Tuesday, June 25, 2019

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Harry Potter: Wizards Unite Spell Energy Just Got More Generous

By Anonymous on Jun 25, 2019 11:47 pm

Harry Potter: Wizards Unite is Niantic's latest AR mobile game, and similar to Pokemon Go it appears to be a hit out of the gate. One persistent complaint has been brought up by the community, though, and the developer is already addressing it with a change.

In a note on the Wizards Unite subreddit, Niantic says it is making changes to the Spell Energy mechanic. New players will get 50 Spell Energy from the start rather than 25, and you can score extra Spell Energy from Inns, Greenhouses, and Daily Assignments. Specifically on the last point, you'll get 10 Spell Energy from the "To Collect an Ingredient or Portmanteau" assignment, up from five.

Spell Energy behaves similarly to Poke Balls in Pokemon Go, as you gather them both at physical locations and they serve as the fuel for your basic interactions in the game. The name may be confusing to new players, as many mobile games use an "energy" mechanic to limit how much you can play. Spell Energy in Wizards Unite is a limited resource, but it isn't time-gated.

The changes should make spell energy more plentiful overall, but if you still need to gather more, check out our tips on how to get Spell Energy. Or you can brush up on Potions and Wizarding Challenges. If you're a true Potterhead, you can even recreate your favorite characters' wands.


Romance In Cyberpunk 2077 Is Similar To Witcher 3, But It Makes A Few Changes Too

By Anonymous on Jun 25, 2019 11:05 pm

Last week, screenshots of a private Twitter exchange with Cyberpunk 2077 lead quest designer Paweł Sasko were posted to Reddit, which revealed further details about how romance would work in the upcoming game. We reached out to CD Projekt Red to confirm the details and, in the process, learned a bit more about the Deus Ex-like RPG.

"As for romances, throughout the game players will meet lots of characters with their own goals, motivations and needs," Sasko wrote in a statement to GameSpot. "Sometimes those goals align with what V is trying to achieve and, depending on the player's decisions, it may spark interest on the side of the NPC. Side characters won't fall for V in every scenario though. When something is not right, they may choose friendship over a romantic relationship. The sexual orientation of a given NPC also plays a role in such interactions. In The Witcher III, Geralt was a defined character who had a very clearly defined sexuality--in Cyberpunk, the choice of romantic partner is a part of freedom of play, that's why the game provides more options, going beyond heterosexual."

The earlier Twitter exchange did compare Cyberpunk 2077's romance to The Witcher III: Wild Hunt, but it didn't clarify just how similar. Now we know that in Cyberpunk 2077, much like The Witcher III, you can outright fail to attain a romantic connection with someone. However, unlike The Witcher III, not all romances are available to you. Sasko mentions that sexual orientation plays a role in whether a romance can be successful. That means some (or perhaps all) of the characters have a predetermined sexuality and gender, and won't mold themselves to fit whatever type of character you're roleplaying.

"Even in the world of Cyberpunk, relationships matter a lot," Sasko continues. "They are easier to have in some ways, and in the same time harder to cultivate. Players' choices define how many relationships V is going to have--but some preferences are impossible to change, almost how it is in real life. We believe that this is one of the key factors that makes characters feel genuine, natural, and real. We pay a great deal of attention to characters in the story, as they are the main pillars of the plot. And also because of that I should not say more about the topic, not to spoil anything for our players."

The Witcher III has a fairly humorous moment if you try to romance both Triss and Yennefer, ultimately punishing you for trying to be with both of them. In the same way, Sasko implies there are real consequences if V has many relationships. Though Sasko did not confirm, it seems like several NPCs will be okay with V being polyamorous (or having a fling or two on the side) while others will only enter into a romantic relationship with V if they stay faithful. We'll just have to wait and see.

Cyberpunk 2077 is scheduled to release April 16, 2020 for Xbox One, PS4, and PC.


Yes, A One Punch Man Game Now Exists

By Anonymous on Jun 25, 2019 10:53 pm

After a four-year hiatus, Saitama and Genos returned to being superheroes for fun in One Punch Man Season Two. Prolific anime video game publisher Bandai Namco Entertainment seeks to capitalize on the momentum, announcing a One Punch Man video game that is "coming soon" to PC, PlayStation 4, and Xbox One.

Developed by J-Stars Victory Vs and Jump Force creators Spike Chunsoft, One Punch Man: A Hero Nobody Knows is a 3D arena fighter set in the One Punch Man universe. The game features 3v3 battles with series characters like Fubuki, Genos, Mumen Rider, Speed-o'-Sound Sonic, and Saitama. A Hero Nobody Knows looks just like the anime, with all the over-the-top action expected of the titular character's exploits. Check out the announcement trailer below.

