Saturday, May 6, 2017

The latest News from GameSpot News On 05/07/2017

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In the 05/07/2017 edition:

Special Pokemon For Sun And Moon Available At GameStop This Month

By Kevin Knezevic on May 06, 2017 11:00 pm

Pokemon Sun and Moon players will soon be able to add a special Midnight Form Lycanroc to their teams. GameStop is distributing the Rock-type Pokemon via a serial code at select stores across the US. The distribution runs from May 15 to June 5.

What sets this Lycanroc apart from the ones you can capture within the games is its Hidden Ability, No Guard, which ensures that every move executed in battle (by both you and your opponent) hits its target. Lycanroc also comes equipped with a Life Orb, which boosts its damage output at the expense of a little health every turn, and knows the following moves:

  • Stone Edge
  • Fire Fang
  • Sucker Punch
  • Swords Dance

To download the Pokemon, select the Mystery Gift option from the menu screen and choose to receive your gift via a code. After inputting the code, you can collect your new Lycanroc from the deliveryman within any of the games' Pokemon Centers.

The distribution coincides with the release of the second Sun and Moon expansion for Pokemon TCG, Guardians Rising, which is available in stores now. The expansion adds 169 new cards to the game, including 12 new Pokemon-GX cards.

Pokemon Sun and Moon are the fast-selling installments in the series' history, selling over 14 million copies within their first two months.


Making Games At Marvel: An Interview About Spoilers, VR, And Storytelling

By Justin Haywald on May 06, 2017 09:56 pm

2017 is already a big year for Marvel. This weekend, Guardians of the Galaxy Vol. 2 opened in theaters. On the TV side, teasers for the Inhumans show started to come out. And of course, on games, we have had Telltale's Guardians of the Galaxy, Marvel Heroes Omega's beta, and a full slate of mobile titles.

With so much happening in the wide-reaching world of Marvel, we sat down with Jay Ong, the senior vice president of games and innovation at Marvel, to discuss the studio's role in game creation, the future of VR, and the secretive world of game codenames.

GameSpot: From your position at Marvel Games, how much insight do you have into the broader Marvel world? Like, how closely do the different teams work together? Marvel creates these expansive story universes, and you don't want to spoil anything by letting details leak too early, but you also have to share content across different groups.

Jay Ong: We have great relationships with all the different business units that create that new IP. On the film side, TV, animation, comics--there's quite a bit of coordination and communication. We don't want to spoil things for the other businesses--that's off limits--but in terms of drawing inspiration from and helping contribute to one another, it's actually designed to feed both ways. So, some of what we're creating feeds into the other parts of the business, including on the comic side and things like that.

We have to be careful in terms of avoiding spoilers, like you said, but there's still a lot of coordination.

Jay Ong
Jay Ong

Do you see Marvel Games as more of a support unit, or does it also stand alone in the creation of the Marvel canon?

We're absolutely stand alone. When I started at Marvel, there was this chance to reboot the business; to start from scratch. One of the key pillars we strived for was to use our games as a driver of the brand, certainly, and as a creator of original IP. So we strive very hard to make sure our games have really cool storylines that are wholly original.

Our executive creative director, he's from the comic book side of the business, and he's an incredible storyteller. He understands how the sauce is made, so to speak, and he collaborates with our partners to make sure that the stories are interesting, original, authentically Marvel, and unique to our games. That's on the story side.

You know, Spider-man's costume in the [2017 Spider-Man] game, for instance, is original, right? It's neither the theatrical costume nor is it from the comic books. The white spider design is totally original. We've come a long way. I think we used to be a support unit; now we're big, not as big as theatrical or TV, but we're growing.

Of course, not announcing anything, but with TV as an example: They're able to take a lot of liberties and create their own characters, create their own stories. Do you think games can get to the point where you get to tell your own wholly original stories?

Yes. And really, we're already doing that to some degree. For brand new characters, we've worked with some of our partners, and we've already done that, and you can see that in our work with Kabam. And all of our games have original stories. Now if we're talking about brand new universe and something that's never been seen before from the ground up, that day'll come...possibly. It's hard to say [laughs].

Marvel works with a wide variety of developers like Kabam, Square Enix. How do you decide who those partners are going to be? Do they come to you or do you reach out to studios you love?

It works both ways. We're not fixated on any particular methodology, but as far as picking who to work with, it's actually pretty straightforward. We look for a few things; first and foremost we look for talent. We have incredible ambition about what kind of games we want to do, and the equation's very simple. You need a super-talented team to create these unforgettable games.

