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Hellblade: Senua's Sacrifice Giveaway (PC)

By Anonymous on Aug 13, 2017 12:11 am

Developer Ninja Theory has given you a chance to win their newest game, Hellblade: Senua's Sacrifice on PC. Entry is open worldwide. Competition ends Sunday, August 13th at 12:00 PM PT and twenty-five (25) winners will be contacted via email. Scroll down below to enter in the giveaway.

About this game:

From the makers of Heavenly Sword, Enslaved: Odyssey to the West, and DmC: Devil May Cry, comes a warrior's brutal journey into myth and madness. Set in the Viking age, a broken Celtic warrior embarks on a haunting vision quest into Viking Hell to fight for the soul of her dead lover. Created in collaboration with neuroscientists and people who experience psychosis, Hellblade: Senua's Sacrifice will pull you deep into Senua's mind. Read our official review of the game here.

Enter below and gain additional entries:

To win Hellblade: Senua's Sacrifice on PS4, too, enter here.


Hellblade: Senua's Sacrifice Giveaway (PS4)

By Anonymous on Aug 13, 2017 12:11 am

Developer Ninja Theory has given you a chance to win their newest game, Hellblade: Senua's Sacrifice on PS4. Entry is open to the United States and Europe. Competition ends Sunday, August 13th at 12:00 PM PT and twenty-five (25) winners will be contacted via email. Scroll down below to enter in the giveaway.

About this game:

From the makers of Heavenly Sword, Enslaved: Odyssey to the West, and DmC: Devil May Cry, comes a warrior's brutal journey into myth and madness. Set in the Viking age, a broken Celtic warrior embarks on a haunting vision quest into Viking Hell to fight for the soul of her dead lover. Created in collaboration with neuroscientists and people who experience psychosis, Hellblade: Senua's Sacrifice will pull you deep into Senua's mind. Read our official review of the game here.

Enter below and gain additional entries:

To win Hellblade: Senua's Sacrifice on PC, too, enter here.


Giveaway: Gigantic Skin Codes And Boosts (PC)

By Anonymous on Aug 13, 2017 12:11 am

We teamed up with Perfect World to give away 5,000 codes for their newest game Gigantic on PC. Each code unlocks 4 special skins and 2 boosts.

The Gigantic Airship Supply code includes:

This is an instant win and you will receive an email with the code within 24 hours.

Enter below:

Gigantic is a free-to-play strategic hero shooter developed by Motiga. Gorgeously rendered, light-hearted and charming, Gigantic is for all types of gamers, pitting teams of five heroes and their massive Guardians against each other in epic battles across a variety of maps. The game combines explosive combat with fast-paced teamwork, strategy and skill, as players must work together and fight relentlessly to defeat the opposing Guardian with spells, guns and swords.

For more information about Gigantic and to download the game for free, please visit the official website: www.GoGigantic.com.


Game Of Thrones Season 7 Episode 4 The Spoils Of War: Everything You Missed

By Anonymous on Aug 12, 2017 09:30 pm
The Spoils Of War was stuffed full of throwbacks and Easter Eggs. Here's all the important ones you missed! Beware of spoilers!

Game Of Thrones Season 7 Episode 5 Giveaway

By Anonymous on Aug 12, 2017 09:30 pm

In honor of Game Of Thrones Season 7 Episode 5, we're giving away a Jon Snow Funko Pop! One (1) winner will be chosen after the giveaway closes on Friday, August 18th at 12:00PM PT.

Open to US residents only, void where prohibited. If you do not win this time, you'll be automatically entered in the next giveaway.

Scroll down to enter below.

GameSpot Universe is our official entertainment channel focused on comics, movies, TV, anime, giveaways, and more! We find you movie easter eggs, recap shows like Game Of Thrones and Rick And Morty, and tell you who the hell are certain comic book characters like Cable from Deadpool.


Why Hellblade: Senua's Sacrifice Is More Important To Gaming Than You Think

By Anonymous on Aug 12, 2017 08:30 pm
Hellblade developer Ninja Theory discusses life after DmC: Devil May Cry and how it's trying to bring back AA games

Gigantic Review

By Anonymous on Aug 12, 2017 08:30 pm

In Gigantic, developer Motiga has put together a MOBA that colors within the lines at the same time as it expands your expectations of the genre. An impressive roster of character types provide significant tactical depth, while your goals at large emphasize teamwork and tactful coordination of offense and defense. And the whole experience is wrapped up in a charming setting that blends Saturday morning cartoon art with comic book superhero personality.

