Tuesday, June 20, 2017

All the latest from GameSpot On 06/21/2017

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In the 06/21/2017 edition:

Overwatch Update And New Map Out Now, Patch Notes Detail Roadhog, Reaper Changes

By Anonymous on Jun 21, 2017 12:20 am

The next big update for Overwatch is now available, introducing the Horizon Lunar Colony map for all players. It also makes some significant balance changes that Roadhog players are unhappy about, along with other tweaks and fixes.

The Horizon Lunar Colony map, which was first announced in May, is set on the moon. A portion of the map includes a low-gravity area, but this functionality extends to other maps. When creating a Custom Game, you can now adjust both player and projectile gravity to make for a much different sort of experience on any map.

In terms of character updates, Roadhog's is the most significant. The hitbox for his head has been shrunk to improve his survivability, but his primary change comes to his weapon. The Scrap Gun's clip size is now five (up from four) and can fire 30% faster, but each bullet's damage has been reduced by 33%. This reduces the effectiveness of his hook combo, but Blizzard says it "keep[s] his DPS roughly the same."

Reaper also sees a fairly significant change. Rather than being able to pick up health orbs after an enemy dies, he now regains health as he deals damage--specifically, 20% of the damage dealt is returned to him as health. McCree's Ultimate also sees an adjustment, as you'll only have to wait 0.2 seconds (rather than 0.8) to begin locking on. The damage dealt during the first 1.0 seconds has meanwhile been increased, going from 20 to 80. After the 1 second mark, the damage is unchanged.

The Oni Genji and Officer D.Va skins, which were previously only available by playing Heroes of the Storm, are now obtainable in Overwatch itself. They can both be found in classic Loot Boxes.

The UI also sees a number of tweaks, including the removal of the Rate This Match option, which Blizzard has deemed less than useful. The Damage Done stat has been replaced by Hero Damage Done in "multiple locations," while averages are now calculated based on 10-minute "slices," instead of on a per-game basis.

You can check out all of the UI additions and adjustments, along with a long list of bug fixes and other changes, in the patch notes here. The update is out now on PC, PS4, and Xbox One.


New Pokemon Sun And Moon Expansion Coming To The TCG

By Anonymous on Jun 21, 2017 12:08 am

The third expansion for the Sun & Moon Pokemon Trading Card Game series, called Sun & Moon--Burning Shadows, launches August 4.

The expansion adds over 140 new cards, namely 12 new Pokemon-GX, which have higher HP and stronger attacks than their normal versions. Pokemon added include Alolan Pokemon Necrozma-GX, Tapu Fini-GX, and Marshadow as well as Machamp-GX, Charizard-GX, Darkrai-GX, and Ho-Oh-GX. See two of the new cards below.

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The expansion also adds six full-art Supporter cards featuring "important human characters," most likely from Team Skull. However, there are no previews available for those cards yet, so it remains to be seen how they'll affect the kinds of decks you can build.

The Sun & Moon series was released in February with a base expansion that introduced Pokemon-GX and Alolan Pokemon to the game. It was followed by the Guardians Rising expansion in May, which added 12 new Pokemon-GX cards and a number of full-art cards.

In other Pokemon news, Nintendo recently announced Pokemon Ultra Sun and Ultra Moon for 3DS, new versions of 2016's Sun and Moon featuring an alternate story. Those games aren't coming to Nintendo Switch, but President Ishihara of the Pokemon Company confirmed during Nintendo's E3 presentation that a new, mainline Pokemon RPG is in development exclusively for the Switch and "may not release for more than a year."


Friday the 13th The Game: Retro Jason Livestream

By Anonymous on Jun 21, 2017 12:02 am
We head back to Crystal Lake to check out Friday the 13th The Game's free apology update comes with some new counselor clothes, free upgrade points, and best of all, Retro Jason.

Rainbow Six Siege Update 2.1 Out Now, Here Are The Patch Notes

By Anonymous on Jun 20, 2017 11:27 pm

Rainbow Six Siege's next patch, version 2.1, is now available on all platforms. It's positioned as the "first major title update" coming as part of the ongoing Operation Health initiative, the aim of which is to improve the "overall Rainbow Six Siege experience."

In terms of update 2.1's major focuses, there are no big surprises, as Ubisoft has previewed the changes that are to come. That doesn't make them any less welcome, though. 2.1 introduces One-Step Matchmaking, which "means more stability and faster matchmaking results." Ubisoft describes it as a "giant step towards better performance and faster queue times."

Interactive Matchmaking is also new, allowing you to freely browse the menus while waiting for a match. You can purchase new Operators, tweak your loadouts, and so on, all of which could previously only be done if you hadn't yet entered a matchmaking queue. Following a match, you and your party can vote to go back to the menu, re-enter matchmaking, or continue with your current group.

In terms of gameplay itself, the previously discussed hitbox changes have been implemented. Put simply, players will no longer suffer damage when they take hits to things that should not hurt them, such as baggy clothing or accessories. This is true for all existing and future Operators. Ubisoft says it "will allow for a full artistic freedom on character models and customization without a heavy impact on gameplay balancing."

On the balance side, Glaz has been deemed too effective, particularly in high-level play. As a result, his weapon's damage has been reduced and his accuracy lowered when firing repeatedly. "At short distance especially, defenders will take more body shots before dying to the Dragunov," Ubisoft says. This and some changes to the availability of smoke grenades are discussed in detail on the Siege website.

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Other changes include resolving certain exploits, such as being able to melee kill someone through Mira's mirror. Three locations where spawn kills are possible have also been addressed (shown in the images above), and others will be targeted in future updates. You can check out all of the other bug fixes in the patch notes below. For the full rundown on the update, head here.

The game's next patch will be update 2.2.2. Ubisoft says this will "issues with Hibana, smoke grenade replication, aiming consistency, Alpha Pack deployment, and other long-persisting issues. However, it should be noted that a lot of what we are working on regarding gameplay fixes will be arriving in Season 3."

Rainbow Six Siege Patch 2.1 Main Bug Fixes

Gameplay

  • Fixed - Players are able to melee others through Mira's One Way Mirror.
  • Fixed - Audio from Impact grenades does not always trigger properly.
  • Fixed - Players receiving Timeout error 6-0x00001000 when first connect to server on creating squad.
  • Fixed - Nitro Cell does not deal damage if placed on the vans of Consulate.
  • Fixed - Players will sometimes not see a prompt for "To Enter" when rappelling.
  • Fixed - Defenders are registered as outside on the Master Bedroom door frame on House.

Operators

Kapkan

  • Fixed - EDD cannot be deployed in certain locations.
  • Fixed - EDD is difficult to deploy on doorframes when an object is nearby.
  • Fixed - The prompt to deploy the EDD is only available in a small angle on certain windows.
  • Fixed - EDD is hidden when placed at the bottom of the Geisha room doorway.

Caveira

  • Fixed - Caveira will sometimes use a placeholder audio bark when throwing an Impact grenade.

IQ

  • Fixed - Friendly gadgets are detected when using the RED MK III "Spectre".

Game Modes

Terrorist Hunt

  • Fixed - AI pathing on Club House.
  • Fixed - AI pathing on Chalet.

Level Design

Skyscraper

  • Fixed - Geisha room floor is unbreakable.
  • Fixed - The floor surrounding the trapdoor in Geisha room cannot be destroyed properly.
  • Fixed - Defuser cannot be placed on multiple locations due to objects.
  • Fixed - Black Eye cameras are able to float in mid-air in the Wine Cellar once all bottles are broken.
  • Fixed - Stairs in 1F Toilet do not have bullet collision, and damage can be dealt through them.
  • Fixed - Attackers can reach an inaccessible location while being pushed in rappel, causing players to fall out of bounds.
  • Fixed - Carpets on the second floor are unbreakable.
  • Fixed - Kapkan's EDD clips through the lamp on the right side of the window in 2F Geisha Room.