Spider-man's new video game costume.
Spider-man's new video game costume.

The second thing we look for is: "Do they have passion for our IP?" Talent without passion is just going to go through the motions. So they need passion for our IP. Then after that we look for an investment, in terms of how much time, talent, and assets they're going to devote to creating this thing. Do they share our ambition for doing something truly grand? Lastly is the timing; does the timing work? Sometimes the teams are busy on something else. The stars, to some extent, have to align properly.

As far as how the process works, we do reach out to certain teams that we want to work with, because we think that the talent level would be an incredibe fit for some of the things we want do. And we also get developers asking us. Sometimes it's as simple as meeting each other at DICE or GDC and just saying, "Hi. How're you doing?" And then it goes from there.

Thinking about Marvel games historically, for a long time we've gotten a lot of very action-focused titles. It's kind of like early comic books. The medium has matured, and now we see stuff like Guardians of the Galaxy going into the adventure game realm. But do you think there's a place for all the different kinds of Marvel comics to live in a video game? Or are there some that might only really work for theatrical or for TV, or some that can only be comics?

There are so many different types of games, right? We're looking at not just console and mobile, but VR, as well. The possibilities are practically without limits, so I don't see any limitations. I would say, in some ways, games are more flexible than film or TV in terms of being able to tell amazingly different stories. Some games might be more story driven, such as Telltale, others more action driven like you mentioned earlier. There's an opportunity there to do some pretty crazy things.

I would say, in some ways, games are more flexible than film or TV in terms of being able to tell amazingly different stories.

Of course, none of your titles are announced as specifically for virtual reality, but thinking about that tech from a Marvel Games perspectives, do you think VR has potential?

Absolutely. In fact, we did a deep dive in looking at the space towards the end of last year, and it offers some pretty incredible opportunities, in terms of delivering really cool experiences. We can't say anything yet, but believe me, we're not shying away from it.

When do you think we're going to hear more about these things? Will it be around E3, or later?

[Long pause]. Soon. [laughs] There are absolutely things in the works, but we're just not quite ready to announce them yet.

What is the Marvel Games ethos? It's an interesting system that you guys have, and it's similar to Disney itself. They used to create games through in-house studios, and they've also shifted toward a partner-focused structure.

The way we've constructed our business is around partnerships and licensing, to use the technical terms, but we see ourselves as creative collaborators. With each of our partners we work in creative collaboration, on one side, in terms of helping them maximize use of our IP. On the other side, on a macro level, we're curators of a portfolio. It's our job to think about what our fans want. What would delight them? What would make them think about and be able to experience this the way we talked about it? And how can we deliver this portfolio of games to them, making sure each game is different enough from the others, and that they all provide very satisfying experiences without too much overlap?

Those are the main two chunks of our job. One is curation of this portfolio and assembling this package together over time. And these things take a long time; we announced some of our current projects two years ago, and there are many announcements to come. But that's part of our job: putting the portfolio together. And obviously all the deals and all the partnerships.

Once the deals are done, then the creative process begins, and it's very collaborative. [Insomniac Games CEO] Ted Price is amazing. His team's amazing. They happen to be 10 minutes away from us, believe it or not, just by pure happenstance. So we're over in their offices all the time. They ask us to come because we collaborate on things like storylines, and character selection, and art style, and all sorts of things that it takes to put together amazing games.

And the definition of what defines a game continues to change and grow. Mobile gamers don't always consider themselves gamers, even if they spend hours everyday playing. And a lot of Disney theme park attractions are games. go to like Disneyland, and those are games. But that's a completely different team, right? The Imagineers that create those attractions and rides at Disney, even though they're not necessarily "game designers" in the exact same way, do you work with them to craft those Marvel-themed experiences?

There's actually a separate team at Marvel whose job it is to do exactly that. They're the rides and attractions team, and they're right down the hallway from me. They work with an Imagineering team on things like the new Guardians of the Galaxy ride that opened up at Disneyland. The teams worked very closely together on it in terms of, "Here's our IP and here's how to maximize it."

I could give you a hint. All of our games' code names are named after food items.

It's somewhat similar to what we do, but on the theme park and rides side. They do lots of different types of attractions. Once in a while they'll ask us for assistance, if it's something that's very gaming-focused, and we're happy to help, but it's something that that other team drives.

