either docked or in handheld mode.


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Injustice 2 Ultimate Edition Comes To Steam


Posted on November 15, 2017 by Rae Michelle Richards

Injustice 2 Launch Trailer

Nether Realm Studio’s second DC superhero brawler Injustice 2 comes to Windows PC with the release of Injustice 2: Ultimate Edition on Steam.   

Featuring a roster of 28 heroes in the base version of Injustice with new faces like Blue Beetle, Atom and Starfire joining the ranks of returning DC mainstays like Batman, Superman, the Joker and the Flash. An additional 13 characters have been released following the game’s initial May 2017 release on Xbox One and PlayStation 4 with the Teenage Mutant Ninja Turtles being the latest cross-over heroes to be announced for the Injustice franchise. 

Returning Heroes / Villains 

  • Aquaman 
  • Bane 
  • Batman 
  • Black Adam 
  • Catwoman 
  • Cyborg 
  • Flash 
  • Green Arrow 
  • Green Latern 
  • Harley Quinn 
  • Joker 
  • Superman 
  • Wonder Woman 

New Heroes / Villains (Base Game) 

  • Atom 
  • Atrocitus 
  • Black Canary 
  • Brainiac  
  • Captain Cold 
  • Cheetah 
  • Deadshot 
  • Doctor Fate 
  • Enchantress 
  • Firestorm 
  • Gorilla Grodd 
  • Poison Ivy 
  • Robin 
  • Scarecrow 
  • Supergirl 
  • Swampthing 

Additional DLC Characters 

  • Brainiac 
  • Black Mantra 
  • Darksied 
  • Raiden 
  • Red Hood 
  • Star Fire 
  • Sub-Zero 
  • Hellboy (unreleased) 
  • TMNT (unreleased) 

Injustice 2 comes in two different variants, for $49.99 CDN you’ll get the base game with all of the modes and all of the characters listed in the “base game” lists above. For $119.99 CDN you receive the base game, the seven DLC add-on characters and six Ultimate Edition exclusive skins that transform existing heroes into versions of other DC superheroes no otherwise featured in the game. Individual characters are sold at $7.99 CDN or can be bundled together in two “Fighter Packs” which are sold for $29.99 CDN a piece. 

If you want to know if your gaming rig is mighty enough to run Injustice 2, here are the minimum and recommended specs: 

MINIMUM:

    • OS: 64-bit Windows 7 / Windows 10
    • Processor: Intel Core i5-750, 2.66 GHz / AMD Phenom II X4 965, 3.4 GHz or AMD Ryzen™ 3 1200, 3.1 GHz
    • Memory: 4 GB RAM
    • Graphics: NVIDIA® GeForce™ GTX 670 or NVIDIA® GeForce™ GTX 1050/ AMD® Radeon™ HD 7950 or AMD® Radeon™ RX 550
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 52 GB available space

RECOMMENDED:

    • OS: 64-bit Windows 7 / Windows 10
    • Processor: Intel Core i3-2100, 3.10 GHz / AMD FX-6300, 3.5 GHz or AMD Ryzen™ 5 1400, 3.2 GHz
    • Memory: 8 GB RAM
    • Graphics: NVIDIA® GeForce™ GTX 780 / AMD® Radeon™ R9 290 or RX 570
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 60 GB available space

[Source]


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Affordable “Creator Edition” of Game Maker Studio 2 Now Available For $39 USD


Posted on November 15, 2017 by Rae Michelle Richards

Development software provider Yo-Yo Games has released a more cost-effective version of their latest game creation software titled Game Maker Studio 2: Creator Edition. 

GMS2 (and by extension GMS2: CE) offers amateur and professional game developers an integrated development environment that supports both prebuilt functions that can handle common tasks like collisions and animation as well as its own proprietary scripting language to help developers write more complex solutions.  

Creator Edition provides aspiring developers with access to the Windows and Mac OS desktop exporters.  It removes a number of the limitations that are present in the current trial version of Game Maker Studio 2 and includes full access to extensions, shaders, source control and other professional level features but seems to be limited to the two platforms mentioned above. It is priced at $39.99 USD for a 12-month license through a SAAS (Software As A Service) model. After the 12-month term ends developers have the option to upgrade to the full version of Game Maker Studio 2 with a 30% discount. 