Border

  • Fixed - Ramps at the top of stairs flicker, and present a graphical glitch.
  • Fixed - Glowstick prevents a Defuser plant in 2F Armory Locker Room.
  • Fixed - Gadgets cannot be placed on wall in 1F Customs Inspections room.
  • Fixed - Defuser cannot be placed on the metal steps in the Server Room.
  • Fixed - Players are able to climb onto the handrail in the stairs of Main Hallway, and then vault into the scaffolding.
  • Fixed - There is a gap between the walls located in 2F Security Room, allowing players to fire on 1F VIP Section.

Chalet

  • Fixed - Tree and flower pots do not have collision at 1F Main Entrance, and allow players to shoot through walls to the Snowmobile Garage corridor.
  • Fixed - Operators do not take damage from Nitro Cells or grenades when rappelling from 2F Bedroom Terrance.
  • Fixed - Players are able to shoot through the floor in Master Bedroom and kill enemies outside.
  • Fixed - Defenders are able to spawn kill Attackers spawning at Campfire.

Plane

  • Fixed - A small flag prevents the placement of the Defuser in Executive Office.
  • Fixed - Players are able to vault through the top of the plane using a deployable shield.
  • Fixed - Drones are able to break collision with the partially destroyed ceiling near the entrance of 2F Front Hallway.
  • Fixed - When player 1 is running and crouching on a prone player 2 at the same place, player 1 will have an advantage.

Clubhouse

  • Fixed - Broom prevents Defuser placement in Church.
  • Fixed - Defuser cannot be placed on dumbbells in 2F Gym.
  • Fixed - Players do not receive damage from a Nitro Cell if it is thrown against the brick wall near the jukebox.
  • Fixed - The vault option does not appear on the bar counter in the Strip Club.
  • Fixed - Players are able to shoot through the metal frame of the barred windows in 1F Garage.
  • Fixed - Location indicator is missing in the room with the destructible wall that is next to 2F Secret Stash.

University

  • Fixed - Defuser cannot be planted in multiple locations.
  • Fixed - Some gadgets cannot be placed near the trapdoor found in Model Hall.
  • Fixed - Floor above the furnace can be destroyed from above and players are then able to place gadgets and cameras within the Furnace. These gadgets and cameras cannot be seen from the outside.
  • Fixed - University nameplates can be shot through, but not destroyed.
  • Fixed - Players are able to shoot through the ceiling of the Service Room.
  • Fixed - Defenders can be detected if crouched near a partially destroyed wall in 2F Model Hall.

House

  • Fixed - Players are able to shoot from EXT Patio towards Laundry Room, through non-LOS objects.
  • Fixed - Valkyrie is able to place her cameras between walls, and see through them.

Kanal

  • Fixed - Defenders are able to have line of sight on the Attacker Spawn point from CC3F Control Room Window.

Consulate

  • Fixed - Defenders have a direct line of sight into the Side Entrance spawn point by jumping outside from Visa Office.
  • Fixed - Players are able to vault over a deployable shield onto the metal pipes found under Service Stairs.

Coastline

  • Fixed - Attackers are able to vault from the exterior canopy inside the 2F Penthouse room.
  • Fixed - Invisible collision is present around the flowers of 2F Hallway.
  • Fixed - Defenders are able to shoot through the guitar supports located in 2F Hall of Fame and kill Attackers.

Hereford

  • Fixed - Players are able to shoot through the lower half dividers in 1F Dining Room.
  • Fixed - Vaulting through the window from 2F Office that is partially destroyed will result in the Operator remaining stuck.

Oregon

  • Fixed - Players will not receive any damage from a detonated Nitro Cell if they are on the bed in 2F Small Dorms.
  • Fixed - There is a seam gap on the ceiling of Tower Stairs.
  • Fixed - Players are able to fire through a gap between the walls of 1F Office.
  • Fixed - Players are able to break collision with the freezer in 1F Pantry.
  • Fixed - A wall reinforcement in the Supply Room does not fully cover the wall.
  • Fixed - Players are able to reach an inaccessible area in the Boiler Room.
  • Fixed - Metal decals appear even though bullets do not penetrate through the big dresser in 2F Kids' Room.

Bank

  • Fixed - Drones are able to clip through the ceiling of Bank Garage.
  • Fixed - Walking over the box in 1F Archives will interrupt the Secure Area process.
  • Fixed - Drone can be placed on top of pipes in Garage to see through all floors.

User Experience

  • Fixed - Jackal's default and Photon uniforms are different from their thumbnails.


Acclaimed Gothic Horror RPG Darkest Dungeon's First Expansion Released

By Anonymous on Jun 20, 2017 10:48 pm

Darkest Dungeon, the gothic horror RPG from Red Hook Studios, has released its first DLC expansion. The Crimson Court allows players to jump into a new, parallel campaign, designed to be played alongside the main story.

The expansion tells the story of the Crimson Curse, which is spreading across the estate and bringing new enemies to familiar regions. It also introduces a new environment called The Courtyard, full of "unique curios, traps, and obstacles, a complete faction of new blood-crazed foes lie in wait, overseen by three distinct boss encounters," according to the DLC's description.

"These slavering enemies and epic encounters will introduce new combat mechanics, testing the limits of your favorite strategies." In addition to the new campaign and dungeon, The Crimson Court introduces a bunch of new game mechanics too, including:

  • A new hero class--"Awash in blood and delusion, they bear the burden of a thousand lifetimes"
  • A full faction of new enemies
  • 5 new bosses with some of the most complex and devious mechanics yet
  • A new wandering boss: The Fanatic
  • Districts: 10 new buildings to upgrade your Hamlet
  • Massive, sprawling maps with locked doors, prisoner rooms, and progress saves
  • Lore-driven trinket sets for all heroes, with set bonuses
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The Crimson Court DLC is now available on PC for $10, and the original is on sale on Steam right now for $10 too. The original game is available on PlayStation 4 and PS Vita, but there's no word on when the expansion is coming for those consoles.

When it was released, critics praised its unique approach to dungeon-crawler gameplay (adding elements of survival horror) and its dark art style. GameSpot reviewer Daniel Starkey called it a "richly satisfying and wonderfully executed masterpiece," and you can read his full review here.


Half-Life Remake Black Mesa's Revamped Xen Delayed Again

By Anonymous on Jun 20, 2017 10:43 pm

Developer Crowbar Collective has been working on the final sections of Black Mesa, a Half-Life remake, since 2015. Today, however, the studio announced that those sections--set on the alien world Xen--have been delayed to December.

The studio released an update on its Steam forums that detailed the delay to Xen, alongside the first in-game screenshots of the external world, one of which you can see below. Crowbar Collective explained that it realized that it couldn't ensure the quality it hoped for by this summer, when the area was originally scheduled to be released.

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"We know that this is not what anyone would want to hear, but after taking a long and hard look at what we want to achieve, we have decided that this is for the best," the post reads. "We do not want to compromise on Xen's quality in any way. That said, we consider December to be a do-or-die deadline."

The developer also provided some updates regarding its progress on the game. The studio has revamped the game's lighting system to support "fully dynamic lights." In addition, Black Mesa has received color correction to soften some of the more saturated colors. Finally, Crowbar Collective fixed broken weapon holding animations. You can read more about the development progress here.