Herve Hoerdt, senior vice president of marketing at Bandai Namco's Europe branch, said A Hero Nobody Knows is a great way to jump into the eponymous anime, while "fans of the series can play as some of their favourite characters [in] exciting 3 vs. 3 battles." No definitive release date has been given.

Debuting in October 2015 in Japan and April 2016 in America, One Punch Man follows the unstimulated Saitama, a man so strong that he beats everything and everyone with a single punch. This unparalleled strength, not even matched by Season One big-baddie Lord Boros, leads the titular hero down an existential crisis, trapping him in a perpetual state of boredom. The series returned with a second season in April 2019.


New Rick & Morty Season 4 Episode To Premiere At Adult Swim Festival

By Anonymous on Jun 25, 2019 10:51 pm

The most recent season of the acclaimed animated show Rick & Morty premiered way back in October 2017, and it's been a long wait for fans to get news of when the series will return. Last month it was finally confirmed that Rick & Morty Season 4 will premiere in November, and now it has been announced that one of the new episodes will debut at the second Adult Swim Festival in the same month.

As reported by Deadline, the festival takes place in Los Angeles and runs from Friday, November 16 to Saturday, November 16. The episode won't have been screened on TV at that point. The festival is described by Adult Swim as a "one-of-a-kind, 360° fan experience," and will also feature a discussion with acclaimed animator Genndy Tartakovsky, panels, meet and greets, merchandise, and games.

Although Season 4 will arrive more than two years after Season 3, there is a lot more Rick & Morty on the way. In May 2018, it was revealed that Adult Swim renewed the show for no fewer than 70 more episodes. Previous seasons have run for just 10 episodes, but while we obviously won't get all of the new episodes in Season 4, the show's creators have confirmed that the wait time between future seasons will be reduced.

"I think we'll be able to move a little quicker," co-creator Justin Roiland told GameSpot last year. "We're not going to have these big, long gaps between seasons. We're going to just keep the machine going and schedule staggering vacations for people so we don't burn out. It's going to just be a perpetual production, which is exciting."

For more Rick & Morty coverage on GameSpot, check out our collection of in-depth Rick and Morty breakdowns.


Fortnite: Where To Dance At Beach Parties -- 14 Days Of Summer Challenge Guide

By Anonymous on Jun 25, 2019 10:36 pm

Alongside a new content update for patch 9.30, Fortnite's new event--14 Days of Summer--is now live. Despite the name, it runs for a total of three weeks and, among other things, consists of new challenges being introduced each day for the first two weeks, for a total of 14. The first of these can now be completed, and it asks players to dance at different beach parties. Here's where to go and what to do to complete the challenge.

How To Complete Dance At Beach Parties Challenge

These beach parties are a new element you'll find scattered around the map. You'll need to dance at six total, and as the challenge states, they have to be different ones--you can't keep returning to the same spot across different matches. Luckily, you can do this across multiple matches, so you're free to knock out one per match if you so wish. Just be prepared to run into some potentially aggressive company from other people trying to complete this challenge.

The beach parties are fairly obvious once you happen upon them. Head to one of the areas, and you'll find lounge chairs, umbrellas, porta-potties, and balloons adorning the area. Once you're nearby, activate any of your emotes to register progress. You'll know you've done it when you get the pop-up notification tracking your progression on the challenge.

Where To Find Beach Party Locations

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We've confirmed six different places where you can find a beach party--just enough to complete the challenge. Make sure to keep track of which ones you successfully visit to ensure you get to dance at them all. You'll find descriptions below and a map above.

  • northern part of H8, surrounding a small body of water
  • northeastern part of D4, at the northwest edge of Loot Lake
  • northwestern part of F2, near where Lazy Lagoon drops off the map
  • northwestern part of H9, near the water that feeds the nearby river
  • northwestern part of E6, along the river southeast of Neo Tilted
  • northwestern part of G6, in the southeastern part of Dusty Divot

Completing this challenge rewards you with a new dance emote titled Deep End, which has you doing Fortnite's take on the famous "C'mon and Swim" dance. It also gets you one step closer to earning the smoothie back bling, which you get for finishing all 14 challenges from 14 Days of Summer.


Steam Summer Sale 2019 Is Now Live, And There's A New Mini Game

By Anonymous on Jun 25, 2019 10:30 pm

The moment PC gamers have been waiting for is finally here--Steam's 2019 Summer Sale is live with thousands of deals on games across every genre. The sale will run now through July 9, so you have about two weeks to claim anything that catches your eye.