Are you ever afraid of accidentally slipping something out that you're not supposed to, like when talking with friends or maybe after having too too many drinks?

It's always a danger, right, and that's why I have PR sitting around for interviews. She'll probably throw her phone at me if I start to say something I shouldn't. [laughs]

But a lot of times, internally, we use code names. So if something accidentally does slip out, it wouldn't make sense to anyone anyway. And for all the TV shows, all the movies, we use code names. Even our games, within our team, we use code names.

Can you tell us any of the code names for stuff that's already come out?

No.

Aww.

I could give you a hint. All of our games' code names are named after food items. Different snack food items. It's just funny that they're this common theme. I used to work at Blizzard and the code names there were named after mythological creatures, but we were like, "You know, we don't want something too grandiose. We want to keep it simple." We all like to eat, and so literally every single game I saw on the screen has a code name that's related to food in some way.

We know a lot about the movie plans for the next few years, but what else can we look forward to on the games side?

It's going to be exciting here. Absolutely expect some announcements in VR, that's something we're really excited about. I think our fans are going to go crazy. The things we're doing there are absolutely amazing.

We see VR in the same way we see the other platforms in terms of if you want to do something, you need to do something truly amazing. One of the things about our team, and we talked about our team ethos earlier, is that we have almost irrational ambition. It's true. When I first started at Marvel, going back to 2014, the things we were dreaming about back then were almost crazy. We wanted to do these amazing console games, we wanted to do these amazing chart topping mobile games; it was irrational and crazy, but we dreamed and it actually worked because the IP is really strong. And we got lucky with a few things happening the right way at the right time.

In VR, we have that same ambition. We think if we do something there, it shouldn't be just for the novelty of it. It should be something that defines the platform, that defines the experience. Certainly we're looking to build when Spider-man comes out, it'll be one of the best games on the platform, and when Avengers comes out, it'll be one of the best games on those platforms. We think our efforts in VR will be the same thing.


Nintendo PlayStation Prototype Now Functional

By Kevin Knezevic on May 06, 2017 08:58 pm

The fabled prototype for the Nintendo PlayStation, what was to be a joint console between Nintendo and Sony, is now fully up and running, courtesy of console modder Ben Heckendorn.

The existence of the Nintendo PlayStation has been the subject of video game lore, as the partnership and subsequent falling out between Nintendo and Sony were what ultimately spurred the latter's entrance into the home console market, but any existing units were thought to have been lost to time. That all changed in July 2015, when a prototype was discovered by a Reddit user known as "Dnldbld," who shared images of the console on the online forum.

Initially, the "Nintendo Play Station" was to be a CD-ROM-enhanced version of the SNES. The system was even publicly unveiled at the Consumer Electronics Show in 1991, but Nintendo backed out of the arrangement and, at that very same event, announced it would be entering into a partnership with Philips, which would result in the infamous Philips CD-i (and its notorious Zelda titles). The 200 existing prototypes for the Nintendo PlayStation were destroyed and Sony would go on to release its own version of the console under the same moniker in 1994, but at least one prototype seems to have survived and is in working condition, though the unit's CD-ROM drive was inoperative until now.

In the latest episode of the "Ben Heck Show," which you can watch above, Heckendorn reveals how he was able to repair the aged prototype's hardware and get the disc drive finally running. As no official titles for the unit are thought to exist, Heckerdown uses a number of homebrew games, which were created for emulators based on the system after it was unearthed, to test the newly operative console.


New Nvidia Game-Ready Driver Available Now, Here's What It Does

By Michael Higham on May 06, 2017 08:30 am

As a result of a few recent game releases, Nvidia rolled out a new update of its GeForce Game Ready driver, version 382.05. Nvidia users should expect optimized performance for Prey, Warhammer 40,000: Dawn of War III, Quake Champions closed beta, and Heroes of the Storm 2.0. Multi-GPU setups should also perform better in Gears of War 4.

In addition, the 382.05 driver optimizes VR games, such as Rick and Morty: Virtual Rick-ality, Wilson's Heart, and Batman: Arkham VR.

The Windows 10 Creators Update now has additional support. The Nvidia Titan Xp graphics card also received optimizations.