Black Mesa has been in development and even playable for quite some time. The first portions of the game were released for free back in 2012, and a more complete, paid version entered early access on Steam in 2015. Since then, the game has been almost finished--except for the Xen levels. You can see other images of Xen below, and you can currently try out the unfinished version of the game for $20 over on Steam.


Marvel Films: How Much Money Did They Make At The Box Office?

By Anonymous on Jun 20, 2017 10:33 pm


Because other companies own the rights to some of Marvel's properties, characters from all across the Marvel universe have been featured in twice as many films as DC. This includes characters from The Avengers, Spider-Man, the X-Men, and more. Here are how all those films did in the box office, in order by worldwide totals, adjusted for inflation.

Check out how DC's films did at the box office here.

Box office numbers and information came from IMDb and Box Office Mojo.

UPDATE 6/20/2017: Guardians of the Galaxy Vol. 2's numbers and ranking were updated.


The Punisher (1989)


The late '80s Punisher film was full of bad dialogue, a cheesy plot, and many unmemorable moments. Somehow, the Dolph Lungren driven film found a cult following.

Worldwide total: $533,411 (Adjusted for Inflation: $1,036,873)

The Punisher was only released in Europe.


Man-Thing (2005)


Man-Thing went straight to the Syfy Channel in the States; however, it did get a small release in Europe.

Worldwide total: $1,123,136 (Adjusted for Inflation: $1,386,167)


Punisher: War Zone (2008)


The over-the-top, ultra-violent Punisher: War Zone didn't have the box office success it hoped for, even with the Punisher spinning from a chandelier, shooting people.

US: $8,050,977 (Adjusted for Inflation: $9,013,304)

Worldwide total: $10,100,036 (Adjusted for Inflation: $11,307,285)


The Punisher (2004)


Thomas Jane played Frank Castle in the highly-anticipated 2004 film, but it received mixed reviews, even with WWE wrestler Kevin Nash playing one of the villains.

US: $33,810,189 (Adjusted for Inflation: $43,142,087)

Worldwide total: $54,700,105 (Adjusted for Inflation: $69,797,797)


Elektra (2005)


Spinning out of 2003's Daredevil, Jennifer Garner starred as the titular Elektra in this critically panned film.

US: $24,409,722 (Adjusted for Inflation: $30,126,321)

Worldwide total: $56,681,566 (Adjusted for Inflation: $69,956,023)


Howard the Duck (1986)


Most people remember only a couple things from Howard the Duck: Lea Thompson having sex with the titular character and a topless female duck. It was a pretty weird film.

US: $16,295,774 (Adjusted for Inflation: $35,838,510)

Worldwide total: $37,962,774 (Adjusted for Inflation: $83,489,699)


Ghost Rider: Spirit of Vengeance (2012)


The Ghost Rider sequel didn't win over American moviegoers as much as the rest of the world, with the majority of its box office coming from other countries.

US: $51,774,002 (Adjusted for Inflation: $54,354,651)

Worldwide total: $132,563,930 (Adjusted for Inflation: $139,171,513)


Blade: Trinity (2004)


The third and final Blade film had the titular character joining up with the famed Nightstalkers to hunt vampires.

US: $52,411,906 (Adjusted for Inflation: $66,878,035)

Worldwide total: $128,905,366 (Adjusted for Inflation: $164,484,338)


Fantastic Four (2015)


Last year's Fantastic Four was a bit of a mess, but it still managed to pull in over $100 million from the rest of the world.

US: $56,117,548 (Adjusted for Inflation: $57,069,583)

Worldwide total: $167,977,596 (Adjusted for Inflation: $170,827,340)


Blade (1998)


Blade was the film that really kicked off the comic book movie craze that's been running for 18 years now.

US: $70,087,718 (Adjusted for Inflation: $103,642,965)

Worldwide total: $131,183,530 (Adjusted for Inflation: $193,989,053)


Blade II (2002)


The sequel to Blade did well, and it helped studios realize that mass audiences have a thirst for superheroes.

US: $82,348,319 (Adjusted for Inflation: $110,333,930)

Worldwide total: $155,010,032 (Adjusted for Inflation: $207,689,316)


Daredevil (2003)


The only superhero film to feature a fight on a see-saw didn't have a great reach to the international market.

US: $102,543,518 (Adjusted for Inflation: $134,330,893)

Worldwide total: $179,179,718 (Adjusted for Inflation: $234,723,482)


Ghost Rider (2007)


Nicolas Cage suited up as Johnny Blaze in what many comic book fans consider to be an entirely forgettable film.

US: $115,802,596 (Adjusted for Inflation: $134,622,151)

Worldwide total: $228,738,393 (Adjusted for Inflation: $265,911,608)


The Incredible Hulk (2008)


The Incredible Hulk was the second film in Marvel's Cinematic Universe. This was the only film in which Edward Norton played Bruce Banner.

US: $134,806,913 (Adjusted for Inflation: $150,920,278)

Worldwide total: $263,427,551 (Adjusted for Inflation: $294,914,841)


Hulk (2003)


Ang Lee's Hulk was incredibly stylized and very ambitious. While it did well worldwide, it received mixed reviews.

US: $132,177,234 (Adjusted for Inflation: $173,150,739)

Worldwide total: $245,360,480 (Adjusted for Inflation: $321,419,561)


Fantastic Four: Rise of the Silver Surfer (2007)


The Fantastic Four sequel strayed a bit from its comic roots and may have added a bit too much humor for many purists' liking.

US: $131,921,738 (Adjusted for Inflation: $153,360,881)

Worldwide total: $289,047,763 (Adjusted for Inflation: $336,022,102)


X-Men: First Class (2011)


This 2011 X-Men film went back in time, to the '70s, to examine how the first X-Men team came together.

US: $146,408,305 (Adjusted for Inflation: $156,886,822)

Worldwide total: $353,624,124 (Adjusted for Inflation: $378,933,184)


Captain America: The First Avenger (2011)


Chris Evans made his debut as Steve Rogers in this World War II film, which featured a CG'ed Evans to make him look scrawny.

US: $176,654,505 (Adjusted for Inflation: $189,297,758)

Worldwide total: $370,569,774 (Adjusted for Inflation: $397,091,643)


Fantastic Four (2005)


Fox's Fantastic Four introduced the world to the famed comic book family and was as big of a hit ovearseas as it was in America.

US: $154,696,080 (Adjusted for Inflation: $190,924,903)

Worldwide total: $330,579,719 (Adjusted for Inflation: $407,999,356)


X-Men (2000)


Hugh Jackman made his debut as Wolverine in 2000's X-Men.

US: $157,299,717 (Adjusted for Inflation: $220,181,238)

Worldwide total: $296,339,527 (Adjusted for Inflation: $414,803,059)


X-Men Origins: Wolverine (2009)


Although many people consider it to be the worst of all the X-Men films, X-Men Origins: Wolverine still pulled in more money than the first X-Men movie.

US: $179,883,157 (Adjusted for Inflation: $202,103,489)

Worldwide total: $373,062,864 (Adjusted for Inflation: $419,146,005)


The Wolverine (2013)


The sequel to the worst X-Men film did a bit better, but mainly because it resonated more with a global audience.

US: $132,550,960 (Adjusted for Inflation: $137,148,994)

Worldwide total: $414,828,246 (Adjusted for Inflation: $429,218,142)


Thor (2011)


The god of thunder got his own solo film in 2011, which did very well overseas.