This post contains details and images provided by Yo-Yo games PR. We previously covered Game Maker Studio 2 as part of our GDC 2017 coverage, which you can read here.


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Rocket League For Nintendo Switch Is Now Available


Posted on November 14, 2017 by Rae Michelle Richards

Psyonix’s 2015 hit Rocket League has now blasted its way on to the Nintendo Switch in North America and is available digitally through the Nintendo e-shop. This release marks the first time that players can bring the excitement of rocket-powered soccer with cars anywhere with handheld mode. 

This port of Rocket League was handled by the developers at Panic Button, who also provided the excellent port of 2016’s Doom for Bethesda (we’ll be covering that later in the week), so you know that Rocket League is in good hands. Players on the Switch can expect all of the additional updates, arenas, and cosmetics that Psyonix has released in the last 24+ months in addition to special Nintendo exclusive cosmetics. 

Rocket League on Nintendo Switch is priced at $24.99 CDN on the Canadian e-shop and is available now. We’ve reached out to the publisher of the game for a promotional copy to provide you with impressions. 


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Report: Battlefront II Will Also Have a “Starter Pack”, Includes 3 Rare Star Cards


Posted on November 13, 2017 by Rae Michelle Richards

Right now Star Wars Battlefront II holds the dubious honors of having the most downvoted comment in Reddit history and for and kickstarting a conversation throughout gaming communities & tech press alike about the nature of progression and purchasing power within multiplayer-centric titles. 

If a listing that briefly appeared on the Australian PlayStation Network is accurate this whole shit show is about to get a little messier with the accidental reveal of a “Starter Pack”. No, it’s not a free to play or price reduced entry into the game’s multiplayer – but rather Electronic Arts selling players power as they begin their epic 40-hour quest to unlock Darth Vader. 

For the proposed price of $23.95 AUD (price subject to change, of course, since it was de-listed) you’ll receive a guaranteed 3 rare star cards of an unspecified type and 1500 Crystals for the purchase of RNG loot crates. 

Thanks to the thousands of people who came out to read my early Battlefront II review. I knew it was risky, posting a review based on the Origin trial and before whatever embargo EA has set for those who received review copies or attended a “capture event”. 

Here’s what I had to say about my experience with Battlefront II’s multiplayer after ten hours: 

“Locking iconic Heroes & other playable characters behind a hard in-game paywall that either requires the purchases of dozens of loot boxes or playing hundreds of multiplayer matches immediately sours the experience…. Don’t buy this game new, don’t pay full price for it, Electronic Arts are going to sell millions of copies based on the Star Wars license alone. Perhaps Battlefront II will also see “success” as an example of how a publisher should not monetize a highly anticipated title. Battlefront II has all of the psychological manipulation and shady practices found within free to play and mobile games and they’re asking you to fork over $59.99 USD for the “privilege”” 

Star Wars Battlefront II is set to be released on November 17th.. Unless you purchased the ‘Elite Trooper Edition’ for a premium, then you get three days early access. 

[Source]


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Star Wars Battlefront 2 Multiplayer | Review


Posted on November 12, 2017 by Rae Michelle Richards

A Word Regarding Review Copies: Electronic Arts acknowledged Broken Joysticks’ request for a review copy of Star Wars: Battlefront II but did not provide the site with a review code in time for publication. This review is based on several hours of play time with the 10-hour “Origin Trial”, which is too my knowledge the final retail code that players will experience on November 17th. I played the PC version of Battlefront II but the EA Access trial was also available to owners of Microsoft’s Xbox One and Xbox One X consoles as well. 

Update 11.13.2017 3:50 MST:

Electronic Arts have issued a blog post detailing changes coming to Star Wars Battlefront II in an immediate patch after the massive backlash from online communities and outlets like ours. Prices for heroes are to be decreased by 75% across the board. Below is a portion of EA’s official statement followed by my original review. It should be noted that these changes do not affect the time it will take to earn achievements that are solely tied to kill, does not affect the core criticism of selling in-game power via loot boxes and certainly does not restore any of the cut features from the first game.  I believe that my core criticism of Battlefront II stands even with the price of heroes being reduced.