What's immediately noticeable is how familiar Gigantic feels. It's a fairly standard team shooter-styled MOBA. Matches pit teams of five players against one another in cramped battle arenas. Each of the two sides--House Aurion and House Devaedra--serve a Guardian, a big beastie that sits at the back of each map. Your objective is to power up your team's Guardian through killing enemies and summoning creatures at power circles to scoop up spawning power orbs (these summoned beasts serve as guards and healers, as well.)

Hitting 100 power points through the above activates your Guardian's abilities so that it can fly across the map and briefly subdue its counterpart. At this point you converge on the scene of this wrestling match and blast the exposed nethers of the enemy Guardian enough to cause a wound. Do this three times and it's winner winner, chicken dinner.

What's most enjoyable about Gigantic is the wealth of wacky characters you can choose from to wage the mano-a-mano Guardian slugfests. It's like the protagonists of nearly two dozen fictional franchises escaped from their respective universes and wound up here. This lineup is what makes the game so distinctive among the MOBA crowd, even if Gigantic isn't all that innovative when it comes to mechanics and features.

Each of Gigantic's 19 characters come with a unique look and set of skills that can be classified for their primary talents. But like the overall game, characters are more than the sums of their parts. They feel like heroes with real identities--catchphrases and all. Xenobia is a witch who helps control the map by casting spells that drain enemy health and slow movement. Elfin Zandora totes a massive sword and is a legitimate tank, but also a leader who buffs ally damage, movement speed, and health regeneration. Beckett is a steampunk shooter with a jetpack who can either snipe foes or blow them up with grenades and bombs. And that's just a handful of highlights from a lineup where every character is distinctively weird.

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Additional character skills and and gathered Focus (a resource) add even more customization options. Skills come as you level up, allowing you to enhance existing abilities with more power, damage, and range, and also alter specialities. Beckett, for instance, starts as a lightweight run-and-gunner but can be leveled into something of a tank with devastating cannon attacks. Focus increases every time you hit an enemy, take damage, or die, and can then be expended all at once in a blow-the-doors-off attack or as a buff that turns summoned creatures into more powerful adult counterparts.

Such a varied lineup allows for a lot of experimentation with play styles. You can seemingly explore new ideas for ages, seeing what works for you and what doesn't, all while consistently enjoying Gigantic's infectious personality. Having access to such different characters also bolsters teamwork during matches, because abilities accentuate one another in many ways. Get into a match with experienced players and the smart design reveals itself quickly, with players using characters for their intended skills and taking assault, support, and control roles.

Gigantic may not exactly be wildly innovative, but its likable characters and tactical depth are impressive enough to make an old formula feel almost fresh again.

All of the above qualities give matches an intense back-and-forth flow. It's imperative to gauge when it's a good time to go on offense and when it's best to and defend against an enemy onslaught. Map design focuses on outdoor arenas with plenty of room to take cover, retreat, sneak up on foes, or go for higher ground. Being able to score points through killing foes and grabbing power orbs opens up matches as well, making most of them close affairs and forcing you to think even more tactically. Get too caught up in shooting and slashing and you can find yourself losing even with an impressive body count.

The free core game includes a significant amount of content, featuring a handful of rotating characters from the full roster. You can grind your way to the crowns and rubies needed to purchase new characters, creatures, and so on, or you can take a shortcut and pay to unlock the goodies right away. Either way is quite doable. Of course, you can skip pretty much all of this with a one-time buy of the Ultimate Pack for $30 / £24.

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Fortune cards can cut the time commitment as well. Draw them daily to activate challenges that provide rewards in the form of the in-game currencies. Many of these are focused on achieving objectives with specific characters, too, providing even more incentive to experiment with the roster.

But with all the character classes and customization in play, the battlefield can become too chaotic at times. All of it combined can be tough to follow, especially in the early stages when you're with a group of newcomers and every one is sorting out how each fighter plays. Melee combat is also a bit more confusing than it should be, due to splashy graphical effects and motion blur that make it tough to track where you and your foes are in close quarters.

A more minor gripe is the absence of weight behind weapons. Hammering someone with a huge fist, twirling around a man-sized sword, or even firing a hand cannon should come with more "oomph." As the game currently is, there is no real difference in feel whether you're a lithe character with a blade or a hulk toting a gun. Kills are a little less satisfying than they could be.