This year, the theme is Grand Prix, and players can earn various rewards and even free games on their wishlist by participating, just as in previous years. To get started, Steam will ask you to pick a team, with the choices being Hare, Corgi, Cockatiel, Pig, and Tortoise. Choose wisely (but Corgi is obviously the right choice here). You'll be able to track each team's rankings on the Grand Prix page.

During the sale, you'll have a Boost Meter that enables you to earn points, and every day you participate, you'll increase your Boost Meter's capacity by 100. You'll also boost your capacity by 100 for every $1 you spend in the sale. To earn points, you'll have to complete various Grand Prix Quests in your Steam games, with each point you earn pushing you closer toward your next Boost. Boosting increases your team's speed in the race, and every day throughout the Grand Prix, random members of the first, second, and third-place teams will get the top item on their Steam wishlist for free (so update that wishlist now if you plan to participate). You'll also earn Grand Prix tokens as you earn points, which can be redeemed for various freebies at the Pit Stop, including chat emoticons, profile backgrounds, and more. And because this is a competition, you can also earn and coordinate attacks to decrease other teams' Boost levels.

See a few of our picks from Steam's Summer Sale below, and of course, you can browse the full offering of deals at the Steam Store.

  • 428: Shibuya Scramble -- $15
  • Ark: Survival Evolved -- $17.49
  • Assassin's Creed Odyssey -- $30
  • Astroneer -- $22.49
  • Battle Chef Brigade Deluxe -- $12
  • BlazBlue: CrossTag Battle -- $22.49
  • Bloodstained: Curse of the Moon -- $6
  • Civilization VI -- $15
  • Danganronpa 1/2/V3 bundle -- $32.97
  • Darkest Dungeon -- $7.49
  • Dead Cells -- $16.74
  • Devil May Cry 5 -- $39.59
  • Divinity: Original Sin 2 - Definitive Edition -- $27
  • Hollow Knight -- $9
  • Katamari Damacy Reroll -- $18
  • Night in the Woods -- $12
  • Nioh -- $20
  • Pillars of Eternity II: Deadfire -- $25
  • Prey -- $15
  • Return of the Obra Dinn -- $18
  • Scythe - Digital Edition -- $8
  • Sekiro: Shadows Die Twice -- $48
  • Shadow of the Tomb Raider -- $24
  • Slay the Spire -- $12.49
  • Slime Rancher -- $10
  • SoulCalibur VI -- $19.79
  • Stardew Valley -- $12
  • Two Point Hospital -- $17.49
  • Undertale -- $4
  • Valkyria Chronicles 4 -- $20.39
  • XCOM 2 -- $15
  • Zero Escape Trilogy -- $22.38

Steam's Summer Sale is just the beginning of a long summer of deals. You can also save on thousands of PC games at Fanatical right now as part of its Red Hot summer sale (many of them redeem on Steam, so you can compare prices). Amazon Prime Day 2019 is quickly approaching as well, as the digital store finally just announced its annual sitewide sale will run July 15 and 16. Check back with GameSpot and follow us on Twitter for all the latest info.


Destiny 2 Guide: Ascendant Challenge Week 1 Location Video (June 28-July 2)

By Anonymous on Jun 25, 2019 10:29 pm
Find out exactly where the Ascendant rift portal is for this week's reset in Destiny 2: Forsaken.

Destiny 2 Ascendant Challenge Week 1 Location (June 25-July 2): Where To Go And What To Do Guide

By Anonymous on Jun 25, 2019 10:26 pm

Destiny 2's Season of Opulence keeps adding new stuff to do, between running the new Crown of Sorrows Strike, chasing down the Exotic rocket launcher Truth, or trying out the new, Heroic version of Menagerie that just launched. There's also that new Power level cap of 750 to. hit As always, a new weekly Ascendant Challenge can help you do that.

As players have come to expect, the Ascendant Challenge starts out with acquiring the corresponding bounty from Petra in the Dreaming City. You'll also need a Tincture of Queensfoil, a consumable item you can earn by taking part in certain activities in the Dreaming City (or you can outright buy one). Once you have both the bounty and a Tincture, you'll head to a Lost Sector, Aphelion's Rest, which is located in The Strand, just beneath the area where Petra is sometimes found. Using a Tincture will grant you a buff, Ascendance, that allows you to see a Taken portal. This one is located partway through the Lost Sector, atop a hill--it's hard to miss if you've used your Tincture.