“We’re reducing the amount of credits needed to unlock the top heroes by 75%. Luke Skywalker and Darth Vader will now be available for 15,000 credits; Emperor Palpatine, Chewbacca, and Leia Organa for 10,000 credits; and Iden at 5,000 credits. Based on what we’ve seen in the trial, this amount will make earning these heroes an achievement, but one that will be accessible to all players.”

[Source]

Version Reviewed: PC (10-hour Origin Access Trial)

Coming almost exactly two years after the tepid reception of the original Star Wars Battlefront this highly anticipated sequel looks to not repeat the mistakes of DICE’s 2015 reboot while also sharing the pre-release hype surrounding upcoming film Star Wars: The Last Jedi. While Battlefront II‘s campaign is still shrouded in mystery, the game’s multiplayer mode and offline arcade have been available to Origin Access subscribers for the past few days. After spending a considerable amount of time with the final build of Battlefront II, what follows is my review of the multiplayer component of DICE’s sophomore effort – blemishes and all.  

Battlefront II’s grand scale combat will come as no surprise to anyone who played the 2015 iteration or any of their modern entries in their flagship Battlefield series. Two sides take up arms against each other over a series of objectives, boiled down to their most simplistic forms, the two games can sound very similar but BFII tries to distinguish itself from DICE’s other main franchise by introducing a couple of unique twists to the developer’s long-running formula. In a science fiction world where space wizards can shoot lightning from their fingertips, not everything goes according to plan.  

Game Modes 

The main mode that Electronic Arts showed off several times during the E3 hype cycle and last month’s open beta is known as Galactic Assault. Like conquest, it is still down to two large forces vying for objectives but unlike conquest in the Battlefield games, BFII’s Galactic Assault mode sees the map, objectives, and options available to either side shift depending on the outcome of several different stages. Resistance fighters might be tasked with stealing a shuttle or shutting down First Order communication arrays – this initial object does change depending on the map. Secondary objectives are determined based on the outcome of that initial push. It could see either the Order wait for stronger reinforcements or the Resistance falling back to designated defensive positions in the hopes of evacuating as many unseen NPCs as possible. These hypothetical situations aren’t exact descriptions of the situations featured on Galactic Assault maps but an amalgamation of several different scenarios to give you the idea of the scale that DICE is going for with this mode, without spoiling the surprises that await you on each map. 

Starfighter Assault is an expanded version of the dogfighting combat that was introduced in the last game. Returning players might be disappointed to learn that just like in the last entry – fighters are restricted to their initial airspace. What I mean by this is that there is no seamless transition from say fighting over the orbit of Naboo in large capital ships to seamlessly transition over the skies of the capital city.  What was teased in Free Radical’s canceled Xbox 360 vision for Battlefront III will have to remain the wishes of hopeful fans because it is not to be found here. 

DICE has expanded the selection of ships and the roles that they play during dogfights. In one instance while playing as the Original Trilogy era empire I was given the choice between becoming a Tie-Fighter and engaging X-wings directly, filling the pilot seat of a TIE-Bomber and laying waste to the Rebellion’s capital fleet or taking on the challenge of flying the TIE-Interceptor with its’ electronic warfare kit. Yup, large capital ships join in on the space combat this time around and provide large objective points but also vast set pieces for skilled pilots to weave in and out of.  Starfighter Assault retains the tight flight controls that made flying in a ship in the first Battlefront so fun while transporting pilots to large-scale battles befitting the climax of a Star Wars film or novel.  

Arcade Mode is Battlefront II’s offline non-campaign single player component and just like Battlefront I it allows players to set up a custom game with tweakable options to battle against A.I opponents. Several options are tweakable including the amount of respawns each side has, whether Heroes are enabled / turned-off or regular troops are disabled – which leads to some hilarious all out hero brawls- time limit and even smaller details right down to the amount of time it takes abilities to refresh. Sadly the multi-stage objective based Galatic Assault and ship to ship combat of Starfighter Assualt are entirely absent from Arcade Mode. This is kind of perplexing for two reasons: 1) Battlefront II had its signature mode Walker Assault and Ship Battles playable with A.I opponents, in fact, they were the only two modes available offline. Secondly, you’d think DICE and EA would want to put the mode they spent so much time, energy and money promoting into the highly accessible Arcade Mode for new players to experience.