The following is a list of a few fixes and changes with the new driver:

  • No Man's Sky with The Foundation Update 1.10 patch: With SLI enabled, there is texture corruption in the game.
  • GeForce GTX 670 with World of Tanks: In SLI mode, blue-screen crash occurs when pressing Alt+Tab during the game.
  • GeForce GTX 1080 Ti with Gears of War 4: After the bootup movies, blue-screen crash occurs pointing to nvlddmkm.sys.
  • In a multi-display configuration, the extended displays are unable to enter sleep mode.

As with any driver update, there are issues that still exist. Here are a few of the known issues:

  • DirectX 11 games: On some titles, in-game V-Sync does not work if Fast Sync is selected from the Nvidia Control Panel. Consequently, the game frame rate is not locked to the maximum refresh rate, resulting in possible tearing.
  • SteamVR titles: SteamVR may crash when launched. To workaround, uninstall GeForce Experience or reinstall the Nvidia driver.
  • GeForce GTX 1070: Games (The Witcher 3: Wild Hunt, For Honor) do not recognize the custom refresh rates set using the Nvidia Control Panel.
  • GeForce GTX 1080 with Battlefield 1 XP1: With SLI enabled, corruption appears in the game when switching between full-screen and windowed mode.
  • GeForce GTX 1080 Ti with Mass Effect: Andromeda: Random memory errors may occur when playing the game.
  • GeForce GTX 1080 Ti with Sid Meier's Civilization VI and G-Sync/SLI/DirectX 12: Black corruption appears while entering the in-game menu after skipping the cutscene.
  • GeForce GTX Titan X with Ansel in Ghost Recon Wildlands: With FXAA enabled from the Nvidia Control Panel, the application crashes when enabling the in-game Ansel UI.
  • Notebook GeForce GTX 970M with Tom Clancy's The Division Survival DLC: Game crashes, pointing to ntdll.dll when changed to full-screen and to windowed fullscreen.
  • Notebook GeForce GTX 970M with ShadowPlay: For Honor may silently crash if the intro video is skipped while instant replay is on.
  • Notebook SLI GeForce GTX 970M with Gears of War 4: Level loading may hang.

If you want more details on the 382.05 driver update, check out Nvidia's release notes. For more on Nvidia hardware performance, check out our reviews of the GTX 1080 Ti, GTX 1080, and GTX 1070 graphics cards.


Prey Review In Progress

By Tamoor Hussain on May 06, 2017 07:00 am

Due to Bethesda's pre-release review policy, we're unable to provide a full Prey review in time for its launch. We recently acquired the game and, since it is quite lengthy, it may be some time until we can deliver our final verdict. However, having played it for close to 10 hours, we are able to offer some early impressions in the meantime.

And those impressions, at this stage, are mixed. If you've played the Opening Hour demo available on Xbox One and PlayStation 4, you'll know that Prey starts strong. It leans on a big narrative twist that pulls the rug from underneath you, and it's very effective in sparking curiosity. We won't spoil the nature of this revelation, but suffice it to say that it plants a seed of doubt, forcing you to question everything and everyone around you.

Thus far that aspect of the narrative hasn't developed into anything of note, however. The lingering supposition of dishonesty has been the main driving force behind a story that has otherwise been quite uneventful. That's not to say it won't develop into something more interesting, and shades of nuance are indeed slowly revealing themselves over time.

In its early hours, Prey wants you to immerse yourself in Talos I, the space station where the game is set, and soak in the story its environments have to tell. Talos I is a wreck, with upturned furniture strewn around its rooms, corrupted companion robots marauding about its hallways, and raging fires enveloping its corridors. The station has been overrun by a sentient alien life form called the Typhon, and while it's clear they're the cause of all this, the exact circumstances of the outbreak are still shrouded in some mystery. Furthermore, there's also the question of who's to blame for it.

Similarly, Prey's gameplay feels like it is yet to develop into something unique, mostly because the more interesting abilities are deeper into the various skill trees than I've been able to reach. Up front, Prey is surprisingly generous with the Neuromod items that unlock skills, but so far I have only been able to develop a rudimentary playstyle. I've spent the majority of my points improving my health pool, allowing myself to repair broken turrets, and expanding my inventory space.

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This, in turn, translates to a vanilla combat experience. I'm using the GLOO Cannon to immobilize enemies, and then bludgeoning them with a wrench or emptying shotgun shells into them. In other situations--usually when I'm low on health or ammo--I have opted to sneak around enemies to avoid combat, using lures to manipulate enemy movements or methodically crouch-walking in between furnishings.