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Jumping into the portal takes you to the Ascendant Plane's Ouroborea. There, you'll have to explore the area to find four different blights. Enter the dome and destroy its core; you'll know you've done it when it disappears and the text "a seal breaks" pops up in the bottom-left corner. Once you've dealt with all the blights, you'll go back toward the center to destroy crystals (whose protective shield has been temporarily dropped). Just beware the knights who will chase you around as you do this--your best bet is to keep moving in a circle, which should let you destroy the crystals without allowing the knights to get too close.

Although the chest is unlikely to have much in the way of worthwhile rewards, finishing the Ascendant Challenge also completes the bounty you picked up from Petra. That rewards you with a piece of Powerful gear that is highly desirable and can increase your level, making this all worth the trouble, provided you're capable of getting it done. With The Black Armory expansion in full swing, players are back to the gear grind to get to the new level cap of 650.

Although this Ascendant Challenge is not a new one, there is a lot happening in Destiny 2 right now. Niobe Labs means the fourth of The Black Armory's new Forges to unlock, as well as a new step in the Mystery Box Exotic quest we've been tracking since the expansion released last month.

There are actually five new Exotic weapons in The Black Armory to find, four of which we know about (and one of which we can take a guess at). There's also a lot more happening in January and beyond: Bungie laid out its content calendar for the rest of Year 2, which is pretty extensive.


Star Wars: Jedi Fallen Order Full 25-Minute Gameplay Footage Released

By Anonymous on Jun 25, 2019 09:36 pm

In lieu of a formal press conference, EA spent its E3 EA Play presentation giving half-hour presentations on its upcoming slate of games. It kicked off with a deep dive into Star Wars: Jedi Fallen Order, and now Respawn has released the full 25-minute gameplay demonstration that footage was pulled from.

The footage was accompanied with a note from game director Stig Asmussen on the EA Blog. The letter goes into detail about the goals of the demo, which was to show off lightsaber gameplay. He also mentioned that the level design is non-linear akin to a Metroid, Castlevania, or Souls game. The non-linear design and planet hopping was clipped from the stage show, leading to some criticism over the demo not showing one core aspect of the game, but the full 25-minute demo shows it off in more detail.

"We're excited to enter the final stage of game development: shipping this game. There is no doubt a lot of work ahead of us, but I have a ton of confidence in our team. We've only shown a fraction of the game, and we're looking forward to sharing more in the coming months."

The E3 demo earned accolades including GameSpot's Best of E3 , and it's one of the most pre-ordered games at GameStop following the event. The demo showed off a variety of Force powers and combat that's deeper than mere hacking and slashing. Lightsabers won't be able to just dismember enemies willy-nilly, however. We also learned at the event that it didn't start as a Star Wars game.

Star Wars: Jedi Fallen Order releases on PC, PS4, and Xbox One on November 15.


How Remedy's Control Will Trust Players To Figure Out Its Unreal Story

By Anonymous on Jun 25, 2019 09:30 pm

Remedy's Entertainment's Control is a noticeable change of pace from the studio's past work. Known for story-driven third-person shooters like Max Payne and Alan Wake, Control takes a more high-concept and nonlinear approach, reframing Remedy's particular storytelling chops into the framework of a Metroidvania-style game. On the surface, Control seems like the most unusual game to come from the studio. It actively moves away from the somewhat grounded settings from their past, channeling the principles of the new weird literary genre, blending aspects of avant-garde sci-fi and fantasy with a story that is intentionally challenging to unravel.

However, diving into Control and experiencing its bizarre story makes for a surprisingly alluring adventure. It intentionally keeps you in a state of confusion, but for good reason. This conceit of simultaneously unraveling Control's complex story while exploring a massive, interconnected, brutalist labyrinth at your leisure was an opportunity that was too good to pass up for Remedy. During E3 2019, we spent time playing the game ahead of its August 27 release and spoke with narrative designer Brooke Maggs and game director Mikael Kasurinen about the making of the game, and how it changed their approach to understanding storytelling in games.

For more on Remedy Entertainment's Control, check out our hands-on impressions of the game from E3 2019.

Editor's Note: This interview has been edited for clarity and readability.

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What I found interesting about Control is that it's so different from other Remedy games. For one, the world design does away with the linear style and goes for the Metroidvania setup.