Onslaught Mode is one of the key pillars of Arcade Mode’s customizable experience. Onslaught mode might sound like an objective based mode but sadly it’s not. It’s a fancy way of saying that you’ll spawn alone in one of the beautifully crafted environments and fight off an endless wave of enemies until the score limit has been reached. Battle Points, the new per-match reward for kills, assists, and objectives (which are then spent as spawning as special classes and any of the era-specific Heroes regardless if you’ve unlocked them in regular multiplayer while playing in Onslaught mode. This provides Arcade Mode players with an endless sandbox of enemies to help them  find the optimial strategies for murdering their opponets using Darth Mauls’ double sabre.

Lastly Arcade Mode also offers a ladder of prepared challenges in both Light Side and Dark Side flavors. DICE has matched up their roster of Heroes with environments that fit with their character but also their era as well. During the opening segments of both ladders, you’ll assault Starkiller base as Rey, defend the Mos Eisley Catina as Han Solo and defeat waves of Galatic Republic Battle Droids as Darth Maul. Out of all of the content found in Arcade Mode the Light Side and Dark Side challenges were probably the most enjoyable and they did bring a smile to my face. Rank one challenges are rather easy and can be completed in only a handful of minutes but once you’ve finished the entire ladder there are two more difficulty tiers waiting for you. Arcade Mode can also dole out small amounts of credits, usually about 100 per challenge on Rank 1, but these have a daily cap complete with a 20-hour refresh timer – YIKES.

EA Finds Your Lack of Continuing Payment Disturbing  

No discussion about Star Wars Battlefront II can really be had without discussing how EA and DICE have decided to monetize the game. A big deal was made during their E3 2017 press conference that there would be no separate season’s pass or purchasable downloadable content for the game that would split the userbase. They wanted us to know that they weren’t going to split up the Battlefront community again – unlike the first game which had a stand-alone version, 4 add-on DLC packs or a Season’s Pass that included the four DLC packs at a discounted price. A unified community sounds like an admirable and awesome goal for an online game to have but in the case of Battlefront II it comes at a great cost (to either your wallet or your patience). 

For the most part, this section of my review is going to be a discussion about progression, how it worked in the previous Battlefront title on PS4 / Xbox One and how the “progression” system in Battlefront II isn’t progression at all. BF II’s progression system is throwing you against a nearly immovable paywall to grind for minuscule amounts of in-game currency unless you open up your wallet and potentially deposit more than the price of the base game into EA’s coffers and pray you get good RNG. 

Best Hope Your Favorite Hero Isn’t Locked Behind Hours of Grinding.

In the first game, players earned Credits, an in-game currency, based on their actions completed while in the match. Just showing up and standing around or intentionally dying over and over without assisting your team on the objective would earn you the absolute bare minimum of credits – a small bonus awarded for completing a match. I imagine this was designed in such a way to discourage idle farming for credits and encourage team-based gameplay. BFII takes this system throws it entirely out the window. Now credit payouts are seemingly random ranging anywhere from 150 to 300 credits per match regardless of leaderboard position, # of kills, amount of time spent on the objective points or other measurable metrics. Any upsides to this brand-new system – such as new players and those without experience of the genre earning the same amount of credits as a seasoned pro –  are quickly discarded when you realize that by drip feeding players only a handful of credits (as opposed to the 1000+ that were common in BFI) EA can sell us all more loot boxes. 

Participating in one of the worst gaming trends of 2017, Battlefront II has not one, not two or even three kinds of loot boxes  – but four different kinds of RNG based loot boxes that you are encouraged to spend real world money on! There are boxes that will provide you with Star Cards (additional power-ups and statistical advantages) for your heroes, a separate box for your Star Fighters and the third kind of box reserved for Heroes. Oh and Star Cards now have the usual rarity colors assigned to them as well – from grey to blue and even epic orange. The rarer the level of your Star Card the higher your statistical advantage in a given category or the more powerful the certain ability that you’ve equipped. Crates are priced at between 2000 and 4000 credits meaning that they’re asking you to grind out between 15 and 30 games for the CHANCE at decent upgrades or part with real-world cash for an immediate infusion of cards. Oh and there’s the Daily Login crate as well, but as you’d probably expect, be prepared to be flooded with basic grey cards and the occasional green if you are lucky. 