Gigantic may not exactly be wildly innovative, but its likable characters and tactical depth are impressive enough to make an old formula feel fresh again. These key core elements, plus the vital ingredient of a healthy fan base that guarantees you'll pretty much always be able to find a match, make the game stand out, even among the crowded free-to-play MOBA genre.


Skull And Bones Dev Talks Single-Player, Loot Boxes, And Why It's Not An Assassin's Creed Game

By Anonymous on Aug 12, 2017 06:30 pm

One of Ubisoft's big reveals at E3 this summer was the pirate naval warfare game Skull & Bones. We played it at E3 and came away generally impressed. And on a recent trip to developer Ubisoft Singapore's studio we had the opportunity to speak with creative director Justin Farren, who worked on Gears of War and Madden before joining Ubisoft. He also produced Assassin's Creed Unity, Black Flag, and Syndicate in Singapore.

Our conversation covers a number of topics, including why Skull & Bones is a new IP instead of an Assassin's Creed game, the possibility of a Switch version, and how the game uses the power of the Xbox One X. Farren also told us there will be loot boxes, but the game will take steps to avoid a pay-to-win scenario. Additionally, we asked about the mysterious single-player mode, and Farren confirmed the game will offer ... something for fans in this department, though it's still unclear how this may work.

Our interview, condensed and edited for clarity, follows below. For lots more on Skull & Bones, be sure to check out all of our previous written and video content here.

Ubisoft paid for GameSpot's travel to and accomodation in Singapore.

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GameSpot: After we finished playing that first match, we were a little in over our heads. What are you anticipating in terms of a learning curve?

Justin Farren: Well, our play test methodology is pretty comprehensive and what we try to do is make sure we understand where that level of autonomy comes. Does it come at five minutes, five hours, and to make sure that we engage players in a way that pulls them into PVP when they have the right skills and tools. What we see now is there is a certain type of fan that knows Black Flag, and it feels very familiar to them, so the mechanics come pretty quickly, and the depth of the customization, the different ship classes, the ship types emerges the longer you play.

What we anticipate is players, by the time they come into the disputed waters, which is what our PVP is, that they have an understanding of how to be, at least be autonomous, use their weapons, use their brace, and most importantly understand the wind. When you're using the wind, when you're using it well, it sometimes doesn't really jump out at you, but when you're against it, it's like, "Oh, crap. I'm in a bad position. How do I get out of it?" And then that will translate over time into being able to anticipate the wind. And one thing you see right now in the E3 build is it's a very simplified wind. We have a much, much more aggressive approach into how we're trying to bring the wind into becoming a fundamental pillar of our gameplay.

GameSpot: Are there gonna be even more extreme elements like typhoons or water spouts? Just like things that could completely destroy your ship?

"I want players to feel as if the ocean is a threat" -- Farren

Farren: Specific ingredients are gonna come, we're gonna share more about those, but the important thing to realize is that the ocean itself is something you're gonna have to master, and as a player, that means being able to overcome those things. You're only seeing right now one setting of our Beaufort, that's the wave and the wind reaction, so those things become more intense. We're able to throttle those and create different encounters for players. When I think about my vision for the ocean itself, I want players to feel as if the ocean is a threat.

So, when you watch movies, sailing movies or movies that are about the age of sailing or the golden age of piracy, they're not fighting always in those type of settings. That becomes the threat, that becomes the enemy, and being able to master the ocean is something that we want to present players with some scenarios. And of course they'll be able to fight in it, but mostly it's about that challenge of being able to survive the ocean itself.

GameSpot: I felt like at those moments when you can board the other ship, those are some of the most thrilling and intense moments. Did you consider or prototype having the boarding sequences happen from a first-person perspective?

Farren: The biggest thing to think about when you think about boarding is we're in multiplayer setting, so there's nine other ships that you have to account for, and we want boarding to be something that's very intense and visceral. If you think about other games where they have quick-time events, we didn't want that. We wanted it to be skill-based. We wanted it to be about positioning, creating weakness. It's still early to think about where we're gonna take it, but it has to work in a multiplayer setting.

You have only a couple minutes within that mode, average Black Flag is about a minute and 30 on boarding, so that type of boarding definitely doesn't work for our game, but over time we'll evolve exactly what we want all of our activities and engagements with the player, where he feels as if he's going directly head to head with the crew.