US: $181,030,624 (Adjusted for Inflation: $193,987,078)

Worldwide total: $449,439,994 (Adjusted for Inflation: $481,606,645)


Ant-Man (2015)


Once again, the world market came out in droves to see another Marvel film, which featured a superhero who controls ants.

US: $180,202,163 (Adjusted for Inflation: $183,259,297)

Worldwide total: $519,250,779 (Adjusted for Inflation: $528,059,882)


X2: X-Men United (2003)


X2 had some of the coolest scenes in all of the X-Men franchise.

US: $214,949,694 (Adjusted for Inflation: $281,581,762)

Worldwide total: $407,711,549 (Adjusted for Inflation: $534,097,697)


X-Men: Apocalypse (2016)


The latest X-Men film made the bulk of its money overseas.

US: $155,442,489

Worldwide total: $534,619,896


X-Men: The Last Stand (2006)


The final--and worst--of the original X-Men trilogy brought in the most money.

US: $234,362,462 (Adjusted for Inflation: $280,209,618)

Worldwide total: $459,359,555 (Adjusted for Inflation: $549,221,767)


Logan (2017)


Fox tries its hand at another Rated R comic book film, featuring Logan slashing his way through everyone.

US: $225,078,088

Worldwide: $608,578,340


Iron Man (2008)


Iron Man was the movie that kicked off the Marvel Cinematic Universe. Even though--at the time--mass audiences weren't very familiar with the character, it was still a box office success.

US: $318,412,101 (Adjusted for Inflation: $356,471,651)

Worldwide total: $585,174,222 (Adjusted for Inflation: $655,119,641)


Thor: The Dark World (2013)


Thor: The Dark World wasn't a critical hit, but it did bring in around $180 million more than the first film.

US: $206,321,198 (Adjusted for Inflation: $213,478,233)

Worldwide total: $644,783,140 (Adjusted for Inflation: $667,149,896)


Big Hero 6 (2014)


While Big Hero 6 was a gigantic departure from the source material, this animated feature from Disney did great in the States and even better worldwide.

US: $222,527,828 (Adjusted for Inflation: $226,571,635)

Worldwide total: $657,127,828 (Adjusted for Inflation: $669,069,247)


Iron Man 2 (2010)


The followup to Iron Man did exceptionally well across the globe.

US: $312,433,331 (Adjusted for Inflation: $345,362,224)

Worldwide total: $623,933,331 (Adjusted for Inflation: $689,692,749)


Doctor Strange (2016)


Doctor Strange did decently in the United States, but it made the bulk of its money internationally.

US: $231,901,043

Worldwide total: $670,042,595


Amazing Spider-Man 2 (2014)


Amazing Spider-Man 2 may not have been a huge hit in the States, but it killed overseas.

US: $202,853,933 (Adjusted for Inflation: $206,540,223)

Worldwide total: $708,982,323 (Adjusted for Inflation: $721,866,049)


Captain America: The Winter Soldier (2014)


One of Marvel's best solo superhero films, Winter Solider made the bulk of its money overseas.

US: $259,766,572 (Adjusted for Inflation: $264,487,086)

Worldwide total: $714,766,572 (Adjusted for Inflation: $727,755,411)


X-Men: Days of Future Past (2014)


The time-travelling sequel to X-Men: First Class did very well.

US: $233,921,534 (Adjusted for Inflation: $238,172,389)

Worldwide total: $748,121,534 (Adjusted for Inflation: $761,716,504)


Deadpool (2016)


In a surprise to many people, an R-rated superhero film did very well in the box office.

US: $363,070,709

Worldwide total: $782,603,445


Guardians of the Galaxy (2014)


Many moviegoers consider Guardians of the Galaxy to be the best team movie Marvel has put out to date. Sorry, Avengers.

US: $333,176,600 (Adjusted for Inflation: $339,231,132)

Worldwide total: $774,176,600 (Adjusted for Inflation: $788,245,046)


Amazing Spider-Man (2012)


The Spider-Man reboot wasn't as great as fans hoped, but it still did well in the box office.

US: $262,030,663 (Adjusted for Inflation: $275,091,452)

Worldwide total: $757,930,663 (Adjusted for Inflation: $795,709,344)


Guardians of the Galaxy Vol. 2 (2017)


Guardians of the Galaxy Vol. 2 is turning out to be a hit. Star-Lord learns his father is from the stars and more than just a humanoid.

US: $374,942,747 (as of 6/5/17)

Worldwide total: $844,723,546


Spider-Man 2 (2004)


Sam Raimi's Spider-Man follow-up also did great.

US: $373,585,825 (Adjusted for Inflation: $476,698,677)

Worldwide total: $783,766,341 (Adjusted for Inflation: $1,000,092,489)


Spider-Man 3 (2007)


While Spider-Man 3 made a ton of money, it's considered to be a terrible film.

US: $336,530,303 (Adjusted for Inflation: $391,221,224)

Worldwide total: $890,871,626 (Adjusted for Inflation: $1,035,650,832)


Spider-Man (2002)


Spider-Man was the first Marvel film to reach a billion dollars, when adjusted for inflation and held quite a few other records.

US: $403,706,375 (Adjusted for Inflation: $540,903,708)

Worldwide total: $821,708,551 (Adjusted for Inflation: $1,100,961,565)


Captain America: Civil War (2016)


The latest Captain America film has heroes fighting heroes, so of course, people went to the movie in droves.

US: $407,264,745

Worldwide total: $1,151,852,525


Iron Man 3 (2013)


The final Iron Man film did exceptionally well.

US: $409,013,994 (Adjusted for Inflation: $423,202,200)

Worldwide total: $1,215,439,994 (Adjusted for Inflation: $1,257,602,155)


Avengers: Age of Ultron (2015)


The Avengers sequel pulled in almost a billion dollars overseas alone.

US: $459,005,868 (Adjusted for Inflation: $466,792,915)

Worldwide total: $1,405,035,767 (Adjusted for Inflation: $1,428,872,237)


Avengers (2012)


Finally, sitting pretty at the top spot is the first Avengers film.

US: $623,357,910 (Adjusted for Inflation: $654,428,878)

Worldwide total: $1,518,594,910 (Adjusted for Inflation: $1,594,288,526)



DC Films: How Much Money Did They Make At The Box Office?

By Anonymous on Jun 20, 2017 10:32 pm


DC started their films off strong back in the late '70s; however, the way comics and films work has all changed. Everyone wants to have their own cinematic universe, and DC is slowly working on putting it all together.

While the company's film universe is new, its role in Hollywood is not. It's had some huge hits and misses since 1978, when Superman released. Some of these films set box office records while others were buried and forgotten. We thought it would be fun to take a look at how much money DC's films made in theaters, from worst to best, with adjustment for inflation.

Box office numbers and information came from IMDb and Box Office Mojo.

UPDATE 6/20/2017: Wonder Woman's numbers updated.


Steel (1997)


You probably don't remember Steel, starring Shaquille O'Neal. There's a reason for that. It's a terrible movie.

US: $1,686,429 (Adjusted for Inflation: $2,532,669)

Steel was only released domestically.


Batman: Mask of the Phantasm (1993)


Although Mask of the Phantasm didn't make a ton of money compared to the rest of the films on the list, it's the only DC animated film to release in theaters (Killing Joke was a one-night event), and it was well-received for its time.

US: $5,588,699 (Adjusted for Inflation: $9,322,414)

Released theatrically in US and Brazil. Numbers for Brazil not available.


Jonah Hex (2010)


Jonah Hex is a pretty fantastic, grounded western property that was turned into a supernatural mess. It had a great cast and all the potential in the world, but the story was extremely rough.