Opening One of Battlefront II’s Many Different Crate Types, [Image Source]

If you’ve stuck with the game and decided “it’s fine I just won’t spend any real-world cash on loot boxes and stash my credits away”, be prepared for one of the worst psychological waiting torture tests to be found in a video game, well ever. In the previous Battlefront, you could spend your credits on a number of cosmetic options for your troop classes such as new weapons, playable races and even the option to be a Rebellion / Imperial unit without a helmet. All of those cool little rewards – yeah, they’ve been completely removed. In their place: Iconic heroes like Luke & Vader are locked behind a 60,000 credit wall that could take upwards of 200 matches to unlock just one of them. (Correction – the 60,000 credit figure for Luke & Vadar was true when this review was published. Due to community backlash EA reduced the # of credits required to unlock heroes by 75% in a pre-release patch.) Purchasing weapons for credits have also been got the axe – in favor of tying weapon unlocks to the # of kills performed as that class. Objective time? Kill assists? Helping out teammates? Nah, none of that matters as it is all about your KDR!! Want to play the Rebellion Assault class as a female Twi’lek like you could in the first game? Too bad, all of the gender & racial unlocks from BFI have been removed entirely and now base classes are completely gender locked for no discernable reason. 

Conclusion 

Star Wars Battlefront II provides a highly polished multiplayer experience that is probably the closest we’ve ever gotten to a cinema quality interactive Star Wars experience in the past thirty years. Characters are recreated faithfully; iconic weapons and starfighters feel great to fly and the rush of adrenaline and nostalgia that comes with buzzing past a Star Destroyer cannot be denied. The moment to moment gameplay, soundtrack and graphics are all polished & shined to near perfect level. Battlefront II had the potential to be one of the greatest Star Wars games ever, to sit alongside 2003’s Knights of the Old Republic as one of the few Star Wars titles that not only represented Lucas’ fictional universe nearly flawlessly but also appealed to fans of its genre outside of the weighty license it carries. 

All of the goodwill with fans surrounding their DLC policy, all of the love & care that obviously went into recreating the Star Wars experience so faithfully is immediately irreversibly tarnished by Electronic Arts’ monetization “strategy” with Battlefront II.  Locking iconic Heroes & other playable characters behind a hard in-game paywall that either requires the purchases of dozens of loot boxes or playing hundreds of multiplayer matches immediately sours the experience. Taking away customization options, earnable rewards and extras from players in the transition to BFII leave players with a multiplayer shooter that doesn’t offer them an outlet to express themselves at all. EA has turned Battlefront II into a psychological waiting test that you don’t have to endure, it’s not worth it for the fantastic moment to moment gameplay that is present because chances are some of the content you want to experience is locked away. 

Don’t buy this game new, don’t pay full price for it, Electronic Arts are going to sell millions of copies based on the Star Wars license alone. Perhaps Battlefront II will also see “success” as an example of how a publisher should not monetize a highly anticipated title. Battlefront II has all of the psychological manipulation and shady practices found within free to play and mobile games and they’re asking you to fork over $59.99 USD for the “privilege” of possibly playing as your favorite Heroes & Villans after hours of grinding. If you must play Battlefront II I’d suggest either subscribing to Origin Access / EA Access and only giving EA the $5 they as for one month or waiting a few weeks and buying it used, thus denying EA a cut of the sale. “Voting with your wallet” is just as much B.S. as Battlefront II’s progression system and it doesn’t work when gigantic corporations like EA aren’t going to even notice the lack of a single full-price sale, it’s a drop in the bucket. But by speaking out, taking a stand, posting on social media and other platforms we can let DICE & EA know that this type of grindy paywall isn’t alright.

Battlefront II’s economy may change closer to Friday’s launch or sometime down the line with a future patch (such is the way of “Games As A Service”) but that doesn’t excuse what they’ve presented to players now as a “premium AAA experience”. Should BFII‘s life stealing grind wall disappear I will update this review with a notice right at the top stating as such. While the gameplay, presentation, and mood are spot-on, in the shape Battlefront II’s multiplayer experience is in now, it isn’t worth recommending.