We want to make them feel real, believable, and be skill-based, and work within a multiplayer setting.

GameSpot: Right. I was just thinking of in a, potentially a one v. one situation where there won't be all those other things to consider.

Farren: Who knows. In multiplayer, we need to make sure that works in multiplayer where it's fair, resolves quickly, and gets the player back into the action.

GameSpot: Kind of going back to the beginning, when we saw Skull and Bones announced at E3, one of the first things, first connections people made was to World of Warships or another game similar like that. The interesting thing about that game is that it's free to play. Did you consider other business models for Skull & Bones?

GameSpot: Not since I joined. We have a commitment at the studio to really develop triple-A content and quality. If you look at Assassin's Creed as a franchise, I was producer on Unity, Black Flag, and Syndicate, and we had the highest-rated content on those games. So, our commitment is to deliver high-quality content for players, and we want to translate that and our expertise in creating naval gameplay into something that has high value.

We definitely have taken more of a service-based approach so that when you pay for this game, you have a commitment from us to develop content, new gameplay, modes, new content for the player to earn, and then of course, new regions to explore, and those things will unfold as the game launches and provide service over time. But it's not a, we don't want to create pay to win, we don't want to create something where players have to pay to compete. Our PVP is completely horizontal in a way that gives players a chance to develop their skills and compete against other players. So, yeah, those models, I mean, I play World of Tanks. I play Armored Warfare.

I play other free to play, and there is an appeal for me for that type of game, but I think the quality we can deliver, and we've delivered on Assassin's Creed and Ghost Recon Phantoms, that's what we want to deliver to fans so that they have that assurance that the game that they're making is not a shoddy product, that it's something that really has value that they can invest in for a long, long time.

GameSpot: I'm curious on your take on the balance between listening to what the community wants versus what you know is good game design.

Farren: So, data is interesting. If you think about the quantifiable data and the qualitative data, there's lots. Some of it is anecdotal. Some of it is my opinion. Some of it I can look on, people will say, "I want to be able to do all these other things," and "Why don't you do exactly what this other game is doing?" And I look and I say, "Well, I have the data from what you did in Black Flag. I know what you did, and I know what you liked and what you didn't because of how you rate it and score it, and I want to give you more of what you liked."

So, fans, especially The Keepers [a group of fans that Ubisoft met with to get feedback on Skull & Bones before it was announced], who are very, very invested in the game community, their input is hugely important. We don't dismiss it and like you saw in the video, it's very true. We take it to heart. But the ideas themselves, we all have great ideas. So, what we want to do is translate their feedback into something that's actionable and then iterate on it if it makes sense, and then present it back to the community internally and externally, and validate it, and be willing to throw away bad ideas. Be willing to throw away ideas that we think were great but just don't work. And that process is ongoing.

There are things in our game that we're working on now that are directly, that you'll see over time, that are a direct result of our first workshop with The Keepers and I hope that they take pride in that when they think back to what we did in our workshop here in Singapore and go, "Wow, that feature is because of something I said, something I wrote on a white board." And John and the broadcast room said that we engage the community. Every single day I'm on the forums, on YouTube, ... on Reddit, and I directly answer questions and messages, and it's a long time until we launch. We launch fall of 2018, but my commitment is that every week I'm gonna at least have five direct engagements until there's the need for more.

So, people should engage. People should be passionate about it, but they should also understand that we're carrying forward a vision that's a collective vision for millions of people and millions of fans, and we want to give them, collectively, the best pirating experience that focuses on piracy.

GameSpot: Skull and Bones has its roots in Assassin's Creed, but you decided not to make it an Assassin's Creed game, but its own game, its own brand new universe. I'm wondering if you could just talk a little bit more about why it had less of the Assassin's Creed DNA and more of its own.

Farren: Well, I think, I was closing producer on Black Flag, and when we were starting to close the project, the team who's working on the game now, or at the time, was really experimental and trying new things and one of the first things they did is take the naval toy of Black Flag and put two people in there. And it was magic. There was something really cool about being able to sail and see your friend next to you, oh, and then there's an enemy right over there. We said, "This could be something by itself."

"Assassin's Creed is a very specific fantasy about being an assassin, about being in a crowd, and that's not the game we wanted to make" -- Farren

So, that was really the catalyst for exploring that aspect of it. When it comes to the type of experience you have with Assassin's Creed, Assassin's Creed is a very specific fantasy about being an assassin, about being in a crowd, and that's not the game we wanted to make. We wanted to make something that really leveraged the power of those huge, massive ships. You'll notice that we have a lot of what we call "ship porn", where we really focused on the details and intricacies of the ship and we bring the ship to life and make it a character of its own, and that's something we wanted to do.