Developer Arkane Austin has promised players they will be able to take on challenges in a variety of ways, and while that seems to be true so far, the options I've been given have felt uninteresting. I've made note of numerous blocked pathways that will no doubt become available as my skillset improves, but as of yet, my path through the game has been fairly directed. Dishonored 2--developed by Arkane's Lyon, France-based sister studio--encouraged players to achieve their objectives through creative use of powers. My hope is that when more powers are available to me, alternative opportunities will open up and combat will allow me to be experimental.

A major sticking point for me so far is the behaviour of the Mimic enemies. As their name suggests, they have the ability to shapeshift into any object that is in their immediate surroundings. This means that you can walk into an ordinary, empty room and not know that you're actually seconds away from having a Mimic pounce on you. The idea behind this is sound--it creates a constant sense of tension--but in practice it has very quickly become annoying. Not just because a Mimic can attack when your back is turned and you're focused on something else, but also because the appearance of a Mimic is signalled by a sharp, shrill sound effect that--thanks to its overuse--soon grates. It is designed to create a jump scare moment, but since I was frequently looking in another direction and away from the Mimic, it often felt mistimed.

There are other reservations I have with enemy behaviour and combat right now, but I'm hoping that, given some time, they'll click into place.

At around 10 hours, I've been acquainted with the fundamentals of the Prey experience. It all feels quite familiar at the moment, but I'm aware that these are also building blocks. I have just unlocked the ability to use alien powers, which introduces an interesting dynamic when you consider Talos I is littered with sentry turrets that attack lifeforms with alien DNA in them. I'm also moving into a brand-new area of Talos I and accruing side-quests as the world opens up, and with any luck it will start to coalesce into something worthwhile.

Stay tuned for our full review in the near future.


All The Prey Passwords And Keycodes

By Matt Espineli on May 06, 2017 05:24 am

Prey is packed with rooms to unlock, safes to break into, and personal computers to access. While you're encouraged to scour the environment for the passwords and keycodes required to open these things, some can be particularly challenging to find. To help you in your struggle, we've compiled all the passwords and keycodes for your reference and overall convenience.

Unchanged Keycodes

While most of the game's keycodes are randomized, there are several that are set in stone. Below you can find the codes for the following rooms and safes:

Safe/DoorLocationCode
Debriefing SafeNeuromod Division5150
Morgan Yu's OfficeTalos I Lobby0451
Security SafeTalos I Lobby0526
Holding RoomTalos I Lobby1129
I.T. DepartmentTalos I Lobby0913
Dr. DeVries' SafeTalos I Lobby7324
Dr. Thorstein's SafeHardware Labs9954
ArmoryPsychotronics8714
Dr. Calvino's SafeCrew Quarters0523
Dr. Igwe's Cargo ContainerTalos I Exterior2312
Reactor RoomPower Plant3845

Passwords And Keycodes

Hacking is an easy way to bypass a keypad that's preventing you from accessing a locked room or workstation. But instead of wasting your resources attempting to do so, try searching the environment. You can easily find the necessary passwords or keycodes needed to progress if you investigate notes, read emails, or listen to audio recordings. Alternatively, you can find details on where to find all of the game's passwords and keycodes below.