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DOOM Rips & Tears Its Way On To Nintendo Switch Today


Posted on November 10, 2017 by Rae Michelle Richards

Have you wanted to take id Software’s 2016 FPS masterpiece DOOM on the road with you? Now you can, complete with the game’s competitive multiplayer mode intact. Today’s release is part of Bethesda’s support of Nintendo’s unique hybrid console. Which includes not only today’s release of DOOM but also the upcoming release of The Elder Scrolls V: Skyrim on November 17th and Wolfenstien II sometime in early 2018.

DOOM was one of last year’s most noticeable releases for several reasons. First and foremost it helped revive the troubled DOOM franchise, which had languished in development hell over the past decade and a half. It was also filled to the brim with all of the violence, classic weaponry, and science fiction trappings players have come to expect from the series with the added addition of modern FPS mechanics, rich lore and a campaign that didn’t shy away from being over 12 hours in length.

Here is part of what I had to say about the PC version when I reviewed it back in July 2016:

“[The weaponry] in this game satisfies like no other shooter this year. A lot of the DOOM classics return – the pistol, the shotgun, the super shotgun, the pulse rifle and the BFG 9000 to just name a few but ID Software has once again outdone themselves by adding a bevy of secondary modes and modifications for each weapon. While playing challenges will passively be completed throughout the campaign awarding “weapon upgrade” points that can be spent on your arsenal. “

One of the marquee features from the console & PC additions did not make the transition to Nintendo Switch, however. The innovative SnapMap mode, which allows players to create their own custom Multiplayer arenas & single player missions is absent from the Switch port. However, Bethesda did include all of the previously released DLC multiplayer maps and the Arcade Mode which allows the DoomSlayer to return to the scenes of his previous rampages and earn new high scores.

Executive Producer at id Software Marty Stratton had this to say about today’s release of DOOM:

“We’re excited to welcome Nintendo fans back to the world of DOOM … This game is all about powerful guns, crazy demons, and fast, relentless gameplay, which we think Switch players will really enjoy.”

Rip, tear, rend and repeat anywhere with the only portable rendition of DOOM!


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Microtransactions Outpacing Game Sales Sets a Worrying Precedent


Posted on November 9, 2017 by Rae Michelle Richards

You might have already heard the news yesterday: Ubisoft mentioned on their Investor’s Call that “Player Recurring Investments” (read: microtransactions) have outpaced the sale of full price and discounted digital copies of their games for the first time ever. In terms of raw numbers of the 343 million euros the company made from their digital businesses 175 million Euros were the result of “Player Recurrent Investments” (which include microtransactions, add-on DLCs, Rainbow Six Siege Season Passes, subscriptions and those sorts of things). The 83% rise in microtransaction purchases over the past year for Ubisoft could signal the tipping point where small recurring payments within the AAA games we play outpaces traditional complete products for the foreseeable future. 

I’m certainly not calling this the “death of the $60 game” or “the decline of games as a complete product” but there is no denying that over the past year major game studios have tried to forcefully inject smaller purchases into franchises that have not been known to use the previously mobile only lootboxes / battle crates / whatever you’d like to call them. What started with cosmetic item crates in Overwatch has quickly morphed into Warner Bros Interactive selling Legendary Orcs for real money in Shadow of War, players being able to purchase level-ups and weapon power in Fortnite‘s PVE mode and most recently random lootbox exclusive mount skins in ArenaNet’s Guild Wars 2.  

A slide outlining the “digital revenue split” between Digital Distribution and Player Recurring Investments.

Tempting players with the chance of highly coveted items, exclusive skins and other valuables for only a small amount of cash does sound an awful lot like gambling. Yes, there is no chance of getting “nothing” when you purchase an Overwatch loot box but the disappoint that comes when you open a box that contains nothing but duplicates, sprays and the occasional voice lines became such a meme within the community that the Overwatch team found it necessary to fiddle with the odds found within loot boxes so that duplicates are less prevalent. 

While I’m on the topic of odds – popular public contests like Mcdonald’s Monopoly, Casino tables and slot machines in British Columbia and other games of chance have to clearly outline the odds that a player faces before they make their decision.  The gaming industry has not faced threats of regulation when it comes to disclosing odds to players in North America yet but the Chinese government is well ahead of us and passed a law requiring game makers to disclose the odds of “random drops” within their titles. In the Chinese version of Overwatch you have the probability of one “legendary item” (the highest rarity) for every 13.5 loot boxes. If you try to roughly convert that to $USD or time spent depending on the calculations used you’re either spending $7.99 USD (for 14 lootboxes) or roughly 20 hours of gameplay time FOR THE CHANCE of unlocking a legendary item, not necessarily the one you want. 