People loved the Jackdaw. We wanted people to have their own version of the Jackdaw and for people to really develop a relationship with that ship and invest in its customization and everything that comes with it.

GameSpot: Something else that we've been talking about this week, and some of the feedback that's been around the game since you announced, was around single player or narrative Some people are gonna gravitate toward more single player. So, is that something you're gonna be offering players?

Farren: Well, I mean, on a personal level, my favorite game of the last generation was Last of Us. I love story and narrative. As a gamer now, things that really resonate with me that we see the community responding to is the shared narrative, the narrative where people can broadcast or stream what they're doing and it's a unique experience to that player. So, we wanted to take that approach. Like, how do you create a systemic world where every single player's experience is different and also tie it to a world narrative where you meet historical pirates, historically inspired characters, and that you have a narrative where you develop a bond with your crew and interesting characters along the way, taking out kingpins, all those things are part of our narrative, but we didn't want it to be separate, that you just consumed and never looked back.

"We wanted to create a system that let us tell our narrative month after month, year after year, and then throw in the story elements to it" -- Farren

We wanted to create a system that let us tell our narrative month after month, year after year, and then throw in the story elements to it. So, if you're a PVP player, you should still feel like you beat the campaign. If you're a PVE player, or like me, I plan on sailing with my daughter a lot, I want us to be able to go through the story and become kingpins together, and be able to tell the same world narrative through the game ones that we build.

It's different. There's not a lot of games that do this, but we really think that this is where people really want to experience narrative on a personal level, where they can effectively change the world. People always say, "It's a living, breathing world." Well, we really take that to heart. We want to create a world that actually reacts to the things that you do in it.

GameSpot: So, just to clarify, it's not a completely separate mode, it's woven together-

Farren: Yeah. It's woven into it, so the story itself will be woven in to everything you do, from the time that you build your relationships with your crew until the time that you take down your first kingpin, building up your hideout, all of those things are woven into the modes that you play.

GameSpot: And if you don't want PVP, that would be something ...

Farren: I certainly hope that people will try to do our PVP, because we think it's pretty compelling and it's not a different, like Call of Duty when you play campaign and you go online, [and you get something very different]. I worked on Gears for a while and the players who play Gears multiplayer, they are different some times than the players who really invest in campaign. We want to bring those experiences closer together. For it to be a, you know, a one off campaign that's consumed, would be a shame.

GameSpot: Now, another big trend coming out this year and by the time you guys are out next year is the Xbox One X, and I saw some dev kits in here, so pretty sure you guys have it. So, just curious to know what your thoughts are on that console and the power of that relative to what else is out there.

Farren: Well, you know, I'm ... there's not too much I can say about any specific console, but I will say that we're targeting PC, Xbox One, Xbox X, PS4, PS4 Pro, and every bit of the technical team is focused on making sure that we maximize the strengths of the consoles that we're targeting. So, when you read about whether there's more memory, or rendering, those are the things we're leveraging.

We're also leveraging first-party integration on broadcasting streaming, so that we can bring that experience to lots of different content providers, content creators, too. So, the platforms themselves, our approach is fairly agnostic, and make sure if you own a particular platform that you feel like you're getting the best Skull & Bones experience possible.

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GameSpot: Nintendo Switch is a big, popular platform these days. Did you consider bringing the game to that platform? Have you done any experiments?

Farren: Well, I mean, our world is pretty rich in terms of the world that we're bringing to life. We haven't really talked too much about the Switch, but if that becomes a reality, then we would maximize the strengths of the Switch.

GameSpot: Everyone's talking about loot boxes today. Are there gonna be loot boxes?

Farren: Loot boxes? You mean like in the general market?

GameSpot: Yeah, well, just thinking about how an Overwatch game has loot, is there gonna be a system like that?

Farren: So, our economy emulates the real economy of the Indian Ocean, so things that are important to the people who are shipping goods, the merchants, ... the empires, those things are important to you. There's nothing more pirate-y than the treasure chest.

GameSpot: Right. It fits very well.

Farren: So, what I don't want to players to feel it is, that it's some abstraction from the fantasy. It should feel like the things that you're hunting, using your spyglass to see the things that are on board, should directly relate to the things that you need. But you know, there's nothing more pirate-y than the treasure chest.