US: $10,539,414 (Adjusted for Inflation: $11,650,214)

Worldwide total: $10,895,609 (Adjusted for Inflation: $12,043,951)


Superman IV: The Quest for Peace (1987)


No one wanted to see Superman throw the world's nuclear weapons into the sun. They wanted to see him punch somebody.

US: $15,681,020 (Adjusted for Inflation: $31,950,310)

Superman IV was only released domestically.


Supergirl (1984)


Many people forget that after Superman III, Supergirl got her shot at the big screen.

US: $14,296,438 (Adjusted for Inflation: $33,166,360)

Supergirl was only released domestically.


Catwoman (2004)


Catwoman is a film that took the source material and threw it out the window, hoping to rely on Halle Berry's name to put butts in seats. It did not do so.

US: $40,202,379 (Adjusted for Inflation: $51,298,576)

Worldwide total: $82,102,379 (Adjusted for Inflation: $104,763,331)


Superman III (1983)


After the awesomeness that was Superman II, someone decided to make the third film in the franchise a buddy comedy, featuring comedian Richard Pryor.

US: $56,950,623 (Adjusted for Inflation: $137,823,938.42)

Superman III was only released domestically.


Watchmen (2009)


Watchmen was the start of director Zack Snyder working for DC Entertainment. The film was ambitious and visually stunning, but it left a sour taste in some people's mouths.

US: $107,509,799 (Adjusted for Inflation: $120,790,105)

Worldwide total: $185,258,983 (Adjusted for Inflation: $208,143,372)


Green Lantern (2011)


Ryan Reynolds (Deadpool, Blade: Trinity) took on the role of Hal Jordan, space cop. It was panned by both critics and fans. At least Reynolds has a good sense of humor about it.

US: $116,601,172 (Adjusted for Inflation: $124,946,377)

Worldwide total: $219,851,172 (Adjusted for Inflation: $235,586,033)


Superman II (1980)


Superman II did well in the theaters, but we're not quite sure why this wasn't released internationally.

US: $101,347,629 (Adjusted for Inflation: $296,463,953)

Superman II was only released domestically.


The Lego Batman Movie (2017)


It may not be part of the DC Cinematic Universe, but The Lego Batman Movie appeals to fans both young and old.

US: $174,932,902

Worldwide: $310,032,902


Batman & Robin (1997)


If there's one thing Batman & Robin did well, it was to have Arnold Schwarzenegger only speak in ice puns. In fact, that's the only thing it did well.

US: $107,285,004 (Adjusted for Inflation: $161,120,017)

Worldwide total: $238,207,122 (Adjusted for Inflation: $357,738,120)


Batman Begins (2005)


After Batman & Robin, some folks were a little skeptical of Christopher Nolan's Batman origin story and reluctant to go to the theater. They shouldn't have been.

US: $206,852,432 (Adjusted for Inflation: $255,295,937)

Worldwide total: $374,218,673 (Adjusted for Inflation: $461,858,271)


Superman Returns (2006)


The fifth movie in the original Superman series, 19 years after Superman IV, had a good showing.

US: $200,069,408 (Adjusted for Inflation: $239,207,985)

Worldwide total: $391,081,192 (Adjusted for Inflation: $467,586,450)


Batman Returns (1992)


Tim Burton's second Batman film didn't do as well as the original, but that's probably because they didn't get Prince to do the soundtrack again.

US: $162,744,850 (Adjusted for Inflation: $279,598,668)

Worldwide total: $282,800,000 (Adjusted for Inflation: $485,855,640)


Batman Forever (1995)


Surprisingly, Batman Forever did better than Batman Returns, probably because heavy hitters--for the time--Jim Carrey and Tommy Lee Jones joined the cast.

US: $183,997,904 (Adjusted for Inflation: $291,013,692)

Worldwide total: $336,531,112 (Adjusted for Inflation: $532,262,376)


Wonder Woman (2017)


Wonder Woman had a great opening weekend, making over $100 million domestically. The movie tells the story of Diana (Gal Gadot) leaving her home to battle evil during World War I.

US: $275,095,580

Worldwide total: $573,495,580 (As of 6/20/17)


Man of Steel (2013)


Man of Steel kicked off DC's cinematic universe and polarized audiences and fans as Zack Snyder gave the world a much darker Superman than they were expecting.

US: $291,045,518 (Adjusted for Inflation: $301,141,539)

Worldwide total: $668,045,518 (Adjusted for Inflation: $691,219,218)


Suicide Squad (2016)


The third film in DC's cinematic universe may have been panned by critics, but it continues to bring in money.

US: $325,021,779

Worldwide total: $745,173,191


Batman (1989)


Batman wowed audiences with Tim Burton's dark, quirky style and an awesome soundtrack by Prince.

US: $251,188,924 (Adjusted for Inflation: $488,274,805)

Worldwide total: $411,348,924 (Adjusted for Inflation: $799,602,596)


Batman v Superman: Dawn of Justice (2016)


While comic fans and some moviegoers had a problem with the tone and story, people across the world went to the theater to see Batman fight Superman.

US: $330,249,062

Worldwide total: $872,662,631


Superman (1978)


Superman was the first to break the $1 billion mark, when adjusted for inflation. It introduced the world to Christopher Reeves as the Man of Steel.

US: $40,925,251 (Adjusted for Inflation: $151,296,635)

Worldwide total: $300,218,018 (Adjusted for Inflation: $1,109,876,543)


The Dark Knight (2008)


One of the best comic book films to date, featuring a stellar performance from the late Heath Ledger, broke the $1 billion mark in 2008.

US: $534,858,444 (Adjusted for Inflation: $598,789,657)

Worldwide total: $1,004,558,444 (Adjusted for Inflation: $1,124,632,532)


The Dark Knight Rises (2012)


The top-grossing DC film wasn't even one of their best. Christopher Nolan's final Batman movie beat out his previous film by $10 million.

US: $448,139,099 (Adjusted for Inflation: $470,476,371)

Worldwide total: $1,084,939,099 (Adjusted for Inflation: $1,139,017,354)



Why Monster Hunter: World Leaves Behind Handhelds For Home Consoles And PC

By Anonymous on Jun 20, 2017 10:11 pm

After making its home on 3DS for the past five years, Capcom is bringing the Monster Hunter series back to home consoles with Monster Hunter: World, which is coming to PlayStation 4 and Xbox One in early 2018 (with a PC release following soon afterward). Unveiled during Sony's E3 2017 press conference, World looks like something of a departure for the series, introducing new elements like camouflage and a grappling hook-like weapon that add a whole new layer of strategy to the way players approach a hunt.

In addition to the live demo we got to witness at E3, GameSpot got a chance to speak with Monster Hunter producer Ryozo Tsujimoto and executive director Kaname Fujioka via an interpreter about the new title. We asked the developers about their decision to bring Monster Hunter back to home consoles, as well as what new elements players can expect to find in the upcoming installment.

GameSpot: What made you decide to bring this particular installment to home consoles after the most recent ones have been on handhelds?

Ryozo Tsujimoto: The series has been going for about 13 years now, so it's quite long in the tooth, but we felt it was a good time to start reevaluating the series and what we want to do with the next title. It was a good opportunity at this particular time because the current generation of technology is so powerful that it will allow us to express a much more dynamic, living world than we've ever been able to before. So when we had that concept in place, it seemed to make sense at this time to take advantage of home console hardware and bring Monster Hunter back to consoles. It's going to let us have a lot more dynamism and monster behavior, more realistic AI, and complex interactions between monsters. Everything, the timing, just seemed to be right for us.