Are we at a turning point? Only time will tell but here’s hoping that the discussions around microtransactions, gacha style loot boxes and random chances for real world money within gaming face some kind of regulations in the near future. I know personally I’ve spent a good chunk of spare change on loot boxes and microtransactions over the past year and I don’t feel any happier or better off since I did. It would have been nice to know that to get that Soldier 76 Grillmaster Skins during the first summer games would have cost me 20 hours of my life just for the chance… 

Pictured in the header: Overwatch’s loot boxes, Fortnite’s Llamas, Shadow of War’s crates, Tess’ Eververse in Destiny 2, Heroes of the Storm’s loot boxes and Guild Wars 2’s Mount Adoption Certificate. Embedded in this post is an amazing video by Jim “Fucking” Sterling, Son!

 


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Reminder: Horizon Zero Dawn’s Expansion DLC – The Frozen Wilds – Is Out Today


Posted on November 7, 2017 by Rae Michelle Richards

Just a friendly reminder to all of Aloy’s fans that might read our site that the expansion DLC, Horizon Zero Dawn: The Frozen Wilds is out today on the PlayStation Network. 

The Frozen Wilds offers players a completely new winter to explore, an expansion specific main questline, several side quests, new mechanical monsters and three new weapons. For experienced players who might have completed all of the content offered in the original game, The Frozen Wilds offers a chance to learn more about the Banuk tribe outside of the single tribe encampment found within the main game.  

I thoroughly enjoyed Horizon Zero Dawn when I played it through with my wife this past summer. Aloy is a relatable and fully fleshed out character and as we played I found myself wanting to learn as much as I could about the mysterious machines, our protagonist and the world she lives in. My wife enjoyed the game so much that when she played through the campaign, she told me about bits and pieces of it, and then joined me for a second 100% playthrough so I could see for myself what made Horizon Zero Dawn so special. I have high hopes for The Frozen Wilds when we get around to it. 

Horizon Zero Dawn: The Frozen Wilds is priced at $26.99 CDN, is available on the PlayStation Store and requires the base version of Horizon Zero Dawn to be played, it is not a stand alone expansion.  


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Rise of the Tomb Raider Gets Xbox One X Enhancements With New Patch


Posted on November 7, 2017 by Rae Michelle Richards

Square Enix has released a patch for the Xbox One version of Rise of the Tomb Raider that adds additional visual fidelity and graphic options for the newly released Xbox One X. If you’re on the bleeding edge and scored one of Microsoft’s brand new 4K console you can enjoy full native 4K support, Hight Dynamic Range support, three different performance profiles and so much more. 

Developer Nixxes Software handled the Xbox One X enhancements for ROTR – previously they worked on the 20th Anniversary edition of ROTR for PS4, the Tomb Raider Enhanced port for PS4 and one of the ports of Deus Ex: Mankind divided as well.  Owner of Microsoft’s latest console also get all of the additional content originally included with the 20th Anniversary Edition for free as well.  

Here is a breakdown of all of the Xbox One X exclusive enhancements as well as a trailer provided by Square: 

Xbox One X players can choose from one of three visual modes:

  • Native 4K: (full 3840 by 2160) for the highest fidelity resolution
  • Enriched Visuals for stunning graphic upgrades
  • High Frame Rate for the smoothest possible gameplay

New Xbox One X tech enhancements for Rise of the Tomb Raider include:

  • HDR display support for more vibrant and accurate color representation
  • Spatial audio support, including Dolby Atmos®, for true 3D audio
  • Enhanced texture resolution for Lara Croft®, NPCs, and environments for even more immersive and realistic details

Additional visual enhancements include:

  • Improved volumetric lights
  • Improved reflections
  • Enhanced foliage
  • Upgraded polygonal detail
  • Improved anti-aliasing
  • Amplified texture filtering

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Meet The Latest Hero For Overwatch: Moira


Posted on November 4, 2017 by Rae Michelle Richards

The latest ‘Hero’ to join the ranks of Overwatch’s roster is the Tallon geneticist Moira. Clad in purples and blacks this support hero uses her scientific knowledge to heal her allies and damage her foes, sometimes simultaneously. Needless to say, her reveal came as a complete surprise, unlike last year’s Sombra reveal, Jeff Kaplan got to keep Moira’s debut a complete secret until he could unveil her to millions of fans during the BlizzCon 2017 opening ceremonies. 