GameSpot: And you had talked before about how you didn't want Skull and Bones to feel like a pay to win experience.

Farren: Yeah, no.

GameSpot: But presumably there will be, as many triple-A games from Ubisoft and others, micro-transactions in the form of, if you wanted to buy things.

Farren: It's early for that. What we want to do is make sure if players want things, that we provide content for them if they want and that they don't feel like it's gated off because they didn't pay for it. So, we want to have live events, we want to have seasonal events, seasons where you're able to compete against other players to try to get to the top of the ladder and the top of the food chain. Those things will give you opportunity to get those customization elements, those cosmetics, vanity items that will allow you to personalize your experience.

So, if somebody sees your ship, they should know you're a badass, or that you're really invested in cosmetics. Or that you've got all the figureheads that represent you being in the right place at the right time to take down the right enemy. That's super important to me. I play racing games, and when I see someone's car that's tricked out, I'm like, "How'd he get that?"

That's what I want. I've spent hundreds of dollars on Overwatch, and I can't see it. I'm only doing it so that other people see what I spend or what I buy, and that's crazy, but it's, lots of people are like that, and I'm one of them."

Skull & Bones launches in Fall 2018 for PS4, Xbox One, and PC.


Monster Hunter XX: Double Cross - Switch Japanese Demo Gameplay

By Anonymous on Aug 12, 2017 07:30 am
Monster Hunter plays very well on the switch! While we are getting Monster Hunter World everywhere we still hope Double Cross might get localized!

Intel Will Reveal 8th Generation CPUs This Month; Sooner Than Expected

By Anonymous on Aug 12, 2017 07:00 am

Intel's 7th-generation CPUs (Kaby Lake) released in January this year, about 17 months after the preceding generation (Skylake)--a usual transition in the CPU market. However, Intel is ready to reveal its 8th-generation on August 21. And while we don't know of the release window quite yet, this announcement comes much sooner than what we'd expect.

The Kaby Lake processor family was announced this time last year and released five months later. If this next generation (Coffee Lake) follows suit, we could have new Intel chips in early 2018. This also means that Kaby Lake would be supplanted just 12 months after its launch; Intel CPU generations typically run an 18-month cycle.

There's reason to believe that the recent competition from AMD's Ryzen CPU family--which began its roll out in March this year-- is impacting what we see from Intel. AMD has been able to offer comparable gaming performance, more CPU cores for better multitasking and productivity, and competitive pricing.

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Intel is still in the process of rolling out its Core i9 series of high-end desktop (HEDT) CPUs, which are part of the company's 7th-generation chips. These HEDT processors typically come out roughly eight months after flagship chips launch, and are targeted towards the enthusiast PC crowd that does more than just gaming. AMD also just released its own line of HEDT processors, called Ryzen Threadripper, which is giving Intel a run for its money as well.

Coffee Lake isn't expected to be revolutionary from an architectural stand point, and it'll use the same 14nm manufacturing process that CPUs have used for a while now. However, the new flagship Core i5 and i7 processors are rumored to pack six cores this time around. We'll know more about Intel's plans come August 21 at 8am PDT.


Splatoon 2's New Umbrella Weapon Debuts Tonight

By Anonymous on Aug 12, 2017 06:42 am

Splatoon 2's next free DLC weapon is coming soon. The umbrella-shaped Splat Brella will be available in-game tonight beginning at 7 PM PT/10 PM ET.

What's notable about the Splat Brella is that it's an entirely new class of weapon. Players can use it to fire ink like a standard shooter, but its most distinctive feature is its defensive abilities. Holding the ZR button will open the umbrella and shield players from incoming fire. Hold the button long enough and you'll fire the shield, which will block attacks as it travels. You can see screenshots of the Splat Brella below.

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The Splat Brella is complemented with the Sprinkler sub weapon. Its special is--fittingly--the Ink Storm, which creates a cloud that rains ink over the battlefield. Players can purchase the Splat Brella using their in-game currency from Ammo Knights.

Along with the new weapon, Splatoon 2 players also have a chance to pick up some summer attire for their Inkling. The game's official Japanese Twitter account announced that a line of summer-themed gear will be highlighted in SplatNet 2 from August 11-16. The "Summer Vacation Collection" doesn't appear to include new items, but it does feature some stylish beachwear, such as sunglasses, flip flops, and straw boaters, for players to add to their wardrobe.