As far as how the game is structured, are all the individual areas of the map still segmented as they were in the older titles? Or has moving to home consoles allowed you make a more seamless world this time around?

Tsujimoto: We still have the idea that there are numbered zones, different locales in the map, but they are seamless. There's no loading screen between individual areas. It's created as each map is one whole area. That's something that has led us to flowing on from that change, making certain key quality-of-life improvements that make more sense within the concept. For example, in the past, whenever you used potions or similar items, your character stopped and did animations and it was kind of the strategy of what do you prioritize. You have to run out of the area and make a loading screen happen, and now that you're in a clear area you have a chance to take your potion. Now that there's no loading screen, it made sense to make it possible to drink potions while you're walking and other things like that. It's an exciting change to the way the maps work. It's really brought in a domino effect on other parts of the gameplay. But it's still at its core a Monster Hunter experience.

I think both of those styles are Monster Hunter gameplay. It's just that you have to make sure that the entirety of the gameplay system works within the context of what you've done with the maps. That's how we approached it.

Has moving to more powerful consoles allowed you to include more elements that you weren't able to achieve before on weaker hardware?

Kaname Fujioka: The power of the current generation of hardware has really let us make these seamless environments come to life, whether it's just literally the graphical detail, more detailed structures with everything like plants and smaller animals and creatures, up to the big monsters. But when it comes to the fact that we've got more complex 3D geography in the maps, with lots of verticality, that means the more complex the environment gets, the more you have to work on the computation of the monster behavior to make it move around those environments realistically because it's not just moving on a flat plane. It's got to climb complex inclines, jump down cliffs, and things like that. To add all those things together into one living, breathing ecosystem, it really does take the power of the current generation.

How long has Monster Hunter: World been in development?

Fujioka: I think over three years, at the moment. We also had period of about a year when we were first kicking off the project prototyping the concept of what we wanted to do.

Does Monster Hunter: World build off the elements that were introduced in Monster Hunter Generations, like the Hunting Styles and Hunter Arts? Are they going to appear in this game, as well?

Tsujimoto: The Hunter Arts and Hunting Styles from Generations are not featured. Those were part of the concept of that title. That was kind of a celebration of Monster Hunter history to that point. One of the focuses of that title was flashy, unique action style, which was going to make everyone pick which one of the four styles they wanted to use. That was that concept. Every title we make, we have a key concept, and from that flows forth the gameplay decisions. That doesn't necessary mean that once you made a decision for one game it makes sense to just bring wholesale all those elements back into the next one. So, as I said earlier, World, the name itself, is the concept for our new title. It's a comprehensive, detailed, vivid, living, breathing world that you're just going to dive right into as a hunter. That's where all of our gameplay decisions flowed from.

Fujioka: We want you to think about this world and also use it. It's something you can use strategically as part of your hunting strategy. You've got this new sub-weapon or sub-tool called the Slinger. It's something you can use not just to hook shot off of parts of the environment, but you can pick up rocks and things and use it to fire them out or even create distractions. You'll also be able to use it to cause environmental effects which damage the monster. Thinking about the world that way, as an aspect of your actual hunting action, is a concept we wanted to go for this time. That's something that's just separate from what we did on Generations.

There was one weapon in the game's debut trailer that looked kind of like a machine gun. Are there going to be new types of weapons that change your fighting styles in this game?

Fujioka: It's the same 14 weapon classes that are in the existing series. It's separated into blades and guns, as usual. What you saw in the trailer was actually a special kind of ammo mode for the heavy bowgun. It's not a separate machine gun weapon. When you load up a certain kind of special ammo, you've got a certain amount of time in which you can create this machine gun damage effect. But we haven't added a machine gun. It's within the same construct within the existing weapon classes.

Every weapon has been reevaluated, re-looked at, with new moves, new combos. So even if you're a veteran hunter and you know your favorite weapon really well, you're going to have a lot of fun diving in and finding out what's new and what's changed.

As far as online play goes, is that going to be restricted by region, or will it be opened up to let you hunt with players from other regions as well?

Tsujimoto: It's first-ever worldwide global servers, part of the "world" concept. You can team up with anyone from around the world to go hunting with. Of course, if you choose to filter it by, say, language, you can limit your search as well. But, yeah, you can for the first time ever combine Europe, American, and Japanese servers into one.

That sounds more ambitious than previous titles. Has it been more difficult on the server side to ensure that players can team up with other hunters from all around the world?

Tsujimoto: We were totally ready to take on that approach from the start, because in the past Monster Hunter has usually released first in Japan. You've got a period of time [before] Western releases. I think the shortest was six months for Generations, but often up to close to a year before the Western version comes out. We knew right away from the start for this game we wanted to have a simultaneous global launch window for the title. We're planning to do that for World in early 2018. When you do that, it just makes so much sense. The title is releasing everywhere at the same time, then you want to make all the players be able to play with each other. So we have taken appropriate steps since the beginning of the project to be ready to bring global servers for online quests.

Will Monster Hunter: World also feature PS4 Pro or Xbox One X support?

Tsujimoto: Yeah, we're planning to support both Xbox One X and PS4 Pro. It's great to see the specs are finally coming out for Xbox One X. So, yeah, we're gearing up to bring you guys support for those platforms.

In Monster Hunter Generations and Monster Hunter 4 Ultimate, there were a lot of really fun collaboration items and gear. Can we expect those in Monster Hunter: World as well?

Tsujimoto: Yeah, we were looking at bring some fun collaborations to you. It's the kind of situation where, because we just announced the title a couple days ago, we can't even go talk to the guys we want to collaborate with until the veil of secrecy is lifted at E3. [Laughs] So we're going to try to bring something fun for you guys.


Street Fighter, Tekken Devs Strike Deal To Share Matchmaking Tech

By Anonymous on Jun 20, 2017 09:22 pm

Capcom and Bandai Namco have entered into a cross-licensing agreement "related to online matching in properties such as the Street Fighter series." Capcom says the goal is to improve the "user experience" for the player, and it specifically focuses on online matchmaking.

It's an issue both companies have struggled with. Street Fighter V players have been subjected to long waits in online multiplayer, among other issues, and the company has been working to improve gameplay since. Bandai Namco's latest instalment in the Tekken series, Tekken 7, also experienced some online gameplay issues at its release. Earlier this month, the company introduced a patch to improve matchmaking.

Capcom and Bandai Namco's deal will also "[accelerate] the production of titles and [reduce] development costs for both parties...Capcom aims to effectively utilize the patents it has been granted in game series such as Street Fighter in order to deliver even more exciting content to game players," the developer said.

No Caption Provided

Earlier this year, Bandai Namco stopped development on its game Tekken x Street Fighter, a joint project with Capcom. The game director, Katsuhiro Harada, said the developers didn't want to "split these communities," stating the game was now on hold. Tekken x Street Fighter was supposed to be a follow-up to Capcom's game Street Fighter x Tekken, which was released in 2012.

For the latest news and updates on Street Fighter V and Tekken 7, check out our full coverage right here on GameSpot.


$300 PlayStation VR Available For A Limited Time

By Anonymous on Jun 20, 2017 09:12 pm

Price of entry is one of the main barriers holding some people back from picking up their own VR headset. Sony's PlayStation VR aims to be a lower-priced option compared to its PC counterparts, but it's still an expensive purchase. At the moment, however, its cost is a bit more palatable.

Over on eBay, Newegg is selling the $400 PSVR for only $300. Discounts on the headset have not been commonplace, and this might well be the cheapest that a new version of the headset has been sold for since its launch last October.