Mikael Kasurinen: Yeah, we really had to stop and think about how to actually construct this world. When you look at our past games, they were mostly very linear, cinematic experiences. You go from one point to another point and that's it, that's the only way you travel through the world. Now we have to think in a more three-dimensional sense. You can come from anywhere and go anywhere, and so there's a lot of layers and layers of exploration and quests on top of each other. So we can't think of the environment as a linear path anymore. All of that affected the way we handled level design and art, and also the metrics of the world itself. There were clearly things we had to let go of regarding storytelling [from past games] that we just simply couldn't do in this kind of environment anymore.

Brooke Maggs: Also, from a range of different perspectives, navigation is important and we needed to have the science of it all present and explained. For example, in the linear experience, you only go through the level once and then not go there again. From a storytelling point of view, we don't necessarily know if a player might have completed a certain side mission and therefore knows something about a character, for example. Therefore, we have to be careful about when this side mission opens up, what you might have uncovered about the world already, so as not to spoil it for the side mission, but also keep them interesting as well.

This game seems to be intentionally placing you in a state of confusion. There's a lot of strange stuff happening, and though Jesse tries to rationalize things, it's clear she's just as in the dark as we are. Was that intentional given how bizarre and unusual the story is?

Kasurinen: Absolutely. We do spend a lot of time making sure that the player can understand what's going on, and know what's at stake. It was important for us that we were kind of accepting the idea that we were doing this strange experience for Control. Let's just throw the player together with Jesse into the middle of that experience and just start to make things happen right away, and not worry too much if things might initially seem a bit strange and weird, and trust that people will go through it. And then, piece by piece, they will start to see a larger picture of what is going on. That's why it was important for us that Jesse is an outsider of this world when we start off, so she's there together with the player as they enter this world.

Maggs: It's also an aspect of the "new weird" genre of fiction. It combines science fiction and fantasy elements, and with Control, we've grounded it in the modern world. So, with the Bureau of Control [the organization that Jesse works for], you're trying to understand these mysteries and then it's sort of questionable as to whether your theories are correct. The game is not intentionally confusing; it's intentionally mysterious and unsettling. So, the best way that we dealt with that is by having the main character not quite understand either, and therefore it's okay if the player doesn't completely know everything at that point.

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I actually really appreciate how weird the game can get. Even though I felt somewhat lost during some points, I couldn't help but admire what was going in the story and all the different characters that were just rolling with it.

Kasurinen: A huge part of that is that we want to make a game where we trust the players--that they are ready to take the time to invest themselves into this world, participate, find out. If they're unsure about something, all the information is there; but you need to go and get it yourself. We want to avoid hand-holding. We want to avoid spoon-feeding, but we also want to make all of the info available to you. If you take the time, you can learn a lot.

Maggs: I think games--some at least--trust the player to make the connections. We're always trying to find a story that makes sense for us. If we pose the right elements in a game, players are always going to be like, "I'm trying to figure out what's going on. I'm trying to understand. I need to figure out where I'm going." All of those things are a positive sign of wanting to know, and I think that makes for good storytelling.

I could see some parallels with Alan Wake, in the sense that there's a lot of room for interpretation. Is the intent there to spur a similar kind of discourse online for Control?

Kasurinen: Absolutely. I love it when the community comes together on a game and tries to speculate to create theories of what actually happens, or they open up an aspect of the game that nobody even realizes. That's definitely a goal for us, that we want to create a mysterious, compelling world. There's a lot of things that are left for interpretation. We've thought it through and there's an internal logic present, but we've chosen a very explicit way in how to express it all to the player.

Maggs: Yeah--what to show, what to conceal, and what to reveal over time. We would love it if people would spend time trying to put together pieces of the lore in the world. We've got documents, we've got audio logs, we've got videos. We've thought through it a lot. Because it's a brand new IP, we've built it from the ground up from world design perspective, narrative perspective. We've put a lot of effort into thinking about what these forces are and what they're doing.

I feel the best way I would describe this game to someone--in terms of visuals and pacing--is if it were the movie Die Hard, but directed by David Lynch. This game has a dream-like cadence to it, and it's all set within this building that's always changing as the action keeps going.

Kasurinen: Well, regarding the visual style, we wanted to avoid cliches. Like this is not the average fantasy game that you've seen already a hundred times. We could easily go on and add a bunch of things, but we choose not to. We stuck to a minimalistic style for [for narrative and gameplay], but the elements that are there are strong. And with that you have the brutalist architecture--very specific style--and the lighting style, which gives a very graphic look to it. We layer on top of that the supernatural phenomena, and it's not something that is necessarily a thing in itself, but it's something that warps the reality around Jesse.