Password/KeycodeLocationHow to Find
Marco Simmons' PasswordNeuromod Division: Simulation DebriefingPassword is in the note attached to Simmons' workstation.
Security Booth KeycodeNeuromod Division: FoyerWhen you return here later in the game, grab the note beside Divya Naaz's body.
Security Station PasswordNeuromod Division: FoyerFound on the same note beside Divya's Naaz's body.
Jason Chang's PasswordTalos I Lobby: Executive OfficesRead the note attached to Jason Chang's workstation.
Volunteer Quarters KeycodeTalos I Lobby: Executive OfficesRead Volunteer Attitude email attached to Bianca Goodwind's workstation.
Pilot's Lounge KeycodeTalos I Lobby: Staff LoungeListen to the "This Isn't a Drill" found on Octavia Figgss' TranScribe.
Director Thorstein's Office KeycodeHardware Labs: Thadeus York's WorkstationRead the email: "You're in Charge."
Group: Small Scale Testing PasswordHardware Labs: Small Scale TestingSearch the floor for a clipboard and read the attached note.
Machine Shop Supply Closet KeycodeHardware Labs: Small Scale TestingRead the email: "If You Need Supplies." It's on the Small Scale Testing workstation.
Ballistics Lab Key Safe KeycodeHardware Labs: Ballistics LabFound in a note in the corner, beneath a grate. (Leverage I required)
Machine Shop Supply Closet KeycodeTalos I ExteriorListen to the "First Thing Tomorrow" recording found in Dr. Calvino's TranScribe.
Armory KeycodePsychotronics: ArmoryLet Aaron Ingram live.
Maintenance Tunnel KeycodeG.U.T.S.: Maintenance TunnelGrab the note from Kimberly Bomo's body.
Magnetosphere Control Room Safe KeycodeG.U.T.S.: Magnetosphere RestroomMove toilet paper roll on the shelf in the restroom to find a note.
Julien Howard's PasswordArboretumRead the note near Iris Stein's body.
Fitness Center KeycodeCrew Quarters: ConciergeFind the Security Station and read the email: "New Gym Code."
Abigail Foy's PasswordCrew Quarters: Abigail Foy's CabinLook under Abigail's desk to find a note.
Calvino's Safe KeycodeCrew Quarters: Lorenzo Calvino's CabinListen to the "Calvino's Notes 3" audio log found on Calvino's workstation.
Fitness Center KeycodeCrew Quarters: Cabins B RestroomRead the note found inside the restroom.
Mall Room KeycodeCrew Quarters: Habitation PodsRead the note found in Anders Kilne's habitation pod.
Freezer KeycodeCrew Quarters: KitchenWatch the cook open up the freezer.
Executive Suites KeycodeCrew Quarters: Will Mitchell's CabinGo to Will Mitchell's workstation, and read the email: "Food Request for Alex."
Executive Suites KeycodeCrew Quarters: Recycler RoomRead the note attached to the table.
Executive Suites KeycodeCrew Quarters: Fitness CenterGo to Emma Beatty's workstation, and read the email: "Personal Training Session."
Stairwell KeycodeDeep Storage: Corporate Information TechnologyFind the note near Zachary West's workstation.
Ivy Song's PasswordDeep Storage: Corporate Information TechnologyFind the note near Zachary West's workstation.
Deep Storage Safe KeycodesDeep Storage: Command CenterRead the note behind Danielle Sho's workstation.
Gus Magill's PasswordCargo Bay: Shipping and ReceivingLift the phone next next to Gus Magill's desk to find a note.
Cargo Bay A Security Safe KeycodeCargo Bay: Quartermaster's OfficeTalk to Sarah Elazar.
Parts Storage KeycodePower Plant: MonitoringListen to the "Keycode Change: Parts Storage" audio log found on Duncan Krassikoff's TranScribe.
Price Broadway's PasswordLife Support: Water Treatment FacilityOpen the supply crate next to Price Broadway's workstation to find a note.
Life Support Storage Room KeycodeLife Support: Oxygen Flow Control RoomRead the note found in the Oxygen Flow Control room.
Security Station Safe KeycodeLife Support: Main Lift AccessPick up the note on Erica Teague's body.
Bridge Safe KeycodeTalos I Bridge: Captain's LoftGrab the book on Captain Loft's desk to find a note.

For more on Prey, check out the news and features below:


Outlast 2 Update Adjusts The Game's Difficulty

By Chris Pereira on May 06, 2017 03:00 am

The difficulty in Outlast 2 has been a source of frustration for some, but a new update aims to address those problems.

Developer Red Barrels released the patch on PC today, and among the changes is a "global rebalancing of the game difficulty." It didn't provide any specifics regarding exactly what's been tweaked, simply stating, "Today's patch introduces some minor adjustments to the game's difficulty in key areas and moments. On Normal difficulty this will offer players a more appropriately balanced experience while still maintaining higher levels of challenge on Hard and Nightmare difficulties."

The update otherwise largely focuses on resolving lingering bugs, although it does increase the size of subtitles and makes it so that the in-game camera's microphone doesn't require additional batteries to use. The full patch notes follow at the bottom of this post.

PC players have access to these adjustments now, while the update is "coming soon" to PS4 and Xbox One.