She has a healing beam which is she uses to restore health on her allies using her left hand. A dark energy creeps out from her right hand, dealing damage to her foes and healing her and replenishing her ‘biotic energy’.  Biotic Orb is a rebounding projectile that damages any enemy it passes through and heals any friendlies it may come in contact with. Fade allows Moira to teleport a short distance, similar to Reaper’s Wraith Form. Finally, her ultimate, Coalescence, as her firing both her healing beam and damaging beam at the same time. 

Here are the official descriptions of her kit from the Overwatch website:  

BIOTIC GRASP
Using her left hand, Moira expends biotic energy to heal allies in front of her. Her right hand fires a long-range beam weapon that saps enemies’ health, healing Moira and replenishing her biotic energy.

BIOTIC ORB
Moira launches a rebounding biotic sphere; she can choose between a regeneration effect that heals the allies it passes through, or a decay effect that deals damage to enemies.

FADE
Moira quickly teleports a short distance.

COALESCENCE
Moira channels a long-range beam that both heals allies and bypasses barriers to damage her enemies.

Moira is expected to be released on Overwatch’s Public Test Region sometime next week. For now, we’ll all have to watch the videos of her in action coming from the show floor.

 


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Starcraft II Is Going Free To Play Later This Month


Posted on November 4, 2017 by Rae Michelle Richards

Starcraft II’s Wings of Liberty Campaign will be available in its entirety for free alongside the complete unranked & AI multiplayer suites Blizzard announced today during their Blizzcon keynote. Later this month a major patch will be released for SCII that unlocks  more content for free users that was previously only available to owners of Wings of LibertyHeart of the Swarm or Legacy of the Void. Previous to the upcoming patch the free version of SCII, called Starter Edition, was limited to the Terran faction only and with a small selection of multiplayer maps.

Here is a breakdown of the features of the brand new Starcraft II: Free to Play edition:

  • Access to the complete 12 hour “Wings of Liberty” campaign for all players.
  • Previous owners of “Wings of Liberty” will be gifted “Heart of the Swarm” by Blizzard.
  • Access to the complete unified multiplayer (Vs AI) suite with units from across all 3 campaigns right away for all players.
  • F2P commanders can earn access the Ranked mode after earning 10 daily “First Win of the Day”.
  • All Co-Op Commanders available up to level 5, no more rotation!

Starcraft II’s Free to Play patch will go live on November 14th.


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Scream “NERF THIS” At Your Opponents With This Official Overwatch Headset


Posted on November 4, 2017 by Rae Michelle Richards

The stylistic headgear worn by Blizzard’s fictional pro Starcraft player, D.VA , can soon be yours with the announcement of a line of officially licensed peripherals based around everyone’s favorite gremlin.  

Razer will be releasing Razer Meka Headset, styled after the iconic headgear and color scheme that D.VA sports with her default outfit in Overwatch. Seriously look at the screen grab from the trailer below, I honestly screamed when I saw this headset – it’s perfect for protecting the payload! 

The Razer Abyssus Elite mouse sports the purple and pink aesthetic that D.VA is known for combined with the matte black used in a lot of Razer’s product line. Don’t let the cute bunny emblem at the bottom of the mouse fool you, it is packing enough punch to handle any number of actions per minute. According to the official site, the Abyssus supports up to 7200 DPI and Razer’s Chroma custom lighting technology.  

Last up is the Razer Goliathus mouse pad which sports a giant version of D.VA’s bunny emblem complete with racing stripes also styled after her default look. Accented by cute bubbles and pink Razer Logo this mouse pad completes the trio of brand new Overwatch accessories. 

In terms of price, the Goliathus is the cheapest of the three at $20.00 USD. The D.VA Abyssus Gaming Mouse has a retail price of $59.99 USD and both of these are available now. That sweet looking D.VA headset, however, is currently listed as “coming soon”, so we’ll bring you an update on that as soon as we have it. 

[Source]

 

 

 


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