Maggs: That stark, brutalist look speaks to the bureaucracy of the building, but it provides a lot of grounding for the weird things as well. The architecture is very sharp. The lighting also communicates about the enemies, like the red lighting as well. The colors throughout the building are different per sector. So, all of that is very purposeful. We have very talented artists and visual directors and world director who put a lot of thought into guiding the visual style of control.

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I especially like how present the main character is throughout the story, which is in keeping with the Remedy style of storytelling. Jesse's voice-over seems especially poignant as well, and there seems to be some interesting going on with the visual effects during her internal monologues.

Maggs: Yes, I'm glad you picked up on that. First of all, because Jesse, you know, lost her brother to a supernatural event in her past, she's been trying to figure this out for a long time. So she's become a very closed-off character. It can be hard to characterize and let the player in on the main character's internal feelings. This technique was really helpful for that as a narrative device, but let's say there's more to it than what we're revealing right now. There's a very clear purpose and intention for it.

Kasurinen: With every Remedy game, we explore different ways to tell stories. All the way back to Max Payne, we've got this narration in Alan Wake, and in Quantum Break as well. In this game, it's important for us that we have a way to hear Jesse's internalized thoughts as they are happening in the moment, because we want it to feel like the player is there with her, so it's not something that has already happened. That's also a very deliberate choice from us.

I brought up David Lynch earlier, but this really does have a lot of his style, as do other Remedy games. Could you speak a little bit about how his style, and also the new weird fiction, also ties into that?

Kasurinen: Well, new weird is all about humanity and encountering things that are beyond comprehension. The characters still try to figure it out, or they have another goal in their life that they're trying to achieve, and then this new setting around them is perplexing and strange. That felt like a great foundation for Control. That's the kind of world that we want to create. But as far as David Lynch goes, obviously we deal with things that's really hard to understand at times, but there's always a layer of familiarity. Like for Twin Peaks for instance, there's kind of a dream logic throughout. You can sense what is going on, but you're not 100% sure. There's a relatable layer to it, like interesting characters that you want to talk with, that you want to interact with them. So we wanted to have that same thing, like relatable characters and so on, but then there are strange phenomena around it.

There are other sources of inspiration as well, like the Southern Reach trilogy. The first book was called Annihilation, which was recently turned into a movie as well. The initial trilogy is fantastic, so that was a big inspiration for us. Then there are lots of others as well, like going back to 2001: A Space Odyssey. It was the ending, where this protagonist encounters basically alien life, but it's a really perplexing, strange moment. Then there's obviously the film Stalker by Andrei Tarkovsky from the '70s, that was wonderful as well.

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Control does a lot of new things for Remedy, but it still feels very much in that particular style. Is there anything about the game that sticks out to you the most as something special?

Kasurinen: What I'm personally excited about it that it's a new type of a game from Remedy. But our heritage is in there--all the things we've done in the last 20 years, going all the way back to Max Payne to Quantum Break. I think in a way, Control is a culmination point of all of these different things that we've done, and we haven't done this type of structure before. What I also like a lot from the storytelling perspective is that we have actors coming back from previous games, Max Payne's voice actor James McCaffery, Matthew Porretta who was the voice of Alan Wake, and then, of course, Courtney Hope, who was Beth Wilder in Quantum Break. So we have a lot of this kind of heritage and DNA that we've taken and used in this world, but we're applying it to this new type of direction. We did this in roughly three years, and something really clicked quite well with Control, so that's what I'm really proud of.

Maggs: I'm really proud of how our studio has pulled together a brand new IP that does a lot of new things. These conversation moments, side missions, the ability to go back through the world and explore--this is all new for Remedy and I'm really proud of all of it. I'm also proud that we've told a story with an active female protagonist. In fact, there are multiple important female characters in the world of Control, which I really love. It was one of the things that drew me to the project originally. I'm really proud of all of those things, really.


This Week's New Digital And Blu-Ray Movie Releases: Dumbo, Pet Semetary, And More

By Anonymous on Jun 25, 2019 09:02 pm

Every week, you can watch new movies on Netflix and other streaming services; however, the new content being released isn't new if it's not an original series. If you want to watch a new movie from the comfort of your own home, you have to buy them through a digital market or at a brick and motor store. This week, there are a few big releases you may want to check out for yourself.