Outlast 2 May 5 Update Patch Notes

  • Global rebalancing of the game difficulty.
  • Microphone no longer uses extra batteries.
  • Increased the size of subtitles.
  • Fixed an issue on Intel HD 4000 cards where most dynamic lights were missing.
  • Fixed an issue where flickering black squares appear in the center of the screen at some specific resolutions.
  • Fixed an issue with alternate controller mappings and the camcorder UI.
  • Fixed an issue with double doors where one of them is locked.
  • Fixed an issue causing lost save games when Steam somehow fails to initialize.
  • Fixed some heretic sound effects.
  • Fixed multiple minor gameplay issues (collisions, crawling, tutorials, etc.)
  • Fixed multiple rare crashes.
  • Added a "-refreshrate 60" command-line parameter to specify a preferred refresh rate (replace 60 by the desired refresh rate).
  • Added a "-notexturelimit" command-line parameter to remove texture size limits based on VRAM amount.
  • Added a "-borderless" command-line parameter to use borderless fullscreen and not have to edit INI files.

Marvel Vs. Capcom Infinite Teaser Video Highlights Rocket Raccoon

By Chris Pereira on May 06, 2017 02:28 am

A brief new Marvel vs. Capcom Infinite video has been released that features Guardians of the Galaxy's Rocket Raccoon.

While there isn't much to it, we do get see him annihilating Ultron in pretty spectacular fashion. The official Twitter account didn't hide the fact that the video was shared now to coincide with the US debut of Guardians of the Galaxy Vol. 2. Check it out below:

Rocket Raccoon and Ultron are among the handful of characters to be confirmed so far. Others include Ryu, Iron Man, Chun-Li, and Captain Marvel. Check out our full list for all of the Marvel vs. Capcom Infinite characters.

Capcom recently announced a release date of September 19 for the game on PS4, Xbox One, and PC and revealed a $200 collector's edition. We also got to try an early version of the game; for more, check out what we liked, disliked, and hope to see in the full game here.



Overwatch Play Of The Game Ad Made For South Korean Presidential Candidate

By Alex Newhouse on May 06, 2017 02:08 am

Overwatch showed up in political ads for the first time last year, when a group run by Cards Against Humanity bought billboards to call Donald Trump a Hanzo main. But a South Korean presidential candidate has taken it one step further, creating a campaign ad in the style of a Play of the Game clip.

You can see the video below (via Kotaku). Sim Sang-Jung, the candidate, is shown debating other politicians and shutting them down. When the recipients of her rebuttals are rendered speechless, it reports these victories as "kills."

The video comes from what appears to be her official YouTube channel, although we haven't been able to confirm if her campaign is responsible for the video. She's currently running against several other candidates to take over from Park Geun-hye, who was impeached and removed from office on corruption charges. The presidential election will be held on May 9.

Since its launch last year on PS4, Xbox One, and PC, Overwatch has become something of a cultural force. In addition to being used in political ads in the United States and South Korea, Overwatch also has given rise to memes and viral stories, such as the girl who used "Hanzo main" as an insult in school.

Recently, publisher Activision announced that Overwatch became its eighth billion-dollar franchise, and it now boasts 30 million registered users.


Mafia 3's Next DLC Tells Donovan's Side Of The Story

By Patrick Faller on May 06, 2017 12:58 am

Mafia III's next DLC expansion, Stones Unturned, will unveil more of the story of John Donovan, as Lincoln's fiery ex-CIA Vietnam buddy joins in on the action. Donovan will become your wingman, fighting by your side as you pick up bounty hunting missions in New Bordeaux.

In this video above, the game's senior writer says the new expansion will feel like "a great buddy action movie."

"He's there with you every step of the way, helping unfold a mystery brewing in New Bordeaux. As Donovan's past catches up with him, you're fighting side-by-side…or, in some cases, firing a huge mounted turret from the back of a truck while he's doing the driving."

Having Donovan by your side is not the only big addition in this next expansion, which launches in digital stores on May 30 on PlayStation 4, Xbox One, and PC. Here's a full list of new features in Stones Unturned:

  • New locations within New Bordeaux city limits: a department store, restaurant and safe house, and a remote island off the coast of New Bordeaux.
  • A new support option: You'll be able to call in Sniper Support.
  • New vehicles, including a turret-mounted off-road vehicle.
  • New mission types, where "you'll meet another salty friend from Donovan's past as you pick up new Bounty Hunting missions around New Bordeaux."
  • New weapons, like a dart gun to silently take down targets from a distance.

In March, Mafia III released its first DLC expansion called Faster, Baby, which added more cars and weapons like proximity mines that you can lay as traps. Hanger 13 also released a demo at the same time, allowing you try the first act in Mafia III for free. Its third expansion, Sign of the Times, is expected to launch in July.


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