Nintendo has been releasing a steady stream of new weapons for Splatoon 2 since the game's launch. Last week, the company added the Sploosh-O-Matic, a returning weapon from the first Splatoon. That coincided with the game's first proper Splatfest event, which saw Team Mayo narrowly defeat Team Ketchup in a battle of the condiments.


GS News Update: South Park Fractured But Whole PC Minimum And Recommended Specs Announced

By Anonymous on Aug 12, 2017 05:40 am
The minimum specs are not particularly demanding.

Zelda Breath Of The Wild's Ending Is Slightly Different In Japanese

By Anonymous on Aug 12, 2017 05:40 am

The ending to The Legend of Zelda: Breath of the Wild is a little bit different in Japanese, if you look closely at one line. Spoilers for Breath of the Wild follow.

Clyde Mandelin of Legends of Localization points out a slight discrepancy in this line from the final battle: "He [Ganon] has given up on reincarnation and assumed his pure, enraged form."

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The Japanese version, according to Mandelin's translation, would read, "This form was born from his obsessive refusal to give up on revival." Unlike the official English localization, which says that Ganon turned into his beast form because he gave up on being revived, this translation indicates that Ganon's strong determination to be reincarnated transformed him into his beast form.

It's a relatively small difference, but this affects the ending if you take it a bit further. The Japanese implies that Ganon will come back someday, while the English suggests finality. However, Mandelin notes that another possible interpretation is that defeating Ganon in his beast form would get rid of him forever, since the original text essentially says this is his final form.

You can read the full breakdown on the Legends of Localization website.

Breath of the Wild recently received an update; a previous update added the option to use one language, such as English, for the text and another, like Japanese, for the voice acting.


Hellblade Save Deleting Drama; Xbox One Update Revamp! - GS News Roundup

By Anonymous on Aug 12, 2017 05:30 am
The next Xbox One update will totally change the home screen, and the 2024 Paris Olympics may include eSports!

Here's What Games You Can Play For Free This Weekend

By Anonymous on Aug 12, 2017 05:20 am

Those on the hunt for a new game to play this weekend have a few options to choose from. In addition to For Honor's free trial, Saints Row IV is currently free to play on Steam. Developer ArenaNet is also giving players a chance to sample the newest expansion for Guild Wars 2 at no cost ahead of its release next month.

Beginning today, Steam users interested in trying Saints Row IV can give the game a go for free until 1 PM PT/4 PM ET on Sunday, August 13. If you're tempted to purchase it, you can also snag the game at a steep discount; Steam is currently offering sales on all editions of Saints Row IV. Users can pick up the standard title for $3.74 (75% off its normal price of $15), while the Game of the Century Edition, which includes all of its DLC, runs for $4 (normally $20). These offers expire at 10 AM PT/1 PM ET on August 14.

Saints Row IV
Saints Row IV
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Meanwhile, Guild War 2's newest expansion, Path of Fire, is also free to preview this weekend. New and existing players can experience part of its opening story and "explore the Crystal Oasis map astride the raptor mount." Players who don't already have a Guild Wars 2 account can create a free one on ArenaNet's website and play the demo immediately. This free preview likewise ends on August 13; the full expansion is slated to launch on September 22 and introduces new zones, elite specializations, and other content to the MMO.

Lastly, PC, PS4, and Xbox One players have a chance to jump into Ubisoft's swordfighting game, For Honor, for free until August 13. Ubisoft is giving all players access to the entire game during its free trial, including its single-player campaign, five multiplayer modes, and entire roster of heroes. PS4 players need a PS Plus subscription to try the game, while Xbox One players need an Xbox Live Gold membership. Those who'd like to purchase it can also get a discount; all versions of the game are on sale for 50% off until August 14 on PC and August 20 on PS4/Xbox One. For Honor's Season 3, "Grudge & Glory," begins next week, on August 15.

If you're still looking for something new to try, a free demo for NBA Live 18 is also now available on PS4 and Xbox One. Players can face off in a standard game that pits the Golden State Warriors against the Cleveland Cavaliers in a rematch of the NBA Finals. The demo also gives fans a chance to check out The Rise, a sort of prologue for The One mode. Any progress made in the demo can be transferred to the full game, which releases on September 15. Anyone who pre-orders NBA Live 18 can save 33%, dropping its price from $60 to $40.


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