While it's true we live in an age where everything gets remade, sometimes, those remakes are better than the original, and that's just the case for 2019's Pet Sematary. Based on the Stephen King book of the same name, the movie follows a family from Boston who moves to Maine, and they find a ancient cemetery in the woods. Said cemetery has some supernatural elements to it, and from there, horror. In the review of the movie, GameSpot's Rafael Motamayor said, "In an age where every film is getting a remake or a reboot, Pet Sematary might actually be better than the original. It's terrifying, twisted, heartbreaking, morbidly funny, and a hell of a fun time." You'll find a link to buy it digitally below. A physical release is still a few weeks away.

Additionally, Dumbo gets a physical release this week. It was a fine movie, but not something you need to rush out and grab. However, the special features on the home release are pretty solid. There are deleted scenes, a blooper reel, a "making of" featurette, and an Easter eggs feature as well, giving some great insight into all the planning of this movie.

Below, you'll find a highlighted lighted list of everything coming out this week.

Digital

Physical

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Persona 5 Royal: Everything We Learned Since The Reveal - Kasumi's Persona, New Music, And More

By Anonymous on Jun 25, 2019 08:45 pm

Fortnite Patch Notes 9.30 (Content Update #1): Pump Shotgun Is Back, New Revolver

By Anonymous on Jun 25, 2019 08:40 pm

Fortnite recently received the 9.30 patch, and now the first 9.30 content update is live on PS4, Xbox One, PC, Nintendo Switch, and mobile devices. As developer Epic's patch notes detail, this week's update not only marks the start of the 14 Days of Summer event, it also introduces yet another new gun to the game and makes some balance adjustments to a handful of existing weapons and items. Additionally, some vaulted weapons are now available again, including the Pump Shotgun.

Fortnite has received some unique weapons over the past few seasons, but this week's addition to the arsenal is a classic: the Revolver, which Epic describes as "simple, reliable, [and] powerful." It comes in Epic and Legendary variants and can be found as floor loot or in chests, vending machines, supply drops, or Loot Carriers.

To make room for the Revolver, Epic has vaulted a handful of older weapons, namely the Impulse Grenades, Rift-to-Go, Pirate Cannon, and rare Tactical Assault Rifle. The developer has also slightly reduced the availability of the Flint Knock Pistol and the Semi-Auto Sniper Rifle, while a few other weapons have gotten balance adjustments. The Drum Gun's fire rate was reduced from 9 to 8, while the Heavy Assault Rifle's damage was slightly increased. Supply Llamas have also been adjusted; there will now be five per match rather than three, and they now hold 350 of each material rather than 200.

Epic has also unvaulted a few weapons as part of the aforementioned 14 Days of Fortnite event. The uncommon and rare Pump Shotguns are now back, as are Shockwave Grenades and the Suppressed SMG. Epic has said it will unvault a different weapon for 24 hours every day of the 14 Days of Summer event. You can find the patch notes for Battle Royale mode below, while the full patch notes are available on Epic's website.

Epic is offering lots of other daily content during the 14 Days of Summer event. Players will have a new challenge to complete and reward to unlock every day, and there will be a new outfit and other items for purchase from Fortnite's in-game shop. (The first challenge asks you to dance at different beach parties.) Finally, a new limited-time mode will be featured every day, and they and include the John Wick crossover LTM, Wick's Bounty, as well as a handful of new modes like Splashdown Squads, which has players trying to eliminate each other with water balloons.