Shipping on this deal is free, and Newegg is a reputable seller, but the offer is only available to those in the United States. It's unclear how long this discount will be available for, so you should act quickly if you're interested.

An important thing to note is that this doesn't come with anything but the headset itself--you'll still need a PS4 and a PS4 camera at a bare minimum. PlayStation Move controllers (two of which are included with $500 PSVR bundles) are optional but do often enhance the experience. You can GameSpot's PSVR review for more details.


You Can Now Play A Chunk Of Hitman For Free

By Anonymous on Jun 20, 2017 08:49 pm

With Hitman developer IO Interactive having recently secured its independence, it's now looking to attract new players to the game. As of today, you can play a chunk of Hitman for free.

The game's first location, the ICA Facility, can now be downloaded and played in its entirety without paying a cent. This is not a stripped-down version, either; IO says it includes "absolutely everything" that's been released for the location, which includes two story missions, two Escalation Contracts, 40-plus challenges, and 17 Achievements/Trophies. You also have access to all ICA Facility missions designed by other players in Contracts mode.

This portion of the game is available on PC, Xbox One, and PS4. Should you decide to pick up the full thing, you can carry over the progress made in the free version. IO notes that deals on the game are forthcoming; it's already discounted on the Xbox Store for $24, with Steam and PlayStation Store sales presumably coming later today.

Although the ICA Facility is not the game's best level, it does provide a good sense of what to expect from the game overall. You can also read GameSpot's full Hitman review, which scores the game an 8/10.

IO Interactive has said before that this season of Hitman was expected to be the first of several, but that was called into question recently when Square Enix said it planned to sell the developer. Last week, it was revealed that IO is instead going independent and will retain the rights to the Hitman series.

You can download the free version of Hitman through the links below:


Life Is Strange: Before The Storm Dev Wants To Shatter Illusions, Tell An Intimate Story

By Anonymous on Jun 20, 2017 08:31 pm

During Microsoft's press conference at E3 2017, Square Enix debuted Life is Strange: Before The Storm, a prequel to the critically acclaimed episodic series developed by Dontnod Entertainment. Unlike the original series, however, Before The Storm is being handled by Deck Nine, which has turned back the clock to tell the story of Chloe Price, the rambunctious, blue-haired friend to Max Caulfield in Life is Strange.

The series will depict a time when Chloe's life falls apart following the death of her father. It will allow players to guide her decisions as she attempts to find herself and recenter. Core to this story is her complicated relationship with Rachel Amber, who is key to making Chloe the person we know from Life is Strange.

During E3 GameSpot spoke to Life is Strange: Before The Storm's lead writer Zak Gariss about Deck Nine's involvement in the Life is Strange series, the decision to return to Arcadia Bay, and why it felt Chloe's story was an important one to tell.

You're a new studio to Life is Strange but are no doubt aware of the legacy and the fandom it has. How did it feel to be brought on board, was it nerve wracking? Did you feel up to the challenge?

It was extraordinary. All of the above that you just described. We're all huge fans of the first game. So getting the part from Square and jump into the Life is Strange universe and write these characters that are so vivid and so loved from what Dontnod created is tremendous pressure, and a privilege simultaneously. And it's been an absolute joy.

How much input did you have on the direction of the prequel? I consider the first Life is Strange to be a great self-contained story, but you're returning to Arcadia Bay. Where did that decision come from?

I think it's Square responding to what the fans were asking for. The community's so big and so vocal and their passion for what Life is Strange is and has become, I think that really speaks to what Dontnod achieved with the first game. But Square loves the community and they love the game and I think they wanted to meet that desire from fans to kinda go back to Arcadia Bay and see something new in there that's gonna feel both familiar and at the same time, maybe shocking.

Is there ever a worry that you might be over-explaining? I like that there was a mystery to the relationship between Chloe and Rachel and the details were personal. I knew something complex happened there but the fact that I wasn't privy to the everything gave texture to the character and relationship. And now that you're going back to it and really laying it all out, do you think that that is a risk that you guys might be taking away some of the magic there?

I think in the sense that you were ... We're taking something that in the first game was very private to Chloe. She didn't even tell Max the details of her relationship with Rachel, like you're hinting at. We just know that Rachel was hugely important. Not how, not in what way, not why. So we are unveiling that for the player and absolutely I think there could be a risk to that in the sense that we're asking the player to take what was Chloe's and make it their own. And we're very deliberately, in the story that we're telling, not attempting to lay out for the player what Chloe's relationship was with Rachel. Rather, we give the player an opportunity to navigate that relationship for themselves. And to make decisions that form kind of what that looks like and what that means to them.

What's really interesting is when Chloe appears in the first game she's a strong, guiding influence that helps define Max in a lot of ways. And now we're seeing her when she's vulnerable and in need of guidance. Rachel is there too, but she seems like she also doesn't have a stable grasp of herself. You've got two people who are kind of both adrift. Can you talk a bit about why you went with that dynamic?

I think that's a very keen observation. Yeah, our Chloe is a lot more vulnerable than the Chloe from the first game. She's younger, she's 16. She's closer to the detonation, after her father's death blew apart her life, right? She's alienated, she's all alone. And we're examining what it's like when Rachel shows up in Chloe's life like a comet. We're looking at these two people who are seemingly opposite, with Chloe being at the bottom of the Blackwell social ladder, really kind of adrift, really lost. Rachel being the top, loved by everyone. This mythic character from the first game. And we're actually kind of shattering that illusion and we're exploring how, oh yeah, the girl who looks like she has all her life together? No no, she's broken too. And the girl who's absolutely obviously broken, no no, she's strong. And there is unique ways in which both girls kind of desperately need each other in this particular moment in their lives. And in that way, we're really excited to just be exploring this universal aspect of human connection. How everyone, I think at a certain moment in time in their life might have that one person who just kind of walks in and kind of changes their world.

Life is Strange had a profound effect on so many people who identified with characters and issues in the game. As someone who's now creating the next chapter, how much do you think about the audience and the issues you could address? Do you want to target issues and try to help people through them or is it just like, "We're gonna write a story, and whatever issues arise, we'll tackle them"?

Yeah, I think that's a really good question. We think about this every day. I think Life is Strange had a real courage in how it put a lens on social and personal issues. What we might call small issues in Hollywood, but are actually quite huge because they're real. They're about what our lives are actually about. It's incredibly courageous. It is the franchise's prerogative to do that, and the impact that it's had on lives is sacred.

Deck Nine and Square Enix take that really, really seriously. So we've pursued that same kind of courage, topics that are personal, that are impactful. And we strive to be thoughtful about how we're doing that. I would never be presumptuous to want to tell people how to identify themselves or solve their problems, right? But I think good art asks tough questions. And asking tough questions creates dialogue, creates connection, and that can empower people to kind of find the answers they need. So that's very much what we're hoping will happen with Before the Storm.

We're exploring how, oh yeah, the girl who looks like she has all her life together? No no, she's broken too. And the girl who's absolutely obviously broken, no no, she's strong.

One of the major changes you've made is to remove the supernatural element of Life is Strange. Max had the ability to rewind time and Chloe does not have that kind of ability. What was the thinking there?

Yeah, I'll say we stripped away the power from the player character. That we definitely did. The supernatural does live in our Arcadia Bay. We have a lot of surreality to the world, a very Twin Peaks style of normalcy, masking strangeness, right? And we think that was core to the first experience and we've really embraced that. But yeah, choosing not to have a power Max has, the rewind, it felt like it was really fitting for Max. But for Chloe, it's a different story, it's about a different part in a person's life. Different lessons that she's learning for her personality and for what we're examining. We felt like having to really double down on the discomfort about, "You're gonna make a choice and you're just gonna have to live with the consequences of that." That felt really right for Chloe.