Fortnite: Battle Royale 9.30 Content Update Patch Notes

Weapons & Items

  • Revolver
    • Available in Epic and Legendary variants.
    • Fires Medium Ammo.
    • Holds 6 rounds.
    • 63 / 66 damage per shot.
    • Headshot multiplier of 2.
    • Available from Floor loot, Chests, Vending Machines, Supply Drops, and Loot Carriers.
  • Vaulted
    • Rare Tactical Assault Rifle
      • With the unvaulting of the Suppressed Submachine Gun, we wanted to make sure loot distribution in this class of item was well distributed.
    • Impulse Grenades
    • Rift-To-Go
    • Pirate Cannon
  • Unvaulted
    • Uncommon and Rare Pump Shotgun
      • Available in floor loot and Vending Machines
      • There's been a lot of feedback around the Tactical Shotgun and Combat Shotgun effectiveness, and so we're experimenting with a world where the Pump Shotgun joins the current shotgun lineup.
    • Shockwave Grenade
    • Suppressed SMG
      • We feel the Suppressed Submachine Gun can fill a complementary role to the Burst Submachine Gun as a viable alternative.
    • Common, Uncommon, and Rare Revolver
  • Tactical Shotgun
    • Availability from floor loot reduced from 8.19% to 5.4%
    • Headshot Multiplier increased from 2 to 2.25
  • Burst SMG
    • Availability adjustments
      • Availability from floor loot reduced from 5.03% to 3.1%
      • Availability from chests reduced from 18.66% to 10.32%
    • Balance adjustments
      • Base accuracy increased by 13.6%
      • Jumping accuracy penalty reduced from 15% to 5%
      • Sprinting accuracy penalty reduced from 30% to 20%
      • Base damage increased from 23/24/25 to 24/25/26
    • The Burst SMG was dropping a bit too frequently for the role it was intended to fill. Additionally, it was underperforming when compared to similar items.
  • SemiAuto Sniper Rifle
    • Availability from floor loot reduced from 0.65% to 0.44%
    • Availability from chests reduced from 5.1% to 3.4%
  • FlintKnock Pistol
    • Availability from floor loot reduced from 1.97% to 1.32%
  • Infantry Rifle
    • Increased the Epic and Legendary Infantry Rifle clip size from 8 to 10
  • Minigun
    • Increased player damage from 18/19 to 20/21
  • DrumGun
    • Reduced clip size from 50 to 40
    • Reduced fire rate from 9 to 8
    • Since the unvaulting, the Drum Gun has outperformed in unintended areas. This adjustment should help create more counterplay in combat.
  • Heavy Assault Rifle
    • Increased damage from 36/38/40 to 38/40/42
    • The Heavy Assault Rifle usage rates aren't quite where we'd like. This adjustment to Damage is intended to offset some of the downsides of the weapon.

Gameplay

Supply Llama

  • Increased the material count from 200 of each to 350 of each
  • Increased the total number of Llamas per match from 3 to 5

First Bond 25 Footage Revealed

By Anonymous on Jun 25, 2019 07:53 pm

Bond 25 might have suffered a somewhat troubled production so far, but filming is well and truly underway. While we're yet to receive a proper trailer or even a final title, production company Eon has now released a behind-the-scenes video for the new film.

The teaser, which you can watch below, gives us a first glimpse at Daniel Craig's fifth (and likely final) adventure as James Bond. Alongside Craig in the trailer is director Cary Fukunaga, Jeffrey Wright (Felix Leiter), and Lashana Lynch (Nomi).

Filming of Bond 25 hit a snag earlier in June when a controlled explosion went wrong on set, injuring one person. Craig also needed about two weeks of downtime to recover from an ankle injury and surgery sustained while filming in Jamaica. Despite that, the production team said at the time that the movie will not be delayed.

James Bond 25, or whatever it ends up being called, hits theatres in April 2020. In addition to Craig, Ralph Fiennes, Naomie Harris, and Lea Seydoux will all reprise their roles for the 25th James Bond movie. Wright and Ben Whishaw also return, while Rami Malek has joined the movie as the villain.

Bond 25's story begins with Bond no longer on active service but instead enjoying himself in Jamaica. "His peace is short-lived when his old friend Felix Leiter from the CIA turns up asking for help," reads a line from the film's official description. "The mission to rescue a kidnapped scientist turns out to be far more treacherous than expected, leading Bond onto the trail of a mysterious villain armed with dangerous new technology."

The movie was initially going to be directed by Danny Boyle, but he left due to "creative differences." True Detective's Cary Fukunaga replaced Boyle before the film was delayed first from October 2019 to February 2020 and then again to April 3, 2020.


Prime Day 2019 Starts Early With This Great Deal On A 43-Inch Toshiba Fire TV (US)

By Anonymous on Jun 25, 2019 07:50 pm

Amazon has finally announced that Prime Day 2019, its big annual members' sale, will run on July 15 and 16, but the savings are starting a little early with this deal on a Toshiba Smart TV. Usually retailing for $300, the Toshiba 43-inch 1080p Smart Fire TV is on sale now for just $180 for Prime members. The deal is counting down to expire on Monday, July 15, when Prime Day officially kicks off.

No Caption Provided

SEE IT AT AMAZON »

The Toshiba Fire TV Edition integrates Amazon's Fire smart platform for apps and voice control functionality with Alexa. It has built-in ethernet and wi-fi connectivity and three HDMI ports, making it a great, self-contained media center for all your gaming and streaming needs. Although it doesn't go up to 4K resolution for the absolute latest in graphics, a 1080p 60Hz TV of this size for $180 is a steal.

Prime Day has quickly become one of the biggest shopping events of the year. This year's sale is the longest-running yet and will last a full 48 hours, up from 36 hours in 2018. In the meantime, we've got some general tips to help you get the most out of Prime Day; plus, check back during the sale for all the best gaming and entertainment deals.


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