Max's ability formed the meat of the gameplay in Life is Strange since the puzzle solving involved figuring out the logic behind the situation, unraveling it, and then putting it back together to create a scenario that works for you. Without that sort of mechanic what does gameplay in Before The Storm entail, beyond speaking to people and making decisions?

Yeah. So I think you'll see a lot of puzzles. A lot of gameplay is not just cinematics. Chloe will find herself in all sorts of situations, and from a puzzle standpoint and a gameplay standpoint and a narrative standpoint, these situations feel very right for Chloe. Did you see the demo?

Yeah.

Yeah, right. So the mill is an example. That's a place Max would never go to. Chloe will fight her way inside. She actually has to fight her way inside, there are a variety of ways she can accomplish that. The gameplay can accommodate success or failure in different paths. But they're fitting to her because the environment is reflective of her personality and the consequences and the nature of those puzzles, without spoiling the gameplay features ... Will really map on to Chloe's kind of, more aggressive, more in your face, approach to things. She's more of a wrecking ball than Max was.

By the end of Life is Strange there was a villain character. Is that going to be the same for Before the Storm? It seems like you guys are trying to shine the spotlight on these two characters specifically and how they navigate the world instead of creating a bad guy, so to speak.

Yeah, so, the content that we've shared with the public so far is very much just about Chloe and Rachel and kind of setting the foundation of the game and the context of the relationship. But that world that you're describing, that we're gonna see in Arcadia Bay, it's going to have a variety of characters who will be more and less wholesome depending on the choices you make. One thing that the franchise strives to do, and we definitely are striving to do with Before the Storm is embrace the kind of gray space where all characters have something sympathetic about them. All characters have vulnerability to them. And many characters have really problematic aspects of their personality. We're trying to avoid pure evil, but rather just sort of examine humanity in its good, in its bad, and how messy that can be.

So there won't necessarily be someone positioned as a villain, but someone could be interpreted as one based on actions?

I think that's fair to say.

What engine is this being developed on?

So we've used Unity to develop. And we use our own proprietary narrative design tools that we call StoryForge, which is a combination of a script writing software that looks like Final Draft but contains code. So our staff writers actually write in code, dialogue and code to create branching structures that exports directly into a second part of the tools called StoryTeller which is a cinematic design tool that our cinematic artists use to light and block, insert camera frames and timing, and keyframe objects to create the cinematic elements. This is something our studio has been developing for years.

Okay, so it's all your own tech?

In house. Yeah.

And you've emulated the style of Life is Strange. Are you planning to diverge any? You've got this sort of clean, soft style which typifies Max a lot for me. She was this young, innocent character finding her way in the world. Whereas Chloe seems to be this more aggressive, boisterous figure. Are you going to be playing with how the game is presented to reflect that?

Yeah, so there's certain elements of visual style that we do play with to say that, "You're in Chloe's shoes, you're not in Max's shoes." But then there are core elements which we don't because we feel like they're really core to the franchise experience, the franchise as a whole. I mean it's a very, almost surreal kind of painted world. And we really wanted to keep en masse ... We think it's one of those charming things about the first game. But in terms of the spaces you're going to, yes, sometimes they'll feel a lot darker, a lot more malevolent just because Chloe's story's gonna be a little different here.

Where did the decision to do three episodes came from? I felt Life is Strange had a very slow start. Its writing and characters didn't really hit their stride until a few episodes in. Is this a case of trying avoid that to make it tighter experience with three episodes?

That's a good question. Yeah, it wasn't an attempt to deviate from anything that Dontnod did with the first game. We actually kind of broke the story at a high level, deliberately agnostic of any length. We wanted to say, "What's the story that we're most interested in, that we're most passionate about? Okay, what does that feel like?" Does it feel like a four episode story, a three episode story, a five episode story ... And it just landed on three episodes. Which is six to nine hours of content.

Those five or so episodes that made up the original game felt like a much longer journey. Does Before The Storm have a similar journey-like feel, even with just three episodes?

Yeah, I think we're deliberately telling ... In many ways we're telling a smaller, more intimate story then what season one covered. I mean we're not ... It's not cataclysmic in a lot of ways that I think the kind of quantum effects of Max's power created. We're looking at grief. Grief in a 16 year old's life. I think it will feel like a journey, but not necessarily an odyssey.

You mentioned the cataclysm and, by the nature of it being prequel, you're segueing into Max's story. So will we have any sort of like connective tissue between the two games?

Yeah, you might be surprised at where connective tissue manifests. It certainly will in a lot of ways. Our story will talk to and intersect with the world of the first story. But we're setting it far enough before that the entirety of our narrative, the mystery, the tension and obstacles, the climax, it'll all live in such a way that I think that fans from the first game will still be surprised and challenged by some of the decisions that they're gonna have to make. And ultimately where the story ends up going.


Diablo 3's Necromancer Class Pack Launches Next Week

By Anonymous on Jun 20, 2017 08:30 pm

While it may not be a proper expansion pack, Diablo III is in line to receive some major new content very soon with the Rise of the Necromancer pack. This DLC, the core component of which is the new Necromancer class, finally has a release date and is slated to launch on June 27.

The pack is priced at $15 and will be available following the release of the 2.6.0 update on PC, PS4, and Xbox One. Console players who don't yet own the game can pick up Diablo III: Eternal Collection, which bundles the pack with the existing Ultimate Evil Edition. This carries a price tag of $60 but will be available for a limited time for $40. Blizzard did not specify how long this introductory pricing would last for.

Rise of the Necromancer adds the Necromancer class, which is based on the fan-favorite one from Diablo II. It can be played in both the campaign and Adventure mode like any other character. The pack also includes a number of other, less significant components, most of which are previewed in the video above. There's a non-combat pet, set of cosmetic wings, banner customization options, portrait frame, and pennant. Players also get two more character slots and stash tabs, although the latter is only available to PC players.

All of this will be accessible once the Rise of the Necromancer pack goes up for sale, which will be once maintenance on June 27 is complete. You can see the exact schedule for this here; on PC it starts at 10 AM PT / 1PM ET in North America and at 11 PM CEST in Europe. On consoles, it starts at 8 AM PT / 11 AM ET / 5 PM CEST.

Even if you don't purchase the new pack, you'll still be getting new content with the release of the 2.6.0 update next week if you own the Reaper of Souls expansion. The Shrouded Moors and Temple of the Firstborn zones, the Realms of Fate, and Challenge Rifts all release for free as part of the patch.


This Week's Xbox One And Xbox 360 Deals Revealed

By Anonymous on Jun 20, 2017 07:20 pm

Microsoft has unveiled the latest round of deals on the Xbox Store. A number of these require an Xbox Live Gold subscription, but many more are open to all Xbox Live members.

On Xbox One, everyone can pick up Hitman's first season for just $24, or individual episodes for $4 each. Also available to all are Rogue Legacy for $3.75, Crypt of the NecroDancer for $5, IDARB for $3, and Smite's Ultimate God Pack (consisting of all existing and future characters) for $20. Gold members can also grab Farming Simulator 17 for $30.

The Xbox 360 side of this week's sale consists exclusively of deals for Gold subscribers. A number of Transformers games are on sale, including Dark of the Moon ($10), Devastation ($20), Fall of Cybertron ($18), and Rise of the Dark Spark ($12.49). A pair of Xbox One backwards compatibility titles, Dead Space 2 and 3, can be had for $8 each.

These deals are available now through next Monday, June 26.


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